2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - 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 "User/Settings.hpp"
35 #include "Utils/Folders.hpp"
36 #include "Utils/Input.hpp"
37 #include "Tutorial.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)
64 extern float multiplier;
66 extern int environment;
67 extern Terrain terrain;
68 extern float screenwidth, screenheight;
71 extern float texdetail;
73 extern float slomodelay;
74 extern bool floatjump;
77 extern float camerashake;
79 extern float blackout;
80 extern bool cellophane;
81 extern bool musictoggle;
82 extern int difficulty;
83 extern int bloodtoggle;
84 extern bool invertmouse;
86 extern float precipdelay;
87 extern XYZ viewerfacing;
88 extern bool ambientsound;
89 extern bool mousejump;
90 extern float viewdistance;
92 extern XYZ windvector;
96 extern int oldmainmenu;
97 extern bool visibleloading;
98 extern XYZ envsound[30];
99 extern float envsoundvol[30];
100 extern int numenvsounds;
101 extern float envsoundlife[30];
102 extern float usermousesensitivity;
103 extern bool ismotionblur;
104 extern bool showdamagebar; // (des)activate the damage bar
105 extern bool decalstoggle;
106 extern bool skyboxtexture;
107 extern float skyboxr;
108 extern float skyboxg;
109 extern float skyboxb;
110 extern float skyboxlightr;
111 extern float skyboxlightg;
112 extern float skyboxlightb;
113 extern float fadestart;
114 extern float slomospeed;
115 extern float slomofreq;
116 extern float smoketex;
117 extern bool againbonus;
118 extern bool reversaltrain;
119 extern bool canattack;
120 extern bool cananger;
121 extern float damagedealt;
123 extern int editoractive;
124 extern int editorpathtype;
126 extern float hostiletime;
128 extern bool gamestarted;
132 extern bool stillloading;
133 extern bool winfreeze;
135 extern bool campaign;
137 extern void toggleFullscreen();
141 bool winhotspot = false;
142 bool windialogue = false;
145 float cameradist = 0;
146 bool oldattackkey = 0;
148 float musicvolume[4] = {};
149 float oldmusicvolume[4] = {};
150 int musicselected = 0;
152 const char *rabbitskin[] = {
157 "Textures/Otter.jpg",
159 "Textures/Sable.jpg",
160 "Textures/Chocolate.jpg",
165 const char *wolfskin[] = {
167 "Textures/DarkWolf.jpg",
168 "Textures/SnowWolf.jpg"
171 const char **creatureskin[] = {rabbitskin, wolfskin};
173 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
174 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
178 // TODO: this is slightly incorrect
179 float roughDirection(XYZ vec)
182 float angle = -asin(-vec.x) * 180 / M_PI;
187 float roughDirectionTo(XYZ start, XYZ end)
189 return roughDirection(end - start);
191 inline float pitchOf(XYZ vec)
194 return -asin(vec.y) * 180 / M_PI;
196 float pitchTo(XYZ start, XYZ end)
198 return pitchOf(end - start);
204 inline float stepTowardf(float from, float to, float by)
206 if (fabs(from - to) < by)
214 void Game::playdialoguescenesound()
217 temppos = Person::players[Dialog::currentScene().participantfocus]->coords;
218 temppos = temppos - viewer;
223 switch (Dialog::currentScene().sound) {
228 sound = consolefailsound;
231 sound = consolesuccesssound;
234 sound = firestartsound;
237 sound = fireendsound;
240 sound = rabbitchitter;
243 sound = rabbitchitter2;
246 sound = rabbitpainsound;
249 sound = rabbitpain1sound;
252 sound = rabbitattacksound;
255 sound = rabbitattack2sound;
258 sound = rabbitattack3sound;
261 sound = rabbitattack4sound;
285 sound = barkgrowlsound;
291 emit_sound_at(sound, temppos);
294 // ================================================================
296 int Game::findClosestPlayer()
299 float closestdist = std::numeric_limits<float>::max();
301 for (unsigned i = 1; i < Person::players.size(); i++) {
302 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
303 if (distance < closestdist) {
304 closestdist = distance;
311 static int findClosestObject()
314 float closestdist = std::numeric_limits<float>::max();
316 for (unsigned int i = 0; i < Object::objects.size(); i++) {
317 float distance = distsq(&Object::objects[i]->position,
318 &Person::players[0]->coords);
319 if (distance < closestdist) {
320 closestdist = distance;
327 static void cmd_dispatch(const string cmd)
329 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
331 for (i = 0; i < n_cmds; i++)
332 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
333 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
334 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
337 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
340 /********************> Tick() <*****/
341 extern bool save_screenshot(const char * fname);
342 void Screenshot (void)
345 time_t t = time(NULL);
346 struct tm *tme = localtime(&t);
347 sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png",
348 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
350 save_screenshot(filename);
353 void Game::SetUpLighting()
355 if (environment == snowyenvironment)
356 light.setColors(.65, .65, .7, .4, .4, .44);
357 if (environment == desertenvironment)
358 light.setColors(.95, .95, .95, .4, .35, .3);
359 if (environment == grassyenvironment)
360 light.setColors(.95, .95, 1, .4, .4, .44);
362 light.setColors(1, 1, 1, .4, .4, .4);
364 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
365 light.color[0] *= (skyboxlightr + average) / 2;
366 light.color[1] *= (skyboxlightg + average) / 2;
367 light.color[2] *= (skyboxlightb + average) / 2;
368 light.ambient[0] *= (skyboxlightr + average) / 2;
369 light.ambient[1] *= (skyboxlightg + average) / 2;
370 light.ambient[2] *= (skyboxlightb + average) / 2;
373 void Setenvironment(int which)
377 LOG(" Setting environment...");
382 pause_sound(stream_snowtheme);
383 pause_sound(stream_grasstheme);
384 pause_sound(stream_deserttheme);
385 pause_sound(stream_wind);
386 pause_sound(stream_desertambient);
389 if (environment == snowyenvironment) {
393 emit_stream_np(stream_wind);
395 Object::treetextureptr.load("Textures/SnowTree.png", 0);
396 Object::bushtextureptr.load("Textures/BushSnow.png", 0);
397 Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
398 Object::boxtextureptr.load("Textures/SnowBox.jpg", 1);
400 footstepsound = footstepsn1;
401 footstepsound2 = footstepsn2;
402 footstepsound3 = footstepst1;
403 footstepsound4 = footstepst2;
405 terraintexture.load("Textures/Snow.jpg", 1);
406 terraintexture2.load("Textures/Rock.jpg", 1);
409 temptexdetail = texdetail;
412 skybox->load( "Textures/Skybox(snow)/Front.jpg",
413 "Textures/Skybox(snow)/Left.jpg",
414 "Textures/Skybox(snow)/Back.jpg",
415 "Textures/Skybox(snow)/Right.jpg",
416 "Textures/Skybox(snow)/Up.jpg",
417 "Textures/Skybox(snow)/Down.jpg");
420 texdetail = temptexdetail;
421 } else if (environment == desertenvironment) {
424 Object::treetextureptr.load("Textures/DesertTree.png", 0);
425 Object::bushtextureptr.load("Textures/BushDesert.png", 0);
426 Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
427 Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
431 emit_stream_np(stream_desertambient);
433 footstepsound = footstepsn1;
434 footstepsound2 = footstepsn2;
435 footstepsound3 = footstepsn1;
436 footstepsound4 = footstepsn2;
438 terraintexture.load("Textures/Sand.jpg", 1);
439 terraintexture2.load("Textures/SandSlope.jpg", 1);
442 temptexdetail = texdetail;
445 skybox->load( "Textures/Skybox(sand)/Front.jpg",
446 "Textures/Skybox(sand)/Left.jpg",
447 "Textures/Skybox(sand)/Back.jpg",
448 "Textures/Skybox(sand)/Right.jpg",
449 "Textures/Skybox(sand)/Up.jpg",
450 "Textures/Skybox(sand)/Down.jpg");
453 texdetail = temptexdetail;
454 } else if (environment == grassyenvironment) {
457 Object::treetextureptr.load("Textures/Tree.png", 0);
458 Object::bushtextureptr.load("Textures/Bush.png", 0);
459 Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
460 Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
463 emit_stream_np(stream_wind, 100.);
465 footstepsound = footstepgr1;
466 footstepsound2 = footstepgr2;
467 footstepsound3 = footstepst1;
468 footstepsound4 = footstepst2;
470 terraintexture.load("Textures/GrassDirt.jpg", 1);
471 terraintexture2.load("Textures/MossRock.jpg", 1);
474 temptexdetail = texdetail;
477 skybox->load( "Textures/Skybox(grass)/Front.jpg",
478 "Textures/Skybox(grass)/Left.jpg",
479 "Textures/Skybox(grass)/Back.jpg",
480 "Textures/Skybox(grass)/Right.jpg",
481 "Textures/Skybox(grass)/Up.jpg",
482 "Textures/Skybox(grass)/Down.jpg");
485 texdetail = temptexdetail;
487 temptexdetail = texdetail;
489 terrain.load("Textures/HeightMap.png");
491 texdetail = temptexdetail;
494 void Game::Loadlevel(int which)
500 Loadlevel("tutorial", true);
501 } else if (which >= 0 && which <= 15) {
503 snprintf(buf, 32, "map%d", which + 1); // challenges
506 Loadlevel("mapsave");
510 void Game::Loadlevel(const std::string& name, bool tutorial)
512 int indemo; // FIXME this should be removed
518 LOG(std::string("Loading level...") + name);
521 visibleloading = true;
523 visibleloading = false;
530 Tutorial::active = tutorial;
532 if (Tutorial::active) {
535 if (Tutorial::stage == 0) {
536 Tutorial::stagetime = 0;
537 Tutorial::maxtime = 1;
539 pause_sound(whooshsound);
540 pause_sound(stream_firesound);
545 tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" );
547 pause_sound(stream_firesound);
553 //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
555 Dialog::dialogs.clear();
557 Dialog::indialogue = -1;
563 if (Account::hasActive()) {
564 difficulty = Account::active().getDifficulty();
567 Hotspot::hotspots.clear();
568 Hotspot::current = -1;
579 for (unsigned char i = 0; i < 100; i++)
588 numunarmedattack = 0;
599 bonustotal = startbonustotal;
604 emit_sound_np(consolesuccesssound);
609 if (!stealthloading) {
610 terrain.decals.clear();
611 Sprite::deleteSprites();
613 for (int i = 0; i < subdivision; i++) {
614 for (int j = 0; j < subdivision; j++) {
615 terrain.patchobjectnum[i][j] = 0;
618 Game::LoadingScreen();
622 Person::players.resize(1);
624 funpackf(tfile, "Bi", &mapvers);
626 cerr << name << " has obsolete map version " << mapvers << endl;
629 funpackf(tfile, "Bi", &indemo);
633 funpackf(tfile, "Bi", &maptype);
635 maptype = mapkilleveryone;
637 funpackf(tfile, "Bi", &hostile);
641 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
647 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
655 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
657 skyboxlightr = skyboxr;
658 skyboxlightg = skyboxg;
659 skyboxlightb = skyboxb;
661 /* 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) */
662 if (stealthloading) {
663 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
665 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);
667 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
668 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
669 Person::players[0]->weaponids[j] = weapons.size();
671 funpackf(tfile, "Bi", &type);
672 weapons.push_back(Weapon(type, 0));
675 Game::LoadingScreen();
677 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
678 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
679 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
680 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
682 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
685 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
687 Person::players[0]->whichskin = 0;
688 Person::players[0]->creature = rabbittype;
691 Person::players[0]->lastattack = -1;
692 Person::players[0]->lastattack2 = -1;
693 Person::players[0]->lastattack3 = -1;
697 Dialog::loadDialogs(tfile);
700 for (int k = 0; k < Person::players[0]->numclothes; k++) {
701 funpackf(tfile, "Bi", &templength);
702 for (int l = 0; l < templength; l++)
703 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
704 Person::players[0]->clothes[k][templength] = '\0';
705 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
708 funpackf(tfile, "Bi", &environment);
710 Object::LoadObjectsFromFile(tfile, stealthloading);
714 funpackf(tfile, "Bi", &numhotspots);
715 if (numhotspots < 0) {
716 cerr << "Map " << name << " have an invalid number of hotspots" << endl;
719 Hotspot::hotspots.resize(numhotspots);
720 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
721 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);
722 funpackf(tfile, "Bi", &templength);
724 for (int l = 0; l < templength; l++)
725 funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
726 Hotspot::hotspots[i].text[templength] = '\0';
727 if (Hotspot::hotspots[i].type == -111)
731 Hotspot::hotspots.clear();
734 Game::LoadingScreen();
736 if (!stealthloading) {
737 Object::ComputeCenter();
738 Object::ComputeRadius();
741 Game::LoadingScreen();
744 funpackf(tfile, "Bi", &numplayers);
745 if (numplayers > maxplayers) {
746 cout << "Warning: this level contains more players than allowed" << endl;
749 for (int i = 1; i < numplayers; i++) {
751 Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
753 } catch (InvalidPersonException e) {
754 cerr << "Invalid Person found in " << name << endl;
757 Game::LoadingScreen();
759 funpackf(tfile, "Bi", &numpathpoints);
760 if (numpathpoints > 30 || numpathpoints < 0)
762 for (int j = 0; j < numpathpoints; j++) {
763 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
764 for (int k = 0; k < numpathpointconnect[j]; k++) {
765 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
768 Game::LoadingScreen();
770 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
773 if (environment != oldenvironment)
774 Setenvironment(environment);
775 oldenvironment = environment;
777 if (!stealthloading) {
778 Object::AddObjectsToTerrain();
780 Game::LoadingScreen();
782 Game::LoadingScreen();
787 for (unsigned i = 0; i < Person::players.size(); i++) {
788 Game::LoadingScreen();
790 Person::players[i]->burnt = 0;
791 Person::players[i]->bled = 0;
792 Person::players[i]->onfire = 0;
793 Person::players[i]->scale = .2;
795 Person::players[i]->creature = rabbittype;
798 Person::players[i]->skeleton.free = 0;
800 Person::players[i]->skeletonLoad();
802 Person::players[i]->addClothes();
805 Person::players[i]->animCurrent = bounceidleanim;
806 Person::players[i]->animTarget = bounceidleanim;
807 Person::players[i]->frameCurrent = 0;
808 Person::players[i]->frameTarget = 1;
809 Person::players[i]->target = 0;
811 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
813 Person::players[i]->speed -= .2;
815 Person::players[i]->speed -= .1;
818 Person::players[i]->velocity = 0;
819 Person::players[i]->oldcoords = Person::players[i]->coords;
820 Person::players[i]->realoldcoords = Person::players[i]->coords;
822 Person::players[i]->id = i;
823 Person::players[i]->updatedelay = 0;
824 Person::players[i]->normalsupdatedelay = 0;
826 Person::players[i]->proportionhead = 1.2;
827 Person::players[i]->proportionbody = 1.05;
828 Person::players[i]->proportionarms = 1.00;
829 Person::players[i]->proportionlegs = 1.1;
830 Person::players[i]->proportionlegs.y = 1.05;
831 Person::players[i]->headless = 0;
832 Person::players[i]->currentoffset = 0;
833 Person::players[i]->targetoffset = 0;
834 if (Person::players[i]->creature == wolftype) {
835 Person::players[i]->scale = .23;
836 Person::players[i]->damagetolerance = 300;
838 Person::players[i]->damagetolerance = 200;
843 Game::LoadingScreen();
846 Person::players[i]->proportionhead.z = 0;
847 Person::players[i]->proportionbody.z = 0;
848 Person::players[i]->proportionarms.z = 0;
849 Person::players[i]->proportionlegs.z = 0;
852 Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
855 Person::players[i]->headmorphness = 0;
856 Person::players[i]->targetheadmorphness = 1;
857 Person::players[i]->headmorphstart = 0;
858 Person::players[i]->headmorphend = 0;
860 Person::players[i]->pausetime = 0;
862 Person::players[i]->dead = 0;
863 Person::players[i]->jumppower = 5;
864 Person::players[i]->damage = 0;
865 Person::players[i]->permanentdamage = 0;
866 Person::players[i]->superpermanentdamage = 0;
868 Person::players[i]->forwardkeydown = 0;
869 Person::players[i]->leftkeydown = 0;
870 Person::players[i]->backkeydown = 0;
871 Person::players[i]->rightkeydown = 0;
872 Person::players[i]->jumpkeydown = 0;
873 Person::players[i]->crouchkeydown = 0;
874 Person::players[i]->throwkeydown = 0;
876 Person::players[i]->collided = -10;
877 Person::players[i]->loaded = 1;
878 Person::players[i]->bloodloss = 0;
879 Person::players[i]->weaponactive = -1;
880 Person::players[i]->weaponstuck = -1;
881 Person::players[i]->bleeding = 0;
882 Person::players[i]->deathbleeding = 0;
883 Person::players[i]->stunned = 0;
884 Person::players[i]->hasvictim = 0;
885 Person::players[i]->wentforweapon = 0;
889 Person::players[0]->aitype = playercontrolled;
891 if (difficulty == 1) {
892 Person::players[0]->power = 1 / .9;
893 Person::players[0]->damagetolerance = 250;
894 } else if (difficulty == 0) {
895 Person::players[0]->power = 1 / .8;
896 Person::players[0]->damagetolerance = 300;
897 Person::players[0]->armorhead *= 1.5;
898 Person::players[0]->armorhigh *= 1.5;
899 Person::players[0]->armorlow *= 1.5;
902 cameraloc = Person::players[0]->coords;
904 yaw = Person::players[0]->yaw;
906 hawkcoords = Person::players[0]->coords;
909 Game::LoadingScreen();
911 LOG("Starting background music...");
913 OPENAL_StopSound(OPENAL_ALL);
915 if (environment == snowyenvironment) {
916 emit_stream_np(stream_wind);
917 } else if (environment == desertenvironment) {
918 emit_stream_np(stream_desertambient);
919 } else if (environment == grassyenvironment) {
920 emit_stream_np(stream_wind, 100.);
923 oldmusicvolume[0] = 0;
924 oldmusicvolume[1] = 0;
925 oldmusicvolume[2] = 0;
926 oldmusicvolume[3] = 0;
930 visibleloading = false;
935 float headprop, bodyprop, armprop, legprop;
940 if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
942 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
943 Person::players[0]->damagetolerance = 200000;
944 Person::players[0]->damage = 0;
945 Person::players[0]->burnt = 0;
946 Person::players[0]->permanentdamage = 0;
947 Person::players[0]->superpermanentdamage = 0;
950 /* Change environment */
951 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
955 Setenvironment(environment);
959 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
960 cameramode = !cameramode;
963 /* Toggle Slow motion */
964 if (Input::isKeyPressed(SDL_SCANCODE_B)) {
970 if (Input::isKeyPressed(SDL_SCANCODE_N)) {
971 Person::players[0]->RagDoll(0);
973 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
976 /* Grow tree leaves?? */
977 if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
978 for (auto& an_object : Object::objects) {
979 if (an_object->type == treeleavestype) {
980 an_object->scale *= .9;
985 /* Change (or add) weapon */
986 if (Input::isKeyPressed(SDL_SCANCODE_X)) {
988 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
989 closest = findClosestPlayer();
993 if (Person::players[closest]->num_weapons > 0) {
994 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
995 weapons[Person::players[closest]->weaponids[0]].setType(staff);
996 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
997 weapons[Person::players[closest]->weaponids[0]].setType(knife);
999 weapons[Person::players[closest]->weaponids[0]].setType(sword);
1001 Person::players[closest]->weaponids[0] = weapons.size();
1003 weapons.push_back(Weapon(knife, closest));
1005 Person::players[closest]->num_weapons = 1;
1011 if (Input::isKeyDown(SDL_SCANCODE_U)) {
1013 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1014 closest = findClosestPlayer();
1018 Person::players[closest]->yaw += multiplier * 50;
1019 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1024 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
1025 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
1026 if (Person::players[0]->onfire) {
1027 Person::players[0]->CatchFire();
1029 if (!Person::players[0]->onfire) {
1030 emit_sound_at(fireendsound, Person::players[0]->coords);
1031 pause_sound(stream_firesound);
1036 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1038 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1039 closest = findClosestPlayer();
1043 Person::players[closest]->whichskin++;
1044 if (Person::players[closest]->whichskin > 9)
1045 Person::players[closest]->whichskin = 0;
1046 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
1047 Person::players[closest]->whichskin = 0;
1049 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1050 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1053 Person::players[closest]->addClothes();
1056 /* Change creature type */
1057 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1059 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1060 closest = findClosestPlayer();
1064 if (Person::players[closest]->creature == wolftype) {
1065 headprop = Person::players[closest]->proportionhead.x / 1.1;
1066 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1067 armprop = Person::players[closest]->proportionarms.x / 1.1;
1068 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1071 headprop = Person::players[closest]->proportionhead.x / 1.2;
1072 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1073 armprop = Person::players[closest]->proportionarms.x / 1.00;
1074 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1078 if (Person::players[closest]->creature == rabbittype) {
1079 Person::players[closest]->creature = wolftype;
1080 Person::players[closest]->whichskin = 0;
1081 Person::players[closest]->skeletonLoad();
1083 Person::players[closest]->proportionhead = 1.1;
1084 Person::players[closest]->proportionbody = 1.1;
1085 Person::players[closest]->proportionarms = 1.1;
1086 Person::players[closest]->proportionlegs = 1.1;
1087 Person::players[closest]->proportionlegs.y = 1.1;
1088 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1090 Person::players[closest]->damagetolerance = 300;
1092 Person::players[closest]->creature = rabbittype;
1093 Person::players[closest]->whichskin = 0;
1094 Person::players[closest]->skeletonLoad(true);
1096 Person::players[closest]->proportionhead = 1.2;
1097 Person::players[closest]->proportionbody = 1.05;
1098 Person::players[closest]->proportionarms = 1.00;
1099 Person::players[closest]->proportionlegs = 1.1;
1100 Person::players[closest]->proportionlegs.y = 1.05;
1101 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1103 Person::players[closest]->damagetolerance = 200;
1106 if (Person::players[closest]->creature == wolftype) {
1107 Person::players[closest]->proportionhead = 1.1 * headprop;
1108 Person::players[closest]->proportionbody = 1.1 * bodyprop;
1109 Person::players[closest]->proportionarms = 1.1 * armprop;
1110 Person::players[closest]->proportionlegs = 1.1 * legprop;
1113 if (Person::players[closest]->creature == rabbittype) {
1114 Person::players[closest]->proportionhead = 1.2 * headprop;
1115 Person::players[closest]->proportionbody = 1.05 * bodyprop;
1116 Person::players[closest]->proportionarms = 1.00 * armprop;
1117 Person::players[closest]->proportionlegs = 1.1 * legprop;
1118 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1125 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1127 float closestdist = std::numeric_limits<float>::max();
1129 for (unsigned i = 1; i < Person::players.size(); i++) {
1130 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
1131 if (!Person::players[i]->headless)
1132 if (distance < closestdist) {
1133 closestdist = distance;
1138 XYZ flatfacing2, flatvelocity2;
1140 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1141 blah = Person::players[closest]->coords;
1142 XYZ headspurtdirection;
1143 //int i = Person::players[closest]->skeleton.jointlabels[head];
1144 Joint& headjoint = Person::players[closest]->joint(head);
1145 for (unsigned k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
1146 if (!Person::players[closest]->skeleton.free)
1147 flatvelocity2 = Person::players[closest]->velocity;
1148 if (Person::players[closest]->skeleton.free)
1149 flatvelocity2 = headjoint.velocity;
1150 if (!Person::players[closest]->skeleton.free)
1151 flatfacing2 = DoRotation(DoRotation(DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
1152 if (Person::players[closest]->skeleton.free)
1153 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1154 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1155 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1156 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1157 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1158 Normalise(&headspurtdirection);
1159 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1160 flatvelocity2 += headspurtdirection * 8;
1161 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1163 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1165 emit_sound_at(splattersound, blah);
1166 emit_sound_at(breaksound2, blah, 100.);
1168 if (Person::players[closest]->skeleton.free == 2)
1169 Person::players[closest]->skeleton.free = 0;
1170 Person::players[closest]->RagDoll(0);
1171 Person::players[closest]->dead = 2;
1172 Person::players[closest]->headless = 1;
1173 Person::players[closest]->DoBloodBig(3, 165);
1180 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1181 int closest = findClosestPlayer();
1182 XYZ flatfacing2, flatvelocity2;
1184 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1185 blah = Person::players[closest]->coords;
1186 emit_sound_at(splattersound, blah);
1187 emit_sound_at(breaksound2, blah);
1189 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1190 if (!Person::players[closest]->skeleton.free)
1191 flatvelocity2 = Person::players[closest]->velocity;
1192 if (Person::players[closest]->skeleton.free)
1193 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1194 if (!Person::players[closest]->skeleton.free)
1195 flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
1196 if (Person::players[closest]->skeleton.free)
1197 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1198 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1199 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1200 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1201 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1202 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
1203 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1206 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1207 if (!Person::players[closest]->skeleton.free)
1208 flatvelocity2 = Person::players[closest]->velocity;
1209 if (Person::players[closest]->skeleton.free)
1210 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1211 if (!Person::players[closest]->skeleton.free)
1212 flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
1213 if (Person::players[closest]->skeleton.free)
1214 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1215 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1216 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1217 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1218 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1219 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
1222 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1223 if (!Person::players[closest]->skeleton.free)
1224 flatvelocity2 = Person::players[closest]->velocity;
1225 if (Person::players[closest]->skeleton.free)
1226 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1227 if (!Person::players[closest]->skeleton.free)
1228 flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
1229 if (Person::players[closest]->skeleton.free)
1230 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1231 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1232 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1233 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1234 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1235 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1238 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1239 if (!Person::players[closest]->skeleton.free)
1240 flatvelocity2 = Person::players[closest]->velocity;
1241 if (Person::players[closest]->skeleton.free)
1242 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1243 if (!Person::players[closest]->skeleton.free)
1244 flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
1245 if (Person::players[closest]->skeleton.free)
1246 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1247 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1248 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1249 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1250 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1251 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1255 for (unsigned j = 0; j < Person::players.size(); j++) {
1256 if (int(j) != closest) {
1257 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
1258 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
1259 if (Person::players[j]->skeleton.free == 2)
1260 Person::players[j]->skeleton.free = 1;
1261 Person::players[j]->skeleton.longdead = 0;
1262 Person::players[j]->RagDoll(0);
1263 for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
1264 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
1265 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
1266 flatvelocity2 = temppos - Person::players[closest]->coords;
1267 Normalise(&flatvelocity2);
1268 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
1275 Person::players[closest]->DoDamage(10000);
1276 Person::players[closest]->RagDoll(0);
1277 Person::players[closest]->dead = 2;
1278 Person::players[closest]->coords = 20;
1279 Person::players[closest]->skeleton.free = 2;
1287 if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1288 editorenabled = !editorenabled;
1289 if (editorenabled) {
1290 Person::players[0]->damagetolerance = 100000;
1292 Person::players[0]->damagetolerance = 200;
1294 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
1295 Person::players[0]->permanentdamage = 0;
1296 Person::players[0]->superpermanentdamage = 0;
1297 Person::players[0]->bloodloss = 0;
1298 Person::players[0]->deathbleeding = 0;
1303 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
1305 if (targetlevel > numchallengelevels - 1)
1311 if (editorenabled) {
1312 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1313 int closest = findClosestPlayer();
1315 Person::players.erase(Person::players.begin()+closest);
1319 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1320 int closest = findClosestObject();
1322 Object::objects[closest]->position.y -= 500;
1326 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1327 if (Object::objects.size() < max_objects - 1) {
1329 scenecoords.x = Person::players[0]->coords.x;
1330 scenecoords.z = Person::players[0]->coords.z;
1331 scenecoords.y = Person::players[0]->coords.y - 3;
1332 if (editortype == bushtype)
1333 scenecoords.y = Person::players[0]->coords.y - .5;
1334 if (editortype == firetype)
1335 scenecoords.y = Person::players[0]->coords.y - .5;
1336 float temprotat, temprotat2;
1337 temprotat = editoryaw;
1338 temprotat2 = editorpitch;
1339 if (temprotat < 0 || editortype == bushtype)
1340 temprotat = Random() % 360;
1342 temprotat2 = Random() % 360;
1344 Object::MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
1345 if (editortype == treetrunktype)
1346 Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
1350 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1351 Person::players.push_back(shared_ptr<Person>(new Person()));
1353 Person::players.back()->id = Person::players.size()-1;
1355 Person::players.back()->scale = Person::players[0]->scale;
1356 Person::players.back()->creature = rabbittype;
1357 Person::players.back()->howactive = editoractive;
1359 int k = abs(Random() % 2) + 1;
1361 Person::players.back()->whichskin = 0;
1362 } else if (k == 1) {
1363 Person::players.back()->whichskin = 1;
1365 Person::players.back()->whichskin = 2;
1368 Person::players.back()->skeletonLoad(true);
1370 Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
1371 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
1373 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
1374 Person::players.back()->yaw = Person::players[0]->yaw;
1376 Person::players.back()->coords = Person::players[0]->coords;
1377 Person::players.back()->oldcoords = Person::players.back()->coords;
1378 Person::players.back()->realoldcoords = Person::players.back()->coords;
1380 if (Person::players[0]->creature == wolftype) {
1381 headprop = Person::players[0]->proportionhead.x / 1.1;
1382 bodyprop = Person::players[0]->proportionbody.x / 1.1;
1383 armprop = Person::players[0]->proportionarms.x / 1.1;
1384 legprop = Person::players[0]->proportionlegs.x / 1.1;
1387 headprop = Person::players[0]->proportionhead.x / 1.2;
1388 bodyprop = Person::players[0]->proportionbody.x / 1.05;
1389 armprop = Person::players[0]->proportionarms.x / 1.00;
1390 legprop = Person::players[0]->proportionlegs.x / 1.1;
1393 if (Person::players.back()->creature == wolftype) {
1394 Person::players.back()->proportionhead = 1.1 * headprop;
1395 Person::players.back()->proportionbody = 1.1 * bodyprop;
1396 Person::players.back()->proportionarms = 1.1 * armprop;
1397 Person::players.back()->proportionlegs = 1.1 * legprop;
1400 if (Person::players.back()->creature == rabbittype) {
1401 Person::players.back()->proportionhead = 1.2 * headprop;
1402 Person::players.back()->proportionbody = 1.05 * bodyprop;
1403 Person::players.back()->proportionarms = 1.00 * armprop;
1404 Person::players.back()->proportionlegs = 1.1 * legprop;
1405 Person::players.back()->proportionlegs.y = 1.05 * legprop;
1409 Person::players.back()->proportionhead.z = 0;
1410 Person::players.back()->proportionbody.z = 0;
1411 Person::players.back()->proportionarms.z = 0;
1412 Person::players.back()->proportionlegs.z = 0;
1415 Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
1417 Person::players.back()->damagetolerance = 200;
1419 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
1420 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
1421 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
1422 Person::players.back()->armorhead = Person::players[0]->armorhead;
1423 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
1424 Person::players.back()->armorlow = Person::players[0]->armorlow;
1425 Person::players.back()->metalhead = Person::players[0]->metalhead;
1426 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
1427 Person::players.back()->metallow = Person::players[0]->metallow;
1429 Person::players.back()->immobile = Person::players[0]->immobile;
1431 Person::players.back()->numclothes = Person::players[0]->numclothes;
1432 for (int i = 0; i < Person::players.back()->numclothes; i++) {
1433 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
1434 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
1435 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
1436 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
1438 Person::players.back()->addClothes();
1440 Person::players.back()->power = Person::players[0]->power;
1441 Person::players.back()->speedmult = Person::players[0]->speedmult;
1443 Person::players.back()->loaded = true;
1446 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1447 if (Person::players.back()->numwaypoints < 90) {
1448 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
1449 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
1450 Person::players.back()->numwaypoints++;
1454 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1455 if (numpathpoints < 30) {
1456 bool connected, alreadyconnected;
1458 if (numpathpoints > 1)
1459 for (int i = 0; i < numpathpoints; i++) {
1460 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
1461 alreadyconnected = 0;
1462 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
1463 if (pathpointconnect[pathpointselected][j] == i)
1464 alreadyconnected = 1;
1466 if (!alreadyconnected) {
1467 numpathpointconnect[pathpointselected]++;
1469 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
1475 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
1476 numpathpointconnect[numpathpoints - 1] = 0;
1477 if (numpathpoints > 1 && pathpointselected != -1) {
1478 numpathpointconnect[pathpointselected]++;
1479 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
1481 pathpointselected = numpathpoints - 1;
1486 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
1487 pathpointselected++;
1488 if (pathpointselected >= numpathpoints)
1489 pathpointselected = -1;
1492 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1493 pathpointselected--;
1494 if (pathpointselected <= -2)
1495 pathpointselected = numpathpoints - 1;
1498 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1499 if (pathpointselected != -1) {
1501 pathpoint[pathpointselected] = pathpoint[numpathpoints];
1502 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
1503 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
1504 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
1506 for (int i = 0; i < numpathpoints; i++) {
1507 for (int j = 0; j < numpathpointconnect[i]; j++) {
1508 if (pathpointconnect[i][j] == pathpointselected) {
1509 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
1510 numpathpointconnect[i]--;
1512 if (pathpointconnect[i][j] == numpathpoints) {
1513 pathpointconnect[i][j] = pathpointselected;
1517 pathpointselected = numpathpoints - 1;
1521 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1523 if (editortype == treeleavestype || editortype == 10)
1526 editortype = firetype;
1529 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1531 if (editortype == treeleavestype || editortype == 10)
1533 if (editortype > firetype)
1537 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1538 editoryaw -= multiplier * 100;
1539 if (editoryaw < -.01)
1543 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1544 editoryaw += multiplier * 100;
1547 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1548 editorsize += multiplier;
1551 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1552 editorsize -= multiplier;
1553 if (editorsize < .1)
1558 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1559 mapradius -= multiplier * 10;
1562 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1563 mapradius += multiplier * 10;
1566 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1567 editorpitch += multiplier * 100;
1570 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1571 editorpitch -= multiplier * 100;
1572 if (editorpitch < -.01)
1576 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Object::objects.size() && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1577 int closest = findClosestObject();
1579 Object::DeleteObject(closest);
1585 void doJumpReversals()
1587 for (unsigned k = 0; k < Person::players.size(); k++) {
1588 for (unsigned i = k + 1; i < Person::players.size(); i++) {
1589 if ( Person::players[k]->skeleton.free == 0 &&
1590 Person::players[i]->skeleton.oldfree == 0 &&
1591 (Person::players[i]->animTarget == jumpupanim ||
1592 Person::players[k]->animTarget == jumpupanim) &&
1593 (Person::players[i]->aitype == playercontrolled ||
1594 Person::players[k]->aitype == playercontrolled) &&
1595 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
1596 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
1597 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
1598 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
1599 //TODO: refactor two huge similar ifs
1600 if (Person::players[i]->animTarget == jumpupanim &&
1601 Person::players[k]->animTarget != getupfrombackanim &&
1602 Person::players[k]->animTarget != getupfromfrontanim &&
1603 Animation::animations[Person::players[k]->animTarget].height == middleheight &&
1604 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
1605 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
1606 Person::players[k]->aitype != playercontrolled)) {
1607 Person::players[i]->victim = Person::players[k];
1608 Person::players[i]->velocity = 0;
1609 Person::players[i]->animCurrent = jumpreversedanim;
1610 Person::players[i]->animTarget = jumpreversedanim;
1611 Person::players[i]->frameCurrent = 0;
1612 Person::players[i]->frameTarget = 1;
1613 Person::players[i]->targettilt2 = 0;
1614 Person::players[k]->victim = Person::players[i];
1615 Person::players[k]->velocity = 0;
1616 Person::players[k]->animCurrent = jumpreversalanim;
1617 Person::players[k]->animTarget = jumpreversalanim;
1618 Person::players[k]->frameCurrent = 0;
1619 Person::players[k]->frameTarget = 1;
1620 Person::players[k]->targettilt2 = 0;
1621 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
1622 Person::players[i]->animCurrent = rabbitkickreversedanim;
1623 Person::players[i]->animTarget = rabbitkickreversedanim;
1624 Person::players[i]->frameCurrent = 1;
1625 Person::players[i]->frameTarget = 2;
1626 Person::players[k]->animCurrent = rabbitkickreversalanim;
1627 Person::players[k]->animTarget = rabbitkickreversalanim;
1628 Person::players[k]->frameCurrent = 1;
1629 Person::players[k]->frameTarget = 2;
1631 Person::players[i]->target = 0;
1632 Person::players[k]->oldcoords = Person::players[k]->coords;
1633 Person::players[i]->coords = Person::players[k]->coords;
1634 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
1635 Person::players[k]->yaw = Person::players[i]->targetyaw;
1636 if (Person::players[k]->aitype == attacktypecutoff)
1637 Person::players[k]->stunned = .5;
1639 if (Person::players[k]->animTarget == jumpupanim &&
1640 Person::players[i]->animTarget != getupfrombackanim &&
1641 Person::players[i]->animTarget != getupfromfrontanim &&
1642 Animation::animations[Person::players[i]->animTarget].height == middleheight &&
1643 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
1644 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
1645 Person::players[i]->aitype != playercontrolled)) {
1646 Person::players[k]->victim = Person::players[i];
1647 Person::players[k]->velocity = 0;
1648 Person::players[k]->animCurrent = jumpreversedanim;
1649 Person::players[k]->animTarget = jumpreversedanim;
1650 Person::players[k]->frameCurrent = 0;
1651 Person::players[k]->frameTarget = 1;
1652 Person::players[k]->targettilt2 = 0;
1653 Person::players[i]->victim = Person::players[k];
1654 Person::players[i]->velocity = 0;
1655 Person::players[i]->animCurrent = jumpreversalanim;
1656 Person::players[i]->animTarget = jumpreversalanim;
1657 Person::players[i]->frameCurrent = 0;
1658 Person::players[i]->frameTarget = 1;
1659 Person::players[i]->targettilt2 = 0;
1660 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
1661 Person::players[k]->animTarget = rabbitkickreversedanim;
1662 Person::players[k]->animCurrent = rabbitkickreversedanim;
1663 Person::players[i]->animCurrent = rabbitkickreversalanim;
1664 Person::players[i]->animTarget = rabbitkickreversalanim;
1665 Person::players[k]->frameCurrent = 1;
1666 Person::players[k]->frameTarget = 2;
1667 Person::players[i]->frameCurrent = 1;
1668 Person::players[i]->frameTarget = 2;
1670 Person::players[k]->target = 0;
1671 Person::players[i]->oldcoords = Person::players[i]->coords;
1672 Person::players[k]->coords = Person::players[i]->coords;
1673 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
1674 Person::players[i]->yaw = Person::players[k]->targetyaw;
1675 if (Person::players[i]->aitype == attacktypecutoff)
1676 Person::players[i]->stunned = .5;
1684 void doAerialAcrobatics()
1686 static XYZ facing, flatfacing;
1687 for (unsigned k = 0; k < Person::players.size(); k++) {
1688 Person::players[k]->turnspeed = 500;
1690 if ((Person::players[k]->isRun() &&
1691 ((Person::players[k]->targetyaw != rabbitrunninganim &&
1692 Person::players[k]->targetyaw != wolfrunninganim) ||
1693 Person::players[k]->frameTarget == 4)) ||
1694 Person::players[k]->animTarget == removeknifeanim ||
1695 Person::players[k]->animTarget == crouchremoveknifeanim ||
1696 Person::players[k]->animTarget == flipanim ||
1697 Person::players[k]->animTarget == fightsidestep ||
1698 Person::players[k]->animTarget == walkanim) {
1699 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
1703 if (Person::players[k]->isStop() ||
1704 Person::players[k]->isLanding() ||
1705 Person::players[k]->animTarget == staggerbackhighanim ||
1706 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
1707 Person::players[k]->animTarget == staggerbackhardanim ||
1708 Person::players[k]->animTarget == backhandspringanim ||
1709 Person::players[k]->animTarget == dodgebackanim ||
1710 Person::players[k]->animTarget == rollanim ||
1711 (Animation::animations[Person::players[k]->animTarget].attack &&
1712 Person::players[k]->animTarget != rabbitkickanim &&
1713 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
1714 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
1715 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
1718 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
1719 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
1722 Person::players[k]->DoStuff();
1723 if (Person::players[k]->immobile && k != 0)
1724 Person::players[k]->coords = Person::players[k]->realoldcoords;
1726 //if player's position has changed (?)
1727 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
1728 !Person::players[k]->skeleton.free &&
1729 Person::players[k]->animTarget != climbanim &&
1730 Person::players[k]->animTarget != hanganim) {
1731 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
1733 bool tempcollide = 0;
1735 if (Person::players[k]->collide < -.3)
1736 Person::players[k]->collide = -.3;
1737 if (Person::players[k]->collide > 1)
1738 Person::players[k]->collide = 1;
1739 Person::players[k]->collide -= multiplier * 30;
1742 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
1744 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
1745 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1746 if (Object::objects[i]->type != rocktype ||
1747 Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled ||
1748 Object::objects[i]->position.y > Person::players[k]->coords.y) {
1749 lowpoint = Person::players[k]->coords;
1750 if (Person::players[k]->animTarget != jumpupanim &&
1751 Person::players[k]->animTarget != jumpdownanim &&
1752 !Person::players[k]->isFlip())
1756 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
1757 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
1758 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
1759 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1760 flatfacing = lowpoint - Person::players[k]->coords;
1761 Person::players[k]->coords = lowpoint;
1762 Person::players[k]->coords.y -= 1.3;
1763 Person::players[k]->collide = 1;
1766 //TODO: refactor four similar blocks
1767 if (Person::players[k]->aitype == playercontrolled &&
1768 (Person::players[k]->animTarget == jumpupanim ||
1769 Person::players[k]->animTarget == jumpdownanim ||
1770 Person::players[k]->isFlip()) &&
1771 !Person::players[k]->jumptogglekeydown &&
1772 Person::players[k]->jumpkeydown) {
1773 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
1774 XYZ tempcoords1 = lowpoint;
1775 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1776 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1777 Person::players[k]->setTargetAnimation(walljumpleftanim);
1778 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1780 pause_sound(whooshsound);
1782 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1783 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1784 if (lowpointtarget.z < 0)
1785 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1786 Person::players[k]->targetyaw = Person::players[k]->yaw;
1787 Person::players[k]->lowyaw = Person::players[k]->yaw;
1791 lowpoint = tempcoords1;
1792 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
1793 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1794 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1795 Person::players[k]->setTargetAnimation(walljumprightanim);
1796 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1798 pause_sound(whooshsound);
1800 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1801 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1802 if (lowpointtarget.z < 0)
1803 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1804 Person::players[k]->targetyaw = Person::players[k]->yaw;
1805 Person::players[k]->lowyaw = Person::players[k]->yaw;
1809 lowpoint = tempcoords1;
1810 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
1811 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1812 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1813 Person::players[k]->setTargetAnimation(walljumpbackanim);
1814 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1816 pause_sound(whooshsound);
1818 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1819 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1820 if (lowpointtarget.z < 0)
1821 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1822 Person::players[k]->targetyaw = Person::players[k]->yaw;
1823 Person::players[k]->lowyaw = Person::players[k]->yaw;
1827 lowpoint = tempcoords1;
1828 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
1829 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1830 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1831 Person::players[k]->setTargetAnimation(walljumpfrontanim);
1832 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1834 pause_sound(whooshsound);
1836 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1837 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1838 if (lowpointtarget.z < 0)
1839 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1840 Person::players[k]->yaw += 180;
1841 Person::players[k]->targetyaw = Person::players[k]->yaw;
1842 Person::players[k]->lowyaw = Person::players[k]->yaw;
1851 } else if (Object::objects[i]->type == rocktype) {
1852 lowpoint2 = Person::players[k]->coords;
1853 lowpoint = Person::players[k]->coords;
1855 if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
1856 Person::players[k]->coords = colpoint;
1857 Person::players[k]->collide = 1;
1860 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
1861 //flipped into a rock
1862 if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7)
1863 Person::players[k]->RagDoll(0);
1865 if (Person::players[k]->animTarget == jumpupanim) {
1866 Person::players[k]->jumppower = -4;
1867 Person::players[k]->animTarget = Person::players[k]->getIdle();
1869 Person::players[k]->target = 0;
1870 Person::players[k]->frameTarget = 0;
1871 Person::players[k]->onterrain = 1;
1873 if (Person::players[k]->id == 0) {
1874 pause_sound(whooshsound);
1875 OPENAL_SetVolume(channels[whooshsound], 0);
1879 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
1880 if (Person::players[k]->isFlip())
1881 Person::players[k]->jumppower = -4;
1882 Person::players[k]->animTarget = Person::players[k]->getLanding();
1883 emit_sound_at(landsound, Person::players[k]->coords, 128.);
1885 addEnvSound(Person::players[k]->coords);
1894 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
1895 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1896 lowpoint = Person::players[k]->coords;
1898 if (Object::objects[i]->type != rocktype)
1899 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1900 if (Person::players[k]->animTarget != jumpupanim &&
1901 Person::players[k]->animTarget != jumpdownanim &&
1902 Person::players[k]->onterrain)
1903 Person::players[k]->avoidcollided = 1;
1904 Person::players[k]->coords = lowpoint;
1905 Person::players[k]->coords.y -= 1.35;
1906 Person::players[k]->collide = 1;
1908 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
1909 (Person::players[k]->animCurrent != climbanim &&
1910 Person::players[k]->animCurrent != hanganim &&
1911 !Person::players[k]->isWallJump() ||
1912 Person::players[k]->animTarget == jumpupanim ||
1913 Person::players[k]->animTarget == jumpdownanim)) {
1914 lowpoint = Person::players[k]->coords;
1915 Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
1916 lowpoint = Person::players[k]->coords;
1920 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
1921 lowpointtarget = lowpoint + facing * 1.4;
1922 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1923 if (whichhit != -1) {
1924 lowpoint = Person::players[k]->coords;
1926 lowpointtarget = lowpoint + facing * 1.4;
1927 lowpoint2 = lowpoint;
1928 lowpointtarget2 = lowpointtarget;
1929 lowpoint3 = lowpoint;
1930 lowpointtarget3 = lowpointtarget;
1931 lowpoint4 = lowpoint;
1932 lowpointtarget4 = lowpointtarget;
1933 lowpoint5 = lowpoint;
1934 lowpointtarget5 = lowpointtarget;
1935 lowpoint6 = lowpoint;
1936 lowpointtarget6 = lowpointtarget;
1937 lowpoint7 = lowpoint;
1938 lowpointtarget7 = lowpoint;
1940 lowpointtarget2.x += .1;
1942 lowpointtarget3.z += .1;
1944 lowpointtarget4.x -= .1;
1946 lowpointtarget5.z -= .1;
1947 lowpoint6.y += 45 / 13;
1948 lowpointtarget6.y += 45 / 13;
1949 lowpointtarget6 += facing * .6;
1950 lowpointtarget7.y += 90 / 13;
1951 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1952 if (Object::objects[i]->friction > .5)
1953 if (whichhit != -1) {
1954 if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
1955 Person::players[k]->collided = 1;
1956 if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1)
1957 if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1)
1958 if ( Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
1959 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
1960 Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
1961 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
1962 Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
1963 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
1964 Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
1965 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
1966 for (int j = 0; j < 45; j++) {
1967 lowpoint = Person::players[k]->coords;
1968 lowpoint.y += (float)j / 13;
1969 lowpointtarget = lowpoint + facing * 1.4;
1970 if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
1971 &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
1972 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
1974 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
1975 lowpoint = Person::players[k]->coords;
1976 lowpoint.y += (float)j / 13;
1977 lowpointtarget = lowpoint + facing * 1.3;
1978 flatfacing = Person::players[k]->coords;
1979 Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * .01;
1980 Person::players[k]->coords.y = lowpointtarget.y - .07;
1981 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
1983 if (j > 10 || !Person::players[k]->isRun()) {
1984 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
1986 pause_sound(whooshsound);
1988 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
1990 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1991 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1992 if (lowpointtarget.z < 0)
1993 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1994 Person::players[k]->targetyaw = Person::players[k]->yaw;
1995 Person::players[k]->lowyaw = Person::players[k]->yaw;
1997 //Person::players[k]->velocity=lowpointtarget*.03;
1998 Person::players[k]->velocity = 0;
2001 if (Person::players[k]->animTarget == jumpupanim) {
2002 Person::players[k]->animTarget = climbanim;
2003 Person::players[k]->jumppower = 0;
2004 Person::players[k]->jumpclimb = 1;
2006 Person::players[k]->transspeed = 6;
2007 Person::players[k]->target = 0;
2008 Person::players[k]->frameTarget = 1;
2011 Person::players[k]->setTargetAnimation(hanganim);
2012 Person::players[k]->jumppower = 0;
2024 if (Person::players[k]->collide <= 0) {
2026 if (!Person::players[k]->onterrain &&
2027 Person::players[k]->animTarget != jumpupanim &&
2028 Person::players[k]->animTarget != jumpdownanim &&
2029 Person::players[k]->animTarget != climbanim &&
2030 Person::players[k]->animTarget != hanganim &&
2031 !Person::players[k]->isWallJump() &&
2032 !Person::players[k]->isFlip()) {
2033 if (Person::players[k]->animCurrent != climbanim &&
2034 Person::players[k]->animCurrent != tempanim &&
2035 Person::players[k]->animTarget != backhandspringanim &&
2036 (Person::players[k]->animTarget != rollanim ||
2037 Person::players[k]->frameTarget < 2 ||
2038 Person::players[k]->frameTarget > 6)) {
2039 //stagger off ledge (?)
2040 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
2041 Person::players[k]->RagDoll(0);
2042 Person::players[k]->setTargetAnimation(jumpdownanim);
2045 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2048 Person::players[k]->velocity.y += gravity;
2052 Person::players[k]->realoldcoords = Person::players[k]->coords;
2058 static int randattack;
2059 static bool playerrealattackkeydown = 0;
2061 if (!Input::isKeyDown(attackkey))
2064 Person::players[0]->attackkeydown = 0;
2066 playerrealattackkeydown = 0;
2068 playerrealattackkeydown = Input::isKeyDown(attackkey);
2069 if ((Person::players[0]->parriedrecently <= 0 ||
2070 Person::players[0]->weaponactive == -1) &&
2073 Person::players[0]->lastattack != swordslashanim &&
2074 Person::players[0]->lastattack != knifeslashstartanim &&
2075 Person::players[0]->lastattack != staffhitanim &&
2076 Person::players[0]->lastattack != staffspinhitanim)))
2077 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2078 if (Input::isKeyDown(attackkey) &&
2080 !Person::players[0]->backkeydown) {
2081 for (unsigned k = 0; k < Person::players.size(); k++) {
2082 if ((Person::players[k]->animTarget == swordslashanim ||
2083 Person::players[k]->animTarget == staffhitanim ||
2084 Person::players[k]->animTarget == staffspinhitanim) &&
2085 Person::players[0]->animCurrent != dodgebackanim &&
2086 !Person::players[k]->skeleton.free)
2087 Person::players[k]->Reverse();
2091 if (!hostile || Dialog::inDialog())
2092 Person::players[0]->attackkeydown = 0;
2094 for (unsigned k = 0; k < Person::players.size(); k++) {
2095 if (Dialog::inDialog())
2096 Person::players[k]->attackkeydown = 0;
2097 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2098 if (Person::players[k]->aitype != playercontrolled)
2099 Person::players[k]->victim = Person::players[0];
2100 //attack key pressed
2101 if (Person::players[k]->attackkeydown) {
2103 if (Person::players[k]->backkeydown &&
2104 Person::players[k]->animTarget != backhandspringanim &&
2105 (Person::players[k]->isIdle() ||
2106 Person::players[k]->isStop() ||
2107 Person::players[k]->isRun() ||
2108 Person::players[k]->animTarget == walkanim)) {
2109 if (Person::players[k]->jumppower <= 1) {
2110 Person::players[k]->jumppower -= 2;
2112 for (unsigned i = 0; i < Person::players.size(); i++) {
2115 if (Person::players[i]->animTarget == swordslashanim ||
2116 Person::players[i]->animTarget == knifeslashstartanim ||
2117 Person::players[i]->animTarget == staffhitanim ||
2118 Person::players[i]->animTarget == staffspinhitanim)
2119 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2120 Person::players[k]->setTargetAnimation(dodgebackanim);
2121 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2122 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2125 if (Person::players[k]->animTarget != dodgebackanim) {
2128 Person::players[k]->setTargetAnimation(backhandspringanim);
2129 Person::players[k]->targetyaw = -yaw + 180;
2130 if (Person::players[k]->leftkeydown)
2131 Person::players[k]->targetyaw -= 45;
2132 if (Person::players[k]->rightkeydown)
2133 Person::players[k]->targetyaw += 45;
2134 Person::players[k]->yaw = Person::players[k]->targetyaw;
2135 Person::players[k]->jumppower -= 2;
2140 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2141 !Person::players[k]->backkeydown &&
2142 (Person::players[k]->isIdle() ||
2143 Person::players[k]->isRun() ||
2144 Person::players[k]->animTarget == walkanim ||
2145 Person::players[k]->animTarget == sneakanim ||
2146 Person::players[k]->isCrouch())) {
2147 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2148 //normal attacks (?)
2149 Person::players[k]->hasvictim = 0;
2150 if (Person::players.size() > 1)
2151 for (unsigned i = 0; i < Person::players.size(); i++) {
2152 if (i == k || !(k == 0 || i == 0))
2154 if (!Person::players[k]->hasvictim)
2155 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2157 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2158 if (distance < 4.5 &&
2159 !Person::players[i]->skeleton.free &&
2160 Person::players[i]->howactive < typedead1 &&
2161 Person::players[i]->animTarget != jumpreversedanim &&
2162 Person::players[i]->animTarget != rabbitkickreversedanim &&
2163 Person::players[i]->animTarget != rabbitkickanim &&
2164 Person::players[k]->animTarget != rabbitkickanim &&
2165 Person::players[i]->animTarget != getupfrombackanim &&
2166 (Person::players[i]->animTarget != staggerbackhighanim &&
2167 (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2168 Person::players[i]->animTarget != jumpdownanim &&
2169 Person::players[i]->animTarget != jumpupanim &&
2170 Person::players[i]->animTarget != getupfromfrontanim) {
2171 Person::players[k]->victim = Person::players[i];
2172 Person::players[k]->hasvictim = 1;
2173 if (Person::players[k]->aitype == playercontrolled) { //human player
2175 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2176 Person::players[k]->crouchkeydown &&
2177 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2178 Person::players[k]->animTarget = sweepanim;
2180 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2181 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2182 !Person::players[k]->forwardkeydown &&
2183 !Person::players[k]->leftkeydown &&
2184 !Person::players[k]->rightkeydown &&
2185 !Person::players[k]->crouchkeydown &&
2188 Person::players[k]->animTarget = winduppunchanim;
2190 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2191 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2192 !Person::players[k]->forwardkeydown &&
2193 !Person::players[k]->leftkeydown &&
2194 !Person::players[k]->rightkeydown &&
2195 !Person::players[k]->crouchkeydown &&
2197 Person::players[k]->animTarget = upunchanim;
2199 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2200 Person::players[i]->staggerdelay > 0 &&
2201 attackweapon == knife &&
2202 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
2203 Person::players[k]->animTarget = knifefollowanim;
2205 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2206 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2207 !Person::players[k]->forwardkeydown &&
2208 !Person::players[k]->leftkeydown &&
2209 !Person::players[k]->rightkeydown &&
2210 !Person::players[k]->crouchkeydown &&
2211 attackweapon == knife &&
2212 Person::players[k]->weaponmissdelay <= 0)
2213 Person::players[k]->animTarget = knifeslashstartanim;
2215 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2216 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2217 !Person::players[k]->crouchkeydown &&
2218 attackweapon == sword &&
2219 Person::players[k]->weaponmissdelay <= 0)
2220 Person::players[k]->animTarget = swordslashanim;
2222 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2223 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2224 !Person::players[k]->crouchkeydown &&
2225 attackweapon == staff &&
2226 Person::players[k]->weaponmissdelay <= 0 &&
2227 !Person::players[k]->leftkeydown &&
2228 !Person::players[k]->rightkeydown &&
2229 !Person::players[k]->forwardkeydown)
2230 Person::players[k]->animTarget = staffhitanim;
2232 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2233 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2234 !Person::players[k]->crouchkeydown &&
2235 attackweapon == staff &&
2236 Person::players[k]->weaponmissdelay <= 0)
2237 Person::players[k]->animTarget = staffspinhitanim;
2239 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2240 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2241 Person::players[k]->animTarget = spinkickanim;
2243 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2244 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2245 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
2246 Person::players[k]->animTarget = lowkickanim;
2247 } else { //AI player
2248 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
2249 randattack = abs(Random() % 5);
2250 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
2252 if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
2253 Person::players[k]->animTarget = sweepanim;
2255 else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2257 Person::players[k]->animTarget = upunchanim;
2259 else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
2260 Person::players[k]->animTarget = spinkickanim;
2262 else if (Animation::animations[Person::players[i]->animTarget].height == lowheight)
2263 Person::players[k]->animTarget = lowkickanim;
2267 if ((!Tutorial::active || !attackweapon) &&
2268 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2270 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2271 Person::players[k]->animTarget = sweepanim;
2273 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2274 attackweapon == knife &&
2275 Person::players[k]->weaponmissdelay <= 0)
2276 Person::players[k]->animTarget = knifeslashstartanim;
2278 else if (!(Person::players[0]->victim == Person::players[i] &&
2279 Person::players[0]->hasvictim &&
2280 Person::players[0]->animTarget == swordslashanim) &&
2281 attackweapon == sword &&
2282 Person::players[k]->weaponmissdelay <= 0)
2283 Person::players[k]->animTarget = swordslashanim;
2285 else if (!(Person::players[0]->victim == Person::players[i] &&
2286 Person::players[0]->hasvictim &&
2287 Person::players[0]->animTarget == swordslashanim) &&
2288 attackweapon == staff &&
2289 Person::players[k]->weaponmissdelay <= 0 &&
2291 Person::players[k]->animTarget = staffhitanim;
2293 else if (!(Person::players[0]->victim == Person::players[i] &&
2294 Person::players[0]->hasvictim &&
2295 Person::players[0]->animTarget == swordslashanim) &&
2296 attackweapon == staff &&
2297 Person::players[k]->weaponmissdelay <= 0 &&
2299 Person::players[k]->animTarget = staffspinhitanim;
2301 else if ((!Tutorial::active || !attackweapon) &&
2302 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2304 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2305 Person::players[k]->animTarget = spinkickanim;
2307 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2308 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2309 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
2310 Person::players[k]->animTarget = lowkickanim;
2314 //upunch becomes wolfslap
2315 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
2316 Person::players[k]->animTarget = wolfslapanim;
2319 if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
2320 Person::players[i]->howactive < typedead1 &&
2321 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2322 !Person::players[i]->skeleton.free &&
2323 Person::players[i]->animTarget != getupfrombackanim &&
2324 Person::players[i]->animTarget != getupfromfrontanim &&
2325 (Person::players[i]->surprised > 0 ||
2326 Person::players[i]->aitype == passivetype ||
2327 attackweapon && Person::players[i]->stunned > 0) &&
2328 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
2330 if (!attackweapon) {
2331 Person::players[k]->animCurrent = sneakattackanim;
2332 Person::players[k]->animTarget = sneakattackanim;
2333 Person::players[i]->animCurrent = sneakattackedanim;
2334 Person::players[i]->animTarget = sneakattackedanim;
2335 Person::players[k]->oldcoords = Person::players[k]->coords;
2336 Person::players[k]->coords = Person::players[i]->coords;
2339 if (attackweapon == knife) {
2340 Person::players[k]->animCurrent = knifesneakattackanim;
2341 Person::players[k]->animTarget = knifesneakattackanim;
2342 Person::players[i]->animCurrent = knifesneakattackedanim;
2343 Person::players[i]->animTarget = knifesneakattackedanim;
2344 Person::players[i]->oldcoords = Person::players[i]->coords;
2345 Person::players[i]->coords = Person::players[k]->coords;
2348 if (attackweapon == sword) {
2349 Person::players[k]->animCurrent = swordsneakattackanim;
2350 Person::players[k]->animTarget = swordsneakattackanim;
2351 Person::players[i]->animCurrent = swordsneakattackedanim;
2352 Person::players[i]->animTarget = swordsneakattackedanim;
2353 Person::players[i]->oldcoords = Person::players[i]->coords;
2354 Person::players[i]->coords = Person::players[k]->coords;
2356 if (attackweapon != staff) {
2357 Person::players[k]->victim = Person::players[i];
2358 Person::players[k]->hasvictim = 1;
2359 Person::players[i]->targettilt2 = 0;
2360 Person::players[i]->frameTarget = 1;
2361 Person::players[i]->frameCurrent = 0;
2362 Person::players[i]->target = 0;
2363 Person::players[i]->velocity = 0;
2364 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2365 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2366 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2367 Person::players[k]->target = Person::players[i]->target;
2368 Person::players[k]->velocity = 0;
2369 Person::players[k]->targetyaw = Person::players[i]->yaw;
2370 Person::players[k]->yaw = Person::players[i]->yaw;
2371 Person::players[i]->targetyaw = Person::players[i]->yaw;
2374 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2375 Person::players[k]->victim == Person::players[i] &&
2376 (!Person::players[i]->skeleton.free)) {
2378 Person::players[k]->frameTarget = 0;
2379 Person::players[k]->target = 0;
2381 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2382 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2383 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2384 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2385 Person::players[k]->lastattack = Person::players[k]->animTarget;
2387 if (Person::players[k]->animTarget == knifefollowanim &&
2388 Person::players[k]->victim == Person::players[i]) {
2390 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2391 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2392 Person::players[k]->victim = Person::players[i];
2393 Person::players[k]->hasvictim = 1;
2394 Person::players[i]->animTarget = knifefollowedanim;
2395 Person::players[i]->animCurrent = knifefollowedanim;
2396 Person::players[i]->targettilt2 = 0;
2397 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
2398 Person::players[i]->frameTarget = 1;
2399 Person::players[i]->frameCurrent = 0;
2400 Person::players[i]->target = 0;
2401 Person::players[i]->velocity = 0;
2402 Person::players[k]->animCurrent = knifefollowanim;
2403 Person::players[k]->animTarget = knifefollowanim;
2404 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2405 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2406 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2407 Person::players[k]->target = Person::players[i]->target;
2408 Person::players[k]->velocity = 0;
2409 Person::players[k]->oldcoords = Person::players[k]->coords;
2410 Person::players[i]->coords = Person::players[k]->coords;
2411 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2412 Person::players[i]->yaw = Person::players[k]->targetyaw;
2413 Person::players[k]->yaw = Person::players[k]->targetyaw;
2414 Person::players[i]->yaw = Person::players[k]->targetyaw;
2418 const bool hasstaff = attackweapon == staff;
2419 if (k == 0 && Person::players.size() > 1)
2420 for (unsigned i = 0; i < Person::players.size(); i++) {
2423 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
2424 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
2425 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2426 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
2427 if (Person::players[i]->skeleton.free)
2428 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
2429 (Person::players[i]->dead ||
2430 Person::players[i]->skeleton.longdead > 1000 ||
2431 Person::players[k]->isRun() ||
2434 (Person::players[i]->skeleton.longdead > 2000 ||
2435 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
2436 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
2437 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
2438 Person::players[k]->victim = Person::players[i];
2439 Person::players[k]->hasvictim = 1;
2440 if (attackweapon && !Tutorial::active) {
2442 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
2443 Person::players[k]->animTarget = crouchstabanim;
2445 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
2446 Person::players[k]->animTarget = swordgroundstabanim;
2448 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
2449 Person::players[k]->animTarget = staffgroundsmashanim;
2451 if (distance < 2.5 &&
2452 Person::players[k]->crouchkeydown &&
2453 Person::players[k]->animTarget != crouchstabanim &&
2455 Person::players[i]->dead &&
2456 Person::players[i]->skeleton.free &&
2457 Person::players[i]->skeleton.longdead > 1000) {
2458 Person::players[k]->animTarget = killanim;
2459 terrain.deleteDeadDecals();
2460 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2461 if (Object::objects[l]->model.type == decalstype) {
2462 Object::objects[l]->model.deleteDeadDecals();
2466 if (!Person::players[i]->dead || musictype != 2)
2467 if (distance < 3.5 &&
2468 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
2469 Person::players[k]->staggerdelay <= 0 &&
2470 (Person::players[i]->dead ||
2471 Person::players[i]->skeleton.longdead < 300 &&
2472 Person::players[k]->lastattack != spinkickanim &&
2473 Person::players[i]->skeleton.free) &&
2474 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
2475 Person::players[k]->animTarget = dropkickanim;
2476 terrain.deleteDeadDecals();
2477 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2478 if (Object::objects[l]->model.type == decalstype) {
2479 Object::objects[l]->model.deleteDeadDecals();
2484 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2485 Person::players[k]->victim == Person::players[i] &&
2486 (!Person::players[i]->skeleton.free ||
2487 Person::players[k]->animTarget == killanim ||
2488 Person::players[k]->animTarget == crouchstabanim ||
2489 Person::players[k]->animTarget == swordgroundstabanim ||
2490 Person::players[k]->animTarget == staffgroundsmashanim ||
2491 Person::players[k]->animTarget == dropkickanim)) {
2493 Person::players[k]->frameTarget = 0;
2494 Person::players[k]->target = 0;
2496 XYZ targetpoint = Person::players[i]->coords;
2497 if (Person::players[k]->animTarget == crouchstabanim ||
2498 Person::players[k]->animTarget == swordgroundstabanim ||
2499 Person::players[k]->animTarget == staffgroundsmashanim) {
2500 targetpoint += (Person::players[i]->jointPos(abdomen) +
2501 Person::players[i]->jointPos(neck)) / 2 *
2502 Person::players[i]->scale;
2504 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
2505 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
2507 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
2508 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
2511 if (Person::players[k]->animTarget == staffgroundsmashanim)
2512 Person::players[k]->targettilt2 += 10;
2514 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2515 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2516 Person::players[k]->lastattack = Person::players[k]->animTarget;
2518 if (Person::players[k]->animTarget == swordgroundstabanim) {
2519 Person::players[k]->targetyaw += 30;
2524 if (!Person::players[k]->hasvictim) {
2526 for (unsigned i = 0; i < Person::players.size(); i++) {
2527 if (i == k || !(i == 0 || k == 0))
2529 if (!Person::players[i]->skeleton.free) {
2530 if (Person::players[k]->hasvictim) {
2531 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
2532 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
2533 Person::players[k]->victim = Person::players[i];
2535 Person::players[k]->victim = Person::players[i];
2536 Person::players[k]->hasvictim = 1;
2541 if (Person::players[k]->aitype == playercontrolled)
2543 if (Person::players[k]->attackkeydown &&
2544 Person::players[k]->isRun() &&
2545 Person::players[k]->wasRun() &&
2546 ((Person::players[k]->hasvictim &&
2547 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
2548 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
2549 !Person::players[k]->victim->skeleton.free &&
2550 Person::players[k]->victim->animTarget != getupfrombackanim &&
2551 Person::players[k]->victim->animTarget != getupfromfrontanim &&
2552 Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
2553 Person::players[k]->aitype != playercontrolled && //wat???
2554 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
2555 Person::players[k]->rabbitkickenabled) ||
2556 Person::players[k]->jumpkeydown)) {
2558 Person::players[k]->setTargetAnimation(rabbitkickanim);
2561 if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
2563 switch (attackweapon) {
2584 void doPlayerCollisions()
2586 static XYZ rotatetarget;
2587 static float collisionradius;
2588 if (Person::players.size() > 1)
2589 for (unsigned k = 0; k < Person::players.size(); k++)
2590 for (unsigned i = k + 1; i < Person::players.size(); i++) {
2591 //neither player is part of a reversal
2592 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
2593 Animation::animations[Person::players[i]->animTarget].attack != reversal &&
2594 Animation::animations[Person::players[k]->animTarget].attack != reversed &&
2595 Animation::animations[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
2596 if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
2597 Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
2598 Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
2599 Animation::animations[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
2600 //neither is sleeping
2601 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
2602 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
2603 //in same patch, neither is climbing
2604 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
2605 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
2606 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
2607 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
2608 Person::players[i]->animTarget != climbanim &&
2609 Person::players[i]->animTarget != hanganim &&
2610 Person::players[k]->animTarget != climbanim &&
2611 Person::players[k]->animTarget != hanganim)
2612 //players are close (bounding box test)
2613 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
2614 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
2615 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
2616 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
2617 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
2618 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
2619 //spread fire from player to player
2620 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
2621 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2622 if (Person::players[i]->onfire || Person::players[k]->onfire) {
2623 if (!Person::players[i]->onfire)
2624 Person::players[i]->CatchFire();
2625 if (!Person::players[k]->onfire)
2626 Person::players[k]->CatchFire();
2630 XYZ tempcoords1 = Person::players[i]->coords;
2631 XYZ tempcoords2 = Person::players[k]->coords;
2632 if (!Person::players[i]->skeleton.oldfree)
2633 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
2634 if (!Person::players[k]->skeleton.oldfree)
2635 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
2636 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2637 if (Person::players[0]->hasvictim)
2638 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
2639 collisionradius = 3;
2640 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
2641 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
2642 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
2643 //jump down on a dead body
2644 if (k == 0 || i == 0) {
2646 if (Person::players[0]->animTarget == jumpdownanim &&
2647 !Person::players[0]->skeleton.oldfree &&
2648 !Person::players[0]->skeleton.free &&
2649 Person::players[l]->skeleton.oldfree &&
2650 Person::players[l]->skeleton.free &&
2651 Person::players[l]->dead &&
2652 Person::players[0]->lastcollide <= 0 &&
2653 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
2654 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
2655 Person::players[0]->coords.y = Person::players[l]->coords.y;
2656 Person::players[l]->velocity = Person::players[0]->velocity;
2657 Person::players[l]->skeleton.free = 0;
2658 Person::players[l]->yaw = 0;
2659 Person::players[l]->RagDoll(0);
2660 Person::players[l]->DoDamage(20);
2662 Person::players[l]->skeleton.longdead = 0;
2663 Person::players[0]->lastcollide = 1;
2667 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
2668 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
2669 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
2670 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
2671 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
2672 Person::players[i]->skeleton.free) &&
2673 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
2674 Person::players[k]->skeleton.free))
2675 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
2676 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
2677 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
2679 k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
2680 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
2681 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
2682 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
2683 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
2685 if ( (i != 0 || Person::players[i]->skeleton.free) &&
2686 (k != 0 || Person::players[k]->skeleton.free) ||
2687 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
2688 Animation::animations[Person::players[k]->animTarget].height == highheight)) {
2689 if (!Tutorial::active) {
2690 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
2693 Person::players[i]->RagDoll(0);
2694 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
2695 award_bonus(0, aimbonus);
2697 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
2698 Person::players[k]->RagDoll(0);
2699 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
2700 award_bonus(0, aimbonus); // Huh, again?
2702 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
2704 for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
2705 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
2707 for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
2708 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
2713 if ( (Animation::animations[Person::players[i]->animTarget].attack == neutral ||
2714 Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
2715 (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
2716 Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
2718 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
2719 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2720 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
2721 Normalise(&rotatetarget);
2722 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
2723 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
2724 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2725 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2726 if (Person::players[k]->howactive == typeactive || hostile)
2727 if (Person::players[k]->isIdle()) {
2728 if (Person::players[k]->howactive < typesleeping)
2729 Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
2730 else if (Person::players[k]->howactive == typesleeping)
2731 Person::players[k]->setTargetAnimation(getupfromfrontanim);
2733 Person::players[k]->howactive = typeactive;
2735 if (Person::players[i]->howactive == typeactive || hostile)
2736 if (Person::players[i]->isIdle()) {
2737 if (Person::players[i]->howactive < typesleeping)
2738 Person::players[i]->setTargetAnimation(Person::players[k]->getStop());
2740 Person::players[i]->setTargetAnimation(getupfromfrontanim);
2742 Person::players[i]->howactive = typeactive;
2745 //jump down on player
2747 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
2748 !Person::players[i]->isCrouch() &&
2749 Person::players[i]->animTarget != rollanim &&
2750 !Person::players[k]->skeleton.oldfree && !
2751 Person::players[k]->skeleton.free &&
2752 Person::players[k]->lastcollide <= 0 &&
2753 Person::players[k]->velocity.y < -10) {
2754 Person::players[i]->velocity = Person::players[k]->velocity;
2755 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
2756 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
2757 Person::players[i]->DoDamage(20);
2758 Person::players[i]->RagDoll(0);
2759 Person::players[k]->lastcollide = 1;
2760 award_bonus(k, AboveBonus);
2762 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
2763 !Person::players[k]->isCrouch() &&
2764 Person::players[k]->animTarget != rollanim &&
2765 !Person::players[i]->skeleton.oldfree &&
2766 !Person::players[i]->skeleton.free &&
2767 Person::players[i]->lastcollide <= 0 &&
2768 Person::players[i]->velocity.y < -10) {
2769 Person::players[k]->velocity = Person::players[i]->velocity;
2770 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
2771 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
2772 Person::players[k]->DoDamage(20);
2773 Person::players[k]->RagDoll(0);
2774 Person::players[i]->lastcollide = 1;
2775 award_bonus(i, AboveBonus);
2781 Person::players[i]->CheckKick();
2782 Person::players[k]->CheckKick();
2790 static XYZ facing, flatfacing;
2795 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
2796 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
2797 stereoreverse = true;
2799 stereoreverse = false;
2802 printf("Stereo reversed\n");
2804 printf("Stereo unreversed\n");
2807 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
2808 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
2809 stereoseparation -= 0.001;
2811 stereoseparation -= 0.010;
2812 printf("Stereo decreased increased to %f\n", stereoseparation);
2815 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
2816 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
2817 stereoseparation += 0.001;
2819 stereoseparation += 0.010;
2820 printf("Stereo separation increased to %f\n", stereoseparation);
2824 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && Tutorial::active) {
2825 if (Tutorial::stage != 51) {
2826 Tutorial::stagetime = Tutorial::maxtime;
2828 emit_sound_np(consolefailsound, 128.);
2832 Values of mainmenu :
2834 2 Menu pause (resume/end game)
2836 4 Controls configuration menu
2837 5 Main game menu (choose level or challenge)
2838 6 Deleting user menu
2839 7 User managment menu (select/add)
2840 8 Choose difficulty menu
2841 9 Challenge level selection menu
2842 10 End of the campaign congratulation (is that really a menu?)
2843 11 Same that 9 ??? => unused
2844 18 stereo configuration
2849 if (mainmenu && endgame == 1)
2851 //go to level select after completing a campaign level
2852 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
2859 OPENAL_SetFrequency(OPENAL_ALL);
2860 emit_stream_np(stream_menutheme);
2861 pause_sound(leveltheme);
2865 //escape key pressed
2866 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
2867 (gameon || mainmenu == 0)) {
2869 if (mainmenu == 0 && !winfreeze)
2870 mainmenu = 2; //pause
2871 else if (mainmenu == 1 || mainmenu == 2) {
2872 mainmenu = 0; //unpause
2875 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
2876 OPENAL_SetFrequency(OPENAL_ALL);
2877 emit_stream_np(stream_menutheme);
2878 pause_sound(leveltheme);
2880 //on resume, play level music
2882 pause_sound(stream_menutheme);
2883 resume_stream(leveltheme);
2894 hostiletime += multiplier;
2898 leveltime += multiplier;
2901 if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && devtools) {
2904 OPENAL_SetFrequency(OPENAL_ALL);
2908 if (Input::isKeyPressed(consolekey) && devtools) {
2911 OPENAL_SetFrequency(OPENAL_ALL);
2920 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
2921 inputText(consoletext[0], &consoleselected);
2923 if (!consoletext[0].empty()) {
2924 cmd_dispatch(consoletext[0]);
2925 for (int k = 14; k >= 1; k--) {
2926 consoletext[k] = consoletext[k - 1];
2928 consoletext[0].clear();
2929 consoleselected = 0;
2933 consoleblinkdelay -= multiplier;
2934 if (consoleblinkdelay <= 0) {
2935 consoleblinkdelay = .3;
2936 consoleblink = !consoleblink;
2940 static int oldwinfreeze;
2941 if (winfreeze && !oldwinfreeze) {
2942 OPENAL_SetFrequency(OPENAL_ALL);
2943 emit_sound_np(consolesuccesssound);
2946 oldwinfreeze = winfreeze;
2950 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
2953 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
2957 } else if (winfreeze) {
2965 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
2968 static float talkdelay = 0;
2970 if (Dialog::inDialog())
2972 talkdelay -= multiplier;
2974 if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
2975 for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
2976 Dialog::dialogs[i].tick(i);
2980 windvar += multiplier;
2981 smoketex += multiplier;
2982 Tutorial::stagetime += multiplier;
2985 static float hotspotvisual[40];
2986 if (Hotspot::hotspots.size()) {
2988 if (editorenabled) {
2989 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
2990 hotspotvisual[i] -= multiplier / 320;
2994 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
2995 while (hotspotvisual[i] < 0) {
2997 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
2998 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
2999 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
3000 hotspotsprite += Hotspot::hotspots[i].position;
3001 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
3002 hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
3006 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3007 if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
3008 Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
3014 if (Tutorial::active) {
3015 Tutorial::Do(multiplier);
3019 if (!Tutorial::active) {
3020 if (bonustime == 0 &&
3021 bonus != solidhit &&
3022 bonus != spinecrusher &&
3023 bonus != tracheotomy &&
3024 bonus != backstab &&
3026 emit_sound_np(consolesuccesssound);
3028 } else if (bonustime == 0) {
3029 emit_sound_np(fireendsound);
3031 if (bonustime == 0) {
3032 if (bonus != solidhit &&
3033 bonus != twoxcombo &&
3034 bonus != threexcombo &&
3035 bonus != fourxcombo &&
3039 bonusnum[bonus] += 0.15;
3040 if (Tutorial::active)
3042 bonusvalue /= bonusnum[bonus];
3043 bonustotal += bonusvalue;
3045 bonustime += multiplier;
3048 if (environment == snowyenvironment) {
3049 precipdelay -= multiplier;
3050 while (precipdelay < 0) {
3054 XYZ footvel, footpoint;
3057 footpoint = viewer + viewerfacing * 6;
3058 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
3059 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
3060 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
3061 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
3066 doAerialAcrobatics();
3069 static XYZ oldviewer;
3072 if (!Dialog::inDialog()) {
3073 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
3074 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
3075 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
3076 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
3077 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
3078 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
3079 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
3080 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
3082 Person::players[0]->forwardkeydown = 0;
3083 Person::players[0]->leftkeydown = 0;
3084 Person::players[0]->backkeydown = 0;
3085 Person::players[0]->rightkeydown = 0;
3086 Person::players[0]->jumpkeydown = 0;
3087 Person::players[0]->crouchkeydown = 0;
3088 Person::players[0]->drawkeydown = 0;
3089 Person::players[0]->throwkeydown = 0;
3092 if (!Person::players[0]->jumpkeydown)
3093 Person::players[0]->jumpclimb = 0;
3096 if (Dialog::inDialog()) {
3098 if (Dialog::directing) {
3102 facing = DoRotation(facing, -pitch, 0, 0);
3103 facing = DoRotation(facing, 0, 0 - yaw, 0);
3108 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
3110 if (Input::isKeyDown(forwardkey))
3111 viewer += facing * multiplier * 4;
3112 if (Input::isKeyDown(backkey))
3113 viewer -= facing * multiplier * 4;
3114 if (Input::isKeyDown(leftkey))
3115 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
3116 if (Input::isKeyDown(rightkey))
3117 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
3118 if (Input::isKeyDown(jumpkey))
3119 viewer.y += multiplier * 4;
3120 if (Input::isKeyDown(crouchkey))
3121 viewer.y -= multiplier * 4;
3122 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
3123 Input::isKeyPressed(SDL_SCANCODE_2) ||
3124 Input::isKeyPressed(SDL_SCANCODE_3) ||
3125 Input::isKeyPressed(SDL_SCANCODE_4) ||
3126 Input::isKeyPressed(SDL_SCANCODE_5) ||
3127 Input::isKeyPressed(SDL_SCANCODE_6) ||
3128 Input::isKeyPressed(SDL_SCANCODE_7) ||
3129 Input::isKeyPressed(SDL_SCANCODE_8) ||
3130 Input::isKeyPressed(SDL_SCANCODE_9) ||
3131 Input::isKeyPressed(SDL_SCANCODE_0) ||
3132 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3134 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
3135 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
3136 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
3137 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
3138 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
3139 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
3140 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
3141 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
3142 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
3143 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
3144 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
3146 if (whichend != -1) {
3147 Dialog::currentScene().participantfocus = whichend;
3148 Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
3149 Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
3151 if (whichend == -1) {
3152 Dialog::currentScene().participantfocus = -1;
3154 /* FIXME: potentially accessing -1 in Person::players! */
3155 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
3156 Dialog::indialogue = -1;
3157 Dialog::directing = false;
3160 Dialog::currentScene().camera = viewer;
3161 Dialog::currentScene().camerayaw = yaw;
3162 Dialog::currentScene().camerapitch = pitch;
3163 Dialog::indialogue++;
3164 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3165 if (Dialog::currentScene().sound != 0) {
3166 playdialoguescenesound();
3170 for (unsigned j = 0; j < Person::players.size(); j++) {
3171 Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
3174 //TODO: should these be KeyDown or KeyPressed?
3175 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
3176 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
3177 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
3178 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
3179 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
3180 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
3181 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
3182 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
3183 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
3184 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3186 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
3187 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
3188 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
3189 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
3190 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
3191 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
3192 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
3193 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
3194 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
3195 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
3196 Dialog::currentScene().participantfacing[whichend] = facing;
3198 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3199 Dialog::indialogue = -1;
3200 Dialog::directing = false;
3204 if (!Dialog::directing) {
3205 pause_sound(whooshsound);
3206 viewer = Dialog::currentScene().camera;
3207 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
3208 yaw = Dialog::currentScene().camerayaw;
3209 pitch = Dialog::currentScene().camerapitch;
3210 if (Dialog::dialoguetime > 0.5) {
3211 if (Input::isKeyPressed(attackkey)) {
3212 Dialog::indialogue++;
3213 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3214 if (Dialog::currentScene().sound != 0) {
3215 playdialoguescenesound();
3216 if (Dialog::currentScene().sound == -5) {
3217 Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
3219 if (Dialog::currentScene().sound == -6) {
3223 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
3224 Dialog::indialogue = -1;
3225 Dialog::directing = false;
3232 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3233 Dialog::indialogue = -1;
3234 Dialog::directing = false;
3236 if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
3239 if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
3242 if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
3244 for (unsigned i = 1; i < Person::players.size(); i++) {
3245 Person::players[i]->aitype = attacktypecutoff;
3252 if (!Person::players[0]->jumpkeydown) {
3253 Person::players[0]->jumptogglekeydown = 0;
3255 if (Person::players[0]->jumpkeydown &&
3256 Person::players[0]->animTarget != jumpupanim &&
3257 Person::players[0]->animTarget != jumpdownanim &&
3258 !Person::players[0]->isFlip())
3259 Person::players[0]->jumptogglekeydown = 1;
3262 Dialog::dialoguetime += multiplier;
3263 hawkyaw += multiplier * 25;
3265 realhawkcoords.x = 25;
3266 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
3267 hawkcalldelay -= multiplier / 2;
3269 if (hawkcalldelay <= 0) {
3270 emit_sound_at(hawksound, realhawkcoords);
3272 hawkcalldelay = 16 + abs(Random() % 8);
3279 doPlayerCollisions();
3283 for (unsigned k = 0; k < Person::players.size(); k++)
3284 if (k != 0 && Person::players[k]->immobile)
3285 Person::players[k]->coords = Person::players[k]->realoldcoords;
3287 for (unsigned k = 0; k < Person::players.size(); k++) {
3288 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3289 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3290 Person::players[k]->DoDamage(1000);
3296 static bool respawnkeydown;
3297 if (!editorenabled &&
3298 (whichlevel != -2 &&
3299 (Input::isKeyDown(SDL_SCANCODE_Z) &&
3300 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
3302 (Input::isKeyDown(jumpkey) &&
3305 Person::players[0]->dead))) {
3306 targetlevel = whichlevel;
3310 respawnkeydown = Input::isKeyDown(jumpkey);
3313 static bool movekey;
3316 for (unsigned i = 0; i < Person::players.size(); i++) {
3317 static float oldtargetyaw;
3318 if (!Person::players[i]->skeleton.free) {
3319 oldtargetyaw = Person::players[i]->targetyaw;
3320 if (i == 0 && !Dialog::inDialog()) {
3321 //TODO: refactor repetitive code
3322 if (!Animation::animations[Person::players[0]->animTarget].attack &&
3323 Person::players[0]->animTarget != staggerbackhighanim &&
3324 Person::players[0]->animTarget != staggerbackhardanim &&
3325 Person::players[0]->animTarget != crouchremoveknifeanim &&
3326 Person::players[0]->animTarget != removeknifeanim &&
3327 Person::players[0]->animTarget != backhandspringanim &&
3328 Person::players[0]->animTarget != dodgebackanim &&
3329 Person::players[0]->animTarget != walljumprightkickanim &&
3330 Person::players[0]->animTarget != walljumpleftkickanim) {
3332 Person::players[0]->targetyaw = 0;
3334 Person::players[0]->targetyaw = -yaw + 180;
3340 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3342 facing = flatfacing;
3344 facing = DoRotation(facing, -pitch, 0, 0);
3345 facing = DoRotation(facing, 0, 0 - yaw, 0);
3348 Person::players[0]->lookyaw = -yaw;
3350 Person::players[i]->targetheadyaw = yaw;
3351 Person::players[i]->targetheadpitch = pitch;
3353 if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
3354 if (!Animation::animations[Person::players[i]->animTarget].attack &&
3355 Person::players[i]->animTarget != staggerbackhighanim &&
3356 Person::players[i]->animTarget != staggerbackhardanim &&
3357 Person::players[i]->animTarget != crouchremoveknifeanim &&
3358 Person::players[i]->animTarget != removeknifeanim &&
3359 Person::players[i]->animTarget != backhandspringanim &&
3360 Person::players[i]->animTarget != dodgebackanim &&
3361 Person::players[i]->animTarget != walljumprightkickanim &&
3362 Person::players[i]->animTarget != walljumpleftkickanim) {
3363 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
3369 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3371 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
3372 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
3374 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
3375 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
3377 if (Dialog::inDialog()) {
3378 Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
3379 Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
3385 Person::players[i]->avoidsomething = 0;
3387 //avoid flaming things
3388 for (unsigned int j = 0; j < Object::objects.size(); j++)
3389 if (Object::objects[j]->onfire)
3390 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200)
3391 if ( distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3392 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3393 Person::players[i]->collided = 0;
3394 Person::players[i]->avoidcollided = 1;
3395 if (Person::players[i]->avoidsomething == 0 ||
3396 distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3397 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3398 Person::players[i]->avoidwhere = Object::objects[j]->position;
3399 Person::players[i]->avoidsomething = 1;
3403 //avoid flaming players
3404 for (unsigned j = 0; j < Person::players.size(); j++)
3405 if (Person::players[j]->onfire)
3406 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
3407 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3408 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3409 Person::players[i]->collided = 0;
3410 Person::players[i]->avoidcollided = 1;
3411 if (Person::players[i]->avoidsomething == 0 ||
3412 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3413 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3414 Person::players[i]->avoidwhere = Person::players[j]->coords;
3415 Person::players[i]->avoidsomething = 1;
3419 if (Person::players[i]->collided > .8)
3420 Person::players[i]->avoidcollided = 0;
3422 Person::players[i]->doAI();
3424 if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
3425 //Person::players[i]->targetyaw=Person::players[i]->yaw;
3426 Person::players[i]->forwardkeydown = 0;
3427 Person::players[i]->leftkeydown = 0;
3428 Person::players[i]->backkeydown = 0;
3429 Person::players[i]->rightkeydown = 0;
3430 Person::players[i]->jumpkeydown = 0;
3431 Person::players[i]->attackkeydown = 0;
3432 //Person::players[i]->crouchkeydown=0;
3433 Person::players[i]->throwkeydown = 0;
3436 if (Dialog::inDialog()) {
3437 Person::players[i]->forwardkeydown = 0;
3438 Person::players[i]->leftkeydown = 0;
3439 Person::players[i]->backkeydown = 0;
3440 Person::players[i]->rightkeydown = 0;
3441 Person::players[i]->jumpkeydown = 0;
3442 Person::players[i]->crouchkeydown = 0;
3443 Person::players[i]->drawkeydown = 0;
3444 Person::players[i]->throwkeydown = 0;
3447 if (Person::players[i]->collided < -.3)
3448 Person::players[i]->collided = -.3;
3449 if (Person::players[i]->collided > 1)
3450 Person::players[i]->collided = 1;
3451 Person::players[i]->collided -= multiplier * 4;
3452 Person::players[i]->whichdirectiondelay -= multiplier;
3453 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
3454 Person::players[i]->avoidcollided = -.3;
3455 Person::players[i]->whichdirection = abs(Random() % 2);
3456 Person::players[i]->whichdirectiondelay = .4;
3458 if (Person::players[i]->avoidcollided > 1)
3459 Person::players[i]->avoidcollided = 1;
3460 Person::players[i]->avoidcollided -= multiplier / 4;
3461 if (!Person::players[i]->skeleton.free) {
3462 Person::players[i]->stunned -= multiplier;
3463 Person::players[i]->surprised -= multiplier;
3465 if (i != 0 && Person::players[i]->surprised <= 0 &&
3466 Person::players[i]->aitype == attacktypecutoff &&
3467 !Person::players[i]->dead &&
3468 !Person::players[i]->skeleton.free &&
3469 Animation::animations[Person::players[i]->animTarget].attack == neutral)
3472 if (!Person::players[i]->throwkeydown)
3473 Person::players[i]->throwtogglekeydown = 0;
3476 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
3477 if (Person::players[i]->weaponactive == -1 &&
3478 Person::players[i]->num_weapons < 2 &&
3479 (Person::players[i]->isIdle() ||
3480 Person::players[i]->isCrouch() ||
3481 Person::players[i]->animTarget == sneakanim ||
3482 Person::players[i]->animTarget == rollanim ||
3483 Person::players[i]->animTarget == backhandspringanim ||
3484 Person::players[i]->isFlip() ||
3485 Person::players[i]->aitype != playercontrolled)) {
3486 for (unsigned j = 0; j < weapons.size(); j++) {
3487 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3488 Person::players[i]->aitype == playercontrolled) &&
3489 weapons[j].owner == -1 &&
3490 Person::players[i]->weaponactive == -1)
3491 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
3492 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
3493 if (Person::players[i]->isCrouch() ||
3494 Person::players[i]->animTarget == sneakanim ||
3495 Person::players[i]->isRun() ||
3496 Person::players[i]->isIdle() ||
3497 Person::players[i]->aitype != playercontrolled) {
3498 Person::players[i]->throwtogglekeydown = 1;
3499 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3500 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3501 Person::players[i]->hasvictim = 0;
3503 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3504 Person::players[i]->throwtogglekeydown = 1;
3505 Person::players[i]->hasvictim = 0;
3507 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3508 Person::players[i]->aitype == playercontrolled) &&
3509 weapons[j].owner == -1 ||
3510 Person::players[i]->victim &&
3511 weapons[j].owner == int(Person::players[i]->victim->id))
3512 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
3513 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
3514 if (weapons[j].getType() != staff)
3515 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3517 Person::players[i]->takeWeapon(j);
3520 } else if ((Person::players[i]->isIdle() ||
3521 Person::players[i]->isFlip() ||
3522 Person::players[i]->aitype != playercontrolled) &&
3523 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
3524 Person::players[i]->coords.y < weapons[j].position.y) {
3525 if (!Person::players[i]->isFlip()) {
3526 Person::players[i]->throwtogglekeydown = 1;
3527 Person::players[i]->setTargetAnimation(removeknifeanim);
3528 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3530 if (Person::players[i]->isFlip()) {
3531 Person::players[i]->throwtogglekeydown = 1;
3532 Person::players[i]->hasvictim = 0;
3534 for (unsigned k = 0; k < weapons.size(); k++) {
3535 if (Person::players[i]->weaponactive == -1)
3536 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
3537 Person::players[i]->aitype == playercontrolled) &&
3538 weapons[k].owner == -1 ||
3539 Person::players[i]->victim &&
3540 weapons[k].owner == int(Person::players[i]->victim->id))
3541 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
3542 Person::players[i]->weaponactive == -1) {
3543 if (weapons[k].getType() != staff)
3544 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3546 Person::players[i]->takeWeapon(k);
3553 if (Person::players[i]->isCrouch() ||
3554 Person::players[i]->animTarget == sneakanim ||
3555 Person::players[i]->isRun() ||
3556 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
3557 Person::players[i]->animTarget == backhandspringanim) {
3558 if (Person::players.size() > 1)
3559 for (unsigned j = 0; j < Person::players.size(); j++) {
3560 if (Person::players[i]->weaponactive == -1)
3562 if (Person::players[j]->num_weapons &&
3563 Person::players[j]->skeleton.free &&
3564 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
3565 (((Person::players[j]->skeleton.forward.y < 0 &&
3566 Person::players[j]->weaponstuckwhere == 0) ||
3567 (Person::players[j]->skeleton.forward.y > 0 &&
3568 Person::players[j]->weaponstuckwhere == 1)) ||
3569 Person::players[j]->weaponstuck == -1 ||
3570 Person::players[j]->num_weapons > 1)) {
3571 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
3572 Person::players[i]->throwtogglekeydown = 1;
3573 Person::players[i]->victim = Person::players[j];
3574 Person::players[i]->hasvictim = 1;
3575 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3576 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3578 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3579 Person::players[i]->throwtogglekeydown = 1;
3580 Person::players[i]->victim = Person::players[j];
3581 Person::players[i]->hasvictim = 1;
3582 int k = Person::players[j]->weaponids[0];
3583 if (Person::players[i]->hasvictim) {
3586 if (Person::players[i]->victim->weaponstuck != -1) {
3587 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3592 if (weapons[k].getType() != staff)
3593 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3596 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
3598 if (weapons[k].owner != -1) {
3599 if (Person::players[i]->victim->num_weapons == 1)
3600 Person::players[i]->victim->num_weapons = 0;
3602 Person::players[i]->victim->num_weapons = 1;
3604 Person::players[i]->victim->skeleton.longdead = 0;
3605 Person::players[i]->victim->skeleton.free = 1;
3606 Person::players[i]->victim->skeleton.broken = 0;
3608 for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
3609 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
3610 Person::players[i]->victim->skeleton.joints[l].locked = 0;
3616 Normalise(&relative);
3617 XYZ footvel, footpoint;
3619 footpoint = weapons[k].position;
3620 if (Person::players[i]->victim->weaponstuck != -1) {
3621 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3623 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
3624 weapons[k].bloody = 2;
3625 weapons[k].blooddrip = 5;
3626 Person::players[i]->victim->weaponstuck = -1;
3627 Person::players[i]->victim->bloodloss += 2000;
3628 Person::players[i]->victim->DoDamage(2000);
3631 if (Person::players[i]->victim->num_weapons > 0) {
3632 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
3633 Person::players[i]->victim->weaponstuck = 0;
3634 if (Person::players[i]->victim->weaponids[0] == k)
3635 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
3638 Person::players[i]->victim->weaponactive = -1;
3640 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
3641 Person::players[i]->victim->jointVel(neck) += relative * 6;
3642 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
3643 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
3645 Person::players[i]->takeWeapon(k);
3652 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3653 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3654 if (Person::players[i]->isIdle() ||
3655 Person::players[i]->isRun() ||
3656 Person::players[i]->isCrouch() ||
3657 Person::players[i]->animTarget == sneakanim ||
3658 Person::players[i]->isFlip())
3659 if (Person::players.size() > 1)
3660 for (unsigned j = 0; j < Person::players.size(); j++) {
3662 if (!Tutorial::active || Tutorial::stage == 49)
3664 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
3665 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
3666 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
3667 !Person::players[j]->skeleton.free &&
3668 -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)) {
3669 if (!Person::players[i]->isFlip()) {
3670 Person::players[i]->throwtogglekeydown = 1;
3671 Person::players[i]->victim = Person::players[j];
3672 Person::players[i]->setTargetAnimation(knifethrowanim);
3673 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3674 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
3676 if (Person::players[i]->isFlip()) {
3677 if (Person::players[i]->weaponactive != -1) {
3678 Person::players[i]->throwtogglekeydown = 1;
3679 Person::players[i]->victim = Person::players[j];
3681 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);
3684 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
3686 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
3687 Person::players[i]->num_weapons--;
3688 if (Person::players[i]->num_weapons) {
3689 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3691 Person::players[i]->weaponactive = -1;
3698 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3699 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
3700 Person::players[i]->throwtogglekeydown = 1;
3701 XYZ tempVelocity = Person::players[i]->velocity * .2;
3702 if (tempVelocity.x == 0)
3703 tempVelocity.x = .1;
3704 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
3705 Person::players[i]->num_weapons--;
3706 if (Person::players[i]->num_weapons) {
3707 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3708 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
3709 Person::players[i]->weaponstuck = 0;
3712 Person::players[i]->weaponactive = -1;
3713 for (unsigned j = 0; j < Person::players.size(); j++) {
3714 Person::players[j]->wentforweapon = 0;
3722 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
3723 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
3724 (Person::players[i]->num_weapons == 2) &&
3725 (Person::players[i]->weaponactive == -1) &&
3726 Person::players[i]->isIdle() ||
3727 Person::players[0]->dead &&
3728 (Person::players[i]->weaponactive != -1) &&
3731 if (Person::players[i]->weaponactive != -1)
3732 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
3734 if (isgood && Person::players[i]->creature != wolftype) {
3735 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3736 Person::players[i]->setTargetAnimation(drawrightanim);
3737 Person::players[i]->drawtogglekeydown = 1;
3739 if ((Person::players[i]->isIdle() ||
3740 (Person::players[i]->aitype != playercontrolled &&
3741 Person::players[0]->weaponactive != -1 &&
3742 Person::players[i]->isRun())) &&
3743 Person::players[i]->num_weapons &&
3744 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
3745 Person::players[i]->setTargetAnimation(drawleftanim);
3746 Person::players[i]->drawtogglekeydown = 1;
3748 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3749 Person::players[i]->setTargetAnimation(crouchdrawrightanim);
3750 Person::players[i]->drawtogglekeydown = 1;
3757 if (Person::players[i]->weaponactive != -1) {
3758 if (Person::players[i]->isCrouch() &&
3759 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
3761 Person::players[i]->onterrain &&
3762 Person::players[i]->num_weapons &&
3763 Person::players[i]->attackkeydown &&
3764 musictype != stream_fighttheme) {
3765 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
3766 Person::players[i]->setTargetAnimation(crouchstabanim);
3767 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
3768 Person::players[i]->setTargetAnimation(swordgroundstabanim);
3769 Person::players[i]->hasvictim = 0;
3773 if (!Person::players[i]->drawkeydown)
3774 Person::players[i]->drawtogglekeydown = 0;
3779 absflatfacing.z = -1;
3781 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
3783 absflatfacing = flatfacing;
3785 if (Dialog::inDialog()) {
3786 Person::players[i]->forwardkeydown = 0;
3787 Person::players[i]->leftkeydown = 0;
3788 Person::players[i]->backkeydown = 0;
3789 Person::players[i]->rightkeydown = 0;
3790 Person::players[i]->jumpkeydown = 0;
3791 Person::players[i]->crouchkeydown = 0;
3792 Person::players[i]->drawkeydown = 0;
3793 Person::players[i]->throwkeydown = 0;
3797 if (!Animation::animations[Person::players[i]->animTarget].attack &&
3798 Person::players[i]->animTarget != staggerbackhighanim &&
3799 Person::players[i]->animTarget != staggerbackhardanim &&
3800 Person::players[i]->animTarget != backhandspringanim &&
3801 Person::players[i]->animTarget != dodgebackanim) {
3802 if (!Person::players[i]->forwardkeydown)
3803 Person::players[i]->forwardstogglekeydown = 0;
3804 if (Person::players[i]->crouchkeydown) {
3808 Person::players[i]->superruntoggle = 1;
3809 if (Person::players.size() > 1)
3810 for (unsigned j = 0; j < Person::players.size(); j++)
3811 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
3812 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
3813 Person::players[i]->superruntoggle = 0;
3816 if (Person::players.size() > 1)
3817 for (unsigned j = 0; j < Person::players.size(); j++) {
3818 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
3819 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
3820 Person::players[j]->victim == Person::players[i] &&
3821 (Person::players[j]->animTarget == sweepanim ||
3822 Person::players[j]->animTarget == upunchanim ||
3823 Person::players[j]->animTarget == wolfslapanim ||
3824 ((Person::players[j]->animTarget == swordslashanim ||
3825 Person::players[j]->animTarget == knifeslashstartanim ||
3826 Person::players[j]->animTarget == staffhitanim ||
3827 Person::players[j]->animTarget == staffspinhitanim) &&
3828 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
3837 Person::players[target]->Reverse();
3838 Person::players[i]->lowreversaldelay = .5;
3840 if (Person::players[i]->isIdle()) {
3841 Person::players[i]->setTargetAnimation(Person::players[i]->getCrouch());
3842 Person::players[i]->transspeed = 10;
3844 if (Person::players[i]->isRun() ||
3845 (Person::players[i]->isStop() &&
3846 (Person::players[i]->leftkeydown ||
3847 Person::players[i]->rightkeydown ||
3848 Person::players[i]->forwardkeydown ||
3849 Person::players[i]->backkeydown))) {
3850 Person::players[i]->setTargetAnimation(rollanim);
3851 Person::players[i]->transspeed = 20;
3854 if (!Person::players[i]->crouchkeydown) {
3856 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
3857 Person::players[i]->superruntoggle = 0;
3859 if (Person::players[i]->isCrouch()) {
3860 if (Person::players.size() > 1)
3861 for (unsigned j = 0; j < Person::players.size(); j++) {
3863 !Person::players[j]->skeleton.free &&
3864 Person::players[j]->victim &&
3865 Person::players[i]->highreversaldelay <= 0) {
3866 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
3867 Person::players[j]->victim == Person::players[i] &&
3868 (Person::players[j]->animTarget == spinkickanim) &&
3869 Person::players[i]->isCrouch()) {
3878 Person::players[target]->Reverse();
3879 Person::players[i]->highreversaldelay = .5;
3881 if (Person::players[i]->isCrouch()) {
3882 if (!Person::players[i]->wasCrouch()) {
3883 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
3884 Person::players[i]->frameCurrent = 0;
3886 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
3887 Person::players[i]->transspeed = 10;
3890 if (Person::players[i]->animTarget == sneakanim) {
3891 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
3892 Person::players[i]->transspeed = 10;
3895 if (Person::players[i]->forwardkeydown) {
3896 if (Person::players[i]->isIdle() ||
3897 (Person::players[i]->isStop() &&
3898 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
3899 (Person::players[i]->isLanding() &&
3900 Person::players[i]->frameTarget > 0 &&
3901 !Person::players[i]->jumpkeydown) ||
3902 (Person::players[i]->isLandhard() &&
3903 Person::players[i]->frameTarget > 0 &&
3904 !Person::players[i]->jumpkeydown &&
3905 Person::players[i]->crouchkeydown)) {
3906 if (Person::players[i]->aitype == passivetype)
3907 Person::players[i]->setTargetAnimation(walkanim);
3909 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
3911 if (Person::players[i]->isCrouch()) {
3912 Person::players[i]->animTarget = sneakanim;
3913 if (Person::players[i]->wasCrouch())
3914 Person::players[i]->target = 0;
3915 Person::players[i]->frameTarget = 0;
3917 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
3918 Person::players[i]->setTargetAnimation(climbanim);
3919 Person::players[i]->frameTarget = 1;
3920 Person::players[i]->jumpclimb = 1;
3922 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
3923 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
3925 Person::players[i]->forwardstogglekeydown = 1;
3928 if (Person::players[i]->rightkeydown) {
3929 if (Person::players[i]->isIdle() ||
3930 (Person::players[i]->isStop() &&
3931 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
3932 (Person::players[i]->isLanding() &&
3933 Person::players[i]->frameTarget > 0 &&
3934 !Person::players[i]->jumpkeydown) ||
3935 (Person::players[i]->isLandhard() &&
3936 Person::players[i]->frameTarget > 0 &&
3937 !Person::players[i]->jumpkeydown &&
3938 Person::players[i]->crouchkeydown)) {
3939 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
3941 if (Person::players[i]->isCrouch()) {
3942 Person::players[i]->animTarget = sneakanim;
3943 if (Person::players[i]->wasCrouch())
3944 Person::players[i]->target = 0;
3945 Person::players[i]->frameTarget = 0;
3947 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
3948 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
3950 Person::players[i]->targetyaw -= 90;
3951 if (Person::players[i]->forwardkeydown)
3952 Person::players[i]->targetyaw += 45;
3953 if (Person::players[i]->backkeydown)
3954 Person::players[i]->targetyaw -= 45;
3957 if ( Person::players[i]->leftkeydown) {
3958 if (Person::players[i]->isIdle() ||
3959 (Person::players[i]->isStop() &&
3960 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
3961 (Person::players[i]->isLanding() &&
3962 Person::players[i]->frameTarget > 0 &&
3963 !Person::players[i]->jumpkeydown) ||
3964 (Person::players[i]->isLandhard() &&
3965 Person::players[i]->frameTarget > 0 &&
3966 !Person::players[i]->jumpkeydown &&
3967 Person::players[i]->crouchkeydown)) {
3968 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
3970 if (Person::players[i]->isCrouch()) {
3971 Person::players[i]->animTarget = sneakanim;
3972 if (Person::players[i]->wasCrouch())
3973 Person::players[i]->target = 0;
3974 Person::players[i]->frameTarget = 0;
3976 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
3977 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
3979 Person::players[i]->targetyaw += 90;
3980 if (Person::players[i]->forwardkeydown)
3981 Person::players[i]->targetyaw -= 45;
3982 if (Person::players[i]->backkeydown)
3983 Person::players[i]->targetyaw += 45;
3986 if (Person::players[i]->backkeydown) {
3987 if (Person::players[i]->isIdle() ||
3988 (Person::players[i]->isStop() &&
3989 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
3990 (Person::players[i]->isLanding() &&
3991 Person::players[i]->frameTarget > 0 &&
3992 !Person::players[i]->jumpkeydown) ||
3993 (Person::players[i]->isLandhard() &&
3994 Person::players[i]->frameTarget > 0 &&
3995 !Person::players[i]->jumpkeydown &&
3996 Person::players[i]->crouchkeydown)) {
3997 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
3999 if (Person::players[i]->isCrouch()) {
4000 Person::players[i]->animTarget = sneakanim;
4001 if (Person::players[i]->wasCrouch())
4002 Person::players[i]->target = 0;
4003 Person::players[i]->frameTarget = 0;
4005 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4006 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
4008 if (Person::players[i]->animTarget == hanganim) {
4009 Person::players[i]->animCurrent = jumpdownanim;
4010 Person::players[i]->animTarget = jumpdownanim;
4011 Person::players[i]->target = 0;
4012 Person::players[i]->frameCurrent = 0;
4013 Person::players[i]->frameTarget = 1;
4014 Person::players[i]->velocity = 0;
4015 Person::players[i]->velocity.y += gravity;
4016 Person::players[i]->coords.y -= 1.4;
4017 Person::players[i]->grabdelay = 1;
4019 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
4020 Person::players[i]->targetyaw += 180;
4023 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
4024 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
4025 Person::players[i]->isRun() ||
4026 Person::players[i]->animTarget == walkanim ||
4027 Person::players[i]->isCrouch() ||
4028 Person::players[i]->animTarget == sneakanim) &&
4029 Person::players[i]->jumppower > 1) &&
4030 ((Person::players[i]->animTarget != rabbitrunninganim &&
4031 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
4032 Person::players[i]->jumpstart = 0;
4033 Person::players[i]->setTargetAnimation(jumpupanim);
4034 Person::players[i]->yaw = Person::players[i]->targetyaw;
4035 Person::players[i]->transspeed = 20;
4036 Person::players[i]->FootLand(leftfoot, 1);
4037 Person::players[i]->FootLand(rightfoot, 1);
4041 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
4044 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
4046 Person::players[i]->velocity = 0;
4050 if (Person::players.size() > 1)
4051 for (unsigned j = 0; j < Person::players.size(); j++) {
4052 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
4053 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4054 (Person::players[j]->victim == Person::players[i]) &&
4055 (Person::players[j]->animTarget == sweepanim)) {
4064 Person::players[i]->velocity.y = 1;
4066 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
4067 Person::players[i]->velocity.y = 7;
4068 Person::players[i]->crouchtogglekeydown = 1;
4069 } else Person::players[i]->velocity.y = 5;
4071 if (mousejump && i == 0 && devtools) {
4072 if (!Person::players[i]->isLanding())
4073 Person::players[i]->tempdeltav = deltav;
4074 if (Person::players[i]->tempdeltav < 0)
4075 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
4078 Person::players[i]->coords.y += .2;
4079 Person::players[i]->jumppower -= 1;
4082 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
4084 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
4086 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
4087 Person::players[i]->setTargetAnimation(Person::players[i]->getLanding());
4088 Person::players[i]->frameTarget = 2;
4089 Person::players[i]->landhard = 0;
4090 Person::players[i]->jumpstart = 1;
4091 Person::players[i]->tempdeltav = deltav;
4093 if (Person::players[i]->animTarget == jumpupanim &&
4097 Person::players[i]->aitype != playercontrolled)) {
4098 if (Person::players[i]->jumppower > multiplier * 6) {
4099 Person::players[i]->velocity.y += multiplier * 6;
4100 Person::players[i]->jumppower -= multiplier * 6;
4102 if (Person::players[i]->jumppower <= multiplier * 6) {
4103 Person::players[i]->velocity.y += Person::players[i]->jumppower;
4104 Person::players[i]->jumppower = 0;
4107 if (((floatjump || editorenabled) && devtools) && i == 0)
4108 Person::players[i]->velocity.y += multiplier * 30;
4112 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) {
4113 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4115 if (Person::players[i]->animTarget == sneakanim) {
4116 Person::players[i]->animTarget = Person::players[i]->getCrouch();
4117 if (Person::players[i]->animCurrent == sneakanim) {
4118 Person::players[i]->target = 0;
4120 Person::players[i]->frameTarget = 0;
4123 if (Person::players[i]->animTarget == walkanim &&
4124 (Person::players[i]->aitype == attacktypecutoff ||
4125 Person::players[i]->aitype == searchtype ||
4126 (Person::players[i]->aitype == passivetype &&
4127 Person::players[i]->numwaypoints <= 1)))
4128 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4129 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
4130 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4133 if (Person::players[i]->animTarget == rollanim)
4134 Person::players[i]->targetyaw = oldtargetyaw;
4138 for (unsigned k = 0; k < Person::players.size(); k++) {
4139 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
4140 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
4141 Person::players[k]->yaw -= 360;
4143 Person::players[k]->yaw += 360;
4146 //stop to turn in right direction
4147 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
4148 Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
4150 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
4151 Person::players[k]->targettilt = 0;
4153 if (Person::players[k]->animTarget != jumpupanim &&
4154 Person::players[k]->animTarget != backhandspringanim &&
4155 Person::players[k]->animTarget != jumpdownanim &&
4156 !Person::players[k]->isFlip()) {
4157 Person::players[k]->targettilt = 0;
4158 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
4159 Person::players[k]->jumppower = 0;
4160 Person::players[k]->jumppower += multiplier * 7;
4161 if (Person::players[k]->isCrouch())
4162 Person::players[k]->jumppower += multiplier * 7;
4163 if (Person::players[k]->jumppower > 5)
4164 Person::players[k]->jumppower = 5;
4167 if (Person::players[k]->isRun())
4168 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
4170 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
4171 Person::players[k]->grabdelay -= multiplier;
4175 for (unsigned k = 0; k < Person::players.size(); k++) {
4176 Person::players[k]->DoAnimations();
4177 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
4178 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
4184 for (int j = numenvsounds - 1; j >= 0; j--) {
4185 envsoundlife[j] -= multiplier;
4186 if (envsoundlife[j] < 0) {
4188 envsoundlife[j] = envsoundlife[numenvsounds];
4189 envsound[j] = envsound[numenvsounds];
4192 OPENAL_SetFrequency(OPENAL_ALL, slomo);
4194 if (Tutorial::active) {
4195 Tutorial::DoStuff(multiplier);
4200 static float gLoc[3];
4204 static float vel[3];
4205 vel[0] = (viewer.x - oldviewer.x) / multiplier;
4206 vel[1] = (viewer.y - oldviewer.y) / multiplier;
4207 vel[2] = (viewer.z - oldviewer.z) / multiplier;
4209 //Set orientation with forward and up vectors
4210 static XYZ upvector;
4214 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
4215 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
4220 facing = DoRotation(facing, -pitch, 0, 0);
4221 facing = DoRotation(facing, 0, 0 - yaw, 0);
4224 static float ori[6];
4228 ori[3] = -upvector.x;
4229 ori[4] = upvector.y;
4230 ori[5] = -upvector.z;
4232 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
4239 if (Input::isKeyPressed(SDL_SCANCODE_F1))
4243 void Game::TickOnce()
4246 yaw += multiplier * 5;
4247 } else if (Dialog::directing || !Dialog::inDialog()) {
4250 pitch -= deltav * .7;
4252 pitch += deltav * .7;
4261 void Game::TickOnceAfter()
4263 static XYZ colviewer;
4264 static XYZ coltarget;
4268 static float changedelay;
4269 static bool alldead;
4270 static float unseendelay;
4271 static float cameraspeed;
4274 static int oldmusictype = musictype;
4276 if (environment == snowyenvironment)
4277 leveltheme = stream_snowtheme;
4278 if (environment == grassyenvironment)
4279 leveltheme = stream_grasstheme;
4280 if (environment == desertenvironment)
4281 leveltheme = stream_deserttheme;
4285 musictype = leveltheme;
4286 for (unsigned i = 0; i < Person::players.size(); i++) {
4287 if ((Person::players[i]->aitype == attacktypecutoff ||
4288 Person::players[i]->aitype == getweapontype ||
4289 Person::players[i]->aitype == gethelptype ||
4290 Person::players[i]->aitype == searchtype) &&
4291 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
4292 (Person::players[i]->animTarget != sneakattackedanim &&
4293 Person::players[i]->animTarget != knifesneakattackedanim &&
4294 Person::players[i]->animTarget != swordsneakattackedanim)) {
4295 musictype = stream_fighttheme;
4299 if (Person::players[0]->dead)
4300 musictype = stream_menutheme;
4303 if (musictype == stream_fighttheme)
4306 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
4307 unseendelay -= multiplier;
4308 if (unseendelay > 0)
4309 musictype = stream_fighttheme;
4314 musictype = stream_menutheme;
4315 musicvolume[2] = 512;
4322 if (musictype != oldmusictype && musictype == stream_fighttheme)
4323 emit_sound_np(alarmsound);
4324 musicselected = musictype;
4326 if (musicselected == leveltheme)
4327 musicvolume[0] += multiplier * 450;
4329 musicvolume[0] -= multiplier * 450;
4330 if (musicselected == stream_fighttheme)
4331 musicvolume[1] += multiplier * 450;
4333 musicvolume[1] -= multiplier * 450;
4334 if (musicselected == stream_menutheme)
4335 musicvolume[2] += multiplier * 450;
4337 musicvolume[2] -= multiplier * 450;
4339 for (int i = 0; i < 3; i++) {
4340 if (musicvolume[i] < 0)
4342 if (musicvolume[i] > 512)
4343 musicvolume[i] = 512;
4346 if (musicvolume[2] > 128 && !loading && !mainmenu)
4347 musicvolume[2] = 128;
4350 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
4351 emit_stream_np(leveltheme, musicvolume[0]);
4352 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
4353 emit_stream_np(stream_fighttheme, musicvolume[1]);
4354 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
4355 emit_stream_np(stream_menutheme, musicvolume[2]);
4356 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
4357 pause_sound(leveltheme);
4358 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
4359 pause_sound(stream_fighttheme);
4360 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
4361 pause_sound(stream_menutheme);
4363 if (musicvolume[0] != oldmusicvolume[0])
4364 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
4365 if (musicvolume[1] != oldmusicvolume[1])
4366 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
4367 if (musicvolume[2] != oldmusicvolume[2])
4368 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
4370 for (int i = 0; i < 3; i++)
4371 oldmusicvolume[i] = musicvolume[i];
4373 pause_sound(leveltheme);
4374 pause_sound(stream_fighttheme);
4375 pause_sound(stream_menutheme);
4377 for (int i = 0; i < 4; i++) {
4378 oldmusicvolume[i] = 0;
4383 Hotspot::killhotspot = 2;
4384 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4385 if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
4386 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0)
4387 Hotspot::killhotspot = 0;
4388 else if (Hotspot::killhotspot == 2)
4389 Hotspot::killhotspot = 1;
4392 if (Hotspot::killhotspot == 2)
4393 Hotspot::killhotspot = 0;
4397 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4398 if (Hotspot::hotspots[i].type == -1) {
4399 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
4406 for (unsigned i = 1; i < Person::players.size(); i++) {
4407 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
4411 if (numalarmed > maxalarmed) {
4412 maxalarmed = numalarmed;
4415 if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
4416 if (Person::players[0]->dead) {
4418 targetlevel = whichlevel;
4421 for (unsigned i = 1; i < Person::players.size(); i++) {
4422 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
4429 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
4431 targetlevel = whichlevel + 1;
4432 if (targetlevel > numchallengelevels - 1)
4435 if (winhotspot || windialogue) {
4437 targetlevel = whichlevel + 1;
4438 if (targetlevel > numchallengelevels - 1)
4443 if (Hotspot::killhotspot) {
4445 targetlevel = whichlevel + 1;
4446 if (targetlevel > numchallengelevels - 1)
4450 if (changedelay > 0 && !Person::players[0]->dead && !won) {
4451 //high scores, awards, win
4453 Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
4456 wonleveltime = leveltime;
4457 Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
4460 Account::saveFile(Folders::getUserSavePath());
4466 if (leveltime < 1) {
4471 Hotspot::killhotspot = 0;
4474 if (!editorenabled && gameon && !mainmenu) {
4475 if (changedelay != -999)
4476 changedelay -= multiplier / 7;
4477 if (Person::players[0]->dead)
4478 targetlevel = whichlevel;
4479 if (loading == 2 && !campaign) {
4482 fireSound(firestartsound);
4484 if (!Person::players[0]->dead && targetlevel != whichlevel)
4485 startbonustotal = bonustotal;
4486 if (Person::players[0]->dead)
4487 Loadlevel(whichlevel);
4489 Loadlevel(targetlevel);
4495 if (loading == 2 && targetlevel == whichlevel) {
4499 fireSound(firestartsound);
4501 Loadlevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
4507 if (changedelay <= -999 &&
4510 (Person::players[0]->dead ||
4511 (alldead && maptype == mapkilleveryone) ||
4513 (Hotspot::killhotspot)))
4515 if ((Person::players[0]->dead ||
4516 (alldead && maptype == mapkilleveryone) ||
4519 (Hotspot::killhotspot)) &&
4521 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
4525 if (Person::players[0]->dead)
4531 // campaignchoosenext determines what to do when the level is complete:
4532 // 0 = load next level
4533 // 1 = go back to level select screen
4534 // 2 = stealthload next level
4535 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
4536 if (campaignlevels[actuallevel].nextlevel.empty())
4538 } else if (mainmenu == 0 && winfreeze) {
4539 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
4541 if (!stealthloading) {
4542 fireSound(firestartsound);
4547 startbonustotal = 0;
4554 if (!firstLoadDone) {
4558 actuallevel = campaignlevels[actuallevel].nextlevel.front();
4559 visibleloading = true;
4561 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
4565 pause_sound(stream_menutheme);
4576 oldmusictype = musictype;
4582 facing = DoRotation(facing, -pitch, 0, 0);
4583 facing = DoRotation(facing, 0, 0 - yaw, 0);
4584 viewerfacing = facing;
4587 if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
4588 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;
4590 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;
4592 if (Person::players[0]->skeleton.free) {
4593 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
4594 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
4595 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
4599 if (Person::players[0]->skeleton.free != 2) {
4601 if (findLengthfast(&Person::players[0]->velocity) > 400) {
4602 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
4604 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
4606 coltarget = target - cameraloc;
4607 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
4610 Normalise(&coltarget);
4611 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
4612 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
4614 cameraloc = cameraloc + coltarget * multiplier * 8;
4618 cameradist += multiplier * 5;
4619 if (cameradist > 2.3)
4621 viewer = cameraloc - facing * cameradist;
4623 coltarget = cameraloc;
4624 Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
4625 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
4626 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
4627 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4629 coltarget = cameraloc;
4630 if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
4633 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
4634 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
4635 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4637 if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4641 cameradist = findDistance(&viewer, &target);
4642 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
4643 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
4644 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
4647 if (camerashake > .8)
4649 woozy += multiplier;
4650 if (Person::players[0]->dead)
4652 if (Person::players[0]->dead)
4654 camerashake -= multiplier * 2;
4655 blackout -= multiplier * 2;
4656 if (camerashake < 0)
4661 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
4662 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
4663 viewer.z += (float)(Random() % 100) * .0005 * camerashake;