2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
26 #include "Animation/Animation.hpp"
27 #include "Audio/openal_wrapper.hpp"
28 #include "Devtools/ConsoleCmds.hpp"
29 #include "Level/Awards.hpp"
30 #include "Level/Campaign.hpp"
31 #include "Level/Dialog.hpp"
32 #include "Level/Hotspot.hpp"
33 #include "Menu/Menu.hpp"
34 #include "Tutorial.hpp"
35 #include "User/Settings.hpp"
36 #include "Utils/Folders.hpp"
37 #include "Utils/Input.hpp"
41 #include <sys/types.h>
57 // Added more evilness needed for MSVC
59 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
60 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
63 extern float multiplier;
65 extern int environment;
66 extern Terrain terrain;
67 extern float screenwidth, screenheight;
70 extern float texdetail;
72 extern float slomodelay;
73 extern bool floatjump;
76 extern float camerashake;
78 extern float blackout;
79 extern bool cellophane;
80 extern bool musictoggle;
81 extern int difficulty;
82 extern int bloodtoggle;
83 extern bool invertmouse;
85 extern float precipdelay;
86 extern XYZ viewerfacing;
87 extern bool ambientsound;
88 extern bool mousejump;
89 extern float viewdistance;
91 extern XYZ windvector;
95 extern int oldmainmenu;
96 extern bool visibleloading;
97 extern XYZ envsound[30];
98 extern float envsoundvol[30];
99 extern int numenvsounds;
100 extern float envsoundlife[30];
101 extern float usermousesensitivity;
102 extern bool ismotionblur;
103 extern bool showdamagebar; // (des)activate the damage bar
104 extern bool decalstoggle;
105 extern bool skyboxtexture;
106 extern float skyboxr;
107 extern float skyboxg;
108 extern float skyboxb;
109 extern float skyboxlightr;
110 extern float skyboxlightg;
111 extern float skyboxlightb;
112 extern float fadestart;
113 extern float slomospeed;
114 extern float slomofreq;
115 extern float smoketex;
116 extern bool againbonus;
117 extern bool reversaltrain;
118 extern bool canattack;
119 extern bool cananger;
120 extern float damagedealt;
122 extern int editoractive;
123 extern int editorpathtype;
125 extern float hostiletime;
127 extern bool gamestarted;
131 extern bool stillloading;
132 extern bool winfreeze;
134 extern bool campaign;
136 extern void toggleFullscreen();
140 bool winhotspot = false;
141 bool windialogue = false;
144 float cameradist = 0;
145 bool oldattackkey = 0;
147 float musicvolume[4] = {};
148 float oldmusicvolume[4] = {};
149 int musicselected = 0;
151 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
152 STATIC_ASSERT(rabbittype == 0 && wolftype == 1)
156 // TODO: this is slightly incorrect
157 float roughDirection(XYZ vec)
160 float angle = -asin(-vec.x) * 180 / M_PI;
166 float roughDirectionTo(XYZ start, XYZ end)
168 return roughDirection(end - start);
170 inline float pitchOf(XYZ vec)
173 return -asin(vec.y) * 180 / M_PI;
175 float pitchTo(XYZ start, XYZ end)
177 return pitchOf(end - start);
183 inline float stepTowardf(float from, float to, float by)
185 if (fabs(from - to) < by) {
187 } else if (from > to) {
194 void Game::playdialoguescenesound()
197 temppos = Person::players.at(Dialog::currentScene().participantfocus)->coords;
198 temppos = temppos - viewer;
203 switch (Dialog::currentScene().sound) {
208 sound = consolefailsound;
211 sound = consolesuccesssound;
214 sound = firestartsound;
217 sound = fireendsound;
220 sound = rabbitchitter;
223 sound = rabbitchitter2;
226 sound = rabbitpainsound;
229 sound = rabbitpain1sound;
232 sound = rabbitattacksound;
235 sound = rabbitattack2sound;
238 sound = rabbitattack3sound;
241 sound = rabbitattack4sound;
265 sound = barkgrowlsound;
271 emit_sound_at(sound, temppos);
275 // ================================================================
277 int Game::findClosestPlayer()
280 float closestdist = std::numeric_limits<float>::max();
282 for (unsigned int i = 1; i < Person::players.size(); i++) {
283 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
284 if (distance < closestdist) {
285 closestdist = distance;
292 static int findClosestObject()
295 float closestdist = std::numeric_limits<float>::max();
297 for (unsigned int i = 0; i < Object::objects.size(); i++) {
298 float distance = distsq(&Object::objects[i]->position,
299 &Person::players[0]->coords);
300 if (distance < closestdist) {
301 closestdist = distance;
308 static void cmd_dispatch(const string cmd)
310 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
312 for (i = 0; i < n_cmds; i++) {
313 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
314 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
315 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
319 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
322 /********************> Tick() <*****/
323 extern bool save_screenshot(const char* fname);
324 void Screenshot(void)
327 time_t t = time(NULL);
328 struct tm* tme = localtime(&t);
329 sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png",
330 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
332 save_screenshot(filename);
335 void Game::SetUpLighting()
337 if (environment == snowyenvironment) {
338 light.setColors(.65, .65, .7, .4, .4, .44);
340 if (environment == desertenvironment) {
341 light.setColors(.95, .95, .95, .4, .35, .3);
343 if (environment == grassyenvironment) {
344 light.setColors(.95, .95, 1, .4, .4, .44);
346 if (!skyboxtexture) {
347 light.setColors(1, 1, 1, .4, .4, .4);
350 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
351 light.color[0] *= (skyboxlightr + average) / 2;
352 light.color[1] *= (skyboxlightg + average) / 2;
353 light.color[2] *= (skyboxlightb + average) / 2;
354 light.ambient[0] *= (skyboxlightr + average) / 2;
355 light.ambient[1] *= (skyboxlightg + average) / 2;
356 light.ambient[2] *= (skyboxlightb + average) / 2;
359 void Setenvironment(int which)
363 LOG(" Setting environment...");
368 pause_sound(stream_snowtheme);
369 pause_sound(stream_grasstheme);
370 pause_sound(stream_deserttheme);
371 pause_sound(stream_wind);
372 pause_sound(stream_desertambient);
374 if (environment == snowyenvironment) {
378 emit_stream_np(stream_wind);
381 Object::treetextureptr.load("Textures/SnowTree.png", 0);
382 Object::bushtextureptr.load("Textures/BushSnow.png", 0);
383 Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
384 Object::boxtextureptr.load("Textures/SnowBox.jpg", 1);
386 footstepsound = footstepsn1;
387 footstepsound2 = footstepsn2;
388 footstepsound3 = footstepst1;
389 footstepsound4 = footstepst2;
391 terraintexture.load("Textures/Snow.jpg", 1);
392 terraintexture2.load("Textures/Rock.jpg", 1);
394 temptexdetail = texdetail;
398 skybox->load("Textures/Skybox(snow)/Front.jpg",
399 "Textures/Skybox(snow)/Left.jpg",
400 "Textures/Skybox(snow)/Back.jpg",
401 "Textures/Skybox(snow)/Right.jpg",
402 "Textures/Skybox(snow)/Up.jpg",
403 "Textures/Skybox(snow)/Down.jpg");
405 texdetail = temptexdetail;
406 } else if (environment == desertenvironment) {
409 Object::treetextureptr.load("Textures/DesertTree.png", 0);
410 Object::bushtextureptr.load("Textures/BushDesert.png", 0);
411 Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
412 Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
415 emit_stream_np(stream_desertambient);
418 footstepsound = footstepsn1;
419 footstepsound2 = footstepsn2;
420 footstepsound3 = footstepsn1;
421 footstepsound4 = footstepsn2;
423 terraintexture.load("Textures/Sand.jpg", 1);
424 terraintexture2.load("Textures/SandSlope.jpg", 1);
426 temptexdetail = texdetail;
430 skybox->load("Textures/Skybox(sand)/Front.jpg",
431 "Textures/Skybox(sand)/Left.jpg",
432 "Textures/Skybox(sand)/Back.jpg",
433 "Textures/Skybox(sand)/Right.jpg",
434 "Textures/Skybox(sand)/Up.jpg",
435 "Textures/Skybox(sand)/Down.jpg");
437 texdetail = temptexdetail;
438 } else if (environment == grassyenvironment) {
441 Object::treetextureptr.load("Textures/Tree.png", 0);
442 Object::bushtextureptr.load("Textures/Bush.png", 0);
443 Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
444 Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
447 emit_stream_np(stream_wind, 100.);
450 footstepsound = footstepgr1;
451 footstepsound2 = footstepgr2;
452 footstepsound3 = footstepst1;
453 footstepsound4 = footstepst2;
455 terraintexture.load("Textures/GrassDirt.jpg", 1);
456 terraintexture2.load("Textures/MossRock.jpg", 1);
458 temptexdetail = texdetail;
462 skybox->load("Textures/Skybox(grass)/Front.jpg",
463 "Textures/Skybox(grass)/Left.jpg",
464 "Textures/Skybox(grass)/Back.jpg",
465 "Textures/Skybox(grass)/Right.jpg",
466 "Textures/Skybox(grass)/Up.jpg",
467 "Textures/Skybox(grass)/Down.jpg");
469 texdetail = temptexdetail;
471 temptexdetail = texdetail;
473 terrain.load("Textures/HeightMap.png");
475 texdetail = temptexdetail;
478 bool Game::LoadLevel(int which)
484 return LoadLevel("tutorial", true);
485 } else if (which >= 0 && which <= 15) {
487 snprintf(buf, 32, "map%d", which + 1); // challenges
488 return LoadLevel(buf);
490 return LoadLevel("mapsave");
494 bool Game::LoadLevel(const std::string& name, bool tutorial)
496 const std::string level_path = Folders::getResourcePath("Maps/" + name);
497 if (!Folders::file_exists(level_path)) {
498 perror(std::string("LoadLevel: Could not open file '" + level_path).c_str());
502 int indemo; // FIXME this should be removed
508 LOG(std::string("Loading level...") + name);
511 visibleloading = true;
513 if (stealthloading) {
514 visibleloading = false;
523 Tutorial::active = tutorial;
525 if (Tutorial::active) {
528 if (Tutorial::stage == 0) {
529 Tutorial::stagetime = 0;
530 Tutorial::maxtime = 1;
532 pause_sound(whooshsound);
533 pause_sound(stream_firesound);
538 tfile = Folders::openMandatoryFile(level_path, "rb");
540 pause_sound(stream_firesound);
546 //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
548 Dialog::dialogs.clear();
550 Dialog::indialogue = -1;
556 if (Account::hasActive()) {
557 difficulty = Account::active().getDifficulty();
560 Hotspot::hotspots.clear();
561 Hotspot::current = -1;
572 for (unsigned char i = 0; i < 100; i++) {
582 numunarmedattack = 0;
593 bonustotal = startbonustotal;
598 emit_sound_np(consolesuccesssound);
603 if (!stealthloading) {
604 terrain.decals.clear();
605 Sprite::deleteSprites();
607 for (int i = 0; i < subdivision; i++) {
608 for (int j = 0; j < subdivision; j++) {
609 terrain.patchobjects[i][j].clear();
612 Game::LoadingScreen();
616 Person::players.resize(1);
618 funpackf(tfile, "Bi", &mapvers);
620 cerr << name << " has obsolete map version " << mapvers << endl;
623 funpackf(tfile, "Bi", &indemo);
628 funpackf(tfile, "Bi", &maptype);
630 maptype = mapkilleveryone;
633 funpackf(tfile, "Bi", &hostile);
638 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
644 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
652 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
654 skyboxlightr = skyboxr;
655 skyboxlightg = skyboxg;
656 skyboxlightb = skyboxb;
658 /* TODO - This should be done in an other way so that we can rebuild main player as well (so coords would need to be copied from old ones after rebuilding) */
659 if (stealthloading) {
660 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
662 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons);
664 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5) {
665 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
666 Person::players[0]->weaponids[j] = weapons.size();
668 funpackf(tfile, "Bi", &type);
669 weapons.push_back(Weapon(type, 0));
673 Game::LoadingScreen();
675 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
676 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
677 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
678 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
680 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
683 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
685 Person::players[0]->whichskin = 0;
686 Person::players[0]->creature = rabbittype;
689 Person::players[0]->lastattack = -1;
690 Person::players[0]->lastattack2 = -1;
691 Person::players[0]->lastattack3 = -1;
695 Dialog::loadDialogs(tfile);
698 for (int k = 0; k < Person::players[0]->numclothes; k++) {
699 funpackf(tfile, "Bi", &templength);
700 for (int l = 0; l < templength; l++) {
701 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
703 Person::players[0]->clothes[k][templength] = '\0';
704 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
707 funpackf(tfile, "Bi", &environment);
709 if (environment != oldenvironment) {
710 Setenvironment(environment);
712 oldenvironment = environment;
714 Object::LoadObjectsFromFile(tfile, stealthloading);
718 funpackf(tfile, "Bi", &numhotspots);
719 if (numhotspots < 0) {
720 cerr << "Map " << name << " have an invalid number of hotspots" << endl;
723 Hotspot::hotspots.resize(numhotspots);
724 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
725 funpackf(tfile, "Bi Bf Bf Bf Bf", &Hotspot::hotspots[i].type, &Hotspot::hotspots[i].size, &Hotspot::hotspots[i].position.x, &Hotspot::hotspots[i].position.y, &Hotspot::hotspots[i].position.z);
726 funpackf(tfile, "Bi", &templength);
728 for (int l = 0; l < templength; l++) {
729 funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
732 Hotspot::hotspots[i].text[templength] = '\0';
733 if (Hotspot::hotspots[i].type == -111) {
738 Hotspot::hotspots.clear();
741 Game::LoadingScreen();
743 if (!stealthloading) {
744 Object::ComputeCenter();
745 Object::ComputeRadius();
748 Game::LoadingScreen();
751 funpackf(tfile, "Bi", &numplayers);
752 if (numplayers > maxplayers) {
753 cout << "Warning: this level contains more players than allowed" << endl;
756 for (int i = 1; i < numplayers; i++) {
758 Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
760 } catch (InvalidPersonException e) {
761 cerr << "Invalid Person found in " << name << endl;
764 Game::LoadingScreen();
766 funpackf(tfile, "Bi", &numpathpoints);
767 if (numpathpoints > 30 || numpathpoints < 0) {
770 for (int j = 0; j < numpathpoints; j++) {
771 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
772 for (int k = 0; k < numpathpointconnect[j]; k++) {
773 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
776 Game::LoadingScreen();
778 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
782 if (!stealthloading) {
783 Object::AddObjectsToTerrain();
785 Game::LoadingScreen();
787 Game::LoadingScreen();
792 for (unsigned i = 0; i < Person::players.size(); i++) {
793 Game::LoadingScreen();
795 Person::players[i]->burnt = 0;
796 Person::players[i]->bled = 0;
797 Person::players[i]->onfire = 0;
798 Person::players[i]->scale = .2;
800 Person::players[i]->creature = rabbittype;
803 Person::players[i]->skeleton.free = 0;
805 Person::players[i]->skeletonLoad();
807 Person::players[i]->addClothes();
810 Person::players[i]->animCurrent = bounceidleanim;
811 Person::players[i]->animTarget = bounceidleanim;
812 Person::players[i]->frameCurrent = 0;
813 Person::players[i]->frameTarget = 1;
814 Person::players[i]->target = 0;
816 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
817 if (difficulty == 0) {
818 Person::players[i]->speed -= .2;
820 if (difficulty == 1) {
821 Person::players[i]->speed -= .1;
825 Person::players[i]->velocity = 0;
826 Person::players[i]->oldcoords = Person::players[i]->coords;
827 Person::players[i]->realoldcoords = Person::players[i]->coords;
829 Person::players[i]->id = i;
830 Person::players[i]->updatedelay = 0;
831 Person::players[i]->normalsupdatedelay = 0;
833 Person::players[i]->setProportions(1, 1, 1, 1);
834 Person::players[i]->headless = 0;
835 Person::players[i]->currentoffset = 0;
836 Person::players[i]->targetoffset = 0;
837 if (Person::players[i]->creature == wolftype) {
838 Person::players[i]->scale = .23;
839 Person::players[i]->damagetolerance = 300;
841 Person::players[i]->damagetolerance = 200;
845 Game::LoadingScreen();
847 Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
850 Person::players[i]->headmorphness = 0;
851 Person::players[i]->targetheadmorphness = 1;
852 Person::players[i]->headmorphstart = 0;
853 Person::players[i]->headmorphend = 0;
855 Person::players[i]->pausetime = 0;
857 Person::players[i]->dead = 0;
858 Person::players[i]->jumppower = 5;
859 Person::players[i]->damage = 0;
860 Person::players[i]->permanentdamage = 0;
861 Person::players[i]->superpermanentdamage = 0;
863 Person::players[i]->forwardkeydown = 0;
864 Person::players[i]->leftkeydown = 0;
865 Person::players[i]->backkeydown = 0;
866 Person::players[i]->rightkeydown = 0;
867 Person::players[i]->jumpkeydown = 0;
868 Person::players[i]->crouchkeydown = 0;
869 Person::players[i]->throwkeydown = 0;
871 Person::players[i]->collided = -10;
872 Person::players[i]->loaded = 1;
873 Person::players[i]->bloodloss = 0;
874 Person::players[i]->weaponactive = -1;
875 Person::players[i]->weaponstuck = -1;
876 Person::players[i]->bleeding = 0;
877 Person::players[i]->deathbleeding = 0;
878 Person::players[i]->stunned = 0;
879 Person::players[i]->hasvictim = 0;
880 Person::players[i]->wentforweapon = 0;
884 Person::players[0]->aitype = playercontrolled;
886 if (difficulty == 1) {
887 Person::players[0]->power = 1 / .9;
888 Person::players[0]->damagetolerance = 250;
889 } else if (difficulty == 0) {
890 Person::players[0]->power = 1 / .8;
891 Person::players[0]->damagetolerance = 300;
892 Person::players[0]->armorhead *= 1.5;
893 Person::players[0]->armorhigh *= 1.5;
894 Person::players[0]->armorlow *= 1.5;
897 cameraloc = Person::players[0]->coords;
899 yaw = Person::players[0]->yaw;
901 hawkcoords = Person::players[0]->coords;
904 Game::LoadingScreen();
906 LOG("Starting background music...");
908 OPENAL_StopSound(OPENAL_ALL);
910 if (environment == snowyenvironment) {
911 emit_stream_np(stream_wind);
912 } else if (environment == desertenvironment) {
913 emit_stream_np(stream_desertambient);
914 } else if (environment == grassyenvironment) {
915 emit_stream_np(stream_wind, 100.);
918 oldmusicvolume[0] = 0;
919 oldmusicvolume[1] = 0;
920 oldmusicvolume[2] = 0;
921 oldmusicvolume[3] = 0;
925 visibleloading = false;
930 /* Process input events that impact settings, console, devtools, etc.
931 * Gameplay-related input processing is still done in Game::Tick() for now
932 * as it is tightly coupled to the game logic.
934 void Game::ProcessInput()
936 /* Pump SDL input events */
939 /* Menu handling (main menu, leave game) */
940 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
941 (gameon || mainmenu == 0)) {
943 if (mainmenu == 0 && !winfreeze) {
944 mainmenu = 2; // Pause
945 } else if (mainmenu == 1 || mainmenu == 2) {
946 mainmenu = 0; // Unpause
949 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
950 OPENAL_SetFrequency(OPENAL_ALL);
951 emit_stream_np(stream_menutheme);
952 pause_sound(leveltheme);
954 // On resume, play level music
956 pause_sound(stream_menutheme);
957 resume_stream(leveltheme);
962 if (!campaign && !mainmenu) {
963 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE))) {
969 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && gameon) {
973 } else if (winfreeze) {
980 /* Tutorial mode hotkeys */
981 if (Tutorial::active) {
982 // Skip current tutorial stage
983 if (Input::isKeyPressed(SDL_SCANCODE_TAB)) {
984 if (Tutorial::stage != 51) {
985 Tutorial::stagetime = Tutorial::maxtime;
987 emit_sound_np(consolefailsound, 128.);
992 if (Input::isKeyPressed(SDL_SCANCODE_F1)) {
996 /* Stereo video mode hotkeys */
997 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
998 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
999 stereoreverse = true;
1000 printf("Stereo reversed\n");
1002 stereoreverse = false;
1003 printf("Stereo unreversed\n");
1007 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
1008 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1009 stereoseparation -= 0.001;
1011 stereoseparation -= 0.010;
1013 printf("Stereo separation decreased to %f\n", stereoseparation);
1016 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
1017 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1018 stereoseparation += 0.001;
1020 stereoseparation += 0.010;
1022 printf("Stereo separation increased to %f\n", stereoseparation);
1026 if (devtools && !mainmenu) {
1028 if (Input::isKeyPressed(consolekey)) {
1031 OPENAL_SetFrequency(OPENAL_ALL);
1038 /* Other devtools, disabled when the console is shown */
1045 void Game::ProcessDevInput()
1047 if (!devtools || mainmenu || console) {
1051 if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
1053 if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1054 editorenabled = !editorenabled;
1055 if (editorenabled) {
1056 Person::players[0]->damagetolerance = 100000;
1058 Person::players[0]->damagetolerance = 200;
1060 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
1061 Person::players[0]->permanentdamage = 0;
1062 Person::players[0]->superpermanentdamage = 0;
1063 Person::players[0]->bloodloss = 0;
1064 Person::players[0]->deathbleeding = 0;
1067 /* Nullify damage and give 200000 health */
1068 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1069 Person::players[0]->damagetolerance = 200000;
1070 Person::players[0]->damage = 0;
1071 Person::players[0]->burnt = 0;
1072 Person::players[0]->permanentdamage = 0;
1073 Person::players[0]->superpermanentdamage = 0;
1076 /* Change environment */
1077 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1079 if (environment > 2) {
1082 Setenvironment(environment);
1086 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1087 cameramode = !cameramode;
1091 if (Input::isKeyPressed(SDL_SCANCODE_V)) {
1094 OPENAL_SetFrequency(OPENAL_ALL);
1098 /* Toggle slow motion */
1099 if (Input::isKeyPressed(SDL_SCANCODE_B)) {
1105 if (Input::isKeyPressed(SDL_SCANCODE_N)) {
1106 Person::players[0]->RagDoll(0);
1107 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
1110 /* Shrink tree leaves?? */
1111 // FIXME: Can't see what this does in game.
1112 if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
1113 for (auto& an_object : Object::objects) {
1114 if (an_object->type == treeleavestype) {
1115 an_object->scale *= .9;
1120 /* Change (or add) weapon */
1121 if (Input::isKeyPressed(SDL_SCANCODE_X)) {
1123 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1124 closest = findClosestPlayer();
1128 if (Person::players[closest]->num_weapons > 0) {
1130 switch (weapons[Person::players[closest]->weaponids[0]].getType()) {
1141 weapons[Person::players[closest]->weaponids[0]].setType(weapontype);
1143 Person::players[closest]->weaponids[0] = weapons.size();
1144 weapons.push_back(Weapon(knife, closest));
1145 Person::players[closest]->num_weapons = 1;
1150 /* Change yaw (rotate around Z axis) */
1151 if (Input::isKeyDown(SDL_SCANCODE_U)) {
1153 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1154 closest = findClosestPlayer();
1158 Person::players[closest]->yaw += multiplier * 50;
1159 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1164 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
1166 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1167 closest = findClosestPlayer();
1171 Person::players[closest]->onfire = !Person::players[closest]->onfire;
1172 if (Person::players[closest]->onfire) {
1173 Person::players[closest]->CatchFire();
1175 emit_sound_at(fireendsound, Person::players[closest]->coords);
1176 pause_sound(stream_firesound);
1182 if (Input::isKeyPressed(SDL_SCANCODE_T) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1184 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1185 closest = findClosestPlayer();
1189 Person::players[closest]->whichskin++;
1190 if (Person::players[closest]->whichskin > 9) {
1191 Person::players[closest]->whichskin = 0;
1193 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype) {
1194 Person::players[closest]->whichskin = 0;
1197 Person::players[closest]->skeleton.drawmodel.textureptr.load(
1198 PersonType::types[Person::players[closest]->creature].skins[Person::players[closest]->whichskin], 1,
1199 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1202 Person::players[closest]->addClothes();
1205 /* Change creature type */
1206 if (Input::isKeyPressed(SDL_SCANCODE_T) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1208 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1209 closest = findClosestPlayer();
1213 if (Person::players[closest]->creature == rabbittype) {
1214 Person::players[closest]->creature = wolftype;
1215 Person::players[closest]->whichskin = 0;
1216 Person::players[closest]->skeletonLoad();
1217 Person::players[closest]->scale *= 1.15;
1219 Person::players[closest]->damagetolerance = 300;
1220 } else { // wolftype
1221 Person::players[closest]->creature = rabbittype;
1222 Person::players[closest]->whichskin = 0;
1223 Person::players[closest]->skeletonLoad(true);
1225 Person::players[closest]->scale /= 1.15;
1227 Person::players[closest]->damagetolerance = 200;
1232 /* Explose nearby player's head */
1233 if (Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1234 int closest = findClosestPlayer();
1235 if (closest > 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1236 XYZ flatfacing2, flatvelocity2, flatvelocity2_orig;
1237 XYZ headspurtdirection;
1238 Joint& headjoint = Person::players[closest]->joint(head);
1240 if (!Person::players[closest]->skeleton.free) {
1241 flatvelocity2_orig = Person::players[closest]->velocity;
1242 flatfacing2 = DoRotation(
1244 DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt),
1245 Person::players[closest]->tilt2, 0, 0),
1246 0, Person::players[closest]->yaw, 0) *
1247 Person::players[closest]->scale +
1248 Person::players[closest]->coords;
1250 flatvelocity2_orig = headjoint.velocity;
1251 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1254 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1255 Normalise(&headspurtdirection);
1257 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1258 flatvelocity2 = flatvelocity2_orig;
1259 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1260 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1261 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1262 printf("Test: %f\n", flatvelocity2.x);
1263 printf("Test orig: %f\n", flatvelocity2_orig.x);
1264 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1265 flatvelocity2 += headspurtdirection * 8;
1266 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1268 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1270 emit_sound_at(splattersound, Person::players[closest]->coords);
1271 emit_sound_at(breaksound2, Person::players[closest]->coords, 100.);
1273 if (Person::players[closest]->skeleton.free == 2) {
1274 Person::players[closest]->skeleton.free = 0;
1276 Person::players[closest]->RagDoll(0);
1277 Person::players[closest]->dead = 2;
1278 Person::players[closest]->headless = 1;
1279 Person::players[closest]->DoBloodBig(3, 165);
1285 /* Explode nearby player */
1286 if (Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1287 int closest = findClosestPlayer();
1288 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1289 XYZ flatfacing2, flatvelocity2, flatvelocity2_orig;
1291 emit_sound_at(splattersound, Person::players[closest]->coords);
1292 emit_sound_at(breaksound2, Person::players[closest]->coords);
1294 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1295 if (!Person::players[closest]->skeleton.free) {
1296 flatvelocity2_orig = Person::players[closest]->velocity;
1297 flatfacing2 = DoRotation(
1299 DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt),
1300 Person::players[closest]->tilt2, 0, 0),
1301 0, Person::players[closest]->yaw, 0) *
1302 Person::players[closest]->scale +
1303 Person::players[closest]->coords;
1305 flatvelocity2_orig = Person::players[closest]->skeleton.joints[i].velocity;
1306 flatfacing2 = Person::players[closest]->skeleton.joints[i].position *
1307 Person::players[closest]->scale +
1308 Person::players[closest]->coords;
1312 flatvelocity2 = flatvelocity2_orig;
1313 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1314 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1315 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1316 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1317 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
1318 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1321 flatvelocity2 = flatvelocity2_orig;
1322 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1323 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1324 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1325 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1326 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
1329 flatvelocity2 = flatvelocity2_orig;
1330 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1331 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1332 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1333 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1334 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1337 flatvelocity2 = flatvelocity2_orig;
1338 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1339 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1340 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1341 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1342 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1346 for (unsigned j = 0; j < Person::players.size(); j++) {
1347 if (int(j) == closest) {
1350 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
1351 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
1352 if (Person::players[j]->skeleton.free == 2) {
1353 Person::players[j]->skeleton.free = 1;
1355 Person::players[j]->skeleton.longdead = 0;
1356 Person::players[j]->RagDoll(0);
1357 for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
1358 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
1359 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
1360 flatvelocity2 = temppos - Person::players[closest]->coords;
1361 Normalise(&flatvelocity2);
1362 Person::players[j]->skeleton.joints[i].velocity +=
1363 flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
1369 Person::players[closest]->DoDamage(10000);
1370 Person::players[closest]->RagDoll(0);
1371 Person::players[closest]->dead = 2;
1372 Person::players[closest]->coords = 20;
1373 Person::players[closest]->skeleton.free = 2;
1380 /* Skip level (only for challenges) */
1381 // FIXME: Allow skipping levels in campaigns too
1382 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
1384 if (targetlevel > numchallengelevels - 1) {
1391 /* Editor mode keys */
1392 if (editorenabled) {
1393 /* Closest player deletion */
1394 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1395 int closest = findClosestPlayer();
1397 Person::players.erase(Person::players.begin() + closest);
1401 /* Closest object deletion */
1402 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1403 int closest = findClosestObject();
1405 Object::DeleteObject(closest);
1410 if (Input::isKeyPressed(SDL_SCANCODE_O)) {
1411 if (Object::objects.size() < max_objects - 1) {
1412 XYZ scenecoords = Person::players[0]->coords;
1414 if (editortype == bushtype || editortype == firetype) {
1415 scenecoords.y -= 3.5;
1420 float tmpyaw, tmppitch;
1422 tmppitch = editorpitch;
1423 if (tmpyaw < 0 || editortype == bushtype) {
1424 tmpyaw = Random() % 360;
1427 tmppitch = Random() % 360;
1430 Object::MakeObject(editortype, scenecoords, (int)tmpyaw - ((int)tmpyaw) % 30, (int)tmppitch, editorsize);
1431 if (editortype == treetrunktype) {
1432 Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (tmppitch < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
1438 if (Input::isKeyPressed(SDL_SCANCODE_P) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1439 Person::players.push_back(shared_ptr<Person>(new Person()));
1441 Person::players.back()->id = Person::players.size() - 1;
1443 Person::players.back()->scale = Person::players[0]->scale;
1444 Person::players.back()->creature = rabbittype;
1445 Person::players.back()->howactive = editoractive;
1446 Person::players.back()->whichskin = (int)(abs(Random() % 3));
1448 Person::players.back()->skeletonLoad(true);
1450 Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
1451 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
1453 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
1454 Person::players.back()->yaw = Person::players[0]->yaw;
1456 Person::players.back()->coords = Person::players[0]->coords;
1457 Person::players.back()->oldcoords = Person::players.back()->coords;
1458 Person::players.back()->realoldcoords = Person::players.back()->coords;
1460 Person::players.back()->setProportions(1, 1, 1, 1);
1462 Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
1464 Person::players.back()->damagetolerance = 200;
1466 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
1467 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
1468 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
1469 Person::players.back()->armorhead = Person::players[0]->armorhead;
1470 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
1471 Person::players.back()->armorlow = Person::players[0]->armorlow;
1472 Person::players.back()->metalhead = Person::players[0]->metalhead;
1473 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
1474 Person::players.back()->metallow = Person::players[0]->metallow;
1476 Person::players.back()->immobile = Person::players[0]->immobile;
1478 Person::players.back()->numclothes = Person::players[0]->numclothes;
1479 for (int i = 0; i < Person::players.back()->numclothes; i++) {
1480 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
1481 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
1482 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
1483 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
1485 Person::players.back()->addClothes();
1487 Person::players.back()->power = Person::players[0]->power;
1488 Person::players.back()->speedmult = Person::players[0]->speedmult;
1490 Person::players.back()->loaded = true;
1494 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1495 if (Person::players.back()->numwaypoints < 90) {
1496 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
1497 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
1498 Person::players.back()->numwaypoints++;
1500 printf("Add waypoint: Reached max number of waypoints (90), aborting.");
1504 /* Connect waypoint */
1505 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1506 if (numpathpoints < 30) {
1507 bool connected = false;
1508 if (numpathpoints > 1) {
1509 for (int i = 0; i < numpathpoints; i++) {
1510 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
1511 bool alreadyconnected = false;
1512 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
1513 if (pathpointconnect[pathpointselected][j] == i) {
1514 alreadyconnected = true;
1517 if (!alreadyconnected) {
1518 numpathpointconnect[pathpointselected]++;
1520 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
1527 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
1528 numpathpointconnect[numpathpoints - 1] = 0;
1529 if (numpathpoints > 1 && pathpointselected != -1) {
1530 numpathpointconnect[pathpointselected]++;
1531 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
1533 pathpointselected = numpathpoints - 1;
1536 printf("Connect waypoint: Reached max number of path points (30), aborting.");
1540 /* Select next path waypoint */
1541 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
1542 pathpointselected++;
1543 if (pathpointselected >= numpathpoints) {
1544 pathpointselected = -1;
1548 /* Select previous path waypoint */
1549 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1550 pathpointselected--;
1551 if (pathpointselected <= -2) {
1552 pathpointselected = numpathpoints - 1;
1556 /* Delete path waypoint */
1557 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1558 if (pathpointselected != -1) {
1560 pathpoint[pathpointselected] = pathpoint[numpathpoints];
1561 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
1562 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
1563 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
1565 for (int i = 0; i < numpathpoints; i++) {
1566 for (int j = 0; j < numpathpointconnect[i]; j++) {
1567 if (pathpointconnect[i][j] == pathpointselected) {
1568 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
1569 numpathpointconnect[i]--;
1571 if (pathpointconnect[i][j] == numpathpoints) {
1572 pathpointconnect[i][j] = pathpointselected;
1576 pathpointselected = numpathpoints - 1;
1580 /* Select previous object type */
1581 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1583 if (editortype == treeleavestype || editortype == 10) {
1586 if (editortype < 0) {
1587 editortype = firetype;
1591 /* Select next object type */
1592 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1594 if (editortype == treeleavestype || editortype == 10) {
1597 if (editortype > firetype) {
1602 /* Decrease size for next object */
1603 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1604 editorsize -= multiplier;
1605 if (editorsize < .1) {
1610 /* Increase size for next object */
1611 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1612 editorsize += multiplier;
1615 /* Decrease yaw for next object */
1616 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1617 editoryaw -= multiplier * 100;
1618 if (editoryaw < -.01) {
1623 /* Increase yaw for next object */
1624 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1625 editoryaw += multiplier * 100;
1628 /* Decrease pitch for next object */
1629 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1630 editorpitch -= multiplier * 100;
1631 if (editorpitch < -.01) {
1636 /* Increase pitch for next object */
1637 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1638 editorpitch += multiplier * 100;
1641 /* Decrease map radius */
1642 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1643 mapradius -= multiplier * 10;
1646 /* Increase map radius */
1647 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1648 mapradius += multiplier * 10;
1653 void doJumpReversals()
1655 for (unsigned k = 0; k < Person::players.size(); k++) {
1656 for (unsigned i = k + 1; i < Person::players.size(); i++) {
1657 if (Person::players[k]->skeleton.free == 0 &&
1658 Person::players[i]->skeleton.oldfree == 0 &&
1659 (Person::players[i]->animTarget == jumpupanim ||
1660 Person::players[k]->animTarget == jumpupanim) &&
1661 (Person::players[i]->aitype == playercontrolled ||
1662 Person::players[k]->aitype == playercontrolled) &&
1663 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
1664 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
1665 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
1666 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
1667 //TODO: refactor two huge similar ifs
1668 if (Person::players[i]->animTarget == jumpupanim &&
1669 Person::players[k]->animTarget != getupfrombackanim &&
1670 Person::players[k]->animTarget != getupfromfrontanim &&
1671 Animation::animations[Person::players[k]->animTarget].height == middleheight &&
1672 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
1673 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
1674 Person::players[k]->aitype != playercontrolled)) {
1675 Person::players[i]->victim = Person::players[k];
1676 Person::players[i]->velocity = 0;
1677 Person::players[i]->animCurrent = jumpreversedanim;
1678 Person::players[i]->animTarget = jumpreversedanim;
1679 Person::players[i]->frameCurrent = 0;
1680 Person::players[i]->frameTarget = 1;
1681 Person::players[i]->targettilt2 = 0;
1682 Person::players[k]->victim = Person::players[i];
1683 Person::players[k]->velocity = 0;
1684 Person::players[k]->animCurrent = jumpreversalanim;
1685 Person::players[k]->animTarget = jumpreversalanim;
1686 Person::players[k]->frameCurrent = 0;
1687 Person::players[k]->frameTarget = 1;
1688 Person::players[k]->targettilt2 = 0;
1689 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
1690 Person::players[i]->animCurrent = rabbitkickreversedanim;
1691 Person::players[i]->animTarget = rabbitkickreversedanim;
1692 Person::players[i]->frameCurrent = 1;
1693 Person::players[i]->frameTarget = 2;
1694 Person::players[k]->animCurrent = rabbitkickreversalanim;
1695 Person::players[k]->animTarget = rabbitkickreversalanim;
1696 Person::players[k]->frameCurrent = 1;
1697 Person::players[k]->frameTarget = 2;
1699 Person::players[i]->target = 0;
1700 Person::players[k]->oldcoords = Person::players[k]->coords;
1701 Person::players[i]->coords = Person::players[k]->coords;
1702 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
1703 Person::players[k]->yaw = Person::players[i]->targetyaw;
1704 if (Person::players[k]->aitype == attacktypecutoff) {
1705 Person::players[k]->stunned = .5;
1708 if (Person::players[k]->animTarget == jumpupanim &&
1709 Person::players[i]->animTarget != getupfrombackanim &&
1710 Person::players[i]->animTarget != getupfromfrontanim &&
1711 Animation::animations[Person::players[i]->animTarget].height == middleheight &&
1712 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
1713 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
1714 Person::players[i]->aitype != playercontrolled)) {
1715 Person::players[k]->victim = Person::players[i];
1716 Person::players[k]->velocity = 0;
1717 Person::players[k]->animCurrent = jumpreversedanim;
1718 Person::players[k]->animTarget = jumpreversedanim;
1719 Person::players[k]->frameCurrent = 0;
1720 Person::players[k]->frameTarget = 1;
1721 Person::players[k]->targettilt2 = 0;
1722 Person::players[i]->victim = Person::players[k];
1723 Person::players[i]->velocity = 0;
1724 Person::players[i]->animCurrent = jumpreversalanim;
1725 Person::players[i]->animTarget = jumpreversalanim;
1726 Person::players[i]->frameCurrent = 0;
1727 Person::players[i]->frameTarget = 1;
1728 Person::players[i]->targettilt2 = 0;
1729 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
1730 Person::players[k]->animTarget = rabbitkickreversedanim;
1731 Person::players[k]->animCurrent = rabbitkickreversedanim;
1732 Person::players[i]->animCurrent = rabbitkickreversalanim;
1733 Person::players[i]->animTarget = rabbitkickreversalanim;
1734 Person::players[k]->frameCurrent = 1;
1735 Person::players[k]->frameTarget = 2;
1736 Person::players[i]->frameCurrent = 1;
1737 Person::players[i]->frameTarget = 2;
1739 Person::players[k]->target = 0;
1740 Person::players[i]->oldcoords = Person::players[i]->coords;
1741 Person::players[k]->coords = Person::players[i]->coords;
1742 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
1743 Person::players[i]->yaw = Person::players[k]->targetyaw;
1744 if (Person::players[i]->aitype == attacktypecutoff) {
1745 Person::players[i]->stunned = .5;
1754 void doAerialAcrobatics()
1756 static XYZ facing, flatfacing;
1757 for (unsigned k = 0; k < Person::players.size(); k++) {
1758 Person::players[k]->turnspeed = 500;
1760 if ((Person::players[k]->isRun() &&
1761 ((Person::players[k]->targetyaw != rabbitrunninganim &&
1762 Person::players[k]->targetyaw != wolfrunninganim) ||
1763 Person::players[k]->frameTarget == 4)) ||
1764 Person::players[k]->animTarget == removeknifeanim ||
1765 Person::players[k]->animTarget == crouchremoveknifeanim ||
1766 Person::players[k]->animTarget == flipanim ||
1767 Person::players[k]->animTarget == fightsidestep ||
1768 Person::players[k]->animTarget == walkanim) {
1769 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
1772 if (Person::players[k]->isStop() ||
1773 Person::players[k]->isLanding() ||
1774 Person::players[k]->animTarget == staggerbackhighanim ||
1775 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
1776 Person::players[k]->animTarget == staggerbackhardanim ||
1777 Person::players[k]->animTarget == backhandspringanim ||
1778 Person::players[k]->animTarget == dodgebackanim ||
1779 Person::players[k]->animTarget == rollanim ||
1780 (Animation::animations[Person::players[k]->animTarget].attack &&
1781 Person::players[k]->animTarget != rabbitkickanim &&
1782 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
1783 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
1784 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
1787 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
1788 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
1791 Person::players[k]->DoStuff();
1792 if (Person::players[k]->immobile && k != 0) {
1793 Person::players[k]->coords = Person::players[k]->realoldcoords;
1796 //if player's position has changed (?)
1797 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
1798 !Person::players[k]->skeleton.free &&
1799 Person::players[k]->animTarget != climbanim &&
1800 Person::players[k]->animTarget != hanganim) {
1801 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
1803 bool tempcollide = 0;
1805 if (Person::players[k]->collide < -.3) {
1806 Person::players[k]->collide = -.3;
1808 if (Person::players[k]->collide > 1) {
1809 Person::players[k]->collide = 1;
1811 Person::players[k]->collide -= multiplier * 30;
1814 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
1816 for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
1817 unsigned int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1818 if (Object::objects[i]->type != rocktype ||
1819 Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled ||
1820 Object::objects[i]->position.y > Person::players[k]->coords.y) {
1821 lowpoint = Person::players[k]->coords;
1822 if (Person::players[k]->animTarget != jumpupanim &&
1823 Person::players[k]->animTarget != jumpdownanim &&
1824 !Person::players[k]->isFlip()) {
1829 if (Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
1830 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1) {
1831 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
1833 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1834 flatfacing = lowpoint - Person::players[k]->coords;
1835 Person::players[k]->coords = lowpoint;
1836 Person::players[k]->coords.y -= 1.3;
1837 Person::players[k]->collide = 1;
1840 //TODO: refactor four similar blocks
1841 if (Person::players[k]->aitype == playercontrolled &&
1842 (Person::players[k]->animTarget == jumpupanim ||
1843 Person::players[k]->animTarget == jumpdownanim ||
1844 Person::players[k]->isFlip()) &&
1845 !Person::players[k]->jumptogglekeydown &&
1846 Person::players[k]->jumpkeydown) {
1847 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
1848 XYZ tempcoords1 = lowpoint;
1849 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1850 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1851 Person::players[k]->setTargetAnimation(walljumpleftanim);
1852 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1854 pause_sound(whooshsound);
1857 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1858 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1859 if (lowpointtarget.z < 0) {
1860 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1862 Person::players[k]->targetyaw = Person::players[k]->yaw;
1863 Person::players[k]->lowyaw = Person::players[k]->yaw;
1868 lowpoint = tempcoords1;
1869 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
1870 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1871 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1872 Person::players[k]->setTargetAnimation(walljumprightanim);
1873 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1875 pause_sound(whooshsound);
1878 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1879 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1880 if (lowpointtarget.z < 0) {
1881 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1883 Person::players[k]->targetyaw = Person::players[k]->yaw;
1884 Person::players[k]->lowyaw = Person::players[k]->yaw;
1889 lowpoint = tempcoords1;
1890 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
1891 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1892 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1893 Person::players[k]->setTargetAnimation(walljumpbackanim);
1894 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1896 pause_sound(whooshsound);
1899 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1900 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1901 if (lowpointtarget.z < 0) {
1902 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1904 Person::players[k]->targetyaw = Person::players[k]->yaw;
1905 Person::players[k]->lowyaw = Person::players[k]->yaw;
1910 lowpoint = tempcoords1;
1911 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
1912 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1913 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1914 Person::players[k]->setTargetAnimation(walljumpfrontanim);
1915 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1917 pause_sound(whooshsound);
1920 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1921 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1922 if (lowpointtarget.z < 0) {
1923 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1925 Person::players[k]->yaw += 180;
1926 Person::players[k]->targetyaw = Person::players[k]->yaw;
1927 Person::players[k]->lowyaw = Person::players[k]->yaw;
1937 } else if (Object::objects[i]->type == rocktype) {
1938 lowpoint2 = Person::players[k]->coords;
1939 lowpoint = Person::players[k]->coords;
1941 if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
1942 Person::players[k]->coords = colpoint;
1943 Person::players[k]->collide = 1;
1946 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
1947 //flipped into a rock
1948 if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7) {
1949 Person::players[k]->RagDoll(0);
1952 if (Person::players[k]->animTarget == jumpupanim) {
1953 Person::players[k]->jumppower = -4;
1954 Person::players[k]->animTarget = Person::players[k]->getIdle();
1956 Person::players[k]->target = 0;
1957 Person::players[k]->frameTarget = 0;
1958 Person::players[k]->onterrain = 1;
1960 if (Person::players[k]->id == 0) {
1961 pause_sound(whooshsound);
1962 OPENAL_SetVolume(channels[whooshsound], 0);
1966 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
1967 if (Person::players[k]->isFlip()) {
1968 Person::players[k]->jumppower = -4;
1970 Person::players[k]->animTarget = Person::players[k]->getLanding();
1971 emit_sound_at(landsound, Person::players[k]->coords, 128.);
1973 addEnvSound(Person::players[k]->coords);
1982 for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
1983 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1984 lowpoint = Person::players[k]->coords;
1986 if (Object::objects[i]->type != rocktype) {
1987 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1988 if (Person::players[k]->animTarget != jumpupanim &&
1989 Person::players[k]->animTarget != jumpdownanim &&
1990 Person::players[k]->onterrain) {
1991 Person::players[k]->avoidcollided = 1;
1993 Person::players[k]->coords = lowpoint;
1994 Person::players[k]->coords.y -= 1.35;
1995 Person::players[k]->collide = 1;
1997 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
1998 (Person::players[k]->animCurrent != climbanim &&
1999 Person::players[k]->animCurrent != hanganim &&
2000 !Person::players[k]->isWallJump() ||
2001 Person::players[k]->animTarget == jumpupanim ||
2002 Person::players[k]->animTarget == jumpdownanim)) {
2003 lowpoint = Person::players[k]->coords;
2004 Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
2005 lowpoint = Person::players[k]->coords;
2009 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2010 lowpointtarget = lowpoint + facing * 1.4;
2011 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2012 if (whichhit != -1) {
2013 lowpoint = Person::players[k]->coords;
2015 lowpointtarget = lowpoint + facing * 1.4;
2016 lowpoint2 = lowpoint;
2017 lowpointtarget2 = lowpointtarget;
2018 lowpoint3 = lowpoint;
2019 lowpointtarget3 = lowpointtarget;
2020 lowpoint4 = lowpoint;
2021 lowpointtarget4 = lowpointtarget;
2022 lowpoint5 = lowpoint;
2023 lowpointtarget5 = lowpointtarget;
2024 lowpoint6 = lowpoint;
2025 lowpointtarget6 = lowpointtarget;
2026 lowpoint7 = lowpoint;
2027 lowpointtarget7 = lowpoint;
2029 lowpointtarget2.x += .1;
2031 lowpointtarget3.z += .1;
2033 lowpointtarget4.x -= .1;
2035 lowpointtarget5.z -= .1;
2036 lowpoint6.y += 45 / 13;
2037 lowpointtarget6.y += 45 / 13;
2038 lowpointtarget6 += facing * .6;
2039 lowpointtarget7.y += 90 / 13;
2040 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2041 if (Object::objects[i]->friction > .5) {
2042 if (whichhit != -1) {
2043 if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim) {
2044 Person::players[k]->collided = 1;
2046 if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1) {
2047 if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1) {
2048 if (Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
2049 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2050 Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
2051 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2052 Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
2053 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2054 Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
2055 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
2056 for (int j = 0; j < 45; j++) {
2057 lowpoint = Person::players[k]->coords;
2058 lowpoint.y += (float)j / 13;
2059 lowpointtarget = lowpoint + facing * 1.4;
2060 if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
2061 &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
2062 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim) {
2065 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2066 lowpoint = Person::players[k]->coords;
2067 lowpoint.y += (float)j / 13;
2068 lowpointtarget = lowpoint + facing * 1.3;
2069 flatfacing = Person::players[k]->coords;
2070 Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * .01;
2071 Person::players[k]->coords.y = lowpointtarget.y - .07;
2072 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2074 if (j > 10 || !Person::players[k]->isRun()) {
2075 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2077 pause_sound(whooshsound);
2080 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2082 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
2083 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2084 if (lowpointtarget.z < 0) {
2085 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2087 Person::players[k]->targetyaw = Person::players[k]->yaw;
2088 Person::players[k]->lowyaw = Person::players[k]->yaw;
2090 //Person::players[k]->velocity=lowpointtarget*.03;
2091 Person::players[k]->velocity = 0;
2094 if (Person::players[k]->animTarget == jumpupanim) {
2095 Person::players[k]->animTarget = climbanim;
2096 Person::players[k]->jumppower = 0;
2097 Person::players[k]->jumpclimb = 1;
2099 Person::players[k]->transspeed = 6;
2100 Person::players[k]->target = 0;
2101 Person::players[k]->frameTarget = 1;
2104 Person::players[k]->setTargetAnimation(hanganim);
2105 Person::players[k]->jumppower = 0;
2123 if (Person::players[k]->collide <= 0) {
2125 if (!Person::players[k]->onterrain &&
2126 Person::players[k]->animTarget != jumpupanim &&
2127 Person::players[k]->animTarget != jumpdownanim &&
2128 Person::players[k]->animTarget != climbanim &&
2129 Person::players[k]->animTarget != hanganim &&
2130 !Person::players[k]->isWallJump() &&
2131 !Person::players[k]->isFlip()) {
2132 if (Person::players[k]->animCurrent != climbanim &&
2133 Person::players[k]->animCurrent != tempanim &&
2134 Person::players[k]->animTarget != backhandspringanim &&
2135 (Person::players[k]->animTarget != rollanim ||
2136 Person::players[k]->frameTarget < 2 ||
2137 Person::players[k]->frameTarget > 6)) {
2138 //stagger off ledge (?)
2139 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim) {
2140 Person::players[k]->RagDoll(0);
2142 Person::players[k]->setTargetAnimation(jumpdownanim);
2145 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2149 Person::players[k]->velocity.y += gravity;
2153 Person::players[k]->realoldcoords = Person::players[k]->coords;
2159 static int randattack;
2160 static bool playerrealattackkeydown = 0;
2162 if (!Input::isKeyDown(attackkey)) {
2166 Person::players[0]->attackkeydown = 0;
2169 playerrealattackkeydown = 0;
2171 if (!oldattackkey) {
2172 playerrealattackkeydown = Input::isKeyDown(attackkey);
2174 if ((Person::players[0]->parriedrecently <= 0 ||
2175 Person::players[0]->weaponactive == -1) &&
2178 Person::players[0]->lastattack != swordslashanim &&
2179 Person::players[0]->lastattack != knifeslashstartanim &&
2180 Person::players[0]->lastattack != staffhitanim &&
2181 Person::players[0]->lastattack != staffspinhitanim))) {
2182 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2184 if (Input::isKeyDown(attackkey) &&
2186 !Person::players[0]->backkeydown) {
2187 for (unsigned k = 0; k < Person::players.size(); k++) {
2188 if ((Person::players[k]->animTarget == swordslashanim ||
2189 Person::players[k]->animTarget == staffhitanim ||
2190 Person::players[k]->animTarget == staffspinhitanim) &&
2191 Person::players[0]->animCurrent != dodgebackanim &&
2192 !Person::players[k]->skeleton.free) {
2193 Person::players[k]->Reverse();
2198 if (!hostile || Dialog::inDialog()) {
2199 Person::players[0]->attackkeydown = 0;
2202 for (unsigned k = 0; k < Person::players.size(); k++) {
2203 if (Dialog::inDialog()) {
2204 Person::players[k]->attackkeydown = 0;
2206 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2207 if (Person::players[k]->aitype != playercontrolled) {
2208 Person::players[k]->victim = Person::players[0];
2210 //attack key pressed
2211 if (Person::players[k]->attackkeydown) {
2213 if (Person::players[k]->backkeydown &&
2214 Person::players[k]->animTarget != backhandspringanim &&
2215 (Person::players[k]->isIdle() ||
2216 Person::players[k]->isStop() ||
2217 Person::players[k]->isRun() ||
2218 Person::players[k]->animTarget == walkanim)) {
2219 if (Person::players[k]->jumppower <= 1) {
2220 Person::players[k]->jumppower -= 2;
2222 for (unsigned i = 0; i < Person::players.size(); i++) {
2226 if (Person::players[i]->animTarget == swordslashanim ||
2227 Person::players[i]->animTarget == knifeslashstartanim ||
2228 Person::players[i]->animTarget == staffhitanim ||
2229 Person::players[i]->animTarget == staffspinhitanim) {
2230 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2231 Person::players[k]->setTargetAnimation(dodgebackanim);
2232 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2233 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2237 if (Person::players[k]->animTarget != dodgebackanim) {
2241 Person::players[k]->setTargetAnimation(backhandspringanim);
2242 Person::players[k]->targetyaw = -yaw + 180;
2243 if (Person::players[k]->leftkeydown) {
2244 Person::players[k]->targetyaw -= 45;
2246 if (Person::players[k]->rightkeydown) {
2247 Person::players[k]->targetyaw += 45;
2249 Person::players[k]->yaw = Person::players[k]->targetyaw;
2250 Person::players[k]->jumppower -= 2;
2255 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2256 !Person::players[k]->backkeydown &&
2257 (Person::players[k]->isIdle() ||
2258 Person::players[k]->isRun() ||
2259 Person::players[k]->animTarget == walkanim ||
2260 Person::players[k]->animTarget == sneakanim ||
2261 Person::players[k]->isCrouch())) {
2262 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2263 //normal attacks (?)
2264 Person::players[k]->hasvictim = 0;
2265 if (Person::players.size() > 1) {
2266 for (unsigned i = 0; i < Person::players.size(); i++) {
2267 if (i == k || !(k == 0 || i == 0)) {
2270 if (!Person::players[k]->hasvictim) {
2271 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2273 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2274 if (distance < 4.5 &&
2275 !Person::players[i]->skeleton.free &&
2276 Person::players[i]->howactive < typedead1 &&
2277 Person::players[i]->animTarget != jumpreversedanim &&
2278 Person::players[i]->animTarget != rabbitkickreversedanim &&
2279 Person::players[i]->animTarget != rabbitkickanim &&
2280 Person::players[k]->animTarget != rabbitkickanim &&
2281 Person::players[i]->animTarget != getupfrombackanim &&
2282 (Person::players[i]->animTarget != staggerbackhighanim &&
2283 (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2284 Person::players[i]->animTarget != jumpdownanim &&
2285 Person::players[i]->animTarget != jumpupanim &&
2286 Person::players[i]->animTarget != getupfromfrontanim) {
2287 Person::players[k]->victim = Person::players[i];
2288 Person::players[k]->hasvictim = 1;
2289 if (Person::players[k]->aitype == playercontrolled) { //human player
2291 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2292 Person::players[k]->crouchkeydown &&
2293 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2294 Person::players[k]->animTarget = sweepanim;
2296 } else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2297 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2298 !Person::players[k]->forwardkeydown &&
2299 !Person::players[k]->leftkeydown &&
2300 !Person::players[k]->rightkeydown &&
2301 !Person::players[k]->crouchkeydown &&
2304 Person::players[k]->animTarget = winduppunchanim;
2306 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2307 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2308 !Person::players[k]->forwardkeydown &&
2309 !Person::players[k]->leftkeydown &&
2310 !Person::players[k]->rightkeydown &&
2311 !Person::players[k]->crouchkeydown &&
2313 Person::players[k]->animTarget = upunchanim;
2315 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2316 Person::players[i]->staggerdelay > 0 &&
2317 attackweapon == knife &&
2318 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) {
2319 Person::players[k]->animTarget = knifefollowanim;
2321 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2322 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2323 !Person::players[k]->forwardkeydown &&
2324 !Person::players[k]->leftkeydown &&
2325 !Person::players[k]->rightkeydown &&
2326 !Person::players[k]->crouchkeydown &&
2327 attackweapon == knife &&
2328 Person::players[k]->weaponmissdelay <= 0) {
2329 Person::players[k]->animTarget = knifeslashstartanim;
2331 } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2332 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2333 !Person::players[k]->crouchkeydown &&
2334 attackweapon == sword &&
2335 Person::players[k]->weaponmissdelay <= 0) {
2336 Person::players[k]->animTarget = swordslashanim;
2338 } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2339 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2340 !Person::players[k]->crouchkeydown &&
2341 attackweapon == staff &&
2342 Person::players[k]->weaponmissdelay <= 0 &&
2343 !Person::players[k]->leftkeydown &&
2344 !Person::players[k]->rightkeydown &&
2345 !Person::players[k]->forwardkeydown) {
2346 Person::players[k]->animTarget = staffhitanim;
2348 } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2349 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2350 !Person::players[k]->crouchkeydown &&
2351 attackweapon == staff &&
2352 Person::players[k]->weaponmissdelay <= 0) {
2353 Person::players[k]->animTarget = staffspinhitanim;
2355 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2356 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2357 Person::players[k]->animTarget = spinkickanim;
2359 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2360 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2361 Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
2362 Person::players[k]->animTarget = lowkickanim;
2364 } else { //AI player
2365 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
2366 randattack = abs(Random() % 5);
2367 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
2369 if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2370 Person::players[k]->animTarget = sweepanim;
2372 } else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2374 Person::players[k]->animTarget = upunchanim;
2376 } else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2377 Person::players[k]->animTarget = spinkickanim;
2379 } else if (Animation::animations[Person::players[i]->animTarget].height == lowheight) {
2380 Person::players[k]->animTarget = lowkickanim;
2385 if ((!Tutorial::active || !attackweapon) &&
2386 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2388 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2389 Person::players[k]->animTarget = sweepanim;
2391 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2392 attackweapon == knife &&
2393 Person::players[k]->weaponmissdelay <= 0) {
2394 Person::players[k]->animTarget = knifeslashstartanim;
2396 } else if (!(Person::players[0]->victim == Person::players[i] &&
2397 Person::players[0]->hasvictim &&
2398 Person::players[0]->animTarget == swordslashanim) &&
2399 attackweapon == sword &&
2400 Person::players[k]->weaponmissdelay <= 0) {
2401 Person::players[k]->animTarget = swordslashanim;
2403 } else if (!(Person::players[0]->victim == Person::players[i] &&
2404 Person::players[0]->hasvictim &&
2405 Person::players[0]->animTarget == swordslashanim) &&
2406 attackweapon == staff &&
2407 Person::players[k]->weaponmissdelay <= 0 &&
2409 Person::players[k]->animTarget = staffhitanim;
2411 } else if (!(Person::players[0]->victim == Person::players[i] &&
2412 Person::players[0]->hasvictim &&
2413 Person::players[0]->animTarget == swordslashanim) &&
2414 attackweapon == staff &&
2415 Person::players[k]->weaponmissdelay <= 0 &&
2417 Person::players[k]->animTarget = staffspinhitanim;
2419 } else if ((!Tutorial::active || !attackweapon) &&
2420 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2422 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2423 Person::players[k]->animTarget = spinkickanim;
2425 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2426 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2427 Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
2428 Person::players[k]->animTarget = lowkickanim;
2433 //upunch becomes wolfslap
2434 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype) {
2435 Person::players[k]->animTarget = wolfslapanim;
2439 if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
2440 Person::players[i]->howactive < typedead1 &&
2441 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2442 !Person::players[i]->skeleton.free &&
2443 Person::players[i]->animTarget != getupfrombackanim &&
2444 Person::players[i]->animTarget != getupfromfrontanim &&
2445 (Person::players[i]->surprised > 0 ||
2446 Person::players[i]->aitype == passivetype ||
2447 attackweapon && Person::players[i]->stunned > 0) &&
2448 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
2450 if (!attackweapon) {
2451 Person::players[k]->animCurrent = sneakattackanim;
2452 Person::players[k]->animTarget = sneakattackanim;
2453 Person::players[i]->animCurrent = sneakattackedanim;
2454 Person::players[i]->animTarget = sneakattackedanim;
2455 Person::players[k]->oldcoords = Person::players[k]->coords;
2456 Person::players[k]->coords = Person::players[i]->coords;
2459 if (attackweapon == knife) {
2460 Person::players[k]->animCurrent = knifesneakattackanim;
2461 Person::players[k]->animTarget = knifesneakattackanim;
2462 Person::players[i]->animCurrent = knifesneakattackedanim;
2463 Person::players[i]->animTarget = knifesneakattackedanim;
2464 Person::players[i]->oldcoords = Person::players[i]->coords;
2465 Person::players[i]->coords = Person::players[k]->coords;
2468 if (attackweapon == sword) {
2469 Person::players[k]->animCurrent = swordsneakattackanim;
2470 Person::players[k]->animTarget = swordsneakattackanim;
2471 Person::players[i]->animCurrent = swordsneakattackedanim;
2472 Person::players[i]->animTarget = swordsneakattackedanim;
2473 Person::players[i]->oldcoords = Person::players[i]->coords;
2474 Person::players[i]->coords = Person::players[k]->coords;
2476 if (attackweapon != staff) {
2477 Person::players[k]->victim = Person::players[i];
2478 Person::players[k]->hasvictim = 1;
2479 Person::players[i]->targettilt2 = 0;
2480 Person::players[i]->frameTarget = 1;
2481 Person::players[i]->frameCurrent = 0;
2482 Person::players[i]->target = 0;
2483 Person::players[i]->velocity = 0;
2484 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2485 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2486 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2487 Person::players[k]->target = Person::players[i]->target;
2488 Person::players[k]->velocity = 0;
2489 Person::players[k]->targetyaw = Person::players[i]->yaw;
2490 Person::players[k]->yaw = Person::players[i]->yaw;
2491 Person::players[i]->targetyaw = Person::players[i]->yaw;
2494 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2495 Person::players[k]->victim == Person::players[i] &&
2496 (!Person::players[i]->skeleton.free)) {
2498 Person::players[k]->frameTarget = 0;
2499 Person::players[k]->target = 0;
2501 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2502 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2503 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2504 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2505 Person::players[k]->lastattack = Person::players[k]->animTarget;
2507 if (Person::players[k]->animTarget == knifefollowanim &&
2508 Person::players[k]->victim == Person::players[i]) {
2510 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2511 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2512 Person::players[k]->victim = Person::players[i];
2513 Person::players[k]->hasvictim = 1;
2514 Person::players[i]->animTarget = knifefollowedanim;
2515 Person::players[i]->animCurrent = knifefollowedanim;
2516 Person::players[i]->targettilt2 = 0;
2517 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
2518 Person::players[i]->frameTarget = 1;
2519 Person::players[i]->frameCurrent = 0;
2520 Person::players[i]->target = 0;
2521 Person::players[i]->velocity = 0;
2522 Person::players[k]->animCurrent = knifefollowanim;
2523 Person::players[k]->animTarget = knifefollowanim;
2524 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2525 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2526 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2527 Person::players[k]->target = Person::players[i]->target;
2528 Person::players[k]->velocity = 0;
2529 Person::players[k]->oldcoords = Person::players[k]->coords;
2530 Person::players[i]->coords = Person::players[k]->coords;
2531 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2532 Person::players[i]->yaw = Person::players[k]->targetyaw;
2533 Person::players[k]->yaw = Person::players[k]->targetyaw;
2534 Person::players[i]->yaw = Person::players[k]->targetyaw;
2540 const bool hasstaff = attackweapon == staff;
2541 if (k == 0 && Person::players.size() > 1) {
2542 for (unsigned i = 0; i < Person::players.size(); i++) {
2546 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
2547 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
2548 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2549 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown)) {
2550 if (Person::players[i]->skeleton.free) {
2551 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
2552 (Person::players[i]->dead ||
2553 Person::players[i]->skeleton.longdead > 1000 ||
2554 Person::players[k]->isRun() ||
2557 (Person::players[i]->skeleton.longdead > 2000 ||
2558 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
2559 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
2560 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
2561 Person::players[k]->victim = Person::players[i];
2562 Person::players[k]->hasvictim = 1;
2563 if (attackweapon && !Tutorial::active) {
2565 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5)) {
2566 Person::players[k]->animTarget = crouchstabanim;
2569 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword) {
2570 Person::players[k]->animTarget = swordgroundstabanim;
2573 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff) {
2574 Person::players[k]->animTarget = staffgroundsmashanim;
2577 if (distance < 2.5 &&
2578 Person::players[k]->crouchkeydown &&
2579 Person::players[k]->animTarget != crouchstabanim &&
2581 Person::players[i]->dead &&
2582 Person::players[i]->skeleton.free &&
2583 Person::players[i]->skeleton.longdead > 1000) {
2584 Person::players[k]->animTarget = killanim;
2585 terrain.deleteDeadDecals();
2586 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2587 if (Object::objects[l]->model.type == decalstype) {
2588 Object::objects[l]->model.deleteDeadDecals();
2592 if (!Person::players[i]->dead || musictype != 2) {
2593 if (distance < 3.5 &&
2594 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
2595 Person::players[k]->staggerdelay <= 0 &&
2596 (Person::players[i]->dead ||
2597 Person::players[i]->skeleton.longdead < 300 &&
2598 Person::players[k]->lastattack != spinkickanim &&
2599 Person::players[i]->skeleton.free) &&
2600 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
2601 Person::players[k]->animTarget = dropkickanim;
2602 terrain.deleteDeadDecals();
2603 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2604 if (Object::objects[l]->model.type == decalstype) {
2605 Object::objects[l]->model.deleteDeadDecals();
2613 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2614 Person::players[k]->victim == Person::players[i] &&
2615 (!Person::players[i]->skeleton.free ||
2616 Person::players[k]->animTarget == killanim ||
2617 Person::players[k]->animTarget == crouchstabanim ||
2618 Person::players[k]->animTarget == swordgroundstabanim ||
2619 Person::players[k]->animTarget == staffgroundsmashanim ||
2620 Person::players[k]->animTarget == dropkickanim)) {
2622 Person::players[k]->frameTarget = 0;
2623 Person::players[k]->target = 0;
2625 XYZ targetpoint = Person::players[i]->coords;
2626 if (Person::players[k]->animTarget == crouchstabanim ||
2627 Person::players[k]->animTarget == swordgroundstabanim ||
2628 Person::players[k]->animTarget == staffgroundsmashanim) {
2629 targetpoint += (Person::players[i]->jointPos(abdomen) +
2630 Person::players[i]->jointPos(neck)) /
2632 Person::players[i]->scale;
2634 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
2635 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
2637 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
2638 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
2641 if (Person::players[k]->animTarget == staffgroundsmashanim) {
2642 Person::players[k]->targettilt2 += 10;
2645 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2646 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2647 Person::players[k]->lastattack = Person::players[k]->animTarget;
2649 if (Person::players[k]->animTarget == swordgroundstabanim) {
2650 Person::players[k]->targetyaw += 30;
2656 if (!Person::players[k]->hasvictim) {
2658 for (unsigned i = 0; i < Person::players.size(); i++) {
2659 if (i == k || !(i == 0 || k == 0)) {
2662 if (!Person::players[i]->skeleton.free) {
2663 if (Person::players[k]->hasvictim) {
2664 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
2665 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords)) {
2666 Person::players[k]->victim = Person::players[i];
2669 Person::players[k]->victim = Person::players[i];
2670 Person::players[k]->hasvictim = 1;
2675 if (Person::players[k]->aitype == playercontrolled) {
2677 if (Person::players[k]->attackkeydown &&
2678 Person::players[k]->isRun() &&
2679 Person::players[k]->wasRun() &&
2680 ((Person::players[k]->hasvictim &&
2681 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
2682 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
2683 !Person::players[k]->victim->skeleton.free &&
2684 Person::players[k]->victim->animTarget != getupfrombackanim &&
2685 Person::players[k]->victim->animTarget != getupfromfrontanim &&
2686 Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
2687 Person::players[k]->aitype != playercontrolled && //wat???
2688 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
2689 Person::players[k]->rabbitkickenabled) ||
2690 Person::players[k]->jumpkeydown)) {
2692 Person::players[k]->setTargetAnimation(rabbitkickanim);
2696 if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
2698 switch (attackweapon) {
2719 void doPlayerCollisions()
2721 static XYZ rotatetarget;
2722 static float collisionradius;
2723 if (Person::players.size() > 1) {
2724 for (unsigned k = 0; k < Person::players.size(); k++) {
2725 for (unsigned i = k + 1; i < Person::players.size(); i++) {
2726 //neither player is part of a reversal
2727 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
2728 Animation::animations[Person::players[i]->animTarget].attack != reversal &&
2729 Animation::animations[Person::players[k]->animTarget].attack != reversed &&
2730 Animation::animations[Person::players[k]->animTarget].attack != reversal) ||
2731 (i != 0 && k != 0)) {
2732 if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
2733 Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
2734 Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
2735 Animation::animations[Person::players[k]->animCurrent].attack != reversal) ||
2736 (i != 0 && k != 0)) {
2737 //neither is sleeping
2738 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping) {
2739 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall) {
2740 //in same patch, neither is climbing
2741 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
2742 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
2743 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
2744 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
2745 Person::players[i]->animTarget != climbanim &&
2746 Person::players[i]->animTarget != hanganim &&
2747 Person::players[k]->animTarget != climbanim &&
2748 Person::players[k]->animTarget != hanganim) {
2749 //players are close (bounding box test)
2750 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3) {
2751 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3) {
2752 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3) {
2753 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3) {
2754 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3) {
2755 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
2756 //spread fire from player to player
2757 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2758 if (Person::players[i]->onfire || Person::players[k]->onfire) {
2759 if (!Person::players[i]->onfire) {
2760 Person::players[i]->CatchFire();
2762 if (!Person::players[k]->onfire) {
2763 Person::players[k]->CatchFire();
2768 XYZ tempcoords1 = Person::players[i]->coords;
2769 XYZ tempcoords2 = Person::players[k]->coords;
2770 if (!Person::players[i]->skeleton.oldfree) {
2771 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
2773 if (!Person::players[k]->skeleton.oldfree) {
2774 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
2776 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2777 if (Person::players[0]->hasvictim) {
2778 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free) {
2779 collisionradius = 3;
2782 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
2783 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
2784 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
2785 //jump down on a dead body
2786 if (k == 0 || i == 0) {
2788 if (Person::players[0]->animTarget == jumpdownanim &&
2789 !Person::players[0]->skeleton.oldfree &&
2790 !Person::players[0]->skeleton.free &&
2791 Person::players[l]->skeleton.oldfree &&
2792 Person::players[l]->skeleton.free &&
2793 Person::players[l]->dead &&
2794 Person::players[0]->lastcollide <= 0 &&
2795 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
2796 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
2797 Person::players[0]->coords.y = Person::players[l]->coords.y;
2798 Person::players[l]->velocity = Person::players[0]->velocity;
2799 Person::players[l]->skeleton.free = 0;
2800 Person::players[l]->yaw = 0;
2801 Person::players[l]->RagDoll(0);
2802 Person::players[l]->DoDamage(20);
2804 Person::players[l]->skeleton.longdead = 0;
2805 Person::players[0]->lastcollide = 1;
2809 if ((Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
2810 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
2811 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
2812 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
2813 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
2814 Person::players[i]->skeleton.free) &&
2815 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
2816 Person::players[k]->skeleton.free)) {
2817 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
2818 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
2819 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
2821 k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
2822 /*i!=0&&*/ Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
2823 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
2824 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
2825 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
2827 if ((i != 0 || Person::players[i]->skeleton.free) &&
2828 (k != 0 || Person::players[k]->skeleton.free) ||
2829 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
2830 Animation::animations[Person::players[k]->animTarget].height == highheight)) {
2831 if (!Tutorial::active) {
2832 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
2835 Person::players[i]->RagDoll(0);
2836 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
2837 award_bonus(0, aimbonus);
2839 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
2840 Person::players[k]->RagDoll(0);
2841 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
2842 award_bonus(0, aimbonus); // Huh, again?
2844 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
2846 for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
2847 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
2849 for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
2850 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
2855 if ((Animation::animations[Person::players[i]->animTarget].attack == neutral ||
2856 Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
2857 (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
2858 Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
2860 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
2861 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2862 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
2863 Normalise(&rotatetarget);
2864 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
2865 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2866 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2867 if (Person::players[k]->howactive == typeactive || hostile) {
2868 if (Person::players[k]->isIdle()) {
2869 if (Person::players[k]->howactive < typesleeping) {
2870 Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
2871 } else if (Person::players[k]->howactive == typesleeping) {
2872 Person::players[k]->setTargetAnimation(getupfromfrontanim);
2874 if (!editorenabled) {
2875 Person::players[k]->howactive = typeactive;
2879 if (Person::players[i]->howactive == typeactive || hostile) {
2880 if (Person::players[i]->isIdle()) {
2881 if (Person::players[i]->howactive < typesleeping) {
2882 Person::players[i]->setTargetAnimation(Person::players[k]->getStop());
2884 Person::players[i]->setTargetAnimation(getupfromfrontanim);
2886 if (!editorenabled) {
2887 Person::players[i]->howactive = typeactive;
2892 //jump down on player
2894 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
2895 !Person::players[i]->isCrouch() &&
2896 Person::players[i]->animTarget != rollanim &&
2897 !Person::players[k]->skeleton.oldfree && !Person::players[k]->skeleton.free &&
2898 Person::players[k]->lastcollide <= 0 &&
2899 Person::players[k]->velocity.y < -10) {
2900 Person::players[i]->velocity = Person::players[k]->velocity;
2901 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
2902 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
2903 Person::players[i]->DoDamage(20);
2904 Person::players[i]->RagDoll(0);
2905 Person::players[k]->lastcollide = 1;
2906 award_bonus(k, AboveBonus);
2908 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
2909 !Person::players[k]->isCrouch() &&
2910 Person::players[k]->animTarget != rollanim &&
2911 !Person::players[i]->skeleton.oldfree &&
2912 !Person::players[i]->skeleton.free &&
2913 Person::players[i]->lastcollide <= 0 &&
2914 Person::players[i]->velocity.y < -10) {
2915 Person::players[k]->velocity = Person::players[i]->velocity;
2916 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
2917 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
2918 Person::players[k]->DoDamage(20);
2919 Person::players[k]->RagDoll(0);
2920 Person::players[i]->lastcollide = 1;
2921 award_bonus(i, AboveBonus);
2927 Person::players[i]->CheckKick();
2928 Person::players[k]->CheckKick();
2948 static XYZ facing, flatfacing;
2951 /* Pump SDL input events and process non-gameplay related ones */
2955 Values of mainmenu :
2957 2 Menu pause (resume/end game)
2959 4 Controls configuration menu
2960 5 Main game menu (choose level or challenge)
2961 6 Deleting user menu
2962 7 User managment menu (select/add)
2963 8 Choose difficulty menu
2964 9 Challenge level selection menu
2965 10 End of the campaign congratulation (is that really a menu?)
2966 11 Same that 9 ??? => unused
2967 18 stereo configuration
2972 if (mainmenu && endgame == 1) {
2975 //go to level select after completing a campaign level
2976 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
2983 OPENAL_SetFrequency(OPENAL_ALL);
2984 emit_stream_np(stream_menutheme);
2985 pause_sound(leveltheme);
2997 hostiletime += multiplier;
3002 leveltime += multiplier;
3008 inputText(consoletext[0], &consoleselected);
3010 if (!consoletext[0].empty()) {
3011 cmd_dispatch(consoletext[0]);
3012 for (int k = 14; k >= 1; k--) {
3013 consoletext[k] = consoletext[k - 1];
3015 consoletext[0].clear();
3016 consoleselected = 0;
3020 consoleblinkdelay -= multiplier;
3021 if (consoleblinkdelay <= 0) {
3022 consoleblinkdelay = .3;
3023 consoleblink = !consoleblink;
3027 static int oldwinfreeze;
3028 if (winfreeze && !oldwinfreeze) {
3029 OPENAL_SetFrequency(OPENAL_ALL);
3030 emit_sound_np(consolesuccesssound);
3032 if (winfreeze == 0) {
3033 oldwinfreeze = winfreeze;
3038 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
3041 static float talkdelay = 0;
3043 if (Dialog::inDialog()) {
3046 talkdelay -= multiplier;
3048 if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
3049 for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
3050 Dialog::dialogs[i].tick(i);
3054 windvar += multiplier;
3055 smoketex += multiplier;
3056 Tutorial::stagetime += multiplier;
3059 static float hotspotvisual[40];
3060 if (Hotspot::hotspots.size()) {
3062 if (editorenabled) {
3063 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3064 hotspotvisual[i] -= multiplier / 320;
3068 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3069 while (hotspotvisual[i] < 0) {
3071 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
3072 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
3073 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
3074 hotspotsprite += Hotspot::hotspots[i].position;
3075 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
3076 hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
3080 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3081 if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
3082 Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
3088 if (Tutorial::active) {
3089 Tutorial::Do(multiplier);
3093 if (!Tutorial::active) {
3094 if (bonustime == 0 &&
3095 bonus != solidhit &&
3096 bonus != spinecrusher &&
3097 bonus != tracheotomy &&
3098 bonus != backstab &&
3100 emit_sound_np(consolesuccesssound);
3102 } else if (bonustime == 0) {
3103 emit_sound_np(fireendsound);
3105 if (bonustime == 0) {
3106 if (bonus != solidhit &&
3107 bonus != twoxcombo &&
3108 bonus != threexcombo &&
3109 bonus != fourxcombo &&
3110 bonus != megacombo) {
3113 bonusnum[bonus] += 0.15;
3115 if (Tutorial::active) {
3118 if (bonusvalue > 0) {
3119 bonusvalue /= bonusnum[bonus];
3120 if (bonusvalue <= 0) {
3124 bonustotal += bonusvalue;
3126 bonustime += multiplier;
3129 if (environment == snowyenvironment) {
3130 precipdelay -= multiplier;
3131 while (precipdelay < 0) {
3136 XYZ footvel, footpoint;
3139 footpoint = viewer + viewerfacing * 6;
3140 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
3141 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
3142 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
3143 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
3147 doAerialAcrobatics();
3149 static XYZ oldviewer;
3152 if (!Dialog::inDialog()) {
3153 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
3154 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
3155 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
3156 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
3157 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
3158 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
3159 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
3160 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
3162 Person::players[0]->forwardkeydown = 0;
3163 Person::players[0]->leftkeydown = 0;
3164 Person::players[0]->backkeydown = 0;
3165 Person::players[0]->rightkeydown = 0;
3166 Person::players[0]->jumpkeydown = 0;
3167 Person::players[0]->crouchkeydown = 0;
3168 Person::players[0]->drawkeydown = 0;
3169 Person::players[0]->throwkeydown = 0;
3172 if (!Person::players[0]->jumpkeydown) {
3173 Person::players[0]->jumpclimb = 0;
3176 if (Dialog::inDialog()) {
3178 if (Dialog::directing) {
3182 facing = DoRotation(facing, -pitch, 0, 0);
3183 facing = DoRotation(facing, 0, 0 - yaw, 0);
3188 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
3190 if (Input::isKeyDown(forwardkey)) {
3191 viewer += facing * multiplier * 4;
3193 if (Input::isKeyDown(backkey)) {
3194 viewer -= facing * multiplier * 4;
3196 if (Input::isKeyDown(leftkey)) {
3197 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
3199 if (Input::isKeyDown(rightkey)) {
3200 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
3202 if (Input::isKeyDown(jumpkey)) {
3203 viewer.y += multiplier * 4;
3205 if (Input::isKeyDown(crouchkey)) {
3206 viewer.y -= multiplier * 4;
3208 if (Input::isKeyPressed(SDL_SCANCODE_1) ||
3209 Input::isKeyPressed(SDL_SCANCODE_2) ||
3210 Input::isKeyPressed(SDL_SCANCODE_3) ||
3211 Input::isKeyPressed(SDL_SCANCODE_4) ||
3212 Input::isKeyPressed(SDL_SCANCODE_5) ||
3213 Input::isKeyPressed(SDL_SCANCODE_6) ||
3214 Input::isKeyPressed(SDL_SCANCODE_7) ||
3215 Input::isKeyPressed(SDL_SCANCODE_8) ||
3216 Input::isKeyPressed(SDL_SCANCODE_9) ||
3217 Input::isKeyPressed(SDL_SCANCODE_0) ||
3218 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3220 if (Input::isKeyPressed(SDL_SCANCODE_1)) {
3223 if (Input::isKeyPressed(SDL_SCANCODE_2)) {
3226 if (Input::isKeyPressed(SDL_SCANCODE_3)) {
3229 if (Input::isKeyPressed(SDL_SCANCODE_4)) {
3232 if (Input::isKeyPressed(SDL_SCANCODE_5)) {
3235 if (Input::isKeyPressed(SDL_SCANCODE_6)) {
3238 if (Input::isKeyPressed(SDL_SCANCODE_7)) {
3241 if (Input::isKeyPressed(SDL_SCANCODE_8)) {
3244 if (Input::isKeyPressed(SDL_SCANCODE_9)) {
3247 if (Input::isKeyPressed(SDL_SCANCODE_0)) {
3250 if (Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3253 if (whichend != -1) {
3254 Dialog::currentScene().participantfocus = whichend;
3255 Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
3256 Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
3258 if (whichend == -1) {
3259 Dialog::currentScene().participantfocus = -1;
3261 /* FIXME: potentially accessing -1 in Person::players! */
3262 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
3263 Dialog::indialogue = -1;
3264 Dialog::directing = false;
3267 Dialog::currentScene().camera = viewer;
3268 Dialog::currentScene().camerayaw = yaw;
3269 Dialog::currentScene().camerapitch = pitch;
3270 Dialog::indialogue++;
3271 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3272 if (Dialog::currentScene().sound != 0) {
3273 playdialoguescenesound();
3277 for (unsigned j = 0; j < Person::players.size(); j++) {
3278 Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
3281 //TODO: should these be KeyDown or KeyPressed?
3282 if (Input::isKeyDown(SDL_SCANCODE_KP_1) ||
3283 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
3284 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
3285 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
3286 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
3287 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
3288 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
3289 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
3290 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
3291 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3293 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) {
3296 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) {
3299 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) {
3302 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) {
3305 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) {
3308 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) {
3311 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) {
3314 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) {
3317 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) {
3320 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3323 Dialog::currentScene().participantfacing[whichend] = facing;
3325 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3326 Dialog::indialogue = -1;
3327 Dialog::directing = false;
3331 if (!Dialog::directing) {
3332 pause_sound(whooshsound);
3333 viewer = Dialog::currentScene().camera;
3334 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
3335 yaw = Dialog::currentScene().camerayaw;
3336 pitch = Dialog::currentScene().camerapitch;
3337 if (Dialog::dialoguetime > 0.5) {
3338 if (Input::isKeyPressed(attackkey)) {
3339 Dialog::indialogue++;
3340 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3341 if (Dialog::currentScene().sound != 0) {
3342 playdialoguescenesound();
3343 if (Dialog::currentScene().sound == -5) {
3344 Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
3346 if (Dialog::currentScene().sound == -6) {
3350 if (Person::players.at(Dialog::currentScene().participantfocus)->dead) {
3351 Dialog::indialogue = -1;
3352 Dialog::directing = false;
3359 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3360 Dialog::indialogue = -1;
3361 Dialog::directing = false;
3363 if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
3366 if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
3369 if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
3371 for (unsigned i = 1; i < Person::players.size(); i++) {
3372 Person::players[i]->aitype = attacktypecutoff;
3379 if (!Person::players[0]->jumpkeydown) {
3380 Person::players[0]->jumptogglekeydown = 0;
3382 if (Person::players[0]->jumpkeydown &&
3383 Person::players[0]->animTarget != jumpupanim &&
3384 Person::players[0]->animTarget != jumpdownanim &&
3385 !Person::players[0]->isFlip()) {
3386 Person::players[0]->jumptogglekeydown = 1;
3389 Dialog::dialoguetime += multiplier;
3390 hawkyaw += multiplier * 25;
3392 realhawkcoords.x = 25;
3393 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
3394 hawkcalldelay -= multiplier / 2;
3396 if (hawkcalldelay <= 0) {
3397 emit_sound_at(hawksound, realhawkcoords);
3399 hawkcalldelay = 16 + abs(Random() % 8);
3404 doPlayerCollisions();
3408 for (unsigned k = 0; k < Person::players.size(); k++) {
3409 if (k != 0 && Person::players[k]->immobile) {
3410 Person::players[k]->coords = Person::players[k]->realoldcoords;
3414 for (unsigned k = 0; k < Person::players.size(); k++) {
3415 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3416 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3417 Person::players[k]->DoDamage(1000);
3423 static bool respawnkeydown;
3424 if (!editorenabled &&
3425 (whichlevel != -2 &&
3426 (Input::isKeyDown(SDL_SCANCODE_K) &&
3427 Input::isKeyDown(SDL_SCANCODE_LALT) &&
3429 (Input::isKeyDown(jumpkey) &&
3432 Person::players[0]->dead))) {
3433 targetlevel = whichlevel;
3437 respawnkeydown = Input::isKeyDown(jumpkey);
3439 static bool movekey;
3442 for (unsigned i = 0; i < Person::players.size(); i++) {
3443 static float oldtargetyaw;
3444 if (!Person::players[i]->skeleton.free) {
3445 oldtargetyaw = Person::players[i]->targetyaw;
3446 if (i == 0 && !Dialog::inDialog()) {
3447 //TODO: refactor repetitive code
3448 if (!Animation::animations[Person::players[0]->animTarget].attack &&
3449 Person::players[0]->animTarget != staggerbackhighanim &&
3450 Person::players[0]->animTarget != staggerbackhardanim &&
3451 Person::players[0]->animTarget != crouchremoveknifeanim &&
3452 Person::players[0]->animTarget != removeknifeanim &&
3453 Person::players[0]->animTarget != backhandspringanim &&
3454 Person::players[0]->animTarget != dodgebackanim &&
3455 Person::players[0]->animTarget != walljumprightkickanim &&
3456 Person::players[0]->animTarget != walljumpleftkickanim) {
3458 Person::players[0]->targetyaw = 0;
3460 Person::players[0]->targetyaw = -yaw + 180;
3467 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3469 facing = flatfacing;
3471 facing = DoRotation(facing, -pitch, 0, 0);
3472 facing = DoRotation(facing, 0, 0 - yaw, 0);
3475 Person::players[0]->lookyaw = -yaw;
3477 Person::players[i]->targetheadyaw = yaw;
3478 Person::players[i]->targetheadpitch = pitch;
3480 if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
3481 if (!Animation::animations[Person::players[i]->animTarget].attack &&
3482 Person::players[i]->animTarget != staggerbackhighanim &&
3483 Person::players[i]->animTarget != staggerbackhardanim &&
3484 Person::players[i]->animTarget != crouchremoveknifeanim &&
3485 Person::players[i]->animTarget != removeknifeanim &&
3486 Person::players[i]->animTarget != backhandspringanim &&
3487 Person::players[i]->animTarget != dodgebackanim &&
3488 Person::players[i]->animTarget != walljumprightkickanim &&
3489 Person::players[i]->animTarget != walljumpleftkickanim) {
3490 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
3496 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3498 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
3499 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
3501 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
3502 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
3504 if (Dialog::inDialog()) {
3505 Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
3506 Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
3509 if (leveltime < .5) {
3513 Person::players[i]->avoidsomething = 0;
3515 //avoid flaming things
3516 for (unsigned int j = 0; j < Object::objects.size(); j++) {
3517 if (Object::objects[j]->onfire) {
3518 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200) {
3519 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3520 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3521 Person::players[i]->collided = 0;
3522 Person::players[i]->avoidcollided = 1;
3523 if (Person::players[i]->avoidsomething == 0 ||
3524 distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3525 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3526 Person::players[i]->avoidwhere = Object::objects[j]->position;
3527 Person::players[i]->avoidsomething = 1;
3534 //avoid flaming players
3535 for (unsigned j = 0; j < Person::players.size(); j++) {
3536 if (Person::players[j]->onfire) {
3537 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200) {
3538 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3539 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3540 Person::players[i]->collided = 0;
3541 Person::players[i]->avoidcollided = 1;
3542 if (Person::players[i]->avoidsomething == 0 ||
3543 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3544 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3545 Person::players[i]->avoidwhere = Person::players[j]->coords;
3546 Person::players[i]->avoidsomething = 1;
3553 if (Person::players[i]->collided > .8) {
3554 Person::players[i]->avoidcollided = 0;
3557 Person::players[i]->doAI();
3559 if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
3560 //Person::players[i]->targetyaw=Person::players[i]->yaw;
3561 Person::players[i]->forwardkeydown = 0;
3562 Person::players[i]->leftkeydown = 0;
3563 Person::players[i]->backkeydown = 0;
3564 Person::players[i]->rightkeydown = 0;
3565 Person::players[i]->jumpkeydown = 0;
3566 Person::players[i]->attackkeydown = 0;
3567 //Person::players[i]->crouchkeydown=0;
3568 Person::players[i]->throwkeydown = 0;
3571 if (Dialog::inDialog()) {
3572 Person::players[i]->forwardkeydown = 0;
3573 Person::players[i]->leftkeydown = 0;
3574 Person::players[i]->backkeydown = 0;
3575 Person::players[i]->rightkeydown = 0;
3576 Person::players[i]->jumpkeydown = 0;
3577 Person::players[i]->crouchkeydown = 0;
3578 Person::players[i]->drawkeydown = 0;
3579 Person::players[i]->throwkeydown = 0;
3582 if (Person::players[i]->collided < -.3) {
3583 Person::players[i]->collided = -.3;
3585 if (Person::players[i]->collided > 1) {
3586 Person::players[i]->collided = 1;
3588 Person::players[i]->collided -= multiplier * 4;
3589 Person::players[i]->whichdirectiondelay -= multiplier;
3590 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
3591 Person::players[i]->avoidcollided = -.3;
3592 Person::players[i]->whichdirection = abs(Random() % 2);
3593 Person::players[i]->whichdirectiondelay = .4;
3595 if (Person::players[i]->avoidcollided > 1) {
3596 Person::players[i]->avoidcollided = 1;
3598 Person::players[i]->avoidcollided -= multiplier / 4;
3599 if (!Person::players[i]->skeleton.free) {
3600 Person::players[i]->stunned -= multiplier;
3601 Person::players[i]->surprised -= multiplier;
3603 if (i != 0 && Person::players[i]->surprised <= 0 &&
3604 Person::players[i]->aitype == attacktypecutoff &&
3605 !Person::players[i]->dead &&
3606 !Person::players[i]->skeleton.free &&
3607 Animation::animations[Person::players[i]->animTarget].attack == neutral) {
3611 if (!Person::players[i]->throwkeydown) {
3612 Person::players[i]->throwtogglekeydown = 0;
3616 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
3617 if (Person::players[i]->weaponactive == -1 &&
3618 Person::players[i]->num_weapons < 2 &&
3619 (Person::players[i]->isIdle() ||
3620 Person::players[i]->isCrouch() ||
3621 Person::players[i]->animTarget == sneakanim ||
3622 Person::players[i]->animTarget == rollanim ||
3623 Person::players[i]->animTarget == backhandspringanim ||
3624 Person::players[i]->isFlip() ||
3625 Person::players[i]->aitype != playercontrolled)) {
3626 for (unsigned j = 0; j < weapons.size(); j++) {
3627 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3628 Person::players[i]->aitype == playercontrolled) &&
3629 weapons[j].owner == -1 &&
3630 Person::players[i]->weaponactive == -1) {
3631 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
3632 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
3633 if (Person::players[i]->isCrouch() ||
3634 Person::players[i]->animTarget == sneakanim ||
3635 Person::players[i]->isRun() ||
3636 Person::players[i]->isIdle() ||
3637 Person::players[i]->aitype != playercontrolled) {
3638 Person::players[i]->throwtogglekeydown = 1;
3639 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3640 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3641 Person::players[i]->hasvictim = 0;
3643 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3644 Person::players[i]->throwtogglekeydown = 1;
3645 Person::players[i]->hasvictim = 0;
3647 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3648 Person::players[i]->aitype == playercontrolled) &&
3649 weapons[j].owner == -1 ||
3650 Person::players[i]->victim &&
3651 weapons[j].owner == int(Person::players[i]->victim->id)) {
3652 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1) {
3653 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
3654 if (weapons[j].getType() != staff) {
3655 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3658 Person::players[i]->takeWeapon(j);
3663 } else if ((Person::players[i]->isIdle() ||
3664 Person::players[i]->isFlip() ||
3665 Person::players[i]->aitype != playercontrolled) &&
3666 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
3667 Person::players[i]->coords.y < weapons[j].position.y) {
3668 if (!Person::players[i]->isFlip()) {
3669 Person::players[i]->throwtogglekeydown = 1;
3670 Person::players[i]->setTargetAnimation(removeknifeanim);
3671 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3673 if (Person::players[i]->isFlip()) {
3674 Person::players[i]->throwtogglekeydown = 1;
3675 Person::players[i]->hasvictim = 0;
3677 for (unsigned k = 0; k < weapons.size(); k++) {
3678 if (Person::players[i]->weaponactive == -1) {
3679 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
3680 Person::players[i]->aitype == playercontrolled) &&
3681 weapons[k].owner == -1 ||
3682 Person::players[i]->victim &&
3683 weapons[k].owner == int(Person::players[i]->victim->id)) {
3684 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
3685 Person::players[i]->weaponactive == -1) {
3686 if (weapons[k].getType() != staff) {
3687 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3690 Person::players[i]->takeWeapon(k);
3700 if (Person::players[i]->isCrouch() ||
3701 Person::players[i]->animTarget == sneakanim ||
3702 Person::players[i]->isRun() ||
3703 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
3704 Person::players[i]->animTarget == backhandspringanim) {
3705 if (Person::players.size() > 1) {
3706 for (unsigned j = 0; j < Person::players.size(); j++) {
3707 if (Person::players[i]->weaponactive == -1) {
3709 if (Person::players[j]->num_weapons &&
3710 Person::players[j]->skeleton.free &&
3711 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2 /*&&Person::players[j]->dead*/ &&
3712 (((Person::players[j]->skeleton.forward.y < 0 &&
3713 Person::players[j]->weaponstuckwhere == 0) ||
3714 (Person::players[j]->skeleton.forward.y > 0 &&
3715 Person::players[j]->weaponstuckwhere == 1)) ||
3716 Person::players[j]->weaponstuck == -1 ||
3717 Person::players[j]->num_weapons > 1)) {
3718 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
3719 Person::players[i]->throwtogglekeydown = 1;
3720 Person::players[i]->victim = Person::players[j];
3721 Person::players[i]->hasvictim = 1;
3722 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3723 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3725 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3726 Person::players[i]->throwtogglekeydown = 1;
3727 Person::players[i]->victim = Person::players[j];
3728 Person::players[i]->hasvictim = 1;
3729 int k = Person::players[j]->weaponids[0];
3730 if (Person::players[i]->hasvictim) {
3733 if (Person::players[i]->victim->weaponstuck != -1) {
3734 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3739 if (weapons[k].getType() != staff) {
3740 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3744 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
3747 if (weapons[k].owner != -1) {
3748 if (Person::players[i]->victim->num_weapons == 1) {
3749 Person::players[i]->victim->num_weapons = 0;
3751 Person::players[i]->victim->num_weapons = 1;
3754 Person::players[i]->victim->skeleton.longdead = 0;
3755 Person::players[i]->victim->skeleton.free = 1;
3756 Person::players[i]->victim->skeleton.broken = 0;
3758 for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
3759 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
3760 Person::players[i]->victim->skeleton.joints[l].locked = 0;
3766 Normalise(&relative);
3767 XYZ footvel, footpoint;
3769 footpoint = weapons[k].position;
3770 if (Person::players[i]->victim->weaponstuck != -1) {
3771 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3773 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
3775 weapons[k].bloody = 2;
3776 weapons[k].blooddrip = 5;
3777 Person::players[i]->victim->weaponstuck = -1;
3778 Person::players[i]->victim->bloodloss += 2000;
3779 Person::players[i]->victim->DoDamage(2000);
3782 if (Person::players[i]->victim->num_weapons > 0) {
3783 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1) {
3784 Person::players[i]->victim->weaponstuck = 0;
3786 if (Person::players[i]->victim->weaponids[0] == k) {
3787 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
3791 Person::players[i]->victim->weaponactive = -1;
3793 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
3794 Person::players[i]->victim->jointVel(neck) += relative * 6;
3795 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
3796 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
3798 Person::players[i]->takeWeapon(k);
3808 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3809 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3810 if (Person::players[i]->isIdle() ||
3811 Person::players[i]->isRun() ||
3812 Person::players[i]->isCrouch() ||
3813 Person::players[i]->animTarget == sneakanim ||
3814 Person::players[i]->isFlip()) {
3815 if (Person::players.size() > 1) {
3816 for (unsigned j = 0; j < Person::players.size(); j++) {
3818 if (!Tutorial::active || Tutorial::stage == 49) {
3820 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
3821 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
3822 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
3823 !Person::players[j]->skeleton.free &&
3824 -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)) {
3825 if (!Person::players[i]->isFlip()) {
3826 Person::players[i]->throwtogglekeydown = 1;
3827 Person::players[i]->victim = Person::players[j];
3828 Person::players[i]->setTargetAnimation(knifethrowanim);
3829 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3830 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
3832 if (Person::players[i]->isFlip()) {
3833 if (Person::players[i]->weaponactive != -1) {
3834 Person::players[i]->throwtogglekeydown = 1;
3835 Person::players[i]->victim = Person::players[j];
3837 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);
3840 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
3842 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
3843 Person::players[i]->num_weapons--;
3844 if (Person::players[i]->num_weapons) {
3845 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3847 Person::players[i]->weaponactive = -1;
3859 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3860 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
3861 Person::players[i]->throwtogglekeydown = 1;
3862 XYZ tempVelocity = Person::players[i]->velocity * .2;
3863 if (tempVelocity.x == 0) {
3864 tempVelocity.x = .1;
3866 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
3867 Person::players[i]->num_weapons--;
3868 if (Person::players[i]->num_weapons) {
3869 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3870 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons) {
3871 Person::players[i]->weaponstuck = 0;
3875 Person::players[i]->weaponactive = -1;
3876 for (unsigned j = 0; j < Person::players.size(); j++) {
3877 Person::players[j]->wentforweapon = 0;
3884 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
3885 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
3886 (Person::players[i]->num_weapons == 2) &&
3887 (Person::players[i]->weaponactive == -1) &&
3888 Person::players[i]->isIdle() ||
3889 Person::players[0]->dead &&
3890 (Person::players[i]->weaponactive != -1) &&
3893 if (Person::players[i]->weaponactive != -1) {
3894 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff) {
3898 if (isgood && Person::players[i]->creature != wolftype) {
3899 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3900 Person::players[i]->setTargetAnimation(drawrightanim);
3901 Person::players[i]->drawtogglekeydown = 1;
3903 if ((Person::players[i]->isIdle() ||
3904 (Person::players[i]->aitype != playercontrolled &&
3905 Person::players[0]->weaponactive != -1 &&
3906 Person::players[i]->isRun())) &&
3907 Person::players[i]->num_weapons &&
3908 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
3909 Person::players[i]->setTargetAnimation(drawleftanim);
3910 Person::players[i]->drawtogglekeydown = 1;
3912 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3913 Person::players[i]->setTargetAnimation(crouchdrawrightanim);
3914 Person::players[i]->drawtogglekeydown = 1;
3921 if (Person::players[i]->weaponactive != -1) {
3922 if (Person::players[i]->isCrouch() &&
3923 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
3925 Person::players[i]->onterrain &&
3926 Person::players[i]->num_weapons &&
3927 Person::players[i]->attackkeydown &&
3928 musictype != stream_fighttheme) {
3929 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife) {
3930 Person::players[i]->setTargetAnimation(crouchstabanim);
3932 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword) {
3933 Person::players[i]->setTargetAnimation(swordgroundstabanim);
3935 Person::players[i]->hasvictim = 0;
3939 if (!Person::players[i]->drawkeydown) {
3940 Person::players[i]->drawtogglekeydown = 0;
3946 absflatfacing.z = -1;
3948 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
3950 absflatfacing = flatfacing;
3953 if (Dialog::inDialog()) {
3954 Person::players[i]->forwardkeydown = 0;
3955 Person::players[i]->leftkeydown = 0;
3956 Person::players[i]->backkeydown = 0;
3957 Person::players[i]->rightkeydown = 0;
3958 Person::players[i]->jumpkeydown = 0;
3959 Person::players[i]->crouchkeydown = 0;
3960 Person::players[i]->drawkeydown = 0;
3961 Person::players[i]->throwkeydown = 0;
3965 if (!Animation::animations[Person::players[i]->animTarget].attack &&
3966 Person::players[i]->animTarget != staggerbackhighanim &&
3967 Person::players[i]->animTarget != staggerbackhardanim &&
3968 Person::players[i]->animTarget != backhandspringanim &&
3969 Person::players[i]->animTarget != dodgebackanim) {
3970 if (!Person::players[i]->forwardkeydown) {
3971 Person::players[i]->forwardstogglekeydown = 0;
3973 if (Person::players[i]->crouchkeydown) {
3977 Person::players[i]->superruntoggle = 1;
3978 if (Person::players.size() > 1) {
3979 for (unsigned j = 0; j < Person::players.size(); j++) {
3980 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype) {
3981 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16) {
3982 Person::players[i]->superruntoggle = 0;
3989 if (Person::players.size() > 1) {
3990 for (unsigned j = 0; j < Person::players.size(); j++) {
3991 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
3992 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
3993 Person::players[j]->victim == Person::players[i] &&
3994 (Person::players[j]->animTarget == sweepanim ||
3995 Person::players[j]->animTarget == upunchanim ||
3996 Person::players[j]->animTarget == wolfslapanim ||
3997 ((Person::players[j]->animTarget == swordslashanim ||
3998 Person::players[j]->animTarget == knifeslashstartanim ||
3999 Person::players[j]->animTarget == staffhitanim ||
4000 Person::players[j]->animTarget == staffspinhitanim) &&
4001 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
4012 Person::players[target]->Reverse();
4014 Person::players[i]->lowreversaldelay = .5;
4016 if (Person::players[i]->isIdle()) {
4017 Person::players[i]->setTargetAnimation(Person::players[i]->getCrouch());
4018 Person::players[i]->transspeed = 10;
4020 if (Person::players[i]->isRun() ||
4021 (Person::players[i]->isStop() &&
4022 (Person::players[i]->leftkeydown ||
4023 Person::players[i]->rightkeydown ||
4024 Person::players[i]->forwardkeydown ||
4025 Person::players[i]->backkeydown))) {
4026 Person::players[i]->setTargetAnimation(rollanim);
4027 Person::players[i]->transspeed = 20;
4030 if (!Person::players[i]->crouchkeydown) {
4032 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0) {
4033 Person::players[i]->superruntoggle = 0;
4036 if (Person::players[i]->isCrouch()) {
4037 if (Person::players.size() > 1) {
4038 for (unsigned j = 0; j < Person::players.size(); j++) {
4040 !Person::players[j]->skeleton.free &&
4041 Person::players[j]->victim &&
4042 Person::players[i]->highreversaldelay <= 0) {
4043 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4044 Person::players[j]->victim == Person::players[i] &&
4045 (Person::players[j]->animTarget == spinkickanim) &&
4046 Person::players[i]->isCrouch()) {
4057 Person::players[target]->Reverse();
4059 Person::players[i]->highreversaldelay = .5;
4061 if (Person::players[i]->isCrouch()) {
4062 if (!Person::players[i]->wasCrouch()) {
4063 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
4064 Person::players[i]->frameCurrent = 0;
4066 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
4067 Person::players[i]->transspeed = 10;
4070 if (Person::players[i]->animTarget == sneakanim) {
4071 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
4072 Person::players[i]->transspeed = 10;
4075 if (Person::players[i]->forwardkeydown) {
4076 if (Person::players[i]->isIdle() ||
4077 (Person::players[i]->isStop() &&
4078 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4079 (Person::players[i]->isLanding() &&
4080 Person::players[i]->frameTarget > 0 &&
4081 !Person::players[i]->jumpkeydown) ||
4082 (Person::players[i]->isLandhard() &&
4083 Person::players[i]->frameTarget > 0 &&
4084 !Person::players[i]->jumpkeydown &&
4085 Person::players[i]->crouchkeydown)) {
4086 if (Person::players[i]->aitype == passivetype) {
4087 Person::players[i]->setTargetAnimation(walkanim);
4089 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4092 if (Person::players[i]->isCrouch()) {
4093 Person::players[i]->animTarget = sneakanim;
4094 if (Person::players[i]->wasCrouch()) {
4095 Person::players[i]->target = 0;
4097 Person::players[i]->frameTarget = 0;
4099 if (Person::players[i]->animTarget == hanganim /*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
4100 Person::players[i]->setTargetAnimation(climbanim);
4101 Person::players[i]->frameTarget = 1;
4102 Person::players[i]->jumpclimb = 1;
4104 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4105 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
4107 Person::players[i]->forwardstogglekeydown = 1;
4110 if (Person::players[i]->rightkeydown) {
4111 if (Person::players[i]->isIdle() ||
4112 (Person::players[i]->isStop() &&
4113 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4114 (Person::players[i]->isLanding() &&
4115 Person::players[i]->frameTarget > 0 &&
4116 !Person::players[i]->jumpkeydown) ||
4117 (Person::players[i]->isLandhard() &&
4118 Person::players[i]->frameTarget > 0 &&
4119 !Person::players[i]->jumpkeydown &&
4120 Person::players[i]->crouchkeydown)) {
4121 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4123 if (Person::players[i]->isCrouch()) {
4124 Person::players[i]->animTarget = sneakanim;
4125 if (Person::players[i]->wasCrouch()) {
4126 Person::players[i]->target = 0;
4128 Person::players[i]->frameTarget = 0;
4130 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4131 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4133 Person::players[i]->targetyaw -= 90;
4134 if (Person::players[i]->forwardkeydown) {
4135 Person::players[i]->targetyaw += 45;
4137 if (Person::players[i]->backkeydown) {
4138 Person::players[i]->targetyaw -= 45;
4142 if (Person::players[i]->leftkeydown) {
4143 if (Person::players[i]->isIdle() ||
4144 (Person::players[i]->isStop() &&
4145 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4146 (Person::players[i]->isLanding() &&
4147 Person::players[i]->frameTarget > 0 &&
4148 !Person::players[i]->jumpkeydown) ||
4149 (Person::players[i]->isLandhard() &&
4150 Person::players[i]->frameTarget > 0 &&
4151 !Person::players[i]->jumpkeydown &&
4152 Person::players[i]->crouchkeydown)) {
4153 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4155 if (Person::players[i]->isCrouch()) {
4156 Person::players[i]->animTarget = sneakanim;
4157 if (Person::players[i]->wasCrouch()) {
4158 Person::players[i]->target = 0;
4160 Person::players[i]->frameTarget = 0;
4162 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4163 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4165 Person::players[i]->targetyaw += 90;
4166 if (Person::players[i]->forwardkeydown) {
4167 Person::players[i]->targetyaw -= 45;
4169 if (Person::players[i]->backkeydown) {
4170 Person::players[i]->targetyaw += 45;
4174 if (Person::players[i]->backkeydown) {
4175 if (Person::players[i]->isIdle() ||
4176 (Person::players[i]->isStop() &&
4177 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4178 (Person::players[i]->isLanding() &&
4179 Person::players[i]->frameTarget > 0 &&
4180 !Person::players[i]->jumpkeydown) ||
4181 (Person::players[i]->isLandhard() &&
4182 Person::players[i]->frameTarget > 0 &&
4183 !Person::players[i]->jumpkeydown &&
4184 Person::players[i]->crouchkeydown)) {
4185 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4187 if (Person::players[i]->isCrouch()) {
4188 Person::players[i]->animTarget = sneakanim;
4189 if (Person::players[i]->wasCrouch()) {
4190 Person::players[i]->target = 0;
4192 Person::players[i]->frameTarget = 0;
4194 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4195 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
4197 if (Person::players[i]->animTarget == hanganim) {
4198 Person::players[i]->animCurrent = jumpdownanim;
4199 Person::players[i]->animTarget = jumpdownanim;
4200 Person::players[i]->target = 0;
4201 Person::players[i]->frameCurrent = 0;
4202 Person::players[i]->frameTarget = 1;
4203 Person::players[i]->velocity = 0;
4204 Person::players[i]->velocity.y += gravity;
4205 Person::players[i]->coords.y -= 1.4;
4206 Person::players[i]->grabdelay = 1;
4208 if (!Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown) {
4209 Person::players[i]->targetyaw += 180;
4213 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
4214 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
4215 Person::players[i]->isRun() ||
4216 Person::players[i]->animTarget == walkanim ||
4217 Person::players[i]->isCrouch() ||
4218 Person::players[i]->animTarget == sneakanim) &&
4219 Person::players[i]->jumppower > 1) &&
4220 ((Person::players[i]->animTarget != rabbitrunninganim &&
4221 Person::players[i]->animTarget != wolfrunninganim) ||
4223 Person::players[i]->jumpstart = 0;
4224 Person::players[i]->setTargetAnimation(jumpupanim);
4225 Person::players[i]->yaw = Person::players[i]->targetyaw;
4226 Person::players[i]->transspeed = 20;
4227 Person::players[i]->FootLand(leftfoot, 1);
4228 Person::players[i]->FootLand(rightfoot, 1);
4232 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
4235 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
4238 Person::players[i]->velocity = 0;
4243 if (Person::players.size() > 1) {
4244 for (unsigned j = 0; j < Person::players.size(); j++) {
4245 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
4246 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4247 (Person::players[j]->victim == Person::players[i]) &&
4248 (Person::players[j]->animTarget == sweepanim)) {
4259 Person::players[i]->velocity.y = 1;
4260 } else if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
4261 Person::players[i]->velocity.y = 7;
4262 Person::players[i]->crouchtogglekeydown = 1;
4264 Person::players[i]->velocity.y = 5;
4267 if (mousejump && i == 0 && devtools) {
4268 if (!Person::players[i]->isLanding()) {
4269 Person::players[i]->tempdeltav = deltav;
4271 if (Person::players[i]->tempdeltav < 0) {
4272 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
4276 Person::players[i]->coords.y += .2;
4277 Person::players[i]->jumppower -= 1;
4280 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
4283 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
4285 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
4286 Person::players[i]->setTargetAnimation(Person::players[i]->getLanding());
4287 Person::players[i]->frameTarget = 2;
4288 Person::players[i]->landhard = 0;
4289 Person::players[i]->jumpstart = 1;
4290 Person::players[i]->tempdeltav = deltav;
4292 if (Person::players[i]->animTarget == jumpupanim &&
4296 Person::players[i]->aitype != playercontrolled)) {
4297 if (Person::players[i]->jumppower > multiplier * 6) {
4298 Person::players[i]->velocity.y += multiplier * 6;
4299 Person::players[i]->jumppower -= multiplier * 6;
4301 if (Person::players[i]->jumppower <= multiplier * 6) {
4302 Person::players[i]->velocity.y += Person::players[i]->jumppower;
4303 Person::players[i]->jumppower = 0;
4306 if (((floatjump || editorenabled) && devtools) && i == 0) {
4307 Person::players[i]->velocity.y += multiplier * 30;
4312 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) {
4313 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4315 if (Person::players[i]->animTarget == sneakanim) {
4316 Person::players[i]->animTarget = Person::players[i]->getCrouch();
4317 if (Person::players[i]->animCurrent == sneakanim) {
4318 Person::players[i]->target = 0;
4320 Person::players[i]->frameTarget = 0;
4323 if (Person::players[i]->animTarget == walkanim &&
4324 (Person::players[i]->aitype == attacktypecutoff ||
4325 Person::players[i]->aitype == searchtype ||
4326 (Person::players[i]->aitype == passivetype &&
4327 Person::players[i]->numwaypoints <= 1))) {
4328 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4330 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype)) {
4331 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4335 if (Person::players[i]->animTarget == rollanim) {
4336 Person::players[i]->targetyaw = oldtargetyaw;
4341 for (unsigned k = 0; k < Person::players.size(); k++) {
4342 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
4343 if (Person::players[k]->yaw > Person::players[k]->targetyaw) {
4344 Person::players[k]->yaw -= 360;
4346 Person::players[k]->yaw += 360;
4350 //stop to turn in right direction
4351 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim)) {
4352 Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
4355 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim) {
4356 Person::players[k]->targettilt = 0;
4359 if (Person::players[k]->animTarget != jumpupanim &&
4360 Person::players[k]->animTarget != backhandspringanim &&
4361 Person::players[k]->animTarget != jumpdownanim &&
4362 !Person::players[k]->isFlip()) {
4363 Person::players[k]->targettilt = 0;
4364 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown) {
4365 Person::players[k]->jumppower = 0;
4367 Person::players[k]->jumppower += multiplier * 7;
4368 if (Person::players[k]->isCrouch()) {
4369 Person::players[k]->jumppower += multiplier * 7;
4371 if (Person::players[k]->jumppower > 5) {
4372 Person::players[k]->jumppower = 5;
4376 if (Person::players[k]->isRun()) {
4377 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
4380 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
4381 Person::players[k]->grabdelay -= multiplier;
4385 for (unsigned k = 0; k < Person::players.size(); k++) {
4386 Person::players[k]->DoAnimations();
4387 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
4388 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
4394 for (int j = numenvsounds - 1; j >= 0; j--) {
4395 envsoundlife[j] -= multiplier;
4396 if (envsoundlife[j] < 0) {
4398 envsoundlife[j] = envsoundlife[numenvsounds];
4399 envsound[j] = envsound[numenvsounds];
4402 OPENAL_SetFrequency(OPENAL_ALL, slomo);
4404 if (Tutorial::active) {
4405 Tutorial::DoStuff(multiplier);
4409 static float gLoc[3];
4413 static float vel[3];
4414 vel[0] = (viewer.x - oldviewer.x) / multiplier;
4415 vel[1] = (viewer.y - oldviewer.y) / multiplier;
4416 vel[2] = (viewer.z - oldviewer.z) / multiplier;
4418 //Set orientation with forward and up vectors
4419 static XYZ upvector;
4423 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
4424 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
4429 facing = DoRotation(facing, -pitch, 0, 0);
4430 facing = DoRotation(facing, 0, 0 - yaw, 0);
4432 static float ori[6];
4436 ori[3] = -upvector.x;
4437 ori[4] = upvector.y;
4438 ori[5] = -upvector.z;
4440 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
4448 void Game::TickOnce()
4451 yaw += multiplier * 5;
4452 } else if (Dialog::directing || !Dialog::inDialog()) {
4455 pitch -= deltav * .7;
4457 pitch += deltav * .7;
4468 void Game::TickOnceAfter()
4470 static XYZ colviewer;
4471 static XYZ coltarget;
4475 static float changedelay;
4476 static bool alldead;
4477 static float unseendelay;
4478 static float cameraspeed;
4481 static int oldmusictype = musictype;
4483 if (environment == snowyenvironment) {
4484 leveltheme = stream_snowtheme;
4486 if (environment == grassyenvironment) {
4487 leveltheme = stream_grasstheme;
4489 if (environment == desertenvironment) {
4490 leveltheme = stream_deserttheme;
4495 musictype = leveltheme;
4496 for (unsigned i = 0; i < Person::players.size(); i++) {
4497 if ((Person::players[i]->aitype == attacktypecutoff ||
4498 Person::players[i]->aitype == getweapontype ||
4499 Person::players[i]->aitype == gethelptype ||
4500 Person::players[i]->aitype == searchtype) &&
4501 !Person::players[i]->dead &&
4502 (Person::players[i]->animTarget != sneakattackedanim &&
4503 Person::players[i]->animTarget != knifesneakattackedanim &&
4504 Person::players[i]->animTarget != swordsneakattackedanim)) {
4505 musictype = stream_fighttheme;
4509 if (Person::players[0]->dead) {
4510 musictype = stream_menutheme;
4513 if (musictype == stream_fighttheme) {
4517 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
4518 unseendelay -= multiplier;
4519 if (unseendelay > 0) {
4520 musictype = stream_fighttheme;
4525 musictype = stream_menutheme;
4526 musicvolume[2] = 512;
4533 if (musictype != oldmusictype && musictype == stream_fighttheme) {
4534 emit_sound_np(alarmsound);
4537 musicselected = musictype;
4539 if (musicselected == leveltheme) {
4540 musicvolume[0] += multiplier * 450;
4542 musicvolume[0] -= multiplier * 450;
4544 if (musicselected == stream_fighttheme) {
4545 musicvolume[1] += multiplier * 450;
4547 musicvolume[1] -= multiplier * 450;
4549 if (musicselected == stream_menutheme) {
4550 musicvolume[2] += multiplier * 450;
4552 musicvolume[2] -= multiplier * 450;
4555 for (int i = 0; i < 3; i++) {
4556 if (musicvolume[i] < 0) {
4559 if (musicvolume[i] > 512) {
4560 musicvolume[i] = 512;
4564 if (musicvolume[2] > 128 && !loading && !mainmenu) {
4565 musicvolume[2] = 128;
4569 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0) {
4570 emit_stream_np(leveltheme, musicvolume[0]);
4572 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0) {
4573 emit_stream_np(stream_fighttheme, musicvolume[1]);
4575 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0) {
4576 emit_stream_np(stream_menutheme, musicvolume[2]);
4578 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0) {
4579 pause_sound(leveltheme);
4581 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0) {
4582 pause_sound(stream_fighttheme);
4584 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0) {
4585 pause_sound(stream_menutheme);
4588 if (musicvolume[0] != oldmusicvolume[0]) {
4589 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
4591 if (musicvolume[1] != oldmusicvolume[1]) {
4592 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
4594 if (musicvolume[2] != oldmusicvolume[2]) {
4595 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
4598 for (int i = 0; i < 3; i++) {
4599 oldmusicvolume[i] = musicvolume[i];
4602 pause_sound(leveltheme);
4603 pause_sound(stream_fighttheme);
4604 pause_sound(stream_menutheme);
4606 for (int i = 0; i < 4; i++) {
4607 oldmusicvolume[i] = 0;
4612 Hotspot::killhotspot = 2;
4613 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4614 if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
4615 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0) {
4616 Hotspot::killhotspot = 0;
4617 } else if (Hotspot::killhotspot == 2) {
4618 Hotspot::killhotspot = 1;
4622 if (Hotspot::killhotspot == 2) {
4623 Hotspot::killhotspot = 0;
4627 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4628 if (Hotspot::hotspots[i].type == -1) {
4629 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
4636 for (unsigned i = 1; i < Person::players.size(); i++) {
4637 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
4641 if (numalarmed > maxalarmed) {
4642 maxalarmed = numalarmed;
4645 if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
4646 if (Person::players[0]->dead) {
4648 targetlevel = whichlevel;
4651 for (unsigned i = 1; i < Person::players.size(); i++) {
4652 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
4658 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
4660 targetlevel = whichlevel + 1;
4661 if (targetlevel > numchallengelevels - 1) {
4665 if (winhotspot || windialogue) {
4667 targetlevel = whichlevel + 1;
4668 if (targetlevel > numchallengelevels - 1) {
4673 if (Hotspot::killhotspot) {
4675 targetlevel = whichlevel + 1;
4676 if (targetlevel > numchallengelevels - 1) {
4681 if (changedelay > 0 && !Person::players[0]->dead && !won) {
4682 //high scores, awards, win
4684 Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
4687 wonleveltime = leveltime;
4688 Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
4691 Account::saveFile(Folders::getUserSavePath());
4697 if (leveltime < 1) {
4702 Hotspot::killhotspot = 0;
4705 if (!editorenabled && gameon && !mainmenu) {
4706 if (changedelay != -999) {
4707 changedelay -= multiplier / 7;
4709 if (Person::players[0]->dead) {
4710 targetlevel = whichlevel;
4712 if (loading == 2 && !campaign) {
4715 fireSound(firestartsound);
4717 if (!Person::players[0]->dead && targetlevel != whichlevel) {
4718 startbonustotal = bonustotal;
4721 LoadLevel(targetlevel);
4726 if (loading == 2 && targetlevel == whichlevel) {
4730 fireSound(firestartsound);
4732 LoadLevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
4738 if (changedelay <= -999 &&
4741 (Person::players[0]->dead ||
4742 (alldead && maptype == mapkilleveryone) ||
4744 (Hotspot::killhotspot))) {
4747 if ((Person::players[0]->dead ||
4748 (alldead && maptype == mapkilleveryone) ||
4751 (Hotspot::killhotspot)) &&
4753 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
4757 if (Person::players[0]->dead) {
4764 // campaignchoosenext determines what to do when the level is complete:
4765 // 0 = load next level
4766 // 1 = go back to level select screen
4767 // 2 = stealthload next level
4768 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
4769 if (campaignlevels[actuallevel].nextlevel.empty()) {
4772 } else if (mainmenu == 0 && winfreeze) {
4773 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
4775 if (!stealthloading) {
4776 fireSound(firestartsound);
4781 startbonustotal = 0;
4788 if (!firstLoadDone) {
4792 actuallevel = campaignlevels[actuallevel].nextlevel.front();
4793 visibleloading = true;
4795 LoadLevel(campaignlevels[actuallevel].mapname.c_str());
4799 pause_sound(stream_menutheme);
4810 oldmusictype = musictype;
4816 facing = DoRotation(facing, -pitch, 0, 0);
4817 facing = DoRotation(facing, 0, 0 - yaw, 0);
4818 viewerfacing = facing;
4821 if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free) {
4822 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;
4824 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;
4827 if (Person::players[0]->skeleton.free) {
4828 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
4829 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y) {
4830 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
4835 if (Person::players[0]->skeleton.free != 2) {
4837 if (findLengthfast(&Person::players[0]->velocity) > 400) {
4838 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
4840 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim) {
4843 coltarget = target - cameraloc;
4844 if (findLengthfast(&coltarget) < multiplier * multiplier * 400) {
4847 Normalise(&coltarget);
4848 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0) {
4849 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
4851 cameraloc = cameraloc + coltarget * multiplier * 8;
4854 if (editorenabled) {
4857 cameradist += multiplier * 5;
4858 if (cameradist > 2.3) {
4861 viewer = cameraloc - facing * cameradist;
4863 coltarget = cameraloc;
4864 Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
4865 for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
4866 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4868 coltarget = cameraloc;
4869 if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4873 for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
4874 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4876 if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4880 cameradist = findDistance(&viewer, &target);
4881 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
4882 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
4883 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
4886 if (camerashake > .8) {
4889 woozy += multiplier;
4890 if (Person::players[0]->dead) {
4893 if (Person::players[0]->dead) {
4896 camerashake -= multiplier * 2;
4897 blackout -= multiplier * 2;
4898 if (camerashake < 0) {
4905 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
4906 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
4907 viewer.z += (float)(Random() % 100) * .0005 * camerashake;