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
105 extern bool decalstoggle;
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.decals.clear();
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.Triangles[whichhit].facenormal.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.Triangles[whichhit].facenormal, 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.Triangles[whichhit].facenormal.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.Triangles[whichhit].facenormal, 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.Triangles[whichhit].facenormal.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.Triangles[whichhit].facenormal, 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.Triangles[whichhit].facenormal.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.Triangles[whichhit].facenormal, 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.Triangles[whichhit].facenormal, 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.Triangles[whichhit].facenormal, 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 terrain.deleteDeadDecals();
2462 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2463 if (Object::objects[l]->model.type == decalstype) {
2464 Object::objects[l]->model.deleteDeadDecals();
2468 if (!Person::players[i]->dead || musictype != 2)
2469 if (distance < 3.5 &&
2470 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
2471 Person::players[k]->staggerdelay <= 0 &&
2472 (Person::players[i]->dead ||
2473 Person::players[i]->skeleton.longdead < 300 &&
2474 Person::players[k]->lastattack != spinkickanim &&
2475 Person::players[i]->skeleton.free) &&
2476 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
2477 Person::players[k]->animTarget = dropkickanim;
2478 terrain.deleteDeadDecals();
2479 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2480 if (Object::objects[l]->model.type == decalstype) {
2481 Object::objects[l]->model.deleteDeadDecals();
2486 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2487 Person::players[k]->victim == Person::players[i] &&
2488 (!Person::players[i]->skeleton.free ||
2489 Person::players[k]->animTarget == killanim ||
2490 Person::players[k]->animTarget == crouchstabanim ||
2491 Person::players[k]->animTarget == swordgroundstabanim ||
2492 Person::players[k]->animTarget == staffgroundsmashanim ||
2493 Person::players[k]->animTarget == dropkickanim)) {
2495 Person::players[k]->frameTarget = 0;
2496 Person::players[k]->target = 0;
2498 XYZ targetpoint = Person::players[i]->coords;
2499 if (Person::players[k]->animTarget == crouchstabanim ||
2500 Person::players[k]->animTarget == swordgroundstabanim ||
2501 Person::players[k]->animTarget == staffgroundsmashanim) {
2502 targetpoint += (Person::players[i]->jointPos(abdomen) +
2503 Person::players[i]->jointPos(neck)) / 2 *
2504 Person::players[i]->scale;
2506 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
2507 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
2509 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
2510 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
2513 if (Person::players[k]->animTarget == staffgroundsmashanim)
2514 Person::players[k]->targettilt2 += 10;
2516 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2517 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2518 Person::players[k]->lastattack = Person::players[k]->animTarget;
2520 if (Person::players[k]->animTarget == swordgroundstabanim) {
2521 Person::players[k]->targetyaw += 30;
2526 if (!Person::players[k]->hasvictim) {
2528 for (unsigned i = 0; i < Person::players.size(); i++) {
2529 if (i == k || !(i == 0 || k == 0))
2531 if (!Person::players[i]->skeleton.free) {
2532 if (Person::players[k]->hasvictim) {
2533 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
2534 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
2535 Person::players[k]->victim = Person::players[i];
2537 Person::players[k]->victim = Person::players[i];
2538 Person::players[k]->hasvictim = 1;
2543 if (Person::players[k]->aitype == playercontrolled)
2545 if (Person::players[k]->attackkeydown &&
2546 Person::players[k]->isRun() &&
2547 Person::players[k]->wasRun() &&
2548 ((Person::players[k]->hasvictim &&
2549 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
2550 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
2551 !Person::players[k]->victim->skeleton.free &&
2552 Person::players[k]->victim->animTarget != getupfrombackanim &&
2553 Person::players[k]->victim->animTarget != getupfromfrontanim &&
2554 Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
2555 Person::players[k]->aitype != playercontrolled && //wat???
2556 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
2557 Person::players[k]->rabbitkickenabled) ||
2558 Person::players[k]->jumpkeydown)) {
2560 Person::players[k]->setTargetAnimation(rabbitkickanim);
2563 if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
2565 switch (attackweapon) {
2586 void doPlayerCollisions()
2588 static XYZ rotatetarget;
2589 static float collisionradius;
2590 if (Person::players.size() > 1)
2591 for (unsigned k = 0; k < Person::players.size(); k++)
2592 for (unsigned i = k + 1; i < Person::players.size(); i++) {
2593 //neither player is part of a reversal
2594 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
2595 Animation::animations[Person::players[i]->animTarget].attack != reversal &&
2596 Animation::animations[Person::players[k]->animTarget].attack != reversed &&
2597 Animation::animations[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
2598 if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
2599 Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
2600 Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
2601 Animation::animations[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
2602 //neither is sleeping
2603 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
2604 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
2605 //in same patch, neither is climbing
2606 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
2607 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
2608 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
2609 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
2610 Person::players[i]->animTarget != climbanim &&
2611 Person::players[i]->animTarget != hanganim &&
2612 Person::players[k]->animTarget != climbanim &&
2613 Person::players[k]->animTarget != hanganim)
2614 //players are close (bounding box test)
2615 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
2616 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
2617 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
2618 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
2619 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
2620 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
2621 //spread fire from player to player
2622 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
2623 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2624 if (Person::players[i]->onfire || Person::players[k]->onfire) {
2625 if (!Person::players[i]->onfire)
2626 Person::players[i]->CatchFire();
2627 if (!Person::players[k]->onfire)
2628 Person::players[k]->CatchFire();
2632 XYZ tempcoords1 = Person::players[i]->coords;
2633 XYZ tempcoords2 = Person::players[k]->coords;
2634 if (!Person::players[i]->skeleton.oldfree)
2635 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
2636 if (!Person::players[k]->skeleton.oldfree)
2637 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
2638 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2639 if (Person::players[0]->hasvictim)
2640 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
2641 collisionradius = 3;
2642 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
2643 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
2644 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
2645 //jump down on a dead body
2646 if (k == 0 || i == 0) {
2648 if (Person::players[0]->animTarget == jumpdownanim &&
2649 !Person::players[0]->skeleton.oldfree &&
2650 !Person::players[0]->skeleton.free &&
2651 Person::players[l]->skeleton.oldfree &&
2652 Person::players[l]->skeleton.free &&
2653 Person::players[l]->dead &&
2654 Person::players[0]->lastcollide <= 0 &&
2655 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
2656 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
2657 Person::players[0]->coords.y = Person::players[l]->coords.y;
2658 Person::players[l]->velocity = Person::players[0]->velocity;
2659 Person::players[l]->skeleton.free = 0;
2660 Person::players[l]->yaw = 0;
2661 Person::players[l]->RagDoll(0);
2662 Person::players[l]->DoDamage(20);
2664 Person::players[l]->skeleton.longdead = 0;
2665 Person::players[0]->lastcollide = 1;
2669 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
2670 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
2671 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
2672 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
2673 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
2674 Person::players[i]->skeleton.free) &&
2675 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
2676 Person::players[k]->skeleton.free))
2677 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
2678 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
2679 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
2681 k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
2682 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
2683 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
2684 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
2685 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
2687 if ( (i != 0 || Person::players[i]->skeleton.free) &&
2688 (k != 0 || Person::players[k]->skeleton.free) ||
2689 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
2690 Animation::animations[Person::players[k]->animTarget].height == highheight)) {
2691 if (!Tutorial::active) {
2692 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
2695 Person::players[i]->RagDoll(0);
2696 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
2697 award_bonus(0, aimbonus);
2699 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
2700 Person::players[k]->RagDoll(0);
2701 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
2702 award_bonus(0, aimbonus); // Huh, again?
2704 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
2706 for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
2707 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
2709 for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
2710 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
2715 if ( (Animation::animations[Person::players[i]->animTarget].attack == neutral ||
2716 Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
2717 (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
2718 Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
2720 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
2721 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2722 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
2723 Normalise(&rotatetarget);
2724 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
2725 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
2726 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2727 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2728 if (Person::players[k]->howactive == typeactive || hostile)
2729 if (Person::players[k]->isIdle()) {
2730 if (Person::players[k]->howactive < typesleeping)
2731 Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
2732 else if (Person::players[k]->howactive == typesleeping)
2733 Person::players[k]->setTargetAnimation(getupfromfrontanim);
2735 Person::players[k]->howactive = typeactive;
2737 if (Person::players[i]->howactive == typeactive || hostile)
2738 if (Person::players[i]->isIdle()) {
2739 if (Person::players[i]->howactive < typesleeping)
2740 Person::players[i]->setTargetAnimation(Person::players[k]->getStop());
2742 Person::players[i]->setTargetAnimation(getupfromfrontanim);
2744 Person::players[i]->howactive = typeactive;
2747 //jump down on player
2749 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
2750 !Person::players[i]->isCrouch() &&
2751 Person::players[i]->animTarget != rollanim &&
2752 !Person::players[k]->skeleton.oldfree && !
2753 Person::players[k]->skeleton.free &&
2754 Person::players[k]->lastcollide <= 0 &&
2755 Person::players[k]->velocity.y < -10) {
2756 Person::players[i]->velocity = Person::players[k]->velocity;
2757 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
2758 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
2759 Person::players[i]->DoDamage(20);
2760 Person::players[i]->RagDoll(0);
2761 Person::players[k]->lastcollide = 1;
2762 award_bonus(k, AboveBonus);
2764 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
2765 !Person::players[k]->isCrouch() &&
2766 Person::players[k]->animTarget != rollanim &&
2767 !Person::players[i]->skeleton.oldfree &&
2768 !Person::players[i]->skeleton.free &&
2769 Person::players[i]->lastcollide <= 0 &&
2770 Person::players[i]->velocity.y < -10) {
2771 Person::players[k]->velocity = Person::players[i]->velocity;
2772 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
2773 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
2774 Person::players[k]->DoDamage(20);
2775 Person::players[k]->RagDoll(0);
2776 Person::players[i]->lastcollide = 1;
2777 award_bonus(i, AboveBonus);
2783 Person::players[i]->CheckKick();
2784 Person::players[k]->CheckKick();
2792 static XYZ facing, flatfacing;
2797 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
2798 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
2799 stereoreverse = true;
2801 stereoreverse = false;
2804 printf("Stereo reversed\n");
2806 printf("Stereo unreversed\n");
2809 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
2810 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
2811 stereoseparation -= 0.001;
2813 stereoseparation -= 0.010;
2814 printf("Stereo decreased increased to %f\n", stereoseparation);
2817 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
2818 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
2819 stereoseparation += 0.001;
2821 stereoseparation += 0.010;
2822 printf("Stereo separation increased to %f\n", stereoseparation);
2826 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && Tutorial::active) {
2827 if (Tutorial::stage != 51) {
2828 Tutorial::stagetime = Tutorial::maxtime;
2830 emit_sound_np(consolefailsound, 128.);
2834 Values of mainmenu :
2836 2 Menu pause (resume/end game)
2838 4 Controls configuration menu
2839 5 Main game menu (choose level or challenge)
2840 6 Deleting user menu
2841 7 User managment menu (select/add)
2842 8 Choose difficulty menu
2843 9 Challenge level selection menu
2844 10 End of the campaign congratulation (is that really a menu?)
2845 11 Same that 9 ??? => unused
2846 18 stereo configuration
2851 if (mainmenu && endgame == 1)
2853 //go to level select after completing a campaign level
2854 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
2861 OPENAL_SetFrequency(OPENAL_ALL);
2862 emit_stream_np(stream_menutheme);
2863 pause_sound(leveltheme);
2867 //escape key pressed
2868 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
2869 (gameon || mainmenu == 0)) {
2871 if (mainmenu == 0 && !winfreeze)
2872 mainmenu = 2; //pause
2873 else if (mainmenu == 1 || mainmenu == 2) {
2874 mainmenu = 0; //unpause
2877 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
2878 OPENAL_SetFrequency(OPENAL_ALL);
2879 emit_stream_np(stream_menutheme);
2880 pause_sound(leveltheme);
2882 //on resume, play level music
2884 pause_sound(stream_menutheme);
2885 resume_stream(leveltheme);
2896 hostiletime += multiplier;
2900 leveltime += multiplier;
2903 if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && devtools) {
2906 OPENAL_SetFrequency(OPENAL_ALL);
2910 if (Input::isKeyPressed(consolekey) && devtools) {
2913 OPENAL_SetFrequency(OPENAL_ALL);
2922 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
2923 inputText(consoletext[0], &consoleselected);
2925 if (!consoletext[0].empty()) {
2926 cmd_dispatch(consoletext[0]);
2927 for (int k = 14; k >= 1; k--) {
2928 consoletext[k] = consoletext[k - 1];
2930 consoletext[0].clear();
2931 consoleselected = 0;
2935 consoleblinkdelay -= multiplier;
2936 if (consoleblinkdelay <= 0) {
2937 consoleblinkdelay = .3;
2938 consoleblink = !consoleblink;
2942 static int oldwinfreeze;
2943 if (winfreeze && !oldwinfreeze) {
2944 OPENAL_SetFrequency(OPENAL_ALL);
2945 emit_sound_np(consolesuccesssound);
2948 oldwinfreeze = winfreeze;
2952 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
2955 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
2959 } else if (winfreeze) {
2967 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
2970 static float talkdelay = 0;
2972 if (Dialog::inDialog())
2974 talkdelay -= multiplier;
2976 if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
2977 for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
2978 Dialog::dialogs[i].tick(i);
2982 windvar += multiplier;
2983 smoketex += multiplier;
2984 Tutorial::stagetime += multiplier;
2987 static float hotspotvisual[40];
2988 if (Hotspot::hotspots.size()) {
2990 if (editorenabled) {
2991 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
2992 hotspotvisual[i] -= multiplier / 320;
2996 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
2997 while (hotspotvisual[i] < 0) {
2999 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
3000 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
3001 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
3002 hotspotsprite += Hotspot::hotspots[i].position;
3003 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
3004 hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
3008 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3009 if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
3010 Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
3016 if (Tutorial::active) {
3017 Tutorial::Do(multiplier);
3021 if (!Tutorial::active) {
3022 if (bonustime == 0 &&
3023 bonus != solidhit &&
3024 bonus != spinecrusher &&
3025 bonus != tracheotomy &&
3026 bonus != backstab &&
3028 emit_sound_np(consolesuccesssound);
3030 } else if (bonustime == 0) {
3031 emit_sound_np(fireendsound);
3033 if (bonustime == 0) {
3034 if (bonus != solidhit &&
3035 bonus != twoxcombo &&
3036 bonus != threexcombo &&
3037 bonus != fourxcombo &&
3041 bonusnum[bonus] += 0.15;
3042 if (Tutorial::active)
3044 bonusvalue /= bonusnum[bonus];
3045 bonustotal += bonusvalue;
3047 bonustime += multiplier;
3050 if (environment == snowyenvironment) {
3051 precipdelay -= multiplier;
3052 while (precipdelay < 0) {
3056 XYZ footvel, footpoint;
3059 footpoint = viewer + viewerfacing * 6;
3060 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
3061 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
3062 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
3063 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
3068 doAerialAcrobatics();
3071 static XYZ oldviewer;
3074 if (!Dialog::inDialog()) {
3075 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
3076 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
3077 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
3078 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
3079 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
3080 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
3081 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
3082 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
3084 Person::players[0]->forwardkeydown = 0;
3085 Person::players[0]->leftkeydown = 0;
3086 Person::players[0]->backkeydown = 0;
3087 Person::players[0]->rightkeydown = 0;
3088 Person::players[0]->jumpkeydown = 0;
3089 Person::players[0]->crouchkeydown = 0;
3090 Person::players[0]->drawkeydown = 0;
3091 Person::players[0]->throwkeydown = 0;
3094 if (!Person::players[0]->jumpkeydown)
3095 Person::players[0]->jumpclimb = 0;
3098 if (Dialog::inDialog()) {
3100 if (Dialog::directing) {
3104 facing = DoRotation(facing, -pitch, 0, 0);
3105 facing = DoRotation(facing, 0, 0 - yaw, 0);
3110 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
3112 if (Input::isKeyDown(forwardkey))
3113 viewer += facing * multiplier * 4;
3114 if (Input::isKeyDown(backkey))
3115 viewer -= facing * multiplier * 4;
3116 if (Input::isKeyDown(leftkey))
3117 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
3118 if (Input::isKeyDown(rightkey))
3119 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
3120 if (Input::isKeyDown(jumpkey))
3121 viewer.y += multiplier * 4;
3122 if (Input::isKeyDown(crouchkey))
3123 viewer.y -= multiplier * 4;
3124 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
3125 Input::isKeyPressed(SDL_SCANCODE_2) ||
3126 Input::isKeyPressed(SDL_SCANCODE_3) ||
3127 Input::isKeyPressed(SDL_SCANCODE_4) ||
3128 Input::isKeyPressed(SDL_SCANCODE_5) ||
3129 Input::isKeyPressed(SDL_SCANCODE_6) ||
3130 Input::isKeyPressed(SDL_SCANCODE_7) ||
3131 Input::isKeyPressed(SDL_SCANCODE_8) ||
3132 Input::isKeyPressed(SDL_SCANCODE_9) ||
3133 Input::isKeyPressed(SDL_SCANCODE_0) ||
3134 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3136 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
3137 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
3138 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
3139 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
3140 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
3141 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
3142 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
3143 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
3144 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
3145 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
3146 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
3148 if (whichend != -1) {
3149 Dialog::currentScene().participantfocus = whichend;
3150 Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
3151 Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
3153 if (whichend == -1) {
3154 Dialog::currentScene().participantfocus = -1;
3156 /* FIXME: potentially accessing -1 in Person::players! */
3157 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
3158 Dialog::indialogue = -1;
3159 Dialog::directing = false;
3162 Dialog::currentScene().camera = viewer;
3163 Dialog::currentScene().camerayaw = yaw;
3164 Dialog::currentScene().camerapitch = pitch;
3165 Dialog::indialogue++;
3166 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3167 if (Dialog::currentScene().sound != 0) {
3168 playdialoguescenesound();
3172 for (unsigned j = 0; j < Person::players.size(); j++) {
3173 Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
3176 //TODO: should these be KeyDown or KeyPressed?
3177 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
3178 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
3179 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
3180 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
3181 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
3182 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
3183 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
3184 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
3185 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
3186 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3188 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
3189 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
3190 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
3191 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
3192 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
3193 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
3194 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
3195 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
3196 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
3197 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
3198 Dialog::currentScene().participantfacing[whichend] = facing;
3200 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3201 Dialog::indialogue = -1;
3202 Dialog::directing = false;
3206 if (!Dialog::directing) {
3207 pause_sound(whooshsound);
3208 viewer = Dialog::currentScene().camera;
3209 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
3210 yaw = Dialog::currentScene().camerayaw;
3211 pitch = Dialog::currentScene().camerapitch;
3212 if (Dialog::dialoguetime > 0.5) {
3213 if (Input::isKeyPressed(attackkey)) {
3214 Dialog::indialogue++;
3215 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3216 if (Dialog::currentScene().sound != 0) {
3217 playdialoguescenesound();
3218 if (Dialog::currentScene().sound == -5) {
3219 Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
3221 if (Dialog::currentScene().sound == -6) {
3225 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
3226 Dialog::indialogue = -1;
3227 Dialog::directing = false;
3234 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3235 Dialog::indialogue = -1;
3236 Dialog::directing = false;
3238 if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
3241 if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
3244 if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
3246 for (unsigned i = 1; i < Person::players.size(); i++) {
3247 Person::players[i]->aitype = attacktypecutoff;
3254 if (!Person::players[0]->jumpkeydown) {
3255 Person::players[0]->jumptogglekeydown = 0;
3257 if (Person::players[0]->jumpkeydown &&
3258 Person::players[0]->animTarget != jumpupanim &&
3259 Person::players[0]->animTarget != jumpdownanim &&
3260 !Person::players[0]->isFlip())
3261 Person::players[0]->jumptogglekeydown = 1;
3264 Dialog::dialoguetime += multiplier;
3265 hawkyaw += multiplier * 25;
3267 realhawkcoords.x = 25;
3268 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
3269 hawkcalldelay -= multiplier / 2;
3271 if (hawkcalldelay <= 0) {
3272 emit_sound_at(hawksound, realhawkcoords);
3274 hawkcalldelay = 16 + abs(Random() % 8);
3281 doPlayerCollisions();
3285 for (unsigned k = 0; k < Person::players.size(); k++)
3286 if (k != 0 && Person::players[k]->immobile)
3287 Person::players[k]->coords = Person::players[k]->realoldcoords;
3289 for (unsigned k = 0; k < Person::players.size(); k++) {
3290 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3291 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3292 Person::players[k]->DoDamage(1000);
3298 static bool respawnkeydown;
3299 if (!editorenabled &&
3300 (whichlevel != -2 &&
3301 (Input::isKeyDown(SDL_SCANCODE_Z) &&
3302 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
3304 (Input::isKeyDown(jumpkey) &&
3307 Person::players[0]->dead))) {
3308 targetlevel = whichlevel;
3312 respawnkeydown = Input::isKeyDown(jumpkey);
3315 static bool movekey;
3318 for (unsigned i = 0; i < Person::players.size(); i++) {
3319 static float oldtargetyaw;
3320 if (!Person::players[i]->skeleton.free) {
3321 oldtargetyaw = Person::players[i]->targetyaw;
3322 if (i == 0 && !Dialog::inDialog()) {
3323 //TODO: refactor repetitive code
3324 if (!Animation::animations[Person::players[0]->animTarget].attack &&
3325 Person::players[0]->animTarget != staggerbackhighanim &&
3326 Person::players[0]->animTarget != staggerbackhardanim &&
3327 Person::players[0]->animTarget != crouchremoveknifeanim &&
3328 Person::players[0]->animTarget != removeknifeanim &&
3329 Person::players[0]->animTarget != backhandspringanim &&
3330 Person::players[0]->animTarget != dodgebackanim &&
3331 Person::players[0]->animTarget != walljumprightkickanim &&
3332 Person::players[0]->animTarget != walljumpleftkickanim) {
3334 Person::players[0]->targetyaw = 0;
3336 Person::players[0]->targetyaw = -yaw + 180;
3342 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3344 facing = flatfacing;
3346 facing = DoRotation(facing, -pitch, 0, 0);
3347 facing = DoRotation(facing, 0, 0 - yaw, 0);
3350 Person::players[0]->lookyaw = -yaw;
3352 Person::players[i]->targetheadyaw = yaw;
3353 Person::players[i]->targetheadpitch = pitch;
3355 if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
3356 if (!Animation::animations[Person::players[i]->animTarget].attack &&
3357 Person::players[i]->animTarget != staggerbackhighanim &&
3358 Person::players[i]->animTarget != staggerbackhardanim &&
3359 Person::players[i]->animTarget != crouchremoveknifeanim &&
3360 Person::players[i]->animTarget != removeknifeanim &&
3361 Person::players[i]->animTarget != backhandspringanim &&
3362 Person::players[i]->animTarget != dodgebackanim &&
3363 Person::players[i]->animTarget != walljumprightkickanim &&
3364 Person::players[i]->animTarget != walljumpleftkickanim) {
3365 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
3371 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3373 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
3374 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
3376 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
3377 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
3379 if (Dialog::inDialog()) {
3380 Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
3381 Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
3387 Person::players[i]->avoidsomething = 0;
3389 //avoid flaming things
3390 for (unsigned int j = 0; j < Object::objects.size(); j++)
3391 if (Object::objects[j]->onfire)
3392 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200)
3393 if ( distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3394 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3395 Person::players[i]->collided = 0;
3396 Person::players[i]->avoidcollided = 1;
3397 if (Person::players[i]->avoidsomething == 0 ||
3398 distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3399 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3400 Person::players[i]->avoidwhere = Object::objects[j]->position;
3401 Person::players[i]->avoidsomething = 1;
3405 //avoid flaming players
3406 for (unsigned j = 0; j < Person::players.size(); j++)
3407 if (Person::players[j]->onfire)
3408 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
3409 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3410 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3411 Person::players[i]->collided = 0;
3412 Person::players[i]->avoidcollided = 1;
3413 if (Person::players[i]->avoidsomething == 0 ||
3414 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3415 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3416 Person::players[i]->avoidwhere = Person::players[j]->coords;
3417 Person::players[i]->avoidsomething = 1;
3421 if (Person::players[i]->collided > .8)
3422 Person::players[i]->avoidcollided = 0;
3424 Person::players[i]->doAI();
3426 if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
3427 //Person::players[i]->targetyaw=Person::players[i]->yaw;
3428 Person::players[i]->forwardkeydown = 0;
3429 Person::players[i]->leftkeydown = 0;
3430 Person::players[i]->backkeydown = 0;
3431 Person::players[i]->rightkeydown = 0;
3432 Person::players[i]->jumpkeydown = 0;
3433 Person::players[i]->attackkeydown = 0;
3434 //Person::players[i]->crouchkeydown=0;
3435 Person::players[i]->throwkeydown = 0;
3438 if (Dialog::inDialog()) {
3439 Person::players[i]->forwardkeydown = 0;
3440 Person::players[i]->leftkeydown = 0;
3441 Person::players[i]->backkeydown = 0;
3442 Person::players[i]->rightkeydown = 0;
3443 Person::players[i]->jumpkeydown = 0;
3444 Person::players[i]->crouchkeydown = 0;
3445 Person::players[i]->drawkeydown = 0;
3446 Person::players[i]->throwkeydown = 0;
3449 if (Person::players[i]->collided < -.3)
3450 Person::players[i]->collided = -.3;
3451 if (Person::players[i]->collided > 1)
3452 Person::players[i]->collided = 1;
3453 Person::players[i]->collided -= multiplier * 4;
3454 Person::players[i]->whichdirectiondelay -= multiplier;
3455 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
3456 Person::players[i]->avoidcollided = -.3;
3457 Person::players[i]->whichdirection = abs(Random() % 2);
3458 Person::players[i]->whichdirectiondelay = .4;
3460 if (Person::players[i]->avoidcollided > 1)
3461 Person::players[i]->avoidcollided = 1;
3462 Person::players[i]->avoidcollided -= multiplier / 4;
3463 if (!Person::players[i]->skeleton.free) {
3464 Person::players[i]->stunned -= multiplier;
3465 Person::players[i]->surprised -= multiplier;
3467 if (i != 0 && Person::players[i]->surprised <= 0 &&
3468 Person::players[i]->aitype == attacktypecutoff &&
3469 !Person::players[i]->dead &&
3470 !Person::players[i]->skeleton.free &&
3471 Animation::animations[Person::players[i]->animTarget].attack == neutral)
3474 if (!Person::players[i]->throwkeydown)
3475 Person::players[i]->throwtogglekeydown = 0;
3478 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
3479 if (Person::players[i]->weaponactive == -1 &&
3480 Person::players[i]->num_weapons < 2 &&
3481 (Person::players[i]->isIdle() ||
3482 Person::players[i]->isCrouch() ||
3483 Person::players[i]->animTarget == sneakanim ||
3484 Person::players[i]->animTarget == rollanim ||
3485 Person::players[i]->animTarget == backhandspringanim ||
3486 Person::players[i]->isFlip() ||
3487 Person::players[i]->aitype != playercontrolled)) {
3488 for (unsigned j = 0; j < weapons.size(); j++) {
3489 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3490 Person::players[i]->aitype == playercontrolled) &&
3491 weapons[j].owner == -1 &&
3492 Person::players[i]->weaponactive == -1)
3493 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
3494 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
3495 if (Person::players[i]->isCrouch() ||
3496 Person::players[i]->animTarget == sneakanim ||
3497 Person::players[i]->isRun() ||
3498 Person::players[i]->isIdle() ||
3499 Person::players[i]->aitype != playercontrolled) {
3500 Person::players[i]->throwtogglekeydown = 1;
3501 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3502 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3503 Person::players[i]->hasvictim = 0;
3505 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3506 Person::players[i]->throwtogglekeydown = 1;
3507 Person::players[i]->hasvictim = 0;
3509 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3510 Person::players[i]->aitype == playercontrolled) &&
3511 weapons[j].owner == -1 ||
3512 Person::players[i]->victim &&
3513 weapons[j].owner == int(Person::players[i]->victim->id))
3514 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
3515 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
3516 if (weapons[j].getType() != staff)
3517 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3519 Person::players[i]->takeWeapon(j);
3522 } else if ((Person::players[i]->isIdle() ||
3523 Person::players[i]->isFlip() ||
3524 Person::players[i]->aitype != playercontrolled) &&
3525 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
3526 Person::players[i]->coords.y < weapons[j].position.y) {
3527 if (!Person::players[i]->isFlip()) {
3528 Person::players[i]->throwtogglekeydown = 1;
3529 Person::players[i]->setTargetAnimation(removeknifeanim);
3530 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3532 if (Person::players[i]->isFlip()) {
3533 Person::players[i]->throwtogglekeydown = 1;
3534 Person::players[i]->hasvictim = 0;
3536 for (unsigned k = 0; k < weapons.size(); k++) {
3537 if (Person::players[i]->weaponactive == -1)
3538 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
3539 Person::players[i]->aitype == playercontrolled) &&
3540 weapons[k].owner == -1 ||
3541 Person::players[i]->victim &&
3542 weapons[k].owner == int(Person::players[i]->victim->id))
3543 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
3544 Person::players[i]->weaponactive == -1) {
3545 if (weapons[k].getType() != staff)
3546 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3548 Person::players[i]->takeWeapon(k);
3555 if (Person::players[i]->isCrouch() ||
3556 Person::players[i]->animTarget == sneakanim ||
3557 Person::players[i]->isRun() ||
3558 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
3559 Person::players[i]->animTarget == backhandspringanim) {
3560 if (Person::players.size() > 1)
3561 for (unsigned j = 0; j < Person::players.size(); j++) {
3562 if (Person::players[i]->weaponactive == -1)
3564 if (Person::players[j]->num_weapons &&
3565 Person::players[j]->skeleton.free &&
3566 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
3567 (((Person::players[j]->skeleton.forward.y < 0 &&
3568 Person::players[j]->weaponstuckwhere == 0) ||
3569 (Person::players[j]->skeleton.forward.y > 0 &&
3570 Person::players[j]->weaponstuckwhere == 1)) ||
3571 Person::players[j]->weaponstuck == -1 ||
3572 Person::players[j]->num_weapons > 1)) {
3573 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
3574 Person::players[i]->throwtogglekeydown = 1;
3575 Person::players[i]->victim = Person::players[j];
3576 Person::players[i]->hasvictim = 1;
3577 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3578 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3580 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3581 Person::players[i]->throwtogglekeydown = 1;
3582 Person::players[i]->victim = Person::players[j];
3583 Person::players[i]->hasvictim = 1;
3584 int k = Person::players[j]->weaponids[0];
3585 if (Person::players[i]->hasvictim) {
3588 if (Person::players[i]->victim->weaponstuck != -1) {
3589 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3594 if (weapons[k].getType() != staff)
3595 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3598 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
3600 if (weapons[k].owner != -1) {
3601 if (Person::players[i]->victim->num_weapons == 1)
3602 Person::players[i]->victim->num_weapons = 0;
3604 Person::players[i]->victim->num_weapons = 1;
3606 Person::players[i]->victim->skeleton.longdead = 0;
3607 Person::players[i]->victim->skeleton.free = 1;
3608 Person::players[i]->victim->skeleton.broken = 0;
3610 for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
3611 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
3612 Person::players[i]->victim->skeleton.joints[l].locked = 0;
3618 Normalise(&relative);
3619 XYZ footvel, footpoint;
3621 footpoint = weapons[k].position;
3622 if (Person::players[i]->victim->weaponstuck != -1) {
3623 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3625 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
3626 weapons[k].bloody = 2;
3627 weapons[k].blooddrip = 5;
3628 Person::players[i]->victim->weaponstuck = -1;
3629 Person::players[i]->victim->bloodloss += 2000;
3630 Person::players[i]->victim->DoDamage(2000);
3633 if (Person::players[i]->victim->num_weapons > 0) {
3634 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
3635 Person::players[i]->victim->weaponstuck = 0;
3636 if (Person::players[i]->victim->weaponids[0] == k)
3637 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
3640 Person::players[i]->victim->weaponactive = -1;
3642 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
3643 Person::players[i]->victim->jointVel(neck) += relative * 6;
3644 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
3645 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
3647 Person::players[i]->takeWeapon(k);
3654 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3655 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3656 if (Person::players[i]->isIdle() ||
3657 Person::players[i]->isRun() ||
3658 Person::players[i]->isCrouch() ||
3659 Person::players[i]->animTarget == sneakanim ||
3660 Person::players[i]->isFlip())
3661 if (Person::players.size() > 1)
3662 for (unsigned j = 0; j < Person::players.size(); j++) {
3664 if (!Tutorial::active || Tutorial::stage == 49)
3666 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
3667 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
3668 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
3669 !Person::players[j]->skeleton.free &&
3670 -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)) {
3671 if (!Person::players[i]->isFlip()) {
3672 Person::players[i]->throwtogglekeydown = 1;
3673 Person::players[i]->victim = Person::players[j];
3674 Person::players[i]->setTargetAnimation(knifethrowanim);
3675 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3676 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
3678 if (Person::players[i]->isFlip()) {
3679 if (Person::players[i]->weaponactive != -1) {
3680 Person::players[i]->throwtogglekeydown = 1;
3681 Person::players[i]->victim = Person::players[j];
3683 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);
3686 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
3688 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
3689 Person::players[i]->num_weapons--;
3690 if (Person::players[i]->num_weapons) {
3691 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3693 Person::players[i]->weaponactive = -1;
3700 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3701 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
3702 Person::players[i]->throwtogglekeydown = 1;
3703 XYZ tempVelocity = Person::players[i]->velocity * .2;
3704 if (tempVelocity.x == 0)
3705 tempVelocity.x = .1;
3706 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
3707 Person::players[i]->num_weapons--;
3708 if (Person::players[i]->num_weapons) {
3709 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3710 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
3711 Person::players[i]->weaponstuck = 0;
3714 Person::players[i]->weaponactive = -1;
3715 for (unsigned j = 0; j < Person::players.size(); j++) {
3716 Person::players[j]->wentforweapon = 0;
3724 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
3725 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
3726 (Person::players[i]->num_weapons == 2) &&
3727 (Person::players[i]->weaponactive == -1) &&
3728 Person::players[i]->isIdle() ||
3729 Person::players[0]->dead &&
3730 (Person::players[i]->weaponactive != -1) &&
3733 if (Person::players[i]->weaponactive != -1)
3734 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
3736 if (isgood && Person::players[i]->creature != wolftype) {
3737 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3738 Person::players[i]->setTargetAnimation(drawrightanim);
3739 Person::players[i]->drawtogglekeydown = 1;
3741 if ((Person::players[i]->isIdle() ||
3742 (Person::players[i]->aitype != playercontrolled &&
3743 Person::players[0]->weaponactive != -1 &&
3744 Person::players[i]->isRun())) &&
3745 Person::players[i]->num_weapons &&
3746 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
3747 Person::players[i]->setTargetAnimation(drawleftanim);
3748 Person::players[i]->drawtogglekeydown = 1;
3750 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3751 Person::players[i]->setTargetAnimation(crouchdrawrightanim);
3752 Person::players[i]->drawtogglekeydown = 1;
3759 if (Person::players[i]->weaponactive != -1) {
3760 if (Person::players[i]->isCrouch() &&
3761 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
3763 Person::players[i]->onterrain &&
3764 Person::players[i]->num_weapons &&
3765 Person::players[i]->attackkeydown &&
3766 musictype != stream_fighttheme) {
3767 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
3768 Person::players[i]->setTargetAnimation(crouchstabanim);
3769 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
3770 Person::players[i]->setTargetAnimation(swordgroundstabanim);
3771 Person::players[i]->hasvictim = 0;
3775 if (!Person::players[i]->drawkeydown)
3776 Person::players[i]->drawtogglekeydown = 0;
3781 absflatfacing.z = -1;
3783 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
3785 absflatfacing = flatfacing;
3787 if (Dialog::inDialog()) {
3788 Person::players[i]->forwardkeydown = 0;
3789 Person::players[i]->leftkeydown = 0;
3790 Person::players[i]->backkeydown = 0;
3791 Person::players[i]->rightkeydown = 0;
3792 Person::players[i]->jumpkeydown = 0;
3793 Person::players[i]->crouchkeydown = 0;
3794 Person::players[i]->drawkeydown = 0;
3795 Person::players[i]->throwkeydown = 0;
3799 if (!Animation::animations[Person::players[i]->animTarget].attack &&
3800 Person::players[i]->animTarget != staggerbackhighanim &&
3801 Person::players[i]->animTarget != staggerbackhardanim &&
3802 Person::players[i]->animTarget != backhandspringanim &&
3803 Person::players[i]->animTarget != dodgebackanim) {
3804 if (!Person::players[i]->forwardkeydown)
3805 Person::players[i]->forwardstogglekeydown = 0;
3806 if (Person::players[i]->crouchkeydown) {
3810 Person::players[i]->superruntoggle = 1;
3811 if (Person::players.size() > 1)
3812 for (unsigned j = 0; j < Person::players.size(); j++)
3813 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
3814 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
3815 Person::players[i]->superruntoggle = 0;
3818 if (Person::players.size() > 1)
3819 for (unsigned j = 0; j < Person::players.size(); j++) {
3820 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
3821 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
3822 Person::players[j]->victim == Person::players[i] &&
3823 (Person::players[j]->animTarget == sweepanim ||
3824 Person::players[j]->animTarget == upunchanim ||
3825 Person::players[j]->animTarget == wolfslapanim ||
3826 ((Person::players[j]->animTarget == swordslashanim ||
3827 Person::players[j]->animTarget == knifeslashstartanim ||
3828 Person::players[j]->animTarget == staffhitanim ||
3829 Person::players[j]->animTarget == staffspinhitanim) &&
3830 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
3839 Person::players[target]->Reverse();
3840 Person::players[i]->lowreversaldelay = .5;
3842 if (Person::players[i]->isIdle()) {
3843 Person::players[i]->setTargetAnimation(Person::players[i]->getCrouch());
3844 Person::players[i]->transspeed = 10;
3846 if (Person::players[i]->isRun() ||
3847 (Person::players[i]->isStop() &&
3848 (Person::players[i]->leftkeydown ||
3849 Person::players[i]->rightkeydown ||
3850 Person::players[i]->forwardkeydown ||
3851 Person::players[i]->backkeydown))) {
3852 Person::players[i]->setTargetAnimation(rollanim);
3853 Person::players[i]->transspeed = 20;
3856 if (!Person::players[i]->crouchkeydown) {
3858 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
3859 Person::players[i]->superruntoggle = 0;
3861 if (Person::players[i]->isCrouch()) {
3862 if (Person::players.size() > 1)
3863 for (unsigned j = 0; j < Person::players.size(); j++) {
3865 !Person::players[j]->skeleton.free &&
3866 Person::players[j]->victim &&
3867 Person::players[i]->highreversaldelay <= 0) {
3868 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
3869 Person::players[j]->victim == Person::players[i] &&
3870 (Person::players[j]->animTarget == spinkickanim) &&
3871 Person::players[i]->isCrouch()) {
3880 Person::players[target]->Reverse();
3881 Person::players[i]->highreversaldelay = .5;
3883 if (Person::players[i]->isCrouch()) {
3884 if (!Person::players[i]->wasCrouch()) {
3885 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
3886 Person::players[i]->frameCurrent = 0;
3888 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
3889 Person::players[i]->transspeed = 10;
3892 if (Person::players[i]->animTarget == sneakanim) {
3893 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
3894 Person::players[i]->transspeed = 10;
3897 if (Person::players[i]->forwardkeydown) {
3898 if (Person::players[i]->isIdle() ||
3899 (Person::players[i]->isStop() &&
3900 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
3901 (Person::players[i]->isLanding() &&
3902 Person::players[i]->frameTarget > 0 &&
3903 !Person::players[i]->jumpkeydown) ||
3904 (Person::players[i]->isLandhard() &&
3905 Person::players[i]->frameTarget > 0 &&
3906 !Person::players[i]->jumpkeydown &&
3907 Person::players[i]->crouchkeydown)) {
3908 if (Person::players[i]->aitype == passivetype)
3909 Person::players[i]->setTargetAnimation(walkanim);
3911 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
3913 if (Person::players[i]->isCrouch()) {
3914 Person::players[i]->animTarget = sneakanim;
3915 if (Person::players[i]->wasCrouch())
3916 Person::players[i]->target = 0;
3917 Person::players[i]->frameTarget = 0;
3919 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
3920 Person::players[i]->setTargetAnimation(climbanim);
3921 Person::players[i]->frameTarget = 1;
3922 Person::players[i]->jumpclimb = 1;
3924 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
3925 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
3927 Person::players[i]->forwardstogglekeydown = 1;
3930 if (Person::players[i]->rightkeydown) {
3931 if (Person::players[i]->isIdle() ||
3932 (Person::players[i]->isStop() &&
3933 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
3934 (Person::players[i]->isLanding() &&
3935 Person::players[i]->frameTarget > 0 &&
3936 !Person::players[i]->jumpkeydown) ||
3937 (Person::players[i]->isLandhard() &&
3938 Person::players[i]->frameTarget > 0 &&
3939 !Person::players[i]->jumpkeydown &&
3940 Person::players[i]->crouchkeydown)) {
3941 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
3943 if (Person::players[i]->isCrouch()) {
3944 Person::players[i]->animTarget = sneakanim;
3945 if (Person::players[i]->wasCrouch())
3946 Person::players[i]->target = 0;
3947 Person::players[i]->frameTarget = 0;
3949 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
3950 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
3952 Person::players[i]->targetyaw -= 90;
3953 if (Person::players[i]->forwardkeydown)
3954 Person::players[i]->targetyaw += 45;
3955 if (Person::players[i]->backkeydown)
3956 Person::players[i]->targetyaw -= 45;
3959 if ( Person::players[i]->leftkeydown) {
3960 if (Person::players[i]->isIdle() ||
3961 (Person::players[i]->isStop() &&
3962 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
3963 (Person::players[i]->isLanding() &&
3964 Person::players[i]->frameTarget > 0 &&
3965 !Person::players[i]->jumpkeydown) ||
3966 (Person::players[i]->isLandhard() &&
3967 Person::players[i]->frameTarget > 0 &&
3968 !Person::players[i]->jumpkeydown &&
3969 Person::players[i]->crouchkeydown)) {
3970 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
3972 if (Person::players[i]->isCrouch()) {
3973 Person::players[i]->animTarget = sneakanim;
3974 if (Person::players[i]->wasCrouch())
3975 Person::players[i]->target = 0;
3976 Person::players[i]->frameTarget = 0;
3978 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
3979 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
3981 Person::players[i]->targetyaw += 90;
3982 if (Person::players[i]->forwardkeydown)
3983 Person::players[i]->targetyaw -= 45;
3984 if (Person::players[i]->backkeydown)
3985 Person::players[i]->targetyaw += 45;
3988 if (Person::players[i]->backkeydown) {
3989 if (Person::players[i]->isIdle() ||
3990 (Person::players[i]->isStop() &&
3991 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
3992 (Person::players[i]->isLanding() &&
3993 Person::players[i]->frameTarget > 0 &&
3994 !Person::players[i]->jumpkeydown) ||
3995 (Person::players[i]->isLandhard() &&
3996 Person::players[i]->frameTarget > 0 &&
3997 !Person::players[i]->jumpkeydown &&
3998 Person::players[i]->crouchkeydown)) {
3999 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4001 if (Person::players[i]->isCrouch()) {
4002 Person::players[i]->animTarget = sneakanim;
4003 if (Person::players[i]->wasCrouch())
4004 Person::players[i]->target = 0;
4005 Person::players[i]->frameTarget = 0;
4007 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4008 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
4010 if (Person::players[i]->animTarget == hanganim) {
4011 Person::players[i]->animCurrent = jumpdownanim;
4012 Person::players[i]->animTarget = jumpdownanim;
4013 Person::players[i]->target = 0;
4014 Person::players[i]->frameCurrent = 0;
4015 Person::players[i]->frameTarget = 1;
4016 Person::players[i]->velocity = 0;
4017 Person::players[i]->velocity.y += gravity;
4018 Person::players[i]->coords.y -= 1.4;
4019 Person::players[i]->grabdelay = 1;
4021 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
4022 Person::players[i]->targetyaw += 180;
4025 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
4026 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
4027 Person::players[i]->isRun() ||
4028 Person::players[i]->animTarget == walkanim ||
4029 Person::players[i]->isCrouch() ||
4030 Person::players[i]->animTarget == sneakanim) &&
4031 Person::players[i]->jumppower > 1) &&
4032 ((Person::players[i]->animTarget != rabbitrunninganim &&
4033 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
4034 Person::players[i]->jumpstart = 0;
4035 Person::players[i]->setTargetAnimation(jumpupanim);
4036 Person::players[i]->yaw = Person::players[i]->targetyaw;
4037 Person::players[i]->transspeed = 20;
4038 Person::players[i]->FootLand(leftfoot, 1);
4039 Person::players[i]->FootLand(rightfoot, 1);
4043 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
4046 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
4048 Person::players[i]->velocity = 0;
4052 if (Person::players.size() > 1)
4053 for (unsigned j = 0; j < Person::players.size(); j++) {
4054 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
4055 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4056 (Person::players[j]->victim == Person::players[i]) &&
4057 (Person::players[j]->animTarget == sweepanim)) {
4066 Person::players[i]->velocity.y = 1;
4068 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
4069 Person::players[i]->velocity.y = 7;
4070 Person::players[i]->crouchtogglekeydown = 1;
4071 } else Person::players[i]->velocity.y = 5;
4073 if (mousejump && i == 0 && devtools) {
4074 if (!Person::players[i]->isLanding())
4075 Person::players[i]->tempdeltav = deltav;
4076 if (Person::players[i]->tempdeltav < 0)
4077 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
4080 Person::players[i]->coords.y += .2;
4081 Person::players[i]->jumppower -= 1;
4084 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
4086 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
4088 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
4089 Person::players[i]->setTargetAnimation(Person::players[i]->getLanding());
4090 Person::players[i]->frameTarget = 2;
4091 Person::players[i]->landhard = 0;
4092 Person::players[i]->jumpstart = 1;
4093 Person::players[i]->tempdeltav = deltav;
4095 if (Person::players[i]->animTarget == jumpupanim &&
4099 Person::players[i]->aitype != playercontrolled)) {
4100 if (Person::players[i]->jumppower > multiplier * 6) {
4101 Person::players[i]->velocity.y += multiplier * 6;
4102 Person::players[i]->jumppower -= multiplier * 6;
4104 if (Person::players[i]->jumppower <= multiplier * 6) {
4105 Person::players[i]->velocity.y += Person::players[i]->jumppower;
4106 Person::players[i]->jumppower = 0;
4109 if (((floatjump || editorenabled) && devtools) && i == 0)
4110 Person::players[i]->velocity.y += multiplier * 30;
4114 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) {
4115 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4117 if (Person::players[i]->animTarget == sneakanim) {
4118 Person::players[i]->animTarget = Person::players[i]->getCrouch();
4119 if (Person::players[i]->animCurrent == sneakanim) {
4120 Person::players[i]->target = 0;
4122 Person::players[i]->frameTarget = 0;
4125 if (Person::players[i]->animTarget == walkanim &&
4126 (Person::players[i]->aitype == attacktypecutoff ||
4127 Person::players[i]->aitype == searchtype ||
4128 (Person::players[i]->aitype == passivetype &&
4129 Person::players[i]->numwaypoints <= 1)))
4130 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4131 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
4132 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4135 if (Person::players[i]->animTarget == rollanim)
4136 Person::players[i]->targetyaw = oldtargetyaw;
4140 for (unsigned k = 0; k < Person::players.size(); k++) {
4141 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
4142 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
4143 Person::players[k]->yaw -= 360;
4145 Person::players[k]->yaw += 360;
4148 //stop to turn in right direction
4149 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
4150 Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
4152 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
4153 Person::players[k]->targettilt = 0;
4155 if (Person::players[k]->animTarget != jumpupanim &&
4156 Person::players[k]->animTarget != backhandspringanim &&
4157 Person::players[k]->animTarget != jumpdownanim &&
4158 !Person::players[k]->isFlip()) {
4159 Person::players[k]->targettilt = 0;
4160 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
4161 Person::players[k]->jumppower = 0;
4162 Person::players[k]->jumppower += multiplier * 7;
4163 if (Person::players[k]->isCrouch())
4164 Person::players[k]->jumppower += multiplier * 7;
4165 if (Person::players[k]->jumppower > 5)
4166 Person::players[k]->jumppower = 5;
4169 if (Person::players[k]->isRun())
4170 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
4172 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
4173 Person::players[k]->grabdelay -= multiplier;
4177 for (unsigned k = 0; k < Person::players.size(); k++) {
4178 Person::players[k]->DoAnimations();
4179 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
4180 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
4186 for (int j = numenvsounds - 1; j >= 0; j--) {
4187 envsoundlife[j] -= multiplier;
4188 if (envsoundlife[j] < 0) {
4190 envsoundlife[j] = envsoundlife[numenvsounds];
4191 envsound[j] = envsound[numenvsounds];
4194 OPENAL_SetFrequency(OPENAL_ALL, slomo);
4196 if (Tutorial::active) {
4197 Tutorial::DoStuff(multiplier);
4202 static float gLoc[3];
4206 static float vel[3];
4207 vel[0] = (viewer.x - oldviewer.x) / multiplier;
4208 vel[1] = (viewer.y - oldviewer.y) / multiplier;
4209 vel[2] = (viewer.z - oldviewer.z) / multiplier;
4211 //Set orientation with forward and up vectors
4212 static XYZ upvector;
4216 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
4217 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
4222 facing = DoRotation(facing, -pitch, 0, 0);
4223 facing = DoRotation(facing, 0, 0 - yaw, 0);
4226 static float ori[6];
4230 ori[3] = -upvector.x;
4231 ori[4] = upvector.y;
4232 ori[5] = -upvector.z;
4234 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
4241 if (Input::isKeyPressed(SDL_SCANCODE_F1))
4245 void Game::TickOnce()
4248 yaw += multiplier * 5;
4249 } else if (Dialog::directing || !Dialog::inDialog()) {
4252 pitch -= deltav * .7;
4254 pitch += deltav * .7;
4263 void Game::TickOnceAfter()
4265 static XYZ colviewer;
4266 static XYZ coltarget;
4270 static float changedelay;
4271 static bool alldead;
4272 static float unseendelay;
4273 static float cameraspeed;
4276 static int oldmusictype = musictype;
4278 if (environment == snowyenvironment)
4279 leveltheme = stream_snowtheme;
4280 if (environment == grassyenvironment)
4281 leveltheme = stream_grasstheme;
4282 if (environment == desertenvironment)
4283 leveltheme = stream_deserttheme;
4287 musictype = leveltheme;
4288 for (unsigned i = 0; i < Person::players.size(); i++) {
4289 if ((Person::players[i]->aitype == attacktypecutoff ||
4290 Person::players[i]->aitype == getweapontype ||
4291 Person::players[i]->aitype == gethelptype ||
4292 Person::players[i]->aitype == searchtype) &&
4293 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
4294 (Person::players[i]->animTarget != sneakattackedanim &&
4295 Person::players[i]->animTarget != knifesneakattackedanim &&
4296 Person::players[i]->animTarget != swordsneakattackedanim)) {
4297 musictype = stream_fighttheme;
4301 if (Person::players[0]->dead)
4302 musictype = stream_menutheme;
4305 if (musictype == stream_fighttheme)
4308 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
4309 unseendelay -= multiplier;
4310 if (unseendelay > 0)
4311 musictype = stream_fighttheme;
4316 musictype = stream_menutheme;
4317 musicvolume[2] = 512;
4324 if (musictype != oldmusictype && musictype == stream_fighttheme)
4325 emit_sound_np(alarmsound);
4326 musicselected = musictype;
4328 if (musicselected == leveltheme)
4329 musicvolume[0] += multiplier * 450;
4331 musicvolume[0] -= multiplier * 450;
4332 if (musicselected == stream_fighttheme)
4333 musicvolume[1] += multiplier * 450;
4335 musicvolume[1] -= multiplier * 450;
4336 if (musicselected == stream_menutheme)
4337 musicvolume[2] += multiplier * 450;
4339 musicvolume[2] -= multiplier * 450;
4341 for (int i = 0; i < 3; i++) {
4342 if (musicvolume[i] < 0)
4344 if (musicvolume[i] > 512)
4345 musicvolume[i] = 512;
4348 if (musicvolume[2] > 128 && !loading && !mainmenu)
4349 musicvolume[2] = 128;
4352 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
4353 emit_stream_np(leveltheme, musicvolume[0]);
4354 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
4355 emit_stream_np(stream_fighttheme, musicvolume[1]);
4356 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
4357 emit_stream_np(stream_menutheme, musicvolume[2]);
4358 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
4359 pause_sound(leveltheme);
4360 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
4361 pause_sound(stream_fighttheme);
4362 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
4363 pause_sound(stream_menutheme);
4365 if (musicvolume[0] != oldmusicvolume[0])
4366 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
4367 if (musicvolume[1] != oldmusicvolume[1])
4368 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
4369 if (musicvolume[2] != oldmusicvolume[2])
4370 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
4372 for (int i = 0; i < 3; i++)
4373 oldmusicvolume[i] = musicvolume[i];
4375 pause_sound(leveltheme);
4376 pause_sound(stream_fighttheme);
4377 pause_sound(stream_menutheme);
4379 for (int i = 0; i < 4; i++) {
4380 oldmusicvolume[i] = 0;
4385 Hotspot::killhotspot = 2;
4386 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4387 if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
4388 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0)
4389 Hotspot::killhotspot = 0;
4390 else if (Hotspot::killhotspot == 2)
4391 Hotspot::killhotspot = 1;
4394 if (Hotspot::killhotspot == 2)
4395 Hotspot::killhotspot = 0;
4399 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4400 if (Hotspot::hotspots[i].type == -1) {
4401 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
4408 for (unsigned i = 1; i < Person::players.size(); i++) {
4409 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
4413 if (numalarmed > maxalarmed) {
4414 maxalarmed = numalarmed;
4417 if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
4418 if (Person::players[0]->dead) {
4420 targetlevel = whichlevel;
4423 for (unsigned i = 1; i < Person::players.size(); i++) {
4424 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
4431 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
4433 targetlevel = whichlevel + 1;
4434 if (targetlevel > numchallengelevels - 1)
4437 if (winhotspot || windialogue) {
4439 targetlevel = whichlevel + 1;
4440 if (targetlevel > numchallengelevels - 1)
4445 if (Hotspot::killhotspot) {
4447 targetlevel = whichlevel + 1;
4448 if (targetlevel > numchallengelevels - 1)
4452 if (changedelay > 0 && !Person::players[0]->dead && !won) {
4453 //high scores, awards, win
4455 Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
4458 wonleveltime = leveltime;
4459 Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
4462 Account::saveFile(Folders::getUserSavePath());
4468 if (leveltime < 1) {
4473 Hotspot::killhotspot = 0;
4476 if (!editorenabled && gameon && !mainmenu) {
4477 if (changedelay != -999)
4478 changedelay -= multiplier / 7;
4479 if (Person::players[0]->dead)
4480 targetlevel = whichlevel;
4481 if (loading == 2 && !campaign) {
4484 fireSound(firestartsound);
4486 if (!Person::players[0]->dead && targetlevel != whichlevel)
4487 startbonustotal = bonustotal;
4488 if (Person::players[0]->dead)
4489 Loadlevel(whichlevel);
4491 Loadlevel(targetlevel);
4497 if (loading == 2 && targetlevel == whichlevel) {
4501 fireSound(firestartsound);
4503 Loadlevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
4509 if (changedelay <= -999 &&
4512 (Person::players[0]->dead ||
4513 (alldead && maptype == mapkilleveryone) ||
4515 (Hotspot::killhotspot)))
4517 if ((Person::players[0]->dead ||
4518 (alldead && maptype == mapkilleveryone) ||
4521 (Hotspot::killhotspot)) &&
4523 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
4527 if (Person::players[0]->dead)
4533 // campaignchoosenext determines what to do when the level is complete:
4534 // 0 = load next level
4535 // 1 = go back to level select screen
4536 // 2 = stealthload next level
4537 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
4538 if (campaignlevels[actuallevel].nextlevel.empty())
4540 } else if (mainmenu == 0 && winfreeze) {
4541 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
4543 if (!stealthloading) {
4544 fireSound(firestartsound);
4549 startbonustotal = 0;
4559 actuallevel = campaignlevels[actuallevel].nextlevel.front();
4560 visibleloading = true;
4562 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
4566 pause_sound(stream_menutheme);
4577 oldmusictype = musictype;
4583 facing = DoRotation(facing, -pitch, 0, 0);
4584 facing = DoRotation(facing, 0, 0 - yaw, 0);
4585 viewerfacing = facing;
4588 if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
4589 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;
4591 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;
4593 if (Person::players[0]->skeleton.free) {
4594 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
4595 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
4596 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
4600 if (Person::players[0]->skeleton.free != 2) {
4602 if (findLengthfast(&Person::players[0]->velocity) > 400) {
4603 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
4605 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
4607 coltarget = target - cameraloc;
4608 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
4611 Normalise(&coltarget);
4612 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
4613 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
4615 cameraloc = cameraloc + coltarget * multiplier * 8;
4619 cameradist += multiplier * 5;
4620 if (cameradist > 2.3)
4622 viewer = cameraloc - facing * cameradist;
4624 coltarget = cameraloc;
4625 Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
4626 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
4627 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
4628 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4630 coltarget = cameraloc;
4631 if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
4634 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
4635 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
4636 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4638 if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4642 cameradist = findDistance(&viewer, &target);
4643 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
4644 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
4645 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
4648 if (camerashake > .8)
4650 woozy += multiplier;
4651 if (Person::players[0]->dead)
4653 if (Person::players[0]->dead)
4655 camerashake -= multiplier * 2;
4656 blackout -= multiplier * 2;
4657 if (camerashake < 0)
4662 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
4663 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
4664 viewer.z += (float)(Random() % 100) * .0005 * camerashake;