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 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
152 STATIC_ASSERT(rabbittype == 0 && wolftype == 1)
156 // TODO: this is slightly incorrect
157 float roughDirection(XYZ vec)
160 float angle = -asin(-vec.x) * 180 / M_PI;
166 float roughDirectionTo(XYZ start, XYZ end)
168 return roughDirection(end - start);
170 inline float pitchOf(XYZ vec)
173 return -asin(vec.y) * 180 / M_PI;
175 float pitchTo(XYZ start, XYZ end)
177 return pitchOf(end - start);
183 inline float stepTowardf(float from, float to, float by)
185 if (fabs(from - to) < by) {
187 } else if (from > to) {
194 void Game::playdialoguescenesound()
197 temppos = Person::players.at(Dialog::currentScene().participantfocus)->coords;
198 temppos = temppos - viewer;
203 switch (Dialog::currentScene().sound) {
208 sound = consolefailsound;
211 sound = consolesuccesssound;
214 sound = firestartsound;
217 sound = fireendsound;
220 sound = rabbitchitter;
223 sound = rabbitchitter2;
226 sound = rabbitpainsound;
229 sound = rabbitpain1sound;
232 sound = rabbitattacksound;
235 sound = rabbitattack2sound;
238 sound = rabbitattack3sound;
241 sound = rabbitattack4sound;
265 sound = barkgrowlsound;
271 emit_sound_at(sound, temppos);
275 // ================================================================
277 int Game::findClosestPlayer()
280 float closestdist = std::numeric_limits<float>::max();
282 for (unsigned int i = 1; i < Person::players.size(); i++) {
283 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
284 if (distance < closestdist) {
285 closestdist = distance;
292 static int findClosestObject()
295 float closestdist = std::numeric_limits<float>::max();
297 for (unsigned int i = 0; i < Object::objects.size(); i++) {
298 float distance = distsq(&Object::objects[i]->position,
299 &Person::players[0]->coords);
300 if (distance < closestdist) {
301 closestdist = distance;
308 static void cmd_dispatch(const string cmd)
310 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
312 for (i = 0; i < n_cmds; i++) {
313 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
314 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
315 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
319 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
322 /********************> Tick() <*****/
323 extern bool save_screenshot(const char* fname);
324 void Screenshot(void)
327 time_t t = time(NULL);
328 struct tm* tme = localtime(&t);
329 sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png",
330 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
332 save_screenshot(filename);
335 void Game::SetUpLighting()
337 if (environment == snowyenvironment) {
338 light.setColors(.65, .65, .7, .4, .4, .44);
340 if (environment == desertenvironment) {
341 light.setColors(.95, .95, .95, .4, .35, .3);
343 if (environment == grassyenvironment) {
344 light.setColors(.95, .95, 1, .4, .4, .44);
346 if (!skyboxtexture) {
347 light.setColors(1, 1, 1, .4, .4, .4);
350 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
351 light.color[0] *= (skyboxlightr + average) / 2;
352 light.color[1] *= (skyboxlightg + average) / 2;
353 light.color[2] *= (skyboxlightb + average) / 2;
354 light.ambient[0] *= (skyboxlightr + average) / 2;
355 light.ambient[1] *= (skyboxlightg + average) / 2;
356 light.ambient[2] *= (skyboxlightb + average) / 2;
359 void Setenvironment(int which)
363 LOG(" Setting environment...");
368 pause_sound(stream_snowtheme);
369 pause_sound(stream_grasstheme);
370 pause_sound(stream_deserttheme);
371 pause_sound(stream_wind);
372 pause_sound(stream_desertambient);
374 if (environment == snowyenvironment) {
378 emit_stream_np(stream_wind);
381 Object::treetextureptr.load("Textures/SnowTree.png", 0);
382 Object::bushtextureptr.load("Textures/BushSnow.png", 0);
383 Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
384 Object::boxtextureptr.load("Textures/SnowBox.jpg", 1);
386 footstepsound = footstepsn1;
387 footstepsound2 = footstepsn2;
388 footstepsound3 = footstepst1;
389 footstepsound4 = footstepst2;
391 terraintexture.load("Textures/Snow.jpg", 1);
392 terraintexture2.load("Textures/Rock.jpg", 1);
394 temptexdetail = texdetail;
398 skybox->load("Textures/Skybox(snow)/Front.jpg",
399 "Textures/Skybox(snow)/Left.jpg",
400 "Textures/Skybox(snow)/Back.jpg",
401 "Textures/Skybox(snow)/Right.jpg",
402 "Textures/Skybox(snow)/Up.jpg",
403 "Textures/Skybox(snow)/Down.jpg");
405 texdetail = temptexdetail;
406 } else if (environment == desertenvironment) {
409 Object::treetextureptr.load("Textures/DesertTree.png", 0);
410 Object::bushtextureptr.load("Textures/BushDesert.png", 0);
411 Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
412 Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
415 emit_stream_np(stream_desertambient);
418 footstepsound = footstepsn1;
419 footstepsound2 = footstepsn2;
420 footstepsound3 = footstepsn1;
421 footstepsound4 = footstepsn2;
423 terraintexture.load("Textures/Sand.jpg", 1);
424 terraintexture2.load("Textures/SandSlope.jpg", 1);
426 temptexdetail = texdetail;
430 skybox->load("Textures/Skybox(sand)/Front.jpg",
431 "Textures/Skybox(sand)/Left.jpg",
432 "Textures/Skybox(sand)/Back.jpg",
433 "Textures/Skybox(sand)/Right.jpg",
434 "Textures/Skybox(sand)/Up.jpg",
435 "Textures/Skybox(sand)/Down.jpg");
437 texdetail = temptexdetail;
438 } else if (environment == grassyenvironment) {
441 Object::treetextureptr.load("Textures/Tree.png", 0);
442 Object::bushtextureptr.load("Textures/Bush.png", 0);
443 Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
444 Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
447 emit_stream_np(stream_wind, 100.);
450 footstepsound = footstepgr1;
451 footstepsound2 = footstepgr2;
452 footstepsound3 = footstepst1;
453 footstepsound4 = footstepst2;
455 terraintexture.load("Textures/GrassDirt.jpg", 1);
456 terraintexture2.load("Textures/MossRock.jpg", 1);
458 temptexdetail = texdetail;
462 skybox->load("Textures/Skybox(grass)/Front.jpg",
463 "Textures/Skybox(grass)/Left.jpg",
464 "Textures/Skybox(grass)/Back.jpg",
465 "Textures/Skybox(grass)/Right.jpg",
466 "Textures/Skybox(grass)/Up.jpg",
467 "Textures/Skybox(grass)/Down.jpg");
469 texdetail = temptexdetail;
471 temptexdetail = texdetail;
473 terrain.load("Textures/HeightMap.png");
475 texdetail = temptexdetail;
478 bool Game::LoadLevel(int which)
484 return LoadLevel("tutorial", true);
485 } else if (which >= 0 && which <= 15) {
487 snprintf(buf, 32, "map%d", which + 1); // challenges
488 return LoadLevel(buf);
490 return LoadLevel("mapsave");
494 bool Game::LoadLevel(const std::string& name, bool tutorial)
496 const std::string level_path = Folders::getResourcePath("Maps/" + name);
497 if (!Folders::file_exists(level_path)) {
498 perror(std::string("LoadLevel: Could not open file '" + level_path).c_str());
502 int indemo; // FIXME this should be removed
508 LOG(std::string("Loading level...") + name);
511 visibleloading = true;
513 if (stealthloading) {
514 visibleloading = false;
523 Tutorial::active = tutorial;
525 if (Tutorial::active) {
528 if (Tutorial::stage == 0) {
529 Tutorial::stagetime = 0;
530 Tutorial::maxtime = 1;
532 pause_sound(whooshsound);
533 pause_sound(stream_firesound);
538 tfile = Folders::openMandatoryFile(level_path, "rb");
540 pause_sound(stream_firesound);
546 //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
548 Dialog::dialogs.clear();
550 Dialog::indialogue = -1;
556 if (Account::hasActive()) {
557 difficulty = Account::active().getDifficulty();
560 Hotspot::hotspots.clear();
561 Hotspot::current = -1;
572 for (unsigned char i = 0; i < 100; i++) {
582 numunarmedattack = 0;
593 bonustotal = startbonustotal;
598 emit_sound_np(consolesuccesssound);
603 if (!stealthloading) {
604 terrain.decals.clear();
605 Sprite::deleteSprites();
607 for (int i = 0; i < subdivision; i++) {
608 for (int j = 0; j < subdivision; j++) {
609 terrain.patchobjects[i][j].clear();
612 Game::LoadingScreen();
616 Person::players.resize(1);
618 funpackf(tfile, "Bi", &mapvers);
620 cerr << name << " has obsolete map version " << mapvers << endl;
623 funpackf(tfile, "Bi", &indemo);
628 funpackf(tfile, "Bi", &maptype);
630 maptype = mapkilleveryone;
633 funpackf(tfile, "Bi", &hostile);
638 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
644 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
652 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
654 skyboxlightr = skyboxr;
655 skyboxlightg = skyboxg;
656 skyboxlightb = skyboxb;
658 /* TODO - This should be done in an other way so that we can rebuild main player as well (so coords would need to be copied from old ones after rebuilding) */
659 if (stealthloading) {
660 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
662 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons);
664 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5) {
665 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
666 Person::players[0]->weaponids[j] = weapons.size();
668 funpackf(tfile, "Bi", &type);
669 weapons.push_back(Weapon(type, 0));
673 Game::LoadingScreen();
675 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
676 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
677 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
678 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
680 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
683 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
685 Person::players[0]->whichskin = 0;
686 Person::players[0]->creature = rabbittype;
689 Person::players[0]->lastattack = -1;
690 Person::players[0]->lastattack2 = -1;
691 Person::players[0]->lastattack3 = -1;
695 Dialog::loadDialogs(tfile);
698 for (int k = 0; k < Person::players[0]->numclothes; k++) {
699 funpackf(tfile, "Bi", &templength);
700 for (int l = 0; l < templength; l++) {
701 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
703 Person::players[0]->clothes[k][templength] = '\0';
704 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
707 funpackf(tfile, "Bi", &environment);
709 if (environment != oldenvironment) {
710 Setenvironment(environment);
712 oldenvironment = environment;
714 Object::LoadObjectsFromFile(tfile, stealthloading);
718 funpackf(tfile, "Bi", &numhotspots);
719 if (numhotspots < 0) {
720 cerr << "Map " << name << " have an invalid number of hotspots" << endl;
723 Hotspot::hotspots.resize(numhotspots);
724 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
725 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);
726 funpackf(tfile, "Bi", &templength);
728 for (int l = 0; l < templength; l++) {
729 funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
732 Hotspot::hotspots[i].text[templength] = '\0';
733 if (Hotspot::hotspots[i].type == -111) {
738 Hotspot::hotspots.clear();
741 Game::LoadingScreen();
743 if (!stealthloading) {
744 Object::ComputeCenter();
745 Object::ComputeRadius();
748 Game::LoadingScreen();
751 funpackf(tfile, "Bi", &numplayers);
752 if (numplayers > maxplayers) {
753 cout << "Warning: this level contains more players than allowed" << endl;
756 for (int i = 1; i < numplayers; i++) {
758 Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
760 } catch (InvalidPersonException e) {
761 cerr << "Invalid Person found in " << name << endl;
764 Game::LoadingScreen();
766 funpackf(tfile, "Bi", &numpathpoints);
767 if (numpathpoints > 30 || numpathpoints < 0) {
770 for (int j = 0; j < numpathpoints; j++) {
771 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
772 for (int k = 0; k < numpathpointconnect[j]; k++) {
773 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
776 Game::LoadingScreen();
778 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
782 if (!stealthloading) {
783 Object::AddObjectsToTerrain();
785 Game::LoadingScreen();
787 Game::LoadingScreen();
792 for (unsigned i = 0; i < Person::players.size(); i++) {
793 Game::LoadingScreen();
795 Person::players[i]->burnt = 0;
796 Person::players[i]->bled = 0;
797 Person::players[i]->onfire = 0;
798 Person::players[i]->scale = .2;
800 Person::players[i]->creature = rabbittype;
803 Person::players[i]->skeleton.free = 0;
805 Person::players[i]->skeletonLoad();
807 Person::players[i]->addClothes();
810 Person::players[i]->animCurrent = bounceidleanim;
811 Person::players[i]->animTarget = bounceidleanim;
812 Person::players[i]->frameCurrent = 0;
813 Person::players[i]->frameTarget = 1;
814 Person::players[i]->target = 0;
816 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
817 if (difficulty == 0) {
818 Person::players[i]->speed -= .2;
820 if (difficulty == 1) {
821 Person::players[i]->speed -= .1;
825 Person::players[i]->velocity = 0;
826 Person::players[i]->oldcoords = Person::players[i]->coords;
827 Person::players[i]->realoldcoords = Person::players[i]->coords;
829 Person::players[i]->id = i;
830 Person::players[i]->updatedelay = 0;
831 Person::players[i]->normalsupdatedelay = 0;
833 Person::players[i]->setProportions(1, 1, 1, 1);
834 Person::players[i]->headless = 0;
835 Person::players[i]->currentoffset = 0;
836 Person::players[i]->targetoffset = 0;
837 if (Person::players[i]->creature == wolftype) {
838 Person::players[i]->scale = .23;
839 Person::players[i]->damagetolerance = 300;
841 Person::players[i]->damagetolerance = 200;
845 Game::LoadingScreen();
847 Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
850 Person::players[i]->headmorphness = 0;
851 Person::players[i]->targetheadmorphness = 1;
852 Person::players[i]->headmorphstart = 0;
853 Person::players[i]->headmorphend = 0;
855 Person::players[i]->pausetime = 0;
857 Person::players[i]->dead = 0;
858 Person::players[i]->jumppower = 5;
859 Person::players[i]->damage = 0;
860 Person::players[i]->permanentdamage = 0;
861 Person::players[i]->superpermanentdamage = 0;
863 Person::players[i]->forwardkeydown = 0;
864 Person::players[i]->leftkeydown = 0;
865 Person::players[i]->backkeydown = 0;
866 Person::players[i]->rightkeydown = 0;
867 Person::players[i]->jumpkeydown = 0;
868 Person::players[i]->crouchkeydown = 0;
869 Person::players[i]->throwkeydown = 0;
871 Person::players[i]->collided = -10;
872 Person::players[i]->loaded = 1;
873 Person::players[i]->bloodloss = 0;
874 Person::players[i]->weaponactive = -1;
875 Person::players[i]->weaponstuck = -1;
876 Person::players[i]->bleeding = 0;
877 Person::players[i]->deathbleeding = 0;
878 Person::players[i]->stunned = 0;
879 Person::players[i]->hasvictim = 0;
880 Person::players[i]->wentforweapon = 0;
884 Person::players[0]->aitype = playercontrolled;
886 if (difficulty == 1) {
887 Person::players[0]->power = 1 / .9;
888 Person::players[0]->damagetolerance = 250;
889 } else if (difficulty == 0) {
890 Person::players[0]->power = 1 / .8;
891 Person::players[0]->damagetolerance = 300;
892 Person::players[0]->armorhead *= 1.5;
893 Person::players[0]->armorhigh *= 1.5;
894 Person::players[0]->armorlow *= 1.5;
897 cameraloc = Person::players[0]->coords;
899 yaw = Person::players[0]->yaw;
901 hawkcoords = Person::players[0]->coords;
904 Game::LoadingScreen();
906 LOG("Starting background music...");
908 OPENAL_StopSound(OPENAL_ALL);
910 if (environment == snowyenvironment) {
911 emit_stream_np(stream_wind);
912 } else if (environment == desertenvironment) {
913 emit_stream_np(stream_desertambient);
914 } else if (environment == grassyenvironment) {
915 emit_stream_np(stream_wind, 100.);
918 oldmusicvolume[0] = 0;
919 oldmusicvolume[1] = 0;
920 oldmusicvolume[2] = 0;
921 oldmusicvolume[3] = 0;
925 visibleloading = false;
930 /* Process input events that impact settings, console, devtools, etc.
931 * Gameplay-related input processing is still done in Game::Tick() for now
932 * as it is tightly coupled to the game logic.
934 void Game::ProcessInput()
936 /* Pump SDL input events */
939 /* Menu handling (main menu, leave game) */
940 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
941 (gameon || mainmenu == 0)) {
943 if (mainmenu == 0 && !winfreeze) {
944 mainmenu = 2; // Pause
945 } else if (mainmenu == 1 || mainmenu == 2) {
946 mainmenu = 0; // Unpause
949 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
950 OPENAL_SetFrequency(OPENAL_ALL);
951 emit_stream_np(stream_menutheme);
952 pause_sound(leveltheme);
954 // On resume, play level music
956 pause_sound(stream_menutheme);
957 resume_stream(leveltheme);
962 if (!campaign && !mainmenu) {
963 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE))) {
969 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && gameon) {
973 } else if (winfreeze) {
980 /* Tutorial mode hotkeys */
981 if (Tutorial::active) {
982 // Skip current tutorial stage
983 if (Input::isKeyPressed(SDL_SCANCODE_TAB)) {
984 if (Tutorial::stage != 51) {
985 Tutorial::stagetime = Tutorial::maxtime;
987 emit_sound_np(consolefailsound, 128.);
992 if (Input::isKeyPressed(SDL_SCANCODE_F1)) {
996 /* Stereo video mode hotkeys */
997 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
998 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
999 stereoreverse = true;
1000 printf("Stereo reversed\n");
1002 stereoreverse = false;
1003 printf("Stereo unreversed\n");
1007 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
1008 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1009 stereoseparation -= 0.001;
1011 stereoseparation -= 0.010;
1013 printf("Stereo separation decreased to %f\n", stereoseparation);
1016 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
1017 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1018 stereoseparation += 0.001;
1020 stereoseparation += 0.010;
1022 printf("Stereo separation increased to %f\n", stereoseparation);
1026 if (Input::isKeyPressed(consolekey)) {
1029 OPENAL_SetFrequency(OPENAL_ALL);
1037 if (devtools && !mainmenu && !console) {
1042 void Game::ProcessDevInput()
1044 if (!devtools || mainmenu || console) {
1048 if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
1050 if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1051 editorenabled = !editorenabled;
1052 if (editorenabled) {
1053 Person::players[0]->damagetolerance = 100000;
1055 Person::players[0]->damagetolerance = 200;
1057 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
1058 Person::players[0]->permanentdamage = 0;
1059 Person::players[0]->superpermanentdamage = 0;
1060 Person::players[0]->bloodloss = 0;
1061 Person::players[0]->deathbleeding = 0;
1064 /* Nullify damage and give 200000 health */
1065 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1066 Person::players[0]->damagetolerance = 200000;
1067 Person::players[0]->damage = 0;
1068 Person::players[0]->burnt = 0;
1069 Person::players[0]->permanentdamage = 0;
1070 Person::players[0]->superpermanentdamage = 0;
1073 /* Change environment */
1074 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1076 if (environment > 2) {
1079 Setenvironment(environment);
1083 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1084 cameramode = !cameramode;
1088 if (Input::isKeyPressed(SDL_SCANCODE_V)) {
1091 OPENAL_SetFrequency(OPENAL_ALL);
1095 /* Toggle slow motion */
1096 if (Input::isKeyPressed(SDL_SCANCODE_B)) {
1102 if (Input::isKeyPressed(SDL_SCANCODE_N)) {
1103 Person::players[0]->RagDoll(0);
1104 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
1107 /* Shrink tree leaves?? */
1108 // FIXME: Can't see what this does in game.
1109 if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
1110 for (auto& an_object : Object::objects) {
1111 if (an_object->type == treeleavestype) {
1112 an_object->scale *= .9;
1117 /* Change (or add) weapon */
1118 if (Input::isKeyPressed(SDL_SCANCODE_X)) {
1120 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1121 closest = findClosestPlayer();
1125 if (Person::players[closest]->num_weapons > 0) {
1127 switch (weapons[Person::players[closest]->weaponids[0]].getType()) {
1138 weapons[Person::players[closest]->weaponids[0]].setType(weapontype);
1140 Person::players[closest]->weaponids[0] = weapons.size();
1141 weapons.push_back(Weapon(knife, closest));
1142 Person::players[closest]->num_weapons = 1;
1147 /* Change yaw (rotate around Z axis) */
1148 if (Input::isKeyDown(SDL_SCANCODE_U)) {
1150 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1151 closest = findClosestPlayer();
1155 Person::players[closest]->yaw += multiplier * 50;
1156 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1161 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
1163 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1164 closest = findClosestPlayer();
1168 Person::players[closest]->onfire = !Person::players[closest]->onfire;
1169 if (Person::players[closest]->onfire) {
1170 Person::players[closest]->CatchFire();
1172 emit_sound_at(fireendsound, Person::players[closest]->coords);
1173 pause_sound(stream_firesound);
1179 if (Input::isKeyPressed(SDL_SCANCODE_T) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1181 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1182 closest = findClosestPlayer();
1186 Person::players[closest]->whichskin++;
1187 if (Person::players[closest]->whichskin > 9) {
1188 Person::players[closest]->whichskin = 0;
1190 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype) {
1191 Person::players[closest]->whichskin = 0;
1194 Person::players[closest]->skeleton.drawmodel.textureptr.load(
1195 PersonType::types[Person::players[closest]->creature].skins[Person::players[closest]->whichskin], 1,
1196 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1199 Person::players[closest]->addClothes();
1202 /* Change creature type */
1203 if (Input::isKeyPressed(SDL_SCANCODE_T) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1205 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1206 closest = findClosestPlayer();
1210 if (Person::players[closest]->creature == rabbittype) {
1211 Person::players[closest]->creature = wolftype;
1212 Person::players[closest]->whichskin = 0;
1213 Person::players[closest]->skeletonLoad();
1214 Person::players[closest]->scale *= 1.15;
1216 Person::players[closest]->damagetolerance = 300;
1217 } else { // wolftype
1218 Person::players[closest]->creature = rabbittype;
1219 Person::players[closest]->whichskin = 0;
1220 Person::players[closest]->skeletonLoad(true);
1222 Person::players[closest]->scale /= 1.15;
1224 Person::players[closest]->damagetolerance = 200;
1229 /* Explose nearby player's head */
1230 if (Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1231 int closest = findClosestPlayer();
1232 if (closest > 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1233 XYZ flatfacing2, flatvelocity2, flatvelocity2_orig;
1234 XYZ headspurtdirection;
1235 Joint& headjoint = Person::players[closest]->joint(head);
1237 if (!Person::players[closest]->skeleton.free) {
1238 flatvelocity2_orig = Person::players[closest]->velocity;
1239 flatfacing2 = DoRotation(
1241 DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt),
1242 Person::players[closest]->tilt2, 0, 0),
1243 0, Person::players[closest]->yaw, 0) *
1244 Person::players[closest]->scale +
1245 Person::players[closest]->coords;
1247 flatvelocity2_orig = headjoint.velocity;
1248 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1251 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1252 Normalise(&headspurtdirection);
1254 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1255 flatvelocity2 = flatvelocity2_orig;
1256 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1257 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1258 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1259 printf("Test: %f\n", flatvelocity2.x);
1260 printf("Test orig: %f\n", flatvelocity2_orig.x);
1261 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1262 flatvelocity2 += headspurtdirection * 8;
1263 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1265 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1267 emit_sound_at(splattersound, Person::players[closest]->coords);
1268 emit_sound_at(breaksound2, Person::players[closest]->coords, 100.);
1270 if (Person::players[closest]->skeleton.free == 2) {
1271 Person::players[closest]->skeleton.free = 0;
1273 Person::players[closest]->RagDoll(0);
1274 Person::players[closest]->dead = 2;
1275 Person::players[closest]->headless = 1;
1276 Person::players[closest]->DoBloodBig(3, 165);
1282 /* Explode nearby player */
1283 if (Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1284 int closest = findClosestPlayer();
1285 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1286 XYZ flatfacing2, flatvelocity2, flatvelocity2_orig;
1288 emit_sound_at(splattersound, Person::players[closest]->coords);
1289 emit_sound_at(breaksound2, Person::players[closest]->coords);
1291 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1292 if (!Person::players[closest]->skeleton.free) {
1293 flatvelocity2_orig = Person::players[closest]->velocity;
1294 flatfacing2 = DoRotation(
1296 DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt),
1297 Person::players[closest]->tilt2, 0, 0),
1298 0, Person::players[closest]->yaw, 0) *
1299 Person::players[closest]->scale +
1300 Person::players[closest]->coords;
1302 flatvelocity2_orig = Person::players[closest]->skeleton.joints[i].velocity;
1303 flatfacing2 = Person::players[closest]->skeleton.joints[i].position *
1304 Person::players[closest]->scale +
1305 Person::players[closest]->coords;
1309 flatvelocity2 = flatvelocity2_orig;
1310 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1311 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1312 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1313 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1314 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
1315 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1318 flatvelocity2 = flatvelocity2_orig;
1319 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1320 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1321 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1322 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1323 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
1326 flatvelocity2 = flatvelocity2_orig;
1327 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1328 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1329 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1330 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1331 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1334 flatvelocity2 = flatvelocity2_orig;
1335 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1336 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1337 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1338 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1339 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1343 for (unsigned j = 0; j < Person::players.size(); j++) {
1344 if (int(j) == closest) {
1347 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
1348 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
1349 if (Person::players[j]->skeleton.free == 2) {
1350 Person::players[j]->skeleton.free = 1;
1352 Person::players[j]->skeleton.longdead = 0;
1353 Person::players[j]->RagDoll(0);
1354 for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
1355 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
1356 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
1357 flatvelocity2 = temppos - Person::players[closest]->coords;
1358 Normalise(&flatvelocity2);
1359 Person::players[j]->skeleton.joints[i].velocity +=
1360 flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
1366 Person::players[closest]->DoDamage(10000);
1367 Person::players[closest]->RagDoll(0);
1368 Person::players[closest]->dead = 2;
1369 Person::players[closest]->coords = 20;
1370 Person::players[closest]->skeleton.free = 2;
1377 /* Skip level (only for challenges) */
1378 // FIXME: Allow skipping levels in campaigns too
1379 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
1381 if (targetlevel > numchallengelevels - 1) {
1388 /* Editor mode keys */
1389 if (editorenabled) {
1390 /* Closest player deletion */
1391 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1392 int closest = findClosestPlayer();
1394 Person::players.erase(Person::players.begin() + closest);
1398 /* Closest object deletion */
1399 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1400 int closest = findClosestObject();
1402 Object::DeleteObject(closest);
1407 if (Input::isKeyPressed(SDL_SCANCODE_O)) {
1408 if (Object::objects.size() < max_objects - 1) {
1409 XYZ scenecoords = Person::players[0]->coords;
1411 if (editortype == bushtype || editortype == firetype) {
1412 scenecoords.y -= 3.5;
1417 float tmpyaw, tmppitch;
1419 tmppitch = editorpitch;
1420 if (tmpyaw < 0 || editortype == bushtype) {
1421 tmpyaw = Random() % 360;
1424 tmppitch = Random() % 360;
1427 Object::MakeObject(editortype, scenecoords, (int)tmpyaw - ((int)tmpyaw) % 30, (int)tmppitch, editorsize);
1428 if (editortype == treetrunktype) {
1429 Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (tmppitch < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
1435 if (Input::isKeyPressed(SDL_SCANCODE_P) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1436 Person::players.push_back(shared_ptr<Person>(new Person()));
1438 Person::players.back()->id = Person::players.size() - 1;
1440 Person::players.back()->scale = Person::players[0]->scale;
1441 Person::players.back()->creature = rabbittype;
1442 Person::players.back()->howactive = editoractive;
1443 Person::players.back()->whichskin = (int)(abs(Random() % 3));
1445 Person::players.back()->skeletonLoad(true);
1447 Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
1448 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
1450 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
1451 Person::players.back()->yaw = Person::players[0]->yaw;
1453 Person::players.back()->coords = Person::players[0]->coords;
1454 Person::players.back()->oldcoords = Person::players.back()->coords;
1455 Person::players.back()->realoldcoords = Person::players.back()->coords;
1457 Person::players.back()->setProportions(1, 1, 1, 1);
1459 Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
1461 Person::players.back()->damagetolerance = 200;
1463 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
1464 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
1465 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
1466 Person::players.back()->armorhead = Person::players[0]->armorhead;
1467 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
1468 Person::players.back()->armorlow = Person::players[0]->armorlow;
1469 Person::players.back()->metalhead = Person::players[0]->metalhead;
1470 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
1471 Person::players.back()->metallow = Person::players[0]->metallow;
1473 Person::players.back()->immobile = Person::players[0]->immobile;
1475 Person::players.back()->numclothes = Person::players[0]->numclothes;
1476 for (int i = 0; i < Person::players.back()->numclothes; i++) {
1477 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
1478 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
1479 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
1480 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
1482 Person::players.back()->addClothes();
1484 Person::players.back()->power = Person::players[0]->power;
1485 Person::players.back()->speedmult = Person::players[0]->speedmult;
1487 Person::players.back()->loaded = true;
1491 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1492 if (Person::players.back()->numwaypoints < 90) {
1493 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
1494 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
1495 Person::players.back()->numwaypoints++;
1497 printf("Add waypoint: Reached max number of waypoints (90), aborting.");
1501 /* Connect waypoint */
1502 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1503 if (numpathpoints < 30) {
1504 bool connected = false;
1505 if (numpathpoints > 1) {
1506 for (int i = 0; i < numpathpoints; i++) {
1507 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
1508 bool alreadyconnected = false;
1509 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
1510 if (pathpointconnect[pathpointselected][j] == i) {
1511 alreadyconnected = true;
1514 if (!alreadyconnected) {
1515 numpathpointconnect[pathpointselected]++;
1517 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
1524 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
1525 numpathpointconnect[numpathpoints - 1] = 0;
1526 if (numpathpoints > 1 && pathpointselected != -1) {
1527 numpathpointconnect[pathpointselected]++;
1528 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
1530 pathpointselected = numpathpoints - 1;
1533 printf("Connect waypoint: Reached max number of path points (30), aborting.");
1537 /* Select next path waypoint */
1538 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
1539 pathpointselected++;
1540 if (pathpointselected >= numpathpoints) {
1541 pathpointselected = -1;
1545 /* Select previous path waypoint */
1546 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1547 pathpointselected--;
1548 if (pathpointselected <= -2) {
1549 pathpointselected = numpathpoints - 1;
1553 /* Delete path waypoint */
1554 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1555 if (pathpointselected != -1) {
1557 pathpoint[pathpointselected] = pathpoint[numpathpoints];
1558 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
1559 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
1560 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
1562 for (int i = 0; i < numpathpoints; i++) {
1563 for (int j = 0; j < numpathpointconnect[i]; j++) {
1564 if (pathpointconnect[i][j] == pathpointselected) {
1565 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
1566 numpathpointconnect[i]--;
1568 if (pathpointconnect[i][j] == numpathpoints) {
1569 pathpointconnect[i][j] = pathpointselected;
1573 pathpointselected = numpathpoints - 1;
1577 /* Select previous object type */
1578 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1580 if (editortype == treeleavestype || editortype == 10) {
1583 if (editortype < 0) {
1584 editortype = firetype;
1588 /* Select next object type */
1589 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1591 if (editortype == treeleavestype || editortype == 10) {
1594 if (editortype > firetype) {
1599 /* Decrease size for next object */
1600 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1601 editorsize -= multiplier;
1602 if (editorsize < .1) {
1607 /* Increase size for next object */
1608 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1609 editorsize += multiplier;
1612 /* Decrease yaw for next object */
1613 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1614 editoryaw -= multiplier * 100;
1615 if (editoryaw < -.01) {
1620 /* Increase yaw for next object */
1621 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1622 editoryaw += multiplier * 100;
1625 /* Decrease pitch for next object */
1626 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1627 editorpitch -= multiplier * 100;
1628 if (editorpitch < -.01) {
1633 /* Increase pitch for next object */
1634 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1635 editorpitch += multiplier * 100;
1638 /* Decrease map radius */
1639 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1640 mapradius -= multiplier * 10;
1643 /* Increase map radius */
1644 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1645 mapradius += multiplier * 10;
1650 void doJumpReversals()
1652 for (unsigned k = 0; k < Person::players.size(); k++) {
1653 for (unsigned i = k + 1; i < Person::players.size(); i++) {
1654 if (Person::players[k]->skeleton.free == 0 &&
1655 Person::players[i]->skeleton.oldfree == 0 &&
1656 (Person::players[i]->animTarget == jumpupanim ||
1657 Person::players[k]->animTarget == jumpupanim) &&
1658 (Person::players[i]->aitype == playercontrolled ||
1659 Person::players[k]->aitype == playercontrolled) &&
1660 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
1661 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
1662 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
1663 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
1664 //TODO: refactor two huge similar ifs
1665 if (Person::players[i]->animTarget == jumpupanim &&
1666 Person::players[k]->animTarget != getupfrombackanim &&
1667 Person::players[k]->animTarget != getupfromfrontanim &&
1668 Animation::animations[Person::players[k]->animTarget].height == middleheight &&
1669 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
1670 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
1671 Person::players[k]->aitype != playercontrolled)) {
1672 Person::players[i]->victim = Person::players[k];
1673 Person::players[i]->velocity = 0;
1674 Person::players[i]->animCurrent = jumpreversedanim;
1675 Person::players[i]->animTarget = jumpreversedanim;
1676 Person::players[i]->frameCurrent = 0;
1677 Person::players[i]->frameTarget = 1;
1678 Person::players[i]->targettilt2 = 0;
1679 Person::players[k]->victim = Person::players[i];
1680 Person::players[k]->velocity = 0;
1681 Person::players[k]->animCurrent = jumpreversalanim;
1682 Person::players[k]->animTarget = jumpreversalanim;
1683 Person::players[k]->frameCurrent = 0;
1684 Person::players[k]->frameTarget = 1;
1685 Person::players[k]->targettilt2 = 0;
1686 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
1687 Person::players[i]->animCurrent = rabbitkickreversedanim;
1688 Person::players[i]->animTarget = rabbitkickreversedanim;
1689 Person::players[i]->frameCurrent = 1;
1690 Person::players[i]->frameTarget = 2;
1691 Person::players[k]->animCurrent = rabbitkickreversalanim;
1692 Person::players[k]->animTarget = rabbitkickreversalanim;
1693 Person::players[k]->frameCurrent = 1;
1694 Person::players[k]->frameTarget = 2;
1696 Person::players[i]->target = 0;
1697 Person::players[k]->oldcoords = Person::players[k]->coords;
1698 Person::players[i]->coords = Person::players[k]->coords;
1699 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
1700 Person::players[k]->yaw = Person::players[i]->targetyaw;
1701 if (Person::players[k]->aitype == attacktypecutoff) {
1702 Person::players[k]->stunned = .5;
1705 if (Person::players[k]->animTarget == jumpupanim &&
1706 Person::players[i]->animTarget != getupfrombackanim &&
1707 Person::players[i]->animTarget != getupfromfrontanim &&
1708 Animation::animations[Person::players[i]->animTarget].height == middleheight &&
1709 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
1710 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
1711 Person::players[i]->aitype != playercontrolled)) {
1712 Person::players[k]->victim = Person::players[i];
1713 Person::players[k]->velocity = 0;
1714 Person::players[k]->animCurrent = jumpreversedanim;
1715 Person::players[k]->animTarget = jumpreversedanim;
1716 Person::players[k]->frameCurrent = 0;
1717 Person::players[k]->frameTarget = 1;
1718 Person::players[k]->targettilt2 = 0;
1719 Person::players[i]->victim = Person::players[k];
1720 Person::players[i]->velocity = 0;
1721 Person::players[i]->animCurrent = jumpreversalanim;
1722 Person::players[i]->animTarget = jumpreversalanim;
1723 Person::players[i]->frameCurrent = 0;
1724 Person::players[i]->frameTarget = 1;
1725 Person::players[i]->targettilt2 = 0;
1726 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
1727 Person::players[k]->animTarget = rabbitkickreversedanim;
1728 Person::players[k]->animCurrent = rabbitkickreversedanim;
1729 Person::players[i]->animCurrent = rabbitkickreversalanim;
1730 Person::players[i]->animTarget = rabbitkickreversalanim;
1731 Person::players[k]->frameCurrent = 1;
1732 Person::players[k]->frameTarget = 2;
1733 Person::players[i]->frameCurrent = 1;
1734 Person::players[i]->frameTarget = 2;
1736 Person::players[k]->target = 0;
1737 Person::players[i]->oldcoords = Person::players[i]->coords;
1738 Person::players[k]->coords = Person::players[i]->coords;
1739 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
1740 Person::players[i]->yaw = Person::players[k]->targetyaw;
1741 if (Person::players[i]->aitype == attacktypecutoff) {
1742 Person::players[i]->stunned = .5;
1751 void doAerialAcrobatics()
1753 static XYZ facing, flatfacing;
1754 for (unsigned k = 0; k < Person::players.size(); k++) {
1755 Person::players[k]->turnspeed = 500;
1757 if ((Person::players[k]->isRun() &&
1758 ((Person::players[k]->targetyaw != rabbitrunninganim &&
1759 Person::players[k]->targetyaw != wolfrunninganim) ||
1760 Person::players[k]->frameTarget == 4)) ||
1761 Person::players[k]->animTarget == removeknifeanim ||
1762 Person::players[k]->animTarget == crouchremoveknifeanim ||
1763 Person::players[k]->animTarget == flipanim ||
1764 Person::players[k]->animTarget == fightsidestep ||
1765 Person::players[k]->animTarget == walkanim) {
1766 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
1769 if (Person::players[k]->isStop() ||
1770 Person::players[k]->isLanding() ||
1771 Person::players[k]->animTarget == staggerbackhighanim ||
1772 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
1773 Person::players[k]->animTarget == staggerbackhardanim ||
1774 Person::players[k]->animTarget == backhandspringanim ||
1775 Person::players[k]->animTarget == dodgebackanim ||
1776 Person::players[k]->animTarget == rollanim ||
1777 (Animation::animations[Person::players[k]->animTarget].attack &&
1778 Person::players[k]->animTarget != rabbitkickanim &&
1779 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
1780 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
1781 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
1784 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
1785 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
1788 Person::players[k]->DoStuff();
1789 if (Person::players[k]->immobile && k != 0) {
1790 Person::players[k]->coords = Person::players[k]->realoldcoords;
1793 //if player's position has changed (?)
1794 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
1795 !Person::players[k]->skeleton.free &&
1796 Person::players[k]->animTarget != climbanim &&
1797 Person::players[k]->animTarget != hanganim) {
1798 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
1800 bool tempcollide = 0;
1802 if (Person::players[k]->collide < -.3) {
1803 Person::players[k]->collide = -.3;
1805 if (Person::players[k]->collide > 1) {
1806 Person::players[k]->collide = 1;
1808 Person::players[k]->collide -= multiplier * 30;
1811 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
1813 for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
1814 unsigned int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1815 if (Object::objects[i]->type != rocktype ||
1816 Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled ||
1817 Object::objects[i]->position.y > Person::players[k]->coords.y) {
1818 lowpoint = Person::players[k]->coords;
1819 if (Person::players[k]->animTarget != jumpupanim &&
1820 Person::players[k]->animTarget != jumpdownanim &&
1821 !Person::players[k]->isFlip()) {
1826 if (Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
1827 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1) {
1828 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
1830 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1831 flatfacing = lowpoint - Person::players[k]->coords;
1832 Person::players[k]->coords = lowpoint;
1833 Person::players[k]->coords.y -= 1.3;
1834 Person::players[k]->collide = 1;
1837 //TODO: refactor four similar blocks
1838 if (Person::players[k]->aitype == playercontrolled &&
1839 (Person::players[k]->animTarget == jumpupanim ||
1840 Person::players[k]->animTarget == jumpdownanim ||
1841 Person::players[k]->isFlip()) &&
1842 !Person::players[k]->jumptogglekeydown &&
1843 Person::players[k]->jumpkeydown) {
1844 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
1845 XYZ tempcoords1 = lowpoint;
1846 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1847 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1848 Person::players[k]->setTargetAnimation(walljumpleftanim);
1849 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1851 pause_sound(whooshsound);
1854 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1855 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1856 if (lowpointtarget.z < 0) {
1857 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1859 Person::players[k]->targetyaw = Person::players[k]->yaw;
1860 Person::players[k]->lowyaw = Person::players[k]->yaw;
1865 lowpoint = tempcoords1;
1866 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
1867 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1868 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1869 Person::players[k]->setTargetAnimation(walljumprightanim);
1870 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1872 pause_sound(whooshsound);
1875 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1876 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1877 if (lowpointtarget.z < 0) {
1878 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1880 Person::players[k]->targetyaw = Person::players[k]->yaw;
1881 Person::players[k]->lowyaw = Person::players[k]->yaw;
1886 lowpoint = tempcoords1;
1887 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
1888 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1889 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1890 Person::players[k]->setTargetAnimation(walljumpbackanim);
1891 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1893 pause_sound(whooshsound);
1896 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1897 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1898 if (lowpointtarget.z < 0) {
1899 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1901 Person::players[k]->targetyaw = Person::players[k]->yaw;
1902 Person::players[k]->lowyaw = Person::players[k]->yaw;
1907 lowpoint = tempcoords1;
1908 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
1909 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1910 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1911 Person::players[k]->setTargetAnimation(walljumpfrontanim);
1912 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1914 pause_sound(whooshsound);
1917 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1918 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1919 if (lowpointtarget.z < 0) {
1920 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1922 Person::players[k]->yaw += 180;
1923 Person::players[k]->targetyaw = Person::players[k]->yaw;
1924 Person::players[k]->lowyaw = Person::players[k]->yaw;
1934 } else if (Object::objects[i]->type == rocktype) {
1935 lowpoint2 = Person::players[k]->coords;
1936 lowpoint = Person::players[k]->coords;
1938 if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
1939 Person::players[k]->coords = colpoint;
1940 Person::players[k]->collide = 1;
1943 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
1944 //flipped into a rock
1945 if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7) {
1946 Person::players[k]->RagDoll(0);
1949 if (Person::players[k]->animTarget == jumpupanim) {
1950 Person::players[k]->jumppower = -4;
1951 Person::players[k]->animTarget = Person::players[k]->getIdle();
1953 Person::players[k]->target = 0;
1954 Person::players[k]->frameTarget = 0;
1955 Person::players[k]->onterrain = 1;
1957 if (Person::players[k]->id == 0) {
1958 pause_sound(whooshsound);
1959 OPENAL_SetVolume(channels[whooshsound], 0);
1963 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
1964 if (Person::players[k]->isFlip()) {
1965 Person::players[k]->jumppower = -4;
1967 Person::players[k]->animTarget = Person::players[k]->getLanding();
1968 emit_sound_at(landsound, Person::players[k]->coords, 128.);
1970 addEnvSound(Person::players[k]->coords);
1979 for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
1980 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1981 lowpoint = Person::players[k]->coords;
1983 if (Object::objects[i]->type != rocktype) {
1984 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1985 if (Person::players[k]->animTarget != jumpupanim &&
1986 Person::players[k]->animTarget != jumpdownanim &&
1987 Person::players[k]->onterrain) {
1988 Person::players[k]->avoidcollided = 1;
1990 Person::players[k]->coords = lowpoint;
1991 Person::players[k]->coords.y -= 1.35;
1992 Person::players[k]->collide = 1;
1994 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
1995 (Person::players[k]->animCurrent != climbanim &&
1996 Person::players[k]->animCurrent != hanganim &&
1997 !Person::players[k]->isWallJump() ||
1998 Person::players[k]->animTarget == jumpupanim ||
1999 Person::players[k]->animTarget == jumpdownanim)) {
2000 lowpoint = Person::players[k]->coords;
2001 Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
2002 lowpoint = Person::players[k]->coords;
2006 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2007 lowpointtarget = lowpoint + facing * 1.4;
2008 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2009 if (whichhit != -1) {
2010 lowpoint = Person::players[k]->coords;
2012 lowpointtarget = lowpoint + facing * 1.4;
2013 lowpoint2 = lowpoint;
2014 lowpointtarget2 = lowpointtarget;
2015 lowpoint3 = lowpoint;
2016 lowpointtarget3 = lowpointtarget;
2017 lowpoint4 = lowpoint;
2018 lowpointtarget4 = lowpointtarget;
2019 lowpoint5 = lowpoint;
2020 lowpointtarget5 = lowpointtarget;
2021 lowpoint6 = lowpoint;
2022 lowpointtarget6 = lowpointtarget;
2023 lowpoint7 = lowpoint;
2024 lowpointtarget7 = lowpoint;
2026 lowpointtarget2.x += .1;
2028 lowpointtarget3.z += .1;
2030 lowpointtarget4.x -= .1;
2032 lowpointtarget5.z -= .1;
2033 lowpoint6.y += 45 / 13;
2034 lowpointtarget6.y += 45 / 13;
2035 lowpointtarget6 += facing * .6;
2036 lowpointtarget7.y += 90 / 13;
2037 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2038 if (Object::objects[i]->friction > .5) {
2039 if (whichhit != -1) {
2040 if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim) {
2041 Person::players[k]->collided = 1;
2043 if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1) {
2044 if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1) {
2045 if (Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
2046 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2047 Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
2048 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2049 Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
2050 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2051 Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
2052 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
2053 for (int j = 0; j < 45; j++) {
2054 lowpoint = Person::players[k]->coords;
2055 lowpoint.y += (float)j / 13;
2056 lowpointtarget = lowpoint + facing * 1.4;
2057 if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
2058 &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
2059 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim) {
2062 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2063 lowpoint = Person::players[k]->coords;
2064 lowpoint.y += (float)j / 13;
2065 lowpointtarget = lowpoint + facing * 1.3;
2066 flatfacing = Person::players[k]->coords;
2067 Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * .01;
2068 Person::players[k]->coords.y = lowpointtarget.y - .07;
2069 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2071 if (j > 10 || !Person::players[k]->isRun()) {
2072 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2074 pause_sound(whooshsound);
2077 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2079 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
2080 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2081 if (lowpointtarget.z < 0) {
2082 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2084 Person::players[k]->targetyaw = Person::players[k]->yaw;
2085 Person::players[k]->lowyaw = Person::players[k]->yaw;
2087 //Person::players[k]->velocity=lowpointtarget*.03;
2088 Person::players[k]->velocity = 0;
2091 if (Person::players[k]->animTarget == jumpupanim) {
2092 Person::players[k]->animTarget = climbanim;
2093 Person::players[k]->jumppower = 0;
2094 Person::players[k]->jumpclimb = 1;
2096 Person::players[k]->transspeed = 6;
2097 Person::players[k]->target = 0;
2098 Person::players[k]->frameTarget = 1;
2101 Person::players[k]->setTargetAnimation(hanganim);
2102 Person::players[k]->jumppower = 0;
2120 if (Person::players[k]->collide <= 0) {
2122 if (!Person::players[k]->onterrain &&
2123 Person::players[k]->animTarget != jumpupanim &&
2124 Person::players[k]->animTarget != jumpdownanim &&
2125 Person::players[k]->animTarget != climbanim &&
2126 Person::players[k]->animTarget != hanganim &&
2127 !Person::players[k]->isWallJump() &&
2128 !Person::players[k]->isFlip()) {
2129 if (Person::players[k]->animCurrent != climbanim &&
2130 Person::players[k]->animCurrent != tempanim &&
2131 Person::players[k]->animTarget != backhandspringanim &&
2132 (Person::players[k]->animTarget != rollanim ||
2133 Person::players[k]->frameTarget < 2 ||
2134 Person::players[k]->frameTarget > 6)) {
2135 //stagger off ledge (?)
2136 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim) {
2137 Person::players[k]->RagDoll(0);
2139 Person::players[k]->setTargetAnimation(jumpdownanim);
2142 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2146 Person::players[k]->velocity.y += gravity;
2150 Person::players[k]->realoldcoords = Person::players[k]->coords;
2156 static int randattack;
2157 static bool playerrealattackkeydown = 0;
2159 if (!Input::isKeyDown(attackkey)) {
2163 Person::players[0]->attackkeydown = 0;
2166 playerrealattackkeydown = 0;
2168 if (!oldattackkey) {
2169 playerrealattackkeydown = Input::isKeyDown(attackkey);
2171 if ((Person::players[0]->parriedrecently <= 0 ||
2172 Person::players[0]->weaponactive == -1) &&
2175 Person::players[0]->lastattack != swordslashanim &&
2176 Person::players[0]->lastattack != knifeslashstartanim &&
2177 Person::players[0]->lastattack != staffhitanim &&
2178 Person::players[0]->lastattack != staffspinhitanim))) {
2179 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2181 if (Input::isKeyDown(attackkey) &&
2183 !Person::players[0]->backkeydown) {
2184 for (unsigned k = 0; k < Person::players.size(); k++) {
2185 if ((Person::players[k]->animTarget == swordslashanim ||
2186 Person::players[k]->animTarget == staffhitanim ||
2187 Person::players[k]->animTarget == staffspinhitanim) &&
2188 Person::players[0]->animCurrent != dodgebackanim &&
2189 !Person::players[k]->skeleton.free) {
2190 Person::players[k]->Reverse();
2195 if (!hostile || Dialog::inDialog()) {
2196 Person::players[0]->attackkeydown = 0;
2199 for (unsigned k = 0; k < Person::players.size(); k++) {
2200 if (Dialog::inDialog()) {
2201 Person::players[k]->attackkeydown = 0;
2203 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2204 if (Person::players[k]->aitype != playercontrolled) {
2205 Person::players[k]->victim = Person::players[0];
2207 //attack key pressed
2208 if (Person::players[k]->attackkeydown) {
2210 if (Person::players[k]->backkeydown &&
2211 Person::players[k]->animTarget != backhandspringanim &&
2212 (Person::players[k]->isIdle() ||
2213 Person::players[k]->isStop() ||
2214 Person::players[k]->isRun() ||
2215 Person::players[k]->animTarget == walkanim)) {
2216 if (Person::players[k]->jumppower <= 1) {
2217 Person::players[k]->jumppower -= 2;
2219 for (unsigned i = 0; i < Person::players.size(); i++) {
2223 if (Person::players[i]->animTarget == swordslashanim ||
2224 Person::players[i]->animTarget == knifeslashstartanim ||
2225 Person::players[i]->animTarget == staffhitanim ||
2226 Person::players[i]->animTarget == staffspinhitanim) {
2227 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2228 Person::players[k]->setTargetAnimation(dodgebackanim);
2229 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2230 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2234 if (Person::players[k]->animTarget != dodgebackanim) {
2238 Person::players[k]->setTargetAnimation(backhandspringanim);
2239 Person::players[k]->targetyaw = -yaw + 180;
2240 if (Person::players[k]->leftkeydown) {
2241 Person::players[k]->targetyaw -= 45;
2243 if (Person::players[k]->rightkeydown) {
2244 Person::players[k]->targetyaw += 45;
2246 Person::players[k]->yaw = Person::players[k]->targetyaw;
2247 Person::players[k]->jumppower -= 2;
2252 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2253 !Person::players[k]->backkeydown &&
2254 (Person::players[k]->isIdle() ||
2255 Person::players[k]->isRun() ||
2256 Person::players[k]->animTarget == walkanim ||
2257 Person::players[k]->animTarget == sneakanim ||
2258 Person::players[k]->isCrouch())) {
2259 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2260 //normal attacks (?)
2261 Person::players[k]->hasvictim = 0;
2262 if (Person::players.size() > 1) {
2263 for (unsigned i = 0; i < Person::players.size(); i++) {
2264 if (i == k || !(k == 0 || i == 0)) {
2267 if (!Person::players[k]->hasvictim) {
2268 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2270 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2271 if (distance < 4.5 &&
2272 !Person::players[i]->skeleton.free &&
2273 Person::players[i]->howactive < typedead1 &&
2274 Person::players[i]->animTarget != jumpreversedanim &&
2275 Person::players[i]->animTarget != rabbitkickreversedanim &&
2276 Person::players[i]->animTarget != rabbitkickanim &&
2277 Person::players[k]->animTarget != rabbitkickanim &&
2278 Person::players[i]->animTarget != getupfrombackanim &&
2279 (Person::players[i]->animTarget != staggerbackhighanim &&
2280 (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2281 Person::players[i]->animTarget != jumpdownanim &&
2282 Person::players[i]->animTarget != jumpupanim &&
2283 Person::players[i]->animTarget != getupfromfrontanim) {
2284 Person::players[k]->victim = Person::players[i];
2285 Person::players[k]->hasvictim = 1;
2286 if (Person::players[k]->aitype == playercontrolled) { //human player
2288 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2289 Person::players[k]->crouchkeydown &&
2290 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2291 Person::players[k]->animTarget = sweepanim;
2293 } else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2294 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2295 !Person::players[k]->forwardkeydown &&
2296 !Person::players[k]->leftkeydown &&
2297 !Person::players[k]->rightkeydown &&
2298 !Person::players[k]->crouchkeydown &&
2301 Person::players[k]->animTarget = winduppunchanim;
2303 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2304 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2305 !Person::players[k]->forwardkeydown &&
2306 !Person::players[k]->leftkeydown &&
2307 !Person::players[k]->rightkeydown &&
2308 !Person::players[k]->crouchkeydown &&
2310 Person::players[k]->animTarget = upunchanim;
2312 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2313 Person::players[i]->staggerdelay > 0 &&
2314 attackweapon == knife &&
2315 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) {
2316 Person::players[k]->animTarget = knifefollowanim;
2318 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2319 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2320 !Person::players[k]->forwardkeydown &&
2321 !Person::players[k]->leftkeydown &&
2322 !Person::players[k]->rightkeydown &&
2323 !Person::players[k]->crouchkeydown &&
2324 attackweapon == knife &&
2325 Person::players[k]->weaponmissdelay <= 0) {
2326 Person::players[k]->animTarget = knifeslashstartanim;
2328 } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2329 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2330 !Person::players[k]->crouchkeydown &&
2331 attackweapon == sword &&
2332 Person::players[k]->weaponmissdelay <= 0) {
2333 Person::players[k]->animTarget = swordslashanim;
2335 } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2336 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2337 !Person::players[k]->crouchkeydown &&
2338 attackweapon == staff &&
2339 Person::players[k]->weaponmissdelay <= 0 &&
2340 !Person::players[k]->leftkeydown &&
2341 !Person::players[k]->rightkeydown &&
2342 !Person::players[k]->forwardkeydown) {
2343 Person::players[k]->animTarget = staffhitanim;
2345 } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2346 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2347 !Person::players[k]->crouchkeydown &&
2348 attackweapon == staff &&
2349 Person::players[k]->weaponmissdelay <= 0) {
2350 Person::players[k]->animTarget = staffspinhitanim;
2352 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2353 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2354 Person::players[k]->animTarget = spinkickanim;
2356 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2357 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2358 Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
2359 Person::players[k]->animTarget = lowkickanim;
2361 } else { //AI player
2362 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
2363 randattack = abs(Random() % 5);
2364 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
2366 if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2367 Person::players[k]->animTarget = sweepanim;
2369 } else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2371 Person::players[k]->animTarget = upunchanim;
2373 } else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2374 Person::players[k]->animTarget = spinkickanim;
2376 } else if (Animation::animations[Person::players[i]->animTarget].height == lowheight) {
2377 Person::players[k]->animTarget = lowkickanim;
2382 if ((!Tutorial::active || !attackweapon) &&
2383 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2385 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2386 Person::players[k]->animTarget = sweepanim;
2388 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2389 attackweapon == knife &&
2390 Person::players[k]->weaponmissdelay <= 0) {
2391 Person::players[k]->animTarget = knifeslashstartanim;
2393 } else if (!(Person::players[0]->victim == Person::players[i] &&
2394 Person::players[0]->hasvictim &&
2395 Person::players[0]->animTarget == swordslashanim) &&
2396 attackweapon == sword &&
2397 Person::players[k]->weaponmissdelay <= 0) {
2398 Person::players[k]->animTarget = swordslashanim;
2400 } else if (!(Person::players[0]->victim == Person::players[i] &&
2401 Person::players[0]->hasvictim &&
2402 Person::players[0]->animTarget == swordslashanim) &&
2403 attackweapon == staff &&
2404 Person::players[k]->weaponmissdelay <= 0 &&
2406 Person::players[k]->animTarget = staffhitanim;
2408 } else if (!(Person::players[0]->victim == Person::players[i] &&
2409 Person::players[0]->hasvictim &&
2410 Person::players[0]->animTarget == swordslashanim) &&
2411 attackweapon == staff &&
2412 Person::players[k]->weaponmissdelay <= 0 &&
2414 Person::players[k]->animTarget = staffspinhitanim;
2416 } else if ((!Tutorial::active || !attackweapon) &&
2417 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2419 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2420 Person::players[k]->animTarget = spinkickanim;
2422 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2423 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2424 Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
2425 Person::players[k]->animTarget = lowkickanim;
2430 //upunch becomes wolfslap
2431 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype) {
2432 Person::players[k]->animTarget = wolfslapanim;
2436 if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
2437 Person::players[i]->howactive < typedead1 &&
2438 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2439 !Person::players[i]->skeleton.free &&
2440 Person::players[i]->animTarget != getupfrombackanim &&
2441 Person::players[i]->animTarget != getupfromfrontanim &&
2442 (Person::players[i]->surprised > 0 ||
2443 Person::players[i]->aitype == passivetype ||
2444 attackweapon && Person::players[i]->stunned > 0) &&
2445 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
2447 if (!attackweapon) {
2448 Person::players[k]->animCurrent = sneakattackanim;
2449 Person::players[k]->animTarget = sneakattackanim;
2450 Person::players[i]->animCurrent = sneakattackedanim;
2451 Person::players[i]->animTarget = sneakattackedanim;
2452 Person::players[k]->oldcoords = Person::players[k]->coords;
2453 Person::players[k]->coords = Person::players[i]->coords;
2456 if (attackweapon == knife) {
2457 Person::players[k]->animCurrent = knifesneakattackanim;
2458 Person::players[k]->animTarget = knifesneakattackanim;
2459 Person::players[i]->animCurrent = knifesneakattackedanim;
2460 Person::players[i]->animTarget = knifesneakattackedanim;
2461 Person::players[i]->oldcoords = Person::players[i]->coords;
2462 Person::players[i]->coords = Person::players[k]->coords;
2465 if (attackweapon == sword) {
2466 Person::players[k]->animCurrent = swordsneakattackanim;
2467 Person::players[k]->animTarget = swordsneakattackanim;
2468 Person::players[i]->animCurrent = swordsneakattackedanim;
2469 Person::players[i]->animTarget = swordsneakattackedanim;
2470 Person::players[i]->oldcoords = Person::players[i]->coords;
2471 Person::players[i]->coords = Person::players[k]->coords;
2473 if (attackweapon != staff) {
2474 Person::players[k]->victim = Person::players[i];
2475 Person::players[k]->hasvictim = 1;
2476 Person::players[i]->targettilt2 = 0;
2477 Person::players[i]->frameTarget = 1;
2478 Person::players[i]->frameCurrent = 0;
2479 Person::players[i]->target = 0;
2480 Person::players[i]->velocity = 0;
2481 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2482 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2483 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2484 Person::players[k]->target = Person::players[i]->target;
2485 Person::players[k]->velocity = 0;
2486 Person::players[k]->targetyaw = Person::players[i]->yaw;
2487 Person::players[k]->yaw = Person::players[i]->yaw;
2488 Person::players[i]->targetyaw = Person::players[i]->yaw;
2491 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2492 Person::players[k]->victim == Person::players[i] &&
2493 (!Person::players[i]->skeleton.free)) {
2495 Person::players[k]->frameTarget = 0;
2496 Person::players[k]->target = 0;
2498 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2499 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2500 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2501 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2502 Person::players[k]->lastattack = Person::players[k]->animTarget;
2504 if (Person::players[k]->animTarget == knifefollowanim &&
2505 Person::players[k]->victim == Person::players[i]) {
2507 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2508 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2509 Person::players[k]->victim = Person::players[i];
2510 Person::players[k]->hasvictim = 1;
2511 Person::players[i]->animTarget = knifefollowedanim;
2512 Person::players[i]->animCurrent = knifefollowedanim;
2513 Person::players[i]->targettilt2 = 0;
2514 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
2515 Person::players[i]->frameTarget = 1;
2516 Person::players[i]->frameCurrent = 0;
2517 Person::players[i]->target = 0;
2518 Person::players[i]->velocity = 0;
2519 Person::players[k]->animCurrent = knifefollowanim;
2520 Person::players[k]->animTarget = knifefollowanim;
2521 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2522 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2523 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2524 Person::players[k]->target = Person::players[i]->target;
2525 Person::players[k]->velocity = 0;
2526 Person::players[k]->oldcoords = Person::players[k]->coords;
2527 Person::players[i]->coords = Person::players[k]->coords;
2528 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2529 Person::players[i]->yaw = Person::players[k]->targetyaw;
2530 Person::players[k]->yaw = Person::players[k]->targetyaw;
2531 Person::players[i]->yaw = Person::players[k]->targetyaw;
2537 const bool hasstaff = attackweapon == staff;
2538 if (k == 0 && Person::players.size() > 1) {
2539 for (unsigned i = 0; i < Person::players.size(); i++) {
2543 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
2544 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
2545 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2546 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown)) {
2547 if (Person::players[i]->skeleton.free) {
2548 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
2549 (Person::players[i]->dead ||
2550 Person::players[i]->skeleton.longdead > 1000 ||
2551 Person::players[k]->isRun() ||
2554 (Person::players[i]->skeleton.longdead > 2000 ||
2555 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
2556 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
2557 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
2558 Person::players[k]->victim = Person::players[i];
2559 Person::players[k]->hasvictim = 1;
2560 if (attackweapon && !Tutorial::active) {
2562 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5)) {
2563 Person::players[k]->animTarget = crouchstabanim;
2566 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword) {
2567 Person::players[k]->animTarget = swordgroundstabanim;
2570 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff) {
2571 Person::players[k]->animTarget = staffgroundsmashanim;
2574 if (distance < 2.5 &&
2575 Person::players[k]->crouchkeydown &&
2576 Person::players[k]->animTarget != crouchstabanim &&
2578 Person::players[i]->dead &&
2579 Person::players[i]->skeleton.free &&
2580 Person::players[i]->skeleton.longdead > 1000) {
2581 Person::players[k]->animTarget = killanim;
2582 terrain.deleteDeadDecals();
2583 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2584 if (Object::objects[l]->model.type == decalstype) {
2585 Object::objects[l]->model.deleteDeadDecals();
2589 if (!Person::players[i]->dead || musictype != 2) {
2590 if (distance < 3.5 &&
2591 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
2592 Person::players[k]->staggerdelay <= 0 &&
2593 (Person::players[i]->dead ||
2594 Person::players[i]->skeleton.longdead < 300 &&
2595 Person::players[k]->lastattack != spinkickanim &&
2596 Person::players[i]->skeleton.free) &&
2597 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
2598 Person::players[k]->animTarget = dropkickanim;
2599 terrain.deleteDeadDecals();
2600 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2601 if (Object::objects[l]->model.type == decalstype) {
2602 Object::objects[l]->model.deleteDeadDecals();
2610 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2611 Person::players[k]->victim == Person::players[i] &&
2612 (!Person::players[i]->skeleton.free ||
2613 Person::players[k]->animTarget == killanim ||
2614 Person::players[k]->animTarget == crouchstabanim ||
2615 Person::players[k]->animTarget == swordgroundstabanim ||
2616 Person::players[k]->animTarget == staffgroundsmashanim ||
2617 Person::players[k]->animTarget == dropkickanim)) {
2619 Person::players[k]->frameTarget = 0;
2620 Person::players[k]->target = 0;
2622 XYZ targetpoint = Person::players[i]->coords;
2623 if (Person::players[k]->animTarget == crouchstabanim ||
2624 Person::players[k]->animTarget == swordgroundstabanim ||
2625 Person::players[k]->animTarget == staffgroundsmashanim) {
2626 targetpoint += (Person::players[i]->jointPos(abdomen) +
2627 Person::players[i]->jointPos(neck)) /
2629 Person::players[i]->scale;
2631 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
2632 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
2634 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
2635 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
2638 if (Person::players[k]->animTarget == staffgroundsmashanim) {
2639 Person::players[k]->targettilt2 += 10;
2642 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2643 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2644 Person::players[k]->lastattack = Person::players[k]->animTarget;
2646 if (Person::players[k]->animTarget == swordgroundstabanim) {
2647 Person::players[k]->targetyaw += 30;
2653 if (!Person::players[k]->hasvictim) {
2655 for (unsigned i = 0; i < Person::players.size(); i++) {
2656 if (i == k || !(i == 0 || k == 0)) {
2659 if (!Person::players[i]->skeleton.free) {
2660 if (Person::players[k]->hasvictim) {
2661 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
2662 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords)) {
2663 Person::players[k]->victim = Person::players[i];
2666 Person::players[k]->victim = Person::players[i];
2667 Person::players[k]->hasvictim = 1;
2672 if (Person::players[k]->aitype == playercontrolled) {
2674 if (Person::players[k]->attackkeydown &&
2675 Person::players[k]->isRun() &&
2676 Person::players[k]->wasRun() &&
2677 ((Person::players[k]->hasvictim &&
2678 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
2679 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
2680 !Person::players[k]->victim->skeleton.free &&
2681 Person::players[k]->victim->animTarget != getupfrombackanim &&
2682 Person::players[k]->victim->animTarget != getupfromfrontanim &&
2683 Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
2684 Person::players[k]->aitype != playercontrolled && //wat???
2685 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
2686 Person::players[k]->rabbitkickenabled) ||
2687 Person::players[k]->jumpkeydown)) {
2689 Person::players[k]->setTargetAnimation(rabbitkickanim);
2693 if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
2695 switch (attackweapon) {
2716 void doPlayerCollisions()
2718 static XYZ rotatetarget;
2719 static float collisionradius;
2720 if (Person::players.size() > 1) {
2721 for (unsigned k = 0; k < Person::players.size(); k++) {
2722 for (unsigned i = k + 1; i < Person::players.size(); i++) {
2723 //neither player is part of a reversal
2724 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
2725 Animation::animations[Person::players[i]->animTarget].attack != reversal &&
2726 Animation::animations[Person::players[k]->animTarget].attack != reversed &&
2727 Animation::animations[Person::players[k]->animTarget].attack != reversal) ||
2728 (i != 0 && k != 0)) {
2729 if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
2730 Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
2731 Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
2732 Animation::animations[Person::players[k]->animCurrent].attack != reversal) ||
2733 (i != 0 && k != 0)) {
2734 //neither is sleeping
2735 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping) {
2736 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall) {
2737 //in same patch, neither is climbing
2738 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
2739 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
2740 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
2741 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
2742 Person::players[i]->animTarget != climbanim &&
2743 Person::players[i]->animTarget != hanganim &&
2744 Person::players[k]->animTarget != climbanim &&
2745 Person::players[k]->animTarget != hanganim) {
2746 //players are close (bounding box test)
2747 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3) {
2748 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3) {
2749 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3) {
2750 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3) {
2751 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3) {
2752 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
2753 //spread fire from player to player
2754 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2755 if (Person::players[i]->onfire || Person::players[k]->onfire) {
2756 if (!Person::players[i]->onfire) {
2757 Person::players[i]->CatchFire();
2759 if (!Person::players[k]->onfire) {
2760 Person::players[k]->CatchFire();
2765 XYZ tempcoords1 = Person::players[i]->coords;
2766 XYZ tempcoords2 = Person::players[k]->coords;
2767 if (!Person::players[i]->skeleton.oldfree) {
2768 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
2770 if (!Person::players[k]->skeleton.oldfree) {
2771 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
2773 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2774 if (Person::players[0]->hasvictim) {
2775 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free) {
2776 collisionradius = 3;
2779 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
2780 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
2781 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
2782 //jump down on a dead body
2783 if (k == 0 || i == 0) {
2785 if (Person::players[0]->animTarget == jumpdownanim &&
2786 !Person::players[0]->skeleton.oldfree &&
2787 !Person::players[0]->skeleton.free &&
2788 Person::players[l]->skeleton.oldfree &&
2789 Person::players[l]->skeleton.free &&
2790 Person::players[l]->dead &&
2791 Person::players[0]->lastcollide <= 0 &&
2792 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
2793 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
2794 Person::players[0]->coords.y = Person::players[l]->coords.y;
2795 Person::players[l]->velocity = Person::players[0]->velocity;
2796 Person::players[l]->skeleton.free = 0;
2797 Person::players[l]->yaw = 0;
2798 Person::players[l]->RagDoll(0);
2799 Person::players[l]->DoDamage(20);
2801 Person::players[l]->skeleton.longdead = 0;
2802 Person::players[0]->lastcollide = 1;
2806 if ((Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
2807 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
2808 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
2809 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
2810 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
2811 Person::players[i]->skeleton.free) &&
2812 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
2813 Person::players[k]->skeleton.free)) {
2814 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
2815 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
2816 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
2818 k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
2819 /*i!=0&&*/ Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
2820 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
2821 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
2822 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
2824 if ((i != 0 || Person::players[i]->skeleton.free) &&
2825 (k != 0 || Person::players[k]->skeleton.free) ||
2826 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
2827 Animation::animations[Person::players[k]->animTarget].height == highheight)) {
2828 if (!Tutorial::active) {
2829 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
2832 Person::players[i]->RagDoll(0);
2833 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
2834 award_bonus(0, aimbonus);
2836 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
2837 Person::players[k]->RagDoll(0);
2838 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
2839 award_bonus(0, aimbonus); // Huh, again?
2841 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
2843 for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
2844 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
2846 for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
2847 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
2852 if ((Animation::animations[Person::players[i]->animTarget].attack == neutral ||
2853 Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
2854 (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
2855 Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
2857 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
2858 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2859 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
2860 Normalise(&rotatetarget);
2861 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
2862 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2863 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2864 if (Person::players[k]->howactive == typeactive || hostile) {
2865 if (Person::players[k]->isIdle()) {
2866 if (Person::players[k]->howactive < typesleeping) {
2867 Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
2868 } else if (Person::players[k]->howactive == typesleeping) {
2869 Person::players[k]->setTargetAnimation(getupfromfrontanim);
2871 if (!editorenabled) {
2872 Person::players[k]->howactive = typeactive;
2876 if (Person::players[i]->howactive == typeactive || hostile) {
2877 if (Person::players[i]->isIdle()) {
2878 if (Person::players[i]->howactive < typesleeping) {
2879 Person::players[i]->setTargetAnimation(Person::players[k]->getStop());
2881 Person::players[i]->setTargetAnimation(getupfromfrontanim);
2883 if (!editorenabled) {
2884 Person::players[i]->howactive = typeactive;
2889 //jump down on player
2891 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
2892 !Person::players[i]->isCrouch() &&
2893 Person::players[i]->animTarget != rollanim &&
2894 !Person::players[k]->skeleton.oldfree && !Person::players[k]->skeleton.free &&
2895 Person::players[k]->lastcollide <= 0 &&
2896 Person::players[k]->velocity.y < -10) {
2897 Person::players[i]->velocity = Person::players[k]->velocity;
2898 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
2899 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
2900 Person::players[i]->DoDamage(20);
2901 Person::players[i]->RagDoll(0);
2902 Person::players[k]->lastcollide = 1;
2903 award_bonus(k, AboveBonus);
2905 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
2906 !Person::players[k]->isCrouch() &&
2907 Person::players[k]->animTarget != rollanim &&
2908 !Person::players[i]->skeleton.oldfree &&
2909 !Person::players[i]->skeleton.free &&
2910 Person::players[i]->lastcollide <= 0 &&
2911 Person::players[i]->velocity.y < -10) {
2912 Person::players[k]->velocity = Person::players[i]->velocity;
2913 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
2914 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
2915 Person::players[k]->DoDamage(20);
2916 Person::players[k]->RagDoll(0);
2917 Person::players[i]->lastcollide = 1;
2918 award_bonus(i, AboveBonus);
2924 Person::players[i]->CheckKick();
2925 Person::players[k]->CheckKick();
2945 static XYZ facing, flatfacing;
2948 /* Pump SDL input events and process non-gameplay related ones */
2952 Values of mainmenu :
2954 2 Menu pause (resume/end game)
2956 4 Controls configuration menu
2957 5 Main game menu (choose level or challenge)
2958 6 Deleting user menu
2959 7 User managment menu (select/add)
2960 8 Choose difficulty menu
2961 9 Challenge level selection menu
2962 10 End of the campaign congratulation (is that really a menu?)
2963 11 Same that 9 ??? => unused
2964 18 stereo configuration
2969 if (mainmenu && endgame == 1) {
2972 //go to level select after completing a campaign level
2973 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
2980 OPENAL_SetFrequency(OPENAL_ALL);
2981 emit_stream_np(stream_menutheme);
2982 pause_sound(leveltheme);
2994 hostiletime += multiplier;
2999 leveltime += multiplier;
3005 inputText(consoletext[0], &consoleselected);
3007 if (!consoletext[0].empty()) {
3008 cmd_dispatch(consoletext[0]);
3009 for (int k = 14; k >= 1; k--) {
3010 consoletext[k] = consoletext[k - 1];
3012 consoletext[0].clear();
3013 consoleselected = 0;
3017 consoleblinkdelay -= multiplier;
3018 if (consoleblinkdelay <= 0) {
3019 consoleblinkdelay = .3;
3020 consoleblink = !consoleblink;
3024 static int oldwinfreeze;
3025 if (winfreeze && !oldwinfreeze) {
3026 OPENAL_SetFrequency(OPENAL_ALL);
3027 emit_sound_np(consolesuccesssound);
3029 if (winfreeze == 0) {
3030 oldwinfreeze = winfreeze;
3035 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
3038 static float talkdelay = 0;
3040 if (Dialog::inDialog()) {
3043 talkdelay -= multiplier;
3045 if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
3046 for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
3047 Dialog::dialogs[i].tick(i);
3051 windvar += multiplier;
3052 smoketex += multiplier;
3053 Tutorial::stagetime += multiplier;
3056 static float hotspotvisual[40];
3057 if (Hotspot::hotspots.size()) {
3059 if (editorenabled) {
3060 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3061 hotspotvisual[i] -= multiplier / 320;
3065 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3066 while (hotspotvisual[i] < 0) {
3068 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
3069 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
3070 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
3071 hotspotsprite += Hotspot::hotspots[i].position;
3072 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
3073 hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
3077 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3078 if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
3079 Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
3085 if (Tutorial::active) {
3086 Tutorial::Do(multiplier);
3090 if (!Tutorial::active) {
3091 if (bonustime == 0 &&
3092 bonus != solidhit &&
3093 bonus != spinecrusher &&
3094 bonus != tracheotomy &&
3095 bonus != backstab &&
3097 emit_sound_np(consolesuccesssound);
3099 } else if (bonustime == 0) {
3100 emit_sound_np(fireendsound);
3102 if (bonustime == 0) {
3103 if (bonus != solidhit &&
3104 bonus != twoxcombo &&
3105 bonus != threexcombo &&
3106 bonus != fourxcombo &&
3107 bonus != megacombo) {
3110 bonusnum[bonus] += 0.15;
3112 if (Tutorial::active) {
3115 if (bonusvalue > 0) {
3116 bonusvalue /= bonusnum[bonus];
3117 if (bonusvalue <= 0) {
3121 bonustotal += bonusvalue;
3123 bonustime += multiplier;
3126 if (environment == snowyenvironment) {
3127 precipdelay -= multiplier;
3128 while (precipdelay < 0) {
3133 XYZ footvel, footpoint;
3136 footpoint = viewer + viewerfacing * 6;
3137 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
3138 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
3139 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
3140 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
3144 doAerialAcrobatics();
3146 static XYZ oldviewer;
3149 if (!Dialog::inDialog()) {
3150 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
3151 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
3152 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
3153 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
3154 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
3155 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
3156 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
3157 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
3159 Person::players[0]->forwardkeydown = 0;
3160 Person::players[0]->leftkeydown = 0;
3161 Person::players[0]->backkeydown = 0;
3162 Person::players[0]->rightkeydown = 0;
3163 Person::players[0]->jumpkeydown = 0;
3164 Person::players[0]->crouchkeydown = 0;
3165 Person::players[0]->drawkeydown = 0;
3166 Person::players[0]->throwkeydown = 0;
3169 if (!Person::players[0]->jumpkeydown) {
3170 Person::players[0]->jumpclimb = 0;
3173 if (Dialog::inDialog()) {
3175 if (Dialog::directing) {
3179 facing = DoRotation(facing, -pitch, 0, 0);
3180 facing = DoRotation(facing, 0, 0 - yaw, 0);
3185 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
3187 if (Input::isKeyDown(forwardkey)) {
3188 viewer += facing * multiplier * 4;
3190 if (Input::isKeyDown(backkey)) {
3191 viewer -= facing * multiplier * 4;
3193 if (Input::isKeyDown(leftkey)) {
3194 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
3196 if (Input::isKeyDown(rightkey)) {
3197 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
3199 if (Input::isKeyDown(jumpkey)) {
3200 viewer.y += multiplier * 4;
3202 if (Input::isKeyDown(crouchkey)) {
3203 viewer.y -= multiplier * 4;
3205 if (Input::isKeyPressed(SDL_SCANCODE_1) ||
3206 Input::isKeyPressed(SDL_SCANCODE_2) ||
3207 Input::isKeyPressed(SDL_SCANCODE_3) ||
3208 Input::isKeyPressed(SDL_SCANCODE_4) ||
3209 Input::isKeyPressed(SDL_SCANCODE_5) ||
3210 Input::isKeyPressed(SDL_SCANCODE_6) ||
3211 Input::isKeyPressed(SDL_SCANCODE_7) ||
3212 Input::isKeyPressed(SDL_SCANCODE_8) ||
3213 Input::isKeyPressed(SDL_SCANCODE_9) ||
3214 Input::isKeyPressed(SDL_SCANCODE_0) ||
3215 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3217 if (Input::isKeyPressed(SDL_SCANCODE_1)) {
3220 if (Input::isKeyPressed(SDL_SCANCODE_2)) {
3223 if (Input::isKeyPressed(SDL_SCANCODE_3)) {
3226 if (Input::isKeyPressed(SDL_SCANCODE_4)) {
3229 if (Input::isKeyPressed(SDL_SCANCODE_5)) {
3232 if (Input::isKeyPressed(SDL_SCANCODE_6)) {
3235 if (Input::isKeyPressed(SDL_SCANCODE_7)) {
3238 if (Input::isKeyPressed(SDL_SCANCODE_8)) {
3241 if (Input::isKeyPressed(SDL_SCANCODE_9)) {
3244 if (Input::isKeyPressed(SDL_SCANCODE_0)) {
3247 if (Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3250 if (whichend != -1) {
3251 Dialog::currentScene().participantfocus = whichend;
3252 Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
3253 Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
3255 if (whichend == -1) {
3256 Dialog::currentScene().participantfocus = -1;
3258 /* FIXME: potentially accessing -1 in Person::players! */
3259 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
3260 Dialog::indialogue = -1;
3261 Dialog::directing = false;
3264 Dialog::currentScene().camera = viewer;
3265 Dialog::currentScene().camerayaw = yaw;
3266 Dialog::currentScene().camerapitch = pitch;
3267 Dialog::indialogue++;
3268 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3269 if (Dialog::currentScene().sound != 0) {
3270 playdialoguescenesound();
3274 for (unsigned j = 0; j < Person::players.size(); j++) {
3275 Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
3278 //TODO: should these be KeyDown or KeyPressed?
3279 if (Input::isKeyDown(SDL_SCANCODE_KP_1) ||
3280 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
3281 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
3282 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
3283 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
3284 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
3285 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
3286 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
3287 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
3288 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3290 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) {
3293 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) {
3296 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) {
3299 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) {
3302 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) {
3305 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) {
3308 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) {
3311 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) {
3314 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) {
3317 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3320 Dialog::currentScene().participantfacing[whichend] = facing;
3322 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3323 Dialog::indialogue = -1;
3324 Dialog::directing = false;
3328 if (!Dialog::directing) {
3329 pause_sound(whooshsound);
3330 viewer = Dialog::currentScene().camera;
3331 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
3332 yaw = Dialog::currentScene().camerayaw;
3333 pitch = Dialog::currentScene().camerapitch;
3334 if (Dialog::dialoguetime > 0.5) {
3335 if (Input::isKeyPressed(attackkey)) {
3336 Dialog::indialogue++;
3337 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3338 if (Dialog::currentScene().sound != 0) {
3339 playdialoguescenesound();
3340 if (Dialog::currentScene().sound == -5) {
3341 Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
3343 if (Dialog::currentScene().sound == -6) {
3347 if (Person::players.at(Dialog::currentScene().participantfocus)->dead) {
3348 Dialog::indialogue = -1;
3349 Dialog::directing = false;
3356 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3357 Dialog::indialogue = -1;
3358 Dialog::directing = false;
3360 if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
3363 if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
3366 if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
3368 for (unsigned i = 1; i < Person::players.size(); i++) {
3369 Person::players[i]->aitype = attacktypecutoff;
3376 if (!Person::players[0]->jumpkeydown) {
3377 Person::players[0]->jumptogglekeydown = 0;
3379 if (Person::players[0]->jumpkeydown &&
3380 Person::players[0]->animTarget != jumpupanim &&
3381 Person::players[0]->animTarget != jumpdownanim &&
3382 !Person::players[0]->isFlip()) {
3383 Person::players[0]->jumptogglekeydown = 1;
3386 Dialog::dialoguetime += multiplier;
3387 hawkyaw += multiplier * 25;
3389 realhawkcoords.x = 25;
3390 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
3391 hawkcalldelay -= multiplier / 2;
3393 if (hawkcalldelay <= 0) {
3394 emit_sound_at(hawksound, realhawkcoords);
3396 hawkcalldelay = 16 + abs(Random() % 8);
3401 doPlayerCollisions();
3405 for (unsigned k = 0; k < Person::players.size(); k++) {
3406 if (k != 0 && Person::players[k]->immobile) {
3407 Person::players[k]->coords = Person::players[k]->realoldcoords;
3411 for (unsigned k = 0; k < Person::players.size(); k++) {
3412 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3413 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3414 Person::players[k]->DoDamage(1000);
3420 static bool respawnkeydown;
3421 if (!editorenabled &&
3422 (whichlevel != -2 &&
3423 (Input::isKeyDown(SDL_SCANCODE_K) &&
3424 Input::isKeyDown(SDL_SCANCODE_LALT) &&
3426 (Input::isKeyDown(jumpkey) &&
3429 Person::players[0]->dead))) {
3430 targetlevel = whichlevel;
3434 respawnkeydown = Input::isKeyDown(jumpkey);
3436 static bool movekey;
3439 for (unsigned i = 0; i < Person::players.size(); i++) {
3440 static float oldtargetyaw;
3441 if (!Person::players[i]->skeleton.free) {
3442 oldtargetyaw = Person::players[i]->targetyaw;
3443 if (i == 0 && !Dialog::inDialog()) {
3444 //TODO: refactor repetitive code
3445 if (!Animation::animations[Person::players[0]->animTarget].attack &&
3446 Person::players[0]->animTarget != staggerbackhighanim &&
3447 Person::players[0]->animTarget != staggerbackhardanim &&
3448 Person::players[0]->animTarget != crouchremoveknifeanim &&
3449 Person::players[0]->animTarget != removeknifeanim &&
3450 Person::players[0]->animTarget != backhandspringanim &&
3451 Person::players[0]->animTarget != dodgebackanim &&
3452 Person::players[0]->animTarget != walljumprightkickanim &&
3453 Person::players[0]->animTarget != walljumpleftkickanim) {
3455 Person::players[0]->targetyaw = 0;
3457 Person::players[0]->targetyaw = -yaw + 180;
3464 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3466 facing = flatfacing;
3468 facing = DoRotation(facing, -pitch, 0, 0);
3469 facing = DoRotation(facing, 0, 0 - yaw, 0);
3472 Person::players[0]->lookyaw = -yaw;
3474 Person::players[i]->targetheadyaw = yaw;
3475 Person::players[i]->targetheadpitch = pitch;
3477 if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
3478 if (!Animation::animations[Person::players[i]->animTarget].attack &&
3479 Person::players[i]->animTarget != staggerbackhighanim &&
3480 Person::players[i]->animTarget != staggerbackhardanim &&
3481 Person::players[i]->animTarget != crouchremoveknifeanim &&
3482 Person::players[i]->animTarget != removeknifeanim &&
3483 Person::players[i]->animTarget != backhandspringanim &&
3484 Person::players[i]->animTarget != dodgebackanim &&
3485 Person::players[i]->animTarget != walljumprightkickanim &&
3486 Person::players[i]->animTarget != walljumpleftkickanim) {
3487 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
3493 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3495 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
3496 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
3498 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
3499 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
3501 if (Dialog::inDialog()) {
3502 Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
3503 Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
3506 if (leveltime < .5) {
3510 Person::players[i]->avoidsomething = 0;
3512 //avoid flaming things
3513 for (unsigned int j = 0; j < Object::objects.size(); j++) {
3514 if (Object::objects[j]->onfire) {
3515 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200) {
3516 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3517 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3518 Person::players[i]->collided = 0;
3519 Person::players[i]->avoidcollided = 1;
3520 if (Person::players[i]->avoidsomething == 0 ||
3521 distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3522 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3523 Person::players[i]->avoidwhere = Object::objects[j]->position;
3524 Person::players[i]->avoidsomething = 1;
3531 //avoid flaming players
3532 for (unsigned j = 0; j < Person::players.size(); j++) {
3533 if (Person::players[j]->onfire) {
3534 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200) {
3535 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3536 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3537 Person::players[i]->collided = 0;
3538 Person::players[i]->avoidcollided = 1;
3539 if (Person::players[i]->avoidsomething == 0 ||
3540 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3541 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3542 Person::players[i]->avoidwhere = Person::players[j]->coords;
3543 Person::players[i]->avoidsomething = 1;
3550 if (Person::players[i]->collided > .8) {
3551 Person::players[i]->avoidcollided = 0;
3554 Person::players[i]->doAI();
3556 if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
3557 //Person::players[i]->targetyaw=Person::players[i]->yaw;
3558 Person::players[i]->forwardkeydown = 0;
3559 Person::players[i]->leftkeydown = 0;
3560 Person::players[i]->backkeydown = 0;
3561 Person::players[i]->rightkeydown = 0;
3562 Person::players[i]->jumpkeydown = 0;
3563 Person::players[i]->attackkeydown = 0;
3564 //Person::players[i]->crouchkeydown=0;
3565 Person::players[i]->throwkeydown = 0;
3568 if (Dialog::inDialog()) {
3569 Person::players[i]->forwardkeydown = 0;
3570 Person::players[i]->leftkeydown = 0;
3571 Person::players[i]->backkeydown = 0;
3572 Person::players[i]->rightkeydown = 0;
3573 Person::players[i]->jumpkeydown = 0;
3574 Person::players[i]->crouchkeydown = 0;
3575 Person::players[i]->drawkeydown = 0;
3576 Person::players[i]->throwkeydown = 0;
3579 if (Person::players[i]->collided < -.3) {
3580 Person::players[i]->collided = -.3;
3582 if (Person::players[i]->collided > 1) {
3583 Person::players[i]->collided = 1;
3585 Person::players[i]->collided -= multiplier * 4;
3586 Person::players[i]->whichdirectiondelay -= multiplier;
3587 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
3588 Person::players[i]->avoidcollided = -.3;
3589 Person::players[i]->whichdirection = abs(Random() % 2);
3590 Person::players[i]->whichdirectiondelay = .4;
3592 if (Person::players[i]->avoidcollided > 1) {
3593 Person::players[i]->avoidcollided = 1;
3595 Person::players[i]->avoidcollided -= multiplier / 4;
3596 if (!Person::players[i]->skeleton.free) {
3597 Person::players[i]->stunned -= multiplier;
3598 Person::players[i]->surprised -= multiplier;
3600 if (i != 0 && Person::players[i]->surprised <= 0 &&
3601 Person::players[i]->aitype == attacktypecutoff &&
3602 !Person::players[i]->dead &&
3603 !Person::players[i]->skeleton.free &&
3604 Animation::animations[Person::players[i]->animTarget].attack == neutral) {
3608 if (!Person::players[i]->throwkeydown) {
3609 Person::players[i]->throwtogglekeydown = 0;
3613 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
3614 if (Person::players[i]->weaponactive == -1 &&
3615 Person::players[i]->num_weapons < 2 &&
3616 (Person::players[i]->isIdle() ||
3617 Person::players[i]->isCrouch() ||
3618 Person::players[i]->animTarget == sneakanim ||
3619 Person::players[i]->animTarget == rollanim ||
3620 Person::players[i]->animTarget == backhandspringanim ||
3621 Person::players[i]->isFlip() ||
3622 Person::players[i]->aitype != playercontrolled)) {
3623 for (unsigned j = 0; j < weapons.size(); j++) {
3624 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3625 Person::players[i]->aitype == playercontrolled) &&
3626 weapons[j].owner == -1 &&
3627 Person::players[i]->weaponactive == -1) {
3628 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
3629 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
3630 if (Person::players[i]->isCrouch() ||
3631 Person::players[i]->animTarget == sneakanim ||
3632 Person::players[i]->isRun() ||
3633 Person::players[i]->isIdle() ||
3634 Person::players[i]->aitype != playercontrolled) {
3635 Person::players[i]->throwtogglekeydown = 1;
3636 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3637 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3638 Person::players[i]->hasvictim = 0;
3640 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3641 Person::players[i]->throwtogglekeydown = 1;
3642 Person::players[i]->hasvictim = 0;
3644 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3645 Person::players[i]->aitype == playercontrolled) &&
3646 weapons[j].owner == -1 ||
3647 Person::players[i]->victim &&
3648 weapons[j].owner == int(Person::players[i]->victim->id)) {
3649 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1) {
3650 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
3651 if (weapons[j].getType() != staff) {
3652 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3655 Person::players[i]->takeWeapon(j);
3660 } else if ((Person::players[i]->isIdle() ||
3661 Person::players[i]->isFlip() ||
3662 Person::players[i]->aitype != playercontrolled) &&
3663 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
3664 Person::players[i]->coords.y < weapons[j].position.y) {
3665 if (!Person::players[i]->isFlip()) {
3666 Person::players[i]->throwtogglekeydown = 1;
3667 Person::players[i]->setTargetAnimation(removeknifeanim);
3668 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3670 if (Person::players[i]->isFlip()) {
3671 Person::players[i]->throwtogglekeydown = 1;
3672 Person::players[i]->hasvictim = 0;
3674 for (unsigned k = 0; k < weapons.size(); k++) {
3675 if (Person::players[i]->weaponactive == -1) {
3676 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
3677 Person::players[i]->aitype == playercontrolled) &&
3678 weapons[k].owner == -1 ||
3679 Person::players[i]->victim &&
3680 weapons[k].owner == int(Person::players[i]->victim->id)) {
3681 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
3682 Person::players[i]->weaponactive == -1) {
3683 if (weapons[k].getType() != staff) {
3684 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3687 Person::players[i]->takeWeapon(k);
3697 if (Person::players[i]->isCrouch() ||
3698 Person::players[i]->animTarget == sneakanim ||
3699 Person::players[i]->isRun() ||
3700 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
3701 Person::players[i]->animTarget == backhandspringanim) {
3702 if (Person::players.size() > 1) {
3703 for (unsigned j = 0; j < Person::players.size(); j++) {
3704 if (Person::players[i]->weaponactive == -1) {
3706 if (Person::players[j]->num_weapons &&
3707 Person::players[j]->skeleton.free &&
3708 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2 /*&&Person::players[j]->dead*/ &&
3709 (((Person::players[j]->skeleton.forward.y < 0 &&
3710 Person::players[j]->weaponstuckwhere == 0) ||
3711 (Person::players[j]->skeleton.forward.y > 0 &&
3712 Person::players[j]->weaponstuckwhere == 1)) ||
3713 Person::players[j]->weaponstuck == -1 ||
3714 Person::players[j]->num_weapons > 1)) {
3715 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
3716 Person::players[i]->throwtogglekeydown = 1;
3717 Person::players[i]->victim = Person::players[j];
3718 Person::players[i]->hasvictim = 1;
3719 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3720 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3722 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3723 Person::players[i]->throwtogglekeydown = 1;
3724 Person::players[i]->victim = Person::players[j];
3725 Person::players[i]->hasvictim = 1;
3726 int k = Person::players[j]->weaponids[0];
3727 if (Person::players[i]->hasvictim) {
3730 if (Person::players[i]->victim->weaponstuck != -1) {
3731 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3736 if (weapons[k].getType() != staff) {
3737 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3741 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
3744 if (weapons[k].owner != -1) {
3745 if (Person::players[i]->victim->num_weapons == 1) {
3746 Person::players[i]->victim->num_weapons = 0;
3748 Person::players[i]->victim->num_weapons = 1;
3751 Person::players[i]->victim->skeleton.longdead = 0;
3752 Person::players[i]->victim->skeleton.free = 1;
3753 Person::players[i]->victim->skeleton.broken = 0;
3755 for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
3756 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
3757 Person::players[i]->victim->skeleton.joints[l].locked = 0;
3763 Normalise(&relative);
3764 XYZ footvel, footpoint;
3766 footpoint = weapons[k].position;
3767 if (Person::players[i]->victim->weaponstuck != -1) {
3768 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3770 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
3772 weapons[k].bloody = 2;
3773 weapons[k].blooddrip = 5;
3774 Person::players[i]->victim->weaponstuck = -1;
3775 Person::players[i]->victim->bloodloss += 2000;
3776 Person::players[i]->victim->DoDamage(2000);
3779 if (Person::players[i]->victim->num_weapons > 0) {
3780 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1) {
3781 Person::players[i]->victim->weaponstuck = 0;
3783 if (Person::players[i]->victim->weaponids[0] == k) {
3784 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
3788 Person::players[i]->victim->weaponactive = -1;
3790 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
3791 Person::players[i]->victim->jointVel(neck) += relative * 6;
3792 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
3793 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
3795 Person::players[i]->takeWeapon(k);
3805 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3806 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3807 if (Person::players[i]->isIdle() ||
3808 Person::players[i]->isRun() ||
3809 Person::players[i]->isCrouch() ||
3810 Person::players[i]->animTarget == sneakanim ||
3811 Person::players[i]->isFlip()) {
3812 if (Person::players.size() > 1) {
3813 for (unsigned j = 0; j < Person::players.size(); j++) {
3815 if (!Tutorial::active || Tutorial::stage == 49) {
3817 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
3818 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
3819 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
3820 !Person::players[j]->skeleton.free &&
3821 -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)) {
3822 if (!Person::players[i]->isFlip()) {
3823 Person::players[i]->throwtogglekeydown = 1;
3824 Person::players[i]->victim = Person::players[j];
3825 Person::players[i]->setTargetAnimation(knifethrowanim);
3826 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3827 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
3829 if (Person::players[i]->isFlip()) {
3830 if (Person::players[i]->weaponactive != -1) {
3831 Person::players[i]->throwtogglekeydown = 1;
3832 Person::players[i]->victim = Person::players[j];
3834 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);
3837 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
3839 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
3840 Person::players[i]->num_weapons--;
3841 if (Person::players[i]->num_weapons) {
3842 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3844 Person::players[i]->weaponactive = -1;
3856 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3857 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
3858 Person::players[i]->throwtogglekeydown = 1;
3859 XYZ tempVelocity = Person::players[i]->velocity * .2;
3860 if (tempVelocity.x == 0) {
3861 tempVelocity.x = .1;
3863 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
3864 Person::players[i]->num_weapons--;
3865 if (Person::players[i]->num_weapons) {
3866 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3867 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons) {
3868 Person::players[i]->weaponstuck = 0;
3872 Person::players[i]->weaponactive = -1;
3873 for (unsigned j = 0; j < Person::players.size(); j++) {
3874 Person::players[j]->wentforweapon = 0;
3881 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
3882 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
3883 (Person::players[i]->num_weapons == 2) &&
3884 (Person::players[i]->weaponactive == -1) &&
3885 Person::players[i]->isIdle() ||
3886 Person::players[0]->dead &&
3887 (Person::players[i]->weaponactive != -1) &&
3890 if (Person::players[i]->weaponactive != -1) {
3891 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff) {
3895 if (isgood && Person::players[i]->creature != wolftype) {
3896 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3897 Person::players[i]->setTargetAnimation(drawrightanim);
3898 Person::players[i]->drawtogglekeydown = 1;
3900 if ((Person::players[i]->isIdle() ||
3901 (Person::players[i]->aitype != playercontrolled &&
3902 Person::players[0]->weaponactive != -1 &&
3903 Person::players[i]->isRun())) &&
3904 Person::players[i]->num_weapons &&
3905 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
3906 Person::players[i]->setTargetAnimation(drawleftanim);
3907 Person::players[i]->drawtogglekeydown = 1;
3909 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3910 Person::players[i]->setTargetAnimation(crouchdrawrightanim);
3911 Person::players[i]->drawtogglekeydown = 1;
3918 if (Person::players[i]->weaponactive != -1) {
3919 if (Person::players[i]->isCrouch() &&
3920 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
3922 Person::players[i]->onterrain &&
3923 Person::players[i]->num_weapons &&
3924 Person::players[i]->attackkeydown &&
3925 musictype != stream_fighttheme) {
3926 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife) {
3927 Person::players[i]->setTargetAnimation(crouchstabanim);
3929 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword) {
3930 Person::players[i]->setTargetAnimation(swordgroundstabanim);
3932 Person::players[i]->hasvictim = 0;
3936 if (!Person::players[i]->drawkeydown) {
3937 Person::players[i]->drawtogglekeydown = 0;
3943 absflatfacing.z = -1;
3945 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
3947 absflatfacing = flatfacing;
3950 if (Dialog::inDialog()) {
3951 Person::players[i]->forwardkeydown = 0;
3952 Person::players[i]->leftkeydown = 0;
3953 Person::players[i]->backkeydown = 0;
3954 Person::players[i]->rightkeydown = 0;
3955 Person::players[i]->jumpkeydown = 0;
3956 Person::players[i]->crouchkeydown = 0;
3957 Person::players[i]->drawkeydown = 0;
3958 Person::players[i]->throwkeydown = 0;
3962 if (!Animation::animations[Person::players[i]->animTarget].attack &&
3963 Person::players[i]->animTarget != staggerbackhighanim &&
3964 Person::players[i]->animTarget != staggerbackhardanim &&
3965 Person::players[i]->animTarget != backhandspringanim &&
3966 Person::players[i]->animTarget != dodgebackanim) {
3967 if (!Person::players[i]->forwardkeydown) {
3968 Person::players[i]->forwardstogglekeydown = 0;
3970 if (Person::players[i]->crouchkeydown) {
3974 Person::players[i]->superruntoggle = 1;
3975 if (Person::players.size() > 1) {
3976 for (unsigned j = 0; j < Person::players.size(); j++) {
3977 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype) {
3978 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16) {
3979 Person::players[i]->superruntoggle = 0;
3986 if (Person::players.size() > 1) {
3987 for (unsigned j = 0; j < Person::players.size(); j++) {
3988 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
3989 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
3990 Person::players[j]->victim == Person::players[i] &&
3991 (Person::players[j]->animTarget == sweepanim ||
3992 Person::players[j]->animTarget == upunchanim ||
3993 Person::players[j]->animTarget == wolfslapanim ||
3994 ((Person::players[j]->animTarget == swordslashanim ||
3995 Person::players[j]->animTarget == knifeslashstartanim ||
3996 Person::players[j]->animTarget == staffhitanim ||
3997 Person::players[j]->animTarget == staffspinhitanim) &&
3998 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
4009 Person::players[target]->Reverse();
4011 Person::players[i]->lowreversaldelay = .5;
4013 if (Person::players[i]->isIdle()) {
4014 Person::players[i]->setTargetAnimation(Person::players[i]->getCrouch());
4015 Person::players[i]->transspeed = 10;
4017 if (Person::players[i]->isRun() ||
4018 (Person::players[i]->isStop() &&
4019 (Person::players[i]->leftkeydown ||
4020 Person::players[i]->rightkeydown ||
4021 Person::players[i]->forwardkeydown ||
4022 Person::players[i]->backkeydown))) {
4023 Person::players[i]->setTargetAnimation(rollanim);
4024 Person::players[i]->transspeed = 20;
4027 if (!Person::players[i]->crouchkeydown) {
4029 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0) {
4030 Person::players[i]->superruntoggle = 0;
4033 if (Person::players[i]->isCrouch()) {
4034 if (Person::players.size() > 1) {
4035 for (unsigned j = 0; j < Person::players.size(); j++) {
4037 !Person::players[j]->skeleton.free &&
4038 Person::players[j]->victim &&
4039 Person::players[i]->highreversaldelay <= 0) {
4040 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4041 Person::players[j]->victim == Person::players[i] &&
4042 (Person::players[j]->animTarget == spinkickanim) &&
4043 Person::players[i]->isCrouch()) {
4054 Person::players[target]->Reverse();
4056 Person::players[i]->highreversaldelay = .5;
4058 if (Person::players[i]->isCrouch()) {
4059 if (!Person::players[i]->wasCrouch()) {
4060 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
4061 Person::players[i]->frameCurrent = 0;
4063 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
4064 Person::players[i]->transspeed = 10;
4067 if (Person::players[i]->animTarget == sneakanim) {
4068 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
4069 Person::players[i]->transspeed = 10;
4072 if (Person::players[i]->forwardkeydown) {
4073 if (Person::players[i]->isIdle() ||
4074 (Person::players[i]->isStop() &&
4075 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4076 (Person::players[i]->isLanding() &&
4077 Person::players[i]->frameTarget > 0 &&
4078 !Person::players[i]->jumpkeydown) ||
4079 (Person::players[i]->isLandhard() &&
4080 Person::players[i]->frameTarget > 0 &&
4081 !Person::players[i]->jumpkeydown &&
4082 Person::players[i]->crouchkeydown)) {
4083 if (Person::players[i]->aitype == passivetype) {
4084 Person::players[i]->setTargetAnimation(walkanim);
4086 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4089 if (Person::players[i]->isCrouch()) {
4090 Person::players[i]->animTarget = sneakanim;
4091 if (Person::players[i]->wasCrouch()) {
4092 Person::players[i]->target = 0;
4094 Person::players[i]->frameTarget = 0;
4096 if (Person::players[i]->animTarget == hanganim /*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
4097 Person::players[i]->setTargetAnimation(climbanim);
4098 Person::players[i]->frameTarget = 1;
4099 Person::players[i]->jumpclimb = 1;
4101 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4102 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
4104 Person::players[i]->forwardstogglekeydown = 1;
4107 if (Person::players[i]->rightkeydown) {
4108 if (Person::players[i]->isIdle() ||
4109 (Person::players[i]->isStop() &&
4110 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4111 (Person::players[i]->isLanding() &&
4112 Person::players[i]->frameTarget > 0 &&
4113 !Person::players[i]->jumpkeydown) ||
4114 (Person::players[i]->isLandhard() &&
4115 Person::players[i]->frameTarget > 0 &&
4116 !Person::players[i]->jumpkeydown &&
4117 Person::players[i]->crouchkeydown)) {
4118 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4120 if (Person::players[i]->isCrouch()) {
4121 Person::players[i]->animTarget = sneakanim;
4122 if (Person::players[i]->wasCrouch()) {
4123 Person::players[i]->target = 0;
4125 Person::players[i]->frameTarget = 0;
4127 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4128 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4130 Person::players[i]->targetyaw -= 90;
4131 if (Person::players[i]->forwardkeydown) {
4132 Person::players[i]->targetyaw += 45;
4134 if (Person::players[i]->backkeydown) {
4135 Person::players[i]->targetyaw -= 45;
4139 if (Person::players[i]->leftkeydown) {
4140 if (Person::players[i]->isIdle() ||
4141 (Person::players[i]->isStop() &&
4142 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4143 (Person::players[i]->isLanding() &&
4144 Person::players[i]->frameTarget > 0 &&
4145 !Person::players[i]->jumpkeydown) ||
4146 (Person::players[i]->isLandhard() &&
4147 Person::players[i]->frameTarget > 0 &&
4148 !Person::players[i]->jumpkeydown &&
4149 Person::players[i]->crouchkeydown)) {
4150 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4152 if (Person::players[i]->isCrouch()) {
4153 Person::players[i]->animTarget = sneakanim;
4154 if (Person::players[i]->wasCrouch()) {
4155 Person::players[i]->target = 0;
4157 Person::players[i]->frameTarget = 0;
4159 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4160 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4162 Person::players[i]->targetyaw += 90;
4163 if (Person::players[i]->forwardkeydown) {
4164 Person::players[i]->targetyaw -= 45;
4166 if (Person::players[i]->backkeydown) {
4167 Person::players[i]->targetyaw += 45;
4171 if (Person::players[i]->backkeydown) {
4172 if (Person::players[i]->isIdle() ||
4173 (Person::players[i]->isStop() &&
4174 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4175 (Person::players[i]->isLanding() &&
4176 Person::players[i]->frameTarget > 0 &&
4177 !Person::players[i]->jumpkeydown) ||
4178 (Person::players[i]->isLandhard() &&
4179 Person::players[i]->frameTarget > 0 &&
4180 !Person::players[i]->jumpkeydown &&
4181 Person::players[i]->crouchkeydown)) {
4182 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4184 if (Person::players[i]->isCrouch()) {
4185 Person::players[i]->animTarget = sneakanim;
4186 if (Person::players[i]->wasCrouch()) {
4187 Person::players[i]->target = 0;
4189 Person::players[i]->frameTarget = 0;
4191 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4192 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
4194 if (Person::players[i]->animTarget == hanganim) {
4195 Person::players[i]->animCurrent = jumpdownanim;
4196 Person::players[i]->animTarget = jumpdownanim;
4197 Person::players[i]->target = 0;
4198 Person::players[i]->frameCurrent = 0;
4199 Person::players[i]->frameTarget = 1;
4200 Person::players[i]->velocity = 0;
4201 Person::players[i]->velocity.y += gravity;
4202 Person::players[i]->coords.y -= 1.4;
4203 Person::players[i]->grabdelay = 1;
4205 if (!Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown) {
4206 Person::players[i]->targetyaw += 180;
4210 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
4211 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
4212 Person::players[i]->isRun() ||
4213 Person::players[i]->animTarget == walkanim ||
4214 Person::players[i]->isCrouch() ||
4215 Person::players[i]->animTarget == sneakanim) &&
4216 Person::players[i]->jumppower > 1) &&
4217 ((Person::players[i]->animTarget != rabbitrunninganim &&
4218 Person::players[i]->animTarget != wolfrunninganim) ||
4220 Person::players[i]->jumpstart = 0;
4221 Person::players[i]->setTargetAnimation(jumpupanim);
4222 Person::players[i]->yaw = Person::players[i]->targetyaw;
4223 Person::players[i]->transspeed = 20;
4224 Person::players[i]->FootLand(leftfoot, 1);
4225 Person::players[i]->FootLand(rightfoot, 1);
4229 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
4232 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
4235 Person::players[i]->velocity = 0;
4240 if (Person::players.size() > 1) {
4241 for (unsigned j = 0; j < Person::players.size(); j++) {
4242 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
4243 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4244 (Person::players[j]->victim == Person::players[i]) &&
4245 (Person::players[j]->animTarget == sweepanim)) {
4256 Person::players[i]->velocity.y = 1;
4257 } else if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
4258 Person::players[i]->velocity.y = 7;
4259 Person::players[i]->crouchtogglekeydown = 1;
4261 Person::players[i]->velocity.y = 5;
4264 if (mousejump && i == 0 && devtools) {
4265 if (!Person::players[i]->isLanding()) {
4266 Person::players[i]->tempdeltav = deltav;
4268 if (Person::players[i]->tempdeltav < 0) {
4269 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
4273 Person::players[i]->coords.y += .2;
4274 Person::players[i]->jumppower -= 1;
4277 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
4280 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
4282 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
4283 Person::players[i]->setTargetAnimation(Person::players[i]->getLanding());
4284 Person::players[i]->frameTarget = 2;
4285 Person::players[i]->landhard = 0;
4286 Person::players[i]->jumpstart = 1;
4287 Person::players[i]->tempdeltav = deltav;
4289 if (Person::players[i]->animTarget == jumpupanim &&
4293 Person::players[i]->aitype != playercontrolled)) {
4294 if (Person::players[i]->jumppower > multiplier * 6) {
4295 Person::players[i]->velocity.y += multiplier * 6;
4296 Person::players[i]->jumppower -= multiplier * 6;
4298 if (Person::players[i]->jumppower <= multiplier * 6) {
4299 Person::players[i]->velocity.y += Person::players[i]->jumppower;
4300 Person::players[i]->jumppower = 0;
4303 if (((floatjump || editorenabled) && devtools) && i == 0) {
4304 Person::players[i]->velocity.y += multiplier * 30;
4309 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) {
4310 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4312 if (Person::players[i]->animTarget == sneakanim) {
4313 Person::players[i]->animTarget = Person::players[i]->getCrouch();
4314 if (Person::players[i]->animCurrent == sneakanim) {
4315 Person::players[i]->target = 0;
4317 Person::players[i]->frameTarget = 0;
4320 if (Person::players[i]->animTarget == walkanim &&
4321 (Person::players[i]->aitype == attacktypecutoff ||
4322 Person::players[i]->aitype == searchtype ||
4323 (Person::players[i]->aitype == passivetype &&
4324 Person::players[i]->numwaypoints <= 1))) {
4325 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4327 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype)) {
4328 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4332 if (Person::players[i]->animTarget == rollanim) {
4333 Person::players[i]->targetyaw = oldtargetyaw;
4338 for (unsigned k = 0; k < Person::players.size(); k++) {
4339 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
4340 if (Person::players[k]->yaw > Person::players[k]->targetyaw) {
4341 Person::players[k]->yaw -= 360;
4343 Person::players[k]->yaw += 360;
4347 //stop to turn in right direction
4348 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim)) {
4349 Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
4352 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim) {
4353 Person::players[k]->targettilt = 0;
4356 if (Person::players[k]->animTarget != jumpupanim &&
4357 Person::players[k]->animTarget != backhandspringanim &&
4358 Person::players[k]->animTarget != jumpdownanim &&
4359 !Person::players[k]->isFlip()) {
4360 Person::players[k]->targettilt = 0;
4361 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown) {
4362 Person::players[k]->jumppower = 0;
4364 Person::players[k]->jumppower += multiplier * 7;
4365 if (Person::players[k]->isCrouch()) {
4366 Person::players[k]->jumppower += multiplier * 7;
4368 if (Person::players[k]->jumppower > 5) {
4369 Person::players[k]->jumppower = 5;
4373 if (Person::players[k]->isRun()) {
4374 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
4377 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
4378 Person::players[k]->grabdelay -= multiplier;
4382 for (unsigned k = 0; k < Person::players.size(); k++) {
4383 Person::players[k]->DoAnimations();
4384 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
4385 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
4391 for (int j = numenvsounds - 1; j >= 0; j--) {
4392 envsoundlife[j] -= multiplier;
4393 if (envsoundlife[j] < 0) {
4395 envsoundlife[j] = envsoundlife[numenvsounds];
4396 envsound[j] = envsound[numenvsounds];
4399 OPENAL_SetFrequency(OPENAL_ALL, slomo);
4401 if (Tutorial::active) {
4402 Tutorial::DoStuff(multiplier);
4406 static float gLoc[3];
4410 static float vel[3];
4411 vel[0] = (viewer.x - oldviewer.x) / multiplier;
4412 vel[1] = (viewer.y - oldviewer.y) / multiplier;
4413 vel[2] = (viewer.z - oldviewer.z) / multiplier;
4415 //Set orientation with forward and up vectors
4416 static XYZ upvector;
4420 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
4421 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
4426 facing = DoRotation(facing, -pitch, 0, 0);
4427 facing = DoRotation(facing, 0, 0 - yaw, 0);
4429 static float ori[6];
4433 ori[3] = -upvector.x;
4434 ori[4] = upvector.y;
4435 ori[5] = -upvector.z;
4437 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
4445 void Game::TickOnce()
4448 yaw += multiplier * 5;
4449 } else if (Dialog::directing || !Dialog::inDialog()) {
4452 pitch -= deltav * .7;
4454 pitch += deltav * .7;
4465 void Game::TickOnceAfter()
4467 static XYZ colviewer;
4468 static XYZ coltarget;
4472 static float changedelay;
4473 static bool alldead;
4474 static float unseendelay;
4475 static float cameraspeed;
4478 static int oldmusictype = musictype;
4480 if (environment == snowyenvironment) {
4481 leveltheme = stream_snowtheme;
4483 if (environment == grassyenvironment) {
4484 leveltheme = stream_grasstheme;
4486 if (environment == desertenvironment) {
4487 leveltheme = stream_deserttheme;
4492 musictype = leveltheme;
4493 for (unsigned i = 0; i < Person::players.size(); i++) {
4494 if ((Person::players[i]->aitype == attacktypecutoff ||
4495 Person::players[i]->aitype == getweapontype ||
4496 Person::players[i]->aitype == gethelptype ||
4497 Person::players[i]->aitype == searchtype) &&
4498 !Person::players[i]->dead &&
4499 (Person::players[i]->animTarget != sneakattackedanim &&
4500 Person::players[i]->animTarget != knifesneakattackedanim &&
4501 Person::players[i]->animTarget != swordsneakattackedanim)) {
4502 musictype = stream_fighttheme;
4506 if (Person::players[0]->dead) {
4507 musictype = stream_menutheme;
4510 if (musictype == stream_fighttheme) {
4514 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
4515 unseendelay -= multiplier;
4516 if (unseendelay > 0) {
4517 musictype = stream_fighttheme;
4522 musictype = stream_menutheme;
4523 musicvolume[2] = 512;
4530 if (musictype != oldmusictype && musictype == stream_fighttheme) {
4531 emit_sound_np(alarmsound);
4534 musicselected = musictype;
4536 if (musicselected == leveltheme) {
4537 musicvolume[0] += multiplier * 450;
4539 musicvolume[0] -= multiplier * 450;
4541 if (musicselected == stream_fighttheme) {
4542 musicvolume[1] += multiplier * 450;
4544 musicvolume[1] -= multiplier * 450;
4546 if (musicselected == stream_menutheme) {
4547 musicvolume[2] += multiplier * 450;
4549 musicvolume[2] -= multiplier * 450;
4552 for (int i = 0; i < 3; i++) {
4553 if (musicvolume[i] < 0) {
4556 if (musicvolume[i] > 512) {
4557 musicvolume[i] = 512;
4561 if (musicvolume[2] > 128 && !loading && !mainmenu) {
4562 musicvolume[2] = 128;
4566 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0) {
4567 emit_stream_np(leveltheme, musicvolume[0]);
4569 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0) {
4570 emit_stream_np(stream_fighttheme, musicvolume[1]);
4572 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0) {
4573 emit_stream_np(stream_menutheme, musicvolume[2]);
4575 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0) {
4576 pause_sound(leveltheme);
4578 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0) {
4579 pause_sound(stream_fighttheme);
4581 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0) {
4582 pause_sound(stream_menutheme);
4585 if (musicvolume[0] != oldmusicvolume[0]) {
4586 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
4588 if (musicvolume[1] != oldmusicvolume[1]) {
4589 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
4591 if (musicvolume[2] != oldmusicvolume[2]) {
4592 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
4595 for (int i = 0; i < 3; i++) {
4596 oldmusicvolume[i] = musicvolume[i];
4599 pause_sound(leveltheme);
4600 pause_sound(stream_fighttheme);
4601 pause_sound(stream_menutheme);
4603 for (int i = 0; i < 4; i++) {
4604 oldmusicvolume[i] = 0;
4609 Hotspot::killhotspot = 2;
4610 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4611 if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
4612 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0) {
4613 Hotspot::killhotspot = 0;
4614 } else if (Hotspot::killhotspot == 2) {
4615 Hotspot::killhotspot = 1;
4619 if (Hotspot::killhotspot == 2) {
4620 Hotspot::killhotspot = 0;
4624 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4625 if (Hotspot::hotspots[i].type == -1) {
4626 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
4633 for (unsigned i = 1; i < Person::players.size(); i++) {
4634 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
4638 if (numalarmed > maxalarmed) {
4639 maxalarmed = numalarmed;
4642 if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
4643 if (Person::players[0]->dead) {
4645 targetlevel = whichlevel;
4648 for (unsigned i = 1; i < Person::players.size(); i++) {
4649 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
4655 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
4657 targetlevel = whichlevel + 1;
4658 if (targetlevel > numchallengelevels - 1) {
4662 if (winhotspot || windialogue) {
4664 targetlevel = whichlevel + 1;
4665 if (targetlevel > numchallengelevels - 1) {
4670 if (Hotspot::killhotspot) {
4672 targetlevel = whichlevel + 1;
4673 if (targetlevel > numchallengelevels - 1) {
4678 if (changedelay > 0 && !Person::players[0]->dead && !won) {
4679 //high scores, awards, win
4681 Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
4684 wonleveltime = leveltime;
4685 Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
4688 Account::saveFile(Folders::getUserSavePath());
4694 if (leveltime < 1) {
4699 Hotspot::killhotspot = 0;
4702 if (!editorenabled && gameon && !mainmenu) {
4703 if (changedelay != -999) {
4704 changedelay -= multiplier / 7;
4706 if (Person::players[0]->dead) {
4707 targetlevel = whichlevel;
4709 if (loading == 2 && !campaign) {
4712 fireSound(firestartsound);
4714 if (!Person::players[0]->dead && targetlevel != whichlevel) {
4715 startbonustotal = bonustotal;
4718 LoadLevel(targetlevel);
4723 if (loading == 2 && targetlevel == whichlevel) {
4727 fireSound(firestartsound);
4729 LoadLevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
4735 if (changedelay <= -999 &&
4738 (Person::players[0]->dead ||
4739 (alldead && maptype == mapkilleveryone) ||
4741 (Hotspot::killhotspot))) {
4744 if ((Person::players[0]->dead ||
4745 (alldead && maptype == mapkilleveryone) ||
4748 (Hotspot::killhotspot)) &&
4750 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
4754 if (Person::players[0]->dead) {
4761 // campaignchoosenext determines what to do when the level is complete:
4762 // 0 = load next level
4763 // 1 = go back to level select screen
4764 // 2 = stealthload next level
4765 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
4766 if (campaignlevels[actuallevel].nextlevel.empty()) {
4769 } else if (mainmenu == 0 && winfreeze) {
4770 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
4772 if (!stealthloading) {
4773 fireSound(firestartsound);
4778 startbonustotal = 0;
4785 if (!firstLoadDone) {
4789 actuallevel = campaignlevels[actuallevel].nextlevel.front();
4790 visibleloading = true;
4792 LoadLevel(campaignlevels[actuallevel].mapname.c_str());
4796 pause_sound(stream_menutheme);
4807 oldmusictype = musictype;
4813 facing = DoRotation(facing, -pitch, 0, 0);
4814 facing = DoRotation(facing, 0, 0 - yaw, 0);
4815 viewerfacing = facing;
4818 if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free) {
4819 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;
4821 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;
4824 if (Person::players[0]->skeleton.free) {
4825 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
4826 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y) {
4827 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
4832 if (Person::players[0]->skeleton.free != 2) {
4834 if (findLengthfast(&Person::players[0]->velocity) > 400) {
4835 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
4837 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim) {
4840 coltarget = target - cameraloc;
4841 if (findLengthfast(&coltarget) < multiplier * multiplier * 400) {
4844 Normalise(&coltarget);
4845 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0) {
4846 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
4848 cameraloc = cameraloc + coltarget * multiplier * 8;
4851 if (editorenabled) {
4854 cameradist += multiplier * 5;
4855 if (cameradist > 2.3) {
4858 viewer = cameraloc - facing * cameradist;
4860 coltarget = cameraloc;
4861 Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
4862 for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
4863 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4865 coltarget = cameraloc;
4866 if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4870 for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
4871 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4873 if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4877 cameradist = findDistance(&viewer, &target);
4878 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
4879 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
4880 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
4883 if (camerashake > .8) {
4886 woozy += multiplier;
4887 if (Person::players[0]->dead) {
4890 if (Person::players[0]->dead) {
4893 camerashake -= multiplier * 2;
4894 blackout -= multiplier * 2;
4895 if (camerashake < 0) {
4902 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
4903 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
4904 viewer.z += (float)(Random() % 100) * .0005 * camerashake;