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
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");
509 void Game::Loadlevel(const std::string& name, bool tutorial)
511 int indemo; // FIXME this should be removed
517 LOG(std::string("Loading level...") + name);
520 visibleloading = true;
522 visibleloading = false;
529 Tutorial::active = tutorial;
531 if (Tutorial::active) {
534 if (Tutorial::stage == 0) {
535 Tutorial::stagetime = 0;
536 Tutorial::maxtime = 1;
538 pause_sound(whooshsound);
539 pause_sound(stream_firesound);
544 tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" );
546 pause_sound(stream_firesound);
552 //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
554 Dialog::dialogs.clear();
556 Dialog::indialogue = -1;
562 if (Account::hasActive()) {
563 difficulty = Account::active().getDifficulty();
566 Hotspot::hotspots.clear();
567 Hotspot::current = -1;
578 for (unsigned char i = 0; i < 100; i++)
587 numunarmedattack = 0;
598 bonustotal = startbonustotal;
603 emit_sound_np(consolesuccesssound);
608 if (!stealthloading) {
609 terrain.numdecals = 0;
610 Sprite::deleteSprites();
612 for (int i = 0; i < subdivision; i++) {
613 for (int j = 0; j < subdivision; j++) {
614 terrain.patchobjectnum[i][j] = 0;
617 Game::LoadingScreen();
621 Person::players.resize(1);
623 funpackf(tfile, "Bi", &mapvers);
625 cerr << name << " has obsolete map version " << mapvers << endl;
628 funpackf(tfile, "Bi", &indemo);
632 funpackf(tfile, "Bi", &maptype);
634 maptype = mapkilleveryone;
636 funpackf(tfile, "Bi", &hostile);
640 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
646 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
654 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
656 skyboxlightr = skyboxr;
657 skyboxlightg = skyboxg;
658 skyboxlightb = skyboxb;
660 /* 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) */
661 if (stealthloading) {
662 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
664 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);
666 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
667 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
668 Person::players[0]->weaponids[j] = weapons.size();
670 funpackf(tfile, "Bi", &type);
671 weapons.push_back(Weapon(type, 0));
674 Game::LoadingScreen();
676 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
677 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
678 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
679 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
681 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
684 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
686 Person::players[0]->whichskin = 0;
687 Person::players[0]->creature = rabbittype;
690 Person::players[0]->lastattack = -1;
691 Person::players[0]->lastattack2 = -1;
692 Person::players[0]->lastattack3 = -1;
696 Dialog::loadDialogs(tfile);
699 for (int k = 0; k < Person::players[0]->numclothes; k++) {
700 funpackf(tfile, "Bi", &templength);
701 for (int l = 0; l < templength; l++)
702 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
703 Person::players[0]->clothes[k][templength] = '\0';
704 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
707 funpackf(tfile, "Bi", &environment);
709 Object::LoadObjectsFromFile(tfile, stealthloading);
713 funpackf(tfile, "Bi", &numhotspots);
714 if (numhotspots < 0) {
715 cerr << "Map " << name << " have an invalid number of hotspots" << endl;
718 Hotspot::hotspots.resize(numhotspots);
719 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
720 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);
721 funpackf(tfile, "Bi", &templength);
723 for (int l = 0; l < templength; l++)
724 funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
725 Hotspot::hotspots[i].text[templength] = '\0';
726 if (Hotspot::hotspots[i].type == -111)
730 Hotspot::hotspots.clear();
733 Game::LoadingScreen();
735 if (!stealthloading) {
736 Object::ComputeCenter();
737 Object::ComputeRadius();
740 Game::LoadingScreen();
743 funpackf(tfile, "Bi", &numplayers);
744 if (numplayers > maxplayers) {
745 cout << "Warning: this level contains more players than allowed" << endl;
748 for (int i = 1; i < numplayers; i++) {
750 Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
752 } catch (InvalidPersonException e) {
753 cerr << "Invalid Person found in " << name << endl;
756 Game::LoadingScreen();
758 funpackf(tfile, "Bi", &numpathpoints);
759 if (numpathpoints > 30 || numpathpoints < 0)
761 for (int j = 0; j < numpathpoints; j++) {
762 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
763 for (int k = 0; k < numpathpointconnect[j]; k++) {
764 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
767 Game::LoadingScreen();
769 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
772 if (environment != oldenvironment)
773 Setenvironment(environment);
774 oldenvironment = environment;
776 if (!stealthloading) {
777 Object::AddObjectsToTerrain();
779 Game::LoadingScreen();
781 Game::LoadingScreen();
786 for (unsigned i = 0; i < Person::players.size(); i++) {
787 Game::LoadingScreen();
789 Person::players[i]->burnt = 0;
790 Person::players[i]->bled = 0;
791 Person::players[i]->onfire = 0;
792 Person::players[i]->scale = .2;
794 Person::players[i]->creature = rabbittype;
797 Person::players[i]->skeleton.free = 0;
799 Person::players[i]->skeletonLoad();
801 Person::players[i]->addClothes();
804 Person::players[i]->animCurrent = bounceidleanim;
805 Person::players[i]->animTarget = bounceidleanim;
806 Person::players[i]->frameCurrent = 0;
807 Person::players[i]->frameTarget = 1;
808 Person::players[i]->target = 0;
810 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
812 Person::players[i]->speed -= .2;
814 Person::players[i]->speed -= .1;
817 Person::players[i]->velocity = 0;
818 Person::players[i]->oldcoords = Person::players[i]->coords;
819 Person::players[i]->realoldcoords = Person::players[i]->coords;
821 Person::players[i]->id = i;
822 Person::players[i]->updatedelay = 0;
823 Person::players[i]->normalsupdatedelay = 0;
825 Person::players[i]->proportionhead = 1.2;
826 Person::players[i]->proportionbody = 1.05;
827 Person::players[i]->proportionarms = 1.00;
828 Person::players[i]->proportionlegs = 1.1;
829 Person::players[i]->proportionlegs.y = 1.05;
830 Person::players[i]->headless = 0;
831 Person::players[i]->currentoffset = 0;
832 Person::players[i]->targetoffset = 0;
833 if (Person::players[i]->creature == wolftype) {
834 Person::players[i]->scale = .23;
835 Person::players[i]->damagetolerance = 300;
837 Person::players[i]->damagetolerance = 200;
842 Game::LoadingScreen();
845 Person::players[i]->proportionhead.z = 0;
846 Person::players[i]->proportionbody.z = 0;
847 Person::players[i]->proportionarms.z = 0;
848 Person::players[i]->proportionlegs.z = 0;
851 Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
854 Person::players[i]->headmorphness = 0;
855 Person::players[i]->targetheadmorphness = 1;
856 Person::players[i]->headmorphstart = 0;
857 Person::players[i]->headmorphend = 0;
859 Person::players[i]->pausetime = 0;
861 Person::players[i]->dead = 0;
862 Person::players[i]->jumppower = 5;
863 Person::players[i]->damage = 0;
864 Person::players[i]->permanentdamage = 0;
865 Person::players[i]->superpermanentdamage = 0;
867 Person::players[i]->forwardkeydown = 0;
868 Person::players[i]->leftkeydown = 0;
869 Person::players[i]->backkeydown = 0;
870 Person::players[i]->rightkeydown = 0;
871 Person::players[i]->jumpkeydown = 0;
872 Person::players[i]->crouchkeydown = 0;
873 Person::players[i]->throwkeydown = 0;
875 Person::players[i]->collided = -10;
876 Person::players[i]->loaded = 1;
877 Person::players[i]->bloodloss = 0;
878 Person::players[i]->weaponactive = -1;
879 Person::players[i]->weaponstuck = -1;
880 Person::players[i]->bleeding = 0;
881 Person::players[i]->deathbleeding = 0;
882 Person::players[i]->stunned = 0;
883 Person::players[i]->hasvictim = 0;
884 Person::players[i]->wentforweapon = 0;
888 Person::players[0]->aitype = playercontrolled;
890 if (difficulty == 1) {
891 Person::players[0]->power = 1 / .9;
892 Person::players[0]->damagetolerance = 250;
893 } else if (difficulty == 0) {
894 Person::players[0]->power = 1 / .8;
895 Person::players[0]->damagetolerance = 300;
896 Person::players[0]->armorhead *= 1.5;
897 Person::players[0]->armorhigh *= 1.5;
898 Person::players[0]->armorlow *= 1.5;
901 cameraloc = Person::players[0]->coords;
903 yaw = Person::players[0]->yaw;
905 hawkcoords = Person::players[0]->coords;
908 Game::LoadingScreen();
910 LOG("Starting background music...");
912 OPENAL_StopSound(OPENAL_ALL);
914 if (environment == snowyenvironment) {
915 emit_stream_np(stream_wind);
916 } else if (environment == desertenvironment) {
917 emit_stream_np(stream_desertambient);
918 } else if (environment == grassyenvironment) {
919 emit_stream_np(stream_wind, 100.);
922 oldmusicvolume[0] = 0;
923 oldmusicvolume[1] = 0;
924 oldmusicvolume[2] = 0;
925 oldmusicvolume[3] = 0;
932 visibleloading = false;
937 float headprop, bodyprop, armprop, legprop;
942 if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
944 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
945 Person::players[0]->damagetolerance = 200000;
946 Person::players[0]->damage = 0;
947 Person::players[0]->burnt = 0;
948 Person::players[0]->permanentdamage = 0;
949 Person::players[0]->superpermanentdamage = 0;
952 /* Change environment */
953 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
957 Setenvironment(environment);
961 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
962 cameramode = !cameramode;
965 /* Toggle Slow motion */
966 if (Input::isKeyPressed(SDL_SCANCODE_B)) {
972 if (Input::isKeyPressed(SDL_SCANCODE_N)) {
973 Person::players[0]->RagDoll(0);
975 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
978 /* Grow tree leaves?? */
979 if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
980 for (auto& an_object : Object::objects) {
981 if (an_object->type == treeleavestype) {
982 an_object->scale *= .9;
987 /* Change (or add) weapon */
988 if (Input::isKeyPressed(SDL_SCANCODE_X)) {
990 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
991 closest = findClosestPlayer();
995 if (Person::players[closest]->num_weapons > 0) {
996 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
997 weapons[Person::players[closest]->weaponids[0]].setType(staff);
998 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
999 weapons[Person::players[closest]->weaponids[0]].setType(knife);
1001 weapons[Person::players[closest]->weaponids[0]].setType(sword);
1003 Person::players[closest]->weaponids[0] = weapons.size();
1005 weapons.push_back(Weapon(knife, closest));
1007 Person::players[closest]->num_weapons = 1;
1013 if (Input::isKeyDown(SDL_SCANCODE_U)) {
1015 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1016 closest = findClosestPlayer();
1020 Person::players[closest]->yaw += multiplier * 50;
1021 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1026 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
1027 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
1028 if (Person::players[0]->onfire) {
1029 Person::players[0]->CatchFire();
1031 if (!Person::players[0]->onfire) {
1032 emit_sound_at(fireendsound, Person::players[0]->coords);
1033 pause_sound(stream_firesound);
1038 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1040 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1041 closest = findClosestPlayer();
1045 Person::players[closest]->whichskin++;
1046 if (Person::players[closest]->whichskin > 9)
1047 Person::players[closest]->whichskin = 0;
1048 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
1049 Person::players[closest]->whichskin = 0;
1051 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1052 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1055 Person::players[closest]->addClothes();
1058 /* Change creature type */
1059 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1061 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1062 closest = findClosestPlayer();
1066 if (Person::players[closest]->creature == wolftype) {
1067 headprop = Person::players[closest]->proportionhead.x / 1.1;
1068 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1069 armprop = Person::players[closest]->proportionarms.x / 1.1;
1070 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1073 headprop = Person::players[closest]->proportionhead.x / 1.2;
1074 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1075 armprop = Person::players[closest]->proportionarms.x / 1.00;
1076 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1080 if (Person::players[closest]->creature == rabbittype) {
1081 Person::players[closest]->creature = wolftype;
1082 Person::players[closest]->whichskin = 0;
1083 Person::players[closest]->skeletonLoad();
1085 Person::players[closest]->proportionhead = 1.1;
1086 Person::players[closest]->proportionbody = 1.1;
1087 Person::players[closest]->proportionarms = 1.1;
1088 Person::players[closest]->proportionlegs = 1.1;
1089 Person::players[closest]->proportionlegs.y = 1.1;
1090 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1092 Person::players[closest]->damagetolerance = 300;
1094 Person::players[closest]->creature = rabbittype;
1095 Person::players[closest]->whichskin = 0;
1096 Person::players[closest]->skeletonLoad(true);
1098 Person::players[closest]->proportionhead = 1.2;
1099 Person::players[closest]->proportionbody = 1.05;
1100 Person::players[closest]->proportionarms = 1.00;
1101 Person::players[closest]->proportionlegs = 1.1;
1102 Person::players[closest]->proportionlegs.y = 1.05;
1103 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1105 Person::players[closest]->damagetolerance = 200;
1108 if (Person::players[closest]->creature == wolftype) {
1109 Person::players[closest]->proportionhead = 1.1 * headprop;
1110 Person::players[closest]->proportionbody = 1.1 * bodyprop;
1111 Person::players[closest]->proportionarms = 1.1 * armprop;
1112 Person::players[closest]->proportionlegs = 1.1 * legprop;
1115 if (Person::players[closest]->creature == rabbittype) {
1116 Person::players[closest]->proportionhead = 1.2 * headprop;
1117 Person::players[closest]->proportionbody = 1.05 * bodyprop;
1118 Person::players[closest]->proportionarms = 1.00 * armprop;
1119 Person::players[closest]->proportionlegs = 1.1 * legprop;
1120 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1127 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1129 float closestdist = std::numeric_limits<float>::max();
1131 for (unsigned i = 1; i < Person::players.size(); i++) {
1132 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
1133 if (!Person::players[i]->headless)
1134 if (distance < closestdist) {
1135 closestdist = distance;
1140 XYZ flatfacing2, flatvelocity2;
1142 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1143 blah = Person::players[closest]->coords;
1144 XYZ headspurtdirection;
1145 //int i = Person::players[closest]->skeleton.jointlabels[head];
1146 Joint& headjoint = Person::players[closest]->joint(head);
1147 for (unsigned k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
1148 if (!Person::players[closest]->skeleton.free)
1149 flatvelocity2 = Person::players[closest]->velocity;
1150 if (Person::players[closest]->skeleton.free)
1151 flatvelocity2 = headjoint.velocity;
1152 if (!Person::players[closest]->skeleton.free)
1153 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;
1154 if (Person::players[closest]->skeleton.free)
1155 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1156 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1157 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1158 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1159 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1160 Normalise(&headspurtdirection);
1161 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1162 flatvelocity2 += headspurtdirection * 8;
1163 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1165 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1167 emit_sound_at(splattersound, blah);
1168 emit_sound_at(breaksound2, blah, 100.);
1170 if (Person::players[closest]->skeleton.free == 2)
1171 Person::players[closest]->skeleton.free = 0;
1172 Person::players[closest]->RagDoll(0);
1173 Person::players[closest]->dead = 2;
1174 Person::players[closest]->headless = 1;
1175 Person::players[closest]->DoBloodBig(3, 165);
1182 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1183 int closest = findClosestPlayer();
1184 XYZ flatfacing2, flatvelocity2;
1186 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1187 blah = Person::players[closest]->coords;
1188 emit_sound_at(splattersound, blah);
1189 emit_sound_at(breaksound2, blah);
1191 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1192 if (!Person::players[closest]->skeleton.free)
1193 flatvelocity2 = Person::players[closest]->velocity;
1194 if (Person::players[closest]->skeleton.free)
1195 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1196 if (!Person::players[closest]->skeleton.free)
1197 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;
1198 if (Person::players[closest]->skeleton.free)
1199 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1200 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1201 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1202 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1203 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1204 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
1205 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1208 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1209 if (!Person::players[closest]->skeleton.free)
1210 flatvelocity2 = Person::players[closest]->velocity;
1211 if (Person::players[closest]->skeleton.free)
1212 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1213 if (!Person::players[closest]->skeleton.free)
1214 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;
1215 if (Person::players[closest]->skeleton.free)
1216 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1217 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1218 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1219 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1220 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1221 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
1224 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1225 if (!Person::players[closest]->skeleton.free)
1226 flatvelocity2 = Person::players[closest]->velocity;
1227 if (Person::players[closest]->skeleton.free)
1228 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1229 if (!Person::players[closest]->skeleton.free)
1230 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;
1231 if (Person::players[closest]->skeleton.free)
1232 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1233 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1234 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1235 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1236 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1237 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1240 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1241 if (!Person::players[closest]->skeleton.free)
1242 flatvelocity2 = Person::players[closest]->velocity;
1243 if (Person::players[closest]->skeleton.free)
1244 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1245 if (!Person::players[closest]->skeleton.free)
1246 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;
1247 if (Person::players[closest]->skeleton.free)
1248 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1249 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1250 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1251 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1252 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1253 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1257 for (unsigned j = 0; j < Person::players.size(); j++) {
1258 if (int(j) != closest) {
1259 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
1260 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
1261 if (Person::players[j]->skeleton.free == 2)
1262 Person::players[j]->skeleton.free = 1;
1263 Person::players[j]->skeleton.longdead = 0;
1264 Person::players[j]->RagDoll(0);
1265 for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
1266 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
1267 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
1268 flatvelocity2 = temppos - Person::players[closest]->coords;
1269 Normalise(&flatvelocity2);
1270 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
1277 Person::players[closest]->DoDamage(10000);
1278 Person::players[closest]->RagDoll(0);
1279 Person::players[closest]->dead = 2;
1280 Person::players[closest]->coords = 20;
1281 Person::players[closest]->skeleton.free = 2;
1289 if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1290 editorenabled = !editorenabled;
1291 if (editorenabled) {
1292 Person::players[0]->damagetolerance = 100000;
1294 Person::players[0]->damagetolerance = 200;
1296 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
1297 Person::players[0]->permanentdamage = 0;
1298 Person::players[0]->superpermanentdamage = 0;
1299 Person::players[0]->bloodloss = 0;
1300 Person::players[0]->deathbleeding = 0;
1305 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
1307 if (targetlevel > numchallengelevels - 1)
1313 if (editorenabled) {
1314 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1315 int closest = findClosestPlayer();
1317 Person::players.erase(Person::players.begin()+closest);
1321 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1322 int closest = findClosestObject();
1324 Object::objects[closest]->position.y -= 500;
1328 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1329 if (Object::objects.size() < max_objects - 1) {
1331 scenecoords.x = Person::players[0]->coords.x;
1332 scenecoords.z = Person::players[0]->coords.z;
1333 scenecoords.y = Person::players[0]->coords.y - 3;
1334 if (editortype == bushtype)
1335 scenecoords.y = Person::players[0]->coords.y - .5;
1336 if (editortype == firetype)
1337 scenecoords.y = Person::players[0]->coords.y - .5;
1338 float temprotat, temprotat2;
1339 temprotat = editoryaw;
1340 temprotat2 = editorpitch;
1341 if (temprotat < 0 || editortype == bushtype)
1342 temprotat = Random() % 360;
1344 temprotat2 = Random() % 360;
1346 Object::MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
1347 if (editortype == treetrunktype)
1348 Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
1352 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1353 Person::players.push_back(shared_ptr<Person>(new Person()));
1355 Person::players.back()->id = Person::players.size()-1;
1357 Person::players.back()->scale = Person::players[0]->scale;
1358 Person::players.back()->creature = rabbittype;
1359 Person::players.back()->howactive = editoractive;
1361 int k = abs(Random() % 2) + 1;
1363 Person::players.back()->whichskin = 0;
1364 } else if (k == 1) {
1365 Person::players.back()->whichskin = 1;
1367 Person::players.back()->whichskin = 2;
1370 Person::players.back()->skeletonLoad(true);
1372 Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
1373 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
1375 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
1376 Person::players.back()->yaw = Person::players[0]->yaw;
1378 Person::players.back()->coords = Person::players[0]->coords;
1379 Person::players.back()->oldcoords = Person::players.back()->coords;
1380 Person::players.back()->realoldcoords = Person::players.back()->coords;
1382 if (Person::players[0]->creature == wolftype) {
1383 headprop = Person::players[0]->proportionhead.x / 1.1;
1384 bodyprop = Person::players[0]->proportionbody.x / 1.1;
1385 armprop = Person::players[0]->proportionarms.x / 1.1;
1386 legprop = Person::players[0]->proportionlegs.x / 1.1;
1389 headprop = Person::players[0]->proportionhead.x / 1.2;
1390 bodyprop = Person::players[0]->proportionbody.x / 1.05;
1391 armprop = Person::players[0]->proportionarms.x / 1.00;
1392 legprop = Person::players[0]->proportionlegs.x / 1.1;
1395 if (Person::players.back()->creature == wolftype) {
1396 Person::players.back()->proportionhead = 1.1 * headprop;
1397 Person::players.back()->proportionbody = 1.1 * bodyprop;
1398 Person::players.back()->proportionarms = 1.1 * armprop;
1399 Person::players.back()->proportionlegs = 1.1 * legprop;
1402 if (Person::players.back()->creature == rabbittype) {
1403 Person::players.back()->proportionhead = 1.2 * headprop;
1404 Person::players.back()->proportionbody = 1.05 * bodyprop;
1405 Person::players.back()->proportionarms = 1.00 * armprop;
1406 Person::players.back()->proportionlegs = 1.1 * legprop;
1407 Person::players.back()->proportionlegs.y = 1.05 * legprop;
1411 Person::players.back()->proportionhead.z = 0;
1412 Person::players.back()->proportionbody.z = 0;
1413 Person::players.back()->proportionarms.z = 0;
1414 Person::players.back()->proportionlegs.z = 0;
1417 Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
1419 Person::players.back()->damagetolerance = 200;
1421 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
1422 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
1423 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
1424 Person::players.back()->armorhead = Person::players[0]->armorhead;
1425 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
1426 Person::players.back()->armorlow = Person::players[0]->armorlow;
1427 Person::players.back()->metalhead = Person::players[0]->metalhead;
1428 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
1429 Person::players.back()->metallow = Person::players[0]->metallow;
1431 Person::players.back()->immobile = Person::players[0]->immobile;
1433 Person::players.back()->numclothes = Person::players[0]->numclothes;
1434 for (int i = 0; i < Person::players.back()->numclothes; i++) {
1435 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
1436 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
1437 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
1438 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
1440 Person::players.back()->addClothes();
1442 Person::players.back()->power = Person::players[0]->power;
1443 Person::players.back()->speedmult = Person::players[0]->speedmult;
1445 Person::players.back()->loaded = true;
1448 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1449 if (Person::players.back()->numwaypoints < 90) {
1450 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
1451 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
1452 Person::players.back()->numwaypoints++;
1456 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1457 if (numpathpoints < 30) {
1458 bool connected, alreadyconnected;
1460 if (numpathpoints > 1)
1461 for (int i = 0; i < numpathpoints; i++) {
1462 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
1463 alreadyconnected = 0;
1464 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
1465 if (pathpointconnect[pathpointselected][j] == i)
1466 alreadyconnected = 1;
1468 if (!alreadyconnected) {
1469 numpathpointconnect[pathpointselected]++;
1471 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
1477 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
1478 numpathpointconnect[numpathpoints - 1] = 0;
1479 if (numpathpoints > 1 && pathpointselected != -1) {
1480 numpathpointconnect[pathpointselected]++;
1481 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
1483 pathpointselected = numpathpoints - 1;
1488 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
1489 pathpointselected++;
1490 if (pathpointselected >= numpathpoints)
1491 pathpointselected = -1;
1494 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1495 pathpointselected--;
1496 if (pathpointselected <= -2)
1497 pathpointselected = numpathpoints - 1;
1500 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1501 if (pathpointselected != -1) {
1503 pathpoint[pathpointselected] = pathpoint[numpathpoints];
1504 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
1505 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
1506 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
1508 for (int i = 0; i < numpathpoints; i++) {
1509 for (int j = 0; j < numpathpointconnect[i]; j++) {
1510 if (pathpointconnect[i][j] == pathpointselected) {
1511 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
1512 numpathpointconnect[i]--;
1514 if (pathpointconnect[i][j] == numpathpoints) {
1515 pathpointconnect[i][j] = pathpointselected;
1519 pathpointselected = numpathpoints - 1;
1523 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1525 if (editortype == treeleavestype || editortype == 10)
1528 editortype = firetype;
1531 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1533 if (editortype == treeleavestype || editortype == 10)
1535 if (editortype > firetype)
1539 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1540 editoryaw -= multiplier * 100;
1541 if (editoryaw < -.01)
1545 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1546 editoryaw += multiplier * 100;
1549 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1550 editorsize += multiplier;
1553 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1554 editorsize -= multiplier;
1555 if (editorsize < .1)
1560 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1561 mapradius -= multiplier * 10;
1564 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1565 mapradius += multiplier * 10;
1568 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1569 editorpitch += multiplier * 100;
1572 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1573 editorpitch -= multiplier * 100;
1574 if (editorpitch < -.01)
1578 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Object::objects.size() && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1579 int closest = findClosestObject();
1581 Object::DeleteObject(closest);
1587 void doJumpReversals()
1589 for (unsigned k = 0; k < Person::players.size(); k++)
1590 for (unsigned i = k; i < Person::players.size(); i++) {
1593 if ( Person::players[k]->skeleton.free == 0 &&
1594 Person::players[i]->skeleton.oldfree == 0 &&
1595 (Person::players[i]->animTarget == jumpupanim ||
1596 Person::players[k]->animTarget == jumpupanim) &&
1597 (Person::players[i]->aitype == playercontrolled ||
1598 Person::players[k]->aitype == playercontrolled) &&
1599 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
1600 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
1601 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
1602 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
1603 //TODO: refactor two huge similar ifs
1604 if (Person::players[i]->animTarget == jumpupanim &&
1605 Person::players[k]->animTarget != getupfrombackanim &&
1606 Person::players[k]->animTarget != getupfromfrontanim &&
1607 Animation::animations[Person::players[k]->animTarget].height == middleheight &&
1608 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
1609 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
1610 Person::players[k]->aitype != playercontrolled)) {
1611 Person::players[i]->victim = Person::players[k];
1612 Person::players[i]->velocity = 0;
1613 Person::players[i]->animCurrent = jumpreversedanim;
1614 Person::players[i]->animTarget = jumpreversedanim;
1615 Person::players[i]->frameCurrent = 0;
1616 Person::players[i]->frameTarget = 1;
1617 Person::players[i]->targettilt2 = 0;
1618 Person::players[k]->victim = Person::players[i];
1619 Person::players[k]->velocity = 0;
1620 Person::players[k]->animCurrent = jumpreversalanim;
1621 Person::players[k]->animTarget = jumpreversalanim;
1622 Person::players[k]->frameCurrent = 0;
1623 Person::players[k]->frameTarget = 1;
1624 Person::players[k]->targettilt2 = 0;
1625 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
1626 Person::players[i]->animCurrent = rabbitkickreversedanim;
1627 Person::players[i]->animTarget = rabbitkickreversedanim;
1628 Person::players[i]->frameCurrent = 1;
1629 Person::players[i]->frameTarget = 2;
1630 Person::players[k]->animCurrent = rabbitkickreversalanim;
1631 Person::players[k]->animTarget = rabbitkickreversalanim;
1632 Person::players[k]->frameCurrent = 1;
1633 Person::players[k]->frameTarget = 2;
1635 Person::players[i]->target = 0;
1636 Person::players[k]->oldcoords = Person::players[k]->coords;
1637 Person::players[i]->coords = Person::players[k]->coords;
1638 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
1639 Person::players[k]->yaw = Person::players[i]->targetyaw;
1640 if (Person::players[k]->aitype == attacktypecutoff)
1641 Person::players[k]->stunned = .5;
1643 if (Person::players[k]->animTarget == jumpupanim &&
1644 Person::players[i]->animTarget != getupfrombackanim &&
1645 Person::players[i]->animTarget != getupfromfrontanim &&
1646 Animation::animations[Person::players[i]->animTarget].height == middleheight &&
1647 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
1648 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
1649 Person::players[i]->aitype != playercontrolled)) {
1650 Person::players[k]->victim = Person::players[i];
1651 Person::players[k]->velocity = 0;
1652 Person::players[k]->animCurrent = jumpreversedanim;
1653 Person::players[k]->animTarget = jumpreversedanim;
1654 Person::players[k]->frameCurrent = 0;
1655 Person::players[k]->frameTarget = 1;
1656 Person::players[k]->targettilt2 = 0;
1657 Person::players[i]->victim = Person::players[k];
1658 Person::players[i]->velocity = 0;
1659 Person::players[i]->animCurrent = jumpreversalanim;
1660 Person::players[i]->animTarget = jumpreversalanim;
1661 Person::players[i]->frameCurrent = 0;
1662 Person::players[i]->frameTarget = 1;
1663 Person::players[i]->targettilt2 = 0;
1664 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
1665 Person::players[k]->animTarget = rabbitkickreversedanim;
1666 Person::players[k]->animCurrent = rabbitkickreversedanim;
1667 Person::players[i]->animCurrent = rabbitkickreversalanim;
1668 Person::players[i]->animTarget = rabbitkickreversalanim;
1669 Person::players[k]->frameCurrent = 1;
1670 Person::players[k]->frameTarget = 2;
1671 Person::players[i]->frameCurrent = 1;
1672 Person::players[i]->frameTarget = 2;
1674 Person::players[k]->target = 0;
1675 Person::players[i]->oldcoords = Person::players[i]->coords;
1676 Person::players[k]->coords = Person::players[i]->coords;
1677 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
1678 Person::players[i]->yaw = Person::players[k]->targetyaw;
1679 if (Person::players[i]->aitype == attacktypecutoff)
1680 Person::players[i]->stunned = .5;
1687 void doAerialAcrobatics()
1689 static XYZ facing, flatfacing;
1690 for (unsigned k = 0; k < Person::players.size(); k++) {
1691 Person::players[k]->turnspeed = 500;
1693 if ((Person::players[k]->isRun() &&
1694 ((Person::players[k]->targetyaw != rabbitrunninganim &&
1695 Person::players[k]->targetyaw != wolfrunninganim) ||
1696 Person::players[k]->frameTarget == 4)) ||
1697 Person::players[k]->animTarget == removeknifeanim ||
1698 Person::players[k]->animTarget == crouchremoveknifeanim ||
1699 Person::players[k]->animTarget == flipanim ||
1700 Person::players[k]->animTarget == fightsidestep ||
1701 Person::players[k]->animTarget == walkanim) {
1702 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
1706 if (Person::players[k]->isStop() ||
1707 Person::players[k]->isLanding() ||
1708 Person::players[k]->animTarget == staggerbackhighanim ||
1709 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
1710 Person::players[k]->animTarget == staggerbackhardanim ||
1711 Person::players[k]->animTarget == backhandspringanim ||
1712 Person::players[k]->animTarget == dodgebackanim ||
1713 Person::players[k]->animTarget == rollanim ||
1714 (Animation::animations[Person::players[k]->animTarget].attack &&
1715 Person::players[k]->animTarget != rabbitkickanim &&
1716 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
1717 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
1718 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
1721 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
1722 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
1725 Person::players[k]->DoStuff();
1726 if (Person::players[k]->immobile && k != 0)
1727 Person::players[k]->coords = Person::players[k]->realoldcoords;
1729 //if player's position has changed (?)
1730 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
1731 !Person::players[k]->skeleton.free &&
1732 Person::players[k]->animTarget != climbanim &&
1733 Person::players[k]->animTarget != hanganim) {
1734 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
1736 bool tempcollide = 0;
1738 if (Person::players[k]->collide < -.3)
1739 Person::players[k]->collide = -.3;
1740 if (Person::players[k]->collide > 1)
1741 Person::players[k]->collide = 1;
1742 Person::players[k]->collide -= multiplier * 30;
1745 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
1747 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
1748 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1749 if (Object::objects[i]->type != rocktype ||
1750 Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled ||
1751 Object::objects[i]->position.y > Person::players[k]->coords.y) {
1752 lowpoint = Person::players[k]->coords;
1753 if (Person::players[k]->animTarget != jumpupanim &&
1754 Person::players[k]->animTarget != jumpdownanim &&
1755 !Person::players[k]->isFlip())
1759 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
1760 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
1761 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
1762 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1763 flatfacing = lowpoint - Person::players[k]->coords;
1764 Person::players[k]->coords = lowpoint;
1765 Person::players[k]->coords.y -= 1.3;
1766 Person::players[k]->collide = 1;
1769 //TODO: refactor four similar blocks
1770 if (Person::players[k]->aitype == playercontrolled &&
1771 (Person::players[k]->animTarget == jumpupanim ||
1772 Person::players[k]->animTarget == jumpdownanim ||
1773 Person::players[k]->isFlip()) &&
1774 !Person::players[k]->jumptogglekeydown &&
1775 Person::players[k]->jumpkeydown) {
1776 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
1777 XYZ tempcoords1 = lowpoint;
1778 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1779 if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
1780 Person::players[k]->setAnimation(walljumpleftanim);
1781 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1783 pause_sound(whooshsound);
1785 lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
1786 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1787 if (lowpointtarget.z < 0)
1788 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1789 Person::players[k]->targetyaw = Person::players[k]->yaw;
1790 Person::players[k]->lowyaw = Person::players[k]->yaw;
1794 lowpoint = tempcoords1;
1795 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
1796 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1797 if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
1798 Person::players[k]->setAnimation(walljumprightanim);
1799 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1801 pause_sound(whooshsound);
1803 lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
1804 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1805 if (lowpointtarget.z < 0)
1806 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1807 Person::players[k]->targetyaw = Person::players[k]->yaw;
1808 Person::players[k]->lowyaw = Person::players[k]->yaw;
1812 lowpoint = tempcoords1;
1813 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
1814 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1815 if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
1816 Person::players[k]->setAnimation(walljumpbackanim);
1817 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1819 pause_sound(whooshsound);
1821 lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
1822 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1823 if (lowpointtarget.z < 0)
1824 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1825 Person::players[k]->targetyaw = Person::players[k]->yaw;
1826 Person::players[k]->lowyaw = Person::players[k]->yaw;
1830 lowpoint = tempcoords1;
1831 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
1832 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1833 if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
1834 Person::players[k]->setAnimation(walljumpfrontanim);
1835 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1837 pause_sound(whooshsound);
1839 lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
1840 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1841 if (lowpointtarget.z < 0)
1842 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1843 Person::players[k]->yaw += 180;
1844 Person::players[k]->targetyaw = Person::players[k]->yaw;
1845 Person::players[k]->lowyaw = Person::players[k]->yaw;
1854 } else if (Object::objects[i]->type == rocktype) {
1855 lowpoint2 = Person::players[k]->coords;
1856 lowpoint = Person::players[k]->coords;
1858 if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
1859 Person::players[k]->coords = colpoint;
1860 Person::players[k]->collide = 1;
1863 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
1864 //flipped into a rock
1865 if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7)
1866 Person::players[k]->RagDoll(0);
1868 if (Person::players[k]->animTarget == jumpupanim) {
1869 Person::players[k]->jumppower = -4;
1870 Person::players[k]->animTarget = Person::players[k]->getIdle();
1872 Person::players[k]->target = 0;
1873 Person::players[k]->frameTarget = 0;
1874 Person::players[k]->onterrain = 1;
1876 if (Person::players[k]->id == 0) {
1877 pause_sound(whooshsound);
1878 OPENAL_SetVolume(channels[whooshsound], 0);
1882 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
1883 if (Person::players[k]->isFlip())
1884 Person::players[k]->jumppower = -4;
1885 Person::players[k]->animTarget = Person::players[k]->getLanding();
1886 emit_sound_at(landsound, Person::players[k]->coords, 128.);
1888 addEnvSound(Person::players[k]->coords);
1897 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
1898 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1899 lowpoint = Person::players[k]->coords;
1901 if (Object::objects[i]->type != rocktype)
1902 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1903 if (Person::players[k]->animTarget != jumpupanim &&
1904 Person::players[k]->animTarget != jumpdownanim &&
1905 Person::players[k]->onterrain)
1906 Person::players[k]->avoidcollided = 1;
1907 Person::players[k]->coords = lowpoint;
1908 Person::players[k]->coords.y -= 1.35;
1909 Person::players[k]->collide = 1;
1911 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
1912 (Person::players[k]->animCurrent != climbanim &&
1913 Person::players[k]->animCurrent != hanganim &&
1914 !Person::players[k]->isWallJump() ||
1915 Person::players[k]->animTarget == jumpupanim ||
1916 Person::players[k]->animTarget == jumpdownanim)) {
1917 lowpoint = Person::players[k]->coords;
1918 Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
1919 lowpoint = Person::players[k]->coords;
1923 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
1924 lowpointtarget = lowpoint + facing * 1.4;
1925 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1926 if (whichhit != -1) {
1927 lowpoint = Person::players[k]->coords;
1929 lowpointtarget = lowpoint + facing * 1.4;
1930 lowpoint2 = lowpoint;
1931 lowpointtarget2 = lowpointtarget;
1932 lowpoint3 = lowpoint;
1933 lowpointtarget3 = lowpointtarget;
1934 lowpoint4 = lowpoint;
1935 lowpointtarget4 = lowpointtarget;
1936 lowpoint5 = lowpoint;
1937 lowpointtarget5 = lowpointtarget;
1938 lowpoint6 = lowpoint;
1939 lowpointtarget6 = lowpointtarget;
1940 lowpoint7 = lowpoint;
1941 lowpointtarget7 = lowpoint;
1943 lowpointtarget2.x += .1;
1945 lowpointtarget3.z += .1;
1947 lowpointtarget4.x -= .1;
1949 lowpointtarget5.z -= .1;
1950 lowpoint6.y += 45 / 13;
1951 lowpointtarget6.y += 45 / 13;
1952 lowpointtarget6 += facing * .6;
1953 lowpointtarget7.y += 90 / 13;
1954 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1955 if (Object::objects[i]->friction > .5)
1956 if (whichhit != -1) {
1957 if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
1958 Person::players[k]->collided = 1;
1959 if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1)
1960 if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1)
1961 if ( Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
1962 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
1963 Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
1964 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
1965 Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
1966 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
1967 Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
1968 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
1969 for (int j = 0; j < 45; j++) {
1970 lowpoint = Person::players[k]->coords;
1971 lowpoint.y += (float)j / 13;
1972 lowpointtarget = lowpoint + facing * 1.4;
1973 if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
1974 &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
1975 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
1977 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
1978 lowpoint = Person::players[k]->coords;
1979 lowpoint.y += (float)j / 13;
1980 lowpointtarget = lowpoint + facing * 1.3;
1981 flatfacing = Person::players[k]->coords;
1982 Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[k]->yaw, 0) * .01;
1983 Person::players[k]->coords.y = lowpointtarget.y - .07;
1984 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
1986 if (j > 10 || !Person::players[k]->isRun()) {
1987 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
1989 pause_sound(whooshsound);
1991 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
1993 lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
1994 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1995 if (lowpointtarget.z < 0)
1996 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1997 Person::players[k]->targetyaw = Person::players[k]->yaw;
1998 Person::players[k]->lowyaw = Person::players[k]->yaw;
2000 //Person::players[k]->velocity=lowpointtarget*.03;
2001 Person::players[k]->velocity = 0;
2004 if (Person::players[k]->animTarget == jumpupanim) {
2005 Person::players[k]->animTarget = climbanim;
2006 Person::players[k]->jumppower = 0;
2007 Person::players[k]->jumpclimb = 1;
2009 Person::players[k]->transspeed = 6;
2010 Person::players[k]->target = 0;
2011 Person::players[k]->frameTarget = 1;
2014 Person::players[k]->setAnimation(hanganim);
2015 Person::players[k]->jumppower = 0;
2027 if (Person::players[k]->collide <= 0) {
2029 if (!Person::players[k]->onterrain &&
2030 Person::players[k]->animTarget != jumpupanim &&
2031 Person::players[k]->animTarget != jumpdownanim &&
2032 Person::players[k]->animTarget != climbanim &&
2033 Person::players[k]->animTarget != hanganim &&
2034 !Person::players[k]->isWallJump() &&
2035 !Person::players[k]->isFlip()) {
2036 if (Person::players[k]->animCurrent != climbanim &&
2037 Person::players[k]->animCurrent != tempanim &&
2038 Person::players[k]->animTarget != backhandspringanim &&
2039 (Person::players[k]->animTarget != rollanim ||
2040 Person::players[k]->frameTarget < 2 ||
2041 Person::players[k]->frameTarget > 6)) {
2042 //stagger off ledge (?)
2043 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
2044 Person::players[k]->RagDoll(0);
2045 Person::players[k]->setAnimation(jumpdownanim);
2048 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2051 Person::players[k]->velocity.y += gravity;
2055 Person::players[k]->realoldcoords = Person::players[k]->coords;
2061 static int randattack;
2062 static bool playerrealattackkeydown = 0;
2064 if (!Input::isKeyDown(attackkey))
2067 Person::players[0]->attackkeydown = 0;
2069 playerrealattackkeydown = 0;
2071 playerrealattackkeydown = Input::isKeyDown(attackkey);
2072 if ((Person::players[0]->parriedrecently <= 0 ||
2073 Person::players[0]->weaponactive == -1) &&
2076 Person::players[0]->lastattack != swordslashanim &&
2077 Person::players[0]->lastattack != knifeslashstartanim &&
2078 Person::players[0]->lastattack != staffhitanim &&
2079 Person::players[0]->lastattack != staffspinhitanim)))
2080 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2081 if (Input::isKeyDown(attackkey) &&
2083 !Person::players[0]->backkeydown) {
2084 for (unsigned k = 0; k < Person::players.size(); k++) {
2085 if ((Person::players[k]->animTarget == swordslashanim ||
2086 Person::players[k]->animTarget == staffhitanim ||
2087 Person::players[k]->animTarget == staffspinhitanim) &&
2088 Person::players[0]->animCurrent != dodgebackanim &&
2089 !Person::players[k]->skeleton.free)
2090 Person::players[k]->Reverse();
2094 if (!hostile || Dialog::inDialog())
2095 Person::players[0]->attackkeydown = 0;
2097 for (unsigned k = 0; k < Person::players.size(); k++) {
2098 if (Dialog::inDialog())
2099 Person::players[k]->attackkeydown = 0;
2100 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2101 if (Person::players[k]->aitype != playercontrolled)
2102 Person::players[k]->victim = Person::players[0];
2103 //attack key pressed
2104 if (Person::players[k]->attackkeydown) {
2106 if (Person::players[k]->backkeydown &&
2107 Person::players[k]->animTarget != backhandspringanim &&
2108 (Person::players[k]->isIdle() ||
2109 Person::players[k]->isStop() ||
2110 Person::players[k]->isRun() ||
2111 Person::players[k]->animTarget == walkanim)) {
2112 if (Person::players[k]->jumppower <= 1) {
2113 Person::players[k]->jumppower -= 2;
2115 for (unsigned i = 0; i < Person::players.size(); i++) {
2118 if (Person::players[i]->animTarget == swordslashanim ||
2119 Person::players[i]->animTarget == knifeslashstartanim ||
2120 Person::players[i]->animTarget == staffhitanim ||
2121 Person::players[i]->animTarget == staffspinhitanim)
2122 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2123 Person::players[k]->setAnimation(dodgebackanim);
2124 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2125 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2128 if (Person::players[k]->animTarget != dodgebackanim) {
2131 Person::players[k]->setAnimation(backhandspringanim);
2132 Person::players[k]->targetyaw = -yaw + 180;
2133 if (Person::players[k]->leftkeydown)
2134 Person::players[k]->targetyaw -= 45;
2135 if (Person::players[k]->rightkeydown)
2136 Person::players[k]->targetyaw += 45;
2137 Person::players[k]->yaw = Person::players[k]->targetyaw;
2138 Person::players[k]->jumppower -= 2;
2143 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2144 !Person::players[k]->backkeydown &&
2145 (Person::players[k]->isIdle() ||
2146 Person::players[k]->isRun() ||
2147 Person::players[k]->animTarget == walkanim ||
2148 Person::players[k]->animTarget == sneakanim ||
2149 Person::players[k]->isCrouch())) {
2150 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2151 //normal attacks (?)
2152 Person::players[k]->hasvictim = 0;
2153 if (Person::players.size() > 1)
2154 for (unsigned i = 0; i < Person::players.size(); i++) {
2155 if (i == k || !(k == 0 || i == 0))
2157 if (!Person::players[k]->hasvictim)
2158 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2160 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2161 if (distance < 4.5 &&
2162 !Person::players[i]->skeleton.free &&
2163 Person::players[i]->howactive < typedead1 &&
2164 Person::players[i]->animTarget != jumpreversedanim &&
2165 Person::players[i]->animTarget != rabbitkickreversedanim &&
2166 Person::players[i]->animTarget != rabbitkickanim &&
2167 Person::players[k]->animTarget != rabbitkickanim &&
2168 Person::players[i]->animTarget != getupfrombackanim &&
2169 (Person::players[i]->animTarget != staggerbackhighanim &&
2170 (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2171 Person::players[i]->animTarget != jumpdownanim &&
2172 Person::players[i]->animTarget != jumpupanim &&
2173 Person::players[i]->animTarget != getupfromfrontanim) {
2174 Person::players[k]->victim = Person::players[i];
2175 Person::players[k]->hasvictim = 1;
2176 if (Person::players[k]->aitype == playercontrolled) { //human player
2178 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2179 Person::players[k]->crouchkeydown &&
2180 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2181 Person::players[k]->animTarget = sweepanim;
2183 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2184 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2185 !Person::players[k]->forwardkeydown &&
2186 !Person::players[k]->leftkeydown &&
2187 !Person::players[k]->rightkeydown &&
2188 !Person::players[k]->crouchkeydown &&
2191 Person::players[k]->animTarget = winduppunchanim;
2193 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2194 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2195 !Person::players[k]->forwardkeydown &&
2196 !Person::players[k]->leftkeydown &&
2197 !Person::players[k]->rightkeydown &&
2198 !Person::players[k]->crouchkeydown &&
2200 Person::players[k]->animTarget = upunchanim;
2202 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2203 Person::players[i]->staggerdelay > 0 &&
2204 attackweapon == knife &&
2205 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
2206 Person::players[k]->animTarget = knifefollowanim;
2208 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2209 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2210 !Person::players[k]->forwardkeydown &&
2211 !Person::players[k]->leftkeydown &&
2212 !Person::players[k]->rightkeydown &&
2213 !Person::players[k]->crouchkeydown &&
2214 attackweapon == knife &&
2215 Person::players[k]->weaponmissdelay <= 0)
2216 Person::players[k]->animTarget = knifeslashstartanim;
2218 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2219 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2220 !Person::players[k]->crouchkeydown &&
2221 attackweapon == sword &&
2222 Person::players[k]->weaponmissdelay <= 0)
2223 Person::players[k]->animTarget = swordslashanim;
2225 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2226 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2227 !Person::players[k]->crouchkeydown &&
2228 attackweapon == staff &&
2229 Person::players[k]->weaponmissdelay <= 0 &&
2230 !Person::players[k]->leftkeydown &&
2231 !Person::players[k]->rightkeydown &&
2232 !Person::players[k]->forwardkeydown)
2233 Person::players[k]->animTarget = staffhitanim;
2235 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2236 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2237 !Person::players[k]->crouchkeydown &&
2238 attackweapon == staff &&
2239 Person::players[k]->weaponmissdelay <= 0)
2240 Person::players[k]->animTarget = staffspinhitanim;
2242 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2243 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2244 Person::players[k]->animTarget = spinkickanim;
2246 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2247 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2248 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
2249 Person::players[k]->animTarget = lowkickanim;
2250 } else { //AI player
2251 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
2252 randattack = abs(Random() % 5);
2253 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
2255 if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
2256 Person::players[k]->animTarget = sweepanim;
2258 else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2260 Person::players[k]->animTarget = upunchanim;
2262 else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
2263 Person::players[k]->animTarget = spinkickanim;
2265 else if (Animation::animations[Person::players[i]->animTarget].height == lowheight)
2266 Person::players[k]->animTarget = lowkickanim;
2270 if ((!Tutorial::active || !attackweapon) &&
2271 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2273 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2274 Person::players[k]->animTarget = sweepanim;
2276 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2277 attackweapon == knife &&
2278 Person::players[k]->weaponmissdelay <= 0)
2279 Person::players[k]->animTarget = knifeslashstartanim;
2281 else if (!(Person::players[0]->victim == Person::players[i] &&
2282 Person::players[0]->hasvictim &&
2283 Person::players[0]->animTarget == swordslashanim) &&
2284 attackweapon == sword &&
2285 Person::players[k]->weaponmissdelay <= 0)
2286 Person::players[k]->animTarget = swordslashanim;
2288 else if (!(Person::players[0]->victim == Person::players[i] &&
2289 Person::players[0]->hasvictim &&
2290 Person::players[0]->animTarget == swordslashanim) &&
2291 attackweapon == staff &&
2292 Person::players[k]->weaponmissdelay <= 0 &&
2294 Person::players[k]->animTarget = staffhitanim;
2296 else if (!(Person::players[0]->victim == Person::players[i] &&
2297 Person::players[0]->hasvictim &&
2298 Person::players[0]->animTarget == swordslashanim) &&
2299 attackweapon == staff &&
2300 Person::players[k]->weaponmissdelay <= 0 &&
2302 Person::players[k]->animTarget = staffspinhitanim;
2304 else if ((!Tutorial::active || !attackweapon) &&
2305 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2307 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2308 Person::players[k]->animTarget = spinkickanim;
2310 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2311 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2312 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
2313 Person::players[k]->animTarget = lowkickanim;
2317 //upunch becomes wolfslap
2318 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
2319 Person::players[k]->animTarget = wolfslapanim;
2322 if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
2323 Person::players[i]->howactive < typedead1 &&
2324 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2325 !Person::players[i]->skeleton.free &&
2326 Person::players[i]->animTarget != getupfrombackanim &&
2327 Person::players[i]->animTarget != getupfromfrontanim &&
2328 (Person::players[i]->surprised > 0 ||
2329 Person::players[i]->aitype == passivetype ||
2330 attackweapon && Person::players[i]->stunned > 0) &&
2331 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
2333 if (!attackweapon) {
2334 Person::players[k]->animCurrent = sneakattackanim;
2335 Person::players[k]->animTarget = sneakattackanim;
2336 Person::players[i]->animCurrent = sneakattackedanim;
2337 Person::players[i]->animTarget = sneakattackedanim;
2338 Person::players[k]->oldcoords = Person::players[k]->coords;
2339 Person::players[k]->coords = Person::players[i]->coords;
2342 if (attackweapon == knife) {
2343 Person::players[k]->animCurrent = knifesneakattackanim;
2344 Person::players[k]->animTarget = knifesneakattackanim;
2345 Person::players[i]->animCurrent = knifesneakattackedanim;
2346 Person::players[i]->animTarget = knifesneakattackedanim;
2347 Person::players[i]->oldcoords = Person::players[i]->coords;
2348 Person::players[i]->coords = Person::players[k]->coords;
2351 if (attackweapon == sword) {
2352 Person::players[k]->animCurrent = swordsneakattackanim;
2353 Person::players[k]->animTarget = swordsneakattackanim;
2354 Person::players[i]->animCurrent = swordsneakattackedanim;
2355 Person::players[i]->animTarget = swordsneakattackedanim;
2356 Person::players[i]->oldcoords = Person::players[i]->coords;
2357 Person::players[i]->coords = Person::players[k]->coords;
2359 if (attackweapon != staff) {
2360 Person::players[k]->victim = Person::players[i];
2361 Person::players[k]->hasvictim = 1;
2362 Person::players[i]->targettilt2 = 0;
2363 Person::players[i]->frameTarget = 1;
2364 Person::players[i]->frameCurrent = 0;
2365 Person::players[i]->target = 0;
2366 Person::players[i]->velocity = 0;
2367 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2368 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2369 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2370 Person::players[k]->target = Person::players[i]->target;
2371 Person::players[k]->velocity = 0;
2372 Person::players[k]->targetyaw = Person::players[i]->yaw;
2373 Person::players[k]->yaw = Person::players[i]->yaw;
2374 Person::players[i]->targetyaw = Person::players[i]->yaw;
2377 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2378 Person::players[k]->victim == Person::players[i] &&
2379 (!Person::players[i]->skeleton.free)) {
2381 Person::players[k]->frameTarget = 0;
2382 Person::players[k]->target = 0;
2384 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2385 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2386 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2387 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2388 Person::players[k]->lastattack = Person::players[k]->animTarget;
2390 if (Person::players[k]->animTarget == knifefollowanim &&
2391 Person::players[k]->victim == Person::players[i]) {
2393 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2394 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2395 Person::players[k]->victim = Person::players[i];
2396 Person::players[k]->hasvictim = 1;
2397 Person::players[i]->animTarget = knifefollowedanim;
2398 Person::players[i]->animCurrent = knifefollowedanim;
2399 Person::players[i]->targettilt2 = 0;
2400 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
2401 Person::players[i]->frameTarget = 1;
2402 Person::players[i]->frameCurrent = 0;
2403 Person::players[i]->target = 0;
2404 Person::players[i]->velocity = 0;
2405 Person::players[k]->animCurrent = knifefollowanim;
2406 Person::players[k]->animTarget = knifefollowanim;
2407 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2408 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2409 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2410 Person::players[k]->target = Person::players[i]->target;
2411 Person::players[k]->velocity = 0;
2412 Person::players[k]->oldcoords = Person::players[k]->coords;
2413 Person::players[i]->coords = Person::players[k]->coords;
2414 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2415 Person::players[i]->yaw = Person::players[k]->targetyaw;
2416 Person::players[k]->yaw = Person::players[k]->targetyaw;
2417 Person::players[i]->yaw = Person::players[k]->targetyaw;
2421 const bool hasstaff = attackweapon == staff;
2422 if (k == 0 && Person::players.size() > 1)
2423 for (unsigned i = 0; i < Person::players.size(); i++) {
2426 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
2427 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
2428 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2429 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
2430 if (Person::players[i]->skeleton.free)
2431 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
2432 (Person::players[i]->dead ||
2433 Person::players[i]->skeleton.longdead > 1000 ||
2434 Person::players[k]->isRun() ||
2437 (Person::players[i]->skeleton.longdead > 2000 ||
2438 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
2439 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
2440 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
2441 Person::players[k]->victim = Person::players[i];
2442 Person::players[k]->hasvictim = 1;
2443 if (attackweapon && !Tutorial::active) {
2445 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
2446 Person::players[k]->animTarget = crouchstabanim;
2448 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
2449 Person::players[k]->animTarget = swordgroundstabanim;
2451 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
2452 Person::players[k]->animTarget = staffgroundsmashanim;
2454 if (distance < 2.5 &&
2455 Person::players[k]->crouchkeydown &&
2456 Person::players[k]->animTarget != crouchstabanim &&
2458 Person::players[i]->dead &&
2459 Person::players[i]->skeleton.free &&
2460 Person::players[i]->skeleton.longdead > 1000) {
2461 Person::players[k]->animTarget = killanim;
2462 //TODO: refactor this out, what does it do?
2463 for (int j = 0; j < terrain.numdecals; j++) {
2464 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
2465 terrain.decalalivetime[j] < 2)
2466 terrain.DeleteDecal(j);
2468 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2469 if (Object::objects[l]->model.type == decalstype)
2470 for (int j = 0; j < Object::objects[l]->model.numdecals; j++) {
2471 if ((Object::objects[l]->model.decaltype[j] == blooddecal ||
2472 Object::objects[l]->model.decaltype[j] == blooddecalslow) &&
2473 Object::objects[l]->model.decalalivetime[j] < 2)
2474 Object::objects[l]->model.DeleteDecal(j);
2478 if (!Person::players[i]->dead || musictype != 2)
2479 if (distance < 3.5 &&
2480 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
2481 Person::players[k]->staggerdelay <= 0 &&
2482 (Person::players[i]->dead ||
2483 Person::players[i]->skeleton.longdead < 300 &&
2484 Person::players[k]->lastattack != spinkickanim &&
2485 Person::players[i]->skeleton.free) &&
2486 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
2487 Person::players[k]->animTarget = dropkickanim;
2488 for (int j = 0; j < terrain.numdecals; j++) {
2489 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
2490 terrain.decalalivetime[j] < 2) {
2491 terrain.DeleteDecal(j);
2494 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2495 if (Object::objects[l]->model.type == decalstype)
2496 for (int j = 0; j < Object::objects[l]->model.numdecals; j++) {
2497 if ((Object::objects[l]->model.decaltype[j] == blooddecal ||
2498 Object::objects[l]->model.decaltype[j] == blooddecalslow) &&
2499 Object::objects[l]->model.decalalivetime[j] < 2) {
2500 Object::objects[l]->model.DeleteDecal(j);
2506 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2507 Person::players[k]->victim == Person::players[i] &&
2508 (!Person::players[i]->skeleton.free ||
2509 Person::players[k]->animTarget == killanim ||
2510 Person::players[k]->animTarget == crouchstabanim ||
2511 Person::players[k]->animTarget == swordgroundstabanim ||
2512 Person::players[k]->animTarget == staffgroundsmashanim ||
2513 Person::players[k]->animTarget == dropkickanim)) {
2515 Person::players[k]->frameTarget = 0;
2516 Person::players[k]->target = 0;
2518 XYZ targetpoint = Person::players[i]->coords;
2519 if (Person::players[k]->animTarget == crouchstabanim ||
2520 Person::players[k]->animTarget == swordgroundstabanim ||
2521 Person::players[k]->animTarget == staffgroundsmashanim) {
2522 targetpoint += (Person::players[i]->jointPos(abdomen) +
2523 Person::players[i]->jointPos(neck)) / 2 *
2524 Person::players[i]->scale;
2526 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
2527 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
2529 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
2530 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
2533 if (Person::players[k]->animTarget == staffgroundsmashanim)
2534 Person::players[k]->targettilt2 += 10;
2536 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2537 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2538 Person::players[k]->lastattack = Person::players[k]->animTarget;
2540 if (Person::players[k]->animTarget == swordgroundstabanim) {
2541 Person::players[k]->targetyaw += 30;
2546 if (!Person::players[k]->hasvictim) {
2548 for (unsigned i = 0; i < Person::players.size(); i++) {
2549 if (i == k || !(i == 0 || k == 0))
2551 if (!Person::players[i]->skeleton.free) {
2552 if (Person::players[k]->hasvictim) {
2553 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
2554 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
2555 Person::players[k]->victim = Person::players[i];
2557 Person::players[k]->victim = Person::players[i];
2558 Person::players[k]->hasvictim = 1;
2563 if (Person::players[k]->aitype == playercontrolled)
2565 if (Person::players[k]->attackkeydown &&
2566 Person::players[k]->isRun() &&
2567 Person::players[k]->wasRun() &&
2568 ((Person::players[k]->hasvictim &&
2569 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
2570 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
2571 !Person::players[k]->victim->skeleton.free &&
2572 Person::players[k]->victim->animTarget != getupfrombackanim &&
2573 Person::players[k]->victim->animTarget != getupfromfrontanim &&
2574 Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
2575 Person::players[k]->aitype != playercontrolled && //wat???
2576 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
2577 Person::players[k]->rabbitkickenabled) ||
2578 Person::players[k]->jumpkeydown)) {
2580 Person::players[k]->setAnimation(rabbitkickanim);
2583 if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
2585 switch (attackweapon) {
2606 void doPlayerCollisions()
2608 static XYZ rotatetarget;
2609 static float collisionradius;
2610 if (Person::players.size() > 1)
2611 for (unsigned k = 0; k < Person::players.size(); k++)
2612 for (unsigned i = k + 1; i < Person::players.size(); i++) {
2613 //neither player is part of a reversal
2614 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
2615 Animation::animations[Person::players[i]->animTarget].attack != reversal &&
2616 Animation::animations[Person::players[k]->animTarget].attack != reversed &&
2617 Animation::animations[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
2618 if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
2619 Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
2620 Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
2621 Animation::animations[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
2622 //neither is sleeping
2623 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
2624 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
2625 //in same patch, neither is climbing
2626 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
2627 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
2628 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
2629 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
2630 Person::players[i]->animTarget != climbanim &&
2631 Person::players[i]->animTarget != hanganim &&
2632 Person::players[k]->animTarget != climbanim &&
2633 Person::players[k]->animTarget != hanganim)
2634 //players are close (bounding box test)
2635 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
2636 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
2637 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
2638 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
2639 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
2640 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
2641 //spread fire from player to player
2642 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
2643 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2644 if (Person::players[i]->onfire || Person::players[k]->onfire) {
2645 if (!Person::players[i]->onfire)
2646 Person::players[i]->CatchFire();
2647 if (!Person::players[k]->onfire)
2648 Person::players[k]->CatchFire();
2652 XYZ tempcoords1 = Person::players[i]->coords;
2653 XYZ tempcoords2 = Person::players[k]->coords;
2654 if (!Person::players[i]->skeleton.oldfree)
2655 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
2656 if (!Person::players[k]->skeleton.oldfree)
2657 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
2658 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2659 if (Person::players[0]->hasvictim)
2660 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
2661 collisionradius = 3;
2662 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
2663 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
2664 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
2665 //jump down on a dead body
2666 if (k == 0 || i == 0) {
2668 if (Person::players[0]->animTarget == jumpdownanim &&
2669 !Person::players[0]->skeleton.oldfree &&
2670 !Person::players[0]->skeleton.free &&
2671 Person::players[l]->skeleton.oldfree &&
2672 Person::players[l]->skeleton.free &&
2673 Person::players[l]->dead &&
2674 Person::players[0]->lastcollide <= 0 &&
2675 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
2676 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
2677 Person::players[0]->coords.y = Person::players[l]->coords.y;
2678 Person::players[l]->velocity = Person::players[0]->velocity;
2679 Person::players[l]->skeleton.free = 0;
2680 Person::players[l]->yaw = 0;
2681 Person::players[l]->RagDoll(0);
2682 Person::players[l]->DoDamage(20);
2684 Person::players[l]->skeleton.longdead = 0;
2685 Person::players[0]->lastcollide = 1;
2689 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
2690 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
2691 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
2692 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
2693 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
2694 Person::players[i]->skeleton.free) &&
2695 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
2696 Person::players[k]->skeleton.free))
2697 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
2698 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
2699 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
2701 k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
2702 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
2703 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
2704 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
2705 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
2707 if ( (i != 0 || Person::players[i]->skeleton.free) &&
2708 (k != 0 || Person::players[k]->skeleton.free) ||
2709 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
2710 Animation::animations[Person::players[k]->animTarget].height == highheight)) {
2711 if (!Tutorial::active) {
2712 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
2715 Person::players[i]->RagDoll(0);
2716 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
2717 award_bonus(0, aimbonus);
2719 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
2720 Person::players[k]->RagDoll(0);
2721 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
2722 award_bonus(0, aimbonus); // Huh, again?
2724 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
2726 for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
2727 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
2729 for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
2730 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
2735 if ( (Animation::animations[Person::players[i]->animTarget].attack == neutral ||
2736 Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
2737 (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
2738 Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
2740 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
2741 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2742 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
2743 Normalise(&rotatetarget);
2744 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
2745 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
2746 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2747 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2748 if (Person::players[k]->howactive == typeactive || hostile)
2749 if (Person::players[k]->isIdle()) {
2750 if (Person::players[k]->howactive < typesleeping)
2751 Person::players[k]->setAnimation(Person::players[k]->getStop());
2752 else if (Person::players[k]->howactive == typesleeping)
2753 Person::players[k]->setAnimation(getupfromfrontanim);
2755 Person::players[k]->howactive = typeactive;
2757 if (Person::players[i]->howactive == typeactive || hostile)
2758 if (Person::players[i]->isIdle()) {
2759 if (Person::players[i]->howactive < typesleeping)
2760 Person::players[i]->setAnimation(Person::players[k]->getStop());
2762 Person::players[i]->setAnimation(getupfromfrontanim);
2764 Person::players[i]->howactive = typeactive;
2767 //jump down on player
2769 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
2770 !Person::players[i]->isCrouch() &&
2771 Person::players[i]->animTarget != rollanim &&
2772 !Person::players[k]->skeleton.oldfree && !
2773 Person::players[k]->skeleton.free &&
2774 Person::players[k]->lastcollide <= 0 &&
2775 Person::players[k]->velocity.y < -10) {
2776 Person::players[i]->velocity = Person::players[k]->velocity;
2777 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
2778 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
2779 Person::players[i]->DoDamage(20);
2780 Person::players[i]->RagDoll(0);
2781 Person::players[k]->lastcollide = 1;
2782 award_bonus(k, AboveBonus);
2784 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
2785 !Person::players[k]->isCrouch() &&
2786 Person::players[k]->animTarget != rollanim &&
2787 !Person::players[i]->skeleton.oldfree &&
2788 !Person::players[i]->skeleton.free &&
2789 Person::players[i]->lastcollide <= 0 &&
2790 Person::players[i]->velocity.y < -10) {
2791 Person::players[k]->velocity = Person::players[i]->velocity;
2792 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
2793 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
2794 Person::players[k]->DoDamage(20);
2795 Person::players[k]->RagDoll(0);
2796 Person::players[i]->lastcollide = 1;
2797 award_bonus(i, AboveBonus);
2803 Person::players[i]->CheckKick();
2804 Person::players[k]->CheckKick();
2812 static XYZ facing, flatfacing;
2817 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
2818 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
2819 stereoreverse = true;
2821 stereoreverse = false;
2824 printf("Stereo reversed\n");
2826 printf("Stereo unreversed\n");
2829 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
2830 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
2831 stereoseparation -= 0.001;
2833 stereoseparation -= 0.010;
2834 printf("Stereo decreased increased to %f\n", stereoseparation);
2837 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
2838 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
2839 stereoseparation += 0.001;
2841 stereoseparation += 0.010;
2842 printf("Stereo separation increased to %f\n", stereoseparation);
2846 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && Tutorial::active) {
2847 if (Tutorial::stage != 51) {
2848 Tutorial::stagetime = Tutorial::maxtime;
2850 emit_sound_np(consolefailsound, 128.);
2854 Values of mainmenu :
2856 2 Menu pause (resume/end game)
2858 4 Controls configuration menu
2859 5 Main game menu (choose level or challenge)
2860 6 Deleting user menu
2861 7 User managment menu (select/add)
2862 8 Choose difficulty menu
2863 9 Challenge level selection menu
2864 10 End of the campaign congratulation (is that really a menu?)
2865 11 Same that 9 ??? => unused
2866 18 stereo configuration
2871 if (mainmenu && endgame == 1)
2873 //go to level select after completing a campaign level
2874 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
2881 OPENAL_SetFrequency(OPENAL_ALL);
2882 emit_stream_np(stream_menutheme);
2883 pause_sound(leveltheme);
2887 //escape key pressed
2888 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
2889 (gameon || mainmenu == 0)) {
2891 if (mainmenu == 0 && !winfreeze)
2892 mainmenu = 2; //pause
2893 else if (mainmenu == 1 || mainmenu == 2) {
2894 mainmenu = 0; //unpause
2897 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
2898 OPENAL_SetFrequency(OPENAL_ALL);
2899 emit_stream_np(stream_menutheme);
2900 pause_sound(leveltheme);
2902 //on resume, play level music
2904 pause_sound(stream_menutheme);
2905 resume_stream(leveltheme);
2916 hostiletime += multiplier;
2920 leveltime += multiplier;
2923 if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && devtools) {
2926 OPENAL_SetFrequency(OPENAL_ALL);
2930 if (Input::isKeyPressed(consolekey) && devtools) {
2933 OPENAL_SetFrequency(OPENAL_ALL);
2942 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
2943 inputText(consoletext[0], &consoleselected);
2945 if (!consoletext[0].empty()) {
2946 cmd_dispatch(consoletext[0]);
2947 for (int k = 14; k >= 1; k--) {
2948 consoletext[k] = consoletext[k - 1];
2950 consoletext[0].clear();
2951 consoleselected = 0;
2955 consoleblinkdelay -= multiplier;
2956 if (consoleblinkdelay <= 0) {
2957 consoleblinkdelay = .3;
2958 consoleblink = !consoleblink;
2962 static int oldwinfreeze;
2963 if (winfreeze && !oldwinfreeze) {
2964 OPENAL_SetFrequency(OPENAL_ALL);
2965 emit_sound_np(consolesuccesssound);
2968 oldwinfreeze = winfreeze;
2972 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
2975 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
2979 } else if (winfreeze) {
2987 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
2990 static float talkdelay = 0;
2992 if (Dialog::inDialog())
2994 talkdelay -= multiplier;
2996 if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
2997 for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
2998 Dialog::dialogs[i].tick(i);
3002 windvar += multiplier;
3003 smoketex += multiplier;
3004 Tutorial::stagetime += multiplier;
3007 static float hotspotvisual[40];
3008 if (Hotspot::hotspots.size()) {
3010 if (editorenabled) {
3011 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3012 hotspotvisual[i] -= multiplier / 320;
3016 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3017 while (hotspotvisual[i] < 0) {
3019 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
3020 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
3021 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
3022 hotspotsprite += Hotspot::hotspots[i].position;
3023 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
3024 hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
3028 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3029 if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
3030 Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
3036 if (Tutorial::active) {
3037 Tutorial::Do(multiplier);
3041 if (!Tutorial::active) {
3042 if (bonustime == 0 &&
3043 bonus != solidhit &&
3044 bonus != spinecrusher &&
3045 bonus != tracheotomy &&
3046 bonus != backstab &&
3048 emit_sound_np(consolesuccesssound);
3050 } else if (bonustime == 0) {
3051 emit_sound_np(fireendsound);
3053 if (bonustime == 0) {
3054 if (bonus != solidhit &&
3055 bonus != twoxcombo &&
3056 bonus != threexcombo &&
3057 bonus != fourxcombo &&
3061 bonusnum[bonus] += 0.15;
3062 if (Tutorial::active)
3064 bonusvalue /= bonusnum[bonus];
3065 bonustotal += bonusvalue;
3067 bonustime += multiplier;
3070 if (environment == snowyenvironment) {
3071 precipdelay -= multiplier;
3072 while (precipdelay < 0) {
3076 XYZ footvel, footpoint;
3079 footpoint = viewer + viewerfacing * 6;
3080 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
3081 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
3082 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
3083 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
3088 doAerialAcrobatics();
3091 static XYZ oldviewer;
3094 if (!Dialog::inDialog()) {
3095 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
3096 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
3097 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
3098 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
3099 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
3100 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
3101 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
3102 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
3104 Person::players[0]->forwardkeydown = 0;
3105 Person::players[0]->leftkeydown = 0;
3106 Person::players[0]->backkeydown = 0;
3107 Person::players[0]->rightkeydown = 0;
3108 Person::players[0]->jumpkeydown = 0;
3109 Person::players[0]->crouchkeydown = 0;
3110 Person::players[0]->drawkeydown = 0;
3111 Person::players[0]->throwkeydown = 0;
3114 if (!Person::players[0]->jumpkeydown)
3115 Person::players[0]->jumpclimb = 0;
3118 if (Dialog::inDialog()) {
3120 if (Dialog::directing) {
3124 facing = DoRotation(facing, -pitch, 0, 0);
3125 facing = DoRotation(facing, 0, 0 - yaw, 0);
3130 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
3132 if (Input::isKeyDown(forwardkey))
3133 viewer += facing * multiplier * 4;
3134 if (Input::isKeyDown(backkey))
3135 viewer -= facing * multiplier * 4;
3136 if (Input::isKeyDown(leftkey))
3137 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
3138 if (Input::isKeyDown(rightkey))
3139 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
3140 if (Input::isKeyDown(jumpkey))
3141 viewer.y += multiplier * 4;
3142 if (Input::isKeyDown(crouchkey))
3143 viewer.y -= multiplier * 4;
3144 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
3145 Input::isKeyPressed(SDL_SCANCODE_2) ||
3146 Input::isKeyPressed(SDL_SCANCODE_3) ||
3147 Input::isKeyPressed(SDL_SCANCODE_4) ||
3148 Input::isKeyPressed(SDL_SCANCODE_5) ||
3149 Input::isKeyPressed(SDL_SCANCODE_6) ||
3150 Input::isKeyPressed(SDL_SCANCODE_7) ||
3151 Input::isKeyPressed(SDL_SCANCODE_8) ||
3152 Input::isKeyPressed(SDL_SCANCODE_9) ||
3153 Input::isKeyPressed(SDL_SCANCODE_0) ||
3154 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3156 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
3157 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
3158 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
3159 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
3160 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
3161 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
3162 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
3163 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
3164 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
3165 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
3166 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
3168 if (whichend != -1) {
3169 Dialog::currentScene().participantfocus = whichend;
3170 Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
3171 Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
3173 if (whichend == -1) {
3174 Dialog::currentScene().participantfocus = -1;
3176 /* FIXME: potentially accessing -1 in Person::players! */
3177 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
3178 Dialog::indialogue = -1;
3179 Dialog::directing = false;
3182 Dialog::currentScene().camera = viewer;
3183 Dialog::currentScene().camerayaw = yaw;
3184 Dialog::currentScene().camerapitch = pitch;
3185 Dialog::indialogue++;
3186 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3187 if (Dialog::currentScene().sound != 0) {
3188 playdialoguescenesound();
3192 for (unsigned j = 0; j < Person::players.size(); j++) {
3193 Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
3196 //TODO: should these be KeyDown or KeyPressed?
3197 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
3198 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
3199 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
3200 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
3201 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
3202 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
3203 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
3204 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
3205 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
3206 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3208 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
3209 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
3210 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
3211 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
3212 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
3213 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
3214 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
3215 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
3216 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
3217 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
3218 Dialog::currentScene().participantfacing[whichend] = facing;
3220 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3221 Dialog::indialogue = -1;
3222 Dialog::directing = false;
3226 if (!Dialog::directing) {
3227 pause_sound(whooshsound);
3228 viewer = Dialog::currentScene().camera;
3229 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
3230 yaw = Dialog::currentScene().camerayaw;
3231 pitch = Dialog::currentScene().camerapitch;
3232 if (Dialog::dialoguetime > 0.5) {
3233 if (Input::isKeyPressed(attackkey)) {
3234 Dialog::indialogue++;
3235 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3236 if (Dialog::currentScene().sound != 0) {
3237 playdialoguescenesound();
3238 if (Dialog::currentScene().sound == -5) {
3239 Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
3241 if (Dialog::currentScene().sound == -6) {
3245 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
3246 Dialog::indialogue = -1;
3247 Dialog::directing = false;
3254 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3255 Dialog::indialogue = -1;
3256 Dialog::directing = false;
3258 if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
3261 if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
3264 if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
3266 for (unsigned i = 1; i < Person::players.size(); i++) {
3267 Person::players[i]->aitype = attacktypecutoff;
3274 if (!Person::players[0]->jumpkeydown) {
3275 Person::players[0]->jumptogglekeydown = 0;
3277 if (Person::players[0]->jumpkeydown &&
3278 Person::players[0]->animTarget != jumpupanim &&
3279 Person::players[0]->animTarget != jumpdownanim &&
3280 !Person::players[0]->isFlip())
3281 Person::players[0]->jumptogglekeydown = 1;
3284 Dialog::dialoguetime += multiplier;
3285 hawkyaw += multiplier * 25;
3287 realhawkcoords.x = 25;
3288 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
3289 hawkcalldelay -= multiplier / 2;
3291 if (hawkcalldelay <= 0) {
3292 emit_sound_at(hawksound, realhawkcoords);
3294 hawkcalldelay = 16 + abs(Random() % 8);
3301 doPlayerCollisions();
3305 for (unsigned k = 0; k < Person::players.size(); k++)
3306 if (k != 0 && Person::players[k]->immobile)
3307 Person::players[k]->coords = Person::players[k]->realoldcoords;
3309 for (unsigned k = 0; k < Person::players.size(); k++) {
3310 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3311 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3312 Person::players[k]->DoDamage(1000);
3318 static bool respawnkeydown;
3319 if (!editorenabled &&
3320 (whichlevel != -2 &&
3321 (Input::isKeyDown(SDL_SCANCODE_Z) &&
3322 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
3324 (Input::isKeyDown(jumpkey) &&
3327 Person::players[0]->dead))) {
3328 targetlevel = whichlevel;
3332 respawnkeydown = Input::isKeyDown(jumpkey);
3335 static bool movekey;
3338 for (unsigned i = 0; i < Person::players.size(); i++) {
3339 static float oldtargetyaw;
3340 if (!Person::players[i]->skeleton.free) {
3341 oldtargetyaw = Person::players[i]->targetyaw;
3342 if (i == 0 && !Dialog::inDialog()) {
3343 //TODO: refactor repetitive code
3344 if (!Animation::animations[Person::players[0]->animTarget].attack &&
3345 Person::players[0]->animTarget != staggerbackhighanim &&
3346 Person::players[0]->animTarget != staggerbackhardanim &&
3347 Person::players[0]->animTarget != crouchremoveknifeanim &&
3348 Person::players[0]->animTarget != removeknifeanim &&
3349 Person::players[0]->animTarget != backhandspringanim &&
3350 Person::players[0]->animTarget != dodgebackanim &&
3351 Person::players[0]->animTarget != walljumprightkickanim &&
3352 Person::players[0]->animTarget != walljumpleftkickanim) {
3354 Person::players[0]->targetyaw = 0;
3356 Person::players[0]->targetyaw = -yaw + 180;
3362 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3364 facing = flatfacing;
3366 facing = DoRotation(facing, -pitch, 0, 0);
3367 facing = DoRotation(facing, 0, 0 - yaw, 0);
3370 Person::players[0]->lookyaw = -yaw;
3372 Person::players[i]->targetheadyaw = yaw;
3373 Person::players[i]->targetheadpitch = pitch;
3375 if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
3376 if (!Animation::animations[Person::players[i]->animTarget].attack &&
3377 Person::players[i]->animTarget != staggerbackhighanim &&
3378 Person::players[i]->animTarget != staggerbackhardanim &&
3379 Person::players[i]->animTarget != crouchremoveknifeanim &&
3380 Person::players[i]->animTarget != removeknifeanim &&
3381 Person::players[i]->animTarget != backhandspringanim &&
3382 Person::players[i]->animTarget != dodgebackanim &&
3383 Person::players[i]->animTarget != walljumprightkickanim &&
3384 Person::players[i]->animTarget != walljumpleftkickanim) {
3385 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
3391 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3393 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
3394 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
3396 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
3397 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
3399 if (Dialog::inDialog()) {
3400 Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
3401 Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
3407 Person::players[i]->avoidsomething = 0;
3409 //avoid flaming things
3410 for (unsigned int j = 0; j < Object::objects.size(); j++)
3411 if (Object::objects[j]->onfire)
3412 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200)
3413 if ( distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3414 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3415 Person::players[i]->collided = 0;
3416 Person::players[i]->avoidcollided = 1;
3417 if (Person::players[i]->avoidsomething == 0 ||
3418 distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3419 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3420 Person::players[i]->avoidwhere = Object::objects[j]->position;
3421 Person::players[i]->avoidsomething = 1;
3425 //avoid flaming players
3426 for (unsigned j = 0; j < Person::players.size(); j++)
3427 if (Person::players[j]->onfire)
3428 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
3429 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3430 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3431 Person::players[i]->collided = 0;
3432 Person::players[i]->avoidcollided = 1;
3433 if (Person::players[i]->avoidsomething == 0 ||
3434 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3435 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3436 Person::players[i]->avoidwhere = Person::players[j]->coords;
3437 Person::players[i]->avoidsomething = 1;
3441 if (Person::players[i]->collided > .8)
3442 Person::players[i]->avoidcollided = 0;
3444 Person::players[i]->doAI();
3446 if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
3447 //Person::players[i]->targetyaw=Person::players[i]->yaw;
3448 Person::players[i]->forwardkeydown = 0;
3449 Person::players[i]->leftkeydown = 0;
3450 Person::players[i]->backkeydown = 0;
3451 Person::players[i]->rightkeydown = 0;
3452 Person::players[i]->jumpkeydown = 0;
3453 Person::players[i]->attackkeydown = 0;
3454 //Person::players[i]->crouchkeydown=0;
3455 Person::players[i]->throwkeydown = 0;
3458 if (Dialog::inDialog()) {
3459 Person::players[i]->forwardkeydown = 0;
3460 Person::players[i]->leftkeydown = 0;
3461 Person::players[i]->backkeydown = 0;
3462 Person::players[i]->rightkeydown = 0;
3463 Person::players[i]->jumpkeydown = 0;
3464 Person::players[i]->crouchkeydown = 0;
3465 Person::players[i]->drawkeydown = 0;
3466 Person::players[i]->throwkeydown = 0;
3469 if (Person::players[i]->collided < -.3)
3470 Person::players[i]->collided = -.3;
3471 if (Person::players[i]->collided > 1)
3472 Person::players[i]->collided = 1;
3473 Person::players[i]->collided -= multiplier * 4;
3474 Person::players[i]->whichdirectiondelay -= multiplier;
3475 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
3476 Person::players[i]->avoidcollided = -.3;
3477 Person::players[i]->whichdirection = abs(Random() % 2);
3478 Person::players[i]->whichdirectiondelay = .4;
3480 if (Person::players[i]->avoidcollided > 1)
3481 Person::players[i]->avoidcollided = 1;
3482 Person::players[i]->avoidcollided -= multiplier / 4;
3483 if (!Person::players[i]->skeleton.free) {
3484 Person::players[i]->stunned -= multiplier;
3485 Person::players[i]->surprised -= multiplier;
3487 if (i != 0 && Person::players[i]->surprised <= 0 &&
3488 Person::players[i]->aitype == attacktypecutoff &&
3489 !Person::players[i]->dead &&
3490 !Person::players[i]->skeleton.free &&
3491 Animation::animations[Person::players[i]->animTarget].attack == neutral)
3494 if (!Person::players[i]->throwkeydown)
3495 Person::players[i]->throwtogglekeydown = 0;
3498 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
3499 if (Person::players[i]->weaponactive == -1 &&
3500 Person::players[i]->num_weapons < 2 &&
3501 (Person::players[i]->isIdle() ||
3502 Person::players[i]->isCrouch() ||
3503 Person::players[i]->animTarget == sneakanim ||
3504 Person::players[i]->animTarget == rollanim ||
3505 Person::players[i]->animTarget == backhandspringanim ||
3506 Person::players[i]->isFlip() ||
3507 Person::players[i]->aitype != playercontrolled)) {
3508 for (unsigned j = 0; j < weapons.size(); j++) {
3509 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3510 Person::players[i]->aitype == playercontrolled) &&
3511 weapons[j].owner == -1 &&
3512 Person::players[i]->weaponactive == -1)
3513 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
3514 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
3515 if (Person::players[i]->isCrouch() ||
3516 Person::players[i]->animTarget == sneakanim ||
3517 Person::players[i]->isRun() ||
3518 Person::players[i]->isIdle() ||
3519 Person::players[i]->aitype != playercontrolled) {
3520 Person::players[i]->throwtogglekeydown = 1;
3521 Person::players[i]->setAnimation(crouchremoveknifeanim);
3522 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3523 Person::players[i]->hasvictim = 0;
3525 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3526 Person::players[i]->throwtogglekeydown = 1;
3527 Person::players[i]->hasvictim = 0;
3529 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3530 Person::players[i]->aitype == playercontrolled) &&
3531 weapons[j].owner == -1 ||
3532 Person::players[i]->victim &&
3533 weapons[j].owner == int(Person::players[i]->victim->id))
3534 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
3535 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
3536 if (weapons[j].getType() != staff)
3537 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3539 Person::players[i]->takeWeapon(j);
3542 } else if ((Person::players[i]->isIdle() ||
3543 Person::players[i]->isFlip() ||
3544 Person::players[i]->aitype != playercontrolled) &&
3545 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
3546 Person::players[i]->coords.y < weapons[j].position.y) {
3547 if (!Person::players[i]->isFlip()) {
3548 Person::players[i]->throwtogglekeydown = 1;
3549 Person::players[i]->setAnimation(removeknifeanim);
3550 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3552 if (Person::players[i]->isFlip()) {
3553 Person::players[i]->throwtogglekeydown = 1;
3554 Person::players[i]->hasvictim = 0;
3556 for (unsigned k = 0; k < weapons.size(); k++) {
3557 if (Person::players[i]->weaponactive == -1)
3558 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
3559 Person::players[i]->aitype == playercontrolled) &&
3560 weapons[k].owner == -1 ||
3561 Person::players[i]->victim &&
3562 weapons[k].owner == int(Person::players[i]->victim->id))
3563 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
3564 Person::players[i]->weaponactive == -1) {
3565 if (weapons[k].getType() != staff)
3566 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3568 Person::players[i]->takeWeapon(k);
3575 if (Person::players[i]->isCrouch() ||
3576 Person::players[i]->animTarget == sneakanim ||
3577 Person::players[i]->isRun() ||
3578 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
3579 Person::players[i]->animTarget == backhandspringanim) {
3580 if (Person::players.size() > 1)
3581 for (unsigned j = 0; j < Person::players.size(); j++) {
3582 if (Person::players[i]->weaponactive == -1)
3584 if (Person::players[j]->num_weapons &&
3585 Person::players[j]->skeleton.free &&
3586 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
3587 (((Person::players[j]->skeleton.forward.y < 0 &&
3588 Person::players[j]->weaponstuckwhere == 0) ||
3589 (Person::players[j]->skeleton.forward.y > 0 &&
3590 Person::players[j]->weaponstuckwhere == 1)) ||
3591 Person::players[j]->weaponstuck == -1 ||
3592 Person::players[j]->num_weapons > 1)) {
3593 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
3594 Person::players[i]->throwtogglekeydown = 1;
3595 Person::players[i]->victim = Person::players[j];
3596 Person::players[i]->hasvictim = 1;
3597 Person::players[i]->setAnimation(crouchremoveknifeanim);
3598 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3600 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3601 Person::players[i]->throwtogglekeydown = 1;
3602 Person::players[i]->victim = Person::players[j];
3603 Person::players[i]->hasvictim = 1;
3604 int k = Person::players[j]->weaponids[0];
3605 if (Person::players[i]->hasvictim) {
3608 if (Person::players[i]->victim->weaponstuck != -1) {
3609 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3614 if (weapons[k].getType() != staff)
3615 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3618 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
3620 if (weapons[k].owner != -1) {
3621 if (Person::players[i]->victim->num_weapons == 1)
3622 Person::players[i]->victim->num_weapons = 0;
3624 Person::players[i]->victim->num_weapons = 1;
3626 Person::players[i]->victim->skeleton.longdead = 0;
3627 Person::players[i]->victim->skeleton.free = 1;
3628 Person::players[i]->victim->skeleton.broken = 0;
3630 for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
3631 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
3632 Person::players[i]->victim->skeleton.joints[l].locked = 0;
3638 Normalise(&relative);
3639 XYZ footvel, footpoint;
3641 footpoint = weapons[k].position;
3642 if (Person::players[i]->victim->weaponstuck != -1) {
3643 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3645 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
3646 weapons[k].bloody = 2;
3647 weapons[k].blooddrip = 5;
3648 Person::players[i]->victim->weaponstuck = -1;
3649 Person::players[i]->victim->bloodloss += 2000;
3650 Person::players[i]->victim->DoDamage(2000);
3653 if (Person::players[i]->victim->num_weapons > 0) {
3654 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
3655 Person::players[i]->victim->weaponstuck = 0;
3656 if (Person::players[i]->victim->weaponids[0] == k)
3657 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
3660 Person::players[i]->victim->weaponactive = -1;
3662 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
3663 Person::players[i]->victim->jointVel(neck) += relative * 6;
3664 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
3665 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
3667 Person::players[i]->takeWeapon(k);
3674 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3675 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3676 if (Person::players[i]->isIdle() ||
3677 Person::players[i]->isRun() ||
3678 Person::players[i]->isCrouch() ||
3679 Person::players[i]->animTarget == sneakanim ||
3680 Person::players[i]->isFlip())
3681 if (Person::players.size() > 1)
3682 for (unsigned j = 0; j < Person::players.size(); j++) {
3684 if (!Tutorial::active || Tutorial::stage == 49)
3686 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
3687 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
3688 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
3689 !Person::players[j]->skeleton.free &&
3690 -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)) {
3691 if (!Person::players[i]->isFlip()) {
3692 Person::players[i]->throwtogglekeydown = 1;
3693 Person::players[i]->victim = Person::players[j];
3694 Person::players[i]->setAnimation(knifethrowanim);
3695 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3696 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
3698 if (Person::players[i]->isFlip()) {
3699 if (Person::players[i]->weaponactive != -1) {
3700 Person::players[i]->throwtogglekeydown = 1;
3701 Person::players[i]->victim = Person::players[j];
3703 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);
3706 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
3708 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
3709 Person::players[i]->num_weapons--;
3710 if (Person::players[i]->num_weapons) {
3711 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3713 Person::players[i]->weaponactive = -1;
3720 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3721 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
3722 Person::players[i]->throwtogglekeydown = 1;
3723 XYZ tempVelocity = Person::players[i]->velocity * .2;
3724 if (tempVelocity.x == 0)
3725 tempVelocity.x = .1;
3726 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
3727 Person::players[i]->num_weapons--;
3728 if (Person::players[i]->num_weapons) {
3729 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3730 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
3731 Person::players[i]->weaponstuck = 0;
3734 Person::players[i]->weaponactive = -1;
3735 for (unsigned j = 0; j < Person::players.size(); j++) {
3736 Person::players[j]->wentforweapon = 0;
3744 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
3745 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
3746 (Person::players[i]->num_weapons == 2) &&
3747 (Person::players[i]->weaponactive == -1) &&
3748 Person::players[i]->isIdle() ||
3749 Person::players[0]->dead &&
3750 (Person::players[i]->weaponactive != -1) &&
3753 if (Person::players[i]->weaponactive != -1)
3754 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
3756 if (isgood && Person::players[i]->creature != wolftype) {
3757 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3758 Person::players[i]->setAnimation(drawrightanim);
3759 Person::players[i]->drawtogglekeydown = 1;
3761 if ((Person::players[i]->isIdle() ||
3762 (Person::players[i]->aitype != playercontrolled &&
3763 Person::players[0]->weaponactive != -1 &&
3764 Person::players[i]->isRun())) &&
3765 Person::players[i]->num_weapons &&
3766 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
3767 Person::players[i]->setAnimation(drawleftanim);
3768 Person::players[i]->drawtogglekeydown = 1;
3770 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3771 Person::players[i]->setAnimation(crouchdrawrightanim);
3772 Person::players[i]->drawtogglekeydown = 1;
3779 if (Person::players[i]->weaponactive != -1) {
3780 if (Person::players[i]->isCrouch() &&
3781 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
3783 Person::players[i]->onterrain &&
3784 Person::players[i]->num_weapons &&
3785 Person::players[i]->attackkeydown &&
3786 musictype != stream_fighttheme) {
3787 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
3788 Person::players[i]->setAnimation(crouchstabanim);
3789 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
3790 Person::players[i]->setAnimation(swordgroundstabanim);
3791 Person::players[i]->hasvictim = 0;
3795 if (!Person::players[i]->drawkeydown)
3796 Person::players[i]->drawtogglekeydown = 0;
3801 absflatfacing.z = -1;
3803 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
3805 absflatfacing = flatfacing;
3807 if (Dialog::inDialog()) {
3808 Person::players[i]->forwardkeydown = 0;
3809 Person::players[i]->leftkeydown = 0;
3810 Person::players[i]->backkeydown = 0;
3811 Person::players[i]->rightkeydown = 0;
3812 Person::players[i]->jumpkeydown = 0;
3813 Person::players[i]->crouchkeydown = 0;
3814 Person::players[i]->drawkeydown = 0;
3815 Person::players[i]->throwkeydown = 0;
3819 if (!Animation::animations[Person::players[i]->animTarget].attack &&
3820 Person::players[i]->animTarget != staggerbackhighanim &&
3821 Person::players[i]->animTarget != staggerbackhardanim &&
3822 Person::players[i]->animTarget != backhandspringanim &&
3823 Person::players[i]->animTarget != dodgebackanim) {
3824 if (!Person::players[i]->forwardkeydown)
3825 Person::players[i]->forwardstogglekeydown = 0;
3826 if (Person::players[i]->crouchkeydown) {
3830 Person::players[i]->superruntoggle = 1;
3831 if (Person::players.size() > 1)
3832 for (unsigned j = 0; j < Person::players.size(); j++)
3833 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
3834 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
3835 Person::players[i]->superruntoggle = 0;
3838 if (Person::players.size() > 1)
3839 for (unsigned j = 0; j < Person::players.size(); j++) {
3840 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
3841 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
3842 Person::players[j]->victim == Person::players[i] &&
3843 (Person::players[j]->animTarget == sweepanim ||
3844 Person::players[j]->animTarget == upunchanim ||
3845 Person::players[j]->animTarget == wolfslapanim ||
3846 ((Person::players[j]->animTarget == swordslashanim ||
3847 Person::players[j]->animTarget == knifeslashstartanim ||
3848 Person::players[j]->animTarget == staffhitanim ||
3849 Person::players[j]->animTarget == staffspinhitanim) &&
3850 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
3859 Person::players[target]->Reverse();
3860 Person::players[i]->lowreversaldelay = .5;
3862 if (Person::players[i]->isIdle()) {
3863 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
3864 Person::players[i]->transspeed = 10;
3866 if (Person::players[i]->isRun() ||
3867 (Person::players[i]->isStop() &&
3868 (Person::players[i]->leftkeydown ||
3869 Person::players[i]->rightkeydown ||
3870 Person::players[i]->forwardkeydown ||
3871 Person::players[i]->backkeydown))) {
3872 Person::players[i]->setAnimation(rollanim);
3873 Person::players[i]->transspeed = 20;
3876 if (!Person::players[i]->crouchkeydown) {
3878 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
3879 Person::players[i]->superruntoggle = 0;
3881 if (Person::players[i]->isCrouch()) {
3882 if (Person::players.size() > 1)
3883 for (unsigned j = 0; j < Person::players.size(); j++) {
3885 !Person::players[j]->skeleton.free &&
3886 Person::players[j]->victim &&
3887 Person::players[i]->highreversaldelay <= 0) {
3888 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
3889 Person::players[j]->victim == Person::players[i] &&
3890 (Person::players[j]->animTarget == spinkickanim) &&
3891 Person::players[i]->isCrouch()) {
3900 Person::players[target]->Reverse();
3901 Person::players[i]->highreversaldelay = .5;
3903 if (Person::players[i]->isCrouch()) {
3904 if (!Person::players[i]->wasCrouch()) {
3905 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
3906 Person::players[i]->frameCurrent = 0;
3908 Person::players[i]->setAnimation(Person::players[i]->getIdle());
3909 Person::players[i]->transspeed = 10;
3912 if (Person::players[i]->animTarget == sneakanim) {
3913 Person::players[i]->setAnimation(Person::players[i]->getIdle());
3914 Person::players[i]->transspeed = 10;
3917 if (Person::players[i]->forwardkeydown) {
3918 if (Person::players[i]->isIdle() ||
3919 (Person::players[i]->isStop() &&
3920 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
3921 (Person::players[i]->isLanding() &&
3922 Person::players[i]->frameTarget > 0 &&
3923 !Person::players[i]->jumpkeydown) ||
3924 (Person::players[i]->isLandhard() &&
3925 Person::players[i]->frameTarget > 0 &&
3926 !Person::players[i]->jumpkeydown &&
3927 Person::players[i]->crouchkeydown)) {
3928 if (Person::players[i]->aitype == passivetype)
3929 Person::players[i]->setAnimation(walkanim);
3931 Person::players[i]->setAnimation(Person::players[i]->getRun());
3933 if (Person::players[i]->isCrouch()) {
3934 Person::players[i]->animTarget = sneakanim;
3935 if (Person::players[i]->wasCrouch())
3936 Person::players[i]->target = 0;
3937 Person::players[i]->frameTarget = 0;
3939 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
3940 Person::players[i]->setAnimation(climbanim);
3941 Person::players[i]->frameTarget = 1;
3942 Person::players[i]->jumpclimb = 1;
3944 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
3945 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
3947 Person::players[i]->forwardstogglekeydown = 1;
3950 if (Person::players[i]->rightkeydown) {
3951 if (Person::players[i]->isIdle() ||
3952 (Person::players[i]->isStop() &&
3953 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
3954 (Person::players[i]->isLanding() &&
3955 Person::players[i]->frameTarget > 0 &&
3956 !Person::players[i]->jumpkeydown) ||
3957 (Person::players[i]->isLandhard() &&
3958 Person::players[i]->frameTarget > 0 &&
3959 !Person::players[i]->jumpkeydown &&
3960 Person::players[i]->crouchkeydown)) {
3961 Person::players[i]->setAnimation(Person::players[i]->getRun());
3963 if (Person::players[i]->isCrouch()) {
3964 Person::players[i]->animTarget = sneakanim;
3965 if (Person::players[i]->wasCrouch())
3966 Person::players[i]->target = 0;
3967 Person::players[i]->frameTarget = 0;
3969 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
3970 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
3972 Person::players[i]->targetyaw -= 90;
3973 if (Person::players[i]->forwardkeydown)
3974 Person::players[i]->targetyaw += 45;
3975 if (Person::players[i]->backkeydown)
3976 Person::players[i]->targetyaw -= 45;
3979 if ( Person::players[i]->leftkeydown) {
3980 if (Person::players[i]->isIdle() ||
3981 (Person::players[i]->isStop() &&
3982 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
3983 (Person::players[i]->isLanding() &&
3984 Person::players[i]->frameTarget > 0 &&
3985 !Person::players[i]->jumpkeydown) ||
3986 (Person::players[i]->isLandhard() &&
3987 Person::players[i]->frameTarget > 0 &&
3988 !Person::players[i]->jumpkeydown &&
3989 Person::players[i]->crouchkeydown)) {
3990 Person::players[i]->setAnimation(Person::players[i]->getRun());
3992 if (Person::players[i]->isCrouch()) {
3993 Person::players[i]->animTarget = sneakanim;
3994 if (Person::players[i]->wasCrouch())
3995 Person::players[i]->target = 0;
3996 Person::players[i]->frameTarget = 0;
3998 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
3999 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4001 Person::players[i]->targetyaw += 90;
4002 if (Person::players[i]->forwardkeydown)
4003 Person::players[i]->targetyaw -= 45;
4004 if (Person::players[i]->backkeydown)
4005 Person::players[i]->targetyaw += 45;
4008 if (Person::players[i]->backkeydown) {
4009 if (Person::players[i]->isIdle() ||
4010 (Person::players[i]->isStop() &&
4011 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4012 (Person::players[i]->isLanding() &&
4013 Person::players[i]->frameTarget > 0 &&
4014 !Person::players[i]->jumpkeydown) ||
4015 (Person::players[i]->isLandhard() &&
4016 Person::players[i]->frameTarget > 0 &&
4017 !Person::players[i]->jumpkeydown &&
4018 Person::players[i]->crouchkeydown)) {
4019 Person::players[i]->setAnimation(Person::players[i]->getRun());
4021 if (Person::players[i]->isCrouch()) {
4022 Person::players[i]->animTarget = sneakanim;
4023 if (Person::players[i]->wasCrouch())
4024 Person::players[i]->target = 0;
4025 Person::players[i]->frameTarget = 0;
4027 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4028 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
4030 if (Person::players[i]->animTarget == hanganim) {
4031 Person::players[i]->animCurrent = jumpdownanim;
4032 Person::players[i]->animTarget = jumpdownanim;
4033 Person::players[i]->target = 0;
4034 Person::players[i]->frameCurrent = 0;
4035 Person::players[i]->frameTarget = 1;
4036 Person::players[i]->velocity = 0;
4037 Person::players[i]->velocity.y += gravity;
4038 Person::players[i]->coords.y -= 1.4;
4039 Person::players[i]->grabdelay = 1;
4041 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
4042 Person::players[i]->targetyaw += 180;
4045 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
4046 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
4047 Person::players[i]->isRun() ||
4048 Person::players[i]->animTarget == walkanim ||
4049 Person::players[i]->isCrouch() ||
4050 Person::players[i]->animTarget == sneakanim) &&
4051 Person::players[i]->jumppower > 1) &&
4052 ((Person::players[i]->animTarget != rabbitrunninganim &&
4053 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
4054 Person::players[i]->jumpstart = 0;
4055 Person::players[i]->setAnimation(jumpupanim);
4056 Person::players[i]->yaw = Person::players[i]->targetyaw;
4057 Person::players[i]->transspeed = 20;
4058 Person::players[i]->FootLand(leftfoot, 1);
4059 Person::players[i]->FootLand(rightfoot, 1);
4063 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
4066 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
4068 Person::players[i]->velocity = 0;
4072 if (Person::players.size() > 1)
4073 for (unsigned j = 0; j < Person::players.size(); j++) {
4074 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
4075 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4076 (Person::players[j]->victim == Person::players[i]) &&
4077 (Person::players[j]->animTarget == sweepanim)) {
4086 Person::players[i]->velocity.y = 1;
4088 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
4089 Person::players[i]->velocity.y = 7;
4090 Person::players[i]->crouchtogglekeydown = 1;
4091 } else Person::players[i]->velocity.y = 5;
4093 if (mousejump && i == 0 && devtools) {
4094 if (!Person::players[i]->isLanding())
4095 Person::players[i]->tempdeltav = deltav;
4096 if (Person::players[i]->tempdeltav < 0)
4097 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
4100 Person::players[i]->coords.y += .2;
4101 Person::players[i]->jumppower -= 1;
4104 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
4106 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
4108 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
4109 Person::players[i]->setAnimation(Person::players[i]->getLanding());
4110 Person::players[i]->frameTarget = 2;
4111 Person::players[i]->landhard = 0;
4112 Person::players[i]->jumpstart = 1;
4113 Person::players[i]->tempdeltav = deltav;
4115 if (Person::players[i]->animTarget == jumpupanim &&
4119 Person::players[i]->aitype != playercontrolled)) {
4120 if (Person::players[i]->jumppower > multiplier * 6) {
4121 Person::players[i]->velocity.y += multiplier * 6;
4122 Person::players[i]->jumppower -= multiplier * 6;
4124 if (Person::players[i]->jumppower <= multiplier * 6) {
4125 Person::players[i]->velocity.y += Person::players[i]->jumppower;
4126 Person::players[i]->jumppower = 0;
4129 if (((floatjump || editorenabled) && devtools) && i == 0)
4130 Person::players[i]->velocity.y += multiplier * 30;
4134 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
4135 Person::players[i]->setAnimation(Person::players[i]->getStop());
4136 if (Person::players[i]->animTarget == sneakanim) {
4137 Person::players[i]->animTarget = Person::players[i]->getCrouch();
4138 if (Person::players[i]->animCurrent == sneakanim)
4139 Person::players[i]->target = 0;
4140 Person::players[i]->frameTarget = 0;
4143 if (Person::players[i]->animTarget == walkanim &&
4144 (Person::players[i]->aitype == attacktypecutoff ||
4145 Person::players[i]->aitype == searchtype ||
4146 (Person::players[i]->aitype == passivetype &&
4147 Person::players[i]->numwaypoints <= 1)))
4148 Person::players[i]->setAnimation(Person::players[i]->getStop());
4149 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
4150 Person::players[i]->setAnimation(Person::players[i]->getStop());
4153 if (Person::players[i]->animTarget == rollanim)
4154 Person::players[i]->targetyaw = oldtargetyaw;
4158 for (unsigned k = 0; k < Person::players.size(); k++) {
4159 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
4160 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
4161 Person::players[k]->yaw -= 360;
4163 Person::players[k]->yaw += 360;
4166 //stop to turn in right direction
4167 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
4168 Person::players[k]->setAnimation(Person::players[k]->getStop());
4170 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
4171 Person::players[k]->targettilt = 0;
4173 if (Person::players[k]->animTarget != jumpupanim &&
4174 Person::players[k]->animTarget != backhandspringanim &&
4175 Person::players[k]->animTarget != jumpdownanim &&
4176 !Person::players[k]->isFlip()) {
4177 Person::players[k]->targettilt = 0;
4178 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
4179 Person::players[k]->jumppower = 0;
4180 Person::players[k]->jumppower += multiplier * 7;
4181 if (Person::players[k]->isCrouch())
4182 Person::players[k]->jumppower += multiplier * 7;
4183 if (Person::players[k]->jumppower > 5)
4184 Person::players[k]->jumppower = 5;
4187 if (Person::players[k]->isRun())
4188 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
4190 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
4191 Person::players[k]->grabdelay -= multiplier;
4195 for (unsigned k = 0; k < Person::players.size(); k++) {
4196 Person::players[k]->DoAnimations();
4197 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
4198 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
4204 for (int j = numenvsounds - 1; j >= 0; j--) {
4205 envsoundlife[j] -= multiplier;
4206 if (envsoundlife[j] < 0) {
4208 envsoundlife[j] = envsoundlife[numenvsounds];
4209 envsound[j] = envsound[numenvsounds];
4212 OPENAL_SetFrequency(OPENAL_ALL, slomo);
4214 if (Tutorial::active) {
4215 Tutorial::DoStuff(multiplier);
4220 static float gLoc[3];
4224 static float vel[3];
4225 vel[0] = (viewer.x - oldviewer.x) / multiplier;
4226 vel[1] = (viewer.y - oldviewer.y) / multiplier;
4227 vel[2] = (viewer.z - oldviewer.z) / multiplier;
4229 //Set orientation with forward and up vectors
4230 static XYZ upvector;
4234 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
4235 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
4240 facing = DoRotation(facing, -pitch, 0, 0);
4241 facing = DoRotation(facing, 0, 0 - yaw, 0);
4244 static float ori[6];
4248 ori[3] = -upvector.x;
4249 ori[4] = upvector.y;
4250 ori[5] = -upvector.z;
4252 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
4259 if (Input::isKeyPressed(SDL_SCANCODE_F1))
4263 void Game::TickOnce()
4266 yaw += multiplier * 5;
4267 } else if (Dialog::directing || !Dialog::inDialog()) {
4270 pitch -= deltav * .7;
4272 pitch += deltav * .7;
4281 void Game::TickOnceAfter()
4283 static XYZ colviewer;
4284 static XYZ coltarget;
4288 static float changedelay;
4289 static bool alldead;
4290 static float unseendelay;
4291 static float cameraspeed;
4294 static int oldmusictype = musictype;
4296 if (environment == snowyenvironment)
4297 leveltheme = stream_snowtheme;
4298 if (environment == grassyenvironment)
4299 leveltheme = stream_grasstheme;
4300 if (environment == desertenvironment)
4301 leveltheme = stream_deserttheme;
4305 musictype = leveltheme;
4306 for (unsigned i = 0; i < Person::players.size(); i++) {
4307 if ((Person::players[i]->aitype == attacktypecutoff ||
4308 Person::players[i]->aitype == getweapontype ||
4309 Person::players[i]->aitype == gethelptype ||
4310 Person::players[i]->aitype == searchtype) &&
4311 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
4312 (Person::players[i]->animTarget != sneakattackedanim &&
4313 Person::players[i]->animTarget != knifesneakattackedanim &&
4314 Person::players[i]->animTarget != swordsneakattackedanim)) {
4315 musictype = stream_fighttheme;
4319 if (Person::players[0]->dead)
4320 musictype = stream_menutheme;
4323 if (musictype == stream_fighttheme)
4326 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
4327 unseendelay -= multiplier;
4328 if (unseendelay > 0)
4329 musictype = stream_fighttheme;
4334 musictype = stream_menutheme;
4335 musicvolume[2] = 512;
4342 if (musictype != oldmusictype && musictype == stream_fighttheme)
4343 emit_sound_np(alarmsound);
4344 musicselected = musictype;
4346 if (musicselected == leveltheme)
4347 musicvolume[0] += multiplier * 450;
4349 musicvolume[0] -= multiplier * 450;
4350 if (musicselected == stream_fighttheme)
4351 musicvolume[1] += multiplier * 450;
4353 musicvolume[1] -= multiplier * 450;
4354 if (musicselected == stream_menutheme)
4355 musicvolume[2] += multiplier * 450;
4357 musicvolume[2] -= multiplier * 450;
4359 for (int i = 0; i < 3; i++) {
4360 if (musicvolume[i] < 0)
4362 if (musicvolume[i] > 512)
4363 musicvolume[i] = 512;
4366 if (musicvolume[2] > 128 && !loading && !mainmenu)
4367 musicvolume[2] = 128;
4370 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
4371 emit_stream_np(leveltheme, musicvolume[0]);
4372 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
4373 emit_stream_np(stream_fighttheme, musicvolume[1]);
4374 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
4375 emit_stream_np(stream_menutheme, musicvolume[2]);
4376 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
4377 pause_sound(leveltheme);
4378 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
4379 pause_sound(stream_fighttheme);
4380 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
4381 pause_sound(stream_menutheme);
4383 if (musicvolume[0] != oldmusicvolume[0])
4384 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
4385 if (musicvolume[1] != oldmusicvolume[1])
4386 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
4387 if (musicvolume[2] != oldmusicvolume[2])
4388 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
4390 for (int i = 0; i < 3; i++)
4391 oldmusicvolume[i] = musicvolume[i];
4393 pause_sound(leveltheme);
4394 pause_sound(stream_fighttheme);
4395 pause_sound(stream_menutheme);
4397 for (int i = 0; i < 4; i++) {
4398 oldmusicvolume[i] = 0;
4403 Hotspot::killhotspot = 2;
4404 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4405 if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
4406 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0)
4407 Hotspot::killhotspot = 0;
4408 else if (Hotspot::killhotspot == 2)
4409 Hotspot::killhotspot = 1;
4412 if (Hotspot::killhotspot == 2)
4413 Hotspot::killhotspot = 0;
4417 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4418 if (Hotspot::hotspots[i].type == -1) {
4419 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
4426 for (unsigned i = 1; i < Person::players.size(); i++) {
4427 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
4431 if (numalarmed > maxalarmed) {
4432 maxalarmed = numalarmed;
4435 if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
4436 if (Person::players[0]->dead) {
4438 targetlevel = whichlevel;
4441 for (unsigned i = 1; i < Person::players.size(); i++) {
4442 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
4449 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
4451 targetlevel = whichlevel + 1;
4452 if (targetlevel > numchallengelevels - 1)
4455 if (winhotspot || windialogue) {
4457 targetlevel = whichlevel + 1;
4458 if (targetlevel > numchallengelevels - 1)
4463 if (Hotspot::killhotspot) {
4465 targetlevel = whichlevel + 1;
4466 if (targetlevel > numchallengelevels - 1)
4470 if (changedelay > 0 && !Person::players[0]->dead && !won) {
4471 //high scores, awards, win
4473 Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
4476 wonleveltime = leveltime;
4477 Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
4480 Account::saveFile(Folders::getUserSavePath());
4486 if (leveltime < 1) {
4491 Hotspot::killhotspot = 0;
4494 if (!editorenabled && gameon && !mainmenu) {
4495 if (changedelay != -999)
4496 changedelay -= multiplier / 7;
4497 if (Person::players[0]->dead)
4498 targetlevel = whichlevel;
4499 if (loading == 2 && !campaign) {
4502 fireSound(firestartsound);
4504 if (!Person::players[0]->dead && targetlevel != whichlevel)
4505 startbonustotal = bonustotal;
4506 if (Person::players[0]->dead)
4507 Loadlevel(whichlevel);
4509 Loadlevel(targetlevel);
4515 if (loading == 2 && targetlevel == whichlevel) {
4519 fireSound(firestartsound);
4521 Loadlevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
4527 if (changedelay <= -999 &&
4530 (Person::players[0]->dead ||
4531 (alldead && maptype == mapkilleveryone) ||
4533 (Hotspot::killhotspot)))
4535 if ((Person::players[0]->dead ||
4536 (alldead && maptype == mapkilleveryone) ||
4539 (Hotspot::killhotspot)) &&
4541 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
4545 if (Person::players[0]->dead)
4551 // campaignchoosenext determines what to do when the level is complete:
4552 // 0 = load next level
4553 // 1 = go back to level select screen
4554 // 2 = stealthload next level
4555 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
4556 if (campaignlevels[actuallevel].nextlevel.empty())
4558 } else if (mainmenu == 0 && winfreeze) {
4559 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
4561 if (!stealthloading) {
4562 fireSound(firestartsound);
4567 startbonustotal = 0;
4577 actuallevel = campaignlevels[actuallevel].nextlevel.front();
4578 visibleloading = true;
4580 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
4584 pause_sound(stream_menutheme);
4595 oldmusictype = musictype;
4601 facing = DoRotation(facing, -pitch, 0, 0);
4602 facing = DoRotation(facing, 0, 0 - yaw, 0);
4603 viewerfacing = facing;
4606 if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
4607 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;
4609 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;
4611 if (Person::players[0]->skeleton.free) {
4612 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
4613 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
4614 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
4618 if (Person::players[0]->skeleton.free != 2) {
4620 if (findLengthfast(&Person::players[0]->velocity) > 400) {
4621 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
4623 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
4625 coltarget = target - cameraloc;
4626 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
4629 Normalise(&coltarget);
4630 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
4631 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
4633 cameraloc = cameraloc + coltarget * multiplier * 8;
4637 cameradist += multiplier * 5;
4638 if (cameradist > 2.3)
4640 viewer = cameraloc - facing * cameradist;
4642 coltarget = cameraloc;
4643 Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
4644 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
4645 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
4646 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4648 coltarget = cameraloc;
4649 if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
4652 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
4653 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
4654 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4656 if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4660 cameradist = findDistance(&viewer, &target);
4661 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
4662 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
4663 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
4666 if (camerashake > .8)
4668 woozy += multiplier;
4669 if (Person::players[0]->dead)
4671 if (Person::players[0]->dead)
4673 camerashake -= multiplier * 2;
4674 blackout -= multiplier * 2;
4675 if (camerashake < 0)
4680 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
4681 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
4682 viewer.z += (float)(Random() % 100) * .0005 * camerashake;