2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
26 #include "Animation/Animation.hpp"
27 #include "Audio/openal_wrapper.hpp"
28 #include "Devtools/ConsoleCmds.hpp"
29 #include "Level/Awards.hpp"
30 #include "Level/Campaign.hpp"
31 #include "Level/Dialog.hpp"
32 #include "Level/Hotspot.hpp"
33 #include "Menu/Menu.hpp"
34 #include "User/Settings.hpp"
35 #include "Utils/Folders.hpp"
36 #include "Utils/Input.hpp"
37 #include "Tutorial.hpp"
41 #include <sys/types.h>
57 // Added more evilness needed for MSVC
59 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
60 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
64 extern float multiplier;
66 extern int environment;
67 extern Terrain terrain;
68 extern float screenwidth, screenheight;
71 extern float texdetail;
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;
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 float smoketex;
117 extern bool againbonus;
118 extern bool reversaltrain;
119 extern bool canattack;
120 extern bool cananger;
121 extern float damagedealt;
123 extern int editoractive;
124 extern int editorpathtype;
126 extern float hostiletime;
128 extern bool gamestarted;
132 extern bool stillloading;
133 extern bool winfreeze;
135 extern bool campaign;
137 extern void toggleFullscreen();
141 bool winhotspot = false;
142 bool windialogue = false;
145 float cameradist = 0;
146 bool oldattackkey = 0;
148 float musicvolume[4] = {};
149 float oldmusicvolume[4] = {};
150 int musicselected = 0;
152 const char *rabbitskin[] = {
157 "Textures/Otter.jpg",
159 "Textures/Sable.jpg",
160 "Textures/Chocolate.jpg",
165 const char *wolfskin[] = {
167 "Textures/DarkWolf.jpg",
168 "Textures/SnowWolf.jpg"
171 const char **creatureskin[] = {rabbitskin, wolfskin};
173 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
174 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
178 // TODO: this is slightly incorrect
179 inline float roughDirection(XYZ vec)
182 float angle = -asin(-vec.x) * 180 / M_PI;
187 inline float roughDirectionTo(XYZ start, XYZ end)
189 return roughDirection(end - start);
191 inline float pitchOf(XYZ vec)
194 return -asin(vec.y) * 180 / M_PI;
196 inline float pitchTo(XYZ start, XYZ end)
198 return pitchOf(end - start);
200 inline float sq(float n)
204 inline float stepTowardf(float from, float to, float by)
206 if (fabs(from - to) < by)
214 void Game::playdialoguescenesound()
217 temppos = Person::players[Dialog::currentScene().participantfocus]->coords;
218 temppos = temppos - viewer;
223 switch (Dialog::currentScene().sound) {
228 sound = consolefailsound;
231 sound = consolesuccesssound;
234 sound = firestartsound;
237 sound = fireendsound;
240 sound = rabbitchitter;
243 sound = rabbitchitter2;
246 sound = rabbitpainsound;
249 sound = rabbitpain1sound;
252 sound = rabbitattacksound;
255 sound = rabbitattack2sound;
258 sound = rabbitattack3sound;
261 sound = rabbitattack4sound;
285 sound = barkgrowlsound;
291 emit_sound_at(sound, temppos);
294 // ================================================================
296 int Game::findClosestPlayer()
299 float closestdist = std::numeric_limits<float>::max();
301 for (unsigned i = 1; i < Person::players.size(); i++) {
302 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
303 if (distance < closestdist) {
304 closestdist = distance;
311 static int findClosestObject()
314 float closestdist = std::numeric_limits<float>::max();
316 for (int i = 0; i < Object::objects.size(); i++) {
317 float distance = distsq(&Object::objects[i]->position, &Person::players[0]->coords);
318 if (distance < closestdist) {
319 closestdist = distance;
326 static void cmd_dispatch(const string cmd)
328 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
330 for (i = 0; i < n_cmds; i++)
331 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
332 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
333 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
336 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
339 /********************> Tick() <*****/
340 extern bool save_screenshot(const char * fname);
341 void Screenshot (void)
344 time_t t = time(NULL);
345 struct tm *tme = localtime(&t);
346 sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png",
347 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
349 save_screenshot(filename);
352 void Game::SetUpLighting()
354 if (environment == snowyenvironment)
355 light.setColors(.65, .65, .7, .4, .4, .44);
356 if (environment == desertenvironment)
357 light.setColors(.95, .95, .95, .4, .35, .3);
358 if (environment == grassyenvironment)
359 light.setColors(.95, .95, 1, .4, .4, .44);
361 light.setColors(1, 1, 1, .4, .4, .4);
363 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
364 light.color[0] *= (skyboxlightr + average) / 2;
365 light.color[1] *= (skyboxlightg + average) / 2;
366 light.color[2] *= (skyboxlightb + average) / 2;
367 light.ambient[0] *= (skyboxlightr + average) / 2;
368 light.ambient[1] *= (skyboxlightg + average) / 2;
369 light.ambient[2] *= (skyboxlightb + average) / 2;
372 int findPathDist(int start, int end)
374 int smallestcount, count, connected;
375 int last, last2, last3, last4;
378 smallestcount = 1000;
379 for (int i = 0; i < 50; i++) {
385 while (last != end && count < 30) {
387 for (int j = 0; j < numpathpoints; j++) {
388 if (j != last && j != last2 && j != last3 && j != last4) {
390 if (numpathpointconnect[j])
391 for (int k = 0; k < numpathpointconnect[j]; k++) {
392 if (pathpointconnect[j][k] == last)connected = 1;
395 if (numpathpointconnect[last])
396 for (int k = 0; k < numpathpointconnect[last]; k++) {
397 if (pathpointconnect[last][k] == j)connected = 1;
400 if (closest == -1 || Random() % 2 == 0) {
411 if (count < smallestcount)
412 smallestcount = count;
414 return smallestcount;
417 void Setenvironment(int which)
421 LOG(" Setting environment...");
426 pause_sound(stream_snowtheme);
427 pause_sound(stream_grasstheme);
428 pause_sound(stream_deserttheme);
429 pause_sound(stream_wind);
430 pause_sound(stream_desertambient);
433 if (environment == snowyenvironment) {
437 emit_stream_np(stream_wind);
439 Object::treetextureptr.load("Textures/SnowTree.png", 0);
440 Object::bushtextureptr.load("Textures/BushSnow.png", 0);
441 Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
442 Object::boxtextureptr.load("Textures/SnowBox.jpg", 1);
444 footstepsound = footstepsn1;
445 footstepsound2 = footstepsn2;
446 footstepsound3 = footstepst1;
447 footstepsound4 = footstepst2;
449 terraintexture.load("Textures/Snow.jpg", 1);
450 terraintexture2.load("Textures/Rock.jpg", 1);
453 temptexdetail = texdetail;
456 skybox->load( "Textures/Skybox(snow)/Front.jpg",
457 "Textures/Skybox(snow)/Left.jpg",
458 "Textures/Skybox(snow)/Back.jpg",
459 "Textures/Skybox(snow)/Right.jpg",
460 "Textures/Skybox(snow)/Up.jpg",
461 "Textures/Skybox(snow)/Down.jpg");
466 texdetail = temptexdetail;
467 } else if (environment == desertenvironment) {
470 Object::treetextureptr.load("Textures/DesertTree.png", 0);
471 Object::bushtextureptr.load("Textures/BushDesert.png", 0);
472 Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
473 Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
477 emit_stream_np(stream_desertambient);
479 footstepsound = footstepsn1;
480 footstepsound2 = footstepsn2;
481 footstepsound3 = footstepsn1;
482 footstepsound4 = footstepsn2;
484 terraintexture.load("Textures/Sand.jpg", 1);
485 terraintexture2.load("Textures/SandSlope.jpg", 1);
488 temptexdetail = texdetail;
491 skybox->load( "Textures/Skybox(sand)/Front.jpg",
492 "Textures/Skybox(sand)/Left.jpg",
493 "Textures/Skybox(sand)/Back.jpg",
494 "Textures/Skybox(sand)/Right.jpg",
495 "Textures/Skybox(sand)/Up.jpg",
496 "Textures/Skybox(sand)/Down.jpg");
501 texdetail = temptexdetail;
502 } else if (environment == grassyenvironment) {
505 Object::treetextureptr.load("Textures/Tree.png", 0);
506 Object::bushtextureptr.load("Textures/Bush.png", 0);
507 Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
508 Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
511 emit_stream_np(stream_wind, 100.);
513 footstepsound = footstepgr1;
514 footstepsound2 = footstepgr2;
515 footstepsound3 = footstepst1;
516 footstepsound4 = footstepst2;
518 terraintexture.load("Textures/GrassDirt.jpg", 1);
519 terraintexture2.load("Textures/MossRock.jpg", 1);
522 temptexdetail = texdetail;
525 skybox->load( "Textures/Skybox(grass)/Front.jpg",
526 "Textures/Skybox(grass)/Left.jpg",
527 "Textures/Skybox(grass)/Back.jpg",
528 "Textures/Skybox(grass)/Right.jpg",
529 "Textures/Skybox(grass)/Up.jpg",
530 "Textures/Skybox(grass)/Down.jpg");
534 texdetail = temptexdetail;
536 temptexdetail = texdetail;
538 terrain.load("Textures/HeightMap.png");
540 texdetail = temptexdetail;
543 void Game::Loadlevel(int which)
549 Loadlevel("tutorial", true);
550 } else if (which >= 0 && which <= 15) {
552 snprintf(buf, 32, "map%d", which + 1); // challenges
555 Loadlevel("mapsave");
558 void Game::Loadlevel(const std::string& name, bool tutorial)
560 int indemo; // FIXME this should be removed
566 LOG(std::string("Loading level...") + name);
578 Tutorial::active = tutorial;
580 if (Tutorial::active) {
583 if (Tutorial::stage == 0) {
584 Tutorial::stagetime = 0;
585 Tutorial::maxtime = 1;
587 pause_sound(whooshsound);
588 pause_sound(stream_firesound);
593 tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" );
595 pause_sound(stream_firesound);
601 //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
603 Dialog::dialogs.clear();
605 Dialog::indialogue = -1;
611 if (Account::hasActive()) {
612 difficulty = Account::active().getDifficulty();
615 Hotspot::hotspots.clear();
616 Hotspot::current = -1;
627 for (int i = 0; i < 100; i++)
636 numunarmedattack = 0;
647 bonustotal = startbonustotal;
652 emit_sound_np(consolesuccesssound);
657 if (!stealthloading) {
658 terrain.numdecals = 0;
659 Sprite::deleteSprites();
661 for (int i = 0; i < subdivision; i++) {
662 for (int j = 0; j < subdivision; j++) {
663 terrain.patchobjectnum[i][j] = 0;
671 Person::players.resize(1);
673 funpackf(tfile, "Bi", &mapvers);
675 cerr << name << " has obsolete map version " << mapvers << endl;
678 funpackf(tfile, "Bi", &indemo);
682 funpackf(tfile, "Bi", &maptype);
684 maptype = mapkilleveryone;
686 funpackf(tfile, "Bi", &hostile);
690 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
696 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
704 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
706 skyboxlightr = skyboxr;
707 skyboxlightg = skyboxg;
708 skyboxlightb = skyboxb;
710 /* 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) */
711 if (stealthloading) {
712 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
714 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);
716 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
717 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
718 Person::players[0]->weaponids[j] = weapons.size();
720 funpackf(tfile, "Bi", &type);
721 weapons.push_back(Weapon(type, 0));
727 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
728 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
729 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
730 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
732 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
735 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
737 Person::players[0]->whichskin = 0;
738 Person::players[0]->creature = rabbittype;
741 Person::players[0]->lastattack = -1;
742 Person::players[0]->lastattack2 = -1;
743 Person::players[0]->lastattack3 = -1;
747 Dialog::loadDialogs(tfile);
750 for (int k = 0; k < Person::players[0]->numclothes; k++) {
751 funpackf(tfile, "Bi", &templength);
752 for (int l = 0; l < templength; l++)
753 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
754 Person::players[0]->clothes[k][templength] = '\0';
755 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
758 funpackf(tfile, "Bi", &environment);
760 Object::LoadObjectsFromFile(tfile, stealthloading);
764 funpackf(tfile, "Bi", &numhotspots);
765 if (numhotspots < 0) {
766 cerr << "Map " << name << " have an invalid number of hotspots" << endl;
769 Hotspot::hotspots.resize(numhotspots);
770 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
771 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);
772 funpackf(tfile, "Bi", &templength);
774 for (int l = 0; l < templength; l++)
775 funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
776 Hotspot::hotspots[i].text[templength] = '\0';
777 if (Hotspot::hotspots[i].type == -111)
781 Hotspot::hotspots.clear();
787 if (!stealthloading) {
788 Object::ComputeCenter();
793 Object::ComputeRadius();
800 funpackf(tfile, "Bi", &numplayers);
801 if (numplayers > maxplayers) {
802 cout << "Warning: this level contains more players than allowed" << endl;
805 for (int i = 1; i < numplayers; i++) {
807 Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
809 } catch (InvalidPersonException e) {
810 cerr << "Invalid Person found in " << name << endl;
816 funpackf(tfile, "Bi", &numpathpoints);
817 if (numpathpoints > 30 || numpathpoints < 0)
819 for (int j = 0; j < numpathpoints; j++) {
820 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
821 for (int k = 0; k < numpathpointconnect[j]; k++) {
822 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
828 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
831 if (environment != oldenvironment)
832 Setenvironment(environment);
833 oldenvironment = environment;
835 if (!stealthloading) {
836 Object::AddObjectsToTerrain();
847 for (unsigned i = 0; i < Person::players.size(); i++) {
851 Person::players[i]->burnt = 0;
852 Person::players[i]->bled = 0;
853 Person::players[i]->onfire = 0;
854 Person::players[i]->scale = .2;
856 Person::players[i]->creature = rabbittype;
859 Person::players[i]->skeleton.free = 0;
861 Person::players[i]->skeletonLoad();
863 Person::players[i]->addClothes();
866 Person::players[i]->animCurrent = bounceidleanim;
867 Person::players[i]->animTarget = bounceidleanim;
868 Person::players[i]->frameCurrent = 0;
869 Person::players[i]->frameTarget = 1;
870 Person::players[i]->target = 0;
872 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
874 Person::players[i]->speed -= .2;
876 Person::players[i]->speed -= .1;
879 Person::players[i]->velocity = 0;
880 Person::players[i]->oldcoords = Person::players[i]->coords;
881 Person::players[i]->realoldcoords = Person::players[i]->coords;
883 Person::players[i]->id = i;
884 Person::players[i]->updatedelay = 0;
885 Person::players[i]->normalsupdatedelay = 0;
887 Person::players[i]->proportionhead = 1.2;
888 Person::players[i]->proportionbody = 1.05;
889 Person::players[i]->proportionarms = 1.00;
890 Person::players[i]->proportionlegs = 1.1;
891 Person::players[i]->proportionlegs.y = 1.05;
892 Person::players[i]->headless = 0;
893 Person::players[i]->currentoffset = 0;
894 Person::players[i]->targetoffset = 0;
895 if (Person::players[i]->creature == wolftype) {
896 Person::players[i]->scale = .23;
897 Person::players[i]->damagetolerance = 300;
899 Person::players[i]->damagetolerance = 200;
908 Person::players[i]->proportionhead.z = 0;
909 Person::players[i]->proportionbody.z = 0;
910 Person::players[i]->proportionarms.z = 0;
911 Person::players[i]->proportionlegs.z = 0;
914 Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
917 Person::players[i]->headmorphness = 0;
918 Person::players[i]->targetheadmorphness = 1;
919 Person::players[i]->headmorphstart = 0;
920 Person::players[i]->headmorphend = 0;
922 Person::players[i]->pausetime = 0;
924 Person::players[i]->dead = 0;
925 Person::players[i]->jumppower = 5;
926 Person::players[i]->damage = 0;
927 Person::players[i]->permanentdamage = 0;
928 Person::players[i]->superpermanentdamage = 0;
930 Person::players[i]->forwardkeydown = 0;
931 Person::players[i]->leftkeydown = 0;
932 Person::players[i]->backkeydown = 0;
933 Person::players[i]->rightkeydown = 0;
934 Person::players[i]->jumpkeydown = 0;
935 Person::players[i]->crouchkeydown = 0;
936 Person::players[i]->throwkeydown = 0;
938 Person::players[i]->collided = -10;
939 Person::players[i]->loaded = 1;
940 Person::players[i]->bloodloss = 0;
941 Person::players[i]->weaponactive = -1;
942 Person::players[i]->weaponstuck = -1;
943 Person::players[i]->bleeding = 0;
944 Person::players[i]->deathbleeding = 0;
945 Person::players[i]->stunned = 0;
946 Person::players[i]->hasvictim = 0;
947 Person::players[i]->wentforweapon = 0;
951 Person::players[0]->aitype = playercontrolled;
953 if (difficulty == 1) {
954 Person::players[0]->power = 1 / .9;
955 Person::players[0]->damagetolerance = 250;
956 } else if (difficulty == 0) {
957 Person::players[0]->power = 1 / .8;
958 Person::players[0]->damagetolerance = 300;
959 Person::players[0]->armorhead *= 1.5;
960 Person::players[0]->armorhigh *= 1.5;
961 Person::players[0]->armorlow *= 1.5;
964 cameraloc = Person::players[0]->coords;
966 yaw = Person::players[0]->yaw;
968 hawkcoords = Person::players[0]->coords;
974 LOG("Starting background music...");
976 OPENAL_StopSound(OPENAL_ALL);
978 if (environment == snowyenvironment) {
979 emit_stream_np(stream_wind);
980 } else if (environment == desertenvironment) {
981 emit_stream_np(stream_desertambient);
982 } else if (environment == grassyenvironment) {
983 emit_stream_np(stream_wind, 100.);
986 oldmusicvolume[0] = 0;
987 oldmusicvolume[1] = 0;
988 oldmusicvolume[2] = 0;
989 oldmusicvolume[3] = 0;
1001 float headprop, bodyprop, armprop, legprop;
1006 if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
1008 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1009 Person::players[0]->damagetolerance = 200000;
1010 Person::players[0]->damage = 0;
1011 Person::players[0]->burnt = 0;
1012 Person::players[0]->permanentdamage = 0;
1013 Person::players[0]->superpermanentdamage = 0;
1016 /* Change environment */
1017 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1019 if (environment > 2)
1021 Setenvironment(environment);
1025 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1026 cameramode = !cameramode;
1029 /* Toggle Slow motion */
1030 if (Input::isKeyPressed(SDL_SCANCODE_B)) {
1036 if (Input::isKeyPressed(SDL_SCANCODE_N)) {
1037 Person::players[0]->RagDoll(0);
1039 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
1042 /* Grow tree leaves?? */
1043 if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
1044 for (int i = 0; i < Object::objects.size(); i++) {
1045 if (Object::objects[i]->type == treeleavestype) {
1046 Object::objects[i]->scale *= .9;
1051 /* Change (or add) weapon */
1052 if (Input::isKeyPressed(SDL_SCANCODE_X)) {
1054 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1055 closest = findClosestPlayer();
1059 if (Person::players[closest]->num_weapons > 0) {
1060 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
1061 weapons[Person::players[closest]->weaponids[0]].setType(staff);
1062 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
1063 weapons[Person::players[closest]->weaponids[0]].setType(knife);
1065 weapons[Person::players[closest]->weaponids[0]].setType(sword);
1067 Person::players[closest]->weaponids[0] = weapons.size();
1069 weapons.push_back(Weapon(knife, closest));
1071 Person::players[closest]->num_weapons = 1;
1077 if (Input::isKeyDown(SDL_SCANCODE_U)) {
1079 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1080 closest = findClosestPlayer();
1084 Person::players[closest]->yaw += multiplier * 50;
1085 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1090 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
1091 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
1092 if (Person::players[0]->onfire) {
1093 Person::players[0]->CatchFire();
1095 if (!Person::players[0]->onfire) {
1096 emit_sound_at(fireendsound, Person::players[0]->coords);
1097 pause_sound(stream_firesound);
1102 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1104 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1105 closest = findClosestPlayer();
1109 Person::players[closest]->whichskin++;
1110 if (Person::players[closest]->whichskin > 9)
1111 Person::players[closest]->whichskin = 0;
1112 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
1113 Person::players[closest]->whichskin = 0;
1115 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1116 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1119 Person::players[closest]->addClothes();
1122 /* Change creature type */
1123 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1125 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1126 closest = findClosestPlayer();
1130 if (Person::players[closest]->creature == wolftype) {
1131 headprop = Person::players[closest]->proportionhead.x / 1.1;
1132 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1133 armprop = Person::players[closest]->proportionarms.x / 1.1;
1134 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1137 headprop = Person::players[closest]->proportionhead.x / 1.2;
1138 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1139 armprop = Person::players[closest]->proportionarms.x / 1.00;
1140 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1144 if (Person::players[closest]->creature == rabbittype) {
1145 Person::players[closest]->creature = wolftype;
1146 Person::players[closest]->whichskin = 0;
1147 Person::players[closest]->skeletonLoad();
1149 Person::players[closest]->proportionhead = 1.1;
1150 Person::players[closest]->proportionbody = 1.1;
1151 Person::players[closest]->proportionarms = 1.1;
1152 Person::players[closest]->proportionlegs = 1.1;
1153 Person::players[closest]->proportionlegs.y = 1.1;
1154 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1156 Person::players[closest]->damagetolerance = 300;
1158 Person::players[closest]->creature = rabbittype;
1159 Person::players[closest]->whichskin = 0;
1160 Person::players[closest]->skeletonLoad(true);
1162 Person::players[closest]->proportionhead = 1.2;
1163 Person::players[closest]->proportionbody = 1.05;
1164 Person::players[closest]->proportionarms = 1.00;
1165 Person::players[closest]->proportionlegs = 1.1;
1166 Person::players[closest]->proportionlegs.y = 1.05;
1167 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1169 Person::players[closest]->damagetolerance = 200;
1172 if (Person::players[closest]->creature == wolftype) {
1173 Person::players[closest]->proportionhead = 1.1 * headprop;
1174 Person::players[closest]->proportionbody = 1.1 * bodyprop;
1175 Person::players[closest]->proportionarms = 1.1 * armprop;
1176 Person::players[closest]->proportionlegs = 1.1 * legprop;
1179 if (Person::players[closest]->creature == rabbittype) {
1180 Person::players[closest]->proportionhead = 1.2 * headprop;
1181 Person::players[closest]->proportionbody = 1.05 * bodyprop;
1182 Person::players[closest]->proportionarms = 1.00 * armprop;
1183 Person::players[closest]->proportionlegs = 1.1 * legprop;
1184 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1191 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1193 float closestdist = std::numeric_limits<float>::max();
1195 for (unsigned i = 1; i < Person::players.size(); i++) {
1196 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
1197 if (!Person::players[i]->headless)
1198 if (distance < closestdist) {
1199 closestdist = distance;
1204 XYZ flatfacing2, flatvelocity2;
1206 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1207 blah = Person::players[closest]->coords;
1208 XYZ headspurtdirection;
1209 //int i = Person::players[closest]->skeleton.jointlabels[head];
1210 Joint& headjoint = Person::players[closest]->joint(head);
1211 for (unsigned k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
1212 if (!Person::players[closest]->skeleton.free)
1213 flatvelocity2 = Person::players[closest]->velocity;
1214 if (Person::players[closest]->skeleton.free)
1215 flatvelocity2 = headjoint.velocity;
1216 if (!Person::players[closest]->skeleton.free)
1217 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;
1218 if (Person::players[closest]->skeleton.free)
1219 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1220 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1221 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1222 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1223 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1224 Normalise(&headspurtdirection);
1225 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1226 flatvelocity2 += headspurtdirection * 8;
1227 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1229 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1231 emit_sound_at(splattersound, blah);
1232 emit_sound_at(breaksound2, blah, 100.);
1234 if (Person::players[closest]->skeleton.free == 2)
1235 Person::players[closest]->skeleton.free = 0;
1236 Person::players[closest]->RagDoll(0);
1237 Person::players[closest]->dead = 2;
1238 Person::players[closest]->headless = 1;
1239 Person::players[closest]->DoBloodBig(3, 165);
1246 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1247 int closest = findClosestPlayer();
1248 XYZ flatfacing2, flatvelocity2;
1250 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1251 blah = Person::players[closest]->coords;
1252 emit_sound_at(splattersound, blah);
1253 emit_sound_at(breaksound2, blah);
1255 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1256 if (!Person::players[closest]->skeleton.free)
1257 flatvelocity2 = Person::players[closest]->velocity;
1258 if (Person::players[closest]->skeleton.free)
1259 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1260 if (!Person::players[closest]->skeleton.free)
1261 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;
1262 if (Person::players[closest]->skeleton.free)
1263 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1264 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1265 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1266 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1267 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1268 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
1269 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1272 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1273 if (!Person::players[closest]->skeleton.free)
1274 flatvelocity2 = Person::players[closest]->velocity;
1275 if (Person::players[closest]->skeleton.free)
1276 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1277 if (!Person::players[closest]->skeleton.free)
1278 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;
1279 if (Person::players[closest]->skeleton.free)
1280 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1281 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1282 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1283 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1284 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1285 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
1288 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1289 if (!Person::players[closest]->skeleton.free)
1290 flatvelocity2 = Person::players[closest]->velocity;
1291 if (Person::players[closest]->skeleton.free)
1292 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1293 if (!Person::players[closest]->skeleton.free)
1294 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;
1295 if (Person::players[closest]->skeleton.free)
1296 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1297 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1298 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1299 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1300 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1301 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1304 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1305 if (!Person::players[closest]->skeleton.free)
1306 flatvelocity2 = Person::players[closest]->velocity;
1307 if (Person::players[closest]->skeleton.free)
1308 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1309 if (!Person::players[closest]->skeleton.free)
1310 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;
1311 if (Person::players[closest]->skeleton.free)
1312 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1313 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1314 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1315 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1316 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1317 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1321 for (unsigned j = 0; j < Person::players.size(); j++) {
1322 if (int(j) != closest) {
1323 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
1324 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
1325 if (Person::players[j]->skeleton.free == 2)
1326 Person::players[j]->skeleton.free = 1;
1327 Person::players[j]->skeleton.longdead = 0;
1328 Person::players[j]->RagDoll(0);
1329 for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
1330 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
1331 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
1332 flatvelocity2 = temppos - Person::players[closest]->coords;
1333 Normalise(&flatvelocity2);
1334 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
1341 Person::players[closest]->DoDamage(10000);
1342 Person::players[closest]->RagDoll(0);
1343 Person::players[closest]->dead = 2;
1344 Person::players[closest]->coords = 20;
1345 Person::players[closest]->skeleton.free = 2;
1353 if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1354 editorenabled = !editorenabled;
1355 if (editorenabled) {
1356 Person::players[0]->damagetolerance = 100000;
1358 Person::players[0]->damagetolerance = 200;
1360 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
1361 Person::players[0]->permanentdamage = 0;
1362 Person::players[0]->superpermanentdamage = 0;
1363 Person::players[0]->bloodloss = 0;
1364 Person::players[0]->deathbleeding = 0;
1369 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
1371 if (targetlevel > numchallengelevels - 1)
1377 if (editorenabled) {
1378 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1379 int closest = findClosestPlayer();
1381 Person::players.erase(Person::players.begin()+closest);
1385 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1386 int closest = findClosestObject();
1388 Object::objects[closest]->position.y -= 500;
1392 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1393 if (Object::objects.size() < max_objects - 1) {
1395 scenecoords.x = Person::players[0]->coords.x;
1396 scenecoords.z = Person::players[0]->coords.z;
1397 scenecoords.y = Person::players[0]->coords.y - 3;
1398 if (editortype == bushtype)
1399 scenecoords.y = Person::players[0]->coords.y - .5;
1400 if (editortype == firetype)
1401 scenecoords.y = Person::players[0]->coords.y - .5;
1402 float temprotat, temprotat2;
1403 temprotat = editoryaw;
1404 temprotat2 = editorpitch;
1405 if (temprotat < 0 || editortype == bushtype)
1406 temprotat = Random() % 360;
1408 temprotat2 = Random() % 360;
1410 Object::MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
1411 if (editortype == treetrunktype)
1412 Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
1416 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1417 Person::players.push_back(shared_ptr<Person>(new Person()));
1419 Person::players.back()->id = Person::players.size()-1;
1421 Person::players.back()->scale = Person::players[0]->scale;
1422 Person::players.back()->creature = rabbittype;
1423 Person::players.back()->howactive = editoractive;
1425 int k = abs(Random() % 2) + 1;
1427 Person::players.back()->whichskin = 0;
1428 } else if (k == 1) {
1429 Person::players.back()->whichskin = 1;
1431 Person::players.back()->whichskin = 2;
1434 Person::players.back()->skeletonLoad(true);
1436 Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
1437 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
1439 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
1440 Person::players.back()->yaw = Person::players[0]->yaw;
1442 Person::players.back()->coords = Person::players[0]->coords;
1443 Person::players.back()->oldcoords = Person::players.back()->coords;
1444 Person::players.back()->realoldcoords = Person::players.back()->coords;
1446 if (Person::players[0]->creature == wolftype) {
1447 headprop = Person::players[0]->proportionhead.x / 1.1;
1448 bodyprop = Person::players[0]->proportionbody.x / 1.1;
1449 armprop = Person::players[0]->proportionarms.x / 1.1;
1450 legprop = Person::players[0]->proportionlegs.x / 1.1;
1453 headprop = Person::players[0]->proportionhead.x / 1.2;
1454 bodyprop = Person::players[0]->proportionbody.x / 1.05;
1455 armprop = Person::players[0]->proportionarms.x / 1.00;
1456 legprop = Person::players[0]->proportionlegs.x / 1.1;
1459 if (Person::players.back()->creature == wolftype) {
1460 Person::players.back()->proportionhead = 1.1 * headprop;
1461 Person::players.back()->proportionbody = 1.1 * bodyprop;
1462 Person::players.back()->proportionarms = 1.1 * armprop;
1463 Person::players.back()->proportionlegs = 1.1 * legprop;
1466 if (Person::players.back()->creature == rabbittype) {
1467 Person::players.back()->proportionhead = 1.2 * headprop;
1468 Person::players.back()->proportionbody = 1.05 * bodyprop;
1469 Person::players.back()->proportionarms = 1.00 * armprop;
1470 Person::players.back()->proportionlegs = 1.1 * legprop;
1471 Person::players.back()->proportionlegs.y = 1.05 * legprop;
1475 Person::players.back()->proportionhead.z = 0;
1476 Person::players.back()->proportionbody.z = 0;
1477 Person::players.back()->proportionarms.z = 0;
1478 Person::players.back()->proportionlegs.z = 0;
1481 Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
1483 Person::players.back()->damagetolerance = 200;
1485 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
1486 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
1487 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
1488 Person::players.back()->armorhead = Person::players[0]->armorhead;
1489 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
1490 Person::players.back()->armorlow = Person::players[0]->armorlow;
1491 Person::players.back()->metalhead = Person::players[0]->metalhead;
1492 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
1493 Person::players.back()->metallow = Person::players[0]->metallow;
1495 Person::players.back()->immobile = Person::players[0]->immobile;
1497 Person::players.back()->numclothes = Person::players[0]->numclothes;
1498 for (int i = 0; i < Person::players.back()->numclothes; i++) {
1499 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
1500 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
1501 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
1502 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
1504 Person::players.back()->addClothes();
1506 Person::players.back()->power = Person::players[0]->power;
1507 Person::players.back()->speedmult = Person::players[0]->speedmult;
1509 Person::players.back()->loaded = true;
1512 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1513 if (Person::players.back()->numwaypoints < 90) {
1514 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
1515 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
1516 Person::players.back()->numwaypoints++;
1520 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1521 if (numpathpoints < 30) {
1522 bool connected, alreadyconnected;
1524 if (numpathpoints > 1)
1525 for (int i = 0; i < numpathpoints; i++) {
1526 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
1527 alreadyconnected = 0;
1528 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
1529 if (pathpointconnect[pathpointselected][j] == i)
1530 alreadyconnected = 1;
1532 if (!alreadyconnected) {
1533 numpathpointconnect[pathpointselected]++;
1535 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
1541 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
1542 numpathpointconnect[numpathpoints - 1] = 0;
1543 if (numpathpoints > 1 && pathpointselected != -1) {
1544 numpathpointconnect[pathpointselected]++;
1545 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
1547 pathpointselected = numpathpoints - 1;
1552 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
1553 pathpointselected++;
1554 if (pathpointselected >= numpathpoints)
1555 pathpointselected = -1;
1558 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1559 pathpointselected--;
1560 if (pathpointselected <= -2)
1561 pathpointselected = numpathpoints - 1;
1564 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1565 if (pathpointselected != -1) {
1567 pathpoint[pathpointselected] = pathpoint[numpathpoints];
1568 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
1569 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
1570 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
1572 for (int i = 0; i < numpathpoints; i++) {
1573 for (int j = 0; j < numpathpointconnect[i]; j++) {
1574 if (pathpointconnect[i][j] == pathpointselected) {
1575 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
1576 numpathpointconnect[i]--;
1578 if (pathpointconnect[i][j] == numpathpoints) {
1579 pathpointconnect[i][j] = pathpointselected;
1583 pathpointselected = numpathpoints - 1;
1587 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1589 if (editortype == treeleavestype || editortype == 10)
1592 editortype = firetype;
1595 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1597 if (editortype == treeleavestype || editortype == 10)
1599 if (editortype > firetype)
1603 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1604 editoryaw -= multiplier * 100;
1605 if (editoryaw < -.01)
1609 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1610 editoryaw += multiplier * 100;
1613 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1614 editorsize += multiplier;
1617 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1618 editorsize -= multiplier;
1619 if (editorsize < .1)
1624 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1625 mapradius -= multiplier * 10;
1628 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1629 mapradius += multiplier * 10;
1632 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1633 editorpitch += multiplier * 100;
1636 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1637 editorpitch -= multiplier * 100;
1638 if (editorpitch < -.01)
1642 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Object::objects.size() && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1643 int closest = findClosestObject();
1645 Object::DeleteObject(closest);
1651 void doJumpReversals()
1653 for (unsigned k = 0; k < Person::players.size(); k++)
1654 for (unsigned i = k; i < Person::players.size(); i++) {
1657 if ( Person::players[k]->skeleton.free == 0 &&
1658 Person::players[i]->skeleton.oldfree == 0 &&
1659 (Person::players[i]->animTarget == jumpupanim ||
1660 Person::players[k]->animTarget == jumpupanim) &&
1661 (Person::players[i]->aitype == playercontrolled ||
1662 Person::players[k]->aitype == playercontrolled) &&
1663 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
1664 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
1665 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
1666 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
1667 //TODO: refactor two huge similar ifs
1668 if (Person::players[i]->animTarget == jumpupanim &&
1669 Person::players[k]->animTarget != getupfrombackanim &&
1670 Person::players[k]->animTarget != getupfromfrontanim &&
1671 Animation::animations[Person::players[k]->animTarget].height == middleheight &&
1672 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
1673 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
1674 Person::players[k]->aitype != playercontrolled)) {
1675 Person::players[i]->victim = Person::players[k];
1676 Person::players[i]->velocity = 0;
1677 Person::players[i]->animCurrent = jumpreversedanim;
1678 Person::players[i]->animTarget = jumpreversedanim;
1679 Person::players[i]->frameCurrent = 0;
1680 Person::players[i]->frameTarget = 1;
1681 Person::players[i]->targettilt2 = 0;
1682 Person::players[k]->victim = Person::players[i];
1683 Person::players[k]->velocity = 0;
1684 Person::players[k]->animCurrent = jumpreversalanim;
1685 Person::players[k]->animTarget = jumpreversalanim;
1686 Person::players[k]->frameCurrent = 0;
1687 Person::players[k]->frameTarget = 1;
1688 Person::players[k]->targettilt2 = 0;
1689 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
1690 Person::players[i]->animCurrent = rabbitkickreversedanim;
1691 Person::players[i]->animTarget = rabbitkickreversedanim;
1692 Person::players[i]->frameCurrent = 1;
1693 Person::players[i]->frameTarget = 2;
1694 Person::players[k]->animCurrent = rabbitkickreversalanim;
1695 Person::players[k]->animTarget = rabbitkickreversalanim;
1696 Person::players[k]->frameCurrent = 1;
1697 Person::players[k]->frameTarget = 2;
1699 Person::players[i]->target = 0;
1700 Person::players[k]->oldcoords = Person::players[k]->coords;
1701 Person::players[i]->coords = Person::players[k]->coords;
1702 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
1703 Person::players[k]->yaw = Person::players[i]->targetyaw;
1704 if (Person::players[k]->aitype == attacktypecutoff)
1705 Person::players[k]->stunned = .5;
1707 if (Person::players[k]->animTarget == jumpupanim &&
1708 Person::players[i]->animTarget != getupfrombackanim &&
1709 Person::players[i]->animTarget != getupfromfrontanim &&
1710 Animation::animations[Person::players[i]->animTarget].height == middleheight &&
1711 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
1712 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
1713 Person::players[i]->aitype != playercontrolled)) {
1714 Person::players[k]->victim = Person::players[i];
1715 Person::players[k]->velocity = 0;
1716 Person::players[k]->animCurrent = jumpreversedanim;
1717 Person::players[k]->animTarget = jumpreversedanim;
1718 Person::players[k]->frameCurrent = 0;
1719 Person::players[k]->frameTarget = 1;
1720 Person::players[k]->targettilt2 = 0;
1721 Person::players[i]->victim = Person::players[k];
1722 Person::players[i]->velocity = 0;
1723 Person::players[i]->animCurrent = jumpreversalanim;
1724 Person::players[i]->animTarget = jumpreversalanim;
1725 Person::players[i]->frameCurrent = 0;
1726 Person::players[i]->frameTarget = 1;
1727 Person::players[i]->targettilt2 = 0;
1728 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
1729 Person::players[k]->animTarget = rabbitkickreversedanim;
1730 Person::players[k]->animCurrent = rabbitkickreversedanim;
1731 Person::players[i]->animCurrent = rabbitkickreversalanim;
1732 Person::players[i]->animTarget = rabbitkickreversalanim;
1733 Person::players[k]->frameCurrent = 1;
1734 Person::players[k]->frameTarget = 2;
1735 Person::players[i]->frameCurrent = 1;
1736 Person::players[i]->frameTarget = 2;
1738 Person::players[k]->target = 0;
1739 Person::players[i]->oldcoords = Person::players[i]->coords;
1740 Person::players[k]->coords = Person::players[i]->coords;
1741 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
1742 Person::players[i]->yaw = Person::players[k]->targetyaw;
1743 if (Person::players[i]->aitype == attacktypecutoff)
1744 Person::players[i]->stunned = .5;
1751 void doAerialAcrobatics()
1753 static XYZ facing, flatfacing;
1754 for (unsigned k = 0; k < Person::players.size(); k++) {
1755 Person::players[k]->turnspeed = 500;
1757 if ((Person::players[k]->isRun() &&
1758 ((Person::players[k]->targetyaw != rabbitrunninganim &&
1759 Person::players[k]->targetyaw != wolfrunninganim) ||
1760 Person::players[k]->frameTarget == 4)) ||
1761 Person::players[k]->animTarget == removeknifeanim ||
1762 Person::players[k]->animTarget == crouchremoveknifeanim ||
1763 Person::players[k]->animTarget == flipanim ||
1764 Person::players[k]->animTarget == fightsidestep ||
1765 Person::players[k]->animTarget == walkanim) {
1766 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
1770 if (Person::players[k]->isStop() ||
1771 Person::players[k]->isLanding() ||
1772 Person::players[k]->animTarget == staggerbackhighanim ||
1773 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
1774 Person::players[k]->animTarget == staggerbackhardanim ||
1775 Person::players[k]->animTarget == backhandspringanim ||
1776 Person::players[k]->animTarget == dodgebackanim ||
1777 Person::players[k]->animTarget == rollanim ||
1778 (Animation::animations[Person::players[k]->animTarget].attack &&
1779 Person::players[k]->animTarget != rabbitkickanim &&
1780 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
1781 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
1782 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
1785 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
1786 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
1789 Person::players[k]->DoStuff();
1790 if (Person::players[k]->immobile && k != 0)
1791 Person::players[k]->coords = Person::players[k]->realoldcoords;
1793 //if player's position has changed (?)
1794 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
1795 !Person::players[k]->skeleton.free &&
1796 Person::players[k]->animTarget != climbanim &&
1797 Person::players[k]->animTarget != hanganim) {
1798 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
1800 bool tempcollide = 0;
1802 if (Person::players[k]->collide < -.3)
1803 Person::players[k]->collide = -.3;
1804 if (Person::players[k]->collide > 1)
1805 Person::players[k]->collide = 1;
1806 Person::players[k]->collide -= multiplier * 30;
1809 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
1811 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
1812 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1813 if (Object::objects[i]->type != rocktype ||
1814 Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled ||
1815 Object::objects[i]->position.y > Person::players[k]->coords.y) {
1816 lowpoint = Person::players[k]->coords;
1817 if (Person::players[k]->animTarget != jumpupanim &&
1818 Person::players[k]->animTarget != jumpdownanim &&
1819 !Person::players[k]->isFlip())
1823 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
1824 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
1825 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
1826 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1827 flatfacing = lowpoint - Person::players[k]->coords;
1828 Person::players[k]->coords = lowpoint;
1829 Person::players[k]->coords.y -= 1.3;
1830 Person::players[k]->collide = 1;
1833 //TODO: refactor four similar blocks
1834 if (Person::players[k]->aitype == playercontrolled &&
1835 (Person::players[k]->animTarget == jumpupanim ||
1836 Person::players[k]->animTarget == jumpdownanim ||
1837 Person::players[k]->isFlip()) &&
1838 !Person::players[k]->jumptogglekeydown &&
1839 Person::players[k]->jumpkeydown) {
1840 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
1841 XYZ tempcoords1 = lowpoint;
1842 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1843 if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
1844 Person::players[k]->setAnimation(walljumpleftanim);
1845 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1847 pause_sound(whooshsound);
1849 lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
1850 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1851 if (lowpointtarget.z < 0)
1852 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1853 Person::players[k]->targetyaw = Person::players[k]->yaw;
1854 Person::players[k]->lowyaw = Person::players[k]->yaw;
1858 lowpoint = tempcoords1;
1859 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
1860 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1861 if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
1862 Person::players[k]->setAnimation(walljumprightanim);
1863 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1865 pause_sound(whooshsound);
1867 lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
1868 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1869 if (lowpointtarget.z < 0)
1870 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1871 Person::players[k]->targetyaw = Person::players[k]->yaw;
1872 Person::players[k]->lowyaw = Person::players[k]->yaw;
1876 lowpoint = tempcoords1;
1877 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
1878 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1879 if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
1880 Person::players[k]->setAnimation(walljumpbackanim);
1881 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1883 pause_sound(whooshsound);
1885 lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
1886 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1887 if (lowpointtarget.z < 0)
1888 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1889 Person::players[k]->targetyaw = Person::players[k]->yaw;
1890 Person::players[k]->lowyaw = Person::players[k]->yaw;
1894 lowpoint = tempcoords1;
1895 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
1896 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1897 if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
1898 Person::players[k]->setAnimation(walljumpfrontanim);
1899 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1901 pause_sound(whooshsound);
1903 lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
1904 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1905 if (lowpointtarget.z < 0)
1906 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1907 Person::players[k]->yaw += 180;
1908 Person::players[k]->targetyaw = Person::players[k]->yaw;
1909 Person::players[k]->lowyaw = Person::players[k]->yaw;
1918 } else if (Object::objects[i]->type == rocktype) {
1919 lowpoint2 = Person::players[k]->coords;
1920 lowpoint = Person::players[k]->coords;
1922 if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
1923 Person::players[k]->coords = colpoint;
1924 Person::players[k]->collide = 1;
1927 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
1928 //flipped into a rock
1929 if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7)
1930 Person::players[k]->RagDoll(0);
1932 if (Person::players[k]->animTarget == jumpupanim) {
1933 Person::players[k]->jumppower = -4;
1934 Person::players[k]->animTarget = Person::players[k]->getIdle();
1936 Person::players[k]->target = 0;
1937 Person::players[k]->frameTarget = 0;
1938 Person::players[k]->onterrain = 1;
1940 if (Person::players[k]->id == 0) {
1941 pause_sound(whooshsound);
1942 OPENAL_SetVolume(channels[whooshsound], 0);
1946 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
1947 if (Person::players[k]->isFlip())
1948 Person::players[k]->jumppower = -4;
1949 Person::players[k]->animTarget = Person::players[k]->getLanding();
1950 emit_sound_at(landsound, Person::players[k]->coords, 128.);
1952 addEnvSound(Person::players[k]->coords);
1961 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
1962 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1963 lowpoint = Person::players[k]->coords;
1965 if (Object::objects[i]->type != rocktype)
1966 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1967 if (Person::players[k]->animTarget != jumpupanim &&
1968 Person::players[k]->animTarget != jumpdownanim &&
1969 Person::players[k]->onterrain)
1970 Person::players[k]->avoidcollided = 1;
1971 Person::players[k]->coords = lowpoint;
1972 Person::players[k]->coords.y -= 1.35;
1973 Person::players[k]->collide = 1;
1975 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
1976 (Person::players[k]->animCurrent != climbanim &&
1977 Person::players[k]->animCurrent != hanganim &&
1978 !Person::players[k]->isWallJump() ||
1979 Person::players[k]->animTarget == jumpupanim ||
1980 Person::players[k]->animTarget == jumpdownanim)) {
1981 lowpoint = Person::players[k]->coords;
1982 Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
1983 lowpoint = Person::players[k]->coords;
1987 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
1988 lowpointtarget = lowpoint + facing * 1.4;
1989 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1990 if (whichhit != -1) {
1991 lowpoint = Person::players[k]->coords;
1993 lowpointtarget = lowpoint + facing * 1.4;
1994 lowpoint2 = lowpoint;
1995 lowpointtarget2 = lowpointtarget;
1996 lowpoint3 = lowpoint;
1997 lowpointtarget3 = lowpointtarget;
1998 lowpoint4 = lowpoint;
1999 lowpointtarget4 = lowpointtarget;
2000 lowpoint5 = lowpoint;
2001 lowpointtarget5 = lowpointtarget;
2002 lowpoint6 = lowpoint;
2003 lowpointtarget6 = lowpointtarget;
2004 lowpoint7 = lowpoint;
2005 lowpointtarget7 = lowpoint;
2007 lowpointtarget2.x += .1;
2009 lowpointtarget3.z += .1;
2011 lowpointtarget4.x -= .1;
2013 lowpointtarget5.z -= .1;
2014 lowpoint6.y += 45 / 13;
2015 lowpointtarget6.y += 45 / 13;
2016 lowpointtarget6 += facing * .6;
2017 lowpointtarget7.y += 90 / 13;
2018 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2019 if (Object::objects[i]->friction > .5)
2020 if (whichhit != -1) {
2021 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
2022 Person::players[k]->collided = 1;
2023 if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1)
2024 if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1)
2025 if ( Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
2026 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2027 Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
2028 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2029 Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
2030 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2031 Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
2032 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
2033 for (int j = 0; j < 45; j++) {
2034 lowpoint = Person::players[k]->coords;
2035 lowpoint.y += (float)j / 13;
2036 lowpointtarget = lowpoint + facing * 1.4;
2037 if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
2038 &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
2039 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
2041 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2042 lowpoint = Person::players[k]->coords;
2043 lowpoint.y += (float)j / 13;
2044 lowpointtarget = lowpoint + facing * 1.3;
2045 flatfacing = Person::players[k]->coords;
2046 Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[k]->yaw, 0) * .01;
2047 Person::players[k]->coords.y = lowpointtarget.y - .07;
2048 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2050 if (j > 10 || !Person::players[k]->isRun()) {
2051 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2053 pause_sound(whooshsound);
2055 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2057 lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
2058 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2059 if (lowpointtarget.z < 0)
2060 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2061 Person::players[k]->targetyaw = Person::players[k]->yaw;
2062 Person::players[k]->lowyaw = Person::players[k]->yaw;
2064 //Person::players[k]->velocity=lowpointtarget*.03;
2065 Person::players[k]->velocity = 0;
2068 if (Person::players[k]->animTarget == jumpupanim) {
2069 Person::players[k]->animTarget = climbanim;
2070 Person::players[k]->jumppower = 0;
2071 Person::players[k]->jumpclimb = 1;
2073 Person::players[k]->transspeed = 6;
2074 Person::players[k]->target = 0;
2075 Person::players[k]->frameTarget = 1;
2078 Person::players[k]->setAnimation(hanganim);
2079 Person::players[k]->jumppower = 0;
2091 if (Person::players[k]->collide <= 0) {
2093 if (!Person::players[k]->onterrain &&
2094 Person::players[k]->animTarget != jumpupanim &&
2095 Person::players[k]->animTarget != jumpdownanim &&
2096 Person::players[k]->animTarget != climbanim &&
2097 Person::players[k]->animTarget != hanganim &&
2098 !Person::players[k]->isWallJump() &&
2099 !Person::players[k]->isFlip()) {
2100 if (Person::players[k]->animCurrent != climbanim &&
2101 Person::players[k]->animCurrent != tempanim &&
2102 Person::players[k]->animTarget != backhandspringanim &&
2103 (Person::players[k]->animTarget != rollanim ||
2104 Person::players[k]->frameTarget < 2 ||
2105 Person::players[k]->frameTarget > 6)) {
2106 //stagger off ledge (?)
2107 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
2108 Person::players[k]->RagDoll(0);
2109 Person::players[k]->setAnimation(jumpdownanim);
2112 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2115 Person::players[k]->velocity.y += gravity;
2119 Person::players[k]->realoldcoords = Person::players[k]->coords;
2125 static int randattack;
2126 static bool playerrealattackkeydown = 0;
2128 if (!Input::isKeyDown(attackkey))
2131 Person::players[0]->attackkeydown = 0;
2133 playerrealattackkeydown = 0;
2135 playerrealattackkeydown = Input::isKeyDown(attackkey);
2136 if ((Person::players[0]->parriedrecently <= 0 ||
2137 Person::players[0]->weaponactive == -1) &&
2140 Person::players[0]->lastattack != swordslashanim &&
2141 Person::players[0]->lastattack != knifeslashstartanim &&
2142 Person::players[0]->lastattack != staffhitanim &&
2143 Person::players[0]->lastattack != staffspinhitanim)))
2144 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2145 if (Input::isKeyDown(attackkey) &&
2147 !Person::players[0]->backkeydown) {
2148 for (unsigned k = 0; k < Person::players.size(); k++) {
2149 if ((Person::players[k]->animTarget == swordslashanim ||
2150 Person::players[k]->animTarget == staffhitanim ||
2151 Person::players[k]->animTarget == staffspinhitanim) &&
2152 Person::players[0]->animCurrent != dodgebackanim &&
2153 !Person::players[k]->skeleton.free)
2154 Person::players[k]->Reverse();
2158 if (!hostile || Dialog::inDialog())
2159 Person::players[0]->attackkeydown = 0;
2161 for (unsigned k = 0; k < Person::players.size(); k++) {
2162 if (Dialog::inDialog())
2163 Person::players[k]->attackkeydown = 0;
2164 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2165 if (Person::players[k]->aitype != playercontrolled)
2166 Person::players[k]->victim = Person::players[0];
2167 //attack key pressed
2168 if (Person::players[k]->attackkeydown) {
2170 if (Person::players[k]->backkeydown &&
2171 Person::players[k]->animTarget != backhandspringanim &&
2172 (Person::players[k]->isIdle() ||
2173 Person::players[k]->isStop() ||
2174 Person::players[k]->isRun() ||
2175 Person::players[k]->animTarget == walkanim)) {
2176 if (Person::players[k]->jumppower <= 1) {
2177 Person::players[k]->jumppower -= 2;
2179 for (unsigned i = 0; i < Person::players.size(); i++) {
2182 if (Person::players[i]->animTarget == swordslashanim ||
2183 Person::players[i]->animTarget == knifeslashstartanim ||
2184 Person::players[i]->animTarget == staffhitanim ||
2185 Person::players[i]->animTarget == staffspinhitanim)
2186 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2187 Person::players[k]->setAnimation(dodgebackanim);
2188 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2189 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2192 if (Person::players[k]->animTarget != dodgebackanim) {
2195 Person::players[k]->setAnimation(backhandspringanim);
2196 Person::players[k]->targetyaw = -yaw + 180;
2197 if (Person::players[k]->leftkeydown)
2198 Person::players[k]->targetyaw -= 45;
2199 if (Person::players[k]->rightkeydown)
2200 Person::players[k]->targetyaw += 45;
2201 Person::players[k]->yaw = Person::players[k]->targetyaw;
2202 Person::players[k]->jumppower -= 2;
2207 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2208 !Person::players[k]->backkeydown &&
2209 (Person::players[k]->isIdle() ||
2210 Person::players[k]->isRun() ||
2211 Person::players[k]->animTarget == walkanim ||
2212 Person::players[k]->animTarget == sneakanim ||
2213 Person::players[k]->isCrouch())) {
2214 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2215 //normal attacks (?)
2216 Person::players[k]->hasvictim = 0;
2217 if (Person::players.size() > 1)
2218 for (unsigned i = 0; i < Person::players.size(); i++) {
2219 if (i == k || !(k == 0 || i == 0))
2221 if (!Person::players[k]->hasvictim)
2222 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2224 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2225 if (distance < 4.5 &&
2226 !Person::players[i]->skeleton.free &&
2227 Person::players[i]->howactive < typedead1 &&
2228 Person::players[i]->animTarget != jumpreversedanim &&
2229 Person::players[i]->animTarget != rabbitkickreversedanim &&
2230 Person::players[i]->animTarget != rabbitkickanim &&
2231 Person::players[k]->animTarget != rabbitkickanim &&
2232 Person::players[i]->animTarget != getupfrombackanim &&
2233 (Person::players[i]->animTarget != staggerbackhighanim &&
2234 (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2235 Person::players[i]->animTarget != jumpdownanim &&
2236 Person::players[i]->animTarget != jumpupanim &&
2237 Person::players[i]->animTarget != getupfromfrontanim) {
2238 Person::players[k]->victim = Person::players[i];
2239 Person::players[k]->hasvictim = 1;
2240 if (Person::players[k]->aitype == playercontrolled) { //human player
2242 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2243 Person::players[k]->crouchkeydown &&
2244 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2245 Person::players[k]->animTarget = sweepanim;
2247 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2248 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2249 !Person::players[k]->forwardkeydown &&
2250 !Person::players[k]->leftkeydown &&
2251 !Person::players[k]->rightkeydown &&
2252 !Person::players[k]->crouchkeydown &&
2255 Person::players[k]->animTarget = winduppunchanim;
2257 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2258 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2259 !Person::players[k]->forwardkeydown &&
2260 !Person::players[k]->leftkeydown &&
2261 !Person::players[k]->rightkeydown &&
2262 !Person::players[k]->crouchkeydown &&
2264 Person::players[k]->animTarget = upunchanim;
2266 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2267 Person::players[i]->staggerdelay > 0 &&
2268 attackweapon == knife &&
2269 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
2270 Person::players[k]->animTarget = knifefollowanim;
2272 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2273 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2274 !Person::players[k]->forwardkeydown &&
2275 !Person::players[k]->leftkeydown &&
2276 !Person::players[k]->rightkeydown &&
2277 !Person::players[k]->crouchkeydown &&
2278 attackweapon == knife &&
2279 Person::players[k]->weaponmissdelay <= 0)
2280 Person::players[k]->animTarget = knifeslashstartanim;
2282 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2283 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2284 !Person::players[k]->crouchkeydown &&
2285 attackweapon == sword &&
2286 Person::players[k]->weaponmissdelay <= 0)
2287 Person::players[k]->animTarget = swordslashanim;
2289 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2290 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2291 !Person::players[k]->crouchkeydown &&
2292 attackweapon == staff &&
2293 Person::players[k]->weaponmissdelay <= 0 &&
2294 !Person::players[k]->leftkeydown &&
2295 !Person::players[k]->rightkeydown &&
2296 !Person::players[k]->forwardkeydown)
2297 Person::players[k]->animTarget = staffhitanim;
2299 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2300 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2301 !Person::players[k]->crouchkeydown &&
2302 attackweapon == staff &&
2303 Person::players[k]->weaponmissdelay <= 0)
2304 Person::players[k]->animTarget = staffspinhitanim;
2306 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2307 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2308 Person::players[k]->animTarget = spinkickanim;
2310 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2311 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2312 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
2313 Person::players[k]->animTarget = lowkickanim;
2314 } else { //AI player
2315 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
2316 randattack = abs(Random() % 5);
2317 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
2319 if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
2320 Person::players[k]->animTarget = sweepanim;
2322 else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2324 Person::players[k]->animTarget = upunchanim;
2326 else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
2327 Person::players[k]->animTarget = spinkickanim;
2329 else if (Animation::animations[Person::players[i]->animTarget].height == lowheight)
2330 Person::players[k]->animTarget = lowkickanim;
2334 if ((!Tutorial::active || !attackweapon) &&
2335 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2337 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2338 Person::players[k]->animTarget = sweepanim;
2340 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2341 attackweapon == knife &&
2342 Person::players[k]->weaponmissdelay <= 0)
2343 Person::players[k]->animTarget = knifeslashstartanim;
2345 else if (!(Person::players[0]->victim == Person::players[i] &&
2346 Person::players[0]->hasvictim &&
2347 Person::players[0]->animTarget == swordslashanim) &&
2348 attackweapon == sword &&
2349 Person::players[k]->weaponmissdelay <= 0)
2350 Person::players[k]->animTarget = swordslashanim;
2352 else if (!(Person::players[0]->victim == Person::players[i] &&
2353 Person::players[0]->hasvictim &&
2354 Person::players[0]->animTarget == swordslashanim) &&
2355 attackweapon == staff &&
2356 Person::players[k]->weaponmissdelay <= 0 &&
2358 Person::players[k]->animTarget = staffhitanim;
2360 else if (!(Person::players[0]->victim == Person::players[i] &&
2361 Person::players[0]->hasvictim &&
2362 Person::players[0]->animTarget == swordslashanim) &&
2363 attackweapon == staff &&
2364 Person::players[k]->weaponmissdelay <= 0 &&
2366 Person::players[k]->animTarget = staffspinhitanim;
2368 else if ((!Tutorial::active || !attackweapon) &&
2369 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2371 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2372 Person::players[k]->animTarget = spinkickanim;
2374 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2375 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2376 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
2377 Person::players[k]->animTarget = lowkickanim;
2381 //upunch becomes wolfslap
2382 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
2383 Person::players[k]->animTarget = wolfslapanim;
2386 if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
2387 Person::players[i]->howactive < typedead1 &&
2388 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2389 !Person::players[i]->skeleton.free &&
2390 Person::players[i]->animTarget != getupfrombackanim &&
2391 Person::players[i]->animTarget != getupfromfrontanim &&
2392 (Person::players[i]->surprised > 0 ||
2393 Person::players[i]->aitype == passivetype ||
2394 attackweapon && Person::players[i]->stunned > 0) &&
2395 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
2397 if (!attackweapon) {
2398 Person::players[k]->animCurrent = sneakattackanim;
2399 Person::players[k]->animTarget = sneakattackanim;
2400 Person::players[i]->animCurrent = sneakattackedanim;
2401 Person::players[i]->animTarget = sneakattackedanim;
2402 Person::players[k]->oldcoords = Person::players[k]->coords;
2403 Person::players[k]->coords = Person::players[i]->coords;
2406 if (attackweapon == knife) {
2407 Person::players[k]->animCurrent = knifesneakattackanim;
2408 Person::players[k]->animTarget = knifesneakattackanim;
2409 Person::players[i]->animCurrent = knifesneakattackedanim;
2410 Person::players[i]->animTarget = knifesneakattackedanim;
2411 Person::players[i]->oldcoords = Person::players[i]->coords;
2412 Person::players[i]->coords = Person::players[k]->coords;
2415 if (attackweapon == sword) {
2416 Person::players[k]->animCurrent = swordsneakattackanim;
2417 Person::players[k]->animTarget = swordsneakattackanim;
2418 Person::players[i]->animCurrent = swordsneakattackedanim;
2419 Person::players[i]->animTarget = swordsneakattackedanim;
2420 Person::players[i]->oldcoords = Person::players[i]->coords;
2421 Person::players[i]->coords = Person::players[k]->coords;
2423 if (attackweapon != staff) {
2424 Person::players[k]->victim = Person::players[i];
2425 Person::players[k]->hasvictim = 1;
2426 Person::players[i]->targettilt2 = 0;
2427 Person::players[i]->frameTarget = 1;
2428 Person::players[i]->frameCurrent = 0;
2429 Person::players[i]->target = 0;
2430 Person::players[i]->velocity = 0;
2431 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2432 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2433 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2434 Person::players[k]->target = Person::players[i]->target;
2435 Person::players[k]->velocity = 0;
2436 Person::players[k]->targetyaw = Person::players[i]->yaw;
2437 Person::players[k]->yaw = Person::players[i]->yaw;
2438 Person::players[i]->targetyaw = Person::players[i]->yaw;
2441 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2442 Person::players[k]->victim == Person::players[i] &&
2443 (!Person::players[i]->skeleton.free)) {
2445 Person::players[k]->frameTarget = 0;
2446 Person::players[k]->target = 0;
2448 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2449 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2450 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2451 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2452 Person::players[k]->lastattack = Person::players[k]->animTarget;
2454 if (Person::players[k]->animTarget == knifefollowanim &&
2455 Person::players[k]->victim == Person::players[i]) {
2457 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2458 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2459 Person::players[k]->victim = Person::players[i];
2460 Person::players[k]->hasvictim = 1;
2461 Person::players[i]->animTarget = knifefollowedanim;
2462 Person::players[i]->animCurrent = knifefollowedanim;
2463 Person::players[i]->targettilt2 = 0;
2464 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
2465 Person::players[i]->frameTarget = 1;
2466 Person::players[i]->frameCurrent = 0;
2467 Person::players[i]->target = 0;
2468 Person::players[i]->velocity = 0;
2469 Person::players[k]->animCurrent = knifefollowanim;
2470 Person::players[k]->animTarget = knifefollowanim;
2471 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2472 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2473 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2474 Person::players[k]->target = Person::players[i]->target;
2475 Person::players[k]->velocity = 0;
2476 Person::players[k]->oldcoords = Person::players[k]->coords;
2477 Person::players[i]->coords = Person::players[k]->coords;
2478 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2479 Person::players[i]->yaw = Person::players[k]->targetyaw;
2480 Person::players[k]->yaw = Person::players[k]->targetyaw;
2481 Person::players[i]->yaw = Person::players[k]->targetyaw;
2485 const bool hasstaff = attackweapon == staff;
2486 if (k == 0 && Person::players.size() > 1)
2487 for (unsigned i = 0; i < Person::players.size(); i++) {
2490 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
2491 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
2492 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2493 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
2494 if (Person::players[i]->skeleton.free)
2495 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
2496 (Person::players[i]->dead ||
2497 Person::players[i]->skeleton.longdead > 1000 ||
2498 Person::players[k]->isRun() ||
2501 (Person::players[i]->skeleton.longdead > 2000 ||
2502 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
2503 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
2504 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
2505 Person::players[k]->victim = Person::players[i];
2506 Person::players[k]->hasvictim = 1;
2507 if (attackweapon && !Tutorial::active) {
2509 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
2510 Person::players[k]->animTarget = crouchstabanim;
2512 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
2513 Person::players[k]->animTarget = swordgroundstabanim;
2515 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
2516 Person::players[k]->animTarget = staffgroundsmashanim;
2518 if (distance < 2.5 &&
2519 Person::players[k]->crouchkeydown &&
2520 Person::players[k]->animTarget != crouchstabanim &&
2522 Person::players[i]->dead &&
2523 Person::players[i]->skeleton.free &&
2524 Person::players[i]->skeleton.longdead > 1000) {
2525 Person::players[k]->animTarget = killanim;
2526 //TODO: refactor this out, what does it do?
2527 for (int j = 0; j < terrain.numdecals; j++) {
2528 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
2529 terrain.decalalivetime[j] < 2)
2530 terrain.DeleteDecal(j);
2532 for (int l = 0; l < Object::objects.size(); l++) {
2533 if (Object::objects[l]->model.type == decalstype)
2534 for (int j = 0; j < Object::objects[l]->model.numdecals; j++) {
2535 if ((Object::objects[l]->model.decaltype[j] == blooddecal ||
2536 Object::objects[l]->model.decaltype[j] == blooddecalslow) &&
2537 Object::objects[l]->model.decalalivetime[j] < 2)
2538 Object::objects[l]->model.DeleteDecal(j);
2542 if (!Person::players[i]->dead || musictype != 2)
2543 if (distance < 3.5 &&
2544 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
2545 Person::players[k]->staggerdelay <= 0 &&
2546 (Person::players[i]->dead ||
2547 Person::players[i]->skeleton.longdead < 300 &&
2548 Person::players[k]->lastattack != spinkickanim &&
2549 Person::players[i]->skeleton.free) &&
2550 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
2551 Person::players[k]->animTarget = dropkickanim;
2552 for (int j = 0; j < terrain.numdecals; j++) {
2553 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
2554 terrain.decalalivetime[j] < 2) {
2555 terrain.DeleteDecal(j);
2558 for (int l = 0; l < Object::objects.size(); l++) {
2559 if (Object::objects[l]->model.type == decalstype)
2560 for (int j = 0; j < Object::objects[l]->model.numdecals; j++) {
2561 if ((Object::objects[l]->model.decaltype[j] == blooddecal ||
2562 Object::objects[l]->model.decaltype[j] == blooddecalslow) &&
2563 Object::objects[l]->model.decalalivetime[j] < 2) {
2564 Object::objects[l]->model.DeleteDecal(j);
2570 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2571 Person::players[k]->victim == Person::players[i] &&
2572 (!Person::players[i]->skeleton.free ||
2573 Person::players[k]->animTarget == killanim ||
2574 Person::players[k]->animTarget == crouchstabanim ||
2575 Person::players[k]->animTarget == swordgroundstabanim ||
2576 Person::players[k]->animTarget == staffgroundsmashanim ||
2577 Person::players[k]->animTarget == dropkickanim)) {
2579 Person::players[k]->frameTarget = 0;
2580 Person::players[k]->target = 0;
2582 XYZ targetpoint = Person::players[i]->coords;
2583 if (Person::players[k]->animTarget == crouchstabanim ||
2584 Person::players[k]->animTarget == swordgroundstabanim ||
2585 Person::players[k]->animTarget == staffgroundsmashanim) {
2586 targetpoint += (Person::players[i]->jointPos(abdomen) +
2587 Person::players[i]->jointPos(neck)) / 2 *
2588 Person::players[i]->scale;
2590 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
2591 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
2593 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
2594 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
2597 if (Person::players[k]->animTarget == staffgroundsmashanim)
2598 Person::players[k]->targettilt2 += 10;
2600 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2601 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2602 Person::players[k]->lastattack = Person::players[k]->animTarget;
2604 if (Person::players[k]->animTarget == swordgroundstabanim) {
2605 Person::players[k]->targetyaw += 30;
2610 if (!Person::players[k]->hasvictim) {
2612 for (unsigned i = 0; i < Person::players.size(); i++) {
2613 if (i == k || !(i == 0 || k == 0))
2615 if (!Person::players[i]->skeleton.free) {
2616 if (Person::players[k]->hasvictim) {
2617 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
2618 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
2619 Person::players[k]->victim = Person::players[i];
2621 Person::players[k]->victim = Person::players[i];
2622 Person::players[k]->hasvictim = 1;
2627 if (Person::players[k]->aitype == playercontrolled)
2629 if (Person::players[k]->attackkeydown &&
2630 Person::players[k]->isRun() &&
2631 Person::players[k]->wasRun() &&
2632 ((Person::players[k]->hasvictim &&
2633 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
2634 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
2635 !Person::players[k]->victim->skeleton.free &&
2636 Person::players[k]->victim->animTarget != getupfrombackanim &&
2637 Person::players[k]->victim->animTarget != getupfromfrontanim &&
2638 Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
2639 Person::players[k]->aitype != playercontrolled && //wat???
2640 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
2641 Person::players[k]->rabbitkickenabled) ||
2642 Person::players[k]->jumpkeydown)) {
2644 Person::players[k]->setAnimation(rabbitkickanim);
2647 if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
2649 switch (attackweapon) {
2670 void doPlayerCollisions()
2672 static XYZ rotatetarget;
2673 static float collisionradius;
2674 if (Person::players.size() > 1)
2675 for (unsigned k = 0; k < Person::players.size(); k++)
2676 for (unsigned i = k + 1; i < Person::players.size(); i++) {
2677 //neither player is part of a reversal
2678 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
2679 Animation::animations[Person::players[i]->animTarget].attack != reversal &&
2680 Animation::animations[Person::players[k]->animTarget].attack != reversed &&
2681 Animation::animations[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
2682 if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
2683 Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
2684 Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
2685 Animation::animations[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
2686 //neither is sleeping
2687 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
2688 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
2689 //in same patch, neither is climbing
2690 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
2691 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
2692 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
2693 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
2694 Person::players[i]->animTarget != climbanim &&
2695 Person::players[i]->animTarget != hanganim &&
2696 Person::players[k]->animTarget != climbanim &&
2697 Person::players[k]->animTarget != hanganim)
2698 //players are close (bounding box test)
2699 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
2700 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
2701 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
2702 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
2703 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
2704 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
2705 //spread fire from player to player
2706 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
2707 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2708 if (Person::players[i]->onfire || Person::players[k]->onfire) {
2709 if (!Person::players[i]->onfire)
2710 Person::players[i]->CatchFire();
2711 if (!Person::players[k]->onfire)
2712 Person::players[k]->CatchFire();
2716 XYZ tempcoords1 = Person::players[i]->coords;
2717 XYZ tempcoords2 = Person::players[k]->coords;
2718 if (!Person::players[i]->skeleton.oldfree)
2719 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
2720 if (!Person::players[k]->skeleton.oldfree)
2721 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
2722 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2723 if (Person::players[0]->hasvictim)
2724 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
2725 collisionradius = 3;
2726 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
2727 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
2728 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
2729 //jump down on a dead body
2730 if (k == 0 || i == 0) {
2732 if (Person::players[0]->animTarget == jumpdownanim &&
2733 !Person::players[0]->skeleton.oldfree &&
2734 !Person::players[0]->skeleton.free &&
2735 Person::players[l]->skeleton.oldfree &&
2736 Person::players[l]->skeleton.free &&
2737 Person::players[l]->dead &&
2738 Person::players[0]->lastcollide <= 0 &&
2739 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
2740 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
2741 Person::players[0]->coords.y = Person::players[l]->coords.y;
2742 Person::players[l]->velocity = Person::players[0]->velocity;
2743 Person::players[l]->skeleton.free = 0;
2744 Person::players[l]->yaw = 0;
2745 Person::players[l]->RagDoll(0);
2746 Person::players[l]->DoDamage(20);
2748 Person::players[l]->skeleton.longdead = 0;
2749 Person::players[0]->lastcollide = 1;
2753 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
2754 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
2755 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
2756 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
2757 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
2758 Person::players[i]->skeleton.free) &&
2759 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
2760 Person::players[k]->skeleton.free))
2761 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
2762 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
2763 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
2765 k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
2766 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
2767 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
2768 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
2769 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
2771 if ( (i != 0 || Person::players[i]->skeleton.free) &&
2772 (k != 0 || Person::players[k]->skeleton.free) ||
2773 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
2774 Animation::animations[Person::players[k]->animTarget].height == highheight)) {
2775 if (!Tutorial::active) {
2776 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
2779 Person::players[i]->RagDoll(0);
2780 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
2781 award_bonus(0, aimbonus);
2783 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
2784 Person::players[k]->RagDoll(0);
2785 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
2786 award_bonus(0, aimbonus); // Huh, again?
2788 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
2790 for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
2791 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
2793 for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
2794 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
2799 if ( (Animation::animations[Person::players[i]->animTarget].attack == neutral ||
2800 Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
2801 (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
2802 Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
2804 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
2805 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2806 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
2807 Normalise(&rotatetarget);
2808 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
2809 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
2810 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2811 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2812 if (Person::players[k]->howactive == typeactive || hostile)
2813 if (Person::players[k]->isIdle()) {
2814 if (Person::players[k]->howactive < typesleeping)
2815 Person::players[k]->setAnimation(Person::players[k]->getStop());
2816 else if (Person::players[k]->howactive == typesleeping)
2817 Person::players[k]->setAnimation(getupfromfrontanim);
2819 Person::players[k]->howactive = typeactive;
2821 if (Person::players[i]->howactive == typeactive || hostile)
2822 if (Person::players[i]->isIdle()) {
2823 if (Person::players[i]->howactive < typesleeping)
2824 Person::players[i]->setAnimation(Person::players[k]->getStop());
2826 Person::players[i]->setAnimation(getupfromfrontanim);
2828 Person::players[i]->howactive = typeactive;
2831 //jump down on player
2833 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
2834 !Person::players[i]->isCrouch() &&
2835 Person::players[i]->animTarget != rollanim &&
2836 !Person::players[k]->skeleton.oldfree && !
2837 Person::players[k]->skeleton.free &&
2838 Person::players[k]->lastcollide <= 0 &&
2839 Person::players[k]->velocity.y < -10) {
2840 Person::players[i]->velocity = Person::players[k]->velocity;
2841 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
2842 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
2843 Person::players[i]->DoDamage(20);
2844 Person::players[i]->RagDoll(0);
2845 Person::players[k]->lastcollide = 1;
2846 award_bonus(k, AboveBonus);
2848 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
2849 !Person::players[k]->isCrouch() &&
2850 Person::players[k]->animTarget != rollanim &&
2851 !Person::players[i]->skeleton.oldfree &&
2852 !Person::players[i]->skeleton.free &&
2853 Person::players[i]->lastcollide <= 0 &&
2854 Person::players[i]->velocity.y < -10) {
2855 Person::players[k]->velocity = Person::players[i]->velocity;
2856 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
2857 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
2858 Person::players[k]->DoDamage(20);
2859 Person::players[k]->RagDoll(0);
2860 Person::players[i]->lastcollide = 1;
2861 award_bonus(i, AboveBonus);
2867 Person::players[i]->CheckKick();
2868 Person::players[k]->CheckKick();
2874 void doAI(unsigned i)
2876 static bool connected;
2877 if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) {
2878 Person::players[i]->jumpclimb = 0;
2879 //disable movement in editor
2881 Person::players[i]->stunned = 1;
2883 Person::players[i]->pause = 0;
2884 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
2885 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
2886 !Person::players[0]->onterrain)
2887 Person::players[i]->pause = 1;
2890 if (Person::players[i]->aitype == pathfindtype) {
2891 if (Person::players[i]->finalpathfindpoint == -1) {
2892 float closestdistance;
2897 closestdistance = -1;
2898 for (int j = 0; j < numpathpoints; j++) {
2899 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
2900 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
2902 Person::players[i]->finaltarget = pathpoint[j];
2905 Person::players[i]->finalpathfindpoint = closest;
2906 for (int j = 0; j < numpathpoints; j++) {
2907 for (int k = 0; k < numpathpointconnect[j]; k++) {
2908 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint);
2909 if (sq(tempdist) < closestdistance)
2910 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
2911 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
2912 closestdistance = sq(tempdist);
2914 Person::players[i]->finaltarget = colpoint;
2918 Person::players[i]->finalpathfindpoint = closest;
2921 if (Person::players[i]->targetpathfindpoint == -1) {
2922 float closestdistance;
2927 closestdistance = -1;
2928 if (Person::players[i]->lastpathfindpoint == -1) {
2929 for (int j = 0; j < numpathpoints; j++) {
2930 if (j != Person::players[i]->lastpathfindpoint)
2931 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
2932 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
2936 Person::players[i]->targetpathfindpoint = closest;
2937 for (int j = 0; j < numpathpoints; j++)
2938 if (j != Person::players[i]->lastpathfindpoint)
2939 for (int k = 0; k < numpathpointconnect[j]; k++) {
2940 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
2941 if (sq(tempdist) < closestdistance) {
2942 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
2943 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
2944 closestdistance = sq(tempdist);
2949 Person::players[i]->targetpathfindpoint = closest;
2951 for (int j = 0; j < numpathpoints; j++)
2952 if (j != Person::players[i]->lastpathfindpoint &&
2953 j != Person::players[i]->lastpathfindpoint2 &&
2954 j != Person::players[i]->lastpathfindpoint3 &&
2955 j != Person::players[i]->lastpathfindpoint4) {
2957 if (numpathpointconnect[j])
2958 for (int k = 0; k < numpathpointconnect[j]; k++)
2959 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
2962 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
2963 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
2964 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
2967 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
2968 if (closest == -1 || tempdist < closestdistance) {
2969 closestdistance = tempdist;
2974 Person::players[i]->targetpathfindpoint = closest;
2977 Person::players[i]->losupdatedelay -= multiplier;
2979 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
2980 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
2982 //reached target point
2983 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
2984 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
2985 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
2986 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
2987 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
2988 if (Person::players[i]->lastpathfindpoint2 == -1)
2989 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
2990 if (Person::players[i]->lastpathfindpoint3 == -1)
2991 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
2992 if (Person::players[i]->lastpathfindpoint4 == -1)
2993 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
2994 Person::players[i]->targetpathfindpoint = -1;
2996 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
2997 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
2998 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
2999 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
3000 Person::players[i]->aitype = passivetype;
3003 Person::players[i]->forwardkeydown = 1;
3004 Person::players[i]->leftkeydown = 0;
3005 Person::players[i]->backkeydown = 0;
3006 Person::players[i]->rightkeydown = 0;
3007 Person::players[i]->crouchkeydown = 0;
3008 Person::players[i]->attackkeydown = 0;
3009 Person::players[i]->throwkeydown = 0;
3011 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
3012 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3014 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3015 Person::players[i]->jumpkeydown = 0;
3016 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3017 Person::players[i]->jumpkeydown = 1;
3019 if ((!Tutorial::active || cananger) &&
3021 !Person::players[0]->dead &&
3022 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3023 Person::players[i]->occluded < 25) {
3024 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3025 Animation::animations[Person::players[0]->animTarget].height != lowheight &&
3027 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
3028 Person::players[i]->aitype = attacktypecutoff;
3029 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3030 Animation::animations[Person::players[0]->animTarget].height == highheight &&
3032 Person::players[i]->aitype = attacktypecutoff;
3034 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3035 Person::players[i]->losupdatedelay = .2;
3036 for (unsigned j = 0; j < Person::players.size(); j++)
3037 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
3038 if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
3039 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3040 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3041 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
3042 if (!Person::players[j]->isWallJump() && -1 == Object::checkcollide(
3043 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
3044 *Person::players[i]->scale + Person::players[i]->coords,
3045 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
3046 *Person::players[j]->scale + Person::players[j]->coords) ||
3047 (Person::players[j]->animTarget == hanganim &&
3048 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3049 Person::players[i]->aitype = searchtype;
3050 Person::players[i]->lastchecktime = 12;
3051 Person::players[i]->lastseen = Person::players[j]->coords;
3052 Person::players[i]->lastseentime = 12;
3056 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
3057 if (Person::players[i]->creature != wolftype) {
3058 Person::players[i]->stunned = .6;
3059 Person::players[i]->surprised = .6;
3063 if (Person::players[i]->aitype != passivetype && leveltime > .5)
3064 Person::players[i]->howactive = typeactive;
3066 if (Person::players[i]->aitype == passivetype) {
3067 Person::players[i]->aiupdatedelay -= multiplier;
3068 Person::players[i]->losupdatedelay -= multiplier;
3069 Person::players[i]->lastseentime += multiplier;
3070 Person::players[i]->pausetime -= multiplier;
3071 if (Person::players[i]->lastseentime > 1)
3072 Person::players[i]->lastseentime = 1;
3074 if (Person::players[i]->aiupdatedelay < 0) {
3075 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
3076 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
3077 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3078 Person::players[i]->aiupdatedelay = .05;
3080 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
3081 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
3082 Person::players[i]->pausetime = 4;
3083 Person::players[i]->waypoint++;
3084 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
3085 Person::players[i]->waypoint = 0;
3090 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
3091 Person::players[i]->forwardkeydown = 1;
3093 Person::players[i]->forwardkeydown = 0;
3094 Person::players[i]->leftkeydown = 0;
3095 Person::players[i]->backkeydown = 0;
3096 Person::players[i]->rightkeydown = 0;
3097 Person::players[i]->crouchkeydown = 0;
3098 Person::players[i]->attackkeydown = 0;
3099 Person::players[i]->throwkeydown = 0;
3101 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3102 if (!Person::players[i]->avoidsomething)
3103 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3105 XYZ leftpos, rightpos;
3106 float leftdist, rightdist;
3107 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3108 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3109 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
3110 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
3111 if (leftdist < rightdist)
3112 Person::players[i]->targetyaw += 90;
3114 Person::players[i]->targetyaw -= 90;
3118 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3119 Person::players[i]->jumpkeydown = 0;
3120 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3121 Person::players[i]->jumpkeydown = 1;
3125 if (!editorenabled) {
3126 if (Person::players[i]->howactive <= typesleeping)
3127 if (numenvsounds > 0 && (!Tutorial::active || cananger) && hostile)
3128 for (int j = 0; j < numenvsounds; j++) {
3129 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
3130 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
3131 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
3132 Person::players[i]->aitype = attacktypecutoff;
3135 if (Person::players[i]->aitype != passivetype) {
3136 if (Person::players[i]->howactive == typesleeping)
3137 Person::players[i]->setAnimation(getupfromfrontanim);
3138 Person::players[i]->howactive = typeactive;
3142 if (Person::players[i]->howactive < typesleeping &&
3143 ((!Tutorial::active || cananger) && hostile) &&
3144 !Person::players[0]->dead &&
3145 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3146 Person::players[i]->occluded < 25) {
3147 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3148 Animation::animations[Person::players[0]->animTarget].height != lowheight && !editorenabled)
3149 Person::players[i]->aitype = attacktypecutoff;
3150 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3151 Animation::animations[Person::players[0]->animTarget].height == highheight && !editorenabled)
3152 Person::players[i]->aitype = attacktypecutoff;
3155 if (Person::players[i]->creature == wolftype) {
3157 for (unsigned j = 0; j < Person::players.size(); j++) {
3158 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
3159 float smelldistance = 50;
3160 if (j == 0 && Person::players[j]->num_weapons > 0) {
3161 if (weapons[Person::players[j]->weaponids[0]].bloody)
3162 smelldistance = 100;
3163 if (Person::players[j]->num_weapons == 2)
3164 if (weapons[Person::players[j]->weaponids[1]].bloody)
3165 smelldistance = 100;
3168 smelldistance = 100;
3169 windsmell = windvector;
3170 Normalise(&windsmell);
3171 windsmell = windsmell * 2 + Person::players[j]->coords;
3172 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
3173 Person::players[i]->aitype = attacktypecutoff;
3178 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3179 Person::players[i]->losupdatedelay = .2;
3180 for (unsigned j = 0; j < Person::players.size(); j++) {
3181 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
3182 if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
3183 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3184 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3185 if ((-1 == Object::checkcollide(
3186 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
3187 Person::players[i]->scale + Person::players[i]->coords,
3188 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
3189 Person::players[j]->scale + Person::players[j]->coords) &&
3190 !Person::players[j]->isWallJump()) ||
3191 (Person::players[j]->animTarget == hanganim &&
3192 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3193 Person::players[i]->lastseentime -= .2;
3194 if (j == 0 && Animation::animations[Person::players[j]->animTarget].height == lowheight)
3195 Person::players[i]->lastseentime -= .4;
3197 Person::players[i]->lastseentime -= .6;
3199 if (Person::players[i]->lastseentime <= 0) {
3200 Person::players[i]->aitype = searchtype;
3201 Person::players[i]->lastchecktime = 12;
3202 Person::players[i]->lastseen = Person::players[j]->coords;
3203 Person::players[i]->lastseentime = 12;
3210 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
3211 if (Person::players[i]->creature != wolftype) {
3212 Person::players[i]->stunned = .6;
3213 Person::players[i]->surprised = .6;
3215 if (Person::players[i]->creature == wolftype) {
3216 Person::players[i]->stunned = .47;
3217 Person::players[i]->surprised = .47;
3225 if (Person::players[i]->aitype == searchtype) {
3226 Person::players[i]->aiupdatedelay -= multiplier;
3227 Person::players[i]->losupdatedelay -= multiplier;
3228 if (!Person::players[i]->pause)
3229 Person::players[i]->lastseentime -= multiplier;
3230 Person::players[i]->lastchecktime -= multiplier;
3232 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
3233 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
3234 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
3236 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
3238 j = Object::checkcollide(test2, test, Person::players[i]->laststanding);
3240 j = Object::checkcollide(test2, test);
3242 Person::players[i]->velocity = 0;
3243 Person::players[i]->setAnimation(Person::players[i]->getStop());
3244 Person::players[i]->targetyaw += 180;
3245 Person::players[i]->stunned = .5;
3246 //Person::players[i]->aitype=passivetype;
3247 Person::players[i]->aitype = pathfindtype;
3248 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
3249 Person::players[i]->finalpathfindpoint = -1;
3250 Person::players[i]->targetpathfindpoint = -1;
3251 Person::players[i]->lastpathfindpoint = -1;
3252 Person::players[i]->lastpathfindpoint2 = -1;
3253 Person::players[i]->lastpathfindpoint3 = -1;
3254 Person::players[i]->lastpathfindpoint4 = -1;
3256 Person::players[i]->laststanding = j;
3259 //check out last seen location
3260 if (Person::players[i]->aiupdatedelay < 0) {
3261 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
3262 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3263 Person::players[i]->aiupdatedelay = .05;
3264 Person::players[i]->forwardkeydown = 1;
3266 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
3267 Person::players[i]->forwardkeydown = 0;
3268 Person::players[i]->aiupdatedelay = 1;
3269 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
3270 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
3271 Person::players[i]->lastchecktime = 3;
3274 Person::players[i]->leftkeydown = 0;
3275 Person::players[i]->backkeydown = 0;
3276 Person::players[i]->rightkeydown = 0;
3277 Person::players[i]->crouchkeydown = 0;
3278 Person::players[i]->attackkeydown = 0;
3279 Person::players[i]->throwkeydown = 0;
3281 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3282 if (!Person::players[i]->avoidsomething)
3283 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3285 XYZ leftpos, rightpos;
3286 float leftdist, rightdist;
3287 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3288 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3289 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
3290 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
3291 if (leftdist < rightdist)
3292 Person::players[i]->targetyaw += 90;
3294 Person::players[i]->targetyaw -= 90;
3298 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3299 Person::players[i]->jumpkeydown = 0;
3300 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3301 Person::players[i]->jumpkeydown = 1;
3303 if (numenvsounds > 0 && ((!Tutorial::active || cananger) && hostile))
3304 for (int k = 0; k < numenvsounds; k++) {
3305 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
3306 Person::players[i]->aitype = attacktypecutoff;
3310 if (!Person::players[0]->dead &&
3311 Person::players[i]->losupdatedelay < 0 &&
3313 Person::players[i]->occluded < 2 &&
3314 ((!Tutorial::active || cananger) && hostile)) {
3315 Person::players[i]->losupdatedelay = .2;
3316 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
3317 Person::players[i]->aitype = attacktypecutoff;
3318 Person::players[i]->lastseentime = 1;
3320 if (abs(Random() % 2) || Animation::animations[Person::players[i]->animTarget].height != lowheight)
3321 //TODO: factor out canSeePlayer()
3322 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
3323 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
3324 if ((Object::checkcollide(
3325 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
3326 Person::players[i]->scale + Person::players[i]->coords,
3327 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
3328 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
3329 (Person::players[0]->animTarget == hanganim && normaldotproduct(
3330 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
3331 /* //TODO: changed j to 0 on a whim, make sure this is correct
3332 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
3333 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
3335 Person::players[i]->aitype = attacktypecutoff;
3336 Person::players[i]->lastseentime = 1;
3340 if (Person::players[i]->lastseentime < 0) {
3341 //Person::players[i]->aitype=passivetype;
3343 Person::players[i]->aitype = pathfindtype;
3344 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
3345 Person::players[i]->finalpathfindpoint = -1;
3346 Person::players[i]->targetpathfindpoint = -1;
3347 Person::players[i]->lastpathfindpoint = -1;
3348 Person::players[i]->lastpathfindpoint2 = -1;
3349 Person::players[i]->lastpathfindpoint3 = -1;
3350 Person::players[i]->lastpathfindpoint4 = -1;
3354 if (Person::players[i]->aitype != gethelptype)
3355 Person::players[i]->runninghowlong = 0;
3357 //get help from buddies
3358 if (Person::players[i]->aitype == gethelptype) {
3359 Person::players[i]->runninghowlong += multiplier;
3360 Person::players[i]->aiupdatedelay -= multiplier;
3362 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
3363 Person::players[i]->aiupdatedelay = .2;
3366 //TODO: factor out closest search somehow
3367 if (!Person::players[i]->ally) {
3369 float closestdist = -1;
3370 for (unsigned k = 0; k < Person::players.size(); k++) {
3371 if (k != i && k != 0 && !Person::players[k]->dead &&
3372 Person::players[k]->howactive < typedead1 &&
3373 !Person::players[k]->skeleton.free &&
3374 Person::players[k]->aitype == passivetype) {
3375 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
3376 if (closestdist == -1 || distance < closestdist) {
3377 closestdist = distance;
3384 Person::players[i]->ally = closest;
3386 Person::players[i]->ally = 0;
3387 Person::players[i]->lastseen = Person::players[0]->coords;
3388 Person::players[i]->lastseentime = 12;
3392 Person::players[i]->lastchecktime = 12;
3394 XYZ facing = Person::players[i]->coords;
3395 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
3396 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
3397 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
3398 if (-1 != Object::checkcollide(facing, flatfacing))
3399 Person::players[i]->lastseentime -= .1;
3401 //no available ally, run back to player
3402 if (Person::players[i]->ally <= 0 ||
3403 Person::players[Person::players[i]->ally]->skeleton.free ||
3404 Person::players[Person::players[i]->ally]->aitype != passivetype ||
3405 Person::players[i]->lastseentime <= 0) {
3406 Person::players[i]->aitype = searchtype;
3407 Person::players[i]->lastseentime = 12;
3411 if (Person::players[i]->ally > 0) {
3412 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
3413 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3414 Person::players[i]->aiupdatedelay = .05;
3415 Person::players[i]->forwardkeydown = 1;
3417 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
3418 Person::players[i]->aitype = searchtype;
3419 Person::players[i]->lastseentime = 12;
3420 Person::players[Person::players[i]->ally]->aitype = searchtype;
3421 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
3422 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
3423 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
3424 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
3428 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3429 if (!Person::players[i]->avoidsomething)
3430 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3432 XYZ leftpos, rightpos;
3433 float leftdist, rightdist;
3434 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3435 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3436 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
3437 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
3438 if (leftdist < rightdist)
3439 Person::players[i]->targetyaw += 90;
3441 Person::players[i]->targetyaw -= 90;
3446 Person::players[i]->leftkeydown = 0;
3447 Person::players[i]->backkeydown = 0;
3448 Person::players[i]->rightkeydown = 0;
3449 Person::players[i]->crouchkeydown = 0;
3450 Person::players[i]->attackkeydown = 0;
3452 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3453 Person::players[i]->jumpkeydown = 0;
3454 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
3455 Person::players[i]->jumpkeydown = 1;
3458 //retreiving a weapon on the ground
3459 if (Person::players[i]->aitype == getweapontype) {
3460 Person::players[i]->aiupdatedelay -= multiplier;
3461 Person::players[i]->lastchecktime -= multiplier;
3463 if (Person::players[i]->aiupdatedelay < 0) {
3464 Person::players[i]->aiupdatedelay = .2;
3467 if (Person::players[i]->ally < 0) {
3469 float closestdist = -1;
3470 for (unsigned k = 0; k < weapons.size(); k++)
3471 if (weapons[k].owner == -1) {
3472 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
3473 if (closestdist == -1 || distance < closestdist) {
3474 closestdist = distance;
3480 Person::players[i]->ally = closest;
3482 Person::players[i]->ally = -1;
3485 Person::players[i]->lastseentime = 12;
3487 if (!Person::players[0]->dead && ((!Tutorial::active || cananger) && hostile))
3488 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
3489 Person::players[i]->aitype = attacktypecutoff;
3490 Person::players[i]->lastseentime = 1;
3492 if (!Person::players[0]->dead)
3493 if (Person::players[i]->ally >= 0) {
3494 if (weapons[Person::players[i]->ally].owner != -1 ||
3495 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
3496 Person::players[i]->aitype = attacktypecutoff;
3497 Person::players[i]->lastseentime = 1;
3499 //TODO: factor these out as moveToward()
3500 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
3501 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3502 Person::players[i]->aiupdatedelay = .05;
3503 Person::players[i]->forwardkeydown = 1;
3506 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3507 if (!Person::players[i]->avoidsomething)
3508 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3510 XYZ leftpos, rightpos;
3511 float leftdist, rightdist;
3512 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3513 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3514 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
3515 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
3516 if (leftdist < rightdist)
3517 Person::players[i]->targetyaw += 90;
3519 Person::players[i]->targetyaw -= 90;
3524 Person::players[i]->leftkeydown = 0;
3525 Person::players[i]->backkeydown = 0;
3526 Person::players[i]->rightkeydown = 0;
3527 Person::players[i]->attackkeydown = 0;
3528 Person::players[i]->throwkeydown = 1;
3529 Person::players[i]->crouchkeydown = 0;
3530 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
3531 Person::players[i]->animTarget != removeknifeanim)
3532 Person::players[i]->throwtogglekeydown = 0;
3533 Person::players[i]->drawkeydown = 0;
3535 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3536 Person::players[i]->jumpkeydown = 0;
3537 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3538 Person::players[i]->jumpkeydown = 1;
3541 if (Person::players[i]->aitype == attacktypecutoff) {
3542 Person::players[i]->aiupdatedelay -= multiplier;
3543 //dodge or reverse rabbit kicks, knife throws, flips
3544 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
3545 if ((Person::players[0]->animTarget == rabbitkickanim ||
3546 Person::players[0]->animTarget == knifethrowanim ||
3547 (Person::players[0]->isFlip() &&
3548 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
3549 !Person::players[0]->skeleton.free &&
3550 (Person::players[i]->aiupdatedelay < .1)) {
3551 Person::players[i]->attackkeydown = 0;
3552 if (Person::players[i]->isIdle())
3553 Person::players[i]->crouchkeydown = 1;
3554 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
3555 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
3556 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
3557 if (abs(Random() % 2) == 0)
3558 Person::players[i]->setAnimation(backhandspringanim);
3560 Person::players[i]->setAnimation(rollanim);
3561 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
3562 Person::players[i]->wentforweapon = 0;
3564 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
3565 Person::players[i]->setAnimation(flipanim);
3568 Person::players[i]->forwardkeydown = 0;
3569 Person::players[i]->aiupdatedelay = .02;
3571 //get confused by flips
3572 if (Person::players[0]->isFlip() &&
3573 !Person::players[0]->skeleton.free &&
3574 Person::players[0]->animTarget != walljumprightkickanim &&
3575 Person::players[0]->animTarget != walljumpleftkickanim) {
3576 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
3577 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
3578 Person::players[i]->stunned = 1;
3580 //go for weapon on the ground
3581 if (Person::players[i]->wentforweapon < 3)
3582 for (unsigned k = 0; k < weapons.size(); k++)
3583 if (Person::players[i]->creature != wolftype)
3584 if (Person::players[i]->num_weapons == 0 &&
3585 weapons[k].owner == -1 &&
3586 weapons[i].velocity.x == 0 &&
3587 weapons[i].velocity.z == 0 &&
3588 weapons[i].velocity.y == 0) {
3589 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
3590 Person::players[i]->wentforweapon++;
3591 Person::players[i]->lastchecktime = 6;
3592 Person::players[i]->aitype = getweapontype;
3593 Person::players[i]->ally = -1;
3596 //dodge/reverse walljump kicks
3597 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
3598 if (Animation::animations[Person::players[i]->animTarget].height != highheight)
3599 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
3600 ((Person::players[0]->animTarget == walljumprightkickanim ||
3601 Person::players[0]->animTarget == walljumpleftkickanim) &&
3602 ((Person::players[i]->aiupdatedelay < .15 &&
3604 (Person::players[i]->aiupdatedelay < .08 &&
3605 difficulty != 2)))) {
3606 Person::players[i]->crouchkeydown = 1;
3608 //walked off a ledge (?)
3609 if (Person::players[i]->isRun() && !Person::players[i]->onground)
3610 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
3611 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
3613 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
3615 j = Object::checkcollide(test2, test, Person::players[i]->laststanding);
3617 j = Object::checkcollide(test2, test);
3619 Person::players[i]->velocity = 0;
3620 Person::players[i]->setAnimation(Person::players[i]->getStop());
3621 Person::players[i]->targetyaw += 180;
3622 Person::players[i]->stunned = .5;
3623 Person::players[i]->aitype = pathfindtype;
3624 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
3625 Person::players[i]->finalpathfindpoint = -1;
3626 Person::players[i]->targetpathfindpoint = -1;
3627 Person::players[i]->lastpathfindpoint = -1;
3628 Person::players[i]->lastpathfindpoint2 = -1;
3629 Person::players[i]->lastpathfindpoint3 = -1;
3630 Person::players[i]->lastpathfindpoint4 = -1;
3632 Person::players[i]->laststanding = j;
3634 //lose sight of player in the air (?)
3635 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
3636 Animation::animations[Person::players[0]->animTarget].height != highheight &&
3637 !Person::players[0]->onterrain) {
3638 Person::players[i]->aitype = pathfindtype;
3639 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
3640 Person::players[i]->finalpathfindpoint = -1;
3641 Person::players[i]->targetpathfindpoint = -1;
3642 Person::players[i]->lastpathfindpoint = -1;
3643 Person::players[i]->lastpathfindpoint2 = -1;
3644 Person::players[i]->lastpathfindpoint3 = -1;
3645 Person::players[i]->lastpathfindpoint4 = -1;
3647 //it's time to think (?)
3648 if (Person::players[i]->aiupdatedelay < 0 &&
3649 !Animation::animations[Person::players[i]->animTarget].attack &&
3650 Person::players[i]->animTarget != staggerbackhighanim &&
3651 Person::players[i]->animTarget != staggerbackhardanim &&
3652 Person::players[i]->animTarget != backhandspringanim &&
3653 Person::players[i]->animTarget != dodgebackanim) {
3655 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
3656 Person::players[i]->drawkeydown = Random() % 2;
3658 Person::players[i]->drawkeydown = 0;
3659 Person::players[i]->rabbitkickenabled = Random() % 2;
3661 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
3662 XYZ targetpoint = Person::players[0]->coords;
3663 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
3664 distsq(&rotatetarget, &Person::players[i]->coords))
3665 targetpoint += Person::players[0]->velocity *
3666 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
3667 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
3668 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3669 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
3671 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
3672 Person::players[i]->forwardkeydown = 1;
3673 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
3674 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
3675 Person::players[0]->weaponactive != -1)
3676 Person::players[i]->forwardkeydown = 1;
3677 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
3678 Person::players[i]->forwardkeydown = 1;
3680 Person::players[i]->forwardkeydown = 0;
3681 //chill out around the corpse
3682 if (Person::players[0]->dead) {
3683 Person::players[i]->forwardkeydown = 0;
3684 if (Random() % 10 == 0)
3685 Person::players[i]->forwardkeydown = 1;
3686 if (Random() % 100 == 0) {
3687 Person::players[i]->aitype = pathfindtype;
3688 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
3689 Person::players[i]->finalpathfindpoint = -1;
3690 Person::players[i]->targetpathfindpoint = -1;
3691 Person::players[i]->lastpathfindpoint = -1;
3692 Person::players[i]->lastpathfindpoint2 = -1;
3693 Person::players[i]->lastpathfindpoint3 = -1;
3694 Person::players[i]->lastpathfindpoint4 = -1;
3697 Person::players[i]->leftkeydown = 0;
3698 Person::players[i]->backkeydown = 0;
3699 Person::players[i]->rightkeydown = 0;
3700 Person::players[i]->crouchkeydown = 0;
3701 Person::players[i]->throwkeydown = 0;
3703 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
3704 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3706 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
3707 Person::players[i]->attackkeydown = 1;
3709 Person::players[i]->attackkeydown = 0;
3710 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
3711 Person::players[i]->attackkeydown = 0;
3714 if (Person::players[i]->aitype != playercontrolled &&
3715 (Person::players[i]->isIdle() ||
3716 Person::players[i]->isCrouch() ||
3717 Person::players[i]->isRun())) {
3719 for (unsigned j = 0; j < Person::players.size(); j++)
3720 if (j != i && !Person::players[j]->skeleton.free &&
3721 Person::players[j]->hasvictim &&
3722 (Tutorial::active && reversaltrain ||
3723 Random() % 2 == 0 && difficulty == 2 ||
3724 Random() % 4 == 0 && difficulty == 1 ||
3725 Random() % 8 == 0 && difficulty == 0 ||
3726 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
3727 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
3728 (Random() % 2 == 0 || difficulty == 2) ||
3729 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
3730 Person::players[j]->weaponactive != -1 ||
3731 Person::players[j]->animTarget == swordslashanim &&
3732 Person::players[i]->weaponactive != -1 ||
3733 Person::players[j]->animTarget == staffhitanim ||
3734 Person::players[j]->animTarget == staffspinhitanim))
3735 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
3736 Person::players[j]->victim == Person::players[i] &&
3737 (Person::players[j]->animTarget == sweepanim ||
3738 Person::players[j]->animTarget == spinkickanim ||
3739 Person::players[j]->animTarget == staffhitanim ||
3740 Person::players[j]->animTarget == staffspinhitanim ||
3741 Person::players[j]->animTarget == winduppunchanim ||
3742 Person::players[j]->animTarget == upunchanim ||
3743 Person::players[j]->animTarget == wolfslapanim ||
3744 Person::players[j]->animTarget == knifeslashstartanim ||
3745 Person::players[j]->animTarget == swordslashanim &&
3746 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
3747 Person::players[i]->weaponactive != -1))) {
3754 Person::players[target]->Reverse();
3757 if (Person::players[i]->collided < 1)
3758 Person::players[i]->jumpkeydown = 0;
3759 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
3760 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
3761 Person::players[i]->onterrain &&
3762 Person::players[i]->creature == rabbittype)
3763 Person::players[i]->jumpkeydown = 1;
3764 //TODO: why are we controlling the human?
3765 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
3766 Person::players[0]->jumpkeydown = 0;
3767 if (Person::players[0]->animTarget == jumpdownanim &&
3768 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
3769 Person::players[i]->crouchkeydown = 1;
3770 if (Person::players[i]->jumpkeydown)
3771 Person::players[i]->attackkeydown = 0;
3773 if (Tutorial::active)
3775 Person::players[i]->attackkeydown = 0;
3778 XYZ facing = Person::players[i]->coords;
3779 XYZ flatfacing = Person::players[0]->coords;
3780 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
3781 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
3782 if (Person::players[i]->occluded >= 2)
3783 if (-1 != Object::checkcollide(facing, flatfacing)) {
3784 if (!Person::players[i]->pause)
3785 Person::players[i]->lastseentime -= .2;
3786 if (Person::players[i]->lastseentime <= 0 &&
3787 (Person::players[i]->creature != wolftype ||
3788 Person::players[i]->weaponstuck == -1)) {
3789 Person::players[i]->aitype = searchtype;
3790 Person::players[i]->lastchecktime = 12;
3791 Person::players[i]->lastseen = Person::players[0]->coords;
3792 Person::players[i]->lastseentime = 12;
3795 Person::players[i]->lastseentime = 1;
3798 if (Animation::animations[Person::players[0]->animTarget].height == highheight &&
3799 (Person::players[i]->aitype == attacktypecutoff ||
3800 Person::players[i]->aitype == searchtype))
3801 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
3802 XYZ test = Person::players[0]->coords;
3804 if (-1 == Object::checkcollide(Person::players[0]->coords, test))
3805 Person::players[i]->stunned = 1;
3808 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
3809 Person::players[i]->stunned > 0 ||
3810 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
3811 if (Person::players[i]->pause)
3812 Person::players[i]->lastseentime = 1;
3813 Person::players[i]->targetyaw = Person::players[i]->yaw;
3814 Person::players[i]->forwardkeydown = 0;
3815 Person::players[i]->leftkeydown = 0;
3816 Person::players[i]->backkeydown = 0;
3817 Person::players[i]->rightkeydown = 0;
3818 Person::players[i]->jumpkeydown = 0;
3819 Person::players[i]->attackkeydown = 0;
3820 Person::players[i]->crouchkeydown = 0;
3821 Person::players[i]->throwkeydown = 0;
3829 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3830 facing = flatfacing;
3832 if (Person::players[i]->aitype == attacktypecutoff) {
3833 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
3834 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
3835 } else if (Person::players[i]->howactive >= typesleeping) {
3836 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
3837 Person::players[i]->targetheadpitch = 0;
3839 if (Person::players[i]->interestdelay <= 0) {
3840 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
3841 Person::players[i]->headtarget = Person::players[i]->coords;
3842 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
3843 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
3844 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
3845 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
3847 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
3848 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
3855 static XYZ facing, flatfacing;
3860 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
3861 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
3862 stereoreverse = true;
3864 stereoreverse = false;
3867 printf("Stereo reversed\n");
3869 printf("Stereo unreversed\n");
3872 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
3873 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
3874 stereoseparation -= 0.001;
3876 stereoseparation -= 0.010;
3877 printf("Stereo decreased increased to %f\n", stereoseparation);
3880 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
3881 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
3882 stereoseparation += 0.001;
3884 stereoseparation += 0.010;
3885 printf("Stereo separation increased to %f\n", stereoseparation);
3889 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && Tutorial::active) {
3890 if (Tutorial::stage != 51) {
3891 Tutorial::stagetime = Tutorial::maxtime;
3893 emit_sound_np(consolefailsound, 128.);
3897 Values of mainmenu :
3899 2 Menu pause (resume/end game)
3901 4 Controls configuration menu
3902 5 Main game menu (choose level or challenge)
3903 6 Deleting user menu
3904 7 User managment menu (select/add)
3905 8 Choose difficulty menu
3906 9 Challenge level selection menu
3907 10 End of the campaign congratulation (is that really a menu?)
3908 11 Same that 9 ??? => unused
3909 18 stereo configuration
3914 if (mainmenu && endgame == 1)
3916 //go to level select after completing a campaign level
3917 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
3924 OPENAL_SetFrequency(OPENAL_ALL);
3925 emit_stream_np(stream_menutheme);
3926 pause_sound(leveltheme);
3930 //escape key pressed
3931 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
3932 (gameon || mainmenu == 0)) {
3934 if (mainmenu == 0 && !winfreeze)
3935 mainmenu = 2; //pause
3936 else if (mainmenu == 1 || mainmenu == 2) {
3937 mainmenu = 0; //unpause
3940 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
3941 OPENAL_SetFrequency(OPENAL_ALL);
3942 emit_stream_np(stream_menutheme);
3943 pause_sound(leveltheme);
3945 //on resume, play level music
3947 pause_sound(stream_menutheme);
3948 resume_stream(leveltheme);
3959 hostiletime += multiplier;
3963 leveltime += multiplier;
3966 if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && devtools) {
3969 OPENAL_SetFrequency(OPENAL_ALL);
3973 if (Input::isKeyPressed(consolekey) && devtools) {
3976 OPENAL_SetFrequency(OPENAL_ALL);
3985 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
3986 inputText(consoletext[0], &consoleselected);
3988 if (!consoletext[0].empty()) {
3989 cmd_dispatch(consoletext[0]);
3990 for (int k = 14; k >= 1; k--) {
3991 consoletext[k] = consoletext[k - 1];
3993 consoletext[0].clear();
3994 consoleselected = 0;
3998 consoleblinkdelay -= multiplier;
3999 if (consoleblinkdelay <= 0) {
4000 consoleblinkdelay = .3;
4001 consoleblink = !consoleblink;
4005 static int oldwinfreeze;
4006 if (winfreeze && !oldwinfreeze) {
4007 OPENAL_SetFrequency(OPENAL_ALL);
4008 emit_sound_np(consolesuccesssound);
4011 oldwinfreeze = winfreeze;
4015 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
4018 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
4022 } else if (winfreeze) {
4030 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
4033 static float talkdelay = 0;
4035 if (Dialog::inDialog())
4037 talkdelay -= multiplier;
4039 if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
4040 for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
4041 Dialog::dialogs[i].tick(i);
4045 windvar += multiplier;
4046 smoketex += multiplier;
4047 Tutorial::stagetime += multiplier;
4050 static float hotspotvisual[40];
4051 if (Hotspot::hotspots.size()) {
4053 if (editorenabled) {
4054 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4055 hotspotvisual[i] -= multiplier / 320;
4059 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4060 while (hotspotvisual[i] < 0) {
4062 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
4063 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
4064 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
4065 hotspotsprite += Hotspot::hotspots[i].position;
4066 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
4067 hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
4071 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4072 if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
4073 Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
4079 if (Tutorial::active) {
4080 Tutorial::Do(multiplier);
4084 if (!Tutorial::active) {
4085 if (bonustime == 0 &&
4086 bonus != solidhit &&
4087 bonus != spinecrusher &&
4088 bonus != tracheotomy &&
4089 bonus != backstab &&
4091 emit_sound_np(consolesuccesssound);
4093 } else if (bonustime == 0) {
4094 emit_sound_np(fireendsound);
4096 if (bonustime == 0) {
4097 if (bonus != solidhit &&
4098 bonus != twoxcombo &&
4099 bonus != threexcombo &&
4100 bonus != fourxcombo &&
4104 bonusnum[bonus] += 0.15;
4105 if (Tutorial::active)
4107 bonusvalue /= bonusnum[bonus];
4108 bonustotal += bonusvalue;
4110 bonustime += multiplier;
4113 if (environment == snowyenvironment) {
4114 precipdelay -= multiplier;
4115 while (precipdelay < 0) {
4119 XYZ footvel, footpoint;
4122 footpoint = viewer + viewerfacing * 6;
4123 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
4124 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
4125 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
4126 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
4131 doAerialAcrobatics();
4134 static XYZ oldviewer;
4137 if (!Dialog::inDialog()) {
4138 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
4139 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
4140 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
4141 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
4142 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
4143 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
4144 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
4145 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
4147 Person::players[0]->forwardkeydown = 0;
4148 Person::players[0]->leftkeydown = 0;
4149 Person::players[0]->backkeydown = 0;
4150 Person::players[0]->rightkeydown = 0;
4151 Person::players[0]->jumpkeydown = 0;
4152 Person::players[0]->crouchkeydown = 0;
4153 Person::players[0]->drawkeydown = 0;
4154 Person::players[0]->throwkeydown = 0;
4157 if (!Person::players[0]->jumpkeydown)
4158 Person::players[0]->jumpclimb = 0;
4161 if (Dialog::inDialog()) {
4163 if (Dialog::directing) {
4167 facing = DoRotation(facing, -pitch, 0, 0);
4168 facing = DoRotation(facing, 0, 0 - yaw, 0);
4173 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
4175 if (Input::isKeyDown(forwardkey))
4176 viewer += facing * multiplier * 4;
4177 if (Input::isKeyDown(backkey))
4178 viewer -= facing * multiplier * 4;
4179 if (Input::isKeyDown(leftkey))
4180 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
4181 if (Input::isKeyDown(rightkey))
4182 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
4183 if (Input::isKeyDown(jumpkey))
4184 viewer.y += multiplier * 4;
4185 if (Input::isKeyDown(crouchkey))
4186 viewer.y -= multiplier * 4;
4187 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
4188 Input::isKeyPressed(SDL_SCANCODE_2) ||
4189 Input::isKeyPressed(SDL_SCANCODE_3) ||
4190 Input::isKeyPressed(SDL_SCANCODE_4) ||
4191 Input::isKeyPressed(SDL_SCANCODE_5) ||
4192 Input::isKeyPressed(SDL_SCANCODE_6) ||
4193 Input::isKeyPressed(SDL_SCANCODE_7) ||
4194 Input::isKeyPressed(SDL_SCANCODE_8) ||
4195 Input::isKeyPressed(SDL_SCANCODE_9) ||
4196 Input::isKeyPressed(SDL_SCANCODE_0) ||
4197 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
4199 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
4200 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
4201 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
4202 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
4203 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
4204 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
4205 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
4206 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
4207 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
4208 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
4209 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
4211 if (whichend != -1) {
4212 Dialog::currentScene().participantfocus = whichend;
4213 Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
4214 Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
4216 if (whichend == -1) {
4217 Dialog::currentScene().participantfocus = -1;
4219 /* FIXME: potentially accessing -1 in Person::players! */
4220 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
4221 Dialog::indialogue = -1;
4222 Dialog::directing = false;
4225 Dialog::currentScene().camera = viewer;
4226 Dialog::currentScene().camerayaw = yaw;
4227 Dialog::currentScene().camerapitch = pitch;
4228 Dialog::indialogue++;
4229 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
4230 if (Dialog::currentScene().sound != 0) {
4231 playdialoguescenesound();
4235 for (unsigned j = 0; j < Person::players.size(); j++) {
4236 Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
4239 //TODO: should these be KeyDown or KeyPressed?
4240 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
4241 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
4242 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
4243 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
4244 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
4245 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
4246 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
4247 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
4248 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
4249 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
4251 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
4252 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
4253 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
4254 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
4255 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
4256 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
4257 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
4258 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
4259 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
4260 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
4261 Dialog::currentScene().participantfacing[whichend] = facing;
4263 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
4264 Dialog::indialogue = -1;
4265 Dialog::directing = false;
4269 if (!Dialog::directing) {
4270 pause_sound(whooshsound);
4271 viewer = Dialog::currentScene().camera;
4272 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
4273 yaw = Dialog::currentScene().camerayaw;
4274 pitch = Dialog::currentScene().camerapitch;
4275 if (Dialog::dialoguetime > 0.5) {
4276 if (Input::isKeyPressed(attackkey)) {
4277 Dialog::indialogue++;
4278 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
4279 if (Dialog::currentScene().sound != 0) {
4280 playdialoguescenesound();
4281 if (Dialog::currentScene().sound == -5) {
4282 Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
4284 if (Dialog::currentScene().sound == -6) {
4288 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
4289 Dialog::indialogue = -1;
4290 Dialog::directing = false;
4297 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
4298 Dialog::indialogue = -1;
4299 Dialog::directing = false;
4301 if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
4304 if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
4307 if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
4309 for (unsigned i = 1; i < Person::players.size(); i++) {
4310 Person::players[i]->aitype = attacktypecutoff;
4317 if (!Person::players[0]->jumpkeydown) {
4318 Person::players[0]->jumptogglekeydown = 0;
4320 if (Person::players[0]->jumpkeydown &&
4321 Person::players[0]->animTarget != jumpupanim &&
4322 Person::players[0]->animTarget != jumpdownanim &&
4323 !Person::players[0]->isFlip())
4324 Person::players[0]->jumptogglekeydown = 1;
4327 Dialog::dialoguetime += multiplier;
4328 hawkyaw += multiplier * 25;
4330 realhawkcoords.x = 25;
4331 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
4332 hawkcalldelay -= multiplier / 2;
4334 if (hawkcalldelay <= 0) {
4335 emit_sound_at(hawksound, realhawkcoords);
4337 hawkcalldelay = 16 + abs(Random() % 8);
4344 doPlayerCollisions();
4348 for (unsigned k = 0; k < Person::players.size(); k++)
4349 if (k != 0 && Person::players[k]->immobile)
4350 Person::players[k]->coords = Person::players[k]->realoldcoords;
4352 for (unsigned k = 0; k < Person::players.size(); k++) {
4353 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
4354 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
4355 Person::players[k]->DoDamage(1000);
4361 static bool respawnkeydown;
4362 if (!editorenabled &&
4363 (whichlevel != -2 &&
4364 (Input::isKeyDown(SDL_SCANCODE_Z) &&
4365 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
4367 (Input::isKeyDown(jumpkey) &&
4370 Person::players[0]->dead))) {
4371 targetlevel = whichlevel;
4375 respawnkeydown = Input::isKeyDown(jumpkey);
4378 static bool movekey;
4381 for (unsigned i = 0; i < Person::players.size(); i++) {
4382 static float oldtargetyaw;
4383 if (!Person::players[i]->skeleton.free) {
4384 oldtargetyaw = Person::players[i]->targetyaw;
4385 if (i == 0 && !Dialog::inDialog()) {
4386 //TODO: refactor repetitive code
4387 if (!Animation::animations[Person::players[0]->animTarget].attack &&
4388 Person::players[0]->animTarget != staggerbackhighanim &&
4389 Person::players[0]->animTarget != staggerbackhardanim &&
4390 Person::players[0]->animTarget != crouchremoveknifeanim &&
4391 Person::players[0]->animTarget != removeknifeanim &&
4392 Person::players[0]->animTarget != backhandspringanim &&
4393 Person::players[0]->animTarget != dodgebackanim &&
4394 Person::players[0]->animTarget != walljumprightkickanim &&
4395 Person::players[0]->animTarget != walljumpleftkickanim) {
4397 Person::players[0]->targetyaw = 0;
4399 Person::players[0]->targetyaw = -yaw + 180;
4405 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4407 facing = flatfacing;
4409 facing = DoRotation(facing, -pitch, 0, 0);
4410 facing = DoRotation(facing, 0, 0 - yaw, 0);
4413 Person::players[0]->lookyaw = -yaw;
4415 Person::players[i]->targetheadyaw = yaw;
4416 Person::players[i]->targetheadpitch = pitch;
4418 if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
4419 if (!Animation::animations[Person::players[i]->animTarget].attack &&
4420 Person::players[i]->animTarget != staggerbackhighanim &&
4421 Person::players[i]->animTarget != staggerbackhardanim &&
4422 Person::players[i]->animTarget != crouchremoveknifeanim &&
4423 Person::players[i]->animTarget != removeknifeanim &&
4424 Person::players[i]->animTarget != backhandspringanim &&
4425 Person::players[i]->animTarget != dodgebackanim &&
4426 Person::players[i]->animTarget != walljumprightkickanim &&
4427 Person::players[i]->animTarget != walljumpleftkickanim) {
4428 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
4434 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4436 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
4437 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
4439 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
4440 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
4442 if (Dialog::inDialog()) {
4443 Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
4444 Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
4450 Person::players[i]->avoidsomething = 0;
4452 //avoid flaming things
4453 for (int j = 0; j < Object::objects.size(); j++)
4454 if (Object::objects[j]->onfire)
4455 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200)
4456 if ( distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
4457 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
4458 Person::players[i]->collided = 0;
4459 Person::players[i]->avoidcollided = 1;
4460 if (Person::players[i]->avoidsomething == 0 ||
4461 distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
4462 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
4463 Person::players[i]->avoidwhere = Object::objects[j]->position;
4464 Person::players[i]->avoidsomething = 1;
4468 //avoid flaming players
4469 for (unsigned j = 0; j < Person::players.size(); j++)
4470 if (Person::players[j]->onfire)
4471 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
4472 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
4473 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
4474 Person::players[i]->collided = 0;
4475 Person::players[i]->avoidcollided = 1;
4476 if (Person::players[i]->avoidsomething == 0 ||
4477 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
4478 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
4479 Person::players[i]->avoidwhere = Person::players[j]->coords;
4480 Person::players[i]->avoidsomething = 1;
4484 if (Person::players[i]->collided > .8)
4485 Person::players[i]->avoidcollided = 0;
4489 if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
4490 //Person::players[i]->targetyaw=Person::players[i]->yaw;
4491 Person::players[i]->forwardkeydown = 0;
4492 Person::players[i]->leftkeydown = 0;
4493 Person::players[i]->backkeydown = 0;
4494 Person::players[i]->rightkeydown = 0;
4495 Person::players[i]->jumpkeydown = 0;
4496 Person::players[i]->attackkeydown = 0;
4497 //Person::players[i]->crouchkeydown=0;
4498 Person::players[i]->throwkeydown = 0;
4501 if (Dialog::inDialog()) {
4502 Person::players[i]->forwardkeydown = 0;
4503 Person::players[i]->leftkeydown = 0;
4504 Person::players[i]->backkeydown = 0;
4505 Person::players[i]->rightkeydown = 0;
4506 Person::players[i]->jumpkeydown = 0;
4507 Person::players[i]->crouchkeydown = 0;
4508 Person::players[i]->drawkeydown = 0;
4509 Person::players[i]->throwkeydown = 0;
4512 if (Person::players[i]->collided < -.3)
4513 Person::players[i]->collided = -.3;
4514 if (Person::players[i]->collided > 1)
4515 Person::players[i]->collided = 1;
4516 Person::players[i]->collided -= multiplier * 4;
4517 Person::players[i]->whichdirectiondelay -= multiplier;
4518 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
4519 Person::players[i]->avoidcollided = -.3;
4520 Person::players[i]->whichdirection = abs(Random() % 2);
4521 Person::players[i]->whichdirectiondelay = .4;
4523 if (Person::players[i]->avoidcollided > 1)
4524 Person::players[i]->avoidcollided = 1;
4525 Person::players[i]->avoidcollided -= multiplier / 4;
4526 if (!Person::players[i]->skeleton.free) {
4527 Person::players[i]->stunned -= multiplier;
4528 Person::players[i]->surprised -= multiplier;
4530 if (i != 0 && Person::players[i]->surprised <= 0 &&
4531 Person::players[i]->aitype == attacktypecutoff &&
4532 !Person::players[i]->dead &&
4533 !Person::players[i]->skeleton.free &&
4534 Animation::animations[Person::players[i]->animTarget].attack == neutral)
4537 if (!Person::players[i]->throwkeydown)
4538 Person::players[i]->throwtogglekeydown = 0;
4541 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
4542 if (Person::players[i]->weaponactive == -1 &&
4543 Person::players[i]->num_weapons < 2 &&
4544 (Person::players[i]->isIdle() ||
4545 Person::players[i]->isCrouch() ||
4546 Person::players[i]->animTarget == sneakanim ||
4547 Person::players[i]->animTarget == rollanim ||
4548 Person::players[i]->animTarget == backhandspringanim ||
4549 Person::players[i]->isFlip() ||
4550 Person::players[i]->aitype != playercontrolled)) {
4551 for (unsigned j = 0; j < weapons.size(); j++) {
4552 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
4553 Person::players[i]->aitype == playercontrolled) &&
4554 weapons[j].owner == -1 &&
4555 Person::players[i]->weaponactive == -1)
4556 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
4557 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
4558 if (Person::players[i]->isCrouch() ||
4559 Person::players[i]->animTarget == sneakanim ||
4560 Person::players[i]->isRun() ||
4561 Person::players[i]->isIdle() ||
4562 Person::players[i]->aitype != playercontrolled) {
4563 Person::players[i]->throwtogglekeydown = 1;
4564 Person::players[i]->setAnimation(crouchremoveknifeanim);
4565 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
4566 Person::players[i]->hasvictim = 0;
4568 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
4569 Person::players[i]->throwtogglekeydown = 1;
4570 Person::players[i]->hasvictim = 0;
4572 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
4573 Person::players[i]->aitype == playercontrolled) &&
4574 weapons[j].owner == -1 ||
4575 Person::players[i]->victim &&
4576 weapons[j].owner == int(Person::players[i]->victim->id))
4577 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
4578 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
4579 if (weapons[j].getType() != staff)
4580 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
4582 Person::players[i]->takeWeapon(j);
4585 } else if ((Person::players[i]->isIdle() ||
4586 Person::players[i]->isFlip() ||
4587 Person::players[i]->aitype != playercontrolled) &&
4588 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
4589 Person::players[i]->coords.y < weapons[j].position.y) {
4590 if (!Person::players[i]->isFlip()) {
4591 Person::players[i]->throwtogglekeydown = 1;
4592 Person::players[i]->setAnimation(removeknifeanim);
4593 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
4595 if (Person::players[i]->isFlip()) {
4596 Person::players[i]->throwtogglekeydown = 1;
4597 Person::players[i]->hasvictim = 0;
4599 for (unsigned k = 0; k < weapons.size(); k++) {
4600 if (Person::players[i]->weaponactive == -1)
4601 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
4602 Person::players[i]->aitype == playercontrolled) &&
4603 weapons[k].owner == -1 ||
4604 Person::players[i]->victim &&
4605 weapons[k].owner == int(Person::players[i]->victim->id))
4606 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
4607 Person::players[i]->weaponactive == -1) {
4608 if (weapons[k].getType() != staff)
4609 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
4611 Person::players[i]->takeWeapon(k);
4618 if (Person::players[i]->isCrouch() ||
4619 Person::players[i]->animTarget == sneakanim ||
4620 Person::players[i]->isRun() ||
4621 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
4622 Person::players[i]->animTarget == backhandspringanim) {
4623 if (Person::players.size() > 1)
4624 for (unsigned j = 0; j < Person::players.size(); j++) {
4625 if (Person::players[i]->weaponactive == -1)
4627 if (Person::players[j]->num_weapons &&
4628 Person::players[j]->skeleton.free &&
4629 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
4630 (((Person::players[j]->skeleton.forward.y < 0 &&
4631 Person::players[j]->weaponstuckwhere == 0) ||
4632 (Person::players[j]->skeleton.forward.y > 0 &&
4633 Person::players[j]->weaponstuckwhere == 1)) ||
4634 Person::players[j]->weaponstuck == -1 ||
4635 Person::players[j]->num_weapons > 1)) {
4636 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
4637 Person::players[i]->throwtogglekeydown = 1;
4638 Person::players[i]->victim = Person::players[j];
4639 Person::players[i]->hasvictim = 1;
4640 Person::players[i]->setAnimation(crouchremoveknifeanim);
4641 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
4643 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
4644 Person::players[i]->throwtogglekeydown = 1;
4645 Person::players[i]->victim = Person::players[j];
4646 Person::players[i]->hasvictim = 1;
4647 int k = Person::players[j]->weaponids[0];
4648 if (Person::players[i]->hasvictim) {
4651 if (Person::players[i]->victim->weaponstuck != -1) {
4652 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
4657 if (weapons[k].getType() != staff)
4658 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
4661 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
4663 if (weapons[k].owner != -1) {
4664 if (Person::players[i]->victim->num_weapons == 1)
4665 Person::players[i]->victim->num_weapons = 0;
4667 Person::players[i]->victim->num_weapons = 1;
4669 Person::players[i]->victim->skeleton.longdead = 0;
4670 Person::players[i]->victim->skeleton.free = 1;
4671 Person::players[i]->victim->skeleton.broken = 0;
4673 for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
4674 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
4675 Person::players[i]->victim->skeleton.joints[l].locked = 0;
4681 Normalise(&relative);
4682 XYZ footvel, footpoint;
4684 footpoint = weapons[k].position;
4685 if (Person::players[i]->victim->weaponstuck != -1) {
4686 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
4688 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
4689 weapons[k].bloody = 2;
4690 weapons[k].blooddrip = 5;
4691 Person::players[i]->victim->weaponstuck = -1;
4692 Person::players[i]->victim->bloodloss += 2000;
4693 Person::players[i]->victim->DoDamage(2000);
4696 if (Person::players[i]->victim->num_weapons > 0) {
4697 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
4698 Person::players[i]->victim->weaponstuck = 0;
4699 if (Person::players[i]->victim->weaponids[0] == k)
4700 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
4703 Person::players[i]->victim->weaponactive = -1;
4705 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
4706 Person::players[i]->victim->jointVel(neck) += relative * 6;
4707 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
4708 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
4710 Person::players[i]->takeWeapon(k);
4717 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
4718 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
4719 if (Person::players[i]->isIdle() ||
4720 Person::players[i]->isRun() ||
4721 Person::players[i]->isCrouch() ||
4722 Person::players[i]->animTarget == sneakanim ||
4723 Person::players[i]->isFlip())
4724 if (Person::players.size() > 1)
4725 for (unsigned j = 0; j < Person::players.size(); j++) {
4727 if (!Tutorial::active || Tutorial::stage == 49)
4729 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
4730 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
4731 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
4732 !Person::players[j]->skeleton.free &&
4733 -1 == Object::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)) {
4734 if (!Person::players[i]->isFlip()) {
4735 Person::players[i]->throwtogglekeydown = 1;
4736 Person::players[i]->victim = Person::players[j];
4737 Person::players[i]->setAnimation(knifethrowanim);
4738 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
4739 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
4741 if (Person::players[i]->isFlip()) {
4742 if (Person::players[i]->weaponactive != -1) {
4743 Person::players[i]->throwtogglekeydown = 1;
4744 Person::players[i]->victim = Person::players[j];
4746 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);
4749 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
4751 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
4752 Person::players[i]->num_weapons--;
4753 if (Person::players[i]->num_weapons) {
4754 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
4756 Person::players[i]->weaponactive = -1;
4763 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
4764 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
4765 Person::players[i]->throwtogglekeydown = 1;
4766 XYZ tempVelocity = Person::players[i]->velocity * .2;
4767 if (tempVelocity.x == 0)
4768 tempVelocity.x = .1;
4769 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
4770 Person::players[i]->num_weapons--;
4771 if (Person::players[i]->num_weapons) {
4772 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
4773 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
4774 Person::players[i]->weaponstuck = 0;
4777 Person::players[i]->weaponactive = -1;
4778 for (unsigned j = 0; j < Person::players.size(); j++) {
4779 Person::players[j]->wentforweapon = 0;
4787 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
4788 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
4789 (Person::players[i]->num_weapons == 2) &&
4790 (Person::players[i]->weaponactive == -1) &&
4791 Person::players[i]->isIdle() ||
4792 Person::players[0]->dead &&
4793 (Person::players[i]->weaponactive != -1) &&
4796 if (Person::players[i]->weaponactive != -1)
4797 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
4799 if (isgood && Person::players[i]->creature != wolftype) {
4800 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
4801 Person::players[i]->setAnimation(drawrightanim);
4802 Person::players[i]->drawtogglekeydown = 1;
4804 if ((Person::players[i]->isIdle() ||
4805 (Person::players[i]->aitype != playercontrolled &&
4806 Person::players[0]->weaponactive != -1 &&
4807 Person::players[i]->isRun())) &&
4808 Person::players[i]->num_weapons &&
4809 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
4810 Person::players[i]->setAnimation(drawleftanim);
4811 Person::players[i]->drawtogglekeydown = 1;
4813 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
4814 Person::players[i]->setAnimation(crouchdrawrightanim);
4815 Person::players[i]->drawtogglekeydown = 1;
4822 if (Person::players[i]->weaponactive != -1) {
4823 if (Person::players[i]->isCrouch() &&
4824 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
4826 Person::players[i]->onterrain &&
4827 Person::players[i]->num_weapons &&
4828 Person::players[i]->attackkeydown &&
4829 musictype != stream_fighttheme) {
4830 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
4831 Person::players[i]->setAnimation(crouchstabanim);
4832 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
4833 Person::players[i]->setAnimation(swordgroundstabanim);
4834 Person::players[i]->hasvictim = 0;
4838 if (!Person::players[i]->drawkeydown)
4839 Person::players[i]->drawtogglekeydown = 0;
4844 absflatfacing.z = -1;
4846 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
4848 absflatfacing = flatfacing;
4850 if (Dialog::inDialog()) {
4851 Person::players[i]->forwardkeydown = 0;
4852 Person::players[i]->leftkeydown = 0;
4853 Person::players[i]->backkeydown = 0;
4854 Person::players[i]->rightkeydown = 0;
4855 Person::players[i]->jumpkeydown = 0;
4856 Person::players[i]->crouchkeydown = 0;
4857 Person::players[i]->drawkeydown = 0;
4858 Person::players[i]->throwkeydown = 0;
4862 if (!Animation::animations[Person::players[i]->animTarget].attack &&
4863 Person::players[i]->animTarget != staggerbackhighanim &&
4864 Person::players[i]->animTarget != staggerbackhardanim &&
4865 Person::players[i]->animTarget != backhandspringanim &&
4866 Person::players[i]->animTarget != dodgebackanim) {
4867 if (!Person::players[i]->forwardkeydown)
4868 Person::players[i]->forwardstogglekeydown = 0;
4869 if (Person::players[i]->crouchkeydown) {
4873 Person::players[i]->superruntoggle = 1;
4874 if (Person::players.size() > 1)
4875 for (unsigned j = 0; j < Person::players.size(); j++)
4876 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
4877 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
4878 Person::players[i]->superruntoggle = 0;
4881 if (Person::players.size() > 1)
4882 for (unsigned j = 0; j < Person::players.size(); j++) {
4883 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
4884 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4885 Person::players[j]->victim == Person::players[i] &&
4886 (Person::players[j]->animTarget == sweepanim ||
4887 Person::players[j]->animTarget == upunchanim ||
4888 Person::players[j]->animTarget == wolfslapanim ||
4889 ((Person::players[j]->animTarget == swordslashanim ||
4890 Person::players[j]->animTarget == knifeslashstartanim ||
4891 Person::players[j]->animTarget == staffhitanim ||
4892 Person::players[j]->animTarget == staffspinhitanim) &&
4893 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
4902 Person::players[target]->Reverse();
4903 Person::players[i]->lowreversaldelay = .5;
4905 if (Person::players[i]->isIdle()) {
4906 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
4907 Person::players[i]->transspeed = 10;
4909 if (Person::players[i]->isRun() ||
4910 (Person::players[i]->isStop() &&
4911 (Person::players[i]->leftkeydown ||
4912 Person::players[i]->rightkeydown ||
4913 Person::players[i]->forwardkeydown ||
4914 Person::players[i]->backkeydown))) {
4915 Person::players[i]->setAnimation(rollanim);
4916 Person::players[i]->transspeed = 20;
4919 if (!Person::players[i]->crouchkeydown) {
4921 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
4922 Person::players[i]->superruntoggle = 0;
4924 if (Person::players[i]->isCrouch()) {
4925 if (Person::players.size() > 1)
4926 for (unsigned j = 0; j < Person::players.size(); j++) {
4928 !Person::players[j]->skeleton.free &&
4929 Person::players[j]->victim &&
4930 Person::players[i]->highreversaldelay <= 0) {
4931 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4932 Person::players[j]->victim == Person::players[i] &&
4933 (Person::players[j]->animTarget == spinkickanim) &&
4934 Person::players[i]->isCrouch()) {
4943 Person::players[target]->Reverse();
4944 Person::players[i]->highreversaldelay = .5;
4946 if (Person::players[i]->isCrouch()) {
4947 if (!Person::players[i]->wasCrouch()) {
4948 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
4949 Person::players[i]->frameCurrent = 0;
4951 Person::players[i]->setAnimation(Person::players[i]->getIdle());
4952 Person::players[i]->transspeed = 10;
4955 if (Person::players[i]->animTarget == sneakanim) {
4956 Person::players[i]->setAnimation(Person::players[i]->getIdle());
4957 Person::players[i]->transspeed = 10;
4960 if (Person::players[i]->forwardkeydown) {
4961 if (Person::players[i]->isIdle() ||
4962 (Person::players[i]->isStop() &&
4963 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4964 (Person::players[i]->isLanding() &&
4965 Person::players[i]->frameTarget > 0 &&
4966 !Person::players[i]->jumpkeydown) ||
4967 (Person::players[i]->isLandhard() &&
4968 Person::players[i]->frameTarget > 0 &&
4969 !Person::players[i]->jumpkeydown &&
4970 Person::players[i]->crouchkeydown)) {
4971 if (Person::players[i]->aitype == passivetype)
4972 Person::players[i]->setAnimation(walkanim);
4974 Person::players[i]->setAnimation(Person::players[i]->getRun());
4976 if (Person::players[i]->isCrouch()) {
4977 Person::players[i]->animTarget = sneakanim;
4978 if (Person::players[i]->wasCrouch())
4979 Person::players[i]->target = 0;
4980 Person::players[i]->frameTarget = 0;
4982 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
4983 Person::players[i]->setAnimation(climbanim);
4984 Person::players[i]->frameTarget = 1;
4985 Person::players[i]->jumpclimb = 1;
4987 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4988 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
4990 Person::players[i]->forwardstogglekeydown = 1;
4993 if (Person::players[i]->rightkeydown) {
4994 if (Person::players[i]->isIdle() ||
4995 (Person::players[i]->isStop() &&
4996 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4997 (Person::players[i]->isLanding() &&
4998 Person::players[i]->frameTarget > 0 &&
4999 !Person::players[i]->jumpkeydown) ||
5000 (Person::players[i]->isLandhard() &&
5001 Person::players[i]->frameTarget > 0 &&
5002 !Person::players[i]->jumpkeydown &&
5003 Person::players[i]->crouchkeydown)) {
5004 Person::players[i]->setAnimation(Person::players[i]->getRun());
5006 if (Person::players[i]->isCrouch()) {
5007 Person::players[i]->animTarget = sneakanim;
5008 if (Person::players[i]->wasCrouch())
5009 Person::players[i]->target = 0;
5010 Person::players[i]->frameTarget = 0;
5012 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
5013 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
5015 Person::players[i]->targetyaw -= 90;
5016 if (Person::players[i]->forwardkeydown)
5017 Person::players[i]->targetyaw += 45;
5018 if (Person::players[i]->backkeydown)
5019 Person::players[i]->targetyaw -= 45;
5022 if ( Person::players[i]->leftkeydown) {
5023 if (Person::players[i]->isIdle() ||
5024 (Person::players[i]->isStop() &&
5025 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
5026 (Person::players[i]->isLanding() &&
5027 Person::players[i]->frameTarget > 0 &&
5028 !Person::players[i]->jumpkeydown) ||
5029 (Person::players[i]->isLandhard() &&
5030 Person::players[i]->frameTarget > 0 &&
5031 !Person::players[i]->jumpkeydown &&
5032 Person::players[i]->crouchkeydown)) {
5033 Person::players[i]->setAnimation(Person::players[i]->getRun());
5035 if (Person::players[i]->isCrouch()) {
5036 Person::players[i]->animTarget = sneakanim;
5037 if (Person::players[i]->wasCrouch())
5038 Person::players[i]->target = 0;
5039 Person::players[i]->frameTarget = 0;
5041 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
5042 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
5044 Person::players[i]->targetyaw += 90;
5045 if (Person::players[i]->forwardkeydown)
5046 Person::players[i]->targetyaw -= 45;
5047 if (Person::players[i]->backkeydown)
5048 Person::players[i]->targetyaw += 45;
5051 if (Person::players[i]->backkeydown) {
5052 if (Person::players[i]->isIdle() ||
5053 (Person::players[i]->isStop() &&
5054 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
5055 (Person::players[i]->isLanding() &&
5056 Person::players[i]->frameTarget > 0 &&
5057 !Person::players[i]->jumpkeydown) ||
5058 (Person::players[i]->isLandhard() &&
5059 Person::players[i]->frameTarget > 0 &&
5060 !Person::players[i]->jumpkeydown &&
5061 Person::players[i]->crouchkeydown)) {
5062 Person::players[i]->setAnimation(Person::players[i]->getRun());
5064 if (Person::players[i]->isCrouch()) {
5065 Person::players[i]->animTarget = sneakanim;
5066 if (Person::players[i]->wasCrouch())
5067 Person::players[i]->target = 0;
5068 Person::players[i]->frameTarget = 0;
5070 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
5071 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
5073 if (Person::players[i]->animTarget == hanganim) {
5074 Person::players[i]->animCurrent = jumpdownanim;
5075 Person::players[i]->animTarget = jumpdownanim;
5076 Person::players[i]->target = 0;
5077 Person::players[i]->frameCurrent = 0;
5078 Person::players[i]->frameTarget = 1;
5079 Person::players[i]->velocity = 0;
5080 Person::players[i]->velocity.y += gravity;
5081 Person::players[i]->coords.y -= 1.4;
5082 Person::players[i]->grabdelay = 1;
5084 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
5085 Person::players[i]->targetyaw += 180;
5088 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
5089 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
5090 Person::players[i]->isRun() ||
5091 Person::players[i]->animTarget == walkanim ||
5092 Person::players[i]->isCrouch() ||
5093 Person::players[i]->animTarget == sneakanim) &&
5094 Person::players[i]->jumppower > 1) &&
5095 ((Person::players[i]->animTarget != rabbitrunninganim &&
5096 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
5097 Person::players[i]->jumpstart = 0;
5098 Person::players[i]->setAnimation(jumpupanim);
5099 Person::players[i]->yaw = Person::players[i]->targetyaw;
5100 Person::players[i]->transspeed = 20;
5101 Person::players[i]->FootLand(leftfoot, 1);
5102 Person::players[i]->FootLand(rightfoot, 1);
5106 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
5109 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
5111 Person::players[i]->velocity = 0;
5115 if (Person::players.size() > 1)
5116 for (unsigned j = 0; j < Person::players.size(); j++) {
5117 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
5118 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
5119 (Person::players[j]->victim == Person::players[i]) &&
5120 (Person::players[j]->animTarget == sweepanim)) {
5129 Person::players[i]->velocity.y = 1;
5131 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
5132 Person::players[i]->velocity.y = 7;
5133 Person::players[i]->crouchtogglekeydown = 1;
5134 } else Person::players[i]->velocity.y = 5;
5136 if (mousejump && i == 0 && devtools) {
5137 if (!Person::players[i]->isLanding())
5138 Person::players[i]->tempdeltav = deltav;
5139 if (Person::players[i]->tempdeltav < 0)
5140 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
5143 Person::players[i]->coords.y += .2;
5144 Person::players[i]->jumppower -= 1;
5147 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
5149 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
5151 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
5152 Person::players[i]->setAnimation(Person::players[i]->getLanding());
5153 Person::players[i]->frameTarget = 2;
5154 Person::players[i]->landhard = 0;
5155 Person::players[i]->jumpstart = 1;
5156 Person::players[i]->tempdeltav = deltav;
5158 if (Person::players[i]->animTarget == jumpupanim &&
5162 Person::players[i]->aitype != playercontrolled)) {
5163 if (Person::players[i]->jumppower > multiplier * 6) {
5164 Person::players[i]->velocity.y += multiplier * 6;
5165 Person::players[i]->jumppower -= multiplier * 6;
5167 if (Person::players[i]->jumppower <= multiplier * 6) {
5168 Person::players[i]->velocity.y += Person::players[i]->jumppower;
5169 Person::players[i]->jumppower = 0;
5172 if (((floatjump || editorenabled) && devtools) && i == 0)
5173 Person::players[i]->velocity.y += multiplier * 30;
5177 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
5178 Person::players[i]->setAnimation(Person::players[i]->getStop());
5179 if (Person::players[i]->animTarget == sneakanim) {
5180 Person::players[i]->animTarget = Person::players[i]->getCrouch();
5181 if (Person::players[i]->animCurrent == sneakanim)
5182 Person::players[i]->target = 0;
5183 Person::players[i]->frameTarget = 0;
5186 if (Person::players[i]->animTarget == walkanim &&
5187 (Person::players[i]->aitype == attacktypecutoff ||
5188 Person::players[i]->aitype == searchtype ||
5189 (Person::players[i]->aitype == passivetype &&
5190 Person::players[i]->numwaypoints <= 1)))
5191 Person::players[i]->setAnimation(Person::players[i]->getStop());
5192 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
5193 Person::players[i]->setAnimation(Person::players[i]->getStop());
5196 if (Person::players[i]->animTarget == rollanim)
5197 Person::players[i]->targetyaw = oldtargetyaw;
5201 for (unsigned k = 0; k < Person::players.size(); k++) {
5202 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
5203 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
5204 Person::players[k]->yaw -= 360;
5206 Person::players[k]->yaw += 360;
5209 //stop to turn in right direction
5210 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
5211 Person::players[k]->setAnimation(Person::players[k]->getStop());
5213 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
5214 Person::players[k]->targettilt = 0;
5216 if (Person::players[k]->animTarget != jumpupanim &&
5217 Person::players[k]->animTarget != backhandspringanim &&
5218 Person::players[k]->animTarget != jumpdownanim &&
5219 !Person::players[k]->isFlip()) {
5220 Person::players[k]->targettilt = 0;
5221 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
5222 Person::players[k]->jumppower = 0;
5223 Person::players[k]->jumppower += multiplier * 7;
5224 if (Person::players[k]->isCrouch())
5225 Person::players[k]->jumppower += multiplier * 7;
5226 if (Person::players[k]->jumppower > 5)
5227 Person::players[k]->jumppower = 5;
5230 if (Person::players[k]->isRun())
5231 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
5233 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
5234 Person::players[k]->grabdelay -= multiplier;
5238 for (unsigned k = 0; k < Person::players.size(); k++) {
5239 Person::players[k]->DoAnimations();
5240 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
5241 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
5247 for (int j = numenvsounds - 1; j >= 0; j--) {
5248 envsoundlife[j] -= multiplier;
5249 if (envsoundlife[j] < 0) {
5251 envsoundlife[j] = envsoundlife[numenvsounds];
5252 envsound[j] = envsound[numenvsounds];
5255 OPENAL_SetFrequency(OPENAL_ALL, slomo);
5257 if (Tutorial::active) {
5258 Tutorial::DoStuff(multiplier);
5263 static float gLoc[3];
5267 static float vel[3];
5268 vel[0] = (viewer.x - oldviewer.x) / multiplier;
5269 vel[1] = (viewer.y - oldviewer.y) / multiplier;
5270 vel[2] = (viewer.z - oldviewer.z) / multiplier;
5272 //Set orientation with forward and up vectors
5273 static XYZ upvector;
5277 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
5278 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
5283 facing = DoRotation(facing, -pitch, 0, 0);
5284 facing = DoRotation(facing, 0, 0 - yaw, 0);
5287 static float ori[6];
5291 ori[3] = -upvector.x;
5292 ori[4] = upvector.y;
5293 ori[5] = -upvector.z;
5295 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
5302 if (Input::isKeyPressed(SDL_SCANCODE_F1))
5306 void Game::TickOnce()
5309 yaw += multiplier * 5;
5310 } else if (Dialog::directing || !Dialog::inDialog()) {
5313 pitch -= deltav * .7;
5315 pitch += deltav * .7;
5324 void Game::TickOnceAfter()
5326 static XYZ colviewer;
5327 static XYZ coltarget;
5331 static float changedelay;
5332 static bool alldead;
5333 static float unseendelay;
5334 static float cameraspeed;
5337 static int oldmusictype = musictype;
5339 if (environment == snowyenvironment)
5340 leveltheme = stream_snowtheme;
5341 if (environment == grassyenvironment)
5342 leveltheme = stream_grasstheme;
5343 if (environment == desertenvironment)
5344 leveltheme = stream_deserttheme;
5348 musictype = leveltheme;
5349 for (unsigned i = 0; i < Person::players.size(); i++) {
5350 if ((Person::players[i]->aitype == attacktypecutoff ||
5351 Person::players[i]->aitype == getweapontype ||
5352 Person::players[i]->aitype == gethelptype ||
5353 Person::players[i]->aitype == searchtype) &&
5354 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
5355 (Person::players[i]->animTarget != sneakattackedanim &&
5356 Person::players[i]->animTarget != knifesneakattackedanim &&
5357 Person::players[i]->animTarget != swordsneakattackedanim)) {
5358 musictype = stream_fighttheme;
5362 if (Person::players[0]->dead)
5363 musictype = stream_menutheme;
5366 if (musictype == stream_fighttheme)
5369 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
5370 unseendelay -= multiplier;
5371 if (unseendelay > 0)
5372 musictype = stream_fighttheme;
5377 musictype = stream_menutheme;
5378 musicvolume[2] = 512;
5385 if (musictype != oldmusictype && musictype == stream_fighttheme)
5386 emit_sound_np(alarmsound);
5387 musicselected = musictype;
5389 if (musicselected == leveltheme)
5390 musicvolume[0] += multiplier * 450;
5392 musicvolume[0] -= multiplier * 450;
5393 if (musicselected == stream_fighttheme)
5394 musicvolume[1] += multiplier * 450;
5396 musicvolume[1] -= multiplier * 450;
5397 if (musicselected == stream_menutheme)
5398 musicvolume[2] += multiplier * 450;
5400 musicvolume[2] -= multiplier * 450;
5402 for (int i = 0; i < 3; i++) {
5403 if (musicvolume[i] < 0)
5405 if (musicvolume[i] > 512)
5406 musicvolume[i] = 512;
5409 if (musicvolume[2] > 128 && !loading && !mainmenu)
5410 musicvolume[2] = 128;
5413 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
5414 emit_stream_np(leveltheme, musicvolume[0]);
5415 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
5416 emit_stream_np(stream_fighttheme, musicvolume[1]);
5417 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
5418 emit_stream_np(stream_menutheme, musicvolume[2]);
5419 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
5420 pause_sound(leveltheme);
5421 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
5422 pause_sound(stream_fighttheme);
5423 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
5424 pause_sound(stream_menutheme);
5426 if (musicvolume[0] != oldmusicvolume[0])
5427 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
5428 if (musicvolume[1] != oldmusicvolume[1])
5429 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
5430 if (musicvolume[2] != oldmusicvolume[2])
5431 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
5433 for (int i = 0; i < 3; i++)
5434 oldmusicvolume[i] = musicvolume[i];
5436 pause_sound(leveltheme);
5437 pause_sound(stream_fighttheme);
5438 pause_sound(stream_menutheme);
5440 for (int i = 0; i < 4; i++) {
5441 oldmusicvolume[i] = 0;
5446 Hotspot::killhotspot = 2;
5447 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
5448 if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
5449 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0)
5450 Hotspot::killhotspot = 0;
5451 else if (Hotspot::killhotspot == 2)
5452 Hotspot::killhotspot = 1;
5455 if (Hotspot::killhotspot == 2)
5456 Hotspot::killhotspot = 0;
5460 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
5461 if (Hotspot::hotspots[i].type == -1) {
5462 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
5469 for (unsigned i = 1; i < Person::players.size(); i++) {
5470 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
5474 if (numalarmed > maxalarmed) {
5475 maxalarmed = numalarmed;
5478 if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
5479 if (Person::players[0]->dead && changedelay <= 0) {
5481 targetlevel = whichlevel;
5484 for (unsigned i = 1; i < Person::players.size(); i++) {
5485 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
5492 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
5494 targetlevel = whichlevel + 1;
5495 if (targetlevel > numchallengelevels - 1)
5498 if (winhotspot || windialogue) {
5500 targetlevel = whichlevel + 1;
5501 if (targetlevel > numchallengelevels - 1)
5506 if (Hotspot::killhotspot) {
5508 targetlevel = whichlevel + 1;
5509 if (targetlevel > numchallengelevels - 1)
5513 if (changedelay > 0 && !Person::players[0]->dead && !won) {
5514 //high scores, awards, win
5516 Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
5519 wonleveltime = leveltime;
5520 Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
5523 Account::saveFile(Folders::getUserSavePath());
5529 if (leveltime < 1) {
5534 Hotspot::killhotspot = 0;
5537 if (!editorenabled && gameon && !mainmenu) {
5538 if (changedelay != -999)
5539 changedelay -= multiplier / 7;
5540 if (Person::players[0]->dead)
5541 targetlevel = whichlevel;
5542 if (loading == 2 && !campaign) {
5545 fireSound(firestartsound);
5547 if (!Person::players[0]->dead && targetlevel != whichlevel)
5548 startbonustotal = bonustotal;
5549 if (Person::players[0]->dead)
5550 Loadlevel(whichlevel);
5552 Loadlevel(targetlevel);
5558 if (loading == 2 && targetlevel == whichlevel) {
5562 fireSound(firestartsound);
5564 Loadlevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
5570 if (changedelay <= -999 &&
5573 (Person::players[0]->dead ||
5574 (alldead && maptype == mapkilleveryone) ||
5576 (Hotspot::killhotspot)))
5578 if ((Person::players[0]->dead ||
5579 (alldead && maptype == mapkilleveryone) ||
5582 (Hotspot::killhotspot)) &&
5584 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
5588 if (Person::players[0]->dead)
5594 // campaignchoosenext determines what to do when the level is complete:
5595 // 0 = load next level
5596 // 1 = go back to level select screen
5597 // 2 = stealthload next level
5598 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
5599 if (campaignlevels[actuallevel].nextlevel.empty())
5601 } else if (mainmenu == 0 && winfreeze) {
5602 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
5604 if (!stealthloading) {
5605 fireSound(firestartsound);
5610 startbonustotal = 0;
5620 actuallevel = campaignlevels[actuallevel].nextlevel.front();
5623 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
5627 pause_sound(stream_menutheme);
5638 oldmusictype = musictype;
5644 facing = DoRotation(facing, -pitch, 0, 0);
5645 facing = DoRotation(facing, 0, 0 - yaw, 0);
5646 viewerfacing = facing;
5649 if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
5650 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;
5652 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;
5654 if (Person::players[0]->skeleton.free) {
5655 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
5656 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
5657 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
5661 if (Person::players[0]->skeleton.free != 2) {
5663 if (findLengthfast(&Person::players[0]->velocity) > 400) {
5664 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
5666 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
5668 coltarget = target - cameraloc;
5669 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
5672 Normalise(&coltarget);
5673 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
5674 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
5676 cameraloc = cameraloc + coltarget * multiplier * 8;
5680 cameradist += multiplier * 5;
5681 if (cameradist > 2.3)
5683 viewer = cameraloc - facing * cameradist;
5685 coltarget = cameraloc;
5686 Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
5687 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
5688 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
5689 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
5691 coltarget = cameraloc;
5692 if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
5695 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
5696 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
5697 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
5699 if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
5703 cameradist = findDistance(&viewer, &target);
5704 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
5705 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
5706 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
5709 if (camerashake > .8)
5711 woozy += multiplier;
5712 if (Person::players[0]->dead)
5714 if (Person::players[0]->dead)
5716 camerashake -= multiplier * 2;
5717 blackout -= multiplier * 2;
5718 if (camerashake < 0)
5723 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
5724 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
5725 viewer.z += (float)(Random() % 100) * .0005 * camerashake;