2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
26 #include "Animation/Animation.hpp"
27 #include "Audio/openal_wrapper.hpp"
28 #include "Devtools/ConsoleCmds.hpp"
29 #include "Level/Awards.hpp"
30 #include "Level/Campaign.hpp"
31 #include "Level/Dialog.hpp"
32 #include "Level/Hotspot.hpp"
33 #include "Menu/Menu.hpp"
34 #include "Tutorial.hpp"
35 #include "User/Settings.hpp"
36 #include "Utils/Folders.hpp"
37 #include "Utils/Input.hpp"
41 #include <sys/types.h>
57 // Added more evilness needed for MSVC
59 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
60 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
63 extern float multiplier;
65 extern int environment;
66 extern Terrain terrain;
67 extern float screenwidth, screenheight;
70 extern float texdetail;
72 extern float slomodelay;
73 extern bool floatjump;
76 extern float camerashake;
78 extern float blackout;
79 extern bool cellophane;
80 extern bool musictoggle;
81 extern int difficulty;
82 extern int bloodtoggle;
83 extern bool invertmouse;
85 extern float precipdelay;
86 extern XYZ viewerfacing;
87 extern bool ambientsound;
88 extern bool mousejump;
89 extern float viewdistance;
91 extern XYZ windvector;
95 extern int oldmainmenu;
96 extern bool visibleloading;
97 extern XYZ envsound[30];
98 extern float envsoundvol[30];
99 extern int numenvsounds;
100 extern float envsoundlife[30];
101 extern float usermousesensitivity;
102 extern bool ismotionblur;
103 extern bool showdamagebar; // (des)activate the damage bar
104 extern bool decalstoggle;
105 extern bool skyboxtexture;
106 extern float skyboxr;
107 extern float skyboxg;
108 extern float skyboxb;
109 extern float skyboxlightr;
110 extern float skyboxlightg;
111 extern float skyboxlightb;
112 extern float fadestart;
113 extern float slomospeed;
114 extern float slomofreq;
115 extern float smoketex;
116 extern bool againbonus;
117 extern bool reversaltrain;
118 extern bool canattack;
119 extern bool cananger;
120 extern float damagedealt;
122 extern int editoractive;
123 extern int editorpathtype;
125 extern float hostiletime;
127 extern bool gamestarted;
131 extern bool stillloading;
132 extern bool winfreeze;
134 extern bool campaign;
136 extern void toggleFullscreen();
140 bool winhotspot = false;
141 bool windialogue = false;
144 float cameradist = 0;
145 bool oldattackkey = 0;
147 float musicvolume[4] = {};
148 float oldmusicvolume[4] = {};
149 int musicselected = 0;
151 const char* rabbitskin[] = {
156 "Textures/Otter.jpg",
158 "Textures/Sable.jpg",
159 "Textures/Chocolate.jpg",
164 const char* wolfskin[] = {
166 "Textures/DarkWolf.jpg",
167 "Textures/SnowWolf.jpg"
170 const char** creatureskin[] = { rabbitskin, wolfskin };
172 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
173 STATIC_ASSERT(rabbittype == 0 && wolftype == 1)
177 // TODO: this is slightly incorrect
178 float roughDirection(XYZ vec)
181 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) {
208 } else if (from > to) {
215 void Game::playdialoguescenesound()
218 temppos = Person::players.at(Dialog::currentScene().participantfocus)->coords;
219 temppos = temppos - viewer;
224 switch (Dialog::currentScene().sound) {
229 sound = consolefailsound;
232 sound = consolesuccesssound;
235 sound = firestartsound;
238 sound = fireendsound;
241 sound = rabbitchitter;
244 sound = rabbitchitter2;
247 sound = rabbitpainsound;
250 sound = rabbitpain1sound;
253 sound = rabbitattacksound;
256 sound = rabbitattack2sound;
259 sound = rabbitattack3sound;
262 sound = rabbitattack4sound;
286 sound = barkgrowlsound;
292 emit_sound_at(sound, temppos);
296 // ================================================================
298 int Game::findClosestPlayer()
301 float closestdist = std::numeric_limits<float>::max();
303 for (unsigned int i = 1; i < Person::players.size(); i++) {
304 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
305 if (distance < closestdist) {
306 closestdist = distance;
313 static int findClosestObject()
316 float closestdist = std::numeric_limits<float>::max();
318 for (unsigned int i = 0; i < Object::objects.size(); i++) {
319 float distance = distsq(&Object::objects[i]->position,
320 &Person::players[0]->coords);
321 if (distance < closestdist) {
322 closestdist = distance;
329 static void cmd_dispatch(const string cmd)
331 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
333 for (i = 0; i < n_cmds; i++) {
334 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
335 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
336 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
340 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
343 /********************> Tick() <*****/
344 extern bool save_screenshot(const char* fname);
345 void Screenshot(void)
348 time_t t = time(NULL);
349 struct tm* tme = localtime(&t);
350 sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png",
351 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
353 save_screenshot(filename);
356 void Game::SetUpLighting()
358 if (environment == snowyenvironment) {
359 light.setColors(.65, .65, .7, .4, .4, .44);
361 if (environment == desertenvironment) {
362 light.setColors(.95, .95, .95, .4, .35, .3);
364 if (environment == grassyenvironment) {
365 light.setColors(.95, .95, 1, .4, .4, .44);
367 if (!skyboxtexture) {
368 light.setColors(1, 1, 1, .4, .4, .4);
371 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
372 light.color[0] *= (skyboxlightr + average) / 2;
373 light.color[1] *= (skyboxlightg + average) / 2;
374 light.color[2] *= (skyboxlightb + average) / 2;
375 light.ambient[0] *= (skyboxlightr + average) / 2;
376 light.ambient[1] *= (skyboxlightg + average) / 2;
377 light.ambient[2] *= (skyboxlightb + average) / 2;
380 void Setenvironment(int which)
384 LOG(" Setting environment...");
389 pause_sound(stream_snowtheme);
390 pause_sound(stream_grasstheme);
391 pause_sound(stream_deserttheme);
392 pause_sound(stream_wind);
393 pause_sound(stream_desertambient);
395 if (environment == snowyenvironment) {
399 emit_stream_np(stream_wind);
402 Object::treetextureptr.load("Textures/SnowTree.png", 0);
403 Object::bushtextureptr.load("Textures/BushSnow.png", 0);
404 Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
405 Object::boxtextureptr.load("Textures/SnowBox.jpg", 1);
407 footstepsound = footstepsn1;
408 footstepsound2 = footstepsn2;
409 footstepsound3 = footstepst1;
410 footstepsound4 = footstepst2;
412 terraintexture.load("Textures/Snow.jpg", 1);
413 terraintexture2.load("Textures/Rock.jpg", 1);
415 temptexdetail = texdetail;
419 skybox->load("Textures/Skybox(snow)/Front.jpg",
420 "Textures/Skybox(snow)/Left.jpg",
421 "Textures/Skybox(snow)/Back.jpg",
422 "Textures/Skybox(snow)/Right.jpg",
423 "Textures/Skybox(snow)/Up.jpg",
424 "Textures/Skybox(snow)/Down.jpg");
426 texdetail = temptexdetail;
427 } else if (environment == desertenvironment) {
430 Object::treetextureptr.load("Textures/DesertTree.png", 0);
431 Object::bushtextureptr.load("Textures/BushDesert.png", 0);
432 Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
433 Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
436 emit_stream_np(stream_desertambient);
439 footstepsound = footstepsn1;
440 footstepsound2 = footstepsn2;
441 footstepsound3 = footstepsn1;
442 footstepsound4 = footstepsn2;
444 terraintexture.load("Textures/Sand.jpg", 1);
445 terraintexture2.load("Textures/SandSlope.jpg", 1);
447 temptexdetail = texdetail;
451 skybox->load("Textures/Skybox(sand)/Front.jpg",
452 "Textures/Skybox(sand)/Left.jpg",
453 "Textures/Skybox(sand)/Back.jpg",
454 "Textures/Skybox(sand)/Right.jpg",
455 "Textures/Skybox(sand)/Up.jpg",
456 "Textures/Skybox(sand)/Down.jpg");
458 texdetail = temptexdetail;
459 } else if (environment == grassyenvironment) {
462 Object::treetextureptr.load("Textures/Tree.png", 0);
463 Object::bushtextureptr.load("Textures/Bush.png", 0);
464 Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
465 Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
468 emit_stream_np(stream_wind, 100.);
471 footstepsound = footstepgr1;
472 footstepsound2 = footstepgr2;
473 footstepsound3 = footstepst1;
474 footstepsound4 = footstepst2;
476 terraintexture.load("Textures/GrassDirt.jpg", 1);
477 terraintexture2.load("Textures/MossRock.jpg", 1);
479 temptexdetail = texdetail;
483 skybox->load("Textures/Skybox(grass)/Front.jpg",
484 "Textures/Skybox(grass)/Left.jpg",
485 "Textures/Skybox(grass)/Back.jpg",
486 "Textures/Skybox(grass)/Right.jpg",
487 "Textures/Skybox(grass)/Up.jpg",
488 "Textures/Skybox(grass)/Down.jpg");
490 texdetail = temptexdetail;
492 temptexdetail = texdetail;
494 terrain.load("Textures/HeightMap.png");
496 texdetail = temptexdetail;
499 bool Game::LoadLevel(int which)
505 return LoadLevel("tutorial", true);
506 } else if (which >= 0 && which <= 15) {
508 snprintf(buf, 32, "map%d", which + 1); // challenges
509 return LoadLevel(buf);
511 return LoadLevel("mapsave");
515 bool Game::LoadLevel(const std::string& name, bool tutorial)
517 const std::string level_path = Folders::getResourcePath("Maps/" + name);
518 if (!Folders::file_exists(level_path)) {
519 perror(std::string("LoadLevel: Could not open file '" + level_path).c_str());
523 int indemo; // FIXME this should be removed
529 LOG(std::string("Loading level...") + name);
532 visibleloading = true;
534 if (stealthloading) {
535 visibleloading = false;
544 Tutorial::active = tutorial;
546 if (Tutorial::active) {
549 if (Tutorial::stage == 0) {
550 Tutorial::stagetime = 0;
551 Tutorial::maxtime = 1;
553 pause_sound(whooshsound);
554 pause_sound(stream_firesound);
559 tfile = Folders::openMandatoryFile(level_path, "rb");
561 pause_sound(stream_firesound);
567 //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
569 Dialog::dialogs.clear();
571 Dialog::indialogue = -1;
577 if (Account::hasActive()) {
578 difficulty = Account::active().getDifficulty();
581 Hotspot::hotspots.clear();
582 Hotspot::current = -1;
593 for (unsigned char i = 0; i < 100; i++) {
603 numunarmedattack = 0;
614 bonustotal = startbonustotal;
619 emit_sound_np(consolesuccesssound);
624 if (!stealthloading) {
625 terrain.decals.clear();
626 Sprite::deleteSprites();
628 for (int i = 0; i < subdivision; i++) {
629 for (int j = 0; j < subdivision; j++) {
630 terrain.patchobjects[i][j].clear();
633 Game::LoadingScreen();
637 Person::players.resize(1);
639 funpackf(tfile, "Bi", &mapvers);
641 cerr << name << " has obsolete map version " << mapvers << endl;
644 funpackf(tfile, "Bi", &indemo);
649 funpackf(tfile, "Bi", &maptype);
651 maptype = mapkilleveryone;
654 funpackf(tfile, "Bi", &hostile);
659 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
665 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
673 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
675 skyboxlightr = skyboxr;
676 skyboxlightg = skyboxg;
677 skyboxlightb = skyboxb;
679 /* 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) */
680 if (stealthloading) {
681 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
683 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);
685 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5) {
686 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
687 Person::players[0]->weaponids[j] = weapons.size();
689 funpackf(tfile, "Bi", &type);
690 weapons.push_back(Weapon(type, 0));
694 Game::LoadingScreen();
696 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
697 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
698 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
699 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
701 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
704 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
706 Person::players[0]->whichskin = 0;
707 Person::players[0]->creature = rabbittype;
710 Person::players[0]->lastattack = -1;
711 Person::players[0]->lastattack2 = -1;
712 Person::players[0]->lastattack3 = -1;
716 Dialog::loadDialogs(tfile);
719 for (int k = 0; k < Person::players[0]->numclothes; k++) {
720 funpackf(tfile, "Bi", &templength);
721 for (int l = 0; l < templength; l++) {
722 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
724 Person::players[0]->clothes[k][templength] = '\0';
725 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
728 funpackf(tfile, "Bi", &environment);
730 if (environment != oldenvironment) {
731 Setenvironment(environment);
733 oldenvironment = environment;
735 Object::LoadObjectsFromFile(tfile, stealthloading);
739 funpackf(tfile, "Bi", &numhotspots);
740 if (numhotspots < 0) {
741 cerr << "Map " << name << " have an invalid number of hotspots" << endl;
744 Hotspot::hotspots.resize(numhotspots);
745 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
746 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);
747 funpackf(tfile, "Bi", &templength);
749 for (int l = 0; l < templength; l++) {
750 funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
753 Hotspot::hotspots[i].text[templength] = '\0';
754 if (Hotspot::hotspots[i].type == -111) {
759 Hotspot::hotspots.clear();
762 Game::LoadingScreen();
764 if (!stealthloading) {
765 Object::ComputeCenter();
766 Object::ComputeRadius();
769 Game::LoadingScreen();
772 funpackf(tfile, "Bi", &numplayers);
773 if (numplayers > maxplayers) {
774 cout << "Warning: this level contains more players than allowed" << endl;
777 for (int i = 1; i < numplayers; i++) {
779 Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
781 } catch (InvalidPersonException e) {
782 cerr << "Invalid Person found in " << name << endl;
785 Game::LoadingScreen();
787 funpackf(tfile, "Bi", &numpathpoints);
788 if (numpathpoints > 30 || numpathpoints < 0) {
791 for (int j = 0; j < numpathpoints; j++) {
792 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
793 for (int k = 0; k < numpathpointconnect[j]; k++) {
794 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
797 Game::LoadingScreen();
799 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
803 if (!stealthloading) {
804 Object::AddObjectsToTerrain();
806 Game::LoadingScreen();
808 Game::LoadingScreen();
813 for (unsigned i = 0; i < Person::players.size(); i++) {
814 Game::LoadingScreen();
816 Person::players[i]->burnt = 0;
817 Person::players[i]->bled = 0;
818 Person::players[i]->onfire = 0;
819 Person::players[i]->scale = .2;
821 Person::players[i]->creature = rabbittype;
824 Person::players[i]->skeleton.free = 0;
826 Person::players[i]->skeletonLoad();
828 Person::players[i]->addClothes();
831 Person::players[i]->animCurrent = bounceidleanim;
832 Person::players[i]->animTarget = bounceidleanim;
833 Person::players[i]->frameCurrent = 0;
834 Person::players[i]->frameTarget = 1;
835 Person::players[i]->target = 0;
837 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
838 if (difficulty == 0) {
839 Person::players[i]->speed -= .2;
841 if (difficulty == 1) {
842 Person::players[i]->speed -= .1;
846 Person::players[i]->velocity = 0;
847 Person::players[i]->oldcoords = Person::players[i]->coords;
848 Person::players[i]->realoldcoords = Person::players[i]->coords;
850 Person::players[i]->id = i;
851 Person::players[i]->updatedelay = 0;
852 Person::players[i]->normalsupdatedelay = 0;
854 Person::players[i]->proportionhead = 1.2;
855 Person::players[i]->proportionbody = 1.05;
856 Person::players[i]->proportionarms = 1.00;
857 Person::players[i]->proportionlegs = 1.1;
858 Person::players[i]->proportionlegs.y = 1.05;
859 Person::players[i]->headless = 0;
860 Person::players[i]->currentoffset = 0;
861 Person::players[i]->targetoffset = 0;
862 if (Person::players[i]->creature == wolftype) {
863 Person::players[i]->scale = .23;
864 Person::players[i]->damagetolerance = 300;
866 Person::players[i]->damagetolerance = 200;
870 Game::LoadingScreen();
873 Person::players[i]->proportionhead.z = 0;
874 Person::players[i]->proportionbody.z = 0;
875 Person::players[i]->proportionarms.z = 0;
876 Person::players[i]->proportionlegs.z = 0;
879 Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
882 Person::players[i]->headmorphness = 0;
883 Person::players[i]->targetheadmorphness = 1;
884 Person::players[i]->headmorphstart = 0;
885 Person::players[i]->headmorphend = 0;
887 Person::players[i]->pausetime = 0;
889 Person::players[i]->dead = 0;
890 Person::players[i]->jumppower = 5;
891 Person::players[i]->damage = 0;
892 Person::players[i]->permanentdamage = 0;
893 Person::players[i]->superpermanentdamage = 0;
895 Person::players[i]->forwardkeydown = 0;
896 Person::players[i]->leftkeydown = 0;
897 Person::players[i]->backkeydown = 0;
898 Person::players[i]->rightkeydown = 0;
899 Person::players[i]->jumpkeydown = 0;
900 Person::players[i]->crouchkeydown = 0;
901 Person::players[i]->throwkeydown = 0;
903 Person::players[i]->collided = -10;
904 Person::players[i]->loaded = 1;
905 Person::players[i]->bloodloss = 0;
906 Person::players[i]->weaponactive = -1;
907 Person::players[i]->weaponstuck = -1;
908 Person::players[i]->bleeding = 0;
909 Person::players[i]->deathbleeding = 0;
910 Person::players[i]->stunned = 0;
911 Person::players[i]->hasvictim = 0;
912 Person::players[i]->wentforweapon = 0;
916 Person::players[0]->aitype = playercontrolled;
918 if (difficulty == 1) {
919 Person::players[0]->power = 1 / .9;
920 Person::players[0]->damagetolerance = 250;
921 } else if (difficulty == 0) {
922 Person::players[0]->power = 1 / .8;
923 Person::players[0]->damagetolerance = 300;
924 Person::players[0]->armorhead *= 1.5;
925 Person::players[0]->armorhigh *= 1.5;
926 Person::players[0]->armorlow *= 1.5;
929 cameraloc = Person::players[0]->coords;
931 yaw = Person::players[0]->yaw;
933 hawkcoords = Person::players[0]->coords;
936 Game::LoadingScreen();
938 LOG("Starting background music...");
940 OPENAL_StopSound(OPENAL_ALL);
942 if (environment == snowyenvironment) {
943 emit_stream_np(stream_wind);
944 } else if (environment == desertenvironment) {
945 emit_stream_np(stream_desertambient);
946 } else if (environment == grassyenvironment) {
947 emit_stream_np(stream_wind, 100.);
950 oldmusicvolume[0] = 0;
951 oldmusicvolume[1] = 0;
952 oldmusicvolume[2] = 0;
953 oldmusicvolume[3] = 0;
957 visibleloading = false;
964 float headprop, bodyprop, armprop, legprop;
969 if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
971 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
972 Person::players[0]->damagetolerance = 200000;
973 Person::players[0]->damage = 0;
974 Person::players[0]->burnt = 0;
975 Person::players[0]->permanentdamage = 0;
976 Person::players[0]->superpermanentdamage = 0;
979 /* Change environment */
980 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
982 if (environment > 2) {
985 Setenvironment(environment);
989 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
990 cameramode = !cameramode;
993 /* Toggle Slow motion */
994 if (Input::isKeyPressed(SDL_SCANCODE_B)) {
1000 if (Input::isKeyPressed(SDL_SCANCODE_N)) {
1001 Person::players[0]->RagDoll(0);
1003 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
1006 /* Grow tree leaves?? */
1007 if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
1008 for (auto& an_object : Object::objects) {
1009 if (an_object->type == treeleavestype) {
1010 an_object->scale *= .9;
1015 /* Change (or add) weapon */
1016 if (Input::isKeyPressed(SDL_SCANCODE_X)) {
1018 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1019 closest = findClosestPlayer();
1023 if (Person::players[closest]->num_weapons > 0) {
1024 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword) {
1025 weapons[Person::players[closest]->weaponids[0]].setType(staff);
1026 } else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff) {
1027 weapons[Person::players[closest]->weaponids[0]].setType(knife);
1029 weapons[Person::players[closest]->weaponids[0]].setType(sword);
1032 Person::players[closest]->weaponids[0] = weapons.size();
1034 weapons.push_back(Weapon(knife, closest));
1036 Person::players[closest]->num_weapons = 1;
1042 if (Input::isKeyDown(SDL_SCANCODE_U)) {
1044 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1045 closest = findClosestPlayer();
1049 Person::players[closest]->yaw += multiplier * 50;
1050 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1055 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
1056 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
1057 if (Person::players[0]->onfire) {
1058 Person::players[0]->CatchFire();
1060 if (!Person::players[0]->onfire) {
1061 emit_sound_at(fireendsound, Person::players[0]->coords);
1062 pause_sound(stream_firesound);
1067 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1069 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1070 closest = findClosestPlayer();
1074 Person::players[closest]->whichskin++;
1075 if (Person::players[closest]->whichskin > 9) {
1076 Person::players[closest]->whichskin = 0;
1078 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype) {
1079 Person::players[closest]->whichskin = 0;
1082 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1083 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1086 Person::players[closest]->addClothes();
1089 /* Change creature type */
1090 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1092 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1093 closest = findClosestPlayer();
1097 if (Person::players[closest]->creature == wolftype) {
1098 headprop = Person::players[closest]->proportionhead.x / 1.1;
1099 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1100 armprop = Person::players[closest]->proportionarms.x / 1.1;
1101 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1104 headprop = Person::players[closest]->proportionhead.x / 1.2;
1105 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1106 armprop = Person::players[closest]->proportionarms.x / 1.00;
1107 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1110 if (Person::players[closest]->creature == rabbittype) {
1111 Person::players[closest]->creature = wolftype;
1112 Person::players[closest]->whichskin = 0;
1113 Person::players[closest]->skeletonLoad();
1115 Person::players[closest]->proportionhead = 1.1;
1116 Person::players[closest]->proportionbody = 1.1;
1117 Person::players[closest]->proportionarms = 1.1;
1118 Person::players[closest]->proportionlegs = 1.1;
1119 Person::players[closest]->proportionlegs.y = 1.1;
1120 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1122 Person::players[closest]->damagetolerance = 300;
1124 Person::players[closest]->creature = rabbittype;
1125 Person::players[closest]->whichskin = 0;
1126 Person::players[closest]->skeletonLoad(true);
1128 Person::players[closest]->proportionhead = 1.2;
1129 Person::players[closest]->proportionbody = 1.05;
1130 Person::players[closest]->proportionarms = 1.00;
1131 Person::players[closest]->proportionlegs = 1.1;
1132 Person::players[closest]->proportionlegs.y = 1.05;
1133 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1135 Person::players[closest]->damagetolerance = 200;
1138 if (Person::players[closest]->creature == wolftype) {
1139 Person::players[closest]->proportionhead = 1.1 * headprop;
1140 Person::players[closest]->proportionbody = 1.1 * bodyprop;
1141 Person::players[closest]->proportionarms = 1.1 * armprop;
1142 Person::players[closest]->proportionlegs = 1.1 * legprop;
1145 if (Person::players[closest]->creature == rabbittype) {
1146 Person::players[closest]->proportionhead = 1.2 * headprop;
1147 Person::players[closest]->proportionbody = 1.05 * bodyprop;
1148 Person::players[closest]->proportionarms = 1.00 * armprop;
1149 Person::players[closest]->proportionlegs = 1.1 * legprop;
1150 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1156 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1158 float closestdist = std::numeric_limits<float>::max();
1160 for (unsigned i = 1; i < Person::players.size(); i++) {
1161 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
1162 if (!Person::players[i]->headless) {
1163 if (distance < closestdist) {
1164 closestdist = distance;
1170 XYZ flatfacing2, flatvelocity2;
1172 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1173 blah = Person::players[closest]->coords;
1174 XYZ headspurtdirection;
1175 //int i = Person::players[closest]->skeleton.jointlabels[head];
1176 Joint& headjoint = Person::players[closest]->joint(head);
1177 for (unsigned k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
1178 if (!Person::players[closest]->skeleton.free) {
1179 flatvelocity2 = Person::players[closest]->velocity;
1181 if (Person::players[closest]->skeleton.free) {
1182 flatvelocity2 = headjoint.velocity;
1184 if (!Person::players[closest]->skeleton.free) {
1185 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;
1187 if (Person::players[closest]->skeleton.free) {
1188 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1190 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1191 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1192 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1193 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1194 Normalise(&headspurtdirection);
1195 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1196 flatvelocity2 += headspurtdirection * 8;
1197 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1199 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1201 emit_sound_at(splattersound, blah);
1202 emit_sound_at(breaksound2, blah, 100.);
1204 if (Person::players[closest]->skeleton.free == 2) {
1205 Person::players[closest]->skeleton.free = 0;
1207 Person::players[closest]->RagDoll(0);
1208 Person::players[closest]->dead = 2;
1209 Person::players[closest]->headless = 1;
1210 Person::players[closest]->DoBloodBig(3, 165);
1217 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1218 int closest = findClosestPlayer();
1219 XYZ flatfacing2, flatvelocity2;
1221 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1222 blah = Person::players[closest]->coords;
1223 emit_sound_at(splattersound, blah);
1224 emit_sound_at(breaksound2, blah);
1226 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1227 if (!Person::players[closest]->skeleton.free) {
1228 flatvelocity2 = Person::players[closest]->velocity;
1230 if (Person::players[closest]->skeleton.free) {
1231 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1233 if (!Person::players[closest]->skeleton.free) {
1234 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;
1236 if (Person::players[closest]->skeleton.free) {
1237 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1239 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1240 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1241 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1242 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1243 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
1244 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1247 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1248 if (!Person::players[closest]->skeleton.free) {
1249 flatvelocity2 = Person::players[closest]->velocity;
1251 if (Person::players[closest]->skeleton.free) {
1252 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1254 if (!Person::players[closest]->skeleton.free) {
1255 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;
1257 if (Person::players[closest]->skeleton.free) {
1258 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1260 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1261 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1262 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1263 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1264 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
1267 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1268 if (!Person::players[closest]->skeleton.free) {
1269 flatvelocity2 = Person::players[closest]->velocity;
1271 if (Person::players[closest]->skeleton.free) {
1272 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1274 if (!Person::players[closest]->skeleton.free) {
1275 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;
1277 if (Person::players[closest]->skeleton.free) {
1278 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1280 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1281 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1282 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1283 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1284 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1287 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1288 if (!Person::players[closest]->skeleton.free) {
1289 flatvelocity2 = Person::players[closest]->velocity;
1291 if (Person::players[closest]->skeleton.free) {
1292 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1294 if (!Person::players[closest]->skeleton.free) {
1295 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;
1297 if (Person::players[closest]->skeleton.free) {
1298 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1300 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1301 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1302 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1303 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1304 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1308 for (unsigned j = 0; j < Person::players.size(); j++) {
1309 if (int(j) != closest) {
1310 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
1311 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
1312 if (Person::players[j]->skeleton.free == 2) {
1313 Person::players[j]->skeleton.free = 1;
1315 Person::players[j]->skeleton.longdead = 0;
1316 Person::players[j]->RagDoll(0);
1317 for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
1318 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
1319 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
1320 flatvelocity2 = temppos - Person::players[closest]->coords;
1321 Normalise(&flatvelocity2);
1322 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
1329 Person::players[closest]->DoDamage(10000);
1330 Person::players[closest]->RagDoll(0);
1331 Person::players[closest]->dead = 2;
1332 Person::players[closest]->coords = 20;
1333 Person::players[closest]->skeleton.free = 2;
1340 if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1341 editorenabled = !editorenabled;
1342 if (editorenabled) {
1343 Person::players[0]->damagetolerance = 100000;
1345 Person::players[0]->damagetolerance = 200;
1347 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
1348 Person::players[0]->permanentdamage = 0;
1349 Person::players[0]->superpermanentdamage = 0;
1350 Person::players[0]->bloodloss = 0;
1351 Person::players[0]->deathbleeding = 0;
1356 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
1358 if (targetlevel > numchallengelevels - 1) {
1365 if (editorenabled) {
1366 /* Closest player deletion */
1367 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1368 int closest = findClosestPlayer();
1370 Person::players.erase(Person::players.begin() + closest);
1374 /* Closest object deletion */
1375 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1376 int closest = findClosestObject();
1378 Object::DeleteObject(closest);
1383 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1384 if (Object::objects.size() < max_objects - 1) {
1386 scenecoords.x = Person::players[0]->coords.x;
1387 scenecoords.z = Person::players[0]->coords.z;
1388 scenecoords.y = Person::players[0]->coords.y - 3;
1389 if (editortype == bushtype) {
1390 scenecoords.y = Person::players[0]->coords.y - .5;
1392 if (editortype == firetype) {
1393 scenecoords.y = Person::players[0]->coords.y - .5;
1395 float temprotat, temprotat2;
1396 temprotat = editoryaw;
1397 temprotat2 = editorpitch;
1398 if (temprotat < 0 || editortype == bushtype) {
1399 temprotat = Random() % 360;
1401 if (temprotat2 < 0) {
1402 temprotat2 = Random() % 360;
1405 Object::MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
1406 if (editortype == treetrunktype) {
1407 Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
1413 if (Input::isKeyPressed(SDL_SCANCODE_P) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1414 Person::players.push_back(shared_ptr<Person>(new Person()));
1416 Person::players.back()->id = Person::players.size() - 1;
1418 Person::players.back()->scale = Person::players[0]->scale;
1419 Person::players.back()->creature = rabbittype;
1420 Person::players.back()->howactive = editoractive;
1422 int k = abs(Random() % 2) + 1;
1424 Person::players.back()->whichskin = 0;
1425 } else if (k == 1) {
1426 Person::players.back()->whichskin = 1;
1428 Person::players.back()->whichskin = 2;
1431 Person::players.back()->skeletonLoad(true);
1433 Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
1434 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
1436 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
1437 Person::players.back()->yaw = Person::players[0]->yaw;
1439 Person::players.back()->coords = Person::players[0]->coords;
1440 Person::players.back()->oldcoords = Person::players.back()->coords;
1441 Person::players.back()->realoldcoords = Person::players.back()->coords;
1443 if (Person::players[0]->creature == wolftype) {
1444 headprop = Person::players[0]->proportionhead.x / 1.1;
1445 bodyprop = Person::players[0]->proportionbody.x / 1.1;
1446 armprop = Person::players[0]->proportionarms.x / 1.1;
1447 legprop = Person::players[0]->proportionlegs.x / 1.1;
1450 headprop = Person::players[0]->proportionhead.x / 1.2;
1451 bodyprop = Person::players[0]->proportionbody.x / 1.05;
1452 armprop = Person::players[0]->proportionarms.x / 1.00;
1453 legprop = Person::players[0]->proportionlegs.x / 1.1;
1456 if (Person::players.back()->creature == wolftype) {
1457 Person::players.back()->proportionhead = 1.1 * headprop;
1458 Person::players.back()->proportionbody = 1.1 * bodyprop;
1459 Person::players.back()->proportionarms = 1.1 * armprop;
1460 Person::players.back()->proportionlegs = 1.1 * legprop;
1463 if (Person::players.back()->creature == rabbittype) {
1464 Person::players.back()->proportionhead = 1.2 * headprop;
1465 Person::players.back()->proportionbody = 1.05 * bodyprop;
1466 Person::players.back()->proportionarms = 1.00 * armprop;
1467 Person::players.back()->proportionlegs = 1.1 * legprop;
1468 Person::players.back()->proportionlegs.y = 1.05 * legprop;
1472 Person::players.back()->proportionhead.z = 0;
1473 Person::players.back()->proportionbody.z = 0;
1474 Person::players.back()->proportionarms.z = 0;
1475 Person::players.back()->proportionlegs.z = 0;
1478 Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
1480 Person::players.back()->damagetolerance = 200;
1482 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
1483 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
1484 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
1485 Person::players.back()->armorhead = Person::players[0]->armorhead;
1486 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
1487 Person::players.back()->armorlow = Person::players[0]->armorlow;
1488 Person::players.back()->metalhead = Person::players[0]->metalhead;
1489 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
1490 Person::players.back()->metallow = Person::players[0]->metallow;
1492 Person::players.back()->immobile = Person::players[0]->immobile;
1494 Person::players.back()->numclothes = Person::players[0]->numclothes;
1495 for (int i = 0; i < Person::players.back()->numclothes; i++) {
1496 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
1497 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
1498 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
1499 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
1501 Person::players.back()->addClothes();
1503 Person::players.back()->power = Person::players[0]->power;
1504 Person::players.back()->speedmult = Person::players[0]->speedmult;
1506 Person::players.back()->loaded = true;
1510 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1511 if (Person::players.back()->numwaypoints < 90) {
1512 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
1513 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
1514 Person::players.back()->numwaypoints++;
1518 /* Connect waypoint */
1519 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1520 if (numpathpoints < 30) {
1521 bool connected, alreadyconnected;
1523 if (numpathpoints > 1) {
1524 for (int i = 0; i < numpathpoints; i++) {
1525 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
1526 alreadyconnected = 0;
1527 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
1528 if (pathpointconnect[pathpointselected][j] == i) {
1529 alreadyconnected = 1;
1532 if (!alreadyconnected) {
1533 numpathpointconnect[pathpointselected]++;
1535 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
1542 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
1543 numpathpointconnect[numpathpoints - 1] = 0;
1544 if (numpathpoints > 1 && pathpointselected != -1) {
1545 numpathpointconnect[pathpointselected]++;
1546 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
1548 pathpointselected = numpathpoints - 1;
1553 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
1554 pathpointselected++;
1555 if (pathpointselected >= numpathpoints) {
1556 pathpointselected = -1;
1560 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1561 pathpointselected--;
1562 if (pathpointselected <= -2) {
1563 pathpointselected = numpathpoints - 1;
1567 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1568 if (pathpointselected != -1) {
1570 pathpoint[pathpointselected] = pathpoint[numpathpoints];
1571 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
1572 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
1573 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
1575 for (int i = 0; i < numpathpoints; i++) {
1576 for (int j = 0; j < numpathpointconnect[i]; j++) {
1577 if (pathpointconnect[i][j] == pathpointselected) {
1578 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
1579 numpathpointconnect[i]--;
1581 if (pathpointconnect[i][j] == numpathpoints) {
1582 pathpointconnect[i][j] = pathpointselected;
1586 pathpointselected = numpathpoints - 1;
1590 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1592 if (editortype == treeleavestype || editortype == 10) {
1595 if (editortype < 0) {
1596 editortype = firetype;
1600 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1602 if (editortype == treeleavestype || editortype == 10) {
1605 if (editortype > firetype) {
1610 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1611 editoryaw -= multiplier * 100;
1612 if (editoryaw < -.01) {
1617 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1618 editoryaw += multiplier * 100;
1621 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1622 editorsize += multiplier;
1625 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1626 editorsize -= multiplier;
1627 if (editorsize < .1) {
1632 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1633 mapradius -= multiplier * 10;
1636 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1637 mapradius += multiplier * 10;
1640 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1641 editorpitch += multiplier * 100;
1644 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1645 editorpitch -= multiplier * 100;
1646 if (editorpitch < -.01) {
1653 void doJumpReversals()
1655 for (unsigned k = 0; k < Person::players.size(); k++) {
1656 for (unsigned i = k + 1; i < Person::players.size(); i++) {
1657 if (Person::players[k]->skeleton.free == 0 &&
1658 Person::players[i]->skeleton.oldfree == 0 &&
1659 (Person::players[i]->animTarget == jumpupanim ||
1660 Person::players[k]->animTarget == jumpupanim) &&
1661 (Person::players[i]->aitype == playercontrolled ||
1662 Person::players[k]->aitype == playercontrolled) &&
1663 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
1664 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
1665 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
1666 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
1667 //TODO: refactor two huge similar ifs
1668 if (Person::players[i]->animTarget == jumpupanim &&
1669 Person::players[k]->animTarget != getupfrombackanim &&
1670 Person::players[k]->animTarget != getupfromfrontanim &&
1671 Animation::animations[Person::players[k]->animTarget].height == middleheight &&
1672 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
1673 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
1674 Person::players[k]->aitype != playercontrolled)) {
1675 Person::players[i]->victim = Person::players[k];
1676 Person::players[i]->velocity = 0;
1677 Person::players[i]->animCurrent = jumpreversedanim;
1678 Person::players[i]->animTarget = jumpreversedanim;
1679 Person::players[i]->frameCurrent = 0;
1680 Person::players[i]->frameTarget = 1;
1681 Person::players[i]->targettilt2 = 0;
1682 Person::players[k]->victim = Person::players[i];
1683 Person::players[k]->velocity = 0;
1684 Person::players[k]->animCurrent = jumpreversalanim;
1685 Person::players[k]->animTarget = jumpreversalanim;
1686 Person::players[k]->frameCurrent = 0;
1687 Person::players[k]->frameTarget = 1;
1688 Person::players[k]->targettilt2 = 0;
1689 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
1690 Person::players[i]->animCurrent = rabbitkickreversedanim;
1691 Person::players[i]->animTarget = rabbitkickreversedanim;
1692 Person::players[i]->frameCurrent = 1;
1693 Person::players[i]->frameTarget = 2;
1694 Person::players[k]->animCurrent = rabbitkickreversalanim;
1695 Person::players[k]->animTarget = rabbitkickreversalanim;
1696 Person::players[k]->frameCurrent = 1;
1697 Person::players[k]->frameTarget = 2;
1699 Person::players[i]->target = 0;
1700 Person::players[k]->oldcoords = Person::players[k]->coords;
1701 Person::players[i]->coords = Person::players[k]->coords;
1702 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
1703 Person::players[k]->yaw = Person::players[i]->targetyaw;
1704 if (Person::players[k]->aitype == attacktypecutoff) {
1705 Person::players[k]->stunned = .5;
1708 if (Person::players[k]->animTarget == jumpupanim &&
1709 Person::players[i]->animTarget != getupfrombackanim &&
1710 Person::players[i]->animTarget != getupfromfrontanim &&
1711 Animation::animations[Person::players[i]->animTarget].height == middleheight &&
1712 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
1713 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
1714 Person::players[i]->aitype != playercontrolled)) {
1715 Person::players[k]->victim = Person::players[i];
1716 Person::players[k]->velocity = 0;
1717 Person::players[k]->animCurrent = jumpreversedanim;
1718 Person::players[k]->animTarget = jumpreversedanim;
1719 Person::players[k]->frameCurrent = 0;
1720 Person::players[k]->frameTarget = 1;
1721 Person::players[k]->targettilt2 = 0;
1722 Person::players[i]->victim = Person::players[k];
1723 Person::players[i]->velocity = 0;
1724 Person::players[i]->animCurrent = jumpreversalanim;
1725 Person::players[i]->animTarget = jumpreversalanim;
1726 Person::players[i]->frameCurrent = 0;
1727 Person::players[i]->frameTarget = 1;
1728 Person::players[i]->targettilt2 = 0;
1729 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
1730 Person::players[k]->animTarget = rabbitkickreversedanim;
1731 Person::players[k]->animCurrent = rabbitkickreversedanim;
1732 Person::players[i]->animCurrent = rabbitkickreversalanim;
1733 Person::players[i]->animTarget = rabbitkickreversalanim;
1734 Person::players[k]->frameCurrent = 1;
1735 Person::players[k]->frameTarget = 2;
1736 Person::players[i]->frameCurrent = 1;
1737 Person::players[i]->frameTarget = 2;
1739 Person::players[k]->target = 0;
1740 Person::players[i]->oldcoords = Person::players[i]->coords;
1741 Person::players[k]->coords = Person::players[i]->coords;
1742 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
1743 Person::players[i]->yaw = Person::players[k]->targetyaw;
1744 if (Person::players[i]->aitype == attacktypecutoff) {
1745 Person::players[i]->stunned = .5;
1754 void doAerialAcrobatics()
1756 static XYZ facing, flatfacing;
1757 for (unsigned k = 0; k < Person::players.size(); k++) {
1758 Person::players[k]->turnspeed = 500;
1760 if ((Person::players[k]->isRun() &&
1761 ((Person::players[k]->targetyaw != rabbitrunninganim &&
1762 Person::players[k]->targetyaw != wolfrunninganim) ||
1763 Person::players[k]->frameTarget == 4)) ||
1764 Person::players[k]->animTarget == removeknifeanim ||
1765 Person::players[k]->animTarget == crouchremoveknifeanim ||
1766 Person::players[k]->animTarget == flipanim ||
1767 Person::players[k]->animTarget == fightsidestep ||
1768 Person::players[k]->animTarget == walkanim) {
1769 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
1772 if (Person::players[k]->isStop() ||
1773 Person::players[k]->isLanding() ||
1774 Person::players[k]->animTarget == staggerbackhighanim ||
1775 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
1776 Person::players[k]->animTarget == staggerbackhardanim ||
1777 Person::players[k]->animTarget == backhandspringanim ||
1778 Person::players[k]->animTarget == dodgebackanim ||
1779 Person::players[k]->animTarget == rollanim ||
1780 (Animation::animations[Person::players[k]->animTarget].attack &&
1781 Person::players[k]->animTarget != rabbitkickanim &&
1782 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
1783 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
1784 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
1787 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
1788 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
1791 Person::players[k]->DoStuff();
1792 if (Person::players[k]->immobile && k != 0) {
1793 Person::players[k]->coords = Person::players[k]->realoldcoords;
1796 //if player's position has changed (?)
1797 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
1798 !Person::players[k]->skeleton.free &&
1799 Person::players[k]->animTarget != climbanim &&
1800 Person::players[k]->animTarget != hanganim) {
1801 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
1803 bool tempcollide = 0;
1805 if (Person::players[k]->collide < -.3) {
1806 Person::players[k]->collide = -.3;
1808 if (Person::players[k]->collide > 1) {
1809 Person::players[k]->collide = 1;
1811 Person::players[k]->collide -= multiplier * 30;
1814 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
1816 for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
1817 unsigned int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1818 if (Object::objects[i]->type != rocktype ||
1819 Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled ||
1820 Object::objects[i]->position.y > Person::players[k]->coords.y) {
1821 lowpoint = Person::players[k]->coords;
1822 if (Person::players[k]->animTarget != jumpupanim &&
1823 Person::players[k]->animTarget != jumpdownanim &&
1824 !Person::players[k]->isFlip()) {
1829 if (Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
1830 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1) {
1831 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
1833 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1834 flatfacing = lowpoint - Person::players[k]->coords;
1835 Person::players[k]->coords = lowpoint;
1836 Person::players[k]->coords.y -= 1.3;
1837 Person::players[k]->collide = 1;
1840 //TODO: refactor four similar blocks
1841 if (Person::players[k]->aitype == playercontrolled &&
1842 (Person::players[k]->animTarget == jumpupanim ||
1843 Person::players[k]->animTarget == jumpdownanim ||
1844 Person::players[k]->isFlip()) &&
1845 !Person::players[k]->jumptogglekeydown &&
1846 Person::players[k]->jumpkeydown) {
1847 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
1848 XYZ tempcoords1 = lowpoint;
1849 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1850 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1851 Person::players[k]->setTargetAnimation(walljumpleftanim);
1852 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1854 pause_sound(whooshsound);
1857 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1858 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1859 if (lowpointtarget.z < 0) {
1860 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1862 Person::players[k]->targetyaw = Person::players[k]->yaw;
1863 Person::players[k]->lowyaw = Person::players[k]->yaw;
1868 lowpoint = tempcoords1;
1869 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
1870 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1871 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1872 Person::players[k]->setTargetAnimation(walljumprightanim);
1873 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1875 pause_sound(whooshsound);
1878 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1879 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1880 if (lowpointtarget.z < 0) {
1881 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1883 Person::players[k]->targetyaw = Person::players[k]->yaw;
1884 Person::players[k]->lowyaw = Person::players[k]->yaw;
1889 lowpoint = tempcoords1;
1890 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
1891 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1892 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1893 Person::players[k]->setTargetAnimation(walljumpbackanim);
1894 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1896 pause_sound(whooshsound);
1899 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1900 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1901 if (lowpointtarget.z < 0) {
1902 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1904 Person::players[k]->targetyaw = Person::players[k]->yaw;
1905 Person::players[k]->lowyaw = Person::players[k]->yaw;
1910 lowpoint = tempcoords1;
1911 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
1912 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1913 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1914 Person::players[k]->setTargetAnimation(walljumpfrontanim);
1915 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1917 pause_sound(whooshsound);
1920 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1921 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1922 if (lowpointtarget.z < 0) {
1923 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1925 Person::players[k]->yaw += 180;
1926 Person::players[k]->targetyaw = Person::players[k]->yaw;
1927 Person::players[k]->lowyaw = Person::players[k]->yaw;
1937 } else if (Object::objects[i]->type == rocktype) {
1938 lowpoint2 = Person::players[k]->coords;
1939 lowpoint = Person::players[k]->coords;
1941 if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
1942 Person::players[k]->coords = colpoint;
1943 Person::players[k]->collide = 1;
1946 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
1947 //flipped into a rock
1948 if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7) {
1949 Person::players[k]->RagDoll(0);
1952 if (Person::players[k]->animTarget == jumpupanim) {
1953 Person::players[k]->jumppower = -4;
1954 Person::players[k]->animTarget = Person::players[k]->getIdle();
1956 Person::players[k]->target = 0;
1957 Person::players[k]->frameTarget = 0;
1958 Person::players[k]->onterrain = 1;
1960 if (Person::players[k]->id == 0) {
1961 pause_sound(whooshsound);
1962 OPENAL_SetVolume(channels[whooshsound], 0);
1966 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
1967 if (Person::players[k]->isFlip()) {
1968 Person::players[k]->jumppower = -4;
1970 Person::players[k]->animTarget = Person::players[k]->getLanding();
1971 emit_sound_at(landsound, Person::players[k]->coords, 128.);
1973 addEnvSound(Person::players[k]->coords);
1982 for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
1983 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1984 lowpoint = Person::players[k]->coords;
1986 if (Object::objects[i]->type != rocktype) {
1987 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1988 if (Person::players[k]->animTarget != jumpupanim &&
1989 Person::players[k]->animTarget != jumpdownanim &&
1990 Person::players[k]->onterrain) {
1991 Person::players[k]->avoidcollided = 1;
1993 Person::players[k]->coords = lowpoint;
1994 Person::players[k]->coords.y -= 1.35;
1995 Person::players[k]->collide = 1;
1997 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
1998 (Person::players[k]->animCurrent != climbanim &&
1999 Person::players[k]->animCurrent != hanganim &&
2000 !Person::players[k]->isWallJump() ||
2001 Person::players[k]->animTarget == jumpupanim ||
2002 Person::players[k]->animTarget == jumpdownanim)) {
2003 lowpoint = Person::players[k]->coords;
2004 Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
2005 lowpoint = Person::players[k]->coords;
2009 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2010 lowpointtarget = lowpoint + facing * 1.4;
2011 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2012 if (whichhit != -1) {
2013 lowpoint = Person::players[k]->coords;
2015 lowpointtarget = lowpoint + facing * 1.4;
2016 lowpoint2 = lowpoint;
2017 lowpointtarget2 = lowpointtarget;
2018 lowpoint3 = lowpoint;
2019 lowpointtarget3 = lowpointtarget;
2020 lowpoint4 = lowpoint;
2021 lowpointtarget4 = lowpointtarget;
2022 lowpoint5 = lowpoint;
2023 lowpointtarget5 = lowpointtarget;
2024 lowpoint6 = lowpoint;
2025 lowpointtarget6 = lowpointtarget;
2026 lowpoint7 = lowpoint;
2027 lowpointtarget7 = lowpoint;
2029 lowpointtarget2.x += .1;
2031 lowpointtarget3.z += .1;
2033 lowpointtarget4.x -= .1;
2035 lowpointtarget5.z -= .1;
2036 lowpoint6.y += 45 / 13;
2037 lowpointtarget6.y += 45 / 13;
2038 lowpointtarget6 += facing * .6;
2039 lowpointtarget7.y += 90 / 13;
2040 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2041 if (Object::objects[i]->friction > .5) {
2042 if (whichhit != -1) {
2043 if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim) {
2044 Person::players[k]->collided = 1;
2046 if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1) {
2047 if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1) {
2048 if (Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
2049 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2050 Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
2051 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2052 Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
2053 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2054 Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
2055 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
2056 for (int j = 0; j < 45; j++) {
2057 lowpoint = Person::players[k]->coords;
2058 lowpoint.y += (float)j / 13;
2059 lowpointtarget = lowpoint + facing * 1.4;
2060 if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
2061 &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
2062 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim) {
2065 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2066 lowpoint = Person::players[k]->coords;
2067 lowpoint.y += (float)j / 13;
2068 lowpointtarget = lowpoint + facing * 1.3;
2069 flatfacing = Person::players[k]->coords;
2070 Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * .01;
2071 Person::players[k]->coords.y = lowpointtarget.y - .07;
2072 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2074 if (j > 10 || !Person::players[k]->isRun()) {
2075 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2077 pause_sound(whooshsound);
2080 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2082 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
2083 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2084 if (lowpointtarget.z < 0) {
2085 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2087 Person::players[k]->targetyaw = Person::players[k]->yaw;
2088 Person::players[k]->lowyaw = Person::players[k]->yaw;
2090 //Person::players[k]->velocity=lowpointtarget*.03;
2091 Person::players[k]->velocity = 0;
2094 if (Person::players[k]->animTarget == jumpupanim) {
2095 Person::players[k]->animTarget = climbanim;
2096 Person::players[k]->jumppower = 0;
2097 Person::players[k]->jumpclimb = 1;
2099 Person::players[k]->transspeed = 6;
2100 Person::players[k]->target = 0;
2101 Person::players[k]->frameTarget = 1;
2104 Person::players[k]->setTargetAnimation(hanganim);
2105 Person::players[k]->jumppower = 0;
2123 if (Person::players[k]->collide <= 0) {
2125 if (!Person::players[k]->onterrain &&
2126 Person::players[k]->animTarget != jumpupanim &&
2127 Person::players[k]->animTarget != jumpdownanim &&
2128 Person::players[k]->animTarget != climbanim &&
2129 Person::players[k]->animTarget != hanganim &&
2130 !Person::players[k]->isWallJump() &&
2131 !Person::players[k]->isFlip()) {
2132 if (Person::players[k]->animCurrent != climbanim &&
2133 Person::players[k]->animCurrent != tempanim &&
2134 Person::players[k]->animTarget != backhandspringanim &&
2135 (Person::players[k]->animTarget != rollanim ||
2136 Person::players[k]->frameTarget < 2 ||
2137 Person::players[k]->frameTarget > 6)) {
2138 //stagger off ledge (?)
2139 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim) {
2140 Person::players[k]->RagDoll(0);
2142 Person::players[k]->setTargetAnimation(jumpdownanim);
2145 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2149 Person::players[k]->velocity.y += gravity;
2153 Person::players[k]->realoldcoords = Person::players[k]->coords;
2159 static int randattack;
2160 static bool playerrealattackkeydown = 0;
2162 if (!Input::isKeyDown(attackkey)) {
2166 Person::players[0]->attackkeydown = 0;
2169 playerrealattackkeydown = 0;
2171 if (!oldattackkey) {
2172 playerrealattackkeydown = Input::isKeyDown(attackkey);
2174 if ((Person::players[0]->parriedrecently <= 0 ||
2175 Person::players[0]->weaponactive == -1) &&
2178 Person::players[0]->lastattack != swordslashanim &&
2179 Person::players[0]->lastattack != knifeslashstartanim &&
2180 Person::players[0]->lastattack != staffhitanim &&
2181 Person::players[0]->lastattack != staffspinhitanim))) {
2182 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2184 if (Input::isKeyDown(attackkey) &&
2186 !Person::players[0]->backkeydown) {
2187 for (unsigned k = 0; k < Person::players.size(); k++) {
2188 if ((Person::players[k]->animTarget == swordslashanim ||
2189 Person::players[k]->animTarget == staffhitanim ||
2190 Person::players[k]->animTarget == staffspinhitanim) &&
2191 Person::players[0]->animCurrent != dodgebackanim &&
2192 !Person::players[k]->skeleton.free) {
2193 Person::players[k]->Reverse();
2198 if (!hostile || Dialog::inDialog()) {
2199 Person::players[0]->attackkeydown = 0;
2202 for (unsigned k = 0; k < Person::players.size(); k++) {
2203 if (Dialog::inDialog()) {
2204 Person::players[k]->attackkeydown = 0;
2206 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2207 if (Person::players[k]->aitype != playercontrolled) {
2208 Person::players[k]->victim = Person::players[0];
2210 //attack key pressed
2211 if (Person::players[k]->attackkeydown) {
2213 if (Person::players[k]->backkeydown &&
2214 Person::players[k]->animTarget != backhandspringanim &&
2215 (Person::players[k]->isIdle() ||
2216 Person::players[k]->isStop() ||
2217 Person::players[k]->isRun() ||
2218 Person::players[k]->animTarget == walkanim)) {
2219 if (Person::players[k]->jumppower <= 1) {
2220 Person::players[k]->jumppower -= 2;
2222 for (unsigned i = 0; i < Person::players.size(); i++) {
2226 if (Person::players[i]->animTarget == swordslashanim ||
2227 Person::players[i]->animTarget == knifeslashstartanim ||
2228 Person::players[i]->animTarget == staffhitanim ||
2229 Person::players[i]->animTarget == staffspinhitanim) {
2230 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2231 Person::players[k]->setTargetAnimation(dodgebackanim);
2232 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2233 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2237 if (Person::players[k]->animTarget != dodgebackanim) {
2241 Person::players[k]->setTargetAnimation(backhandspringanim);
2242 Person::players[k]->targetyaw = -yaw + 180;
2243 if (Person::players[k]->leftkeydown) {
2244 Person::players[k]->targetyaw -= 45;
2246 if (Person::players[k]->rightkeydown) {
2247 Person::players[k]->targetyaw += 45;
2249 Person::players[k]->yaw = Person::players[k]->targetyaw;
2250 Person::players[k]->jumppower -= 2;
2255 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2256 !Person::players[k]->backkeydown &&
2257 (Person::players[k]->isIdle() ||
2258 Person::players[k]->isRun() ||
2259 Person::players[k]->animTarget == walkanim ||
2260 Person::players[k]->animTarget == sneakanim ||
2261 Person::players[k]->isCrouch())) {
2262 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2263 //normal attacks (?)
2264 Person::players[k]->hasvictim = 0;
2265 if (Person::players.size() > 1) {
2266 for (unsigned i = 0; i < Person::players.size(); i++) {
2267 if (i == k || !(k == 0 || i == 0)) {
2270 if (!Person::players[k]->hasvictim) {
2271 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2273 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2274 if (distance < 4.5 &&
2275 !Person::players[i]->skeleton.free &&
2276 Person::players[i]->howactive < typedead1 &&
2277 Person::players[i]->animTarget != jumpreversedanim &&
2278 Person::players[i]->animTarget != rabbitkickreversedanim &&
2279 Person::players[i]->animTarget != rabbitkickanim &&
2280 Person::players[k]->animTarget != rabbitkickanim &&
2281 Person::players[i]->animTarget != getupfrombackanim &&
2282 (Person::players[i]->animTarget != staggerbackhighanim &&
2283 (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2284 Person::players[i]->animTarget != jumpdownanim &&
2285 Person::players[i]->animTarget != jumpupanim &&
2286 Person::players[i]->animTarget != getupfromfrontanim) {
2287 Person::players[k]->victim = Person::players[i];
2288 Person::players[k]->hasvictim = 1;
2289 if (Person::players[k]->aitype == playercontrolled) { //human player
2291 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2292 Person::players[k]->crouchkeydown &&
2293 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2294 Person::players[k]->animTarget = sweepanim;
2296 } else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2297 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2298 !Person::players[k]->forwardkeydown &&
2299 !Person::players[k]->leftkeydown &&
2300 !Person::players[k]->rightkeydown &&
2301 !Person::players[k]->crouchkeydown &&
2304 Person::players[k]->animTarget = winduppunchanim;
2306 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2307 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2308 !Person::players[k]->forwardkeydown &&
2309 !Person::players[k]->leftkeydown &&
2310 !Person::players[k]->rightkeydown &&
2311 !Person::players[k]->crouchkeydown &&
2313 Person::players[k]->animTarget = upunchanim;
2315 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2316 Person::players[i]->staggerdelay > 0 &&
2317 attackweapon == knife &&
2318 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) {
2319 Person::players[k]->animTarget = knifefollowanim;
2321 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2322 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2323 !Person::players[k]->forwardkeydown &&
2324 !Person::players[k]->leftkeydown &&
2325 !Person::players[k]->rightkeydown &&
2326 !Person::players[k]->crouchkeydown &&
2327 attackweapon == knife &&
2328 Person::players[k]->weaponmissdelay <= 0) {
2329 Person::players[k]->animTarget = knifeslashstartanim;
2331 } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2332 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2333 !Person::players[k]->crouchkeydown &&
2334 attackweapon == sword &&
2335 Person::players[k]->weaponmissdelay <= 0) {
2336 Person::players[k]->animTarget = swordslashanim;
2338 } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2339 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2340 !Person::players[k]->crouchkeydown &&
2341 attackweapon == staff &&
2342 Person::players[k]->weaponmissdelay <= 0 &&
2343 !Person::players[k]->leftkeydown &&
2344 !Person::players[k]->rightkeydown &&
2345 !Person::players[k]->forwardkeydown) {
2346 Person::players[k]->animTarget = staffhitanim;
2348 } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2349 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2350 !Person::players[k]->crouchkeydown &&
2351 attackweapon == staff &&
2352 Person::players[k]->weaponmissdelay <= 0) {
2353 Person::players[k]->animTarget = staffspinhitanim;
2355 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2356 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2357 Person::players[k]->animTarget = spinkickanim;
2359 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2360 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2361 Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
2362 Person::players[k]->animTarget = lowkickanim;
2364 } else { //AI player
2365 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
2366 randattack = abs(Random() % 5);
2367 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
2369 if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2370 Person::players[k]->animTarget = sweepanim;
2372 } else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2374 Person::players[k]->animTarget = upunchanim;
2376 } else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2377 Person::players[k]->animTarget = spinkickanim;
2379 } else if (Animation::animations[Person::players[i]->animTarget].height == lowheight) {
2380 Person::players[k]->animTarget = lowkickanim;
2385 if ((!Tutorial::active || !attackweapon) &&
2386 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2388 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2389 Person::players[k]->animTarget = sweepanim;
2391 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2392 attackweapon == knife &&
2393 Person::players[k]->weaponmissdelay <= 0) {
2394 Person::players[k]->animTarget = knifeslashstartanim;
2396 } else if (!(Person::players[0]->victim == Person::players[i] &&
2397 Person::players[0]->hasvictim &&
2398 Person::players[0]->animTarget == swordslashanim) &&
2399 attackweapon == sword &&
2400 Person::players[k]->weaponmissdelay <= 0) {
2401 Person::players[k]->animTarget = swordslashanim;
2403 } else if (!(Person::players[0]->victim == Person::players[i] &&
2404 Person::players[0]->hasvictim &&
2405 Person::players[0]->animTarget == swordslashanim) &&
2406 attackweapon == staff &&
2407 Person::players[k]->weaponmissdelay <= 0 &&
2409 Person::players[k]->animTarget = staffhitanim;
2411 } else if (!(Person::players[0]->victim == Person::players[i] &&
2412 Person::players[0]->hasvictim &&
2413 Person::players[0]->animTarget == swordslashanim) &&
2414 attackweapon == staff &&
2415 Person::players[k]->weaponmissdelay <= 0 &&
2417 Person::players[k]->animTarget = staffspinhitanim;
2419 } else if ((!Tutorial::active || !attackweapon) &&
2420 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2422 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2423 Person::players[k]->animTarget = spinkickanim;
2425 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2426 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2427 Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
2428 Person::players[k]->animTarget = lowkickanim;
2433 //upunch becomes wolfslap
2434 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype) {
2435 Person::players[k]->animTarget = wolfslapanim;
2439 if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
2440 Person::players[i]->howactive < typedead1 &&
2441 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2442 !Person::players[i]->skeleton.free &&
2443 Person::players[i]->animTarget != getupfrombackanim &&
2444 Person::players[i]->animTarget != getupfromfrontanim &&
2445 (Person::players[i]->surprised > 0 ||
2446 Person::players[i]->aitype == passivetype ||
2447 attackweapon && Person::players[i]->stunned > 0) &&
2448 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
2450 if (!attackweapon) {
2451 Person::players[k]->animCurrent = sneakattackanim;
2452 Person::players[k]->animTarget = sneakattackanim;
2453 Person::players[i]->animCurrent = sneakattackedanim;
2454 Person::players[i]->animTarget = sneakattackedanim;
2455 Person::players[k]->oldcoords = Person::players[k]->coords;
2456 Person::players[k]->coords = Person::players[i]->coords;
2459 if (attackweapon == knife) {
2460 Person::players[k]->animCurrent = knifesneakattackanim;
2461 Person::players[k]->animTarget = knifesneakattackanim;
2462 Person::players[i]->animCurrent = knifesneakattackedanim;
2463 Person::players[i]->animTarget = knifesneakattackedanim;
2464 Person::players[i]->oldcoords = Person::players[i]->coords;
2465 Person::players[i]->coords = Person::players[k]->coords;
2468 if (attackweapon == sword) {
2469 Person::players[k]->animCurrent = swordsneakattackanim;
2470 Person::players[k]->animTarget = swordsneakattackanim;
2471 Person::players[i]->animCurrent = swordsneakattackedanim;
2472 Person::players[i]->animTarget = swordsneakattackedanim;
2473 Person::players[i]->oldcoords = Person::players[i]->coords;
2474 Person::players[i]->coords = Person::players[k]->coords;
2476 if (attackweapon != staff) {
2477 Person::players[k]->victim = Person::players[i];
2478 Person::players[k]->hasvictim = 1;
2479 Person::players[i]->targettilt2 = 0;
2480 Person::players[i]->frameTarget = 1;
2481 Person::players[i]->frameCurrent = 0;
2482 Person::players[i]->target = 0;
2483 Person::players[i]->velocity = 0;
2484 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2485 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2486 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2487 Person::players[k]->target = Person::players[i]->target;
2488 Person::players[k]->velocity = 0;
2489 Person::players[k]->targetyaw = Person::players[i]->yaw;
2490 Person::players[k]->yaw = Person::players[i]->yaw;
2491 Person::players[i]->targetyaw = Person::players[i]->yaw;
2494 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2495 Person::players[k]->victim == Person::players[i] &&
2496 (!Person::players[i]->skeleton.free)) {
2498 Person::players[k]->frameTarget = 0;
2499 Person::players[k]->target = 0;
2501 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2502 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2503 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2504 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2505 Person::players[k]->lastattack = Person::players[k]->animTarget;
2507 if (Person::players[k]->animTarget == knifefollowanim &&
2508 Person::players[k]->victim == Person::players[i]) {
2510 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2511 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2512 Person::players[k]->victim = Person::players[i];
2513 Person::players[k]->hasvictim = 1;
2514 Person::players[i]->animTarget = knifefollowedanim;
2515 Person::players[i]->animCurrent = knifefollowedanim;
2516 Person::players[i]->targettilt2 = 0;
2517 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
2518 Person::players[i]->frameTarget = 1;
2519 Person::players[i]->frameCurrent = 0;
2520 Person::players[i]->target = 0;
2521 Person::players[i]->velocity = 0;
2522 Person::players[k]->animCurrent = knifefollowanim;
2523 Person::players[k]->animTarget = knifefollowanim;
2524 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2525 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2526 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2527 Person::players[k]->target = Person::players[i]->target;
2528 Person::players[k]->velocity = 0;
2529 Person::players[k]->oldcoords = Person::players[k]->coords;
2530 Person::players[i]->coords = Person::players[k]->coords;
2531 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2532 Person::players[i]->yaw = Person::players[k]->targetyaw;
2533 Person::players[k]->yaw = Person::players[k]->targetyaw;
2534 Person::players[i]->yaw = Person::players[k]->targetyaw;
2540 const bool hasstaff = attackweapon == staff;
2541 if (k == 0 && Person::players.size() > 1) {
2542 for (unsigned i = 0; i < Person::players.size(); i++) {
2546 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
2547 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
2548 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2549 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown)) {
2550 if (Person::players[i]->skeleton.free) {
2551 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
2552 (Person::players[i]->dead ||
2553 Person::players[i]->skeleton.longdead > 1000 ||
2554 Person::players[k]->isRun() ||
2557 (Person::players[i]->skeleton.longdead > 2000 ||
2558 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
2559 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
2560 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
2561 Person::players[k]->victim = Person::players[i];
2562 Person::players[k]->hasvictim = 1;
2563 if (attackweapon && !Tutorial::active) {
2565 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5)) {
2566 Person::players[k]->animTarget = crouchstabanim;
2569 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword) {
2570 Person::players[k]->animTarget = swordgroundstabanim;
2573 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff) {
2574 Person::players[k]->animTarget = staffgroundsmashanim;
2577 if (distance < 2.5 &&
2578 Person::players[k]->crouchkeydown &&
2579 Person::players[k]->animTarget != crouchstabanim &&
2581 Person::players[i]->dead &&
2582 Person::players[i]->skeleton.free &&
2583 Person::players[i]->skeleton.longdead > 1000) {
2584 Person::players[k]->animTarget = killanim;
2585 terrain.deleteDeadDecals();
2586 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2587 if (Object::objects[l]->model.type == decalstype) {
2588 Object::objects[l]->model.deleteDeadDecals();
2592 if (!Person::players[i]->dead || musictype != 2) {
2593 if (distance < 3.5 &&
2594 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
2595 Person::players[k]->staggerdelay <= 0 &&
2596 (Person::players[i]->dead ||
2597 Person::players[i]->skeleton.longdead < 300 &&
2598 Person::players[k]->lastattack != spinkickanim &&
2599 Person::players[i]->skeleton.free) &&
2600 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
2601 Person::players[k]->animTarget = dropkickanim;
2602 terrain.deleteDeadDecals();
2603 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2604 if (Object::objects[l]->model.type == decalstype) {
2605 Object::objects[l]->model.deleteDeadDecals();
2613 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2614 Person::players[k]->victim == Person::players[i] &&
2615 (!Person::players[i]->skeleton.free ||
2616 Person::players[k]->animTarget == killanim ||
2617 Person::players[k]->animTarget == crouchstabanim ||
2618 Person::players[k]->animTarget == swordgroundstabanim ||
2619 Person::players[k]->animTarget == staffgroundsmashanim ||
2620 Person::players[k]->animTarget == dropkickanim)) {
2622 Person::players[k]->frameTarget = 0;
2623 Person::players[k]->target = 0;
2625 XYZ targetpoint = Person::players[i]->coords;
2626 if (Person::players[k]->animTarget == crouchstabanim ||
2627 Person::players[k]->animTarget == swordgroundstabanim ||
2628 Person::players[k]->animTarget == staffgroundsmashanim) {
2629 targetpoint += (Person::players[i]->jointPos(abdomen) +
2630 Person::players[i]->jointPos(neck)) /
2632 Person::players[i]->scale;
2634 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
2635 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
2637 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
2638 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
2641 if (Person::players[k]->animTarget == staffgroundsmashanim) {
2642 Person::players[k]->targettilt2 += 10;
2645 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2646 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2647 Person::players[k]->lastattack = Person::players[k]->animTarget;
2649 if (Person::players[k]->animTarget == swordgroundstabanim) {
2650 Person::players[k]->targetyaw += 30;
2656 if (!Person::players[k]->hasvictim) {
2658 for (unsigned i = 0; i < Person::players.size(); i++) {
2659 if (i == k || !(i == 0 || k == 0)) {
2662 if (!Person::players[i]->skeleton.free) {
2663 if (Person::players[k]->hasvictim) {
2664 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
2665 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords)) {
2666 Person::players[k]->victim = Person::players[i];
2669 Person::players[k]->victim = Person::players[i];
2670 Person::players[k]->hasvictim = 1;
2675 if (Person::players[k]->aitype == playercontrolled) {
2677 if (Person::players[k]->attackkeydown &&
2678 Person::players[k]->isRun() &&
2679 Person::players[k]->wasRun() &&
2680 ((Person::players[k]->hasvictim &&
2681 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
2682 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
2683 !Person::players[k]->victim->skeleton.free &&
2684 Person::players[k]->victim->animTarget != getupfrombackanim &&
2685 Person::players[k]->victim->animTarget != getupfromfrontanim &&
2686 Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
2687 Person::players[k]->aitype != playercontrolled && //wat???
2688 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
2689 Person::players[k]->rabbitkickenabled) ||
2690 Person::players[k]->jumpkeydown)) {
2692 Person::players[k]->setTargetAnimation(rabbitkickanim);
2696 if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
2698 switch (attackweapon) {
2719 void doPlayerCollisions()
2721 static XYZ rotatetarget;
2722 static float collisionradius;
2723 if (Person::players.size() > 1) {
2724 for (unsigned k = 0; k < Person::players.size(); k++) {
2725 for (unsigned i = k + 1; i < Person::players.size(); i++) {
2726 //neither player is part of a reversal
2727 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
2728 Animation::animations[Person::players[i]->animTarget].attack != reversal &&
2729 Animation::animations[Person::players[k]->animTarget].attack != reversed &&
2730 Animation::animations[Person::players[k]->animTarget].attack != reversal) ||
2731 (i != 0 && k != 0)) {
2732 if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
2733 Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
2734 Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
2735 Animation::animations[Person::players[k]->animCurrent].attack != reversal) ||
2736 (i != 0 && k != 0)) {
2737 //neither is sleeping
2738 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping) {
2739 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall) {
2740 //in same patch, neither is climbing
2741 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
2742 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
2743 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
2744 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
2745 Person::players[i]->animTarget != climbanim &&
2746 Person::players[i]->animTarget != hanganim &&
2747 Person::players[k]->animTarget != climbanim &&
2748 Person::players[k]->animTarget != hanganim) {
2749 //players are close (bounding box test)
2750 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3) {
2751 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3) {
2752 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3) {
2753 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3) {
2754 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3) {
2755 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
2756 //spread fire from player to player
2757 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2758 if (Person::players[i]->onfire || Person::players[k]->onfire) {
2759 if (!Person::players[i]->onfire) {
2760 Person::players[i]->CatchFire();
2762 if (!Person::players[k]->onfire) {
2763 Person::players[k]->CatchFire();
2768 XYZ tempcoords1 = Person::players[i]->coords;
2769 XYZ tempcoords2 = Person::players[k]->coords;
2770 if (!Person::players[i]->skeleton.oldfree) {
2771 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
2773 if (!Person::players[k]->skeleton.oldfree) {
2774 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
2776 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2777 if (Person::players[0]->hasvictim) {
2778 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free) {
2779 collisionradius = 3;
2782 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
2783 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
2784 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
2785 //jump down on a dead body
2786 if (k == 0 || i == 0) {
2788 if (Person::players[0]->animTarget == jumpdownanim &&
2789 !Person::players[0]->skeleton.oldfree &&
2790 !Person::players[0]->skeleton.free &&
2791 Person::players[l]->skeleton.oldfree &&
2792 Person::players[l]->skeleton.free &&
2793 Person::players[l]->dead &&
2794 Person::players[0]->lastcollide <= 0 &&
2795 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
2796 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
2797 Person::players[0]->coords.y = Person::players[l]->coords.y;
2798 Person::players[l]->velocity = Person::players[0]->velocity;
2799 Person::players[l]->skeleton.free = 0;
2800 Person::players[l]->yaw = 0;
2801 Person::players[l]->RagDoll(0);
2802 Person::players[l]->DoDamage(20);
2804 Person::players[l]->skeleton.longdead = 0;
2805 Person::players[0]->lastcollide = 1;
2809 if ((Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
2810 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
2811 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
2812 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
2813 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
2814 Person::players[i]->skeleton.free) &&
2815 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
2816 Person::players[k]->skeleton.free)) {
2817 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
2818 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
2819 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
2821 k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
2822 /*i!=0&&*/ Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
2823 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
2824 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
2825 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
2827 if ((i != 0 || Person::players[i]->skeleton.free) &&
2828 (k != 0 || Person::players[k]->skeleton.free) ||
2829 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
2830 Animation::animations[Person::players[k]->animTarget].height == highheight)) {
2831 if (!Tutorial::active) {
2832 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
2835 Person::players[i]->RagDoll(0);
2836 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
2837 award_bonus(0, aimbonus);
2839 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
2840 Person::players[k]->RagDoll(0);
2841 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
2842 award_bonus(0, aimbonus); // Huh, again?
2844 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
2846 for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
2847 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
2849 for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
2850 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
2855 if ((Animation::animations[Person::players[i]->animTarget].attack == neutral ||
2856 Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
2857 (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
2858 Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
2860 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
2861 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2862 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
2863 Normalise(&rotatetarget);
2864 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
2865 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2866 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2867 if (Person::players[k]->howactive == typeactive || hostile) {
2868 if (Person::players[k]->isIdle()) {
2869 if (Person::players[k]->howactive < typesleeping) {
2870 Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
2871 } else if (Person::players[k]->howactive == typesleeping) {
2872 Person::players[k]->setTargetAnimation(getupfromfrontanim);
2874 if (!editorenabled) {
2875 Person::players[k]->howactive = typeactive;
2879 if (Person::players[i]->howactive == typeactive || hostile) {
2880 if (Person::players[i]->isIdle()) {
2881 if (Person::players[i]->howactive < typesleeping) {
2882 Person::players[i]->setTargetAnimation(Person::players[k]->getStop());
2884 Person::players[i]->setTargetAnimation(getupfromfrontanim);
2886 if (!editorenabled) {
2887 Person::players[i]->howactive = typeactive;
2892 //jump down on player
2894 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
2895 !Person::players[i]->isCrouch() &&
2896 Person::players[i]->animTarget != rollanim &&
2897 !Person::players[k]->skeleton.oldfree && !Person::players[k]->skeleton.free &&
2898 Person::players[k]->lastcollide <= 0 &&
2899 Person::players[k]->velocity.y < -10) {
2900 Person::players[i]->velocity = Person::players[k]->velocity;
2901 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
2902 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
2903 Person::players[i]->DoDamage(20);
2904 Person::players[i]->RagDoll(0);
2905 Person::players[k]->lastcollide = 1;
2906 award_bonus(k, AboveBonus);
2908 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
2909 !Person::players[k]->isCrouch() &&
2910 Person::players[k]->animTarget != rollanim &&
2911 !Person::players[i]->skeleton.oldfree &&
2912 !Person::players[i]->skeleton.free &&
2913 Person::players[i]->lastcollide <= 0 &&
2914 Person::players[i]->velocity.y < -10) {
2915 Person::players[k]->velocity = Person::players[i]->velocity;
2916 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
2917 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
2918 Person::players[k]->DoDamage(20);
2919 Person::players[k]->RagDoll(0);
2920 Person::players[i]->lastcollide = 1;
2921 award_bonus(i, AboveBonus);
2927 Person::players[i]->CheckKick();
2928 Person::players[k]->CheckKick();
2948 static XYZ facing, flatfacing;
2953 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
2954 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2955 stereoreverse = true;
2957 stereoreverse = false;
2960 if (stereoreverse) {
2961 printf("Stereo reversed\n");
2963 printf("Stereo unreversed\n");
2967 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
2968 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2969 stereoseparation -= 0.001;
2971 stereoseparation -= 0.010;
2973 printf("Stereo decreased increased to %f\n", stereoseparation);
2976 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
2977 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2978 stereoseparation += 0.001;
2980 stereoseparation += 0.010;
2982 printf("Stereo separation increased to %f\n", stereoseparation);
2985 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && Tutorial::active) {
2986 if (Tutorial::stage != 51) {
2987 Tutorial::stagetime = Tutorial::maxtime;
2989 emit_sound_np(consolefailsound, 128.);
2993 Values of mainmenu :
2995 2 Menu pause (resume/end game)
2997 4 Controls configuration menu
2998 5 Main game menu (choose level or challenge)
2999 6 Deleting user menu
3000 7 User managment menu (select/add)
3001 8 Choose difficulty menu
3002 9 Challenge level selection menu
3003 10 End of the campaign congratulation (is that really a menu?)
3004 11 Same that 9 ??? => unused
3005 18 stereo configuration
3010 if (mainmenu && endgame == 1) {
3013 //go to level select after completing a campaign level
3014 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
3021 OPENAL_SetFrequency(OPENAL_ALL);
3022 emit_stream_np(stream_menutheme);
3023 pause_sound(leveltheme);
3027 //escape key pressed
3028 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
3029 (gameon || mainmenu == 0)) {
3031 if (mainmenu == 0 && !winfreeze) {
3032 mainmenu = 2; //pause
3033 } else if (mainmenu == 1 || mainmenu == 2) {
3034 mainmenu = 0; //unpause
3037 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
3038 OPENAL_SetFrequency(OPENAL_ALL);
3039 emit_stream_np(stream_menutheme);
3040 pause_sound(leveltheme);
3042 //on resume, play level music
3044 pause_sound(stream_menutheme);
3045 resume_stream(leveltheme);
3056 hostiletime += multiplier;
3061 leveltime += multiplier;
3065 if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && devtools) {
3068 OPENAL_SetFrequency(OPENAL_ALL);
3072 if (Input::isKeyPressed(consolekey) && devtools) {
3075 OPENAL_SetFrequency(OPENAL_ALL);
3085 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
3086 inputText(consoletext[0], &consoleselected);
3088 if (!consoletext[0].empty()) {
3089 cmd_dispatch(consoletext[0]);
3090 for (int k = 14; k >= 1; k--) {
3091 consoletext[k] = consoletext[k - 1];
3093 consoletext[0].clear();
3094 consoleselected = 0;
3098 consoleblinkdelay -= multiplier;
3099 if (consoleblinkdelay <= 0) {
3100 consoleblinkdelay = .3;
3101 consoleblink = !consoleblink;
3105 static int oldwinfreeze;
3106 if (winfreeze && !oldwinfreeze) {
3107 OPENAL_SetFrequency(OPENAL_ALL);
3108 emit_sound_np(consolesuccesssound);
3110 if (winfreeze == 0) {
3111 oldwinfreeze = winfreeze;
3116 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign) {
3121 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
3125 } else if (winfreeze) {
3131 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
3134 static float talkdelay = 0;
3136 if (Dialog::inDialog()) {
3139 talkdelay -= multiplier;
3141 if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
3142 for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
3143 Dialog::dialogs[i].tick(i);
3147 windvar += multiplier;
3148 smoketex += multiplier;
3149 Tutorial::stagetime += multiplier;
3152 static float hotspotvisual[40];
3153 if (Hotspot::hotspots.size()) {
3155 if (editorenabled) {
3156 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3157 hotspotvisual[i] -= multiplier / 320;
3161 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3162 while (hotspotvisual[i] < 0) {
3164 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
3165 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
3166 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
3167 hotspotsprite += Hotspot::hotspots[i].position;
3168 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
3169 hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
3173 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3174 if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
3175 Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
3181 if (Tutorial::active) {
3182 Tutorial::Do(multiplier);
3186 if (!Tutorial::active) {
3187 if (bonustime == 0 &&
3188 bonus != solidhit &&
3189 bonus != spinecrusher &&
3190 bonus != tracheotomy &&
3191 bonus != backstab &&
3193 emit_sound_np(consolesuccesssound);
3195 } else if (bonustime == 0) {
3196 emit_sound_np(fireendsound);
3198 if (bonustime == 0) {
3199 if (bonus != solidhit &&
3200 bonus != twoxcombo &&
3201 bonus != threexcombo &&
3202 bonus != fourxcombo &&
3203 bonus != megacombo) {
3206 bonusnum[bonus] += 0.15;
3208 if (Tutorial::active) {
3211 if (bonusvalue > 0) {
3212 bonusvalue /= bonusnum[bonus];
3213 if (bonusvalue <= 0) {
3217 bonustotal += bonusvalue;
3219 bonustime += multiplier;
3222 if (environment == snowyenvironment) {
3223 precipdelay -= multiplier;
3224 while (precipdelay < 0) {
3229 XYZ footvel, footpoint;
3232 footpoint = viewer + viewerfacing * 6;
3233 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
3234 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
3235 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
3236 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
3240 doAerialAcrobatics();
3242 static XYZ oldviewer;
3245 if (!Dialog::inDialog()) {
3246 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
3247 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
3248 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
3249 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
3250 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
3251 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
3252 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
3253 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
3255 Person::players[0]->forwardkeydown = 0;
3256 Person::players[0]->leftkeydown = 0;
3257 Person::players[0]->backkeydown = 0;
3258 Person::players[0]->rightkeydown = 0;
3259 Person::players[0]->jumpkeydown = 0;
3260 Person::players[0]->crouchkeydown = 0;
3261 Person::players[0]->drawkeydown = 0;
3262 Person::players[0]->throwkeydown = 0;
3265 if (!Person::players[0]->jumpkeydown) {
3266 Person::players[0]->jumpclimb = 0;
3269 if (Dialog::inDialog()) {
3271 if (Dialog::directing) {
3275 facing = DoRotation(facing, -pitch, 0, 0);
3276 facing = DoRotation(facing, 0, 0 - yaw, 0);
3281 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
3283 if (Input::isKeyDown(forwardkey)) {
3284 viewer += facing * multiplier * 4;
3286 if (Input::isKeyDown(backkey)) {
3287 viewer -= facing * multiplier * 4;
3289 if (Input::isKeyDown(leftkey)) {
3290 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
3292 if (Input::isKeyDown(rightkey)) {
3293 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
3295 if (Input::isKeyDown(jumpkey)) {
3296 viewer.y += multiplier * 4;
3298 if (Input::isKeyDown(crouchkey)) {
3299 viewer.y -= multiplier * 4;
3301 if (Input::isKeyPressed(SDL_SCANCODE_1) ||
3302 Input::isKeyPressed(SDL_SCANCODE_2) ||
3303 Input::isKeyPressed(SDL_SCANCODE_3) ||
3304 Input::isKeyPressed(SDL_SCANCODE_4) ||
3305 Input::isKeyPressed(SDL_SCANCODE_5) ||
3306 Input::isKeyPressed(SDL_SCANCODE_6) ||
3307 Input::isKeyPressed(SDL_SCANCODE_7) ||
3308 Input::isKeyPressed(SDL_SCANCODE_8) ||
3309 Input::isKeyPressed(SDL_SCANCODE_9) ||
3310 Input::isKeyPressed(SDL_SCANCODE_0) ||
3311 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3313 if (Input::isKeyPressed(SDL_SCANCODE_1)) {
3316 if (Input::isKeyPressed(SDL_SCANCODE_2)) {
3319 if (Input::isKeyPressed(SDL_SCANCODE_3)) {
3322 if (Input::isKeyPressed(SDL_SCANCODE_4)) {
3325 if (Input::isKeyPressed(SDL_SCANCODE_5)) {
3328 if (Input::isKeyPressed(SDL_SCANCODE_6)) {
3331 if (Input::isKeyPressed(SDL_SCANCODE_7)) {
3334 if (Input::isKeyPressed(SDL_SCANCODE_8)) {
3337 if (Input::isKeyPressed(SDL_SCANCODE_9)) {
3340 if (Input::isKeyPressed(SDL_SCANCODE_0)) {
3343 if (Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3346 if (whichend != -1) {
3347 Dialog::currentScene().participantfocus = whichend;
3348 Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
3349 Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
3351 if (whichend == -1) {
3352 Dialog::currentScene().participantfocus = -1;
3354 /* FIXME: potentially accessing -1 in Person::players! */
3355 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
3356 Dialog::indialogue = -1;
3357 Dialog::directing = false;
3360 Dialog::currentScene().camera = viewer;
3361 Dialog::currentScene().camerayaw = yaw;
3362 Dialog::currentScene().camerapitch = pitch;
3363 Dialog::indialogue++;
3364 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3365 if (Dialog::currentScene().sound != 0) {
3366 playdialoguescenesound();
3370 for (unsigned j = 0; j < Person::players.size(); j++) {
3371 Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
3374 //TODO: should these be KeyDown or KeyPressed?
3375 if (Input::isKeyDown(SDL_SCANCODE_KP_1) ||
3376 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
3377 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
3378 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
3379 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
3380 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
3381 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
3382 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
3383 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
3384 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3386 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) {
3389 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) {
3392 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) {
3395 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) {
3398 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) {
3401 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) {
3404 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) {
3407 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) {
3410 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) {
3413 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3416 Dialog::currentScene().participantfacing[whichend] = facing;
3418 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3419 Dialog::indialogue = -1;
3420 Dialog::directing = false;
3424 if (!Dialog::directing) {
3425 pause_sound(whooshsound);
3426 viewer = Dialog::currentScene().camera;
3427 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
3428 yaw = Dialog::currentScene().camerayaw;
3429 pitch = Dialog::currentScene().camerapitch;
3430 if (Dialog::dialoguetime > 0.5) {
3431 if (Input::isKeyPressed(attackkey)) {
3432 Dialog::indialogue++;
3433 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3434 if (Dialog::currentScene().sound != 0) {
3435 playdialoguescenesound();
3436 if (Dialog::currentScene().sound == -5) {
3437 Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
3439 if (Dialog::currentScene().sound == -6) {
3443 if (Person::players.at(Dialog::currentScene().participantfocus)->dead) {
3444 Dialog::indialogue = -1;
3445 Dialog::directing = false;
3452 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3453 Dialog::indialogue = -1;
3454 Dialog::directing = false;
3456 if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
3459 if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
3462 if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
3464 for (unsigned i = 1; i < Person::players.size(); i++) {
3465 Person::players[i]->aitype = attacktypecutoff;
3472 if (!Person::players[0]->jumpkeydown) {
3473 Person::players[0]->jumptogglekeydown = 0;
3475 if (Person::players[0]->jumpkeydown &&
3476 Person::players[0]->animTarget != jumpupanim &&
3477 Person::players[0]->animTarget != jumpdownanim &&
3478 !Person::players[0]->isFlip()) {
3479 Person::players[0]->jumptogglekeydown = 1;
3482 Dialog::dialoguetime += multiplier;
3483 hawkyaw += multiplier * 25;
3485 realhawkcoords.x = 25;
3486 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
3487 hawkcalldelay -= multiplier / 2;
3489 if (hawkcalldelay <= 0) {
3490 emit_sound_at(hawksound, realhawkcoords);
3492 hawkcalldelay = 16 + abs(Random() % 8);
3499 doPlayerCollisions();
3503 for (unsigned k = 0; k < Person::players.size(); k++) {
3504 if (k != 0 && Person::players[k]->immobile) {
3505 Person::players[k]->coords = Person::players[k]->realoldcoords;
3509 for (unsigned k = 0; k < Person::players.size(); k++) {
3510 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3511 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3512 Person::players[k]->DoDamage(1000);
3518 static bool respawnkeydown;
3519 if (!editorenabled &&
3520 (whichlevel != -2 &&
3521 (Input::isKeyDown(SDL_SCANCODE_Z) &&
3522 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
3524 (Input::isKeyDown(jumpkey) &&
3527 Person::players[0]->dead))) {
3528 targetlevel = whichlevel;
3532 respawnkeydown = Input::isKeyDown(jumpkey);
3534 static bool movekey;
3537 for (unsigned i = 0; i < Person::players.size(); i++) {
3538 static float oldtargetyaw;
3539 if (!Person::players[i]->skeleton.free) {
3540 oldtargetyaw = Person::players[i]->targetyaw;
3541 if (i == 0 && !Dialog::inDialog()) {
3542 //TODO: refactor repetitive code
3543 if (!Animation::animations[Person::players[0]->animTarget].attack &&
3544 Person::players[0]->animTarget != staggerbackhighanim &&
3545 Person::players[0]->animTarget != staggerbackhardanim &&
3546 Person::players[0]->animTarget != crouchremoveknifeanim &&
3547 Person::players[0]->animTarget != removeknifeanim &&
3548 Person::players[0]->animTarget != backhandspringanim &&
3549 Person::players[0]->animTarget != dodgebackanim &&
3550 Person::players[0]->animTarget != walljumprightkickanim &&
3551 Person::players[0]->animTarget != walljumpleftkickanim) {
3553 Person::players[0]->targetyaw = 0;
3555 Person::players[0]->targetyaw = -yaw + 180;
3562 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3564 facing = flatfacing;
3566 facing = DoRotation(facing, -pitch, 0, 0);
3567 facing = DoRotation(facing, 0, 0 - yaw, 0);
3570 Person::players[0]->lookyaw = -yaw;
3572 Person::players[i]->targetheadyaw = yaw;
3573 Person::players[i]->targetheadpitch = pitch;
3575 if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
3576 if (!Animation::animations[Person::players[i]->animTarget].attack &&
3577 Person::players[i]->animTarget != staggerbackhighanim &&
3578 Person::players[i]->animTarget != staggerbackhardanim &&
3579 Person::players[i]->animTarget != crouchremoveknifeanim &&
3580 Person::players[i]->animTarget != removeknifeanim &&
3581 Person::players[i]->animTarget != backhandspringanim &&
3582 Person::players[i]->animTarget != dodgebackanim &&
3583 Person::players[i]->animTarget != walljumprightkickanim &&
3584 Person::players[i]->animTarget != walljumpleftkickanim) {
3585 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
3591 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3593 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
3594 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
3596 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
3597 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
3599 if (Dialog::inDialog()) {
3600 Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
3601 Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
3604 if (leveltime < .5) {
3608 Person::players[i]->avoidsomething = 0;
3610 //avoid flaming things
3611 for (unsigned int j = 0; j < Object::objects.size(); j++) {
3612 if (Object::objects[j]->onfire) {
3613 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200) {
3614 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3615 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3616 Person::players[i]->collided = 0;
3617 Person::players[i]->avoidcollided = 1;
3618 if (Person::players[i]->avoidsomething == 0 ||
3619 distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3620 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3621 Person::players[i]->avoidwhere = Object::objects[j]->position;
3622 Person::players[i]->avoidsomething = 1;
3629 //avoid flaming players
3630 for (unsigned j = 0; j < Person::players.size(); j++) {
3631 if (Person::players[j]->onfire) {
3632 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200) {
3633 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3634 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3635 Person::players[i]->collided = 0;
3636 Person::players[i]->avoidcollided = 1;
3637 if (Person::players[i]->avoidsomething == 0 ||
3638 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3639 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3640 Person::players[i]->avoidwhere = Person::players[j]->coords;
3641 Person::players[i]->avoidsomething = 1;
3648 if (Person::players[i]->collided > .8) {
3649 Person::players[i]->avoidcollided = 0;
3652 Person::players[i]->doAI();
3654 if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
3655 //Person::players[i]->targetyaw=Person::players[i]->yaw;
3656 Person::players[i]->forwardkeydown = 0;
3657 Person::players[i]->leftkeydown = 0;
3658 Person::players[i]->backkeydown = 0;
3659 Person::players[i]->rightkeydown = 0;
3660 Person::players[i]->jumpkeydown = 0;
3661 Person::players[i]->attackkeydown = 0;
3662 //Person::players[i]->crouchkeydown=0;
3663 Person::players[i]->throwkeydown = 0;
3666 if (Dialog::inDialog()) {
3667 Person::players[i]->forwardkeydown = 0;
3668 Person::players[i]->leftkeydown = 0;
3669 Person::players[i]->backkeydown = 0;
3670 Person::players[i]->rightkeydown = 0;
3671 Person::players[i]->jumpkeydown = 0;
3672 Person::players[i]->crouchkeydown = 0;
3673 Person::players[i]->drawkeydown = 0;
3674 Person::players[i]->throwkeydown = 0;
3677 if (Person::players[i]->collided < -.3) {
3678 Person::players[i]->collided = -.3;
3680 if (Person::players[i]->collided > 1) {
3681 Person::players[i]->collided = 1;
3683 Person::players[i]->collided -= multiplier * 4;
3684 Person::players[i]->whichdirectiondelay -= multiplier;
3685 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
3686 Person::players[i]->avoidcollided = -.3;
3687 Person::players[i]->whichdirection = abs(Random() % 2);
3688 Person::players[i]->whichdirectiondelay = .4;
3690 if (Person::players[i]->avoidcollided > 1) {
3691 Person::players[i]->avoidcollided = 1;
3693 Person::players[i]->avoidcollided -= multiplier / 4;
3694 if (!Person::players[i]->skeleton.free) {
3695 Person::players[i]->stunned -= multiplier;
3696 Person::players[i]->surprised -= multiplier;
3698 if (i != 0 && Person::players[i]->surprised <= 0 &&
3699 Person::players[i]->aitype == attacktypecutoff &&
3700 !Person::players[i]->dead &&
3701 !Person::players[i]->skeleton.free &&
3702 Animation::animations[Person::players[i]->animTarget].attack == neutral) {
3706 if (!Person::players[i]->throwkeydown) {
3707 Person::players[i]->throwtogglekeydown = 0;
3711 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
3712 if (Person::players[i]->weaponactive == -1 &&
3713 Person::players[i]->num_weapons < 2 &&
3714 (Person::players[i]->isIdle() ||
3715 Person::players[i]->isCrouch() ||
3716 Person::players[i]->animTarget == sneakanim ||
3717 Person::players[i]->animTarget == rollanim ||
3718 Person::players[i]->animTarget == backhandspringanim ||
3719 Person::players[i]->isFlip() ||
3720 Person::players[i]->aitype != playercontrolled)) {
3721 for (unsigned j = 0; j < weapons.size(); j++) {
3722 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3723 Person::players[i]->aitype == playercontrolled) &&
3724 weapons[j].owner == -1 &&
3725 Person::players[i]->weaponactive == -1) {
3726 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
3727 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
3728 if (Person::players[i]->isCrouch() ||
3729 Person::players[i]->animTarget == sneakanim ||
3730 Person::players[i]->isRun() ||
3731 Person::players[i]->isIdle() ||
3732 Person::players[i]->aitype != playercontrolled) {
3733 Person::players[i]->throwtogglekeydown = 1;
3734 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3735 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3736 Person::players[i]->hasvictim = 0;
3738 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3739 Person::players[i]->throwtogglekeydown = 1;
3740 Person::players[i]->hasvictim = 0;
3742 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3743 Person::players[i]->aitype == playercontrolled) &&
3744 weapons[j].owner == -1 ||
3745 Person::players[i]->victim &&
3746 weapons[j].owner == int(Person::players[i]->victim->id)) {
3747 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1) {
3748 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
3749 if (weapons[j].getType() != staff) {
3750 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3753 Person::players[i]->takeWeapon(j);
3758 } else if ((Person::players[i]->isIdle() ||
3759 Person::players[i]->isFlip() ||
3760 Person::players[i]->aitype != playercontrolled) &&
3761 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
3762 Person::players[i]->coords.y < weapons[j].position.y) {
3763 if (!Person::players[i]->isFlip()) {
3764 Person::players[i]->throwtogglekeydown = 1;
3765 Person::players[i]->setTargetAnimation(removeknifeanim);
3766 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3768 if (Person::players[i]->isFlip()) {
3769 Person::players[i]->throwtogglekeydown = 1;
3770 Person::players[i]->hasvictim = 0;
3772 for (unsigned k = 0; k < weapons.size(); k++) {
3773 if (Person::players[i]->weaponactive == -1) {
3774 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
3775 Person::players[i]->aitype == playercontrolled) &&
3776 weapons[k].owner == -1 ||
3777 Person::players[i]->victim &&
3778 weapons[k].owner == int(Person::players[i]->victim->id)) {
3779 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
3780 Person::players[i]->weaponactive == -1) {
3781 if (weapons[k].getType() != staff) {
3782 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3785 Person::players[i]->takeWeapon(k);
3795 if (Person::players[i]->isCrouch() ||
3796 Person::players[i]->animTarget == sneakanim ||
3797 Person::players[i]->isRun() ||
3798 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
3799 Person::players[i]->animTarget == backhandspringanim) {
3800 if (Person::players.size() > 1) {
3801 for (unsigned j = 0; j < Person::players.size(); j++) {
3802 if (Person::players[i]->weaponactive == -1) {
3804 if (Person::players[j]->num_weapons &&
3805 Person::players[j]->skeleton.free &&
3806 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2 /*&&Person::players[j]->dead*/ &&
3807 (((Person::players[j]->skeleton.forward.y < 0 &&
3808 Person::players[j]->weaponstuckwhere == 0) ||
3809 (Person::players[j]->skeleton.forward.y > 0 &&
3810 Person::players[j]->weaponstuckwhere == 1)) ||
3811 Person::players[j]->weaponstuck == -1 ||
3812 Person::players[j]->num_weapons > 1)) {
3813 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
3814 Person::players[i]->throwtogglekeydown = 1;
3815 Person::players[i]->victim = Person::players[j];
3816 Person::players[i]->hasvictim = 1;
3817 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3818 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3820 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3821 Person::players[i]->throwtogglekeydown = 1;
3822 Person::players[i]->victim = Person::players[j];
3823 Person::players[i]->hasvictim = 1;
3824 int k = Person::players[j]->weaponids[0];
3825 if (Person::players[i]->hasvictim) {
3828 if (Person::players[i]->victim->weaponstuck != -1) {
3829 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3834 if (weapons[k].getType() != staff) {
3835 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3839 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
3842 if (weapons[k].owner != -1) {
3843 if (Person::players[i]->victim->num_weapons == 1) {
3844 Person::players[i]->victim->num_weapons = 0;
3846 Person::players[i]->victim->num_weapons = 1;
3849 Person::players[i]->victim->skeleton.longdead = 0;
3850 Person::players[i]->victim->skeleton.free = 1;
3851 Person::players[i]->victim->skeleton.broken = 0;
3853 for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
3854 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
3855 Person::players[i]->victim->skeleton.joints[l].locked = 0;
3861 Normalise(&relative);
3862 XYZ footvel, footpoint;
3864 footpoint = weapons[k].position;
3865 if (Person::players[i]->victim->weaponstuck != -1) {
3866 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3868 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
3870 weapons[k].bloody = 2;
3871 weapons[k].blooddrip = 5;
3872 Person::players[i]->victim->weaponstuck = -1;
3873 Person::players[i]->victim->bloodloss += 2000;
3874 Person::players[i]->victim->DoDamage(2000);
3877 if (Person::players[i]->victim->num_weapons > 0) {
3878 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1) {
3879 Person::players[i]->victim->weaponstuck = 0;
3881 if (Person::players[i]->victim->weaponids[0] == k) {
3882 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
3886 Person::players[i]->victim->weaponactive = -1;
3888 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
3889 Person::players[i]->victim->jointVel(neck) += relative * 6;
3890 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
3891 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
3893 Person::players[i]->takeWeapon(k);
3903 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3904 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3905 if (Person::players[i]->isIdle() ||
3906 Person::players[i]->isRun() ||
3907 Person::players[i]->isCrouch() ||
3908 Person::players[i]->animTarget == sneakanim ||
3909 Person::players[i]->isFlip()) {
3910 if (Person::players.size() > 1) {
3911 for (unsigned j = 0; j < Person::players.size(); j++) {
3913 if (!Tutorial::active || Tutorial::stage == 49) {
3915 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
3916 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
3917 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
3918 !Person::players[j]->skeleton.free &&
3919 -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)) {
3920 if (!Person::players[i]->isFlip()) {
3921 Person::players[i]->throwtogglekeydown = 1;
3922 Person::players[i]->victim = Person::players[j];
3923 Person::players[i]->setTargetAnimation(knifethrowanim);
3924 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3925 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
3927 if (Person::players[i]->isFlip()) {
3928 if (Person::players[i]->weaponactive != -1) {
3929 Person::players[i]->throwtogglekeydown = 1;
3930 Person::players[i]->victim = Person::players[j];
3932 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);
3935 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
3937 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
3938 Person::players[i]->num_weapons--;
3939 if (Person::players[i]->num_weapons) {
3940 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3942 Person::players[i]->weaponactive = -1;
3954 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3955 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
3956 Person::players[i]->throwtogglekeydown = 1;
3957 XYZ tempVelocity = Person::players[i]->velocity * .2;
3958 if (tempVelocity.x == 0) {
3959 tempVelocity.x = .1;
3961 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
3962 Person::players[i]->num_weapons--;
3963 if (Person::players[i]->num_weapons) {
3964 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3965 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons) {
3966 Person::players[i]->weaponstuck = 0;
3970 Person::players[i]->weaponactive = -1;
3971 for (unsigned j = 0; j < Person::players.size(); j++) {
3972 Person::players[j]->wentforweapon = 0;
3979 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
3980 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
3981 (Person::players[i]->num_weapons == 2) &&
3982 (Person::players[i]->weaponactive == -1) &&
3983 Person::players[i]->isIdle() ||
3984 Person::players[0]->dead &&
3985 (Person::players[i]->weaponactive != -1) &&
3988 if (Person::players[i]->weaponactive != -1) {
3989 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff) {
3993 if (isgood && Person::players[i]->creature != wolftype) {
3994 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3995 Person::players[i]->setTargetAnimation(drawrightanim);
3996 Person::players[i]->drawtogglekeydown = 1;
3998 if ((Person::players[i]->isIdle() ||
3999 (Person::players[i]->aitype != playercontrolled &&
4000 Person::players[0]->weaponactive != -1 &&
4001 Person::players[i]->isRun())) &&
4002 Person::players[i]->num_weapons &&
4003 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
4004 Person::players[i]->setTargetAnimation(drawleftanim);
4005 Person::players[i]->drawtogglekeydown = 1;
4007 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
4008 Person::players[i]->setTargetAnimation(crouchdrawrightanim);
4009 Person::players[i]->drawtogglekeydown = 1;
4016 if (Person::players[i]->weaponactive != -1) {
4017 if (Person::players[i]->isCrouch() &&
4018 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
4020 Person::players[i]->onterrain &&
4021 Person::players[i]->num_weapons &&
4022 Person::players[i]->attackkeydown &&
4023 musictype != stream_fighttheme) {
4024 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife) {
4025 Person::players[i]->setTargetAnimation(crouchstabanim);
4027 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword) {
4028 Person::players[i]->setTargetAnimation(swordgroundstabanim);
4030 Person::players[i]->hasvictim = 0;
4034 if (!Person::players[i]->drawkeydown) {
4035 Person::players[i]->drawtogglekeydown = 0;
4041 absflatfacing.z = -1;
4043 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
4045 absflatfacing = flatfacing;
4048 if (Dialog::inDialog()) {
4049 Person::players[i]->forwardkeydown = 0;
4050 Person::players[i]->leftkeydown = 0;
4051 Person::players[i]->backkeydown = 0;
4052 Person::players[i]->rightkeydown = 0;
4053 Person::players[i]->jumpkeydown = 0;
4054 Person::players[i]->crouchkeydown = 0;
4055 Person::players[i]->drawkeydown = 0;
4056 Person::players[i]->throwkeydown = 0;
4060 if (!Animation::animations[Person::players[i]->animTarget].attack &&
4061 Person::players[i]->animTarget != staggerbackhighanim &&
4062 Person::players[i]->animTarget != staggerbackhardanim &&
4063 Person::players[i]->animTarget != backhandspringanim &&
4064 Person::players[i]->animTarget != dodgebackanim) {
4065 if (!Person::players[i]->forwardkeydown) {
4066 Person::players[i]->forwardstogglekeydown = 0;
4068 if (Person::players[i]->crouchkeydown) {
4072 Person::players[i]->superruntoggle = 1;
4073 if (Person::players.size() > 1) {
4074 for (unsigned j = 0; j < Person::players.size(); j++) {
4075 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype) {
4076 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16) {
4077 Person::players[i]->superruntoggle = 0;
4084 if (Person::players.size() > 1) {
4085 for (unsigned j = 0; j < Person::players.size(); j++) {
4086 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
4087 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4088 Person::players[j]->victim == Person::players[i] &&
4089 (Person::players[j]->animTarget == sweepanim ||
4090 Person::players[j]->animTarget == upunchanim ||
4091 Person::players[j]->animTarget == wolfslapanim ||
4092 ((Person::players[j]->animTarget == swordslashanim ||
4093 Person::players[j]->animTarget == knifeslashstartanim ||
4094 Person::players[j]->animTarget == staffhitanim ||
4095 Person::players[j]->animTarget == staffspinhitanim) &&
4096 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
4107 Person::players[target]->Reverse();
4109 Person::players[i]->lowreversaldelay = .5;
4111 if (Person::players[i]->isIdle()) {
4112 Person::players[i]->setTargetAnimation(Person::players[i]->getCrouch());
4113 Person::players[i]->transspeed = 10;
4115 if (Person::players[i]->isRun() ||
4116 (Person::players[i]->isStop() &&
4117 (Person::players[i]->leftkeydown ||
4118 Person::players[i]->rightkeydown ||
4119 Person::players[i]->forwardkeydown ||
4120 Person::players[i]->backkeydown))) {
4121 Person::players[i]->setTargetAnimation(rollanim);
4122 Person::players[i]->transspeed = 20;
4125 if (!Person::players[i]->crouchkeydown) {
4127 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0) {
4128 Person::players[i]->superruntoggle = 0;
4131 if (Person::players[i]->isCrouch()) {
4132 if (Person::players.size() > 1) {
4133 for (unsigned j = 0; j < Person::players.size(); j++) {
4135 !Person::players[j]->skeleton.free &&
4136 Person::players[j]->victim &&
4137 Person::players[i]->highreversaldelay <= 0) {
4138 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4139 Person::players[j]->victim == Person::players[i] &&
4140 (Person::players[j]->animTarget == spinkickanim) &&
4141 Person::players[i]->isCrouch()) {
4152 Person::players[target]->Reverse();
4154 Person::players[i]->highreversaldelay = .5;
4156 if (Person::players[i]->isCrouch()) {
4157 if (!Person::players[i]->wasCrouch()) {
4158 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
4159 Person::players[i]->frameCurrent = 0;
4161 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
4162 Person::players[i]->transspeed = 10;
4165 if (Person::players[i]->animTarget == sneakanim) {
4166 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
4167 Person::players[i]->transspeed = 10;
4170 if (Person::players[i]->forwardkeydown) {
4171 if (Person::players[i]->isIdle() ||
4172 (Person::players[i]->isStop() &&
4173 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4174 (Person::players[i]->isLanding() &&
4175 Person::players[i]->frameTarget > 0 &&
4176 !Person::players[i]->jumpkeydown) ||
4177 (Person::players[i]->isLandhard() &&
4178 Person::players[i]->frameTarget > 0 &&
4179 !Person::players[i]->jumpkeydown &&
4180 Person::players[i]->crouchkeydown)) {
4181 if (Person::players[i]->aitype == passivetype) {
4182 Person::players[i]->setTargetAnimation(walkanim);
4184 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4187 if (Person::players[i]->isCrouch()) {
4188 Person::players[i]->animTarget = sneakanim;
4189 if (Person::players[i]->wasCrouch()) {
4190 Person::players[i]->target = 0;
4192 Person::players[i]->frameTarget = 0;
4194 if (Person::players[i]->animTarget == hanganim /*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
4195 Person::players[i]->setTargetAnimation(climbanim);
4196 Person::players[i]->frameTarget = 1;
4197 Person::players[i]->jumpclimb = 1;
4199 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4200 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
4202 Person::players[i]->forwardstogglekeydown = 1;
4205 if (Person::players[i]->rightkeydown) {
4206 if (Person::players[i]->isIdle() ||
4207 (Person::players[i]->isStop() &&
4208 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4209 (Person::players[i]->isLanding() &&
4210 Person::players[i]->frameTarget > 0 &&
4211 !Person::players[i]->jumpkeydown) ||
4212 (Person::players[i]->isLandhard() &&
4213 Person::players[i]->frameTarget > 0 &&
4214 !Person::players[i]->jumpkeydown &&
4215 Person::players[i]->crouchkeydown)) {
4216 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4218 if (Person::players[i]->isCrouch()) {
4219 Person::players[i]->animTarget = sneakanim;
4220 if (Person::players[i]->wasCrouch()) {
4221 Person::players[i]->target = 0;
4223 Person::players[i]->frameTarget = 0;
4225 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4226 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4228 Person::players[i]->targetyaw -= 90;
4229 if (Person::players[i]->forwardkeydown) {
4230 Person::players[i]->targetyaw += 45;
4232 if (Person::players[i]->backkeydown) {
4233 Person::players[i]->targetyaw -= 45;
4237 if (Person::players[i]->leftkeydown) {
4238 if (Person::players[i]->isIdle() ||
4239 (Person::players[i]->isStop() &&
4240 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4241 (Person::players[i]->isLanding() &&
4242 Person::players[i]->frameTarget > 0 &&
4243 !Person::players[i]->jumpkeydown) ||
4244 (Person::players[i]->isLandhard() &&
4245 Person::players[i]->frameTarget > 0 &&
4246 !Person::players[i]->jumpkeydown &&
4247 Person::players[i]->crouchkeydown)) {
4248 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4250 if (Person::players[i]->isCrouch()) {
4251 Person::players[i]->animTarget = sneakanim;
4252 if (Person::players[i]->wasCrouch()) {
4253 Person::players[i]->target = 0;
4255 Person::players[i]->frameTarget = 0;
4257 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4258 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4260 Person::players[i]->targetyaw += 90;
4261 if (Person::players[i]->forwardkeydown) {
4262 Person::players[i]->targetyaw -= 45;
4264 if (Person::players[i]->backkeydown) {
4265 Person::players[i]->targetyaw += 45;
4269 if (Person::players[i]->backkeydown) {
4270 if (Person::players[i]->isIdle() ||
4271 (Person::players[i]->isStop() &&
4272 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4273 (Person::players[i]->isLanding() &&
4274 Person::players[i]->frameTarget > 0 &&
4275 !Person::players[i]->jumpkeydown) ||
4276 (Person::players[i]->isLandhard() &&
4277 Person::players[i]->frameTarget > 0 &&
4278 !Person::players[i]->jumpkeydown &&
4279 Person::players[i]->crouchkeydown)) {
4280 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4282 if (Person::players[i]->isCrouch()) {
4283 Person::players[i]->animTarget = sneakanim;
4284 if (Person::players[i]->wasCrouch()) {
4285 Person::players[i]->target = 0;
4287 Person::players[i]->frameTarget = 0;
4289 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4290 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
4292 if (Person::players[i]->animTarget == hanganim) {
4293 Person::players[i]->animCurrent = jumpdownanim;
4294 Person::players[i]->animTarget = jumpdownanim;
4295 Person::players[i]->target = 0;
4296 Person::players[i]->frameCurrent = 0;
4297 Person::players[i]->frameTarget = 1;
4298 Person::players[i]->velocity = 0;
4299 Person::players[i]->velocity.y += gravity;
4300 Person::players[i]->coords.y -= 1.4;
4301 Person::players[i]->grabdelay = 1;
4303 if (!Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown) {
4304 Person::players[i]->targetyaw += 180;
4308 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
4309 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
4310 Person::players[i]->isRun() ||
4311 Person::players[i]->animTarget == walkanim ||
4312 Person::players[i]->isCrouch() ||
4313 Person::players[i]->animTarget == sneakanim) &&
4314 Person::players[i]->jumppower > 1) &&
4315 ((Person::players[i]->animTarget != rabbitrunninganim &&
4316 Person::players[i]->animTarget != wolfrunninganim) ||
4318 Person::players[i]->jumpstart = 0;
4319 Person::players[i]->setTargetAnimation(jumpupanim);
4320 Person::players[i]->yaw = Person::players[i]->targetyaw;
4321 Person::players[i]->transspeed = 20;
4322 Person::players[i]->FootLand(leftfoot, 1);
4323 Person::players[i]->FootLand(rightfoot, 1);
4327 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
4330 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
4333 Person::players[i]->velocity = 0;
4338 if (Person::players.size() > 1) {
4339 for (unsigned j = 0; j < Person::players.size(); j++) {
4340 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
4341 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4342 (Person::players[j]->victim == Person::players[i]) &&
4343 (Person::players[j]->animTarget == sweepanim)) {
4354 Person::players[i]->velocity.y = 1;
4355 } else if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
4356 Person::players[i]->velocity.y = 7;
4357 Person::players[i]->crouchtogglekeydown = 1;
4359 Person::players[i]->velocity.y = 5;
4362 if (mousejump && i == 0 && devtools) {
4363 if (!Person::players[i]->isLanding()) {
4364 Person::players[i]->tempdeltav = deltav;
4366 if (Person::players[i]->tempdeltav < 0) {
4367 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
4371 Person::players[i]->coords.y += .2;
4372 Person::players[i]->jumppower -= 1;
4375 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
4378 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
4380 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
4381 Person::players[i]->setTargetAnimation(Person::players[i]->getLanding());
4382 Person::players[i]->frameTarget = 2;
4383 Person::players[i]->landhard = 0;
4384 Person::players[i]->jumpstart = 1;
4385 Person::players[i]->tempdeltav = deltav;
4387 if (Person::players[i]->animTarget == jumpupanim &&
4391 Person::players[i]->aitype != playercontrolled)) {
4392 if (Person::players[i]->jumppower > multiplier * 6) {
4393 Person::players[i]->velocity.y += multiplier * 6;
4394 Person::players[i]->jumppower -= multiplier * 6;
4396 if (Person::players[i]->jumppower <= multiplier * 6) {
4397 Person::players[i]->velocity.y += Person::players[i]->jumppower;
4398 Person::players[i]->jumppower = 0;
4401 if (((floatjump || editorenabled) && devtools) && i == 0) {
4402 Person::players[i]->velocity.y += multiplier * 30;
4407 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) {
4408 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4410 if (Person::players[i]->animTarget == sneakanim) {
4411 Person::players[i]->animTarget = Person::players[i]->getCrouch();
4412 if (Person::players[i]->animCurrent == sneakanim) {
4413 Person::players[i]->target = 0;
4415 Person::players[i]->frameTarget = 0;
4418 if (Person::players[i]->animTarget == walkanim &&
4419 (Person::players[i]->aitype == attacktypecutoff ||
4420 Person::players[i]->aitype == searchtype ||
4421 (Person::players[i]->aitype == passivetype &&
4422 Person::players[i]->numwaypoints <= 1))) {
4423 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4425 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype)) {
4426 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4430 if (Person::players[i]->animTarget == rollanim) {
4431 Person::players[i]->targetyaw = oldtargetyaw;
4436 for (unsigned k = 0; k < Person::players.size(); k++) {
4437 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
4438 if (Person::players[k]->yaw > Person::players[k]->targetyaw) {
4439 Person::players[k]->yaw -= 360;
4441 Person::players[k]->yaw += 360;
4445 //stop to turn in right direction
4446 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim)) {
4447 Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
4450 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim) {
4451 Person::players[k]->targettilt = 0;
4454 if (Person::players[k]->animTarget != jumpupanim &&
4455 Person::players[k]->animTarget != backhandspringanim &&
4456 Person::players[k]->animTarget != jumpdownanim &&
4457 !Person::players[k]->isFlip()) {
4458 Person::players[k]->targettilt = 0;
4459 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown) {
4460 Person::players[k]->jumppower = 0;
4462 Person::players[k]->jumppower += multiplier * 7;
4463 if (Person::players[k]->isCrouch()) {
4464 Person::players[k]->jumppower += multiplier * 7;
4466 if (Person::players[k]->jumppower > 5) {
4467 Person::players[k]->jumppower = 5;
4471 if (Person::players[k]->isRun()) {
4472 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
4475 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
4476 Person::players[k]->grabdelay -= multiplier;
4480 for (unsigned k = 0; k < Person::players.size(); k++) {
4481 Person::players[k]->DoAnimations();
4482 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
4483 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
4489 for (int j = numenvsounds - 1; j >= 0; j--) {
4490 envsoundlife[j] -= multiplier;
4491 if (envsoundlife[j] < 0) {
4493 envsoundlife[j] = envsoundlife[numenvsounds];
4494 envsound[j] = envsound[numenvsounds];
4497 OPENAL_SetFrequency(OPENAL_ALL, slomo);
4499 if (Tutorial::active) {
4500 Tutorial::DoStuff(multiplier);
4504 static float gLoc[3];
4508 static float vel[3];
4509 vel[0] = (viewer.x - oldviewer.x) / multiplier;
4510 vel[1] = (viewer.y - oldviewer.y) / multiplier;
4511 vel[2] = (viewer.z - oldviewer.z) / multiplier;
4513 //Set orientation with forward and up vectors
4514 static XYZ upvector;
4518 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
4519 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
4524 facing = DoRotation(facing, -pitch, 0, 0);
4525 facing = DoRotation(facing, 0, 0 - yaw, 0);
4527 static float ori[6];
4531 ori[3] = -upvector.x;
4532 ori[4] = upvector.y;
4533 ori[5] = -upvector.z;
4535 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
4542 if (Input::isKeyPressed(SDL_SCANCODE_F1)) {
4547 void Game::TickOnce()
4550 yaw += multiplier * 5;
4551 } else if (Dialog::directing || !Dialog::inDialog()) {
4554 pitch -= deltav * .7;
4556 pitch += deltav * .7;
4567 void Game::TickOnceAfter()
4569 static XYZ colviewer;
4570 static XYZ coltarget;
4574 static float changedelay;
4575 static bool alldead;
4576 static float unseendelay;
4577 static float cameraspeed;
4580 static int oldmusictype = musictype;
4582 if (environment == snowyenvironment) {
4583 leveltheme = stream_snowtheme;
4585 if (environment == grassyenvironment) {
4586 leveltheme = stream_grasstheme;
4588 if (environment == desertenvironment) {
4589 leveltheme = stream_deserttheme;
4594 musictype = leveltheme;
4595 for (unsigned i = 0; i < Person::players.size(); i++) {
4596 if ((Person::players[i]->aitype == attacktypecutoff ||
4597 Person::players[i]->aitype == getweapontype ||
4598 Person::players[i]->aitype == gethelptype ||
4599 Person::players[i]->aitype == searchtype) &&
4600 !Person::players[i]->dead &&
4601 (Person::players[i]->animTarget != sneakattackedanim &&
4602 Person::players[i]->animTarget != knifesneakattackedanim &&
4603 Person::players[i]->animTarget != swordsneakattackedanim)) {
4604 musictype = stream_fighttheme;
4608 if (Person::players[0]->dead) {
4609 musictype = stream_menutheme;
4612 if (musictype == stream_fighttheme) {
4616 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
4617 unseendelay -= multiplier;
4618 if (unseendelay > 0) {
4619 musictype = stream_fighttheme;
4624 musictype = stream_menutheme;
4625 musicvolume[2] = 512;
4632 if (musictype != oldmusictype && musictype == stream_fighttheme) {
4633 emit_sound_np(alarmsound);
4636 musicselected = musictype;
4638 if (musicselected == leveltheme) {
4639 musicvolume[0] += multiplier * 450;
4641 musicvolume[0] -= multiplier * 450;
4643 if (musicselected == stream_fighttheme) {
4644 musicvolume[1] += multiplier * 450;
4646 musicvolume[1] -= multiplier * 450;
4648 if (musicselected == stream_menutheme) {
4649 musicvolume[2] += multiplier * 450;
4651 musicvolume[2] -= multiplier * 450;
4654 for (int i = 0; i < 3; i++) {
4655 if (musicvolume[i] < 0) {
4658 if (musicvolume[i] > 512) {
4659 musicvolume[i] = 512;
4663 if (musicvolume[2] > 128 && !loading && !mainmenu) {
4664 musicvolume[2] = 128;
4668 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0) {
4669 emit_stream_np(leveltheme, musicvolume[0]);
4671 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0) {
4672 emit_stream_np(stream_fighttheme, musicvolume[1]);
4674 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0) {
4675 emit_stream_np(stream_menutheme, musicvolume[2]);
4677 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0) {
4678 pause_sound(leveltheme);
4680 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0) {
4681 pause_sound(stream_fighttheme);
4683 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0) {
4684 pause_sound(stream_menutheme);
4687 if (musicvolume[0] != oldmusicvolume[0]) {
4688 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
4690 if (musicvolume[1] != oldmusicvolume[1]) {
4691 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
4693 if (musicvolume[2] != oldmusicvolume[2]) {
4694 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
4697 for (int i = 0; i < 3; i++) {
4698 oldmusicvolume[i] = musicvolume[i];
4701 pause_sound(leveltheme);
4702 pause_sound(stream_fighttheme);
4703 pause_sound(stream_menutheme);
4705 for (int i = 0; i < 4; i++) {
4706 oldmusicvolume[i] = 0;
4711 Hotspot::killhotspot = 2;
4712 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4713 if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
4714 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0) {
4715 Hotspot::killhotspot = 0;
4716 } else if (Hotspot::killhotspot == 2) {
4717 Hotspot::killhotspot = 1;
4721 if (Hotspot::killhotspot == 2) {
4722 Hotspot::killhotspot = 0;
4726 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4727 if (Hotspot::hotspots[i].type == -1) {
4728 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
4735 for (unsigned i = 1; i < Person::players.size(); i++) {
4736 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
4740 if (numalarmed > maxalarmed) {
4741 maxalarmed = numalarmed;
4744 if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
4745 if (Person::players[0]->dead) {
4747 targetlevel = whichlevel;
4750 for (unsigned i = 1; i < Person::players.size(); i++) {
4751 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
4757 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
4759 targetlevel = whichlevel + 1;
4760 if (targetlevel > numchallengelevels - 1) {
4764 if (winhotspot || windialogue) {
4766 targetlevel = whichlevel + 1;
4767 if (targetlevel > numchallengelevels - 1) {
4772 if (Hotspot::killhotspot) {
4774 targetlevel = whichlevel + 1;
4775 if (targetlevel > numchallengelevels - 1) {
4780 if (changedelay > 0 && !Person::players[0]->dead && !won) {
4781 //high scores, awards, win
4783 Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
4786 wonleveltime = leveltime;
4787 Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
4790 Account::saveFile(Folders::getUserSavePath());
4796 if (leveltime < 1) {
4801 Hotspot::killhotspot = 0;
4804 if (!editorenabled && gameon && !mainmenu) {
4805 if (changedelay != -999) {
4806 changedelay -= multiplier / 7;
4808 if (Person::players[0]->dead) {
4809 targetlevel = whichlevel;
4811 if (loading == 2 && !campaign) {
4814 fireSound(firestartsound);
4816 if (!Person::players[0]->dead && targetlevel != whichlevel) {
4817 startbonustotal = bonustotal;
4820 LoadLevel(targetlevel);
4825 if (loading == 2 && targetlevel == whichlevel) {
4829 fireSound(firestartsound);
4831 LoadLevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
4837 if (changedelay <= -999 &&
4840 (Person::players[0]->dead ||
4841 (alldead && maptype == mapkilleveryone) ||
4843 (Hotspot::killhotspot))) {
4846 if ((Person::players[0]->dead ||
4847 (alldead && maptype == mapkilleveryone) ||
4850 (Hotspot::killhotspot)) &&
4852 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
4856 if (Person::players[0]->dead) {
4863 // campaignchoosenext determines what to do when the level is complete:
4864 // 0 = load next level
4865 // 1 = go back to level select screen
4866 // 2 = stealthload next level
4867 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
4868 if (campaignlevels[actuallevel].nextlevel.empty()) {
4871 } else if (mainmenu == 0 && winfreeze) {
4872 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
4874 if (!stealthloading) {
4875 fireSound(firestartsound);
4880 startbonustotal = 0;
4887 if (!firstLoadDone) {
4891 actuallevel = campaignlevels[actuallevel].nextlevel.front();
4892 visibleloading = true;
4894 LoadLevel(campaignlevels[actuallevel].mapname.c_str());
4898 pause_sound(stream_menutheme);
4909 oldmusictype = musictype;
4915 facing = DoRotation(facing, -pitch, 0, 0);
4916 facing = DoRotation(facing, 0, 0 - yaw, 0);
4917 viewerfacing = facing;
4920 if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free) {
4921 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;
4923 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;
4926 if (Person::players[0]->skeleton.free) {
4927 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
4928 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y) {
4929 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
4934 if (Person::players[0]->skeleton.free != 2) {
4936 if (findLengthfast(&Person::players[0]->velocity) > 400) {
4937 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
4939 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim) {
4942 coltarget = target - cameraloc;
4943 if (findLengthfast(&coltarget) < multiplier * multiplier * 400) {
4946 Normalise(&coltarget);
4947 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0) {
4948 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
4950 cameraloc = cameraloc + coltarget * multiplier * 8;
4953 if (editorenabled) {
4956 cameradist += multiplier * 5;
4957 if (cameradist > 2.3) {
4960 viewer = cameraloc - facing * cameradist;
4962 coltarget = cameraloc;
4963 Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
4964 for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
4965 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4967 coltarget = cameraloc;
4968 if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4972 for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
4973 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4975 if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4979 cameradist = findDistance(&viewer, &target);
4980 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
4981 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
4982 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
4985 if (camerashake > .8) {
4988 woozy += multiplier;
4989 if (Person::players[0]->dead) {
4992 if (Person::players[0]->dead) {
4995 camerashake -= multiplier * 2;
4996 blackout -= multiplier * 2;
4997 if (camerashake < 0) {
5004 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
5005 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
5006 viewer.z += (float)(Random() % 100) * .0005 * camerashake;