2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
26 #include "Animation/Animation.hpp"
27 #include "Audio/openal_wrapper.hpp"
28 #include "Devtools/ConsoleCmds.hpp"
29 #include "Level/Awards.hpp"
30 #include "Level/Campaign.hpp"
31 #include "Level/Dialog.hpp"
32 #include "Level/Hotspot.hpp"
33 #include "Menu/Menu.hpp"
34 #include "Tutorial.hpp"
35 #include "User/Settings.hpp"
36 #include "Utils/Folders.hpp"
37 #include "Utils/Input.hpp"
41 #include <sys/types.h>
57 // Added more evilness needed for MSVC
59 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
60 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
63 extern float multiplier;
65 extern int environment;
66 extern Terrain terrain;
67 extern float screenwidth, screenheight;
70 extern float texdetail;
72 extern float slomodelay;
73 extern bool floatjump;
76 extern float camerashake;
78 extern float blackout;
79 extern bool cellophane;
80 extern bool musictoggle;
81 extern int difficulty;
82 extern int bloodtoggle;
83 extern bool invertmouse;
85 extern float precipdelay;
86 extern XYZ viewerfacing;
87 extern bool ambientsound;
88 extern bool mousejump;
89 extern float viewdistance;
91 extern XYZ windvector;
95 extern int oldmainmenu;
96 extern bool visibleloading;
97 extern XYZ envsound[30];
98 extern float envsoundvol[30];
99 extern int numenvsounds;
100 extern float envsoundlife[30];
101 extern float usermousesensitivity;
102 extern bool ismotionblur;
103 extern bool showdamagebar; // (des)activate the damage bar
104 extern bool decalstoggle;
105 extern bool skyboxtexture;
106 extern float skyboxr;
107 extern float skyboxg;
108 extern float skyboxb;
109 extern float skyboxlightr;
110 extern float skyboxlightg;
111 extern float skyboxlightb;
112 extern float fadestart;
113 extern float slomospeed;
114 extern float slomofreq;
115 extern float smoketex;
116 extern bool againbonus;
117 extern bool reversaltrain;
118 extern bool canattack;
119 extern bool cananger;
120 extern float damagedealt;
122 extern int editoractive;
123 extern int editorpathtype;
125 extern float hostiletime;
127 extern bool gamestarted;
131 extern bool stillloading;
132 extern bool winfreeze;
134 extern bool campaign;
136 extern void toggleFullscreen();
140 bool winhotspot = false;
141 bool windialogue = false;
144 float cameradist = 0;
145 bool oldattackkey = 0;
147 float musicvolume[4] = {};
148 float oldmusicvolume[4] = {};
149 int musicselected = 0;
151 const char* rabbitskin[] = {
156 "Textures/Otter.jpg",
158 "Textures/Sable.jpg",
159 "Textures/Chocolate.jpg",
164 const char* wolfskin[] = {
166 "Textures/DarkWolf.jpg",
167 "Textures/SnowWolf.jpg"
170 const char** creatureskin[] = { rabbitskin, wolfskin };
172 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
173 STATIC_ASSERT(rabbittype == 0 && wolftype == 1)
177 // TODO: this is slightly incorrect
178 float roughDirection(XYZ vec)
181 float angle = -asin(-vec.x) * 180 / M_PI;
187 float roughDirectionTo(XYZ start, XYZ end)
189 return roughDirection(end - start);
191 inline float pitchOf(XYZ vec)
194 return -asin(vec.y) * 180 / M_PI;
196 float pitchTo(XYZ start, XYZ end)
198 return pitchOf(end - start);
204 inline float stepTowardf(float from, float to, float by)
206 if (fabs(from - to) < by) {
208 } else if (from > to) {
215 void Game::playdialoguescenesound()
218 temppos = Person::players.at(Dialog::currentScene().participantfocus)->coords;
219 temppos = temppos - viewer;
224 switch (Dialog::currentScene().sound) {
229 sound = consolefailsound;
232 sound = consolesuccesssound;
235 sound = firestartsound;
238 sound = fireendsound;
241 sound = rabbitchitter;
244 sound = rabbitchitter2;
247 sound = rabbitpainsound;
250 sound = rabbitpain1sound;
253 sound = rabbitattacksound;
256 sound = rabbitattack2sound;
259 sound = rabbitattack3sound;
262 sound = rabbitattack4sound;
286 sound = barkgrowlsound;
292 emit_sound_at(sound, temppos);
296 // ================================================================
298 int Game::findClosestPlayer()
301 float closestdist = std::numeric_limits<float>::max();
303 for (unsigned int i = 1; i < Person::players.size(); i++) {
304 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
305 if (distance < closestdist) {
306 closestdist = distance;
313 static int findClosestObject()
316 float closestdist = std::numeric_limits<float>::max();
318 for (unsigned int i = 0; i < Object::objects.size(); i++) {
319 float distance = distsq(&Object::objects[i]->position,
320 &Person::players[0]->coords);
321 if (distance < closestdist) {
322 closestdist = distance;
329 static void cmd_dispatch(const string cmd)
331 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
333 for (i = 0; i < n_cmds; i++) {
334 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
335 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
336 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
340 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
343 /********************> Tick() <*****/
344 extern bool save_screenshot(const char* fname);
345 void Screenshot(void)
348 time_t t = time(NULL);
349 struct tm* tme = localtime(&t);
350 sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png",
351 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
353 save_screenshot(filename);
356 void Game::SetUpLighting()
358 if (environment == snowyenvironment) {
359 light.setColors(.65, .65, .7, .4, .4, .44);
361 if (environment == desertenvironment) {
362 light.setColors(.95, .95, .95, .4, .35, .3);
364 if (environment == grassyenvironment) {
365 light.setColors(.95, .95, 1, .4, .4, .44);
367 if (!skyboxtexture) {
368 light.setColors(1, 1, 1, .4, .4, .4);
371 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
372 light.color[0] *= (skyboxlightr + average) / 2;
373 light.color[1] *= (skyboxlightg + average) / 2;
374 light.color[2] *= (skyboxlightb + average) / 2;
375 light.ambient[0] *= (skyboxlightr + average) / 2;
376 light.ambient[1] *= (skyboxlightg + average) / 2;
377 light.ambient[2] *= (skyboxlightb + average) / 2;
380 void Setenvironment(int which)
384 LOG(" Setting environment...");
389 pause_sound(stream_snowtheme);
390 pause_sound(stream_grasstheme);
391 pause_sound(stream_deserttheme);
392 pause_sound(stream_wind);
393 pause_sound(stream_desertambient);
395 if (environment == snowyenvironment) {
399 emit_stream_np(stream_wind);
402 Object::treetextureptr.load("Textures/SnowTree.png", 0);
403 Object::bushtextureptr.load("Textures/BushSnow.png", 0);
404 Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
405 Object::boxtextureptr.load("Textures/SnowBox.jpg", 1);
407 footstepsound = footstepsn1;
408 footstepsound2 = footstepsn2;
409 footstepsound3 = footstepst1;
410 footstepsound4 = footstepst2;
412 terraintexture.load("Textures/Snow.jpg", 1);
413 terraintexture2.load("Textures/Rock.jpg", 1);
415 temptexdetail = texdetail;
419 skybox->load("Textures/Skybox(snow)/Front.jpg",
420 "Textures/Skybox(snow)/Left.jpg",
421 "Textures/Skybox(snow)/Back.jpg",
422 "Textures/Skybox(snow)/Right.jpg",
423 "Textures/Skybox(snow)/Up.jpg",
424 "Textures/Skybox(snow)/Down.jpg");
426 texdetail = temptexdetail;
427 } else if (environment == desertenvironment) {
430 Object::treetextureptr.load("Textures/DesertTree.png", 0);
431 Object::bushtextureptr.load("Textures/BushDesert.png", 0);
432 Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
433 Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
436 emit_stream_np(stream_desertambient);
439 footstepsound = footstepsn1;
440 footstepsound2 = footstepsn2;
441 footstepsound3 = footstepsn1;
442 footstepsound4 = footstepsn2;
444 terraintexture.load("Textures/Sand.jpg", 1);
445 terraintexture2.load("Textures/SandSlope.jpg", 1);
447 temptexdetail = texdetail;
451 skybox->load("Textures/Skybox(sand)/Front.jpg",
452 "Textures/Skybox(sand)/Left.jpg",
453 "Textures/Skybox(sand)/Back.jpg",
454 "Textures/Skybox(sand)/Right.jpg",
455 "Textures/Skybox(sand)/Up.jpg",
456 "Textures/Skybox(sand)/Down.jpg");
458 texdetail = temptexdetail;
459 } else if (environment == grassyenvironment) {
462 Object::treetextureptr.load("Textures/Tree.png", 0);
463 Object::bushtextureptr.load("Textures/Bush.png", 0);
464 Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
465 Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
468 emit_stream_np(stream_wind, 100.);
471 footstepsound = footstepgr1;
472 footstepsound2 = footstepgr2;
473 footstepsound3 = footstepst1;
474 footstepsound4 = footstepst2;
476 terraintexture.load("Textures/GrassDirt.jpg", 1);
477 terraintexture2.load("Textures/MossRock.jpg", 1);
479 temptexdetail = texdetail;
483 skybox->load("Textures/Skybox(grass)/Front.jpg",
484 "Textures/Skybox(grass)/Left.jpg",
485 "Textures/Skybox(grass)/Back.jpg",
486 "Textures/Skybox(grass)/Right.jpg",
487 "Textures/Skybox(grass)/Up.jpg",
488 "Textures/Skybox(grass)/Down.jpg");
490 texdetail = temptexdetail;
492 temptexdetail = texdetail;
494 terrain.load("Textures/HeightMap.png");
496 texdetail = temptexdetail;
499 bool Game::LoadLevel(int which)
505 return LoadLevel("tutorial", true);
506 } else if (which >= 0 && which <= 15) {
508 snprintf(buf, 32, "map%d", which + 1); // challenges
509 return LoadLevel(buf);
511 return LoadLevel("mapsave");
515 bool Game::LoadLevel(const std::string& name, bool tutorial)
517 const std::string level_path = Folders::getResourcePath("Maps/" + name);
518 if (!Folders::file_exists(level_path)) {
519 perror(std::string("LoadLevel: Could not open file '" + level_path).c_str());
523 int indemo; // FIXME this should be removed
529 LOG(std::string("Loading level...") + name);
532 visibleloading = true;
534 if (stealthloading) {
535 visibleloading = false;
544 Tutorial::active = tutorial;
546 if (Tutorial::active) {
549 if (Tutorial::stage == 0) {
550 Tutorial::stagetime = 0;
551 Tutorial::maxtime = 1;
553 pause_sound(whooshsound);
554 pause_sound(stream_firesound);
559 tfile = Folders::openMandatoryFile(level_path, "rb");
561 pause_sound(stream_firesound);
567 //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
569 Dialog::dialogs.clear();
571 Dialog::indialogue = -1;
577 if (Account::hasActive()) {
578 difficulty = Account::active().getDifficulty();
581 Hotspot::hotspots.clear();
582 Hotspot::current = -1;
593 for (unsigned char i = 0; i < 100; i++) {
603 numunarmedattack = 0;
614 bonustotal = startbonustotal;
619 emit_sound_np(consolesuccesssound);
624 if (!stealthloading) {
625 terrain.decals.clear();
626 Sprite::deleteSprites();
628 for (int i = 0; i < subdivision; i++) {
629 for (int j = 0; j < subdivision; j++) {
630 terrain.patchobjects[i][j].clear();
633 Game::LoadingScreen();
637 Person::players.resize(1);
639 funpackf(tfile, "Bi", &mapvers);
641 cerr << name << " has obsolete map version " << mapvers << endl;
644 funpackf(tfile, "Bi", &indemo);
649 funpackf(tfile, "Bi", &maptype);
651 maptype = mapkilleveryone;
654 funpackf(tfile, "Bi", &hostile);
659 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
665 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
673 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
675 skyboxlightr = skyboxr;
676 skyboxlightg = skyboxg;
677 skyboxlightb = skyboxb;
679 /* TODO - This should be done in an other way so that we can rebuild main player as well (so coords would need to be copied from old ones after rebuilding) */
680 if (stealthloading) {
681 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
683 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons);
685 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5) {
686 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
687 Person::players[0]->weaponids[j] = weapons.size();
689 funpackf(tfile, "Bi", &type);
690 weapons.push_back(Weapon(type, 0));
694 Game::LoadingScreen();
696 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
697 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
698 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
699 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
701 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
704 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
706 Person::players[0]->whichskin = 0;
707 Person::players[0]->creature = rabbittype;
710 Person::players[0]->lastattack = -1;
711 Person::players[0]->lastattack2 = -1;
712 Person::players[0]->lastattack3 = -1;
716 Dialog::loadDialogs(tfile);
719 for (int k = 0; k < Person::players[0]->numclothes; k++) {
720 funpackf(tfile, "Bi", &templength);
721 for (int l = 0; l < templength; l++) {
722 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
724 Person::players[0]->clothes[k][templength] = '\0';
725 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
728 funpackf(tfile, "Bi", &environment);
730 if (environment != oldenvironment) {
731 Setenvironment(environment);
733 oldenvironment = environment;
735 Object::LoadObjectsFromFile(tfile, stealthloading);
739 funpackf(tfile, "Bi", &numhotspots);
740 if (numhotspots < 0) {
741 cerr << "Map " << name << " have an invalid number of hotspots" << endl;
744 Hotspot::hotspots.resize(numhotspots);
745 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
746 funpackf(tfile, "Bi Bf Bf Bf Bf", &Hotspot::hotspots[i].type, &Hotspot::hotspots[i].size, &Hotspot::hotspots[i].position.x, &Hotspot::hotspots[i].position.y, &Hotspot::hotspots[i].position.z);
747 funpackf(tfile, "Bi", &templength);
749 for (int l = 0; l < templength; l++) {
750 funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
753 Hotspot::hotspots[i].text[templength] = '\0';
754 if (Hotspot::hotspots[i].type == -111) {
759 Hotspot::hotspots.clear();
762 Game::LoadingScreen();
764 if (!stealthloading) {
765 Object::ComputeCenter();
766 Object::ComputeRadius();
769 Game::LoadingScreen();
772 funpackf(tfile, "Bi", &numplayers);
773 if (numplayers > maxplayers) {
774 cout << "Warning: this level contains more players than allowed" << endl;
777 for (int i = 1; i < numplayers; i++) {
779 Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
781 } catch (InvalidPersonException e) {
782 cerr << "Invalid Person found in " << name << endl;
785 Game::LoadingScreen();
787 funpackf(tfile, "Bi", &numpathpoints);
788 if (numpathpoints > 30 || numpathpoints < 0) {
791 for (int j = 0; j < numpathpoints; j++) {
792 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
793 for (int k = 0; k < numpathpointconnect[j]; k++) {
794 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
797 Game::LoadingScreen();
799 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
803 if (!stealthloading) {
804 Object::AddObjectsToTerrain();
806 Game::LoadingScreen();
808 Game::LoadingScreen();
813 for (unsigned i = 0; i < Person::players.size(); i++) {
814 Game::LoadingScreen();
816 Person::players[i]->burnt = 0;
817 Person::players[i]->bled = 0;
818 Person::players[i]->onfire = 0;
819 Person::players[i]->scale = .2;
821 Person::players[i]->creature = rabbittype;
824 Person::players[i]->skeleton.free = 0;
826 Person::players[i]->skeletonLoad();
828 Person::players[i]->addClothes();
831 Person::players[i]->animCurrent = bounceidleanim;
832 Person::players[i]->animTarget = bounceidleanim;
833 Person::players[i]->frameCurrent = 0;
834 Person::players[i]->frameTarget = 1;
835 Person::players[i]->target = 0;
837 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
838 if (difficulty == 0) {
839 Person::players[i]->speed -= .2;
841 if (difficulty == 1) {
842 Person::players[i]->speed -= .1;
846 Person::players[i]->velocity = 0;
847 Person::players[i]->oldcoords = Person::players[i]->coords;
848 Person::players[i]->realoldcoords = Person::players[i]->coords;
850 Person::players[i]->id = i;
851 Person::players[i]->updatedelay = 0;
852 Person::players[i]->normalsupdatedelay = 0;
854 Person::players[i]->proportionhead = 1.2;
855 Person::players[i]->proportionbody = 1.05;
856 Person::players[i]->proportionarms = 1.00;
857 Person::players[i]->proportionlegs = 1.1;
858 Person::players[i]->proportionlegs.y = 1.05;
859 Person::players[i]->headless = 0;
860 Person::players[i]->currentoffset = 0;
861 Person::players[i]->targetoffset = 0;
862 if (Person::players[i]->creature == wolftype) {
863 Person::players[i]->scale = .23;
864 Person::players[i]->damagetolerance = 300;
866 Person::players[i]->damagetolerance = 200;
870 Game::LoadingScreen();
873 Person::players[i]->proportionhead.z = 0;
874 Person::players[i]->proportionbody.z = 0;
875 Person::players[i]->proportionarms.z = 0;
876 Person::players[i]->proportionlegs.z = 0;
879 Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
882 Person::players[i]->headmorphness = 0;
883 Person::players[i]->targetheadmorphness = 1;
884 Person::players[i]->headmorphstart = 0;
885 Person::players[i]->headmorphend = 0;
887 Person::players[i]->pausetime = 0;
889 Person::players[i]->dead = 0;
890 Person::players[i]->jumppower = 5;
891 Person::players[i]->damage = 0;
892 Person::players[i]->permanentdamage = 0;
893 Person::players[i]->superpermanentdamage = 0;
895 Person::players[i]->forwardkeydown = 0;
896 Person::players[i]->leftkeydown = 0;
897 Person::players[i]->backkeydown = 0;
898 Person::players[i]->rightkeydown = 0;
899 Person::players[i]->jumpkeydown = 0;
900 Person::players[i]->crouchkeydown = 0;
901 Person::players[i]->throwkeydown = 0;
903 Person::players[i]->collided = -10;
904 Person::players[i]->loaded = 1;
905 Person::players[i]->bloodloss = 0;
906 Person::players[i]->weaponactive = -1;
907 Person::players[i]->weaponstuck = -1;
908 Person::players[i]->bleeding = 0;
909 Person::players[i]->deathbleeding = 0;
910 Person::players[i]->stunned = 0;
911 Person::players[i]->hasvictim = 0;
912 Person::players[i]->wentforweapon = 0;
916 Person::players[0]->aitype = playercontrolled;
918 if (difficulty == 1) {
919 Person::players[0]->power = 1 / .9;
920 Person::players[0]->damagetolerance = 250;
921 } else if (difficulty == 0) {
922 Person::players[0]->power = 1 / .8;
923 Person::players[0]->damagetolerance = 300;
924 Person::players[0]->armorhead *= 1.5;
925 Person::players[0]->armorhigh *= 1.5;
926 Person::players[0]->armorlow *= 1.5;
929 cameraloc = Person::players[0]->coords;
931 yaw = Person::players[0]->yaw;
933 hawkcoords = Person::players[0]->coords;
936 Game::LoadingScreen();
938 LOG("Starting background music...");
940 OPENAL_StopSound(OPENAL_ALL);
942 if (environment == snowyenvironment) {
943 emit_stream_np(stream_wind);
944 } else if (environment == desertenvironment) {
945 emit_stream_np(stream_desertambient);
946 } else if (environment == grassyenvironment) {
947 emit_stream_np(stream_wind, 100.);
950 oldmusicvolume[0] = 0;
951 oldmusicvolume[1] = 0;
952 oldmusicvolume[2] = 0;
953 oldmusicvolume[3] = 0;
957 visibleloading = false;
962 /* Process input events that impact settings, console, devtools, etc.
963 * Gameplay-related input processing is still done in Game::Tick() for now
964 * as it is tightly coupled to the game logic.
966 void Game::ProcessInput()
968 /* Pump SDL input events */
971 /* Menu handling (main menu, leave game) */
972 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
973 (gameon || mainmenu == 0)) {
975 if (mainmenu == 0 && !winfreeze) {
976 mainmenu = 2; // Pause
977 } else if (mainmenu == 1 || mainmenu == 2) {
978 mainmenu = 0; // Unpause
981 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
982 OPENAL_SetFrequency(OPENAL_ALL);
983 emit_stream_np(stream_menutheme);
984 pause_sound(leveltheme);
986 // On resume, play level music
988 pause_sound(stream_menutheme);
989 resume_stream(leveltheme);
994 if (!campaign && !mainmenu) {
995 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE))) {
1001 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && gameon) {
1005 } else if (winfreeze) {
1012 /* Tutorial mode hotkeys */
1013 if (Tutorial::active) {
1014 // Skip current tutorial stage
1015 if (Input::isKeyPressed(SDL_SCANCODE_TAB)) {
1016 if (Tutorial::stage != 51) {
1017 Tutorial::stagetime = Tutorial::maxtime;
1019 emit_sound_np(consolefailsound, 128.);
1024 if (Input::isKeyPressed(SDL_SCANCODE_F1)) {
1028 /* Stereo video mode hotkeys */
1029 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
1030 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1031 stereoreverse = true;
1032 printf("Stereo reversed\n");
1034 stereoreverse = false;
1035 printf("Stereo unreversed\n");
1039 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
1040 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1041 stereoseparation -= 0.001;
1043 stereoseparation -= 0.010;
1045 printf("Stereo separation decreased to %f\n", stereoseparation);
1048 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
1049 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1050 stereoseparation += 0.001;
1052 stereoseparation += 0.010;
1054 printf("Stereo separation increased to %f\n", stereoseparation);
1058 if (devtools && !mainmenu) {
1063 void Game::ProcessDevInput()
1065 if (!devtools || mainmenu) {
1069 float headprop, bodyprop, armprop, legprop;
1072 if (Input::isKeyPressed(consolekey)) {
1075 OPENAL_SetFrequency(OPENAL_ALL);
1082 if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
1084 if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1085 editorenabled = !editorenabled;
1086 if (editorenabled) {
1087 Person::players[0]->damagetolerance = 100000;
1089 Person::players[0]->damagetolerance = 200;
1091 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
1092 Person::players[0]->permanentdamage = 0;
1093 Person::players[0]->superpermanentdamage = 0;
1094 Person::players[0]->bloodloss = 0;
1095 Person::players[0]->deathbleeding = 0;
1098 /* Nullify damage and give 200000 health */
1099 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1100 Person::players[0]->damagetolerance = 200000;
1101 Person::players[0]->damage = 0;
1102 Person::players[0]->burnt = 0;
1103 Person::players[0]->permanentdamage = 0;
1104 Person::players[0]->superpermanentdamage = 0;
1107 /* Change environment */
1108 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1110 if (environment > 2) {
1113 Setenvironment(environment);
1117 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1118 cameramode = !cameramode;
1122 if (Input::isKeyPressed(SDL_SCANCODE_V)) {
1125 OPENAL_SetFrequency(OPENAL_ALL);
1129 /* Toggle slow motion */
1130 if (Input::isKeyPressed(SDL_SCANCODE_B)) {
1136 if (Input::isKeyPressed(SDL_SCANCODE_N)) {
1137 Person::players[0]->RagDoll(0);
1138 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
1141 /* Shrink tree leaves?? */
1142 // FIXME: Can't see what this does in game.
1143 if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
1144 for (auto& an_object : Object::objects) {
1145 if (an_object->type == treeleavestype) {
1146 an_object->scale *= .9;
1151 /* Change (or add) weapon */
1152 if (Input::isKeyPressed(SDL_SCANCODE_X)) {
1154 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1155 closest = findClosestPlayer();
1159 if (Person::players[closest]->num_weapons > 0) {
1161 switch (weapons[Person::players[closest]->weaponids[0]].getType()) {
1172 weapons[Person::players[closest]->weaponids[0]].setType(weapontype);
1174 Person::players[closest]->weaponids[0] = weapons.size();
1175 weapons.push_back(Weapon(knife, closest));
1176 Person::players[closest]->num_weapons = 1;
1181 /* Change yaw (rotate around Z axis) */
1182 if (Input::isKeyDown(SDL_SCANCODE_U)) {
1184 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1185 closest = findClosestPlayer();
1189 Person::players[closest]->yaw += multiplier * 50;
1190 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1195 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
1197 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1198 closest = findClosestPlayer();
1202 Person::players[closest]->onfire = !Person::players[closest]->onfire;
1203 if (Person::players[closest]->onfire) {
1204 Person::players[closest]->CatchFire();
1206 emit_sound_at(fireendsound, Person::players[closest]->coords);
1207 pause_sound(stream_firesound);
1213 if (Input::isKeyPressed(SDL_SCANCODE_T) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1215 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1216 closest = findClosestPlayer();
1220 Person::players[closest]->whichskin++;
1221 if (Person::players[closest]->whichskin > 9) {
1222 Person::players[closest]->whichskin = 0;
1224 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype) {
1225 Person::players[closest]->whichskin = 0;
1228 Person::players[closest]->skeleton.drawmodel.textureptr.load(
1229 creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1230 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1233 Person::players[closest]->addClothes();
1236 /* Change creature type */
1237 if (Input::isKeyPressed(SDL_SCANCODE_T) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1239 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1240 closest = findClosestPlayer();
1243 // FIXME: Those proportions are buggy
1245 if (Person::players[closest]->creature == wolftype) {
1246 headprop = Person::players[closest]->proportionhead.x / 1.1;
1247 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1248 armprop = Person::players[closest]->proportionarms.x / 1.1;
1249 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1250 } else { // rabbittype
1251 headprop = Person::players[closest]->proportionhead.x / 1.2;
1252 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1253 armprop = Person::players[closest]->proportionarms.x / 1.00;
1254 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1257 if (Person::players[closest]->creature == rabbittype) {
1258 Person::players[closest]->creature = wolftype;
1259 Person::players[closest]->whichskin = 0;
1260 Person::players[closest]->skeletonLoad();
1262 Person::players[closest]->proportionhead = 1.1;
1263 Person::players[closest]->proportionbody = 1.1;
1264 Person::players[closest]->proportionarms = 1.1;
1265 Person::players[closest]->proportionlegs = 1.1;
1266 Person::players[closest]->proportionlegs.y = 1.1;
1267 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1269 Person::players[closest]->damagetolerance = 300;
1271 Person::players[closest]->creature = rabbittype;
1272 Person::players[closest]->whichskin = 0;
1273 Person::players[closest]->skeletonLoad(true);
1275 Person::players[closest]->proportionhead = 1.2;
1276 Person::players[closest]->proportionbody = 1.05;
1277 Person::players[closest]->proportionarms = 1.00;
1278 Person::players[closest]->proportionlegs = 1.1;
1279 Person::players[closest]->proportionlegs.y = 1.05;
1280 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1282 Person::players[closest]->damagetolerance = 200;
1285 if (Person::players[closest]->creature == wolftype) {
1286 Person::players[closest]->proportionhead = 1.1 * headprop;
1287 Person::players[closest]->proportionbody = 1.1 * bodyprop;
1288 Person::players[closest]->proportionarms = 1.1 * armprop;
1289 Person::players[closest]->proportionlegs = 1.1 * legprop;
1292 if (Person::players[closest]->creature == rabbittype) {
1293 Person::players[closest]->proportionhead = 1.2 * headprop;
1294 Person::players[closest]->proportionbody = 1.05 * bodyprop;
1295 Person::players[closest]->proportionarms = 1.00 * armprop;
1296 Person::players[closest]->proportionlegs = 1.1 * legprop;
1297 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1302 /* Explose nearby player's head */
1303 if (Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1304 int closest = findClosestPlayer();
1305 if (closest > 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1306 XYZ flatfacing2, flatvelocity2, flatvelocity2_orig;
1307 XYZ headspurtdirection;
1308 Joint& headjoint = Person::players[closest]->joint(head);
1310 if (!Person::players[closest]->skeleton.free) {
1311 flatvelocity2_orig = Person::players[closest]->velocity;
1312 flatfacing2 = DoRotation(
1314 DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt),
1315 Person::players[closest]->tilt2, 0, 0),
1316 0, Person::players[closest]->yaw, 0) *
1317 Person::players[closest]->scale +
1318 Person::players[closest]->coords;
1320 flatvelocity2_orig = headjoint.velocity;
1321 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1324 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1325 Normalise(&headspurtdirection);
1327 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1328 flatvelocity2 = flatvelocity2_orig;
1329 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1330 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1331 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1332 printf("Test: %f\n", flatvelocity2.x);
1333 printf("Test orig: %f\n", flatvelocity2_orig.x);
1334 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1335 flatvelocity2 += headspurtdirection * 8;
1336 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1338 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1340 emit_sound_at(splattersound, Person::players[closest]->coords);
1341 emit_sound_at(breaksound2, Person::players[closest]->coords, 100.);
1343 if (Person::players[closest]->skeleton.free == 2) {
1344 Person::players[closest]->skeleton.free = 0;
1346 Person::players[closest]->RagDoll(0);
1347 Person::players[closest]->dead = 2;
1348 Person::players[closest]->headless = 1;
1349 Person::players[closest]->DoBloodBig(3, 165);
1355 /* Explode nearby player */
1356 if (Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1357 int closest = findClosestPlayer();
1358 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1359 XYZ flatfacing2, flatvelocity2, flatvelocity2_orig;
1361 emit_sound_at(splattersound, Person::players[closest]->coords);
1362 emit_sound_at(breaksound2, Person::players[closest]->coords);
1364 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1365 if (!Person::players[closest]->skeleton.free) {
1366 flatvelocity2_orig = Person::players[closest]->velocity;
1367 flatfacing2 = DoRotation(
1369 DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt),
1370 Person::players[closest]->tilt2, 0, 0),
1371 0, Person::players[closest]->yaw, 0) *
1372 Person::players[closest]->scale +
1373 Person::players[closest]->coords;
1375 flatvelocity2_orig = Person::players[closest]->skeleton.joints[i].velocity;
1376 flatfacing2 = Person::players[closest]->skeleton.joints[i].position *
1377 Person::players[closest]->scale +
1378 Person::players[closest]->coords;
1382 flatvelocity2 = flatvelocity2_orig;
1383 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1384 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1385 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1386 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1387 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
1388 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1391 flatvelocity2 = flatvelocity2_orig;
1392 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1393 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1394 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1395 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1396 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
1399 flatvelocity2 = flatvelocity2_orig;
1400 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1401 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1402 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1403 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1404 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1407 flatvelocity2 = flatvelocity2_orig;
1408 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1409 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1410 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1411 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1412 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1416 for (unsigned j = 0; j < Person::players.size(); j++) {
1417 if (int(j) == closest) {
1420 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
1421 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
1422 if (Person::players[j]->skeleton.free == 2) {
1423 Person::players[j]->skeleton.free = 1;
1425 Person::players[j]->skeleton.longdead = 0;
1426 Person::players[j]->RagDoll(0);
1427 for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
1428 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
1429 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
1430 flatvelocity2 = temppos - Person::players[closest]->coords;
1431 Normalise(&flatvelocity2);
1432 Person::players[j]->skeleton.joints[i].velocity +=
1433 flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
1439 Person::players[closest]->DoDamage(10000);
1440 Person::players[closest]->RagDoll(0);
1441 Person::players[closest]->dead = 2;
1442 Person::players[closest]->coords = 20;
1443 Person::players[closest]->skeleton.free = 2;
1450 /* Skip level (only for challenges) */
1451 // FIXME: Allow skipping levels in campaigns too
1452 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
1454 if (targetlevel > numchallengelevels - 1) {
1461 /* Editor mode keys */
1462 if (editorenabled) {
1463 /* Closest player deletion */
1464 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1465 int closest = findClosestPlayer();
1467 Person::players.erase(Person::players.begin() + closest);
1471 /* Closest object deletion */
1472 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1473 int closest = findClosestObject();
1475 Object::DeleteObject(closest);
1480 if (Input::isKeyPressed(SDL_SCANCODE_O)) {
1481 if (Object::objects.size() < max_objects - 1) {
1482 XYZ scenecoords = Person::players[0]->coords;
1484 if (editortype == bushtype || editortype == firetype) {
1485 scenecoords.y -= 3.5;
1490 float tmpyaw, tmppitch;
1492 tmppitch = editorpitch;
1493 if (tmpyaw < 0 || editortype == bushtype) {
1494 tmpyaw = Random() % 360;
1497 tmppitch = Random() % 360;
1500 Object::MakeObject(editortype, scenecoords, (int)tmpyaw - ((int)tmpyaw) % 30, (int)tmppitch, editorsize);
1501 if (editortype == treetrunktype) {
1502 Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (tmppitch < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
1508 if (Input::isKeyPressed(SDL_SCANCODE_P) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1509 Person::players.push_back(shared_ptr<Person>(new Person()));
1511 Person::players.back()->id = Person::players.size() - 1;
1513 Person::players.back()->scale = Person::players[0]->scale;
1514 Person::players.back()->creature = rabbittype;
1515 Person::players.back()->howactive = editoractive;
1516 Person::players.back()->whichskin = (int)(abs(Random() % 3));
1518 Person::players.back()->skeletonLoad(true);
1520 Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
1521 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
1523 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
1524 Person::players.back()->yaw = Person::players[0]->yaw;
1526 Person::players.back()->coords = Person::players[0]->coords;
1527 Person::players.back()->oldcoords = Person::players.back()->coords;
1528 Person::players.back()->realoldcoords = Person::players.back()->coords;
1530 if (Person::players[0]->creature == wolftype) {
1531 headprop = Person::players[0]->proportionhead.x / 1.1;
1532 bodyprop = Person::players[0]->proportionbody.x / 1.1;
1533 armprop = Person::players[0]->proportionarms.x / 1.1;
1534 legprop = Person::players[0]->proportionlegs.x / 1.1;
1537 headprop = Person::players[0]->proportionhead.x / 1.2;
1538 bodyprop = Person::players[0]->proportionbody.x / 1.05;
1539 armprop = Person::players[0]->proportionarms.x / 1.00;
1540 legprop = Person::players[0]->proportionlegs.x / 1.1;
1543 if (Person::players.back()->creature == wolftype) {
1544 Person::players.back()->proportionhead = 1.1 * headprop;
1545 Person::players.back()->proportionbody = 1.1 * bodyprop;
1546 Person::players.back()->proportionarms = 1.1 * armprop;
1547 Person::players.back()->proportionlegs = 1.1 * legprop;
1550 if (Person::players.back()->creature == rabbittype) {
1551 Person::players.back()->proportionhead = 1.2 * headprop;
1552 Person::players.back()->proportionbody = 1.05 * bodyprop;
1553 Person::players.back()->proportionarms = 1.00 * armprop;
1554 Person::players.back()->proportionlegs = 1.1 * legprop;
1555 Person::players.back()->proportionlegs.y = 1.05 * legprop;
1559 Person::players.back()->proportionhead.z = 0;
1560 Person::players.back()->proportionbody.z = 0;
1561 Person::players.back()->proportionarms.z = 0;
1562 Person::players.back()->proportionlegs.z = 0;
1565 Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
1567 Person::players.back()->damagetolerance = 200;
1569 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
1570 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
1571 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
1572 Person::players.back()->armorhead = Person::players[0]->armorhead;
1573 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
1574 Person::players.back()->armorlow = Person::players[0]->armorlow;
1575 Person::players.back()->metalhead = Person::players[0]->metalhead;
1576 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
1577 Person::players.back()->metallow = Person::players[0]->metallow;
1579 Person::players.back()->immobile = Person::players[0]->immobile;
1581 Person::players.back()->numclothes = Person::players[0]->numclothes;
1582 for (int i = 0; i < Person::players.back()->numclothes; i++) {
1583 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
1584 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
1585 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
1586 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
1588 Person::players.back()->addClothes();
1590 Person::players.back()->power = Person::players[0]->power;
1591 Person::players.back()->speedmult = Person::players[0]->speedmult;
1593 Person::players.back()->loaded = true;
1597 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1598 if (Person::players.back()->numwaypoints < 90) {
1599 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
1600 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
1601 Person::players.back()->numwaypoints++;
1603 printf("Add waypoint: Reached max number of waypoints (90), aborting.");
1607 /* Connect waypoint */
1608 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1609 if (numpathpoints < 30) {
1610 bool connected = false;
1611 if (numpathpoints > 1) {
1612 for (int i = 0; i < numpathpoints; i++) {
1613 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
1614 bool alreadyconnected = false;
1615 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
1616 if (pathpointconnect[pathpointselected][j] == i) {
1617 alreadyconnected = true;
1620 if (!alreadyconnected) {
1621 numpathpointconnect[pathpointselected]++;
1623 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
1630 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
1631 numpathpointconnect[numpathpoints - 1] = 0;
1632 if (numpathpoints > 1 && pathpointselected != -1) {
1633 numpathpointconnect[pathpointselected]++;
1634 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
1636 pathpointselected = numpathpoints - 1;
1639 printf("Connect waypoint: Reached max number of path points (30), aborting.");
1643 /* Select next path waypoint */
1644 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
1645 pathpointselected++;
1646 if (pathpointselected >= numpathpoints) {
1647 pathpointselected = -1;
1651 /* Select previous path waypoint */
1652 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1653 pathpointselected--;
1654 if (pathpointselected <= -2) {
1655 pathpointselected = numpathpoints - 1;
1659 /* Delete path waypoint */
1660 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1661 if (pathpointselected != -1) {
1663 pathpoint[pathpointselected] = pathpoint[numpathpoints];
1664 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
1665 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
1666 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
1668 for (int i = 0; i < numpathpoints; i++) {
1669 for (int j = 0; j < numpathpointconnect[i]; j++) {
1670 if (pathpointconnect[i][j] == pathpointselected) {
1671 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
1672 numpathpointconnect[i]--;
1674 if (pathpointconnect[i][j] == numpathpoints) {
1675 pathpointconnect[i][j] = pathpointselected;
1679 pathpointselected = numpathpoints - 1;
1683 /* Select previous object type */
1684 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1686 if (editortype == treeleavestype || editortype == 10) {
1689 if (editortype < 0) {
1690 editortype = firetype;
1694 /* Select next object type */
1695 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1697 if (editortype == treeleavestype || editortype == 10) {
1700 if (editortype > firetype) {
1705 /* Decrease size for next object */
1706 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1707 editorsize -= multiplier;
1708 if (editorsize < .1) {
1713 /* Increase size for next object */
1714 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1715 editorsize += multiplier;
1718 /* Decrease yaw for next object */
1719 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1720 editoryaw -= multiplier * 100;
1721 if (editoryaw < -.01) {
1726 /* Increase yaw for next object */
1727 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1728 editoryaw += multiplier * 100;
1731 /* Decrease pitch for next object */
1732 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1733 editorpitch -= multiplier * 100;
1734 if (editorpitch < -.01) {
1739 /* Increase pitch for next object */
1740 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1741 editorpitch += multiplier * 100;
1744 /* Decrease map radius */
1745 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1746 mapradius -= multiplier * 10;
1749 /* Increase map radius */
1750 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1751 mapradius += multiplier * 10;
1756 void doJumpReversals()
1758 for (unsigned k = 0; k < Person::players.size(); k++) {
1759 for (unsigned i = k + 1; i < Person::players.size(); i++) {
1760 if (Person::players[k]->skeleton.free == 0 &&
1761 Person::players[i]->skeleton.oldfree == 0 &&
1762 (Person::players[i]->animTarget == jumpupanim ||
1763 Person::players[k]->animTarget == jumpupanim) &&
1764 (Person::players[i]->aitype == playercontrolled ||
1765 Person::players[k]->aitype == playercontrolled) &&
1766 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
1767 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
1768 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
1769 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
1770 //TODO: refactor two huge similar ifs
1771 if (Person::players[i]->animTarget == jumpupanim &&
1772 Person::players[k]->animTarget != getupfrombackanim &&
1773 Person::players[k]->animTarget != getupfromfrontanim &&
1774 Animation::animations[Person::players[k]->animTarget].height == middleheight &&
1775 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
1776 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
1777 Person::players[k]->aitype != playercontrolled)) {
1778 Person::players[i]->victim = Person::players[k];
1779 Person::players[i]->velocity = 0;
1780 Person::players[i]->animCurrent = jumpreversedanim;
1781 Person::players[i]->animTarget = jumpreversedanim;
1782 Person::players[i]->frameCurrent = 0;
1783 Person::players[i]->frameTarget = 1;
1784 Person::players[i]->targettilt2 = 0;
1785 Person::players[k]->victim = Person::players[i];
1786 Person::players[k]->velocity = 0;
1787 Person::players[k]->animCurrent = jumpreversalanim;
1788 Person::players[k]->animTarget = jumpreversalanim;
1789 Person::players[k]->frameCurrent = 0;
1790 Person::players[k]->frameTarget = 1;
1791 Person::players[k]->targettilt2 = 0;
1792 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
1793 Person::players[i]->animCurrent = rabbitkickreversedanim;
1794 Person::players[i]->animTarget = rabbitkickreversedanim;
1795 Person::players[i]->frameCurrent = 1;
1796 Person::players[i]->frameTarget = 2;
1797 Person::players[k]->animCurrent = rabbitkickreversalanim;
1798 Person::players[k]->animTarget = rabbitkickreversalanim;
1799 Person::players[k]->frameCurrent = 1;
1800 Person::players[k]->frameTarget = 2;
1802 Person::players[i]->target = 0;
1803 Person::players[k]->oldcoords = Person::players[k]->coords;
1804 Person::players[i]->coords = Person::players[k]->coords;
1805 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
1806 Person::players[k]->yaw = Person::players[i]->targetyaw;
1807 if (Person::players[k]->aitype == attacktypecutoff) {
1808 Person::players[k]->stunned = .5;
1811 if (Person::players[k]->animTarget == jumpupanim &&
1812 Person::players[i]->animTarget != getupfrombackanim &&
1813 Person::players[i]->animTarget != getupfromfrontanim &&
1814 Animation::animations[Person::players[i]->animTarget].height == middleheight &&
1815 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
1816 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
1817 Person::players[i]->aitype != playercontrolled)) {
1818 Person::players[k]->victim = Person::players[i];
1819 Person::players[k]->velocity = 0;
1820 Person::players[k]->animCurrent = jumpreversedanim;
1821 Person::players[k]->animTarget = jumpreversedanim;
1822 Person::players[k]->frameCurrent = 0;
1823 Person::players[k]->frameTarget = 1;
1824 Person::players[k]->targettilt2 = 0;
1825 Person::players[i]->victim = Person::players[k];
1826 Person::players[i]->velocity = 0;
1827 Person::players[i]->animCurrent = jumpreversalanim;
1828 Person::players[i]->animTarget = jumpreversalanim;
1829 Person::players[i]->frameCurrent = 0;
1830 Person::players[i]->frameTarget = 1;
1831 Person::players[i]->targettilt2 = 0;
1832 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
1833 Person::players[k]->animTarget = rabbitkickreversedanim;
1834 Person::players[k]->animCurrent = rabbitkickreversedanim;
1835 Person::players[i]->animCurrent = rabbitkickreversalanim;
1836 Person::players[i]->animTarget = rabbitkickreversalanim;
1837 Person::players[k]->frameCurrent = 1;
1838 Person::players[k]->frameTarget = 2;
1839 Person::players[i]->frameCurrent = 1;
1840 Person::players[i]->frameTarget = 2;
1842 Person::players[k]->target = 0;
1843 Person::players[i]->oldcoords = Person::players[i]->coords;
1844 Person::players[k]->coords = Person::players[i]->coords;
1845 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
1846 Person::players[i]->yaw = Person::players[k]->targetyaw;
1847 if (Person::players[i]->aitype == attacktypecutoff) {
1848 Person::players[i]->stunned = .5;
1857 void doAerialAcrobatics()
1859 static XYZ facing, flatfacing;
1860 for (unsigned k = 0; k < Person::players.size(); k++) {
1861 Person::players[k]->turnspeed = 500;
1863 if ((Person::players[k]->isRun() &&
1864 ((Person::players[k]->targetyaw != rabbitrunninganim &&
1865 Person::players[k]->targetyaw != wolfrunninganim) ||
1866 Person::players[k]->frameTarget == 4)) ||
1867 Person::players[k]->animTarget == removeknifeanim ||
1868 Person::players[k]->animTarget == crouchremoveknifeanim ||
1869 Person::players[k]->animTarget == flipanim ||
1870 Person::players[k]->animTarget == fightsidestep ||
1871 Person::players[k]->animTarget == walkanim) {
1872 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
1875 if (Person::players[k]->isStop() ||
1876 Person::players[k]->isLanding() ||
1877 Person::players[k]->animTarget == staggerbackhighanim ||
1878 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
1879 Person::players[k]->animTarget == staggerbackhardanim ||
1880 Person::players[k]->animTarget == backhandspringanim ||
1881 Person::players[k]->animTarget == dodgebackanim ||
1882 Person::players[k]->animTarget == rollanim ||
1883 (Animation::animations[Person::players[k]->animTarget].attack &&
1884 Person::players[k]->animTarget != rabbitkickanim &&
1885 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
1886 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
1887 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
1890 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
1891 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
1894 Person::players[k]->DoStuff();
1895 if (Person::players[k]->immobile && k != 0) {
1896 Person::players[k]->coords = Person::players[k]->realoldcoords;
1899 //if player's position has changed (?)
1900 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
1901 !Person::players[k]->skeleton.free &&
1902 Person::players[k]->animTarget != climbanim &&
1903 Person::players[k]->animTarget != hanganim) {
1904 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
1906 bool tempcollide = 0;
1908 if (Person::players[k]->collide < -.3) {
1909 Person::players[k]->collide = -.3;
1911 if (Person::players[k]->collide > 1) {
1912 Person::players[k]->collide = 1;
1914 Person::players[k]->collide -= multiplier * 30;
1917 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
1919 for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
1920 unsigned int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1921 if (Object::objects[i]->type != rocktype ||
1922 Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled ||
1923 Object::objects[i]->position.y > Person::players[k]->coords.y) {
1924 lowpoint = Person::players[k]->coords;
1925 if (Person::players[k]->animTarget != jumpupanim &&
1926 Person::players[k]->animTarget != jumpdownanim &&
1927 !Person::players[k]->isFlip()) {
1932 if (Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
1933 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1) {
1934 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
1936 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1937 flatfacing = lowpoint - Person::players[k]->coords;
1938 Person::players[k]->coords = lowpoint;
1939 Person::players[k]->coords.y -= 1.3;
1940 Person::players[k]->collide = 1;
1943 //TODO: refactor four similar blocks
1944 if (Person::players[k]->aitype == playercontrolled &&
1945 (Person::players[k]->animTarget == jumpupanim ||
1946 Person::players[k]->animTarget == jumpdownanim ||
1947 Person::players[k]->isFlip()) &&
1948 !Person::players[k]->jumptogglekeydown &&
1949 Person::players[k]->jumpkeydown) {
1950 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
1951 XYZ tempcoords1 = lowpoint;
1952 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1953 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1954 Person::players[k]->setTargetAnimation(walljumpleftanim);
1955 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1957 pause_sound(whooshsound);
1960 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1961 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1962 if (lowpointtarget.z < 0) {
1963 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1965 Person::players[k]->targetyaw = Person::players[k]->yaw;
1966 Person::players[k]->lowyaw = Person::players[k]->yaw;
1971 lowpoint = tempcoords1;
1972 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
1973 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1974 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1975 Person::players[k]->setTargetAnimation(walljumprightanim);
1976 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1978 pause_sound(whooshsound);
1981 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1982 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1983 if (lowpointtarget.z < 0) {
1984 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1986 Person::players[k]->targetyaw = Person::players[k]->yaw;
1987 Person::players[k]->lowyaw = Person::players[k]->yaw;
1992 lowpoint = tempcoords1;
1993 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
1994 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1995 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1996 Person::players[k]->setTargetAnimation(walljumpbackanim);
1997 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1999 pause_sound(whooshsound);
2002 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
2003 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2004 if (lowpointtarget.z < 0) {
2005 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2007 Person::players[k]->targetyaw = Person::players[k]->yaw;
2008 Person::players[k]->lowyaw = Person::players[k]->yaw;
2013 lowpoint = tempcoords1;
2014 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2015 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2016 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
2017 Person::players[k]->setTargetAnimation(walljumpfrontanim);
2018 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2020 pause_sound(whooshsound);
2023 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
2024 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2025 if (lowpointtarget.z < 0) {
2026 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2028 Person::players[k]->yaw += 180;
2029 Person::players[k]->targetyaw = Person::players[k]->yaw;
2030 Person::players[k]->lowyaw = Person::players[k]->yaw;
2040 } else if (Object::objects[i]->type == rocktype) {
2041 lowpoint2 = Person::players[k]->coords;
2042 lowpoint = Person::players[k]->coords;
2044 if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
2045 Person::players[k]->coords = colpoint;
2046 Person::players[k]->collide = 1;
2049 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2050 //flipped into a rock
2051 if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7) {
2052 Person::players[k]->RagDoll(0);
2055 if (Person::players[k]->animTarget == jumpupanim) {
2056 Person::players[k]->jumppower = -4;
2057 Person::players[k]->animTarget = Person::players[k]->getIdle();
2059 Person::players[k]->target = 0;
2060 Person::players[k]->frameTarget = 0;
2061 Person::players[k]->onterrain = 1;
2063 if (Person::players[k]->id == 0) {
2064 pause_sound(whooshsound);
2065 OPENAL_SetVolume(channels[whooshsound], 0);
2069 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
2070 if (Person::players[k]->isFlip()) {
2071 Person::players[k]->jumppower = -4;
2073 Person::players[k]->animTarget = Person::players[k]->getLanding();
2074 emit_sound_at(landsound, Person::players[k]->coords, 128.);
2076 addEnvSound(Person::players[k]->coords);
2085 for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
2086 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2087 lowpoint = Person::players[k]->coords;
2089 if (Object::objects[i]->type != rocktype) {
2090 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
2091 if (Person::players[k]->animTarget != jumpupanim &&
2092 Person::players[k]->animTarget != jumpdownanim &&
2093 Person::players[k]->onterrain) {
2094 Person::players[k]->avoidcollided = 1;
2096 Person::players[k]->coords = lowpoint;
2097 Person::players[k]->coords.y -= 1.35;
2098 Person::players[k]->collide = 1;
2100 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2101 (Person::players[k]->animCurrent != climbanim &&
2102 Person::players[k]->animCurrent != hanganim &&
2103 !Person::players[k]->isWallJump() ||
2104 Person::players[k]->animTarget == jumpupanim ||
2105 Person::players[k]->animTarget == jumpdownanim)) {
2106 lowpoint = Person::players[k]->coords;
2107 Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
2108 lowpoint = Person::players[k]->coords;
2112 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2113 lowpointtarget = lowpoint + facing * 1.4;
2114 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2115 if (whichhit != -1) {
2116 lowpoint = Person::players[k]->coords;
2118 lowpointtarget = lowpoint + facing * 1.4;
2119 lowpoint2 = lowpoint;
2120 lowpointtarget2 = lowpointtarget;
2121 lowpoint3 = lowpoint;
2122 lowpointtarget3 = lowpointtarget;
2123 lowpoint4 = lowpoint;
2124 lowpointtarget4 = lowpointtarget;
2125 lowpoint5 = lowpoint;
2126 lowpointtarget5 = lowpointtarget;
2127 lowpoint6 = lowpoint;
2128 lowpointtarget6 = lowpointtarget;
2129 lowpoint7 = lowpoint;
2130 lowpointtarget7 = lowpoint;
2132 lowpointtarget2.x += .1;
2134 lowpointtarget3.z += .1;
2136 lowpointtarget4.x -= .1;
2138 lowpointtarget5.z -= .1;
2139 lowpoint6.y += 45 / 13;
2140 lowpointtarget6.y += 45 / 13;
2141 lowpointtarget6 += facing * .6;
2142 lowpointtarget7.y += 90 / 13;
2143 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2144 if (Object::objects[i]->friction > .5) {
2145 if (whichhit != -1) {
2146 if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim) {
2147 Person::players[k]->collided = 1;
2149 if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1) {
2150 if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1) {
2151 if (Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
2152 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2153 Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
2154 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2155 Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
2156 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2157 Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
2158 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
2159 for (int j = 0; j < 45; j++) {
2160 lowpoint = Person::players[k]->coords;
2161 lowpoint.y += (float)j / 13;
2162 lowpointtarget = lowpoint + facing * 1.4;
2163 if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
2164 &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
2165 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim) {
2168 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2169 lowpoint = Person::players[k]->coords;
2170 lowpoint.y += (float)j / 13;
2171 lowpointtarget = lowpoint + facing * 1.3;
2172 flatfacing = Person::players[k]->coords;
2173 Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * .01;
2174 Person::players[k]->coords.y = lowpointtarget.y - .07;
2175 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2177 if (j > 10 || !Person::players[k]->isRun()) {
2178 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2180 pause_sound(whooshsound);
2183 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2185 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
2186 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2187 if (lowpointtarget.z < 0) {
2188 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2190 Person::players[k]->targetyaw = Person::players[k]->yaw;
2191 Person::players[k]->lowyaw = Person::players[k]->yaw;
2193 //Person::players[k]->velocity=lowpointtarget*.03;
2194 Person::players[k]->velocity = 0;
2197 if (Person::players[k]->animTarget == jumpupanim) {
2198 Person::players[k]->animTarget = climbanim;
2199 Person::players[k]->jumppower = 0;
2200 Person::players[k]->jumpclimb = 1;
2202 Person::players[k]->transspeed = 6;
2203 Person::players[k]->target = 0;
2204 Person::players[k]->frameTarget = 1;
2207 Person::players[k]->setTargetAnimation(hanganim);
2208 Person::players[k]->jumppower = 0;
2226 if (Person::players[k]->collide <= 0) {
2228 if (!Person::players[k]->onterrain &&
2229 Person::players[k]->animTarget != jumpupanim &&
2230 Person::players[k]->animTarget != jumpdownanim &&
2231 Person::players[k]->animTarget != climbanim &&
2232 Person::players[k]->animTarget != hanganim &&
2233 !Person::players[k]->isWallJump() &&
2234 !Person::players[k]->isFlip()) {
2235 if (Person::players[k]->animCurrent != climbanim &&
2236 Person::players[k]->animCurrent != tempanim &&
2237 Person::players[k]->animTarget != backhandspringanim &&
2238 (Person::players[k]->animTarget != rollanim ||
2239 Person::players[k]->frameTarget < 2 ||
2240 Person::players[k]->frameTarget > 6)) {
2241 //stagger off ledge (?)
2242 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim) {
2243 Person::players[k]->RagDoll(0);
2245 Person::players[k]->setTargetAnimation(jumpdownanim);
2248 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2252 Person::players[k]->velocity.y += gravity;
2256 Person::players[k]->realoldcoords = Person::players[k]->coords;
2262 static int randattack;
2263 static bool playerrealattackkeydown = 0;
2265 if (!Input::isKeyDown(attackkey)) {
2269 Person::players[0]->attackkeydown = 0;
2272 playerrealattackkeydown = 0;
2274 if (!oldattackkey) {
2275 playerrealattackkeydown = Input::isKeyDown(attackkey);
2277 if ((Person::players[0]->parriedrecently <= 0 ||
2278 Person::players[0]->weaponactive == -1) &&
2281 Person::players[0]->lastattack != swordslashanim &&
2282 Person::players[0]->lastattack != knifeslashstartanim &&
2283 Person::players[0]->lastattack != staffhitanim &&
2284 Person::players[0]->lastattack != staffspinhitanim))) {
2285 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2287 if (Input::isKeyDown(attackkey) &&
2289 !Person::players[0]->backkeydown) {
2290 for (unsigned k = 0; k < Person::players.size(); k++) {
2291 if ((Person::players[k]->animTarget == swordslashanim ||
2292 Person::players[k]->animTarget == staffhitanim ||
2293 Person::players[k]->animTarget == staffspinhitanim) &&
2294 Person::players[0]->animCurrent != dodgebackanim &&
2295 !Person::players[k]->skeleton.free) {
2296 Person::players[k]->Reverse();
2301 if (!hostile || Dialog::inDialog()) {
2302 Person::players[0]->attackkeydown = 0;
2305 for (unsigned k = 0; k < Person::players.size(); k++) {
2306 if (Dialog::inDialog()) {
2307 Person::players[k]->attackkeydown = 0;
2309 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2310 if (Person::players[k]->aitype != playercontrolled) {
2311 Person::players[k]->victim = Person::players[0];
2313 //attack key pressed
2314 if (Person::players[k]->attackkeydown) {
2316 if (Person::players[k]->backkeydown &&
2317 Person::players[k]->animTarget != backhandspringanim &&
2318 (Person::players[k]->isIdle() ||
2319 Person::players[k]->isStop() ||
2320 Person::players[k]->isRun() ||
2321 Person::players[k]->animTarget == walkanim)) {
2322 if (Person::players[k]->jumppower <= 1) {
2323 Person::players[k]->jumppower -= 2;
2325 for (unsigned i = 0; i < Person::players.size(); i++) {
2329 if (Person::players[i]->animTarget == swordslashanim ||
2330 Person::players[i]->animTarget == knifeslashstartanim ||
2331 Person::players[i]->animTarget == staffhitanim ||
2332 Person::players[i]->animTarget == staffspinhitanim) {
2333 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2334 Person::players[k]->setTargetAnimation(dodgebackanim);
2335 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2336 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2340 if (Person::players[k]->animTarget != dodgebackanim) {
2344 Person::players[k]->setTargetAnimation(backhandspringanim);
2345 Person::players[k]->targetyaw = -yaw + 180;
2346 if (Person::players[k]->leftkeydown) {
2347 Person::players[k]->targetyaw -= 45;
2349 if (Person::players[k]->rightkeydown) {
2350 Person::players[k]->targetyaw += 45;
2352 Person::players[k]->yaw = Person::players[k]->targetyaw;
2353 Person::players[k]->jumppower -= 2;
2358 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2359 !Person::players[k]->backkeydown &&
2360 (Person::players[k]->isIdle() ||
2361 Person::players[k]->isRun() ||
2362 Person::players[k]->animTarget == walkanim ||
2363 Person::players[k]->animTarget == sneakanim ||
2364 Person::players[k]->isCrouch())) {
2365 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2366 //normal attacks (?)
2367 Person::players[k]->hasvictim = 0;
2368 if (Person::players.size() > 1) {
2369 for (unsigned i = 0; i < Person::players.size(); i++) {
2370 if (i == k || !(k == 0 || i == 0)) {
2373 if (!Person::players[k]->hasvictim) {
2374 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2376 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2377 if (distance < 4.5 &&
2378 !Person::players[i]->skeleton.free &&
2379 Person::players[i]->howactive < typedead1 &&
2380 Person::players[i]->animTarget != jumpreversedanim &&
2381 Person::players[i]->animTarget != rabbitkickreversedanim &&
2382 Person::players[i]->animTarget != rabbitkickanim &&
2383 Person::players[k]->animTarget != rabbitkickanim &&
2384 Person::players[i]->animTarget != getupfrombackanim &&
2385 (Person::players[i]->animTarget != staggerbackhighanim &&
2386 (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2387 Person::players[i]->animTarget != jumpdownanim &&
2388 Person::players[i]->animTarget != jumpupanim &&
2389 Person::players[i]->animTarget != getupfromfrontanim) {
2390 Person::players[k]->victim = Person::players[i];
2391 Person::players[k]->hasvictim = 1;
2392 if (Person::players[k]->aitype == playercontrolled) { //human player
2394 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2395 Person::players[k]->crouchkeydown &&
2396 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2397 Person::players[k]->animTarget = sweepanim;
2399 } else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2400 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2401 !Person::players[k]->forwardkeydown &&
2402 !Person::players[k]->leftkeydown &&
2403 !Person::players[k]->rightkeydown &&
2404 !Person::players[k]->crouchkeydown &&
2407 Person::players[k]->animTarget = winduppunchanim;
2409 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2410 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2411 !Person::players[k]->forwardkeydown &&
2412 !Person::players[k]->leftkeydown &&
2413 !Person::players[k]->rightkeydown &&
2414 !Person::players[k]->crouchkeydown &&
2416 Person::players[k]->animTarget = upunchanim;
2418 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2419 Person::players[i]->staggerdelay > 0 &&
2420 attackweapon == knife &&
2421 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) {
2422 Person::players[k]->animTarget = knifefollowanim;
2424 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2425 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2426 !Person::players[k]->forwardkeydown &&
2427 !Person::players[k]->leftkeydown &&
2428 !Person::players[k]->rightkeydown &&
2429 !Person::players[k]->crouchkeydown &&
2430 attackweapon == knife &&
2431 Person::players[k]->weaponmissdelay <= 0) {
2432 Person::players[k]->animTarget = knifeslashstartanim;
2434 } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2435 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2436 !Person::players[k]->crouchkeydown &&
2437 attackweapon == sword &&
2438 Person::players[k]->weaponmissdelay <= 0) {
2439 Person::players[k]->animTarget = swordslashanim;
2441 } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2442 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2443 !Person::players[k]->crouchkeydown &&
2444 attackweapon == staff &&
2445 Person::players[k]->weaponmissdelay <= 0 &&
2446 !Person::players[k]->leftkeydown &&
2447 !Person::players[k]->rightkeydown &&
2448 !Person::players[k]->forwardkeydown) {
2449 Person::players[k]->animTarget = staffhitanim;
2451 } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2452 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2453 !Person::players[k]->crouchkeydown &&
2454 attackweapon == staff &&
2455 Person::players[k]->weaponmissdelay <= 0) {
2456 Person::players[k]->animTarget = staffspinhitanim;
2458 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2459 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2460 Person::players[k]->animTarget = spinkickanim;
2462 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2463 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2464 Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
2465 Person::players[k]->animTarget = lowkickanim;
2467 } else { //AI player
2468 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
2469 randattack = abs(Random() % 5);
2470 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
2472 if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2473 Person::players[k]->animTarget = sweepanim;
2475 } else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2477 Person::players[k]->animTarget = upunchanim;
2479 } else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2480 Person::players[k]->animTarget = spinkickanim;
2482 } else if (Animation::animations[Person::players[i]->animTarget].height == lowheight) {
2483 Person::players[k]->animTarget = lowkickanim;
2488 if ((!Tutorial::active || !attackweapon) &&
2489 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2491 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2492 Person::players[k]->animTarget = sweepanim;
2494 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2495 attackweapon == knife &&
2496 Person::players[k]->weaponmissdelay <= 0) {
2497 Person::players[k]->animTarget = knifeslashstartanim;
2499 } else if (!(Person::players[0]->victim == Person::players[i] &&
2500 Person::players[0]->hasvictim &&
2501 Person::players[0]->animTarget == swordslashanim) &&
2502 attackweapon == sword &&
2503 Person::players[k]->weaponmissdelay <= 0) {
2504 Person::players[k]->animTarget = swordslashanim;
2506 } else if (!(Person::players[0]->victim == Person::players[i] &&
2507 Person::players[0]->hasvictim &&
2508 Person::players[0]->animTarget == swordslashanim) &&
2509 attackweapon == staff &&
2510 Person::players[k]->weaponmissdelay <= 0 &&
2512 Person::players[k]->animTarget = staffhitanim;
2514 } else if (!(Person::players[0]->victim == Person::players[i] &&
2515 Person::players[0]->hasvictim &&
2516 Person::players[0]->animTarget == swordslashanim) &&
2517 attackweapon == staff &&
2518 Person::players[k]->weaponmissdelay <= 0 &&
2520 Person::players[k]->animTarget = staffspinhitanim;
2522 } else if ((!Tutorial::active || !attackweapon) &&
2523 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2525 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2526 Person::players[k]->animTarget = spinkickanim;
2528 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2529 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2530 Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
2531 Person::players[k]->animTarget = lowkickanim;
2536 //upunch becomes wolfslap
2537 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype) {
2538 Person::players[k]->animTarget = wolfslapanim;
2542 if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
2543 Person::players[i]->howactive < typedead1 &&
2544 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2545 !Person::players[i]->skeleton.free &&
2546 Person::players[i]->animTarget != getupfrombackanim &&
2547 Person::players[i]->animTarget != getupfromfrontanim &&
2548 (Person::players[i]->surprised > 0 ||
2549 Person::players[i]->aitype == passivetype ||
2550 attackweapon && Person::players[i]->stunned > 0) &&
2551 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
2553 if (!attackweapon) {
2554 Person::players[k]->animCurrent = sneakattackanim;
2555 Person::players[k]->animTarget = sneakattackanim;
2556 Person::players[i]->animCurrent = sneakattackedanim;
2557 Person::players[i]->animTarget = sneakattackedanim;
2558 Person::players[k]->oldcoords = Person::players[k]->coords;
2559 Person::players[k]->coords = Person::players[i]->coords;
2562 if (attackweapon == knife) {
2563 Person::players[k]->animCurrent = knifesneakattackanim;
2564 Person::players[k]->animTarget = knifesneakattackanim;
2565 Person::players[i]->animCurrent = knifesneakattackedanim;
2566 Person::players[i]->animTarget = knifesneakattackedanim;
2567 Person::players[i]->oldcoords = Person::players[i]->coords;
2568 Person::players[i]->coords = Person::players[k]->coords;
2571 if (attackweapon == sword) {
2572 Person::players[k]->animCurrent = swordsneakattackanim;
2573 Person::players[k]->animTarget = swordsneakattackanim;
2574 Person::players[i]->animCurrent = swordsneakattackedanim;
2575 Person::players[i]->animTarget = swordsneakattackedanim;
2576 Person::players[i]->oldcoords = Person::players[i]->coords;
2577 Person::players[i]->coords = Person::players[k]->coords;
2579 if (attackweapon != staff) {
2580 Person::players[k]->victim = Person::players[i];
2581 Person::players[k]->hasvictim = 1;
2582 Person::players[i]->targettilt2 = 0;
2583 Person::players[i]->frameTarget = 1;
2584 Person::players[i]->frameCurrent = 0;
2585 Person::players[i]->target = 0;
2586 Person::players[i]->velocity = 0;
2587 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2588 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2589 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2590 Person::players[k]->target = Person::players[i]->target;
2591 Person::players[k]->velocity = 0;
2592 Person::players[k]->targetyaw = Person::players[i]->yaw;
2593 Person::players[k]->yaw = Person::players[i]->yaw;
2594 Person::players[i]->targetyaw = Person::players[i]->yaw;
2597 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2598 Person::players[k]->victim == Person::players[i] &&
2599 (!Person::players[i]->skeleton.free)) {
2601 Person::players[k]->frameTarget = 0;
2602 Person::players[k]->target = 0;
2604 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2605 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2606 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2607 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2608 Person::players[k]->lastattack = Person::players[k]->animTarget;
2610 if (Person::players[k]->animTarget == knifefollowanim &&
2611 Person::players[k]->victim == Person::players[i]) {
2613 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2614 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2615 Person::players[k]->victim = Person::players[i];
2616 Person::players[k]->hasvictim = 1;
2617 Person::players[i]->animTarget = knifefollowedanim;
2618 Person::players[i]->animCurrent = knifefollowedanim;
2619 Person::players[i]->targettilt2 = 0;
2620 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
2621 Person::players[i]->frameTarget = 1;
2622 Person::players[i]->frameCurrent = 0;
2623 Person::players[i]->target = 0;
2624 Person::players[i]->velocity = 0;
2625 Person::players[k]->animCurrent = knifefollowanim;
2626 Person::players[k]->animTarget = knifefollowanim;
2627 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2628 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2629 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2630 Person::players[k]->target = Person::players[i]->target;
2631 Person::players[k]->velocity = 0;
2632 Person::players[k]->oldcoords = Person::players[k]->coords;
2633 Person::players[i]->coords = Person::players[k]->coords;
2634 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2635 Person::players[i]->yaw = Person::players[k]->targetyaw;
2636 Person::players[k]->yaw = Person::players[k]->targetyaw;
2637 Person::players[i]->yaw = Person::players[k]->targetyaw;
2643 const bool hasstaff = attackweapon == staff;
2644 if (k == 0 && Person::players.size() > 1) {
2645 for (unsigned i = 0; i < Person::players.size(); i++) {
2649 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
2650 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
2651 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2652 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown)) {
2653 if (Person::players[i]->skeleton.free) {
2654 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
2655 (Person::players[i]->dead ||
2656 Person::players[i]->skeleton.longdead > 1000 ||
2657 Person::players[k]->isRun() ||
2660 (Person::players[i]->skeleton.longdead > 2000 ||
2661 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
2662 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
2663 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
2664 Person::players[k]->victim = Person::players[i];
2665 Person::players[k]->hasvictim = 1;
2666 if (attackweapon && !Tutorial::active) {
2668 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5)) {
2669 Person::players[k]->animTarget = crouchstabanim;
2672 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword) {
2673 Person::players[k]->animTarget = swordgroundstabanim;
2676 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff) {
2677 Person::players[k]->animTarget = staffgroundsmashanim;
2680 if (distance < 2.5 &&
2681 Person::players[k]->crouchkeydown &&
2682 Person::players[k]->animTarget != crouchstabanim &&
2684 Person::players[i]->dead &&
2685 Person::players[i]->skeleton.free &&
2686 Person::players[i]->skeleton.longdead > 1000) {
2687 Person::players[k]->animTarget = killanim;
2688 terrain.deleteDeadDecals();
2689 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2690 if (Object::objects[l]->model.type == decalstype) {
2691 Object::objects[l]->model.deleteDeadDecals();
2695 if (!Person::players[i]->dead || musictype != 2) {
2696 if (distance < 3.5 &&
2697 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
2698 Person::players[k]->staggerdelay <= 0 &&
2699 (Person::players[i]->dead ||
2700 Person::players[i]->skeleton.longdead < 300 &&
2701 Person::players[k]->lastattack != spinkickanim &&
2702 Person::players[i]->skeleton.free) &&
2703 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
2704 Person::players[k]->animTarget = dropkickanim;
2705 terrain.deleteDeadDecals();
2706 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2707 if (Object::objects[l]->model.type == decalstype) {
2708 Object::objects[l]->model.deleteDeadDecals();
2716 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2717 Person::players[k]->victim == Person::players[i] &&
2718 (!Person::players[i]->skeleton.free ||
2719 Person::players[k]->animTarget == killanim ||
2720 Person::players[k]->animTarget == crouchstabanim ||
2721 Person::players[k]->animTarget == swordgroundstabanim ||
2722 Person::players[k]->animTarget == staffgroundsmashanim ||
2723 Person::players[k]->animTarget == dropkickanim)) {
2725 Person::players[k]->frameTarget = 0;
2726 Person::players[k]->target = 0;
2728 XYZ targetpoint = Person::players[i]->coords;
2729 if (Person::players[k]->animTarget == crouchstabanim ||
2730 Person::players[k]->animTarget == swordgroundstabanim ||
2731 Person::players[k]->animTarget == staffgroundsmashanim) {
2732 targetpoint += (Person::players[i]->jointPos(abdomen) +
2733 Person::players[i]->jointPos(neck)) /
2735 Person::players[i]->scale;
2737 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
2738 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
2740 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
2741 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
2744 if (Person::players[k]->animTarget == staffgroundsmashanim) {
2745 Person::players[k]->targettilt2 += 10;
2748 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2749 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2750 Person::players[k]->lastattack = Person::players[k]->animTarget;
2752 if (Person::players[k]->animTarget == swordgroundstabanim) {
2753 Person::players[k]->targetyaw += 30;
2759 if (!Person::players[k]->hasvictim) {
2761 for (unsigned i = 0; i < Person::players.size(); i++) {
2762 if (i == k || !(i == 0 || k == 0)) {
2765 if (!Person::players[i]->skeleton.free) {
2766 if (Person::players[k]->hasvictim) {
2767 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
2768 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords)) {
2769 Person::players[k]->victim = Person::players[i];
2772 Person::players[k]->victim = Person::players[i];
2773 Person::players[k]->hasvictim = 1;
2778 if (Person::players[k]->aitype == playercontrolled) {
2780 if (Person::players[k]->attackkeydown &&
2781 Person::players[k]->isRun() &&
2782 Person::players[k]->wasRun() &&
2783 ((Person::players[k]->hasvictim &&
2784 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
2785 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
2786 !Person::players[k]->victim->skeleton.free &&
2787 Person::players[k]->victim->animTarget != getupfrombackanim &&
2788 Person::players[k]->victim->animTarget != getupfromfrontanim &&
2789 Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
2790 Person::players[k]->aitype != playercontrolled && //wat???
2791 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
2792 Person::players[k]->rabbitkickenabled) ||
2793 Person::players[k]->jumpkeydown)) {
2795 Person::players[k]->setTargetAnimation(rabbitkickanim);
2799 if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
2801 switch (attackweapon) {
2822 void doPlayerCollisions()
2824 static XYZ rotatetarget;
2825 static float collisionradius;
2826 if (Person::players.size() > 1) {
2827 for (unsigned k = 0; k < Person::players.size(); k++) {
2828 for (unsigned i = k + 1; i < Person::players.size(); i++) {
2829 //neither player is part of a reversal
2830 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
2831 Animation::animations[Person::players[i]->animTarget].attack != reversal &&
2832 Animation::animations[Person::players[k]->animTarget].attack != reversed &&
2833 Animation::animations[Person::players[k]->animTarget].attack != reversal) ||
2834 (i != 0 && k != 0)) {
2835 if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
2836 Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
2837 Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
2838 Animation::animations[Person::players[k]->animCurrent].attack != reversal) ||
2839 (i != 0 && k != 0)) {
2840 //neither is sleeping
2841 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping) {
2842 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall) {
2843 //in same patch, neither is climbing
2844 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
2845 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
2846 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
2847 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
2848 Person::players[i]->animTarget != climbanim &&
2849 Person::players[i]->animTarget != hanganim &&
2850 Person::players[k]->animTarget != climbanim &&
2851 Person::players[k]->animTarget != hanganim) {
2852 //players are close (bounding box test)
2853 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3) {
2854 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3) {
2855 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3) {
2856 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3) {
2857 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3) {
2858 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
2859 //spread fire from player to player
2860 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2861 if (Person::players[i]->onfire || Person::players[k]->onfire) {
2862 if (!Person::players[i]->onfire) {
2863 Person::players[i]->CatchFire();
2865 if (!Person::players[k]->onfire) {
2866 Person::players[k]->CatchFire();
2871 XYZ tempcoords1 = Person::players[i]->coords;
2872 XYZ tempcoords2 = Person::players[k]->coords;
2873 if (!Person::players[i]->skeleton.oldfree) {
2874 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
2876 if (!Person::players[k]->skeleton.oldfree) {
2877 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
2879 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2880 if (Person::players[0]->hasvictim) {
2881 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free) {
2882 collisionradius = 3;
2885 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
2886 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
2887 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
2888 //jump down on a dead body
2889 if (k == 0 || i == 0) {
2891 if (Person::players[0]->animTarget == jumpdownanim &&
2892 !Person::players[0]->skeleton.oldfree &&
2893 !Person::players[0]->skeleton.free &&
2894 Person::players[l]->skeleton.oldfree &&
2895 Person::players[l]->skeleton.free &&
2896 Person::players[l]->dead &&
2897 Person::players[0]->lastcollide <= 0 &&
2898 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
2899 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
2900 Person::players[0]->coords.y = Person::players[l]->coords.y;
2901 Person::players[l]->velocity = Person::players[0]->velocity;
2902 Person::players[l]->skeleton.free = 0;
2903 Person::players[l]->yaw = 0;
2904 Person::players[l]->RagDoll(0);
2905 Person::players[l]->DoDamage(20);
2907 Person::players[l]->skeleton.longdead = 0;
2908 Person::players[0]->lastcollide = 1;
2912 if ((Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
2913 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
2914 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
2915 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
2916 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
2917 Person::players[i]->skeleton.free) &&
2918 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
2919 Person::players[k]->skeleton.free)) {
2920 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
2921 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
2922 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
2924 k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
2925 /*i!=0&&*/ Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
2926 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
2927 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
2928 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
2930 if ((i != 0 || Person::players[i]->skeleton.free) &&
2931 (k != 0 || Person::players[k]->skeleton.free) ||
2932 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
2933 Animation::animations[Person::players[k]->animTarget].height == highheight)) {
2934 if (!Tutorial::active) {
2935 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
2938 Person::players[i]->RagDoll(0);
2939 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
2940 award_bonus(0, aimbonus);
2942 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
2943 Person::players[k]->RagDoll(0);
2944 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
2945 award_bonus(0, aimbonus); // Huh, again?
2947 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
2949 for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
2950 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
2952 for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
2953 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
2958 if ((Animation::animations[Person::players[i]->animTarget].attack == neutral ||
2959 Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
2960 (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
2961 Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
2963 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
2964 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2965 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
2966 Normalise(&rotatetarget);
2967 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
2968 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2969 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2970 if (Person::players[k]->howactive == typeactive || hostile) {
2971 if (Person::players[k]->isIdle()) {
2972 if (Person::players[k]->howactive < typesleeping) {
2973 Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
2974 } else if (Person::players[k]->howactive == typesleeping) {
2975 Person::players[k]->setTargetAnimation(getupfromfrontanim);
2977 if (!editorenabled) {
2978 Person::players[k]->howactive = typeactive;
2982 if (Person::players[i]->howactive == typeactive || hostile) {
2983 if (Person::players[i]->isIdle()) {
2984 if (Person::players[i]->howactive < typesleeping) {
2985 Person::players[i]->setTargetAnimation(Person::players[k]->getStop());
2987 Person::players[i]->setTargetAnimation(getupfromfrontanim);
2989 if (!editorenabled) {
2990 Person::players[i]->howactive = typeactive;
2995 //jump down on player
2997 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
2998 !Person::players[i]->isCrouch() &&
2999 Person::players[i]->animTarget != rollanim &&
3000 !Person::players[k]->skeleton.oldfree && !Person::players[k]->skeleton.free &&
3001 Person::players[k]->lastcollide <= 0 &&
3002 Person::players[k]->velocity.y < -10) {
3003 Person::players[i]->velocity = Person::players[k]->velocity;
3004 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3005 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3006 Person::players[i]->DoDamage(20);
3007 Person::players[i]->RagDoll(0);
3008 Person::players[k]->lastcollide = 1;
3009 award_bonus(k, AboveBonus);
3011 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3012 !Person::players[k]->isCrouch() &&
3013 Person::players[k]->animTarget != rollanim &&
3014 !Person::players[i]->skeleton.oldfree &&
3015 !Person::players[i]->skeleton.free &&
3016 Person::players[i]->lastcollide <= 0 &&
3017 Person::players[i]->velocity.y < -10) {
3018 Person::players[k]->velocity = Person::players[i]->velocity;
3019 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3020 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3021 Person::players[k]->DoDamage(20);
3022 Person::players[k]->RagDoll(0);
3023 Person::players[i]->lastcollide = 1;
3024 award_bonus(i, AboveBonus);
3030 Person::players[i]->CheckKick();
3031 Person::players[k]->CheckKick();
3051 static XYZ facing, flatfacing;
3054 /* Pump SDL input events and process non-gameplay related ones */
3058 Values of mainmenu :
3060 2 Menu pause (resume/end game)
3062 4 Controls configuration menu
3063 5 Main game menu (choose level or challenge)
3064 6 Deleting user menu
3065 7 User managment menu (select/add)
3066 8 Choose difficulty menu
3067 9 Challenge level selection menu
3068 10 End of the campaign congratulation (is that really a menu?)
3069 11 Same that 9 ??? => unused
3070 18 stereo configuration
3075 if (mainmenu && endgame == 1) {
3078 //go to level select after completing a campaign level
3079 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
3086 OPENAL_SetFrequency(OPENAL_ALL);
3087 emit_stream_np(stream_menutheme);
3088 pause_sound(leveltheme);
3100 hostiletime += multiplier;
3105 leveltime += multiplier;
3111 inputText(consoletext[0], &consoleselected);
3113 if (!consoletext[0].empty()) {
3114 cmd_dispatch(consoletext[0]);
3115 for (int k = 14; k >= 1; k--) {
3116 consoletext[k] = consoletext[k - 1];
3118 consoletext[0].clear();
3119 consoleselected = 0;
3123 consoleblinkdelay -= multiplier;
3124 if (consoleblinkdelay <= 0) {
3125 consoleblinkdelay = .3;
3126 consoleblink = !consoleblink;
3130 static int oldwinfreeze;
3131 if (winfreeze && !oldwinfreeze) {
3132 OPENAL_SetFrequency(OPENAL_ALL);
3133 emit_sound_np(consolesuccesssound);
3135 if (winfreeze == 0) {
3136 oldwinfreeze = winfreeze;
3141 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
3144 static float talkdelay = 0;
3146 if (Dialog::inDialog()) {
3149 talkdelay -= multiplier;
3151 if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
3152 for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
3153 Dialog::dialogs[i].tick(i);
3157 windvar += multiplier;
3158 smoketex += multiplier;
3159 Tutorial::stagetime += multiplier;
3162 static float hotspotvisual[40];
3163 if (Hotspot::hotspots.size()) {
3165 if (editorenabled) {
3166 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3167 hotspotvisual[i] -= multiplier / 320;
3171 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3172 while (hotspotvisual[i] < 0) {
3174 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
3175 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
3176 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
3177 hotspotsprite += Hotspot::hotspots[i].position;
3178 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
3179 hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
3183 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3184 if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
3185 Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
3191 if (Tutorial::active) {
3192 Tutorial::Do(multiplier);
3196 if (!Tutorial::active) {
3197 if (bonustime == 0 &&
3198 bonus != solidhit &&
3199 bonus != spinecrusher &&
3200 bonus != tracheotomy &&
3201 bonus != backstab &&
3203 emit_sound_np(consolesuccesssound);
3205 } else if (bonustime == 0) {
3206 emit_sound_np(fireendsound);
3208 if (bonustime == 0) {
3209 if (bonus != solidhit &&
3210 bonus != twoxcombo &&
3211 bonus != threexcombo &&
3212 bonus != fourxcombo &&
3213 bonus != megacombo) {
3216 bonusnum[bonus] += 0.15;
3218 if (Tutorial::active) {
3221 if (bonusvalue > 0) {
3222 bonusvalue /= bonusnum[bonus];
3223 if (bonusvalue <= 0) {
3227 bonustotal += bonusvalue;
3229 bonustime += multiplier;
3232 if (environment == snowyenvironment) {
3233 precipdelay -= multiplier;
3234 while (precipdelay < 0) {
3239 XYZ footvel, footpoint;
3242 footpoint = viewer + viewerfacing * 6;
3243 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
3244 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
3245 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
3246 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
3250 doAerialAcrobatics();
3252 static XYZ oldviewer;
3255 if (!Dialog::inDialog()) {
3256 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
3257 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
3258 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
3259 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
3260 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
3261 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
3262 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
3263 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
3265 Person::players[0]->forwardkeydown = 0;
3266 Person::players[0]->leftkeydown = 0;
3267 Person::players[0]->backkeydown = 0;
3268 Person::players[0]->rightkeydown = 0;
3269 Person::players[0]->jumpkeydown = 0;
3270 Person::players[0]->crouchkeydown = 0;
3271 Person::players[0]->drawkeydown = 0;
3272 Person::players[0]->throwkeydown = 0;
3275 if (!Person::players[0]->jumpkeydown) {
3276 Person::players[0]->jumpclimb = 0;
3279 if (Dialog::inDialog()) {
3281 if (Dialog::directing) {
3285 facing = DoRotation(facing, -pitch, 0, 0);
3286 facing = DoRotation(facing, 0, 0 - yaw, 0);
3291 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
3293 if (Input::isKeyDown(forwardkey)) {
3294 viewer += facing * multiplier * 4;
3296 if (Input::isKeyDown(backkey)) {
3297 viewer -= facing * multiplier * 4;
3299 if (Input::isKeyDown(leftkey)) {
3300 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
3302 if (Input::isKeyDown(rightkey)) {
3303 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
3305 if (Input::isKeyDown(jumpkey)) {
3306 viewer.y += multiplier * 4;
3308 if (Input::isKeyDown(crouchkey)) {
3309 viewer.y -= multiplier * 4;
3311 if (Input::isKeyPressed(SDL_SCANCODE_1) ||
3312 Input::isKeyPressed(SDL_SCANCODE_2) ||
3313 Input::isKeyPressed(SDL_SCANCODE_3) ||
3314 Input::isKeyPressed(SDL_SCANCODE_4) ||
3315 Input::isKeyPressed(SDL_SCANCODE_5) ||
3316 Input::isKeyPressed(SDL_SCANCODE_6) ||
3317 Input::isKeyPressed(SDL_SCANCODE_7) ||
3318 Input::isKeyPressed(SDL_SCANCODE_8) ||
3319 Input::isKeyPressed(SDL_SCANCODE_9) ||
3320 Input::isKeyPressed(SDL_SCANCODE_0) ||
3321 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3323 if (Input::isKeyPressed(SDL_SCANCODE_1)) {
3326 if (Input::isKeyPressed(SDL_SCANCODE_2)) {
3329 if (Input::isKeyPressed(SDL_SCANCODE_3)) {
3332 if (Input::isKeyPressed(SDL_SCANCODE_4)) {
3335 if (Input::isKeyPressed(SDL_SCANCODE_5)) {
3338 if (Input::isKeyPressed(SDL_SCANCODE_6)) {
3341 if (Input::isKeyPressed(SDL_SCANCODE_7)) {
3344 if (Input::isKeyPressed(SDL_SCANCODE_8)) {
3347 if (Input::isKeyPressed(SDL_SCANCODE_9)) {
3350 if (Input::isKeyPressed(SDL_SCANCODE_0)) {
3353 if (Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3356 if (whichend != -1) {
3357 Dialog::currentScene().participantfocus = whichend;
3358 Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
3359 Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
3361 if (whichend == -1) {
3362 Dialog::currentScene().participantfocus = -1;
3364 /* FIXME: potentially accessing -1 in Person::players! */
3365 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
3366 Dialog::indialogue = -1;
3367 Dialog::directing = false;
3370 Dialog::currentScene().camera = viewer;
3371 Dialog::currentScene().camerayaw = yaw;
3372 Dialog::currentScene().camerapitch = pitch;
3373 Dialog::indialogue++;
3374 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3375 if (Dialog::currentScene().sound != 0) {
3376 playdialoguescenesound();
3380 for (unsigned j = 0; j < Person::players.size(); j++) {
3381 Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
3384 //TODO: should these be KeyDown or KeyPressed?
3385 if (Input::isKeyDown(SDL_SCANCODE_KP_1) ||
3386 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
3387 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
3388 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
3389 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
3390 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
3391 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
3392 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
3393 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
3394 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3396 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) {
3399 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) {
3402 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) {
3405 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) {
3408 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) {
3411 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) {
3414 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) {
3417 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) {
3420 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) {
3423 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3426 Dialog::currentScene().participantfacing[whichend] = facing;
3428 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3429 Dialog::indialogue = -1;
3430 Dialog::directing = false;
3434 if (!Dialog::directing) {
3435 pause_sound(whooshsound);
3436 viewer = Dialog::currentScene().camera;
3437 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
3438 yaw = Dialog::currentScene().camerayaw;
3439 pitch = Dialog::currentScene().camerapitch;
3440 if (Dialog::dialoguetime > 0.5) {
3441 if (Input::isKeyPressed(attackkey)) {
3442 Dialog::indialogue++;
3443 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3444 if (Dialog::currentScene().sound != 0) {
3445 playdialoguescenesound();
3446 if (Dialog::currentScene().sound == -5) {
3447 Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
3449 if (Dialog::currentScene().sound == -6) {
3453 if (Person::players.at(Dialog::currentScene().participantfocus)->dead) {
3454 Dialog::indialogue = -1;
3455 Dialog::directing = false;
3462 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3463 Dialog::indialogue = -1;
3464 Dialog::directing = false;
3466 if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
3469 if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
3472 if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
3474 for (unsigned i = 1; i < Person::players.size(); i++) {
3475 Person::players[i]->aitype = attacktypecutoff;
3482 if (!Person::players[0]->jumpkeydown) {
3483 Person::players[0]->jumptogglekeydown = 0;
3485 if (Person::players[0]->jumpkeydown &&
3486 Person::players[0]->animTarget != jumpupanim &&
3487 Person::players[0]->animTarget != jumpdownanim &&
3488 !Person::players[0]->isFlip()) {
3489 Person::players[0]->jumptogglekeydown = 1;
3492 Dialog::dialoguetime += multiplier;
3493 hawkyaw += multiplier * 25;
3495 realhawkcoords.x = 25;
3496 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
3497 hawkcalldelay -= multiplier / 2;
3499 if (hawkcalldelay <= 0) {
3500 emit_sound_at(hawksound, realhawkcoords);
3502 hawkcalldelay = 16 + abs(Random() % 8);
3507 doPlayerCollisions();
3511 for (unsigned k = 0; k < Person::players.size(); k++) {
3512 if (k != 0 && Person::players[k]->immobile) {
3513 Person::players[k]->coords = Person::players[k]->realoldcoords;
3517 for (unsigned k = 0; k < Person::players.size(); k++) {
3518 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3519 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3520 Person::players[k]->DoDamage(1000);
3526 static bool respawnkeydown;
3527 if (!editorenabled &&
3528 (whichlevel != -2 &&
3529 (Input::isKeyDown(SDL_SCANCODE_K) &&
3530 Input::isKeyDown(SDL_SCANCODE_LALT) &&
3532 (Input::isKeyDown(jumpkey) &&
3535 Person::players[0]->dead))) {
3536 targetlevel = whichlevel;
3540 respawnkeydown = Input::isKeyDown(jumpkey);
3542 static bool movekey;
3545 for (unsigned i = 0; i < Person::players.size(); i++) {
3546 static float oldtargetyaw;
3547 if (!Person::players[i]->skeleton.free) {
3548 oldtargetyaw = Person::players[i]->targetyaw;
3549 if (i == 0 && !Dialog::inDialog()) {
3550 //TODO: refactor repetitive code
3551 if (!Animation::animations[Person::players[0]->animTarget].attack &&
3552 Person::players[0]->animTarget != staggerbackhighanim &&
3553 Person::players[0]->animTarget != staggerbackhardanim &&
3554 Person::players[0]->animTarget != crouchremoveknifeanim &&
3555 Person::players[0]->animTarget != removeknifeanim &&
3556 Person::players[0]->animTarget != backhandspringanim &&
3557 Person::players[0]->animTarget != dodgebackanim &&
3558 Person::players[0]->animTarget != walljumprightkickanim &&
3559 Person::players[0]->animTarget != walljumpleftkickanim) {
3561 Person::players[0]->targetyaw = 0;
3563 Person::players[0]->targetyaw = -yaw + 180;
3570 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3572 facing = flatfacing;
3574 facing = DoRotation(facing, -pitch, 0, 0);
3575 facing = DoRotation(facing, 0, 0 - yaw, 0);
3578 Person::players[0]->lookyaw = -yaw;
3580 Person::players[i]->targetheadyaw = yaw;
3581 Person::players[i]->targetheadpitch = pitch;
3583 if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
3584 if (!Animation::animations[Person::players[i]->animTarget].attack &&
3585 Person::players[i]->animTarget != staggerbackhighanim &&
3586 Person::players[i]->animTarget != staggerbackhardanim &&
3587 Person::players[i]->animTarget != crouchremoveknifeanim &&
3588 Person::players[i]->animTarget != removeknifeanim &&
3589 Person::players[i]->animTarget != backhandspringanim &&
3590 Person::players[i]->animTarget != dodgebackanim &&
3591 Person::players[i]->animTarget != walljumprightkickanim &&
3592 Person::players[i]->animTarget != walljumpleftkickanim) {
3593 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
3599 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3601 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
3602 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
3604 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
3605 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
3607 if (Dialog::inDialog()) {
3608 Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
3609 Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
3612 if (leveltime < .5) {
3616 Person::players[i]->avoidsomething = 0;
3618 //avoid flaming things
3619 for (unsigned int j = 0; j < Object::objects.size(); j++) {
3620 if (Object::objects[j]->onfire) {
3621 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200) {
3622 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3623 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3624 Person::players[i]->collided = 0;
3625 Person::players[i]->avoidcollided = 1;
3626 if (Person::players[i]->avoidsomething == 0 ||
3627 distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3628 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3629 Person::players[i]->avoidwhere = Object::objects[j]->position;
3630 Person::players[i]->avoidsomething = 1;
3637 //avoid flaming players
3638 for (unsigned j = 0; j < Person::players.size(); j++) {
3639 if (Person::players[j]->onfire) {
3640 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200) {
3641 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3642 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3643 Person::players[i]->collided = 0;
3644 Person::players[i]->avoidcollided = 1;
3645 if (Person::players[i]->avoidsomething == 0 ||
3646 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3647 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3648 Person::players[i]->avoidwhere = Person::players[j]->coords;
3649 Person::players[i]->avoidsomething = 1;
3656 if (Person::players[i]->collided > .8) {
3657 Person::players[i]->avoidcollided = 0;
3660 Person::players[i]->doAI();
3662 if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
3663 //Person::players[i]->targetyaw=Person::players[i]->yaw;
3664 Person::players[i]->forwardkeydown = 0;
3665 Person::players[i]->leftkeydown = 0;
3666 Person::players[i]->backkeydown = 0;
3667 Person::players[i]->rightkeydown = 0;
3668 Person::players[i]->jumpkeydown = 0;
3669 Person::players[i]->attackkeydown = 0;
3670 //Person::players[i]->crouchkeydown=0;
3671 Person::players[i]->throwkeydown = 0;
3674 if (Dialog::inDialog()) {
3675 Person::players[i]->forwardkeydown = 0;
3676 Person::players[i]->leftkeydown = 0;
3677 Person::players[i]->backkeydown = 0;
3678 Person::players[i]->rightkeydown = 0;
3679 Person::players[i]->jumpkeydown = 0;
3680 Person::players[i]->crouchkeydown = 0;
3681 Person::players[i]->drawkeydown = 0;
3682 Person::players[i]->throwkeydown = 0;
3685 if (Person::players[i]->collided < -.3) {
3686 Person::players[i]->collided = -.3;
3688 if (Person::players[i]->collided > 1) {
3689 Person::players[i]->collided = 1;
3691 Person::players[i]->collided -= multiplier * 4;
3692 Person::players[i]->whichdirectiondelay -= multiplier;
3693 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
3694 Person::players[i]->avoidcollided = -.3;
3695 Person::players[i]->whichdirection = abs(Random() % 2);
3696 Person::players[i]->whichdirectiondelay = .4;
3698 if (Person::players[i]->avoidcollided > 1) {
3699 Person::players[i]->avoidcollided = 1;
3701 Person::players[i]->avoidcollided -= multiplier / 4;
3702 if (!Person::players[i]->skeleton.free) {
3703 Person::players[i]->stunned -= multiplier;
3704 Person::players[i]->surprised -= multiplier;
3706 if (i != 0 && Person::players[i]->surprised <= 0 &&
3707 Person::players[i]->aitype == attacktypecutoff &&
3708 !Person::players[i]->dead &&
3709 !Person::players[i]->skeleton.free &&
3710 Animation::animations[Person::players[i]->animTarget].attack == neutral) {
3714 if (!Person::players[i]->throwkeydown) {
3715 Person::players[i]->throwtogglekeydown = 0;
3719 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
3720 if (Person::players[i]->weaponactive == -1 &&
3721 Person::players[i]->num_weapons < 2 &&
3722 (Person::players[i]->isIdle() ||
3723 Person::players[i]->isCrouch() ||
3724 Person::players[i]->animTarget == sneakanim ||
3725 Person::players[i]->animTarget == rollanim ||
3726 Person::players[i]->animTarget == backhandspringanim ||
3727 Person::players[i]->isFlip() ||
3728 Person::players[i]->aitype != playercontrolled)) {
3729 for (unsigned j = 0; j < weapons.size(); j++) {
3730 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3731 Person::players[i]->aitype == playercontrolled) &&
3732 weapons[j].owner == -1 &&
3733 Person::players[i]->weaponactive == -1) {
3734 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
3735 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
3736 if (Person::players[i]->isCrouch() ||
3737 Person::players[i]->animTarget == sneakanim ||
3738 Person::players[i]->isRun() ||
3739 Person::players[i]->isIdle() ||
3740 Person::players[i]->aitype != playercontrolled) {
3741 Person::players[i]->throwtogglekeydown = 1;
3742 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3743 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3744 Person::players[i]->hasvictim = 0;
3746 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3747 Person::players[i]->throwtogglekeydown = 1;
3748 Person::players[i]->hasvictim = 0;
3750 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3751 Person::players[i]->aitype == playercontrolled) &&
3752 weapons[j].owner == -1 ||
3753 Person::players[i]->victim &&
3754 weapons[j].owner == int(Person::players[i]->victim->id)) {
3755 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1) {
3756 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
3757 if (weapons[j].getType() != staff) {
3758 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3761 Person::players[i]->takeWeapon(j);
3766 } else if ((Person::players[i]->isIdle() ||
3767 Person::players[i]->isFlip() ||
3768 Person::players[i]->aitype != playercontrolled) &&
3769 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
3770 Person::players[i]->coords.y < weapons[j].position.y) {
3771 if (!Person::players[i]->isFlip()) {
3772 Person::players[i]->throwtogglekeydown = 1;
3773 Person::players[i]->setTargetAnimation(removeknifeanim);
3774 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3776 if (Person::players[i]->isFlip()) {
3777 Person::players[i]->throwtogglekeydown = 1;
3778 Person::players[i]->hasvictim = 0;
3780 for (unsigned k = 0; k < weapons.size(); k++) {
3781 if (Person::players[i]->weaponactive == -1) {
3782 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
3783 Person::players[i]->aitype == playercontrolled) &&
3784 weapons[k].owner == -1 ||
3785 Person::players[i]->victim &&
3786 weapons[k].owner == int(Person::players[i]->victim->id)) {
3787 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
3788 Person::players[i]->weaponactive == -1) {
3789 if (weapons[k].getType() != staff) {
3790 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3793 Person::players[i]->takeWeapon(k);
3803 if (Person::players[i]->isCrouch() ||
3804 Person::players[i]->animTarget == sneakanim ||
3805 Person::players[i]->isRun() ||
3806 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
3807 Person::players[i]->animTarget == backhandspringanim) {
3808 if (Person::players.size() > 1) {
3809 for (unsigned j = 0; j < Person::players.size(); j++) {
3810 if (Person::players[i]->weaponactive == -1) {
3812 if (Person::players[j]->num_weapons &&
3813 Person::players[j]->skeleton.free &&
3814 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2 /*&&Person::players[j]->dead*/ &&
3815 (((Person::players[j]->skeleton.forward.y < 0 &&
3816 Person::players[j]->weaponstuckwhere == 0) ||
3817 (Person::players[j]->skeleton.forward.y > 0 &&
3818 Person::players[j]->weaponstuckwhere == 1)) ||
3819 Person::players[j]->weaponstuck == -1 ||
3820 Person::players[j]->num_weapons > 1)) {
3821 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
3822 Person::players[i]->throwtogglekeydown = 1;
3823 Person::players[i]->victim = Person::players[j];
3824 Person::players[i]->hasvictim = 1;
3825 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3826 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3828 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3829 Person::players[i]->throwtogglekeydown = 1;
3830 Person::players[i]->victim = Person::players[j];
3831 Person::players[i]->hasvictim = 1;
3832 int k = Person::players[j]->weaponids[0];
3833 if (Person::players[i]->hasvictim) {
3836 if (Person::players[i]->victim->weaponstuck != -1) {
3837 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3842 if (weapons[k].getType() != staff) {
3843 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3847 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
3850 if (weapons[k].owner != -1) {
3851 if (Person::players[i]->victim->num_weapons == 1) {
3852 Person::players[i]->victim->num_weapons = 0;
3854 Person::players[i]->victim->num_weapons = 1;
3857 Person::players[i]->victim->skeleton.longdead = 0;
3858 Person::players[i]->victim->skeleton.free = 1;
3859 Person::players[i]->victim->skeleton.broken = 0;
3861 for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
3862 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
3863 Person::players[i]->victim->skeleton.joints[l].locked = 0;
3869 Normalise(&relative);
3870 XYZ footvel, footpoint;
3872 footpoint = weapons[k].position;
3873 if (Person::players[i]->victim->weaponstuck != -1) {
3874 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3876 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
3878 weapons[k].bloody = 2;
3879 weapons[k].blooddrip = 5;
3880 Person::players[i]->victim->weaponstuck = -1;
3881 Person::players[i]->victim->bloodloss += 2000;
3882 Person::players[i]->victim->DoDamage(2000);
3885 if (Person::players[i]->victim->num_weapons > 0) {
3886 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1) {
3887 Person::players[i]->victim->weaponstuck = 0;
3889 if (Person::players[i]->victim->weaponids[0] == k) {
3890 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
3894 Person::players[i]->victim->weaponactive = -1;
3896 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
3897 Person::players[i]->victim->jointVel(neck) += relative * 6;
3898 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
3899 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
3901 Person::players[i]->takeWeapon(k);
3911 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3912 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3913 if (Person::players[i]->isIdle() ||
3914 Person::players[i]->isRun() ||
3915 Person::players[i]->isCrouch() ||
3916 Person::players[i]->animTarget == sneakanim ||
3917 Person::players[i]->isFlip()) {
3918 if (Person::players.size() > 1) {
3919 for (unsigned j = 0; j < Person::players.size(); j++) {
3921 if (!Tutorial::active || Tutorial::stage == 49) {
3923 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
3924 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
3925 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
3926 !Person::players[j]->skeleton.free &&
3927 -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)) {
3928 if (!Person::players[i]->isFlip()) {
3929 Person::players[i]->throwtogglekeydown = 1;
3930 Person::players[i]->victim = Person::players[j];
3931 Person::players[i]->setTargetAnimation(knifethrowanim);
3932 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3933 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
3935 if (Person::players[i]->isFlip()) {
3936 if (Person::players[i]->weaponactive != -1) {
3937 Person::players[i]->throwtogglekeydown = 1;
3938 Person::players[i]->victim = Person::players[j];
3940 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);
3943 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
3945 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
3946 Person::players[i]->num_weapons--;
3947 if (Person::players[i]->num_weapons) {
3948 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3950 Person::players[i]->weaponactive = -1;
3962 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3963 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
3964 Person::players[i]->throwtogglekeydown = 1;
3965 XYZ tempVelocity = Person::players[i]->velocity * .2;
3966 if (tempVelocity.x == 0) {
3967 tempVelocity.x = .1;
3969 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
3970 Person::players[i]->num_weapons--;
3971 if (Person::players[i]->num_weapons) {
3972 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3973 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons) {
3974 Person::players[i]->weaponstuck = 0;
3978 Person::players[i]->weaponactive = -1;
3979 for (unsigned j = 0; j < Person::players.size(); j++) {
3980 Person::players[j]->wentforweapon = 0;
3987 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
3988 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
3989 (Person::players[i]->num_weapons == 2) &&
3990 (Person::players[i]->weaponactive == -1) &&
3991 Person::players[i]->isIdle() ||
3992 Person::players[0]->dead &&
3993 (Person::players[i]->weaponactive != -1) &&
3996 if (Person::players[i]->weaponactive != -1) {
3997 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff) {
4001 if (isgood && Person::players[i]->creature != wolftype) {
4002 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
4003 Person::players[i]->setTargetAnimation(drawrightanim);
4004 Person::players[i]->drawtogglekeydown = 1;
4006 if ((Person::players[i]->isIdle() ||
4007 (Person::players[i]->aitype != playercontrolled &&
4008 Person::players[0]->weaponactive != -1 &&
4009 Person::players[i]->isRun())) &&
4010 Person::players[i]->num_weapons &&
4011 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
4012 Person::players[i]->setTargetAnimation(drawleftanim);
4013 Person::players[i]->drawtogglekeydown = 1;
4015 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
4016 Person::players[i]->setTargetAnimation(crouchdrawrightanim);
4017 Person::players[i]->drawtogglekeydown = 1;
4024 if (Person::players[i]->weaponactive != -1) {
4025 if (Person::players[i]->isCrouch() &&
4026 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
4028 Person::players[i]->onterrain &&
4029 Person::players[i]->num_weapons &&
4030 Person::players[i]->attackkeydown &&
4031 musictype != stream_fighttheme) {
4032 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife) {
4033 Person::players[i]->setTargetAnimation(crouchstabanim);
4035 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword) {
4036 Person::players[i]->setTargetAnimation(swordgroundstabanim);
4038 Person::players[i]->hasvictim = 0;
4042 if (!Person::players[i]->drawkeydown) {
4043 Person::players[i]->drawtogglekeydown = 0;
4049 absflatfacing.z = -1;
4051 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
4053 absflatfacing = flatfacing;
4056 if (Dialog::inDialog()) {
4057 Person::players[i]->forwardkeydown = 0;
4058 Person::players[i]->leftkeydown = 0;
4059 Person::players[i]->backkeydown = 0;
4060 Person::players[i]->rightkeydown = 0;
4061 Person::players[i]->jumpkeydown = 0;
4062 Person::players[i]->crouchkeydown = 0;
4063 Person::players[i]->drawkeydown = 0;
4064 Person::players[i]->throwkeydown = 0;
4068 if (!Animation::animations[Person::players[i]->animTarget].attack &&
4069 Person::players[i]->animTarget != staggerbackhighanim &&
4070 Person::players[i]->animTarget != staggerbackhardanim &&
4071 Person::players[i]->animTarget != backhandspringanim &&
4072 Person::players[i]->animTarget != dodgebackanim) {
4073 if (!Person::players[i]->forwardkeydown) {
4074 Person::players[i]->forwardstogglekeydown = 0;
4076 if (Person::players[i]->crouchkeydown) {
4080 Person::players[i]->superruntoggle = 1;
4081 if (Person::players.size() > 1) {
4082 for (unsigned j = 0; j < Person::players.size(); j++) {
4083 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype) {
4084 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16) {
4085 Person::players[i]->superruntoggle = 0;
4092 if (Person::players.size() > 1) {
4093 for (unsigned j = 0; j < Person::players.size(); j++) {
4094 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
4095 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4096 Person::players[j]->victim == Person::players[i] &&
4097 (Person::players[j]->animTarget == sweepanim ||
4098 Person::players[j]->animTarget == upunchanim ||
4099 Person::players[j]->animTarget == wolfslapanim ||
4100 ((Person::players[j]->animTarget == swordslashanim ||
4101 Person::players[j]->animTarget == knifeslashstartanim ||
4102 Person::players[j]->animTarget == staffhitanim ||
4103 Person::players[j]->animTarget == staffspinhitanim) &&
4104 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
4115 Person::players[target]->Reverse();
4117 Person::players[i]->lowreversaldelay = .5;
4119 if (Person::players[i]->isIdle()) {
4120 Person::players[i]->setTargetAnimation(Person::players[i]->getCrouch());
4121 Person::players[i]->transspeed = 10;
4123 if (Person::players[i]->isRun() ||
4124 (Person::players[i]->isStop() &&
4125 (Person::players[i]->leftkeydown ||
4126 Person::players[i]->rightkeydown ||
4127 Person::players[i]->forwardkeydown ||
4128 Person::players[i]->backkeydown))) {
4129 Person::players[i]->setTargetAnimation(rollanim);
4130 Person::players[i]->transspeed = 20;
4133 if (!Person::players[i]->crouchkeydown) {
4135 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0) {
4136 Person::players[i]->superruntoggle = 0;
4139 if (Person::players[i]->isCrouch()) {
4140 if (Person::players.size() > 1) {
4141 for (unsigned j = 0; j < Person::players.size(); j++) {
4143 !Person::players[j]->skeleton.free &&
4144 Person::players[j]->victim &&
4145 Person::players[i]->highreversaldelay <= 0) {
4146 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4147 Person::players[j]->victim == Person::players[i] &&
4148 (Person::players[j]->animTarget == spinkickanim) &&
4149 Person::players[i]->isCrouch()) {
4160 Person::players[target]->Reverse();
4162 Person::players[i]->highreversaldelay = .5;
4164 if (Person::players[i]->isCrouch()) {
4165 if (!Person::players[i]->wasCrouch()) {
4166 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
4167 Person::players[i]->frameCurrent = 0;
4169 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
4170 Person::players[i]->transspeed = 10;
4173 if (Person::players[i]->animTarget == sneakanim) {
4174 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
4175 Person::players[i]->transspeed = 10;
4178 if (Person::players[i]->forwardkeydown) {
4179 if (Person::players[i]->isIdle() ||
4180 (Person::players[i]->isStop() &&
4181 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4182 (Person::players[i]->isLanding() &&
4183 Person::players[i]->frameTarget > 0 &&
4184 !Person::players[i]->jumpkeydown) ||
4185 (Person::players[i]->isLandhard() &&
4186 Person::players[i]->frameTarget > 0 &&
4187 !Person::players[i]->jumpkeydown &&
4188 Person::players[i]->crouchkeydown)) {
4189 if (Person::players[i]->aitype == passivetype) {
4190 Person::players[i]->setTargetAnimation(walkanim);
4192 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4195 if (Person::players[i]->isCrouch()) {
4196 Person::players[i]->animTarget = sneakanim;
4197 if (Person::players[i]->wasCrouch()) {
4198 Person::players[i]->target = 0;
4200 Person::players[i]->frameTarget = 0;
4202 if (Person::players[i]->animTarget == hanganim /*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
4203 Person::players[i]->setTargetAnimation(climbanim);
4204 Person::players[i]->frameTarget = 1;
4205 Person::players[i]->jumpclimb = 1;
4207 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4208 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
4210 Person::players[i]->forwardstogglekeydown = 1;
4213 if (Person::players[i]->rightkeydown) {
4214 if (Person::players[i]->isIdle() ||
4215 (Person::players[i]->isStop() &&
4216 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4217 (Person::players[i]->isLanding() &&
4218 Person::players[i]->frameTarget > 0 &&
4219 !Person::players[i]->jumpkeydown) ||
4220 (Person::players[i]->isLandhard() &&
4221 Person::players[i]->frameTarget > 0 &&
4222 !Person::players[i]->jumpkeydown &&
4223 Person::players[i]->crouchkeydown)) {
4224 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4226 if (Person::players[i]->isCrouch()) {
4227 Person::players[i]->animTarget = sneakanim;
4228 if (Person::players[i]->wasCrouch()) {
4229 Person::players[i]->target = 0;
4231 Person::players[i]->frameTarget = 0;
4233 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4234 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4236 Person::players[i]->targetyaw -= 90;
4237 if (Person::players[i]->forwardkeydown) {
4238 Person::players[i]->targetyaw += 45;
4240 if (Person::players[i]->backkeydown) {
4241 Person::players[i]->targetyaw -= 45;
4245 if (Person::players[i]->leftkeydown) {
4246 if (Person::players[i]->isIdle() ||
4247 (Person::players[i]->isStop() &&
4248 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4249 (Person::players[i]->isLanding() &&
4250 Person::players[i]->frameTarget > 0 &&
4251 !Person::players[i]->jumpkeydown) ||
4252 (Person::players[i]->isLandhard() &&
4253 Person::players[i]->frameTarget > 0 &&
4254 !Person::players[i]->jumpkeydown &&
4255 Person::players[i]->crouchkeydown)) {
4256 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4258 if (Person::players[i]->isCrouch()) {
4259 Person::players[i]->animTarget = sneakanim;
4260 if (Person::players[i]->wasCrouch()) {
4261 Person::players[i]->target = 0;
4263 Person::players[i]->frameTarget = 0;
4265 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4266 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4268 Person::players[i]->targetyaw += 90;
4269 if (Person::players[i]->forwardkeydown) {
4270 Person::players[i]->targetyaw -= 45;
4272 if (Person::players[i]->backkeydown) {
4273 Person::players[i]->targetyaw += 45;
4277 if (Person::players[i]->backkeydown) {
4278 if (Person::players[i]->isIdle() ||
4279 (Person::players[i]->isStop() &&
4280 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4281 (Person::players[i]->isLanding() &&
4282 Person::players[i]->frameTarget > 0 &&
4283 !Person::players[i]->jumpkeydown) ||
4284 (Person::players[i]->isLandhard() &&
4285 Person::players[i]->frameTarget > 0 &&
4286 !Person::players[i]->jumpkeydown &&
4287 Person::players[i]->crouchkeydown)) {
4288 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4290 if (Person::players[i]->isCrouch()) {
4291 Person::players[i]->animTarget = sneakanim;
4292 if (Person::players[i]->wasCrouch()) {
4293 Person::players[i]->target = 0;
4295 Person::players[i]->frameTarget = 0;
4297 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4298 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
4300 if (Person::players[i]->animTarget == hanganim) {
4301 Person::players[i]->animCurrent = jumpdownanim;
4302 Person::players[i]->animTarget = jumpdownanim;
4303 Person::players[i]->target = 0;
4304 Person::players[i]->frameCurrent = 0;
4305 Person::players[i]->frameTarget = 1;
4306 Person::players[i]->velocity = 0;
4307 Person::players[i]->velocity.y += gravity;
4308 Person::players[i]->coords.y -= 1.4;
4309 Person::players[i]->grabdelay = 1;
4311 if (!Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown) {
4312 Person::players[i]->targetyaw += 180;
4316 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
4317 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
4318 Person::players[i]->isRun() ||
4319 Person::players[i]->animTarget == walkanim ||
4320 Person::players[i]->isCrouch() ||
4321 Person::players[i]->animTarget == sneakanim) &&
4322 Person::players[i]->jumppower > 1) &&
4323 ((Person::players[i]->animTarget != rabbitrunninganim &&
4324 Person::players[i]->animTarget != wolfrunninganim) ||
4326 Person::players[i]->jumpstart = 0;
4327 Person::players[i]->setTargetAnimation(jumpupanim);
4328 Person::players[i]->yaw = Person::players[i]->targetyaw;
4329 Person::players[i]->transspeed = 20;
4330 Person::players[i]->FootLand(leftfoot, 1);
4331 Person::players[i]->FootLand(rightfoot, 1);
4335 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
4338 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
4341 Person::players[i]->velocity = 0;
4346 if (Person::players.size() > 1) {
4347 for (unsigned j = 0; j < Person::players.size(); j++) {
4348 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
4349 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4350 (Person::players[j]->victim == Person::players[i]) &&
4351 (Person::players[j]->animTarget == sweepanim)) {
4362 Person::players[i]->velocity.y = 1;
4363 } else if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
4364 Person::players[i]->velocity.y = 7;
4365 Person::players[i]->crouchtogglekeydown = 1;
4367 Person::players[i]->velocity.y = 5;
4370 if (mousejump && i == 0 && devtools) {
4371 if (!Person::players[i]->isLanding()) {
4372 Person::players[i]->tempdeltav = deltav;
4374 if (Person::players[i]->tempdeltav < 0) {
4375 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
4379 Person::players[i]->coords.y += .2;
4380 Person::players[i]->jumppower -= 1;
4383 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
4386 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
4388 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
4389 Person::players[i]->setTargetAnimation(Person::players[i]->getLanding());
4390 Person::players[i]->frameTarget = 2;
4391 Person::players[i]->landhard = 0;
4392 Person::players[i]->jumpstart = 1;
4393 Person::players[i]->tempdeltav = deltav;
4395 if (Person::players[i]->animTarget == jumpupanim &&
4399 Person::players[i]->aitype != playercontrolled)) {
4400 if (Person::players[i]->jumppower > multiplier * 6) {
4401 Person::players[i]->velocity.y += multiplier * 6;
4402 Person::players[i]->jumppower -= multiplier * 6;
4404 if (Person::players[i]->jumppower <= multiplier * 6) {
4405 Person::players[i]->velocity.y += Person::players[i]->jumppower;
4406 Person::players[i]->jumppower = 0;
4409 if (((floatjump || editorenabled) && devtools) && i == 0) {
4410 Person::players[i]->velocity.y += multiplier * 30;
4415 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) {
4416 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4418 if (Person::players[i]->animTarget == sneakanim) {
4419 Person::players[i]->animTarget = Person::players[i]->getCrouch();
4420 if (Person::players[i]->animCurrent == sneakanim) {
4421 Person::players[i]->target = 0;
4423 Person::players[i]->frameTarget = 0;
4426 if (Person::players[i]->animTarget == walkanim &&
4427 (Person::players[i]->aitype == attacktypecutoff ||
4428 Person::players[i]->aitype == searchtype ||
4429 (Person::players[i]->aitype == passivetype &&
4430 Person::players[i]->numwaypoints <= 1))) {
4431 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4433 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype)) {
4434 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4438 if (Person::players[i]->animTarget == rollanim) {
4439 Person::players[i]->targetyaw = oldtargetyaw;
4444 for (unsigned k = 0; k < Person::players.size(); k++) {
4445 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
4446 if (Person::players[k]->yaw > Person::players[k]->targetyaw) {
4447 Person::players[k]->yaw -= 360;
4449 Person::players[k]->yaw += 360;
4453 //stop to turn in right direction
4454 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim)) {
4455 Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
4458 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim) {
4459 Person::players[k]->targettilt = 0;
4462 if (Person::players[k]->animTarget != jumpupanim &&
4463 Person::players[k]->animTarget != backhandspringanim &&
4464 Person::players[k]->animTarget != jumpdownanim &&
4465 !Person::players[k]->isFlip()) {
4466 Person::players[k]->targettilt = 0;
4467 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown) {
4468 Person::players[k]->jumppower = 0;
4470 Person::players[k]->jumppower += multiplier * 7;
4471 if (Person::players[k]->isCrouch()) {
4472 Person::players[k]->jumppower += multiplier * 7;
4474 if (Person::players[k]->jumppower > 5) {
4475 Person::players[k]->jumppower = 5;
4479 if (Person::players[k]->isRun()) {
4480 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
4483 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
4484 Person::players[k]->grabdelay -= multiplier;
4488 for (unsigned k = 0; k < Person::players.size(); k++) {
4489 Person::players[k]->DoAnimations();
4490 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
4491 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
4497 for (int j = numenvsounds - 1; j >= 0; j--) {
4498 envsoundlife[j] -= multiplier;
4499 if (envsoundlife[j] < 0) {
4501 envsoundlife[j] = envsoundlife[numenvsounds];
4502 envsound[j] = envsound[numenvsounds];
4505 OPENAL_SetFrequency(OPENAL_ALL, slomo);
4507 if (Tutorial::active) {
4508 Tutorial::DoStuff(multiplier);
4512 static float gLoc[3];
4516 static float vel[3];
4517 vel[0] = (viewer.x - oldviewer.x) / multiplier;
4518 vel[1] = (viewer.y - oldviewer.y) / multiplier;
4519 vel[2] = (viewer.z - oldviewer.z) / multiplier;
4521 //Set orientation with forward and up vectors
4522 static XYZ upvector;
4526 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
4527 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
4532 facing = DoRotation(facing, -pitch, 0, 0);
4533 facing = DoRotation(facing, 0, 0 - yaw, 0);
4535 static float ori[6];
4539 ori[3] = -upvector.x;
4540 ori[4] = upvector.y;
4541 ori[5] = -upvector.z;
4543 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
4551 void Game::TickOnce()
4554 yaw += multiplier * 5;
4555 } else if (Dialog::directing || !Dialog::inDialog()) {
4558 pitch -= deltav * .7;
4560 pitch += deltav * .7;
4571 void Game::TickOnceAfter()
4573 static XYZ colviewer;
4574 static XYZ coltarget;
4578 static float changedelay;
4579 static bool alldead;
4580 static float unseendelay;
4581 static float cameraspeed;
4584 static int oldmusictype = musictype;
4586 if (environment == snowyenvironment) {
4587 leveltheme = stream_snowtheme;
4589 if (environment == grassyenvironment) {
4590 leveltheme = stream_grasstheme;
4592 if (environment == desertenvironment) {
4593 leveltheme = stream_deserttheme;
4598 musictype = leveltheme;
4599 for (unsigned i = 0; i < Person::players.size(); i++) {
4600 if ((Person::players[i]->aitype == attacktypecutoff ||
4601 Person::players[i]->aitype == getweapontype ||
4602 Person::players[i]->aitype == gethelptype ||
4603 Person::players[i]->aitype == searchtype) &&
4604 !Person::players[i]->dead &&
4605 (Person::players[i]->animTarget != sneakattackedanim &&
4606 Person::players[i]->animTarget != knifesneakattackedanim &&
4607 Person::players[i]->animTarget != swordsneakattackedanim)) {
4608 musictype = stream_fighttheme;
4612 if (Person::players[0]->dead) {
4613 musictype = stream_menutheme;
4616 if (musictype == stream_fighttheme) {
4620 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
4621 unseendelay -= multiplier;
4622 if (unseendelay > 0) {
4623 musictype = stream_fighttheme;
4628 musictype = stream_menutheme;
4629 musicvolume[2] = 512;
4636 if (musictype != oldmusictype && musictype == stream_fighttheme) {
4637 emit_sound_np(alarmsound);
4640 musicselected = musictype;
4642 if (musicselected == leveltheme) {
4643 musicvolume[0] += multiplier * 450;
4645 musicvolume[0] -= multiplier * 450;
4647 if (musicselected == stream_fighttheme) {
4648 musicvolume[1] += multiplier * 450;
4650 musicvolume[1] -= multiplier * 450;
4652 if (musicselected == stream_menutheme) {
4653 musicvolume[2] += multiplier * 450;
4655 musicvolume[2] -= multiplier * 450;
4658 for (int i = 0; i < 3; i++) {
4659 if (musicvolume[i] < 0) {
4662 if (musicvolume[i] > 512) {
4663 musicvolume[i] = 512;
4667 if (musicvolume[2] > 128 && !loading && !mainmenu) {
4668 musicvolume[2] = 128;
4672 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0) {
4673 emit_stream_np(leveltheme, musicvolume[0]);
4675 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0) {
4676 emit_stream_np(stream_fighttheme, musicvolume[1]);
4678 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0) {
4679 emit_stream_np(stream_menutheme, musicvolume[2]);
4681 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0) {
4682 pause_sound(leveltheme);
4684 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0) {
4685 pause_sound(stream_fighttheme);
4687 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0) {
4688 pause_sound(stream_menutheme);
4691 if (musicvolume[0] != oldmusicvolume[0]) {
4692 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
4694 if (musicvolume[1] != oldmusicvolume[1]) {
4695 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
4697 if (musicvolume[2] != oldmusicvolume[2]) {
4698 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
4701 for (int i = 0; i < 3; i++) {
4702 oldmusicvolume[i] = musicvolume[i];
4705 pause_sound(leveltheme);
4706 pause_sound(stream_fighttheme);
4707 pause_sound(stream_menutheme);
4709 for (int i = 0; i < 4; i++) {
4710 oldmusicvolume[i] = 0;
4715 Hotspot::killhotspot = 2;
4716 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4717 if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
4718 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0) {
4719 Hotspot::killhotspot = 0;
4720 } else if (Hotspot::killhotspot == 2) {
4721 Hotspot::killhotspot = 1;
4725 if (Hotspot::killhotspot == 2) {
4726 Hotspot::killhotspot = 0;
4730 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4731 if (Hotspot::hotspots[i].type == -1) {
4732 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
4739 for (unsigned i = 1; i < Person::players.size(); i++) {
4740 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
4744 if (numalarmed > maxalarmed) {
4745 maxalarmed = numalarmed;
4748 if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
4749 if (Person::players[0]->dead) {
4751 targetlevel = whichlevel;
4754 for (unsigned i = 1; i < Person::players.size(); i++) {
4755 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
4761 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
4763 targetlevel = whichlevel + 1;
4764 if (targetlevel > numchallengelevels - 1) {
4768 if (winhotspot || windialogue) {
4770 targetlevel = whichlevel + 1;
4771 if (targetlevel > numchallengelevels - 1) {
4776 if (Hotspot::killhotspot) {
4778 targetlevel = whichlevel + 1;
4779 if (targetlevel > numchallengelevels - 1) {
4784 if (changedelay > 0 && !Person::players[0]->dead && !won) {
4785 //high scores, awards, win
4787 Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
4790 wonleveltime = leveltime;
4791 Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
4794 Account::saveFile(Folders::getUserSavePath());
4800 if (leveltime < 1) {
4805 Hotspot::killhotspot = 0;
4808 if (!editorenabled && gameon && !mainmenu) {
4809 if (changedelay != -999) {
4810 changedelay -= multiplier / 7;
4812 if (Person::players[0]->dead) {
4813 targetlevel = whichlevel;
4815 if (loading == 2 && !campaign) {
4818 fireSound(firestartsound);
4820 if (!Person::players[0]->dead && targetlevel != whichlevel) {
4821 startbonustotal = bonustotal;
4824 LoadLevel(targetlevel);
4829 if (loading == 2 && targetlevel == whichlevel) {
4833 fireSound(firestartsound);
4835 LoadLevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
4841 if (changedelay <= -999 &&
4844 (Person::players[0]->dead ||
4845 (alldead && maptype == mapkilleveryone) ||
4847 (Hotspot::killhotspot))) {
4850 if ((Person::players[0]->dead ||
4851 (alldead && maptype == mapkilleveryone) ||
4854 (Hotspot::killhotspot)) &&
4856 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
4860 if (Person::players[0]->dead) {
4867 // campaignchoosenext determines what to do when the level is complete:
4868 // 0 = load next level
4869 // 1 = go back to level select screen
4870 // 2 = stealthload next level
4871 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
4872 if (campaignlevels[actuallevel].nextlevel.empty()) {
4875 } else if (mainmenu == 0 && winfreeze) {
4876 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
4878 if (!stealthloading) {
4879 fireSound(firestartsound);
4884 startbonustotal = 0;
4891 if (!firstLoadDone) {
4895 actuallevel = campaignlevels[actuallevel].nextlevel.front();
4896 visibleloading = true;
4898 LoadLevel(campaignlevels[actuallevel].mapname.c_str());
4902 pause_sound(stream_menutheme);
4913 oldmusictype = musictype;
4919 facing = DoRotation(facing, -pitch, 0, 0);
4920 facing = DoRotation(facing, 0, 0 - yaw, 0);
4921 viewerfacing = facing;
4924 if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free) {
4925 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;
4927 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;
4930 if (Person::players[0]->skeleton.free) {
4931 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
4932 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y) {
4933 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
4938 if (Person::players[0]->skeleton.free != 2) {
4940 if (findLengthfast(&Person::players[0]->velocity) > 400) {
4941 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
4943 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim) {
4946 coltarget = target - cameraloc;
4947 if (findLengthfast(&coltarget) < multiplier * multiplier * 400) {
4950 Normalise(&coltarget);
4951 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0) {
4952 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
4954 cameraloc = cameraloc + coltarget * multiplier * 8;
4957 if (editorenabled) {
4960 cameradist += multiplier * 5;
4961 if (cameradist > 2.3) {
4964 viewer = cameraloc - facing * cameradist;
4966 coltarget = cameraloc;
4967 Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
4968 for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
4969 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4971 coltarget = cameraloc;
4972 if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4976 for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
4977 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4979 if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4983 cameradist = findDistance(&viewer, &target);
4984 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
4985 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
4986 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
4989 if (camerashake > .8) {
4992 woozy += multiplier;
4993 if (Person::players[0]->dead) {
4996 if (Person::players[0]->dead) {
4999 camerashake -= multiplier * 2;
5000 blackout -= multiplier * 2;
5001 if (camerashake < 0) {
5008 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
5009 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
5010 viewer.z += (float)(Random() % 100) * .0005 * camerashake;