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 "Tutorial.hpp"
35 #include "User/Settings.hpp"
36 #include "Utils/Folders.hpp"
37 #include "Utils/Input.hpp"
41 #include <sys/types.h>
57 // Added more evilness needed for MSVC
59 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
60 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
63 extern float multiplier;
65 extern int environment;
66 extern Terrain terrain;
67 extern float screenwidth, screenheight;
70 extern float texdetail;
72 extern float slomodelay;
73 extern bool floatjump;
76 extern float camerashake;
78 extern float blackout;
79 extern bool cellophane;
80 extern bool musictoggle;
81 extern int difficulty;
82 extern int bloodtoggle;
83 extern bool invertmouse;
85 extern float precipdelay;
86 extern XYZ viewerfacing;
87 extern bool ambientsound;
88 extern bool mousejump;
89 extern float viewdistance;
91 extern XYZ windvector;
95 extern int oldmainmenu;
96 extern bool visibleloading;
97 extern XYZ envsound[30];
98 extern float envsoundvol[30];
99 extern int numenvsounds;
100 extern float envsoundlife[30];
101 extern float usermousesensitivity;
102 extern bool ismotionblur;
103 extern bool showdamagebar; // (des)activate the damage bar
104 extern bool decalstoggle;
105 extern bool skyboxtexture;
106 extern float skyboxr;
107 extern float skyboxg;
108 extern float skyboxb;
109 extern float skyboxlightr;
110 extern float skyboxlightg;
111 extern float skyboxlightb;
112 extern float fadestart;
113 extern float slomospeed;
114 extern float slomofreq;
115 extern float smoketex;
116 extern bool againbonus;
117 extern bool reversaltrain;
118 extern bool canattack;
119 extern bool cananger;
120 extern float damagedealt;
122 extern int editoractive;
123 extern int editorpathtype;
125 extern float hostiletime;
127 extern bool gamestarted;
131 extern bool stillloading;
132 extern bool winfreeze;
134 extern bool campaign;
136 extern void toggleFullscreen();
140 bool winhotspot = false;
141 bool windialogue = false;
144 float cameradist = 0;
145 bool oldattackkey = 0;
147 float musicvolume[4] = {};
148 float oldmusicvolume[4] = {};
149 int musicselected = 0;
151 const char* rabbitskin[] = {
156 "Textures/Otter.jpg",
158 "Textures/Sable.jpg",
159 "Textures/Chocolate.jpg",
164 const char* wolfskin[] = {
166 "Textures/DarkWolf.jpg",
167 "Textures/SnowWolf.jpg"
170 const char** creatureskin[] = { rabbitskin, wolfskin };
172 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
173 STATIC_ASSERT(rabbittype == 0 && wolftype == 1)
177 // TODO: this is slightly incorrect
178 float roughDirection(XYZ vec)
181 float angle = -asin(-vec.x) * 180 / M_PI;
186 float roughDirectionTo(XYZ start, XYZ end)
188 return roughDirection(end - start);
190 inline float pitchOf(XYZ vec)
193 return -asin(vec.y) * 180 / M_PI;
195 float pitchTo(XYZ start, XYZ end)
197 return pitchOf(end - start);
203 inline float stepTowardf(float from, float to, float by)
205 if (fabs(from - to) < by)
213 void Game::playdialoguescenesound()
216 temppos = Person::players.at(Dialog::currentScene().participantfocus)->coords;
217 temppos = temppos - viewer;
222 switch (Dialog::currentScene().sound) {
227 sound = consolefailsound;
230 sound = consolesuccesssound;
233 sound = firestartsound;
236 sound = fireendsound;
239 sound = rabbitchitter;
242 sound = rabbitchitter2;
245 sound = rabbitpainsound;
248 sound = rabbitpain1sound;
251 sound = rabbitattacksound;
254 sound = rabbitattack2sound;
257 sound = rabbitattack3sound;
260 sound = rabbitattack4sound;
284 sound = barkgrowlsound;
290 emit_sound_at(sound, temppos);
293 // ================================================================
295 int Game::findClosestPlayer()
298 float closestdist = std::numeric_limits<float>::max();
300 for (unsigned i = 1; i < Person::players.size(); i++) {
301 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
302 if (distance < closestdist) {
303 closestdist = distance;
310 static int findClosestObject()
313 float closestdist = std::numeric_limits<float>::max();
315 for (unsigned int i = 0; i < Object::objects.size(); i++) {
316 float distance = distsq(&Object::objects[i]->position,
317 &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);
387 if (environment == snowyenvironment) {
391 emit_stream_np(stream_wind);
393 Object::treetextureptr.load("Textures/SnowTree.png", 0);
394 Object::bushtextureptr.load("Textures/BushSnow.png", 0);
395 Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
396 Object::boxtextureptr.load("Textures/SnowBox.jpg", 1);
398 footstepsound = footstepsn1;
399 footstepsound2 = footstepsn2;
400 footstepsound3 = footstepst1;
401 footstepsound4 = footstepst2;
403 terraintexture.load("Textures/Snow.jpg", 1);
404 terraintexture2.load("Textures/Rock.jpg", 1);
406 temptexdetail = texdetail;
409 skybox->load("Textures/Skybox(snow)/Front.jpg",
410 "Textures/Skybox(snow)/Left.jpg",
411 "Textures/Skybox(snow)/Back.jpg",
412 "Textures/Skybox(snow)/Right.jpg",
413 "Textures/Skybox(snow)/Up.jpg",
414 "Textures/Skybox(snow)/Down.jpg");
416 texdetail = temptexdetail;
417 } else if (environment == desertenvironment) {
420 Object::treetextureptr.load("Textures/DesertTree.png", 0);
421 Object::bushtextureptr.load("Textures/BushDesert.png", 0);
422 Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
423 Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
426 emit_stream_np(stream_desertambient);
428 footstepsound = footstepsn1;
429 footstepsound2 = footstepsn2;
430 footstepsound3 = footstepsn1;
431 footstepsound4 = footstepsn2;
433 terraintexture.load("Textures/Sand.jpg", 1);
434 terraintexture2.load("Textures/SandSlope.jpg", 1);
436 temptexdetail = texdetail;
439 skybox->load("Textures/Skybox(sand)/Front.jpg",
440 "Textures/Skybox(sand)/Left.jpg",
441 "Textures/Skybox(sand)/Back.jpg",
442 "Textures/Skybox(sand)/Right.jpg",
443 "Textures/Skybox(sand)/Up.jpg",
444 "Textures/Skybox(sand)/Down.jpg");
446 texdetail = temptexdetail;
447 } else if (environment == grassyenvironment) {
450 Object::treetextureptr.load("Textures/Tree.png", 0);
451 Object::bushtextureptr.load("Textures/Bush.png", 0);
452 Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
453 Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
456 emit_stream_np(stream_wind, 100.);
458 footstepsound = footstepgr1;
459 footstepsound2 = footstepgr2;
460 footstepsound3 = footstepst1;
461 footstepsound4 = footstepst2;
463 terraintexture.load("Textures/GrassDirt.jpg", 1);
464 terraintexture2.load("Textures/MossRock.jpg", 1);
466 temptexdetail = texdetail;
469 skybox->load("Textures/Skybox(grass)/Front.jpg",
470 "Textures/Skybox(grass)/Left.jpg",
471 "Textures/Skybox(grass)/Back.jpg",
472 "Textures/Skybox(grass)/Right.jpg",
473 "Textures/Skybox(grass)/Up.jpg",
474 "Textures/Skybox(grass)/Down.jpg");
476 texdetail = temptexdetail;
478 temptexdetail = texdetail;
480 terrain.load("Textures/HeightMap.png");
482 texdetail = temptexdetail;
485 bool Game::LoadLevel(int which)
491 return LoadLevel("tutorial", true);
492 } else if (which >= 0 && which <= 15) {
494 snprintf(buf, 32, "map%d", which + 1); // challenges
495 return LoadLevel(buf);
497 return LoadLevel("mapsave");
501 bool Game::LoadLevel(const std::string& name, bool tutorial)
503 const std::string level_path = Folders::getResourcePath("Maps/" + name);
504 if (!Folders::file_exists(level_path)) {
505 perror(std::string("LoadLevel: Could not open file '" + level_path).c_str());
509 int indemo; // FIXME this should be removed
515 LOG(std::string("Loading level...") + name);
518 visibleloading = true;
520 visibleloading = false;
527 Tutorial::active = tutorial;
529 if (Tutorial::active) {
532 if (Tutorial::stage == 0) {
533 Tutorial::stagetime = 0;
534 Tutorial::maxtime = 1;
536 pause_sound(whooshsound);
537 pause_sound(stream_firesound);
542 tfile = Folders::openMandatoryFile(level_path, "rb");
544 pause_sound(stream_firesound);
550 //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
552 Dialog::dialogs.clear();
554 Dialog::indialogue = -1;
560 if (Account::hasActive()) {
561 difficulty = Account::active().getDifficulty();
564 Hotspot::hotspots.clear();
565 Hotspot::current = -1;
576 for (unsigned char i = 0; i < 100; i++)
585 numunarmedattack = 0;
596 bonustotal = startbonustotal;
601 emit_sound_np(consolesuccesssound);
606 if (!stealthloading) {
607 terrain.decals.clear();
608 Sprite::deleteSprites();
610 for (int i = 0; i < subdivision; i++) {
611 for (int j = 0; j < subdivision; j++) {
612 terrain.patchobjects[i][j].clear();
615 Game::LoadingScreen();
619 Person::players.resize(1);
621 funpackf(tfile, "Bi", &mapvers);
623 cerr << name << " has obsolete map version " << mapvers << endl;
626 funpackf(tfile, "Bi", &indemo);
630 funpackf(tfile, "Bi", &maptype);
632 maptype = mapkilleveryone;
634 funpackf(tfile, "Bi", &hostile);
638 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
644 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
652 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
654 skyboxlightr = skyboxr;
655 skyboxlightg = skyboxg;
656 skyboxlightb = skyboxb;
658 /* TODO - This should be done in an other way so that we can rebuild main player as well (so coords would need to be copied from old ones after rebuilding) */
659 if (stealthloading) {
660 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
662 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons);
664 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
665 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
666 Person::players[0]->weaponids[j] = weapons.size();
668 funpackf(tfile, "Bi", &type);
669 weapons.push_back(Weapon(type, 0));
672 Game::LoadingScreen();
674 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
675 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
676 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
677 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
679 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
682 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
684 Person::players[0]->whichskin = 0;
685 Person::players[0]->creature = rabbittype;
688 Person::players[0]->lastattack = -1;
689 Person::players[0]->lastattack2 = -1;
690 Person::players[0]->lastattack3 = -1;
694 Dialog::loadDialogs(tfile);
697 for (int k = 0; k < Person::players[0]->numclothes; k++) {
698 funpackf(tfile, "Bi", &templength);
699 for (int l = 0; l < templength; l++)
700 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
701 Person::players[0]->clothes[k][templength] = '\0';
702 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
705 funpackf(tfile, "Bi", &environment);
707 if (environment != oldenvironment)
708 Setenvironment(environment);
709 oldenvironment = environment;
711 Object::LoadObjectsFromFile(tfile, stealthloading);
715 funpackf(tfile, "Bi", &numhotspots);
716 if (numhotspots < 0) {
717 cerr << "Map " << name << " have an invalid number of hotspots" << endl;
720 Hotspot::hotspots.resize(numhotspots);
721 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
722 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);
723 funpackf(tfile, "Bi", &templength);
725 for (int l = 0; l < templength; l++)
726 funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
727 Hotspot::hotspots[i].text[templength] = '\0';
728 if (Hotspot::hotspots[i].type == -111)
732 Hotspot::hotspots.clear();
735 Game::LoadingScreen();
737 if (!stealthloading) {
738 Object::ComputeCenter();
739 Object::ComputeRadius();
742 Game::LoadingScreen();
745 funpackf(tfile, "Bi", &numplayers);
746 if (numplayers > maxplayers) {
747 cout << "Warning: this level contains more players than allowed" << endl;
750 for (int i = 1; i < numplayers; i++) {
752 Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
754 } catch (InvalidPersonException e) {
755 cerr << "Invalid Person found in " << name << endl;
758 Game::LoadingScreen();
760 funpackf(tfile, "Bi", &numpathpoints);
761 if (numpathpoints > 30 || numpathpoints < 0)
763 for (int j = 0; j < numpathpoints; j++) {
764 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
765 for (int k = 0; k < numpathpointconnect[j]; k++) {
766 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
769 Game::LoadingScreen();
771 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
775 if (!stealthloading) {
776 Object::AddObjectsToTerrain();
778 Game::LoadingScreen();
780 Game::LoadingScreen();
785 for (unsigned i = 0; i < Person::players.size(); i++) {
786 Game::LoadingScreen();
788 Person::players[i]->burnt = 0;
789 Person::players[i]->bled = 0;
790 Person::players[i]->onfire = 0;
791 Person::players[i]->scale = .2;
793 Person::players[i]->creature = rabbittype;
796 Person::players[i]->skeleton.free = 0;
798 Person::players[i]->skeletonLoad();
800 Person::players[i]->addClothes();
803 Person::players[i]->animCurrent = bounceidleanim;
804 Person::players[i]->animTarget = bounceidleanim;
805 Person::players[i]->frameCurrent = 0;
806 Person::players[i]->frameTarget = 1;
807 Person::players[i]->target = 0;
809 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
811 Person::players[i]->speed -= .2;
813 Person::players[i]->speed -= .1;
816 Person::players[i]->velocity = 0;
817 Person::players[i]->oldcoords = Person::players[i]->coords;
818 Person::players[i]->realoldcoords = Person::players[i]->coords;
820 Person::players[i]->id = i;
821 Person::players[i]->updatedelay = 0;
822 Person::players[i]->normalsupdatedelay = 0;
824 Person::players[i]->proportionhead = 1.2;
825 Person::players[i]->proportionbody = 1.05;
826 Person::players[i]->proportionarms = 1.00;
827 Person::players[i]->proportionlegs = 1.1;
828 Person::players[i]->proportionlegs.y = 1.05;
829 Person::players[i]->headless = 0;
830 Person::players[i]->currentoffset = 0;
831 Person::players[i]->targetoffset = 0;
832 if (Person::players[i]->creature == wolftype) {
833 Person::players[i]->scale = .23;
834 Person::players[i]->damagetolerance = 300;
836 Person::players[i]->damagetolerance = 200;
840 Game::LoadingScreen();
843 Person::players[i]->proportionhead.z = 0;
844 Person::players[i]->proportionbody.z = 0;
845 Person::players[i]->proportionarms.z = 0;
846 Person::players[i]->proportionlegs.z = 0;
849 Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
852 Person::players[i]->headmorphness = 0;
853 Person::players[i]->targetheadmorphness = 1;
854 Person::players[i]->headmorphstart = 0;
855 Person::players[i]->headmorphend = 0;
857 Person::players[i]->pausetime = 0;
859 Person::players[i]->dead = 0;
860 Person::players[i]->jumppower = 5;
861 Person::players[i]->damage = 0;
862 Person::players[i]->permanentdamage = 0;
863 Person::players[i]->superpermanentdamage = 0;
865 Person::players[i]->forwardkeydown = 0;
866 Person::players[i]->leftkeydown = 0;
867 Person::players[i]->backkeydown = 0;
868 Person::players[i]->rightkeydown = 0;
869 Person::players[i]->jumpkeydown = 0;
870 Person::players[i]->crouchkeydown = 0;
871 Person::players[i]->throwkeydown = 0;
873 Person::players[i]->collided = -10;
874 Person::players[i]->loaded = 1;
875 Person::players[i]->bloodloss = 0;
876 Person::players[i]->weaponactive = -1;
877 Person::players[i]->weaponstuck = -1;
878 Person::players[i]->bleeding = 0;
879 Person::players[i]->deathbleeding = 0;
880 Person::players[i]->stunned = 0;
881 Person::players[i]->hasvictim = 0;
882 Person::players[i]->wentforweapon = 0;
886 Person::players[0]->aitype = playercontrolled;
888 if (difficulty == 1) {
889 Person::players[0]->power = 1 / .9;
890 Person::players[0]->damagetolerance = 250;
891 } else if (difficulty == 0) {
892 Person::players[0]->power = 1 / .8;
893 Person::players[0]->damagetolerance = 300;
894 Person::players[0]->armorhead *= 1.5;
895 Person::players[0]->armorhigh *= 1.5;
896 Person::players[0]->armorlow *= 1.5;
899 cameraloc = Person::players[0]->coords;
901 yaw = Person::players[0]->yaw;
903 hawkcoords = Person::players[0]->coords;
906 Game::LoadingScreen();
908 LOG("Starting background music...");
910 OPENAL_StopSound(OPENAL_ALL);
912 if (environment == snowyenvironment) {
913 emit_stream_np(stream_wind);
914 } else if (environment == desertenvironment) {
915 emit_stream_np(stream_desertambient);
916 } else if (environment == grassyenvironment) {
917 emit_stream_np(stream_wind, 100.);
920 oldmusicvolume[0] = 0;
921 oldmusicvolume[1] = 0;
922 oldmusicvolume[2] = 0;
923 oldmusicvolume[3] = 0;
927 visibleloading = false;
934 float headprop, bodyprop, armprop, legprop;
939 if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
941 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
942 Person::players[0]->damagetolerance = 200000;
943 Person::players[0]->damage = 0;
944 Person::players[0]->burnt = 0;
945 Person::players[0]->permanentdamage = 0;
946 Person::players[0]->superpermanentdamage = 0;
949 /* Change environment */
950 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
954 Setenvironment(environment);
958 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
959 cameramode = !cameramode;
962 /* Toggle Slow motion */
963 if (Input::isKeyPressed(SDL_SCANCODE_B)) {
969 if (Input::isKeyPressed(SDL_SCANCODE_N)) {
970 Person::players[0]->RagDoll(0);
972 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
975 /* Grow tree leaves?? */
976 if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
977 for (auto& an_object : Object::objects) {
978 if (an_object->type == treeleavestype) {
979 an_object->scale *= .9;
984 /* Change (or add) weapon */
985 if (Input::isKeyPressed(SDL_SCANCODE_X)) {
987 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
988 closest = findClosestPlayer();
992 if (Person::players[closest]->num_weapons > 0) {
993 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
994 weapons[Person::players[closest]->weaponids[0]].setType(staff);
995 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
996 weapons[Person::players[closest]->weaponids[0]].setType(knife);
998 weapons[Person::players[closest]->weaponids[0]].setType(sword);
1000 Person::players[closest]->weaponids[0] = weapons.size();
1002 weapons.push_back(Weapon(knife, closest));
1004 Person::players[closest]->num_weapons = 1;
1010 if (Input::isKeyDown(SDL_SCANCODE_U)) {
1012 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1013 closest = findClosestPlayer();
1017 Person::players[closest]->yaw += multiplier * 50;
1018 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1023 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
1024 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
1025 if (Person::players[0]->onfire) {
1026 Person::players[0]->CatchFire();
1028 if (!Person::players[0]->onfire) {
1029 emit_sound_at(fireendsound, Person::players[0]->coords);
1030 pause_sound(stream_firesound);
1035 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1037 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1038 closest = findClosestPlayer();
1042 Person::players[closest]->whichskin++;
1043 if (Person::players[closest]->whichskin > 9)
1044 Person::players[closest]->whichskin = 0;
1045 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
1046 Person::players[closest]->whichskin = 0;
1048 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1049 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1052 Person::players[closest]->addClothes();
1055 /* Change creature type */
1056 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1058 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1059 closest = findClosestPlayer();
1063 if (Person::players[closest]->creature == wolftype) {
1064 headprop = Person::players[closest]->proportionhead.x / 1.1;
1065 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1066 armprop = Person::players[closest]->proportionarms.x / 1.1;
1067 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1070 headprop = Person::players[closest]->proportionhead.x / 1.2;
1071 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1072 armprop = Person::players[closest]->proportionarms.x / 1.00;
1073 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1076 if (Person::players[closest]->creature == rabbittype) {
1077 Person::players[closest]->creature = wolftype;
1078 Person::players[closest]->whichskin = 0;
1079 Person::players[closest]->skeletonLoad();
1081 Person::players[closest]->proportionhead = 1.1;
1082 Person::players[closest]->proportionbody = 1.1;
1083 Person::players[closest]->proportionarms = 1.1;
1084 Person::players[closest]->proportionlegs = 1.1;
1085 Person::players[closest]->proportionlegs.y = 1.1;
1086 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1088 Person::players[closest]->damagetolerance = 300;
1090 Person::players[closest]->creature = rabbittype;
1091 Person::players[closest]->whichskin = 0;
1092 Person::players[closest]->skeletonLoad(true);
1094 Person::players[closest]->proportionhead = 1.2;
1095 Person::players[closest]->proportionbody = 1.05;
1096 Person::players[closest]->proportionarms = 1.00;
1097 Person::players[closest]->proportionlegs = 1.1;
1098 Person::players[closest]->proportionlegs.y = 1.05;
1099 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1101 Person::players[closest]->damagetolerance = 200;
1104 if (Person::players[closest]->creature == wolftype) {
1105 Person::players[closest]->proportionhead = 1.1 * headprop;
1106 Person::players[closest]->proportionbody = 1.1 * bodyprop;
1107 Person::players[closest]->proportionarms = 1.1 * armprop;
1108 Person::players[closest]->proportionlegs = 1.1 * legprop;
1111 if (Person::players[closest]->creature == rabbittype) {
1112 Person::players[closest]->proportionhead = 1.2 * headprop;
1113 Person::players[closest]->proportionbody = 1.05 * bodyprop;
1114 Person::players[closest]->proportionarms = 1.00 * armprop;
1115 Person::players[closest]->proportionlegs = 1.1 * legprop;
1116 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1122 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1124 float closestdist = std::numeric_limits<float>::max();
1126 for (unsigned i = 1; i < Person::players.size(); i++) {
1127 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
1128 if (!Person::players[i]->headless)
1129 if (distance < closestdist) {
1130 closestdist = distance;
1135 XYZ flatfacing2, flatvelocity2;
1137 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1138 blah = Person::players[closest]->coords;
1139 XYZ headspurtdirection;
1140 //int i = Person::players[closest]->skeleton.jointlabels[head];
1141 Joint& headjoint = Person::players[closest]->joint(head);
1142 for (unsigned k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
1143 if (!Person::players[closest]->skeleton.free)
1144 flatvelocity2 = Person::players[closest]->velocity;
1145 if (Person::players[closest]->skeleton.free)
1146 flatvelocity2 = headjoint.velocity;
1147 if (!Person::players[closest]->skeleton.free)
1148 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;
1149 if (Person::players[closest]->skeleton.free)
1150 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1151 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1152 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1153 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1154 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1155 Normalise(&headspurtdirection);
1156 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1157 flatvelocity2 += headspurtdirection * 8;
1158 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1160 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1162 emit_sound_at(splattersound, blah);
1163 emit_sound_at(breaksound2, blah, 100.);
1165 if (Person::players[closest]->skeleton.free == 2)
1166 Person::players[closest]->skeleton.free = 0;
1167 Person::players[closest]->RagDoll(0);
1168 Person::players[closest]->dead = 2;
1169 Person::players[closest]->headless = 1;
1170 Person::players[closest]->DoBloodBig(3, 165);
1177 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1178 int closest = findClosestPlayer();
1179 XYZ flatfacing2, flatvelocity2;
1181 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1182 blah = Person::players[closest]->coords;
1183 emit_sound_at(splattersound, blah);
1184 emit_sound_at(breaksound2, blah);
1186 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1187 if (!Person::players[closest]->skeleton.free)
1188 flatvelocity2 = Person::players[closest]->velocity;
1189 if (Person::players[closest]->skeleton.free)
1190 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1191 if (!Person::players[closest]->skeleton.free)
1192 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;
1193 if (Person::players[closest]->skeleton.free)
1194 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1195 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1196 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1197 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1198 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1199 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
1200 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1203 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1204 if (!Person::players[closest]->skeleton.free)
1205 flatvelocity2 = Person::players[closest]->velocity;
1206 if (Person::players[closest]->skeleton.free)
1207 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1208 if (!Person::players[closest]->skeleton.free)
1209 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;
1210 if (Person::players[closest]->skeleton.free)
1211 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1212 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1213 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1214 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1215 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1216 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
1219 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1220 if (!Person::players[closest]->skeleton.free)
1221 flatvelocity2 = Person::players[closest]->velocity;
1222 if (Person::players[closest]->skeleton.free)
1223 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1224 if (!Person::players[closest]->skeleton.free)
1225 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;
1226 if (Person::players[closest]->skeleton.free)
1227 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1228 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1229 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1230 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1231 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1232 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1235 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1236 if (!Person::players[closest]->skeleton.free)
1237 flatvelocity2 = Person::players[closest]->velocity;
1238 if (Person::players[closest]->skeleton.free)
1239 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1240 if (!Person::players[closest]->skeleton.free)
1241 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;
1242 if (Person::players[closest]->skeleton.free)
1243 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1244 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1245 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1246 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1247 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1248 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1252 for (unsigned j = 0; j < Person::players.size(); j++) {
1253 if (int(j) != closest) {
1254 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
1255 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
1256 if (Person::players[j]->skeleton.free == 2)
1257 Person::players[j]->skeleton.free = 1;
1258 Person::players[j]->skeleton.longdead = 0;
1259 Person::players[j]->RagDoll(0);
1260 for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
1261 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
1262 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
1263 flatvelocity2 = temppos - Person::players[closest]->coords;
1264 Normalise(&flatvelocity2);
1265 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
1272 Person::players[closest]->DoDamage(10000);
1273 Person::players[closest]->RagDoll(0);
1274 Person::players[closest]->dead = 2;
1275 Person::players[closest]->coords = 20;
1276 Person::players[closest]->skeleton.free = 2;
1283 if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1284 editorenabled = !editorenabled;
1285 if (editorenabled) {
1286 Person::players[0]->damagetolerance = 100000;
1288 Person::players[0]->damagetolerance = 200;
1290 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
1291 Person::players[0]->permanentdamage = 0;
1292 Person::players[0]->superpermanentdamage = 0;
1293 Person::players[0]->bloodloss = 0;
1294 Person::players[0]->deathbleeding = 0;
1299 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
1301 if (targetlevel > numchallengelevels - 1)
1307 if (editorenabled) {
1308 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1309 int closest = findClosestPlayer();
1311 Person::players.erase(Person::players.begin() + closest);
1315 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1316 int closest = findClosestObject();
1318 Object::objects[closest]->position.y -= 500;
1322 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1323 if (Object::objects.size() < max_objects - 1) {
1325 scenecoords.x = Person::players[0]->coords.x;
1326 scenecoords.z = Person::players[0]->coords.z;
1327 scenecoords.y = Person::players[0]->coords.y - 3;
1328 if (editortype == bushtype)
1329 scenecoords.y = Person::players[0]->coords.y - .5;
1330 if (editortype == firetype)
1331 scenecoords.y = Person::players[0]->coords.y - .5;
1332 float temprotat, temprotat2;
1333 temprotat = editoryaw;
1334 temprotat2 = editorpitch;
1335 if (temprotat < 0 || editortype == bushtype)
1336 temprotat = Random() % 360;
1338 temprotat2 = Random() % 360;
1340 Object::MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
1341 if (editortype == treetrunktype)
1342 Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
1346 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1347 Person::players.push_back(shared_ptr<Person>(new Person()));
1349 Person::players.back()->id = Person::players.size() - 1;
1351 Person::players.back()->scale = Person::players[0]->scale;
1352 Person::players.back()->creature = rabbittype;
1353 Person::players.back()->howactive = editoractive;
1355 int k = abs(Random() % 2) + 1;
1357 Person::players.back()->whichskin = 0;
1358 } else if (k == 1) {
1359 Person::players.back()->whichskin = 1;
1361 Person::players.back()->whichskin = 2;
1364 Person::players.back()->skeletonLoad(true);
1366 Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
1367 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
1369 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
1370 Person::players.back()->yaw = Person::players[0]->yaw;
1372 Person::players.back()->coords = Person::players[0]->coords;
1373 Person::players.back()->oldcoords = Person::players.back()->coords;
1374 Person::players.back()->realoldcoords = Person::players.back()->coords;
1376 if (Person::players[0]->creature == wolftype) {
1377 headprop = Person::players[0]->proportionhead.x / 1.1;
1378 bodyprop = Person::players[0]->proportionbody.x / 1.1;
1379 armprop = Person::players[0]->proportionarms.x / 1.1;
1380 legprop = Person::players[0]->proportionlegs.x / 1.1;
1383 headprop = Person::players[0]->proportionhead.x / 1.2;
1384 bodyprop = Person::players[0]->proportionbody.x / 1.05;
1385 armprop = Person::players[0]->proportionarms.x / 1.00;
1386 legprop = Person::players[0]->proportionlegs.x / 1.1;
1389 if (Person::players.back()->creature == wolftype) {
1390 Person::players.back()->proportionhead = 1.1 * headprop;
1391 Person::players.back()->proportionbody = 1.1 * bodyprop;
1392 Person::players.back()->proportionarms = 1.1 * armprop;
1393 Person::players.back()->proportionlegs = 1.1 * legprop;
1396 if (Person::players.back()->creature == rabbittype) {
1397 Person::players.back()->proportionhead = 1.2 * headprop;
1398 Person::players.back()->proportionbody = 1.05 * bodyprop;
1399 Person::players.back()->proportionarms = 1.00 * armprop;
1400 Person::players.back()->proportionlegs = 1.1 * legprop;
1401 Person::players.back()->proportionlegs.y = 1.05 * legprop;
1405 Person::players.back()->proportionhead.z = 0;
1406 Person::players.back()->proportionbody.z = 0;
1407 Person::players.back()->proportionarms.z = 0;
1408 Person::players.back()->proportionlegs.z = 0;
1411 Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
1413 Person::players.back()->damagetolerance = 200;
1415 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
1416 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
1417 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
1418 Person::players.back()->armorhead = Person::players[0]->armorhead;
1419 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
1420 Person::players.back()->armorlow = Person::players[0]->armorlow;
1421 Person::players.back()->metalhead = Person::players[0]->metalhead;
1422 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
1423 Person::players.back()->metallow = Person::players[0]->metallow;
1425 Person::players.back()->immobile = Person::players[0]->immobile;
1427 Person::players.back()->numclothes = Person::players[0]->numclothes;
1428 for (int i = 0; i < Person::players.back()->numclothes; i++) {
1429 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
1430 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
1431 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
1432 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
1434 Person::players.back()->addClothes();
1436 Person::players.back()->power = Person::players[0]->power;
1437 Person::players.back()->speedmult = Person::players[0]->speedmult;
1439 Person::players.back()->loaded = true;
1442 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1443 if (Person::players.back()->numwaypoints < 90) {
1444 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
1445 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
1446 Person::players.back()->numwaypoints++;
1450 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1451 if (numpathpoints < 30) {
1452 bool connected, alreadyconnected;
1454 if (numpathpoints > 1)
1455 for (int i = 0; i < numpathpoints; i++) {
1456 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
1457 alreadyconnected = 0;
1458 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
1459 if (pathpointconnect[pathpointselected][j] == i)
1460 alreadyconnected = 1;
1462 if (!alreadyconnected) {
1463 numpathpointconnect[pathpointselected]++;
1465 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
1471 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
1472 numpathpointconnect[numpathpoints - 1] = 0;
1473 if (numpathpoints > 1 && pathpointselected != -1) {
1474 numpathpointconnect[pathpointselected]++;
1475 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
1477 pathpointselected = numpathpoints - 1;
1482 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
1483 pathpointselected++;
1484 if (pathpointselected >= numpathpoints)
1485 pathpointselected = -1;
1488 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1489 pathpointselected--;
1490 if (pathpointselected <= -2)
1491 pathpointselected = numpathpoints - 1;
1494 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1495 if (pathpointselected != -1) {
1497 pathpoint[pathpointselected] = pathpoint[numpathpoints];
1498 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
1499 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
1500 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
1502 for (int i = 0; i < numpathpoints; i++) {
1503 for (int j = 0; j < numpathpointconnect[i]; j++) {
1504 if (pathpointconnect[i][j] == pathpointselected) {
1505 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
1506 numpathpointconnect[i]--;
1508 if (pathpointconnect[i][j] == numpathpoints) {
1509 pathpointconnect[i][j] = pathpointselected;
1513 pathpointselected = numpathpoints - 1;
1517 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1519 if (editortype == treeleavestype || editortype == 10)
1522 editortype = firetype;
1525 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1527 if (editortype == treeleavestype || editortype == 10)
1529 if (editortype > firetype)
1533 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1534 editoryaw -= multiplier * 100;
1535 if (editoryaw < -.01)
1539 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1540 editoryaw += multiplier * 100;
1543 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1544 editorsize += multiplier;
1547 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1548 editorsize -= multiplier;
1549 if (editorsize < .1)
1553 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1554 mapradius -= multiplier * 10;
1557 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1558 mapradius += multiplier * 10;
1561 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1562 editorpitch += multiplier * 100;
1565 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1566 editorpitch -= multiplier * 100;
1567 if (editorpitch < -.01)
1571 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Object::objects.size() && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1572 int closest = findClosestObject();
1574 Object::DeleteObject(closest);
1580 void doJumpReversals()
1582 for (unsigned k = 0; k < Person::players.size(); k++) {
1583 for (unsigned i = k + 1; i < Person::players.size(); i++) {
1584 if (Person::players[k]->skeleton.free == 0 &&
1585 Person::players[i]->skeleton.oldfree == 0 &&
1586 (Person::players[i]->animTarget == jumpupanim ||
1587 Person::players[k]->animTarget == jumpupanim) &&
1588 (Person::players[i]->aitype == playercontrolled ||
1589 Person::players[k]->aitype == playercontrolled) &&
1590 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
1591 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
1592 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
1593 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
1594 //TODO: refactor two huge similar ifs
1595 if (Person::players[i]->animTarget == jumpupanim &&
1596 Person::players[k]->animTarget != getupfrombackanim &&
1597 Person::players[k]->animTarget != getupfromfrontanim &&
1598 Animation::animations[Person::players[k]->animTarget].height == middleheight &&
1599 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
1600 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
1601 Person::players[k]->aitype != playercontrolled)) {
1602 Person::players[i]->victim = Person::players[k];
1603 Person::players[i]->velocity = 0;
1604 Person::players[i]->animCurrent = jumpreversedanim;
1605 Person::players[i]->animTarget = jumpreversedanim;
1606 Person::players[i]->frameCurrent = 0;
1607 Person::players[i]->frameTarget = 1;
1608 Person::players[i]->targettilt2 = 0;
1609 Person::players[k]->victim = Person::players[i];
1610 Person::players[k]->velocity = 0;
1611 Person::players[k]->animCurrent = jumpreversalanim;
1612 Person::players[k]->animTarget = jumpreversalanim;
1613 Person::players[k]->frameCurrent = 0;
1614 Person::players[k]->frameTarget = 1;
1615 Person::players[k]->targettilt2 = 0;
1616 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
1617 Person::players[i]->animCurrent = rabbitkickreversedanim;
1618 Person::players[i]->animTarget = rabbitkickreversedanim;
1619 Person::players[i]->frameCurrent = 1;
1620 Person::players[i]->frameTarget = 2;
1621 Person::players[k]->animCurrent = rabbitkickreversalanim;
1622 Person::players[k]->animTarget = rabbitkickreversalanim;
1623 Person::players[k]->frameCurrent = 1;
1624 Person::players[k]->frameTarget = 2;
1626 Person::players[i]->target = 0;
1627 Person::players[k]->oldcoords = Person::players[k]->coords;
1628 Person::players[i]->coords = Person::players[k]->coords;
1629 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
1630 Person::players[k]->yaw = Person::players[i]->targetyaw;
1631 if (Person::players[k]->aitype == attacktypecutoff)
1632 Person::players[k]->stunned = .5;
1634 if (Person::players[k]->animTarget == jumpupanim &&
1635 Person::players[i]->animTarget != getupfrombackanim &&
1636 Person::players[i]->animTarget != getupfromfrontanim &&
1637 Animation::animations[Person::players[i]->animTarget].height == middleheight &&
1638 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
1639 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
1640 Person::players[i]->aitype != playercontrolled)) {
1641 Person::players[k]->victim = Person::players[i];
1642 Person::players[k]->velocity = 0;
1643 Person::players[k]->animCurrent = jumpreversedanim;
1644 Person::players[k]->animTarget = jumpreversedanim;
1645 Person::players[k]->frameCurrent = 0;
1646 Person::players[k]->frameTarget = 1;
1647 Person::players[k]->targettilt2 = 0;
1648 Person::players[i]->victim = Person::players[k];
1649 Person::players[i]->velocity = 0;
1650 Person::players[i]->animCurrent = jumpreversalanim;
1651 Person::players[i]->animTarget = jumpreversalanim;
1652 Person::players[i]->frameCurrent = 0;
1653 Person::players[i]->frameTarget = 1;
1654 Person::players[i]->targettilt2 = 0;
1655 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
1656 Person::players[k]->animTarget = rabbitkickreversedanim;
1657 Person::players[k]->animCurrent = rabbitkickreversedanim;
1658 Person::players[i]->animCurrent = rabbitkickreversalanim;
1659 Person::players[i]->animTarget = rabbitkickreversalanim;
1660 Person::players[k]->frameCurrent = 1;
1661 Person::players[k]->frameTarget = 2;
1662 Person::players[i]->frameCurrent = 1;
1663 Person::players[i]->frameTarget = 2;
1665 Person::players[k]->target = 0;
1666 Person::players[i]->oldcoords = Person::players[i]->coords;
1667 Person::players[k]->coords = Person::players[i]->coords;
1668 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
1669 Person::players[i]->yaw = Person::players[k]->targetyaw;
1670 if (Person::players[i]->aitype == attacktypecutoff)
1671 Person::players[i]->stunned = .5;
1679 void doAerialAcrobatics()
1681 static XYZ facing, flatfacing;
1682 for (unsigned k = 0; k < Person::players.size(); k++) {
1683 Person::players[k]->turnspeed = 500;
1685 if ((Person::players[k]->isRun() &&
1686 ((Person::players[k]->targetyaw != rabbitrunninganim &&
1687 Person::players[k]->targetyaw != wolfrunninganim) ||
1688 Person::players[k]->frameTarget == 4)) ||
1689 Person::players[k]->animTarget == removeknifeanim ||
1690 Person::players[k]->animTarget == crouchremoveknifeanim ||
1691 Person::players[k]->animTarget == flipanim ||
1692 Person::players[k]->animTarget == fightsidestep ||
1693 Person::players[k]->animTarget == walkanim) {
1694 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
1697 if (Person::players[k]->isStop() ||
1698 Person::players[k]->isLanding() ||
1699 Person::players[k]->animTarget == staggerbackhighanim ||
1700 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
1701 Person::players[k]->animTarget == staggerbackhardanim ||
1702 Person::players[k]->animTarget == backhandspringanim ||
1703 Person::players[k]->animTarget == dodgebackanim ||
1704 Person::players[k]->animTarget == rollanim ||
1705 (Animation::animations[Person::players[k]->animTarget].attack &&
1706 Person::players[k]->animTarget != rabbitkickanim &&
1707 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
1708 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
1709 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
1712 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
1713 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
1716 Person::players[k]->DoStuff();
1717 if (Person::players[k]->immobile && k != 0)
1718 Person::players[k]->coords = Person::players[k]->realoldcoords;
1720 //if player's position has changed (?)
1721 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
1722 !Person::players[k]->skeleton.free &&
1723 Person::players[k]->animTarget != climbanim &&
1724 Person::players[k]->animTarget != hanganim) {
1725 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
1727 bool tempcollide = 0;
1729 if (Person::players[k]->collide < -.3)
1730 Person::players[k]->collide = -.3;
1731 if (Person::players[k]->collide > 1)
1732 Person::players[k]->collide = 1;
1733 Person::players[k]->collide -= multiplier * 30;
1736 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
1738 for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
1739 unsigned int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1740 if (Object::objects[i]->type != rocktype ||
1741 Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled ||
1742 Object::objects[i]->position.y > Person::players[k]->coords.y) {
1743 lowpoint = Person::players[k]->coords;
1744 if (Person::players[k]->animTarget != jumpupanim &&
1745 Person::players[k]->animTarget != jumpdownanim &&
1746 !Person::players[k]->isFlip())
1750 if (Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
1751 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
1752 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
1753 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1754 flatfacing = lowpoint - Person::players[k]->coords;
1755 Person::players[k]->coords = lowpoint;
1756 Person::players[k]->coords.y -= 1.3;
1757 Person::players[k]->collide = 1;
1760 //TODO: refactor four similar blocks
1761 if (Person::players[k]->aitype == playercontrolled &&
1762 (Person::players[k]->animTarget == jumpupanim ||
1763 Person::players[k]->animTarget == jumpdownanim ||
1764 Person::players[k]->isFlip()) &&
1765 !Person::players[k]->jumptogglekeydown &&
1766 Person::players[k]->jumpkeydown) {
1767 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
1768 XYZ tempcoords1 = lowpoint;
1769 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1770 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1771 Person::players[k]->setTargetAnimation(walljumpleftanim);
1772 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1774 pause_sound(whooshsound);
1776 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1777 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1778 if (lowpointtarget.z < 0)
1779 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1780 Person::players[k]->targetyaw = Person::players[k]->yaw;
1781 Person::players[k]->lowyaw = Person::players[k]->yaw;
1785 lowpoint = tempcoords1;
1786 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
1787 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1788 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1789 Person::players[k]->setTargetAnimation(walljumprightanim);
1790 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1792 pause_sound(whooshsound);
1794 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1795 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1796 if (lowpointtarget.z < 0)
1797 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1798 Person::players[k]->targetyaw = Person::players[k]->yaw;
1799 Person::players[k]->lowyaw = Person::players[k]->yaw;
1803 lowpoint = tempcoords1;
1804 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
1805 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1806 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1807 Person::players[k]->setTargetAnimation(walljumpbackanim);
1808 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1810 pause_sound(whooshsound);
1812 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1813 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1814 if (lowpointtarget.z < 0)
1815 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1816 Person::players[k]->targetyaw = Person::players[k]->yaw;
1817 Person::players[k]->lowyaw = Person::players[k]->yaw;
1821 lowpoint = tempcoords1;
1822 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
1823 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1824 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1825 Person::players[k]->setTargetAnimation(walljumpfrontanim);
1826 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1828 pause_sound(whooshsound);
1830 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1831 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1832 if (lowpointtarget.z < 0)
1833 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1834 Person::players[k]->yaw += 180;
1835 Person::players[k]->targetyaw = Person::players[k]->yaw;
1836 Person::players[k]->lowyaw = Person::players[k]->yaw;
1845 } else if (Object::objects[i]->type == rocktype) {
1846 lowpoint2 = Person::players[k]->coords;
1847 lowpoint = Person::players[k]->coords;
1849 if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
1850 Person::players[k]->coords = colpoint;
1851 Person::players[k]->collide = 1;
1854 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
1855 //flipped into a rock
1856 if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7)
1857 Person::players[k]->RagDoll(0);
1859 if (Person::players[k]->animTarget == jumpupanim) {
1860 Person::players[k]->jumppower = -4;
1861 Person::players[k]->animTarget = Person::players[k]->getIdle();
1863 Person::players[k]->target = 0;
1864 Person::players[k]->frameTarget = 0;
1865 Person::players[k]->onterrain = 1;
1867 if (Person::players[k]->id == 0) {
1868 pause_sound(whooshsound);
1869 OPENAL_SetVolume(channels[whooshsound], 0);
1873 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
1874 if (Person::players[k]->isFlip())
1875 Person::players[k]->jumppower = -4;
1876 Person::players[k]->animTarget = Person::players[k]->getLanding();
1877 emit_sound_at(landsound, Person::players[k]->coords, 128.);
1879 addEnvSound(Person::players[k]->coords);
1888 for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
1889 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1890 lowpoint = Person::players[k]->coords;
1892 if (Object::objects[i]->type != rocktype)
1893 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1894 if (Person::players[k]->animTarget != jumpupanim &&
1895 Person::players[k]->animTarget != jumpdownanim &&
1896 Person::players[k]->onterrain)
1897 Person::players[k]->avoidcollided = 1;
1898 Person::players[k]->coords = lowpoint;
1899 Person::players[k]->coords.y -= 1.35;
1900 Person::players[k]->collide = 1;
1902 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
1903 (Person::players[k]->animCurrent != climbanim &&
1904 Person::players[k]->animCurrent != hanganim &&
1905 !Person::players[k]->isWallJump() ||
1906 Person::players[k]->animTarget == jumpupanim ||
1907 Person::players[k]->animTarget == jumpdownanim)) {
1908 lowpoint = Person::players[k]->coords;
1909 Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
1910 lowpoint = Person::players[k]->coords;
1914 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
1915 lowpointtarget = lowpoint + facing * 1.4;
1916 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1917 if (whichhit != -1) {
1918 lowpoint = Person::players[k]->coords;
1920 lowpointtarget = lowpoint + facing * 1.4;
1921 lowpoint2 = lowpoint;
1922 lowpointtarget2 = lowpointtarget;
1923 lowpoint3 = lowpoint;
1924 lowpointtarget3 = lowpointtarget;
1925 lowpoint4 = lowpoint;
1926 lowpointtarget4 = lowpointtarget;
1927 lowpoint5 = lowpoint;
1928 lowpointtarget5 = lowpointtarget;
1929 lowpoint6 = lowpoint;
1930 lowpointtarget6 = lowpointtarget;
1931 lowpoint7 = lowpoint;
1932 lowpointtarget7 = lowpoint;
1934 lowpointtarget2.x += .1;
1936 lowpointtarget3.z += .1;
1938 lowpointtarget4.x -= .1;
1940 lowpointtarget5.z -= .1;
1941 lowpoint6.y += 45 / 13;
1942 lowpointtarget6.y += 45 / 13;
1943 lowpointtarget6 += facing * .6;
1944 lowpointtarget7.y += 90 / 13;
1945 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1946 if (Object::objects[i]->friction > .5)
1947 if (whichhit != -1) {
1948 if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
1949 Person::players[k]->collided = 1;
1950 if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1)
1951 if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1)
1952 if (Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
1953 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
1954 Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
1955 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
1956 Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
1957 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
1958 Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
1959 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
1960 for (int j = 0; j < 45; j++) {
1961 lowpoint = Person::players[k]->coords;
1962 lowpoint.y += (float)j / 13;
1963 lowpointtarget = lowpoint + facing * 1.4;
1964 if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
1965 &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
1966 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
1968 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
1969 lowpoint = Person::players[k]->coords;
1970 lowpoint.y += (float)j / 13;
1971 lowpointtarget = lowpoint + facing * 1.3;
1972 flatfacing = Person::players[k]->coords;
1973 Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * .01;
1974 Person::players[k]->coords.y = lowpointtarget.y - .07;
1975 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
1977 if (j > 10 || !Person::players[k]->isRun()) {
1978 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
1980 pause_sound(whooshsound);
1982 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
1984 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1985 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1986 if (lowpointtarget.z < 0)
1987 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1988 Person::players[k]->targetyaw = Person::players[k]->yaw;
1989 Person::players[k]->lowyaw = Person::players[k]->yaw;
1991 //Person::players[k]->velocity=lowpointtarget*.03;
1992 Person::players[k]->velocity = 0;
1995 if (Person::players[k]->animTarget == jumpupanim) {
1996 Person::players[k]->animTarget = climbanim;
1997 Person::players[k]->jumppower = 0;
1998 Person::players[k]->jumpclimb = 1;
2000 Person::players[k]->transspeed = 6;
2001 Person::players[k]->target = 0;
2002 Person::players[k]->frameTarget = 1;
2005 Person::players[k]->setTargetAnimation(hanganim);
2006 Person::players[k]->jumppower = 0;
2018 if (Person::players[k]->collide <= 0) {
2020 if (!Person::players[k]->onterrain &&
2021 Person::players[k]->animTarget != jumpupanim &&
2022 Person::players[k]->animTarget != jumpdownanim &&
2023 Person::players[k]->animTarget != climbanim &&
2024 Person::players[k]->animTarget != hanganim &&
2025 !Person::players[k]->isWallJump() &&
2026 !Person::players[k]->isFlip()) {
2027 if (Person::players[k]->animCurrent != climbanim &&
2028 Person::players[k]->animCurrent != tempanim &&
2029 Person::players[k]->animTarget != backhandspringanim &&
2030 (Person::players[k]->animTarget != rollanim ||
2031 Person::players[k]->frameTarget < 2 ||
2032 Person::players[k]->frameTarget > 6)) {
2033 //stagger off ledge (?)
2034 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
2035 Person::players[k]->RagDoll(0);
2036 Person::players[k]->setTargetAnimation(jumpdownanim);
2039 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2042 Person::players[k]->velocity.y += gravity;
2046 Person::players[k]->realoldcoords = Person::players[k]->coords;
2052 static int randattack;
2053 static bool playerrealattackkeydown = 0;
2055 if (!Input::isKeyDown(attackkey))
2058 Person::players[0]->attackkeydown = 0;
2060 playerrealattackkeydown = 0;
2062 playerrealattackkeydown = Input::isKeyDown(attackkey);
2063 if ((Person::players[0]->parriedrecently <= 0 ||
2064 Person::players[0]->weaponactive == -1) &&
2067 Person::players[0]->lastattack != swordslashanim &&
2068 Person::players[0]->lastattack != knifeslashstartanim &&
2069 Person::players[0]->lastattack != staffhitanim &&
2070 Person::players[0]->lastattack != staffspinhitanim)))
2071 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2072 if (Input::isKeyDown(attackkey) &&
2074 !Person::players[0]->backkeydown) {
2075 for (unsigned k = 0; k < Person::players.size(); k++) {
2076 if ((Person::players[k]->animTarget == swordslashanim ||
2077 Person::players[k]->animTarget == staffhitanim ||
2078 Person::players[k]->animTarget == staffspinhitanim) &&
2079 Person::players[0]->animCurrent != dodgebackanim &&
2080 !Person::players[k]->skeleton.free)
2081 Person::players[k]->Reverse();
2085 if (!hostile || Dialog::inDialog())
2086 Person::players[0]->attackkeydown = 0;
2088 for (unsigned k = 0; k < Person::players.size(); k++) {
2089 if (Dialog::inDialog())
2090 Person::players[k]->attackkeydown = 0;
2091 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2092 if (Person::players[k]->aitype != playercontrolled)
2093 Person::players[k]->victim = Person::players[0];
2094 //attack key pressed
2095 if (Person::players[k]->attackkeydown) {
2097 if (Person::players[k]->backkeydown &&
2098 Person::players[k]->animTarget != backhandspringanim &&
2099 (Person::players[k]->isIdle() ||
2100 Person::players[k]->isStop() ||
2101 Person::players[k]->isRun() ||
2102 Person::players[k]->animTarget == walkanim)) {
2103 if (Person::players[k]->jumppower <= 1) {
2104 Person::players[k]->jumppower -= 2;
2106 for (unsigned i = 0; i < Person::players.size(); i++) {
2109 if (Person::players[i]->animTarget == swordslashanim ||
2110 Person::players[i]->animTarget == knifeslashstartanim ||
2111 Person::players[i]->animTarget == staffhitanim ||
2112 Person::players[i]->animTarget == staffspinhitanim)
2113 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2114 Person::players[k]->setTargetAnimation(dodgebackanim);
2115 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2116 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2119 if (Person::players[k]->animTarget != dodgebackanim) {
2122 Person::players[k]->setTargetAnimation(backhandspringanim);
2123 Person::players[k]->targetyaw = -yaw + 180;
2124 if (Person::players[k]->leftkeydown)
2125 Person::players[k]->targetyaw -= 45;
2126 if (Person::players[k]->rightkeydown)
2127 Person::players[k]->targetyaw += 45;
2128 Person::players[k]->yaw = Person::players[k]->targetyaw;
2129 Person::players[k]->jumppower -= 2;
2134 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2135 !Person::players[k]->backkeydown &&
2136 (Person::players[k]->isIdle() ||
2137 Person::players[k]->isRun() ||
2138 Person::players[k]->animTarget == walkanim ||
2139 Person::players[k]->animTarget == sneakanim ||
2140 Person::players[k]->isCrouch())) {
2141 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2142 //normal attacks (?)
2143 Person::players[k]->hasvictim = 0;
2144 if (Person::players.size() > 1)
2145 for (unsigned i = 0; i < Person::players.size(); i++) {
2146 if (i == k || !(k == 0 || i == 0))
2148 if (!Person::players[k]->hasvictim)
2149 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2151 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2152 if (distance < 4.5 &&
2153 !Person::players[i]->skeleton.free &&
2154 Person::players[i]->howactive < typedead1 &&
2155 Person::players[i]->animTarget != jumpreversedanim &&
2156 Person::players[i]->animTarget != rabbitkickreversedanim &&
2157 Person::players[i]->animTarget != rabbitkickanim &&
2158 Person::players[k]->animTarget != rabbitkickanim &&
2159 Person::players[i]->animTarget != getupfrombackanim &&
2160 (Person::players[i]->animTarget != staggerbackhighanim &&
2161 (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2162 Person::players[i]->animTarget != jumpdownanim &&
2163 Person::players[i]->animTarget != jumpupanim &&
2164 Person::players[i]->animTarget != getupfromfrontanim) {
2165 Person::players[k]->victim = Person::players[i];
2166 Person::players[k]->hasvictim = 1;
2167 if (Person::players[k]->aitype == playercontrolled) { //human player
2169 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2170 Person::players[k]->crouchkeydown &&
2171 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2172 Person::players[k]->animTarget = sweepanim;
2174 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2175 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2176 !Person::players[k]->forwardkeydown &&
2177 !Person::players[k]->leftkeydown &&
2178 !Person::players[k]->rightkeydown &&
2179 !Person::players[k]->crouchkeydown &&
2182 Person::players[k]->animTarget = winduppunchanim;
2184 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2185 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2186 !Person::players[k]->forwardkeydown &&
2187 !Person::players[k]->leftkeydown &&
2188 !Person::players[k]->rightkeydown &&
2189 !Person::players[k]->crouchkeydown &&
2191 Person::players[k]->animTarget = upunchanim;
2193 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2194 Person::players[i]->staggerdelay > 0 &&
2195 attackweapon == knife &&
2196 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
2197 Person::players[k]->animTarget = knifefollowanim;
2199 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2200 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2201 !Person::players[k]->forwardkeydown &&
2202 !Person::players[k]->leftkeydown &&
2203 !Person::players[k]->rightkeydown &&
2204 !Person::players[k]->crouchkeydown &&
2205 attackweapon == knife &&
2206 Person::players[k]->weaponmissdelay <= 0)
2207 Person::players[k]->animTarget = knifeslashstartanim;
2209 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2210 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2211 !Person::players[k]->crouchkeydown &&
2212 attackweapon == sword &&
2213 Person::players[k]->weaponmissdelay <= 0)
2214 Person::players[k]->animTarget = swordslashanim;
2216 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2217 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2218 !Person::players[k]->crouchkeydown &&
2219 attackweapon == staff &&
2220 Person::players[k]->weaponmissdelay <= 0 &&
2221 !Person::players[k]->leftkeydown &&
2222 !Person::players[k]->rightkeydown &&
2223 !Person::players[k]->forwardkeydown)
2224 Person::players[k]->animTarget = staffhitanim;
2226 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2227 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2228 !Person::players[k]->crouchkeydown &&
2229 attackweapon == staff &&
2230 Person::players[k]->weaponmissdelay <= 0)
2231 Person::players[k]->animTarget = staffspinhitanim;
2233 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2234 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2235 Person::players[k]->animTarget = spinkickanim;
2237 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2238 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2239 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
2240 Person::players[k]->animTarget = lowkickanim;
2241 } else { //AI player
2242 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
2243 randattack = abs(Random() % 5);
2244 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
2246 if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
2247 Person::players[k]->animTarget = sweepanim;
2249 else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2251 Person::players[k]->animTarget = upunchanim;
2253 else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
2254 Person::players[k]->animTarget = spinkickanim;
2256 else if (Animation::animations[Person::players[i]->animTarget].height == lowheight)
2257 Person::players[k]->animTarget = lowkickanim;
2261 if ((!Tutorial::active || !attackweapon) &&
2262 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2264 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2265 Person::players[k]->animTarget = sweepanim;
2267 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2268 attackweapon == knife &&
2269 Person::players[k]->weaponmissdelay <= 0)
2270 Person::players[k]->animTarget = knifeslashstartanim;
2272 else if (!(Person::players[0]->victim == Person::players[i] &&
2273 Person::players[0]->hasvictim &&
2274 Person::players[0]->animTarget == swordslashanim) &&
2275 attackweapon == sword &&
2276 Person::players[k]->weaponmissdelay <= 0)
2277 Person::players[k]->animTarget = swordslashanim;
2279 else if (!(Person::players[0]->victim == Person::players[i] &&
2280 Person::players[0]->hasvictim &&
2281 Person::players[0]->animTarget == swordslashanim) &&
2282 attackweapon == staff &&
2283 Person::players[k]->weaponmissdelay <= 0 &&
2285 Person::players[k]->animTarget = staffhitanim;
2287 else if (!(Person::players[0]->victim == Person::players[i] &&
2288 Person::players[0]->hasvictim &&
2289 Person::players[0]->animTarget == swordslashanim) &&
2290 attackweapon == staff &&
2291 Person::players[k]->weaponmissdelay <= 0 &&
2293 Person::players[k]->animTarget = staffspinhitanim;
2295 else if ((!Tutorial::active || !attackweapon) &&
2296 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2298 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2299 Person::players[k]->animTarget = spinkickanim;
2301 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2302 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2303 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
2304 Person::players[k]->animTarget = lowkickanim;
2308 //upunch becomes wolfslap
2309 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
2310 Person::players[k]->animTarget = wolfslapanim;
2313 if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
2314 Person::players[i]->howactive < typedead1 &&
2315 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2316 !Person::players[i]->skeleton.free &&
2317 Person::players[i]->animTarget != getupfrombackanim &&
2318 Person::players[i]->animTarget != getupfromfrontanim &&
2319 (Person::players[i]->surprised > 0 ||
2320 Person::players[i]->aitype == passivetype ||
2321 attackweapon && Person::players[i]->stunned > 0) &&
2322 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
2324 if (!attackweapon) {
2325 Person::players[k]->animCurrent = sneakattackanim;
2326 Person::players[k]->animTarget = sneakattackanim;
2327 Person::players[i]->animCurrent = sneakattackedanim;
2328 Person::players[i]->animTarget = sneakattackedanim;
2329 Person::players[k]->oldcoords = Person::players[k]->coords;
2330 Person::players[k]->coords = Person::players[i]->coords;
2333 if (attackweapon == knife) {
2334 Person::players[k]->animCurrent = knifesneakattackanim;
2335 Person::players[k]->animTarget = knifesneakattackanim;
2336 Person::players[i]->animCurrent = knifesneakattackedanim;
2337 Person::players[i]->animTarget = knifesneakattackedanim;
2338 Person::players[i]->oldcoords = Person::players[i]->coords;
2339 Person::players[i]->coords = Person::players[k]->coords;
2342 if (attackweapon == sword) {
2343 Person::players[k]->animCurrent = swordsneakattackanim;
2344 Person::players[k]->animTarget = swordsneakattackanim;
2345 Person::players[i]->animCurrent = swordsneakattackedanim;
2346 Person::players[i]->animTarget = swordsneakattackedanim;
2347 Person::players[i]->oldcoords = Person::players[i]->coords;
2348 Person::players[i]->coords = Person::players[k]->coords;
2350 if (attackweapon != staff) {
2351 Person::players[k]->victim = Person::players[i];
2352 Person::players[k]->hasvictim = 1;
2353 Person::players[i]->targettilt2 = 0;
2354 Person::players[i]->frameTarget = 1;
2355 Person::players[i]->frameCurrent = 0;
2356 Person::players[i]->target = 0;
2357 Person::players[i]->velocity = 0;
2358 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2359 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2360 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2361 Person::players[k]->target = Person::players[i]->target;
2362 Person::players[k]->velocity = 0;
2363 Person::players[k]->targetyaw = Person::players[i]->yaw;
2364 Person::players[k]->yaw = Person::players[i]->yaw;
2365 Person::players[i]->targetyaw = Person::players[i]->yaw;
2368 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2369 Person::players[k]->victim == Person::players[i] &&
2370 (!Person::players[i]->skeleton.free)) {
2372 Person::players[k]->frameTarget = 0;
2373 Person::players[k]->target = 0;
2375 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2376 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2377 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2378 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2379 Person::players[k]->lastattack = Person::players[k]->animTarget;
2381 if (Person::players[k]->animTarget == knifefollowanim &&
2382 Person::players[k]->victim == Person::players[i]) {
2384 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2385 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2386 Person::players[k]->victim = Person::players[i];
2387 Person::players[k]->hasvictim = 1;
2388 Person::players[i]->animTarget = knifefollowedanim;
2389 Person::players[i]->animCurrent = knifefollowedanim;
2390 Person::players[i]->targettilt2 = 0;
2391 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
2392 Person::players[i]->frameTarget = 1;
2393 Person::players[i]->frameCurrent = 0;
2394 Person::players[i]->target = 0;
2395 Person::players[i]->velocity = 0;
2396 Person::players[k]->animCurrent = knifefollowanim;
2397 Person::players[k]->animTarget = knifefollowanim;
2398 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2399 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2400 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2401 Person::players[k]->target = Person::players[i]->target;
2402 Person::players[k]->velocity = 0;
2403 Person::players[k]->oldcoords = Person::players[k]->coords;
2404 Person::players[i]->coords = Person::players[k]->coords;
2405 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2406 Person::players[i]->yaw = Person::players[k]->targetyaw;
2407 Person::players[k]->yaw = Person::players[k]->targetyaw;
2408 Person::players[i]->yaw = Person::players[k]->targetyaw;
2412 const bool hasstaff = attackweapon == staff;
2413 if (k == 0 && Person::players.size() > 1)
2414 for (unsigned i = 0; i < Person::players.size(); i++) {
2417 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
2418 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
2419 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2420 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
2421 if (Person::players[i]->skeleton.free)
2422 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
2423 (Person::players[i]->dead ||
2424 Person::players[i]->skeleton.longdead > 1000 ||
2425 Person::players[k]->isRun() ||
2428 (Person::players[i]->skeleton.longdead > 2000 ||
2429 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
2430 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
2431 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
2432 Person::players[k]->victim = Person::players[i];
2433 Person::players[k]->hasvictim = 1;
2434 if (attackweapon && !Tutorial::active) {
2436 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
2437 Person::players[k]->animTarget = crouchstabanim;
2439 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
2440 Person::players[k]->animTarget = swordgroundstabanim;
2442 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
2443 Person::players[k]->animTarget = staffgroundsmashanim;
2445 if (distance < 2.5 &&
2446 Person::players[k]->crouchkeydown &&
2447 Person::players[k]->animTarget != crouchstabanim &&
2449 Person::players[i]->dead &&
2450 Person::players[i]->skeleton.free &&
2451 Person::players[i]->skeleton.longdead > 1000) {
2452 Person::players[k]->animTarget = killanim;
2453 terrain.deleteDeadDecals();
2454 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2455 if (Object::objects[l]->model.type == decalstype) {
2456 Object::objects[l]->model.deleteDeadDecals();
2460 if (!Person::players[i]->dead || musictype != 2)
2461 if (distance < 3.5 &&
2462 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
2463 Person::players[k]->staggerdelay <= 0 &&
2464 (Person::players[i]->dead ||
2465 Person::players[i]->skeleton.longdead < 300 &&
2466 Person::players[k]->lastattack != spinkickanim &&
2467 Person::players[i]->skeleton.free) &&
2468 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
2469 Person::players[k]->animTarget = dropkickanim;
2470 terrain.deleteDeadDecals();
2471 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2472 if (Object::objects[l]->model.type == decalstype) {
2473 Object::objects[l]->model.deleteDeadDecals();
2478 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2479 Person::players[k]->victim == Person::players[i] &&
2480 (!Person::players[i]->skeleton.free ||
2481 Person::players[k]->animTarget == killanim ||
2482 Person::players[k]->animTarget == crouchstabanim ||
2483 Person::players[k]->animTarget == swordgroundstabanim ||
2484 Person::players[k]->animTarget == staffgroundsmashanim ||
2485 Person::players[k]->animTarget == dropkickanim)) {
2487 Person::players[k]->frameTarget = 0;
2488 Person::players[k]->target = 0;
2490 XYZ targetpoint = Person::players[i]->coords;
2491 if (Person::players[k]->animTarget == crouchstabanim ||
2492 Person::players[k]->animTarget == swordgroundstabanim ||
2493 Person::players[k]->animTarget == staffgroundsmashanim) {
2494 targetpoint += (Person::players[i]->jointPos(abdomen) +
2495 Person::players[i]->jointPos(neck)) /
2497 Person::players[i]->scale;
2499 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
2500 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
2502 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
2503 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
2506 if (Person::players[k]->animTarget == staffgroundsmashanim)
2507 Person::players[k]->targettilt2 += 10;
2509 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2510 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2511 Person::players[k]->lastattack = Person::players[k]->animTarget;
2513 if (Person::players[k]->animTarget == swordgroundstabanim) {
2514 Person::players[k]->targetyaw += 30;
2519 if (!Person::players[k]->hasvictim) {
2521 for (unsigned i = 0; i < Person::players.size(); i++) {
2522 if (i == k || !(i == 0 || k == 0))
2524 if (!Person::players[i]->skeleton.free) {
2525 if (Person::players[k]->hasvictim) {
2526 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
2527 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
2528 Person::players[k]->victim = Person::players[i];
2530 Person::players[k]->victim = Person::players[i];
2531 Person::players[k]->hasvictim = 1;
2536 if (Person::players[k]->aitype == playercontrolled)
2538 if (Person::players[k]->attackkeydown &&
2539 Person::players[k]->isRun() &&
2540 Person::players[k]->wasRun() &&
2541 ((Person::players[k]->hasvictim &&
2542 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
2543 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
2544 !Person::players[k]->victim->skeleton.free &&
2545 Person::players[k]->victim->animTarget != getupfrombackanim &&
2546 Person::players[k]->victim->animTarget != getupfromfrontanim &&
2547 Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
2548 Person::players[k]->aitype != playercontrolled && //wat???
2549 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
2550 Person::players[k]->rabbitkickenabled) ||
2551 Person::players[k]->jumpkeydown)) {
2553 Person::players[k]->setTargetAnimation(rabbitkickanim);
2556 if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
2558 switch (attackweapon) {
2579 void doPlayerCollisions()
2581 static XYZ rotatetarget;
2582 static float collisionradius;
2583 if (Person::players.size() > 1)
2584 for (unsigned k = 0; k < Person::players.size(); k++)
2585 for (unsigned i = k + 1; i < Person::players.size(); i++) {
2586 //neither player is part of a reversal
2587 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
2588 Animation::animations[Person::players[i]->animTarget].attack != reversal &&
2589 Animation::animations[Person::players[k]->animTarget].attack != reversed &&
2590 Animation::animations[Person::players[k]->animTarget].attack != reversal) ||
2592 if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
2593 Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
2594 Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
2595 Animation::animations[Person::players[k]->animCurrent].attack != reversal) ||
2597 //neither is sleeping
2598 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
2599 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
2600 //in same patch, neither is climbing
2601 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
2602 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
2603 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
2604 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
2605 Person::players[i]->animTarget != climbanim &&
2606 Person::players[i]->animTarget != hanganim &&
2607 Person::players[k]->animTarget != climbanim &&
2608 Person::players[k]->animTarget != hanganim)
2609 //players are close (bounding box test)
2610 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
2611 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
2612 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
2613 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
2614 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
2615 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
2616 //spread fire from player to player
2617 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2618 if (Person::players[i]->onfire || Person::players[k]->onfire) {
2619 if (!Person::players[i]->onfire)
2620 Person::players[i]->CatchFire();
2621 if (!Person::players[k]->onfire)
2622 Person::players[k]->CatchFire();
2626 XYZ tempcoords1 = Person::players[i]->coords;
2627 XYZ tempcoords2 = Person::players[k]->coords;
2628 if (!Person::players[i]->skeleton.oldfree)
2629 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
2630 if (!Person::players[k]->skeleton.oldfree)
2631 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
2632 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2633 if (Person::players[0]->hasvictim)
2634 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
2635 collisionradius = 3;
2636 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
2637 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
2638 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
2639 //jump down on a dead body
2640 if (k == 0 || i == 0) {
2642 if (Person::players[0]->animTarget == jumpdownanim &&
2643 !Person::players[0]->skeleton.oldfree &&
2644 !Person::players[0]->skeleton.free &&
2645 Person::players[l]->skeleton.oldfree &&
2646 Person::players[l]->skeleton.free &&
2647 Person::players[l]->dead &&
2648 Person::players[0]->lastcollide <= 0 &&
2649 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
2650 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
2651 Person::players[0]->coords.y = Person::players[l]->coords.y;
2652 Person::players[l]->velocity = Person::players[0]->velocity;
2653 Person::players[l]->skeleton.free = 0;
2654 Person::players[l]->yaw = 0;
2655 Person::players[l]->RagDoll(0);
2656 Person::players[l]->DoDamage(20);
2658 Person::players[l]->skeleton.longdead = 0;
2659 Person::players[0]->lastcollide = 1;
2663 if ((Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
2664 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
2665 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
2666 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
2667 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
2668 Person::players[i]->skeleton.free) &&
2669 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
2670 Person::players[k]->skeleton.free))
2671 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
2672 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
2673 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
2675 k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
2676 /*i!=0&&*/ Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
2677 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
2678 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
2679 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
2681 if ((i != 0 || Person::players[i]->skeleton.free) &&
2682 (k != 0 || Person::players[k]->skeleton.free) ||
2683 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
2684 Animation::animations[Person::players[k]->animTarget].height == highheight)) {
2685 if (!Tutorial::active) {
2686 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
2689 Person::players[i]->RagDoll(0);
2690 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
2691 award_bonus(0, aimbonus);
2693 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
2694 Person::players[k]->RagDoll(0);
2695 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
2696 award_bonus(0, aimbonus); // Huh, again?
2698 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
2700 for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
2701 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
2703 for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
2704 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
2708 if ((Animation::animations[Person::players[i]->animTarget].attack == neutral ||
2709 Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
2710 (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
2711 Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
2713 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
2714 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2715 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
2716 Normalise(&rotatetarget);
2717 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
2718 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2719 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2720 if (Person::players[k]->howactive == typeactive || hostile)
2721 if (Person::players[k]->isIdle()) {
2722 if (Person::players[k]->howactive < typesleeping)
2723 Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
2724 else if (Person::players[k]->howactive == typesleeping)
2725 Person::players[k]->setTargetAnimation(getupfromfrontanim);
2727 Person::players[k]->howactive = typeactive;
2729 if (Person::players[i]->howactive == typeactive || hostile)
2730 if (Person::players[i]->isIdle()) {
2731 if (Person::players[i]->howactive < typesleeping)
2732 Person::players[i]->setTargetAnimation(Person::players[k]->getStop());
2734 Person::players[i]->setTargetAnimation(getupfromfrontanim);
2736 Person::players[i]->howactive = typeactive;
2739 //jump down on player
2741 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
2742 !Person::players[i]->isCrouch() &&
2743 Person::players[i]->animTarget != rollanim &&
2744 !Person::players[k]->skeleton.oldfree && !Person::players[k]->skeleton.free &&
2745 Person::players[k]->lastcollide <= 0 &&
2746 Person::players[k]->velocity.y < -10) {
2747 Person::players[i]->velocity = Person::players[k]->velocity;
2748 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
2749 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
2750 Person::players[i]->DoDamage(20);
2751 Person::players[i]->RagDoll(0);
2752 Person::players[k]->lastcollide = 1;
2753 award_bonus(k, AboveBonus);
2755 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
2756 !Person::players[k]->isCrouch() &&
2757 Person::players[k]->animTarget != rollanim &&
2758 !Person::players[i]->skeleton.oldfree &&
2759 !Person::players[i]->skeleton.free &&
2760 Person::players[i]->lastcollide <= 0 &&
2761 Person::players[i]->velocity.y < -10) {
2762 Person::players[k]->velocity = Person::players[i]->velocity;
2763 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
2764 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
2765 Person::players[k]->DoDamage(20);
2766 Person::players[k]->RagDoll(0);
2767 Person::players[i]->lastcollide = 1;
2768 award_bonus(i, AboveBonus);
2774 Person::players[i]->CheckKick();
2775 Person::players[k]->CheckKick();
2783 static XYZ facing, flatfacing;
2788 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
2789 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
2790 stereoreverse = true;
2792 stereoreverse = false;
2795 printf("Stereo reversed\n");
2797 printf("Stereo unreversed\n");
2800 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
2801 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
2802 stereoseparation -= 0.001;
2804 stereoseparation -= 0.010;
2805 printf("Stereo decreased increased to %f\n", stereoseparation);
2808 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
2809 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
2810 stereoseparation += 0.001;
2812 stereoseparation += 0.010;
2813 printf("Stereo separation increased to %f\n", stereoseparation);
2816 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && Tutorial::active) {
2817 if (Tutorial::stage != 51) {
2818 Tutorial::stagetime = Tutorial::maxtime;
2820 emit_sound_np(consolefailsound, 128.);
2824 Values of mainmenu :
2826 2 Menu pause (resume/end game)
2828 4 Controls configuration menu
2829 5 Main game menu (choose level or challenge)
2830 6 Deleting user menu
2831 7 User managment menu (select/add)
2832 8 Choose difficulty menu
2833 9 Challenge level selection menu
2834 10 End of the campaign congratulation (is that really a menu?)
2835 11 Same that 9 ??? => unused
2836 18 stereo configuration
2841 if (mainmenu && endgame == 1)
2843 //go to level select after completing a campaign level
2844 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
2851 OPENAL_SetFrequency(OPENAL_ALL);
2852 emit_stream_np(stream_menutheme);
2853 pause_sound(leveltheme);
2857 //escape key pressed
2858 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
2859 (gameon || mainmenu == 0)) {
2861 if (mainmenu == 0 && !winfreeze)
2862 mainmenu = 2; //pause
2863 else if (mainmenu == 1 || mainmenu == 2) {
2864 mainmenu = 0; //unpause
2867 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
2868 OPENAL_SetFrequency(OPENAL_ALL);
2869 emit_stream_np(stream_menutheme);
2870 pause_sound(leveltheme);
2872 //on resume, play level music
2874 pause_sound(stream_menutheme);
2875 resume_stream(leveltheme);
2886 hostiletime += multiplier;
2890 leveltime += multiplier;
2893 if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && devtools) {
2896 OPENAL_SetFrequency(OPENAL_ALL);
2900 if (Input::isKeyPressed(consolekey) && devtools) {
2903 OPENAL_SetFrequency(OPENAL_ALL);
2912 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
2913 inputText(consoletext[0], &consoleselected);
2915 if (!consoletext[0].empty()) {
2916 cmd_dispatch(consoletext[0]);
2917 for (int k = 14; k >= 1; k--) {
2918 consoletext[k] = consoletext[k - 1];
2920 consoletext[0].clear();
2921 consoleselected = 0;
2925 consoleblinkdelay -= multiplier;
2926 if (consoleblinkdelay <= 0) {
2927 consoleblinkdelay = .3;
2928 consoleblink = !consoleblink;
2932 static int oldwinfreeze;
2933 if (winfreeze && !oldwinfreeze) {
2934 OPENAL_SetFrequency(OPENAL_ALL);
2935 emit_sound_np(consolesuccesssound);
2938 oldwinfreeze = winfreeze;
2942 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
2945 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
2949 } else if (winfreeze) {
2955 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
2958 static float talkdelay = 0;
2960 if (Dialog::inDialog())
2962 talkdelay -= multiplier;
2964 if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
2965 for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
2966 Dialog::dialogs[i].tick(i);
2970 windvar += multiplier;
2971 smoketex += multiplier;
2972 Tutorial::stagetime += multiplier;
2975 static float hotspotvisual[40];
2976 if (Hotspot::hotspots.size()) {
2978 if (editorenabled) {
2979 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
2980 hotspotvisual[i] -= multiplier / 320;
2984 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
2985 while (hotspotvisual[i] < 0) {
2987 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
2988 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
2989 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
2990 hotspotsprite += Hotspot::hotspots[i].position;
2991 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
2992 hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
2996 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
2997 if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
2998 Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
3004 if (Tutorial::active) {
3005 Tutorial::Do(multiplier);
3009 if (!Tutorial::active) {
3010 if (bonustime == 0 &&
3011 bonus != solidhit &&
3012 bonus != spinecrusher &&
3013 bonus != tracheotomy &&
3014 bonus != backstab &&
3016 emit_sound_np(consolesuccesssound);
3018 } else if (bonustime == 0) {
3019 emit_sound_np(fireendsound);
3021 if (bonustime == 0) {
3022 if (bonus != solidhit &&
3023 bonus != twoxcombo &&
3024 bonus != threexcombo &&
3025 bonus != fourxcombo &&
3029 bonusnum[bonus] += 0.15;
3030 if (Tutorial::active)
3032 bonusvalue /= bonusnum[bonus];
3033 bonustotal += bonusvalue;
3035 bonustime += multiplier;
3038 if (environment == snowyenvironment) {
3039 precipdelay -= multiplier;
3040 while (precipdelay < 0) {
3044 XYZ footvel, footpoint;
3047 footpoint = viewer + viewerfacing * 6;
3048 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
3049 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
3050 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
3051 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
3055 doAerialAcrobatics();
3057 static XYZ oldviewer;
3060 if (!Dialog::inDialog()) {
3061 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
3062 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
3063 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
3064 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
3065 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
3066 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
3067 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
3068 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
3070 Person::players[0]->forwardkeydown = 0;
3071 Person::players[0]->leftkeydown = 0;
3072 Person::players[0]->backkeydown = 0;
3073 Person::players[0]->rightkeydown = 0;
3074 Person::players[0]->jumpkeydown = 0;
3075 Person::players[0]->crouchkeydown = 0;
3076 Person::players[0]->drawkeydown = 0;
3077 Person::players[0]->throwkeydown = 0;
3080 if (!Person::players[0]->jumpkeydown)
3081 Person::players[0]->jumpclimb = 0;
3083 if (Dialog::inDialog()) {
3085 if (Dialog::directing) {
3089 facing = DoRotation(facing, -pitch, 0, 0);
3090 facing = DoRotation(facing, 0, 0 - yaw, 0);
3095 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
3097 if (Input::isKeyDown(forwardkey))
3098 viewer += facing * multiplier * 4;
3099 if (Input::isKeyDown(backkey))
3100 viewer -= facing * multiplier * 4;
3101 if (Input::isKeyDown(leftkey))
3102 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
3103 if (Input::isKeyDown(rightkey))
3104 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
3105 if (Input::isKeyDown(jumpkey))
3106 viewer.y += multiplier * 4;
3107 if (Input::isKeyDown(crouchkey))
3108 viewer.y -= multiplier * 4;
3109 if (Input::isKeyPressed(SDL_SCANCODE_1) ||
3110 Input::isKeyPressed(SDL_SCANCODE_2) ||
3111 Input::isKeyPressed(SDL_SCANCODE_3) ||
3112 Input::isKeyPressed(SDL_SCANCODE_4) ||
3113 Input::isKeyPressed(SDL_SCANCODE_5) ||
3114 Input::isKeyPressed(SDL_SCANCODE_6) ||
3115 Input::isKeyPressed(SDL_SCANCODE_7) ||
3116 Input::isKeyPressed(SDL_SCANCODE_8) ||
3117 Input::isKeyPressed(SDL_SCANCODE_9) ||
3118 Input::isKeyPressed(SDL_SCANCODE_0) ||
3119 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3121 if (Input::isKeyPressed(SDL_SCANCODE_1))
3123 if (Input::isKeyPressed(SDL_SCANCODE_2))
3125 if (Input::isKeyPressed(SDL_SCANCODE_3))
3127 if (Input::isKeyPressed(SDL_SCANCODE_4))
3129 if (Input::isKeyPressed(SDL_SCANCODE_5))
3131 if (Input::isKeyPressed(SDL_SCANCODE_6))
3133 if (Input::isKeyPressed(SDL_SCANCODE_7))
3135 if (Input::isKeyPressed(SDL_SCANCODE_8))
3137 if (Input::isKeyPressed(SDL_SCANCODE_9))
3139 if (Input::isKeyPressed(SDL_SCANCODE_0))
3141 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
3143 if (whichend != -1) {
3144 Dialog::currentScene().participantfocus = whichend;
3145 Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
3146 Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
3148 if (whichend == -1) {
3149 Dialog::currentScene().participantfocus = -1;
3151 /* FIXME: potentially accessing -1 in Person::players! */
3152 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
3153 Dialog::indialogue = -1;
3154 Dialog::directing = false;
3157 Dialog::currentScene().camera = viewer;
3158 Dialog::currentScene().camerayaw = yaw;
3159 Dialog::currentScene().camerapitch = pitch;
3160 Dialog::indialogue++;
3161 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3162 if (Dialog::currentScene().sound != 0) {
3163 playdialoguescenesound();
3167 for (unsigned j = 0; j < Person::players.size(); j++) {
3168 Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
3171 //TODO: should these be KeyDown or KeyPressed?
3172 if (Input::isKeyDown(SDL_SCANCODE_KP_1) ||
3173 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
3174 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
3175 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
3176 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
3177 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
3178 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
3179 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
3180 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
3181 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3183 if (Input::isKeyDown(SDL_SCANCODE_KP_1))
3185 if (Input::isKeyDown(SDL_SCANCODE_KP_2))
3187 if (Input::isKeyDown(SDL_SCANCODE_KP_3))
3189 if (Input::isKeyDown(SDL_SCANCODE_KP_4))
3191 if (Input::isKeyDown(SDL_SCANCODE_KP_5))
3193 if (Input::isKeyDown(SDL_SCANCODE_KP_6))
3195 if (Input::isKeyDown(SDL_SCANCODE_KP_7))
3197 if (Input::isKeyDown(SDL_SCANCODE_KP_8))
3199 if (Input::isKeyDown(SDL_SCANCODE_KP_9))
3201 if (Input::isKeyDown(SDL_SCANCODE_KP_0))
3203 Dialog::currentScene().participantfacing[whichend] = facing;
3205 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3206 Dialog::indialogue = -1;
3207 Dialog::directing = false;
3211 if (!Dialog::directing) {
3212 pause_sound(whooshsound);
3213 viewer = Dialog::currentScene().camera;
3214 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
3215 yaw = Dialog::currentScene().camerayaw;
3216 pitch = Dialog::currentScene().camerapitch;
3217 if (Dialog::dialoguetime > 0.5) {
3218 if (Input::isKeyPressed(attackkey)) {
3219 Dialog::indialogue++;
3220 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3221 if (Dialog::currentScene().sound != 0) {
3222 playdialoguescenesound();
3223 if (Dialog::currentScene().sound == -5) {
3224 Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
3226 if (Dialog::currentScene().sound == -6) {
3230 if (Person::players.at(Dialog::currentScene().participantfocus)->dead) {
3231 Dialog::indialogue = -1;
3232 Dialog::directing = false;
3239 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3240 Dialog::indialogue = -1;
3241 Dialog::directing = false;
3243 if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
3246 if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
3249 if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
3251 for (unsigned i = 1; i < Person::players.size(); i++) {
3252 Person::players[i]->aitype = attacktypecutoff;
3259 if (!Person::players[0]->jumpkeydown) {
3260 Person::players[0]->jumptogglekeydown = 0;
3262 if (Person::players[0]->jumpkeydown &&
3263 Person::players[0]->animTarget != jumpupanim &&
3264 Person::players[0]->animTarget != jumpdownanim &&
3265 !Person::players[0]->isFlip())
3266 Person::players[0]->jumptogglekeydown = 1;
3268 Dialog::dialoguetime += multiplier;
3269 hawkyaw += multiplier * 25;
3271 realhawkcoords.x = 25;
3272 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
3273 hawkcalldelay -= multiplier / 2;
3275 if (hawkcalldelay <= 0) {
3276 emit_sound_at(hawksound, realhawkcoords);
3278 hawkcalldelay = 16 + abs(Random() % 8);
3285 doPlayerCollisions();
3289 for (unsigned k = 0; k < Person::players.size(); k++)
3290 if (k != 0 && Person::players[k]->immobile)
3291 Person::players[k]->coords = Person::players[k]->realoldcoords;
3293 for (unsigned k = 0; k < Person::players.size(); k++) {
3294 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3295 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3296 Person::players[k]->DoDamage(1000);
3302 static bool respawnkeydown;
3303 if (!editorenabled &&
3304 (whichlevel != -2 &&
3305 (Input::isKeyDown(SDL_SCANCODE_Z) &&
3306 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
3308 (Input::isKeyDown(jumpkey) &&
3311 Person::players[0]->dead))) {
3312 targetlevel = whichlevel;
3316 respawnkeydown = Input::isKeyDown(jumpkey);
3318 static bool movekey;
3321 for (unsigned i = 0; i < Person::players.size(); i++) {
3322 static float oldtargetyaw;
3323 if (!Person::players[i]->skeleton.free) {
3324 oldtargetyaw = Person::players[i]->targetyaw;
3325 if (i == 0 && !Dialog::inDialog()) {
3326 //TODO: refactor repetitive code
3327 if (!Animation::animations[Person::players[0]->animTarget].attack &&
3328 Person::players[0]->animTarget != staggerbackhighanim &&
3329 Person::players[0]->animTarget != staggerbackhardanim &&
3330 Person::players[0]->animTarget != crouchremoveknifeanim &&
3331 Person::players[0]->animTarget != removeknifeanim &&
3332 Person::players[0]->animTarget != backhandspringanim &&
3333 Person::players[0]->animTarget != dodgebackanim &&
3334 Person::players[0]->animTarget != walljumprightkickanim &&
3335 Person::players[0]->animTarget != walljumpleftkickanim) {
3337 Person::players[0]->targetyaw = 0;
3339 Person::players[0]->targetyaw = -yaw + 180;
3345 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3347 facing = flatfacing;
3349 facing = DoRotation(facing, -pitch, 0, 0);
3350 facing = DoRotation(facing, 0, 0 - yaw, 0);
3353 Person::players[0]->lookyaw = -yaw;
3355 Person::players[i]->targetheadyaw = yaw;
3356 Person::players[i]->targetheadpitch = pitch;
3358 if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
3359 if (!Animation::animations[Person::players[i]->animTarget].attack &&
3360 Person::players[i]->animTarget != staggerbackhighanim &&
3361 Person::players[i]->animTarget != staggerbackhardanim &&
3362 Person::players[i]->animTarget != crouchremoveknifeanim &&
3363 Person::players[i]->animTarget != removeknifeanim &&
3364 Person::players[i]->animTarget != backhandspringanim &&
3365 Person::players[i]->animTarget != dodgebackanim &&
3366 Person::players[i]->animTarget != walljumprightkickanim &&
3367 Person::players[i]->animTarget != walljumpleftkickanim) {
3368 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
3374 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3376 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
3377 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
3379 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
3380 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
3382 if (Dialog::inDialog()) {
3383 Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
3384 Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
3390 Person::players[i]->avoidsomething = 0;
3392 //avoid flaming things
3393 for (unsigned int j = 0; j < Object::objects.size(); j++)
3394 if (Object::objects[j]->onfire)
3395 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200)
3396 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3397 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3398 Person::players[i]->collided = 0;
3399 Person::players[i]->avoidcollided = 1;
3400 if (Person::players[i]->avoidsomething == 0 ||
3401 distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3402 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3403 Person::players[i]->avoidwhere = Object::objects[j]->position;
3404 Person::players[i]->avoidsomething = 1;
3408 //avoid flaming players
3409 for (unsigned j = 0; j < Person::players.size(); j++)
3410 if (Person::players[j]->onfire)
3411 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
3412 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3413 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3414 Person::players[i]->collided = 0;
3415 Person::players[i]->avoidcollided = 1;
3416 if (Person::players[i]->avoidsomething == 0 ||
3417 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3418 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3419 Person::players[i]->avoidwhere = Person::players[j]->coords;
3420 Person::players[i]->avoidsomething = 1;
3424 if (Person::players[i]->collided > .8)
3425 Person::players[i]->avoidcollided = 0;
3427 Person::players[i]->doAI();
3429 if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
3430 //Person::players[i]->targetyaw=Person::players[i]->yaw;
3431 Person::players[i]->forwardkeydown = 0;
3432 Person::players[i]->leftkeydown = 0;
3433 Person::players[i]->backkeydown = 0;
3434 Person::players[i]->rightkeydown = 0;
3435 Person::players[i]->jumpkeydown = 0;
3436 Person::players[i]->attackkeydown = 0;
3437 //Person::players[i]->crouchkeydown=0;
3438 Person::players[i]->throwkeydown = 0;
3441 if (Dialog::inDialog()) {
3442 Person::players[i]->forwardkeydown = 0;
3443 Person::players[i]->leftkeydown = 0;
3444 Person::players[i]->backkeydown = 0;
3445 Person::players[i]->rightkeydown = 0;
3446 Person::players[i]->jumpkeydown = 0;
3447 Person::players[i]->crouchkeydown = 0;
3448 Person::players[i]->drawkeydown = 0;
3449 Person::players[i]->throwkeydown = 0;
3452 if (Person::players[i]->collided < -.3)
3453 Person::players[i]->collided = -.3;
3454 if (Person::players[i]->collided > 1)
3455 Person::players[i]->collided = 1;
3456 Person::players[i]->collided -= multiplier * 4;
3457 Person::players[i]->whichdirectiondelay -= multiplier;
3458 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
3459 Person::players[i]->avoidcollided = -.3;
3460 Person::players[i]->whichdirection = abs(Random() % 2);
3461 Person::players[i]->whichdirectiondelay = .4;
3463 if (Person::players[i]->avoidcollided > 1)
3464 Person::players[i]->avoidcollided = 1;
3465 Person::players[i]->avoidcollided -= multiplier / 4;
3466 if (!Person::players[i]->skeleton.free) {
3467 Person::players[i]->stunned -= multiplier;
3468 Person::players[i]->surprised -= multiplier;
3470 if (i != 0 && Person::players[i]->surprised <= 0 &&
3471 Person::players[i]->aitype == attacktypecutoff &&
3472 !Person::players[i]->dead &&
3473 !Person::players[i]->skeleton.free &&
3474 Animation::animations[Person::players[i]->animTarget].attack == neutral)
3477 if (!Person::players[i]->throwkeydown)
3478 Person::players[i]->throwtogglekeydown = 0;
3481 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
3482 if (Person::players[i]->weaponactive == -1 &&
3483 Person::players[i]->num_weapons < 2 &&
3484 (Person::players[i]->isIdle() ||
3485 Person::players[i]->isCrouch() ||
3486 Person::players[i]->animTarget == sneakanim ||
3487 Person::players[i]->animTarget == rollanim ||
3488 Person::players[i]->animTarget == backhandspringanim ||
3489 Person::players[i]->isFlip() ||
3490 Person::players[i]->aitype != playercontrolled)) {
3491 for (unsigned j = 0; j < weapons.size(); j++) {
3492 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3493 Person::players[i]->aitype == playercontrolled) &&
3494 weapons[j].owner == -1 &&
3495 Person::players[i]->weaponactive == -1)
3496 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
3497 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
3498 if (Person::players[i]->isCrouch() ||
3499 Person::players[i]->animTarget == sneakanim ||
3500 Person::players[i]->isRun() ||
3501 Person::players[i]->isIdle() ||
3502 Person::players[i]->aitype != playercontrolled) {
3503 Person::players[i]->throwtogglekeydown = 1;
3504 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3505 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3506 Person::players[i]->hasvictim = 0;
3508 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3509 Person::players[i]->throwtogglekeydown = 1;
3510 Person::players[i]->hasvictim = 0;
3512 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3513 Person::players[i]->aitype == playercontrolled) &&
3514 weapons[j].owner == -1 ||
3515 Person::players[i]->victim &&
3516 weapons[j].owner == int(Person::players[i]->victim->id))
3517 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
3518 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
3519 if (weapons[j].getType() != staff)
3520 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3522 Person::players[i]->takeWeapon(j);
3525 } else if ((Person::players[i]->isIdle() ||
3526 Person::players[i]->isFlip() ||
3527 Person::players[i]->aitype != playercontrolled) &&
3528 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
3529 Person::players[i]->coords.y < weapons[j].position.y) {
3530 if (!Person::players[i]->isFlip()) {
3531 Person::players[i]->throwtogglekeydown = 1;
3532 Person::players[i]->setTargetAnimation(removeknifeanim);
3533 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3535 if (Person::players[i]->isFlip()) {
3536 Person::players[i]->throwtogglekeydown = 1;
3537 Person::players[i]->hasvictim = 0;
3539 for (unsigned k = 0; k < weapons.size(); k++) {
3540 if (Person::players[i]->weaponactive == -1)
3541 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
3542 Person::players[i]->aitype == playercontrolled) &&
3543 weapons[k].owner == -1 ||
3544 Person::players[i]->victim &&
3545 weapons[k].owner == int(Person::players[i]->victim->id))
3546 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
3547 Person::players[i]->weaponactive == -1) {
3548 if (weapons[k].getType() != staff)
3549 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3551 Person::players[i]->takeWeapon(k);
3558 if (Person::players[i]->isCrouch() ||
3559 Person::players[i]->animTarget == sneakanim ||
3560 Person::players[i]->isRun() ||
3561 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
3562 Person::players[i]->animTarget == backhandspringanim) {
3563 if (Person::players.size() > 1)
3564 for (unsigned j = 0; j < Person::players.size(); j++) {
3565 if (Person::players[i]->weaponactive == -1)
3567 if (Person::players[j]->num_weapons &&
3568 Person::players[j]->skeleton.free &&
3569 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2 /*&&Person::players[j]->dead*/ &&
3570 (((Person::players[j]->skeleton.forward.y < 0 &&
3571 Person::players[j]->weaponstuckwhere == 0) ||
3572 (Person::players[j]->skeleton.forward.y > 0 &&
3573 Person::players[j]->weaponstuckwhere == 1)) ||
3574 Person::players[j]->weaponstuck == -1 ||
3575 Person::players[j]->num_weapons > 1)) {
3576 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
3577 Person::players[i]->throwtogglekeydown = 1;
3578 Person::players[i]->victim = Person::players[j];
3579 Person::players[i]->hasvictim = 1;
3580 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3581 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3583 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3584 Person::players[i]->throwtogglekeydown = 1;
3585 Person::players[i]->victim = Person::players[j];
3586 Person::players[i]->hasvictim = 1;
3587 int k = Person::players[j]->weaponids[0];
3588 if (Person::players[i]->hasvictim) {
3591 if (Person::players[i]->victim->weaponstuck != -1) {
3592 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3597 if (weapons[k].getType() != staff)
3598 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3601 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
3603 if (weapons[k].owner != -1) {
3604 if (Person::players[i]->victim->num_weapons == 1)
3605 Person::players[i]->victim->num_weapons = 0;
3607 Person::players[i]->victim->num_weapons = 1;
3609 Person::players[i]->victim->skeleton.longdead = 0;
3610 Person::players[i]->victim->skeleton.free = 1;
3611 Person::players[i]->victim->skeleton.broken = 0;
3613 for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
3614 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
3615 Person::players[i]->victim->skeleton.joints[l].locked = 0;
3621 Normalise(&relative);
3622 XYZ footvel, footpoint;
3624 footpoint = weapons[k].position;
3625 if (Person::players[i]->victim->weaponstuck != -1) {
3626 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3628 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
3629 weapons[k].bloody = 2;
3630 weapons[k].blooddrip = 5;
3631 Person::players[i]->victim->weaponstuck = -1;
3632 Person::players[i]->victim->bloodloss += 2000;
3633 Person::players[i]->victim->DoDamage(2000);
3636 if (Person::players[i]->victim->num_weapons > 0) {
3637 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
3638 Person::players[i]->victim->weaponstuck = 0;
3639 if (Person::players[i]->victim->weaponids[0] == k)
3640 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
3643 Person::players[i]->victim->weaponactive = -1;
3645 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
3646 Person::players[i]->victim->jointVel(neck) += relative * 6;
3647 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
3648 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
3650 Person::players[i]->takeWeapon(k);
3657 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3658 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3659 if (Person::players[i]->isIdle() ||
3660 Person::players[i]->isRun() ||
3661 Person::players[i]->isCrouch() ||
3662 Person::players[i]->animTarget == sneakanim ||
3663 Person::players[i]->isFlip())
3664 if (Person::players.size() > 1)
3665 for (unsigned j = 0; j < Person::players.size(); j++) {
3667 if (!Tutorial::active || Tutorial::stage == 49)
3669 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
3670 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
3671 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
3672 !Person::players[j]->skeleton.free &&
3673 -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)) {
3674 if (!Person::players[i]->isFlip()) {
3675 Person::players[i]->throwtogglekeydown = 1;
3676 Person::players[i]->victim = Person::players[j];
3677 Person::players[i]->setTargetAnimation(knifethrowanim);
3678 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3679 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
3681 if (Person::players[i]->isFlip()) {
3682 if (Person::players[i]->weaponactive != -1) {
3683 Person::players[i]->throwtogglekeydown = 1;
3684 Person::players[i]->victim = Person::players[j];
3686 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);
3689 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
3691 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
3692 Person::players[i]->num_weapons--;
3693 if (Person::players[i]->num_weapons) {
3694 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3696 Person::players[i]->weaponactive = -1;
3703 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3704 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
3705 Person::players[i]->throwtogglekeydown = 1;
3706 XYZ tempVelocity = Person::players[i]->velocity * .2;
3707 if (tempVelocity.x == 0)
3708 tempVelocity.x = .1;
3709 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
3710 Person::players[i]->num_weapons--;
3711 if (Person::players[i]->num_weapons) {
3712 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3713 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
3714 Person::players[i]->weaponstuck = 0;
3717 Person::players[i]->weaponactive = -1;
3718 for (unsigned j = 0; j < Person::players.size(); j++) {
3719 Person::players[j]->wentforweapon = 0;
3726 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
3727 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
3728 (Person::players[i]->num_weapons == 2) &&
3729 (Person::players[i]->weaponactive == -1) &&
3730 Person::players[i]->isIdle() ||
3731 Person::players[0]->dead &&
3732 (Person::players[i]->weaponactive != -1) &&
3735 if (Person::players[i]->weaponactive != -1)
3736 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
3738 if (isgood && Person::players[i]->creature != wolftype) {
3739 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3740 Person::players[i]->setTargetAnimation(drawrightanim);
3741 Person::players[i]->drawtogglekeydown = 1;
3743 if ((Person::players[i]->isIdle() ||
3744 (Person::players[i]->aitype != playercontrolled &&
3745 Person::players[0]->weaponactive != -1 &&
3746 Person::players[i]->isRun())) &&
3747 Person::players[i]->num_weapons &&
3748 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
3749 Person::players[i]->setTargetAnimation(drawleftanim);
3750 Person::players[i]->drawtogglekeydown = 1;
3752 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3753 Person::players[i]->setTargetAnimation(crouchdrawrightanim);
3754 Person::players[i]->drawtogglekeydown = 1;
3761 if (Person::players[i]->weaponactive != -1) {
3762 if (Person::players[i]->isCrouch() &&
3763 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
3765 Person::players[i]->onterrain &&
3766 Person::players[i]->num_weapons &&
3767 Person::players[i]->attackkeydown &&
3768 musictype != stream_fighttheme) {
3769 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
3770 Person::players[i]->setTargetAnimation(crouchstabanim);
3771 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
3772 Person::players[i]->setTargetAnimation(swordgroundstabanim);
3773 Person::players[i]->hasvictim = 0;
3777 if (!Person::players[i]->drawkeydown)
3778 Person::players[i]->drawtogglekeydown = 0;
3783 absflatfacing.z = -1;
3785 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
3787 absflatfacing = flatfacing;
3789 if (Dialog::inDialog()) {
3790 Person::players[i]->forwardkeydown = 0;
3791 Person::players[i]->leftkeydown = 0;
3792 Person::players[i]->backkeydown = 0;
3793 Person::players[i]->rightkeydown = 0;
3794 Person::players[i]->jumpkeydown = 0;
3795 Person::players[i]->crouchkeydown = 0;
3796 Person::players[i]->drawkeydown = 0;
3797 Person::players[i]->throwkeydown = 0;
3801 if (!Animation::animations[Person::players[i]->animTarget].attack &&
3802 Person::players[i]->animTarget != staggerbackhighanim &&
3803 Person::players[i]->animTarget != staggerbackhardanim &&
3804 Person::players[i]->animTarget != backhandspringanim &&
3805 Person::players[i]->animTarget != dodgebackanim) {
3806 if (!Person::players[i]->forwardkeydown)
3807 Person::players[i]->forwardstogglekeydown = 0;
3808 if (Person::players[i]->crouchkeydown) {
3812 Person::players[i]->superruntoggle = 1;
3813 if (Person::players.size() > 1)
3814 for (unsigned j = 0; j < Person::players.size(); j++)
3815 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
3816 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
3817 Person::players[i]->superruntoggle = 0;
3820 if (Person::players.size() > 1)
3821 for (unsigned j = 0; j < Person::players.size(); j++) {
3822 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
3823 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
3824 Person::players[j]->victim == Person::players[i] &&
3825 (Person::players[j]->animTarget == sweepanim ||
3826 Person::players[j]->animTarget == upunchanim ||
3827 Person::players[j]->animTarget == wolfslapanim ||
3828 ((Person::players[j]->animTarget == swordslashanim ||
3829 Person::players[j]->animTarget == knifeslashstartanim ||
3830 Person::players[j]->animTarget == staffhitanim ||
3831 Person::players[j]->animTarget == staffspinhitanim) &&
3832 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
3841 Person::players[target]->Reverse();
3842 Person::players[i]->lowreversaldelay = .5;
3844 if (Person::players[i]->isIdle()) {
3845 Person::players[i]->setTargetAnimation(Person::players[i]->getCrouch());
3846 Person::players[i]->transspeed = 10;
3848 if (Person::players[i]->isRun() ||
3849 (Person::players[i]->isStop() &&
3850 (Person::players[i]->leftkeydown ||
3851 Person::players[i]->rightkeydown ||
3852 Person::players[i]->forwardkeydown ||
3853 Person::players[i]->backkeydown))) {
3854 Person::players[i]->setTargetAnimation(rollanim);
3855 Person::players[i]->transspeed = 20;
3858 if (!Person::players[i]->crouchkeydown) {
3860 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
3861 Person::players[i]->superruntoggle = 0;
3863 if (Person::players[i]->isCrouch()) {
3864 if (Person::players.size() > 1)
3865 for (unsigned j = 0; j < Person::players.size(); j++) {
3867 !Person::players[j]->skeleton.free &&
3868 Person::players[j]->victim &&
3869 Person::players[i]->highreversaldelay <= 0) {
3870 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
3871 Person::players[j]->victim == Person::players[i] &&
3872 (Person::players[j]->animTarget == spinkickanim) &&
3873 Person::players[i]->isCrouch()) {
3882 Person::players[target]->Reverse();
3883 Person::players[i]->highreversaldelay = .5;
3885 if (Person::players[i]->isCrouch()) {
3886 if (!Person::players[i]->wasCrouch()) {
3887 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
3888 Person::players[i]->frameCurrent = 0;
3890 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
3891 Person::players[i]->transspeed = 10;
3894 if (Person::players[i]->animTarget == sneakanim) {
3895 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
3896 Person::players[i]->transspeed = 10;
3899 if (Person::players[i]->forwardkeydown) {
3900 if (Person::players[i]->isIdle() ||
3901 (Person::players[i]->isStop() &&
3902 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
3903 (Person::players[i]->isLanding() &&
3904 Person::players[i]->frameTarget > 0 &&
3905 !Person::players[i]->jumpkeydown) ||
3906 (Person::players[i]->isLandhard() &&
3907 Person::players[i]->frameTarget > 0 &&
3908 !Person::players[i]->jumpkeydown &&
3909 Person::players[i]->crouchkeydown)) {
3910 if (Person::players[i]->aitype == passivetype)
3911 Person::players[i]->setTargetAnimation(walkanim);
3913 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
3915 if (Person::players[i]->isCrouch()) {
3916 Person::players[i]->animTarget = sneakanim;
3917 if (Person::players[i]->wasCrouch())
3918 Person::players[i]->target = 0;
3919 Person::players[i]->frameTarget = 0;
3921 if (Person::players[i]->animTarget == hanganim /*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
3922 Person::players[i]->setTargetAnimation(climbanim);
3923 Person::players[i]->frameTarget = 1;
3924 Person::players[i]->jumpclimb = 1;
3926 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
3927 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
3929 Person::players[i]->forwardstogglekeydown = 1;
3932 if (Person::players[i]->rightkeydown) {
3933 if (Person::players[i]->isIdle() ||
3934 (Person::players[i]->isStop() &&
3935 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
3936 (Person::players[i]->isLanding() &&
3937 Person::players[i]->frameTarget > 0 &&
3938 !Person::players[i]->jumpkeydown) ||
3939 (Person::players[i]->isLandhard() &&
3940 Person::players[i]->frameTarget > 0 &&
3941 !Person::players[i]->jumpkeydown &&
3942 Person::players[i]->crouchkeydown)) {
3943 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
3945 if (Person::players[i]->isCrouch()) {
3946 Person::players[i]->animTarget = sneakanim;
3947 if (Person::players[i]->wasCrouch())
3948 Person::players[i]->target = 0;
3949 Person::players[i]->frameTarget = 0;
3951 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
3952 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
3954 Person::players[i]->targetyaw -= 90;
3955 if (Person::players[i]->forwardkeydown)
3956 Person::players[i]->targetyaw += 45;
3957 if (Person::players[i]->backkeydown)
3958 Person::players[i]->targetyaw -= 45;
3961 if (Person::players[i]->leftkeydown) {
3962 if (Person::players[i]->isIdle() ||
3963 (Person::players[i]->isStop() &&
3964 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
3965 (Person::players[i]->isLanding() &&
3966 Person::players[i]->frameTarget > 0 &&
3967 !Person::players[i]->jumpkeydown) ||
3968 (Person::players[i]->isLandhard() &&
3969 Person::players[i]->frameTarget > 0 &&
3970 !Person::players[i]->jumpkeydown &&
3971 Person::players[i]->crouchkeydown)) {
3972 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
3974 if (Person::players[i]->isCrouch()) {
3975 Person::players[i]->animTarget = sneakanim;
3976 if (Person::players[i]->wasCrouch())
3977 Person::players[i]->target = 0;
3978 Person::players[i]->frameTarget = 0;
3980 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
3981 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
3983 Person::players[i]->targetyaw += 90;
3984 if (Person::players[i]->forwardkeydown)
3985 Person::players[i]->targetyaw -= 45;
3986 if (Person::players[i]->backkeydown)
3987 Person::players[i]->targetyaw += 45;
3990 if (Person::players[i]->backkeydown) {
3991 if (Person::players[i]->isIdle() ||
3992 (Person::players[i]->isStop() &&
3993 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
3994 (Person::players[i]->isLanding() &&
3995 Person::players[i]->frameTarget > 0 &&
3996 !Person::players[i]->jumpkeydown) ||
3997 (Person::players[i]->isLandhard() &&
3998 Person::players[i]->frameTarget > 0 &&
3999 !Person::players[i]->jumpkeydown &&
4000 Person::players[i]->crouchkeydown)) {
4001 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4003 if (Person::players[i]->isCrouch()) {
4004 Person::players[i]->animTarget = sneakanim;
4005 if (Person::players[i]->wasCrouch())
4006 Person::players[i]->target = 0;
4007 Person::players[i]->frameTarget = 0;
4009 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4010 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
4012 if (Person::players[i]->animTarget == hanganim) {
4013 Person::players[i]->animCurrent = jumpdownanim;
4014 Person::players[i]->animTarget = jumpdownanim;
4015 Person::players[i]->target = 0;
4016 Person::players[i]->frameCurrent = 0;
4017 Person::players[i]->frameTarget = 1;
4018 Person::players[i]->velocity = 0;
4019 Person::players[i]->velocity.y += gravity;
4020 Person::players[i]->coords.y -= 1.4;
4021 Person::players[i]->grabdelay = 1;
4023 if (!Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
4024 Person::players[i]->targetyaw += 180;
4027 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
4028 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
4029 Person::players[i]->isRun() ||
4030 Person::players[i]->animTarget == walkanim ||
4031 Person::players[i]->isCrouch() ||
4032 Person::players[i]->animTarget == sneakanim) &&
4033 Person::players[i]->jumppower > 1) &&
4034 ((Person::players[i]->animTarget != rabbitrunninganim &&
4035 Person::players[i]->animTarget != wolfrunninganim) ||
4037 Person::players[i]->jumpstart = 0;
4038 Person::players[i]->setTargetAnimation(jumpupanim);
4039 Person::players[i]->yaw = Person::players[i]->targetyaw;
4040 Person::players[i]->transspeed = 20;
4041 Person::players[i]->FootLand(leftfoot, 1);
4042 Person::players[i]->FootLand(rightfoot, 1);
4046 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
4049 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
4051 Person::players[i]->velocity = 0;
4055 if (Person::players.size() > 1)
4056 for (unsigned j = 0; j < Person::players.size(); j++) {
4057 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
4058 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4059 (Person::players[j]->victim == Person::players[i]) &&
4060 (Person::players[j]->animTarget == sweepanim)) {
4069 Person::players[i]->velocity.y = 1;
4070 else if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
4071 Person::players[i]->velocity.y = 7;
4072 Person::players[i]->crouchtogglekeydown = 1;
4074 Person::players[i]->velocity.y = 5;
4076 if (mousejump && i == 0 && devtools) {
4077 if (!Person::players[i]->isLanding())
4078 Person::players[i]->tempdeltav = deltav;
4079 if (Person::players[i]->tempdeltav < 0)
4080 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
4083 Person::players[i]->coords.y += .2;
4084 Person::players[i]->jumppower -= 1;
4087 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
4089 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
4091 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
4092 Person::players[i]->setTargetAnimation(Person::players[i]->getLanding());
4093 Person::players[i]->frameTarget = 2;
4094 Person::players[i]->landhard = 0;
4095 Person::players[i]->jumpstart = 1;
4096 Person::players[i]->tempdeltav = deltav;
4098 if (Person::players[i]->animTarget == jumpupanim &&
4102 Person::players[i]->aitype != playercontrolled)) {
4103 if (Person::players[i]->jumppower > multiplier * 6) {
4104 Person::players[i]->velocity.y += multiplier * 6;
4105 Person::players[i]->jumppower -= multiplier * 6;
4107 if (Person::players[i]->jumppower <= multiplier * 6) {
4108 Person::players[i]->velocity.y += Person::players[i]->jumppower;
4109 Person::players[i]->jumppower = 0;
4112 if (((floatjump || editorenabled) && devtools) && i == 0)
4113 Person::players[i]->velocity.y += multiplier * 30;
4117 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) {
4118 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4120 if (Person::players[i]->animTarget == sneakanim) {
4121 Person::players[i]->animTarget = Person::players[i]->getCrouch();
4122 if (Person::players[i]->animCurrent == sneakanim) {
4123 Person::players[i]->target = 0;
4125 Person::players[i]->frameTarget = 0;
4128 if (Person::players[i]->animTarget == walkanim &&
4129 (Person::players[i]->aitype == attacktypecutoff ||
4130 Person::players[i]->aitype == searchtype ||
4131 (Person::players[i]->aitype == passivetype &&
4132 Person::players[i]->numwaypoints <= 1)))
4133 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4134 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
4135 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4138 if (Person::players[i]->animTarget == rollanim)
4139 Person::players[i]->targetyaw = oldtargetyaw;
4143 for (unsigned k = 0; k < Person::players.size(); k++) {
4144 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
4145 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
4146 Person::players[k]->yaw -= 360;
4148 Person::players[k]->yaw += 360;
4151 //stop to turn in right direction
4152 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
4153 Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
4155 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
4156 Person::players[k]->targettilt = 0;
4158 if (Person::players[k]->animTarget != jumpupanim &&
4159 Person::players[k]->animTarget != backhandspringanim &&
4160 Person::players[k]->animTarget != jumpdownanim &&
4161 !Person::players[k]->isFlip()) {
4162 Person::players[k]->targettilt = 0;
4163 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
4164 Person::players[k]->jumppower = 0;
4165 Person::players[k]->jumppower += multiplier * 7;
4166 if (Person::players[k]->isCrouch())
4167 Person::players[k]->jumppower += multiplier * 7;
4168 if (Person::players[k]->jumppower > 5)
4169 Person::players[k]->jumppower = 5;
4172 if (Person::players[k]->isRun())
4173 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
4175 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
4176 Person::players[k]->grabdelay -= multiplier;
4180 for (unsigned k = 0; k < Person::players.size(); k++) {
4181 Person::players[k]->DoAnimations();
4182 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
4183 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
4189 for (int j = numenvsounds - 1; j >= 0; j--) {
4190 envsoundlife[j] -= multiplier;
4191 if (envsoundlife[j] < 0) {
4193 envsoundlife[j] = envsoundlife[numenvsounds];
4194 envsound[j] = envsound[numenvsounds];
4197 OPENAL_SetFrequency(OPENAL_ALL, slomo);
4199 if (Tutorial::active) {
4200 Tutorial::DoStuff(multiplier);
4204 static float gLoc[3];
4208 static float vel[3];
4209 vel[0] = (viewer.x - oldviewer.x) / multiplier;
4210 vel[1] = (viewer.y - oldviewer.y) / multiplier;
4211 vel[2] = (viewer.z - oldviewer.z) / multiplier;
4213 //Set orientation with forward and up vectors
4214 static XYZ upvector;
4218 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
4219 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
4224 facing = DoRotation(facing, -pitch, 0, 0);
4225 facing = DoRotation(facing, 0, 0 - yaw, 0);
4227 static float ori[6];
4231 ori[3] = -upvector.x;
4232 ori[4] = upvector.y;
4233 ori[5] = -upvector.z;
4235 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
4242 if (Input::isKeyPressed(SDL_SCANCODE_F1))
4246 void Game::TickOnce()
4249 yaw += multiplier * 5;
4250 } else if (Dialog::directing || !Dialog::inDialog()) {
4253 pitch -= deltav * .7;
4255 pitch += deltav * .7;
4264 void Game::TickOnceAfter()
4266 static XYZ colviewer;
4267 static XYZ coltarget;
4271 static float changedelay;
4272 static bool alldead;
4273 static float unseendelay;
4274 static float cameraspeed;
4277 static int oldmusictype = musictype;
4279 if (environment == snowyenvironment)
4280 leveltheme = stream_snowtheme;
4281 if (environment == grassyenvironment)
4282 leveltheme = stream_grasstheme;
4283 if (environment == desertenvironment)
4284 leveltheme = stream_deserttheme;
4288 musictype = leveltheme;
4289 for (unsigned i = 0; i < Person::players.size(); i++) {
4290 if ((Person::players[i]->aitype == attacktypecutoff ||
4291 Person::players[i]->aitype == getweapontype ||
4292 Person::players[i]->aitype == gethelptype ||
4293 Person::players[i]->aitype == searchtype) &&
4294 !Person::players[i]->dead &&
4295 (Person::players[i]->animTarget != sneakattackedanim &&
4296 Person::players[i]->animTarget != knifesneakattackedanim &&
4297 Person::players[i]->animTarget != swordsneakattackedanim)) {
4298 musictype = stream_fighttheme;
4302 if (Person::players[0]->dead)
4303 musictype = stream_menutheme;
4305 if (musictype == stream_fighttheme)
4308 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
4309 unseendelay -= multiplier;
4310 if (unseendelay > 0)
4311 musictype = stream_fighttheme;
4315 musictype = stream_menutheme;
4316 musicvolume[2] = 512;
4323 if (musictype != oldmusictype && musictype == stream_fighttheme)
4324 emit_sound_np(alarmsound);
4325 musicselected = musictype;
4327 if (musicselected == leveltheme)
4328 musicvolume[0] += multiplier * 450;
4330 musicvolume[0] -= multiplier * 450;
4331 if (musicselected == stream_fighttheme)
4332 musicvolume[1] += multiplier * 450;
4334 musicvolume[1] -= multiplier * 450;
4335 if (musicselected == stream_menutheme)
4336 musicvolume[2] += multiplier * 450;
4338 musicvolume[2] -= multiplier * 450;
4340 for (int i = 0; i < 3; i++) {
4341 if (musicvolume[i] < 0)
4343 if (musicvolume[i] > 512)
4344 musicvolume[i] = 512;
4347 if (musicvolume[2] > 128 && !loading && !mainmenu)
4348 musicvolume[2] = 128;
4351 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
4352 emit_stream_np(leveltheme, musicvolume[0]);
4353 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
4354 emit_stream_np(stream_fighttheme, musicvolume[1]);
4355 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
4356 emit_stream_np(stream_menutheme, musicvolume[2]);
4357 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
4358 pause_sound(leveltheme);
4359 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
4360 pause_sound(stream_fighttheme);
4361 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
4362 pause_sound(stream_menutheme);
4364 if (musicvolume[0] != oldmusicvolume[0])
4365 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
4366 if (musicvolume[1] != oldmusicvolume[1])
4367 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
4368 if (musicvolume[2] != oldmusicvolume[2])
4369 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
4371 for (int i = 0; i < 3; i++)
4372 oldmusicvolume[i] = musicvolume[i];
4374 pause_sound(leveltheme);
4375 pause_sound(stream_fighttheme);
4376 pause_sound(stream_menutheme);
4378 for (int i = 0; i < 4; i++) {
4379 oldmusicvolume[i] = 0;
4384 Hotspot::killhotspot = 2;
4385 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4386 if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
4387 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0)
4388 Hotspot::killhotspot = 0;
4389 else if (Hotspot::killhotspot == 2)
4390 Hotspot::killhotspot = 1;
4393 if (Hotspot::killhotspot == 2)
4394 Hotspot::killhotspot = 0;
4397 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4398 if (Hotspot::hotspots[i].type == -1) {
4399 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
4406 for (unsigned i = 1; i < Person::players.size(); i++) {
4407 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
4411 if (numalarmed > maxalarmed) {
4412 maxalarmed = numalarmed;
4415 if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
4416 if (Person::players[0]->dead) {
4418 targetlevel = whichlevel;
4421 for (unsigned i = 1; i < Person::players.size(); i++) {
4422 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
4428 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
4430 targetlevel = whichlevel + 1;
4431 if (targetlevel > numchallengelevels - 1)
4434 if (winhotspot || windialogue) {
4436 targetlevel = whichlevel + 1;
4437 if (targetlevel > numchallengelevels - 1)
4441 if (Hotspot::killhotspot) {
4443 targetlevel = whichlevel + 1;
4444 if (targetlevel > numchallengelevels - 1)
4448 if (changedelay > 0 && !Person::players[0]->dead && !won) {
4449 //high scores, awards, win
4451 Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
4454 wonleveltime = leveltime;
4455 Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
4458 Account::saveFile(Folders::getUserSavePath());
4464 if (leveltime < 1) {
4469 Hotspot::killhotspot = 0;
4472 if (!editorenabled && gameon && !mainmenu) {
4473 if (changedelay != -999)
4474 changedelay -= multiplier / 7;
4475 if (Person::players[0]->dead)
4476 targetlevel = whichlevel;
4477 if (loading == 2 && !campaign) {
4480 fireSound(firestartsound);
4482 if (!Person::players[0]->dead && targetlevel != whichlevel)
4483 startbonustotal = bonustotal;
4485 LoadLevel(targetlevel);
4490 if (loading == 2 && targetlevel == whichlevel) {
4494 fireSound(firestartsound);
4496 LoadLevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
4502 if (changedelay <= -999 &&
4505 (Person::players[0]->dead ||
4506 (alldead && maptype == mapkilleveryone) ||
4508 (Hotspot::killhotspot)))
4510 if ((Person::players[0]->dead ||
4511 (alldead && maptype == mapkilleveryone) ||
4514 (Hotspot::killhotspot)) &&
4516 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
4520 if (Person::players[0]->dead)
4526 // campaignchoosenext determines what to do when the level is complete:
4527 // 0 = load next level
4528 // 1 = go back to level select screen
4529 // 2 = stealthload next level
4530 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
4531 if (campaignlevels[actuallevel].nextlevel.empty())
4533 } else if (mainmenu == 0 && winfreeze) {
4534 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
4536 if (!stealthloading) {
4537 fireSound(firestartsound);
4542 startbonustotal = 0;
4549 if (!firstLoadDone) {
4553 actuallevel = campaignlevels[actuallevel].nextlevel.front();
4554 visibleloading = true;
4556 LoadLevel(campaignlevels[actuallevel].mapname.c_str());
4560 pause_sound(stream_menutheme);
4570 oldmusictype = musictype;
4576 facing = DoRotation(facing, -pitch, 0, 0);
4577 facing = DoRotation(facing, 0, 0 - yaw, 0);
4578 viewerfacing = facing;
4581 if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
4582 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;
4584 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;
4586 if (Person::players[0]->skeleton.free) {
4587 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
4588 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
4589 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
4593 if (Person::players[0]->skeleton.free != 2) {
4595 if (findLengthfast(&Person::players[0]->velocity) > 400) {
4596 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
4598 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
4600 coltarget = target - cameraloc;
4601 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
4604 Normalise(&coltarget);
4605 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
4606 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
4608 cameraloc = cameraloc + coltarget * multiplier * 8;
4612 cameradist += multiplier * 5;
4613 if (cameradist > 2.3)
4615 viewer = cameraloc - facing * cameradist;
4617 coltarget = cameraloc;
4618 Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
4619 for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
4620 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4622 coltarget = cameraloc;
4623 if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4627 for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
4628 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4630 if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4634 cameradist = findDistance(&viewer, &target);
4635 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
4636 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
4637 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
4640 if (camerashake > .8)
4642 woozy += multiplier;
4643 if (Person::players[0]->dead)
4645 if (Person::players[0]->dead)
4647 camerashake -= multiplier * 2;
4648 blackout -= multiplier * 2;
4649 if (camerashake < 0)
4654 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
4655 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
4656 viewer.z += (float)(Random() % 100) * .0005 * camerashake;