2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
26 #include "Animation/Animation.hpp"
27 #include "Audio/openal_wrapper.hpp"
28 #include "Devtools/ConsoleCmds.hpp"
29 #include "Level/Awards.hpp"
30 #include "Level/Campaign.hpp"
31 #include "Level/Dialog.hpp"
32 #include "Level/Hotspot.hpp"
33 #include "Menu/Menu.hpp"
34 #include "User/Settings.hpp"
35 #include "Utils/Folders.hpp"
36 #include "Utils/Input.hpp"
37 #include "Tutorial.hpp"
41 #include <sys/types.h>
57 // Added more evilness needed for MSVC
59 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
60 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
64 extern float multiplier;
66 extern int environment;
67 extern Terrain terrain;
68 extern float screenwidth, screenheight;
71 extern float texdetail;
73 extern float slomodelay;
74 extern bool floatjump;
77 extern float camerashake;
79 extern float blackout;
80 extern bool cellophane;
81 extern bool musictoggle;
82 extern int difficulty;
83 extern int bloodtoggle;
84 extern bool invertmouse;
86 extern float precipdelay;
87 extern XYZ viewerfacing;
88 extern bool ambientsound;
89 extern bool mousejump;
90 extern float viewdistance;
92 extern XYZ windvector;
96 extern int oldmainmenu;
97 extern bool visibleloading;
98 extern XYZ envsound[30];
99 extern float envsoundvol[30];
100 extern int numenvsounds;
101 extern float envsoundlife[30];
102 extern float usermousesensitivity;
103 extern bool ismotionblur;
104 extern bool showdamagebar; // (des)activate the damage bar
106 extern bool skyboxtexture;
107 extern float skyboxr;
108 extern float skyboxg;
109 extern float skyboxb;
110 extern float skyboxlightr;
111 extern float skyboxlightg;
112 extern float skyboxlightb;
113 extern float fadestart;
114 extern float slomospeed;
115 extern float slomofreq;
116 extern float smoketex;
117 extern bool againbonus;
118 extern bool reversaltrain;
119 extern bool canattack;
120 extern bool cananger;
121 extern float damagedealt;
123 extern int editoractive;
124 extern int editorpathtype;
126 extern float hostiletime;
128 extern bool gamestarted;
132 extern bool stillloading;
133 extern bool winfreeze;
135 extern bool campaign;
137 extern void toggleFullscreen();
141 bool winhotspot = false;
142 bool windialogue = false;
145 float cameradist = 0;
146 bool oldattackkey = 0;
148 float musicvolume[4] = {};
149 float oldmusicvolume[4] = {};
150 int musicselected = 0;
152 const char *rabbitskin[] = {
157 "Textures/Otter.jpg",
159 "Textures/Sable.jpg",
160 "Textures/Chocolate.jpg",
165 const char *wolfskin[] = {
167 "Textures/DarkWolf.jpg",
168 "Textures/SnowWolf.jpg"
171 const char **creatureskin[] = {rabbitskin, wolfskin};
173 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
174 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
178 // TODO: this is slightly incorrect
179 float roughDirection(XYZ vec)
182 float angle = -asin(-vec.x) * 180 / M_PI;
187 float roughDirectionTo(XYZ start, XYZ end)
189 return roughDirection(end - start);
191 inline float pitchOf(XYZ vec)
194 return -asin(vec.y) * 180 / M_PI;
196 float pitchTo(XYZ start, XYZ end)
198 return pitchOf(end - start);
204 inline float stepTowardf(float from, float to, float by)
206 if (fabs(from - to) < by)
214 void Game::playdialoguescenesound()
217 temppos = Person::players[Dialog::currentScene().participantfocus]->coords;
218 temppos = temppos - viewer;
223 switch (Dialog::currentScene().sound) {
228 sound = consolefailsound;
231 sound = consolesuccesssound;
234 sound = firestartsound;
237 sound = fireendsound;
240 sound = rabbitchitter;
243 sound = rabbitchitter2;
246 sound = rabbitpainsound;
249 sound = rabbitpain1sound;
252 sound = rabbitattacksound;
255 sound = rabbitattack2sound;
258 sound = rabbitattack3sound;
261 sound = rabbitattack4sound;
285 sound = barkgrowlsound;
291 emit_sound_at(sound, temppos);
294 // ================================================================
296 int Game::findClosestPlayer()
299 float closestdist = std::numeric_limits<float>::max();
301 for (unsigned i = 1; i < Person::players.size(); i++) {
302 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
303 if (distance < closestdist) {
304 closestdist = distance;
311 static int findClosestObject()
314 float closestdist = std::numeric_limits<float>::max();
316 for (int i = 0; i < Object::objects.size(); i++) {
317 float distance = distsq(&Object::objects[i]->position, &Person::players[0]->coords);
318 if (distance < closestdist) {
319 closestdist = distance;
326 static void cmd_dispatch(const string cmd)
328 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
330 for (i = 0; i < n_cmds; i++)
331 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
332 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
333 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
336 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
339 /********************> Tick() <*****/
340 extern bool save_screenshot(const char * fname);
341 void Screenshot (void)
344 time_t t = time(NULL);
345 struct tm *tme = localtime(&t);
346 sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png",
347 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
349 save_screenshot(filename);
352 void Game::SetUpLighting()
354 if (environment == snowyenvironment)
355 light.setColors(.65, .65, .7, .4, .4, .44);
356 if (environment == desertenvironment)
357 light.setColors(.95, .95, .95, .4, .35, .3);
358 if (environment == grassyenvironment)
359 light.setColors(.95, .95, 1, .4, .4, .44);
361 light.setColors(1, 1, 1, .4, .4, .4);
363 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
364 light.color[0] *= (skyboxlightr + average) / 2;
365 light.color[1] *= (skyboxlightg + average) / 2;
366 light.color[2] *= (skyboxlightb + average) / 2;
367 light.ambient[0] *= (skyboxlightr + average) / 2;
368 light.ambient[1] *= (skyboxlightg + average) / 2;
369 light.ambient[2] *= (skyboxlightb + average) / 2;
372 void Setenvironment(int which)
376 LOG(" Setting environment...");
381 pause_sound(stream_snowtheme);
382 pause_sound(stream_grasstheme);
383 pause_sound(stream_deserttheme);
384 pause_sound(stream_wind);
385 pause_sound(stream_desertambient);
388 if (environment == snowyenvironment) {
392 emit_stream_np(stream_wind);
394 Object::treetextureptr.load("Textures/SnowTree.png", 0);
395 Object::bushtextureptr.load("Textures/BushSnow.png", 0);
396 Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
397 Object::boxtextureptr.load("Textures/SnowBox.jpg", 1);
399 footstepsound = footstepsn1;
400 footstepsound2 = footstepsn2;
401 footstepsound3 = footstepst1;
402 footstepsound4 = footstepst2;
404 terraintexture.load("Textures/Snow.jpg", 1);
405 terraintexture2.load("Textures/Rock.jpg", 1);
408 temptexdetail = texdetail;
411 skybox->load( "Textures/Skybox(snow)/Front.jpg",
412 "Textures/Skybox(snow)/Left.jpg",
413 "Textures/Skybox(snow)/Back.jpg",
414 "Textures/Skybox(snow)/Right.jpg",
415 "Textures/Skybox(snow)/Up.jpg",
416 "Textures/Skybox(snow)/Down.jpg");
421 texdetail = temptexdetail;
422 } else if (environment == desertenvironment) {
425 Object::treetextureptr.load("Textures/DesertTree.png", 0);
426 Object::bushtextureptr.load("Textures/BushDesert.png", 0);
427 Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
428 Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
432 emit_stream_np(stream_desertambient);
434 footstepsound = footstepsn1;
435 footstepsound2 = footstepsn2;
436 footstepsound3 = footstepsn1;
437 footstepsound4 = footstepsn2;
439 terraintexture.load("Textures/Sand.jpg", 1);
440 terraintexture2.load("Textures/SandSlope.jpg", 1);
443 temptexdetail = texdetail;
446 skybox->load( "Textures/Skybox(sand)/Front.jpg",
447 "Textures/Skybox(sand)/Left.jpg",
448 "Textures/Skybox(sand)/Back.jpg",
449 "Textures/Skybox(sand)/Right.jpg",
450 "Textures/Skybox(sand)/Up.jpg",
451 "Textures/Skybox(sand)/Down.jpg");
456 texdetail = temptexdetail;
457 } else if (environment == grassyenvironment) {
460 Object::treetextureptr.load("Textures/Tree.png", 0);
461 Object::bushtextureptr.load("Textures/Bush.png", 0);
462 Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
463 Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
466 emit_stream_np(stream_wind, 100.);
468 footstepsound = footstepgr1;
469 footstepsound2 = footstepgr2;
470 footstepsound3 = footstepst1;
471 footstepsound4 = footstepst2;
473 terraintexture.load("Textures/GrassDirt.jpg", 1);
474 terraintexture2.load("Textures/MossRock.jpg", 1);
477 temptexdetail = texdetail;
480 skybox->load( "Textures/Skybox(grass)/Front.jpg",
481 "Textures/Skybox(grass)/Left.jpg",
482 "Textures/Skybox(grass)/Back.jpg",
483 "Textures/Skybox(grass)/Right.jpg",
484 "Textures/Skybox(grass)/Up.jpg",
485 "Textures/Skybox(grass)/Down.jpg");
489 texdetail = temptexdetail;
491 temptexdetail = texdetail;
493 terrain.load("Textures/HeightMap.png");
495 texdetail = temptexdetail;
498 void Game::Loadlevel(int which)
504 Loadlevel("tutorial", true);
505 } else if (which >= 0 && which <= 15) {
507 snprintf(buf, 32, "map%d", which + 1); // challenges
510 Loadlevel("mapsave");
513 void Game::Loadlevel(const std::string& name, bool tutorial)
515 int indemo; // FIXME this should be removed
521 LOG(std::string("Loading level...") + name);
524 visibleloading = true;
526 visibleloading = false;
533 Tutorial::active = tutorial;
535 if (Tutorial::active) {
538 if (Tutorial::stage == 0) {
539 Tutorial::stagetime = 0;
540 Tutorial::maxtime = 1;
542 pause_sound(whooshsound);
543 pause_sound(stream_firesound);
548 tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" );
550 pause_sound(stream_firesound);
556 //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
558 Dialog::dialogs.clear();
560 Dialog::indialogue = -1;
566 if (Account::hasActive()) {
567 difficulty = Account::active().getDifficulty();
570 Hotspot::hotspots.clear();
571 Hotspot::current = -1;
582 for (int i = 0; i < 100; i++)
591 numunarmedattack = 0;
602 bonustotal = startbonustotal;
607 emit_sound_np(consolesuccesssound);
612 if (!stealthloading) {
613 terrain.numdecals = 0;
614 Sprite::deleteSprites();
616 for (int i = 0; i < subdivision; i++) {
617 for (int j = 0; j < subdivision; j++) {
618 terrain.patchobjectnum[i][j] = 0;
621 Game::LoadingScreen();
625 Person::players.resize(1);
627 funpackf(tfile, "Bi", &mapvers);
629 cerr << name << " has obsolete map version " << mapvers << endl;
632 funpackf(tfile, "Bi", &indemo);
636 funpackf(tfile, "Bi", &maptype);
638 maptype = mapkilleveryone;
640 funpackf(tfile, "Bi", &hostile);
644 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
650 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
658 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
660 skyboxlightr = skyboxr;
661 skyboxlightg = skyboxg;
662 skyboxlightb = skyboxb;
664 /* 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) */
665 if (stealthloading) {
666 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
668 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);
670 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
671 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
672 Person::players[0]->weaponids[j] = weapons.size();
674 funpackf(tfile, "Bi", &type);
675 weapons.push_back(Weapon(type, 0));
678 Game::LoadingScreen();
680 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
681 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
682 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
683 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
685 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
688 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
690 Person::players[0]->whichskin = 0;
691 Person::players[0]->creature = rabbittype;
694 Person::players[0]->lastattack = -1;
695 Person::players[0]->lastattack2 = -1;
696 Person::players[0]->lastattack3 = -1;
700 Dialog::loadDialogs(tfile);
703 for (int k = 0; k < Person::players[0]->numclothes; k++) {
704 funpackf(tfile, "Bi", &templength);
705 for (int l = 0; l < templength; l++)
706 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
707 Person::players[0]->clothes[k][templength] = '\0';
708 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
711 funpackf(tfile, "Bi", &environment);
713 Object::LoadObjectsFromFile(tfile, stealthloading);
717 funpackf(tfile, "Bi", &numhotspots);
718 if (numhotspots < 0) {
719 cerr << "Map " << name << " have an invalid number of hotspots" << endl;
722 Hotspot::hotspots.resize(numhotspots);
723 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
724 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);
725 funpackf(tfile, "Bi", &templength);
727 for (int l = 0; l < templength; l++)
728 funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
729 Hotspot::hotspots[i].text[templength] = '\0';
730 if (Hotspot::hotspots[i].type == -111)
734 Hotspot::hotspots.clear();
737 Game::LoadingScreen();
739 if (!stealthloading) {
740 Object::ComputeCenter();
741 Object::ComputeRadius();
744 Game::LoadingScreen();
747 funpackf(tfile, "Bi", &numplayers);
748 if (numplayers > maxplayers) {
749 cout << "Warning: this level contains more players than allowed" << endl;
752 for (int i = 1; i < numplayers; i++) {
754 Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
756 } catch (InvalidPersonException e) {
757 cerr << "Invalid Person found in " << name << endl;
760 Game::LoadingScreen();
762 funpackf(tfile, "Bi", &numpathpoints);
763 if (numpathpoints > 30 || numpathpoints < 0)
765 for (int j = 0; j < numpathpoints; j++) {
766 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
767 for (int k = 0; k < numpathpointconnect[j]; k++) {
768 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
771 Game::LoadingScreen();
773 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
776 if (environment != oldenvironment)
777 Setenvironment(environment);
778 oldenvironment = environment;
780 if (!stealthloading) {
781 Object::AddObjectsToTerrain();
783 Game::LoadingScreen();
785 Game::LoadingScreen();
790 for (unsigned i = 0; i < Person::players.size(); i++) {
791 Game::LoadingScreen();
793 Person::players[i]->burnt = 0;
794 Person::players[i]->bled = 0;
795 Person::players[i]->onfire = 0;
796 Person::players[i]->scale = .2;
798 Person::players[i]->creature = rabbittype;
801 Person::players[i]->skeleton.free = 0;
803 Person::players[i]->skeletonLoad();
805 Person::players[i]->addClothes();
808 Person::players[i]->animCurrent = bounceidleanim;
809 Person::players[i]->animTarget = bounceidleanim;
810 Person::players[i]->frameCurrent = 0;
811 Person::players[i]->frameTarget = 1;
812 Person::players[i]->target = 0;
814 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
816 Person::players[i]->speed -= .2;
818 Person::players[i]->speed -= .1;
821 Person::players[i]->velocity = 0;
822 Person::players[i]->oldcoords = Person::players[i]->coords;
823 Person::players[i]->realoldcoords = Person::players[i]->coords;
825 Person::players[i]->id = i;
826 Person::players[i]->updatedelay = 0;
827 Person::players[i]->normalsupdatedelay = 0;
829 Person::players[i]->proportionhead = 1.2;
830 Person::players[i]->proportionbody = 1.05;
831 Person::players[i]->proportionarms = 1.00;
832 Person::players[i]->proportionlegs = 1.1;
833 Person::players[i]->proportionlegs.y = 1.05;
834 Person::players[i]->headless = 0;
835 Person::players[i]->currentoffset = 0;
836 Person::players[i]->targetoffset = 0;
837 if (Person::players[i]->creature == wolftype) {
838 Person::players[i]->scale = .23;
839 Person::players[i]->damagetolerance = 300;
841 Person::players[i]->damagetolerance = 200;
846 Game::LoadingScreen();
849 Person::players[i]->proportionhead.z = 0;
850 Person::players[i]->proportionbody.z = 0;
851 Person::players[i]->proportionarms.z = 0;
852 Person::players[i]->proportionlegs.z = 0;
855 Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
858 Person::players[i]->headmorphness = 0;
859 Person::players[i]->targetheadmorphness = 1;
860 Person::players[i]->headmorphstart = 0;
861 Person::players[i]->headmorphend = 0;
863 Person::players[i]->pausetime = 0;
865 Person::players[i]->dead = 0;
866 Person::players[i]->jumppower = 5;
867 Person::players[i]->damage = 0;
868 Person::players[i]->permanentdamage = 0;
869 Person::players[i]->superpermanentdamage = 0;
871 Person::players[i]->forwardkeydown = 0;
872 Person::players[i]->leftkeydown = 0;
873 Person::players[i]->backkeydown = 0;
874 Person::players[i]->rightkeydown = 0;
875 Person::players[i]->jumpkeydown = 0;
876 Person::players[i]->crouchkeydown = 0;
877 Person::players[i]->throwkeydown = 0;
879 Person::players[i]->collided = -10;
880 Person::players[i]->loaded = 1;
881 Person::players[i]->bloodloss = 0;
882 Person::players[i]->weaponactive = -1;
883 Person::players[i]->weaponstuck = -1;
884 Person::players[i]->bleeding = 0;
885 Person::players[i]->deathbleeding = 0;
886 Person::players[i]->stunned = 0;
887 Person::players[i]->hasvictim = 0;
888 Person::players[i]->wentforweapon = 0;
892 Person::players[0]->aitype = playercontrolled;
894 if (difficulty == 1) {
895 Person::players[0]->power = 1 / .9;
896 Person::players[0]->damagetolerance = 250;
897 } else if (difficulty == 0) {
898 Person::players[0]->power = 1 / .8;
899 Person::players[0]->damagetolerance = 300;
900 Person::players[0]->armorhead *= 1.5;
901 Person::players[0]->armorhigh *= 1.5;
902 Person::players[0]->armorlow *= 1.5;
905 cameraloc = Person::players[0]->coords;
907 yaw = Person::players[0]->yaw;
909 hawkcoords = Person::players[0]->coords;
912 Game::LoadingScreen();
914 LOG("Starting background music...");
916 OPENAL_StopSound(OPENAL_ALL);
918 if (environment == snowyenvironment) {
919 emit_stream_np(stream_wind);
920 } else if (environment == desertenvironment) {
921 emit_stream_np(stream_desertambient);
922 } else if (environment == grassyenvironment) {
923 emit_stream_np(stream_wind, 100.);
926 oldmusicvolume[0] = 0;
927 oldmusicvolume[1] = 0;
928 oldmusicvolume[2] = 0;
929 oldmusicvolume[3] = 0;
936 visibleloading = false;
941 float headprop, bodyprop, armprop, legprop;
946 if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
948 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
949 Person::players[0]->damagetolerance = 200000;
950 Person::players[0]->damage = 0;
951 Person::players[0]->burnt = 0;
952 Person::players[0]->permanentdamage = 0;
953 Person::players[0]->superpermanentdamage = 0;
956 /* Change environment */
957 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
961 Setenvironment(environment);
965 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
966 cameramode = !cameramode;
969 /* Toggle Slow motion */
970 if (Input::isKeyPressed(SDL_SCANCODE_B)) {
976 if (Input::isKeyPressed(SDL_SCANCODE_N)) {
977 Person::players[0]->RagDoll(0);
979 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
982 /* Grow tree leaves?? */
983 if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
984 for (int i = 0; i < Object::objects.size(); i++) {
985 if (Object::objects[i]->type == treeleavestype) {
986 Object::objects[i]->scale *= .9;
991 /* Change (or add) weapon */
992 if (Input::isKeyPressed(SDL_SCANCODE_X)) {
994 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
995 closest = findClosestPlayer();
999 if (Person::players[closest]->num_weapons > 0) {
1000 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
1001 weapons[Person::players[closest]->weaponids[0]].setType(staff);
1002 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
1003 weapons[Person::players[closest]->weaponids[0]].setType(knife);
1005 weapons[Person::players[closest]->weaponids[0]].setType(sword);
1007 Person::players[closest]->weaponids[0] = weapons.size();
1009 weapons.push_back(Weapon(knife, closest));
1011 Person::players[closest]->num_weapons = 1;
1017 if (Input::isKeyDown(SDL_SCANCODE_U)) {
1019 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1020 closest = findClosestPlayer();
1024 Person::players[closest]->yaw += multiplier * 50;
1025 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1030 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
1031 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
1032 if (Person::players[0]->onfire) {
1033 Person::players[0]->CatchFire();
1035 if (!Person::players[0]->onfire) {
1036 emit_sound_at(fireendsound, Person::players[0]->coords);
1037 pause_sound(stream_firesound);
1042 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1044 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1045 closest = findClosestPlayer();
1049 Person::players[closest]->whichskin++;
1050 if (Person::players[closest]->whichskin > 9)
1051 Person::players[closest]->whichskin = 0;
1052 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
1053 Person::players[closest]->whichskin = 0;
1055 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1056 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1059 Person::players[closest]->addClothes();
1062 /* Change creature type */
1063 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1065 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1066 closest = findClosestPlayer();
1070 if (Person::players[closest]->creature == wolftype) {
1071 headprop = Person::players[closest]->proportionhead.x / 1.1;
1072 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1073 armprop = Person::players[closest]->proportionarms.x / 1.1;
1074 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1077 headprop = Person::players[closest]->proportionhead.x / 1.2;
1078 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1079 armprop = Person::players[closest]->proportionarms.x / 1.00;
1080 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1084 if (Person::players[closest]->creature == rabbittype) {
1085 Person::players[closest]->creature = wolftype;
1086 Person::players[closest]->whichskin = 0;
1087 Person::players[closest]->skeletonLoad();
1089 Person::players[closest]->proportionhead = 1.1;
1090 Person::players[closest]->proportionbody = 1.1;
1091 Person::players[closest]->proportionarms = 1.1;
1092 Person::players[closest]->proportionlegs = 1.1;
1093 Person::players[closest]->proportionlegs.y = 1.1;
1094 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1096 Person::players[closest]->damagetolerance = 300;
1098 Person::players[closest]->creature = rabbittype;
1099 Person::players[closest]->whichskin = 0;
1100 Person::players[closest]->skeletonLoad(true);
1102 Person::players[closest]->proportionhead = 1.2;
1103 Person::players[closest]->proportionbody = 1.05;
1104 Person::players[closest]->proportionarms = 1.00;
1105 Person::players[closest]->proportionlegs = 1.1;
1106 Person::players[closest]->proportionlegs.y = 1.05;
1107 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1109 Person::players[closest]->damagetolerance = 200;
1112 if (Person::players[closest]->creature == wolftype) {
1113 Person::players[closest]->proportionhead = 1.1 * headprop;
1114 Person::players[closest]->proportionbody = 1.1 * bodyprop;
1115 Person::players[closest]->proportionarms = 1.1 * armprop;
1116 Person::players[closest]->proportionlegs = 1.1 * legprop;
1119 if (Person::players[closest]->creature == rabbittype) {
1120 Person::players[closest]->proportionhead = 1.2 * headprop;
1121 Person::players[closest]->proportionbody = 1.05 * bodyprop;
1122 Person::players[closest]->proportionarms = 1.00 * armprop;
1123 Person::players[closest]->proportionlegs = 1.1 * legprop;
1124 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1131 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1133 float closestdist = std::numeric_limits<float>::max();
1135 for (unsigned i = 1; i < Person::players.size(); i++) {
1136 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
1137 if (!Person::players[i]->headless)
1138 if (distance < closestdist) {
1139 closestdist = distance;
1144 XYZ flatfacing2, flatvelocity2;
1146 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1147 blah = Person::players[closest]->coords;
1148 XYZ headspurtdirection;
1149 //int i = Person::players[closest]->skeleton.jointlabels[head];
1150 Joint& headjoint = Person::players[closest]->joint(head);
1151 for (unsigned k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
1152 if (!Person::players[closest]->skeleton.free)
1153 flatvelocity2 = Person::players[closest]->velocity;
1154 if (Person::players[closest]->skeleton.free)
1155 flatvelocity2 = headjoint.velocity;
1156 if (!Person::players[closest]->skeleton.free)
1157 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;
1158 if (Person::players[closest]->skeleton.free)
1159 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1160 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1161 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1162 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1163 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1164 Normalise(&headspurtdirection);
1165 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1166 flatvelocity2 += headspurtdirection * 8;
1167 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1169 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1171 emit_sound_at(splattersound, blah);
1172 emit_sound_at(breaksound2, blah, 100.);
1174 if (Person::players[closest]->skeleton.free == 2)
1175 Person::players[closest]->skeleton.free = 0;
1176 Person::players[closest]->RagDoll(0);
1177 Person::players[closest]->dead = 2;
1178 Person::players[closest]->headless = 1;
1179 Person::players[closest]->DoBloodBig(3, 165);
1186 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1187 int closest = findClosestPlayer();
1188 XYZ flatfacing2, flatvelocity2;
1190 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1191 blah = Person::players[closest]->coords;
1192 emit_sound_at(splattersound, blah);
1193 emit_sound_at(breaksound2, blah);
1195 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1196 if (!Person::players[closest]->skeleton.free)
1197 flatvelocity2 = Person::players[closest]->velocity;
1198 if (Person::players[closest]->skeleton.free)
1199 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1200 if (!Person::players[closest]->skeleton.free)
1201 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;
1202 if (Person::players[closest]->skeleton.free)
1203 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1204 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1205 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1206 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1207 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1208 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
1209 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1212 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1213 if (!Person::players[closest]->skeleton.free)
1214 flatvelocity2 = Person::players[closest]->velocity;
1215 if (Person::players[closest]->skeleton.free)
1216 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1217 if (!Person::players[closest]->skeleton.free)
1218 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;
1219 if (Person::players[closest]->skeleton.free)
1220 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1221 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1222 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1223 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1224 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1225 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
1228 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1229 if (!Person::players[closest]->skeleton.free)
1230 flatvelocity2 = Person::players[closest]->velocity;
1231 if (Person::players[closest]->skeleton.free)
1232 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;
1235 if (Person::players[closest]->skeleton.free)
1236 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1237 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1238 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1239 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1240 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1241 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1244 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1245 if (!Person::players[closest]->skeleton.free)
1246 flatvelocity2 = Person::players[closest]->velocity;
1247 if (Person::players[closest]->skeleton.free)
1248 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1249 if (!Person::players[closest]->skeleton.free)
1250 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;
1251 if (Person::players[closest]->skeleton.free)
1252 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1253 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1254 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1255 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1256 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1257 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1261 for (unsigned j = 0; j < Person::players.size(); j++) {
1262 if (int(j) != closest) {
1263 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
1264 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
1265 if (Person::players[j]->skeleton.free == 2)
1266 Person::players[j]->skeleton.free = 1;
1267 Person::players[j]->skeleton.longdead = 0;
1268 Person::players[j]->RagDoll(0);
1269 for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
1270 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
1271 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
1272 flatvelocity2 = temppos - Person::players[closest]->coords;
1273 Normalise(&flatvelocity2);
1274 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
1281 Person::players[closest]->DoDamage(10000);
1282 Person::players[closest]->RagDoll(0);
1283 Person::players[closest]->dead = 2;
1284 Person::players[closest]->coords = 20;
1285 Person::players[closest]->skeleton.free = 2;
1293 if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1294 editorenabled = !editorenabled;
1295 if (editorenabled) {
1296 Person::players[0]->damagetolerance = 100000;
1298 Person::players[0]->damagetolerance = 200;
1300 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
1301 Person::players[0]->permanentdamage = 0;
1302 Person::players[0]->superpermanentdamage = 0;
1303 Person::players[0]->bloodloss = 0;
1304 Person::players[0]->deathbleeding = 0;
1309 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
1311 if (targetlevel > numchallengelevels - 1)
1317 if (editorenabled) {
1318 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1319 int closest = findClosestPlayer();
1321 Person::players.erase(Person::players.begin()+closest);
1325 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1326 int closest = findClosestObject();
1328 Object::objects[closest]->position.y -= 500;
1332 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1333 if (Object::objects.size() < max_objects - 1) {
1335 scenecoords.x = Person::players[0]->coords.x;
1336 scenecoords.z = Person::players[0]->coords.z;
1337 scenecoords.y = Person::players[0]->coords.y - 3;
1338 if (editortype == bushtype)
1339 scenecoords.y = Person::players[0]->coords.y - .5;
1340 if (editortype == firetype)
1341 scenecoords.y = Person::players[0]->coords.y - .5;
1342 float temprotat, temprotat2;
1343 temprotat = editoryaw;
1344 temprotat2 = editorpitch;
1345 if (temprotat < 0 || editortype == bushtype)
1346 temprotat = Random() % 360;
1348 temprotat2 = Random() % 360;
1350 Object::MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
1351 if (editortype == treetrunktype)
1352 Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
1356 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1357 Person::players.push_back(shared_ptr<Person>(new Person()));
1359 Person::players.back()->id = Person::players.size()-1;
1361 Person::players.back()->scale = Person::players[0]->scale;
1362 Person::players.back()->creature = rabbittype;
1363 Person::players.back()->howactive = editoractive;
1365 int k = abs(Random() % 2) + 1;
1367 Person::players.back()->whichskin = 0;
1368 } else if (k == 1) {
1369 Person::players.back()->whichskin = 1;
1371 Person::players.back()->whichskin = 2;
1374 Person::players.back()->skeletonLoad(true);
1376 Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
1377 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
1379 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
1380 Person::players.back()->yaw = Person::players[0]->yaw;
1382 Person::players.back()->coords = Person::players[0]->coords;
1383 Person::players.back()->oldcoords = Person::players.back()->coords;
1384 Person::players.back()->realoldcoords = Person::players.back()->coords;
1386 if (Person::players[0]->creature == wolftype) {
1387 headprop = Person::players[0]->proportionhead.x / 1.1;
1388 bodyprop = Person::players[0]->proportionbody.x / 1.1;
1389 armprop = Person::players[0]->proportionarms.x / 1.1;
1390 legprop = Person::players[0]->proportionlegs.x / 1.1;
1393 headprop = Person::players[0]->proportionhead.x / 1.2;
1394 bodyprop = Person::players[0]->proportionbody.x / 1.05;
1395 armprop = Person::players[0]->proportionarms.x / 1.00;
1396 legprop = Person::players[0]->proportionlegs.x / 1.1;
1399 if (Person::players.back()->creature == wolftype) {
1400 Person::players.back()->proportionhead = 1.1 * headprop;
1401 Person::players.back()->proportionbody = 1.1 * bodyprop;
1402 Person::players.back()->proportionarms = 1.1 * armprop;
1403 Person::players.back()->proportionlegs = 1.1 * legprop;
1406 if (Person::players.back()->creature == rabbittype) {
1407 Person::players.back()->proportionhead = 1.2 * headprop;
1408 Person::players.back()->proportionbody = 1.05 * bodyprop;
1409 Person::players.back()->proportionarms = 1.00 * armprop;
1410 Person::players.back()->proportionlegs = 1.1 * legprop;
1411 Person::players.back()->proportionlegs.y = 1.05 * legprop;
1415 Person::players.back()->proportionhead.z = 0;
1416 Person::players.back()->proportionbody.z = 0;
1417 Person::players.back()->proportionarms.z = 0;
1418 Person::players.back()->proportionlegs.z = 0;
1421 Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
1423 Person::players.back()->damagetolerance = 200;
1425 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
1426 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
1427 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
1428 Person::players.back()->armorhead = Person::players[0]->armorhead;
1429 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
1430 Person::players.back()->armorlow = Person::players[0]->armorlow;
1431 Person::players.back()->metalhead = Person::players[0]->metalhead;
1432 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
1433 Person::players.back()->metallow = Person::players[0]->metallow;
1435 Person::players.back()->immobile = Person::players[0]->immobile;
1437 Person::players.back()->numclothes = Person::players[0]->numclothes;
1438 for (int i = 0; i < Person::players.back()->numclothes; i++) {
1439 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
1440 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
1441 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
1442 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
1444 Person::players.back()->addClothes();
1446 Person::players.back()->power = Person::players[0]->power;
1447 Person::players.back()->speedmult = Person::players[0]->speedmult;
1449 Person::players.back()->loaded = true;
1452 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1453 if (Person::players.back()->numwaypoints < 90) {
1454 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
1455 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
1456 Person::players.back()->numwaypoints++;
1460 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1461 if (numpathpoints < 30) {
1462 bool connected, alreadyconnected;
1464 if (numpathpoints > 1)
1465 for (int i = 0; i < numpathpoints; i++) {
1466 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
1467 alreadyconnected = 0;
1468 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
1469 if (pathpointconnect[pathpointselected][j] == i)
1470 alreadyconnected = 1;
1472 if (!alreadyconnected) {
1473 numpathpointconnect[pathpointselected]++;
1475 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
1481 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
1482 numpathpointconnect[numpathpoints - 1] = 0;
1483 if (numpathpoints > 1 && pathpointselected != -1) {
1484 numpathpointconnect[pathpointselected]++;
1485 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
1487 pathpointselected = numpathpoints - 1;
1492 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
1493 pathpointselected++;
1494 if (pathpointselected >= numpathpoints)
1495 pathpointselected = -1;
1498 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1499 pathpointselected--;
1500 if (pathpointselected <= -2)
1501 pathpointselected = numpathpoints - 1;
1504 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1505 if (pathpointselected != -1) {
1507 pathpoint[pathpointselected] = pathpoint[numpathpoints];
1508 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
1509 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
1510 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
1512 for (int i = 0; i < numpathpoints; i++) {
1513 for (int j = 0; j < numpathpointconnect[i]; j++) {
1514 if (pathpointconnect[i][j] == pathpointselected) {
1515 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
1516 numpathpointconnect[i]--;
1518 if (pathpointconnect[i][j] == numpathpoints) {
1519 pathpointconnect[i][j] = pathpointselected;
1523 pathpointselected = numpathpoints - 1;
1527 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1529 if (editortype == treeleavestype || editortype == 10)
1532 editortype = firetype;
1535 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1537 if (editortype == treeleavestype || editortype == 10)
1539 if (editortype > firetype)
1543 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1544 editoryaw -= multiplier * 100;
1545 if (editoryaw < -.01)
1549 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1550 editoryaw += multiplier * 100;
1553 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1554 editorsize += multiplier;
1557 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1558 editorsize -= multiplier;
1559 if (editorsize < .1)
1564 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1565 mapradius -= multiplier * 10;
1568 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1569 mapradius += multiplier * 10;
1572 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1573 editorpitch += multiplier * 100;
1576 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1577 editorpitch -= multiplier * 100;
1578 if (editorpitch < -.01)
1582 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Object::objects.size() && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1583 int closest = findClosestObject();
1585 Object::DeleteObject(closest);
1591 void doJumpReversals()
1593 for (unsigned k = 0; k < Person::players.size(); k++)
1594 for (unsigned i = k; i < Person::players.size(); i++) {
1597 if ( Person::players[k]->skeleton.free == 0 &&
1598 Person::players[i]->skeleton.oldfree == 0 &&
1599 (Person::players[i]->animTarget == jumpupanim ||
1600 Person::players[k]->animTarget == jumpupanim) &&
1601 (Person::players[i]->aitype == playercontrolled ||
1602 Person::players[k]->aitype == playercontrolled) &&
1603 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
1604 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
1605 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
1606 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
1607 //TODO: refactor two huge similar ifs
1608 if (Person::players[i]->animTarget == jumpupanim &&
1609 Person::players[k]->animTarget != getupfrombackanim &&
1610 Person::players[k]->animTarget != getupfromfrontanim &&
1611 Animation::animations[Person::players[k]->animTarget].height == middleheight &&
1612 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
1613 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
1614 Person::players[k]->aitype != playercontrolled)) {
1615 Person::players[i]->victim = Person::players[k];
1616 Person::players[i]->velocity = 0;
1617 Person::players[i]->animCurrent = jumpreversedanim;
1618 Person::players[i]->animTarget = jumpreversedanim;
1619 Person::players[i]->frameCurrent = 0;
1620 Person::players[i]->frameTarget = 1;
1621 Person::players[i]->targettilt2 = 0;
1622 Person::players[k]->victim = Person::players[i];
1623 Person::players[k]->velocity = 0;
1624 Person::players[k]->animCurrent = jumpreversalanim;
1625 Person::players[k]->animTarget = jumpreversalanim;
1626 Person::players[k]->frameCurrent = 0;
1627 Person::players[k]->frameTarget = 1;
1628 Person::players[k]->targettilt2 = 0;
1629 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
1630 Person::players[i]->animCurrent = rabbitkickreversedanim;
1631 Person::players[i]->animTarget = rabbitkickreversedanim;
1632 Person::players[i]->frameCurrent = 1;
1633 Person::players[i]->frameTarget = 2;
1634 Person::players[k]->animCurrent = rabbitkickreversalanim;
1635 Person::players[k]->animTarget = rabbitkickreversalanim;
1636 Person::players[k]->frameCurrent = 1;
1637 Person::players[k]->frameTarget = 2;
1639 Person::players[i]->target = 0;
1640 Person::players[k]->oldcoords = Person::players[k]->coords;
1641 Person::players[i]->coords = Person::players[k]->coords;
1642 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
1643 Person::players[k]->yaw = Person::players[i]->targetyaw;
1644 if (Person::players[k]->aitype == attacktypecutoff)
1645 Person::players[k]->stunned = .5;
1647 if (Person::players[k]->animTarget == jumpupanim &&
1648 Person::players[i]->animTarget != getupfrombackanim &&
1649 Person::players[i]->animTarget != getupfromfrontanim &&
1650 Animation::animations[Person::players[i]->animTarget].height == middleheight &&
1651 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
1652 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
1653 Person::players[i]->aitype != playercontrolled)) {
1654 Person::players[k]->victim = Person::players[i];
1655 Person::players[k]->velocity = 0;
1656 Person::players[k]->animCurrent = jumpreversedanim;
1657 Person::players[k]->animTarget = jumpreversedanim;
1658 Person::players[k]->frameCurrent = 0;
1659 Person::players[k]->frameTarget = 1;
1660 Person::players[k]->targettilt2 = 0;
1661 Person::players[i]->victim = Person::players[k];
1662 Person::players[i]->velocity = 0;
1663 Person::players[i]->animCurrent = jumpreversalanim;
1664 Person::players[i]->animTarget = jumpreversalanim;
1665 Person::players[i]->frameCurrent = 0;
1666 Person::players[i]->frameTarget = 1;
1667 Person::players[i]->targettilt2 = 0;
1668 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
1669 Person::players[k]->animTarget = rabbitkickreversedanim;
1670 Person::players[k]->animCurrent = rabbitkickreversedanim;
1671 Person::players[i]->animCurrent = rabbitkickreversalanim;
1672 Person::players[i]->animTarget = rabbitkickreversalanim;
1673 Person::players[k]->frameCurrent = 1;
1674 Person::players[k]->frameTarget = 2;
1675 Person::players[i]->frameCurrent = 1;
1676 Person::players[i]->frameTarget = 2;
1678 Person::players[k]->target = 0;
1679 Person::players[i]->oldcoords = Person::players[i]->coords;
1680 Person::players[k]->coords = Person::players[i]->coords;
1681 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
1682 Person::players[i]->yaw = Person::players[k]->targetyaw;
1683 if (Person::players[i]->aitype == attacktypecutoff)
1684 Person::players[i]->stunned = .5;
1691 void doAerialAcrobatics()
1693 static XYZ facing, flatfacing;
1694 for (unsigned k = 0; k < Person::players.size(); k++) {
1695 Person::players[k]->turnspeed = 500;
1697 if ((Person::players[k]->isRun() &&
1698 ((Person::players[k]->targetyaw != rabbitrunninganim &&
1699 Person::players[k]->targetyaw != wolfrunninganim) ||
1700 Person::players[k]->frameTarget == 4)) ||
1701 Person::players[k]->animTarget == removeknifeanim ||
1702 Person::players[k]->animTarget == crouchremoveknifeanim ||
1703 Person::players[k]->animTarget == flipanim ||
1704 Person::players[k]->animTarget == fightsidestep ||
1705 Person::players[k]->animTarget == walkanim) {
1706 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
1710 if (Person::players[k]->isStop() ||
1711 Person::players[k]->isLanding() ||
1712 Person::players[k]->animTarget == staggerbackhighanim ||
1713 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
1714 Person::players[k]->animTarget == staggerbackhardanim ||
1715 Person::players[k]->animTarget == backhandspringanim ||
1716 Person::players[k]->animTarget == dodgebackanim ||
1717 Person::players[k]->animTarget == rollanim ||
1718 (Animation::animations[Person::players[k]->animTarget].attack &&
1719 Person::players[k]->animTarget != rabbitkickanim &&
1720 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
1721 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
1722 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
1725 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
1726 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
1729 Person::players[k]->DoStuff();
1730 if (Person::players[k]->immobile && k != 0)
1731 Person::players[k]->coords = Person::players[k]->realoldcoords;
1733 //if player's position has changed (?)
1734 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
1735 !Person::players[k]->skeleton.free &&
1736 Person::players[k]->animTarget != climbanim &&
1737 Person::players[k]->animTarget != hanganim) {
1738 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
1740 bool tempcollide = 0;
1742 if (Person::players[k]->collide < -.3)
1743 Person::players[k]->collide = -.3;
1744 if (Person::players[k]->collide > 1)
1745 Person::players[k]->collide = 1;
1746 Person::players[k]->collide -= multiplier * 30;
1749 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
1751 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
1752 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1753 if (Object::objects[i]->type != rocktype ||
1754 Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled ||
1755 Object::objects[i]->position.y > Person::players[k]->coords.y) {
1756 lowpoint = Person::players[k]->coords;
1757 if (Person::players[k]->animTarget != jumpupanim &&
1758 Person::players[k]->animTarget != jumpdownanim &&
1759 !Person::players[k]->isFlip())
1763 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
1764 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
1765 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
1766 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1767 flatfacing = lowpoint - Person::players[k]->coords;
1768 Person::players[k]->coords = lowpoint;
1769 Person::players[k]->coords.y -= 1.3;
1770 Person::players[k]->collide = 1;
1773 //TODO: refactor four similar blocks
1774 if (Person::players[k]->aitype == playercontrolled &&
1775 (Person::players[k]->animTarget == jumpupanim ||
1776 Person::players[k]->animTarget == jumpdownanim ||
1777 Person::players[k]->isFlip()) &&
1778 !Person::players[k]->jumptogglekeydown &&
1779 Person::players[k]->jumpkeydown) {
1780 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
1781 XYZ tempcoords1 = lowpoint;
1782 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1783 if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
1784 Person::players[k]->setAnimation(walljumpleftanim);
1785 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1787 pause_sound(whooshsound);
1789 lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
1790 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1791 if (lowpointtarget.z < 0)
1792 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1793 Person::players[k]->targetyaw = Person::players[k]->yaw;
1794 Person::players[k]->lowyaw = Person::players[k]->yaw;
1798 lowpoint = tempcoords1;
1799 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
1800 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1801 if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
1802 Person::players[k]->setAnimation(walljumprightanim);
1803 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1805 pause_sound(whooshsound);
1807 lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
1808 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1809 if (lowpointtarget.z < 0)
1810 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1811 Person::players[k]->targetyaw = Person::players[k]->yaw;
1812 Person::players[k]->lowyaw = Person::players[k]->yaw;
1816 lowpoint = tempcoords1;
1817 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
1818 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1819 if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
1820 Person::players[k]->setAnimation(walljumpbackanim);
1821 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1823 pause_sound(whooshsound);
1825 lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
1826 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1827 if (lowpointtarget.z < 0)
1828 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1829 Person::players[k]->targetyaw = Person::players[k]->yaw;
1830 Person::players[k]->lowyaw = Person::players[k]->yaw;
1834 lowpoint = tempcoords1;
1835 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
1836 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1837 if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
1838 Person::players[k]->setAnimation(walljumpfrontanim);
1839 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1841 pause_sound(whooshsound);
1843 lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
1844 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1845 if (lowpointtarget.z < 0)
1846 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1847 Person::players[k]->yaw += 180;
1848 Person::players[k]->targetyaw = Person::players[k]->yaw;
1849 Person::players[k]->lowyaw = Person::players[k]->yaw;
1858 } else if (Object::objects[i]->type == rocktype) {
1859 lowpoint2 = Person::players[k]->coords;
1860 lowpoint = Person::players[k]->coords;
1862 if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
1863 Person::players[k]->coords = colpoint;
1864 Person::players[k]->collide = 1;
1867 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
1868 //flipped into a rock
1869 if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7)
1870 Person::players[k]->RagDoll(0);
1872 if (Person::players[k]->animTarget == jumpupanim) {
1873 Person::players[k]->jumppower = -4;
1874 Person::players[k]->animTarget = Person::players[k]->getIdle();
1876 Person::players[k]->target = 0;
1877 Person::players[k]->frameTarget = 0;
1878 Person::players[k]->onterrain = 1;
1880 if (Person::players[k]->id == 0) {
1881 pause_sound(whooshsound);
1882 OPENAL_SetVolume(channels[whooshsound], 0);
1886 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
1887 if (Person::players[k]->isFlip())
1888 Person::players[k]->jumppower = -4;
1889 Person::players[k]->animTarget = Person::players[k]->getLanding();
1890 emit_sound_at(landsound, Person::players[k]->coords, 128.);
1892 addEnvSound(Person::players[k]->coords);
1901 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
1902 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1903 lowpoint = Person::players[k]->coords;
1905 if (Object::objects[i]->type != rocktype)
1906 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1907 if (Person::players[k]->animTarget != jumpupanim &&
1908 Person::players[k]->animTarget != jumpdownanim &&
1909 Person::players[k]->onterrain)
1910 Person::players[k]->avoidcollided = 1;
1911 Person::players[k]->coords = lowpoint;
1912 Person::players[k]->coords.y -= 1.35;
1913 Person::players[k]->collide = 1;
1915 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
1916 (Person::players[k]->animCurrent != climbanim &&
1917 Person::players[k]->animCurrent != hanganim &&
1918 !Person::players[k]->isWallJump() ||
1919 Person::players[k]->animTarget == jumpupanim ||
1920 Person::players[k]->animTarget == jumpdownanim)) {
1921 lowpoint = Person::players[k]->coords;
1922 Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
1923 lowpoint = Person::players[k]->coords;
1927 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
1928 lowpointtarget = lowpoint + facing * 1.4;
1929 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1930 if (whichhit != -1) {
1931 lowpoint = Person::players[k]->coords;
1933 lowpointtarget = lowpoint + facing * 1.4;
1934 lowpoint2 = lowpoint;
1935 lowpointtarget2 = lowpointtarget;
1936 lowpoint3 = lowpoint;
1937 lowpointtarget3 = lowpointtarget;
1938 lowpoint4 = lowpoint;
1939 lowpointtarget4 = lowpointtarget;
1940 lowpoint5 = lowpoint;
1941 lowpointtarget5 = lowpointtarget;
1942 lowpoint6 = lowpoint;
1943 lowpointtarget6 = lowpointtarget;
1944 lowpoint7 = lowpoint;
1945 lowpointtarget7 = lowpoint;
1947 lowpointtarget2.x += .1;
1949 lowpointtarget3.z += .1;
1951 lowpointtarget4.x -= .1;
1953 lowpointtarget5.z -= .1;
1954 lowpoint6.y += 45 / 13;
1955 lowpointtarget6.y += 45 / 13;
1956 lowpointtarget6 += facing * .6;
1957 lowpointtarget7.y += 90 / 13;
1958 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1959 if (Object::objects[i]->friction > .5)
1960 if (whichhit != -1) {
1961 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
1962 Person::players[k]->collided = 1;
1963 if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1)
1964 if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1)
1965 if ( Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
1966 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
1967 Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
1968 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
1969 Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
1970 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
1971 Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
1972 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
1973 for (int j = 0; j < 45; j++) {
1974 lowpoint = Person::players[k]->coords;
1975 lowpoint.y += (float)j / 13;
1976 lowpointtarget = lowpoint + facing * 1.4;
1977 if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
1978 &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
1979 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
1981 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
1982 lowpoint = Person::players[k]->coords;
1983 lowpoint.y += (float)j / 13;
1984 lowpointtarget = lowpoint + facing * 1.3;
1985 flatfacing = Person::players[k]->coords;
1986 Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[k]->yaw, 0) * .01;
1987 Person::players[k]->coords.y = lowpointtarget.y - .07;
1988 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
1990 if (j > 10 || !Person::players[k]->isRun()) {
1991 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
1993 pause_sound(whooshsound);
1995 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
1997 lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
1998 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1999 if (lowpointtarget.z < 0)
2000 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2001 Person::players[k]->targetyaw = Person::players[k]->yaw;
2002 Person::players[k]->lowyaw = Person::players[k]->yaw;
2004 //Person::players[k]->velocity=lowpointtarget*.03;
2005 Person::players[k]->velocity = 0;
2008 if (Person::players[k]->animTarget == jumpupanim) {
2009 Person::players[k]->animTarget = climbanim;
2010 Person::players[k]->jumppower = 0;
2011 Person::players[k]->jumpclimb = 1;
2013 Person::players[k]->transspeed = 6;
2014 Person::players[k]->target = 0;
2015 Person::players[k]->frameTarget = 1;
2018 Person::players[k]->setAnimation(hanganim);
2019 Person::players[k]->jumppower = 0;
2031 if (Person::players[k]->collide <= 0) {
2033 if (!Person::players[k]->onterrain &&
2034 Person::players[k]->animTarget != jumpupanim &&
2035 Person::players[k]->animTarget != jumpdownanim &&
2036 Person::players[k]->animTarget != climbanim &&
2037 Person::players[k]->animTarget != hanganim &&
2038 !Person::players[k]->isWallJump() &&
2039 !Person::players[k]->isFlip()) {
2040 if (Person::players[k]->animCurrent != climbanim &&
2041 Person::players[k]->animCurrent != tempanim &&
2042 Person::players[k]->animTarget != backhandspringanim &&
2043 (Person::players[k]->animTarget != rollanim ||
2044 Person::players[k]->frameTarget < 2 ||
2045 Person::players[k]->frameTarget > 6)) {
2046 //stagger off ledge (?)
2047 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
2048 Person::players[k]->RagDoll(0);
2049 Person::players[k]->setAnimation(jumpdownanim);
2052 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2055 Person::players[k]->velocity.y += gravity;
2059 Person::players[k]->realoldcoords = Person::players[k]->coords;
2065 static int randattack;
2066 static bool playerrealattackkeydown = 0;
2068 if (!Input::isKeyDown(attackkey))
2071 Person::players[0]->attackkeydown = 0;
2073 playerrealattackkeydown = 0;
2075 playerrealattackkeydown = Input::isKeyDown(attackkey);
2076 if ((Person::players[0]->parriedrecently <= 0 ||
2077 Person::players[0]->weaponactive == -1) &&
2080 Person::players[0]->lastattack != swordslashanim &&
2081 Person::players[0]->lastattack != knifeslashstartanim &&
2082 Person::players[0]->lastattack != staffhitanim &&
2083 Person::players[0]->lastattack != staffspinhitanim)))
2084 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2085 if (Input::isKeyDown(attackkey) &&
2087 !Person::players[0]->backkeydown) {
2088 for (unsigned k = 0; k < Person::players.size(); k++) {
2089 if ((Person::players[k]->animTarget == swordslashanim ||
2090 Person::players[k]->animTarget == staffhitanim ||
2091 Person::players[k]->animTarget == staffspinhitanim) &&
2092 Person::players[0]->animCurrent != dodgebackanim &&
2093 !Person::players[k]->skeleton.free)
2094 Person::players[k]->Reverse();
2098 if (!hostile || Dialog::inDialog())
2099 Person::players[0]->attackkeydown = 0;
2101 for (unsigned k = 0; k < Person::players.size(); k++) {
2102 if (Dialog::inDialog())
2103 Person::players[k]->attackkeydown = 0;
2104 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2105 if (Person::players[k]->aitype != playercontrolled)
2106 Person::players[k]->victim = Person::players[0];
2107 //attack key pressed
2108 if (Person::players[k]->attackkeydown) {
2110 if (Person::players[k]->backkeydown &&
2111 Person::players[k]->animTarget != backhandspringanim &&
2112 (Person::players[k]->isIdle() ||
2113 Person::players[k]->isStop() ||
2114 Person::players[k]->isRun() ||
2115 Person::players[k]->animTarget == walkanim)) {
2116 if (Person::players[k]->jumppower <= 1) {
2117 Person::players[k]->jumppower -= 2;
2119 for (unsigned i = 0; i < Person::players.size(); i++) {
2122 if (Person::players[i]->animTarget == swordslashanim ||
2123 Person::players[i]->animTarget == knifeslashstartanim ||
2124 Person::players[i]->animTarget == staffhitanim ||
2125 Person::players[i]->animTarget == staffspinhitanim)
2126 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2127 Person::players[k]->setAnimation(dodgebackanim);
2128 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2129 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2132 if (Person::players[k]->animTarget != dodgebackanim) {
2135 Person::players[k]->setAnimation(backhandspringanim);
2136 Person::players[k]->targetyaw = -yaw + 180;
2137 if (Person::players[k]->leftkeydown)
2138 Person::players[k]->targetyaw -= 45;
2139 if (Person::players[k]->rightkeydown)
2140 Person::players[k]->targetyaw += 45;
2141 Person::players[k]->yaw = Person::players[k]->targetyaw;
2142 Person::players[k]->jumppower -= 2;
2147 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2148 !Person::players[k]->backkeydown &&
2149 (Person::players[k]->isIdle() ||
2150 Person::players[k]->isRun() ||
2151 Person::players[k]->animTarget == walkanim ||
2152 Person::players[k]->animTarget == sneakanim ||
2153 Person::players[k]->isCrouch())) {
2154 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2155 //normal attacks (?)
2156 Person::players[k]->hasvictim = 0;
2157 if (Person::players.size() > 1)
2158 for (unsigned i = 0; i < Person::players.size(); i++) {
2159 if (i == k || !(k == 0 || i == 0))
2161 if (!Person::players[k]->hasvictim)
2162 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2164 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2165 if (distance < 4.5 &&
2166 !Person::players[i]->skeleton.free &&
2167 Person::players[i]->howactive < typedead1 &&
2168 Person::players[i]->animTarget != jumpreversedanim &&
2169 Person::players[i]->animTarget != rabbitkickreversedanim &&
2170 Person::players[i]->animTarget != rabbitkickanim &&
2171 Person::players[k]->animTarget != rabbitkickanim &&
2172 Person::players[i]->animTarget != getupfrombackanim &&
2173 (Person::players[i]->animTarget != staggerbackhighanim &&
2174 (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2175 Person::players[i]->animTarget != jumpdownanim &&
2176 Person::players[i]->animTarget != jumpupanim &&
2177 Person::players[i]->animTarget != getupfromfrontanim) {
2178 Person::players[k]->victim = Person::players[i];
2179 Person::players[k]->hasvictim = 1;
2180 if (Person::players[k]->aitype == playercontrolled) { //human player
2182 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2183 Person::players[k]->crouchkeydown &&
2184 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2185 Person::players[k]->animTarget = sweepanim;
2187 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2188 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2189 !Person::players[k]->forwardkeydown &&
2190 !Person::players[k]->leftkeydown &&
2191 !Person::players[k]->rightkeydown &&
2192 !Person::players[k]->crouchkeydown &&
2195 Person::players[k]->animTarget = winduppunchanim;
2197 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2198 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2199 !Person::players[k]->forwardkeydown &&
2200 !Person::players[k]->leftkeydown &&
2201 !Person::players[k]->rightkeydown &&
2202 !Person::players[k]->crouchkeydown &&
2204 Person::players[k]->animTarget = upunchanim;
2206 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2207 Person::players[i]->staggerdelay > 0 &&
2208 attackweapon == knife &&
2209 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
2210 Person::players[k]->animTarget = knifefollowanim;
2212 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2213 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2214 !Person::players[k]->forwardkeydown &&
2215 !Person::players[k]->leftkeydown &&
2216 !Person::players[k]->rightkeydown &&
2217 !Person::players[k]->crouchkeydown &&
2218 attackweapon == knife &&
2219 Person::players[k]->weaponmissdelay <= 0)
2220 Person::players[k]->animTarget = knifeslashstartanim;
2222 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2223 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2224 !Person::players[k]->crouchkeydown &&
2225 attackweapon == sword &&
2226 Person::players[k]->weaponmissdelay <= 0)
2227 Person::players[k]->animTarget = swordslashanim;
2229 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2230 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2231 !Person::players[k]->crouchkeydown &&
2232 attackweapon == staff &&
2233 Person::players[k]->weaponmissdelay <= 0 &&
2234 !Person::players[k]->leftkeydown &&
2235 !Person::players[k]->rightkeydown &&
2236 !Person::players[k]->forwardkeydown)
2237 Person::players[k]->animTarget = staffhitanim;
2239 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2240 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2241 !Person::players[k]->crouchkeydown &&
2242 attackweapon == staff &&
2243 Person::players[k]->weaponmissdelay <= 0)
2244 Person::players[k]->animTarget = staffspinhitanim;
2246 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2247 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2248 Person::players[k]->animTarget = spinkickanim;
2250 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2251 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2252 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
2253 Person::players[k]->animTarget = lowkickanim;
2254 } else { //AI player
2255 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
2256 randattack = abs(Random() % 5);
2257 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
2259 if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
2260 Person::players[k]->animTarget = sweepanim;
2262 else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2264 Person::players[k]->animTarget = upunchanim;
2266 else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
2267 Person::players[k]->animTarget = spinkickanim;
2269 else if (Animation::animations[Person::players[i]->animTarget].height == lowheight)
2270 Person::players[k]->animTarget = lowkickanim;
2274 if ((!Tutorial::active || !attackweapon) &&
2275 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2277 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2278 Person::players[k]->animTarget = sweepanim;
2280 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2281 attackweapon == knife &&
2282 Person::players[k]->weaponmissdelay <= 0)
2283 Person::players[k]->animTarget = knifeslashstartanim;
2285 else if (!(Person::players[0]->victim == Person::players[i] &&
2286 Person::players[0]->hasvictim &&
2287 Person::players[0]->animTarget == swordslashanim) &&
2288 attackweapon == sword &&
2289 Person::players[k]->weaponmissdelay <= 0)
2290 Person::players[k]->animTarget = swordslashanim;
2292 else if (!(Person::players[0]->victim == Person::players[i] &&
2293 Person::players[0]->hasvictim &&
2294 Person::players[0]->animTarget == swordslashanim) &&
2295 attackweapon == staff &&
2296 Person::players[k]->weaponmissdelay <= 0 &&
2298 Person::players[k]->animTarget = staffhitanim;
2300 else if (!(Person::players[0]->victim == Person::players[i] &&
2301 Person::players[0]->hasvictim &&
2302 Person::players[0]->animTarget == swordslashanim) &&
2303 attackweapon == staff &&
2304 Person::players[k]->weaponmissdelay <= 0 &&
2306 Person::players[k]->animTarget = staffspinhitanim;
2308 else if ((!Tutorial::active || !attackweapon) &&
2309 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2311 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2312 Person::players[k]->animTarget = spinkickanim;
2314 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2315 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2316 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
2317 Person::players[k]->animTarget = lowkickanim;
2321 //upunch becomes wolfslap
2322 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
2323 Person::players[k]->animTarget = wolfslapanim;
2326 if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
2327 Person::players[i]->howactive < typedead1 &&
2328 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2329 !Person::players[i]->skeleton.free &&
2330 Person::players[i]->animTarget != getupfrombackanim &&
2331 Person::players[i]->animTarget != getupfromfrontanim &&
2332 (Person::players[i]->surprised > 0 ||
2333 Person::players[i]->aitype == passivetype ||
2334 attackweapon && Person::players[i]->stunned > 0) &&
2335 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
2337 if (!attackweapon) {
2338 Person::players[k]->animCurrent = sneakattackanim;
2339 Person::players[k]->animTarget = sneakattackanim;
2340 Person::players[i]->animCurrent = sneakattackedanim;
2341 Person::players[i]->animTarget = sneakattackedanim;
2342 Person::players[k]->oldcoords = Person::players[k]->coords;
2343 Person::players[k]->coords = Person::players[i]->coords;
2346 if (attackweapon == knife) {
2347 Person::players[k]->animCurrent = knifesneakattackanim;
2348 Person::players[k]->animTarget = knifesneakattackanim;
2349 Person::players[i]->animCurrent = knifesneakattackedanim;
2350 Person::players[i]->animTarget = knifesneakattackedanim;
2351 Person::players[i]->oldcoords = Person::players[i]->coords;
2352 Person::players[i]->coords = Person::players[k]->coords;
2355 if (attackweapon == sword) {
2356 Person::players[k]->animCurrent = swordsneakattackanim;
2357 Person::players[k]->animTarget = swordsneakattackanim;
2358 Person::players[i]->animCurrent = swordsneakattackedanim;
2359 Person::players[i]->animTarget = swordsneakattackedanim;
2360 Person::players[i]->oldcoords = Person::players[i]->coords;
2361 Person::players[i]->coords = Person::players[k]->coords;
2363 if (attackweapon != staff) {
2364 Person::players[k]->victim = Person::players[i];
2365 Person::players[k]->hasvictim = 1;
2366 Person::players[i]->targettilt2 = 0;
2367 Person::players[i]->frameTarget = 1;
2368 Person::players[i]->frameCurrent = 0;
2369 Person::players[i]->target = 0;
2370 Person::players[i]->velocity = 0;
2371 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2372 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2373 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2374 Person::players[k]->target = Person::players[i]->target;
2375 Person::players[k]->velocity = 0;
2376 Person::players[k]->targetyaw = Person::players[i]->yaw;
2377 Person::players[k]->yaw = Person::players[i]->yaw;
2378 Person::players[i]->targetyaw = Person::players[i]->yaw;
2381 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2382 Person::players[k]->victim == Person::players[i] &&
2383 (!Person::players[i]->skeleton.free)) {
2385 Person::players[k]->frameTarget = 0;
2386 Person::players[k]->target = 0;
2388 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2389 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2390 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2391 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2392 Person::players[k]->lastattack = Person::players[k]->animTarget;
2394 if (Person::players[k]->animTarget == knifefollowanim &&
2395 Person::players[k]->victim == Person::players[i]) {
2397 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2398 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2399 Person::players[k]->victim = Person::players[i];
2400 Person::players[k]->hasvictim = 1;
2401 Person::players[i]->animTarget = knifefollowedanim;
2402 Person::players[i]->animCurrent = knifefollowedanim;
2403 Person::players[i]->targettilt2 = 0;
2404 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
2405 Person::players[i]->frameTarget = 1;
2406 Person::players[i]->frameCurrent = 0;
2407 Person::players[i]->target = 0;
2408 Person::players[i]->velocity = 0;
2409 Person::players[k]->animCurrent = knifefollowanim;
2410 Person::players[k]->animTarget = knifefollowanim;
2411 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2412 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2413 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2414 Person::players[k]->target = Person::players[i]->target;
2415 Person::players[k]->velocity = 0;
2416 Person::players[k]->oldcoords = Person::players[k]->coords;
2417 Person::players[i]->coords = Person::players[k]->coords;
2418 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2419 Person::players[i]->yaw = Person::players[k]->targetyaw;
2420 Person::players[k]->yaw = Person::players[k]->targetyaw;
2421 Person::players[i]->yaw = Person::players[k]->targetyaw;
2425 const bool hasstaff = attackweapon == staff;
2426 if (k == 0 && Person::players.size() > 1)
2427 for (unsigned i = 0; i < Person::players.size(); i++) {
2430 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
2431 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
2432 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2433 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
2434 if (Person::players[i]->skeleton.free)
2435 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
2436 (Person::players[i]->dead ||
2437 Person::players[i]->skeleton.longdead > 1000 ||
2438 Person::players[k]->isRun() ||
2441 (Person::players[i]->skeleton.longdead > 2000 ||
2442 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
2443 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
2444 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
2445 Person::players[k]->victim = Person::players[i];
2446 Person::players[k]->hasvictim = 1;
2447 if (attackweapon && !Tutorial::active) {
2449 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
2450 Person::players[k]->animTarget = crouchstabanim;
2452 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
2453 Person::players[k]->animTarget = swordgroundstabanim;
2455 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
2456 Person::players[k]->animTarget = staffgroundsmashanim;
2458 if (distance < 2.5 &&
2459 Person::players[k]->crouchkeydown &&
2460 Person::players[k]->animTarget != crouchstabanim &&
2462 Person::players[i]->dead &&
2463 Person::players[i]->skeleton.free &&
2464 Person::players[i]->skeleton.longdead > 1000) {
2465 Person::players[k]->animTarget = killanim;
2466 //TODO: refactor this out, what does it do?
2467 for (int j = 0; j < terrain.numdecals; j++) {
2468 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
2469 terrain.decalalivetime[j] < 2)
2470 terrain.DeleteDecal(j);
2472 for (int l = 0; l < Object::objects.size(); l++) {
2473 if (Object::objects[l]->model.type == decalstype)
2474 for (int j = 0; j < Object::objects[l]->model.numdecals; j++) {
2475 if ((Object::objects[l]->model.decaltype[j] == blooddecal ||
2476 Object::objects[l]->model.decaltype[j] == blooddecalslow) &&
2477 Object::objects[l]->model.decalalivetime[j] < 2)
2478 Object::objects[l]->model.DeleteDecal(j);
2482 if (!Person::players[i]->dead || musictype != 2)
2483 if (distance < 3.5 &&
2484 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
2485 Person::players[k]->staggerdelay <= 0 &&
2486 (Person::players[i]->dead ||
2487 Person::players[i]->skeleton.longdead < 300 &&
2488 Person::players[k]->lastattack != spinkickanim &&
2489 Person::players[i]->skeleton.free) &&
2490 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
2491 Person::players[k]->animTarget = dropkickanim;
2492 for (int j = 0; j < terrain.numdecals; j++) {
2493 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
2494 terrain.decalalivetime[j] < 2) {
2495 terrain.DeleteDecal(j);
2498 for (int l = 0; l < Object::objects.size(); l++) {
2499 if (Object::objects[l]->model.type == decalstype)
2500 for (int j = 0; j < Object::objects[l]->model.numdecals; j++) {
2501 if ((Object::objects[l]->model.decaltype[j] == blooddecal ||
2502 Object::objects[l]->model.decaltype[j] == blooddecalslow) &&
2503 Object::objects[l]->model.decalalivetime[j] < 2) {
2504 Object::objects[l]->model.DeleteDecal(j);
2510 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2511 Person::players[k]->victim == Person::players[i] &&
2512 (!Person::players[i]->skeleton.free ||
2513 Person::players[k]->animTarget == killanim ||
2514 Person::players[k]->animTarget == crouchstabanim ||
2515 Person::players[k]->animTarget == swordgroundstabanim ||
2516 Person::players[k]->animTarget == staffgroundsmashanim ||
2517 Person::players[k]->animTarget == dropkickanim)) {
2519 Person::players[k]->frameTarget = 0;
2520 Person::players[k]->target = 0;
2522 XYZ targetpoint = Person::players[i]->coords;
2523 if (Person::players[k]->animTarget == crouchstabanim ||
2524 Person::players[k]->animTarget == swordgroundstabanim ||
2525 Person::players[k]->animTarget == staffgroundsmashanim) {
2526 targetpoint += (Person::players[i]->jointPos(abdomen) +
2527 Person::players[i]->jointPos(neck)) / 2 *
2528 Person::players[i]->scale;
2530 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
2531 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
2533 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
2534 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
2537 if (Person::players[k]->animTarget == staffgroundsmashanim)
2538 Person::players[k]->targettilt2 += 10;
2540 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2541 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2542 Person::players[k]->lastattack = Person::players[k]->animTarget;
2544 if (Person::players[k]->animTarget == swordgroundstabanim) {
2545 Person::players[k]->targetyaw += 30;
2550 if (!Person::players[k]->hasvictim) {
2552 for (unsigned i = 0; i < Person::players.size(); i++) {
2553 if (i == k || !(i == 0 || k == 0))
2555 if (!Person::players[i]->skeleton.free) {
2556 if (Person::players[k]->hasvictim) {
2557 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
2558 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
2559 Person::players[k]->victim = Person::players[i];
2561 Person::players[k]->victim = Person::players[i];
2562 Person::players[k]->hasvictim = 1;
2567 if (Person::players[k]->aitype == playercontrolled)
2569 if (Person::players[k]->attackkeydown &&
2570 Person::players[k]->isRun() &&
2571 Person::players[k]->wasRun() &&
2572 ((Person::players[k]->hasvictim &&
2573 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
2574 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
2575 !Person::players[k]->victim->skeleton.free &&
2576 Person::players[k]->victim->animTarget != getupfrombackanim &&
2577 Person::players[k]->victim->animTarget != getupfromfrontanim &&
2578 Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
2579 Person::players[k]->aitype != playercontrolled && //wat???
2580 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
2581 Person::players[k]->rabbitkickenabled) ||
2582 Person::players[k]->jumpkeydown)) {
2584 Person::players[k]->setAnimation(rabbitkickanim);
2587 if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
2589 switch (attackweapon) {
2610 void doPlayerCollisions()
2612 static XYZ rotatetarget;
2613 static float collisionradius;
2614 if (Person::players.size() > 1)
2615 for (unsigned k = 0; k < Person::players.size(); k++)
2616 for (unsigned i = k + 1; i < Person::players.size(); i++) {
2617 //neither player is part of a reversal
2618 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
2619 Animation::animations[Person::players[i]->animTarget].attack != reversal &&
2620 Animation::animations[Person::players[k]->animTarget].attack != reversed &&
2621 Animation::animations[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
2622 if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
2623 Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
2624 Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
2625 Animation::animations[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
2626 //neither is sleeping
2627 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
2628 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
2629 //in same patch, neither is climbing
2630 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
2631 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
2632 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
2633 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
2634 Person::players[i]->animTarget != climbanim &&
2635 Person::players[i]->animTarget != hanganim &&
2636 Person::players[k]->animTarget != climbanim &&
2637 Person::players[k]->animTarget != hanganim)
2638 //players are close (bounding box test)
2639 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
2640 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
2641 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
2642 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
2643 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
2644 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
2645 //spread fire from player to player
2646 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
2647 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2648 if (Person::players[i]->onfire || Person::players[k]->onfire) {
2649 if (!Person::players[i]->onfire)
2650 Person::players[i]->CatchFire();
2651 if (!Person::players[k]->onfire)
2652 Person::players[k]->CatchFire();
2656 XYZ tempcoords1 = Person::players[i]->coords;
2657 XYZ tempcoords2 = Person::players[k]->coords;
2658 if (!Person::players[i]->skeleton.oldfree)
2659 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
2660 if (!Person::players[k]->skeleton.oldfree)
2661 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
2662 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2663 if (Person::players[0]->hasvictim)
2664 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
2665 collisionradius = 3;
2666 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
2667 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
2668 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
2669 //jump down on a dead body
2670 if (k == 0 || i == 0) {
2672 if (Person::players[0]->animTarget == jumpdownanim &&
2673 !Person::players[0]->skeleton.oldfree &&
2674 !Person::players[0]->skeleton.free &&
2675 Person::players[l]->skeleton.oldfree &&
2676 Person::players[l]->skeleton.free &&
2677 Person::players[l]->dead &&
2678 Person::players[0]->lastcollide <= 0 &&
2679 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
2680 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
2681 Person::players[0]->coords.y = Person::players[l]->coords.y;
2682 Person::players[l]->velocity = Person::players[0]->velocity;
2683 Person::players[l]->skeleton.free = 0;
2684 Person::players[l]->yaw = 0;
2685 Person::players[l]->RagDoll(0);
2686 Person::players[l]->DoDamage(20);
2688 Person::players[l]->skeleton.longdead = 0;
2689 Person::players[0]->lastcollide = 1;
2693 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
2694 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
2695 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
2696 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
2697 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
2698 Person::players[i]->skeleton.free) &&
2699 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
2700 Person::players[k]->skeleton.free))
2701 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
2702 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
2703 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
2705 k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
2706 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
2707 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
2708 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
2709 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
2711 if ( (i != 0 || Person::players[i]->skeleton.free) &&
2712 (k != 0 || Person::players[k]->skeleton.free) ||
2713 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
2714 Animation::animations[Person::players[k]->animTarget].height == highheight)) {
2715 if (!Tutorial::active) {
2716 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
2719 Person::players[i]->RagDoll(0);
2720 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
2721 award_bonus(0, aimbonus);
2723 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
2724 Person::players[k]->RagDoll(0);
2725 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
2726 award_bonus(0, aimbonus); // Huh, again?
2728 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
2730 for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
2731 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
2733 for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
2734 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
2739 if ( (Animation::animations[Person::players[i]->animTarget].attack == neutral ||
2740 Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
2741 (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
2742 Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
2744 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
2745 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2746 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
2747 Normalise(&rotatetarget);
2748 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
2749 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
2750 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2751 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2752 if (Person::players[k]->howactive == typeactive || hostile)
2753 if (Person::players[k]->isIdle()) {
2754 if (Person::players[k]->howactive < typesleeping)
2755 Person::players[k]->setAnimation(Person::players[k]->getStop());
2756 else if (Person::players[k]->howactive == typesleeping)
2757 Person::players[k]->setAnimation(getupfromfrontanim);
2759 Person::players[k]->howactive = typeactive;
2761 if (Person::players[i]->howactive == typeactive || hostile)
2762 if (Person::players[i]->isIdle()) {
2763 if (Person::players[i]->howactive < typesleeping)
2764 Person::players[i]->setAnimation(Person::players[k]->getStop());
2766 Person::players[i]->setAnimation(getupfromfrontanim);
2768 Person::players[i]->howactive = typeactive;
2771 //jump down on player
2773 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
2774 !Person::players[i]->isCrouch() &&
2775 Person::players[i]->animTarget != rollanim &&
2776 !Person::players[k]->skeleton.oldfree && !
2777 Person::players[k]->skeleton.free &&
2778 Person::players[k]->lastcollide <= 0 &&
2779 Person::players[k]->velocity.y < -10) {
2780 Person::players[i]->velocity = Person::players[k]->velocity;
2781 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
2782 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
2783 Person::players[i]->DoDamage(20);
2784 Person::players[i]->RagDoll(0);
2785 Person::players[k]->lastcollide = 1;
2786 award_bonus(k, AboveBonus);
2788 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
2789 !Person::players[k]->isCrouch() &&
2790 Person::players[k]->animTarget != rollanim &&
2791 !Person::players[i]->skeleton.oldfree &&
2792 !Person::players[i]->skeleton.free &&
2793 Person::players[i]->lastcollide <= 0 &&
2794 Person::players[i]->velocity.y < -10) {
2795 Person::players[k]->velocity = Person::players[i]->velocity;
2796 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
2797 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
2798 Person::players[k]->DoDamage(20);
2799 Person::players[k]->RagDoll(0);
2800 Person::players[i]->lastcollide = 1;
2801 award_bonus(i, AboveBonus);
2807 Person::players[i]->CheckKick();
2808 Person::players[k]->CheckKick();
2816 static XYZ facing, flatfacing;
2821 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
2822 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
2823 stereoreverse = true;
2825 stereoreverse = false;
2828 printf("Stereo reversed\n");
2830 printf("Stereo unreversed\n");
2833 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
2834 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
2835 stereoseparation -= 0.001;
2837 stereoseparation -= 0.010;
2838 printf("Stereo decreased increased to %f\n", stereoseparation);
2841 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
2842 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
2843 stereoseparation += 0.001;
2845 stereoseparation += 0.010;
2846 printf("Stereo separation increased to %f\n", stereoseparation);
2850 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && Tutorial::active) {
2851 if (Tutorial::stage != 51) {
2852 Tutorial::stagetime = Tutorial::maxtime;
2854 emit_sound_np(consolefailsound, 128.);
2858 Values of mainmenu :
2860 2 Menu pause (resume/end game)
2862 4 Controls configuration menu
2863 5 Main game menu (choose level or challenge)
2864 6 Deleting user menu
2865 7 User managment menu (select/add)
2866 8 Choose difficulty menu
2867 9 Challenge level selection menu
2868 10 End of the campaign congratulation (is that really a menu?)
2869 11 Same that 9 ??? => unused
2870 18 stereo configuration
2875 if (mainmenu && endgame == 1)
2877 //go to level select after completing a campaign level
2878 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
2885 OPENAL_SetFrequency(OPENAL_ALL);
2886 emit_stream_np(stream_menutheme);
2887 pause_sound(leveltheme);
2891 //escape key pressed
2892 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
2893 (gameon || mainmenu == 0)) {
2895 if (mainmenu == 0 && !winfreeze)
2896 mainmenu = 2; //pause
2897 else if (mainmenu == 1 || mainmenu == 2) {
2898 mainmenu = 0; //unpause
2901 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
2902 OPENAL_SetFrequency(OPENAL_ALL);
2903 emit_stream_np(stream_menutheme);
2904 pause_sound(leveltheme);
2906 //on resume, play level music
2908 pause_sound(stream_menutheme);
2909 resume_stream(leveltheme);
2920 hostiletime += multiplier;
2924 leveltime += multiplier;
2927 if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && devtools) {
2930 OPENAL_SetFrequency(OPENAL_ALL);
2934 if (Input::isKeyPressed(consolekey) && devtools) {
2937 OPENAL_SetFrequency(OPENAL_ALL);
2946 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
2947 inputText(consoletext[0], &consoleselected);
2949 if (!consoletext[0].empty()) {
2950 cmd_dispatch(consoletext[0]);
2951 for (int k = 14; k >= 1; k--) {
2952 consoletext[k] = consoletext[k - 1];
2954 consoletext[0].clear();
2955 consoleselected = 0;
2959 consoleblinkdelay -= multiplier;
2960 if (consoleblinkdelay <= 0) {
2961 consoleblinkdelay = .3;
2962 consoleblink = !consoleblink;
2966 static int oldwinfreeze;
2967 if (winfreeze && !oldwinfreeze) {
2968 OPENAL_SetFrequency(OPENAL_ALL);
2969 emit_sound_np(consolesuccesssound);
2972 oldwinfreeze = winfreeze;
2976 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
2979 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
2983 } else if (winfreeze) {
2991 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
2994 static float talkdelay = 0;
2996 if (Dialog::inDialog())
2998 talkdelay -= multiplier;
3000 if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
3001 for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
3002 Dialog::dialogs[i].tick(i);
3006 windvar += multiplier;
3007 smoketex += multiplier;
3008 Tutorial::stagetime += multiplier;
3011 static float hotspotvisual[40];
3012 if (Hotspot::hotspots.size()) {
3014 if (editorenabled) {
3015 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3016 hotspotvisual[i] -= multiplier / 320;
3020 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3021 while (hotspotvisual[i] < 0) {
3023 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
3024 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
3025 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
3026 hotspotsprite += Hotspot::hotspots[i].position;
3027 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
3028 hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
3032 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3033 if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
3034 Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
3040 if (Tutorial::active) {
3041 Tutorial::Do(multiplier);
3045 if (!Tutorial::active) {
3046 if (bonustime == 0 &&
3047 bonus != solidhit &&
3048 bonus != spinecrusher &&
3049 bonus != tracheotomy &&
3050 bonus != backstab &&
3052 emit_sound_np(consolesuccesssound);
3054 } else if (bonustime == 0) {
3055 emit_sound_np(fireendsound);
3057 if (bonustime == 0) {
3058 if (bonus != solidhit &&
3059 bonus != twoxcombo &&
3060 bonus != threexcombo &&
3061 bonus != fourxcombo &&
3065 bonusnum[bonus] += 0.15;
3066 if (Tutorial::active)
3068 bonusvalue /= bonusnum[bonus];
3069 bonustotal += bonusvalue;
3071 bonustime += multiplier;
3074 if (environment == snowyenvironment) {
3075 precipdelay -= multiplier;
3076 while (precipdelay < 0) {
3080 XYZ footvel, footpoint;
3083 footpoint = viewer + viewerfacing * 6;
3084 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
3085 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
3086 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
3087 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
3092 doAerialAcrobatics();
3095 static XYZ oldviewer;
3098 if (!Dialog::inDialog()) {
3099 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
3100 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
3101 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
3102 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
3103 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
3104 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
3105 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
3106 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
3108 Person::players[0]->forwardkeydown = 0;
3109 Person::players[0]->leftkeydown = 0;
3110 Person::players[0]->backkeydown = 0;
3111 Person::players[0]->rightkeydown = 0;
3112 Person::players[0]->jumpkeydown = 0;
3113 Person::players[0]->crouchkeydown = 0;
3114 Person::players[0]->drawkeydown = 0;
3115 Person::players[0]->throwkeydown = 0;
3118 if (!Person::players[0]->jumpkeydown)
3119 Person::players[0]->jumpclimb = 0;
3122 if (Dialog::inDialog()) {
3124 if (Dialog::directing) {
3128 facing = DoRotation(facing, -pitch, 0, 0);
3129 facing = DoRotation(facing, 0, 0 - yaw, 0);
3134 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
3136 if (Input::isKeyDown(forwardkey))
3137 viewer += facing * multiplier * 4;
3138 if (Input::isKeyDown(backkey))
3139 viewer -= facing * multiplier * 4;
3140 if (Input::isKeyDown(leftkey))
3141 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
3142 if (Input::isKeyDown(rightkey))
3143 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
3144 if (Input::isKeyDown(jumpkey))
3145 viewer.y += multiplier * 4;
3146 if (Input::isKeyDown(crouchkey))
3147 viewer.y -= multiplier * 4;
3148 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
3149 Input::isKeyPressed(SDL_SCANCODE_2) ||
3150 Input::isKeyPressed(SDL_SCANCODE_3) ||
3151 Input::isKeyPressed(SDL_SCANCODE_4) ||
3152 Input::isKeyPressed(SDL_SCANCODE_5) ||
3153 Input::isKeyPressed(SDL_SCANCODE_6) ||
3154 Input::isKeyPressed(SDL_SCANCODE_7) ||
3155 Input::isKeyPressed(SDL_SCANCODE_8) ||
3156 Input::isKeyPressed(SDL_SCANCODE_9) ||
3157 Input::isKeyPressed(SDL_SCANCODE_0) ||
3158 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3160 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
3161 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
3162 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
3163 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
3164 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
3165 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
3166 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
3167 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
3168 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
3169 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
3170 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
3172 if (whichend != -1) {
3173 Dialog::currentScene().participantfocus = whichend;
3174 Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
3175 Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
3177 if (whichend == -1) {
3178 Dialog::currentScene().participantfocus = -1;
3180 /* FIXME: potentially accessing -1 in Person::players! */
3181 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
3182 Dialog::indialogue = -1;
3183 Dialog::directing = false;
3186 Dialog::currentScene().camera = viewer;
3187 Dialog::currentScene().camerayaw = yaw;
3188 Dialog::currentScene().camerapitch = pitch;
3189 Dialog::indialogue++;
3190 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3191 if (Dialog::currentScene().sound != 0) {
3192 playdialoguescenesound();
3196 for (unsigned j = 0; j < Person::players.size(); j++) {
3197 Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
3200 //TODO: should these be KeyDown or KeyPressed?
3201 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
3202 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
3203 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
3204 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
3205 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
3206 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
3207 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
3208 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
3209 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
3210 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3212 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
3213 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
3214 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
3215 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
3216 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
3217 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
3218 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
3219 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
3220 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
3221 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
3222 Dialog::currentScene().participantfacing[whichend] = facing;
3224 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3225 Dialog::indialogue = -1;
3226 Dialog::directing = false;
3230 if (!Dialog::directing) {
3231 pause_sound(whooshsound);
3232 viewer = Dialog::currentScene().camera;
3233 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
3234 yaw = Dialog::currentScene().camerayaw;
3235 pitch = Dialog::currentScene().camerapitch;
3236 if (Dialog::dialoguetime > 0.5) {
3237 if (Input::isKeyPressed(attackkey)) {
3238 Dialog::indialogue++;
3239 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3240 if (Dialog::currentScene().sound != 0) {
3241 playdialoguescenesound();
3242 if (Dialog::currentScene().sound == -5) {
3243 Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
3245 if (Dialog::currentScene().sound == -6) {
3249 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
3250 Dialog::indialogue = -1;
3251 Dialog::directing = false;
3258 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3259 Dialog::indialogue = -1;
3260 Dialog::directing = false;
3262 if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
3265 if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
3268 if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
3270 for (unsigned i = 1; i < Person::players.size(); i++) {
3271 Person::players[i]->aitype = attacktypecutoff;
3278 if (!Person::players[0]->jumpkeydown) {
3279 Person::players[0]->jumptogglekeydown = 0;
3281 if (Person::players[0]->jumpkeydown &&
3282 Person::players[0]->animTarget != jumpupanim &&
3283 Person::players[0]->animTarget != jumpdownanim &&
3284 !Person::players[0]->isFlip())
3285 Person::players[0]->jumptogglekeydown = 1;
3288 Dialog::dialoguetime += multiplier;
3289 hawkyaw += multiplier * 25;
3291 realhawkcoords.x = 25;
3292 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
3293 hawkcalldelay -= multiplier / 2;
3295 if (hawkcalldelay <= 0) {
3296 emit_sound_at(hawksound, realhawkcoords);
3298 hawkcalldelay = 16 + abs(Random() % 8);
3305 doPlayerCollisions();
3309 for (unsigned k = 0; k < Person::players.size(); k++)
3310 if (k != 0 && Person::players[k]->immobile)
3311 Person::players[k]->coords = Person::players[k]->realoldcoords;
3313 for (unsigned k = 0; k < Person::players.size(); k++) {
3314 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3315 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3316 Person::players[k]->DoDamage(1000);
3322 static bool respawnkeydown;
3323 if (!editorenabled &&
3324 (whichlevel != -2 &&
3325 (Input::isKeyDown(SDL_SCANCODE_Z) &&
3326 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
3328 (Input::isKeyDown(jumpkey) &&
3331 Person::players[0]->dead))) {
3332 targetlevel = whichlevel;
3336 respawnkeydown = Input::isKeyDown(jumpkey);
3339 static bool movekey;
3342 for (unsigned i = 0; i < Person::players.size(); i++) {
3343 static float oldtargetyaw;
3344 if (!Person::players[i]->skeleton.free) {
3345 oldtargetyaw = Person::players[i]->targetyaw;
3346 if (i == 0 && !Dialog::inDialog()) {
3347 //TODO: refactor repetitive code
3348 if (!Animation::animations[Person::players[0]->animTarget].attack &&
3349 Person::players[0]->animTarget != staggerbackhighanim &&
3350 Person::players[0]->animTarget != staggerbackhardanim &&
3351 Person::players[0]->animTarget != crouchremoveknifeanim &&
3352 Person::players[0]->animTarget != removeknifeanim &&
3353 Person::players[0]->animTarget != backhandspringanim &&
3354 Person::players[0]->animTarget != dodgebackanim &&
3355 Person::players[0]->animTarget != walljumprightkickanim &&
3356 Person::players[0]->animTarget != walljumpleftkickanim) {
3358 Person::players[0]->targetyaw = 0;
3360 Person::players[0]->targetyaw = -yaw + 180;
3366 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3368 facing = flatfacing;
3370 facing = DoRotation(facing, -pitch, 0, 0);
3371 facing = DoRotation(facing, 0, 0 - yaw, 0);
3374 Person::players[0]->lookyaw = -yaw;
3376 Person::players[i]->targetheadyaw = yaw;
3377 Person::players[i]->targetheadpitch = pitch;
3379 if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
3380 if (!Animation::animations[Person::players[i]->animTarget].attack &&
3381 Person::players[i]->animTarget != staggerbackhighanim &&
3382 Person::players[i]->animTarget != staggerbackhardanim &&
3383 Person::players[i]->animTarget != crouchremoveknifeanim &&
3384 Person::players[i]->animTarget != removeknifeanim &&
3385 Person::players[i]->animTarget != backhandspringanim &&
3386 Person::players[i]->animTarget != dodgebackanim &&
3387 Person::players[i]->animTarget != walljumprightkickanim &&
3388 Person::players[i]->animTarget != walljumpleftkickanim) {
3389 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
3395 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3397 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
3398 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
3400 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
3401 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
3403 if (Dialog::inDialog()) {
3404 Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
3405 Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
3411 Person::players[i]->avoidsomething = 0;
3413 //avoid flaming things
3414 for (int j = 0; j < Object::objects.size(); j++)
3415 if (Object::objects[j]->onfire)
3416 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200)
3417 if ( distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3418 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3419 Person::players[i]->collided = 0;
3420 Person::players[i]->avoidcollided = 1;
3421 if (Person::players[i]->avoidsomething == 0 ||
3422 distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3423 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3424 Person::players[i]->avoidwhere = Object::objects[j]->position;
3425 Person::players[i]->avoidsomething = 1;
3429 //avoid flaming players
3430 for (unsigned j = 0; j < Person::players.size(); j++)
3431 if (Person::players[j]->onfire)
3432 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
3433 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3434 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3435 Person::players[i]->collided = 0;
3436 Person::players[i]->avoidcollided = 1;
3437 if (Person::players[i]->avoidsomething == 0 ||
3438 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3439 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3440 Person::players[i]->avoidwhere = Person::players[j]->coords;
3441 Person::players[i]->avoidsomething = 1;
3445 if (Person::players[i]->collided > .8)
3446 Person::players[i]->avoidcollided = 0;
3448 Person::players[i]->doAI();
3450 if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
3451 //Person::players[i]->targetyaw=Person::players[i]->yaw;
3452 Person::players[i]->forwardkeydown = 0;
3453 Person::players[i]->leftkeydown = 0;
3454 Person::players[i]->backkeydown = 0;
3455 Person::players[i]->rightkeydown = 0;
3456 Person::players[i]->jumpkeydown = 0;
3457 Person::players[i]->attackkeydown = 0;
3458 //Person::players[i]->crouchkeydown=0;
3459 Person::players[i]->throwkeydown = 0;
3462 if (Dialog::inDialog()) {
3463 Person::players[i]->forwardkeydown = 0;
3464 Person::players[i]->leftkeydown = 0;
3465 Person::players[i]->backkeydown = 0;
3466 Person::players[i]->rightkeydown = 0;
3467 Person::players[i]->jumpkeydown = 0;
3468 Person::players[i]->crouchkeydown = 0;
3469 Person::players[i]->drawkeydown = 0;
3470 Person::players[i]->throwkeydown = 0;
3473 if (Person::players[i]->collided < -.3)
3474 Person::players[i]->collided = -.3;
3475 if (Person::players[i]->collided > 1)
3476 Person::players[i]->collided = 1;
3477 Person::players[i]->collided -= multiplier * 4;
3478 Person::players[i]->whichdirectiondelay -= multiplier;
3479 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
3480 Person::players[i]->avoidcollided = -.3;
3481 Person::players[i]->whichdirection = abs(Random() % 2);
3482 Person::players[i]->whichdirectiondelay = .4;
3484 if (Person::players[i]->avoidcollided > 1)
3485 Person::players[i]->avoidcollided = 1;
3486 Person::players[i]->avoidcollided -= multiplier / 4;
3487 if (!Person::players[i]->skeleton.free) {
3488 Person::players[i]->stunned -= multiplier;
3489 Person::players[i]->surprised -= multiplier;
3491 if (i != 0 && Person::players[i]->surprised <= 0 &&
3492 Person::players[i]->aitype == attacktypecutoff &&
3493 !Person::players[i]->dead &&
3494 !Person::players[i]->skeleton.free &&
3495 Animation::animations[Person::players[i]->animTarget].attack == neutral)
3498 if (!Person::players[i]->throwkeydown)
3499 Person::players[i]->throwtogglekeydown = 0;
3502 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
3503 if (Person::players[i]->weaponactive == -1 &&
3504 Person::players[i]->num_weapons < 2 &&
3505 (Person::players[i]->isIdle() ||
3506 Person::players[i]->isCrouch() ||
3507 Person::players[i]->animTarget == sneakanim ||
3508 Person::players[i]->animTarget == rollanim ||
3509 Person::players[i]->animTarget == backhandspringanim ||
3510 Person::players[i]->isFlip() ||
3511 Person::players[i]->aitype != playercontrolled)) {
3512 for (unsigned j = 0; j < weapons.size(); j++) {
3513 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3514 Person::players[i]->aitype == playercontrolled) &&
3515 weapons[j].owner == -1 &&
3516 Person::players[i]->weaponactive == -1)
3517 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
3518 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
3519 if (Person::players[i]->isCrouch() ||
3520 Person::players[i]->animTarget == sneakanim ||
3521 Person::players[i]->isRun() ||
3522 Person::players[i]->isIdle() ||
3523 Person::players[i]->aitype != playercontrolled) {
3524 Person::players[i]->throwtogglekeydown = 1;
3525 Person::players[i]->setAnimation(crouchremoveknifeanim);
3526 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3527 Person::players[i]->hasvictim = 0;
3529 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3530 Person::players[i]->throwtogglekeydown = 1;
3531 Person::players[i]->hasvictim = 0;
3533 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3534 Person::players[i]->aitype == playercontrolled) &&
3535 weapons[j].owner == -1 ||
3536 Person::players[i]->victim &&
3537 weapons[j].owner == int(Person::players[i]->victim->id))
3538 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
3539 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
3540 if (weapons[j].getType() != staff)
3541 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3543 Person::players[i]->takeWeapon(j);
3546 } else if ((Person::players[i]->isIdle() ||
3547 Person::players[i]->isFlip() ||
3548 Person::players[i]->aitype != playercontrolled) &&
3549 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
3550 Person::players[i]->coords.y < weapons[j].position.y) {
3551 if (!Person::players[i]->isFlip()) {
3552 Person::players[i]->throwtogglekeydown = 1;
3553 Person::players[i]->setAnimation(removeknifeanim);
3554 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3556 if (Person::players[i]->isFlip()) {
3557 Person::players[i]->throwtogglekeydown = 1;
3558 Person::players[i]->hasvictim = 0;
3560 for (unsigned k = 0; k < weapons.size(); k++) {
3561 if (Person::players[i]->weaponactive == -1)
3562 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
3563 Person::players[i]->aitype == playercontrolled) &&
3564 weapons[k].owner == -1 ||
3565 Person::players[i]->victim &&
3566 weapons[k].owner == int(Person::players[i]->victim->id))
3567 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
3568 Person::players[i]->weaponactive == -1) {
3569 if (weapons[k].getType() != staff)
3570 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3572 Person::players[i]->takeWeapon(k);
3579 if (Person::players[i]->isCrouch() ||
3580 Person::players[i]->animTarget == sneakanim ||
3581 Person::players[i]->isRun() ||
3582 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
3583 Person::players[i]->animTarget == backhandspringanim) {
3584 if (Person::players.size() > 1)
3585 for (unsigned j = 0; j < Person::players.size(); j++) {
3586 if (Person::players[i]->weaponactive == -1)
3588 if (Person::players[j]->num_weapons &&
3589 Person::players[j]->skeleton.free &&
3590 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
3591 (((Person::players[j]->skeleton.forward.y < 0 &&
3592 Person::players[j]->weaponstuckwhere == 0) ||
3593 (Person::players[j]->skeleton.forward.y > 0 &&
3594 Person::players[j]->weaponstuckwhere == 1)) ||
3595 Person::players[j]->weaponstuck == -1 ||
3596 Person::players[j]->num_weapons > 1)) {
3597 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
3598 Person::players[i]->throwtogglekeydown = 1;
3599 Person::players[i]->victim = Person::players[j];
3600 Person::players[i]->hasvictim = 1;
3601 Person::players[i]->setAnimation(crouchremoveknifeanim);
3602 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3604 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3605 Person::players[i]->throwtogglekeydown = 1;
3606 Person::players[i]->victim = Person::players[j];
3607 Person::players[i]->hasvictim = 1;
3608 int k = Person::players[j]->weaponids[0];
3609 if (Person::players[i]->hasvictim) {
3612 if (Person::players[i]->victim->weaponstuck != -1) {
3613 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3618 if (weapons[k].getType() != staff)
3619 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3622 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
3624 if (weapons[k].owner != -1) {
3625 if (Person::players[i]->victim->num_weapons == 1)
3626 Person::players[i]->victim->num_weapons = 0;
3628 Person::players[i]->victim->num_weapons = 1;
3630 Person::players[i]->victim->skeleton.longdead = 0;
3631 Person::players[i]->victim->skeleton.free = 1;
3632 Person::players[i]->victim->skeleton.broken = 0;
3634 for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
3635 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
3636 Person::players[i]->victim->skeleton.joints[l].locked = 0;
3642 Normalise(&relative);
3643 XYZ footvel, footpoint;
3645 footpoint = weapons[k].position;
3646 if (Person::players[i]->victim->weaponstuck != -1) {
3647 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3649 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
3650 weapons[k].bloody = 2;
3651 weapons[k].blooddrip = 5;
3652 Person::players[i]->victim->weaponstuck = -1;
3653 Person::players[i]->victim->bloodloss += 2000;
3654 Person::players[i]->victim->DoDamage(2000);
3657 if (Person::players[i]->victim->num_weapons > 0) {
3658 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
3659 Person::players[i]->victim->weaponstuck = 0;
3660 if (Person::players[i]->victim->weaponids[0] == k)
3661 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
3664 Person::players[i]->victim->weaponactive = -1;
3666 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
3667 Person::players[i]->victim->jointVel(neck) += relative * 6;
3668 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
3669 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
3671 Person::players[i]->takeWeapon(k);
3678 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3679 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3680 if (Person::players[i]->isIdle() ||
3681 Person::players[i]->isRun() ||
3682 Person::players[i]->isCrouch() ||
3683 Person::players[i]->animTarget == sneakanim ||
3684 Person::players[i]->isFlip())
3685 if (Person::players.size() > 1)
3686 for (unsigned j = 0; j < Person::players.size(); j++) {
3688 if (!Tutorial::active || Tutorial::stage == 49)
3690 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
3691 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
3692 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
3693 !Person::players[j]->skeleton.free &&
3694 -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)) {
3695 if (!Person::players[i]->isFlip()) {
3696 Person::players[i]->throwtogglekeydown = 1;
3697 Person::players[i]->victim = Person::players[j];
3698 Person::players[i]->setAnimation(knifethrowanim);
3699 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3700 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
3702 if (Person::players[i]->isFlip()) {
3703 if (Person::players[i]->weaponactive != -1) {
3704 Person::players[i]->throwtogglekeydown = 1;
3705 Person::players[i]->victim = Person::players[j];
3707 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);
3710 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
3712 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
3713 Person::players[i]->num_weapons--;
3714 if (Person::players[i]->num_weapons) {
3715 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3717 Person::players[i]->weaponactive = -1;
3724 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3725 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
3726 Person::players[i]->throwtogglekeydown = 1;
3727 XYZ tempVelocity = Person::players[i]->velocity * .2;
3728 if (tempVelocity.x == 0)
3729 tempVelocity.x = .1;
3730 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
3731 Person::players[i]->num_weapons--;
3732 if (Person::players[i]->num_weapons) {
3733 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3734 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
3735 Person::players[i]->weaponstuck = 0;
3738 Person::players[i]->weaponactive = -1;
3739 for (unsigned j = 0; j < Person::players.size(); j++) {
3740 Person::players[j]->wentforweapon = 0;
3748 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
3749 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
3750 (Person::players[i]->num_weapons == 2) &&
3751 (Person::players[i]->weaponactive == -1) &&
3752 Person::players[i]->isIdle() ||
3753 Person::players[0]->dead &&
3754 (Person::players[i]->weaponactive != -1) &&
3757 if (Person::players[i]->weaponactive != -1)
3758 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
3760 if (isgood && Person::players[i]->creature != wolftype) {
3761 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3762 Person::players[i]->setAnimation(drawrightanim);
3763 Person::players[i]->drawtogglekeydown = 1;
3765 if ((Person::players[i]->isIdle() ||
3766 (Person::players[i]->aitype != playercontrolled &&
3767 Person::players[0]->weaponactive != -1 &&
3768 Person::players[i]->isRun())) &&
3769 Person::players[i]->num_weapons &&
3770 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
3771 Person::players[i]->setAnimation(drawleftanim);
3772 Person::players[i]->drawtogglekeydown = 1;
3774 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3775 Person::players[i]->setAnimation(crouchdrawrightanim);
3776 Person::players[i]->drawtogglekeydown = 1;
3783 if (Person::players[i]->weaponactive != -1) {
3784 if (Person::players[i]->isCrouch() &&
3785 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
3787 Person::players[i]->onterrain &&
3788 Person::players[i]->num_weapons &&
3789 Person::players[i]->attackkeydown &&
3790 musictype != stream_fighttheme) {
3791 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
3792 Person::players[i]->setAnimation(crouchstabanim);
3793 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
3794 Person::players[i]->setAnimation(swordgroundstabanim);
3795 Person::players[i]->hasvictim = 0;
3799 if (!Person::players[i]->drawkeydown)
3800 Person::players[i]->drawtogglekeydown = 0;
3805 absflatfacing.z = -1;
3807 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
3809 absflatfacing = flatfacing;
3811 if (Dialog::inDialog()) {
3812 Person::players[i]->forwardkeydown = 0;
3813 Person::players[i]->leftkeydown = 0;
3814 Person::players[i]->backkeydown = 0;
3815 Person::players[i]->rightkeydown = 0;
3816 Person::players[i]->jumpkeydown = 0;
3817 Person::players[i]->crouchkeydown = 0;
3818 Person::players[i]->drawkeydown = 0;
3819 Person::players[i]->throwkeydown = 0;
3823 if (!Animation::animations[Person::players[i]->animTarget].attack &&
3824 Person::players[i]->animTarget != staggerbackhighanim &&
3825 Person::players[i]->animTarget != staggerbackhardanim &&
3826 Person::players[i]->animTarget != backhandspringanim &&
3827 Person::players[i]->animTarget != dodgebackanim) {
3828 if (!Person::players[i]->forwardkeydown)
3829 Person::players[i]->forwardstogglekeydown = 0;
3830 if (Person::players[i]->crouchkeydown) {
3834 Person::players[i]->superruntoggle = 1;
3835 if (Person::players.size() > 1)
3836 for (unsigned j = 0; j < Person::players.size(); j++)
3837 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
3838 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
3839 Person::players[i]->superruntoggle = 0;
3842 if (Person::players.size() > 1)
3843 for (unsigned j = 0; j < Person::players.size(); j++) {
3844 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
3845 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
3846 Person::players[j]->victim == Person::players[i] &&
3847 (Person::players[j]->animTarget == sweepanim ||
3848 Person::players[j]->animTarget == upunchanim ||
3849 Person::players[j]->animTarget == wolfslapanim ||
3850 ((Person::players[j]->animTarget == swordslashanim ||
3851 Person::players[j]->animTarget == knifeslashstartanim ||
3852 Person::players[j]->animTarget == staffhitanim ||
3853 Person::players[j]->animTarget == staffspinhitanim) &&
3854 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
3863 Person::players[target]->Reverse();
3864 Person::players[i]->lowreversaldelay = .5;
3866 if (Person::players[i]->isIdle()) {
3867 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
3868 Person::players[i]->transspeed = 10;
3870 if (Person::players[i]->isRun() ||
3871 (Person::players[i]->isStop() &&
3872 (Person::players[i]->leftkeydown ||
3873 Person::players[i]->rightkeydown ||
3874 Person::players[i]->forwardkeydown ||
3875 Person::players[i]->backkeydown))) {
3876 Person::players[i]->setAnimation(rollanim);
3877 Person::players[i]->transspeed = 20;
3880 if (!Person::players[i]->crouchkeydown) {
3882 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
3883 Person::players[i]->superruntoggle = 0;
3885 if (Person::players[i]->isCrouch()) {
3886 if (Person::players.size() > 1)
3887 for (unsigned j = 0; j < Person::players.size(); j++) {
3889 !Person::players[j]->skeleton.free &&
3890 Person::players[j]->victim &&
3891 Person::players[i]->highreversaldelay <= 0) {
3892 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
3893 Person::players[j]->victim == Person::players[i] &&
3894 (Person::players[j]->animTarget == spinkickanim) &&
3895 Person::players[i]->isCrouch()) {
3904 Person::players[target]->Reverse();
3905 Person::players[i]->highreversaldelay = .5;
3907 if (Person::players[i]->isCrouch()) {
3908 if (!Person::players[i]->wasCrouch()) {
3909 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
3910 Person::players[i]->frameCurrent = 0;
3912 Person::players[i]->setAnimation(Person::players[i]->getIdle());
3913 Person::players[i]->transspeed = 10;
3916 if (Person::players[i]->animTarget == sneakanim) {
3917 Person::players[i]->setAnimation(Person::players[i]->getIdle());
3918 Person::players[i]->transspeed = 10;
3921 if (Person::players[i]->forwardkeydown) {
3922 if (Person::players[i]->isIdle() ||
3923 (Person::players[i]->isStop() &&
3924 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
3925 (Person::players[i]->isLanding() &&
3926 Person::players[i]->frameTarget > 0 &&
3927 !Person::players[i]->jumpkeydown) ||
3928 (Person::players[i]->isLandhard() &&
3929 Person::players[i]->frameTarget > 0 &&
3930 !Person::players[i]->jumpkeydown &&
3931 Person::players[i]->crouchkeydown)) {
3932 if (Person::players[i]->aitype == passivetype)
3933 Person::players[i]->setAnimation(walkanim);
3935 Person::players[i]->setAnimation(Person::players[i]->getRun());
3937 if (Person::players[i]->isCrouch()) {
3938 Person::players[i]->animTarget = sneakanim;
3939 if (Person::players[i]->wasCrouch())
3940 Person::players[i]->target = 0;
3941 Person::players[i]->frameTarget = 0;
3943 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
3944 Person::players[i]->setAnimation(climbanim);
3945 Person::players[i]->frameTarget = 1;
3946 Person::players[i]->jumpclimb = 1;
3948 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
3949 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
3951 Person::players[i]->forwardstogglekeydown = 1;
3954 if (Person::players[i]->rightkeydown) {
3955 if (Person::players[i]->isIdle() ||
3956 (Person::players[i]->isStop() &&
3957 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
3958 (Person::players[i]->isLanding() &&
3959 Person::players[i]->frameTarget > 0 &&
3960 !Person::players[i]->jumpkeydown) ||
3961 (Person::players[i]->isLandhard() &&
3962 Person::players[i]->frameTarget > 0 &&
3963 !Person::players[i]->jumpkeydown &&
3964 Person::players[i]->crouchkeydown)) {
3965 Person::players[i]->setAnimation(Person::players[i]->getRun());
3967 if (Person::players[i]->isCrouch()) {
3968 Person::players[i]->animTarget = sneakanim;
3969 if (Person::players[i]->wasCrouch())
3970 Person::players[i]->target = 0;
3971 Person::players[i]->frameTarget = 0;
3973 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
3974 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
3976 Person::players[i]->targetyaw -= 90;
3977 if (Person::players[i]->forwardkeydown)
3978 Person::players[i]->targetyaw += 45;
3979 if (Person::players[i]->backkeydown)
3980 Person::players[i]->targetyaw -= 45;
3983 if ( Person::players[i]->leftkeydown) {
3984 if (Person::players[i]->isIdle() ||
3985 (Person::players[i]->isStop() &&
3986 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
3987 (Person::players[i]->isLanding() &&
3988 Person::players[i]->frameTarget > 0 &&
3989 !Person::players[i]->jumpkeydown) ||
3990 (Person::players[i]->isLandhard() &&
3991 Person::players[i]->frameTarget > 0 &&
3992 !Person::players[i]->jumpkeydown &&
3993 Person::players[i]->crouchkeydown)) {
3994 Person::players[i]->setAnimation(Person::players[i]->getRun());
3996 if (Person::players[i]->isCrouch()) {
3997 Person::players[i]->animTarget = sneakanim;
3998 if (Person::players[i]->wasCrouch())
3999 Person::players[i]->target = 0;
4000 Person::players[i]->frameTarget = 0;
4002 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4003 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4005 Person::players[i]->targetyaw += 90;
4006 if (Person::players[i]->forwardkeydown)
4007 Person::players[i]->targetyaw -= 45;
4008 if (Person::players[i]->backkeydown)
4009 Person::players[i]->targetyaw += 45;
4012 if (Person::players[i]->backkeydown) {
4013 if (Person::players[i]->isIdle() ||
4014 (Person::players[i]->isStop() &&
4015 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4016 (Person::players[i]->isLanding() &&
4017 Person::players[i]->frameTarget > 0 &&
4018 !Person::players[i]->jumpkeydown) ||
4019 (Person::players[i]->isLandhard() &&
4020 Person::players[i]->frameTarget > 0 &&
4021 !Person::players[i]->jumpkeydown &&
4022 Person::players[i]->crouchkeydown)) {
4023 Person::players[i]->setAnimation(Person::players[i]->getRun());
4025 if (Person::players[i]->isCrouch()) {
4026 Person::players[i]->animTarget = sneakanim;
4027 if (Person::players[i]->wasCrouch())
4028 Person::players[i]->target = 0;
4029 Person::players[i]->frameTarget = 0;
4031 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4032 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
4034 if (Person::players[i]->animTarget == hanganim) {
4035 Person::players[i]->animCurrent = jumpdownanim;
4036 Person::players[i]->animTarget = jumpdownanim;
4037 Person::players[i]->target = 0;
4038 Person::players[i]->frameCurrent = 0;
4039 Person::players[i]->frameTarget = 1;
4040 Person::players[i]->velocity = 0;
4041 Person::players[i]->velocity.y += gravity;
4042 Person::players[i]->coords.y -= 1.4;
4043 Person::players[i]->grabdelay = 1;
4045 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
4046 Person::players[i]->targetyaw += 180;
4049 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
4050 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
4051 Person::players[i]->isRun() ||
4052 Person::players[i]->animTarget == walkanim ||
4053 Person::players[i]->isCrouch() ||
4054 Person::players[i]->animTarget == sneakanim) &&
4055 Person::players[i]->jumppower > 1) &&
4056 ((Person::players[i]->animTarget != rabbitrunninganim &&
4057 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
4058 Person::players[i]->jumpstart = 0;
4059 Person::players[i]->setAnimation(jumpupanim);
4060 Person::players[i]->yaw = Person::players[i]->targetyaw;
4061 Person::players[i]->transspeed = 20;
4062 Person::players[i]->FootLand(leftfoot, 1);
4063 Person::players[i]->FootLand(rightfoot, 1);
4067 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
4070 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
4072 Person::players[i]->velocity = 0;
4076 if (Person::players.size() > 1)
4077 for (unsigned j = 0; j < Person::players.size(); j++) {
4078 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
4079 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4080 (Person::players[j]->victim == Person::players[i]) &&
4081 (Person::players[j]->animTarget == sweepanim)) {
4090 Person::players[i]->velocity.y = 1;
4092 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
4093 Person::players[i]->velocity.y = 7;
4094 Person::players[i]->crouchtogglekeydown = 1;
4095 } else Person::players[i]->velocity.y = 5;
4097 if (mousejump && i == 0 && devtools) {
4098 if (!Person::players[i]->isLanding())
4099 Person::players[i]->tempdeltav = deltav;
4100 if (Person::players[i]->tempdeltav < 0)
4101 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
4104 Person::players[i]->coords.y += .2;
4105 Person::players[i]->jumppower -= 1;
4108 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
4110 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
4112 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
4113 Person::players[i]->setAnimation(Person::players[i]->getLanding());
4114 Person::players[i]->frameTarget = 2;
4115 Person::players[i]->landhard = 0;
4116 Person::players[i]->jumpstart = 1;
4117 Person::players[i]->tempdeltav = deltav;
4119 if (Person::players[i]->animTarget == jumpupanim &&
4123 Person::players[i]->aitype != playercontrolled)) {
4124 if (Person::players[i]->jumppower > multiplier * 6) {
4125 Person::players[i]->velocity.y += multiplier * 6;
4126 Person::players[i]->jumppower -= multiplier * 6;
4128 if (Person::players[i]->jumppower <= multiplier * 6) {
4129 Person::players[i]->velocity.y += Person::players[i]->jumppower;
4130 Person::players[i]->jumppower = 0;
4133 if (((floatjump || editorenabled) && devtools) && i == 0)
4134 Person::players[i]->velocity.y += multiplier * 30;
4138 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
4139 Person::players[i]->setAnimation(Person::players[i]->getStop());
4140 if (Person::players[i]->animTarget == sneakanim) {
4141 Person::players[i]->animTarget = Person::players[i]->getCrouch();
4142 if (Person::players[i]->animCurrent == sneakanim)
4143 Person::players[i]->target = 0;
4144 Person::players[i]->frameTarget = 0;
4147 if (Person::players[i]->animTarget == walkanim &&
4148 (Person::players[i]->aitype == attacktypecutoff ||
4149 Person::players[i]->aitype == searchtype ||
4150 (Person::players[i]->aitype == passivetype &&
4151 Person::players[i]->numwaypoints <= 1)))
4152 Person::players[i]->setAnimation(Person::players[i]->getStop());
4153 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
4154 Person::players[i]->setAnimation(Person::players[i]->getStop());
4157 if (Person::players[i]->animTarget == rollanim)
4158 Person::players[i]->targetyaw = oldtargetyaw;
4162 for (unsigned k = 0; k < Person::players.size(); k++) {
4163 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
4164 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
4165 Person::players[k]->yaw -= 360;
4167 Person::players[k]->yaw += 360;
4170 //stop to turn in right direction
4171 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
4172 Person::players[k]->setAnimation(Person::players[k]->getStop());
4174 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
4175 Person::players[k]->targettilt = 0;
4177 if (Person::players[k]->animTarget != jumpupanim &&
4178 Person::players[k]->animTarget != backhandspringanim &&
4179 Person::players[k]->animTarget != jumpdownanim &&
4180 !Person::players[k]->isFlip()) {
4181 Person::players[k]->targettilt = 0;
4182 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
4183 Person::players[k]->jumppower = 0;
4184 Person::players[k]->jumppower += multiplier * 7;
4185 if (Person::players[k]->isCrouch())
4186 Person::players[k]->jumppower += multiplier * 7;
4187 if (Person::players[k]->jumppower > 5)
4188 Person::players[k]->jumppower = 5;
4191 if (Person::players[k]->isRun())
4192 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
4194 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
4195 Person::players[k]->grabdelay -= multiplier;
4199 for (unsigned k = 0; k < Person::players.size(); k++) {
4200 Person::players[k]->DoAnimations();
4201 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
4202 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
4208 for (int j = numenvsounds - 1; j >= 0; j--) {
4209 envsoundlife[j] -= multiplier;
4210 if (envsoundlife[j] < 0) {
4212 envsoundlife[j] = envsoundlife[numenvsounds];
4213 envsound[j] = envsound[numenvsounds];
4216 OPENAL_SetFrequency(OPENAL_ALL, slomo);
4218 if (Tutorial::active) {
4219 Tutorial::DoStuff(multiplier);
4224 static float gLoc[3];
4228 static float vel[3];
4229 vel[0] = (viewer.x - oldviewer.x) / multiplier;
4230 vel[1] = (viewer.y - oldviewer.y) / multiplier;
4231 vel[2] = (viewer.z - oldviewer.z) / multiplier;
4233 //Set orientation with forward and up vectors
4234 static XYZ upvector;
4238 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
4239 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
4244 facing = DoRotation(facing, -pitch, 0, 0);
4245 facing = DoRotation(facing, 0, 0 - yaw, 0);
4248 static float ori[6];
4252 ori[3] = -upvector.x;
4253 ori[4] = upvector.y;
4254 ori[5] = -upvector.z;
4256 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
4263 if (Input::isKeyPressed(SDL_SCANCODE_F1))
4267 void Game::TickOnce()
4270 yaw += multiplier * 5;
4271 } else if (Dialog::directing || !Dialog::inDialog()) {
4274 pitch -= deltav * .7;
4276 pitch += deltav * .7;
4285 void Game::TickOnceAfter()
4287 static XYZ colviewer;
4288 static XYZ coltarget;
4292 static float changedelay;
4293 static bool alldead;
4294 static float unseendelay;
4295 static float cameraspeed;
4298 static int oldmusictype = musictype;
4300 if (environment == snowyenvironment)
4301 leveltheme = stream_snowtheme;
4302 if (environment == grassyenvironment)
4303 leveltheme = stream_grasstheme;
4304 if (environment == desertenvironment)
4305 leveltheme = stream_deserttheme;
4309 musictype = leveltheme;
4310 for (unsigned i = 0; i < Person::players.size(); i++) {
4311 if ((Person::players[i]->aitype == attacktypecutoff ||
4312 Person::players[i]->aitype == getweapontype ||
4313 Person::players[i]->aitype == gethelptype ||
4314 Person::players[i]->aitype == searchtype) &&
4315 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
4316 (Person::players[i]->animTarget != sneakattackedanim &&
4317 Person::players[i]->animTarget != knifesneakattackedanim &&
4318 Person::players[i]->animTarget != swordsneakattackedanim)) {
4319 musictype = stream_fighttheme;
4323 if (Person::players[0]->dead)
4324 musictype = stream_menutheme;
4327 if (musictype == stream_fighttheme)
4330 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
4331 unseendelay -= multiplier;
4332 if (unseendelay > 0)
4333 musictype = stream_fighttheme;
4338 musictype = stream_menutheme;
4339 musicvolume[2] = 512;
4346 if (musictype != oldmusictype && musictype == stream_fighttheme)
4347 emit_sound_np(alarmsound);
4348 musicselected = musictype;
4350 if (musicselected == leveltheme)
4351 musicvolume[0] += multiplier * 450;
4353 musicvolume[0] -= multiplier * 450;
4354 if (musicselected == stream_fighttheme)
4355 musicvolume[1] += multiplier * 450;
4357 musicvolume[1] -= multiplier * 450;
4358 if (musicselected == stream_menutheme)
4359 musicvolume[2] += multiplier * 450;
4361 musicvolume[2] -= multiplier * 450;
4363 for (int i = 0; i < 3; i++) {
4364 if (musicvolume[i] < 0)
4366 if (musicvolume[i] > 512)
4367 musicvolume[i] = 512;
4370 if (musicvolume[2] > 128 && !loading && !mainmenu)
4371 musicvolume[2] = 128;
4374 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
4375 emit_stream_np(leveltheme, musicvolume[0]);
4376 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
4377 emit_stream_np(stream_fighttheme, musicvolume[1]);
4378 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
4379 emit_stream_np(stream_menutheme, musicvolume[2]);
4380 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
4381 pause_sound(leveltheme);
4382 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
4383 pause_sound(stream_fighttheme);
4384 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
4385 pause_sound(stream_menutheme);
4387 if (musicvolume[0] != oldmusicvolume[0])
4388 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
4389 if (musicvolume[1] != oldmusicvolume[1])
4390 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
4391 if (musicvolume[2] != oldmusicvolume[2])
4392 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
4394 for (int i = 0; i < 3; i++)
4395 oldmusicvolume[i] = musicvolume[i];
4397 pause_sound(leveltheme);
4398 pause_sound(stream_fighttheme);
4399 pause_sound(stream_menutheme);
4401 for (int i = 0; i < 4; i++) {
4402 oldmusicvolume[i] = 0;
4407 Hotspot::killhotspot = 2;
4408 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4409 if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
4410 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0)
4411 Hotspot::killhotspot = 0;
4412 else if (Hotspot::killhotspot == 2)
4413 Hotspot::killhotspot = 1;
4416 if (Hotspot::killhotspot == 2)
4417 Hotspot::killhotspot = 0;
4421 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4422 if (Hotspot::hotspots[i].type == -1) {
4423 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
4430 for (unsigned i = 1; i < Person::players.size(); i++) {
4431 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
4435 if (numalarmed > maxalarmed) {
4436 maxalarmed = numalarmed;
4439 if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
4440 if (Person::players[0]->dead && changedelay <= 0) {
4442 targetlevel = whichlevel;
4445 for (unsigned i = 1; i < Person::players.size(); i++) {
4446 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
4453 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
4455 targetlevel = whichlevel + 1;
4456 if (targetlevel > numchallengelevels - 1)
4459 if (winhotspot || windialogue) {
4461 targetlevel = whichlevel + 1;
4462 if (targetlevel > numchallengelevels - 1)
4467 if (Hotspot::killhotspot) {
4469 targetlevel = whichlevel + 1;
4470 if (targetlevel > numchallengelevels - 1)
4474 if (changedelay > 0 && !Person::players[0]->dead && !won) {
4475 //high scores, awards, win
4477 Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
4480 wonleveltime = leveltime;
4481 Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
4484 Account::saveFile(Folders::getUserSavePath());
4490 if (leveltime < 1) {
4495 Hotspot::killhotspot = 0;
4498 if (!editorenabled && gameon && !mainmenu) {
4499 if (changedelay != -999)
4500 changedelay -= multiplier / 7;
4501 if (Person::players[0]->dead)
4502 targetlevel = whichlevel;
4503 if (loading == 2 && !campaign) {
4506 fireSound(firestartsound);
4508 if (!Person::players[0]->dead && targetlevel != whichlevel)
4509 startbonustotal = bonustotal;
4510 if (Person::players[0]->dead)
4511 Loadlevel(whichlevel);
4513 Loadlevel(targetlevel);
4519 if (loading == 2 && targetlevel == whichlevel) {
4523 fireSound(firestartsound);
4525 Loadlevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
4531 if (changedelay <= -999 &&
4534 (Person::players[0]->dead ||
4535 (alldead && maptype == mapkilleveryone) ||
4537 (Hotspot::killhotspot)))
4539 if ((Person::players[0]->dead ||
4540 (alldead && maptype == mapkilleveryone) ||
4543 (Hotspot::killhotspot)) &&
4545 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
4549 if (Person::players[0]->dead)
4555 // campaignchoosenext determines what to do when the level is complete:
4556 // 0 = load next level
4557 // 1 = go back to level select screen
4558 // 2 = stealthload next level
4559 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
4560 if (campaignlevels[actuallevel].nextlevel.empty())
4562 } else if (mainmenu == 0 && winfreeze) {
4563 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
4565 if (!stealthloading) {
4566 fireSound(firestartsound);
4571 startbonustotal = 0;
4581 actuallevel = campaignlevels[actuallevel].nextlevel.front();
4582 visibleloading = true;
4584 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
4588 pause_sound(stream_menutheme);
4599 oldmusictype = musictype;
4605 facing = DoRotation(facing, -pitch, 0, 0);
4606 facing = DoRotation(facing, 0, 0 - yaw, 0);
4607 viewerfacing = facing;
4610 if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
4611 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;
4613 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;
4615 if (Person::players[0]->skeleton.free) {
4616 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
4617 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
4618 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
4622 if (Person::players[0]->skeleton.free != 2) {
4624 if (findLengthfast(&Person::players[0]->velocity) > 400) {
4625 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
4627 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
4629 coltarget = target - cameraloc;
4630 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
4633 Normalise(&coltarget);
4634 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
4635 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
4637 cameraloc = cameraloc + coltarget * multiplier * 8;
4641 cameradist += multiplier * 5;
4642 if (cameradist > 2.3)
4644 viewer = cameraloc - facing * cameradist;
4646 coltarget = cameraloc;
4647 Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
4648 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
4649 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
4650 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4652 coltarget = cameraloc;
4653 if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
4656 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
4657 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
4658 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4660 if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4664 cameradist = findDistance(&viewer, &target);
4665 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
4666 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
4667 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
4670 if (camerashake > .8)
4672 woozy += multiplier;
4673 if (Person::players[0]->dead)
4675 if (Person::players[0]->dead)
4677 camerashake -= multiplier * 2;
4678 blackout -= multiplier * 2;
4679 if (camerashake < 0)
4684 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
4685 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
4686 viewer.z += (float)(Random() % 100) * .0005 * camerashake;