2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
26 #include "Animation/Animation.hpp"
27 #include "Audio/openal_wrapper.hpp"
28 #include "Devtools/ConsoleCmds.hpp"
29 #include "Level/Awards.hpp"
30 #include "Level/Campaign.hpp"
31 #include "Level/Dialog.hpp"
32 #include "Level/Hotspot.hpp"
33 #include "Menu/Menu.hpp"
34 #include "Tutorial.hpp"
35 #include "User/Settings.hpp"
36 #include "Utils/Folders.hpp"
37 #include "Utils/Input.hpp"
41 #include <sys/types.h>
57 // Added more evilness needed for MSVC
59 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
60 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
63 extern float multiplier;
65 extern int environment;
66 extern Terrain terrain;
67 extern float screenwidth, screenheight;
70 extern float texdetail;
72 extern float slomodelay;
73 extern bool floatjump;
76 extern float camerashake;
78 extern float blackout;
79 extern bool cellophane;
80 extern bool musictoggle;
81 extern int difficulty;
82 extern int bloodtoggle;
83 extern bool invertmouse;
85 extern float precipdelay;
86 extern XYZ viewerfacing;
87 extern bool ambientsound;
88 extern bool mousejump;
89 extern float viewdistance;
91 extern XYZ windvector;
95 extern int oldmainmenu;
96 extern bool visibleloading;
97 extern XYZ envsound[30];
98 extern float envsoundvol[30];
99 extern int numenvsounds;
100 extern float envsoundlife[30];
101 extern float usermousesensitivity;
102 extern bool ismotionblur;
103 extern bool showdamagebar; // (des)activate the damage bar
104 extern bool decalstoggle;
105 extern bool skyboxtexture;
106 extern float skyboxr;
107 extern float skyboxg;
108 extern float skyboxb;
109 extern float skyboxlightr;
110 extern float skyboxlightg;
111 extern float skyboxlightb;
112 extern float fadestart;
113 extern float slomospeed;
114 extern float slomofreq;
115 extern float smoketex;
116 extern bool againbonus;
117 extern bool reversaltrain;
118 extern bool canattack;
119 extern bool cananger;
120 extern float damagedealt;
122 extern int editoractive;
123 extern int editorpathtype;
125 extern float hostiletime;
127 extern bool gamestarted;
131 extern bool stillloading;
132 extern bool winfreeze;
134 extern bool campaign;
136 extern void toggleFullscreen();
140 bool winhotspot = false;
141 bool windialogue = false;
144 float cameradist = 0;
145 bool oldattackkey = 0;
147 float musicvolume[4] = {};
148 float oldmusicvolume[4] = {};
149 int musicselected = 0;
151 const char* rabbitskin[] = {
156 "Textures/Otter.jpg",
158 "Textures/Sable.jpg",
159 "Textures/Chocolate.jpg",
164 const char* wolfskin[] = {
166 "Textures/DarkWolf.jpg",
167 "Textures/SnowWolf.jpg"
170 const char** creatureskin[] = { rabbitskin, wolfskin };
172 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
173 STATIC_ASSERT(rabbittype == 0 && wolftype == 1)
177 // TODO: this is slightly incorrect
178 float roughDirection(XYZ vec)
181 float angle = -asin(-vec.x) * 180 / M_PI;
187 float roughDirectionTo(XYZ start, XYZ end)
189 return roughDirection(end - start);
191 inline float pitchOf(XYZ vec)
194 return -asin(vec.y) * 180 / M_PI;
196 float pitchTo(XYZ start, XYZ end)
198 return pitchOf(end - start);
204 inline float stepTowardf(float from, float to, float by)
206 if (fabs(from - to) < by) {
208 } else if (from > to) {
215 void Game::playdialoguescenesound()
218 temppos = Person::players.at(Dialog::currentScene().participantfocus)->coords;
219 temppos = temppos - viewer;
224 switch (Dialog::currentScene().sound) {
229 sound = consolefailsound;
232 sound = consolesuccesssound;
235 sound = firestartsound;
238 sound = fireendsound;
241 sound = rabbitchitter;
244 sound = rabbitchitter2;
247 sound = rabbitpainsound;
250 sound = rabbitpain1sound;
253 sound = rabbitattacksound;
256 sound = rabbitattack2sound;
259 sound = rabbitattack3sound;
262 sound = rabbitattack4sound;
286 sound = barkgrowlsound;
292 emit_sound_at(sound, temppos);
296 // ================================================================
298 int Game::findClosestPlayer()
301 float closestdist = std::numeric_limits<float>::max();
303 for (unsigned int i = 1; i < Person::players.size(); i++) {
304 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
305 if (distance < closestdist) {
306 closestdist = distance;
313 static int findClosestObject()
316 float closestdist = std::numeric_limits<float>::max();
318 for (unsigned int i = 0; i < Object::objects.size(); i++) {
319 float distance = distsq(&Object::objects[i]->position,
320 &Person::players[0]->coords);
321 if (distance < closestdist) {
322 closestdist = distance;
329 static void cmd_dispatch(const string cmd)
331 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
333 for (i = 0; i < n_cmds; i++) {
334 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
335 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
336 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
340 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
343 /********************> Tick() <*****/
344 extern bool save_screenshot(const char* fname);
345 void Screenshot(void)
348 time_t t = time(NULL);
349 struct tm* tme = localtime(&t);
350 sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png",
351 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
353 save_screenshot(filename);
356 void Game::SetUpLighting()
358 if (environment == snowyenvironment) {
359 light.setColors(.65, .65, .7, .4, .4, .44);
361 if (environment == desertenvironment) {
362 light.setColors(.95, .95, .95, .4, .35, .3);
364 if (environment == grassyenvironment) {
365 light.setColors(.95, .95, 1, .4, .4, .44);
367 if (!skyboxtexture) {
368 light.setColors(1, 1, 1, .4, .4, .4);
371 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
372 light.color[0] *= (skyboxlightr + average) / 2;
373 light.color[1] *= (skyboxlightg + average) / 2;
374 light.color[2] *= (skyboxlightb + average) / 2;
375 light.ambient[0] *= (skyboxlightr + average) / 2;
376 light.ambient[1] *= (skyboxlightg + average) / 2;
377 light.ambient[2] *= (skyboxlightb + average) / 2;
380 void Setenvironment(int which)
384 LOG(" Setting environment...");
389 pause_sound(stream_snowtheme);
390 pause_sound(stream_grasstheme);
391 pause_sound(stream_deserttheme);
392 pause_sound(stream_wind);
393 pause_sound(stream_desertambient);
395 if (environment == snowyenvironment) {
399 emit_stream_np(stream_wind);
402 Object::treetextureptr.load("Textures/SnowTree.png", 0);
403 Object::bushtextureptr.load("Textures/BushSnow.png", 0);
404 Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
405 Object::boxtextureptr.load("Textures/SnowBox.jpg", 1);
407 footstepsound = footstepsn1;
408 footstepsound2 = footstepsn2;
409 footstepsound3 = footstepst1;
410 footstepsound4 = footstepst2;
412 terraintexture.load("Textures/Snow.jpg", 1);
413 terraintexture2.load("Textures/Rock.jpg", 1);
415 temptexdetail = texdetail;
419 skybox->load("Textures/Skybox(snow)/Front.jpg",
420 "Textures/Skybox(snow)/Left.jpg",
421 "Textures/Skybox(snow)/Back.jpg",
422 "Textures/Skybox(snow)/Right.jpg",
423 "Textures/Skybox(snow)/Up.jpg",
424 "Textures/Skybox(snow)/Down.jpg");
426 texdetail = temptexdetail;
427 } else if (environment == desertenvironment) {
430 Object::treetextureptr.load("Textures/DesertTree.png", 0);
431 Object::bushtextureptr.load("Textures/BushDesert.png", 0);
432 Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
433 Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
436 emit_stream_np(stream_desertambient);
439 footstepsound = footstepsn1;
440 footstepsound2 = footstepsn2;
441 footstepsound3 = footstepsn1;
442 footstepsound4 = footstepsn2;
444 terraintexture.load("Textures/Sand.jpg", 1);
445 terraintexture2.load("Textures/SandSlope.jpg", 1);
447 temptexdetail = texdetail;
451 skybox->load("Textures/Skybox(sand)/Front.jpg",
452 "Textures/Skybox(sand)/Left.jpg",
453 "Textures/Skybox(sand)/Back.jpg",
454 "Textures/Skybox(sand)/Right.jpg",
455 "Textures/Skybox(sand)/Up.jpg",
456 "Textures/Skybox(sand)/Down.jpg");
458 texdetail = temptexdetail;
459 } else if (environment == grassyenvironment) {
462 Object::treetextureptr.load("Textures/Tree.png", 0);
463 Object::bushtextureptr.load("Textures/Bush.png", 0);
464 Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
465 Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
468 emit_stream_np(stream_wind, 100.);
471 footstepsound = footstepgr1;
472 footstepsound2 = footstepgr2;
473 footstepsound3 = footstepst1;
474 footstepsound4 = footstepst2;
476 terraintexture.load("Textures/GrassDirt.jpg", 1);
477 terraintexture2.load("Textures/MossRock.jpg", 1);
479 temptexdetail = texdetail;
483 skybox->load("Textures/Skybox(grass)/Front.jpg",
484 "Textures/Skybox(grass)/Left.jpg",
485 "Textures/Skybox(grass)/Back.jpg",
486 "Textures/Skybox(grass)/Right.jpg",
487 "Textures/Skybox(grass)/Up.jpg",
488 "Textures/Skybox(grass)/Down.jpg");
490 texdetail = temptexdetail;
492 temptexdetail = texdetail;
494 terrain.load("Textures/HeightMap.png");
496 texdetail = temptexdetail;
499 bool Game::LoadLevel(int which)
505 return LoadLevel("tutorial", true);
506 } else if (which >= 0 && which <= 15) {
508 snprintf(buf, 32, "map%d", which + 1); // challenges
509 return LoadLevel(buf);
511 return LoadLevel("mapsave");
515 bool Game::LoadLevel(const std::string& name, bool tutorial)
517 const std::string level_path = Folders::getResourcePath("Maps/" + name);
518 if (!Folders::file_exists(level_path)) {
519 perror(std::string("LoadLevel: Could not open file '" + level_path).c_str());
523 int indemo; // FIXME this should be removed
529 LOG(std::string("Loading level...") + name);
532 visibleloading = true;
534 if (stealthloading) {
535 visibleloading = false;
544 Tutorial::active = tutorial;
546 if (Tutorial::active) {
549 if (Tutorial::stage == 0) {
550 Tutorial::stagetime = 0;
551 Tutorial::maxtime = 1;
553 pause_sound(whooshsound);
554 pause_sound(stream_firesound);
559 tfile = Folders::openMandatoryFile(level_path, "rb");
561 pause_sound(stream_firesound);
567 //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
569 Dialog::dialogs.clear();
571 Dialog::indialogue = -1;
577 if (Account::hasActive()) {
578 difficulty = Account::active().getDifficulty();
581 Hotspot::hotspots.clear();
582 Hotspot::current = -1;
593 for (unsigned char i = 0; i < 100; i++) {
603 numunarmedattack = 0;
614 bonustotal = startbonustotal;
619 emit_sound_np(consolesuccesssound);
624 if (!stealthloading) {
625 terrain.decals.clear();
626 Sprite::deleteSprites();
628 for (int i = 0; i < subdivision; i++) {
629 for (int j = 0; j < subdivision; j++) {
630 terrain.patchobjects[i][j].clear();
633 Game::LoadingScreen();
637 Person::players.resize(1);
639 funpackf(tfile, "Bi", &mapvers);
641 cerr << name << " has obsolete map version " << mapvers << endl;
644 funpackf(tfile, "Bi", &indemo);
649 funpackf(tfile, "Bi", &maptype);
651 maptype = mapkilleveryone;
654 funpackf(tfile, "Bi", &hostile);
659 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
665 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
673 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
675 skyboxlightr = skyboxr;
676 skyboxlightg = skyboxg;
677 skyboxlightb = skyboxb;
679 /* TODO - This should be done in an other way so that we can rebuild main player as well (so coords would need to be copied from old ones after rebuilding) */
680 if (stealthloading) {
681 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
683 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons);
685 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5) {
686 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
687 Person::players[0]->weaponids[j] = weapons.size();
689 funpackf(tfile, "Bi", &type);
690 weapons.push_back(Weapon(type, 0));
694 Game::LoadingScreen();
696 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
697 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
698 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
699 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
701 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
704 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
706 Person::players[0]->whichskin = 0;
707 Person::players[0]->creature = rabbittype;
710 Person::players[0]->lastattack = -1;
711 Person::players[0]->lastattack2 = -1;
712 Person::players[0]->lastattack3 = -1;
716 Dialog::loadDialogs(tfile);
719 for (int k = 0; k < Person::players[0]->numclothes; k++) {
720 funpackf(tfile, "Bi", &templength);
721 for (int l = 0; l < templength; l++) {
722 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
724 Person::players[0]->clothes[k][templength] = '\0';
725 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
728 funpackf(tfile, "Bi", &environment);
730 if (environment != oldenvironment) {
731 Setenvironment(environment);
733 oldenvironment = environment;
735 Object::LoadObjectsFromFile(tfile, stealthloading);
739 funpackf(tfile, "Bi", &numhotspots);
740 if (numhotspots < 0) {
741 cerr << "Map " << name << " have an invalid number of hotspots" << endl;
744 Hotspot::hotspots.resize(numhotspots);
745 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
746 funpackf(tfile, "Bi Bf Bf Bf Bf", &Hotspot::hotspots[i].type, &Hotspot::hotspots[i].size, &Hotspot::hotspots[i].position.x, &Hotspot::hotspots[i].position.y, &Hotspot::hotspots[i].position.z);
747 funpackf(tfile, "Bi", &templength);
749 for (int l = 0; l < templength; l++) {
750 funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
753 Hotspot::hotspots[i].text[templength] = '\0';
754 if (Hotspot::hotspots[i].type == -111) {
759 Hotspot::hotspots.clear();
762 Game::LoadingScreen();
764 if (!stealthloading) {
765 Object::ComputeCenter();
766 Object::ComputeRadius();
769 Game::LoadingScreen();
772 funpackf(tfile, "Bi", &numplayers);
773 if (numplayers > maxplayers) {
774 cout << "Warning: this level contains more players than allowed" << endl;
777 for (int i = 1; i < numplayers; i++) {
779 Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
781 } catch (InvalidPersonException e) {
782 cerr << "Invalid Person found in " << name << endl;
785 Game::LoadingScreen();
787 funpackf(tfile, "Bi", &numpathpoints);
788 if (numpathpoints > 30 || numpathpoints < 0) {
791 for (int j = 0; j < numpathpoints; j++) {
792 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
793 for (int k = 0; k < numpathpointconnect[j]; k++) {
794 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
797 Game::LoadingScreen();
799 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
803 if (!stealthloading) {
804 Object::AddObjectsToTerrain();
806 Game::LoadingScreen();
808 Game::LoadingScreen();
813 for (unsigned i = 0; i < Person::players.size(); i++) {
814 Game::LoadingScreen();
816 Person::players[i]->burnt = 0;
817 Person::players[i]->bled = 0;
818 Person::players[i]->onfire = 0;
819 Person::players[i]->scale = .2;
821 Person::players[i]->creature = rabbittype;
824 Person::players[i]->skeleton.free = 0;
826 Person::players[i]->skeletonLoad();
828 Person::players[i]->addClothes();
831 Person::players[i]->animCurrent = bounceidleanim;
832 Person::players[i]->animTarget = bounceidleanim;
833 Person::players[i]->frameCurrent = 0;
834 Person::players[i]->frameTarget = 1;
835 Person::players[i]->target = 0;
837 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
838 if (difficulty == 0) {
839 Person::players[i]->speed -= .2;
841 if (difficulty == 1) {
842 Person::players[i]->speed -= .1;
846 Person::players[i]->velocity = 0;
847 Person::players[i]->oldcoords = Person::players[i]->coords;
848 Person::players[i]->realoldcoords = Person::players[i]->coords;
850 Person::players[i]->id = i;
851 Person::players[i]->updatedelay = 0;
852 Person::players[i]->normalsupdatedelay = 0;
854 Person::players[i]->proportionhead = 1.2;
855 Person::players[i]->proportionbody = 1.05;
856 Person::players[i]->proportionarms = 1.00;
857 Person::players[i]->proportionlegs = 1.1;
858 Person::players[i]->proportionlegs.y = 1.05;
859 Person::players[i]->headless = 0;
860 Person::players[i]->currentoffset = 0;
861 Person::players[i]->targetoffset = 0;
862 if (Person::players[i]->creature == wolftype) {
863 Person::players[i]->scale = .23;
864 Person::players[i]->damagetolerance = 300;
866 Person::players[i]->damagetolerance = 200;
870 Game::LoadingScreen();
873 Person::players[i]->proportionhead.z = 0;
874 Person::players[i]->proportionbody.z = 0;
875 Person::players[i]->proportionarms.z = 0;
876 Person::players[i]->proportionlegs.z = 0;
879 Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
882 Person::players[i]->headmorphness = 0;
883 Person::players[i]->targetheadmorphness = 1;
884 Person::players[i]->headmorphstart = 0;
885 Person::players[i]->headmorphend = 0;
887 Person::players[i]->pausetime = 0;
889 Person::players[i]->dead = 0;
890 Person::players[i]->jumppower = 5;
891 Person::players[i]->damage = 0;
892 Person::players[i]->permanentdamage = 0;
893 Person::players[i]->superpermanentdamage = 0;
895 Person::players[i]->forwardkeydown = 0;
896 Person::players[i]->leftkeydown = 0;
897 Person::players[i]->backkeydown = 0;
898 Person::players[i]->rightkeydown = 0;
899 Person::players[i]->jumpkeydown = 0;
900 Person::players[i]->crouchkeydown = 0;
901 Person::players[i]->throwkeydown = 0;
903 Person::players[i]->collided = -10;
904 Person::players[i]->loaded = 1;
905 Person::players[i]->bloodloss = 0;
906 Person::players[i]->weaponactive = -1;
907 Person::players[i]->weaponstuck = -1;
908 Person::players[i]->bleeding = 0;
909 Person::players[i]->deathbleeding = 0;
910 Person::players[i]->stunned = 0;
911 Person::players[i]->hasvictim = 0;
912 Person::players[i]->wentforweapon = 0;
916 Person::players[0]->aitype = playercontrolled;
918 if (difficulty == 1) {
919 Person::players[0]->power = 1 / .9;
920 Person::players[0]->damagetolerance = 250;
921 } else if (difficulty == 0) {
922 Person::players[0]->power = 1 / .8;
923 Person::players[0]->damagetolerance = 300;
924 Person::players[0]->armorhead *= 1.5;
925 Person::players[0]->armorhigh *= 1.5;
926 Person::players[0]->armorlow *= 1.5;
929 cameraloc = Person::players[0]->coords;
931 yaw = Person::players[0]->yaw;
933 hawkcoords = Person::players[0]->coords;
936 Game::LoadingScreen();
938 LOG("Starting background music...");
940 OPENAL_StopSound(OPENAL_ALL);
942 if (environment == snowyenvironment) {
943 emit_stream_np(stream_wind);
944 } else if (environment == desertenvironment) {
945 emit_stream_np(stream_desertambient);
946 } else if (environment == grassyenvironment) {
947 emit_stream_np(stream_wind, 100.);
950 oldmusicvolume[0] = 0;
951 oldmusicvolume[1] = 0;
952 oldmusicvolume[2] = 0;
953 oldmusicvolume[3] = 0;
957 visibleloading = false;
962 /* Process input events that impact settings, console, devtools, etc.
963 * Gameplay-related input processing is still done in Game::Tick() for now
964 * as it is tightly coupled to the game logic.
966 void Game::ProcessInput()
968 /* Pump SDL input events */
971 /* Menu handling (main menu, leave game) */
972 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
973 (gameon || mainmenu == 0)) {
975 if (mainmenu == 0 && !winfreeze) {
976 mainmenu = 2; // Pause
977 } else if (mainmenu == 1 || mainmenu == 2) {
978 mainmenu = 0; // Unpause
981 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
982 OPENAL_SetFrequency(OPENAL_ALL);
983 emit_stream_np(stream_menutheme);
984 pause_sound(leveltheme);
986 // On resume, play level music
988 pause_sound(stream_menutheme);
989 resume_stream(leveltheme);
994 if (!campaign && !mainmenu) {
995 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE))) {
1001 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && gameon) {
1005 } else if (winfreeze) {
1012 /* Tutorial mode hotkeys */
1013 if (Tutorial::active) {
1014 // Skip current tutorial stage
1015 if (Input::isKeyPressed(SDL_SCANCODE_TAB)) {
1016 if (Tutorial::stage != 51) {
1017 Tutorial::stagetime = Tutorial::maxtime;
1019 emit_sound_np(consolefailsound, 128.);
1024 if (Input::isKeyPressed(SDL_SCANCODE_F1)) {
1028 /* Stereo video mode hotkeys */
1029 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
1030 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1031 stereoreverse = true;
1032 printf("Stereo reversed\n");
1034 stereoreverse = false;
1035 printf("Stereo unreversed\n");
1039 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
1040 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1041 stereoseparation -= 0.001;
1043 stereoseparation -= 0.010;
1045 printf("Stereo separation decreased to %f\n", stereoseparation);
1048 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
1049 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1050 stereoseparation += 0.001;
1052 stereoseparation += 0.010;
1054 printf("Stereo separation increased to %f\n", stereoseparation);
1058 if (devtools && !mainmenu) {
1063 void Game::ProcessDevInput()
1065 if (!devtools || mainmenu) {
1069 float headprop, bodyprop, armprop, legprop;
1072 if (Input::isKeyPressed(consolekey)) {
1075 OPENAL_SetFrequency(OPENAL_ALL);
1082 if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
1084 if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1085 editorenabled = !editorenabled;
1086 if (editorenabled) {
1087 Person::players[0]->damagetolerance = 100000;
1089 Person::players[0]->damagetolerance = 200;
1091 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
1092 Person::players[0]->permanentdamage = 0;
1093 Person::players[0]->superpermanentdamage = 0;
1094 Person::players[0]->bloodloss = 0;
1095 Person::players[0]->deathbleeding = 0;
1098 /* Nullify damage and give 200000 health */
1099 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1100 Person::players[0]->damagetolerance = 200000;
1101 Person::players[0]->damage = 0;
1102 Person::players[0]->burnt = 0;
1103 Person::players[0]->permanentdamage = 0;
1104 Person::players[0]->superpermanentdamage = 0;
1107 /* Change environment */
1108 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1110 if (environment > 2) {
1113 Setenvironment(environment);
1117 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1118 cameramode = !cameramode;
1122 if (Input::isKeyPressed(SDL_SCANCODE_V)) {
1125 OPENAL_SetFrequency(OPENAL_ALL);
1129 /* Toggle slow motion */
1130 if (Input::isKeyPressed(SDL_SCANCODE_B)) {
1136 if (Input::isKeyPressed(SDL_SCANCODE_N)) {
1137 Person::players[0]->RagDoll(0);
1138 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
1141 /* Shrink tree leaves?? */
1142 // FIXME: Can't see what this does in game.
1143 if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
1144 for (auto& an_object : Object::objects) {
1145 if (an_object->type == treeleavestype) {
1146 an_object->scale *= .9;
1151 /* Change (or add) weapon */
1152 if (Input::isKeyPressed(SDL_SCANCODE_X)) {
1154 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1155 closest = findClosestPlayer();
1159 if (Person::players[closest]->num_weapons > 0) {
1161 switch (weapons[Person::players[closest]->weaponids[0]].getType()) {
1172 weapons[Person::players[closest]->weaponids[0]].setType(weapontype);
1174 Person::players[closest]->weaponids[0] = weapons.size();
1175 weapons.push_back(Weapon(knife, closest));
1176 Person::players[closest]->num_weapons = 1;
1181 /* Change yaw (rotate around Z axis) */
1182 if (Input::isKeyDown(SDL_SCANCODE_U)) {
1184 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1185 closest = findClosestPlayer();
1189 Person::players[closest]->yaw += multiplier * 50;
1190 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1195 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
1197 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1198 closest = findClosestPlayer();
1202 Person::players[closest]->onfire = !Person::players[closest]->onfire;
1203 if (Person::players[closest]->onfire) {
1204 Person::players[closest]->CatchFire();
1206 emit_sound_at(fireendsound, Person::players[closest]->coords);
1207 pause_sound(stream_firesound);
1213 if (Input::isKeyPressed(SDL_SCANCODE_T) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1215 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1216 closest = findClosestPlayer();
1220 Person::players[closest]->whichskin++;
1221 if (Person::players[closest]->whichskin > 9) {
1222 Person::players[closest]->whichskin = 0;
1224 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype) {
1225 Person::players[closest]->whichskin = 0;
1228 Person::players[closest]->skeleton.drawmodel.textureptr.load(
1229 creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1230 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1233 Person::players[closest]->addClothes();
1236 /* Change creature type */
1237 if (Input::isKeyPressed(SDL_SCANCODE_T) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1239 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1240 closest = findClosestPlayer();
1244 if (Person::players[closest]->creature == rabbittype) {
1245 Person::players[closest]->creature = wolftype;
1246 Person::players[closest]->whichskin = 0;
1247 Person::players[closest]->skeletonLoad();
1249 Person::players[closest]->proportionhead = 1.1;
1250 Person::players[closest]->proportionbody = 1.1;
1251 Person::players[closest]->proportionarms = 1.1;
1252 Person::players[closest]->proportionlegs = 1.1;
1253 Person::players[closest]->scale *= 1.15;
1255 Person::players[closest]->damagetolerance = 300;
1256 } else { // wolftype
1257 Person::players[closest]->creature = rabbittype;
1258 Person::players[closest]->whichskin = 0;
1259 Person::players[closest]->skeletonLoad(true);
1261 Person::players[closest]->proportionhead = 1.2;
1262 Person::players[closest]->proportionbody = 1.05;
1263 Person::players[closest]->proportionarms = 1.00;
1264 Person::players[closest]->proportionlegs.x = 1.1;
1265 Person::players[closest]->proportionlegs.y = 1.05;
1266 Person::players[closest]->scale /= 1.15;
1268 Person::players[closest]->damagetolerance = 200;
1273 /* Explose nearby player's head */
1274 if (Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1275 int closest = findClosestPlayer();
1276 if (closest > 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1277 XYZ flatfacing2, flatvelocity2, flatvelocity2_orig;
1278 XYZ headspurtdirection;
1279 Joint& headjoint = Person::players[closest]->joint(head);
1281 if (!Person::players[closest]->skeleton.free) {
1282 flatvelocity2_orig = Person::players[closest]->velocity;
1283 flatfacing2 = DoRotation(
1285 DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt),
1286 Person::players[closest]->tilt2, 0, 0),
1287 0, Person::players[closest]->yaw, 0) *
1288 Person::players[closest]->scale +
1289 Person::players[closest]->coords;
1291 flatvelocity2_orig = headjoint.velocity;
1292 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1295 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1296 Normalise(&headspurtdirection);
1298 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1299 flatvelocity2 = flatvelocity2_orig;
1300 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1301 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1302 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1303 printf("Test: %f\n", flatvelocity2.x);
1304 printf("Test orig: %f\n", flatvelocity2_orig.x);
1305 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1306 flatvelocity2 += headspurtdirection * 8;
1307 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1309 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1311 emit_sound_at(splattersound, Person::players[closest]->coords);
1312 emit_sound_at(breaksound2, Person::players[closest]->coords, 100.);
1314 if (Person::players[closest]->skeleton.free == 2) {
1315 Person::players[closest]->skeleton.free = 0;
1317 Person::players[closest]->RagDoll(0);
1318 Person::players[closest]->dead = 2;
1319 Person::players[closest]->headless = 1;
1320 Person::players[closest]->DoBloodBig(3, 165);
1326 /* Explode nearby player */
1327 if (Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1328 int closest = findClosestPlayer();
1329 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1330 XYZ flatfacing2, flatvelocity2, flatvelocity2_orig;
1332 emit_sound_at(splattersound, Person::players[closest]->coords);
1333 emit_sound_at(breaksound2, Person::players[closest]->coords);
1335 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1336 if (!Person::players[closest]->skeleton.free) {
1337 flatvelocity2_orig = Person::players[closest]->velocity;
1338 flatfacing2 = DoRotation(
1340 DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt),
1341 Person::players[closest]->tilt2, 0, 0),
1342 0, Person::players[closest]->yaw, 0) *
1343 Person::players[closest]->scale +
1344 Person::players[closest]->coords;
1346 flatvelocity2_orig = Person::players[closest]->skeleton.joints[i].velocity;
1347 flatfacing2 = Person::players[closest]->skeleton.joints[i].position *
1348 Person::players[closest]->scale +
1349 Person::players[closest]->coords;
1353 flatvelocity2 = flatvelocity2_orig;
1354 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1355 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1356 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1357 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1358 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
1359 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1362 flatvelocity2 = flatvelocity2_orig;
1363 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1364 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1365 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1366 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1367 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
1370 flatvelocity2 = flatvelocity2_orig;
1371 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1372 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1373 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1374 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1375 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1378 flatvelocity2 = flatvelocity2_orig;
1379 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1380 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1381 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1382 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1383 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1387 for (unsigned j = 0; j < Person::players.size(); j++) {
1388 if (int(j) == closest) {
1391 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
1392 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
1393 if (Person::players[j]->skeleton.free == 2) {
1394 Person::players[j]->skeleton.free = 1;
1396 Person::players[j]->skeleton.longdead = 0;
1397 Person::players[j]->RagDoll(0);
1398 for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
1399 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
1400 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
1401 flatvelocity2 = temppos - Person::players[closest]->coords;
1402 Normalise(&flatvelocity2);
1403 Person::players[j]->skeleton.joints[i].velocity +=
1404 flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
1410 Person::players[closest]->DoDamage(10000);
1411 Person::players[closest]->RagDoll(0);
1412 Person::players[closest]->dead = 2;
1413 Person::players[closest]->coords = 20;
1414 Person::players[closest]->skeleton.free = 2;
1421 /* Skip level (only for challenges) */
1422 // FIXME: Allow skipping levels in campaigns too
1423 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
1425 if (targetlevel > numchallengelevels - 1) {
1432 /* Editor mode keys */
1433 if (editorenabled) {
1434 /* Closest player deletion */
1435 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1436 int closest = findClosestPlayer();
1438 Person::players.erase(Person::players.begin() + closest);
1442 /* Closest object deletion */
1443 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1444 int closest = findClosestObject();
1446 Object::DeleteObject(closest);
1451 if (Input::isKeyPressed(SDL_SCANCODE_O)) {
1452 if (Object::objects.size() < max_objects - 1) {
1453 XYZ scenecoords = Person::players[0]->coords;
1455 if (editortype == bushtype || editortype == firetype) {
1456 scenecoords.y -= 3.5;
1461 float tmpyaw, tmppitch;
1463 tmppitch = editorpitch;
1464 if (tmpyaw < 0 || editortype == bushtype) {
1465 tmpyaw = Random() % 360;
1468 tmppitch = Random() % 360;
1471 Object::MakeObject(editortype, scenecoords, (int)tmpyaw - ((int)tmpyaw) % 30, (int)tmppitch, editorsize);
1472 if (editortype == treetrunktype) {
1473 Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (tmppitch < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
1479 if (Input::isKeyPressed(SDL_SCANCODE_P) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1480 Person::players.push_back(shared_ptr<Person>(new Person()));
1482 Person::players.back()->id = Person::players.size() - 1;
1484 Person::players.back()->scale = Person::players[0]->scale;
1485 Person::players.back()->creature = rabbittype;
1486 Person::players.back()->howactive = editoractive;
1487 Person::players.back()->whichskin = (int)(abs(Random() % 3));
1489 Person::players.back()->skeletonLoad(true);
1491 Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
1492 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
1494 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
1495 Person::players.back()->yaw = Person::players[0]->yaw;
1497 Person::players.back()->coords = Person::players[0]->coords;
1498 Person::players.back()->oldcoords = Person::players.back()->coords;
1499 Person::players.back()->realoldcoords = Person::players.back()->coords;
1501 if (Person::players[0]->creature == wolftype) {
1502 headprop = Person::players[0]->proportionhead.x / 1.1;
1503 bodyprop = Person::players[0]->proportionbody.x / 1.1;
1504 armprop = Person::players[0]->proportionarms.x / 1.1;
1505 legprop = Person::players[0]->proportionlegs.x / 1.1;
1508 headprop = Person::players[0]->proportionhead.x / 1.2;
1509 bodyprop = Person::players[0]->proportionbody.x / 1.05;
1510 armprop = Person::players[0]->proportionarms.x / 1.00;
1511 legprop = Person::players[0]->proportionlegs.x / 1.1;
1514 if (Person::players.back()->creature == wolftype) {
1515 Person::players.back()->proportionhead = 1.1 * headprop;
1516 Person::players.back()->proportionbody = 1.1 * bodyprop;
1517 Person::players.back()->proportionarms = 1.1 * armprop;
1518 Person::players.back()->proportionlegs = 1.1 * legprop;
1521 if (Person::players.back()->creature == rabbittype) {
1522 Person::players.back()->proportionhead = 1.2 * headprop;
1523 Person::players.back()->proportionbody = 1.05 * bodyprop;
1524 Person::players.back()->proportionarms = 1.00 * armprop;
1525 Person::players.back()->proportionlegs = 1.1 * legprop;
1526 Person::players.back()->proportionlegs.y = 1.05 * legprop;
1530 Person::players.back()->proportionhead.z = 0;
1531 Person::players.back()->proportionbody.z = 0;
1532 Person::players.back()->proportionarms.z = 0;
1533 Person::players.back()->proportionlegs.z = 0;
1536 Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
1538 Person::players.back()->damagetolerance = 200;
1540 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
1541 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
1542 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
1543 Person::players.back()->armorhead = Person::players[0]->armorhead;
1544 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
1545 Person::players.back()->armorlow = Person::players[0]->armorlow;
1546 Person::players.back()->metalhead = Person::players[0]->metalhead;
1547 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
1548 Person::players.back()->metallow = Person::players[0]->metallow;
1550 Person::players.back()->immobile = Person::players[0]->immobile;
1552 Person::players.back()->numclothes = Person::players[0]->numclothes;
1553 for (int i = 0; i < Person::players.back()->numclothes; i++) {
1554 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
1555 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
1556 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
1557 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
1559 Person::players.back()->addClothes();
1561 Person::players.back()->power = Person::players[0]->power;
1562 Person::players.back()->speedmult = Person::players[0]->speedmult;
1564 Person::players.back()->loaded = true;
1568 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1569 if (Person::players.back()->numwaypoints < 90) {
1570 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
1571 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
1572 Person::players.back()->numwaypoints++;
1574 printf("Add waypoint: Reached max number of waypoints (90), aborting.");
1578 /* Connect waypoint */
1579 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1580 if (numpathpoints < 30) {
1581 bool connected = false;
1582 if (numpathpoints > 1) {
1583 for (int i = 0; i < numpathpoints; i++) {
1584 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
1585 bool alreadyconnected = false;
1586 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
1587 if (pathpointconnect[pathpointselected][j] == i) {
1588 alreadyconnected = true;
1591 if (!alreadyconnected) {
1592 numpathpointconnect[pathpointselected]++;
1594 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
1601 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
1602 numpathpointconnect[numpathpoints - 1] = 0;
1603 if (numpathpoints > 1 && pathpointselected != -1) {
1604 numpathpointconnect[pathpointselected]++;
1605 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
1607 pathpointselected = numpathpoints - 1;
1610 printf("Connect waypoint: Reached max number of path points (30), aborting.");
1614 /* Select next path waypoint */
1615 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
1616 pathpointselected++;
1617 if (pathpointselected >= numpathpoints) {
1618 pathpointselected = -1;
1622 /* Select previous path waypoint */
1623 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1624 pathpointselected--;
1625 if (pathpointselected <= -2) {
1626 pathpointselected = numpathpoints - 1;
1630 /* Delete path waypoint */
1631 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1632 if (pathpointselected != -1) {
1634 pathpoint[pathpointselected] = pathpoint[numpathpoints];
1635 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
1636 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
1637 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
1639 for (int i = 0; i < numpathpoints; i++) {
1640 for (int j = 0; j < numpathpointconnect[i]; j++) {
1641 if (pathpointconnect[i][j] == pathpointselected) {
1642 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
1643 numpathpointconnect[i]--;
1645 if (pathpointconnect[i][j] == numpathpoints) {
1646 pathpointconnect[i][j] = pathpointselected;
1650 pathpointselected = numpathpoints - 1;
1654 /* Select previous object type */
1655 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1657 if (editortype == treeleavestype || editortype == 10) {
1660 if (editortype < 0) {
1661 editortype = firetype;
1665 /* Select next object type */
1666 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1668 if (editortype == treeleavestype || editortype == 10) {
1671 if (editortype > firetype) {
1676 /* Decrease size for next object */
1677 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1678 editorsize -= multiplier;
1679 if (editorsize < .1) {
1684 /* Increase size for next object */
1685 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1686 editorsize += multiplier;
1689 /* Decrease yaw for next object */
1690 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1691 editoryaw -= multiplier * 100;
1692 if (editoryaw < -.01) {
1697 /* Increase yaw for next object */
1698 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1699 editoryaw += multiplier * 100;
1702 /* Decrease pitch for next object */
1703 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1704 editorpitch -= multiplier * 100;
1705 if (editorpitch < -.01) {
1710 /* Increase pitch for next object */
1711 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1712 editorpitch += multiplier * 100;
1715 /* Decrease map radius */
1716 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1717 mapradius -= multiplier * 10;
1720 /* Increase map radius */
1721 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1722 mapradius += multiplier * 10;
1727 void doJumpReversals()
1729 for (unsigned k = 0; k < Person::players.size(); k++) {
1730 for (unsigned i = k + 1; i < Person::players.size(); i++) {
1731 if (Person::players[k]->skeleton.free == 0 &&
1732 Person::players[i]->skeleton.oldfree == 0 &&
1733 (Person::players[i]->animTarget == jumpupanim ||
1734 Person::players[k]->animTarget == jumpupanim) &&
1735 (Person::players[i]->aitype == playercontrolled ||
1736 Person::players[k]->aitype == playercontrolled) &&
1737 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
1738 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
1739 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
1740 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
1741 //TODO: refactor two huge similar ifs
1742 if (Person::players[i]->animTarget == jumpupanim &&
1743 Person::players[k]->animTarget != getupfrombackanim &&
1744 Person::players[k]->animTarget != getupfromfrontanim &&
1745 Animation::animations[Person::players[k]->animTarget].height == middleheight &&
1746 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
1747 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
1748 Person::players[k]->aitype != playercontrolled)) {
1749 Person::players[i]->victim = Person::players[k];
1750 Person::players[i]->velocity = 0;
1751 Person::players[i]->animCurrent = jumpreversedanim;
1752 Person::players[i]->animTarget = jumpreversedanim;
1753 Person::players[i]->frameCurrent = 0;
1754 Person::players[i]->frameTarget = 1;
1755 Person::players[i]->targettilt2 = 0;
1756 Person::players[k]->victim = Person::players[i];
1757 Person::players[k]->velocity = 0;
1758 Person::players[k]->animCurrent = jumpreversalanim;
1759 Person::players[k]->animTarget = jumpreversalanim;
1760 Person::players[k]->frameCurrent = 0;
1761 Person::players[k]->frameTarget = 1;
1762 Person::players[k]->targettilt2 = 0;
1763 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
1764 Person::players[i]->animCurrent = rabbitkickreversedanim;
1765 Person::players[i]->animTarget = rabbitkickreversedanim;
1766 Person::players[i]->frameCurrent = 1;
1767 Person::players[i]->frameTarget = 2;
1768 Person::players[k]->animCurrent = rabbitkickreversalanim;
1769 Person::players[k]->animTarget = rabbitkickreversalanim;
1770 Person::players[k]->frameCurrent = 1;
1771 Person::players[k]->frameTarget = 2;
1773 Person::players[i]->target = 0;
1774 Person::players[k]->oldcoords = Person::players[k]->coords;
1775 Person::players[i]->coords = Person::players[k]->coords;
1776 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
1777 Person::players[k]->yaw = Person::players[i]->targetyaw;
1778 if (Person::players[k]->aitype == attacktypecutoff) {
1779 Person::players[k]->stunned = .5;
1782 if (Person::players[k]->animTarget == jumpupanim &&
1783 Person::players[i]->animTarget != getupfrombackanim &&
1784 Person::players[i]->animTarget != getupfromfrontanim &&
1785 Animation::animations[Person::players[i]->animTarget].height == middleheight &&
1786 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
1787 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
1788 Person::players[i]->aitype != playercontrolled)) {
1789 Person::players[k]->victim = Person::players[i];
1790 Person::players[k]->velocity = 0;
1791 Person::players[k]->animCurrent = jumpreversedanim;
1792 Person::players[k]->animTarget = jumpreversedanim;
1793 Person::players[k]->frameCurrent = 0;
1794 Person::players[k]->frameTarget = 1;
1795 Person::players[k]->targettilt2 = 0;
1796 Person::players[i]->victim = Person::players[k];
1797 Person::players[i]->velocity = 0;
1798 Person::players[i]->animCurrent = jumpreversalanim;
1799 Person::players[i]->animTarget = jumpreversalanim;
1800 Person::players[i]->frameCurrent = 0;
1801 Person::players[i]->frameTarget = 1;
1802 Person::players[i]->targettilt2 = 0;
1803 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
1804 Person::players[k]->animTarget = rabbitkickreversedanim;
1805 Person::players[k]->animCurrent = rabbitkickreversedanim;
1806 Person::players[i]->animCurrent = rabbitkickreversalanim;
1807 Person::players[i]->animTarget = rabbitkickreversalanim;
1808 Person::players[k]->frameCurrent = 1;
1809 Person::players[k]->frameTarget = 2;
1810 Person::players[i]->frameCurrent = 1;
1811 Person::players[i]->frameTarget = 2;
1813 Person::players[k]->target = 0;
1814 Person::players[i]->oldcoords = Person::players[i]->coords;
1815 Person::players[k]->coords = Person::players[i]->coords;
1816 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
1817 Person::players[i]->yaw = Person::players[k]->targetyaw;
1818 if (Person::players[i]->aitype == attacktypecutoff) {
1819 Person::players[i]->stunned = .5;
1828 void doAerialAcrobatics()
1830 static XYZ facing, flatfacing;
1831 for (unsigned k = 0; k < Person::players.size(); k++) {
1832 Person::players[k]->turnspeed = 500;
1834 if ((Person::players[k]->isRun() &&
1835 ((Person::players[k]->targetyaw != rabbitrunninganim &&
1836 Person::players[k]->targetyaw != wolfrunninganim) ||
1837 Person::players[k]->frameTarget == 4)) ||
1838 Person::players[k]->animTarget == removeknifeanim ||
1839 Person::players[k]->animTarget == crouchremoveknifeanim ||
1840 Person::players[k]->animTarget == flipanim ||
1841 Person::players[k]->animTarget == fightsidestep ||
1842 Person::players[k]->animTarget == walkanim) {
1843 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
1846 if (Person::players[k]->isStop() ||
1847 Person::players[k]->isLanding() ||
1848 Person::players[k]->animTarget == staggerbackhighanim ||
1849 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
1850 Person::players[k]->animTarget == staggerbackhardanim ||
1851 Person::players[k]->animTarget == backhandspringanim ||
1852 Person::players[k]->animTarget == dodgebackanim ||
1853 Person::players[k]->animTarget == rollanim ||
1854 (Animation::animations[Person::players[k]->animTarget].attack &&
1855 Person::players[k]->animTarget != rabbitkickanim &&
1856 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
1857 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
1858 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
1861 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
1862 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
1865 Person::players[k]->DoStuff();
1866 if (Person::players[k]->immobile && k != 0) {
1867 Person::players[k]->coords = Person::players[k]->realoldcoords;
1870 //if player's position has changed (?)
1871 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
1872 !Person::players[k]->skeleton.free &&
1873 Person::players[k]->animTarget != climbanim &&
1874 Person::players[k]->animTarget != hanganim) {
1875 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
1877 bool tempcollide = 0;
1879 if (Person::players[k]->collide < -.3) {
1880 Person::players[k]->collide = -.3;
1882 if (Person::players[k]->collide > 1) {
1883 Person::players[k]->collide = 1;
1885 Person::players[k]->collide -= multiplier * 30;
1888 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
1890 for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
1891 unsigned int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1892 if (Object::objects[i]->type != rocktype ||
1893 Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled ||
1894 Object::objects[i]->position.y > Person::players[k]->coords.y) {
1895 lowpoint = Person::players[k]->coords;
1896 if (Person::players[k]->animTarget != jumpupanim &&
1897 Person::players[k]->animTarget != jumpdownanim &&
1898 !Person::players[k]->isFlip()) {
1903 if (Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
1904 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1) {
1905 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
1907 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1908 flatfacing = lowpoint - Person::players[k]->coords;
1909 Person::players[k]->coords = lowpoint;
1910 Person::players[k]->coords.y -= 1.3;
1911 Person::players[k]->collide = 1;
1914 //TODO: refactor four similar blocks
1915 if (Person::players[k]->aitype == playercontrolled &&
1916 (Person::players[k]->animTarget == jumpupanim ||
1917 Person::players[k]->animTarget == jumpdownanim ||
1918 Person::players[k]->isFlip()) &&
1919 !Person::players[k]->jumptogglekeydown &&
1920 Person::players[k]->jumpkeydown) {
1921 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
1922 XYZ tempcoords1 = lowpoint;
1923 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1924 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1925 Person::players[k]->setTargetAnimation(walljumpleftanim);
1926 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1928 pause_sound(whooshsound);
1931 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1932 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1933 if (lowpointtarget.z < 0) {
1934 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1936 Person::players[k]->targetyaw = Person::players[k]->yaw;
1937 Person::players[k]->lowyaw = Person::players[k]->yaw;
1942 lowpoint = tempcoords1;
1943 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
1944 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1945 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1946 Person::players[k]->setTargetAnimation(walljumprightanim);
1947 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1949 pause_sound(whooshsound);
1952 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1953 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1954 if (lowpointtarget.z < 0) {
1955 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1957 Person::players[k]->targetyaw = Person::players[k]->yaw;
1958 Person::players[k]->lowyaw = Person::players[k]->yaw;
1963 lowpoint = tempcoords1;
1964 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
1965 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1966 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1967 Person::players[k]->setTargetAnimation(walljumpbackanim);
1968 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1970 pause_sound(whooshsound);
1973 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1974 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1975 if (lowpointtarget.z < 0) {
1976 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1978 Person::players[k]->targetyaw = Person::players[k]->yaw;
1979 Person::players[k]->lowyaw = Person::players[k]->yaw;
1984 lowpoint = tempcoords1;
1985 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
1986 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1987 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1988 Person::players[k]->setTargetAnimation(walljumpfrontanim);
1989 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1991 pause_sound(whooshsound);
1994 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1995 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1996 if (lowpointtarget.z < 0) {
1997 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1999 Person::players[k]->yaw += 180;
2000 Person::players[k]->targetyaw = Person::players[k]->yaw;
2001 Person::players[k]->lowyaw = Person::players[k]->yaw;
2011 } else if (Object::objects[i]->type == rocktype) {
2012 lowpoint2 = Person::players[k]->coords;
2013 lowpoint = Person::players[k]->coords;
2015 if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
2016 Person::players[k]->coords = colpoint;
2017 Person::players[k]->collide = 1;
2020 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2021 //flipped into a rock
2022 if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7) {
2023 Person::players[k]->RagDoll(0);
2026 if (Person::players[k]->animTarget == jumpupanim) {
2027 Person::players[k]->jumppower = -4;
2028 Person::players[k]->animTarget = Person::players[k]->getIdle();
2030 Person::players[k]->target = 0;
2031 Person::players[k]->frameTarget = 0;
2032 Person::players[k]->onterrain = 1;
2034 if (Person::players[k]->id == 0) {
2035 pause_sound(whooshsound);
2036 OPENAL_SetVolume(channels[whooshsound], 0);
2040 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
2041 if (Person::players[k]->isFlip()) {
2042 Person::players[k]->jumppower = -4;
2044 Person::players[k]->animTarget = Person::players[k]->getLanding();
2045 emit_sound_at(landsound, Person::players[k]->coords, 128.);
2047 addEnvSound(Person::players[k]->coords);
2056 for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
2057 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2058 lowpoint = Person::players[k]->coords;
2060 if (Object::objects[i]->type != rocktype) {
2061 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
2062 if (Person::players[k]->animTarget != jumpupanim &&
2063 Person::players[k]->animTarget != jumpdownanim &&
2064 Person::players[k]->onterrain) {
2065 Person::players[k]->avoidcollided = 1;
2067 Person::players[k]->coords = lowpoint;
2068 Person::players[k]->coords.y -= 1.35;
2069 Person::players[k]->collide = 1;
2071 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2072 (Person::players[k]->animCurrent != climbanim &&
2073 Person::players[k]->animCurrent != hanganim &&
2074 !Person::players[k]->isWallJump() ||
2075 Person::players[k]->animTarget == jumpupanim ||
2076 Person::players[k]->animTarget == jumpdownanim)) {
2077 lowpoint = Person::players[k]->coords;
2078 Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
2079 lowpoint = Person::players[k]->coords;
2083 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2084 lowpointtarget = lowpoint + facing * 1.4;
2085 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2086 if (whichhit != -1) {
2087 lowpoint = Person::players[k]->coords;
2089 lowpointtarget = lowpoint + facing * 1.4;
2090 lowpoint2 = lowpoint;
2091 lowpointtarget2 = lowpointtarget;
2092 lowpoint3 = lowpoint;
2093 lowpointtarget3 = lowpointtarget;
2094 lowpoint4 = lowpoint;
2095 lowpointtarget4 = lowpointtarget;
2096 lowpoint5 = lowpoint;
2097 lowpointtarget5 = lowpointtarget;
2098 lowpoint6 = lowpoint;
2099 lowpointtarget6 = lowpointtarget;
2100 lowpoint7 = lowpoint;
2101 lowpointtarget7 = lowpoint;
2103 lowpointtarget2.x += .1;
2105 lowpointtarget3.z += .1;
2107 lowpointtarget4.x -= .1;
2109 lowpointtarget5.z -= .1;
2110 lowpoint6.y += 45 / 13;
2111 lowpointtarget6.y += 45 / 13;
2112 lowpointtarget6 += facing * .6;
2113 lowpointtarget7.y += 90 / 13;
2114 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2115 if (Object::objects[i]->friction > .5) {
2116 if (whichhit != -1) {
2117 if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim) {
2118 Person::players[k]->collided = 1;
2120 if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1) {
2121 if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1) {
2122 if (Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
2123 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2124 Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
2125 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2126 Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
2127 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2128 Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
2129 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
2130 for (int j = 0; j < 45; j++) {
2131 lowpoint = Person::players[k]->coords;
2132 lowpoint.y += (float)j / 13;
2133 lowpointtarget = lowpoint + facing * 1.4;
2134 if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
2135 &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
2136 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim) {
2139 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2140 lowpoint = Person::players[k]->coords;
2141 lowpoint.y += (float)j / 13;
2142 lowpointtarget = lowpoint + facing * 1.3;
2143 flatfacing = Person::players[k]->coords;
2144 Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * .01;
2145 Person::players[k]->coords.y = lowpointtarget.y - .07;
2146 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2148 if (j > 10 || !Person::players[k]->isRun()) {
2149 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2151 pause_sound(whooshsound);
2154 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2156 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
2157 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2158 if (lowpointtarget.z < 0) {
2159 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2161 Person::players[k]->targetyaw = Person::players[k]->yaw;
2162 Person::players[k]->lowyaw = Person::players[k]->yaw;
2164 //Person::players[k]->velocity=lowpointtarget*.03;
2165 Person::players[k]->velocity = 0;
2168 if (Person::players[k]->animTarget == jumpupanim) {
2169 Person::players[k]->animTarget = climbanim;
2170 Person::players[k]->jumppower = 0;
2171 Person::players[k]->jumpclimb = 1;
2173 Person::players[k]->transspeed = 6;
2174 Person::players[k]->target = 0;
2175 Person::players[k]->frameTarget = 1;
2178 Person::players[k]->setTargetAnimation(hanganim);
2179 Person::players[k]->jumppower = 0;
2197 if (Person::players[k]->collide <= 0) {
2199 if (!Person::players[k]->onterrain &&
2200 Person::players[k]->animTarget != jumpupanim &&
2201 Person::players[k]->animTarget != jumpdownanim &&
2202 Person::players[k]->animTarget != climbanim &&
2203 Person::players[k]->animTarget != hanganim &&
2204 !Person::players[k]->isWallJump() &&
2205 !Person::players[k]->isFlip()) {
2206 if (Person::players[k]->animCurrent != climbanim &&
2207 Person::players[k]->animCurrent != tempanim &&
2208 Person::players[k]->animTarget != backhandspringanim &&
2209 (Person::players[k]->animTarget != rollanim ||
2210 Person::players[k]->frameTarget < 2 ||
2211 Person::players[k]->frameTarget > 6)) {
2212 //stagger off ledge (?)
2213 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim) {
2214 Person::players[k]->RagDoll(0);
2216 Person::players[k]->setTargetAnimation(jumpdownanim);
2219 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2223 Person::players[k]->velocity.y += gravity;
2227 Person::players[k]->realoldcoords = Person::players[k]->coords;
2233 static int randattack;
2234 static bool playerrealattackkeydown = 0;
2236 if (!Input::isKeyDown(attackkey)) {
2240 Person::players[0]->attackkeydown = 0;
2243 playerrealattackkeydown = 0;
2245 if (!oldattackkey) {
2246 playerrealattackkeydown = Input::isKeyDown(attackkey);
2248 if ((Person::players[0]->parriedrecently <= 0 ||
2249 Person::players[0]->weaponactive == -1) &&
2252 Person::players[0]->lastattack != swordslashanim &&
2253 Person::players[0]->lastattack != knifeslashstartanim &&
2254 Person::players[0]->lastattack != staffhitanim &&
2255 Person::players[0]->lastattack != staffspinhitanim))) {
2256 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2258 if (Input::isKeyDown(attackkey) &&
2260 !Person::players[0]->backkeydown) {
2261 for (unsigned k = 0; k < Person::players.size(); k++) {
2262 if ((Person::players[k]->animTarget == swordslashanim ||
2263 Person::players[k]->animTarget == staffhitanim ||
2264 Person::players[k]->animTarget == staffspinhitanim) &&
2265 Person::players[0]->animCurrent != dodgebackanim &&
2266 !Person::players[k]->skeleton.free) {
2267 Person::players[k]->Reverse();
2272 if (!hostile || Dialog::inDialog()) {
2273 Person::players[0]->attackkeydown = 0;
2276 for (unsigned k = 0; k < Person::players.size(); k++) {
2277 if (Dialog::inDialog()) {
2278 Person::players[k]->attackkeydown = 0;
2280 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2281 if (Person::players[k]->aitype != playercontrolled) {
2282 Person::players[k]->victim = Person::players[0];
2284 //attack key pressed
2285 if (Person::players[k]->attackkeydown) {
2287 if (Person::players[k]->backkeydown &&
2288 Person::players[k]->animTarget != backhandspringanim &&
2289 (Person::players[k]->isIdle() ||
2290 Person::players[k]->isStop() ||
2291 Person::players[k]->isRun() ||
2292 Person::players[k]->animTarget == walkanim)) {
2293 if (Person::players[k]->jumppower <= 1) {
2294 Person::players[k]->jumppower -= 2;
2296 for (unsigned i = 0; i < Person::players.size(); i++) {
2300 if (Person::players[i]->animTarget == swordslashanim ||
2301 Person::players[i]->animTarget == knifeslashstartanim ||
2302 Person::players[i]->animTarget == staffhitanim ||
2303 Person::players[i]->animTarget == staffspinhitanim) {
2304 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2305 Person::players[k]->setTargetAnimation(dodgebackanim);
2306 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2307 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2311 if (Person::players[k]->animTarget != dodgebackanim) {
2315 Person::players[k]->setTargetAnimation(backhandspringanim);
2316 Person::players[k]->targetyaw = -yaw + 180;
2317 if (Person::players[k]->leftkeydown) {
2318 Person::players[k]->targetyaw -= 45;
2320 if (Person::players[k]->rightkeydown) {
2321 Person::players[k]->targetyaw += 45;
2323 Person::players[k]->yaw = Person::players[k]->targetyaw;
2324 Person::players[k]->jumppower -= 2;
2329 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2330 !Person::players[k]->backkeydown &&
2331 (Person::players[k]->isIdle() ||
2332 Person::players[k]->isRun() ||
2333 Person::players[k]->animTarget == walkanim ||
2334 Person::players[k]->animTarget == sneakanim ||
2335 Person::players[k]->isCrouch())) {
2336 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2337 //normal attacks (?)
2338 Person::players[k]->hasvictim = 0;
2339 if (Person::players.size() > 1) {
2340 for (unsigned i = 0; i < Person::players.size(); i++) {
2341 if (i == k || !(k == 0 || i == 0)) {
2344 if (!Person::players[k]->hasvictim) {
2345 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2347 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2348 if (distance < 4.5 &&
2349 !Person::players[i]->skeleton.free &&
2350 Person::players[i]->howactive < typedead1 &&
2351 Person::players[i]->animTarget != jumpreversedanim &&
2352 Person::players[i]->animTarget != rabbitkickreversedanim &&
2353 Person::players[i]->animTarget != rabbitkickanim &&
2354 Person::players[k]->animTarget != rabbitkickanim &&
2355 Person::players[i]->animTarget != getupfrombackanim &&
2356 (Person::players[i]->animTarget != staggerbackhighanim &&
2357 (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2358 Person::players[i]->animTarget != jumpdownanim &&
2359 Person::players[i]->animTarget != jumpupanim &&
2360 Person::players[i]->animTarget != getupfromfrontanim) {
2361 Person::players[k]->victim = Person::players[i];
2362 Person::players[k]->hasvictim = 1;
2363 if (Person::players[k]->aitype == playercontrolled) { //human player
2365 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2366 Person::players[k]->crouchkeydown &&
2367 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2368 Person::players[k]->animTarget = sweepanim;
2370 } else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2371 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2372 !Person::players[k]->forwardkeydown &&
2373 !Person::players[k]->leftkeydown &&
2374 !Person::players[k]->rightkeydown &&
2375 !Person::players[k]->crouchkeydown &&
2378 Person::players[k]->animTarget = winduppunchanim;
2380 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2381 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2382 !Person::players[k]->forwardkeydown &&
2383 !Person::players[k]->leftkeydown &&
2384 !Person::players[k]->rightkeydown &&
2385 !Person::players[k]->crouchkeydown &&
2387 Person::players[k]->animTarget = upunchanim;
2389 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2390 Person::players[i]->staggerdelay > 0 &&
2391 attackweapon == knife &&
2392 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) {
2393 Person::players[k]->animTarget = knifefollowanim;
2395 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2396 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2397 !Person::players[k]->forwardkeydown &&
2398 !Person::players[k]->leftkeydown &&
2399 !Person::players[k]->rightkeydown &&
2400 !Person::players[k]->crouchkeydown &&
2401 attackweapon == knife &&
2402 Person::players[k]->weaponmissdelay <= 0) {
2403 Person::players[k]->animTarget = knifeslashstartanim;
2405 } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2406 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2407 !Person::players[k]->crouchkeydown &&
2408 attackweapon == sword &&
2409 Person::players[k]->weaponmissdelay <= 0) {
2410 Person::players[k]->animTarget = swordslashanim;
2412 } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2413 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2414 !Person::players[k]->crouchkeydown &&
2415 attackweapon == staff &&
2416 Person::players[k]->weaponmissdelay <= 0 &&
2417 !Person::players[k]->leftkeydown &&
2418 !Person::players[k]->rightkeydown &&
2419 !Person::players[k]->forwardkeydown) {
2420 Person::players[k]->animTarget = staffhitanim;
2422 } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2423 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2424 !Person::players[k]->crouchkeydown &&
2425 attackweapon == staff &&
2426 Person::players[k]->weaponmissdelay <= 0) {
2427 Person::players[k]->animTarget = staffspinhitanim;
2429 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2430 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2431 Person::players[k]->animTarget = spinkickanim;
2433 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2434 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2435 Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
2436 Person::players[k]->animTarget = lowkickanim;
2438 } else { //AI player
2439 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
2440 randattack = abs(Random() % 5);
2441 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
2443 if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2444 Person::players[k]->animTarget = sweepanim;
2446 } else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2448 Person::players[k]->animTarget = upunchanim;
2450 } else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2451 Person::players[k]->animTarget = spinkickanim;
2453 } else if (Animation::animations[Person::players[i]->animTarget].height == lowheight) {
2454 Person::players[k]->animTarget = lowkickanim;
2459 if ((!Tutorial::active || !attackweapon) &&
2460 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2462 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2463 Person::players[k]->animTarget = sweepanim;
2465 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2466 attackweapon == knife &&
2467 Person::players[k]->weaponmissdelay <= 0) {
2468 Person::players[k]->animTarget = knifeslashstartanim;
2470 } else if (!(Person::players[0]->victim == Person::players[i] &&
2471 Person::players[0]->hasvictim &&
2472 Person::players[0]->animTarget == swordslashanim) &&
2473 attackweapon == sword &&
2474 Person::players[k]->weaponmissdelay <= 0) {
2475 Person::players[k]->animTarget = swordslashanim;
2477 } else if (!(Person::players[0]->victim == Person::players[i] &&
2478 Person::players[0]->hasvictim &&
2479 Person::players[0]->animTarget == swordslashanim) &&
2480 attackweapon == staff &&
2481 Person::players[k]->weaponmissdelay <= 0 &&
2483 Person::players[k]->animTarget = staffhitanim;
2485 } else if (!(Person::players[0]->victim == Person::players[i] &&
2486 Person::players[0]->hasvictim &&
2487 Person::players[0]->animTarget == swordslashanim) &&
2488 attackweapon == staff &&
2489 Person::players[k]->weaponmissdelay <= 0 &&
2491 Person::players[k]->animTarget = staffspinhitanim;
2493 } else if ((!Tutorial::active || !attackweapon) &&
2494 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2496 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2497 Person::players[k]->animTarget = spinkickanim;
2499 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2500 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2501 Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
2502 Person::players[k]->animTarget = lowkickanim;
2507 //upunch becomes wolfslap
2508 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype) {
2509 Person::players[k]->animTarget = wolfslapanim;
2513 if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
2514 Person::players[i]->howactive < typedead1 &&
2515 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2516 !Person::players[i]->skeleton.free &&
2517 Person::players[i]->animTarget != getupfrombackanim &&
2518 Person::players[i]->animTarget != getupfromfrontanim &&
2519 (Person::players[i]->surprised > 0 ||
2520 Person::players[i]->aitype == passivetype ||
2521 attackweapon && Person::players[i]->stunned > 0) &&
2522 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
2524 if (!attackweapon) {
2525 Person::players[k]->animCurrent = sneakattackanim;
2526 Person::players[k]->animTarget = sneakattackanim;
2527 Person::players[i]->animCurrent = sneakattackedanim;
2528 Person::players[i]->animTarget = sneakattackedanim;
2529 Person::players[k]->oldcoords = Person::players[k]->coords;
2530 Person::players[k]->coords = Person::players[i]->coords;
2533 if (attackweapon == knife) {
2534 Person::players[k]->animCurrent = knifesneakattackanim;
2535 Person::players[k]->animTarget = knifesneakattackanim;
2536 Person::players[i]->animCurrent = knifesneakattackedanim;
2537 Person::players[i]->animTarget = knifesneakattackedanim;
2538 Person::players[i]->oldcoords = Person::players[i]->coords;
2539 Person::players[i]->coords = Person::players[k]->coords;
2542 if (attackweapon == sword) {
2543 Person::players[k]->animCurrent = swordsneakattackanim;
2544 Person::players[k]->animTarget = swordsneakattackanim;
2545 Person::players[i]->animCurrent = swordsneakattackedanim;
2546 Person::players[i]->animTarget = swordsneakattackedanim;
2547 Person::players[i]->oldcoords = Person::players[i]->coords;
2548 Person::players[i]->coords = Person::players[k]->coords;
2550 if (attackweapon != staff) {
2551 Person::players[k]->victim = Person::players[i];
2552 Person::players[k]->hasvictim = 1;
2553 Person::players[i]->targettilt2 = 0;
2554 Person::players[i]->frameTarget = 1;
2555 Person::players[i]->frameCurrent = 0;
2556 Person::players[i]->target = 0;
2557 Person::players[i]->velocity = 0;
2558 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2559 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2560 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2561 Person::players[k]->target = Person::players[i]->target;
2562 Person::players[k]->velocity = 0;
2563 Person::players[k]->targetyaw = Person::players[i]->yaw;
2564 Person::players[k]->yaw = Person::players[i]->yaw;
2565 Person::players[i]->targetyaw = Person::players[i]->yaw;
2568 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2569 Person::players[k]->victim == Person::players[i] &&
2570 (!Person::players[i]->skeleton.free)) {
2572 Person::players[k]->frameTarget = 0;
2573 Person::players[k]->target = 0;
2575 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2576 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2577 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2578 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2579 Person::players[k]->lastattack = Person::players[k]->animTarget;
2581 if (Person::players[k]->animTarget == knifefollowanim &&
2582 Person::players[k]->victim == Person::players[i]) {
2584 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2585 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2586 Person::players[k]->victim = Person::players[i];
2587 Person::players[k]->hasvictim = 1;
2588 Person::players[i]->animTarget = knifefollowedanim;
2589 Person::players[i]->animCurrent = knifefollowedanim;
2590 Person::players[i]->targettilt2 = 0;
2591 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
2592 Person::players[i]->frameTarget = 1;
2593 Person::players[i]->frameCurrent = 0;
2594 Person::players[i]->target = 0;
2595 Person::players[i]->velocity = 0;
2596 Person::players[k]->animCurrent = knifefollowanim;
2597 Person::players[k]->animTarget = knifefollowanim;
2598 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2599 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2600 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2601 Person::players[k]->target = Person::players[i]->target;
2602 Person::players[k]->velocity = 0;
2603 Person::players[k]->oldcoords = Person::players[k]->coords;
2604 Person::players[i]->coords = Person::players[k]->coords;
2605 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2606 Person::players[i]->yaw = Person::players[k]->targetyaw;
2607 Person::players[k]->yaw = Person::players[k]->targetyaw;
2608 Person::players[i]->yaw = Person::players[k]->targetyaw;
2614 const bool hasstaff = attackweapon == staff;
2615 if (k == 0 && Person::players.size() > 1) {
2616 for (unsigned i = 0; i < Person::players.size(); i++) {
2620 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
2621 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
2622 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2623 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown)) {
2624 if (Person::players[i]->skeleton.free) {
2625 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
2626 (Person::players[i]->dead ||
2627 Person::players[i]->skeleton.longdead > 1000 ||
2628 Person::players[k]->isRun() ||
2631 (Person::players[i]->skeleton.longdead > 2000 ||
2632 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
2633 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
2634 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
2635 Person::players[k]->victim = Person::players[i];
2636 Person::players[k]->hasvictim = 1;
2637 if (attackweapon && !Tutorial::active) {
2639 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5)) {
2640 Person::players[k]->animTarget = crouchstabanim;
2643 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword) {
2644 Person::players[k]->animTarget = swordgroundstabanim;
2647 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff) {
2648 Person::players[k]->animTarget = staffgroundsmashanim;
2651 if (distance < 2.5 &&
2652 Person::players[k]->crouchkeydown &&
2653 Person::players[k]->animTarget != crouchstabanim &&
2655 Person::players[i]->dead &&
2656 Person::players[i]->skeleton.free &&
2657 Person::players[i]->skeleton.longdead > 1000) {
2658 Person::players[k]->animTarget = killanim;
2659 terrain.deleteDeadDecals();
2660 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2661 if (Object::objects[l]->model.type == decalstype) {
2662 Object::objects[l]->model.deleteDeadDecals();
2666 if (!Person::players[i]->dead || musictype != 2) {
2667 if (distance < 3.5 &&
2668 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
2669 Person::players[k]->staggerdelay <= 0 &&
2670 (Person::players[i]->dead ||
2671 Person::players[i]->skeleton.longdead < 300 &&
2672 Person::players[k]->lastattack != spinkickanim &&
2673 Person::players[i]->skeleton.free) &&
2674 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
2675 Person::players[k]->animTarget = dropkickanim;
2676 terrain.deleteDeadDecals();
2677 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2678 if (Object::objects[l]->model.type == decalstype) {
2679 Object::objects[l]->model.deleteDeadDecals();
2687 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2688 Person::players[k]->victim == Person::players[i] &&
2689 (!Person::players[i]->skeleton.free ||
2690 Person::players[k]->animTarget == killanim ||
2691 Person::players[k]->animTarget == crouchstabanim ||
2692 Person::players[k]->animTarget == swordgroundstabanim ||
2693 Person::players[k]->animTarget == staffgroundsmashanim ||
2694 Person::players[k]->animTarget == dropkickanim)) {
2696 Person::players[k]->frameTarget = 0;
2697 Person::players[k]->target = 0;
2699 XYZ targetpoint = Person::players[i]->coords;
2700 if (Person::players[k]->animTarget == crouchstabanim ||
2701 Person::players[k]->animTarget == swordgroundstabanim ||
2702 Person::players[k]->animTarget == staffgroundsmashanim) {
2703 targetpoint += (Person::players[i]->jointPos(abdomen) +
2704 Person::players[i]->jointPos(neck)) /
2706 Person::players[i]->scale;
2708 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
2709 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
2711 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
2712 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
2715 if (Person::players[k]->animTarget == staffgroundsmashanim) {
2716 Person::players[k]->targettilt2 += 10;
2719 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2720 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2721 Person::players[k]->lastattack = Person::players[k]->animTarget;
2723 if (Person::players[k]->animTarget == swordgroundstabanim) {
2724 Person::players[k]->targetyaw += 30;
2730 if (!Person::players[k]->hasvictim) {
2732 for (unsigned i = 0; i < Person::players.size(); i++) {
2733 if (i == k || !(i == 0 || k == 0)) {
2736 if (!Person::players[i]->skeleton.free) {
2737 if (Person::players[k]->hasvictim) {
2738 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
2739 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords)) {
2740 Person::players[k]->victim = Person::players[i];
2743 Person::players[k]->victim = Person::players[i];
2744 Person::players[k]->hasvictim = 1;
2749 if (Person::players[k]->aitype == playercontrolled) {
2751 if (Person::players[k]->attackkeydown &&
2752 Person::players[k]->isRun() &&
2753 Person::players[k]->wasRun() &&
2754 ((Person::players[k]->hasvictim &&
2755 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
2756 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
2757 !Person::players[k]->victim->skeleton.free &&
2758 Person::players[k]->victim->animTarget != getupfrombackanim &&
2759 Person::players[k]->victim->animTarget != getupfromfrontanim &&
2760 Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
2761 Person::players[k]->aitype != playercontrolled && //wat???
2762 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
2763 Person::players[k]->rabbitkickenabled) ||
2764 Person::players[k]->jumpkeydown)) {
2766 Person::players[k]->setTargetAnimation(rabbitkickanim);
2770 if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
2772 switch (attackweapon) {
2793 void doPlayerCollisions()
2795 static XYZ rotatetarget;
2796 static float collisionradius;
2797 if (Person::players.size() > 1) {
2798 for (unsigned k = 0; k < Person::players.size(); k++) {
2799 for (unsigned i = k + 1; i < Person::players.size(); i++) {
2800 //neither player is part of a reversal
2801 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
2802 Animation::animations[Person::players[i]->animTarget].attack != reversal &&
2803 Animation::animations[Person::players[k]->animTarget].attack != reversed &&
2804 Animation::animations[Person::players[k]->animTarget].attack != reversal) ||
2805 (i != 0 && k != 0)) {
2806 if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
2807 Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
2808 Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
2809 Animation::animations[Person::players[k]->animCurrent].attack != reversal) ||
2810 (i != 0 && k != 0)) {
2811 //neither is sleeping
2812 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping) {
2813 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall) {
2814 //in same patch, neither is climbing
2815 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
2816 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
2817 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
2818 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
2819 Person::players[i]->animTarget != climbanim &&
2820 Person::players[i]->animTarget != hanganim &&
2821 Person::players[k]->animTarget != climbanim &&
2822 Person::players[k]->animTarget != hanganim) {
2823 //players are close (bounding box test)
2824 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3) {
2825 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3) {
2826 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3) {
2827 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3) {
2828 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3) {
2829 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
2830 //spread fire from player to player
2831 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2832 if (Person::players[i]->onfire || Person::players[k]->onfire) {
2833 if (!Person::players[i]->onfire) {
2834 Person::players[i]->CatchFire();
2836 if (!Person::players[k]->onfire) {
2837 Person::players[k]->CatchFire();
2842 XYZ tempcoords1 = Person::players[i]->coords;
2843 XYZ tempcoords2 = Person::players[k]->coords;
2844 if (!Person::players[i]->skeleton.oldfree) {
2845 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
2847 if (!Person::players[k]->skeleton.oldfree) {
2848 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
2850 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2851 if (Person::players[0]->hasvictim) {
2852 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free) {
2853 collisionradius = 3;
2856 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
2857 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
2858 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
2859 //jump down on a dead body
2860 if (k == 0 || i == 0) {
2862 if (Person::players[0]->animTarget == jumpdownanim &&
2863 !Person::players[0]->skeleton.oldfree &&
2864 !Person::players[0]->skeleton.free &&
2865 Person::players[l]->skeleton.oldfree &&
2866 Person::players[l]->skeleton.free &&
2867 Person::players[l]->dead &&
2868 Person::players[0]->lastcollide <= 0 &&
2869 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
2870 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
2871 Person::players[0]->coords.y = Person::players[l]->coords.y;
2872 Person::players[l]->velocity = Person::players[0]->velocity;
2873 Person::players[l]->skeleton.free = 0;
2874 Person::players[l]->yaw = 0;
2875 Person::players[l]->RagDoll(0);
2876 Person::players[l]->DoDamage(20);
2878 Person::players[l]->skeleton.longdead = 0;
2879 Person::players[0]->lastcollide = 1;
2883 if ((Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
2884 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
2885 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
2886 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
2887 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
2888 Person::players[i]->skeleton.free) &&
2889 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
2890 Person::players[k]->skeleton.free)) {
2891 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
2892 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
2893 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
2895 k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
2896 /*i!=0&&*/ Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
2897 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
2898 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
2899 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
2901 if ((i != 0 || Person::players[i]->skeleton.free) &&
2902 (k != 0 || Person::players[k]->skeleton.free) ||
2903 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
2904 Animation::animations[Person::players[k]->animTarget].height == highheight)) {
2905 if (!Tutorial::active) {
2906 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
2909 Person::players[i]->RagDoll(0);
2910 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
2911 award_bonus(0, aimbonus);
2913 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
2914 Person::players[k]->RagDoll(0);
2915 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
2916 award_bonus(0, aimbonus); // Huh, again?
2918 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
2920 for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
2921 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
2923 for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
2924 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
2929 if ((Animation::animations[Person::players[i]->animTarget].attack == neutral ||
2930 Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
2931 (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
2932 Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
2934 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
2935 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2936 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
2937 Normalise(&rotatetarget);
2938 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
2939 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2940 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2941 if (Person::players[k]->howactive == typeactive || hostile) {
2942 if (Person::players[k]->isIdle()) {
2943 if (Person::players[k]->howactive < typesleeping) {
2944 Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
2945 } else if (Person::players[k]->howactive == typesleeping) {
2946 Person::players[k]->setTargetAnimation(getupfromfrontanim);
2948 if (!editorenabled) {
2949 Person::players[k]->howactive = typeactive;
2953 if (Person::players[i]->howactive == typeactive || hostile) {
2954 if (Person::players[i]->isIdle()) {
2955 if (Person::players[i]->howactive < typesleeping) {
2956 Person::players[i]->setTargetAnimation(Person::players[k]->getStop());
2958 Person::players[i]->setTargetAnimation(getupfromfrontanim);
2960 if (!editorenabled) {
2961 Person::players[i]->howactive = typeactive;
2966 //jump down on player
2968 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
2969 !Person::players[i]->isCrouch() &&
2970 Person::players[i]->animTarget != rollanim &&
2971 !Person::players[k]->skeleton.oldfree && !Person::players[k]->skeleton.free &&
2972 Person::players[k]->lastcollide <= 0 &&
2973 Person::players[k]->velocity.y < -10) {
2974 Person::players[i]->velocity = Person::players[k]->velocity;
2975 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
2976 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
2977 Person::players[i]->DoDamage(20);
2978 Person::players[i]->RagDoll(0);
2979 Person::players[k]->lastcollide = 1;
2980 award_bonus(k, AboveBonus);
2982 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
2983 !Person::players[k]->isCrouch() &&
2984 Person::players[k]->animTarget != rollanim &&
2985 !Person::players[i]->skeleton.oldfree &&
2986 !Person::players[i]->skeleton.free &&
2987 Person::players[i]->lastcollide <= 0 &&
2988 Person::players[i]->velocity.y < -10) {
2989 Person::players[k]->velocity = Person::players[i]->velocity;
2990 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
2991 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
2992 Person::players[k]->DoDamage(20);
2993 Person::players[k]->RagDoll(0);
2994 Person::players[i]->lastcollide = 1;
2995 award_bonus(i, AboveBonus);
3001 Person::players[i]->CheckKick();
3002 Person::players[k]->CheckKick();
3022 static XYZ facing, flatfacing;
3025 /* Pump SDL input events and process non-gameplay related ones */
3029 Values of mainmenu :
3031 2 Menu pause (resume/end game)
3033 4 Controls configuration menu
3034 5 Main game menu (choose level or challenge)
3035 6 Deleting user menu
3036 7 User managment menu (select/add)
3037 8 Choose difficulty menu
3038 9 Challenge level selection menu
3039 10 End of the campaign congratulation (is that really a menu?)
3040 11 Same that 9 ??? => unused
3041 18 stereo configuration
3046 if (mainmenu && endgame == 1) {
3049 //go to level select after completing a campaign level
3050 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
3057 OPENAL_SetFrequency(OPENAL_ALL);
3058 emit_stream_np(stream_menutheme);
3059 pause_sound(leveltheme);
3071 hostiletime += multiplier;
3076 leveltime += multiplier;
3082 inputText(consoletext[0], &consoleselected);
3084 if (!consoletext[0].empty()) {
3085 cmd_dispatch(consoletext[0]);
3086 for (int k = 14; k >= 1; k--) {
3087 consoletext[k] = consoletext[k - 1];
3089 consoletext[0].clear();
3090 consoleselected = 0;
3094 consoleblinkdelay -= multiplier;
3095 if (consoleblinkdelay <= 0) {
3096 consoleblinkdelay = .3;
3097 consoleblink = !consoleblink;
3101 static int oldwinfreeze;
3102 if (winfreeze && !oldwinfreeze) {
3103 OPENAL_SetFrequency(OPENAL_ALL);
3104 emit_sound_np(consolesuccesssound);
3106 if (winfreeze == 0) {
3107 oldwinfreeze = winfreeze;
3112 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
3115 static float talkdelay = 0;
3117 if (Dialog::inDialog()) {
3120 talkdelay -= multiplier;
3122 if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
3123 for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
3124 Dialog::dialogs[i].tick(i);
3128 windvar += multiplier;
3129 smoketex += multiplier;
3130 Tutorial::stagetime += multiplier;
3133 static float hotspotvisual[40];
3134 if (Hotspot::hotspots.size()) {
3136 if (editorenabled) {
3137 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3138 hotspotvisual[i] -= multiplier / 320;
3142 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3143 while (hotspotvisual[i] < 0) {
3145 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
3146 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
3147 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
3148 hotspotsprite += Hotspot::hotspots[i].position;
3149 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
3150 hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
3154 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3155 if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
3156 Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
3162 if (Tutorial::active) {
3163 Tutorial::Do(multiplier);
3167 if (!Tutorial::active) {
3168 if (bonustime == 0 &&
3169 bonus != solidhit &&
3170 bonus != spinecrusher &&
3171 bonus != tracheotomy &&
3172 bonus != backstab &&
3174 emit_sound_np(consolesuccesssound);
3176 } else if (bonustime == 0) {
3177 emit_sound_np(fireendsound);
3179 if (bonustime == 0) {
3180 if (bonus != solidhit &&
3181 bonus != twoxcombo &&
3182 bonus != threexcombo &&
3183 bonus != fourxcombo &&
3184 bonus != megacombo) {
3187 bonusnum[bonus] += 0.15;
3189 if (Tutorial::active) {
3192 if (bonusvalue > 0) {
3193 bonusvalue /= bonusnum[bonus];
3194 if (bonusvalue <= 0) {
3198 bonustotal += bonusvalue;
3200 bonustime += multiplier;
3203 if (environment == snowyenvironment) {
3204 precipdelay -= multiplier;
3205 while (precipdelay < 0) {
3210 XYZ footvel, footpoint;
3213 footpoint = viewer + viewerfacing * 6;
3214 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
3215 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
3216 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
3217 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
3221 doAerialAcrobatics();
3223 static XYZ oldviewer;
3226 if (!Dialog::inDialog()) {
3227 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
3228 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
3229 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
3230 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
3231 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
3232 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
3233 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
3234 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
3236 Person::players[0]->forwardkeydown = 0;
3237 Person::players[0]->leftkeydown = 0;
3238 Person::players[0]->backkeydown = 0;
3239 Person::players[0]->rightkeydown = 0;
3240 Person::players[0]->jumpkeydown = 0;
3241 Person::players[0]->crouchkeydown = 0;
3242 Person::players[0]->drawkeydown = 0;
3243 Person::players[0]->throwkeydown = 0;
3246 if (!Person::players[0]->jumpkeydown) {
3247 Person::players[0]->jumpclimb = 0;
3250 if (Dialog::inDialog()) {
3252 if (Dialog::directing) {
3256 facing = DoRotation(facing, -pitch, 0, 0);
3257 facing = DoRotation(facing, 0, 0 - yaw, 0);
3262 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
3264 if (Input::isKeyDown(forwardkey)) {
3265 viewer += facing * multiplier * 4;
3267 if (Input::isKeyDown(backkey)) {
3268 viewer -= facing * multiplier * 4;
3270 if (Input::isKeyDown(leftkey)) {
3271 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
3273 if (Input::isKeyDown(rightkey)) {
3274 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
3276 if (Input::isKeyDown(jumpkey)) {
3277 viewer.y += multiplier * 4;
3279 if (Input::isKeyDown(crouchkey)) {
3280 viewer.y -= multiplier * 4;
3282 if (Input::isKeyPressed(SDL_SCANCODE_1) ||
3283 Input::isKeyPressed(SDL_SCANCODE_2) ||
3284 Input::isKeyPressed(SDL_SCANCODE_3) ||
3285 Input::isKeyPressed(SDL_SCANCODE_4) ||
3286 Input::isKeyPressed(SDL_SCANCODE_5) ||
3287 Input::isKeyPressed(SDL_SCANCODE_6) ||
3288 Input::isKeyPressed(SDL_SCANCODE_7) ||
3289 Input::isKeyPressed(SDL_SCANCODE_8) ||
3290 Input::isKeyPressed(SDL_SCANCODE_9) ||
3291 Input::isKeyPressed(SDL_SCANCODE_0) ||
3292 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3294 if (Input::isKeyPressed(SDL_SCANCODE_1)) {
3297 if (Input::isKeyPressed(SDL_SCANCODE_2)) {
3300 if (Input::isKeyPressed(SDL_SCANCODE_3)) {
3303 if (Input::isKeyPressed(SDL_SCANCODE_4)) {
3306 if (Input::isKeyPressed(SDL_SCANCODE_5)) {
3309 if (Input::isKeyPressed(SDL_SCANCODE_6)) {
3312 if (Input::isKeyPressed(SDL_SCANCODE_7)) {
3315 if (Input::isKeyPressed(SDL_SCANCODE_8)) {
3318 if (Input::isKeyPressed(SDL_SCANCODE_9)) {
3321 if (Input::isKeyPressed(SDL_SCANCODE_0)) {
3324 if (Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3327 if (whichend != -1) {
3328 Dialog::currentScene().participantfocus = whichend;
3329 Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
3330 Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
3332 if (whichend == -1) {
3333 Dialog::currentScene().participantfocus = -1;
3335 /* FIXME: potentially accessing -1 in Person::players! */
3336 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
3337 Dialog::indialogue = -1;
3338 Dialog::directing = false;
3341 Dialog::currentScene().camera = viewer;
3342 Dialog::currentScene().camerayaw = yaw;
3343 Dialog::currentScene().camerapitch = pitch;
3344 Dialog::indialogue++;
3345 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3346 if (Dialog::currentScene().sound != 0) {
3347 playdialoguescenesound();
3351 for (unsigned j = 0; j < Person::players.size(); j++) {
3352 Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
3355 //TODO: should these be KeyDown or KeyPressed?
3356 if (Input::isKeyDown(SDL_SCANCODE_KP_1) ||
3357 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
3358 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
3359 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
3360 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
3361 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
3362 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
3363 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
3364 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
3365 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3367 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) {
3370 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) {
3373 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) {
3376 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) {
3379 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) {
3382 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) {
3385 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) {
3388 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) {
3391 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) {
3394 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3397 Dialog::currentScene().participantfacing[whichend] = facing;
3399 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3400 Dialog::indialogue = -1;
3401 Dialog::directing = false;
3405 if (!Dialog::directing) {
3406 pause_sound(whooshsound);
3407 viewer = Dialog::currentScene().camera;
3408 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
3409 yaw = Dialog::currentScene().camerayaw;
3410 pitch = Dialog::currentScene().camerapitch;
3411 if (Dialog::dialoguetime > 0.5) {
3412 if (Input::isKeyPressed(attackkey)) {
3413 Dialog::indialogue++;
3414 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3415 if (Dialog::currentScene().sound != 0) {
3416 playdialoguescenesound();
3417 if (Dialog::currentScene().sound == -5) {
3418 Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
3420 if (Dialog::currentScene().sound == -6) {
3424 if (Person::players.at(Dialog::currentScene().participantfocus)->dead) {
3425 Dialog::indialogue = -1;
3426 Dialog::directing = false;
3433 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3434 Dialog::indialogue = -1;
3435 Dialog::directing = false;
3437 if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
3440 if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
3443 if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
3445 for (unsigned i = 1; i < Person::players.size(); i++) {
3446 Person::players[i]->aitype = attacktypecutoff;
3453 if (!Person::players[0]->jumpkeydown) {
3454 Person::players[0]->jumptogglekeydown = 0;
3456 if (Person::players[0]->jumpkeydown &&
3457 Person::players[0]->animTarget != jumpupanim &&
3458 Person::players[0]->animTarget != jumpdownanim &&
3459 !Person::players[0]->isFlip()) {
3460 Person::players[0]->jumptogglekeydown = 1;
3463 Dialog::dialoguetime += multiplier;
3464 hawkyaw += multiplier * 25;
3466 realhawkcoords.x = 25;
3467 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
3468 hawkcalldelay -= multiplier / 2;
3470 if (hawkcalldelay <= 0) {
3471 emit_sound_at(hawksound, realhawkcoords);
3473 hawkcalldelay = 16 + abs(Random() % 8);
3478 doPlayerCollisions();
3482 for (unsigned k = 0; k < Person::players.size(); k++) {
3483 if (k != 0 && Person::players[k]->immobile) {
3484 Person::players[k]->coords = Person::players[k]->realoldcoords;
3488 for (unsigned k = 0; k < Person::players.size(); k++) {
3489 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3490 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3491 Person::players[k]->DoDamage(1000);
3497 static bool respawnkeydown;
3498 if (!editorenabled &&
3499 (whichlevel != -2 &&
3500 (Input::isKeyDown(SDL_SCANCODE_K) &&
3501 Input::isKeyDown(SDL_SCANCODE_LALT) &&
3503 (Input::isKeyDown(jumpkey) &&
3506 Person::players[0]->dead))) {
3507 targetlevel = whichlevel;
3511 respawnkeydown = Input::isKeyDown(jumpkey);
3513 static bool movekey;
3516 for (unsigned i = 0; i < Person::players.size(); i++) {
3517 static float oldtargetyaw;
3518 if (!Person::players[i]->skeleton.free) {
3519 oldtargetyaw = Person::players[i]->targetyaw;
3520 if (i == 0 && !Dialog::inDialog()) {
3521 //TODO: refactor repetitive code
3522 if (!Animation::animations[Person::players[0]->animTarget].attack &&
3523 Person::players[0]->animTarget != staggerbackhighanim &&
3524 Person::players[0]->animTarget != staggerbackhardanim &&
3525 Person::players[0]->animTarget != crouchremoveknifeanim &&
3526 Person::players[0]->animTarget != removeknifeanim &&
3527 Person::players[0]->animTarget != backhandspringanim &&
3528 Person::players[0]->animTarget != dodgebackanim &&
3529 Person::players[0]->animTarget != walljumprightkickanim &&
3530 Person::players[0]->animTarget != walljumpleftkickanim) {
3532 Person::players[0]->targetyaw = 0;
3534 Person::players[0]->targetyaw = -yaw + 180;
3541 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3543 facing = flatfacing;
3545 facing = DoRotation(facing, -pitch, 0, 0);
3546 facing = DoRotation(facing, 0, 0 - yaw, 0);
3549 Person::players[0]->lookyaw = -yaw;
3551 Person::players[i]->targetheadyaw = yaw;
3552 Person::players[i]->targetheadpitch = pitch;
3554 if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
3555 if (!Animation::animations[Person::players[i]->animTarget].attack &&
3556 Person::players[i]->animTarget != staggerbackhighanim &&
3557 Person::players[i]->animTarget != staggerbackhardanim &&
3558 Person::players[i]->animTarget != crouchremoveknifeanim &&
3559 Person::players[i]->animTarget != removeknifeanim &&
3560 Person::players[i]->animTarget != backhandspringanim &&
3561 Person::players[i]->animTarget != dodgebackanim &&
3562 Person::players[i]->animTarget != walljumprightkickanim &&
3563 Person::players[i]->animTarget != walljumpleftkickanim) {
3564 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
3570 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3572 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
3573 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
3575 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
3576 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
3578 if (Dialog::inDialog()) {
3579 Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
3580 Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
3583 if (leveltime < .5) {
3587 Person::players[i]->avoidsomething = 0;
3589 //avoid flaming things
3590 for (unsigned int j = 0; j < Object::objects.size(); j++) {
3591 if (Object::objects[j]->onfire) {
3592 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200) {
3593 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3594 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3595 Person::players[i]->collided = 0;
3596 Person::players[i]->avoidcollided = 1;
3597 if (Person::players[i]->avoidsomething == 0 ||
3598 distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3599 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3600 Person::players[i]->avoidwhere = Object::objects[j]->position;
3601 Person::players[i]->avoidsomething = 1;
3608 //avoid flaming players
3609 for (unsigned j = 0; j < Person::players.size(); j++) {
3610 if (Person::players[j]->onfire) {
3611 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200) {
3612 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3613 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3614 Person::players[i]->collided = 0;
3615 Person::players[i]->avoidcollided = 1;
3616 if (Person::players[i]->avoidsomething == 0 ||
3617 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3618 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3619 Person::players[i]->avoidwhere = Person::players[j]->coords;
3620 Person::players[i]->avoidsomething = 1;
3627 if (Person::players[i]->collided > .8) {
3628 Person::players[i]->avoidcollided = 0;
3631 Person::players[i]->doAI();
3633 if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
3634 //Person::players[i]->targetyaw=Person::players[i]->yaw;
3635 Person::players[i]->forwardkeydown = 0;
3636 Person::players[i]->leftkeydown = 0;
3637 Person::players[i]->backkeydown = 0;
3638 Person::players[i]->rightkeydown = 0;
3639 Person::players[i]->jumpkeydown = 0;
3640 Person::players[i]->attackkeydown = 0;
3641 //Person::players[i]->crouchkeydown=0;
3642 Person::players[i]->throwkeydown = 0;
3645 if (Dialog::inDialog()) {
3646 Person::players[i]->forwardkeydown = 0;
3647 Person::players[i]->leftkeydown = 0;
3648 Person::players[i]->backkeydown = 0;
3649 Person::players[i]->rightkeydown = 0;
3650 Person::players[i]->jumpkeydown = 0;
3651 Person::players[i]->crouchkeydown = 0;
3652 Person::players[i]->drawkeydown = 0;
3653 Person::players[i]->throwkeydown = 0;
3656 if (Person::players[i]->collided < -.3) {
3657 Person::players[i]->collided = -.3;
3659 if (Person::players[i]->collided > 1) {
3660 Person::players[i]->collided = 1;
3662 Person::players[i]->collided -= multiplier * 4;
3663 Person::players[i]->whichdirectiondelay -= multiplier;
3664 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
3665 Person::players[i]->avoidcollided = -.3;
3666 Person::players[i]->whichdirection = abs(Random() % 2);
3667 Person::players[i]->whichdirectiondelay = .4;
3669 if (Person::players[i]->avoidcollided > 1) {
3670 Person::players[i]->avoidcollided = 1;
3672 Person::players[i]->avoidcollided -= multiplier / 4;
3673 if (!Person::players[i]->skeleton.free) {
3674 Person::players[i]->stunned -= multiplier;
3675 Person::players[i]->surprised -= multiplier;
3677 if (i != 0 && Person::players[i]->surprised <= 0 &&
3678 Person::players[i]->aitype == attacktypecutoff &&
3679 !Person::players[i]->dead &&
3680 !Person::players[i]->skeleton.free &&
3681 Animation::animations[Person::players[i]->animTarget].attack == neutral) {
3685 if (!Person::players[i]->throwkeydown) {
3686 Person::players[i]->throwtogglekeydown = 0;
3690 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
3691 if (Person::players[i]->weaponactive == -1 &&
3692 Person::players[i]->num_weapons < 2 &&
3693 (Person::players[i]->isIdle() ||
3694 Person::players[i]->isCrouch() ||
3695 Person::players[i]->animTarget == sneakanim ||
3696 Person::players[i]->animTarget == rollanim ||
3697 Person::players[i]->animTarget == backhandspringanim ||
3698 Person::players[i]->isFlip() ||
3699 Person::players[i]->aitype != playercontrolled)) {
3700 for (unsigned j = 0; j < weapons.size(); j++) {
3701 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3702 Person::players[i]->aitype == playercontrolled) &&
3703 weapons[j].owner == -1 &&
3704 Person::players[i]->weaponactive == -1) {
3705 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
3706 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
3707 if (Person::players[i]->isCrouch() ||
3708 Person::players[i]->animTarget == sneakanim ||
3709 Person::players[i]->isRun() ||
3710 Person::players[i]->isIdle() ||
3711 Person::players[i]->aitype != playercontrolled) {
3712 Person::players[i]->throwtogglekeydown = 1;
3713 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3714 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3715 Person::players[i]->hasvictim = 0;
3717 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3718 Person::players[i]->throwtogglekeydown = 1;
3719 Person::players[i]->hasvictim = 0;
3721 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3722 Person::players[i]->aitype == playercontrolled) &&
3723 weapons[j].owner == -1 ||
3724 Person::players[i]->victim &&
3725 weapons[j].owner == int(Person::players[i]->victim->id)) {
3726 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1) {
3727 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
3728 if (weapons[j].getType() != staff) {
3729 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3732 Person::players[i]->takeWeapon(j);
3737 } else if ((Person::players[i]->isIdle() ||
3738 Person::players[i]->isFlip() ||
3739 Person::players[i]->aitype != playercontrolled) &&
3740 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
3741 Person::players[i]->coords.y < weapons[j].position.y) {
3742 if (!Person::players[i]->isFlip()) {
3743 Person::players[i]->throwtogglekeydown = 1;
3744 Person::players[i]->setTargetAnimation(removeknifeanim);
3745 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3747 if (Person::players[i]->isFlip()) {
3748 Person::players[i]->throwtogglekeydown = 1;
3749 Person::players[i]->hasvictim = 0;
3751 for (unsigned k = 0; k < weapons.size(); k++) {
3752 if (Person::players[i]->weaponactive == -1) {
3753 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
3754 Person::players[i]->aitype == playercontrolled) &&
3755 weapons[k].owner == -1 ||
3756 Person::players[i]->victim &&
3757 weapons[k].owner == int(Person::players[i]->victim->id)) {
3758 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
3759 Person::players[i]->weaponactive == -1) {
3760 if (weapons[k].getType() != staff) {
3761 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3764 Person::players[i]->takeWeapon(k);
3774 if (Person::players[i]->isCrouch() ||
3775 Person::players[i]->animTarget == sneakanim ||
3776 Person::players[i]->isRun() ||
3777 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
3778 Person::players[i]->animTarget == backhandspringanim) {
3779 if (Person::players.size() > 1) {
3780 for (unsigned j = 0; j < Person::players.size(); j++) {
3781 if (Person::players[i]->weaponactive == -1) {
3783 if (Person::players[j]->num_weapons &&
3784 Person::players[j]->skeleton.free &&
3785 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2 /*&&Person::players[j]->dead*/ &&
3786 (((Person::players[j]->skeleton.forward.y < 0 &&
3787 Person::players[j]->weaponstuckwhere == 0) ||
3788 (Person::players[j]->skeleton.forward.y > 0 &&
3789 Person::players[j]->weaponstuckwhere == 1)) ||
3790 Person::players[j]->weaponstuck == -1 ||
3791 Person::players[j]->num_weapons > 1)) {
3792 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
3793 Person::players[i]->throwtogglekeydown = 1;
3794 Person::players[i]->victim = Person::players[j];
3795 Person::players[i]->hasvictim = 1;
3796 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3797 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3799 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3800 Person::players[i]->throwtogglekeydown = 1;
3801 Person::players[i]->victim = Person::players[j];
3802 Person::players[i]->hasvictim = 1;
3803 int k = Person::players[j]->weaponids[0];
3804 if (Person::players[i]->hasvictim) {
3807 if (Person::players[i]->victim->weaponstuck != -1) {
3808 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3813 if (weapons[k].getType() != staff) {
3814 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3818 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
3821 if (weapons[k].owner != -1) {
3822 if (Person::players[i]->victim->num_weapons == 1) {
3823 Person::players[i]->victim->num_weapons = 0;
3825 Person::players[i]->victim->num_weapons = 1;
3828 Person::players[i]->victim->skeleton.longdead = 0;
3829 Person::players[i]->victim->skeleton.free = 1;
3830 Person::players[i]->victim->skeleton.broken = 0;
3832 for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
3833 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
3834 Person::players[i]->victim->skeleton.joints[l].locked = 0;
3840 Normalise(&relative);
3841 XYZ footvel, footpoint;
3843 footpoint = weapons[k].position;
3844 if (Person::players[i]->victim->weaponstuck != -1) {
3845 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3847 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
3849 weapons[k].bloody = 2;
3850 weapons[k].blooddrip = 5;
3851 Person::players[i]->victim->weaponstuck = -1;
3852 Person::players[i]->victim->bloodloss += 2000;
3853 Person::players[i]->victim->DoDamage(2000);
3856 if (Person::players[i]->victim->num_weapons > 0) {
3857 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1) {
3858 Person::players[i]->victim->weaponstuck = 0;
3860 if (Person::players[i]->victim->weaponids[0] == k) {
3861 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
3865 Person::players[i]->victim->weaponactive = -1;
3867 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
3868 Person::players[i]->victim->jointVel(neck) += relative * 6;
3869 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
3870 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
3872 Person::players[i]->takeWeapon(k);
3882 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3883 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3884 if (Person::players[i]->isIdle() ||
3885 Person::players[i]->isRun() ||
3886 Person::players[i]->isCrouch() ||
3887 Person::players[i]->animTarget == sneakanim ||
3888 Person::players[i]->isFlip()) {
3889 if (Person::players.size() > 1) {
3890 for (unsigned j = 0; j < Person::players.size(); j++) {
3892 if (!Tutorial::active || Tutorial::stage == 49) {
3894 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
3895 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
3896 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
3897 !Person::players[j]->skeleton.free &&
3898 -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)) {
3899 if (!Person::players[i]->isFlip()) {
3900 Person::players[i]->throwtogglekeydown = 1;
3901 Person::players[i]->victim = Person::players[j];
3902 Person::players[i]->setTargetAnimation(knifethrowanim);
3903 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3904 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
3906 if (Person::players[i]->isFlip()) {
3907 if (Person::players[i]->weaponactive != -1) {
3908 Person::players[i]->throwtogglekeydown = 1;
3909 Person::players[i]->victim = Person::players[j];
3911 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);
3914 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
3916 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
3917 Person::players[i]->num_weapons--;
3918 if (Person::players[i]->num_weapons) {
3919 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3921 Person::players[i]->weaponactive = -1;
3933 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3934 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
3935 Person::players[i]->throwtogglekeydown = 1;
3936 XYZ tempVelocity = Person::players[i]->velocity * .2;
3937 if (tempVelocity.x == 0) {
3938 tempVelocity.x = .1;
3940 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
3941 Person::players[i]->num_weapons--;
3942 if (Person::players[i]->num_weapons) {
3943 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3944 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons) {
3945 Person::players[i]->weaponstuck = 0;
3949 Person::players[i]->weaponactive = -1;
3950 for (unsigned j = 0; j < Person::players.size(); j++) {
3951 Person::players[j]->wentforweapon = 0;
3958 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
3959 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
3960 (Person::players[i]->num_weapons == 2) &&
3961 (Person::players[i]->weaponactive == -1) &&
3962 Person::players[i]->isIdle() ||
3963 Person::players[0]->dead &&
3964 (Person::players[i]->weaponactive != -1) &&
3967 if (Person::players[i]->weaponactive != -1) {
3968 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff) {
3972 if (isgood && Person::players[i]->creature != wolftype) {
3973 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3974 Person::players[i]->setTargetAnimation(drawrightanim);
3975 Person::players[i]->drawtogglekeydown = 1;
3977 if ((Person::players[i]->isIdle() ||
3978 (Person::players[i]->aitype != playercontrolled &&
3979 Person::players[0]->weaponactive != -1 &&
3980 Person::players[i]->isRun())) &&
3981 Person::players[i]->num_weapons &&
3982 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
3983 Person::players[i]->setTargetAnimation(drawleftanim);
3984 Person::players[i]->drawtogglekeydown = 1;
3986 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3987 Person::players[i]->setTargetAnimation(crouchdrawrightanim);
3988 Person::players[i]->drawtogglekeydown = 1;
3995 if (Person::players[i]->weaponactive != -1) {
3996 if (Person::players[i]->isCrouch() &&
3997 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
3999 Person::players[i]->onterrain &&
4000 Person::players[i]->num_weapons &&
4001 Person::players[i]->attackkeydown &&
4002 musictype != stream_fighttheme) {
4003 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife) {
4004 Person::players[i]->setTargetAnimation(crouchstabanim);
4006 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword) {
4007 Person::players[i]->setTargetAnimation(swordgroundstabanim);
4009 Person::players[i]->hasvictim = 0;
4013 if (!Person::players[i]->drawkeydown) {
4014 Person::players[i]->drawtogglekeydown = 0;
4020 absflatfacing.z = -1;
4022 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
4024 absflatfacing = flatfacing;
4027 if (Dialog::inDialog()) {
4028 Person::players[i]->forwardkeydown = 0;
4029 Person::players[i]->leftkeydown = 0;
4030 Person::players[i]->backkeydown = 0;
4031 Person::players[i]->rightkeydown = 0;
4032 Person::players[i]->jumpkeydown = 0;
4033 Person::players[i]->crouchkeydown = 0;
4034 Person::players[i]->drawkeydown = 0;
4035 Person::players[i]->throwkeydown = 0;
4039 if (!Animation::animations[Person::players[i]->animTarget].attack &&
4040 Person::players[i]->animTarget != staggerbackhighanim &&
4041 Person::players[i]->animTarget != staggerbackhardanim &&
4042 Person::players[i]->animTarget != backhandspringanim &&
4043 Person::players[i]->animTarget != dodgebackanim) {
4044 if (!Person::players[i]->forwardkeydown) {
4045 Person::players[i]->forwardstogglekeydown = 0;
4047 if (Person::players[i]->crouchkeydown) {
4051 Person::players[i]->superruntoggle = 1;
4052 if (Person::players.size() > 1) {
4053 for (unsigned j = 0; j < Person::players.size(); j++) {
4054 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype) {
4055 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16) {
4056 Person::players[i]->superruntoggle = 0;
4063 if (Person::players.size() > 1) {
4064 for (unsigned j = 0; j < Person::players.size(); j++) {
4065 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
4066 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4067 Person::players[j]->victim == Person::players[i] &&
4068 (Person::players[j]->animTarget == sweepanim ||
4069 Person::players[j]->animTarget == upunchanim ||
4070 Person::players[j]->animTarget == wolfslapanim ||
4071 ((Person::players[j]->animTarget == swordslashanim ||
4072 Person::players[j]->animTarget == knifeslashstartanim ||
4073 Person::players[j]->animTarget == staffhitanim ||
4074 Person::players[j]->animTarget == staffspinhitanim) &&
4075 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
4086 Person::players[target]->Reverse();
4088 Person::players[i]->lowreversaldelay = .5;
4090 if (Person::players[i]->isIdle()) {
4091 Person::players[i]->setTargetAnimation(Person::players[i]->getCrouch());
4092 Person::players[i]->transspeed = 10;
4094 if (Person::players[i]->isRun() ||
4095 (Person::players[i]->isStop() &&
4096 (Person::players[i]->leftkeydown ||
4097 Person::players[i]->rightkeydown ||
4098 Person::players[i]->forwardkeydown ||
4099 Person::players[i]->backkeydown))) {
4100 Person::players[i]->setTargetAnimation(rollanim);
4101 Person::players[i]->transspeed = 20;
4104 if (!Person::players[i]->crouchkeydown) {
4106 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0) {
4107 Person::players[i]->superruntoggle = 0;
4110 if (Person::players[i]->isCrouch()) {
4111 if (Person::players.size() > 1) {
4112 for (unsigned j = 0; j < Person::players.size(); j++) {
4114 !Person::players[j]->skeleton.free &&
4115 Person::players[j]->victim &&
4116 Person::players[i]->highreversaldelay <= 0) {
4117 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4118 Person::players[j]->victim == Person::players[i] &&
4119 (Person::players[j]->animTarget == spinkickanim) &&
4120 Person::players[i]->isCrouch()) {
4131 Person::players[target]->Reverse();
4133 Person::players[i]->highreversaldelay = .5;
4135 if (Person::players[i]->isCrouch()) {
4136 if (!Person::players[i]->wasCrouch()) {
4137 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
4138 Person::players[i]->frameCurrent = 0;
4140 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
4141 Person::players[i]->transspeed = 10;
4144 if (Person::players[i]->animTarget == sneakanim) {
4145 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
4146 Person::players[i]->transspeed = 10;
4149 if (Person::players[i]->forwardkeydown) {
4150 if (Person::players[i]->isIdle() ||
4151 (Person::players[i]->isStop() &&
4152 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4153 (Person::players[i]->isLanding() &&
4154 Person::players[i]->frameTarget > 0 &&
4155 !Person::players[i]->jumpkeydown) ||
4156 (Person::players[i]->isLandhard() &&
4157 Person::players[i]->frameTarget > 0 &&
4158 !Person::players[i]->jumpkeydown &&
4159 Person::players[i]->crouchkeydown)) {
4160 if (Person::players[i]->aitype == passivetype) {
4161 Person::players[i]->setTargetAnimation(walkanim);
4163 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4166 if (Person::players[i]->isCrouch()) {
4167 Person::players[i]->animTarget = sneakanim;
4168 if (Person::players[i]->wasCrouch()) {
4169 Person::players[i]->target = 0;
4171 Person::players[i]->frameTarget = 0;
4173 if (Person::players[i]->animTarget == hanganim /*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
4174 Person::players[i]->setTargetAnimation(climbanim);
4175 Person::players[i]->frameTarget = 1;
4176 Person::players[i]->jumpclimb = 1;
4178 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4179 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
4181 Person::players[i]->forwardstogglekeydown = 1;
4184 if (Person::players[i]->rightkeydown) {
4185 if (Person::players[i]->isIdle() ||
4186 (Person::players[i]->isStop() &&
4187 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4188 (Person::players[i]->isLanding() &&
4189 Person::players[i]->frameTarget > 0 &&
4190 !Person::players[i]->jumpkeydown) ||
4191 (Person::players[i]->isLandhard() &&
4192 Person::players[i]->frameTarget > 0 &&
4193 !Person::players[i]->jumpkeydown &&
4194 Person::players[i]->crouchkeydown)) {
4195 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4197 if (Person::players[i]->isCrouch()) {
4198 Person::players[i]->animTarget = sneakanim;
4199 if (Person::players[i]->wasCrouch()) {
4200 Person::players[i]->target = 0;
4202 Person::players[i]->frameTarget = 0;
4204 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4205 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4207 Person::players[i]->targetyaw -= 90;
4208 if (Person::players[i]->forwardkeydown) {
4209 Person::players[i]->targetyaw += 45;
4211 if (Person::players[i]->backkeydown) {
4212 Person::players[i]->targetyaw -= 45;
4216 if (Person::players[i]->leftkeydown) {
4217 if (Person::players[i]->isIdle() ||
4218 (Person::players[i]->isStop() &&
4219 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4220 (Person::players[i]->isLanding() &&
4221 Person::players[i]->frameTarget > 0 &&
4222 !Person::players[i]->jumpkeydown) ||
4223 (Person::players[i]->isLandhard() &&
4224 Person::players[i]->frameTarget > 0 &&
4225 !Person::players[i]->jumpkeydown &&
4226 Person::players[i]->crouchkeydown)) {
4227 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4229 if (Person::players[i]->isCrouch()) {
4230 Person::players[i]->animTarget = sneakanim;
4231 if (Person::players[i]->wasCrouch()) {
4232 Person::players[i]->target = 0;
4234 Person::players[i]->frameTarget = 0;
4236 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4237 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4239 Person::players[i]->targetyaw += 90;
4240 if (Person::players[i]->forwardkeydown) {
4241 Person::players[i]->targetyaw -= 45;
4243 if (Person::players[i]->backkeydown) {
4244 Person::players[i]->targetyaw += 45;
4248 if (Person::players[i]->backkeydown) {
4249 if (Person::players[i]->isIdle() ||
4250 (Person::players[i]->isStop() &&
4251 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4252 (Person::players[i]->isLanding() &&
4253 Person::players[i]->frameTarget > 0 &&
4254 !Person::players[i]->jumpkeydown) ||
4255 (Person::players[i]->isLandhard() &&
4256 Person::players[i]->frameTarget > 0 &&
4257 !Person::players[i]->jumpkeydown &&
4258 Person::players[i]->crouchkeydown)) {
4259 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4261 if (Person::players[i]->isCrouch()) {
4262 Person::players[i]->animTarget = sneakanim;
4263 if (Person::players[i]->wasCrouch()) {
4264 Person::players[i]->target = 0;
4266 Person::players[i]->frameTarget = 0;
4268 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4269 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
4271 if (Person::players[i]->animTarget == hanganim) {
4272 Person::players[i]->animCurrent = jumpdownanim;
4273 Person::players[i]->animTarget = jumpdownanim;
4274 Person::players[i]->target = 0;
4275 Person::players[i]->frameCurrent = 0;
4276 Person::players[i]->frameTarget = 1;
4277 Person::players[i]->velocity = 0;
4278 Person::players[i]->velocity.y += gravity;
4279 Person::players[i]->coords.y -= 1.4;
4280 Person::players[i]->grabdelay = 1;
4282 if (!Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown) {
4283 Person::players[i]->targetyaw += 180;
4287 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
4288 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
4289 Person::players[i]->isRun() ||
4290 Person::players[i]->animTarget == walkanim ||
4291 Person::players[i]->isCrouch() ||
4292 Person::players[i]->animTarget == sneakanim) &&
4293 Person::players[i]->jumppower > 1) &&
4294 ((Person::players[i]->animTarget != rabbitrunninganim &&
4295 Person::players[i]->animTarget != wolfrunninganim) ||
4297 Person::players[i]->jumpstart = 0;
4298 Person::players[i]->setTargetAnimation(jumpupanim);
4299 Person::players[i]->yaw = Person::players[i]->targetyaw;
4300 Person::players[i]->transspeed = 20;
4301 Person::players[i]->FootLand(leftfoot, 1);
4302 Person::players[i]->FootLand(rightfoot, 1);
4306 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
4309 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
4312 Person::players[i]->velocity = 0;
4317 if (Person::players.size() > 1) {
4318 for (unsigned j = 0; j < Person::players.size(); j++) {
4319 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
4320 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4321 (Person::players[j]->victim == Person::players[i]) &&
4322 (Person::players[j]->animTarget == sweepanim)) {
4333 Person::players[i]->velocity.y = 1;
4334 } else if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
4335 Person::players[i]->velocity.y = 7;
4336 Person::players[i]->crouchtogglekeydown = 1;
4338 Person::players[i]->velocity.y = 5;
4341 if (mousejump && i == 0 && devtools) {
4342 if (!Person::players[i]->isLanding()) {
4343 Person::players[i]->tempdeltav = deltav;
4345 if (Person::players[i]->tempdeltav < 0) {
4346 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
4350 Person::players[i]->coords.y += .2;
4351 Person::players[i]->jumppower -= 1;
4354 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
4357 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
4359 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
4360 Person::players[i]->setTargetAnimation(Person::players[i]->getLanding());
4361 Person::players[i]->frameTarget = 2;
4362 Person::players[i]->landhard = 0;
4363 Person::players[i]->jumpstart = 1;
4364 Person::players[i]->tempdeltav = deltav;
4366 if (Person::players[i]->animTarget == jumpupanim &&
4370 Person::players[i]->aitype != playercontrolled)) {
4371 if (Person::players[i]->jumppower > multiplier * 6) {
4372 Person::players[i]->velocity.y += multiplier * 6;
4373 Person::players[i]->jumppower -= multiplier * 6;
4375 if (Person::players[i]->jumppower <= multiplier * 6) {
4376 Person::players[i]->velocity.y += Person::players[i]->jumppower;
4377 Person::players[i]->jumppower = 0;
4380 if (((floatjump || editorenabled) && devtools) && i == 0) {
4381 Person::players[i]->velocity.y += multiplier * 30;
4386 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) {
4387 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4389 if (Person::players[i]->animTarget == sneakanim) {
4390 Person::players[i]->animTarget = Person::players[i]->getCrouch();
4391 if (Person::players[i]->animCurrent == sneakanim) {
4392 Person::players[i]->target = 0;
4394 Person::players[i]->frameTarget = 0;
4397 if (Person::players[i]->animTarget == walkanim &&
4398 (Person::players[i]->aitype == attacktypecutoff ||
4399 Person::players[i]->aitype == searchtype ||
4400 (Person::players[i]->aitype == passivetype &&
4401 Person::players[i]->numwaypoints <= 1))) {
4402 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4404 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype)) {
4405 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4409 if (Person::players[i]->animTarget == rollanim) {
4410 Person::players[i]->targetyaw = oldtargetyaw;
4415 for (unsigned k = 0; k < Person::players.size(); k++) {
4416 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
4417 if (Person::players[k]->yaw > Person::players[k]->targetyaw) {
4418 Person::players[k]->yaw -= 360;
4420 Person::players[k]->yaw += 360;
4424 //stop to turn in right direction
4425 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim)) {
4426 Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
4429 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim) {
4430 Person::players[k]->targettilt = 0;
4433 if (Person::players[k]->animTarget != jumpupanim &&
4434 Person::players[k]->animTarget != backhandspringanim &&
4435 Person::players[k]->animTarget != jumpdownanim &&
4436 !Person::players[k]->isFlip()) {
4437 Person::players[k]->targettilt = 0;
4438 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown) {
4439 Person::players[k]->jumppower = 0;
4441 Person::players[k]->jumppower += multiplier * 7;
4442 if (Person::players[k]->isCrouch()) {
4443 Person::players[k]->jumppower += multiplier * 7;
4445 if (Person::players[k]->jumppower > 5) {
4446 Person::players[k]->jumppower = 5;
4450 if (Person::players[k]->isRun()) {
4451 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
4454 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
4455 Person::players[k]->grabdelay -= multiplier;
4459 for (unsigned k = 0; k < Person::players.size(); k++) {
4460 Person::players[k]->DoAnimations();
4461 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
4462 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
4468 for (int j = numenvsounds - 1; j >= 0; j--) {
4469 envsoundlife[j] -= multiplier;
4470 if (envsoundlife[j] < 0) {
4472 envsoundlife[j] = envsoundlife[numenvsounds];
4473 envsound[j] = envsound[numenvsounds];
4476 OPENAL_SetFrequency(OPENAL_ALL, slomo);
4478 if (Tutorial::active) {
4479 Tutorial::DoStuff(multiplier);
4483 static float gLoc[3];
4487 static float vel[3];
4488 vel[0] = (viewer.x - oldviewer.x) / multiplier;
4489 vel[1] = (viewer.y - oldviewer.y) / multiplier;
4490 vel[2] = (viewer.z - oldviewer.z) / multiplier;
4492 //Set orientation with forward and up vectors
4493 static XYZ upvector;
4497 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
4498 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
4503 facing = DoRotation(facing, -pitch, 0, 0);
4504 facing = DoRotation(facing, 0, 0 - yaw, 0);
4506 static float ori[6];
4510 ori[3] = -upvector.x;
4511 ori[4] = upvector.y;
4512 ori[5] = -upvector.z;
4514 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
4522 void Game::TickOnce()
4525 yaw += multiplier * 5;
4526 } else if (Dialog::directing || !Dialog::inDialog()) {
4529 pitch -= deltav * .7;
4531 pitch += deltav * .7;
4542 void Game::TickOnceAfter()
4544 static XYZ colviewer;
4545 static XYZ coltarget;
4549 static float changedelay;
4550 static bool alldead;
4551 static float unseendelay;
4552 static float cameraspeed;
4555 static int oldmusictype = musictype;
4557 if (environment == snowyenvironment) {
4558 leveltheme = stream_snowtheme;
4560 if (environment == grassyenvironment) {
4561 leveltheme = stream_grasstheme;
4563 if (environment == desertenvironment) {
4564 leveltheme = stream_deserttheme;
4569 musictype = leveltheme;
4570 for (unsigned i = 0; i < Person::players.size(); i++) {
4571 if ((Person::players[i]->aitype == attacktypecutoff ||
4572 Person::players[i]->aitype == getweapontype ||
4573 Person::players[i]->aitype == gethelptype ||
4574 Person::players[i]->aitype == searchtype) &&
4575 !Person::players[i]->dead &&
4576 (Person::players[i]->animTarget != sneakattackedanim &&
4577 Person::players[i]->animTarget != knifesneakattackedanim &&
4578 Person::players[i]->animTarget != swordsneakattackedanim)) {
4579 musictype = stream_fighttheme;
4583 if (Person::players[0]->dead) {
4584 musictype = stream_menutheme;
4587 if (musictype == stream_fighttheme) {
4591 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
4592 unseendelay -= multiplier;
4593 if (unseendelay > 0) {
4594 musictype = stream_fighttheme;
4599 musictype = stream_menutheme;
4600 musicvolume[2] = 512;
4607 if (musictype != oldmusictype && musictype == stream_fighttheme) {
4608 emit_sound_np(alarmsound);
4611 musicselected = musictype;
4613 if (musicselected == leveltheme) {
4614 musicvolume[0] += multiplier * 450;
4616 musicvolume[0] -= multiplier * 450;
4618 if (musicselected == stream_fighttheme) {
4619 musicvolume[1] += multiplier * 450;
4621 musicvolume[1] -= multiplier * 450;
4623 if (musicselected == stream_menutheme) {
4624 musicvolume[2] += multiplier * 450;
4626 musicvolume[2] -= multiplier * 450;
4629 for (int i = 0; i < 3; i++) {
4630 if (musicvolume[i] < 0) {
4633 if (musicvolume[i] > 512) {
4634 musicvolume[i] = 512;
4638 if (musicvolume[2] > 128 && !loading && !mainmenu) {
4639 musicvolume[2] = 128;
4643 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0) {
4644 emit_stream_np(leveltheme, musicvolume[0]);
4646 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0) {
4647 emit_stream_np(stream_fighttheme, musicvolume[1]);
4649 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0) {
4650 emit_stream_np(stream_menutheme, musicvolume[2]);
4652 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0) {
4653 pause_sound(leveltheme);
4655 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0) {
4656 pause_sound(stream_fighttheme);
4658 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0) {
4659 pause_sound(stream_menutheme);
4662 if (musicvolume[0] != oldmusicvolume[0]) {
4663 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
4665 if (musicvolume[1] != oldmusicvolume[1]) {
4666 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
4668 if (musicvolume[2] != oldmusicvolume[2]) {
4669 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
4672 for (int i = 0; i < 3; i++) {
4673 oldmusicvolume[i] = musicvolume[i];
4676 pause_sound(leveltheme);
4677 pause_sound(stream_fighttheme);
4678 pause_sound(stream_menutheme);
4680 for (int i = 0; i < 4; i++) {
4681 oldmusicvolume[i] = 0;
4686 Hotspot::killhotspot = 2;
4687 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4688 if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
4689 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0) {
4690 Hotspot::killhotspot = 0;
4691 } else if (Hotspot::killhotspot == 2) {
4692 Hotspot::killhotspot = 1;
4696 if (Hotspot::killhotspot == 2) {
4697 Hotspot::killhotspot = 0;
4701 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4702 if (Hotspot::hotspots[i].type == -1) {
4703 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
4710 for (unsigned i = 1; i < Person::players.size(); i++) {
4711 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
4715 if (numalarmed > maxalarmed) {
4716 maxalarmed = numalarmed;
4719 if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
4720 if (Person::players[0]->dead) {
4722 targetlevel = whichlevel;
4725 for (unsigned i = 1; i < Person::players.size(); i++) {
4726 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
4732 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
4734 targetlevel = whichlevel + 1;
4735 if (targetlevel > numchallengelevels - 1) {
4739 if (winhotspot || windialogue) {
4741 targetlevel = whichlevel + 1;
4742 if (targetlevel > numchallengelevels - 1) {
4747 if (Hotspot::killhotspot) {
4749 targetlevel = whichlevel + 1;
4750 if (targetlevel > numchallengelevels - 1) {
4755 if (changedelay > 0 && !Person::players[0]->dead && !won) {
4756 //high scores, awards, win
4758 Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
4761 wonleveltime = leveltime;
4762 Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
4765 Account::saveFile(Folders::getUserSavePath());
4771 if (leveltime < 1) {
4776 Hotspot::killhotspot = 0;
4779 if (!editorenabled && gameon && !mainmenu) {
4780 if (changedelay != -999) {
4781 changedelay -= multiplier / 7;
4783 if (Person::players[0]->dead) {
4784 targetlevel = whichlevel;
4786 if (loading == 2 && !campaign) {
4789 fireSound(firestartsound);
4791 if (!Person::players[0]->dead && targetlevel != whichlevel) {
4792 startbonustotal = bonustotal;
4795 LoadLevel(targetlevel);
4800 if (loading == 2 && targetlevel == whichlevel) {
4804 fireSound(firestartsound);
4806 LoadLevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
4812 if (changedelay <= -999 &&
4815 (Person::players[0]->dead ||
4816 (alldead && maptype == mapkilleveryone) ||
4818 (Hotspot::killhotspot))) {
4821 if ((Person::players[0]->dead ||
4822 (alldead && maptype == mapkilleveryone) ||
4825 (Hotspot::killhotspot)) &&
4827 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
4831 if (Person::players[0]->dead) {
4838 // campaignchoosenext determines what to do when the level is complete:
4839 // 0 = load next level
4840 // 1 = go back to level select screen
4841 // 2 = stealthload next level
4842 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
4843 if (campaignlevels[actuallevel].nextlevel.empty()) {
4846 } else if (mainmenu == 0 && winfreeze) {
4847 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
4849 if (!stealthloading) {
4850 fireSound(firestartsound);
4855 startbonustotal = 0;
4862 if (!firstLoadDone) {
4866 actuallevel = campaignlevels[actuallevel].nextlevel.front();
4867 visibleloading = true;
4869 LoadLevel(campaignlevels[actuallevel].mapname.c_str());
4873 pause_sound(stream_menutheme);
4884 oldmusictype = musictype;
4890 facing = DoRotation(facing, -pitch, 0, 0);
4891 facing = DoRotation(facing, 0, 0 - yaw, 0);
4892 viewerfacing = facing;
4895 if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free) {
4896 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;
4898 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;
4901 if (Person::players[0]->skeleton.free) {
4902 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
4903 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y) {
4904 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
4909 if (Person::players[0]->skeleton.free != 2) {
4911 if (findLengthfast(&Person::players[0]->velocity) > 400) {
4912 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
4914 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim) {
4917 coltarget = target - cameraloc;
4918 if (findLengthfast(&coltarget) < multiplier * multiplier * 400) {
4921 Normalise(&coltarget);
4922 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0) {
4923 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
4925 cameraloc = cameraloc + coltarget * multiplier * 8;
4928 if (editorenabled) {
4931 cameradist += multiplier * 5;
4932 if (cameradist > 2.3) {
4935 viewer = cameraloc - facing * cameradist;
4937 coltarget = cameraloc;
4938 Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
4939 for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
4940 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4942 coltarget = cameraloc;
4943 if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4947 for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
4948 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4950 if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4954 cameradist = findDistance(&viewer, &target);
4955 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
4956 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
4957 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
4960 if (camerashake > .8) {
4963 woozy += multiplier;
4964 if (Person::players[0]->dead) {
4967 if (Person::players[0]->dead) {
4970 camerashake -= multiplier * 2;
4971 blackout -= multiplier * 2;
4972 if (camerashake < 0) {
4979 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
4980 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
4981 viewer.z += (float)(Random() % 100) * .0005 * camerashake;