2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
26 #include <sys/types.h>
38 #include "openal_wrapper.h"
41 #include "Animation.h"
44 #include "ConsoleCmds.h"
46 #include "Utils/Folders.h"
54 // Added more evilness needed for MSVC
56 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
57 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
61 extern float multiplier;
63 extern int environment;
64 extern Terrain terrain;
65 extern float screenwidth, screenheight;
68 extern float texdetail;
69 extern Objects objects;
71 extern float slomodelay;
72 extern bool floatjump;
75 extern float camerashake;
77 extern float blackout;
78 extern bool cellophane;
79 extern bool musictoggle;
80 extern int difficulty;
81 extern int bloodtoggle;
82 extern bool invertmouse;
84 extern float precipdelay;
85 extern XYZ viewerfacing;
86 extern bool ambientsound;
87 extern bool mousejump;
88 extern float viewdistance;
90 extern XYZ windvector;
91 extern bool debugmode;
92 static int leveltheme;
94 extern int oldmainmenu;
95 extern bool visibleloading;
96 extern XYZ envsound[30];
97 extern float envsoundvol[30];
98 extern int numenvsounds;
99 extern float envsoundlife[30];
100 extern float usermousesensitivity;
101 extern bool ismotionblur;
102 extern bool showdamagebar; // (des)activate the damage bar
104 extern bool skyboxtexture;
105 extern float skyboxr;
106 extern float skyboxg;
107 extern float skyboxb;
108 extern float skyboxlightr;
109 extern float skyboxlightg;
110 extern float skyboxlightb;
111 extern float fadestart;
112 extern float slomospeed;
113 extern float slomofreq;
114 extern int tutoriallevel;
115 extern float smoketex;
116 extern float tutorialstagetime;
117 extern int tutorialstage;
118 extern float tutorialmaxtime;
119 extern float tutorialsuccess;
120 extern bool againbonus;
121 extern bool reversaltrain;
122 extern bool canattack;
123 extern bool cananger;
124 extern float damagedealt;
126 extern int editoractive;
127 extern int editorpathtype;
129 extern float hostiletime;
131 extern bool gamestarted;
133 extern int numhotspots;
134 extern int killhotspot;
135 extern XYZ hotspot[40];
136 extern int hotspottype[40];
137 extern float hotspotsize[40];
138 extern char hotspottext[40][256];
139 extern int currenthotspot;
143 extern bool stillloading;
144 extern bool winfreeze;
146 extern bool campaign;
148 extern void toggleFullscreen();
159 std::string description;
162 0 = Immediately load next level at the end of this one.
163 1 = Go back to the world map.
164 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
166 //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
167 std::vector<int> nextlevel;
169 CampaignLevel() : width(10) {
175 return 30 + 120 + location.x * 400 / 512;
178 return 30 + 30 + (512 - location.y) * 400 / 512;
181 return getStartX() + width;
184 return getStartY() + width;
188 center.x = getStartX() + width / 2;
189 center.y = getStartY() + width / 2;
195 istream& operator<< (istream& is) {
202 for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
203 description.replace(pos, 1, 1, ' ');
210 for (int j = 0; j < numnext; j++) {
213 nextlevel.push_back(next - 1);
221 friend istream& operator>> (istream& is, CampaignLevel& cl) {
228 vector<CampaignLevel> campaignlevels;
231 bool winhotspot = false;
232 bool windialogue = false;
235 float cameradist = 0;
236 bool oldattackkey = 0;
238 float musicvolume[4] = {};
239 float oldmusicvolume[4] = {};
240 int musicselected = 0;
242 const char *rabbitskin[] = {
247 "Textures/Otter.jpg",
249 "Textures/Sable.jpg",
250 "Textures/Chocolate.jpg",
255 const char *wolfskin[] = {
257 "Textures/Darkwolf.jpg",
258 "Textures/Snowwolf.jpg"
261 const char **creatureskin[] = {rabbitskin, wolfskin};
263 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
264 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
268 // TODO: this is slightly incorrect
269 inline float roughDirection(XYZ vec)
272 float angle = -asin(-vec.x) * 180 / M_PI;
277 inline float roughDirectionTo(XYZ start, XYZ end)
279 return roughDirection(end - start);
281 inline float pitchOf(XYZ vec)
284 return -asin(vec.y) * 180 / M_PI;
286 inline float pitchTo(XYZ start, XYZ end)
288 return pitchOf(end - start);
290 inline float sq(float n)
294 inline float stepTowardf(float from, float to, float by)
296 if (fabs(from - to) < by)
304 void Game::playdialoguescenesound()
307 temppos = Person::players[Dialog::currentScene().participantfocus]->coords;
308 temppos = temppos - viewer;
313 switch (Dialog::currentScene().sound) {
318 sound = consolefailsound;
321 sound = consolesuccesssound;
324 sound = firestartsound;
327 sound = fireendsound;
330 sound = rabbitchitter;
333 sound = rabbitchitter2;
336 sound = rabbitpainsound;
339 sound = rabbitpain1sound;
342 sound = rabbitattacksound;
345 sound = rabbitattack2sound;
348 sound = rabbitattack3sound;
351 sound = rabbitattack4sound;
375 sound = barkgrowlsound;
381 emit_sound_at(sound, temppos);
384 // ================================================================
386 int Game::findClosestPlayer()
389 float closestdist = std::numeric_limits<float>::max();
391 for (unsigned i = 1; i < Person::players.size(); i++) {
392 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
393 if (distance < closestdist) {
394 closestdist = distance;
401 static int findClosestObject()
404 float closestdist = std::numeric_limits<float>::max();
406 for (int i = 0; i < objects.numobjects; i++) {
407 float distance = distsq(&objects.position[i], &Person::players[0]->coords);
408 if (distance < closestdist) {
409 closestdist = distance;
416 static void cmd_dispatch(const string cmd)
418 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
420 for (i = 0; i < n_cmds; i++)
421 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
422 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
423 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
426 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
429 /********************> Tick() <*****/
430 extern bool save_screenshot(const char * fname);
431 void Screenshot (void)
434 time_t t = time(NULL);
435 struct tm *tme = localtime(&t);
436 sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
437 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
440 mkdir("Screenshots");
443 save_screenshot(filename);
446 void Game::SetUpLighting()
448 if (environment == snowyenvironment)
449 light.setColors(.65, .65, .7, .4, .4, .44);
450 if (environment == desertenvironment)
451 light.setColors(.95, .95, .95, .4, .35, .3);
452 if (environment == grassyenvironment)
453 light.setColors(.95, .95, 1, .4, .4, .44);
455 light.setColors(1, 1, 1, .4, .4, .4);
457 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
458 light.color[0] *= (skyboxlightr + average) / 2;
459 light.color[1] *= (skyboxlightg + average) / 2;
460 light.color[2] *= (skyboxlightb + average) / 2;
461 light.ambient[0] *= (skyboxlightr + average) / 2;
462 light.ambient[1] *= (skyboxlightg + average) / 2;
463 light.ambient[2] *= (skyboxlightb + average) / 2;
466 int findPathDist(int start, int end)
468 int smallestcount, count, connected;
469 int last, last2, last3, last4;
472 smallestcount = 1000;
473 for (int i = 0; i < 50; i++) {
479 while (last != end && count < 30) {
481 for (int j = 0; j < numpathpoints; j++) {
482 if (j != last && j != last2 && j != last3 && j != last4) {
484 if (numpathpointconnect[j])
485 for (int k = 0; k < numpathpointconnect[j]; k++) {
486 if (pathpointconnect[j][k] == last)connected = 1;
489 if (numpathpointconnect[last])
490 for (int k = 0; k < numpathpointconnect[last]; k++) {
491 if (pathpointconnect[last][k] == j)connected = 1;
494 if (closest == -1 || Random() % 2 == 0) {
505 if (count < smallestcount)
506 smallestcount = count;
508 return smallestcount;
511 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
513 static XYZ colpoint, colviewer, coltarget;
514 static float minx, minz, maxx, maxz, miny, maxy;
516 minx = min(startpoint.x, endpoint.x) - 1;
517 miny = min(startpoint.y, endpoint.y) - 1;
518 minz = min(startpoint.z, endpoint.z) - 1;
519 maxx = max(startpoint.x, endpoint.x) + 1;
520 maxy = max(startpoint.y, endpoint.y) + 1;
521 maxz = max(startpoint.z, endpoint.z) + 1;
523 for (int i = 0; i < objects.numobjects; i++) {
524 if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
525 objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
526 objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
527 objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
528 objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
529 objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
530 if ( objects.type[i] != treeleavestype &&
531 objects.type[i] != bushtype &&
532 objects.type[i] != firetype) {
533 colviewer = startpoint;
534 coltarget = endpoint;
535 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
544 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
546 static XYZ colpoint, colviewer, coltarget;
547 static float minx, minz, maxx, maxz, miny, maxy;
548 static int i; //FIXME: see below
550 minx = min(startpoint.x, endpoint.x) - 1;
551 miny = min(startpoint.y, endpoint.y) - 1;
552 minz = min(startpoint.z, endpoint.z) - 1;
553 maxx = max(startpoint.x, endpoint.x) + 1;
554 maxy = max(startpoint.y, endpoint.y) + 1;
555 maxz = max(startpoint.z, endpoint.z) + 1;
558 if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
559 objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
560 objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
561 objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
562 objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
563 objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
564 if ( objects.type[what] != treeleavestype &&
565 objects.type[what] != bushtype &&
566 objects.type[what] != firetype) {
567 colviewer = startpoint;
568 coltarget = endpoint;
570 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
577 if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
583 void Setenvironment(int which)
587 LOG(" Setting environment...");
592 pause_sound(stream_snowtheme);
593 pause_sound(stream_grasstheme);
594 pause_sound(stream_deserttheme);
595 pause_sound(stream_wind);
596 pause_sound(stream_desertambient);
599 if (environment == snowyenvironment) {
603 emit_stream_np(stream_wind);
605 objects.treetextureptr.load("Textures/snowtree.png", 0);
606 objects.bushtextureptr.load("Textures/bushsnow.png", 0);
607 objects.rocktextureptr.load("Textures/bouldersnow.jpg", 1);
608 objects.boxtextureptr.load("Textures/snowbox.jpg", 1);
610 footstepsound = footstepsn1;
611 footstepsound2 = footstepsn2;
612 footstepsound3 = footstepst1;
613 footstepsound4 = footstepst2;
615 terraintexture.load("Textures/snow.jpg", 1);
616 terraintexture2.load("Textures/rock.jpg", 1);
619 temptexdetail = texdetail;
622 skybox->load( "Textures/Skybox(snow):Front.jpg",
623 "Textures/Skybox(snow):Left.jpg",
624 "Textures/Skybox(snow):Back.jpg",
625 "Textures/Skybox(snow):Right.jpg",
626 "Textures/Skybox(snow):Up.jpg",
627 "Textures/Skybox(snow):Down.jpg");
632 texdetail = temptexdetail;
633 } else if (environment == desertenvironment) {
636 objects.treetextureptr.load("Textures/deserttree.png", 0);
637 objects.bushtextureptr.load("Textures/bushdesert.png", 0);
638 objects.rocktextureptr.load("Textures/boulderdesert.jpg", 1);
639 objects.boxtextureptr.load("Textures/desertbox.jpg", 1);
643 emit_stream_np(stream_desertambient);
645 footstepsound = footstepsn1;
646 footstepsound2 = footstepsn2;
647 footstepsound3 = footstepsn1;
648 footstepsound4 = footstepsn2;
650 terraintexture.load("Textures/sand.jpg", 1);
651 terraintexture2.load("Textures/sandslope.jpg", 1);
654 temptexdetail = texdetail;
657 skybox->load( "Textures/Skybox(sand):Front.jpg",
658 "Textures/Skybox(sand):Left.jpg",
659 "Textures/Skybox(sand):Back.jpg",
660 "Textures/Skybox(sand):Right.jpg",
661 "Textures/Skybox(sand):Up.jpg",
662 "Textures/Skybox(sand):Down.jpg");
667 texdetail = temptexdetail;
668 } else if (environment == grassyenvironment) {
671 objects.treetextureptr.load("Textures/tree.png", 0);
672 objects.bushtextureptr.load("Textures/bush.png", 0);
673 objects.rocktextureptr.load("Textures/boulder.jpg", 1);
674 objects.boxtextureptr.load("Textures/grassbox.jpg", 1);
677 emit_stream_np(stream_wind, 100.);
679 footstepsound = footstepgr1;
680 footstepsound2 = footstepgr2;
681 footstepsound3 = footstepst1;
682 footstepsound4 = footstepst2;
684 terraintexture.load("Textures/grassdirt.jpg", 1);
685 terraintexture2.load("Textures/mossrock.jpg", 1);
688 temptexdetail = texdetail;
691 skybox->load( "Textures/Skybox(grass):Front.jpg",
692 "Textures/Skybox(grass):Left.jpg",
693 "Textures/Skybox(grass):Back.jpg",
694 "Textures/Skybox(grass):Right.jpg",
695 "Textures/Skybox(grass):Up.jpg",
696 "Textures/Skybox(grass):Down.jpg");
700 texdetail = temptexdetail;
702 temptexdetail = texdetail;
704 terrain.load("Textures/heightmap.png");
706 texdetail = temptexdetail;
713 ifstream ipstream(Folders::getResourcePath("Campaigns/" + accountactive->getCurrentCampaign() + ".txt"));
714 if (!ipstream.good()) {
715 if (accountactive->getCurrentCampaign() == "main") {
716 cerr << "Could not found main campaign!" << endl;
719 cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
720 accountactive->setCurrentCampaign("main");
721 return LoadCampaign();
723 ipstream.ignore(256, ':');
725 ipstream >> numlevels;
726 campaignlevels.clear();
727 for (int i = 0; i < numlevels; i++) {
730 campaignlevels.push_back(cl);
734 ifstream test(Folders::getResourcePath("Textures/" + accountactive->getCurrentCampaign() + ":World.png"));
736 Mainmenuitems[7].load("Textures/" + accountactive->getCurrentCampaign() + ":World.png", 0);
738 Mainmenuitems[7].load("Textures/World.png", 0);
741 if (accountactive->getCampaignChoicesMade() == 0) {
742 accountactive->setCampaignScore(0);
743 accountactive->resetFasttime();
747 vector<string> ListCampaigns()
749 DIR *campaigns = opendir(Folders::getResourcePath("Campaigns").c_str());
750 struct dirent *campaign = NULL;
752 perror("Problem while loading campaigns");
753 cerr << "campaign folder was : " << Folders::getResourcePath("Campaigns") << endl;
756 vector<string> campaignNames;
757 while ((campaign = readdir(campaigns)) != NULL) {
758 string name(campaign->d_name);
759 if (name.length() < 5)
761 if (!name.compare(name.length() - 4, 4, ".txt")) {
762 campaignNames.push_back(name.substr(0, name.length() - 4));
766 return campaignNames;
769 void Game::Loadlevel(int which)
776 Loadlevel("tutorial");
777 } else if (which >= 0 && which <= 15) {
779 snprintf(buf, 32, "map%d", which + 1); // challenges
782 Loadlevel("mapsave");
785 void Game::Loadlevel(const std::string& name)
787 int indemo; // FIXME this should be removed
793 LOG(std::string("Loading level...") + name);
805 if (tutoriallevel != -1)
810 if (tutoriallevel == 1)
812 if (tutorialstage == 0) {
813 tutorialstagetime = 0;
816 pause_sound(whooshsound);
817 pause_sound(stream_firesound);
821 tfile = fopen( Folders::getResourcePath("Maps/"+name).c_str(), "rb" );
823 pause_sound(stream_firesound);
829 animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral);
831 Dialog::dialogs.clear();
833 Dialog::indialogue = -1;
840 difficulty = accountactive->getDifficulty();
854 for (int i = 0; i < 100; i++)
863 numunarmedattack = 0;
874 bonustotal = startbonustotal;
879 emit_sound_np(consolesuccesssound);
884 if (!stealthloading) {
885 terrain.numdecals = 0;
886 Sprite::deleteSprites();
887 for (int i = 0; i < objects.numobjects; i++)
888 objects.model[i].numdecals = 0;
890 int j = objects.numobjects;
891 for (int i = 0; i < j; i++) {
892 objects.DeleteObject(0);
897 for (int i = 0; i < subdivision; i++)
898 for (int j = 0; j < subdivision; j++)
899 terrain.patchobjectnum[i][j] = 0;
905 Person::players.resize(1);
907 funpackf(tfile, "Bi", &mapvers);
909 funpackf(tfile, "Bi", &indemo);
913 funpackf(tfile, "Bi", &maptype);
915 maptype = mapkilleveryone;
917 funpackf(tfile, "Bi", &hostile);
921 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
927 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
935 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
937 skyboxlightr = skyboxr;
938 skyboxlightg = skyboxg;
939 skyboxlightb = skyboxb;
942 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);
944 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
945 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
946 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
947 Person::players[0]->weaponids[j] = weapons.size();
949 funpackf(tfile, "Bi", &type);
950 weapons.push_back(Weapon(type, 0));
956 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
957 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
958 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
959 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
961 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
964 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
966 Person::players[0]->whichskin = 0;
967 Person::players[0]->creature = rabbittype;
970 Person::players[0]->lastattack = -1;
971 Person::players[0]->lastattack2 = -1;
972 Person::players[0]->lastattack3 = -1;
976 Dialog::loadDialogs(tfile);
979 for (int k = 0; k < Person::players[0]->numclothes; k++) {
980 funpackf(tfile, "Bi", &templength);
981 for (int l = 0; l < templength; l++)
982 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
983 Person::players[0]->clothes[k][templength] = '\0';
984 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
987 funpackf(tfile, "Bi", &environment);
989 funpackf(tfile, "Bi", &objects.numobjects);
990 for (int i = 0; i < objects.numobjects; i++) {
991 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]);
992 if (objects.type[i] == treeleavestype)
993 objects.scale[i] = objects.scale[i - 1];
997 funpackf(tfile, "Bi", &numhotspots);
998 for (int i = 0; i < numhotspots; i++) {
999 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
1000 funpackf(tfile, "Bi", &templength);
1002 for (int l = 0; l < templength; l++)
1003 funpackf(tfile, "Bb", &hotspottext[i][l]);
1004 hotspottext[i][templength] = '\0';
1005 if (hotspottype[i] == -111)
1014 if (!stealthloading) {
1016 for (int i = 0; i < objects.numobjects; i++)
1017 objects.center += objects.position[i];
1018 objects.center /= objects.numobjects;
1024 float maxdistance = 0;
1026 for (int i = 0; i < objects.numobjects; i++) {
1027 tempdist = distsq(&objects.center, &objects.position[i]);
1028 if (tempdist > maxdistance) {
1029 maxdistance = tempdist;
1032 objects.radius = fast_sqrt(maxdistance);
1039 funpackf(tfile, "Bi", &numplayers);
1040 if (numplayers > maxplayers) {
1041 cout << "Warning: this level contains more players than allowed" << endl;
1043 for (int i = 1; i < numplayers; i++) {
1046 Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
1048 } catch (InvalidPersonException e) {
1054 funpackf(tfile, "Bi", &numpathpoints);
1055 if (numpathpoints > 30 || numpathpoints < 0)
1057 for (int j = 0; j < numpathpoints; j++) {
1058 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
1059 for (int k = 0; k < numpathpointconnect[j]; k++) {
1060 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1066 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
1069 if (environment != oldenvironment)
1070 Setenvironment(environment);
1071 oldenvironment = environment;
1073 if (!stealthloading) {
1074 int j = objects.numobjects;
1075 objects.numobjects = 0;
1076 for (int i = 0; i < j; i++) {
1077 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
1082 terrain.DoShadows();
1085 objects.DoShadows();
1092 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 if (i == 0 || Person::players[i]->scale < 0)
1099 Person::players[i]->scale = .2;
1100 Person::players[i]->skeleton.free = 0;
1101 Person::players[i]->skeleton.id = i;
1102 if (i == 0 && mapvers < 9)
1103 Person::players[i]->creature = rabbittype;
1104 if (Person::players[i]->creature != wolftype) {
1105 Person::players[i]->skeleton.Load(
1106 (char *)"Skeleton/Basic Figure",
1107 (char *)"Skeleton/Basic Figurelow",
1108 (char *)"Skeleton/Rabbitbelt",
1109 (char *)"Models/Body.solid",
1110 (char *)"Models/Body2.solid",
1111 (char *)"Models/Body3.solid",
1112 (char *)"Models/Body4.solid",
1113 (char *)"Models/Body5.solid",
1114 (char *)"Models/Body6.solid",
1115 (char *)"Models/Body7.solid",
1116 (char *)"Models/Bodylow.solid",
1117 (char *)"Models/Belt.solid", 0);
1119 if (Person::players[i]->creature != wolftype) {
1120 Person::players[i]->skeleton.Load(
1121 (char *)"Skeleton/Basic Figure",
1122 (char *)"Skeleton/Basic Figurelow",
1123 (char *)"Skeleton/Rabbitbelt",
1124 (char *)"Models/Body.solid",
1125 (char *)"Models/Body2.solid",
1126 (char *)"Models/Body3.solid",
1127 (char *)"Models/Body4.solid",
1128 (char *)"Models/Body5.solid",
1129 (char *)"Models/Body6.solid",
1130 (char *)"Models/Body7.solid",
1131 (char *)"Models/Bodylow.solid",
1132 (char *)"Models/Belt.solid", 1);
1133 Person::players[i]->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
1135 if (Person::players[i]->creature == wolftype) {
1136 Person::players[i]->skeleton.Load(
1137 (char *)"Skeleton/Basic Figure Wolf",
1138 (char *)"Skeleton/Basic Figure Wolf Low",
1139 (char *)"Skeleton/Rabbitbelt",
1140 (char *)"Models/Wolf.solid",
1141 (char *)"Models/Wolf2.solid",
1142 (char *)"Models/Wolf3.solid",
1143 (char *)"Models/Wolf4.solid",
1144 (char *)"Models/Wolf5.solid",
1145 (char *)"Models/Wolf6.solid",
1146 (char *)"Models/Wolf7.solid",
1147 (char *)"Models/Wolflow.solid",
1148 (char *)"Models/Belt.solid", 0);
1152 Person::players[i]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[i]->creature][Person::players[i]->whichskin], 1, &Person::players[i]->skeleton.skinText[0], &Person::players[i]->skeleton.skinsize);
1154 Person::players[i]->addClothes();
1156 Person::players[i]->animCurrent = bounceidleanim;
1157 Person::players[i]->animTarget = bounceidleanim;
1158 Person::players[i]->frameCurrent = 0;
1159 Person::players[i]->frameTarget = 1;
1160 Person::players[i]->target = 0;
1161 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
1162 if (difficulty == 0)
1163 Person::players[i]->speed -= .2;
1164 if (difficulty == 1)
1165 Person::players[i]->speed -= .1;
1167 Person::players[i]->velocity = 0;
1168 Person::players[i]->oldcoords = Person::players[i]->coords;
1169 Person::players[i]->realoldcoords = Person::players[i]->coords;
1171 Person::players[i]->id = i;
1172 Person::players[i]->skeleton.id = i;
1173 Person::players[i]->updatedelay = 0;
1174 Person::players[i]->normalsupdatedelay = 0;
1176 Person::players[i]->aitype = passivetype;
1179 Person::players[i]->proportionhead = 1.2;
1180 Person::players[i]->proportionbody = 1.05;
1181 Person::players[i]->proportionarms = 1.00;
1182 Person::players[i]->proportionlegs = 1.1;
1183 Person::players[i]->proportionlegs.y = 1.05;
1185 Person::players[i]->headless = 0;
1186 Person::players[i]->currentoffset = 0;
1187 Person::players[i]->targetoffset = 0;
1189 Person::players[i]->damagetolerance = 200;
1191 if (Person::players[i]->creature == wolftype) {
1192 if (i == 0 || Person::players[i]->scale < 0)
1193 Person::players[i]->scale = .23;
1194 Person::players[i]->damagetolerance = 300;
1200 Person::players[i]->proportionhead.z = 0;
1201 Person::players[i]->proportionbody.z = 0;
1202 Person::players[i]->proportionarms.z = 0;
1203 Person::players[i]->proportionlegs.z = 0;
1206 Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
1208 Person::players[i]->headmorphness = 0;
1209 Person::players[i]->targetheadmorphness = 1;
1210 Person::players[i]->headmorphstart = 0;
1211 Person::players[i]->headmorphend = 0;
1213 Person::players[i]->pausetime = 0;
1215 Person::players[i]->dead = 0;
1216 Person::players[i]->jumppower = 5;
1217 Person::players[i]->damage = 0;
1218 Person::players[i]->permanentdamage = 0;
1219 Person::players[i]->superpermanentdamage = 0;
1221 Person::players[i]->forwardkeydown = 0;
1222 Person::players[i]->leftkeydown = 0;
1223 Person::players[i]->backkeydown = 0;
1224 Person::players[i]->rightkeydown = 0;
1225 Person::players[i]->jumpkeydown = 0;
1226 Person::players[i]->crouchkeydown = 0;
1227 Person::players[i]->throwkeydown = 0;
1229 Person::players[i]->collided = -10;
1230 Person::players[i]->loaded = 1;
1231 Person::players[i]->bloodloss = 0;
1232 Person::players[i]->weaponactive = -1;
1233 Person::players[i]->weaponstuck = -1;
1234 Person::players[i]->bleeding = 0;
1235 Person::players[i]->deathbleeding = 0;
1236 Person::players[i]->stunned = 0;
1237 Person::players[i]->hasvictim = 0;
1238 Person::players[i]->wentforweapon = 0;
1241 Person::players[0]->aitype = playercontrolled;
1242 Person::players[0]->weaponactive = -1;
1244 if (difficulty == 1) {
1245 Person::players[0]->power = 1 / .9;
1246 Person::players[0]->damagetolerance = 250;
1247 } else if (difficulty == 0) {
1248 Person::players[0]->power = 1 / .8;
1249 Person::players[0]->damagetolerance = 300;
1250 Person::players[0]->armorhead *= 1.5;
1251 Person::players[0]->armorhigh *= 1.5;
1252 Person::players[0]->armorlow *= 1.5;
1255 cameraloc = Person::players[0]->coords;
1257 yaw = Person::players[0]->yaw;
1259 hawkcoords = Person::players[0]->coords;
1265 LOG("Starting background music...");
1267 OPENAL_StopSound(OPENAL_ALL);
1269 if (environment == snowyenvironment) {
1270 emit_stream_np(stream_wind);
1271 } else if (environment == desertenvironment) {
1272 emit_stream_np(stream_desertambient);
1273 } else if (environment == grassyenvironment) {
1274 emit_stream_np(stream_wind, 100.);
1277 oldmusicvolume[0] = 0;
1278 oldmusicvolume[1] = 0;
1279 oldmusicvolume[2] = 0;
1280 oldmusicvolume[3] = 0;
1293 if (tutorialstagetime > tutorialmaxtime) {
1295 tutorialsuccess = 0;
1296 if (tutorialstage <= 1) {
1301 switch (tutorialstage) {
1303 tutorialmaxtime = 5;
1306 tutorialmaxtime = 2;
1309 tutorialmaxtime = 600;
1312 tutorialmaxtime = 1000;
1315 tutorialmaxtime = 600;
1318 tutorialmaxtime = 600;
1321 tutorialmaxtime = 600;
1324 tutorialmaxtime = 600;
1327 tutorialmaxtime = 600;
1330 tutorialmaxtime = 2;
1333 tutorialmaxtime = 1000;
1336 tutorialmaxtime = 1000;
1339 tutorialmaxtime = 2;
1342 tutorialmaxtime = 3;
1353 Person::players[1]->coords = (temp + temp2) / 2;
1355 emit_sound_at(fireendsound, Person::players[1]->coords);
1357 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1358 if (Random() % 2 == 0) {
1359 if (!Person::players[1]->skeleton.free)
1360 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1361 if (Person::players[1]->skeleton.free)
1362 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1363 if (!Person::players[1]->skeleton.free)
1364 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;
1365 if (Person::players[1]->skeleton.free)
1366 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1367 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1373 tutorialmaxtime = 500;
1376 tutorialmaxtime = 500;
1379 tutorialmaxtime = 500;
1382 tutorialmaxtime = 500;
1388 tutorialmaxtime = 500;
1391 tutorialmaxtime = 500;
1392 if (bonus == cannon) {
1399 tutorialmaxtime = 500;
1402 tutorialmaxtime = 500;
1405 tutorialmaxtime = 500;
1408 tutorialmaxtime = 500;
1411 tutorialmaxtime = 2;
1414 tutorialmaxtime = 4;
1417 Person::players[1]->aitype = attacktypecutoff;
1420 tutorialmaxtime = 400;
1423 tutorialmaxtime = 400;
1424 Person::players[0]->escapednum = 0;
1427 tutorialmaxtime = 4;
1430 Person::players[1]->aitype = passivetype;
1433 tutorialmaxtime = 13;
1436 tutorialmaxtime = 8;
1439 tutorialmaxtime = 400;
1442 Person::players[1]->aitype = attacktypecutoff;
1445 tutorialmaxtime = 400;
1448 tutorialmaxtime = 400;
1451 tutorialmaxtime = 2;
1454 Person::players[1]->aitype = passivetype;
1459 tutorialmaxtime = 50;
1462 Person::players[1]->aitype = attacktypecutoff;
1465 tutorialmaxtime = 4;
1468 Person::players[1]->aitype = passivetype;
1480 Weapon w(knife, -1);
1481 w.position = (temp + temp2) / 2;
1482 w.tippoint = (temp + temp2) / 2;
1485 w.tipvelocity = 0.1;
1492 weapons.push_back(w);
1496 tutorialmaxtime = 300;
1499 tutorialmaxtime = 300;
1502 tutorialmaxtime = 8;
1505 tutorialmaxtime = 300;
1508 weapons[0].owner = 1;
1509 Person::players[0]->weaponactive = -1;
1510 Person::players[0]->num_weapons = 0;
1511 Person::players[1]->weaponactive = 0;
1512 Person::players[1]->num_weapons = 1;
1513 Person::players[1]->weaponids[0] = 0;
1517 Person::players[1]->aitype = attacktypecutoff;
1519 tutorialmaxtime = 300;
1522 weapons[0].owner = 1;
1523 Person::players[0]->weaponactive = -1;
1524 Person::players[0]->num_weapons = 0;
1525 Person::players[1]->weaponactive = 0;
1526 Person::players[1]->num_weapons = 1;
1527 Person::players[1]->weaponids[0] = 0;
1529 tutorialmaxtime = 300;
1532 weapons[0].owner = 1;
1533 Person::players[0]->weaponactive = -1;
1534 Person::players[0]->num_weapons = 0;
1535 Person::players[1]->weaponactive = 0;
1536 Person::players[1]->num_weapons = 1;
1537 Person::players[1]->weaponids[0] = 0;
1539 weapons[0].setType(sword);
1541 tutorialmaxtime = 300;
1544 tutorialmaxtime = 10;
1555 Weapon w(sword, -1);
1556 w.position = (temp + temp2) / 2;
1557 w.tippoint = (temp + temp2) / 2;
1560 w.tipvelocity = 0.1;
1567 weapons.push_back(w);
1569 weapons[0].owner = 1;
1570 weapons[1].owner = 0;
1571 Person::players[0]->weaponactive = 0;
1572 Person::players[0]->num_weapons = 1;
1573 Person::players[0]->weaponids[0] = 1;
1574 Person::players[1]->weaponactive = 0;
1575 Person::players[1]->num_weapons = 1;
1576 Person::players[1]->weaponids[0] = 0;
1583 Person::players[1]->aitype = passivetype;
1585 tutorialmaxtime = 15;
1587 weapons[0].owner = 1;
1588 weapons[1].owner = 0;
1589 Person::players[0]->weaponactive = 0;
1590 Person::players[0]->num_weapons = 1;
1591 Person::players[0]->weaponids[0] = 1;
1592 Person::players[1]->weaponactive = 0;
1593 Person::players[1]->num_weapons = 1;
1594 Person::players[1]->weaponids[0] = 0;
1596 if (Person::players[0]->weaponactive != -1)
1597 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
1599 weapons[0].setType(staff);
1604 Person::players[1]->aitype = passivetype;
1606 tutorialmaxtime = 200;
1608 weapons[1].position = 1000;
1609 weapons[1].tippoint = 1000;
1611 weapons[0].setType(knife);
1613 weapons[0].owner = 0;
1614 Person::players[1]->weaponactive = -1;
1615 Person::players[1]->num_weapons = 0;
1616 Person::players[0]->weaponactive = 0;
1617 Person::players[0]->num_weapons = 1;
1618 Person::players[0]->weaponids[0] = 0;
1622 tutorialmaxtime = 8;
1625 emit_sound_at(fireendsound, Person::players[1]->coords);
1627 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1628 if (Random() % 2 == 0) {
1629 if (!Person::players[1]->skeleton.free)
1630 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1631 if (Person::players[1]->skeleton.free)
1632 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1633 if (!Person::players[1]->skeleton.free)
1634 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;
1635 if (Person::players[1]->skeleton.free)
1636 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1637 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1641 Person::players[1]->num_weapons = 0;
1642 Person::players[1]->weaponstuck = -1;
1643 Person::players[1]->weaponactive = -1;
1649 tutorialmaxtime = 80000;
1654 if (tutorialstage <= 51)
1655 tutorialstagetime = 0;
1659 if (tutorialstagetime < tutorialmaxtime - 3) {
1660 switch (tutorialstage) {
1662 if (deltah || deltav)
1663 tutorialsuccess += multiplier;
1666 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
1667 tutorialsuccess += multiplier;
1670 if (Person::players[0]->jumpkeydown)
1671 tutorialsuccess = 1;
1674 if (Person::players[0]->isCrouch())
1675 tutorialsuccess = 1;
1678 if (Person::players[0]->animTarget == rollanim)
1679 tutorialsuccess = 1;
1682 if (Person::players[0]->animTarget == sneakanim)
1683 tutorialsuccess += multiplier;
1686 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
1687 tutorialsuccess += multiplier;
1690 if (Person::players[0]->isWallJump())
1691 tutorialsuccess = 1;
1694 if (Person::players[0]->animTarget == flipanim)
1695 tutorialsuccess = 1;
1698 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
1699 tutorialsuccess = 1;
1702 if (Person::players[0]->animTarget == winduppunchanim)
1703 tutorialsuccess = 1;
1706 if (Person::players[0]->animTarget == spinkickanim)
1707 tutorialsuccess = 1;
1710 if (Person::players[0]->animTarget == sweepanim)
1711 tutorialsuccess = 1;
1714 if (Person::players[0]->animTarget == dropkickanim)
1715 tutorialsuccess = 1;
1718 if (Person::players[0]->animTarget == rabbitkickanim)
1719 tutorialsuccess = 1;
1722 if (bonus == cannon)
1723 tutorialsuccess = 1;
1726 if (bonus == spinecrusher)
1727 tutorialsuccess = 1;
1730 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
1731 tutorialsuccess = 1;
1734 if (Person::players[0]->animTarget == rabbittacklinganim)
1735 tutorialsuccess = 1;
1738 if (Person::players[0]->animTarget == backhandspringanim)
1739 tutorialsuccess = 1;
1742 if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
1743 tutorialsuccess = 1;
1746 if (Person::players[0]->escapednum == 2) {
1747 tutorialsuccess = 1;
1750 Person::players[1]->aitype = passivetype;
1754 if (animation[Person::players[0]->animTarget].attack == reversal)
1755 tutorialsuccess = 1;
1758 if (animation[Person::players[0]->animTarget].attack == reversal)
1759 tutorialsuccess = 1;
1762 if (animation[Person::players[0]->animTarget].attack == reversal) {
1763 tutorialsuccess = 1;
1766 Person::players[1]->aitype = passivetype;
1770 if (Person::players[0]->num_weapons > 0)
1771 tutorialsuccess = 1;
1774 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
1775 tutorialsuccess = 1;
1778 if (Person::players[0]->animTarget == knifeslashstartanim)
1779 tutorialsuccess = 1;
1782 if (animation[Person::players[0]->animTarget].attack == reversal)
1783 tutorialsuccess = 1;
1786 if (animation[Person::players[0]->animTarget].attack == reversal)
1787 tutorialsuccess = 1;
1790 if (animation[Person::players[0]->animTarget].attack == reversal)
1791 tutorialsuccess = 1;
1794 if (Person::players[1]->weaponstuck != -1)
1795 tutorialsuccess = 1;
1800 if (tutorialsuccess >= 1)
1801 tutorialstagetime = tutorialmaxtime - 3;
1804 if (tutorialstagetime == tutorialmaxtime - 3) {
1805 emit_sound_np(consolesuccesssound);
1808 if (tutorialsuccess >= 1) {
1809 if (tutorialstage == 34 || tutorialstage == 35)
1810 tutorialstagetime = tutorialmaxtime - 1;
1814 if (tutorialstage < 14 || tutorialstage >= 50) {
1815 Person::players[1]->coords.y = 300;
1816 Person::players[1]->velocity = 0;
1822 float headprop, bodyprop, armprop, legprop;
1824 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1825 Person::players[0]->damagetolerance = 200000;
1826 Person::players[0]->damage = 0;
1827 Person::players[0]->burnt = 0;
1828 Person::players[0]->permanentdamage = 0;
1829 Person::players[0]->superpermanentdamage = 0;
1832 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1834 if (environment > 2)
1836 Setenvironment(environment);
1839 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1840 cameramode = !cameramode;
1843 if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1844 if (Person::players[0]->num_weapons > 0) {
1845 if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
1846 weapons[Person::players[0]->weaponids[0]].setType(staff);
1847 else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
1848 weapons[Person::players[0]->weaponids[0]].setType(knife);
1850 weapons[Person::players[0]->weaponids[0]].setType(sword);
1854 if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1855 int closest = findClosestPlayer();
1857 if (Person::players[closest]->num_weapons) {
1858 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
1859 weapons[Person::players[closest]->weaponids[0]].setType(staff);
1860 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
1861 weapons[Person::players[closest]->weaponids[0]].setType(knife);
1863 weapons[Person::players[closest]->weaponids[0]].setType(sword);
1865 if (!Person::players[closest]->num_weapons) {
1866 Person::players[closest]->weaponids[0] = weapons.size();
1868 weapons.push_back(Weapon(knife, closest));
1870 Person::players[closest]->num_weapons = 1;
1875 if (Input::isKeyDown(SDL_SCANCODE_U)) {
1876 int closest = findClosestPlayer();
1878 Person::players[closest]->yaw += multiplier * 50;
1879 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1884 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1885 int closest = findClosestPlayer();
1886 if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
1890 Person::players[closest]->whichskin++;
1891 if (Person::players[closest]->whichskin > 9)
1892 Person::players[closest]->whichskin = 0;
1893 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
1894 Person::players[closest]->whichskin = 0;
1896 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1897 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1900 Person::players[closest]->addClothes();
1903 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1904 int closest = findClosestPlayer();
1906 if (Person::players[closest]->creature == wolftype) {
1907 headprop = Person::players[closest]->proportionhead.x / 1.1;
1908 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1909 armprop = Person::players[closest]->proportionarms.x / 1.1;
1910 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1913 if (Person::players[closest]->creature == rabbittype) {
1914 headprop = Person::players[closest]->proportionhead.x / 1.2;
1915 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1916 armprop = Person::players[closest]->proportionarms.x / 1.00;
1917 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1921 if (Person::players[closest]->creature == rabbittype) {
1922 Person::players[closest]->skeleton.id = closest;
1923 Person::players[closest]->skeleton.Load((char *)"Skeleton/Basic Figure Wolf", (char *)"Skeleton/Basic Figure Wolf Low", (char *)"Skeleton/Rabbitbelt", (char *)"Models/Wolf.solid", (char *)"Models/Wolf2.solid", (char *)"Models/Wolf3.solid", (char *)"Models/Wolf4.solid", (char *)"Models/Wolf5.solid", (char *)"Models/Wolf6.solid", (char *)"Models/Wolf7.solid", (char *)"Models/Wolflow.solid", (char *)"Models/Belt.solid", 0);
1924 Person::players[closest]->skeleton.drawmodel.textureptr.load("Textures/Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1925 Person::players[closest]->whichskin = 0;
1926 Person::players[closest]->creature = wolftype;
1928 Person::players[closest]->proportionhead = 1.1;
1929 Person::players[closest]->proportionbody = 1.1;
1930 Person::players[closest]->proportionarms = 1.1;
1931 Person::players[closest]->proportionlegs = 1.1;
1932 Person::players[closest]->proportionlegs.y = 1.1;
1933 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1935 Person::players[closest]->damagetolerance = 300;
1937 Person::players[closest]->skeleton.id = closest;
1938 Person::players[closest]->skeleton.Load((char *)"Skeleton/Basic Figure", (char *)"Skeleton/Basic Figurelow", (char *)"Skeleton/Rabbitbelt", (char *)"Models/Body.solid", (char *)"Models/Body2.solid", (char *)"Models/Body3.solid", (char *)"Models/Body4.solid", (char *)"Models/Body5.solid", (char *)"Models/Body6.solid", (char *)"Models/Body7.solid", (char *)"Models/Bodylow.solid", (char *)"Models/Belt.solid", 1);
1939 Person::players[closest]->skeleton.drawmodel.textureptr.load("Textures/Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1940 Person::players[closest]->whichskin = 0;
1941 Person::players[closest]->creature = rabbittype;
1943 Person::players[closest]->proportionhead = 1.2;
1944 Person::players[closest]->proportionbody = 1.05;
1945 Person::players[closest]->proportionarms = 1.00;
1946 Person::players[closest]->proportionlegs = 1.1;
1947 Person::players[closest]->proportionlegs.y = 1.05;
1948 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1950 Person::players[closest]->damagetolerance = 200;
1953 if (Person::players[closest]->creature == wolftype) {
1954 Person::players[closest]->proportionhead = 1.1 * headprop;
1955 Person::players[closest]->proportionbody = 1.1 * bodyprop;
1956 Person::players[closest]->proportionarms = 1.1 * armprop;
1957 Person::players[closest]->proportionlegs = 1.1 * legprop;
1960 if (Person::players[closest]->creature == rabbittype) {
1961 Person::players[closest]->proportionhead = 1.2 * headprop;
1962 Person::players[closest]->proportionbody = 1.05 * bodyprop;
1963 Person::players[closest]->proportionarms = 1.00 * armprop;
1964 Person::players[closest]->proportionlegs = 1.1 * legprop;
1965 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1971 if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1977 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1979 float closestdist = std::numeric_limits<float>::max();
1981 for (unsigned i = 1; i < Person::players.size(); i++) {
1982 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
1983 if (!Person::players[i]->headless)
1984 if (distance < closestdist) {
1985 closestdist = distance;
1990 XYZ flatfacing2, flatvelocity2;
1992 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1993 blah = Person::players[closest]->coords;
1994 XYZ headspurtdirection;
1995 //int i = Person::players[closest]->skeleton.jointlabels[head];
1996 Joint& headjoint = Person::players[closest]->joint(head);
1997 for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
1998 if (!Person::players[closest]->skeleton.free)
1999 flatvelocity2 = Person::players[closest]->velocity;
2000 if (Person::players[closest]->skeleton.free)
2001 flatvelocity2 = headjoint.velocity;
2002 if (!Person::players[closest]->skeleton.free)
2003 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;
2004 if (Person::players[closest]->skeleton.free)
2005 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
2006 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2007 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2008 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2009 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
2010 Normalise(&headspurtdirection);
2011 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
2012 flatvelocity2 += headspurtdirection * 8;
2013 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
2015 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2017 emit_sound_at(splattersound, blah);
2018 emit_sound_at(breaksound2, blah, 100.);
2020 if (Person::players[closest]->skeleton.free == 2)
2021 Person::players[closest]->skeleton.free = 0;
2022 Person::players[closest]->RagDoll(0);
2023 Person::players[closest]->dead = 2;
2024 Person::players[closest]->headless = 1;
2025 Person::players[closest]->DoBloodBig(3, 165);
2031 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
2032 int closest = findClosestPlayer();
2033 XYZ flatfacing2, flatvelocity2;
2035 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
2036 blah = Person::players[closest]->coords;
2037 emit_sound_at(splattersound, blah);
2038 emit_sound_at(breaksound2, blah);
2040 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2041 if (!Person::players[closest]->skeleton.free)
2042 flatvelocity2 = Person::players[closest]->velocity;
2043 if (Person::players[closest]->skeleton.free)
2044 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2045 if (!Person::players[closest]->skeleton.free)
2046 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;
2047 if (Person::players[closest]->skeleton.free)
2048 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2049 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2050 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2051 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2052 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2053 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
2054 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2057 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2058 if (!Person::players[closest]->skeleton.free)
2059 flatvelocity2 = Person::players[closest]->velocity;
2060 if (Person::players[closest]->skeleton.free)
2061 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2062 if (!Person::players[closest]->skeleton.free)
2063 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;
2064 if (Person::players[closest]->skeleton.free)
2065 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2066 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2067 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2068 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2069 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2070 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
2073 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2074 if (!Person::players[closest]->skeleton.free)
2075 flatvelocity2 = Person::players[closest]->velocity;
2076 if (Person::players[closest]->skeleton.free)
2077 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2078 if (!Person::players[closest]->skeleton.free)
2079 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;
2080 if (Person::players[closest]->skeleton.free)
2081 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2082 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2083 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2084 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2085 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2086 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2089 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2090 if (!Person::players[closest]->skeleton.free)
2091 flatvelocity2 = Person::players[closest]->velocity;
2092 if (Person::players[closest]->skeleton.free)
2093 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2094 if (!Person::players[closest]->skeleton.free)
2095 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;
2096 if (Person::players[closest]->skeleton.free)
2097 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2098 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2099 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2100 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2101 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2102 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2106 for (unsigned j = 0; j < Person::players.size(); j++) {
2107 if (int(j) != closest) {
2108 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
2109 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
2110 if (Person::players[j]->skeleton.free == 2)
2111 Person::players[j]->skeleton.free = 1;
2112 Person::players[j]->skeleton.longdead = 0;
2113 Person::players[j]->RagDoll(0);
2114 for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
2115 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
2116 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
2117 flatvelocity2 = temppos - Person::players[closest]->coords;
2118 Normalise(&flatvelocity2);
2119 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
2126 Person::players[closest]->DoDamage(10000);
2127 Person::players[closest]->RagDoll(0);
2128 Person::players[closest]->dead = 2;
2129 Person::players[closest]->coords = 20;
2130 Person::players[closest]->skeleton.free = 2;
2137 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
2138 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
2139 if (Person::players[0]->onfire) {
2140 Person::players[0]->CatchFire();
2142 if (!Person::players[0]->onfire) {
2143 emit_sound_at(fireendsound, Person::players[0]->coords);
2144 pause_sound(stream_firesound);
2148 if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2149 Person::players[0]->RagDoll(0);
2151 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
2154 if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2155 for (int i = 0; i < objects.numobjects; i++) {
2156 if (objects.type[i] == treeleavestype) {
2157 objects.scale[i] *= .9;
2162 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2163 editorenabled = !editorenabled;
2164 if (editorenabled) {
2165 Person::players[0]->damagetolerance = 100000;
2167 Person::players[0]->damagetolerance = 200;
2169 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
2170 Person::players[0]->permanentdamage = 0;
2171 Person::players[0]->superpermanentdamage = 0;
2172 Person::players[0]->bloodloss = 0;
2173 Person::players[0]->deathbleeding = 0;
2177 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
2179 if (targetlevel > numchallengelevels - 1)
2185 if (editorenabled) {
2186 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2187 int closest = findClosestPlayer();
2189 Person::players.erase(Person::players.begin()+closest);
2193 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2194 int closest = findClosestObject();
2196 objects.position[closest].y -= 500;
2199 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2200 if (objects.numobjects < max_objects - 1) {
2202 scenecoords.x = Person::players[0]->coords.x;
2203 scenecoords.z = Person::players[0]->coords.z;
2204 scenecoords.y = Person::players[0]->coords.y - 3;
2205 if (editortype == bushtype)
2206 scenecoords.y = Person::players[0]->coords.y - .5;
2207 if (editortype == firetype)
2208 scenecoords.y = Person::players[0]->coords.y - .5;
2209 //objects.MakeObject(abs(Random()%3),scenecoords,Random()%360);
2210 float temprotat, temprotat2;
2211 temprotat = editoryaw;
2212 temprotat2 = editorpitch;
2213 if (temprotat < 0 || editortype == bushtype)
2214 temprotat = Random() % 360;
2216 temprotat2 = Random() % 360;
2218 objects.MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
2219 if (editortype == treetrunktype)
2220 objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
2224 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2225 Person::players.push_back(shared_ptr<Person>(new Person()));
2227 Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
2228 Person::players.back()->creature = rabbittype;
2229 Person::players.back()->howactive = editoractive;
2230 Person::players.back()->skeleton.id = Person::players.size()-1;
2231 Person::players.back()->skeleton.Load((char *)"Skeleton/Basic Figure", (char *)"Skeleton/Basic Figurelow", (char *)"Skeleton/Rabbitbelt", (char *)"Models/Body.solid", (char *)"Models/Body2.solid", (char *)"Models/Body3.solid", (char *)"Models/Body4.solid", (char *)"Models/Body5.solid", (char *)"Models/Body6.solid", (char *)"Models/Body7.solid", (char *)"Models/Bodylow.solid", (char *)"Models/Belt.solid", 1);
2233 int k = abs(Random() % 2) + 1;
2235 Person::players.back()->skeleton.drawmodel.textureptr.load("Textures/Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2236 Person::players.back()->whichskin = 0;
2237 } else if (k == 1) {
2238 Person::players.back()->skeleton.drawmodel.textureptr.load("Textures/Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2239 Person::players.back()->whichskin = 1;
2241 Person::players.back()->skeleton.drawmodel.textureptr.load("Textures/Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2242 Person::players.back()->whichskin = 2;
2245 Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
2246 Person::players.back()->power = 1;
2247 Person::players.back()->speedmult = 1;
2248 Person::players.back()->animCurrent = bounceidleanim;
2249 Person::players.back()->animTarget = bounceidleanim;
2250 Person::players.back()->frameCurrent = 0;
2251 Person::players.back()->frameTarget = 1;
2252 Person::players.back()->target = 0;
2253 Person::players.back()->bled = 0;
2254 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
2256 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
2257 Person::players.back()->yaw = Person::players[0]->yaw;
2259 Person::players.back()->velocity = 0;
2260 Person::players.back()->coords = Person::players[0]->coords;
2261 Person::players.back()->oldcoords = Person::players.back()->coords;
2262 Person::players.back()->realoldcoords = Person::players.back()->coords;
2264 Person::players.back()->id = Person::players.size()-1;
2265 Person::players.back()->updatedelay = 0;
2266 Person::players.back()->normalsupdatedelay = 0;
2268 Person::players.back()->aitype = passivetype;
2270 if (Person::players[0]->creature == wolftype) {
2271 headprop = Person::players[0]->proportionhead.x / 1.1;
2272 bodyprop = Person::players[0]->proportionbody.x / 1.1;
2273 armprop = Person::players[0]->proportionarms.x / 1.1;
2274 legprop = Person::players[0]->proportionlegs.x / 1.1;
2277 if (Person::players[0]->creature == rabbittype) {
2278 headprop = Person::players[0]->proportionhead.x / 1.2;
2279 bodyprop = Person::players[0]->proportionbody.x / 1.05;
2280 armprop = Person::players[0]->proportionarms.x / 1.00;
2281 legprop = Person::players[0]->proportionlegs.x / 1.1;
2284 if (Person::players.back()->creature == wolftype) {
2285 Person::players.back()->proportionhead = 1.1 * headprop;
2286 Person::players.back()->proportionbody = 1.1 * bodyprop;
2287 Person::players.back()->proportionarms = 1.1 * armprop;
2288 Person::players.back()->proportionlegs = 1.1 * legprop;
2291 if (Person::players.back()->creature == rabbittype) {
2292 Person::players.back()->proportionhead = 1.2 * headprop;
2293 Person::players.back()->proportionbody = 1.05 * bodyprop;
2294 Person::players.back()->proportionarms = 1.00 * armprop;
2295 Person::players.back()->proportionlegs = 1.1 * legprop;
2296 Person::players.back()->proportionlegs.y = 1.05 * legprop;
2299 Person::players.back()->headless = 0;
2300 Person::players.back()->onfire = 0;
2303 Person::players.back()->proportionhead.z = 0;
2304 Person::players.back()->proportionbody.z = 0;
2305 Person::players.back()->proportionarms.z = 0;
2306 Person::players.back()->proportionlegs.z = 0;
2309 Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
2311 Person::players.back()->damagetolerance = 200;
2313 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
2314 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
2315 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
2316 Person::players.back()->armorhead = Person::players[0]->armorhead;
2317 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
2318 Person::players.back()->armorlow = Person::players[0]->armorlow;
2319 Person::players.back()->metalhead = Person::players[0]->metalhead;
2320 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
2321 Person::players.back()->metallow = Person::players[0]->metallow;
2323 Person::players.back()->immobile = Person::players[0]->immobile;
2325 Person::players.back()->numclothes = Person::players[0]->numclothes;
2326 for (int i = 0; i < Person::players.back()->numclothes; i++) {
2327 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
2328 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
2329 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
2330 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
2332 Person::players.back()->addClothes();
2334 Person::players.back()->power = Person::players[0]->power;
2335 Person::players.back()->speedmult = Person::players[0]->speedmult;
2337 Person::players.back()->damage = 0;
2338 Person::players.back()->permanentdamage = 0;
2339 Person::players.back()->superpermanentdamage = 0;
2340 Person::players.back()->deathbleeding = 0;
2341 Person::players.back()->bleeding = 0;
2342 Person::players.back()->numwaypoints = 0;
2343 Person::players.back()->waypoint = 0;
2344 Person::players.back()->weaponstuck = -1;
2345 Person::players.back()->weaponactive = -1;
2346 Person::players.back()->num_weapons = 0;
2347 Person::players.back()->bloodloss = 0;
2348 Person::players.back()->dead = 0;
2350 Person::players.back()->loaded = 1;
2353 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2354 if (Person::players.back()->numwaypoints < 90) {
2355 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
2356 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
2357 Person::players.back()->numwaypoints++;
2361 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2362 if (numpathpoints < 30) {
2363 bool connected, alreadyconnected;
2365 if (numpathpoints > 1)
2366 for (int i = 0; i < numpathpoints; i++) {
2367 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
2368 alreadyconnected = 0;
2369 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
2370 if (pathpointconnect[pathpointselected][j] == i)
2371 alreadyconnected = 1;
2373 if (!alreadyconnected) {
2374 numpathpointconnect[pathpointselected]++;
2376 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
2382 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
2383 numpathpointconnect[numpathpoints - 1] = 0;
2384 if (numpathpoints > 1 && pathpointselected != -1) {
2385 numpathpointconnect[pathpointselected]++;
2386 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
2388 pathpointselected = numpathpoints - 1;
2393 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
2394 pathpointselected++;
2395 if (pathpointselected >= numpathpoints)
2396 pathpointselected = -1;
2398 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2399 pathpointselected--;
2400 if (pathpointselected <= -2)
2401 pathpointselected = numpathpoints - 1;
2403 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2404 if (pathpointselected != -1) {
2406 pathpoint[pathpointselected] = pathpoint[numpathpoints];
2407 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
2408 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
2409 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
2411 for (int i = 0; i < numpathpoints; i++) {
2412 for (int j = 0; j < numpathpointconnect[i]; j++) {
2413 if (pathpointconnect[i][j] == pathpointselected) {
2414 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
2415 numpathpointconnect[i]--;
2417 if (pathpointconnect[i][j] == numpathpoints) {
2418 pathpointconnect[i][j] = pathpointselected;
2422 pathpointselected = numpathpoints - 1;
2426 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2428 if (editortype == treeleavestype || editortype == 10)
2431 editortype = firetype;
2434 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2436 if (editortype == treeleavestype || editortype == 10)
2438 if (editortype > firetype)
2442 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2443 editoryaw -= multiplier * 100;
2444 if (editoryaw < -.01)
2448 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2449 editoryaw += multiplier * 100;
2452 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2453 editorsize += multiplier;
2456 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2457 editorsize -= multiplier;
2458 if (editorsize < .1)
2463 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2464 mapradius -= multiplier * 10;
2467 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2468 mapradius += multiplier * 10;
2470 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2471 editorpitch += multiplier * 100;
2474 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2475 editorpitch -= multiplier * 100;
2476 if (editorpitch < -.01)
2479 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2480 int closest = findClosestObject();
2482 objects.DeleteObject(closest);
2488 void doJumpReversals()
2490 for (unsigned k = 0; k < Person::players.size(); k++)
2491 for (unsigned i = k; i < Person::players.size(); i++) {
2494 if ( Person::players[k]->skeleton.free == 0 &&
2495 Person::players[i]->skeleton.oldfree == 0 &&
2496 (Person::players[i]->animTarget == jumpupanim ||
2497 Person::players[k]->animTarget == jumpupanim) &&
2498 (Person::players[i]->aitype == playercontrolled ||
2499 Person::players[k]->aitype == playercontrolled) &&
2500 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
2501 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
2502 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
2503 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2504 //TODO: refactor two huge similar ifs
2505 if (Person::players[i]->animTarget == jumpupanim &&
2506 Person::players[k]->animTarget != getupfrombackanim &&
2507 Person::players[k]->animTarget != getupfromfrontanim &&
2508 animation[Person::players[k]->animTarget].height == middleheight &&
2509 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
2510 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
2511 Person::players[k]->aitype != playercontrolled)) {
2512 Person::players[i]->victim = Person::players[k];
2513 Person::players[i]->velocity = 0;
2514 Person::players[i]->animCurrent = jumpreversedanim;
2515 Person::players[i]->animTarget = jumpreversedanim;
2516 Person::players[i]->frameCurrent = 0;
2517 Person::players[i]->frameTarget = 1;
2518 Person::players[i]->targettilt2 = 0;
2519 Person::players[k]->victim = Person::players[i];
2520 Person::players[k]->velocity = 0;
2521 Person::players[k]->animCurrent = jumpreversalanim;
2522 Person::players[k]->animTarget = jumpreversalanim;
2523 Person::players[k]->frameCurrent = 0;
2524 Person::players[k]->frameTarget = 1;
2525 Person::players[k]->targettilt2 = 0;
2526 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
2527 Person::players[i]->animCurrent = rabbitkickreversedanim;
2528 Person::players[i]->animTarget = rabbitkickreversedanim;
2529 Person::players[i]->frameCurrent = 1;
2530 Person::players[i]->frameTarget = 2;
2531 Person::players[k]->animCurrent = rabbitkickreversalanim;
2532 Person::players[k]->animTarget = rabbitkickreversalanim;
2533 Person::players[k]->frameCurrent = 1;
2534 Person::players[k]->frameTarget = 2;
2536 Person::players[i]->target = 0;
2537 Person::players[k]->oldcoords = Person::players[k]->coords;
2538 Person::players[i]->coords = Person::players[k]->coords;
2539 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
2540 Person::players[k]->yaw = Person::players[i]->targetyaw;
2541 if (Person::players[k]->aitype == attacktypecutoff)
2542 Person::players[k]->stunned = .5;
2544 if (Person::players[k]->animTarget == jumpupanim &&
2545 Person::players[i]->animTarget != getupfrombackanim &&
2546 Person::players[i]->animTarget != getupfromfrontanim &&
2547 animation[Person::players[i]->animTarget].height == middleheight &&
2548 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
2549 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
2550 Person::players[i]->aitype != playercontrolled)) {
2551 Person::players[k]->victim = Person::players[i];
2552 Person::players[k]->velocity = 0;
2553 Person::players[k]->animCurrent = jumpreversedanim;
2554 Person::players[k]->animTarget = jumpreversedanim;
2555 Person::players[k]->frameCurrent = 0;
2556 Person::players[k]->frameTarget = 1;
2557 Person::players[k]->targettilt2 = 0;
2558 Person::players[i]->victim = Person::players[k];
2559 Person::players[i]->velocity = 0;
2560 Person::players[i]->animCurrent = jumpreversalanim;
2561 Person::players[i]->animTarget = jumpreversalanim;
2562 Person::players[i]->frameCurrent = 0;
2563 Person::players[i]->frameTarget = 1;
2564 Person::players[i]->targettilt2 = 0;
2565 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
2566 Person::players[k]->animTarget = rabbitkickreversedanim;
2567 Person::players[k]->animCurrent = rabbitkickreversedanim;
2568 Person::players[i]->animCurrent = rabbitkickreversalanim;
2569 Person::players[i]->animTarget = rabbitkickreversalanim;
2570 Person::players[k]->frameCurrent = 1;
2571 Person::players[k]->frameTarget = 2;
2572 Person::players[i]->frameCurrent = 1;
2573 Person::players[i]->frameTarget = 2;
2575 Person::players[k]->target = 0;
2576 Person::players[i]->oldcoords = Person::players[i]->coords;
2577 Person::players[k]->coords = Person::players[i]->coords;
2578 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2579 Person::players[i]->yaw = Person::players[k]->targetyaw;
2580 if (Person::players[i]->aitype == attacktypecutoff)
2581 Person::players[i]->stunned = .5;
2588 void doAerialAcrobatics()
2590 static XYZ facing, flatfacing;
2591 for (unsigned k = 0; k < Person::players.size(); k++) {
2592 Person::players[k]->turnspeed = 500;
2594 if ((Person::players[k]->isRun() &&
2595 ((Person::players[k]->targetyaw != rabbitrunninganim &&
2596 Person::players[k]->targetyaw != wolfrunninganim) ||
2597 Person::players[k]->frameTarget == 4)) ||
2598 Person::players[k]->animTarget == removeknifeanim ||
2599 Person::players[k]->animTarget == crouchremoveknifeanim ||
2600 Person::players[k]->animTarget == flipanim ||
2601 Person::players[k]->animTarget == fightsidestep ||
2602 Person::players[k]->animTarget == walkanim) {
2603 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
2607 if (Person::players[k]->isStop() ||
2608 Person::players[k]->isLanding() ||
2609 Person::players[k]->animTarget == staggerbackhighanim ||
2610 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
2611 Person::players[k]->animTarget == staggerbackhardanim ||
2612 Person::players[k]->animTarget == backhandspringanim ||
2613 Person::players[k]->animTarget == dodgebackanim ||
2614 Person::players[k]->animTarget == rollanim ||
2615 (animation[Person::players[k]->animTarget].attack &&
2616 Person::players[k]->animTarget != rabbitkickanim &&
2617 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
2618 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
2619 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
2622 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
2623 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
2626 Person::players[k]->DoStuff();
2627 if (Person::players[k]->immobile && k != 0)
2628 Person::players[k]->coords = Person::players[k]->realoldcoords;
2630 //if player's position has changed (?)
2631 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
2632 !Person::players[k]->skeleton.free &&
2633 Person::players[k]->animTarget != climbanim &&
2634 Person::players[k]->animTarget != hanganim) {
2635 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
2637 bool tempcollide = 0;
2639 if (Person::players[k]->collide < -.3)
2640 Person::players[k]->collide = -.3;
2641 if (Person::players[k]->collide > 1)
2642 Person::players[k]->collide = 1;
2643 Person::players[k]->collide -= multiplier * 30;
2646 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
2648 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2649 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2650 if (objects.type[i] != rocktype ||
2651 objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
2652 objects.position[i].y > Person::players[k]->coords.y) {
2653 lowpoint = Person::players[k]->coords;
2654 if (Person::players[k]->animTarget != jumpupanim &&
2655 Person::players[k]->animTarget != jumpdownanim &&
2656 !Person::players[k]->isFlip())
2660 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
2661 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
2662 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
2663 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2664 flatfacing = lowpoint - Person::players[k]->coords;
2665 Person::players[k]->coords = lowpoint;
2666 Person::players[k]->coords.y -= 1.3;
2667 Person::players[k]->collide = 1;
2670 //TODO: refactor four similar blocks
2671 if (Person::players[k]->aitype == playercontrolled &&
2672 (Person::players[k]->animTarget == jumpupanim ||
2673 Person::players[k]->animTarget == jumpdownanim ||
2674 Person::players[k]->isFlip()) &&
2675 !Person::players[k]->jumptogglekeydown &&
2676 Person::players[k]->jumpkeydown) {
2677 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
2678 XYZ tempcoords1 = lowpoint;
2679 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2680 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2681 Person::players[k]->setAnimation(walljumpleftanim);
2682 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2684 pause_sound(whooshsound);
2686 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2687 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2688 if (lowpointtarget.z < 0)
2689 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2690 Person::players[k]->targetyaw = Person::players[k]->yaw;
2691 Person::players[k]->lowyaw = Person::players[k]->yaw;
2695 lowpoint = tempcoords1;
2696 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
2697 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2698 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2699 Person::players[k]->setAnimation(walljumprightanim);
2700 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2702 pause_sound(whooshsound);
2704 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2705 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2706 if (lowpointtarget.z < 0)
2707 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2708 Person::players[k]->targetyaw = Person::players[k]->yaw;
2709 Person::players[k]->lowyaw = Person::players[k]->yaw;
2713 lowpoint = tempcoords1;
2714 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
2715 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2716 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2717 Person::players[k]->setAnimation(walljumpbackanim);
2718 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2720 pause_sound(whooshsound);
2722 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2723 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2724 if (lowpointtarget.z < 0)
2725 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2726 Person::players[k]->targetyaw = Person::players[k]->yaw;
2727 Person::players[k]->lowyaw = Person::players[k]->yaw;
2731 lowpoint = tempcoords1;
2732 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2733 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2734 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2735 Person::players[k]->setAnimation(walljumpfrontanim);
2736 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2738 pause_sound(whooshsound);
2740 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2741 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2742 if (lowpointtarget.z < 0)
2743 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2744 Person::players[k]->yaw += 180;
2745 Person::players[k]->targetyaw = Person::players[k]->yaw;
2746 Person::players[k]->lowyaw = Person::players[k]->yaw;
2755 } else if (objects.type[i] == rocktype) {
2756 lowpoint2 = Person::players[k]->coords;
2757 lowpoint = Person::players[k]->coords;
2759 if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
2760 Person::players[k]->coords = colpoint;
2761 Person::players[k]->collide = 1;
2764 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2765 //flipped into a rock
2766 if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
2767 Person::players[k]->RagDoll(0);
2769 if (Person::players[k]->animTarget == jumpupanim) {
2770 Person::players[k]->jumppower = -4;
2771 Person::players[k]->animTarget = Person::players[k]->getIdle();
2773 Person::players[k]->target = 0;
2774 Person::players[k]->frameTarget = 0;
2775 Person::players[k]->onterrain = 1;
2777 if (Person::players[k]->id == 0) {
2778 pause_sound(whooshsound);
2779 OPENAL_SetVolume(channels[whooshsound], 0);
2783 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
2784 if (Person::players[k]->isFlip())
2785 Person::players[k]->jumppower = -4;
2786 Person::players[k]->animTarget = Person::players[k]->getLanding();
2787 emit_sound_at(landsound, Person::players[k]->coords, 128.);
2789 addEnvSound(Person::players[k]->coords);
2798 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2799 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2800 lowpoint = Person::players[k]->coords;
2802 if (objects.type[i] != rocktype)
2803 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2804 if (Person::players[k]->animTarget != jumpupanim &&
2805 Person::players[k]->animTarget != jumpdownanim &&
2806 Person::players[k]->onterrain)
2807 Person::players[k]->avoidcollided = 1;
2808 Person::players[k]->coords = lowpoint;
2809 Person::players[k]->coords.y -= 1.35;
2810 Person::players[k]->collide = 1;
2812 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2813 (Person::players[k]->animCurrent != climbanim &&
2814 Person::players[k]->animCurrent != hanganim &&
2815 !Person::players[k]->isWallJump() ||
2816 Person::players[k]->animTarget == jumpupanim ||
2817 Person::players[k]->animTarget == jumpdownanim)) {
2818 lowpoint = Person::players[k]->coords;
2819 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
2820 lowpoint = Person::players[k]->coords;
2824 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2825 lowpointtarget = lowpoint + facing * 1.4;
2826 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2827 if (whichhit != -1) {
2828 lowpoint = Person::players[k]->coords;
2830 lowpointtarget = lowpoint + facing * 1.4;
2831 lowpoint2 = lowpoint;
2832 lowpointtarget2 = lowpointtarget;
2833 lowpoint3 = lowpoint;
2834 lowpointtarget3 = lowpointtarget;
2835 lowpoint4 = lowpoint;
2836 lowpointtarget4 = lowpointtarget;
2837 lowpoint5 = lowpoint;
2838 lowpointtarget5 = lowpointtarget;
2839 lowpoint6 = lowpoint;
2840 lowpointtarget6 = lowpointtarget;
2841 lowpoint7 = lowpoint;
2842 lowpointtarget7 = lowpoint;
2844 lowpointtarget2.x += .1;
2846 lowpointtarget3.z += .1;
2848 lowpointtarget4.x -= .1;
2850 lowpointtarget5.z -= .1;
2851 lowpoint6.y += 45 / 13;
2852 lowpointtarget6.y += 45 / 13;
2853 lowpointtarget6 += facing * .6;
2854 lowpointtarget7.y += 90 / 13;
2855 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2856 if (objects.friction[i] > .5)
2857 if (whichhit != -1) {
2858 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
2859 Person::players[k]->collided = 1;
2860 if (checkcollide(lowpoint7, lowpointtarget7) == -1)
2861 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
2862 if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
2863 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2864 objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
2865 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2866 objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
2867 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2868 objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
2869 &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
2870 for (int j = 0; j < 45; j++) {
2871 lowpoint = Person::players[k]->coords;
2872 lowpoint.y += (float)j / 13;
2873 lowpointtarget = lowpoint + facing * 1.4;
2874 if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
2875 &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
2876 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
2878 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2879 lowpoint = Person::players[k]->coords;
2880 lowpoint.y += (float)j / 13;
2881 lowpointtarget = lowpoint + facing * 1.3;
2882 flatfacing = Person::players[k]->coords;
2883 Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
2884 Person::players[k]->coords.y = lowpointtarget.y - .07;
2885 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2887 if (j > 10 || !Person::players[k]->isRun()) {
2888 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2890 pause_sound(whooshsound);
2892 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2894 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2895 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2896 if (lowpointtarget.z < 0)
2897 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2898 Person::players[k]->targetyaw = Person::players[k]->yaw;
2899 Person::players[k]->lowyaw = Person::players[k]->yaw;
2901 //Person::players[k]->velocity=lowpointtarget*.03;
2902 Person::players[k]->velocity = 0;
2905 if (Person::players[k]->animTarget == jumpupanim) {
2906 Person::players[k]->animTarget = climbanim;
2907 Person::players[k]->jumppower = 0;
2908 Person::players[k]->jumpclimb = 1;
2910 Person::players[k]->transspeed = 6;
2911 Person::players[k]->target = 0;
2912 Person::players[k]->frameTarget = 1;
2915 Person::players[k]->setAnimation(hanganim);
2916 Person::players[k]->jumppower = 0;
2928 if (Person::players[k]->collide <= 0) {
2930 if (!Person::players[k]->onterrain &&
2931 Person::players[k]->animTarget != jumpupanim &&
2932 Person::players[k]->animTarget != jumpdownanim &&
2933 Person::players[k]->animTarget != climbanim &&
2934 Person::players[k]->animTarget != hanganim &&
2935 !Person::players[k]->isWallJump() &&
2936 !Person::players[k]->isFlip()) {
2937 if (Person::players[k]->animCurrent != climbanim &&
2938 Person::players[k]->animCurrent != tempanim &&
2939 Person::players[k]->animTarget != backhandspringanim &&
2940 (Person::players[k]->animTarget != rollanim ||
2941 Person::players[k]->frameTarget < 2 ||
2942 Person::players[k]->frameTarget > 6)) {
2943 //stagger off ledge (?)
2944 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
2945 Person::players[k]->RagDoll(0);
2946 Person::players[k]->setAnimation(jumpdownanim);
2949 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2952 Person::players[k]->velocity.y += gravity;
2956 Person::players[k]->realoldcoords = Person::players[k]->coords;
2962 static int randattack;
2963 static bool playerrealattackkeydown = 0;
2965 if (!Input::isKeyDown(attackkey))
2968 Person::players[0]->attackkeydown = 0;
2970 playerrealattackkeydown = 0;
2972 playerrealattackkeydown = Input::isKeyDown(attackkey);
2973 if ((Person::players[0]->parriedrecently <= 0 ||
2974 Person::players[0]->weaponactive == -1) &&
2977 Person::players[0]->lastattack != swordslashanim &&
2978 Person::players[0]->lastattack != knifeslashstartanim &&
2979 Person::players[0]->lastattack != staffhitanim &&
2980 Person::players[0]->lastattack != staffspinhitanim)))
2981 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2982 if (Input::isKeyDown(attackkey) &&
2984 !Person::players[0]->backkeydown) {
2985 for (unsigned k = 0; k < Person::players.size(); k++) {
2986 if ((Person::players[k]->animTarget == swordslashanim ||
2987 Person::players[k]->animTarget == staffhitanim ||
2988 Person::players[k]->animTarget == staffspinhitanim) &&
2989 Person::players[0]->animCurrent != dodgebackanim &&
2990 !Person::players[k]->skeleton.free)
2991 Person::players[k]->Reverse();
2995 if (!hostile || Dialog::inDialog())
2996 Person::players[0]->attackkeydown = 0;
2998 for (unsigned k = 0; k < Person::players.size(); k++) {
2999 if (Dialog::inDialog())
3000 Person::players[k]->attackkeydown = 0;
3001 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
3002 if (Person::players[k]->aitype != playercontrolled)
3003 Person::players[k]->victim = Person::players[0];
3004 //attack key pressed
3005 if (Person::players[k]->attackkeydown) {
3007 if (Person::players[k]->backkeydown &&
3008 Person::players[k]->animTarget != backhandspringanim &&
3009 (Person::players[k]->isIdle() ||
3010 Person::players[k]->isStop() ||
3011 Person::players[k]->isRun() ||
3012 Person::players[k]->animTarget == walkanim)) {
3013 if (Person::players[k]->jumppower <= 1) {
3014 Person::players[k]->jumppower -= 2;
3016 for (unsigned i = 0; i < Person::players.size(); i++) {
3019 if (Person::players[i]->animTarget == swordslashanim ||
3020 Person::players[i]->animTarget == knifeslashstartanim ||
3021 Person::players[i]->animTarget == staffhitanim ||
3022 Person::players[i]->animTarget == staffspinhitanim)
3023 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
3024 Person::players[k]->setAnimation(dodgebackanim);
3025 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3026 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3029 if (Person::players[k]->animTarget != dodgebackanim) {
3032 Person::players[k]->setAnimation(backhandspringanim);
3033 Person::players[k]->targetyaw = -yaw + 180;
3034 if (Person::players[k]->leftkeydown)
3035 Person::players[k]->targetyaw -= 45;
3036 if (Person::players[k]->rightkeydown)
3037 Person::players[k]->targetyaw += 45;
3038 Person::players[k]->yaw = Person::players[k]->targetyaw;
3039 Person::players[k]->jumppower -= 2;
3044 if (!animation[Person::players[k]->animTarget].attack &&
3045 !Person::players[k]->backkeydown &&
3046 (Person::players[k]->isIdle() ||
3047 Person::players[k]->isRun() ||
3048 Person::players[k]->animTarget == walkanim ||
3049 Person::players[k]->animTarget == sneakanim ||
3050 Person::players[k]->isCrouch())) {
3051 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
3052 //normal attacks (?)
3053 Person::players[k]->hasvictim = 0;
3054 if (Person::players.size() > 1)
3055 for (unsigned i = 0; i < Person::players.size(); i++) {
3056 if (i == k || !(k == 0 || i == 0))
3058 if (!Person::players[k]->hasvictim)
3059 if (animation[Person::players[k]->animTarget].attack != reversal) {
3061 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3062 if (distance < 4.5 &&
3063 !Person::players[i]->skeleton.free &&
3064 Person::players[i]->howactive < typedead1 &&
3065 Person::players[i]->animTarget != jumpreversedanim &&
3066 Person::players[i]->animTarget != rabbitkickreversedanim &&
3067 Person::players[i]->animTarget != rabbitkickanim &&
3068 Person::players[k]->animTarget != rabbitkickanim &&
3069 Person::players[i]->animTarget != getupfrombackanim &&
3070 (Person::players[i]->animTarget != staggerbackhighanim &&
3071 (Person::players[i]->animTarget != staggerbackhardanim ||
3072 animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
3073 Person::players[i]->animTarget != jumpdownanim &&
3074 Person::players[i]->animTarget != jumpupanim &&
3075 Person::players[i]->animTarget != getupfromfrontanim) {
3076 Person::players[k]->victim = Person::players[i];
3077 Person::players[k]->hasvictim = 1;
3078 if (Person::players[k]->aitype == playercontrolled) { //human player
3080 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3081 Person::players[k]->crouchkeydown &&
3082 animation[Person::players[i]->animTarget].height != lowheight)
3083 Person::players[k]->animTarget = sweepanim;
3085 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3086 animation[Person::players[i]->animTarget].height != lowheight &&
3087 !Person::players[k]->forwardkeydown &&
3088 !Person::players[k]->leftkeydown &&
3089 !Person::players[k]->rightkeydown &&
3090 !Person::players[k]->crouchkeydown &&
3093 Person::players[k]->animTarget = winduppunchanim;
3095 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3096 animation[Person::players[i]->animTarget].height != lowheight &&
3097 !Person::players[k]->forwardkeydown &&
3098 !Person::players[k]->leftkeydown &&
3099 !Person::players[k]->rightkeydown &&
3100 !Person::players[k]->crouchkeydown &&
3102 Person::players[k]->animTarget = upunchanim;
3104 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3105 Person::players[i]->staggerdelay > 0 &&
3106 attackweapon == knife &&
3107 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
3108 Person::players[k]->animTarget = knifefollowanim;
3110 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3111 animation[Person::players[i]->animTarget].height != lowheight &&
3112 !Person::players[k]->forwardkeydown &&
3113 !Person::players[k]->leftkeydown &&
3114 !Person::players[k]->rightkeydown &&
3115 !Person::players[k]->crouchkeydown &&
3116 attackweapon == knife &&
3117 Person::players[k]->weaponmissdelay <= 0)
3118 Person::players[k]->animTarget = knifeslashstartanim;
3120 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3121 animation[Person::players[i]->animTarget].height != lowheight &&
3122 !Person::players[k]->crouchkeydown &&
3123 attackweapon == sword &&
3124 Person::players[k]->weaponmissdelay <= 0)
3125 Person::players[k]->animTarget = swordslashanim;
3127 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3128 animation[Person::players[i]->animTarget].height != lowheight &&
3129 !Person::players[k]->crouchkeydown &&
3130 attackweapon == staff &&
3131 Person::players[k]->weaponmissdelay <= 0 &&
3132 !Person::players[k]->leftkeydown &&
3133 !Person::players[k]->rightkeydown &&
3134 !Person::players[k]->forwardkeydown)
3135 Person::players[k]->animTarget = staffhitanim;
3137 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3138 animation[Person::players[i]->animTarget].height != lowheight &&
3139 !Person::players[k]->crouchkeydown &&
3140 attackweapon == staff &&
3141 Person::players[k]->weaponmissdelay <= 0)
3142 Person::players[k]->animTarget = staffspinhitanim;
3144 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3145 animation[Person::players[i]->animTarget].height != lowheight)
3146 Person::players[k]->animTarget = spinkickanim;
3148 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3149 animation[Person::players[i]->animTarget].height == lowheight &&
3150 animation[Person::players[k]->animTarget].attack != normalattack)
3151 Person::players[k]->animTarget = lowkickanim;
3152 } else { //AI player
3153 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
3154 randattack = abs(Random() % 5);
3155 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
3157 if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
3158 Person::players[k]->animTarget = sweepanim;
3160 else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
3162 Person::players[k]->animTarget = upunchanim;
3164 else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
3165 Person::players[k]->animTarget = spinkickanim;
3167 else if (animation[Person::players[i]->animTarget].height == lowheight)
3168 Person::players[k]->animTarget = lowkickanim;
3172 if ((tutoriallevel != 1 || !attackweapon) &&
3173 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3175 animation[Person::players[i]->animTarget].height != lowheight)
3176 Person::players[k]->animTarget = sweepanim;
3178 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3179 attackweapon == knife &&
3180 Person::players[k]->weaponmissdelay <= 0)
3181 Person::players[k]->animTarget = knifeslashstartanim;
3183 else if (!(Person::players[0]->victim == Person::players[i] &&
3184 Person::players[0]->hasvictim &&
3185 Person::players[0]->animTarget == swordslashanim) &&
3186 attackweapon == sword &&
3187 Person::players[k]->weaponmissdelay <= 0)
3188 Person::players[k]->animTarget = swordslashanim;
3190 else if (!(Person::players[0]->victim == Person::players[i] &&
3191 Person::players[0]->hasvictim &&
3192 Person::players[0]->animTarget == swordslashanim) &&
3193 attackweapon == staff &&
3194 Person::players[k]->weaponmissdelay <= 0 &&
3196 Person::players[k]->animTarget = staffhitanim;
3198 else if (!(Person::players[0]->victim == Person::players[i] &&
3199 Person::players[0]->hasvictim &&
3200 Person::players[0]->animTarget == swordslashanim) &&
3201 attackweapon == staff &&
3202 Person::players[k]->weaponmissdelay <= 0 &&
3204 Person::players[k]->animTarget = staffspinhitanim;
3206 else if ((tutoriallevel != 1 || !attackweapon) &&
3207 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3209 animation[Person::players[i]->animTarget].height != lowheight)
3210 Person::players[k]->animTarget = spinkickanim;
3212 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3213 animation[Person::players[i]->animTarget].height == lowheight &&
3214 animation[Person::players[k]->animTarget].attack != normalattack)
3215 Person::players[k]->animTarget = lowkickanim;
3219 //upunch becomes wolfslap
3220 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
3221 Person::players[k]->animTarget = wolfslapanim;
3224 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
3225 Person::players[i]->howactive < typedead1 &&
3226 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3227 !Person::players[i]->skeleton.free &&
3228 Person::players[i]->animTarget != getupfrombackanim &&
3229 Person::players[i]->animTarget != getupfromfrontanim &&
3230 (Person::players[i]->surprised > 0 ||
3231 Person::players[i]->aitype == passivetype ||
3232 attackweapon && Person::players[i]->stunned > 0) &&
3233 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
3235 if (!attackweapon) {
3236 Person::players[k]->animCurrent = sneakattackanim;
3237 Person::players[k]->animTarget = sneakattackanim;
3238 Person::players[i]->animCurrent = sneakattackedanim;
3239 Person::players[i]->animTarget = sneakattackedanim;
3240 Person::players[k]->oldcoords = Person::players[k]->coords;
3241 Person::players[k]->coords = Person::players[i]->coords;
3244 if (attackweapon == knife) {
3245 Person::players[k]->animCurrent = knifesneakattackanim;
3246 Person::players[k]->animTarget = knifesneakattackanim;
3247 Person::players[i]->animCurrent = knifesneakattackedanim;
3248 Person::players[i]->animTarget = knifesneakattackedanim;
3249 Person::players[i]->oldcoords = Person::players[i]->coords;
3250 Person::players[i]->coords = Person::players[k]->coords;
3253 if (attackweapon == sword) {
3254 Person::players[k]->animCurrent = swordsneakattackanim;
3255 Person::players[k]->animTarget = swordsneakattackanim;
3256 Person::players[i]->animCurrent = swordsneakattackedanim;
3257 Person::players[i]->animTarget = swordsneakattackedanim;
3258 Person::players[i]->oldcoords = Person::players[i]->coords;
3259 Person::players[i]->coords = Person::players[k]->coords;
3261 if (attackweapon != staff) {
3262 Person::players[k]->victim = Person::players[i];
3263 Person::players[k]->hasvictim = 1;
3264 Person::players[i]->targettilt2 = 0;
3265 Person::players[i]->frameTarget = 1;
3266 Person::players[i]->frameCurrent = 0;
3267 Person::players[i]->target = 0;
3268 Person::players[i]->velocity = 0;
3269 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3270 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3271 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3272 Person::players[k]->target = Person::players[i]->target;
3273 Person::players[k]->velocity = 0;
3274 Person::players[k]->targetyaw = Person::players[i]->yaw;
3275 Person::players[k]->yaw = Person::players[i]->yaw;
3276 Person::players[i]->targetyaw = Person::players[i]->yaw;
3279 if (animation[Person::players[k]->animTarget].attack == normalattack &&
3280 Person::players[k]->victim == Person::players[i] &&
3281 (!Person::players[i]->skeleton.free)) {
3283 Person::players[k]->frameTarget = 0;
3284 Person::players[k]->target = 0;
3286 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3287 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3288 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3289 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3290 Person::players[k]->lastattack = Person::players[k]->animTarget;
3292 if (Person::players[k]->animTarget == knifefollowanim &&
3293 Person::players[k]->victim == Person::players[i]) {
3295 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3296 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3297 Person::players[k]->victim = Person::players[i];
3298 Person::players[k]->hasvictim = 1;
3299 Person::players[i]->animTarget = knifefollowedanim;
3300 Person::players[i]->animCurrent = knifefollowedanim;
3301 Person::players[i]->targettilt2 = 0;
3302 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
3303 Person::players[i]->frameTarget = 1;
3304 Person::players[i]->frameCurrent = 0;
3305 Person::players[i]->target = 0;
3306 Person::players[i]->velocity = 0;
3307 Person::players[k]->animCurrent = knifefollowanim;
3308 Person::players[k]->animTarget = knifefollowanim;
3309 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3310 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3311 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3312 Person::players[k]->target = Person::players[i]->target;
3313 Person::players[k]->velocity = 0;
3314 Person::players[k]->oldcoords = Person::players[k]->coords;
3315 Person::players[i]->coords = Person::players[k]->coords;
3316 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3317 Person::players[i]->yaw = Person::players[k]->targetyaw;
3318 Person::players[k]->yaw = Person::players[k]->targetyaw;
3319 Person::players[i]->yaw = Person::players[k]->targetyaw;
3323 const bool hasstaff = attackweapon == staff;
3324 if (k == 0 && Person::players.size() > 1)
3325 for (unsigned i = 0; i < Person::players.size(); i++) {
3328 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
3329 animation[Person::players[k]->animTarget].attack == neutral) {
3330 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3331 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
3332 if (Person::players[i]->skeleton.free)
3333 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
3334 (Person::players[i]->dead ||
3335 Person::players[i]->skeleton.longdead > 1000 ||
3336 Person::players[k]->isRun() ||
3339 (Person::players[i]->skeleton.longdead > 2000 ||
3340 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
3341 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
3342 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
3343 Person::players[k]->victim = Person::players[i];
3344 Person::players[k]->hasvictim = 1;
3345 if (attackweapon && tutoriallevel != 1) {
3347 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
3348 Person::players[k]->animTarget = crouchstabanim;
3350 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
3351 Person::players[k]->animTarget = swordgroundstabanim;
3353 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
3354 Person::players[k]->animTarget = staffgroundsmashanim;
3356 if (distance < 2.5 &&
3357 Person::players[k]->crouchkeydown &&
3358 Person::players[k]->animTarget != crouchstabanim &&
3360 Person::players[i]->dead &&
3361 Person::players[i]->skeleton.free &&
3362 Person::players[i]->skeleton.longdead > 1000) {
3363 Person::players[k]->animTarget = killanim;
3364 //TODO: refactor this out, what does it do?
3365 for (int j = 0; j < terrain.numdecals; j++) {
3366 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3367 terrain.decalalivetime[j] < 2)
3368 terrain.DeleteDecal(j);
3370 for (int l = 0; l < objects.numobjects; l++) {
3371 if (objects.model[l].type == decalstype)
3372 for (int j = 0; j < objects.model[l].numdecals; j++) {
3373 if ((objects.model[l].decaltype[j] == blooddecal ||
3374 objects.model[l].decaltype[j] == blooddecalslow) &&
3375 objects.model[l].decalalivetime[j] < 2)
3376 objects.model[l].DeleteDecal(j);
3380 if (!Person::players[i]->dead || musictype != 2)
3381 if (distance < 3.5 &&
3382 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
3383 Person::players[k]->staggerdelay <= 0 &&
3384 (Person::players[i]->dead ||
3385 Person::players[i]->skeleton.longdead < 300 &&
3386 Person::players[k]->lastattack != spinkickanim &&
3387 Person::players[i]->skeleton.free) &&
3388 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
3389 Person::players[k]->animTarget = dropkickanim;
3390 for (int j = 0; j < terrain.numdecals; j++) {
3391 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3392 terrain.decalalivetime[j] < 2) {
3393 terrain.DeleteDecal(j);
3396 for (int l = 0; l < objects.numobjects; l++) {
3397 if (objects.model[l].type == decalstype)
3398 for (int j = 0; j < objects.model[l].numdecals; j++) {
3399 if ((objects.model[l].decaltype[j] == blooddecal ||
3400 objects.model[l].decaltype[j] == blooddecalslow) &&
3401 objects.model[l].decalalivetime[j] < 2) {
3402 objects.model[l].DeleteDecal(j);
3408 if (animation[Person::players[k]->animTarget].attack == normalattack &&
3409 Person::players[k]->victim == Person::players[i] &&
3410 (!Person::players[i]->skeleton.free ||
3411 Person::players[k]->animTarget == killanim ||
3412 Person::players[k]->animTarget == crouchstabanim ||
3413 Person::players[k]->animTarget == swordgroundstabanim ||
3414 Person::players[k]->animTarget == staffgroundsmashanim ||
3415 Person::players[k]->animTarget == dropkickanim)) {
3417 Person::players[k]->frameTarget = 0;
3418 Person::players[k]->target = 0;
3420 XYZ targetpoint = Person::players[i]->coords;
3421 if (Person::players[k]->animTarget == crouchstabanim ||
3422 Person::players[k]->animTarget == swordgroundstabanim ||
3423 Person::players[k]->animTarget == staffgroundsmashanim) {
3424 targetpoint += (Person::players[i]->jointPos(abdomen) +
3425 Person::players[i]->jointPos(neck)) / 2 *
3426 Person::players[i]->scale;
3428 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
3429 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
3431 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
3432 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
3435 if (Person::players[k]->animTarget == staffgroundsmashanim)
3436 Person::players[k]->targettilt2 += 10;
3438 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3439 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3440 Person::players[k]->lastattack = Person::players[k]->animTarget;
3442 if (Person::players[k]->animTarget == swordgroundstabanim) {
3443 Person::players[k]->targetyaw += 30;
3448 if (!Person::players[k]->hasvictim) {
3450 for (unsigned i = 0; i < Person::players.size(); i++) {
3451 if (i == k || !(i == 0 || k == 0))
3453 if (!Person::players[i]->skeleton.free) {
3454 if (Person::players[k]->hasvictim) {
3455 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
3456 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
3457 Person::players[k]->victim = Person::players[i];
3459 Person::players[k]->victim = Person::players[i];
3460 Person::players[k]->hasvictim = 1;
3465 if (Person::players[k]->aitype == playercontrolled)
3467 if (Person::players[k]->attackkeydown &&
3468 Person::players[k]->isRun() &&
3469 Person::players[k]->wasRun() &&
3470 ((Person::players[k]->hasvictim &&
3471 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
3472 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
3473 !Person::players[k]->victim->skeleton.free &&
3474 Person::players[k]->victim->animTarget != getupfrombackanim &&
3475 Person::players[k]->victim->animTarget != getupfromfrontanim &&
3476 animation[Person::players[k]->victim->animTarget].height != lowheight &&
3477 Person::players[k]->aitype != playercontrolled && //wat???
3478 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
3479 Person::players[k]->rabbitkickenabled) ||
3480 Person::players[k]->jumpkeydown)) {
3482 Person::players[k]->setAnimation(rabbitkickanim);
3485 if (animation[Person::players[k]->animTarget].attack && k == 0) {
3487 switch (attackweapon) {
3508 void doPlayerCollisions()
3510 static XYZ rotatetarget;
3511 static float collisionradius;
3512 if (Person::players.size() > 1)
3513 for (unsigned k = 0; k < Person::players.size(); k++)
3514 for (unsigned i = k + 1; i < Person::players.size(); i++) {
3515 //neither player is part of a reversal
3516 if ((animation[Person::players[i]->animTarget].attack != reversed &&
3517 animation[Person::players[i]->animTarget].attack != reversal &&
3518 animation[Person::players[k]->animTarget].attack != reversed &&
3519 animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
3520 if ((animation[Person::players[i]->animCurrent].attack != reversed &&
3521 animation[Person::players[i]->animCurrent].attack != reversal &&
3522 animation[Person::players[k]->animCurrent].attack != reversed &&
3523 animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
3524 //neither is sleeping
3525 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
3526 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
3527 //in same patch, neither is climbing
3528 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
3529 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
3530 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
3531 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
3532 Person::players[i]->animTarget != climbanim &&
3533 Person::players[i]->animTarget != hanganim &&
3534 Person::players[k]->animTarget != climbanim &&
3535 Person::players[k]->animTarget != hanganim)
3536 //players are close (bounding box test)
3537 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
3538 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
3539 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
3540 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
3541 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
3542 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
3543 //spread fire from player to player
3544 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
3545 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3546 if (Person::players[i]->onfire || Person::players[k]->onfire) {
3547 if (!Person::players[i]->onfire)
3548 Person::players[i]->CatchFire();
3549 if (!Person::players[k]->onfire)
3550 Person::players[k]->CatchFire();
3554 XYZ tempcoords1 = Person::players[i]->coords;
3555 XYZ tempcoords2 = Person::players[k]->coords;
3556 if (!Person::players[i]->skeleton.oldfree)
3557 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
3558 if (!Person::players[k]->skeleton.oldfree)
3559 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
3560 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3561 if (Person::players[0]->hasvictim)
3562 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
3563 collisionradius = 3;
3564 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
3565 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
3566 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
3567 //jump down on a dead body
3568 if (k == 0 || i == 0) {
3570 if (Person::players[0]->animTarget == jumpdownanim &&
3571 !Person::players[0]->skeleton.oldfree &&
3572 !Person::players[0]->skeleton.free &&
3573 Person::players[l]->skeleton.oldfree &&
3574 Person::players[l]->skeleton.free &&
3575 Person::players[l]->dead &&
3576 Person::players[0]->lastcollide <= 0 &&
3577 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
3578 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
3579 Person::players[0]->coords.y = Person::players[l]->coords.y;
3580 Person::players[l]->velocity = Person::players[0]->velocity;
3581 Person::players[l]->skeleton.free = 0;
3582 Person::players[l]->yaw = 0;
3583 Person::players[l]->RagDoll(0);
3584 Person::players[l]->DoDamage(20);
3586 Person::players[l]->skeleton.longdead = 0;
3587 Person::players[0]->lastcollide = 1;
3591 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
3592 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
3593 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
3594 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
3595 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
3596 Person::players[i]->skeleton.free) &&
3597 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
3598 Person::players[k]->skeleton.free))
3599 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
3600 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
3601 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
3603 k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
3604 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
3605 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
3606 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
3607 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
3609 if ( (i != 0 || Person::players[i]->skeleton.free) &&
3610 (k != 0 || Person::players[k]->skeleton.free) ||
3611 (animation[Person::players[i]->animTarget].height == highheight &&
3612 animation[Person::players[k]->animTarget].height == highheight)) {
3613 if (tutoriallevel != 1) {
3614 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
3617 Person::players[i]->RagDoll(0);
3618 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
3619 award_bonus(0, aimbonus);
3621 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
3622 Person::players[k]->RagDoll(0);
3623 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
3624 award_bonus(0, aimbonus); // Huh, again?
3626 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
3628 for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
3629 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
3631 for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
3632 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
3637 if ( (animation[Person::players[i]->animTarget].attack == neutral ||
3638 animation[Person::players[i]->animTarget].attack == normalattack) &&
3639 (animation[Person::players[k]->animTarget].attack == neutral ||
3640 animation[Person::players[k]->animTarget].attack == normalattack)) {
3642 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
3643 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3644 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
3645 Normalise(&rotatetarget);
3646 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
3647 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
3648 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3649 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3650 if (Person::players[k]->howactive == typeactive || hostile)
3651 if (Person::players[k]->isIdle()) {
3652 if (Person::players[k]->howactive < typesleeping)
3653 Person::players[k]->setAnimation(Person::players[k]->getStop());
3654 else if (Person::players[k]->howactive == typesleeping)
3655 Person::players[k]->setAnimation(getupfromfrontanim);
3657 Person::players[k]->howactive = typeactive;
3659 if (Person::players[i]->howactive == typeactive || hostile)
3660 if (Person::players[i]->isIdle()) {
3661 if (Person::players[i]->howactive < typesleeping)
3662 Person::players[i]->setAnimation(Person::players[k]->getStop());
3664 Person::players[i]->setAnimation(getupfromfrontanim);
3666 Person::players[i]->howactive = typeactive;
3669 //jump down on player
3671 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
3672 !Person::players[i]->isCrouch() &&
3673 Person::players[i]->animTarget != rollanim &&
3674 !Person::players[k]->skeleton.oldfree && !
3675 Person::players[k]->skeleton.free &&
3676 Person::players[k]->lastcollide <= 0 &&
3677 Person::players[k]->velocity.y < -10) {
3678 Person::players[i]->velocity = Person::players[k]->velocity;
3679 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3680 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3681 Person::players[i]->DoDamage(20);
3682 Person::players[i]->RagDoll(0);
3683 Person::players[k]->lastcollide = 1;
3684 award_bonus(k, AboveBonus);
3686 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3687 !Person::players[k]->isCrouch() &&
3688 Person::players[k]->animTarget != rollanim &&
3689 !Person::players[i]->skeleton.oldfree &&
3690 !Person::players[i]->skeleton.free &&
3691 Person::players[i]->lastcollide <= 0 &&
3692 Person::players[i]->velocity.y < -10) {
3693 Person::players[k]->velocity = Person::players[i]->velocity;
3694 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3695 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3696 Person::players[k]->DoDamage(20);
3697 Person::players[k]->RagDoll(0);
3698 Person::players[i]->lastcollide = 1;
3699 award_bonus(i, AboveBonus);
3705 Person::players[i]->CheckKick();
3706 Person::players[k]->CheckKick();
3712 void doAI(unsigned i)
3714 static bool connected;
3715 if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) {
3716 Person::players[i]->jumpclimb = 0;
3717 //disable movement in editor
3719 Person::players[i]->stunned = 1;
3721 Person::players[i]->pause = 0;
3722 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
3723 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
3724 !Person::players[0]->onterrain)
3725 Person::players[i]->pause = 1;
3728 if (Person::players[i]->aitype == pathfindtype) {
3729 if (Person::players[i]->finalpathfindpoint == -1) {
3730 float closestdistance;
3735 closestdistance = -1;
3736 for (int j = 0; j < numpathpoints; j++)
3737 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
3738 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
3740 Person::players[i]->finaltarget = pathpoint[j];
3742 Person::players[i]->finalpathfindpoint = closest;
3743 for (int j = 0; j < numpathpoints; j++)
3744 for (int k = 0; k < numpathpointconnect[j]; k++) {
3745 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3746 if (sq(tempdist) < closestdistance)
3747 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3748 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3749 closestdistance = sq(tempdist);
3751 Person::players[i]->finaltarget = colpoint;
3754 Person::players[i]->finalpathfindpoint = closest;
3757 if (Person::players[i]->targetpathfindpoint == -1) {
3758 float closestdistance;
3763 closestdistance = -1;
3764 if (Person::players[i]->lastpathfindpoint == -1) {
3765 for (int j = 0; j < numpathpoints; j++) {
3766 if (j != Person::players[i]->lastpathfindpoint)
3767 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
3768 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
3772 Person::players[i]->targetpathfindpoint = closest;
3773 for (int j = 0; j < numpathpoints; j++)
3774 if (j != Person::players[i]->lastpathfindpoint)
3775 for (int k = 0; k < numpathpointconnect[j]; k++) {
3776 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3777 if (sq(tempdist) < closestdistance) {
3778 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3779 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3780 closestdistance = sq(tempdist);
3785 Person::players[i]->targetpathfindpoint = closest;
3787 for (int j = 0; j < numpathpoints; j++)
3788 if (j != Person::players[i]->lastpathfindpoint &&
3789 j != Person::players[i]->lastpathfindpoint2 &&
3790 j != Person::players[i]->lastpathfindpoint3 &&
3791 j != Person::players[i]->lastpathfindpoint4) {
3793 if (numpathpointconnect[j])
3794 for (int k = 0; k < numpathpointconnect[j]; k++)
3795 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
3798 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
3799 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
3800 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
3803 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
3804 if (closest == -1 || tempdist < closestdistance) {
3805 closestdistance = tempdist;
3810 Person::players[i]->targetpathfindpoint = closest;
3813 Person::players[i]->losupdatedelay -= multiplier;
3815 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
3816 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3818 //reached target point
3819 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
3820 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3821 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3822 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3823 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
3824 if (Person::players[i]->lastpathfindpoint2 == -1)
3825 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3826 if (Person::players[i]->lastpathfindpoint3 == -1)
3827 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3828 if (Person::players[i]->lastpathfindpoint4 == -1)
3829 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3830 Person::players[i]->targetpathfindpoint = -1;
3832 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
3833 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
3834 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
3835 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
3836 Person::players[i]->aitype = passivetype;
3839 Person::players[i]->forwardkeydown = 1;
3840 Person::players[i]->leftkeydown = 0;
3841 Person::players[i]->backkeydown = 0;
3842 Person::players[i]->rightkeydown = 0;
3843 Person::players[i]->crouchkeydown = 0;
3844 Person::players[i]->attackkeydown = 0;
3845 Person::players[i]->throwkeydown = 0;
3847 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
3848 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3850 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3851 Person::players[i]->jumpkeydown = 0;
3852 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3853 Person::players[i]->jumpkeydown = 1;
3855 if ((tutoriallevel != 1 || cananger) &&
3857 !Person::players[0]->dead &&
3858 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3859 Person::players[i]->occluded < 25) {
3860 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3861 animation[Person::players[0]->animTarget].height != lowheight &&
3863 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
3864 Person::players[i]->aitype = attacktypecutoff;
3865 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3866 animation[Person::players[0]->animTarget].height == highheight &&
3868 Person::players[i]->aitype = attacktypecutoff;
3870 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3871 Person::players[i]->losupdatedelay = .2;
3872 for (unsigned j = 0; j < Person::players.size(); j++)
3873 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
3874 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
3875 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3876 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3877 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
3878 if (!Person::players[j]->isWallJump() && -1 == checkcollide(
3879 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
3880 *Person::players[i]->scale + Person::players[i]->coords,
3881 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
3882 *Person::players[j]->scale + Person::players[j]->coords) ||
3883 (Person::players[j]->animTarget == hanganim &&
3884 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3885 Person::players[i]->aitype = searchtype;
3886 Person::players[i]->lastchecktime = 12;
3887 Person::players[i]->lastseen = Person::players[j]->coords;
3888 Person::players[i]->lastseentime = 12;
3892 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
3893 if (Person::players[i]->creature != wolftype) {
3894 Person::players[i]->stunned = .6;
3895 Person::players[i]->surprised = .6;
3899 if (Person::players[i]->aitype != passivetype && leveltime > .5)
3900 Person::players[i]->howactive = typeactive;
3902 if (Person::players[i]->aitype == passivetype) {
3903 Person::players[i]->aiupdatedelay -= multiplier;
3904 Person::players[i]->losupdatedelay -= multiplier;
3905 Person::players[i]->lastseentime += multiplier;
3906 Person::players[i]->pausetime -= multiplier;
3907 if (Person::players[i]->lastseentime > 1)
3908 Person::players[i]->lastseentime = 1;
3910 if (Person::players[i]->aiupdatedelay < 0) {
3911 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
3912 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
3913 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3914 Person::players[i]->aiupdatedelay = .05;
3916 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
3917 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
3918 Person::players[i]->pausetime = 4;
3919 Person::players[i]->waypoint++;
3920 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
3921 Person::players[i]->waypoint = 0;
3926 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
3927 Person::players[i]->forwardkeydown = 1;
3929 Person::players[i]->forwardkeydown = 0;
3930 Person::players[i]->leftkeydown = 0;
3931 Person::players[i]->backkeydown = 0;
3932 Person::players[i]->rightkeydown = 0;
3933 Person::players[i]->crouchkeydown = 0;
3934 Person::players[i]->attackkeydown = 0;
3935 Person::players[i]->throwkeydown = 0;
3937 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3938 if (!Person::players[i]->avoidsomething)
3939 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3941 XYZ leftpos, rightpos;
3942 float leftdist, rightdist;
3943 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3944 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3945 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
3946 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
3947 if (leftdist < rightdist)
3948 Person::players[i]->targetyaw += 90;
3950 Person::players[i]->targetyaw -= 90;
3954 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3955 Person::players[i]->jumpkeydown = 0;
3956 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3957 Person::players[i]->jumpkeydown = 1;
3961 if (!editorenabled) {
3962 if (Person::players[i]->howactive <= typesleeping)
3963 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
3964 for (int j = 0; j < numenvsounds; j++) {
3965 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
3966 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
3967 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
3968 Person::players[i]->aitype = attacktypecutoff;
3971 if (Person::players[i]->aitype != passivetype) {
3972 if (Person::players[i]->howactive == typesleeping)
3973 Person::players[i]->setAnimation(getupfromfrontanim);
3974 Person::players[i]->howactive = typeactive;
3978 if (Person::players[i]->howactive < typesleeping &&
3979 ((tutoriallevel != 1 || cananger) && hostile) &&
3980 !Person::players[0]->dead &&
3981 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3982 Person::players[i]->occluded < 25) {
3983 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3984 animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
3985 Person::players[i]->aitype = attacktypecutoff;
3986 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3987 animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
3988 Person::players[i]->aitype = attacktypecutoff;
3991 if (Person::players[i]->creature == wolftype) {
3993 for (unsigned j = 0; j < Person::players.size(); j++) {
3994 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
3995 float smelldistance = 50;
3996 if (j == 0 && Person::players[j]->num_weapons > 0) {
3997 if (weapons[Person::players[j]->weaponids[0]].bloody)
3998 smelldistance = 100;
3999 if (Person::players[j]->num_weapons == 2)
4000 if (weapons[Person::players[j]->weaponids[1]].bloody)
4001 smelldistance = 100;
4004 smelldistance = 100;
4005 windsmell = windvector;
4006 Normalise(&windsmell);
4007 windsmell = windsmell * 2 + Person::players[j]->coords;
4008 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
4009 Person::players[i]->aitype = attacktypecutoff;
4014 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4015 Person::players[i]->losupdatedelay = .2;
4016 for (unsigned j = 0; j < Person::players.size(); j++) {
4017 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
4018 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4019 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4020 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4021 if ((-1 == checkcollide(
4022 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4023 Person::players[i]->scale + Person::players[i]->coords,
4024 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
4025 Person::players[j]->scale + Person::players[j]->coords) &&
4026 !Person::players[j]->isWallJump()) ||
4027 (Person::players[j]->animTarget == hanganim &&
4028 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4029 Person::players[i]->lastseentime -= .2;
4030 if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
4031 Person::players[i]->lastseentime -= .4;
4033 Person::players[i]->lastseentime -= .6;
4035 if (Person::players[i]->lastseentime <= 0) {
4036 Person::players[i]->aitype = searchtype;
4037 Person::players[i]->lastchecktime = 12;
4038 Person::players[i]->lastseen = Person::players[j]->coords;
4039 Person::players[i]->lastseentime = 12;
4046 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
4047 if (Person::players[i]->creature != wolftype) {
4048 Person::players[i]->stunned = .6;
4049 Person::players[i]->surprised = .6;
4051 if (Person::players[i]->creature == wolftype) {
4052 Person::players[i]->stunned = .47;
4053 Person::players[i]->surprised = .47;
4061 if (Person::players[i]->aitype == searchtype) {
4062 Person::players[i]->aiupdatedelay -= multiplier;
4063 Person::players[i]->losupdatedelay -= multiplier;
4064 if (!Person::players[i]->pause)
4065 Person::players[i]->lastseentime -= multiplier;
4066 Person::players[i]->lastchecktime -= multiplier;
4068 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
4069 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4070 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4072 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4074 j = checkcollide(test2, test, Person::players[i]->laststanding);
4076 j = checkcollide(test2, test);
4078 Person::players[i]->velocity = 0;
4079 Person::players[i]->setAnimation(Person::players[i]->getStop());
4080 Person::players[i]->targetyaw += 180;
4081 Person::players[i]->stunned = .5;
4082 //Person::players[i]->aitype=passivetype;
4083 Person::players[i]->aitype = pathfindtype;
4084 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4085 Person::players[i]->finalpathfindpoint = -1;
4086 Person::players[i]->targetpathfindpoint = -1;
4087 Person::players[i]->lastpathfindpoint = -1;
4088 Person::players[i]->lastpathfindpoint2 = -1;
4089 Person::players[i]->lastpathfindpoint3 = -1;
4090 Person::players[i]->lastpathfindpoint4 = -1;
4092 Person::players[i]->laststanding = j;
4095 //check out last seen location
4096 if (Person::players[i]->aiupdatedelay < 0) {
4097 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
4098 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4099 Person::players[i]->aiupdatedelay = .05;
4100 Person::players[i]->forwardkeydown = 1;
4102 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
4103 Person::players[i]->forwardkeydown = 0;
4104 Person::players[i]->aiupdatedelay = 1;
4105 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
4106 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
4107 Person::players[i]->lastchecktime = 3;
4110 Person::players[i]->leftkeydown = 0;
4111 Person::players[i]->backkeydown = 0;
4112 Person::players[i]->rightkeydown = 0;
4113 Person::players[i]->crouchkeydown = 0;
4114 Person::players[i]->attackkeydown = 0;
4115 Person::players[i]->throwkeydown = 0;
4117 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4118 if (!Person::players[i]->avoidsomething)
4119 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4121 XYZ leftpos, rightpos;
4122 float leftdist, rightdist;
4123 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4124 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4125 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4126 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4127 if (leftdist < rightdist)
4128 Person::players[i]->targetyaw += 90;
4130 Person::players[i]->targetyaw -= 90;
4134 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4135 Person::players[i]->jumpkeydown = 0;
4136 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4137 Person::players[i]->jumpkeydown = 1;
4139 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
4140 for (int k = 0; k < numenvsounds; k++) {
4141 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
4142 Person::players[i]->aitype = attacktypecutoff;
4146 if (!Person::players[0]->dead &&
4147 Person::players[i]->losupdatedelay < 0 &&
4149 Person::players[i]->occluded < 2 &&
4150 ((tutoriallevel != 1 || cananger) && hostile)) {
4151 Person::players[i]->losupdatedelay = .2;
4152 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
4153 Person::players[i]->aitype = attacktypecutoff;
4154 Person::players[i]->lastseentime = 1;
4156 if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
4157 //TODO: factor out canSeePlayer()
4158 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
4159 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4161 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4162 Person::players[i]->scale + Person::players[i]->coords,
4163 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
4164 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
4165 (Person::players[0]->animTarget == hanganim && normaldotproduct(
4166 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
4167 /* //TODO: changed j to 0 on a whim, make sure this is correct
4168 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
4169 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
4171 Person::players[i]->aitype = attacktypecutoff;
4172 Person::players[i]->lastseentime = 1;
4176 if (Person::players[i]->lastseentime < 0) {
4177 //Person::players[i]->aitype=passivetype;
4179 Person::players[i]->aitype = pathfindtype;
4180 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4181 Person::players[i]->finalpathfindpoint = -1;
4182 Person::players[i]->targetpathfindpoint = -1;
4183 Person::players[i]->lastpathfindpoint = -1;
4184 Person::players[i]->lastpathfindpoint2 = -1;
4185 Person::players[i]->lastpathfindpoint3 = -1;
4186 Person::players[i]->lastpathfindpoint4 = -1;
4190 if (Person::players[i]->aitype != gethelptype)
4191 Person::players[i]->runninghowlong = 0;
4193 //get help from buddies
4194 if (Person::players[i]->aitype == gethelptype) {
4195 Person::players[i]->runninghowlong += multiplier;
4196 Person::players[i]->aiupdatedelay -= multiplier;
4198 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
4199 Person::players[i]->aiupdatedelay = .2;
4202 //TODO: factor out closest search somehow
4203 if (!Person::players[i]->ally) {
4205 float closestdist = -1;
4206 for (unsigned k = 0; k < Person::players.size(); k++) {
4207 if (k != i && k != 0 && !Person::players[k]->dead &&
4208 Person::players[k]->howactive < typedead1 &&
4209 !Person::players[k]->skeleton.free &&
4210 Person::players[k]->aitype == passivetype) {
4211 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
4212 if (closestdist == -1 || distance < closestdist) {
4213 closestdist = distance;
4220 Person::players[i]->ally = closest;
4222 Person::players[i]->ally = 0;
4223 Person::players[i]->lastseen = Person::players[0]->coords;
4224 Person::players[i]->lastseentime = 12;
4228 Person::players[i]->lastchecktime = 12;
4230 XYZ facing = Person::players[i]->coords;
4231 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
4232 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4233 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
4234 if (-1 != checkcollide(facing, flatfacing))
4235 Person::players[i]->lastseentime -= .1;
4237 //no available ally, run back to player
4238 if (Person::players[i]->ally <= 0 ||
4239 Person::players[Person::players[i]->ally]->skeleton.free ||
4240 Person::players[Person::players[i]->ally]->aitype != passivetype ||
4241 Person::players[i]->lastseentime <= 0) {
4242 Person::players[i]->aitype = searchtype;
4243 Person::players[i]->lastseentime = 12;
4247 if (Person::players[i]->ally > 0) {
4248 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
4249 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4250 Person::players[i]->aiupdatedelay = .05;
4251 Person::players[i]->forwardkeydown = 1;
4253 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
4254 Person::players[i]->aitype = searchtype;
4255 Person::players[i]->lastseentime = 12;
4256 Person::players[Person::players[i]->ally]->aitype = searchtype;
4257 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
4258 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
4259 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
4260 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
4264 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4265 if (!Person::players[i]->avoidsomething)
4266 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4268 XYZ leftpos, rightpos;
4269 float leftdist, rightdist;
4270 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4271 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4272 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4273 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4274 if (leftdist < rightdist)
4275 Person::players[i]->targetyaw += 90;
4277 Person::players[i]->targetyaw -= 90;
4282 Person::players[i]->leftkeydown = 0;
4283 Person::players[i]->backkeydown = 0;
4284 Person::players[i]->rightkeydown = 0;
4285 Person::players[i]->crouchkeydown = 0;
4286 Person::players[i]->attackkeydown = 0;
4288 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4289 Person::players[i]->jumpkeydown = 0;
4290 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
4291 Person::players[i]->jumpkeydown = 1;
4294 //retreiving a weapon on the ground
4295 if (Person::players[i]->aitype == getweapontype) {
4296 Person::players[i]->aiupdatedelay -= multiplier;
4297 Person::players[i]->lastchecktime -= multiplier;
4299 if (Person::players[i]->aiupdatedelay < 0) {
4300 Person::players[i]->aiupdatedelay = .2;
4303 if (Person::players[i]->ally < 0) {
4305 float closestdist = -1;
4306 for (unsigned k = 0; k < weapons.size(); k++)
4307 if (weapons[k].owner == -1) {
4308 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
4309 if (closestdist == -1 || distance < closestdist) {
4310 closestdist = distance;
4316 Person::players[i]->ally = closest;
4318 Person::players[i]->ally = -1;
4321 Person::players[i]->lastseentime = 12;
4323 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
4324 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
4325 Person::players[i]->aitype = attacktypecutoff;
4326 Person::players[i]->lastseentime = 1;
4328 if (!Person::players[0]->dead)
4329 if (Person::players[i]->ally >= 0) {
4330 if (weapons[Person::players[i]->ally].owner != -1 ||
4331 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
4332 Person::players[i]->aitype = attacktypecutoff;
4333 Person::players[i]->lastseentime = 1;
4335 //TODO: factor these out as moveToward()
4336 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
4337 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4338 Person::players[i]->aiupdatedelay = .05;
4339 Person::players[i]->forwardkeydown = 1;
4342 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4343 if (!Person::players[i]->avoidsomething)
4344 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4346 XYZ leftpos, rightpos;
4347 float leftdist, rightdist;
4348 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4349 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4350 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4351 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4352 if (leftdist < rightdist)
4353 Person::players[i]->targetyaw += 90;
4355 Person::players[i]->targetyaw -= 90;
4360 Person::players[i]->leftkeydown = 0;
4361 Person::players[i]->backkeydown = 0;
4362 Person::players[i]->rightkeydown = 0;
4363 Person::players[i]->attackkeydown = 0;
4364 Person::players[i]->throwkeydown = 1;
4365 Person::players[i]->crouchkeydown = 0;
4366 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
4367 Person::players[i]->animTarget != removeknifeanim)
4368 Person::players[i]->throwtogglekeydown = 0;
4369 Person::players[i]->drawkeydown = 0;
4371 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4372 Person::players[i]->jumpkeydown = 0;
4373 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4374 Person::players[i]->jumpkeydown = 1;
4377 if (Person::players[i]->aitype == attacktypecutoff) {
4378 Person::players[i]->aiupdatedelay -= multiplier;
4379 //dodge or reverse rabbit kicks, knife throws, flips
4380 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
4381 if ((Person::players[0]->animTarget == rabbitkickanim ||
4382 Person::players[0]->animTarget == knifethrowanim ||
4383 (Person::players[0]->isFlip() &&
4384 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
4385 !Person::players[0]->skeleton.free &&
4386 (Person::players[i]->aiupdatedelay < .1)) {
4387 Person::players[i]->attackkeydown = 0;
4388 if (Person::players[i]->isIdle())
4389 Person::players[i]->crouchkeydown = 1;
4390 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
4391 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
4392 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
4393 if (abs(Random() % 2) == 0)
4394 Person::players[i]->setAnimation(backhandspringanim);
4396 Person::players[i]->setAnimation(rollanim);
4397 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
4398 Person::players[i]->wentforweapon = 0;
4400 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
4401 Person::players[i]->setAnimation(flipanim);
4404 Person::players[i]->forwardkeydown = 0;
4405 Person::players[i]->aiupdatedelay = .02;
4407 //get confused by flips
4408 if (Person::players[0]->isFlip() &&
4409 !Person::players[0]->skeleton.free &&
4410 Person::players[0]->animTarget != walljumprightkickanim &&
4411 Person::players[0]->animTarget != walljumpleftkickanim) {
4412 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
4413 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
4414 Person::players[i]->stunned = 1;
4416 //go for weapon on the ground
4417 if (Person::players[i]->wentforweapon < 3)
4418 for (unsigned k = 0; k < weapons.size(); k++)
4419 if (Person::players[i]->creature != wolftype)
4420 if (Person::players[i]->num_weapons == 0 &&
4421 weapons[k].owner == -1 &&
4422 weapons[i].velocity.x == 0 &&
4423 weapons[i].velocity.z == 0 &&
4424 weapons[i].velocity.y == 0) {
4425 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
4426 Person::players[i]->wentforweapon++;
4427 Person::players[i]->lastchecktime = 6;
4428 Person::players[i]->aitype = getweapontype;
4429 Person::players[i]->ally = -1;
4432 //dodge/reverse walljump kicks
4433 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
4434 if (animation[Person::players[i]->animTarget].height != highheight)
4435 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
4436 ((Person::players[0]->animTarget == walljumprightkickanim ||
4437 Person::players[0]->animTarget == walljumpleftkickanim) &&
4438 ((Person::players[i]->aiupdatedelay < .15 &&
4440 (Person::players[i]->aiupdatedelay < .08 &&
4441 difficulty != 2)))) {
4442 Person::players[i]->crouchkeydown = 1;
4444 //walked off a ledge (?)
4445 if (Person::players[i]->isRun() && !Person::players[i]->onground)
4446 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4447 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4449 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4451 j = checkcollide(test2, test, Person::players[i]->laststanding);
4453 j = checkcollide(test2, test);
4455 Person::players[i]->velocity = 0;
4456 Person::players[i]->setAnimation(Person::players[i]->getStop());
4457 Person::players[i]->targetyaw += 180;
4458 Person::players[i]->stunned = .5;
4459 Person::players[i]->aitype = pathfindtype;
4460 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4461 Person::players[i]->finalpathfindpoint = -1;
4462 Person::players[i]->targetpathfindpoint = -1;
4463 Person::players[i]->lastpathfindpoint = -1;
4464 Person::players[i]->lastpathfindpoint2 = -1;
4465 Person::players[i]->lastpathfindpoint3 = -1;
4466 Person::players[i]->lastpathfindpoint4 = -1;
4468 Person::players[i]->laststanding = j;
4470 //lose sight of player in the air (?)
4471 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
4472 animation[Person::players[0]->animTarget].height != highheight &&
4473 !Person::players[0]->onterrain) {
4474 Person::players[i]->aitype = pathfindtype;
4475 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4476 Person::players[i]->finalpathfindpoint = -1;
4477 Person::players[i]->targetpathfindpoint = -1;
4478 Person::players[i]->lastpathfindpoint = -1;
4479 Person::players[i]->lastpathfindpoint2 = -1;
4480 Person::players[i]->lastpathfindpoint3 = -1;
4481 Person::players[i]->lastpathfindpoint4 = -1;
4483 //it's time to think (?)
4484 if (Person::players[i]->aiupdatedelay < 0 &&
4485 !animation[Person::players[i]->animTarget].attack &&
4486 Person::players[i]->animTarget != staggerbackhighanim &&
4487 Person::players[i]->animTarget != staggerbackhardanim &&
4488 Person::players[i]->animTarget != backhandspringanim &&
4489 Person::players[i]->animTarget != dodgebackanim) {
4491 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
4492 Person::players[i]->drawkeydown = Random() % 2;
4494 Person::players[i]->drawkeydown = 0;
4495 Person::players[i]->rabbitkickenabled = Random() % 2;
4497 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
4498 XYZ targetpoint = Person::players[0]->coords;
4499 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
4500 distsq(&rotatetarget, &Person::players[i]->coords))
4501 targetpoint += Person::players[0]->velocity *
4502 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
4503 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
4504 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4505 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
4507 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
4508 Person::players[i]->forwardkeydown = 1;
4509 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
4510 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
4511 Person::players[0]->weaponactive != -1)
4512 Person::players[i]->forwardkeydown = 1;
4513 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
4514 Person::players[i]->forwardkeydown = 1;
4516 Person::players[i]->forwardkeydown = 0;
4517 //chill out around the corpse
4518 if (Person::players[0]->dead) {
4519 Person::players[i]->forwardkeydown = 0;
4520 if (Random() % 10 == 0)
4521 Person::players[i]->forwardkeydown = 1;
4522 if (Random() % 100 == 0) {
4523 Person::players[i]->aitype = pathfindtype;
4524 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4525 Person::players[i]->finalpathfindpoint = -1;
4526 Person::players[i]->targetpathfindpoint = -1;
4527 Person::players[i]->lastpathfindpoint = -1;
4528 Person::players[i]->lastpathfindpoint2 = -1;
4529 Person::players[i]->lastpathfindpoint3 = -1;
4530 Person::players[i]->lastpathfindpoint4 = -1;
4533 Person::players[i]->leftkeydown = 0;
4534 Person::players[i]->backkeydown = 0;
4535 Person::players[i]->rightkeydown = 0;
4536 Person::players[i]->crouchkeydown = 0;
4537 Person::players[i]->throwkeydown = 0;
4539 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4540 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4542 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
4543 Person::players[i]->attackkeydown = 1;
4545 Person::players[i]->attackkeydown = 0;
4546 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
4547 Person::players[i]->attackkeydown = 0;
4550 if (Person::players[i]->aitype != playercontrolled &&
4551 (Person::players[i]->isIdle() ||
4552 Person::players[i]->isCrouch() ||
4553 Person::players[i]->isRun())) {
4555 for (unsigned j = 0; j < Person::players.size(); j++)
4556 if (j != i && !Person::players[j]->skeleton.free &&
4557 Person::players[j]->hasvictim &&
4558 (tutoriallevel == 1 && reversaltrain ||
4559 Random() % 2 == 0 && difficulty == 2 ||
4560 Random() % 4 == 0 && difficulty == 1 ||
4561 Random() % 8 == 0 && difficulty == 0 ||
4562 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
4563 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
4564 (Random() % 2 == 0 || difficulty == 2) ||
4565 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
4566 Person::players[j]->weaponactive != -1 ||
4567 Person::players[j]->animTarget == swordslashanim &&
4568 Person::players[i]->weaponactive != -1 ||
4569 Person::players[j]->animTarget == staffhitanim ||
4570 Person::players[j]->animTarget == staffspinhitanim))
4571 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
4572 Person::players[j]->victim == Person::players[i] &&
4573 (Person::players[j]->animTarget == sweepanim ||
4574 Person::players[j]->animTarget == spinkickanim ||
4575 Person::players[j]->animTarget == staffhitanim ||
4576 Person::players[j]->animTarget == staffspinhitanim ||
4577 Person::players[j]->animTarget == winduppunchanim ||
4578 Person::players[j]->animTarget == upunchanim ||
4579 Person::players[j]->animTarget == wolfslapanim ||
4580 Person::players[j]->animTarget == knifeslashstartanim ||
4581 Person::players[j]->animTarget == swordslashanim &&
4582 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
4583 Person::players[i]->weaponactive != -1))) {
4590 Person::players[target]->Reverse();
4593 if (Person::players[i]->collided < 1)
4594 Person::players[i]->jumpkeydown = 0;
4595 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
4596 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
4597 Person::players[i]->onterrain &&
4598 Person::players[i]->creature == rabbittype)
4599 Person::players[i]->jumpkeydown = 1;
4600 //TODO: why are we controlling the human?
4601 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4602 Person::players[0]->jumpkeydown = 0;
4603 if (Person::players[0]->animTarget == jumpdownanim &&
4604 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
4605 Person::players[i]->crouchkeydown = 1;
4606 if (Person::players[i]->jumpkeydown)
4607 Person::players[i]->attackkeydown = 0;
4609 if (tutoriallevel == 1)
4611 Person::players[i]->attackkeydown = 0;
4614 XYZ facing = Person::players[i]->coords;
4615 XYZ flatfacing = Person::players[0]->coords;
4616 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4617 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
4618 if (Person::players[i]->occluded >= 2)
4619 if (-1 != checkcollide(facing, flatfacing)) {
4620 if (!Person::players[i]->pause)
4621 Person::players[i]->lastseentime -= .2;
4622 if (Person::players[i]->lastseentime <= 0 &&
4623 (Person::players[i]->creature != wolftype ||
4624 Person::players[i]->weaponstuck == -1)) {
4625 Person::players[i]->aitype = searchtype;
4626 Person::players[i]->lastchecktime = 12;
4627 Person::players[i]->lastseen = Person::players[0]->coords;
4628 Person::players[i]->lastseentime = 12;
4631 Person::players[i]->lastseentime = 1;
4634 if (animation[Person::players[0]->animTarget].height == highheight &&
4635 (Person::players[i]->aitype == attacktypecutoff ||
4636 Person::players[i]->aitype == searchtype))
4637 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
4638 XYZ test = Person::players[0]->coords;
4640 if (-1 == checkcollide(Person::players[0]->coords, test))
4641 Person::players[i]->stunned = 1;
4644 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
4645 Person::players[i]->stunned > 0 ||
4646 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
4647 if (Person::players[i]->pause)
4648 Person::players[i]->lastseentime = 1;
4649 Person::players[i]->targetyaw = Person::players[i]->yaw;
4650 Person::players[i]->forwardkeydown = 0;
4651 Person::players[i]->leftkeydown = 0;
4652 Person::players[i]->backkeydown = 0;
4653 Person::players[i]->rightkeydown = 0;
4654 Person::players[i]->jumpkeydown = 0;
4655 Person::players[i]->attackkeydown = 0;
4656 Person::players[i]->crouchkeydown = 0;
4657 Person::players[i]->throwkeydown = 0;
4665 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4666 facing = flatfacing;
4668 if (Person::players[i]->aitype == attacktypecutoff) {
4669 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
4670 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
4671 } else if (Person::players[i]->howactive >= typesleeping) {
4672 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
4673 Person::players[i]->targetheadpitch = 0;
4675 if (Person::players[i]->interestdelay <= 0) {
4676 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
4677 Person::players[i]->headtarget = Person::players[i]->coords;
4678 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
4679 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
4680 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
4681 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
4683 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
4684 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
4691 void updateSettingsMenu()
4694 if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
4695 sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
4697 sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
4698 Menu::setText(0, sbuf);
4699 Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
4700 if (newdetail == 0) Menu::setText(1, "Detail: Low");
4701 if (newdetail == 1) Menu::setText(1, "Detail: Medium");
4702 if (newdetail == 2) Menu::setText(1, "Detail: High");
4703 if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
4704 if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
4705 if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
4706 if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
4707 if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
4708 if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
4709 Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
4710 Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
4711 Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
4712 Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
4713 sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
4714 Menu::setText(10, sbuf);
4715 sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
4716 Menu::setText(11, sbuf);
4717 Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
4718 if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
4719 sprintf (sbuf, "Back");
4721 sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
4722 Menu::setText(8, sbuf);
4725 void updateStereoConfigMenu()
4728 sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
4729 Menu::setText(0, sbuf);
4730 sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
4731 Menu::setText(1, sbuf);
4732 sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
4733 Menu::setText(2, sbuf);
4736 void updateControlsMenu()
4738 Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
4739 Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
4740 Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
4741 Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
4742 Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
4743 Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
4744 Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
4745 Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
4746 Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
4748 Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
4752 Values of mainmenu :
4754 2 Menu pause (resume/end game)
4756 4 Controls configuration menu
4757 5 Main game menu (choose level or challenge)
4758 6 Deleting user menu
4759 7 User managment menu (select/add)
4760 8 Choose difficulty menu
4761 9 Challenge level selection menu
4762 10 End of the campaign congratulation (is that really a menu?)
4763 11 Same that 9 ??? => unused
4764 18 stereo configuration
4767 void Game::LoadMenu()
4773 Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
4774 Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
4775 Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
4776 Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
4779 Menu::addButton( 0, "", 10 + 20, 440);
4780 Menu::addButton(14, "", 10 + 400, 440);
4781 Menu::addButton( 1, "", 10 + 60, 405);
4782 Menu::addButton( 2, "", 10 + 70, 370);
4783 Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
4784 Menu::addButton( 4, "", 10 , 335);
4785 Menu::addButton( 5, "", 10 + 60, 300);
4786 Menu::addButton( 6, "", 10 + 70, 265);
4787 Menu::addButton( 9, "", 10 , 230);
4788 Menu::addButton(10, "", 20 , 195);
4789 Menu::addButton(11, "", 10 + 60, 160);
4790 Menu::addButton(13, "", 30 , 125);
4791 Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
4792 Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
4793 Menu::addButton(8, "Back", 10, 10);
4794 updateSettingsMenu();
4797 Menu::addButton(0, "", 10 , 400);
4798 Menu::addButton(1, "", 10 + 40, 360);
4799 Menu::addButton(2, "", 10 + 40, 320);
4800 Menu::addButton(3, "", 10 + 30, 280);
4801 Menu::addButton(4, "", 10 + 20, 240);
4802 Menu::addButton(5, "", 10 + 40, 200);
4803 Menu::addButton(6, "", 10 + 40, 160);
4804 Menu::addButton(7, "", 10 + 30, 120);
4805 Menu::addButton(8, "", 10 + 20, 80);
4807 Menu::addButton(9, "", 10 + 10, 40);
4808 Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
4809 updateControlsMenu();
4813 Menu::addLabel(-1, accountactive->getName(), 5, 400);
4814 Menu::addButton(1, "Tutorial", 5, 300);
4815 Menu::addButton(2, "Challenge", 5, 240);
4816 Menu::addButton(3, "Delete User", 400, 10);
4817 Menu::addButton(4, "Main Menu", 5, 10);
4818 Menu::addButton(5, "Change User", 5, 180);
4819 Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
4822 //with (2,-5) offset from old code
4823 Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
4825 int numlevels = accountactive->getCampaignChoicesMade();
4826 numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
4827 for (int i = 0; i < numlevels; i++) {
4828 XYZ midpoint = campaignlevels[i].getCenter();
4829 float itemsize = campaignlevels[i].getWidth();
4830 const bool active = i >= accountactive->getCampaignChoicesMade();
4835 XYZ start = campaignlevels[i - 1].getCenter();
4836 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);
4838 Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
4839 midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
4842 Menu::addMapLabel(-2, campaignlevels[i].description,
4843 campaignlevels[i].getStartX() + 10,
4844 campaignlevels[i].getStartY() - 4);
4850 Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
4851 Menu::addButton(1, "Yes", 10, 360);
4852 Menu::addButton(2, "No", 10, 320);
4855 if (Account::getNbAccounts() < 8)
4856 Menu::addButton(0, "New User", 10, 400);
4858 Menu::addLabel(0, "No More Users", 10, 400);
4859 Menu::addLabel(-2, "", 20, 400);
4860 Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
4861 for (int i = 0; i < Account::getNbAccounts(); i++)
4862 Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
4865 Menu::addButton(0, "Easier", 10, 400);
4866 Menu::addButton(1, "Difficult", 10, 360);
4867 Menu::addButton(2, "Insane", 10, 320);
4870 for (int i = 0; i < numchallengelevels; i++) {
4873 sprintf (temp, "Level %d", i + 1);
4874 for (int j = strlen(temp); j < 17; j++)
4877 sprintf (temp, "%d", (int)accountactive->getHighScore(i));
4878 for (int j = strlen(temp); j < (32 - 17); j++)
4881 sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
4882 if ((int)(accountactive->getFastTime(i)) % 60 < 10)
4885 sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
4888 Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
4891 Menu::addButton(-1, " High Score Best Time", 10, 440);
4892 Menu::addButton(numchallengelevels, "Back", 10, 10);
4895 Menu::addLabel(0, "Congratulations!", 220, 330);
4896 Menu::addLabel(1, "You have avenged your family and", 140, 300);
4897 Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
4898 Menu::addButton(3, "Back", 10, 10);
4900 sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore());
4901 Menu::addLabel(4, sbuf, 190, 200);
4902 sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore());
4903 Menu::addLabel(5, sbuf, 190, 180);
4907 Menu::addButton(0, "", 70, 400);
4908 Menu::addButton(1, "", 10, 360);
4909 Menu::addButton(2, "", 40, 320);
4910 Menu::addButton(3, "Back", 10, 10);
4911 updateStereoConfigMenu();
4916 extern set<pair<int,int>> resolutions;
4921 selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
4923 // some specific case where we do something even if the left mouse button is not pressed.
4924 if ((mainmenu == 5) && (endgame == 2)) {
4925 accountactive->endGame();
4930 if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
4931 stereoseparation -= 0.001;
4932 updateStereoConfigMenu();
4935 static int oldmainmenu = mainmenu;
4937 if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
4938 set<pair<int,int>>::iterator newscreenresolution;
4944 if (gameon) { //resume
4946 pause_sound(stream_menutheme);
4947 resume_stream(leveltheme);
4949 fireSound(firestartsound);
4951 mainmenu = (accountactive ? 5 : 7);
4963 if (newscreenwidth > 3000)
4964 newscreenwidth = screenwidth;
4965 if (newscreenwidth < 0)
4966 newscreenwidth = screenwidth;
4967 if (newscreenheight > 3000)
4968 newscreenheight = screenheight;
4969 if (newscreenheight < 0)
4970 newscreenheight = screenheight;
4975 if (gameon) { //end game
4980 pause_sound(stream_menutheme);
4989 newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
4990 /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
4991 newscreenresolution++;
4992 if (newscreenresolution == resolutions.end()) {
4993 /* It was the last one (or not found), go back to the beginning */
4994 newscreenresolution = resolutions.begin();
4996 newscreenwidth = newscreenresolution->first;
4997 newscreenheight = newscreenresolution->second;
5006 if (bloodtoggle > 2)
5015 ismotionblur = !ismotionblur;
5021 musictoggle = !musictoggle;
5023 emit_stream_np(stream_menutheme);
5025 pause_sound(leveltheme);
5026 pause_sound(stream_fighttheme);
5027 pause_sound(stream_menutheme);
5029 for (int i = 0; i < 4; i++) {
5030 oldmusicvolume[i] = 0;
5044 mainmenu = gameon ? 2 : 1;
5047 invertmouse = !invertmouse;
5050 usermousesensitivity += .2;
5051 if (usermousesensitivity > 2)
5052 usermousesensitivity = .2;
5056 if (volume > 1.0001f)
5058 OPENAL_SetSFXMasterVolume((int)(volume * 255));
5062 newstereomode = stereomode;
5067 showdamagebar = !showdamagebar;
5073 updateSettingsMenu();
5078 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
5079 keyselect = selected;
5080 if (keyselect != -1)
5082 if (selected == (debugmode ? 10 : 9)) {
5087 updateControlsMenu();
5092 if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
5093 startbonustotal = 0;
5102 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
5103 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
5106 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
5110 pause_sound(stream_menutheme);
5114 startbonustotal = 0;
5127 pause_sound(stream_menutheme);
5136 mainmenu = (gameon ? 2 : 1);
5142 vector<string> campaigns = ListCampaigns();
5143 vector<string>::iterator c;
5144 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
5145 if (!campaigns.empty())
5146 accountactive->setCurrentCampaign(campaigns.front());
5149 if (c == campaigns.end())
5150 c = campaigns.begin();
5151 accountactive->setCurrentCampaign(*c);
5159 if (selected == 1) {
5161 accountactive = Account::destroy(accountactive);
5163 } else if (selected == 2) {
5170 if (selected == 0 && Account::getNbAccounts() < 8) {
5172 } else if (selected < Account::getNbAccounts() + 1) {
5175 accountactive = Account::get(selected - 1);
5176 } else if (selected == Account::getNbAccounts() + 1) {
5182 displaytext[0].clear();
5183 displayselected = 0;
5191 accountactive->setDifficulty(selected);
5195 if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
5199 startbonustotal = 0;
5203 targetlevel = selected;
5208 Loadlevel(selected);
5213 pause_sound(stream_menutheme);
5215 if (selected == numchallengelevels) {
5222 if (selected == 3) {
5230 stereoseparation += 0.001;
5233 if (selected == 0) {
5234 newstereomode = (StereoMode)(newstereomode + 1);
5235 while (!CanInitStereo(newstereomode)) {
5236 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
5237 newstereomode = (StereoMode)(newstereomode + 1);
5238 if (newstereomode >= stereoCount)
5239 newstereomode = stereoNone;
5241 } else if (selected == 2) {
5242 stereoreverse = !stereoreverse;
5243 } else if (selected == 3) {
5247 stereomode = newstereomode;
5248 InitStereo(stereomode);
5251 updateStereoConfigMenu();
5256 OPENAL_SetFrequency(channels[stream_menutheme]);
5259 inputText(displaytext[0], &displayselected);
5260 if (!waiting) { // the input as finished
5261 if (!displaytext[0].empty()) { // with enter
5262 accountactive = Account::add(string(displaytext[0]));
5268 fireSound(firestartsound);
5270 displaytext[0].clear();
5272 displayselected = 0;
5278 displayblinkdelay -= multiplier;
5279 if (displayblinkdelay <= 0) {
5280 displayblinkdelay = .3;
5281 displayblink = !displayblink;
5286 Menu::setText(0, displaytext[0], 20, 400, -1, -1);
5287 Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
5290 if (oldmainmenu != mainmenu)
5292 oldmainmenu = mainmenu;
5298 static XYZ facing, flatfacing;
5301 for (int i = 0; i < 15; i++) {
5302 displaytime[i] += multiplier;
5307 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
5308 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5309 stereoreverse = true;
5311 stereoreverse = false;
5314 printf("Stereo reversed\n");
5316 printf("Stereo unreversed\n");
5319 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
5320 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5321 stereoseparation -= 0.001;
5323 stereoseparation -= 0.010;
5324 printf("Stereo decreased increased to %f\n", stereoseparation);
5327 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
5328 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5329 stereoseparation += 0.001;
5331 stereoseparation += 0.010;
5332 printf("Stereo separation increased to %f\n", stereoseparation);
5336 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
5337 if (tutorialstage != 51)
5338 tutorialstagetime = tutorialmaxtime;
5339 emit_sound_np(consolefailsound, 128.);
5343 Values of mainmenu :
5345 2 Menu pause (resume/end game)
5347 4 Controls configuration menu
5348 5 Main game menu (choose level or challenge)
5349 6 Deleting user menu
5350 7 User managment menu (select/add)
5351 8 Choose difficulty menu
5352 9 Challenge level selection menu
5353 10 End of the campaign congratulation (is that really a menu?)
5354 11 Same that 9 ??? => unused
5355 18 stereo configuration
5360 if (mainmenu && endgame == 1)
5362 //go to level select after completing a campaign level
5363 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
5370 OPENAL_SetFrequency(OPENAL_ALL);
5371 emit_stream_np(stream_menutheme);
5372 pause_sound(leveltheme);
5376 //escape key pressed
5377 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
5378 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
5380 if (mainmenu == 0 && !winfreeze)
5381 mainmenu = 2; //pause
5382 else if (mainmenu == 1 || mainmenu == 2) {
5383 mainmenu = 0; //unpause
5386 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
5387 OPENAL_SetFrequency(OPENAL_ALL);
5388 emit_stream_np(stream_menutheme);
5389 pause_sound(leveltheme);
5391 //on resume, play level music
5393 pause_sound(stream_menutheme);
5394 resume_stream(leveltheme);
5396 //finished with settings menu
5397 if (mainmenu == 3) {
5401 if (mainmenu >= 3 && mainmenu != 8) {
5409 mainmenu = gameon ? 2 : 1;
5431 hostiletime += multiplier;
5435 leveltime += multiplier;
5438 if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
5441 OPENAL_SetFrequency(OPENAL_ALL);
5445 if (Input::isKeyPressed(consolekey) && debugmode) {
5448 OPENAL_SetFrequency(OPENAL_ALL);
5457 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
5458 inputText(consoletext[0], &consoleselected);
5460 if (!consoletext[0].empty()) {
5461 cmd_dispatch(consoletext[0]);
5462 for (int k = 14; k >= 1; k--) {
5463 consoletext[k] = consoletext[k - 1];
5465 consoletext[0].clear();
5466 consoleselected = 0;
5470 consoleblinkdelay -= multiplier;
5471 if (consoleblinkdelay <= 0) {
5472 consoleblinkdelay = .3;
5473 consoleblink = !consoleblink;
5477 static int oldwinfreeze;
5478 if (winfreeze && !oldwinfreeze) {
5479 OPENAL_SetFrequency(OPENAL_ALL);
5480 emit_sound_np(consolesuccesssound);
5483 oldwinfreeze = winfreeze;
5487 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
5490 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
5494 } else if (winfreeze) {
5502 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
5505 static float talkdelay = 0;
5507 if (Dialog::inDialog())
5509 talkdelay -= multiplier;
5511 if (talkdelay <= 0 && !Dialog::inDialog() && animation[Person::players[0]->animTarget].height != highheight) {
5512 for (int i = 0; i < Dialog::dialogs.size(); i++) {
5513 Dialog::dialogs[i].tick(i);
5517 windvar += multiplier;
5518 smoketex += multiplier;
5519 tutorialstagetime += multiplier;
5522 static float hotspotvisual[40];
5526 for (int i = 0; i < numhotspots; i++)
5527 hotspotvisual[i] -= multiplier / 320;
5529 for (int i = 0; i < numhotspots; i++) {
5530 while (hotspotvisual[i] < 0) {
5532 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
5533 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
5534 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
5535 hotspotsprite += hotspot[i];
5536 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
5537 hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
5541 for (int i = 0; i < numhotspots; i++) {
5542 if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
5543 hotspot[i] = Person::players[hotspottype[i]]->coords;
5549 if (tutoriallevel) {
5554 if (tutoriallevel != 1) {
5555 if (bonustime == 0 &&
5556 bonus != solidhit &&
5557 bonus != spinecrusher &&
5558 bonus != tracheotomy &&
5559 bonus != backstab &&
5561 emit_sound_np(consolesuccesssound);
5563 } else if (bonustime == 0) {
5564 emit_sound_np(fireendsound);
5566 if (bonustime == 0) {
5567 if (bonus != solidhit &&
5568 bonus != twoxcombo &&
5569 bonus != threexcombo &&
5570 bonus != fourxcombo &&
5574 bonusnum[bonus] += 0.15;
5577 bonusvalue /= bonusnum[bonus];
5578 bonustotal += bonusvalue;
5580 bonustime += multiplier;
5583 if (environment == snowyenvironment) {
5584 precipdelay -= multiplier;
5585 while (precipdelay < 0) {
5589 XYZ footvel, footpoint;
5592 footpoint = viewer + viewerfacing * 6;
5593 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
5594 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
5595 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
5596 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
5601 doAerialAcrobatics();
5604 static XYZ oldviewer;
5607 if (!Dialog::inDialog()) {
5608 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
5609 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
5610 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
5611 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
5612 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
5613 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
5614 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
5615 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
5617 Person::players[0]->forwardkeydown = 0;
5618 Person::players[0]->leftkeydown = 0;
5619 Person::players[0]->backkeydown = 0;
5620 Person::players[0]->rightkeydown = 0;
5621 Person::players[0]->jumpkeydown = 0;
5622 Person::players[0]->crouchkeydown = 0;
5623 Person::players[0]->drawkeydown = 0;
5624 Person::players[0]->throwkeydown = 0;
5627 if (!Person::players[0]->jumpkeydown)
5628 Person::players[0]->jumpclimb = 0;
5631 if (Dialog::inDialog()) {
5633 if (Dialog::directing) {
5637 facing = DoRotation(facing, -pitch, 0, 0);
5638 facing = DoRotation(facing, 0, 0 - yaw, 0);
5643 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
5645 if (Input::isKeyDown(forwardkey))
5646 viewer += facing * multiplier * 4;
5647 if (Input::isKeyDown(backkey))
5648 viewer -= facing * multiplier * 4;
5649 if (Input::isKeyDown(leftkey))
5650 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
5651 if (Input::isKeyDown(rightkey))
5652 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
5653 if (Input::isKeyDown(jumpkey))
5654 viewer.y += multiplier * 4;
5655 if (Input::isKeyDown(crouchkey))
5656 viewer.y -= multiplier * 4;
5657 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
5658 Input::isKeyPressed(SDL_SCANCODE_2) ||
5659 Input::isKeyPressed(SDL_SCANCODE_3) ||
5660 Input::isKeyPressed(SDL_SCANCODE_4) ||
5661 Input::isKeyPressed(SDL_SCANCODE_5) ||
5662 Input::isKeyPressed(SDL_SCANCODE_6) ||
5663 Input::isKeyPressed(SDL_SCANCODE_7) ||
5664 Input::isKeyPressed(SDL_SCANCODE_8) ||
5665 Input::isKeyPressed(SDL_SCANCODE_9) ||
5666 Input::isKeyPressed(SDL_SCANCODE_0) ||
5667 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
5669 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
5670 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
5671 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
5672 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
5673 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
5674 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
5675 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
5676 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
5677 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
5678 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
5679 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
5681 if (whichend != -1) {
5682 Dialog::currentScene().participantfocus = whichend;
5683 Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
5684 Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
5686 if (whichend == -1) {
5687 Dialog::currentScene().participantfocus = -1;
5689 /* FIXME: potentially accessing -1 in Person::players! */
5690 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
5691 Dialog::indialogue = -1;
5692 Dialog::directing = false;
5695 Dialog::currentScene().camera = viewer;
5696 Dialog::currentScene().camerayaw = yaw;
5697 Dialog::currentScene().camerapitch = pitch;
5698 Dialog::indialogue++;
5699 if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
5700 if (Dialog::currentScene().sound != 0) {
5701 playdialoguescenesound();
5705 for (unsigned j = 0; j < Person::players.size(); j++) {
5706 Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
5709 //TODO: should these be KeyDown or KeyPressed?
5710 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
5711 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
5712 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
5713 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
5714 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
5715 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
5716 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
5717 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
5718 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
5719 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
5721 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
5722 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
5723 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
5724 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
5725 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
5726 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
5727 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
5728 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
5729 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
5730 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
5731 Dialog::currentScene().participantfacing[whichend] = facing;
5733 if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
5734 Dialog::indialogue = -1;
5735 Dialog::directing = false;
5739 if (!Dialog::directing) {
5740 pause_sound(whooshsound);
5741 viewer = Dialog::currentScene().camera;
5742 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
5743 yaw = Dialog::currentScene().camerayaw;
5744 pitch = Dialog::currentScene().camerapitch;
5745 if (Dialog::dialoguetime > 0.5) {
5746 if (Input::isKeyPressed(attackkey)) {
5747 Dialog::indialogue++;
5748 if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
5749 if (Dialog::currentScene().sound != 0) {
5750 playdialoguescenesound();
5751 if (Dialog::currentScene().sound == -5) {
5752 hotspot[numhotspots] = Person::players[0]->coords;
5753 hotspotsize[numhotspots] = 10;
5754 hotspottype[numhotspots] = -1;
5758 if (Dialog::currentScene().sound == -6) {
5762 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
5763 Dialog::indialogue = -1;
5764 Dialog::directing = false;
5771 if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
5772 Dialog::indialogue = -1;
5773 Dialog::directing = false;
5775 if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
5778 if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
5781 if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
5783 for (unsigned i = 1; i < Person::players.size(); i++) {
5784 Person::players[i]->aitype = attacktypecutoff;
5791 if (!Person::players[0]->jumpkeydown) {
5792 Person::players[0]->jumptogglekeydown = 0;
5794 if (Person::players[0]->jumpkeydown &&
5795 Person::players[0]->animTarget != jumpupanim &&
5796 Person::players[0]->animTarget != jumpdownanim &&
5797 !Person::players[0]->isFlip())
5798 Person::players[0]->jumptogglekeydown = 1;
5801 Dialog::dialoguetime += multiplier;
5802 hawkyaw += multiplier * 25;
5804 realhawkcoords.x = 25;
5805 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
5806 hawkcalldelay -= multiplier / 2;
5808 if (hawkcalldelay <= 0) {
5809 emit_sound_at(hawksound, realhawkcoords);
5811 hawkcalldelay = 16 + abs(Random() % 8);
5818 doPlayerCollisions();
5822 for (unsigned k = 0; k < Person::players.size(); k++)
5823 if (k != 0 && Person::players[k]->immobile)
5824 Person::players[k]->coords = Person::players[k]->realoldcoords;
5826 for (unsigned k = 0; k < Person::players.size(); k++) {
5827 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
5828 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
5829 Person::players[k]->DoDamage(1000);
5835 static bool respawnkeydown;
5836 if (!editorenabled &&
5837 (whichlevel != -2 &&
5838 (Input::isKeyDown(SDL_SCANCODE_Z) &&
5839 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
5841 (Input::isKeyDown(jumpkey) &&
5844 Person::players[0]->dead))) {
5845 targetlevel = whichlevel;
5849 if (!Input::isKeyDown(jumpkey))
5851 if (Input::isKeyDown(jumpkey))
5857 static bool movekey;
5860 for (unsigned i = 0; i < Person::players.size(); i++) {
5861 static float oldtargetyaw;
5862 if (!Person::players[i]->skeleton.free) {
5863 oldtargetyaw = Person::players[i]->targetyaw;
5864 if (i == 0 && !Dialog::inDialog()) {
5865 //TODO: refactor repetitive code
5866 if (!animation[Person::players[0]->animTarget].attack &&
5867 Person::players[0]->animTarget != staggerbackhighanim &&
5868 Person::players[0]->animTarget != staggerbackhardanim &&
5869 Person::players[0]->animTarget != crouchremoveknifeanim &&
5870 Person::players[0]->animTarget != removeknifeanim &&
5871 Person::players[0]->animTarget != backhandspringanim &&
5872 Person::players[0]->animTarget != dodgebackanim &&
5873 Person::players[0]->animTarget != walljumprightkickanim &&
5874 Person::players[0]->animTarget != walljumpleftkickanim) {
5876 Person::players[0]->targetyaw = 0;
5878 Person::players[0]->targetyaw = -yaw + 180;
5884 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5886 facing = flatfacing;
5888 facing = DoRotation(facing, -pitch, 0, 0);
5889 facing = DoRotation(facing, 0, 0 - yaw, 0);
5892 Person::players[0]->lookyaw = -yaw;
5894 Person::players[i]->targetheadyaw = yaw;
5895 Person::players[i]->targetheadpitch = pitch;
5897 if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
5898 if (!animation[Person::players[i]->animTarget].attack &&
5899 Person::players[i]->animTarget != staggerbackhighanim &&
5900 Person::players[i]->animTarget != staggerbackhardanim &&
5901 Person::players[i]->animTarget != crouchremoveknifeanim &&
5902 Person::players[i]->animTarget != removeknifeanim &&
5903 Person::players[i]->animTarget != backhandspringanim &&
5904 Person::players[i]->animTarget != dodgebackanim &&
5905 Person::players[i]->animTarget != walljumprightkickanim &&
5906 Person::players[i]->animTarget != walljumpleftkickanim) {
5907 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
5913 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5915 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
5916 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
5918 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
5919 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
5921 if (Dialog::inDialog()) {
5922 Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
5923 Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
5929 Person::players[i]->avoidsomething = 0;
5931 //avoid flaming things
5932 for (int j = 0; j < objects.numobjects; j++)
5933 if (objects.onfire[j])
5934 if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
5935 if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
5936 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5937 Person::players[i]->collided = 0;
5938 Person::players[i]->avoidcollided = 1;
5939 if (Person::players[i]->avoidsomething == 0 ||
5940 distsq(&Person::players[i]->coords, &objects.position[j]) <
5941 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5942 Person::players[i]->avoidwhere = objects.position[j];
5943 Person::players[i]->avoidsomething = 1;
5947 //avoid flaming players
5948 for (unsigned j = 0; j < Person::players.size(); j++)
5949 if (Person::players[j]->onfire)
5950 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
5951 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5952 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5953 Person::players[i]->collided = 0;
5954 Person::players[i]->avoidcollided = 1;
5955 if (Person::players[i]->avoidsomething == 0 ||
5956 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5957 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5958 Person::players[i]->avoidwhere = Person::players[j]->coords;
5959 Person::players[i]->avoidsomething = 1;
5963 if (Person::players[i]->collided > .8)
5964 Person::players[i]->avoidcollided = 0;
5968 if (animation[Person::players[i]->animTarget].attack == reversed) {
5969 //Person::players[i]->targetyaw=Person::players[i]->yaw;
5970 Person::players[i]->forwardkeydown = 0;
5971 Person::players[i]->leftkeydown = 0;
5972 Person::players[i]->backkeydown = 0;
5973 Person::players[i]->rightkeydown = 0;
5974 Person::players[i]->jumpkeydown = 0;
5975 Person::players[i]->attackkeydown = 0;
5976 //Person::players[i]->crouchkeydown=0;
5977 Person::players[i]->throwkeydown = 0;
5980 if (Dialog::inDialog()) {
5981 Person::players[i]->forwardkeydown = 0;
5982 Person::players[i]->leftkeydown = 0;
5983 Person::players[i]->backkeydown = 0;
5984 Person::players[i]->rightkeydown = 0;
5985 Person::players[i]->jumpkeydown = 0;
5986 Person::players[i]->crouchkeydown = 0;
5987 Person::players[i]->drawkeydown = 0;
5988 Person::players[i]->throwkeydown = 0;
5991 if (Person::players[i]->collided < -.3)
5992 Person::players[i]->collided = -.3;
5993 if (Person::players[i]->collided > 1)
5994 Person::players[i]->collided = 1;
5995 Person::players[i]->collided -= multiplier * 4;
5996 Person::players[i]->whichdirectiondelay -= multiplier;
5997 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
5998 Person::players[i]->avoidcollided = -.3;
5999 Person::players[i]->whichdirection = abs(Random() % 2);
6000 Person::players[i]->whichdirectiondelay = .4;
6002 if (Person::players[i]->avoidcollided > 1)
6003 Person::players[i]->avoidcollided = 1;
6004 Person::players[i]->avoidcollided -= multiplier / 4;
6005 if (!Person::players[i]->skeleton.free) {
6006 Person::players[i]->stunned -= multiplier;
6007 Person::players[i]->surprised -= multiplier;
6009 if (i != 0 && Person::players[i]->surprised <= 0 &&
6010 Person::players[i]->aitype == attacktypecutoff &&
6011 !Person::players[i]->dead &&
6012 !Person::players[i]->skeleton.free &&
6013 animation[Person::players[i]->animTarget].attack == neutral)
6016 if (!Person::players[i]->throwkeydown)
6017 Person::players[i]->throwtogglekeydown = 0;
6020 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
6021 if (Person::players[i]->weaponactive == -1 &&
6022 Person::players[i]->num_weapons < 2 &&
6023 (Person::players[i]->isIdle() ||
6024 Person::players[i]->isCrouch() ||
6025 Person::players[i]->animTarget == sneakanim ||
6026 Person::players[i]->animTarget == rollanim ||
6027 Person::players[i]->animTarget == backhandspringanim ||
6028 Person::players[i]->isFlip() ||
6029 Person::players[i]->aitype != playercontrolled)) {
6030 for (unsigned j = 0; j < weapons.size(); j++) {
6031 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6032 Person::players[i]->aitype == playercontrolled) &&
6033 weapons[j].owner == -1 &&
6034 Person::players[i]->weaponactive == -1)
6035 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
6036 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
6037 if (Person::players[i]->isCrouch() ||
6038 Person::players[i]->animTarget == sneakanim ||
6039 Person::players[i]->isRun() ||
6040 Person::players[i]->isIdle() ||
6041 Person::players[i]->aitype != playercontrolled) {
6042 Person::players[i]->throwtogglekeydown = 1;
6043 Person::players[i]->setAnimation(crouchremoveknifeanim);
6044 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6045 Person::players[i]->hasvictim = 0;
6047 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6048 Person::players[i]->throwtogglekeydown = 1;
6049 Person::players[i]->hasvictim = 0;
6051 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6052 Person::players[i]->aitype == playercontrolled) &&
6053 weapons[j].owner == -1 ||
6054 Person::players[i]->victim &&
6055 weapons[j].owner == int(Person::players[i]->victim->id))
6056 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
6057 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
6058 if (weapons[j].getType() != staff)
6059 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6061 Person::players[i]->takeWeapon(j);
6064 } else if ((Person::players[i]->isIdle() ||
6065 Person::players[i]->isFlip() ||
6066 Person::players[i]->aitype != playercontrolled) &&
6067 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
6068 Person::players[i]->coords.y < weapons[j].position.y) {
6069 if (!Person::players[i]->isFlip()) {
6070 Person::players[i]->throwtogglekeydown = 1;
6071 Person::players[i]->setAnimation(removeknifeanim);
6072 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6074 if (Person::players[i]->isFlip()) {
6075 Person::players[i]->throwtogglekeydown = 1;
6076 Person::players[i]->hasvictim = 0;
6078 for (unsigned k = 0; k < weapons.size(); k++) {
6079 if (Person::players[i]->weaponactive == -1)
6080 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
6081 Person::players[i]->aitype == playercontrolled) &&
6082 weapons[k].owner == -1 ||
6083 Person::players[i]->victim &&
6084 weapons[k].owner == int(Person::players[i]->victim->id))
6085 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
6086 Person::players[i]->weaponactive == -1) {
6087 if (weapons[k].getType() != staff)
6088 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6090 Person::players[i]->takeWeapon(k);
6097 if (Person::players[i]->isCrouch() ||
6098 Person::players[i]->animTarget == sneakanim ||
6099 Person::players[i]->isRun() ||
6100 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
6101 Person::players[i]->animTarget == backhandspringanim) {
6102 if (Person::players.size() > 1)
6103 for (unsigned j = 0; j < Person::players.size(); j++) {
6104 if (Person::players[i]->weaponactive == -1)
6106 if (Person::players[j]->num_weapons &&
6107 Person::players[j]->skeleton.free &&
6108 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
6109 (((Person::players[j]->skeleton.forward.y < 0 &&
6110 Person::players[j]->weaponstuckwhere == 0) ||
6111 (Person::players[j]->skeleton.forward.y > 0 &&
6112 Person::players[j]->weaponstuckwhere == 1)) ||
6113 Person::players[j]->weaponstuck == -1 ||
6114 Person::players[j]->num_weapons > 1)) {
6115 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
6116 Person::players[i]->throwtogglekeydown = 1;
6117 Person::players[i]->victim = Person::players[j];
6118 Person::players[i]->hasvictim = 1;
6119 Person::players[i]->setAnimation(crouchremoveknifeanim);
6120 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6122 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6123 Person::players[i]->throwtogglekeydown = 1;
6124 Person::players[i]->victim = Person::players[j];
6125 Person::players[i]->hasvictim = 1;
6126 int k = Person::players[j]->weaponids[0];
6127 if (Person::players[i]->hasvictim) {
6130 if (Person::players[i]->victim->weaponstuck != -1) {
6131 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6136 if (weapons[k].getType() != staff)
6137 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6140 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
6142 if (weapons[k].owner != -1) {
6143 if (Person::players[i]->victim->num_weapons == 1)
6144 Person::players[i]->victim->num_weapons = 0;
6146 Person::players[i]->victim->num_weapons = 1;
6148 Person::players[i]->victim->skeleton.longdead = 0;
6149 Person::players[i]->victim->skeleton.free = 1;
6150 Person::players[i]->victim->skeleton.broken = 0;
6152 for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
6153 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
6154 Person::players[i]->victim->skeleton.joints[l].locked = 0;
6160 Normalise(&relative);
6161 XYZ footvel, footpoint;
6163 footpoint = weapons[k].position;
6164 if (Person::players[i]->victim->weaponstuck != -1) {
6165 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6167 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
6168 weapons[k].bloody = 2;
6169 weapons[k].blooddrip = 5;
6170 Person::players[i]->victim->weaponstuck = -1;
6171 Person::players[i]->victim->bloodloss += 2000;
6172 Person::players[i]->victim->DoDamage(2000);
6175 if (Person::players[i]->victim->num_weapons > 0) {
6176 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
6177 Person::players[i]->victim->weaponstuck = 0;
6178 if (Person::players[i]->victim->weaponids[0] == k)
6179 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
6182 Person::players[i]->victim->weaponactive = -1;
6184 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
6185 Person::players[i]->victim->jointVel(neck) += relative * 6;
6186 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
6187 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
6189 Person::players[i]->takeWeapon(k);
6196 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6197 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6198 if (Person::players[i]->isIdle() ||
6199 Person::players[i]->isRun() ||
6200 Person::players[i]->isCrouch() ||
6201 Person::players[i]->animTarget == sneakanim ||
6202 Person::players[i]->isFlip())
6203 if (Person::players.size() > 1)
6204 for (unsigned j = 0; j < Person::players.size(); j++) {
6206 if (tutoriallevel != 1 || tutorialstage == 49)
6208 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
6209 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
6210 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
6211 !Person::players[j]->skeleton.free &&
6212 -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)) {
6213 if (!Person::players[i]->isFlip()) {
6214 Person::players[i]->throwtogglekeydown = 1;
6215 Person::players[i]->victim = Person::players[j];
6216 Person::players[i]->setAnimation(knifethrowanim);
6217 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6218 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
6220 if (Person::players[i]->isFlip()) {
6221 if (Person::players[i]->weaponactive != -1) {
6222 Person::players[i]->throwtogglekeydown = 1;
6223 Person::players[i]->victim = Person::players[j];
6225 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);
6228 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
6230 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
6231 Person::players[i]->num_weapons--;
6232 if (Person::players[i]->num_weapons) {
6233 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6235 Person::players[i]->weaponactive = -1;
6242 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6243 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
6244 Person::players[i]->throwtogglekeydown = 1;
6245 XYZ tempVelocity = Person::players[i]->velocity * .2;
6246 if (tempVelocity.x == 0)
6247 tempVelocity.x = .1;
6248 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
6249 Person::players[i]->num_weapons--;
6250 if (Person::players[i]->num_weapons) {
6251 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6252 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
6253 Person::players[i]->weaponstuck = 0;
6256 Person::players[i]->weaponactive = -1;
6257 for (unsigned j = 0; j < Person::players.size(); j++) {
6258 Person::players[j]->wentforweapon = 0;
6266 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
6267 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
6268 (Person::players[i]->num_weapons == 2) &&
6269 (Person::players[i]->weaponactive == -1) &&
6270 Person::players[i]->isIdle() ||
6271 Person::players[0]->dead &&
6272 (Person::players[i]->weaponactive != -1) &&
6275 if (Person::players[i]->weaponactive != -1)
6276 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
6278 if (isgood && Person::players[i]->creature != wolftype) {
6279 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6280 Person::players[i]->setAnimation(drawrightanim);
6281 Person::players[i]->drawtogglekeydown = 1;
6283 if ((Person::players[i]->isIdle() ||
6284 (Person::players[i]->aitype != playercontrolled &&
6285 Person::players[0]->weaponactive != -1 &&
6286 Person::players[i]->isRun())) &&
6287 Person::players[i]->num_weapons &&
6288 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
6289 Person::players[i]->setAnimation(drawleftanim);
6290 Person::players[i]->drawtogglekeydown = 1;
6292 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6293 Person::players[i]->setAnimation(crouchdrawrightanim);
6294 Person::players[i]->drawtogglekeydown = 1;
6301 if (Person::players[i]->weaponactive != -1) {
6302 if (Person::players[i]->isCrouch() &&
6303 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
6305 Person::players[i]->onterrain &&
6306 Person::players[i]->num_weapons &&
6307 Person::players[i]->attackkeydown &&
6308 musictype != stream_fighttheme) {
6309 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
6310 Person::players[i]->setAnimation(crouchstabanim);
6311 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
6312 Person::players[i]->setAnimation(swordgroundstabanim);
6313 Person::players[i]->hasvictim = 0;
6317 if (!Person::players[i]->drawkeydown)
6318 Person::players[i]->drawtogglekeydown = 0;
6323 absflatfacing.z = -1;
6325 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
6327 absflatfacing = flatfacing;
6329 if (Dialog::inDialog()) {
6330 Person::players[i]->forwardkeydown = 0;
6331 Person::players[i]->leftkeydown = 0;
6332 Person::players[i]->backkeydown = 0;
6333 Person::players[i]->rightkeydown = 0;
6334 Person::players[i]->jumpkeydown = 0;
6335 Person::players[i]->crouchkeydown = 0;
6336 Person::players[i]->drawkeydown = 0;
6337 Person::players[i]->throwkeydown = 0;
6341 if (!animation[Person::players[i]->animTarget].attack &&
6342 Person::players[i]->animTarget != staggerbackhighanim &&
6343 Person::players[i]->animTarget != staggerbackhardanim &&
6344 Person::players[i]->animTarget != backhandspringanim &&
6345 Person::players[i]->animTarget != dodgebackanim) {
6346 if (!Person::players[i]->forwardkeydown)
6347 Person::players[i]->forwardstogglekeydown = 0;
6348 if (Person::players[i]->crouchkeydown) {
6352 Person::players[i]->superruntoggle = 1;
6353 if (Person::players.size() > 1)
6354 for (unsigned j = 0; j < Person::players.size(); j++)
6355 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
6356 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
6357 Person::players[i]->superruntoggle = 0;
6360 if (Person::players.size() > 1)
6361 for (unsigned j = 0; j < Person::players.size(); j++) {
6362 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
6363 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6364 Person::players[j]->victim == Person::players[i] &&
6365 (Person::players[j]->animTarget == sweepanim ||
6366 Person::players[j]->animTarget == upunchanim ||
6367 Person::players[j]->animTarget == wolfslapanim ||
6368 ((Person::players[j]->animTarget == swordslashanim ||
6369 Person::players[j]->animTarget == knifeslashstartanim ||
6370 Person::players[j]->animTarget == staffhitanim ||
6371 Person::players[j]->animTarget == staffspinhitanim) &&
6372 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
6381 Person::players[target]->Reverse();
6382 Person::players[i]->lowreversaldelay = .5;
6384 if (Person::players[i]->isIdle()) {
6385 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
6386 Person::players[i]->transspeed = 10;
6388 if (Person::players[i]->isRun() ||
6389 (Person::players[i]->isStop() &&
6390 (Person::players[i]->leftkeydown ||
6391 Person::players[i]->rightkeydown ||
6392 Person::players[i]->forwardkeydown ||
6393 Person::players[i]->backkeydown))) {
6394 Person::players[i]->setAnimation(rollanim);
6395 Person::players[i]->transspeed = 20;
6398 if (!Person::players[i]->crouchkeydown) {
6400 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
6401 Person::players[i]->superruntoggle = 0;
6403 if (Person::players[i]->isCrouch()) {
6404 if (Person::players.size() > 1)
6405 for (unsigned j = 0; j < Person::players.size(); j++) {
6407 !Person::players[j]->skeleton.free &&
6408 Person::players[j]->victim &&
6409 Person::players[i]->highreversaldelay <= 0) {
6410 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6411 Person::players[j]->victim == Person::players[i] &&
6412 (Person::players[j]->animTarget == spinkickanim) &&
6413 Person::players[i]->isCrouch()) {
6422 Person::players[target]->Reverse();
6423 Person::players[i]->highreversaldelay = .5;
6425 if (Person::players[i]->isCrouch()) {
6426 if (!Person::players[i]->wasCrouch()) {
6427 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
6428 Person::players[i]->frameCurrent = 0;
6430 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6431 Person::players[i]->transspeed = 10;
6434 if (Person::players[i]->animTarget == sneakanim) {
6435 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6436 Person::players[i]->transspeed = 10;
6439 if (Person::players[i]->forwardkeydown) {
6440 if (Person::players[i]->isIdle() ||
6441 (Person::players[i]->isStop() &&
6442 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6443 (Person::players[i]->isLanding() &&
6444 Person::players[i]->frameTarget > 0 &&
6445 !Person::players[i]->jumpkeydown) ||
6446 (Person::players[i]->isLandhard() &&
6447 Person::players[i]->frameTarget > 0 &&
6448 !Person::players[i]->jumpkeydown &&
6449 Person::players[i]->crouchkeydown)) {
6450 if (Person::players[i]->aitype == passivetype)
6451 Person::players[i]->setAnimation(walkanim);
6453 Person::players[i]->setAnimation(Person::players[i]->getRun());
6455 if (Person::players[i]->isCrouch()) {
6456 Person::players[i]->animTarget = sneakanim;
6457 if (Person::players[i]->wasCrouch())
6458 Person::players[i]->target = 0;
6459 Person::players[i]->frameTarget = 0;
6461 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
6462 Person::players[i]->setAnimation(climbanim);
6463 Person::players[i]->frameTarget = 1;
6464 Person::players[i]->jumpclimb = 1;
6466 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6467 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
6469 Person::players[i]->forwardstogglekeydown = 1;
6472 if (Person::players[i]->rightkeydown) {
6473 if (Person::players[i]->isIdle() ||
6474 (Person::players[i]->isStop() &&
6475 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6476 (Person::players[i]->isLanding() &&
6477 Person::players[i]->frameTarget > 0 &&
6478 !Person::players[i]->jumpkeydown) ||
6479 (Person::players[i]->isLandhard() &&
6480 Person::players[i]->frameTarget > 0 &&
6481 !Person::players[i]->jumpkeydown &&
6482 Person::players[i]->crouchkeydown)) {
6483 Person::players[i]->setAnimation(Person::players[i]->getRun());
6485 if (Person::players[i]->isCrouch()) {
6486 Person::players[i]->animTarget = sneakanim;
6487 if (Person::players[i]->wasCrouch())
6488 Person::players[i]->target = 0;
6489 Person::players[i]->frameTarget = 0;
6491 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6492 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6494 Person::players[i]->targetyaw -= 90;
6495 if (Person::players[i]->forwardkeydown)
6496 Person::players[i]->targetyaw += 45;
6497 if (Person::players[i]->backkeydown)
6498 Person::players[i]->targetyaw -= 45;
6501 if ( Person::players[i]->leftkeydown) {
6502 if (Person::players[i]->isIdle() ||
6503 (Person::players[i]->isStop() &&
6504 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6505 (Person::players[i]->isLanding() &&
6506 Person::players[i]->frameTarget > 0 &&
6507 !Person::players[i]->jumpkeydown) ||
6508 (Person::players[i]->isLandhard() &&
6509 Person::players[i]->frameTarget > 0 &&
6510 !Person::players[i]->jumpkeydown &&
6511 Person::players[i]->crouchkeydown)) {
6512 Person::players[i]->setAnimation(Person::players[i]->getRun());
6514 if (Person::players[i]->isCrouch()) {
6515 Person::players[i]->animTarget = sneakanim;
6516 if (Person::players[i]->wasCrouch())
6517 Person::players[i]->target = 0;
6518 Person::players[i]->frameTarget = 0;
6520 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6521 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6523 Person::players[i]->targetyaw += 90;
6524 if (Person::players[i]->forwardkeydown)
6525 Person::players[i]->targetyaw -= 45;
6526 if (Person::players[i]->backkeydown)
6527 Person::players[i]->targetyaw += 45;
6530 if (Person::players[i]->backkeydown) {
6531 if (Person::players[i]->isIdle() ||
6532 (Person::players[i]->isStop() &&
6533 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6534 (Person::players[i]->isLanding() &&
6535 Person::players[i]->frameTarget > 0 &&
6536 !Person::players[i]->jumpkeydown) ||
6537 (Person::players[i]->isLandhard() &&
6538 Person::players[i]->frameTarget > 0 &&
6539 !Person::players[i]->jumpkeydown &&
6540 Person::players[i]->crouchkeydown)) {
6541 Person::players[i]->setAnimation(Person::players[i]->getRun());
6543 if (Person::players[i]->isCrouch()) {
6544 Person::players[i]->animTarget = sneakanim;
6545 if (Person::players[i]->wasCrouch())
6546 Person::players[i]->target = 0;
6547 Person::players[i]->frameTarget = 0;
6549 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6550 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
6552 if (Person::players[i]->animTarget == hanganim) {
6553 Person::players[i]->animCurrent = jumpdownanim;
6554 Person::players[i]->animTarget = jumpdownanim;
6555 Person::players[i]->target = 0;
6556 Person::players[i]->frameCurrent = 0;
6557 Person::players[i]->frameTarget = 1;
6558 Person::players[i]->velocity = 0;
6559 Person::players[i]->velocity.y += gravity;
6560 Person::players[i]->coords.y -= 1.4;
6561 Person::players[i]->grabdelay = 1;
6563 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
6564 Person::players[i]->targetyaw += 180;
6567 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
6568 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
6569 Person::players[i]->isRun() ||
6570 Person::players[i]->animTarget == walkanim ||
6571 Person::players[i]->isCrouch() ||
6572 Person::players[i]->animTarget == sneakanim) &&
6573 Person::players[i]->jumppower > 1) &&
6574 ((Person::players[i]->animTarget != rabbitrunninganim &&
6575 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
6576 Person::players[i]->jumpstart = 0;
6577 Person::players[i]->setAnimation(jumpupanim);
6578 Person::players[i]->yaw = Person::players[i]->targetyaw;
6579 Person::players[i]->transspeed = 20;
6580 Person::players[i]->FootLand(leftfoot, 1);
6581 Person::players[i]->FootLand(rightfoot, 1);
6585 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
6588 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
6590 Person::players[i]->velocity = 0;
6594 if (Person::players.size() > 1)
6595 for (unsigned j = 0; j < Person::players.size(); j++) {
6596 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
6597 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6598 (Person::players[j]->victim == Person::players[i]) &&
6599 (Person::players[j]->animTarget == sweepanim)) {
6608 Person::players[i]->velocity.y = 1;
6610 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
6611 Person::players[i]->velocity.y = 7;
6612 Person::players[i]->crouchtogglekeydown = 1;
6613 } else Person::players[i]->velocity.y = 5;
6615 if (mousejump && i == 0 && debugmode) {
6616 if (!Person::players[i]->isLanding())
6617 Person::players[i]->tempdeltav = deltav;
6618 if (Person::players[i]->tempdeltav < 0)
6619 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
6622 Person::players[i]->coords.y += .2;
6623 Person::players[i]->jumppower -= 1;
6626 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
6628 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
6630 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
6631 Person::players[i]->setAnimation(Person::players[i]->getLanding());
6632 Person::players[i]->frameTarget = 2;
6633 Person::players[i]->landhard = 0;
6634 Person::players[i]->jumpstart = 1;
6635 Person::players[i]->tempdeltav = deltav;
6637 if (Person::players[i]->animTarget == jumpupanim &&
6641 Person::players[i]->aitype != playercontrolled)) {
6642 if (Person::players[i]->jumppower > multiplier * 6) {
6643 Person::players[i]->velocity.y += multiplier * 6;
6644 Person::players[i]->jumppower -= multiplier * 6;
6646 if (Person::players[i]->jumppower <= multiplier * 6) {
6647 Person::players[i]->velocity.y += Person::players[i]->jumppower;
6648 Person::players[i]->jumppower = 0;
6651 if (((floatjump || editorenabled) && debugmode) && i == 0)
6652 Person::players[i]->velocity.y += multiplier * 30;
6656 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
6657 Person::players[i]->setAnimation(Person::players[i]->getStop());
6658 if (Person::players[i]->animTarget == sneakanim) {
6659 Person::players[i]->animTarget = Person::players[i]->getCrouch();
6660 if (Person::players[i]->animCurrent == sneakanim)
6661 Person::players[i]->target = 0;
6662 Person::players[i]->frameTarget = 0;
6665 if (Person::players[i]->animTarget == walkanim &&
6666 (Person::players[i]->aitype == attacktypecutoff ||
6667 Person::players[i]->aitype == searchtype ||
6668 (Person::players[i]->aitype == passivetype &&
6669 Person::players[i]->numwaypoints <= 1)))
6670 Person::players[i]->setAnimation(Person::players[i]->getStop());
6671 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
6672 Person::players[i]->setAnimation(Person::players[i]->getStop());
6675 if (Person::players[i]->animTarget == rollanim)
6676 Person::players[i]->targetyaw = oldtargetyaw;
6680 for (unsigned k = 0; k < Person::players.size(); k++) {
6681 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
6682 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
6683 Person::players[k]->yaw -= 360;
6685 Person::players[k]->yaw += 360;
6688 //stop to turn in right direction
6689 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
6690 Person::players[k]->setAnimation(Person::players[k]->getStop());
6692 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
6693 Person::players[k]->targettilt = 0;
6695 if (Person::players[k]->animTarget != jumpupanim &&
6696 Person::players[k]->animTarget != backhandspringanim &&
6697 Person::players[k]->animTarget != jumpdownanim &&
6698 !Person::players[k]->isFlip()) {
6699 Person::players[k]->targettilt = 0;
6700 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
6701 Person::players[k]->jumppower = 0;
6702 Person::players[k]->jumppower += multiplier * 7;
6703 if (Person::players[k]->isCrouch())
6704 Person::players[k]->jumppower += multiplier * 7;
6705 if (Person::players[k]->jumppower > 5)
6706 Person::players[k]->jumppower = 5;
6709 if (Person::players[k]->isRun())
6710 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
6712 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
6713 Person::players[k]->grabdelay -= multiplier;
6717 for (unsigned k = 0; k < Person::players.size(); k++) {
6718 Person::players[k]->DoAnimations();
6719 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
6720 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
6726 for (int j = numenvsounds - 1; j >= 0; j--) {
6727 envsoundlife[j] -= multiplier;
6728 if (envsoundlife[j] < 0) {
6730 envsoundlife[j] = envsoundlife[numenvsounds];
6731 envsound[j] = envsound[numenvsounds];
6734 OPENAL_SetFrequency(OPENAL_ALL, slomo);
6736 if (tutoriallevel == 1) {
6753 if (tutorialstage >= 51)
6754 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6755 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
6756 OPENAL_SetFrequency(OPENAL_ALL);
6758 emit_stream_np(stream_menutheme);
6767 if (tutorialstage < 51)
6768 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6769 emit_sound_at(fireendsound, Person::players[0]->coords);
6771 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
6775 if (tutorialstage >= 14 && tutorialstage < 50)
6776 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
6777 emit_sound_at(fireendsound, Person::players[1]->coords);
6779 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
6780 if (Random() % 2 == 0) {
6781 if (!Person::players[1]->skeleton.free)
6782 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6783 if (Person::players[1]->skeleton.free)
6784 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6785 if (!Person::players[1]->skeleton.free)
6786 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;
6787 if (Person::players[1]->skeleton.free)
6788 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
6789 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
6793 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
6794 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
6795 Person::players[1]->skeleton.joints[i].velocity = 0;
6796 if (Random() % 2 == 0) {
6797 if (!Person::players[1]->skeleton.free)
6798 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6799 if (Person::players[1]->skeleton.free)
6800 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6801 if (!Person::players[1]->skeleton.free)
6802 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;
6803 if (Person::players[1]->skeleton.free)
6804 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
6805 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
6813 static float gLoc[3];
6817 static float vel[3];
6818 vel[0] = (viewer.x - oldviewer.x) / multiplier;
6819 vel[1] = (viewer.y - oldviewer.y) / multiplier;
6820 vel[2] = (viewer.z - oldviewer.z) / multiplier;
6822 //Set orientation with forward and up vectors
6823 static XYZ upvector;
6827 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
6828 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
6833 facing = DoRotation(facing, -pitch, 0, 0);
6834 facing = DoRotation(facing, 0, 0 - yaw, 0);
6837 static float ori[6];
6841 ori[3] = -upvector.x;
6842 ori[4] = upvector.y;
6843 ori[5] = -upvector.z;
6845 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
6852 if (Input::isKeyPressed(SDL_SCANCODE_F1))
6856 void Game::TickOnce()
6859 yaw += multiplier * 5;
6860 } else if (Dialog::directing || !Dialog::inDialog()) {
6863 pitch -= deltav * .7;
6865 pitch += deltav * .7;
6874 void Game::TickOnceAfter()
6876 static XYZ colviewer;
6877 static XYZ coltarget;
6881 static float changedelay;
6882 static bool alldead;
6883 static float unseendelay;
6884 static float cameraspeed;
6887 static int oldmusictype = musictype;
6889 if (environment == snowyenvironment)
6890 leveltheme = stream_snowtheme;
6891 if (environment == grassyenvironment)
6892 leveltheme = stream_grasstheme;
6893 if (environment == desertenvironment)
6894 leveltheme = stream_deserttheme;
6898 musictype = leveltheme;
6899 for (unsigned i = 0; i < Person::players.size(); i++) {
6900 if ((Person::players[i]->aitype == attacktypecutoff ||
6901 Person::players[i]->aitype == getweapontype ||
6902 Person::players[i]->aitype == gethelptype ||
6903 Person::players[i]->aitype == searchtype) &&
6904 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
6905 (Person::players[i]->animTarget != sneakattackedanim &&
6906 Person::players[i]->animTarget != knifesneakattackedanim &&
6907 Person::players[i]->animTarget != swordsneakattackedanim)) {
6908 musictype = stream_fighttheme;
6912 if (Person::players[0]->dead)
6913 musictype = stream_menutheme;
6916 if (musictype == stream_fighttheme)
6919 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
6920 unseendelay -= multiplier;
6921 if (unseendelay > 0)
6922 musictype = stream_fighttheme;
6927 musictype = stream_menutheme;
6928 musicvolume[2] = 512;
6935 if (musictype != oldmusictype && musictype == stream_fighttheme)
6936 emit_sound_np(alarmsound);
6937 musicselected = musictype;
6939 if (musicselected == leveltheme)
6940 musicvolume[0] += multiplier * 450;
6942 musicvolume[0] -= multiplier * 450;
6943 if (musicselected == stream_fighttheme)
6944 musicvolume[1] += multiplier * 450;
6946 musicvolume[1] -= multiplier * 450;
6947 if (musicselected == stream_menutheme)
6948 musicvolume[2] += multiplier * 450;
6950 musicvolume[2] -= multiplier * 450;
6952 for (int i = 0; i < 3; i++) {
6953 if (musicvolume[i] < 0)
6955 if (musicvolume[i] > 512)
6956 musicvolume[i] = 512;
6959 if (musicvolume[2] > 128 && !loading && !mainmenu)
6960 musicvolume[2] = 128;
6963 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
6964 emit_stream_np(leveltheme, musicvolume[0]);
6965 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
6966 emit_stream_np(stream_fighttheme, musicvolume[1]);
6967 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
6968 emit_stream_np(stream_menutheme, musicvolume[2]);
6969 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
6970 pause_sound(leveltheme);
6971 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
6972 pause_sound(stream_fighttheme);
6973 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
6974 pause_sound(stream_menutheme);
6976 if (musicvolume[0] != oldmusicvolume[0])
6977 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
6978 if (musicvolume[1] != oldmusicvolume[1])
6979 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
6980 if (musicvolume[2] != oldmusicvolume[2])
6981 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
6983 for (int i = 0; i < 3; i++)
6984 oldmusicvolume[i] = musicvolume[i];
6986 pause_sound(leveltheme);
6987 pause_sound(stream_fighttheme);
6988 pause_sound(stream_menutheme);
6990 for (int i = 0; i < 4; i++) {
6991 oldmusicvolume[i] = 0;
6997 for (int i = 0; i < numhotspots; i++) {
6998 if (hotspottype[i] > 10 && hotspottype[i] < 20) {
6999 if (Person::players[hotspottype[i] - 10]->dead == 0)
7001 else if (killhotspot == 2)
7005 if (killhotspot == 2)
7010 for (int i = 0; i < numhotspots; i++)
7011 if (hotspottype[i] == -1)
7012 if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
7016 for (unsigned i = 1; i < Person::players.size(); i++)
7017 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
7019 if (numalarmed > maxalarmed)
7020 maxalarmed = numalarmed;
7022 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
7023 if (Person::players[0]->dead && changedelay <= 0) {
7025 targetlevel = whichlevel;
7028 for (unsigned i = 1; i < Person::players.size(); i++) {
7029 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
7036 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
7038 targetlevel = whichlevel + 1;
7039 if (targetlevel > numchallengelevels - 1)
7042 if (winhotspot || windialogue) {
7044 targetlevel = whichlevel + 1;
7045 if (targetlevel > numchallengelevels - 1)
7052 targetlevel = whichlevel + 1;
7053 if (targetlevel > numchallengelevels - 1)
7057 if (changedelay > 0 && !Person::players[0]->dead && !won) {
7058 //high scores, awards, win
7060 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
7063 accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
7071 if (leveltime < 1) {
7079 if (!editorenabled && gameon && !mainmenu) {
7080 if (changedelay != -999)
7081 changedelay -= multiplier / 7;
7082 if (Person::players[0]->dead)
7083 targetlevel = whichlevel;
7084 if (loading == 2 && !campaign) {
7087 fireSound(firestartsound);
7089 if (!Person::players[0]->dead && targetlevel != whichlevel)
7090 startbonustotal = bonustotal;
7091 if (Person::players[0]->dead)
7092 Loadlevel(whichlevel);
7094 Loadlevel(targetlevel);
7100 if (loading == 2 && targetlevel == whichlevel) {
7104 fireSound(firestartsound);
7106 Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
7112 if (changedelay <= -999 &&
7115 (Person::players[0]->dead ||
7116 (alldead && maptype == mapkilleveryone) ||
7120 if ((Person::players[0]->dead ||
7121 (alldead && maptype == mapkilleveryone) ||
7126 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
7130 if (Person::players[0]->dead)
7136 // campaignchoosenext determines what to do when the level is complete:
7137 // 0 = load next level
7138 // 1 = go back to level select screen
7139 // 2 = stealthload next level
7140 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
7141 if (campaignlevels[actuallevel].nextlevel.empty())
7143 } else if (mainmenu == 0 && winfreeze) {
7144 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
7146 if (!stealthloading) {
7147 fireSound(firestartsound);
7152 startbonustotal = 0;
7162 actuallevel = campaignlevels[actuallevel].nextlevel.front();
7165 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
7169 pause_sound(stream_menutheme);
7180 oldmusictype = musictype;
7186 facing = DoRotation(facing, -pitch, 0, 0);
7187 facing = DoRotation(facing, 0, 0 - yaw, 0);
7188 viewerfacing = facing;
7191 if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
7192 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;
7194 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;
7196 if (Person::players[0]->skeleton.free) {
7197 for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
7198 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
7199 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
7203 if (Person::players[0]->skeleton.free != 2) {
7205 if (findLengthfast(&Person::players[0]->velocity) > 400) {
7206 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
7208 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
7210 coltarget = target - cameraloc;
7211 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
7214 Normalise(&coltarget);
7215 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
7216 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
7218 cameraloc = cameraloc + coltarget * multiplier * 8;
7222 cameradist += multiplier * 5;
7223 if (cameradist > 2.3)
7225 viewer = cameraloc - facing * cameradist;
7227 coltarget = cameraloc;
7228 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
7229 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7230 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7231 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7233 coltarget = cameraloc;
7234 if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
7237 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7238 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7239 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7241 if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
7245 cameradist = findDistance(&viewer, &target);
7246 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
7247 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
7248 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
7251 if (camerashake > .8)
7253 woozy += multiplier;
7254 if (Person::players[0]->dead)
7256 if (Person::players[0]->dead)
7258 camerashake -= multiplier * 2;
7259 blackout -= multiplier * 2;
7260 if (camerashake < 0)
7265 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
7266 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
7267 viewer.z += (float)(Random() % 100) * .0005 * camerashake;