2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
26 #include <sys/types.h>
38 #include "openal_wrapper.h"
41 #include "Animation/Animation.h"
44 #include "ConsoleCmds.h"
46 #include "Utils/Folders.h"
56 // Added more evilness needed for MSVC
58 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
59 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
63 extern float multiplier;
65 extern int environment;
66 extern Terrain terrain;
67 extern float screenwidth, screenheight;
70 extern float texdetail;
71 extern Objects objects;
73 extern float slomodelay;
74 extern bool floatjump;
77 extern float camerashake;
79 extern float blackout;
80 extern bool cellophane;
81 extern bool musictoggle;
82 extern int difficulty;
83 extern int bloodtoggle;
84 extern bool invertmouse;
86 extern float precipdelay;
87 extern XYZ viewerfacing;
88 extern bool ambientsound;
89 extern bool mousejump;
90 extern float viewdistance;
92 extern XYZ windvector;
93 extern bool debugmode;
96 extern int oldmainmenu;
97 extern bool visibleloading;
98 extern XYZ envsound[30];
99 extern float envsoundvol[30];
100 extern int numenvsounds;
101 extern float envsoundlife[30];
102 extern float usermousesensitivity;
103 extern bool ismotionblur;
104 extern bool showdamagebar; // (des)activate the damage bar
106 extern bool skyboxtexture;
107 extern float skyboxr;
108 extern float skyboxg;
109 extern float skyboxb;
110 extern float skyboxlightr;
111 extern float skyboxlightg;
112 extern float skyboxlightb;
113 extern float fadestart;
114 extern float slomospeed;
115 extern float slomofreq;
116 extern int tutoriallevel;
117 extern float smoketex;
118 extern float tutorialstagetime;
119 extern int tutorialstage;
120 extern float tutorialmaxtime;
121 extern float tutorialsuccess;
122 extern bool againbonus;
123 extern bool reversaltrain;
124 extern bool canattack;
125 extern bool cananger;
126 extern float damagedealt;
128 extern int editoractive;
129 extern int editorpathtype;
131 extern float hostiletime;
133 extern bool gamestarted;
137 extern bool stillloading;
138 extern bool winfreeze;
140 extern bool campaign;
142 extern void toggleFullscreen();
146 bool winhotspot = false;
147 bool windialogue = false;
150 float cameradist = 0;
151 bool oldattackkey = 0;
153 float musicvolume[4] = {};
154 float oldmusicvolume[4] = {};
155 int musicselected = 0;
157 const char *rabbitskin[] = {
162 "Textures/Otter.jpg",
164 "Textures/Sable.jpg",
165 "Textures/Chocolate.jpg",
170 const char *wolfskin[] = {
172 "Textures/DarkWolf.jpg",
173 "Textures/SnowWolf.jpg"
176 const char **creatureskin[] = {rabbitskin, wolfskin};
178 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
179 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
183 // TODO: this is slightly incorrect
184 inline float roughDirection(XYZ vec)
187 float angle = -asin(-vec.x) * 180 / M_PI;
192 inline float roughDirectionTo(XYZ start, XYZ end)
194 return roughDirection(end - start);
196 inline float pitchOf(XYZ vec)
199 return -asin(vec.y) * 180 / M_PI;
201 inline float pitchTo(XYZ start, XYZ end)
203 return pitchOf(end - start);
205 inline float sq(float n)
209 inline float stepTowardf(float from, float to, float by)
211 if (fabs(from - to) < by)
219 void Game::playdialoguescenesound()
222 temppos = Person::players[Dialog::currentScene().participantfocus]->coords;
223 temppos = temppos - viewer;
228 switch (Dialog::currentScene().sound) {
233 sound = consolefailsound;
236 sound = consolesuccesssound;
239 sound = firestartsound;
242 sound = fireendsound;
245 sound = rabbitchitter;
248 sound = rabbitchitter2;
251 sound = rabbitpainsound;
254 sound = rabbitpain1sound;
257 sound = rabbitattacksound;
260 sound = rabbitattack2sound;
263 sound = rabbitattack3sound;
266 sound = rabbitattack4sound;
290 sound = barkgrowlsound;
296 emit_sound_at(sound, temppos);
299 // ================================================================
301 int Game::findClosestPlayer()
304 float closestdist = std::numeric_limits<float>::max();
306 for (unsigned i = 1; i < Person::players.size(); i++) {
307 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
308 if (distance < closestdist) {
309 closestdist = distance;
316 static int findClosestObject()
319 float closestdist = std::numeric_limits<float>::max();
321 for (int i = 0; i < objects.numobjects; i++) {
322 float distance = distsq(&objects.position[i], &Person::players[0]->coords);
323 if (distance < closestdist) {
324 closestdist = distance;
331 static void cmd_dispatch(const string cmd)
333 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
335 for (i = 0; i < n_cmds; i++)
336 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
337 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
338 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
341 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
344 /********************> Tick() <*****/
345 extern bool save_screenshot(const char * fname);
346 void Screenshot (void)
349 time_t t = time(NULL);
350 struct tm *tme = localtime(&t);
351 sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
352 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
355 mkdir("Screenshots");
358 save_screenshot(filename);
361 void Game::SetUpLighting()
363 if (environment == snowyenvironment)
364 light.setColors(.65, .65, .7, .4, .4, .44);
365 if (environment == desertenvironment)
366 light.setColors(.95, .95, .95, .4, .35, .3);
367 if (environment == grassyenvironment)
368 light.setColors(.95, .95, 1, .4, .4, .44);
370 light.setColors(1, 1, 1, .4, .4, .4);
372 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
373 light.color[0] *= (skyboxlightr + average) / 2;
374 light.color[1] *= (skyboxlightg + average) / 2;
375 light.color[2] *= (skyboxlightb + average) / 2;
376 light.ambient[0] *= (skyboxlightr + average) / 2;
377 light.ambient[1] *= (skyboxlightg + average) / 2;
378 light.ambient[2] *= (skyboxlightb + average) / 2;
381 int findPathDist(int start, int end)
383 int smallestcount, count, connected;
384 int last, last2, last3, last4;
387 smallestcount = 1000;
388 for (int i = 0; i < 50; i++) {
394 while (last != end && count < 30) {
396 for (int j = 0; j < numpathpoints; j++) {
397 if (j != last && j != last2 && j != last3 && j != last4) {
399 if (numpathpointconnect[j])
400 for (int k = 0; k < numpathpointconnect[j]; k++) {
401 if (pathpointconnect[j][k] == last)connected = 1;
404 if (numpathpointconnect[last])
405 for (int k = 0; k < numpathpointconnect[last]; k++) {
406 if (pathpointconnect[last][k] == j)connected = 1;
409 if (closest == -1 || Random() % 2 == 0) {
420 if (count < smallestcount)
421 smallestcount = count;
423 return smallestcount;
426 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
428 static XYZ colpoint, colviewer, coltarget;
429 static float minx, minz, maxx, maxz, miny, maxy;
431 minx = min(startpoint.x, endpoint.x) - 1;
432 miny = min(startpoint.y, endpoint.y) - 1;
433 minz = min(startpoint.z, endpoint.z) - 1;
434 maxx = max(startpoint.x, endpoint.x) + 1;
435 maxy = max(startpoint.y, endpoint.y) + 1;
436 maxz = max(startpoint.z, endpoint.z) + 1;
438 for (int i = 0; i < objects.numobjects; i++) {
439 if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
440 objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
441 objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
442 objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
443 objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
444 objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
445 if ( objects.type[i] != treeleavestype &&
446 objects.type[i] != bushtype &&
447 objects.type[i] != firetype) {
448 colviewer = startpoint;
449 coltarget = endpoint;
450 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
459 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
461 static XYZ colpoint, colviewer, coltarget;
462 static float minx, minz, maxx, maxz, miny, maxy;
463 static int i; //FIXME: see below
465 minx = min(startpoint.x, endpoint.x) - 1;
466 miny = min(startpoint.y, endpoint.y) - 1;
467 minz = min(startpoint.z, endpoint.z) - 1;
468 maxx = max(startpoint.x, endpoint.x) + 1;
469 maxy = max(startpoint.y, endpoint.y) + 1;
470 maxz = max(startpoint.z, endpoint.z) + 1;
473 if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
474 objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
475 objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
476 objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
477 objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
478 objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
479 if ( objects.type[what] != treeleavestype &&
480 objects.type[what] != bushtype &&
481 objects.type[what] != firetype) {
482 colviewer = startpoint;
483 coltarget = endpoint;
485 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
492 if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
498 void Setenvironment(int which)
502 LOG(" Setting environment...");
507 pause_sound(stream_snowtheme);
508 pause_sound(stream_grasstheme);
509 pause_sound(stream_deserttheme);
510 pause_sound(stream_wind);
511 pause_sound(stream_desertambient);
514 if (environment == snowyenvironment) {
518 emit_stream_np(stream_wind);
520 objects.treetextureptr.load("Textures/SnowTree.png", 0);
521 objects.bushtextureptr.load("Textures/BushSnow.png", 0);
522 objects.rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
523 objects.boxtextureptr.load("Textures/SnowBox.jpg", 1);
525 footstepsound = footstepsn1;
526 footstepsound2 = footstepsn2;
527 footstepsound3 = footstepst1;
528 footstepsound4 = footstepst2;
530 terraintexture.load("Textures/Snow.jpg", 1);
531 terraintexture2.load("Textures/Rock.jpg", 1);
534 temptexdetail = texdetail;
537 skybox->load( "Textures/Skybox(snow)/Front.jpg",
538 "Textures/Skybox(snow)/Left.jpg",
539 "Textures/Skybox(snow)/Back.jpg",
540 "Textures/Skybox(snow)/Right.jpg",
541 "Textures/Skybox(snow)/Up.jpg",
542 "Textures/Skybox(snow)/Down.jpg");
547 texdetail = temptexdetail;
548 } else if (environment == desertenvironment) {
551 objects.treetextureptr.load("Textures/DesertTree.png", 0);
552 objects.bushtextureptr.load("Textures/BushDesert.png", 0);
553 objects.rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
554 objects.boxtextureptr.load("Textures/DesertBox.jpg", 1);
558 emit_stream_np(stream_desertambient);
560 footstepsound = footstepsn1;
561 footstepsound2 = footstepsn2;
562 footstepsound3 = footstepsn1;
563 footstepsound4 = footstepsn2;
565 terraintexture.load("Textures/Sand.jpg", 1);
566 terraintexture2.load("Textures/SandSlope.jpg", 1);
569 temptexdetail = texdetail;
572 skybox->load( "Textures/Skybox(sand)/Front.jpg",
573 "Textures/Skybox(sand)/Left.jpg",
574 "Textures/Skybox(sand)/Back.jpg",
575 "Textures/Skybox(sand)/Right.jpg",
576 "Textures/Skybox(sand)/Up.jpg",
577 "Textures/Skybox(sand)/Down.jpg");
582 texdetail = temptexdetail;
583 } else if (environment == grassyenvironment) {
586 objects.treetextureptr.load("Textures/Tree.png", 0);
587 objects.bushtextureptr.load("Textures/Bush.png", 0);
588 objects.rocktextureptr.load("Textures/Boulder.jpg", 1);
589 objects.boxtextureptr.load("Textures/GrassBox.jpg", 1);
592 emit_stream_np(stream_wind, 100.);
594 footstepsound = footstepgr1;
595 footstepsound2 = footstepgr2;
596 footstepsound3 = footstepst1;
597 footstepsound4 = footstepst2;
599 terraintexture.load("Textures/GrassDirt.jpg", 1);
600 terraintexture2.load("Textures/MossRock.jpg", 1);
603 temptexdetail = texdetail;
606 skybox->load( "Textures/Skybox(grass)/Front.jpg",
607 "Textures/Skybox(grass)/Left.jpg",
608 "Textures/Skybox(grass)/Back.jpg",
609 "Textures/Skybox(grass)/Right.jpg",
610 "Textures/Skybox(grass)/Up.jpg",
611 "Textures/Skybox(grass)/Down.jpg");
615 texdetail = temptexdetail;
617 temptexdetail = texdetail;
619 terrain.load("Textures/HeightMap.png");
621 texdetail = temptexdetail;
624 void Game::Loadlevel(int which)
631 Loadlevel("tutorial");
632 } else if (which >= 0 && which <= 15) {
634 snprintf(buf, 32, "map%d", which + 1); // challenges
637 Loadlevel("mapsave");
640 void Game::Loadlevel(const std::string& name)
642 int indemo; // FIXME this should be removed
648 LOG(std::string("Loading level...") + name);
660 if (tutoriallevel != -1)
665 if (tutoriallevel == 1)
667 if (tutorialstage == 0) {
668 tutorialstagetime = 0;
671 pause_sound(whooshsound);
672 pause_sound(stream_firesound);
677 tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" );
679 pause_sound(stream_firesound);
685 //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
687 Dialog::dialogs.clear();
689 Dialog::indialogue = -1;
696 difficulty = accountactive->getDifficulty();
698 Hotspot::hotspots.clear();
699 Hotspot::current = -1;
710 for (int i = 0; i < 100; i++)
719 numunarmedattack = 0;
730 bonustotal = startbonustotal;
735 emit_sound_np(consolesuccesssound);
740 if (!stealthloading) {
741 terrain.numdecals = 0;
742 Sprite::deleteSprites();
743 for (int i = 0; i < objects.numobjects; i++)
744 objects.model[i].numdecals = 0;
746 int j = objects.numobjects;
747 for (int i = 0; i < j; i++) {
748 objects.DeleteObject(0);
753 for (int i = 0; i < subdivision; i++)
754 for (int j = 0; j < subdivision; j++)
755 terrain.patchobjectnum[i][j] = 0;
761 Person::players.resize(1);
763 funpackf(tfile, "Bi", &mapvers);
765 cerr << name << " has obsolete map version " << mapvers << endl;
768 funpackf(tfile, "Bi", &indemo);
772 funpackf(tfile, "Bi", &maptype);
774 maptype = mapkilleveryone;
776 funpackf(tfile, "Bi", &hostile);
780 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
786 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
794 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
796 skyboxlightr = skyboxr;
797 skyboxlightg = skyboxg;
798 skyboxlightb = skyboxb;
800 /* TODO - This should be done in an other way so that we can rebuild main player as well (so coords would need to be copied from old ones after rebuilding) */
801 if (stealthloading) {
802 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
804 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);
806 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
807 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
808 Person::players[0]->weaponids[j] = weapons.size();
810 funpackf(tfile, "Bi", &type);
811 weapons.push_back(Weapon(type, 0));
817 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
818 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
819 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
820 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
822 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
825 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
827 Person::players[0]->whichskin = 0;
828 Person::players[0]->creature = rabbittype;
831 Person::players[0]->lastattack = -1;
832 Person::players[0]->lastattack2 = -1;
833 Person::players[0]->lastattack3 = -1;
837 Dialog::loadDialogs(tfile);
840 for (int k = 0; k < Person::players[0]->numclothes; k++) {
841 funpackf(tfile, "Bi", &templength);
842 for (int l = 0; l < templength; l++)
843 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
844 Person::players[0]->clothes[k][templength] = '\0';
845 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
848 funpackf(tfile, "Bi", &environment);
850 funpackf(tfile, "Bi", &objects.numobjects);
851 for (int i = 0; i < objects.numobjects; i++) {
852 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]);
853 if (objects.type[i] == treeleavestype)
854 objects.scale[i] = objects.scale[i - 1];
859 funpackf(tfile, "Bi", &numhotspots);
860 if (numhotspots < 0) {
861 cerr << "Map " << name << " have an invalid number of hotspots" << endl;
864 Hotspot::hotspots.resize(numhotspots);
865 for (int i = 0; i < Hotspot::hotspots.size(); i++) {
866 funpackf(tfile, "Bi Bf Bf Bf Bf", &Hotspot::hotspots[i].type, &Hotspot::hotspots[i].size, &Hotspot::hotspots[i].position.x, &Hotspot::hotspots[i].position.y, &Hotspot::hotspots[i].position.z);
867 funpackf(tfile, "Bi", &templength);
869 for (int l = 0; l < templength; l++)
870 funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
871 Hotspot::hotspots[i].text[templength] = '\0';
872 if (Hotspot::hotspots[i].type == -111)
876 Hotspot::hotspots.clear();
882 if (!stealthloading) {
884 for (int i = 0; i < objects.numobjects; i++)
885 objects.center += objects.position[i];
886 objects.center /= objects.numobjects;
892 float maxdistance = 0;
894 for (int i = 0; i < objects.numobjects; i++) {
895 tempdist = distsq(&objects.center, &objects.position[i]);
896 if (tempdist > maxdistance) {
897 maxdistance = tempdist;
900 objects.radius = fast_sqrt(maxdistance);
907 funpackf(tfile, "Bi", &numplayers);
908 if (numplayers > maxplayers) {
909 cout << "Warning: this level contains more players than allowed" << endl;
911 for (int i = 1; i < numplayers; i++) {
914 Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
916 } catch (InvalidPersonException e) {
922 funpackf(tfile, "Bi", &numpathpoints);
923 if (numpathpoints > 30 || numpathpoints < 0)
925 for (int j = 0; j < numpathpoints; j++) {
926 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
927 for (int k = 0; k < numpathpointconnect[j]; k++) {
928 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
934 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
937 if (environment != oldenvironment)
938 Setenvironment(environment);
939 oldenvironment = environment;
941 if (!stealthloading) {
942 int j = objects.numobjects;
943 objects.numobjects = 0;
944 for (int i = 0; i < j; i++) {
945 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
960 for (unsigned i = 0; i < Person::players.size(); i++) {
964 Person::players[i]->burnt = 0;
965 Person::players[i]->bled = 0;
966 Person::players[i]->onfire = 0;
967 Person::players[i]->scale = .2;
969 Person::players[i]->creature = rabbittype;
972 Person::players[i]->skeleton.free = 0;
974 Person::players[i]->skeletonLoad();
976 Person::players[i]->addClothes();
979 Person::players[i]->animCurrent = bounceidleanim;
980 Person::players[i]->animTarget = bounceidleanim;
981 Person::players[i]->frameCurrent = 0;
982 Person::players[i]->frameTarget = 1;
983 Person::players[i]->target = 0;
985 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
987 Person::players[i]->speed -= .2;
989 Person::players[i]->speed -= .1;
992 Person::players[i]->velocity = 0;
993 Person::players[i]->oldcoords = Person::players[i]->coords;
994 Person::players[i]->realoldcoords = Person::players[i]->coords;
996 Person::players[i]->id = i;
997 Person::players[i]->updatedelay = 0;
998 Person::players[i]->normalsupdatedelay = 0;
1000 Person::players[i]->proportionhead = 1.2;
1001 Person::players[i]->proportionbody = 1.05;
1002 Person::players[i]->proportionarms = 1.00;
1003 Person::players[i]->proportionlegs = 1.1;
1004 Person::players[i]->proportionlegs.y = 1.05;
1005 Person::players[i]->headless = 0;
1006 Person::players[i]->currentoffset = 0;
1007 Person::players[i]->targetoffset = 0;
1008 if (Person::players[i]->creature == wolftype) {
1009 Person::players[i]->scale = .23;
1010 Person::players[i]->damagetolerance = 300;
1012 Person::players[i]->damagetolerance = 200;
1021 Person::players[i]->proportionhead.z = 0;
1022 Person::players[i]->proportionbody.z = 0;
1023 Person::players[i]->proportionarms.z = 0;
1024 Person::players[i]->proportionlegs.z = 0;
1027 Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
1030 Person::players[i]->headmorphness = 0;
1031 Person::players[i]->targetheadmorphness = 1;
1032 Person::players[i]->headmorphstart = 0;
1033 Person::players[i]->headmorphend = 0;
1035 Person::players[i]->pausetime = 0;
1037 Person::players[i]->dead = 0;
1038 Person::players[i]->jumppower = 5;
1039 Person::players[i]->damage = 0;
1040 Person::players[i]->permanentdamage = 0;
1041 Person::players[i]->superpermanentdamage = 0;
1043 Person::players[i]->forwardkeydown = 0;
1044 Person::players[i]->leftkeydown = 0;
1045 Person::players[i]->backkeydown = 0;
1046 Person::players[i]->rightkeydown = 0;
1047 Person::players[i]->jumpkeydown = 0;
1048 Person::players[i]->crouchkeydown = 0;
1049 Person::players[i]->throwkeydown = 0;
1051 Person::players[i]->collided = -10;
1052 Person::players[i]->loaded = 1;
1053 Person::players[i]->bloodloss = 0;
1054 Person::players[i]->weaponactive = -1;
1055 Person::players[i]->weaponstuck = -1;
1056 Person::players[i]->bleeding = 0;
1057 Person::players[i]->deathbleeding = 0;
1058 Person::players[i]->stunned = 0;
1059 Person::players[i]->hasvictim = 0;
1060 Person::players[i]->wentforweapon = 0;
1064 Person::players[0]->aitype = playercontrolled;
1066 if (difficulty == 1) {
1067 Person::players[0]->power = 1 / .9;
1068 Person::players[0]->damagetolerance = 250;
1069 } else if (difficulty == 0) {
1070 Person::players[0]->power = 1 / .8;
1071 Person::players[0]->damagetolerance = 300;
1072 Person::players[0]->armorhead *= 1.5;
1073 Person::players[0]->armorhigh *= 1.5;
1074 Person::players[0]->armorlow *= 1.5;
1077 cameraloc = Person::players[0]->coords;
1079 yaw = Person::players[0]->yaw;
1081 hawkcoords = Person::players[0]->coords;
1087 LOG("Starting background music...");
1089 OPENAL_StopSound(OPENAL_ALL);
1091 if (environment == snowyenvironment) {
1092 emit_stream_np(stream_wind);
1093 } else if (environment == desertenvironment) {
1094 emit_stream_np(stream_desertambient);
1095 } else if (environment == grassyenvironment) {
1096 emit_stream_np(stream_wind, 100.);
1099 oldmusicvolume[0] = 0;
1100 oldmusicvolume[1] = 0;
1101 oldmusicvolume[2] = 0;
1102 oldmusicvolume[3] = 0;
1114 if (tutorialstagetime > tutorialmaxtime) {
1116 tutorialsuccess = 0;
1117 if (tutorialstage <= 1) {
1122 switch (tutorialstage) {
1124 tutorialmaxtime = 5;
1127 tutorialmaxtime = 2;
1130 tutorialmaxtime = 600;
1133 tutorialmaxtime = 1000;
1136 tutorialmaxtime = 600;
1139 tutorialmaxtime = 600;
1142 tutorialmaxtime = 600;
1145 tutorialmaxtime = 600;
1148 tutorialmaxtime = 600;
1151 tutorialmaxtime = 2;
1154 tutorialmaxtime = 1000;
1157 tutorialmaxtime = 1000;
1160 tutorialmaxtime = 2;
1163 tutorialmaxtime = 3;
1174 Person::players[1]->coords = (temp + temp2) / 2;
1176 emit_sound_at(fireendsound, Person::players[1]->coords);
1178 for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
1179 if (Random() % 2 == 0) {
1180 if (!Person::players[1]->skeleton.free)
1181 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1182 if (Person::players[1]->skeleton.free)
1183 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1184 if (!Person::players[1]->skeleton.free)
1185 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;
1186 if (Person::players[1]->skeleton.free)
1187 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1188 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1194 tutorialmaxtime = 500;
1197 tutorialmaxtime = 500;
1200 tutorialmaxtime = 500;
1203 tutorialmaxtime = 500;
1209 tutorialmaxtime = 500;
1212 tutorialmaxtime = 500;
1213 if (bonus == cannon) {
1220 tutorialmaxtime = 500;
1223 tutorialmaxtime = 500;
1226 tutorialmaxtime = 500;
1229 tutorialmaxtime = 500;
1232 tutorialmaxtime = 2;
1235 tutorialmaxtime = 4;
1238 Person::players[1]->aitype = attacktypecutoff;
1241 tutorialmaxtime = 400;
1244 tutorialmaxtime = 400;
1245 Person::players[0]->escapednum = 0;
1248 tutorialmaxtime = 4;
1251 Person::players[1]->aitype = passivetype;
1254 tutorialmaxtime = 13;
1257 tutorialmaxtime = 8;
1260 tutorialmaxtime = 400;
1263 Person::players[1]->aitype = attacktypecutoff;
1266 tutorialmaxtime = 400;
1269 tutorialmaxtime = 400;
1272 tutorialmaxtime = 2;
1275 Person::players[1]->aitype = passivetype;
1280 tutorialmaxtime = 50;
1283 Person::players[1]->aitype = attacktypecutoff;
1286 tutorialmaxtime = 4;
1289 Person::players[1]->aitype = passivetype;
1301 Weapon w(knife, -1);
1302 w.position = (temp + temp2) / 2;
1303 w.tippoint = (temp + temp2) / 2;
1306 w.tipvelocity = 0.1;
1313 weapons.push_back(w);
1317 tutorialmaxtime = 300;
1320 tutorialmaxtime = 300;
1323 tutorialmaxtime = 8;
1326 tutorialmaxtime = 300;
1329 weapons[0].owner = 1;
1330 Person::players[0]->weaponactive = -1;
1331 Person::players[0]->num_weapons = 0;
1332 Person::players[1]->weaponactive = 0;
1333 Person::players[1]->num_weapons = 1;
1334 Person::players[1]->weaponids[0] = 0;
1338 Person::players[1]->aitype = attacktypecutoff;
1340 tutorialmaxtime = 300;
1343 weapons[0].owner = 1;
1344 Person::players[0]->weaponactive = -1;
1345 Person::players[0]->num_weapons = 0;
1346 Person::players[1]->weaponactive = 0;
1347 Person::players[1]->num_weapons = 1;
1348 Person::players[1]->weaponids[0] = 0;
1350 tutorialmaxtime = 300;
1353 weapons[0].owner = 1;
1354 Person::players[0]->weaponactive = -1;
1355 Person::players[0]->num_weapons = 0;
1356 Person::players[1]->weaponactive = 0;
1357 Person::players[1]->num_weapons = 1;
1358 Person::players[1]->weaponids[0] = 0;
1360 weapons[0].setType(sword);
1362 tutorialmaxtime = 300;
1365 tutorialmaxtime = 10;
1376 Weapon w(sword, -1);
1377 w.position = (temp + temp2) / 2;
1378 w.tippoint = (temp + temp2) / 2;
1381 w.tipvelocity = 0.1;
1388 weapons.push_back(w);
1390 weapons[0].owner = 1;
1391 weapons[1].owner = 0;
1392 Person::players[0]->weaponactive = 0;
1393 Person::players[0]->num_weapons = 1;
1394 Person::players[0]->weaponids[0] = 1;
1395 Person::players[1]->weaponactive = 0;
1396 Person::players[1]->num_weapons = 1;
1397 Person::players[1]->weaponids[0] = 0;
1404 Person::players[1]->aitype = passivetype;
1406 tutorialmaxtime = 15;
1408 weapons[0].owner = 1;
1409 weapons[1].owner = 0;
1410 Person::players[0]->weaponactive = 0;
1411 Person::players[0]->num_weapons = 1;
1412 Person::players[0]->weaponids[0] = 1;
1413 Person::players[1]->weaponactive = 0;
1414 Person::players[1]->num_weapons = 1;
1415 Person::players[1]->weaponids[0] = 0;
1417 if (Person::players[0]->weaponactive != -1)
1418 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
1420 weapons[0].setType(staff);
1425 Person::players[1]->aitype = passivetype;
1427 tutorialmaxtime = 200;
1429 weapons[1].position = 1000;
1430 weapons[1].tippoint = 1000;
1432 weapons[0].setType(knife);
1434 weapons[0].owner = 0;
1435 Person::players[1]->weaponactive = -1;
1436 Person::players[1]->num_weapons = 0;
1437 Person::players[0]->weaponactive = 0;
1438 Person::players[0]->num_weapons = 1;
1439 Person::players[0]->weaponids[0] = 0;
1443 tutorialmaxtime = 8;
1446 emit_sound_at(fireendsound, Person::players[1]->coords);
1448 for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
1449 if (Random() % 2 == 0) {
1450 if (!Person::players[1]->skeleton.free)
1451 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1452 if (Person::players[1]->skeleton.free)
1453 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1454 if (!Person::players[1]->skeleton.free)
1455 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;
1456 if (Person::players[1]->skeleton.free)
1457 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1458 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1462 Person::players[1]->num_weapons = 0;
1463 Person::players[1]->weaponstuck = -1;
1464 Person::players[1]->weaponactive = -1;
1470 tutorialmaxtime = 80000;
1475 if (tutorialstage <= 51)
1476 tutorialstagetime = 0;
1480 if (tutorialstagetime < tutorialmaxtime - 3) {
1481 switch (tutorialstage) {
1483 if (deltah || deltav)
1484 tutorialsuccess += multiplier;
1487 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
1488 tutorialsuccess += multiplier;
1491 if (Person::players[0]->jumpkeydown)
1492 tutorialsuccess = 1;
1495 if (Person::players[0]->isCrouch())
1496 tutorialsuccess = 1;
1499 if (Person::players[0]->animTarget == rollanim)
1500 tutorialsuccess = 1;
1503 if (Person::players[0]->animTarget == sneakanim)
1504 tutorialsuccess += multiplier;
1507 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
1508 tutorialsuccess += multiplier;
1511 if (Person::players[0]->isWallJump())
1512 tutorialsuccess = 1;
1515 if (Person::players[0]->animTarget == flipanim)
1516 tutorialsuccess = 1;
1519 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
1520 tutorialsuccess = 1;
1523 if (Person::players[0]->animTarget == winduppunchanim)
1524 tutorialsuccess = 1;
1527 if (Person::players[0]->animTarget == spinkickanim)
1528 tutorialsuccess = 1;
1531 if (Person::players[0]->animTarget == sweepanim)
1532 tutorialsuccess = 1;
1535 if (Person::players[0]->animTarget == dropkickanim)
1536 tutorialsuccess = 1;
1539 if (Person::players[0]->animTarget == rabbitkickanim)
1540 tutorialsuccess = 1;
1543 if (bonus == cannon)
1544 tutorialsuccess = 1;
1547 if (bonus == spinecrusher)
1548 tutorialsuccess = 1;
1551 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
1552 tutorialsuccess = 1;
1555 if (Person::players[0]->animTarget == rabbittacklinganim)
1556 tutorialsuccess = 1;
1559 if (Person::players[0]->animTarget == backhandspringanim)
1560 tutorialsuccess = 1;
1563 if (Animation::animations[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
1564 tutorialsuccess = 1;
1567 if (Person::players[0]->escapednum == 2) {
1568 tutorialsuccess = 1;
1571 Person::players[1]->aitype = passivetype;
1575 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1576 tutorialsuccess = 1;
1579 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1580 tutorialsuccess = 1;
1583 if (Animation::animations[Person::players[0]->animTarget].attack == reversal) {
1584 tutorialsuccess = 1;
1587 Person::players[1]->aitype = passivetype;
1591 if (Person::players[0]->num_weapons > 0)
1592 tutorialsuccess = 1;
1595 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
1596 tutorialsuccess = 1;
1599 if (Person::players[0]->animTarget == knifeslashstartanim)
1600 tutorialsuccess = 1;
1603 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1604 tutorialsuccess = 1;
1607 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1608 tutorialsuccess = 1;
1611 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1612 tutorialsuccess = 1;
1615 if (Person::players[1]->weaponstuck != -1)
1616 tutorialsuccess = 1;
1621 if (tutorialsuccess >= 1)
1622 tutorialstagetime = tutorialmaxtime - 3;
1625 if (tutorialstagetime == tutorialmaxtime - 3) {
1626 emit_sound_np(consolesuccesssound);
1629 if (tutorialsuccess >= 1) {
1630 if (tutorialstage == 34 || tutorialstage == 35)
1631 tutorialstagetime = tutorialmaxtime - 1;
1635 if (tutorialstage < 14 || tutorialstage >= 50) {
1636 Person::players[1]->coords.y = 300;
1637 Person::players[1]->velocity = 0;
1643 float headprop, bodyprop, armprop, legprop;
1648 if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
1650 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1651 Person::players[0]->damagetolerance = 200000;
1652 Person::players[0]->damage = 0;
1653 Person::players[0]->burnt = 0;
1654 Person::players[0]->permanentdamage = 0;
1655 Person::players[0]->superpermanentdamage = 0;
1658 /* Change environment */
1659 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1661 if (environment > 2)
1663 Setenvironment(environment);
1667 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1668 cameramode = !cameramode;
1671 /* Toggle Slow motion */
1672 if (Input::isKeyPressed(SDL_SCANCODE_B)) {
1678 if (Input::isKeyPressed(SDL_SCANCODE_N)) {
1679 Person::players[0]->RagDoll(0);
1681 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
1684 /* Grow tree leaves?? */
1685 if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
1686 for (int i = 0; i < objects.numobjects; i++) {
1687 if (objects.type[i] == treeleavestype) {
1688 objects.scale[i] *= .9;
1693 /* Change (or add) weapon */
1694 if (Input::isKeyPressed(SDL_SCANCODE_X)) {
1696 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1697 closest = findClosestPlayer();
1701 if (Person::players[closest]->num_weapons > 0) {
1702 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
1703 weapons[Person::players[closest]->weaponids[0]].setType(staff);
1704 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
1705 weapons[Person::players[closest]->weaponids[0]].setType(knife);
1707 weapons[Person::players[closest]->weaponids[0]].setType(sword);
1709 Person::players[closest]->weaponids[0] = weapons.size();
1711 weapons.push_back(Weapon(knife, closest));
1713 Person::players[closest]->num_weapons = 1;
1719 if (Input::isKeyDown(SDL_SCANCODE_U)) {
1721 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1722 closest = findClosestPlayer();
1726 Person::players[closest]->yaw += multiplier * 50;
1727 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1732 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
1733 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
1734 if (Person::players[0]->onfire) {
1735 Person::players[0]->CatchFire();
1737 if (!Person::players[0]->onfire) {
1738 emit_sound_at(fireendsound, Person::players[0]->coords);
1739 pause_sound(stream_firesound);
1744 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1746 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1747 closest = findClosestPlayer();
1751 Person::players[closest]->whichskin++;
1752 if (Person::players[closest]->whichskin > 9)
1753 Person::players[closest]->whichskin = 0;
1754 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
1755 Person::players[closest]->whichskin = 0;
1757 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1758 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1761 Person::players[closest]->addClothes();
1764 /* Change creature type */
1765 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1767 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1768 closest = findClosestPlayer();
1772 if (Person::players[closest]->creature == wolftype) {
1773 headprop = Person::players[closest]->proportionhead.x / 1.1;
1774 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1775 armprop = Person::players[closest]->proportionarms.x / 1.1;
1776 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1779 if (Person::players[closest]->creature == rabbittype) {
1780 headprop = Person::players[closest]->proportionhead.x / 1.2;
1781 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1782 armprop = Person::players[closest]->proportionarms.x / 1.00;
1783 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1787 if (Person::players[closest]->creature == rabbittype) {
1788 Person::players[closest]->creature = wolftype;
1789 Person::players[closest]->whichskin = 0;
1790 Person::players[closest]->skeletonLoad();
1792 Person::players[closest]->proportionhead = 1.1;
1793 Person::players[closest]->proportionbody = 1.1;
1794 Person::players[closest]->proportionarms = 1.1;
1795 Person::players[closest]->proportionlegs = 1.1;
1796 Person::players[closest]->proportionlegs.y = 1.1;
1797 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1799 Person::players[closest]->damagetolerance = 300;
1801 Person::players[closest]->creature = rabbittype;
1802 Person::players[closest]->whichskin = 0;
1803 Person::players[closest]->skeletonLoad(true);
1805 Person::players[closest]->proportionhead = 1.2;
1806 Person::players[closest]->proportionbody = 1.05;
1807 Person::players[closest]->proportionarms = 1.00;
1808 Person::players[closest]->proportionlegs = 1.1;
1809 Person::players[closest]->proportionlegs.y = 1.05;
1810 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1812 Person::players[closest]->damagetolerance = 200;
1815 if (Person::players[closest]->creature == wolftype) {
1816 Person::players[closest]->proportionhead = 1.1 * headprop;
1817 Person::players[closest]->proportionbody = 1.1 * bodyprop;
1818 Person::players[closest]->proportionarms = 1.1 * armprop;
1819 Person::players[closest]->proportionlegs = 1.1 * legprop;
1822 if (Person::players[closest]->creature == rabbittype) {
1823 Person::players[closest]->proportionhead = 1.2 * headprop;
1824 Person::players[closest]->proportionbody = 1.05 * bodyprop;
1825 Person::players[closest]->proportionarms = 1.00 * armprop;
1826 Person::players[closest]->proportionlegs = 1.1 * legprop;
1827 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1834 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1836 float closestdist = std::numeric_limits<float>::max();
1838 for (unsigned i = 1; i < Person::players.size(); i++) {
1839 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
1840 if (!Person::players[i]->headless)
1841 if (distance < closestdist) {
1842 closestdist = distance;
1847 XYZ flatfacing2, flatvelocity2;
1849 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1850 blah = Person::players[closest]->coords;
1851 XYZ headspurtdirection;
1852 //int i = Person::players[closest]->skeleton.jointlabels[head];
1853 Joint& headjoint = Person::players[closest]->joint(head);
1854 for (int k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
1855 if (!Person::players[closest]->skeleton.free)
1856 flatvelocity2 = Person::players[closest]->velocity;
1857 if (Person::players[closest]->skeleton.free)
1858 flatvelocity2 = headjoint.velocity;
1859 if (!Person::players[closest]->skeleton.free)
1860 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;
1861 if (Person::players[closest]->skeleton.free)
1862 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1863 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1864 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1865 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1866 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1867 Normalise(&headspurtdirection);
1868 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1869 flatvelocity2 += headspurtdirection * 8;
1870 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1872 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1874 emit_sound_at(splattersound, blah);
1875 emit_sound_at(breaksound2, blah, 100.);
1877 if (Person::players[closest]->skeleton.free == 2)
1878 Person::players[closest]->skeleton.free = 0;
1879 Person::players[closest]->RagDoll(0);
1880 Person::players[closest]->dead = 2;
1881 Person::players[closest]->headless = 1;
1882 Person::players[closest]->DoBloodBig(3, 165);
1889 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1890 int closest = findClosestPlayer();
1891 XYZ flatfacing2, flatvelocity2;
1893 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1894 blah = Person::players[closest]->coords;
1895 emit_sound_at(splattersound, blah);
1896 emit_sound_at(breaksound2, blah);
1898 for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1899 if (!Person::players[closest]->skeleton.free)
1900 flatvelocity2 = Person::players[closest]->velocity;
1901 if (Person::players[closest]->skeleton.free)
1902 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1903 if (!Person::players[closest]->skeleton.free)
1904 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;
1905 if (Person::players[closest]->skeleton.free)
1906 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1907 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1908 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1909 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1910 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1911 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
1912 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1915 for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1916 if (!Person::players[closest]->skeleton.free)
1917 flatvelocity2 = Person::players[closest]->velocity;
1918 if (Person::players[closest]->skeleton.free)
1919 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1920 if (!Person::players[closest]->skeleton.free)
1921 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;
1922 if (Person::players[closest]->skeleton.free)
1923 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1924 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1925 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1926 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1927 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1928 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
1931 for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1932 if (!Person::players[closest]->skeleton.free)
1933 flatvelocity2 = Person::players[closest]->velocity;
1934 if (Person::players[closest]->skeleton.free)
1935 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1936 if (!Person::players[closest]->skeleton.free)
1937 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;
1938 if (Person::players[closest]->skeleton.free)
1939 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1940 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1941 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1942 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1943 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1944 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1947 for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1948 if (!Person::players[closest]->skeleton.free)
1949 flatvelocity2 = Person::players[closest]->velocity;
1950 if (Person::players[closest]->skeleton.free)
1951 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1952 if (!Person::players[closest]->skeleton.free)
1953 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;
1954 if (Person::players[closest]->skeleton.free)
1955 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1956 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1957 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1958 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1959 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1960 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1964 for (unsigned j = 0; j < Person::players.size(); j++) {
1965 if (int(j) != closest) {
1966 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
1967 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
1968 if (Person::players[j]->skeleton.free == 2)
1969 Person::players[j]->skeleton.free = 1;
1970 Person::players[j]->skeleton.longdead = 0;
1971 Person::players[j]->RagDoll(0);
1972 for (int i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
1973 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
1974 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
1975 flatvelocity2 = temppos - Person::players[closest]->coords;
1976 Normalise(&flatvelocity2);
1977 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
1984 Person::players[closest]->DoDamage(10000);
1985 Person::players[closest]->RagDoll(0);
1986 Person::players[closest]->dead = 2;
1987 Person::players[closest]->coords = 20;
1988 Person::players[closest]->skeleton.free = 2;
1996 if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1997 editorenabled = !editorenabled;
1998 if (editorenabled) {
1999 Person::players[0]->damagetolerance = 100000;
2001 Person::players[0]->damagetolerance = 200;
2003 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
2004 Person::players[0]->permanentdamage = 0;
2005 Person::players[0]->superpermanentdamage = 0;
2006 Person::players[0]->bloodloss = 0;
2007 Person::players[0]->deathbleeding = 0;
2012 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
2014 if (targetlevel > numchallengelevels - 1)
2020 if (editorenabled) {
2021 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2022 int closest = findClosestPlayer();
2024 Person::players.erase(Person::players.begin()+closest);
2028 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2029 int closest = findClosestObject();
2031 objects.position[closest].y -= 500;
2034 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2035 if (objects.numobjects < max_objects - 1) {
2037 scenecoords.x = Person::players[0]->coords.x;
2038 scenecoords.z = Person::players[0]->coords.z;
2039 scenecoords.y = Person::players[0]->coords.y - 3;
2040 if (editortype == bushtype)
2041 scenecoords.y = Person::players[0]->coords.y - .5;
2042 if (editortype == firetype)
2043 scenecoords.y = Person::players[0]->coords.y - .5;
2044 //objects.MakeObject(abs(Random()%3),scenecoords,Random()%360);
2045 float temprotat, temprotat2;
2046 temprotat = editoryaw;
2047 temprotat2 = editorpitch;
2048 if (temprotat < 0 || editortype == bushtype)
2049 temprotat = Random() % 360;
2051 temprotat2 = Random() % 360;
2053 objects.MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
2054 if (editortype == treetrunktype)
2055 objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
2059 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2060 Person::players.push_back(shared_ptr<Person>(new Person()));
2062 Person::players.back()->id = Person::players.size()-1;
2064 Person::players.back()->scale = Person::players[0]->scale;
2065 Person::players.back()->creature = rabbittype;
2066 Person::players.back()->howactive = editoractive;
2068 int k = abs(Random() % 2) + 1;
2070 Person::players.back()->whichskin = 0;
2071 } else if (k == 1) {
2072 Person::players.back()->whichskin = 1;
2074 Person::players.back()->whichskin = 2;
2077 Person::players.back()->skeletonLoad(true);
2079 Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
2080 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
2082 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
2083 Person::players.back()->yaw = Person::players[0]->yaw;
2085 Person::players.back()->coords = Person::players[0]->coords;
2086 Person::players.back()->oldcoords = Person::players.back()->coords;
2087 Person::players.back()->realoldcoords = Person::players.back()->coords;
2089 if (Person::players[0]->creature == wolftype) {
2090 headprop = Person::players[0]->proportionhead.x / 1.1;
2091 bodyprop = Person::players[0]->proportionbody.x / 1.1;
2092 armprop = Person::players[0]->proportionarms.x / 1.1;
2093 legprop = Person::players[0]->proportionlegs.x / 1.1;
2096 if (Person::players[0]->creature == rabbittype) {
2097 headprop = Person::players[0]->proportionhead.x / 1.2;
2098 bodyprop = Person::players[0]->proportionbody.x / 1.05;
2099 armprop = Person::players[0]->proportionarms.x / 1.00;
2100 legprop = Person::players[0]->proportionlegs.x / 1.1;
2103 if (Person::players.back()->creature == wolftype) {
2104 Person::players.back()->proportionhead = 1.1 * headprop;
2105 Person::players.back()->proportionbody = 1.1 * bodyprop;
2106 Person::players.back()->proportionarms = 1.1 * armprop;
2107 Person::players.back()->proportionlegs = 1.1 * legprop;
2110 if (Person::players.back()->creature == rabbittype) {
2111 Person::players.back()->proportionhead = 1.2 * headprop;
2112 Person::players.back()->proportionbody = 1.05 * bodyprop;
2113 Person::players.back()->proportionarms = 1.00 * armprop;
2114 Person::players.back()->proportionlegs = 1.1 * legprop;
2115 Person::players.back()->proportionlegs.y = 1.05 * legprop;
2119 Person::players.back()->proportionhead.z = 0;
2120 Person::players.back()->proportionbody.z = 0;
2121 Person::players.back()->proportionarms.z = 0;
2122 Person::players.back()->proportionlegs.z = 0;
2125 Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
2127 Person::players.back()->damagetolerance = 200;
2129 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
2130 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
2131 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
2132 Person::players.back()->armorhead = Person::players[0]->armorhead;
2133 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
2134 Person::players.back()->armorlow = Person::players[0]->armorlow;
2135 Person::players.back()->metalhead = Person::players[0]->metalhead;
2136 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
2137 Person::players.back()->metallow = Person::players[0]->metallow;
2139 Person::players.back()->immobile = Person::players[0]->immobile;
2141 Person::players.back()->numclothes = Person::players[0]->numclothes;
2142 for (int i = 0; i < Person::players.back()->numclothes; i++) {
2143 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
2144 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
2145 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
2146 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
2148 Person::players.back()->addClothes();
2150 Person::players.back()->power = Person::players[0]->power;
2151 Person::players.back()->speedmult = Person::players[0]->speedmult;
2153 Person::players.back()->loaded = true;
2156 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2157 if (Person::players.back()->numwaypoints < 90) {
2158 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
2159 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
2160 Person::players.back()->numwaypoints++;
2164 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2165 if (numpathpoints < 30) {
2166 bool connected, alreadyconnected;
2168 if (numpathpoints > 1)
2169 for (int i = 0; i < numpathpoints; i++) {
2170 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
2171 alreadyconnected = 0;
2172 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
2173 if (pathpointconnect[pathpointselected][j] == i)
2174 alreadyconnected = 1;
2176 if (!alreadyconnected) {
2177 numpathpointconnect[pathpointselected]++;
2179 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
2185 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
2186 numpathpointconnect[numpathpoints - 1] = 0;
2187 if (numpathpoints > 1 && pathpointselected != -1) {
2188 numpathpointconnect[pathpointselected]++;
2189 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
2191 pathpointselected = numpathpoints - 1;
2196 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
2197 pathpointselected++;
2198 if (pathpointselected >= numpathpoints)
2199 pathpointselected = -1;
2201 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2202 pathpointselected--;
2203 if (pathpointselected <= -2)
2204 pathpointselected = numpathpoints - 1;
2206 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2207 if (pathpointselected != -1) {
2209 pathpoint[pathpointselected] = pathpoint[numpathpoints];
2210 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
2211 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
2212 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
2214 for (int i = 0; i < numpathpoints; i++) {
2215 for (int j = 0; j < numpathpointconnect[i]; j++) {
2216 if (pathpointconnect[i][j] == pathpointselected) {
2217 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
2218 numpathpointconnect[i]--;
2220 if (pathpointconnect[i][j] == numpathpoints) {
2221 pathpointconnect[i][j] = pathpointselected;
2225 pathpointselected = numpathpoints - 1;
2229 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2231 if (editortype == treeleavestype || editortype == 10)
2234 editortype = firetype;
2237 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2239 if (editortype == treeleavestype || editortype == 10)
2241 if (editortype > firetype)
2245 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2246 editoryaw -= multiplier * 100;
2247 if (editoryaw < -.01)
2251 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2252 editoryaw += multiplier * 100;
2255 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2256 editorsize += multiplier;
2259 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2260 editorsize -= multiplier;
2261 if (editorsize < .1)
2266 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2267 mapradius -= multiplier * 10;
2270 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2271 mapradius += multiplier * 10;
2273 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2274 editorpitch += multiplier * 100;
2277 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2278 editorpitch -= multiplier * 100;
2279 if (editorpitch < -.01)
2282 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2283 int closest = findClosestObject();
2285 objects.DeleteObject(closest);
2290 void doJumpReversals()
2292 for (unsigned k = 0; k < Person::players.size(); k++)
2293 for (unsigned i = k; i < Person::players.size(); i++) {
2296 if ( Person::players[k]->skeleton.free == 0 &&
2297 Person::players[i]->skeleton.oldfree == 0 &&
2298 (Person::players[i]->animTarget == jumpupanim ||
2299 Person::players[k]->animTarget == jumpupanim) &&
2300 (Person::players[i]->aitype == playercontrolled ||
2301 Person::players[k]->aitype == playercontrolled) &&
2302 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
2303 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
2304 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
2305 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2306 //TODO: refactor two huge similar ifs
2307 if (Person::players[i]->animTarget == jumpupanim &&
2308 Person::players[k]->animTarget != getupfrombackanim &&
2309 Person::players[k]->animTarget != getupfromfrontanim &&
2310 Animation::animations[Person::players[k]->animTarget].height == middleheight &&
2311 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
2312 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
2313 Person::players[k]->aitype != playercontrolled)) {
2314 Person::players[i]->victim = Person::players[k];
2315 Person::players[i]->velocity = 0;
2316 Person::players[i]->animCurrent = jumpreversedanim;
2317 Person::players[i]->animTarget = jumpreversedanim;
2318 Person::players[i]->frameCurrent = 0;
2319 Person::players[i]->frameTarget = 1;
2320 Person::players[i]->targettilt2 = 0;
2321 Person::players[k]->victim = Person::players[i];
2322 Person::players[k]->velocity = 0;
2323 Person::players[k]->animCurrent = jumpreversalanim;
2324 Person::players[k]->animTarget = jumpreversalanim;
2325 Person::players[k]->frameCurrent = 0;
2326 Person::players[k]->frameTarget = 1;
2327 Person::players[k]->targettilt2 = 0;
2328 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
2329 Person::players[i]->animCurrent = rabbitkickreversedanim;
2330 Person::players[i]->animTarget = rabbitkickreversedanim;
2331 Person::players[i]->frameCurrent = 1;
2332 Person::players[i]->frameTarget = 2;
2333 Person::players[k]->animCurrent = rabbitkickreversalanim;
2334 Person::players[k]->animTarget = rabbitkickreversalanim;
2335 Person::players[k]->frameCurrent = 1;
2336 Person::players[k]->frameTarget = 2;
2338 Person::players[i]->target = 0;
2339 Person::players[k]->oldcoords = Person::players[k]->coords;
2340 Person::players[i]->coords = Person::players[k]->coords;
2341 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
2342 Person::players[k]->yaw = Person::players[i]->targetyaw;
2343 if (Person::players[k]->aitype == attacktypecutoff)
2344 Person::players[k]->stunned = .5;
2346 if (Person::players[k]->animTarget == jumpupanim &&
2347 Person::players[i]->animTarget != getupfrombackanim &&
2348 Person::players[i]->animTarget != getupfromfrontanim &&
2349 Animation::animations[Person::players[i]->animTarget].height == middleheight &&
2350 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
2351 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
2352 Person::players[i]->aitype != playercontrolled)) {
2353 Person::players[k]->victim = Person::players[i];
2354 Person::players[k]->velocity = 0;
2355 Person::players[k]->animCurrent = jumpreversedanim;
2356 Person::players[k]->animTarget = jumpreversedanim;
2357 Person::players[k]->frameCurrent = 0;
2358 Person::players[k]->frameTarget = 1;
2359 Person::players[k]->targettilt2 = 0;
2360 Person::players[i]->victim = Person::players[k];
2361 Person::players[i]->velocity = 0;
2362 Person::players[i]->animCurrent = jumpreversalanim;
2363 Person::players[i]->animTarget = jumpreversalanim;
2364 Person::players[i]->frameCurrent = 0;
2365 Person::players[i]->frameTarget = 1;
2366 Person::players[i]->targettilt2 = 0;
2367 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
2368 Person::players[k]->animTarget = rabbitkickreversedanim;
2369 Person::players[k]->animCurrent = rabbitkickreversedanim;
2370 Person::players[i]->animCurrent = rabbitkickreversalanim;
2371 Person::players[i]->animTarget = rabbitkickreversalanim;
2372 Person::players[k]->frameCurrent = 1;
2373 Person::players[k]->frameTarget = 2;
2374 Person::players[i]->frameCurrent = 1;
2375 Person::players[i]->frameTarget = 2;
2377 Person::players[k]->target = 0;
2378 Person::players[i]->oldcoords = Person::players[i]->coords;
2379 Person::players[k]->coords = Person::players[i]->coords;
2380 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2381 Person::players[i]->yaw = Person::players[k]->targetyaw;
2382 if (Person::players[i]->aitype == attacktypecutoff)
2383 Person::players[i]->stunned = .5;
2390 void doAerialAcrobatics()
2392 static XYZ facing, flatfacing;
2393 for (unsigned k = 0; k < Person::players.size(); k++) {
2394 Person::players[k]->turnspeed = 500;
2396 if ((Person::players[k]->isRun() &&
2397 ((Person::players[k]->targetyaw != rabbitrunninganim &&
2398 Person::players[k]->targetyaw != wolfrunninganim) ||
2399 Person::players[k]->frameTarget == 4)) ||
2400 Person::players[k]->animTarget == removeknifeanim ||
2401 Person::players[k]->animTarget == crouchremoveknifeanim ||
2402 Person::players[k]->animTarget == flipanim ||
2403 Person::players[k]->animTarget == fightsidestep ||
2404 Person::players[k]->animTarget == walkanim) {
2405 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
2409 if (Person::players[k]->isStop() ||
2410 Person::players[k]->isLanding() ||
2411 Person::players[k]->animTarget == staggerbackhighanim ||
2412 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
2413 Person::players[k]->animTarget == staggerbackhardanim ||
2414 Person::players[k]->animTarget == backhandspringanim ||
2415 Person::players[k]->animTarget == dodgebackanim ||
2416 Person::players[k]->animTarget == rollanim ||
2417 (Animation::animations[Person::players[k]->animTarget].attack &&
2418 Person::players[k]->animTarget != rabbitkickanim &&
2419 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
2420 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
2421 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
2424 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
2425 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
2428 Person::players[k]->DoStuff();
2429 if (Person::players[k]->immobile && k != 0)
2430 Person::players[k]->coords = Person::players[k]->realoldcoords;
2432 //if player's position has changed (?)
2433 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
2434 !Person::players[k]->skeleton.free &&
2435 Person::players[k]->animTarget != climbanim &&
2436 Person::players[k]->animTarget != hanganim) {
2437 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
2439 bool tempcollide = 0;
2441 if (Person::players[k]->collide < -.3)
2442 Person::players[k]->collide = -.3;
2443 if (Person::players[k]->collide > 1)
2444 Person::players[k]->collide = 1;
2445 Person::players[k]->collide -= multiplier * 30;
2448 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
2450 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2451 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2452 if (objects.type[i] != rocktype ||
2453 objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
2454 objects.position[i].y > Person::players[k]->coords.y) {
2455 lowpoint = Person::players[k]->coords;
2456 if (Person::players[k]->animTarget != jumpupanim &&
2457 Person::players[k]->animTarget != jumpdownanim &&
2458 !Person::players[k]->isFlip())
2462 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
2463 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
2464 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
2465 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2466 flatfacing = lowpoint - Person::players[k]->coords;
2467 Person::players[k]->coords = lowpoint;
2468 Person::players[k]->coords.y -= 1.3;
2469 Person::players[k]->collide = 1;
2472 //TODO: refactor four similar blocks
2473 if (Person::players[k]->aitype == playercontrolled &&
2474 (Person::players[k]->animTarget == jumpupanim ||
2475 Person::players[k]->animTarget == jumpdownanim ||
2476 Person::players[k]->isFlip()) &&
2477 !Person::players[k]->jumptogglekeydown &&
2478 Person::players[k]->jumpkeydown) {
2479 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
2480 XYZ tempcoords1 = lowpoint;
2481 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2482 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2483 Person::players[k]->setAnimation(walljumpleftanim);
2484 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2486 pause_sound(whooshsound);
2488 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2489 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2490 if (lowpointtarget.z < 0)
2491 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2492 Person::players[k]->targetyaw = Person::players[k]->yaw;
2493 Person::players[k]->lowyaw = Person::players[k]->yaw;
2497 lowpoint = tempcoords1;
2498 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
2499 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2500 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2501 Person::players[k]->setAnimation(walljumprightanim);
2502 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2504 pause_sound(whooshsound);
2506 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2507 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2508 if (lowpointtarget.z < 0)
2509 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2510 Person::players[k]->targetyaw = Person::players[k]->yaw;
2511 Person::players[k]->lowyaw = Person::players[k]->yaw;
2515 lowpoint = tempcoords1;
2516 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
2517 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2518 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2519 Person::players[k]->setAnimation(walljumpbackanim);
2520 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2522 pause_sound(whooshsound);
2524 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2525 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2526 if (lowpointtarget.z < 0)
2527 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2528 Person::players[k]->targetyaw = Person::players[k]->yaw;
2529 Person::players[k]->lowyaw = Person::players[k]->yaw;
2533 lowpoint = tempcoords1;
2534 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2535 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2536 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2537 Person::players[k]->setAnimation(walljumpfrontanim);
2538 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2540 pause_sound(whooshsound);
2542 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2543 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2544 if (lowpointtarget.z < 0)
2545 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2546 Person::players[k]->yaw += 180;
2547 Person::players[k]->targetyaw = Person::players[k]->yaw;
2548 Person::players[k]->lowyaw = Person::players[k]->yaw;
2557 } else if (objects.type[i] == rocktype) {
2558 lowpoint2 = Person::players[k]->coords;
2559 lowpoint = Person::players[k]->coords;
2561 if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
2562 Person::players[k]->coords = colpoint;
2563 Person::players[k]->collide = 1;
2566 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2567 //flipped into a rock
2568 if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7)
2569 Person::players[k]->RagDoll(0);
2571 if (Person::players[k]->animTarget == jumpupanim) {
2572 Person::players[k]->jumppower = -4;
2573 Person::players[k]->animTarget = Person::players[k]->getIdle();
2575 Person::players[k]->target = 0;
2576 Person::players[k]->frameTarget = 0;
2577 Person::players[k]->onterrain = 1;
2579 if (Person::players[k]->id == 0) {
2580 pause_sound(whooshsound);
2581 OPENAL_SetVolume(channels[whooshsound], 0);
2585 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
2586 if (Person::players[k]->isFlip())
2587 Person::players[k]->jumppower = -4;
2588 Person::players[k]->animTarget = Person::players[k]->getLanding();
2589 emit_sound_at(landsound, Person::players[k]->coords, 128.);
2591 addEnvSound(Person::players[k]->coords);
2600 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2601 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2602 lowpoint = Person::players[k]->coords;
2604 if (objects.type[i] != rocktype)
2605 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2606 if (Person::players[k]->animTarget != jumpupanim &&
2607 Person::players[k]->animTarget != jumpdownanim &&
2608 Person::players[k]->onterrain)
2609 Person::players[k]->avoidcollided = 1;
2610 Person::players[k]->coords = lowpoint;
2611 Person::players[k]->coords.y -= 1.35;
2612 Person::players[k]->collide = 1;
2614 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2615 (Person::players[k]->animCurrent != climbanim &&
2616 Person::players[k]->animCurrent != hanganim &&
2617 !Person::players[k]->isWallJump() ||
2618 Person::players[k]->animTarget == jumpupanim ||
2619 Person::players[k]->animTarget == jumpdownanim)) {
2620 lowpoint = Person::players[k]->coords;
2621 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
2622 lowpoint = Person::players[k]->coords;
2626 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2627 lowpointtarget = lowpoint + facing * 1.4;
2628 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2629 if (whichhit != -1) {
2630 lowpoint = Person::players[k]->coords;
2632 lowpointtarget = lowpoint + facing * 1.4;
2633 lowpoint2 = lowpoint;
2634 lowpointtarget2 = lowpointtarget;
2635 lowpoint3 = lowpoint;
2636 lowpointtarget3 = lowpointtarget;
2637 lowpoint4 = lowpoint;
2638 lowpointtarget4 = lowpointtarget;
2639 lowpoint5 = lowpoint;
2640 lowpointtarget5 = lowpointtarget;
2641 lowpoint6 = lowpoint;
2642 lowpointtarget6 = lowpointtarget;
2643 lowpoint7 = lowpoint;
2644 lowpointtarget7 = lowpoint;
2646 lowpointtarget2.x += .1;
2648 lowpointtarget3.z += .1;
2650 lowpointtarget4.x -= .1;
2652 lowpointtarget5.z -= .1;
2653 lowpoint6.y += 45 / 13;
2654 lowpointtarget6.y += 45 / 13;
2655 lowpointtarget6 += facing * .6;
2656 lowpointtarget7.y += 90 / 13;
2657 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2658 if (objects.friction[i] > .5)
2659 if (whichhit != -1) {
2660 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
2661 Person::players[k]->collided = 1;
2662 if (checkcollide(lowpoint7, lowpointtarget7) == -1)
2663 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
2664 if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
2665 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2666 objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
2667 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2668 objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
2669 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2670 objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
2671 &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
2672 for (int j = 0; j < 45; j++) {
2673 lowpoint = Person::players[k]->coords;
2674 lowpoint.y += (float)j / 13;
2675 lowpointtarget = lowpoint + facing * 1.4;
2676 if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
2677 &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
2678 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
2680 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2681 lowpoint = Person::players[k]->coords;
2682 lowpoint.y += (float)j / 13;
2683 lowpointtarget = lowpoint + facing * 1.3;
2684 flatfacing = Person::players[k]->coords;
2685 Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
2686 Person::players[k]->coords.y = lowpointtarget.y - .07;
2687 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2689 if (j > 10 || !Person::players[k]->isRun()) {
2690 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2692 pause_sound(whooshsound);
2694 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2696 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2697 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2698 if (lowpointtarget.z < 0)
2699 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2700 Person::players[k]->targetyaw = Person::players[k]->yaw;
2701 Person::players[k]->lowyaw = Person::players[k]->yaw;
2703 //Person::players[k]->velocity=lowpointtarget*.03;
2704 Person::players[k]->velocity = 0;
2707 if (Person::players[k]->animTarget == jumpupanim) {
2708 Person::players[k]->animTarget = climbanim;
2709 Person::players[k]->jumppower = 0;
2710 Person::players[k]->jumpclimb = 1;
2712 Person::players[k]->transspeed = 6;
2713 Person::players[k]->target = 0;
2714 Person::players[k]->frameTarget = 1;
2717 Person::players[k]->setAnimation(hanganim);
2718 Person::players[k]->jumppower = 0;
2730 if (Person::players[k]->collide <= 0) {
2732 if (!Person::players[k]->onterrain &&
2733 Person::players[k]->animTarget != jumpupanim &&
2734 Person::players[k]->animTarget != jumpdownanim &&
2735 Person::players[k]->animTarget != climbanim &&
2736 Person::players[k]->animTarget != hanganim &&
2737 !Person::players[k]->isWallJump() &&
2738 !Person::players[k]->isFlip()) {
2739 if (Person::players[k]->animCurrent != climbanim &&
2740 Person::players[k]->animCurrent != tempanim &&
2741 Person::players[k]->animTarget != backhandspringanim &&
2742 (Person::players[k]->animTarget != rollanim ||
2743 Person::players[k]->frameTarget < 2 ||
2744 Person::players[k]->frameTarget > 6)) {
2745 //stagger off ledge (?)
2746 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
2747 Person::players[k]->RagDoll(0);
2748 Person::players[k]->setAnimation(jumpdownanim);
2751 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2754 Person::players[k]->velocity.y += gravity;
2758 Person::players[k]->realoldcoords = Person::players[k]->coords;
2764 static int randattack;
2765 static bool playerrealattackkeydown = 0;
2767 if (!Input::isKeyDown(attackkey))
2770 Person::players[0]->attackkeydown = 0;
2772 playerrealattackkeydown = 0;
2774 playerrealattackkeydown = Input::isKeyDown(attackkey);
2775 if ((Person::players[0]->parriedrecently <= 0 ||
2776 Person::players[0]->weaponactive == -1) &&
2779 Person::players[0]->lastattack != swordslashanim &&
2780 Person::players[0]->lastattack != knifeslashstartanim &&
2781 Person::players[0]->lastattack != staffhitanim &&
2782 Person::players[0]->lastattack != staffspinhitanim)))
2783 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2784 if (Input::isKeyDown(attackkey) &&
2786 !Person::players[0]->backkeydown) {
2787 for (unsigned k = 0; k < Person::players.size(); k++) {
2788 if ((Person::players[k]->animTarget == swordslashanim ||
2789 Person::players[k]->animTarget == staffhitanim ||
2790 Person::players[k]->animTarget == staffspinhitanim) &&
2791 Person::players[0]->animCurrent != dodgebackanim &&
2792 !Person::players[k]->skeleton.free)
2793 Person::players[k]->Reverse();
2797 if (!hostile || Dialog::inDialog())
2798 Person::players[0]->attackkeydown = 0;
2800 for (unsigned k = 0; k < Person::players.size(); k++) {
2801 if (Dialog::inDialog())
2802 Person::players[k]->attackkeydown = 0;
2803 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2804 if (Person::players[k]->aitype != playercontrolled)
2805 Person::players[k]->victim = Person::players[0];
2806 //attack key pressed
2807 if (Person::players[k]->attackkeydown) {
2809 if (Person::players[k]->backkeydown &&
2810 Person::players[k]->animTarget != backhandspringanim &&
2811 (Person::players[k]->isIdle() ||
2812 Person::players[k]->isStop() ||
2813 Person::players[k]->isRun() ||
2814 Person::players[k]->animTarget == walkanim)) {
2815 if (Person::players[k]->jumppower <= 1) {
2816 Person::players[k]->jumppower -= 2;
2818 for (unsigned i = 0; i < Person::players.size(); i++) {
2821 if (Person::players[i]->animTarget == swordslashanim ||
2822 Person::players[i]->animTarget == knifeslashstartanim ||
2823 Person::players[i]->animTarget == staffhitanim ||
2824 Person::players[i]->animTarget == staffspinhitanim)
2825 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2826 Person::players[k]->setAnimation(dodgebackanim);
2827 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2828 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2831 if (Person::players[k]->animTarget != dodgebackanim) {
2834 Person::players[k]->setAnimation(backhandspringanim);
2835 Person::players[k]->targetyaw = -yaw + 180;
2836 if (Person::players[k]->leftkeydown)
2837 Person::players[k]->targetyaw -= 45;
2838 if (Person::players[k]->rightkeydown)
2839 Person::players[k]->targetyaw += 45;
2840 Person::players[k]->yaw = Person::players[k]->targetyaw;
2841 Person::players[k]->jumppower -= 2;
2846 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2847 !Person::players[k]->backkeydown &&
2848 (Person::players[k]->isIdle() ||
2849 Person::players[k]->isRun() ||
2850 Person::players[k]->animTarget == walkanim ||
2851 Person::players[k]->animTarget == sneakanim ||
2852 Person::players[k]->isCrouch())) {
2853 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2854 //normal attacks (?)
2855 Person::players[k]->hasvictim = 0;
2856 if (Person::players.size() > 1)
2857 for (unsigned i = 0; i < Person::players.size(); i++) {
2858 if (i == k || !(k == 0 || i == 0))
2860 if (!Person::players[k]->hasvictim)
2861 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2863 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2864 if (distance < 4.5 &&
2865 !Person::players[i]->skeleton.free &&
2866 Person::players[i]->howactive < typedead1 &&
2867 Person::players[i]->animTarget != jumpreversedanim &&
2868 Person::players[i]->animTarget != rabbitkickreversedanim &&
2869 Person::players[i]->animTarget != rabbitkickanim &&
2870 Person::players[k]->animTarget != rabbitkickanim &&
2871 Person::players[i]->animTarget != getupfrombackanim &&
2872 (Person::players[i]->animTarget != staggerbackhighanim &&
2873 (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2874 Person::players[i]->animTarget != jumpdownanim &&
2875 Person::players[i]->animTarget != jumpupanim &&
2876 Person::players[i]->animTarget != getupfromfrontanim) {
2877 Person::players[k]->victim = Person::players[i];
2878 Person::players[k]->hasvictim = 1;
2879 if (Person::players[k]->aitype == playercontrolled) { //human player
2881 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2882 Person::players[k]->crouchkeydown &&
2883 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2884 Person::players[k]->animTarget = sweepanim;
2886 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2887 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2888 !Person::players[k]->forwardkeydown &&
2889 !Person::players[k]->leftkeydown &&
2890 !Person::players[k]->rightkeydown &&
2891 !Person::players[k]->crouchkeydown &&
2894 Person::players[k]->animTarget = winduppunchanim;
2896 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2897 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2898 !Person::players[k]->forwardkeydown &&
2899 !Person::players[k]->leftkeydown &&
2900 !Person::players[k]->rightkeydown &&
2901 !Person::players[k]->crouchkeydown &&
2903 Person::players[k]->animTarget = upunchanim;
2905 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2906 Person::players[i]->staggerdelay > 0 &&
2907 attackweapon == knife &&
2908 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
2909 Person::players[k]->animTarget = knifefollowanim;
2911 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2912 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2913 !Person::players[k]->forwardkeydown &&
2914 !Person::players[k]->leftkeydown &&
2915 !Person::players[k]->rightkeydown &&
2916 !Person::players[k]->crouchkeydown &&
2917 attackweapon == knife &&
2918 Person::players[k]->weaponmissdelay <= 0)
2919 Person::players[k]->animTarget = knifeslashstartanim;
2921 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2922 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2923 !Person::players[k]->crouchkeydown &&
2924 attackweapon == sword &&
2925 Person::players[k]->weaponmissdelay <= 0)
2926 Person::players[k]->animTarget = swordslashanim;
2928 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2929 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2930 !Person::players[k]->crouchkeydown &&
2931 attackweapon == staff &&
2932 Person::players[k]->weaponmissdelay <= 0 &&
2933 !Person::players[k]->leftkeydown &&
2934 !Person::players[k]->rightkeydown &&
2935 !Person::players[k]->forwardkeydown)
2936 Person::players[k]->animTarget = staffhitanim;
2938 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2939 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2940 !Person::players[k]->crouchkeydown &&
2941 attackweapon == staff &&
2942 Person::players[k]->weaponmissdelay <= 0)
2943 Person::players[k]->animTarget = staffspinhitanim;
2945 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2946 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2947 Person::players[k]->animTarget = spinkickanim;
2949 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2950 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2951 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
2952 Person::players[k]->animTarget = lowkickanim;
2953 } else { //AI player
2954 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
2955 randattack = abs(Random() % 5);
2956 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
2958 if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
2959 Person::players[k]->animTarget = sweepanim;
2961 else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2963 Person::players[k]->animTarget = upunchanim;
2965 else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
2966 Person::players[k]->animTarget = spinkickanim;
2968 else if (Animation::animations[Person::players[i]->animTarget].height == lowheight)
2969 Person::players[k]->animTarget = lowkickanim;
2973 if ((tutoriallevel != 1 || !attackweapon) &&
2974 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2976 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2977 Person::players[k]->animTarget = sweepanim;
2979 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2980 attackweapon == knife &&
2981 Person::players[k]->weaponmissdelay <= 0)
2982 Person::players[k]->animTarget = knifeslashstartanim;
2984 else if (!(Person::players[0]->victim == Person::players[i] &&
2985 Person::players[0]->hasvictim &&
2986 Person::players[0]->animTarget == swordslashanim) &&
2987 attackweapon == sword &&
2988 Person::players[k]->weaponmissdelay <= 0)
2989 Person::players[k]->animTarget = swordslashanim;
2991 else if (!(Person::players[0]->victim == Person::players[i] &&
2992 Person::players[0]->hasvictim &&
2993 Person::players[0]->animTarget == swordslashanim) &&
2994 attackweapon == staff &&
2995 Person::players[k]->weaponmissdelay <= 0 &&
2997 Person::players[k]->animTarget = staffhitanim;
2999 else if (!(Person::players[0]->victim == Person::players[i] &&
3000 Person::players[0]->hasvictim &&
3001 Person::players[0]->animTarget == swordslashanim) &&
3002 attackweapon == staff &&
3003 Person::players[k]->weaponmissdelay <= 0 &&
3005 Person::players[k]->animTarget = staffspinhitanim;
3007 else if ((tutoriallevel != 1 || !attackweapon) &&
3008 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3010 Animation::animations[Person::players[i]->animTarget].height != lowheight)
3011 Person::players[k]->animTarget = spinkickanim;
3013 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3014 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
3015 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
3016 Person::players[k]->animTarget = lowkickanim;
3020 //upunch becomes wolfslap
3021 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
3022 Person::players[k]->animTarget = wolfslapanim;
3025 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
3026 Person::players[i]->howactive < typedead1 &&
3027 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3028 !Person::players[i]->skeleton.free &&
3029 Person::players[i]->animTarget != getupfrombackanim &&
3030 Person::players[i]->animTarget != getupfromfrontanim &&
3031 (Person::players[i]->surprised > 0 ||
3032 Person::players[i]->aitype == passivetype ||
3033 attackweapon && Person::players[i]->stunned > 0) &&
3034 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
3036 if (!attackweapon) {
3037 Person::players[k]->animCurrent = sneakattackanim;
3038 Person::players[k]->animTarget = sneakattackanim;
3039 Person::players[i]->animCurrent = sneakattackedanim;
3040 Person::players[i]->animTarget = sneakattackedanim;
3041 Person::players[k]->oldcoords = Person::players[k]->coords;
3042 Person::players[k]->coords = Person::players[i]->coords;
3045 if (attackweapon == knife) {
3046 Person::players[k]->animCurrent = knifesneakattackanim;
3047 Person::players[k]->animTarget = knifesneakattackanim;
3048 Person::players[i]->animCurrent = knifesneakattackedanim;
3049 Person::players[i]->animTarget = knifesneakattackedanim;
3050 Person::players[i]->oldcoords = Person::players[i]->coords;
3051 Person::players[i]->coords = Person::players[k]->coords;
3054 if (attackweapon == sword) {
3055 Person::players[k]->animCurrent = swordsneakattackanim;
3056 Person::players[k]->animTarget = swordsneakattackanim;
3057 Person::players[i]->animCurrent = swordsneakattackedanim;
3058 Person::players[i]->animTarget = swordsneakattackedanim;
3059 Person::players[i]->oldcoords = Person::players[i]->coords;
3060 Person::players[i]->coords = Person::players[k]->coords;
3062 if (attackweapon != staff) {
3063 Person::players[k]->victim = Person::players[i];
3064 Person::players[k]->hasvictim = 1;
3065 Person::players[i]->targettilt2 = 0;
3066 Person::players[i]->frameTarget = 1;
3067 Person::players[i]->frameCurrent = 0;
3068 Person::players[i]->target = 0;
3069 Person::players[i]->velocity = 0;
3070 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3071 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3072 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3073 Person::players[k]->target = Person::players[i]->target;
3074 Person::players[k]->velocity = 0;
3075 Person::players[k]->targetyaw = Person::players[i]->yaw;
3076 Person::players[k]->yaw = Person::players[i]->yaw;
3077 Person::players[i]->targetyaw = Person::players[i]->yaw;
3080 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
3081 Person::players[k]->victim == Person::players[i] &&
3082 (!Person::players[i]->skeleton.free)) {
3084 Person::players[k]->frameTarget = 0;
3085 Person::players[k]->target = 0;
3087 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3088 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3089 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3090 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3091 Person::players[k]->lastattack = Person::players[k]->animTarget;
3093 if (Person::players[k]->animTarget == knifefollowanim &&
3094 Person::players[k]->victim == Person::players[i]) {
3096 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3097 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3098 Person::players[k]->victim = Person::players[i];
3099 Person::players[k]->hasvictim = 1;
3100 Person::players[i]->animTarget = knifefollowedanim;
3101 Person::players[i]->animCurrent = knifefollowedanim;
3102 Person::players[i]->targettilt2 = 0;
3103 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
3104 Person::players[i]->frameTarget = 1;
3105 Person::players[i]->frameCurrent = 0;
3106 Person::players[i]->target = 0;
3107 Person::players[i]->velocity = 0;
3108 Person::players[k]->animCurrent = knifefollowanim;
3109 Person::players[k]->animTarget = knifefollowanim;
3110 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3111 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3112 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3113 Person::players[k]->target = Person::players[i]->target;
3114 Person::players[k]->velocity = 0;
3115 Person::players[k]->oldcoords = Person::players[k]->coords;
3116 Person::players[i]->coords = Person::players[k]->coords;
3117 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3118 Person::players[i]->yaw = Person::players[k]->targetyaw;
3119 Person::players[k]->yaw = Person::players[k]->targetyaw;
3120 Person::players[i]->yaw = Person::players[k]->targetyaw;
3124 const bool hasstaff = attackweapon == staff;
3125 if (k == 0 && Person::players.size() > 1)
3126 for (unsigned i = 0; i < Person::players.size(); i++) {
3129 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
3130 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
3131 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3132 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
3133 if (Person::players[i]->skeleton.free)
3134 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
3135 (Person::players[i]->dead ||
3136 Person::players[i]->skeleton.longdead > 1000 ||
3137 Person::players[k]->isRun() ||
3140 (Person::players[i]->skeleton.longdead > 2000 ||
3141 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
3142 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
3143 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
3144 Person::players[k]->victim = Person::players[i];
3145 Person::players[k]->hasvictim = 1;
3146 if (attackweapon && tutoriallevel != 1) {
3148 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
3149 Person::players[k]->animTarget = crouchstabanim;
3151 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
3152 Person::players[k]->animTarget = swordgroundstabanim;
3154 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
3155 Person::players[k]->animTarget = staffgroundsmashanim;
3157 if (distance < 2.5 &&
3158 Person::players[k]->crouchkeydown &&
3159 Person::players[k]->animTarget != crouchstabanim &&
3161 Person::players[i]->dead &&
3162 Person::players[i]->skeleton.free &&
3163 Person::players[i]->skeleton.longdead > 1000) {
3164 Person::players[k]->animTarget = killanim;
3165 //TODO: refactor this out, what does it do?
3166 for (int j = 0; j < terrain.numdecals; j++) {
3167 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3168 terrain.decalalivetime[j] < 2)
3169 terrain.DeleteDecal(j);
3171 for (int l = 0; l < objects.numobjects; l++) {
3172 if (objects.model[l].type == decalstype)
3173 for (int j = 0; j < objects.model[l].numdecals; j++) {
3174 if ((objects.model[l].decaltype[j] == blooddecal ||
3175 objects.model[l].decaltype[j] == blooddecalslow) &&
3176 objects.model[l].decalalivetime[j] < 2)
3177 objects.model[l].DeleteDecal(j);
3181 if (!Person::players[i]->dead || musictype != 2)
3182 if (distance < 3.5 &&
3183 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
3184 Person::players[k]->staggerdelay <= 0 &&
3185 (Person::players[i]->dead ||
3186 Person::players[i]->skeleton.longdead < 300 &&
3187 Person::players[k]->lastattack != spinkickanim &&
3188 Person::players[i]->skeleton.free) &&
3189 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
3190 Person::players[k]->animTarget = dropkickanim;
3191 for (int j = 0; j < terrain.numdecals; j++) {
3192 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3193 terrain.decalalivetime[j] < 2) {
3194 terrain.DeleteDecal(j);
3197 for (int l = 0; l < objects.numobjects; l++) {
3198 if (objects.model[l].type == decalstype)
3199 for (int j = 0; j < objects.model[l].numdecals; j++) {
3200 if ((objects.model[l].decaltype[j] == blooddecal ||
3201 objects.model[l].decaltype[j] == blooddecalslow) &&
3202 objects.model[l].decalalivetime[j] < 2) {
3203 objects.model[l].DeleteDecal(j);
3209 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
3210 Person::players[k]->victim == Person::players[i] &&
3211 (!Person::players[i]->skeleton.free ||
3212 Person::players[k]->animTarget == killanim ||
3213 Person::players[k]->animTarget == crouchstabanim ||
3214 Person::players[k]->animTarget == swordgroundstabanim ||
3215 Person::players[k]->animTarget == staffgroundsmashanim ||
3216 Person::players[k]->animTarget == dropkickanim)) {
3218 Person::players[k]->frameTarget = 0;
3219 Person::players[k]->target = 0;
3221 XYZ targetpoint = Person::players[i]->coords;
3222 if (Person::players[k]->animTarget == crouchstabanim ||
3223 Person::players[k]->animTarget == swordgroundstabanim ||
3224 Person::players[k]->animTarget == staffgroundsmashanim) {
3225 targetpoint += (Person::players[i]->jointPos(abdomen) +
3226 Person::players[i]->jointPos(neck)) / 2 *
3227 Person::players[i]->scale;
3229 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
3230 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
3232 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
3233 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
3236 if (Person::players[k]->animTarget == staffgroundsmashanim)
3237 Person::players[k]->targettilt2 += 10;
3239 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3240 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3241 Person::players[k]->lastattack = Person::players[k]->animTarget;
3243 if (Person::players[k]->animTarget == swordgroundstabanim) {
3244 Person::players[k]->targetyaw += 30;
3249 if (!Person::players[k]->hasvictim) {
3251 for (unsigned i = 0; i < Person::players.size(); i++) {
3252 if (i == k || !(i == 0 || k == 0))
3254 if (!Person::players[i]->skeleton.free) {
3255 if (Person::players[k]->hasvictim) {
3256 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
3257 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
3258 Person::players[k]->victim = Person::players[i];
3260 Person::players[k]->victim = Person::players[i];
3261 Person::players[k]->hasvictim = 1;
3266 if (Person::players[k]->aitype == playercontrolled)
3268 if (Person::players[k]->attackkeydown &&
3269 Person::players[k]->isRun() &&
3270 Person::players[k]->wasRun() &&
3271 ((Person::players[k]->hasvictim &&
3272 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
3273 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
3274 !Person::players[k]->victim->skeleton.free &&
3275 Person::players[k]->victim->animTarget != getupfrombackanim &&
3276 Person::players[k]->victim->animTarget != getupfromfrontanim &&
3277 Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
3278 Person::players[k]->aitype != playercontrolled && //wat???
3279 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
3280 Person::players[k]->rabbitkickenabled) ||
3281 Person::players[k]->jumpkeydown)) {
3283 Person::players[k]->setAnimation(rabbitkickanim);
3286 if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
3288 switch (attackweapon) {
3309 void doPlayerCollisions()
3311 static XYZ rotatetarget;
3312 static float collisionradius;
3313 if (Person::players.size() > 1)
3314 for (unsigned k = 0; k < Person::players.size(); k++)
3315 for (unsigned i = k + 1; i < Person::players.size(); i++) {
3316 //neither player is part of a reversal
3317 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
3318 Animation::animations[Person::players[i]->animTarget].attack != reversal &&
3319 Animation::animations[Person::players[k]->animTarget].attack != reversed &&
3320 Animation::animations[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
3321 if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
3322 Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
3323 Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
3324 Animation::animations[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
3325 //neither is sleeping
3326 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
3327 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
3328 //in same patch, neither is climbing
3329 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
3330 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
3331 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
3332 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
3333 Person::players[i]->animTarget != climbanim &&
3334 Person::players[i]->animTarget != hanganim &&
3335 Person::players[k]->animTarget != climbanim &&
3336 Person::players[k]->animTarget != hanganim)
3337 //players are close (bounding box test)
3338 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
3339 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
3340 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
3341 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
3342 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
3343 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
3344 //spread fire from player to player
3345 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
3346 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3347 if (Person::players[i]->onfire || Person::players[k]->onfire) {
3348 if (!Person::players[i]->onfire)
3349 Person::players[i]->CatchFire();
3350 if (!Person::players[k]->onfire)
3351 Person::players[k]->CatchFire();
3355 XYZ tempcoords1 = Person::players[i]->coords;
3356 XYZ tempcoords2 = Person::players[k]->coords;
3357 if (!Person::players[i]->skeleton.oldfree)
3358 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
3359 if (!Person::players[k]->skeleton.oldfree)
3360 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
3361 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3362 if (Person::players[0]->hasvictim)
3363 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
3364 collisionradius = 3;
3365 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
3366 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
3367 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
3368 //jump down on a dead body
3369 if (k == 0 || i == 0) {
3371 if (Person::players[0]->animTarget == jumpdownanim &&
3372 !Person::players[0]->skeleton.oldfree &&
3373 !Person::players[0]->skeleton.free &&
3374 Person::players[l]->skeleton.oldfree &&
3375 Person::players[l]->skeleton.free &&
3376 Person::players[l]->dead &&
3377 Person::players[0]->lastcollide <= 0 &&
3378 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
3379 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
3380 Person::players[0]->coords.y = Person::players[l]->coords.y;
3381 Person::players[l]->velocity = Person::players[0]->velocity;
3382 Person::players[l]->skeleton.free = 0;
3383 Person::players[l]->yaw = 0;
3384 Person::players[l]->RagDoll(0);
3385 Person::players[l]->DoDamage(20);
3387 Person::players[l]->skeleton.longdead = 0;
3388 Person::players[0]->lastcollide = 1;
3392 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
3393 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
3394 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
3395 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
3396 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
3397 Person::players[i]->skeleton.free) &&
3398 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
3399 Person::players[k]->skeleton.free))
3400 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
3401 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
3402 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
3404 k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
3405 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
3406 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
3407 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
3408 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
3410 if ( (i != 0 || Person::players[i]->skeleton.free) &&
3411 (k != 0 || Person::players[k]->skeleton.free) ||
3412 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
3413 Animation::animations[Person::players[k]->animTarget].height == highheight)) {
3414 if (tutoriallevel != 1) {
3415 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
3418 Person::players[i]->RagDoll(0);
3419 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
3420 award_bonus(0, aimbonus);
3422 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
3423 Person::players[k]->RagDoll(0);
3424 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
3425 award_bonus(0, aimbonus); // Huh, again?
3427 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
3429 for (int j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
3430 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
3432 for (int j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
3433 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
3438 if ( (Animation::animations[Person::players[i]->animTarget].attack == neutral ||
3439 Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
3440 (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
3441 Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
3443 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
3444 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3445 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
3446 Normalise(&rotatetarget);
3447 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
3448 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
3449 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3450 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3451 if (Person::players[k]->howactive == typeactive || hostile)
3452 if (Person::players[k]->isIdle()) {
3453 if (Person::players[k]->howactive < typesleeping)
3454 Person::players[k]->setAnimation(Person::players[k]->getStop());
3455 else if (Person::players[k]->howactive == typesleeping)
3456 Person::players[k]->setAnimation(getupfromfrontanim);
3458 Person::players[k]->howactive = typeactive;
3460 if (Person::players[i]->howactive == typeactive || hostile)
3461 if (Person::players[i]->isIdle()) {
3462 if (Person::players[i]->howactive < typesleeping)
3463 Person::players[i]->setAnimation(Person::players[k]->getStop());
3465 Person::players[i]->setAnimation(getupfromfrontanim);
3467 Person::players[i]->howactive = typeactive;
3470 //jump down on player
3472 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
3473 !Person::players[i]->isCrouch() &&
3474 Person::players[i]->animTarget != rollanim &&
3475 !Person::players[k]->skeleton.oldfree && !
3476 Person::players[k]->skeleton.free &&
3477 Person::players[k]->lastcollide <= 0 &&
3478 Person::players[k]->velocity.y < -10) {
3479 Person::players[i]->velocity = Person::players[k]->velocity;
3480 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3481 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3482 Person::players[i]->DoDamage(20);
3483 Person::players[i]->RagDoll(0);
3484 Person::players[k]->lastcollide = 1;
3485 award_bonus(k, AboveBonus);
3487 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3488 !Person::players[k]->isCrouch() &&
3489 Person::players[k]->animTarget != rollanim &&
3490 !Person::players[i]->skeleton.oldfree &&
3491 !Person::players[i]->skeleton.free &&
3492 Person::players[i]->lastcollide <= 0 &&
3493 Person::players[i]->velocity.y < -10) {
3494 Person::players[k]->velocity = Person::players[i]->velocity;
3495 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3496 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3497 Person::players[k]->DoDamage(20);
3498 Person::players[k]->RagDoll(0);
3499 Person::players[i]->lastcollide = 1;
3500 award_bonus(i, AboveBonus);
3506 Person::players[i]->CheckKick();
3507 Person::players[k]->CheckKick();
3513 void doAI(unsigned i)
3515 static bool connected;
3516 if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) {
3517 Person::players[i]->jumpclimb = 0;
3518 //disable movement in editor
3520 Person::players[i]->stunned = 1;
3522 Person::players[i]->pause = 0;
3523 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
3524 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
3525 !Person::players[0]->onterrain)
3526 Person::players[i]->pause = 1;
3529 if (Person::players[i]->aitype == pathfindtype) {
3530 if (Person::players[i]->finalpathfindpoint == -1) {
3531 float closestdistance;
3536 closestdistance = -1;
3537 for (int j = 0; j < numpathpoints; j++)
3538 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
3539 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
3541 Person::players[i]->finaltarget = pathpoint[j];
3543 Person::players[i]->finalpathfindpoint = closest;
3544 for (int j = 0; j < numpathpoints; j++)
3545 for (int k = 0; k < numpathpointconnect[j]; k++) {
3546 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3547 if (sq(tempdist) < closestdistance)
3548 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3549 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3550 closestdistance = sq(tempdist);
3552 Person::players[i]->finaltarget = colpoint;
3555 Person::players[i]->finalpathfindpoint = closest;
3558 if (Person::players[i]->targetpathfindpoint == -1) {
3559 float closestdistance;
3564 closestdistance = -1;
3565 if (Person::players[i]->lastpathfindpoint == -1) {
3566 for (int j = 0; j < numpathpoints; j++) {
3567 if (j != Person::players[i]->lastpathfindpoint)
3568 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
3569 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
3573 Person::players[i]->targetpathfindpoint = closest;
3574 for (int j = 0; j < numpathpoints; j++)
3575 if (j != Person::players[i]->lastpathfindpoint)
3576 for (int k = 0; k < numpathpointconnect[j]; k++) {
3577 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3578 if (sq(tempdist) < closestdistance) {
3579 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3580 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3581 closestdistance = sq(tempdist);
3586 Person::players[i]->targetpathfindpoint = closest;
3588 for (int j = 0; j < numpathpoints; j++)
3589 if (j != Person::players[i]->lastpathfindpoint &&
3590 j != Person::players[i]->lastpathfindpoint2 &&
3591 j != Person::players[i]->lastpathfindpoint3 &&
3592 j != Person::players[i]->lastpathfindpoint4) {
3594 if (numpathpointconnect[j])
3595 for (int k = 0; k < numpathpointconnect[j]; k++)
3596 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
3599 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
3600 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
3601 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
3604 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
3605 if (closest == -1 || tempdist < closestdistance) {
3606 closestdistance = tempdist;
3611 Person::players[i]->targetpathfindpoint = closest;
3614 Person::players[i]->losupdatedelay -= multiplier;
3616 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
3617 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3619 //reached target point
3620 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
3621 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3622 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3623 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3624 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
3625 if (Person::players[i]->lastpathfindpoint2 == -1)
3626 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3627 if (Person::players[i]->lastpathfindpoint3 == -1)
3628 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3629 if (Person::players[i]->lastpathfindpoint4 == -1)
3630 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3631 Person::players[i]->targetpathfindpoint = -1;
3633 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
3634 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
3635 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
3636 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
3637 Person::players[i]->aitype = passivetype;
3640 Person::players[i]->forwardkeydown = 1;
3641 Person::players[i]->leftkeydown = 0;
3642 Person::players[i]->backkeydown = 0;
3643 Person::players[i]->rightkeydown = 0;
3644 Person::players[i]->crouchkeydown = 0;
3645 Person::players[i]->attackkeydown = 0;
3646 Person::players[i]->throwkeydown = 0;
3648 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
3649 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3651 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3652 Person::players[i]->jumpkeydown = 0;
3653 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3654 Person::players[i]->jumpkeydown = 1;
3656 if ((tutoriallevel != 1 || cananger) &&
3658 !Person::players[0]->dead &&
3659 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3660 Person::players[i]->occluded < 25) {
3661 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3662 Animation::animations[Person::players[0]->animTarget].height != lowheight &&
3664 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
3665 Person::players[i]->aitype = attacktypecutoff;
3666 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3667 Animation::animations[Person::players[0]->animTarget].height == highheight &&
3669 Person::players[i]->aitype = attacktypecutoff;
3671 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3672 Person::players[i]->losupdatedelay = .2;
3673 for (unsigned j = 0; j < Person::players.size(); j++)
3674 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
3675 if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
3676 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3677 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3678 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
3679 if (!Person::players[j]->isWallJump() && -1 == checkcollide(
3680 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
3681 *Person::players[i]->scale + Person::players[i]->coords,
3682 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
3683 *Person::players[j]->scale + Person::players[j]->coords) ||
3684 (Person::players[j]->animTarget == hanganim &&
3685 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3686 Person::players[i]->aitype = searchtype;
3687 Person::players[i]->lastchecktime = 12;
3688 Person::players[i]->lastseen = Person::players[j]->coords;
3689 Person::players[i]->lastseentime = 12;
3693 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
3694 if (Person::players[i]->creature != wolftype) {
3695 Person::players[i]->stunned = .6;
3696 Person::players[i]->surprised = .6;
3700 if (Person::players[i]->aitype != passivetype && leveltime > .5)
3701 Person::players[i]->howactive = typeactive;
3703 if (Person::players[i]->aitype == passivetype) {
3704 Person::players[i]->aiupdatedelay -= multiplier;
3705 Person::players[i]->losupdatedelay -= multiplier;
3706 Person::players[i]->lastseentime += multiplier;
3707 Person::players[i]->pausetime -= multiplier;
3708 if (Person::players[i]->lastseentime > 1)
3709 Person::players[i]->lastseentime = 1;
3711 if (Person::players[i]->aiupdatedelay < 0) {
3712 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
3713 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
3714 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3715 Person::players[i]->aiupdatedelay = .05;
3717 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
3718 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
3719 Person::players[i]->pausetime = 4;
3720 Person::players[i]->waypoint++;
3721 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
3722 Person::players[i]->waypoint = 0;
3727 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
3728 Person::players[i]->forwardkeydown = 1;
3730 Person::players[i]->forwardkeydown = 0;
3731 Person::players[i]->leftkeydown = 0;
3732 Person::players[i]->backkeydown = 0;
3733 Person::players[i]->rightkeydown = 0;
3734 Person::players[i]->crouchkeydown = 0;
3735 Person::players[i]->attackkeydown = 0;
3736 Person::players[i]->throwkeydown = 0;
3738 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3739 if (!Person::players[i]->avoidsomething)
3740 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3742 XYZ leftpos, rightpos;
3743 float leftdist, rightdist;
3744 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3745 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3746 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
3747 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
3748 if (leftdist < rightdist)
3749 Person::players[i]->targetyaw += 90;
3751 Person::players[i]->targetyaw -= 90;
3755 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3756 Person::players[i]->jumpkeydown = 0;
3757 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3758 Person::players[i]->jumpkeydown = 1;
3762 if (!editorenabled) {
3763 if (Person::players[i]->howactive <= typesleeping)
3764 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
3765 for (int j = 0; j < numenvsounds; j++) {
3766 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
3767 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
3768 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
3769 Person::players[i]->aitype = attacktypecutoff;
3772 if (Person::players[i]->aitype != passivetype) {
3773 if (Person::players[i]->howactive == typesleeping)
3774 Person::players[i]->setAnimation(getupfromfrontanim);
3775 Person::players[i]->howactive = typeactive;
3779 if (Person::players[i]->howactive < typesleeping &&
3780 ((tutoriallevel != 1 || cananger) && hostile) &&
3781 !Person::players[0]->dead &&
3782 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3783 Person::players[i]->occluded < 25) {
3784 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3785 Animation::animations[Person::players[0]->animTarget].height != lowheight && !editorenabled)
3786 Person::players[i]->aitype = attacktypecutoff;
3787 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3788 Animation::animations[Person::players[0]->animTarget].height == highheight && !editorenabled)
3789 Person::players[i]->aitype = attacktypecutoff;
3792 if (Person::players[i]->creature == wolftype) {
3794 for (unsigned j = 0; j < Person::players.size(); j++) {
3795 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
3796 float smelldistance = 50;
3797 if (j == 0 && Person::players[j]->num_weapons > 0) {
3798 if (weapons[Person::players[j]->weaponids[0]].bloody)
3799 smelldistance = 100;
3800 if (Person::players[j]->num_weapons == 2)
3801 if (weapons[Person::players[j]->weaponids[1]].bloody)
3802 smelldistance = 100;
3805 smelldistance = 100;
3806 windsmell = windvector;
3807 Normalise(&windsmell);
3808 windsmell = windsmell * 2 + Person::players[j]->coords;
3809 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
3810 Person::players[i]->aitype = attacktypecutoff;
3815 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3816 Person::players[i]->losupdatedelay = .2;
3817 for (unsigned j = 0; j < Person::players.size(); j++) {
3818 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
3819 if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
3820 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3821 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3822 if ((-1 == checkcollide(
3823 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
3824 Person::players[i]->scale + Person::players[i]->coords,
3825 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
3826 Person::players[j]->scale + Person::players[j]->coords) &&
3827 !Person::players[j]->isWallJump()) ||
3828 (Person::players[j]->animTarget == hanganim &&
3829 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3830 Person::players[i]->lastseentime -= .2;
3831 if (j == 0 && Animation::animations[Person::players[j]->animTarget].height == lowheight)
3832 Person::players[i]->lastseentime -= .4;
3834 Person::players[i]->lastseentime -= .6;
3836 if (Person::players[i]->lastseentime <= 0) {
3837 Person::players[i]->aitype = searchtype;
3838 Person::players[i]->lastchecktime = 12;
3839 Person::players[i]->lastseen = Person::players[j]->coords;
3840 Person::players[i]->lastseentime = 12;
3847 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
3848 if (Person::players[i]->creature != wolftype) {
3849 Person::players[i]->stunned = .6;
3850 Person::players[i]->surprised = .6;
3852 if (Person::players[i]->creature == wolftype) {
3853 Person::players[i]->stunned = .47;
3854 Person::players[i]->surprised = .47;
3862 if (Person::players[i]->aitype == searchtype) {
3863 Person::players[i]->aiupdatedelay -= multiplier;
3864 Person::players[i]->losupdatedelay -= multiplier;
3865 if (!Person::players[i]->pause)
3866 Person::players[i]->lastseentime -= multiplier;
3867 Person::players[i]->lastchecktime -= multiplier;
3869 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
3870 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
3871 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
3873 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
3875 j = checkcollide(test2, test, Person::players[i]->laststanding);
3877 j = checkcollide(test2, test);
3879 Person::players[i]->velocity = 0;
3880 Person::players[i]->setAnimation(Person::players[i]->getStop());
3881 Person::players[i]->targetyaw += 180;
3882 Person::players[i]->stunned = .5;
3883 //Person::players[i]->aitype=passivetype;
3884 Person::players[i]->aitype = pathfindtype;
3885 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
3886 Person::players[i]->finalpathfindpoint = -1;
3887 Person::players[i]->targetpathfindpoint = -1;
3888 Person::players[i]->lastpathfindpoint = -1;
3889 Person::players[i]->lastpathfindpoint2 = -1;
3890 Person::players[i]->lastpathfindpoint3 = -1;
3891 Person::players[i]->lastpathfindpoint4 = -1;
3893 Person::players[i]->laststanding = j;
3896 //check out last seen location
3897 if (Person::players[i]->aiupdatedelay < 0) {
3898 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
3899 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3900 Person::players[i]->aiupdatedelay = .05;
3901 Person::players[i]->forwardkeydown = 1;
3903 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
3904 Person::players[i]->forwardkeydown = 0;
3905 Person::players[i]->aiupdatedelay = 1;
3906 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
3907 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
3908 Person::players[i]->lastchecktime = 3;
3911 Person::players[i]->leftkeydown = 0;
3912 Person::players[i]->backkeydown = 0;
3913 Person::players[i]->rightkeydown = 0;
3914 Person::players[i]->crouchkeydown = 0;
3915 Person::players[i]->attackkeydown = 0;
3916 Person::players[i]->throwkeydown = 0;
3918 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3919 if (!Person::players[i]->avoidsomething)
3920 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3922 XYZ leftpos, rightpos;
3923 float leftdist, rightdist;
3924 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3925 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3926 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
3927 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
3928 if (leftdist < rightdist)
3929 Person::players[i]->targetyaw += 90;
3931 Person::players[i]->targetyaw -= 90;
3935 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3936 Person::players[i]->jumpkeydown = 0;
3937 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3938 Person::players[i]->jumpkeydown = 1;
3940 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
3941 for (int k = 0; k < numenvsounds; k++) {
3942 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
3943 Person::players[i]->aitype = attacktypecutoff;
3947 if (!Person::players[0]->dead &&
3948 Person::players[i]->losupdatedelay < 0 &&
3950 Person::players[i]->occluded < 2 &&
3951 ((tutoriallevel != 1 || cananger) && hostile)) {
3952 Person::players[i]->losupdatedelay = .2;
3953 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
3954 Person::players[i]->aitype = attacktypecutoff;
3955 Person::players[i]->lastseentime = 1;
3957 if (abs(Random() % 2) || Animation::animations[Person::players[i]->animTarget].height != lowheight)
3958 //TODO: factor out canSeePlayer()
3959 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
3960 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
3962 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
3963 Person::players[i]->scale + Person::players[i]->coords,
3964 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
3965 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
3966 (Person::players[0]->animTarget == hanganim && normaldotproduct(
3967 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
3968 /* //TODO: changed j to 0 on a whim, make sure this is correct
3969 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
3970 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
3972 Person::players[i]->aitype = attacktypecutoff;
3973 Person::players[i]->lastseentime = 1;
3977 if (Person::players[i]->lastseentime < 0) {
3978 //Person::players[i]->aitype=passivetype;
3980 Person::players[i]->aitype = pathfindtype;
3981 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
3982 Person::players[i]->finalpathfindpoint = -1;
3983 Person::players[i]->targetpathfindpoint = -1;
3984 Person::players[i]->lastpathfindpoint = -1;
3985 Person::players[i]->lastpathfindpoint2 = -1;
3986 Person::players[i]->lastpathfindpoint3 = -1;
3987 Person::players[i]->lastpathfindpoint4 = -1;
3991 if (Person::players[i]->aitype != gethelptype)
3992 Person::players[i]->runninghowlong = 0;
3994 //get help from buddies
3995 if (Person::players[i]->aitype == gethelptype) {
3996 Person::players[i]->runninghowlong += multiplier;
3997 Person::players[i]->aiupdatedelay -= multiplier;
3999 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
4000 Person::players[i]->aiupdatedelay = .2;
4003 //TODO: factor out closest search somehow
4004 if (!Person::players[i]->ally) {
4006 float closestdist = -1;
4007 for (unsigned k = 0; k < Person::players.size(); k++) {
4008 if (k != i && k != 0 && !Person::players[k]->dead &&
4009 Person::players[k]->howactive < typedead1 &&
4010 !Person::players[k]->skeleton.free &&
4011 Person::players[k]->aitype == passivetype) {
4012 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
4013 if (closestdist == -1 || distance < closestdist) {
4014 closestdist = distance;
4021 Person::players[i]->ally = closest;
4023 Person::players[i]->ally = 0;
4024 Person::players[i]->lastseen = Person::players[0]->coords;
4025 Person::players[i]->lastseentime = 12;
4029 Person::players[i]->lastchecktime = 12;
4031 XYZ facing = Person::players[i]->coords;
4032 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
4033 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4034 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
4035 if (-1 != checkcollide(facing, flatfacing))
4036 Person::players[i]->lastseentime -= .1;
4038 //no available ally, run back to player
4039 if (Person::players[i]->ally <= 0 ||
4040 Person::players[Person::players[i]->ally]->skeleton.free ||
4041 Person::players[Person::players[i]->ally]->aitype != passivetype ||
4042 Person::players[i]->lastseentime <= 0) {
4043 Person::players[i]->aitype = searchtype;
4044 Person::players[i]->lastseentime = 12;
4048 if (Person::players[i]->ally > 0) {
4049 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
4050 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4051 Person::players[i]->aiupdatedelay = .05;
4052 Person::players[i]->forwardkeydown = 1;
4054 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
4055 Person::players[i]->aitype = searchtype;
4056 Person::players[i]->lastseentime = 12;
4057 Person::players[Person::players[i]->ally]->aitype = searchtype;
4058 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
4059 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
4060 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
4061 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
4065 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4066 if (!Person::players[i]->avoidsomething)
4067 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4069 XYZ leftpos, rightpos;
4070 float leftdist, rightdist;
4071 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4072 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4073 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4074 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4075 if (leftdist < rightdist)
4076 Person::players[i]->targetyaw += 90;
4078 Person::players[i]->targetyaw -= 90;
4083 Person::players[i]->leftkeydown = 0;
4084 Person::players[i]->backkeydown = 0;
4085 Person::players[i]->rightkeydown = 0;
4086 Person::players[i]->crouchkeydown = 0;
4087 Person::players[i]->attackkeydown = 0;
4089 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4090 Person::players[i]->jumpkeydown = 0;
4091 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
4092 Person::players[i]->jumpkeydown = 1;
4095 //retreiving a weapon on the ground
4096 if (Person::players[i]->aitype == getweapontype) {
4097 Person::players[i]->aiupdatedelay -= multiplier;
4098 Person::players[i]->lastchecktime -= multiplier;
4100 if (Person::players[i]->aiupdatedelay < 0) {
4101 Person::players[i]->aiupdatedelay = .2;
4104 if (Person::players[i]->ally < 0) {
4106 float closestdist = -1;
4107 for (unsigned k = 0; k < weapons.size(); k++)
4108 if (weapons[k].owner == -1) {
4109 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
4110 if (closestdist == -1 || distance < closestdist) {
4111 closestdist = distance;
4117 Person::players[i]->ally = closest;
4119 Person::players[i]->ally = -1;
4122 Person::players[i]->lastseentime = 12;
4124 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
4125 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
4126 Person::players[i]->aitype = attacktypecutoff;
4127 Person::players[i]->lastseentime = 1;
4129 if (!Person::players[0]->dead)
4130 if (Person::players[i]->ally >= 0) {
4131 if (weapons[Person::players[i]->ally].owner != -1 ||
4132 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
4133 Person::players[i]->aitype = attacktypecutoff;
4134 Person::players[i]->lastseentime = 1;
4136 //TODO: factor these out as moveToward()
4137 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
4138 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4139 Person::players[i]->aiupdatedelay = .05;
4140 Person::players[i]->forwardkeydown = 1;
4143 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4144 if (!Person::players[i]->avoidsomething)
4145 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4147 XYZ leftpos, rightpos;
4148 float leftdist, rightdist;
4149 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4150 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4151 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4152 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4153 if (leftdist < rightdist)
4154 Person::players[i]->targetyaw += 90;
4156 Person::players[i]->targetyaw -= 90;
4161 Person::players[i]->leftkeydown = 0;
4162 Person::players[i]->backkeydown = 0;
4163 Person::players[i]->rightkeydown = 0;
4164 Person::players[i]->attackkeydown = 0;
4165 Person::players[i]->throwkeydown = 1;
4166 Person::players[i]->crouchkeydown = 0;
4167 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
4168 Person::players[i]->animTarget != removeknifeanim)
4169 Person::players[i]->throwtogglekeydown = 0;
4170 Person::players[i]->drawkeydown = 0;
4172 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4173 Person::players[i]->jumpkeydown = 0;
4174 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4175 Person::players[i]->jumpkeydown = 1;
4178 if (Person::players[i]->aitype == attacktypecutoff) {
4179 Person::players[i]->aiupdatedelay -= multiplier;
4180 //dodge or reverse rabbit kicks, knife throws, flips
4181 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
4182 if ((Person::players[0]->animTarget == rabbitkickanim ||
4183 Person::players[0]->animTarget == knifethrowanim ||
4184 (Person::players[0]->isFlip() &&
4185 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
4186 !Person::players[0]->skeleton.free &&
4187 (Person::players[i]->aiupdatedelay < .1)) {
4188 Person::players[i]->attackkeydown = 0;
4189 if (Person::players[i]->isIdle())
4190 Person::players[i]->crouchkeydown = 1;
4191 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
4192 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
4193 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
4194 if (abs(Random() % 2) == 0)
4195 Person::players[i]->setAnimation(backhandspringanim);
4197 Person::players[i]->setAnimation(rollanim);
4198 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
4199 Person::players[i]->wentforweapon = 0;
4201 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
4202 Person::players[i]->setAnimation(flipanim);
4205 Person::players[i]->forwardkeydown = 0;
4206 Person::players[i]->aiupdatedelay = .02;
4208 //get confused by flips
4209 if (Person::players[0]->isFlip() &&
4210 !Person::players[0]->skeleton.free &&
4211 Person::players[0]->animTarget != walljumprightkickanim &&
4212 Person::players[0]->animTarget != walljumpleftkickanim) {
4213 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
4214 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
4215 Person::players[i]->stunned = 1;
4217 //go for weapon on the ground
4218 if (Person::players[i]->wentforweapon < 3)
4219 for (unsigned k = 0; k < weapons.size(); k++)
4220 if (Person::players[i]->creature != wolftype)
4221 if (Person::players[i]->num_weapons == 0 &&
4222 weapons[k].owner == -1 &&
4223 weapons[i].velocity.x == 0 &&
4224 weapons[i].velocity.z == 0 &&
4225 weapons[i].velocity.y == 0) {
4226 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
4227 Person::players[i]->wentforweapon++;
4228 Person::players[i]->lastchecktime = 6;
4229 Person::players[i]->aitype = getweapontype;
4230 Person::players[i]->ally = -1;
4233 //dodge/reverse walljump kicks
4234 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
4235 if (Animation::animations[Person::players[i]->animTarget].height != highheight)
4236 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
4237 ((Person::players[0]->animTarget == walljumprightkickanim ||
4238 Person::players[0]->animTarget == walljumpleftkickanim) &&
4239 ((Person::players[i]->aiupdatedelay < .15 &&
4241 (Person::players[i]->aiupdatedelay < .08 &&
4242 difficulty != 2)))) {
4243 Person::players[i]->crouchkeydown = 1;
4245 //walked off a ledge (?)
4246 if (Person::players[i]->isRun() && !Person::players[i]->onground)
4247 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4248 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4250 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4252 j = checkcollide(test2, test, Person::players[i]->laststanding);
4254 j = checkcollide(test2, test);
4256 Person::players[i]->velocity = 0;
4257 Person::players[i]->setAnimation(Person::players[i]->getStop());
4258 Person::players[i]->targetyaw += 180;
4259 Person::players[i]->stunned = .5;
4260 Person::players[i]->aitype = pathfindtype;
4261 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4262 Person::players[i]->finalpathfindpoint = -1;
4263 Person::players[i]->targetpathfindpoint = -1;
4264 Person::players[i]->lastpathfindpoint = -1;
4265 Person::players[i]->lastpathfindpoint2 = -1;
4266 Person::players[i]->lastpathfindpoint3 = -1;
4267 Person::players[i]->lastpathfindpoint4 = -1;
4269 Person::players[i]->laststanding = j;
4271 //lose sight of player in the air (?)
4272 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
4273 Animation::animations[Person::players[0]->animTarget].height != highheight &&
4274 !Person::players[0]->onterrain) {
4275 Person::players[i]->aitype = pathfindtype;
4276 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4277 Person::players[i]->finalpathfindpoint = -1;
4278 Person::players[i]->targetpathfindpoint = -1;
4279 Person::players[i]->lastpathfindpoint = -1;
4280 Person::players[i]->lastpathfindpoint2 = -1;
4281 Person::players[i]->lastpathfindpoint3 = -1;
4282 Person::players[i]->lastpathfindpoint4 = -1;
4284 //it's time to think (?)
4285 if (Person::players[i]->aiupdatedelay < 0 &&
4286 !Animation::animations[Person::players[i]->animTarget].attack &&
4287 Person::players[i]->animTarget != staggerbackhighanim &&
4288 Person::players[i]->animTarget != staggerbackhardanim &&
4289 Person::players[i]->animTarget != backhandspringanim &&
4290 Person::players[i]->animTarget != dodgebackanim) {
4292 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
4293 Person::players[i]->drawkeydown = Random() % 2;
4295 Person::players[i]->drawkeydown = 0;
4296 Person::players[i]->rabbitkickenabled = Random() % 2;
4298 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
4299 XYZ targetpoint = Person::players[0]->coords;
4300 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
4301 distsq(&rotatetarget, &Person::players[i]->coords))
4302 targetpoint += Person::players[0]->velocity *
4303 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
4304 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
4305 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4306 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
4308 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
4309 Person::players[i]->forwardkeydown = 1;
4310 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
4311 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
4312 Person::players[0]->weaponactive != -1)
4313 Person::players[i]->forwardkeydown = 1;
4314 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
4315 Person::players[i]->forwardkeydown = 1;
4317 Person::players[i]->forwardkeydown = 0;
4318 //chill out around the corpse
4319 if (Person::players[0]->dead) {
4320 Person::players[i]->forwardkeydown = 0;
4321 if (Random() % 10 == 0)
4322 Person::players[i]->forwardkeydown = 1;
4323 if (Random() % 100 == 0) {
4324 Person::players[i]->aitype = pathfindtype;
4325 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4326 Person::players[i]->finalpathfindpoint = -1;
4327 Person::players[i]->targetpathfindpoint = -1;
4328 Person::players[i]->lastpathfindpoint = -1;
4329 Person::players[i]->lastpathfindpoint2 = -1;
4330 Person::players[i]->lastpathfindpoint3 = -1;
4331 Person::players[i]->lastpathfindpoint4 = -1;
4334 Person::players[i]->leftkeydown = 0;
4335 Person::players[i]->backkeydown = 0;
4336 Person::players[i]->rightkeydown = 0;
4337 Person::players[i]->crouchkeydown = 0;
4338 Person::players[i]->throwkeydown = 0;
4340 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4341 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4343 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
4344 Person::players[i]->attackkeydown = 1;
4346 Person::players[i]->attackkeydown = 0;
4347 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
4348 Person::players[i]->attackkeydown = 0;
4351 if (Person::players[i]->aitype != playercontrolled &&
4352 (Person::players[i]->isIdle() ||
4353 Person::players[i]->isCrouch() ||
4354 Person::players[i]->isRun())) {
4356 for (unsigned j = 0; j < Person::players.size(); j++)
4357 if (j != i && !Person::players[j]->skeleton.free &&
4358 Person::players[j]->hasvictim &&
4359 (tutoriallevel == 1 && reversaltrain ||
4360 Random() % 2 == 0 && difficulty == 2 ||
4361 Random() % 4 == 0 && difficulty == 1 ||
4362 Random() % 8 == 0 && difficulty == 0 ||
4363 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
4364 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
4365 (Random() % 2 == 0 || difficulty == 2) ||
4366 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
4367 Person::players[j]->weaponactive != -1 ||
4368 Person::players[j]->animTarget == swordslashanim &&
4369 Person::players[i]->weaponactive != -1 ||
4370 Person::players[j]->animTarget == staffhitanim ||
4371 Person::players[j]->animTarget == staffspinhitanim))
4372 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
4373 Person::players[j]->victim == Person::players[i] &&
4374 (Person::players[j]->animTarget == sweepanim ||
4375 Person::players[j]->animTarget == spinkickanim ||
4376 Person::players[j]->animTarget == staffhitanim ||
4377 Person::players[j]->animTarget == staffspinhitanim ||
4378 Person::players[j]->animTarget == winduppunchanim ||
4379 Person::players[j]->animTarget == upunchanim ||
4380 Person::players[j]->animTarget == wolfslapanim ||
4381 Person::players[j]->animTarget == knifeslashstartanim ||
4382 Person::players[j]->animTarget == swordslashanim &&
4383 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
4384 Person::players[i]->weaponactive != -1))) {
4391 Person::players[target]->Reverse();
4394 if (Person::players[i]->collided < 1)
4395 Person::players[i]->jumpkeydown = 0;
4396 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
4397 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
4398 Person::players[i]->onterrain &&
4399 Person::players[i]->creature == rabbittype)
4400 Person::players[i]->jumpkeydown = 1;
4401 //TODO: why are we controlling the human?
4402 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4403 Person::players[0]->jumpkeydown = 0;
4404 if (Person::players[0]->animTarget == jumpdownanim &&
4405 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
4406 Person::players[i]->crouchkeydown = 1;
4407 if (Person::players[i]->jumpkeydown)
4408 Person::players[i]->attackkeydown = 0;
4410 if (tutoriallevel == 1)
4412 Person::players[i]->attackkeydown = 0;
4415 XYZ facing = Person::players[i]->coords;
4416 XYZ flatfacing = Person::players[0]->coords;
4417 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4418 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
4419 if (Person::players[i]->occluded >= 2)
4420 if (-1 != checkcollide(facing, flatfacing)) {
4421 if (!Person::players[i]->pause)
4422 Person::players[i]->lastseentime -= .2;
4423 if (Person::players[i]->lastseentime <= 0 &&
4424 (Person::players[i]->creature != wolftype ||
4425 Person::players[i]->weaponstuck == -1)) {
4426 Person::players[i]->aitype = searchtype;
4427 Person::players[i]->lastchecktime = 12;
4428 Person::players[i]->lastseen = Person::players[0]->coords;
4429 Person::players[i]->lastseentime = 12;
4432 Person::players[i]->lastseentime = 1;
4435 if (Animation::animations[Person::players[0]->animTarget].height == highheight &&
4436 (Person::players[i]->aitype == attacktypecutoff ||
4437 Person::players[i]->aitype == searchtype))
4438 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
4439 XYZ test = Person::players[0]->coords;
4441 if (-1 == checkcollide(Person::players[0]->coords, test))
4442 Person::players[i]->stunned = 1;
4445 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
4446 Person::players[i]->stunned > 0 ||
4447 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
4448 if (Person::players[i]->pause)
4449 Person::players[i]->lastseentime = 1;
4450 Person::players[i]->targetyaw = Person::players[i]->yaw;
4451 Person::players[i]->forwardkeydown = 0;
4452 Person::players[i]->leftkeydown = 0;
4453 Person::players[i]->backkeydown = 0;
4454 Person::players[i]->rightkeydown = 0;
4455 Person::players[i]->jumpkeydown = 0;
4456 Person::players[i]->attackkeydown = 0;
4457 Person::players[i]->crouchkeydown = 0;
4458 Person::players[i]->throwkeydown = 0;
4466 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4467 facing = flatfacing;
4469 if (Person::players[i]->aitype == attacktypecutoff) {
4470 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
4471 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
4472 } else if (Person::players[i]->howactive >= typesleeping) {
4473 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
4474 Person::players[i]->targetheadpitch = 0;
4476 if (Person::players[i]->interestdelay <= 0) {
4477 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
4478 Person::players[i]->headtarget = Person::players[i]->coords;
4479 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
4480 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
4481 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
4482 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
4484 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
4485 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
4492 static XYZ facing, flatfacing;
4495 for (int i = 0; i < 15; i++) {
4496 displaytime[i] += multiplier;
4501 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
4502 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
4503 stereoreverse = true;
4505 stereoreverse = false;
4508 printf("Stereo reversed\n");
4510 printf("Stereo unreversed\n");
4513 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
4514 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
4515 stereoseparation -= 0.001;
4517 stereoseparation -= 0.010;
4518 printf("Stereo decreased increased to %f\n", stereoseparation);
4521 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
4522 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
4523 stereoseparation += 0.001;
4525 stereoseparation += 0.010;
4526 printf("Stereo separation increased to %f\n", stereoseparation);
4530 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
4531 if (tutorialstage != 51)
4532 tutorialstagetime = tutorialmaxtime;
4533 emit_sound_np(consolefailsound, 128.);
4537 Values of mainmenu :
4539 2 Menu pause (resume/end game)
4541 4 Controls configuration menu
4542 5 Main game menu (choose level or challenge)
4543 6 Deleting user menu
4544 7 User managment menu (select/add)
4545 8 Choose difficulty menu
4546 9 Challenge level selection menu
4547 10 End of the campaign congratulation (is that really a menu?)
4548 11 Same that 9 ??? => unused
4549 18 stereo configuration
4554 if (mainmenu && endgame == 1)
4556 //go to level select after completing a campaign level
4557 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
4564 OPENAL_SetFrequency(OPENAL_ALL);
4565 emit_stream_np(stream_menutheme);
4566 pause_sound(leveltheme);
4570 //escape key pressed
4571 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
4572 (gameon || mainmenu == 0)) {
4574 if (mainmenu == 0 && !winfreeze)
4575 mainmenu = 2; //pause
4576 else if (mainmenu == 1 || mainmenu == 2) {
4577 mainmenu = 0; //unpause
4580 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
4581 OPENAL_SetFrequency(OPENAL_ALL);
4582 emit_stream_np(stream_menutheme);
4583 pause_sound(leveltheme);
4585 //on resume, play level music
4587 pause_sound(stream_menutheme);
4588 resume_stream(leveltheme);
4599 hostiletime += multiplier;
4603 leveltime += multiplier;
4606 if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
4609 OPENAL_SetFrequency(OPENAL_ALL);
4613 if (Input::isKeyPressed(consolekey) && debugmode) {
4616 OPENAL_SetFrequency(OPENAL_ALL);
4625 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
4626 inputText(consoletext[0], &consoleselected);
4628 if (!consoletext[0].empty()) {
4629 cmd_dispatch(consoletext[0]);
4630 for (int k = 14; k >= 1; k--) {
4631 consoletext[k] = consoletext[k - 1];
4633 consoletext[0].clear();
4634 consoleselected = 0;
4638 consoleblinkdelay -= multiplier;
4639 if (consoleblinkdelay <= 0) {
4640 consoleblinkdelay = .3;
4641 consoleblink = !consoleblink;
4645 static int oldwinfreeze;
4646 if (winfreeze && !oldwinfreeze) {
4647 OPENAL_SetFrequency(OPENAL_ALL);
4648 emit_sound_np(consolesuccesssound);
4651 oldwinfreeze = winfreeze;
4655 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
4658 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
4662 } else if (winfreeze) {
4670 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
4673 static float talkdelay = 0;
4675 if (Dialog::inDialog())
4677 talkdelay -= multiplier;
4679 if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
4680 for (int i = 0; i < Dialog::dialogs.size(); i++) {
4681 Dialog::dialogs[i].tick(i);
4685 windvar += multiplier;
4686 smoketex += multiplier;
4687 tutorialstagetime += multiplier;
4690 static float hotspotvisual[40];
4691 if (Hotspot::hotspots.size()) {
4694 for (int i = 0; i < Hotspot::hotspots.size(); i++)
4695 hotspotvisual[i] -= multiplier / 320;
4697 for (int i = 0; i < Hotspot::hotspots.size(); i++) {
4698 while (hotspotvisual[i] < 0) {
4700 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
4701 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
4702 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
4703 hotspotsprite += Hotspot::hotspots[i].position;
4704 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
4705 hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
4709 for (int i = 0; i < Hotspot::hotspots.size(); i++) {
4710 if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
4711 Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
4717 if (tutoriallevel) {
4722 if (tutoriallevel != 1) {
4723 if (bonustime == 0 &&
4724 bonus != solidhit &&
4725 bonus != spinecrusher &&
4726 bonus != tracheotomy &&
4727 bonus != backstab &&
4729 emit_sound_np(consolesuccesssound);
4731 } else if (bonustime == 0) {
4732 emit_sound_np(fireendsound);
4734 if (bonustime == 0) {
4735 if (bonus != solidhit &&
4736 bonus != twoxcombo &&
4737 bonus != threexcombo &&
4738 bonus != fourxcombo &&
4742 bonusnum[bonus] += 0.15;
4745 bonusvalue /= bonusnum[bonus];
4746 bonustotal += bonusvalue;
4748 bonustime += multiplier;
4751 if (environment == snowyenvironment) {
4752 precipdelay -= multiplier;
4753 while (precipdelay < 0) {
4757 XYZ footvel, footpoint;
4760 footpoint = viewer + viewerfacing * 6;
4761 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
4762 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
4763 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
4764 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
4769 doAerialAcrobatics();
4772 static XYZ oldviewer;
4775 if (!Dialog::inDialog()) {
4776 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
4777 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
4778 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
4779 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
4780 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
4781 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
4782 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
4783 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
4785 Person::players[0]->forwardkeydown = 0;
4786 Person::players[0]->leftkeydown = 0;
4787 Person::players[0]->backkeydown = 0;
4788 Person::players[0]->rightkeydown = 0;
4789 Person::players[0]->jumpkeydown = 0;
4790 Person::players[0]->crouchkeydown = 0;
4791 Person::players[0]->drawkeydown = 0;
4792 Person::players[0]->throwkeydown = 0;
4795 if (!Person::players[0]->jumpkeydown)
4796 Person::players[0]->jumpclimb = 0;
4799 if (Dialog::inDialog()) {
4801 if (Dialog::directing) {
4805 facing = DoRotation(facing, -pitch, 0, 0);
4806 facing = DoRotation(facing, 0, 0 - yaw, 0);
4811 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
4813 if (Input::isKeyDown(forwardkey))
4814 viewer += facing * multiplier * 4;
4815 if (Input::isKeyDown(backkey))
4816 viewer -= facing * multiplier * 4;
4817 if (Input::isKeyDown(leftkey))
4818 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
4819 if (Input::isKeyDown(rightkey))
4820 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
4821 if (Input::isKeyDown(jumpkey))
4822 viewer.y += multiplier * 4;
4823 if (Input::isKeyDown(crouchkey))
4824 viewer.y -= multiplier * 4;
4825 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
4826 Input::isKeyPressed(SDL_SCANCODE_2) ||
4827 Input::isKeyPressed(SDL_SCANCODE_3) ||
4828 Input::isKeyPressed(SDL_SCANCODE_4) ||
4829 Input::isKeyPressed(SDL_SCANCODE_5) ||
4830 Input::isKeyPressed(SDL_SCANCODE_6) ||
4831 Input::isKeyPressed(SDL_SCANCODE_7) ||
4832 Input::isKeyPressed(SDL_SCANCODE_8) ||
4833 Input::isKeyPressed(SDL_SCANCODE_9) ||
4834 Input::isKeyPressed(SDL_SCANCODE_0) ||
4835 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
4837 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
4838 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
4839 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
4840 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
4841 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
4842 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
4843 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
4844 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
4845 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
4846 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
4847 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
4849 if (whichend != -1) {
4850 Dialog::currentScene().participantfocus = whichend;
4851 Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
4852 Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
4854 if (whichend == -1) {
4855 Dialog::currentScene().participantfocus = -1;
4857 /* FIXME: potentially accessing -1 in Person::players! */
4858 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
4859 Dialog::indialogue = -1;
4860 Dialog::directing = false;
4863 Dialog::currentScene().camera = viewer;
4864 Dialog::currentScene().camerayaw = yaw;
4865 Dialog::currentScene().camerapitch = pitch;
4866 Dialog::indialogue++;
4867 if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
4868 if (Dialog::currentScene().sound != 0) {
4869 playdialoguescenesound();
4873 for (unsigned j = 0; j < Person::players.size(); j++) {
4874 Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
4877 //TODO: should these be KeyDown or KeyPressed?
4878 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
4879 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
4880 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
4881 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
4882 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
4883 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
4884 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
4885 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
4886 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
4887 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
4889 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
4890 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
4891 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
4892 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
4893 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
4894 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
4895 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
4896 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
4897 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
4898 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
4899 Dialog::currentScene().participantfacing[whichend] = facing;
4901 if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
4902 Dialog::indialogue = -1;
4903 Dialog::directing = false;
4907 if (!Dialog::directing) {
4908 pause_sound(whooshsound);
4909 viewer = Dialog::currentScene().camera;
4910 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
4911 yaw = Dialog::currentScene().camerayaw;
4912 pitch = Dialog::currentScene().camerapitch;
4913 if (Dialog::dialoguetime > 0.5) {
4914 if (Input::isKeyPressed(attackkey)) {
4915 Dialog::indialogue++;
4916 if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
4917 if (Dialog::currentScene().sound != 0) {
4918 playdialoguescenesound();
4919 if (Dialog::currentScene().sound == -5) {
4920 Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
4922 if (Dialog::currentScene().sound == -6) {
4926 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
4927 Dialog::indialogue = -1;
4928 Dialog::directing = false;
4935 if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
4936 Dialog::indialogue = -1;
4937 Dialog::directing = false;
4939 if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
4942 if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
4945 if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
4947 for (unsigned i = 1; i < Person::players.size(); i++) {
4948 Person::players[i]->aitype = attacktypecutoff;
4955 if (!Person::players[0]->jumpkeydown) {
4956 Person::players[0]->jumptogglekeydown = 0;
4958 if (Person::players[0]->jumpkeydown &&
4959 Person::players[0]->animTarget != jumpupanim &&
4960 Person::players[0]->animTarget != jumpdownanim &&
4961 !Person::players[0]->isFlip())
4962 Person::players[0]->jumptogglekeydown = 1;
4965 Dialog::dialoguetime += multiplier;
4966 hawkyaw += multiplier * 25;
4968 realhawkcoords.x = 25;
4969 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
4970 hawkcalldelay -= multiplier / 2;
4972 if (hawkcalldelay <= 0) {
4973 emit_sound_at(hawksound, realhawkcoords);
4975 hawkcalldelay = 16 + abs(Random() % 8);
4982 doPlayerCollisions();
4986 for (unsigned k = 0; k < Person::players.size(); k++)
4987 if (k != 0 && Person::players[k]->immobile)
4988 Person::players[k]->coords = Person::players[k]->realoldcoords;
4990 for (unsigned k = 0; k < Person::players.size(); k++) {
4991 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
4992 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
4993 Person::players[k]->DoDamage(1000);
4999 static bool respawnkeydown;
5000 if (!editorenabled &&
5001 (whichlevel != -2 &&
5002 (Input::isKeyDown(SDL_SCANCODE_Z) &&
5003 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
5005 (Input::isKeyDown(jumpkey) &&
5008 Person::players[0]->dead))) {
5009 targetlevel = whichlevel;
5013 respawnkeydown = Input::isKeyDown(jumpkey);
5016 static bool movekey;
5019 for (unsigned i = 0; i < Person::players.size(); i++) {
5020 static float oldtargetyaw;
5021 if (!Person::players[i]->skeleton.free) {
5022 oldtargetyaw = Person::players[i]->targetyaw;
5023 if (i == 0 && !Dialog::inDialog()) {
5024 //TODO: refactor repetitive code
5025 if (!Animation::animations[Person::players[0]->animTarget].attack &&
5026 Person::players[0]->animTarget != staggerbackhighanim &&
5027 Person::players[0]->animTarget != staggerbackhardanim &&
5028 Person::players[0]->animTarget != crouchremoveknifeanim &&
5029 Person::players[0]->animTarget != removeknifeanim &&
5030 Person::players[0]->animTarget != backhandspringanim &&
5031 Person::players[0]->animTarget != dodgebackanim &&
5032 Person::players[0]->animTarget != walljumprightkickanim &&
5033 Person::players[0]->animTarget != walljumpleftkickanim) {
5035 Person::players[0]->targetyaw = 0;
5037 Person::players[0]->targetyaw = -yaw + 180;
5043 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5045 facing = flatfacing;
5047 facing = DoRotation(facing, -pitch, 0, 0);
5048 facing = DoRotation(facing, 0, 0 - yaw, 0);
5051 Person::players[0]->lookyaw = -yaw;
5053 Person::players[i]->targetheadyaw = yaw;
5054 Person::players[i]->targetheadpitch = pitch;
5056 if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
5057 if (!Animation::animations[Person::players[i]->animTarget].attack &&
5058 Person::players[i]->animTarget != staggerbackhighanim &&
5059 Person::players[i]->animTarget != staggerbackhardanim &&
5060 Person::players[i]->animTarget != crouchremoveknifeanim &&
5061 Person::players[i]->animTarget != removeknifeanim &&
5062 Person::players[i]->animTarget != backhandspringanim &&
5063 Person::players[i]->animTarget != dodgebackanim &&
5064 Person::players[i]->animTarget != walljumprightkickanim &&
5065 Person::players[i]->animTarget != walljumpleftkickanim) {
5066 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
5072 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5074 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
5075 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
5077 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
5078 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
5080 if (Dialog::inDialog()) {
5081 Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
5082 Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
5088 Person::players[i]->avoidsomething = 0;
5090 //avoid flaming things
5091 for (int j = 0; j < objects.numobjects; j++)
5092 if (objects.onfire[j])
5093 if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
5094 if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
5095 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5096 Person::players[i]->collided = 0;
5097 Person::players[i]->avoidcollided = 1;
5098 if (Person::players[i]->avoidsomething == 0 ||
5099 distsq(&Person::players[i]->coords, &objects.position[j]) <
5100 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5101 Person::players[i]->avoidwhere = objects.position[j];
5102 Person::players[i]->avoidsomething = 1;
5106 //avoid flaming players
5107 for (unsigned j = 0; j < Person::players.size(); j++)
5108 if (Person::players[j]->onfire)
5109 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
5110 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5111 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5112 Person::players[i]->collided = 0;
5113 Person::players[i]->avoidcollided = 1;
5114 if (Person::players[i]->avoidsomething == 0 ||
5115 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5116 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5117 Person::players[i]->avoidwhere = Person::players[j]->coords;
5118 Person::players[i]->avoidsomething = 1;
5122 if (Person::players[i]->collided > .8)
5123 Person::players[i]->avoidcollided = 0;
5127 if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
5128 //Person::players[i]->targetyaw=Person::players[i]->yaw;
5129 Person::players[i]->forwardkeydown = 0;
5130 Person::players[i]->leftkeydown = 0;
5131 Person::players[i]->backkeydown = 0;
5132 Person::players[i]->rightkeydown = 0;
5133 Person::players[i]->jumpkeydown = 0;
5134 Person::players[i]->attackkeydown = 0;
5135 //Person::players[i]->crouchkeydown=0;
5136 Person::players[i]->throwkeydown = 0;
5139 if (Dialog::inDialog()) {
5140 Person::players[i]->forwardkeydown = 0;
5141 Person::players[i]->leftkeydown = 0;
5142 Person::players[i]->backkeydown = 0;
5143 Person::players[i]->rightkeydown = 0;
5144 Person::players[i]->jumpkeydown = 0;
5145 Person::players[i]->crouchkeydown = 0;
5146 Person::players[i]->drawkeydown = 0;
5147 Person::players[i]->throwkeydown = 0;
5150 if (Person::players[i]->collided < -.3)
5151 Person::players[i]->collided = -.3;
5152 if (Person::players[i]->collided > 1)
5153 Person::players[i]->collided = 1;
5154 Person::players[i]->collided -= multiplier * 4;
5155 Person::players[i]->whichdirectiondelay -= multiplier;
5156 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
5157 Person::players[i]->avoidcollided = -.3;
5158 Person::players[i]->whichdirection = abs(Random() % 2);
5159 Person::players[i]->whichdirectiondelay = .4;
5161 if (Person::players[i]->avoidcollided > 1)
5162 Person::players[i]->avoidcollided = 1;
5163 Person::players[i]->avoidcollided -= multiplier / 4;
5164 if (!Person::players[i]->skeleton.free) {
5165 Person::players[i]->stunned -= multiplier;
5166 Person::players[i]->surprised -= multiplier;
5168 if (i != 0 && Person::players[i]->surprised <= 0 &&
5169 Person::players[i]->aitype == attacktypecutoff &&
5170 !Person::players[i]->dead &&
5171 !Person::players[i]->skeleton.free &&
5172 Animation::animations[Person::players[i]->animTarget].attack == neutral)
5175 if (!Person::players[i]->throwkeydown)
5176 Person::players[i]->throwtogglekeydown = 0;
5179 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
5180 if (Person::players[i]->weaponactive == -1 &&
5181 Person::players[i]->num_weapons < 2 &&
5182 (Person::players[i]->isIdle() ||
5183 Person::players[i]->isCrouch() ||
5184 Person::players[i]->animTarget == sneakanim ||
5185 Person::players[i]->animTarget == rollanim ||
5186 Person::players[i]->animTarget == backhandspringanim ||
5187 Person::players[i]->isFlip() ||
5188 Person::players[i]->aitype != playercontrolled)) {
5189 for (unsigned j = 0; j < weapons.size(); j++) {
5190 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
5191 Person::players[i]->aitype == playercontrolled) &&
5192 weapons[j].owner == -1 &&
5193 Person::players[i]->weaponactive == -1)
5194 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
5195 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
5196 if (Person::players[i]->isCrouch() ||
5197 Person::players[i]->animTarget == sneakanim ||
5198 Person::players[i]->isRun() ||
5199 Person::players[i]->isIdle() ||
5200 Person::players[i]->aitype != playercontrolled) {
5201 Person::players[i]->throwtogglekeydown = 1;
5202 Person::players[i]->setAnimation(crouchremoveknifeanim);
5203 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
5204 Person::players[i]->hasvictim = 0;
5206 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
5207 Person::players[i]->throwtogglekeydown = 1;
5208 Person::players[i]->hasvictim = 0;
5210 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
5211 Person::players[i]->aitype == playercontrolled) &&
5212 weapons[j].owner == -1 ||
5213 Person::players[i]->victim &&
5214 weapons[j].owner == int(Person::players[i]->victim->id))
5215 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
5216 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
5217 if (weapons[j].getType() != staff)
5218 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
5220 Person::players[i]->takeWeapon(j);
5223 } else if ((Person::players[i]->isIdle() ||
5224 Person::players[i]->isFlip() ||
5225 Person::players[i]->aitype != playercontrolled) &&
5226 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
5227 Person::players[i]->coords.y < weapons[j].position.y) {
5228 if (!Person::players[i]->isFlip()) {
5229 Person::players[i]->throwtogglekeydown = 1;
5230 Person::players[i]->setAnimation(removeknifeanim);
5231 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
5233 if (Person::players[i]->isFlip()) {
5234 Person::players[i]->throwtogglekeydown = 1;
5235 Person::players[i]->hasvictim = 0;
5237 for (unsigned k = 0; k < weapons.size(); k++) {
5238 if (Person::players[i]->weaponactive == -1)
5239 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
5240 Person::players[i]->aitype == playercontrolled) &&
5241 weapons[k].owner == -1 ||
5242 Person::players[i]->victim &&
5243 weapons[k].owner == int(Person::players[i]->victim->id))
5244 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
5245 Person::players[i]->weaponactive == -1) {
5246 if (weapons[k].getType() != staff)
5247 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
5249 Person::players[i]->takeWeapon(k);
5256 if (Person::players[i]->isCrouch() ||
5257 Person::players[i]->animTarget == sneakanim ||
5258 Person::players[i]->isRun() ||
5259 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
5260 Person::players[i]->animTarget == backhandspringanim) {
5261 if (Person::players.size() > 1)
5262 for (unsigned j = 0; j < Person::players.size(); j++) {
5263 if (Person::players[i]->weaponactive == -1)
5265 if (Person::players[j]->num_weapons &&
5266 Person::players[j]->skeleton.free &&
5267 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
5268 (((Person::players[j]->skeleton.forward.y < 0 &&
5269 Person::players[j]->weaponstuckwhere == 0) ||
5270 (Person::players[j]->skeleton.forward.y > 0 &&
5271 Person::players[j]->weaponstuckwhere == 1)) ||
5272 Person::players[j]->weaponstuck == -1 ||
5273 Person::players[j]->num_weapons > 1)) {
5274 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
5275 Person::players[i]->throwtogglekeydown = 1;
5276 Person::players[i]->victim = Person::players[j];
5277 Person::players[i]->hasvictim = 1;
5278 Person::players[i]->setAnimation(crouchremoveknifeanim);
5279 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
5281 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
5282 Person::players[i]->throwtogglekeydown = 1;
5283 Person::players[i]->victim = Person::players[j];
5284 Person::players[i]->hasvictim = 1;
5285 int k = Person::players[j]->weaponids[0];
5286 if (Person::players[i]->hasvictim) {
5289 if (Person::players[i]->victim->weaponstuck != -1) {
5290 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
5295 if (weapons[k].getType() != staff)
5296 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
5299 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
5301 if (weapons[k].owner != -1) {
5302 if (Person::players[i]->victim->num_weapons == 1)
5303 Person::players[i]->victim->num_weapons = 0;
5305 Person::players[i]->victim->num_weapons = 1;
5307 Person::players[i]->victim->skeleton.longdead = 0;
5308 Person::players[i]->victim->skeleton.free = 1;
5309 Person::players[i]->victim->skeleton.broken = 0;
5311 for (int l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
5312 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
5313 Person::players[i]->victim->skeleton.joints[l].locked = 0;
5319 Normalise(&relative);
5320 XYZ footvel, footpoint;
5322 footpoint = weapons[k].position;
5323 if (Person::players[i]->victim->weaponstuck != -1) {
5324 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
5326 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
5327 weapons[k].bloody = 2;
5328 weapons[k].blooddrip = 5;
5329 Person::players[i]->victim->weaponstuck = -1;
5330 Person::players[i]->victim->bloodloss += 2000;
5331 Person::players[i]->victim->DoDamage(2000);
5334 if (Person::players[i]->victim->num_weapons > 0) {
5335 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
5336 Person::players[i]->victim->weaponstuck = 0;
5337 if (Person::players[i]->victim->weaponids[0] == k)
5338 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
5341 Person::players[i]->victim->weaponactive = -1;
5343 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
5344 Person::players[i]->victim->jointVel(neck) += relative * 6;
5345 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
5346 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
5348 Person::players[i]->takeWeapon(k);
5355 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
5356 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
5357 if (Person::players[i]->isIdle() ||
5358 Person::players[i]->isRun() ||
5359 Person::players[i]->isCrouch() ||
5360 Person::players[i]->animTarget == sneakanim ||
5361 Person::players[i]->isFlip())
5362 if (Person::players.size() > 1)
5363 for (unsigned j = 0; j < Person::players.size(); j++) {
5365 if (tutoriallevel != 1 || tutorialstage == 49)
5367 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
5368 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
5369 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
5370 !Person::players[j]->skeleton.free &&
5371 -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)) {
5372 if (!Person::players[i]->isFlip()) {
5373 Person::players[i]->throwtogglekeydown = 1;
5374 Person::players[i]->victim = Person::players[j];
5375 Person::players[i]->setAnimation(knifethrowanim);
5376 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
5377 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
5379 if (Person::players[i]->isFlip()) {
5380 if (Person::players[i]->weaponactive != -1) {
5381 Person::players[i]->throwtogglekeydown = 1;
5382 Person::players[i]->victim = Person::players[j];
5384 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);
5387 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
5389 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
5390 Person::players[i]->num_weapons--;
5391 if (Person::players[i]->num_weapons) {
5392 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
5394 Person::players[i]->weaponactive = -1;
5401 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
5402 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
5403 Person::players[i]->throwtogglekeydown = 1;
5404 XYZ tempVelocity = Person::players[i]->velocity * .2;
5405 if (tempVelocity.x == 0)
5406 tempVelocity.x = .1;
5407 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
5408 Person::players[i]->num_weapons--;
5409 if (Person::players[i]->num_weapons) {
5410 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
5411 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
5412 Person::players[i]->weaponstuck = 0;
5415 Person::players[i]->weaponactive = -1;
5416 for (unsigned j = 0; j < Person::players.size(); j++) {
5417 Person::players[j]->wentforweapon = 0;
5425 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
5426 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
5427 (Person::players[i]->num_weapons == 2) &&
5428 (Person::players[i]->weaponactive == -1) &&
5429 Person::players[i]->isIdle() ||
5430 Person::players[0]->dead &&
5431 (Person::players[i]->weaponactive != -1) &&
5434 if (Person::players[i]->weaponactive != -1)
5435 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
5437 if (isgood && Person::players[i]->creature != wolftype) {
5438 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
5439 Person::players[i]->setAnimation(drawrightanim);
5440 Person::players[i]->drawtogglekeydown = 1;
5442 if ((Person::players[i]->isIdle() ||
5443 (Person::players[i]->aitype != playercontrolled &&
5444 Person::players[0]->weaponactive != -1 &&
5445 Person::players[i]->isRun())) &&
5446 Person::players[i]->num_weapons &&
5447 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
5448 Person::players[i]->setAnimation(drawleftanim);
5449 Person::players[i]->drawtogglekeydown = 1;
5451 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
5452 Person::players[i]->setAnimation(crouchdrawrightanim);
5453 Person::players[i]->drawtogglekeydown = 1;
5460 if (Person::players[i]->weaponactive != -1) {
5461 if (Person::players[i]->isCrouch() &&
5462 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
5464 Person::players[i]->onterrain &&
5465 Person::players[i]->num_weapons &&
5466 Person::players[i]->attackkeydown &&
5467 musictype != stream_fighttheme) {
5468 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
5469 Person::players[i]->setAnimation(crouchstabanim);
5470 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
5471 Person::players[i]->setAnimation(swordgroundstabanim);
5472 Person::players[i]->hasvictim = 0;
5476 if (!Person::players[i]->drawkeydown)
5477 Person::players[i]->drawtogglekeydown = 0;
5482 absflatfacing.z = -1;
5484 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
5486 absflatfacing = flatfacing;
5488 if (Dialog::inDialog()) {
5489 Person::players[i]->forwardkeydown = 0;
5490 Person::players[i]->leftkeydown = 0;
5491 Person::players[i]->backkeydown = 0;
5492 Person::players[i]->rightkeydown = 0;
5493 Person::players[i]->jumpkeydown = 0;
5494 Person::players[i]->crouchkeydown = 0;
5495 Person::players[i]->drawkeydown = 0;
5496 Person::players[i]->throwkeydown = 0;
5500 if (!Animation::animations[Person::players[i]->animTarget].attack &&
5501 Person::players[i]->animTarget != staggerbackhighanim &&
5502 Person::players[i]->animTarget != staggerbackhardanim &&
5503 Person::players[i]->animTarget != backhandspringanim &&
5504 Person::players[i]->animTarget != dodgebackanim) {
5505 if (!Person::players[i]->forwardkeydown)
5506 Person::players[i]->forwardstogglekeydown = 0;
5507 if (Person::players[i]->crouchkeydown) {
5511 Person::players[i]->superruntoggle = 1;
5512 if (Person::players.size() > 1)
5513 for (unsigned j = 0; j < Person::players.size(); j++)
5514 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
5515 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
5516 Person::players[i]->superruntoggle = 0;
5519 if (Person::players.size() > 1)
5520 for (unsigned j = 0; j < Person::players.size(); j++) {
5521 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
5522 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
5523 Person::players[j]->victim == Person::players[i] &&
5524 (Person::players[j]->animTarget == sweepanim ||
5525 Person::players[j]->animTarget == upunchanim ||
5526 Person::players[j]->animTarget == wolfslapanim ||
5527 ((Person::players[j]->animTarget == swordslashanim ||
5528 Person::players[j]->animTarget == knifeslashstartanim ||
5529 Person::players[j]->animTarget == staffhitanim ||
5530 Person::players[j]->animTarget == staffspinhitanim) &&
5531 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
5540 Person::players[target]->Reverse();
5541 Person::players[i]->lowreversaldelay = .5;
5543 if (Person::players[i]->isIdle()) {
5544 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
5545 Person::players[i]->transspeed = 10;
5547 if (Person::players[i]->isRun() ||
5548 (Person::players[i]->isStop() &&
5549 (Person::players[i]->leftkeydown ||
5550 Person::players[i]->rightkeydown ||
5551 Person::players[i]->forwardkeydown ||
5552 Person::players[i]->backkeydown))) {
5553 Person::players[i]->setAnimation(rollanim);
5554 Person::players[i]->transspeed = 20;
5557 if (!Person::players[i]->crouchkeydown) {
5559 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
5560 Person::players[i]->superruntoggle = 0;
5562 if (Person::players[i]->isCrouch()) {
5563 if (Person::players.size() > 1)
5564 for (unsigned j = 0; j < Person::players.size(); j++) {
5566 !Person::players[j]->skeleton.free &&
5567 Person::players[j]->victim &&
5568 Person::players[i]->highreversaldelay <= 0) {
5569 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
5570 Person::players[j]->victim == Person::players[i] &&
5571 (Person::players[j]->animTarget == spinkickanim) &&
5572 Person::players[i]->isCrouch()) {
5581 Person::players[target]->Reverse();
5582 Person::players[i]->highreversaldelay = .5;
5584 if (Person::players[i]->isCrouch()) {
5585 if (!Person::players[i]->wasCrouch()) {
5586 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
5587 Person::players[i]->frameCurrent = 0;
5589 Person::players[i]->setAnimation(Person::players[i]->getIdle());
5590 Person::players[i]->transspeed = 10;
5593 if (Person::players[i]->animTarget == sneakanim) {
5594 Person::players[i]->setAnimation(Person::players[i]->getIdle());
5595 Person::players[i]->transspeed = 10;
5598 if (Person::players[i]->forwardkeydown) {
5599 if (Person::players[i]->isIdle() ||
5600 (Person::players[i]->isStop() &&
5601 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
5602 (Person::players[i]->isLanding() &&
5603 Person::players[i]->frameTarget > 0 &&
5604 !Person::players[i]->jumpkeydown) ||
5605 (Person::players[i]->isLandhard() &&
5606 Person::players[i]->frameTarget > 0 &&
5607 !Person::players[i]->jumpkeydown &&
5608 Person::players[i]->crouchkeydown)) {
5609 if (Person::players[i]->aitype == passivetype)
5610 Person::players[i]->setAnimation(walkanim);
5612 Person::players[i]->setAnimation(Person::players[i]->getRun());
5614 if (Person::players[i]->isCrouch()) {
5615 Person::players[i]->animTarget = sneakanim;
5616 if (Person::players[i]->wasCrouch())
5617 Person::players[i]->target = 0;
5618 Person::players[i]->frameTarget = 0;
5620 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
5621 Person::players[i]->setAnimation(climbanim);
5622 Person::players[i]->frameTarget = 1;
5623 Person::players[i]->jumpclimb = 1;
5625 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
5626 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
5628 Person::players[i]->forwardstogglekeydown = 1;
5631 if (Person::players[i]->rightkeydown) {
5632 if (Person::players[i]->isIdle() ||
5633 (Person::players[i]->isStop() &&
5634 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
5635 (Person::players[i]->isLanding() &&
5636 Person::players[i]->frameTarget > 0 &&
5637 !Person::players[i]->jumpkeydown) ||
5638 (Person::players[i]->isLandhard() &&
5639 Person::players[i]->frameTarget > 0 &&
5640 !Person::players[i]->jumpkeydown &&
5641 Person::players[i]->crouchkeydown)) {
5642 Person::players[i]->setAnimation(Person::players[i]->getRun());
5644 if (Person::players[i]->isCrouch()) {
5645 Person::players[i]->animTarget = sneakanim;
5646 if (Person::players[i]->wasCrouch())
5647 Person::players[i]->target = 0;
5648 Person::players[i]->frameTarget = 0;
5650 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
5651 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
5653 Person::players[i]->targetyaw -= 90;
5654 if (Person::players[i]->forwardkeydown)
5655 Person::players[i]->targetyaw += 45;
5656 if (Person::players[i]->backkeydown)
5657 Person::players[i]->targetyaw -= 45;
5660 if ( Person::players[i]->leftkeydown) {
5661 if (Person::players[i]->isIdle() ||
5662 (Person::players[i]->isStop() &&
5663 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
5664 (Person::players[i]->isLanding() &&
5665 Person::players[i]->frameTarget > 0 &&
5666 !Person::players[i]->jumpkeydown) ||
5667 (Person::players[i]->isLandhard() &&
5668 Person::players[i]->frameTarget > 0 &&
5669 !Person::players[i]->jumpkeydown &&
5670 Person::players[i]->crouchkeydown)) {
5671 Person::players[i]->setAnimation(Person::players[i]->getRun());
5673 if (Person::players[i]->isCrouch()) {
5674 Person::players[i]->animTarget = sneakanim;
5675 if (Person::players[i]->wasCrouch())
5676 Person::players[i]->target = 0;
5677 Person::players[i]->frameTarget = 0;
5679 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
5680 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
5682 Person::players[i]->targetyaw += 90;
5683 if (Person::players[i]->forwardkeydown)
5684 Person::players[i]->targetyaw -= 45;
5685 if (Person::players[i]->backkeydown)
5686 Person::players[i]->targetyaw += 45;
5689 if (Person::players[i]->backkeydown) {
5690 if (Person::players[i]->isIdle() ||
5691 (Person::players[i]->isStop() &&
5692 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
5693 (Person::players[i]->isLanding() &&
5694 Person::players[i]->frameTarget > 0 &&
5695 !Person::players[i]->jumpkeydown) ||
5696 (Person::players[i]->isLandhard() &&
5697 Person::players[i]->frameTarget > 0 &&
5698 !Person::players[i]->jumpkeydown &&
5699 Person::players[i]->crouchkeydown)) {
5700 Person::players[i]->setAnimation(Person::players[i]->getRun());
5702 if (Person::players[i]->isCrouch()) {
5703 Person::players[i]->animTarget = sneakanim;
5704 if (Person::players[i]->wasCrouch())
5705 Person::players[i]->target = 0;
5706 Person::players[i]->frameTarget = 0;
5708 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
5709 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
5711 if (Person::players[i]->animTarget == hanganim) {
5712 Person::players[i]->animCurrent = jumpdownanim;
5713 Person::players[i]->animTarget = jumpdownanim;
5714 Person::players[i]->target = 0;
5715 Person::players[i]->frameCurrent = 0;
5716 Person::players[i]->frameTarget = 1;
5717 Person::players[i]->velocity = 0;
5718 Person::players[i]->velocity.y += gravity;
5719 Person::players[i]->coords.y -= 1.4;
5720 Person::players[i]->grabdelay = 1;
5722 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
5723 Person::players[i]->targetyaw += 180;
5726 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
5727 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
5728 Person::players[i]->isRun() ||
5729 Person::players[i]->animTarget == walkanim ||
5730 Person::players[i]->isCrouch() ||
5731 Person::players[i]->animTarget == sneakanim) &&
5732 Person::players[i]->jumppower > 1) &&
5733 ((Person::players[i]->animTarget != rabbitrunninganim &&
5734 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
5735 Person::players[i]->jumpstart = 0;
5736 Person::players[i]->setAnimation(jumpupanim);
5737 Person::players[i]->yaw = Person::players[i]->targetyaw;
5738 Person::players[i]->transspeed = 20;
5739 Person::players[i]->FootLand(leftfoot, 1);
5740 Person::players[i]->FootLand(rightfoot, 1);
5744 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
5747 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
5749 Person::players[i]->velocity = 0;
5753 if (Person::players.size() > 1)
5754 for (unsigned j = 0; j < Person::players.size(); j++) {
5755 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
5756 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
5757 (Person::players[j]->victim == Person::players[i]) &&
5758 (Person::players[j]->animTarget == sweepanim)) {
5767 Person::players[i]->velocity.y = 1;
5769 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
5770 Person::players[i]->velocity.y = 7;
5771 Person::players[i]->crouchtogglekeydown = 1;
5772 } else Person::players[i]->velocity.y = 5;
5774 if (mousejump && i == 0 && debugmode) {
5775 if (!Person::players[i]->isLanding())
5776 Person::players[i]->tempdeltav = deltav;
5777 if (Person::players[i]->tempdeltav < 0)
5778 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
5781 Person::players[i]->coords.y += .2;
5782 Person::players[i]->jumppower -= 1;
5785 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
5787 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
5789 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
5790 Person::players[i]->setAnimation(Person::players[i]->getLanding());
5791 Person::players[i]->frameTarget = 2;
5792 Person::players[i]->landhard = 0;
5793 Person::players[i]->jumpstart = 1;
5794 Person::players[i]->tempdeltav = deltav;
5796 if (Person::players[i]->animTarget == jumpupanim &&
5800 Person::players[i]->aitype != playercontrolled)) {
5801 if (Person::players[i]->jumppower > multiplier * 6) {
5802 Person::players[i]->velocity.y += multiplier * 6;
5803 Person::players[i]->jumppower -= multiplier * 6;
5805 if (Person::players[i]->jumppower <= multiplier * 6) {
5806 Person::players[i]->velocity.y += Person::players[i]->jumppower;
5807 Person::players[i]->jumppower = 0;
5810 if (((floatjump || editorenabled) && debugmode) && i == 0)
5811 Person::players[i]->velocity.y += multiplier * 30;
5815 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
5816 Person::players[i]->setAnimation(Person::players[i]->getStop());
5817 if (Person::players[i]->animTarget == sneakanim) {
5818 Person::players[i]->animTarget = Person::players[i]->getCrouch();
5819 if (Person::players[i]->animCurrent == sneakanim)
5820 Person::players[i]->target = 0;
5821 Person::players[i]->frameTarget = 0;
5824 if (Person::players[i]->animTarget == walkanim &&
5825 (Person::players[i]->aitype == attacktypecutoff ||
5826 Person::players[i]->aitype == searchtype ||
5827 (Person::players[i]->aitype == passivetype &&
5828 Person::players[i]->numwaypoints <= 1)))
5829 Person::players[i]->setAnimation(Person::players[i]->getStop());
5830 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
5831 Person::players[i]->setAnimation(Person::players[i]->getStop());
5834 if (Person::players[i]->animTarget == rollanim)
5835 Person::players[i]->targetyaw = oldtargetyaw;
5839 for (unsigned k = 0; k < Person::players.size(); k++) {
5840 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
5841 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
5842 Person::players[k]->yaw -= 360;
5844 Person::players[k]->yaw += 360;
5847 //stop to turn in right direction
5848 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
5849 Person::players[k]->setAnimation(Person::players[k]->getStop());
5851 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
5852 Person::players[k]->targettilt = 0;
5854 if (Person::players[k]->animTarget != jumpupanim &&
5855 Person::players[k]->animTarget != backhandspringanim &&
5856 Person::players[k]->animTarget != jumpdownanim &&
5857 !Person::players[k]->isFlip()) {
5858 Person::players[k]->targettilt = 0;
5859 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
5860 Person::players[k]->jumppower = 0;
5861 Person::players[k]->jumppower += multiplier * 7;
5862 if (Person::players[k]->isCrouch())
5863 Person::players[k]->jumppower += multiplier * 7;
5864 if (Person::players[k]->jumppower > 5)
5865 Person::players[k]->jumppower = 5;
5868 if (Person::players[k]->isRun())
5869 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
5871 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
5872 Person::players[k]->grabdelay -= multiplier;
5876 for (unsigned k = 0; k < Person::players.size(); k++) {
5877 Person::players[k]->DoAnimations();
5878 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
5879 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
5885 for (int j = numenvsounds - 1; j >= 0; j--) {
5886 envsoundlife[j] -= multiplier;
5887 if (envsoundlife[j] < 0) {
5889 envsoundlife[j] = envsoundlife[numenvsounds];
5890 envsound[j] = envsound[numenvsounds];
5893 OPENAL_SetFrequency(OPENAL_ALL, slomo);
5895 if (tutoriallevel == 1) {
5912 if (tutorialstage >= 51)
5913 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
5914 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
5915 OPENAL_SetFrequency(OPENAL_ALL);
5917 emit_stream_np(stream_menutheme);
5926 if (tutorialstage < 51)
5927 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
5928 emit_sound_at(fireendsound, Person::players[0]->coords);
5930 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
5934 if (tutorialstage >= 14 && tutorialstage < 50)
5935 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
5936 emit_sound_at(fireendsound, Person::players[1]->coords);
5938 for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
5939 if (Random() % 2 == 0) {
5940 if (!Person::players[1]->skeleton.free)
5941 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
5942 if (Person::players[1]->skeleton.free)
5943 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
5944 if (!Person::players[1]->skeleton.free)
5945 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;
5946 if (Person::players[1]->skeleton.free)
5947 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
5948 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
5952 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
5953 for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
5954 Person::players[1]->skeleton.joints[i].velocity = 0;
5955 if (Random() % 2 == 0) {
5956 if (!Person::players[1]->skeleton.free)
5957 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
5958 if (Person::players[1]->skeleton.free)
5959 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
5960 if (!Person::players[1]->skeleton.free)
5961 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;
5962 if (Person::players[1]->skeleton.free)
5963 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
5964 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
5972 static float gLoc[3];
5976 static float vel[3];
5977 vel[0] = (viewer.x - oldviewer.x) / multiplier;
5978 vel[1] = (viewer.y - oldviewer.y) / multiplier;
5979 vel[2] = (viewer.z - oldviewer.z) / multiplier;
5981 //Set orientation with forward and up vectors
5982 static XYZ upvector;
5986 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
5987 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
5992 facing = DoRotation(facing, -pitch, 0, 0);
5993 facing = DoRotation(facing, 0, 0 - yaw, 0);
5996 static float ori[6];
6000 ori[3] = -upvector.x;
6001 ori[4] = upvector.y;
6002 ori[5] = -upvector.z;
6004 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
6011 if (Input::isKeyPressed(SDL_SCANCODE_F1))
6015 void Game::TickOnce()
6018 yaw += multiplier * 5;
6019 } else if (Dialog::directing || !Dialog::inDialog()) {
6022 pitch -= deltav * .7;
6024 pitch += deltav * .7;
6033 void Game::TickOnceAfter()
6035 static XYZ colviewer;
6036 static XYZ coltarget;
6040 static float changedelay;
6041 static bool alldead;
6042 static float unseendelay;
6043 static float cameraspeed;
6046 static int oldmusictype = musictype;
6048 if (environment == snowyenvironment)
6049 leveltheme = stream_snowtheme;
6050 if (environment == grassyenvironment)
6051 leveltheme = stream_grasstheme;
6052 if (environment == desertenvironment)
6053 leveltheme = stream_deserttheme;
6057 musictype = leveltheme;
6058 for (unsigned i = 0; i < Person::players.size(); i++) {
6059 if ((Person::players[i]->aitype == attacktypecutoff ||
6060 Person::players[i]->aitype == getweapontype ||
6061 Person::players[i]->aitype == gethelptype ||
6062 Person::players[i]->aitype == searchtype) &&
6063 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
6064 (Person::players[i]->animTarget != sneakattackedanim &&
6065 Person::players[i]->animTarget != knifesneakattackedanim &&
6066 Person::players[i]->animTarget != swordsneakattackedanim)) {
6067 musictype = stream_fighttheme;
6071 if (Person::players[0]->dead)
6072 musictype = stream_menutheme;
6075 if (musictype == stream_fighttheme)
6078 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
6079 unseendelay -= multiplier;
6080 if (unseendelay > 0)
6081 musictype = stream_fighttheme;
6086 musictype = stream_menutheme;
6087 musicvolume[2] = 512;
6094 if (musictype != oldmusictype && musictype == stream_fighttheme)
6095 emit_sound_np(alarmsound);
6096 musicselected = musictype;
6098 if (musicselected == leveltheme)
6099 musicvolume[0] += multiplier * 450;
6101 musicvolume[0] -= multiplier * 450;
6102 if (musicselected == stream_fighttheme)
6103 musicvolume[1] += multiplier * 450;
6105 musicvolume[1] -= multiplier * 450;
6106 if (musicselected == stream_menutheme)
6107 musicvolume[2] += multiplier * 450;
6109 musicvolume[2] -= multiplier * 450;
6111 for (int i = 0; i < 3; i++) {
6112 if (musicvolume[i] < 0)
6114 if (musicvolume[i] > 512)
6115 musicvolume[i] = 512;
6118 if (musicvolume[2] > 128 && !loading && !mainmenu)
6119 musicvolume[2] = 128;
6122 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
6123 emit_stream_np(leveltheme, musicvolume[0]);
6124 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
6125 emit_stream_np(stream_fighttheme, musicvolume[1]);
6126 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
6127 emit_stream_np(stream_menutheme, musicvolume[2]);
6128 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
6129 pause_sound(leveltheme);
6130 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
6131 pause_sound(stream_fighttheme);
6132 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
6133 pause_sound(stream_menutheme);
6135 if (musicvolume[0] != oldmusicvolume[0])
6136 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
6137 if (musicvolume[1] != oldmusicvolume[1])
6138 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
6139 if (musicvolume[2] != oldmusicvolume[2])
6140 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
6142 for (int i = 0; i < 3; i++)
6143 oldmusicvolume[i] = musicvolume[i];
6145 pause_sound(leveltheme);
6146 pause_sound(stream_fighttheme);
6147 pause_sound(stream_menutheme);
6149 for (int i = 0; i < 4; i++) {
6150 oldmusicvolume[i] = 0;
6155 Hotspot::killhotspot = 2;
6156 for (int i = 0; i < Hotspot::hotspots.size(); i++) {
6157 if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
6158 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0)
6159 Hotspot::killhotspot = 0;
6160 else if (Hotspot::killhotspot == 2)
6161 Hotspot::killhotspot = 1;
6164 if (Hotspot::killhotspot == 2)
6165 Hotspot::killhotspot = 0;
6169 for (int i = 0; i < Hotspot::hotspots.size(); i++)
6170 if (Hotspot::hotspots[i].type == -1)
6171 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size)
6175 for (unsigned i = 1; i < Person::players.size(); i++)
6176 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
6178 if (numalarmed > maxalarmed)
6179 maxalarmed = numalarmed;
6181 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
6182 if (Person::players[0]->dead && changedelay <= 0) {
6184 targetlevel = whichlevel;
6187 for (unsigned i = 1; i < Person::players.size(); i++) {
6188 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
6195 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
6197 targetlevel = whichlevel + 1;
6198 if (targetlevel > numchallengelevels - 1)
6201 if (winhotspot || windialogue) {
6203 targetlevel = whichlevel + 1;
6204 if (targetlevel > numchallengelevels - 1)
6209 if (Hotspot::killhotspot) {
6211 targetlevel = whichlevel + 1;
6212 if (targetlevel > numchallengelevels - 1)
6216 if (changedelay > 0 && !Person::players[0]->dead && !won) {
6217 //high scores, awards, win
6219 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
6222 wonleveltime = leveltime;
6223 accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
6231 if (leveltime < 1) {
6236 Hotspot::killhotspot = 0;
6239 if (!editorenabled && gameon && !mainmenu) {
6240 if (changedelay != -999)
6241 changedelay -= multiplier / 7;
6242 if (Person::players[0]->dead)
6243 targetlevel = whichlevel;
6244 if (loading == 2 && !campaign) {
6247 fireSound(firestartsound);
6249 if (!Person::players[0]->dead && targetlevel != whichlevel)
6250 startbonustotal = bonustotal;
6251 if (Person::players[0]->dead)
6252 Loadlevel(whichlevel);
6254 Loadlevel(targetlevel);
6260 if (loading == 2 && targetlevel == whichlevel) {
6264 fireSound(firestartsound);
6266 Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
6272 if (changedelay <= -999 &&
6275 (Person::players[0]->dead ||
6276 (alldead && maptype == mapkilleveryone) ||
6278 (Hotspot::killhotspot)))
6280 if ((Person::players[0]->dead ||
6281 (alldead && maptype == mapkilleveryone) ||
6284 (Hotspot::killhotspot)) &&
6286 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
6290 if (Person::players[0]->dead)
6296 // campaignchoosenext determines what to do when the level is complete:
6297 // 0 = load next level
6298 // 1 = go back to level select screen
6299 // 2 = stealthload next level
6300 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
6301 if (campaignlevels[actuallevel].nextlevel.empty())
6303 } else if (mainmenu == 0 && winfreeze) {
6304 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
6306 if (!stealthloading) {
6307 fireSound(firestartsound);
6312 startbonustotal = 0;
6322 actuallevel = campaignlevels[actuallevel].nextlevel.front();
6325 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
6329 pause_sound(stream_menutheme);
6340 oldmusictype = musictype;
6346 facing = DoRotation(facing, -pitch, 0, 0);
6347 facing = DoRotation(facing, 0, 0 - yaw, 0);
6348 viewerfacing = facing;
6351 if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
6352 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;
6354 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;
6356 if (Person::players[0]->skeleton.free) {
6357 for (int i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
6358 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
6359 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
6363 if (Person::players[0]->skeleton.free != 2) {
6365 if (findLengthfast(&Person::players[0]->velocity) > 400) {
6366 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
6368 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
6370 coltarget = target - cameraloc;
6371 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
6374 Normalise(&coltarget);
6375 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
6376 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
6378 cameraloc = cameraloc + coltarget * multiplier * 8;
6382 cameradist += multiplier * 5;
6383 if (cameradist > 2.3)
6385 viewer = cameraloc - facing * cameradist;
6387 coltarget = cameraloc;
6388 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
6389 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
6390 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
6391 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
6393 coltarget = cameraloc;
6394 if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
6397 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
6398 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
6399 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
6401 if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
6405 cameradist = findDistance(&viewer, &target);
6406 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
6407 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
6408 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
6411 if (camerashake > .8)
6413 woozy += multiplier;
6414 if (Person::players[0]->dead)
6416 if (Person::players[0]->dead)
6418 camerashake -= multiplier * 2;
6419 blackout -= multiplier * 2;
6420 if (camerashake < 0)
6425 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
6426 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
6427 viewer.z += (float)(Random() % 100) * .0005 * camerashake;