2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
26 #include <sys/types.h>
38 #include "openal_wrapper.h"
41 #include "Animation.h"
44 #include "ConsoleCmds.h"
46 #include "Utils/Folders.h"
54 // Added more evilness needed for MSVC
56 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
57 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
61 extern float multiplier;
63 extern int environment;
64 extern Terrain terrain;
65 extern float screenwidth, screenheight;
68 extern float texdetail;
69 extern Objects objects;
71 extern float slomodelay;
72 extern bool floatjump;
75 extern float camerashake;
77 extern float blackout;
78 extern bool cellophane;
79 extern bool musictoggle;
80 extern int difficulty;
81 extern int bloodtoggle;
82 extern bool invertmouse;
84 extern float precipdelay;
85 extern XYZ viewerfacing;
86 extern bool ambientsound;
87 extern bool mousejump;
88 extern float viewdistance;
90 extern XYZ windvector;
91 extern bool debugmode;
92 static int leveltheme;
94 extern int oldmainmenu;
95 extern bool visibleloading;
96 extern XYZ envsound[30];
97 extern float envsoundvol[30];
98 extern int numenvsounds;
99 extern float envsoundlife[30];
100 extern float usermousesensitivity;
101 extern bool ismotionblur;
102 extern bool showdamagebar; // (des)activate the damage bar
104 extern bool skyboxtexture;
105 extern float skyboxr;
106 extern float skyboxg;
107 extern float skyboxb;
108 extern float skyboxlightr;
109 extern float skyboxlightg;
110 extern float skyboxlightb;
111 extern float fadestart;
112 extern float slomospeed;
113 extern float slomofreq;
114 extern int tutoriallevel;
115 extern float smoketex;
116 extern float tutorialstagetime;
117 extern int tutorialstage;
118 extern float tutorialmaxtime;
119 extern float tutorialsuccess;
120 extern bool againbonus;
121 extern bool reversaltrain;
122 extern bool canattack;
123 extern bool cananger;
124 extern float damagedealt;
126 extern int editoractive;
127 extern int editorpathtype;
129 extern float hostiletime;
131 extern bool gamestarted;
133 extern int numhotspots;
134 extern int killhotspot;
135 extern XYZ hotspot[40];
136 extern int hotspottype[40];
137 extern float hotspotsize[40];
138 extern char hotspottext[40][256];
139 extern int currenthotspot;
143 extern bool stillloading;
144 extern bool winfreeze;
146 extern bool campaign;
148 extern void toggleFullscreen();
159 std::string description;
162 0 = Immediately load next level at the end of this one.
163 1 = Go back to the world map.
164 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
166 //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
167 std::vector<int> nextlevel;
169 CampaignLevel() : width(10) {
175 return 30 + 120 + location.x * 400 / 512;
178 return 30 + 30 + (512 - location.y) * 400 / 512;
181 return getStartX() + width;
184 return getStartY() + width;
188 center.x = getStartX() + width / 2;
189 center.y = getStartY() + width / 2;
195 istream& operator<< (istream& is) {
202 for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
203 description.replace(pos, 1, 1, ' ');
210 for (int j = 0; j < numnext; j++) {
213 nextlevel.push_back(next - 1);
221 friend istream& operator>> (istream& is, CampaignLevel& cl) {
228 vector<CampaignLevel> campaignlevels;
231 bool winhotspot = false;
232 bool windialogue = false;
235 float cameradist = 0;
236 bool oldattackkey = 0;
238 float musicvolume[4] = {};
239 float oldmusicvolume[4] = {};
240 int musicselected = 0;
242 const char *rabbitskin[] = {
247 "Textures/Otter.jpg",
249 "Textures/Sable.jpg",
250 "Textures/Chocolate.jpg",
255 const char *wolfskin[] = {
257 "Textures/DarkWolf.jpg",
258 "Textures/SnowWolf.jpg"
261 const char **creatureskin[] = {rabbitskin, wolfskin};
263 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
264 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
268 // TODO: this is slightly incorrect
269 inline float roughDirection(XYZ vec)
272 float angle = -asin(-vec.x) * 180 / M_PI;
277 inline float roughDirectionTo(XYZ start, XYZ end)
279 return roughDirection(end - start);
281 inline float pitchOf(XYZ vec)
284 return -asin(vec.y) * 180 / M_PI;
286 inline float pitchTo(XYZ start, XYZ end)
288 return pitchOf(end - start);
290 inline float sq(float n)
294 inline float stepTowardf(float from, float to, float by)
296 if (fabs(from - to) < by)
304 void Game::playdialoguescenesound()
307 temppos = Person::players[Dialog::currentScene().participantfocus]->coords;
308 temppos = temppos - viewer;
313 switch (Dialog::currentScene().sound) {
318 sound = consolefailsound;
321 sound = consolesuccesssound;
324 sound = firestartsound;
327 sound = fireendsound;
330 sound = rabbitchitter;
333 sound = rabbitchitter2;
336 sound = rabbitpainsound;
339 sound = rabbitpain1sound;
342 sound = rabbitattacksound;
345 sound = rabbitattack2sound;
348 sound = rabbitattack3sound;
351 sound = rabbitattack4sound;
375 sound = barkgrowlsound;
381 emit_sound_at(sound, temppos);
384 // ================================================================
386 int Game::findClosestPlayer()
389 float closestdist = std::numeric_limits<float>::max();
391 for (unsigned i = 1; i < Person::players.size(); i++) {
392 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
393 if (distance < closestdist) {
394 closestdist = distance;
401 static int findClosestObject()
404 float closestdist = std::numeric_limits<float>::max();
406 for (int i = 0; i < objects.numobjects; i++) {
407 float distance = distsq(&objects.position[i], &Person::players[0]->coords);
408 if (distance < closestdist) {
409 closestdist = distance;
416 static void cmd_dispatch(const string cmd)
418 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
420 for (i = 0; i < n_cmds; i++)
421 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
422 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
423 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
426 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
429 /********************> Tick() <*****/
430 extern bool save_screenshot(const char * fname);
431 void Screenshot (void)
434 time_t t = time(NULL);
435 struct tm *tme = localtime(&t);
436 sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
437 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
440 mkdir("Screenshots");
443 save_screenshot(filename);
446 void Game::SetUpLighting()
448 if (environment == snowyenvironment)
449 light.setColors(.65, .65, .7, .4, .4, .44);
450 if (environment == desertenvironment)
451 light.setColors(.95, .95, .95, .4, .35, .3);
452 if (environment == grassyenvironment)
453 light.setColors(.95, .95, 1, .4, .4, .44);
455 light.setColors(1, 1, 1, .4, .4, .4);
457 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
458 light.color[0] *= (skyboxlightr + average) / 2;
459 light.color[1] *= (skyboxlightg + average) / 2;
460 light.color[2] *= (skyboxlightb + average) / 2;
461 light.ambient[0] *= (skyboxlightr + average) / 2;
462 light.ambient[1] *= (skyboxlightg + average) / 2;
463 light.ambient[2] *= (skyboxlightb + average) / 2;
466 int findPathDist(int start, int end)
468 int smallestcount, count, connected;
469 int last, last2, last3, last4;
472 smallestcount = 1000;
473 for (int i = 0; i < 50; i++) {
479 while (last != end && count < 30) {
481 for (int j = 0; j < numpathpoints; j++) {
482 if (j != last && j != last2 && j != last3 && j != last4) {
484 if (numpathpointconnect[j])
485 for (int k = 0; k < numpathpointconnect[j]; k++) {
486 if (pathpointconnect[j][k] == last)connected = 1;
489 if (numpathpointconnect[last])
490 for (int k = 0; k < numpathpointconnect[last]; k++) {
491 if (pathpointconnect[last][k] == j)connected = 1;
494 if (closest == -1 || Random() % 2 == 0) {
505 if (count < smallestcount)
506 smallestcount = count;
508 return smallestcount;
511 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
513 static XYZ colpoint, colviewer, coltarget;
514 static float minx, minz, maxx, maxz, miny, maxy;
516 minx = min(startpoint.x, endpoint.x) - 1;
517 miny = min(startpoint.y, endpoint.y) - 1;
518 minz = min(startpoint.z, endpoint.z) - 1;
519 maxx = max(startpoint.x, endpoint.x) + 1;
520 maxy = max(startpoint.y, endpoint.y) + 1;
521 maxz = max(startpoint.z, endpoint.z) + 1;
523 for (int i = 0; i < objects.numobjects; i++) {
524 if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
525 objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
526 objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
527 objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
528 objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
529 objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
530 if ( objects.type[i] != treeleavestype &&
531 objects.type[i] != bushtype &&
532 objects.type[i] != firetype) {
533 colviewer = startpoint;
534 coltarget = endpoint;
535 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
544 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
546 static XYZ colpoint, colviewer, coltarget;
547 static float minx, minz, maxx, maxz, miny, maxy;
548 static int i; //FIXME: see below
550 minx = min(startpoint.x, endpoint.x) - 1;
551 miny = min(startpoint.y, endpoint.y) - 1;
552 minz = min(startpoint.z, endpoint.z) - 1;
553 maxx = max(startpoint.x, endpoint.x) + 1;
554 maxy = max(startpoint.y, endpoint.y) + 1;
555 maxz = max(startpoint.z, endpoint.z) + 1;
558 if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
559 objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
560 objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
561 objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
562 objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
563 objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
564 if ( objects.type[what] != treeleavestype &&
565 objects.type[what] != bushtype &&
566 objects.type[what] != firetype) {
567 colviewer = startpoint;
568 coltarget = endpoint;
570 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
577 if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
583 void Setenvironment(int which)
587 LOG(" Setting environment...");
592 pause_sound(stream_snowtheme);
593 pause_sound(stream_grasstheme);
594 pause_sound(stream_deserttheme);
595 pause_sound(stream_wind);
596 pause_sound(stream_desertambient);
599 if (environment == snowyenvironment) {
603 emit_stream_np(stream_wind);
605 objects.treetextureptr.load("Textures/SnowTree.png", 0);
606 objects.bushtextureptr.load("Textures/BushSnow.png", 0);
607 objects.rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
608 objects.boxtextureptr.load("Textures/SnowBox.jpg", 1);
610 footstepsound = footstepsn1;
611 footstepsound2 = footstepsn2;
612 footstepsound3 = footstepst1;
613 footstepsound4 = footstepst2;
615 terraintexture.load("Textures/Snow.jpg", 1);
616 terraintexture2.load("Textures/Rock.jpg", 1);
619 temptexdetail = texdetail;
622 skybox->load( "Textures/Skybox(snow)/Front.jpg",
623 "Textures/Skybox(snow)/Left.jpg",
624 "Textures/Skybox(snow)/Back.jpg",
625 "Textures/Skybox(snow)/Right.jpg",
626 "Textures/Skybox(snow)/Up.jpg",
627 "Textures/Skybox(snow)/Down.jpg");
632 texdetail = temptexdetail;
633 } else if (environment == desertenvironment) {
636 objects.treetextureptr.load("Textures/DesertTree.png", 0);
637 objects.bushtextureptr.load("Textures/BushDesert.png", 0);
638 objects.rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
639 objects.boxtextureptr.load("Textures/DesertBox.jpg", 1);
643 emit_stream_np(stream_desertambient);
645 footstepsound = footstepsn1;
646 footstepsound2 = footstepsn2;
647 footstepsound3 = footstepsn1;
648 footstepsound4 = footstepsn2;
650 terraintexture.load("Textures/Sand.jpg", 1);
651 terraintexture2.load("Textures/SandSlope.jpg", 1);
654 temptexdetail = texdetail;
657 skybox->load( "Textures/Skybox(sand)/Front.jpg",
658 "Textures/Skybox(sand)/Left.jpg",
659 "Textures/Skybox(sand)/Back.jpg",
660 "Textures/Skybox(sand)/Right.jpg",
661 "Textures/Skybox(sand)/Up.jpg",
662 "Textures/Skybox(sand)/Down.jpg");
667 texdetail = temptexdetail;
668 } else if (environment == grassyenvironment) {
671 objects.treetextureptr.load("Textures/Tree.png", 0);
672 objects.bushtextureptr.load("Textures/Bush.png", 0);
673 objects.rocktextureptr.load("Textures/Boulder.jpg", 1);
674 objects.boxtextureptr.load("Textures/GrassBox.jpg", 1);
677 emit_stream_np(stream_wind, 100.);
679 footstepsound = footstepgr1;
680 footstepsound2 = footstepgr2;
681 footstepsound3 = footstepst1;
682 footstepsound4 = footstepst2;
684 terraintexture.load("Textures/GrassDirt.jpg", 1);
685 terraintexture2.load("Textures/MossRock.jpg", 1);
688 temptexdetail = texdetail;
691 skybox->load( "Textures/Skybox(grass)/Front.jpg",
692 "Textures/Skybox(grass)/Left.jpg",
693 "Textures/Skybox(grass)/Back.jpg",
694 "Textures/Skybox(grass)/Right.jpg",
695 "Textures/Skybox(grass)/Up.jpg",
696 "Textures/Skybox(grass)/Down.jpg");
700 texdetail = temptexdetail;
702 temptexdetail = texdetail;
704 terrain.load("Textures/HeightMap.png");
706 texdetail = temptexdetail;
713 ifstream ipstream(Folders::getResourcePath("Campaigns/" + accountactive->getCurrentCampaign() + ".txt"));
714 if (!ipstream.good()) {
715 if (accountactive->getCurrentCampaign() == "main") {
716 cerr << "Could not found main campaign!" << endl;
719 cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
720 accountactive->setCurrentCampaign("main");
721 return LoadCampaign();
723 ipstream.ignore(256, ':');
725 ipstream >> numlevels;
726 campaignlevels.clear();
727 for (int i = 0; i < numlevels; i++) {
730 campaignlevels.push_back(cl);
734 ifstream test(Folders::getResourcePath("Textures/" + accountactive->getCurrentCampaign() + "/World.png"));
736 Mainmenuitems[7].load("Textures/" + accountactive->getCurrentCampaign() + "/World.png", 0);
738 Mainmenuitems[7].load("Textures/World.png", 0);
741 if (accountactive->getCampaignChoicesMade() == 0) {
742 accountactive->setCampaignScore(0);
743 accountactive->resetFasttime();
747 vector<string> ListCampaigns()
750 DIR *campaigns = opendir(Folders::getResourcePath("Campaigns").c_str());
751 struct dirent *campaign = NULL;
753 perror(("Problem while loading campaigns from " + Folders::getResourcePath("Campaigns")).c_str());
756 vector<string> campaignNames;
757 while ((campaign = readdir(campaigns)) != NULL) {
758 string name(campaign->d_name);
759 if (name.length() < 5)
761 if (!name.compare(name.length() - 4, 4, ".txt")) {
762 campaignNames.push_back(name.substr(0, name.length() - 4));
766 return campaignNames;
769 void Game::Loadlevel(int which)
776 Loadlevel("tutorial");
777 } else if (which >= 0 && which <= 15) {
779 snprintf(buf, 32, "map%d", which + 1); // challenges
782 Loadlevel("mapsave");
785 void Game::Loadlevel(const std::string& name)
787 int indemo; // FIXME this should be removed
793 LOG(std::string("Loading level...") + name);
805 if (tutoriallevel != -1)
810 if (tutoriallevel == 1)
812 if (tutorialstage == 0) {
813 tutorialstagetime = 0;
816 pause_sound(whooshsound);
817 pause_sound(stream_firesound);
822 tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" );
824 pause_sound(stream_firesound);
830 animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral);
832 Dialog::dialogs.clear();
834 Dialog::indialogue = -1;
841 difficulty = accountactive->getDifficulty();
855 for (int i = 0; i < 100; i++)
864 numunarmedattack = 0;
875 bonustotal = startbonustotal;
880 emit_sound_np(consolesuccesssound);
885 if (!stealthloading) {
886 terrain.numdecals = 0;
887 Sprite::deleteSprites();
888 for (int i = 0; i < objects.numobjects; i++)
889 objects.model[i].numdecals = 0;
891 int j = objects.numobjects;
892 for (int i = 0; i < j; i++) {
893 objects.DeleteObject(0);
898 for (int i = 0; i < subdivision; i++)
899 for (int j = 0; j < subdivision; j++)
900 terrain.patchobjectnum[i][j] = 0;
906 Person::players.resize(1);
908 funpackf(tfile, "Bi", &mapvers);
910 funpackf(tfile, "Bi", &indemo);
914 funpackf(tfile, "Bi", &maptype);
916 maptype = mapkilleveryone;
918 funpackf(tfile, "Bi", &hostile);
922 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
928 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
936 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
938 skyboxlightr = skyboxr;
939 skyboxlightg = skyboxg;
940 skyboxlightb = skyboxb;
943 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons);
945 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
946 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
947 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
948 Person::players[0]->weaponids[j] = weapons.size();
950 funpackf(tfile, "Bi", &type);
951 weapons.push_back(Weapon(type, 0));
957 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
958 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
959 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
960 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
962 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
965 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
967 Person::players[0]->whichskin = 0;
968 Person::players[0]->creature = rabbittype;
971 Person::players[0]->lastattack = -1;
972 Person::players[0]->lastattack2 = -1;
973 Person::players[0]->lastattack3 = -1;
977 Dialog::loadDialogs(tfile);
980 for (int k = 0; k < Person::players[0]->numclothes; k++) {
981 funpackf(tfile, "Bi", &templength);
982 for (int l = 0; l < templength; l++)
983 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
984 Person::players[0]->clothes[k][templength] = '\0';
985 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
988 funpackf(tfile, "Bi", &environment);
990 funpackf(tfile, "Bi", &objects.numobjects);
991 for (int i = 0; i < objects.numobjects; i++) {
992 funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i], &objects.yaw[i], &objects.pitch[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z, &objects.scale[i]);
993 if (objects.type[i] == treeleavestype)
994 objects.scale[i] = objects.scale[i - 1];
998 funpackf(tfile, "Bi", &numhotspots);
999 for (int i = 0; i < numhotspots; i++) {
1000 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
1001 funpackf(tfile, "Bi", &templength);
1003 for (int l = 0; l < templength; l++)
1004 funpackf(tfile, "Bb", &hotspottext[i][l]);
1005 hotspottext[i][templength] = '\0';
1006 if (hotspottype[i] == -111)
1015 if (!stealthloading) {
1017 for (int i = 0; i < objects.numobjects; i++)
1018 objects.center += objects.position[i];
1019 objects.center /= objects.numobjects;
1025 float maxdistance = 0;
1027 for (int i = 0; i < objects.numobjects; i++) {
1028 tempdist = distsq(&objects.center, &objects.position[i]);
1029 if (tempdist > maxdistance) {
1030 maxdistance = tempdist;
1033 objects.radius = fast_sqrt(maxdistance);
1040 funpackf(tfile, "Bi", &numplayers);
1041 if (numplayers > maxplayers) {
1042 cout << "Warning: this level contains more players than allowed" << endl;
1044 for (int i = 1; i < numplayers; i++) {
1047 Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
1049 } catch (InvalidPersonException e) {
1055 funpackf(tfile, "Bi", &numpathpoints);
1056 if (numpathpoints > 30 || numpathpoints < 0)
1058 for (int j = 0; j < numpathpoints; j++) {
1059 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
1060 for (int k = 0; k < numpathpointconnect[j]; k++) {
1061 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1067 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
1070 if (environment != oldenvironment)
1071 Setenvironment(environment);
1072 oldenvironment = environment;
1074 if (!stealthloading) {
1075 int j = objects.numobjects;
1076 objects.numobjects = 0;
1077 for (int i = 0; i < j; i++) {
1078 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
1083 terrain.DoShadows();
1086 objects.DoShadows();
1093 for (unsigned i = 0; i < Person::players.size(); i++) {
1096 Person::players[i]->burnt = 0;
1097 Person::players[i]->bled = 0;
1098 Person::players[i]->onfire = 0;
1099 if (i == 0 || Person::players[i]->scale < 0)
1100 Person::players[i]->scale = .2;
1101 Person::players[i]->skeleton.free = 0;
1102 Person::players[i]->skeleton.id = i;
1103 if (i == 0 && mapvers < 9)
1104 Person::players[i]->creature = rabbittype;
1105 if (Person::players[i]->creature != wolftype) {
1106 Person::players[i]->skeleton.Load(
1107 (char *)"Skeleton/BasicFigure",
1108 (char *)"Skeleton/BasicFigureLow",
1109 (char *)"Skeleton/RabbitBelt",
1110 (char *)"Models/Body.solid",
1111 (char *)"Models/Body2.solid",
1112 (char *)"Models/Body3.solid",
1113 (char *)"Models/Body4.solid",
1114 (char *)"Models/Body5.solid",
1115 (char *)"Models/Body6.solid",
1116 (char *)"Models/Body7.solid",
1117 (char *)"Models/BodyLow.solid",
1118 (char *)"Models/Belt.solid", 0);
1120 Person::players[i]->skeleton.Load(
1121 (char *)"Skeleton/BasicFigureWolf",
1122 (char *)"Skeleton/BasicFigureWolfLow",
1123 (char *)"Skeleton/RabbitBelt",
1124 (char *)"Models/Wolf.solid",
1125 (char *)"Models/Wolf2.solid",
1126 (char *)"Models/Wolf3.solid",
1127 (char *)"Models/Wolf4.solid",
1128 (char *)"Models/Wolf5.solid",
1129 (char *)"Models/Wolf6.solid",
1130 (char *)"Models/Wolf7.solid",
1131 (char *)"Models/WolfLow.solid",
1132 (char *)"Models/Belt.solid", 0);
1135 Person::players[i]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[i]->creature][Person::players[i]->whichskin], 1, &Person::players[i]->skeleton.skinText[0], &Person::players[i]->skeleton.skinsize);
1137 Person::players[i]->addClothes();
1139 Person::players[i]->animCurrent = bounceidleanim;
1140 Person::players[i]->animTarget = bounceidleanim;
1141 Person::players[i]->frameCurrent = 0;
1142 Person::players[i]->frameTarget = 1;
1143 Person::players[i]->target = 0;
1144 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
1145 if (difficulty == 0)
1146 Person::players[i]->speed -= .2;
1147 if (difficulty == 1)
1148 Person::players[i]->speed -= .1;
1150 Person::players[i]->velocity = 0;
1151 Person::players[i]->oldcoords = Person::players[i]->coords;
1152 Person::players[i]->realoldcoords = Person::players[i]->coords;
1154 Person::players[i]->id = i;
1155 Person::players[i]->skeleton.id = i;
1156 Person::players[i]->updatedelay = 0;
1157 Person::players[i]->normalsupdatedelay = 0;
1159 Person::players[i]->aitype = passivetype;
1162 Person::players[i]->proportionhead = 1.2;
1163 Person::players[i]->proportionbody = 1.05;
1164 Person::players[i]->proportionarms = 1.00;
1165 Person::players[i]->proportionlegs = 1.1;
1166 Person::players[i]->proportionlegs.y = 1.05;
1168 Person::players[i]->headless = 0;
1169 Person::players[i]->currentoffset = 0;
1170 Person::players[i]->targetoffset = 0;
1172 Person::players[i]->damagetolerance = 200;
1174 if (Person::players[i]->creature == wolftype) {
1175 if (i == 0 || Person::players[i]->scale < 0)
1176 Person::players[i]->scale = .23;
1177 Person::players[i]->damagetolerance = 300;
1183 Person::players[i]->proportionhead.z = 0;
1184 Person::players[i]->proportionbody.z = 0;
1185 Person::players[i]->proportionarms.z = 0;
1186 Person::players[i]->proportionlegs.z = 0;
1189 Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
1191 Person::players[i]->headmorphness = 0;
1192 Person::players[i]->targetheadmorphness = 1;
1193 Person::players[i]->headmorphstart = 0;
1194 Person::players[i]->headmorphend = 0;
1196 Person::players[i]->pausetime = 0;
1198 Person::players[i]->dead = 0;
1199 Person::players[i]->jumppower = 5;
1200 Person::players[i]->damage = 0;
1201 Person::players[i]->permanentdamage = 0;
1202 Person::players[i]->superpermanentdamage = 0;
1204 Person::players[i]->forwardkeydown = 0;
1205 Person::players[i]->leftkeydown = 0;
1206 Person::players[i]->backkeydown = 0;
1207 Person::players[i]->rightkeydown = 0;
1208 Person::players[i]->jumpkeydown = 0;
1209 Person::players[i]->crouchkeydown = 0;
1210 Person::players[i]->throwkeydown = 0;
1212 Person::players[i]->collided = -10;
1213 Person::players[i]->loaded = 1;
1214 Person::players[i]->bloodloss = 0;
1215 Person::players[i]->weaponactive = -1;
1216 Person::players[i]->weaponstuck = -1;
1217 Person::players[i]->bleeding = 0;
1218 Person::players[i]->deathbleeding = 0;
1219 Person::players[i]->stunned = 0;
1220 Person::players[i]->hasvictim = 0;
1221 Person::players[i]->wentforweapon = 0;
1224 Person::players[0]->aitype = playercontrolled;
1225 Person::players[0]->weaponactive = -1;
1227 if (difficulty == 1) {
1228 Person::players[0]->power = 1 / .9;
1229 Person::players[0]->damagetolerance = 250;
1230 } else if (difficulty == 0) {
1231 Person::players[0]->power = 1 / .8;
1232 Person::players[0]->damagetolerance = 300;
1233 Person::players[0]->armorhead *= 1.5;
1234 Person::players[0]->armorhigh *= 1.5;
1235 Person::players[0]->armorlow *= 1.5;
1238 cameraloc = Person::players[0]->coords;
1240 yaw = Person::players[0]->yaw;
1242 hawkcoords = Person::players[0]->coords;
1248 LOG("Starting background music...");
1250 OPENAL_StopSound(OPENAL_ALL);
1252 if (environment == snowyenvironment) {
1253 emit_stream_np(stream_wind);
1254 } else if (environment == desertenvironment) {
1255 emit_stream_np(stream_desertambient);
1256 } else if (environment == grassyenvironment) {
1257 emit_stream_np(stream_wind, 100.);
1260 oldmusicvolume[0] = 0;
1261 oldmusicvolume[1] = 0;
1262 oldmusicvolume[2] = 0;
1263 oldmusicvolume[3] = 0;
1274 if (tutorialstagetime > tutorialmaxtime) {
1276 tutorialsuccess = 0;
1277 if (tutorialstage <= 1) {
1282 switch (tutorialstage) {
1284 tutorialmaxtime = 5;
1287 tutorialmaxtime = 2;
1290 tutorialmaxtime = 600;
1293 tutorialmaxtime = 1000;
1296 tutorialmaxtime = 600;
1299 tutorialmaxtime = 600;
1302 tutorialmaxtime = 600;
1305 tutorialmaxtime = 600;
1308 tutorialmaxtime = 600;
1311 tutorialmaxtime = 2;
1314 tutorialmaxtime = 1000;
1317 tutorialmaxtime = 1000;
1320 tutorialmaxtime = 2;
1323 tutorialmaxtime = 3;
1334 Person::players[1]->coords = (temp + temp2) / 2;
1336 emit_sound_at(fireendsound, Person::players[1]->coords);
1338 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1339 if (Random() % 2 == 0) {
1340 if (!Person::players[1]->skeleton.free)
1341 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1342 if (Person::players[1]->skeleton.free)
1343 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1344 if (!Person::players[1]->skeleton.free)
1345 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;
1346 if (Person::players[1]->skeleton.free)
1347 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1348 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1354 tutorialmaxtime = 500;
1357 tutorialmaxtime = 500;
1360 tutorialmaxtime = 500;
1363 tutorialmaxtime = 500;
1369 tutorialmaxtime = 500;
1372 tutorialmaxtime = 500;
1373 if (bonus == cannon) {
1380 tutorialmaxtime = 500;
1383 tutorialmaxtime = 500;
1386 tutorialmaxtime = 500;
1389 tutorialmaxtime = 500;
1392 tutorialmaxtime = 2;
1395 tutorialmaxtime = 4;
1398 Person::players[1]->aitype = attacktypecutoff;
1401 tutorialmaxtime = 400;
1404 tutorialmaxtime = 400;
1405 Person::players[0]->escapednum = 0;
1408 tutorialmaxtime = 4;
1411 Person::players[1]->aitype = passivetype;
1414 tutorialmaxtime = 13;
1417 tutorialmaxtime = 8;
1420 tutorialmaxtime = 400;
1423 Person::players[1]->aitype = attacktypecutoff;
1426 tutorialmaxtime = 400;
1429 tutorialmaxtime = 400;
1432 tutorialmaxtime = 2;
1435 Person::players[1]->aitype = passivetype;
1440 tutorialmaxtime = 50;
1443 Person::players[1]->aitype = attacktypecutoff;
1446 tutorialmaxtime = 4;
1449 Person::players[1]->aitype = passivetype;
1461 Weapon w(knife, -1);
1462 w.position = (temp + temp2) / 2;
1463 w.tippoint = (temp + temp2) / 2;
1466 w.tipvelocity = 0.1;
1473 weapons.push_back(w);
1477 tutorialmaxtime = 300;
1480 tutorialmaxtime = 300;
1483 tutorialmaxtime = 8;
1486 tutorialmaxtime = 300;
1489 weapons[0].owner = 1;
1490 Person::players[0]->weaponactive = -1;
1491 Person::players[0]->num_weapons = 0;
1492 Person::players[1]->weaponactive = 0;
1493 Person::players[1]->num_weapons = 1;
1494 Person::players[1]->weaponids[0] = 0;
1498 Person::players[1]->aitype = attacktypecutoff;
1500 tutorialmaxtime = 300;
1503 weapons[0].owner = 1;
1504 Person::players[0]->weaponactive = -1;
1505 Person::players[0]->num_weapons = 0;
1506 Person::players[1]->weaponactive = 0;
1507 Person::players[1]->num_weapons = 1;
1508 Person::players[1]->weaponids[0] = 0;
1510 tutorialmaxtime = 300;
1513 weapons[0].owner = 1;
1514 Person::players[0]->weaponactive = -1;
1515 Person::players[0]->num_weapons = 0;
1516 Person::players[1]->weaponactive = 0;
1517 Person::players[1]->num_weapons = 1;
1518 Person::players[1]->weaponids[0] = 0;
1520 weapons[0].setType(sword);
1522 tutorialmaxtime = 300;
1525 tutorialmaxtime = 10;
1536 Weapon w(sword, -1);
1537 w.position = (temp + temp2) / 2;
1538 w.tippoint = (temp + temp2) / 2;
1541 w.tipvelocity = 0.1;
1548 weapons.push_back(w);
1550 weapons[0].owner = 1;
1551 weapons[1].owner = 0;
1552 Person::players[0]->weaponactive = 0;
1553 Person::players[0]->num_weapons = 1;
1554 Person::players[0]->weaponids[0] = 1;
1555 Person::players[1]->weaponactive = 0;
1556 Person::players[1]->num_weapons = 1;
1557 Person::players[1]->weaponids[0] = 0;
1564 Person::players[1]->aitype = passivetype;
1566 tutorialmaxtime = 15;
1568 weapons[0].owner = 1;
1569 weapons[1].owner = 0;
1570 Person::players[0]->weaponactive = 0;
1571 Person::players[0]->num_weapons = 1;
1572 Person::players[0]->weaponids[0] = 1;
1573 Person::players[1]->weaponactive = 0;
1574 Person::players[1]->num_weapons = 1;
1575 Person::players[1]->weaponids[0] = 0;
1577 if (Person::players[0]->weaponactive != -1)
1578 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
1580 weapons[0].setType(staff);
1585 Person::players[1]->aitype = passivetype;
1587 tutorialmaxtime = 200;
1589 weapons[1].position = 1000;
1590 weapons[1].tippoint = 1000;
1592 weapons[0].setType(knife);
1594 weapons[0].owner = 0;
1595 Person::players[1]->weaponactive = -1;
1596 Person::players[1]->num_weapons = 0;
1597 Person::players[0]->weaponactive = 0;
1598 Person::players[0]->num_weapons = 1;
1599 Person::players[0]->weaponids[0] = 0;
1603 tutorialmaxtime = 8;
1606 emit_sound_at(fireendsound, Person::players[1]->coords);
1608 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1609 if (Random() % 2 == 0) {
1610 if (!Person::players[1]->skeleton.free)
1611 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1612 if (Person::players[1]->skeleton.free)
1613 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1614 if (!Person::players[1]->skeleton.free)
1615 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;
1616 if (Person::players[1]->skeleton.free)
1617 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1618 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1622 Person::players[1]->num_weapons = 0;
1623 Person::players[1]->weaponstuck = -1;
1624 Person::players[1]->weaponactive = -1;
1630 tutorialmaxtime = 80000;
1635 if (tutorialstage <= 51)
1636 tutorialstagetime = 0;
1640 if (tutorialstagetime < tutorialmaxtime - 3) {
1641 switch (tutorialstage) {
1643 if (deltah || deltav)
1644 tutorialsuccess += multiplier;
1647 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
1648 tutorialsuccess += multiplier;
1651 if (Person::players[0]->jumpkeydown)
1652 tutorialsuccess = 1;
1655 if (Person::players[0]->isCrouch())
1656 tutorialsuccess = 1;
1659 if (Person::players[0]->animTarget == rollanim)
1660 tutorialsuccess = 1;
1663 if (Person::players[0]->animTarget == sneakanim)
1664 tutorialsuccess += multiplier;
1667 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
1668 tutorialsuccess += multiplier;
1671 if (Person::players[0]->isWallJump())
1672 tutorialsuccess = 1;
1675 if (Person::players[0]->animTarget == flipanim)
1676 tutorialsuccess = 1;
1679 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
1680 tutorialsuccess = 1;
1683 if (Person::players[0]->animTarget == winduppunchanim)
1684 tutorialsuccess = 1;
1687 if (Person::players[0]->animTarget == spinkickanim)
1688 tutorialsuccess = 1;
1691 if (Person::players[0]->animTarget == sweepanim)
1692 tutorialsuccess = 1;
1695 if (Person::players[0]->animTarget == dropkickanim)
1696 tutorialsuccess = 1;
1699 if (Person::players[0]->animTarget == rabbitkickanim)
1700 tutorialsuccess = 1;
1703 if (bonus == cannon)
1704 tutorialsuccess = 1;
1707 if (bonus == spinecrusher)
1708 tutorialsuccess = 1;
1711 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
1712 tutorialsuccess = 1;
1715 if (Person::players[0]->animTarget == rabbittacklinganim)
1716 tutorialsuccess = 1;
1719 if (Person::players[0]->animTarget == backhandspringanim)
1720 tutorialsuccess = 1;
1723 if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
1724 tutorialsuccess = 1;
1727 if (Person::players[0]->escapednum == 2) {
1728 tutorialsuccess = 1;
1731 Person::players[1]->aitype = passivetype;
1735 if (animation[Person::players[0]->animTarget].attack == reversal)
1736 tutorialsuccess = 1;
1739 if (animation[Person::players[0]->animTarget].attack == reversal)
1740 tutorialsuccess = 1;
1743 if (animation[Person::players[0]->animTarget].attack == reversal) {
1744 tutorialsuccess = 1;
1747 Person::players[1]->aitype = passivetype;
1751 if (Person::players[0]->num_weapons > 0)
1752 tutorialsuccess = 1;
1755 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
1756 tutorialsuccess = 1;
1759 if (Person::players[0]->animTarget == knifeslashstartanim)
1760 tutorialsuccess = 1;
1763 if (animation[Person::players[0]->animTarget].attack == reversal)
1764 tutorialsuccess = 1;
1767 if (animation[Person::players[0]->animTarget].attack == reversal)
1768 tutorialsuccess = 1;
1771 if (animation[Person::players[0]->animTarget].attack == reversal)
1772 tutorialsuccess = 1;
1775 if (Person::players[1]->weaponstuck != -1)
1776 tutorialsuccess = 1;
1781 if (tutorialsuccess >= 1)
1782 tutorialstagetime = tutorialmaxtime - 3;
1785 if (tutorialstagetime == tutorialmaxtime - 3) {
1786 emit_sound_np(consolesuccesssound);
1789 if (tutorialsuccess >= 1) {
1790 if (tutorialstage == 34 || tutorialstage == 35)
1791 tutorialstagetime = tutorialmaxtime - 1;
1795 if (tutorialstage < 14 || tutorialstage >= 50) {
1796 Person::players[1]->coords.y = 300;
1797 Person::players[1]->velocity = 0;
1803 float headprop, bodyprop, armprop, legprop;
1805 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1806 Person::players[0]->damagetolerance = 200000;
1807 Person::players[0]->damage = 0;
1808 Person::players[0]->burnt = 0;
1809 Person::players[0]->permanentdamage = 0;
1810 Person::players[0]->superpermanentdamage = 0;
1813 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1815 if (environment > 2)
1817 Setenvironment(environment);
1820 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1821 cameramode = !cameramode;
1824 if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1825 if (Person::players[0]->num_weapons > 0) {
1826 if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
1827 weapons[Person::players[0]->weaponids[0]].setType(staff);
1828 else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
1829 weapons[Person::players[0]->weaponids[0]].setType(knife);
1831 weapons[Person::players[0]->weaponids[0]].setType(sword);
1835 if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1836 int closest = findClosestPlayer();
1838 if (Person::players[closest]->num_weapons) {
1839 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
1840 weapons[Person::players[closest]->weaponids[0]].setType(staff);
1841 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
1842 weapons[Person::players[closest]->weaponids[0]].setType(knife);
1844 weapons[Person::players[closest]->weaponids[0]].setType(sword);
1846 if (!Person::players[closest]->num_weapons) {
1847 Person::players[closest]->weaponids[0] = weapons.size();
1849 weapons.push_back(Weapon(knife, closest));
1851 Person::players[closest]->num_weapons = 1;
1856 if (Input::isKeyDown(SDL_SCANCODE_U)) {
1857 int closest = findClosestPlayer();
1859 Person::players[closest]->yaw += multiplier * 50;
1860 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1865 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1866 int closest = findClosestPlayer();
1867 if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
1871 Person::players[closest]->whichskin++;
1872 if (Person::players[closest]->whichskin > 9)
1873 Person::players[closest]->whichskin = 0;
1874 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
1875 Person::players[closest]->whichskin = 0;
1877 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1878 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1881 Person::players[closest]->addClothes();
1884 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1885 int closest = findClosestPlayer();
1887 if (Person::players[closest]->creature == wolftype) {
1888 headprop = Person::players[closest]->proportionhead.x / 1.1;
1889 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1890 armprop = Person::players[closest]->proportionarms.x / 1.1;
1891 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1894 if (Person::players[closest]->creature == rabbittype) {
1895 headprop = Person::players[closest]->proportionhead.x / 1.2;
1896 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1897 armprop = Person::players[closest]->proportionarms.x / 1.00;
1898 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1902 if (Person::players[closest]->creature == rabbittype) {
1903 Person::players[closest]->skeleton.id = closest;
1904 Person::players[closest]->skeleton.Load((char *)"Skeleton/BasicFigureWolf", (char *)"Skeleton/BasicFigureWolfLow", (char *)"Skeleton/RabbitBelt", (char *)"Models/Wolf.solid", (char *)"Models/Wolf2.solid", (char *)"Models/Wolf3.solid", (char *)"Models/Wolf4.solid", (char *)"Models/Wolf5.solid", (char *)"Models/Wolf6.solid", (char *)"Models/Wolf7.solid", (char *)"Models/WolfLow.solid", (char *)"Models/Belt.solid", 0);
1905 Person::players[closest]->skeleton.drawmodel.textureptr.load("Textures/Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1906 Person::players[closest]->whichskin = 0;
1907 Person::players[closest]->creature = wolftype;
1909 Person::players[closest]->proportionhead = 1.1;
1910 Person::players[closest]->proportionbody = 1.1;
1911 Person::players[closest]->proportionarms = 1.1;
1912 Person::players[closest]->proportionlegs = 1.1;
1913 Person::players[closest]->proportionlegs.y = 1.1;
1914 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1916 Person::players[closest]->damagetolerance = 300;
1918 Person::players[closest]->skeleton.id = closest;
1919 Person::players[closest]->skeleton.Load((char *)"Skeleton/BasicFigure", (char *)"Skeleton/BasicFigureLow", (char *)"Skeleton/RabbitBelt", (char *)"Models/Body.solid", (char *)"Models/Body2.solid", (char *)"Models/Body3.solid", (char *)"Models/Body4.solid", (char *)"Models/Body5.solid", (char *)"Models/Body6.solid", (char *)"Models/Body7.solid", (char *)"Models/BodyLow.solid", (char *)"Models/Belt.solid", 1);
1920 Person::players[closest]->skeleton.drawmodel.textureptr.load("Textures/Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1921 Person::players[closest]->whichskin = 0;
1922 Person::players[closest]->creature = rabbittype;
1924 Person::players[closest]->proportionhead = 1.2;
1925 Person::players[closest]->proportionbody = 1.05;
1926 Person::players[closest]->proportionarms = 1.00;
1927 Person::players[closest]->proportionlegs = 1.1;
1928 Person::players[closest]->proportionlegs.y = 1.05;
1929 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1931 Person::players[closest]->damagetolerance = 200;
1934 if (Person::players[closest]->creature == wolftype) {
1935 Person::players[closest]->proportionhead = 1.1 * headprop;
1936 Person::players[closest]->proportionbody = 1.1 * bodyprop;
1937 Person::players[closest]->proportionarms = 1.1 * armprop;
1938 Person::players[closest]->proportionlegs = 1.1 * legprop;
1941 if (Person::players[closest]->creature == rabbittype) {
1942 Person::players[closest]->proportionhead = 1.2 * headprop;
1943 Person::players[closest]->proportionbody = 1.05 * bodyprop;
1944 Person::players[closest]->proportionarms = 1.00 * armprop;
1945 Person::players[closest]->proportionlegs = 1.1 * legprop;
1946 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1952 if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1958 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1960 float closestdist = std::numeric_limits<float>::max();
1962 for (unsigned i = 1; i < Person::players.size(); i++) {
1963 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
1964 if (!Person::players[i]->headless)
1965 if (distance < closestdist) {
1966 closestdist = distance;
1971 XYZ flatfacing2, flatvelocity2;
1973 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1974 blah = Person::players[closest]->coords;
1975 XYZ headspurtdirection;
1976 //int i = Person::players[closest]->skeleton.jointlabels[head];
1977 Joint& headjoint = Person::players[closest]->joint(head);
1978 for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
1979 if (!Person::players[closest]->skeleton.free)
1980 flatvelocity2 = Person::players[closest]->velocity;
1981 if (Person::players[closest]->skeleton.free)
1982 flatvelocity2 = headjoint.velocity;
1983 if (!Person::players[closest]->skeleton.free)
1984 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;
1985 if (Person::players[closest]->skeleton.free)
1986 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1987 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1988 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1989 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1990 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1991 Normalise(&headspurtdirection);
1992 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1993 flatvelocity2 += headspurtdirection * 8;
1994 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1996 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1998 emit_sound_at(splattersound, blah);
1999 emit_sound_at(breaksound2, blah, 100.);
2001 if (Person::players[closest]->skeleton.free == 2)
2002 Person::players[closest]->skeleton.free = 0;
2003 Person::players[closest]->RagDoll(0);
2004 Person::players[closest]->dead = 2;
2005 Person::players[closest]->headless = 1;
2006 Person::players[closest]->DoBloodBig(3, 165);
2012 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
2013 int closest = findClosestPlayer();
2014 XYZ flatfacing2, flatvelocity2;
2016 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
2017 blah = Person::players[closest]->coords;
2018 emit_sound_at(splattersound, blah);
2019 emit_sound_at(breaksound2, blah);
2021 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2022 if (!Person::players[closest]->skeleton.free)
2023 flatvelocity2 = Person::players[closest]->velocity;
2024 if (Person::players[closest]->skeleton.free)
2025 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2026 if (!Person::players[closest]->skeleton.free)
2027 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;
2028 if (Person::players[closest]->skeleton.free)
2029 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2030 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2031 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2032 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2033 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2034 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
2035 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2038 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2039 if (!Person::players[closest]->skeleton.free)
2040 flatvelocity2 = Person::players[closest]->velocity;
2041 if (Person::players[closest]->skeleton.free)
2042 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2043 if (!Person::players[closest]->skeleton.free)
2044 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;
2045 if (Person::players[closest]->skeleton.free)
2046 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2047 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2048 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2049 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2050 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2051 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
2054 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2055 if (!Person::players[closest]->skeleton.free)
2056 flatvelocity2 = Person::players[closest]->velocity;
2057 if (Person::players[closest]->skeleton.free)
2058 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2059 if (!Person::players[closest]->skeleton.free)
2060 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;
2061 if (Person::players[closest]->skeleton.free)
2062 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2063 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2064 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2065 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2066 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2067 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2070 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2071 if (!Person::players[closest]->skeleton.free)
2072 flatvelocity2 = Person::players[closest]->velocity;
2073 if (Person::players[closest]->skeleton.free)
2074 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2075 if (!Person::players[closest]->skeleton.free)
2076 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;
2077 if (Person::players[closest]->skeleton.free)
2078 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2079 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2080 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2081 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2082 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2083 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2087 for (unsigned j = 0; j < Person::players.size(); j++) {
2088 if (int(j) != closest) {
2089 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
2090 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
2091 if (Person::players[j]->skeleton.free == 2)
2092 Person::players[j]->skeleton.free = 1;
2093 Person::players[j]->skeleton.longdead = 0;
2094 Person::players[j]->RagDoll(0);
2095 for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
2096 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
2097 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
2098 flatvelocity2 = temppos - Person::players[closest]->coords;
2099 Normalise(&flatvelocity2);
2100 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
2107 Person::players[closest]->DoDamage(10000);
2108 Person::players[closest]->RagDoll(0);
2109 Person::players[closest]->dead = 2;
2110 Person::players[closest]->coords = 20;
2111 Person::players[closest]->skeleton.free = 2;
2118 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
2119 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
2120 if (Person::players[0]->onfire) {
2121 Person::players[0]->CatchFire();
2123 if (!Person::players[0]->onfire) {
2124 emit_sound_at(fireendsound, Person::players[0]->coords);
2125 pause_sound(stream_firesound);
2129 if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2130 Person::players[0]->RagDoll(0);
2132 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
2135 if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2136 for (int i = 0; i < objects.numobjects; i++) {
2137 if (objects.type[i] == treeleavestype) {
2138 objects.scale[i] *= .9;
2143 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2144 editorenabled = !editorenabled;
2145 if (editorenabled) {
2146 Person::players[0]->damagetolerance = 100000;
2148 Person::players[0]->damagetolerance = 200;
2150 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
2151 Person::players[0]->permanentdamage = 0;
2152 Person::players[0]->superpermanentdamage = 0;
2153 Person::players[0]->bloodloss = 0;
2154 Person::players[0]->deathbleeding = 0;
2158 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
2160 if (targetlevel > numchallengelevels - 1)
2166 if (editorenabled) {
2167 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2168 int closest = findClosestPlayer();
2170 Person::players.erase(Person::players.begin()+closest);
2174 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2175 int closest = findClosestObject();
2177 objects.position[closest].y -= 500;
2180 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2181 if (objects.numobjects < max_objects - 1) {
2183 scenecoords.x = Person::players[0]->coords.x;
2184 scenecoords.z = Person::players[0]->coords.z;
2185 scenecoords.y = Person::players[0]->coords.y - 3;
2186 if (editortype == bushtype)
2187 scenecoords.y = Person::players[0]->coords.y - .5;
2188 if (editortype == firetype)
2189 scenecoords.y = Person::players[0]->coords.y - .5;
2190 //objects.MakeObject(abs(Random()%3),scenecoords,Random()%360);
2191 float temprotat, temprotat2;
2192 temprotat = editoryaw;
2193 temprotat2 = editorpitch;
2194 if (temprotat < 0 || editortype == bushtype)
2195 temprotat = Random() % 360;
2197 temprotat2 = Random() % 360;
2199 objects.MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
2200 if (editortype == treetrunktype)
2201 objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
2205 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2206 Person::players.push_back(shared_ptr<Person>(new Person()));
2208 Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
2209 Person::players.back()->creature = rabbittype;
2210 Person::players.back()->howactive = editoractive;
2211 Person::players.back()->skeleton.id = Person::players.size()-1;
2212 Person::players.back()->skeleton.Load((char *)"Skeleton/BasicFigure", (char *)"Skeleton/BasicFigureLow", (char *)"Skeleton/RabbitBelt", (char *)"Models/Body.solid", (char *)"Models/Body2.solid", (char *)"Models/Body3.solid", (char *)"Models/Body4.solid", (char *)"Models/Body5.solid", (char *)"Models/Body6.solid", (char *)"Models/Body7.solid", (char *)"Models/BodyLow.solid", (char *)"Models/Belt.solid", 1);
2214 int k = abs(Random() % 2) + 1;
2216 Person::players.back()->skeleton.drawmodel.textureptr.load("Textures/Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2217 Person::players.back()->whichskin = 0;
2218 } else if (k == 1) {
2219 Person::players.back()->skeleton.drawmodel.textureptr.load("Textures/Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2220 Person::players.back()->whichskin = 1;
2222 Person::players.back()->skeleton.drawmodel.textureptr.load("Textures/Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2223 Person::players.back()->whichskin = 2;
2226 Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
2227 Person::players.back()->power = 1;
2228 Person::players.back()->speedmult = 1;
2229 Person::players.back()->animCurrent = bounceidleanim;
2230 Person::players.back()->animTarget = bounceidleanim;
2231 Person::players.back()->frameCurrent = 0;
2232 Person::players.back()->frameTarget = 1;
2233 Person::players.back()->target = 0;
2234 Person::players.back()->bled = 0;
2235 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
2237 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
2238 Person::players.back()->yaw = Person::players[0]->yaw;
2240 Person::players.back()->velocity = 0;
2241 Person::players.back()->coords = Person::players[0]->coords;
2242 Person::players.back()->oldcoords = Person::players.back()->coords;
2243 Person::players.back()->realoldcoords = Person::players.back()->coords;
2245 Person::players.back()->id = Person::players.size()-1;
2246 Person::players.back()->updatedelay = 0;
2247 Person::players.back()->normalsupdatedelay = 0;
2249 Person::players.back()->aitype = passivetype;
2251 if (Person::players[0]->creature == wolftype) {
2252 headprop = Person::players[0]->proportionhead.x / 1.1;
2253 bodyprop = Person::players[0]->proportionbody.x / 1.1;
2254 armprop = Person::players[0]->proportionarms.x / 1.1;
2255 legprop = Person::players[0]->proportionlegs.x / 1.1;
2258 if (Person::players[0]->creature == rabbittype) {
2259 headprop = Person::players[0]->proportionhead.x / 1.2;
2260 bodyprop = Person::players[0]->proportionbody.x / 1.05;
2261 armprop = Person::players[0]->proportionarms.x / 1.00;
2262 legprop = Person::players[0]->proportionlegs.x / 1.1;
2265 if (Person::players.back()->creature == wolftype) {
2266 Person::players.back()->proportionhead = 1.1 * headprop;
2267 Person::players.back()->proportionbody = 1.1 * bodyprop;
2268 Person::players.back()->proportionarms = 1.1 * armprop;
2269 Person::players.back()->proportionlegs = 1.1 * legprop;
2272 if (Person::players.back()->creature == rabbittype) {
2273 Person::players.back()->proportionhead = 1.2 * headprop;
2274 Person::players.back()->proportionbody = 1.05 * bodyprop;
2275 Person::players.back()->proportionarms = 1.00 * armprop;
2276 Person::players.back()->proportionlegs = 1.1 * legprop;
2277 Person::players.back()->proportionlegs.y = 1.05 * legprop;
2280 Person::players.back()->headless = 0;
2281 Person::players.back()->onfire = 0;
2284 Person::players.back()->proportionhead.z = 0;
2285 Person::players.back()->proportionbody.z = 0;
2286 Person::players.back()->proportionarms.z = 0;
2287 Person::players.back()->proportionlegs.z = 0;
2290 Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
2292 Person::players.back()->damagetolerance = 200;
2294 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
2295 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
2296 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
2297 Person::players.back()->armorhead = Person::players[0]->armorhead;
2298 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
2299 Person::players.back()->armorlow = Person::players[0]->armorlow;
2300 Person::players.back()->metalhead = Person::players[0]->metalhead;
2301 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
2302 Person::players.back()->metallow = Person::players[0]->metallow;
2304 Person::players.back()->immobile = Person::players[0]->immobile;
2306 Person::players.back()->numclothes = Person::players[0]->numclothes;
2307 for (int i = 0; i < Person::players.back()->numclothes; i++) {
2308 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
2309 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
2310 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
2311 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
2313 Person::players.back()->addClothes();
2315 Person::players.back()->power = Person::players[0]->power;
2316 Person::players.back()->speedmult = Person::players[0]->speedmult;
2318 Person::players.back()->damage = 0;
2319 Person::players.back()->permanentdamage = 0;
2320 Person::players.back()->superpermanentdamage = 0;
2321 Person::players.back()->deathbleeding = 0;
2322 Person::players.back()->bleeding = 0;
2323 Person::players.back()->numwaypoints = 0;
2324 Person::players.back()->waypoint = 0;
2325 Person::players.back()->weaponstuck = -1;
2326 Person::players.back()->weaponactive = -1;
2327 Person::players.back()->num_weapons = 0;
2328 Person::players.back()->bloodloss = 0;
2329 Person::players.back()->dead = 0;
2331 Person::players.back()->loaded = 1;
2334 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2335 if (Person::players.back()->numwaypoints < 90) {
2336 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
2337 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
2338 Person::players.back()->numwaypoints++;
2342 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2343 if (numpathpoints < 30) {
2344 bool connected, alreadyconnected;
2346 if (numpathpoints > 1)
2347 for (int i = 0; i < numpathpoints; i++) {
2348 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
2349 alreadyconnected = 0;
2350 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
2351 if (pathpointconnect[pathpointselected][j] == i)
2352 alreadyconnected = 1;
2354 if (!alreadyconnected) {
2355 numpathpointconnect[pathpointselected]++;
2357 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
2363 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
2364 numpathpointconnect[numpathpoints - 1] = 0;
2365 if (numpathpoints > 1 && pathpointselected != -1) {
2366 numpathpointconnect[pathpointselected]++;
2367 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
2369 pathpointselected = numpathpoints - 1;
2374 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
2375 pathpointselected++;
2376 if (pathpointselected >= numpathpoints)
2377 pathpointselected = -1;
2379 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2380 pathpointselected--;
2381 if (pathpointselected <= -2)
2382 pathpointselected = numpathpoints - 1;
2384 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2385 if (pathpointselected != -1) {
2387 pathpoint[pathpointselected] = pathpoint[numpathpoints];
2388 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
2389 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
2390 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
2392 for (int i = 0; i < numpathpoints; i++) {
2393 for (int j = 0; j < numpathpointconnect[i]; j++) {
2394 if (pathpointconnect[i][j] == pathpointselected) {
2395 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
2396 numpathpointconnect[i]--;
2398 if (pathpointconnect[i][j] == numpathpoints) {
2399 pathpointconnect[i][j] = pathpointselected;
2403 pathpointselected = numpathpoints - 1;
2407 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2409 if (editortype == treeleavestype || editortype == 10)
2412 editortype = firetype;
2415 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2417 if (editortype == treeleavestype || editortype == 10)
2419 if (editortype > firetype)
2423 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2424 editoryaw -= multiplier * 100;
2425 if (editoryaw < -.01)
2429 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2430 editoryaw += multiplier * 100;
2433 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2434 editorsize += multiplier;
2437 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2438 editorsize -= multiplier;
2439 if (editorsize < .1)
2444 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2445 mapradius -= multiplier * 10;
2448 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2449 mapradius += multiplier * 10;
2451 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2452 editorpitch += multiplier * 100;
2455 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2456 editorpitch -= multiplier * 100;
2457 if (editorpitch < -.01)
2460 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2461 int closest = findClosestObject();
2463 objects.DeleteObject(closest);
2469 void doJumpReversals()
2471 for (unsigned k = 0; k < Person::players.size(); k++)
2472 for (unsigned i = k; i < Person::players.size(); i++) {
2475 if ( Person::players[k]->skeleton.free == 0 &&
2476 Person::players[i]->skeleton.oldfree == 0 &&
2477 (Person::players[i]->animTarget == jumpupanim ||
2478 Person::players[k]->animTarget == jumpupanim) &&
2479 (Person::players[i]->aitype == playercontrolled ||
2480 Person::players[k]->aitype == playercontrolled) &&
2481 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
2482 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
2483 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
2484 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2485 //TODO: refactor two huge similar ifs
2486 if (Person::players[i]->animTarget == jumpupanim &&
2487 Person::players[k]->animTarget != getupfrombackanim &&
2488 Person::players[k]->animTarget != getupfromfrontanim &&
2489 animation[Person::players[k]->animTarget].height == middleheight &&
2490 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
2491 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
2492 Person::players[k]->aitype != playercontrolled)) {
2493 Person::players[i]->victim = Person::players[k];
2494 Person::players[i]->velocity = 0;
2495 Person::players[i]->animCurrent = jumpreversedanim;
2496 Person::players[i]->animTarget = jumpreversedanim;
2497 Person::players[i]->frameCurrent = 0;
2498 Person::players[i]->frameTarget = 1;
2499 Person::players[i]->targettilt2 = 0;
2500 Person::players[k]->victim = Person::players[i];
2501 Person::players[k]->velocity = 0;
2502 Person::players[k]->animCurrent = jumpreversalanim;
2503 Person::players[k]->animTarget = jumpreversalanim;
2504 Person::players[k]->frameCurrent = 0;
2505 Person::players[k]->frameTarget = 1;
2506 Person::players[k]->targettilt2 = 0;
2507 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
2508 Person::players[i]->animCurrent = rabbitkickreversedanim;
2509 Person::players[i]->animTarget = rabbitkickreversedanim;
2510 Person::players[i]->frameCurrent = 1;
2511 Person::players[i]->frameTarget = 2;
2512 Person::players[k]->animCurrent = rabbitkickreversalanim;
2513 Person::players[k]->animTarget = rabbitkickreversalanim;
2514 Person::players[k]->frameCurrent = 1;
2515 Person::players[k]->frameTarget = 2;
2517 Person::players[i]->target = 0;
2518 Person::players[k]->oldcoords = Person::players[k]->coords;
2519 Person::players[i]->coords = Person::players[k]->coords;
2520 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
2521 Person::players[k]->yaw = Person::players[i]->targetyaw;
2522 if (Person::players[k]->aitype == attacktypecutoff)
2523 Person::players[k]->stunned = .5;
2525 if (Person::players[k]->animTarget == jumpupanim &&
2526 Person::players[i]->animTarget != getupfrombackanim &&
2527 Person::players[i]->animTarget != getupfromfrontanim &&
2528 animation[Person::players[i]->animTarget].height == middleheight &&
2529 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
2530 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
2531 Person::players[i]->aitype != playercontrolled)) {
2532 Person::players[k]->victim = Person::players[i];
2533 Person::players[k]->velocity = 0;
2534 Person::players[k]->animCurrent = jumpreversedanim;
2535 Person::players[k]->animTarget = jumpreversedanim;
2536 Person::players[k]->frameCurrent = 0;
2537 Person::players[k]->frameTarget = 1;
2538 Person::players[k]->targettilt2 = 0;
2539 Person::players[i]->victim = Person::players[k];
2540 Person::players[i]->velocity = 0;
2541 Person::players[i]->animCurrent = jumpreversalanim;
2542 Person::players[i]->animTarget = jumpreversalanim;
2543 Person::players[i]->frameCurrent = 0;
2544 Person::players[i]->frameTarget = 1;
2545 Person::players[i]->targettilt2 = 0;
2546 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
2547 Person::players[k]->animTarget = rabbitkickreversedanim;
2548 Person::players[k]->animCurrent = rabbitkickreversedanim;
2549 Person::players[i]->animCurrent = rabbitkickreversalanim;
2550 Person::players[i]->animTarget = rabbitkickreversalanim;
2551 Person::players[k]->frameCurrent = 1;
2552 Person::players[k]->frameTarget = 2;
2553 Person::players[i]->frameCurrent = 1;
2554 Person::players[i]->frameTarget = 2;
2556 Person::players[k]->target = 0;
2557 Person::players[i]->oldcoords = Person::players[i]->coords;
2558 Person::players[k]->coords = Person::players[i]->coords;
2559 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2560 Person::players[i]->yaw = Person::players[k]->targetyaw;
2561 if (Person::players[i]->aitype == attacktypecutoff)
2562 Person::players[i]->stunned = .5;
2569 void doAerialAcrobatics()
2571 static XYZ facing, flatfacing;
2572 for (unsigned k = 0; k < Person::players.size(); k++) {
2573 Person::players[k]->turnspeed = 500;
2575 if ((Person::players[k]->isRun() &&
2576 ((Person::players[k]->targetyaw != rabbitrunninganim &&
2577 Person::players[k]->targetyaw != wolfrunninganim) ||
2578 Person::players[k]->frameTarget == 4)) ||
2579 Person::players[k]->animTarget == removeknifeanim ||
2580 Person::players[k]->animTarget == crouchremoveknifeanim ||
2581 Person::players[k]->animTarget == flipanim ||
2582 Person::players[k]->animTarget == fightsidestep ||
2583 Person::players[k]->animTarget == walkanim) {
2584 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
2588 if (Person::players[k]->isStop() ||
2589 Person::players[k]->isLanding() ||
2590 Person::players[k]->animTarget == staggerbackhighanim ||
2591 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
2592 Person::players[k]->animTarget == staggerbackhardanim ||
2593 Person::players[k]->animTarget == backhandspringanim ||
2594 Person::players[k]->animTarget == dodgebackanim ||
2595 Person::players[k]->animTarget == rollanim ||
2596 (animation[Person::players[k]->animTarget].attack &&
2597 Person::players[k]->animTarget != rabbitkickanim &&
2598 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
2599 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
2600 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
2603 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
2604 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
2607 Person::players[k]->DoStuff();
2608 if (Person::players[k]->immobile && k != 0)
2609 Person::players[k]->coords = Person::players[k]->realoldcoords;
2611 //if player's position has changed (?)
2612 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
2613 !Person::players[k]->skeleton.free &&
2614 Person::players[k]->animTarget != climbanim &&
2615 Person::players[k]->animTarget != hanganim) {
2616 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
2618 bool tempcollide = 0;
2620 if (Person::players[k]->collide < -.3)
2621 Person::players[k]->collide = -.3;
2622 if (Person::players[k]->collide > 1)
2623 Person::players[k]->collide = 1;
2624 Person::players[k]->collide -= multiplier * 30;
2627 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
2629 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2630 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2631 if (objects.type[i] != rocktype ||
2632 objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
2633 objects.position[i].y > Person::players[k]->coords.y) {
2634 lowpoint = Person::players[k]->coords;
2635 if (Person::players[k]->animTarget != jumpupanim &&
2636 Person::players[k]->animTarget != jumpdownanim &&
2637 !Person::players[k]->isFlip())
2641 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
2642 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
2643 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
2644 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2645 flatfacing = lowpoint - Person::players[k]->coords;
2646 Person::players[k]->coords = lowpoint;
2647 Person::players[k]->coords.y -= 1.3;
2648 Person::players[k]->collide = 1;
2651 //TODO: refactor four similar blocks
2652 if (Person::players[k]->aitype == playercontrolled &&
2653 (Person::players[k]->animTarget == jumpupanim ||
2654 Person::players[k]->animTarget == jumpdownanim ||
2655 Person::players[k]->isFlip()) &&
2656 !Person::players[k]->jumptogglekeydown &&
2657 Person::players[k]->jumpkeydown) {
2658 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
2659 XYZ tempcoords1 = lowpoint;
2660 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2661 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2662 Person::players[k]->setAnimation(walljumpleftanim);
2663 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2665 pause_sound(whooshsound);
2667 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2668 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2669 if (lowpointtarget.z < 0)
2670 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2671 Person::players[k]->targetyaw = Person::players[k]->yaw;
2672 Person::players[k]->lowyaw = Person::players[k]->yaw;
2676 lowpoint = tempcoords1;
2677 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
2678 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2679 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2680 Person::players[k]->setAnimation(walljumprightanim);
2681 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2683 pause_sound(whooshsound);
2685 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2686 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2687 if (lowpointtarget.z < 0)
2688 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2689 Person::players[k]->targetyaw = Person::players[k]->yaw;
2690 Person::players[k]->lowyaw = Person::players[k]->yaw;
2694 lowpoint = tempcoords1;
2695 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
2696 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2697 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2698 Person::players[k]->setAnimation(walljumpbackanim);
2699 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2701 pause_sound(whooshsound);
2703 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2704 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2705 if (lowpointtarget.z < 0)
2706 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2707 Person::players[k]->targetyaw = Person::players[k]->yaw;
2708 Person::players[k]->lowyaw = Person::players[k]->yaw;
2712 lowpoint = tempcoords1;
2713 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2714 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2715 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2716 Person::players[k]->setAnimation(walljumpfrontanim);
2717 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2719 pause_sound(whooshsound);
2721 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2722 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2723 if (lowpointtarget.z < 0)
2724 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2725 Person::players[k]->yaw += 180;
2726 Person::players[k]->targetyaw = Person::players[k]->yaw;
2727 Person::players[k]->lowyaw = Person::players[k]->yaw;
2736 } else if (objects.type[i] == rocktype) {
2737 lowpoint2 = Person::players[k]->coords;
2738 lowpoint = Person::players[k]->coords;
2740 if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
2741 Person::players[k]->coords = colpoint;
2742 Person::players[k]->collide = 1;
2745 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2746 //flipped into a rock
2747 if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
2748 Person::players[k]->RagDoll(0);
2750 if (Person::players[k]->animTarget == jumpupanim) {
2751 Person::players[k]->jumppower = -4;
2752 Person::players[k]->animTarget = Person::players[k]->getIdle();
2754 Person::players[k]->target = 0;
2755 Person::players[k]->frameTarget = 0;
2756 Person::players[k]->onterrain = 1;
2758 if (Person::players[k]->id == 0) {
2759 pause_sound(whooshsound);
2760 OPENAL_SetVolume(channels[whooshsound], 0);
2764 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
2765 if (Person::players[k]->isFlip())
2766 Person::players[k]->jumppower = -4;
2767 Person::players[k]->animTarget = Person::players[k]->getLanding();
2768 emit_sound_at(landsound, Person::players[k]->coords, 128.);
2770 addEnvSound(Person::players[k]->coords);
2779 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2780 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2781 lowpoint = Person::players[k]->coords;
2783 if (objects.type[i] != rocktype)
2784 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2785 if (Person::players[k]->animTarget != jumpupanim &&
2786 Person::players[k]->animTarget != jumpdownanim &&
2787 Person::players[k]->onterrain)
2788 Person::players[k]->avoidcollided = 1;
2789 Person::players[k]->coords = lowpoint;
2790 Person::players[k]->coords.y -= 1.35;
2791 Person::players[k]->collide = 1;
2793 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2794 (Person::players[k]->animCurrent != climbanim &&
2795 Person::players[k]->animCurrent != hanganim &&
2796 !Person::players[k]->isWallJump() ||
2797 Person::players[k]->animTarget == jumpupanim ||
2798 Person::players[k]->animTarget == jumpdownanim)) {
2799 lowpoint = Person::players[k]->coords;
2800 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
2801 lowpoint = Person::players[k]->coords;
2805 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2806 lowpointtarget = lowpoint + facing * 1.4;
2807 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2808 if (whichhit != -1) {
2809 lowpoint = Person::players[k]->coords;
2811 lowpointtarget = lowpoint + facing * 1.4;
2812 lowpoint2 = lowpoint;
2813 lowpointtarget2 = lowpointtarget;
2814 lowpoint3 = lowpoint;
2815 lowpointtarget3 = lowpointtarget;
2816 lowpoint4 = lowpoint;
2817 lowpointtarget4 = lowpointtarget;
2818 lowpoint5 = lowpoint;
2819 lowpointtarget5 = lowpointtarget;
2820 lowpoint6 = lowpoint;
2821 lowpointtarget6 = lowpointtarget;
2822 lowpoint7 = lowpoint;
2823 lowpointtarget7 = lowpoint;
2825 lowpointtarget2.x += .1;
2827 lowpointtarget3.z += .1;
2829 lowpointtarget4.x -= .1;
2831 lowpointtarget5.z -= .1;
2832 lowpoint6.y += 45 / 13;
2833 lowpointtarget6.y += 45 / 13;
2834 lowpointtarget6 += facing * .6;
2835 lowpointtarget7.y += 90 / 13;
2836 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2837 if (objects.friction[i] > .5)
2838 if (whichhit != -1) {
2839 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
2840 Person::players[k]->collided = 1;
2841 if (checkcollide(lowpoint7, lowpointtarget7) == -1)
2842 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
2843 if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
2844 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2845 objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
2846 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2847 objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
2848 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2849 objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
2850 &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
2851 for (int j = 0; j < 45; j++) {
2852 lowpoint = Person::players[k]->coords;
2853 lowpoint.y += (float)j / 13;
2854 lowpointtarget = lowpoint + facing * 1.4;
2855 if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
2856 &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
2857 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
2859 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2860 lowpoint = Person::players[k]->coords;
2861 lowpoint.y += (float)j / 13;
2862 lowpointtarget = lowpoint + facing * 1.3;
2863 flatfacing = Person::players[k]->coords;
2864 Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
2865 Person::players[k]->coords.y = lowpointtarget.y - .07;
2866 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2868 if (j > 10 || !Person::players[k]->isRun()) {
2869 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2871 pause_sound(whooshsound);
2873 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2875 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2876 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2877 if (lowpointtarget.z < 0)
2878 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2879 Person::players[k]->targetyaw = Person::players[k]->yaw;
2880 Person::players[k]->lowyaw = Person::players[k]->yaw;
2882 //Person::players[k]->velocity=lowpointtarget*.03;
2883 Person::players[k]->velocity = 0;
2886 if (Person::players[k]->animTarget == jumpupanim) {
2887 Person::players[k]->animTarget = climbanim;
2888 Person::players[k]->jumppower = 0;
2889 Person::players[k]->jumpclimb = 1;
2891 Person::players[k]->transspeed = 6;
2892 Person::players[k]->target = 0;
2893 Person::players[k]->frameTarget = 1;
2896 Person::players[k]->setAnimation(hanganim);
2897 Person::players[k]->jumppower = 0;
2909 if (Person::players[k]->collide <= 0) {
2911 if (!Person::players[k]->onterrain &&
2912 Person::players[k]->animTarget != jumpupanim &&
2913 Person::players[k]->animTarget != jumpdownanim &&
2914 Person::players[k]->animTarget != climbanim &&
2915 Person::players[k]->animTarget != hanganim &&
2916 !Person::players[k]->isWallJump() &&
2917 !Person::players[k]->isFlip()) {
2918 if (Person::players[k]->animCurrent != climbanim &&
2919 Person::players[k]->animCurrent != tempanim &&
2920 Person::players[k]->animTarget != backhandspringanim &&
2921 (Person::players[k]->animTarget != rollanim ||
2922 Person::players[k]->frameTarget < 2 ||
2923 Person::players[k]->frameTarget > 6)) {
2924 //stagger off ledge (?)
2925 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
2926 Person::players[k]->RagDoll(0);
2927 Person::players[k]->setAnimation(jumpdownanim);
2930 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2933 Person::players[k]->velocity.y += gravity;
2937 Person::players[k]->realoldcoords = Person::players[k]->coords;
2943 static int randattack;
2944 static bool playerrealattackkeydown = 0;
2946 if (!Input::isKeyDown(attackkey))
2949 Person::players[0]->attackkeydown = 0;
2951 playerrealattackkeydown = 0;
2953 playerrealattackkeydown = Input::isKeyDown(attackkey);
2954 if ((Person::players[0]->parriedrecently <= 0 ||
2955 Person::players[0]->weaponactive == -1) &&
2958 Person::players[0]->lastattack != swordslashanim &&
2959 Person::players[0]->lastattack != knifeslashstartanim &&
2960 Person::players[0]->lastattack != staffhitanim &&
2961 Person::players[0]->lastattack != staffspinhitanim)))
2962 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2963 if (Input::isKeyDown(attackkey) &&
2965 !Person::players[0]->backkeydown) {
2966 for (unsigned k = 0; k < Person::players.size(); k++) {
2967 if ((Person::players[k]->animTarget == swordslashanim ||
2968 Person::players[k]->animTarget == staffhitanim ||
2969 Person::players[k]->animTarget == staffspinhitanim) &&
2970 Person::players[0]->animCurrent != dodgebackanim &&
2971 !Person::players[k]->skeleton.free)
2972 Person::players[k]->Reverse();
2976 if (!hostile || Dialog::inDialog())
2977 Person::players[0]->attackkeydown = 0;
2979 for (unsigned k = 0; k < Person::players.size(); k++) {
2980 if (Dialog::inDialog())
2981 Person::players[k]->attackkeydown = 0;
2982 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2983 if (Person::players[k]->aitype != playercontrolled)
2984 Person::players[k]->victim = Person::players[0];
2985 //attack key pressed
2986 if (Person::players[k]->attackkeydown) {
2988 if (Person::players[k]->backkeydown &&
2989 Person::players[k]->animTarget != backhandspringanim &&
2990 (Person::players[k]->isIdle() ||
2991 Person::players[k]->isStop() ||
2992 Person::players[k]->isRun() ||
2993 Person::players[k]->animTarget == walkanim)) {
2994 if (Person::players[k]->jumppower <= 1) {
2995 Person::players[k]->jumppower -= 2;
2997 for (unsigned i = 0; i < Person::players.size(); i++) {
3000 if (Person::players[i]->animTarget == swordslashanim ||
3001 Person::players[i]->animTarget == knifeslashstartanim ||
3002 Person::players[i]->animTarget == staffhitanim ||
3003 Person::players[i]->animTarget == staffspinhitanim)
3004 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
3005 Person::players[k]->setAnimation(dodgebackanim);
3006 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3007 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3010 if (Person::players[k]->animTarget != dodgebackanim) {
3013 Person::players[k]->setAnimation(backhandspringanim);
3014 Person::players[k]->targetyaw = -yaw + 180;
3015 if (Person::players[k]->leftkeydown)
3016 Person::players[k]->targetyaw -= 45;
3017 if (Person::players[k]->rightkeydown)
3018 Person::players[k]->targetyaw += 45;
3019 Person::players[k]->yaw = Person::players[k]->targetyaw;
3020 Person::players[k]->jumppower -= 2;
3025 if (!animation[Person::players[k]->animTarget].attack &&
3026 !Person::players[k]->backkeydown &&
3027 (Person::players[k]->isIdle() ||
3028 Person::players[k]->isRun() ||
3029 Person::players[k]->animTarget == walkanim ||
3030 Person::players[k]->animTarget == sneakanim ||
3031 Person::players[k]->isCrouch())) {
3032 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
3033 //normal attacks (?)
3034 Person::players[k]->hasvictim = 0;
3035 if (Person::players.size() > 1)
3036 for (unsigned i = 0; i < Person::players.size(); i++) {
3037 if (i == k || !(k == 0 || i == 0))
3039 if (!Person::players[k]->hasvictim)
3040 if (animation[Person::players[k]->animTarget].attack != reversal) {
3042 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3043 if (distance < 4.5 &&
3044 !Person::players[i]->skeleton.free &&
3045 Person::players[i]->howactive < typedead1 &&
3046 Person::players[i]->animTarget != jumpreversedanim &&
3047 Person::players[i]->animTarget != rabbitkickreversedanim &&
3048 Person::players[i]->animTarget != rabbitkickanim &&
3049 Person::players[k]->animTarget != rabbitkickanim &&
3050 Person::players[i]->animTarget != getupfrombackanim &&
3051 (Person::players[i]->animTarget != staggerbackhighanim &&
3052 (Person::players[i]->animTarget != staggerbackhardanim ||
3053 animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
3054 Person::players[i]->animTarget != jumpdownanim &&
3055 Person::players[i]->animTarget != jumpupanim &&
3056 Person::players[i]->animTarget != getupfromfrontanim) {
3057 Person::players[k]->victim = Person::players[i];
3058 Person::players[k]->hasvictim = 1;
3059 if (Person::players[k]->aitype == playercontrolled) { //human player
3061 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3062 Person::players[k]->crouchkeydown &&
3063 animation[Person::players[i]->animTarget].height != lowheight)
3064 Person::players[k]->animTarget = sweepanim;
3066 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3067 animation[Person::players[i]->animTarget].height != lowheight &&
3068 !Person::players[k]->forwardkeydown &&
3069 !Person::players[k]->leftkeydown &&
3070 !Person::players[k]->rightkeydown &&
3071 !Person::players[k]->crouchkeydown &&
3074 Person::players[k]->animTarget = winduppunchanim;
3076 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3077 animation[Person::players[i]->animTarget].height != lowheight &&
3078 !Person::players[k]->forwardkeydown &&
3079 !Person::players[k]->leftkeydown &&
3080 !Person::players[k]->rightkeydown &&
3081 !Person::players[k]->crouchkeydown &&
3083 Person::players[k]->animTarget = upunchanim;
3085 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3086 Person::players[i]->staggerdelay > 0 &&
3087 attackweapon == knife &&
3088 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
3089 Person::players[k]->animTarget = knifefollowanim;
3091 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3092 animation[Person::players[i]->animTarget].height != lowheight &&
3093 !Person::players[k]->forwardkeydown &&
3094 !Person::players[k]->leftkeydown &&
3095 !Person::players[k]->rightkeydown &&
3096 !Person::players[k]->crouchkeydown &&
3097 attackweapon == knife &&
3098 Person::players[k]->weaponmissdelay <= 0)
3099 Person::players[k]->animTarget = knifeslashstartanim;
3101 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3102 animation[Person::players[i]->animTarget].height != lowheight &&
3103 !Person::players[k]->crouchkeydown &&
3104 attackweapon == sword &&
3105 Person::players[k]->weaponmissdelay <= 0)
3106 Person::players[k]->animTarget = swordslashanim;
3108 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3109 animation[Person::players[i]->animTarget].height != lowheight &&
3110 !Person::players[k]->crouchkeydown &&
3111 attackweapon == staff &&
3112 Person::players[k]->weaponmissdelay <= 0 &&
3113 !Person::players[k]->leftkeydown &&
3114 !Person::players[k]->rightkeydown &&
3115 !Person::players[k]->forwardkeydown)
3116 Person::players[k]->animTarget = staffhitanim;
3118 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3119 animation[Person::players[i]->animTarget].height != lowheight &&
3120 !Person::players[k]->crouchkeydown &&
3121 attackweapon == staff &&
3122 Person::players[k]->weaponmissdelay <= 0)
3123 Person::players[k]->animTarget = staffspinhitanim;
3125 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3126 animation[Person::players[i]->animTarget].height != lowheight)
3127 Person::players[k]->animTarget = spinkickanim;
3129 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3130 animation[Person::players[i]->animTarget].height == lowheight &&
3131 animation[Person::players[k]->animTarget].attack != normalattack)
3132 Person::players[k]->animTarget = lowkickanim;
3133 } else { //AI player
3134 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
3135 randattack = abs(Random() % 5);
3136 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
3138 if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
3139 Person::players[k]->animTarget = sweepanim;
3141 else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
3143 Person::players[k]->animTarget = upunchanim;
3145 else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
3146 Person::players[k]->animTarget = spinkickanim;
3148 else if (animation[Person::players[i]->animTarget].height == lowheight)
3149 Person::players[k]->animTarget = lowkickanim;
3153 if ((tutoriallevel != 1 || !attackweapon) &&
3154 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3156 animation[Person::players[i]->animTarget].height != lowheight)
3157 Person::players[k]->animTarget = sweepanim;
3159 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3160 attackweapon == knife &&
3161 Person::players[k]->weaponmissdelay <= 0)
3162 Person::players[k]->animTarget = knifeslashstartanim;
3164 else if (!(Person::players[0]->victim == Person::players[i] &&
3165 Person::players[0]->hasvictim &&
3166 Person::players[0]->animTarget == swordslashanim) &&
3167 attackweapon == sword &&
3168 Person::players[k]->weaponmissdelay <= 0)
3169 Person::players[k]->animTarget = swordslashanim;
3171 else if (!(Person::players[0]->victim == Person::players[i] &&
3172 Person::players[0]->hasvictim &&
3173 Person::players[0]->animTarget == swordslashanim) &&
3174 attackweapon == staff &&
3175 Person::players[k]->weaponmissdelay <= 0 &&
3177 Person::players[k]->animTarget = staffhitanim;
3179 else if (!(Person::players[0]->victim == Person::players[i] &&
3180 Person::players[0]->hasvictim &&
3181 Person::players[0]->animTarget == swordslashanim) &&
3182 attackweapon == staff &&
3183 Person::players[k]->weaponmissdelay <= 0 &&
3185 Person::players[k]->animTarget = staffspinhitanim;
3187 else if ((tutoriallevel != 1 || !attackweapon) &&
3188 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3190 animation[Person::players[i]->animTarget].height != lowheight)
3191 Person::players[k]->animTarget = spinkickanim;
3193 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3194 animation[Person::players[i]->animTarget].height == lowheight &&
3195 animation[Person::players[k]->animTarget].attack != normalattack)
3196 Person::players[k]->animTarget = lowkickanim;
3200 //upunch becomes wolfslap
3201 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
3202 Person::players[k]->animTarget = wolfslapanim;
3205 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
3206 Person::players[i]->howactive < typedead1 &&
3207 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3208 !Person::players[i]->skeleton.free &&
3209 Person::players[i]->animTarget != getupfrombackanim &&
3210 Person::players[i]->animTarget != getupfromfrontanim &&
3211 (Person::players[i]->surprised > 0 ||
3212 Person::players[i]->aitype == passivetype ||
3213 attackweapon && Person::players[i]->stunned > 0) &&
3214 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
3216 if (!attackweapon) {
3217 Person::players[k]->animCurrent = sneakattackanim;
3218 Person::players[k]->animTarget = sneakattackanim;
3219 Person::players[i]->animCurrent = sneakattackedanim;
3220 Person::players[i]->animTarget = sneakattackedanim;
3221 Person::players[k]->oldcoords = Person::players[k]->coords;
3222 Person::players[k]->coords = Person::players[i]->coords;
3225 if (attackweapon == knife) {
3226 Person::players[k]->animCurrent = knifesneakattackanim;
3227 Person::players[k]->animTarget = knifesneakattackanim;
3228 Person::players[i]->animCurrent = knifesneakattackedanim;
3229 Person::players[i]->animTarget = knifesneakattackedanim;
3230 Person::players[i]->oldcoords = Person::players[i]->coords;
3231 Person::players[i]->coords = Person::players[k]->coords;
3234 if (attackweapon == sword) {
3235 Person::players[k]->animCurrent = swordsneakattackanim;
3236 Person::players[k]->animTarget = swordsneakattackanim;
3237 Person::players[i]->animCurrent = swordsneakattackedanim;
3238 Person::players[i]->animTarget = swordsneakattackedanim;
3239 Person::players[i]->oldcoords = Person::players[i]->coords;
3240 Person::players[i]->coords = Person::players[k]->coords;
3242 if (attackweapon != staff) {
3243 Person::players[k]->victim = Person::players[i];
3244 Person::players[k]->hasvictim = 1;
3245 Person::players[i]->targettilt2 = 0;
3246 Person::players[i]->frameTarget = 1;
3247 Person::players[i]->frameCurrent = 0;
3248 Person::players[i]->target = 0;
3249 Person::players[i]->velocity = 0;
3250 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3251 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3252 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3253 Person::players[k]->target = Person::players[i]->target;
3254 Person::players[k]->velocity = 0;
3255 Person::players[k]->targetyaw = Person::players[i]->yaw;
3256 Person::players[k]->yaw = Person::players[i]->yaw;
3257 Person::players[i]->targetyaw = Person::players[i]->yaw;
3260 if (animation[Person::players[k]->animTarget].attack == normalattack &&
3261 Person::players[k]->victim == Person::players[i] &&
3262 (!Person::players[i]->skeleton.free)) {
3264 Person::players[k]->frameTarget = 0;
3265 Person::players[k]->target = 0;
3267 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3268 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3269 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3270 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3271 Person::players[k]->lastattack = Person::players[k]->animTarget;
3273 if (Person::players[k]->animTarget == knifefollowanim &&
3274 Person::players[k]->victim == Person::players[i]) {
3276 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3277 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3278 Person::players[k]->victim = Person::players[i];
3279 Person::players[k]->hasvictim = 1;
3280 Person::players[i]->animTarget = knifefollowedanim;
3281 Person::players[i]->animCurrent = knifefollowedanim;
3282 Person::players[i]->targettilt2 = 0;
3283 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
3284 Person::players[i]->frameTarget = 1;
3285 Person::players[i]->frameCurrent = 0;
3286 Person::players[i]->target = 0;
3287 Person::players[i]->velocity = 0;
3288 Person::players[k]->animCurrent = knifefollowanim;
3289 Person::players[k]->animTarget = knifefollowanim;
3290 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3291 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3292 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3293 Person::players[k]->target = Person::players[i]->target;
3294 Person::players[k]->velocity = 0;
3295 Person::players[k]->oldcoords = Person::players[k]->coords;
3296 Person::players[i]->coords = Person::players[k]->coords;
3297 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3298 Person::players[i]->yaw = Person::players[k]->targetyaw;
3299 Person::players[k]->yaw = Person::players[k]->targetyaw;
3300 Person::players[i]->yaw = Person::players[k]->targetyaw;
3304 const bool hasstaff = attackweapon == staff;
3305 if (k == 0 && Person::players.size() > 1)
3306 for (unsigned i = 0; i < Person::players.size(); i++) {
3309 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
3310 animation[Person::players[k]->animTarget].attack == neutral) {
3311 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3312 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
3313 if (Person::players[i]->skeleton.free)
3314 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
3315 (Person::players[i]->dead ||
3316 Person::players[i]->skeleton.longdead > 1000 ||
3317 Person::players[k]->isRun() ||
3320 (Person::players[i]->skeleton.longdead > 2000 ||
3321 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
3322 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
3323 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
3324 Person::players[k]->victim = Person::players[i];
3325 Person::players[k]->hasvictim = 1;
3326 if (attackweapon && tutoriallevel != 1) {
3328 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
3329 Person::players[k]->animTarget = crouchstabanim;
3331 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
3332 Person::players[k]->animTarget = swordgroundstabanim;
3334 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
3335 Person::players[k]->animTarget = staffgroundsmashanim;
3337 if (distance < 2.5 &&
3338 Person::players[k]->crouchkeydown &&
3339 Person::players[k]->animTarget != crouchstabanim &&
3341 Person::players[i]->dead &&
3342 Person::players[i]->skeleton.free &&
3343 Person::players[i]->skeleton.longdead > 1000) {
3344 Person::players[k]->animTarget = killanim;
3345 //TODO: refactor this out, what does it do?
3346 for (int j = 0; j < terrain.numdecals; j++) {
3347 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3348 terrain.decalalivetime[j] < 2)
3349 terrain.DeleteDecal(j);
3351 for (int l = 0; l < objects.numobjects; l++) {
3352 if (objects.model[l].type == decalstype)
3353 for (int j = 0; j < objects.model[l].numdecals; j++) {
3354 if ((objects.model[l].decaltype[j] == blooddecal ||
3355 objects.model[l].decaltype[j] == blooddecalslow) &&
3356 objects.model[l].decalalivetime[j] < 2)
3357 objects.model[l].DeleteDecal(j);
3361 if (!Person::players[i]->dead || musictype != 2)
3362 if (distance < 3.5 &&
3363 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
3364 Person::players[k]->staggerdelay <= 0 &&
3365 (Person::players[i]->dead ||
3366 Person::players[i]->skeleton.longdead < 300 &&
3367 Person::players[k]->lastattack != spinkickanim &&
3368 Person::players[i]->skeleton.free) &&
3369 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
3370 Person::players[k]->animTarget = dropkickanim;
3371 for (int j = 0; j < terrain.numdecals; j++) {
3372 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3373 terrain.decalalivetime[j] < 2) {
3374 terrain.DeleteDecal(j);
3377 for (int l = 0; l < objects.numobjects; l++) {
3378 if (objects.model[l].type == decalstype)
3379 for (int j = 0; j < objects.model[l].numdecals; j++) {
3380 if ((objects.model[l].decaltype[j] == blooddecal ||
3381 objects.model[l].decaltype[j] == blooddecalslow) &&
3382 objects.model[l].decalalivetime[j] < 2) {
3383 objects.model[l].DeleteDecal(j);
3389 if (animation[Person::players[k]->animTarget].attack == normalattack &&
3390 Person::players[k]->victim == Person::players[i] &&
3391 (!Person::players[i]->skeleton.free ||
3392 Person::players[k]->animTarget == killanim ||
3393 Person::players[k]->animTarget == crouchstabanim ||
3394 Person::players[k]->animTarget == swordgroundstabanim ||
3395 Person::players[k]->animTarget == staffgroundsmashanim ||
3396 Person::players[k]->animTarget == dropkickanim)) {
3398 Person::players[k]->frameTarget = 0;
3399 Person::players[k]->target = 0;
3401 XYZ targetpoint = Person::players[i]->coords;
3402 if (Person::players[k]->animTarget == crouchstabanim ||
3403 Person::players[k]->animTarget == swordgroundstabanim ||
3404 Person::players[k]->animTarget == staffgroundsmashanim) {
3405 targetpoint += (Person::players[i]->jointPos(abdomen) +
3406 Person::players[i]->jointPos(neck)) / 2 *
3407 Person::players[i]->scale;
3409 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
3410 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
3412 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
3413 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
3416 if (Person::players[k]->animTarget == staffgroundsmashanim)
3417 Person::players[k]->targettilt2 += 10;
3419 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3420 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3421 Person::players[k]->lastattack = Person::players[k]->animTarget;
3423 if (Person::players[k]->animTarget == swordgroundstabanim) {
3424 Person::players[k]->targetyaw += 30;
3429 if (!Person::players[k]->hasvictim) {
3431 for (unsigned i = 0; i < Person::players.size(); i++) {
3432 if (i == k || !(i == 0 || k == 0))
3434 if (!Person::players[i]->skeleton.free) {
3435 if (Person::players[k]->hasvictim) {
3436 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
3437 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
3438 Person::players[k]->victim = Person::players[i];
3440 Person::players[k]->victim = Person::players[i];
3441 Person::players[k]->hasvictim = 1;
3446 if (Person::players[k]->aitype == playercontrolled)
3448 if (Person::players[k]->attackkeydown &&
3449 Person::players[k]->isRun() &&
3450 Person::players[k]->wasRun() &&
3451 ((Person::players[k]->hasvictim &&
3452 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
3453 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
3454 !Person::players[k]->victim->skeleton.free &&
3455 Person::players[k]->victim->animTarget != getupfrombackanim &&
3456 Person::players[k]->victim->animTarget != getupfromfrontanim &&
3457 animation[Person::players[k]->victim->animTarget].height != lowheight &&
3458 Person::players[k]->aitype != playercontrolled && //wat???
3459 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
3460 Person::players[k]->rabbitkickenabled) ||
3461 Person::players[k]->jumpkeydown)) {
3463 Person::players[k]->setAnimation(rabbitkickanim);
3466 if (animation[Person::players[k]->animTarget].attack && k == 0) {
3468 switch (attackweapon) {
3489 void doPlayerCollisions()
3491 static XYZ rotatetarget;
3492 static float collisionradius;
3493 if (Person::players.size() > 1)
3494 for (unsigned k = 0; k < Person::players.size(); k++)
3495 for (unsigned i = k + 1; i < Person::players.size(); i++) {
3496 //neither player is part of a reversal
3497 if ((animation[Person::players[i]->animTarget].attack != reversed &&
3498 animation[Person::players[i]->animTarget].attack != reversal &&
3499 animation[Person::players[k]->animTarget].attack != reversed &&
3500 animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
3501 if ((animation[Person::players[i]->animCurrent].attack != reversed &&
3502 animation[Person::players[i]->animCurrent].attack != reversal &&
3503 animation[Person::players[k]->animCurrent].attack != reversed &&
3504 animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
3505 //neither is sleeping
3506 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
3507 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
3508 //in same patch, neither is climbing
3509 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
3510 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
3511 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
3512 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
3513 Person::players[i]->animTarget != climbanim &&
3514 Person::players[i]->animTarget != hanganim &&
3515 Person::players[k]->animTarget != climbanim &&
3516 Person::players[k]->animTarget != hanganim)
3517 //players are close (bounding box test)
3518 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
3519 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
3520 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
3521 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
3522 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
3523 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
3524 //spread fire from player to player
3525 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
3526 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3527 if (Person::players[i]->onfire || Person::players[k]->onfire) {
3528 if (!Person::players[i]->onfire)
3529 Person::players[i]->CatchFire();
3530 if (!Person::players[k]->onfire)
3531 Person::players[k]->CatchFire();
3535 XYZ tempcoords1 = Person::players[i]->coords;
3536 XYZ tempcoords2 = Person::players[k]->coords;
3537 if (!Person::players[i]->skeleton.oldfree)
3538 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
3539 if (!Person::players[k]->skeleton.oldfree)
3540 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
3541 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3542 if (Person::players[0]->hasvictim)
3543 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
3544 collisionradius = 3;
3545 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
3546 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
3547 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
3548 //jump down on a dead body
3549 if (k == 0 || i == 0) {
3551 if (Person::players[0]->animTarget == jumpdownanim &&
3552 !Person::players[0]->skeleton.oldfree &&
3553 !Person::players[0]->skeleton.free &&
3554 Person::players[l]->skeleton.oldfree &&
3555 Person::players[l]->skeleton.free &&
3556 Person::players[l]->dead &&
3557 Person::players[0]->lastcollide <= 0 &&
3558 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
3559 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
3560 Person::players[0]->coords.y = Person::players[l]->coords.y;
3561 Person::players[l]->velocity = Person::players[0]->velocity;
3562 Person::players[l]->skeleton.free = 0;
3563 Person::players[l]->yaw = 0;
3564 Person::players[l]->RagDoll(0);
3565 Person::players[l]->DoDamage(20);
3567 Person::players[l]->skeleton.longdead = 0;
3568 Person::players[0]->lastcollide = 1;
3572 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
3573 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
3574 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
3575 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
3576 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
3577 Person::players[i]->skeleton.free) &&
3578 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
3579 Person::players[k]->skeleton.free))
3580 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
3581 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
3582 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
3584 k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
3585 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
3586 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
3587 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
3588 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
3590 if ( (i != 0 || Person::players[i]->skeleton.free) &&
3591 (k != 0 || Person::players[k]->skeleton.free) ||
3592 (animation[Person::players[i]->animTarget].height == highheight &&
3593 animation[Person::players[k]->animTarget].height == highheight)) {
3594 if (tutoriallevel != 1) {
3595 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
3598 Person::players[i]->RagDoll(0);
3599 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
3600 award_bonus(0, aimbonus);
3602 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
3603 Person::players[k]->RagDoll(0);
3604 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
3605 award_bonus(0, aimbonus); // Huh, again?
3607 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
3609 for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
3610 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
3612 for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
3613 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
3618 if ( (animation[Person::players[i]->animTarget].attack == neutral ||
3619 animation[Person::players[i]->animTarget].attack == normalattack) &&
3620 (animation[Person::players[k]->animTarget].attack == neutral ||
3621 animation[Person::players[k]->animTarget].attack == normalattack)) {
3623 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
3624 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3625 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
3626 Normalise(&rotatetarget);
3627 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
3628 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
3629 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3630 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3631 if (Person::players[k]->howactive == typeactive || hostile)
3632 if (Person::players[k]->isIdle()) {
3633 if (Person::players[k]->howactive < typesleeping)
3634 Person::players[k]->setAnimation(Person::players[k]->getStop());
3635 else if (Person::players[k]->howactive == typesleeping)
3636 Person::players[k]->setAnimation(getupfromfrontanim);
3638 Person::players[k]->howactive = typeactive;
3640 if (Person::players[i]->howactive == typeactive || hostile)
3641 if (Person::players[i]->isIdle()) {
3642 if (Person::players[i]->howactive < typesleeping)
3643 Person::players[i]->setAnimation(Person::players[k]->getStop());
3645 Person::players[i]->setAnimation(getupfromfrontanim);
3647 Person::players[i]->howactive = typeactive;
3650 //jump down on player
3652 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
3653 !Person::players[i]->isCrouch() &&
3654 Person::players[i]->animTarget != rollanim &&
3655 !Person::players[k]->skeleton.oldfree && !
3656 Person::players[k]->skeleton.free &&
3657 Person::players[k]->lastcollide <= 0 &&
3658 Person::players[k]->velocity.y < -10) {
3659 Person::players[i]->velocity = Person::players[k]->velocity;
3660 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3661 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3662 Person::players[i]->DoDamage(20);
3663 Person::players[i]->RagDoll(0);
3664 Person::players[k]->lastcollide = 1;
3665 award_bonus(k, AboveBonus);
3667 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3668 !Person::players[k]->isCrouch() &&
3669 Person::players[k]->animTarget != rollanim &&
3670 !Person::players[i]->skeleton.oldfree &&
3671 !Person::players[i]->skeleton.free &&
3672 Person::players[i]->lastcollide <= 0 &&
3673 Person::players[i]->velocity.y < -10) {
3674 Person::players[k]->velocity = Person::players[i]->velocity;
3675 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3676 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3677 Person::players[k]->DoDamage(20);
3678 Person::players[k]->RagDoll(0);
3679 Person::players[i]->lastcollide = 1;
3680 award_bonus(i, AboveBonus);
3686 Person::players[i]->CheckKick();
3687 Person::players[k]->CheckKick();
3693 void doAI(unsigned i)
3695 static bool connected;
3696 if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) {
3697 Person::players[i]->jumpclimb = 0;
3698 //disable movement in editor
3700 Person::players[i]->stunned = 1;
3702 Person::players[i]->pause = 0;
3703 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
3704 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
3705 !Person::players[0]->onterrain)
3706 Person::players[i]->pause = 1;
3709 if (Person::players[i]->aitype == pathfindtype) {
3710 if (Person::players[i]->finalpathfindpoint == -1) {
3711 float closestdistance;
3716 closestdistance = -1;
3717 for (int j = 0; j < numpathpoints; j++)
3718 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
3719 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
3721 Person::players[i]->finaltarget = pathpoint[j];
3723 Person::players[i]->finalpathfindpoint = closest;
3724 for (int j = 0; j < numpathpoints; j++)
3725 for (int k = 0; k < numpathpointconnect[j]; k++) {
3726 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3727 if (sq(tempdist) < closestdistance)
3728 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3729 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3730 closestdistance = sq(tempdist);
3732 Person::players[i]->finaltarget = colpoint;
3735 Person::players[i]->finalpathfindpoint = closest;
3738 if (Person::players[i]->targetpathfindpoint == -1) {
3739 float closestdistance;
3744 closestdistance = -1;
3745 if (Person::players[i]->lastpathfindpoint == -1) {
3746 for (int j = 0; j < numpathpoints; j++) {
3747 if (j != Person::players[i]->lastpathfindpoint)
3748 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
3749 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
3753 Person::players[i]->targetpathfindpoint = closest;
3754 for (int j = 0; j < numpathpoints; j++)
3755 if (j != Person::players[i]->lastpathfindpoint)
3756 for (int k = 0; k < numpathpointconnect[j]; k++) {
3757 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3758 if (sq(tempdist) < closestdistance) {
3759 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3760 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3761 closestdistance = sq(tempdist);
3766 Person::players[i]->targetpathfindpoint = closest;
3768 for (int j = 0; j < numpathpoints; j++)
3769 if (j != Person::players[i]->lastpathfindpoint &&
3770 j != Person::players[i]->lastpathfindpoint2 &&
3771 j != Person::players[i]->lastpathfindpoint3 &&
3772 j != Person::players[i]->lastpathfindpoint4) {
3774 if (numpathpointconnect[j])
3775 for (int k = 0; k < numpathpointconnect[j]; k++)
3776 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
3779 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
3780 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
3781 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
3784 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
3785 if (closest == -1 || tempdist < closestdistance) {
3786 closestdistance = tempdist;
3791 Person::players[i]->targetpathfindpoint = closest;
3794 Person::players[i]->losupdatedelay -= multiplier;
3796 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
3797 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3799 //reached target point
3800 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
3801 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3802 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3803 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3804 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
3805 if (Person::players[i]->lastpathfindpoint2 == -1)
3806 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3807 if (Person::players[i]->lastpathfindpoint3 == -1)
3808 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3809 if (Person::players[i]->lastpathfindpoint4 == -1)
3810 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3811 Person::players[i]->targetpathfindpoint = -1;
3813 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
3814 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
3815 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
3816 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
3817 Person::players[i]->aitype = passivetype;
3820 Person::players[i]->forwardkeydown = 1;
3821 Person::players[i]->leftkeydown = 0;
3822 Person::players[i]->backkeydown = 0;
3823 Person::players[i]->rightkeydown = 0;
3824 Person::players[i]->crouchkeydown = 0;
3825 Person::players[i]->attackkeydown = 0;
3826 Person::players[i]->throwkeydown = 0;
3828 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
3829 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3831 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3832 Person::players[i]->jumpkeydown = 0;
3833 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3834 Person::players[i]->jumpkeydown = 1;
3836 if ((tutoriallevel != 1 || cananger) &&
3838 !Person::players[0]->dead &&
3839 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3840 Person::players[i]->occluded < 25) {
3841 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3842 animation[Person::players[0]->animTarget].height != lowheight &&
3844 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
3845 Person::players[i]->aitype = attacktypecutoff;
3846 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3847 animation[Person::players[0]->animTarget].height == highheight &&
3849 Person::players[i]->aitype = attacktypecutoff;
3851 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3852 Person::players[i]->losupdatedelay = .2;
3853 for (unsigned j = 0; j < Person::players.size(); j++)
3854 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
3855 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
3856 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3857 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3858 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
3859 if (!Person::players[j]->isWallJump() && -1 == checkcollide(
3860 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
3861 *Person::players[i]->scale + Person::players[i]->coords,
3862 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
3863 *Person::players[j]->scale + Person::players[j]->coords) ||
3864 (Person::players[j]->animTarget == hanganim &&
3865 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3866 Person::players[i]->aitype = searchtype;
3867 Person::players[i]->lastchecktime = 12;
3868 Person::players[i]->lastseen = Person::players[j]->coords;
3869 Person::players[i]->lastseentime = 12;
3873 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
3874 if (Person::players[i]->creature != wolftype) {
3875 Person::players[i]->stunned = .6;
3876 Person::players[i]->surprised = .6;
3880 if (Person::players[i]->aitype != passivetype && leveltime > .5)
3881 Person::players[i]->howactive = typeactive;
3883 if (Person::players[i]->aitype == passivetype) {
3884 Person::players[i]->aiupdatedelay -= multiplier;
3885 Person::players[i]->losupdatedelay -= multiplier;
3886 Person::players[i]->lastseentime += multiplier;
3887 Person::players[i]->pausetime -= multiplier;
3888 if (Person::players[i]->lastseentime > 1)
3889 Person::players[i]->lastseentime = 1;
3891 if (Person::players[i]->aiupdatedelay < 0) {
3892 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
3893 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
3894 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3895 Person::players[i]->aiupdatedelay = .05;
3897 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
3898 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
3899 Person::players[i]->pausetime = 4;
3900 Person::players[i]->waypoint++;
3901 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
3902 Person::players[i]->waypoint = 0;
3907 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
3908 Person::players[i]->forwardkeydown = 1;
3910 Person::players[i]->forwardkeydown = 0;
3911 Person::players[i]->leftkeydown = 0;
3912 Person::players[i]->backkeydown = 0;
3913 Person::players[i]->rightkeydown = 0;
3914 Person::players[i]->crouchkeydown = 0;
3915 Person::players[i]->attackkeydown = 0;
3916 Person::players[i]->throwkeydown = 0;
3918 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3919 if (!Person::players[i]->avoidsomething)
3920 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3922 XYZ leftpos, rightpos;
3923 float leftdist, rightdist;
3924 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3925 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3926 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
3927 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
3928 if (leftdist < rightdist)
3929 Person::players[i]->targetyaw += 90;
3931 Person::players[i]->targetyaw -= 90;
3935 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3936 Person::players[i]->jumpkeydown = 0;
3937 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3938 Person::players[i]->jumpkeydown = 1;
3942 if (!editorenabled) {
3943 if (Person::players[i]->howactive <= typesleeping)
3944 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
3945 for (int j = 0; j < numenvsounds; j++) {
3946 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
3947 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
3948 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
3949 Person::players[i]->aitype = attacktypecutoff;
3952 if (Person::players[i]->aitype != passivetype) {
3953 if (Person::players[i]->howactive == typesleeping)
3954 Person::players[i]->setAnimation(getupfromfrontanim);
3955 Person::players[i]->howactive = typeactive;
3959 if (Person::players[i]->howactive < typesleeping &&
3960 ((tutoriallevel != 1 || cananger) && hostile) &&
3961 !Person::players[0]->dead &&
3962 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3963 Person::players[i]->occluded < 25) {
3964 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3965 animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
3966 Person::players[i]->aitype = attacktypecutoff;
3967 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3968 animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
3969 Person::players[i]->aitype = attacktypecutoff;
3972 if (Person::players[i]->creature == wolftype) {
3974 for (unsigned j = 0; j < Person::players.size(); j++) {
3975 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
3976 float smelldistance = 50;
3977 if (j == 0 && Person::players[j]->num_weapons > 0) {
3978 if (weapons[Person::players[j]->weaponids[0]].bloody)
3979 smelldistance = 100;
3980 if (Person::players[j]->num_weapons == 2)
3981 if (weapons[Person::players[j]->weaponids[1]].bloody)
3982 smelldistance = 100;
3985 smelldistance = 100;
3986 windsmell = windvector;
3987 Normalise(&windsmell);
3988 windsmell = windsmell * 2 + Person::players[j]->coords;
3989 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
3990 Person::players[i]->aitype = attacktypecutoff;
3995 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3996 Person::players[i]->losupdatedelay = .2;
3997 for (unsigned j = 0; j < Person::players.size(); j++) {
3998 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
3999 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4000 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4001 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4002 if ((-1 == checkcollide(
4003 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4004 Person::players[i]->scale + Person::players[i]->coords,
4005 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
4006 Person::players[j]->scale + Person::players[j]->coords) &&
4007 !Person::players[j]->isWallJump()) ||
4008 (Person::players[j]->animTarget == hanganim &&
4009 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4010 Person::players[i]->lastseentime -= .2;
4011 if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
4012 Person::players[i]->lastseentime -= .4;
4014 Person::players[i]->lastseentime -= .6;
4016 if (Person::players[i]->lastseentime <= 0) {
4017 Person::players[i]->aitype = searchtype;
4018 Person::players[i]->lastchecktime = 12;
4019 Person::players[i]->lastseen = Person::players[j]->coords;
4020 Person::players[i]->lastseentime = 12;
4027 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
4028 if (Person::players[i]->creature != wolftype) {
4029 Person::players[i]->stunned = .6;
4030 Person::players[i]->surprised = .6;
4032 if (Person::players[i]->creature == wolftype) {
4033 Person::players[i]->stunned = .47;
4034 Person::players[i]->surprised = .47;
4042 if (Person::players[i]->aitype == searchtype) {
4043 Person::players[i]->aiupdatedelay -= multiplier;
4044 Person::players[i]->losupdatedelay -= multiplier;
4045 if (!Person::players[i]->pause)
4046 Person::players[i]->lastseentime -= multiplier;
4047 Person::players[i]->lastchecktime -= multiplier;
4049 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
4050 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4051 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4053 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4055 j = checkcollide(test2, test, Person::players[i]->laststanding);
4057 j = checkcollide(test2, test);
4059 Person::players[i]->velocity = 0;
4060 Person::players[i]->setAnimation(Person::players[i]->getStop());
4061 Person::players[i]->targetyaw += 180;
4062 Person::players[i]->stunned = .5;
4063 //Person::players[i]->aitype=passivetype;
4064 Person::players[i]->aitype = pathfindtype;
4065 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4066 Person::players[i]->finalpathfindpoint = -1;
4067 Person::players[i]->targetpathfindpoint = -1;
4068 Person::players[i]->lastpathfindpoint = -1;
4069 Person::players[i]->lastpathfindpoint2 = -1;
4070 Person::players[i]->lastpathfindpoint3 = -1;
4071 Person::players[i]->lastpathfindpoint4 = -1;
4073 Person::players[i]->laststanding = j;
4076 //check out last seen location
4077 if (Person::players[i]->aiupdatedelay < 0) {
4078 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
4079 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4080 Person::players[i]->aiupdatedelay = .05;
4081 Person::players[i]->forwardkeydown = 1;
4083 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
4084 Person::players[i]->forwardkeydown = 0;
4085 Person::players[i]->aiupdatedelay = 1;
4086 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
4087 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
4088 Person::players[i]->lastchecktime = 3;
4091 Person::players[i]->leftkeydown = 0;
4092 Person::players[i]->backkeydown = 0;
4093 Person::players[i]->rightkeydown = 0;
4094 Person::players[i]->crouchkeydown = 0;
4095 Person::players[i]->attackkeydown = 0;
4096 Person::players[i]->throwkeydown = 0;
4098 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4099 if (!Person::players[i]->avoidsomething)
4100 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4102 XYZ leftpos, rightpos;
4103 float leftdist, rightdist;
4104 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4105 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4106 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4107 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4108 if (leftdist < rightdist)
4109 Person::players[i]->targetyaw += 90;
4111 Person::players[i]->targetyaw -= 90;
4115 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4116 Person::players[i]->jumpkeydown = 0;
4117 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4118 Person::players[i]->jumpkeydown = 1;
4120 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
4121 for (int k = 0; k < numenvsounds; k++) {
4122 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
4123 Person::players[i]->aitype = attacktypecutoff;
4127 if (!Person::players[0]->dead &&
4128 Person::players[i]->losupdatedelay < 0 &&
4130 Person::players[i]->occluded < 2 &&
4131 ((tutoriallevel != 1 || cananger) && hostile)) {
4132 Person::players[i]->losupdatedelay = .2;
4133 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
4134 Person::players[i]->aitype = attacktypecutoff;
4135 Person::players[i]->lastseentime = 1;
4137 if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
4138 //TODO: factor out canSeePlayer()
4139 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
4140 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4142 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4143 Person::players[i]->scale + Person::players[i]->coords,
4144 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
4145 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
4146 (Person::players[0]->animTarget == hanganim && normaldotproduct(
4147 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
4148 /* //TODO: changed j to 0 on a whim, make sure this is correct
4149 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
4150 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
4152 Person::players[i]->aitype = attacktypecutoff;
4153 Person::players[i]->lastseentime = 1;
4157 if (Person::players[i]->lastseentime < 0) {
4158 //Person::players[i]->aitype=passivetype;
4160 Person::players[i]->aitype = pathfindtype;
4161 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4162 Person::players[i]->finalpathfindpoint = -1;
4163 Person::players[i]->targetpathfindpoint = -1;
4164 Person::players[i]->lastpathfindpoint = -1;
4165 Person::players[i]->lastpathfindpoint2 = -1;
4166 Person::players[i]->lastpathfindpoint3 = -1;
4167 Person::players[i]->lastpathfindpoint4 = -1;
4171 if (Person::players[i]->aitype != gethelptype)
4172 Person::players[i]->runninghowlong = 0;
4174 //get help from buddies
4175 if (Person::players[i]->aitype == gethelptype) {
4176 Person::players[i]->runninghowlong += multiplier;
4177 Person::players[i]->aiupdatedelay -= multiplier;
4179 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
4180 Person::players[i]->aiupdatedelay = .2;
4183 //TODO: factor out closest search somehow
4184 if (!Person::players[i]->ally) {
4186 float closestdist = -1;
4187 for (unsigned k = 0; k < Person::players.size(); k++) {
4188 if (k != i && k != 0 && !Person::players[k]->dead &&
4189 Person::players[k]->howactive < typedead1 &&
4190 !Person::players[k]->skeleton.free &&
4191 Person::players[k]->aitype == passivetype) {
4192 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
4193 if (closestdist == -1 || distance < closestdist) {
4194 closestdist = distance;
4201 Person::players[i]->ally = closest;
4203 Person::players[i]->ally = 0;
4204 Person::players[i]->lastseen = Person::players[0]->coords;
4205 Person::players[i]->lastseentime = 12;
4209 Person::players[i]->lastchecktime = 12;
4211 XYZ facing = Person::players[i]->coords;
4212 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
4213 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4214 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
4215 if (-1 != checkcollide(facing, flatfacing))
4216 Person::players[i]->lastseentime -= .1;
4218 //no available ally, run back to player
4219 if (Person::players[i]->ally <= 0 ||
4220 Person::players[Person::players[i]->ally]->skeleton.free ||
4221 Person::players[Person::players[i]->ally]->aitype != passivetype ||
4222 Person::players[i]->lastseentime <= 0) {
4223 Person::players[i]->aitype = searchtype;
4224 Person::players[i]->lastseentime = 12;
4228 if (Person::players[i]->ally > 0) {
4229 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
4230 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4231 Person::players[i]->aiupdatedelay = .05;
4232 Person::players[i]->forwardkeydown = 1;
4234 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
4235 Person::players[i]->aitype = searchtype;
4236 Person::players[i]->lastseentime = 12;
4237 Person::players[Person::players[i]->ally]->aitype = searchtype;
4238 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
4239 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
4240 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
4241 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
4245 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4246 if (!Person::players[i]->avoidsomething)
4247 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4249 XYZ leftpos, rightpos;
4250 float leftdist, rightdist;
4251 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4252 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4253 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4254 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4255 if (leftdist < rightdist)
4256 Person::players[i]->targetyaw += 90;
4258 Person::players[i]->targetyaw -= 90;
4263 Person::players[i]->leftkeydown = 0;
4264 Person::players[i]->backkeydown = 0;
4265 Person::players[i]->rightkeydown = 0;
4266 Person::players[i]->crouchkeydown = 0;
4267 Person::players[i]->attackkeydown = 0;
4269 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4270 Person::players[i]->jumpkeydown = 0;
4271 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
4272 Person::players[i]->jumpkeydown = 1;
4275 //retreiving a weapon on the ground
4276 if (Person::players[i]->aitype == getweapontype) {
4277 Person::players[i]->aiupdatedelay -= multiplier;
4278 Person::players[i]->lastchecktime -= multiplier;
4280 if (Person::players[i]->aiupdatedelay < 0) {
4281 Person::players[i]->aiupdatedelay = .2;
4284 if (Person::players[i]->ally < 0) {
4286 float closestdist = -1;
4287 for (unsigned k = 0; k < weapons.size(); k++)
4288 if (weapons[k].owner == -1) {
4289 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
4290 if (closestdist == -1 || distance < closestdist) {
4291 closestdist = distance;
4297 Person::players[i]->ally = closest;
4299 Person::players[i]->ally = -1;
4302 Person::players[i]->lastseentime = 12;
4304 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
4305 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
4306 Person::players[i]->aitype = attacktypecutoff;
4307 Person::players[i]->lastseentime = 1;
4309 if (!Person::players[0]->dead)
4310 if (Person::players[i]->ally >= 0) {
4311 if (weapons[Person::players[i]->ally].owner != -1 ||
4312 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
4313 Person::players[i]->aitype = attacktypecutoff;
4314 Person::players[i]->lastseentime = 1;
4316 //TODO: factor these out as moveToward()
4317 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
4318 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4319 Person::players[i]->aiupdatedelay = .05;
4320 Person::players[i]->forwardkeydown = 1;
4323 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4324 if (!Person::players[i]->avoidsomething)
4325 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4327 XYZ leftpos, rightpos;
4328 float leftdist, rightdist;
4329 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4330 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4331 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4332 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4333 if (leftdist < rightdist)
4334 Person::players[i]->targetyaw += 90;
4336 Person::players[i]->targetyaw -= 90;
4341 Person::players[i]->leftkeydown = 0;
4342 Person::players[i]->backkeydown = 0;
4343 Person::players[i]->rightkeydown = 0;
4344 Person::players[i]->attackkeydown = 0;
4345 Person::players[i]->throwkeydown = 1;
4346 Person::players[i]->crouchkeydown = 0;
4347 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
4348 Person::players[i]->animTarget != removeknifeanim)
4349 Person::players[i]->throwtogglekeydown = 0;
4350 Person::players[i]->drawkeydown = 0;
4352 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4353 Person::players[i]->jumpkeydown = 0;
4354 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4355 Person::players[i]->jumpkeydown = 1;
4358 if (Person::players[i]->aitype == attacktypecutoff) {
4359 Person::players[i]->aiupdatedelay -= multiplier;
4360 //dodge or reverse rabbit kicks, knife throws, flips
4361 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
4362 if ((Person::players[0]->animTarget == rabbitkickanim ||
4363 Person::players[0]->animTarget == knifethrowanim ||
4364 (Person::players[0]->isFlip() &&
4365 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
4366 !Person::players[0]->skeleton.free &&
4367 (Person::players[i]->aiupdatedelay < .1)) {
4368 Person::players[i]->attackkeydown = 0;
4369 if (Person::players[i]->isIdle())
4370 Person::players[i]->crouchkeydown = 1;
4371 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
4372 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
4373 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
4374 if (abs(Random() % 2) == 0)
4375 Person::players[i]->setAnimation(backhandspringanim);
4377 Person::players[i]->setAnimation(rollanim);
4378 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
4379 Person::players[i]->wentforweapon = 0;
4381 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
4382 Person::players[i]->setAnimation(flipanim);
4385 Person::players[i]->forwardkeydown = 0;
4386 Person::players[i]->aiupdatedelay = .02;
4388 //get confused by flips
4389 if (Person::players[0]->isFlip() &&
4390 !Person::players[0]->skeleton.free &&
4391 Person::players[0]->animTarget != walljumprightkickanim &&
4392 Person::players[0]->animTarget != walljumpleftkickanim) {
4393 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
4394 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
4395 Person::players[i]->stunned = 1;
4397 //go for weapon on the ground
4398 if (Person::players[i]->wentforweapon < 3)
4399 for (unsigned k = 0; k < weapons.size(); k++)
4400 if (Person::players[i]->creature != wolftype)
4401 if (Person::players[i]->num_weapons == 0 &&
4402 weapons[k].owner == -1 &&
4403 weapons[i].velocity.x == 0 &&
4404 weapons[i].velocity.z == 0 &&
4405 weapons[i].velocity.y == 0) {
4406 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
4407 Person::players[i]->wentforweapon++;
4408 Person::players[i]->lastchecktime = 6;
4409 Person::players[i]->aitype = getweapontype;
4410 Person::players[i]->ally = -1;
4413 //dodge/reverse walljump kicks
4414 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
4415 if (animation[Person::players[i]->animTarget].height != highheight)
4416 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
4417 ((Person::players[0]->animTarget == walljumprightkickanim ||
4418 Person::players[0]->animTarget == walljumpleftkickanim) &&
4419 ((Person::players[i]->aiupdatedelay < .15 &&
4421 (Person::players[i]->aiupdatedelay < .08 &&
4422 difficulty != 2)))) {
4423 Person::players[i]->crouchkeydown = 1;
4425 //walked off a ledge (?)
4426 if (Person::players[i]->isRun() && !Person::players[i]->onground)
4427 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4428 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4430 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4432 j = checkcollide(test2, test, Person::players[i]->laststanding);
4434 j = checkcollide(test2, test);
4436 Person::players[i]->velocity = 0;
4437 Person::players[i]->setAnimation(Person::players[i]->getStop());
4438 Person::players[i]->targetyaw += 180;
4439 Person::players[i]->stunned = .5;
4440 Person::players[i]->aitype = pathfindtype;
4441 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4442 Person::players[i]->finalpathfindpoint = -1;
4443 Person::players[i]->targetpathfindpoint = -1;
4444 Person::players[i]->lastpathfindpoint = -1;
4445 Person::players[i]->lastpathfindpoint2 = -1;
4446 Person::players[i]->lastpathfindpoint3 = -1;
4447 Person::players[i]->lastpathfindpoint4 = -1;
4449 Person::players[i]->laststanding = j;
4451 //lose sight of player in the air (?)
4452 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
4453 animation[Person::players[0]->animTarget].height != highheight &&
4454 !Person::players[0]->onterrain) {
4455 Person::players[i]->aitype = pathfindtype;
4456 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4457 Person::players[i]->finalpathfindpoint = -1;
4458 Person::players[i]->targetpathfindpoint = -1;
4459 Person::players[i]->lastpathfindpoint = -1;
4460 Person::players[i]->lastpathfindpoint2 = -1;
4461 Person::players[i]->lastpathfindpoint3 = -1;
4462 Person::players[i]->lastpathfindpoint4 = -1;
4464 //it's time to think (?)
4465 if (Person::players[i]->aiupdatedelay < 0 &&
4466 !animation[Person::players[i]->animTarget].attack &&
4467 Person::players[i]->animTarget != staggerbackhighanim &&
4468 Person::players[i]->animTarget != staggerbackhardanim &&
4469 Person::players[i]->animTarget != backhandspringanim &&
4470 Person::players[i]->animTarget != dodgebackanim) {
4472 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
4473 Person::players[i]->drawkeydown = Random() % 2;
4475 Person::players[i]->drawkeydown = 0;
4476 Person::players[i]->rabbitkickenabled = Random() % 2;
4478 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
4479 XYZ targetpoint = Person::players[0]->coords;
4480 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
4481 distsq(&rotatetarget, &Person::players[i]->coords))
4482 targetpoint += Person::players[0]->velocity *
4483 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
4484 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
4485 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4486 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
4488 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
4489 Person::players[i]->forwardkeydown = 1;
4490 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
4491 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
4492 Person::players[0]->weaponactive != -1)
4493 Person::players[i]->forwardkeydown = 1;
4494 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
4495 Person::players[i]->forwardkeydown = 1;
4497 Person::players[i]->forwardkeydown = 0;
4498 //chill out around the corpse
4499 if (Person::players[0]->dead) {
4500 Person::players[i]->forwardkeydown = 0;
4501 if (Random() % 10 == 0)
4502 Person::players[i]->forwardkeydown = 1;
4503 if (Random() % 100 == 0) {
4504 Person::players[i]->aitype = pathfindtype;
4505 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4506 Person::players[i]->finalpathfindpoint = -1;
4507 Person::players[i]->targetpathfindpoint = -1;
4508 Person::players[i]->lastpathfindpoint = -1;
4509 Person::players[i]->lastpathfindpoint2 = -1;
4510 Person::players[i]->lastpathfindpoint3 = -1;
4511 Person::players[i]->lastpathfindpoint4 = -1;
4514 Person::players[i]->leftkeydown = 0;
4515 Person::players[i]->backkeydown = 0;
4516 Person::players[i]->rightkeydown = 0;
4517 Person::players[i]->crouchkeydown = 0;
4518 Person::players[i]->throwkeydown = 0;
4520 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4521 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4523 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
4524 Person::players[i]->attackkeydown = 1;
4526 Person::players[i]->attackkeydown = 0;
4527 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
4528 Person::players[i]->attackkeydown = 0;
4531 if (Person::players[i]->aitype != playercontrolled &&
4532 (Person::players[i]->isIdle() ||
4533 Person::players[i]->isCrouch() ||
4534 Person::players[i]->isRun())) {
4536 for (unsigned j = 0; j < Person::players.size(); j++)
4537 if (j != i && !Person::players[j]->skeleton.free &&
4538 Person::players[j]->hasvictim &&
4539 (tutoriallevel == 1 && reversaltrain ||
4540 Random() % 2 == 0 && difficulty == 2 ||
4541 Random() % 4 == 0 && difficulty == 1 ||
4542 Random() % 8 == 0 && difficulty == 0 ||
4543 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
4544 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
4545 (Random() % 2 == 0 || difficulty == 2) ||
4546 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
4547 Person::players[j]->weaponactive != -1 ||
4548 Person::players[j]->animTarget == swordslashanim &&
4549 Person::players[i]->weaponactive != -1 ||
4550 Person::players[j]->animTarget == staffhitanim ||
4551 Person::players[j]->animTarget == staffspinhitanim))
4552 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
4553 Person::players[j]->victim == Person::players[i] &&
4554 (Person::players[j]->animTarget == sweepanim ||
4555 Person::players[j]->animTarget == spinkickanim ||
4556 Person::players[j]->animTarget == staffhitanim ||
4557 Person::players[j]->animTarget == staffspinhitanim ||
4558 Person::players[j]->animTarget == winduppunchanim ||
4559 Person::players[j]->animTarget == upunchanim ||
4560 Person::players[j]->animTarget == wolfslapanim ||
4561 Person::players[j]->animTarget == knifeslashstartanim ||
4562 Person::players[j]->animTarget == swordslashanim &&
4563 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
4564 Person::players[i]->weaponactive != -1))) {
4571 Person::players[target]->Reverse();
4574 if (Person::players[i]->collided < 1)
4575 Person::players[i]->jumpkeydown = 0;
4576 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
4577 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
4578 Person::players[i]->onterrain &&
4579 Person::players[i]->creature == rabbittype)
4580 Person::players[i]->jumpkeydown = 1;
4581 //TODO: why are we controlling the human?
4582 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4583 Person::players[0]->jumpkeydown = 0;
4584 if (Person::players[0]->animTarget == jumpdownanim &&
4585 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
4586 Person::players[i]->crouchkeydown = 1;
4587 if (Person::players[i]->jumpkeydown)
4588 Person::players[i]->attackkeydown = 0;
4590 if (tutoriallevel == 1)
4592 Person::players[i]->attackkeydown = 0;
4595 XYZ facing = Person::players[i]->coords;
4596 XYZ flatfacing = Person::players[0]->coords;
4597 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4598 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
4599 if (Person::players[i]->occluded >= 2)
4600 if (-1 != checkcollide(facing, flatfacing)) {
4601 if (!Person::players[i]->pause)
4602 Person::players[i]->lastseentime -= .2;
4603 if (Person::players[i]->lastseentime <= 0 &&
4604 (Person::players[i]->creature != wolftype ||
4605 Person::players[i]->weaponstuck == -1)) {
4606 Person::players[i]->aitype = searchtype;
4607 Person::players[i]->lastchecktime = 12;
4608 Person::players[i]->lastseen = Person::players[0]->coords;
4609 Person::players[i]->lastseentime = 12;
4612 Person::players[i]->lastseentime = 1;
4615 if (animation[Person::players[0]->animTarget].height == highheight &&
4616 (Person::players[i]->aitype == attacktypecutoff ||
4617 Person::players[i]->aitype == searchtype))
4618 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
4619 XYZ test = Person::players[0]->coords;
4621 if (-1 == checkcollide(Person::players[0]->coords, test))
4622 Person::players[i]->stunned = 1;
4625 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
4626 Person::players[i]->stunned > 0 ||
4627 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
4628 if (Person::players[i]->pause)
4629 Person::players[i]->lastseentime = 1;
4630 Person::players[i]->targetyaw = Person::players[i]->yaw;
4631 Person::players[i]->forwardkeydown = 0;
4632 Person::players[i]->leftkeydown = 0;
4633 Person::players[i]->backkeydown = 0;
4634 Person::players[i]->rightkeydown = 0;
4635 Person::players[i]->jumpkeydown = 0;
4636 Person::players[i]->attackkeydown = 0;
4637 Person::players[i]->crouchkeydown = 0;
4638 Person::players[i]->throwkeydown = 0;
4646 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4647 facing = flatfacing;
4649 if (Person::players[i]->aitype == attacktypecutoff) {
4650 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
4651 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
4652 } else if (Person::players[i]->howactive >= typesleeping) {
4653 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
4654 Person::players[i]->targetheadpitch = 0;
4656 if (Person::players[i]->interestdelay <= 0) {
4657 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
4658 Person::players[i]->headtarget = Person::players[i]->coords;
4659 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
4660 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
4661 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
4662 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
4664 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
4665 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
4672 void updateSettingsMenu()
4675 if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
4676 sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
4678 sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
4679 Menu::setText(0, sbuf);
4680 Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
4681 if (newdetail == 0) Menu::setText(1, "Detail: Low");
4682 if (newdetail == 1) Menu::setText(1, "Detail: Medium");
4683 if (newdetail == 2) Menu::setText(1, "Detail: High");
4684 if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
4685 if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
4686 if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
4687 if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
4688 if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
4689 if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
4690 Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
4691 Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
4692 Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
4693 Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
4694 sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
4695 Menu::setText(10, sbuf);
4696 sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
4697 Menu::setText(11, sbuf);
4698 Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
4699 if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
4700 sprintf (sbuf, "Back");
4702 sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
4703 Menu::setText(8, sbuf);
4706 void updateStereoConfigMenu()
4709 sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
4710 Menu::setText(0, sbuf);
4711 sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
4712 Menu::setText(1, sbuf);
4713 sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
4714 Menu::setText(2, sbuf);
4717 void updateControlsMenu()
4719 Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
4720 Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
4721 Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
4722 Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
4723 Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
4724 Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
4725 Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
4726 Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
4727 Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
4729 Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
4733 Values of mainmenu :
4735 2 Menu pause (resume/end game)
4737 4 Controls configuration menu
4738 5 Main game menu (choose level or challenge)
4739 6 Deleting user menu
4740 7 User managment menu (select/add)
4741 8 Choose difficulty menu
4742 9 Challenge level selection menu
4743 10 End of the campaign congratulation (is that really a menu?)
4744 11 Same that 9 ??? => unused
4745 18 stereo configuration
4748 void Game::LoadMenu()
4754 Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
4755 Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
4756 Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
4757 Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
4760 Menu::addButton( 0, "", 10 + 20, 440);
4761 Menu::addButton(14, "", 10 + 400, 440);
4762 Menu::addButton( 1, "", 10 + 60, 405);
4763 Menu::addButton( 2, "", 10 + 70, 370);
4764 Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
4765 Menu::addButton( 4, "", 10 , 335);
4766 Menu::addButton( 5, "", 10 + 60, 300);
4767 Menu::addButton( 6, "", 10 + 70, 265);
4768 Menu::addButton( 9, "", 10 , 230);
4769 Menu::addButton(10, "", 20 , 195);
4770 Menu::addButton(11, "", 10 + 60, 160);
4771 Menu::addButton(13, "", 30 , 125);
4772 Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
4773 Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
4774 Menu::addButton(8, "Back", 10, 10);
4775 updateSettingsMenu();
4778 Menu::addButton(0, "", 10 , 400);
4779 Menu::addButton(1, "", 10 + 40, 360);
4780 Menu::addButton(2, "", 10 + 40, 320);
4781 Menu::addButton(3, "", 10 + 30, 280);
4782 Menu::addButton(4, "", 10 + 20, 240);
4783 Menu::addButton(5, "", 10 + 40, 200);
4784 Menu::addButton(6, "", 10 + 40, 160);
4785 Menu::addButton(7, "", 10 + 30, 120);
4786 Menu::addButton(8, "", 10 + 20, 80);
4788 Menu::addButton(9, "", 10 + 10, 40);
4789 Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
4790 updateControlsMenu();
4794 Menu::addLabel(-1, accountactive->getName(), 5, 400);
4795 Menu::addButton(1, "Tutorial", 5, 300);
4796 Menu::addButton(2, "Challenge", 5, 240);
4797 Menu::addButton(3, "Delete User", 400, 10);
4798 Menu::addButton(4, "Main Menu", 5, 10);
4799 Menu::addButton(5, "Change User", 5, 180);
4800 Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
4803 //with (2,-5) offset from old code
4804 Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
4806 int numlevels = accountactive->getCampaignChoicesMade();
4807 numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
4808 for (int i = 0; i < numlevels; i++) {
4809 XYZ midpoint = campaignlevels[i].getCenter();
4810 float itemsize = campaignlevels[i].getWidth();
4811 const bool active = i >= accountactive->getCampaignChoicesMade();
4816 XYZ start = campaignlevels[i - 1].getCenter();
4817 Menu::addMapLine(start.x, start.y, midpoint.x - start.x, midpoint.y - start.y, 0.5, active ? 1 : 0.5, active ? 1 : 0.5, 0, 0);
4819 Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
4820 midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
4823 Menu::addMapLabel(-2, campaignlevels[i].description,
4824 campaignlevels[i].getStartX() + 10,
4825 campaignlevels[i].getStartY() - 4);
4831 Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
4832 Menu::addButton(1, "Yes", 10, 360);
4833 Menu::addButton(2, "No", 10, 320);
4836 if (Account::getNbAccounts() < 8)
4837 Menu::addButton(0, "New User", 10, 400);
4839 Menu::addLabel(0, "No More Users", 10, 400);
4840 Menu::addLabel(-2, "", 20, 400);
4841 Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
4842 for (int i = 0; i < Account::getNbAccounts(); i++)
4843 Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
4846 Menu::addButton(0, "Easier", 10, 400);
4847 Menu::addButton(1, "Difficult", 10, 360);
4848 Menu::addButton(2, "Insane", 10, 320);
4851 for (int i = 0; i < numchallengelevels; i++) {
4854 sprintf (temp, "Level %d", i + 1);
4855 for (int j = strlen(temp); j < 17; j++)
4858 sprintf (temp, "%d", (int)accountactive->getHighScore(i));
4859 for (int j = strlen(temp); j < (32 - 17); j++)
4862 sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
4863 if ((int)(accountactive->getFastTime(i)) % 60 < 10)
4866 sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
4869 Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
4872 Menu::addButton(-1, " High Score Best Time", 10, 440);
4873 Menu::addButton(numchallengelevels, "Back", 10, 10);
4876 Menu::addLabel(0, "Congratulations!", 220, 330);
4877 Menu::addLabel(1, "You have avenged your family and", 140, 300);
4878 Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
4879 Menu::addButton(3, "Back", 10, 10);
4881 sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore());
4882 Menu::addLabel(4, sbuf, 190, 200);
4883 sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore());
4884 Menu::addLabel(5, sbuf, 190, 180);
4888 Menu::addButton(0, "", 70, 400);
4889 Menu::addButton(1, "", 10, 360);
4890 Menu::addButton(2, "", 40, 320);
4891 Menu::addButton(3, "Back", 10, 10);
4892 updateStereoConfigMenu();
4897 extern set<pair<int,int>> resolutions;
4902 selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
4904 // some specific case where we do something even if the left mouse button is not pressed.
4905 if ((mainmenu == 5) && (endgame == 2)) {
4906 accountactive->endGame();
4911 if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
4912 stereoseparation -= 0.001;
4913 updateStereoConfigMenu();
4916 static int oldmainmenu = mainmenu;
4918 if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
4919 set<pair<int,int>>::iterator newscreenresolution;
4925 if (gameon) { //resume
4927 pause_sound(stream_menutheme);
4928 resume_stream(leveltheme);
4930 fireSound(firestartsound);
4932 mainmenu = (accountactive ? 5 : 7);
4944 if (newscreenwidth > 3000)
4945 newscreenwidth = screenwidth;
4946 if (newscreenwidth < 0)
4947 newscreenwidth = screenwidth;
4948 if (newscreenheight > 3000)
4949 newscreenheight = screenheight;
4950 if (newscreenheight < 0)
4951 newscreenheight = screenheight;
4956 if (gameon) { //end game
4961 pause_sound(stream_menutheme);
4970 newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
4971 /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
4972 newscreenresolution++;
4973 if (newscreenresolution == resolutions.end()) {
4974 /* It was the last one (or not found), go back to the beginning */
4975 newscreenresolution = resolutions.begin();
4977 newscreenwidth = newscreenresolution->first;
4978 newscreenheight = newscreenresolution->second;
4987 if (bloodtoggle > 2)
4996 ismotionblur = !ismotionblur;
5002 musictoggle = !musictoggle;
5004 emit_stream_np(stream_menutheme);
5006 pause_sound(leveltheme);
5007 pause_sound(stream_fighttheme);
5008 pause_sound(stream_menutheme);
5010 for (int i = 0; i < 4; i++) {
5011 oldmusicvolume[i] = 0;
5025 mainmenu = gameon ? 2 : 1;
5028 invertmouse = !invertmouse;
5031 usermousesensitivity += .2;
5032 if (usermousesensitivity > 2)
5033 usermousesensitivity = .2;
5037 if (volume > 1.0001f)
5039 OPENAL_SetSFXMasterVolume((int)(volume * 255));
5043 newstereomode = stereomode;
5048 showdamagebar = !showdamagebar;
5054 updateSettingsMenu();
5059 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
5060 keyselect = selected;
5061 if (keyselect != -1)
5063 if (selected == (debugmode ? 10 : 9)) {
5068 updateControlsMenu();
5073 if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
5074 startbonustotal = 0;
5083 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
5084 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
5087 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
5091 pause_sound(stream_menutheme);
5095 startbonustotal = 0;
5108 pause_sound(stream_menutheme);
5117 mainmenu = (gameon ? 2 : 1);
5123 vector<string> campaigns = ListCampaigns();
5124 vector<string>::iterator c;
5125 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
5126 if (!campaigns.empty())
5127 accountactive->setCurrentCampaign(campaigns.front());
5130 if (c == campaigns.end())
5131 c = campaigns.begin();
5132 accountactive->setCurrentCampaign(*c);
5140 if (selected == 1) {
5142 accountactive = Account::destroy(accountactive);
5144 } else if (selected == 2) {
5151 if (selected == 0 && Account::getNbAccounts() < 8) {
5153 } else if (selected < Account::getNbAccounts() + 1) {
5156 accountactive = Account::get(selected - 1);
5157 } else if (selected == Account::getNbAccounts() + 1) {
5163 displaytext[0].clear();
5164 displayselected = 0;
5172 accountactive->setDifficulty(selected);
5176 if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
5180 startbonustotal = 0;
5184 targetlevel = selected;
5189 Loadlevel(selected);
5194 pause_sound(stream_menutheme);
5196 if (selected == numchallengelevels) {
5203 if (selected == 3) {
5211 stereoseparation += 0.001;
5214 if (selected == 0) {
5215 newstereomode = (StereoMode)(newstereomode + 1);
5216 while (!CanInitStereo(newstereomode)) {
5217 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
5218 newstereomode = (StereoMode)(newstereomode + 1);
5219 if (newstereomode >= stereoCount)
5220 newstereomode = stereoNone;
5222 } else if (selected == 2) {
5223 stereoreverse = !stereoreverse;
5224 } else if (selected == 3) {
5228 stereomode = newstereomode;
5229 InitStereo(stereomode);
5232 updateStereoConfigMenu();
5237 OPENAL_SetFrequency(channels[stream_menutheme]);
5240 inputText(displaytext[0], &displayselected);
5241 if (!waiting) { // the input as finished
5242 if (!displaytext[0].empty()) { // with enter
5243 accountactive = Account::add(string(displaytext[0]));
5249 fireSound(firestartsound);
5251 displaytext[0].clear();
5253 displayselected = 0;
5259 displayblinkdelay -= multiplier;
5260 if (displayblinkdelay <= 0) {
5261 displayblinkdelay = .3;
5262 displayblink = !displayblink;
5267 Menu::setText(0, displaytext[0], 20, 400, -1, -1);
5268 Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
5271 if (oldmainmenu != mainmenu)
5273 oldmainmenu = mainmenu;
5279 static XYZ facing, flatfacing;
5282 for (int i = 0; i < 15; i++) {
5283 displaytime[i] += multiplier;
5288 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
5289 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5290 stereoreverse = true;
5292 stereoreverse = false;
5295 printf("Stereo reversed\n");
5297 printf("Stereo unreversed\n");
5300 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
5301 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5302 stereoseparation -= 0.001;
5304 stereoseparation -= 0.010;
5305 printf("Stereo decreased increased to %f\n", stereoseparation);
5308 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
5309 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5310 stereoseparation += 0.001;
5312 stereoseparation += 0.010;
5313 printf("Stereo separation increased to %f\n", stereoseparation);
5317 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
5318 if (tutorialstage != 51)
5319 tutorialstagetime = tutorialmaxtime;
5320 emit_sound_np(consolefailsound, 128.);
5324 Values of mainmenu :
5326 2 Menu pause (resume/end game)
5328 4 Controls configuration menu
5329 5 Main game menu (choose level or challenge)
5330 6 Deleting user menu
5331 7 User managment menu (select/add)
5332 8 Choose difficulty menu
5333 9 Challenge level selection menu
5334 10 End of the campaign congratulation (is that really a menu?)
5335 11 Same that 9 ??? => unused
5336 18 stereo configuration
5341 if (mainmenu && endgame == 1)
5343 //go to level select after completing a campaign level
5344 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
5351 OPENAL_SetFrequency(OPENAL_ALL);
5352 emit_stream_np(stream_menutheme);
5353 pause_sound(leveltheme);
5357 //escape key pressed
5358 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
5359 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
5361 if (mainmenu == 0 && !winfreeze)
5362 mainmenu = 2; //pause
5363 else if (mainmenu == 1 || mainmenu == 2) {
5364 mainmenu = 0; //unpause
5367 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
5368 OPENAL_SetFrequency(OPENAL_ALL);
5369 emit_stream_np(stream_menutheme);
5370 pause_sound(leveltheme);
5372 //on resume, play level music
5374 pause_sound(stream_menutheme);
5375 resume_stream(leveltheme);
5377 //finished with settings menu
5378 if (mainmenu == 3) {
5382 if (mainmenu >= 3 && mainmenu != 8) {
5390 mainmenu = gameon ? 2 : 1;
5412 hostiletime += multiplier;
5416 leveltime += multiplier;
5419 if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
5422 OPENAL_SetFrequency(OPENAL_ALL);
5426 if (Input::isKeyPressed(consolekey) && debugmode) {
5429 OPENAL_SetFrequency(OPENAL_ALL);
5438 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
5439 inputText(consoletext[0], &consoleselected);
5441 if (!consoletext[0].empty()) {
5442 cmd_dispatch(consoletext[0]);
5443 for (int k = 14; k >= 1; k--) {
5444 consoletext[k] = consoletext[k - 1];
5446 consoletext[0].clear();
5447 consoleselected = 0;
5451 consoleblinkdelay -= multiplier;
5452 if (consoleblinkdelay <= 0) {
5453 consoleblinkdelay = .3;
5454 consoleblink = !consoleblink;
5458 static int oldwinfreeze;
5459 if (winfreeze && !oldwinfreeze) {
5460 OPENAL_SetFrequency(OPENAL_ALL);
5461 emit_sound_np(consolesuccesssound);
5464 oldwinfreeze = winfreeze;
5468 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
5471 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
5475 } else if (winfreeze) {
5483 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
5486 static float talkdelay = 0;
5488 if (Dialog::inDialog())
5490 talkdelay -= multiplier;
5492 if (talkdelay <= 0 && !Dialog::inDialog() && animation[Person::players[0]->animTarget].height != highheight) {
5493 for (int i = 0; i < Dialog::dialogs.size(); i++) {
5494 Dialog::dialogs[i].tick(i);
5498 windvar += multiplier;
5499 smoketex += multiplier;
5500 tutorialstagetime += multiplier;
5503 static float hotspotvisual[40];
5507 for (int i = 0; i < numhotspots; i++)
5508 hotspotvisual[i] -= multiplier / 320;
5510 for (int i = 0; i < numhotspots; i++) {
5511 while (hotspotvisual[i] < 0) {
5513 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
5514 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
5515 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
5516 hotspotsprite += hotspot[i];
5517 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
5518 hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
5522 for (int i = 0; i < numhotspots; i++) {
5523 if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
5524 hotspot[i] = Person::players[hotspottype[i]]->coords;
5530 if (tutoriallevel) {
5535 if (tutoriallevel != 1) {
5536 if (bonustime == 0 &&
5537 bonus != solidhit &&
5538 bonus != spinecrusher &&
5539 bonus != tracheotomy &&
5540 bonus != backstab &&
5542 emit_sound_np(consolesuccesssound);
5544 } else if (bonustime == 0) {
5545 emit_sound_np(fireendsound);
5547 if (bonustime == 0) {
5548 if (bonus != solidhit &&
5549 bonus != twoxcombo &&
5550 bonus != threexcombo &&
5551 bonus != fourxcombo &&
5555 bonusnum[bonus] += 0.15;
5558 bonusvalue /= bonusnum[bonus];
5559 bonustotal += bonusvalue;
5561 bonustime += multiplier;
5564 if (environment == snowyenvironment) {
5565 precipdelay -= multiplier;
5566 while (precipdelay < 0) {
5570 XYZ footvel, footpoint;
5573 footpoint = viewer + viewerfacing * 6;
5574 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
5575 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
5576 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
5577 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
5582 doAerialAcrobatics();
5585 static XYZ oldviewer;
5588 if (!Dialog::inDialog()) {
5589 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
5590 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
5591 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
5592 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
5593 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
5594 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
5595 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
5596 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
5598 Person::players[0]->forwardkeydown = 0;
5599 Person::players[0]->leftkeydown = 0;
5600 Person::players[0]->backkeydown = 0;
5601 Person::players[0]->rightkeydown = 0;
5602 Person::players[0]->jumpkeydown = 0;
5603 Person::players[0]->crouchkeydown = 0;
5604 Person::players[0]->drawkeydown = 0;
5605 Person::players[0]->throwkeydown = 0;
5608 if (!Person::players[0]->jumpkeydown)
5609 Person::players[0]->jumpclimb = 0;
5612 if (Dialog::inDialog()) {
5614 if (Dialog::directing) {
5618 facing = DoRotation(facing, -pitch, 0, 0);
5619 facing = DoRotation(facing, 0, 0 - yaw, 0);
5624 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
5626 if (Input::isKeyDown(forwardkey))
5627 viewer += facing * multiplier * 4;
5628 if (Input::isKeyDown(backkey))
5629 viewer -= facing * multiplier * 4;
5630 if (Input::isKeyDown(leftkey))
5631 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
5632 if (Input::isKeyDown(rightkey))
5633 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
5634 if (Input::isKeyDown(jumpkey))
5635 viewer.y += multiplier * 4;
5636 if (Input::isKeyDown(crouchkey))
5637 viewer.y -= multiplier * 4;
5638 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
5639 Input::isKeyPressed(SDL_SCANCODE_2) ||
5640 Input::isKeyPressed(SDL_SCANCODE_3) ||
5641 Input::isKeyPressed(SDL_SCANCODE_4) ||
5642 Input::isKeyPressed(SDL_SCANCODE_5) ||
5643 Input::isKeyPressed(SDL_SCANCODE_6) ||
5644 Input::isKeyPressed(SDL_SCANCODE_7) ||
5645 Input::isKeyPressed(SDL_SCANCODE_8) ||
5646 Input::isKeyPressed(SDL_SCANCODE_9) ||
5647 Input::isKeyPressed(SDL_SCANCODE_0) ||
5648 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
5650 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
5651 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
5652 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
5653 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
5654 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
5655 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
5656 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
5657 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
5658 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
5659 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
5660 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
5662 if (whichend != -1) {
5663 Dialog::currentScene().participantfocus = whichend;
5664 Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
5665 Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
5667 if (whichend == -1) {
5668 Dialog::currentScene().participantfocus = -1;
5670 /* FIXME: potentially accessing -1 in Person::players! */
5671 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
5672 Dialog::indialogue = -1;
5673 Dialog::directing = false;
5676 Dialog::currentScene().camera = viewer;
5677 Dialog::currentScene().camerayaw = yaw;
5678 Dialog::currentScene().camerapitch = pitch;
5679 Dialog::indialogue++;
5680 if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
5681 if (Dialog::currentScene().sound != 0) {
5682 playdialoguescenesound();
5686 for (unsigned j = 0; j < Person::players.size(); j++) {
5687 Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
5690 //TODO: should these be KeyDown or KeyPressed?
5691 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
5692 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
5693 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
5694 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
5695 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
5696 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
5697 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
5698 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
5699 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
5700 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
5702 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
5703 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
5704 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
5705 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
5706 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
5707 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
5708 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
5709 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
5710 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
5711 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
5712 Dialog::currentScene().participantfacing[whichend] = facing;
5714 if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
5715 Dialog::indialogue = -1;
5716 Dialog::directing = false;
5720 if (!Dialog::directing) {
5721 pause_sound(whooshsound);
5722 viewer = Dialog::currentScene().camera;
5723 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
5724 yaw = Dialog::currentScene().camerayaw;
5725 pitch = Dialog::currentScene().camerapitch;
5726 if (Dialog::dialoguetime > 0.5) {
5727 if (Input::isKeyPressed(attackkey)) {
5728 Dialog::indialogue++;
5729 if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
5730 if (Dialog::currentScene().sound != 0) {
5731 playdialoguescenesound();
5732 if (Dialog::currentScene().sound == -5) {
5733 hotspot[numhotspots] = Person::players[0]->coords;
5734 hotspotsize[numhotspots] = 10;
5735 hotspottype[numhotspots] = -1;
5739 if (Dialog::currentScene().sound == -6) {
5743 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
5744 Dialog::indialogue = -1;
5745 Dialog::directing = false;
5752 if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
5753 Dialog::indialogue = -1;
5754 Dialog::directing = false;
5756 if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
5759 if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
5762 if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
5764 for (unsigned i = 1; i < Person::players.size(); i++) {
5765 Person::players[i]->aitype = attacktypecutoff;
5772 if (!Person::players[0]->jumpkeydown) {
5773 Person::players[0]->jumptogglekeydown = 0;
5775 if (Person::players[0]->jumpkeydown &&
5776 Person::players[0]->animTarget != jumpupanim &&
5777 Person::players[0]->animTarget != jumpdownanim &&
5778 !Person::players[0]->isFlip())
5779 Person::players[0]->jumptogglekeydown = 1;
5782 Dialog::dialoguetime += multiplier;
5783 hawkyaw += multiplier * 25;
5785 realhawkcoords.x = 25;
5786 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
5787 hawkcalldelay -= multiplier / 2;
5789 if (hawkcalldelay <= 0) {
5790 emit_sound_at(hawksound, realhawkcoords);
5792 hawkcalldelay = 16 + abs(Random() % 8);
5799 doPlayerCollisions();
5803 for (unsigned k = 0; k < Person::players.size(); k++)
5804 if (k != 0 && Person::players[k]->immobile)
5805 Person::players[k]->coords = Person::players[k]->realoldcoords;
5807 for (unsigned k = 0; k < Person::players.size(); k++) {
5808 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
5809 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
5810 Person::players[k]->DoDamage(1000);
5816 static bool respawnkeydown;
5817 if (!editorenabled &&
5818 (whichlevel != -2 &&
5819 (Input::isKeyDown(SDL_SCANCODE_Z) &&
5820 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
5822 (Input::isKeyDown(jumpkey) &&
5825 Person::players[0]->dead))) {
5826 targetlevel = whichlevel;
5830 if (!Input::isKeyDown(jumpkey))
5832 if (Input::isKeyDown(jumpkey))
5838 static bool movekey;
5841 for (unsigned i = 0; i < Person::players.size(); i++) {
5842 static float oldtargetyaw;
5843 if (!Person::players[i]->skeleton.free) {
5844 oldtargetyaw = Person::players[i]->targetyaw;
5845 if (i == 0 && !Dialog::inDialog()) {
5846 //TODO: refactor repetitive code
5847 if (!animation[Person::players[0]->animTarget].attack &&
5848 Person::players[0]->animTarget != staggerbackhighanim &&
5849 Person::players[0]->animTarget != staggerbackhardanim &&
5850 Person::players[0]->animTarget != crouchremoveknifeanim &&
5851 Person::players[0]->animTarget != removeknifeanim &&
5852 Person::players[0]->animTarget != backhandspringanim &&
5853 Person::players[0]->animTarget != dodgebackanim &&
5854 Person::players[0]->animTarget != walljumprightkickanim &&
5855 Person::players[0]->animTarget != walljumpleftkickanim) {
5857 Person::players[0]->targetyaw = 0;
5859 Person::players[0]->targetyaw = -yaw + 180;
5865 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5867 facing = flatfacing;
5869 facing = DoRotation(facing, -pitch, 0, 0);
5870 facing = DoRotation(facing, 0, 0 - yaw, 0);
5873 Person::players[0]->lookyaw = -yaw;
5875 Person::players[i]->targetheadyaw = yaw;
5876 Person::players[i]->targetheadpitch = pitch;
5878 if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
5879 if (!animation[Person::players[i]->animTarget].attack &&
5880 Person::players[i]->animTarget != staggerbackhighanim &&
5881 Person::players[i]->animTarget != staggerbackhardanim &&
5882 Person::players[i]->animTarget != crouchremoveknifeanim &&
5883 Person::players[i]->animTarget != removeknifeanim &&
5884 Person::players[i]->animTarget != backhandspringanim &&
5885 Person::players[i]->animTarget != dodgebackanim &&
5886 Person::players[i]->animTarget != walljumprightkickanim &&
5887 Person::players[i]->animTarget != walljumpleftkickanim) {
5888 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
5894 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5896 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
5897 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
5899 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
5900 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
5902 if (Dialog::inDialog()) {
5903 Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
5904 Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
5910 Person::players[i]->avoidsomething = 0;
5912 //avoid flaming things
5913 for (int j = 0; j < objects.numobjects; j++)
5914 if (objects.onfire[j])
5915 if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
5916 if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
5917 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5918 Person::players[i]->collided = 0;
5919 Person::players[i]->avoidcollided = 1;
5920 if (Person::players[i]->avoidsomething == 0 ||
5921 distsq(&Person::players[i]->coords, &objects.position[j]) <
5922 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5923 Person::players[i]->avoidwhere = objects.position[j];
5924 Person::players[i]->avoidsomething = 1;
5928 //avoid flaming players
5929 for (unsigned j = 0; j < Person::players.size(); j++)
5930 if (Person::players[j]->onfire)
5931 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
5932 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5933 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5934 Person::players[i]->collided = 0;
5935 Person::players[i]->avoidcollided = 1;
5936 if (Person::players[i]->avoidsomething == 0 ||
5937 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5938 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5939 Person::players[i]->avoidwhere = Person::players[j]->coords;
5940 Person::players[i]->avoidsomething = 1;
5944 if (Person::players[i]->collided > .8)
5945 Person::players[i]->avoidcollided = 0;
5949 if (animation[Person::players[i]->animTarget].attack == reversed) {
5950 //Person::players[i]->targetyaw=Person::players[i]->yaw;
5951 Person::players[i]->forwardkeydown = 0;
5952 Person::players[i]->leftkeydown = 0;
5953 Person::players[i]->backkeydown = 0;
5954 Person::players[i]->rightkeydown = 0;
5955 Person::players[i]->jumpkeydown = 0;
5956 Person::players[i]->attackkeydown = 0;
5957 //Person::players[i]->crouchkeydown=0;
5958 Person::players[i]->throwkeydown = 0;
5961 if (Dialog::inDialog()) {
5962 Person::players[i]->forwardkeydown = 0;
5963 Person::players[i]->leftkeydown = 0;
5964 Person::players[i]->backkeydown = 0;
5965 Person::players[i]->rightkeydown = 0;
5966 Person::players[i]->jumpkeydown = 0;
5967 Person::players[i]->crouchkeydown = 0;
5968 Person::players[i]->drawkeydown = 0;
5969 Person::players[i]->throwkeydown = 0;
5972 if (Person::players[i]->collided < -.3)
5973 Person::players[i]->collided = -.3;
5974 if (Person::players[i]->collided > 1)
5975 Person::players[i]->collided = 1;
5976 Person::players[i]->collided -= multiplier * 4;
5977 Person::players[i]->whichdirectiondelay -= multiplier;
5978 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
5979 Person::players[i]->avoidcollided = -.3;
5980 Person::players[i]->whichdirection = abs(Random() % 2);
5981 Person::players[i]->whichdirectiondelay = .4;
5983 if (Person::players[i]->avoidcollided > 1)
5984 Person::players[i]->avoidcollided = 1;
5985 Person::players[i]->avoidcollided -= multiplier / 4;
5986 if (!Person::players[i]->skeleton.free) {
5987 Person::players[i]->stunned -= multiplier;
5988 Person::players[i]->surprised -= multiplier;
5990 if (i != 0 && Person::players[i]->surprised <= 0 &&
5991 Person::players[i]->aitype == attacktypecutoff &&
5992 !Person::players[i]->dead &&
5993 !Person::players[i]->skeleton.free &&
5994 animation[Person::players[i]->animTarget].attack == neutral)
5997 if (!Person::players[i]->throwkeydown)
5998 Person::players[i]->throwtogglekeydown = 0;
6001 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
6002 if (Person::players[i]->weaponactive == -1 &&
6003 Person::players[i]->num_weapons < 2 &&
6004 (Person::players[i]->isIdle() ||
6005 Person::players[i]->isCrouch() ||
6006 Person::players[i]->animTarget == sneakanim ||
6007 Person::players[i]->animTarget == rollanim ||
6008 Person::players[i]->animTarget == backhandspringanim ||
6009 Person::players[i]->isFlip() ||
6010 Person::players[i]->aitype != playercontrolled)) {
6011 for (unsigned j = 0; j < weapons.size(); j++) {
6012 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6013 Person::players[i]->aitype == playercontrolled) &&
6014 weapons[j].owner == -1 &&
6015 Person::players[i]->weaponactive == -1)
6016 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
6017 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
6018 if (Person::players[i]->isCrouch() ||
6019 Person::players[i]->animTarget == sneakanim ||
6020 Person::players[i]->isRun() ||
6021 Person::players[i]->isIdle() ||
6022 Person::players[i]->aitype != playercontrolled) {
6023 Person::players[i]->throwtogglekeydown = 1;
6024 Person::players[i]->setAnimation(crouchremoveknifeanim);
6025 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6026 Person::players[i]->hasvictim = 0;
6028 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6029 Person::players[i]->throwtogglekeydown = 1;
6030 Person::players[i]->hasvictim = 0;
6032 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6033 Person::players[i]->aitype == playercontrolled) &&
6034 weapons[j].owner == -1 ||
6035 Person::players[i]->victim &&
6036 weapons[j].owner == int(Person::players[i]->victim->id))
6037 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
6038 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
6039 if (weapons[j].getType() != staff)
6040 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6042 Person::players[i]->takeWeapon(j);
6045 } else if ((Person::players[i]->isIdle() ||
6046 Person::players[i]->isFlip() ||
6047 Person::players[i]->aitype != playercontrolled) &&
6048 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
6049 Person::players[i]->coords.y < weapons[j].position.y) {
6050 if (!Person::players[i]->isFlip()) {
6051 Person::players[i]->throwtogglekeydown = 1;
6052 Person::players[i]->setAnimation(removeknifeanim);
6053 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6055 if (Person::players[i]->isFlip()) {
6056 Person::players[i]->throwtogglekeydown = 1;
6057 Person::players[i]->hasvictim = 0;
6059 for (unsigned k = 0; k < weapons.size(); k++) {
6060 if (Person::players[i]->weaponactive == -1)
6061 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
6062 Person::players[i]->aitype == playercontrolled) &&
6063 weapons[k].owner == -1 ||
6064 Person::players[i]->victim &&
6065 weapons[k].owner == int(Person::players[i]->victim->id))
6066 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
6067 Person::players[i]->weaponactive == -1) {
6068 if (weapons[k].getType() != staff)
6069 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6071 Person::players[i]->takeWeapon(k);
6078 if (Person::players[i]->isCrouch() ||
6079 Person::players[i]->animTarget == sneakanim ||
6080 Person::players[i]->isRun() ||
6081 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
6082 Person::players[i]->animTarget == backhandspringanim) {
6083 if (Person::players.size() > 1)
6084 for (unsigned j = 0; j < Person::players.size(); j++) {
6085 if (Person::players[i]->weaponactive == -1)
6087 if (Person::players[j]->num_weapons &&
6088 Person::players[j]->skeleton.free &&
6089 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
6090 (((Person::players[j]->skeleton.forward.y < 0 &&
6091 Person::players[j]->weaponstuckwhere == 0) ||
6092 (Person::players[j]->skeleton.forward.y > 0 &&
6093 Person::players[j]->weaponstuckwhere == 1)) ||
6094 Person::players[j]->weaponstuck == -1 ||
6095 Person::players[j]->num_weapons > 1)) {
6096 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
6097 Person::players[i]->throwtogglekeydown = 1;
6098 Person::players[i]->victim = Person::players[j];
6099 Person::players[i]->hasvictim = 1;
6100 Person::players[i]->setAnimation(crouchremoveknifeanim);
6101 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6103 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6104 Person::players[i]->throwtogglekeydown = 1;
6105 Person::players[i]->victim = Person::players[j];
6106 Person::players[i]->hasvictim = 1;
6107 int k = Person::players[j]->weaponids[0];
6108 if (Person::players[i]->hasvictim) {
6111 if (Person::players[i]->victim->weaponstuck != -1) {
6112 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6117 if (weapons[k].getType() != staff)
6118 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6121 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
6123 if (weapons[k].owner != -1) {
6124 if (Person::players[i]->victim->num_weapons == 1)
6125 Person::players[i]->victim->num_weapons = 0;
6127 Person::players[i]->victim->num_weapons = 1;
6129 Person::players[i]->victim->skeleton.longdead = 0;
6130 Person::players[i]->victim->skeleton.free = 1;
6131 Person::players[i]->victim->skeleton.broken = 0;
6133 for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
6134 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
6135 Person::players[i]->victim->skeleton.joints[l].locked = 0;
6141 Normalise(&relative);
6142 XYZ footvel, footpoint;
6144 footpoint = weapons[k].position;
6145 if (Person::players[i]->victim->weaponstuck != -1) {
6146 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6148 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
6149 weapons[k].bloody = 2;
6150 weapons[k].blooddrip = 5;
6151 Person::players[i]->victim->weaponstuck = -1;
6152 Person::players[i]->victim->bloodloss += 2000;
6153 Person::players[i]->victim->DoDamage(2000);
6156 if (Person::players[i]->victim->num_weapons > 0) {
6157 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
6158 Person::players[i]->victim->weaponstuck = 0;
6159 if (Person::players[i]->victim->weaponids[0] == k)
6160 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
6163 Person::players[i]->victim->weaponactive = -1;
6165 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
6166 Person::players[i]->victim->jointVel(neck) += relative * 6;
6167 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
6168 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
6170 Person::players[i]->takeWeapon(k);
6177 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6178 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6179 if (Person::players[i]->isIdle() ||
6180 Person::players[i]->isRun() ||
6181 Person::players[i]->isCrouch() ||
6182 Person::players[i]->animTarget == sneakanim ||
6183 Person::players[i]->isFlip())
6184 if (Person::players.size() > 1)
6185 for (unsigned j = 0; j < Person::players.size(); j++) {
6187 if (tutoriallevel != 1 || tutorialstage == 49)
6189 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
6190 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
6191 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
6192 !Person::players[j]->skeleton.free &&
6193 -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)) {
6194 if (!Person::players[i]->isFlip()) {
6195 Person::players[i]->throwtogglekeydown = 1;
6196 Person::players[i]->victim = Person::players[j];
6197 Person::players[i]->setAnimation(knifethrowanim);
6198 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6199 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
6201 if (Person::players[i]->isFlip()) {
6202 if (Person::players[i]->weaponactive != -1) {
6203 Person::players[i]->throwtogglekeydown = 1;
6204 Person::players[i]->victim = Person::players[j];
6206 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);
6209 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
6211 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
6212 Person::players[i]->num_weapons--;
6213 if (Person::players[i]->num_weapons) {
6214 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6216 Person::players[i]->weaponactive = -1;
6223 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6224 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
6225 Person::players[i]->throwtogglekeydown = 1;
6226 XYZ tempVelocity = Person::players[i]->velocity * .2;
6227 if (tempVelocity.x == 0)
6228 tempVelocity.x = .1;
6229 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
6230 Person::players[i]->num_weapons--;
6231 if (Person::players[i]->num_weapons) {
6232 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6233 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
6234 Person::players[i]->weaponstuck = 0;
6237 Person::players[i]->weaponactive = -1;
6238 for (unsigned j = 0; j < Person::players.size(); j++) {
6239 Person::players[j]->wentforweapon = 0;
6247 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
6248 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
6249 (Person::players[i]->num_weapons == 2) &&
6250 (Person::players[i]->weaponactive == -1) &&
6251 Person::players[i]->isIdle() ||
6252 Person::players[0]->dead &&
6253 (Person::players[i]->weaponactive != -1) &&
6256 if (Person::players[i]->weaponactive != -1)
6257 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
6259 if (isgood && Person::players[i]->creature != wolftype) {
6260 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6261 Person::players[i]->setAnimation(drawrightanim);
6262 Person::players[i]->drawtogglekeydown = 1;
6264 if ((Person::players[i]->isIdle() ||
6265 (Person::players[i]->aitype != playercontrolled &&
6266 Person::players[0]->weaponactive != -1 &&
6267 Person::players[i]->isRun())) &&
6268 Person::players[i]->num_weapons &&
6269 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
6270 Person::players[i]->setAnimation(drawleftanim);
6271 Person::players[i]->drawtogglekeydown = 1;
6273 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6274 Person::players[i]->setAnimation(crouchdrawrightanim);
6275 Person::players[i]->drawtogglekeydown = 1;
6282 if (Person::players[i]->weaponactive != -1) {
6283 if (Person::players[i]->isCrouch() &&
6284 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
6286 Person::players[i]->onterrain &&
6287 Person::players[i]->num_weapons &&
6288 Person::players[i]->attackkeydown &&
6289 musictype != stream_fighttheme) {
6290 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
6291 Person::players[i]->setAnimation(crouchstabanim);
6292 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
6293 Person::players[i]->setAnimation(swordgroundstabanim);
6294 Person::players[i]->hasvictim = 0;
6298 if (!Person::players[i]->drawkeydown)
6299 Person::players[i]->drawtogglekeydown = 0;
6304 absflatfacing.z = -1;
6306 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
6308 absflatfacing = flatfacing;
6310 if (Dialog::inDialog()) {
6311 Person::players[i]->forwardkeydown = 0;
6312 Person::players[i]->leftkeydown = 0;
6313 Person::players[i]->backkeydown = 0;
6314 Person::players[i]->rightkeydown = 0;
6315 Person::players[i]->jumpkeydown = 0;
6316 Person::players[i]->crouchkeydown = 0;
6317 Person::players[i]->drawkeydown = 0;
6318 Person::players[i]->throwkeydown = 0;
6322 if (!animation[Person::players[i]->animTarget].attack &&
6323 Person::players[i]->animTarget != staggerbackhighanim &&
6324 Person::players[i]->animTarget != staggerbackhardanim &&
6325 Person::players[i]->animTarget != backhandspringanim &&
6326 Person::players[i]->animTarget != dodgebackanim) {
6327 if (!Person::players[i]->forwardkeydown)
6328 Person::players[i]->forwardstogglekeydown = 0;
6329 if (Person::players[i]->crouchkeydown) {
6333 Person::players[i]->superruntoggle = 1;
6334 if (Person::players.size() > 1)
6335 for (unsigned j = 0; j < Person::players.size(); j++)
6336 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
6337 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
6338 Person::players[i]->superruntoggle = 0;
6341 if (Person::players.size() > 1)
6342 for (unsigned j = 0; j < Person::players.size(); j++) {
6343 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
6344 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6345 Person::players[j]->victim == Person::players[i] &&
6346 (Person::players[j]->animTarget == sweepanim ||
6347 Person::players[j]->animTarget == upunchanim ||
6348 Person::players[j]->animTarget == wolfslapanim ||
6349 ((Person::players[j]->animTarget == swordslashanim ||
6350 Person::players[j]->animTarget == knifeslashstartanim ||
6351 Person::players[j]->animTarget == staffhitanim ||
6352 Person::players[j]->animTarget == staffspinhitanim) &&
6353 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
6362 Person::players[target]->Reverse();
6363 Person::players[i]->lowreversaldelay = .5;
6365 if (Person::players[i]->isIdle()) {
6366 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
6367 Person::players[i]->transspeed = 10;
6369 if (Person::players[i]->isRun() ||
6370 (Person::players[i]->isStop() &&
6371 (Person::players[i]->leftkeydown ||
6372 Person::players[i]->rightkeydown ||
6373 Person::players[i]->forwardkeydown ||
6374 Person::players[i]->backkeydown))) {
6375 Person::players[i]->setAnimation(rollanim);
6376 Person::players[i]->transspeed = 20;
6379 if (!Person::players[i]->crouchkeydown) {
6381 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
6382 Person::players[i]->superruntoggle = 0;
6384 if (Person::players[i]->isCrouch()) {
6385 if (Person::players.size() > 1)
6386 for (unsigned j = 0; j < Person::players.size(); j++) {
6388 !Person::players[j]->skeleton.free &&
6389 Person::players[j]->victim &&
6390 Person::players[i]->highreversaldelay <= 0) {
6391 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6392 Person::players[j]->victim == Person::players[i] &&
6393 (Person::players[j]->animTarget == spinkickanim) &&
6394 Person::players[i]->isCrouch()) {
6403 Person::players[target]->Reverse();
6404 Person::players[i]->highreversaldelay = .5;
6406 if (Person::players[i]->isCrouch()) {
6407 if (!Person::players[i]->wasCrouch()) {
6408 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
6409 Person::players[i]->frameCurrent = 0;
6411 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6412 Person::players[i]->transspeed = 10;
6415 if (Person::players[i]->animTarget == sneakanim) {
6416 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6417 Person::players[i]->transspeed = 10;
6420 if (Person::players[i]->forwardkeydown) {
6421 if (Person::players[i]->isIdle() ||
6422 (Person::players[i]->isStop() &&
6423 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6424 (Person::players[i]->isLanding() &&
6425 Person::players[i]->frameTarget > 0 &&
6426 !Person::players[i]->jumpkeydown) ||
6427 (Person::players[i]->isLandhard() &&
6428 Person::players[i]->frameTarget > 0 &&
6429 !Person::players[i]->jumpkeydown &&
6430 Person::players[i]->crouchkeydown)) {
6431 if (Person::players[i]->aitype == passivetype)
6432 Person::players[i]->setAnimation(walkanim);
6434 Person::players[i]->setAnimation(Person::players[i]->getRun());
6436 if (Person::players[i]->isCrouch()) {
6437 Person::players[i]->animTarget = sneakanim;
6438 if (Person::players[i]->wasCrouch())
6439 Person::players[i]->target = 0;
6440 Person::players[i]->frameTarget = 0;
6442 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
6443 Person::players[i]->setAnimation(climbanim);
6444 Person::players[i]->frameTarget = 1;
6445 Person::players[i]->jumpclimb = 1;
6447 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6448 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
6450 Person::players[i]->forwardstogglekeydown = 1;
6453 if (Person::players[i]->rightkeydown) {
6454 if (Person::players[i]->isIdle() ||
6455 (Person::players[i]->isStop() &&
6456 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6457 (Person::players[i]->isLanding() &&
6458 Person::players[i]->frameTarget > 0 &&
6459 !Person::players[i]->jumpkeydown) ||
6460 (Person::players[i]->isLandhard() &&
6461 Person::players[i]->frameTarget > 0 &&
6462 !Person::players[i]->jumpkeydown &&
6463 Person::players[i]->crouchkeydown)) {
6464 Person::players[i]->setAnimation(Person::players[i]->getRun());
6466 if (Person::players[i]->isCrouch()) {
6467 Person::players[i]->animTarget = sneakanim;
6468 if (Person::players[i]->wasCrouch())
6469 Person::players[i]->target = 0;
6470 Person::players[i]->frameTarget = 0;
6472 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6473 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6475 Person::players[i]->targetyaw -= 90;
6476 if (Person::players[i]->forwardkeydown)
6477 Person::players[i]->targetyaw += 45;
6478 if (Person::players[i]->backkeydown)
6479 Person::players[i]->targetyaw -= 45;
6482 if ( Person::players[i]->leftkeydown) {
6483 if (Person::players[i]->isIdle() ||
6484 (Person::players[i]->isStop() &&
6485 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6486 (Person::players[i]->isLanding() &&
6487 Person::players[i]->frameTarget > 0 &&
6488 !Person::players[i]->jumpkeydown) ||
6489 (Person::players[i]->isLandhard() &&
6490 Person::players[i]->frameTarget > 0 &&
6491 !Person::players[i]->jumpkeydown &&
6492 Person::players[i]->crouchkeydown)) {
6493 Person::players[i]->setAnimation(Person::players[i]->getRun());
6495 if (Person::players[i]->isCrouch()) {
6496 Person::players[i]->animTarget = sneakanim;
6497 if (Person::players[i]->wasCrouch())
6498 Person::players[i]->target = 0;
6499 Person::players[i]->frameTarget = 0;
6501 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6502 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6504 Person::players[i]->targetyaw += 90;
6505 if (Person::players[i]->forwardkeydown)
6506 Person::players[i]->targetyaw -= 45;
6507 if (Person::players[i]->backkeydown)
6508 Person::players[i]->targetyaw += 45;
6511 if (Person::players[i]->backkeydown) {
6512 if (Person::players[i]->isIdle() ||
6513 (Person::players[i]->isStop() &&
6514 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6515 (Person::players[i]->isLanding() &&
6516 Person::players[i]->frameTarget > 0 &&
6517 !Person::players[i]->jumpkeydown) ||
6518 (Person::players[i]->isLandhard() &&
6519 Person::players[i]->frameTarget > 0 &&
6520 !Person::players[i]->jumpkeydown &&
6521 Person::players[i]->crouchkeydown)) {
6522 Person::players[i]->setAnimation(Person::players[i]->getRun());
6524 if (Person::players[i]->isCrouch()) {
6525 Person::players[i]->animTarget = sneakanim;
6526 if (Person::players[i]->wasCrouch())
6527 Person::players[i]->target = 0;
6528 Person::players[i]->frameTarget = 0;
6530 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6531 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
6533 if (Person::players[i]->animTarget == hanganim) {
6534 Person::players[i]->animCurrent = jumpdownanim;
6535 Person::players[i]->animTarget = jumpdownanim;
6536 Person::players[i]->target = 0;
6537 Person::players[i]->frameCurrent = 0;
6538 Person::players[i]->frameTarget = 1;
6539 Person::players[i]->velocity = 0;
6540 Person::players[i]->velocity.y += gravity;
6541 Person::players[i]->coords.y -= 1.4;
6542 Person::players[i]->grabdelay = 1;
6544 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
6545 Person::players[i]->targetyaw += 180;
6548 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
6549 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
6550 Person::players[i]->isRun() ||
6551 Person::players[i]->animTarget == walkanim ||
6552 Person::players[i]->isCrouch() ||
6553 Person::players[i]->animTarget == sneakanim) &&
6554 Person::players[i]->jumppower > 1) &&
6555 ((Person::players[i]->animTarget != rabbitrunninganim &&
6556 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
6557 Person::players[i]->jumpstart = 0;
6558 Person::players[i]->setAnimation(jumpupanim);
6559 Person::players[i]->yaw = Person::players[i]->targetyaw;
6560 Person::players[i]->transspeed = 20;
6561 Person::players[i]->FootLand(leftfoot, 1);
6562 Person::players[i]->FootLand(rightfoot, 1);
6566 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
6569 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
6571 Person::players[i]->velocity = 0;
6575 if (Person::players.size() > 1)
6576 for (unsigned j = 0; j < Person::players.size(); j++) {
6577 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
6578 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6579 (Person::players[j]->victim == Person::players[i]) &&
6580 (Person::players[j]->animTarget == sweepanim)) {
6589 Person::players[i]->velocity.y = 1;
6591 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
6592 Person::players[i]->velocity.y = 7;
6593 Person::players[i]->crouchtogglekeydown = 1;
6594 } else Person::players[i]->velocity.y = 5;
6596 if (mousejump && i == 0 && debugmode) {
6597 if (!Person::players[i]->isLanding())
6598 Person::players[i]->tempdeltav = deltav;
6599 if (Person::players[i]->tempdeltav < 0)
6600 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
6603 Person::players[i]->coords.y += .2;
6604 Person::players[i]->jumppower -= 1;
6607 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
6609 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
6611 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
6612 Person::players[i]->setAnimation(Person::players[i]->getLanding());
6613 Person::players[i]->frameTarget = 2;
6614 Person::players[i]->landhard = 0;
6615 Person::players[i]->jumpstart = 1;
6616 Person::players[i]->tempdeltav = deltav;
6618 if (Person::players[i]->animTarget == jumpupanim &&
6622 Person::players[i]->aitype != playercontrolled)) {
6623 if (Person::players[i]->jumppower > multiplier * 6) {
6624 Person::players[i]->velocity.y += multiplier * 6;
6625 Person::players[i]->jumppower -= multiplier * 6;
6627 if (Person::players[i]->jumppower <= multiplier * 6) {
6628 Person::players[i]->velocity.y += Person::players[i]->jumppower;
6629 Person::players[i]->jumppower = 0;
6632 if (((floatjump || editorenabled) && debugmode) && i == 0)
6633 Person::players[i]->velocity.y += multiplier * 30;
6637 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
6638 Person::players[i]->setAnimation(Person::players[i]->getStop());
6639 if (Person::players[i]->animTarget == sneakanim) {
6640 Person::players[i]->animTarget = Person::players[i]->getCrouch();
6641 if (Person::players[i]->animCurrent == sneakanim)
6642 Person::players[i]->target = 0;
6643 Person::players[i]->frameTarget = 0;
6646 if (Person::players[i]->animTarget == walkanim &&
6647 (Person::players[i]->aitype == attacktypecutoff ||
6648 Person::players[i]->aitype == searchtype ||
6649 (Person::players[i]->aitype == passivetype &&
6650 Person::players[i]->numwaypoints <= 1)))
6651 Person::players[i]->setAnimation(Person::players[i]->getStop());
6652 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
6653 Person::players[i]->setAnimation(Person::players[i]->getStop());
6656 if (Person::players[i]->animTarget == rollanim)
6657 Person::players[i]->targetyaw = oldtargetyaw;
6661 for (unsigned k = 0; k < Person::players.size(); k++) {
6662 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
6663 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
6664 Person::players[k]->yaw -= 360;
6666 Person::players[k]->yaw += 360;
6669 //stop to turn in right direction
6670 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
6671 Person::players[k]->setAnimation(Person::players[k]->getStop());
6673 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
6674 Person::players[k]->targettilt = 0;
6676 if (Person::players[k]->animTarget != jumpupanim &&
6677 Person::players[k]->animTarget != backhandspringanim &&
6678 Person::players[k]->animTarget != jumpdownanim &&
6679 !Person::players[k]->isFlip()) {
6680 Person::players[k]->targettilt = 0;
6681 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
6682 Person::players[k]->jumppower = 0;
6683 Person::players[k]->jumppower += multiplier * 7;
6684 if (Person::players[k]->isCrouch())
6685 Person::players[k]->jumppower += multiplier * 7;
6686 if (Person::players[k]->jumppower > 5)
6687 Person::players[k]->jumppower = 5;
6690 if (Person::players[k]->isRun())
6691 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
6693 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
6694 Person::players[k]->grabdelay -= multiplier;
6698 for (unsigned k = 0; k < Person::players.size(); k++) {
6699 Person::players[k]->DoAnimations();
6700 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
6701 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
6707 for (int j = numenvsounds - 1; j >= 0; j--) {
6708 envsoundlife[j] -= multiplier;
6709 if (envsoundlife[j] < 0) {
6711 envsoundlife[j] = envsoundlife[numenvsounds];
6712 envsound[j] = envsound[numenvsounds];
6715 OPENAL_SetFrequency(OPENAL_ALL, slomo);
6717 if (tutoriallevel == 1) {
6734 if (tutorialstage >= 51)
6735 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6736 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
6737 OPENAL_SetFrequency(OPENAL_ALL);
6739 emit_stream_np(stream_menutheme);
6748 if (tutorialstage < 51)
6749 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6750 emit_sound_at(fireendsound, Person::players[0]->coords);
6752 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
6756 if (tutorialstage >= 14 && tutorialstage < 50)
6757 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
6758 emit_sound_at(fireendsound, Person::players[1]->coords);
6760 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
6761 if (Random() % 2 == 0) {
6762 if (!Person::players[1]->skeleton.free)
6763 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6764 if (Person::players[1]->skeleton.free)
6765 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6766 if (!Person::players[1]->skeleton.free)
6767 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;
6768 if (Person::players[1]->skeleton.free)
6769 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
6770 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
6774 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
6775 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
6776 Person::players[1]->skeleton.joints[i].velocity = 0;
6777 if (Random() % 2 == 0) {
6778 if (!Person::players[1]->skeleton.free)
6779 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6780 if (Person::players[1]->skeleton.free)
6781 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6782 if (!Person::players[1]->skeleton.free)
6783 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;
6784 if (Person::players[1]->skeleton.free)
6785 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
6786 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
6794 static float gLoc[3];
6798 static float vel[3];
6799 vel[0] = (viewer.x - oldviewer.x) / multiplier;
6800 vel[1] = (viewer.y - oldviewer.y) / multiplier;
6801 vel[2] = (viewer.z - oldviewer.z) / multiplier;
6803 //Set orientation with forward and up vectors
6804 static XYZ upvector;
6808 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
6809 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
6814 facing = DoRotation(facing, -pitch, 0, 0);
6815 facing = DoRotation(facing, 0, 0 - yaw, 0);
6818 static float ori[6];
6822 ori[3] = -upvector.x;
6823 ori[4] = upvector.y;
6824 ori[5] = -upvector.z;
6826 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
6833 if (Input::isKeyPressed(SDL_SCANCODE_F1))
6837 void Game::TickOnce()
6840 yaw += multiplier * 5;
6841 } else if (Dialog::directing || !Dialog::inDialog()) {
6844 pitch -= deltav * .7;
6846 pitch += deltav * .7;
6855 void Game::TickOnceAfter()
6857 static XYZ colviewer;
6858 static XYZ coltarget;
6862 static float changedelay;
6863 static bool alldead;
6864 static float unseendelay;
6865 static float cameraspeed;
6868 static int oldmusictype = musictype;
6870 if (environment == snowyenvironment)
6871 leveltheme = stream_snowtheme;
6872 if (environment == grassyenvironment)
6873 leveltheme = stream_grasstheme;
6874 if (environment == desertenvironment)
6875 leveltheme = stream_deserttheme;
6879 musictype = leveltheme;
6880 for (unsigned i = 0; i < Person::players.size(); i++) {
6881 if ((Person::players[i]->aitype == attacktypecutoff ||
6882 Person::players[i]->aitype == getweapontype ||
6883 Person::players[i]->aitype == gethelptype ||
6884 Person::players[i]->aitype == searchtype) &&
6885 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
6886 (Person::players[i]->animTarget != sneakattackedanim &&
6887 Person::players[i]->animTarget != knifesneakattackedanim &&
6888 Person::players[i]->animTarget != swordsneakattackedanim)) {
6889 musictype = stream_fighttheme;
6893 if (Person::players[0]->dead)
6894 musictype = stream_menutheme;
6897 if (musictype == stream_fighttheme)
6900 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
6901 unseendelay -= multiplier;
6902 if (unseendelay > 0)
6903 musictype = stream_fighttheme;
6908 musictype = stream_menutheme;
6909 musicvolume[2] = 512;
6916 if (musictype != oldmusictype && musictype == stream_fighttheme)
6917 emit_sound_np(alarmsound);
6918 musicselected = musictype;
6920 if (musicselected == leveltheme)
6921 musicvolume[0] += multiplier * 450;
6923 musicvolume[0] -= multiplier * 450;
6924 if (musicselected == stream_fighttheme)
6925 musicvolume[1] += multiplier * 450;
6927 musicvolume[1] -= multiplier * 450;
6928 if (musicselected == stream_menutheme)
6929 musicvolume[2] += multiplier * 450;
6931 musicvolume[2] -= multiplier * 450;
6933 for (int i = 0; i < 3; i++) {
6934 if (musicvolume[i] < 0)
6936 if (musicvolume[i] > 512)
6937 musicvolume[i] = 512;
6940 if (musicvolume[2] > 128 && !loading && !mainmenu)
6941 musicvolume[2] = 128;
6944 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
6945 emit_stream_np(leveltheme, musicvolume[0]);
6946 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
6947 emit_stream_np(stream_fighttheme, musicvolume[1]);
6948 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
6949 emit_stream_np(stream_menutheme, musicvolume[2]);
6950 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
6951 pause_sound(leveltheme);
6952 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
6953 pause_sound(stream_fighttheme);
6954 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
6955 pause_sound(stream_menutheme);
6957 if (musicvolume[0] != oldmusicvolume[0])
6958 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
6959 if (musicvolume[1] != oldmusicvolume[1])
6960 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
6961 if (musicvolume[2] != oldmusicvolume[2])
6962 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
6964 for (int i = 0; i < 3; i++)
6965 oldmusicvolume[i] = musicvolume[i];
6967 pause_sound(leveltheme);
6968 pause_sound(stream_fighttheme);
6969 pause_sound(stream_menutheme);
6971 for (int i = 0; i < 4; i++) {
6972 oldmusicvolume[i] = 0;
6978 for (int i = 0; i < numhotspots; i++) {
6979 if (hotspottype[i] > 10 && hotspottype[i] < 20) {
6980 if (Person::players[hotspottype[i] - 10]->dead == 0)
6982 else if (killhotspot == 2)
6986 if (killhotspot == 2)
6991 for (int i = 0; i < numhotspots; i++)
6992 if (hotspottype[i] == -1)
6993 if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
6997 for (unsigned i = 1; i < Person::players.size(); i++)
6998 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
7000 if (numalarmed > maxalarmed)
7001 maxalarmed = numalarmed;
7003 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
7004 if (Person::players[0]->dead && changedelay <= 0) {
7006 targetlevel = whichlevel;
7009 for (unsigned i = 1; i < Person::players.size(); i++) {
7010 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
7017 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
7019 targetlevel = whichlevel + 1;
7020 if (targetlevel > numchallengelevels - 1)
7023 if (winhotspot || windialogue) {
7025 targetlevel = whichlevel + 1;
7026 if (targetlevel > numchallengelevels - 1)
7033 targetlevel = whichlevel + 1;
7034 if (targetlevel > numchallengelevels - 1)
7038 if (changedelay > 0 && !Person::players[0]->dead && !won) {
7039 //high scores, awards, win
7041 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
7044 accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
7052 if (leveltime < 1) {
7060 if (!editorenabled && gameon && !mainmenu) {
7061 if (changedelay != -999)
7062 changedelay -= multiplier / 7;
7063 if (Person::players[0]->dead)
7064 targetlevel = whichlevel;
7065 if (loading == 2 && !campaign) {
7068 fireSound(firestartsound);
7070 if (!Person::players[0]->dead && targetlevel != whichlevel)
7071 startbonustotal = bonustotal;
7072 if (Person::players[0]->dead)
7073 Loadlevel(whichlevel);
7075 Loadlevel(targetlevel);
7081 if (loading == 2 && targetlevel == whichlevel) {
7085 fireSound(firestartsound);
7087 Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
7093 if (changedelay <= -999 &&
7096 (Person::players[0]->dead ||
7097 (alldead && maptype == mapkilleveryone) ||
7101 if ((Person::players[0]->dead ||
7102 (alldead && maptype == mapkilleveryone) ||
7107 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
7111 if (Person::players[0]->dead)
7117 // campaignchoosenext determines what to do when the level is complete:
7118 // 0 = load next level
7119 // 1 = go back to level select screen
7120 // 2 = stealthload next level
7121 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
7122 if (campaignlevels[actuallevel].nextlevel.empty())
7124 } else if (mainmenu == 0 && winfreeze) {
7125 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
7127 if (!stealthloading) {
7128 fireSound(firestartsound);
7133 startbonustotal = 0;
7143 actuallevel = campaignlevels[actuallevel].nextlevel.front();
7146 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
7150 pause_sound(stream_menutheme);
7161 oldmusictype = musictype;
7167 facing = DoRotation(facing, -pitch, 0, 0);
7168 facing = DoRotation(facing, 0, 0 - yaw, 0);
7169 viewerfacing = facing;
7172 if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
7173 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;
7175 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;
7177 if (Person::players[0]->skeleton.free) {
7178 for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
7179 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
7180 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
7184 if (Person::players[0]->skeleton.free != 2) {
7186 if (findLengthfast(&Person::players[0]->velocity) > 400) {
7187 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
7189 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
7191 coltarget = target - cameraloc;
7192 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
7195 Normalise(&coltarget);
7196 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
7197 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
7199 cameraloc = cameraloc + coltarget * multiplier * 8;
7203 cameradist += multiplier * 5;
7204 if (cameradist > 2.3)
7206 viewer = cameraloc - facing * cameradist;
7208 coltarget = cameraloc;
7209 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
7210 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7211 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7212 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7214 coltarget = cameraloc;
7215 if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
7218 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7219 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7220 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7222 if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
7226 cameradist = findDistance(&viewer, &target);
7227 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
7228 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
7229 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
7232 if (camerashake > .8)
7234 woozy += multiplier;
7235 if (Person::players[0]->dead)
7237 if (Person::players[0]->dead)
7239 camerashake -= multiplier * 2;
7240 blackout -= multiplier * 2;
7241 if (camerashake < 0)
7246 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
7247 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
7248 viewer.z += (float)(Random() % 100) * .0005 * camerashake;