2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
26 #include "Animation/Animation.hpp"
27 #include "Audio/openal_wrapper.hpp"
28 #include "Devtools/ConsoleCmds.hpp"
29 #include "Level/Awards.hpp"
30 #include "Level/Campaign.hpp"
31 #include "Level/Dialog.hpp"
32 #include "Level/Hotspot.hpp"
33 #include "Menu/Menu.hpp"
34 #include "User/Settings.hpp"
35 #include "Utils/Folders.hpp"
36 #include "Utils/Input.hpp"
37 #include "Tutorial.hpp"
41 #include <sys/types.h>
57 // Added more evilness needed for MSVC
59 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
60 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
64 extern float multiplier;
66 extern int environment;
67 extern Terrain terrain;
68 extern float screenwidth, screenheight;
71 extern float texdetail;
73 extern float slomodelay;
74 extern bool floatjump;
77 extern float camerashake;
79 extern float blackout;
80 extern bool cellophane;
81 extern bool musictoggle;
82 extern int difficulty;
83 extern int bloodtoggle;
84 extern bool invertmouse;
86 extern float precipdelay;
87 extern XYZ viewerfacing;
88 extern bool ambientsound;
89 extern bool mousejump;
90 extern float viewdistance;
92 extern XYZ windvector;
96 extern int oldmainmenu;
97 extern bool visibleloading;
98 extern XYZ envsound[30];
99 extern float envsoundvol[30];
100 extern int numenvsounds;
101 extern float envsoundlife[30];
102 extern float usermousesensitivity;
103 extern bool ismotionblur;
104 extern bool showdamagebar; // (des)activate the damage bar
106 extern bool skyboxtexture;
107 extern float skyboxr;
108 extern float skyboxg;
109 extern float skyboxb;
110 extern float skyboxlightr;
111 extern float skyboxlightg;
112 extern float skyboxlightb;
113 extern float fadestart;
114 extern float slomospeed;
115 extern float slomofreq;
116 extern float smoketex;
117 extern bool againbonus;
118 extern bool reversaltrain;
119 extern bool canattack;
120 extern bool cananger;
121 extern float damagedealt;
123 extern int editoractive;
124 extern int editorpathtype;
126 extern float hostiletime;
128 extern bool gamestarted;
132 extern bool stillloading;
133 extern bool winfreeze;
135 extern bool campaign;
137 extern void toggleFullscreen();
141 bool winhotspot = false;
142 bool windialogue = false;
145 float cameradist = 0;
146 bool oldattackkey = 0;
148 float musicvolume[4] = {};
149 float oldmusicvolume[4] = {};
150 int musicselected = 0;
152 const char *rabbitskin[] = {
157 "Textures/Otter.jpg",
159 "Textures/Sable.jpg",
160 "Textures/Chocolate.jpg",
165 const char *wolfskin[] = {
167 "Textures/DarkWolf.jpg",
168 "Textures/SnowWolf.jpg"
171 const char **creatureskin[] = {rabbitskin, wolfskin};
173 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
174 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
178 // TODO: this is slightly incorrect
179 float roughDirection(XYZ vec)
182 float angle = -asin(-vec.x) * 180 / M_PI;
187 float roughDirectionTo(XYZ start, XYZ end)
189 return roughDirection(end - start);
191 inline float pitchOf(XYZ vec)
194 return -asin(vec.y) * 180 / M_PI;
196 float pitchTo(XYZ start, XYZ end)
198 return pitchOf(end - start);
204 inline float stepTowardf(float from, float to, float by)
206 if (fabs(from - to) < by)
214 void Game::playdialoguescenesound()
217 temppos = Person::players[Dialog::currentScene().participantfocus]->coords;
218 temppos = temppos - viewer;
223 switch (Dialog::currentScene().sound) {
228 sound = consolefailsound;
231 sound = consolesuccesssound;
234 sound = firestartsound;
237 sound = fireendsound;
240 sound = rabbitchitter;
243 sound = rabbitchitter2;
246 sound = rabbitpainsound;
249 sound = rabbitpain1sound;
252 sound = rabbitattacksound;
255 sound = rabbitattack2sound;
258 sound = rabbitattack3sound;
261 sound = rabbitattack4sound;
285 sound = barkgrowlsound;
291 emit_sound_at(sound, temppos);
294 // ================================================================
296 int Game::findClosestPlayer()
299 float closestdist = std::numeric_limits<float>::max();
301 for (unsigned i = 1; i < Person::players.size(); i++) {
302 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
303 if (distance < closestdist) {
304 closestdist = distance;
311 static int findClosestObject()
314 float closestdist = std::numeric_limits<float>::max();
316 for (unsigned int i = 0; i < Object::objects.size(); i++) {
317 float distance = distsq(&Object::objects[i]->position,
318 &Person::players[0]->coords);
319 if (distance < closestdist) {
320 closestdist = distance;
327 static void cmd_dispatch(const string cmd)
329 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
331 for (i = 0; i < n_cmds; i++)
332 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
333 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
334 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
337 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
340 /********************> Tick() <*****/
341 extern bool save_screenshot(const char * fname);
342 void Screenshot (void)
345 time_t t = time(NULL);
346 struct tm *tme = localtime(&t);
347 sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png",
348 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
350 save_screenshot(filename);
353 void Game::SetUpLighting()
355 if (environment == snowyenvironment)
356 light.setColors(.65, .65, .7, .4, .4, .44);
357 if (environment == desertenvironment)
358 light.setColors(.95, .95, .95, .4, .35, .3);
359 if (environment == grassyenvironment)
360 light.setColors(.95, .95, 1, .4, .4, .44);
362 light.setColors(1, 1, 1, .4, .4, .4);
364 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
365 light.color[0] *= (skyboxlightr + average) / 2;
366 light.color[1] *= (skyboxlightg + average) / 2;
367 light.color[2] *= (skyboxlightb + average) / 2;
368 light.ambient[0] *= (skyboxlightr + average) / 2;
369 light.ambient[1] *= (skyboxlightg + average) / 2;
370 light.ambient[2] *= (skyboxlightb + average) / 2;
373 void Setenvironment(int which)
377 LOG(" Setting environment...");
382 pause_sound(stream_snowtheme);
383 pause_sound(stream_grasstheme);
384 pause_sound(stream_deserttheme);
385 pause_sound(stream_wind);
386 pause_sound(stream_desertambient);
389 if (environment == snowyenvironment) {
393 emit_stream_np(stream_wind);
395 Object::treetextureptr.load("Textures/SnowTree.png", 0);
396 Object::bushtextureptr.load("Textures/BushSnow.png", 0);
397 Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
398 Object::boxtextureptr.load("Textures/SnowBox.jpg", 1);
400 footstepsound = footstepsn1;
401 footstepsound2 = footstepsn2;
402 footstepsound3 = footstepst1;
403 footstepsound4 = footstepst2;
405 terraintexture.load("Textures/Snow.jpg", 1);
406 terraintexture2.load("Textures/Rock.jpg", 1);
409 temptexdetail = texdetail;
412 skybox->load( "Textures/Skybox(snow)/Front.jpg",
413 "Textures/Skybox(snow)/Left.jpg",
414 "Textures/Skybox(snow)/Back.jpg",
415 "Textures/Skybox(snow)/Right.jpg",
416 "Textures/Skybox(snow)/Up.jpg",
417 "Textures/Skybox(snow)/Down.jpg");
420 texdetail = temptexdetail;
421 } else if (environment == desertenvironment) {
424 Object::treetextureptr.load("Textures/DesertTree.png", 0);
425 Object::bushtextureptr.load("Textures/BushDesert.png", 0);
426 Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
427 Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
431 emit_stream_np(stream_desertambient);
433 footstepsound = footstepsn1;
434 footstepsound2 = footstepsn2;
435 footstepsound3 = footstepsn1;
436 footstepsound4 = footstepsn2;
438 terraintexture.load("Textures/Sand.jpg", 1);
439 terraintexture2.load("Textures/SandSlope.jpg", 1);
442 temptexdetail = texdetail;
445 skybox->load( "Textures/Skybox(sand)/Front.jpg",
446 "Textures/Skybox(sand)/Left.jpg",
447 "Textures/Skybox(sand)/Back.jpg",
448 "Textures/Skybox(sand)/Right.jpg",
449 "Textures/Skybox(sand)/Up.jpg",
450 "Textures/Skybox(sand)/Down.jpg");
453 texdetail = temptexdetail;
454 } else if (environment == grassyenvironment) {
457 Object::treetextureptr.load("Textures/Tree.png", 0);
458 Object::bushtextureptr.load("Textures/Bush.png", 0);
459 Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
460 Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
463 emit_stream_np(stream_wind, 100.);
465 footstepsound = footstepgr1;
466 footstepsound2 = footstepgr2;
467 footstepsound3 = footstepst1;
468 footstepsound4 = footstepst2;
470 terraintexture.load("Textures/GrassDirt.jpg", 1);
471 terraintexture2.load("Textures/MossRock.jpg", 1);
474 temptexdetail = texdetail;
477 skybox->load( "Textures/Skybox(grass)/Front.jpg",
478 "Textures/Skybox(grass)/Left.jpg",
479 "Textures/Skybox(grass)/Back.jpg",
480 "Textures/Skybox(grass)/Right.jpg",
481 "Textures/Skybox(grass)/Up.jpg",
482 "Textures/Skybox(grass)/Down.jpg");
485 texdetail = temptexdetail;
487 temptexdetail = texdetail;
489 terrain.load("Textures/HeightMap.png");
491 texdetail = temptexdetail;
494 void Game::Loadlevel(int which)
500 Loadlevel("tutorial", true);
501 } else if (which >= 0 && which <= 15) {
503 snprintf(buf, 32, "map%d", which + 1); // challenges
506 Loadlevel("mapsave");
509 void Game::Loadlevel(const std::string& name, bool tutorial)
511 int indemo; // FIXME this should be removed
517 LOG(std::string("Loading level...") + name);
520 visibleloading = true;
522 visibleloading = false;
529 Tutorial::active = tutorial;
531 if (Tutorial::active) {
534 if (Tutorial::stage == 0) {
535 Tutorial::stagetime = 0;
536 Tutorial::maxtime = 1;
538 pause_sound(whooshsound);
539 pause_sound(stream_firesound);
544 tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" );
546 pause_sound(stream_firesound);
552 //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
554 Dialog::dialogs.clear();
556 Dialog::indialogue = -1;
562 if (Account::hasActive()) {
563 difficulty = Account::active().getDifficulty();
566 Hotspot::hotspots.clear();
567 Hotspot::current = -1;
578 for (unsigned char i = 0; i < 100; i++)
587 numunarmedattack = 0;
598 bonustotal = startbonustotal;
603 emit_sound_np(consolesuccesssound);
608 if (!stealthloading) {
609 terrain.numdecals = 0;
610 Sprite::deleteSprites();
612 for (int i = 0; i < subdivision; i++) {
613 for (int j = 0; j < subdivision; j++) {
614 terrain.patchobjectnum[i][j] = 0;
617 Game::LoadingScreen();
621 Person::players.resize(1);
623 funpackf(tfile, "Bi", &mapvers);
625 cerr << name << " has obsolete map version " << mapvers << endl;
628 funpackf(tfile, "Bi", &indemo);
632 funpackf(tfile, "Bi", &maptype);
634 maptype = mapkilleveryone;
636 funpackf(tfile, "Bi", &hostile);
640 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
646 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
654 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
656 skyboxlightr = skyboxr;
657 skyboxlightg = skyboxg;
658 skyboxlightb = skyboxb;
660 /* 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) */
661 if (stealthloading) {
662 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
664 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);
666 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
667 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
668 Person::players[0]->weaponids[j] = weapons.size();
670 funpackf(tfile, "Bi", &type);
671 weapons.push_back(Weapon(type, 0));
674 Game::LoadingScreen();
676 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
677 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
678 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
679 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
681 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
684 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
686 Person::players[0]->whichskin = 0;
687 Person::players[0]->creature = rabbittype;
690 Person::players[0]->lastattack = -1;
691 Person::players[0]->lastattack2 = -1;
692 Person::players[0]->lastattack3 = -1;
696 Dialog::loadDialogs(tfile);
699 for (int k = 0; k < Person::players[0]->numclothes; k++) {
700 funpackf(tfile, "Bi", &templength);
701 for (int l = 0; l < templength; l++)
702 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 Object::LoadObjectsFromFile(tfile, stealthloading);
713 funpackf(tfile, "Bi", &numhotspots);
714 if (numhotspots < 0) {
715 cerr << "Map " << name << " have an invalid number of hotspots" << endl;
718 Hotspot::hotspots.resize(numhotspots);
719 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
720 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);
721 funpackf(tfile, "Bi", &templength);
723 for (int l = 0; l < templength; l++)
724 funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
725 Hotspot::hotspots[i].text[templength] = '\0';
726 if (Hotspot::hotspots[i].type == -111)
730 Hotspot::hotspots.clear();
733 Game::LoadingScreen();
735 if (!stealthloading) {
736 Object::ComputeCenter();
737 Object::ComputeRadius();
740 Game::LoadingScreen();
743 funpackf(tfile, "Bi", &numplayers);
744 if (numplayers > maxplayers) {
745 cout << "Warning: this level contains more players than allowed" << endl;
748 for (int i = 1; i < numplayers; i++) {
750 Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
752 } catch (InvalidPersonException e) {
753 cerr << "Invalid Person found in " << name << endl;
756 Game::LoadingScreen();
758 funpackf(tfile, "Bi", &numpathpoints);
759 if (numpathpoints > 30 || numpathpoints < 0)
761 for (int j = 0; j < numpathpoints; j++) {
762 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
763 for (int k = 0; k < numpathpointconnect[j]; k++) {
764 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
767 Game::LoadingScreen();
769 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
772 if (environment != oldenvironment)
773 Setenvironment(environment);
774 oldenvironment = environment;
776 if (!stealthloading) {
777 Object::AddObjectsToTerrain();
779 Game::LoadingScreen();
781 Game::LoadingScreen();
786 for (unsigned i = 0; i < Person::players.size(); i++) {
787 Game::LoadingScreen();
789 Person::players[i]->burnt = 0;
790 Person::players[i]->bled = 0;
791 Person::players[i]->onfire = 0;
792 Person::players[i]->scale = .2;
794 Person::players[i]->creature = rabbittype;
797 Person::players[i]->skeleton.free = 0;
799 Person::players[i]->skeletonLoad();
801 Person::players[i]->addClothes();
804 Person::players[i]->animCurrent = bounceidleanim;
805 Person::players[i]->animTarget = bounceidleanim;
806 Person::players[i]->frameCurrent = 0;
807 Person::players[i]->frameTarget = 1;
808 Person::players[i]->target = 0;
810 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
812 Person::players[i]->speed -= .2;
814 Person::players[i]->speed -= .1;
817 Person::players[i]->velocity = 0;
818 Person::players[i]->oldcoords = Person::players[i]->coords;
819 Person::players[i]->realoldcoords = Person::players[i]->coords;
821 Person::players[i]->id = i;
822 Person::players[i]->updatedelay = 0;
823 Person::players[i]->normalsupdatedelay = 0;
825 Person::players[i]->proportionhead = 1.2;
826 Person::players[i]->proportionbody = 1.05;
827 Person::players[i]->proportionarms = 1.00;
828 Person::players[i]->proportionlegs = 1.1;
829 Person::players[i]->proportionlegs.y = 1.05;
830 Person::players[i]->headless = 0;
831 Person::players[i]->currentoffset = 0;
832 Person::players[i]->targetoffset = 0;
833 if (Person::players[i]->creature == wolftype) {
834 Person::players[i]->scale = .23;
835 Person::players[i]->damagetolerance = 300;
837 Person::players[i]->damagetolerance = 200;
842 Game::LoadingScreen();
845 Person::players[i]->proportionhead.z = 0;
846 Person::players[i]->proportionbody.z = 0;
847 Person::players[i]->proportionarms.z = 0;
848 Person::players[i]->proportionlegs.z = 0;
851 Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
854 Person::players[i]->headmorphness = 0;
855 Person::players[i]->targetheadmorphness = 1;
856 Person::players[i]->headmorphstart = 0;
857 Person::players[i]->headmorphend = 0;
859 Person::players[i]->pausetime = 0;
861 Person::players[i]->dead = 0;
862 Person::players[i]->jumppower = 5;
863 Person::players[i]->damage = 0;
864 Person::players[i]->permanentdamage = 0;
865 Person::players[i]->superpermanentdamage = 0;
867 Person::players[i]->forwardkeydown = 0;
868 Person::players[i]->leftkeydown = 0;
869 Person::players[i]->backkeydown = 0;
870 Person::players[i]->rightkeydown = 0;
871 Person::players[i]->jumpkeydown = 0;
872 Person::players[i]->crouchkeydown = 0;
873 Person::players[i]->throwkeydown = 0;
875 Person::players[i]->collided = -10;
876 Person::players[i]->loaded = 1;
877 Person::players[i]->bloodloss = 0;
878 Person::players[i]->weaponactive = -1;
879 Person::players[i]->weaponstuck = -1;
880 Person::players[i]->bleeding = 0;
881 Person::players[i]->deathbleeding = 0;
882 Person::players[i]->stunned = 0;
883 Person::players[i]->hasvictim = 0;
884 Person::players[i]->wentforweapon = 0;
888 Person::players[0]->aitype = playercontrolled;
890 if (difficulty == 1) {
891 Person::players[0]->power = 1 / .9;
892 Person::players[0]->damagetolerance = 250;
893 } else if (difficulty == 0) {
894 Person::players[0]->power = 1 / .8;
895 Person::players[0]->damagetolerance = 300;
896 Person::players[0]->armorhead *= 1.5;
897 Person::players[0]->armorhigh *= 1.5;
898 Person::players[0]->armorlow *= 1.5;
901 cameraloc = Person::players[0]->coords;
903 yaw = Person::players[0]->yaw;
905 hawkcoords = Person::players[0]->coords;
908 Game::LoadingScreen();
910 LOG("Starting background music...");
912 OPENAL_StopSound(OPENAL_ALL);
914 if (environment == snowyenvironment) {
915 emit_stream_np(stream_wind);
916 } else if (environment == desertenvironment) {
917 emit_stream_np(stream_desertambient);
918 } else if (environment == grassyenvironment) {
919 emit_stream_np(stream_wind, 100.);
922 oldmusicvolume[0] = 0;
923 oldmusicvolume[1] = 0;
924 oldmusicvolume[2] = 0;
925 oldmusicvolume[3] = 0;
932 visibleloading = false;
937 float headprop, bodyprop, armprop, legprop;
942 if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
944 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
945 Person::players[0]->damagetolerance = 200000;
946 Person::players[0]->damage = 0;
947 Person::players[0]->burnt = 0;
948 Person::players[0]->permanentdamage = 0;
949 Person::players[0]->superpermanentdamage = 0;
952 /* Change environment */
953 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
957 Setenvironment(environment);
961 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
962 cameramode = !cameramode;
965 /* Toggle Slow motion */
966 if (Input::isKeyPressed(SDL_SCANCODE_B)) {
972 if (Input::isKeyPressed(SDL_SCANCODE_N)) {
973 Person::players[0]->RagDoll(0);
975 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
978 /* Grow tree leaves?? */
979 if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
980 for (auto& an_object : Object::objects) {
981 if (an_object->type == treeleavestype) {
982 an_object->scale *= .9;
987 /* Change (or add) weapon */
988 if (Input::isKeyPressed(SDL_SCANCODE_X)) {
990 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
991 closest = findClosestPlayer();
995 if (Person::players[closest]->num_weapons > 0) {
996 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
997 weapons[Person::players[closest]->weaponids[0]].setType(staff);
998 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
999 weapons[Person::players[closest]->weaponids[0]].setType(knife);
1001 weapons[Person::players[closest]->weaponids[0]].setType(sword);
1003 Person::players[closest]->weaponids[0] = weapons.size();
1005 weapons.push_back(Weapon(knife, closest));
1007 Person::players[closest]->num_weapons = 1;
1013 if (Input::isKeyDown(SDL_SCANCODE_U)) {
1015 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1016 closest = findClosestPlayer();
1020 Person::players[closest]->yaw += multiplier * 50;
1021 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1026 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
1027 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
1028 if (Person::players[0]->onfire) {
1029 Person::players[0]->CatchFire();
1031 if (!Person::players[0]->onfire) {
1032 emit_sound_at(fireendsound, Person::players[0]->coords);
1033 pause_sound(stream_firesound);
1038 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1040 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1041 closest = findClosestPlayer();
1045 Person::players[closest]->whichskin++;
1046 if (Person::players[closest]->whichskin > 9)
1047 Person::players[closest]->whichskin = 0;
1048 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
1049 Person::players[closest]->whichskin = 0;
1051 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1052 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1055 Person::players[closest]->addClothes();
1058 /* Change creature type */
1059 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1061 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1062 closest = findClosestPlayer();
1066 if (Person::players[closest]->creature == wolftype) {
1067 headprop = Person::players[closest]->proportionhead.x / 1.1;
1068 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1069 armprop = Person::players[closest]->proportionarms.x / 1.1;
1070 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1073 headprop = Person::players[closest]->proportionhead.x / 1.2;
1074 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1075 armprop = Person::players[closest]->proportionarms.x / 1.00;
1076 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1080 if (Person::players[closest]->creature == rabbittype) {
1081 Person::players[closest]->creature = wolftype;
1082 Person::players[closest]->whichskin = 0;
1083 Person::players[closest]->skeletonLoad();
1085 Person::players[closest]->proportionhead = 1.1;
1086 Person::players[closest]->proportionbody = 1.1;
1087 Person::players[closest]->proportionarms = 1.1;
1088 Person::players[closest]->proportionlegs = 1.1;
1089 Person::players[closest]->proportionlegs.y = 1.1;
1090 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1092 Person::players[closest]->damagetolerance = 300;
1094 Person::players[closest]->creature = rabbittype;
1095 Person::players[closest]->whichskin = 0;
1096 Person::players[closest]->skeletonLoad(true);
1098 Person::players[closest]->proportionhead = 1.2;
1099 Person::players[closest]->proportionbody = 1.05;
1100 Person::players[closest]->proportionarms = 1.00;
1101 Person::players[closest]->proportionlegs = 1.1;
1102 Person::players[closest]->proportionlegs.y = 1.05;
1103 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1105 Person::players[closest]->damagetolerance = 200;
1108 if (Person::players[closest]->creature == wolftype) {
1109 Person::players[closest]->proportionhead = 1.1 * headprop;
1110 Person::players[closest]->proportionbody = 1.1 * bodyprop;
1111 Person::players[closest]->proportionarms = 1.1 * armprop;
1112 Person::players[closest]->proportionlegs = 1.1 * legprop;
1115 if (Person::players[closest]->creature == rabbittype) {
1116 Person::players[closest]->proportionhead = 1.2 * headprop;
1117 Person::players[closest]->proportionbody = 1.05 * bodyprop;
1118 Person::players[closest]->proportionarms = 1.00 * armprop;
1119 Person::players[closest]->proportionlegs = 1.1 * legprop;
1120 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1127 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1129 float closestdist = std::numeric_limits<float>::max();
1131 for (unsigned i = 1; i < Person::players.size(); i++) {
1132 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
1133 if (!Person::players[i]->headless)
1134 if (distance < closestdist) {
1135 closestdist = distance;
1140 XYZ flatfacing2, flatvelocity2;
1142 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1143 blah = Person::players[closest]->coords;
1144 XYZ headspurtdirection;
1145 //int i = Person::players[closest]->skeleton.jointlabels[head];
1146 Joint& headjoint = Person::players[closest]->joint(head);
1147 for (unsigned k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
1148 if (!Person::players[closest]->skeleton.free)
1149 flatvelocity2 = Person::players[closest]->velocity;
1150 if (Person::players[closest]->skeleton.free)
1151 flatvelocity2 = headjoint.velocity;
1152 if (!Person::players[closest]->skeleton.free)
1153 flatfacing2 = DoRotation(DoRotation(DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
1154 if (Person::players[closest]->skeleton.free)
1155 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1156 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1157 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1158 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1159 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1160 Normalise(&headspurtdirection);
1161 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1162 flatvelocity2 += headspurtdirection * 8;
1163 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1165 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1167 emit_sound_at(splattersound, blah);
1168 emit_sound_at(breaksound2, blah, 100.);
1170 if (Person::players[closest]->skeleton.free == 2)
1171 Person::players[closest]->skeleton.free = 0;
1172 Person::players[closest]->RagDoll(0);
1173 Person::players[closest]->dead = 2;
1174 Person::players[closest]->headless = 1;
1175 Person::players[closest]->DoBloodBig(3, 165);
1182 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1183 int closest = findClosestPlayer();
1184 XYZ flatfacing2, flatvelocity2;
1186 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1187 blah = Person::players[closest]->coords;
1188 emit_sound_at(splattersound, blah);
1189 emit_sound_at(breaksound2, blah);
1191 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1192 if (!Person::players[closest]->skeleton.free)
1193 flatvelocity2 = Person::players[closest]->velocity;
1194 if (Person::players[closest]->skeleton.free)
1195 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1196 if (!Person::players[closest]->skeleton.free)
1197 flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
1198 if (Person::players[closest]->skeleton.free)
1199 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1200 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1201 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1202 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1203 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1204 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
1205 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1208 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1209 if (!Person::players[closest]->skeleton.free)
1210 flatvelocity2 = Person::players[closest]->velocity;
1211 if (Person::players[closest]->skeleton.free)
1212 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1213 if (!Person::players[closest]->skeleton.free)
1214 flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
1215 if (Person::players[closest]->skeleton.free)
1216 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1217 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1218 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1219 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1220 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1221 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
1224 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1225 if (!Person::players[closest]->skeleton.free)
1226 flatvelocity2 = Person::players[closest]->velocity;
1227 if (Person::players[closest]->skeleton.free)
1228 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1229 if (!Person::players[closest]->skeleton.free)
1230 flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
1231 if (Person::players[closest]->skeleton.free)
1232 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1233 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1234 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1235 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1236 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1237 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1240 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1241 if (!Person::players[closest]->skeleton.free)
1242 flatvelocity2 = Person::players[closest]->velocity;
1243 if (Person::players[closest]->skeleton.free)
1244 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1245 if (!Person::players[closest]->skeleton.free)
1246 flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
1247 if (Person::players[closest]->skeleton.free)
1248 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1249 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1250 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1251 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1252 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1253 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1257 for (unsigned j = 0; j < Person::players.size(); j++) {
1258 if (int(j) != closest) {
1259 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
1260 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
1261 if (Person::players[j]->skeleton.free == 2)
1262 Person::players[j]->skeleton.free = 1;
1263 Person::players[j]->skeleton.longdead = 0;
1264 Person::players[j]->RagDoll(0);
1265 for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
1266 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
1267 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
1268 flatvelocity2 = temppos - Person::players[closest]->coords;
1269 Normalise(&flatvelocity2);
1270 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
1277 Person::players[closest]->DoDamage(10000);
1278 Person::players[closest]->RagDoll(0);
1279 Person::players[closest]->dead = 2;
1280 Person::players[closest]->coords = 20;
1281 Person::players[closest]->skeleton.free = 2;
1289 if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1290 editorenabled = !editorenabled;
1291 if (editorenabled) {
1292 Person::players[0]->damagetolerance = 100000;
1294 Person::players[0]->damagetolerance = 200;
1296 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
1297 Person::players[0]->permanentdamage = 0;
1298 Person::players[0]->superpermanentdamage = 0;
1299 Person::players[0]->bloodloss = 0;
1300 Person::players[0]->deathbleeding = 0;
1305 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
1307 if (targetlevel > numchallengelevels - 1)
1313 if (editorenabled) {
1314 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1315 int closest = findClosestPlayer();
1317 Person::players.erase(Person::players.begin()+closest);
1321 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1322 int closest = findClosestObject();
1324 Object::objects[closest]->position.y -= 500;
1328 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1329 if (Object::objects.size() < max_objects - 1) {
1331 scenecoords.x = Person::players[0]->coords.x;
1332 scenecoords.z = Person::players[0]->coords.z;
1333 scenecoords.y = Person::players[0]->coords.y - 3;
1334 if (editortype == bushtype)
1335 scenecoords.y = Person::players[0]->coords.y - .5;
1336 if (editortype == firetype)
1337 scenecoords.y = Person::players[0]->coords.y - .5;
1338 float temprotat, temprotat2;
1339 temprotat = editoryaw;
1340 temprotat2 = editorpitch;
1341 if (temprotat < 0 || editortype == bushtype)
1342 temprotat = Random() % 360;
1344 temprotat2 = Random() % 360;
1346 Object::MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
1347 if (editortype == treetrunktype)
1348 Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
1352 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1353 Person::players.push_back(shared_ptr<Person>(new Person()));
1355 Person::players.back()->id = Person::players.size()-1;
1357 Person::players.back()->scale = Person::players[0]->scale;
1358 Person::players.back()->creature = rabbittype;
1359 Person::players.back()->howactive = editoractive;
1361 int k = abs(Random() % 2) + 1;
1363 Person::players.back()->whichskin = 0;
1364 } else if (k == 1) {
1365 Person::players.back()->whichskin = 1;
1367 Person::players.back()->whichskin = 2;
1370 Person::players.back()->skeletonLoad(true);
1372 Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
1373 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
1375 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
1376 Person::players.back()->yaw = Person::players[0]->yaw;
1378 Person::players.back()->coords = Person::players[0]->coords;
1379 Person::players.back()->oldcoords = Person::players.back()->coords;
1380 Person::players.back()->realoldcoords = Person::players.back()->coords;
1382 if (Person::players[0]->creature == wolftype) {
1383 headprop = Person::players[0]->proportionhead.x / 1.1;
1384 bodyprop = Person::players[0]->proportionbody.x / 1.1;
1385 armprop = Person::players[0]->proportionarms.x / 1.1;
1386 legprop = Person::players[0]->proportionlegs.x / 1.1;
1389 headprop = Person::players[0]->proportionhead.x / 1.2;
1390 bodyprop = Person::players[0]->proportionbody.x / 1.05;
1391 armprop = Person::players[0]->proportionarms.x / 1.00;
1392 legprop = Person::players[0]->proportionlegs.x / 1.1;
1395 if (Person::players.back()->creature == wolftype) {
1396 Person::players.back()->proportionhead = 1.1 * headprop;
1397 Person::players.back()->proportionbody = 1.1 * bodyprop;
1398 Person::players.back()->proportionarms = 1.1 * armprop;
1399 Person::players.back()->proportionlegs = 1.1 * legprop;
1402 if (Person::players.back()->creature == rabbittype) {
1403 Person::players.back()->proportionhead = 1.2 * headprop;
1404 Person::players.back()->proportionbody = 1.05 * bodyprop;
1405 Person::players.back()->proportionarms = 1.00 * armprop;
1406 Person::players.back()->proportionlegs = 1.1 * legprop;
1407 Person::players.back()->proportionlegs.y = 1.05 * legprop;
1411 Person::players.back()->proportionhead.z = 0;
1412 Person::players.back()->proportionbody.z = 0;
1413 Person::players.back()->proportionarms.z = 0;
1414 Person::players.back()->proportionlegs.z = 0;
1417 Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
1419 Person::players.back()->damagetolerance = 200;
1421 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
1422 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
1423 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
1424 Person::players.back()->armorhead = Person::players[0]->armorhead;
1425 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
1426 Person::players.back()->armorlow = Person::players[0]->armorlow;
1427 Person::players.back()->metalhead = Person::players[0]->metalhead;
1428 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
1429 Person::players.back()->metallow = Person::players[0]->metallow;
1431 Person::players.back()->immobile = Person::players[0]->immobile;
1433 Person::players.back()->numclothes = Person::players[0]->numclothes;
1434 for (int i = 0; i < Person::players.back()->numclothes; i++) {
1435 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
1436 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
1437 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
1438 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
1440 Person::players.back()->addClothes();
1442 Person::players.back()->power = Person::players[0]->power;
1443 Person::players.back()->speedmult = Person::players[0]->speedmult;
1445 Person::players.back()->loaded = true;
1448 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1449 if (Person::players.back()->numwaypoints < 90) {
1450 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
1451 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
1452 Person::players.back()->numwaypoints++;
1456 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1457 if (numpathpoints < 30) {
1458 bool connected, alreadyconnected;
1460 if (numpathpoints > 1)
1461 for (int i = 0; i < numpathpoints; i++) {
1462 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
1463 alreadyconnected = 0;
1464 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
1465 if (pathpointconnect[pathpointselected][j] == i)
1466 alreadyconnected = 1;
1468 if (!alreadyconnected) {
1469 numpathpointconnect[pathpointselected]++;
1471 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
1477 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
1478 numpathpointconnect[numpathpoints - 1] = 0;
1479 if (numpathpoints > 1 && pathpointselected != -1) {
1480 numpathpointconnect[pathpointselected]++;
1481 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
1483 pathpointselected = numpathpoints - 1;
1488 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
1489 pathpointselected++;
1490 if (pathpointselected >= numpathpoints)
1491 pathpointselected = -1;
1494 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1495 pathpointselected--;
1496 if (pathpointselected <= -2)
1497 pathpointselected = numpathpoints - 1;
1500 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1501 if (pathpointselected != -1) {
1503 pathpoint[pathpointselected] = pathpoint[numpathpoints];
1504 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
1505 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
1506 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
1508 for (int i = 0; i < numpathpoints; i++) {
1509 for (int j = 0; j < numpathpointconnect[i]; j++) {
1510 if (pathpointconnect[i][j] == pathpointselected) {
1511 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
1512 numpathpointconnect[i]--;
1514 if (pathpointconnect[i][j] == numpathpoints) {
1515 pathpointconnect[i][j] = pathpointselected;
1519 pathpointselected = numpathpoints - 1;
1523 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1525 if (editortype == treeleavestype || editortype == 10)
1528 editortype = firetype;
1531 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1533 if (editortype == treeleavestype || editortype == 10)
1535 if (editortype > firetype)
1539 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1540 editoryaw -= multiplier * 100;
1541 if (editoryaw < -.01)
1545 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1546 editoryaw += multiplier * 100;
1549 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1550 editorsize += multiplier;
1553 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1554 editorsize -= multiplier;
1555 if (editorsize < .1)
1560 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1561 mapradius -= multiplier * 10;
1564 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1565 mapradius += multiplier * 10;
1568 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1569 editorpitch += multiplier * 100;
1572 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1573 editorpitch -= multiplier * 100;
1574 if (editorpitch < -.01)
1578 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Object::objects.size() && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1579 int closest = findClosestObject();
1581 Object::DeleteObject(closest);
1587 void doJumpReversals()
1589 for (unsigned k = 0; k < Person::players.size(); k++) {
1590 for (unsigned i = k + 1; i < Person::players.size(); i++) {
1591 if ( Person::players[k]->skeleton.free == 0 &&
1592 Person::players[i]->skeleton.oldfree == 0 &&
1593 (Person::players[i]->animTarget == jumpupanim ||
1594 Person::players[k]->animTarget == jumpupanim) &&
1595 (Person::players[i]->aitype == playercontrolled ||
1596 Person::players[k]->aitype == playercontrolled) &&
1597 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
1598 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
1599 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
1600 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
1601 //TODO: refactor two huge similar ifs
1602 if (Person::players[i]->animTarget == jumpupanim &&
1603 Person::players[k]->animTarget != getupfrombackanim &&
1604 Person::players[k]->animTarget != getupfromfrontanim &&
1605 Animation::animations[Person::players[k]->animTarget].height == middleheight &&
1606 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
1607 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
1608 Person::players[k]->aitype != playercontrolled)) {
1609 Person::players[i]->victim = Person::players[k];
1610 Person::players[i]->velocity = 0;
1611 Person::players[i]->animCurrent = jumpreversedanim;
1612 Person::players[i]->animTarget = jumpreversedanim;
1613 Person::players[i]->frameCurrent = 0;
1614 Person::players[i]->frameTarget = 1;
1615 Person::players[i]->targettilt2 = 0;
1616 Person::players[k]->victim = Person::players[i];
1617 Person::players[k]->velocity = 0;
1618 Person::players[k]->animCurrent = jumpreversalanim;
1619 Person::players[k]->animTarget = jumpreversalanim;
1620 Person::players[k]->frameCurrent = 0;
1621 Person::players[k]->frameTarget = 1;
1622 Person::players[k]->targettilt2 = 0;
1623 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
1624 Person::players[i]->animCurrent = rabbitkickreversedanim;
1625 Person::players[i]->animTarget = rabbitkickreversedanim;
1626 Person::players[i]->frameCurrent = 1;
1627 Person::players[i]->frameTarget = 2;
1628 Person::players[k]->animCurrent = rabbitkickreversalanim;
1629 Person::players[k]->animTarget = rabbitkickreversalanim;
1630 Person::players[k]->frameCurrent = 1;
1631 Person::players[k]->frameTarget = 2;
1633 Person::players[i]->target = 0;
1634 Person::players[k]->oldcoords = Person::players[k]->coords;
1635 Person::players[i]->coords = Person::players[k]->coords;
1636 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
1637 Person::players[k]->yaw = Person::players[i]->targetyaw;
1638 if (Person::players[k]->aitype == attacktypecutoff)
1639 Person::players[k]->stunned = .5;
1641 if (Person::players[k]->animTarget == jumpupanim &&
1642 Person::players[i]->animTarget != getupfrombackanim &&
1643 Person::players[i]->animTarget != getupfromfrontanim &&
1644 Animation::animations[Person::players[i]->animTarget].height == middleheight &&
1645 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
1646 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
1647 Person::players[i]->aitype != playercontrolled)) {
1648 Person::players[k]->victim = Person::players[i];
1649 Person::players[k]->velocity = 0;
1650 Person::players[k]->animCurrent = jumpreversedanim;
1651 Person::players[k]->animTarget = jumpreversedanim;
1652 Person::players[k]->frameCurrent = 0;
1653 Person::players[k]->frameTarget = 1;
1654 Person::players[k]->targettilt2 = 0;
1655 Person::players[i]->victim = Person::players[k];
1656 Person::players[i]->velocity = 0;
1657 Person::players[i]->animCurrent = jumpreversalanim;
1658 Person::players[i]->animTarget = jumpreversalanim;
1659 Person::players[i]->frameCurrent = 0;
1660 Person::players[i]->frameTarget = 1;
1661 Person::players[i]->targettilt2 = 0;
1662 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
1663 Person::players[k]->animTarget = rabbitkickreversedanim;
1664 Person::players[k]->animCurrent = rabbitkickreversedanim;
1665 Person::players[i]->animCurrent = rabbitkickreversalanim;
1666 Person::players[i]->animTarget = rabbitkickreversalanim;
1667 Person::players[k]->frameCurrent = 1;
1668 Person::players[k]->frameTarget = 2;
1669 Person::players[i]->frameCurrent = 1;
1670 Person::players[i]->frameTarget = 2;
1672 Person::players[k]->target = 0;
1673 Person::players[i]->oldcoords = Person::players[i]->coords;
1674 Person::players[k]->coords = Person::players[i]->coords;
1675 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
1676 Person::players[i]->yaw = Person::players[k]->targetyaw;
1677 if (Person::players[i]->aitype == attacktypecutoff)
1678 Person::players[i]->stunned = .5;
1686 void doAerialAcrobatics()
1688 static XYZ facing, flatfacing;
1689 for (unsigned k = 0; k < Person::players.size(); k++) {
1690 Person::players[k]->turnspeed = 500;
1692 if ((Person::players[k]->isRun() &&
1693 ((Person::players[k]->targetyaw != rabbitrunninganim &&
1694 Person::players[k]->targetyaw != wolfrunninganim) ||
1695 Person::players[k]->frameTarget == 4)) ||
1696 Person::players[k]->animTarget == removeknifeanim ||
1697 Person::players[k]->animTarget == crouchremoveknifeanim ||
1698 Person::players[k]->animTarget == flipanim ||
1699 Person::players[k]->animTarget == fightsidestep ||
1700 Person::players[k]->animTarget == walkanim) {
1701 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
1705 if (Person::players[k]->isStop() ||
1706 Person::players[k]->isLanding() ||
1707 Person::players[k]->animTarget == staggerbackhighanim ||
1708 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
1709 Person::players[k]->animTarget == staggerbackhardanim ||
1710 Person::players[k]->animTarget == backhandspringanim ||
1711 Person::players[k]->animTarget == dodgebackanim ||
1712 Person::players[k]->animTarget == rollanim ||
1713 (Animation::animations[Person::players[k]->animTarget].attack &&
1714 Person::players[k]->animTarget != rabbitkickanim &&
1715 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
1716 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
1717 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
1720 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
1721 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
1724 Person::players[k]->DoStuff();
1725 if (Person::players[k]->immobile && k != 0)
1726 Person::players[k]->coords = Person::players[k]->realoldcoords;
1728 //if player's position has changed (?)
1729 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
1730 !Person::players[k]->skeleton.free &&
1731 Person::players[k]->animTarget != climbanim &&
1732 Person::players[k]->animTarget != hanganim) {
1733 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
1735 bool tempcollide = 0;
1737 if (Person::players[k]->collide < -.3)
1738 Person::players[k]->collide = -.3;
1739 if (Person::players[k]->collide > 1)
1740 Person::players[k]->collide = 1;
1741 Person::players[k]->collide -= multiplier * 30;
1744 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
1746 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
1747 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1748 if (Object::objects[i]->type != rocktype ||
1749 Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled ||
1750 Object::objects[i]->position.y > Person::players[k]->coords.y) {
1751 lowpoint = Person::players[k]->coords;
1752 if (Person::players[k]->animTarget != jumpupanim &&
1753 Person::players[k]->animTarget != jumpdownanim &&
1754 !Person::players[k]->isFlip())
1758 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
1759 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
1760 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
1761 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1762 flatfacing = lowpoint - Person::players[k]->coords;
1763 Person::players[k]->coords = lowpoint;
1764 Person::players[k]->coords.y -= 1.3;
1765 Person::players[k]->collide = 1;
1768 //TODO: refactor four similar blocks
1769 if (Person::players[k]->aitype == playercontrolled &&
1770 (Person::players[k]->animTarget == jumpupanim ||
1771 Person::players[k]->animTarget == jumpdownanim ||
1772 Person::players[k]->isFlip()) &&
1773 !Person::players[k]->jumptogglekeydown &&
1774 Person::players[k]->jumpkeydown) {
1775 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
1776 XYZ tempcoords1 = lowpoint;
1777 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1778 if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
1779 Person::players[k]->setTargetAnimation(walljumpleftanim);
1780 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1782 pause_sound(whooshsound);
1784 lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
1785 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1786 if (lowpointtarget.z < 0)
1787 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1788 Person::players[k]->targetyaw = Person::players[k]->yaw;
1789 Person::players[k]->lowyaw = Person::players[k]->yaw;
1793 lowpoint = tempcoords1;
1794 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
1795 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1796 if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
1797 Person::players[k]->setTargetAnimation(walljumprightanim);
1798 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1800 pause_sound(whooshsound);
1802 lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
1803 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1804 if (lowpointtarget.z < 0)
1805 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1806 Person::players[k]->targetyaw = Person::players[k]->yaw;
1807 Person::players[k]->lowyaw = Person::players[k]->yaw;
1811 lowpoint = tempcoords1;
1812 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
1813 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1814 if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
1815 Person::players[k]->setTargetAnimation(walljumpbackanim);
1816 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1818 pause_sound(whooshsound);
1820 lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
1821 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1822 if (lowpointtarget.z < 0)
1823 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1824 Person::players[k]->targetyaw = Person::players[k]->yaw;
1825 Person::players[k]->lowyaw = Person::players[k]->yaw;
1829 lowpoint = tempcoords1;
1830 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
1831 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1832 if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
1833 Person::players[k]->setTargetAnimation(walljumpfrontanim);
1834 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1836 pause_sound(whooshsound);
1838 lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
1839 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1840 if (lowpointtarget.z < 0)
1841 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1842 Person::players[k]->yaw += 180;
1843 Person::players[k]->targetyaw = Person::players[k]->yaw;
1844 Person::players[k]->lowyaw = Person::players[k]->yaw;
1853 } else if (Object::objects[i]->type == rocktype) {
1854 lowpoint2 = Person::players[k]->coords;
1855 lowpoint = Person::players[k]->coords;
1857 if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
1858 Person::players[k]->coords = colpoint;
1859 Person::players[k]->collide = 1;
1862 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
1863 //flipped into a rock
1864 if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7)
1865 Person::players[k]->RagDoll(0);
1867 if (Person::players[k]->animTarget == jumpupanim) {
1868 Person::players[k]->jumppower = -4;
1869 Person::players[k]->animTarget = Person::players[k]->getIdle();
1871 Person::players[k]->target = 0;
1872 Person::players[k]->frameTarget = 0;
1873 Person::players[k]->onterrain = 1;
1875 if (Person::players[k]->id == 0) {
1876 pause_sound(whooshsound);
1877 OPENAL_SetVolume(channels[whooshsound], 0);
1881 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
1882 if (Person::players[k]->isFlip())
1883 Person::players[k]->jumppower = -4;
1884 Person::players[k]->animTarget = Person::players[k]->getLanding();
1885 emit_sound_at(landsound, Person::players[k]->coords, 128.);
1887 addEnvSound(Person::players[k]->coords);
1896 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
1897 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1898 lowpoint = Person::players[k]->coords;
1900 if (Object::objects[i]->type != rocktype)
1901 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1902 if (Person::players[k]->animTarget != jumpupanim &&
1903 Person::players[k]->animTarget != jumpdownanim &&
1904 Person::players[k]->onterrain)
1905 Person::players[k]->avoidcollided = 1;
1906 Person::players[k]->coords = lowpoint;
1907 Person::players[k]->coords.y -= 1.35;
1908 Person::players[k]->collide = 1;
1910 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
1911 (Person::players[k]->animCurrent != climbanim &&
1912 Person::players[k]->animCurrent != hanganim &&
1913 !Person::players[k]->isWallJump() ||
1914 Person::players[k]->animTarget == jumpupanim ||
1915 Person::players[k]->animTarget == jumpdownanim)) {
1916 lowpoint = Person::players[k]->coords;
1917 Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
1918 lowpoint = Person::players[k]->coords;
1922 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
1923 lowpointtarget = lowpoint + facing * 1.4;
1924 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1925 if (whichhit != -1) {
1926 lowpoint = Person::players[k]->coords;
1928 lowpointtarget = lowpoint + facing * 1.4;
1929 lowpoint2 = lowpoint;
1930 lowpointtarget2 = lowpointtarget;
1931 lowpoint3 = lowpoint;
1932 lowpointtarget3 = lowpointtarget;
1933 lowpoint4 = lowpoint;
1934 lowpointtarget4 = lowpointtarget;
1935 lowpoint5 = lowpoint;
1936 lowpointtarget5 = lowpointtarget;
1937 lowpoint6 = lowpoint;
1938 lowpointtarget6 = lowpointtarget;
1939 lowpoint7 = lowpoint;
1940 lowpointtarget7 = lowpoint;
1942 lowpointtarget2.x += .1;
1944 lowpointtarget3.z += .1;
1946 lowpointtarget4.x -= .1;
1948 lowpointtarget5.z -= .1;
1949 lowpoint6.y += 45 / 13;
1950 lowpointtarget6.y += 45 / 13;
1951 lowpointtarget6 += facing * .6;
1952 lowpointtarget7.y += 90 / 13;
1953 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1954 if (Object::objects[i]->friction > .5)
1955 if (whichhit != -1) {
1956 if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
1957 Person::players[k]->collided = 1;
1958 if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1)
1959 if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1)
1960 if ( Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
1961 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
1962 Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
1963 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
1964 Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
1965 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
1966 Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
1967 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
1968 for (int j = 0; j < 45; j++) {
1969 lowpoint = Person::players[k]->coords;
1970 lowpoint.y += (float)j / 13;
1971 lowpointtarget = lowpoint + facing * 1.4;
1972 if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
1973 &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
1974 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
1976 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
1977 lowpoint = Person::players[k]->coords;
1978 lowpoint.y += (float)j / 13;
1979 lowpointtarget = lowpoint + facing * 1.3;
1980 flatfacing = Person::players[k]->coords;
1981 Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[k]->yaw, 0) * .01;
1982 Person::players[k]->coords.y = lowpointtarget.y - .07;
1983 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
1985 if (j > 10 || !Person::players[k]->isRun()) {
1986 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
1988 pause_sound(whooshsound);
1990 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
1992 lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
1993 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1994 if (lowpointtarget.z < 0)
1995 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1996 Person::players[k]->targetyaw = Person::players[k]->yaw;
1997 Person::players[k]->lowyaw = Person::players[k]->yaw;
1999 //Person::players[k]->velocity=lowpointtarget*.03;
2000 Person::players[k]->velocity = 0;
2003 if (Person::players[k]->animTarget == jumpupanim) {
2004 Person::players[k]->animTarget = climbanim;
2005 Person::players[k]->jumppower = 0;
2006 Person::players[k]->jumpclimb = 1;
2008 Person::players[k]->transspeed = 6;
2009 Person::players[k]->target = 0;
2010 Person::players[k]->frameTarget = 1;
2013 Person::players[k]->setTargetAnimation(hanganim);
2014 Person::players[k]->jumppower = 0;
2026 if (Person::players[k]->collide <= 0) {
2028 if (!Person::players[k]->onterrain &&
2029 Person::players[k]->animTarget != jumpupanim &&
2030 Person::players[k]->animTarget != jumpdownanim &&
2031 Person::players[k]->animTarget != climbanim &&
2032 Person::players[k]->animTarget != hanganim &&
2033 !Person::players[k]->isWallJump() &&
2034 !Person::players[k]->isFlip()) {
2035 if (Person::players[k]->animCurrent != climbanim &&
2036 Person::players[k]->animCurrent != tempanim &&
2037 Person::players[k]->animTarget != backhandspringanim &&
2038 (Person::players[k]->animTarget != rollanim ||
2039 Person::players[k]->frameTarget < 2 ||
2040 Person::players[k]->frameTarget > 6)) {
2041 //stagger off ledge (?)
2042 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
2043 Person::players[k]->RagDoll(0);
2044 Person::players[k]->setTargetAnimation(jumpdownanim);
2047 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2050 Person::players[k]->velocity.y += gravity;
2054 Person::players[k]->realoldcoords = Person::players[k]->coords;
2060 static int randattack;
2061 static bool playerrealattackkeydown = 0;
2063 if (!Input::isKeyDown(attackkey))
2066 Person::players[0]->attackkeydown = 0;
2068 playerrealattackkeydown = 0;
2070 playerrealattackkeydown = Input::isKeyDown(attackkey);
2071 if ((Person::players[0]->parriedrecently <= 0 ||
2072 Person::players[0]->weaponactive == -1) &&
2075 Person::players[0]->lastattack != swordslashanim &&
2076 Person::players[0]->lastattack != knifeslashstartanim &&
2077 Person::players[0]->lastattack != staffhitanim &&
2078 Person::players[0]->lastattack != staffspinhitanim)))
2079 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2080 if (Input::isKeyDown(attackkey) &&
2082 !Person::players[0]->backkeydown) {
2083 for (unsigned k = 0; k < Person::players.size(); k++) {
2084 if ((Person::players[k]->animTarget == swordslashanim ||
2085 Person::players[k]->animTarget == staffhitanim ||
2086 Person::players[k]->animTarget == staffspinhitanim) &&
2087 Person::players[0]->animCurrent != dodgebackanim &&
2088 !Person::players[k]->skeleton.free)
2089 Person::players[k]->Reverse();
2093 if (!hostile || Dialog::inDialog())
2094 Person::players[0]->attackkeydown = 0;
2096 for (unsigned k = 0; k < Person::players.size(); k++) {
2097 if (Dialog::inDialog())
2098 Person::players[k]->attackkeydown = 0;
2099 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2100 if (Person::players[k]->aitype != playercontrolled)
2101 Person::players[k]->victim = Person::players[0];
2102 //attack key pressed
2103 if (Person::players[k]->attackkeydown) {
2105 if (Person::players[k]->backkeydown &&
2106 Person::players[k]->animTarget != backhandspringanim &&
2107 (Person::players[k]->isIdle() ||
2108 Person::players[k]->isStop() ||
2109 Person::players[k]->isRun() ||
2110 Person::players[k]->animTarget == walkanim)) {
2111 if (Person::players[k]->jumppower <= 1) {
2112 Person::players[k]->jumppower -= 2;
2114 for (unsigned i = 0; i < Person::players.size(); i++) {
2117 if (Person::players[i]->animTarget == swordslashanim ||
2118 Person::players[i]->animTarget == knifeslashstartanim ||
2119 Person::players[i]->animTarget == staffhitanim ||
2120 Person::players[i]->animTarget == staffspinhitanim)
2121 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2122 Person::players[k]->setTargetAnimation(dodgebackanim);
2123 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2124 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2127 if (Person::players[k]->animTarget != dodgebackanim) {
2130 Person::players[k]->setTargetAnimation(backhandspringanim);
2131 Person::players[k]->targetyaw = -yaw + 180;
2132 if (Person::players[k]->leftkeydown)
2133 Person::players[k]->targetyaw -= 45;
2134 if (Person::players[k]->rightkeydown)
2135 Person::players[k]->targetyaw += 45;
2136 Person::players[k]->yaw = Person::players[k]->targetyaw;
2137 Person::players[k]->jumppower -= 2;
2142 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2143 !Person::players[k]->backkeydown &&
2144 (Person::players[k]->isIdle() ||
2145 Person::players[k]->isRun() ||
2146 Person::players[k]->animTarget == walkanim ||
2147 Person::players[k]->animTarget == sneakanim ||
2148 Person::players[k]->isCrouch())) {
2149 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2150 //normal attacks (?)
2151 Person::players[k]->hasvictim = 0;
2152 if (Person::players.size() > 1)
2153 for (unsigned i = 0; i < Person::players.size(); i++) {
2154 if (i == k || !(k == 0 || i == 0))
2156 if (!Person::players[k]->hasvictim)
2157 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2159 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2160 if (distance < 4.5 &&
2161 !Person::players[i]->skeleton.free &&
2162 Person::players[i]->howactive < typedead1 &&
2163 Person::players[i]->animTarget != jumpreversedanim &&
2164 Person::players[i]->animTarget != rabbitkickreversedanim &&
2165 Person::players[i]->animTarget != rabbitkickanim &&
2166 Person::players[k]->animTarget != rabbitkickanim &&
2167 Person::players[i]->animTarget != getupfrombackanim &&
2168 (Person::players[i]->animTarget != staggerbackhighanim &&
2169 (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2170 Person::players[i]->animTarget != jumpdownanim &&
2171 Person::players[i]->animTarget != jumpupanim &&
2172 Person::players[i]->animTarget != getupfromfrontanim) {
2173 Person::players[k]->victim = Person::players[i];
2174 Person::players[k]->hasvictim = 1;
2175 if (Person::players[k]->aitype == playercontrolled) { //human player
2177 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2178 Person::players[k]->crouchkeydown &&
2179 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2180 Person::players[k]->animTarget = sweepanim;
2182 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2183 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2184 !Person::players[k]->forwardkeydown &&
2185 !Person::players[k]->leftkeydown &&
2186 !Person::players[k]->rightkeydown &&
2187 !Person::players[k]->crouchkeydown &&
2190 Person::players[k]->animTarget = winduppunchanim;
2192 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2193 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2194 !Person::players[k]->forwardkeydown &&
2195 !Person::players[k]->leftkeydown &&
2196 !Person::players[k]->rightkeydown &&
2197 !Person::players[k]->crouchkeydown &&
2199 Person::players[k]->animTarget = upunchanim;
2201 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2202 Person::players[i]->staggerdelay > 0 &&
2203 attackweapon == knife &&
2204 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
2205 Person::players[k]->animTarget = knifefollowanim;
2207 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2208 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2209 !Person::players[k]->forwardkeydown &&
2210 !Person::players[k]->leftkeydown &&
2211 !Person::players[k]->rightkeydown &&
2212 !Person::players[k]->crouchkeydown &&
2213 attackweapon == knife &&
2214 Person::players[k]->weaponmissdelay <= 0)
2215 Person::players[k]->animTarget = knifeslashstartanim;
2217 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2218 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2219 !Person::players[k]->crouchkeydown &&
2220 attackweapon == sword &&
2221 Person::players[k]->weaponmissdelay <= 0)
2222 Person::players[k]->animTarget = swordslashanim;
2224 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2225 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2226 !Person::players[k]->crouchkeydown &&
2227 attackweapon == staff &&
2228 Person::players[k]->weaponmissdelay <= 0 &&
2229 !Person::players[k]->leftkeydown &&
2230 !Person::players[k]->rightkeydown &&
2231 !Person::players[k]->forwardkeydown)
2232 Person::players[k]->animTarget = staffhitanim;
2234 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2235 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2236 !Person::players[k]->crouchkeydown &&
2237 attackweapon == staff &&
2238 Person::players[k]->weaponmissdelay <= 0)
2239 Person::players[k]->animTarget = staffspinhitanim;
2241 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2242 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2243 Person::players[k]->animTarget = spinkickanim;
2245 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2246 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2247 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
2248 Person::players[k]->animTarget = lowkickanim;
2249 } else { //AI player
2250 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
2251 randattack = abs(Random() % 5);
2252 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
2254 if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
2255 Person::players[k]->animTarget = sweepanim;
2257 else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2259 Person::players[k]->animTarget = upunchanim;
2261 else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
2262 Person::players[k]->animTarget = spinkickanim;
2264 else if (Animation::animations[Person::players[i]->animTarget].height == lowheight)
2265 Person::players[k]->animTarget = lowkickanim;
2269 if ((!Tutorial::active || !attackweapon) &&
2270 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2272 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2273 Person::players[k]->animTarget = sweepanim;
2275 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2276 attackweapon == knife &&
2277 Person::players[k]->weaponmissdelay <= 0)
2278 Person::players[k]->animTarget = knifeslashstartanim;
2280 else if (!(Person::players[0]->victim == Person::players[i] &&
2281 Person::players[0]->hasvictim &&
2282 Person::players[0]->animTarget == swordslashanim) &&
2283 attackweapon == sword &&
2284 Person::players[k]->weaponmissdelay <= 0)
2285 Person::players[k]->animTarget = swordslashanim;
2287 else if (!(Person::players[0]->victim == Person::players[i] &&
2288 Person::players[0]->hasvictim &&
2289 Person::players[0]->animTarget == swordslashanim) &&
2290 attackweapon == staff &&
2291 Person::players[k]->weaponmissdelay <= 0 &&
2293 Person::players[k]->animTarget = staffhitanim;
2295 else if (!(Person::players[0]->victim == Person::players[i] &&
2296 Person::players[0]->hasvictim &&
2297 Person::players[0]->animTarget == swordslashanim) &&
2298 attackweapon == staff &&
2299 Person::players[k]->weaponmissdelay <= 0 &&
2301 Person::players[k]->animTarget = staffspinhitanim;
2303 else if ((!Tutorial::active || !attackweapon) &&
2304 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2306 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2307 Person::players[k]->animTarget = spinkickanim;
2309 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2310 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2311 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
2312 Person::players[k]->animTarget = lowkickanim;
2316 //upunch becomes wolfslap
2317 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
2318 Person::players[k]->animTarget = wolfslapanim;
2321 if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
2322 Person::players[i]->howactive < typedead1 &&
2323 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2324 !Person::players[i]->skeleton.free &&
2325 Person::players[i]->animTarget != getupfrombackanim &&
2326 Person::players[i]->animTarget != getupfromfrontanim &&
2327 (Person::players[i]->surprised > 0 ||
2328 Person::players[i]->aitype == passivetype ||
2329 attackweapon && Person::players[i]->stunned > 0) &&
2330 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
2332 if (!attackweapon) {
2333 Person::players[k]->animCurrent = sneakattackanim;
2334 Person::players[k]->animTarget = sneakattackanim;
2335 Person::players[i]->animCurrent = sneakattackedanim;
2336 Person::players[i]->animTarget = sneakattackedanim;
2337 Person::players[k]->oldcoords = Person::players[k]->coords;
2338 Person::players[k]->coords = Person::players[i]->coords;
2341 if (attackweapon == knife) {
2342 Person::players[k]->animCurrent = knifesneakattackanim;
2343 Person::players[k]->animTarget = knifesneakattackanim;
2344 Person::players[i]->animCurrent = knifesneakattackedanim;
2345 Person::players[i]->animTarget = knifesneakattackedanim;
2346 Person::players[i]->oldcoords = Person::players[i]->coords;
2347 Person::players[i]->coords = Person::players[k]->coords;
2350 if (attackweapon == sword) {
2351 Person::players[k]->animCurrent = swordsneakattackanim;
2352 Person::players[k]->animTarget = swordsneakattackanim;
2353 Person::players[i]->animCurrent = swordsneakattackedanim;
2354 Person::players[i]->animTarget = swordsneakattackedanim;
2355 Person::players[i]->oldcoords = Person::players[i]->coords;
2356 Person::players[i]->coords = Person::players[k]->coords;
2358 if (attackweapon != staff) {
2359 Person::players[k]->victim = Person::players[i];
2360 Person::players[k]->hasvictim = 1;
2361 Person::players[i]->targettilt2 = 0;
2362 Person::players[i]->frameTarget = 1;
2363 Person::players[i]->frameCurrent = 0;
2364 Person::players[i]->target = 0;
2365 Person::players[i]->velocity = 0;
2366 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2367 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2368 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2369 Person::players[k]->target = Person::players[i]->target;
2370 Person::players[k]->velocity = 0;
2371 Person::players[k]->targetyaw = Person::players[i]->yaw;
2372 Person::players[k]->yaw = Person::players[i]->yaw;
2373 Person::players[i]->targetyaw = Person::players[i]->yaw;
2376 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2377 Person::players[k]->victim == Person::players[i] &&
2378 (!Person::players[i]->skeleton.free)) {
2380 Person::players[k]->frameTarget = 0;
2381 Person::players[k]->target = 0;
2383 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2384 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2385 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2386 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2387 Person::players[k]->lastattack = Person::players[k]->animTarget;
2389 if (Person::players[k]->animTarget == knifefollowanim &&
2390 Person::players[k]->victim == Person::players[i]) {
2392 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2393 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2394 Person::players[k]->victim = Person::players[i];
2395 Person::players[k]->hasvictim = 1;
2396 Person::players[i]->animTarget = knifefollowedanim;
2397 Person::players[i]->animCurrent = knifefollowedanim;
2398 Person::players[i]->targettilt2 = 0;
2399 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
2400 Person::players[i]->frameTarget = 1;
2401 Person::players[i]->frameCurrent = 0;
2402 Person::players[i]->target = 0;
2403 Person::players[i]->velocity = 0;
2404 Person::players[k]->animCurrent = knifefollowanim;
2405 Person::players[k]->animTarget = knifefollowanim;
2406 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2407 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2408 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2409 Person::players[k]->target = Person::players[i]->target;
2410 Person::players[k]->velocity = 0;
2411 Person::players[k]->oldcoords = Person::players[k]->coords;
2412 Person::players[i]->coords = Person::players[k]->coords;
2413 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2414 Person::players[i]->yaw = Person::players[k]->targetyaw;
2415 Person::players[k]->yaw = Person::players[k]->targetyaw;
2416 Person::players[i]->yaw = Person::players[k]->targetyaw;
2420 const bool hasstaff = attackweapon == staff;
2421 if (k == 0 && Person::players.size() > 1)
2422 for (unsigned i = 0; i < Person::players.size(); i++) {
2425 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
2426 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
2427 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2428 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
2429 if (Person::players[i]->skeleton.free)
2430 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
2431 (Person::players[i]->dead ||
2432 Person::players[i]->skeleton.longdead > 1000 ||
2433 Person::players[k]->isRun() ||
2436 (Person::players[i]->skeleton.longdead > 2000 ||
2437 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
2438 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
2439 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
2440 Person::players[k]->victim = Person::players[i];
2441 Person::players[k]->hasvictim = 1;
2442 if (attackweapon && !Tutorial::active) {
2444 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
2445 Person::players[k]->animTarget = crouchstabanim;
2447 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
2448 Person::players[k]->animTarget = swordgroundstabanim;
2450 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
2451 Person::players[k]->animTarget = staffgroundsmashanim;
2453 if (distance < 2.5 &&
2454 Person::players[k]->crouchkeydown &&
2455 Person::players[k]->animTarget != crouchstabanim &&
2457 Person::players[i]->dead &&
2458 Person::players[i]->skeleton.free &&
2459 Person::players[i]->skeleton.longdead > 1000) {
2460 Person::players[k]->animTarget = killanim;
2461 //TODO: refactor this out, what does it do?
2462 for (int j = 0; j < terrain.numdecals; j++) {
2463 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
2464 terrain.decalalivetime[j] < 2)
2465 terrain.DeleteDecal(j);
2467 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2468 if (Object::objects[l]->model.type == decalstype)
2469 for (int j = 0; j < Object::objects[l]->model.numdecals; j++) {
2470 if ((Object::objects[l]->model.decaltype[j] == blooddecal ||
2471 Object::objects[l]->model.decaltype[j] == blooddecalslow) &&
2472 Object::objects[l]->model.decalalivetime[j] < 2)
2473 Object::objects[l]->model.DeleteDecal(j);
2477 if (!Person::players[i]->dead || musictype != 2)
2478 if (distance < 3.5 &&
2479 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
2480 Person::players[k]->staggerdelay <= 0 &&
2481 (Person::players[i]->dead ||
2482 Person::players[i]->skeleton.longdead < 300 &&
2483 Person::players[k]->lastattack != spinkickanim &&
2484 Person::players[i]->skeleton.free) &&
2485 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
2486 Person::players[k]->animTarget = dropkickanim;
2487 for (int j = 0; j < terrain.numdecals; j++) {
2488 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
2489 terrain.decalalivetime[j] < 2) {
2490 terrain.DeleteDecal(j);
2493 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2494 if (Object::objects[l]->model.type == decalstype)
2495 for (int j = 0; j < Object::objects[l]->model.numdecals; j++) {
2496 if ((Object::objects[l]->model.decaltype[j] == blooddecal ||
2497 Object::objects[l]->model.decaltype[j] == blooddecalslow) &&
2498 Object::objects[l]->model.decalalivetime[j] < 2) {
2499 Object::objects[l]->model.DeleteDecal(j);
2505 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2506 Person::players[k]->victim == Person::players[i] &&
2507 (!Person::players[i]->skeleton.free ||
2508 Person::players[k]->animTarget == killanim ||
2509 Person::players[k]->animTarget == crouchstabanim ||
2510 Person::players[k]->animTarget == swordgroundstabanim ||
2511 Person::players[k]->animTarget == staffgroundsmashanim ||
2512 Person::players[k]->animTarget == dropkickanim)) {
2514 Person::players[k]->frameTarget = 0;
2515 Person::players[k]->target = 0;
2517 XYZ targetpoint = Person::players[i]->coords;
2518 if (Person::players[k]->animTarget == crouchstabanim ||
2519 Person::players[k]->animTarget == swordgroundstabanim ||
2520 Person::players[k]->animTarget == staffgroundsmashanim) {
2521 targetpoint += (Person::players[i]->jointPos(abdomen) +
2522 Person::players[i]->jointPos(neck)) / 2 *
2523 Person::players[i]->scale;
2525 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
2526 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
2528 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
2529 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
2532 if (Person::players[k]->animTarget == staffgroundsmashanim)
2533 Person::players[k]->targettilt2 += 10;
2535 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2536 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2537 Person::players[k]->lastattack = Person::players[k]->animTarget;
2539 if (Person::players[k]->animTarget == swordgroundstabanim) {
2540 Person::players[k]->targetyaw += 30;
2545 if (!Person::players[k]->hasvictim) {
2547 for (unsigned i = 0; i < Person::players.size(); i++) {
2548 if (i == k || !(i == 0 || k == 0))
2550 if (!Person::players[i]->skeleton.free) {
2551 if (Person::players[k]->hasvictim) {
2552 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
2553 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
2554 Person::players[k]->victim = Person::players[i];
2556 Person::players[k]->victim = Person::players[i];
2557 Person::players[k]->hasvictim = 1;
2562 if (Person::players[k]->aitype == playercontrolled)
2564 if (Person::players[k]->attackkeydown &&
2565 Person::players[k]->isRun() &&
2566 Person::players[k]->wasRun() &&
2567 ((Person::players[k]->hasvictim &&
2568 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
2569 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
2570 !Person::players[k]->victim->skeleton.free &&
2571 Person::players[k]->victim->animTarget != getupfrombackanim &&
2572 Person::players[k]->victim->animTarget != getupfromfrontanim &&
2573 Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
2574 Person::players[k]->aitype != playercontrolled && //wat???
2575 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
2576 Person::players[k]->rabbitkickenabled) ||
2577 Person::players[k]->jumpkeydown)) {
2579 Person::players[k]->setTargetAnimation(rabbitkickanim);
2582 if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
2584 switch (attackweapon) {
2605 void doPlayerCollisions()
2607 static XYZ rotatetarget;
2608 static float collisionradius;
2609 if (Person::players.size() > 1)
2610 for (unsigned k = 0; k < Person::players.size(); k++)
2611 for (unsigned i = k + 1; i < Person::players.size(); i++) {
2612 //neither player is part of a reversal
2613 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
2614 Animation::animations[Person::players[i]->animTarget].attack != reversal &&
2615 Animation::animations[Person::players[k]->animTarget].attack != reversed &&
2616 Animation::animations[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
2617 if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
2618 Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
2619 Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
2620 Animation::animations[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
2621 //neither is sleeping
2622 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
2623 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
2624 //in same patch, neither is climbing
2625 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
2626 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
2627 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
2628 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
2629 Person::players[i]->animTarget != climbanim &&
2630 Person::players[i]->animTarget != hanganim &&
2631 Person::players[k]->animTarget != climbanim &&
2632 Person::players[k]->animTarget != hanganim)
2633 //players are close (bounding box test)
2634 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
2635 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
2636 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
2637 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
2638 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
2639 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
2640 //spread fire from player to player
2641 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
2642 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2643 if (Person::players[i]->onfire || Person::players[k]->onfire) {
2644 if (!Person::players[i]->onfire)
2645 Person::players[i]->CatchFire();
2646 if (!Person::players[k]->onfire)
2647 Person::players[k]->CatchFire();
2651 XYZ tempcoords1 = Person::players[i]->coords;
2652 XYZ tempcoords2 = Person::players[k]->coords;
2653 if (!Person::players[i]->skeleton.oldfree)
2654 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
2655 if (!Person::players[k]->skeleton.oldfree)
2656 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
2657 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2658 if (Person::players[0]->hasvictim)
2659 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
2660 collisionradius = 3;
2661 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
2662 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
2663 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
2664 //jump down on a dead body
2665 if (k == 0 || i == 0) {
2667 if (Person::players[0]->animTarget == jumpdownanim &&
2668 !Person::players[0]->skeleton.oldfree &&
2669 !Person::players[0]->skeleton.free &&
2670 Person::players[l]->skeleton.oldfree &&
2671 Person::players[l]->skeleton.free &&
2672 Person::players[l]->dead &&
2673 Person::players[0]->lastcollide <= 0 &&
2674 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
2675 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
2676 Person::players[0]->coords.y = Person::players[l]->coords.y;
2677 Person::players[l]->velocity = Person::players[0]->velocity;
2678 Person::players[l]->skeleton.free = 0;
2679 Person::players[l]->yaw = 0;
2680 Person::players[l]->RagDoll(0);
2681 Person::players[l]->DoDamage(20);
2683 Person::players[l]->skeleton.longdead = 0;
2684 Person::players[0]->lastcollide = 1;
2688 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
2689 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
2690 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
2691 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
2692 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
2693 Person::players[i]->skeleton.free) &&
2694 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
2695 Person::players[k]->skeleton.free))
2696 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
2697 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
2698 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
2700 k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
2701 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
2702 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
2703 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
2704 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
2706 if ( (i != 0 || Person::players[i]->skeleton.free) &&
2707 (k != 0 || Person::players[k]->skeleton.free) ||
2708 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
2709 Animation::animations[Person::players[k]->animTarget].height == highheight)) {
2710 if (!Tutorial::active) {
2711 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
2714 Person::players[i]->RagDoll(0);
2715 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
2716 award_bonus(0, aimbonus);
2718 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
2719 Person::players[k]->RagDoll(0);
2720 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
2721 award_bonus(0, aimbonus); // Huh, again?
2723 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
2725 for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
2726 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
2728 for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
2729 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
2734 if ( (Animation::animations[Person::players[i]->animTarget].attack == neutral ||
2735 Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
2736 (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
2737 Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
2739 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
2740 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2741 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
2742 Normalise(&rotatetarget);
2743 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
2744 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
2745 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2746 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2747 if (Person::players[k]->howactive == typeactive || hostile)
2748 if (Person::players[k]->isIdle()) {
2749 if (Person::players[k]->howactive < typesleeping)
2750 Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
2751 else if (Person::players[k]->howactive == typesleeping)
2752 Person::players[k]->setTargetAnimation(getupfromfrontanim);
2754 Person::players[k]->howactive = typeactive;
2756 if (Person::players[i]->howactive == typeactive || hostile)
2757 if (Person::players[i]->isIdle()) {
2758 if (Person::players[i]->howactive < typesleeping)
2759 Person::players[i]->setTargetAnimation(Person::players[k]->getStop());
2761 Person::players[i]->setTargetAnimation(getupfromfrontanim);
2763 Person::players[i]->howactive = typeactive;
2766 //jump down on player
2768 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
2769 !Person::players[i]->isCrouch() &&
2770 Person::players[i]->animTarget != rollanim &&
2771 !Person::players[k]->skeleton.oldfree && !
2772 Person::players[k]->skeleton.free &&
2773 Person::players[k]->lastcollide <= 0 &&
2774 Person::players[k]->velocity.y < -10) {
2775 Person::players[i]->velocity = Person::players[k]->velocity;
2776 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
2777 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
2778 Person::players[i]->DoDamage(20);
2779 Person::players[i]->RagDoll(0);
2780 Person::players[k]->lastcollide = 1;
2781 award_bonus(k, AboveBonus);
2783 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
2784 !Person::players[k]->isCrouch() &&
2785 Person::players[k]->animTarget != rollanim &&
2786 !Person::players[i]->skeleton.oldfree &&
2787 !Person::players[i]->skeleton.free &&
2788 Person::players[i]->lastcollide <= 0 &&
2789 Person::players[i]->velocity.y < -10) {
2790 Person::players[k]->velocity = Person::players[i]->velocity;
2791 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
2792 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
2793 Person::players[k]->DoDamage(20);
2794 Person::players[k]->RagDoll(0);
2795 Person::players[i]->lastcollide = 1;
2796 award_bonus(i, AboveBonus);
2802 Person::players[i]->CheckKick();
2803 Person::players[k]->CheckKick();
2811 static XYZ facing, flatfacing;
2816 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
2817 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
2818 stereoreverse = true;
2820 stereoreverse = false;
2823 printf("Stereo reversed\n");
2825 printf("Stereo unreversed\n");
2828 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
2829 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
2830 stereoseparation -= 0.001;
2832 stereoseparation -= 0.010;
2833 printf("Stereo decreased increased to %f\n", stereoseparation);
2836 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
2837 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
2838 stereoseparation += 0.001;
2840 stereoseparation += 0.010;
2841 printf("Stereo separation increased to %f\n", stereoseparation);
2845 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && Tutorial::active) {
2846 if (Tutorial::stage != 51) {
2847 Tutorial::stagetime = Tutorial::maxtime;
2849 emit_sound_np(consolefailsound, 128.);
2853 Values of mainmenu :
2855 2 Menu pause (resume/end game)
2857 4 Controls configuration menu
2858 5 Main game menu (choose level or challenge)
2859 6 Deleting user menu
2860 7 User managment menu (select/add)
2861 8 Choose difficulty menu
2862 9 Challenge level selection menu
2863 10 End of the campaign congratulation (is that really a menu?)
2864 11 Same that 9 ??? => unused
2865 18 stereo configuration
2870 if (mainmenu && endgame == 1)
2872 //go to level select after completing a campaign level
2873 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
2880 OPENAL_SetFrequency(OPENAL_ALL);
2881 emit_stream_np(stream_menutheme);
2882 pause_sound(leveltheme);
2886 //escape key pressed
2887 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
2888 (gameon || mainmenu == 0)) {
2890 if (mainmenu == 0 && !winfreeze)
2891 mainmenu = 2; //pause
2892 else if (mainmenu == 1 || mainmenu == 2) {
2893 mainmenu = 0; //unpause
2896 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
2897 OPENAL_SetFrequency(OPENAL_ALL);
2898 emit_stream_np(stream_menutheme);
2899 pause_sound(leveltheme);
2901 //on resume, play level music
2903 pause_sound(stream_menutheme);
2904 resume_stream(leveltheme);
2915 hostiletime += multiplier;
2919 leveltime += multiplier;
2922 if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && devtools) {
2925 OPENAL_SetFrequency(OPENAL_ALL);
2929 if (Input::isKeyPressed(consolekey) && devtools) {
2932 OPENAL_SetFrequency(OPENAL_ALL);
2941 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
2942 inputText(consoletext[0], &consoleselected);
2944 if (!consoletext[0].empty()) {
2945 cmd_dispatch(consoletext[0]);
2946 for (int k = 14; k >= 1; k--) {
2947 consoletext[k] = consoletext[k - 1];
2949 consoletext[0].clear();
2950 consoleselected = 0;
2954 consoleblinkdelay -= multiplier;
2955 if (consoleblinkdelay <= 0) {
2956 consoleblinkdelay = .3;
2957 consoleblink = !consoleblink;
2961 static int oldwinfreeze;
2962 if (winfreeze && !oldwinfreeze) {
2963 OPENAL_SetFrequency(OPENAL_ALL);
2964 emit_sound_np(consolesuccesssound);
2967 oldwinfreeze = winfreeze;
2971 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
2974 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
2978 } else if (winfreeze) {
2986 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
2989 static float talkdelay = 0;
2991 if (Dialog::inDialog())
2993 talkdelay -= multiplier;
2995 if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
2996 for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
2997 Dialog::dialogs[i].tick(i);
3001 windvar += multiplier;
3002 smoketex += multiplier;
3003 Tutorial::stagetime += multiplier;
3006 static float hotspotvisual[40];
3007 if (Hotspot::hotspots.size()) {
3009 if (editorenabled) {
3010 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3011 hotspotvisual[i] -= multiplier / 320;
3015 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3016 while (hotspotvisual[i] < 0) {
3018 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
3019 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
3020 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
3021 hotspotsprite += Hotspot::hotspots[i].position;
3022 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
3023 hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
3027 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3028 if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
3029 Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
3035 if (Tutorial::active) {
3036 Tutorial::Do(multiplier);
3040 if (!Tutorial::active) {
3041 if (bonustime == 0 &&
3042 bonus != solidhit &&
3043 bonus != spinecrusher &&
3044 bonus != tracheotomy &&
3045 bonus != backstab &&
3047 emit_sound_np(consolesuccesssound);
3049 } else if (bonustime == 0) {
3050 emit_sound_np(fireendsound);
3052 if (bonustime == 0) {
3053 if (bonus != solidhit &&
3054 bonus != twoxcombo &&
3055 bonus != threexcombo &&
3056 bonus != fourxcombo &&
3060 bonusnum[bonus] += 0.15;
3061 if (Tutorial::active)
3063 bonusvalue /= bonusnum[bonus];
3064 bonustotal += bonusvalue;
3066 bonustime += multiplier;
3069 if (environment == snowyenvironment) {
3070 precipdelay -= multiplier;
3071 while (precipdelay < 0) {
3075 XYZ footvel, footpoint;
3078 footpoint = viewer + viewerfacing * 6;
3079 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
3080 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
3081 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
3082 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
3087 doAerialAcrobatics();
3090 static XYZ oldviewer;
3093 if (!Dialog::inDialog()) {
3094 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
3095 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
3096 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
3097 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
3098 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
3099 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
3100 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
3101 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
3103 Person::players[0]->forwardkeydown = 0;
3104 Person::players[0]->leftkeydown = 0;
3105 Person::players[0]->backkeydown = 0;
3106 Person::players[0]->rightkeydown = 0;
3107 Person::players[0]->jumpkeydown = 0;
3108 Person::players[0]->crouchkeydown = 0;
3109 Person::players[0]->drawkeydown = 0;
3110 Person::players[0]->throwkeydown = 0;
3113 if (!Person::players[0]->jumpkeydown)
3114 Person::players[0]->jumpclimb = 0;
3117 if (Dialog::inDialog()) {
3119 if (Dialog::directing) {
3123 facing = DoRotation(facing, -pitch, 0, 0);
3124 facing = DoRotation(facing, 0, 0 - yaw, 0);
3129 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
3131 if (Input::isKeyDown(forwardkey))
3132 viewer += facing * multiplier * 4;
3133 if (Input::isKeyDown(backkey))
3134 viewer -= facing * multiplier * 4;
3135 if (Input::isKeyDown(leftkey))
3136 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
3137 if (Input::isKeyDown(rightkey))
3138 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
3139 if (Input::isKeyDown(jumpkey))
3140 viewer.y += multiplier * 4;
3141 if (Input::isKeyDown(crouchkey))
3142 viewer.y -= multiplier * 4;
3143 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
3144 Input::isKeyPressed(SDL_SCANCODE_2) ||
3145 Input::isKeyPressed(SDL_SCANCODE_3) ||
3146 Input::isKeyPressed(SDL_SCANCODE_4) ||
3147 Input::isKeyPressed(SDL_SCANCODE_5) ||
3148 Input::isKeyPressed(SDL_SCANCODE_6) ||
3149 Input::isKeyPressed(SDL_SCANCODE_7) ||
3150 Input::isKeyPressed(SDL_SCANCODE_8) ||
3151 Input::isKeyPressed(SDL_SCANCODE_9) ||
3152 Input::isKeyPressed(SDL_SCANCODE_0) ||
3153 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3155 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
3156 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
3157 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
3158 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
3159 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
3160 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
3161 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
3162 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
3163 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
3164 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
3165 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
3167 if (whichend != -1) {
3168 Dialog::currentScene().participantfocus = whichend;
3169 Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
3170 Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
3172 if (whichend == -1) {
3173 Dialog::currentScene().participantfocus = -1;
3175 /* FIXME: potentially accessing -1 in Person::players! */
3176 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
3177 Dialog::indialogue = -1;
3178 Dialog::directing = false;
3181 Dialog::currentScene().camera = viewer;
3182 Dialog::currentScene().camerayaw = yaw;
3183 Dialog::currentScene().camerapitch = pitch;
3184 Dialog::indialogue++;
3185 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3186 if (Dialog::currentScene().sound != 0) {
3187 playdialoguescenesound();
3191 for (unsigned j = 0; j < Person::players.size(); j++) {
3192 Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
3195 //TODO: should these be KeyDown or KeyPressed?
3196 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
3197 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
3198 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
3199 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
3200 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
3201 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
3202 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
3203 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
3204 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
3205 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3207 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
3208 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
3209 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
3210 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
3211 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
3212 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
3213 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
3214 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
3215 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
3216 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
3217 Dialog::currentScene().participantfacing[whichend] = facing;
3219 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3220 Dialog::indialogue = -1;
3221 Dialog::directing = false;
3225 if (!Dialog::directing) {
3226 pause_sound(whooshsound);
3227 viewer = Dialog::currentScene().camera;
3228 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
3229 yaw = Dialog::currentScene().camerayaw;
3230 pitch = Dialog::currentScene().camerapitch;
3231 if (Dialog::dialoguetime > 0.5) {
3232 if (Input::isKeyPressed(attackkey)) {
3233 Dialog::indialogue++;
3234 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3235 if (Dialog::currentScene().sound != 0) {
3236 playdialoguescenesound();
3237 if (Dialog::currentScene().sound == -5) {
3238 Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
3240 if (Dialog::currentScene().sound == -6) {
3244 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
3245 Dialog::indialogue = -1;
3246 Dialog::directing = false;
3253 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3254 Dialog::indialogue = -1;
3255 Dialog::directing = false;
3257 if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
3260 if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
3263 if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
3265 for (unsigned i = 1; i < Person::players.size(); i++) {
3266 Person::players[i]->aitype = attacktypecutoff;
3273 if (!Person::players[0]->jumpkeydown) {
3274 Person::players[0]->jumptogglekeydown = 0;
3276 if (Person::players[0]->jumpkeydown &&
3277 Person::players[0]->animTarget != jumpupanim &&
3278 Person::players[0]->animTarget != jumpdownanim &&
3279 !Person::players[0]->isFlip())
3280 Person::players[0]->jumptogglekeydown = 1;
3283 Dialog::dialoguetime += multiplier;
3284 hawkyaw += multiplier * 25;
3286 realhawkcoords.x = 25;
3287 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
3288 hawkcalldelay -= multiplier / 2;
3290 if (hawkcalldelay <= 0) {
3291 emit_sound_at(hawksound, realhawkcoords);
3293 hawkcalldelay = 16 + abs(Random() % 8);
3300 doPlayerCollisions();
3304 for (unsigned k = 0; k < Person::players.size(); k++)
3305 if (k != 0 && Person::players[k]->immobile)
3306 Person::players[k]->coords = Person::players[k]->realoldcoords;
3308 for (unsigned k = 0; k < Person::players.size(); k++) {
3309 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3310 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3311 Person::players[k]->DoDamage(1000);
3317 static bool respawnkeydown;
3318 if (!editorenabled &&
3319 (whichlevel != -2 &&
3320 (Input::isKeyDown(SDL_SCANCODE_Z) &&
3321 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
3323 (Input::isKeyDown(jumpkey) &&
3326 Person::players[0]->dead))) {
3327 targetlevel = whichlevel;
3331 respawnkeydown = Input::isKeyDown(jumpkey);
3334 static bool movekey;
3337 for (unsigned i = 0; i < Person::players.size(); i++) {
3338 static float oldtargetyaw;
3339 if (!Person::players[i]->skeleton.free) {
3340 oldtargetyaw = Person::players[i]->targetyaw;
3341 if (i == 0 && !Dialog::inDialog()) {
3342 //TODO: refactor repetitive code
3343 if (!Animation::animations[Person::players[0]->animTarget].attack &&
3344 Person::players[0]->animTarget != staggerbackhighanim &&
3345 Person::players[0]->animTarget != staggerbackhardanim &&
3346 Person::players[0]->animTarget != crouchremoveknifeanim &&
3347 Person::players[0]->animTarget != removeknifeanim &&
3348 Person::players[0]->animTarget != backhandspringanim &&
3349 Person::players[0]->animTarget != dodgebackanim &&
3350 Person::players[0]->animTarget != walljumprightkickanim &&
3351 Person::players[0]->animTarget != walljumpleftkickanim) {
3353 Person::players[0]->targetyaw = 0;
3355 Person::players[0]->targetyaw = -yaw + 180;
3361 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3363 facing = flatfacing;
3365 facing = DoRotation(facing, -pitch, 0, 0);
3366 facing = DoRotation(facing, 0, 0 - yaw, 0);
3369 Person::players[0]->lookyaw = -yaw;
3371 Person::players[i]->targetheadyaw = yaw;
3372 Person::players[i]->targetheadpitch = pitch;
3374 if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
3375 if (!Animation::animations[Person::players[i]->animTarget].attack &&
3376 Person::players[i]->animTarget != staggerbackhighanim &&
3377 Person::players[i]->animTarget != staggerbackhardanim &&
3378 Person::players[i]->animTarget != crouchremoveknifeanim &&
3379 Person::players[i]->animTarget != removeknifeanim &&
3380 Person::players[i]->animTarget != backhandspringanim &&
3381 Person::players[i]->animTarget != dodgebackanim &&
3382 Person::players[i]->animTarget != walljumprightkickanim &&
3383 Person::players[i]->animTarget != walljumpleftkickanim) {
3384 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
3390 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3392 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
3393 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
3395 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
3396 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
3398 if (Dialog::inDialog()) {
3399 Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
3400 Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
3406 Person::players[i]->avoidsomething = 0;
3408 //avoid flaming things
3409 for (unsigned int j = 0; j < Object::objects.size(); j++)
3410 if (Object::objects[j]->onfire)
3411 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200)
3412 if ( distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3413 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3414 Person::players[i]->collided = 0;
3415 Person::players[i]->avoidcollided = 1;
3416 if (Person::players[i]->avoidsomething == 0 ||
3417 distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3418 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3419 Person::players[i]->avoidwhere = Object::objects[j]->position;
3420 Person::players[i]->avoidsomething = 1;
3424 //avoid flaming players
3425 for (unsigned j = 0; j < Person::players.size(); j++)
3426 if (Person::players[j]->onfire)
3427 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
3428 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3429 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3430 Person::players[i]->collided = 0;
3431 Person::players[i]->avoidcollided = 1;
3432 if (Person::players[i]->avoidsomething == 0 ||
3433 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3434 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3435 Person::players[i]->avoidwhere = Person::players[j]->coords;
3436 Person::players[i]->avoidsomething = 1;
3440 if (Person::players[i]->collided > .8)
3441 Person::players[i]->avoidcollided = 0;
3443 Person::players[i]->doAI();
3445 if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
3446 //Person::players[i]->targetyaw=Person::players[i]->yaw;
3447 Person::players[i]->forwardkeydown = 0;
3448 Person::players[i]->leftkeydown = 0;
3449 Person::players[i]->backkeydown = 0;
3450 Person::players[i]->rightkeydown = 0;
3451 Person::players[i]->jumpkeydown = 0;
3452 Person::players[i]->attackkeydown = 0;
3453 //Person::players[i]->crouchkeydown=0;
3454 Person::players[i]->throwkeydown = 0;
3457 if (Dialog::inDialog()) {
3458 Person::players[i]->forwardkeydown = 0;
3459 Person::players[i]->leftkeydown = 0;
3460 Person::players[i]->backkeydown = 0;
3461 Person::players[i]->rightkeydown = 0;
3462 Person::players[i]->jumpkeydown = 0;
3463 Person::players[i]->crouchkeydown = 0;
3464 Person::players[i]->drawkeydown = 0;
3465 Person::players[i]->throwkeydown = 0;
3468 if (Person::players[i]->collided < -.3)
3469 Person::players[i]->collided = -.3;
3470 if (Person::players[i]->collided > 1)
3471 Person::players[i]->collided = 1;
3472 Person::players[i]->collided -= multiplier * 4;
3473 Person::players[i]->whichdirectiondelay -= multiplier;
3474 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
3475 Person::players[i]->avoidcollided = -.3;
3476 Person::players[i]->whichdirection = abs(Random() % 2);
3477 Person::players[i]->whichdirectiondelay = .4;
3479 if (Person::players[i]->avoidcollided > 1)
3480 Person::players[i]->avoidcollided = 1;
3481 Person::players[i]->avoidcollided -= multiplier / 4;
3482 if (!Person::players[i]->skeleton.free) {
3483 Person::players[i]->stunned -= multiplier;
3484 Person::players[i]->surprised -= multiplier;
3486 if (i != 0 && Person::players[i]->surprised <= 0 &&
3487 Person::players[i]->aitype == attacktypecutoff &&
3488 !Person::players[i]->dead &&
3489 !Person::players[i]->skeleton.free &&
3490 Animation::animations[Person::players[i]->animTarget].attack == neutral)
3493 if (!Person::players[i]->throwkeydown)
3494 Person::players[i]->throwtogglekeydown = 0;
3497 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
3498 if (Person::players[i]->weaponactive == -1 &&
3499 Person::players[i]->num_weapons < 2 &&
3500 (Person::players[i]->isIdle() ||
3501 Person::players[i]->isCrouch() ||
3502 Person::players[i]->animTarget == sneakanim ||
3503 Person::players[i]->animTarget == rollanim ||
3504 Person::players[i]->animTarget == backhandspringanim ||
3505 Person::players[i]->isFlip() ||
3506 Person::players[i]->aitype != playercontrolled)) {
3507 for (unsigned j = 0; j < weapons.size(); j++) {
3508 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3509 Person::players[i]->aitype == playercontrolled) &&
3510 weapons[j].owner == -1 &&
3511 Person::players[i]->weaponactive == -1)
3512 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
3513 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
3514 if (Person::players[i]->isCrouch() ||
3515 Person::players[i]->animTarget == sneakanim ||
3516 Person::players[i]->isRun() ||
3517 Person::players[i]->isIdle() ||
3518 Person::players[i]->aitype != playercontrolled) {
3519 Person::players[i]->throwtogglekeydown = 1;
3520 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3521 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3522 Person::players[i]->hasvictim = 0;
3524 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3525 Person::players[i]->throwtogglekeydown = 1;
3526 Person::players[i]->hasvictim = 0;
3528 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3529 Person::players[i]->aitype == playercontrolled) &&
3530 weapons[j].owner == -1 ||
3531 Person::players[i]->victim &&
3532 weapons[j].owner == int(Person::players[i]->victim->id))
3533 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
3534 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
3535 if (weapons[j].getType() != staff)
3536 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3538 Person::players[i]->takeWeapon(j);
3541 } else if ((Person::players[i]->isIdle() ||
3542 Person::players[i]->isFlip() ||
3543 Person::players[i]->aitype != playercontrolled) &&
3544 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
3545 Person::players[i]->coords.y < weapons[j].position.y) {
3546 if (!Person::players[i]->isFlip()) {
3547 Person::players[i]->throwtogglekeydown = 1;
3548 Person::players[i]->setTargetAnimation(removeknifeanim);
3549 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3551 if (Person::players[i]->isFlip()) {
3552 Person::players[i]->throwtogglekeydown = 1;
3553 Person::players[i]->hasvictim = 0;
3555 for (unsigned k = 0; k < weapons.size(); k++) {
3556 if (Person::players[i]->weaponactive == -1)
3557 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
3558 Person::players[i]->aitype == playercontrolled) &&
3559 weapons[k].owner == -1 ||
3560 Person::players[i]->victim &&
3561 weapons[k].owner == int(Person::players[i]->victim->id))
3562 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
3563 Person::players[i]->weaponactive == -1) {
3564 if (weapons[k].getType() != staff)
3565 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3567 Person::players[i]->takeWeapon(k);
3574 if (Person::players[i]->isCrouch() ||
3575 Person::players[i]->animTarget == sneakanim ||
3576 Person::players[i]->isRun() ||
3577 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
3578 Person::players[i]->animTarget == backhandspringanim) {
3579 if (Person::players.size() > 1)
3580 for (unsigned j = 0; j < Person::players.size(); j++) {
3581 if (Person::players[i]->weaponactive == -1)
3583 if (Person::players[j]->num_weapons &&
3584 Person::players[j]->skeleton.free &&
3585 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
3586 (((Person::players[j]->skeleton.forward.y < 0 &&
3587 Person::players[j]->weaponstuckwhere == 0) ||
3588 (Person::players[j]->skeleton.forward.y > 0 &&
3589 Person::players[j]->weaponstuckwhere == 1)) ||
3590 Person::players[j]->weaponstuck == -1 ||
3591 Person::players[j]->num_weapons > 1)) {
3592 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
3593 Person::players[i]->throwtogglekeydown = 1;
3594 Person::players[i]->victim = Person::players[j];
3595 Person::players[i]->hasvictim = 1;
3596 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3597 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3599 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3600 Person::players[i]->throwtogglekeydown = 1;
3601 Person::players[i]->victim = Person::players[j];
3602 Person::players[i]->hasvictim = 1;
3603 int k = Person::players[j]->weaponids[0];
3604 if (Person::players[i]->hasvictim) {
3607 if (Person::players[i]->victim->weaponstuck != -1) {
3608 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3613 if (weapons[k].getType() != staff)
3614 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3617 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
3619 if (weapons[k].owner != -1) {
3620 if (Person::players[i]->victim->num_weapons == 1)
3621 Person::players[i]->victim->num_weapons = 0;
3623 Person::players[i]->victim->num_weapons = 1;
3625 Person::players[i]->victim->skeleton.longdead = 0;
3626 Person::players[i]->victim->skeleton.free = 1;
3627 Person::players[i]->victim->skeleton.broken = 0;
3629 for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
3630 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
3631 Person::players[i]->victim->skeleton.joints[l].locked = 0;
3637 Normalise(&relative);
3638 XYZ footvel, footpoint;
3640 footpoint = weapons[k].position;
3641 if (Person::players[i]->victim->weaponstuck != -1) {
3642 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3644 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
3645 weapons[k].bloody = 2;
3646 weapons[k].blooddrip = 5;
3647 Person::players[i]->victim->weaponstuck = -1;
3648 Person::players[i]->victim->bloodloss += 2000;
3649 Person::players[i]->victim->DoDamage(2000);
3652 if (Person::players[i]->victim->num_weapons > 0) {
3653 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
3654 Person::players[i]->victim->weaponstuck = 0;
3655 if (Person::players[i]->victim->weaponids[0] == k)
3656 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
3659 Person::players[i]->victim->weaponactive = -1;
3661 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
3662 Person::players[i]->victim->jointVel(neck) += relative * 6;
3663 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
3664 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
3666 Person::players[i]->takeWeapon(k);
3673 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3674 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3675 if (Person::players[i]->isIdle() ||
3676 Person::players[i]->isRun() ||
3677 Person::players[i]->isCrouch() ||
3678 Person::players[i]->animTarget == sneakanim ||
3679 Person::players[i]->isFlip())
3680 if (Person::players.size() > 1)
3681 for (unsigned j = 0; j < Person::players.size(); j++) {
3683 if (!Tutorial::active || Tutorial::stage == 49)
3685 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
3686 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
3687 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
3688 !Person::players[j]->skeleton.free &&
3689 -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)) {
3690 if (!Person::players[i]->isFlip()) {
3691 Person::players[i]->throwtogglekeydown = 1;
3692 Person::players[i]->victim = Person::players[j];
3693 Person::players[i]->setTargetAnimation(knifethrowanim);
3694 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3695 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
3697 if (Person::players[i]->isFlip()) {
3698 if (Person::players[i]->weaponactive != -1) {
3699 Person::players[i]->throwtogglekeydown = 1;
3700 Person::players[i]->victim = Person::players[j];
3702 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);
3705 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
3707 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
3708 Person::players[i]->num_weapons--;
3709 if (Person::players[i]->num_weapons) {
3710 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3712 Person::players[i]->weaponactive = -1;
3719 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3720 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
3721 Person::players[i]->throwtogglekeydown = 1;
3722 XYZ tempVelocity = Person::players[i]->velocity * .2;
3723 if (tempVelocity.x == 0)
3724 tempVelocity.x = .1;
3725 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
3726 Person::players[i]->num_weapons--;
3727 if (Person::players[i]->num_weapons) {
3728 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3729 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
3730 Person::players[i]->weaponstuck = 0;
3733 Person::players[i]->weaponactive = -1;
3734 for (unsigned j = 0; j < Person::players.size(); j++) {
3735 Person::players[j]->wentforweapon = 0;
3743 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
3744 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
3745 (Person::players[i]->num_weapons == 2) &&
3746 (Person::players[i]->weaponactive == -1) &&
3747 Person::players[i]->isIdle() ||
3748 Person::players[0]->dead &&
3749 (Person::players[i]->weaponactive != -1) &&
3752 if (Person::players[i]->weaponactive != -1)
3753 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
3755 if (isgood && Person::players[i]->creature != wolftype) {
3756 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3757 Person::players[i]->setTargetAnimation(drawrightanim);
3758 Person::players[i]->drawtogglekeydown = 1;
3760 if ((Person::players[i]->isIdle() ||
3761 (Person::players[i]->aitype != playercontrolled &&
3762 Person::players[0]->weaponactive != -1 &&
3763 Person::players[i]->isRun())) &&
3764 Person::players[i]->num_weapons &&
3765 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
3766 Person::players[i]->setTargetAnimation(drawleftanim);
3767 Person::players[i]->drawtogglekeydown = 1;
3769 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3770 Person::players[i]->setTargetAnimation(crouchdrawrightanim);
3771 Person::players[i]->drawtogglekeydown = 1;
3778 if (Person::players[i]->weaponactive != -1) {
3779 if (Person::players[i]->isCrouch() &&
3780 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
3782 Person::players[i]->onterrain &&
3783 Person::players[i]->num_weapons &&
3784 Person::players[i]->attackkeydown &&
3785 musictype != stream_fighttheme) {
3786 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
3787 Person::players[i]->setTargetAnimation(crouchstabanim);
3788 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
3789 Person::players[i]->setTargetAnimation(swordgroundstabanim);
3790 Person::players[i]->hasvictim = 0;
3794 if (!Person::players[i]->drawkeydown)
3795 Person::players[i]->drawtogglekeydown = 0;
3800 absflatfacing.z = -1;
3802 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
3804 absflatfacing = flatfacing;
3806 if (Dialog::inDialog()) {
3807 Person::players[i]->forwardkeydown = 0;
3808 Person::players[i]->leftkeydown = 0;
3809 Person::players[i]->backkeydown = 0;
3810 Person::players[i]->rightkeydown = 0;
3811 Person::players[i]->jumpkeydown = 0;
3812 Person::players[i]->crouchkeydown = 0;
3813 Person::players[i]->drawkeydown = 0;
3814 Person::players[i]->throwkeydown = 0;
3818 if (!Animation::animations[Person::players[i]->animTarget].attack &&
3819 Person::players[i]->animTarget != staggerbackhighanim &&
3820 Person::players[i]->animTarget != staggerbackhardanim &&
3821 Person::players[i]->animTarget != backhandspringanim &&
3822 Person::players[i]->animTarget != dodgebackanim) {
3823 if (!Person::players[i]->forwardkeydown)
3824 Person::players[i]->forwardstogglekeydown = 0;
3825 if (Person::players[i]->crouchkeydown) {
3829 Person::players[i]->superruntoggle = 1;
3830 if (Person::players.size() > 1)
3831 for (unsigned j = 0; j < Person::players.size(); j++)
3832 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
3833 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
3834 Person::players[i]->superruntoggle = 0;
3837 if (Person::players.size() > 1)
3838 for (unsigned j = 0; j < Person::players.size(); j++) {
3839 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
3840 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
3841 Person::players[j]->victim == Person::players[i] &&
3842 (Person::players[j]->animTarget == sweepanim ||
3843 Person::players[j]->animTarget == upunchanim ||
3844 Person::players[j]->animTarget == wolfslapanim ||
3845 ((Person::players[j]->animTarget == swordslashanim ||
3846 Person::players[j]->animTarget == knifeslashstartanim ||
3847 Person::players[j]->animTarget == staffhitanim ||
3848 Person::players[j]->animTarget == staffspinhitanim) &&
3849 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
3858 Person::players[target]->Reverse();
3859 Person::players[i]->lowreversaldelay = .5;
3861 if (Person::players[i]->isIdle()) {
3862 Person::players[i]->setTargetAnimation(Person::players[i]->getCrouch());
3863 Person::players[i]->transspeed = 10;
3865 if (Person::players[i]->isRun() ||
3866 (Person::players[i]->isStop() &&
3867 (Person::players[i]->leftkeydown ||
3868 Person::players[i]->rightkeydown ||
3869 Person::players[i]->forwardkeydown ||
3870 Person::players[i]->backkeydown))) {
3871 Person::players[i]->setTargetAnimation(rollanim);
3872 Person::players[i]->transspeed = 20;
3875 if (!Person::players[i]->crouchkeydown) {
3877 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
3878 Person::players[i]->superruntoggle = 0;
3880 if (Person::players[i]->isCrouch()) {
3881 if (Person::players.size() > 1)
3882 for (unsigned j = 0; j < Person::players.size(); j++) {
3884 !Person::players[j]->skeleton.free &&
3885 Person::players[j]->victim &&
3886 Person::players[i]->highreversaldelay <= 0) {
3887 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
3888 Person::players[j]->victim == Person::players[i] &&
3889 (Person::players[j]->animTarget == spinkickanim) &&
3890 Person::players[i]->isCrouch()) {
3899 Person::players[target]->Reverse();
3900 Person::players[i]->highreversaldelay = .5;
3902 if (Person::players[i]->isCrouch()) {
3903 if (!Person::players[i]->wasCrouch()) {
3904 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
3905 Person::players[i]->frameCurrent = 0;
3907 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
3908 Person::players[i]->transspeed = 10;
3911 if (Person::players[i]->animTarget == sneakanim) {
3912 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
3913 Person::players[i]->transspeed = 10;
3916 if (Person::players[i]->forwardkeydown) {
3917 if (Person::players[i]->isIdle() ||
3918 (Person::players[i]->isStop() &&
3919 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
3920 (Person::players[i]->isLanding() &&
3921 Person::players[i]->frameTarget > 0 &&
3922 !Person::players[i]->jumpkeydown) ||
3923 (Person::players[i]->isLandhard() &&
3924 Person::players[i]->frameTarget > 0 &&
3925 !Person::players[i]->jumpkeydown &&
3926 Person::players[i]->crouchkeydown)) {
3927 if (Person::players[i]->aitype == passivetype)
3928 Person::players[i]->setTargetAnimation(walkanim);
3930 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
3932 if (Person::players[i]->isCrouch()) {
3933 Person::players[i]->animTarget = sneakanim;
3934 if (Person::players[i]->wasCrouch())
3935 Person::players[i]->target = 0;
3936 Person::players[i]->frameTarget = 0;
3938 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
3939 Person::players[i]->setTargetAnimation(climbanim);
3940 Person::players[i]->frameTarget = 1;
3941 Person::players[i]->jumpclimb = 1;
3943 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
3944 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
3946 Person::players[i]->forwardstogglekeydown = 1;
3949 if (Person::players[i]->rightkeydown) {
3950 if (Person::players[i]->isIdle() ||
3951 (Person::players[i]->isStop() &&
3952 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
3953 (Person::players[i]->isLanding() &&
3954 Person::players[i]->frameTarget > 0 &&
3955 !Person::players[i]->jumpkeydown) ||
3956 (Person::players[i]->isLandhard() &&
3957 Person::players[i]->frameTarget > 0 &&
3958 !Person::players[i]->jumpkeydown &&
3959 Person::players[i]->crouchkeydown)) {
3960 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
3962 if (Person::players[i]->isCrouch()) {
3963 Person::players[i]->animTarget = sneakanim;
3964 if (Person::players[i]->wasCrouch())
3965 Person::players[i]->target = 0;
3966 Person::players[i]->frameTarget = 0;
3968 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
3969 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
3971 Person::players[i]->targetyaw -= 90;
3972 if (Person::players[i]->forwardkeydown)
3973 Person::players[i]->targetyaw += 45;
3974 if (Person::players[i]->backkeydown)
3975 Person::players[i]->targetyaw -= 45;
3978 if ( Person::players[i]->leftkeydown) {
3979 if (Person::players[i]->isIdle() ||
3980 (Person::players[i]->isStop() &&
3981 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
3982 (Person::players[i]->isLanding() &&
3983 Person::players[i]->frameTarget > 0 &&
3984 !Person::players[i]->jumpkeydown) ||
3985 (Person::players[i]->isLandhard() &&
3986 Person::players[i]->frameTarget > 0 &&
3987 !Person::players[i]->jumpkeydown &&
3988 Person::players[i]->crouchkeydown)) {
3989 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
3991 if (Person::players[i]->isCrouch()) {
3992 Person::players[i]->animTarget = sneakanim;
3993 if (Person::players[i]->wasCrouch())
3994 Person::players[i]->target = 0;
3995 Person::players[i]->frameTarget = 0;
3997 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
3998 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4000 Person::players[i]->targetyaw += 90;
4001 if (Person::players[i]->forwardkeydown)
4002 Person::players[i]->targetyaw -= 45;
4003 if (Person::players[i]->backkeydown)
4004 Person::players[i]->targetyaw += 45;
4007 if (Person::players[i]->backkeydown) {
4008 if (Person::players[i]->isIdle() ||
4009 (Person::players[i]->isStop() &&
4010 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4011 (Person::players[i]->isLanding() &&
4012 Person::players[i]->frameTarget > 0 &&
4013 !Person::players[i]->jumpkeydown) ||
4014 (Person::players[i]->isLandhard() &&
4015 Person::players[i]->frameTarget > 0 &&
4016 !Person::players[i]->jumpkeydown &&
4017 Person::players[i]->crouchkeydown)) {
4018 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4020 if (Person::players[i]->isCrouch()) {
4021 Person::players[i]->animTarget = sneakanim;
4022 if (Person::players[i]->wasCrouch())
4023 Person::players[i]->target = 0;
4024 Person::players[i]->frameTarget = 0;
4026 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4027 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
4029 if (Person::players[i]->animTarget == hanganim) {
4030 Person::players[i]->animCurrent = jumpdownanim;
4031 Person::players[i]->animTarget = jumpdownanim;
4032 Person::players[i]->target = 0;
4033 Person::players[i]->frameCurrent = 0;
4034 Person::players[i]->frameTarget = 1;
4035 Person::players[i]->velocity = 0;
4036 Person::players[i]->velocity.y += gravity;
4037 Person::players[i]->coords.y -= 1.4;
4038 Person::players[i]->grabdelay = 1;
4040 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
4041 Person::players[i]->targetyaw += 180;
4044 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
4045 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
4046 Person::players[i]->isRun() ||
4047 Person::players[i]->animTarget == walkanim ||
4048 Person::players[i]->isCrouch() ||
4049 Person::players[i]->animTarget == sneakanim) &&
4050 Person::players[i]->jumppower > 1) &&
4051 ((Person::players[i]->animTarget != rabbitrunninganim &&
4052 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
4053 Person::players[i]->jumpstart = 0;
4054 Person::players[i]->setTargetAnimation(jumpupanim);
4055 Person::players[i]->yaw = Person::players[i]->targetyaw;
4056 Person::players[i]->transspeed = 20;
4057 Person::players[i]->FootLand(leftfoot, 1);
4058 Person::players[i]->FootLand(rightfoot, 1);
4062 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
4065 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
4067 Person::players[i]->velocity = 0;
4071 if (Person::players.size() > 1)
4072 for (unsigned j = 0; j < Person::players.size(); j++) {
4073 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
4074 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4075 (Person::players[j]->victim == Person::players[i]) &&
4076 (Person::players[j]->animTarget == sweepanim)) {
4085 Person::players[i]->velocity.y = 1;
4087 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
4088 Person::players[i]->velocity.y = 7;
4089 Person::players[i]->crouchtogglekeydown = 1;
4090 } else Person::players[i]->velocity.y = 5;
4092 if (mousejump && i == 0 && devtools) {
4093 if (!Person::players[i]->isLanding())
4094 Person::players[i]->tempdeltav = deltav;
4095 if (Person::players[i]->tempdeltav < 0)
4096 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
4099 Person::players[i]->coords.y += .2;
4100 Person::players[i]->jumppower -= 1;
4103 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
4105 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
4107 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
4108 Person::players[i]->setTargetAnimation(Person::players[i]->getLanding());
4109 Person::players[i]->frameTarget = 2;
4110 Person::players[i]->landhard = 0;
4111 Person::players[i]->jumpstart = 1;
4112 Person::players[i]->tempdeltav = deltav;
4114 if (Person::players[i]->animTarget == jumpupanim &&
4118 Person::players[i]->aitype != playercontrolled)) {
4119 if (Person::players[i]->jumppower > multiplier * 6) {
4120 Person::players[i]->velocity.y += multiplier * 6;
4121 Person::players[i]->jumppower -= multiplier * 6;
4123 if (Person::players[i]->jumppower <= multiplier * 6) {
4124 Person::players[i]->velocity.y += Person::players[i]->jumppower;
4125 Person::players[i]->jumppower = 0;
4128 if (((floatjump || editorenabled) && devtools) && i == 0)
4129 Person::players[i]->velocity.y += multiplier * 30;
4133 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) {
4134 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4136 if (Person::players[i]->animTarget == sneakanim) {
4137 Person::players[i]->animTarget = Person::players[i]->getCrouch();
4138 if (Person::players[i]->animCurrent == sneakanim) {
4139 Person::players[i]->target = 0;
4141 Person::players[i]->frameTarget = 0;
4144 if (Person::players[i]->animTarget == walkanim &&
4145 (Person::players[i]->aitype == attacktypecutoff ||
4146 Person::players[i]->aitype == searchtype ||
4147 (Person::players[i]->aitype == passivetype &&
4148 Person::players[i]->numwaypoints <= 1)))
4149 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4150 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
4151 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4154 if (Person::players[i]->animTarget == rollanim)
4155 Person::players[i]->targetyaw = oldtargetyaw;
4159 for (unsigned k = 0; k < Person::players.size(); k++) {
4160 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
4161 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
4162 Person::players[k]->yaw -= 360;
4164 Person::players[k]->yaw += 360;
4167 //stop to turn in right direction
4168 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
4169 Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
4171 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
4172 Person::players[k]->targettilt = 0;
4174 if (Person::players[k]->animTarget != jumpupanim &&
4175 Person::players[k]->animTarget != backhandspringanim &&
4176 Person::players[k]->animTarget != jumpdownanim &&
4177 !Person::players[k]->isFlip()) {
4178 Person::players[k]->targettilt = 0;
4179 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
4180 Person::players[k]->jumppower = 0;
4181 Person::players[k]->jumppower += multiplier * 7;
4182 if (Person::players[k]->isCrouch())
4183 Person::players[k]->jumppower += multiplier * 7;
4184 if (Person::players[k]->jumppower > 5)
4185 Person::players[k]->jumppower = 5;
4188 if (Person::players[k]->isRun())
4189 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
4191 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
4192 Person::players[k]->grabdelay -= multiplier;
4196 for (unsigned k = 0; k < Person::players.size(); k++) {
4197 Person::players[k]->DoAnimations();
4198 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
4199 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
4205 for (int j = numenvsounds - 1; j >= 0; j--) {
4206 envsoundlife[j] -= multiplier;
4207 if (envsoundlife[j] < 0) {
4209 envsoundlife[j] = envsoundlife[numenvsounds];
4210 envsound[j] = envsound[numenvsounds];
4213 OPENAL_SetFrequency(OPENAL_ALL, slomo);
4215 if (Tutorial::active) {
4216 Tutorial::DoStuff(multiplier);
4221 static float gLoc[3];
4225 static float vel[3];
4226 vel[0] = (viewer.x - oldviewer.x) / multiplier;
4227 vel[1] = (viewer.y - oldviewer.y) / multiplier;
4228 vel[2] = (viewer.z - oldviewer.z) / multiplier;
4230 //Set orientation with forward and up vectors
4231 static XYZ upvector;
4235 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
4236 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
4241 facing = DoRotation(facing, -pitch, 0, 0);
4242 facing = DoRotation(facing, 0, 0 - yaw, 0);
4245 static float ori[6];
4249 ori[3] = -upvector.x;
4250 ori[4] = upvector.y;
4251 ori[5] = -upvector.z;
4253 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
4260 if (Input::isKeyPressed(SDL_SCANCODE_F1))
4264 void Game::TickOnce()
4267 yaw += multiplier * 5;
4268 } else if (Dialog::directing || !Dialog::inDialog()) {
4271 pitch -= deltav * .7;
4273 pitch += deltav * .7;
4282 void Game::TickOnceAfter()
4284 static XYZ colviewer;
4285 static XYZ coltarget;
4289 static float changedelay;
4290 static bool alldead;
4291 static float unseendelay;
4292 static float cameraspeed;
4295 static int oldmusictype = musictype;
4297 if (environment == snowyenvironment)
4298 leveltheme = stream_snowtheme;
4299 if (environment == grassyenvironment)
4300 leveltheme = stream_grasstheme;
4301 if (environment == desertenvironment)
4302 leveltheme = stream_deserttheme;
4306 musictype = leveltheme;
4307 for (unsigned i = 0; i < Person::players.size(); i++) {
4308 if ((Person::players[i]->aitype == attacktypecutoff ||
4309 Person::players[i]->aitype == getweapontype ||
4310 Person::players[i]->aitype == gethelptype ||
4311 Person::players[i]->aitype == searchtype) &&
4312 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
4313 (Person::players[i]->animTarget != sneakattackedanim &&
4314 Person::players[i]->animTarget != knifesneakattackedanim &&
4315 Person::players[i]->animTarget != swordsneakattackedanim)) {
4316 musictype = stream_fighttheme;
4320 if (Person::players[0]->dead)
4321 musictype = stream_menutheme;
4324 if (musictype == stream_fighttheme)
4327 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
4328 unseendelay -= multiplier;
4329 if (unseendelay > 0)
4330 musictype = stream_fighttheme;
4335 musictype = stream_menutheme;
4336 musicvolume[2] = 512;
4343 if (musictype != oldmusictype && musictype == stream_fighttheme)
4344 emit_sound_np(alarmsound);
4345 musicselected = musictype;
4347 if (musicselected == leveltheme)
4348 musicvolume[0] += multiplier * 450;
4350 musicvolume[0] -= multiplier * 450;
4351 if (musicselected == stream_fighttheme)
4352 musicvolume[1] += multiplier * 450;
4354 musicvolume[1] -= multiplier * 450;
4355 if (musicselected == stream_menutheme)
4356 musicvolume[2] += multiplier * 450;
4358 musicvolume[2] -= multiplier * 450;
4360 for (int i = 0; i < 3; i++) {
4361 if (musicvolume[i] < 0)
4363 if (musicvolume[i] > 512)
4364 musicvolume[i] = 512;
4367 if (musicvolume[2] > 128 && !loading && !mainmenu)
4368 musicvolume[2] = 128;
4371 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
4372 emit_stream_np(leveltheme, musicvolume[0]);
4373 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
4374 emit_stream_np(stream_fighttheme, musicvolume[1]);
4375 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
4376 emit_stream_np(stream_menutheme, musicvolume[2]);
4377 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
4378 pause_sound(leveltheme);
4379 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
4380 pause_sound(stream_fighttheme);
4381 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
4382 pause_sound(stream_menutheme);
4384 if (musicvolume[0] != oldmusicvolume[0])
4385 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
4386 if (musicvolume[1] != oldmusicvolume[1])
4387 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
4388 if (musicvolume[2] != oldmusicvolume[2])
4389 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
4391 for (int i = 0; i < 3; i++)
4392 oldmusicvolume[i] = musicvolume[i];
4394 pause_sound(leveltheme);
4395 pause_sound(stream_fighttheme);
4396 pause_sound(stream_menutheme);
4398 for (int i = 0; i < 4; i++) {
4399 oldmusicvolume[i] = 0;
4404 Hotspot::killhotspot = 2;
4405 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4406 if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
4407 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0)
4408 Hotspot::killhotspot = 0;
4409 else if (Hotspot::killhotspot == 2)
4410 Hotspot::killhotspot = 1;
4413 if (Hotspot::killhotspot == 2)
4414 Hotspot::killhotspot = 0;
4418 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4419 if (Hotspot::hotspots[i].type == -1) {
4420 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
4427 for (unsigned i = 1; i < Person::players.size(); i++) {
4428 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
4432 if (numalarmed > maxalarmed) {
4433 maxalarmed = numalarmed;
4436 if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
4437 if (Person::players[0]->dead) {
4439 targetlevel = whichlevel;
4442 for (unsigned i = 1; i < Person::players.size(); i++) {
4443 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
4450 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
4452 targetlevel = whichlevel + 1;
4453 if (targetlevel > numchallengelevels - 1)
4456 if (winhotspot || windialogue) {
4458 targetlevel = whichlevel + 1;
4459 if (targetlevel > numchallengelevels - 1)
4464 if (Hotspot::killhotspot) {
4466 targetlevel = whichlevel + 1;
4467 if (targetlevel > numchallengelevels - 1)
4471 if (changedelay > 0 && !Person::players[0]->dead && !won) {
4472 //high scores, awards, win
4474 Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
4477 wonleveltime = leveltime;
4478 Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
4481 Account::saveFile(Folders::getUserSavePath());
4487 if (leveltime < 1) {
4492 Hotspot::killhotspot = 0;
4495 if (!editorenabled && gameon && !mainmenu) {
4496 if (changedelay != -999)
4497 changedelay -= multiplier / 7;
4498 if (Person::players[0]->dead)
4499 targetlevel = whichlevel;
4500 if (loading == 2 && !campaign) {
4503 fireSound(firestartsound);
4505 if (!Person::players[0]->dead && targetlevel != whichlevel)
4506 startbonustotal = bonustotal;
4507 if (Person::players[0]->dead)
4508 Loadlevel(whichlevel);
4510 Loadlevel(targetlevel);
4516 if (loading == 2 && targetlevel == whichlevel) {
4520 fireSound(firestartsound);
4522 Loadlevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
4528 if (changedelay <= -999 &&
4531 (Person::players[0]->dead ||
4532 (alldead && maptype == mapkilleveryone) ||
4534 (Hotspot::killhotspot)))
4536 if ((Person::players[0]->dead ||
4537 (alldead && maptype == mapkilleveryone) ||
4540 (Hotspot::killhotspot)) &&
4542 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
4546 if (Person::players[0]->dead)
4552 // campaignchoosenext determines what to do when the level is complete:
4553 // 0 = load next level
4554 // 1 = go back to level select screen
4555 // 2 = stealthload next level
4556 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
4557 if (campaignlevels[actuallevel].nextlevel.empty())
4559 } else if (mainmenu == 0 && winfreeze) {
4560 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
4562 if (!stealthloading) {
4563 fireSound(firestartsound);
4568 startbonustotal = 0;
4578 actuallevel = campaignlevels[actuallevel].nextlevel.front();
4579 visibleloading = true;
4581 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
4585 pause_sound(stream_menutheme);
4596 oldmusictype = musictype;
4602 facing = DoRotation(facing, -pitch, 0, 0);
4603 facing = DoRotation(facing, 0, 0 - yaw, 0);
4604 viewerfacing = facing;
4607 if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
4608 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;
4610 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;
4612 if (Person::players[0]->skeleton.free) {
4613 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
4614 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
4615 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
4619 if (Person::players[0]->skeleton.free != 2) {
4621 if (findLengthfast(&Person::players[0]->velocity) > 400) {
4622 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
4624 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
4626 coltarget = target - cameraloc;
4627 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
4630 Normalise(&coltarget);
4631 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
4632 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
4634 cameraloc = cameraloc + coltarget * multiplier * 8;
4638 cameradist += multiplier * 5;
4639 if (cameradist > 2.3)
4641 viewer = cameraloc - facing * cameradist;
4643 coltarget = cameraloc;
4644 Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
4645 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
4646 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
4647 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4649 coltarget = cameraloc;
4650 if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
4653 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
4654 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
4655 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4657 if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4661 cameradist = findDistance(&viewer, &target);
4662 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
4663 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
4664 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
4667 if (camerashake > .8)
4669 woozy += multiplier;
4670 if (Person::players[0]->dead)
4672 if (Person::players[0]->dead)
4674 camerashake -= multiplier * 2;
4675 blackout -= multiplier * 2;
4676 if (camerashake < 0)
4681 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
4682 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
4683 viewer.z += (float)(Random() % 100) * .0005 * camerashake;