2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
26 #include "Animation/Animation.hpp"
27 #include "Audio/openal_wrapper.hpp"
28 #include "Devtools/ConsoleCmds.hpp"
29 #include "Level/Awards.hpp"
30 #include "Level/Campaign.hpp"
31 #include "Level/Dialog.hpp"
32 #include "Level/Hotspot.hpp"
33 #include "Menu/Menu.hpp"
34 #include "Tutorial.hpp"
35 #include "User/Settings.hpp"
36 #include "Utils/Folders.hpp"
37 #include "Utils/Input.hpp"
41 #include <sys/types.h>
57 // Added more evilness needed for MSVC
59 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
60 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
63 extern float multiplier;
65 extern int environment;
66 extern Terrain terrain;
67 extern float screenwidth, screenheight;
70 extern float texdetail;
72 extern float slomodelay;
73 extern bool floatjump;
76 extern float camerashake;
78 extern float blackout;
79 extern bool cellophane;
80 extern bool musictoggle;
81 extern int difficulty;
82 extern int bloodtoggle;
83 extern bool invertmouse;
85 extern float precipdelay;
86 extern XYZ viewerfacing;
87 extern bool ambientsound;
88 extern bool mousejump;
89 extern float viewdistance;
91 extern XYZ windvector;
95 extern int oldmainmenu;
96 extern bool visibleloading;
97 extern XYZ envsound[30];
98 extern float envsoundvol[30];
99 extern int numenvsounds;
100 extern float envsoundlife[30];
101 extern float usermousesensitivity;
102 extern bool ismotionblur;
103 extern bool showdamagebar; // (des)activate the damage bar
104 extern bool decalstoggle;
105 extern bool skyboxtexture;
106 extern float skyboxr;
107 extern float skyboxg;
108 extern float skyboxb;
109 extern float skyboxlightr;
110 extern float skyboxlightg;
111 extern float skyboxlightb;
112 extern float fadestart;
113 extern float slomospeed;
114 extern float slomofreq;
115 extern float smoketex;
116 extern bool againbonus;
117 extern bool reversaltrain;
118 extern bool canattack;
119 extern bool cananger;
120 extern float damagedealt;
122 extern int editoractive;
123 extern int editorpathtype;
125 extern float hostiletime;
127 extern bool gamestarted;
131 extern bool stillloading;
132 extern bool winfreeze;
134 extern bool campaign;
136 extern void toggleFullscreen();
140 bool winhotspot = false;
141 bool windialogue = false;
144 float cameradist = 0;
145 bool oldattackkey = 0;
147 float musicvolume[4] = {};
148 float oldmusicvolume[4] = {};
149 int musicselected = 0;
151 const char* rabbitskin[] = {
156 "Textures/Otter.jpg",
158 "Textures/Sable.jpg",
159 "Textures/Chocolate.jpg",
164 const char* wolfskin[] = {
166 "Textures/DarkWolf.jpg",
167 "Textures/SnowWolf.jpg"
170 const char** creatureskin[] = { rabbitskin, wolfskin };
172 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
173 STATIC_ASSERT(rabbittype == 0 && wolftype == 1)
177 // TODO: this is slightly incorrect
178 float roughDirection(XYZ vec)
181 float angle = -asin(-vec.x) * 180 / M_PI;
187 float roughDirectionTo(XYZ start, XYZ end)
189 return roughDirection(end - start);
191 inline float pitchOf(XYZ vec)
194 return -asin(vec.y) * 180 / M_PI;
196 float pitchTo(XYZ start, XYZ end)
198 return pitchOf(end - start);
204 inline float stepTowardf(float from, float to, float by)
206 if (fabs(from - to) < by) {
208 } else if (from > to) {
215 void Game::playdialoguescenesound()
218 temppos = Person::players.at(Dialog::currentScene().participantfocus)->coords;
219 temppos = temppos - viewer;
224 switch (Dialog::currentScene().sound) {
229 sound = consolefailsound;
232 sound = consolesuccesssound;
235 sound = firestartsound;
238 sound = fireendsound;
241 sound = rabbitchitter;
244 sound = rabbitchitter2;
247 sound = rabbitpainsound;
250 sound = rabbitpain1sound;
253 sound = rabbitattacksound;
256 sound = rabbitattack2sound;
259 sound = rabbitattack3sound;
262 sound = rabbitattack4sound;
286 sound = barkgrowlsound;
292 emit_sound_at(sound, temppos);
296 // ================================================================
298 int Game::findClosestPlayer()
301 float closestdist = std::numeric_limits<float>::max();
303 for (unsigned int i = 1; i < Person::players.size(); i++) {
304 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
305 if (distance < closestdist) {
306 closestdist = distance;
313 static int findClosestObject()
316 float closestdist = std::numeric_limits<float>::max();
318 for (unsigned int i = 0; i < Object::objects.size(); i++) {
319 float distance = distsq(&Object::objects[i]->position,
320 &Person::players[0]->coords);
321 if (distance < closestdist) {
322 closestdist = distance;
329 static void cmd_dispatch(const string cmd)
331 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
333 for (i = 0; i < n_cmds; i++) {
334 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
335 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
336 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
340 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
343 /********************> Tick() <*****/
344 extern bool save_screenshot(const char* fname);
345 void Screenshot(void)
348 time_t t = time(NULL);
349 struct tm* tme = localtime(&t);
350 sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png",
351 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
353 save_screenshot(filename);
356 void Game::SetUpLighting()
358 if (environment == snowyenvironment) {
359 light.setColors(.65, .65, .7, .4, .4, .44);
361 if (environment == desertenvironment) {
362 light.setColors(.95, .95, .95, .4, .35, .3);
364 if (environment == grassyenvironment) {
365 light.setColors(.95, .95, 1, .4, .4, .44);
367 if (!skyboxtexture) {
368 light.setColors(1, 1, 1, .4, .4, .4);
371 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
372 light.color[0] *= (skyboxlightr + average) / 2;
373 light.color[1] *= (skyboxlightg + average) / 2;
374 light.color[2] *= (skyboxlightb + average) / 2;
375 light.ambient[0] *= (skyboxlightr + average) / 2;
376 light.ambient[1] *= (skyboxlightg + average) / 2;
377 light.ambient[2] *= (skyboxlightb + average) / 2;
380 void Setenvironment(int which)
384 LOG(" Setting environment...");
389 pause_sound(stream_snowtheme);
390 pause_sound(stream_grasstheme);
391 pause_sound(stream_deserttheme);
392 pause_sound(stream_wind);
393 pause_sound(stream_desertambient);
395 if (environment == snowyenvironment) {
399 emit_stream_np(stream_wind);
402 Object::treetextureptr.load("Textures/SnowTree.png", 0);
403 Object::bushtextureptr.load("Textures/BushSnow.png", 0);
404 Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
405 Object::boxtextureptr.load("Textures/SnowBox.jpg", 1);
407 footstepsound = footstepsn1;
408 footstepsound2 = footstepsn2;
409 footstepsound3 = footstepst1;
410 footstepsound4 = footstepst2;
412 terraintexture.load("Textures/Snow.jpg", 1);
413 terraintexture2.load("Textures/Rock.jpg", 1);
415 temptexdetail = texdetail;
419 skybox->load("Textures/Skybox(snow)/Front.jpg",
420 "Textures/Skybox(snow)/Left.jpg",
421 "Textures/Skybox(snow)/Back.jpg",
422 "Textures/Skybox(snow)/Right.jpg",
423 "Textures/Skybox(snow)/Up.jpg",
424 "Textures/Skybox(snow)/Down.jpg");
426 texdetail = temptexdetail;
427 } else if (environment == desertenvironment) {
430 Object::treetextureptr.load("Textures/DesertTree.png", 0);
431 Object::bushtextureptr.load("Textures/BushDesert.png", 0);
432 Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
433 Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
436 emit_stream_np(stream_desertambient);
439 footstepsound = footstepsn1;
440 footstepsound2 = footstepsn2;
441 footstepsound3 = footstepsn1;
442 footstepsound4 = footstepsn2;
444 terraintexture.load("Textures/Sand.jpg", 1);
445 terraintexture2.load("Textures/SandSlope.jpg", 1);
447 temptexdetail = texdetail;
451 skybox->load("Textures/Skybox(sand)/Front.jpg",
452 "Textures/Skybox(sand)/Left.jpg",
453 "Textures/Skybox(sand)/Back.jpg",
454 "Textures/Skybox(sand)/Right.jpg",
455 "Textures/Skybox(sand)/Up.jpg",
456 "Textures/Skybox(sand)/Down.jpg");
458 texdetail = temptexdetail;
459 } else if (environment == grassyenvironment) {
462 Object::treetextureptr.load("Textures/Tree.png", 0);
463 Object::bushtextureptr.load("Textures/Bush.png", 0);
464 Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
465 Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
468 emit_stream_np(stream_wind, 100.);
471 footstepsound = footstepgr1;
472 footstepsound2 = footstepgr2;
473 footstepsound3 = footstepst1;
474 footstepsound4 = footstepst2;
476 terraintexture.load("Textures/GrassDirt.jpg", 1);
477 terraintexture2.load("Textures/MossRock.jpg", 1);
479 temptexdetail = texdetail;
483 skybox->load("Textures/Skybox(grass)/Front.jpg",
484 "Textures/Skybox(grass)/Left.jpg",
485 "Textures/Skybox(grass)/Back.jpg",
486 "Textures/Skybox(grass)/Right.jpg",
487 "Textures/Skybox(grass)/Up.jpg",
488 "Textures/Skybox(grass)/Down.jpg");
490 texdetail = temptexdetail;
492 temptexdetail = texdetail;
494 terrain.load("Textures/HeightMap.png");
496 texdetail = temptexdetail;
499 bool Game::LoadLevel(int which)
505 return LoadLevel("tutorial", true);
506 } else if (which >= 0 && which <= 15) {
508 snprintf(buf, 32, "map%d", which + 1); // challenges
509 return LoadLevel(buf);
511 return LoadLevel("mapsave");
515 bool Game::LoadLevel(const std::string& name, bool tutorial)
517 const std::string level_path = Folders::getResourcePath("Maps/" + name);
518 if (!Folders::file_exists(level_path)) {
519 perror(std::string("LoadLevel: Could not open file '" + level_path).c_str());
523 int indemo; // FIXME this should be removed
529 LOG(std::string("Loading level...") + name);
532 visibleloading = true;
534 if (stealthloading) {
535 visibleloading = false;
544 Tutorial::active = tutorial;
546 if (Tutorial::active) {
549 if (Tutorial::stage == 0) {
550 Tutorial::stagetime = 0;
551 Tutorial::maxtime = 1;
553 pause_sound(whooshsound);
554 pause_sound(stream_firesound);
559 tfile = Folders::openMandatoryFile(level_path, "rb");
561 pause_sound(stream_firesound);
567 //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
569 Dialog::dialogs.clear();
571 Dialog::indialogue = -1;
577 if (Account::hasActive()) {
578 difficulty = Account::active().getDifficulty();
581 Hotspot::hotspots.clear();
582 Hotspot::current = -1;
593 for (unsigned char i = 0; i < 100; i++) {
603 numunarmedattack = 0;
614 bonustotal = startbonustotal;
619 emit_sound_np(consolesuccesssound);
624 if (!stealthloading) {
625 terrain.decals.clear();
626 Sprite::deleteSprites();
628 for (int i = 0; i < subdivision; i++) {
629 for (int j = 0; j < subdivision; j++) {
630 terrain.patchobjects[i][j].clear();
633 Game::LoadingScreen();
637 Person::players.resize(1);
639 funpackf(tfile, "Bi", &mapvers);
641 cerr << name << " has obsolete map version " << mapvers << endl;
644 funpackf(tfile, "Bi", &indemo);
649 funpackf(tfile, "Bi", &maptype);
651 maptype = mapkilleveryone;
654 funpackf(tfile, "Bi", &hostile);
659 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
665 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
673 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
675 skyboxlightr = skyboxr;
676 skyboxlightg = skyboxg;
677 skyboxlightb = skyboxb;
679 /* TODO - This should be done in an other way so that we can rebuild main player as well (so coords would need to be copied from old ones after rebuilding) */
680 if (stealthloading) {
681 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
683 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons);
685 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5) {
686 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
687 Person::players[0]->weaponids[j] = weapons.size();
689 funpackf(tfile, "Bi", &type);
690 weapons.push_back(Weapon(type, 0));
694 Game::LoadingScreen();
696 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
697 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
698 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
699 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
701 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
704 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
706 Person::players[0]->whichskin = 0;
707 Person::players[0]->creature = rabbittype;
710 Person::players[0]->lastattack = -1;
711 Person::players[0]->lastattack2 = -1;
712 Person::players[0]->lastattack3 = -1;
716 Dialog::loadDialogs(tfile);
719 for (int k = 0; k < Person::players[0]->numclothes; k++) {
720 funpackf(tfile, "Bi", &templength);
721 for (int l = 0; l < templength; l++) {
722 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
724 Person::players[0]->clothes[k][templength] = '\0';
725 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
728 funpackf(tfile, "Bi", &environment);
730 if (environment != oldenvironment) {
731 Setenvironment(environment);
733 oldenvironment = environment;
735 Object::LoadObjectsFromFile(tfile, stealthloading);
739 funpackf(tfile, "Bi", &numhotspots);
740 if (numhotspots < 0) {
741 cerr << "Map " << name << " have an invalid number of hotspots" << endl;
744 Hotspot::hotspots.resize(numhotspots);
745 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
746 funpackf(tfile, "Bi Bf Bf Bf Bf", &Hotspot::hotspots[i].type, &Hotspot::hotspots[i].size, &Hotspot::hotspots[i].position.x, &Hotspot::hotspots[i].position.y, &Hotspot::hotspots[i].position.z);
747 funpackf(tfile, "Bi", &templength);
749 for (int l = 0; l < templength; l++) {
750 funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
753 Hotspot::hotspots[i].text[templength] = '\0';
754 if (Hotspot::hotspots[i].type == -111) {
759 Hotspot::hotspots.clear();
762 Game::LoadingScreen();
764 if (!stealthloading) {
765 Object::ComputeCenter();
766 Object::ComputeRadius();
769 Game::LoadingScreen();
772 funpackf(tfile, "Bi", &numplayers);
773 if (numplayers > maxplayers) {
774 cout << "Warning: this level contains more players than allowed" << endl;
777 for (int i = 1; i < numplayers; i++) {
779 Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
781 } catch (InvalidPersonException e) {
782 cerr << "Invalid Person found in " << name << endl;
785 Game::LoadingScreen();
787 funpackf(tfile, "Bi", &numpathpoints);
788 if (numpathpoints > 30 || numpathpoints < 0) {
791 for (int j = 0; j < numpathpoints; j++) {
792 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
793 for (int k = 0; k < numpathpointconnect[j]; k++) {
794 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
797 Game::LoadingScreen();
799 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
803 if (!stealthloading) {
804 Object::AddObjectsToTerrain();
806 Game::LoadingScreen();
808 Game::LoadingScreen();
813 for (unsigned i = 0; i < Person::players.size(); i++) {
814 Game::LoadingScreen();
816 Person::players[i]->burnt = 0;
817 Person::players[i]->bled = 0;
818 Person::players[i]->onfire = 0;
819 Person::players[i]->scale = .2;
821 Person::players[i]->creature = rabbittype;
824 Person::players[i]->skeleton.free = 0;
826 Person::players[i]->skeletonLoad();
828 Person::players[i]->addClothes();
831 Person::players[i]->animCurrent = bounceidleanim;
832 Person::players[i]->animTarget = bounceidleanim;
833 Person::players[i]->frameCurrent = 0;
834 Person::players[i]->frameTarget = 1;
835 Person::players[i]->target = 0;
837 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
838 if (difficulty == 0) {
839 Person::players[i]->speed -= .2;
841 if (difficulty == 1) {
842 Person::players[i]->speed -= .1;
846 Person::players[i]->velocity = 0;
847 Person::players[i]->oldcoords = Person::players[i]->coords;
848 Person::players[i]->realoldcoords = Person::players[i]->coords;
850 Person::players[i]->id = i;
851 Person::players[i]->updatedelay = 0;
852 Person::players[i]->normalsupdatedelay = 0;
854 Person::players[i]->proportionhead = 1.2;
855 Person::players[i]->proportionbody = 1.05;
856 Person::players[i]->proportionarms = 1.00;
857 Person::players[i]->proportionlegs = 1.1;
858 Person::players[i]->proportionlegs.y = 1.05;
859 Person::players[i]->headless = 0;
860 Person::players[i]->currentoffset = 0;
861 Person::players[i]->targetoffset = 0;
862 if (Person::players[i]->creature == wolftype) {
863 Person::players[i]->scale = .23;
864 Person::players[i]->damagetolerance = 300;
866 Person::players[i]->damagetolerance = 200;
870 Game::LoadingScreen();
873 Person::players[i]->proportionhead.z = 0;
874 Person::players[i]->proportionbody.z = 0;
875 Person::players[i]->proportionarms.z = 0;
876 Person::players[i]->proportionlegs.z = 0;
879 Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
882 Person::players[i]->headmorphness = 0;
883 Person::players[i]->targetheadmorphness = 1;
884 Person::players[i]->headmorphstart = 0;
885 Person::players[i]->headmorphend = 0;
887 Person::players[i]->pausetime = 0;
889 Person::players[i]->dead = 0;
890 Person::players[i]->jumppower = 5;
891 Person::players[i]->damage = 0;
892 Person::players[i]->permanentdamage = 0;
893 Person::players[i]->superpermanentdamage = 0;
895 Person::players[i]->forwardkeydown = 0;
896 Person::players[i]->leftkeydown = 0;
897 Person::players[i]->backkeydown = 0;
898 Person::players[i]->rightkeydown = 0;
899 Person::players[i]->jumpkeydown = 0;
900 Person::players[i]->crouchkeydown = 0;
901 Person::players[i]->throwkeydown = 0;
903 Person::players[i]->collided = -10;
904 Person::players[i]->loaded = 1;
905 Person::players[i]->bloodloss = 0;
906 Person::players[i]->weaponactive = -1;
907 Person::players[i]->weaponstuck = -1;
908 Person::players[i]->bleeding = 0;
909 Person::players[i]->deathbleeding = 0;
910 Person::players[i]->stunned = 0;
911 Person::players[i]->hasvictim = 0;
912 Person::players[i]->wentforweapon = 0;
916 Person::players[0]->aitype = playercontrolled;
918 if (difficulty == 1) {
919 Person::players[0]->power = 1 / .9;
920 Person::players[0]->damagetolerance = 250;
921 } else if (difficulty == 0) {
922 Person::players[0]->power = 1 / .8;
923 Person::players[0]->damagetolerance = 300;
924 Person::players[0]->armorhead *= 1.5;
925 Person::players[0]->armorhigh *= 1.5;
926 Person::players[0]->armorlow *= 1.5;
929 cameraloc = Person::players[0]->coords;
931 yaw = Person::players[0]->yaw;
933 hawkcoords = Person::players[0]->coords;
936 Game::LoadingScreen();
938 LOG("Starting background music...");
940 OPENAL_StopSound(OPENAL_ALL);
942 if (environment == snowyenvironment) {
943 emit_stream_np(stream_wind);
944 } else if (environment == desertenvironment) {
945 emit_stream_np(stream_desertambient);
946 } else if (environment == grassyenvironment) {
947 emit_stream_np(stream_wind, 100.);
950 oldmusicvolume[0] = 0;
951 oldmusicvolume[1] = 0;
952 oldmusicvolume[2] = 0;
953 oldmusicvolume[3] = 0;
957 visibleloading = false;
962 /* Process input events that impact settings, console, devtools, etc.
963 * Gameplay-related input processing is still done in Game::Tick() for now
964 * as it is tightly coupled to the game logic.
966 void Game::ProcessInput()
968 /* Pump SDL input events */
971 /* Menu handling (main menu, leave game) */
972 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
973 (gameon || mainmenu == 0)) {
975 if (mainmenu == 0 && !winfreeze) {
976 mainmenu = 2; // Pause
977 } else if (mainmenu == 1 || mainmenu == 2) {
978 mainmenu = 0; // Unpause
981 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
982 OPENAL_SetFrequency(OPENAL_ALL);
983 emit_stream_np(stream_menutheme);
984 pause_sound(leveltheme);
986 // On resume, play level music
988 pause_sound(stream_menutheme);
989 resume_stream(leveltheme);
994 if (!campaign && !mainmenu) {
995 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE))) {
1001 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && gameon) {
1005 } else if (winfreeze) {
1013 /* Tutorial mode hotkeys */
1014 if (Tutorial::active) {
1015 // Skip current tutorial stage
1016 if (Input::isKeyPressed(SDL_SCANCODE_TAB)) {
1017 if (Tutorial::stage != 51) {
1018 Tutorial::stagetime = Tutorial::maxtime;
1020 emit_sound_np(consolefailsound, 128.);
1026 if (Input::isKeyPressed(SDL_SCANCODE_F1)) {
1031 /* Stereo video mode hotkeys */
1032 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
1033 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1034 stereoreverse = true;
1036 stereoreverse = false;
1039 if (stereoreverse) {
1040 printf("Stereo reversed\n");
1042 printf("Stereo unreversed\n");
1046 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
1047 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1048 stereoseparation -= 0.001;
1050 stereoseparation -= 0.010;
1052 printf("Stereo decreased increased to %f\n", stereoseparation);
1055 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
1056 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1057 stereoseparation += 0.001;
1059 stereoseparation += 0.010;
1061 printf("Stereo separation increased to %f\n", stereoseparation);
1066 if (devtools && !mainmenu) {
1071 void Game::ProcessDevInput()
1073 if (!devtools || mainmenu) {
1077 float headprop, bodyprop, armprop, legprop;
1081 if (Input::isKeyPressed(consolekey)) {
1084 OPENAL_SetFrequency(OPENAL_ALL);
1092 if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V)) {
1095 OPENAL_SetFrequency(OPENAL_ALL);
1100 if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
1102 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1103 Person::players[0]->damagetolerance = 200000;
1104 Person::players[0]->damage = 0;
1105 Person::players[0]->burnt = 0;
1106 Person::players[0]->permanentdamage = 0;
1107 Person::players[0]->superpermanentdamage = 0;
1110 /* Change environment */
1111 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1113 if (environment > 2) {
1116 Setenvironment(environment);
1120 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1121 cameramode = !cameramode;
1124 /* Toggle Slow motion */
1125 if (Input::isKeyPressed(SDL_SCANCODE_B)) {
1131 if (Input::isKeyPressed(SDL_SCANCODE_N)) {
1132 Person::players[0]->RagDoll(0);
1134 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
1137 /* Grow tree leaves?? */
1138 if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
1139 for (auto& an_object : Object::objects) {
1140 if (an_object->type == treeleavestype) {
1141 an_object->scale *= .9;
1146 /* Change (or add) weapon */
1147 if (Input::isKeyPressed(SDL_SCANCODE_X)) {
1149 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1150 closest = findClosestPlayer();
1154 if (Person::players[closest]->num_weapons > 0) {
1155 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword) {
1156 weapons[Person::players[closest]->weaponids[0]].setType(staff);
1157 } else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff) {
1158 weapons[Person::players[closest]->weaponids[0]].setType(knife);
1160 weapons[Person::players[closest]->weaponids[0]].setType(sword);
1163 Person::players[closest]->weaponids[0] = weapons.size();
1165 weapons.push_back(Weapon(knife, closest));
1167 Person::players[closest]->num_weapons = 1;
1173 if (Input::isKeyDown(SDL_SCANCODE_U)) {
1175 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1176 closest = findClosestPlayer();
1180 Person::players[closest]->yaw += multiplier * 50;
1181 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1186 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
1187 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
1188 if (Person::players[0]->onfire) {
1189 Person::players[0]->CatchFire();
1191 if (!Person::players[0]->onfire) {
1192 emit_sound_at(fireendsound, Person::players[0]->coords);
1193 pause_sound(stream_firesound);
1198 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1200 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1201 closest = findClosestPlayer();
1205 Person::players[closest]->whichskin++;
1206 if (Person::players[closest]->whichskin > 9) {
1207 Person::players[closest]->whichskin = 0;
1209 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype) {
1210 Person::players[closest]->whichskin = 0;
1213 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1214 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1217 Person::players[closest]->addClothes();
1220 /* Change creature type */
1221 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1223 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1224 closest = findClosestPlayer();
1228 if (Person::players[closest]->creature == wolftype) {
1229 headprop = Person::players[closest]->proportionhead.x / 1.1;
1230 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1231 armprop = Person::players[closest]->proportionarms.x / 1.1;
1232 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1235 headprop = Person::players[closest]->proportionhead.x / 1.2;
1236 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1237 armprop = Person::players[closest]->proportionarms.x / 1.00;
1238 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1241 if (Person::players[closest]->creature == rabbittype) {
1242 Person::players[closest]->creature = wolftype;
1243 Person::players[closest]->whichskin = 0;
1244 Person::players[closest]->skeletonLoad();
1246 Person::players[closest]->proportionhead = 1.1;
1247 Person::players[closest]->proportionbody = 1.1;
1248 Person::players[closest]->proportionarms = 1.1;
1249 Person::players[closest]->proportionlegs = 1.1;
1250 Person::players[closest]->proportionlegs.y = 1.1;
1251 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1253 Person::players[closest]->damagetolerance = 300;
1255 Person::players[closest]->creature = rabbittype;
1256 Person::players[closest]->whichskin = 0;
1257 Person::players[closest]->skeletonLoad(true);
1259 Person::players[closest]->proportionhead = 1.2;
1260 Person::players[closest]->proportionbody = 1.05;
1261 Person::players[closest]->proportionarms = 1.00;
1262 Person::players[closest]->proportionlegs = 1.1;
1263 Person::players[closest]->proportionlegs.y = 1.05;
1264 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1266 Person::players[closest]->damagetolerance = 200;
1269 if (Person::players[closest]->creature == wolftype) {
1270 Person::players[closest]->proportionhead = 1.1 * headprop;
1271 Person::players[closest]->proportionbody = 1.1 * bodyprop;
1272 Person::players[closest]->proportionarms = 1.1 * armprop;
1273 Person::players[closest]->proportionlegs = 1.1 * legprop;
1276 if (Person::players[closest]->creature == rabbittype) {
1277 Person::players[closest]->proportionhead = 1.2 * headprop;
1278 Person::players[closest]->proportionbody = 1.05 * bodyprop;
1279 Person::players[closest]->proportionarms = 1.00 * armprop;
1280 Person::players[closest]->proportionlegs = 1.1 * legprop;
1281 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1287 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1289 float closestdist = std::numeric_limits<float>::max();
1291 for (unsigned i = 1; i < Person::players.size(); i++) {
1292 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
1293 if (!Person::players[i]->headless) {
1294 if (distance < closestdist) {
1295 closestdist = distance;
1301 XYZ flatfacing2, flatvelocity2;
1303 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1304 blah = Person::players[closest]->coords;
1305 XYZ headspurtdirection;
1306 //int i = Person::players[closest]->skeleton.jointlabels[head];
1307 Joint& headjoint = Person::players[closest]->joint(head);
1308 for (unsigned k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
1309 if (!Person::players[closest]->skeleton.free) {
1310 flatvelocity2 = Person::players[closest]->velocity;
1312 if (Person::players[closest]->skeleton.free) {
1313 flatvelocity2 = headjoint.velocity;
1315 if (!Person::players[closest]->skeleton.free) {
1316 flatfacing2 = DoRotation(DoRotation(DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
1318 if (Person::players[closest]->skeleton.free) {
1319 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1321 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1322 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1323 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1324 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1325 Normalise(&headspurtdirection);
1326 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1327 flatvelocity2 += headspurtdirection * 8;
1328 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1330 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1332 emit_sound_at(splattersound, blah);
1333 emit_sound_at(breaksound2, blah, 100.);
1335 if (Person::players[closest]->skeleton.free == 2) {
1336 Person::players[closest]->skeleton.free = 0;
1338 Person::players[closest]->RagDoll(0);
1339 Person::players[closest]->dead = 2;
1340 Person::players[closest]->headless = 1;
1341 Person::players[closest]->DoBloodBig(3, 165);
1348 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1349 int closest = findClosestPlayer();
1350 XYZ flatfacing2, flatvelocity2;
1352 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1353 blah = Person::players[closest]->coords;
1354 emit_sound_at(splattersound, blah);
1355 emit_sound_at(breaksound2, blah);
1357 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1358 if (!Person::players[closest]->skeleton.free) {
1359 flatvelocity2 = Person::players[closest]->velocity;
1361 if (Person::players[closest]->skeleton.free) {
1362 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1364 if (!Person::players[closest]->skeleton.free) {
1365 flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
1367 if (Person::players[closest]->skeleton.free) {
1368 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1370 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1371 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1372 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1373 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1374 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
1375 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1378 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1379 if (!Person::players[closest]->skeleton.free) {
1380 flatvelocity2 = Person::players[closest]->velocity;
1382 if (Person::players[closest]->skeleton.free) {
1383 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1385 if (!Person::players[closest]->skeleton.free) {
1386 flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
1388 if (Person::players[closest]->skeleton.free) {
1389 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1391 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1392 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1393 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1394 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1395 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
1398 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1399 if (!Person::players[closest]->skeleton.free) {
1400 flatvelocity2 = Person::players[closest]->velocity;
1402 if (Person::players[closest]->skeleton.free) {
1403 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1405 if (!Person::players[closest]->skeleton.free) {
1406 flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
1408 if (Person::players[closest]->skeleton.free) {
1409 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1411 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1412 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1413 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1414 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1415 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1418 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1419 if (!Person::players[closest]->skeleton.free) {
1420 flatvelocity2 = Person::players[closest]->velocity;
1422 if (Person::players[closest]->skeleton.free) {
1423 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1425 if (!Person::players[closest]->skeleton.free) {
1426 flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
1428 if (Person::players[closest]->skeleton.free) {
1429 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1431 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1432 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1433 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1434 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1435 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1439 for (unsigned j = 0; j < Person::players.size(); j++) {
1440 if (int(j) != closest) {
1441 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
1442 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
1443 if (Person::players[j]->skeleton.free == 2) {
1444 Person::players[j]->skeleton.free = 1;
1446 Person::players[j]->skeleton.longdead = 0;
1447 Person::players[j]->RagDoll(0);
1448 for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
1449 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
1450 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
1451 flatvelocity2 = temppos - Person::players[closest]->coords;
1452 Normalise(&flatvelocity2);
1453 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
1460 Person::players[closest]->DoDamage(10000);
1461 Person::players[closest]->RagDoll(0);
1462 Person::players[closest]->dead = 2;
1463 Person::players[closest]->coords = 20;
1464 Person::players[closest]->skeleton.free = 2;
1471 if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1472 editorenabled = !editorenabled;
1473 if (editorenabled) {
1474 Person::players[0]->damagetolerance = 100000;
1476 Person::players[0]->damagetolerance = 200;
1478 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
1479 Person::players[0]->permanentdamage = 0;
1480 Person::players[0]->superpermanentdamage = 0;
1481 Person::players[0]->bloodloss = 0;
1482 Person::players[0]->deathbleeding = 0;
1487 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
1489 if (targetlevel > numchallengelevels - 1) {
1496 if (editorenabled) {
1497 /* Closest player deletion */
1498 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1499 int closest = findClosestPlayer();
1501 Person::players.erase(Person::players.begin() + closest);
1505 /* Closest object deletion */
1506 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1507 int closest = findClosestObject();
1509 Object::DeleteObject(closest);
1514 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1515 if (Object::objects.size() < max_objects - 1) {
1517 scenecoords.x = Person::players[0]->coords.x;
1518 scenecoords.z = Person::players[0]->coords.z;
1519 scenecoords.y = Person::players[0]->coords.y - 3;
1520 if (editortype == bushtype) {
1521 scenecoords.y = Person::players[0]->coords.y - .5;
1523 if (editortype == firetype) {
1524 scenecoords.y = Person::players[0]->coords.y - .5;
1526 float temprotat, temprotat2;
1527 temprotat = editoryaw;
1528 temprotat2 = editorpitch;
1529 if (temprotat < 0 || editortype == bushtype) {
1530 temprotat = Random() % 360;
1532 if (temprotat2 < 0) {
1533 temprotat2 = Random() % 360;
1536 Object::MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
1537 if (editortype == treetrunktype) {
1538 Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
1544 if (Input::isKeyPressed(SDL_SCANCODE_P) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1545 Person::players.push_back(shared_ptr<Person>(new Person()));
1547 Person::players.back()->id = Person::players.size() - 1;
1549 Person::players.back()->scale = Person::players[0]->scale;
1550 Person::players.back()->creature = rabbittype;
1551 Person::players.back()->howactive = editoractive;
1553 int k = abs(Random() % 2) + 1;
1555 Person::players.back()->whichskin = 0;
1556 } else if (k == 1) {
1557 Person::players.back()->whichskin = 1;
1559 Person::players.back()->whichskin = 2;
1562 Person::players.back()->skeletonLoad(true);
1564 Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
1565 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
1567 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
1568 Person::players.back()->yaw = Person::players[0]->yaw;
1570 Person::players.back()->coords = Person::players[0]->coords;
1571 Person::players.back()->oldcoords = Person::players.back()->coords;
1572 Person::players.back()->realoldcoords = Person::players.back()->coords;
1574 if (Person::players[0]->creature == wolftype) {
1575 headprop = Person::players[0]->proportionhead.x / 1.1;
1576 bodyprop = Person::players[0]->proportionbody.x / 1.1;
1577 armprop = Person::players[0]->proportionarms.x / 1.1;
1578 legprop = Person::players[0]->proportionlegs.x / 1.1;
1581 headprop = Person::players[0]->proportionhead.x / 1.2;
1582 bodyprop = Person::players[0]->proportionbody.x / 1.05;
1583 armprop = Person::players[0]->proportionarms.x / 1.00;
1584 legprop = Person::players[0]->proportionlegs.x / 1.1;
1587 if (Person::players.back()->creature == wolftype) {
1588 Person::players.back()->proportionhead = 1.1 * headprop;
1589 Person::players.back()->proportionbody = 1.1 * bodyprop;
1590 Person::players.back()->proportionarms = 1.1 * armprop;
1591 Person::players.back()->proportionlegs = 1.1 * legprop;
1594 if (Person::players.back()->creature == rabbittype) {
1595 Person::players.back()->proportionhead = 1.2 * headprop;
1596 Person::players.back()->proportionbody = 1.05 * bodyprop;
1597 Person::players.back()->proportionarms = 1.00 * armprop;
1598 Person::players.back()->proportionlegs = 1.1 * legprop;
1599 Person::players.back()->proportionlegs.y = 1.05 * legprop;
1603 Person::players.back()->proportionhead.z = 0;
1604 Person::players.back()->proportionbody.z = 0;
1605 Person::players.back()->proportionarms.z = 0;
1606 Person::players.back()->proportionlegs.z = 0;
1609 Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
1611 Person::players.back()->damagetolerance = 200;
1613 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
1614 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
1615 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
1616 Person::players.back()->armorhead = Person::players[0]->armorhead;
1617 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
1618 Person::players.back()->armorlow = Person::players[0]->armorlow;
1619 Person::players.back()->metalhead = Person::players[0]->metalhead;
1620 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
1621 Person::players.back()->metallow = Person::players[0]->metallow;
1623 Person::players.back()->immobile = Person::players[0]->immobile;
1625 Person::players.back()->numclothes = Person::players[0]->numclothes;
1626 for (int i = 0; i < Person::players.back()->numclothes; i++) {
1627 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
1628 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
1629 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
1630 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
1632 Person::players.back()->addClothes();
1634 Person::players.back()->power = Person::players[0]->power;
1635 Person::players.back()->speedmult = Person::players[0]->speedmult;
1637 Person::players.back()->loaded = true;
1641 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1642 if (Person::players.back()->numwaypoints < 90) {
1643 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
1644 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
1645 Person::players.back()->numwaypoints++;
1649 /* Connect waypoint */
1650 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1651 if (numpathpoints < 30) {
1652 bool connected, alreadyconnected;
1654 if (numpathpoints > 1) {
1655 for (int i = 0; i < numpathpoints; i++) {
1656 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
1657 alreadyconnected = 0;
1658 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
1659 if (pathpointconnect[pathpointselected][j] == i) {
1660 alreadyconnected = 1;
1663 if (!alreadyconnected) {
1664 numpathpointconnect[pathpointselected]++;
1666 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
1673 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
1674 numpathpointconnect[numpathpoints - 1] = 0;
1675 if (numpathpoints > 1 && pathpointselected != -1) {
1676 numpathpointconnect[pathpointselected]++;
1677 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
1679 pathpointselected = numpathpoints - 1;
1684 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
1685 pathpointselected++;
1686 if (pathpointselected >= numpathpoints) {
1687 pathpointselected = -1;
1691 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1692 pathpointselected--;
1693 if (pathpointselected <= -2) {
1694 pathpointselected = numpathpoints - 1;
1698 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1699 if (pathpointselected != -1) {
1701 pathpoint[pathpointselected] = pathpoint[numpathpoints];
1702 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
1703 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
1704 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
1706 for (int i = 0; i < numpathpoints; i++) {
1707 for (int j = 0; j < numpathpointconnect[i]; j++) {
1708 if (pathpointconnect[i][j] == pathpointselected) {
1709 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
1710 numpathpointconnect[i]--;
1712 if (pathpointconnect[i][j] == numpathpoints) {
1713 pathpointconnect[i][j] = pathpointselected;
1717 pathpointselected = numpathpoints - 1;
1721 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1723 if (editortype == treeleavestype || editortype == 10) {
1726 if (editortype < 0) {
1727 editortype = firetype;
1731 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1733 if (editortype == treeleavestype || editortype == 10) {
1736 if (editortype > firetype) {
1741 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1742 editoryaw -= multiplier * 100;
1743 if (editoryaw < -.01) {
1748 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1749 editoryaw += multiplier * 100;
1752 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1753 editorsize += multiplier;
1756 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1757 editorsize -= multiplier;
1758 if (editorsize < .1) {
1763 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1764 mapradius -= multiplier * 10;
1767 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1768 mapradius += multiplier * 10;
1771 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1772 editorpitch += multiplier * 100;
1775 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1776 editorpitch -= multiplier * 100;
1777 if (editorpitch < -.01) {
1784 void doJumpReversals()
1786 for (unsigned k = 0; k < Person::players.size(); k++) {
1787 for (unsigned i = k + 1; i < Person::players.size(); i++) {
1788 if (Person::players[k]->skeleton.free == 0 &&
1789 Person::players[i]->skeleton.oldfree == 0 &&
1790 (Person::players[i]->animTarget == jumpupanim ||
1791 Person::players[k]->animTarget == jumpupanim) &&
1792 (Person::players[i]->aitype == playercontrolled ||
1793 Person::players[k]->aitype == playercontrolled) &&
1794 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
1795 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
1796 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
1797 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
1798 //TODO: refactor two huge similar ifs
1799 if (Person::players[i]->animTarget == jumpupanim &&
1800 Person::players[k]->animTarget != getupfrombackanim &&
1801 Person::players[k]->animTarget != getupfromfrontanim &&
1802 Animation::animations[Person::players[k]->animTarget].height == middleheight &&
1803 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
1804 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
1805 Person::players[k]->aitype != playercontrolled)) {
1806 Person::players[i]->victim = Person::players[k];
1807 Person::players[i]->velocity = 0;
1808 Person::players[i]->animCurrent = jumpreversedanim;
1809 Person::players[i]->animTarget = jumpreversedanim;
1810 Person::players[i]->frameCurrent = 0;
1811 Person::players[i]->frameTarget = 1;
1812 Person::players[i]->targettilt2 = 0;
1813 Person::players[k]->victim = Person::players[i];
1814 Person::players[k]->velocity = 0;
1815 Person::players[k]->animCurrent = jumpreversalanim;
1816 Person::players[k]->animTarget = jumpreversalanim;
1817 Person::players[k]->frameCurrent = 0;
1818 Person::players[k]->frameTarget = 1;
1819 Person::players[k]->targettilt2 = 0;
1820 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
1821 Person::players[i]->animCurrent = rabbitkickreversedanim;
1822 Person::players[i]->animTarget = rabbitkickreversedanim;
1823 Person::players[i]->frameCurrent = 1;
1824 Person::players[i]->frameTarget = 2;
1825 Person::players[k]->animCurrent = rabbitkickreversalanim;
1826 Person::players[k]->animTarget = rabbitkickreversalanim;
1827 Person::players[k]->frameCurrent = 1;
1828 Person::players[k]->frameTarget = 2;
1830 Person::players[i]->target = 0;
1831 Person::players[k]->oldcoords = Person::players[k]->coords;
1832 Person::players[i]->coords = Person::players[k]->coords;
1833 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
1834 Person::players[k]->yaw = Person::players[i]->targetyaw;
1835 if (Person::players[k]->aitype == attacktypecutoff) {
1836 Person::players[k]->stunned = .5;
1839 if (Person::players[k]->animTarget == jumpupanim &&
1840 Person::players[i]->animTarget != getupfrombackanim &&
1841 Person::players[i]->animTarget != getupfromfrontanim &&
1842 Animation::animations[Person::players[i]->animTarget].height == middleheight &&
1843 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
1844 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
1845 Person::players[i]->aitype != playercontrolled)) {
1846 Person::players[k]->victim = Person::players[i];
1847 Person::players[k]->velocity = 0;
1848 Person::players[k]->animCurrent = jumpreversedanim;
1849 Person::players[k]->animTarget = jumpreversedanim;
1850 Person::players[k]->frameCurrent = 0;
1851 Person::players[k]->frameTarget = 1;
1852 Person::players[k]->targettilt2 = 0;
1853 Person::players[i]->victim = Person::players[k];
1854 Person::players[i]->velocity = 0;
1855 Person::players[i]->animCurrent = jumpreversalanim;
1856 Person::players[i]->animTarget = jumpreversalanim;
1857 Person::players[i]->frameCurrent = 0;
1858 Person::players[i]->frameTarget = 1;
1859 Person::players[i]->targettilt2 = 0;
1860 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
1861 Person::players[k]->animTarget = rabbitkickreversedanim;
1862 Person::players[k]->animCurrent = rabbitkickreversedanim;
1863 Person::players[i]->animCurrent = rabbitkickreversalanim;
1864 Person::players[i]->animTarget = rabbitkickreversalanim;
1865 Person::players[k]->frameCurrent = 1;
1866 Person::players[k]->frameTarget = 2;
1867 Person::players[i]->frameCurrent = 1;
1868 Person::players[i]->frameTarget = 2;
1870 Person::players[k]->target = 0;
1871 Person::players[i]->oldcoords = Person::players[i]->coords;
1872 Person::players[k]->coords = Person::players[i]->coords;
1873 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
1874 Person::players[i]->yaw = Person::players[k]->targetyaw;
1875 if (Person::players[i]->aitype == attacktypecutoff) {
1876 Person::players[i]->stunned = .5;
1885 void doAerialAcrobatics()
1887 static XYZ facing, flatfacing;
1888 for (unsigned k = 0; k < Person::players.size(); k++) {
1889 Person::players[k]->turnspeed = 500;
1891 if ((Person::players[k]->isRun() &&
1892 ((Person::players[k]->targetyaw != rabbitrunninganim &&
1893 Person::players[k]->targetyaw != wolfrunninganim) ||
1894 Person::players[k]->frameTarget == 4)) ||
1895 Person::players[k]->animTarget == removeknifeanim ||
1896 Person::players[k]->animTarget == crouchremoveknifeanim ||
1897 Person::players[k]->animTarget == flipanim ||
1898 Person::players[k]->animTarget == fightsidestep ||
1899 Person::players[k]->animTarget == walkanim) {
1900 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
1903 if (Person::players[k]->isStop() ||
1904 Person::players[k]->isLanding() ||
1905 Person::players[k]->animTarget == staggerbackhighanim ||
1906 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
1907 Person::players[k]->animTarget == staggerbackhardanim ||
1908 Person::players[k]->animTarget == backhandspringanim ||
1909 Person::players[k]->animTarget == dodgebackanim ||
1910 Person::players[k]->animTarget == rollanim ||
1911 (Animation::animations[Person::players[k]->animTarget].attack &&
1912 Person::players[k]->animTarget != rabbitkickanim &&
1913 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
1914 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
1915 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
1918 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
1919 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
1922 Person::players[k]->DoStuff();
1923 if (Person::players[k]->immobile && k != 0) {
1924 Person::players[k]->coords = Person::players[k]->realoldcoords;
1927 //if player's position has changed (?)
1928 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
1929 !Person::players[k]->skeleton.free &&
1930 Person::players[k]->animTarget != climbanim &&
1931 Person::players[k]->animTarget != hanganim) {
1932 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
1934 bool tempcollide = 0;
1936 if (Person::players[k]->collide < -.3) {
1937 Person::players[k]->collide = -.3;
1939 if (Person::players[k]->collide > 1) {
1940 Person::players[k]->collide = 1;
1942 Person::players[k]->collide -= multiplier * 30;
1945 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
1947 for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
1948 unsigned int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1949 if (Object::objects[i]->type != rocktype ||
1950 Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled ||
1951 Object::objects[i]->position.y > Person::players[k]->coords.y) {
1952 lowpoint = Person::players[k]->coords;
1953 if (Person::players[k]->animTarget != jumpupanim &&
1954 Person::players[k]->animTarget != jumpdownanim &&
1955 !Person::players[k]->isFlip()) {
1960 if (Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
1961 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1) {
1962 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
1964 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1965 flatfacing = lowpoint - Person::players[k]->coords;
1966 Person::players[k]->coords = lowpoint;
1967 Person::players[k]->coords.y -= 1.3;
1968 Person::players[k]->collide = 1;
1971 //TODO: refactor four similar blocks
1972 if (Person::players[k]->aitype == playercontrolled &&
1973 (Person::players[k]->animTarget == jumpupanim ||
1974 Person::players[k]->animTarget == jumpdownanim ||
1975 Person::players[k]->isFlip()) &&
1976 !Person::players[k]->jumptogglekeydown &&
1977 Person::players[k]->jumpkeydown) {
1978 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
1979 XYZ tempcoords1 = lowpoint;
1980 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1981 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1982 Person::players[k]->setTargetAnimation(walljumpleftanim);
1983 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1985 pause_sound(whooshsound);
1988 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1989 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1990 if (lowpointtarget.z < 0) {
1991 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1993 Person::players[k]->targetyaw = Person::players[k]->yaw;
1994 Person::players[k]->lowyaw = Person::players[k]->yaw;
1999 lowpoint = tempcoords1;
2000 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
2001 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2002 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
2003 Person::players[k]->setTargetAnimation(walljumprightanim);
2004 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2006 pause_sound(whooshsound);
2009 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
2010 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2011 if (lowpointtarget.z < 0) {
2012 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2014 Person::players[k]->targetyaw = Person::players[k]->yaw;
2015 Person::players[k]->lowyaw = Person::players[k]->yaw;
2020 lowpoint = tempcoords1;
2021 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
2022 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2023 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
2024 Person::players[k]->setTargetAnimation(walljumpbackanim);
2025 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2027 pause_sound(whooshsound);
2030 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
2031 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2032 if (lowpointtarget.z < 0) {
2033 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2035 Person::players[k]->targetyaw = Person::players[k]->yaw;
2036 Person::players[k]->lowyaw = Person::players[k]->yaw;
2041 lowpoint = tempcoords1;
2042 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2043 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2044 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
2045 Person::players[k]->setTargetAnimation(walljumpfrontanim);
2046 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2048 pause_sound(whooshsound);
2051 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
2052 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2053 if (lowpointtarget.z < 0) {
2054 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2056 Person::players[k]->yaw += 180;
2057 Person::players[k]->targetyaw = Person::players[k]->yaw;
2058 Person::players[k]->lowyaw = Person::players[k]->yaw;
2068 } else if (Object::objects[i]->type == rocktype) {
2069 lowpoint2 = Person::players[k]->coords;
2070 lowpoint = Person::players[k]->coords;
2072 if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
2073 Person::players[k]->coords = colpoint;
2074 Person::players[k]->collide = 1;
2077 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2078 //flipped into a rock
2079 if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7) {
2080 Person::players[k]->RagDoll(0);
2083 if (Person::players[k]->animTarget == jumpupanim) {
2084 Person::players[k]->jumppower = -4;
2085 Person::players[k]->animTarget = Person::players[k]->getIdle();
2087 Person::players[k]->target = 0;
2088 Person::players[k]->frameTarget = 0;
2089 Person::players[k]->onterrain = 1;
2091 if (Person::players[k]->id == 0) {
2092 pause_sound(whooshsound);
2093 OPENAL_SetVolume(channels[whooshsound], 0);
2097 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
2098 if (Person::players[k]->isFlip()) {
2099 Person::players[k]->jumppower = -4;
2101 Person::players[k]->animTarget = Person::players[k]->getLanding();
2102 emit_sound_at(landsound, Person::players[k]->coords, 128.);
2104 addEnvSound(Person::players[k]->coords);
2113 for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
2114 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2115 lowpoint = Person::players[k]->coords;
2117 if (Object::objects[i]->type != rocktype) {
2118 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
2119 if (Person::players[k]->animTarget != jumpupanim &&
2120 Person::players[k]->animTarget != jumpdownanim &&
2121 Person::players[k]->onterrain) {
2122 Person::players[k]->avoidcollided = 1;
2124 Person::players[k]->coords = lowpoint;
2125 Person::players[k]->coords.y -= 1.35;
2126 Person::players[k]->collide = 1;
2128 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2129 (Person::players[k]->animCurrent != climbanim &&
2130 Person::players[k]->animCurrent != hanganim &&
2131 !Person::players[k]->isWallJump() ||
2132 Person::players[k]->animTarget == jumpupanim ||
2133 Person::players[k]->animTarget == jumpdownanim)) {
2134 lowpoint = Person::players[k]->coords;
2135 Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
2136 lowpoint = Person::players[k]->coords;
2140 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2141 lowpointtarget = lowpoint + facing * 1.4;
2142 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2143 if (whichhit != -1) {
2144 lowpoint = Person::players[k]->coords;
2146 lowpointtarget = lowpoint + facing * 1.4;
2147 lowpoint2 = lowpoint;
2148 lowpointtarget2 = lowpointtarget;
2149 lowpoint3 = lowpoint;
2150 lowpointtarget3 = lowpointtarget;
2151 lowpoint4 = lowpoint;
2152 lowpointtarget4 = lowpointtarget;
2153 lowpoint5 = lowpoint;
2154 lowpointtarget5 = lowpointtarget;
2155 lowpoint6 = lowpoint;
2156 lowpointtarget6 = lowpointtarget;
2157 lowpoint7 = lowpoint;
2158 lowpointtarget7 = lowpoint;
2160 lowpointtarget2.x += .1;
2162 lowpointtarget3.z += .1;
2164 lowpointtarget4.x -= .1;
2166 lowpointtarget5.z -= .1;
2167 lowpoint6.y += 45 / 13;
2168 lowpointtarget6.y += 45 / 13;
2169 lowpointtarget6 += facing * .6;
2170 lowpointtarget7.y += 90 / 13;
2171 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2172 if (Object::objects[i]->friction > .5) {
2173 if (whichhit != -1) {
2174 if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim) {
2175 Person::players[k]->collided = 1;
2177 if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1) {
2178 if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1) {
2179 if (Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
2180 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2181 Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
2182 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2183 Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
2184 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2185 Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
2186 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
2187 for (int j = 0; j < 45; j++) {
2188 lowpoint = Person::players[k]->coords;
2189 lowpoint.y += (float)j / 13;
2190 lowpointtarget = lowpoint + facing * 1.4;
2191 if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
2192 &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
2193 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim) {
2196 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2197 lowpoint = Person::players[k]->coords;
2198 lowpoint.y += (float)j / 13;
2199 lowpointtarget = lowpoint + facing * 1.3;
2200 flatfacing = Person::players[k]->coords;
2201 Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * .01;
2202 Person::players[k]->coords.y = lowpointtarget.y - .07;
2203 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2205 if (j > 10 || !Person::players[k]->isRun()) {
2206 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2208 pause_sound(whooshsound);
2211 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2213 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
2214 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2215 if (lowpointtarget.z < 0) {
2216 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2218 Person::players[k]->targetyaw = Person::players[k]->yaw;
2219 Person::players[k]->lowyaw = Person::players[k]->yaw;
2221 //Person::players[k]->velocity=lowpointtarget*.03;
2222 Person::players[k]->velocity = 0;
2225 if (Person::players[k]->animTarget == jumpupanim) {
2226 Person::players[k]->animTarget = climbanim;
2227 Person::players[k]->jumppower = 0;
2228 Person::players[k]->jumpclimb = 1;
2230 Person::players[k]->transspeed = 6;
2231 Person::players[k]->target = 0;
2232 Person::players[k]->frameTarget = 1;
2235 Person::players[k]->setTargetAnimation(hanganim);
2236 Person::players[k]->jumppower = 0;
2254 if (Person::players[k]->collide <= 0) {
2256 if (!Person::players[k]->onterrain &&
2257 Person::players[k]->animTarget != jumpupanim &&
2258 Person::players[k]->animTarget != jumpdownanim &&
2259 Person::players[k]->animTarget != climbanim &&
2260 Person::players[k]->animTarget != hanganim &&
2261 !Person::players[k]->isWallJump() &&
2262 !Person::players[k]->isFlip()) {
2263 if (Person::players[k]->animCurrent != climbanim &&
2264 Person::players[k]->animCurrent != tempanim &&
2265 Person::players[k]->animTarget != backhandspringanim &&
2266 (Person::players[k]->animTarget != rollanim ||
2267 Person::players[k]->frameTarget < 2 ||
2268 Person::players[k]->frameTarget > 6)) {
2269 //stagger off ledge (?)
2270 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim) {
2271 Person::players[k]->RagDoll(0);
2273 Person::players[k]->setTargetAnimation(jumpdownanim);
2276 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2280 Person::players[k]->velocity.y += gravity;
2284 Person::players[k]->realoldcoords = Person::players[k]->coords;
2290 static int randattack;
2291 static bool playerrealattackkeydown = 0;
2293 if (!Input::isKeyDown(attackkey)) {
2297 Person::players[0]->attackkeydown = 0;
2300 playerrealattackkeydown = 0;
2302 if (!oldattackkey) {
2303 playerrealattackkeydown = Input::isKeyDown(attackkey);
2305 if ((Person::players[0]->parriedrecently <= 0 ||
2306 Person::players[0]->weaponactive == -1) &&
2309 Person::players[0]->lastattack != swordslashanim &&
2310 Person::players[0]->lastattack != knifeslashstartanim &&
2311 Person::players[0]->lastattack != staffhitanim &&
2312 Person::players[0]->lastattack != staffspinhitanim))) {
2313 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2315 if (Input::isKeyDown(attackkey) &&
2317 !Person::players[0]->backkeydown) {
2318 for (unsigned k = 0; k < Person::players.size(); k++) {
2319 if ((Person::players[k]->animTarget == swordslashanim ||
2320 Person::players[k]->animTarget == staffhitanim ||
2321 Person::players[k]->animTarget == staffspinhitanim) &&
2322 Person::players[0]->animCurrent != dodgebackanim &&
2323 !Person::players[k]->skeleton.free) {
2324 Person::players[k]->Reverse();
2329 if (!hostile || Dialog::inDialog()) {
2330 Person::players[0]->attackkeydown = 0;
2333 for (unsigned k = 0; k < Person::players.size(); k++) {
2334 if (Dialog::inDialog()) {
2335 Person::players[k]->attackkeydown = 0;
2337 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2338 if (Person::players[k]->aitype != playercontrolled) {
2339 Person::players[k]->victim = Person::players[0];
2341 //attack key pressed
2342 if (Person::players[k]->attackkeydown) {
2344 if (Person::players[k]->backkeydown &&
2345 Person::players[k]->animTarget != backhandspringanim &&
2346 (Person::players[k]->isIdle() ||
2347 Person::players[k]->isStop() ||
2348 Person::players[k]->isRun() ||
2349 Person::players[k]->animTarget == walkanim)) {
2350 if (Person::players[k]->jumppower <= 1) {
2351 Person::players[k]->jumppower -= 2;
2353 for (unsigned i = 0; i < Person::players.size(); i++) {
2357 if (Person::players[i]->animTarget == swordslashanim ||
2358 Person::players[i]->animTarget == knifeslashstartanim ||
2359 Person::players[i]->animTarget == staffhitanim ||
2360 Person::players[i]->animTarget == staffspinhitanim) {
2361 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2362 Person::players[k]->setTargetAnimation(dodgebackanim);
2363 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2364 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2368 if (Person::players[k]->animTarget != dodgebackanim) {
2372 Person::players[k]->setTargetAnimation(backhandspringanim);
2373 Person::players[k]->targetyaw = -yaw + 180;
2374 if (Person::players[k]->leftkeydown) {
2375 Person::players[k]->targetyaw -= 45;
2377 if (Person::players[k]->rightkeydown) {
2378 Person::players[k]->targetyaw += 45;
2380 Person::players[k]->yaw = Person::players[k]->targetyaw;
2381 Person::players[k]->jumppower -= 2;
2386 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2387 !Person::players[k]->backkeydown &&
2388 (Person::players[k]->isIdle() ||
2389 Person::players[k]->isRun() ||
2390 Person::players[k]->animTarget == walkanim ||
2391 Person::players[k]->animTarget == sneakanim ||
2392 Person::players[k]->isCrouch())) {
2393 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2394 //normal attacks (?)
2395 Person::players[k]->hasvictim = 0;
2396 if (Person::players.size() > 1) {
2397 for (unsigned i = 0; i < Person::players.size(); i++) {
2398 if (i == k || !(k == 0 || i == 0)) {
2401 if (!Person::players[k]->hasvictim) {
2402 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2404 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2405 if (distance < 4.5 &&
2406 !Person::players[i]->skeleton.free &&
2407 Person::players[i]->howactive < typedead1 &&
2408 Person::players[i]->animTarget != jumpreversedanim &&
2409 Person::players[i]->animTarget != rabbitkickreversedanim &&
2410 Person::players[i]->animTarget != rabbitkickanim &&
2411 Person::players[k]->animTarget != rabbitkickanim &&
2412 Person::players[i]->animTarget != getupfrombackanim &&
2413 (Person::players[i]->animTarget != staggerbackhighanim &&
2414 (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2415 Person::players[i]->animTarget != jumpdownanim &&
2416 Person::players[i]->animTarget != jumpupanim &&
2417 Person::players[i]->animTarget != getupfromfrontanim) {
2418 Person::players[k]->victim = Person::players[i];
2419 Person::players[k]->hasvictim = 1;
2420 if (Person::players[k]->aitype == playercontrolled) { //human player
2422 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2423 Person::players[k]->crouchkeydown &&
2424 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2425 Person::players[k]->animTarget = sweepanim;
2427 } else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2428 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2429 !Person::players[k]->forwardkeydown &&
2430 !Person::players[k]->leftkeydown &&
2431 !Person::players[k]->rightkeydown &&
2432 !Person::players[k]->crouchkeydown &&
2435 Person::players[k]->animTarget = winduppunchanim;
2437 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2438 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2439 !Person::players[k]->forwardkeydown &&
2440 !Person::players[k]->leftkeydown &&
2441 !Person::players[k]->rightkeydown &&
2442 !Person::players[k]->crouchkeydown &&
2444 Person::players[k]->animTarget = upunchanim;
2446 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2447 Person::players[i]->staggerdelay > 0 &&
2448 attackweapon == knife &&
2449 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) {
2450 Person::players[k]->animTarget = knifefollowanim;
2452 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2453 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2454 !Person::players[k]->forwardkeydown &&
2455 !Person::players[k]->leftkeydown &&
2456 !Person::players[k]->rightkeydown &&
2457 !Person::players[k]->crouchkeydown &&
2458 attackweapon == knife &&
2459 Person::players[k]->weaponmissdelay <= 0) {
2460 Person::players[k]->animTarget = knifeslashstartanim;
2462 } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2463 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2464 !Person::players[k]->crouchkeydown &&
2465 attackweapon == sword &&
2466 Person::players[k]->weaponmissdelay <= 0) {
2467 Person::players[k]->animTarget = swordslashanim;
2469 } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2470 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2471 !Person::players[k]->crouchkeydown &&
2472 attackweapon == staff &&
2473 Person::players[k]->weaponmissdelay <= 0 &&
2474 !Person::players[k]->leftkeydown &&
2475 !Person::players[k]->rightkeydown &&
2476 !Person::players[k]->forwardkeydown) {
2477 Person::players[k]->animTarget = staffhitanim;
2479 } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2480 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2481 !Person::players[k]->crouchkeydown &&
2482 attackweapon == staff &&
2483 Person::players[k]->weaponmissdelay <= 0) {
2484 Person::players[k]->animTarget = staffspinhitanim;
2486 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2487 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2488 Person::players[k]->animTarget = spinkickanim;
2490 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2491 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2492 Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
2493 Person::players[k]->animTarget = lowkickanim;
2495 } else { //AI player
2496 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
2497 randattack = abs(Random() % 5);
2498 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
2500 if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2501 Person::players[k]->animTarget = sweepanim;
2503 } else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2505 Person::players[k]->animTarget = upunchanim;
2507 } else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2508 Person::players[k]->animTarget = spinkickanim;
2510 } else if (Animation::animations[Person::players[i]->animTarget].height == lowheight) {
2511 Person::players[k]->animTarget = lowkickanim;
2516 if ((!Tutorial::active || !attackweapon) &&
2517 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2519 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2520 Person::players[k]->animTarget = sweepanim;
2522 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2523 attackweapon == knife &&
2524 Person::players[k]->weaponmissdelay <= 0) {
2525 Person::players[k]->animTarget = knifeslashstartanim;
2527 } else if (!(Person::players[0]->victim == Person::players[i] &&
2528 Person::players[0]->hasvictim &&
2529 Person::players[0]->animTarget == swordslashanim) &&
2530 attackweapon == sword &&
2531 Person::players[k]->weaponmissdelay <= 0) {
2532 Person::players[k]->animTarget = swordslashanim;
2534 } else if (!(Person::players[0]->victim == Person::players[i] &&
2535 Person::players[0]->hasvictim &&
2536 Person::players[0]->animTarget == swordslashanim) &&
2537 attackweapon == staff &&
2538 Person::players[k]->weaponmissdelay <= 0 &&
2540 Person::players[k]->animTarget = staffhitanim;
2542 } else if (!(Person::players[0]->victim == Person::players[i] &&
2543 Person::players[0]->hasvictim &&
2544 Person::players[0]->animTarget == swordslashanim) &&
2545 attackweapon == staff &&
2546 Person::players[k]->weaponmissdelay <= 0 &&
2548 Person::players[k]->animTarget = staffspinhitanim;
2550 } else if ((!Tutorial::active || !attackweapon) &&
2551 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2553 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2554 Person::players[k]->animTarget = spinkickanim;
2556 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2557 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2558 Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
2559 Person::players[k]->animTarget = lowkickanim;
2564 //upunch becomes wolfslap
2565 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype) {
2566 Person::players[k]->animTarget = wolfslapanim;
2570 if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
2571 Person::players[i]->howactive < typedead1 &&
2572 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2573 !Person::players[i]->skeleton.free &&
2574 Person::players[i]->animTarget != getupfrombackanim &&
2575 Person::players[i]->animTarget != getupfromfrontanim &&
2576 (Person::players[i]->surprised > 0 ||
2577 Person::players[i]->aitype == passivetype ||
2578 attackweapon && Person::players[i]->stunned > 0) &&
2579 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
2581 if (!attackweapon) {
2582 Person::players[k]->animCurrent = sneakattackanim;
2583 Person::players[k]->animTarget = sneakattackanim;
2584 Person::players[i]->animCurrent = sneakattackedanim;
2585 Person::players[i]->animTarget = sneakattackedanim;
2586 Person::players[k]->oldcoords = Person::players[k]->coords;
2587 Person::players[k]->coords = Person::players[i]->coords;
2590 if (attackweapon == knife) {
2591 Person::players[k]->animCurrent = knifesneakattackanim;
2592 Person::players[k]->animTarget = knifesneakattackanim;
2593 Person::players[i]->animCurrent = knifesneakattackedanim;
2594 Person::players[i]->animTarget = knifesneakattackedanim;
2595 Person::players[i]->oldcoords = Person::players[i]->coords;
2596 Person::players[i]->coords = Person::players[k]->coords;
2599 if (attackweapon == sword) {
2600 Person::players[k]->animCurrent = swordsneakattackanim;
2601 Person::players[k]->animTarget = swordsneakattackanim;
2602 Person::players[i]->animCurrent = swordsneakattackedanim;
2603 Person::players[i]->animTarget = swordsneakattackedanim;
2604 Person::players[i]->oldcoords = Person::players[i]->coords;
2605 Person::players[i]->coords = Person::players[k]->coords;
2607 if (attackweapon != staff) {
2608 Person::players[k]->victim = Person::players[i];
2609 Person::players[k]->hasvictim = 1;
2610 Person::players[i]->targettilt2 = 0;
2611 Person::players[i]->frameTarget = 1;
2612 Person::players[i]->frameCurrent = 0;
2613 Person::players[i]->target = 0;
2614 Person::players[i]->velocity = 0;
2615 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2616 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2617 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2618 Person::players[k]->target = Person::players[i]->target;
2619 Person::players[k]->velocity = 0;
2620 Person::players[k]->targetyaw = Person::players[i]->yaw;
2621 Person::players[k]->yaw = Person::players[i]->yaw;
2622 Person::players[i]->targetyaw = Person::players[i]->yaw;
2625 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2626 Person::players[k]->victim == Person::players[i] &&
2627 (!Person::players[i]->skeleton.free)) {
2629 Person::players[k]->frameTarget = 0;
2630 Person::players[k]->target = 0;
2632 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2633 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2634 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2635 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2636 Person::players[k]->lastattack = Person::players[k]->animTarget;
2638 if (Person::players[k]->animTarget == knifefollowanim &&
2639 Person::players[k]->victim == Person::players[i]) {
2641 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2642 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2643 Person::players[k]->victim = Person::players[i];
2644 Person::players[k]->hasvictim = 1;
2645 Person::players[i]->animTarget = knifefollowedanim;
2646 Person::players[i]->animCurrent = knifefollowedanim;
2647 Person::players[i]->targettilt2 = 0;
2648 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
2649 Person::players[i]->frameTarget = 1;
2650 Person::players[i]->frameCurrent = 0;
2651 Person::players[i]->target = 0;
2652 Person::players[i]->velocity = 0;
2653 Person::players[k]->animCurrent = knifefollowanim;
2654 Person::players[k]->animTarget = knifefollowanim;
2655 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2656 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2657 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2658 Person::players[k]->target = Person::players[i]->target;
2659 Person::players[k]->velocity = 0;
2660 Person::players[k]->oldcoords = Person::players[k]->coords;
2661 Person::players[i]->coords = Person::players[k]->coords;
2662 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2663 Person::players[i]->yaw = Person::players[k]->targetyaw;
2664 Person::players[k]->yaw = Person::players[k]->targetyaw;
2665 Person::players[i]->yaw = Person::players[k]->targetyaw;
2671 const bool hasstaff = attackweapon == staff;
2672 if (k == 0 && Person::players.size() > 1) {
2673 for (unsigned i = 0; i < Person::players.size(); i++) {
2677 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
2678 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
2679 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2680 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown)) {
2681 if (Person::players[i]->skeleton.free) {
2682 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
2683 (Person::players[i]->dead ||
2684 Person::players[i]->skeleton.longdead > 1000 ||
2685 Person::players[k]->isRun() ||
2688 (Person::players[i]->skeleton.longdead > 2000 ||
2689 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
2690 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
2691 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
2692 Person::players[k]->victim = Person::players[i];
2693 Person::players[k]->hasvictim = 1;
2694 if (attackweapon && !Tutorial::active) {
2696 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5)) {
2697 Person::players[k]->animTarget = crouchstabanim;
2700 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword) {
2701 Person::players[k]->animTarget = swordgroundstabanim;
2704 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff) {
2705 Person::players[k]->animTarget = staffgroundsmashanim;
2708 if (distance < 2.5 &&
2709 Person::players[k]->crouchkeydown &&
2710 Person::players[k]->animTarget != crouchstabanim &&
2712 Person::players[i]->dead &&
2713 Person::players[i]->skeleton.free &&
2714 Person::players[i]->skeleton.longdead > 1000) {
2715 Person::players[k]->animTarget = killanim;
2716 terrain.deleteDeadDecals();
2717 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2718 if (Object::objects[l]->model.type == decalstype) {
2719 Object::objects[l]->model.deleteDeadDecals();
2723 if (!Person::players[i]->dead || musictype != 2) {
2724 if (distance < 3.5 &&
2725 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
2726 Person::players[k]->staggerdelay <= 0 &&
2727 (Person::players[i]->dead ||
2728 Person::players[i]->skeleton.longdead < 300 &&
2729 Person::players[k]->lastattack != spinkickanim &&
2730 Person::players[i]->skeleton.free) &&
2731 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
2732 Person::players[k]->animTarget = dropkickanim;
2733 terrain.deleteDeadDecals();
2734 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2735 if (Object::objects[l]->model.type == decalstype) {
2736 Object::objects[l]->model.deleteDeadDecals();
2744 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2745 Person::players[k]->victim == Person::players[i] &&
2746 (!Person::players[i]->skeleton.free ||
2747 Person::players[k]->animTarget == killanim ||
2748 Person::players[k]->animTarget == crouchstabanim ||
2749 Person::players[k]->animTarget == swordgroundstabanim ||
2750 Person::players[k]->animTarget == staffgroundsmashanim ||
2751 Person::players[k]->animTarget == dropkickanim)) {
2753 Person::players[k]->frameTarget = 0;
2754 Person::players[k]->target = 0;
2756 XYZ targetpoint = Person::players[i]->coords;
2757 if (Person::players[k]->animTarget == crouchstabanim ||
2758 Person::players[k]->animTarget == swordgroundstabanim ||
2759 Person::players[k]->animTarget == staffgroundsmashanim) {
2760 targetpoint += (Person::players[i]->jointPos(abdomen) +
2761 Person::players[i]->jointPos(neck)) /
2763 Person::players[i]->scale;
2765 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
2766 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
2768 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
2769 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
2772 if (Person::players[k]->animTarget == staffgroundsmashanim) {
2773 Person::players[k]->targettilt2 += 10;
2776 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2777 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2778 Person::players[k]->lastattack = Person::players[k]->animTarget;
2780 if (Person::players[k]->animTarget == swordgroundstabanim) {
2781 Person::players[k]->targetyaw += 30;
2787 if (!Person::players[k]->hasvictim) {
2789 for (unsigned i = 0; i < Person::players.size(); i++) {
2790 if (i == k || !(i == 0 || k == 0)) {
2793 if (!Person::players[i]->skeleton.free) {
2794 if (Person::players[k]->hasvictim) {
2795 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
2796 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords)) {
2797 Person::players[k]->victim = Person::players[i];
2800 Person::players[k]->victim = Person::players[i];
2801 Person::players[k]->hasvictim = 1;
2806 if (Person::players[k]->aitype == playercontrolled) {
2808 if (Person::players[k]->attackkeydown &&
2809 Person::players[k]->isRun() &&
2810 Person::players[k]->wasRun() &&
2811 ((Person::players[k]->hasvictim &&
2812 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
2813 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
2814 !Person::players[k]->victim->skeleton.free &&
2815 Person::players[k]->victim->animTarget != getupfrombackanim &&
2816 Person::players[k]->victim->animTarget != getupfromfrontanim &&
2817 Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
2818 Person::players[k]->aitype != playercontrolled && //wat???
2819 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
2820 Person::players[k]->rabbitkickenabled) ||
2821 Person::players[k]->jumpkeydown)) {
2823 Person::players[k]->setTargetAnimation(rabbitkickanim);
2827 if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
2829 switch (attackweapon) {
2850 void doPlayerCollisions()
2852 static XYZ rotatetarget;
2853 static float collisionradius;
2854 if (Person::players.size() > 1) {
2855 for (unsigned k = 0; k < Person::players.size(); k++) {
2856 for (unsigned i = k + 1; i < Person::players.size(); i++) {
2857 //neither player is part of a reversal
2858 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
2859 Animation::animations[Person::players[i]->animTarget].attack != reversal &&
2860 Animation::animations[Person::players[k]->animTarget].attack != reversed &&
2861 Animation::animations[Person::players[k]->animTarget].attack != reversal) ||
2862 (i != 0 && k != 0)) {
2863 if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
2864 Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
2865 Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
2866 Animation::animations[Person::players[k]->animCurrent].attack != reversal) ||
2867 (i != 0 && k != 0)) {
2868 //neither is sleeping
2869 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping) {
2870 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall) {
2871 //in same patch, neither is climbing
2872 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
2873 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
2874 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
2875 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
2876 Person::players[i]->animTarget != climbanim &&
2877 Person::players[i]->animTarget != hanganim &&
2878 Person::players[k]->animTarget != climbanim &&
2879 Person::players[k]->animTarget != hanganim) {
2880 //players are close (bounding box test)
2881 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3) {
2882 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3) {
2883 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3) {
2884 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3) {
2885 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3) {
2886 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
2887 //spread fire from player to player
2888 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2889 if (Person::players[i]->onfire || Person::players[k]->onfire) {
2890 if (!Person::players[i]->onfire) {
2891 Person::players[i]->CatchFire();
2893 if (!Person::players[k]->onfire) {
2894 Person::players[k]->CatchFire();
2899 XYZ tempcoords1 = Person::players[i]->coords;
2900 XYZ tempcoords2 = Person::players[k]->coords;
2901 if (!Person::players[i]->skeleton.oldfree) {
2902 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
2904 if (!Person::players[k]->skeleton.oldfree) {
2905 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
2907 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2908 if (Person::players[0]->hasvictim) {
2909 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free) {
2910 collisionradius = 3;
2913 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
2914 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
2915 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
2916 //jump down on a dead body
2917 if (k == 0 || i == 0) {
2919 if (Person::players[0]->animTarget == jumpdownanim &&
2920 !Person::players[0]->skeleton.oldfree &&
2921 !Person::players[0]->skeleton.free &&
2922 Person::players[l]->skeleton.oldfree &&
2923 Person::players[l]->skeleton.free &&
2924 Person::players[l]->dead &&
2925 Person::players[0]->lastcollide <= 0 &&
2926 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
2927 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
2928 Person::players[0]->coords.y = Person::players[l]->coords.y;
2929 Person::players[l]->velocity = Person::players[0]->velocity;
2930 Person::players[l]->skeleton.free = 0;
2931 Person::players[l]->yaw = 0;
2932 Person::players[l]->RagDoll(0);
2933 Person::players[l]->DoDamage(20);
2935 Person::players[l]->skeleton.longdead = 0;
2936 Person::players[0]->lastcollide = 1;
2940 if ((Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
2941 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
2942 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
2943 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
2944 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
2945 Person::players[i]->skeleton.free) &&
2946 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
2947 Person::players[k]->skeleton.free)) {
2948 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
2949 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
2950 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
2952 k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
2953 /*i!=0&&*/ Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
2954 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
2955 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
2956 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
2958 if ((i != 0 || Person::players[i]->skeleton.free) &&
2959 (k != 0 || Person::players[k]->skeleton.free) ||
2960 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
2961 Animation::animations[Person::players[k]->animTarget].height == highheight)) {
2962 if (!Tutorial::active) {
2963 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
2966 Person::players[i]->RagDoll(0);
2967 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
2968 award_bonus(0, aimbonus);
2970 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
2971 Person::players[k]->RagDoll(0);
2972 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
2973 award_bonus(0, aimbonus); // Huh, again?
2975 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
2977 for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
2978 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
2980 for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
2981 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
2986 if ((Animation::animations[Person::players[i]->animTarget].attack == neutral ||
2987 Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
2988 (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
2989 Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
2991 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
2992 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2993 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
2994 Normalise(&rotatetarget);
2995 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
2996 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2997 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2998 if (Person::players[k]->howactive == typeactive || hostile) {
2999 if (Person::players[k]->isIdle()) {
3000 if (Person::players[k]->howactive < typesleeping) {
3001 Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
3002 } else if (Person::players[k]->howactive == typesleeping) {
3003 Person::players[k]->setTargetAnimation(getupfromfrontanim);
3005 if (!editorenabled) {
3006 Person::players[k]->howactive = typeactive;
3010 if (Person::players[i]->howactive == typeactive || hostile) {
3011 if (Person::players[i]->isIdle()) {
3012 if (Person::players[i]->howactive < typesleeping) {
3013 Person::players[i]->setTargetAnimation(Person::players[k]->getStop());
3015 Person::players[i]->setTargetAnimation(getupfromfrontanim);
3017 if (!editorenabled) {
3018 Person::players[i]->howactive = typeactive;
3023 //jump down on player
3025 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
3026 !Person::players[i]->isCrouch() &&
3027 Person::players[i]->animTarget != rollanim &&
3028 !Person::players[k]->skeleton.oldfree && !Person::players[k]->skeleton.free &&
3029 Person::players[k]->lastcollide <= 0 &&
3030 Person::players[k]->velocity.y < -10) {
3031 Person::players[i]->velocity = Person::players[k]->velocity;
3032 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3033 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3034 Person::players[i]->DoDamage(20);
3035 Person::players[i]->RagDoll(0);
3036 Person::players[k]->lastcollide = 1;
3037 award_bonus(k, AboveBonus);
3039 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3040 !Person::players[k]->isCrouch() &&
3041 Person::players[k]->animTarget != rollanim &&
3042 !Person::players[i]->skeleton.oldfree &&
3043 !Person::players[i]->skeleton.free &&
3044 Person::players[i]->lastcollide <= 0 &&
3045 Person::players[i]->velocity.y < -10) {
3046 Person::players[k]->velocity = Person::players[i]->velocity;
3047 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3048 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3049 Person::players[k]->DoDamage(20);
3050 Person::players[k]->RagDoll(0);
3051 Person::players[i]->lastcollide = 1;
3052 award_bonus(i, AboveBonus);
3058 Person::players[i]->CheckKick();
3059 Person::players[k]->CheckKick();
3079 static XYZ facing, flatfacing;
3082 /* Pump SDL input events and process non-gameplay related ones */
3086 Values of mainmenu :
3088 2 Menu pause (resume/end game)
3090 4 Controls configuration menu
3091 5 Main game menu (choose level or challenge)
3092 6 Deleting user menu
3093 7 User managment menu (select/add)
3094 8 Choose difficulty menu
3095 9 Challenge level selection menu
3096 10 End of the campaign congratulation (is that really a menu?)
3097 11 Same that 9 ??? => unused
3098 18 stereo configuration
3103 if (mainmenu && endgame == 1) {
3106 //go to level select after completing a campaign level
3107 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
3114 OPENAL_SetFrequency(OPENAL_ALL);
3115 emit_stream_np(stream_menutheme);
3116 pause_sound(leveltheme);
3128 hostiletime += multiplier;
3133 leveltime += multiplier;
3139 inputText(consoletext[0], &consoleselected);
3141 if (!consoletext[0].empty()) {
3142 cmd_dispatch(consoletext[0]);
3143 for (int k = 14; k >= 1; k--) {
3144 consoletext[k] = consoletext[k - 1];
3146 consoletext[0].clear();
3147 consoleselected = 0;
3151 consoleblinkdelay -= multiplier;
3152 if (consoleblinkdelay <= 0) {
3153 consoleblinkdelay = .3;
3154 consoleblink = !consoleblink;
3158 static int oldwinfreeze;
3159 if (winfreeze && !oldwinfreeze) {
3160 OPENAL_SetFrequency(OPENAL_ALL);
3161 emit_sound_np(consolesuccesssound);
3163 if (winfreeze == 0) {
3164 oldwinfreeze = winfreeze;
3169 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
3172 static float talkdelay = 0;
3174 if (Dialog::inDialog()) {
3177 talkdelay -= multiplier;
3179 if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
3180 for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
3181 Dialog::dialogs[i].tick(i);
3185 windvar += multiplier;
3186 smoketex += multiplier;
3187 Tutorial::stagetime += multiplier;
3190 static float hotspotvisual[40];
3191 if (Hotspot::hotspots.size()) {
3193 if (editorenabled) {
3194 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3195 hotspotvisual[i] -= multiplier / 320;
3199 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3200 while (hotspotvisual[i] < 0) {
3202 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
3203 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
3204 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
3205 hotspotsprite += Hotspot::hotspots[i].position;
3206 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
3207 hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
3211 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3212 if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
3213 Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
3219 if (Tutorial::active) {
3220 Tutorial::Do(multiplier);
3224 if (!Tutorial::active) {
3225 if (bonustime == 0 &&
3226 bonus != solidhit &&
3227 bonus != spinecrusher &&
3228 bonus != tracheotomy &&
3229 bonus != backstab &&
3231 emit_sound_np(consolesuccesssound);
3233 } else if (bonustime == 0) {
3234 emit_sound_np(fireendsound);
3236 if (bonustime == 0) {
3237 if (bonus != solidhit &&
3238 bonus != twoxcombo &&
3239 bonus != threexcombo &&
3240 bonus != fourxcombo &&
3241 bonus != megacombo) {
3244 bonusnum[bonus] += 0.15;
3246 if (Tutorial::active) {
3249 if (bonusvalue > 0) {
3250 bonusvalue /= bonusnum[bonus];
3251 if (bonusvalue <= 0) {
3255 bonustotal += bonusvalue;
3257 bonustime += multiplier;
3260 if (environment == snowyenvironment) {
3261 precipdelay -= multiplier;
3262 while (precipdelay < 0) {
3267 XYZ footvel, footpoint;
3270 footpoint = viewer + viewerfacing * 6;
3271 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
3272 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
3273 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
3274 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
3278 doAerialAcrobatics();
3280 static XYZ oldviewer;
3283 if (!Dialog::inDialog()) {
3284 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
3285 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
3286 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
3287 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
3288 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
3289 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
3290 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
3291 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
3293 Person::players[0]->forwardkeydown = 0;
3294 Person::players[0]->leftkeydown = 0;
3295 Person::players[0]->backkeydown = 0;
3296 Person::players[0]->rightkeydown = 0;
3297 Person::players[0]->jumpkeydown = 0;
3298 Person::players[0]->crouchkeydown = 0;
3299 Person::players[0]->drawkeydown = 0;
3300 Person::players[0]->throwkeydown = 0;
3303 if (!Person::players[0]->jumpkeydown) {
3304 Person::players[0]->jumpclimb = 0;
3307 if (Dialog::inDialog()) {
3309 if (Dialog::directing) {
3313 facing = DoRotation(facing, -pitch, 0, 0);
3314 facing = DoRotation(facing, 0, 0 - yaw, 0);
3319 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
3321 if (Input::isKeyDown(forwardkey)) {
3322 viewer += facing * multiplier * 4;
3324 if (Input::isKeyDown(backkey)) {
3325 viewer -= facing * multiplier * 4;
3327 if (Input::isKeyDown(leftkey)) {
3328 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
3330 if (Input::isKeyDown(rightkey)) {
3331 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
3333 if (Input::isKeyDown(jumpkey)) {
3334 viewer.y += multiplier * 4;
3336 if (Input::isKeyDown(crouchkey)) {
3337 viewer.y -= multiplier * 4;
3339 if (Input::isKeyPressed(SDL_SCANCODE_1) ||
3340 Input::isKeyPressed(SDL_SCANCODE_2) ||
3341 Input::isKeyPressed(SDL_SCANCODE_3) ||
3342 Input::isKeyPressed(SDL_SCANCODE_4) ||
3343 Input::isKeyPressed(SDL_SCANCODE_5) ||
3344 Input::isKeyPressed(SDL_SCANCODE_6) ||
3345 Input::isKeyPressed(SDL_SCANCODE_7) ||
3346 Input::isKeyPressed(SDL_SCANCODE_8) ||
3347 Input::isKeyPressed(SDL_SCANCODE_9) ||
3348 Input::isKeyPressed(SDL_SCANCODE_0) ||
3349 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3351 if (Input::isKeyPressed(SDL_SCANCODE_1)) {
3354 if (Input::isKeyPressed(SDL_SCANCODE_2)) {
3357 if (Input::isKeyPressed(SDL_SCANCODE_3)) {
3360 if (Input::isKeyPressed(SDL_SCANCODE_4)) {
3363 if (Input::isKeyPressed(SDL_SCANCODE_5)) {
3366 if (Input::isKeyPressed(SDL_SCANCODE_6)) {
3369 if (Input::isKeyPressed(SDL_SCANCODE_7)) {
3372 if (Input::isKeyPressed(SDL_SCANCODE_8)) {
3375 if (Input::isKeyPressed(SDL_SCANCODE_9)) {
3378 if (Input::isKeyPressed(SDL_SCANCODE_0)) {
3381 if (Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3384 if (whichend != -1) {
3385 Dialog::currentScene().participantfocus = whichend;
3386 Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
3387 Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
3389 if (whichend == -1) {
3390 Dialog::currentScene().participantfocus = -1;
3392 /* FIXME: potentially accessing -1 in Person::players! */
3393 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
3394 Dialog::indialogue = -1;
3395 Dialog::directing = false;
3398 Dialog::currentScene().camera = viewer;
3399 Dialog::currentScene().camerayaw = yaw;
3400 Dialog::currentScene().camerapitch = pitch;
3401 Dialog::indialogue++;
3402 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3403 if (Dialog::currentScene().sound != 0) {
3404 playdialoguescenesound();
3408 for (unsigned j = 0; j < Person::players.size(); j++) {
3409 Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
3412 //TODO: should these be KeyDown or KeyPressed?
3413 if (Input::isKeyDown(SDL_SCANCODE_KP_1) ||
3414 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
3415 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
3416 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
3417 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
3418 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
3419 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
3420 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
3421 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
3422 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3424 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) {
3427 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) {
3430 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) {
3433 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) {
3436 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) {
3439 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) {
3442 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) {
3445 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) {
3448 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) {
3451 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3454 Dialog::currentScene().participantfacing[whichend] = facing;
3456 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3457 Dialog::indialogue = -1;
3458 Dialog::directing = false;
3462 if (!Dialog::directing) {
3463 pause_sound(whooshsound);
3464 viewer = Dialog::currentScene().camera;
3465 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
3466 yaw = Dialog::currentScene().camerayaw;
3467 pitch = Dialog::currentScene().camerapitch;
3468 if (Dialog::dialoguetime > 0.5) {
3469 if (Input::isKeyPressed(attackkey)) {
3470 Dialog::indialogue++;
3471 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3472 if (Dialog::currentScene().sound != 0) {
3473 playdialoguescenesound();
3474 if (Dialog::currentScene().sound == -5) {
3475 Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
3477 if (Dialog::currentScene().sound == -6) {
3481 if (Person::players.at(Dialog::currentScene().participantfocus)->dead) {
3482 Dialog::indialogue = -1;
3483 Dialog::directing = false;
3490 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3491 Dialog::indialogue = -1;
3492 Dialog::directing = false;
3494 if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
3497 if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
3500 if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
3502 for (unsigned i = 1; i < Person::players.size(); i++) {
3503 Person::players[i]->aitype = attacktypecutoff;
3510 if (!Person::players[0]->jumpkeydown) {
3511 Person::players[0]->jumptogglekeydown = 0;
3513 if (Person::players[0]->jumpkeydown &&
3514 Person::players[0]->animTarget != jumpupanim &&
3515 Person::players[0]->animTarget != jumpdownanim &&
3516 !Person::players[0]->isFlip()) {
3517 Person::players[0]->jumptogglekeydown = 1;
3520 Dialog::dialoguetime += multiplier;
3521 hawkyaw += multiplier * 25;
3523 realhawkcoords.x = 25;
3524 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
3525 hawkcalldelay -= multiplier / 2;
3527 if (hawkcalldelay <= 0) {
3528 emit_sound_at(hawksound, realhawkcoords);
3530 hawkcalldelay = 16 + abs(Random() % 8);
3535 doPlayerCollisions();
3539 for (unsigned k = 0; k < Person::players.size(); k++) {
3540 if (k != 0 && Person::players[k]->immobile) {
3541 Person::players[k]->coords = Person::players[k]->realoldcoords;
3545 for (unsigned k = 0; k < Person::players.size(); k++) {
3546 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3547 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3548 Person::players[k]->DoDamage(1000);
3554 static bool respawnkeydown;
3555 if (!editorenabled &&
3556 (whichlevel != -2 &&
3557 (Input::isKeyDown(SDL_SCANCODE_Z) &&
3558 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
3560 (Input::isKeyDown(jumpkey) &&
3563 Person::players[0]->dead))) {
3564 targetlevel = whichlevel;
3568 respawnkeydown = Input::isKeyDown(jumpkey);
3570 static bool movekey;
3573 for (unsigned i = 0; i < Person::players.size(); i++) {
3574 static float oldtargetyaw;
3575 if (!Person::players[i]->skeleton.free) {
3576 oldtargetyaw = Person::players[i]->targetyaw;
3577 if (i == 0 && !Dialog::inDialog()) {
3578 //TODO: refactor repetitive code
3579 if (!Animation::animations[Person::players[0]->animTarget].attack &&
3580 Person::players[0]->animTarget != staggerbackhighanim &&
3581 Person::players[0]->animTarget != staggerbackhardanim &&
3582 Person::players[0]->animTarget != crouchremoveknifeanim &&
3583 Person::players[0]->animTarget != removeknifeanim &&
3584 Person::players[0]->animTarget != backhandspringanim &&
3585 Person::players[0]->animTarget != dodgebackanim &&
3586 Person::players[0]->animTarget != walljumprightkickanim &&
3587 Person::players[0]->animTarget != walljumpleftkickanim) {
3589 Person::players[0]->targetyaw = 0;
3591 Person::players[0]->targetyaw = -yaw + 180;
3598 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3600 facing = flatfacing;
3602 facing = DoRotation(facing, -pitch, 0, 0);
3603 facing = DoRotation(facing, 0, 0 - yaw, 0);
3606 Person::players[0]->lookyaw = -yaw;
3608 Person::players[i]->targetheadyaw = yaw;
3609 Person::players[i]->targetheadpitch = pitch;
3611 if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
3612 if (!Animation::animations[Person::players[i]->animTarget].attack &&
3613 Person::players[i]->animTarget != staggerbackhighanim &&
3614 Person::players[i]->animTarget != staggerbackhardanim &&
3615 Person::players[i]->animTarget != crouchremoveknifeanim &&
3616 Person::players[i]->animTarget != removeknifeanim &&
3617 Person::players[i]->animTarget != backhandspringanim &&
3618 Person::players[i]->animTarget != dodgebackanim &&
3619 Person::players[i]->animTarget != walljumprightkickanim &&
3620 Person::players[i]->animTarget != walljumpleftkickanim) {
3621 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
3627 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3629 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
3630 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
3632 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
3633 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
3635 if (Dialog::inDialog()) {
3636 Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
3637 Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
3640 if (leveltime < .5) {
3644 Person::players[i]->avoidsomething = 0;
3646 //avoid flaming things
3647 for (unsigned int j = 0; j < Object::objects.size(); j++) {
3648 if (Object::objects[j]->onfire) {
3649 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200) {
3650 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3651 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3652 Person::players[i]->collided = 0;
3653 Person::players[i]->avoidcollided = 1;
3654 if (Person::players[i]->avoidsomething == 0 ||
3655 distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3656 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3657 Person::players[i]->avoidwhere = Object::objects[j]->position;
3658 Person::players[i]->avoidsomething = 1;
3665 //avoid flaming players
3666 for (unsigned j = 0; j < Person::players.size(); j++) {
3667 if (Person::players[j]->onfire) {
3668 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200) {
3669 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3670 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3671 Person::players[i]->collided = 0;
3672 Person::players[i]->avoidcollided = 1;
3673 if (Person::players[i]->avoidsomething == 0 ||
3674 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3675 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3676 Person::players[i]->avoidwhere = Person::players[j]->coords;
3677 Person::players[i]->avoidsomething = 1;
3684 if (Person::players[i]->collided > .8) {
3685 Person::players[i]->avoidcollided = 0;
3688 Person::players[i]->doAI();
3690 if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
3691 //Person::players[i]->targetyaw=Person::players[i]->yaw;
3692 Person::players[i]->forwardkeydown = 0;
3693 Person::players[i]->leftkeydown = 0;
3694 Person::players[i]->backkeydown = 0;
3695 Person::players[i]->rightkeydown = 0;
3696 Person::players[i]->jumpkeydown = 0;
3697 Person::players[i]->attackkeydown = 0;
3698 //Person::players[i]->crouchkeydown=0;
3699 Person::players[i]->throwkeydown = 0;
3702 if (Dialog::inDialog()) {
3703 Person::players[i]->forwardkeydown = 0;
3704 Person::players[i]->leftkeydown = 0;
3705 Person::players[i]->backkeydown = 0;
3706 Person::players[i]->rightkeydown = 0;
3707 Person::players[i]->jumpkeydown = 0;
3708 Person::players[i]->crouchkeydown = 0;
3709 Person::players[i]->drawkeydown = 0;
3710 Person::players[i]->throwkeydown = 0;
3713 if (Person::players[i]->collided < -.3) {
3714 Person::players[i]->collided = -.3;
3716 if (Person::players[i]->collided > 1) {
3717 Person::players[i]->collided = 1;
3719 Person::players[i]->collided -= multiplier * 4;
3720 Person::players[i]->whichdirectiondelay -= multiplier;
3721 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
3722 Person::players[i]->avoidcollided = -.3;
3723 Person::players[i]->whichdirection = abs(Random() % 2);
3724 Person::players[i]->whichdirectiondelay = .4;
3726 if (Person::players[i]->avoidcollided > 1) {
3727 Person::players[i]->avoidcollided = 1;
3729 Person::players[i]->avoidcollided -= multiplier / 4;
3730 if (!Person::players[i]->skeleton.free) {
3731 Person::players[i]->stunned -= multiplier;
3732 Person::players[i]->surprised -= multiplier;
3734 if (i != 0 && Person::players[i]->surprised <= 0 &&
3735 Person::players[i]->aitype == attacktypecutoff &&
3736 !Person::players[i]->dead &&
3737 !Person::players[i]->skeleton.free &&
3738 Animation::animations[Person::players[i]->animTarget].attack == neutral) {
3742 if (!Person::players[i]->throwkeydown) {
3743 Person::players[i]->throwtogglekeydown = 0;
3747 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
3748 if (Person::players[i]->weaponactive == -1 &&
3749 Person::players[i]->num_weapons < 2 &&
3750 (Person::players[i]->isIdle() ||
3751 Person::players[i]->isCrouch() ||
3752 Person::players[i]->animTarget == sneakanim ||
3753 Person::players[i]->animTarget == rollanim ||
3754 Person::players[i]->animTarget == backhandspringanim ||
3755 Person::players[i]->isFlip() ||
3756 Person::players[i]->aitype != playercontrolled)) {
3757 for (unsigned j = 0; j < weapons.size(); j++) {
3758 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3759 Person::players[i]->aitype == playercontrolled) &&
3760 weapons[j].owner == -1 &&
3761 Person::players[i]->weaponactive == -1) {
3762 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
3763 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
3764 if (Person::players[i]->isCrouch() ||
3765 Person::players[i]->animTarget == sneakanim ||
3766 Person::players[i]->isRun() ||
3767 Person::players[i]->isIdle() ||
3768 Person::players[i]->aitype != playercontrolled) {
3769 Person::players[i]->throwtogglekeydown = 1;
3770 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3771 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3772 Person::players[i]->hasvictim = 0;
3774 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3775 Person::players[i]->throwtogglekeydown = 1;
3776 Person::players[i]->hasvictim = 0;
3778 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3779 Person::players[i]->aitype == playercontrolled) &&
3780 weapons[j].owner == -1 ||
3781 Person::players[i]->victim &&
3782 weapons[j].owner == int(Person::players[i]->victim->id)) {
3783 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1) {
3784 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
3785 if (weapons[j].getType() != staff) {
3786 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3789 Person::players[i]->takeWeapon(j);
3794 } else if ((Person::players[i]->isIdle() ||
3795 Person::players[i]->isFlip() ||
3796 Person::players[i]->aitype != playercontrolled) &&
3797 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
3798 Person::players[i]->coords.y < weapons[j].position.y) {
3799 if (!Person::players[i]->isFlip()) {
3800 Person::players[i]->throwtogglekeydown = 1;
3801 Person::players[i]->setTargetAnimation(removeknifeanim);
3802 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3804 if (Person::players[i]->isFlip()) {
3805 Person::players[i]->throwtogglekeydown = 1;
3806 Person::players[i]->hasvictim = 0;
3808 for (unsigned k = 0; k < weapons.size(); k++) {
3809 if (Person::players[i]->weaponactive == -1) {
3810 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
3811 Person::players[i]->aitype == playercontrolled) &&
3812 weapons[k].owner == -1 ||
3813 Person::players[i]->victim &&
3814 weapons[k].owner == int(Person::players[i]->victim->id)) {
3815 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
3816 Person::players[i]->weaponactive == -1) {
3817 if (weapons[k].getType() != staff) {
3818 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3821 Person::players[i]->takeWeapon(k);
3831 if (Person::players[i]->isCrouch() ||
3832 Person::players[i]->animTarget == sneakanim ||
3833 Person::players[i]->isRun() ||
3834 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
3835 Person::players[i]->animTarget == backhandspringanim) {
3836 if (Person::players.size() > 1) {
3837 for (unsigned j = 0; j < Person::players.size(); j++) {
3838 if (Person::players[i]->weaponactive == -1) {
3840 if (Person::players[j]->num_weapons &&
3841 Person::players[j]->skeleton.free &&
3842 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2 /*&&Person::players[j]->dead*/ &&
3843 (((Person::players[j]->skeleton.forward.y < 0 &&
3844 Person::players[j]->weaponstuckwhere == 0) ||
3845 (Person::players[j]->skeleton.forward.y > 0 &&
3846 Person::players[j]->weaponstuckwhere == 1)) ||
3847 Person::players[j]->weaponstuck == -1 ||
3848 Person::players[j]->num_weapons > 1)) {
3849 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
3850 Person::players[i]->throwtogglekeydown = 1;
3851 Person::players[i]->victim = Person::players[j];
3852 Person::players[i]->hasvictim = 1;
3853 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3854 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3856 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3857 Person::players[i]->throwtogglekeydown = 1;
3858 Person::players[i]->victim = Person::players[j];
3859 Person::players[i]->hasvictim = 1;
3860 int k = Person::players[j]->weaponids[0];
3861 if (Person::players[i]->hasvictim) {
3864 if (Person::players[i]->victim->weaponstuck != -1) {
3865 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3870 if (weapons[k].getType() != staff) {
3871 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3875 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
3878 if (weapons[k].owner != -1) {
3879 if (Person::players[i]->victim->num_weapons == 1) {
3880 Person::players[i]->victim->num_weapons = 0;
3882 Person::players[i]->victim->num_weapons = 1;
3885 Person::players[i]->victim->skeleton.longdead = 0;
3886 Person::players[i]->victim->skeleton.free = 1;
3887 Person::players[i]->victim->skeleton.broken = 0;
3889 for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
3890 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
3891 Person::players[i]->victim->skeleton.joints[l].locked = 0;
3897 Normalise(&relative);
3898 XYZ footvel, footpoint;
3900 footpoint = weapons[k].position;
3901 if (Person::players[i]->victim->weaponstuck != -1) {
3902 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3904 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
3906 weapons[k].bloody = 2;
3907 weapons[k].blooddrip = 5;
3908 Person::players[i]->victim->weaponstuck = -1;
3909 Person::players[i]->victim->bloodloss += 2000;
3910 Person::players[i]->victim->DoDamage(2000);
3913 if (Person::players[i]->victim->num_weapons > 0) {
3914 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1) {
3915 Person::players[i]->victim->weaponstuck = 0;
3917 if (Person::players[i]->victim->weaponids[0] == k) {
3918 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
3922 Person::players[i]->victim->weaponactive = -1;
3924 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
3925 Person::players[i]->victim->jointVel(neck) += relative * 6;
3926 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
3927 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
3929 Person::players[i]->takeWeapon(k);
3939 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3940 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3941 if (Person::players[i]->isIdle() ||
3942 Person::players[i]->isRun() ||
3943 Person::players[i]->isCrouch() ||
3944 Person::players[i]->animTarget == sneakanim ||
3945 Person::players[i]->isFlip()) {
3946 if (Person::players.size() > 1) {
3947 for (unsigned j = 0; j < Person::players.size(); j++) {
3949 if (!Tutorial::active || Tutorial::stage == 49) {
3951 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
3952 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
3953 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
3954 !Person::players[j]->skeleton.free &&
3955 -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)) {
3956 if (!Person::players[i]->isFlip()) {
3957 Person::players[i]->throwtogglekeydown = 1;
3958 Person::players[i]->victim = Person::players[j];
3959 Person::players[i]->setTargetAnimation(knifethrowanim);
3960 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3961 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
3963 if (Person::players[i]->isFlip()) {
3964 if (Person::players[i]->weaponactive != -1) {
3965 Person::players[i]->throwtogglekeydown = 1;
3966 Person::players[i]->victim = Person::players[j];
3968 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);
3971 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
3973 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
3974 Person::players[i]->num_weapons--;
3975 if (Person::players[i]->num_weapons) {
3976 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3978 Person::players[i]->weaponactive = -1;
3990 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3991 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
3992 Person::players[i]->throwtogglekeydown = 1;
3993 XYZ tempVelocity = Person::players[i]->velocity * .2;
3994 if (tempVelocity.x == 0) {
3995 tempVelocity.x = .1;
3997 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
3998 Person::players[i]->num_weapons--;
3999 if (Person::players[i]->num_weapons) {
4000 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
4001 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons) {
4002 Person::players[i]->weaponstuck = 0;
4006 Person::players[i]->weaponactive = -1;
4007 for (unsigned j = 0; j < Person::players.size(); j++) {
4008 Person::players[j]->wentforweapon = 0;
4015 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
4016 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
4017 (Person::players[i]->num_weapons == 2) &&
4018 (Person::players[i]->weaponactive == -1) &&
4019 Person::players[i]->isIdle() ||
4020 Person::players[0]->dead &&
4021 (Person::players[i]->weaponactive != -1) &&
4024 if (Person::players[i]->weaponactive != -1) {
4025 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff) {
4029 if (isgood && Person::players[i]->creature != wolftype) {
4030 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
4031 Person::players[i]->setTargetAnimation(drawrightanim);
4032 Person::players[i]->drawtogglekeydown = 1;
4034 if ((Person::players[i]->isIdle() ||
4035 (Person::players[i]->aitype != playercontrolled &&
4036 Person::players[0]->weaponactive != -1 &&
4037 Person::players[i]->isRun())) &&
4038 Person::players[i]->num_weapons &&
4039 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
4040 Person::players[i]->setTargetAnimation(drawleftanim);
4041 Person::players[i]->drawtogglekeydown = 1;
4043 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
4044 Person::players[i]->setTargetAnimation(crouchdrawrightanim);
4045 Person::players[i]->drawtogglekeydown = 1;
4052 if (Person::players[i]->weaponactive != -1) {
4053 if (Person::players[i]->isCrouch() &&
4054 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
4056 Person::players[i]->onterrain &&
4057 Person::players[i]->num_weapons &&
4058 Person::players[i]->attackkeydown &&
4059 musictype != stream_fighttheme) {
4060 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife) {
4061 Person::players[i]->setTargetAnimation(crouchstabanim);
4063 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword) {
4064 Person::players[i]->setTargetAnimation(swordgroundstabanim);
4066 Person::players[i]->hasvictim = 0;
4070 if (!Person::players[i]->drawkeydown) {
4071 Person::players[i]->drawtogglekeydown = 0;
4077 absflatfacing.z = -1;
4079 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
4081 absflatfacing = flatfacing;
4084 if (Dialog::inDialog()) {
4085 Person::players[i]->forwardkeydown = 0;
4086 Person::players[i]->leftkeydown = 0;
4087 Person::players[i]->backkeydown = 0;
4088 Person::players[i]->rightkeydown = 0;
4089 Person::players[i]->jumpkeydown = 0;
4090 Person::players[i]->crouchkeydown = 0;
4091 Person::players[i]->drawkeydown = 0;
4092 Person::players[i]->throwkeydown = 0;
4096 if (!Animation::animations[Person::players[i]->animTarget].attack &&
4097 Person::players[i]->animTarget != staggerbackhighanim &&
4098 Person::players[i]->animTarget != staggerbackhardanim &&
4099 Person::players[i]->animTarget != backhandspringanim &&
4100 Person::players[i]->animTarget != dodgebackanim) {
4101 if (!Person::players[i]->forwardkeydown) {
4102 Person::players[i]->forwardstogglekeydown = 0;
4104 if (Person::players[i]->crouchkeydown) {
4108 Person::players[i]->superruntoggle = 1;
4109 if (Person::players.size() > 1) {
4110 for (unsigned j = 0; j < Person::players.size(); j++) {
4111 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype) {
4112 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16) {
4113 Person::players[i]->superruntoggle = 0;
4120 if (Person::players.size() > 1) {
4121 for (unsigned j = 0; j < Person::players.size(); j++) {
4122 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
4123 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4124 Person::players[j]->victim == Person::players[i] &&
4125 (Person::players[j]->animTarget == sweepanim ||
4126 Person::players[j]->animTarget == upunchanim ||
4127 Person::players[j]->animTarget == wolfslapanim ||
4128 ((Person::players[j]->animTarget == swordslashanim ||
4129 Person::players[j]->animTarget == knifeslashstartanim ||
4130 Person::players[j]->animTarget == staffhitanim ||
4131 Person::players[j]->animTarget == staffspinhitanim) &&
4132 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
4143 Person::players[target]->Reverse();
4145 Person::players[i]->lowreversaldelay = .5;
4147 if (Person::players[i]->isIdle()) {
4148 Person::players[i]->setTargetAnimation(Person::players[i]->getCrouch());
4149 Person::players[i]->transspeed = 10;
4151 if (Person::players[i]->isRun() ||
4152 (Person::players[i]->isStop() &&
4153 (Person::players[i]->leftkeydown ||
4154 Person::players[i]->rightkeydown ||
4155 Person::players[i]->forwardkeydown ||
4156 Person::players[i]->backkeydown))) {
4157 Person::players[i]->setTargetAnimation(rollanim);
4158 Person::players[i]->transspeed = 20;
4161 if (!Person::players[i]->crouchkeydown) {
4163 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0) {
4164 Person::players[i]->superruntoggle = 0;
4167 if (Person::players[i]->isCrouch()) {
4168 if (Person::players.size() > 1) {
4169 for (unsigned j = 0; j < Person::players.size(); j++) {
4171 !Person::players[j]->skeleton.free &&
4172 Person::players[j]->victim &&
4173 Person::players[i]->highreversaldelay <= 0) {
4174 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4175 Person::players[j]->victim == Person::players[i] &&
4176 (Person::players[j]->animTarget == spinkickanim) &&
4177 Person::players[i]->isCrouch()) {
4188 Person::players[target]->Reverse();
4190 Person::players[i]->highreversaldelay = .5;
4192 if (Person::players[i]->isCrouch()) {
4193 if (!Person::players[i]->wasCrouch()) {
4194 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
4195 Person::players[i]->frameCurrent = 0;
4197 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
4198 Person::players[i]->transspeed = 10;
4201 if (Person::players[i]->animTarget == sneakanim) {
4202 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
4203 Person::players[i]->transspeed = 10;
4206 if (Person::players[i]->forwardkeydown) {
4207 if (Person::players[i]->isIdle() ||
4208 (Person::players[i]->isStop() &&
4209 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4210 (Person::players[i]->isLanding() &&
4211 Person::players[i]->frameTarget > 0 &&
4212 !Person::players[i]->jumpkeydown) ||
4213 (Person::players[i]->isLandhard() &&
4214 Person::players[i]->frameTarget > 0 &&
4215 !Person::players[i]->jumpkeydown &&
4216 Person::players[i]->crouchkeydown)) {
4217 if (Person::players[i]->aitype == passivetype) {
4218 Person::players[i]->setTargetAnimation(walkanim);
4220 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4223 if (Person::players[i]->isCrouch()) {
4224 Person::players[i]->animTarget = sneakanim;
4225 if (Person::players[i]->wasCrouch()) {
4226 Person::players[i]->target = 0;
4228 Person::players[i]->frameTarget = 0;
4230 if (Person::players[i]->animTarget == hanganim /*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
4231 Person::players[i]->setTargetAnimation(climbanim);
4232 Person::players[i]->frameTarget = 1;
4233 Person::players[i]->jumpclimb = 1;
4235 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4236 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
4238 Person::players[i]->forwardstogglekeydown = 1;
4241 if (Person::players[i]->rightkeydown) {
4242 if (Person::players[i]->isIdle() ||
4243 (Person::players[i]->isStop() &&
4244 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4245 (Person::players[i]->isLanding() &&
4246 Person::players[i]->frameTarget > 0 &&
4247 !Person::players[i]->jumpkeydown) ||
4248 (Person::players[i]->isLandhard() &&
4249 Person::players[i]->frameTarget > 0 &&
4250 !Person::players[i]->jumpkeydown &&
4251 Person::players[i]->crouchkeydown)) {
4252 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4254 if (Person::players[i]->isCrouch()) {
4255 Person::players[i]->animTarget = sneakanim;
4256 if (Person::players[i]->wasCrouch()) {
4257 Person::players[i]->target = 0;
4259 Person::players[i]->frameTarget = 0;
4261 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4262 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4264 Person::players[i]->targetyaw -= 90;
4265 if (Person::players[i]->forwardkeydown) {
4266 Person::players[i]->targetyaw += 45;
4268 if (Person::players[i]->backkeydown) {
4269 Person::players[i]->targetyaw -= 45;
4273 if (Person::players[i]->leftkeydown) {
4274 if (Person::players[i]->isIdle() ||
4275 (Person::players[i]->isStop() &&
4276 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4277 (Person::players[i]->isLanding() &&
4278 Person::players[i]->frameTarget > 0 &&
4279 !Person::players[i]->jumpkeydown) ||
4280 (Person::players[i]->isLandhard() &&
4281 Person::players[i]->frameTarget > 0 &&
4282 !Person::players[i]->jumpkeydown &&
4283 Person::players[i]->crouchkeydown)) {
4284 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4286 if (Person::players[i]->isCrouch()) {
4287 Person::players[i]->animTarget = sneakanim;
4288 if (Person::players[i]->wasCrouch()) {
4289 Person::players[i]->target = 0;
4291 Person::players[i]->frameTarget = 0;
4293 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4294 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4296 Person::players[i]->targetyaw += 90;
4297 if (Person::players[i]->forwardkeydown) {
4298 Person::players[i]->targetyaw -= 45;
4300 if (Person::players[i]->backkeydown) {
4301 Person::players[i]->targetyaw += 45;
4305 if (Person::players[i]->backkeydown) {
4306 if (Person::players[i]->isIdle() ||
4307 (Person::players[i]->isStop() &&
4308 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4309 (Person::players[i]->isLanding() &&
4310 Person::players[i]->frameTarget > 0 &&
4311 !Person::players[i]->jumpkeydown) ||
4312 (Person::players[i]->isLandhard() &&
4313 Person::players[i]->frameTarget > 0 &&
4314 !Person::players[i]->jumpkeydown &&
4315 Person::players[i]->crouchkeydown)) {
4316 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4318 if (Person::players[i]->isCrouch()) {
4319 Person::players[i]->animTarget = sneakanim;
4320 if (Person::players[i]->wasCrouch()) {
4321 Person::players[i]->target = 0;
4323 Person::players[i]->frameTarget = 0;
4325 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4326 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
4328 if (Person::players[i]->animTarget == hanganim) {
4329 Person::players[i]->animCurrent = jumpdownanim;
4330 Person::players[i]->animTarget = jumpdownanim;
4331 Person::players[i]->target = 0;
4332 Person::players[i]->frameCurrent = 0;
4333 Person::players[i]->frameTarget = 1;
4334 Person::players[i]->velocity = 0;
4335 Person::players[i]->velocity.y += gravity;
4336 Person::players[i]->coords.y -= 1.4;
4337 Person::players[i]->grabdelay = 1;
4339 if (!Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown) {
4340 Person::players[i]->targetyaw += 180;
4344 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
4345 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
4346 Person::players[i]->isRun() ||
4347 Person::players[i]->animTarget == walkanim ||
4348 Person::players[i]->isCrouch() ||
4349 Person::players[i]->animTarget == sneakanim) &&
4350 Person::players[i]->jumppower > 1) &&
4351 ((Person::players[i]->animTarget != rabbitrunninganim &&
4352 Person::players[i]->animTarget != wolfrunninganim) ||
4354 Person::players[i]->jumpstart = 0;
4355 Person::players[i]->setTargetAnimation(jumpupanim);
4356 Person::players[i]->yaw = Person::players[i]->targetyaw;
4357 Person::players[i]->transspeed = 20;
4358 Person::players[i]->FootLand(leftfoot, 1);
4359 Person::players[i]->FootLand(rightfoot, 1);
4363 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
4366 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
4369 Person::players[i]->velocity = 0;
4374 if (Person::players.size() > 1) {
4375 for (unsigned j = 0; j < Person::players.size(); j++) {
4376 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
4377 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4378 (Person::players[j]->victim == Person::players[i]) &&
4379 (Person::players[j]->animTarget == sweepanim)) {
4390 Person::players[i]->velocity.y = 1;
4391 } else if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
4392 Person::players[i]->velocity.y = 7;
4393 Person::players[i]->crouchtogglekeydown = 1;
4395 Person::players[i]->velocity.y = 5;
4398 if (mousejump && i == 0 && devtools) {
4399 if (!Person::players[i]->isLanding()) {
4400 Person::players[i]->tempdeltav = deltav;
4402 if (Person::players[i]->tempdeltav < 0) {
4403 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
4407 Person::players[i]->coords.y += .2;
4408 Person::players[i]->jumppower -= 1;
4411 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
4414 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
4416 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
4417 Person::players[i]->setTargetAnimation(Person::players[i]->getLanding());
4418 Person::players[i]->frameTarget = 2;
4419 Person::players[i]->landhard = 0;
4420 Person::players[i]->jumpstart = 1;
4421 Person::players[i]->tempdeltav = deltav;
4423 if (Person::players[i]->animTarget == jumpupanim &&
4427 Person::players[i]->aitype != playercontrolled)) {
4428 if (Person::players[i]->jumppower > multiplier * 6) {
4429 Person::players[i]->velocity.y += multiplier * 6;
4430 Person::players[i]->jumppower -= multiplier * 6;
4432 if (Person::players[i]->jumppower <= multiplier * 6) {
4433 Person::players[i]->velocity.y += Person::players[i]->jumppower;
4434 Person::players[i]->jumppower = 0;
4437 if (((floatjump || editorenabled) && devtools) && i == 0) {
4438 Person::players[i]->velocity.y += multiplier * 30;
4443 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) {
4444 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4446 if (Person::players[i]->animTarget == sneakanim) {
4447 Person::players[i]->animTarget = Person::players[i]->getCrouch();
4448 if (Person::players[i]->animCurrent == sneakanim) {
4449 Person::players[i]->target = 0;
4451 Person::players[i]->frameTarget = 0;
4454 if (Person::players[i]->animTarget == walkanim &&
4455 (Person::players[i]->aitype == attacktypecutoff ||
4456 Person::players[i]->aitype == searchtype ||
4457 (Person::players[i]->aitype == passivetype &&
4458 Person::players[i]->numwaypoints <= 1))) {
4459 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4461 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype)) {
4462 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4466 if (Person::players[i]->animTarget == rollanim) {
4467 Person::players[i]->targetyaw = oldtargetyaw;
4472 for (unsigned k = 0; k < Person::players.size(); k++) {
4473 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
4474 if (Person::players[k]->yaw > Person::players[k]->targetyaw) {
4475 Person::players[k]->yaw -= 360;
4477 Person::players[k]->yaw += 360;
4481 //stop to turn in right direction
4482 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim)) {
4483 Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
4486 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim) {
4487 Person::players[k]->targettilt = 0;
4490 if (Person::players[k]->animTarget != jumpupanim &&
4491 Person::players[k]->animTarget != backhandspringanim &&
4492 Person::players[k]->animTarget != jumpdownanim &&
4493 !Person::players[k]->isFlip()) {
4494 Person::players[k]->targettilt = 0;
4495 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown) {
4496 Person::players[k]->jumppower = 0;
4498 Person::players[k]->jumppower += multiplier * 7;
4499 if (Person::players[k]->isCrouch()) {
4500 Person::players[k]->jumppower += multiplier * 7;
4502 if (Person::players[k]->jumppower > 5) {
4503 Person::players[k]->jumppower = 5;
4507 if (Person::players[k]->isRun()) {
4508 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
4511 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
4512 Person::players[k]->grabdelay -= multiplier;
4516 for (unsigned k = 0; k < Person::players.size(); k++) {
4517 Person::players[k]->DoAnimations();
4518 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
4519 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
4525 for (int j = numenvsounds - 1; j >= 0; j--) {
4526 envsoundlife[j] -= multiplier;
4527 if (envsoundlife[j] < 0) {
4529 envsoundlife[j] = envsoundlife[numenvsounds];
4530 envsound[j] = envsound[numenvsounds];
4533 OPENAL_SetFrequency(OPENAL_ALL, slomo);
4535 if (Tutorial::active) {
4536 Tutorial::DoStuff(multiplier);
4540 static float gLoc[3];
4544 static float vel[3];
4545 vel[0] = (viewer.x - oldviewer.x) / multiplier;
4546 vel[1] = (viewer.y - oldviewer.y) / multiplier;
4547 vel[2] = (viewer.z - oldviewer.z) / multiplier;
4549 //Set orientation with forward and up vectors
4550 static XYZ upvector;
4554 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
4555 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
4560 facing = DoRotation(facing, -pitch, 0, 0);
4561 facing = DoRotation(facing, 0, 0 - yaw, 0);
4563 static float ori[6];
4567 ori[3] = -upvector.x;
4568 ori[4] = upvector.y;
4569 ori[5] = -upvector.z;
4571 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
4579 void Game::TickOnce()
4582 yaw += multiplier * 5;
4583 } else if (Dialog::directing || !Dialog::inDialog()) {
4586 pitch -= deltav * .7;
4588 pitch += deltav * .7;
4599 void Game::TickOnceAfter()
4601 static XYZ colviewer;
4602 static XYZ coltarget;
4606 static float changedelay;
4607 static bool alldead;
4608 static float unseendelay;
4609 static float cameraspeed;
4612 static int oldmusictype = musictype;
4614 if (environment == snowyenvironment) {
4615 leveltheme = stream_snowtheme;
4617 if (environment == grassyenvironment) {
4618 leveltheme = stream_grasstheme;
4620 if (environment == desertenvironment) {
4621 leveltheme = stream_deserttheme;
4626 musictype = leveltheme;
4627 for (unsigned i = 0; i < Person::players.size(); i++) {
4628 if ((Person::players[i]->aitype == attacktypecutoff ||
4629 Person::players[i]->aitype == getweapontype ||
4630 Person::players[i]->aitype == gethelptype ||
4631 Person::players[i]->aitype == searchtype) &&
4632 !Person::players[i]->dead &&
4633 (Person::players[i]->animTarget != sneakattackedanim &&
4634 Person::players[i]->animTarget != knifesneakattackedanim &&
4635 Person::players[i]->animTarget != swordsneakattackedanim)) {
4636 musictype = stream_fighttheme;
4640 if (Person::players[0]->dead) {
4641 musictype = stream_menutheme;
4644 if (musictype == stream_fighttheme) {
4648 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
4649 unseendelay -= multiplier;
4650 if (unseendelay > 0) {
4651 musictype = stream_fighttheme;
4656 musictype = stream_menutheme;
4657 musicvolume[2] = 512;
4664 if (musictype != oldmusictype && musictype == stream_fighttheme) {
4665 emit_sound_np(alarmsound);
4668 musicselected = musictype;
4670 if (musicselected == leveltheme) {
4671 musicvolume[0] += multiplier * 450;
4673 musicvolume[0] -= multiplier * 450;
4675 if (musicselected == stream_fighttheme) {
4676 musicvolume[1] += multiplier * 450;
4678 musicvolume[1] -= multiplier * 450;
4680 if (musicselected == stream_menutheme) {
4681 musicvolume[2] += multiplier * 450;
4683 musicvolume[2] -= multiplier * 450;
4686 for (int i = 0; i < 3; i++) {
4687 if (musicvolume[i] < 0) {
4690 if (musicvolume[i] > 512) {
4691 musicvolume[i] = 512;
4695 if (musicvolume[2] > 128 && !loading && !mainmenu) {
4696 musicvolume[2] = 128;
4700 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0) {
4701 emit_stream_np(leveltheme, musicvolume[0]);
4703 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0) {
4704 emit_stream_np(stream_fighttheme, musicvolume[1]);
4706 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0) {
4707 emit_stream_np(stream_menutheme, musicvolume[2]);
4709 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0) {
4710 pause_sound(leveltheme);
4712 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0) {
4713 pause_sound(stream_fighttheme);
4715 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0) {
4716 pause_sound(stream_menutheme);
4719 if (musicvolume[0] != oldmusicvolume[0]) {
4720 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
4722 if (musicvolume[1] != oldmusicvolume[1]) {
4723 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
4725 if (musicvolume[2] != oldmusicvolume[2]) {
4726 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
4729 for (int i = 0; i < 3; i++) {
4730 oldmusicvolume[i] = musicvolume[i];
4733 pause_sound(leveltheme);
4734 pause_sound(stream_fighttheme);
4735 pause_sound(stream_menutheme);
4737 for (int i = 0; i < 4; i++) {
4738 oldmusicvolume[i] = 0;
4743 Hotspot::killhotspot = 2;
4744 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4745 if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
4746 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0) {
4747 Hotspot::killhotspot = 0;
4748 } else if (Hotspot::killhotspot == 2) {
4749 Hotspot::killhotspot = 1;
4753 if (Hotspot::killhotspot == 2) {
4754 Hotspot::killhotspot = 0;
4758 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4759 if (Hotspot::hotspots[i].type == -1) {
4760 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
4767 for (unsigned i = 1; i < Person::players.size(); i++) {
4768 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
4772 if (numalarmed > maxalarmed) {
4773 maxalarmed = numalarmed;
4776 if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
4777 if (Person::players[0]->dead) {
4779 targetlevel = whichlevel;
4782 for (unsigned i = 1; i < Person::players.size(); i++) {
4783 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
4789 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
4791 targetlevel = whichlevel + 1;
4792 if (targetlevel > numchallengelevels - 1) {
4796 if (winhotspot || windialogue) {
4798 targetlevel = whichlevel + 1;
4799 if (targetlevel > numchallengelevels - 1) {
4804 if (Hotspot::killhotspot) {
4806 targetlevel = whichlevel + 1;
4807 if (targetlevel > numchallengelevels - 1) {
4812 if (changedelay > 0 && !Person::players[0]->dead && !won) {
4813 //high scores, awards, win
4815 Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
4818 wonleveltime = leveltime;
4819 Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
4822 Account::saveFile(Folders::getUserSavePath());
4828 if (leveltime < 1) {
4833 Hotspot::killhotspot = 0;
4836 if (!editorenabled && gameon && !mainmenu) {
4837 if (changedelay != -999) {
4838 changedelay -= multiplier / 7;
4840 if (Person::players[0]->dead) {
4841 targetlevel = whichlevel;
4843 if (loading == 2 && !campaign) {
4846 fireSound(firestartsound);
4848 if (!Person::players[0]->dead && targetlevel != whichlevel) {
4849 startbonustotal = bonustotal;
4852 LoadLevel(targetlevel);
4857 if (loading == 2 && targetlevel == whichlevel) {
4861 fireSound(firestartsound);
4863 LoadLevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
4869 if (changedelay <= -999 &&
4872 (Person::players[0]->dead ||
4873 (alldead && maptype == mapkilleveryone) ||
4875 (Hotspot::killhotspot))) {
4878 if ((Person::players[0]->dead ||
4879 (alldead && maptype == mapkilleveryone) ||
4882 (Hotspot::killhotspot)) &&
4884 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
4888 if (Person::players[0]->dead) {
4895 // campaignchoosenext determines what to do when the level is complete:
4896 // 0 = load next level
4897 // 1 = go back to level select screen
4898 // 2 = stealthload next level
4899 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
4900 if (campaignlevels[actuallevel].nextlevel.empty()) {
4903 } else if (mainmenu == 0 && winfreeze) {
4904 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
4906 if (!stealthloading) {
4907 fireSound(firestartsound);
4912 startbonustotal = 0;
4919 if (!firstLoadDone) {
4923 actuallevel = campaignlevels[actuallevel].nextlevel.front();
4924 visibleloading = true;
4926 LoadLevel(campaignlevels[actuallevel].mapname.c_str());
4930 pause_sound(stream_menutheme);
4941 oldmusictype = musictype;
4947 facing = DoRotation(facing, -pitch, 0, 0);
4948 facing = DoRotation(facing, 0, 0 - yaw, 0);
4949 viewerfacing = facing;
4952 if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free) {
4953 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;
4955 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;
4958 if (Person::players[0]->skeleton.free) {
4959 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
4960 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y) {
4961 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
4966 if (Person::players[0]->skeleton.free != 2) {
4968 if (findLengthfast(&Person::players[0]->velocity) > 400) {
4969 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
4971 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim) {
4974 coltarget = target - cameraloc;
4975 if (findLengthfast(&coltarget) < multiplier * multiplier * 400) {
4978 Normalise(&coltarget);
4979 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0) {
4980 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
4982 cameraloc = cameraloc + coltarget * multiplier * 8;
4985 if (editorenabled) {
4988 cameradist += multiplier * 5;
4989 if (cameradist > 2.3) {
4992 viewer = cameraloc - facing * cameradist;
4994 coltarget = cameraloc;
4995 Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
4996 for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
4997 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4999 coltarget = cameraloc;
5000 if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
5004 for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
5005 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
5007 if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
5011 cameradist = findDistance(&viewer, &target);
5012 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
5013 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
5014 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
5017 if (camerashake > .8) {
5020 woozy += multiplier;
5021 if (Person::players[0]->dead) {
5024 if (Person::players[0]->dead) {
5027 camerashake -= multiplier * 2;
5028 blackout -= multiplier * 2;
5029 if (camerashake < 0) {
5036 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
5037 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
5038 viewer.z += (float)(Random() % 100) * .0005 * camerashake;