2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
26 #include <sys/types.h>
38 #include "openal_wrapper.h"
41 #include "Animation/Animation.h"
44 #include "ConsoleCmds.h"
46 #include "Utils/Folders.h"
56 // Added more evilness needed for MSVC
58 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
59 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
63 extern float multiplier;
65 extern int environment;
66 extern Terrain terrain;
67 extern float screenwidth, screenheight;
70 extern float texdetail;
71 extern Objects objects;
73 extern float slomodelay;
74 extern bool floatjump;
77 extern float camerashake;
79 extern float blackout;
80 extern bool cellophane;
81 extern bool musictoggle;
82 extern int difficulty;
83 extern int bloodtoggle;
84 extern bool invertmouse;
86 extern float precipdelay;
87 extern XYZ viewerfacing;
88 extern bool ambientsound;
89 extern bool mousejump;
90 extern float viewdistance;
92 extern XYZ windvector;
93 extern bool debugmode;
96 extern int oldmainmenu;
97 extern bool visibleloading;
98 extern XYZ envsound[30];
99 extern float envsoundvol[30];
100 extern int numenvsounds;
101 extern float envsoundlife[30];
102 extern float usermousesensitivity;
103 extern bool ismotionblur;
104 extern bool showdamagebar; // (des)activate the damage bar
106 extern bool skyboxtexture;
107 extern float skyboxr;
108 extern float skyboxg;
109 extern float skyboxb;
110 extern float skyboxlightr;
111 extern float skyboxlightg;
112 extern float skyboxlightb;
113 extern float fadestart;
114 extern float slomospeed;
115 extern float slomofreq;
116 extern int tutoriallevel;
117 extern float smoketex;
118 extern float tutorialstagetime;
119 extern int tutorialstage;
120 extern float tutorialmaxtime;
121 extern float tutorialsuccess;
122 extern bool againbonus;
123 extern bool reversaltrain;
124 extern bool canattack;
125 extern bool cananger;
126 extern float damagedealt;
128 extern int editoractive;
129 extern int editorpathtype;
131 extern float hostiletime;
133 extern bool gamestarted;
137 extern bool stillloading;
138 extern bool winfreeze;
140 extern bool campaign;
142 extern void toggleFullscreen();
146 bool winhotspot = false;
147 bool windialogue = false;
150 float cameradist = 0;
151 bool oldattackkey = 0;
153 float musicvolume[4] = {};
154 float oldmusicvolume[4] = {};
155 int musicselected = 0;
157 const char *rabbitskin[] = {
162 "Textures/Otter.jpg",
164 "Textures/Sable.jpg",
165 "Textures/Chocolate.jpg",
170 const char *wolfskin[] = {
172 "Textures/DarkWolf.jpg",
173 "Textures/SnowWolf.jpg"
176 const char **creatureskin[] = {rabbitskin, wolfskin};
178 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
179 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
183 // TODO: this is slightly incorrect
184 inline float roughDirection(XYZ vec)
187 float angle = -asin(-vec.x) * 180 / M_PI;
192 inline float roughDirectionTo(XYZ start, XYZ end)
194 return roughDirection(end - start);
196 inline float pitchOf(XYZ vec)
199 return -asin(vec.y) * 180 / M_PI;
201 inline float pitchTo(XYZ start, XYZ end)
203 return pitchOf(end - start);
205 inline float sq(float n)
209 inline float stepTowardf(float from, float to, float by)
211 if (fabs(from - to) < by)
219 void Game::playdialoguescenesound()
222 temppos = Person::players[Dialog::currentScene().participantfocus]->coords;
223 temppos = temppos - viewer;
228 switch (Dialog::currentScene().sound) {
233 sound = consolefailsound;
236 sound = consolesuccesssound;
239 sound = firestartsound;
242 sound = fireendsound;
245 sound = rabbitchitter;
248 sound = rabbitchitter2;
251 sound = rabbitpainsound;
254 sound = rabbitpain1sound;
257 sound = rabbitattacksound;
260 sound = rabbitattack2sound;
263 sound = rabbitattack3sound;
266 sound = rabbitattack4sound;
290 sound = barkgrowlsound;
296 emit_sound_at(sound, temppos);
299 // ================================================================
301 int Game::findClosestPlayer()
304 float closestdist = std::numeric_limits<float>::max();
306 for (unsigned i = 1; i < Person::players.size(); i++) {
307 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
308 if (distance < closestdist) {
309 closestdist = distance;
316 static int findClosestObject()
319 float closestdist = std::numeric_limits<float>::max();
321 for (int i = 0; i < objects.numobjects; i++) {
322 float distance = distsq(&objects.position[i], &Person::players[0]->coords);
323 if (distance < closestdist) {
324 closestdist = distance;
331 static void cmd_dispatch(const string cmd)
333 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
335 for (i = 0; i < n_cmds; i++)
336 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
337 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
338 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
341 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
344 /********************> Tick() <*****/
345 extern bool save_screenshot(const char * fname);
346 void Screenshot (void)
349 time_t t = time(NULL);
350 struct tm *tme = localtime(&t);
351 sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
352 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
355 mkdir("Screenshots");
358 save_screenshot(filename);
361 void Game::SetUpLighting()
363 if (environment == snowyenvironment)
364 light.setColors(.65, .65, .7, .4, .4, .44);
365 if (environment == desertenvironment)
366 light.setColors(.95, .95, .95, .4, .35, .3);
367 if (environment == grassyenvironment)
368 light.setColors(.95, .95, 1, .4, .4, .44);
370 light.setColors(1, 1, 1, .4, .4, .4);
372 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
373 light.color[0] *= (skyboxlightr + average) / 2;
374 light.color[1] *= (skyboxlightg + average) / 2;
375 light.color[2] *= (skyboxlightb + average) / 2;
376 light.ambient[0] *= (skyboxlightr + average) / 2;
377 light.ambient[1] *= (skyboxlightg + average) / 2;
378 light.ambient[2] *= (skyboxlightb + average) / 2;
381 int findPathDist(int start, int end)
383 int smallestcount, count, connected;
384 int last, last2, last3, last4;
387 smallestcount = 1000;
388 for (int i = 0; i < 50; i++) {
394 while (last != end && count < 30) {
396 for (int j = 0; j < numpathpoints; j++) {
397 if (j != last && j != last2 && j != last3 && j != last4) {
399 if (numpathpointconnect[j])
400 for (int k = 0; k < numpathpointconnect[j]; k++) {
401 if (pathpointconnect[j][k] == last)connected = 1;
404 if (numpathpointconnect[last])
405 for (int k = 0; k < numpathpointconnect[last]; k++) {
406 if (pathpointconnect[last][k] == j)connected = 1;
409 if (closest == -1 || Random() % 2 == 0) {
420 if (count < smallestcount)
421 smallestcount = count;
423 return smallestcount;
426 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
428 static XYZ colpoint, colviewer, coltarget;
429 static float minx, minz, maxx, maxz, miny, maxy;
431 minx = min(startpoint.x, endpoint.x) - 1;
432 miny = min(startpoint.y, endpoint.y) - 1;
433 minz = min(startpoint.z, endpoint.z) - 1;
434 maxx = max(startpoint.x, endpoint.x) + 1;
435 maxy = max(startpoint.y, endpoint.y) + 1;
436 maxz = max(startpoint.z, endpoint.z) + 1;
438 for (int i = 0; i < objects.numobjects; i++) {
439 if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
440 objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
441 objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
442 objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
443 objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
444 objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
445 if ( objects.type[i] != treeleavestype &&
446 objects.type[i] != bushtype &&
447 objects.type[i] != firetype) {
448 colviewer = startpoint;
449 coltarget = endpoint;
450 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
459 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
461 static XYZ colpoint, colviewer, coltarget;
462 static float minx, minz, maxx, maxz, miny, maxy;
463 static int i; //FIXME: see below
465 minx = min(startpoint.x, endpoint.x) - 1;
466 miny = min(startpoint.y, endpoint.y) - 1;
467 minz = min(startpoint.z, endpoint.z) - 1;
468 maxx = max(startpoint.x, endpoint.x) + 1;
469 maxy = max(startpoint.y, endpoint.y) + 1;
470 maxz = max(startpoint.z, endpoint.z) + 1;
473 if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
474 objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
475 objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
476 objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
477 objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
478 objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
479 if ( objects.type[what] != treeleavestype &&
480 objects.type[what] != bushtype &&
481 objects.type[what] != firetype) {
482 colviewer = startpoint;
483 coltarget = endpoint;
485 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
492 if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
498 void Setenvironment(int which)
502 LOG(" Setting environment...");
507 pause_sound(stream_snowtheme);
508 pause_sound(stream_grasstheme);
509 pause_sound(stream_deserttheme);
510 pause_sound(stream_wind);
511 pause_sound(stream_desertambient);
514 if (environment == snowyenvironment) {
518 emit_stream_np(stream_wind);
520 objects.treetextureptr.load("Textures/SnowTree.png", 0);
521 objects.bushtextureptr.load("Textures/BushSnow.png", 0);
522 objects.rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
523 objects.boxtextureptr.load("Textures/SnowBox.jpg", 1);
525 footstepsound = footstepsn1;
526 footstepsound2 = footstepsn2;
527 footstepsound3 = footstepst1;
528 footstepsound4 = footstepst2;
530 terraintexture.load("Textures/Snow.jpg", 1);
531 terraintexture2.load("Textures/Rock.jpg", 1);
534 temptexdetail = texdetail;
537 skybox->load( "Textures/Skybox(snow)/Front.jpg",
538 "Textures/Skybox(snow)/Left.jpg",
539 "Textures/Skybox(snow)/Back.jpg",
540 "Textures/Skybox(snow)/Right.jpg",
541 "Textures/Skybox(snow)/Up.jpg",
542 "Textures/Skybox(snow)/Down.jpg");
547 texdetail = temptexdetail;
548 } else if (environment == desertenvironment) {
551 objects.treetextureptr.load("Textures/DesertTree.png", 0);
552 objects.bushtextureptr.load("Textures/BushDesert.png", 0);
553 objects.rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
554 objects.boxtextureptr.load("Textures/DesertBox.jpg", 1);
558 emit_stream_np(stream_desertambient);
560 footstepsound = footstepsn1;
561 footstepsound2 = footstepsn2;
562 footstepsound3 = footstepsn1;
563 footstepsound4 = footstepsn2;
565 terraintexture.load("Textures/Sand.jpg", 1);
566 terraintexture2.load("Textures/SandSlope.jpg", 1);
569 temptexdetail = texdetail;
572 skybox->load( "Textures/Skybox(sand)/Front.jpg",
573 "Textures/Skybox(sand)/Left.jpg",
574 "Textures/Skybox(sand)/Back.jpg",
575 "Textures/Skybox(sand)/Right.jpg",
576 "Textures/Skybox(sand)/Up.jpg",
577 "Textures/Skybox(sand)/Down.jpg");
582 texdetail = temptexdetail;
583 } else if (environment == grassyenvironment) {
586 objects.treetextureptr.load("Textures/Tree.png", 0);
587 objects.bushtextureptr.load("Textures/Bush.png", 0);
588 objects.rocktextureptr.load("Textures/Boulder.jpg", 1);
589 objects.boxtextureptr.load("Textures/GrassBox.jpg", 1);
592 emit_stream_np(stream_wind, 100.);
594 footstepsound = footstepgr1;
595 footstepsound2 = footstepgr2;
596 footstepsound3 = footstepst1;
597 footstepsound4 = footstepst2;
599 terraintexture.load("Textures/GrassDirt.jpg", 1);
600 terraintexture2.load("Textures/MossRock.jpg", 1);
603 temptexdetail = texdetail;
606 skybox->load( "Textures/Skybox(grass)/Front.jpg",
607 "Textures/Skybox(grass)/Left.jpg",
608 "Textures/Skybox(grass)/Back.jpg",
609 "Textures/Skybox(grass)/Right.jpg",
610 "Textures/Skybox(grass)/Up.jpg",
611 "Textures/Skybox(grass)/Down.jpg");
615 texdetail = temptexdetail;
617 temptexdetail = texdetail;
619 terrain.load("Textures/HeightMap.png");
621 texdetail = temptexdetail;
624 void Game::Loadlevel(int which)
631 Loadlevel("tutorial");
632 } else if (which >= 0 && which <= 15) {
634 snprintf(buf, 32, "map%d", which + 1); // challenges
637 Loadlevel("mapsave");
640 void Game::Loadlevel(const std::string& name)
642 int indemo; // FIXME this should be removed
648 LOG(std::string("Loading level...") + name);
660 if (tutoriallevel != -1)
665 if (tutoriallevel == 1)
667 if (tutorialstage == 0) {
668 tutorialstagetime = 0;
671 pause_sound(whooshsound);
672 pause_sound(stream_firesound);
677 tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" );
679 pause_sound(stream_firesound);
685 //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
687 Dialog::dialogs.clear();
689 Dialog::indialogue = -1;
696 difficulty = accountactive->getDifficulty();
698 Hotspot::hotspots.clear();
699 Hotspot::current = -1;
710 for (int i = 0; i < 100; i++)
719 numunarmedattack = 0;
730 bonustotal = startbonustotal;
735 emit_sound_np(consolesuccesssound);
740 if (!stealthloading) {
741 terrain.numdecals = 0;
742 Sprite::deleteSprites();
743 for (int i = 0; i < objects.numobjects; i++)
744 objects.model[i].numdecals = 0;
746 int j = objects.numobjects;
747 for (int i = 0; i < j; i++) {
748 objects.DeleteObject(0);
753 for (int i = 0; i < subdivision; i++)
754 for (int j = 0; j < subdivision; j++)
755 terrain.patchobjectnum[i][j] = 0;
761 Person::players.resize(1);
763 funpackf(tfile, "Bi", &mapvers);
765 cerr << name << " has obsolete map version " << mapvers << endl;
768 funpackf(tfile, "Bi", &indemo);
772 funpackf(tfile, "Bi", &maptype);
774 maptype = mapkilleveryone;
776 funpackf(tfile, "Bi", &hostile);
780 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
786 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
794 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
796 skyboxlightr = skyboxr;
797 skyboxlightg = skyboxg;
798 skyboxlightb = skyboxb;
800 /* TODO - This should be done in an other way so that we can rebuild main player as well (so coords would need to be copied from old ones after rebuilding) */
801 if (stealthloading) {
802 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
804 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons);
806 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
807 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
808 Person::players[0]->weaponids[j] = weapons.size();
810 funpackf(tfile, "Bi", &type);
811 weapons.push_back(Weapon(type, 0));
817 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
818 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
819 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
820 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
822 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
825 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
827 Person::players[0]->whichskin = 0;
828 Person::players[0]->creature = rabbittype;
831 Person::players[0]->lastattack = -1;
832 Person::players[0]->lastattack2 = -1;
833 Person::players[0]->lastattack3 = -1;
837 Dialog::loadDialogs(tfile);
840 for (int k = 0; k < Person::players[0]->numclothes; k++) {
841 funpackf(tfile, "Bi", &templength);
842 for (int l = 0; l < templength; l++)
843 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
844 Person::players[0]->clothes[k][templength] = '\0';
845 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
848 funpackf(tfile, "Bi", &environment);
850 funpackf(tfile, "Bi", &objects.numobjects);
851 for (int i = 0; i < objects.numobjects; i++) {
852 funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i], &objects.yaw[i], &objects.pitch[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z, &objects.scale[i]);
853 if (objects.type[i] == treeleavestype)
854 objects.scale[i] = objects.scale[i - 1];
859 funpackf(tfile, "Bi", &numhotspots);
860 if (numhotspots < 0) {
861 cerr << "Map " << name << " have an invalid number of hotspots" << endl;
864 Hotspot::hotspots.resize(numhotspots);
865 for (int i = 0; i < Hotspot::hotspots.size(); i++) {
866 funpackf(tfile, "Bi Bf Bf Bf Bf", &Hotspot::hotspots[i].type, &Hotspot::hotspots[i].size, &Hotspot::hotspots[i].position.x, &Hotspot::hotspots[i].position.y, &Hotspot::hotspots[i].position.z);
867 funpackf(tfile, "Bi", &templength);
869 for (int l = 0; l < templength; l++)
870 funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
871 Hotspot::hotspots[i].text[templength] = '\0';
872 if (Hotspot::hotspots[i].type == -111)
876 Hotspot::hotspots.clear();
882 if (!stealthloading) {
884 for (int i = 0; i < objects.numobjects; i++)
885 objects.center += objects.position[i];
886 objects.center /= objects.numobjects;
892 float maxdistance = 0;
894 for (int i = 0; i < objects.numobjects; i++) {
895 tempdist = distsq(&objects.center, &objects.position[i]);
896 if (tempdist > maxdistance) {
897 maxdistance = tempdist;
900 objects.radius = fast_sqrt(maxdistance);
907 funpackf(tfile, "Bi", &numplayers);
908 if (numplayers > maxplayers) {
909 cout << "Warning: this level contains more players than allowed" << endl;
911 for (int i = 1; i < numplayers; i++) {
914 Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
916 } catch (InvalidPersonException e) {
922 funpackf(tfile, "Bi", &numpathpoints);
923 if (numpathpoints > 30 || numpathpoints < 0)
925 for (int j = 0; j < numpathpoints; j++) {
926 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
927 for (int k = 0; k < numpathpointconnect[j]; k++) {
928 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
934 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
937 if (environment != oldenvironment)
938 Setenvironment(environment);
939 oldenvironment = environment;
941 if (!stealthloading) {
942 int j = objects.numobjects;
943 objects.numobjects = 0;
944 for (int i = 0; i < j; i++) {
945 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
960 for (unsigned i = 0; i < Person::players.size(); i++) {
964 Person::players[i]->burnt = 0;
965 Person::players[i]->bled = 0;
966 Person::players[i]->onfire = 0;
967 Person::players[i]->scale = .2;
969 Person::players[i]->creature = rabbittype;
972 Person::players[i]->skeleton.free = 0;
974 Person::players[i]->skeletonLoad();
976 Person::players[i]->addClothes();
979 Person::players[i]->animCurrent = bounceidleanim;
980 Person::players[i]->animTarget = bounceidleanim;
981 Person::players[i]->frameCurrent = 0;
982 Person::players[i]->frameTarget = 1;
983 Person::players[i]->target = 0;
985 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
987 Person::players[i]->speed -= .2;
989 Person::players[i]->speed -= .1;
992 Person::players[i]->velocity = 0;
993 Person::players[i]->oldcoords = Person::players[i]->coords;
994 Person::players[i]->realoldcoords = Person::players[i]->coords;
996 Person::players[i]->id = i;
997 Person::players[i]->updatedelay = 0;
998 Person::players[i]->normalsupdatedelay = 0;
1000 Person::players[i]->proportionhead = 1.2;
1001 Person::players[i]->proportionbody = 1.05;
1002 Person::players[i]->proportionarms = 1.00;
1003 Person::players[i]->proportionlegs = 1.1;
1004 Person::players[i]->proportionlegs.y = 1.05;
1005 Person::players[i]->headless = 0;
1006 Person::players[i]->currentoffset = 0;
1007 Person::players[i]->targetoffset = 0;
1008 if (Person::players[i]->creature == wolftype) {
1009 Person::players[i]->scale = .23;
1010 Person::players[i]->damagetolerance = 300;
1012 Person::players[i]->damagetolerance = 200;
1021 Person::players[i]->proportionhead.z = 0;
1022 Person::players[i]->proportionbody.z = 0;
1023 Person::players[i]->proportionarms.z = 0;
1024 Person::players[i]->proportionlegs.z = 0;
1027 Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
1030 Person::players[i]->headmorphness = 0;
1031 Person::players[i]->targetheadmorphness = 1;
1032 Person::players[i]->headmorphstart = 0;
1033 Person::players[i]->headmorphend = 0;
1035 Person::players[i]->pausetime = 0;
1037 Person::players[i]->dead = 0;
1038 Person::players[i]->jumppower = 5;
1039 Person::players[i]->damage = 0;
1040 Person::players[i]->permanentdamage = 0;
1041 Person::players[i]->superpermanentdamage = 0;
1043 Person::players[i]->forwardkeydown = 0;
1044 Person::players[i]->leftkeydown = 0;
1045 Person::players[i]->backkeydown = 0;
1046 Person::players[i]->rightkeydown = 0;
1047 Person::players[i]->jumpkeydown = 0;
1048 Person::players[i]->crouchkeydown = 0;
1049 Person::players[i]->throwkeydown = 0;
1051 Person::players[i]->collided = -10;
1052 Person::players[i]->loaded = 1;
1053 Person::players[i]->bloodloss = 0;
1054 Person::players[i]->weaponactive = -1;
1055 Person::players[i]->weaponstuck = -1;
1056 Person::players[i]->bleeding = 0;
1057 Person::players[i]->deathbleeding = 0;
1058 Person::players[i]->stunned = 0;
1059 Person::players[i]->hasvictim = 0;
1060 Person::players[i]->wentforweapon = 0;
1064 Person::players[0]->aitype = playercontrolled;
1066 if (difficulty == 1) {
1067 Person::players[0]->power = 1 / .9;
1068 Person::players[0]->damagetolerance = 250;
1069 } else if (difficulty == 0) {
1070 Person::players[0]->power = 1 / .8;
1071 Person::players[0]->damagetolerance = 300;
1072 Person::players[0]->armorhead *= 1.5;
1073 Person::players[0]->armorhigh *= 1.5;
1074 Person::players[0]->armorlow *= 1.5;
1077 cameraloc = Person::players[0]->coords;
1079 yaw = Person::players[0]->yaw;
1081 hawkcoords = Person::players[0]->coords;
1087 LOG("Starting background music...");
1089 OPENAL_StopSound(OPENAL_ALL);
1091 if (environment == snowyenvironment) {
1092 emit_stream_np(stream_wind);
1093 } else if (environment == desertenvironment) {
1094 emit_stream_np(stream_desertambient);
1095 } else if (environment == grassyenvironment) {
1096 emit_stream_np(stream_wind, 100.);
1099 oldmusicvolume[0] = 0;
1100 oldmusicvolume[1] = 0;
1101 oldmusicvolume[2] = 0;
1102 oldmusicvolume[3] = 0;
1113 if (tutorialstagetime > tutorialmaxtime) {
1115 tutorialsuccess = 0;
1116 if (tutorialstage <= 1) {
1121 switch (tutorialstage) {
1123 tutorialmaxtime = 5;
1126 tutorialmaxtime = 2;
1129 tutorialmaxtime = 600;
1132 tutorialmaxtime = 1000;
1135 tutorialmaxtime = 600;
1138 tutorialmaxtime = 600;
1141 tutorialmaxtime = 600;
1144 tutorialmaxtime = 600;
1147 tutorialmaxtime = 600;
1150 tutorialmaxtime = 2;
1153 tutorialmaxtime = 1000;
1156 tutorialmaxtime = 1000;
1159 tutorialmaxtime = 2;
1162 tutorialmaxtime = 3;
1173 Person::players[1]->coords = (temp + temp2) / 2;
1175 emit_sound_at(fireendsound, Person::players[1]->coords);
1177 for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
1178 if (Random() % 2 == 0) {
1179 if (!Person::players[1]->skeleton.free)
1180 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1181 if (Person::players[1]->skeleton.free)
1182 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1183 if (!Person::players[1]->skeleton.free)
1184 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;
1185 if (Person::players[1]->skeleton.free)
1186 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1187 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1193 tutorialmaxtime = 500;
1196 tutorialmaxtime = 500;
1199 tutorialmaxtime = 500;
1202 tutorialmaxtime = 500;
1208 tutorialmaxtime = 500;
1211 tutorialmaxtime = 500;
1212 if (bonus == cannon) {
1219 tutorialmaxtime = 500;
1222 tutorialmaxtime = 500;
1225 tutorialmaxtime = 500;
1228 tutorialmaxtime = 500;
1231 tutorialmaxtime = 2;
1234 tutorialmaxtime = 4;
1237 Person::players[1]->aitype = attacktypecutoff;
1240 tutorialmaxtime = 400;
1243 tutorialmaxtime = 400;
1244 Person::players[0]->escapednum = 0;
1247 tutorialmaxtime = 4;
1250 Person::players[1]->aitype = passivetype;
1253 tutorialmaxtime = 13;
1256 tutorialmaxtime = 8;
1259 tutorialmaxtime = 400;
1262 Person::players[1]->aitype = attacktypecutoff;
1265 tutorialmaxtime = 400;
1268 tutorialmaxtime = 400;
1271 tutorialmaxtime = 2;
1274 Person::players[1]->aitype = passivetype;
1279 tutorialmaxtime = 50;
1282 Person::players[1]->aitype = attacktypecutoff;
1285 tutorialmaxtime = 4;
1288 Person::players[1]->aitype = passivetype;
1300 Weapon w(knife, -1);
1301 w.position = (temp + temp2) / 2;
1302 w.tippoint = (temp + temp2) / 2;
1305 w.tipvelocity = 0.1;
1312 weapons.push_back(w);
1316 tutorialmaxtime = 300;
1319 tutorialmaxtime = 300;
1322 tutorialmaxtime = 8;
1325 tutorialmaxtime = 300;
1328 weapons[0].owner = 1;
1329 Person::players[0]->weaponactive = -1;
1330 Person::players[0]->num_weapons = 0;
1331 Person::players[1]->weaponactive = 0;
1332 Person::players[1]->num_weapons = 1;
1333 Person::players[1]->weaponids[0] = 0;
1337 Person::players[1]->aitype = attacktypecutoff;
1339 tutorialmaxtime = 300;
1342 weapons[0].owner = 1;
1343 Person::players[0]->weaponactive = -1;
1344 Person::players[0]->num_weapons = 0;
1345 Person::players[1]->weaponactive = 0;
1346 Person::players[1]->num_weapons = 1;
1347 Person::players[1]->weaponids[0] = 0;
1349 tutorialmaxtime = 300;
1352 weapons[0].owner = 1;
1353 Person::players[0]->weaponactive = -1;
1354 Person::players[0]->num_weapons = 0;
1355 Person::players[1]->weaponactive = 0;
1356 Person::players[1]->num_weapons = 1;
1357 Person::players[1]->weaponids[0] = 0;
1359 weapons[0].setType(sword);
1361 tutorialmaxtime = 300;
1364 tutorialmaxtime = 10;
1375 Weapon w(sword, -1);
1376 w.position = (temp + temp2) / 2;
1377 w.tippoint = (temp + temp2) / 2;
1380 w.tipvelocity = 0.1;
1387 weapons.push_back(w);
1389 weapons[0].owner = 1;
1390 weapons[1].owner = 0;
1391 Person::players[0]->weaponactive = 0;
1392 Person::players[0]->num_weapons = 1;
1393 Person::players[0]->weaponids[0] = 1;
1394 Person::players[1]->weaponactive = 0;
1395 Person::players[1]->num_weapons = 1;
1396 Person::players[1]->weaponids[0] = 0;
1403 Person::players[1]->aitype = passivetype;
1405 tutorialmaxtime = 15;
1407 weapons[0].owner = 1;
1408 weapons[1].owner = 0;
1409 Person::players[0]->weaponactive = 0;
1410 Person::players[0]->num_weapons = 1;
1411 Person::players[0]->weaponids[0] = 1;
1412 Person::players[1]->weaponactive = 0;
1413 Person::players[1]->num_weapons = 1;
1414 Person::players[1]->weaponids[0] = 0;
1416 if (Person::players[0]->weaponactive != -1)
1417 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
1419 weapons[0].setType(staff);
1424 Person::players[1]->aitype = passivetype;
1426 tutorialmaxtime = 200;
1428 weapons[1].position = 1000;
1429 weapons[1].tippoint = 1000;
1431 weapons[0].setType(knife);
1433 weapons[0].owner = 0;
1434 Person::players[1]->weaponactive = -1;
1435 Person::players[1]->num_weapons = 0;
1436 Person::players[0]->weaponactive = 0;
1437 Person::players[0]->num_weapons = 1;
1438 Person::players[0]->weaponids[0] = 0;
1442 tutorialmaxtime = 8;
1445 emit_sound_at(fireendsound, Person::players[1]->coords);
1447 for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
1448 if (Random() % 2 == 0) {
1449 if (!Person::players[1]->skeleton.free)
1450 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1451 if (Person::players[1]->skeleton.free)
1452 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1453 if (!Person::players[1]->skeleton.free)
1454 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;
1455 if (Person::players[1]->skeleton.free)
1456 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1457 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1461 Person::players[1]->num_weapons = 0;
1462 Person::players[1]->weaponstuck = -1;
1463 Person::players[1]->weaponactive = -1;
1469 tutorialmaxtime = 80000;
1474 if (tutorialstage <= 51)
1475 tutorialstagetime = 0;
1479 if (tutorialstagetime < tutorialmaxtime - 3) {
1480 switch (tutorialstage) {
1482 if (deltah || deltav)
1483 tutorialsuccess += multiplier;
1486 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
1487 tutorialsuccess += multiplier;
1490 if (Person::players[0]->jumpkeydown)
1491 tutorialsuccess = 1;
1494 if (Person::players[0]->isCrouch())
1495 tutorialsuccess = 1;
1498 if (Person::players[0]->animTarget == rollanim)
1499 tutorialsuccess = 1;
1502 if (Person::players[0]->animTarget == sneakanim)
1503 tutorialsuccess += multiplier;
1506 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
1507 tutorialsuccess += multiplier;
1510 if (Person::players[0]->isWallJump())
1511 tutorialsuccess = 1;
1514 if (Person::players[0]->animTarget == flipanim)
1515 tutorialsuccess = 1;
1518 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
1519 tutorialsuccess = 1;
1522 if (Person::players[0]->animTarget == winduppunchanim)
1523 tutorialsuccess = 1;
1526 if (Person::players[0]->animTarget == spinkickanim)
1527 tutorialsuccess = 1;
1530 if (Person::players[0]->animTarget == sweepanim)
1531 tutorialsuccess = 1;
1534 if (Person::players[0]->animTarget == dropkickanim)
1535 tutorialsuccess = 1;
1538 if (Person::players[0]->animTarget == rabbitkickanim)
1539 tutorialsuccess = 1;
1542 if (bonus == cannon)
1543 tutorialsuccess = 1;
1546 if (bonus == spinecrusher)
1547 tutorialsuccess = 1;
1550 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
1551 tutorialsuccess = 1;
1554 if (Person::players[0]->animTarget == rabbittacklinganim)
1555 tutorialsuccess = 1;
1558 if (Person::players[0]->animTarget == backhandspringanim)
1559 tutorialsuccess = 1;
1562 if (Animation::animations[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
1563 tutorialsuccess = 1;
1566 if (Person::players[0]->escapednum == 2) {
1567 tutorialsuccess = 1;
1570 Person::players[1]->aitype = passivetype;
1574 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1575 tutorialsuccess = 1;
1578 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1579 tutorialsuccess = 1;
1582 if (Animation::animations[Person::players[0]->animTarget].attack == reversal) {
1583 tutorialsuccess = 1;
1586 Person::players[1]->aitype = passivetype;
1590 if (Person::players[0]->num_weapons > 0)
1591 tutorialsuccess = 1;
1594 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
1595 tutorialsuccess = 1;
1598 if (Person::players[0]->animTarget == knifeslashstartanim)
1599 tutorialsuccess = 1;
1602 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1603 tutorialsuccess = 1;
1606 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1607 tutorialsuccess = 1;
1610 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1611 tutorialsuccess = 1;
1614 if (Person::players[1]->weaponstuck != -1)
1615 tutorialsuccess = 1;
1620 if (tutorialsuccess >= 1)
1621 tutorialstagetime = tutorialmaxtime - 3;
1624 if (tutorialstagetime == tutorialmaxtime - 3) {
1625 emit_sound_np(consolesuccesssound);
1628 if (tutorialsuccess >= 1) {
1629 if (tutorialstage == 34 || tutorialstage == 35)
1630 tutorialstagetime = tutorialmaxtime - 1;
1634 if (tutorialstage < 14 || tutorialstage >= 50) {
1635 Person::players[1]->coords.y = 300;
1636 Person::players[1]->velocity = 0;
1642 float headprop, bodyprop, armprop, legprop;
1647 if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
1649 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1650 Person::players[0]->damagetolerance = 200000;
1651 Person::players[0]->damage = 0;
1652 Person::players[0]->burnt = 0;
1653 Person::players[0]->permanentdamage = 0;
1654 Person::players[0]->superpermanentdamage = 0;
1657 /* Change environment */
1658 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1660 if (environment > 2)
1662 Setenvironment(environment);
1666 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1667 cameramode = !cameramode;
1670 /* Toggle Slow motion */
1671 if (Input::isKeyPressed(SDL_SCANCODE_B)) {
1677 if (Input::isKeyPressed(SDL_SCANCODE_N)) {
1678 Person::players[0]->RagDoll(0);
1680 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
1683 /* Grow tree leaves?? */
1684 if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
1685 for (int i = 0; i < objects.numobjects; i++) {
1686 if (objects.type[i] == treeleavestype) {
1687 objects.scale[i] *= .9;
1692 /* Change (or add) weapon */
1693 if (Input::isKeyPressed(SDL_SCANCODE_X)) {
1695 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1696 closest = findClosestPlayer();
1700 if (Person::players[closest]->num_weapons > 0) {
1701 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
1702 weapons[Person::players[closest]->weaponids[0]].setType(staff);
1703 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
1704 weapons[Person::players[closest]->weaponids[0]].setType(knife);
1706 weapons[Person::players[closest]->weaponids[0]].setType(sword);
1708 Person::players[closest]->weaponids[0] = weapons.size();
1710 weapons.push_back(Weapon(knife, closest));
1712 Person::players[closest]->num_weapons = 1;
1718 if (Input::isKeyDown(SDL_SCANCODE_U)) {
1720 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1721 closest = findClosestPlayer();
1725 Person::players[closest]->yaw += multiplier * 50;
1726 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1731 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
1732 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
1733 if (Person::players[0]->onfire) {
1734 Person::players[0]->CatchFire();
1736 if (!Person::players[0]->onfire) {
1737 emit_sound_at(fireendsound, Person::players[0]->coords);
1738 pause_sound(stream_firesound);
1743 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1745 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1746 closest = findClosestPlayer();
1750 Person::players[closest]->whichskin++;
1751 if (Person::players[closest]->whichskin > 9)
1752 Person::players[closest]->whichskin = 0;
1753 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
1754 Person::players[closest]->whichskin = 0;
1756 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1757 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1760 Person::players[closest]->addClothes();
1763 /* Change creature type */
1764 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1766 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1767 closest = findClosestPlayer();
1771 if (Person::players[closest]->creature == wolftype) {
1772 headprop = Person::players[closest]->proportionhead.x / 1.1;
1773 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1774 armprop = Person::players[closest]->proportionarms.x / 1.1;
1775 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1778 if (Person::players[closest]->creature == rabbittype) {
1779 headprop = Person::players[closest]->proportionhead.x / 1.2;
1780 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1781 armprop = Person::players[closest]->proportionarms.x / 1.00;
1782 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1786 if (Person::players[closest]->creature == rabbittype) {
1787 Person::players[closest]->creature = wolftype;
1788 Person::players[closest]->whichskin = 0;
1789 Person::players[closest]->skeletonLoad();
1791 Person::players[closest]->proportionhead = 1.1;
1792 Person::players[closest]->proportionbody = 1.1;
1793 Person::players[closest]->proportionarms = 1.1;
1794 Person::players[closest]->proportionlegs = 1.1;
1795 Person::players[closest]->proportionlegs.y = 1.1;
1796 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1798 Person::players[closest]->damagetolerance = 300;
1800 Person::players[closest]->creature = rabbittype;
1801 Person::players[closest]->whichskin = 0;
1802 Person::players[closest]->skeletonLoad(true);
1804 Person::players[closest]->proportionhead = 1.2;
1805 Person::players[closest]->proportionbody = 1.05;
1806 Person::players[closest]->proportionarms = 1.00;
1807 Person::players[closest]->proportionlegs = 1.1;
1808 Person::players[closest]->proportionlegs.y = 1.05;
1809 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1811 Person::players[closest]->damagetolerance = 200;
1814 if (Person::players[closest]->creature == wolftype) {
1815 Person::players[closest]->proportionhead = 1.1 * headprop;
1816 Person::players[closest]->proportionbody = 1.1 * bodyprop;
1817 Person::players[closest]->proportionarms = 1.1 * armprop;
1818 Person::players[closest]->proportionlegs = 1.1 * legprop;
1821 if (Person::players[closest]->creature == rabbittype) {
1822 Person::players[closest]->proportionhead = 1.2 * headprop;
1823 Person::players[closest]->proportionbody = 1.05 * bodyprop;
1824 Person::players[closest]->proportionarms = 1.00 * armprop;
1825 Person::players[closest]->proportionlegs = 1.1 * legprop;
1826 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1833 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1835 float closestdist = std::numeric_limits<float>::max();
1837 for (unsigned i = 1; i < Person::players.size(); i++) {
1838 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
1839 if (!Person::players[i]->headless)
1840 if (distance < closestdist) {
1841 closestdist = distance;
1846 XYZ flatfacing2, flatvelocity2;
1848 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1849 blah = Person::players[closest]->coords;
1850 XYZ headspurtdirection;
1851 //int i = Person::players[closest]->skeleton.jointlabels[head];
1852 Joint& headjoint = Person::players[closest]->joint(head);
1853 for (int k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
1854 if (!Person::players[closest]->skeleton.free)
1855 flatvelocity2 = Person::players[closest]->velocity;
1856 if (Person::players[closest]->skeleton.free)
1857 flatvelocity2 = headjoint.velocity;
1858 if (!Person::players[closest]->skeleton.free)
1859 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;
1860 if (Person::players[closest]->skeleton.free)
1861 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1862 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1863 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1864 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1865 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1866 Normalise(&headspurtdirection);
1867 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1868 flatvelocity2 += headspurtdirection * 8;
1869 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1871 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1873 emit_sound_at(splattersound, blah);
1874 emit_sound_at(breaksound2, blah, 100.);
1876 if (Person::players[closest]->skeleton.free == 2)
1877 Person::players[closest]->skeleton.free = 0;
1878 Person::players[closest]->RagDoll(0);
1879 Person::players[closest]->dead = 2;
1880 Person::players[closest]->headless = 1;
1881 Person::players[closest]->DoBloodBig(3, 165);
1888 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1889 int closest = findClosestPlayer();
1890 XYZ flatfacing2, flatvelocity2;
1892 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1893 blah = Person::players[closest]->coords;
1894 emit_sound_at(splattersound, blah);
1895 emit_sound_at(breaksound2, blah);
1897 for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1898 if (!Person::players[closest]->skeleton.free)
1899 flatvelocity2 = Person::players[closest]->velocity;
1900 if (Person::players[closest]->skeleton.free)
1901 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1902 if (!Person::players[closest]->skeleton.free)
1903 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;
1904 if (Person::players[closest]->skeleton.free)
1905 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1906 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1907 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1908 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1909 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1910 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
1911 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1914 for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1915 if (!Person::players[closest]->skeleton.free)
1916 flatvelocity2 = Person::players[closest]->velocity;
1917 if (Person::players[closest]->skeleton.free)
1918 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1919 if (!Person::players[closest]->skeleton.free)
1920 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;
1921 if (Person::players[closest]->skeleton.free)
1922 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1923 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1924 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1925 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1926 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1927 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
1930 for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1931 if (!Person::players[closest]->skeleton.free)
1932 flatvelocity2 = Person::players[closest]->velocity;
1933 if (Person::players[closest]->skeleton.free)
1934 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1935 if (!Person::players[closest]->skeleton.free)
1936 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;
1937 if (Person::players[closest]->skeleton.free)
1938 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1939 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1940 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1941 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1942 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1943 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1946 for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1947 if (!Person::players[closest]->skeleton.free)
1948 flatvelocity2 = Person::players[closest]->velocity;
1949 if (Person::players[closest]->skeleton.free)
1950 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1951 if (!Person::players[closest]->skeleton.free)
1952 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;
1953 if (Person::players[closest]->skeleton.free)
1954 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1955 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1956 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1957 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1958 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1959 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1963 for (unsigned j = 0; j < Person::players.size(); j++) {
1964 if (int(j) != closest) {
1965 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
1966 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
1967 if (Person::players[j]->skeleton.free == 2)
1968 Person::players[j]->skeleton.free = 1;
1969 Person::players[j]->skeleton.longdead = 0;
1970 Person::players[j]->RagDoll(0);
1971 for (int i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
1972 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
1973 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
1974 flatvelocity2 = temppos - Person::players[closest]->coords;
1975 Normalise(&flatvelocity2);
1976 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
1983 Person::players[closest]->DoDamage(10000);
1984 Person::players[closest]->RagDoll(0);
1985 Person::players[closest]->dead = 2;
1986 Person::players[closest]->coords = 20;
1987 Person::players[closest]->skeleton.free = 2;
1995 if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1996 editorenabled = !editorenabled;
1997 if (editorenabled) {
1998 Person::players[0]->damagetolerance = 100000;
2000 Person::players[0]->damagetolerance = 200;
2002 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
2003 Person::players[0]->permanentdamage = 0;
2004 Person::players[0]->superpermanentdamage = 0;
2005 Person::players[0]->bloodloss = 0;
2006 Person::players[0]->deathbleeding = 0;
2011 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
2013 if (targetlevel > numchallengelevels - 1)
2019 if (editorenabled) {
2020 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2021 int closest = findClosestPlayer();
2023 Person::players.erase(Person::players.begin()+closest);
2027 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2028 int closest = findClosestObject();
2030 objects.position[closest].y -= 500;
2033 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2034 if (objects.numobjects < max_objects - 1) {
2036 scenecoords.x = Person::players[0]->coords.x;
2037 scenecoords.z = Person::players[0]->coords.z;
2038 scenecoords.y = Person::players[0]->coords.y - 3;
2039 if (editortype == bushtype)
2040 scenecoords.y = Person::players[0]->coords.y - .5;
2041 if (editortype == firetype)
2042 scenecoords.y = Person::players[0]->coords.y - .5;
2043 //objects.MakeObject(abs(Random()%3),scenecoords,Random()%360);
2044 float temprotat, temprotat2;
2045 temprotat = editoryaw;
2046 temprotat2 = editorpitch;
2047 if (temprotat < 0 || editortype == bushtype)
2048 temprotat = Random() % 360;
2050 temprotat2 = Random() % 360;
2052 objects.MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
2053 if (editortype == treetrunktype)
2054 objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
2058 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2059 Person::players.push_back(shared_ptr<Person>(new Person()));
2061 Person::players.back()->id = Person::players.size()-1;
2063 Person::players.back()->scale = Person::players[0]->scale;
2064 Person::players.back()->creature = rabbittype;
2065 Person::players.back()->howactive = editoractive;
2067 int k = abs(Random() % 2) + 1;
2069 Person::players.back()->whichskin = 0;
2070 } else if (k == 1) {
2071 Person::players.back()->whichskin = 1;
2073 Person::players.back()->whichskin = 2;
2076 Person::players.back()->skeletonLoad(true);
2078 Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
2079 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
2081 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
2082 Person::players.back()->yaw = Person::players[0]->yaw;
2084 Person::players.back()->coords = Person::players[0]->coords;
2085 Person::players.back()->oldcoords = Person::players.back()->coords;
2086 Person::players.back()->realoldcoords = Person::players.back()->coords;
2088 if (Person::players[0]->creature == wolftype) {
2089 headprop = Person::players[0]->proportionhead.x / 1.1;
2090 bodyprop = Person::players[0]->proportionbody.x / 1.1;
2091 armprop = Person::players[0]->proportionarms.x / 1.1;
2092 legprop = Person::players[0]->proportionlegs.x / 1.1;
2095 if (Person::players[0]->creature == rabbittype) {
2096 headprop = Person::players[0]->proportionhead.x / 1.2;
2097 bodyprop = Person::players[0]->proportionbody.x / 1.05;
2098 armprop = Person::players[0]->proportionarms.x / 1.00;
2099 legprop = Person::players[0]->proportionlegs.x / 1.1;
2102 if (Person::players.back()->creature == wolftype) {
2103 Person::players.back()->proportionhead = 1.1 * headprop;
2104 Person::players.back()->proportionbody = 1.1 * bodyprop;
2105 Person::players.back()->proportionarms = 1.1 * armprop;
2106 Person::players.back()->proportionlegs = 1.1 * legprop;
2109 if (Person::players.back()->creature == rabbittype) {
2110 Person::players.back()->proportionhead = 1.2 * headprop;
2111 Person::players.back()->proportionbody = 1.05 * bodyprop;
2112 Person::players.back()->proportionarms = 1.00 * armprop;
2113 Person::players.back()->proportionlegs = 1.1 * legprop;
2114 Person::players.back()->proportionlegs.y = 1.05 * legprop;
2118 Person::players.back()->proportionhead.z = 0;
2119 Person::players.back()->proportionbody.z = 0;
2120 Person::players.back()->proportionarms.z = 0;
2121 Person::players.back()->proportionlegs.z = 0;
2124 Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
2126 Person::players.back()->damagetolerance = 200;
2128 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
2129 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
2130 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
2131 Person::players.back()->armorhead = Person::players[0]->armorhead;
2132 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
2133 Person::players.back()->armorlow = Person::players[0]->armorlow;
2134 Person::players.back()->metalhead = Person::players[0]->metalhead;
2135 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
2136 Person::players.back()->metallow = Person::players[0]->metallow;
2138 Person::players.back()->immobile = Person::players[0]->immobile;
2140 Person::players.back()->numclothes = Person::players[0]->numclothes;
2141 for (int i = 0; i < Person::players.back()->numclothes; i++) {
2142 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
2143 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
2144 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
2145 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
2147 Person::players.back()->addClothes();
2149 Person::players.back()->power = Person::players[0]->power;
2150 Person::players.back()->speedmult = Person::players[0]->speedmult;
2152 Person::players.back()->loaded = true;
2155 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2156 if (Person::players.back()->numwaypoints < 90) {
2157 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
2158 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
2159 Person::players.back()->numwaypoints++;
2163 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2164 if (numpathpoints < 30) {
2165 bool connected, alreadyconnected;
2167 if (numpathpoints > 1)
2168 for (int i = 0; i < numpathpoints; i++) {
2169 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
2170 alreadyconnected = 0;
2171 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
2172 if (pathpointconnect[pathpointselected][j] == i)
2173 alreadyconnected = 1;
2175 if (!alreadyconnected) {
2176 numpathpointconnect[pathpointselected]++;
2178 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
2184 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
2185 numpathpointconnect[numpathpoints - 1] = 0;
2186 if (numpathpoints > 1 && pathpointselected != -1) {
2187 numpathpointconnect[pathpointselected]++;
2188 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
2190 pathpointselected = numpathpoints - 1;
2195 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
2196 pathpointselected++;
2197 if (pathpointselected >= numpathpoints)
2198 pathpointselected = -1;
2200 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2201 pathpointselected--;
2202 if (pathpointselected <= -2)
2203 pathpointselected = numpathpoints - 1;
2205 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2206 if (pathpointselected != -1) {
2208 pathpoint[pathpointselected] = pathpoint[numpathpoints];
2209 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
2210 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
2211 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
2213 for (int i = 0; i < numpathpoints; i++) {
2214 for (int j = 0; j < numpathpointconnect[i]; j++) {
2215 if (pathpointconnect[i][j] == pathpointselected) {
2216 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
2217 numpathpointconnect[i]--;
2219 if (pathpointconnect[i][j] == numpathpoints) {
2220 pathpointconnect[i][j] = pathpointselected;
2224 pathpointselected = numpathpoints - 1;
2228 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2230 if (editortype == treeleavestype || editortype == 10)
2233 editortype = firetype;
2236 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2238 if (editortype == treeleavestype || editortype == 10)
2240 if (editortype > firetype)
2244 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2245 editoryaw -= multiplier * 100;
2246 if (editoryaw < -.01)
2250 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2251 editoryaw += multiplier * 100;
2254 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2255 editorsize += multiplier;
2258 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2259 editorsize -= multiplier;
2260 if (editorsize < .1)
2265 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2266 mapradius -= multiplier * 10;
2269 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2270 mapradius += multiplier * 10;
2272 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2273 editorpitch += multiplier * 100;
2276 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2277 editorpitch -= multiplier * 100;
2278 if (editorpitch < -.01)
2281 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2282 int closest = findClosestObject();
2284 objects.DeleteObject(closest);
2289 void doJumpReversals()
2291 for (unsigned k = 0; k < Person::players.size(); k++)
2292 for (unsigned i = k; i < Person::players.size(); i++) {
2295 if ( Person::players[k]->skeleton.free == 0 &&
2296 Person::players[i]->skeleton.oldfree == 0 &&
2297 (Person::players[i]->animTarget == jumpupanim ||
2298 Person::players[k]->animTarget == jumpupanim) &&
2299 (Person::players[i]->aitype == playercontrolled ||
2300 Person::players[k]->aitype == playercontrolled) &&
2301 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
2302 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
2303 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
2304 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2305 //TODO: refactor two huge similar ifs
2306 if (Person::players[i]->animTarget == jumpupanim &&
2307 Person::players[k]->animTarget != getupfrombackanim &&
2308 Person::players[k]->animTarget != getupfromfrontanim &&
2309 Animation::animations[Person::players[k]->animTarget].height == middleheight &&
2310 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
2311 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
2312 Person::players[k]->aitype != playercontrolled)) {
2313 Person::players[i]->victim = Person::players[k];
2314 Person::players[i]->velocity = 0;
2315 Person::players[i]->animCurrent = jumpreversedanim;
2316 Person::players[i]->animTarget = jumpreversedanim;
2317 Person::players[i]->frameCurrent = 0;
2318 Person::players[i]->frameTarget = 1;
2319 Person::players[i]->targettilt2 = 0;
2320 Person::players[k]->victim = Person::players[i];
2321 Person::players[k]->velocity = 0;
2322 Person::players[k]->animCurrent = jumpreversalanim;
2323 Person::players[k]->animTarget = jumpreversalanim;
2324 Person::players[k]->frameCurrent = 0;
2325 Person::players[k]->frameTarget = 1;
2326 Person::players[k]->targettilt2 = 0;
2327 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
2328 Person::players[i]->animCurrent = rabbitkickreversedanim;
2329 Person::players[i]->animTarget = rabbitkickreversedanim;
2330 Person::players[i]->frameCurrent = 1;
2331 Person::players[i]->frameTarget = 2;
2332 Person::players[k]->animCurrent = rabbitkickreversalanim;
2333 Person::players[k]->animTarget = rabbitkickreversalanim;
2334 Person::players[k]->frameCurrent = 1;
2335 Person::players[k]->frameTarget = 2;
2337 Person::players[i]->target = 0;
2338 Person::players[k]->oldcoords = Person::players[k]->coords;
2339 Person::players[i]->coords = Person::players[k]->coords;
2340 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
2341 Person::players[k]->yaw = Person::players[i]->targetyaw;
2342 if (Person::players[k]->aitype == attacktypecutoff)
2343 Person::players[k]->stunned = .5;
2345 if (Person::players[k]->animTarget == jumpupanim &&
2346 Person::players[i]->animTarget != getupfrombackanim &&
2347 Person::players[i]->animTarget != getupfromfrontanim &&
2348 Animation::animations[Person::players[i]->animTarget].height == middleheight &&
2349 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
2350 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
2351 Person::players[i]->aitype != playercontrolled)) {
2352 Person::players[k]->victim = Person::players[i];
2353 Person::players[k]->velocity = 0;
2354 Person::players[k]->animCurrent = jumpreversedanim;
2355 Person::players[k]->animTarget = jumpreversedanim;
2356 Person::players[k]->frameCurrent = 0;
2357 Person::players[k]->frameTarget = 1;
2358 Person::players[k]->targettilt2 = 0;
2359 Person::players[i]->victim = Person::players[k];
2360 Person::players[i]->velocity = 0;
2361 Person::players[i]->animCurrent = jumpreversalanim;
2362 Person::players[i]->animTarget = jumpreversalanim;
2363 Person::players[i]->frameCurrent = 0;
2364 Person::players[i]->frameTarget = 1;
2365 Person::players[i]->targettilt2 = 0;
2366 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
2367 Person::players[k]->animTarget = rabbitkickreversedanim;
2368 Person::players[k]->animCurrent = rabbitkickreversedanim;
2369 Person::players[i]->animCurrent = rabbitkickreversalanim;
2370 Person::players[i]->animTarget = rabbitkickreversalanim;
2371 Person::players[k]->frameCurrent = 1;
2372 Person::players[k]->frameTarget = 2;
2373 Person::players[i]->frameCurrent = 1;
2374 Person::players[i]->frameTarget = 2;
2376 Person::players[k]->target = 0;
2377 Person::players[i]->oldcoords = Person::players[i]->coords;
2378 Person::players[k]->coords = Person::players[i]->coords;
2379 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2380 Person::players[i]->yaw = Person::players[k]->targetyaw;
2381 if (Person::players[i]->aitype == attacktypecutoff)
2382 Person::players[i]->stunned = .5;
2389 void doAerialAcrobatics()
2391 static XYZ facing, flatfacing;
2392 for (unsigned k = 0; k < Person::players.size(); k++) {
2393 Person::players[k]->turnspeed = 500;
2395 if ((Person::players[k]->isRun() &&
2396 ((Person::players[k]->targetyaw != rabbitrunninganim &&
2397 Person::players[k]->targetyaw != wolfrunninganim) ||
2398 Person::players[k]->frameTarget == 4)) ||
2399 Person::players[k]->animTarget == removeknifeanim ||
2400 Person::players[k]->animTarget == crouchremoveknifeanim ||
2401 Person::players[k]->animTarget == flipanim ||
2402 Person::players[k]->animTarget == fightsidestep ||
2403 Person::players[k]->animTarget == walkanim) {
2404 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
2408 if (Person::players[k]->isStop() ||
2409 Person::players[k]->isLanding() ||
2410 Person::players[k]->animTarget == staggerbackhighanim ||
2411 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
2412 Person::players[k]->animTarget == staggerbackhardanim ||
2413 Person::players[k]->animTarget == backhandspringanim ||
2414 Person::players[k]->animTarget == dodgebackanim ||
2415 Person::players[k]->animTarget == rollanim ||
2416 (Animation::animations[Person::players[k]->animTarget].attack &&
2417 Person::players[k]->animTarget != rabbitkickanim &&
2418 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
2419 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
2420 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
2423 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
2424 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
2427 Person::players[k]->DoStuff();
2428 if (Person::players[k]->immobile && k != 0)
2429 Person::players[k]->coords = Person::players[k]->realoldcoords;
2431 //if player's position has changed (?)
2432 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
2433 !Person::players[k]->skeleton.free &&
2434 Person::players[k]->animTarget != climbanim &&
2435 Person::players[k]->animTarget != hanganim) {
2436 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
2438 bool tempcollide = 0;
2440 if (Person::players[k]->collide < -.3)
2441 Person::players[k]->collide = -.3;
2442 if (Person::players[k]->collide > 1)
2443 Person::players[k]->collide = 1;
2444 Person::players[k]->collide -= multiplier * 30;
2447 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
2449 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2450 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2451 if (objects.type[i] != rocktype ||
2452 objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
2453 objects.position[i].y > Person::players[k]->coords.y) {
2454 lowpoint = Person::players[k]->coords;
2455 if (Person::players[k]->animTarget != jumpupanim &&
2456 Person::players[k]->animTarget != jumpdownanim &&
2457 !Person::players[k]->isFlip())
2461 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
2462 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
2463 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
2464 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2465 flatfacing = lowpoint - Person::players[k]->coords;
2466 Person::players[k]->coords = lowpoint;
2467 Person::players[k]->coords.y -= 1.3;
2468 Person::players[k]->collide = 1;
2471 //TODO: refactor four similar blocks
2472 if (Person::players[k]->aitype == playercontrolled &&
2473 (Person::players[k]->animTarget == jumpupanim ||
2474 Person::players[k]->animTarget == jumpdownanim ||
2475 Person::players[k]->isFlip()) &&
2476 !Person::players[k]->jumptogglekeydown &&
2477 Person::players[k]->jumpkeydown) {
2478 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
2479 XYZ tempcoords1 = lowpoint;
2480 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2481 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2482 Person::players[k]->setAnimation(walljumpleftanim);
2483 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2485 pause_sound(whooshsound);
2487 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2488 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2489 if (lowpointtarget.z < 0)
2490 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2491 Person::players[k]->targetyaw = Person::players[k]->yaw;
2492 Person::players[k]->lowyaw = Person::players[k]->yaw;
2496 lowpoint = tempcoords1;
2497 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
2498 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2499 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2500 Person::players[k]->setAnimation(walljumprightanim);
2501 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2503 pause_sound(whooshsound);
2505 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2506 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2507 if (lowpointtarget.z < 0)
2508 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2509 Person::players[k]->targetyaw = Person::players[k]->yaw;
2510 Person::players[k]->lowyaw = Person::players[k]->yaw;
2514 lowpoint = tempcoords1;
2515 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
2516 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2517 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2518 Person::players[k]->setAnimation(walljumpbackanim);
2519 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2521 pause_sound(whooshsound);
2523 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2524 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2525 if (lowpointtarget.z < 0)
2526 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2527 Person::players[k]->targetyaw = Person::players[k]->yaw;
2528 Person::players[k]->lowyaw = Person::players[k]->yaw;
2532 lowpoint = tempcoords1;
2533 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2534 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2535 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2536 Person::players[k]->setAnimation(walljumpfrontanim);
2537 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2539 pause_sound(whooshsound);
2541 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2542 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2543 if (lowpointtarget.z < 0)
2544 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2545 Person::players[k]->yaw += 180;
2546 Person::players[k]->targetyaw = Person::players[k]->yaw;
2547 Person::players[k]->lowyaw = Person::players[k]->yaw;
2556 } else if (objects.type[i] == rocktype) {
2557 lowpoint2 = Person::players[k]->coords;
2558 lowpoint = Person::players[k]->coords;
2560 if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
2561 Person::players[k]->coords = colpoint;
2562 Person::players[k]->collide = 1;
2565 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2566 //flipped into a rock
2567 if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7)
2568 Person::players[k]->RagDoll(0);
2570 if (Person::players[k]->animTarget == jumpupanim) {
2571 Person::players[k]->jumppower = -4;
2572 Person::players[k]->animTarget = Person::players[k]->getIdle();
2574 Person::players[k]->target = 0;
2575 Person::players[k]->frameTarget = 0;
2576 Person::players[k]->onterrain = 1;
2578 if (Person::players[k]->id == 0) {
2579 pause_sound(whooshsound);
2580 OPENAL_SetVolume(channels[whooshsound], 0);
2584 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
2585 if (Person::players[k]->isFlip())
2586 Person::players[k]->jumppower = -4;
2587 Person::players[k]->animTarget = Person::players[k]->getLanding();
2588 emit_sound_at(landsound, Person::players[k]->coords, 128.);
2590 addEnvSound(Person::players[k]->coords);
2599 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2600 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2601 lowpoint = Person::players[k]->coords;
2603 if (objects.type[i] != rocktype)
2604 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2605 if (Person::players[k]->animTarget != jumpupanim &&
2606 Person::players[k]->animTarget != jumpdownanim &&
2607 Person::players[k]->onterrain)
2608 Person::players[k]->avoidcollided = 1;
2609 Person::players[k]->coords = lowpoint;
2610 Person::players[k]->coords.y -= 1.35;
2611 Person::players[k]->collide = 1;
2613 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2614 (Person::players[k]->animCurrent != climbanim &&
2615 Person::players[k]->animCurrent != hanganim &&
2616 !Person::players[k]->isWallJump() ||
2617 Person::players[k]->animTarget == jumpupanim ||
2618 Person::players[k]->animTarget == jumpdownanim)) {
2619 lowpoint = Person::players[k]->coords;
2620 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
2621 lowpoint = Person::players[k]->coords;
2625 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2626 lowpointtarget = lowpoint + facing * 1.4;
2627 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2628 if (whichhit != -1) {
2629 lowpoint = Person::players[k]->coords;
2631 lowpointtarget = lowpoint + facing * 1.4;
2632 lowpoint2 = lowpoint;
2633 lowpointtarget2 = lowpointtarget;
2634 lowpoint3 = lowpoint;
2635 lowpointtarget3 = lowpointtarget;
2636 lowpoint4 = lowpoint;
2637 lowpointtarget4 = lowpointtarget;
2638 lowpoint5 = lowpoint;
2639 lowpointtarget5 = lowpointtarget;
2640 lowpoint6 = lowpoint;
2641 lowpointtarget6 = lowpointtarget;
2642 lowpoint7 = lowpoint;
2643 lowpointtarget7 = lowpoint;
2645 lowpointtarget2.x += .1;
2647 lowpointtarget3.z += .1;
2649 lowpointtarget4.x -= .1;
2651 lowpointtarget5.z -= .1;
2652 lowpoint6.y += 45 / 13;
2653 lowpointtarget6.y += 45 / 13;
2654 lowpointtarget6 += facing * .6;
2655 lowpointtarget7.y += 90 / 13;
2656 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2657 if (objects.friction[i] > .5)
2658 if (whichhit != -1) {
2659 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
2660 Person::players[k]->collided = 1;
2661 if (checkcollide(lowpoint7, lowpointtarget7) == -1)
2662 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
2663 if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
2664 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2665 objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
2666 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2667 objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
2668 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2669 objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
2670 &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
2671 for (int j = 0; j < 45; j++) {
2672 lowpoint = Person::players[k]->coords;
2673 lowpoint.y += (float)j / 13;
2674 lowpointtarget = lowpoint + facing * 1.4;
2675 if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
2676 &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
2677 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
2679 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2680 lowpoint = Person::players[k]->coords;
2681 lowpoint.y += (float)j / 13;
2682 lowpointtarget = lowpoint + facing * 1.3;
2683 flatfacing = Person::players[k]->coords;
2684 Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
2685 Person::players[k]->coords.y = lowpointtarget.y - .07;
2686 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2688 if (j > 10 || !Person::players[k]->isRun()) {
2689 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2691 pause_sound(whooshsound);
2693 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2695 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2696 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2697 if (lowpointtarget.z < 0)
2698 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2699 Person::players[k]->targetyaw = Person::players[k]->yaw;
2700 Person::players[k]->lowyaw = Person::players[k]->yaw;
2702 //Person::players[k]->velocity=lowpointtarget*.03;
2703 Person::players[k]->velocity = 0;
2706 if (Person::players[k]->animTarget == jumpupanim) {
2707 Person::players[k]->animTarget = climbanim;
2708 Person::players[k]->jumppower = 0;
2709 Person::players[k]->jumpclimb = 1;
2711 Person::players[k]->transspeed = 6;
2712 Person::players[k]->target = 0;
2713 Person::players[k]->frameTarget = 1;
2716 Person::players[k]->setAnimation(hanganim);
2717 Person::players[k]->jumppower = 0;
2729 if (Person::players[k]->collide <= 0) {
2731 if (!Person::players[k]->onterrain &&
2732 Person::players[k]->animTarget != jumpupanim &&
2733 Person::players[k]->animTarget != jumpdownanim &&
2734 Person::players[k]->animTarget != climbanim &&
2735 Person::players[k]->animTarget != hanganim &&
2736 !Person::players[k]->isWallJump() &&
2737 !Person::players[k]->isFlip()) {
2738 if (Person::players[k]->animCurrent != climbanim &&
2739 Person::players[k]->animCurrent != tempanim &&
2740 Person::players[k]->animTarget != backhandspringanim &&
2741 (Person::players[k]->animTarget != rollanim ||
2742 Person::players[k]->frameTarget < 2 ||
2743 Person::players[k]->frameTarget > 6)) {
2744 //stagger off ledge (?)
2745 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
2746 Person::players[k]->RagDoll(0);
2747 Person::players[k]->setAnimation(jumpdownanim);
2750 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2753 Person::players[k]->velocity.y += gravity;
2757 Person::players[k]->realoldcoords = Person::players[k]->coords;
2763 static int randattack;
2764 static bool playerrealattackkeydown = 0;
2766 if (!Input::isKeyDown(attackkey))
2769 Person::players[0]->attackkeydown = 0;
2771 playerrealattackkeydown = 0;
2773 playerrealattackkeydown = Input::isKeyDown(attackkey);
2774 if ((Person::players[0]->parriedrecently <= 0 ||
2775 Person::players[0]->weaponactive == -1) &&
2778 Person::players[0]->lastattack != swordslashanim &&
2779 Person::players[0]->lastattack != knifeslashstartanim &&
2780 Person::players[0]->lastattack != staffhitanim &&
2781 Person::players[0]->lastattack != staffspinhitanim)))
2782 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2783 if (Input::isKeyDown(attackkey) &&
2785 !Person::players[0]->backkeydown) {
2786 for (unsigned k = 0; k < Person::players.size(); k++) {
2787 if ((Person::players[k]->animTarget == swordslashanim ||
2788 Person::players[k]->animTarget == staffhitanim ||
2789 Person::players[k]->animTarget == staffspinhitanim) &&
2790 Person::players[0]->animCurrent != dodgebackanim &&
2791 !Person::players[k]->skeleton.free)
2792 Person::players[k]->Reverse();
2796 if (!hostile || Dialog::inDialog())
2797 Person::players[0]->attackkeydown = 0;
2799 for (unsigned k = 0; k < Person::players.size(); k++) {
2800 if (Dialog::inDialog())
2801 Person::players[k]->attackkeydown = 0;
2802 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2803 if (Person::players[k]->aitype != playercontrolled)
2804 Person::players[k]->victim = Person::players[0];
2805 //attack key pressed
2806 if (Person::players[k]->attackkeydown) {
2808 if (Person::players[k]->backkeydown &&
2809 Person::players[k]->animTarget != backhandspringanim &&
2810 (Person::players[k]->isIdle() ||
2811 Person::players[k]->isStop() ||
2812 Person::players[k]->isRun() ||
2813 Person::players[k]->animTarget == walkanim)) {
2814 if (Person::players[k]->jumppower <= 1) {
2815 Person::players[k]->jumppower -= 2;
2817 for (unsigned i = 0; i < Person::players.size(); i++) {
2820 if (Person::players[i]->animTarget == swordslashanim ||
2821 Person::players[i]->animTarget == knifeslashstartanim ||
2822 Person::players[i]->animTarget == staffhitanim ||
2823 Person::players[i]->animTarget == staffspinhitanim)
2824 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2825 Person::players[k]->setAnimation(dodgebackanim);
2826 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2827 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2830 if (Person::players[k]->animTarget != dodgebackanim) {
2833 Person::players[k]->setAnimation(backhandspringanim);
2834 Person::players[k]->targetyaw = -yaw + 180;
2835 if (Person::players[k]->leftkeydown)
2836 Person::players[k]->targetyaw -= 45;
2837 if (Person::players[k]->rightkeydown)
2838 Person::players[k]->targetyaw += 45;
2839 Person::players[k]->yaw = Person::players[k]->targetyaw;
2840 Person::players[k]->jumppower -= 2;
2845 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2846 !Person::players[k]->backkeydown &&
2847 (Person::players[k]->isIdle() ||
2848 Person::players[k]->isRun() ||
2849 Person::players[k]->animTarget == walkanim ||
2850 Person::players[k]->animTarget == sneakanim ||
2851 Person::players[k]->isCrouch())) {
2852 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2853 //normal attacks (?)
2854 Person::players[k]->hasvictim = 0;
2855 if (Person::players.size() > 1)
2856 for (unsigned i = 0; i < Person::players.size(); i++) {
2857 if (i == k || !(k == 0 || i == 0))
2859 if (!Person::players[k]->hasvictim)
2860 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2862 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2863 if (distance < 4.5 &&
2864 !Person::players[i]->skeleton.free &&
2865 Person::players[i]->howactive < typedead1 &&
2866 Person::players[i]->animTarget != jumpreversedanim &&
2867 Person::players[i]->animTarget != rabbitkickreversedanim &&
2868 Person::players[i]->animTarget != rabbitkickanim &&
2869 Person::players[k]->animTarget != rabbitkickanim &&
2870 Person::players[i]->animTarget != getupfrombackanim &&
2871 (Person::players[i]->animTarget != staggerbackhighanim &&
2872 (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2873 Person::players[i]->animTarget != jumpdownanim &&
2874 Person::players[i]->animTarget != jumpupanim &&
2875 Person::players[i]->animTarget != getupfromfrontanim) {
2876 Person::players[k]->victim = Person::players[i];
2877 Person::players[k]->hasvictim = 1;
2878 if (Person::players[k]->aitype == playercontrolled) { //human player
2880 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2881 Person::players[k]->crouchkeydown &&
2882 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2883 Person::players[k]->animTarget = sweepanim;
2885 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2886 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2887 !Person::players[k]->forwardkeydown &&
2888 !Person::players[k]->leftkeydown &&
2889 !Person::players[k]->rightkeydown &&
2890 !Person::players[k]->crouchkeydown &&
2893 Person::players[k]->animTarget = winduppunchanim;
2895 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2896 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2897 !Person::players[k]->forwardkeydown &&
2898 !Person::players[k]->leftkeydown &&
2899 !Person::players[k]->rightkeydown &&
2900 !Person::players[k]->crouchkeydown &&
2902 Person::players[k]->animTarget = upunchanim;
2904 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2905 Person::players[i]->staggerdelay > 0 &&
2906 attackweapon == knife &&
2907 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
2908 Person::players[k]->animTarget = knifefollowanim;
2910 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2911 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2912 !Person::players[k]->forwardkeydown &&
2913 !Person::players[k]->leftkeydown &&
2914 !Person::players[k]->rightkeydown &&
2915 !Person::players[k]->crouchkeydown &&
2916 attackweapon == knife &&
2917 Person::players[k]->weaponmissdelay <= 0)
2918 Person::players[k]->animTarget = knifeslashstartanim;
2920 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2921 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2922 !Person::players[k]->crouchkeydown &&
2923 attackweapon == sword &&
2924 Person::players[k]->weaponmissdelay <= 0)
2925 Person::players[k]->animTarget = swordslashanim;
2927 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2928 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2929 !Person::players[k]->crouchkeydown &&
2930 attackweapon == staff &&
2931 Person::players[k]->weaponmissdelay <= 0 &&
2932 !Person::players[k]->leftkeydown &&
2933 !Person::players[k]->rightkeydown &&
2934 !Person::players[k]->forwardkeydown)
2935 Person::players[k]->animTarget = staffhitanim;
2937 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2938 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2939 !Person::players[k]->crouchkeydown &&
2940 attackweapon == staff &&
2941 Person::players[k]->weaponmissdelay <= 0)
2942 Person::players[k]->animTarget = staffspinhitanim;
2944 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2945 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2946 Person::players[k]->animTarget = spinkickanim;
2948 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2949 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2950 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
2951 Person::players[k]->animTarget = lowkickanim;
2952 } else { //AI player
2953 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
2954 randattack = abs(Random() % 5);
2955 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
2957 if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
2958 Person::players[k]->animTarget = sweepanim;
2960 else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2962 Person::players[k]->animTarget = upunchanim;
2964 else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
2965 Person::players[k]->animTarget = spinkickanim;
2967 else if (Animation::animations[Person::players[i]->animTarget].height == lowheight)
2968 Person::players[k]->animTarget = lowkickanim;
2972 if ((tutoriallevel != 1 || !attackweapon) &&
2973 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2975 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2976 Person::players[k]->animTarget = sweepanim;
2978 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2979 attackweapon == knife &&
2980 Person::players[k]->weaponmissdelay <= 0)
2981 Person::players[k]->animTarget = knifeslashstartanim;
2983 else if (!(Person::players[0]->victim == Person::players[i] &&
2984 Person::players[0]->hasvictim &&
2985 Person::players[0]->animTarget == swordslashanim) &&
2986 attackweapon == sword &&
2987 Person::players[k]->weaponmissdelay <= 0)
2988 Person::players[k]->animTarget = swordslashanim;
2990 else if (!(Person::players[0]->victim == Person::players[i] &&
2991 Person::players[0]->hasvictim &&
2992 Person::players[0]->animTarget == swordslashanim) &&
2993 attackweapon == staff &&
2994 Person::players[k]->weaponmissdelay <= 0 &&
2996 Person::players[k]->animTarget = staffhitanim;
2998 else if (!(Person::players[0]->victim == Person::players[i] &&
2999 Person::players[0]->hasvictim &&
3000 Person::players[0]->animTarget == swordslashanim) &&
3001 attackweapon == staff &&
3002 Person::players[k]->weaponmissdelay <= 0 &&
3004 Person::players[k]->animTarget = staffspinhitanim;
3006 else if ((tutoriallevel != 1 || !attackweapon) &&
3007 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3009 Animation::animations[Person::players[i]->animTarget].height != lowheight)
3010 Person::players[k]->animTarget = spinkickanim;
3012 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3013 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
3014 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
3015 Person::players[k]->animTarget = lowkickanim;
3019 //upunch becomes wolfslap
3020 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
3021 Person::players[k]->animTarget = wolfslapanim;
3024 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
3025 Person::players[i]->howactive < typedead1 &&
3026 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3027 !Person::players[i]->skeleton.free &&
3028 Person::players[i]->animTarget != getupfrombackanim &&
3029 Person::players[i]->animTarget != getupfromfrontanim &&
3030 (Person::players[i]->surprised > 0 ||
3031 Person::players[i]->aitype == passivetype ||
3032 attackweapon && Person::players[i]->stunned > 0) &&
3033 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
3035 if (!attackweapon) {
3036 Person::players[k]->animCurrent = sneakattackanim;
3037 Person::players[k]->animTarget = sneakattackanim;
3038 Person::players[i]->animCurrent = sneakattackedanim;
3039 Person::players[i]->animTarget = sneakattackedanim;
3040 Person::players[k]->oldcoords = Person::players[k]->coords;
3041 Person::players[k]->coords = Person::players[i]->coords;
3044 if (attackweapon == knife) {
3045 Person::players[k]->animCurrent = knifesneakattackanim;
3046 Person::players[k]->animTarget = knifesneakattackanim;
3047 Person::players[i]->animCurrent = knifesneakattackedanim;
3048 Person::players[i]->animTarget = knifesneakattackedanim;
3049 Person::players[i]->oldcoords = Person::players[i]->coords;
3050 Person::players[i]->coords = Person::players[k]->coords;
3053 if (attackweapon == sword) {
3054 Person::players[k]->animCurrent = swordsneakattackanim;
3055 Person::players[k]->animTarget = swordsneakattackanim;
3056 Person::players[i]->animCurrent = swordsneakattackedanim;
3057 Person::players[i]->animTarget = swordsneakattackedanim;
3058 Person::players[i]->oldcoords = Person::players[i]->coords;
3059 Person::players[i]->coords = Person::players[k]->coords;
3061 if (attackweapon != staff) {
3062 Person::players[k]->victim = Person::players[i];
3063 Person::players[k]->hasvictim = 1;
3064 Person::players[i]->targettilt2 = 0;
3065 Person::players[i]->frameTarget = 1;
3066 Person::players[i]->frameCurrent = 0;
3067 Person::players[i]->target = 0;
3068 Person::players[i]->velocity = 0;
3069 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3070 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3071 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3072 Person::players[k]->target = Person::players[i]->target;
3073 Person::players[k]->velocity = 0;
3074 Person::players[k]->targetyaw = Person::players[i]->yaw;
3075 Person::players[k]->yaw = Person::players[i]->yaw;
3076 Person::players[i]->targetyaw = Person::players[i]->yaw;
3079 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
3080 Person::players[k]->victim == Person::players[i] &&
3081 (!Person::players[i]->skeleton.free)) {
3083 Person::players[k]->frameTarget = 0;
3084 Person::players[k]->target = 0;
3086 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3087 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3088 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3089 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3090 Person::players[k]->lastattack = Person::players[k]->animTarget;
3092 if (Person::players[k]->animTarget == knifefollowanim &&
3093 Person::players[k]->victim == Person::players[i]) {
3095 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3096 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3097 Person::players[k]->victim = Person::players[i];
3098 Person::players[k]->hasvictim = 1;
3099 Person::players[i]->animTarget = knifefollowedanim;
3100 Person::players[i]->animCurrent = knifefollowedanim;
3101 Person::players[i]->targettilt2 = 0;
3102 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
3103 Person::players[i]->frameTarget = 1;
3104 Person::players[i]->frameCurrent = 0;
3105 Person::players[i]->target = 0;
3106 Person::players[i]->velocity = 0;
3107 Person::players[k]->animCurrent = knifefollowanim;
3108 Person::players[k]->animTarget = knifefollowanim;
3109 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3110 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3111 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3112 Person::players[k]->target = Person::players[i]->target;
3113 Person::players[k]->velocity = 0;
3114 Person::players[k]->oldcoords = Person::players[k]->coords;
3115 Person::players[i]->coords = Person::players[k]->coords;
3116 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3117 Person::players[i]->yaw = Person::players[k]->targetyaw;
3118 Person::players[k]->yaw = Person::players[k]->targetyaw;
3119 Person::players[i]->yaw = Person::players[k]->targetyaw;
3123 const bool hasstaff = attackweapon == staff;
3124 if (k == 0 && Person::players.size() > 1)
3125 for (unsigned i = 0; i < Person::players.size(); i++) {
3128 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
3129 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
3130 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3131 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
3132 if (Person::players[i]->skeleton.free)
3133 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
3134 (Person::players[i]->dead ||
3135 Person::players[i]->skeleton.longdead > 1000 ||
3136 Person::players[k]->isRun() ||
3139 (Person::players[i]->skeleton.longdead > 2000 ||
3140 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
3141 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
3142 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
3143 Person::players[k]->victim = Person::players[i];
3144 Person::players[k]->hasvictim = 1;
3145 if (attackweapon && tutoriallevel != 1) {
3147 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
3148 Person::players[k]->animTarget = crouchstabanim;
3150 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
3151 Person::players[k]->animTarget = swordgroundstabanim;
3153 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
3154 Person::players[k]->animTarget = staffgroundsmashanim;
3156 if (distance < 2.5 &&
3157 Person::players[k]->crouchkeydown &&
3158 Person::players[k]->animTarget != crouchstabanim &&
3160 Person::players[i]->dead &&
3161 Person::players[i]->skeleton.free &&
3162 Person::players[i]->skeleton.longdead > 1000) {
3163 Person::players[k]->animTarget = killanim;
3164 //TODO: refactor this out, what does it do?
3165 for (int j = 0; j < terrain.numdecals; j++) {
3166 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3167 terrain.decalalivetime[j] < 2)
3168 terrain.DeleteDecal(j);
3170 for (int l = 0; l < objects.numobjects; l++) {
3171 if (objects.model[l].type == decalstype)
3172 for (int j = 0; j < objects.model[l].numdecals; j++) {
3173 if ((objects.model[l].decaltype[j] == blooddecal ||
3174 objects.model[l].decaltype[j] == blooddecalslow) &&
3175 objects.model[l].decalalivetime[j] < 2)
3176 objects.model[l].DeleteDecal(j);
3180 if (!Person::players[i]->dead || musictype != 2)
3181 if (distance < 3.5 &&
3182 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
3183 Person::players[k]->staggerdelay <= 0 &&
3184 (Person::players[i]->dead ||
3185 Person::players[i]->skeleton.longdead < 300 &&
3186 Person::players[k]->lastattack != spinkickanim &&
3187 Person::players[i]->skeleton.free) &&
3188 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
3189 Person::players[k]->animTarget = dropkickanim;
3190 for (int j = 0; j < terrain.numdecals; j++) {
3191 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3192 terrain.decalalivetime[j] < 2) {
3193 terrain.DeleteDecal(j);
3196 for (int l = 0; l < objects.numobjects; l++) {
3197 if (objects.model[l].type == decalstype)
3198 for (int j = 0; j < objects.model[l].numdecals; j++) {
3199 if ((objects.model[l].decaltype[j] == blooddecal ||
3200 objects.model[l].decaltype[j] == blooddecalslow) &&
3201 objects.model[l].decalalivetime[j] < 2) {
3202 objects.model[l].DeleteDecal(j);
3208 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
3209 Person::players[k]->victim == Person::players[i] &&
3210 (!Person::players[i]->skeleton.free ||
3211 Person::players[k]->animTarget == killanim ||
3212 Person::players[k]->animTarget == crouchstabanim ||
3213 Person::players[k]->animTarget == swordgroundstabanim ||
3214 Person::players[k]->animTarget == staffgroundsmashanim ||
3215 Person::players[k]->animTarget == dropkickanim)) {
3217 Person::players[k]->frameTarget = 0;
3218 Person::players[k]->target = 0;
3220 XYZ targetpoint = Person::players[i]->coords;
3221 if (Person::players[k]->animTarget == crouchstabanim ||
3222 Person::players[k]->animTarget == swordgroundstabanim ||
3223 Person::players[k]->animTarget == staffgroundsmashanim) {
3224 targetpoint += (Person::players[i]->jointPos(abdomen) +
3225 Person::players[i]->jointPos(neck)) / 2 *
3226 Person::players[i]->scale;
3228 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
3229 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
3231 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
3232 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
3235 if (Person::players[k]->animTarget == staffgroundsmashanim)
3236 Person::players[k]->targettilt2 += 10;
3238 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3239 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3240 Person::players[k]->lastattack = Person::players[k]->animTarget;
3242 if (Person::players[k]->animTarget == swordgroundstabanim) {
3243 Person::players[k]->targetyaw += 30;
3248 if (!Person::players[k]->hasvictim) {
3250 for (unsigned i = 0; i < Person::players.size(); i++) {
3251 if (i == k || !(i == 0 || k == 0))
3253 if (!Person::players[i]->skeleton.free) {
3254 if (Person::players[k]->hasvictim) {
3255 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
3256 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
3257 Person::players[k]->victim = Person::players[i];
3259 Person::players[k]->victim = Person::players[i];
3260 Person::players[k]->hasvictim = 1;
3265 if (Person::players[k]->aitype == playercontrolled)
3267 if (Person::players[k]->attackkeydown &&
3268 Person::players[k]->isRun() &&
3269 Person::players[k]->wasRun() &&
3270 ((Person::players[k]->hasvictim &&
3271 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
3272 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
3273 !Person::players[k]->victim->skeleton.free &&
3274 Person::players[k]->victim->animTarget != getupfrombackanim &&
3275 Person::players[k]->victim->animTarget != getupfromfrontanim &&
3276 Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
3277 Person::players[k]->aitype != playercontrolled && //wat???
3278 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
3279 Person::players[k]->rabbitkickenabled) ||
3280 Person::players[k]->jumpkeydown)) {
3282 Person::players[k]->setAnimation(rabbitkickanim);
3285 if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
3287 switch (attackweapon) {
3308 void doPlayerCollisions()
3310 static XYZ rotatetarget;
3311 static float collisionradius;
3312 if (Person::players.size() > 1)
3313 for (unsigned k = 0; k < Person::players.size(); k++)
3314 for (unsigned i = k + 1; i < Person::players.size(); i++) {
3315 //neither player is part of a reversal
3316 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
3317 Animation::animations[Person::players[i]->animTarget].attack != reversal &&
3318 Animation::animations[Person::players[k]->animTarget].attack != reversed &&
3319 Animation::animations[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
3320 if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
3321 Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
3322 Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
3323 Animation::animations[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
3324 //neither is sleeping
3325 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
3326 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
3327 //in same patch, neither is climbing
3328 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
3329 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
3330 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
3331 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
3332 Person::players[i]->animTarget != climbanim &&
3333 Person::players[i]->animTarget != hanganim &&
3334 Person::players[k]->animTarget != climbanim &&
3335 Person::players[k]->animTarget != hanganim)
3336 //players are close (bounding box test)
3337 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
3338 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
3339 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
3340 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
3341 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
3342 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
3343 //spread fire from player to player
3344 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
3345 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3346 if (Person::players[i]->onfire || Person::players[k]->onfire) {
3347 if (!Person::players[i]->onfire)
3348 Person::players[i]->CatchFire();
3349 if (!Person::players[k]->onfire)
3350 Person::players[k]->CatchFire();
3354 XYZ tempcoords1 = Person::players[i]->coords;
3355 XYZ tempcoords2 = Person::players[k]->coords;
3356 if (!Person::players[i]->skeleton.oldfree)
3357 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
3358 if (!Person::players[k]->skeleton.oldfree)
3359 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
3360 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3361 if (Person::players[0]->hasvictim)
3362 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
3363 collisionradius = 3;
3364 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
3365 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
3366 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
3367 //jump down on a dead body
3368 if (k == 0 || i == 0) {
3370 if (Person::players[0]->animTarget == jumpdownanim &&
3371 !Person::players[0]->skeleton.oldfree &&
3372 !Person::players[0]->skeleton.free &&
3373 Person::players[l]->skeleton.oldfree &&
3374 Person::players[l]->skeleton.free &&
3375 Person::players[l]->dead &&
3376 Person::players[0]->lastcollide <= 0 &&
3377 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
3378 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
3379 Person::players[0]->coords.y = Person::players[l]->coords.y;
3380 Person::players[l]->velocity = Person::players[0]->velocity;
3381 Person::players[l]->skeleton.free = 0;
3382 Person::players[l]->yaw = 0;
3383 Person::players[l]->RagDoll(0);
3384 Person::players[l]->DoDamage(20);
3386 Person::players[l]->skeleton.longdead = 0;
3387 Person::players[0]->lastcollide = 1;
3391 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
3392 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
3393 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
3394 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
3395 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
3396 Person::players[i]->skeleton.free) &&
3397 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
3398 Person::players[k]->skeleton.free))
3399 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
3400 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
3401 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
3403 k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
3404 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
3405 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
3406 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
3407 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
3409 if ( (i != 0 || Person::players[i]->skeleton.free) &&
3410 (k != 0 || Person::players[k]->skeleton.free) ||
3411 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
3412 Animation::animations[Person::players[k]->animTarget].height == highheight)) {
3413 if (tutoriallevel != 1) {
3414 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
3417 Person::players[i]->RagDoll(0);
3418 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
3419 award_bonus(0, aimbonus);
3421 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
3422 Person::players[k]->RagDoll(0);
3423 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
3424 award_bonus(0, aimbonus); // Huh, again?
3426 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
3428 for (int j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
3429 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
3431 for (int j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
3432 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
3437 if ( (Animation::animations[Person::players[i]->animTarget].attack == neutral ||
3438 Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
3439 (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
3440 Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
3442 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
3443 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3444 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
3445 Normalise(&rotatetarget);
3446 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
3447 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
3448 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3449 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3450 if (Person::players[k]->howactive == typeactive || hostile)
3451 if (Person::players[k]->isIdle()) {
3452 if (Person::players[k]->howactive < typesleeping)
3453 Person::players[k]->setAnimation(Person::players[k]->getStop());
3454 else if (Person::players[k]->howactive == typesleeping)
3455 Person::players[k]->setAnimation(getupfromfrontanim);
3457 Person::players[k]->howactive = typeactive;
3459 if (Person::players[i]->howactive == typeactive || hostile)
3460 if (Person::players[i]->isIdle()) {
3461 if (Person::players[i]->howactive < typesleeping)
3462 Person::players[i]->setAnimation(Person::players[k]->getStop());
3464 Person::players[i]->setAnimation(getupfromfrontanim);
3466 Person::players[i]->howactive = typeactive;
3469 //jump down on player
3471 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
3472 !Person::players[i]->isCrouch() &&
3473 Person::players[i]->animTarget != rollanim &&
3474 !Person::players[k]->skeleton.oldfree && !
3475 Person::players[k]->skeleton.free &&
3476 Person::players[k]->lastcollide <= 0 &&
3477 Person::players[k]->velocity.y < -10) {
3478 Person::players[i]->velocity = Person::players[k]->velocity;
3479 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3480 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3481 Person::players[i]->DoDamage(20);
3482 Person::players[i]->RagDoll(0);
3483 Person::players[k]->lastcollide = 1;
3484 award_bonus(k, AboveBonus);
3486 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3487 !Person::players[k]->isCrouch() &&
3488 Person::players[k]->animTarget != rollanim &&
3489 !Person::players[i]->skeleton.oldfree &&
3490 !Person::players[i]->skeleton.free &&
3491 Person::players[i]->lastcollide <= 0 &&
3492 Person::players[i]->velocity.y < -10) {
3493 Person::players[k]->velocity = Person::players[i]->velocity;
3494 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3495 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3496 Person::players[k]->DoDamage(20);
3497 Person::players[k]->RagDoll(0);
3498 Person::players[i]->lastcollide = 1;
3499 award_bonus(i, AboveBonus);
3505 Person::players[i]->CheckKick();
3506 Person::players[k]->CheckKick();
3512 void doAI(unsigned i)
3514 static bool connected;
3515 if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) {
3516 Person::players[i]->jumpclimb = 0;
3517 //disable movement in editor
3519 Person::players[i]->stunned = 1;
3521 Person::players[i]->pause = 0;
3522 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
3523 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
3524 !Person::players[0]->onterrain)
3525 Person::players[i]->pause = 1;
3528 if (Person::players[i]->aitype == pathfindtype) {
3529 if (Person::players[i]->finalpathfindpoint == -1) {
3530 float closestdistance;
3535 closestdistance = -1;
3536 for (int j = 0; j < numpathpoints; j++)
3537 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
3538 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
3540 Person::players[i]->finaltarget = pathpoint[j];
3542 Person::players[i]->finalpathfindpoint = closest;
3543 for (int j = 0; j < numpathpoints; j++)
3544 for (int k = 0; k < numpathpointconnect[j]; k++) {
3545 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3546 if (sq(tempdist) < closestdistance)
3547 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3548 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3549 closestdistance = sq(tempdist);
3551 Person::players[i]->finaltarget = colpoint;
3554 Person::players[i]->finalpathfindpoint = closest;
3557 if (Person::players[i]->targetpathfindpoint == -1) {
3558 float closestdistance;
3563 closestdistance = -1;
3564 if (Person::players[i]->lastpathfindpoint == -1) {
3565 for (int j = 0; j < numpathpoints; j++) {
3566 if (j != Person::players[i]->lastpathfindpoint)
3567 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
3568 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
3572 Person::players[i]->targetpathfindpoint = closest;
3573 for (int j = 0; j < numpathpoints; j++)
3574 if (j != Person::players[i]->lastpathfindpoint)
3575 for (int k = 0; k < numpathpointconnect[j]; k++) {
3576 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3577 if (sq(tempdist) < closestdistance) {
3578 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3579 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3580 closestdistance = sq(tempdist);
3585 Person::players[i]->targetpathfindpoint = closest;
3587 for (int j = 0; j < numpathpoints; j++)
3588 if (j != Person::players[i]->lastpathfindpoint &&
3589 j != Person::players[i]->lastpathfindpoint2 &&
3590 j != Person::players[i]->lastpathfindpoint3 &&
3591 j != Person::players[i]->lastpathfindpoint4) {
3593 if (numpathpointconnect[j])
3594 for (int k = 0; k < numpathpointconnect[j]; k++)
3595 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
3598 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
3599 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
3600 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
3603 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
3604 if (closest == -1 || tempdist < closestdistance) {
3605 closestdistance = tempdist;
3610 Person::players[i]->targetpathfindpoint = closest;
3613 Person::players[i]->losupdatedelay -= multiplier;
3615 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
3616 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3618 //reached target point
3619 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
3620 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3621 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3622 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3623 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
3624 if (Person::players[i]->lastpathfindpoint2 == -1)
3625 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3626 if (Person::players[i]->lastpathfindpoint3 == -1)
3627 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3628 if (Person::players[i]->lastpathfindpoint4 == -1)
3629 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3630 Person::players[i]->targetpathfindpoint = -1;
3632 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
3633 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
3634 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
3635 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
3636 Person::players[i]->aitype = passivetype;
3639 Person::players[i]->forwardkeydown = 1;
3640 Person::players[i]->leftkeydown = 0;
3641 Person::players[i]->backkeydown = 0;
3642 Person::players[i]->rightkeydown = 0;
3643 Person::players[i]->crouchkeydown = 0;
3644 Person::players[i]->attackkeydown = 0;
3645 Person::players[i]->throwkeydown = 0;
3647 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
3648 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3650 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3651 Person::players[i]->jumpkeydown = 0;
3652 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3653 Person::players[i]->jumpkeydown = 1;
3655 if ((tutoriallevel != 1 || cananger) &&
3657 !Person::players[0]->dead &&
3658 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3659 Person::players[i]->occluded < 25) {
3660 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3661 Animation::animations[Person::players[0]->animTarget].height != lowheight &&
3663 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
3664 Person::players[i]->aitype = attacktypecutoff;
3665 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3666 Animation::animations[Person::players[0]->animTarget].height == highheight &&
3668 Person::players[i]->aitype = attacktypecutoff;
3670 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3671 Person::players[i]->losupdatedelay = .2;
3672 for (unsigned j = 0; j < Person::players.size(); j++)
3673 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
3674 if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
3675 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3676 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3677 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
3678 if (!Person::players[j]->isWallJump() && -1 == checkcollide(
3679 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
3680 *Person::players[i]->scale + Person::players[i]->coords,
3681 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
3682 *Person::players[j]->scale + Person::players[j]->coords) ||
3683 (Person::players[j]->animTarget == hanganim &&
3684 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3685 Person::players[i]->aitype = searchtype;
3686 Person::players[i]->lastchecktime = 12;
3687 Person::players[i]->lastseen = Person::players[j]->coords;
3688 Person::players[i]->lastseentime = 12;
3692 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
3693 if (Person::players[i]->creature != wolftype) {
3694 Person::players[i]->stunned = .6;
3695 Person::players[i]->surprised = .6;
3699 if (Person::players[i]->aitype != passivetype && leveltime > .5)
3700 Person::players[i]->howactive = typeactive;
3702 if (Person::players[i]->aitype == passivetype) {
3703 Person::players[i]->aiupdatedelay -= multiplier;
3704 Person::players[i]->losupdatedelay -= multiplier;
3705 Person::players[i]->lastseentime += multiplier;
3706 Person::players[i]->pausetime -= multiplier;
3707 if (Person::players[i]->lastseentime > 1)
3708 Person::players[i]->lastseentime = 1;
3710 if (Person::players[i]->aiupdatedelay < 0) {
3711 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
3712 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
3713 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3714 Person::players[i]->aiupdatedelay = .05;
3716 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
3717 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
3718 Person::players[i]->pausetime = 4;
3719 Person::players[i]->waypoint++;
3720 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
3721 Person::players[i]->waypoint = 0;
3726 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
3727 Person::players[i]->forwardkeydown = 1;
3729 Person::players[i]->forwardkeydown = 0;
3730 Person::players[i]->leftkeydown = 0;
3731 Person::players[i]->backkeydown = 0;
3732 Person::players[i]->rightkeydown = 0;
3733 Person::players[i]->crouchkeydown = 0;
3734 Person::players[i]->attackkeydown = 0;
3735 Person::players[i]->throwkeydown = 0;
3737 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3738 if (!Person::players[i]->avoidsomething)
3739 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3741 XYZ leftpos, rightpos;
3742 float leftdist, rightdist;
3743 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3744 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3745 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
3746 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
3747 if (leftdist < rightdist)
3748 Person::players[i]->targetyaw += 90;
3750 Person::players[i]->targetyaw -= 90;
3754 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3755 Person::players[i]->jumpkeydown = 0;
3756 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3757 Person::players[i]->jumpkeydown = 1;
3761 if (!editorenabled) {
3762 if (Person::players[i]->howactive <= typesleeping)
3763 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
3764 for (int j = 0; j < numenvsounds; j++) {
3765 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
3766 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
3767 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
3768 Person::players[i]->aitype = attacktypecutoff;
3771 if (Person::players[i]->aitype != passivetype) {
3772 if (Person::players[i]->howactive == typesleeping)
3773 Person::players[i]->setAnimation(getupfromfrontanim);
3774 Person::players[i]->howactive = typeactive;
3778 if (Person::players[i]->howactive < typesleeping &&
3779 ((tutoriallevel != 1 || cananger) && hostile) &&
3780 !Person::players[0]->dead &&
3781 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3782 Person::players[i]->occluded < 25) {
3783 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3784 Animation::animations[Person::players[0]->animTarget].height != lowheight && !editorenabled)
3785 Person::players[i]->aitype = attacktypecutoff;
3786 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3787 Animation::animations[Person::players[0]->animTarget].height == highheight && !editorenabled)
3788 Person::players[i]->aitype = attacktypecutoff;
3791 if (Person::players[i]->creature == wolftype) {
3793 for (unsigned j = 0; j < Person::players.size(); j++) {
3794 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
3795 float smelldistance = 50;
3796 if (j == 0 && Person::players[j]->num_weapons > 0) {
3797 if (weapons[Person::players[j]->weaponids[0]].bloody)
3798 smelldistance = 100;
3799 if (Person::players[j]->num_weapons == 2)
3800 if (weapons[Person::players[j]->weaponids[1]].bloody)
3801 smelldistance = 100;
3804 smelldistance = 100;
3805 windsmell = windvector;
3806 Normalise(&windsmell);
3807 windsmell = windsmell * 2 + Person::players[j]->coords;
3808 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
3809 Person::players[i]->aitype = attacktypecutoff;
3814 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3815 Person::players[i]->losupdatedelay = .2;
3816 for (unsigned j = 0; j < Person::players.size(); j++) {
3817 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
3818 if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
3819 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3820 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3821 if ((-1 == checkcollide(
3822 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
3823 Person::players[i]->scale + Person::players[i]->coords,
3824 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
3825 Person::players[j]->scale + Person::players[j]->coords) &&
3826 !Person::players[j]->isWallJump()) ||
3827 (Person::players[j]->animTarget == hanganim &&
3828 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3829 Person::players[i]->lastseentime -= .2;
3830 if (j == 0 && Animation::animations[Person::players[j]->animTarget].height == lowheight)
3831 Person::players[i]->lastseentime -= .4;
3833 Person::players[i]->lastseentime -= .6;
3835 if (Person::players[i]->lastseentime <= 0) {
3836 Person::players[i]->aitype = searchtype;
3837 Person::players[i]->lastchecktime = 12;
3838 Person::players[i]->lastseen = Person::players[j]->coords;
3839 Person::players[i]->lastseentime = 12;
3846 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
3847 if (Person::players[i]->creature != wolftype) {
3848 Person::players[i]->stunned = .6;
3849 Person::players[i]->surprised = .6;
3851 if (Person::players[i]->creature == wolftype) {
3852 Person::players[i]->stunned = .47;
3853 Person::players[i]->surprised = .47;
3861 if (Person::players[i]->aitype == searchtype) {
3862 Person::players[i]->aiupdatedelay -= multiplier;
3863 Person::players[i]->losupdatedelay -= multiplier;
3864 if (!Person::players[i]->pause)
3865 Person::players[i]->lastseentime -= multiplier;
3866 Person::players[i]->lastchecktime -= multiplier;
3868 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
3869 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
3870 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
3872 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
3874 j = checkcollide(test2, test, Person::players[i]->laststanding);
3876 j = checkcollide(test2, test);
3878 Person::players[i]->velocity = 0;
3879 Person::players[i]->setAnimation(Person::players[i]->getStop());
3880 Person::players[i]->targetyaw += 180;
3881 Person::players[i]->stunned = .5;
3882 //Person::players[i]->aitype=passivetype;
3883 Person::players[i]->aitype = pathfindtype;
3884 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
3885 Person::players[i]->finalpathfindpoint = -1;
3886 Person::players[i]->targetpathfindpoint = -1;
3887 Person::players[i]->lastpathfindpoint = -1;
3888 Person::players[i]->lastpathfindpoint2 = -1;
3889 Person::players[i]->lastpathfindpoint3 = -1;
3890 Person::players[i]->lastpathfindpoint4 = -1;
3892 Person::players[i]->laststanding = j;
3895 //check out last seen location
3896 if (Person::players[i]->aiupdatedelay < 0) {
3897 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
3898 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3899 Person::players[i]->aiupdatedelay = .05;
3900 Person::players[i]->forwardkeydown = 1;
3902 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
3903 Person::players[i]->forwardkeydown = 0;
3904 Person::players[i]->aiupdatedelay = 1;
3905 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
3906 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
3907 Person::players[i]->lastchecktime = 3;
3910 Person::players[i]->leftkeydown = 0;
3911 Person::players[i]->backkeydown = 0;
3912 Person::players[i]->rightkeydown = 0;
3913 Person::players[i]->crouchkeydown = 0;
3914 Person::players[i]->attackkeydown = 0;
3915 Person::players[i]->throwkeydown = 0;
3917 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3918 if (!Person::players[i]->avoidsomething)
3919 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3921 XYZ leftpos, rightpos;
3922 float leftdist, rightdist;
3923 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3924 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3925 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
3926 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
3927 if (leftdist < rightdist)
3928 Person::players[i]->targetyaw += 90;
3930 Person::players[i]->targetyaw -= 90;
3934 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3935 Person::players[i]->jumpkeydown = 0;
3936 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3937 Person::players[i]->jumpkeydown = 1;
3939 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
3940 for (int k = 0; k < numenvsounds; k++) {
3941 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
3942 Person::players[i]->aitype = attacktypecutoff;
3946 if (!Person::players[0]->dead &&
3947 Person::players[i]->losupdatedelay < 0 &&
3949 Person::players[i]->occluded < 2 &&
3950 ((tutoriallevel != 1 || cananger) && hostile)) {
3951 Person::players[i]->losupdatedelay = .2;
3952 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
3953 Person::players[i]->aitype = attacktypecutoff;
3954 Person::players[i]->lastseentime = 1;
3956 if (abs(Random() % 2) || Animation::animations[Person::players[i]->animTarget].height != lowheight)
3957 //TODO: factor out canSeePlayer()
3958 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
3959 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
3961 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
3962 Person::players[i]->scale + Person::players[i]->coords,
3963 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
3964 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
3965 (Person::players[0]->animTarget == hanganim && normaldotproduct(
3966 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
3967 /* //TODO: changed j to 0 on a whim, make sure this is correct
3968 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
3969 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
3971 Person::players[i]->aitype = attacktypecutoff;
3972 Person::players[i]->lastseentime = 1;
3976 if (Person::players[i]->lastseentime < 0) {
3977 //Person::players[i]->aitype=passivetype;
3979 Person::players[i]->aitype = pathfindtype;
3980 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
3981 Person::players[i]->finalpathfindpoint = -1;
3982 Person::players[i]->targetpathfindpoint = -1;
3983 Person::players[i]->lastpathfindpoint = -1;
3984 Person::players[i]->lastpathfindpoint2 = -1;
3985 Person::players[i]->lastpathfindpoint3 = -1;
3986 Person::players[i]->lastpathfindpoint4 = -1;
3990 if (Person::players[i]->aitype != gethelptype)
3991 Person::players[i]->runninghowlong = 0;
3993 //get help from buddies
3994 if (Person::players[i]->aitype == gethelptype) {
3995 Person::players[i]->runninghowlong += multiplier;
3996 Person::players[i]->aiupdatedelay -= multiplier;
3998 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
3999 Person::players[i]->aiupdatedelay = .2;
4002 //TODO: factor out closest search somehow
4003 if (!Person::players[i]->ally) {
4005 float closestdist = -1;
4006 for (unsigned k = 0; k < Person::players.size(); k++) {
4007 if (k != i && k != 0 && !Person::players[k]->dead &&
4008 Person::players[k]->howactive < typedead1 &&
4009 !Person::players[k]->skeleton.free &&
4010 Person::players[k]->aitype == passivetype) {
4011 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
4012 if (closestdist == -1 || distance < closestdist) {
4013 closestdist = distance;
4020 Person::players[i]->ally = closest;
4022 Person::players[i]->ally = 0;
4023 Person::players[i]->lastseen = Person::players[0]->coords;
4024 Person::players[i]->lastseentime = 12;
4028 Person::players[i]->lastchecktime = 12;
4030 XYZ facing = Person::players[i]->coords;
4031 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
4032 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4033 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
4034 if (-1 != checkcollide(facing, flatfacing))
4035 Person::players[i]->lastseentime -= .1;
4037 //no available ally, run back to player
4038 if (Person::players[i]->ally <= 0 ||
4039 Person::players[Person::players[i]->ally]->skeleton.free ||
4040 Person::players[Person::players[i]->ally]->aitype != passivetype ||
4041 Person::players[i]->lastseentime <= 0) {
4042 Person::players[i]->aitype = searchtype;
4043 Person::players[i]->lastseentime = 12;
4047 if (Person::players[i]->ally > 0) {
4048 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
4049 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4050 Person::players[i]->aiupdatedelay = .05;
4051 Person::players[i]->forwardkeydown = 1;
4053 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
4054 Person::players[i]->aitype = searchtype;
4055 Person::players[i]->lastseentime = 12;
4056 Person::players[Person::players[i]->ally]->aitype = searchtype;
4057 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
4058 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
4059 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
4060 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
4064 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4065 if (!Person::players[i]->avoidsomething)
4066 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4068 XYZ leftpos, rightpos;
4069 float leftdist, rightdist;
4070 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4071 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4072 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4073 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4074 if (leftdist < rightdist)
4075 Person::players[i]->targetyaw += 90;
4077 Person::players[i]->targetyaw -= 90;
4082 Person::players[i]->leftkeydown = 0;
4083 Person::players[i]->backkeydown = 0;
4084 Person::players[i]->rightkeydown = 0;
4085 Person::players[i]->crouchkeydown = 0;
4086 Person::players[i]->attackkeydown = 0;
4088 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4089 Person::players[i]->jumpkeydown = 0;
4090 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
4091 Person::players[i]->jumpkeydown = 1;
4094 //retreiving a weapon on the ground
4095 if (Person::players[i]->aitype == getweapontype) {
4096 Person::players[i]->aiupdatedelay -= multiplier;
4097 Person::players[i]->lastchecktime -= multiplier;
4099 if (Person::players[i]->aiupdatedelay < 0) {
4100 Person::players[i]->aiupdatedelay = .2;
4103 if (Person::players[i]->ally < 0) {
4105 float closestdist = -1;
4106 for (unsigned k = 0; k < weapons.size(); k++)
4107 if (weapons[k].owner == -1) {
4108 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
4109 if (closestdist == -1 || distance < closestdist) {
4110 closestdist = distance;
4116 Person::players[i]->ally = closest;
4118 Person::players[i]->ally = -1;
4121 Person::players[i]->lastseentime = 12;
4123 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
4124 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
4125 Person::players[i]->aitype = attacktypecutoff;
4126 Person::players[i]->lastseentime = 1;
4128 if (!Person::players[0]->dead)
4129 if (Person::players[i]->ally >= 0) {
4130 if (weapons[Person::players[i]->ally].owner != -1 ||
4131 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
4132 Person::players[i]->aitype = attacktypecutoff;
4133 Person::players[i]->lastseentime = 1;
4135 //TODO: factor these out as moveToward()
4136 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
4137 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4138 Person::players[i]->aiupdatedelay = .05;
4139 Person::players[i]->forwardkeydown = 1;
4142 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4143 if (!Person::players[i]->avoidsomething)
4144 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4146 XYZ leftpos, rightpos;
4147 float leftdist, rightdist;
4148 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4149 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4150 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4151 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4152 if (leftdist < rightdist)
4153 Person::players[i]->targetyaw += 90;
4155 Person::players[i]->targetyaw -= 90;
4160 Person::players[i]->leftkeydown = 0;
4161 Person::players[i]->backkeydown = 0;
4162 Person::players[i]->rightkeydown = 0;
4163 Person::players[i]->attackkeydown = 0;
4164 Person::players[i]->throwkeydown = 1;
4165 Person::players[i]->crouchkeydown = 0;
4166 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
4167 Person::players[i]->animTarget != removeknifeanim)
4168 Person::players[i]->throwtogglekeydown = 0;
4169 Person::players[i]->drawkeydown = 0;
4171 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4172 Person::players[i]->jumpkeydown = 0;
4173 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4174 Person::players[i]->jumpkeydown = 1;
4177 if (Person::players[i]->aitype == attacktypecutoff) {
4178 Person::players[i]->aiupdatedelay -= multiplier;
4179 //dodge or reverse rabbit kicks, knife throws, flips
4180 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
4181 if ((Person::players[0]->animTarget == rabbitkickanim ||
4182 Person::players[0]->animTarget == knifethrowanim ||
4183 (Person::players[0]->isFlip() &&
4184 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
4185 !Person::players[0]->skeleton.free &&
4186 (Person::players[i]->aiupdatedelay < .1)) {
4187 Person::players[i]->attackkeydown = 0;
4188 if (Person::players[i]->isIdle())
4189 Person::players[i]->crouchkeydown = 1;
4190 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
4191 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
4192 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
4193 if (abs(Random() % 2) == 0)
4194 Person::players[i]->setAnimation(backhandspringanim);
4196 Person::players[i]->setAnimation(rollanim);
4197 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
4198 Person::players[i]->wentforweapon = 0;
4200 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
4201 Person::players[i]->setAnimation(flipanim);
4204 Person::players[i]->forwardkeydown = 0;
4205 Person::players[i]->aiupdatedelay = .02;
4207 //get confused by flips
4208 if (Person::players[0]->isFlip() &&
4209 !Person::players[0]->skeleton.free &&
4210 Person::players[0]->animTarget != walljumprightkickanim &&
4211 Person::players[0]->animTarget != walljumpleftkickanim) {
4212 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
4213 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
4214 Person::players[i]->stunned = 1;
4216 //go for weapon on the ground
4217 if (Person::players[i]->wentforweapon < 3)
4218 for (unsigned k = 0; k < weapons.size(); k++)
4219 if (Person::players[i]->creature != wolftype)
4220 if (Person::players[i]->num_weapons == 0 &&
4221 weapons[k].owner == -1 &&
4222 weapons[i].velocity.x == 0 &&
4223 weapons[i].velocity.z == 0 &&
4224 weapons[i].velocity.y == 0) {
4225 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
4226 Person::players[i]->wentforweapon++;
4227 Person::players[i]->lastchecktime = 6;
4228 Person::players[i]->aitype = getweapontype;
4229 Person::players[i]->ally = -1;
4232 //dodge/reverse walljump kicks
4233 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
4234 if (Animation::animations[Person::players[i]->animTarget].height != highheight)
4235 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
4236 ((Person::players[0]->animTarget == walljumprightkickanim ||
4237 Person::players[0]->animTarget == walljumpleftkickanim) &&
4238 ((Person::players[i]->aiupdatedelay < .15 &&
4240 (Person::players[i]->aiupdatedelay < .08 &&
4241 difficulty != 2)))) {
4242 Person::players[i]->crouchkeydown = 1;
4244 //walked off a ledge (?)
4245 if (Person::players[i]->isRun() && !Person::players[i]->onground)
4246 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4247 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4249 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4251 j = checkcollide(test2, test, Person::players[i]->laststanding);
4253 j = checkcollide(test2, test);
4255 Person::players[i]->velocity = 0;
4256 Person::players[i]->setAnimation(Person::players[i]->getStop());
4257 Person::players[i]->targetyaw += 180;
4258 Person::players[i]->stunned = .5;
4259 Person::players[i]->aitype = pathfindtype;
4260 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4261 Person::players[i]->finalpathfindpoint = -1;
4262 Person::players[i]->targetpathfindpoint = -1;
4263 Person::players[i]->lastpathfindpoint = -1;
4264 Person::players[i]->lastpathfindpoint2 = -1;
4265 Person::players[i]->lastpathfindpoint3 = -1;
4266 Person::players[i]->lastpathfindpoint4 = -1;
4268 Person::players[i]->laststanding = j;
4270 //lose sight of player in the air (?)
4271 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
4272 Animation::animations[Person::players[0]->animTarget].height != highheight &&
4273 !Person::players[0]->onterrain) {
4274 Person::players[i]->aitype = pathfindtype;
4275 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4276 Person::players[i]->finalpathfindpoint = -1;
4277 Person::players[i]->targetpathfindpoint = -1;
4278 Person::players[i]->lastpathfindpoint = -1;
4279 Person::players[i]->lastpathfindpoint2 = -1;
4280 Person::players[i]->lastpathfindpoint3 = -1;
4281 Person::players[i]->lastpathfindpoint4 = -1;
4283 //it's time to think (?)
4284 if (Person::players[i]->aiupdatedelay < 0 &&
4285 !Animation::animations[Person::players[i]->animTarget].attack &&
4286 Person::players[i]->animTarget != staggerbackhighanim &&
4287 Person::players[i]->animTarget != staggerbackhardanim &&
4288 Person::players[i]->animTarget != backhandspringanim &&
4289 Person::players[i]->animTarget != dodgebackanim) {
4291 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
4292 Person::players[i]->drawkeydown = Random() % 2;
4294 Person::players[i]->drawkeydown = 0;
4295 Person::players[i]->rabbitkickenabled = Random() % 2;
4297 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
4298 XYZ targetpoint = Person::players[0]->coords;
4299 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
4300 distsq(&rotatetarget, &Person::players[i]->coords))
4301 targetpoint += Person::players[0]->velocity *
4302 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
4303 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
4304 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4305 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
4307 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
4308 Person::players[i]->forwardkeydown = 1;
4309 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
4310 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
4311 Person::players[0]->weaponactive != -1)
4312 Person::players[i]->forwardkeydown = 1;
4313 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
4314 Person::players[i]->forwardkeydown = 1;
4316 Person::players[i]->forwardkeydown = 0;
4317 //chill out around the corpse
4318 if (Person::players[0]->dead) {
4319 Person::players[i]->forwardkeydown = 0;
4320 if (Random() % 10 == 0)
4321 Person::players[i]->forwardkeydown = 1;
4322 if (Random() % 100 == 0) {
4323 Person::players[i]->aitype = pathfindtype;
4324 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4325 Person::players[i]->finalpathfindpoint = -1;
4326 Person::players[i]->targetpathfindpoint = -1;
4327 Person::players[i]->lastpathfindpoint = -1;
4328 Person::players[i]->lastpathfindpoint2 = -1;
4329 Person::players[i]->lastpathfindpoint3 = -1;
4330 Person::players[i]->lastpathfindpoint4 = -1;
4333 Person::players[i]->leftkeydown = 0;
4334 Person::players[i]->backkeydown = 0;
4335 Person::players[i]->rightkeydown = 0;
4336 Person::players[i]->crouchkeydown = 0;
4337 Person::players[i]->throwkeydown = 0;
4339 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4340 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4342 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
4343 Person::players[i]->attackkeydown = 1;
4345 Person::players[i]->attackkeydown = 0;
4346 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
4347 Person::players[i]->attackkeydown = 0;
4350 if (Person::players[i]->aitype != playercontrolled &&
4351 (Person::players[i]->isIdle() ||
4352 Person::players[i]->isCrouch() ||
4353 Person::players[i]->isRun())) {
4355 for (unsigned j = 0; j < Person::players.size(); j++)
4356 if (j != i && !Person::players[j]->skeleton.free &&
4357 Person::players[j]->hasvictim &&
4358 (tutoriallevel == 1 && reversaltrain ||
4359 Random() % 2 == 0 && difficulty == 2 ||
4360 Random() % 4 == 0 && difficulty == 1 ||
4361 Random() % 8 == 0 && difficulty == 0 ||
4362 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
4363 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
4364 (Random() % 2 == 0 || difficulty == 2) ||
4365 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
4366 Person::players[j]->weaponactive != -1 ||
4367 Person::players[j]->animTarget == swordslashanim &&
4368 Person::players[i]->weaponactive != -1 ||
4369 Person::players[j]->animTarget == staffhitanim ||
4370 Person::players[j]->animTarget == staffspinhitanim))
4371 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
4372 Person::players[j]->victim == Person::players[i] &&
4373 (Person::players[j]->animTarget == sweepanim ||
4374 Person::players[j]->animTarget == spinkickanim ||
4375 Person::players[j]->animTarget == staffhitanim ||
4376 Person::players[j]->animTarget == staffspinhitanim ||
4377 Person::players[j]->animTarget == winduppunchanim ||
4378 Person::players[j]->animTarget == upunchanim ||
4379 Person::players[j]->animTarget == wolfslapanim ||
4380 Person::players[j]->animTarget == knifeslashstartanim ||
4381 Person::players[j]->animTarget == swordslashanim &&
4382 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
4383 Person::players[i]->weaponactive != -1))) {
4390 Person::players[target]->Reverse();
4393 if (Person::players[i]->collided < 1)
4394 Person::players[i]->jumpkeydown = 0;
4395 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
4396 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
4397 Person::players[i]->onterrain &&
4398 Person::players[i]->creature == rabbittype)
4399 Person::players[i]->jumpkeydown = 1;
4400 //TODO: why are we controlling the human?
4401 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4402 Person::players[0]->jumpkeydown = 0;
4403 if (Person::players[0]->animTarget == jumpdownanim &&
4404 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
4405 Person::players[i]->crouchkeydown = 1;
4406 if (Person::players[i]->jumpkeydown)
4407 Person::players[i]->attackkeydown = 0;
4409 if (tutoriallevel == 1)
4411 Person::players[i]->attackkeydown = 0;
4414 XYZ facing = Person::players[i]->coords;
4415 XYZ flatfacing = Person::players[0]->coords;
4416 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4417 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
4418 if (Person::players[i]->occluded >= 2)
4419 if (-1 != checkcollide(facing, flatfacing)) {
4420 if (!Person::players[i]->pause)
4421 Person::players[i]->lastseentime -= .2;
4422 if (Person::players[i]->lastseentime <= 0 &&
4423 (Person::players[i]->creature != wolftype ||
4424 Person::players[i]->weaponstuck == -1)) {
4425 Person::players[i]->aitype = searchtype;
4426 Person::players[i]->lastchecktime = 12;
4427 Person::players[i]->lastseen = Person::players[0]->coords;
4428 Person::players[i]->lastseentime = 12;
4431 Person::players[i]->lastseentime = 1;
4434 if (Animation::animations[Person::players[0]->animTarget].height == highheight &&
4435 (Person::players[i]->aitype == attacktypecutoff ||
4436 Person::players[i]->aitype == searchtype))
4437 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
4438 XYZ test = Person::players[0]->coords;
4440 if (-1 == checkcollide(Person::players[0]->coords, test))
4441 Person::players[i]->stunned = 1;
4444 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
4445 Person::players[i]->stunned > 0 ||
4446 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
4447 if (Person::players[i]->pause)
4448 Person::players[i]->lastseentime = 1;
4449 Person::players[i]->targetyaw = Person::players[i]->yaw;
4450 Person::players[i]->forwardkeydown = 0;
4451 Person::players[i]->leftkeydown = 0;
4452 Person::players[i]->backkeydown = 0;
4453 Person::players[i]->rightkeydown = 0;
4454 Person::players[i]->jumpkeydown = 0;
4455 Person::players[i]->attackkeydown = 0;
4456 Person::players[i]->crouchkeydown = 0;
4457 Person::players[i]->throwkeydown = 0;
4465 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4466 facing = flatfacing;
4468 if (Person::players[i]->aitype == attacktypecutoff) {
4469 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
4470 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
4471 } else if (Person::players[i]->howactive >= typesleeping) {
4472 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
4473 Person::players[i]->targetheadpitch = 0;
4475 if (Person::players[i]->interestdelay <= 0) {
4476 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
4477 Person::players[i]->headtarget = Person::players[i]->coords;
4478 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
4479 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
4480 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
4481 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
4483 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
4484 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
4491 static XYZ facing, flatfacing;
4494 for (int i = 0; i < 15; i++) {
4495 displaytime[i] += multiplier;
4500 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
4501 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
4502 stereoreverse = true;
4504 stereoreverse = false;
4507 printf("Stereo reversed\n");
4509 printf("Stereo unreversed\n");
4512 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
4513 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
4514 stereoseparation -= 0.001;
4516 stereoseparation -= 0.010;
4517 printf("Stereo decreased increased to %f\n", stereoseparation);
4520 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
4521 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
4522 stereoseparation += 0.001;
4524 stereoseparation += 0.010;
4525 printf("Stereo separation increased to %f\n", stereoseparation);
4529 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
4530 if (tutorialstage != 51)
4531 tutorialstagetime = tutorialmaxtime;
4532 emit_sound_np(consolefailsound, 128.);
4536 Values of mainmenu :
4538 2 Menu pause (resume/end game)
4540 4 Controls configuration menu
4541 5 Main game menu (choose level or challenge)
4542 6 Deleting user menu
4543 7 User managment menu (select/add)
4544 8 Choose difficulty menu
4545 9 Challenge level selection menu
4546 10 End of the campaign congratulation (is that really a menu?)
4547 11 Same that 9 ??? => unused
4548 18 stereo configuration
4553 if (mainmenu && endgame == 1)
4555 //go to level select after completing a campaign level
4556 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
4563 OPENAL_SetFrequency(OPENAL_ALL);
4564 emit_stream_np(stream_menutheme);
4565 pause_sound(leveltheme);
4569 //escape key pressed
4570 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
4571 (gameon || mainmenu == 0)) {
4573 if (mainmenu == 0 && !winfreeze)
4574 mainmenu = 2; //pause
4575 else if (mainmenu == 1 || mainmenu == 2) {
4576 mainmenu = 0; //unpause
4579 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
4580 OPENAL_SetFrequency(OPENAL_ALL);
4581 emit_stream_np(stream_menutheme);
4582 pause_sound(leveltheme);
4584 //on resume, play level music
4586 pause_sound(stream_menutheme);
4587 resume_stream(leveltheme);
4598 hostiletime += multiplier;
4602 leveltime += multiplier;
4605 if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
4608 OPENAL_SetFrequency(OPENAL_ALL);
4612 if (Input::isKeyPressed(consolekey) && debugmode) {
4615 OPENAL_SetFrequency(OPENAL_ALL);
4624 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
4625 inputText(consoletext[0], &consoleselected);
4627 if (!consoletext[0].empty()) {
4628 cmd_dispatch(consoletext[0]);
4629 for (int k = 14; k >= 1; k--) {
4630 consoletext[k] = consoletext[k - 1];
4632 consoletext[0].clear();
4633 consoleselected = 0;
4637 consoleblinkdelay -= multiplier;
4638 if (consoleblinkdelay <= 0) {
4639 consoleblinkdelay = .3;
4640 consoleblink = !consoleblink;
4644 static int oldwinfreeze;
4645 if (winfreeze && !oldwinfreeze) {
4646 OPENAL_SetFrequency(OPENAL_ALL);
4647 emit_sound_np(consolesuccesssound);
4650 oldwinfreeze = winfreeze;
4654 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
4657 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
4661 } else if (winfreeze) {
4669 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
4672 static float talkdelay = 0;
4674 if (Dialog::inDialog())
4676 talkdelay -= multiplier;
4678 if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
4679 for (int i = 0; i < Dialog::dialogs.size(); i++) {
4680 Dialog::dialogs[i].tick(i);
4684 windvar += multiplier;
4685 smoketex += multiplier;
4686 tutorialstagetime += multiplier;
4689 static float hotspotvisual[40];
4690 if (Hotspot::hotspots.size()) {
4693 for (int i = 0; i < Hotspot::hotspots.size(); i++)
4694 hotspotvisual[i] -= multiplier / 320;
4696 for (int i = 0; i < Hotspot::hotspots.size(); i++) {
4697 while (hotspotvisual[i] < 0) {
4699 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
4700 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
4701 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
4702 hotspotsprite += Hotspot::hotspots[i].position;
4703 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
4704 hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
4708 for (int i = 0; i < Hotspot::hotspots.size(); i++) {
4709 if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
4710 Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
4716 if (tutoriallevel) {
4721 if (tutoriallevel != 1) {
4722 if (bonustime == 0 &&
4723 bonus != solidhit &&
4724 bonus != spinecrusher &&
4725 bonus != tracheotomy &&
4726 bonus != backstab &&
4728 emit_sound_np(consolesuccesssound);
4730 } else if (bonustime == 0) {
4731 emit_sound_np(fireendsound);
4733 if (bonustime == 0) {
4734 if (bonus != solidhit &&
4735 bonus != twoxcombo &&
4736 bonus != threexcombo &&
4737 bonus != fourxcombo &&
4741 bonusnum[bonus] += 0.15;
4744 bonusvalue /= bonusnum[bonus];
4745 bonustotal += bonusvalue;
4747 bonustime += multiplier;
4750 if (environment == snowyenvironment) {
4751 precipdelay -= multiplier;
4752 while (precipdelay < 0) {
4756 XYZ footvel, footpoint;
4759 footpoint = viewer + viewerfacing * 6;
4760 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
4761 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
4762 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
4763 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
4768 doAerialAcrobatics();
4771 static XYZ oldviewer;
4774 if (!Dialog::inDialog()) {
4775 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
4776 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
4777 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
4778 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
4779 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
4780 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
4781 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
4782 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
4784 Person::players[0]->forwardkeydown = 0;
4785 Person::players[0]->leftkeydown = 0;
4786 Person::players[0]->backkeydown = 0;
4787 Person::players[0]->rightkeydown = 0;
4788 Person::players[0]->jumpkeydown = 0;
4789 Person::players[0]->crouchkeydown = 0;
4790 Person::players[0]->drawkeydown = 0;
4791 Person::players[0]->throwkeydown = 0;
4794 if (!Person::players[0]->jumpkeydown)
4795 Person::players[0]->jumpclimb = 0;
4798 if (Dialog::inDialog()) {
4800 if (Dialog::directing) {
4804 facing = DoRotation(facing, -pitch, 0, 0);
4805 facing = DoRotation(facing, 0, 0 - yaw, 0);
4810 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
4812 if (Input::isKeyDown(forwardkey))
4813 viewer += facing * multiplier * 4;
4814 if (Input::isKeyDown(backkey))
4815 viewer -= facing * multiplier * 4;
4816 if (Input::isKeyDown(leftkey))
4817 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
4818 if (Input::isKeyDown(rightkey))
4819 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
4820 if (Input::isKeyDown(jumpkey))
4821 viewer.y += multiplier * 4;
4822 if (Input::isKeyDown(crouchkey))
4823 viewer.y -= multiplier * 4;
4824 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
4825 Input::isKeyPressed(SDL_SCANCODE_2) ||
4826 Input::isKeyPressed(SDL_SCANCODE_3) ||
4827 Input::isKeyPressed(SDL_SCANCODE_4) ||
4828 Input::isKeyPressed(SDL_SCANCODE_5) ||
4829 Input::isKeyPressed(SDL_SCANCODE_6) ||
4830 Input::isKeyPressed(SDL_SCANCODE_7) ||
4831 Input::isKeyPressed(SDL_SCANCODE_8) ||
4832 Input::isKeyPressed(SDL_SCANCODE_9) ||
4833 Input::isKeyPressed(SDL_SCANCODE_0) ||
4834 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
4836 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
4837 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
4838 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
4839 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
4840 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
4841 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
4842 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
4843 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
4844 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
4845 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
4846 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
4848 if (whichend != -1) {
4849 Dialog::currentScene().participantfocus = whichend;
4850 Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
4851 Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
4853 if (whichend == -1) {
4854 Dialog::currentScene().participantfocus = -1;
4856 /* FIXME: potentially accessing -1 in Person::players! */
4857 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
4858 Dialog::indialogue = -1;
4859 Dialog::directing = false;
4862 Dialog::currentScene().camera = viewer;
4863 Dialog::currentScene().camerayaw = yaw;
4864 Dialog::currentScene().camerapitch = pitch;
4865 Dialog::indialogue++;
4866 if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
4867 if (Dialog::currentScene().sound != 0) {
4868 playdialoguescenesound();
4872 for (unsigned j = 0; j < Person::players.size(); j++) {
4873 Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
4876 //TODO: should these be KeyDown or KeyPressed?
4877 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
4878 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
4879 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
4880 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
4881 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
4882 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
4883 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
4884 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
4885 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
4886 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
4888 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
4889 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
4890 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
4891 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
4892 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
4893 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
4894 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
4895 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
4896 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
4897 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
4898 Dialog::currentScene().participantfacing[whichend] = facing;
4900 if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
4901 Dialog::indialogue = -1;
4902 Dialog::directing = false;
4906 if (!Dialog::directing) {
4907 pause_sound(whooshsound);
4908 viewer = Dialog::currentScene().camera;
4909 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
4910 yaw = Dialog::currentScene().camerayaw;
4911 pitch = Dialog::currentScene().camerapitch;
4912 if (Dialog::dialoguetime > 0.5) {
4913 if (Input::isKeyPressed(attackkey)) {
4914 Dialog::indialogue++;
4915 if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
4916 if (Dialog::currentScene().sound != 0) {
4917 playdialoguescenesound();
4918 if (Dialog::currentScene().sound == -5) {
4919 Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
4921 if (Dialog::currentScene().sound == -6) {
4925 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
4926 Dialog::indialogue = -1;
4927 Dialog::directing = false;
4934 if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
4935 Dialog::indialogue = -1;
4936 Dialog::directing = false;
4938 if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
4941 if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
4944 if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
4946 for (unsigned i = 1; i < Person::players.size(); i++) {
4947 Person::players[i]->aitype = attacktypecutoff;
4954 if (!Person::players[0]->jumpkeydown) {
4955 Person::players[0]->jumptogglekeydown = 0;
4957 if (Person::players[0]->jumpkeydown &&
4958 Person::players[0]->animTarget != jumpupanim &&
4959 Person::players[0]->animTarget != jumpdownanim &&
4960 !Person::players[0]->isFlip())
4961 Person::players[0]->jumptogglekeydown = 1;
4964 Dialog::dialoguetime += multiplier;
4965 hawkyaw += multiplier * 25;
4967 realhawkcoords.x = 25;
4968 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
4969 hawkcalldelay -= multiplier / 2;
4971 if (hawkcalldelay <= 0) {
4972 emit_sound_at(hawksound, realhawkcoords);
4974 hawkcalldelay = 16 + abs(Random() % 8);
4981 doPlayerCollisions();
4985 for (unsigned k = 0; k < Person::players.size(); k++)
4986 if (k != 0 && Person::players[k]->immobile)
4987 Person::players[k]->coords = Person::players[k]->realoldcoords;
4989 for (unsigned k = 0; k < Person::players.size(); k++) {
4990 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
4991 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
4992 Person::players[k]->DoDamage(1000);
4998 static bool respawnkeydown;
4999 if (!editorenabled &&
5000 (whichlevel != -2 &&
5001 (Input::isKeyDown(SDL_SCANCODE_Z) &&
5002 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
5004 (Input::isKeyDown(jumpkey) &&
5007 Person::players[0]->dead))) {
5008 targetlevel = whichlevel;
5012 respawnkeydown = Input::isKeyDown(jumpkey);
5015 static bool movekey;
5018 for (unsigned i = 0; i < Person::players.size(); i++) {
5019 static float oldtargetyaw;
5020 if (!Person::players[i]->skeleton.free) {
5021 oldtargetyaw = Person::players[i]->targetyaw;
5022 if (i == 0 && !Dialog::inDialog()) {
5023 //TODO: refactor repetitive code
5024 if (!Animation::animations[Person::players[0]->animTarget].attack &&
5025 Person::players[0]->animTarget != staggerbackhighanim &&
5026 Person::players[0]->animTarget != staggerbackhardanim &&
5027 Person::players[0]->animTarget != crouchremoveknifeanim &&
5028 Person::players[0]->animTarget != removeknifeanim &&
5029 Person::players[0]->animTarget != backhandspringanim &&
5030 Person::players[0]->animTarget != dodgebackanim &&
5031 Person::players[0]->animTarget != walljumprightkickanim &&
5032 Person::players[0]->animTarget != walljumpleftkickanim) {
5034 Person::players[0]->targetyaw = 0;
5036 Person::players[0]->targetyaw = -yaw + 180;
5042 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5044 facing = flatfacing;
5046 facing = DoRotation(facing, -pitch, 0, 0);
5047 facing = DoRotation(facing, 0, 0 - yaw, 0);
5050 Person::players[0]->lookyaw = -yaw;
5052 Person::players[i]->targetheadyaw = yaw;
5053 Person::players[i]->targetheadpitch = pitch;
5055 if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
5056 if (!Animation::animations[Person::players[i]->animTarget].attack &&
5057 Person::players[i]->animTarget != staggerbackhighanim &&
5058 Person::players[i]->animTarget != staggerbackhardanim &&
5059 Person::players[i]->animTarget != crouchremoveknifeanim &&
5060 Person::players[i]->animTarget != removeknifeanim &&
5061 Person::players[i]->animTarget != backhandspringanim &&
5062 Person::players[i]->animTarget != dodgebackanim &&
5063 Person::players[i]->animTarget != walljumprightkickanim &&
5064 Person::players[i]->animTarget != walljumpleftkickanim) {
5065 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
5071 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5073 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
5074 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
5076 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
5077 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
5079 if (Dialog::inDialog()) {
5080 Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
5081 Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
5087 Person::players[i]->avoidsomething = 0;
5089 //avoid flaming things
5090 for (int j = 0; j < objects.numobjects; j++)
5091 if (objects.onfire[j])
5092 if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
5093 if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
5094 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5095 Person::players[i]->collided = 0;
5096 Person::players[i]->avoidcollided = 1;
5097 if (Person::players[i]->avoidsomething == 0 ||
5098 distsq(&Person::players[i]->coords, &objects.position[j]) <
5099 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5100 Person::players[i]->avoidwhere = objects.position[j];
5101 Person::players[i]->avoidsomething = 1;
5105 //avoid flaming players
5106 for (unsigned j = 0; j < Person::players.size(); j++)
5107 if (Person::players[j]->onfire)
5108 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
5109 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5110 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5111 Person::players[i]->collided = 0;
5112 Person::players[i]->avoidcollided = 1;
5113 if (Person::players[i]->avoidsomething == 0 ||
5114 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5115 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5116 Person::players[i]->avoidwhere = Person::players[j]->coords;
5117 Person::players[i]->avoidsomething = 1;
5121 if (Person::players[i]->collided > .8)
5122 Person::players[i]->avoidcollided = 0;
5126 if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
5127 //Person::players[i]->targetyaw=Person::players[i]->yaw;
5128 Person::players[i]->forwardkeydown = 0;
5129 Person::players[i]->leftkeydown = 0;
5130 Person::players[i]->backkeydown = 0;
5131 Person::players[i]->rightkeydown = 0;
5132 Person::players[i]->jumpkeydown = 0;
5133 Person::players[i]->attackkeydown = 0;
5134 //Person::players[i]->crouchkeydown=0;
5135 Person::players[i]->throwkeydown = 0;
5138 if (Dialog::inDialog()) {
5139 Person::players[i]->forwardkeydown = 0;
5140 Person::players[i]->leftkeydown = 0;
5141 Person::players[i]->backkeydown = 0;
5142 Person::players[i]->rightkeydown = 0;
5143 Person::players[i]->jumpkeydown = 0;
5144 Person::players[i]->crouchkeydown = 0;
5145 Person::players[i]->drawkeydown = 0;
5146 Person::players[i]->throwkeydown = 0;
5149 if (Person::players[i]->collided < -.3)
5150 Person::players[i]->collided = -.3;
5151 if (Person::players[i]->collided > 1)
5152 Person::players[i]->collided = 1;
5153 Person::players[i]->collided -= multiplier * 4;
5154 Person::players[i]->whichdirectiondelay -= multiplier;
5155 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
5156 Person::players[i]->avoidcollided = -.3;
5157 Person::players[i]->whichdirection = abs(Random() % 2);
5158 Person::players[i]->whichdirectiondelay = .4;
5160 if (Person::players[i]->avoidcollided > 1)
5161 Person::players[i]->avoidcollided = 1;
5162 Person::players[i]->avoidcollided -= multiplier / 4;
5163 if (!Person::players[i]->skeleton.free) {
5164 Person::players[i]->stunned -= multiplier;
5165 Person::players[i]->surprised -= multiplier;
5167 if (i != 0 && Person::players[i]->surprised <= 0 &&
5168 Person::players[i]->aitype == attacktypecutoff &&
5169 !Person::players[i]->dead &&
5170 !Person::players[i]->skeleton.free &&
5171 Animation::animations[Person::players[i]->animTarget].attack == neutral)
5174 if (!Person::players[i]->throwkeydown)
5175 Person::players[i]->throwtogglekeydown = 0;
5178 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
5179 if (Person::players[i]->weaponactive == -1 &&
5180 Person::players[i]->num_weapons < 2 &&
5181 (Person::players[i]->isIdle() ||
5182 Person::players[i]->isCrouch() ||
5183 Person::players[i]->animTarget == sneakanim ||
5184 Person::players[i]->animTarget == rollanim ||
5185 Person::players[i]->animTarget == backhandspringanim ||
5186 Person::players[i]->isFlip() ||
5187 Person::players[i]->aitype != playercontrolled)) {
5188 for (unsigned j = 0; j < weapons.size(); j++) {
5189 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
5190 Person::players[i]->aitype == playercontrolled) &&
5191 weapons[j].owner == -1 &&
5192 Person::players[i]->weaponactive == -1)
5193 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
5194 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
5195 if (Person::players[i]->isCrouch() ||
5196 Person::players[i]->animTarget == sneakanim ||
5197 Person::players[i]->isRun() ||
5198 Person::players[i]->isIdle() ||
5199 Person::players[i]->aitype != playercontrolled) {
5200 Person::players[i]->throwtogglekeydown = 1;
5201 Person::players[i]->setAnimation(crouchremoveknifeanim);
5202 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
5203 Person::players[i]->hasvictim = 0;
5205 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
5206 Person::players[i]->throwtogglekeydown = 1;
5207 Person::players[i]->hasvictim = 0;
5209 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
5210 Person::players[i]->aitype == playercontrolled) &&
5211 weapons[j].owner == -1 ||
5212 Person::players[i]->victim &&
5213 weapons[j].owner == int(Person::players[i]->victim->id))
5214 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
5215 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
5216 if (weapons[j].getType() != staff)
5217 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
5219 Person::players[i]->takeWeapon(j);
5222 } else if ((Person::players[i]->isIdle() ||
5223 Person::players[i]->isFlip() ||
5224 Person::players[i]->aitype != playercontrolled) &&
5225 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
5226 Person::players[i]->coords.y < weapons[j].position.y) {
5227 if (!Person::players[i]->isFlip()) {
5228 Person::players[i]->throwtogglekeydown = 1;
5229 Person::players[i]->setAnimation(removeknifeanim);
5230 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
5232 if (Person::players[i]->isFlip()) {
5233 Person::players[i]->throwtogglekeydown = 1;
5234 Person::players[i]->hasvictim = 0;
5236 for (unsigned k = 0; k < weapons.size(); k++) {
5237 if (Person::players[i]->weaponactive == -1)
5238 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
5239 Person::players[i]->aitype == playercontrolled) &&
5240 weapons[k].owner == -1 ||
5241 Person::players[i]->victim &&
5242 weapons[k].owner == int(Person::players[i]->victim->id))
5243 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
5244 Person::players[i]->weaponactive == -1) {
5245 if (weapons[k].getType() != staff)
5246 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
5248 Person::players[i]->takeWeapon(k);
5255 if (Person::players[i]->isCrouch() ||
5256 Person::players[i]->animTarget == sneakanim ||
5257 Person::players[i]->isRun() ||
5258 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
5259 Person::players[i]->animTarget == backhandspringanim) {
5260 if (Person::players.size() > 1)
5261 for (unsigned j = 0; j < Person::players.size(); j++) {
5262 if (Person::players[i]->weaponactive == -1)
5264 if (Person::players[j]->num_weapons &&
5265 Person::players[j]->skeleton.free &&
5266 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
5267 (((Person::players[j]->skeleton.forward.y < 0 &&
5268 Person::players[j]->weaponstuckwhere == 0) ||
5269 (Person::players[j]->skeleton.forward.y > 0 &&
5270 Person::players[j]->weaponstuckwhere == 1)) ||
5271 Person::players[j]->weaponstuck == -1 ||
5272 Person::players[j]->num_weapons > 1)) {
5273 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
5274 Person::players[i]->throwtogglekeydown = 1;
5275 Person::players[i]->victim = Person::players[j];
5276 Person::players[i]->hasvictim = 1;
5277 Person::players[i]->setAnimation(crouchremoveknifeanim);
5278 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
5280 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
5281 Person::players[i]->throwtogglekeydown = 1;
5282 Person::players[i]->victim = Person::players[j];
5283 Person::players[i]->hasvictim = 1;
5284 int k = Person::players[j]->weaponids[0];
5285 if (Person::players[i]->hasvictim) {
5288 if (Person::players[i]->victim->weaponstuck != -1) {
5289 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
5294 if (weapons[k].getType() != staff)
5295 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
5298 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
5300 if (weapons[k].owner != -1) {
5301 if (Person::players[i]->victim->num_weapons == 1)
5302 Person::players[i]->victim->num_weapons = 0;
5304 Person::players[i]->victim->num_weapons = 1;
5306 Person::players[i]->victim->skeleton.longdead = 0;
5307 Person::players[i]->victim->skeleton.free = 1;
5308 Person::players[i]->victim->skeleton.broken = 0;
5310 for (int l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
5311 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
5312 Person::players[i]->victim->skeleton.joints[l].locked = 0;
5318 Normalise(&relative);
5319 XYZ footvel, footpoint;
5321 footpoint = weapons[k].position;
5322 if (Person::players[i]->victim->weaponstuck != -1) {
5323 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
5325 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
5326 weapons[k].bloody = 2;
5327 weapons[k].blooddrip = 5;
5328 Person::players[i]->victim->weaponstuck = -1;
5329 Person::players[i]->victim->bloodloss += 2000;
5330 Person::players[i]->victim->DoDamage(2000);
5333 if (Person::players[i]->victim->num_weapons > 0) {
5334 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
5335 Person::players[i]->victim->weaponstuck = 0;
5336 if (Person::players[i]->victim->weaponids[0] == k)
5337 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
5340 Person::players[i]->victim->weaponactive = -1;
5342 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
5343 Person::players[i]->victim->jointVel(neck) += relative * 6;
5344 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
5345 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
5347 Person::players[i]->takeWeapon(k);
5354 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
5355 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
5356 if (Person::players[i]->isIdle() ||
5357 Person::players[i]->isRun() ||
5358 Person::players[i]->isCrouch() ||
5359 Person::players[i]->animTarget == sneakanim ||
5360 Person::players[i]->isFlip())
5361 if (Person::players.size() > 1)
5362 for (unsigned j = 0; j < Person::players.size(); j++) {
5364 if (tutoriallevel != 1 || tutorialstage == 49)
5366 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
5367 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
5368 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
5369 !Person::players[j]->skeleton.free &&
5370 -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)) {
5371 if (!Person::players[i]->isFlip()) {
5372 Person::players[i]->throwtogglekeydown = 1;
5373 Person::players[i]->victim = Person::players[j];
5374 Person::players[i]->setAnimation(knifethrowanim);
5375 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
5376 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
5378 if (Person::players[i]->isFlip()) {
5379 if (Person::players[i]->weaponactive != -1) {
5380 Person::players[i]->throwtogglekeydown = 1;
5381 Person::players[i]->victim = Person::players[j];
5383 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);
5386 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
5388 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
5389 Person::players[i]->num_weapons--;
5390 if (Person::players[i]->num_weapons) {
5391 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
5393 Person::players[i]->weaponactive = -1;
5400 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
5401 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
5402 Person::players[i]->throwtogglekeydown = 1;
5403 XYZ tempVelocity = Person::players[i]->velocity * .2;
5404 if (tempVelocity.x == 0)
5405 tempVelocity.x = .1;
5406 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
5407 Person::players[i]->num_weapons--;
5408 if (Person::players[i]->num_weapons) {
5409 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
5410 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
5411 Person::players[i]->weaponstuck = 0;
5414 Person::players[i]->weaponactive = -1;
5415 for (unsigned j = 0; j < Person::players.size(); j++) {
5416 Person::players[j]->wentforweapon = 0;
5424 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
5425 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
5426 (Person::players[i]->num_weapons == 2) &&
5427 (Person::players[i]->weaponactive == -1) &&
5428 Person::players[i]->isIdle() ||
5429 Person::players[0]->dead &&
5430 (Person::players[i]->weaponactive != -1) &&
5433 if (Person::players[i]->weaponactive != -1)
5434 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
5436 if (isgood && Person::players[i]->creature != wolftype) {
5437 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
5438 Person::players[i]->setAnimation(drawrightanim);
5439 Person::players[i]->drawtogglekeydown = 1;
5441 if ((Person::players[i]->isIdle() ||
5442 (Person::players[i]->aitype != playercontrolled &&
5443 Person::players[0]->weaponactive != -1 &&
5444 Person::players[i]->isRun())) &&
5445 Person::players[i]->num_weapons &&
5446 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
5447 Person::players[i]->setAnimation(drawleftanim);
5448 Person::players[i]->drawtogglekeydown = 1;
5450 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
5451 Person::players[i]->setAnimation(crouchdrawrightanim);
5452 Person::players[i]->drawtogglekeydown = 1;
5459 if (Person::players[i]->weaponactive != -1) {
5460 if (Person::players[i]->isCrouch() &&
5461 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
5463 Person::players[i]->onterrain &&
5464 Person::players[i]->num_weapons &&
5465 Person::players[i]->attackkeydown &&
5466 musictype != stream_fighttheme) {
5467 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
5468 Person::players[i]->setAnimation(crouchstabanim);
5469 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
5470 Person::players[i]->setAnimation(swordgroundstabanim);
5471 Person::players[i]->hasvictim = 0;
5475 if (!Person::players[i]->drawkeydown)
5476 Person::players[i]->drawtogglekeydown = 0;
5481 absflatfacing.z = -1;
5483 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
5485 absflatfacing = flatfacing;
5487 if (Dialog::inDialog()) {
5488 Person::players[i]->forwardkeydown = 0;
5489 Person::players[i]->leftkeydown = 0;
5490 Person::players[i]->backkeydown = 0;
5491 Person::players[i]->rightkeydown = 0;
5492 Person::players[i]->jumpkeydown = 0;
5493 Person::players[i]->crouchkeydown = 0;
5494 Person::players[i]->drawkeydown = 0;
5495 Person::players[i]->throwkeydown = 0;
5499 if (!Animation::animations[Person::players[i]->animTarget].attack &&
5500 Person::players[i]->animTarget != staggerbackhighanim &&
5501 Person::players[i]->animTarget != staggerbackhardanim &&
5502 Person::players[i]->animTarget != backhandspringanim &&
5503 Person::players[i]->animTarget != dodgebackanim) {
5504 if (!Person::players[i]->forwardkeydown)
5505 Person::players[i]->forwardstogglekeydown = 0;
5506 if (Person::players[i]->crouchkeydown) {
5510 Person::players[i]->superruntoggle = 1;
5511 if (Person::players.size() > 1)
5512 for (unsigned j = 0; j < Person::players.size(); j++)
5513 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
5514 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
5515 Person::players[i]->superruntoggle = 0;
5518 if (Person::players.size() > 1)
5519 for (unsigned j = 0; j < Person::players.size(); j++) {
5520 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
5521 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
5522 Person::players[j]->victim == Person::players[i] &&
5523 (Person::players[j]->animTarget == sweepanim ||
5524 Person::players[j]->animTarget == upunchanim ||
5525 Person::players[j]->animTarget == wolfslapanim ||
5526 ((Person::players[j]->animTarget == swordslashanim ||
5527 Person::players[j]->animTarget == knifeslashstartanim ||
5528 Person::players[j]->animTarget == staffhitanim ||
5529 Person::players[j]->animTarget == staffspinhitanim) &&
5530 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
5539 Person::players[target]->Reverse();
5540 Person::players[i]->lowreversaldelay = .5;
5542 if (Person::players[i]->isIdle()) {
5543 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
5544 Person::players[i]->transspeed = 10;
5546 if (Person::players[i]->isRun() ||
5547 (Person::players[i]->isStop() &&
5548 (Person::players[i]->leftkeydown ||
5549 Person::players[i]->rightkeydown ||
5550 Person::players[i]->forwardkeydown ||
5551 Person::players[i]->backkeydown))) {
5552 Person::players[i]->setAnimation(rollanim);
5553 Person::players[i]->transspeed = 20;
5556 if (!Person::players[i]->crouchkeydown) {
5558 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
5559 Person::players[i]->superruntoggle = 0;
5561 if (Person::players[i]->isCrouch()) {
5562 if (Person::players.size() > 1)
5563 for (unsigned j = 0; j < Person::players.size(); j++) {
5565 !Person::players[j]->skeleton.free &&
5566 Person::players[j]->victim &&
5567 Person::players[i]->highreversaldelay <= 0) {
5568 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
5569 Person::players[j]->victim == Person::players[i] &&
5570 (Person::players[j]->animTarget == spinkickanim) &&
5571 Person::players[i]->isCrouch()) {
5580 Person::players[target]->Reverse();
5581 Person::players[i]->highreversaldelay = .5;
5583 if (Person::players[i]->isCrouch()) {
5584 if (!Person::players[i]->wasCrouch()) {
5585 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
5586 Person::players[i]->frameCurrent = 0;
5588 Person::players[i]->setAnimation(Person::players[i]->getIdle());
5589 Person::players[i]->transspeed = 10;
5592 if (Person::players[i]->animTarget == sneakanim) {
5593 Person::players[i]->setAnimation(Person::players[i]->getIdle());
5594 Person::players[i]->transspeed = 10;
5597 if (Person::players[i]->forwardkeydown) {
5598 if (Person::players[i]->isIdle() ||
5599 (Person::players[i]->isStop() &&
5600 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
5601 (Person::players[i]->isLanding() &&
5602 Person::players[i]->frameTarget > 0 &&
5603 !Person::players[i]->jumpkeydown) ||
5604 (Person::players[i]->isLandhard() &&
5605 Person::players[i]->frameTarget > 0 &&
5606 !Person::players[i]->jumpkeydown &&
5607 Person::players[i]->crouchkeydown)) {
5608 if (Person::players[i]->aitype == passivetype)
5609 Person::players[i]->setAnimation(walkanim);
5611 Person::players[i]->setAnimation(Person::players[i]->getRun());
5613 if (Person::players[i]->isCrouch()) {
5614 Person::players[i]->animTarget = sneakanim;
5615 if (Person::players[i]->wasCrouch())
5616 Person::players[i]->target = 0;
5617 Person::players[i]->frameTarget = 0;
5619 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
5620 Person::players[i]->setAnimation(climbanim);
5621 Person::players[i]->frameTarget = 1;
5622 Person::players[i]->jumpclimb = 1;
5624 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
5625 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
5627 Person::players[i]->forwardstogglekeydown = 1;
5630 if (Person::players[i]->rightkeydown) {
5631 if (Person::players[i]->isIdle() ||
5632 (Person::players[i]->isStop() &&
5633 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
5634 (Person::players[i]->isLanding() &&
5635 Person::players[i]->frameTarget > 0 &&
5636 !Person::players[i]->jumpkeydown) ||
5637 (Person::players[i]->isLandhard() &&
5638 Person::players[i]->frameTarget > 0 &&
5639 !Person::players[i]->jumpkeydown &&
5640 Person::players[i]->crouchkeydown)) {
5641 Person::players[i]->setAnimation(Person::players[i]->getRun());
5643 if (Person::players[i]->isCrouch()) {
5644 Person::players[i]->animTarget = sneakanim;
5645 if (Person::players[i]->wasCrouch())
5646 Person::players[i]->target = 0;
5647 Person::players[i]->frameTarget = 0;
5649 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
5650 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
5652 Person::players[i]->targetyaw -= 90;
5653 if (Person::players[i]->forwardkeydown)
5654 Person::players[i]->targetyaw += 45;
5655 if (Person::players[i]->backkeydown)
5656 Person::players[i]->targetyaw -= 45;
5659 if ( Person::players[i]->leftkeydown) {
5660 if (Person::players[i]->isIdle() ||
5661 (Person::players[i]->isStop() &&
5662 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
5663 (Person::players[i]->isLanding() &&
5664 Person::players[i]->frameTarget > 0 &&
5665 !Person::players[i]->jumpkeydown) ||
5666 (Person::players[i]->isLandhard() &&
5667 Person::players[i]->frameTarget > 0 &&
5668 !Person::players[i]->jumpkeydown &&
5669 Person::players[i]->crouchkeydown)) {
5670 Person::players[i]->setAnimation(Person::players[i]->getRun());
5672 if (Person::players[i]->isCrouch()) {
5673 Person::players[i]->animTarget = sneakanim;
5674 if (Person::players[i]->wasCrouch())
5675 Person::players[i]->target = 0;
5676 Person::players[i]->frameTarget = 0;
5678 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
5679 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
5681 Person::players[i]->targetyaw += 90;
5682 if (Person::players[i]->forwardkeydown)
5683 Person::players[i]->targetyaw -= 45;
5684 if (Person::players[i]->backkeydown)
5685 Person::players[i]->targetyaw += 45;
5688 if (Person::players[i]->backkeydown) {
5689 if (Person::players[i]->isIdle() ||
5690 (Person::players[i]->isStop() &&
5691 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
5692 (Person::players[i]->isLanding() &&
5693 Person::players[i]->frameTarget > 0 &&
5694 !Person::players[i]->jumpkeydown) ||
5695 (Person::players[i]->isLandhard() &&
5696 Person::players[i]->frameTarget > 0 &&
5697 !Person::players[i]->jumpkeydown &&
5698 Person::players[i]->crouchkeydown)) {
5699 Person::players[i]->setAnimation(Person::players[i]->getRun());
5701 if (Person::players[i]->isCrouch()) {
5702 Person::players[i]->animTarget = sneakanim;
5703 if (Person::players[i]->wasCrouch())
5704 Person::players[i]->target = 0;
5705 Person::players[i]->frameTarget = 0;
5707 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
5708 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
5710 if (Person::players[i]->animTarget == hanganim) {
5711 Person::players[i]->animCurrent = jumpdownanim;
5712 Person::players[i]->animTarget = jumpdownanim;
5713 Person::players[i]->target = 0;
5714 Person::players[i]->frameCurrent = 0;
5715 Person::players[i]->frameTarget = 1;
5716 Person::players[i]->velocity = 0;
5717 Person::players[i]->velocity.y += gravity;
5718 Person::players[i]->coords.y -= 1.4;
5719 Person::players[i]->grabdelay = 1;
5721 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
5722 Person::players[i]->targetyaw += 180;
5725 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
5726 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
5727 Person::players[i]->isRun() ||
5728 Person::players[i]->animTarget == walkanim ||
5729 Person::players[i]->isCrouch() ||
5730 Person::players[i]->animTarget == sneakanim) &&
5731 Person::players[i]->jumppower > 1) &&
5732 ((Person::players[i]->animTarget != rabbitrunninganim &&
5733 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
5734 Person::players[i]->jumpstart = 0;
5735 Person::players[i]->setAnimation(jumpupanim);
5736 Person::players[i]->yaw = Person::players[i]->targetyaw;
5737 Person::players[i]->transspeed = 20;
5738 Person::players[i]->FootLand(leftfoot, 1);
5739 Person::players[i]->FootLand(rightfoot, 1);
5743 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
5746 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
5748 Person::players[i]->velocity = 0;
5752 if (Person::players.size() > 1)
5753 for (unsigned j = 0; j < Person::players.size(); j++) {
5754 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
5755 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
5756 (Person::players[j]->victim == Person::players[i]) &&
5757 (Person::players[j]->animTarget == sweepanim)) {
5766 Person::players[i]->velocity.y = 1;
5768 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
5769 Person::players[i]->velocity.y = 7;
5770 Person::players[i]->crouchtogglekeydown = 1;
5771 } else Person::players[i]->velocity.y = 5;
5773 if (mousejump && i == 0 && debugmode) {
5774 if (!Person::players[i]->isLanding())
5775 Person::players[i]->tempdeltav = deltav;
5776 if (Person::players[i]->tempdeltav < 0)
5777 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
5780 Person::players[i]->coords.y += .2;
5781 Person::players[i]->jumppower -= 1;
5784 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
5786 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
5788 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
5789 Person::players[i]->setAnimation(Person::players[i]->getLanding());
5790 Person::players[i]->frameTarget = 2;
5791 Person::players[i]->landhard = 0;
5792 Person::players[i]->jumpstart = 1;
5793 Person::players[i]->tempdeltav = deltav;
5795 if (Person::players[i]->animTarget == jumpupanim &&
5799 Person::players[i]->aitype != playercontrolled)) {
5800 if (Person::players[i]->jumppower > multiplier * 6) {
5801 Person::players[i]->velocity.y += multiplier * 6;
5802 Person::players[i]->jumppower -= multiplier * 6;
5804 if (Person::players[i]->jumppower <= multiplier * 6) {
5805 Person::players[i]->velocity.y += Person::players[i]->jumppower;
5806 Person::players[i]->jumppower = 0;
5809 if (((floatjump || editorenabled) && debugmode) && i == 0)
5810 Person::players[i]->velocity.y += multiplier * 30;
5814 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
5815 Person::players[i]->setAnimation(Person::players[i]->getStop());
5816 if (Person::players[i]->animTarget == sneakanim) {
5817 Person::players[i]->animTarget = Person::players[i]->getCrouch();
5818 if (Person::players[i]->animCurrent == sneakanim)
5819 Person::players[i]->target = 0;
5820 Person::players[i]->frameTarget = 0;
5823 if (Person::players[i]->animTarget == walkanim &&
5824 (Person::players[i]->aitype == attacktypecutoff ||
5825 Person::players[i]->aitype == searchtype ||
5826 (Person::players[i]->aitype == passivetype &&
5827 Person::players[i]->numwaypoints <= 1)))
5828 Person::players[i]->setAnimation(Person::players[i]->getStop());
5829 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
5830 Person::players[i]->setAnimation(Person::players[i]->getStop());
5833 if (Person::players[i]->animTarget == rollanim)
5834 Person::players[i]->targetyaw = oldtargetyaw;
5838 for (unsigned k = 0; k < Person::players.size(); k++) {
5839 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
5840 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
5841 Person::players[k]->yaw -= 360;
5843 Person::players[k]->yaw += 360;
5846 //stop to turn in right direction
5847 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
5848 Person::players[k]->setAnimation(Person::players[k]->getStop());
5850 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
5851 Person::players[k]->targettilt = 0;
5853 if (Person::players[k]->animTarget != jumpupanim &&
5854 Person::players[k]->animTarget != backhandspringanim &&
5855 Person::players[k]->animTarget != jumpdownanim &&
5856 !Person::players[k]->isFlip()) {
5857 Person::players[k]->targettilt = 0;
5858 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
5859 Person::players[k]->jumppower = 0;
5860 Person::players[k]->jumppower += multiplier * 7;
5861 if (Person::players[k]->isCrouch())
5862 Person::players[k]->jumppower += multiplier * 7;
5863 if (Person::players[k]->jumppower > 5)
5864 Person::players[k]->jumppower = 5;
5867 if (Person::players[k]->isRun())
5868 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
5870 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
5871 Person::players[k]->grabdelay -= multiplier;
5875 for (unsigned k = 0; k < Person::players.size(); k++) {
5876 Person::players[k]->DoAnimations();
5877 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
5878 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
5884 for (int j = numenvsounds - 1; j >= 0; j--) {
5885 envsoundlife[j] -= multiplier;
5886 if (envsoundlife[j] < 0) {
5888 envsoundlife[j] = envsoundlife[numenvsounds];
5889 envsound[j] = envsound[numenvsounds];
5892 OPENAL_SetFrequency(OPENAL_ALL, slomo);
5894 if (tutoriallevel == 1) {
5911 if (tutorialstage >= 51)
5912 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
5913 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
5914 OPENAL_SetFrequency(OPENAL_ALL);
5916 emit_stream_np(stream_menutheme);
5925 if (tutorialstage < 51)
5926 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
5927 emit_sound_at(fireendsound, Person::players[0]->coords);
5929 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
5933 if (tutorialstage >= 14 && tutorialstage < 50)
5934 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
5935 emit_sound_at(fireendsound, Person::players[1]->coords);
5937 for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
5938 if (Random() % 2 == 0) {
5939 if (!Person::players[1]->skeleton.free)
5940 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
5941 if (Person::players[1]->skeleton.free)
5942 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
5943 if (!Person::players[1]->skeleton.free)
5944 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;
5945 if (Person::players[1]->skeleton.free)
5946 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
5947 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
5951 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
5952 for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
5953 Person::players[1]->skeleton.joints[i].velocity = 0;
5954 if (Random() % 2 == 0) {
5955 if (!Person::players[1]->skeleton.free)
5956 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
5957 if (Person::players[1]->skeleton.free)
5958 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
5959 if (!Person::players[1]->skeleton.free)
5960 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;
5961 if (Person::players[1]->skeleton.free)
5962 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
5963 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
5971 static float gLoc[3];
5975 static float vel[3];
5976 vel[0] = (viewer.x - oldviewer.x) / multiplier;
5977 vel[1] = (viewer.y - oldviewer.y) / multiplier;
5978 vel[2] = (viewer.z - oldviewer.z) / multiplier;
5980 //Set orientation with forward and up vectors
5981 static XYZ upvector;
5985 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
5986 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
5991 facing = DoRotation(facing, -pitch, 0, 0);
5992 facing = DoRotation(facing, 0, 0 - yaw, 0);
5995 static float ori[6];
5999 ori[3] = -upvector.x;
6000 ori[4] = upvector.y;
6001 ori[5] = -upvector.z;
6003 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
6010 if (Input::isKeyPressed(SDL_SCANCODE_F1))
6014 void Game::TickOnce()
6017 yaw += multiplier * 5;
6018 } else if (Dialog::directing || !Dialog::inDialog()) {
6021 pitch -= deltav * .7;
6023 pitch += deltav * .7;
6032 void Game::TickOnceAfter()
6034 static XYZ colviewer;
6035 static XYZ coltarget;
6039 static float changedelay;
6040 static bool alldead;
6041 static float unseendelay;
6042 static float cameraspeed;
6045 static int oldmusictype = musictype;
6047 if (environment == snowyenvironment)
6048 leveltheme = stream_snowtheme;
6049 if (environment == grassyenvironment)
6050 leveltheme = stream_grasstheme;
6051 if (environment == desertenvironment)
6052 leveltheme = stream_deserttheme;
6056 musictype = leveltheme;
6057 for (unsigned i = 0; i < Person::players.size(); i++) {
6058 if ((Person::players[i]->aitype == attacktypecutoff ||
6059 Person::players[i]->aitype == getweapontype ||
6060 Person::players[i]->aitype == gethelptype ||
6061 Person::players[i]->aitype == searchtype) &&
6062 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
6063 (Person::players[i]->animTarget != sneakattackedanim &&
6064 Person::players[i]->animTarget != knifesneakattackedanim &&
6065 Person::players[i]->animTarget != swordsneakattackedanim)) {
6066 musictype = stream_fighttheme;
6070 if (Person::players[0]->dead)
6071 musictype = stream_menutheme;
6074 if (musictype == stream_fighttheme)
6077 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
6078 unseendelay -= multiplier;
6079 if (unseendelay > 0)
6080 musictype = stream_fighttheme;
6085 musictype = stream_menutheme;
6086 musicvolume[2] = 512;
6093 if (musictype != oldmusictype && musictype == stream_fighttheme)
6094 emit_sound_np(alarmsound);
6095 musicselected = musictype;
6097 if (musicselected == leveltheme)
6098 musicvolume[0] += multiplier * 450;
6100 musicvolume[0] -= multiplier * 450;
6101 if (musicselected == stream_fighttheme)
6102 musicvolume[1] += multiplier * 450;
6104 musicvolume[1] -= multiplier * 450;
6105 if (musicselected == stream_menutheme)
6106 musicvolume[2] += multiplier * 450;
6108 musicvolume[2] -= multiplier * 450;
6110 for (int i = 0; i < 3; i++) {
6111 if (musicvolume[i] < 0)
6113 if (musicvolume[i] > 512)
6114 musicvolume[i] = 512;
6117 if (musicvolume[2] > 128 && !loading && !mainmenu)
6118 musicvolume[2] = 128;
6121 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
6122 emit_stream_np(leveltheme, musicvolume[0]);
6123 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
6124 emit_stream_np(stream_fighttheme, musicvolume[1]);
6125 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
6126 emit_stream_np(stream_menutheme, musicvolume[2]);
6127 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
6128 pause_sound(leveltheme);
6129 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
6130 pause_sound(stream_fighttheme);
6131 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
6132 pause_sound(stream_menutheme);
6134 if (musicvolume[0] != oldmusicvolume[0])
6135 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
6136 if (musicvolume[1] != oldmusicvolume[1])
6137 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
6138 if (musicvolume[2] != oldmusicvolume[2])
6139 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
6141 for (int i = 0; i < 3; i++)
6142 oldmusicvolume[i] = musicvolume[i];
6144 pause_sound(leveltheme);
6145 pause_sound(stream_fighttheme);
6146 pause_sound(stream_menutheme);
6148 for (int i = 0; i < 4; i++) {
6149 oldmusicvolume[i] = 0;
6154 Hotspot::killhotspot = 2;
6155 for (int i = 0; i < Hotspot::hotspots.size(); i++) {
6156 if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
6157 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0)
6158 Hotspot::killhotspot = 0;
6159 else if (Hotspot::killhotspot == 2)
6160 Hotspot::killhotspot = 1;
6163 if (Hotspot::killhotspot == 2)
6164 Hotspot::killhotspot = 0;
6168 for (int i = 0; i < Hotspot::hotspots.size(); i++)
6169 if (Hotspot::hotspots[i].type == -1)
6170 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size)
6174 for (unsigned i = 1; i < Person::players.size(); i++)
6175 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
6177 if (numalarmed > maxalarmed)
6178 maxalarmed = numalarmed;
6180 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
6181 if (Person::players[0]->dead && changedelay <= 0) {
6183 targetlevel = whichlevel;
6186 for (unsigned i = 1; i < Person::players.size(); i++) {
6187 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
6194 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
6196 targetlevel = whichlevel + 1;
6197 if (targetlevel > numchallengelevels - 1)
6200 if (winhotspot || windialogue) {
6202 targetlevel = whichlevel + 1;
6203 if (targetlevel > numchallengelevels - 1)
6208 if (Hotspot::killhotspot) {
6210 targetlevel = whichlevel + 1;
6211 if (targetlevel > numchallengelevels - 1)
6215 if (changedelay > 0 && !Person::players[0]->dead && !won) {
6216 //high scores, awards, win
6218 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
6221 accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
6229 if (leveltime < 1) {
6234 Hotspot::killhotspot = 0;
6237 if (!editorenabled && gameon && !mainmenu) {
6238 if (changedelay != -999)
6239 changedelay -= multiplier / 7;
6240 if (Person::players[0]->dead)
6241 targetlevel = whichlevel;
6242 if (loading == 2 && !campaign) {
6245 fireSound(firestartsound);
6247 if (!Person::players[0]->dead && targetlevel != whichlevel)
6248 startbonustotal = bonustotal;
6249 if (Person::players[0]->dead)
6250 Loadlevel(whichlevel);
6252 Loadlevel(targetlevel);
6258 if (loading == 2 && targetlevel == whichlevel) {
6262 fireSound(firestartsound);
6264 Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
6270 if (changedelay <= -999 &&
6273 (Person::players[0]->dead ||
6274 (alldead && maptype == mapkilleveryone) ||
6276 (Hotspot::killhotspot)))
6278 if ((Person::players[0]->dead ||
6279 (alldead && maptype == mapkilleveryone) ||
6282 (Hotspot::killhotspot)) &&
6284 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
6288 if (Person::players[0]->dead)
6294 // campaignchoosenext determines what to do when the level is complete:
6295 // 0 = load next level
6296 // 1 = go back to level select screen
6297 // 2 = stealthload next level
6298 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
6299 if (campaignlevels[actuallevel].nextlevel.empty())
6301 } else if (mainmenu == 0 && winfreeze) {
6302 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
6304 if (!stealthloading) {
6305 fireSound(firestartsound);
6310 startbonustotal = 0;
6320 actuallevel = campaignlevels[actuallevel].nextlevel.front();
6323 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
6327 pause_sound(stream_menutheme);
6338 oldmusictype = musictype;
6344 facing = DoRotation(facing, -pitch, 0, 0);
6345 facing = DoRotation(facing, 0, 0 - yaw, 0);
6346 viewerfacing = facing;
6349 if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
6350 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;
6352 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;
6354 if (Person::players[0]->skeleton.free) {
6355 for (int i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
6356 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
6357 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
6361 if (Person::players[0]->skeleton.free != 2) {
6363 if (findLengthfast(&Person::players[0]->velocity) > 400) {
6364 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
6366 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
6368 coltarget = target - cameraloc;
6369 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
6372 Normalise(&coltarget);
6373 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
6374 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
6376 cameraloc = cameraloc + coltarget * multiplier * 8;
6380 cameradist += multiplier * 5;
6381 if (cameradist > 2.3)
6383 viewer = cameraloc - facing * cameradist;
6385 coltarget = cameraloc;
6386 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
6387 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
6388 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
6389 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
6391 coltarget = cameraloc;
6392 if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
6395 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
6396 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
6397 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
6399 if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
6403 cameradist = findDistance(&viewer, &target);
6404 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
6405 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
6406 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
6409 if (camerashake > .8)
6411 woozy += multiplier;
6412 if (Person::players[0]->dead)
6414 if (Person::players[0]->dead)
6416 camerashake -= multiplier * 2;
6417 blackout -= multiplier * 2;
6418 if (camerashake < 0)
6423 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
6424 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
6425 viewer.z += (float)(Random() % 100) * .0005 * camerashake;