2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
26 #include "Animation/Animation.hpp"
27 #include "Audio/openal_wrapper.hpp"
28 #include "Devtools/ConsoleCmds.hpp"
29 #include "Level/Awards.hpp"
30 #include "Level/Campaign.hpp"
31 #include "Level/Dialog.hpp"
32 #include "Level/Hotspot.hpp"
33 #include "Menu/Menu.hpp"
34 #include "Tutorial.hpp"
35 #include "User/Settings.hpp"
36 #include "Utils/Folders.hpp"
37 #include "Utils/Input.hpp"
41 #include <sys/types.h>
57 // Added more evilness needed for MSVC
59 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
60 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
63 extern float multiplier;
65 extern int environment;
66 extern Terrain terrain;
67 extern float screenwidth, screenheight;
70 extern float texdetail;
72 extern float slomodelay;
73 extern bool floatjump;
76 extern float camerashake;
78 extern float blackout;
79 extern bool cellophane;
80 extern bool musictoggle;
81 extern int difficulty;
82 extern int bloodtoggle;
83 extern bool invertmouse;
85 extern float precipdelay;
86 extern XYZ viewerfacing;
87 extern bool ambientsound;
88 extern bool mousejump;
89 extern float viewdistance;
91 extern XYZ windvector;
95 extern int oldmainmenu;
96 extern bool visibleloading;
97 extern XYZ envsound[30];
98 extern float envsoundvol[30];
99 extern int numenvsounds;
100 extern float envsoundlife[30];
101 extern float usermousesensitivity;
102 extern bool ismotionblur;
103 extern bool showdamagebar; // (des)activate the damage bar
104 extern bool decalstoggle;
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 float smoketex;
116 extern bool againbonus;
117 extern bool reversaltrain;
118 extern bool canattack;
119 extern bool cananger;
120 extern float damagedealt;
122 extern int editoractive;
123 extern int editorpathtype;
125 extern float hostiletime;
127 extern bool gamestarted;
131 extern bool stillloading;
132 extern bool winfreeze;
134 extern bool campaign;
136 extern void toggleFullscreen();
140 bool winhotspot = false;
141 bool windialogue = false;
144 float cameradist = 0;
145 bool oldattackkey = 0;
147 float musicvolume[4] = {};
148 float oldmusicvolume[4] = {};
149 int musicselected = 0;
151 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
152 STATIC_ASSERT(rabbittype == 0 && wolftype == 1)
156 // TODO: this is slightly incorrect
157 float roughDirection(XYZ vec)
160 float angle = -asin(-vec.x) * 180 / M_PI;
166 float roughDirectionTo(XYZ start, XYZ end)
168 return roughDirection(end - start);
170 inline float pitchOf(XYZ vec)
173 return -asin(vec.y) * 180 / M_PI;
175 float pitchTo(XYZ start, XYZ end)
177 return pitchOf(end - start);
183 inline float stepTowardf(float from, float to, float by)
185 if (fabs(from - to) < by) {
187 } else if (from > to) {
194 void Game::playdialoguescenesound()
197 temppos = Person::players.at(Dialog::currentScene().participantfocus)->coords;
198 temppos = temppos - viewer;
203 switch (Dialog::currentScene().sound) {
208 sound = consolefailsound;
211 sound = consolesuccesssound;
214 sound = firestartsound;
217 sound = fireendsound;
220 sound = rabbitchitter;
223 sound = rabbitchitter2;
226 sound = rabbitpainsound;
229 sound = rabbitpain1sound;
232 sound = rabbitattacksound;
235 sound = rabbitattack2sound;
238 sound = rabbitattack3sound;
241 sound = rabbitattack4sound;
265 sound = barkgrowlsound;
271 emit_sound_at(sound, temppos);
275 // ================================================================
277 int Game::findClosestPlayer()
280 float closestdist = std::numeric_limits<float>::max();
282 for (unsigned int i = 1; i < Person::players.size(); i++) {
283 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
284 if (distance < closestdist) {
285 closestdist = distance;
292 static int findClosestObject()
295 float closestdist = std::numeric_limits<float>::max();
297 for (unsigned int i = 0; i < Object::objects.size(); i++) {
298 float distance = distsq(&Object::objects[i]->position,
299 &Person::players[0]->coords);
300 if (distance < closestdist) {
301 closestdist = distance;
308 static void cmd_dispatch(const string cmd)
310 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
312 for (i = 0; i < n_cmds; i++) {
313 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
314 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
315 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
319 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
322 /********************> Tick() <*****/
323 extern bool save_screenshot(const char* fname);
324 void Screenshot(void)
327 time_t t = time(NULL);
328 struct tm* tme = localtime(&t);
329 sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png",
330 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
332 save_screenshot(filename);
335 void Game::SetUpLighting()
337 if (environment == snowyenvironment) {
338 light.setColors(.65, .65, .7, .4, .4, .44);
340 if (environment == desertenvironment) {
341 light.setColors(.95, .95, .95, .4, .35, .3);
343 if (environment == grassyenvironment) {
344 light.setColors(.95, .95, 1, .4, .4, .44);
346 if (!skyboxtexture) {
347 light.setColors(1, 1, 1, .4, .4, .4);
350 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
351 light.color[0] *= (skyboxlightr + average) / 2;
352 light.color[1] *= (skyboxlightg + average) / 2;
353 light.color[2] *= (skyboxlightb + average) / 2;
354 light.ambient[0] *= (skyboxlightr + average) / 2;
355 light.ambient[1] *= (skyboxlightg + average) / 2;
356 light.ambient[2] *= (skyboxlightb + average) / 2;
359 void Setenvironment(int which)
363 LOG(" Setting environment...");
368 pause_sound(stream_snowtheme);
369 pause_sound(stream_grasstheme);
370 pause_sound(stream_deserttheme);
371 pause_sound(stream_wind);
372 pause_sound(stream_desertambient);
374 if (environment == snowyenvironment) {
378 emit_stream_np(stream_wind);
381 Object::treetextureptr.load("Textures/SnowTree.png", 0);
382 Object::bushtextureptr.load("Textures/BushSnow.png", 0);
383 Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
384 Object::boxtextureptr.load("Textures/SnowBox.jpg", 1);
386 footstepsound = footstepsn1;
387 footstepsound2 = footstepsn2;
388 footstepsound3 = footstepst1;
389 footstepsound4 = footstepst2;
391 terraintexture.load("Textures/Snow.jpg", 1);
392 terraintexture2.load("Textures/Rock.jpg", 1);
394 temptexdetail = texdetail;
398 skybox->load("Textures/Skybox(snow)/Front.jpg",
399 "Textures/Skybox(snow)/Left.jpg",
400 "Textures/Skybox(snow)/Back.jpg",
401 "Textures/Skybox(snow)/Right.jpg",
402 "Textures/Skybox(snow)/Up.jpg",
403 "Textures/Skybox(snow)/Down.jpg");
405 texdetail = temptexdetail;
406 } else if (environment == desertenvironment) {
409 Object::treetextureptr.load("Textures/DesertTree.png", 0);
410 Object::bushtextureptr.load("Textures/BushDesert.png", 0);
411 Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
412 Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
415 emit_stream_np(stream_desertambient);
418 footstepsound = footstepsn1;
419 footstepsound2 = footstepsn2;
420 footstepsound3 = footstepsn1;
421 footstepsound4 = footstepsn2;
423 terraintexture.load("Textures/Sand.jpg", 1);
424 terraintexture2.load("Textures/SandSlope.jpg", 1);
426 temptexdetail = texdetail;
430 skybox->load("Textures/Skybox(sand)/Front.jpg",
431 "Textures/Skybox(sand)/Left.jpg",
432 "Textures/Skybox(sand)/Back.jpg",
433 "Textures/Skybox(sand)/Right.jpg",
434 "Textures/Skybox(sand)/Up.jpg",
435 "Textures/Skybox(sand)/Down.jpg");
437 texdetail = temptexdetail;
438 } else if (environment == grassyenvironment) {
441 Object::treetextureptr.load("Textures/Tree.png", 0);
442 Object::bushtextureptr.load("Textures/Bush.png", 0);
443 Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
444 Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
447 emit_stream_np(stream_wind, 100.);
450 footstepsound = footstepgr1;
451 footstepsound2 = footstepgr2;
452 footstepsound3 = footstepst1;
453 footstepsound4 = footstepst2;
455 terraintexture.load("Textures/GrassDirt.jpg", 1);
456 terraintexture2.load("Textures/MossRock.jpg", 1);
458 temptexdetail = texdetail;
462 skybox->load("Textures/Skybox(grass)/Front.jpg",
463 "Textures/Skybox(grass)/Left.jpg",
464 "Textures/Skybox(grass)/Back.jpg",
465 "Textures/Skybox(grass)/Right.jpg",
466 "Textures/Skybox(grass)/Up.jpg",
467 "Textures/Skybox(grass)/Down.jpg");
469 texdetail = temptexdetail;
471 temptexdetail = texdetail;
473 terrain.load("Textures/HeightMap.png");
475 texdetail = temptexdetail;
478 bool Game::LoadLevel(int which)
484 return LoadLevel("tutorial", true);
485 } else if (which >= 0 && which <= 15) {
487 snprintf(buf, 32, "map%d", which + 1); // challenges
488 return LoadLevel(buf);
490 return LoadLevel("mapsave");
494 bool Game::LoadLevel(const std::string& name, bool tutorial)
496 const std::string level_path = Folders::getResourcePath("Maps/" + name);
497 if (!Folders::file_exists(level_path)) {
498 perror(std::string("LoadLevel: Could not open file '" + level_path).c_str());
502 int indemo; // FIXME this should be removed
508 LOG(std::string("Loading level...") + name);
511 visibleloading = true;
513 if (stealthloading) {
514 visibleloading = false;
523 Tutorial::active = tutorial;
525 if (Tutorial::active) {
528 if (Tutorial::stage == 0) {
529 Tutorial::stagetime = 0;
530 Tutorial::maxtime = 1;
532 pause_sound(whooshsound);
533 pause_sound(stream_firesound);
538 tfile = Folders::openMandatoryFile(level_path, "rb");
540 pause_sound(stream_firesound);
546 //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
548 Dialog::dialogs.clear();
550 Dialog::indialogue = -1;
556 if (Account::hasActive()) {
557 difficulty = Account::active().getDifficulty();
560 Hotspot::hotspots.clear();
561 Hotspot::current = -1;
572 for (unsigned char i = 0; i < 100; i++) {
582 numunarmedattack = 0;
593 bonustotal = startbonustotal;
598 emit_sound_np(consolesuccesssound);
603 if (!stealthloading) {
604 terrain.decals.clear();
605 Sprite::deleteSprites();
607 for (int i = 0; i < subdivision; i++) {
608 for (int j = 0; j < subdivision; j++) {
609 terrain.patchobjects[i][j].clear();
612 Game::LoadingScreen();
616 Person::players.resize(1);
618 funpackf(tfile, "Bi", &mapvers);
620 cerr << name << " has obsolete map version " << mapvers << endl;
623 funpackf(tfile, "Bi", &indemo);
628 funpackf(tfile, "Bi", &maptype);
630 maptype = mapkilleveryone;
633 funpackf(tfile, "Bi", &hostile);
638 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
644 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
652 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
654 skyboxlightr = skyboxr;
655 skyboxlightg = skyboxg;
656 skyboxlightb = skyboxb;
658 /* 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) */
659 if (stealthloading) {
660 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
662 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);
664 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5) {
665 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
666 Person::players[0]->weaponids[j] = weapons.size();
668 funpackf(tfile, "Bi", &type);
669 weapons.push_back(Weapon(type, 0));
673 Game::LoadingScreen();
675 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
676 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
677 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
678 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
680 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
683 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
685 Person::players[0]->whichskin = 0;
686 Person::players[0]->creature = rabbittype;
689 Person::players[0]->lastattack = -1;
690 Person::players[0]->lastattack2 = -1;
691 Person::players[0]->lastattack3 = -1;
695 Dialog::loadDialogs(tfile);
698 for (int k = 0; k < Person::players[0]->numclothes; k++) {
699 funpackf(tfile, "Bi", &templength);
700 for (int l = 0; l < templength; l++) {
701 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
703 Person::players[0]->clothes[k][templength] = '\0';
704 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
707 funpackf(tfile, "Bi", &environment);
709 if (environment != oldenvironment) {
710 Setenvironment(environment);
712 oldenvironment = environment;
714 Object::LoadObjectsFromFile(tfile, stealthloading);
718 funpackf(tfile, "Bi", &numhotspots);
719 if (numhotspots < 0) {
720 cerr << "Map " << name << " have an invalid number of hotspots" << endl;
723 Hotspot::hotspots.resize(numhotspots);
724 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
725 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);
726 funpackf(tfile, "Bi", &templength);
728 for (int l = 0; l < templength; l++) {
729 funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
732 Hotspot::hotspots[i].text[templength] = '\0';
733 if (Hotspot::hotspots[i].type == -111) {
738 Hotspot::hotspots.clear();
741 Game::LoadingScreen();
743 if (!stealthloading) {
744 Object::ComputeCenter();
745 Object::ComputeRadius();
748 Game::LoadingScreen();
751 funpackf(tfile, "Bi", &numplayers);
752 if (numplayers > maxplayers) {
753 cout << "Warning: this level contains more players than allowed" << endl;
756 for (int i = 1; i < numplayers; i++) {
758 Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
760 } catch (InvalidPersonException e) {
761 cerr << "Invalid Person found in " << name << endl;
764 Game::LoadingScreen();
766 funpackf(tfile, "Bi", &numpathpoints);
767 if (numpathpoints > 30 || numpathpoints < 0) {
770 for (int j = 0; j < numpathpoints; j++) {
771 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
772 for (int k = 0; k < numpathpointconnect[j]; k++) {
773 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
776 Game::LoadingScreen();
778 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
782 if (!stealthloading) {
783 Object::AddObjectsToTerrain();
785 Game::LoadingScreen();
787 Game::LoadingScreen();
792 for (unsigned i = 0; i < Person::players.size(); i++) {
793 Game::LoadingScreen();
795 Person::players[i]->burnt = 0;
796 Person::players[i]->bled = 0;
797 Person::players[i]->onfire = 0;
798 Person::players[i]->scale = .2;
800 Person::players[i]->creature = rabbittype;
803 Person::players[i]->skeleton.free = 0;
805 Person::players[i]->skeletonLoad();
807 Person::players[i]->addClothes();
810 Person::players[i]->animCurrent = bounceidleanim;
811 Person::players[i]->animTarget = bounceidleanim;
812 Person::players[i]->frameCurrent = 0;
813 Person::players[i]->frameTarget = 1;
814 Person::players[i]->target = 0;
816 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
817 if (difficulty == 0) {
818 Person::players[i]->speed -= .2;
820 if (difficulty == 1) {
821 Person::players[i]->speed -= .1;
825 Person::players[i]->velocity = 0;
826 Person::players[i]->oldcoords = Person::players[i]->coords;
827 Person::players[i]->realoldcoords = Person::players[i]->coords;
829 Person::players[i]->id = i;
830 Person::players[i]->updatedelay = 0;
831 Person::players[i]->normalsupdatedelay = 0;
833 Person::players[i]->setProportions(1, 1, 1, 1);
834 Person::players[i]->headless = 0;
835 Person::players[i]->currentoffset = 0;
836 Person::players[i]->targetoffset = 0;
837 if (Person::players[i]->creature == wolftype) {
838 Person::players[i]->scale = .23;
839 Person::players[i]->damagetolerance = 300;
841 Person::players[i]->damagetolerance = 200;
844 Game::LoadingScreen();
846 Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
848 Person::players[i]->headmorphness = 0;
849 Person::players[i]->targetheadmorphness = 1;
850 Person::players[i]->headmorphstart = 0;
851 Person::players[i]->headmorphend = 0;
853 Person::players[i]->pausetime = 0;
855 Person::players[i]->dead = 0;
856 Person::players[i]->jumppower = 5;
857 Person::players[i]->damage = 0;
858 Person::players[i]->permanentdamage = 0;
859 Person::players[i]->superpermanentdamage = 0;
861 Person::players[i]->forwardkeydown = 0;
862 Person::players[i]->leftkeydown = 0;
863 Person::players[i]->backkeydown = 0;
864 Person::players[i]->rightkeydown = 0;
865 Person::players[i]->jumpkeydown = 0;
866 Person::players[i]->crouchkeydown = 0;
867 Person::players[i]->throwkeydown = 0;
869 Person::players[i]->collided = -10;
870 Person::players[i]->loaded = 1;
871 Person::players[i]->bloodloss = 0;
872 Person::players[i]->weaponactive = -1;
873 Person::players[i]->weaponstuck = -1;
874 Person::players[i]->bleeding = 0;
875 Person::players[i]->deathbleeding = 0;
876 Person::players[i]->stunned = 0;
877 Person::players[i]->hasvictim = 0;
878 Person::players[i]->wentforweapon = 0;
882 Person::players[0]->aitype = playercontrolled;
884 if (difficulty == 1) {
885 Person::players[0]->power = 1 / .9;
886 Person::players[0]->damagetolerance = 250;
887 } else if (difficulty == 0) {
888 Person::players[0]->power = 1 / .8;
889 Person::players[0]->damagetolerance = 300;
890 Person::players[0]->armorhead *= 1.5;
891 Person::players[0]->armorhigh *= 1.5;
892 Person::players[0]->armorlow *= 1.5;
895 cameraloc = Person::players[0]->coords;
897 yaw = Person::players[0]->yaw;
899 hawkcoords = Person::players[0]->coords;
902 Game::LoadingScreen();
904 LOG("Starting background music...");
906 OPENAL_StopSound(OPENAL_ALL);
908 if (environment == snowyenvironment) {
909 emit_stream_np(stream_wind);
910 } else if (environment == desertenvironment) {
911 emit_stream_np(stream_desertambient);
912 } else if (environment == grassyenvironment) {
913 emit_stream_np(stream_wind, 100.);
916 oldmusicvolume[0] = 0;
917 oldmusicvolume[1] = 0;
918 oldmusicvolume[2] = 0;
919 oldmusicvolume[3] = 0;
923 visibleloading = false;
928 /* Process input events that impact settings, console, devtools, etc.
929 * Gameplay-related input processing is still done in Game::Tick() for now
930 * as it is tightly coupled to the game logic.
932 void Game::ProcessInput()
934 /* Pump SDL input events */
937 /* Menu handling (main menu, leave game) */
938 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
939 (gameon || mainmenu == 0)) {
941 if (mainmenu == 0 && !winfreeze) {
942 mainmenu = 2; // Pause
943 } else if (mainmenu == 1 || mainmenu == 2) {
944 mainmenu = 0; // Unpause
947 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
948 OPENAL_SetFrequency(OPENAL_ALL);
949 emit_stream_np(stream_menutheme);
950 pause_sound(leveltheme);
952 // On resume, play level music
954 pause_sound(stream_menutheme);
955 resume_stream(leveltheme);
960 if (!campaign && !mainmenu) {
961 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE))) {
967 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && gameon) {
971 } else if (winfreeze) {
978 /* Tutorial mode hotkeys */
979 if (Tutorial::active) {
980 // Skip current tutorial stage
981 if (Input::isKeyPressed(SDL_SCANCODE_TAB)) {
982 if (Tutorial::stage != 51) {
983 Tutorial::stagetime = Tutorial::maxtime;
985 emit_sound_np(consolefailsound, 128.);
990 if (Input::isKeyPressed(SDL_SCANCODE_F1)) {
994 /* Stereo video mode hotkeys */
995 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
996 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
997 stereoreverse = true;
998 printf("Stereo reversed\n");
1000 stereoreverse = false;
1001 printf("Stereo unreversed\n");
1005 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
1006 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1007 stereoseparation -= 0.001;
1009 stereoseparation -= 0.010;
1011 printf("Stereo separation decreased to %f\n", stereoseparation);
1014 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
1015 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1016 stereoseparation += 0.001;
1018 stereoseparation += 0.010;
1020 printf("Stereo separation increased to %f\n", stereoseparation);
1024 if (devtools && !mainmenu) {
1026 if (Input::isKeyPressed(consolekey)) {
1029 OPENAL_SetFrequency(OPENAL_ALL);
1036 /* Other devtools, disabled when the console is shown */
1043 void Game::ProcessDevInput()
1045 if (!devtools || mainmenu || console) {
1049 if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
1051 if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1052 editorenabled = !editorenabled;
1053 if (editorenabled) {
1054 Person::players[0]->damagetolerance = 100000;
1055 Person::players[0]->damage = 0;
1056 Person::players[0]->permanentdamage = 0;
1057 Person::players[0]->superpermanentdamage = 0;
1058 Person::players[0]->burnt = 0;
1059 Person::players[0]->bloodloss = 0;
1060 Person::players[0]->deathbleeding = 0;
1062 Person::players[0]->damagetolerance = 200;
1066 /* Nullify damage and give 200000 health */
1067 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1068 Person::players[0]->damagetolerance = 200000;
1069 Person::players[0]->damage = 0;
1070 Person::players[0]->permanentdamage = 0;
1071 Person::players[0]->superpermanentdamage = 0;
1072 Person::players[0]->burnt = 0;
1073 Person::players[0]->bloodloss = 0;
1074 Person::players[0]->deathbleeding = 0;
1077 /* Change environment */
1078 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1080 if (environment > 2) {
1083 Setenvironment(environment);
1087 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1088 cameramode = !cameramode;
1092 if (Input::isKeyPressed(SDL_SCANCODE_V)) {
1095 OPENAL_SetFrequency(OPENAL_ALL);
1099 /* Toggle slow motion */
1100 if (Input::isKeyPressed(SDL_SCANCODE_B)) {
1106 if (Input::isKeyPressed(SDL_SCANCODE_N)) {
1107 Person::players[0]->RagDoll(0);
1108 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
1111 /* Shrink tree leaves?? */
1112 // FIXME: Can't see what this does in game.
1113 if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
1114 for (auto& an_object : Object::objects) {
1115 if (an_object->type == treeleavestype) {
1116 an_object->scale *= .9;
1121 /* Change (or add) weapon */
1122 if (Input::isKeyPressed(SDL_SCANCODE_X)) {
1124 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1125 closest = findClosestPlayer();
1129 if (Person::players[closest]->num_weapons > 0) {
1131 switch (weapons[Person::players[closest]->weaponids[0]].getType()) {
1142 weapons[Person::players[closest]->weaponids[0]].setType(weapontype);
1144 Person::players[closest]->weaponids[0] = weapons.size();
1145 weapons.push_back(Weapon(knife, closest));
1146 Person::players[closest]->num_weapons = 1;
1151 /* Change yaw (rotate around Z axis) */
1152 if (Input::isKeyDown(SDL_SCANCODE_U)) {
1154 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1155 closest = findClosestPlayer();
1159 Person::players[closest]->yaw += multiplier * 50;
1160 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1165 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
1167 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1168 closest = findClosestPlayer();
1172 Person::players[closest]->onfire = !Person::players[closest]->onfire;
1173 if (Person::players[closest]->onfire) {
1174 Person::players[closest]->CatchFire();
1176 emit_sound_at(fireendsound, Person::players[closest]->coords);
1177 pause_sound(stream_firesound);
1183 if (Input::isKeyPressed(SDL_SCANCODE_T) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1185 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1186 closest = findClosestPlayer();
1190 Person::players[closest]->whichskin++;
1191 if (Person::players[closest]->whichskin > 9) {
1192 Person::players[closest]->whichskin = 0;
1194 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype) {
1195 Person::players[closest]->whichskin = 0;
1198 Person::players[closest]->skeleton.drawmodel.textureptr.load(
1199 PersonType::types[Person::players[closest]->creature].skins[Person::players[closest]->whichskin], 1,
1200 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1203 Person::players[closest]->addClothes();
1206 /* Change creature type */
1207 if (Input::isKeyPressed(SDL_SCANCODE_T) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1209 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1210 closest = findClosestPlayer();
1214 person_type nextType = static_cast<person_type>((Person::players[closest]->creature + 1) % PersonType::types.size());
1215 Person::players[closest]->changeCreatureType(nextType);
1219 /* Explose nearby player's head */
1220 if (Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1221 int closest = findClosestPlayer();
1222 if (closest > 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1223 XYZ flatfacing2, flatvelocity2, flatvelocity2_orig;
1224 XYZ headspurtdirection;
1225 Joint& headjoint = Person::players[closest]->joint(head);
1227 if (!Person::players[closest]->skeleton.free) {
1228 flatvelocity2_orig = Person::players[closest]->velocity;
1229 flatfacing2 = DoRotation(
1231 DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt),
1232 Person::players[closest]->tilt2, 0, 0),
1233 0, Person::players[closest]->yaw, 0) *
1234 Person::players[closest]->scale +
1235 Person::players[closest]->coords;
1237 flatvelocity2_orig = headjoint.velocity;
1238 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1241 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1242 Normalise(&headspurtdirection);
1244 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1245 flatvelocity2 = flatvelocity2_orig;
1246 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1247 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1248 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1249 printf("Test: %f\n", flatvelocity2.x);
1250 printf("Test orig: %f\n", flatvelocity2_orig.x);
1251 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1252 flatvelocity2 += headspurtdirection * 8;
1253 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1255 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1257 emit_sound_at(splattersound, Person::players[closest]->coords);
1258 emit_sound_at(breaksound2, Person::players[closest]->coords, 100.);
1260 if (Person::players[closest]->skeleton.free == 2) {
1261 Person::players[closest]->skeleton.free = 0;
1263 Person::players[closest]->RagDoll(0);
1264 Person::players[closest]->dead = 2;
1265 Person::players[closest]->headless = 1;
1266 Person::players[closest]->DoBloodBig(3, 165);
1272 /* Explode nearby player */
1273 if (Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1274 int closest = findClosestPlayer();
1275 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1276 XYZ flatfacing2, flatvelocity2, flatvelocity2_orig;
1278 emit_sound_at(splattersound, Person::players[closest]->coords);
1279 emit_sound_at(breaksound2, Person::players[closest]->coords);
1281 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1282 if (!Person::players[closest]->skeleton.free) {
1283 flatvelocity2_orig = Person::players[closest]->velocity;
1284 flatfacing2 = DoRotation(
1286 DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt),
1287 Person::players[closest]->tilt2, 0, 0),
1288 0, Person::players[closest]->yaw, 0) *
1289 Person::players[closest]->scale +
1290 Person::players[closest]->coords;
1292 flatvelocity2_orig = Person::players[closest]->skeleton.joints[i].velocity;
1293 flatfacing2 = Person::players[closest]->skeleton.joints[i].position *
1294 Person::players[closest]->scale +
1295 Person::players[closest]->coords;
1299 flatvelocity2 = flatvelocity2_orig;
1300 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1301 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1302 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1303 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1304 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
1305 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1308 flatvelocity2 = flatvelocity2_orig;
1309 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1310 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1311 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1312 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1313 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
1316 flatvelocity2 = flatvelocity2_orig;
1317 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1318 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1319 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1320 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1321 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1324 flatvelocity2 = flatvelocity2_orig;
1325 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1326 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1327 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1328 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1329 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1333 for (unsigned j = 0; j < Person::players.size(); j++) {
1334 if (int(j) == closest) {
1337 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
1338 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
1339 if (Person::players[j]->skeleton.free == 2) {
1340 Person::players[j]->skeleton.free = 1;
1342 Person::players[j]->skeleton.longdead = 0;
1343 Person::players[j]->RagDoll(0);
1344 for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
1345 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
1346 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
1347 flatvelocity2 = temppos - Person::players[closest]->coords;
1348 Normalise(&flatvelocity2);
1349 Person::players[j]->skeleton.joints[i].velocity +=
1350 flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
1356 Person::players[closest]->DoDamage(10000);
1357 Person::players[closest]->RagDoll(0);
1358 Person::players[closest]->dead = 2;
1359 Person::players[closest]->coords = 20;
1360 Person::players[closest]->skeleton.free = 2;
1367 /* Skip level (only for challenges) */
1368 // FIXME: Allow skipping levels in campaigns too
1369 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
1371 if (targetlevel > numchallengelevels - 1) {
1378 /* Editor mode keys */
1379 if (editorenabled) {
1380 /* Closest player deletion */
1381 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1382 int closest = findClosestPlayer();
1384 Person::players.erase(Person::players.begin() + closest);
1388 /* Closest object deletion */
1389 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1390 int closest = findClosestObject();
1392 Object::DeleteObject(closest);
1397 if (Input::isKeyPressed(SDL_SCANCODE_O)) {
1398 if (Object::objects.size() < max_objects - 1) {
1399 XYZ scenecoords = Person::players[0]->coords;
1401 if (editortype == bushtype || editortype == firetype) {
1402 scenecoords.y -= 3.5;
1407 float tmpyaw, tmppitch;
1409 tmppitch = editorpitch;
1410 if (tmpyaw < 0 || editortype == bushtype) {
1411 tmpyaw = Random() % 360;
1414 tmppitch = Random() % 360;
1417 Object::MakeObject(editortype, scenecoords, (int)tmpyaw - ((int)tmpyaw) % 30, (int)tmppitch, editorsize);
1418 if (editortype == treetrunktype) {
1419 Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (tmppitch < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
1425 if (Input::isKeyPressed(SDL_SCANCODE_P) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1426 Person::players.push_back(shared_ptr<Person>(new Person()));
1428 Person::players.back()->id = Person::players.size() - 1;
1430 Person::players.back()->scale = Person::players[0]->scale;
1431 Person::players.back()->creature = rabbittype;
1432 Person::players.back()->howactive = editoractive;
1433 Person::players.back()->whichskin = (int)(abs(Random() % 3));
1435 Person::players.back()->skeletonLoad();
1437 Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
1438 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
1440 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
1441 Person::players.back()->yaw = Person::players[0]->yaw;
1443 Person::players.back()->coords = Person::players[0]->coords;
1444 Person::players.back()->oldcoords = Person::players.back()->coords;
1445 Person::players.back()->realoldcoords = Person::players.back()->coords;
1447 Person::players.back()->setProportions(1, 1, 1, 1);
1449 Person::players.back()->damagetolerance = 200;
1451 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
1452 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
1453 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
1454 Person::players.back()->armorhead = Person::players[0]->armorhead;
1455 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
1456 Person::players.back()->armorlow = Person::players[0]->armorlow;
1457 Person::players.back()->metalhead = Person::players[0]->metalhead;
1458 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
1459 Person::players.back()->metallow = Person::players[0]->metallow;
1461 Person::players.back()->immobile = Person::players[0]->immobile;
1463 Person::players.back()->numclothes = Person::players[0]->numclothes;
1464 for (int i = 0; i < Person::players.back()->numclothes; i++) {
1465 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
1466 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
1467 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
1468 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
1470 Person::players.back()->addClothes();
1472 Person::players.back()->power = Person::players[0]->power;
1473 Person::players.back()->speedmult = Person::players[0]->speedmult;
1475 if (Input::isKeyDown(SDL_SCANCODE_RSHIFT))
1476 Person::players.back()->isplayerfriend = true;
1478 Person::players.back()->loaded = true;
1482 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1483 if (Person::players.back()->numwaypoints < 90) {
1484 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
1485 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
1486 Person::players.back()->numwaypoints++;
1488 printf("Add waypoint: Reached max number of waypoints (90), aborting.");
1492 /* Connect waypoint */
1493 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1494 if (numpathpoints < 30) {
1495 bool connected = false;
1496 if (numpathpoints > 1) {
1497 for (int i = 0; i < numpathpoints; i++) {
1498 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
1499 bool alreadyconnected = false;
1500 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
1501 if (pathpointconnect[pathpointselected][j] == i) {
1502 alreadyconnected = true;
1505 if (!alreadyconnected) {
1506 numpathpointconnect[pathpointselected]++;
1508 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
1515 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
1516 numpathpointconnect[numpathpoints - 1] = 0;
1517 if (numpathpoints > 1 && pathpointselected != -1) {
1518 numpathpointconnect[pathpointselected]++;
1519 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
1521 pathpointselected = numpathpoints - 1;
1524 printf("Connect waypoint: Reached max number of path points (30), aborting.");
1528 /* Select next path waypoint */
1529 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
1530 pathpointselected++;
1531 if (pathpointselected >= numpathpoints) {
1532 pathpointselected = -1;
1536 /* Select previous path waypoint */
1537 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1538 pathpointselected--;
1539 if (pathpointselected <= -2) {
1540 pathpointselected = numpathpoints - 1;
1544 /* Delete path waypoint */
1545 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1546 if (pathpointselected != -1) {
1548 pathpoint[pathpointselected] = pathpoint[numpathpoints];
1549 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
1550 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
1551 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
1553 for (int i = 0; i < numpathpoints; i++) {
1554 for (int j = 0; j < numpathpointconnect[i]; j++) {
1555 if (pathpointconnect[i][j] == pathpointselected) {
1556 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
1557 numpathpointconnect[i]--;
1559 if (pathpointconnect[i][j] == numpathpoints) {
1560 pathpointconnect[i][j] = pathpointselected;
1564 pathpointselected = numpathpoints - 1;
1568 /* Select previous object type */
1569 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1571 if (editortype == treeleavestype || editortype == 10) {
1574 if (editortype < 0) {
1575 editortype = firetype;
1579 /* Select next object type */
1580 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1582 if (editortype == treeleavestype || editortype == 10) {
1585 if (editortype > firetype) {
1590 /* Decrease size for next object */
1591 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1592 editorsize -= multiplier;
1593 if (editorsize < .1) {
1598 /* Increase size for next object */
1599 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1600 editorsize += multiplier;
1603 /* Decrease yaw for next object */
1604 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1605 editoryaw -= multiplier * 100;
1606 if (editoryaw < -.01) {
1611 /* Increase yaw for next object */
1612 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1613 editoryaw += multiplier * 100;
1616 /* Decrease pitch for next object */
1617 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1618 editorpitch -= multiplier * 100;
1619 if (editorpitch < -.01) {
1624 /* Increase pitch for next object */
1625 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1626 editorpitch += multiplier * 100;
1629 /* Decrease map radius */
1630 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1631 mapradius -= multiplier * 10;
1634 /* Increase map radius */
1635 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1636 mapradius += multiplier * 10;
1641 void doJumpReversals()
1643 for (unsigned k = 0; k < Person::players.size(); k++) {
1644 for (unsigned i = k + 1; i < Person::players.size(); i++) {
1645 if (Person::players[k]->skeleton.free == 0 &&
1646 Person::players[i]->skeleton.oldfree == 0 &&
1647 (Person::players[i]->animTarget == jumpupanim ||
1648 Person::players[k]->animTarget == jumpupanim) &&
1649 (Person::players[i]->isPlayerControlled() ||
1650 Person::players[k]->isPlayerControlled()) &&
1651 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
1652 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
1653 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
1654 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
1655 //TODO: refactor two huge similar ifs
1656 if (Person::players[i]->animTarget == jumpupanim &&
1657 Person::players[k]->animTarget != getupfrombackanim &&
1658 Person::players[k]->animTarget != getupfromfrontanim &&
1659 Animation::animations[Person::players[k]->animTarget].height == middleheight &&
1660 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
1661 ((Person::players[k]->isPlayerControlled() && Person::players[k]->attackkeydown) ||
1662 !Person::players[k]->isPlayerControlled())) {
1663 Person::players[i]->victim = Person::players[k];
1664 Person::players[i]->velocity = 0;
1665 Person::players[i]->animCurrent = jumpreversedanim;
1666 Person::players[i]->animTarget = jumpreversedanim;
1667 Person::players[i]->frameCurrent = 0;
1668 Person::players[i]->frameTarget = 1;
1669 Person::players[i]->targettilt2 = 0;
1670 Person::players[k]->victim = Person::players[i];
1671 Person::players[k]->velocity = 0;
1672 Person::players[k]->animCurrent = jumpreversalanim;
1673 Person::players[k]->animTarget = jumpreversalanim;
1674 Person::players[k]->frameCurrent = 0;
1675 Person::players[k]->frameTarget = 1;
1676 Person::players[k]->targettilt2 = 0;
1677 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
1678 Person::players[i]->animCurrent = rabbitkickreversedanim;
1679 Person::players[i]->animTarget = rabbitkickreversedanim;
1680 Person::players[i]->frameCurrent = 1;
1681 Person::players[i]->frameTarget = 2;
1682 Person::players[k]->animCurrent = rabbitkickreversalanim;
1683 Person::players[k]->animTarget = rabbitkickreversalanim;
1684 Person::players[k]->frameCurrent = 1;
1685 Person::players[k]->frameTarget = 2;
1687 Person::players[i]->target = 0;
1688 Person::players[k]->oldcoords = Person::players[k]->coords;
1689 Person::players[i]->coords = Person::players[k]->coords;
1690 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
1691 Person::players[k]->yaw = Person::players[i]->targetyaw;
1692 if (Person::players[k]->aitype == attacktypecutoff) {
1693 Person::players[k]->stunned = .5;
1696 if (Person::players[k]->animTarget == jumpupanim &&
1697 Person::players[i]->animTarget != getupfrombackanim &&
1698 Person::players[i]->animTarget != getupfromfrontanim &&
1699 Animation::animations[Person::players[i]->animTarget].height == middleheight &&
1700 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
1701 ((Person::players[i]->isPlayerControlled() && Person::players[i]->attackkeydown) ||
1702 !Person::players[i]->isPlayerControlled())) {
1703 Person::players[k]->victim = Person::players[i];
1704 Person::players[k]->velocity = 0;
1705 Person::players[k]->animCurrent = jumpreversedanim;
1706 Person::players[k]->animTarget = jumpreversedanim;
1707 Person::players[k]->frameCurrent = 0;
1708 Person::players[k]->frameTarget = 1;
1709 Person::players[k]->targettilt2 = 0;
1710 Person::players[i]->victim = Person::players[k];
1711 Person::players[i]->velocity = 0;
1712 Person::players[i]->animCurrent = jumpreversalanim;
1713 Person::players[i]->animTarget = jumpreversalanim;
1714 Person::players[i]->frameCurrent = 0;
1715 Person::players[i]->frameTarget = 1;
1716 Person::players[i]->targettilt2 = 0;
1717 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
1718 Person::players[k]->animTarget = rabbitkickreversedanim;
1719 Person::players[k]->animCurrent = rabbitkickreversedanim;
1720 Person::players[i]->animCurrent = rabbitkickreversalanim;
1721 Person::players[i]->animTarget = rabbitkickreversalanim;
1722 Person::players[k]->frameCurrent = 1;
1723 Person::players[k]->frameTarget = 2;
1724 Person::players[i]->frameCurrent = 1;
1725 Person::players[i]->frameTarget = 2;
1727 Person::players[k]->target = 0;
1728 Person::players[i]->oldcoords = Person::players[i]->coords;
1729 Person::players[k]->coords = Person::players[i]->coords;
1730 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
1731 Person::players[i]->yaw = Person::players[k]->targetyaw;
1732 if (Person::players[i]->aitype == attacktypecutoff) {
1733 Person::players[i]->stunned = .5;
1742 void doAerialAcrobatics()
1744 static XYZ facing, flatfacing;
1745 for (unsigned k = 0; k < Person::players.size(); k++) {
1746 Person::players[k]->turnspeed = 500;
1748 if ((Person::players[k]->isRun() &&
1749 ((Person::players[k]->targetyaw != rabbitrunninganim &&
1750 Person::players[k]->targetyaw != wolfrunninganim) ||
1751 Person::players[k]->frameTarget == 4)) ||
1752 Person::players[k]->animTarget == removeknifeanim ||
1753 Person::players[k]->animTarget == crouchremoveknifeanim ||
1754 Person::players[k]->animTarget == flipanim ||
1755 Person::players[k]->animTarget == fightsidestep ||
1756 Person::players[k]->animTarget == walkanim) {
1757 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
1760 if (Person::players[k]->isStop() ||
1761 Person::players[k]->isLanding() ||
1762 Person::players[k]->animTarget == staggerbackhighanim ||
1763 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
1764 Person::players[k]->animTarget == staggerbackhardanim ||
1765 Person::players[k]->animTarget == backhandspringanim ||
1766 Person::players[k]->animTarget == dodgebackanim ||
1767 Person::players[k]->animTarget == rollanim ||
1768 (Animation::animations[Person::players[k]->animTarget].attack &&
1769 Person::players[k]->animTarget != rabbitkickanim &&
1770 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
1771 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
1772 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
1775 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
1776 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
1779 Person::players[k]->DoStuff();
1780 if (Person::players[k]->immobile && k != 0) {
1781 Person::players[k]->coords = Person::players[k]->realoldcoords;
1784 //if player's position has changed (?)
1785 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
1786 !Person::players[k]->skeleton.free &&
1787 Person::players[k]->animTarget != climbanim &&
1788 Person::players[k]->animTarget != hanganim) {
1789 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
1791 bool tempcollide = 0;
1793 if (Person::players[k]->collide < -.3) {
1794 Person::players[k]->collide = -.3;
1796 if (Person::players[k]->collide > 1) {
1797 Person::players[k]->collide = 1;
1799 Person::players[k]->collide -= multiplier * 30;
1802 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
1804 for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
1805 unsigned int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1806 if (Object::objects[i]->type != rocktype ||
1807 Object::objects[i]->scale > .5 && Person::players[k]->isPlayerControlled() ||
1808 Object::objects[i]->position.y > Person::players[k]->coords.y) {
1809 lowpoint = Person::players[k]->coords;
1810 if (Person::players[k]->animTarget != jumpupanim &&
1811 Person::players[k]->animTarget != jumpdownanim &&
1812 !Person::players[k]->isFlip()) {
1817 if (Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
1818 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1) {
1819 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
1821 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1822 flatfacing = lowpoint - Person::players[k]->coords;
1823 Person::players[k]->coords = lowpoint;
1824 Person::players[k]->coords.y -= 1.3;
1825 Person::players[k]->collide = 1;
1828 //TODO: refactor four similar blocks
1829 if (Person::players[k]->isPlayerControlled() &&
1830 (Person::players[k]->animTarget == jumpupanim ||
1831 Person::players[k]->animTarget == jumpdownanim ||
1832 Person::players[k]->isFlip()) &&
1833 !Person::players[k]->jumptogglekeydown &&
1834 Person::players[k]->jumpkeydown) {
1835 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
1836 XYZ tempcoords1 = lowpoint;
1837 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1838 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1839 Person::players[k]->setTargetAnimation(walljumpleftanim);
1840 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1842 pause_sound(whooshsound);
1845 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1846 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1847 if (lowpointtarget.z < 0) {
1848 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1850 Person::players[k]->targetyaw = Person::players[k]->yaw;
1851 Person::players[k]->lowyaw = Person::players[k]->yaw;
1856 lowpoint = tempcoords1;
1857 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
1858 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1859 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1860 Person::players[k]->setTargetAnimation(walljumprightanim);
1861 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1863 pause_sound(whooshsound);
1866 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1867 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1868 if (lowpointtarget.z < 0) {
1869 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1871 Person::players[k]->targetyaw = Person::players[k]->yaw;
1872 Person::players[k]->lowyaw = Person::players[k]->yaw;
1877 lowpoint = tempcoords1;
1878 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
1879 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1880 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1881 Person::players[k]->setTargetAnimation(walljumpbackanim);
1882 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1884 pause_sound(whooshsound);
1887 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1888 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1889 if (lowpointtarget.z < 0) {
1890 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1892 Person::players[k]->targetyaw = Person::players[k]->yaw;
1893 Person::players[k]->lowyaw = Person::players[k]->yaw;
1898 lowpoint = tempcoords1;
1899 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
1900 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1901 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1902 Person::players[k]->setTargetAnimation(walljumpfrontanim);
1903 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1905 pause_sound(whooshsound);
1908 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1909 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1910 if (lowpointtarget.z < 0) {
1911 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1913 Person::players[k]->yaw += 180;
1914 Person::players[k]->targetyaw = Person::players[k]->yaw;
1915 Person::players[k]->lowyaw = Person::players[k]->yaw;
1925 } else if (Object::objects[i]->type == rocktype) {
1926 lowpoint2 = Person::players[k]->coords;
1927 lowpoint = Person::players[k]->coords;
1929 if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
1930 Person::players[k]->coords = colpoint;
1931 Person::players[k]->collide = 1;
1934 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
1935 //flipped into a rock
1936 if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7) {
1937 Person::players[k]->RagDoll(0);
1940 if (Person::players[k]->animTarget == jumpupanim) {
1941 Person::players[k]->jumppower = -4;
1942 Person::players[k]->animTarget = Person::players[k]->getIdle();
1944 Person::players[k]->target = 0;
1945 Person::players[k]->frameTarget = 0;
1946 Person::players[k]->onterrain = 1;
1948 if (Person::players[k]->id == 0) {
1949 pause_sound(whooshsound);
1950 OPENAL_SetVolume(channels[whooshsound], 0);
1954 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
1955 if (Person::players[k]->isFlip()) {
1956 Person::players[k]->jumppower = -4;
1958 Person::players[k]->animTarget = Person::players[k]->getLanding();
1959 emit_sound_at(landsound, Person::players[k]->coords, 128.);
1961 addEnvSound(Person::players[k]->coords);
1970 for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
1971 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1972 lowpoint = Person::players[k]->coords;
1974 if (Object::objects[i]->type != rocktype) {
1975 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1976 if (Person::players[k]->animTarget != jumpupanim &&
1977 Person::players[k]->animTarget != jumpdownanim &&
1978 Person::players[k]->onterrain) {
1979 Person::players[k]->avoidcollided = 1;
1981 Person::players[k]->coords = lowpoint;
1982 Person::players[k]->coords.y -= 1.35;
1983 Person::players[k]->collide = 1;
1985 if ((Person::players[k]->grabdelay <= 0 || !Person::players[k]->isPlayerControlled()) &&
1986 (Person::players[k]->animCurrent != climbanim &&
1987 Person::players[k]->animCurrent != hanganim &&
1988 !Person::players[k]->isWallJump() ||
1989 Person::players[k]->animTarget == jumpupanim ||
1990 Person::players[k]->animTarget == jumpdownanim)) {
1991 lowpoint = Person::players[k]->coords;
1992 Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
1993 lowpoint = Person::players[k]->coords;
1997 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
1998 lowpointtarget = lowpoint + facing * 1.4;
1999 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2000 if (whichhit != -1) {
2001 lowpoint = Person::players[k]->coords;
2003 lowpointtarget = lowpoint + facing * 1.4;
2004 lowpoint2 = lowpoint;
2005 lowpointtarget2 = lowpointtarget;
2006 lowpoint3 = lowpoint;
2007 lowpointtarget3 = lowpointtarget;
2008 lowpoint4 = lowpoint;
2009 lowpointtarget4 = lowpointtarget;
2010 lowpoint5 = lowpoint;
2011 lowpointtarget5 = lowpointtarget;
2012 lowpoint6 = lowpoint;
2013 lowpointtarget6 = lowpointtarget;
2014 lowpoint7 = lowpoint;
2015 lowpointtarget7 = lowpoint;
2017 lowpointtarget2.x += .1;
2019 lowpointtarget3.z += .1;
2021 lowpointtarget4.x -= .1;
2023 lowpointtarget5.z -= .1;
2024 lowpoint6.y += 45 / 13;
2025 lowpointtarget6.y += 45 / 13;
2026 lowpointtarget6 += facing * .6;
2027 lowpointtarget7.y += 90 / 13;
2028 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2029 if (Object::objects[i]->friction > .5) {
2030 if (whichhit != -1) {
2031 if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim) {
2032 Person::players[k]->collided = 1;
2034 if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1) {
2035 if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1) {
2036 if (Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
2037 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2038 Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
2039 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2040 Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
2041 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2042 Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
2043 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
2044 for (int j = 0; j < 45; j++) {
2045 lowpoint = Person::players[k]->coords;
2046 lowpoint.y += (float)j / 13;
2047 lowpointtarget = lowpoint + facing * 1.4;
2048 if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
2049 &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
2050 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim) {
2053 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2054 lowpoint = Person::players[k]->coords;
2055 lowpoint.y += (float)j / 13;
2056 lowpointtarget = lowpoint + facing * 1.3;
2057 flatfacing = Person::players[k]->coords;
2058 Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * .01;
2059 Person::players[k]->coords.y = lowpointtarget.y - .07;
2060 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2062 if (j > 10 || !Person::players[k]->isRun()) {
2063 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2065 pause_sound(whooshsound);
2068 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2070 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
2071 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2072 if (lowpointtarget.z < 0) {
2073 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2075 Person::players[k]->targetyaw = Person::players[k]->yaw;
2076 Person::players[k]->lowyaw = Person::players[k]->yaw;
2078 //Person::players[k]->velocity=lowpointtarget*.03;
2079 Person::players[k]->velocity = 0;
2082 if (Person::players[k]->animTarget == jumpupanim) {
2083 Person::players[k]->animTarget = climbanim;
2084 Person::players[k]->jumppower = 0;
2085 Person::players[k]->jumpclimb = 1;
2087 Person::players[k]->transspeed = 6;
2088 Person::players[k]->target = 0;
2089 Person::players[k]->frameTarget = 1;
2092 Person::players[k]->setTargetAnimation(hanganim);
2093 Person::players[k]->jumppower = 0;
2111 if (Person::players[k]->collide <= 0) {
2113 if (!Person::players[k]->onterrain &&
2114 Person::players[k]->animTarget != jumpupanim &&
2115 Person::players[k]->animTarget != jumpdownanim &&
2116 Person::players[k]->animTarget != climbanim &&
2117 Person::players[k]->animTarget != hanganim &&
2118 !Person::players[k]->isWallJump() &&
2119 !Person::players[k]->isFlip()) {
2120 if (Person::players[k]->animCurrent != climbanim &&
2121 Person::players[k]->animCurrent != tempanim &&
2122 Person::players[k]->animTarget != backhandspringanim &&
2123 (Person::players[k]->animTarget != rollanim ||
2124 Person::players[k]->frameTarget < 2 ||
2125 Person::players[k]->frameTarget > 6)) {
2126 //stagger off ledge (?)
2127 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim) {
2128 Person::players[k]->RagDoll(0);
2130 Person::players[k]->setTargetAnimation(jumpdownanim);
2133 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2137 Person::players[k]->velocity.y += gravity;
2141 Person::players[k]->realoldcoords = Person::players[k]->coords;
2147 static int randattack;
2148 static bool playerrealattackkeydown = 0;
2150 if (!Input::isKeyDown(attackkey)) {
2154 Person::players[0]->attackkeydown = 0;
2157 playerrealattackkeydown = 0;
2159 if (!oldattackkey) {
2160 playerrealattackkeydown = Input::isKeyDown(attackkey);
2162 if ((Person::players[0]->parriedrecently <= 0 ||
2163 !Person::players[0]->hasWeapon()) &&
2166 Person::players[0]->lastattack != swordslashanim &&
2167 Person::players[0]->lastattack != knifeslashstartanim &&
2168 Person::players[0]->lastattack != staffhitanim &&
2169 Person::players[0]->lastattack != staffspinhitanim))) {
2170 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2172 if (Input::isKeyDown(attackkey) &&
2174 !Person::players[0]->backkeydown) {
2175 for (unsigned k = 0; k < Person::players.size(); k++) {
2176 if ((Person::players[k]->animTarget == swordslashanim ||
2177 Person::players[k]->animTarget == staffhitanim ||
2178 Person::players[k]->animTarget == staffspinhitanim) &&
2179 Person::players[0]->animCurrent != dodgebackanim &&
2180 !Person::players[k]->skeleton.free) {
2181 Person::players[k]->Reverse();
2186 if (!hostile || Dialog::inDialog()) {
2187 Person::players[0]->attackkeydown = 0;
2190 for (unsigned k = 0; k < Person::players.size(); k++) {
2191 if (Dialog::inDialog()) {
2192 Person::players[k]->attackkeydown = 0;
2194 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2195 if (!Person::players[k]->isPlayerControlled()) {
2196 if (Person::players[k]->isPlayerFriend()) {
2198 for (unsigned k2 = 1; k2 < Person::players.size(); k2++) {
2200 !Person::players[k2]->dead &&
2201 Person::players[k2]->aitype == attacktypecutoff) {
2202 Person::players[k]->victim = Person::players[k2];
2203 Person::players[k]->hasvictim = true;
2209 Person::players[k]->hasvictim = false;
2210 Person::players[k]->attackkeydown = 0;
2213 Person::players[k]->victim = Person::players[0];
2216 //attack key pressed
2217 if (Person::players[k]->attackkeydown) {
2219 if (Person::players[k]->backkeydown &&
2220 Person::players[k]->animTarget != backhandspringanim &&
2221 (Person::players[k]->isIdle() ||
2222 Person::players[k]->isStop() ||
2223 Person::players[k]->isRun() ||
2224 Person::players[k]->animTarget == walkanim)) {
2225 if (Person::players[k]->jumppower <= 1) {
2226 Person::players[k]->jumppower -= 2;
2228 for (unsigned i = 0; i < Person::players.size(); i++) {
2232 if (Person::players[i]->animTarget == swordslashanim ||
2233 Person::players[i]->animTarget == knifeslashstartanim ||
2234 Person::players[i]->animTarget == staffhitanim ||
2235 Person::players[i]->animTarget == staffspinhitanim) {
2236 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2237 Person::players[k]->setTargetAnimation(dodgebackanim);
2238 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2239 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2243 if (Person::players[k]->animTarget != dodgebackanim) {
2247 Person::players[k]->setTargetAnimation(backhandspringanim);
2248 Person::players[k]->targetyaw = -yaw + 180;
2249 if (Person::players[k]->leftkeydown) {
2250 Person::players[k]->targetyaw -= 45;
2252 if (Person::players[k]->rightkeydown) {
2253 Person::players[k]->targetyaw += 45;
2255 Person::players[k]->yaw = Person::players[k]->targetyaw;
2256 Person::players[k]->jumppower -= 2;
2261 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2262 !Person::players[k]->backkeydown &&
2263 (Person::players[k]->isIdle() ||
2264 Person::players[k]->isRun() ||
2265 Person::players[k]->animTarget == walkanim ||
2266 Person::players[k]->animTarget == sneakanim ||
2267 Person::players[k]->isCrouch())) {
2268 const int attackweapon = (Person::players[k]->hasWeapon() ? weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType() : 0);
2269 //normal attacks (?)
2270 Person::players[k]->hasvictim = 0;
2271 if (Person::players.size() > 1) {
2272 for (unsigned i = 0; i < Person::players.size(); i++) {
2274 (Person::players[k]->isPlayerTeam() && Person::players[i]->isPlayerTeam()) ||
2275 !(Person::players[k]->isPlayerTeam() || Person::players[i]->isPlayerTeam())) {
2278 if (!Person::players[k]->hasvictim) {
2279 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2281 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2282 if (distance < 4.5 &&
2283 !Person::players[i]->skeleton.free &&
2284 Person::players[i]->howactive < typedead1 &&
2285 Person::players[i]->animTarget != jumpreversedanim &&
2286 Person::players[i]->animTarget != rabbitkickreversedanim &&
2287 Person::players[i]->animTarget != rabbitkickanim &&
2288 Person::players[k]->animTarget != rabbitkickanim &&
2289 Person::players[i]->animTarget != getupfrombackanim &&
2290 (Person::players[i]->animTarget != staggerbackhighanim &&
2291 (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2292 Person::players[i]->animTarget != jumpdownanim &&
2293 Person::players[i]->animTarget != jumpupanim &&
2294 Person::players[i]->animTarget != getupfromfrontanim) {
2295 Person::players[k]->victim = Person::players[i];
2296 Person::players[k]->hasvictim = 1;
2297 if (Person::players[k]->isPlayerControlled()) { //human player
2299 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2300 Person::players[k]->crouchkeydown &&
2301 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2302 Person::players[k]->animTarget = sweepanim;
2304 } else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2305 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2306 !Person::players[k]->forwardkeydown &&
2307 !Person::players[k]->leftkeydown &&
2308 !Person::players[k]->rightkeydown &&
2309 !Person::players[k]->crouchkeydown &&
2312 Person::players[k]->animTarget = winduppunchanim;
2314 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2315 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2316 !Person::players[k]->forwardkeydown &&
2317 !Person::players[k]->leftkeydown &&
2318 !Person::players[k]->rightkeydown &&
2319 !Person::players[k]->crouchkeydown &&
2321 Person::players[k]->animTarget = upunchanim;
2323 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2324 Person::players[i]->staggerdelay > 0 &&
2325 attackweapon == knife &&
2326 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) {
2327 Person::players[k]->animTarget = knifefollowanim;
2329 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2330 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2331 !Person::players[k]->forwardkeydown &&
2332 !Person::players[k]->leftkeydown &&
2333 !Person::players[k]->rightkeydown &&
2334 !Person::players[k]->crouchkeydown &&
2335 attackweapon == knife &&
2336 Person::players[k]->weaponmissdelay <= 0) {
2337 Person::players[k]->animTarget = knifeslashstartanim;
2339 } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2340 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2341 !Person::players[k]->crouchkeydown &&
2342 attackweapon == sword &&
2343 Person::players[k]->weaponmissdelay <= 0) {
2344 Person::players[k]->animTarget = swordslashanim;
2346 } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2347 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2348 !Person::players[k]->crouchkeydown &&
2349 attackweapon == staff &&
2350 Person::players[k]->weaponmissdelay <= 0 &&
2351 !Person::players[k]->leftkeydown &&
2352 !Person::players[k]->rightkeydown &&
2353 !Person::players[k]->forwardkeydown) {
2354 Person::players[k]->animTarget = staffhitanim;
2356 } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2357 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2358 !Person::players[k]->crouchkeydown &&
2359 attackweapon == staff &&
2360 Person::players[k]->weaponmissdelay <= 0) {
2361 Person::players[k]->animTarget = staffspinhitanim;
2363 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2364 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2365 Person::players[k]->animTarget = spinkickanim;
2367 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2368 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2369 Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
2370 Person::players[k]->animTarget = lowkickanim;
2372 } else { //AI player
2373 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
2374 randattack = abs(Random() % 5);
2375 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
2377 if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2378 Person::players[k]->animTarget = sweepanim;
2380 } else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2382 Person::players[k]->animTarget = upunchanim;
2384 } else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2385 Person::players[k]->animTarget = spinkickanim;
2387 } else if (Animation::animations[Person::players[i]->animTarget].height == lowheight) {
2388 Person::players[k]->animTarget = lowkickanim;
2393 if ((!Tutorial::active || !attackweapon) &&
2394 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2396 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2397 Person::players[k]->animTarget = sweepanim;
2399 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2400 attackweapon == knife &&
2401 Person::players[k]->weaponmissdelay <= 0) {
2402 Person::players[k]->animTarget = knifeslashstartanim;
2404 } else if (!(Person::players[0]->victim == Person::players[i] &&
2405 Person::players[0]->hasvictim &&
2406 Person::players[0]->animTarget == swordslashanim) &&
2407 attackweapon == sword &&
2408 Person::players[k]->weaponmissdelay <= 0) {
2409 Person::players[k]->animTarget = swordslashanim;
2411 } else if (!(Person::players[0]->victim == Person::players[i] &&
2412 Person::players[0]->hasvictim &&
2413 Person::players[0]->animTarget == swordslashanim) &&
2414 attackweapon == staff &&
2415 Person::players[k]->weaponmissdelay <= 0 &&
2417 Person::players[k]->animTarget = staffhitanim;
2419 } else if (!(Person::players[0]->victim == Person::players[i] &&
2420 Person::players[0]->hasvictim &&
2421 Person::players[0]->animTarget == swordslashanim) &&
2422 attackweapon == staff &&
2423 Person::players[k]->weaponmissdelay <= 0 &&
2425 Person::players[k]->animTarget = staffspinhitanim;
2427 } else if ((!Tutorial::active || !attackweapon) &&
2428 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2430 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2431 Person::players[k]->animTarget = spinkickanim;
2433 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2434 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2435 Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
2436 Person::players[k]->animTarget = lowkickanim;
2441 //upunch becomes wolfslap
2442 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype) {
2443 Person::players[k]->animTarget = wolfslapanim;
2447 if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
2448 Person::players[i]->howactive < typedead1 &&
2449 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2450 !Person::players[i]->skeleton.free &&
2451 Person::players[i]->animTarget != getupfrombackanim &&
2452 Person::players[i]->animTarget != getupfromfrontanim &&
2453 (Person::players[i]->surprised > 0 ||
2454 Person::players[i]->aitype == passivetype ||
2455 attackweapon && Person::players[i]->stunned > 0) &&
2456 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
2458 if (!attackweapon) {
2459 Person::players[k]->animCurrent = sneakattackanim;
2460 Person::players[k]->animTarget = sneakattackanim;
2461 Person::players[i]->animCurrent = sneakattackedanim;
2462 Person::players[i]->animTarget = sneakattackedanim;
2463 Person::players[k]->oldcoords = Person::players[k]->coords;
2464 Person::players[k]->coords = Person::players[i]->coords;
2467 if (attackweapon == knife) {
2468 Person::players[k]->animCurrent = knifesneakattackanim;
2469 Person::players[k]->animTarget = knifesneakattackanim;
2470 Person::players[i]->animCurrent = knifesneakattackedanim;
2471 Person::players[i]->animTarget = knifesneakattackedanim;
2472 Person::players[i]->oldcoords = Person::players[i]->coords;
2473 Person::players[i]->coords = Person::players[k]->coords;
2476 if (attackweapon == sword) {
2477 Person::players[k]->animCurrent = swordsneakattackanim;
2478 Person::players[k]->animTarget = swordsneakattackanim;
2479 Person::players[i]->animCurrent = swordsneakattackedanim;
2480 Person::players[i]->animTarget = swordsneakattackedanim;
2481 Person::players[i]->oldcoords = Person::players[i]->coords;
2482 Person::players[i]->coords = Person::players[k]->coords;
2484 if (attackweapon != staff) {
2485 Person::players[k]->victim = Person::players[i];
2486 Person::players[k]->hasvictim = 1;
2487 Person::players[i]->targettilt2 = 0;
2488 Person::players[i]->frameTarget = 1;
2489 Person::players[i]->frameCurrent = 0;
2490 Person::players[i]->target = 0;
2491 Person::players[i]->velocity = 0;
2492 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2493 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2494 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2495 Person::players[k]->target = Person::players[i]->target;
2496 Person::players[k]->velocity = 0;
2497 Person::players[k]->targetyaw = Person::players[i]->yaw;
2498 Person::players[k]->yaw = Person::players[i]->yaw;
2499 Person::players[i]->targetyaw = Person::players[i]->yaw;
2502 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2503 Person::players[k]->victim == Person::players[i] &&
2504 (!Person::players[i]->skeleton.free)) {
2506 Person::players[k]->frameTarget = 0;
2507 Person::players[k]->target = 0;
2509 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2510 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2511 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2512 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2513 Person::players[k]->lastattack = Person::players[k]->animTarget;
2515 if (Person::players[k]->animTarget == knifefollowanim &&
2516 Person::players[k]->victim == Person::players[i]) {
2518 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2519 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2520 Person::players[k]->victim = Person::players[i];
2521 Person::players[k]->hasvictim = 1;
2522 Person::players[i]->animTarget = knifefollowedanim;
2523 Person::players[i]->animCurrent = knifefollowedanim;
2524 Person::players[i]->targettilt2 = 0;
2525 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
2526 Person::players[i]->frameTarget = 1;
2527 Person::players[i]->frameCurrent = 0;
2528 Person::players[i]->target = 0;
2529 Person::players[i]->velocity = 0;
2530 Person::players[k]->animCurrent = knifefollowanim;
2531 Person::players[k]->animTarget = knifefollowanim;
2532 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2533 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2534 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2535 Person::players[k]->target = Person::players[i]->target;
2536 Person::players[k]->velocity = 0;
2537 Person::players[k]->oldcoords = Person::players[k]->coords;
2538 Person::players[i]->coords = Person::players[k]->coords;
2539 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2540 Person::players[i]->yaw = Person::players[k]->targetyaw;
2541 Person::players[k]->yaw = Person::players[k]->targetyaw;
2542 Person::players[i]->yaw = Person::players[k]->targetyaw;
2548 const bool hasstaff = attackweapon == staff;
2549 if (k == 0 && Person::players.size() > 1) {
2550 for (unsigned i = 0; i < Person::players.size(); i++) {
2554 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
2555 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
2556 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2557 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown)) {
2558 if (Person::players[i]->skeleton.free) {
2559 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
2560 (Person::players[i]->dead ||
2561 Person::players[i]->skeleton.longdead > 1000 ||
2562 Person::players[k]->isRun() ||
2565 (Person::players[i]->skeleton.longdead > 2000 ||
2566 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
2567 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
2568 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
2569 Person::players[k]->victim = Person::players[i];
2570 Person::players[k]->hasvictim = 1;
2571 if (attackweapon && !Tutorial::active) {
2573 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5)) {
2574 Person::players[k]->animTarget = crouchstabanim;
2577 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword) {
2578 Person::players[k]->animTarget = swordgroundstabanim;
2581 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff) {
2582 Person::players[k]->animTarget = staffgroundsmashanim;
2585 if (distance < 2.5 &&
2586 Person::players[k]->crouchkeydown &&
2587 Person::players[k]->animTarget != crouchstabanim &&
2589 Person::players[i]->dead &&
2590 Person::players[i]->skeleton.free &&
2591 Person::players[i]->skeleton.longdead > 1000) {
2592 Person::players[k]->animTarget = killanim;
2593 terrain.deleteDeadDecals();
2594 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2595 if (Object::objects[l]->model.type == decalstype) {
2596 Object::objects[l]->model.deleteDeadDecals();
2600 if (!Person::players[i]->dead || musictype != 2) {
2601 if (distance < 3.5 &&
2602 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
2603 Person::players[k]->staggerdelay <= 0 &&
2604 (Person::players[i]->dead ||
2605 Person::players[i]->skeleton.longdead < 300 &&
2606 Person::players[k]->lastattack != spinkickanim &&
2607 Person::players[i]->skeleton.free) &&
2608 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
2609 Person::players[k]->animTarget = dropkickanim;
2610 terrain.deleteDeadDecals();
2611 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2612 if (Object::objects[l]->model.type == decalstype) {
2613 Object::objects[l]->model.deleteDeadDecals();
2621 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2622 Person::players[k]->victim == Person::players[i] &&
2623 (!Person::players[i]->skeleton.free ||
2624 Person::players[k]->animTarget == killanim ||
2625 Person::players[k]->animTarget == crouchstabanim ||
2626 Person::players[k]->animTarget == swordgroundstabanim ||
2627 Person::players[k]->animTarget == staffgroundsmashanim ||
2628 Person::players[k]->animTarget == dropkickanim)) {
2630 Person::players[k]->frameTarget = 0;
2631 Person::players[k]->target = 0;
2633 XYZ targetpoint = Person::players[i]->coords;
2634 if (Person::players[k]->animTarget == crouchstabanim ||
2635 Person::players[k]->animTarget == swordgroundstabanim ||
2636 Person::players[k]->animTarget == staffgroundsmashanim) {
2637 targetpoint += (Person::players[i]->jointPos(abdomen) +
2638 Person::players[i]->jointPos(neck)) /
2640 Person::players[i]->scale;
2642 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
2643 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
2645 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
2646 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
2649 if (Person::players[k]->animTarget == staffgroundsmashanim) {
2650 Person::players[k]->targettilt2 += 10;
2653 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2654 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2655 Person::players[k]->lastattack = Person::players[k]->animTarget;
2657 if (Person::players[k]->animTarget == swordgroundstabanim) {
2658 Person::players[k]->targetyaw += 30;
2664 if (!Person::players[k]->hasvictim) {
2666 for (unsigned i = 0; i < Person::players.size(); i++) {
2667 if (i == k || !(i == 0 || k == 0)) {
2670 if (!Person::players[i]->skeleton.free) {
2671 if (Person::players[k]->hasvictim) {
2672 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
2673 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords)) {
2674 Person::players[k]->victim = Person::players[i];
2677 Person::players[k]->victim = Person::players[i];
2678 Person::players[k]->hasvictim = 1;
2683 if (Person::players[k]->isPlayerControlled()) {
2685 if (Person::players[k]->attackkeydown &&
2686 Person::players[k]->isRun() &&
2687 Person::players[k]->wasRun() &&
2688 ((Person::players[k]->hasvictim &&
2689 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
2690 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
2691 !Person::players[k]->victim->skeleton.free &&
2692 Person::players[k]->victim->animTarget != getupfrombackanim &&
2693 Person::players[k]->victim->animTarget != getupfromfrontanim &&
2694 Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
2695 !Person::players[k]->isPlayerControlled() && //wat???
2696 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
2697 Person::players[k]->rabbitkickenabled) ||
2698 Person::players[k]->jumpkeydown)) {
2700 Person::players[k]->setTargetAnimation(rabbitkickanim);
2704 if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
2706 switch (attackweapon) {
2727 void doPlayerCollisions()
2729 static XYZ rotatetarget;
2730 static float collisionradius;
2731 if (Person::players.size() > 1) {
2732 for (unsigned k = 0; k < Person::players.size(); k++) {
2733 for (unsigned i = k + 1; i < Person::players.size(); i++) {
2734 //neither player is part of a reversal
2735 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
2736 Animation::animations[Person::players[i]->animTarget].attack != reversal &&
2737 Animation::animations[Person::players[k]->animTarget].attack != reversed &&
2738 Animation::animations[Person::players[k]->animTarget].attack != reversal) ||
2739 (i != 0 && k != 0)) {
2740 if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
2741 Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
2742 Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
2743 Animation::animations[Person::players[k]->animCurrent].attack != reversal) ||
2744 (i != 0 && k != 0)) {
2745 //neither is sleeping
2746 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping) {
2747 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall) {
2748 //in same patch, neither is climbing
2749 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
2750 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
2751 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
2752 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
2753 Person::players[i]->animTarget != climbanim &&
2754 Person::players[i]->animTarget != hanganim &&
2755 Person::players[k]->animTarget != climbanim &&
2756 Person::players[k]->animTarget != hanganim) {
2757 //players are close (bounding box test)
2758 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3) {
2759 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3) {
2760 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3) {
2761 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3) {
2762 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3) {
2763 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
2764 //spread fire from player to player
2765 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2766 if (Person::players[i]->onfire || Person::players[k]->onfire) {
2767 if (!Person::players[i]->onfire) {
2768 Person::players[i]->CatchFire();
2770 if (!Person::players[k]->onfire) {
2771 Person::players[k]->CatchFire();
2776 XYZ tempcoords1 = Person::players[i]->coords;
2777 XYZ tempcoords2 = Person::players[k]->coords;
2778 if (!Person::players[i]->skeleton.oldfree) {
2779 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
2781 if (!Person::players[k]->skeleton.oldfree) {
2782 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
2784 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2785 if (Person::players[0]->hasvictim) {
2786 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free) {
2787 collisionradius = 3;
2790 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
2791 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
2792 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
2793 //jump down on a dead body
2794 if (k == 0 || i == 0) {
2796 if (Person::players[0]->animTarget == jumpdownanim &&
2797 !Person::players[0]->skeleton.oldfree &&
2798 !Person::players[0]->skeleton.free &&
2799 Person::players[l]->skeleton.oldfree &&
2800 Person::players[l]->skeleton.free &&
2801 Person::players[l]->dead &&
2802 Person::players[0]->lastcollide <= 0 &&
2803 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
2804 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
2805 Person::players[0]->coords.y = Person::players[l]->coords.y;
2806 Person::players[l]->velocity = Person::players[0]->velocity;
2807 Person::players[l]->skeleton.free = 0;
2808 Person::players[l]->yaw = 0;
2809 Person::players[l]->RagDoll(0);
2810 Person::players[l]->DoDamage(20);
2812 Person::players[l]->skeleton.longdead = 0;
2813 Person::players[0]->lastcollide = 1;
2817 if ((Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
2818 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
2819 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
2820 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
2821 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
2822 Person::players[i]->skeleton.free) &&
2823 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
2824 Person::players[k]->skeleton.free)) {
2825 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
2826 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
2827 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
2829 k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
2830 /*i!=0&&*/ Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
2831 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
2832 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
2833 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
2835 if ((i != 0 || Person::players[i]->skeleton.free) &&
2836 (k != 0 || Person::players[k]->skeleton.free) ||
2837 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
2838 Animation::animations[Person::players[k]->animTarget].height == highheight)) {
2839 if (!Tutorial::active) {
2840 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
2843 Person::players[i]->RagDoll(0);
2844 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
2845 award_bonus(0, aimbonus);
2847 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
2848 Person::players[k]->RagDoll(0);
2849 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
2850 award_bonus(0, aimbonus); // Huh, again?
2852 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
2854 for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
2855 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
2857 for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
2858 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
2863 if ((Animation::animations[Person::players[i]->animTarget].attack == neutral ||
2864 Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
2865 (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
2866 Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
2868 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
2869 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2870 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
2871 Normalise(&rotatetarget);
2872 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
2873 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2874 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2875 if (Person::players[k]->howactive == typeactive || hostile) {
2876 if (Person::players[k]->isIdle()) {
2877 if (Person::players[k]->howactive < typesleeping) {
2878 Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
2879 } else if (Person::players[k]->howactive == typesleeping) {
2880 Person::players[k]->setTargetAnimation(getupfromfrontanim);
2882 if (!editorenabled) {
2883 Person::players[k]->howactive = typeactive;
2887 if (Person::players[i]->howactive == typeactive || hostile) {
2888 if (Person::players[i]->isIdle()) {
2889 if (Person::players[i]->howactive < typesleeping) {
2890 Person::players[i]->setTargetAnimation(Person::players[k]->getStop());
2892 Person::players[i]->setTargetAnimation(getupfromfrontanim);
2894 if (!editorenabled) {
2895 Person::players[i]->howactive = typeactive;
2900 //jump down on player
2902 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
2903 !Person::players[i]->isCrouch() &&
2904 Person::players[i]->animTarget != rollanim &&
2905 !Person::players[k]->skeleton.oldfree && !Person::players[k]->skeleton.free &&
2906 Person::players[k]->lastcollide <= 0 &&
2907 Person::players[k]->velocity.y < -10) {
2908 Person::players[i]->velocity = Person::players[k]->velocity;
2909 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
2910 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
2911 Person::players[i]->DoDamage(20);
2912 Person::players[i]->RagDoll(0);
2913 Person::players[k]->lastcollide = 1;
2914 award_bonus(k, AboveBonus);
2916 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
2917 !Person::players[k]->isCrouch() &&
2918 Person::players[k]->animTarget != rollanim &&
2919 !Person::players[i]->skeleton.oldfree &&
2920 !Person::players[i]->skeleton.free &&
2921 Person::players[i]->lastcollide <= 0 &&
2922 Person::players[i]->velocity.y < -10) {
2923 Person::players[k]->velocity = Person::players[i]->velocity;
2924 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
2925 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
2926 Person::players[k]->DoDamage(20);
2927 Person::players[k]->RagDoll(0);
2928 Person::players[i]->lastcollide = 1;
2929 award_bonus(i, AboveBonus);
2935 Person::players[i]->CheckKick();
2936 Person::players[k]->CheckKick();
2956 static XYZ facing, flatfacing;
2959 /* Pump SDL input events and process non-gameplay related ones */
2963 Values of mainmenu :
2965 2 Menu pause (resume/end game)
2967 4 Controls configuration menu
2968 5 Main game menu (choose level or challenge)
2969 6 Deleting user menu
2970 7 User managment menu (select/add)
2971 8 Choose difficulty menu
2972 9 Challenge level selection menu
2973 10 End of the campaign congratulation (is that really a menu?)
2974 11 Same that 9 ??? => unused
2975 18 stereo configuration
2980 if (mainmenu && endgame == 1) {
2983 //go to level select after completing a campaign level
2984 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
2991 OPENAL_SetFrequency(OPENAL_ALL);
2992 emit_stream_np(stream_menutheme);
2993 pause_sound(leveltheme);
3005 hostiletime += multiplier;
3010 leveltime += multiplier;
3016 inputText(consoletext[0], &consoleselected);
3018 if (!consoletext[0].empty()) {
3019 cmd_dispatch(consoletext[0]);
3020 for (int k = 14; k >= 1; k--) {
3021 consoletext[k] = consoletext[k - 1];
3023 consoletext[0].clear();
3024 consoleselected = 0;
3028 consoleblinkdelay -= multiplier;
3029 if (consoleblinkdelay <= 0) {
3030 consoleblinkdelay = .3;
3031 consoleblink = !consoleblink;
3035 static int oldwinfreeze;
3036 if (winfreeze && !oldwinfreeze) {
3037 OPENAL_SetFrequency(OPENAL_ALL);
3038 emit_sound_np(consolesuccesssound);
3040 if (winfreeze == 0) {
3041 oldwinfreeze = winfreeze;
3046 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
3049 static float talkdelay = 0;
3051 if (Dialog::inDialog()) {
3054 talkdelay -= multiplier;
3056 if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
3057 for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
3058 Dialog::dialogs[i].tick(i);
3062 windvar += multiplier;
3063 smoketex += multiplier;
3064 Tutorial::stagetime += multiplier;
3067 static float hotspotvisual[40];
3068 if (Hotspot::hotspots.size()) {
3070 if (editorenabled) {
3071 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3072 hotspotvisual[i] -= multiplier / 320;
3076 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3077 while (hotspotvisual[i] < 0) {
3079 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
3080 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
3081 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
3082 hotspotsprite += Hotspot::hotspots[i].position;
3083 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
3084 hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
3088 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3089 if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
3090 Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
3096 if (Tutorial::active) {
3097 Tutorial::Do(multiplier);
3101 if (!Tutorial::active) {
3102 if (bonustime == 0 &&
3103 bonus != solidhit &&
3104 bonus != spinecrusher &&
3105 bonus != tracheotomy &&
3106 bonus != backstab &&
3108 emit_sound_np(consolesuccesssound);
3110 } else if (bonustime == 0) {
3111 emit_sound_np(fireendsound);
3113 if (bonustime == 0) {
3114 if (bonus != solidhit &&
3115 bonus != twoxcombo &&
3116 bonus != threexcombo &&
3117 bonus != fourxcombo &&
3118 bonus != megacombo) {
3121 bonusnum[bonus] += 0.15;
3123 if (Tutorial::active) {
3126 if (bonusvalue > 0) {
3127 bonusvalue /= bonusnum[bonus];
3128 if (bonusvalue <= 0) {
3132 bonustotal += bonusvalue;
3134 bonustime += multiplier;
3137 if (environment == snowyenvironment) {
3138 precipdelay -= multiplier;
3139 while (precipdelay < 0) {
3144 XYZ footvel, footpoint;
3147 footpoint = viewer + viewerfacing * 6;
3148 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
3149 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
3150 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
3151 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
3155 doAerialAcrobatics();
3157 static XYZ oldviewer;
3160 if (!Dialog::inDialog()) {
3161 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
3162 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
3163 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
3164 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
3165 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
3166 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
3167 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
3168 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
3170 Person::players[0]->forwardkeydown = 0;
3171 Person::players[0]->leftkeydown = 0;
3172 Person::players[0]->backkeydown = 0;
3173 Person::players[0]->rightkeydown = 0;
3174 Person::players[0]->jumpkeydown = 0;
3175 Person::players[0]->crouchkeydown = 0;
3176 Person::players[0]->drawkeydown = 0;
3177 Person::players[0]->throwkeydown = 0;
3180 if (!Person::players[0]->jumpkeydown) {
3181 Person::players[0]->jumpclimb = 0;
3184 if (Dialog::inDialog()) {
3186 if (Dialog::directing) {
3190 facing = DoRotation(facing, -pitch, 0, 0);
3191 facing = DoRotation(facing, 0, 0 - yaw, 0);
3196 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
3198 if (Input::isKeyDown(forwardkey)) {
3199 viewer += facing * multiplier * 4;
3201 if (Input::isKeyDown(backkey)) {
3202 viewer -= facing * multiplier * 4;
3204 if (Input::isKeyDown(leftkey)) {
3205 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
3207 if (Input::isKeyDown(rightkey)) {
3208 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
3210 if (Input::isKeyDown(jumpkey)) {
3211 viewer.y += multiplier * 4;
3213 if (Input::isKeyDown(crouchkey)) {
3214 viewer.y -= multiplier * 4;
3216 if (Input::isKeyPressed(SDL_SCANCODE_1) ||
3217 Input::isKeyPressed(SDL_SCANCODE_2) ||
3218 Input::isKeyPressed(SDL_SCANCODE_3) ||
3219 Input::isKeyPressed(SDL_SCANCODE_4) ||
3220 Input::isKeyPressed(SDL_SCANCODE_5) ||
3221 Input::isKeyPressed(SDL_SCANCODE_6) ||
3222 Input::isKeyPressed(SDL_SCANCODE_7) ||
3223 Input::isKeyPressed(SDL_SCANCODE_8) ||
3224 Input::isKeyPressed(SDL_SCANCODE_9) ||
3225 Input::isKeyPressed(SDL_SCANCODE_0) ||
3226 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3228 if (Input::isKeyPressed(SDL_SCANCODE_1)) {
3231 if (Input::isKeyPressed(SDL_SCANCODE_2)) {
3234 if (Input::isKeyPressed(SDL_SCANCODE_3)) {
3237 if (Input::isKeyPressed(SDL_SCANCODE_4)) {
3240 if (Input::isKeyPressed(SDL_SCANCODE_5)) {
3243 if (Input::isKeyPressed(SDL_SCANCODE_6)) {
3246 if (Input::isKeyPressed(SDL_SCANCODE_7)) {
3249 if (Input::isKeyPressed(SDL_SCANCODE_8)) {
3252 if (Input::isKeyPressed(SDL_SCANCODE_9)) {
3255 if (Input::isKeyPressed(SDL_SCANCODE_0)) {
3258 if (Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3261 if (whichend != -1) {
3262 Dialog::currentScene().participantfocus = whichend;
3263 Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
3264 Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
3266 if (whichend == -1) {
3267 Dialog::currentScene().participantfocus = -1;
3269 /* FIXME: potentially accessing -1 in Person::players! */
3270 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
3271 Dialog::indialogue = -1;
3272 Dialog::directing = false;
3275 Dialog::currentScene().camera = viewer;
3276 Dialog::currentScene().camerayaw = yaw;
3277 Dialog::currentScene().camerapitch = pitch;
3278 Dialog::indialogue++;
3279 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3280 if (Dialog::currentScene().sound != 0) {
3281 playdialoguescenesound();
3285 for (unsigned j = 0; j < Person::players.size(); j++) {
3286 Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
3289 //TODO: should these be KeyDown or KeyPressed?
3290 if (Input::isKeyDown(SDL_SCANCODE_KP_1) ||
3291 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
3292 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
3293 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
3294 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
3295 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
3296 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
3297 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
3298 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
3299 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3301 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) {
3304 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) {
3307 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) {
3310 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) {
3313 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) {
3316 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) {
3319 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) {
3322 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) {
3325 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) {
3328 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3331 Dialog::currentScene().participantfacing[whichend] = facing;
3333 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3334 Dialog::indialogue = -1;
3335 Dialog::directing = false;
3339 if (!Dialog::directing) {
3340 pause_sound(whooshsound);
3341 viewer = Dialog::currentScene().camera;
3342 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
3343 yaw = Dialog::currentScene().camerayaw;
3344 pitch = Dialog::currentScene().camerapitch;
3345 if (Dialog::dialoguetime > 0.5) {
3346 if (Input::isKeyPressed(attackkey)) {
3347 Dialog::indialogue++;
3348 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3349 if (Dialog::currentScene().sound != 0) {
3350 playdialoguescenesound();
3351 if (Dialog::currentScene().sound == -5) {
3352 Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
3354 if (Dialog::currentScene().sound == -6) {
3358 if (Person::players.at(Dialog::currentScene().participantfocus)->dead) {
3359 Dialog::indialogue = -1;
3360 Dialog::directing = false;
3367 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3368 Dialog::indialogue = -1;
3369 Dialog::directing = false;
3371 if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
3374 if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
3377 if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
3379 for (unsigned i = 1; i < Person::players.size(); i++) {
3380 Person::players[i]->aitype = attacktypecutoff;
3387 if (!Person::players[0]->jumpkeydown) {
3388 Person::players[0]->jumptogglekeydown = 0;
3390 if (Person::players[0]->jumpkeydown &&
3391 Person::players[0]->animTarget != jumpupanim &&
3392 Person::players[0]->animTarget != jumpdownanim &&
3393 !Person::players[0]->isFlip()) {
3394 Person::players[0]->jumptogglekeydown = 1;
3397 Dialog::dialoguetime += multiplier;
3398 hawkyaw += multiplier * 25;
3400 realhawkcoords.x = 25;
3401 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
3402 hawkcalldelay -= multiplier / 2;
3404 if (hawkcalldelay <= 0) {
3405 emit_sound_at(hawksound, realhawkcoords);
3407 hawkcalldelay = 16 + abs(Random() % 8);
3412 doPlayerCollisions();
3416 for (unsigned k = 0; k < Person::players.size(); k++) {
3417 if (k != 0 && Person::players[k]->immobile) {
3418 Person::players[k]->coords = Person::players[k]->realoldcoords;
3422 for (unsigned k = 0; k < Person::players.size(); k++) {
3423 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3424 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3425 Person::players[k]->DoDamage(1000);
3431 static bool respawnkeydown;
3432 if (!editorenabled &&
3433 (whichlevel != -2 &&
3434 (Input::isKeyDown(SDL_SCANCODE_K) &&
3435 Input::isKeyDown(SDL_SCANCODE_LALT) &&
3437 (Input::isKeyDown(jumpkey) &&
3440 Person::players[0]->dead))) {
3441 targetlevel = whichlevel;
3445 respawnkeydown = Input::isKeyDown(jumpkey);
3447 static bool movekey;
3450 for (unsigned i = 0; i < Person::players.size(); i++) {
3451 static float oldtargetyaw;
3452 if (!Person::players[i]->skeleton.free) {
3453 oldtargetyaw = Person::players[i]->targetyaw;
3454 if (i == 0 && !Dialog::inDialog()) {
3455 //TODO: refactor repetitive code
3456 if (!Animation::animations[Person::players[0]->animTarget].attack &&
3457 Person::players[0]->animTarget != staggerbackhighanim &&
3458 Person::players[0]->animTarget != staggerbackhardanim &&
3459 Person::players[0]->animTarget != crouchremoveknifeanim &&
3460 Person::players[0]->animTarget != removeknifeanim &&
3461 Person::players[0]->animTarget != backhandspringanim &&
3462 Person::players[0]->animTarget != dodgebackanim &&
3463 Person::players[0]->animTarget != walljumprightkickanim &&
3464 Person::players[0]->animTarget != walljumpleftkickanim) {
3466 Person::players[0]->targetyaw = 0;
3468 Person::players[0]->targetyaw = -yaw + 180;
3475 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3477 facing = flatfacing;
3479 facing = DoRotation(facing, -pitch, 0, 0);
3480 facing = DoRotation(facing, 0, 0 - yaw, 0);
3483 Person::players[0]->lookyaw = -yaw;
3485 Person::players[i]->targetheadyaw = yaw;
3486 Person::players[i]->targetheadpitch = pitch;
3488 if (i != 0 && Person::players[i]->isPlayerControlled() && !Dialog::inDialog()) {
3489 if (!Animation::animations[Person::players[i]->animTarget].attack &&
3490 Person::players[i]->animTarget != staggerbackhighanim &&
3491 Person::players[i]->animTarget != staggerbackhardanim &&
3492 Person::players[i]->animTarget != crouchremoveknifeanim &&
3493 Person::players[i]->animTarget != removeknifeanim &&
3494 Person::players[i]->animTarget != backhandspringanim &&
3495 Person::players[i]->animTarget != dodgebackanim &&
3496 Person::players[i]->animTarget != walljumprightkickanim &&
3497 Person::players[i]->animTarget != walljumpleftkickanim) {
3498 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
3504 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3506 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
3507 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
3509 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
3510 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
3512 if (Dialog::inDialog()) {
3513 Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
3514 Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
3517 if (leveltime < .5) {
3521 Person::players[i]->avoidsomething = 0;
3523 //avoid flaming things
3524 for (unsigned int j = 0; j < Object::objects.size(); j++) {
3525 if (Object::objects[j]->onfire) {
3526 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200) {
3527 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3528 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3529 Person::players[i]->collided = 0;
3530 Person::players[i]->avoidcollided = 1;
3531 if (Person::players[i]->avoidsomething == 0 ||
3532 distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3533 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3534 Person::players[i]->avoidwhere = Object::objects[j]->position;
3535 Person::players[i]->avoidsomething = 1;
3542 //avoid flaming players
3543 for (unsigned j = 0; j < Person::players.size(); j++) {
3544 if (Person::players[j]->onfire) {
3545 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200) {
3546 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3547 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3548 Person::players[i]->collided = 0;
3549 Person::players[i]->avoidcollided = 1;
3550 if (Person::players[i]->avoidsomething == 0 ||
3551 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3552 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3553 Person::players[i]->avoidwhere = Person::players[j]->coords;
3554 Person::players[i]->avoidsomething = 1;
3561 if (Person::players[i]->collided > .8) {
3562 Person::players[i]->avoidcollided = 0;
3565 Person::players[i]->doAI();
3567 if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
3568 //Person::players[i]->targetyaw=Person::players[i]->yaw;
3569 Person::players[i]->forwardkeydown = 0;
3570 Person::players[i]->leftkeydown = 0;
3571 Person::players[i]->backkeydown = 0;
3572 Person::players[i]->rightkeydown = 0;
3573 Person::players[i]->jumpkeydown = 0;
3574 Person::players[i]->attackkeydown = 0;
3575 //Person::players[i]->crouchkeydown=0;
3576 Person::players[i]->throwkeydown = 0;
3579 if (Dialog::inDialog()) {
3580 Person::players[i]->forwardkeydown = 0;
3581 Person::players[i]->leftkeydown = 0;
3582 Person::players[i]->backkeydown = 0;
3583 Person::players[i]->rightkeydown = 0;
3584 Person::players[i]->jumpkeydown = 0;
3585 Person::players[i]->crouchkeydown = 0;
3586 Person::players[i]->drawkeydown = 0;
3587 Person::players[i]->throwkeydown = 0;
3590 if (Person::players[i]->collided < -.3) {
3591 Person::players[i]->collided = -.3;
3593 if (Person::players[i]->collided > 1) {
3594 Person::players[i]->collided = 1;
3596 Person::players[i]->collided -= multiplier * 4;
3597 Person::players[i]->whichdirectiondelay -= multiplier;
3598 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
3599 Person::players[i]->avoidcollided = -.3;
3600 Person::players[i]->whichdirection = abs(Random() % 2);
3601 Person::players[i]->whichdirectiondelay = .4;
3603 if (Person::players[i]->avoidcollided > 1) {
3604 Person::players[i]->avoidcollided = 1;
3606 Person::players[i]->avoidcollided -= multiplier / 4;
3607 if (!Person::players[i]->skeleton.free) {
3608 Person::players[i]->stunned -= multiplier;
3609 Person::players[i]->surprised -= multiplier;
3611 if (i != 0 && Person::players[i]->surprised <= 0 &&
3612 Person::players[i]->aitype == attacktypecutoff &&
3613 !Person::players[i]->dead &&
3614 !Person::players[i]->skeleton.free &&
3615 Animation::animations[Person::players[i]->animTarget].attack == neutral) {
3619 if (!Person::players[i]->throwkeydown) {
3620 Person::players[i]->throwtogglekeydown = 0;
3624 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
3625 if (!Person::players[i]->hasWeapon() &&
3626 Person::players[i]->num_weapons < 2 &&
3627 (Person::players[i]->isIdle() ||
3628 Person::players[i]->isCrouch() ||
3629 Person::players[i]->animTarget == sneakanim ||
3630 Person::players[i]->animTarget == rollanim ||
3631 Person::players[i]->animTarget == backhandspringanim ||
3632 Person::players[i]->isFlip() ||
3633 !Person::players[i]->isPlayerControlled())) {
3634 for (unsigned j = 0; j < weapons.size(); j++) {
3635 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3636 Person::players[i]->isPlayerControlled()) &&
3637 weapons[j].owner == -1 &&
3638 !Person::players[i]->hasWeapon()) {
3639 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
3640 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
3641 if (Person::players[i]->isCrouch() ||
3642 Person::players[i]->animTarget == sneakanim ||
3643 Person::players[i]->isRun() ||
3644 Person::players[i]->isIdle() ||
3645 !Person::players[i]->isPlayerControlled()) {
3646 Person::players[i]->throwtogglekeydown = 1;
3647 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3648 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3649 Person::players[i]->hasvictim = 0;
3651 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3652 Person::players[i]->throwtogglekeydown = 1;
3653 Person::players[i]->hasvictim = 0;
3655 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3656 Person::players[i]->isPlayerControlled()) &&
3657 weapons[j].owner == -1 ||
3658 Person::players[i]->victim &&
3659 weapons[j].owner == int(Person::players[i]->victim->id)) {
3660 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && !Person::players[i]->hasWeapon()) {
3661 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
3662 if (weapons[j].getType() != staff) {
3663 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3666 Person::players[i]->takeWeapon(j);
3671 } else if ((Person::players[i]->isIdle() ||
3672 Person::players[i]->isFlip() ||
3673 !Person::players[i]->isPlayerControlled()) &&
3674 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
3675 Person::players[i]->coords.y < weapons[j].position.y) {
3676 if (!Person::players[i]->isFlip()) {
3677 Person::players[i]->throwtogglekeydown = 1;
3678 Person::players[i]->setTargetAnimation(removeknifeanim);
3679 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3681 if (Person::players[i]->isFlip()) {
3682 Person::players[i]->throwtogglekeydown = 1;
3683 Person::players[i]->hasvictim = 0;
3685 for (unsigned k = 0; k < weapons.size(); k++) {
3686 if (!Person::players[i]->hasWeapon()) {
3687 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
3688 Person::players[i]->isPlayerControlled()) &&
3689 weapons[k].owner == -1 ||
3690 Person::players[i]->victim &&
3691 weapons[k].owner == int(Person::players[i]->victim->id)) {
3692 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
3693 !Person::players[i]->hasWeapon()) {
3694 if (weapons[k].getType() != staff) {
3695 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3698 Person::players[i]->takeWeapon(k);
3708 if (Person::players[i]->isCrouch() ||
3709 Person::players[i]->animTarget == sneakanim ||
3710 Person::players[i]->isRun() ||
3711 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
3712 Person::players[i]->animTarget == backhandspringanim) {
3713 if (Person::players.size() > 1) {
3714 for (unsigned j = 0; j < Person::players.size(); j++) {
3715 if (!Person::players[i]->hasWeapon()) {
3717 if (Person::players[j]->num_weapons &&
3718 Person::players[j]->skeleton.free &&
3719 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2 /*&&Person::players[j]->dead*/ &&
3720 (((Person::players[j]->skeleton.forward.y < 0 &&
3721 Person::players[j]->weaponstuckwhere == 0) ||
3722 (Person::players[j]->skeleton.forward.y > 0 &&
3723 Person::players[j]->weaponstuckwhere == 1)) ||
3724 Person::players[j]->weaponstuck == -1 ||
3725 Person::players[j]->num_weapons > 1)) {
3726 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
3727 Person::players[i]->throwtogglekeydown = 1;
3728 Person::players[i]->victim = Person::players[j];
3729 Person::players[i]->hasvictim = 1;
3730 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3731 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3733 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3734 Person::players[i]->throwtogglekeydown = 1;
3735 Person::players[i]->victim = Person::players[j];
3736 Person::players[i]->hasvictim = 1;
3737 int k = Person::players[j]->weaponids[0];
3738 if (Person::players[i]->hasvictim) {
3741 if (Person::players[i]->victim->weaponstuck != -1) {
3742 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3747 if (weapons[k].getType() != staff) {
3748 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3752 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
3755 if (weapons[k].owner != -1) {
3756 if (Person::players[i]->victim->num_weapons == 1) {
3757 Person::players[i]->victim->num_weapons = 0;
3759 Person::players[i]->victim->num_weapons = 1;
3762 Person::players[i]->victim->skeleton.longdead = 0;
3763 Person::players[i]->victim->skeleton.free = 1;
3764 Person::players[i]->victim->skeleton.broken = 0;
3766 for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
3767 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
3768 Person::players[i]->victim->skeleton.joints[l].locked = 0;
3774 Normalise(&relative);
3775 XYZ footvel, footpoint;
3777 footpoint = weapons[k].position;
3778 if (Person::players[i]->victim->weaponstuck != -1) {
3779 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3781 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
3783 weapons[k].bloody = 2;
3784 weapons[k].blooddrip = 5;
3785 Person::players[i]->victim->weaponstuck = -1;
3786 Person::players[i]->victim->bloodloss += 2000;
3787 Person::players[i]->victim->DoDamage(2000);
3790 if (Person::players[i]->victim->num_weapons > 0) {
3791 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1) {
3792 Person::players[i]->victim->weaponstuck = 0;
3794 if (Person::players[i]->victim->weaponids[0] == k) {
3795 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
3799 Person::players[i]->victim->weaponactive = -1;
3801 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
3802 Person::players[i]->victim->jointVel(neck) += relative * 6;
3803 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
3804 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
3806 Person::players[i]->takeWeapon(k);
3816 if (Person::players[i]->hasWeapon() && Person::players[i]->isPlayerControlled()) {
3817 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3818 if (Person::players[i]->isIdle() ||
3819 Person::players[i]->isRun() ||
3820 Person::players[i]->isCrouch() ||
3821 Person::players[i]->animTarget == sneakanim ||
3822 Person::players[i]->isFlip()) {
3823 if (Person::players.size() > 1) {
3824 for (unsigned j = 0; j < Person::players.size(); j++) {
3826 if (!Tutorial::active || Tutorial::stage == 49) {
3828 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
3829 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
3830 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
3831 !Person::players[j]->skeleton.free &&
3832 -1 == Object::checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0) * Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0) * Person::players[i]->scale + Person::players[i]->coords)) {
3833 if (!Person::players[i]->isFlip()) {
3834 Person::players[i]->throwtogglekeydown = 1;
3835 Person::players[i]->victim = Person::players[j];
3836 Person::players[i]->setTargetAnimation(knifethrowanim);
3837 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3838 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
3840 if (Person::players[i]->isFlip()) {
3841 if (Person::players[i]->hasWeapon()) {
3842 Person::players[i]->throwtogglekeydown = 1;
3843 Person::players[i]->victim = Person::players[j];
3845 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);
3848 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
3850 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
3851 Person::players[i]->num_weapons--;
3852 if (Person::players[i]->num_weapons) {
3853 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3855 Person::players[i]->weaponactive = -1;
3867 if (Person::players[i]->hasWeapon() && Person::players[i]->isPlayerControlled()) {
3868 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
3869 Person::players[i]->throwtogglekeydown = 1;
3870 XYZ tempVelocity = Person::players[i]->velocity * .2;
3871 if (tempVelocity.x == 0) {
3872 tempVelocity.x = .1;
3874 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
3875 Person::players[i]->num_weapons--;
3876 if (Person::players[i]->num_weapons) {
3877 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3878 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons) {
3879 Person::players[i]->weaponstuck = 0;
3883 Person::players[i]->weaponactive = -1;
3884 for (unsigned j = 0; j < Person::players.size(); j++) {
3885 Person::players[j]->wentforweapon = 0;
3892 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->hasWeapon())) {
3893 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
3894 (Person::players[i]->num_weapons == 2) &&
3895 (!Person::players[i]->hasWeapon()) &&
3896 Person::players[i]->isIdle() ||
3897 Person::players[0]->dead &&
3898 (Person::players[i]->hasWeapon()) &&
3901 if (Person::players[i]->hasWeapon()) {
3902 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff) {
3906 if (isgood && Person::players[i]->creature != wolftype) {
3907 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3908 Person::players[i]->setTargetAnimation(drawrightanim);
3909 Person::players[i]->drawtogglekeydown = 1;
3911 if ((Person::players[i]->isIdle() ||
3912 (!Person::players[i]->isPlayerControlled() &&
3913 Person::players[0]->hasWeapon() &&
3914 Person::players[i]->isRun())) &&
3915 Person::players[i]->num_weapons &&
3916 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
3917 Person::players[i]->setTargetAnimation(drawleftanim);
3918 Person::players[i]->drawtogglekeydown = 1;
3920 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3921 Person::players[i]->setTargetAnimation(crouchdrawrightanim);
3922 Person::players[i]->drawtogglekeydown = 1;
3929 if (Person::players[i]->hasWeapon()) {
3930 if (Person::players[i]->isCrouch() &&
3931 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
3933 Person::players[i]->onterrain &&
3934 Person::players[i]->num_weapons &&
3935 Person::players[i]->attackkeydown &&
3936 musictype != stream_fighttheme) {
3937 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife) {
3938 Person::players[i]->setTargetAnimation(crouchstabanim);
3940 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword) {
3941 Person::players[i]->setTargetAnimation(swordgroundstabanim);
3943 Person::players[i]->hasvictim = 0;
3947 if (!Person::players[i]->drawkeydown) {
3948 Person::players[i]->drawtogglekeydown = 0;
3954 absflatfacing.z = -1;
3956 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
3958 absflatfacing = flatfacing;
3961 if (Dialog::inDialog()) {
3962 Person::players[i]->forwardkeydown = 0;
3963 Person::players[i]->leftkeydown = 0;
3964 Person::players[i]->backkeydown = 0;
3965 Person::players[i]->rightkeydown = 0;
3966 Person::players[i]->jumpkeydown = 0;
3967 Person::players[i]->crouchkeydown = 0;
3968 Person::players[i]->drawkeydown = 0;
3969 Person::players[i]->throwkeydown = 0;
3973 if (!Animation::animations[Person::players[i]->animTarget].attack &&
3974 Person::players[i]->animTarget != staggerbackhighanim &&
3975 Person::players[i]->animTarget != staggerbackhardanim &&
3976 Person::players[i]->animTarget != backhandspringanim &&
3977 Person::players[i]->animTarget != dodgebackanim) {
3978 if (!Person::players[i]->forwardkeydown) {
3979 Person::players[i]->forwardstogglekeydown = 0;
3981 if (Person::players[i]->crouchkeydown) {
3985 Person::players[i]->superruntoggle = 1;
3986 if (Person::players.size() > 1) {
3987 for (unsigned j = 0; j < Person::players.size(); j++) {
3988 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype) {
3989 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16) {
3990 Person::players[i]->superruntoggle = 0;
3997 if (Person::players.size() > 1) {
3998 for (unsigned j = 0; j < Person::players.size(); j++) {
3999 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
4000 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4001 Person::players[j]->victim == Person::players[i] &&
4002 (Person::players[j]->animTarget == sweepanim ||
4003 Person::players[j]->animTarget == upunchanim ||
4004 Person::players[j]->animTarget == wolfslapanim ||
4005 ((Person::players[j]->animTarget == swordslashanim ||
4006 Person::players[j]->animTarget == knifeslashstartanim ||
4007 Person::players[j]->animTarget == staffhitanim ||
4008 Person::players[j]->animTarget == staffspinhitanim) &&
4009 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
4020 Person::players[target]->Reverse();
4022 Person::players[i]->lowreversaldelay = .5;
4024 if (Person::players[i]->isIdle()) {
4025 Person::players[i]->setTargetAnimation(Person::players[i]->getCrouch());
4026 Person::players[i]->transspeed = 10;
4028 if (Person::players[i]->isRun() ||
4029 (Person::players[i]->isStop() &&
4030 (Person::players[i]->leftkeydown ||
4031 Person::players[i]->rightkeydown ||
4032 Person::players[i]->forwardkeydown ||
4033 Person::players[i]->backkeydown))) {
4034 Person::players[i]->setTargetAnimation(rollanim);
4035 Person::players[i]->transspeed = 20;
4038 if (!Person::players[i]->crouchkeydown) {
4040 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0) {
4041 Person::players[i]->superruntoggle = 0;
4044 if (Person::players[i]->isCrouch()) {
4045 if (Person::players.size() > 1) {
4046 for (unsigned j = 0; j < Person::players.size(); j++) {
4048 !Person::players[j]->skeleton.free &&
4049 Person::players[j]->victim &&
4050 Person::players[i]->highreversaldelay <= 0) {
4051 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4052 Person::players[j]->victim == Person::players[i] &&
4053 (Person::players[j]->animTarget == spinkickanim) &&
4054 Person::players[i]->isCrouch()) {
4065 Person::players[target]->Reverse();
4067 Person::players[i]->highreversaldelay = .5;
4069 if (Person::players[i]->isCrouch()) {
4070 if (!Person::players[i]->wasCrouch()) {
4071 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
4072 Person::players[i]->frameCurrent = 0;
4074 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
4075 Person::players[i]->transspeed = 10;
4078 if (Person::players[i]->animTarget == sneakanim) {
4079 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
4080 Person::players[i]->transspeed = 10;
4083 if (Person::players[i]->forwardkeydown) {
4084 if (Person::players[i]->isIdle() ||
4085 (Person::players[i]->isStop() &&
4086 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4087 (Person::players[i]->isLanding() &&
4088 Person::players[i]->frameTarget > 0 &&
4089 !Person::players[i]->jumpkeydown) ||
4090 (Person::players[i]->isLandhard() &&
4091 Person::players[i]->frameTarget > 0 &&
4092 !Person::players[i]->jumpkeydown &&
4093 Person::players[i]->crouchkeydown)) {
4094 if (Person::players[i]->aitype == passivetype) {
4095 Person::players[i]->setTargetAnimation(walkanim);
4097 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4100 if (Person::players[i]->isCrouch()) {
4101 Person::players[i]->animTarget = sneakanim;
4102 if (Person::players[i]->wasCrouch()) {
4103 Person::players[i]->target = 0;
4105 Person::players[i]->frameTarget = 0;
4107 if (Person::players[i]->animTarget == hanganim /*&&(!Person::players[i]->forwardstogglekeydown||!Person::players[i]->isPlayerControlled())*/) {
4108 Person::players[i]->setTargetAnimation(climbanim);
4109 Person::players[i]->frameTarget = 1;
4110 Person::players[i]->jumpclimb = 1;
4112 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4113 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
4115 Person::players[i]->forwardstogglekeydown = 1;
4118 if (Person::players[i]->rightkeydown) {
4119 if (Person::players[i]->isIdle() ||
4120 (Person::players[i]->isStop() &&
4121 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4122 (Person::players[i]->isLanding() &&
4123 Person::players[i]->frameTarget > 0 &&
4124 !Person::players[i]->jumpkeydown) ||
4125 (Person::players[i]->isLandhard() &&
4126 Person::players[i]->frameTarget > 0 &&
4127 !Person::players[i]->jumpkeydown &&
4128 Person::players[i]->crouchkeydown)) {
4129 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4131 if (Person::players[i]->isCrouch()) {
4132 Person::players[i]->animTarget = sneakanim;
4133 if (Person::players[i]->wasCrouch()) {
4134 Person::players[i]->target = 0;
4136 Person::players[i]->frameTarget = 0;
4138 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4139 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4141 Person::players[i]->targetyaw -= 90;
4142 if (Person::players[i]->forwardkeydown) {
4143 Person::players[i]->targetyaw += 45;
4145 if (Person::players[i]->backkeydown) {
4146 Person::players[i]->targetyaw -= 45;
4150 if (Person::players[i]->leftkeydown) {
4151 if (Person::players[i]->isIdle() ||
4152 (Person::players[i]->isStop() &&
4153 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4154 (Person::players[i]->isLanding() &&
4155 Person::players[i]->frameTarget > 0 &&
4156 !Person::players[i]->jumpkeydown) ||
4157 (Person::players[i]->isLandhard() &&
4158 Person::players[i]->frameTarget > 0 &&
4159 !Person::players[i]->jumpkeydown &&
4160 Person::players[i]->crouchkeydown)) {
4161 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4163 if (Person::players[i]->isCrouch()) {
4164 Person::players[i]->animTarget = sneakanim;
4165 if (Person::players[i]->wasCrouch()) {
4166 Person::players[i]->target = 0;
4168 Person::players[i]->frameTarget = 0;
4170 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4171 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4173 Person::players[i]->targetyaw += 90;
4174 if (Person::players[i]->forwardkeydown) {
4175 Person::players[i]->targetyaw -= 45;
4177 if (Person::players[i]->backkeydown) {
4178 Person::players[i]->targetyaw += 45;
4182 if (Person::players[i]->backkeydown) {
4183 if (Person::players[i]->isIdle() ||
4184 (Person::players[i]->isStop() &&
4185 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4186 (Person::players[i]->isLanding() &&
4187 Person::players[i]->frameTarget > 0 &&
4188 !Person::players[i]->jumpkeydown) ||
4189 (Person::players[i]->isLandhard() &&
4190 Person::players[i]->frameTarget > 0 &&
4191 !Person::players[i]->jumpkeydown &&
4192 Person::players[i]->crouchkeydown)) {
4193 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4195 if (Person::players[i]->isCrouch()) {
4196 Person::players[i]->animTarget = sneakanim;
4197 if (Person::players[i]->wasCrouch()) {
4198 Person::players[i]->target = 0;
4200 Person::players[i]->frameTarget = 0;
4202 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4203 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
4205 if (Person::players[i]->animTarget == hanganim) {
4206 Person::players[i]->animCurrent = jumpdownanim;
4207 Person::players[i]->animTarget = jumpdownanim;
4208 Person::players[i]->target = 0;
4209 Person::players[i]->frameCurrent = 0;
4210 Person::players[i]->frameTarget = 1;
4211 Person::players[i]->velocity = 0;
4212 Person::players[i]->velocity.y += gravity;
4213 Person::players[i]->coords.y -= 1.4;
4214 Person::players[i]->grabdelay = 1;
4216 if (!Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown) {
4217 Person::players[i]->targetyaw += 180;
4221 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
4222 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
4223 Person::players[i]->isRun() ||
4224 Person::players[i]->animTarget == walkanim ||
4225 Person::players[i]->isCrouch() ||
4226 Person::players[i]->animTarget == sneakanim) &&
4227 Person::players[i]->jumppower > 1) &&
4228 ((Person::players[i]->animTarget != rabbitrunninganim &&
4229 Person::players[i]->animTarget != wolfrunninganim) ||
4231 Person::players[i]->jumpstart = 0;
4232 Person::players[i]->setTargetAnimation(jumpupanim);
4233 Person::players[i]->yaw = Person::players[i]->targetyaw;
4234 Person::players[i]->transspeed = 20;
4235 Person::players[i]->FootLand(leftfoot, 1);
4236 Person::players[i]->FootLand(rightfoot, 1);
4240 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
4243 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
4246 Person::players[i]->velocity = 0;
4251 if (Person::players.size() > 1) {
4252 for (unsigned j = 0; j < Person::players.size(); j++) {
4253 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
4254 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4255 (Person::players[j]->victim == Person::players[i]) &&
4256 (Person::players[j]->animTarget == sweepanim)) {
4267 Person::players[i]->velocity.y = 1;
4268 } else if (Person::players[i]->crouchkeydown || !Person::players[i]->isPlayerControlled()) {
4269 Person::players[i]->velocity.y = 7;
4270 Person::players[i]->crouchtogglekeydown = 1;
4272 Person::players[i]->velocity.y = 5;
4275 if (mousejump && i == 0 && devtools) {
4276 if (!Person::players[i]->isLanding()) {
4277 Person::players[i]->tempdeltav = deltav;
4279 if (Person::players[i]->tempdeltav < 0) {
4280 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
4284 Person::players[i]->coords.y += .2;
4285 Person::players[i]->jumppower -= 1;
4288 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
4291 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
4293 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
4294 Person::players[i]->setTargetAnimation(Person::players[i]->getLanding());
4295 Person::players[i]->frameTarget = 2;
4296 Person::players[i]->landhard = 0;
4297 Person::players[i]->jumpstart = 1;
4298 Person::players[i]->tempdeltav = deltav;
4300 if (Person::players[i]->animTarget == jumpupanim &&
4304 !Person::players[i]->isPlayerControlled())) {
4305 if (Person::players[i]->jumppower > multiplier * 6) {
4306 Person::players[i]->velocity.y += multiplier * 6;
4307 Person::players[i]->jumppower -= multiplier * 6;
4309 if (Person::players[i]->jumppower <= multiplier * 6) {
4310 Person::players[i]->velocity.y += Person::players[i]->jumppower;
4311 Person::players[i]->jumppower = 0;
4314 if (((floatjump || editorenabled) && devtools) && i == 0) {
4315 Person::players[i]->velocity.y += multiplier * 30;
4320 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) {
4321 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4323 if (Person::players[i]->animTarget == sneakanim) {
4324 Person::players[i]->animTarget = Person::players[i]->getCrouch();
4325 if (Person::players[i]->animCurrent == sneakanim) {
4326 Person::players[i]->target = 0;
4328 Person::players[i]->frameTarget = 0;
4331 if (Person::players[i]->animTarget == walkanim &&
4332 (Person::players[i]->aitype == attacktypecutoff ||
4333 Person::players[i]->aitype == searchtype ||
4334 (Person::players[i]->aitype == passivetype &&
4335 Person::players[i]->numwaypoints <= 1))) {
4336 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4338 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype)) {
4339 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4343 if (Person::players[i]->animTarget == rollanim) {
4344 Person::players[i]->targetyaw = oldtargetyaw;
4349 for (unsigned k = 0; k < Person::players.size(); k++) {
4350 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
4351 if (Person::players[k]->yaw > Person::players[k]->targetyaw) {
4352 Person::players[k]->yaw -= 360;
4354 Person::players[k]->yaw += 360;
4358 //stop to turn in right direction
4359 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim)) {
4360 Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
4363 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim) {
4364 Person::players[k]->targettilt = 0;
4367 if (Person::players[k]->animTarget != jumpupanim &&
4368 Person::players[k]->animTarget != backhandspringanim &&
4369 Person::players[k]->animTarget != jumpdownanim &&
4370 !Person::players[k]->isFlip()) {
4371 Person::players[k]->targettilt = 0;
4372 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown) {
4373 Person::players[k]->jumppower = 0;
4375 Person::players[k]->jumppower += multiplier * 7;
4376 if (Person::players[k]->isCrouch()) {
4377 Person::players[k]->jumppower += multiplier * 7;
4379 if (Person::players[k]->jumppower > 5) {
4380 Person::players[k]->jumppower = 5;
4384 if (Person::players[k]->isRun()) {
4385 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
4388 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
4389 Person::players[k]->grabdelay -= multiplier;
4393 for (unsigned k = 0; k < Person::players.size(); k++) {
4394 Person::players[k]->DoAnimations();
4395 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
4396 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
4402 for (int j = numenvsounds - 1; j >= 0; j--) {
4403 envsoundlife[j] -= multiplier;
4404 if (envsoundlife[j] < 0) {
4406 envsoundlife[j] = envsoundlife[numenvsounds];
4407 envsound[j] = envsound[numenvsounds];
4410 OPENAL_SetFrequency(OPENAL_ALL, slomo);
4412 if (Tutorial::active) {
4413 Tutorial::DoStuff(multiplier);
4417 static float gLoc[3];
4421 static float vel[3];
4422 vel[0] = (viewer.x - oldviewer.x) / multiplier;
4423 vel[1] = (viewer.y - oldviewer.y) / multiplier;
4424 vel[2] = (viewer.z - oldviewer.z) / multiplier;
4426 //Set orientation with forward and up vectors
4427 static XYZ upvector;
4431 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
4432 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
4437 facing = DoRotation(facing, -pitch, 0, 0);
4438 facing = DoRotation(facing, 0, 0 - yaw, 0);
4440 static float ori[6];
4444 ori[3] = -upvector.x;
4445 ori[4] = upvector.y;
4446 ori[5] = -upvector.z;
4448 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
4456 void Game::TickOnce()
4459 yaw += multiplier * 5;
4460 } else if (Dialog::directing || !Dialog::inDialog()) {
4463 pitch -= deltav * .7;
4465 pitch += deltav * .7;
4476 void Game::TickOnceAfter()
4478 static XYZ colviewer;
4479 static XYZ coltarget;
4483 static float changedelay;
4484 static bool alldead;
4485 static float unseendelay;
4486 static float cameraspeed;
4489 static int oldmusictype = musictype;
4491 if (environment == snowyenvironment) {
4492 leveltheme = stream_snowtheme;
4494 if (environment == grassyenvironment) {
4495 leveltheme = stream_grasstheme;
4497 if (environment == desertenvironment) {
4498 leveltheme = stream_deserttheme;
4503 musictype = leveltheme;
4504 for (unsigned i = 0; i < Person::players.size(); i++) {
4505 if ((Person::players[i]->aitype == attacktypecutoff ||
4506 Person::players[i]->aitype == getweapontype ||
4507 Person::players[i]->aitype == gethelptype ||
4508 Person::players[i]->aitype == searchtype) &&
4509 !Person::players[i]->dead &&
4510 !Person::players[i]->isPlayerFriend() &&
4511 (Person::players[i]->animTarget != sneakattackedanim &&
4512 Person::players[i]->animTarget != knifesneakattackedanim &&
4513 Person::players[i]->animTarget != swordsneakattackedanim)) {
4514 musictype = stream_fighttheme;
4518 if (Person::players[0]->dead) {
4519 musictype = stream_menutheme;
4522 if (musictype == stream_fighttheme) {
4526 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
4527 unseendelay -= multiplier;
4528 if (unseendelay > 0) {
4529 musictype = stream_fighttheme;
4534 musictype = stream_menutheme;
4535 musicvolume[2] = 512;
4542 if (musictype != oldmusictype && musictype == stream_fighttheme) {
4543 emit_sound_np(alarmsound);
4546 musicselected = musictype;
4548 if (musicselected == leveltheme) {
4549 musicvolume[0] += multiplier * 450;
4551 musicvolume[0] -= multiplier * 450;
4553 if (musicselected == stream_fighttheme) {
4554 musicvolume[1] += multiplier * 450;
4556 musicvolume[1] -= multiplier * 450;
4558 if (musicselected == stream_menutheme) {
4559 musicvolume[2] += multiplier * 450;
4561 musicvolume[2] -= multiplier * 450;
4564 for (int i = 0; i < 3; i++) {
4565 if (musicvolume[i] < 0) {
4568 if (musicvolume[i] > 512) {
4569 musicvolume[i] = 512;
4573 if (musicvolume[2] > 128 && !loading && !mainmenu) {
4574 musicvolume[2] = 128;
4578 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0) {
4579 emit_stream_np(leveltheme, musicvolume[0]);
4581 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0) {
4582 emit_stream_np(stream_fighttheme, musicvolume[1]);
4584 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0) {
4585 emit_stream_np(stream_menutheme, musicvolume[2]);
4587 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0) {
4588 pause_sound(leveltheme);
4590 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0) {
4591 pause_sound(stream_fighttheme);
4593 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0) {
4594 pause_sound(stream_menutheme);
4597 if (musicvolume[0] != oldmusicvolume[0]) {
4598 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
4600 if (musicvolume[1] != oldmusicvolume[1]) {
4601 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
4603 if (musicvolume[2] != oldmusicvolume[2]) {
4604 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
4607 for (int i = 0; i < 3; i++) {
4608 oldmusicvolume[i] = musicvolume[i];
4611 pause_sound(leveltheme);
4612 pause_sound(stream_fighttheme);
4613 pause_sound(stream_menutheme);
4615 for (int i = 0; i < 4; i++) {
4616 oldmusicvolume[i] = 0;
4621 Hotspot::killhotspot = 2;
4622 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4623 if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
4624 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0) {
4625 Hotspot::killhotspot = 0;
4626 } else if (Hotspot::killhotspot == 2) {
4627 Hotspot::killhotspot = 1;
4631 if (Hotspot::killhotspot == 2) {
4632 Hotspot::killhotspot = 0;
4636 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4637 if (Hotspot::hotspots[i].type == -1) {
4638 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
4645 for (unsigned i = 1; i < Person::players.size(); i++) {
4646 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
4650 if (numalarmed > maxalarmed) {
4651 maxalarmed = numalarmed;
4654 if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
4655 if (Person::players[0]->dead) {
4657 targetlevel = whichlevel;
4660 for (unsigned i = 1; i < Person::players.size(); i++) {
4661 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1 && !Person::players[i]->isPlayerFriend()) {
4667 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
4669 targetlevel = whichlevel + 1;
4670 if (targetlevel > numchallengelevels - 1) {
4674 if (winhotspot || windialogue) {
4676 targetlevel = whichlevel + 1;
4677 if (targetlevel > numchallengelevels - 1) {
4682 if (Hotspot::killhotspot) {
4684 targetlevel = whichlevel + 1;
4685 if (targetlevel > numchallengelevels - 1) {
4690 if (changedelay > 0 && !Person::players[0]->dead && !won) {
4691 //high scores, awards, win
4693 Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
4696 wonleveltime = leveltime;
4697 Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
4700 Account::saveFile(Folders::getUserSavePath());
4706 if (leveltime < 1) {
4711 Hotspot::killhotspot = 0;
4714 if (!editorenabled && gameon && !mainmenu) {
4715 if (changedelay != -999) {
4716 changedelay -= multiplier / 7;
4718 if (Person::players[0]->dead) {
4719 targetlevel = whichlevel;
4721 if (loading == 2 && !campaign) {
4724 fireSound(firestartsound);
4726 if (!Person::players[0]->dead && targetlevel != whichlevel) {
4727 startbonustotal = bonustotal;
4730 LoadLevel(targetlevel);
4735 if (loading == 2 && targetlevel == whichlevel) {
4739 fireSound(firestartsound);
4741 LoadLevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
4747 if (changedelay <= -999 &&
4750 (Person::players[0]->dead ||
4751 (alldead && maptype == mapkilleveryone) ||
4753 (Hotspot::killhotspot))) {
4756 if ((Person::players[0]->dead ||
4757 (alldead && maptype == mapkilleveryone) ||
4760 (Hotspot::killhotspot)) &&
4762 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
4766 if (Person::players[0]->dead) {
4773 // campaignchoosenext determines what to do when the level is complete:
4774 // 0 = load next level
4775 // 1 = go back to level select screen
4776 // 2 = stealthload next level
4777 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
4778 if (campaignlevels[actuallevel].nextlevel.empty()) {
4781 } else if (mainmenu == 0 && winfreeze) {
4782 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
4784 if (!stealthloading) {
4785 fireSound(firestartsound);
4790 startbonustotal = 0;
4797 if (!firstLoadDone) {
4801 actuallevel = campaignlevels[actuallevel].nextlevel.front();
4802 visibleloading = true;
4804 LoadLevel(campaignlevels[actuallevel].mapname.c_str());
4808 pause_sound(stream_menutheme);
4819 oldmusictype = musictype;
4825 facing = DoRotation(facing, -pitch, 0, 0);
4826 facing = DoRotation(facing, 0, 0 - yaw, 0);
4827 viewerfacing = facing;
4830 if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free) {
4831 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;
4833 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;
4836 if (Person::players[0]->skeleton.free) {
4837 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
4838 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y) {
4839 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
4844 if (Person::players[0]->skeleton.free != 2) {
4846 if (findLengthfast(&Person::players[0]->velocity) > 400) {
4847 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
4849 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim) {
4852 coltarget = target - cameraloc;
4853 if (findLengthfast(&coltarget) < multiplier * multiplier * 400) {
4856 Normalise(&coltarget);
4857 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0) {
4858 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
4860 cameraloc = cameraloc + coltarget * multiplier * 8;
4863 if (editorenabled) {
4866 cameradist += multiplier * 5;
4867 if (cameradist > 2.3) {
4870 viewer = cameraloc - facing * cameradist;
4872 coltarget = cameraloc;
4873 Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
4874 for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
4875 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4877 coltarget = cameraloc;
4878 if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4882 for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
4883 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4885 if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4889 cameradist = findDistance(&viewer, &target);
4890 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
4891 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
4892 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
4895 if (camerashake > .8) {
4898 woozy += multiplier;
4899 if (Person::players[0]->dead) {
4902 if (Person::players[0]->dead) {
4905 camerashake -= multiplier * 2;
4906 blackout -= multiplier * 2;
4907 if (camerashake < 0) {
4914 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
4915 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
4916 viewer.z += (float)(Random() % 100) * .0005 * camerashake;