2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
26 #include <sys/types.h>
38 #include "openal_wrapper.h"
41 #include "Animation/Animation.h"
44 #include "ConsoleCmds.h"
46 #include "Utils/Folders.h"
55 // Added more evilness needed for MSVC
57 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
58 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
62 extern float multiplier;
64 extern int environment;
65 extern Terrain terrain;
66 extern float screenwidth, screenheight;
69 extern float texdetail;
70 extern Objects objects;
72 extern float slomodelay;
73 extern bool floatjump;
76 extern float camerashake;
78 extern float blackout;
79 extern bool cellophane;
80 extern bool musictoggle;
81 extern int difficulty;
82 extern int bloodtoggle;
83 extern bool invertmouse;
85 extern float precipdelay;
86 extern XYZ viewerfacing;
87 extern bool ambientsound;
88 extern bool mousejump;
89 extern float viewdistance;
91 extern XYZ windvector;
92 extern bool debugmode;
93 static int leveltheme;
95 extern int oldmainmenu;
96 extern bool visibleloading;
97 extern XYZ envsound[30];
98 extern float envsoundvol[30];
99 extern int numenvsounds;
100 extern float envsoundlife[30];
101 extern float usermousesensitivity;
102 extern bool ismotionblur;
103 extern bool showdamagebar; // (des)activate the damage bar
105 extern bool skyboxtexture;
106 extern float skyboxr;
107 extern float skyboxg;
108 extern float skyboxb;
109 extern float skyboxlightr;
110 extern float skyboxlightg;
111 extern float skyboxlightb;
112 extern float fadestart;
113 extern float slomospeed;
114 extern float slomofreq;
115 extern int tutoriallevel;
116 extern float smoketex;
117 extern float tutorialstagetime;
118 extern int tutorialstage;
119 extern float tutorialmaxtime;
120 extern float tutorialsuccess;
121 extern bool againbonus;
122 extern bool reversaltrain;
123 extern bool canattack;
124 extern bool cananger;
125 extern float damagedealt;
127 extern int editoractive;
128 extern int editorpathtype;
130 extern float hostiletime;
132 extern bool gamestarted;
136 extern bool stillloading;
137 extern bool winfreeze;
139 extern bool campaign;
141 extern void toggleFullscreen();
152 std::string description;
155 0 = Immediately load next level at the end of this one.
156 1 = Go back to the world map.
157 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
159 //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
160 std::vector<int> nextlevel;
162 CampaignLevel() : width(10) {
168 return 30 + 120 + location.x * 400 / 512;
171 return 30 + 30 + (512 - location.y) * 400 / 512;
174 return getStartX() + width;
177 return getStartY() + width;
181 center.x = getStartX() + width / 2;
182 center.y = getStartY() + width / 2;
188 istream& operator<< (istream& is) {
195 for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
196 description.replace(pos, 1, 1, ' ');
203 for (int j = 0; j < numnext; j++) {
206 nextlevel.push_back(next - 1);
214 friend istream& operator>> (istream& is, CampaignLevel& cl) {
221 vector<CampaignLevel> campaignlevels;
224 bool winhotspot = false;
225 bool windialogue = false;
228 float cameradist = 0;
229 bool oldattackkey = 0;
231 float musicvolume[4] = {};
232 float oldmusicvolume[4] = {};
233 int musicselected = 0;
235 const char *rabbitskin[] = {
240 "Textures/Otter.jpg",
242 "Textures/Sable.jpg",
243 "Textures/Chocolate.jpg",
248 const char *wolfskin[] = {
250 "Textures/DarkWolf.jpg",
251 "Textures/SnowWolf.jpg"
254 const char **creatureskin[] = {rabbitskin, wolfskin};
256 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
257 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
261 // TODO: this is slightly incorrect
262 inline float roughDirection(XYZ vec)
265 float angle = -asin(-vec.x) * 180 / M_PI;
270 inline float roughDirectionTo(XYZ start, XYZ end)
272 return roughDirection(end - start);
274 inline float pitchOf(XYZ vec)
277 return -asin(vec.y) * 180 / M_PI;
279 inline float pitchTo(XYZ start, XYZ end)
281 return pitchOf(end - start);
283 inline float sq(float n)
287 inline float stepTowardf(float from, float to, float by)
289 if (fabs(from - to) < by)
297 void Game::playdialoguescenesound()
300 temppos = Person::players[Dialog::currentScene().participantfocus]->coords;
301 temppos = temppos - viewer;
306 switch (Dialog::currentScene().sound) {
311 sound = consolefailsound;
314 sound = consolesuccesssound;
317 sound = firestartsound;
320 sound = fireendsound;
323 sound = rabbitchitter;
326 sound = rabbitchitter2;
329 sound = rabbitpainsound;
332 sound = rabbitpain1sound;
335 sound = rabbitattacksound;
338 sound = rabbitattack2sound;
341 sound = rabbitattack3sound;
344 sound = rabbitattack4sound;
368 sound = barkgrowlsound;
374 emit_sound_at(sound, temppos);
377 // ================================================================
379 int Game::findClosestPlayer()
382 float closestdist = std::numeric_limits<float>::max();
384 for (unsigned i = 1; i < Person::players.size(); i++) {
385 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
386 if (distance < closestdist) {
387 closestdist = distance;
394 static int findClosestObject()
397 float closestdist = std::numeric_limits<float>::max();
399 for (int i = 0; i < objects.numobjects; i++) {
400 float distance = distsq(&objects.position[i], &Person::players[0]->coords);
401 if (distance < closestdist) {
402 closestdist = distance;
409 static void cmd_dispatch(const string cmd)
411 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
413 for (i = 0; i < n_cmds; i++)
414 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
415 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
416 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
419 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
422 /********************> Tick() <*****/
423 extern bool save_screenshot(const char * fname);
424 void Screenshot (void)
427 time_t t = time(NULL);
428 struct tm *tme = localtime(&t);
429 sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
430 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
433 mkdir("Screenshots");
436 save_screenshot(filename);
439 void Game::SetUpLighting()
441 if (environment == snowyenvironment)
442 light.setColors(.65, .65, .7, .4, .4, .44);
443 if (environment == desertenvironment)
444 light.setColors(.95, .95, .95, .4, .35, .3);
445 if (environment == grassyenvironment)
446 light.setColors(.95, .95, 1, .4, .4, .44);
448 light.setColors(1, 1, 1, .4, .4, .4);
450 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
451 light.color[0] *= (skyboxlightr + average) / 2;
452 light.color[1] *= (skyboxlightg + average) / 2;
453 light.color[2] *= (skyboxlightb + average) / 2;
454 light.ambient[0] *= (skyboxlightr + average) / 2;
455 light.ambient[1] *= (skyboxlightg + average) / 2;
456 light.ambient[2] *= (skyboxlightb + average) / 2;
459 int findPathDist(int start, int end)
461 int smallestcount, count, connected;
462 int last, last2, last3, last4;
465 smallestcount = 1000;
466 for (int i = 0; i < 50; i++) {
472 while (last != end && count < 30) {
474 for (int j = 0; j < numpathpoints; j++) {
475 if (j != last && j != last2 && j != last3 && j != last4) {
477 if (numpathpointconnect[j])
478 for (int k = 0; k < numpathpointconnect[j]; k++) {
479 if (pathpointconnect[j][k] == last)connected = 1;
482 if (numpathpointconnect[last])
483 for (int k = 0; k < numpathpointconnect[last]; k++) {
484 if (pathpointconnect[last][k] == j)connected = 1;
487 if (closest == -1 || Random() % 2 == 0) {
498 if (count < smallestcount)
499 smallestcount = count;
501 return smallestcount;
504 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
506 static XYZ colpoint, colviewer, coltarget;
507 static float minx, minz, maxx, maxz, miny, maxy;
509 minx = min(startpoint.x, endpoint.x) - 1;
510 miny = min(startpoint.y, endpoint.y) - 1;
511 minz = min(startpoint.z, endpoint.z) - 1;
512 maxx = max(startpoint.x, endpoint.x) + 1;
513 maxy = max(startpoint.y, endpoint.y) + 1;
514 maxz = max(startpoint.z, endpoint.z) + 1;
516 for (int i = 0; i < objects.numobjects; i++) {
517 if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
518 objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
519 objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
520 objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
521 objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
522 objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
523 if ( objects.type[i] != treeleavestype &&
524 objects.type[i] != bushtype &&
525 objects.type[i] != firetype) {
526 colviewer = startpoint;
527 coltarget = endpoint;
528 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
537 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
539 static XYZ colpoint, colviewer, coltarget;
540 static float minx, minz, maxx, maxz, miny, maxy;
541 static int i; //FIXME: see below
543 minx = min(startpoint.x, endpoint.x) - 1;
544 miny = min(startpoint.y, endpoint.y) - 1;
545 minz = min(startpoint.z, endpoint.z) - 1;
546 maxx = max(startpoint.x, endpoint.x) + 1;
547 maxy = max(startpoint.y, endpoint.y) + 1;
548 maxz = max(startpoint.z, endpoint.z) + 1;
551 if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
552 objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
553 objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
554 objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
555 objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
556 objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
557 if ( objects.type[what] != treeleavestype &&
558 objects.type[what] != bushtype &&
559 objects.type[what] != firetype) {
560 colviewer = startpoint;
561 coltarget = endpoint;
563 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
570 if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
576 void Setenvironment(int which)
580 LOG(" Setting environment...");
585 pause_sound(stream_snowtheme);
586 pause_sound(stream_grasstheme);
587 pause_sound(stream_deserttheme);
588 pause_sound(stream_wind);
589 pause_sound(stream_desertambient);
592 if (environment == snowyenvironment) {
596 emit_stream_np(stream_wind);
598 objects.treetextureptr.load("Textures/SnowTree.png", 0);
599 objects.bushtextureptr.load("Textures/BushSnow.png", 0);
600 objects.rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
601 objects.boxtextureptr.load("Textures/SnowBox.jpg", 1);
603 footstepsound = footstepsn1;
604 footstepsound2 = footstepsn2;
605 footstepsound3 = footstepst1;
606 footstepsound4 = footstepst2;
608 terraintexture.load("Textures/Snow.jpg", 1);
609 terraintexture2.load("Textures/Rock.jpg", 1);
612 temptexdetail = texdetail;
615 skybox->load( "Textures/Skybox(snow)/Front.jpg",
616 "Textures/Skybox(snow)/Left.jpg",
617 "Textures/Skybox(snow)/Back.jpg",
618 "Textures/Skybox(snow)/Right.jpg",
619 "Textures/Skybox(snow)/Up.jpg",
620 "Textures/Skybox(snow)/Down.jpg");
625 texdetail = temptexdetail;
626 } else if (environment == desertenvironment) {
629 objects.treetextureptr.load("Textures/DesertTree.png", 0);
630 objects.bushtextureptr.load("Textures/BushDesert.png", 0);
631 objects.rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
632 objects.boxtextureptr.load("Textures/DesertBox.jpg", 1);
636 emit_stream_np(stream_desertambient);
638 footstepsound = footstepsn1;
639 footstepsound2 = footstepsn2;
640 footstepsound3 = footstepsn1;
641 footstepsound4 = footstepsn2;
643 terraintexture.load("Textures/Sand.jpg", 1);
644 terraintexture2.load("Textures/SandSlope.jpg", 1);
647 temptexdetail = texdetail;
650 skybox->load( "Textures/Skybox(sand)/Front.jpg",
651 "Textures/Skybox(sand)/Left.jpg",
652 "Textures/Skybox(sand)/Back.jpg",
653 "Textures/Skybox(sand)/Right.jpg",
654 "Textures/Skybox(sand)/Up.jpg",
655 "Textures/Skybox(sand)/Down.jpg");
660 texdetail = temptexdetail;
661 } else if (environment == grassyenvironment) {
664 objects.treetextureptr.load("Textures/Tree.png", 0);
665 objects.bushtextureptr.load("Textures/Bush.png", 0);
666 objects.rocktextureptr.load("Textures/Boulder.jpg", 1);
667 objects.boxtextureptr.load("Textures/GrassBox.jpg", 1);
670 emit_stream_np(stream_wind, 100.);
672 footstepsound = footstepgr1;
673 footstepsound2 = footstepgr2;
674 footstepsound3 = footstepst1;
675 footstepsound4 = footstepst2;
677 terraintexture.load("Textures/GrassDirt.jpg", 1);
678 terraintexture2.load("Textures/MossRock.jpg", 1);
681 temptexdetail = texdetail;
684 skybox->load( "Textures/Skybox(grass)/Front.jpg",
685 "Textures/Skybox(grass)/Left.jpg",
686 "Textures/Skybox(grass)/Back.jpg",
687 "Textures/Skybox(grass)/Right.jpg",
688 "Textures/Skybox(grass)/Up.jpg",
689 "Textures/Skybox(grass)/Down.jpg");
693 texdetail = temptexdetail;
695 temptexdetail = texdetail;
697 terrain.load("Textures/HeightMap.png");
699 texdetail = temptexdetail;
706 ifstream ipstream(Folders::getResourcePath("Campaigns/" + accountactive->getCurrentCampaign() + ".txt"));
707 if (!ipstream.good()) {
708 if (accountactive->getCurrentCampaign() == "main") {
709 cerr << "Could not found main campaign!" << endl;
712 cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
713 accountactive->setCurrentCampaign("main");
714 return LoadCampaign();
716 ipstream.ignore(256, ':');
718 ipstream >> numlevels;
719 campaignlevels.clear();
720 for (int i = 0; i < numlevels; i++) {
723 campaignlevels.push_back(cl);
727 ifstream test(Folders::getResourcePath("Textures/" + accountactive->getCurrentCampaign() + "/World.png"));
729 Mainmenuitems[7].load("Textures/" + accountactive->getCurrentCampaign() + "/World.png", 0);
731 Mainmenuitems[7].load("Textures/World.png", 0);
734 if (accountactive->getCampaignChoicesMade() == 0) {
735 accountactive->setCampaignScore(0);
736 accountactive->resetFasttime();
740 vector<string> ListCampaigns()
743 DIR *campaigns = opendir(Folders::getResourcePath("Campaigns").c_str());
744 struct dirent *campaign = NULL;
746 perror(("Problem while loading campaigns from " + Folders::getResourcePath("Campaigns")).c_str());
749 vector<string> campaignNames;
750 while ((campaign = readdir(campaigns)) != NULL) {
751 string name(campaign->d_name);
752 if (name.length() < 5)
754 if (!name.compare(name.length() - 4, 4, ".txt")) {
755 campaignNames.push_back(name.substr(0, name.length() - 4));
759 return campaignNames;
762 void Game::Loadlevel(int which)
769 Loadlevel("tutorial");
770 } else if (which >= 0 && which <= 15) {
772 snprintf(buf, 32, "map%d", which + 1); // challenges
775 Loadlevel("mapsave");
778 void Game::Loadlevel(const std::string& name)
780 int indemo; // FIXME this should be removed
786 LOG(std::string("Loading level...") + name);
798 if (tutoriallevel != -1)
803 if (tutoriallevel == 1)
805 if (tutorialstage == 0) {
806 tutorialstagetime = 0;
809 pause_sound(whooshsound);
810 pause_sound(stream_firesound);
815 tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" );
817 pause_sound(stream_firesound);
823 //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
825 Dialog::dialogs.clear();
827 Dialog::indialogue = -1;
834 difficulty = accountactive->getDifficulty();
836 Hotspot::hotspots.clear();
837 Hotspot::current = -1;
848 for (int i = 0; i < 100; i++)
857 numunarmedattack = 0;
868 bonustotal = startbonustotal;
873 emit_sound_np(consolesuccesssound);
878 if (!stealthloading) {
879 terrain.numdecals = 0;
880 Sprite::deleteSprites();
881 for (int i = 0; i < objects.numobjects; i++)
882 objects.model[i].numdecals = 0;
884 int j = objects.numobjects;
885 for (int i = 0; i < j; i++) {
886 objects.DeleteObject(0);
891 for (int i = 0; i < subdivision; i++)
892 for (int j = 0; j < subdivision; j++)
893 terrain.patchobjectnum[i][j] = 0;
899 Person::players.resize(1);
901 funpackf(tfile, "Bi", &mapvers);
903 funpackf(tfile, "Bi", &indemo);
907 funpackf(tfile, "Bi", &maptype);
909 maptype = mapkilleveryone;
911 funpackf(tfile, "Bi", &hostile);
915 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
921 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
929 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
931 skyboxlightr = skyboxr;
932 skyboxlightg = skyboxg;
933 skyboxlightb = skyboxb;
935 /* 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) */
936 if (stealthloading) {
937 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
939 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);
941 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
942 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
943 Person::players[0]->weaponids[j] = weapons.size();
945 funpackf(tfile, "Bi", &type);
946 weapons.push_back(Weapon(type, 0));
952 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
953 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
954 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
955 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
957 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
960 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
962 Person::players[0]->whichskin = 0;
963 Person::players[0]->creature = rabbittype;
966 Person::players[0]->lastattack = -1;
967 Person::players[0]->lastattack2 = -1;
968 Person::players[0]->lastattack3 = -1;
972 Dialog::loadDialogs(tfile);
975 for (int k = 0; k < Person::players[0]->numclothes; k++) {
976 funpackf(tfile, "Bi", &templength);
977 for (int l = 0; l < templength; l++)
978 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
979 Person::players[0]->clothes[k][templength] = '\0';
980 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
983 funpackf(tfile, "Bi", &environment);
985 funpackf(tfile, "Bi", &objects.numobjects);
986 for (int i = 0; i < objects.numobjects; i++) {
987 funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i], &objects.yaw[i], &objects.pitch[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z, &objects.scale[i]);
988 if (objects.type[i] == treeleavestype)
989 objects.scale[i] = objects.scale[i - 1];
994 funpackf(tfile, "Bi", &numhotspots);
995 Hotspot::hotspots.resize(numhotspots);
996 for (int i = 0; i < Hotspot::hotspots.size(); i++) {
997 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);
998 funpackf(tfile, "Bi", &templength);
1000 for (int l = 0; l < templength; l++)
1001 funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
1002 Hotspot::hotspots[i].text[templength] = '\0';
1003 if (Hotspot::hotspots[i].type == -111)
1007 Hotspot::hotspots.clear();
1013 if (!stealthloading) {
1015 for (int i = 0; i < objects.numobjects; i++)
1016 objects.center += objects.position[i];
1017 objects.center /= objects.numobjects;
1023 float maxdistance = 0;
1025 for (int i = 0; i < objects.numobjects; i++) {
1026 tempdist = distsq(&objects.center, &objects.position[i]);
1027 if (tempdist > maxdistance) {
1028 maxdistance = tempdist;
1031 objects.radius = fast_sqrt(maxdistance);
1038 funpackf(tfile, "Bi", &numplayers);
1039 if (numplayers > maxplayers) {
1040 cout << "Warning: this level contains more players than allowed" << endl;
1042 for (int i = 1; i < numplayers; i++) {
1045 Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
1047 } catch (InvalidPersonException e) {
1053 funpackf(tfile, "Bi", &numpathpoints);
1054 if (numpathpoints > 30 || numpathpoints < 0)
1056 for (int j = 0; j < numpathpoints; j++) {
1057 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
1058 for (int k = 0; k < numpathpointconnect[j]; k++) {
1059 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1065 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
1068 if (environment != oldenvironment)
1069 Setenvironment(environment);
1070 oldenvironment = environment;
1072 if (!stealthloading) {
1073 int j = objects.numobjects;
1074 objects.numobjects = 0;
1075 for (int i = 0; i < j; i++) {
1076 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
1081 terrain.DoShadows();
1084 objects.DoShadows();
1091 for (unsigned i = 0; i < Person::players.size(); i++) {
1095 Person::players[i]->burnt = 0;
1096 Person::players[i]->bled = 0;
1097 Person::players[i]->onfire = 0;
1098 Person::players[i]->scale = .2;
1100 Person::players[i]->creature = rabbittype;
1103 Person::players[i]->skeleton.free = 0;
1105 Person::players[i]->skeletonLoad();
1107 Person::players[i]->addClothes();
1110 Person::players[i]->animCurrent = bounceidleanim;
1111 Person::players[i]->animTarget = bounceidleanim;
1112 Person::players[i]->frameCurrent = 0;
1113 Person::players[i]->frameTarget = 1;
1114 Person::players[i]->target = 0;
1116 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
1117 if (difficulty == 0)
1118 Person::players[i]->speed -= .2;
1119 if (difficulty == 1)
1120 Person::players[i]->speed -= .1;
1123 Person::players[i]->velocity = 0;
1124 Person::players[i]->oldcoords = Person::players[i]->coords;
1125 Person::players[i]->realoldcoords = Person::players[i]->coords;
1127 Person::players[i]->id = i;
1128 Person::players[i]->updatedelay = 0;
1129 Person::players[i]->normalsupdatedelay = 0;
1131 Person::players[i]->proportionhead = 1.2;
1132 Person::players[i]->proportionbody = 1.05;
1133 Person::players[i]->proportionarms = 1.00;
1134 Person::players[i]->proportionlegs = 1.1;
1135 Person::players[i]->proportionlegs.y = 1.05;
1136 Person::players[i]->headless = 0;
1137 Person::players[i]->currentoffset = 0;
1138 Person::players[i]->targetoffset = 0;
1139 if (Person::players[i]->creature == wolftype) {
1140 Person::players[i]->scale = .23;
1141 Person::players[i]->damagetolerance = 300;
1143 Person::players[i]->damagetolerance = 200;
1152 Person::players[i]->proportionhead.z = 0;
1153 Person::players[i]->proportionbody.z = 0;
1154 Person::players[i]->proportionarms.z = 0;
1155 Person::players[i]->proportionlegs.z = 0;
1158 Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
1161 Person::players[i]->headmorphness = 0;
1162 Person::players[i]->targetheadmorphness = 1;
1163 Person::players[i]->headmorphstart = 0;
1164 Person::players[i]->headmorphend = 0;
1166 Person::players[i]->pausetime = 0;
1168 Person::players[i]->dead = 0;
1169 Person::players[i]->jumppower = 5;
1170 Person::players[i]->damage = 0;
1171 Person::players[i]->permanentdamage = 0;
1172 Person::players[i]->superpermanentdamage = 0;
1174 Person::players[i]->forwardkeydown = 0;
1175 Person::players[i]->leftkeydown = 0;
1176 Person::players[i]->backkeydown = 0;
1177 Person::players[i]->rightkeydown = 0;
1178 Person::players[i]->jumpkeydown = 0;
1179 Person::players[i]->crouchkeydown = 0;
1180 Person::players[i]->throwkeydown = 0;
1182 Person::players[i]->collided = -10;
1183 Person::players[i]->loaded = 1;
1184 Person::players[i]->bloodloss = 0;
1185 Person::players[i]->weaponactive = -1;
1186 Person::players[i]->weaponstuck = -1;
1187 Person::players[i]->bleeding = 0;
1188 Person::players[i]->deathbleeding = 0;
1189 Person::players[i]->stunned = 0;
1190 Person::players[i]->hasvictim = 0;
1191 Person::players[i]->wentforweapon = 0;
1195 Person::players[0]->aitype = playercontrolled;
1197 if (difficulty == 1) {
1198 Person::players[0]->power = 1 / .9;
1199 Person::players[0]->damagetolerance = 250;
1200 } else if (difficulty == 0) {
1201 Person::players[0]->power = 1 / .8;
1202 Person::players[0]->damagetolerance = 300;
1203 Person::players[0]->armorhead *= 1.5;
1204 Person::players[0]->armorhigh *= 1.5;
1205 Person::players[0]->armorlow *= 1.5;
1208 cameraloc = Person::players[0]->coords;
1210 yaw = Person::players[0]->yaw;
1212 hawkcoords = Person::players[0]->coords;
1218 LOG("Starting background music...");
1220 OPENAL_StopSound(OPENAL_ALL);
1222 if (environment == snowyenvironment) {
1223 emit_stream_np(stream_wind);
1224 } else if (environment == desertenvironment) {
1225 emit_stream_np(stream_desertambient);
1226 } else if (environment == grassyenvironment) {
1227 emit_stream_np(stream_wind, 100.);
1230 oldmusicvolume[0] = 0;
1231 oldmusicvolume[1] = 0;
1232 oldmusicvolume[2] = 0;
1233 oldmusicvolume[3] = 0;
1244 if (tutorialstagetime > tutorialmaxtime) {
1246 tutorialsuccess = 0;
1247 if (tutorialstage <= 1) {
1252 switch (tutorialstage) {
1254 tutorialmaxtime = 5;
1257 tutorialmaxtime = 2;
1260 tutorialmaxtime = 600;
1263 tutorialmaxtime = 1000;
1266 tutorialmaxtime = 600;
1269 tutorialmaxtime = 600;
1272 tutorialmaxtime = 600;
1275 tutorialmaxtime = 600;
1278 tutorialmaxtime = 600;
1281 tutorialmaxtime = 2;
1284 tutorialmaxtime = 1000;
1287 tutorialmaxtime = 1000;
1290 tutorialmaxtime = 2;
1293 tutorialmaxtime = 3;
1304 Person::players[1]->coords = (temp + temp2) / 2;
1306 emit_sound_at(fireendsound, Person::players[1]->coords);
1308 for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
1309 if (Random() % 2 == 0) {
1310 if (!Person::players[1]->skeleton.free)
1311 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1312 if (Person::players[1]->skeleton.free)
1313 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1314 if (!Person::players[1]->skeleton.free)
1315 temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
1316 if (Person::players[1]->skeleton.free)
1317 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1318 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1324 tutorialmaxtime = 500;
1327 tutorialmaxtime = 500;
1330 tutorialmaxtime = 500;
1333 tutorialmaxtime = 500;
1339 tutorialmaxtime = 500;
1342 tutorialmaxtime = 500;
1343 if (bonus == cannon) {
1350 tutorialmaxtime = 500;
1353 tutorialmaxtime = 500;
1356 tutorialmaxtime = 500;
1359 tutorialmaxtime = 500;
1362 tutorialmaxtime = 2;
1365 tutorialmaxtime = 4;
1368 Person::players[1]->aitype = attacktypecutoff;
1371 tutorialmaxtime = 400;
1374 tutorialmaxtime = 400;
1375 Person::players[0]->escapednum = 0;
1378 tutorialmaxtime = 4;
1381 Person::players[1]->aitype = passivetype;
1384 tutorialmaxtime = 13;
1387 tutorialmaxtime = 8;
1390 tutorialmaxtime = 400;
1393 Person::players[1]->aitype = attacktypecutoff;
1396 tutorialmaxtime = 400;
1399 tutorialmaxtime = 400;
1402 tutorialmaxtime = 2;
1405 Person::players[1]->aitype = passivetype;
1410 tutorialmaxtime = 50;
1413 Person::players[1]->aitype = attacktypecutoff;
1416 tutorialmaxtime = 4;
1419 Person::players[1]->aitype = passivetype;
1431 Weapon w(knife, -1);
1432 w.position = (temp + temp2) / 2;
1433 w.tippoint = (temp + temp2) / 2;
1436 w.tipvelocity = 0.1;
1443 weapons.push_back(w);
1447 tutorialmaxtime = 300;
1450 tutorialmaxtime = 300;
1453 tutorialmaxtime = 8;
1456 tutorialmaxtime = 300;
1459 weapons[0].owner = 1;
1460 Person::players[0]->weaponactive = -1;
1461 Person::players[0]->num_weapons = 0;
1462 Person::players[1]->weaponactive = 0;
1463 Person::players[1]->num_weapons = 1;
1464 Person::players[1]->weaponids[0] = 0;
1468 Person::players[1]->aitype = attacktypecutoff;
1470 tutorialmaxtime = 300;
1473 weapons[0].owner = 1;
1474 Person::players[0]->weaponactive = -1;
1475 Person::players[0]->num_weapons = 0;
1476 Person::players[1]->weaponactive = 0;
1477 Person::players[1]->num_weapons = 1;
1478 Person::players[1]->weaponids[0] = 0;
1480 tutorialmaxtime = 300;
1483 weapons[0].owner = 1;
1484 Person::players[0]->weaponactive = -1;
1485 Person::players[0]->num_weapons = 0;
1486 Person::players[1]->weaponactive = 0;
1487 Person::players[1]->num_weapons = 1;
1488 Person::players[1]->weaponids[0] = 0;
1490 weapons[0].setType(sword);
1492 tutorialmaxtime = 300;
1495 tutorialmaxtime = 10;
1506 Weapon w(sword, -1);
1507 w.position = (temp + temp2) / 2;
1508 w.tippoint = (temp + temp2) / 2;
1511 w.tipvelocity = 0.1;
1518 weapons.push_back(w);
1520 weapons[0].owner = 1;
1521 weapons[1].owner = 0;
1522 Person::players[0]->weaponactive = 0;
1523 Person::players[0]->num_weapons = 1;
1524 Person::players[0]->weaponids[0] = 1;
1525 Person::players[1]->weaponactive = 0;
1526 Person::players[1]->num_weapons = 1;
1527 Person::players[1]->weaponids[0] = 0;
1534 Person::players[1]->aitype = passivetype;
1536 tutorialmaxtime = 15;
1538 weapons[0].owner = 1;
1539 weapons[1].owner = 0;
1540 Person::players[0]->weaponactive = 0;
1541 Person::players[0]->num_weapons = 1;
1542 Person::players[0]->weaponids[0] = 1;
1543 Person::players[1]->weaponactive = 0;
1544 Person::players[1]->num_weapons = 1;
1545 Person::players[1]->weaponids[0] = 0;
1547 if (Person::players[0]->weaponactive != -1)
1548 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
1550 weapons[0].setType(staff);
1555 Person::players[1]->aitype = passivetype;
1557 tutorialmaxtime = 200;
1559 weapons[1].position = 1000;
1560 weapons[1].tippoint = 1000;
1562 weapons[0].setType(knife);
1564 weapons[0].owner = 0;
1565 Person::players[1]->weaponactive = -1;
1566 Person::players[1]->num_weapons = 0;
1567 Person::players[0]->weaponactive = 0;
1568 Person::players[0]->num_weapons = 1;
1569 Person::players[0]->weaponids[0] = 0;
1573 tutorialmaxtime = 8;
1576 emit_sound_at(fireendsound, Person::players[1]->coords);
1578 for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
1579 if (Random() % 2 == 0) {
1580 if (!Person::players[1]->skeleton.free)
1581 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1582 if (Person::players[1]->skeleton.free)
1583 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1584 if (!Person::players[1]->skeleton.free)
1585 temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
1586 if (Person::players[1]->skeleton.free)
1587 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1588 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1592 Person::players[1]->num_weapons = 0;
1593 Person::players[1]->weaponstuck = -1;
1594 Person::players[1]->weaponactive = -1;
1600 tutorialmaxtime = 80000;
1605 if (tutorialstage <= 51)
1606 tutorialstagetime = 0;
1610 if (tutorialstagetime < tutorialmaxtime - 3) {
1611 switch (tutorialstage) {
1613 if (deltah || deltav)
1614 tutorialsuccess += multiplier;
1617 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
1618 tutorialsuccess += multiplier;
1621 if (Person::players[0]->jumpkeydown)
1622 tutorialsuccess = 1;
1625 if (Person::players[0]->isCrouch())
1626 tutorialsuccess = 1;
1629 if (Person::players[0]->animTarget == rollanim)
1630 tutorialsuccess = 1;
1633 if (Person::players[0]->animTarget == sneakanim)
1634 tutorialsuccess += multiplier;
1637 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
1638 tutorialsuccess += multiplier;
1641 if (Person::players[0]->isWallJump())
1642 tutorialsuccess = 1;
1645 if (Person::players[0]->animTarget == flipanim)
1646 tutorialsuccess = 1;
1649 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
1650 tutorialsuccess = 1;
1653 if (Person::players[0]->animTarget == winduppunchanim)
1654 tutorialsuccess = 1;
1657 if (Person::players[0]->animTarget == spinkickanim)
1658 tutorialsuccess = 1;
1661 if (Person::players[0]->animTarget == sweepanim)
1662 tutorialsuccess = 1;
1665 if (Person::players[0]->animTarget == dropkickanim)
1666 tutorialsuccess = 1;
1669 if (Person::players[0]->animTarget == rabbitkickanim)
1670 tutorialsuccess = 1;
1673 if (bonus == cannon)
1674 tutorialsuccess = 1;
1677 if (bonus == spinecrusher)
1678 tutorialsuccess = 1;
1681 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
1682 tutorialsuccess = 1;
1685 if (Person::players[0]->animTarget == rabbittacklinganim)
1686 tutorialsuccess = 1;
1689 if (Person::players[0]->animTarget == backhandspringanim)
1690 tutorialsuccess = 1;
1693 if (Animation::animations[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
1694 tutorialsuccess = 1;
1697 if (Person::players[0]->escapednum == 2) {
1698 tutorialsuccess = 1;
1701 Person::players[1]->aitype = passivetype;
1705 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1706 tutorialsuccess = 1;
1709 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1710 tutorialsuccess = 1;
1713 if (Animation::animations[Person::players[0]->animTarget].attack == reversal) {
1714 tutorialsuccess = 1;
1717 Person::players[1]->aitype = passivetype;
1721 if (Person::players[0]->num_weapons > 0)
1722 tutorialsuccess = 1;
1725 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
1726 tutorialsuccess = 1;
1729 if (Person::players[0]->animTarget == knifeslashstartanim)
1730 tutorialsuccess = 1;
1733 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1734 tutorialsuccess = 1;
1737 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1738 tutorialsuccess = 1;
1741 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1742 tutorialsuccess = 1;
1745 if (Person::players[1]->weaponstuck != -1)
1746 tutorialsuccess = 1;
1751 if (tutorialsuccess >= 1)
1752 tutorialstagetime = tutorialmaxtime - 3;
1755 if (tutorialstagetime == tutorialmaxtime - 3) {
1756 emit_sound_np(consolesuccesssound);
1759 if (tutorialsuccess >= 1) {
1760 if (tutorialstage == 34 || tutorialstage == 35)
1761 tutorialstagetime = tutorialmaxtime - 1;
1765 if (tutorialstage < 14 || tutorialstage >= 50) {
1766 Person::players[1]->coords.y = 300;
1767 Person::players[1]->velocity = 0;
1773 float headprop, bodyprop, armprop, legprop;
1777 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1778 Person::players[0]->damagetolerance = 200000;
1779 Person::players[0]->damage = 0;
1780 Person::players[0]->burnt = 0;
1781 Person::players[0]->permanentdamage = 0;
1782 Person::players[0]->superpermanentdamage = 0;
1785 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1787 if (environment > 2)
1789 Setenvironment(environment);
1792 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1793 cameramode = !cameramode;
1796 if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1797 if (Person::players[0]->num_weapons > 0) {
1798 if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
1799 weapons[Person::players[0]->weaponids[0]].setType(staff);
1800 else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
1801 weapons[Person::players[0]->weaponids[0]].setType(knife);
1803 weapons[Person::players[0]->weaponids[0]].setType(sword);
1807 if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1808 int closest = findClosestPlayer();
1810 if (Person::players[closest]->num_weapons) {
1811 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
1812 weapons[Person::players[closest]->weaponids[0]].setType(staff);
1813 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
1814 weapons[Person::players[closest]->weaponids[0]].setType(knife);
1816 weapons[Person::players[closest]->weaponids[0]].setType(sword);
1818 if (!Person::players[closest]->num_weapons) {
1819 Person::players[closest]->weaponids[0] = weapons.size();
1821 weapons.push_back(Weapon(knife, closest));
1823 Person::players[closest]->num_weapons = 1;
1828 if (Input::isKeyDown(SDL_SCANCODE_U)) {
1829 int closest = findClosestPlayer();
1831 Person::players[closest]->yaw += multiplier * 50;
1832 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1837 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1838 int closest = findClosestPlayer();
1839 if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
1843 Person::players[closest]->whichskin++;
1844 if (Person::players[closest]->whichskin > 9)
1845 Person::players[closest]->whichskin = 0;
1846 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
1847 Person::players[closest]->whichskin = 0;
1849 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1850 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1853 Person::players[closest]->addClothes();
1856 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1857 int closest = findClosestPlayer();
1859 if (Person::players[closest]->creature == wolftype) {
1860 headprop = Person::players[closest]->proportionhead.x / 1.1;
1861 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1862 armprop = Person::players[closest]->proportionarms.x / 1.1;
1863 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1866 if (Person::players[closest]->creature == rabbittype) {
1867 headprop = Person::players[closest]->proportionhead.x / 1.2;
1868 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1869 armprop = Person::players[closest]->proportionarms.x / 1.00;
1870 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1874 if (Person::players[closest]->creature == rabbittype) {
1875 Person::players[closest]->creature = wolftype;
1876 Person::players[closest]->whichskin = 0;
1877 Person::players[closest]->skeletonLoad();
1879 Person::players[closest]->proportionhead = 1.1;
1880 Person::players[closest]->proportionbody = 1.1;
1881 Person::players[closest]->proportionarms = 1.1;
1882 Person::players[closest]->proportionlegs = 1.1;
1883 Person::players[closest]->proportionlegs.y = 1.1;
1884 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1886 Person::players[closest]->damagetolerance = 300;
1888 Person::players[closest]->creature = rabbittype;
1889 Person::players[closest]->whichskin = 0;
1890 Person::players[closest]->skeletonLoad(true);
1892 Person::players[closest]->proportionhead = 1.2;
1893 Person::players[closest]->proportionbody = 1.05;
1894 Person::players[closest]->proportionarms = 1.00;
1895 Person::players[closest]->proportionlegs = 1.1;
1896 Person::players[closest]->proportionlegs.y = 1.05;
1897 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1899 Person::players[closest]->damagetolerance = 200;
1902 if (Person::players[closest]->creature == wolftype) {
1903 Person::players[closest]->proportionhead = 1.1 * headprop;
1904 Person::players[closest]->proportionbody = 1.1 * bodyprop;
1905 Person::players[closest]->proportionarms = 1.1 * armprop;
1906 Person::players[closest]->proportionlegs = 1.1 * legprop;
1909 if (Person::players[closest]->creature == rabbittype) {
1910 Person::players[closest]->proportionhead = 1.2 * headprop;
1911 Person::players[closest]->proportionbody = 1.05 * bodyprop;
1912 Person::players[closest]->proportionarms = 1.00 * armprop;
1913 Person::players[closest]->proportionlegs = 1.1 * legprop;
1914 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1920 if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1926 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1928 float closestdist = std::numeric_limits<float>::max();
1930 for (unsigned i = 1; i < Person::players.size(); i++) {
1931 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
1932 if (!Person::players[i]->headless)
1933 if (distance < closestdist) {
1934 closestdist = distance;
1939 XYZ flatfacing2, flatvelocity2;
1941 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1942 blah = Person::players[closest]->coords;
1943 XYZ headspurtdirection;
1944 //int i = Person::players[closest]->skeleton.jointlabels[head];
1945 Joint& headjoint = Person::players[closest]->joint(head);
1946 for (int k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
1947 if (!Person::players[closest]->skeleton.free)
1948 flatvelocity2 = Person::players[closest]->velocity;
1949 if (Person::players[closest]->skeleton.free)
1950 flatvelocity2 = headjoint.velocity;
1951 if (!Person::players[closest]->skeleton.free)
1952 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;
1953 if (Person::players[closest]->skeleton.free)
1954 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1955 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1956 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1957 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1958 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1959 Normalise(&headspurtdirection);
1960 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1961 flatvelocity2 += headspurtdirection * 8;
1962 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1964 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1966 emit_sound_at(splattersound, blah);
1967 emit_sound_at(breaksound2, blah, 100.);
1969 if (Person::players[closest]->skeleton.free == 2)
1970 Person::players[closest]->skeleton.free = 0;
1971 Person::players[closest]->RagDoll(0);
1972 Person::players[closest]->dead = 2;
1973 Person::players[closest]->headless = 1;
1974 Person::players[closest]->DoBloodBig(3, 165);
1980 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1981 int closest = findClosestPlayer();
1982 XYZ flatfacing2, flatvelocity2;
1984 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1985 blah = Person::players[closest]->coords;
1986 emit_sound_at(splattersound, blah);
1987 emit_sound_at(breaksound2, blah);
1989 for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1990 if (!Person::players[closest]->skeleton.free)
1991 flatvelocity2 = Person::players[closest]->velocity;
1992 if (Person::players[closest]->skeleton.free)
1993 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1994 if (!Person::players[closest]->skeleton.free)
1995 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;
1996 if (Person::players[closest]->skeleton.free)
1997 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1998 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1999 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2000 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2001 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2002 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
2003 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2006 for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
2007 if (!Person::players[closest]->skeleton.free)
2008 flatvelocity2 = Person::players[closest]->velocity;
2009 if (Person::players[closest]->skeleton.free)
2010 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2011 if (!Person::players[closest]->skeleton.free)
2012 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;
2013 if (Person::players[closest]->skeleton.free)
2014 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2015 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2016 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2017 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2018 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2019 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
2022 for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
2023 if (!Person::players[closest]->skeleton.free)
2024 flatvelocity2 = Person::players[closest]->velocity;
2025 if (Person::players[closest]->skeleton.free)
2026 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2027 if (!Person::players[closest]->skeleton.free)
2028 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;
2029 if (Person::players[closest]->skeleton.free)
2030 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2031 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2032 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2033 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2034 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2035 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2038 for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
2039 if (!Person::players[closest]->skeleton.free)
2040 flatvelocity2 = Person::players[closest]->velocity;
2041 if (Person::players[closest]->skeleton.free)
2042 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2043 if (!Person::players[closest]->skeleton.free)
2044 flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
2045 if (Person::players[closest]->skeleton.free)
2046 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2047 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2048 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2049 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2050 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2051 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2055 for (unsigned j = 0; j < Person::players.size(); j++) {
2056 if (int(j) != closest) {
2057 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
2058 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
2059 if (Person::players[j]->skeleton.free == 2)
2060 Person::players[j]->skeleton.free = 1;
2061 Person::players[j]->skeleton.longdead = 0;
2062 Person::players[j]->RagDoll(0);
2063 for (int i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
2064 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
2065 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
2066 flatvelocity2 = temppos - Person::players[closest]->coords;
2067 Normalise(&flatvelocity2);
2068 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
2075 Person::players[closest]->DoDamage(10000);
2076 Person::players[closest]->RagDoll(0);
2077 Person::players[closest]->dead = 2;
2078 Person::players[closest]->coords = 20;
2079 Person::players[closest]->skeleton.free = 2;
2086 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
2087 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
2088 if (Person::players[0]->onfire) {
2089 Person::players[0]->CatchFire();
2091 if (!Person::players[0]->onfire) {
2092 emit_sound_at(fireendsound, Person::players[0]->coords);
2093 pause_sound(stream_firesound);
2097 if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2098 Person::players[0]->RagDoll(0);
2100 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
2103 if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2104 for (int i = 0; i < objects.numobjects; i++) {
2105 if (objects.type[i] == treeleavestype) {
2106 objects.scale[i] *= .9;
2111 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2112 editorenabled = !editorenabled;
2113 if (editorenabled) {
2114 Person::players[0]->damagetolerance = 100000;
2116 Person::players[0]->damagetolerance = 200;
2118 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
2119 Person::players[0]->permanentdamage = 0;
2120 Person::players[0]->superpermanentdamage = 0;
2121 Person::players[0]->bloodloss = 0;
2122 Person::players[0]->deathbleeding = 0;
2126 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
2128 if (targetlevel > numchallengelevels - 1)
2134 if (editorenabled) {
2135 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2136 int closest = findClosestPlayer();
2138 Person::players.erase(Person::players.begin()+closest);
2142 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2143 int closest = findClosestObject();
2145 objects.position[closest].y -= 500;
2148 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2149 if (objects.numobjects < max_objects - 1) {
2151 scenecoords.x = Person::players[0]->coords.x;
2152 scenecoords.z = Person::players[0]->coords.z;
2153 scenecoords.y = Person::players[0]->coords.y - 3;
2154 if (editortype == bushtype)
2155 scenecoords.y = Person::players[0]->coords.y - .5;
2156 if (editortype == firetype)
2157 scenecoords.y = Person::players[0]->coords.y - .5;
2158 //objects.MakeObject(abs(Random()%3),scenecoords,Random()%360);
2159 float temprotat, temprotat2;
2160 temprotat = editoryaw;
2161 temprotat2 = editorpitch;
2162 if (temprotat < 0 || editortype == bushtype)
2163 temprotat = Random() % 360;
2165 temprotat2 = Random() % 360;
2167 objects.MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
2168 if (editortype == treetrunktype)
2169 objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
2173 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2174 Person::players.push_back(shared_ptr<Person>(new Person()));
2176 Person::players.back()->id = Person::players.size()-1;
2178 Person::players.back()->scale = Person::players[0]->scale;
2179 Person::players.back()->creature = rabbittype;
2180 Person::players.back()->howactive = editoractive;
2182 int k = abs(Random() % 2) + 1;
2184 Person::players.back()->whichskin = 0;
2185 } else if (k == 1) {
2186 Person::players.back()->whichskin = 1;
2188 Person::players.back()->whichskin = 2;
2191 Person::players.back()->skeletonLoad(true);
2193 Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
2194 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
2196 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
2197 Person::players.back()->yaw = Person::players[0]->yaw;
2199 Person::players.back()->coords = Person::players[0]->coords;
2200 Person::players.back()->oldcoords = Person::players.back()->coords;
2201 Person::players.back()->realoldcoords = Person::players.back()->coords;
2203 if (Person::players[0]->creature == wolftype) {
2204 headprop = Person::players[0]->proportionhead.x / 1.1;
2205 bodyprop = Person::players[0]->proportionbody.x / 1.1;
2206 armprop = Person::players[0]->proportionarms.x / 1.1;
2207 legprop = Person::players[0]->proportionlegs.x / 1.1;
2210 if (Person::players[0]->creature == rabbittype) {
2211 headprop = Person::players[0]->proportionhead.x / 1.2;
2212 bodyprop = Person::players[0]->proportionbody.x / 1.05;
2213 armprop = Person::players[0]->proportionarms.x / 1.00;
2214 legprop = Person::players[0]->proportionlegs.x / 1.1;
2217 if (Person::players.back()->creature == wolftype) {
2218 Person::players.back()->proportionhead = 1.1 * headprop;
2219 Person::players.back()->proportionbody = 1.1 * bodyprop;
2220 Person::players.back()->proportionarms = 1.1 * armprop;
2221 Person::players.back()->proportionlegs = 1.1 * legprop;
2224 if (Person::players.back()->creature == rabbittype) {
2225 Person::players.back()->proportionhead = 1.2 * headprop;
2226 Person::players.back()->proportionbody = 1.05 * bodyprop;
2227 Person::players.back()->proportionarms = 1.00 * armprop;
2228 Person::players.back()->proportionlegs = 1.1 * legprop;
2229 Person::players.back()->proportionlegs.y = 1.05 * legprop;
2233 Person::players.back()->proportionhead.z = 0;
2234 Person::players.back()->proportionbody.z = 0;
2235 Person::players.back()->proportionarms.z = 0;
2236 Person::players.back()->proportionlegs.z = 0;
2239 Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
2241 Person::players.back()->damagetolerance = 200;
2243 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
2244 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
2245 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
2246 Person::players.back()->armorhead = Person::players[0]->armorhead;
2247 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
2248 Person::players.back()->armorlow = Person::players[0]->armorlow;
2249 Person::players.back()->metalhead = Person::players[0]->metalhead;
2250 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
2251 Person::players.back()->metallow = Person::players[0]->metallow;
2253 Person::players.back()->immobile = Person::players[0]->immobile;
2255 Person::players.back()->numclothes = Person::players[0]->numclothes;
2256 for (int i = 0; i < Person::players.back()->numclothes; i++) {
2257 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
2258 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
2259 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
2260 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
2262 Person::players.back()->addClothes();
2264 Person::players.back()->power = Person::players[0]->power;
2265 Person::players.back()->speedmult = Person::players[0]->speedmult;
2267 Person::players.back()->loaded = true;
2270 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2271 if (Person::players.back()->numwaypoints < 90) {
2272 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
2273 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
2274 Person::players.back()->numwaypoints++;
2278 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2279 if (numpathpoints < 30) {
2280 bool connected, alreadyconnected;
2282 if (numpathpoints > 1)
2283 for (int i = 0; i < numpathpoints; i++) {
2284 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
2285 alreadyconnected = 0;
2286 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
2287 if (pathpointconnect[pathpointselected][j] == i)
2288 alreadyconnected = 1;
2290 if (!alreadyconnected) {
2291 numpathpointconnect[pathpointselected]++;
2293 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
2299 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
2300 numpathpointconnect[numpathpoints - 1] = 0;
2301 if (numpathpoints > 1 && pathpointselected != -1) {
2302 numpathpointconnect[pathpointselected]++;
2303 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
2305 pathpointselected = numpathpoints - 1;
2310 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
2311 pathpointselected++;
2312 if (pathpointselected >= numpathpoints)
2313 pathpointselected = -1;
2315 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2316 pathpointselected--;
2317 if (pathpointselected <= -2)
2318 pathpointselected = numpathpoints - 1;
2320 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2321 if (pathpointselected != -1) {
2323 pathpoint[pathpointselected] = pathpoint[numpathpoints];
2324 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
2325 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
2326 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
2328 for (int i = 0; i < numpathpoints; i++) {
2329 for (int j = 0; j < numpathpointconnect[i]; j++) {
2330 if (pathpointconnect[i][j] == pathpointselected) {
2331 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
2332 numpathpointconnect[i]--;
2334 if (pathpointconnect[i][j] == numpathpoints) {
2335 pathpointconnect[i][j] = pathpointselected;
2339 pathpointselected = numpathpoints - 1;
2343 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2345 if (editortype == treeleavestype || editortype == 10)
2348 editortype = firetype;
2351 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2353 if (editortype == treeleavestype || editortype == 10)
2355 if (editortype > firetype)
2359 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2360 editoryaw -= multiplier * 100;
2361 if (editoryaw < -.01)
2365 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2366 editoryaw += multiplier * 100;
2369 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2370 editorsize += multiplier;
2373 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2374 editorsize -= multiplier;
2375 if (editorsize < .1)
2380 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2381 mapradius -= multiplier * 10;
2384 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2385 mapradius += multiplier * 10;
2387 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2388 editorpitch += multiplier * 100;
2391 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2392 editorpitch -= multiplier * 100;
2393 if (editorpitch < -.01)
2396 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2397 int closest = findClosestObject();
2399 objects.DeleteObject(closest);
2404 void doJumpReversals()
2406 for (unsigned k = 0; k < Person::players.size(); k++)
2407 for (unsigned i = k; i < Person::players.size(); i++) {
2410 if ( Person::players[k]->skeleton.free == 0 &&
2411 Person::players[i]->skeleton.oldfree == 0 &&
2412 (Person::players[i]->animTarget == jumpupanim ||
2413 Person::players[k]->animTarget == jumpupanim) &&
2414 (Person::players[i]->aitype == playercontrolled ||
2415 Person::players[k]->aitype == playercontrolled) &&
2416 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
2417 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
2418 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
2419 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2420 //TODO: refactor two huge similar ifs
2421 if (Person::players[i]->animTarget == jumpupanim &&
2422 Person::players[k]->animTarget != getupfrombackanim &&
2423 Person::players[k]->animTarget != getupfromfrontanim &&
2424 Animation::animations[Person::players[k]->animTarget].height == middleheight &&
2425 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
2426 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
2427 Person::players[k]->aitype != playercontrolled)) {
2428 Person::players[i]->victim = Person::players[k];
2429 Person::players[i]->velocity = 0;
2430 Person::players[i]->animCurrent = jumpreversedanim;
2431 Person::players[i]->animTarget = jumpreversedanim;
2432 Person::players[i]->frameCurrent = 0;
2433 Person::players[i]->frameTarget = 1;
2434 Person::players[i]->targettilt2 = 0;
2435 Person::players[k]->victim = Person::players[i];
2436 Person::players[k]->velocity = 0;
2437 Person::players[k]->animCurrent = jumpreversalanim;
2438 Person::players[k]->animTarget = jumpreversalanim;
2439 Person::players[k]->frameCurrent = 0;
2440 Person::players[k]->frameTarget = 1;
2441 Person::players[k]->targettilt2 = 0;
2442 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
2443 Person::players[i]->animCurrent = rabbitkickreversedanim;
2444 Person::players[i]->animTarget = rabbitkickreversedanim;
2445 Person::players[i]->frameCurrent = 1;
2446 Person::players[i]->frameTarget = 2;
2447 Person::players[k]->animCurrent = rabbitkickreversalanim;
2448 Person::players[k]->animTarget = rabbitkickreversalanim;
2449 Person::players[k]->frameCurrent = 1;
2450 Person::players[k]->frameTarget = 2;
2452 Person::players[i]->target = 0;
2453 Person::players[k]->oldcoords = Person::players[k]->coords;
2454 Person::players[i]->coords = Person::players[k]->coords;
2455 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
2456 Person::players[k]->yaw = Person::players[i]->targetyaw;
2457 if (Person::players[k]->aitype == attacktypecutoff)
2458 Person::players[k]->stunned = .5;
2460 if (Person::players[k]->animTarget == jumpupanim &&
2461 Person::players[i]->animTarget != getupfrombackanim &&
2462 Person::players[i]->animTarget != getupfromfrontanim &&
2463 Animation::animations[Person::players[i]->animTarget].height == middleheight &&
2464 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
2465 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
2466 Person::players[i]->aitype != playercontrolled)) {
2467 Person::players[k]->victim = Person::players[i];
2468 Person::players[k]->velocity = 0;
2469 Person::players[k]->animCurrent = jumpreversedanim;
2470 Person::players[k]->animTarget = jumpreversedanim;
2471 Person::players[k]->frameCurrent = 0;
2472 Person::players[k]->frameTarget = 1;
2473 Person::players[k]->targettilt2 = 0;
2474 Person::players[i]->victim = Person::players[k];
2475 Person::players[i]->velocity = 0;
2476 Person::players[i]->animCurrent = jumpreversalanim;
2477 Person::players[i]->animTarget = jumpreversalanim;
2478 Person::players[i]->frameCurrent = 0;
2479 Person::players[i]->frameTarget = 1;
2480 Person::players[i]->targettilt2 = 0;
2481 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
2482 Person::players[k]->animTarget = rabbitkickreversedanim;
2483 Person::players[k]->animCurrent = rabbitkickreversedanim;
2484 Person::players[i]->animCurrent = rabbitkickreversalanim;
2485 Person::players[i]->animTarget = rabbitkickreversalanim;
2486 Person::players[k]->frameCurrent = 1;
2487 Person::players[k]->frameTarget = 2;
2488 Person::players[i]->frameCurrent = 1;
2489 Person::players[i]->frameTarget = 2;
2491 Person::players[k]->target = 0;
2492 Person::players[i]->oldcoords = Person::players[i]->coords;
2493 Person::players[k]->coords = Person::players[i]->coords;
2494 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2495 Person::players[i]->yaw = Person::players[k]->targetyaw;
2496 if (Person::players[i]->aitype == attacktypecutoff)
2497 Person::players[i]->stunned = .5;
2504 void doAerialAcrobatics()
2506 static XYZ facing, flatfacing;
2507 for (unsigned k = 0; k < Person::players.size(); k++) {
2508 Person::players[k]->turnspeed = 500;
2510 if ((Person::players[k]->isRun() &&
2511 ((Person::players[k]->targetyaw != rabbitrunninganim &&
2512 Person::players[k]->targetyaw != wolfrunninganim) ||
2513 Person::players[k]->frameTarget == 4)) ||
2514 Person::players[k]->animTarget == removeknifeanim ||
2515 Person::players[k]->animTarget == crouchremoveknifeanim ||
2516 Person::players[k]->animTarget == flipanim ||
2517 Person::players[k]->animTarget == fightsidestep ||
2518 Person::players[k]->animTarget == walkanim) {
2519 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
2523 if (Person::players[k]->isStop() ||
2524 Person::players[k]->isLanding() ||
2525 Person::players[k]->animTarget == staggerbackhighanim ||
2526 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
2527 Person::players[k]->animTarget == staggerbackhardanim ||
2528 Person::players[k]->animTarget == backhandspringanim ||
2529 Person::players[k]->animTarget == dodgebackanim ||
2530 Person::players[k]->animTarget == rollanim ||
2531 (Animation::animations[Person::players[k]->animTarget].attack &&
2532 Person::players[k]->animTarget != rabbitkickanim &&
2533 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
2534 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
2535 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
2538 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
2539 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
2542 Person::players[k]->DoStuff();
2543 if (Person::players[k]->immobile && k != 0)
2544 Person::players[k]->coords = Person::players[k]->realoldcoords;
2546 //if player's position has changed (?)
2547 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
2548 !Person::players[k]->skeleton.free &&
2549 Person::players[k]->animTarget != climbanim &&
2550 Person::players[k]->animTarget != hanganim) {
2551 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
2553 bool tempcollide = 0;
2555 if (Person::players[k]->collide < -.3)
2556 Person::players[k]->collide = -.3;
2557 if (Person::players[k]->collide > 1)
2558 Person::players[k]->collide = 1;
2559 Person::players[k]->collide -= multiplier * 30;
2562 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
2564 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2565 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2566 if (objects.type[i] != rocktype ||
2567 objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
2568 objects.position[i].y > Person::players[k]->coords.y) {
2569 lowpoint = Person::players[k]->coords;
2570 if (Person::players[k]->animTarget != jumpupanim &&
2571 Person::players[k]->animTarget != jumpdownanim &&
2572 !Person::players[k]->isFlip())
2576 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
2577 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
2578 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
2579 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2580 flatfacing = lowpoint - Person::players[k]->coords;
2581 Person::players[k]->coords = lowpoint;
2582 Person::players[k]->coords.y -= 1.3;
2583 Person::players[k]->collide = 1;
2586 //TODO: refactor four similar blocks
2587 if (Person::players[k]->aitype == playercontrolled &&
2588 (Person::players[k]->animTarget == jumpupanim ||
2589 Person::players[k]->animTarget == jumpdownanim ||
2590 Person::players[k]->isFlip()) &&
2591 !Person::players[k]->jumptogglekeydown &&
2592 Person::players[k]->jumpkeydown) {
2593 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
2594 XYZ tempcoords1 = lowpoint;
2595 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2596 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2597 Person::players[k]->setAnimation(walljumpleftanim);
2598 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2600 pause_sound(whooshsound);
2602 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2603 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2604 if (lowpointtarget.z < 0)
2605 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2606 Person::players[k]->targetyaw = Person::players[k]->yaw;
2607 Person::players[k]->lowyaw = Person::players[k]->yaw;
2611 lowpoint = tempcoords1;
2612 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
2613 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2614 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2615 Person::players[k]->setAnimation(walljumprightanim);
2616 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2618 pause_sound(whooshsound);
2620 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2621 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2622 if (lowpointtarget.z < 0)
2623 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2624 Person::players[k]->targetyaw = Person::players[k]->yaw;
2625 Person::players[k]->lowyaw = Person::players[k]->yaw;
2629 lowpoint = tempcoords1;
2630 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
2631 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2632 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2633 Person::players[k]->setAnimation(walljumpbackanim);
2634 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2636 pause_sound(whooshsound);
2638 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2639 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2640 if (lowpointtarget.z < 0)
2641 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2642 Person::players[k]->targetyaw = Person::players[k]->yaw;
2643 Person::players[k]->lowyaw = Person::players[k]->yaw;
2647 lowpoint = tempcoords1;
2648 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2649 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2650 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2651 Person::players[k]->setAnimation(walljumpfrontanim);
2652 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2654 pause_sound(whooshsound);
2656 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2657 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2658 if (lowpointtarget.z < 0)
2659 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2660 Person::players[k]->yaw += 180;
2661 Person::players[k]->targetyaw = Person::players[k]->yaw;
2662 Person::players[k]->lowyaw = Person::players[k]->yaw;
2671 } else if (objects.type[i] == rocktype) {
2672 lowpoint2 = Person::players[k]->coords;
2673 lowpoint = Person::players[k]->coords;
2675 if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
2676 Person::players[k]->coords = colpoint;
2677 Person::players[k]->collide = 1;
2680 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2681 //flipped into a rock
2682 if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7)
2683 Person::players[k]->RagDoll(0);
2685 if (Person::players[k]->animTarget == jumpupanim) {
2686 Person::players[k]->jumppower = -4;
2687 Person::players[k]->animTarget = Person::players[k]->getIdle();
2689 Person::players[k]->target = 0;
2690 Person::players[k]->frameTarget = 0;
2691 Person::players[k]->onterrain = 1;
2693 if (Person::players[k]->id == 0) {
2694 pause_sound(whooshsound);
2695 OPENAL_SetVolume(channels[whooshsound], 0);
2699 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
2700 if (Person::players[k]->isFlip())
2701 Person::players[k]->jumppower = -4;
2702 Person::players[k]->animTarget = Person::players[k]->getLanding();
2703 emit_sound_at(landsound, Person::players[k]->coords, 128.);
2705 addEnvSound(Person::players[k]->coords);
2714 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2715 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2716 lowpoint = Person::players[k]->coords;
2718 if (objects.type[i] != rocktype)
2719 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2720 if (Person::players[k]->animTarget != jumpupanim &&
2721 Person::players[k]->animTarget != jumpdownanim &&
2722 Person::players[k]->onterrain)
2723 Person::players[k]->avoidcollided = 1;
2724 Person::players[k]->coords = lowpoint;
2725 Person::players[k]->coords.y -= 1.35;
2726 Person::players[k]->collide = 1;
2728 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2729 (Person::players[k]->animCurrent != climbanim &&
2730 Person::players[k]->animCurrent != hanganim &&
2731 !Person::players[k]->isWallJump() ||
2732 Person::players[k]->animTarget == jumpupanim ||
2733 Person::players[k]->animTarget == jumpdownanim)) {
2734 lowpoint = Person::players[k]->coords;
2735 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
2736 lowpoint = Person::players[k]->coords;
2740 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2741 lowpointtarget = lowpoint + facing * 1.4;
2742 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2743 if (whichhit != -1) {
2744 lowpoint = Person::players[k]->coords;
2746 lowpointtarget = lowpoint + facing * 1.4;
2747 lowpoint2 = lowpoint;
2748 lowpointtarget2 = lowpointtarget;
2749 lowpoint3 = lowpoint;
2750 lowpointtarget3 = lowpointtarget;
2751 lowpoint4 = lowpoint;
2752 lowpointtarget4 = lowpointtarget;
2753 lowpoint5 = lowpoint;
2754 lowpointtarget5 = lowpointtarget;
2755 lowpoint6 = lowpoint;
2756 lowpointtarget6 = lowpointtarget;
2757 lowpoint7 = lowpoint;
2758 lowpointtarget7 = lowpoint;
2760 lowpointtarget2.x += .1;
2762 lowpointtarget3.z += .1;
2764 lowpointtarget4.x -= .1;
2766 lowpointtarget5.z -= .1;
2767 lowpoint6.y += 45 / 13;
2768 lowpointtarget6.y += 45 / 13;
2769 lowpointtarget6 += facing * .6;
2770 lowpointtarget7.y += 90 / 13;
2771 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2772 if (objects.friction[i] > .5)
2773 if (whichhit != -1) {
2774 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
2775 Person::players[k]->collided = 1;
2776 if (checkcollide(lowpoint7, lowpointtarget7) == -1)
2777 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
2778 if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
2779 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2780 objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
2781 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2782 objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
2783 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2784 objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
2785 &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
2786 for (int j = 0; j < 45; j++) {
2787 lowpoint = Person::players[k]->coords;
2788 lowpoint.y += (float)j / 13;
2789 lowpointtarget = lowpoint + facing * 1.4;
2790 if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
2791 &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
2792 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
2794 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2795 lowpoint = Person::players[k]->coords;
2796 lowpoint.y += (float)j / 13;
2797 lowpointtarget = lowpoint + facing * 1.3;
2798 flatfacing = Person::players[k]->coords;
2799 Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
2800 Person::players[k]->coords.y = lowpointtarget.y - .07;
2801 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2803 if (j > 10 || !Person::players[k]->isRun()) {
2804 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2806 pause_sound(whooshsound);
2808 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2810 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2811 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2812 if (lowpointtarget.z < 0)
2813 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2814 Person::players[k]->targetyaw = Person::players[k]->yaw;
2815 Person::players[k]->lowyaw = Person::players[k]->yaw;
2817 //Person::players[k]->velocity=lowpointtarget*.03;
2818 Person::players[k]->velocity = 0;
2821 if (Person::players[k]->animTarget == jumpupanim) {
2822 Person::players[k]->animTarget = climbanim;
2823 Person::players[k]->jumppower = 0;
2824 Person::players[k]->jumpclimb = 1;
2826 Person::players[k]->transspeed = 6;
2827 Person::players[k]->target = 0;
2828 Person::players[k]->frameTarget = 1;
2831 Person::players[k]->setAnimation(hanganim);
2832 Person::players[k]->jumppower = 0;
2844 if (Person::players[k]->collide <= 0) {
2846 if (!Person::players[k]->onterrain &&
2847 Person::players[k]->animTarget != jumpupanim &&
2848 Person::players[k]->animTarget != jumpdownanim &&
2849 Person::players[k]->animTarget != climbanim &&
2850 Person::players[k]->animTarget != hanganim &&
2851 !Person::players[k]->isWallJump() &&
2852 !Person::players[k]->isFlip()) {
2853 if (Person::players[k]->animCurrent != climbanim &&
2854 Person::players[k]->animCurrent != tempanim &&
2855 Person::players[k]->animTarget != backhandspringanim &&
2856 (Person::players[k]->animTarget != rollanim ||
2857 Person::players[k]->frameTarget < 2 ||
2858 Person::players[k]->frameTarget > 6)) {
2859 //stagger off ledge (?)
2860 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
2861 Person::players[k]->RagDoll(0);
2862 Person::players[k]->setAnimation(jumpdownanim);
2865 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2868 Person::players[k]->velocity.y += gravity;
2872 Person::players[k]->realoldcoords = Person::players[k]->coords;
2878 static int randattack;
2879 static bool playerrealattackkeydown = 0;
2881 if (!Input::isKeyDown(attackkey))
2884 Person::players[0]->attackkeydown = 0;
2886 playerrealattackkeydown = 0;
2888 playerrealattackkeydown = Input::isKeyDown(attackkey);
2889 if ((Person::players[0]->parriedrecently <= 0 ||
2890 Person::players[0]->weaponactive == -1) &&
2893 Person::players[0]->lastattack != swordslashanim &&
2894 Person::players[0]->lastattack != knifeslashstartanim &&
2895 Person::players[0]->lastattack != staffhitanim &&
2896 Person::players[0]->lastattack != staffspinhitanim)))
2897 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2898 if (Input::isKeyDown(attackkey) &&
2900 !Person::players[0]->backkeydown) {
2901 for (unsigned k = 0; k < Person::players.size(); k++) {
2902 if ((Person::players[k]->animTarget == swordslashanim ||
2903 Person::players[k]->animTarget == staffhitanim ||
2904 Person::players[k]->animTarget == staffspinhitanim) &&
2905 Person::players[0]->animCurrent != dodgebackanim &&
2906 !Person::players[k]->skeleton.free)
2907 Person::players[k]->Reverse();
2911 if (!hostile || Dialog::inDialog())
2912 Person::players[0]->attackkeydown = 0;
2914 for (unsigned k = 0; k < Person::players.size(); k++) {
2915 if (Dialog::inDialog())
2916 Person::players[k]->attackkeydown = 0;
2917 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2918 if (Person::players[k]->aitype != playercontrolled)
2919 Person::players[k]->victim = Person::players[0];
2920 //attack key pressed
2921 if (Person::players[k]->attackkeydown) {
2923 if (Person::players[k]->backkeydown &&
2924 Person::players[k]->animTarget != backhandspringanim &&
2925 (Person::players[k]->isIdle() ||
2926 Person::players[k]->isStop() ||
2927 Person::players[k]->isRun() ||
2928 Person::players[k]->animTarget == walkanim)) {
2929 if (Person::players[k]->jumppower <= 1) {
2930 Person::players[k]->jumppower -= 2;
2932 for (unsigned i = 0; i < Person::players.size(); i++) {
2935 if (Person::players[i]->animTarget == swordslashanim ||
2936 Person::players[i]->animTarget == knifeslashstartanim ||
2937 Person::players[i]->animTarget == staffhitanim ||
2938 Person::players[i]->animTarget == staffspinhitanim)
2939 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2940 Person::players[k]->setAnimation(dodgebackanim);
2941 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2942 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2945 if (Person::players[k]->animTarget != dodgebackanim) {
2948 Person::players[k]->setAnimation(backhandspringanim);
2949 Person::players[k]->targetyaw = -yaw + 180;
2950 if (Person::players[k]->leftkeydown)
2951 Person::players[k]->targetyaw -= 45;
2952 if (Person::players[k]->rightkeydown)
2953 Person::players[k]->targetyaw += 45;
2954 Person::players[k]->yaw = Person::players[k]->targetyaw;
2955 Person::players[k]->jumppower -= 2;
2960 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2961 !Person::players[k]->backkeydown &&
2962 (Person::players[k]->isIdle() ||
2963 Person::players[k]->isRun() ||
2964 Person::players[k]->animTarget == walkanim ||
2965 Person::players[k]->animTarget == sneakanim ||
2966 Person::players[k]->isCrouch())) {
2967 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2968 //normal attacks (?)
2969 Person::players[k]->hasvictim = 0;
2970 if (Person::players.size() > 1)
2971 for (unsigned i = 0; i < Person::players.size(); i++) {
2972 if (i == k || !(k == 0 || i == 0))
2974 if (!Person::players[k]->hasvictim)
2975 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2977 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2978 if (distance < 4.5 &&
2979 !Person::players[i]->skeleton.free &&
2980 Person::players[i]->howactive < typedead1 &&
2981 Person::players[i]->animTarget != jumpreversedanim &&
2982 Person::players[i]->animTarget != rabbitkickreversedanim &&
2983 Person::players[i]->animTarget != rabbitkickanim &&
2984 Person::players[k]->animTarget != rabbitkickanim &&
2985 Person::players[i]->animTarget != getupfrombackanim &&
2986 (Person::players[i]->animTarget != staggerbackhighanim &&
2987 (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2988 Person::players[i]->animTarget != jumpdownanim &&
2989 Person::players[i]->animTarget != jumpupanim &&
2990 Person::players[i]->animTarget != getupfromfrontanim) {
2991 Person::players[k]->victim = Person::players[i];
2992 Person::players[k]->hasvictim = 1;
2993 if (Person::players[k]->aitype == playercontrolled) { //human player
2995 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2996 Person::players[k]->crouchkeydown &&
2997 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2998 Person::players[k]->animTarget = sweepanim;
3000 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3001 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3002 !Person::players[k]->forwardkeydown &&
3003 !Person::players[k]->leftkeydown &&
3004 !Person::players[k]->rightkeydown &&
3005 !Person::players[k]->crouchkeydown &&
3008 Person::players[k]->animTarget = winduppunchanim;
3010 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3011 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3012 !Person::players[k]->forwardkeydown &&
3013 !Person::players[k]->leftkeydown &&
3014 !Person::players[k]->rightkeydown &&
3015 !Person::players[k]->crouchkeydown &&
3017 Person::players[k]->animTarget = upunchanim;
3019 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3020 Person::players[i]->staggerdelay > 0 &&
3021 attackweapon == knife &&
3022 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
3023 Person::players[k]->animTarget = knifefollowanim;
3025 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3026 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3027 !Person::players[k]->forwardkeydown &&
3028 !Person::players[k]->leftkeydown &&
3029 !Person::players[k]->rightkeydown &&
3030 !Person::players[k]->crouchkeydown &&
3031 attackweapon == knife &&
3032 Person::players[k]->weaponmissdelay <= 0)
3033 Person::players[k]->animTarget = knifeslashstartanim;
3035 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3036 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3037 !Person::players[k]->crouchkeydown &&
3038 attackweapon == sword &&
3039 Person::players[k]->weaponmissdelay <= 0)
3040 Person::players[k]->animTarget = swordslashanim;
3042 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3043 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3044 !Person::players[k]->crouchkeydown &&
3045 attackweapon == staff &&
3046 Person::players[k]->weaponmissdelay <= 0 &&
3047 !Person::players[k]->leftkeydown &&
3048 !Person::players[k]->rightkeydown &&
3049 !Person::players[k]->forwardkeydown)
3050 Person::players[k]->animTarget = staffhitanim;
3052 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3053 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3054 !Person::players[k]->crouchkeydown &&
3055 attackweapon == staff &&
3056 Person::players[k]->weaponmissdelay <= 0)
3057 Person::players[k]->animTarget = staffspinhitanim;
3059 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3060 Animation::animations[Person::players[i]->animTarget].height != lowheight)
3061 Person::players[k]->animTarget = spinkickanim;
3063 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3064 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
3065 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
3066 Person::players[k]->animTarget = lowkickanim;
3067 } else { //AI player
3068 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
3069 randattack = abs(Random() % 5);
3070 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
3072 if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
3073 Person::players[k]->animTarget = sweepanim;
3075 else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3077 Person::players[k]->animTarget = upunchanim;
3079 else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
3080 Person::players[k]->animTarget = spinkickanim;
3082 else if (Animation::animations[Person::players[i]->animTarget].height == lowheight)
3083 Person::players[k]->animTarget = lowkickanim;
3087 if ((tutoriallevel != 1 || !attackweapon) &&
3088 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3090 Animation::animations[Person::players[i]->animTarget].height != lowheight)
3091 Person::players[k]->animTarget = sweepanim;
3093 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3094 attackweapon == knife &&
3095 Person::players[k]->weaponmissdelay <= 0)
3096 Person::players[k]->animTarget = knifeslashstartanim;
3098 else if (!(Person::players[0]->victim == Person::players[i] &&
3099 Person::players[0]->hasvictim &&
3100 Person::players[0]->animTarget == swordslashanim) &&
3101 attackweapon == sword &&
3102 Person::players[k]->weaponmissdelay <= 0)
3103 Person::players[k]->animTarget = swordslashanim;
3105 else if (!(Person::players[0]->victim == Person::players[i] &&
3106 Person::players[0]->hasvictim &&
3107 Person::players[0]->animTarget == swordslashanim) &&
3108 attackweapon == staff &&
3109 Person::players[k]->weaponmissdelay <= 0 &&
3111 Person::players[k]->animTarget = staffhitanim;
3113 else if (!(Person::players[0]->victim == Person::players[i] &&
3114 Person::players[0]->hasvictim &&
3115 Person::players[0]->animTarget == swordslashanim) &&
3116 attackweapon == staff &&
3117 Person::players[k]->weaponmissdelay <= 0 &&
3119 Person::players[k]->animTarget = staffspinhitanim;
3121 else if ((tutoriallevel != 1 || !attackweapon) &&
3122 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3124 Animation::animations[Person::players[i]->animTarget].height != lowheight)
3125 Person::players[k]->animTarget = spinkickanim;
3127 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3128 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
3129 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
3130 Person::players[k]->animTarget = lowkickanim;
3134 //upunch becomes wolfslap
3135 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
3136 Person::players[k]->animTarget = wolfslapanim;
3139 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
3140 Person::players[i]->howactive < typedead1 &&
3141 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3142 !Person::players[i]->skeleton.free &&
3143 Person::players[i]->animTarget != getupfrombackanim &&
3144 Person::players[i]->animTarget != getupfromfrontanim &&
3145 (Person::players[i]->surprised > 0 ||
3146 Person::players[i]->aitype == passivetype ||
3147 attackweapon && Person::players[i]->stunned > 0) &&
3148 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
3150 if (!attackweapon) {
3151 Person::players[k]->animCurrent = sneakattackanim;
3152 Person::players[k]->animTarget = sneakattackanim;
3153 Person::players[i]->animCurrent = sneakattackedanim;
3154 Person::players[i]->animTarget = sneakattackedanim;
3155 Person::players[k]->oldcoords = Person::players[k]->coords;
3156 Person::players[k]->coords = Person::players[i]->coords;
3159 if (attackweapon == knife) {
3160 Person::players[k]->animCurrent = knifesneakattackanim;
3161 Person::players[k]->animTarget = knifesneakattackanim;
3162 Person::players[i]->animCurrent = knifesneakattackedanim;
3163 Person::players[i]->animTarget = knifesneakattackedanim;
3164 Person::players[i]->oldcoords = Person::players[i]->coords;
3165 Person::players[i]->coords = Person::players[k]->coords;
3168 if (attackweapon == sword) {
3169 Person::players[k]->animCurrent = swordsneakattackanim;
3170 Person::players[k]->animTarget = swordsneakattackanim;
3171 Person::players[i]->animCurrent = swordsneakattackedanim;
3172 Person::players[i]->animTarget = swordsneakattackedanim;
3173 Person::players[i]->oldcoords = Person::players[i]->coords;
3174 Person::players[i]->coords = Person::players[k]->coords;
3176 if (attackweapon != staff) {
3177 Person::players[k]->victim = Person::players[i];
3178 Person::players[k]->hasvictim = 1;
3179 Person::players[i]->targettilt2 = 0;
3180 Person::players[i]->frameTarget = 1;
3181 Person::players[i]->frameCurrent = 0;
3182 Person::players[i]->target = 0;
3183 Person::players[i]->velocity = 0;
3184 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3185 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3186 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3187 Person::players[k]->target = Person::players[i]->target;
3188 Person::players[k]->velocity = 0;
3189 Person::players[k]->targetyaw = Person::players[i]->yaw;
3190 Person::players[k]->yaw = Person::players[i]->yaw;
3191 Person::players[i]->targetyaw = Person::players[i]->yaw;
3194 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
3195 Person::players[k]->victim == Person::players[i] &&
3196 (!Person::players[i]->skeleton.free)) {
3198 Person::players[k]->frameTarget = 0;
3199 Person::players[k]->target = 0;
3201 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3202 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3203 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3204 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3205 Person::players[k]->lastattack = Person::players[k]->animTarget;
3207 if (Person::players[k]->animTarget == knifefollowanim &&
3208 Person::players[k]->victim == Person::players[i]) {
3210 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3211 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3212 Person::players[k]->victim = Person::players[i];
3213 Person::players[k]->hasvictim = 1;
3214 Person::players[i]->animTarget = knifefollowedanim;
3215 Person::players[i]->animCurrent = knifefollowedanim;
3216 Person::players[i]->targettilt2 = 0;
3217 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
3218 Person::players[i]->frameTarget = 1;
3219 Person::players[i]->frameCurrent = 0;
3220 Person::players[i]->target = 0;
3221 Person::players[i]->velocity = 0;
3222 Person::players[k]->animCurrent = knifefollowanim;
3223 Person::players[k]->animTarget = knifefollowanim;
3224 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3225 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3226 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3227 Person::players[k]->target = Person::players[i]->target;
3228 Person::players[k]->velocity = 0;
3229 Person::players[k]->oldcoords = Person::players[k]->coords;
3230 Person::players[i]->coords = Person::players[k]->coords;
3231 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3232 Person::players[i]->yaw = Person::players[k]->targetyaw;
3233 Person::players[k]->yaw = Person::players[k]->targetyaw;
3234 Person::players[i]->yaw = Person::players[k]->targetyaw;
3238 const bool hasstaff = attackweapon == staff;
3239 if (k == 0 && Person::players.size() > 1)
3240 for (unsigned i = 0; i < Person::players.size(); i++) {
3243 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
3244 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
3245 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3246 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
3247 if (Person::players[i]->skeleton.free)
3248 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
3249 (Person::players[i]->dead ||
3250 Person::players[i]->skeleton.longdead > 1000 ||
3251 Person::players[k]->isRun() ||
3254 (Person::players[i]->skeleton.longdead > 2000 ||
3255 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
3256 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
3257 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
3258 Person::players[k]->victim = Person::players[i];
3259 Person::players[k]->hasvictim = 1;
3260 if (attackweapon && tutoriallevel != 1) {
3262 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
3263 Person::players[k]->animTarget = crouchstabanim;
3265 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
3266 Person::players[k]->animTarget = swordgroundstabanim;
3268 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
3269 Person::players[k]->animTarget = staffgroundsmashanim;
3271 if (distance < 2.5 &&
3272 Person::players[k]->crouchkeydown &&
3273 Person::players[k]->animTarget != crouchstabanim &&
3275 Person::players[i]->dead &&
3276 Person::players[i]->skeleton.free &&
3277 Person::players[i]->skeleton.longdead > 1000) {
3278 Person::players[k]->animTarget = killanim;
3279 //TODO: refactor this out, what does it do?
3280 for (int j = 0; j < terrain.numdecals; j++) {
3281 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3282 terrain.decalalivetime[j] < 2)
3283 terrain.DeleteDecal(j);
3285 for (int l = 0; l < objects.numobjects; l++) {
3286 if (objects.model[l].type == decalstype)
3287 for (int j = 0; j < objects.model[l].numdecals; j++) {
3288 if ((objects.model[l].decaltype[j] == blooddecal ||
3289 objects.model[l].decaltype[j] == blooddecalslow) &&
3290 objects.model[l].decalalivetime[j] < 2)
3291 objects.model[l].DeleteDecal(j);
3295 if (!Person::players[i]->dead || musictype != 2)
3296 if (distance < 3.5 &&
3297 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
3298 Person::players[k]->staggerdelay <= 0 &&
3299 (Person::players[i]->dead ||
3300 Person::players[i]->skeleton.longdead < 300 &&
3301 Person::players[k]->lastattack != spinkickanim &&
3302 Person::players[i]->skeleton.free) &&
3303 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
3304 Person::players[k]->animTarget = dropkickanim;
3305 for (int j = 0; j < terrain.numdecals; j++) {
3306 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3307 terrain.decalalivetime[j] < 2) {
3308 terrain.DeleteDecal(j);
3311 for (int l = 0; l < objects.numobjects; l++) {
3312 if (objects.model[l].type == decalstype)
3313 for (int j = 0; j < objects.model[l].numdecals; j++) {
3314 if ((objects.model[l].decaltype[j] == blooddecal ||
3315 objects.model[l].decaltype[j] == blooddecalslow) &&
3316 objects.model[l].decalalivetime[j] < 2) {
3317 objects.model[l].DeleteDecal(j);
3323 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
3324 Person::players[k]->victim == Person::players[i] &&
3325 (!Person::players[i]->skeleton.free ||
3326 Person::players[k]->animTarget == killanim ||
3327 Person::players[k]->animTarget == crouchstabanim ||
3328 Person::players[k]->animTarget == swordgroundstabanim ||
3329 Person::players[k]->animTarget == staffgroundsmashanim ||
3330 Person::players[k]->animTarget == dropkickanim)) {
3332 Person::players[k]->frameTarget = 0;
3333 Person::players[k]->target = 0;
3335 XYZ targetpoint = Person::players[i]->coords;
3336 if (Person::players[k]->animTarget == crouchstabanim ||
3337 Person::players[k]->animTarget == swordgroundstabanim ||
3338 Person::players[k]->animTarget == staffgroundsmashanim) {
3339 targetpoint += (Person::players[i]->jointPos(abdomen) +
3340 Person::players[i]->jointPos(neck)) / 2 *
3341 Person::players[i]->scale;
3343 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
3344 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
3346 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
3347 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
3350 if (Person::players[k]->animTarget == staffgroundsmashanim)
3351 Person::players[k]->targettilt2 += 10;
3353 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3354 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3355 Person::players[k]->lastattack = Person::players[k]->animTarget;
3357 if (Person::players[k]->animTarget == swordgroundstabanim) {
3358 Person::players[k]->targetyaw += 30;
3363 if (!Person::players[k]->hasvictim) {
3365 for (unsigned i = 0; i < Person::players.size(); i++) {
3366 if (i == k || !(i == 0 || k == 0))
3368 if (!Person::players[i]->skeleton.free) {
3369 if (Person::players[k]->hasvictim) {
3370 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
3371 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
3372 Person::players[k]->victim = Person::players[i];
3374 Person::players[k]->victim = Person::players[i];
3375 Person::players[k]->hasvictim = 1;
3380 if (Person::players[k]->aitype == playercontrolled)
3382 if (Person::players[k]->attackkeydown &&
3383 Person::players[k]->isRun() &&
3384 Person::players[k]->wasRun() &&
3385 ((Person::players[k]->hasvictim &&
3386 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
3387 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
3388 !Person::players[k]->victim->skeleton.free &&
3389 Person::players[k]->victim->animTarget != getupfrombackanim &&
3390 Person::players[k]->victim->animTarget != getupfromfrontanim &&
3391 Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
3392 Person::players[k]->aitype != playercontrolled && //wat???
3393 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
3394 Person::players[k]->rabbitkickenabled) ||
3395 Person::players[k]->jumpkeydown)) {
3397 Person::players[k]->setAnimation(rabbitkickanim);
3400 if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
3402 switch (attackweapon) {
3423 void doPlayerCollisions()
3425 static XYZ rotatetarget;
3426 static float collisionradius;
3427 if (Person::players.size() > 1)
3428 for (unsigned k = 0; k < Person::players.size(); k++)
3429 for (unsigned i = k + 1; i < Person::players.size(); i++) {
3430 //neither player is part of a reversal
3431 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
3432 Animation::animations[Person::players[i]->animTarget].attack != reversal &&
3433 Animation::animations[Person::players[k]->animTarget].attack != reversed &&
3434 Animation::animations[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
3435 if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
3436 Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
3437 Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
3438 Animation::animations[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
3439 //neither is sleeping
3440 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
3441 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
3442 //in same patch, neither is climbing
3443 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
3444 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
3445 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
3446 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
3447 Person::players[i]->animTarget != climbanim &&
3448 Person::players[i]->animTarget != hanganim &&
3449 Person::players[k]->animTarget != climbanim &&
3450 Person::players[k]->animTarget != hanganim)
3451 //players are close (bounding box test)
3452 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
3453 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
3454 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
3455 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
3456 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
3457 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
3458 //spread fire from player to player
3459 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
3460 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3461 if (Person::players[i]->onfire || Person::players[k]->onfire) {
3462 if (!Person::players[i]->onfire)
3463 Person::players[i]->CatchFire();
3464 if (!Person::players[k]->onfire)
3465 Person::players[k]->CatchFire();
3469 XYZ tempcoords1 = Person::players[i]->coords;
3470 XYZ tempcoords2 = Person::players[k]->coords;
3471 if (!Person::players[i]->skeleton.oldfree)
3472 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
3473 if (!Person::players[k]->skeleton.oldfree)
3474 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
3475 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3476 if (Person::players[0]->hasvictim)
3477 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
3478 collisionradius = 3;
3479 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
3480 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
3481 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
3482 //jump down on a dead body
3483 if (k == 0 || i == 0) {
3485 if (Person::players[0]->animTarget == jumpdownanim &&
3486 !Person::players[0]->skeleton.oldfree &&
3487 !Person::players[0]->skeleton.free &&
3488 Person::players[l]->skeleton.oldfree &&
3489 Person::players[l]->skeleton.free &&
3490 Person::players[l]->dead &&
3491 Person::players[0]->lastcollide <= 0 &&
3492 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
3493 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
3494 Person::players[0]->coords.y = Person::players[l]->coords.y;
3495 Person::players[l]->velocity = Person::players[0]->velocity;
3496 Person::players[l]->skeleton.free = 0;
3497 Person::players[l]->yaw = 0;
3498 Person::players[l]->RagDoll(0);
3499 Person::players[l]->DoDamage(20);
3501 Person::players[l]->skeleton.longdead = 0;
3502 Person::players[0]->lastcollide = 1;
3506 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
3507 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
3508 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
3509 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
3510 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
3511 Person::players[i]->skeleton.free) &&
3512 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
3513 Person::players[k]->skeleton.free))
3514 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
3515 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
3516 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
3518 k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
3519 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
3520 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
3521 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
3522 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
3524 if ( (i != 0 || Person::players[i]->skeleton.free) &&
3525 (k != 0 || Person::players[k]->skeleton.free) ||
3526 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
3527 Animation::animations[Person::players[k]->animTarget].height == highheight)) {
3528 if (tutoriallevel != 1) {
3529 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
3532 Person::players[i]->RagDoll(0);
3533 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
3534 award_bonus(0, aimbonus);
3536 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
3537 Person::players[k]->RagDoll(0);
3538 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
3539 award_bonus(0, aimbonus); // Huh, again?
3541 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
3543 for (int j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
3544 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
3546 for (int j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
3547 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
3552 if ( (Animation::animations[Person::players[i]->animTarget].attack == neutral ||
3553 Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
3554 (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
3555 Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
3557 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
3558 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3559 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
3560 Normalise(&rotatetarget);
3561 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
3562 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
3563 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3564 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3565 if (Person::players[k]->howactive == typeactive || hostile)
3566 if (Person::players[k]->isIdle()) {
3567 if (Person::players[k]->howactive < typesleeping)
3568 Person::players[k]->setAnimation(Person::players[k]->getStop());
3569 else if (Person::players[k]->howactive == typesleeping)
3570 Person::players[k]->setAnimation(getupfromfrontanim);
3572 Person::players[k]->howactive = typeactive;
3574 if (Person::players[i]->howactive == typeactive || hostile)
3575 if (Person::players[i]->isIdle()) {
3576 if (Person::players[i]->howactive < typesleeping)
3577 Person::players[i]->setAnimation(Person::players[k]->getStop());
3579 Person::players[i]->setAnimation(getupfromfrontanim);
3581 Person::players[i]->howactive = typeactive;
3584 //jump down on player
3586 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
3587 !Person::players[i]->isCrouch() &&
3588 Person::players[i]->animTarget != rollanim &&
3589 !Person::players[k]->skeleton.oldfree && !
3590 Person::players[k]->skeleton.free &&
3591 Person::players[k]->lastcollide <= 0 &&
3592 Person::players[k]->velocity.y < -10) {
3593 Person::players[i]->velocity = Person::players[k]->velocity;
3594 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3595 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3596 Person::players[i]->DoDamage(20);
3597 Person::players[i]->RagDoll(0);
3598 Person::players[k]->lastcollide = 1;
3599 award_bonus(k, AboveBonus);
3601 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3602 !Person::players[k]->isCrouch() &&
3603 Person::players[k]->animTarget != rollanim &&
3604 !Person::players[i]->skeleton.oldfree &&
3605 !Person::players[i]->skeleton.free &&
3606 Person::players[i]->lastcollide <= 0 &&
3607 Person::players[i]->velocity.y < -10) {
3608 Person::players[k]->velocity = Person::players[i]->velocity;
3609 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3610 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3611 Person::players[k]->DoDamage(20);
3612 Person::players[k]->RagDoll(0);
3613 Person::players[i]->lastcollide = 1;
3614 award_bonus(i, AboveBonus);
3620 Person::players[i]->CheckKick();
3621 Person::players[k]->CheckKick();
3627 void doAI(unsigned i)
3629 static bool connected;
3630 if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) {
3631 Person::players[i]->jumpclimb = 0;
3632 //disable movement in editor
3634 Person::players[i]->stunned = 1;
3636 Person::players[i]->pause = 0;
3637 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
3638 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
3639 !Person::players[0]->onterrain)
3640 Person::players[i]->pause = 1;
3643 if (Person::players[i]->aitype == pathfindtype) {
3644 if (Person::players[i]->finalpathfindpoint == -1) {
3645 float closestdistance;
3650 closestdistance = -1;
3651 for (int j = 0; j < numpathpoints; j++)
3652 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
3653 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
3655 Person::players[i]->finaltarget = pathpoint[j];
3657 Person::players[i]->finalpathfindpoint = closest;
3658 for (int j = 0; j < numpathpoints; j++)
3659 for (int k = 0; k < numpathpointconnect[j]; k++) {
3660 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3661 if (sq(tempdist) < closestdistance)
3662 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3663 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3664 closestdistance = sq(tempdist);
3666 Person::players[i]->finaltarget = colpoint;
3669 Person::players[i]->finalpathfindpoint = closest;
3672 if (Person::players[i]->targetpathfindpoint == -1) {
3673 float closestdistance;
3678 closestdistance = -1;
3679 if (Person::players[i]->lastpathfindpoint == -1) {
3680 for (int j = 0; j < numpathpoints; j++) {
3681 if (j != Person::players[i]->lastpathfindpoint)
3682 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
3683 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
3687 Person::players[i]->targetpathfindpoint = closest;
3688 for (int j = 0; j < numpathpoints; j++)
3689 if (j != Person::players[i]->lastpathfindpoint)
3690 for (int k = 0; k < numpathpointconnect[j]; k++) {
3691 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3692 if (sq(tempdist) < closestdistance) {
3693 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3694 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3695 closestdistance = sq(tempdist);
3700 Person::players[i]->targetpathfindpoint = closest;
3702 for (int j = 0; j < numpathpoints; j++)
3703 if (j != Person::players[i]->lastpathfindpoint &&
3704 j != Person::players[i]->lastpathfindpoint2 &&
3705 j != Person::players[i]->lastpathfindpoint3 &&
3706 j != Person::players[i]->lastpathfindpoint4) {
3708 if (numpathpointconnect[j])
3709 for (int k = 0; k < numpathpointconnect[j]; k++)
3710 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
3713 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
3714 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
3715 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
3718 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
3719 if (closest == -1 || tempdist < closestdistance) {
3720 closestdistance = tempdist;
3725 Person::players[i]->targetpathfindpoint = closest;
3728 Person::players[i]->losupdatedelay -= multiplier;
3730 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
3731 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3733 //reached target point
3734 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
3735 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3736 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3737 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3738 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
3739 if (Person::players[i]->lastpathfindpoint2 == -1)
3740 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3741 if (Person::players[i]->lastpathfindpoint3 == -1)
3742 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3743 if (Person::players[i]->lastpathfindpoint4 == -1)
3744 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3745 Person::players[i]->targetpathfindpoint = -1;
3747 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
3748 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
3749 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
3750 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
3751 Person::players[i]->aitype = passivetype;
3754 Person::players[i]->forwardkeydown = 1;
3755 Person::players[i]->leftkeydown = 0;
3756 Person::players[i]->backkeydown = 0;
3757 Person::players[i]->rightkeydown = 0;
3758 Person::players[i]->crouchkeydown = 0;
3759 Person::players[i]->attackkeydown = 0;
3760 Person::players[i]->throwkeydown = 0;
3762 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
3763 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3765 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3766 Person::players[i]->jumpkeydown = 0;
3767 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3768 Person::players[i]->jumpkeydown = 1;
3770 if ((tutoriallevel != 1 || cananger) &&
3772 !Person::players[0]->dead &&
3773 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3774 Person::players[i]->occluded < 25) {
3775 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3776 Animation::animations[Person::players[0]->animTarget].height != lowheight &&
3778 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
3779 Person::players[i]->aitype = attacktypecutoff;
3780 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3781 Animation::animations[Person::players[0]->animTarget].height == highheight &&
3783 Person::players[i]->aitype = attacktypecutoff;
3785 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3786 Person::players[i]->losupdatedelay = .2;
3787 for (unsigned j = 0; j < Person::players.size(); j++)
3788 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
3789 if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
3790 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3791 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3792 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
3793 if (!Person::players[j]->isWallJump() && -1 == checkcollide(
3794 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
3795 *Person::players[i]->scale + Person::players[i]->coords,
3796 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
3797 *Person::players[j]->scale + Person::players[j]->coords) ||
3798 (Person::players[j]->animTarget == hanganim &&
3799 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3800 Person::players[i]->aitype = searchtype;
3801 Person::players[i]->lastchecktime = 12;
3802 Person::players[i]->lastseen = Person::players[j]->coords;
3803 Person::players[i]->lastseentime = 12;
3807 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
3808 if (Person::players[i]->creature != wolftype) {
3809 Person::players[i]->stunned = .6;
3810 Person::players[i]->surprised = .6;
3814 if (Person::players[i]->aitype != passivetype && leveltime > .5)
3815 Person::players[i]->howactive = typeactive;
3817 if (Person::players[i]->aitype == passivetype) {
3818 Person::players[i]->aiupdatedelay -= multiplier;
3819 Person::players[i]->losupdatedelay -= multiplier;
3820 Person::players[i]->lastseentime += multiplier;
3821 Person::players[i]->pausetime -= multiplier;
3822 if (Person::players[i]->lastseentime > 1)
3823 Person::players[i]->lastseentime = 1;
3825 if (Person::players[i]->aiupdatedelay < 0) {
3826 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
3827 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
3828 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3829 Person::players[i]->aiupdatedelay = .05;
3831 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
3832 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
3833 Person::players[i]->pausetime = 4;
3834 Person::players[i]->waypoint++;
3835 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
3836 Person::players[i]->waypoint = 0;
3841 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
3842 Person::players[i]->forwardkeydown = 1;
3844 Person::players[i]->forwardkeydown = 0;
3845 Person::players[i]->leftkeydown = 0;
3846 Person::players[i]->backkeydown = 0;
3847 Person::players[i]->rightkeydown = 0;
3848 Person::players[i]->crouchkeydown = 0;
3849 Person::players[i]->attackkeydown = 0;
3850 Person::players[i]->throwkeydown = 0;
3852 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3853 if (!Person::players[i]->avoidsomething)
3854 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3856 XYZ leftpos, rightpos;
3857 float leftdist, rightdist;
3858 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3859 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3860 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
3861 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
3862 if (leftdist < rightdist)
3863 Person::players[i]->targetyaw += 90;
3865 Person::players[i]->targetyaw -= 90;
3869 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3870 Person::players[i]->jumpkeydown = 0;
3871 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3872 Person::players[i]->jumpkeydown = 1;
3876 if (!editorenabled) {
3877 if (Person::players[i]->howactive <= typesleeping)
3878 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
3879 for (int j = 0; j < numenvsounds; j++) {
3880 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
3881 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
3882 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
3883 Person::players[i]->aitype = attacktypecutoff;
3886 if (Person::players[i]->aitype != passivetype) {
3887 if (Person::players[i]->howactive == typesleeping)
3888 Person::players[i]->setAnimation(getupfromfrontanim);
3889 Person::players[i]->howactive = typeactive;
3893 if (Person::players[i]->howactive < typesleeping &&
3894 ((tutoriallevel != 1 || cananger) && hostile) &&
3895 !Person::players[0]->dead &&
3896 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3897 Person::players[i]->occluded < 25) {
3898 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3899 Animation::animations[Person::players[0]->animTarget].height != lowheight && !editorenabled)
3900 Person::players[i]->aitype = attacktypecutoff;
3901 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3902 Animation::animations[Person::players[0]->animTarget].height == highheight && !editorenabled)
3903 Person::players[i]->aitype = attacktypecutoff;
3906 if (Person::players[i]->creature == wolftype) {
3908 for (unsigned j = 0; j < Person::players.size(); j++) {
3909 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
3910 float smelldistance = 50;
3911 if (j == 0 && Person::players[j]->num_weapons > 0) {
3912 if (weapons[Person::players[j]->weaponids[0]].bloody)
3913 smelldistance = 100;
3914 if (Person::players[j]->num_weapons == 2)
3915 if (weapons[Person::players[j]->weaponids[1]].bloody)
3916 smelldistance = 100;
3919 smelldistance = 100;
3920 windsmell = windvector;
3921 Normalise(&windsmell);
3922 windsmell = windsmell * 2 + Person::players[j]->coords;
3923 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
3924 Person::players[i]->aitype = attacktypecutoff;
3929 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3930 Person::players[i]->losupdatedelay = .2;
3931 for (unsigned j = 0; j < Person::players.size(); j++) {
3932 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
3933 if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
3934 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3935 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3936 if ((-1 == checkcollide(
3937 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
3938 Person::players[i]->scale + Person::players[i]->coords,
3939 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
3940 Person::players[j]->scale + Person::players[j]->coords) &&
3941 !Person::players[j]->isWallJump()) ||
3942 (Person::players[j]->animTarget == hanganim &&
3943 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3944 Person::players[i]->lastseentime -= .2;
3945 if (j == 0 && Animation::animations[Person::players[j]->animTarget].height == lowheight)
3946 Person::players[i]->lastseentime -= .4;
3948 Person::players[i]->lastseentime -= .6;
3950 if (Person::players[i]->lastseentime <= 0) {
3951 Person::players[i]->aitype = searchtype;
3952 Person::players[i]->lastchecktime = 12;
3953 Person::players[i]->lastseen = Person::players[j]->coords;
3954 Person::players[i]->lastseentime = 12;
3961 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
3962 if (Person::players[i]->creature != wolftype) {
3963 Person::players[i]->stunned = .6;
3964 Person::players[i]->surprised = .6;
3966 if (Person::players[i]->creature == wolftype) {
3967 Person::players[i]->stunned = .47;
3968 Person::players[i]->surprised = .47;
3976 if (Person::players[i]->aitype == searchtype) {
3977 Person::players[i]->aiupdatedelay -= multiplier;
3978 Person::players[i]->losupdatedelay -= multiplier;
3979 if (!Person::players[i]->pause)
3980 Person::players[i]->lastseentime -= multiplier;
3981 Person::players[i]->lastchecktime -= multiplier;
3983 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
3984 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
3985 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
3987 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
3989 j = checkcollide(test2, test, Person::players[i]->laststanding);
3991 j = checkcollide(test2, test);
3993 Person::players[i]->velocity = 0;
3994 Person::players[i]->setAnimation(Person::players[i]->getStop());
3995 Person::players[i]->targetyaw += 180;
3996 Person::players[i]->stunned = .5;
3997 //Person::players[i]->aitype=passivetype;
3998 Person::players[i]->aitype = pathfindtype;
3999 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4000 Person::players[i]->finalpathfindpoint = -1;
4001 Person::players[i]->targetpathfindpoint = -1;
4002 Person::players[i]->lastpathfindpoint = -1;
4003 Person::players[i]->lastpathfindpoint2 = -1;
4004 Person::players[i]->lastpathfindpoint3 = -1;
4005 Person::players[i]->lastpathfindpoint4 = -1;
4007 Person::players[i]->laststanding = j;
4010 //check out last seen location
4011 if (Person::players[i]->aiupdatedelay < 0) {
4012 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
4013 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4014 Person::players[i]->aiupdatedelay = .05;
4015 Person::players[i]->forwardkeydown = 1;
4017 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
4018 Person::players[i]->forwardkeydown = 0;
4019 Person::players[i]->aiupdatedelay = 1;
4020 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
4021 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
4022 Person::players[i]->lastchecktime = 3;
4025 Person::players[i]->leftkeydown = 0;
4026 Person::players[i]->backkeydown = 0;
4027 Person::players[i]->rightkeydown = 0;
4028 Person::players[i]->crouchkeydown = 0;
4029 Person::players[i]->attackkeydown = 0;
4030 Person::players[i]->throwkeydown = 0;
4032 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4033 if (!Person::players[i]->avoidsomething)
4034 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4036 XYZ leftpos, rightpos;
4037 float leftdist, rightdist;
4038 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4039 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4040 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4041 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4042 if (leftdist < rightdist)
4043 Person::players[i]->targetyaw += 90;
4045 Person::players[i]->targetyaw -= 90;
4049 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4050 Person::players[i]->jumpkeydown = 0;
4051 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4052 Person::players[i]->jumpkeydown = 1;
4054 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
4055 for (int k = 0; k < numenvsounds; k++) {
4056 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
4057 Person::players[i]->aitype = attacktypecutoff;
4061 if (!Person::players[0]->dead &&
4062 Person::players[i]->losupdatedelay < 0 &&
4064 Person::players[i]->occluded < 2 &&
4065 ((tutoriallevel != 1 || cananger) && hostile)) {
4066 Person::players[i]->losupdatedelay = .2;
4067 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
4068 Person::players[i]->aitype = attacktypecutoff;
4069 Person::players[i]->lastseentime = 1;
4071 if (abs(Random() % 2) || Animation::animations[Person::players[i]->animTarget].height != lowheight)
4072 //TODO: factor out canSeePlayer()
4073 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
4074 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4076 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4077 Person::players[i]->scale + Person::players[i]->coords,
4078 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
4079 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
4080 (Person::players[0]->animTarget == hanganim && normaldotproduct(
4081 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
4082 /* //TODO: changed j to 0 on a whim, make sure this is correct
4083 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
4084 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
4086 Person::players[i]->aitype = attacktypecutoff;
4087 Person::players[i]->lastseentime = 1;
4091 if (Person::players[i]->lastseentime < 0) {
4092 //Person::players[i]->aitype=passivetype;
4094 Person::players[i]->aitype = pathfindtype;
4095 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4096 Person::players[i]->finalpathfindpoint = -1;
4097 Person::players[i]->targetpathfindpoint = -1;
4098 Person::players[i]->lastpathfindpoint = -1;
4099 Person::players[i]->lastpathfindpoint2 = -1;
4100 Person::players[i]->lastpathfindpoint3 = -1;
4101 Person::players[i]->lastpathfindpoint4 = -1;
4105 if (Person::players[i]->aitype != gethelptype)
4106 Person::players[i]->runninghowlong = 0;
4108 //get help from buddies
4109 if (Person::players[i]->aitype == gethelptype) {
4110 Person::players[i]->runninghowlong += multiplier;
4111 Person::players[i]->aiupdatedelay -= multiplier;
4113 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
4114 Person::players[i]->aiupdatedelay = .2;
4117 //TODO: factor out closest search somehow
4118 if (!Person::players[i]->ally) {
4120 float closestdist = -1;
4121 for (unsigned k = 0; k < Person::players.size(); k++) {
4122 if (k != i && k != 0 && !Person::players[k]->dead &&
4123 Person::players[k]->howactive < typedead1 &&
4124 !Person::players[k]->skeleton.free &&
4125 Person::players[k]->aitype == passivetype) {
4126 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
4127 if (closestdist == -1 || distance < closestdist) {
4128 closestdist = distance;
4135 Person::players[i]->ally = closest;
4137 Person::players[i]->ally = 0;
4138 Person::players[i]->lastseen = Person::players[0]->coords;
4139 Person::players[i]->lastseentime = 12;
4143 Person::players[i]->lastchecktime = 12;
4145 XYZ facing = Person::players[i]->coords;
4146 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
4147 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4148 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
4149 if (-1 != checkcollide(facing, flatfacing))
4150 Person::players[i]->lastseentime -= .1;
4152 //no available ally, run back to player
4153 if (Person::players[i]->ally <= 0 ||
4154 Person::players[Person::players[i]->ally]->skeleton.free ||
4155 Person::players[Person::players[i]->ally]->aitype != passivetype ||
4156 Person::players[i]->lastseentime <= 0) {
4157 Person::players[i]->aitype = searchtype;
4158 Person::players[i]->lastseentime = 12;
4162 if (Person::players[i]->ally > 0) {
4163 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
4164 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4165 Person::players[i]->aiupdatedelay = .05;
4166 Person::players[i]->forwardkeydown = 1;
4168 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
4169 Person::players[i]->aitype = searchtype;
4170 Person::players[i]->lastseentime = 12;
4171 Person::players[Person::players[i]->ally]->aitype = searchtype;
4172 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
4173 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
4174 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
4175 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
4179 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4180 if (!Person::players[i]->avoidsomething)
4181 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4183 XYZ leftpos, rightpos;
4184 float leftdist, rightdist;
4185 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4186 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4187 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4188 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4189 if (leftdist < rightdist)
4190 Person::players[i]->targetyaw += 90;
4192 Person::players[i]->targetyaw -= 90;
4197 Person::players[i]->leftkeydown = 0;
4198 Person::players[i]->backkeydown = 0;
4199 Person::players[i]->rightkeydown = 0;
4200 Person::players[i]->crouchkeydown = 0;
4201 Person::players[i]->attackkeydown = 0;
4203 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4204 Person::players[i]->jumpkeydown = 0;
4205 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
4206 Person::players[i]->jumpkeydown = 1;
4209 //retreiving a weapon on the ground
4210 if (Person::players[i]->aitype == getweapontype) {
4211 Person::players[i]->aiupdatedelay -= multiplier;
4212 Person::players[i]->lastchecktime -= multiplier;
4214 if (Person::players[i]->aiupdatedelay < 0) {
4215 Person::players[i]->aiupdatedelay = .2;
4218 if (Person::players[i]->ally < 0) {
4220 float closestdist = -1;
4221 for (unsigned k = 0; k < weapons.size(); k++)
4222 if (weapons[k].owner == -1) {
4223 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
4224 if (closestdist == -1 || distance < closestdist) {
4225 closestdist = distance;
4231 Person::players[i]->ally = closest;
4233 Person::players[i]->ally = -1;
4236 Person::players[i]->lastseentime = 12;
4238 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
4239 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
4240 Person::players[i]->aitype = attacktypecutoff;
4241 Person::players[i]->lastseentime = 1;
4243 if (!Person::players[0]->dead)
4244 if (Person::players[i]->ally >= 0) {
4245 if (weapons[Person::players[i]->ally].owner != -1 ||
4246 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
4247 Person::players[i]->aitype = attacktypecutoff;
4248 Person::players[i]->lastseentime = 1;
4250 //TODO: factor these out as moveToward()
4251 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
4252 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4253 Person::players[i]->aiupdatedelay = .05;
4254 Person::players[i]->forwardkeydown = 1;
4257 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4258 if (!Person::players[i]->avoidsomething)
4259 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4261 XYZ leftpos, rightpos;
4262 float leftdist, rightdist;
4263 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4264 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4265 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4266 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4267 if (leftdist < rightdist)
4268 Person::players[i]->targetyaw += 90;
4270 Person::players[i]->targetyaw -= 90;
4275 Person::players[i]->leftkeydown = 0;
4276 Person::players[i]->backkeydown = 0;
4277 Person::players[i]->rightkeydown = 0;
4278 Person::players[i]->attackkeydown = 0;
4279 Person::players[i]->throwkeydown = 1;
4280 Person::players[i]->crouchkeydown = 0;
4281 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
4282 Person::players[i]->animTarget != removeknifeanim)
4283 Person::players[i]->throwtogglekeydown = 0;
4284 Person::players[i]->drawkeydown = 0;
4286 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4287 Person::players[i]->jumpkeydown = 0;
4288 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4289 Person::players[i]->jumpkeydown = 1;
4292 if (Person::players[i]->aitype == attacktypecutoff) {
4293 Person::players[i]->aiupdatedelay -= multiplier;
4294 //dodge or reverse rabbit kicks, knife throws, flips
4295 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
4296 if ((Person::players[0]->animTarget == rabbitkickanim ||
4297 Person::players[0]->animTarget == knifethrowanim ||
4298 (Person::players[0]->isFlip() &&
4299 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
4300 !Person::players[0]->skeleton.free &&
4301 (Person::players[i]->aiupdatedelay < .1)) {
4302 Person::players[i]->attackkeydown = 0;
4303 if (Person::players[i]->isIdle())
4304 Person::players[i]->crouchkeydown = 1;
4305 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
4306 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
4307 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
4308 if (abs(Random() % 2) == 0)
4309 Person::players[i]->setAnimation(backhandspringanim);
4311 Person::players[i]->setAnimation(rollanim);
4312 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
4313 Person::players[i]->wentforweapon = 0;
4315 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
4316 Person::players[i]->setAnimation(flipanim);
4319 Person::players[i]->forwardkeydown = 0;
4320 Person::players[i]->aiupdatedelay = .02;
4322 //get confused by flips
4323 if (Person::players[0]->isFlip() &&
4324 !Person::players[0]->skeleton.free &&
4325 Person::players[0]->animTarget != walljumprightkickanim &&
4326 Person::players[0]->animTarget != walljumpleftkickanim) {
4327 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
4328 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
4329 Person::players[i]->stunned = 1;
4331 //go for weapon on the ground
4332 if (Person::players[i]->wentforweapon < 3)
4333 for (unsigned k = 0; k < weapons.size(); k++)
4334 if (Person::players[i]->creature != wolftype)
4335 if (Person::players[i]->num_weapons == 0 &&
4336 weapons[k].owner == -1 &&
4337 weapons[i].velocity.x == 0 &&
4338 weapons[i].velocity.z == 0 &&
4339 weapons[i].velocity.y == 0) {
4340 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
4341 Person::players[i]->wentforweapon++;
4342 Person::players[i]->lastchecktime = 6;
4343 Person::players[i]->aitype = getweapontype;
4344 Person::players[i]->ally = -1;
4347 //dodge/reverse walljump kicks
4348 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
4349 if (Animation::animations[Person::players[i]->animTarget].height != highheight)
4350 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
4351 ((Person::players[0]->animTarget == walljumprightkickanim ||
4352 Person::players[0]->animTarget == walljumpleftkickanim) &&
4353 ((Person::players[i]->aiupdatedelay < .15 &&
4355 (Person::players[i]->aiupdatedelay < .08 &&
4356 difficulty != 2)))) {
4357 Person::players[i]->crouchkeydown = 1;
4359 //walked off a ledge (?)
4360 if (Person::players[i]->isRun() && !Person::players[i]->onground)
4361 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4362 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4364 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4366 j = checkcollide(test2, test, Person::players[i]->laststanding);
4368 j = checkcollide(test2, test);
4370 Person::players[i]->velocity = 0;
4371 Person::players[i]->setAnimation(Person::players[i]->getStop());
4372 Person::players[i]->targetyaw += 180;
4373 Person::players[i]->stunned = .5;
4374 Person::players[i]->aitype = pathfindtype;
4375 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4376 Person::players[i]->finalpathfindpoint = -1;
4377 Person::players[i]->targetpathfindpoint = -1;
4378 Person::players[i]->lastpathfindpoint = -1;
4379 Person::players[i]->lastpathfindpoint2 = -1;
4380 Person::players[i]->lastpathfindpoint3 = -1;
4381 Person::players[i]->lastpathfindpoint4 = -1;
4383 Person::players[i]->laststanding = j;
4385 //lose sight of player in the air (?)
4386 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
4387 Animation::animations[Person::players[0]->animTarget].height != highheight &&
4388 !Person::players[0]->onterrain) {
4389 Person::players[i]->aitype = pathfindtype;
4390 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4391 Person::players[i]->finalpathfindpoint = -1;
4392 Person::players[i]->targetpathfindpoint = -1;
4393 Person::players[i]->lastpathfindpoint = -1;
4394 Person::players[i]->lastpathfindpoint2 = -1;
4395 Person::players[i]->lastpathfindpoint3 = -1;
4396 Person::players[i]->lastpathfindpoint4 = -1;
4398 //it's time to think (?)
4399 if (Person::players[i]->aiupdatedelay < 0 &&
4400 !Animation::animations[Person::players[i]->animTarget].attack &&
4401 Person::players[i]->animTarget != staggerbackhighanim &&
4402 Person::players[i]->animTarget != staggerbackhardanim &&
4403 Person::players[i]->animTarget != backhandspringanim &&
4404 Person::players[i]->animTarget != dodgebackanim) {
4406 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
4407 Person::players[i]->drawkeydown = Random() % 2;
4409 Person::players[i]->drawkeydown = 0;
4410 Person::players[i]->rabbitkickenabled = Random() % 2;
4412 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
4413 XYZ targetpoint = Person::players[0]->coords;
4414 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
4415 distsq(&rotatetarget, &Person::players[i]->coords))
4416 targetpoint += Person::players[0]->velocity *
4417 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
4418 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
4419 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4420 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
4422 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
4423 Person::players[i]->forwardkeydown = 1;
4424 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
4425 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
4426 Person::players[0]->weaponactive != -1)
4427 Person::players[i]->forwardkeydown = 1;
4428 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
4429 Person::players[i]->forwardkeydown = 1;
4431 Person::players[i]->forwardkeydown = 0;
4432 //chill out around the corpse
4433 if (Person::players[0]->dead) {
4434 Person::players[i]->forwardkeydown = 0;
4435 if (Random() % 10 == 0)
4436 Person::players[i]->forwardkeydown = 1;
4437 if (Random() % 100 == 0) {
4438 Person::players[i]->aitype = pathfindtype;
4439 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4440 Person::players[i]->finalpathfindpoint = -1;
4441 Person::players[i]->targetpathfindpoint = -1;
4442 Person::players[i]->lastpathfindpoint = -1;
4443 Person::players[i]->lastpathfindpoint2 = -1;
4444 Person::players[i]->lastpathfindpoint3 = -1;
4445 Person::players[i]->lastpathfindpoint4 = -1;
4448 Person::players[i]->leftkeydown = 0;
4449 Person::players[i]->backkeydown = 0;
4450 Person::players[i]->rightkeydown = 0;
4451 Person::players[i]->crouchkeydown = 0;
4452 Person::players[i]->throwkeydown = 0;
4454 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4455 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4457 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
4458 Person::players[i]->attackkeydown = 1;
4460 Person::players[i]->attackkeydown = 0;
4461 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
4462 Person::players[i]->attackkeydown = 0;
4465 if (Person::players[i]->aitype != playercontrolled &&
4466 (Person::players[i]->isIdle() ||
4467 Person::players[i]->isCrouch() ||
4468 Person::players[i]->isRun())) {
4470 for (unsigned j = 0; j < Person::players.size(); j++)
4471 if (j != i && !Person::players[j]->skeleton.free &&
4472 Person::players[j]->hasvictim &&
4473 (tutoriallevel == 1 && reversaltrain ||
4474 Random() % 2 == 0 && difficulty == 2 ||
4475 Random() % 4 == 0 && difficulty == 1 ||
4476 Random() % 8 == 0 && difficulty == 0 ||
4477 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
4478 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
4479 (Random() % 2 == 0 || difficulty == 2) ||
4480 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
4481 Person::players[j]->weaponactive != -1 ||
4482 Person::players[j]->animTarget == swordslashanim &&
4483 Person::players[i]->weaponactive != -1 ||
4484 Person::players[j]->animTarget == staffhitanim ||
4485 Person::players[j]->animTarget == staffspinhitanim))
4486 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
4487 Person::players[j]->victim == Person::players[i] &&
4488 (Person::players[j]->animTarget == sweepanim ||
4489 Person::players[j]->animTarget == spinkickanim ||
4490 Person::players[j]->animTarget == staffhitanim ||
4491 Person::players[j]->animTarget == staffspinhitanim ||
4492 Person::players[j]->animTarget == winduppunchanim ||
4493 Person::players[j]->animTarget == upunchanim ||
4494 Person::players[j]->animTarget == wolfslapanim ||
4495 Person::players[j]->animTarget == knifeslashstartanim ||
4496 Person::players[j]->animTarget == swordslashanim &&
4497 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
4498 Person::players[i]->weaponactive != -1))) {
4505 Person::players[target]->Reverse();
4508 if (Person::players[i]->collided < 1)
4509 Person::players[i]->jumpkeydown = 0;
4510 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
4511 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
4512 Person::players[i]->onterrain &&
4513 Person::players[i]->creature == rabbittype)
4514 Person::players[i]->jumpkeydown = 1;
4515 //TODO: why are we controlling the human?
4516 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4517 Person::players[0]->jumpkeydown = 0;
4518 if (Person::players[0]->animTarget == jumpdownanim &&
4519 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
4520 Person::players[i]->crouchkeydown = 1;
4521 if (Person::players[i]->jumpkeydown)
4522 Person::players[i]->attackkeydown = 0;
4524 if (tutoriallevel == 1)
4526 Person::players[i]->attackkeydown = 0;
4529 XYZ facing = Person::players[i]->coords;
4530 XYZ flatfacing = Person::players[0]->coords;
4531 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4532 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
4533 if (Person::players[i]->occluded >= 2)
4534 if (-1 != checkcollide(facing, flatfacing)) {
4535 if (!Person::players[i]->pause)
4536 Person::players[i]->lastseentime -= .2;
4537 if (Person::players[i]->lastseentime <= 0 &&
4538 (Person::players[i]->creature != wolftype ||
4539 Person::players[i]->weaponstuck == -1)) {
4540 Person::players[i]->aitype = searchtype;
4541 Person::players[i]->lastchecktime = 12;
4542 Person::players[i]->lastseen = Person::players[0]->coords;
4543 Person::players[i]->lastseentime = 12;
4546 Person::players[i]->lastseentime = 1;
4549 if (Animation::animations[Person::players[0]->animTarget].height == highheight &&
4550 (Person::players[i]->aitype == attacktypecutoff ||
4551 Person::players[i]->aitype == searchtype))
4552 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
4553 XYZ test = Person::players[0]->coords;
4555 if (-1 == checkcollide(Person::players[0]->coords, test))
4556 Person::players[i]->stunned = 1;
4559 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
4560 Person::players[i]->stunned > 0 ||
4561 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
4562 if (Person::players[i]->pause)
4563 Person::players[i]->lastseentime = 1;
4564 Person::players[i]->targetyaw = Person::players[i]->yaw;
4565 Person::players[i]->forwardkeydown = 0;
4566 Person::players[i]->leftkeydown = 0;
4567 Person::players[i]->backkeydown = 0;
4568 Person::players[i]->rightkeydown = 0;
4569 Person::players[i]->jumpkeydown = 0;
4570 Person::players[i]->attackkeydown = 0;
4571 Person::players[i]->crouchkeydown = 0;
4572 Person::players[i]->throwkeydown = 0;
4580 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4581 facing = flatfacing;
4583 if (Person::players[i]->aitype == attacktypecutoff) {
4584 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
4585 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
4586 } else if (Person::players[i]->howactive >= typesleeping) {
4587 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
4588 Person::players[i]->targetheadpitch = 0;
4590 if (Person::players[i]->interestdelay <= 0) {
4591 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
4592 Person::players[i]->headtarget = Person::players[i]->coords;
4593 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
4594 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
4595 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
4596 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
4598 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
4599 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
4606 void updateSettingsMenu()
4609 if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
4610 sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
4612 sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
4613 Menu::setText(0, sbuf);
4614 Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
4615 if (newdetail == 0) Menu::setText(1, "Detail: Low");
4616 if (newdetail == 1) Menu::setText(1, "Detail: Medium");
4617 if (newdetail == 2) Menu::setText(1, "Detail: High");
4618 if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
4619 if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
4620 if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
4621 if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
4622 if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
4623 if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
4624 Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
4625 Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
4626 Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
4627 Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
4628 sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
4629 Menu::setText(10, sbuf);
4630 sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
4631 Menu::setText(11, sbuf);
4632 Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
4633 if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
4634 sprintf (sbuf, "Back");
4636 sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
4637 Menu::setText(8, sbuf);
4640 void updateStereoConfigMenu()
4643 sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode).c_str());
4644 Menu::setText(0, sbuf);
4645 sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
4646 Menu::setText(1, sbuf);
4647 sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
4648 Menu::setText(2, sbuf);
4651 void updateControlsMenu()
4653 Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
4654 Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
4655 Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
4656 Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
4657 Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
4658 Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
4659 Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
4660 Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
4661 Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
4663 Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
4668 Values of mainmenu :
4670 2 Menu pause (resume/end game)
4672 4 Controls configuration menu
4673 5 Main game menu (choose level or challenge)
4674 6 Deleting user menu
4675 7 User managment menu (select/add)
4676 8 Choose difficulty menu
4677 9 Challenge level selection menu
4678 10 End of the campaign congratulation (is that really a menu?)
4679 11 Same that 9 ??? => unused
4680 18 stereo configuration
4683 void Game::LoadMenu()
4689 Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
4690 Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
4691 Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
4692 Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
4695 Menu::addButton( 0, "", 10 + 20, 440);
4696 Menu::addButton(14, "", 10 + 400, 440);
4697 Menu::addButton( 1, "", 10 + 60, 405);
4698 Menu::addButton( 2, "", 10 + 70, 370);
4699 Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
4700 Menu::addButton( 4, "", 10 , 335);
4701 Menu::addButton( 5, "", 10 + 60, 300);
4702 Menu::addButton( 6, "", 10 + 70, 265);
4703 Menu::addButton( 9, "", 10 , 230);
4704 Menu::addButton(10, "", 20 , 195);
4705 Menu::addButton(11, "", 10 + 60, 160);
4706 Menu::addButton(13, "", 30 , 125);
4707 Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
4708 Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
4709 Menu::addButton(8, "Back", 10, 10);
4710 updateSettingsMenu();
4713 Menu::addButton(0, "", 10 , 400);
4714 Menu::addButton(1, "", 10 + 40, 360);
4715 Menu::addButton(2, "", 10 + 40, 320);
4716 Menu::addButton(3, "", 10 + 30, 280);
4717 Menu::addButton(4, "", 10 + 20, 240);
4718 Menu::addButton(5, "", 10 + 40, 200);
4719 Menu::addButton(6, "", 10 + 40, 160);
4720 Menu::addButton(7, "", 10 + 30, 120);
4721 Menu::addButton(8, "", 10 + 20, 80);
4723 Menu::addButton(9, "", 10 + 10, 40);
4725 Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
4726 updateControlsMenu();
4730 Menu::addLabel(-1, accountactive->getName(), 5, 400);
4731 Menu::addButton(1, "Tutorial", 5, 300);
4732 Menu::addButton(2, "Challenge", 5, 240);
4733 Menu::addButton(3, "Delete User", 400, 10);
4734 Menu::addButton(4, "Main Menu", 5, 10);
4735 Menu::addButton(5, "Change User", 5, 180);
4736 Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
4739 //with (2,-5) offset from old code
4740 Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
4742 int numlevels = accountactive->getCampaignChoicesMade();
4743 numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
4744 for (int i = 0; i < numlevels; i++) {
4745 XYZ midpoint = campaignlevels[i].getCenter();
4746 float itemsize = campaignlevels[i].getWidth();
4747 const bool active = i >= accountactive->getCampaignChoicesMade();
4752 XYZ start = campaignlevels[i - 1].getCenter();
4753 Menu::addMapLine(start.x, start.y, midpoint.x - start.x, midpoint.y - start.y, 0.5, active ? 1 : 0.5, active ? 1 : 0.5, 0, 0);
4755 Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
4756 midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
4759 Menu::addMapLabel(-2, campaignlevels[i].description,
4760 campaignlevels[i].getStartX() + 10,
4761 campaignlevels[i].getStartY() - 4);
4767 Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
4768 Menu::addButton(1, "Yes", 10, 360);
4769 Menu::addButton(2, "No", 10, 320);
4772 if (Account::getNbAccounts() < 8)
4773 Menu::addButton(0, "New User", 10, 400);
4775 Menu::addLabel(0, "No More Users", 10, 400);
4776 Menu::addLabel(-2, "", 20, 400);
4777 Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
4778 for (int i = 0; i < Account::getNbAccounts(); i++)
4779 Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
4782 Menu::addButton(0, "Easier", 10, 400);
4783 Menu::addButton(1, "Difficult", 10, 360);
4784 Menu::addButton(2, "Insane", 10, 320);
4787 for (int i = 0; i < numchallengelevels; i++) {
4790 sprintf (temp, "Level %d", i + 1);
4791 for (int j = strlen(temp); j < 17; j++)
4794 sprintf (temp, "%d", (int)accountactive->getHighScore(i));
4795 for (int j = strlen(temp); j < (32 - 17); j++)
4798 sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
4799 if ((int)(accountactive->getFastTime(i)) % 60 < 10)
4802 sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
4805 Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
4808 Menu::addButton(-1, " High Score Best Time", 10, 440);
4809 Menu::addButton(numchallengelevels, "Back", 10, 10);
4812 Menu::addLabel(0, "Congratulations!", 220, 330);
4813 Menu::addLabel(1, "You have avenged your family and", 140, 300);
4814 Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
4815 Menu::addButton(3, "Back", 10, 10);
4817 sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore());
4818 Menu::addLabel(4, sbuf, 190, 200);
4819 sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore());
4820 Menu::addLabel(5, sbuf, 190, 180);
4824 Menu::addButton(0, "", 70, 400);
4825 Menu::addButton(1, "", 10, 360);
4826 Menu::addButton(2, "", 40, 320);
4827 Menu::addButton(3, "Back", 10, 10);
4828 updateStereoConfigMenu();
4833 extern set<pair<int,int>> resolutions;
4838 selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
4840 // some specific case where we do something even if the left mouse button is not pressed.
4841 if ((mainmenu == 5) && (endgame == 2)) {
4842 accountactive->endGame();
4847 if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
4848 stereoseparation -= 0.001;
4849 updateStereoConfigMenu();
4852 static int oldmainmenu = mainmenu;
4854 if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
4855 set<pair<int,int>>::iterator newscreenresolution;
4861 if (gameon) { //resume
4863 pause_sound(stream_menutheme);
4864 resume_stream(leveltheme);
4866 fireSound(firestartsound);
4868 mainmenu = (accountactive ? 5 : 7);
4880 if (newscreenwidth > 3000)
4881 newscreenwidth = screenwidth;
4882 if (newscreenwidth < 0)
4883 newscreenwidth = screenwidth;
4884 if (newscreenheight > 3000)
4885 newscreenheight = screenheight;
4886 if (newscreenheight < 0)
4887 newscreenheight = screenheight;
4892 if (gameon) { //end game
4897 pause_sound(stream_menutheme);
4906 newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
4907 /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
4908 newscreenresolution++;
4909 if (newscreenresolution == resolutions.end()) {
4910 /* It was the last one (or not found), go back to the beginning */
4911 newscreenresolution = resolutions.begin();
4913 newscreenwidth = newscreenresolution->first;
4914 newscreenheight = newscreenresolution->second;
4923 if (bloodtoggle > 2)
4932 ismotionblur = !ismotionblur;
4938 musictoggle = !musictoggle;
4940 emit_stream_np(stream_menutheme);
4942 pause_sound(leveltheme);
4943 pause_sound(stream_fighttheme);
4944 pause_sound(stream_menutheme);
4946 for (int i = 0; i < 4; i++) {
4947 oldmusicvolume[i] = 0;
4961 mainmenu = gameon ? 2 : 1;
4964 invertmouse = !invertmouse;
4967 usermousesensitivity += .2;
4968 if (usermousesensitivity > 2)
4969 usermousesensitivity = .2;
4973 if (volume > 1.0001f)
4975 OPENAL_SetSFXMasterVolume((int)(volume * 255));
4979 newstereomode = stereomode;
4984 showdamagebar = !showdamagebar;
4990 updateSettingsMenu();
4995 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
4996 keyselect = selected;
4997 if (keyselect != -1)
4999 if (selected == (debugmode ? 10 : 9)) {
5004 updateControlsMenu();
5009 if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
5010 startbonustotal = 0;
5019 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
5020 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
5023 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
5027 pause_sound(stream_menutheme);
5031 startbonustotal = 0;
5044 pause_sound(stream_menutheme);
5053 mainmenu = (gameon ? 2 : 1);
5059 vector<string> campaigns = ListCampaigns();
5060 vector<string>::iterator c;
5061 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
5062 if (!campaigns.empty())
5063 accountactive->setCurrentCampaign(campaigns.front());
5066 if (c == campaigns.end())
5067 c = campaigns.begin();
5068 accountactive->setCurrentCampaign(*c);
5076 if (selected == 1) {
5078 accountactive = Account::destroy(accountactive);
5080 } else if (selected == 2) {
5087 if (selected == 0 && Account::getNbAccounts() < 8) {
5089 } else if (selected < Account::getNbAccounts() + 1) {
5092 accountactive = Account::get(selected - 1);
5093 } else if (selected == Account::getNbAccounts() + 1) {
5099 displaytext[0].clear();
5100 displayselected = 0;
5108 accountactive->setDifficulty(selected);
5112 if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
5116 startbonustotal = 0;
5120 targetlevel = selected;
5125 Loadlevel(selected);
5130 pause_sound(stream_menutheme);
5132 if (selected == numchallengelevels) {
5139 if (selected == 3) {
5147 stereoseparation += 0.001;
5150 if (selected == 0) {
5151 newstereomode = (StereoMode)(newstereomode + 1);
5152 while (!CanInitStereo(newstereomode)) {
5153 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode).c_str(), newstereomode);
5154 newstereomode = (StereoMode)(newstereomode + 1);
5155 if (newstereomode >= stereoCount)
5156 newstereomode = stereoNone;
5158 } else if (selected == 2) {
5159 stereoreverse = !stereoreverse;
5160 } else if (selected == 3) {
5164 stereomode = newstereomode;
5165 InitStereo(stereomode);
5168 updateStereoConfigMenu();
5173 OPENAL_SetFrequency(channels[stream_menutheme]);
5176 inputText(displaytext[0], &displayselected);
5177 if (!waiting) { // the input as finished
5178 if (!displaytext[0].empty()) { // with enter
5179 accountactive = Account::add(string(displaytext[0]));
5185 fireSound(firestartsound);
5187 displaytext[0].clear();
5189 displayselected = 0;
5195 displayblinkdelay -= multiplier;
5196 if (displayblinkdelay <= 0) {
5197 displayblinkdelay = .3;
5198 displayblink = !displayblink;
5203 Menu::setText(0, displaytext[0], 20, 400, -1, -1);
5204 Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
5207 if (oldmainmenu != mainmenu)
5209 oldmainmenu = mainmenu;
5215 static XYZ facing, flatfacing;
5218 for (int i = 0; i < 15; i++) {
5219 displaytime[i] += multiplier;
5224 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
5225 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5226 stereoreverse = true;
5228 stereoreverse = false;
5231 printf("Stereo reversed\n");
5233 printf("Stereo unreversed\n");
5236 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
5237 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5238 stereoseparation -= 0.001;
5240 stereoseparation -= 0.010;
5241 printf("Stereo decreased increased to %f\n", stereoseparation);
5244 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
5245 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5246 stereoseparation += 0.001;
5248 stereoseparation += 0.010;
5249 printf("Stereo separation increased to %f\n", stereoseparation);
5253 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
5254 if (tutorialstage != 51)
5255 tutorialstagetime = tutorialmaxtime;
5256 emit_sound_np(consolefailsound, 128.);
5260 Values of mainmenu :
5262 2 Menu pause (resume/end game)
5264 4 Controls configuration menu
5265 5 Main game menu (choose level or challenge)
5266 6 Deleting user menu
5267 7 User managment menu (select/add)
5268 8 Choose difficulty menu
5269 9 Challenge level selection menu
5270 10 End of the campaign congratulation (is that really a menu?)
5271 11 Same that 9 ??? => unused
5272 18 stereo configuration
5277 if (mainmenu && endgame == 1)
5279 //go to level select after completing a campaign level
5280 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
5287 OPENAL_SetFrequency(OPENAL_ALL);
5288 emit_stream_np(stream_menutheme);
5289 pause_sound(leveltheme);
5293 //escape key pressed
5294 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
5295 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
5297 if (mainmenu == 0 && !winfreeze)
5298 mainmenu = 2; //pause
5299 else if (mainmenu == 1 || mainmenu == 2) {
5300 mainmenu = 0; //unpause
5303 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
5304 OPENAL_SetFrequency(OPENAL_ALL);
5305 emit_stream_np(stream_menutheme);
5306 pause_sound(leveltheme);
5308 //on resume, play level music
5310 pause_sound(stream_menutheme);
5311 resume_stream(leveltheme);
5313 //finished with settings menu
5314 if (mainmenu == 3) {
5318 if (mainmenu >= 3 && mainmenu != 8) {
5326 mainmenu = gameon ? 2 : 1;
5348 hostiletime += multiplier;
5352 leveltime += multiplier;
5355 if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
5358 OPENAL_SetFrequency(OPENAL_ALL);
5362 if (Input::isKeyPressed(consolekey) && debugmode) {
5365 OPENAL_SetFrequency(OPENAL_ALL);
5374 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
5375 inputText(consoletext[0], &consoleselected);
5377 if (!consoletext[0].empty()) {
5378 cmd_dispatch(consoletext[0]);
5379 for (int k = 14; k >= 1; k--) {
5380 consoletext[k] = consoletext[k - 1];
5382 consoletext[0].clear();
5383 consoleselected = 0;
5387 consoleblinkdelay -= multiplier;
5388 if (consoleblinkdelay <= 0) {
5389 consoleblinkdelay = .3;
5390 consoleblink = !consoleblink;
5394 static int oldwinfreeze;
5395 if (winfreeze && !oldwinfreeze) {
5396 OPENAL_SetFrequency(OPENAL_ALL);
5397 emit_sound_np(consolesuccesssound);
5400 oldwinfreeze = winfreeze;
5404 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
5407 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
5411 } else if (winfreeze) {
5419 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
5422 static float talkdelay = 0;
5424 if (Dialog::inDialog())
5426 talkdelay -= multiplier;
5428 if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
5429 for (int i = 0; i < Dialog::dialogs.size(); i++) {
5430 Dialog::dialogs[i].tick(i);
5434 windvar += multiplier;
5435 smoketex += multiplier;
5436 tutorialstagetime += multiplier;
5439 static float hotspotvisual[40];
5440 if (Hotspot::hotspots.size()) {
5443 for (int i = 0; i < Hotspot::hotspots.size(); i++)
5444 hotspotvisual[i] -= multiplier / 320;
5446 for (int i = 0; i < Hotspot::hotspots.size(); i++) {
5447 while (hotspotvisual[i] < 0) {
5449 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
5450 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
5451 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
5452 hotspotsprite += Hotspot::hotspots[i].position;
5453 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
5454 hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
5458 for (int i = 0; i < Hotspot::hotspots.size(); i++) {
5459 if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
5460 Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
5466 if (tutoriallevel) {
5471 if (tutoriallevel != 1) {
5472 if (bonustime == 0 &&
5473 bonus != solidhit &&
5474 bonus != spinecrusher &&
5475 bonus != tracheotomy &&
5476 bonus != backstab &&
5478 emit_sound_np(consolesuccesssound);
5480 } else if (bonustime == 0) {
5481 emit_sound_np(fireendsound);
5483 if (bonustime == 0) {
5484 if (bonus != solidhit &&
5485 bonus != twoxcombo &&
5486 bonus != threexcombo &&
5487 bonus != fourxcombo &&
5491 bonusnum[bonus] += 0.15;
5494 bonusvalue /= bonusnum[bonus];
5495 bonustotal += bonusvalue;
5497 bonustime += multiplier;
5500 if (environment == snowyenvironment) {
5501 precipdelay -= multiplier;
5502 while (precipdelay < 0) {
5506 XYZ footvel, footpoint;
5509 footpoint = viewer + viewerfacing * 6;
5510 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
5511 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
5512 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
5513 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
5518 doAerialAcrobatics();
5521 static XYZ oldviewer;
5524 if (!Dialog::inDialog()) {
5525 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
5526 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
5527 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
5528 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
5529 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
5530 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
5531 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
5532 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
5534 Person::players[0]->forwardkeydown = 0;
5535 Person::players[0]->leftkeydown = 0;
5536 Person::players[0]->backkeydown = 0;
5537 Person::players[0]->rightkeydown = 0;
5538 Person::players[0]->jumpkeydown = 0;
5539 Person::players[0]->crouchkeydown = 0;
5540 Person::players[0]->drawkeydown = 0;
5541 Person::players[0]->throwkeydown = 0;
5544 if (!Person::players[0]->jumpkeydown)
5545 Person::players[0]->jumpclimb = 0;
5548 if (Dialog::inDialog()) {
5550 if (Dialog::directing) {
5554 facing = DoRotation(facing, -pitch, 0, 0);
5555 facing = DoRotation(facing, 0, 0 - yaw, 0);
5560 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
5562 if (Input::isKeyDown(forwardkey))
5563 viewer += facing * multiplier * 4;
5564 if (Input::isKeyDown(backkey))
5565 viewer -= facing * multiplier * 4;
5566 if (Input::isKeyDown(leftkey))
5567 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
5568 if (Input::isKeyDown(rightkey))
5569 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
5570 if (Input::isKeyDown(jumpkey))
5571 viewer.y += multiplier * 4;
5572 if (Input::isKeyDown(crouchkey))
5573 viewer.y -= multiplier * 4;
5574 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
5575 Input::isKeyPressed(SDL_SCANCODE_2) ||
5576 Input::isKeyPressed(SDL_SCANCODE_3) ||
5577 Input::isKeyPressed(SDL_SCANCODE_4) ||
5578 Input::isKeyPressed(SDL_SCANCODE_5) ||
5579 Input::isKeyPressed(SDL_SCANCODE_6) ||
5580 Input::isKeyPressed(SDL_SCANCODE_7) ||
5581 Input::isKeyPressed(SDL_SCANCODE_8) ||
5582 Input::isKeyPressed(SDL_SCANCODE_9) ||
5583 Input::isKeyPressed(SDL_SCANCODE_0) ||
5584 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
5586 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
5587 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
5588 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
5589 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
5590 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
5591 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
5592 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
5593 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
5594 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
5595 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
5596 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
5598 if (whichend != -1) {
5599 Dialog::currentScene().participantfocus = whichend;
5600 Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
5601 Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
5603 if (whichend == -1) {
5604 Dialog::currentScene().participantfocus = -1;
5606 /* FIXME: potentially accessing -1 in Person::players! */
5607 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
5608 Dialog::indialogue = -1;
5609 Dialog::directing = false;
5612 Dialog::currentScene().camera = viewer;
5613 Dialog::currentScene().camerayaw = yaw;
5614 Dialog::currentScene().camerapitch = pitch;
5615 Dialog::indialogue++;
5616 if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
5617 if (Dialog::currentScene().sound != 0) {
5618 playdialoguescenesound();
5622 for (unsigned j = 0; j < Person::players.size(); j++) {
5623 Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
5626 //TODO: should these be KeyDown or KeyPressed?
5627 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
5628 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
5629 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
5630 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
5631 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
5632 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
5633 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
5634 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
5635 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
5636 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
5638 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
5639 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
5640 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
5641 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
5642 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
5643 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
5644 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
5645 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
5646 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
5647 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
5648 Dialog::currentScene().participantfacing[whichend] = facing;
5650 if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
5651 Dialog::indialogue = -1;
5652 Dialog::directing = false;
5656 if (!Dialog::directing) {
5657 pause_sound(whooshsound);
5658 viewer = Dialog::currentScene().camera;
5659 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
5660 yaw = Dialog::currentScene().camerayaw;
5661 pitch = Dialog::currentScene().camerapitch;
5662 if (Dialog::dialoguetime > 0.5) {
5663 if (Input::isKeyPressed(attackkey)) {
5664 Dialog::indialogue++;
5665 if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
5666 if (Dialog::currentScene().sound != 0) {
5667 playdialoguescenesound();
5668 if (Dialog::currentScene().sound == -5) {
5669 Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
5671 if (Dialog::currentScene().sound == -6) {
5675 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
5676 Dialog::indialogue = -1;
5677 Dialog::directing = false;
5684 if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
5685 Dialog::indialogue = -1;
5686 Dialog::directing = false;
5688 if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
5691 if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
5694 if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
5696 for (unsigned i = 1; i < Person::players.size(); i++) {
5697 Person::players[i]->aitype = attacktypecutoff;
5704 if (!Person::players[0]->jumpkeydown) {
5705 Person::players[0]->jumptogglekeydown = 0;
5707 if (Person::players[0]->jumpkeydown &&
5708 Person::players[0]->animTarget != jumpupanim &&
5709 Person::players[0]->animTarget != jumpdownanim &&
5710 !Person::players[0]->isFlip())
5711 Person::players[0]->jumptogglekeydown = 1;
5714 Dialog::dialoguetime += multiplier;
5715 hawkyaw += multiplier * 25;
5717 realhawkcoords.x = 25;
5718 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
5719 hawkcalldelay -= multiplier / 2;
5721 if (hawkcalldelay <= 0) {
5722 emit_sound_at(hawksound, realhawkcoords);
5724 hawkcalldelay = 16 + abs(Random() % 8);
5731 doPlayerCollisions();
5735 for (unsigned k = 0; k < Person::players.size(); k++)
5736 if (k != 0 && Person::players[k]->immobile)
5737 Person::players[k]->coords = Person::players[k]->realoldcoords;
5739 for (unsigned k = 0; k < Person::players.size(); k++) {
5740 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
5741 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
5742 Person::players[k]->DoDamage(1000);
5748 static bool respawnkeydown;
5749 if (!editorenabled &&
5750 (whichlevel != -2 &&
5751 (Input::isKeyDown(SDL_SCANCODE_Z) &&
5752 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
5754 (Input::isKeyDown(jumpkey) &&
5757 Person::players[0]->dead))) {
5758 targetlevel = whichlevel;
5762 respawnkeydown = Input::isKeyDown(jumpkey);
5765 static bool movekey;
5768 for (unsigned i = 0; i < Person::players.size(); i++) {
5769 static float oldtargetyaw;
5770 if (!Person::players[i]->skeleton.free) {
5771 oldtargetyaw = Person::players[i]->targetyaw;
5772 if (i == 0 && !Dialog::inDialog()) {
5773 //TODO: refactor repetitive code
5774 if (!Animation::animations[Person::players[0]->animTarget].attack &&
5775 Person::players[0]->animTarget != staggerbackhighanim &&
5776 Person::players[0]->animTarget != staggerbackhardanim &&
5777 Person::players[0]->animTarget != crouchremoveknifeanim &&
5778 Person::players[0]->animTarget != removeknifeanim &&
5779 Person::players[0]->animTarget != backhandspringanim &&
5780 Person::players[0]->animTarget != dodgebackanim &&
5781 Person::players[0]->animTarget != walljumprightkickanim &&
5782 Person::players[0]->animTarget != walljumpleftkickanim) {
5784 Person::players[0]->targetyaw = 0;
5786 Person::players[0]->targetyaw = -yaw + 180;
5792 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5794 facing = flatfacing;
5796 facing = DoRotation(facing, -pitch, 0, 0);
5797 facing = DoRotation(facing, 0, 0 - yaw, 0);
5800 Person::players[0]->lookyaw = -yaw;
5802 Person::players[i]->targetheadyaw = yaw;
5803 Person::players[i]->targetheadpitch = pitch;
5805 if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
5806 if (!Animation::animations[Person::players[i]->animTarget].attack &&
5807 Person::players[i]->animTarget != staggerbackhighanim &&
5808 Person::players[i]->animTarget != staggerbackhardanim &&
5809 Person::players[i]->animTarget != crouchremoveknifeanim &&
5810 Person::players[i]->animTarget != removeknifeanim &&
5811 Person::players[i]->animTarget != backhandspringanim &&
5812 Person::players[i]->animTarget != dodgebackanim &&
5813 Person::players[i]->animTarget != walljumprightkickanim &&
5814 Person::players[i]->animTarget != walljumpleftkickanim) {
5815 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
5821 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5823 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
5824 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
5826 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
5827 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
5829 if (Dialog::inDialog()) {
5830 Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
5831 Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
5837 Person::players[i]->avoidsomething = 0;
5839 //avoid flaming things
5840 for (int j = 0; j < objects.numobjects; j++)
5841 if (objects.onfire[j])
5842 if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
5843 if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
5844 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5845 Person::players[i]->collided = 0;
5846 Person::players[i]->avoidcollided = 1;
5847 if (Person::players[i]->avoidsomething == 0 ||
5848 distsq(&Person::players[i]->coords, &objects.position[j]) <
5849 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5850 Person::players[i]->avoidwhere = objects.position[j];
5851 Person::players[i]->avoidsomething = 1;
5855 //avoid flaming players
5856 for (unsigned j = 0; j < Person::players.size(); j++)
5857 if (Person::players[j]->onfire)
5858 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
5859 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5860 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5861 Person::players[i]->collided = 0;
5862 Person::players[i]->avoidcollided = 1;
5863 if (Person::players[i]->avoidsomething == 0 ||
5864 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5865 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5866 Person::players[i]->avoidwhere = Person::players[j]->coords;
5867 Person::players[i]->avoidsomething = 1;
5871 if (Person::players[i]->collided > .8)
5872 Person::players[i]->avoidcollided = 0;
5876 if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
5877 //Person::players[i]->targetyaw=Person::players[i]->yaw;
5878 Person::players[i]->forwardkeydown = 0;
5879 Person::players[i]->leftkeydown = 0;
5880 Person::players[i]->backkeydown = 0;
5881 Person::players[i]->rightkeydown = 0;
5882 Person::players[i]->jumpkeydown = 0;
5883 Person::players[i]->attackkeydown = 0;
5884 //Person::players[i]->crouchkeydown=0;
5885 Person::players[i]->throwkeydown = 0;
5888 if (Dialog::inDialog()) {
5889 Person::players[i]->forwardkeydown = 0;
5890 Person::players[i]->leftkeydown = 0;
5891 Person::players[i]->backkeydown = 0;
5892 Person::players[i]->rightkeydown = 0;
5893 Person::players[i]->jumpkeydown = 0;
5894 Person::players[i]->crouchkeydown = 0;
5895 Person::players[i]->drawkeydown = 0;
5896 Person::players[i]->throwkeydown = 0;
5899 if (Person::players[i]->collided < -.3)
5900 Person::players[i]->collided = -.3;
5901 if (Person::players[i]->collided > 1)
5902 Person::players[i]->collided = 1;
5903 Person::players[i]->collided -= multiplier * 4;
5904 Person::players[i]->whichdirectiondelay -= multiplier;
5905 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
5906 Person::players[i]->avoidcollided = -.3;
5907 Person::players[i]->whichdirection = abs(Random() % 2);
5908 Person::players[i]->whichdirectiondelay = .4;
5910 if (Person::players[i]->avoidcollided > 1)
5911 Person::players[i]->avoidcollided = 1;
5912 Person::players[i]->avoidcollided -= multiplier / 4;
5913 if (!Person::players[i]->skeleton.free) {
5914 Person::players[i]->stunned -= multiplier;
5915 Person::players[i]->surprised -= multiplier;
5917 if (i != 0 && Person::players[i]->surprised <= 0 &&
5918 Person::players[i]->aitype == attacktypecutoff &&
5919 !Person::players[i]->dead &&
5920 !Person::players[i]->skeleton.free &&
5921 Animation::animations[Person::players[i]->animTarget].attack == neutral)
5924 if (!Person::players[i]->throwkeydown)
5925 Person::players[i]->throwtogglekeydown = 0;
5928 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
5929 if (Person::players[i]->weaponactive == -1 &&
5930 Person::players[i]->num_weapons < 2 &&
5931 (Person::players[i]->isIdle() ||
5932 Person::players[i]->isCrouch() ||
5933 Person::players[i]->animTarget == sneakanim ||
5934 Person::players[i]->animTarget == rollanim ||
5935 Person::players[i]->animTarget == backhandspringanim ||
5936 Person::players[i]->isFlip() ||
5937 Person::players[i]->aitype != playercontrolled)) {
5938 for (unsigned j = 0; j < weapons.size(); j++) {
5939 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
5940 Person::players[i]->aitype == playercontrolled) &&
5941 weapons[j].owner == -1 &&
5942 Person::players[i]->weaponactive == -1)
5943 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
5944 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
5945 if (Person::players[i]->isCrouch() ||
5946 Person::players[i]->animTarget == sneakanim ||
5947 Person::players[i]->isRun() ||
5948 Person::players[i]->isIdle() ||
5949 Person::players[i]->aitype != playercontrolled) {
5950 Person::players[i]->throwtogglekeydown = 1;
5951 Person::players[i]->setAnimation(crouchremoveknifeanim);
5952 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
5953 Person::players[i]->hasvictim = 0;
5955 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
5956 Person::players[i]->throwtogglekeydown = 1;
5957 Person::players[i]->hasvictim = 0;
5959 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
5960 Person::players[i]->aitype == playercontrolled) &&
5961 weapons[j].owner == -1 ||
5962 Person::players[i]->victim &&
5963 weapons[j].owner == int(Person::players[i]->victim->id))
5964 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
5965 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
5966 if (weapons[j].getType() != staff)
5967 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
5969 Person::players[i]->takeWeapon(j);
5972 } else if ((Person::players[i]->isIdle() ||
5973 Person::players[i]->isFlip() ||
5974 Person::players[i]->aitype != playercontrolled) &&
5975 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
5976 Person::players[i]->coords.y < weapons[j].position.y) {
5977 if (!Person::players[i]->isFlip()) {
5978 Person::players[i]->throwtogglekeydown = 1;
5979 Person::players[i]->setAnimation(removeknifeanim);
5980 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
5982 if (Person::players[i]->isFlip()) {
5983 Person::players[i]->throwtogglekeydown = 1;
5984 Person::players[i]->hasvictim = 0;
5986 for (unsigned k = 0; k < weapons.size(); k++) {
5987 if (Person::players[i]->weaponactive == -1)
5988 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
5989 Person::players[i]->aitype == playercontrolled) &&
5990 weapons[k].owner == -1 ||
5991 Person::players[i]->victim &&
5992 weapons[k].owner == int(Person::players[i]->victim->id))
5993 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
5994 Person::players[i]->weaponactive == -1) {
5995 if (weapons[k].getType() != staff)
5996 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
5998 Person::players[i]->takeWeapon(k);
6005 if (Person::players[i]->isCrouch() ||
6006 Person::players[i]->animTarget == sneakanim ||
6007 Person::players[i]->isRun() ||
6008 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
6009 Person::players[i]->animTarget == backhandspringanim) {
6010 if (Person::players.size() > 1)
6011 for (unsigned j = 0; j < Person::players.size(); j++) {
6012 if (Person::players[i]->weaponactive == -1)
6014 if (Person::players[j]->num_weapons &&
6015 Person::players[j]->skeleton.free &&
6016 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
6017 (((Person::players[j]->skeleton.forward.y < 0 &&
6018 Person::players[j]->weaponstuckwhere == 0) ||
6019 (Person::players[j]->skeleton.forward.y > 0 &&
6020 Person::players[j]->weaponstuckwhere == 1)) ||
6021 Person::players[j]->weaponstuck == -1 ||
6022 Person::players[j]->num_weapons > 1)) {
6023 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
6024 Person::players[i]->throwtogglekeydown = 1;
6025 Person::players[i]->victim = Person::players[j];
6026 Person::players[i]->hasvictim = 1;
6027 Person::players[i]->setAnimation(crouchremoveknifeanim);
6028 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6030 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6031 Person::players[i]->throwtogglekeydown = 1;
6032 Person::players[i]->victim = Person::players[j];
6033 Person::players[i]->hasvictim = 1;
6034 int k = Person::players[j]->weaponids[0];
6035 if (Person::players[i]->hasvictim) {
6038 if (Person::players[i]->victim->weaponstuck != -1) {
6039 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6044 if (weapons[k].getType() != staff)
6045 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6048 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
6050 if (weapons[k].owner != -1) {
6051 if (Person::players[i]->victim->num_weapons == 1)
6052 Person::players[i]->victim->num_weapons = 0;
6054 Person::players[i]->victim->num_weapons = 1;
6056 Person::players[i]->victim->skeleton.longdead = 0;
6057 Person::players[i]->victim->skeleton.free = 1;
6058 Person::players[i]->victim->skeleton.broken = 0;
6060 for (int l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
6061 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
6062 Person::players[i]->victim->skeleton.joints[l].locked = 0;
6068 Normalise(&relative);
6069 XYZ footvel, footpoint;
6071 footpoint = weapons[k].position;
6072 if (Person::players[i]->victim->weaponstuck != -1) {
6073 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6075 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
6076 weapons[k].bloody = 2;
6077 weapons[k].blooddrip = 5;
6078 Person::players[i]->victim->weaponstuck = -1;
6079 Person::players[i]->victim->bloodloss += 2000;
6080 Person::players[i]->victim->DoDamage(2000);
6083 if (Person::players[i]->victim->num_weapons > 0) {
6084 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
6085 Person::players[i]->victim->weaponstuck = 0;
6086 if (Person::players[i]->victim->weaponids[0] == k)
6087 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
6090 Person::players[i]->victim->weaponactive = -1;
6092 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
6093 Person::players[i]->victim->jointVel(neck) += relative * 6;
6094 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
6095 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
6097 Person::players[i]->takeWeapon(k);
6104 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6105 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6106 if (Person::players[i]->isIdle() ||
6107 Person::players[i]->isRun() ||
6108 Person::players[i]->isCrouch() ||
6109 Person::players[i]->animTarget == sneakanim ||
6110 Person::players[i]->isFlip())
6111 if (Person::players.size() > 1)
6112 for (unsigned j = 0; j < Person::players.size(); j++) {
6114 if (tutoriallevel != 1 || tutorialstage == 49)
6116 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
6117 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
6118 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
6119 !Person::players[j]->skeleton.free &&
6120 -1 == checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*Person::players[i]->scale + Person::players[i]->coords)) {
6121 if (!Person::players[i]->isFlip()) {
6122 Person::players[i]->throwtogglekeydown = 1;
6123 Person::players[i]->victim = Person::players[j];
6124 Person::players[i]->setAnimation(knifethrowanim);
6125 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6126 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
6128 if (Person::players[i]->isFlip()) {
6129 if (Person::players[i]->weaponactive != -1) {
6130 Person::players[i]->throwtogglekeydown = 1;
6131 Person::players[i]->victim = Person::players[j];
6133 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);
6136 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
6138 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
6139 Person::players[i]->num_weapons--;
6140 if (Person::players[i]->num_weapons) {
6141 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6143 Person::players[i]->weaponactive = -1;
6150 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6151 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
6152 Person::players[i]->throwtogglekeydown = 1;
6153 XYZ tempVelocity = Person::players[i]->velocity * .2;
6154 if (tempVelocity.x == 0)
6155 tempVelocity.x = .1;
6156 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
6157 Person::players[i]->num_weapons--;
6158 if (Person::players[i]->num_weapons) {
6159 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6160 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
6161 Person::players[i]->weaponstuck = 0;
6164 Person::players[i]->weaponactive = -1;
6165 for (unsigned j = 0; j < Person::players.size(); j++) {
6166 Person::players[j]->wentforweapon = 0;
6174 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
6175 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
6176 (Person::players[i]->num_weapons == 2) &&
6177 (Person::players[i]->weaponactive == -1) &&
6178 Person::players[i]->isIdle() ||
6179 Person::players[0]->dead &&
6180 (Person::players[i]->weaponactive != -1) &&
6183 if (Person::players[i]->weaponactive != -1)
6184 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
6186 if (isgood && Person::players[i]->creature != wolftype) {
6187 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6188 Person::players[i]->setAnimation(drawrightanim);
6189 Person::players[i]->drawtogglekeydown = 1;
6191 if ((Person::players[i]->isIdle() ||
6192 (Person::players[i]->aitype != playercontrolled &&
6193 Person::players[0]->weaponactive != -1 &&
6194 Person::players[i]->isRun())) &&
6195 Person::players[i]->num_weapons &&
6196 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
6197 Person::players[i]->setAnimation(drawleftanim);
6198 Person::players[i]->drawtogglekeydown = 1;
6200 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6201 Person::players[i]->setAnimation(crouchdrawrightanim);
6202 Person::players[i]->drawtogglekeydown = 1;
6209 if (Person::players[i]->weaponactive != -1) {
6210 if (Person::players[i]->isCrouch() &&
6211 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
6213 Person::players[i]->onterrain &&
6214 Person::players[i]->num_weapons &&
6215 Person::players[i]->attackkeydown &&
6216 musictype != stream_fighttheme) {
6217 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
6218 Person::players[i]->setAnimation(crouchstabanim);
6219 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
6220 Person::players[i]->setAnimation(swordgroundstabanim);
6221 Person::players[i]->hasvictim = 0;
6225 if (!Person::players[i]->drawkeydown)
6226 Person::players[i]->drawtogglekeydown = 0;
6231 absflatfacing.z = -1;
6233 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
6235 absflatfacing = flatfacing;
6237 if (Dialog::inDialog()) {
6238 Person::players[i]->forwardkeydown = 0;
6239 Person::players[i]->leftkeydown = 0;
6240 Person::players[i]->backkeydown = 0;
6241 Person::players[i]->rightkeydown = 0;
6242 Person::players[i]->jumpkeydown = 0;
6243 Person::players[i]->crouchkeydown = 0;
6244 Person::players[i]->drawkeydown = 0;
6245 Person::players[i]->throwkeydown = 0;
6249 if (!Animation::animations[Person::players[i]->animTarget].attack &&
6250 Person::players[i]->animTarget != staggerbackhighanim &&
6251 Person::players[i]->animTarget != staggerbackhardanim &&
6252 Person::players[i]->animTarget != backhandspringanim &&
6253 Person::players[i]->animTarget != dodgebackanim) {
6254 if (!Person::players[i]->forwardkeydown)
6255 Person::players[i]->forwardstogglekeydown = 0;
6256 if (Person::players[i]->crouchkeydown) {
6260 Person::players[i]->superruntoggle = 1;
6261 if (Person::players.size() > 1)
6262 for (unsigned j = 0; j < Person::players.size(); j++)
6263 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
6264 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
6265 Person::players[i]->superruntoggle = 0;
6268 if (Person::players.size() > 1)
6269 for (unsigned j = 0; j < Person::players.size(); j++) {
6270 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
6271 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6272 Person::players[j]->victim == Person::players[i] &&
6273 (Person::players[j]->animTarget == sweepanim ||
6274 Person::players[j]->animTarget == upunchanim ||
6275 Person::players[j]->animTarget == wolfslapanim ||
6276 ((Person::players[j]->animTarget == swordslashanim ||
6277 Person::players[j]->animTarget == knifeslashstartanim ||
6278 Person::players[j]->animTarget == staffhitanim ||
6279 Person::players[j]->animTarget == staffspinhitanim) &&
6280 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
6289 Person::players[target]->Reverse();
6290 Person::players[i]->lowreversaldelay = .5;
6292 if (Person::players[i]->isIdle()) {
6293 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
6294 Person::players[i]->transspeed = 10;
6296 if (Person::players[i]->isRun() ||
6297 (Person::players[i]->isStop() &&
6298 (Person::players[i]->leftkeydown ||
6299 Person::players[i]->rightkeydown ||
6300 Person::players[i]->forwardkeydown ||
6301 Person::players[i]->backkeydown))) {
6302 Person::players[i]->setAnimation(rollanim);
6303 Person::players[i]->transspeed = 20;
6306 if (!Person::players[i]->crouchkeydown) {
6308 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
6309 Person::players[i]->superruntoggle = 0;
6311 if (Person::players[i]->isCrouch()) {
6312 if (Person::players.size() > 1)
6313 for (unsigned j = 0; j < Person::players.size(); j++) {
6315 !Person::players[j]->skeleton.free &&
6316 Person::players[j]->victim &&
6317 Person::players[i]->highreversaldelay <= 0) {
6318 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6319 Person::players[j]->victim == Person::players[i] &&
6320 (Person::players[j]->animTarget == spinkickanim) &&
6321 Person::players[i]->isCrouch()) {
6330 Person::players[target]->Reverse();
6331 Person::players[i]->highreversaldelay = .5;
6333 if (Person::players[i]->isCrouch()) {
6334 if (!Person::players[i]->wasCrouch()) {
6335 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
6336 Person::players[i]->frameCurrent = 0;
6338 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6339 Person::players[i]->transspeed = 10;
6342 if (Person::players[i]->animTarget == sneakanim) {
6343 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6344 Person::players[i]->transspeed = 10;
6347 if (Person::players[i]->forwardkeydown) {
6348 if (Person::players[i]->isIdle() ||
6349 (Person::players[i]->isStop() &&
6350 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6351 (Person::players[i]->isLanding() &&
6352 Person::players[i]->frameTarget > 0 &&
6353 !Person::players[i]->jumpkeydown) ||
6354 (Person::players[i]->isLandhard() &&
6355 Person::players[i]->frameTarget > 0 &&
6356 !Person::players[i]->jumpkeydown &&
6357 Person::players[i]->crouchkeydown)) {
6358 if (Person::players[i]->aitype == passivetype)
6359 Person::players[i]->setAnimation(walkanim);
6361 Person::players[i]->setAnimation(Person::players[i]->getRun());
6363 if (Person::players[i]->isCrouch()) {
6364 Person::players[i]->animTarget = sneakanim;
6365 if (Person::players[i]->wasCrouch())
6366 Person::players[i]->target = 0;
6367 Person::players[i]->frameTarget = 0;
6369 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
6370 Person::players[i]->setAnimation(climbanim);
6371 Person::players[i]->frameTarget = 1;
6372 Person::players[i]->jumpclimb = 1;
6374 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6375 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
6377 Person::players[i]->forwardstogglekeydown = 1;
6380 if (Person::players[i]->rightkeydown) {
6381 if (Person::players[i]->isIdle() ||
6382 (Person::players[i]->isStop() &&
6383 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6384 (Person::players[i]->isLanding() &&
6385 Person::players[i]->frameTarget > 0 &&
6386 !Person::players[i]->jumpkeydown) ||
6387 (Person::players[i]->isLandhard() &&
6388 Person::players[i]->frameTarget > 0 &&
6389 !Person::players[i]->jumpkeydown &&
6390 Person::players[i]->crouchkeydown)) {
6391 Person::players[i]->setAnimation(Person::players[i]->getRun());
6393 if (Person::players[i]->isCrouch()) {
6394 Person::players[i]->animTarget = sneakanim;
6395 if (Person::players[i]->wasCrouch())
6396 Person::players[i]->target = 0;
6397 Person::players[i]->frameTarget = 0;
6399 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6400 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6402 Person::players[i]->targetyaw -= 90;
6403 if (Person::players[i]->forwardkeydown)
6404 Person::players[i]->targetyaw += 45;
6405 if (Person::players[i]->backkeydown)
6406 Person::players[i]->targetyaw -= 45;
6409 if ( Person::players[i]->leftkeydown) {
6410 if (Person::players[i]->isIdle() ||
6411 (Person::players[i]->isStop() &&
6412 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6413 (Person::players[i]->isLanding() &&
6414 Person::players[i]->frameTarget > 0 &&
6415 !Person::players[i]->jumpkeydown) ||
6416 (Person::players[i]->isLandhard() &&
6417 Person::players[i]->frameTarget > 0 &&
6418 !Person::players[i]->jumpkeydown &&
6419 Person::players[i]->crouchkeydown)) {
6420 Person::players[i]->setAnimation(Person::players[i]->getRun());
6422 if (Person::players[i]->isCrouch()) {
6423 Person::players[i]->animTarget = sneakanim;
6424 if (Person::players[i]->wasCrouch())
6425 Person::players[i]->target = 0;
6426 Person::players[i]->frameTarget = 0;
6428 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6429 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6431 Person::players[i]->targetyaw += 90;
6432 if (Person::players[i]->forwardkeydown)
6433 Person::players[i]->targetyaw -= 45;
6434 if (Person::players[i]->backkeydown)
6435 Person::players[i]->targetyaw += 45;
6438 if (Person::players[i]->backkeydown) {
6439 if (Person::players[i]->isIdle() ||
6440 (Person::players[i]->isStop() &&
6441 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6442 (Person::players[i]->isLanding() &&
6443 Person::players[i]->frameTarget > 0 &&
6444 !Person::players[i]->jumpkeydown) ||
6445 (Person::players[i]->isLandhard() &&
6446 Person::players[i]->frameTarget > 0 &&
6447 !Person::players[i]->jumpkeydown &&
6448 Person::players[i]->crouchkeydown)) {
6449 Person::players[i]->setAnimation(Person::players[i]->getRun());
6451 if (Person::players[i]->isCrouch()) {
6452 Person::players[i]->animTarget = sneakanim;
6453 if (Person::players[i]->wasCrouch())
6454 Person::players[i]->target = 0;
6455 Person::players[i]->frameTarget = 0;
6457 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6458 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
6460 if (Person::players[i]->animTarget == hanganim) {
6461 Person::players[i]->animCurrent = jumpdownanim;
6462 Person::players[i]->animTarget = jumpdownanim;
6463 Person::players[i]->target = 0;
6464 Person::players[i]->frameCurrent = 0;
6465 Person::players[i]->frameTarget = 1;
6466 Person::players[i]->velocity = 0;
6467 Person::players[i]->velocity.y += gravity;
6468 Person::players[i]->coords.y -= 1.4;
6469 Person::players[i]->grabdelay = 1;
6471 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
6472 Person::players[i]->targetyaw += 180;
6475 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
6476 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
6477 Person::players[i]->isRun() ||
6478 Person::players[i]->animTarget == walkanim ||
6479 Person::players[i]->isCrouch() ||
6480 Person::players[i]->animTarget == sneakanim) &&
6481 Person::players[i]->jumppower > 1) &&
6482 ((Person::players[i]->animTarget != rabbitrunninganim &&
6483 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
6484 Person::players[i]->jumpstart = 0;
6485 Person::players[i]->setAnimation(jumpupanim);
6486 Person::players[i]->yaw = Person::players[i]->targetyaw;
6487 Person::players[i]->transspeed = 20;
6488 Person::players[i]->FootLand(leftfoot, 1);
6489 Person::players[i]->FootLand(rightfoot, 1);
6493 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
6496 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
6498 Person::players[i]->velocity = 0;
6502 if (Person::players.size() > 1)
6503 for (unsigned j = 0; j < Person::players.size(); j++) {
6504 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
6505 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6506 (Person::players[j]->victim == Person::players[i]) &&
6507 (Person::players[j]->animTarget == sweepanim)) {
6516 Person::players[i]->velocity.y = 1;
6518 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
6519 Person::players[i]->velocity.y = 7;
6520 Person::players[i]->crouchtogglekeydown = 1;
6521 } else Person::players[i]->velocity.y = 5;
6523 if (mousejump && i == 0 && debugmode) {
6524 if (!Person::players[i]->isLanding())
6525 Person::players[i]->tempdeltav = deltav;
6526 if (Person::players[i]->tempdeltav < 0)
6527 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
6530 Person::players[i]->coords.y += .2;
6531 Person::players[i]->jumppower -= 1;
6534 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
6536 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
6538 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
6539 Person::players[i]->setAnimation(Person::players[i]->getLanding());
6540 Person::players[i]->frameTarget = 2;
6541 Person::players[i]->landhard = 0;
6542 Person::players[i]->jumpstart = 1;
6543 Person::players[i]->tempdeltav = deltav;
6545 if (Person::players[i]->animTarget == jumpupanim &&
6549 Person::players[i]->aitype != playercontrolled)) {
6550 if (Person::players[i]->jumppower > multiplier * 6) {
6551 Person::players[i]->velocity.y += multiplier * 6;
6552 Person::players[i]->jumppower -= multiplier * 6;
6554 if (Person::players[i]->jumppower <= multiplier * 6) {
6555 Person::players[i]->velocity.y += Person::players[i]->jumppower;
6556 Person::players[i]->jumppower = 0;
6559 if (((floatjump || editorenabled) && debugmode) && i == 0)
6560 Person::players[i]->velocity.y += multiplier * 30;
6564 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
6565 Person::players[i]->setAnimation(Person::players[i]->getStop());
6566 if (Person::players[i]->animTarget == sneakanim) {
6567 Person::players[i]->animTarget = Person::players[i]->getCrouch();
6568 if (Person::players[i]->animCurrent == sneakanim)
6569 Person::players[i]->target = 0;
6570 Person::players[i]->frameTarget = 0;
6573 if (Person::players[i]->animTarget == walkanim &&
6574 (Person::players[i]->aitype == attacktypecutoff ||
6575 Person::players[i]->aitype == searchtype ||
6576 (Person::players[i]->aitype == passivetype &&
6577 Person::players[i]->numwaypoints <= 1)))
6578 Person::players[i]->setAnimation(Person::players[i]->getStop());
6579 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
6580 Person::players[i]->setAnimation(Person::players[i]->getStop());
6583 if (Person::players[i]->animTarget == rollanim)
6584 Person::players[i]->targetyaw = oldtargetyaw;
6588 for (unsigned k = 0; k < Person::players.size(); k++) {
6589 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
6590 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
6591 Person::players[k]->yaw -= 360;
6593 Person::players[k]->yaw += 360;
6596 //stop to turn in right direction
6597 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
6598 Person::players[k]->setAnimation(Person::players[k]->getStop());
6600 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
6601 Person::players[k]->targettilt = 0;
6603 if (Person::players[k]->animTarget != jumpupanim &&
6604 Person::players[k]->animTarget != backhandspringanim &&
6605 Person::players[k]->animTarget != jumpdownanim &&
6606 !Person::players[k]->isFlip()) {
6607 Person::players[k]->targettilt = 0;
6608 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
6609 Person::players[k]->jumppower = 0;
6610 Person::players[k]->jumppower += multiplier * 7;
6611 if (Person::players[k]->isCrouch())
6612 Person::players[k]->jumppower += multiplier * 7;
6613 if (Person::players[k]->jumppower > 5)
6614 Person::players[k]->jumppower = 5;
6617 if (Person::players[k]->isRun())
6618 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
6620 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
6621 Person::players[k]->grabdelay -= multiplier;
6625 for (unsigned k = 0; k < Person::players.size(); k++) {
6626 Person::players[k]->DoAnimations();
6627 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
6628 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
6634 for (int j = numenvsounds - 1; j >= 0; j--) {
6635 envsoundlife[j] -= multiplier;
6636 if (envsoundlife[j] < 0) {
6638 envsoundlife[j] = envsoundlife[numenvsounds];
6639 envsound[j] = envsound[numenvsounds];
6642 OPENAL_SetFrequency(OPENAL_ALL, slomo);
6644 if (tutoriallevel == 1) {
6661 if (tutorialstage >= 51)
6662 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6663 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
6664 OPENAL_SetFrequency(OPENAL_ALL);
6666 emit_stream_np(stream_menutheme);
6675 if (tutorialstage < 51)
6676 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6677 emit_sound_at(fireendsound, Person::players[0]->coords);
6679 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
6683 if (tutorialstage >= 14 && tutorialstage < 50)
6684 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
6685 emit_sound_at(fireendsound, Person::players[1]->coords);
6687 for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
6688 if (Random() % 2 == 0) {
6689 if (!Person::players[1]->skeleton.free)
6690 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6691 if (Person::players[1]->skeleton.free)
6692 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6693 if (!Person::players[1]->skeleton.free)
6694 temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
6695 if (Person::players[1]->skeleton.free)
6696 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
6697 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
6701 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
6702 for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
6703 Person::players[1]->skeleton.joints[i].velocity = 0;
6704 if (Random() % 2 == 0) {
6705 if (!Person::players[1]->skeleton.free)
6706 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6707 if (Person::players[1]->skeleton.free)
6708 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6709 if (!Person::players[1]->skeleton.free)
6710 temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
6711 if (Person::players[1]->skeleton.free)
6712 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
6713 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
6721 static float gLoc[3];
6725 static float vel[3];
6726 vel[0] = (viewer.x - oldviewer.x) / multiplier;
6727 vel[1] = (viewer.y - oldviewer.y) / multiplier;
6728 vel[2] = (viewer.z - oldviewer.z) / multiplier;
6730 //Set orientation with forward and up vectors
6731 static XYZ upvector;
6735 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
6736 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
6741 facing = DoRotation(facing, -pitch, 0, 0);
6742 facing = DoRotation(facing, 0, 0 - yaw, 0);
6745 static float ori[6];
6749 ori[3] = -upvector.x;
6750 ori[4] = upvector.y;
6751 ori[5] = -upvector.z;
6753 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
6760 if (Input::isKeyPressed(SDL_SCANCODE_F1))
6764 void Game::TickOnce()
6767 yaw += multiplier * 5;
6768 } else if (Dialog::directing || !Dialog::inDialog()) {
6771 pitch -= deltav * .7;
6773 pitch += deltav * .7;
6782 void Game::TickOnceAfter()
6784 static XYZ colviewer;
6785 static XYZ coltarget;
6789 static float changedelay;
6790 static bool alldead;
6791 static float unseendelay;
6792 static float cameraspeed;
6795 static int oldmusictype = musictype;
6797 if (environment == snowyenvironment)
6798 leveltheme = stream_snowtheme;
6799 if (environment == grassyenvironment)
6800 leveltheme = stream_grasstheme;
6801 if (environment == desertenvironment)
6802 leveltheme = stream_deserttheme;
6806 musictype = leveltheme;
6807 for (unsigned i = 0; i < Person::players.size(); i++) {
6808 if ((Person::players[i]->aitype == attacktypecutoff ||
6809 Person::players[i]->aitype == getweapontype ||
6810 Person::players[i]->aitype == gethelptype ||
6811 Person::players[i]->aitype == searchtype) &&
6812 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
6813 (Person::players[i]->animTarget != sneakattackedanim &&
6814 Person::players[i]->animTarget != knifesneakattackedanim &&
6815 Person::players[i]->animTarget != swordsneakattackedanim)) {
6816 musictype = stream_fighttheme;
6820 if (Person::players[0]->dead)
6821 musictype = stream_menutheme;
6824 if (musictype == stream_fighttheme)
6827 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
6828 unseendelay -= multiplier;
6829 if (unseendelay > 0)
6830 musictype = stream_fighttheme;
6835 musictype = stream_menutheme;
6836 musicvolume[2] = 512;
6843 if (musictype != oldmusictype && musictype == stream_fighttheme)
6844 emit_sound_np(alarmsound);
6845 musicselected = musictype;
6847 if (musicselected == leveltheme)
6848 musicvolume[0] += multiplier * 450;
6850 musicvolume[0] -= multiplier * 450;
6851 if (musicselected == stream_fighttheme)
6852 musicvolume[1] += multiplier * 450;
6854 musicvolume[1] -= multiplier * 450;
6855 if (musicselected == stream_menutheme)
6856 musicvolume[2] += multiplier * 450;
6858 musicvolume[2] -= multiplier * 450;
6860 for (int i = 0; i < 3; i++) {
6861 if (musicvolume[i] < 0)
6863 if (musicvolume[i] > 512)
6864 musicvolume[i] = 512;
6867 if (musicvolume[2] > 128 && !loading && !mainmenu)
6868 musicvolume[2] = 128;
6871 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
6872 emit_stream_np(leveltheme, musicvolume[0]);
6873 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
6874 emit_stream_np(stream_fighttheme, musicvolume[1]);
6875 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
6876 emit_stream_np(stream_menutheme, musicvolume[2]);
6877 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
6878 pause_sound(leveltheme);
6879 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
6880 pause_sound(stream_fighttheme);
6881 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
6882 pause_sound(stream_menutheme);
6884 if (musicvolume[0] != oldmusicvolume[0])
6885 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
6886 if (musicvolume[1] != oldmusicvolume[1])
6887 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
6888 if (musicvolume[2] != oldmusicvolume[2])
6889 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
6891 for (int i = 0; i < 3; i++)
6892 oldmusicvolume[i] = musicvolume[i];
6894 pause_sound(leveltheme);
6895 pause_sound(stream_fighttheme);
6896 pause_sound(stream_menutheme);
6898 for (int i = 0; i < 4; i++) {
6899 oldmusicvolume[i] = 0;
6904 Hotspot::killhotspot = 2;
6905 for (int i = 0; i < Hotspot::hotspots.size(); i++) {
6906 if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
6907 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0)
6908 Hotspot::killhotspot = 0;
6909 else if (Hotspot::killhotspot == 2)
6910 Hotspot::killhotspot = 1;
6913 if (Hotspot::killhotspot == 2)
6914 Hotspot::killhotspot = 0;
6918 for (int i = 0; i < Hotspot::hotspots.size(); i++)
6919 if (Hotspot::hotspots[i].type == -1)
6920 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size)
6924 for (unsigned i = 1; i < Person::players.size(); i++)
6925 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
6927 if (numalarmed > maxalarmed)
6928 maxalarmed = numalarmed;
6930 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
6931 if (Person::players[0]->dead && changedelay <= 0) {
6933 targetlevel = whichlevel;
6936 for (unsigned i = 1; i < Person::players.size(); i++) {
6937 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
6944 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
6946 targetlevel = whichlevel + 1;
6947 if (targetlevel > numchallengelevels - 1)
6950 if (winhotspot || windialogue) {
6952 targetlevel = whichlevel + 1;
6953 if (targetlevel > numchallengelevels - 1)
6958 if (Hotspot::killhotspot) {
6960 targetlevel = whichlevel + 1;
6961 if (targetlevel > numchallengelevels - 1)
6965 if (changedelay > 0 && !Person::players[0]->dead && !won) {
6966 //high scores, awards, win
6968 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
6971 accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
6979 if (leveltime < 1) {
6984 Hotspot::killhotspot = 0;
6987 if (!editorenabled && gameon && !mainmenu) {
6988 if (changedelay != -999)
6989 changedelay -= multiplier / 7;
6990 if (Person::players[0]->dead)
6991 targetlevel = whichlevel;
6992 if (loading == 2 && !campaign) {
6995 fireSound(firestartsound);
6997 if (!Person::players[0]->dead && targetlevel != whichlevel)
6998 startbonustotal = bonustotal;
6999 if (Person::players[0]->dead)
7000 Loadlevel(whichlevel);
7002 Loadlevel(targetlevel);
7008 if (loading == 2 && targetlevel == whichlevel) {
7012 fireSound(firestartsound);
7014 Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
7020 if (changedelay <= -999 &&
7023 (Person::players[0]->dead ||
7024 (alldead && maptype == mapkilleveryone) ||
7026 (Hotspot::killhotspot)))
7028 if ((Person::players[0]->dead ||
7029 (alldead && maptype == mapkilleveryone) ||
7032 (Hotspot::killhotspot)) &&
7034 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
7038 if (Person::players[0]->dead)
7044 // campaignchoosenext determines what to do when the level is complete:
7045 // 0 = load next level
7046 // 1 = go back to level select screen
7047 // 2 = stealthload next level
7048 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
7049 if (campaignlevels[actuallevel].nextlevel.empty())
7051 } else if (mainmenu == 0 && winfreeze) {
7052 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
7054 if (!stealthloading) {
7055 fireSound(firestartsound);
7060 startbonustotal = 0;
7070 actuallevel = campaignlevels[actuallevel].nextlevel.front();
7073 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
7077 pause_sound(stream_menutheme);
7088 oldmusictype = musictype;
7094 facing = DoRotation(facing, -pitch, 0, 0);
7095 facing = DoRotation(facing, 0, 0 - yaw, 0);
7096 viewerfacing = facing;
7099 if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
7100 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;
7102 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;
7104 if (Person::players[0]->skeleton.free) {
7105 for (int i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
7106 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
7107 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
7111 if (Person::players[0]->skeleton.free != 2) {
7113 if (findLengthfast(&Person::players[0]->velocity) > 400) {
7114 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
7116 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
7118 coltarget = target - cameraloc;
7119 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
7122 Normalise(&coltarget);
7123 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
7124 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
7126 cameraloc = cameraloc + coltarget * multiplier * 8;
7130 cameradist += multiplier * 5;
7131 if (cameradist > 2.3)
7133 viewer = cameraloc - facing * cameradist;
7135 coltarget = cameraloc;
7136 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
7137 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7138 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7139 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7141 coltarget = cameraloc;
7142 if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
7145 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7146 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7147 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7149 if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
7153 cameradist = findDistance(&viewer, &target);
7154 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
7155 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
7156 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
7159 if (camerashake > .8)
7161 woozy += multiplier;
7162 if (Person::players[0]->dead)
7164 if (Person::players[0]->dead)
7166 camerashake -= multiplier * 2;
7167 blackout -= multiplier * 2;
7168 if (camerashake < 0)
7173 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
7174 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
7175 viewer.z += (float)(Random() % 100) * .0005 * camerashake;