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 "Animation/Animation.hpp"
27 #include "Audio/openal_wrapper.hpp"
28 #include "Devtools/ConsoleCmds.hpp"
29 #include "Level/Awards.hpp"
30 #include "Level/Campaign.hpp"
31 #include "Level/Dialog.hpp"
32 #include "Level/Hotspot.hpp"
33 #include "Menu/Menu.hpp"
34 #include "User/Settings.hpp"
35 #include "Utils/Folders.hpp"
36 #include "Utils/Input.hpp"
40 #include <sys/types.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;
72 extern float slomodelay;
73 extern bool floatjump;
76 extern float camerashake;
78 extern float blackout;
79 extern bool cellophane;
80 extern bool musictoggle;
81 extern int difficulty;
82 extern int bloodtoggle;
83 extern bool invertmouse;
85 extern float precipdelay;
86 extern XYZ viewerfacing;
87 extern bool ambientsound;
88 extern bool mousejump;
89 extern float viewdistance;
91 extern XYZ windvector;
95 extern int oldmainmenu;
96 extern bool visibleloading;
97 extern XYZ envsound[30];
98 extern float envsoundvol[30];
99 extern int numenvsounds;
100 extern float envsoundlife[30];
101 extern float usermousesensitivity;
102 extern bool ismotionblur;
103 extern bool showdamagebar; // (des)activate the damage bar
105 extern bool skyboxtexture;
106 extern float skyboxr;
107 extern float skyboxg;
108 extern float skyboxb;
109 extern float skyboxlightr;
110 extern float skyboxlightg;
111 extern float skyboxlightb;
112 extern float fadestart;
113 extern float slomospeed;
114 extern float slomofreq;
115 extern int tutoriallevel;
116 extern float smoketex;
117 extern float tutorialstagetime;
118 extern int tutorialstage;
119 extern float tutorialmaxtime;
120 extern float tutorialsuccess;
121 extern bool againbonus;
122 extern bool reversaltrain;
123 extern bool canattack;
124 extern bool cananger;
125 extern float damagedealt;
127 extern int editoractive;
128 extern int editorpathtype;
130 extern float hostiletime;
132 extern bool gamestarted;
136 extern bool stillloading;
137 extern bool winfreeze;
139 extern bool campaign;
141 extern void toggleFullscreen();
145 bool winhotspot = false;
146 bool windialogue = false;
149 float cameradist = 0;
150 bool oldattackkey = 0;
152 float musicvolume[4] = {};
153 float oldmusicvolume[4] = {};
154 int musicselected = 0;
156 const char *rabbitskin[] = {
161 "Textures/Otter.jpg",
163 "Textures/Sable.jpg",
164 "Textures/Chocolate.jpg",
169 const char *wolfskin[] = {
171 "Textures/DarkWolf.jpg",
172 "Textures/SnowWolf.jpg"
175 const char **creatureskin[] = {rabbitskin, wolfskin};
177 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
178 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
182 // TODO: this is slightly incorrect
183 inline float roughDirection(XYZ vec)
186 float angle = -asin(-vec.x) * 180 / M_PI;
191 inline float roughDirectionTo(XYZ start, XYZ end)
193 return roughDirection(end - start);
195 inline float pitchOf(XYZ vec)
198 return -asin(vec.y) * 180 / M_PI;
200 inline float pitchTo(XYZ start, XYZ end)
202 return pitchOf(end - start);
204 inline float sq(float n)
208 inline float stepTowardf(float from, float to, float by)
210 if (fabs(from - to) < by)
218 void Game::playdialoguescenesound()
221 temppos = Person::players[Dialog::currentScene().participantfocus]->coords;
222 temppos = temppos - viewer;
227 switch (Dialog::currentScene().sound) {
232 sound = consolefailsound;
235 sound = consolesuccesssound;
238 sound = firestartsound;
241 sound = fireendsound;
244 sound = rabbitchitter;
247 sound = rabbitchitter2;
250 sound = rabbitpainsound;
253 sound = rabbitpain1sound;
256 sound = rabbitattacksound;
259 sound = rabbitattack2sound;
262 sound = rabbitattack3sound;
265 sound = rabbitattack4sound;
289 sound = barkgrowlsound;
295 emit_sound_at(sound, temppos);
298 // ================================================================
300 int Game::findClosestPlayer()
303 float closestdist = std::numeric_limits<float>::max();
305 for (unsigned i = 1; i < Person::players.size(); i++) {
306 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
307 if (distance < closestdist) {
308 closestdist = distance;
315 static int findClosestObject()
318 float closestdist = std::numeric_limits<float>::max();
320 for (int i = 0; i < Object::objects.size(); i++) {
321 float distance = distsq(&Object::objects[i]->position, &Person::players[0]->coords);
322 if (distance < closestdist) {
323 closestdist = distance;
330 static void cmd_dispatch(const string cmd)
332 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
334 for (i = 0; i < n_cmds; i++)
335 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
336 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
337 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
340 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
343 /********************> Tick() <*****/
344 extern bool save_screenshot(const char * fname);
345 void Screenshot (void)
348 time_t t = time(NULL);
349 struct tm *tme = localtime(&t);
350 sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png",
351 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
353 save_screenshot(filename);
356 void Game::SetUpLighting()
358 if (environment == snowyenvironment)
359 light.setColors(.65, .65, .7, .4, .4, .44);
360 if (environment == desertenvironment)
361 light.setColors(.95, .95, .95, .4, .35, .3);
362 if (environment == grassyenvironment)
363 light.setColors(.95, .95, 1, .4, .4, .44);
365 light.setColors(1, 1, 1, .4, .4, .4);
367 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
368 light.color[0] *= (skyboxlightr + average) / 2;
369 light.color[1] *= (skyboxlightg + average) / 2;
370 light.color[2] *= (skyboxlightb + average) / 2;
371 light.ambient[0] *= (skyboxlightr + average) / 2;
372 light.ambient[1] *= (skyboxlightg + average) / 2;
373 light.ambient[2] *= (skyboxlightb + average) / 2;
376 int findPathDist(int start, int end)
378 int smallestcount, count, connected;
379 int last, last2, last3, last4;
382 smallestcount = 1000;
383 for (int i = 0; i < 50; i++) {
389 while (last != end && count < 30) {
391 for (int j = 0; j < numpathpoints; j++) {
392 if (j != last && j != last2 && j != last3 && j != last4) {
394 if (numpathpointconnect[j])
395 for (int k = 0; k < numpathpointconnect[j]; k++) {
396 if (pathpointconnect[j][k] == last)connected = 1;
399 if (numpathpointconnect[last])
400 for (int k = 0; k < numpathpointconnect[last]; k++) {
401 if (pathpointconnect[last][k] == j)connected = 1;
404 if (closest == -1 || Random() % 2 == 0) {
415 if (count < smallestcount)
416 smallestcount = count;
418 return smallestcount;
421 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
423 float minx, minz, maxx, maxz, miny, maxy;
425 minx = min(startpoint.x, endpoint.x) - 1;
426 miny = min(startpoint.y, endpoint.y) - 1;
427 minz = min(startpoint.z, endpoint.z) - 1;
428 maxx = max(startpoint.x, endpoint.x) + 1;
429 maxy = max(startpoint.y, endpoint.y) + 1;
430 maxz = max(startpoint.z, endpoint.z) + 1;
432 for (int i = 0; i < Object::objects.size(); i++) {
433 if (checkcollide(startpoint, endpoint, i, minx, miny, minz, maxx, maxy, maxz) != -1) {
441 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
443 float minx, minz, maxx, maxz, miny, maxy;
445 minx = min(startpoint.x, endpoint.x) - 1;
446 miny = min(startpoint.y, endpoint.y) - 1;
447 minz = min(startpoint.z, endpoint.z) - 1;
448 maxx = max(startpoint.x, endpoint.x) + 1;
449 maxy = max(startpoint.y, endpoint.y) + 1;
450 maxz = max(startpoint.z, endpoint.z) + 1;
452 return checkcollide(startpoint, endpoint, what, minx, miny, minz, maxx, maxy, maxz);
455 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what, float minx, float miny, float minz, float maxx, float maxy, float maxz)
457 XYZ colpoint, colviewer, coltarget;
460 if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1) {
464 if ( Object::objects[what]->position.x > minx - Object::objects[what]->model.boundingsphereradius &&
465 Object::objects[what]->position.x < maxx + Object::objects[what]->model.boundingsphereradius &&
466 Object::objects[what]->position.y > miny - Object::objects[what]->model.boundingsphereradius &&
467 Object::objects[what]->position.y < maxy + Object::objects[what]->model.boundingsphereradius &&
468 Object::objects[what]->position.z > minz - Object::objects[what]->model.boundingsphereradius &&
469 Object::objects[what]->position.z < maxz + Object::objects[what]->model.boundingsphereradius) {
470 if ( Object::objects[what]->type != treeleavestype &&
471 Object::objects[what]->type != bushtype &&
472 Object::objects[what]->type != firetype) {
473 colviewer = startpoint;
474 coltarget = endpoint;
475 if (Object::objects[what]->model.LineCheck(&colviewer, &coltarget, &colpoint, &Object::objects[what]->position, &Object::objects[what]->yaw) != -1) {
485 void Setenvironment(int which)
489 LOG(" Setting environment...");
494 pause_sound(stream_snowtheme);
495 pause_sound(stream_grasstheme);
496 pause_sound(stream_deserttheme);
497 pause_sound(stream_wind);
498 pause_sound(stream_desertambient);
501 if (environment == snowyenvironment) {
505 emit_stream_np(stream_wind);
507 Object::treetextureptr.load("Textures/SnowTree.png", 0);
508 Object::bushtextureptr.load("Textures/BushSnow.png", 0);
509 Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
510 Object::boxtextureptr.load("Textures/SnowBox.jpg", 1);
512 footstepsound = footstepsn1;
513 footstepsound2 = footstepsn2;
514 footstepsound3 = footstepst1;
515 footstepsound4 = footstepst2;
517 terraintexture.load("Textures/Snow.jpg", 1);
518 terraintexture2.load("Textures/Rock.jpg", 1);
521 temptexdetail = texdetail;
524 skybox->load( "Textures/Skybox(snow)/Front.jpg",
525 "Textures/Skybox(snow)/Left.jpg",
526 "Textures/Skybox(snow)/Back.jpg",
527 "Textures/Skybox(snow)/Right.jpg",
528 "Textures/Skybox(snow)/Up.jpg",
529 "Textures/Skybox(snow)/Down.jpg");
534 texdetail = temptexdetail;
535 } else if (environment == desertenvironment) {
538 Object::treetextureptr.load("Textures/DesertTree.png", 0);
539 Object::bushtextureptr.load("Textures/BushDesert.png", 0);
540 Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
541 Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
545 emit_stream_np(stream_desertambient);
547 footstepsound = footstepsn1;
548 footstepsound2 = footstepsn2;
549 footstepsound3 = footstepsn1;
550 footstepsound4 = footstepsn2;
552 terraintexture.load("Textures/Sand.jpg", 1);
553 terraintexture2.load("Textures/SandSlope.jpg", 1);
556 temptexdetail = texdetail;
559 skybox->load( "Textures/Skybox(sand)/Front.jpg",
560 "Textures/Skybox(sand)/Left.jpg",
561 "Textures/Skybox(sand)/Back.jpg",
562 "Textures/Skybox(sand)/Right.jpg",
563 "Textures/Skybox(sand)/Up.jpg",
564 "Textures/Skybox(sand)/Down.jpg");
569 texdetail = temptexdetail;
570 } else if (environment == grassyenvironment) {
573 Object::treetextureptr.load("Textures/Tree.png", 0);
574 Object::bushtextureptr.load("Textures/Bush.png", 0);
575 Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
576 Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
579 emit_stream_np(stream_wind, 100.);
581 footstepsound = footstepgr1;
582 footstepsound2 = footstepgr2;
583 footstepsound3 = footstepst1;
584 footstepsound4 = footstepst2;
586 terraintexture.load("Textures/GrassDirt.jpg", 1);
587 terraintexture2.load("Textures/MossRock.jpg", 1);
590 temptexdetail = texdetail;
593 skybox->load( "Textures/Skybox(grass)/Front.jpg",
594 "Textures/Skybox(grass)/Left.jpg",
595 "Textures/Skybox(grass)/Back.jpg",
596 "Textures/Skybox(grass)/Right.jpg",
597 "Textures/Skybox(grass)/Up.jpg",
598 "Textures/Skybox(grass)/Down.jpg");
602 texdetail = temptexdetail;
604 temptexdetail = texdetail;
606 terrain.load("Textures/HeightMap.png");
608 texdetail = temptexdetail;
611 void Game::Loadlevel(int which)
618 Loadlevel("tutorial");
619 } else if (which >= 0 && which <= 15) {
621 snprintf(buf, 32, "map%d", which + 1); // challenges
624 Loadlevel("mapsave");
627 void Game::Loadlevel(const std::string& name)
629 int indemo; // FIXME this should be removed
635 LOG(std::string("Loading level...") + name);
647 if (tutoriallevel != -1)
652 if (tutoriallevel == 1)
654 if (tutorialstage == 0) {
655 tutorialstagetime = 0;
658 pause_sound(whooshsound);
659 pause_sound(stream_firesound);
664 tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" );
666 pause_sound(stream_firesound);
672 //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
674 Dialog::dialogs.clear();
676 Dialog::indialogue = -1;
682 if (Account::hasActive()) {
683 difficulty = Account::active().getDifficulty();
686 Hotspot::hotspots.clear();
687 Hotspot::current = -1;
698 for (int i = 0; i < 100; i++)
707 numunarmedattack = 0;
718 bonustotal = startbonustotal;
723 emit_sound_np(consolesuccesssound);
728 if (!stealthloading) {
729 terrain.numdecals = 0;
730 Sprite::deleteSprites();
732 for (int i = 0; i < subdivision; i++) {
733 for (int j = 0; j < subdivision; j++) {
734 terrain.patchobjectnum[i][j] = 0;
742 Person::players.resize(1);
744 funpackf(tfile, "Bi", &mapvers);
746 cerr << name << " has obsolete map version " << mapvers << endl;
749 funpackf(tfile, "Bi", &indemo);
753 funpackf(tfile, "Bi", &maptype);
755 maptype = mapkilleveryone;
757 funpackf(tfile, "Bi", &hostile);
761 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
767 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
775 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
777 skyboxlightr = skyboxr;
778 skyboxlightg = skyboxg;
779 skyboxlightb = skyboxb;
781 /* 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) */
782 if (stealthloading) {
783 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
785 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);
787 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
788 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
789 Person::players[0]->weaponids[j] = weapons.size();
791 funpackf(tfile, "Bi", &type);
792 weapons.push_back(Weapon(type, 0));
798 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
799 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
800 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
801 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
803 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
806 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
808 Person::players[0]->whichskin = 0;
809 Person::players[0]->creature = rabbittype;
812 Person::players[0]->lastattack = -1;
813 Person::players[0]->lastattack2 = -1;
814 Person::players[0]->lastattack3 = -1;
818 Dialog::loadDialogs(tfile);
821 for (int k = 0; k < Person::players[0]->numclothes; k++) {
822 funpackf(tfile, "Bi", &templength);
823 for (int l = 0; l < templength; l++)
824 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
825 Person::players[0]->clothes[k][templength] = '\0';
826 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
829 funpackf(tfile, "Bi", &environment);
831 Object::LoadObjectsFromFile(tfile, stealthloading);
835 funpackf(tfile, "Bi", &numhotspots);
836 if (numhotspots < 0) {
837 cerr << "Map " << name << " have an invalid number of hotspots" << endl;
840 Hotspot::hotspots.resize(numhotspots);
841 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
842 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);
843 funpackf(tfile, "Bi", &templength);
845 for (int l = 0; l < templength; l++)
846 funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
847 Hotspot::hotspots[i].text[templength] = '\0';
848 if (Hotspot::hotspots[i].type == -111)
852 Hotspot::hotspots.clear();
858 if (!stealthloading) {
859 Object::ComputeCenter();
864 Object::ComputeRadius();
871 funpackf(tfile, "Bi", &numplayers);
872 if (numplayers > maxplayers) {
873 cout << "Warning: this level contains more players than allowed" << endl;
876 for (int i = 1; i < numplayers; i++) {
878 Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
880 } catch (InvalidPersonException e) {
881 cerr << "Invalid Person found in " << name << endl;
887 funpackf(tfile, "Bi", &numpathpoints);
888 if (numpathpoints > 30 || numpathpoints < 0)
890 for (int j = 0; j < numpathpoints; j++) {
891 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
892 for (int k = 0; k < numpathpointconnect[j]; k++) {
893 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
899 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
902 if (environment != oldenvironment)
903 Setenvironment(environment);
904 oldenvironment = environment;
906 if (!stealthloading) {
907 Object::AddObjectsToTerrain();
918 for (unsigned i = 0; i < Person::players.size(); i++) {
922 Person::players[i]->burnt = 0;
923 Person::players[i]->bled = 0;
924 Person::players[i]->onfire = 0;
925 Person::players[i]->scale = .2;
927 Person::players[i]->creature = rabbittype;
930 Person::players[i]->skeleton.free = 0;
932 Person::players[i]->skeletonLoad();
934 Person::players[i]->addClothes();
937 Person::players[i]->animCurrent = bounceidleanim;
938 Person::players[i]->animTarget = bounceidleanim;
939 Person::players[i]->frameCurrent = 0;
940 Person::players[i]->frameTarget = 1;
941 Person::players[i]->target = 0;
943 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
945 Person::players[i]->speed -= .2;
947 Person::players[i]->speed -= .1;
950 Person::players[i]->velocity = 0;
951 Person::players[i]->oldcoords = Person::players[i]->coords;
952 Person::players[i]->realoldcoords = Person::players[i]->coords;
954 Person::players[i]->id = i;
955 Person::players[i]->updatedelay = 0;
956 Person::players[i]->normalsupdatedelay = 0;
958 Person::players[i]->proportionhead = 1.2;
959 Person::players[i]->proportionbody = 1.05;
960 Person::players[i]->proportionarms = 1.00;
961 Person::players[i]->proportionlegs = 1.1;
962 Person::players[i]->proportionlegs.y = 1.05;
963 Person::players[i]->headless = 0;
964 Person::players[i]->currentoffset = 0;
965 Person::players[i]->targetoffset = 0;
966 if (Person::players[i]->creature == wolftype) {
967 Person::players[i]->scale = .23;
968 Person::players[i]->damagetolerance = 300;
970 Person::players[i]->damagetolerance = 200;
979 Person::players[i]->proportionhead.z = 0;
980 Person::players[i]->proportionbody.z = 0;
981 Person::players[i]->proportionarms.z = 0;
982 Person::players[i]->proportionlegs.z = 0;
985 Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
988 Person::players[i]->headmorphness = 0;
989 Person::players[i]->targetheadmorphness = 1;
990 Person::players[i]->headmorphstart = 0;
991 Person::players[i]->headmorphend = 0;
993 Person::players[i]->pausetime = 0;
995 Person::players[i]->dead = 0;
996 Person::players[i]->jumppower = 5;
997 Person::players[i]->damage = 0;
998 Person::players[i]->permanentdamage = 0;
999 Person::players[i]->superpermanentdamage = 0;
1001 Person::players[i]->forwardkeydown = 0;
1002 Person::players[i]->leftkeydown = 0;
1003 Person::players[i]->backkeydown = 0;
1004 Person::players[i]->rightkeydown = 0;
1005 Person::players[i]->jumpkeydown = 0;
1006 Person::players[i]->crouchkeydown = 0;
1007 Person::players[i]->throwkeydown = 0;
1009 Person::players[i]->collided = -10;
1010 Person::players[i]->loaded = 1;
1011 Person::players[i]->bloodloss = 0;
1012 Person::players[i]->weaponactive = -1;
1013 Person::players[i]->weaponstuck = -1;
1014 Person::players[i]->bleeding = 0;
1015 Person::players[i]->deathbleeding = 0;
1016 Person::players[i]->stunned = 0;
1017 Person::players[i]->hasvictim = 0;
1018 Person::players[i]->wentforweapon = 0;
1022 Person::players[0]->aitype = playercontrolled;
1024 if (difficulty == 1) {
1025 Person::players[0]->power = 1 / .9;
1026 Person::players[0]->damagetolerance = 250;
1027 } else if (difficulty == 0) {
1028 Person::players[0]->power = 1 / .8;
1029 Person::players[0]->damagetolerance = 300;
1030 Person::players[0]->armorhead *= 1.5;
1031 Person::players[0]->armorhigh *= 1.5;
1032 Person::players[0]->armorlow *= 1.5;
1035 cameraloc = Person::players[0]->coords;
1037 yaw = Person::players[0]->yaw;
1039 hawkcoords = Person::players[0]->coords;
1045 LOG("Starting background music...");
1047 OPENAL_StopSound(OPENAL_ALL);
1049 if (environment == snowyenvironment) {
1050 emit_stream_np(stream_wind);
1051 } else if (environment == desertenvironment) {
1052 emit_stream_np(stream_desertambient);
1053 } else if (environment == grassyenvironment) {
1054 emit_stream_np(stream_wind, 100.);
1057 oldmusicvolume[0] = 0;
1058 oldmusicvolume[1] = 0;
1059 oldmusicvolume[2] = 0;
1060 oldmusicvolume[3] = 0;
1072 if (tutorialstagetime > tutorialmaxtime) {
1074 tutorialsuccess = 0;
1075 if (tutorialstage <= 1) {
1080 switch (tutorialstage) {
1082 tutorialmaxtime = 5;
1085 tutorialmaxtime = 2;
1088 tutorialmaxtime = 600;
1091 tutorialmaxtime = 1000;
1094 tutorialmaxtime = 600;
1097 tutorialmaxtime = 600;
1100 tutorialmaxtime = 600;
1103 tutorialmaxtime = 600;
1106 tutorialmaxtime = 600;
1109 tutorialmaxtime = 2;
1112 tutorialmaxtime = 1000;
1115 tutorialmaxtime = 1000;
1118 tutorialmaxtime = 2;
1121 tutorialmaxtime = 3;
1132 Person::players[1]->coords = (temp + temp2) / 2;
1134 emit_sound_at(fireendsound, Person::players[1]->coords);
1136 for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
1137 if (Random() % 2 == 0) {
1138 if (!Person::players[1]->skeleton.free)
1139 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1140 if (Person::players[1]->skeleton.free)
1141 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1142 if (!Person::players[1]->skeleton.free)
1143 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;
1144 if (Person::players[1]->skeleton.free)
1145 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1146 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1152 tutorialmaxtime = 500;
1155 tutorialmaxtime = 500;
1158 tutorialmaxtime = 500;
1161 tutorialmaxtime = 500;
1167 tutorialmaxtime = 500;
1170 tutorialmaxtime = 500;
1171 if (bonus == cannon) {
1178 tutorialmaxtime = 500;
1181 tutorialmaxtime = 500;
1184 tutorialmaxtime = 500;
1187 tutorialmaxtime = 500;
1190 tutorialmaxtime = 2;
1193 tutorialmaxtime = 4;
1196 Person::players[1]->aitype = attacktypecutoff;
1199 tutorialmaxtime = 400;
1202 tutorialmaxtime = 400;
1203 Person::players[0]->escapednum = 0;
1206 tutorialmaxtime = 4;
1209 Person::players[1]->aitype = passivetype;
1212 tutorialmaxtime = 13;
1215 tutorialmaxtime = 8;
1218 tutorialmaxtime = 400;
1221 Person::players[1]->aitype = attacktypecutoff;
1224 tutorialmaxtime = 400;
1227 tutorialmaxtime = 400;
1230 tutorialmaxtime = 2;
1233 Person::players[1]->aitype = passivetype;
1238 tutorialmaxtime = 50;
1241 Person::players[1]->aitype = attacktypecutoff;
1244 tutorialmaxtime = 4;
1247 Person::players[1]->aitype = passivetype;
1259 Weapon w(knife, -1);
1260 w.position = (temp + temp2) / 2;
1261 w.tippoint = (temp + temp2) / 2;
1264 w.tipvelocity = 0.1;
1271 weapons.push_back(w);
1275 tutorialmaxtime = 300;
1278 tutorialmaxtime = 300;
1281 tutorialmaxtime = 8;
1284 tutorialmaxtime = 300;
1287 weapons[0].owner = 1;
1288 Person::players[0]->weaponactive = -1;
1289 Person::players[0]->num_weapons = 0;
1290 Person::players[1]->weaponactive = 0;
1291 Person::players[1]->num_weapons = 1;
1292 Person::players[1]->weaponids[0] = 0;
1296 Person::players[1]->aitype = attacktypecutoff;
1298 tutorialmaxtime = 300;
1301 weapons[0].owner = 1;
1302 Person::players[0]->weaponactive = -1;
1303 Person::players[0]->num_weapons = 0;
1304 Person::players[1]->weaponactive = 0;
1305 Person::players[1]->num_weapons = 1;
1306 Person::players[1]->weaponids[0] = 0;
1308 tutorialmaxtime = 300;
1311 weapons[0].owner = 1;
1312 Person::players[0]->weaponactive = -1;
1313 Person::players[0]->num_weapons = 0;
1314 Person::players[1]->weaponactive = 0;
1315 Person::players[1]->num_weapons = 1;
1316 Person::players[1]->weaponids[0] = 0;
1318 weapons[0].setType(sword);
1320 tutorialmaxtime = 300;
1323 tutorialmaxtime = 10;
1334 Weapon w(sword, -1);
1335 w.position = (temp + temp2) / 2;
1336 w.tippoint = (temp + temp2) / 2;
1339 w.tipvelocity = 0.1;
1346 weapons.push_back(w);
1348 weapons[0].owner = 1;
1349 weapons[1].owner = 0;
1350 Person::players[0]->weaponactive = 0;
1351 Person::players[0]->num_weapons = 1;
1352 Person::players[0]->weaponids[0] = 1;
1353 Person::players[1]->weaponactive = 0;
1354 Person::players[1]->num_weapons = 1;
1355 Person::players[1]->weaponids[0] = 0;
1362 Person::players[1]->aitype = passivetype;
1364 tutorialmaxtime = 15;
1366 weapons[0].owner = 1;
1367 weapons[1].owner = 0;
1368 Person::players[0]->weaponactive = 0;
1369 Person::players[0]->num_weapons = 1;
1370 Person::players[0]->weaponids[0] = 1;
1371 Person::players[1]->weaponactive = 0;
1372 Person::players[1]->num_weapons = 1;
1373 Person::players[1]->weaponids[0] = 0;
1375 if (Person::players[0]->weaponactive != -1)
1376 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
1378 weapons[0].setType(staff);
1383 Person::players[1]->aitype = passivetype;
1385 tutorialmaxtime = 200;
1387 weapons[1].position = 1000;
1388 weapons[1].tippoint = 1000;
1390 weapons[0].setType(knife);
1392 weapons[0].owner = 0;
1393 Person::players[1]->weaponactive = -1;
1394 Person::players[1]->num_weapons = 0;
1395 Person::players[0]->weaponactive = 0;
1396 Person::players[0]->num_weapons = 1;
1397 Person::players[0]->weaponids[0] = 0;
1401 tutorialmaxtime = 8;
1404 emit_sound_at(fireendsound, Person::players[1]->coords);
1406 for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
1407 if (Random() % 2 == 0) {
1408 if (!Person::players[1]->skeleton.free)
1409 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1410 if (Person::players[1]->skeleton.free)
1411 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1412 if (!Person::players[1]->skeleton.free)
1413 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;
1414 if (Person::players[1]->skeleton.free)
1415 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1416 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1420 Person::players[1]->num_weapons = 0;
1421 Person::players[1]->weaponstuck = -1;
1422 Person::players[1]->weaponactive = -1;
1428 tutorialmaxtime = 80000;
1433 if (tutorialstage <= 51)
1434 tutorialstagetime = 0;
1438 if (tutorialstagetime < tutorialmaxtime - 3) {
1439 switch (tutorialstage) {
1441 if (deltah || deltav)
1442 tutorialsuccess += multiplier;
1445 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
1446 tutorialsuccess += multiplier;
1449 if (Person::players[0]->jumpkeydown)
1450 tutorialsuccess = 1;
1453 if (Person::players[0]->isCrouch())
1454 tutorialsuccess = 1;
1457 if (Person::players[0]->animTarget == rollanim)
1458 tutorialsuccess = 1;
1461 if (Person::players[0]->animTarget == sneakanim)
1462 tutorialsuccess += multiplier;
1465 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
1466 tutorialsuccess += multiplier;
1469 if (Person::players[0]->isWallJump())
1470 tutorialsuccess = 1;
1473 if (Person::players[0]->animTarget == flipanim)
1474 tutorialsuccess = 1;
1477 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
1478 tutorialsuccess = 1;
1481 if (Person::players[0]->animTarget == winduppunchanim)
1482 tutorialsuccess = 1;
1485 if (Person::players[0]->animTarget == spinkickanim)
1486 tutorialsuccess = 1;
1489 if (Person::players[0]->animTarget == sweepanim)
1490 tutorialsuccess = 1;
1493 if (Person::players[0]->animTarget == dropkickanim)
1494 tutorialsuccess = 1;
1497 if (Person::players[0]->animTarget == rabbitkickanim)
1498 tutorialsuccess = 1;
1501 if (bonus == cannon)
1502 tutorialsuccess = 1;
1505 if (bonus == spinecrusher)
1506 tutorialsuccess = 1;
1509 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
1510 tutorialsuccess = 1;
1513 if (Person::players[0]->animTarget == rabbittacklinganim)
1514 tutorialsuccess = 1;
1517 if (Person::players[0]->animTarget == backhandspringanim)
1518 tutorialsuccess = 1;
1521 if (Animation::animations[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
1522 tutorialsuccess = 1;
1525 if (Person::players[0]->escapednum == 2) {
1526 tutorialsuccess = 1;
1529 Person::players[1]->aitype = passivetype;
1533 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1534 tutorialsuccess = 1;
1537 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1538 tutorialsuccess = 1;
1541 if (Animation::animations[Person::players[0]->animTarget].attack == reversal) {
1542 tutorialsuccess = 1;
1545 Person::players[1]->aitype = passivetype;
1549 if (Person::players[0]->num_weapons > 0)
1550 tutorialsuccess = 1;
1553 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
1554 tutorialsuccess = 1;
1557 if (Person::players[0]->animTarget == knifeslashstartanim)
1558 tutorialsuccess = 1;
1561 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1562 tutorialsuccess = 1;
1565 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1566 tutorialsuccess = 1;
1569 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1570 tutorialsuccess = 1;
1573 if (Person::players[1]->weaponstuck != -1)
1574 tutorialsuccess = 1;
1579 if (tutorialsuccess >= 1)
1580 tutorialstagetime = tutorialmaxtime - 3;
1583 if (tutorialstagetime == tutorialmaxtime - 3) {
1584 emit_sound_np(consolesuccesssound);
1587 if (tutorialsuccess >= 1) {
1588 if (tutorialstage == 34 || tutorialstage == 35)
1589 tutorialstagetime = tutorialmaxtime - 1;
1593 if (tutorialstage < 14 || tutorialstage >= 50) {
1594 Person::players[1]->coords.y = 300;
1595 Person::players[1]->velocity = 0;
1601 float headprop, bodyprop, armprop, legprop;
1606 if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
1608 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1609 Person::players[0]->damagetolerance = 200000;
1610 Person::players[0]->damage = 0;
1611 Person::players[0]->burnt = 0;
1612 Person::players[0]->permanentdamage = 0;
1613 Person::players[0]->superpermanentdamage = 0;
1616 /* Change environment */
1617 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1619 if (environment > 2)
1621 Setenvironment(environment);
1625 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1626 cameramode = !cameramode;
1629 /* Toggle Slow motion */
1630 if (Input::isKeyPressed(SDL_SCANCODE_B)) {
1636 if (Input::isKeyPressed(SDL_SCANCODE_N)) {
1637 Person::players[0]->RagDoll(0);
1639 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
1642 /* Grow tree leaves?? */
1643 if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
1644 for (int i = 0; i < Object::objects.size(); i++) {
1645 if (Object::objects[i]->type == treeleavestype) {
1646 Object::objects[i]->scale *= .9;
1651 /* Change (or add) weapon */
1652 if (Input::isKeyPressed(SDL_SCANCODE_X)) {
1654 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1655 closest = findClosestPlayer();
1659 if (Person::players[closest]->num_weapons > 0) {
1660 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
1661 weapons[Person::players[closest]->weaponids[0]].setType(staff);
1662 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
1663 weapons[Person::players[closest]->weaponids[0]].setType(knife);
1665 weapons[Person::players[closest]->weaponids[0]].setType(sword);
1667 Person::players[closest]->weaponids[0] = weapons.size();
1669 weapons.push_back(Weapon(knife, closest));
1671 Person::players[closest]->num_weapons = 1;
1677 if (Input::isKeyDown(SDL_SCANCODE_U)) {
1679 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1680 closest = findClosestPlayer();
1684 Person::players[closest]->yaw += multiplier * 50;
1685 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1690 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
1691 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
1692 if (Person::players[0]->onfire) {
1693 Person::players[0]->CatchFire();
1695 if (!Person::players[0]->onfire) {
1696 emit_sound_at(fireendsound, Person::players[0]->coords);
1697 pause_sound(stream_firesound);
1702 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1704 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1705 closest = findClosestPlayer();
1709 Person::players[closest]->whichskin++;
1710 if (Person::players[closest]->whichskin > 9)
1711 Person::players[closest]->whichskin = 0;
1712 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
1713 Person::players[closest]->whichskin = 0;
1715 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1716 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1719 Person::players[closest]->addClothes();
1722 /* Change creature type */
1723 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1725 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1726 closest = findClosestPlayer();
1730 if (Person::players[closest]->creature == wolftype) {
1731 headprop = Person::players[closest]->proportionhead.x / 1.1;
1732 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1733 armprop = Person::players[closest]->proportionarms.x / 1.1;
1734 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1737 headprop = Person::players[closest]->proportionhead.x / 1.2;
1738 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1739 armprop = Person::players[closest]->proportionarms.x / 1.00;
1740 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1744 if (Person::players[closest]->creature == rabbittype) {
1745 Person::players[closest]->creature = wolftype;
1746 Person::players[closest]->whichskin = 0;
1747 Person::players[closest]->skeletonLoad();
1749 Person::players[closest]->proportionhead = 1.1;
1750 Person::players[closest]->proportionbody = 1.1;
1751 Person::players[closest]->proportionarms = 1.1;
1752 Person::players[closest]->proportionlegs = 1.1;
1753 Person::players[closest]->proportionlegs.y = 1.1;
1754 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1756 Person::players[closest]->damagetolerance = 300;
1758 Person::players[closest]->creature = rabbittype;
1759 Person::players[closest]->whichskin = 0;
1760 Person::players[closest]->skeletonLoad(true);
1762 Person::players[closest]->proportionhead = 1.2;
1763 Person::players[closest]->proportionbody = 1.05;
1764 Person::players[closest]->proportionarms = 1.00;
1765 Person::players[closest]->proportionlegs = 1.1;
1766 Person::players[closest]->proportionlegs.y = 1.05;
1767 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1769 Person::players[closest]->damagetolerance = 200;
1772 if (Person::players[closest]->creature == wolftype) {
1773 Person::players[closest]->proportionhead = 1.1 * headprop;
1774 Person::players[closest]->proportionbody = 1.1 * bodyprop;
1775 Person::players[closest]->proportionarms = 1.1 * armprop;
1776 Person::players[closest]->proportionlegs = 1.1 * legprop;
1779 if (Person::players[closest]->creature == rabbittype) {
1780 Person::players[closest]->proportionhead = 1.2 * headprop;
1781 Person::players[closest]->proportionbody = 1.05 * bodyprop;
1782 Person::players[closest]->proportionarms = 1.00 * armprop;
1783 Person::players[closest]->proportionlegs = 1.1 * legprop;
1784 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1791 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1793 float closestdist = std::numeric_limits<float>::max();
1795 for (unsigned i = 1; i < Person::players.size(); i++) {
1796 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
1797 if (!Person::players[i]->headless)
1798 if (distance < closestdist) {
1799 closestdist = distance;
1804 XYZ flatfacing2, flatvelocity2;
1806 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1807 blah = Person::players[closest]->coords;
1808 XYZ headspurtdirection;
1809 //int i = Person::players[closest]->skeleton.jointlabels[head];
1810 Joint& headjoint = Person::players[closest]->joint(head);
1811 for (unsigned k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
1812 if (!Person::players[closest]->skeleton.free)
1813 flatvelocity2 = Person::players[closest]->velocity;
1814 if (Person::players[closest]->skeleton.free)
1815 flatvelocity2 = headjoint.velocity;
1816 if (!Person::players[closest]->skeleton.free)
1817 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;
1818 if (Person::players[closest]->skeleton.free)
1819 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1820 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1821 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1822 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1823 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1824 Normalise(&headspurtdirection);
1825 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1826 flatvelocity2 += headspurtdirection * 8;
1827 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1829 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1831 emit_sound_at(splattersound, blah);
1832 emit_sound_at(breaksound2, blah, 100.);
1834 if (Person::players[closest]->skeleton.free == 2)
1835 Person::players[closest]->skeleton.free = 0;
1836 Person::players[closest]->RagDoll(0);
1837 Person::players[closest]->dead = 2;
1838 Person::players[closest]->headless = 1;
1839 Person::players[closest]->DoBloodBig(3, 165);
1846 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1847 int closest = findClosestPlayer();
1848 XYZ flatfacing2, flatvelocity2;
1850 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1851 blah = Person::players[closest]->coords;
1852 emit_sound_at(splattersound, blah);
1853 emit_sound_at(breaksound2, blah);
1855 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1856 if (!Person::players[closest]->skeleton.free)
1857 flatvelocity2 = Person::players[closest]->velocity;
1858 if (Person::players[closest]->skeleton.free)
1859 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1860 if (!Person::players[closest]->skeleton.free)
1861 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;
1862 if (Person::players[closest]->skeleton.free)
1863 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1864 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1865 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1866 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1867 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1868 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
1869 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1872 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1873 if (!Person::players[closest]->skeleton.free)
1874 flatvelocity2 = Person::players[closest]->velocity;
1875 if (Person::players[closest]->skeleton.free)
1876 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1877 if (!Person::players[closest]->skeleton.free)
1878 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;
1879 if (Person::players[closest]->skeleton.free)
1880 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1881 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1882 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1883 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1884 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1885 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
1888 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1889 if (!Person::players[closest]->skeleton.free)
1890 flatvelocity2 = Person::players[closest]->velocity;
1891 if (Person::players[closest]->skeleton.free)
1892 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1893 if (!Person::players[closest]->skeleton.free)
1894 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;
1895 if (Person::players[closest]->skeleton.free)
1896 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1897 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1898 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1899 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1900 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1901 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1904 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1905 if (!Person::players[closest]->skeleton.free)
1906 flatvelocity2 = Person::players[closest]->velocity;
1907 if (Person::players[closest]->skeleton.free)
1908 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1909 if (!Person::players[closest]->skeleton.free)
1910 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;
1911 if (Person::players[closest]->skeleton.free)
1912 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1913 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1914 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1915 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1916 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1917 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1921 for (unsigned j = 0; j < Person::players.size(); j++) {
1922 if (int(j) != closest) {
1923 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
1924 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
1925 if (Person::players[j]->skeleton.free == 2)
1926 Person::players[j]->skeleton.free = 1;
1927 Person::players[j]->skeleton.longdead = 0;
1928 Person::players[j]->RagDoll(0);
1929 for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
1930 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
1931 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
1932 flatvelocity2 = temppos - Person::players[closest]->coords;
1933 Normalise(&flatvelocity2);
1934 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
1941 Person::players[closest]->DoDamage(10000);
1942 Person::players[closest]->RagDoll(0);
1943 Person::players[closest]->dead = 2;
1944 Person::players[closest]->coords = 20;
1945 Person::players[closest]->skeleton.free = 2;
1953 if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1954 editorenabled = !editorenabled;
1955 if (editorenabled) {
1956 Person::players[0]->damagetolerance = 100000;
1958 Person::players[0]->damagetolerance = 200;
1960 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
1961 Person::players[0]->permanentdamage = 0;
1962 Person::players[0]->superpermanentdamage = 0;
1963 Person::players[0]->bloodloss = 0;
1964 Person::players[0]->deathbleeding = 0;
1969 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
1971 if (targetlevel > numchallengelevels - 1)
1977 if (editorenabled) {
1978 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1979 int closest = findClosestPlayer();
1981 Person::players.erase(Person::players.begin()+closest);
1985 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1986 int closest = findClosestObject();
1988 Object::objects[closest]->position.y -= 500;
1992 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1993 if (Object::objects.size() < max_objects - 1) {
1995 scenecoords.x = Person::players[0]->coords.x;
1996 scenecoords.z = Person::players[0]->coords.z;
1997 scenecoords.y = Person::players[0]->coords.y - 3;
1998 if (editortype == bushtype)
1999 scenecoords.y = Person::players[0]->coords.y - .5;
2000 if (editortype == firetype)
2001 scenecoords.y = Person::players[0]->coords.y - .5;
2002 float temprotat, temprotat2;
2003 temprotat = editoryaw;
2004 temprotat2 = editorpitch;
2005 if (temprotat < 0 || editortype == bushtype)
2006 temprotat = Random() % 360;
2008 temprotat2 = Random() % 360;
2010 Object::MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
2011 if (editortype == treetrunktype)
2012 Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
2016 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2017 Person::players.push_back(shared_ptr<Person>(new Person()));
2019 Person::players.back()->id = Person::players.size()-1;
2021 Person::players.back()->scale = Person::players[0]->scale;
2022 Person::players.back()->creature = rabbittype;
2023 Person::players.back()->howactive = editoractive;
2025 int k = abs(Random() % 2) + 1;
2027 Person::players.back()->whichskin = 0;
2028 } else if (k == 1) {
2029 Person::players.back()->whichskin = 1;
2031 Person::players.back()->whichskin = 2;
2034 Person::players.back()->skeletonLoad(true);
2036 Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
2037 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
2039 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
2040 Person::players.back()->yaw = Person::players[0]->yaw;
2042 Person::players.back()->coords = Person::players[0]->coords;
2043 Person::players.back()->oldcoords = Person::players.back()->coords;
2044 Person::players.back()->realoldcoords = Person::players.back()->coords;
2046 if (Person::players[0]->creature == wolftype) {
2047 headprop = Person::players[0]->proportionhead.x / 1.1;
2048 bodyprop = Person::players[0]->proportionbody.x / 1.1;
2049 armprop = Person::players[0]->proportionarms.x / 1.1;
2050 legprop = Person::players[0]->proportionlegs.x / 1.1;
2053 headprop = Person::players[0]->proportionhead.x / 1.2;
2054 bodyprop = Person::players[0]->proportionbody.x / 1.05;
2055 armprop = Person::players[0]->proportionarms.x / 1.00;
2056 legprop = Person::players[0]->proportionlegs.x / 1.1;
2059 if (Person::players.back()->creature == wolftype) {
2060 Person::players.back()->proportionhead = 1.1 * headprop;
2061 Person::players.back()->proportionbody = 1.1 * bodyprop;
2062 Person::players.back()->proportionarms = 1.1 * armprop;
2063 Person::players.back()->proportionlegs = 1.1 * legprop;
2066 if (Person::players.back()->creature == rabbittype) {
2067 Person::players.back()->proportionhead = 1.2 * headprop;
2068 Person::players.back()->proportionbody = 1.05 * bodyprop;
2069 Person::players.back()->proportionarms = 1.00 * armprop;
2070 Person::players.back()->proportionlegs = 1.1 * legprop;
2071 Person::players.back()->proportionlegs.y = 1.05 * legprop;
2075 Person::players.back()->proportionhead.z = 0;
2076 Person::players.back()->proportionbody.z = 0;
2077 Person::players.back()->proportionarms.z = 0;
2078 Person::players.back()->proportionlegs.z = 0;
2081 Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
2083 Person::players.back()->damagetolerance = 200;
2085 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
2086 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
2087 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
2088 Person::players.back()->armorhead = Person::players[0]->armorhead;
2089 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
2090 Person::players.back()->armorlow = Person::players[0]->armorlow;
2091 Person::players.back()->metalhead = Person::players[0]->metalhead;
2092 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
2093 Person::players.back()->metallow = Person::players[0]->metallow;
2095 Person::players.back()->immobile = Person::players[0]->immobile;
2097 Person::players.back()->numclothes = Person::players[0]->numclothes;
2098 for (int i = 0; i < Person::players.back()->numclothes; i++) {
2099 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
2100 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
2101 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
2102 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
2104 Person::players.back()->addClothes();
2106 Person::players.back()->power = Person::players[0]->power;
2107 Person::players.back()->speedmult = Person::players[0]->speedmult;
2109 Person::players.back()->loaded = true;
2112 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2113 if (Person::players.back()->numwaypoints < 90) {
2114 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
2115 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
2116 Person::players.back()->numwaypoints++;
2120 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2121 if (numpathpoints < 30) {
2122 bool connected, alreadyconnected;
2124 if (numpathpoints > 1)
2125 for (int i = 0; i < numpathpoints; i++) {
2126 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
2127 alreadyconnected = 0;
2128 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
2129 if (pathpointconnect[pathpointselected][j] == i)
2130 alreadyconnected = 1;
2132 if (!alreadyconnected) {
2133 numpathpointconnect[pathpointselected]++;
2135 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
2141 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
2142 numpathpointconnect[numpathpoints - 1] = 0;
2143 if (numpathpoints > 1 && pathpointselected != -1) {
2144 numpathpointconnect[pathpointselected]++;
2145 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
2147 pathpointselected = numpathpoints - 1;
2152 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
2153 pathpointselected++;
2154 if (pathpointselected >= numpathpoints)
2155 pathpointselected = -1;
2158 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2159 pathpointselected--;
2160 if (pathpointselected <= -2)
2161 pathpointselected = numpathpoints - 1;
2164 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2165 if (pathpointselected != -1) {
2167 pathpoint[pathpointselected] = pathpoint[numpathpoints];
2168 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
2169 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
2170 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
2172 for (int i = 0; i < numpathpoints; i++) {
2173 for (int j = 0; j < numpathpointconnect[i]; j++) {
2174 if (pathpointconnect[i][j] == pathpointselected) {
2175 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
2176 numpathpointconnect[i]--;
2178 if (pathpointconnect[i][j] == numpathpoints) {
2179 pathpointconnect[i][j] = pathpointselected;
2183 pathpointselected = numpathpoints - 1;
2187 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2189 if (editortype == treeleavestype || editortype == 10)
2192 editortype = firetype;
2195 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2197 if (editortype == treeleavestype || editortype == 10)
2199 if (editortype > firetype)
2203 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2204 editoryaw -= multiplier * 100;
2205 if (editoryaw < -.01)
2209 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2210 editoryaw += multiplier * 100;
2213 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2214 editorsize += multiplier;
2217 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2218 editorsize -= multiplier;
2219 if (editorsize < .1)
2224 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2225 mapradius -= multiplier * 10;
2228 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2229 mapradius += multiplier * 10;
2232 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2233 editorpitch += multiplier * 100;
2236 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2237 editorpitch -= multiplier * 100;
2238 if (editorpitch < -.01)
2242 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Object::objects.size() && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2243 int closest = findClosestObject();
2245 Object::DeleteObject(closest);
2251 void doJumpReversals()
2253 for (unsigned k = 0; k < Person::players.size(); k++)
2254 for (unsigned i = k; i < Person::players.size(); i++) {
2257 if ( Person::players[k]->skeleton.free == 0 &&
2258 Person::players[i]->skeleton.oldfree == 0 &&
2259 (Person::players[i]->animTarget == jumpupanim ||
2260 Person::players[k]->animTarget == jumpupanim) &&
2261 (Person::players[i]->aitype == playercontrolled ||
2262 Person::players[k]->aitype == playercontrolled) &&
2263 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
2264 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
2265 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
2266 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2267 //TODO: refactor two huge similar ifs
2268 if (Person::players[i]->animTarget == jumpupanim &&
2269 Person::players[k]->animTarget != getupfrombackanim &&
2270 Person::players[k]->animTarget != getupfromfrontanim &&
2271 Animation::animations[Person::players[k]->animTarget].height == middleheight &&
2272 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
2273 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
2274 Person::players[k]->aitype != playercontrolled)) {
2275 Person::players[i]->victim = Person::players[k];
2276 Person::players[i]->velocity = 0;
2277 Person::players[i]->animCurrent = jumpreversedanim;
2278 Person::players[i]->animTarget = jumpreversedanim;
2279 Person::players[i]->frameCurrent = 0;
2280 Person::players[i]->frameTarget = 1;
2281 Person::players[i]->targettilt2 = 0;
2282 Person::players[k]->victim = Person::players[i];
2283 Person::players[k]->velocity = 0;
2284 Person::players[k]->animCurrent = jumpreversalanim;
2285 Person::players[k]->animTarget = jumpreversalanim;
2286 Person::players[k]->frameCurrent = 0;
2287 Person::players[k]->frameTarget = 1;
2288 Person::players[k]->targettilt2 = 0;
2289 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
2290 Person::players[i]->animCurrent = rabbitkickreversedanim;
2291 Person::players[i]->animTarget = rabbitkickreversedanim;
2292 Person::players[i]->frameCurrent = 1;
2293 Person::players[i]->frameTarget = 2;
2294 Person::players[k]->animCurrent = rabbitkickreversalanim;
2295 Person::players[k]->animTarget = rabbitkickreversalanim;
2296 Person::players[k]->frameCurrent = 1;
2297 Person::players[k]->frameTarget = 2;
2299 Person::players[i]->target = 0;
2300 Person::players[k]->oldcoords = Person::players[k]->coords;
2301 Person::players[i]->coords = Person::players[k]->coords;
2302 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
2303 Person::players[k]->yaw = Person::players[i]->targetyaw;
2304 if (Person::players[k]->aitype == attacktypecutoff)
2305 Person::players[k]->stunned = .5;
2307 if (Person::players[k]->animTarget == jumpupanim &&
2308 Person::players[i]->animTarget != getupfrombackanim &&
2309 Person::players[i]->animTarget != getupfromfrontanim &&
2310 Animation::animations[Person::players[i]->animTarget].height == middleheight &&
2311 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
2312 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
2313 Person::players[i]->aitype != playercontrolled)) {
2314 Person::players[k]->victim = Person::players[i];
2315 Person::players[k]->velocity = 0;
2316 Person::players[k]->animCurrent = jumpreversedanim;
2317 Person::players[k]->animTarget = jumpreversedanim;
2318 Person::players[k]->frameCurrent = 0;
2319 Person::players[k]->frameTarget = 1;
2320 Person::players[k]->targettilt2 = 0;
2321 Person::players[i]->victim = Person::players[k];
2322 Person::players[i]->velocity = 0;
2323 Person::players[i]->animCurrent = jumpreversalanim;
2324 Person::players[i]->animTarget = jumpreversalanim;
2325 Person::players[i]->frameCurrent = 0;
2326 Person::players[i]->frameTarget = 1;
2327 Person::players[i]->targettilt2 = 0;
2328 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
2329 Person::players[k]->animTarget = rabbitkickreversedanim;
2330 Person::players[k]->animCurrent = rabbitkickreversedanim;
2331 Person::players[i]->animCurrent = rabbitkickreversalanim;
2332 Person::players[i]->animTarget = rabbitkickreversalanim;
2333 Person::players[k]->frameCurrent = 1;
2334 Person::players[k]->frameTarget = 2;
2335 Person::players[i]->frameCurrent = 1;
2336 Person::players[i]->frameTarget = 2;
2338 Person::players[k]->target = 0;
2339 Person::players[i]->oldcoords = Person::players[i]->coords;
2340 Person::players[k]->coords = Person::players[i]->coords;
2341 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2342 Person::players[i]->yaw = Person::players[k]->targetyaw;
2343 if (Person::players[i]->aitype == attacktypecutoff)
2344 Person::players[i]->stunned = .5;
2351 void doAerialAcrobatics()
2353 static XYZ facing, flatfacing;
2354 for (unsigned k = 0; k < Person::players.size(); k++) {
2355 Person::players[k]->turnspeed = 500;
2357 if ((Person::players[k]->isRun() &&
2358 ((Person::players[k]->targetyaw != rabbitrunninganim &&
2359 Person::players[k]->targetyaw != wolfrunninganim) ||
2360 Person::players[k]->frameTarget == 4)) ||
2361 Person::players[k]->animTarget == removeknifeanim ||
2362 Person::players[k]->animTarget == crouchremoveknifeanim ||
2363 Person::players[k]->animTarget == flipanim ||
2364 Person::players[k]->animTarget == fightsidestep ||
2365 Person::players[k]->animTarget == walkanim) {
2366 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
2370 if (Person::players[k]->isStop() ||
2371 Person::players[k]->isLanding() ||
2372 Person::players[k]->animTarget == staggerbackhighanim ||
2373 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
2374 Person::players[k]->animTarget == staggerbackhardanim ||
2375 Person::players[k]->animTarget == backhandspringanim ||
2376 Person::players[k]->animTarget == dodgebackanim ||
2377 Person::players[k]->animTarget == rollanim ||
2378 (Animation::animations[Person::players[k]->animTarget].attack &&
2379 Person::players[k]->animTarget != rabbitkickanim &&
2380 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
2381 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
2382 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
2385 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
2386 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
2389 Person::players[k]->DoStuff();
2390 if (Person::players[k]->immobile && k != 0)
2391 Person::players[k]->coords = Person::players[k]->realoldcoords;
2393 //if player's position has changed (?)
2394 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
2395 !Person::players[k]->skeleton.free &&
2396 Person::players[k]->animTarget != climbanim &&
2397 Person::players[k]->animTarget != hanganim) {
2398 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
2400 bool tempcollide = 0;
2402 if (Person::players[k]->collide < -.3)
2403 Person::players[k]->collide = -.3;
2404 if (Person::players[k]->collide > 1)
2405 Person::players[k]->collide = 1;
2406 Person::players[k]->collide -= multiplier * 30;
2409 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
2411 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2412 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2413 if (Object::objects[i]->type != rocktype ||
2414 Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled ||
2415 Object::objects[i]->position.y > Person::players[k]->coords.y) {
2416 lowpoint = Person::players[k]->coords;
2417 if (Person::players[k]->animTarget != jumpupanim &&
2418 Person::players[k]->animTarget != jumpdownanim &&
2419 !Person::players[k]->isFlip())
2423 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
2424 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
2425 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
2426 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
2427 flatfacing = lowpoint - Person::players[k]->coords;
2428 Person::players[k]->coords = lowpoint;
2429 Person::players[k]->coords.y -= 1.3;
2430 Person::players[k]->collide = 1;
2433 //TODO: refactor four similar blocks
2434 if (Person::players[k]->aitype == playercontrolled &&
2435 (Person::players[k]->animTarget == jumpupanim ||
2436 Person::players[k]->animTarget == jumpdownanim ||
2437 Person::players[k]->isFlip()) &&
2438 !Person::players[k]->jumptogglekeydown &&
2439 Person::players[k]->jumpkeydown) {
2440 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
2441 XYZ tempcoords1 = lowpoint;
2442 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2443 if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
2444 Person::players[k]->setAnimation(walljumpleftanim);
2445 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2447 pause_sound(whooshsound);
2449 lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
2450 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2451 if (lowpointtarget.z < 0)
2452 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2453 Person::players[k]->targetyaw = Person::players[k]->yaw;
2454 Person::players[k]->lowyaw = Person::players[k]->yaw;
2458 lowpoint = tempcoords1;
2459 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
2460 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2461 if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
2462 Person::players[k]->setAnimation(walljumprightanim);
2463 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2465 pause_sound(whooshsound);
2467 lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
2468 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2469 if (lowpointtarget.z < 0)
2470 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2471 Person::players[k]->targetyaw = Person::players[k]->yaw;
2472 Person::players[k]->lowyaw = Person::players[k]->yaw;
2476 lowpoint = tempcoords1;
2477 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
2478 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2479 if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
2480 Person::players[k]->setAnimation(walljumpbackanim);
2481 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2483 pause_sound(whooshsound);
2485 lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
2486 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2487 if (lowpointtarget.z < 0)
2488 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2489 Person::players[k]->targetyaw = Person::players[k]->yaw;
2490 Person::players[k]->lowyaw = Person::players[k]->yaw;
2494 lowpoint = tempcoords1;
2495 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2496 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2497 if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
2498 Person::players[k]->setAnimation(walljumpfrontanim);
2499 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2501 pause_sound(whooshsound);
2503 lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
2504 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2505 if (lowpointtarget.z < 0)
2506 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2507 Person::players[k]->yaw += 180;
2508 Person::players[k]->targetyaw = Person::players[k]->yaw;
2509 Person::players[k]->lowyaw = Person::players[k]->yaw;
2518 } else if (Object::objects[i]->type == rocktype) {
2519 lowpoint2 = Person::players[k]->coords;
2520 lowpoint = Person::players[k]->coords;
2522 if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
2523 Person::players[k]->coords = colpoint;
2524 Person::players[k]->collide = 1;
2527 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2528 //flipped into a rock
2529 if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7)
2530 Person::players[k]->RagDoll(0);
2532 if (Person::players[k]->animTarget == jumpupanim) {
2533 Person::players[k]->jumppower = -4;
2534 Person::players[k]->animTarget = Person::players[k]->getIdle();
2536 Person::players[k]->target = 0;
2537 Person::players[k]->frameTarget = 0;
2538 Person::players[k]->onterrain = 1;
2540 if (Person::players[k]->id == 0) {
2541 pause_sound(whooshsound);
2542 OPENAL_SetVolume(channels[whooshsound], 0);
2546 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
2547 if (Person::players[k]->isFlip())
2548 Person::players[k]->jumppower = -4;
2549 Person::players[k]->animTarget = Person::players[k]->getLanding();
2550 emit_sound_at(landsound, Person::players[k]->coords, 128.);
2552 addEnvSound(Person::players[k]->coords);
2561 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2562 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2563 lowpoint = Person::players[k]->coords;
2565 if (Object::objects[i]->type != rocktype)
2566 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
2567 if (Person::players[k]->animTarget != jumpupanim &&
2568 Person::players[k]->animTarget != jumpdownanim &&
2569 Person::players[k]->onterrain)
2570 Person::players[k]->avoidcollided = 1;
2571 Person::players[k]->coords = lowpoint;
2572 Person::players[k]->coords.y -= 1.35;
2573 Person::players[k]->collide = 1;
2575 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2576 (Person::players[k]->animCurrent != climbanim &&
2577 Person::players[k]->animCurrent != hanganim &&
2578 !Person::players[k]->isWallJump() ||
2579 Person::players[k]->animTarget == jumpupanim ||
2580 Person::players[k]->animTarget == jumpdownanim)) {
2581 lowpoint = Person::players[k]->coords;
2582 Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
2583 lowpoint = Person::players[k]->coords;
2587 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2588 lowpointtarget = lowpoint + facing * 1.4;
2589 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2590 if (whichhit != -1) {
2591 lowpoint = Person::players[k]->coords;
2593 lowpointtarget = lowpoint + facing * 1.4;
2594 lowpoint2 = lowpoint;
2595 lowpointtarget2 = lowpointtarget;
2596 lowpoint3 = lowpoint;
2597 lowpointtarget3 = lowpointtarget;
2598 lowpoint4 = lowpoint;
2599 lowpointtarget4 = lowpointtarget;
2600 lowpoint5 = lowpoint;
2601 lowpointtarget5 = lowpointtarget;
2602 lowpoint6 = lowpoint;
2603 lowpointtarget6 = lowpointtarget;
2604 lowpoint7 = lowpoint;
2605 lowpointtarget7 = lowpoint;
2607 lowpointtarget2.x += .1;
2609 lowpointtarget3.z += .1;
2611 lowpointtarget4.x -= .1;
2613 lowpointtarget5.z -= .1;
2614 lowpoint6.y += 45 / 13;
2615 lowpointtarget6.y += 45 / 13;
2616 lowpointtarget6 += facing * .6;
2617 lowpointtarget7.y += 90 / 13;
2618 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2619 if (Object::objects[i]->friction > .5)
2620 if (whichhit != -1) {
2621 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
2622 Person::players[k]->collided = 1;
2623 if (checkcollide(lowpoint7, lowpointtarget7) == -1)
2624 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
2625 if ( Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
2626 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2627 Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
2628 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2629 Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
2630 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2631 Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
2632 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
2633 for (int j = 0; j < 45; j++) {
2634 lowpoint = Person::players[k]->coords;
2635 lowpoint.y += (float)j / 13;
2636 lowpointtarget = lowpoint + facing * 1.4;
2637 if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
2638 &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
2639 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
2641 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2642 lowpoint = Person::players[k]->coords;
2643 lowpoint.y += (float)j / 13;
2644 lowpointtarget = lowpoint + facing * 1.3;
2645 flatfacing = Person::players[k]->coords;
2646 Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[k]->yaw, 0) * .01;
2647 Person::players[k]->coords.y = lowpointtarget.y - .07;
2648 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2650 if (j > 10 || !Person::players[k]->isRun()) {
2651 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2653 pause_sound(whooshsound);
2655 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2657 lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
2658 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2659 if (lowpointtarget.z < 0)
2660 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2661 Person::players[k]->targetyaw = Person::players[k]->yaw;
2662 Person::players[k]->lowyaw = Person::players[k]->yaw;
2664 //Person::players[k]->velocity=lowpointtarget*.03;
2665 Person::players[k]->velocity = 0;
2668 if (Person::players[k]->animTarget == jumpupanim) {
2669 Person::players[k]->animTarget = climbanim;
2670 Person::players[k]->jumppower = 0;
2671 Person::players[k]->jumpclimb = 1;
2673 Person::players[k]->transspeed = 6;
2674 Person::players[k]->target = 0;
2675 Person::players[k]->frameTarget = 1;
2678 Person::players[k]->setAnimation(hanganim);
2679 Person::players[k]->jumppower = 0;
2691 if (Person::players[k]->collide <= 0) {
2693 if (!Person::players[k]->onterrain &&
2694 Person::players[k]->animTarget != jumpupanim &&
2695 Person::players[k]->animTarget != jumpdownanim &&
2696 Person::players[k]->animTarget != climbanim &&
2697 Person::players[k]->animTarget != hanganim &&
2698 !Person::players[k]->isWallJump() &&
2699 !Person::players[k]->isFlip()) {
2700 if (Person::players[k]->animCurrent != climbanim &&
2701 Person::players[k]->animCurrent != tempanim &&
2702 Person::players[k]->animTarget != backhandspringanim &&
2703 (Person::players[k]->animTarget != rollanim ||
2704 Person::players[k]->frameTarget < 2 ||
2705 Person::players[k]->frameTarget > 6)) {
2706 //stagger off ledge (?)
2707 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
2708 Person::players[k]->RagDoll(0);
2709 Person::players[k]->setAnimation(jumpdownanim);
2712 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2715 Person::players[k]->velocity.y += gravity;
2719 Person::players[k]->realoldcoords = Person::players[k]->coords;
2725 static int randattack;
2726 static bool playerrealattackkeydown = 0;
2728 if (!Input::isKeyDown(attackkey))
2731 Person::players[0]->attackkeydown = 0;
2733 playerrealattackkeydown = 0;
2735 playerrealattackkeydown = Input::isKeyDown(attackkey);
2736 if ((Person::players[0]->parriedrecently <= 0 ||
2737 Person::players[0]->weaponactive == -1) &&
2740 Person::players[0]->lastattack != swordslashanim &&
2741 Person::players[0]->lastattack != knifeslashstartanim &&
2742 Person::players[0]->lastattack != staffhitanim &&
2743 Person::players[0]->lastattack != staffspinhitanim)))
2744 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2745 if (Input::isKeyDown(attackkey) &&
2747 !Person::players[0]->backkeydown) {
2748 for (unsigned k = 0; k < Person::players.size(); k++) {
2749 if ((Person::players[k]->animTarget == swordslashanim ||
2750 Person::players[k]->animTarget == staffhitanim ||
2751 Person::players[k]->animTarget == staffspinhitanim) &&
2752 Person::players[0]->animCurrent != dodgebackanim &&
2753 !Person::players[k]->skeleton.free)
2754 Person::players[k]->Reverse();
2758 if (!hostile || Dialog::inDialog())
2759 Person::players[0]->attackkeydown = 0;
2761 for (unsigned k = 0; k < Person::players.size(); k++) {
2762 if (Dialog::inDialog())
2763 Person::players[k]->attackkeydown = 0;
2764 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2765 if (Person::players[k]->aitype != playercontrolled)
2766 Person::players[k]->victim = Person::players[0];
2767 //attack key pressed
2768 if (Person::players[k]->attackkeydown) {
2770 if (Person::players[k]->backkeydown &&
2771 Person::players[k]->animTarget != backhandspringanim &&
2772 (Person::players[k]->isIdle() ||
2773 Person::players[k]->isStop() ||
2774 Person::players[k]->isRun() ||
2775 Person::players[k]->animTarget == walkanim)) {
2776 if (Person::players[k]->jumppower <= 1) {
2777 Person::players[k]->jumppower -= 2;
2779 for (unsigned i = 0; i < Person::players.size(); i++) {
2782 if (Person::players[i]->animTarget == swordslashanim ||
2783 Person::players[i]->animTarget == knifeslashstartanim ||
2784 Person::players[i]->animTarget == staffhitanim ||
2785 Person::players[i]->animTarget == staffspinhitanim)
2786 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2787 Person::players[k]->setAnimation(dodgebackanim);
2788 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2789 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2792 if (Person::players[k]->animTarget != dodgebackanim) {
2795 Person::players[k]->setAnimation(backhandspringanim);
2796 Person::players[k]->targetyaw = -yaw + 180;
2797 if (Person::players[k]->leftkeydown)
2798 Person::players[k]->targetyaw -= 45;
2799 if (Person::players[k]->rightkeydown)
2800 Person::players[k]->targetyaw += 45;
2801 Person::players[k]->yaw = Person::players[k]->targetyaw;
2802 Person::players[k]->jumppower -= 2;
2807 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2808 !Person::players[k]->backkeydown &&
2809 (Person::players[k]->isIdle() ||
2810 Person::players[k]->isRun() ||
2811 Person::players[k]->animTarget == walkanim ||
2812 Person::players[k]->animTarget == sneakanim ||
2813 Person::players[k]->isCrouch())) {
2814 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2815 //normal attacks (?)
2816 Person::players[k]->hasvictim = 0;
2817 if (Person::players.size() > 1)
2818 for (unsigned i = 0; i < Person::players.size(); i++) {
2819 if (i == k || !(k == 0 || i == 0))
2821 if (!Person::players[k]->hasvictim)
2822 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2824 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2825 if (distance < 4.5 &&
2826 !Person::players[i]->skeleton.free &&
2827 Person::players[i]->howactive < typedead1 &&
2828 Person::players[i]->animTarget != jumpreversedanim &&
2829 Person::players[i]->animTarget != rabbitkickreversedanim &&
2830 Person::players[i]->animTarget != rabbitkickanim &&
2831 Person::players[k]->animTarget != rabbitkickanim &&
2832 Person::players[i]->animTarget != getupfrombackanim &&
2833 (Person::players[i]->animTarget != staggerbackhighanim &&
2834 (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2835 Person::players[i]->animTarget != jumpdownanim &&
2836 Person::players[i]->animTarget != jumpupanim &&
2837 Person::players[i]->animTarget != getupfromfrontanim) {
2838 Person::players[k]->victim = Person::players[i];
2839 Person::players[k]->hasvictim = 1;
2840 if (Person::players[k]->aitype == playercontrolled) { //human player
2842 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2843 Person::players[k]->crouchkeydown &&
2844 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2845 Person::players[k]->animTarget = sweepanim;
2847 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2848 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2849 !Person::players[k]->forwardkeydown &&
2850 !Person::players[k]->leftkeydown &&
2851 !Person::players[k]->rightkeydown &&
2852 !Person::players[k]->crouchkeydown &&
2855 Person::players[k]->animTarget = winduppunchanim;
2857 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2858 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2859 !Person::players[k]->forwardkeydown &&
2860 !Person::players[k]->leftkeydown &&
2861 !Person::players[k]->rightkeydown &&
2862 !Person::players[k]->crouchkeydown &&
2864 Person::players[k]->animTarget = upunchanim;
2866 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2867 Person::players[i]->staggerdelay > 0 &&
2868 attackweapon == knife &&
2869 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
2870 Person::players[k]->animTarget = knifefollowanim;
2872 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2873 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2874 !Person::players[k]->forwardkeydown &&
2875 !Person::players[k]->leftkeydown &&
2876 !Person::players[k]->rightkeydown &&
2877 !Person::players[k]->crouchkeydown &&
2878 attackweapon == knife &&
2879 Person::players[k]->weaponmissdelay <= 0)
2880 Person::players[k]->animTarget = knifeslashstartanim;
2882 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2883 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2884 !Person::players[k]->crouchkeydown &&
2885 attackweapon == sword &&
2886 Person::players[k]->weaponmissdelay <= 0)
2887 Person::players[k]->animTarget = swordslashanim;
2889 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2890 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2891 !Person::players[k]->crouchkeydown &&
2892 attackweapon == staff &&
2893 Person::players[k]->weaponmissdelay <= 0 &&
2894 !Person::players[k]->leftkeydown &&
2895 !Person::players[k]->rightkeydown &&
2896 !Person::players[k]->forwardkeydown)
2897 Person::players[k]->animTarget = staffhitanim;
2899 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2900 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2901 !Person::players[k]->crouchkeydown &&
2902 attackweapon == staff &&
2903 Person::players[k]->weaponmissdelay <= 0)
2904 Person::players[k]->animTarget = staffspinhitanim;
2906 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2907 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2908 Person::players[k]->animTarget = spinkickanim;
2910 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2911 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2912 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
2913 Person::players[k]->animTarget = lowkickanim;
2914 } else { //AI player
2915 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
2916 randattack = abs(Random() % 5);
2917 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
2919 if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
2920 Person::players[k]->animTarget = sweepanim;
2922 else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2924 Person::players[k]->animTarget = upunchanim;
2926 else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
2927 Person::players[k]->animTarget = spinkickanim;
2929 else if (Animation::animations[Person::players[i]->animTarget].height == lowheight)
2930 Person::players[k]->animTarget = lowkickanim;
2934 if ((tutoriallevel != 1 || !attackweapon) &&
2935 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2937 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2938 Person::players[k]->animTarget = sweepanim;
2940 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2941 attackweapon == knife &&
2942 Person::players[k]->weaponmissdelay <= 0)
2943 Person::players[k]->animTarget = knifeslashstartanim;
2945 else if (!(Person::players[0]->victim == Person::players[i] &&
2946 Person::players[0]->hasvictim &&
2947 Person::players[0]->animTarget == swordslashanim) &&
2948 attackweapon == sword &&
2949 Person::players[k]->weaponmissdelay <= 0)
2950 Person::players[k]->animTarget = swordslashanim;
2952 else if (!(Person::players[0]->victim == Person::players[i] &&
2953 Person::players[0]->hasvictim &&
2954 Person::players[0]->animTarget == swordslashanim) &&
2955 attackweapon == staff &&
2956 Person::players[k]->weaponmissdelay <= 0 &&
2958 Person::players[k]->animTarget = staffhitanim;
2960 else if (!(Person::players[0]->victim == Person::players[i] &&
2961 Person::players[0]->hasvictim &&
2962 Person::players[0]->animTarget == swordslashanim) &&
2963 attackweapon == staff &&
2964 Person::players[k]->weaponmissdelay <= 0 &&
2966 Person::players[k]->animTarget = staffspinhitanim;
2968 else if ((tutoriallevel != 1 || !attackweapon) &&
2969 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2971 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2972 Person::players[k]->animTarget = spinkickanim;
2974 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2975 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2976 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
2977 Person::players[k]->animTarget = lowkickanim;
2981 //upunch becomes wolfslap
2982 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
2983 Person::players[k]->animTarget = wolfslapanim;
2986 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
2987 Person::players[i]->howactive < typedead1 &&
2988 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2989 !Person::players[i]->skeleton.free &&
2990 Person::players[i]->animTarget != getupfrombackanim &&
2991 Person::players[i]->animTarget != getupfromfrontanim &&
2992 (Person::players[i]->surprised > 0 ||
2993 Person::players[i]->aitype == passivetype ||
2994 attackweapon && Person::players[i]->stunned > 0) &&
2995 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
2997 if (!attackweapon) {
2998 Person::players[k]->animCurrent = sneakattackanim;
2999 Person::players[k]->animTarget = sneakattackanim;
3000 Person::players[i]->animCurrent = sneakattackedanim;
3001 Person::players[i]->animTarget = sneakattackedanim;
3002 Person::players[k]->oldcoords = Person::players[k]->coords;
3003 Person::players[k]->coords = Person::players[i]->coords;
3006 if (attackweapon == knife) {
3007 Person::players[k]->animCurrent = knifesneakattackanim;
3008 Person::players[k]->animTarget = knifesneakattackanim;
3009 Person::players[i]->animCurrent = knifesneakattackedanim;
3010 Person::players[i]->animTarget = knifesneakattackedanim;
3011 Person::players[i]->oldcoords = Person::players[i]->coords;
3012 Person::players[i]->coords = Person::players[k]->coords;
3015 if (attackweapon == sword) {
3016 Person::players[k]->animCurrent = swordsneakattackanim;
3017 Person::players[k]->animTarget = swordsneakattackanim;
3018 Person::players[i]->animCurrent = swordsneakattackedanim;
3019 Person::players[i]->animTarget = swordsneakattackedanim;
3020 Person::players[i]->oldcoords = Person::players[i]->coords;
3021 Person::players[i]->coords = Person::players[k]->coords;
3023 if (attackweapon != staff) {
3024 Person::players[k]->victim = Person::players[i];
3025 Person::players[k]->hasvictim = 1;
3026 Person::players[i]->targettilt2 = 0;
3027 Person::players[i]->frameTarget = 1;
3028 Person::players[i]->frameCurrent = 0;
3029 Person::players[i]->target = 0;
3030 Person::players[i]->velocity = 0;
3031 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3032 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3033 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3034 Person::players[k]->target = Person::players[i]->target;
3035 Person::players[k]->velocity = 0;
3036 Person::players[k]->targetyaw = Person::players[i]->yaw;
3037 Person::players[k]->yaw = Person::players[i]->yaw;
3038 Person::players[i]->targetyaw = Person::players[i]->yaw;
3041 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
3042 Person::players[k]->victim == Person::players[i] &&
3043 (!Person::players[i]->skeleton.free)) {
3045 Person::players[k]->frameTarget = 0;
3046 Person::players[k]->target = 0;
3048 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3049 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3050 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3051 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3052 Person::players[k]->lastattack = Person::players[k]->animTarget;
3054 if (Person::players[k]->animTarget == knifefollowanim &&
3055 Person::players[k]->victim == Person::players[i]) {
3057 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3058 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3059 Person::players[k]->victim = Person::players[i];
3060 Person::players[k]->hasvictim = 1;
3061 Person::players[i]->animTarget = knifefollowedanim;
3062 Person::players[i]->animCurrent = knifefollowedanim;
3063 Person::players[i]->targettilt2 = 0;
3064 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
3065 Person::players[i]->frameTarget = 1;
3066 Person::players[i]->frameCurrent = 0;
3067 Person::players[i]->target = 0;
3068 Person::players[i]->velocity = 0;
3069 Person::players[k]->animCurrent = knifefollowanim;
3070 Person::players[k]->animTarget = knifefollowanim;
3071 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3072 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3073 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3074 Person::players[k]->target = Person::players[i]->target;
3075 Person::players[k]->velocity = 0;
3076 Person::players[k]->oldcoords = Person::players[k]->coords;
3077 Person::players[i]->coords = Person::players[k]->coords;
3078 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3079 Person::players[i]->yaw = Person::players[k]->targetyaw;
3080 Person::players[k]->yaw = Person::players[k]->targetyaw;
3081 Person::players[i]->yaw = Person::players[k]->targetyaw;
3085 const bool hasstaff = attackweapon == staff;
3086 if (k == 0 && Person::players.size() > 1)
3087 for (unsigned i = 0; i < Person::players.size(); i++) {
3090 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
3091 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
3092 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3093 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
3094 if (Person::players[i]->skeleton.free)
3095 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
3096 (Person::players[i]->dead ||
3097 Person::players[i]->skeleton.longdead > 1000 ||
3098 Person::players[k]->isRun() ||
3101 (Person::players[i]->skeleton.longdead > 2000 ||
3102 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
3103 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
3104 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
3105 Person::players[k]->victim = Person::players[i];
3106 Person::players[k]->hasvictim = 1;
3107 if (attackweapon && tutoriallevel != 1) {
3109 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
3110 Person::players[k]->animTarget = crouchstabanim;
3112 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
3113 Person::players[k]->animTarget = swordgroundstabanim;
3115 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
3116 Person::players[k]->animTarget = staffgroundsmashanim;
3118 if (distance < 2.5 &&
3119 Person::players[k]->crouchkeydown &&
3120 Person::players[k]->animTarget != crouchstabanim &&
3122 Person::players[i]->dead &&
3123 Person::players[i]->skeleton.free &&
3124 Person::players[i]->skeleton.longdead > 1000) {
3125 Person::players[k]->animTarget = killanim;
3126 //TODO: refactor this out, what does it do?
3127 for (int j = 0; j < terrain.numdecals; j++) {
3128 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3129 terrain.decalalivetime[j] < 2)
3130 terrain.DeleteDecal(j);
3132 for (int l = 0; l < Object::objects.size(); l++) {
3133 if (Object::objects[l]->model.type == decalstype)
3134 for (int j = 0; j < Object::objects[l]->model.numdecals; j++) {
3135 if ((Object::objects[l]->model.decaltype[j] == blooddecal ||
3136 Object::objects[l]->model.decaltype[j] == blooddecalslow) &&
3137 Object::objects[l]->model.decalalivetime[j] < 2)
3138 Object::objects[l]->model.DeleteDecal(j);
3142 if (!Person::players[i]->dead || musictype != 2)
3143 if (distance < 3.5 &&
3144 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
3145 Person::players[k]->staggerdelay <= 0 &&
3146 (Person::players[i]->dead ||
3147 Person::players[i]->skeleton.longdead < 300 &&
3148 Person::players[k]->lastattack != spinkickanim &&
3149 Person::players[i]->skeleton.free) &&
3150 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
3151 Person::players[k]->animTarget = dropkickanim;
3152 for (int j = 0; j < terrain.numdecals; j++) {
3153 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3154 terrain.decalalivetime[j] < 2) {
3155 terrain.DeleteDecal(j);
3158 for (int l = 0; l < Object::objects.size(); l++) {
3159 if (Object::objects[l]->model.type == decalstype)
3160 for (int j = 0; j < Object::objects[l]->model.numdecals; j++) {
3161 if ((Object::objects[l]->model.decaltype[j] == blooddecal ||
3162 Object::objects[l]->model.decaltype[j] == blooddecalslow) &&
3163 Object::objects[l]->model.decalalivetime[j] < 2) {
3164 Object::objects[l]->model.DeleteDecal(j);
3170 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
3171 Person::players[k]->victim == Person::players[i] &&
3172 (!Person::players[i]->skeleton.free ||
3173 Person::players[k]->animTarget == killanim ||
3174 Person::players[k]->animTarget == crouchstabanim ||
3175 Person::players[k]->animTarget == swordgroundstabanim ||
3176 Person::players[k]->animTarget == staffgroundsmashanim ||
3177 Person::players[k]->animTarget == dropkickanim)) {
3179 Person::players[k]->frameTarget = 0;
3180 Person::players[k]->target = 0;
3182 XYZ targetpoint = Person::players[i]->coords;
3183 if (Person::players[k]->animTarget == crouchstabanim ||
3184 Person::players[k]->animTarget == swordgroundstabanim ||
3185 Person::players[k]->animTarget == staffgroundsmashanim) {
3186 targetpoint += (Person::players[i]->jointPos(abdomen) +
3187 Person::players[i]->jointPos(neck)) / 2 *
3188 Person::players[i]->scale;
3190 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
3191 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
3193 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
3194 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
3197 if (Person::players[k]->animTarget == staffgroundsmashanim)
3198 Person::players[k]->targettilt2 += 10;
3200 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3201 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3202 Person::players[k]->lastattack = Person::players[k]->animTarget;
3204 if (Person::players[k]->animTarget == swordgroundstabanim) {
3205 Person::players[k]->targetyaw += 30;
3210 if (!Person::players[k]->hasvictim) {
3212 for (unsigned i = 0; i < Person::players.size(); i++) {
3213 if (i == k || !(i == 0 || k == 0))
3215 if (!Person::players[i]->skeleton.free) {
3216 if (Person::players[k]->hasvictim) {
3217 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
3218 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
3219 Person::players[k]->victim = Person::players[i];
3221 Person::players[k]->victim = Person::players[i];
3222 Person::players[k]->hasvictim = 1;
3227 if (Person::players[k]->aitype == playercontrolled)
3229 if (Person::players[k]->attackkeydown &&
3230 Person::players[k]->isRun() &&
3231 Person::players[k]->wasRun() &&
3232 ((Person::players[k]->hasvictim &&
3233 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
3234 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
3235 !Person::players[k]->victim->skeleton.free &&
3236 Person::players[k]->victim->animTarget != getupfrombackanim &&
3237 Person::players[k]->victim->animTarget != getupfromfrontanim &&
3238 Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
3239 Person::players[k]->aitype != playercontrolled && //wat???
3240 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
3241 Person::players[k]->rabbitkickenabled) ||
3242 Person::players[k]->jumpkeydown)) {
3244 Person::players[k]->setAnimation(rabbitkickanim);
3247 if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
3249 switch (attackweapon) {
3270 void doPlayerCollisions()
3272 static XYZ rotatetarget;
3273 static float collisionradius;
3274 if (Person::players.size() > 1)
3275 for (unsigned k = 0; k < Person::players.size(); k++)
3276 for (unsigned i = k + 1; i < Person::players.size(); i++) {
3277 //neither player is part of a reversal
3278 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
3279 Animation::animations[Person::players[i]->animTarget].attack != reversal &&
3280 Animation::animations[Person::players[k]->animTarget].attack != reversed &&
3281 Animation::animations[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
3282 if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
3283 Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
3284 Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
3285 Animation::animations[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
3286 //neither is sleeping
3287 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
3288 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
3289 //in same patch, neither is climbing
3290 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
3291 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
3292 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
3293 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
3294 Person::players[i]->animTarget != climbanim &&
3295 Person::players[i]->animTarget != hanganim &&
3296 Person::players[k]->animTarget != climbanim &&
3297 Person::players[k]->animTarget != hanganim)
3298 //players are close (bounding box test)
3299 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
3300 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
3301 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
3302 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
3303 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
3304 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
3305 //spread fire from player to player
3306 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
3307 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3308 if (Person::players[i]->onfire || Person::players[k]->onfire) {
3309 if (!Person::players[i]->onfire)
3310 Person::players[i]->CatchFire();
3311 if (!Person::players[k]->onfire)
3312 Person::players[k]->CatchFire();
3316 XYZ tempcoords1 = Person::players[i]->coords;
3317 XYZ tempcoords2 = Person::players[k]->coords;
3318 if (!Person::players[i]->skeleton.oldfree)
3319 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
3320 if (!Person::players[k]->skeleton.oldfree)
3321 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
3322 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3323 if (Person::players[0]->hasvictim)
3324 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
3325 collisionradius = 3;
3326 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
3327 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
3328 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
3329 //jump down on a dead body
3330 if (k == 0 || i == 0) {
3332 if (Person::players[0]->animTarget == jumpdownanim &&
3333 !Person::players[0]->skeleton.oldfree &&
3334 !Person::players[0]->skeleton.free &&
3335 Person::players[l]->skeleton.oldfree &&
3336 Person::players[l]->skeleton.free &&
3337 Person::players[l]->dead &&
3338 Person::players[0]->lastcollide <= 0 &&
3339 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
3340 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
3341 Person::players[0]->coords.y = Person::players[l]->coords.y;
3342 Person::players[l]->velocity = Person::players[0]->velocity;
3343 Person::players[l]->skeleton.free = 0;
3344 Person::players[l]->yaw = 0;
3345 Person::players[l]->RagDoll(0);
3346 Person::players[l]->DoDamage(20);
3348 Person::players[l]->skeleton.longdead = 0;
3349 Person::players[0]->lastcollide = 1;
3353 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
3354 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
3355 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
3356 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
3357 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
3358 Person::players[i]->skeleton.free) &&
3359 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
3360 Person::players[k]->skeleton.free))
3361 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
3362 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
3363 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
3365 k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
3366 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
3367 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
3368 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
3369 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
3371 if ( (i != 0 || Person::players[i]->skeleton.free) &&
3372 (k != 0 || Person::players[k]->skeleton.free) ||
3373 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
3374 Animation::animations[Person::players[k]->animTarget].height == highheight)) {
3375 if (tutoriallevel != 1) {
3376 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
3379 Person::players[i]->RagDoll(0);
3380 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
3381 award_bonus(0, aimbonus);
3383 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
3384 Person::players[k]->RagDoll(0);
3385 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
3386 award_bonus(0, aimbonus); // Huh, again?
3388 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
3390 for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
3391 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
3393 for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
3394 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
3399 if ( (Animation::animations[Person::players[i]->animTarget].attack == neutral ||
3400 Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
3401 (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
3402 Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
3404 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
3405 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3406 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
3407 Normalise(&rotatetarget);
3408 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
3409 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
3410 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3411 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3412 if (Person::players[k]->howactive == typeactive || hostile)
3413 if (Person::players[k]->isIdle()) {
3414 if (Person::players[k]->howactive < typesleeping)
3415 Person::players[k]->setAnimation(Person::players[k]->getStop());
3416 else if (Person::players[k]->howactive == typesleeping)
3417 Person::players[k]->setAnimation(getupfromfrontanim);
3419 Person::players[k]->howactive = typeactive;
3421 if (Person::players[i]->howactive == typeactive || hostile)
3422 if (Person::players[i]->isIdle()) {
3423 if (Person::players[i]->howactive < typesleeping)
3424 Person::players[i]->setAnimation(Person::players[k]->getStop());
3426 Person::players[i]->setAnimation(getupfromfrontanim);
3428 Person::players[i]->howactive = typeactive;
3431 //jump down on player
3433 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
3434 !Person::players[i]->isCrouch() &&
3435 Person::players[i]->animTarget != rollanim &&
3436 !Person::players[k]->skeleton.oldfree && !
3437 Person::players[k]->skeleton.free &&
3438 Person::players[k]->lastcollide <= 0 &&
3439 Person::players[k]->velocity.y < -10) {
3440 Person::players[i]->velocity = Person::players[k]->velocity;
3441 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3442 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3443 Person::players[i]->DoDamage(20);
3444 Person::players[i]->RagDoll(0);
3445 Person::players[k]->lastcollide = 1;
3446 award_bonus(k, AboveBonus);
3448 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3449 !Person::players[k]->isCrouch() &&
3450 Person::players[k]->animTarget != rollanim &&
3451 !Person::players[i]->skeleton.oldfree &&
3452 !Person::players[i]->skeleton.free &&
3453 Person::players[i]->lastcollide <= 0 &&
3454 Person::players[i]->velocity.y < -10) {
3455 Person::players[k]->velocity = Person::players[i]->velocity;
3456 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3457 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3458 Person::players[k]->DoDamage(20);
3459 Person::players[k]->RagDoll(0);
3460 Person::players[i]->lastcollide = 1;
3461 award_bonus(i, AboveBonus);
3467 Person::players[i]->CheckKick();
3468 Person::players[k]->CheckKick();
3474 void doAI(unsigned i)
3476 static bool connected;
3477 if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) {
3478 Person::players[i]->jumpclimb = 0;
3479 //disable movement in editor
3481 Person::players[i]->stunned = 1;
3483 Person::players[i]->pause = 0;
3484 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
3485 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
3486 !Person::players[0]->onterrain)
3487 Person::players[i]->pause = 1;
3490 if (Person::players[i]->aitype == pathfindtype) {
3491 if (Person::players[i]->finalpathfindpoint == -1) {
3492 float closestdistance;
3497 closestdistance = -1;
3498 for (int j = 0; j < numpathpoints; j++) {
3499 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
3500 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
3502 Person::players[i]->finaltarget = pathpoint[j];
3505 Person::players[i]->finalpathfindpoint = closest;
3506 for (int j = 0; j < numpathpoints; j++) {
3507 for (int k = 0; k < numpathpointconnect[j]; k++) {
3508 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint);
3509 if (sq(tempdist) < closestdistance)
3510 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3511 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3512 closestdistance = sq(tempdist);
3514 Person::players[i]->finaltarget = colpoint;
3518 Person::players[i]->finalpathfindpoint = closest;
3521 if (Person::players[i]->targetpathfindpoint == -1) {
3522 float closestdistance;
3527 closestdistance = -1;
3528 if (Person::players[i]->lastpathfindpoint == -1) {
3529 for (int j = 0; j < numpathpoints; j++) {
3530 if (j != Person::players[i]->lastpathfindpoint)
3531 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
3532 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
3536 Person::players[i]->targetpathfindpoint = closest;
3537 for (int j = 0; j < numpathpoints; j++)
3538 if (j != Person::players[i]->lastpathfindpoint)
3539 for (int k = 0; k < numpathpointconnect[j]; k++) {
3540 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3541 if (sq(tempdist) < closestdistance) {
3542 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3543 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3544 closestdistance = sq(tempdist);
3549 Person::players[i]->targetpathfindpoint = closest;
3551 for (int j = 0; j < numpathpoints; j++)
3552 if (j != Person::players[i]->lastpathfindpoint &&
3553 j != Person::players[i]->lastpathfindpoint2 &&
3554 j != Person::players[i]->lastpathfindpoint3 &&
3555 j != Person::players[i]->lastpathfindpoint4) {
3557 if (numpathpointconnect[j])
3558 for (int k = 0; k < numpathpointconnect[j]; k++)
3559 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
3562 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
3563 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
3564 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
3567 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
3568 if (closest == -1 || tempdist < closestdistance) {
3569 closestdistance = tempdist;
3574 Person::players[i]->targetpathfindpoint = closest;
3577 Person::players[i]->losupdatedelay -= multiplier;
3579 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
3580 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3582 //reached target point
3583 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
3584 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3585 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3586 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3587 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
3588 if (Person::players[i]->lastpathfindpoint2 == -1)
3589 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3590 if (Person::players[i]->lastpathfindpoint3 == -1)
3591 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3592 if (Person::players[i]->lastpathfindpoint4 == -1)
3593 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3594 Person::players[i]->targetpathfindpoint = -1;
3596 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
3597 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
3598 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
3599 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
3600 Person::players[i]->aitype = passivetype;
3603 Person::players[i]->forwardkeydown = 1;
3604 Person::players[i]->leftkeydown = 0;
3605 Person::players[i]->backkeydown = 0;
3606 Person::players[i]->rightkeydown = 0;
3607 Person::players[i]->crouchkeydown = 0;
3608 Person::players[i]->attackkeydown = 0;
3609 Person::players[i]->throwkeydown = 0;
3611 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
3612 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3614 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3615 Person::players[i]->jumpkeydown = 0;
3616 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3617 Person::players[i]->jumpkeydown = 1;
3619 if ((tutoriallevel != 1 || cananger) &&
3621 !Person::players[0]->dead &&
3622 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3623 Person::players[i]->occluded < 25) {
3624 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3625 Animation::animations[Person::players[0]->animTarget].height != lowheight &&
3627 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
3628 Person::players[i]->aitype = attacktypecutoff;
3629 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3630 Animation::animations[Person::players[0]->animTarget].height == highheight &&
3632 Person::players[i]->aitype = attacktypecutoff;
3634 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3635 Person::players[i]->losupdatedelay = .2;
3636 for (unsigned j = 0; j < Person::players.size(); j++)
3637 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
3638 if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
3639 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3640 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3641 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
3642 if (!Person::players[j]->isWallJump() && -1 == checkcollide(
3643 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
3644 *Person::players[i]->scale + Person::players[i]->coords,
3645 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
3646 *Person::players[j]->scale + Person::players[j]->coords) ||
3647 (Person::players[j]->animTarget == hanganim &&
3648 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3649 Person::players[i]->aitype = searchtype;
3650 Person::players[i]->lastchecktime = 12;
3651 Person::players[i]->lastseen = Person::players[j]->coords;
3652 Person::players[i]->lastseentime = 12;
3656 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
3657 if (Person::players[i]->creature != wolftype) {
3658 Person::players[i]->stunned = .6;
3659 Person::players[i]->surprised = .6;
3663 if (Person::players[i]->aitype != passivetype && leveltime > .5)
3664 Person::players[i]->howactive = typeactive;
3666 if (Person::players[i]->aitype == passivetype) {
3667 Person::players[i]->aiupdatedelay -= multiplier;
3668 Person::players[i]->losupdatedelay -= multiplier;
3669 Person::players[i]->lastseentime += multiplier;
3670 Person::players[i]->pausetime -= multiplier;
3671 if (Person::players[i]->lastseentime > 1)
3672 Person::players[i]->lastseentime = 1;
3674 if (Person::players[i]->aiupdatedelay < 0) {
3675 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
3676 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
3677 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3678 Person::players[i]->aiupdatedelay = .05;
3680 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
3681 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
3682 Person::players[i]->pausetime = 4;
3683 Person::players[i]->waypoint++;
3684 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
3685 Person::players[i]->waypoint = 0;
3690 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
3691 Person::players[i]->forwardkeydown = 1;
3693 Person::players[i]->forwardkeydown = 0;
3694 Person::players[i]->leftkeydown = 0;
3695 Person::players[i]->backkeydown = 0;
3696 Person::players[i]->rightkeydown = 0;
3697 Person::players[i]->crouchkeydown = 0;
3698 Person::players[i]->attackkeydown = 0;
3699 Person::players[i]->throwkeydown = 0;
3701 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3702 if (!Person::players[i]->avoidsomething)
3703 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3705 XYZ leftpos, rightpos;
3706 float leftdist, rightdist;
3707 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3708 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3709 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
3710 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
3711 if (leftdist < rightdist)
3712 Person::players[i]->targetyaw += 90;
3714 Person::players[i]->targetyaw -= 90;
3718 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3719 Person::players[i]->jumpkeydown = 0;
3720 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3721 Person::players[i]->jumpkeydown = 1;
3725 if (!editorenabled) {
3726 if (Person::players[i]->howactive <= typesleeping)
3727 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
3728 for (int j = 0; j < numenvsounds; j++) {
3729 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
3730 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
3731 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
3732 Person::players[i]->aitype = attacktypecutoff;
3735 if (Person::players[i]->aitype != passivetype) {
3736 if (Person::players[i]->howactive == typesleeping)
3737 Person::players[i]->setAnimation(getupfromfrontanim);
3738 Person::players[i]->howactive = typeactive;
3742 if (Person::players[i]->howactive < typesleeping &&
3743 ((tutoriallevel != 1 || cananger) && hostile) &&
3744 !Person::players[0]->dead &&
3745 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3746 Person::players[i]->occluded < 25) {
3747 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3748 Animation::animations[Person::players[0]->animTarget].height != lowheight && !editorenabled)
3749 Person::players[i]->aitype = attacktypecutoff;
3750 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3751 Animation::animations[Person::players[0]->animTarget].height == highheight && !editorenabled)
3752 Person::players[i]->aitype = attacktypecutoff;
3755 if (Person::players[i]->creature == wolftype) {
3757 for (unsigned j = 0; j < Person::players.size(); j++) {
3758 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
3759 float smelldistance = 50;
3760 if (j == 0 && Person::players[j]->num_weapons > 0) {
3761 if (weapons[Person::players[j]->weaponids[0]].bloody)
3762 smelldistance = 100;
3763 if (Person::players[j]->num_weapons == 2)
3764 if (weapons[Person::players[j]->weaponids[1]].bloody)
3765 smelldistance = 100;
3768 smelldistance = 100;
3769 windsmell = windvector;
3770 Normalise(&windsmell);
3771 windsmell = windsmell * 2 + Person::players[j]->coords;
3772 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
3773 Person::players[i]->aitype = attacktypecutoff;
3778 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3779 Person::players[i]->losupdatedelay = .2;
3780 for (unsigned j = 0; j < Person::players.size(); j++) {
3781 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
3782 if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
3783 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3784 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3785 if ((-1 == checkcollide(
3786 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
3787 Person::players[i]->scale + Person::players[i]->coords,
3788 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
3789 Person::players[j]->scale + Person::players[j]->coords) &&
3790 !Person::players[j]->isWallJump()) ||
3791 (Person::players[j]->animTarget == hanganim &&
3792 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3793 Person::players[i]->lastseentime -= .2;
3794 if (j == 0 && Animation::animations[Person::players[j]->animTarget].height == lowheight)
3795 Person::players[i]->lastseentime -= .4;
3797 Person::players[i]->lastseentime -= .6;
3799 if (Person::players[i]->lastseentime <= 0) {
3800 Person::players[i]->aitype = searchtype;
3801 Person::players[i]->lastchecktime = 12;
3802 Person::players[i]->lastseen = Person::players[j]->coords;
3803 Person::players[i]->lastseentime = 12;
3810 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
3811 if (Person::players[i]->creature != wolftype) {
3812 Person::players[i]->stunned = .6;
3813 Person::players[i]->surprised = .6;
3815 if (Person::players[i]->creature == wolftype) {
3816 Person::players[i]->stunned = .47;
3817 Person::players[i]->surprised = .47;
3825 if (Person::players[i]->aitype == searchtype) {
3826 Person::players[i]->aiupdatedelay -= multiplier;
3827 Person::players[i]->losupdatedelay -= multiplier;
3828 if (!Person::players[i]->pause)
3829 Person::players[i]->lastseentime -= multiplier;
3830 Person::players[i]->lastchecktime -= multiplier;
3832 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
3833 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
3834 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
3836 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
3838 j = checkcollide(test2, test, Person::players[i]->laststanding);
3840 j = checkcollide(test2, test);
3842 Person::players[i]->velocity = 0;
3843 Person::players[i]->setAnimation(Person::players[i]->getStop());
3844 Person::players[i]->targetyaw += 180;
3845 Person::players[i]->stunned = .5;
3846 //Person::players[i]->aitype=passivetype;
3847 Person::players[i]->aitype = pathfindtype;
3848 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
3849 Person::players[i]->finalpathfindpoint = -1;
3850 Person::players[i]->targetpathfindpoint = -1;
3851 Person::players[i]->lastpathfindpoint = -1;
3852 Person::players[i]->lastpathfindpoint2 = -1;
3853 Person::players[i]->lastpathfindpoint3 = -1;
3854 Person::players[i]->lastpathfindpoint4 = -1;
3856 Person::players[i]->laststanding = j;
3859 //check out last seen location
3860 if (Person::players[i]->aiupdatedelay < 0) {
3861 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
3862 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3863 Person::players[i]->aiupdatedelay = .05;
3864 Person::players[i]->forwardkeydown = 1;
3866 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
3867 Person::players[i]->forwardkeydown = 0;
3868 Person::players[i]->aiupdatedelay = 1;
3869 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
3870 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
3871 Person::players[i]->lastchecktime = 3;
3874 Person::players[i]->leftkeydown = 0;
3875 Person::players[i]->backkeydown = 0;
3876 Person::players[i]->rightkeydown = 0;
3877 Person::players[i]->crouchkeydown = 0;
3878 Person::players[i]->attackkeydown = 0;
3879 Person::players[i]->throwkeydown = 0;
3881 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3882 if (!Person::players[i]->avoidsomething)
3883 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3885 XYZ leftpos, rightpos;
3886 float leftdist, rightdist;
3887 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3888 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3889 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
3890 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
3891 if (leftdist < rightdist)
3892 Person::players[i]->targetyaw += 90;
3894 Person::players[i]->targetyaw -= 90;
3898 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3899 Person::players[i]->jumpkeydown = 0;
3900 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3901 Person::players[i]->jumpkeydown = 1;
3903 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
3904 for (int k = 0; k < numenvsounds; k++) {
3905 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
3906 Person::players[i]->aitype = attacktypecutoff;
3910 if (!Person::players[0]->dead &&
3911 Person::players[i]->losupdatedelay < 0 &&
3913 Person::players[i]->occluded < 2 &&
3914 ((tutoriallevel != 1 || cananger) && hostile)) {
3915 Person::players[i]->losupdatedelay = .2;
3916 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
3917 Person::players[i]->aitype = attacktypecutoff;
3918 Person::players[i]->lastseentime = 1;
3920 if (abs(Random() % 2) || Animation::animations[Person::players[i]->animTarget].height != lowheight)
3921 //TODO: factor out canSeePlayer()
3922 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
3923 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
3925 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
3926 Person::players[i]->scale + Person::players[i]->coords,
3927 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
3928 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
3929 (Person::players[0]->animTarget == hanganim && normaldotproduct(
3930 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
3931 /* //TODO: changed j to 0 on a whim, make sure this is correct
3932 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
3933 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
3935 Person::players[i]->aitype = attacktypecutoff;
3936 Person::players[i]->lastseentime = 1;
3940 if (Person::players[i]->lastseentime < 0) {
3941 //Person::players[i]->aitype=passivetype;
3943 Person::players[i]->aitype = pathfindtype;
3944 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
3945 Person::players[i]->finalpathfindpoint = -1;
3946 Person::players[i]->targetpathfindpoint = -1;
3947 Person::players[i]->lastpathfindpoint = -1;
3948 Person::players[i]->lastpathfindpoint2 = -1;
3949 Person::players[i]->lastpathfindpoint3 = -1;
3950 Person::players[i]->lastpathfindpoint4 = -1;
3954 if (Person::players[i]->aitype != gethelptype)
3955 Person::players[i]->runninghowlong = 0;
3957 //get help from buddies
3958 if (Person::players[i]->aitype == gethelptype) {
3959 Person::players[i]->runninghowlong += multiplier;
3960 Person::players[i]->aiupdatedelay -= multiplier;
3962 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
3963 Person::players[i]->aiupdatedelay = .2;
3966 //TODO: factor out closest search somehow
3967 if (!Person::players[i]->ally) {
3969 float closestdist = -1;
3970 for (unsigned k = 0; k < Person::players.size(); k++) {
3971 if (k != i && k != 0 && !Person::players[k]->dead &&
3972 Person::players[k]->howactive < typedead1 &&
3973 !Person::players[k]->skeleton.free &&
3974 Person::players[k]->aitype == passivetype) {
3975 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
3976 if (closestdist == -1 || distance < closestdist) {
3977 closestdist = distance;
3984 Person::players[i]->ally = closest;
3986 Person::players[i]->ally = 0;
3987 Person::players[i]->lastseen = Person::players[0]->coords;
3988 Person::players[i]->lastseentime = 12;
3992 Person::players[i]->lastchecktime = 12;
3994 XYZ facing = Person::players[i]->coords;
3995 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
3996 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
3997 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
3998 if (-1 != checkcollide(facing, flatfacing))
3999 Person::players[i]->lastseentime -= .1;
4001 //no available ally, run back to player
4002 if (Person::players[i]->ally <= 0 ||
4003 Person::players[Person::players[i]->ally]->skeleton.free ||
4004 Person::players[Person::players[i]->ally]->aitype != passivetype ||
4005 Person::players[i]->lastseentime <= 0) {
4006 Person::players[i]->aitype = searchtype;
4007 Person::players[i]->lastseentime = 12;
4011 if (Person::players[i]->ally > 0) {
4012 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
4013 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4014 Person::players[i]->aiupdatedelay = .05;
4015 Person::players[i]->forwardkeydown = 1;
4017 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
4018 Person::players[i]->aitype = searchtype;
4019 Person::players[i]->lastseentime = 12;
4020 Person::players[Person::players[i]->ally]->aitype = searchtype;
4021 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
4022 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
4023 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
4024 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
4028 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4029 if (!Person::players[i]->avoidsomething)
4030 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4032 XYZ leftpos, rightpos;
4033 float leftdist, rightdist;
4034 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4035 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4036 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4037 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4038 if (leftdist < rightdist)
4039 Person::players[i]->targetyaw += 90;
4041 Person::players[i]->targetyaw -= 90;
4046 Person::players[i]->leftkeydown = 0;
4047 Person::players[i]->backkeydown = 0;
4048 Person::players[i]->rightkeydown = 0;
4049 Person::players[i]->crouchkeydown = 0;
4050 Person::players[i]->attackkeydown = 0;
4052 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4053 Person::players[i]->jumpkeydown = 0;
4054 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
4055 Person::players[i]->jumpkeydown = 1;
4058 //retreiving a weapon on the ground
4059 if (Person::players[i]->aitype == getweapontype) {
4060 Person::players[i]->aiupdatedelay -= multiplier;
4061 Person::players[i]->lastchecktime -= multiplier;
4063 if (Person::players[i]->aiupdatedelay < 0) {
4064 Person::players[i]->aiupdatedelay = .2;
4067 if (Person::players[i]->ally < 0) {
4069 float closestdist = -1;
4070 for (unsigned k = 0; k < weapons.size(); k++)
4071 if (weapons[k].owner == -1) {
4072 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
4073 if (closestdist == -1 || distance < closestdist) {
4074 closestdist = distance;
4080 Person::players[i]->ally = closest;
4082 Person::players[i]->ally = -1;
4085 Person::players[i]->lastseentime = 12;
4087 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
4088 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
4089 Person::players[i]->aitype = attacktypecutoff;
4090 Person::players[i]->lastseentime = 1;
4092 if (!Person::players[0]->dead)
4093 if (Person::players[i]->ally >= 0) {
4094 if (weapons[Person::players[i]->ally].owner != -1 ||
4095 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
4096 Person::players[i]->aitype = attacktypecutoff;
4097 Person::players[i]->lastseentime = 1;
4099 //TODO: factor these out as moveToward()
4100 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
4101 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4102 Person::players[i]->aiupdatedelay = .05;
4103 Person::players[i]->forwardkeydown = 1;
4106 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4107 if (!Person::players[i]->avoidsomething)
4108 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4110 XYZ leftpos, rightpos;
4111 float leftdist, rightdist;
4112 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4113 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4114 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4115 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4116 if (leftdist < rightdist)
4117 Person::players[i]->targetyaw += 90;
4119 Person::players[i]->targetyaw -= 90;
4124 Person::players[i]->leftkeydown = 0;
4125 Person::players[i]->backkeydown = 0;
4126 Person::players[i]->rightkeydown = 0;
4127 Person::players[i]->attackkeydown = 0;
4128 Person::players[i]->throwkeydown = 1;
4129 Person::players[i]->crouchkeydown = 0;
4130 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
4131 Person::players[i]->animTarget != removeknifeanim)
4132 Person::players[i]->throwtogglekeydown = 0;
4133 Person::players[i]->drawkeydown = 0;
4135 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4136 Person::players[i]->jumpkeydown = 0;
4137 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4138 Person::players[i]->jumpkeydown = 1;
4141 if (Person::players[i]->aitype == attacktypecutoff) {
4142 Person::players[i]->aiupdatedelay -= multiplier;
4143 //dodge or reverse rabbit kicks, knife throws, flips
4144 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
4145 if ((Person::players[0]->animTarget == rabbitkickanim ||
4146 Person::players[0]->animTarget == knifethrowanim ||
4147 (Person::players[0]->isFlip() &&
4148 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
4149 !Person::players[0]->skeleton.free &&
4150 (Person::players[i]->aiupdatedelay < .1)) {
4151 Person::players[i]->attackkeydown = 0;
4152 if (Person::players[i]->isIdle())
4153 Person::players[i]->crouchkeydown = 1;
4154 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
4155 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
4156 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
4157 if (abs(Random() % 2) == 0)
4158 Person::players[i]->setAnimation(backhandspringanim);
4160 Person::players[i]->setAnimation(rollanim);
4161 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
4162 Person::players[i]->wentforweapon = 0;
4164 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
4165 Person::players[i]->setAnimation(flipanim);
4168 Person::players[i]->forwardkeydown = 0;
4169 Person::players[i]->aiupdatedelay = .02;
4171 //get confused by flips
4172 if (Person::players[0]->isFlip() &&
4173 !Person::players[0]->skeleton.free &&
4174 Person::players[0]->animTarget != walljumprightkickanim &&
4175 Person::players[0]->animTarget != walljumpleftkickanim) {
4176 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
4177 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
4178 Person::players[i]->stunned = 1;
4180 //go for weapon on the ground
4181 if (Person::players[i]->wentforweapon < 3)
4182 for (unsigned k = 0; k < weapons.size(); k++)
4183 if (Person::players[i]->creature != wolftype)
4184 if (Person::players[i]->num_weapons == 0 &&
4185 weapons[k].owner == -1 &&
4186 weapons[i].velocity.x == 0 &&
4187 weapons[i].velocity.z == 0 &&
4188 weapons[i].velocity.y == 0) {
4189 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
4190 Person::players[i]->wentforweapon++;
4191 Person::players[i]->lastchecktime = 6;
4192 Person::players[i]->aitype = getweapontype;
4193 Person::players[i]->ally = -1;
4196 //dodge/reverse walljump kicks
4197 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
4198 if (Animation::animations[Person::players[i]->animTarget].height != highheight)
4199 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
4200 ((Person::players[0]->animTarget == walljumprightkickanim ||
4201 Person::players[0]->animTarget == walljumpleftkickanim) &&
4202 ((Person::players[i]->aiupdatedelay < .15 &&
4204 (Person::players[i]->aiupdatedelay < .08 &&
4205 difficulty != 2)))) {
4206 Person::players[i]->crouchkeydown = 1;
4208 //walked off a ledge (?)
4209 if (Person::players[i]->isRun() && !Person::players[i]->onground)
4210 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4211 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4213 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4215 j = checkcollide(test2, test, Person::players[i]->laststanding);
4217 j = checkcollide(test2, test);
4219 Person::players[i]->velocity = 0;
4220 Person::players[i]->setAnimation(Person::players[i]->getStop());
4221 Person::players[i]->targetyaw += 180;
4222 Person::players[i]->stunned = .5;
4223 Person::players[i]->aitype = pathfindtype;
4224 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4225 Person::players[i]->finalpathfindpoint = -1;
4226 Person::players[i]->targetpathfindpoint = -1;
4227 Person::players[i]->lastpathfindpoint = -1;
4228 Person::players[i]->lastpathfindpoint2 = -1;
4229 Person::players[i]->lastpathfindpoint3 = -1;
4230 Person::players[i]->lastpathfindpoint4 = -1;
4232 Person::players[i]->laststanding = j;
4234 //lose sight of player in the air (?)
4235 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
4236 Animation::animations[Person::players[0]->animTarget].height != highheight &&
4237 !Person::players[0]->onterrain) {
4238 Person::players[i]->aitype = pathfindtype;
4239 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4240 Person::players[i]->finalpathfindpoint = -1;
4241 Person::players[i]->targetpathfindpoint = -1;
4242 Person::players[i]->lastpathfindpoint = -1;
4243 Person::players[i]->lastpathfindpoint2 = -1;
4244 Person::players[i]->lastpathfindpoint3 = -1;
4245 Person::players[i]->lastpathfindpoint4 = -1;
4247 //it's time to think (?)
4248 if (Person::players[i]->aiupdatedelay < 0 &&
4249 !Animation::animations[Person::players[i]->animTarget].attack &&
4250 Person::players[i]->animTarget != staggerbackhighanim &&
4251 Person::players[i]->animTarget != staggerbackhardanim &&
4252 Person::players[i]->animTarget != backhandspringanim &&
4253 Person::players[i]->animTarget != dodgebackanim) {
4255 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
4256 Person::players[i]->drawkeydown = Random() % 2;
4258 Person::players[i]->drawkeydown = 0;
4259 Person::players[i]->rabbitkickenabled = Random() % 2;
4261 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
4262 XYZ targetpoint = Person::players[0]->coords;
4263 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
4264 distsq(&rotatetarget, &Person::players[i]->coords))
4265 targetpoint += Person::players[0]->velocity *
4266 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
4267 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
4268 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4269 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
4271 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
4272 Person::players[i]->forwardkeydown = 1;
4273 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
4274 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
4275 Person::players[0]->weaponactive != -1)
4276 Person::players[i]->forwardkeydown = 1;
4277 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
4278 Person::players[i]->forwardkeydown = 1;
4280 Person::players[i]->forwardkeydown = 0;
4281 //chill out around the corpse
4282 if (Person::players[0]->dead) {
4283 Person::players[i]->forwardkeydown = 0;
4284 if (Random() % 10 == 0)
4285 Person::players[i]->forwardkeydown = 1;
4286 if (Random() % 100 == 0) {
4287 Person::players[i]->aitype = pathfindtype;
4288 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4289 Person::players[i]->finalpathfindpoint = -1;
4290 Person::players[i]->targetpathfindpoint = -1;
4291 Person::players[i]->lastpathfindpoint = -1;
4292 Person::players[i]->lastpathfindpoint2 = -1;
4293 Person::players[i]->lastpathfindpoint3 = -1;
4294 Person::players[i]->lastpathfindpoint4 = -1;
4297 Person::players[i]->leftkeydown = 0;
4298 Person::players[i]->backkeydown = 0;
4299 Person::players[i]->rightkeydown = 0;
4300 Person::players[i]->crouchkeydown = 0;
4301 Person::players[i]->throwkeydown = 0;
4303 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4304 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4306 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
4307 Person::players[i]->attackkeydown = 1;
4309 Person::players[i]->attackkeydown = 0;
4310 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
4311 Person::players[i]->attackkeydown = 0;
4314 if (Person::players[i]->aitype != playercontrolled &&
4315 (Person::players[i]->isIdle() ||
4316 Person::players[i]->isCrouch() ||
4317 Person::players[i]->isRun())) {
4319 for (unsigned j = 0; j < Person::players.size(); j++)
4320 if (j != i && !Person::players[j]->skeleton.free &&
4321 Person::players[j]->hasvictim &&
4322 (tutoriallevel == 1 && reversaltrain ||
4323 Random() % 2 == 0 && difficulty == 2 ||
4324 Random() % 4 == 0 && difficulty == 1 ||
4325 Random() % 8 == 0 && difficulty == 0 ||
4326 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
4327 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
4328 (Random() % 2 == 0 || difficulty == 2) ||
4329 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
4330 Person::players[j]->weaponactive != -1 ||
4331 Person::players[j]->animTarget == swordslashanim &&
4332 Person::players[i]->weaponactive != -1 ||
4333 Person::players[j]->animTarget == staffhitanim ||
4334 Person::players[j]->animTarget == staffspinhitanim))
4335 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
4336 Person::players[j]->victim == Person::players[i] &&
4337 (Person::players[j]->animTarget == sweepanim ||
4338 Person::players[j]->animTarget == spinkickanim ||
4339 Person::players[j]->animTarget == staffhitanim ||
4340 Person::players[j]->animTarget == staffspinhitanim ||
4341 Person::players[j]->animTarget == winduppunchanim ||
4342 Person::players[j]->animTarget == upunchanim ||
4343 Person::players[j]->animTarget == wolfslapanim ||
4344 Person::players[j]->animTarget == knifeslashstartanim ||
4345 Person::players[j]->animTarget == swordslashanim &&
4346 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
4347 Person::players[i]->weaponactive != -1))) {
4354 Person::players[target]->Reverse();
4357 if (Person::players[i]->collided < 1)
4358 Person::players[i]->jumpkeydown = 0;
4359 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
4360 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
4361 Person::players[i]->onterrain &&
4362 Person::players[i]->creature == rabbittype)
4363 Person::players[i]->jumpkeydown = 1;
4364 //TODO: why are we controlling the human?
4365 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4366 Person::players[0]->jumpkeydown = 0;
4367 if (Person::players[0]->animTarget == jumpdownanim &&
4368 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
4369 Person::players[i]->crouchkeydown = 1;
4370 if (Person::players[i]->jumpkeydown)
4371 Person::players[i]->attackkeydown = 0;
4373 if (tutoriallevel == 1)
4375 Person::players[i]->attackkeydown = 0;
4378 XYZ facing = Person::players[i]->coords;
4379 XYZ flatfacing = Person::players[0]->coords;
4380 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4381 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
4382 if (Person::players[i]->occluded >= 2)
4383 if (-1 != checkcollide(facing, flatfacing)) {
4384 if (!Person::players[i]->pause)
4385 Person::players[i]->lastseentime -= .2;
4386 if (Person::players[i]->lastseentime <= 0 &&
4387 (Person::players[i]->creature != wolftype ||
4388 Person::players[i]->weaponstuck == -1)) {
4389 Person::players[i]->aitype = searchtype;
4390 Person::players[i]->lastchecktime = 12;
4391 Person::players[i]->lastseen = Person::players[0]->coords;
4392 Person::players[i]->lastseentime = 12;
4395 Person::players[i]->lastseentime = 1;
4398 if (Animation::animations[Person::players[0]->animTarget].height == highheight &&
4399 (Person::players[i]->aitype == attacktypecutoff ||
4400 Person::players[i]->aitype == searchtype))
4401 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
4402 XYZ test = Person::players[0]->coords;
4404 if (-1 == checkcollide(Person::players[0]->coords, test))
4405 Person::players[i]->stunned = 1;
4408 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
4409 Person::players[i]->stunned > 0 ||
4410 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
4411 if (Person::players[i]->pause)
4412 Person::players[i]->lastseentime = 1;
4413 Person::players[i]->targetyaw = Person::players[i]->yaw;
4414 Person::players[i]->forwardkeydown = 0;
4415 Person::players[i]->leftkeydown = 0;
4416 Person::players[i]->backkeydown = 0;
4417 Person::players[i]->rightkeydown = 0;
4418 Person::players[i]->jumpkeydown = 0;
4419 Person::players[i]->attackkeydown = 0;
4420 Person::players[i]->crouchkeydown = 0;
4421 Person::players[i]->throwkeydown = 0;
4429 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4430 facing = flatfacing;
4432 if (Person::players[i]->aitype == attacktypecutoff) {
4433 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
4434 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
4435 } else if (Person::players[i]->howactive >= typesleeping) {
4436 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
4437 Person::players[i]->targetheadpitch = 0;
4439 if (Person::players[i]->interestdelay <= 0) {
4440 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
4441 Person::players[i]->headtarget = Person::players[i]->coords;
4442 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
4443 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
4444 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
4445 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
4447 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
4448 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
4455 static XYZ facing, flatfacing;
4460 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
4461 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
4462 stereoreverse = true;
4464 stereoreverse = false;
4467 printf("Stereo reversed\n");
4469 printf("Stereo unreversed\n");
4472 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
4473 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
4474 stereoseparation -= 0.001;
4476 stereoseparation -= 0.010;
4477 printf("Stereo decreased increased to %f\n", stereoseparation);
4480 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
4481 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
4482 stereoseparation += 0.001;
4484 stereoseparation += 0.010;
4485 printf("Stereo separation increased to %f\n", stereoseparation);
4489 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
4490 if (tutorialstage != 51)
4491 tutorialstagetime = tutorialmaxtime;
4492 emit_sound_np(consolefailsound, 128.);
4496 Values of mainmenu :
4498 2 Menu pause (resume/end game)
4500 4 Controls configuration menu
4501 5 Main game menu (choose level or challenge)
4502 6 Deleting user menu
4503 7 User managment menu (select/add)
4504 8 Choose difficulty menu
4505 9 Challenge level selection menu
4506 10 End of the campaign congratulation (is that really a menu?)
4507 11 Same that 9 ??? => unused
4508 18 stereo configuration
4513 if (mainmenu && endgame == 1)
4515 //go to level select after completing a campaign level
4516 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
4523 OPENAL_SetFrequency(OPENAL_ALL);
4524 emit_stream_np(stream_menutheme);
4525 pause_sound(leveltheme);
4529 //escape key pressed
4530 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
4531 (gameon || mainmenu == 0)) {
4533 if (mainmenu == 0 && !winfreeze)
4534 mainmenu = 2; //pause
4535 else if (mainmenu == 1 || mainmenu == 2) {
4536 mainmenu = 0; //unpause
4539 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
4540 OPENAL_SetFrequency(OPENAL_ALL);
4541 emit_stream_np(stream_menutheme);
4542 pause_sound(leveltheme);
4544 //on resume, play level music
4546 pause_sound(stream_menutheme);
4547 resume_stream(leveltheme);
4558 hostiletime += multiplier;
4562 leveltime += multiplier;
4565 if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && devtools) {
4568 OPENAL_SetFrequency(OPENAL_ALL);
4572 if (Input::isKeyPressed(consolekey) && devtools) {
4575 OPENAL_SetFrequency(OPENAL_ALL);
4584 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
4585 inputText(consoletext[0], &consoleselected);
4587 if (!consoletext[0].empty()) {
4588 cmd_dispatch(consoletext[0]);
4589 for (int k = 14; k >= 1; k--) {
4590 consoletext[k] = consoletext[k - 1];
4592 consoletext[0].clear();
4593 consoleselected = 0;
4597 consoleblinkdelay -= multiplier;
4598 if (consoleblinkdelay <= 0) {
4599 consoleblinkdelay = .3;
4600 consoleblink = !consoleblink;
4604 static int oldwinfreeze;
4605 if (winfreeze && !oldwinfreeze) {
4606 OPENAL_SetFrequency(OPENAL_ALL);
4607 emit_sound_np(consolesuccesssound);
4610 oldwinfreeze = winfreeze;
4614 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
4617 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
4621 } else if (winfreeze) {
4629 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
4632 static float talkdelay = 0;
4634 if (Dialog::inDialog())
4636 talkdelay -= multiplier;
4638 if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
4639 for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
4640 Dialog::dialogs[i].tick(i);
4644 windvar += multiplier;
4645 smoketex += multiplier;
4646 tutorialstagetime += multiplier;
4649 static float hotspotvisual[40];
4650 if (Hotspot::hotspots.size()) {
4652 if (editorenabled) {
4653 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4654 hotspotvisual[i] -= multiplier / 320;
4658 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4659 while (hotspotvisual[i] < 0) {
4661 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
4662 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
4663 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
4664 hotspotsprite += Hotspot::hotspots[i].position;
4665 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
4666 hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
4670 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4671 if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
4672 Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
4678 if (tutoriallevel) {
4683 if (tutoriallevel != 1) {
4684 if (bonustime == 0 &&
4685 bonus != solidhit &&
4686 bonus != spinecrusher &&
4687 bonus != tracheotomy &&
4688 bonus != backstab &&
4690 emit_sound_np(consolesuccesssound);
4692 } else if (bonustime == 0) {
4693 emit_sound_np(fireendsound);
4695 if (bonustime == 0) {
4696 if (bonus != solidhit &&
4697 bonus != twoxcombo &&
4698 bonus != threexcombo &&
4699 bonus != fourxcombo &&
4703 bonusnum[bonus] += 0.15;
4706 bonusvalue /= bonusnum[bonus];
4707 bonustotal += bonusvalue;
4709 bonustime += multiplier;
4712 if (environment == snowyenvironment) {
4713 precipdelay -= multiplier;
4714 while (precipdelay < 0) {
4718 XYZ footvel, footpoint;
4721 footpoint = viewer + viewerfacing * 6;
4722 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
4723 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
4724 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
4725 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
4730 doAerialAcrobatics();
4733 static XYZ oldviewer;
4736 if (!Dialog::inDialog()) {
4737 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
4738 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
4739 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
4740 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
4741 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
4742 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
4743 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
4744 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
4746 Person::players[0]->forwardkeydown = 0;
4747 Person::players[0]->leftkeydown = 0;
4748 Person::players[0]->backkeydown = 0;
4749 Person::players[0]->rightkeydown = 0;
4750 Person::players[0]->jumpkeydown = 0;
4751 Person::players[0]->crouchkeydown = 0;
4752 Person::players[0]->drawkeydown = 0;
4753 Person::players[0]->throwkeydown = 0;
4756 if (!Person::players[0]->jumpkeydown)
4757 Person::players[0]->jumpclimb = 0;
4760 if (Dialog::inDialog()) {
4762 if (Dialog::directing) {
4766 facing = DoRotation(facing, -pitch, 0, 0);
4767 facing = DoRotation(facing, 0, 0 - yaw, 0);
4772 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
4774 if (Input::isKeyDown(forwardkey))
4775 viewer += facing * multiplier * 4;
4776 if (Input::isKeyDown(backkey))
4777 viewer -= facing * multiplier * 4;
4778 if (Input::isKeyDown(leftkey))
4779 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
4780 if (Input::isKeyDown(rightkey))
4781 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
4782 if (Input::isKeyDown(jumpkey))
4783 viewer.y += multiplier * 4;
4784 if (Input::isKeyDown(crouchkey))
4785 viewer.y -= multiplier * 4;
4786 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
4787 Input::isKeyPressed(SDL_SCANCODE_2) ||
4788 Input::isKeyPressed(SDL_SCANCODE_3) ||
4789 Input::isKeyPressed(SDL_SCANCODE_4) ||
4790 Input::isKeyPressed(SDL_SCANCODE_5) ||
4791 Input::isKeyPressed(SDL_SCANCODE_6) ||
4792 Input::isKeyPressed(SDL_SCANCODE_7) ||
4793 Input::isKeyPressed(SDL_SCANCODE_8) ||
4794 Input::isKeyPressed(SDL_SCANCODE_9) ||
4795 Input::isKeyPressed(SDL_SCANCODE_0) ||
4796 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
4798 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
4799 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
4800 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
4801 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
4802 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
4803 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
4804 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
4805 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
4806 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
4807 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
4808 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
4810 if (whichend != -1) {
4811 Dialog::currentScene().participantfocus = whichend;
4812 Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
4813 Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
4815 if (whichend == -1) {
4816 Dialog::currentScene().participantfocus = -1;
4818 /* FIXME: potentially accessing -1 in Person::players! */
4819 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
4820 Dialog::indialogue = -1;
4821 Dialog::directing = false;
4824 Dialog::currentScene().camera = viewer;
4825 Dialog::currentScene().camerayaw = yaw;
4826 Dialog::currentScene().camerapitch = pitch;
4827 Dialog::indialogue++;
4828 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
4829 if (Dialog::currentScene().sound != 0) {
4830 playdialoguescenesound();
4834 for (unsigned j = 0; j < Person::players.size(); j++) {
4835 Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
4838 //TODO: should these be KeyDown or KeyPressed?
4839 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
4840 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
4841 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
4842 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
4843 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
4844 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
4845 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
4846 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
4847 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
4848 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
4850 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
4851 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
4852 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
4853 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
4854 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
4855 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
4856 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
4857 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
4858 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
4859 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
4860 Dialog::currentScene().participantfacing[whichend] = facing;
4862 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
4863 Dialog::indialogue = -1;
4864 Dialog::directing = false;
4868 if (!Dialog::directing) {
4869 pause_sound(whooshsound);
4870 viewer = Dialog::currentScene().camera;
4871 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
4872 yaw = Dialog::currentScene().camerayaw;
4873 pitch = Dialog::currentScene().camerapitch;
4874 if (Dialog::dialoguetime > 0.5) {
4875 if (Input::isKeyPressed(attackkey)) {
4876 Dialog::indialogue++;
4877 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
4878 if (Dialog::currentScene().sound != 0) {
4879 playdialoguescenesound();
4880 if (Dialog::currentScene().sound == -5) {
4881 Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
4883 if (Dialog::currentScene().sound == -6) {
4887 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
4888 Dialog::indialogue = -1;
4889 Dialog::directing = false;
4896 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
4897 Dialog::indialogue = -1;
4898 Dialog::directing = false;
4900 if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
4903 if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
4906 if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
4908 for (unsigned i = 1; i < Person::players.size(); i++) {
4909 Person::players[i]->aitype = attacktypecutoff;
4916 if (!Person::players[0]->jumpkeydown) {
4917 Person::players[0]->jumptogglekeydown = 0;
4919 if (Person::players[0]->jumpkeydown &&
4920 Person::players[0]->animTarget != jumpupanim &&
4921 Person::players[0]->animTarget != jumpdownanim &&
4922 !Person::players[0]->isFlip())
4923 Person::players[0]->jumptogglekeydown = 1;
4926 Dialog::dialoguetime += multiplier;
4927 hawkyaw += multiplier * 25;
4929 realhawkcoords.x = 25;
4930 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
4931 hawkcalldelay -= multiplier / 2;
4933 if (hawkcalldelay <= 0) {
4934 emit_sound_at(hawksound, realhawkcoords);
4936 hawkcalldelay = 16 + abs(Random() % 8);
4943 doPlayerCollisions();
4947 for (unsigned k = 0; k < Person::players.size(); k++)
4948 if (k != 0 && Person::players[k]->immobile)
4949 Person::players[k]->coords = Person::players[k]->realoldcoords;
4951 for (unsigned k = 0; k < Person::players.size(); k++) {
4952 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
4953 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
4954 Person::players[k]->DoDamage(1000);
4960 static bool respawnkeydown;
4961 if (!editorenabled &&
4962 (whichlevel != -2 &&
4963 (Input::isKeyDown(SDL_SCANCODE_Z) &&
4964 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
4966 (Input::isKeyDown(jumpkey) &&
4969 Person::players[0]->dead))) {
4970 targetlevel = whichlevel;
4974 respawnkeydown = Input::isKeyDown(jumpkey);
4977 static bool movekey;
4980 for (unsigned i = 0; i < Person::players.size(); i++) {
4981 static float oldtargetyaw;
4982 if (!Person::players[i]->skeleton.free) {
4983 oldtargetyaw = Person::players[i]->targetyaw;
4984 if (i == 0 && !Dialog::inDialog()) {
4985 //TODO: refactor repetitive code
4986 if (!Animation::animations[Person::players[0]->animTarget].attack &&
4987 Person::players[0]->animTarget != staggerbackhighanim &&
4988 Person::players[0]->animTarget != staggerbackhardanim &&
4989 Person::players[0]->animTarget != crouchremoveknifeanim &&
4990 Person::players[0]->animTarget != removeknifeanim &&
4991 Person::players[0]->animTarget != backhandspringanim &&
4992 Person::players[0]->animTarget != dodgebackanim &&
4993 Person::players[0]->animTarget != walljumprightkickanim &&
4994 Person::players[0]->animTarget != walljumpleftkickanim) {
4996 Person::players[0]->targetyaw = 0;
4998 Person::players[0]->targetyaw = -yaw + 180;
5004 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5006 facing = flatfacing;
5008 facing = DoRotation(facing, -pitch, 0, 0);
5009 facing = DoRotation(facing, 0, 0 - yaw, 0);
5012 Person::players[0]->lookyaw = -yaw;
5014 Person::players[i]->targetheadyaw = yaw;
5015 Person::players[i]->targetheadpitch = pitch;
5017 if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
5018 if (!Animation::animations[Person::players[i]->animTarget].attack &&
5019 Person::players[i]->animTarget != staggerbackhighanim &&
5020 Person::players[i]->animTarget != staggerbackhardanim &&
5021 Person::players[i]->animTarget != crouchremoveknifeanim &&
5022 Person::players[i]->animTarget != removeknifeanim &&
5023 Person::players[i]->animTarget != backhandspringanim &&
5024 Person::players[i]->animTarget != dodgebackanim &&
5025 Person::players[i]->animTarget != walljumprightkickanim &&
5026 Person::players[i]->animTarget != walljumpleftkickanim) {
5027 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
5033 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5035 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
5036 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
5038 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
5039 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
5041 if (Dialog::inDialog()) {
5042 Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
5043 Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
5049 Person::players[i]->avoidsomething = 0;
5051 //avoid flaming things
5052 for (int j = 0; j < Object::objects.size(); j++)
5053 if (Object::objects[j]->onfire)
5054 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200)
5055 if ( distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
5056 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5057 Person::players[i]->collided = 0;
5058 Person::players[i]->avoidcollided = 1;
5059 if (Person::players[i]->avoidsomething == 0 ||
5060 distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
5061 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5062 Person::players[i]->avoidwhere = Object::objects[j]->position;
5063 Person::players[i]->avoidsomething = 1;
5067 //avoid flaming players
5068 for (unsigned j = 0; j < Person::players.size(); j++)
5069 if (Person::players[j]->onfire)
5070 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
5071 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5072 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5073 Person::players[i]->collided = 0;
5074 Person::players[i]->avoidcollided = 1;
5075 if (Person::players[i]->avoidsomething == 0 ||
5076 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5077 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5078 Person::players[i]->avoidwhere = Person::players[j]->coords;
5079 Person::players[i]->avoidsomething = 1;
5083 if (Person::players[i]->collided > .8)
5084 Person::players[i]->avoidcollided = 0;
5088 if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
5089 //Person::players[i]->targetyaw=Person::players[i]->yaw;
5090 Person::players[i]->forwardkeydown = 0;
5091 Person::players[i]->leftkeydown = 0;
5092 Person::players[i]->backkeydown = 0;
5093 Person::players[i]->rightkeydown = 0;
5094 Person::players[i]->jumpkeydown = 0;
5095 Person::players[i]->attackkeydown = 0;
5096 //Person::players[i]->crouchkeydown=0;
5097 Person::players[i]->throwkeydown = 0;
5100 if (Dialog::inDialog()) {
5101 Person::players[i]->forwardkeydown = 0;
5102 Person::players[i]->leftkeydown = 0;
5103 Person::players[i]->backkeydown = 0;
5104 Person::players[i]->rightkeydown = 0;
5105 Person::players[i]->jumpkeydown = 0;
5106 Person::players[i]->crouchkeydown = 0;
5107 Person::players[i]->drawkeydown = 0;
5108 Person::players[i]->throwkeydown = 0;
5111 if (Person::players[i]->collided < -.3)
5112 Person::players[i]->collided = -.3;
5113 if (Person::players[i]->collided > 1)
5114 Person::players[i]->collided = 1;
5115 Person::players[i]->collided -= multiplier * 4;
5116 Person::players[i]->whichdirectiondelay -= multiplier;
5117 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
5118 Person::players[i]->avoidcollided = -.3;
5119 Person::players[i]->whichdirection = abs(Random() % 2);
5120 Person::players[i]->whichdirectiondelay = .4;
5122 if (Person::players[i]->avoidcollided > 1)
5123 Person::players[i]->avoidcollided = 1;
5124 Person::players[i]->avoidcollided -= multiplier / 4;
5125 if (!Person::players[i]->skeleton.free) {
5126 Person::players[i]->stunned -= multiplier;
5127 Person::players[i]->surprised -= multiplier;
5129 if (i != 0 && Person::players[i]->surprised <= 0 &&
5130 Person::players[i]->aitype == attacktypecutoff &&
5131 !Person::players[i]->dead &&
5132 !Person::players[i]->skeleton.free &&
5133 Animation::animations[Person::players[i]->animTarget].attack == neutral)
5136 if (!Person::players[i]->throwkeydown)
5137 Person::players[i]->throwtogglekeydown = 0;
5140 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
5141 if (Person::players[i]->weaponactive == -1 &&
5142 Person::players[i]->num_weapons < 2 &&
5143 (Person::players[i]->isIdle() ||
5144 Person::players[i]->isCrouch() ||
5145 Person::players[i]->animTarget == sneakanim ||
5146 Person::players[i]->animTarget == rollanim ||
5147 Person::players[i]->animTarget == backhandspringanim ||
5148 Person::players[i]->isFlip() ||
5149 Person::players[i]->aitype != playercontrolled)) {
5150 for (unsigned j = 0; j < weapons.size(); j++) {
5151 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
5152 Person::players[i]->aitype == playercontrolled) &&
5153 weapons[j].owner == -1 &&
5154 Person::players[i]->weaponactive == -1)
5155 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
5156 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
5157 if (Person::players[i]->isCrouch() ||
5158 Person::players[i]->animTarget == sneakanim ||
5159 Person::players[i]->isRun() ||
5160 Person::players[i]->isIdle() ||
5161 Person::players[i]->aitype != playercontrolled) {
5162 Person::players[i]->throwtogglekeydown = 1;
5163 Person::players[i]->setAnimation(crouchremoveknifeanim);
5164 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
5165 Person::players[i]->hasvictim = 0;
5167 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
5168 Person::players[i]->throwtogglekeydown = 1;
5169 Person::players[i]->hasvictim = 0;
5171 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
5172 Person::players[i]->aitype == playercontrolled) &&
5173 weapons[j].owner == -1 ||
5174 Person::players[i]->victim &&
5175 weapons[j].owner == int(Person::players[i]->victim->id))
5176 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
5177 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
5178 if (weapons[j].getType() != staff)
5179 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
5181 Person::players[i]->takeWeapon(j);
5184 } else if ((Person::players[i]->isIdle() ||
5185 Person::players[i]->isFlip() ||
5186 Person::players[i]->aitype != playercontrolled) &&
5187 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
5188 Person::players[i]->coords.y < weapons[j].position.y) {
5189 if (!Person::players[i]->isFlip()) {
5190 Person::players[i]->throwtogglekeydown = 1;
5191 Person::players[i]->setAnimation(removeknifeanim);
5192 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
5194 if (Person::players[i]->isFlip()) {
5195 Person::players[i]->throwtogglekeydown = 1;
5196 Person::players[i]->hasvictim = 0;
5198 for (unsigned k = 0; k < weapons.size(); k++) {
5199 if (Person::players[i]->weaponactive == -1)
5200 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
5201 Person::players[i]->aitype == playercontrolled) &&
5202 weapons[k].owner == -1 ||
5203 Person::players[i]->victim &&
5204 weapons[k].owner == int(Person::players[i]->victim->id))
5205 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
5206 Person::players[i]->weaponactive == -1) {
5207 if (weapons[k].getType() != staff)
5208 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
5210 Person::players[i]->takeWeapon(k);
5217 if (Person::players[i]->isCrouch() ||
5218 Person::players[i]->animTarget == sneakanim ||
5219 Person::players[i]->isRun() ||
5220 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
5221 Person::players[i]->animTarget == backhandspringanim) {
5222 if (Person::players.size() > 1)
5223 for (unsigned j = 0; j < Person::players.size(); j++) {
5224 if (Person::players[i]->weaponactive == -1)
5226 if (Person::players[j]->num_weapons &&
5227 Person::players[j]->skeleton.free &&
5228 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
5229 (((Person::players[j]->skeleton.forward.y < 0 &&
5230 Person::players[j]->weaponstuckwhere == 0) ||
5231 (Person::players[j]->skeleton.forward.y > 0 &&
5232 Person::players[j]->weaponstuckwhere == 1)) ||
5233 Person::players[j]->weaponstuck == -1 ||
5234 Person::players[j]->num_weapons > 1)) {
5235 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
5236 Person::players[i]->throwtogglekeydown = 1;
5237 Person::players[i]->victim = Person::players[j];
5238 Person::players[i]->hasvictim = 1;
5239 Person::players[i]->setAnimation(crouchremoveknifeanim);
5240 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
5242 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
5243 Person::players[i]->throwtogglekeydown = 1;
5244 Person::players[i]->victim = Person::players[j];
5245 Person::players[i]->hasvictim = 1;
5246 int k = Person::players[j]->weaponids[0];
5247 if (Person::players[i]->hasvictim) {
5250 if (Person::players[i]->victim->weaponstuck != -1) {
5251 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
5256 if (weapons[k].getType() != staff)
5257 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
5260 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
5262 if (weapons[k].owner != -1) {
5263 if (Person::players[i]->victim->num_weapons == 1)
5264 Person::players[i]->victim->num_weapons = 0;
5266 Person::players[i]->victim->num_weapons = 1;
5268 Person::players[i]->victim->skeleton.longdead = 0;
5269 Person::players[i]->victim->skeleton.free = 1;
5270 Person::players[i]->victim->skeleton.broken = 0;
5272 for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
5273 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
5274 Person::players[i]->victim->skeleton.joints[l].locked = 0;
5280 Normalise(&relative);
5281 XYZ footvel, footpoint;
5283 footpoint = weapons[k].position;
5284 if (Person::players[i]->victim->weaponstuck != -1) {
5285 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
5287 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
5288 weapons[k].bloody = 2;
5289 weapons[k].blooddrip = 5;
5290 Person::players[i]->victim->weaponstuck = -1;
5291 Person::players[i]->victim->bloodloss += 2000;
5292 Person::players[i]->victim->DoDamage(2000);
5295 if (Person::players[i]->victim->num_weapons > 0) {
5296 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
5297 Person::players[i]->victim->weaponstuck = 0;
5298 if (Person::players[i]->victim->weaponids[0] == k)
5299 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
5302 Person::players[i]->victim->weaponactive = -1;
5304 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
5305 Person::players[i]->victim->jointVel(neck) += relative * 6;
5306 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
5307 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
5309 Person::players[i]->takeWeapon(k);
5316 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
5317 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
5318 if (Person::players[i]->isIdle() ||
5319 Person::players[i]->isRun() ||
5320 Person::players[i]->isCrouch() ||
5321 Person::players[i]->animTarget == sneakanim ||
5322 Person::players[i]->isFlip())
5323 if (Person::players.size() > 1)
5324 for (unsigned j = 0; j < Person::players.size(); j++) {
5326 if (tutoriallevel != 1 || tutorialstage == 49)
5328 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
5329 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
5330 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
5331 !Person::players[j]->skeleton.free &&
5332 -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)) {
5333 if (!Person::players[i]->isFlip()) {
5334 Person::players[i]->throwtogglekeydown = 1;
5335 Person::players[i]->victim = Person::players[j];
5336 Person::players[i]->setAnimation(knifethrowanim);
5337 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
5338 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
5340 if (Person::players[i]->isFlip()) {
5341 if (Person::players[i]->weaponactive != -1) {
5342 Person::players[i]->throwtogglekeydown = 1;
5343 Person::players[i]->victim = Person::players[j];
5345 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);
5348 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
5350 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
5351 Person::players[i]->num_weapons--;
5352 if (Person::players[i]->num_weapons) {
5353 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
5355 Person::players[i]->weaponactive = -1;
5362 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
5363 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
5364 Person::players[i]->throwtogglekeydown = 1;
5365 XYZ tempVelocity = Person::players[i]->velocity * .2;
5366 if (tempVelocity.x == 0)
5367 tempVelocity.x = .1;
5368 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
5369 Person::players[i]->num_weapons--;
5370 if (Person::players[i]->num_weapons) {
5371 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
5372 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
5373 Person::players[i]->weaponstuck = 0;
5376 Person::players[i]->weaponactive = -1;
5377 for (unsigned j = 0; j < Person::players.size(); j++) {
5378 Person::players[j]->wentforweapon = 0;
5386 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
5387 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
5388 (Person::players[i]->num_weapons == 2) &&
5389 (Person::players[i]->weaponactive == -1) &&
5390 Person::players[i]->isIdle() ||
5391 Person::players[0]->dead &&
5392 (Person::players[i]->weaponactive != -1) &&
5395 if (Person::players[i]->weaponactive != -1)
5396 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
5398 if (isgood && Person::players[i]->creature != wolftype) {
5399 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
5400 Person::players[i]->setAnimation(drawrightanim);
5401 Person::players[i]->drawtogglekeydown = 1;
5403 if ((Person::players[i]->isIdle() ||
5404 (Person::players[i]->aitype != playercontrolled &&
5405 Person::players[0]->weaponactive != -1 &&
5406 Person::players[i]->isRun())) &&
5407 Person::players[i]->num_weapons &&
5408 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
5409 Person::players[i]->setAnimation(drawleftanim);
5410 Person::players[i]->drawtogglekeydown = 1;
5412 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
5413 Person::players[i]->setAnimation(crouchdrawrightanim);
5414 Person::players[i]->drawtogglekeydown = 1;
5421 if (Person::players[i]->weaponactive != -1) {
5422 if (Person::players[i]->isCrouch() &&
5423 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
5425 Person::players[i]->onterrain &&
5426 Person::players[i]->num_weapons &&
5427 Person::players[i]->attackkeydown &&
5428 musictype != stream_fighttheme) {
5429 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
5430 Person::players[i]->setAnimation(crouchstabanim);
5431 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
5432 Person::players[i]->setAnimation(swordgroundstabanim);
5433 Person::players[i]->hasvictim = 0;
5437 if (!Person::players[i]->drawkeydown)
5438 Person::players[i]->drawtogglekeydown = 0;
5443 absflatfacing.z = -1;
5445 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
5447 absflatfacing = flatfacing;
5449 if (Dialog::inDialog()) {
5450 Person::players[i]->forwardkeydown = 0;
5451 Person::players[i]->leftkeydown = 0;
5452 Person::players[i]->backkeydown = 0;
5453 Person::players[i]->rightkeydown = 0;
5454 Person::players[i]->jumpkeydown = 0;
5455 Person::players[i]->crouchkeydown = 0;
5456 Person::players[i]->drawkeydown = 0;
5457 Person::players[i]->throwkeydown = 0;
5461 if (!Animation::animations[Person::players[i]->animTarget].attack &&
5462 Person::players[i]->animTarget != staggerbackhighanim &&
5463 Person::players[i]->animTarget != staggerbackhardanim &&
5464 Person::players[i]->animTarget != backhandspringanim &&
5465 Person::players[i]->animTarget != dodgebackanim) {
5466 if (!Person::players[i]->forwardkeydown)
5467 Person::players[i]->forwardstogglekeydown = 0;
5468 if (Person::players[i]->crouchkeydown) {
5472 Person::players[i]->superruntoggle = 1;
5473 if (Person::players.size() > 1)
5474 for (unsigned j = 0; j < Person::players.size(); j++)
5475 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
5476 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
5477 Person::players[i]->superruntoggle = 0;
5480 if (Person::players.size() > 1)
5481 for (unsigned j = 0; j < Person::players.size(); j++) {
5482 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
5483 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
5484 Person::players[j]->victim == Person::players[i] &&
5485 (Person::players[j]->animTarget == sweepanim ||
5486 Person::players[j]->animTarget == upunchanim ||
5487 Person::players[j]->animTarget == wolfslapanim ||
5488 ((Person::players[j]->animTarget == swordslashanim ||
5489 Person::players[j]->animTarget == knifeslashstartanim ||
5490 Person::players[j]->animTarget == staffhitanim ||
5491 Person::players[j]->animTarget == staffspinhitanim) &&
5492 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
5501 Person::players[target]->Reverse();
5502 Person::players[i]->lowreversaldelay = .5;
5504 if (Person::players[i]->isIdle()) {
5505 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
5506 Person::players[i]->transspeed = 10;
5508 if (Person::players[i]->isRun() ||
5509 (Person::players[i]->isStop() &&
5510 (Person::players[i]->leftkeydown ||
5511 Person::players[i]->rightkeydown ||
5512 Person::players[i]->forwardkeydown ||
5513 Person::players[i]->backkeydown))) {
5514 Person::players[i]->setAnimation(rollanim);
5515 Person::players[i]->transspeed = 20;
5518 if (!Person::players[i]->crouchkeydown) {
5520 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
5521 Person::players[i]->superruntoggle = 0;
5523 if (Person::players[i]->isCrouch()) {
5524 if (Person::players.size() > 1)
5525 for (unsigned j = 0; j < Person::players.size(); j++) {
5527 !Person::players[j]->skeleton.free &&
5528 Person::players[j]->victim &&
5529 Person::players[i]->highreversaldelay <= 0) {
5530 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
5531 Person::players[j]->victim == Person::players[i] &&
5532 (Person::players[j]->animTarget == spinkickanim) &&
5533 Person::players[i]->isCrouch()) {
5542 Person::players[target]->Reverse();
5543 Person::players[i]->highreversaldelay = .5;
5545 if (Person::players[i]->isCrouch()) {
5546 if (!Person::players[i]->wasCrouch()) {
5547 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
5548 Person::players[i]->frameCurrent = 0;
5550 Person::players[i]->setAnimation(Person::players[i]->getIdle());
5551 Person::players[i]->transspeed = 10;
5554 if (Person::players[i]->animTarget == sneakanim) {
5555 Person::players[i]->setAnimation(Person::players[i]->getIdle());
5556 Person::players[i]->transspeed = 10;
5559 if (Person::players[i]->forwardkeydown) {
5560 if (Person::players[i]->isIdle() ||
5561 (Person::players[i]->isStop() &&
5562 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
5563 (Person::players[i]->isLanding() &&
5564 Person::players[i]->frameTarget > 0 &&
5565 !Person::players[i]->jumpkeydown) ||
5566 (Person::players[i]->isLandhard() &&
5567 Person::players[i]->frameTarget > 0 &&
5568 !Person::players[i]->jumpkeydown &&
5569 Person::players[i]->crouchkeydown)) {
5570 if (Person::players[i]->aitype == passivetype)
5571 Person::players[i]->setAnimation(walkanim);
5573 Person::players[i]->setAnimation(Person::players[i]->getRun());
5575 if (Person::players[i]->isCrouch()) {
5576 Person::players[i]->animTarget = sneakanim;
5577 if (Person::players[i]->wasCrouch())
5578 Person::players[i]->target = 0;
5579 Person::players[i]->frameTarget = 0;
5581 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
5582 Person::players[i]->setAnimation(climbanim);
5583 Person::players[i]->frameTarget = 1;
5584 Person::players[i]->jumpclimb = 1;
5586 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
5587 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
5589 Person::players[i]->forwardstogglekeydown = 1;
5592 if (Person::players[i]->rightkeydown) {
5593 if (Person::players[i]->isIdle() ||
5594 (Person::players[i]->isStop() &&
5595 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
5596 (Person::players[i]->isLanding() &&
5597 Person::players[i]->frameTarget > 0 &&
5598 !Person::players[i]->jumpkeydown) ||
5599 (Person::players[i]->isLandhard() &&
5600 Person::players[i]->frameTarget > 0 &&
5601 !Person::players[i]->jumpkeydown &&
5602 Person::players[i]->crouchkeydown)) {
5603 Person::players[i]->setAnimation(Person::players[i]->getRun());
5605 if (Person::players[i]->isCrouch()) {
5606 Person::players[i]->animTarget = sneakanim;
5607 if (Person::players[i]->wasCrouch())
5608 Person::players[i]->target = 0;
5609 Person::players[i]->frameTarget = 0;
5611 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
5612 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
5614 Person::players[i]->targetyaw -= 90;
5615 if (Person::players[i]->forwardkeydown)
5616 Person::players[i]->targetyaw += 45;
5617 if (Person::players[i]->backkeydown)
5618 Person::players[i]->targetyaw -= 45;
5621 if ( Person::players[i]->leftkeydown) {
5622 if (Person::players[i]->isIdle() ||
5623 (Person::players[i]->isStop() &&
5624 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
5625 (Person::players[i]->isLanding() &&
5626 Person::players[i]->frameTarget > 0 &&
5627 !Person::players[i]->jumpkeydown) ||
5628 (Person::players[i]->isLandhard() &&
5629 Person::players[i]->frameTarget > 0 &&
5630 !Person::players[i]->jumpkeydown &&
5631 Person::players[i]->crouchkeydown)) {
5632 Person::players[i]->setAnimation(Person::players[i]->getRun());
5634 if (Person::players[i]->isCrouch()) {
5635 Person::players[i]->animTarget = sneakanim;
5636 if (Person::players[i]->wasCrouch())
5637 Person::players[i]->target = 0;
5638 Person::players[i]->frameTarget = 0;
5640 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
5641 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
5643 Person::players[i]->targetyaw += 90;
5644 if (Person::players[i]->forwardkeydown)
5645 Person::players[i]->targetyaw -= 45;
5646 if (Person::players[i]->backkeydown)
5647 Person::players[i]->targetyaw += 45;
5650 if (Person::players[i]->backkeydown) {
5651 if (Person::players[i]->isIdle() ||
5652 (Person::players[i]->isStop() &&
5653 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
5654 (Person::players[i]->isLanding() &&
5655 Person::players[i]->frameTarget > 0 &&
5656 !Person::players[i]->jumpkeydown) ||
5657 (Person::players[i]->isLandhard() &&
5658 Person::players[i]->frameTarget > 0 &&
5659 !Person::players[i]->jumpkeydown &&
5660 Person::players[i]->crouchkeydown)) {
5661 Person::players[i]->setAnimation(Person::players[i]->getRun());
5663 if (Person::players[i]->isCrouch()) {
5664 Person::players[i]->animTarget = sneakanim;
5665 if (Person::players[i]->wasCrouch())
5666 Person::players[i]->target = 0;
5667 Person::players[i]->frameTarget = 0;
5669 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
5670 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
5672 if (Person::players[i]->animTarget == hanganim) {
5673 Person::players[i]->animCurrent = jumpdownanim;
5674 Person::players[i]->animTarget = jumpdownanim;
5675 Person::players[i]->target = 0;
5676 Person::players[i]->frameCurrent = 0;
5677 Person::players[i]->frameTarget = 1;
5678 Person::players[i]->velocity = 0;
5679 Person::players[i]->velocity.y += gravity;
5680 Person::players[i]->coords.y -= 1.4;
5681 Person::players[i]->grabdelay = 1;
5683 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
5684 Person::players[i]->targetyaw += 180;
5687 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
5688 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
5689 Person::players[i]->isRun() ||
5690 Person::players[i]->animTarget == walkanim ||
5691 Person::players[i]->isCrouch() ||
5692 Person::players[i]->animTarget == sneakanim) &&
5693 Person::players[i]->jumppower > 1) &&
5694 ((Person::players[i]->animTarget != rabbitrunninganim &&
5695 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
5696 Person::players[i]->jumpstart = 0;
5697 Person::players[i]->setAnimation(jumpupanim);
5698 Person::players[i]->yaw = Person::players[i]->targetyaw;
5699 Person::players[i]->transspeed = 20;
5700 Person::players[i]->FootLand(leftfoot, 1);
5701 Person::players[i]->FootLand(rightfoot, 1);
5705 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
5708 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
5710 Person::players[i]->velocity = 0;
5714 if (Person::players.size() > 1)
5715 for (unsigned j = 0; j < Person::players.size(); j++) {
5716 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
5717 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
5718 (Person::players[j]->victim == Person::players[i]) &&
5719 (Person::players[j]->animTarget == sweepanim)) {
5728 Person::players[i]->velocity.y = 1;
5730 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
5731 Person::players[i]->velocity.y = 7;
5732 Person::players[i]->crouchtogglekeydown = 1;
5733 } else Person::players[i]->velocity.y = 5;
5735 if (mousejump && i == 0 && devtools) {
5736 if (!Person::players[i]->isLanding())
5737 Person::players[i]->tempdeltav = deltav;
5738 if (Person::players[i]->tempdeltav < 0)
5739 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
5742 Person::players[i]->coords.y += .2;
5743 Person::players[i]->jumppower -= 1;
5746 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
5748 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
5750 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
5751 Person::players[i]->setAnimation(Person::players[i]->getLanding());
5752 Person::players[i]->frameTarget = 2;
5753 Person::players[i]->landhard = 0;
5754 Person::players[i]->jumpstart = 1;
5755 Person::players[i]->tempdeltav = deltav;
5757 if (Person::players[i]->animTarget == jumpupanim &&
5761 Person::players[i]->aitype != playercontrolled)) {
5762 if (Person::players[i]->jumppower > multiplier * 6) {
5763 Person::players[i]->velocity.y += multiplier * 6;
5764 Person::players[i]->jumppower -= multiplier * 6;
5766 if (Person::players[i]->jumppower <= multiplier * 6) {
5767 Person::players[i]->velocity.y += Person::players[i]->jumppower;
5768 Person::players[i]->jumppower = 0;
5771 if (((floatjump || editorenabled) && devtools) && i == 0)
5772 Person::players[i]->velocity.y += multiplier * 30;
5776 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
5777 Person::players[i]->setAnimation(Person::players[i]->getStop());
5778 if (Person::players[i]->animTarget == sneakanim) {
5779 Person::players[i]->animTarget = Person::players[i]->getCrouch();
5780 if (Person::players[i]->animCurrent == sneakanim)
5781 Person::players[i]->target = 0;
5782 Person::players[i]->frameTarget = 0;
5785 if (Person::players[i]->animTarget == walkanim &&
5786 (Person::players[i]->aitype == attacktypecutoff ||
5787 Person::players[i]->aitype == searchtype ||
5788 (Person::players[i]->aitype == passivetype &&
5789 Person::players[i]->numwaypoints <= 1)))
5790 Person::players[i]->setAnimation(Person::players[i]->getStop());
5791 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
5792 Person::players[i]->setAnimation(Person::players[i]->getStop());
5795 if (Person::players[i]->animTarget == rollanim)
5796 Person::players[i]->targetyaw = oldtargetyaw;
5800 for (unsigned k = 0; k < Person::players.size(); k++) {
5801 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
5802 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
5803 Person::players[k]->yaw -= 360;
5805 Person::players[k]->yaw += 360;
5808 //stop to turn in right direction
5809 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
5810 Person::players[k]->setAnimation(Person::players[k]->getStop());
5812 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
5813 Person::players[k]->targettilt = 0;
5815 if (Person::players[k]->animTarget != jumpupanim &&
5816 Person::players[k]->animTarget != backhandspringanim &&
5817 Person::players[k]->animTarget != jumpdownanim &&
5818 !Person::players[k]->isFlip()) {
5819 Person::players[k]->targettilt = 0;
5820 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
5821 Person::players[k]->jumppower = 0;
5822 Person::players[k]->jumppower += multiplier * 7;
5823 if (Person::players[k]->isCrouch())
5824 Person::players[k]->jumppower += multiplier * 7;
5825 if (Person::players[k]->jumppower > 5)
5826 Person::players[k]->jumppower = 5;
5829 if (Person::players[k]->isRun())
5830 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
5832 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
5833 Person::players[k]->grabdelay -= multiplier;
5837 for (unsigned k = 0; k < Person::players.size(); k++) {
5838 Person::players[k]->DoAnimations();
5839 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
5840 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
5846 for (int j = numenvsounds - 1; j >= 0; j--) {
5847 envsoundlife[j] -= multiplier;
5848 if (envsoundlife[j] < 0) {
5850 envsoundlife[j] = envsoundlife[numenvsounds];
5851 envsound[j] = envsound[numenvsounds];
5854 OPENAL_SetFrequency(OPENAL_ALL, slomo);
5856 if (tutoriallevel == 1) {
5873 if (tutorialstage >= 51)
5874 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
5875 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
5876 OPENAL_SetFrequency(OPENAL_ALL);
5878 emit_stream_np(stream_menutheme);
5887 if (tutorialstage < 51)
5888 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
5889 emit_sound_at(fireendsound, Person::players[0]->coords);
5891 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
5895 if (tutorialstage >= 14 && tutorialstage < 50)
5896 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
5897 emit_sound_at(fireendsound, Person::players[1]->coords);
5899 for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
5900 if (Random() % 2 == 0) {
5901 if (!Person::players[1]->skeleton.free)
5902 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
5903 if (Person::players[1]->skeleton.free)
5904 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
5905 if (!Person::players[1]->skeleton.free)
5906 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;
5907 if (Person::players[1]->skeleton.free)
5908 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
5909 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
5913 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
5914 for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
5915 Person::players[1]->skeleton.joints[i].velocity = 0;
5916 if (Random() % 2 == 0) {
5917 if (!Person::players[1]->skeleton.free)
5918 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
5919 if (Person::players[1]->skeleton.free)
5920 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
5921 if (!Person::players[1]->skeleton.free)
5922 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;
5923 if (Person::players[1]->skeleton.free)
5924 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
5925 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
5933 static float gLoc[3];
5937 static float vel[3];
5938 vel[0] = (viewer.x - oldviewer.x) / multiplier;
5939 vel[1] = (viewer.y - oldviewer.y) / multiplier;
5940 vel[2] = (viewer.z - oldviewer.z) / multiplier;
5942 //Set orientation with forward and up vectors
5943 static XYZ upvector;
5947 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
5948 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
5953 facing = DoRotation(facing, -pitch, 0, 0);
5954 facing = DoRotation(facing, 0, 0 - yaw, 0);
5957 static float ori[6];
5961 ori[3] = -upvector.x;
5962 ori[4] = upvector.y;
5963 ori[5] = -upvector.z;
5965 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
5972 if (Input::isKeyPressed(SDL_SCANCODE_F1))
5976 void Game::TickOnce()
5979 yaw += multiplier * 5;
5980 } else if (Dialog::directing || !Dialog::inDialog()) {
5983 pitch -= deltav * .7;
5985 pitch += deltav * .7;
5994 void Game::TickOnceAfter()
5996 static XYZ colviewer;
5997 static XYZ coltarget;
6001 static float changedelay;
6002 static bool alldead;
6003 static float unseendelay;
6004 static float cameraspeed;
6007 static int oldmusictype = musictype;
6009 if (environment == snowyenvironment)
6010 leveltheme = stream_snowtheme;
6011 if (environment == grassyenvironment)
6012 leveltheme = stream_grasstheme;
6013 if (environment == desertenvironment)
6014 leveltheme = stream_deserttheme;
6018 musictype = leveltheme;
6019 for (unsigned i = 0; i < Person::players.size(); i++) {
6020 if ((Person::players[i]->aitype == attacktypecutoff ||
6021 Person::players[i]->aitype == getweapontype ||
6022 Person::players[i]->aitype == gethelptype ||
6023 Person::players[i]->aitype == searchtype) &&
6024 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
6025 (Person::players[i]->animTarget != sneakattackedanim &&
6026 Person::players[i]->animTarget != knifesneakattackedanim &&
6027 Person::players[i]->animTarget != swordsneakattackedanim)) {
6028 musictype = stream_fighttheme;
6032 if (Person::players[0]->dead)
6033 musictype = stream_menutheme;
6036 if (musictype == stream_fighttheme)
6039 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
6040 unseendelay -= multiplier;
6041 if (unseendelay > 0)
6042 musictype = stream_fighttheme;
6047 musictype = stream_menutheme;
6048 musicvolume[2] = 512;
6055 if (musictype != oldmusictype && musictype == stream_fighttheme)
6056 emit_sound_np(alarmsound);
6057 musicselected = musictype;
6059 if (musicselected == leveltheme)
6060 musicvolume[0] += multiplier * 450;
6062 musicvolume[0] -= multiplier * 450;
6063 if (musicselected == stream_fighttheme)
6064 musicvolume[1] += multiplier * 450;
6066 musicvolume[1] -= multiplier * 450;
6067 if (musicselected == stream_menutheme)
6068 musicvolume[2] += multiplier * 450;
6070 musicvolume[2] -= multiplier * 450;
6072 for (int i = 0; i < 3; i++) {
6073 if (musicvolume[i] < 0)
6075 if (musicvolume[i] > 512)
6076 musicvolume[i] = 512;
6079 if (musicvolume[2] > 128 && !loading && !mainmenu)
6080 musicvolume[2] = 128;
6083 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
6084 emit_stream_np(leveltheme, musicvolume[0]);
6085 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
6086 emit_stream_np(stream_fighttheme, musicvolume[1]);
6087 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
6088 emit_stream_np(stream_menutheme, musicvolume[2]);
6089 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
6090 pause_sound(leveltheme);
6091 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
6092 pause_sound(stream_fighttheme);
6093 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
6094 pause_sound(stream_menutheme);
6096 if (musicvolume[0] != oldmusicvolume[0])
6097 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
6098 if (musicvolume[1] != oldmusicvolume[1])
6099 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
6100 if (musicvolume[2] != oldmusicvolume[2])
6101 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
6103 for (int i = 0; i < 3; i++)
6104 oldmusicvolume[i] = musicvolume[i];
6106 pause_sound(leveltheme);
6107 pause_sound(stream_fighttheme);
6108 pause_sound(stream_menutheme);
6110 for (int i = 0; i < 4; i++) {
6111 oldmusicvolume[i] = 0;
6116 Hotspot::killhotspot = 2;
6117 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
6118 if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
6119 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0)
6120 Hotspot::killhotspot = 0;
6121 else if (Hotspot::killhotspot == 2)
6122 Hotspot::killhotspot = 1;
6125 if (Hotspot::killhotspot == 2)
6126 Hotspot::killhotspot = 0;
6130 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
6131 if (Hotspot::hotspots[i].type == -1) {
6132 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
6139 for (unsigned i = 1; i < Person::players.size(); i++) {
6140 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
6144 if (numalarmed > maxalarmed) {
6145 maxalarmed = numalarmed;
6148 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
6149 if (Person::players[0]->dead && changedelay <= 0) {
6151 targetlevel = whichlevel;
6154 for (unsigned i = 1; i < Person::players.size(); i++) {
6155 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
6162 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
6164 targetlevel = whichlevel + 1;
6165 if (targetlevel > numchallengelevels - 1)
6168 if (winhotspot || windialogue) {
6170 targetlevel = whichlevel + 1;
6171 if (targetlevel > numchallengelevels - 1)
6176 if (Hotspot::killhotspot) {
6178 targetlevel = whichlevel + 1;
6179 if (targetlevel > numchallengelevels - 1)
6183 if (changedelay > 0 && !Person::players[0]->dead && !won) {
6184 //high scores, awards, win
6186 Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
6189 wonleveltime = leveltime;
6190 Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
6193 Account::saveFile(Folders::getUserSavePath());
6199 if (leveltime < 1) {
6204 Hotspot::killhotspot = 0;
6207 if (!editorenabled && gameon && !mainmenu) {
6208 if (changedelay != -999)
6209 changedelay -= multiplier / 7;
6210 if (Person::players[0]->dead)
6211 targetlevel = whichlevel;
6212 if (loading == 2 && !campaign) {
6215 fireSound(firestartsound);
6217 if (!Person::players[0]->dead && targetlevel != whichlevel)
6218 startbonustotal = bonustotal;
6219 if (Person::players[0]->dead)
6220 Loadlevel(whichlevel);
6222 Loadlevel(targetlevel);
6228 if (loading == 2 && targetlevel == whichlevel) {
6232 fireSound(firestartsound);
6234 Loadlevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
6240 if (changedelay <= -999 &&
6243 (Person::players[0]->dead ||
6244 (alldead && maptype == mapkilleveryone) ||
6246 (Hotspot::killhotspot)))
6248 if ((Person::players[0]->dead ||
6249 (alldead && maptype == mapkilleveryone) ||
6252 (Hotspot::killhotspot)) &&
6254 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
6258 if (Person::players[0]->dead)
6264 // campaignchoosenext determines what to do when the level is complete:
6265 // 0 = load next level
6266 // 1 = go back to level select screen
6267 // 2 = stealthload next level
6268 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
6269 if (campaignlevels[actuallevel].nextlevel.empty())
6271 } else if (mainmenu == 0 && winfreeze) {
6272 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
6274 if (!stealthloading) {
6275 fireSound(firestartsound);
6280 startbonustotal = 0;
6290 actuallevel = campaignlevels[actuallevel].nextlevel.front();
6293 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
6297 pause_sound(stream_menutheme);
6308 oldmusictype = musictype;
6314 facing = DoRotation(facing, -pitch, 0, 0);
6315 facing = DoRotation(facing, 0, 0 - yaw, 0);
6316 viewerfacing = facing;
6319 if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
6320 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;
6322 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;
6324 if (Person::players[0]->skeleton.free) {
6325 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
6326 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
6327 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
6331 if (Person::players[0]->skeleton.free != 2) {
6333 if (findLengthfast(&Person::players[0]->velocity) > 400) {
6334 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
6336 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
6338 coltarget = target - cameraloc;
6339 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
6342 Normalise(&coltarget);
6343 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
6344 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
6346 cameraloc = cameraloc + coltarget * multiplier * 8;
6350 cameradist += multiplier * 5;
6351 if (cameradist > 2.3)
6353 viewer = cameraloc - facing * cameradist;
6355 coltarget = cameraloc;
6356 Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
6357 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
6358 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
6359 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
6361 coltarget = cameraloc;
6362 if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
6365 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
6366 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
6367 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
6369 if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
6373 cameradist = findDistance(&viewer, &target);
6374 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
6375 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
6376 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
6379 if (camerashake > .8)
6381 woozy += multiplier;
6382 if (Person::players[0]->dead)
6384 if (Person::players[0]->dead)
6386 camerashake -= multiplier * 2;
6387 blackout -= multiplier * 2;
6388 if (camerashake < 0)
6393 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
6394 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
6395 viewer.z += (float)(Random() % 100) * .0005 * camerashake;