2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
26 #include "Animation/Animation.hpp"
27 #include "Audio/openal_wrapper.hpp"
28 #include "Devtools/ConsoleCmds.hpp"
29 #include "Level/Awards.hpp"
30 #include "Level/Campaign.hpp"
31 #include "Level/Dialog.hpp"
32 #include "Level/Hotspot.hpp"
33 #include "Menu/Menu.hpp"
34 #include "Tutorial.hpp"
35 #include "User/Settings.hpp"
36 #include "Utils/Folders.hpp"
37 #include "Utils/Input.hpp"
41 #include <sys/types.h>
57 // Added more evilness needed for MSVC
59 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
60 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
63 extern float multiplier;
65 extern int environment;
66 extern Terrain terrain;
67 extern float screenwidth, screenheight;
70 extern float texdetail;
72 extern float slomodelay;
73 extern bool floatjump;
76 extern float camerashake;
78 extern float blackout;
79 extern bool cellophane;
80 extern bool musictoggle;
81 extern int difficulty;
82 extern int bloodtoggle;
83 extern bool invertmouse;
85 extern float precipdelay;
86 extern XYZ viewerfacing;
87 extern bool ambientsound;
88 extern bool mousejump;
89 extern float viewdistance;
91 extern XYZ windvector;
95 extern int oldmainmenu;
96 extern bool visibleloading;
97 extern XYZ envsound[30];
98 extern float envsoundvol[30];
99 extern int numenvsounds;
100 extern float envsoundlife[30];
101 extern float usermousesensitivity;
102 extern bool ismotionblur;
103 extern bool showdamagebar; // (des)activate the damage bar
104 extern bool decalstoggle;
105 extern bool skyboxtexture;
106 extern float skyboxr;
107 extern float skyboxg;
108 extern float skyboxb;
109 extern float skyboxlightr;
110 extern float skyboxlightg;
111 extern float skyboxlightb;
112 extern float fadestart;
113 extern float slomospeed;
114 extern float slomofreq;
115 extern float smoketex;
116 extern bool againbonus;
117 extern bool reversaltrain;
118 extern bool canattack;
119 extern bool cananger;
120 extern float damagedealt;
122 extern int editoractive;
123 extern int editorpathtype;
125 extern float hostiletime;
127 extern bool gamestarted;
131 extern bool stillloading;
132 extern bool winfreeze;
134 extern bool campaign;
136 extern void toggleFullscreen();
140 bool winhotspot = false;
141 bool windialogue = false;
144 float cameradist = 0;
145 bool oldattackkey = 0;
147 float musicvolume[4] = {};
148 float oldmusicvolume[4] = {};
149 int musicselected = 0;
151 const char* rabbitskin[] = {
156 "Textures/Otter.jpg",
158 "Textures/Sable.jpg",
159 "Textures/Chocolate.jpg",
164 const char* wolfskin[] = {
166 "Textures/DarkWolf.jpg",
167 "Textures/SnowWolf.jpg"
170 const char** creatureskin[] = { rabbitskin, wolfskin };
172 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
173 STATIC_ASSERT(rabbittype == 0 && wolftype == 1)
177 // TODO: this is slightly incorrect
178 float roughDirection(XYZ vec)
181 float angle = -asin(-vec.x) * 180 / M_PI;
187 float roughDirectionTo(XYZ start, XYZ end)
189 return roughDirection(end - start);
191 inline float pitchOf(XYZ vec)
194 return -asin(vec.y) * 180 / M_PI;
196 float pitchTo(XYZ start, XYZ end)
198 return pitchOf(end - start);
204 inline float stepTowardf(float from, float to, float by)
206 if (fabs(from - to) < by) {
208 } else if (from > to) {
215 void Game::playdialoguescenesound()
218 temppos = Person::players.at(Dialog::currentScene().participantfocus)->coords;
219 temppos = temppos - viewer;
224 switch (Dialog::currentScene().sound) {
229 sound = consolefailsound;
232 sound = consolesuccesssound;
235 sound = firestartsound;
238 sound = fireendsound;
241 sound = rabbitchitter;
244 sound = rabbitchitter2;
247 sound = rabbitpainsound;
250 sound = rabbitpain1sound;
253 sound = rabbitattacksound;
256 sound = rabbitattack2sound;
259 sound = rabbitattack3sound;
262 sound = rabbitattack4sound;
286 sound = barkgrowlsound;
292 emit_sound_at(sound, temppos);
296 // ================================================================
298 int Game::findClosestPlayer()
301 float closestdist = std::numeric_limits<float>::max();
303 for (unsigned int i = 1; i < Person::players.size(); i++) {
304 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
305 if (distance < closestdist) {
306 closestdist = distance;
313 static int findClosestObject()
316 float closestdist = std::numeric_limits<float>::max();
318 for (unsigned int i = 0; i < Object::objects.size(); i++) {
319 float distance = distsq(&Object::objects[i]->position,
320 &Person::players[0]->coords);
321 if (distance < closestdist) {
322 closestdist = distance;
329 static void cmd_dispatch(const string cmd)
331 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
333 for (i = 0; i < n_cmds; i++) {
334 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
335 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
336 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
340 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
343 /********************> Tick() <*****/
344 extern bool save_screenshot(const char* fname);
345 void Screenshot(void)
348 time_t t = time(NULL);
349 struct tm* tme = localtime(&t);
350 sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png",
351 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
353 save_screenshot(filename);
356 void Game::SetUpLighting()
358 if (environment == snowyenvironment) {
359 light.setColors(.65, .65, .7, .4, .4, .44);
361 if (environment == desertenvironment) {
362 light.setColors(.95, .95, .95, .4, .35, .3);
364 if (environment == grassyenvironment) {
365 light.setColors(.95, .95, 1, .4, .4, .44);
367 if (!skyboxtexture) {
368 light.setColors(1, 1, 1, .4, .4, .4);
371 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
372 light.color[0] *= (skyboxlightr + average) / 2;
373 light.color[1] *= (skyboxlightg + average) / 2;
374 light.color[2] *= (skyboxlightb + average) / 2;
375 light.ambient[0] *= (skyboxlightr + average) / 2;
376 light.ambient[1] *= (skyboxlightg + average) / 2;
377 light.ambient[2] *= (skyboxlightb + average) / 2;
380 void Setenvironment(int which)
384 LOG(" Setting environment...");
389 pause_sound(stream_snowtheme);
390 pause_sound(stream_grasstheme);
391 pause_sound(stream_deserttheme);
392 pause_sound(stream_wind);
393 pause_sound(stream_desertambient);
395 if (environment == snowyenvironment) {
399 emit_stream_np(stream_wind);
402 Object::treetextureptr.load("Textures/SnowTree.png", 0);
403 Object::bushtextureptr.load("Textures/BushSnow.png", 0);
404 Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
405 Object::boxtextureptr.load("Textures/SnowBox.jpg", 1);
407 footstepsound = footstepsn1;
408 footstepsound2 = footstepsn2;
409 footstepsound3 = footstepst1;
410 footstepsound4 = footstepst2;
412 terraintexture.load("Textures/Snow.jpg", 1);
413 terraintexture2.load("Textures/Rock.jpg", 1);
415 temptexdetail = texdetail;
419 skybox->load("Textures/Skybox(snow)/Front.jpg",
420 "Textures/Skybox(snow)/Left.jpg",
421 "Textures/Skybox(snow)/Back.jpg",
422 "Textures/Skybox(snow)/Right.jpg",
423 "Textures/Skybox(snow)/Up.jpg",
424 "Textures/Skybox(snow)/Down.jpg");
426 texdetail = temptexdetail;
427 } else if (environment == desertenvironment) {
430 Object::treetextureptr.load("Textures/DesertTree.png", 0);
431 Object::bushtextureptr.load("Textures/BushDesert.png", 0);
432 Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
433 Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
436 emit_stream_np(stream_desertambient);
439 footstepsound = footstepsn1;
440 footstepsound2 = footstepsn2;
441 footstepsound3 = footstepsn1;
442 footstepsound4 = footstepsn2;
444 terraintexture.load("Textures/Sand.jpg", 1);
445 terraintexture2.load("Textures/SandSlope.jpg", 1);
447 temptexdetail = texdetail;
451 skybox->load("Textures/Skybox(sand)/Front.jpg",
452 "Textures/Skybox(sand)/Left.jpg",
453 "Textures/Skybox(sand)/Back.jpg",
454 "Textures/Skybox(sand)/Right.jpg",
455 "Textures/Skybox(sand)/Up.jpg",
456 "Textures/Skybox(sand)/Down.jpg");
458 texdetail = temptexdetail;
459 } else if (environment == grassyenvironment) {
462 Object::treetextureptr.load("Textures/Tree.png", 0);
463 Object::bushtextureptr.load("Textures/Bush.png", 0);
464 Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
465 Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
468 emit_stream_np(stream_wind, 100.);
471 footstepsound = footstepgr1;
472 footstepsound2 = footstepgr2;
473 footstepsound3 = footstepst1;
474 footstepsound4 = footstepst2;
476 terraintexture.load("Textures/GrassDirt.jpg", 1);
477 terraintexture2.load("Textures/MossRock.jpg", 1);
479 temptexdetail = texdetail;
483 skybox->load("Textures/Skybox(grass)/Front.jpg",
484 "Textures/Skybox(grass)/Left.jpg",
485 "Textures/Skybox(grass)/Back.jpg",
486 "Textures/Skybox(grass)/Right.jpg",
487 "Textures/Skybox(grass)/Up.jpg",
488 "Textures/Skybox(grass)/Down.jpg");
490 texdetail = temptexdetail;
492 temptexdetail = texdetail;
494 terrain.load("Textures/HeightMap.png");
496 texdetail = temptexdetail;
499 bool Game::LoadLevel(int which)
505 return LoadLevel("tutorial", true);
506 } else if (which >= 0 && which <= 15) {
508 snprintf(buf, 32, "map%d", which + 1); // challenges
509 return LoadLevel(buf);
511 return LoadLevel("mapsave");
515 bool Game::LoadLevel(const std::string& name, bool tutorial)
517 const std::string level_path = Folders::getResourcePath("Maps/" + name);
518 if (!Folders::file_exists(level_path)) {
519 perror(std::string("LoadLevel: Could not open file '" + level_path).c_str());
523 int indemo; // FIXME this should be removed
529 LOG(std::string("Loading level...") + name);
532 visibleloading = true;
534 if (stealthloading) {
535 visibleloading = false;
544 Tutorial::active = tutorial;
546 if (Tutorial::active) {
549 if (Tutorial::stage == 0) {
550 Tutorial::stagetime = 0;
551 Tutorial::maxtime = 1;
553 pause_sound(whooshsound);
554 pause_sound(stream_firesound);
559 tfile = Folders::openMandatoryFile(level_path, "rb");
561 pause_sound(stream_firesound);
567 //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
569 Dialog::dialogs.clear();
571 Dialog::indialogue = -1;
577 if (Account::hasActive()) {
578 difficulty = Account::active().getDifficulty();
581 Hotspot::hotspots.clear();
582 Hotspot::current = -1;
593 for (unsigned char i = 0; i < 100; i++) {
603 numunarmedattack = 0;
614 bonustotal = startbonustotal;
619 emit_sound_np(consolesuccesssound);
624 if (!stealthloading) {
625 terrain.decals.clear();
626 Sprite::deleteSprites();
628 for (int i = 0; i < subdivision; i++) {
629 for (int j = 0; j < subdivision; j++) {
630 terrain.patchobjects[i][j].clear();
633 Game::LoadingScreen();
637 Person::players.resize(1);
639 funpackf(tfile, "Bi", &mapvers);
641 cerr << name << " has obsolete map version " << mapvers << endl;
644 funpackf(tfile, "Bi", &indemo);
649 funpackf(tfile, "Bi", &maptype);
651 maptype = mapkilleveryone;
654 funpackf(tfile, "Bi", &hostile);
659 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
665 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
673 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
675 skyboxlightr = skyboxr;
676 skyboxlightg = skyboxg;
677 skyboxlightb = skyboxb;
679 /* TODO - This should be done in an other way so that we can rebuild main player as well (so coords would need to be copied from old ones after rebuilding) */
680 if (stealthloading) {
681 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
683 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons);
685 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5) {
686 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
687 Person::players[0]->weaponids[j] = weapons.size();
689 funpackf(tfile, "Bi", &type);
690 weapons.push_back(Weapon(type, 0));
694 Game::LoadingScreen();
696 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
697 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
698 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
699 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
701 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
704 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
706 Person::players[0]->whichskin = 0;
707 Person::players[0]->creature = rabbittype;
710 Person::players[0]->lastattack = -1;
711 Person::players[0]->lastattack2 = -1;
712 Person::players[0]->lastattack3 = -1;
716 Dialog::loadDialogs(tfile);
719 for (int k = 0; k < Person::players[0]->numclothes; k++) {
720 funpackf(tfile, "Bi", &templength);
721 for (int l = 0; l < templength; l++) {
722 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
724 Person::players[0]->clothes[k][templength] = '\0';
725 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
728 funpackf(tfile, "Bi", &environment);
730 if (environment != oldenvironment) {
731 Setenvironment(environment);
733 oldenvironment = environment;
735 Object::LoadObjectsFromFile(tfile, stealthloading);
739 funpackf(tfile, "Bi", &numhotspots);
740 if (numhotspots < 0) {
741 cerr << "Map " << name << " have an invalid number of hotspots" << endl;
744 Hotspot::hotspots.resize(numhotspots);
745 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
746 funpackf(tfile, "Bi Bf Bf Bf Bf", &Hotspot::hotspots[i].type, &Hotspot::hotspots[i].size, &Hotspot::hotspots[i].position.x, &Hotspot::hotspots[i].position.y, &Hotspot::hotspots[i].position.z);
747 funpackf(tfile, "Bi", &templength);
749 for (int l = 0; l < templength; l++) {
750 funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
753 Hotspot::hotspots[i].text[templength] = '\0';
754 if (Hotspot::hotspots[i].type == -111) {
759 Hotspot::hotspots.clear();
762 Game::LoadingScreen();
764 if (!stealthloading) {
765 Object::ComputeCenter();
766 Object::ComputeRadius();
769 Game::LoadingScreen();
772 funpackf(tfile, "Bi", &numplayers);
773 if (numplayers > maxplayers) {
774 cout << "Warning: this level contains more players than allowed" << endl;
777 for (int i = 1; i < numplayers; i++) {
779 Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
781 } catch (InvalidPersonException e) {
782 cerr << "Invalid Person found in " << name << endl;
785 Game::LoadingScreen();
787 funpackf(tfile, "Bi", &numpathpoints);
788 if (numpathpoints > 30 || numpathpoints < 0) {
791 for (int j = 0; j < numpathpoints; j++) {
792 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
793 for (int k = 0; k < numpathpointconnect[j]; k++) {
794 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
797 Game::LoadingScreen();
799 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
803 if (!stealthloading) {
804 Object::AddObjectsToTerrain();
806 Game::LoadingScreen();
808 Game::LoadingScreen();
813 for (unsigned i = 0; i < Person::players.size(); i++) {
814 Game::LoadingScreen();
816 Person::players[i]->burnt = 0;
817 Person::players[i]->bled = 0;
818 Person::players[i]->onfire = 0;
819 Person::players[i]->scale = .2;
821 Person::players[i]->creature = rabbittype;
824 Person::players[i]->skeleton.free = 0;
826 Person::players[i]->skeletonLoad();
828 Person::players[i]->addClothes();
831 Person::players[i]->animCurrent = bounceidleanim;
832 Person::players[i]->animTarget = bounceidleanim;
833 Person::players[i]->frameCurrent = 0;
834 Person::players[i]->frameTarget = 1;
835 Person::players[i]->target = 0;
837 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
838 if (difficulty == 0) {
839 Person::players[i]->speed -= .2;
841 if (difficulty == 1) {
842 Person::players[i]->speed -= .1;
846 Person::players[i]->velocity = 0;
847 Person::players[i]->oldcoords = Person::players[i]->coords;
848 Person::players[i]->realoldcoords = Person::players[i]->coords;
850 Person::players[i]->id = i;
851 Person::players[i]->updatedelay = 0;
852 Person::players[i]->normalsupdatedelay = 0;
854 Person::players[i]->setProportions(1, 1, 1, 1);
855 Person::players[i]->headless = 0;
856 Person::players[i]->currentoffset = 0;
857 Person::players[i]->targetoffset = 0;
858 if (Person::players[i]->creature == wolftype) {
859 Person::players[i]->scale = .23;
860 Person::players[i]->damagetolerance = 300;
862 Person::players[i]->damagetolerance = 200;
866 Game::LoadingScreen();
868 Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
871 Person::players[i]->headmorphness = 0;
872 Person::players[i]->targetheadmorphness = 1;
873 Person::players[i]->headmorphstart = 0;
874 Person::players[i]->headmorphend = 0;
876 Person::players[i]->pausetime = 0;
878 Person::players[i]->dead = 0;
879 Person::players[i]->jumppower = 5;
880 Person::players[i]->damage = 0;
881 Person::players[i]->permanentdamage = 0;
882 Person::players[i]->superpermanentdamage = 0;
884 Person::players[i]->forwardkeydown = 0;
885 Person::players[i]->leftkeydown = 0;
886 Person::players[i]->backkeydown = 0;
887 Person::players[i]->rightkeydown = 0;
888 Person::players[i]->jumpkeydown = 0;
889 Person::players[i]->crouchkeydown = 0;
890 Person::players[i]->throwkeydown = 0;
892 Person::players[i]->collided = -10;
893 Person::players[i]->loaded = 1;
894 Person::players[i]->bloodloss = 0;
895 Person::players[i]->weaponactive = -1;
896 Person::players[i]->weaponstuck = -1;
897 Person::players[i]->bleeding = 0;
898 Person::players[i]->deathbleeding = 0;
899 Person::players[i]->stunned = 0;
900 Person::players[i]->hasvictim = 0;
901 Person::players[i]->wentforweapon = 0;
905 Person::players[0]->aitype = playercontrolled;
907 if (difficulty == 1) {
908 Person::players[0]->power = 1 / .9;
909 Person::players[0]->damagetolerance = 250;
910 } else if (difficulty == 0) {
911 Person::players[0]->power = 1 / .8;
912 Person::players[0]->damagetolerance = 300;
913 Person::players[0]->armorhead *= 1.5;
914 Person::players[0]->armorhigh *= 1.5;
915 Person::players[0]->armorlow *= 1.5;
918 cameraloc = Person::players[0]->coords;
920 yaw = Person::players[0]->yaw;
922 hawkcoords = Person::players[0]->coords;
925 Game::LoadingScreen();
927 LOG("Starting background music...");
929 OPENAL_StopSound(OPENAL_ALL);
931 if (environment == snowyenvironment) {
932 emit_stream_np(stream_wind);
933 } else if (environment == desertenvironment) {
934 emit_stream_np(stream_desertambient);
935 } else if (environment == grassyenvironment) {
936 emit_stream_np(stream_wind, 100.);
939 oldmusicvolume[0] = 0;
940 oldmusicvolume[1] = 0;
941 oldmusicvolume[2] = 0;
942 oldmusicvolume[3] = 0;
946 visibleloading = false;
951 /* Process input events that impact settings, console, devtools, etc.
952 * Gameplay-related input processing is still done in Game::Tick() for now
953 * as it is tightly coupled to the game logic.
955 void Game::ProcessInput()
957 /* Pump SDL input events */
960 /* Menu handling (main menu, leave game) */
961 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
962 (gameon || mainmenu == 0)) {
964 if (mainmenu == 0 && !winfreeze) {
965 mainmenu = 2; // Pause
966 } else if (mainmenu == 1 || mainmenu == 2) {
967 mainmenu = 0; // Unpause
970 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
971 OPENAL_SetFrequency(OPENAL_ALL);
972 emit_stream_np(stream_menutheme);
973 pause_sound(leveltheme);
975 // On resume, play level music
977 pause_sound(stream_menutheme);
978 resume_stream(leveltheme);
983 if (!campaign && !mainmenu) {
984 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE))) {
990 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && gameon) {
994 } else if (winfreeze) {
1001 /* Tutorial mode hotkeys */
1002 if (Tutorial::active) {
1003 // Skip current tutorial stage
1004 if (Input::isKeyPressed(SDL_SCANCODE_TAB)) {
1005 if (Tutorial::stage != 51) {
1006 Tutorial::stagetime = Tutorial::maxtime;
1008 emit_sound_np(consolefailsound, 128.);
1013 if (Input::isKeyPressed(SDL_SCANCODE_F1)) {
1017 /* Stereo video mode hotkeys */
1018 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
1019 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1020 stereoreverse = true;
1021 printf("Stereo reversed\n");
1023 stereoreverse = false;
1024 printf("Stereo unreversed\n");
1028 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
1029 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1030 stereoseparation -= 0.001;
1032 stereoseparation -= 0.010;
1034 printf("Stereo separation decreased to %f\n", stereoseparation);
1037 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
1038 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1039 stereoseparation += 0.001;
1041 stereoseparation += 0.010;
1043 printf("Stereo separation increased to %f\n", stereoseparation);
1047 if (devtools && !mainmenu) {
1052 void Game::ProcessDevInput()
1054 if (!devtools || mainmenu) {
1059 if (Input::isKeyPressed(consolekey)) {
1062 OPENAL_SetFrequency(OPENAL_ALL);
1069 if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
1071 if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1072 editorenabled = !editorenabled;
1073 if (editorenabled) {
1074 Person::players[0]->damagetolerance = 100000;
1076 Person::players[0]->damagetolerance = 200;
1078 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
1079 Person::players[0]->permanentdamage = 0;
1080 Person::players[0]->superpermanentdamage = 0;
1081 Person::players[0]->bloodloss = 0;
1082 Person::players[0]->deathbleeding = 0;
1085 /* Nullify damage and give 200000 health */
1086 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1087 Person::players[0]->damagetolerance = 200000;
1088 Person::players[0]->damage = 0;
1089 Person::players[0]->burnt = 0;
1090 Person::players[0]->permanentdamage = 0;
1091 Person::players[0]->superpermanentdamage = 0;
1094 /* Change environment */
1095 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1097 if (environment > 2) {
1100 Setenvironment(environment);
1104 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1105 cameramode = !cameramode;
1109 if (Input::isKeyPressed(SDL_SCANCODE_V)) {
1112 OPENAL_SetFrequency(OPENAL_ALL);
1116 /* Toggle slow motion */
1117 if (Input::isKeyPressed(SDL_SCANCODE_B)) {
1123 if (Input::isKeyPressed(SDL_SCANCODE_N)) {
1124 Person::players[0]->RagDoll(0);
1125 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
1128 /* Shrink tree leaves?? */
1129 // FIXME: Can't see what this does in game.
1130 if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
1131 for (auto& an_object : Object::objects) {
1132 if (an_object->type == treeleavestype) {
1133 an_object->scale *= .9;
1138 /* Change (or add) weapon */
1139 if (Input::isKeyPressed(SDL_SCANCODE_X)) {
1141 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1142 closest = findClosestPlayer();
1146 if (Person::players[closest]->num_weapons > 0) {
1148 switch (weapons[Person::players[closest]->weaponids[0]].getType()) {
1159 weapons[Person::players[closest]->weaponids[0]].setType(weapontype);
1161 Person::players[closest]->weaponids[0] = weapons.size();
1162 weapons.push_back(Weapon(knife, closest));
1163 Person::players[closest]->num_weapons = 1;
1168 /* Change yaw (rotate around Z axis) */
1169 if (Input::isKeyDown(SDL_SCANCODE_U)) {
1171 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1172 closest = findClosestPlayer();
1176 Person::players[closest]->yaw += multiplier * 50;
1177 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1182 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
1184 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1185 closest = findClosestPlayer();
1189 Person::players[closest]->onfire = !Person::players[closest]->onfire;
1190 if (Person::players[closest]->onfire) {
1191 Person::players[closest]->CatchFire();
1193 emit_sound_at(fireendsound, Person::players[closest]->coords);
1194 pause_sound(stream_firesound);
1200 if (Input::isKeyPressed(SDL_SCANCODE_T) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1202 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1203 closest = findClosestPlayer();
1207 Person::players[closest]->whichskin++;
1208 if (Person::players[closest]->whichskin > 9) {
1209 Person::players[closest]->whichskin = 0;
1211 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype) {
1212 Person::players[closest]->whichskin = 0;
1215 Person::players[closest]->skeleton.drawmodel.textureptr.load(
1216 creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1217 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1220 Person::players[closest]->addClothes();
1223 /* Change creature type */
1224 if (Input::isKeyPressed(SDL_SCANCODE_T) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1226 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1227 closest = findClosestPlayer();
1230 // FIXME: Those proportions are buggy
1232 if (Person::players[closest]->creature == rabbittype) {
1233 Person::players[closest]->creature = wolftype;
1234 Person::players[closest]->whichskin = 0;
1235 Person::players[closest]->skeletonLoad();
1236 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1238 Person::players[closest]->damagetolerance = 300;
1240 Person::players[closest]->creature = rabbittype;
1241 Person::players[closest]->whichskin = 0;
1242 Person::players[closest]->skeletonLoad(true);
1244 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1246 Person::players[closest]->damagetolerance = 200;
1251 /* Explose nearby player's head */
1252 if (Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1253 int closest = findClosestPlayer();
1254 if (closest > 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1255 XYZ flatfacing2, flatvelocity2, flatvelocity2_orig;
1256 XYZ headspurtdirection;
1257 Joint& headjoint = Person::players[closest]->joint(head);
1259 if (!Person::players[closest]->skeleton.free) {
1260 flatvelocity2_orig = Person::players[closest]->velocity;
1261 flatfacing2 = DoRotation(
1263 DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt),
1264 Person::players[closest]->tilt2, 0, 0),
1265 0, Person::players[closest]->yaw, 0) *
1266 Person::players[closest]->scale +
1267 Person::players[closest]->coords;
1269 flatvelocity2_orig = headjoint.velocity;
1270 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1273 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1274 Normalise(&headspurtdirection);
1276 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1277 flatvelocity2 = flatvelocity2_orig;
1278 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1279 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1280 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1281 printf("Test: %f\n", flatvelocity2.x);
1282 printf("Test orig: %f\n", flatvelocity2_orig.x);
1283 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1284 flatvelocity2 += headspurtdirection * 8;
1285 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1287 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1289 emit_sound_at(splattersound, Person::players[closest]->coords);
1290 emit_sound_at(breaksound2, Person::players[closest]->coords, 100.);
1292 if (Person::players[closest]->skeleton.free == 2) {
1293 Person::players[closest]->skeleton.free = 0;
1295 Person::players[closest]->RagDoll(0);
1296 Person::players[closest]->dead = 2;
1297 Person::players[closest]->headless = 1;
1298 Person::players[closest]->DoBloodBig(3, 165);
1304 /* Explode nearby player */
1305 if (Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1306 int closest = findClosestPlayer();
1307 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1308 XYZ flatfacing2, flatvelocity2, flatvelocity2_orig;
1310 emit_sound_at(splattersound, Person::players[closest]->coords);
1311 emit_sound_at(breaksound2, Person::players[closest]->coords);
1313 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1314 if (!Person::players[closest]->skeleton.free) {
1315 flatvelocity2_orig = Person::players[closest]->velocity;
1316 flatfacing2 = DoRotation(
1318 DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt),
1319 Person::players[closest]->tilt2, 0, 0),
1320 0, Person::players[closest]->yaw, 0) *
1321 Person::players[closest]->scale +
1322 Person::players[closest]->coords;
1324 flatvelocity2_orig = Person::players[closest]->skeleton.joints[i].velocity;
1325 flatfacing2 = Person::players[closest]->skeleton.joints[i].position *
1326 Person::players[closest]->scale +
1327 Person::players[closest]->coords;
1331 flatvelocity2 = flatvelocity2_orig;
1332 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1333 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1334 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1335 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1336 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
1337 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1340 flatvelocity2 = flatvelocity2_orig;
1341 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1342 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1343 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1344 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1345 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
1348 flatvelocity2 = flatvelocity2_orig;
1349 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1350 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1351 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1352 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1353 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1356 flatvelocity2 = flatvelocity2_orig;
1357 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1358 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1359 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1360 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1361 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1365 for (unsigned j = 0; j < Person::players.size(); j++) {
1366 if (int(j) == closest) {
1369 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
1370 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
1371 if (Person::players[j]->skeleton.free == 2) {
1372 Person::players[j]->skeleton.free = 1;
1374 Person::players[j]->skeleton.longdead = 0;
1375 Person::players[j]->RagDoll(0);
1376 for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
1377 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
1378 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
1379 flatvelocity2 = temppos - Person::players[closest]->coords;
1380 Normalise(&flatvelocity2);
1381 Person::players[j]->skeleton.joints[i].velocity +=
1382 flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
1388 Person::players[closest]->DoDamage(10000);
1389 Person::players[closest]->RagDoll(0);
1390 Person::players[closest]->dead = 2;
1391 Person::players[closest]->coords = 20;
1392 Person::players[closest]->skeleton.free = 2;
1399 /* Skip level (only for challenges) */
1400 // FIXME: Allow skipping levels in campaigns too
1401 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
1403 if (targetlevel > numchallengelevels - 1) {
1410 /* Editor mode keys */
1411 if (editorenabled) {
1412 /* Closest player deletion */
1413 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1414 int closest = findClosestPlayer();
1416 Person::players.erase(Person::players.begin() + closest);
1420 /* Closest object deletion */
1421 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1422 int closest = findClosestObject();
1424 Object::DeleteObject(closest);
1429 if (Input::isKeyPressed(SDL_SCANCODE_O)) {
1430 if (Object::objects.size() < max_objects - 1) {
1431 XYZ scenecoords = Person::players[0]->coords;
1433 if (editortype == bushtype || editortype == firetype) {
1434 scenecoords.y -= 3.5;
1439 float tmpyaw, tmppitch;
1441 tmppitch = editorpitch;
1442 if (tmpyaw < 0 || editortype == bushtype) {
1443 tmpyaw = Random() % 360;
1446 tmppitch = Random() % 360;
1449 Object::MakeObject(editortype, scenecoords, (int)tmpyaw - ((int)tmpyaw) % 30, (int)tmppitch, editorsize);
1450 if (editortype == treetrunktype) {
1451 Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (tmppitch < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
1457 if (Input::isKeyPressed(SDL_SCANCODE_P) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1458 Person::players.push_back(shared_ptr<Person>(new Person()));
1460 Person::players.back()->id = Person::players.size() - 1;
1462 Person::players.back()->scale = Person::players[0]->scale;
1463 Person::players.back()->creature = rabbittype;
1464 Person::players.back()->howactive = editoractive;
1465 Person::players.back()->whichskin = (int)(abs(Random() % 3));
1467 Person::players.back()->skeletonLoad(true);
1469 Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
1470 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
1472 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
1473 Person::players.back()->yaw = Person::players[0]->yaw;
1475 Person::players.back()->coords = Person::players[0]->coords;
1476 Person::players.back()->oldcoords = Person::players.back()->coords;
1477 Person::players.back()->realoldcoords = Person::players.back()->coords;
1479 Person::players.back()->setProportions(1, 1, 1, 1);
1481 Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
1483 Person::players.back()->damagetolerance = 200;
1485 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
1486 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
1487 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
1488 Person::players.back()->armorhead = Person::players[0]->armorhead;
1489 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
1490 Person::players.back()->armorlow = Person::players[0]->armorlow;
1491 Person::players.back()->metalhead = Person::players[0]->metalhead;
1492 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
1493 Person::players.back()->metallow = Person::players[0]->metallow;
1495 Person::players.back()->immobile = Person::players[0]->immobile;
1497 Person::players.back()->numclothes = Person::players[0]->numclothes;
1498 for (int i = 0; i < Person::players.back()->numclothes; i++) {
1499 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
1500 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
1501 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
1502 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
1504 Person::players.back()->addClothes();
1506 Person::players.back()->power = Person::players[0]->power;
1507 Person::players.back()->speedmult = Person::players[0]->speedmult;
1509 Person::players.back()->loaded = true;
1513 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1514 if (Person::players.back()->numwaypoints < 90) {
1515 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
1516 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
1517 Person::players.back()->numwaypoints++;
1519 printf("Add waypoint: Reached max number of waypoints (90), aborting.");
1523 /* Connect waypoint */
1524 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1525 if (numpathpoints < 30) {
1526 bool connected = false;
1527 if (numpathpoints > 1) {
1528 for (int i = 0; i < numpathpoints; i++) {
1529 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
1530 bool alreadyconnected = false;
1531 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
1532 if (pathpointconnect[pathpointselected][j] == i) {
1533 alreadyconnected = true;
1536 if (!alreadyconnected) {
1537 numpathpointconnect[pathpointselected]++;
1539 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
1546 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
1547 numpathpointconnect[numpathpoints - 1] = 0;
1548 if (numpathpoints > 1 && pathpointselected != -1) {
1549 numpathpointconnect[pathpointselected]++;
1550 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
1552 pathpointselected = numpathpoints - 1;
1555 printf("Connect waypoint: Reached max number of path points (30), aborting.");
1559 /* Select next path waypoint */
1560 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
1561 pathpointselected++;
1562 if (pathpointselected >= numpathpoints) {
1563 pathpointselected = -1;
1567 /* Select previous path waypoint */
1568 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1569 pathpointselected--;
1570 if (pathpointselected <= -2) {
1571 pathpointselected = numpathpoints - 1;
1575 /* Delete path waypoint */
1576 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1577 if (pathpointselected != -1) {
1579 pathpoint[pathpointselected] = pathpoint[numpathpoints];
1580 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
1581 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
1582 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
1584 for (int i = 0; i < numpathpoints; i++) {
1585 for (int j = 0; j < numpathpointconnect[i]; j++) {
1586 if (pathpointconnect[i][j] == pathpointselected) {
1587 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
1588 numpathpointconnect[i]--;
1590 if (pathpointconnect[i][j] == numpathpoints) {
1591 pathpointconnect[i][j] = pathpointselected;
1595 pathpointselected = numpathpoints - 1;
1599 /* Select previous object type */
1600 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1602 if (editortype == treeleavestype || editortype == 10) {
1605 if (editortype < 0) {
1606 editortype = firetype;
1610 /* Select next object type */
1611 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1613 if (editortype == treeleavestype || editortype == 10) {
1616 if (editortype > firetype) {
1621 /* Decrease size for next object */
1622 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1623 editorsize -= multiplier;
1624 if (editorsize < .1) {
1629 /* Increase size for next object */
1630 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1631 editorsize += multiplier;
1634 /* Decrease yaw for next object */
1635 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1636 editoryaw -= multiplier * 100;
1637 if (editoryaw < -.01) {
1642 /* Increase yaw for next object */
1643 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1644 editoryaw += multiplier * 100;
1647 /* Decrease pitch for next object */
1648 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1649 editorpitch -= multiplier * 100;
1650 if (editorpitch < -.01) {
1655 /* Increase pitch for next object */
1656 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1657 editorpitch += multiplier * 100;
1660 /* Decrease map radius */
1661 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1662 mapradius -= multiplier * 10;
1665 /* Increase map radius */
1666 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1667 mapradius += multiplier * 10;
1672 void doJumpReversals()
1674 for (unsigned k = 0; k < Person::players.size(); k++) {
1675 for (unsigned i = k + 1; i < Person::players.size(); i++) {
1676 if (Person::players[k]->skeleton.free == 0 &&
1677 Person::players[i]->skeleton.oldfree == 0 &&
1678 (Person::players[i]->animTarget == jumpupanim ||
1679 Person::players[k]->animTarget == jumpupanim) &&
1680 (Person::players[i]->aitype == playercontrolled ||
1681 Person::players[k]->aitype == playercontrolled) &&
1682 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
1683 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
1684 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
1685 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
1686 //TODO: refactor two huge similar ifs
1687 if (Person::players[i]->animTarget == jumpupanim &&
1688 Person::players[k]->animTarget != getupfrombackanim &&
1689 Person::players[k]->animTarget != getupfromfrontanim &&
1690 Animation::animations[Person::players[k]->animTarget].height == middleheight &&
1691 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
1692 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
1693 Person::players[k]->aitype != playercontrolled)) {
1694 Person::players[i]->victim = Person::players[k];
1695 Person::players[i]->velocity = 0;
1696 Person::players[i]->animCurrent = jumpreversedanim;
1697 Person::players[i]->animTarget = jumpreversedanim;
1698 Person::players[i]->frameCurrent = 0;
1699 Person::players[i]->frameTarget = 1;
1700 Person::players[i]->targettilt2 = 0;
1701 Person::players[k]->victim = Person::players[i];
1702 Person::players[k]->velocity = 0;
1703 Person::players[k]->animCurrent = jumpreversalanim;
1704 Person::players[k]->animTarget = jumpreversalanim;
1705 Person::players[k]->frameCurrent = 0;
1706 Person::players[k]->frameTarget = 1;
1707 Person::players[k]->targettilt2 = 0;
1708 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
1709 Person::players[i]->animCurrent = rabbitkickreversedanim;
1710 Person::players[i]->animTarget = rabbitkickreversedanim;
1711 Person::players[i]->frameCurrent = 1;
1712 Person::players[i]->frameTarget = 2;
1713 Person::players[k]->animCurrent = rabbitkickreversalanim;
1714 Person::players[k]->animTarget = rabbitkickreversalanim;
1715 Person::players[k]->frameCurrent = 1;
1716 Person::players[k]->frameTarget = 2;
1718 Person::players[i]->target = 0;
1719 Person::players[k]->oldcoords = Person::players[k]->coords;
1720 Person::players[i]->coords = Person::players[k]->coords;
1721 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
1722 Person::players[k]->yaw = Person::players[i]->targetyaw;
1723 if (Person::players[k]->aitype == attacktypecutoff) {
1724 Person::players[k]->stunned = .5;
1727 if (Person::players[k]->animTarget == jumpupanim &&
1728 Person::players[i]->animTarget != getupfrombackanim &&
1729 Person::players[i]->animTarget != getupfromfrontanim &&
1730 Animation::animations[Person::players[i]->animTarget].height == middleheight &&
1731 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
1732 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
1733 Person::players[i]->aitype != playercontrolled)) {
1734 Person::players[k]->victim = Person::players[i];
1735 Person::players[k]->velocity = 0;
1736 Person::players[k]->animCurrent = jumpreversedanim;
1737 Person::players[k]->animTarget = jumpreversedanim;
1738 Person::players[k]->frameCurrent = 0;
1739 Person::players[k]->frameTarget = 1;
1740 Person::players[k]->targettilt2 = 0;
1741 Person::players[i]->victim = Person::players[k];
1742 Person::players[i]->velocity = 0;
1743 Person::players[i]->animCurrent = jumpreversalanim;
1744 Person::players[i]->animTarget = jumpreversalanim;
1745 Person::players[i]->frameCurrent = 0;
1746 Person::players[i]->frameTarget = 1;
1747 Person::players[i]->targettilt2 = 0;
1748 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
1749 Person::players[k]->animTarget = rabbitkickreversedanim;
1750 Person::players[k]->animCurrent = rabbitkickreversedanim;
1751 Person::players[i]->animCurrent = rabbitkickreversalanim;
1752 Person::players[i]->animTarget = rabbitkickreversalanim;
1753 Person::players[k]->frameCurrent = 1;
1754 Person::players[k]->frameTarget = 2;
1755 Person::players[i]->frameCurrent = 1;
1756 Person::players[i]->frameTarget = 2;
1758 Person::players[k]->target = 0;
1759 Person::players[i]->oldcoords = Person::players[i]->coords;
1760 Person::players[k]->coords = Person::players[i]->coords;
1761 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
1762 Person::players[i]->yaw = Person::players[k]->targetyaw;
1763 if (Person::players[i]->aitype == attacktypecutoff) {
1764 Person::players[i]->stunned = .5;
1773 void doAerialAcrobatics()
1775 static XYZ facing, flatfacing;
1776 for (unsigned k = 0; k < Person::players.size(); k++) {
1777 Person::players[k]->turnspeed = 500;
1779 if ((Person::players[k]->isRun() &&
1780 ((Person::players[k]->targetyaw != rabbitrunninganim &&
1781 Person::players[k]->targetyaw != wolfrunninganim) ||
1782 Person::players[k]->frameTarget == 4)) ||
1783 Person::players[k]->animTarget == removeknifeanim ||
1784 Person::players[k]->animTarget == crouchremoveknifeanim ||
1785 Person::players[k]->animTarget == flipanim ||
1786 Person::players[k]->animTarget == fightsidestep ||
1787 Person::players[k]->animTarget == walkanim) {
1788 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
1791 if (Person::players[k]->isStop() ||
1792 Person::players[k]->isLanding() ||
1793 Person::players[k]->animTarget == staggerbackhighanim ||
1794 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
1795 Person::players[k]->animTarget == staggerbackhardanim ||
1796 Person::players[k]->animTarget == backhandspringanim ||
1797 Person::players[k]->animTarget == dodgebackanim ||
1798 Person::players[k]->animTarget == rollanim ||
1799 (Animation::animations[Person::players[k]->animTarget].attack &&
1800 Person::players[k]->animTarget != rabbitkickanim &&
1801 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
1802 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
1803 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
1806 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
1807 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
1810 Person::players[k]->DoStuff();
1811 if (Person::players[k]->immobile && k != 0) {
1812 Person::players[k]->coords = Person::players[k]->realoldcoords;
1815 //if player's position has changed (?)
1816 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
1817 !Person::players[k]->skeleton.free &&
1818 Person::players[k]->animTarget != climbanim &&
1819 Person::players[k]->animTarget != hanganim) {
1820 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
1822 bool tempcollide = 0;
1824 if (Person::players[k]->collide < -.3) {
1825 Person::players[k]->collide = -.3;
1827 if (Person::players[k]->collide > 1) {
1828 Person::players[k]->collide = 1;
1830 Person::players[k]->collide -= multiplier * 30;
1833 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
1835 for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
1836 unsigned int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1837 if (Object::objects[i]->type != rocktype ||
1838 Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled ||
1839 Object::objects[i]->position.y > Person::players[k]->coords.y) {
1840 lowpoint = Person::players[k]->coords;
1841 if (Person::players[k]->animTarget != jumpupanim &&
1842 Person::players[k]->animTarget != jumpdownanim &&
1843 !Person::players[k]->isFlip()) {
1848 if (Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
1849 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1) {
1850 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
1852 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1853 flatfacing = lowpoint - Person::players[k]->coords;
1854 Person::players[k]->coords = lowpoint;
1855 Person::players[k]->coords.y -= 1.3;
1856 Person::players[k]->collide = 1;
1859 //TODO: refactor four similar blocks
1860 if (Person::players[k]->aitype == playercontrolled &&
1861 (Person::players[k]->animTarget == jumpupanim ||
1862 Person::players[k]->animTarget == jumpdownanim ||
1863 Person::players[k]->isFlip()) &&
1864 !Person::players[k]->jumptogglekeydown &&
1865 Person::players[k]->jumpkeydown) {
1866 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
1867 XYZ tempcoords1 = lowpoint;
1868 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1869 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1870 Person::players[k]->setTargetAnimation(walljumpleftanim);
1871 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1873 pause_sound(whooshsound);
1876 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1877 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1878 if (lowpointtarget.z < 0) {
1879 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1881 Person::players[k]->targetyaw = Person::players[k]->yaw;
1882 Person::players[k]->lowyaw = Person::players[k]->yaw;
1887 lowpoint = tempcoords1;
1888 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
1889 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1890 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1891 Person::players[k]->setTargetAnimation(walljumprightanim);
1892 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1894 pause_sound(whooshsound);
1897 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1898 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1899 if (lowpointtarget.z < 0) {
1900 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1902 Person::players[k]->targetyaw = Person::players[k]->yaw;
1903 Person::players[k]->lowyaw = Person::players[k]->yaw;
1908 lowpoint = tempcoords1;
1909 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
1910 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1911 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1912 Person::players[k]->setTargetAnimation(walljumpbackanim);
1913 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1915 pause_sound(whooshsound);
1918 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1919 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1920 if (lowpointtarget.z < 0) {
1921 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1923 Person::players[k]->targetyaw = Person::players[k]->yaw;
1924 Person::players[k]->lowyaw = Person::players[k]->yaw;
1929 lowpoint = tempcoords1;
1930 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
1931 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1932 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1933 Person::players[k]->setTargetAnimation(walljumpfrontanim);
1934 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1936 pause_sound(whooshsound);
1939 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1940 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1941 if (lowpointtarget.z < 0) {
1942 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1944 Person::players[k]->yaw += 180;
1945 Person::players[k]->targetyaw = Person::players[k]->yaw;
1946 Person::players[k]->lowyaw = Person::players[k]->yaw;
1956 } else if (Object::objects[i]->type == rocktype) {
1957 lowpoint2 = Person::players[k]->coords;
1958 lowpoint = Person::players[k]->coords;
1960 if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
1961 Person::players[k]->coords = colpoint;
1962 Person::players[k]->collide = 1;
1965 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
1966 //flipped into a rock
1967 if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7) {
1968 Person::players[k]->RagDoll(0);
1971 if (Person::players[k]->animTarget == jumpupanim) {
1972 Person::players[k]->jumppower = -4;
1973 Person::players[k]->animTarget = Person::players[k]->getIdle();
1975 Person::players[k]->target = 0;
1976 Person::players[k]->frameTarget = 0;
1977 Person::players[k]->onterrain = 1;
1979 if (Person::players[k]->id == 0) {
1980 pause_sound(whooshsound);
1981 OPENAL_SetVolume(channels[whooshsound], 0);
1985 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
1986 if (Person::players[k]->isFlip()) {
1987 Person::players[k]->jumppower = -4;
1989 Person::players[k]->animTarget = Person::players[k]->getLanding();
1990 emit_sound_at(landsound, Person::players[k]->coords, 128.);
1992 addEnvSound(Person::players[k]->coords);
2001 for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
2002 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2003 lowpoint = Person::players[k]->coords;
2005 if (Object::objects[i]->type != rocktype) {
2006 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
2007 if (Person::players[k]->animTarget != jumpupanim &&
2008 Person::players[k]->animTarget != jumpdownanim &&
2009 Person::players[k]->onterrain) {
2010 Person::players[k]->avoidcollided = 1;
2012 Person::players[k]->coords = lowpoint;
2013 Person::players[k]->coords.y -= 1.35;
2014 Person::players[k]->collide = 1;
2016 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2017 (Person::players[k]->animCurrent != climbanim &&
2018 Person::players[k]->animCurrent != hanganim &&
2019 !Person::players[k]->isWallJump() ||
2020 Person::players[k]->animTarget == jumpupanim ||
2021 Person::players[k]->animTarget == jumpdownanim)) {
2022 lowpoint = Person::players[k]->coords;
2023 Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
2024 lowpoint = Person::players[k]->coords;
2028 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2029 lowpointtarget = lowpoint + facing * 1.4;
2030 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2031 if (whichhit != -1) {
2032 lowpoint = Person::players[k]->coords;
2034 lowpointtarget = lowpoint + facing * 1.4;
2035 lowpoint2 = lowpoint;
2036 lowpointtarget2 = lowpointtarget;
2037 lowpoint3 = lowpoint;
2038 lowpointtarget3 = lowpointtarget;
2039 lowpoint4 = lowpoint;
2040 lowpointtarget4 = lowpointtarget;
2041 lowpoint5 = lowpoint;
2042 lowpointtarget5 = lowpointtarget;
2043 lowpoint6 = lowpoint;
2044 lowpointtarget6 = lowpointtarget;
2045 lowpoint7 = lowpoint;
2046 lowpointtarget7 = lowpoint;
2048 lowpointtarget2.x += .1;
2050 lowpointtarget3.z += .1;
2052 lowpointtarget4.x -= .1;
2054 lowpointtarget5.z -= .1;
2055 lowpoint6.y += 45 / 13;
2056 lowpointtarget6.y += 45 / 13;
2057 lowpointtarget6 += facing * .6;
2058 lowpointtarget7.y += 90 / 13;
2059 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2060 if (Object::objects[i]->friction > .5) {
2061 if (whichhit != -1) {
2062 if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim) {
2063 Person::players[k]->collided = 1;
2065 if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1) {
2066 if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1) {
2067 if (Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
2068 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2069 Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
2070 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2071 Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
2072 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2073 Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
2074 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
2075 for (int j = 0; j < 45; j++) {
2076 lowpoint = Person::players[k]->coords;
2077 lowpoint.y += (float)j / 13;
2078 lowpointtarget = lowpoint + facing * 1.4;
2079 if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
2080 &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
2081 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim) {
2084 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2085 lowpoint = Person::players[k]->coords;
2086 lowpoint.y += (float)j / 13;
2087 lowpointtarget = lowpoint + facing * 1.3;
2088 flatfacing = Person::players[k]->coords;
2089 Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * .01;
2090 Person::players[k]->coords.y = lowpointtarget.y - .07;
2091 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2093 if (j > 10 || !Person::players[k]->isRun()) {
2094 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2096 pause_sound(whooshsound);
2099 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2101 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
2102 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2103 if (lowpointtarget.z < 0) {
2104 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2106 Person::players[k]->targetyaw = Person::players[k]->yaw;
2107 Person::players[k]->lowyaw = Person::players[k]->yaw;
2109 //Person::players[k]->velocity=lowpointtarget*.03;
2110 Person::players[k]->velocity = 0;
2113 if (Person::players[k]->animTarget == jumpupanim) {
2114 Person::players[k]->animTarget = climbanim;
2115 Person::players[k]->jumppower = 0;
2116 Person::players[k]->jumpclimb = 1;
2118 Person::players[k]->transspeed = 6;
2119 Person::players[k]->target = 0;
2120 Person::players[k]->frameTarget = 1;
2123 Person::players[k]->setTargetAnimation(hanganim);
2124 Person::players[k]->jumppower = 0;
2142 if (Person::players[k]->collide <= 0) {
2144 if (!Person::players[k]->onterrain &&
2145 Person::players[k]->animTarget != jumpupanim &&
2146 Person::players[k]->animTarget != jumpdownanim &&
2147 Person::players[k]->animTarget != climbanim &&
2148 Person::players[k]->animTarget != hanganim &&
2149 !Person::players[k]->isWallJump() &&
2150 !Person::players[k]->isFlip()) {
2151 if (Person::players[k]->animCurrent != climbanim &&
2152 Person::players[k]->animCurrent != tempanim &&
2153 Person::players[k]->animTarget != backhandspringanim &&
2154 (Person::players[k]->animTarget != rollanim ||
2155 Person::players[k]->frameTarget < 2 ||
2156 Person::players[k]->frameTarget > 6)) {
2157 //stagger off ledge (?)
2158 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim) {
2159 Person::players[k]->RagDoll(0);
2161 Person::players[k]->setTargetAnimation(jumpdownanim);
2164 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2168 Person::players[k]->velocity.y += gravity;
2172 Person::players[k]->realoldcoords = Person::players[k]->coords;
2178 static int randattack;
2179 static bool playerrealattackkeydown = 0;
2181 if (!Input::isKeyDown(attackkey)) {
2185 Person::players[0]->attackkeydown = 0;
2188 playerrealattackkeydown = 0;
2190 if (!oldattackkey) {
2191 playerrealattackkeydown = Input::isKeyDown(attackkey);
2193 if ((Person::players[0]->parriedrecently <= 0 ||
2194 Person::players[0]->weaponactive == -1) &&
2197 Person::players[0]->lastattack != swordslashanim &&
2198 Person::players[0]->lastattack != knifeslashstartanim &&
2199 Person::players[0]->lastattack != staffhitanim &&
2200 Person::players[0]->lastattack != staffspinhitanim))) {
2201 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2203 if (Input::isKeyDown(attackkey) &&
2205 !Person::players[0]->backkeydown) {
2206 for (unsigned k = 0; k < Person::players.size(); k++) {
2207 if ((Person::players[k]->animTarget == swordslashanim ||
2208 Person::players[k]->animTarget == staffhitanim ||
2209 Person::players[k]->animTarget == staffspinhitanim) &&
2210 Person::players[0]->animCurrent != dodgebackanim &&
2211 !Person::players[k]->skeleton.free) {
2212 Person::players[k]->Reverse();
2217 if (!hostile || Dialog::inDialog()) {
2218 Person::players[0]->attackkeydown = 0;
2221 for (unsigned k = 0; k < Person::players.size(); k++) {
2222 if (Dialog::inDialog()) {
2223 Person::players[k]->attackkeydown = 0;
2225 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2226 if (Person::players[k]->aitype != playercontrolled) {
2227 Person::players[k]->victim = Person::players[0];
2229 //attack key pressed
2230 if (Person::players[k]->attackkeydown) {
2232 if (Person::players[k]->backkeydown &&
2233 Person::players[k]->animTarget != backhandspringanim &&
2234 (Person::players[k]->isIdle() ||
2235 Person::players[k]->isStop() ||
2236 Person::players[k]->isRun() ||
2237 Person::players[k]->animTarget == walkanim)) {
2238 if (Person::players[k]->jumppower <= 1) {
2239 Person::players[k]->jumppower -= 2;
2241 for (unsigned i = 0; i < Person::players.size(); i++) {
2245 if (Person::players[i]->animTarget == swordslashanim ||
2246 Person::players[i]->animTarget == knifeslashstartanim ||
2247 Person::players[i]->animTarget == staffhitanim ||
2248 Person::players[i]->animTarget == staffspinhitanim) {
2249 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2250 Person::players[k]->setTargetAnimation(dodgebackanim);
2251 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2252 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2256 if (Person::players[k]->animTarget != dodgebackanim) {
2260 Person::players[k]->setTargetAnimation(backhandspringanim);
2261 Person::players[k]->targetyaw = -yaw + 180;
2262 if (Person::players[k]->leftkeydown) {
2263 Person::players[k]->targetyaw -= 45;
2265 if (Person::players[k]->rightkeydown) {
2266 Person::players[k]->targetyaw += 45;
2268 Person::players[k]->yaw = Person::players[k]->targetyaw;
2269 Person::players[k]->jumppower -= 2;
2274 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2275 !Person::players[k]->backkeydown &&
2276 (Person::players[k]->isIdle() ||
2277 Person::players[k]->isRun() ||
2278 Person::players[k]->animTarget == walkanim ||
2279 Person::players[k]->animTarget == sneakanim ||
2280 Person::players[k]->isCrouch())) {
2281 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2282 //normal attacks (?)
2283 Person::players[k]->hasvictim = 0;
2284 if (Person::players.size() > 1) {
2285 for (unsigned i = 0; i < Person::players.size(); i++) {
2286 if (i == k || !(k == 0 || i == 0)) {
2289 if (!Person::players[k]->hasvictim) {
2290 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2292 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2293 if (distance < 4.5 &&
2294 !Person::players[i]->skeleton.free &&
2295 Person::players[i]->howactive < typedead1 &&
2296 Person::players[i]->animTarget != jumpreversedanim &&
2297 Person::players[i]->animTarget != rabbitkickreversedanim &&
2298 Person::players[i]->animTarget != rabbitkickanim &&
2299 Person::players[k]->animTarget != rabbitkickanim &&
2300 Person::players[i]->animTarget != getupfrombackanim &&
2301 (Person::players[i]->animTarget != staggerbackhighanim &&
2302 (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2303 Person::players[i]->animTarget != jumpdownanim &&
2304 Person::players[i]->animTarget != jumpupanim &&
2305 Person::players[i]->animTarget != getupfromfrontanim) {
2306 Person::players[k]->victim = Person::players[i];
2307 Person::players[k]->hasvictim = 1;
2308 if (Person::players[k]->aitype == playercontrolled) { //human player
2310 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2311 Person::players[k]->crouchkeydown &&
2312 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2313 Person::players[k]->animTarget = sweepanim;
2315 } else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2316 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2317 !Person::players[k]->forwardkeydown &&
2318 !Person::players[k]->leftkeydown &&
2319 !Person::players[k]->rightkeydown &&
2320 !Person::players[k]->crouchkeydown &&
2323 Person::players[k]->animTarget = winduppunchanim;
2325 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2326 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2327 !Person::players[k]->forwardkeydown &&
2328 !Person::players[k]->leftkeydown &&
2329 !Person::players[k]->rightkeydown &&
2330 !Person::players[k]->crouchkeydown &&
2332 Person::players[k]->animTarget = upunchanim;
2334 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2335 Person::players[i]->staggerdelay > 0 &&
2336 attackweapon == knife &&
2337 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) {
2338 Person::players[k]->animTarget = knifefollowanim;
2340 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2341 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2342 !Person::players[k]->forwardkeydown &&
2343 !Person::players[k]->leftkeydown &&
2344 !Person::players[k]->rightkeydown &&
2345 !Person::players[k]->crouchkeydown &&
2346 attackweapon == knife &&
2347 Person::players[k]->weaponmissdelay <= 0) {
2348 Person::players[k]->animTarget = knifeslashstartanim;
2350 } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2351 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2352 !Person::players[k]->crouchkeydown &&
2353 attackweapon == sword &&
2354 Person::players[k]->weaponmissdelay <= 0) {
2355 Person::players[k]->animTarget = swordslashanim;
2357 } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2358 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2359 !Person::players[k]->crouchkeydown &&
2360 attackweapon == staff &&
2361 Person::players[k]->weaponmissdelay <= 0 &&
2362 !Person::players[k]->leftkeydown &&
2363 !Person::players[k]->rightkeydown &&
2364 !Person::players[k]->forwardkeydown) {
2365 Person::players[k]->animTarget = staffhitanim;
2367 } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2368 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2369 !Person::players[k]->crouchkeydown &&
2370 attackweapon == staff &&
2371 Person::players[k]->weaponmissdelay <= 0) {
2372 Person::players[k]->animTarget = staffspinhitanim;
2374 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2375 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2376 Person::players[k]->animTarget = spinkickanim;
2378 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2379 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2380 Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
2381 Person::players[k]->animTarget = lowkickanim;
2383 } else { //AI player
2384 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
2385 randattack = abs(Random() % 5);
2386 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
2388 if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2389 Person::players[k]->animTarget = sweepanim;
2391 } else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2393 Person::players[k]->animTarget = upunchanim;
2395 } else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2396 Person::players[k]->animTarget = spinkickanim;
2398 } else if (Animation::animations[Person::players[i]->animTarget].height == lowheight) {
2399 Person::players[k]->animTarget = lowkickanim;
2404 if ((!Tutorial::active || !attackweapon) &&
2405 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2407 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2408 Person::players[k]->animTarget = sweepanim;
2410 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2411 attackweapon == knife &&
2412 Person::players[k]->weaponmissdelay <= 0) {
2413 Person::players[k]->animTarget = knifeslashstartanim;
2415 } else if (!(Person::players[0]->victim == Person::players[i] &&
2416 Person::players[0]->hasvictim &&
2417 Person::players[0]->animTarget == swordslashanim) &&
2418 attackweapon == sword &&
2419 Person::players[k]->weaponmissdelay <= 0) {
2420 Person::players[k]->animTarget = swordslashanim;
2422 } else if (!(Person::players[0]->victim == Person::players[i] &&
2423 Person::players[0]->hasvictim &&
2424 Person::players[0]->animTarget == swordslashanim) &&
2425 attackweapon == staff &&
2426 Person::players[k]->weaponmissdelay <= 0 &&
2428 Person::players[k]->animTarget = staffhitanim;
2430 } else if (!(Person::players[0]->victim == Person::players[i] &&
2431 Person::players[0]->hasvictim &&
2432 Person::players[0]->animTarget == swordslashanim) &&
2433 attackweapon == staff &&
2434 Person::players[k]->weaponmissdelay <= 0 &&
2436 Person::players[k]->animTarget = staffspinhitanim;
2438 } else if ((!Tutorial::active || !attackweapon) &&
2439 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2441 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2442 Person::players[k]->animTarget = spinkickanim;
2444 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2445 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2446 Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
2447 Person::players[k]->animTarget = lowkickanim;
2452 //upunch becomes wolfslap
2453 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype) {
2454 Person::players[k]->animTarget = wolfslapanim;
2458 if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
2459 Person::players[i]->howactive < typedead1 &&
2460 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2461 !Person::players[i]->skeleton.free &&
2462 Person::players[i]->animTarget != getupfrombackanim &&
2463 Person::players[i]->animTarget != getupfromfrontanim &&
2464 (Person::players[i]->surprised > 0 ||
2465 Person::players[i]->aitype == passivetype ||
2466 attackweapon && Person::players[i]->stunned > 0) &&
2467 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
2469 if (!attackweapon) {
2470 Person::players[k]->animCurrent = sneakattackanim;
2471 Person::players[k]->animTarget = sneakattackanim;
2472 Person::players[i]->animCurrent = sneakattackedanim;
2473 Person::players[i]->animTarget = sneakattackedanim;
2474 Person::players[k]->oldcoords = Person::players[k]->coords;
2475 Person::players[k]->coords = Person::players[i]->coords;
2478 if (attackweapon == knife) {
2479 Person::players[k]->animCurrent = knifesneakattackanim;
2480 Person::players[k]->animTarget = knifesneakattackanim;
2481 Person::players[i]->animCurrent = knifesneakattackedanim;
2482 Person::players[i]->animTarget = knifesneakattackedanim;
2483 Person::players[i]->oldcoords = Person::players[i]->coords;
2484 Person::players[i]->coords = Person::players[k]->coords;
2487 if (attackweapon == sword) {
2488 Person::players[k]->animCurrent = swordsneakattackanim;
2489 Person::players[k]->animTarget = swordsneakattackanim;
2490 Person::players[i]->animCurrent = swordsneakattackedanim;
2491 Person::players[i]->animTarget = swordsneakattackedanim;
2492 Person::players[i]->oldcoords = Person::players[i]->coords;
2493 Person::players[i]->coords = Person::players[k]->coords;
2495 if (attackweapon != staff) {
2496 Person::players[k]->victim = Person::players[i];
2497 Person::players[k]->hasvictim = 1;
2498 Person::players[i]->targettilt2 = 0;
2499 Person::players[i]->frameTarget = 1;
2500 Person::players[i]->frameCurrent = 0;
2501 Person::players[i]->target = 0;
2502 Person::players[i]->velocity = 0;
2503 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2504 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2505 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2506 Person::players[k]->target = Person::players[i]->target;
2507 Person::players[k]->velocity = 0;
2508 Person::players[k]->targetyaw = Person::players[i]->yaw;
2509 Person::players[k]->yaw = Person::players[i]->yaw;
2510 Person::players[i]->targetyaw = Person::players[i]->yaw;
2513 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2514 Person::players[k]->victim == Person::players[i] &&
2515 (!Person::players[i]->skeleton.free)) {
2517 Person::players[k]->frameTarget = 0;
2518 Person::players[k]->target = 0;
2520 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2521 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2522 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2523 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2524 Person::players[k]->lastattack = Person::players[k]->animTarget;
2526 if (Person::players[k]->animTarget == knifefollowanim &&
2527 Person::players[k]->victim == Person::players[i]) {
2529 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2530 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2531 Person::players[k]->victim = Person::players[i];
2532 Person::players[k]->hasvictim = 1;
2533 Person::players[i]->animTarget = knifefollowedanim;
2534 Person::players[i]->animCurrent = knifefollowedanim;
2535 Person::players[i]->targettilt2 = 0;
2536 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
2537 Person::players[i]->frameTarget = 1;
2538 Person::players[i]->frameCurrent = 0;
2539 Person::players[i]->target = 0;
2540 Person::players[i]->velocity = 0;
2541 Person::players[k]->animCurrent = knifefollowanim;
2542 Person::players[k]->animTarget = knifefollowanim;
2543 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2544 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2545 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2546 Person::players[k]->target = Person::players[i]->target;
2547 Person::players[k]->velocity = 0;
2548 Person::players[k]->oldcoords = Person::players[k]->coords;
2549 Person::players[i]->coords = Person::players[k]->coords;
2550 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2551 Person::players[i]->yaw = Person::players[k]->targetyaw;
2552 Person::players[k]->yaw = Person::players[k]->targetyaw;
2553 Person::players[i]->yaw = Person::players[k]->targetyaw;
2559 const bool hasstaff = attackweapon == staff;
2560 if (k == 0 && Person::players.size() > 1) {
2561 for (unsigned i = 0; i < Person::players.size(); i++) {
2565 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
2566 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
2567 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2568 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown)) {
2569 if (Person::players[i]->skeleton.free) {
2570 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
2571 (Person::players[i]->dead ||
2572 Person::players[i]->skeleton.longdead > 1000 ||
2573 Person::players[k]->isRun() ||
2576 (Person::players[i]->skeleton.longdead > 2000 ||
2577 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
2578 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
2579 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
2580 Person::players[k]->victim = Person::players[i];
2581 Person::players[k]->hasvictim = 1;
2582 if (attackweapon && !Tutorial::active) {
2584 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5)) {
2585 Person::players[k]->animTarget = crouchstabanim;
2588 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword) {
2589 Person::players[k]->animTarget = swordgroundstabanim;
2592 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff) {
2593 Person::players[k]->animTarget = staffgroundsmashanim;
2596 if (distance < 2.5 &&
2597 Person::players[k]->crouchkeydown &&
2598 Person::players[k]->animTarget != crouchstabanim &&
2600 Person::players[i]->dead &&
2601 Person::players[i]->skeleton.free &&
2602 Person::players[i]->skeleton.longdead > 1000) {
2603 Person::players[k]->animTarget = killanim;
2604 terrain.deleteDeadDecals();
2605 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2606 if (Object::objects[l]->model.type == decalstype) {
2607 Object::objects[l]->model.deleteDeadDecals();
2611 if (!Person::players[i]->dead || musictype != 2) {
2612 if (distance < 3.5 &&
2613 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
2614 Person::players[k]->staggerdelay <= 0 &&
2615 (Person::players[i]->dead ||
2616 Person::players[i]->skeleton.longdead < 300 &&
2617 Person::players[k]->lastattack != spinkickanim &&
2618 Person::players[i]->skeleton.free) &&
2619 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
2620 Person::players[k]->animTarget = dropkickanim;
2621 terrain.deleteDeadDecals();
2622 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2623 if (Object::objects[l]->model.type == decalstype) {
2624 Object::objects[l]->model.deleteDeadDecals();
2632 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2633 Person::players[k]->victim == Person::players[i] &&
2634 (!Person::players[i]->skeleton.free ||
2635 Person::players[k]->animTarget == killanim ||
2636 Person::players[k]->animTarget == crouchstabanim ||
2637 Person::players[k]->animTarget == swordgroundstabanim ||
2638 Person::players[k]->animTarget == staffgroundsmashanim ||
2639 Person::players[k]->animTarget == dropkickanim)) {
2641 Person::players[k]->frameTarget = 0;
2642 Person::players[k]->target = 0;
2644 XYZ targetpoint = Person::players[i]->coords;
2645 if (Person::players[k]->animTarget == crouchstabanim ||
2646 Person::players[k]->animTarget == swordgroundstabanim ||
2647 Person::players[k]->animTarget == staffgroundsmashanim) {
2648 targetpoint += (Person::players[i]->jointPos(abdomen) +
2649 Person::players[i]->jointPos(neck)) /
2651 Person::players[i]->scale;
2653 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
2654 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
2656 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
2657 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
2660 if (Person::players[k]->animTarget == staffgroundsmashanim) {
2661 Person::players[k]->targettilt2 += 10;
2664 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2665 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2666 Person::players[k]->lastattack = Person::players[k]->animTarget;
2668 if (Person::players[k]->animTarget == swordgroundstabanim) {
2669 Person::players[k]->targetyaw += 30;
2675 if (!Person::players[k]->hasvictim) {
2677 for (unsigned i = 0; i < Person::players.size(); i++) {
2678 if (i == k || !(i == 0 || k == 0)) {
2681 if (!Person::players[i]->skeleton.free) {
2682 if (Person::players[k]->hasvictim) {
2683 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
2684 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords)) {
2685 Person::players[k]->victim = Person::players[i];
2688 Person::players[k]->victim = Person::players[i];
2689 Person::players[k]->hasvictim = 1;
2694 if (Person::players[k]->aitype == playercontrolled) {
2696 if (Person::players[k]->attackkeydown &&
2697 Person::players[k]->isRun() &&
2698 Person::players[k]->wasRun() &&
2699 ((Person::players[k]->hasvictim &&
2700 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
2701 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
2702 !Person::players[k]->victim->skeleton.free &&
2703 Person::players[k]->victim->animTarget != getupfrombackanim &&
2704 Person::players[k]->victim->animTarget != getupfromfrontanim &&
2705 Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
2706 Person::players[k]->aitype != playercontrolled && //wat???
2707 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
2708 Person::players[k]->rabbitkickenabled) ||
2709 Person::players[k]->jumpkeydown)) {
2711 Person::players[k]->setTargetAnimation(rabbitkickanim);
2715 if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
2717 switch (attackweapon) {
2738 void doPlayerCollisions()
2740 static XYZ rotatetarget;
2741 static float collisionradius;
2742 if (Person::players.size() > 1) {
2743 for (unsigned k = 0; k < Person::players.size(); k++) {
2744 for (unsigned i = k + 1; i < Person::players.size(); i++) {
2745 //neither player is part of a reversal
2746 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
2747 Animation::animations[Person::players[i]->animTarget].attack != reversal &&
2748 Animation::animations[Person::players[k]->animTarget].attack != reversed &&
2749 Animation::animations[Person::players[k]->animTarget].attack != reversal) ||
2750 (i != 0 && k != 0)) {
2751 if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
2752 Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
2753 Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
2754 Animation::animations[Person::players[k]->animCurrent].attack != reversal) ||
2755 (i != 0 && k != 0)) {
2756 //neither is sleeping
2757 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping) {
2758 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall) {
2759 //in same patch, neither is climbing
2760 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
2761 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
2762 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
2763 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
2764 Person::players[i]->animTarget != climbanim &&
2765 Person::players[i]->animTarget != hanganim &&
2766 Person::players[k]->animTarget != climbanim &&
2767 Person::players[k]->animTarget != hanganim) {
2768 //players are close (bounding box test)
2769 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3) {
2770 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3) {
2771 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3) {
2772 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3) {
2773 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3) {
2774 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
2775 //spread fire from player to player
2776 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2777 if (Person::players[i]->onfire || Person::players[k]->onfire) {
2778 if (!Person::players[i]->onfire) {
2779 Person::players[i]->CatchFire();
2781 if (!Person::players[k]->onfire) {
2782 Person::players[k]->CatchFire();
2787 XYZ tempcoords1 = Person::players[i]->coords;
2788 XYZ tempcoords2 = Person::players[k]->coords;
2789 if (!Person::players[i]->skeleton.oldfree) {
2790 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
2792 if (!Person::players[k]->skeleton.oldfree) {
2793 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
2795 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2796 if (Person::players[0]->hasvictim) {
2797 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free) {
2798 collisionradius = 3;
2801 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
2802 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
2803 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
2804 //jump down on a dead body
2805 if (k == 0 || i == 0) {
2807 if (Person::players[0]->animTarget == jumpdownanim &&
2808 !Person::players[0]->skeleton.oldfree &&
2809 !Person::players[0]->skeleton.free &&
2810 Person::players[l]->skeleton.oldfree &&
2811 Person::players[l]->skeleton.free &&
2812 Person::players[l]->dead &&
2813 Person::players[0]->lastcollide <= 0 &&
2814 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
2815 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
2816 Person::players[0]->coords.y = Person::players[l]->coords.y;
2817 Person::players[l]->velocity = Person::players[0]->velocity;
2818 Person::players[l]->skeleton.free = 0;
2819 Person::players[l]->yaw = 0;
2820 Person::players[l]->RagDoll(0);
2821 Person::players[l]->DoDamage(20);
2823 Person::players[l]->skeleton.longdead = 0;
2824 Person::players[0]->lastcollide = 1;
2828 if ((Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
2829 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
2830 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
2831 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
2832 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
2833 Person::players[i]->skeleton.free) &&
2834 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
2835 Person::players[k]->skeleton.free)) {
2836 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
2837 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
2838 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
2840 k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
2841 /*i!=0&&*/ Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
2842 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
2843 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
2844 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
2846 if ((i != 0 || Person::players[i]->skeleton.free) &&
2847 (k != 0 || Person::players[k]->skeleton.free) ||
2848 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
2849 Animation::animations[Person::players[k]->animTarget].height == highheight)) {
2850 if (!Tutorial::active) {
2851 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
2854 Person::players[i]->RagDoll(0);
2855 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
2856 award_bonus(0, aimbonus);
2858 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
2859 Person::players[k]->RagDoll(0);
2860 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
2861 award_bonus(0, aimbonus); // Huh, again?
2863 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
2865 for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
2866 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
2868 for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
2869 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
2874 if ((Animation::animations[Person::players[i]->animTarget].attack == neutral ||
2875 Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
2876 (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
2877 Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
2879 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
2880 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2881 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
2882 Normalise(&rotatetarget);
2883 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
2884 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2885 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2886 if (Person::players[k]->howactive == typeactive || hostile) {
2887 if (Person::players[k]->isIdle()) {
2888 if (Person::players[k]->howactive < typesleeping) {
2889 Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
2890 } else if (Person::players[k]->howactive == typesleeping) {
2891 Person::players[k]->setTargetAnimation(getupfromfrontanim);
2893 if (!editorenabled) {
2894 Person::players[k]->howactive = typeactive;
2898 if (Person::players[i]->howactive == typeactive || hostile) {
2899 if (Person::players[i]->isIdle()) {
2900 if (Person::players[i]->howactive < typesleeping) {
2901 Person::players[i]->setTargetAnimation(Person::players[k]->getStop());
2903 Person::players[i]->setTargetAnimation(getupfromfrontanim);
2905 if (!editorenabled) {
2906 Person::players[i]->howactive = typeactive;
2911 //jump down on player
2913 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
2914 !Person::players[i]->isCrouch() &&
2915 Person::players[i]->animTarget != rollanim &&
2916 !Person::players[k]->skeleton.oldfree && !Person::players[k]->skeleton.free &&
2917 Person::players[k]->lastcollide <= 0 &&
2918 Person::players[k]->velocity.y < -10) {
2919 Person::players[i]->velocity = Person::players[k]->velocity;
2920 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
2921 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
2922 Person::players[i]->DoDamage(20);
2923 Person::players[i]->RagDoll(0);
2924 Person::players[k]->lastcollide = 1;
2925 award_bonus(k, AboveBonus);
2927 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
2928 !Person::players[k]->isCrouch() &&
2929 Person::players[k]->animTarget != rollanim &&
2930 !Person::players[i]->skeleton.oldfree &&
2931 !Person::players[i]->skeleton.free &&
2932 Person::players[i]->lastcollide <= 0 &&
2933 Person::players[i]->velocity.y < -10) {
2934 Person::players[k]->velocity = Person::players[i]->velocity;
2935 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
2936 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
2937 Person::players[k]->DoDamage(20);
2938 Person::players[k]->RagDoll(0);
2939 Person::players[i]->lastcollide = 1;
2940 award_bonus(i, AboveBonus);
2946 Person::players[i]->CheckKick();
2947 Person::players[k]->CheckKick();
2967 static XYZ facing, flatfacing;
2970 /* Pump SDL input events and process non-gameplay related ones */
2974 Values of mainmenu :
2976 2 Menu pause (resume/end game)
2978 4 Controls configuration menu
2979 5 Main game menu (choose level or challenge)
2980 6 Deleting user menu
2981 7 User managment menu (select/add)
2982 8 Choose difficulty menu
2983 9 Challenge level selection menu
2984 10 End of the campaign congratulation (is that really a menu?)
2985 11 Same that 9 ??? => unused
2986 18 stereo configuration
2991 if (mainmenu && endgame == 1) {
2994 //go to level select after completing a campaign level
2995 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
3002 OPENAL_SetFrequency(OPENAL_ALL);
3003 emit_stream_np(stream_menutheme);
3004 pause_sound(leveltheme);
3016 hostiletime += multiplier;
3021 leveltime += multiplier;
3027 inputText(consoletext[0], &consoleselected);
3029 if (!consoletext[0].empty()) {
3030 cmd_dispatch(consoletext[0]);
3031 for (int k = 14; k >= 1; k--) {
3032 consoletext[k] = consoletext[k - 1];
3034 consoletext[0].clear();
3035 consoleselected = 0;
3039 consoleblinkdelay -= multiplier;
3040 if (consoleblinkdelay <= 0) {
3041 consoleblinkdelay = .3;
3042 consoleblink = !consoleblink;
3046 static int oldwinfreeze;
3047 if (winfreeze && !oldwinfreeze) {
3048 OPENAL_SetFrequency(OPENAL_ALL);
3049 emit_sound_np(consolesuccesssound);
3051 if (winfreeze == 0) {
3052 oldwinfreeze = winfreeze;
3057 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
3060 static float talkdelay = 0;
3062 if (Dialog::inDialog()) {
3065 talkdelay -= multiplier;
3067 if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
3068 for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
3069 Dialog::dialogs[i].tick(i);
3073 windvar += multiplier;
3074 smoketex += multiplier;
3075 Tutorial::stagetime += multiplier;
3078 static float hotspotvisual[40];
3079 if (Hotspot::hotspots.size()) {
3081 if (editorenabled) {
3082 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3083 hotspotvisual[i] -= multiplier / 320;
3087 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3088 while (hotspotvisual[i] < 0) {
3090 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
3091 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
3092 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
3093 hotspotsprite += Hotspot::hotspots[i].position;
3094 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
3095 hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
3099 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3100 if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
3101 Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
3107 if (Tutorial::active) {
3108 Tutorial::Do(multiplier);
3112 if (!Tutorial::active) {
3113 if (bonustime == 0 &&
3114 bonus != solidhit &&
3115 bonus != spinecrusher &&
3116 bonus != tracheotomy &&
3117 bonus != backstab &&
3119 emit_sound_np(consolesuccesssound);
3121 } else if (bonustime == 0) {
3122 emit_sound_np(fireendsound);
3124 if (bonustime == 0) {
3125 if (bonus != solidhit &&
3126 bonus != twoxcombo &&
3127 bonus != threexcombo &&
3128 bonus != fourxcombo &&
3129 bonus != megacombo) {
3132 bonusnum[bonus] += 0.15;
3134 if (Tutorial::active) {
3137 if (bonusvalue > 0) {
3138 bonusvalue /= bonusnum[bonus];
3139 if (bonusvalue <= 0) {
3143 bonustotal += bonusvalue;
3145 bonustime += multiplier;
3148 if (environment == snowyenvironment) {
3149 precipdelay -= multiplier;
3150 while (precipdelay < 0) {
3155 XYZ footvel, footpoint;
3158 footpoint = viewer + viewerfacing * 6;
3159 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
3160 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
3161 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
3162 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
3166 doAerialAcrobatics();
3168 static XYZ oldviewer;
3171 if (!Dialog::inDialog()) {
3172 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
3173 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
3174 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
3175 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
3176 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
3177 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
3178 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
3179 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
3181 Person::players[0]->forwardkeydown = 0;
3182 Person::players[0]->leftkeydown = 0;
3183 Person::players[0]->backkeydown = 0;
3184 Person::players[0]->rightkeydown = 0;
3185 Person::players[0]->jumpkeydown = 0;
3186 Person::players[0]->crouchkeydown = 0;
3187 Person::players[0]->drawkeydown = 0;
3188 Person::players[0]->throwkeydown = 0;
3191 if (!Person::players[0]->jumpkeydown) {
3192 Person::players[0]->jumpclimb = 0;
3195 if (Dialog::inDialog()) {
3197 if (Dialog::directing) {
3201 facing = DoRotation(facing, -pitch, 0, 0);
3202 facing = DoRotation(facing, 0, 0 - yaw, 0);
3207 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
3209 if (Input::isKeyDown(forwardkey)) {
3210 viewer += facing * multiplier * 4;
3212 if (Input::isKeyDown(backkey)) {
3213 viewer -= facing * multiplier * 4;
3215 if (Input::isKeyDown(leftkey)) {
3216 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
3218 if (Input::isKeyDown(rightkey)) {
3219 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
3221 if (Input::isKeyDown(jumpkey)) {
3222 viewer.y += multiplier * 4;
3224 if (Input::isKeyDown(crouchkey)) {
3225 viewer.y -= multiplier * 4;
3227 if (Input::isKeyPressed(SDL_SCANCODE_1) ||
3228 Input::isKeyPressed(SDL_SCANCODE_2) ||
3229 Input::isKeyPressed(SDL_SCANCODE_3) ||
3230 Input::isKeyPressed(SDL_SCANCODE_4) ||
3231 Input::isKeyPressed(SDL_SCANCODE_5) ||
3232 Input::isKeyPressed(SDL_SCANCODE_6) ||
3233 Input::isKeyPressed(SDL_SCANCODE_7) ||
3234 Input::isKeyPressed(SDL_SCANCODE_8) ||
3235 Input::isKeyPressed(SDL_SCANCODE_9) ||
3236 Input::isKeyPressed(SDL_SCANCODE_0) ||
3237 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3239 if (Input::isKeyPressed(SDL_SCANCODE_1)) {
3242 if (Input::isKeyPressed(SDL_SCANCODE_2)) {
3245 if (Input::isKeyPressed(SDL_SCANCODE_3)) {
3248 if (Input::isKeyPressed(SDL_SCANCODE_4)) {
3251 if (Input::isKeyPressed(SDL_SCANCODE_5)) {
3254 if (Input::isKeyPressed(SDL_SCANCODE_6)) {
3257 if (Input::isKeyPressed(SDL_SCANCODE_7)) {
3260 if (Input::isKeyPressed(SDL_SCANCODE_8)) {
3263 if (Input::isKeyPressed(SDL_SCANCODE_9)) {
3266 if (Input::isKeyPressed(SDL_SCANCODE_0)) {
3269 if (Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3272 if (whichend != -1) {
3273 Dialog::currentScene().participantfocus = whichend;
3274 Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
3275 Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
3277 if (whichend == -1) {
3278 Dialog::currentScene().participantfocus = -1;
3280 /* FIXME: potentially accessing -1 in Person::players! */
3281 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
3282 Dialog::indialogue = -1;
3283 Dialog::directing = false;
3286 Dialog::currentScene().camera = viewer;
3287 Dialog::currentScene().camerayaw = yaw;
3288 Dialog::currentScene().camerapitch = pitch;
3289 Dialog::indialogue++;
3290 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3291 if (Dialog::currentScene().sound != 0) {
3292 playdialoguescenesound();
3296 for (unsigned j = 0; j < Person::players.size(); j++) {
3297 Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
3300 //TODO: should these be KeyDown or KeyPressed?
3301 if (Input::isKeyDown(SDL_SCANCODE_KP_1) ||
3302 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
3303 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
3304 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
3305 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
3306 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
3307 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
3308 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
3309 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
3310 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3312 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) {
3315 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) {
3318 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) {
3321 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) {
3324 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) {
3327 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) {
3330 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) {
3333 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) {
3336 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) {
3339 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3342 Dialog::currentScene().participantfacing[whichend] = facing;
3344 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3345 Dialog::indialogue = -1;
3346 Dialog::directing = false;
3350 if (!Dialog::directing) {
3351 pause_sound(whooshsound);
3352 viewer = Dialog::currentScene().camera;
3353 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
3354 yaw = Dialog::currentScene().camerayaw;
3355 pitch = Dialog::currentScene().camerapitch;
3356 if (Dialog::dialoguetime > 0.5) {
3357 if (Input::isKeyPressed(attackkey)) {
3358 Dialog::indialogue++;
3359 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3360 if (Dialog::currentScene().sound != 0) {
3361 playdialoguescenesound();
3362 if (Dialog::currentScene().sound == -5) {
3363 Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
3365 if (Dialog::currentScene().sound == -6) {
3369 if (Person::players.at(Dialog::currentScene().participantfocus)->dead) {
3370 Dialog::indialogue = -1;
3371 Dialog::directing = false;
3378 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3379 Dialog::indialogue = -1;
3380 Dialog::directing = false;
3382 if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
3385 if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
3388 if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
3390 for (unsigned i = 1; i < Person::players.size(); i++) {
3391 Person::players[i]->aitype = attacktypecutoff;
3398 if (!Person::players[0]->jumpkeydown) {
3399 Person::players[0]->jumptogglekeydown = 0;
3401 if (Person::players[0]->jumpkeydown &&
3402 Person::players[0]->animTarget != jumpupanim &&
3403 Person::players[0]->animTarget != jumpdownanim &&
3404 !Person::players[0]->isFlip()) {
3405 Person::players[0]->jumptogglekeydown = 1;
3408 Dialog::dialoguetime += multiplier;
3409 hawkyaw += multiplier * 25;
3411 realhawkcoords.x = 25;
3412 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
3413 hawkcalldelay -= multiplier / 2;
3415 if (hawkcalldelay <= 0) {
3416 emit_sound_at(hawksound, realhawkcoords);
3418 hawkcalldelay = 16 + abs(Random() % 8);
3423 doPlayerCollisions();
3427 for (unsigned k = 0; k < Person::players.size(); k++) {
3428 if (k != 0 && Person::players[k]->immobile) {
3429 Person::players[k]->coords = Person::players[k]->realoldcoords;
3433 for (unsigned k = 0; k < Person::players.size(); k++) {
3434 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3435 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3436 Person::players[k]->DoDamage(1000);
3442 static bool respawnkeydown;
3443 if (!editorenabled &&
3444 (whichlevel != -2 &&
3445 (Input::isKeyDown(SDL_SCANCODE_K) &&
3446 Input::isKeyDown(SDL_SCANCODE_LALT) &&
3448 (Input::isKeyDown(jumpkey) &&
3451 Person::players[0]->dead))) {
3452 targetlevel = whichlevel;
3456 respawnkeydown = Input::isKeyDown(jumpkey);
3458 static bool movekey;
3461 for (unsigned i = 0; i < Person::players.size(); i++) {
3462 static float oldtargetyaw;
3463 if (!Person::players[i]->skeleton.free) {
3464 oldtargetyaw = Person::players[i]->targetyaw;
3465 if (i == 0 && !Dialog::inDialog()) {
3466 //TODO: refactor repetitive code
3467 if (!Animation::animations[Person::players[0]->animTarget].attack &&
3468 Person::players[0]->animTarget != staggerbackhighanim &&
3469 Person::players[0]->animTarget != staggerbackhardanim &&
3470 Person::players[0]->animTarget != crouchremoveknifeanim &&
3471 Person::players[0]->animTarget != removeknifeanim &&
3472 Person::players[0]->animTarget != backhandspringanim &&
3473 Person::players[0]->animTarget != dodgebackanim &&
3474 Person::players[0]->animTarget != walljumprightkickanim &&
3475 Person::players[0]->animTarget != walljumpleftkickanim) {
3477 Person::players[0]->targetyaw = 0;
3479 Person::players[0]->targetyaw = -yaw + 180;
3486 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3488 facing = flatfacing;
3490 facing = DoRotation(facing, -pitch, 0, 0);
3491 facing = DoRotation(facing, 0, 0 - yaw, 0);
3494 Person::players[0]->lookyaw = -yaw;
3496 Person::players[i]->targetheadyaw = yaw;
3497 Person::players[i]->targetheadpitch = pitch;
3499 if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
3500 if (!Animation::animations[Person::players[i]->animTarget].attack &&
3501 Person::players[i]->animTarget != staggerbackhighanim &&
3502 Person::players[i]->animTarget != staggerbackhardanim &&
3503 Person::players[i]->animTarget != crouchremoveknifeanim &&
3504 Person::players[i]->animTarget != removeknifeanim &&
3505 Person::players[i]->animTarget != backhandspringanim &&
3506 Person::players[i]->animTarget != dodgebackanim &&
3507 Person::players[i]->animTarget != walljumprightkickanim &&
3508 Person::players[i]->animTarget != walljumpleftkickanim) {
3509 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
3515 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3517 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
3518 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
3520 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
3521 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
3523 if (Dialog::inDialog()) {
3524 Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
3525 Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
3528 if (leveltime < .5) {
3532 Person::players[i]->avoidsomething = 0;
3534 //avoid flaming things
3535 for (unsigned int j = 0; j < Object::objects.size(); j++) {
3536 if (Object::objects[j]->onfire) {
3537 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200) {
3538 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3539 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3540 Person::players[i]->collided = 0;
3541 Person::players[i]->avoidcollided = 1;
3542 if (Person::players[i]->avoidsomething == 0 ||
3543 distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3544 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3545 Person::players[i]->avoidwhere = Object::objects[j]->position;
3546 Person::players[i]->avoidsomething = 1;
3553 //avoid flaming players
3554 for (unsigned j = 0; j < Person::players.size(); j++) {
3555 if (Person::players[j]->onfire) {
3556 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200) {
3557 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3558 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3559 Person::players[i]->collided = 0;
3560 Person::players[i]->avoidcollided = 1;
3561 if (Person::players[i]->avoidsomething == 0 ||
3562 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3563 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3564 Person::players[i]->avoidwhere = Person::players[j]->coords;
3565 Person::players[i]->avoidsomething = 1;
3572 if (Person::players[i]->collided > .8) {
3573 Person::players[i]->avoidcollided = 0;
3576 Person::players[i]->doAI();
3578 if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
3579 //Person::players[i]->targetyaw=Person::players[i]->yaw;
3580 Person::players[i]->forwardkeydown = 0;
3581 Person::players[i]->leftkeydown = 0;
3582 Person::players[i]->backkeydown = 0;
3583 Person::players[i]->rightkeydown = 0;
3584 Person::players[i]->jumpkeydown = 0;
3585 Person::players[i]->attackkeydown = 0;
3586 //Person::players[i]->crouchkeydown=0;
3587 Person::players[i]->throwkeydown = 0;
3590 if (Dialog::inDialog()) {
3591 Person::players[i]->forwardkeydown = 0;
3592 Person::players[i]->leftkeydown = 0;
3593 Person::players[i]->backkeydown = 0;
3594 Person::players[i]->rightkeydown = 0;
3595 Person::players[i]->jumpkeydown = 0;
3596 Person::players[i]->crouchkeydown = 0;
3597 Person::players[i]->drawkeydown = 0;
3598 Person::players[i]->throwkeydown = 0;
3601 if (Person::players[i]->collided < -.3) {
3602 Person::players[i]->collided = -.3;
3604 if (Person::players[i]->collided > 1) {
3605 Person::players[i]->collided = 1;
3607 Person::players[i]->collided -= multiplier * 4;
3608 Person::players[i]->whichdirectiondelay -= multiplier;
3609 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
3610 Person::players[i]->avoidcollided = -.3;
3611 Person::players[i]->whichdirection = abs(Random() % 2);
3612 Person::players[i]->whichdirectiondelay = .4;
3614 if (Person::players[i]->avoidcollided > 1) {
3615 Person::players[i]->avoidcollided = 1;
3617 Person::players[i]->avoidcollided -= multiplier / 4;
3618 if (!Person::players[i]->skeleton.free) {
3619 Person::players[i]->stunned -= multiplier;
3620 Person::players[i]->surprised -= multiplier;
3622 if (i != 0 && Person::players[i]->surprised <= 0 &&
3623 Person::players[i]->aitype == attacktypecutoff &&
3624 !Person::players[i]->dead &&
3625 !Person::players[i]->skeleton.free &&
3626 Animation::animations[Person::players[i]->animTarget].attack == neutral) {
3630 if (!Person::players[i]->throwkeydown) {
3631 Person::players[i]->throwtogglekeydown = 0;
3635 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
3636 if (Person::players[i]->weaponactive == -1 &&
3637 Person::players[i]->num_weapons < 2 &&
3638 (Person::players[i]->isIdle() ||
3639 Person::players[i]->isCrouch() ||
3640 Person::players[i]->animTarget == sneakanim ||
3641 Person::players[i]->animTarget == rollanim ||
3642 Person::players[i]->animTarget == backhandspringanim ||
3643 Person::players[i]->isFlip() ||
3644 Person::players[i]->aitype != playercontrolled)) {
3645 for (unsigned j = 0; j < weapons.size(); j++) {
3646 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3647 Person::players[i]->aitype == playercontrolled) &&
3648 weapons[j].owner == -1 &&
3649 Person::players[i]->weaponactive == -1) {
3650 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
3651 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
3652 if (Person::players[i]->isCrouch() ||
3653 Person::players[i]->animTarget == sneakanim ||
3654 Person::players[i]->isRun() ||
3655 Person::players[i]->isIdle() ||
3656 Person::players[i]->aitype != playercontrolled) {
3657 Person::players[i]->throwtogglekeydown = 1;
3658 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3659 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3660 Person::players[i]->hasvictim = 0;
3662 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3663 Person::players[i]->throwtogglekeydown = 1;
3664 Person::players[i]->hasvictim = 0;
3666 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3667 Person::players[i]->aitype == playercontrolled) &&
3668 weapons[j].owner == -1 ||
3669 Person::players[i]->victim &&
3670 weapons[j].owner == int(Person::players[i]->victim->id)) {
3671 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1) {
3672 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
3673 if (weapons[j].getType() != staff) {
3674 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3677 Person::players[i]->takeWeapon(j);
3682 } else if ((Person::players[i]->isIdle() ||
3683 Person::players[i]->isFlip() ||
3684 Person::players[i]->aitype != playercontrolled) &&
3685 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
3686 Person::players[i]->coords.y < weapons[j].position.y) {
3687 if (!Person::players[i]->isFlip()) {
3688 Person::players[i]->throwtogglekeydown = 1;
3689 Person::players[i]->setTargetAnimation(removeknifeanim);
3690 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3692 if (Person::players[i]->isFlip()) {
3693 Person::players[i]->throwtogglekeydown = 1;
3694 Person::players[i]->hasvictim = 0;
3696 for (unsigned k = 0; k < weapons.size(); k++) {
3697 if (Person::players[i]->weaponactive == -1) {
3698 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
3699 Person::players[i]->aitype == playercontrolled) &&
3700 weapons[k].owner == -1 ||
3701 Person::players[i]->victim &&
3702 weapons[k].owner == int(Person::players[i]->victim->id)) {
3703 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
3704 Person::players[i]->weaponactive == -1) {
3705 if (weapons[k].getType() != staff) {
3706 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3709 Person::players[i]->takeWeapon(k);
3719 if (Person::players[i]->isCrouch() ||
3720 Person::players[i]->animTarget == sneakanim ||
3721 Person::players[i]->isRun() ||
3722 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
3723 Person::players[i]->animTarget == backhandspringanim) {
3724 if (Person::players.size() > 1) {
3725 for (unsigned j = 0; j < Person::players.size(); j++) {
3726 if (Person::players[i]->weaponactive == -1) {
3728 if (Person::players[j]->num_weapons &&
3729 Person::players[j]->skeleton.free &&
3730 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2 /*&&Person::players[j]->dead*/ &&
3731 (((Person::players[j]->skeleton.forward.y < 0 &&
3732 Person::players[j]->weaponstuckwhere == 0) ||
3733 (Person::players[j]->skeleton.forward.y > 0 &&
3734 Person::players[j]->weaponstuckwhere == 1)) ||
3735 Person::players[j]->weaponstuck == -1 ||
3736 Person::players[j]->num_weapons > 1)) {
3737 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
3738 Person::players[i]->throwtogglekeydown = 1;
3739 Person::players[i]->victim = Person::players[j];
3740 Person::players[i]->hasvictim = 1;
3741 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3742 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3744 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3745 Person::players[i]->throwtogglekeydown = 1;
3746 Person::players[i]->victim = Person::players[j];
3747 Person::players[i]->hasvictim = 1;
3748 int k = Person::players[j]->weaponids[0];
3749 if (Person::players[i]->hasvictim) {
3752 if (Person::players[i]->victim->weaponstuck != -1) {
3753 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3758 if (weapons[k].getType() != staff) {
3759 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3763 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
3766 if (weapons[k].owner != -1) {
3767 if (Person::players[i]->victim->num_weapons == 1) {
3768 Person::players[i]->victim->num_weapons = 0;
3770 Person::players[i]->victim->num_weapons = 1;
3773 Person::players[i]->victim->skeleton.longdead = 0;
3774 Person::players[i]->victim->skeleton.free = 1;
3775 Person::players[i]->victim->skeleton.broken = 0;
3777 for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
3778 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
3779 Person::players[i]->victim->skeleton.joints[l].locked = 0;
3785 Normalise(&relative);
3786 XYZ footvel, footpoint;
3788 footpoint = weapons[k].position;
3789 if (Person::players[i]->victim->weaponstuck != -1) {
3790 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3792 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
3794 weapons[k].bloody = 2;
3795 weapons[k].blooddrip = 5;
3796 Person::players[i]->victim->weaponstuck = -1;
3797 Person::players[i]->victim->bloodloss += 2000;
3798 Person::players[i]->victim->DoDamage(2000);
3801 if (Person::players[i]->victim->num_weapons > 0) {
3802 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1) {
3803 Person::players[i]->victim->weaponstuck = 0;
3805 if (Person::players[i]->victim->weaponids[0] == k) {
3806 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
3810 Person::players[i]->victim->weaponactive = -1;
3812 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
3813 Person::players[i]->victim->jointVel(neck) += relative * 6;
3814 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
3815 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
3817 Person::players[i]->takeWeapon(k);
3827 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3828 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3829 if (Person::players[i]->isIdle() ||
3830 Person::players[i]->isRun() ||
3831 Person::players[i]->isCrouch() ||
3832 Person::players[i]->animTarget == sneakanim ||
3833 Person::players[i]->isFlip()) {
3834 if (Person::players.size() > 1) {
3835 for (unsigned j = 0; j < Person::players.size(); j++) {
3837 if (!Tutorial::active || Tutorial::stage == 49) {
3839 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
3840 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
3841 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
3842 !Person::players[j]->skeleton.free &&
3843 -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)) {
3844 if (!Person::players[i]->isFlip()) {
3845 Person::players[i]->throwtogglekeydown = 1;
3846 Person::players[i]->victim = Person::players[j];
3847 Person::players[i]->setTargetAnimation(knifethrowanim);
3848 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3849 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
3851 if (Person::players[i]->isFlip()) {
3852 if (Person::players[i]->weaponactive != -1) {
3853 Person::players[i]->throwtogglekeydown = 1;
3854 Person::players[i]->victim = Person::players[j];
3856 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);
3859 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
3861 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
3862 Person::players[i]->num_weapons--;
3863 if (Person::players[i]->num_weapons) {
3864 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3866 Person::players[i]->weaponactive = -1;
3878 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3879 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
3880 Person::players[i]->throwtogglekeydown = 1;
3881 XYZ tempVelocity = Person::players[i]->velocity * .2;
3882 if (tempVelocity.x == 0) {
3883 tempVelocity.x = .1;
3885 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
3886 Person::players[i]->num_weapons--;
3887 if (Person::players[i]->num_weapons) {
3888 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3889 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons) {
3890 Person::players[i]->weaponstuck = 0;
3894 Person::players[i]->weaponactive = -1;
3895 for (unsigned j = 0; j < Person::players.size(); j++) {
3896 Person::players[j]->wentforweapon = 0;
3903 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
3904 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
3905 (Person::players[i]->num_weapons == 2) &&
3906 (Person::players[i]->weaponactive == -1) &&
3907 Person::players[i]->isIdle() ||
3908 Person::players[0]->dead &&
3909 (Person::players[i]->weaponactive != -1) &&
3912 if (Person::players[i]->weaponactive != -1) {
3913 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff) {
3917 if (isgood && Person::players[i]->creature != wolftype) {
3918 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3919 Person::players[i]->setTargetAnimation(drawrightanim);
3920 Person::players[i]->drawtogglekeydown = 1;
3922 if ((Person::players[i]->isIdle() ||
3923 (Person::players[i]->aitype != playercontrolled &&
3924 Person::players[0]->weaponactive != -1 &&
3925 Person::players[i]->isRun())) &&
3926 Person::players[i]->num_weapons &&
3927 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
3928 Person::players[i]->setTargetAnimation(drawleftanim);
3929 Person::players[i]->drawtogglekeydown = 1;
3931 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3932 Person::players[i]->setTargetAnimation(crouchdrawrightanim);
3933 Person::players[i]->drawtogglekeydown = 1;
3940 if (Person::players[i]->weaponactive != -1) {
3941 if (Person::players[i]->isCrouch() &&
3942 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
3944 Person::players[i]->onterrain &&
3945 Person::players[i]->num_weapons &&
3946 Person::players[i]->attackkeydown &&
3947 musictype != stream_fighttheme) {
3948 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife) {
3949 Person::players[i]->setTargetAnimation(crouchstabanim);
3951 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword) {
3952 Person::players[i]->setTargetAnimation(swordgroundstabanim);
3954 Person::players[i]->hasvictim = 0;
3958 if (!Person::players[i]->drawkeydown) {
3959 Person::players[i]->drawtogglekeydown = 0;
3965 absflatfacing.z = -1;
3967 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
3969 absflatfacing = flatfacing;
3972 if (Dialog::inDialog()) {
3973 Person::players[i]->forwardkeydown = 0;
3974 Person::players[i]->leftkeydown = 0;
3975 Person::players[i]->backkeydown = 0;
3976 Person::players[i]->rightkeydown = 0;
3977 Person::players[i]->jumpkeydown = 0;
3978 Person::players[i]->crouchkeydown = 0;
3979 Person::players[i]->drawkeydown = 0;
3980 Person::players[i]->throwkeydown = 0;
3984 if (!Animation::animations[Person::players[i]->animTarget].attack &&
3985 Person::players[i]->animTarget != staggerbackhighanim &&
3986 Person::players[i]->animTarget != staggerbackhardanim &&
3987 Person::players[i]->animTarget != backhandspringanim &&
3988 Person::players[i]->animTarget != dodgebackanim) {
3989 if (!Person::players[i]->forwardkeydown) {
3990 Person::players[i]->forwardstogglekeydown = 0;
3992 if (Person::players[i]->crouchkeydown) {
3996 Person::players[i]->superruntoggle = 1;
3997 if (Person::players.size() > 1) {
3998 for (unsigned j = 0; j < Person::players.size(); j++) {
3999 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype) {
4000 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16) {
4001 Person::players[i]->superruntoggle = 0;
4008 if (Person::players.size() > 1) {
4009 for (unsigned j = 0; j < Person::players.size(); j++) {
4010 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
4011 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4012 Person::players[j]->victim == Person::players[i] &&
4013 (Person::players[j]->animTarget == sweepanim ||
4014 Person::players[j]->animTarget == upunchanim ||
4015 Person::players[j]->animTarget == wolfslapanim ||
4016 ((Person::players[j]->animTarget == swordslashanim ||
4017 Person::players[j]->animTarget == knifeslashstartanim ||
4018 Person::players[j]->animTarget == staffhitanim ||
4019 Person::players[j]->animTarget == staffspinhitanim) &&
4020 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
4031 Person::players[target]->Reverse();
4033 Person::players[i]->lowreversaldelay = .5;
4035 if (Person::players[i]->isIdle()) {
4036 Person::players[i]->setTargetAnimation(Person::players[i]->getCrouch());
4037 Person::players[i]->transspeed = 10;
4039 if (Person::players[i]->isRun() ||
4040 (Person::players[i]->isStop() &&
4041 (Person::players[i]->leftkeydown ||
4042 Person::players[i]->rightkeydown ||
4043 Person::players[i]->forwardkeydown ||
4044 Person::players[i]->backkeydown))) {
4045 Person::players[i]->setTargetAnimation(rollanim);
4046 Person::players[i]->transspeed = 20;
4049 if (!Person::players[i]->crouchkeydown) {
4051 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0) {
4052 Person::players[i]->superruntoggle = 0;
4055 if (Person::players[i]->isCrouch()) {
4056 if (Person::players.size() > 1) {
4057 for (unsigned j = 0; j < Person::players.size(); j++) {
4059 !Person::players[j]->skeleton.free &&
4060 Person::players[j]->victim &&
4061 Person::players[i]->highreversaldelay <= 0) {
4062 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4063 Person::players[j]->victim == Person::players[i] &&
4064 (Person::players[j]->animTarget == spinkickanim) &&
4065 Person::players[i]->isCrouch()) {
4076 Person::players[target]->Reverse();
4078 Person::players[i]->highreversaldelay = .5;
4080 if (Person::players[i]->isCrouch()) {
4081 if (!Person::players[i]->wasCrouch()) {
4082 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
4083 Person::players[i]->frameCurrent = 0;
4085 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
4086 Person::players[i]->transspeed = 10;
4089 if (Person::players[i]->animTarget == sneakanim) {
4090 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
4091 Person::players[i]->transspeed = 10;
4094 if (Person::players[i]->forwardkeydown) {
4095 if (Person::players[i]->isIdle() ||
4096 (Person::players[i]->isStop() &&
4097 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4098 (Person::players[i]->isLanding() &&
4099 Person::players[i]->frameTarget > 0 &&
4100 !Person::players[i]->jumpkeydown) ||
4101 (Person::players[i]->isLandhard() &&
4102 Person::players[i]->frameTarget > 0 &&
4103 !Person::players[i]->jumpkeydown &&
4104 Person::players[i]->crouchkeydown)) {
4105 if (Person::players[i]->aitype == passivetype) {
4106 Person::players[i]->setTargetAnimation(walkanim);
4108 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4111 if (Person::players[i]->isCrouch()) {
4112 Person::players[i]->animTarget = sneakanim;
4113 if (Person::players[i]->wasCrouch()) {
4114 Person::players[i]->target = 0;
4116 Person::players[i]->frameTarget = 0;
4118 if (Person::players[i]->animTarget == hanganim /*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
4119 Person::players[i]->setTargetAnimation(climbanim);
4120 Person::players[i]->frameTarget = 1;
4121 Person::players[i]->jumpclimb = 1;
4123 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4124 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
4126 Person::players[i]->forwardstogglekeydown = 1;
4129 if (Person::players[i]->rightkeydown) {
4130 if (Person::players[i]->isIdle() ||
4131 (Person::players[i]->isStop() &&
4132 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4133 (Person::players[i]->isLanding() &&
4134 Person::players[i]->frameTarget > 0 &&
4135 !Person::players[i]->jumpkeydown) ||
4136 (Person::players[i]->isLandhard() &&
4137 Person::players[i]->frameTarget > 0 &&
4138 !Person::players[i]->jumpkeydown &&
4139 Person::players[i]->crouchkeydown)) {
4140 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4142 if (Person::players[i]->isCrouch()) {
4143 Person::players[i]->animTarget = sneakanim;
4144 if (Person::players[i]->wasCrouch()) {
4145 Person::players[i]->target = 0;
4147 Person::players[i]->frameTarget = 0;
4149 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4150 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4152 Person::players[i]->targetyaw -= 90;
4153 if (Person::players[i]->forwardkeydown) {
4154 Person::players[i]->targetyaw += 45;
4156 if (Person::players[i]->backkeydown) {
4157 Person::players[i]->targetyaw -= 45;
4161 if (Person::players[i]->leftkeydown) {
4162 if (Person::players[i]->isIdle() ||
4163 (Person::players[i]->isStop() &&
4164 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4165 (Person::players[i]->isLanding() &&
4166 Person::players[i]->frameTarget > 0 &&
4167 !Person::players[i]->jumpkeydown) ||
4168 (Person::players[i]->isLandhard() &&
4169 Person::players[i]->frameTarget > 0 &&
4170 !Person::players[i]->jumpkeydown &&
4171 Person::players[i]->crouchkeydown)) {
4172 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4174 if (Person::players[i]->isCrouch()) {
4175 Person::players[i]->animTarget = sneakanim;
4176 if (Person::players[i]->wasCrouch()) {
4177 Person::players[i]->target = 0;
4179 Person::players[i]->frameTarget = 0;
4181 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4182 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4184 Person::players[i]->targetyaw += 90;
4185 if (Person::players[i]->forwardkeydown) {
4186 Person::players[i]->targetyaw -= 45;
4188 if (Person::players[i]->backkeydown) {
4189 Person::players[i]->targetyaw += 45;
4193 if (Person::players[i]->backkeydown) {
4194 if (Person::players[i]->isIdle() ||
4195 (Person::players[i]->isStop() &&
4196 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4197 (Person::players[i]->isLanding() &&
4198 Person::players[i]->frameTarget > 0 &&
4199 !Person::players[i]->jumpkeydown) ||
4200 (Person::players[i]->isLandhard() &&
4201 Person::players[i]->frameTarget > 0 &&
4202 !Person::players[i]->jumpkeydown &&
4203 Person::players[i]->crouchkeydown)) {
4204 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4206 if (Person::players[i]->isCrouch()) {
4207 Person::players[i]->animTarget = sneakanim;
4208 if (Person::players[i]->wasCrouch()) {
4209 Person::players[i]->target = 0;
4211 Person::players[i]->frameTarget = 0;
4213 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4214 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
4216 if (Person::players[i]->animTarget == hanganim) {
4217 Person::players[i]->animCurrent = jumpdownanim;
4218 Person::players[i]->animTarget = jumpdownanim;
4219 Person::players[i]->target = 0;
4220 Person::players[i]->frameCurrent = 0;
4221 Person::players[i]->frameTarget = 1;
4222 Person::players[i]->velocity = 0;
4223 Person::players[i]->velocity.y += gravity;
4224 Person::players[i]->coords.y -= 1.4;
4225 Person::players[i]->grabdelay = 1;
4227 if (!Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown) {
4228 Person::players[i]->targetyaw += 180;
4232 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
4233 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
4234 Person::players[i]->isRun() ||
4235 Person::players[i]->animTarget == walkanim ||
4236 Person::players[i]->isCrouch() ||
4237 Person::players[i]->animTarget == sneakanim) &&
4238 Person::players[i]->jumppower > 1) &&
4239 ((Person::players[i]->animTarget != rabbitrunninganim &&
4240 Person::players[i]->animTarget != wolfrunninganim) ||
4242 Person::players[i]->jumpstart = 0;
4243 Person::players[i]->setTargetAnimation(jumpupanim);
4244 Person::players[i]->yaw = Person::players[i]->targetyaw;
4245 Person::players[i]->transspeed = 20;
4246 Person::players[i]->FootLand(leftfoot, 1);
4247 Person::players[i]->FootLand(rightfoot, 1);
4251 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
4254 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
4257 Person::players[i]->velocity = 0;
4262 if (Person::players.size() > 1) {
4263 for (unsigned j = 0; j < Person::players.size(); j++) {
4264 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
4265 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4266 (Person::players[j]->victim == Person::players[i]) &&
4267 (Person::players[j]->animTarget == sweepanim)) {
4278 Person::players[i]->velocity.y = 1;
4279 } else if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
4280 Person::players[i]->velocity.y = 7;
4281 Person::players[i]->crouchtogglekeydown = 1;
4283 Person::players[i]->velocity.y = 5;
4286 if (mousejump && i == 0 && devtools) {
4287 if (!Person::players[i]->isLanding()) {
4288 Person::players[i]->tempdeltav = deltav;
4290 if (Person::players[i]->tempdeltav < 0) {
4291 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
4295 Person::players[i]->coords.y += .2;
4296 Person::players[i]->jumppower -= 1;
4299 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
4302 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
4304 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
4305 Person::players[i]->setTargetAnimation(Person::players[i]->getLanding());
4306 Person::players[i]->frameTarget = 2;
4307 Person::players[i]->landhard = 0;
4308 Person::players[i]->jumpstart = 1;
4309 Person::players[i]->tempdeltav = deltav;
4311 if (Person::players[i]->animTarget == jumpupanim &&
4315 Person::players[i]->aitype != playercontrolled)) {
4316 if (Person::players[i]->jumppower > multiplier * 6) {
4317 Person::players[i]->velocity.y += multiplier * 6;
4318 Person::players[i]->jumppower -= multiplier * 6;
4320 if (Person::players[i]->jumppower <= multiplier * 6) {
4321 Person::players[i]->velocity.y += Person::players[i]->jumppower;
4322 Person::players[i]->jumppower = 0;
4325 if (((floatjump || editorenabled) && devtools) && i == 0) {
4326 Person::players[i]->velocity.y += multiplier * 30;
4331 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) {
4332 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4334 if (Person::players[i]->animTarget == sneakanim) {
4335 Person::players[i]->animTarget = Person::players[i]->getCrouch();
4336 if (Person::players[i]->animCurrent == sneakanim) {
4337 Person::players[i]->target = 0;
4339 Person::players[i]->frameTarget = 0;
4342 if (Person::players[i]->animTarget == walkanim &&
4343 (Person::players[i]->aitype == attacktypecutoff ||
4344 Person::players[i]->aitype == searchtype ||
4345 (Person::players[i]->aitype == passivetype &&
4346 Person::players[i]->numwaypoints <= 1))) {
4347 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4349 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype)) {
4350 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4354 if (Person::players[i]->animTarget == rollanim) {
4355 Person::players[i]->targetyaw = oldtargetyaw;
4360 for (unsigned k = 0; k < Person::players.size(); k++) {
4361 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
4362 if (Person::players[k]->yaw > Person::players[k]->targetyaw) {
4363 Person::players[k]->yaw -= 360;
4365 Person::players[k]->yaw += 360;
4369 //stop to turn in right direction
4370 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim)) {
4371 Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
4374 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim) {
4375 Person::players[k]->targettilt = 0;
4378 if (Person::players[k]->animTarget != jumpupanim &&
4379 Person::players[k]->animTarget != backhandspringanim &&
4380 Person::players[k]->animTarget != jumpdownanim &&
4381 !Person::players[k]->isFlip()) {
4382 Person::players[k]->targettilt = 0;
4383 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown) {
4384 Person::players[k]->jumppower = 0;
4386 Person::players[k]->jumppower += multiplier * 7;
4387 if (Person::players[k]->isCrouch()) {
4388 Person::players[k]->jumppower += multiplier * 7;
4390 if (Person::players[k]->jumppower > 5) {
4391 Person::players[k]->jumppower = 5;
4395 if (Person::players[k]->isRun()) {
4396 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
4399 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
4400 Person::players[k]->grabdelay -= multiplier;
4404 for (unsigned k = 0; k < Person::players.size(); k++) {
4405 Person::players[k]->DoAnimations();
4406 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
4407 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
4413 for (int j = numenvsounds - 1; j >= 0; j--) {
4414 envsoundlife[j] -= multiplier;
4415 if (envsoundlife[j] < 0) {
4417 envsoundlife[j] = envsoundlife[numenvsounds];
4418 envsound[j] = envsound[numenvsounds];
4421 OPENAL_SetFrequency(OPENAL_ALL, slomo);
4423 if (Tutorial::active) {
4424 Tutorial::DoStuff(multiplier);
4428 static float gLoc[3];
4432 static float vel[3];
4433 vel[0] = (viewer.x - oldviewer.x) / multiplier;
4434 vel[1] = (viewer.y - oldviewer.y) / multiplier;
4435 vel[2] = (viewer.z - oldviewer.z) / multiplier;
4437 //Set orientation with forward and up vectors
4438 static XYZ upvector;
4442 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
4443 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
4448 facing = DoRotation(facing, -pitch, 0, 0);
4449 facing = DoRotation(facing, 0, 0 - yaw, 0);
4451 static float ori[6];
4455 ori[3] = -upvector.x;
4456 ori[4] = upvector.y;
4457 ori[5] = -upvector.z;
4459 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
4467 void Game::TickOnce()
4470 yaw += multiplier * 5;
4471 } else if (Dialog::directing || !Dialog::inDialog()) {
4474 pitch -= deltav * .7;
4476 pitch += deltav * .7;
4487 void Game::TickOnceAfter()
4489 static XYZ colviewer;
4490 static XYZ coltarget;
4494 static float changedelay;
4495 static bool alldead;
4496 static float unseendelay;
4497 static float cameraspeed;
4500 static int oldmusictype = musictype;
4502 if (environment == snowyenvironment) {
4503 leveltheme = stream_snowtheme;
4505 if (environment == grassyenvironment) {
4506 leveltheme = stream_grasstheme;
4508 if (environment == desertenvironment) {
4509 leveltheme = stream_deserttheme;
4514 musictype = leveltheme;
4515 for (unsigned i = 0; i < Person::players.size(); i++) {
4516 if ((Person::players[i]->aitype == attacktypecutoff ||
4517 Person::players[i]->aitype == getweapontype ||
4518 Person::players[i]->aitype == gethelptype ||
4519 Person::players[i]->aitype == searchtype) &&
4520 !Person::players[i]->dead &&
4521 (Person::players[i]->animTarget != sneakattackedanim &&
4522 Person::players[i]->animTarget != knifesneakattackedanim &&
4523 Person::players[i]->animTarget != swordsneakattackedanim)) {
4524 musictype = stream_fighttheme;
4528 if (Person::players[0]->dead) {
4529 musictype = stream_menutheme;
4532 if (musictype == stream_fighttheme) {
4536 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
4537 unseendelay -= multiplier;
4538 if (unseendelay > 0) {
4539 musictype = stream_fighttheme;
4544 musictype = stream_menutheme;
4545 musicvolume[2] = 512;
4552 if (musictype != oldmusictype && musictype == stream_fighttheme) {
4553 emit_sound_np(alarmsound);
4556 musicselected = musictype;
4558 if (musicselected == leveltheme) {
4559 musicvolume[0] += multiplier * 450;
4561 musicvolume[0] -= multiplier * 450;
4563 if (musicselected == stream_fighttheme) {
4564 musicvolume[1] += multiplier * 450;
4566 musicvolume[1] -= multiplier * 450;
4568 if (musicselected == stream_menutheme) {
4569 musicvolume[2] += multiplier * 450;
4571 musicvolume[2] -= multiplier * 450;
4574 for (int i = 0; i < 3; i++) {
4575 if (musicvolume[i] < 0) {
4578 if (musicvolume[i] > 512) {
4579 musicvolume[i] = 512;
4583 if (musicvolume[2] > 128 && !loading && !mainmenu) {
4584 musicvolume[2] = 128;
4588 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0) {
4589 emit_stream_np(leveltheme, musicvolume[0]);
4591 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0) {
4592 emit_stream_np(stream_fighttheme, musicvolume[1]);
4594 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0) {
4595 emit_stream_np(stream_menutheme, musicvolume[2]);
4597 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0) {
4598 pause_sound(leveltheme);
4600 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0) {
4601 pause_sound(stream_fighttheme);
4603 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0) {
4604 pause_sound(stream_menutheme);
4607 if (musicvolume[0] != oldmusicvolume[0]) {
4608 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
4610 if (musicvolume[1] != oldmusicvolume[1]) {
4611 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
4613 if (musicvolume[2] != oldmusicvolume[2]) {
4614 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
4617 for (int i = 0; i < 3; i++) {
4618 oldmusicvolume[i] = musicvolume[i];
4621 pause_sound(leveltheme);
4622 pause_sound(stream_fighttheme);
4623 pause_sound(stream_menutheme);
4625 for (int i = 0; i < 4; i++) {
4626 oldmusicvolume[i] = 0;
4631 Hotspot::killhotspot = 2;
4632 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4633 if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
4634 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0) {
4635 Hotspot::killhotspot = 0;
4636 } else if (Hotspot::killhotspot == 2) {
4637 Hotspot::killhotspot = 1;
4641 if (Hotspot::killhotspot == 2) {
4642 Hotspot::killhotspot = 0;
4646 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4647 if (Hotspot::hotspots[i].type == -1) {
4648 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
4655 for (unsigned i = 1; i < Person::players.size(); i++) {
4656 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
4660 if (numalarmed > maxalarmed) {
4661 maxalarmed = numalarmed;
4664 if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
4665 if (Person::players[0]->dead) {
4667 targetlevel = whichlevel;
4670 for (unsigned i = 1; i < Person::players.size(); i++) {
4671 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
4677 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
4679 targetlevel = whichlevel + 1;
4680 if (targetlevel > numchallengelevels - 1) {
4684 if (winhotspot || windialogue) {
4686 targetlevel = whichlevel + 1;
4687 if (targetlevel > numchallengelevels - 1) {
4692 if (Hotspot::killhotspot) {
4694 targetlevel = whichlevel + 1;
4695 if (targetlevel > numchallengelevels - 1) {
4700 if (changedelay > 0 && !Person::players[0]->dead && !won) {
4701 //high scores, awards, win
4703 Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
4706 wonleveltime = leveltime;
4707 Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
4710 Account::saveFile(Folders::getUserSavePath());
4716 if (leveltime < 1) {
4721 Hotspot::killhotspot = 0;
4724 if (!editorenabled && gameon && !mainmenu) {
4725 if (changedelay != -999) {
4726 changedelay -= multiplier / 7;
4728 if (Person::players[0]->dead) {
4729 targetlevel = whichlevel;
4731 if (loading == 2 && !campaign) {
4734 fireSound(firestartsound);
4736 if (!Person::players[0]->dead && targetlevel != whichlevel) {
4737 startbonustotal = bonustotal;
4740 LoadLevel(targetlevel);
4745 if (loading == 2 && targetlevel == whichlevel) {
4749 fireSound(firestartsound);
4751 LoadLevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
4757 if (changedelay <= -999 &&
4760 (Person::players[0]->dead ||
4761 (alldead && maptype == mapkilleveryone) ||
4763 (Hotspot::killhotspot))) {
4766 if ((Person::players[0]->dead ||
4767 (alldead && maptype == mapkilleveryone) ||
4770 (Hotspot::killhotspot)) &&
4772 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
4776 if (Person::players[0]->dead) {
4783 // campaignchoosenext determines what to do when the level is complete:
4784 // 0 = load next level
4785 // 1 = go back to level select screen
4786 // 2 = stealthload next level
4787 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
4788 if (campaignlevels[actuallevel].nextlevel.empty()) {
4791 } else if (mainmenu == 0 && winfreeze) {
4792 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
4794 if (!stealthloading) {
4795 fireSound(firestartsound);
4800 startbonustotal = 0;
4807 if (!firstLoadDone) {
4811 actuallevel = campaignlevels[actuallevel].nextlevel.front();
4812 visibleloading = true;
4814 LoadLevel(campaignlevels[actuallevel].mapname.c_str());
4818 pause_sound(stream_menutheme);
4829 oldmusictype = musictype;
4835 facing = DoRotation(facing, -pitch, 0, 0);
4836 facing = DoRotation(facing, 0, 0 - yaw, 0);
4837 viewerfacing = facing;
4840 if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free) {
4841 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;
4843 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;
4846 if (Person::players[0]->skeleton.free) {
4847 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
4848 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y) {
4849 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
4854 if (Person::players[0]->skeleton.free != 2) {
4856 if (findLengthfast(&Person::players[0]->velocity) > 400) {
4857 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
4859 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim) {
4862 coltarget = target - cameraloc;
4863 if (findLengthfast(&coltarget) < multiplier * multiplier * 400) {
4866 Normalise(&coltarget);
4867 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0) {
4868 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
4870 cameraloc = cameraloc + coltarget * multiplier * 8;
4873 if (editorenabled) {
4876 cameradist += multiplier * 5;
4877 if (cameradist > 2.3) {
4880 viewer = cameraloc - facing * cameradist;
4882 coltarget = cameraloc;
4883 Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
4884 for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
4885 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4887 coltarget = cameraloc;
4888 if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4892 for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
4893 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4895 if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4899 cameradist = findDistance(&viewer, &target);
4900 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
4901 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
4902 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
4905 if (camerashake > .8) {
4908 woozy += multiplier;
4909 if (Person::players[0]->dead) {
4912 if (Person::players[0]->dead) {
4915 camerashake -= multiplier * 2;
4916 blackout -= multiplier * 2;
4917 if (camerashake < 0) {
4924 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
4925 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
4926 viewer.z += (float)(Random() % 100) * .0005 * camerashake;