2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
26 #include "Animation/Animation.hpp"
27 #include "Audio/openal_wrapper.hpp"
28 #include "Devtools/ConsoleCmds.hpp"
29 #include "Level/Awards.hpp"
30 #include "Level/Campaign.hpp"
31 #include "Level/Dialog.hpp"
32 #include "Level/Hotspot.hpp"
33 #include "Menu/Menu.hpp"
34 #include "Tutorial.hpp"
35 #include "User/Settings.hpp"
36 #include "Utils/Folders.hpp"
37 #include "Utils/Input.hpp"
41 #include <sys/types.h>
57 // Added more evilness needed for MSVC
59 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
60 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
63 extern float multiplier;
65 extern int environment;
66 extern Terrain terrain;
67 extern float screenwidth, screenheight;
70 extern float texdetail;
72 extern float slomodelay;
73 extern bool floatjump;
76 extern float camerashake;
78 extern float blackout;
79 extern bool cellophane;
80 extern bool musictoggle;
81 extern int difficulty;
82 extern int bloodtoggle;
83 extern bool invertmouse;
85 extern float precipdelay;
86 extern XYZ viewerfacing;
87 extern bool ambientsound;
88 extern bool mousejump;
89 extern float viewdistance;
91 extern XYZ windvector;
95 extern int oldmainmenu;
96 extern bool visibleloading;
97 extern XYZ envsound[30];
98 extern float envsoundvol[30];
99 extern int numenvsounds;
100 extern float envsoundlife[30];
101 extern float usermousesensitivity;
102 extern bool ismotionblur;
103 extern bool showdamagebar; // (des)activate the damage bar
104 extern bool decalstoggle;
105 extern bool skyboxtexture;
106 extern float skyboxr;
107 extern float skyboxg;
108 extern float skyboxb;
109 extern float skyboxlightr;
110 extern float skyboxlightg;
111 extern float skyboxlightb;
112 extern float fadestart;
113 extern float slomospeed;
114 extern float slomofreq;
115 extern float smoketex;
116 extern bool againbonus;
117 extern bool reversaltrain;
118 extern bool canattack;
119 extern bool cananger;
120 extern float damagedealt;
122 extern int editoractive;
123 extern int editorpathtype;
125 extern float hostiletime;
127 extern bool gamestarted;
131 extern bool stillloading;
132 extern bool winfreeze;
134 extern bool campaign;
136 extern void toggleFullscreen();
140 bool winhotspot = false;
141 bool windialogue = false;
144 float cameradist = 0;
145 bool oldattackkey = 0;
147 float musicvolume[4] = {};
148 float oldmusicvolume[4] = {};
149 int musicselected = 0;
151 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
152 STATIC_ASSERT(rabbittype == 0 && wolftype == 1)
156 // TODO: this is slightly incorrect
157 float roughDirection(XYZ vec)
160 float angle = -asin(-vec.x) * 180 / M_PI;
166 float roughDirectionTo(XYZ start, XYZ end)
168 return roughDirection(end - start);
170 inline float pitchOf(XYZ vec)
173 return -asin(vec.y) * 180 / M_PI;
175 float pitchTo(XYZ start, XYZ end)
177 return pitchOf(end - start);
183 inline float stepTowardf(float from, float to, float by)
185 if (fabs(from - to) < by) {
187 } else if (from > to) {
194 void Game::playdialoguescenesound()
197 temppos = Person::players.at(Dialog::currentScene().participantfocus)->coords;
198 temppos = temppos - viewer;
203 switch (Dialog::currentScene().sound) {
208 sound = consolefailsound;
211 sound = consolesuccesssound;
214 sound = firestartsound;
217 sound = fireendsound;
220 sound = rabbitchitter;
223 sound = rabbitchitter2;
226 sound = rabbitpainsound;
229 sound = rabbitpain1sound;
232 sound = rabbitattacksound;
235 sound = rabbitattack2sound;
238 sound = rabbitattack3sound;
241 sound = rabbitattack4sound;
265 sound = barkgrowlsound;
271 emit_sound_at(sound, temppos);
275 // ================================================================
277 int Game::findClosestPlayer()
280 float closestdist = std::numeric_limits<float>::max();
282 for (unsigned int i = 1; i < Person::players.size(); i++) {
283 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
284 if (distance < closestdist) {
285 closestdist = distance;
292 static int findClosestObject()
295 float closestdist = std::numeric_limits<float>::max();
297 for (unsigned int i = 0; i < Object::objects.size(); i++) {
298 float distance = distsq(&Object::objects[i]->position,
299 &Person::players[0]->coords);
300 if (distance < closestdist) {
301 closestdist = distance;
308 static void cmd_dispatch(const string cmd)
310 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
312 for (i = 0; i < n_cmds; i++) {
313 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
314 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
315 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
319 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
322 /********************> Tick() <*****/
323 extern bool save_screenshot(const char* fname);
324 void Screenshot(void)
327 time_t t = time(NULL);
328 struct tm* tme = localtime(&t);
329 sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png",
330 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
332 save_screenshot(filename);
335 void Game::SetUpLighting()
337 if (environment == snowyenvironment) {
338 light.setColors(.65, .65, .7, .4, .4, .44);
340 if (environment == desertenvironment) {
341 light.setColors(.95, .95, .95, .4, .35, .3);
343 if (environment == grassyenvironment) {
344 light.setColors(.95, .95, 1, .4, .4, .44);
346 if (!skyboxtexture) {
347 light.setColors(1, 1, 1, .4, .4, .4);
350 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
351 light.color[0] *= (skyboxlightr + average) / 2;
352 light.color[1] *= (skyboxlightg + average) / 2;
353 light.color[2] *= (skyboxlightb + average) / 2;
354 light.ambient[0] *= (skyboxlightr + average) / 2;
355 light.ambient[1] *= (skyboxlightg + average) / 2;
356 light.ambient[2] *= (skyboxlightb + average) / 2;
359 void Setenvironment(int which)
363 LOG(" Setting environment...");
368 pause_sound(stream_snowtheme);
369 pause_sound(stream_grasstheme);
370 pause_sound(stream_deserttheme);
371 pause_sound(stream_wind);
372 pause_sound(stream_desertambient);
374 if (environment == snowyenvironment) {
378 emit_stream_np(stream_wind);
381 Object::treetextureptr.load("Textures/SnowTree.png", 0);
382 Object::bushtextureptr.load("Textures/BushSnow.png", 0);
383 Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
384 Object::boxtextureptr.load("Textures/SnowBox.jpg", 1);
386 footstepsound = footstepsn1;
387 footstepsound2 = footstepsn2;
388 footstepsound3 = footstepst1;
389 footstepsound4 = footstepst2;
391 terraintexture.load("Textures/Snow.jpg", 1);
392 terraintexture2.load("Textures/Rock.jpg", 1);
394 temptexdetail = texdetail;
398 skybox->load("Textures/Skybox(snow)/Front.jpg",
399 "Textures/Skybox(snow)/Left.jpg",
400 "Textures/Skybox(snow)/Back.jpg",
401 "Textures/Skybox(snow)/Right.jpg",
402 "Textures/Skybox(snow)/Up.jpg",
403 "Textures/Skybox(snow)/Down.jpg");
405 texdetail = temptexdetail;
406 } else if (environment == desertenvironment) {
409 Object::treetextureptr.load("Textures/DesertTree.png", 0);
410 Object::bushtextureptr.load("Textures/BushDesert.png", 0);
411 Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
412 Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
415 emit_stream_np(stream_desertambient);
418 footstepsound = footstepsn1;
419 footstepsound2 = footstepsn2;
420 footstepsound3 = footstepsn1;
421 footstepsound4 = footstepsn2;
423 terraintexture.load("Textures/Sand.jpg", 1);
424 terraintexture2.load("Textures/SandSlope.jpg", 1);
426 temptexdetail = texdetail;
430 skybox->load("Textures/Skybox(sand)/Front.jpg",
431 "Textures/Skybox(sand)/Left.jpg",
432 "Textures/Skybox(sand)/Back.jpg",
433 "Textures/Skybox(sand)/Right.jpg",
434 "Textures/Skybox(sand)/Up.jpg",
435 "Textures/Skybox(sand)/Down.jpg");
437 texdetail = temptexdetail;
438 } else if (environment == grassyenvironment) {
441 Object::treetextureptr.load("Textures/Tree.png", 0);
442 Object::bushtextureptr.load("Textures/Bush.png", 0);
443 Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
444 Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
447 emit_stream_np(stream_wind, 100.);
450 footstepsound = footstepgr1;
451 footstepsound2 = footstepgr2;
452 footstepsound3 = footstepst1;
453 footstepsound4 = footstepst2;
455 terraintexture.load("Textures/GrassDirt.jpg", 1);
456 terraintexture2.load("Textures/MossRock.jpg", 1);
458 temptexdetail = texdetail;
462 skybox->load("Textures/Skybox(grass)/Front.jpg",
463 "Textures/Skybox(grass)/Left.jpg",
464 "Textures/Skybox(grass)/Back.jpg",
465 "Textures/Skybox(grass)/Right.jpg",
466 "Textures/Skybox(grass)/Up.jpg",
467 "Textures/Skybox(grass)/Down.jpg");
469 texdetail = temptexdetail;
471 temptexdetail = texdetail;
473 terrain.load("Textures/HeightMap.png");
475 texdetail = temptexdetail;
478 bool Game::LoadLevel(int which)
484 return LoadLevel("tutorial", true);
485 } else if (which >= 0 && which <= 15) {
487 snprintf(buf, 32, "map%d", which + 1); // challenges
488 return LoadLevel(buf);
490 return LoadLevel("mapsave");
494 bool Game::LoadLevel(const std::string& name, bool tutorial)
496 const std::string level_path = Folders::getResourcePath("Maps/" + name);
497 if (!Folders::file_exists(level_path)) {
498 perror(std::string("LoadLevel: Could not open file '" + level_path).c_str());
502 int indemo; // FIXME this should be removed
508 LOG(std::string("Loading level...") + name);
511 visibleloading = true;
513 if (stealthloading) {
514 visibleloading = false;
523 Tutorial::active = tutorial;
525 if (Tutorial::active) {
528 if (Tutorial::stage == 0) {
529 Tutorial::stagetime = 0;
530 Tutorial::maxtime = 1;
532 pause_sound(whooshsound);
533 pause_sound(stream_firesound);
538 tfile = Folders::openMandatoryFile(level_path, "rb");
540 pause_sound(stream_firesound);
546 //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
548 Dialog::dialogs.clear();
550 Dialog::indialogue = -1;
556 if (Account::hasActive()) {
557 difficulty = Account::active().getDifficulty();
560 Hotspot::hotspots.clear();
561 Hotspot::current = -1;
572 for (unsigned char i = 0; i < 100; i++) {
582 numunarmedattack = 0;
593 bonustotal = startbonustotal;
598 emit_sound_np(consolesuccesssound);
603 if (!stealthloading) {
604 terrain.decals.clear();
605 Sprite::deleteSprites();
607 for (int i = 0; i < subdivision; i++) {
608 for (int j = 0; j < subdivision; j++) {
609 terrain.patchobjects[i][j].clear();
612 Game::LoadingScreen();
616 Person::players.resize(1);
618 funpackf(tfile, "Bi", &mapvers);
620 cerr << name << " has obsolete map version " << mapvers << endl;
623 funpackf(tfile, "Bi", &indemo);
628 funpackf(tfile, "Bi", &maptype);
630 maptype = mapkilleveryone;
633 funpackf(tfile, "Bi", &hostile);
638 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
644 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
652 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
654 skyboxlightr = skyboxr;
655 skyboxlightg = skyboxg;
656 skyboxlightb = skyboxb;
658 /* TODO - This should be done in an other way so that we can rebuild main player as well (so coords would need to be copied from old ones after rebuilding) */
659 if (stealthloading) {
660 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
662 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons);
664 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5) {
665 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
666 Person::players[0]->weaponids[j] = weapons.size();
668 funpackf(tfile, "Bi", &type);
669 weapons.push_back(Weapon(type, 0));
673 Game::LoadingScreen();
675 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
676 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
677 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
678 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
680 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
683 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
685 Person::players[0]->whichskin = 0;
686 Person::players[0]->creature = rabbittype;
689 Person::players[0]->lastattack = -1;
690 Person::players[0]->lastattack2 = -1;
691 Person::players[0]->lastattack3 = -1;
695 Dialog::loadDialogs(tfile);
698 for (int k = 0; k < Person::players[0]->numclothes; k++) {
699 funpackf(tfile, "Bi", &templength);
700 for (int l = 0; l < templength; l++) {
701 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
703 Person::players[0]->clothes[k][templength] = '\0';
704 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
707 funpackf(tfile, "Bi", &environment);
709 if (environment != oldenvironment) {
710 Setenvironment(environment);
712 oldenvironment = environment;
714 Object::LoadObjectsFromFile(tfile, stealthloading);
718 funpackf(tfile, "Bi", &numhotspots);
719 if (numhotspots < 0) {
720 cerr << "Map " << name << " have an invalid number of hotspots" << endl;
723 Hotspot::hotspots.resize(numhotspots);
724 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
725 funpackf(tfile, "Bi Bf Bf Bf Bf", &Hotspot::hotspots[i].type, &Hotspot::hotspots[i].size, &Hotspot::hotspots[i].position.x, &Hotspot::hotspots[i].position.y, &Hotspot::hotspots[i].position.z);
726 funpackf(tfile, "Bi", &templength);
728 for (int l = 0; l < templength; l++) {
729 funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
732 Hotspot::hotspots[i].text[templength] = '\0';
733 if (Hotspot::hotspots[i].type == -111) {
738 Hotspot::hotspots.clear();
741 Game::LoadingScreen();
743 if (!stealthloading) {
744 Object::ComputeCenter();
745 Object::ComputeRadius();
748 Game::LoadingScreen();
751 funpackf(tfile, "Bi", &numplayers);
752 if (numplayers > maxplayers) {
753 cout << "Warning: this level contains more players than allowed" << endl;
756 for (int i = 1; i < numplayers; i++) {
758 Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
760 } catch (InvalidPersonException e) {
761 cerr << "Invalid Person found in " << name << endl;
764 Game::LoadingScreen();
766 funpackf(tfile, "Bi", &numpathpoints);
767 if (numpathpoints > 30 || numpathpoints < 0) {
770 for (int j = 0; j < numpathpoints; j++) {
771 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
772 for (int k = 0; k < numpathpointconnect[j]; k++) {
773 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
776 Game::LoadingScreen();
778 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
782 if (!stealthloading) {
783 Object::AddObjectsToTerrain();
785 Game::LoadingScreen();
787 Game::LoadingScreen();
792 for (unsigned i = 0; i < Person::players.size(); i++) {
793 Game::LoadingScreen();
795 Person::players[i]->burnt = 0;
796 Person::players[i]->bled = 0;
797 Person::players[i]->onfire = 0;
798 Person::players[i]->scale = .2;
800 Person::players[i]->creature = rabbittype;
803 Person::players[i]->skeleton.free = 0;
805 Person::players[i]->skeletonLoad();
807 Person::players[i]->addClothes();
810 Person::players[i]->animCurrent = bounceidleanim;
811 Person::players[i]->animTarget = bounceidleanim;
812 Person::players[i]->frameCurrent = 0;
813 Person::players[i]->frameTarget = 1;
814 Person::players[i]->target = 0;
816 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
817 if (difficulty == 0) {
818 Person::players[i]->speed -= .2;
820 if (difficulty == 1) {
821 Person::players[i]->speed -= .1;
825 Person::players[i]->velocity = 0;
826 Person::players[i]->oldcoords = Person::players[i]->coords;
827 Person::players[i]->realoldcoords = Person::players[i]->coords;
829 Person::players[i]->id = i;
830 Person::players[i]->updatedelay = 0;
831 Person::players[i]->normalsupdatedelay = 0;
833 Person::players[i]->setProportions(1, 1, 1, 1);
834 Person::players[i]->headless = 0;
835 Person::players[i]->currentoffset = 0;
836 Person::players[i]->targetoffset = 0;
837 if (Person::players[i]->creature == wolftype) {
838 Person::players[i]->scale = .23;
839 Person::players[i]->damagetolerance = 300;
841 Person::players[i]->damagetolerance = 200;
844 Game::LoadingScreen();
846 Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
848 Person::players[i]->headmorphness = 0;
849 Person::players[i]->targetheadmorphness = 1;
850 Person::players[i]->headmorphstart = 0;
851 Person::players[i]->headmorphend = 0;
853 Person::players[i]->pausetime = 0;
855 Person::players[i]->dead = 0;
856 Person::players[i]->jumppower = 5;
857 Person::players[i]->damage = 0;
858 Person::players[i]->permanentdamage = 0;
859 Person::players[i]->superpermanentdamage = 0;
861 Person::players[i]->forwardkeydown = 0;
862 Person::players[i]->leftkeydown = 0;
863 Person::players[i]->backkeydown = 0;
864 Person::players[i]->rightkeydown = 0;
865 Person::players[i]->jumpkeydown = 0;
866 Person::players[i]->crouchkeydown = 0;
867 Person::players[i]->throwkeydown = 0;
869 Person::players[i]->collided = -10;
870 Person::players[i]->loaded = 1;
871 Person::players[i]->bloodloss = 0;
872 Person::players[i]->weaponactive = -1;
873 Person::players[i]->weaponstuck = -1;
874 Person::players[i]->bleeding = 0;
875 Person::players[i]->deathbleeding = 0;
876 Person::players[i]->stunned = 0;
877 Person::players[i]->hasvictim = 0;
878 Person::players[i]->wentforweapon = 0;
882 Person::players[0]->aitype = playercontrolled;
884 if (difficulty == 1) {
885 Person::players[0]->power = 1 / .9;
886 Person::players[0]->damagetolerance = 250;
887 } else if (difficulty == 0) {
888 Person::players[0]->power = 1 / .8;
889 Person::players[0]->damagetolerance = 300;
890 Person::players[0]->armorhead *= 1.5;
891 Person::players[0]->armorhigh *= 1.5;
892 Person::players[0]->armorlow *= 1.5;
895 cameraloc = Person::players[0]->coords;
897 yaw = Person::players[0]->yaw;
899 hawkcoords = Person::players[0]->coords;
902 Game::LoadingScreen();
904 LOG("Starting background music...");
906 OPENAL_StopSound(OPENAL_ALL);
908 if (environment == snowyenvironment) {
909 emit_stream_np(stream_wind);
910 } else if (environment == desertenvironment) {
911 emit_stream_np(stream_desertambient);
912 } else if (environment == grassyenvironment) {
913 emit_stream_np(stream_wind, 100.);
916 oldmusicvolume[0] = 0;
917 oldmusicvolume[1] = 0;
918 oldmusicvolume[2] = 0;
919 oldmusicvolume[3] = 0;
923 visibleloading = false;
928 /* Process input events that impact settings, console, devtools, etc.
929 * Gameplay-related input processing is still done in Game::Tick() for now
930 * as it is tightly coupled to the game logic.
932 void Game::ProcessInput()
934 /* Pump SDL input events */
937 /* Menu handling (main menu, leave game) */
938 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
939 (gameon || mainmenu == 0)) {
941 if (mainmenu == 0 && !winfreeze) {
942 mainmenu = 2; // Pause
943 } else if (mainmenu == 1 || mainmenu == 2) {
944 mainmenu = 0; // Unpause
947 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
948 OPENAL_SetFrequency(OPENAL_ALL);
949 emit_stream_np(stream_menutheme);
950 pause_sound(leveltheme);
952 // On resume, play level music
954 pause_sound(stream_menutheme);
955 resume_stream(leveltheme);
960 if (!campaign && !mainmenu) {
961 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE))) {
967 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && gameon) {
971 } else if (winfreeze) {
978 /* Tutorial mode hotkeys */
979 if (Tutorial::active) {
980 // Skip current tutorial stage
981 if (Input::isKeyPressed(SDL_SCANCODE_TAB)) {
982 if (Tutorial::stage != 51) {
983 Tutorial::stagetime = Tutorial::maxtime;
985 emit_sound_np(consolefailsound, 128.);
990 if (Input::isKeyPressed(SDL_SCANCODE_F1)) {
994 /* Stereo video mode hotkeys */
995 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
996 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
997 stereoreverse = true;
998 printf("Stereo reversed\n");
1000 stereoreverse = false;
1001 printf("Stereo unreversed\n");
1005 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
1006 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1007 stereoseparation -= 0.001;
1009 stereoseparation -= 0.010;
1011 printf("Stereo separation decreased to %f\n", stereoseparation);
1014 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
1015 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1016 stereoseparation += 0.001;
1018 stereoseparation += 0.010;
1020 printf("Stereo separation increased to %f\n", stereoseparation);
1024 if (devtools && !mainmenu) {
1026 if (Input::isKeyPressed(consolekey)) {
1029 OPENAL_SetFrequency(OPENAL_ALL);
1036 /* Other devtools, disabled when the console is shown */
1043 void Game::ProcessDevInput()
1045 if (!devtools || mainmenu || console) {
1049 if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
1051 if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1052 editorenabled = !editorenabled;
1053 if (editorenabled) {
1054 Person::players[0]->damagetolerance = 100000;
1055 Person::players[0]->damage = 0;
1056 Person::players[0]->permanentdamage = 0;
1057 Person::players[0]->superpermanentdamage = 0;
1058 Person::players[0]->burnt = 0;
1059 Person::players[0]->bloodloss = 0;
1060 Person::players[0]->deathbleeding = 0;
1062 Person::players[0]->damagetolerance = 200;
1066 /* Nullify damage and give 200000 health */
1067 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1068 Person::players[0]->damagetolerance = 200000;
1069 Person::players[0]->damage = 0;
1070 Person::players[0]->permanentdamage = 0;
1071 Person::players[0]->superpermanentdamage = 0;
1072 Person::players[0]->burnt = 0;
1073 Person::players[0]->bloodloss = 0;
1074 Person::players[0]->deathbleeding = 0;
1077 /* Change environment */
1078 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1080 if (environment > 2) {
1083 Setenvironment(environment);
1087 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1088 cameramode = !cameramode;
1092 if (Input::isKeyPressed(SDL_SCANCODE_V)) {
1095 OPENAL_SetFrequency(OPENAL_ALL);
1099 /* Toggle slow motion */
1100 if (Input::isKeyPressed(SDL_SCANCODE_B)) {
1106 if (Input::isKeyPressed(SDL_SCANCODE_N)) {
1107 Person::players[0]->RagDoll(0);
1108 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
1111 /* Shrink tree leaves?? */
1112 // FIXME: Can't see what this does in game.
1113 if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
1114 for (auto& an_object : Object::objects) {
1115 if (an_object->type == treeleavestype) {
1116 an_object->scale *= .9;
1121 /* Change (or add) weapon */
1122 if (Input::isKeyPressed(SDL_SCANCODE_X)) {
1124 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1125 closest = findClosestPlayer();
1129 if (Person::players[closest]->num_weapons > 0) {
1131 switch (weapons[Person::players[closest]->weaponids[0]].getType()) {
1142 weapons[Person::players[closest]->weaponids[0]].setType(weapontype);
1144 Person::players[closest]->weaponids[0] = weapons.size();
1145 weapons.push_back(Weapon(knife, closest));
1146 Person::players[closest]->num_weapons = 1;
1151 /* Change yaw (rotate around Z axis) */
1152 if (Input::isKeyDown(SDL_SCANCODE_U)) {
1154 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1155 closest = findClosestPlayer();
1159 Person::players[closest]->yaw += multiplier * 50;
1160 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1165 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
1167 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1168 closest = findClosestPlayer();
1172 Person::players[closest]->onfire = !Person::players[closest]->onfire;
1173 if (Person::players[closest]->onfire) {
1174 Person::players[closest]->CatchFire();
1176 emit_sound_at(fireendsound, Person::players[closest]->coords);
1177 pause_sound(stream_firesound);
1183 if (Input::isKeyPressed(SDL_SCANCODE_T) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1185 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1186 closest = findClosestPlayer();
1190 Person::players[closest]->whichskin++;
1191 if (Person::players[closest]->whichskin > 9) {
1192 Person::players[closest]->whichskin = 0;
1194 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype) {
1195 Person::players[closest]->whichskin = 0;
1198 Person::players[closest]->skeleton.drawmodel.textureptr.load(
1199 PersonType::types[Person::players[closest]->creature].skins[Person::players[closest]->whichskin], 1,
1200 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1203 Person::players[closest]->addClothes();
1206 /* Change creature type */
1207 if (Input::isKeyPressed(SDL_SCANCODE_T) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1209 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1210 closest = findClosestPlayer();
1214 person_type nextType = static_cast<person_type>((Person::players[closest]->creature + 1) % PersonType::types.size());
1215 Person::players[closest]->changeCreatureType(nextType);
1219 /* Explose nearby player's head */
1220 if (Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1221 int closest = findClosestPlayer();
1222 if (closest > 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1223 XYZ flatfacing2, flatvelocity2, flatvelocity2_orig;
1224 XYZ headspurtdirection;
1225 Joint& headjoint = Person::players[closest]->joint(head);
1227 if (!Person::players[closest]->skeleton.free) {
1228 flatvelocity2_orig = Person::players[closest]->velocity;
1229 flatfacing2 = DoRotation(
1231 DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt),
1232 Person::players[closest]->tilt2, 0, 0),
1233 0, Person::players[closest]->yaw, 0) *
1234 Person::players[closest]->scale +
1235 Person::players[closest]->coords;
1237 flatvelocity2_orig = headjoint.velocity;
1238 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1241 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1242 Normalise(&headspurtdirection);
1244 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1245 flatvelocity2 = flatvelocity2_orig;
1246 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1247 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1248 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1249 printf("Test: %f\n", flatvelocity2.x);
1250 printf("Test orig: %f\n", flatvelocity2_orig.x);
1251 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1252 flatvelocity2 += headspurtdirection * 8;
1253 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1255 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1257 emit_sound_at(splattersound, Person::players[closest]->coords);
1258 emit_sound_at(breaksound2, Person::players[closest]->coords, 100.);
1260 if (Person::players[closest]->skeleton.free == 2) {
1261 Person::players[closest]->skeleton.free = 0;
1263 Person::players[closest]->RagDoll(0);
1264 Person::players[closest]->dead = 2;
1265 Person::players[closest]->headless = 1;
1266 Person::players[closest]->DoBloodBig(3, 165);
1272 /* Explode nearby player */
1273 if (Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1274 int closest = findClosestPlayer();
1275 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1276 XYZ flatfacing2, flatvelocity2, flatvelocity2_orig;
1278 emit_sound_at(splattersound, Person::players[closest]->coords);
1279 emit_sound_at(breaksound2, Person::players[closest]->coords);
1281 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1282 if (!Person::players[closest]->skeleton.free) {
1283 flatvelocity2_orig = Person::players[closest]->velocity;
1284 flatfacing2 = DoRotation(
1286 DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt),
1287 Person::players[closest]->tilt2, 0, 0),
1288 0, Person::players[closest]->yaw, 0) *
1289 Person::players[closest]->scale +
1290 Person::players[closest]->coords;
1292 flatvelocity2_orig = Person::players[closest]->skeleton.joints[i].velocity;
1293 flatfacing2 = Person::players[closest]->skeleton.joints[i].position *
1294 Person::players[closest]->scale +
1295 Person::players[closest]->coords;
1299 flatvelocity2 = flatvelocity2_orig;
1300 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1301 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1302 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1303 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1304 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
1305 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1308 flatvelocity2 = flatvelocity2_orig;
1309 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1310 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1311 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1312 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1313 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
1316 flatvelocity2 = flatvelocity2_orig;
1317 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1318 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1319 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1320 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1321 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1324 flatvelocity2 = flatvelocity2_orig;
1325 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1326 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1327 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1328 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1329 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1333 for (unsigned j = 0; j < Person::players.size(); j++) {
1334 if (int(j) == closest) {
1337 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
1338 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
1339 if (Person::players[j]->skeleton.free == 2) {
1340 Person::players[j]->skeleton.free = 1;
1342 Person::players[j]->skeleton.longdead = 0;
1343 Person::players[j]->RagDoll(0);
1344 for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
1345 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
1346 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
1347 flatvelocity2 = temppos - Person::players[closest]->coords;
1348 Normalise(&flatvelocity2);
1349 Person::players[j]->skeleton.joints[i].velocity +=
1350 flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
1356 Person::players[closest]->DoDamage(10000);
1357 Person::players[closest]->RagDoll(0);
1358 Person::players[closest]->dead = 2;
1359 Person::players[closest]->coords = 20;
1360 Person::players[closest]->skeleton.free = 2;
1367 /* Skip level (only for challenges) */
1368 // FIXME: Allow skipping levels in campaigns too
1369 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
1371 if (targetlevel > numchallengelevels - 1) {
1378 /* Editor mode keys */
1379 if (editorenabled) {
1380 /* Closest player deletion */
1381 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1382 int closest = findClosestPlayer();
1384 Person::players.erase(Person::players.begin() + closest);
1388 /* Closest object deletion */
1389 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1390 int closest = findClosestObject();
1392 Object::DeleteObject(closest);
1397 if (Input::isKeyPressed(SDL_SCANCODE_O)) {
1398 if (Object::objects.size() < max_objects - 1) {
1399 XYZ scenecoords = Person::players[0]->coords;
1401 if (editortype == bushtype || editortype == firetype) {
1402 scenecoords.y -= 3.5;
1407 float tmpyaw, tmppitch;
1409 tmppitch = editorpitch;
1410 if (tmpyaw < 0 || editortype == bushtype) {
1411 tmpyaw = Random() % 360;
1414 tmppitch = Random() % 360;
1417 Object::MakeObject(editortype, scenecoords, (int)tmpyaw - ((int)tmpyaw) % 30, (int)tmppitch, editorsize);
1418 if (editortype == treetrunktype) {
1419 Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (tmppitch < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
1425 if (Input::isKeyPressed(SDL_SCANCODE_P) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1426 Person::players.push_back(shared_ptr<Person>(new Person()));
1428 Person::players.back()->id = Person::players.size() - 1;
1430 Person::players.back()->scale = Person::players[0]->scale;
1431 Person::players.back()->creature = rabbittype;
1432 Person::players.back()->howactive = editoractive;
1433 Person::players.back()->whichskin = (int)(abs(Random() % 3));
1435 Person::players.back()->skeletonLoad();
1437 Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
1438 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
1440 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
1441 Person::players.back()->yaw = Person::players[0]->yaw;
1443 Person::players.back()->coords = Person::players[0]->coords;
1444 Person::players.back()->oldcoords = Person::players.back()->coords;
1445 Person::players.back()->realoldcoords = Person::players.back()->coords;
1447 Person::players.back()->setProportions(1, 1, 1, 1);
1449 Person::players.back()->damagetolerance = 200;
1451 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
1452 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
1453 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
1454 Person::players.back()->armorhead = Person::players[0]->armorhead;
1455 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
1456 Person::players.back()->armorlow = Person::players[0]->armorlow;
1457 Person::players.back()->metalhead = Person::players[0]->metalhead;
1458 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
1459 Person::players.back()->metallow = Person::players[0]->metallow;
1461 Person::players.back()->immobile = Person::players[0]->immobile;
1463 Person::players.back()->numclothes = Person::players[0]->numclothes;
1464 for (int i = 0; i < Person::players.back()->numclothes; i++) {
1465 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
1466 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
1467 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
1468 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
1470 Person::players.back()->addClothes();
1472 Person::players.back()->power = Person::players[0]->power;
1473 Person::players.back()->speedmult = Person::players[0]->speedmult;
1475 if (Input::isKeyDown(SDL_SCANCODE_RSHIFT))
1476 Person::players.back()->isplayerfriend = true;
1478 Person::players.back()->loaded = true;
1482 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1483 if (Person::players.back()->numwaypoints < 90) {
1484 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
1485 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
1486 Person::players.back()->numwaypoints++;
1488 printf("Add waypoint: Reached max number of waypoints (90), aborting.");
1492 /* Connect waypoint */
1493 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1494 if (numpathpoints < 30) {
1495 bool connected = false;
1496 if (numpathpoints > 1) {
1497 for (int i = 0; i < numpathpoints; i++) {
1498 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
1499 bool alreadyconnected = false;
1500 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
1501 if (pathpointconnect[pathpointselected][j] == i) {
1502 alreadyconnected = true;
1505 if (!alreadyconnected) {
1506 numpathpointconnect[pathpointselected]++;
1508 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
1515 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
1516 numpathpointconnect[numpathpoints - 1] = 0;
1517 if (numpathpoints > 1 && pathpointselected != -1) {
1518 numpathpointconnect[pathpointselected]++;
1519 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
1521 pathpointselected = numpathpoints - 1;
1524 printf("Connect waypoint: Reached max number of path points (30), aborting.");
1528 /* Select next path waypoint */
1529 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
1530 pathpointselected++;
1531 if (pathpointselected >= numpathpoints) {
1532 pathpointselected = -1;
1536 /* Select previous path waypoint */
1537 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1538 pathpointselected--;
1539 if (pathpointselected <= -2) {
1540 pathpointselected = numpathpoints - 1;
1544 /* Delete path waypoint */
1545 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1546 if (pathpointselected != -1) {
1548 pathpoint[pathpointselected] = pathpoint[numpathpoints];
1549 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
1550 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
1551 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
1553 for (int i = 0; i < numpathpoints; i++) {
1554 for (int j = 0; j < numpathpointconnect[i]; j++) {
1555 if (pathpointconnect[i][j] == pathpointselected) {
1556 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
1557 numpathpointconnect[i]--;
1559 if (pathpointconnect[i][j] == numpathpoints) {
1560 pathpointconnect[i][j] = pathpointselected;
1564 pathpointselected = numpathpoints - 1;
1568 /* Select previous object type */
1569 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1571 if (editortype == treeleavestype || editortype == 10) {
1574 if (editortype < 0) {
1575 editortype = firetype;
1579 /* Select next object type */
1580 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1582 if (editortype == treeleavestype || editortype == 10) {
1585 if (editortype > firetype) {
1590 /* Decrease size for next object */
1591 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1592 editorsize -= multiplier;
1593 if (editorsize < .1) {
1598 /* Increase size for next object */
1599 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1600 editorsize += multiplier;
1603 /* Decrease yaw for next object */
1604 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1605 editoryaw -= multiplier * 100;
1606 if (editoryaw < -.01) {
1611 /* Increase yaw for next object */
1612 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1613 editoryaw += multiplier * 100;
1616 /* Decrease pitch for next object */
1617 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1618 editorpitch -= multiplier * 100;
1619 if (editorpitch < -.01) {
1624 /* Increase pitch for next object */
1625 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1626 editorpitch += multiplier * 100;
1629 /* Decrease map radius */
1630 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1631 mapradius -= multiplier * 10;
1634 /* Increase map radius */
1635 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1636 mapradius += multiplier * 10;
1641 void doJumpReversals()
1643 for (unsigned k = 0; k < Person::players.size(); k++) {
1644 for (unsigned i = k + 1; i < Person::players.size(); i++) {
1645 if (Person::players[k]->skeleton.free == 0 &&
1646 Person::players[i]->skeleton.oldfree == 0 &&
1647 (Person::players[i]->animTarget == jumpupanim ||
1648 Person::players[k]->animTarget == jumpupanim) &&
1649 (Person::players[i]->isPlayerControlled() ||
1650 Person::players[k]->isPlayerControlled()) &&
1651 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
1652 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
1653 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
1654 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
1655 //TODO: refactor two huge similar ifs
1656 if (Person::players[i]->animTarget == jumpupanim &&
1657 Person::players[k]->animTarget != getupfrombackanim &&
1658 Person::players[k]->animTarget != getupfromfrontanim &&
1659 Animation::animations[Person::players[k]->animTarget].height == middleheight &&
1660 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
1661 ((Person::players[k]->isPlayerControlled() && Person::players[k]->attackkeydown) ||
1662 !Person::players[k]->isPlayerControlled())) {
1663 Person::players[i]->victim = Person::players[k];
1664 Person::players[i]->velocity = 0;
1665 Person::players[i]->animCurrent = jumpreversedanim;
1666 Person::players[i]->animTarget = jumpreversedanim;
1667 Person::players[i]->frameCurrent = 0;
1668 Person::players[i]->frameTarget = 1;
1669 Person::players[i]->targettilt2 = 0;
1670 Person::players[k]->victim = Person::players[i];
1671 Person::players[k]->velocity = 0;
1672 Person::players[k]->animCurrent = jumpreversalanim;
1673 Person::players[k]->animTarget = jumpreversalanim;
1674 Person::players[k]->frameCurrent = 0;
1675 Person::players[k]->frameTarget = 1;
1676 Person::players[k]->targettilt2 = 0;
1677 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
1678 Person::players[i]->animCurrent = rabbitkickreversedanim;
1679 Person::players[i]->animTarget = rabbitkickreversedanim;
1680 Person::players[i]->frameCurrent = 1;
1681 Person::players[i]->frameTarget = 2;
1682 Person::players[k]->animCurrent = rabbitkickreversalanim;
1683 Person::players[k]->animTarget = rabbitkickreversalanim;
1684 Person::players[k]->frameCurrent = 1;
1685 Person::players[k]->frameTarget = 2;
1687 Person::players[i]->target = 0;
1688 Person::players[k]->oldcoords = Person::players[k]->coords;
1689 Person::players[i]->coords = Person::players[k]->coords;
1690 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
1691 Person::players[k]->yaw = Person::players[i]->targetyaw;
1692 if (Person::players[k]->aitype == attacktypecutoff) {
1693 Person::players[k]->stunned = .5;
1696 if (Person::players[k]->animTarget == jumpupanim &&
1697 Person::players[i]->animTarget != getupfrombackanim &&
1698 Person::players[i]->animTarget != getupfromfrontanim &&
1699 Animation::animations[Person::players[i]->animTarget].height == middleheight &&
1700 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
1701 ((Person::players[i]->isPlayerControlled() && Person::players[i]->attackkeydown) ||
1702 !Person::players[i]->isPlayerControlled())) {
1703 Person::players[k]->victim = Person::players[i];
1704 Person::players[k]->velocity = 0;
1705 Person::players[k]->animCurrent = jumpreversedanim;
1706 Person::players[k]->animTarget = jumpreversedanim;
1707 Person::players[k]->frameCurrent = 0;
1708 Person::players[k]->frameTarget = 1;
1709 Person::players[k]->targettilt2 = 0;
1710 Person::players[i]->victim = Person::players[k];
1711 Person::players[i]->velocity = 0;
1712 Person::players[i]->animCurrent = jumpreversalanim;
1713 Person::players[i]->animTarget = jumpreversalanim;
1714 Person::players[i]->frameCurrent = 0;
1715 Person::players[i]->frameTarget = 1;
1716 Person::players[i]->targettilt2 = 0;
1717 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
1718 Person::players[k]->animTarget = rabbitkickreversedanim;
1719 Person::players[k]->animCurrent = rabbitkickreversedanim;
1720 Person::players[i]->animCurrent = rabbitkickreversalanim;
1721 Person::players[i]->animTarget = rabbitkickreversalanim;
1722 Person::players[k]->frameCurrent = 1;
1723 Person::players[k]->frameTarget = 2;
1724 Person::players[i]->frameCurrent = 1;
1725 Person::players[i]->frameTarget = 2;
1727 Person::players[k]->target = 0;
1728 Person::players[i]->oldcoords = Person::players[i]->coords;
1729 Person::players[k]->coords = Person::players[i]->coords;
1730 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
1731 Person::players[i]->yaw = Person::players[k]->targetyaw;
1732 if (Person::players[i]->aitype == attacktypecutoff) {
1733 Person::players[i]->stunned = .5;
1742 void doAerialAcrobatics()
1744 static XYZ facing, flatfacing;
1745 for (unsigned k = 0; k < Person::players.size(); k++) {
1746 Person::players[k]->turnspeed = 500;
1748 if ((Person::players[k]->isRun() &&
1749 ((Person::players[k]->targetyaw != rabbitrunninganim &&
1750 Person::players[k]->targetyaw != wolfrunninganim) ||
1751 Person::players[k]->frameTarget == 4)) ||
1752 Person::players[k]->animTarget == removeknifeanim ||
1753 Person::players[k]->animTarget == crouchremoveknifeanim ||
1754 Person::players[k]->animTarget == flipanim ||
1755 Person::players[k]->animTarget == fightsidestep ||
1756 Person::players[k]->animTarget == walkanim) {
1757 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
1760 if (Person::players[k]->isStop() ||
1761 Person::players[k]->isLanding() ||
1762 Person::players[k]->animTarget == staggerbackhighanim ||
1763 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
1764 Person::players[k]->animTarget == staggerbackhardanim ||
1765 Person::players[k]->animTarget == backhandspringanim ||
1766 Person::players[k]->animTarget == dodgebackanim ||
1767 Person::players[k]->animTarget == rollanim ||
1768 (Animation::animations[Person::players[k]->animTarget].attack &&
1769 Person::players[k]->animTarget != rabbitkickanim &&
1770 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
1771 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
1772 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
1775 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
1776 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
1779 Person::players[k]->DoStuff();
1780 if (Person::players[k]->immobile && k != 0) {
1781 Person::players[k]->coords = Person::players[k]->realoldcoords;
1784 //if player's position has changed (?)
1785 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
1786 !Person::players[k]->skeleton.free &&
1787 Person::players[k]->animTarget != climbanim &&
1788 Person::players[k]->animTarget != hanganim) {
1789 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
1791 bool tempcollide = 0;
1793 if (Person::players[k]->collide < -.3) {
1794 Person::players[k]->collide = -.3;
1796 if (Person::players[k]->collide > 1) {
1797 Person::players[k]->collide = 1;
1799 Person::players[k]->collide -= multiplier * 30;
1802 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
1804 for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
1805 unsigned int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1806 if (Object::objects[i]->type != rocktype ||
1807 Object::objects[i]->scale > .5 && Person::players[k]->isPlayerControlled() ||
1808 Object::objects[i]->position.y > Person::players[k]->coords.y) {
1809 lowpoint = Person::players[k]->coords;
1810 if (Person::players[k]->animTarget != jumpupanim &&
1811 Person::players[k]->animTarget != jumpdownanim &&
1812 !Person::players[k]->isFlip()) {
1817 if (Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
1818 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1) {
1819 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
1821 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1822 flatfacing = lowpoint - Person::players[k]->coords;
1823 Person::players[k]->coords = lowpoint;
1824 Person::players[k]->coords.y -= 1.3;
1825 Person::players[k]->collide = 1;
1828 //TODO: refactor four similar blocks
1829 if (Person::players[k]->isPlayerControlled() &&
1830 (Person::players[k]->animTarget == jumpupanim ||
1831 Person::players[k]->animTarget == jumpdownanim ||
1832 Person::players[k]->isFlip()) &&
1833 !Person::players[k]->jumptogglekeydown &&
1834 Person::players[k]->jumpkeydown) {
1835 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
1836 XYZ tempcoords1 = lowpoint;
1837 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1838 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1839 Person::players[k]->setTargetAnimation(walljumpleftanim);
1840 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1842 pause_sound(whooshsound);
1845 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1846 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1847 if (lowpointtarget.z < 0) {
1848 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1850 Person::players[k]->targetyaw = Person::players[k]->yaw;
1851 Person::players[k]->lowyaw = Person::players[k]->yaw;
1856 lowpoint = tempcoords1;
1857 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
1858 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1859 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1860 Person::players[k]->setTargetAnimation(walljumprightanim);
1861 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1863 pause_sound(whooshsound);
1866 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1867 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1868 if (lowpointtarget.z < 0) {
1869 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1871 Person::players[k]->targetyaw = Person::players[k]->yaw;
1872 Person::players[k]->lowyaw = Person::players[k]->yaw;
1877 lowpoint = tempcoords1;
1878 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
1879 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1880 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1881 Person::players[k]->setTargetAnimation(walljumpbackanim);
1882 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1884 pause_sound(whooshsound);
1887 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1888 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1889 if (lowpointtarget.z < 0) {
1890 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1892 Person::players[k]->targetyaw = Person::players[k]->yaw;
1893 Person::players[k]->lowyaw = Person::players[k]->yaw;
1898 lowpoint = tempcoords1;
1899 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
1900 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1901 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1902 Person::players[k]->setTargetAnimation(walljumpfrontanim);
1903 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1905 pause_sound(whooshsound);
1908 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1909 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1910 if (lowpointtarget.z < 0) {
1911 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1913 Person::players[k]->yaw += 180;
1914 Person::players[k]->targetyaw = Person::players[k]->yaw;
1915 Person::players[k]->lowyaw = Person::players[k]->yaw;
1925 } else if (Object::objects[i]->type == rocktype) {
1926 lowpoint2 = Person::players[k]->coords;
1927 lowpoint = Person::players[k]->coords;
1929 if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
1930 Person::players[k]->coords = colpoint;
1931 Person::players[k]->collide = 1;
1934 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
1935 //flipped into a rock
1936 if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7) {
1937 Person::players[k]->RagDoll(0);
1940 if (Person::players[k]->animTarget == jumpupanim) {
1941 Person::players[k]->jumppower = -4;
1942 Person::players[k]->animTarget = Person::players[k]->getIdle();
1944 Person::players[k]->target = 0;
1945 Person::players[k]->frameTarget = 0;
1946 Person::players[k]->onterrain = 1;
1948 if (Person::players[k]->id == 0) {
1949 pause_sound(whooshsound);
1950 OPENAL_SetVolume(channels[whooshsound], 0);
1954 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
1955 if (Person::players[k]->isFlip()) {
1956 Person::players[k]->jumppower = -4;
1958 Person::players[k]->animTarget = Person::players[k]->getLanding();
1959 emit_sound_at(landsound, Person::players[k]->coords, 128.);
1961 addEnvSound(Person::players[k]->coords);
1970 for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
1971 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1972 lowpoint = Person::players[k]->coords;
1974 if (Object::objects[i]->type != rocktype) {
1975 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1976 if (Person::players[k]->animTarget != jumpupanim &&
1977 Person::players[k]->animTarget != jumpdownanim &&
1978 Person::players[k]->onterrain) {
1979 Person::players[k]->avoidcollided = 1;
1981 Person::players[k]->coords = lowpoint;
1982 Person::players[k]->coords.y -= 1.35;
1983 Person::players[k]->collide = 1;
1985 if ((Person::players[k]->grabdelay <= 0 || !Person::players[k]->isPlayerControlled()) &&
1986 (Person::players[k]->animCurrent != climbanim &&
1987 Person::players[k]->animCurrent != hanganim &&
1988 !Person::players[k]->isWallJump() ||
1989 Person::players[k]->animTarget == jumpupanim ||
1990 Person::players[k]->animTarget == jumpdownanim)) {
1991 lowpoint = Person::players[k]->coords;
1992 Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
1993 lowpoint = Person::players[k]->coords;
1997 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
1998 lowpointtarget = lowpoint + facing * 1.4;
1999 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2000 if (whichhit != -1) {
2001 lowpoint = Person::players[k]->coords;
2003 lowpointtarget = lowpoint + facing * 1.4;
2004 lowpoint2 = lowpoint;
2005 lowpointtarget2 = lowpointtarget;
2006 lowpoint3 = lowpoint;
2007 lowpointtarget3 = lowpointtarget;
2008 lowpoint4 = lowpoint;
2009 lowpointtarget4 = lowpointtarget;
2010 lowpoint5 = lowpoint;
2011 lowpointtarget5 = lowpointtarget;
2012 lowpoint6 = lowpoint;
2013 lowpointtarget6 = lowpointtarget;
2014 lowpoint7 = lowpoint;
2015 lowpointtarget7 = lowpoint;
2017 lowpointtarget2.x += .1;
2019 lowpointtarget3.z += .1;
2021 lowpointtarget4.x -= .1;
2023 lowpointtarget5.z -= .1;
2024 lowpoint6.y += 45 / 13;
2025 lowpointtarget6.y += 45 / 13;
2026 lowpointtarget6 += facing * .6;
2027 lowpointtarget7.y += 90 / 13;
2028 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2029 if (Object::objects[i]->friction > .5) {
2030 if (whichhit != -1) {
2031 if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim) {
2032 Person::players[k]->collided = 1;
2034 if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1) {
2035 if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1) {
2036 if (Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
2037 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2038 Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
2039 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2040 Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
2041 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2042 Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
2043 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
2044 for (int j = 0; j < 45; j++) {
2045 lowpoint = Person::players[k]->coords;
2046 lowpoint.y += (float)j / 13;
2047 lowpointtarget = lowpoint + facing * 1.4;
2048 if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
2049 &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
2050 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim) {
2053 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2054 lowpoint = Person::players[k]->coords;
2055 lowpoint.y += (float)j / 13;
2056 lowpointtarget = lowpoint + facing * 1.3;
2057 flatfacing = Person::players[k]->coords;
2058 Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * .01;
2059 Person::players[k]->coords.y = lowpointtarget.y - .07;
2060 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2062 if (j > 10 || !Person::players[k]->isRun()) {
2063 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2065 pause_sound(whooshsound);
2068 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2070 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
2071 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2072 if (lowpointtarget.z < 0) {
2073 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2075 Person::players[k]->targetyaw = Person::players[k]->yaw;
2076 Person::players[k]->lowyaw = Person::players[k]->yaw;
2078 //Person::players[k]->velocity=lowpointtarget*.03;
2079 Person::players[k]->velocity = 0;
2082 if (Person::players[k]->animTarget == jumpupanim) {
2083 Person::players[k]->animTarget = climbanim;
2084 Person::players[k]->jumppower = 0;
2085 Person::players[k]->jumpclimb = 1;
2087 Person::players[k]->transspeed = 6;
2088 Person::players[k]->target = 0;
2089 Person::players[k]->frameTarget = 1;
2092 Person::players[k]->setTargetAnimation(hanganim);
2093 Person::players[k]->jumppower = 0;
2111 if (Person::players[k]->collide <= 0) {
2113 if (!Person::players[k]->onterrain &&
2114 Person::players[k]->animTarget != jumpupanim &&
2115 Person::players[k]->animTarget != jumpdownanim &&
2116 Person::players[k]->animTarget != climbanim &&
2117 Person::players[k]->animTarget != hanganim &&
2118 !Person::players[k]->isWallJump() &&
2119 !Person::players[k]->isFlip()) {
2120 if (Person::players[k]->animCurrent != climbanim &&
2121 Person::players[k]->animCurrent != tempanim &&
2122 Person::players[k]->animTarget != backhandspringanim &&
2123 (Person::players[k]->animTarget != rollanim ||
2124 Person::players[k]->frameTarget < 2 ||
2125 Person::players[k]->frameTarget > 6)) {
2126 //stagger off ledge (?)
2127 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim) {
2128 Person::players[k]->RagDoll(0);
2130 Person::players[k]->setTargetAnimation(jumpdownanim);
2133 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2137 Person::players[k]->velocity.y += gravity;
2141 Person::players[k]->realoldcoords = Person::players[k]->coords;
2147 static int randattack;
2148 static bool playerrealattackkeydown = 0;
2150 if (!Input::isKeyDown(attackkey)) {
2154 Person::players[0]->attackkeydown = 0;
2157 playerrealattackkeydown = 0;
2159 if (!oldattackkey) {
2160 playerrealattackkeydown = Input::isKeyDown(attackkey);
2162 if ((Person::players[0]->parriedrecently <= 0 ||
2163 !Person::players[0]->hasWeapon()) &&
2166 Person::players[0]->lastattack != swordslashanim &&
2167 Person::players[0]->lastattack != knifeslashstartanim &&
2168 Person::players[0]->lastattack != staffhitanim &&
2169 Person::players[0]->lastattack != staffspinhitanim))) {
2170 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2172 if (Input::isKeyDown(attackkey) &&
2174 !Person::players[0]->backkeydown) {
2175 for (unsigned k = 0; k < Person::players.size(); k++) {
2176 if ((Person::players[k]->animTarget == swordslashanim ||
2177 Person::players[k]->animTarget == staffhitanim ||
2178 Person::players[k]->animTarget == staffspinhitanim) &&
2179 Person::players[0]->animCurrent != dodgebackanim &&
2180 !Person::players[k]->skeleton.free) {
2181 Person::players[k]->Reverse();
2186 if (!hostile || Dialog::inDialog()) {
2187 Person::players[0]->attackkeydown = 0;
2190 for (unsigned k = 0; k < Person::players.size(); k++) {
2191 if (Dialog::inDialog()) {
2192 Person::players[k]->attackkeydown = 0;
2194 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2195 if (!Person::players[k]->isPlayerControlled()) {
2196 if (Person::players[k]->isPlayerFriend()) {
2198 for (unsigned k2 = 1; k2 < Person::players.size(); k2++) {
2200 !Person::players[k2]->dead &&
2201 Person::players[k2]->aitype == attacktypecutoff) {
2202 Person::players[k]->victim = Person::players[k2];
2208 Person::players[k]->attackkeydown = 0;
2211 Person::players[k]->victim = Person::players[0];
2214 //attack key pressed
2215 if (Person::players[k]->attackkeydown) {
2217 if (Person::players[k]->backkeydown &&
2218 Person::players[k]->animTarget != backhandspringanim &&
2219 (Person::players[k]->isIdle() ||
2220 Person::players[k]->isStop() ||
2221 Person::players[k]->isRun() ||
2222 Person::players[k]->animTarget == walkanim)) {
2223 if (Person::players[k]->jumppower <= 1) {
2224 Person::players[k]->jumppower -= 2;
2226 for (unsigned i = 0; i < Person::players.size(); i++) {
2230 if (Person::players[i]->animTarget == swordslashanim ||
2231 Person::players[i]->animTarget == knifeslashstartanim ||
2232 Person::players[i]->animTarget == staffhitanim ||
2233 Person::players[i]->animTarget == staffspinhitanim) {
2234 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2235 Person::players[k]->setTargetAnimation(dodgebackanim);
2236 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2237 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2241 if (Person::players[k]->animTarget != dodgebackanim) {
2245 Person::players[k]->setTargetAnimation(backhandspringanim);
2246 Person::players[k]->targetyaw = -yaw + 180;
2247 if (Person::players[k]->leftkeydown) {
2248 Person::players[k]->targetyaw -= 45;
2250 if (Person::players[k]->rightkeydown) {
2251 Person::players[k]->targetyaw += 45;
2253 Person::players[k]->yaw = Person::players[k]->targetyaw;
2254 Person::players[k]->jumppower -= 2;
2259 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2260 !Person::players[k]->backkeydown &&
2261 (Person::players[k]->isIdle() ||
2262 Person::players[k]->isRun() ||
2263 Person::players[k]->animTarget == walkanim ||
2264 Person::players[k]->animTarget == sneakanim ||
2265 Person::players[k]->isCrouch())) {
2266 const int attackweapon = (Person::players[k]->hasWeapon() ? weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType() : 0);
2267 //normal attacks (?)
2268 Person::players[k]->hasvictim = 0;
2269 if (Person::players.size() > 1) {
2270 for (unsigned i = 0; i < Person::players.size(); i++) {
2271 if (i == k || !(k == 0 || i == 0)) {
2274 if (!Person::players[k]->hasvictim) {
2275 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2277 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2278 if (distance < 4.5 &&
2279 !Person::players[i]->skeleton.free &&
2280 Person::players[i]->howactive < typedead1 &&
2281 Person::players[i]->animTarget != jumpreversedanim &&
2282 Person::players[i]->animTarget != rabbitkickreversedanim &&
2283 Person::players[i]->animTarget != rabbitkickanim &&
2284 Person::players[k]->animTarget != rabbitkickanim &&
2285 Person::players[i]->animTarget != getupfrombackanim &&
2286 (Person::players[i]->animTarget != staggerbackhighanim &&
2287 (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2288 Person::players[i]->animTarget != jumpdownanim &&
2289 Person::players[i]->animTarget != jumpupanim &&
2290 Person::players[i]->animTarget != getupfromfrontanim) {
2291 Person::players[k]->victim = Person::players[i];
2292 Person::players[k]->hasvictim = 1;
2293 if (Person::players[k]->isPlayerControlled()) { //human player
2295 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2296 Person::players[k]->crouchkeydown &&
2297 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2298 Person::players[k]->animTarget = sweepanim;
2300 } else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2301 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2302 !Person::players[k]->forwardkeydown &&
2303 !Person::players[k]->leftkeydown &&
2304 !Person::players[k]->rightkeydown &&
2305 !Person::players[k]->crouchkeydown &&
2308 Person::players[k]->animTarget = winduppunchanim;
2310 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2311 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2312 !Person::players[k]->forwardkeydown &&
2313 !Person::players[k]->leftkeydown &&
2314 !Person::players[k]->rightkeydown &&
2315 !Person::players[k]->crouchkeydown &&
2317 Person::players[k]->animTarget = upunchanim;
2319 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2320 Person::players[i]->staggerdelay > 0 &&
2321 attackweapon == knife &&
2322 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) {
2323 Person::players[k]->animTarget = knifefollowanim;
2325 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2326 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2327 !Person::players[k]->forwardkeydown &&
2328 !Person::players[k]->leftkeydown &&
2329 !Person::players[k]->rightkeydown &&
2330 !Person::players[k]->crouchkeydown &&
2331 attackweapon == knife &&
2332 Person::players[k]->weaponmissdelay <= 0) {
2333 Person::players[k]->animTarget = knifeslashstartanim;
2335 } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2336 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2337 !Person::players[k]->crouchkeydown &&
2338 attackweapon == sword &&
2339 Person::players[k]->weaponmissdelay <= 0) {
2340 Person::players[k]->animTarget = swordslashanim;
2342 } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2343 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2344 !Person::players[k]->crouchkeydown &&
2345 attackweapon == staff &&
2346 Person::players[k]->weaponmissdelay <= 0 &&
2347 !Person::players[k]->leftkeydown &&
2348 !Person::players[k]->rightkeydown &&
2349 !Person::players[k]->forwardkeydown) {
2350 Person::players[k]->animTarget = staffhitanim;
2352 } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2353 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2354 !Person::players[k]->crouchkeydown &&
2355 attackweapon == staff &&
2356 Person::players[k]->weaponmissdelay <= 0) {
2357 Person::players[k]->animTarget = staffspinhitanim;
2359 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2360 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2361 Person::players[k]->animTarget = spinkickanim;
2363 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2364 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2365 Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
2366 Person::players[k]->animTarget = lowkickanim;
2368 } else { //AI player
2369 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
2370 randattack = abs(Random() % 5);
2371 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
2373 if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2374 Person::players[k]->animTarget = sweepanim;
2376 } else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2378 Person::players[k]->animTarget = upunchanim;
2380 } else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2381 Person::players[k]->animTarget = spinkickanim;
2383 } else if (Animation::animations[Person::players[i]->animTarget].height == lowheight) {
2384 Person::players[k]->animTarget = lowkickanim;
2389 if ((!Tutorial::active || !attackweapon) &&
2390 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2392 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2393 Person::players[k]->animTarget = sweepanim;
2395 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2396 attackweapon == knife &&
2397 Person::players[k]->weaponmissdelay <= 0) {
2398 Person::players[k]->animTarget = knifeslashstartanim;
2400 } else if (!(Person::players[0]->victim == Person::players[i] &&
2401 Person::players[0]->hasvictim &&
2402 Person::players[0]->animTarget == swordslashanim) &&
2403 attackweapon == sword &&
2404 Person::players[k]->weaponmissdelay <= 0) {
2405 Person::players[k]->animTarget = swordslashanim;
2407 } else if (!(Person::players[0]->victim == Person::players[i] &&
2408 Person::players[0]->hasvictim &&
2409 Person::players[0]->animTarget == swordslashanim) &&
2410 attackweapon == staff &&
2411 Person::players[k]->weaponmissdelay <= 0 &&
2413 Person::players[k]->animTarget = staffhitanim;
2415 } else if (!(Person::players[0]->victim == Person::players[i] &&
2416 Person::players[0]->hasvictim &&
2417 Person::players[0]->animTarget == swordslashanim) &&
2418 attackweapon == staff &&
2419 Person::players[k]->weaponmissdelay <= 0 &&
2421 Person::players[k]->animTarget = staffspinhitanim;
2423 } else if ((!Tutorial::active || !attackweapon) &&
2424 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2426 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2427 Person::players[k]->animTarget = spinkickanim;
2429 } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2430 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2431 Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
2432 Person::players[k]->animTarget = lowkickanim;
2437 //upunch becomes wolfslap
2438 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype) {
2439 Person::players[k]->animTarget = wolfslapanim;
2443 if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
2444 Person::players[i]->howactive < typedead1 &&
2445 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2446 !Person::players[i]->skeleton.free &&
2447 Person::players[i]->animTarget != getupfrombackanim &&
2448 Person::players[i]->animTarget != getupfromfrontanim &&
2449 (Person::players[i]->surprised > 0 ||
2450 Person::players[i]->aitype == passivetype ||
2451 attackweapon && Person::players[i]->stunned > 0) &&
2452 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
2454 if (!attackweapon) {
2455 Person::players[k]->animCurrent = sneakattackanim;
2456 Person::players[k]->animTarget = sneakattackanim;
2457 Person::players[i]->animCurrent = sneakattackedanim;
2458 Person::players[i]->animTarget = sneakattackedanim;
2459 Person::players[k]->oldcoords = Person::players[k]->coords;
2460 Person::players[k]->coords = Person::players[i]->coords;
2463 if (attackweapon == knife) {
2464 Person::players[k]->animCurrent = knifesneakattackanim;
2465 Person::players[k]->animTarget = knifesneakattackanim;
2466 Person::players[i]->animCurrent = knifesneakattackedanim;
2467 Person::players[i]->animTarget = knifesneakattackedanim;
2468 Person::players[i]->oldcoords = Person::players[i]->coords;
2469 Person::players[i]->coords = Person::players[k]->coords;
2472 if (attackweapon == sword) {
2473 Person::players[k]->animCurrent = swordsneakattackanim;
2474 Person::players[k]->animTarget = swordsneakattackanim;
2475 Person::players[i]->animCurrent = swordsneakattackedanim;
2476 Person::players[i]->animTarget = swordsneakattackedanim;
2477 Person::players[i]->oldcoords = Person::players[i]->coords;
2478 Person::players[i]->coords = Person::players[k]->coords;
2480 if (attackweapon != staff) {
2481 Person::players[k]->victim = Person::players[i];
2482 Person::players[k]->hasvictim = 1;
2483 Person::players[i]->targettilt2 = 0;
2484 Person::players[i]->frameTarget = 1;
2485 Person::players[i]->frameCurrent = 0;
2486 Person::players[i]->target = 0;
2487 Person::players[i]->velocity = 0;
2488 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2489 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2490 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2491 Person::players[k]->target = Person::players[i]->target;
2492 Person::players[k]->velocity = 0;
2493 Person::players[k]->targetyaw = Person::players[i]->yaw;
2494 Person::players[k]->yaw = Person::players[i]->yaw;
2495 Person::players[i]->targetyaw = Person::players[i]->yaw;
2498 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2499 Person::players[k]->victim == Person::players[i] &&
2500 (!Person::players[i]->skeleton.free)) {
2502 Person::players[k]->frameTarget = 0;
2503 Person::players[k]->target = 0;
2505 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2506 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2507 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2508 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2509 Person::players[k]->lastattack = Person::players[k]->animTarget;
2511 if (Person::players[k]->animTarget == knifefollowanim &&
2512 Person::players[k]->victim == Person::players[i]) {
2514 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2515 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2516 Person::players[k]->victim = Person::players[i];
2517 Person::players[k]->hasvictim = 1;
2518 Person::players[i]->animTarget = knifefollowedanim;
2519 Person::players[i]->animCurrent = knifefollowedanim;
2520 Person::players[i]->targettilt2 = 0;
2521 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
2522 Person::players[i]->frameTarget = 1;
2523 Person::players[i]->frameCurrent = 0;
2524 Person::players[i]->target = 0;
2525 Person::players[i]->velocity = 0;
2526 Person::players[k]->animCurrent = knifefollowanim;
2527 Person::players[k]->animTarget = knifefollowanim;
2528 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2529 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2530 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2531 Person::players[k]->target = Person::players[i]->target;
2532 Person::players[k]->velocity = 0;
2533 Person::players[k]->oldcoords = Person::players[k]->coords;
2534 Person::players[i]->coords = Person::players[k]->coords;
2535 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2536 Person::players[i]->yaw = Person::players[k]->targetyaw;
2537 Person::players[k]->yaw = Person::players[k]->targetyaw;
2538 Person::players[i]->yaw = Person::players[k]->targetyaw;
2544 const bool hasstaff = attackweapon == staff;
2545 if (k == 0 && Person::players.size() > 1) {
2546 for (unsigned i = 0; i < Person::players.size(); i++) {
2550 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
2551 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
2552 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2553 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown)) {
2554 if (Person::players[i]->skeleton.free) {
2555 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
2556 (Person::players[i]->dead ||
2557 Person::players[i]->skeleton.longdead > 1000 ||
2558 Person::players[k]->isRun() ||
2561 (Person::players[i]->skeleton.longdead > 2000 ||
2562 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
2563 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
2564 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
2565 Person::players[k]->victim = Person::players[i];
2566 Person::players[k]->hasvictim = 1;
2567 if (attackweapon && !Tutorial::active) {
2569 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5)) {
2570 Person::players[k]->animTarget = crouchstabanim;
2573 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword) {
2574 Person::players[k]->animTarget = swordgroundstabanim;
2577 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff) {
2578 Person::players[k]->animTarget = staffgroundsmashanim;
2581 if (distance < 2.5 &&
2582 Person::players[k]->crouchkeydown &&
2583 Person::players[k]->animTarget != crouchstabanim &&
2585 Person::players[i]->dead &&
2586 Person::players[i]->skeleton.free &&
2587 Person::players[i]->skeleton.longdead > 1000) {
2588 Person::players[k]->animTarget = killanim;
2589 terrain.deleteDeadDecals();
2590 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2591 if (Object::objects[l]->model.type == decalstype) {
2592 Object::objects[l]->model.deleteDeadDecals();
2596 if (!Person::players[i]->dead || musictype != 2) {
2597 if (distance < 3.5 &&
2598 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
2599 Person::players[k]->staggerdelay <= 0 &&
2600 (Person::players[i]->dead ||
2601 Person::players[i]->skeleton.longdead < 300 &&
2602 Person::players[k]->lastattack != spinkickanim &&
2603 Person::players[i]->skeleton.free) &&
2604 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
2605 Person::players[k]->animTarget = dropkickanim;
2606 terrain.deleteDeadDecals();
2607 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2608 if (Object::objects[l]->model.type == decalstype) {
2609 Object::objects[l]->model.deleteDeadDecals();
2617 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2618 Person::players[k]->victim == Person::players[i] &&
2619 (!Person::players[i]->skeleton.free ||
2620 Person::players[k]->animTarget == killanim ||
2621 Person::players[k]->animTarget == crouchstabanim ||
2622 Person::players[k]->animTarget == swordgroundstabanim ||
2623 Person::players[k]->animTarget == staffgroundsmashanim ||
2624 Person::players[k]->animTarget == dropkickanim)) {
2626 Person::players[k]->frameTarget = 0;
2627 Person::players[k]->target = 0;
2629 XYZ targetpoint = Person::players[i]->coords;
2630 if (Person::players[k]->animTarget == crouchstabanim ||
2631 Person::players[k]->animTarget == swordgroundstabanim ||
2632 Person::players[k]->animTarget == staffgroundsmashanim) {
2633 targetpoint += (Person::players[i]->jointPos(abdomen) +
2634 Person::players[i]->jointPos(neck)) /
2636 Person::players[i]->scale;
2638 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
2639 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
2641 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
2642 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
2645 if (Person::players[k]->animTarget == staffgroundsmashanim) {
2646 Person::players[k]->targettilt2 += 10;
2649 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2650 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2651 Person::players[k]->lastattack = Person::players[k]->animTarget;
2653 if (Person::players[k]->animTarget == swordgroundstabanim) {
2654 Person::players[k]->targetyaw += 30;
2660 if (!Person::players[k]->hasvictim) {
2662 for (unsigned i = 0; i < Person::players.size(); i++) {
2663 if (i == k || !(i == 0 || k == 0)) {
2666 if (!Person::players[i]->skeleton.free) {
2667 if (Person::players[k]->hasvictim) {
2668 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
2669 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords)) {
2670 Person::players[k]->victim = Person::players[i];
2673 Person::players[k]->victim = Person::players[i];
2674 Person::players[k]->hasvictim = 1;
2679 if (Person::players[k]->isPlayerControlled()) {
2681 if (Person::players[k]->attackkeydown &&
2682 Person::players[k]->isRun() &&
2683 Person::players[k]->wasRun() &&
2684 ((Person::players[k]->hasvictim &&
2685 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
2686 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
2687 !Person::players[k]->victim->skeleton.free &&
2688 Person::players[k]->victim->animTarget != getupfrombackanim &&
2689 Person::players[k]->victim->animTarget != getupfromfrontanim &&
2690 Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
2691 !Person::players[k]->isPlayerControlled() && //wat???
2692 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
2693 Person::players[k]->rabbitkickenabled) ||
2694 Person::players[k]->jumpkeydown)) {
2696 Person::players[k]->setTargetAnimation(rabbitkickanim);
2700 if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
2702 switch (attackweapon) {
2723 void doPlayerCollisions()
2725 static XYZ rotatetarget;
2726 static float collisionradius;
2727 if (Person::players.size() > 1) {
2728 for (unsigned k = 0; k < Person::players.size(); k++) {
2729 for (unsigned i = k + 1; i < Person::players.size(); i++) {
2730 //neither player is part of a reversal
2731 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
2732 Animation::animations[Person::players[i]->animTarget].attack != reversal &&
2733 Animation::animations[Person::players[k]->animTarget].attack != reversed &&
2734 Animation::animations[Person::players[k]->animTarget].attack != reversal) ||
2735 (i != 0 && k != 0)) {
2736 if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
2737 Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
2738 Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
2739 Animation::animations[Person::players[k]->animCurrent].attack != reversal) ||
2740 (i != 0 && k != 0)) {
2741 //neither is sleeping
2742 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping) {
2743 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall) {
2744 //in same patch, neither is climbing
2745 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
2746 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
2747 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
2748 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
2749 Person::players[i]->animTarget != climbanim &&
2750 Person::players[i]->animTarget != hanganim &&
2751 Person::players[k]->animTarget != climbanim &&
2752 Person::players[k]->animTarget != hanganim) {
2753 //players are close (bounding box test)
2754 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3) {
2755 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3) {
2756 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3) {
2757 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3) {
2758 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3) {
2759 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
2760 //spread fire from player to player
2761 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2762 if (Person::players[i]->onfire || Person::players[k]->onfire) {
2763 if (!Person::players[i]->onfire) {
2764 Person::players[i]->CatchFire();
2766 if (!Person::players[k]->onfire) {
2767 Person::players[k]->CatchFire();
2772 XYZ tempcoords1 = Person::players[i]->coords;
2773 XYZ tempcoords2 = Person::players[k]->coords;
2774 if (!Person::players[i]->skeleton.oldfree) {
2775 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
2777 if (!Person::players[k]->skeleton.oldfree) {
2778 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
2780 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2781 if (Person::players[0]->hasvictim) {
2782 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free) {
2783 collisionradius = 3;
2786 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
2787 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
2788 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
2789 //jump down on a dead body
2790 if (k == 0 || i == 0) {
2792 if (Person::players[0]->animTarget == jumpdownanim &&
2793 !Person::players[0]->skeleton.oldfree &&
2794 !Person::players[0]->skeleton.free &&
2795 Person::players[l]->skeleton.oldfree &&
2796 Person::players[l]->skeleton.free &&
2797 Person::players[l]->dead &&
2798 Person::players[0]->lastcollide <= 0 &&
2799 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
2800 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
2801 Person::players[0]->coords.y = Person::players[l]->coords.y;
2802 Person::players[l]->velocity = Person::players[0]->velocity;
2803 Person::players[l]->skeleton.free = 0;
2804 Person::players[l]->yaw = 0;
2805 Person::players[l]->RagDoll(0);
2806 Person::players[l]->DoDamage(20);
2808 Person::players[l]->skeleton.longdead = 0;
2809 Person::players[0]->lastcollide = 1;
2813 if ((Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
2814 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
2815 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
2816 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
2817 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
2818 Person::players[i]->skeleton.free) &&
2819 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
2820 Person::players[k]->skeleton.free)) {
2821 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
2822 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
2823 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
2825 k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
2826 /*i!=0&&*/ Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
2827 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
2828 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
2829 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
2831 if ((i != 0 || Person::players[i]->skeleton.free) &&
2832 (k != 0 || Person::players[k]->skeleton.free) ||
2833 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
2834 Animation::animations[Person::players[k]->animTarget].height == highheight)) {
2835 if (!Tutorial::active) {
2836 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
2839 Person::players[i]->RagDoll(0);
2840 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
2841 award_bonus(0, aimbonus);
2843 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
2844 Person::players[k]->RagDoll(0);
2845 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
2846 award_bonus(0, aimbonus); // Huh, again?
2848 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
2850 for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
2851 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
2853 for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
2854 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
2859 if ((Animation::animations[Person::players[i]->animTarget].attack == neutral ||
2860 Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
2861 (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
2862 Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
2864 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
2865 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2866 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
2867 Normalise(&rotatetarget);
2868 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
2869 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2870 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2871 if (Person::players[k]->howactive == typeactive || hostile) {
2872 if (Person::players[k]->isIdle()) {
2873 if (Person::players[k]->howactive < typesleeping) {
2874 Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
2875 } else if (Person::players[k]->howactive == typesleeping) {
2876 Person::players[k]->setTargetAnimation(getupfromfrontanim);
2878 if (!editorenabled) {
2879 Person::players[k]->howactive = typeactive;
2883 if (Person::players[i]->howactive == typeactive || hostile) {
2884 if (Person::players[i]->isIdle()) {
2885 if (Person::players[i]->howactive < typesleeping) {
2886 Person::players[i]->setTargetAnimation(Person::players[k]->getStop());
2888 Person::players[i]->setTargetAnimation(getupfromfrontanim);
2890 if (!editorenabled) {
2891 Person::players[i]->howactive = typeactive;
2896 //jump down on player
2898 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
2899 !Person::players[i]->isCrouch() &&
2900 Person::players[i]->animTarget != rollanim &&
2901 !Person::players[k]->skeleton.oldfree && !Person::players[k]->skeleton.free &&
2902 Person::players[k]->lastcollide <= 0 &&
2903 Person::players[k]->velocity.y < -10) {
2904 Person::players[i]->velocity = Person::players[k]->velocity;
2905 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
2906 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
2907 Person::players[i]->DoDamage(20);
2908 Person::players[i]->RagDoll(0);
2909 Person::players[k]->lastcollide = 1;
2910 award_bonus(k, AboveBonus);
2912 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
2913 !Person::players[k]->isCrouch() &&
2914 Person::players[k]->animTarget != rollanim &&
2915 !Person::players[i]->skeleton.oldfree &&
2916 !Person::players[i]->skeleton.free &&
2917 Person::players[i]->lastcollide <= 0 &&
2918 Person::players[i]->velocity.y < -10) {
2919 Person::players[k]->velocity = Person::players[i]->velocity;
2920 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
2921 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
2922 Person::players[k]->DoDamage(20);
2923 Person::players[k]->RagDoll(0);
2924 Person::players[i]->lastcollide = 1;
2925 award_bonus(i, AboveBonus);
2931 Person::players[i]->CheckKick();
2932 Person::players[k]->CheckKick();
2952 static XYZ facing, flatfacing;
2955 /* Pump SDL input events and process non-gameplay related ones */
2959 Values of mainmenu :
2961 2 Menu pause (resume/end game)
2963 4 Controls configuration menu
2964 5 Main game menu (choose level or challenge)
2965 6 Deleting user menu
2966 7 User managment menu (select/add)
2967 8 Choose difficulty menu
2968 9 Challenge level selection menu
2969 10 End of the campaign congratulation (is that really a menu?)
2970 11 Same that 9 ??? => unused
2971 18 stereo configuration
2976 if (mainmenu && endgame == 1) {
2979 //go to level select after completing a campaign level
2980 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
2987 OPENAL_SetFrequency(OPENAL_ALL);
2988 emit_stream_np(stream_menutheme);
2989 pause_sound(leveltheme);
3001 hostiletime += multiplier;
3006 leveltime += multiplier;
3012 inputText(consoletext[0], &consoleselected);
3014 if (!consoletext[0].empty()) {
3015 cmd_dispatch(consoletext[0]);
3016 for (int k = 14; k >= 1; k--) {
3017 consoletext[k] = consoletext[k - 1];
3019 consoletext[0].clear();
3020 consoleselected = 0;
3024 consoleblinkdelay -= multiplier;
3025 if (consoleblinkdelay <= 0) {
3026 consoleblinkdelay = .3;
3027 consoleblink = !consoleblink;
3031 static int oldwinfreeze;
3032 if (winfreeze && !oldwinfreeze) {
3033 OPENAL_SetFrequency(OPENAL_ALL);
3034 emit_sound_np(consolesuccesssound);
3036 if (winfreeze == 0) {
3037 oldwinfreeze = winfreeze;
3042 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
3045 static float talkdelay = 0;
3047 if (Dialog::inDialog()) {
3050 talkdelay -= multiplier;
3052 if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
3053 for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
3054 Dialog::dialogs[i].tick(i);
3058 windvar += multiplier;
3059 smoketex += multiplier;
3060 Tutorial::stagetime += multiplier;
3063 static float hotspotvisual[40];
3064 if (Hotspot::hotspots.size()) {
3066 if (editorenabled) {
3067 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3068 hotspotvisual[i] -= multiplier / 320;
3072 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3073 while (hotspotvisual[i] < 0) {
3075 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
3076 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
3077 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
3078 hotspotsprite += Hotspot::hotspots[i].position;
3079 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
3080 hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
3084 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3085 if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
3086 Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
3092 if (Tutorial::active) {
3093 Tutorial::Do(multiplier);
3097 if (!Tutorial::active) {
3098 if (bonustime == 0 &&
3099 bonus != solidhit &&
3100 bonus != spinecrusher &&
3101 bonus != tracheotomy &&
3102 bonus != backstab &&
3104 emit_sound_np(consolesuccesssound);
3106 } else if (bonustime == 0) {
3107 emit_sound_np(fireendsound);
3109 if (bonustime == 0) {
3110 if (bonus != solidhit &&
3111 bonus != twoxcombo &&
3112 bonus != threexcombo &&
3113 bonus != fourxcombo &&
3114 bonus != megacombo) {
3117 bonusnum[bonus] += 0.15;
3119 if (Tutorial::active) {
3122 if (bonusvalue > 0) {
3123 bonusvalue /= bonusnum[bonus];
3124 if (bonusvalue <= 0) {
3128 bonustotal += bonusvalue;
3130 bonustime += multiplier;
3133 if (environment == snowyenvironment) {
3134 precipdelay -= multiplier;
3135 while (precipdelay < 0) {
3140 XYZ footvel, footpoint;
3143 footpoint = viewer + viewerfacing * 6;
3144 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
3145 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
3146 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
3147 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
3151 doAerialAcrobatics();
3153 static XYZ oldviewer;
3156 if (!Dialog::inDialog()) {
3157 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
3158 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
3159 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
3160 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
3161 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
3162 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
3163 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
3164 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
3166 Person::players[0]->forwardkeydown = 0;
3167 Person::players[0]->leftkeydown = 0;
3168 Person::players[0]->backkeydown = 0;
3169 Person::players[0]->rightkeydown = 0;
3170 Person::players[0]->jumpkeydown = 0;
3171 Person::players[0]->crouchkeydown = 0;
3172 Person::players[0]->drawkeydown = 0;
3173 Person::players[0]->throwkeydown = 0;
3176 if (!Person::players[0]->jumpkeydown) {
3177 Person::players[0]->jumpclimb = 0;
3180 if (Dialog::inDialog()) {
3182 if (Dialog::directing) {
3186 facing = DoRotation(facing, -pitch, 0, 0);
3187 facing = DoRotation(facing, 0, 0 - yaw, 0);
3192 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
3194 if (Input::isKeyDown(forwardkey)) {
3195 viewer += facing * multiplier * 4;
3197 if (Input::isKeyDown(backkey)) {
3198 viewer -= facing * multiplier * 4;
3200 if (Input::isKeyDown(leftkey)) {
3201 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
3203 if (Input::isKeyDown(rightkey)) {
3204 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
3206 if (Input::isKeyDown(jumpkey)) {
3207 viewer.y += multiplier * 4;
3209 if (Input::isKeyDown(crouchkey)) {
3210 viewer.y -= multiplier * 4;
3212 if (Input::isKeyPressed(SDL_SCANCODE_1) ||
3213 Input::isKeyPressed(SDL_SCANCODE_2) ||
3214 Input::isKeyPressed(SDL_SCANCODE_3) ||
3215 Input::isKeyPressed(SDL_SCANCODE_4) ||
3216 Input::isKeyPressed(SDL_SCANCODE_5) ||
3217 Input::isKeyPressed(SDL_SCANCODE_6) ||
3218 Input::isKeyPressed(SDL_SCANCODE_7) ||
3219 Input::isKeyPressed(SDL_SCANCODE_8) ||
3220 Input::isKeyPressed(SDL_SCANCODE_9) ||
3221 Input::isKeyPressed(SDL_SCANCODE_0) ||
3222 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3224 if (Input::isKeyPressed(SDL_SCANCODE_1)) {
3227 if (Input::isKeyPressed(SDL_SCANCODE_2)) {
3230 if (Input::isKeyPressed(SDL_SCANCODE_3)) {
3233 if (Input::isKeyPressed(SDL_SCANCODE_4)) {
3236 if (Input::isKeyPressed(SDL_SCANCODE_5)) {
3239 if (Input::isKeyPressed(SDL_SCANCODE_6)) {
3242 if (Input::isKeyPressed(SDL_SCANCODE_7)) {
3245 if (Input::isKeyPressed(SDL_SCANCODE_8)) {
3248 if (Input::isKeyPressed(SDL_SCANCODE_9)) {
3251 if (Input::isKeyPressed(SDL_SCANCODE_0)) {
3254 if (Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3257 if (whichend != -1) {
3258 Dialog::currentScene().participantfocus = whichend;
3259 Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
3260 Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
3262 if (whichend == -1) {
3263 Dialog::currentScene().participantfocus = -1;
3265 /* FIXME: potentially accessing -1 in Person::players! */
3266 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
3267 Dialog::indialogue = -1;
3268 Dialog::directing = false;
3271 Dialog::currentScene().camera = viewer;
3272 Dialog::currentScene().camerayaw = yaw;
3273 Dialog::currentScene().camerapitch = pitch;
3274 Dialog::indialogue++;
3275 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3276 if (Dialog::currentScene().sound != 0) {
3277 playdialoguescenesound();
3281 for (unsigned j = 0; j < Person::players.size(); j++) {
3282 Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
3285 //TODO: should these be KeyDown or KeyPressed?
3286 if (Input::isKeyDown(SDL_SCANCODE_KP_1) ||
3287 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
3288 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
3289 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
3290 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
3291 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
3292 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
3293 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
3294 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
3295 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3297 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) {
3300 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) {
3303 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) {
3306 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) {
3309 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) {
3312 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) {
3315 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) {
3318 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) {
3321 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) {
3324 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3327 Dialog::currentScene().participantfacing[whichend] = facing;
3329 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3330 Dialog::indialogue = -1;
3331 Dialog::directing = false;
3335 if (!Dialog::directing) {
3336 pause_sound(whooshsound);
3337 viewer = Dialog::currentScene().camera;
3338 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
3339 yaw = Dialog::currentScene().camerayaw;
3340 pitch = Dialog::currentScene().camerapitch;
3341 if (Dialog::dialoguetime > 0.5) {
3342 if (Input::isKeyPressed(attackkey)) {
3343 Dialog::indialogue++;
3344 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3345 if (Dialog::currentScene().sound != 0) {
3346 playdialoguescenesound();
3347 if (Dialog::currentScene().sound == -5) {
3348 Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
3350 if (Dialog::currentScene().sound == -6) {
3354 if (Person::players.at(Dialog::currentScene().participantfocus)->dead) {
3355 Dialog::indialogue = -1;
3356 Dialog::directing = false;
3363 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3364 Dialog::indialogue = -1;
3365 Dialog::directing = false;
3367 if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
3370 if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
3373 if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
3375 for (unsigned i = 1; i < Person::players.size(); i++) {
3376 Person::players[i]->aitype = attacktypecutoff;
3383 if (!Person::players[0]->jumpkeydown) {
3384 Person::players[0]->jumptogglekeydown = 0;
3386 if (Person::players[0]->jumpkeydown &&
3387 Person::players[0]->animTarget != jumpupanim &&
3388 Person::players[0]->animTarget != jumpdownanim &&
3389 !Person::players[0]->isFlip()) {
3390 Person::players[0]->jumptogglekeydown = 1;
3393 Dialog::dialoguetime += multiplier;
3394 hawkyaw += multiplier * 25;
3396 realhawkcoords.x = 25;
3397 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
3398 hawkcalldelay -= multiplier / 2;
3400 if (hawkcalldelay <= 0) {
3401 emit_sound_at(hawksound, realhawkcoords);
3403 hawkcalldelay = 16 + abs(Random() % 8);
3408 doPlayerCollisions();
3412 for (unsigned k = 0; k < Person::players.size(); k++) {
3413 if (k != 0 && Person::players[k]->immobile) {
3414 Person::players[k]->coords = Person::players[k]->realoldcoords;
3418 for (unsigned k = 0; k < Person::players.size(); k++) {
3419 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3420 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3421 Person::players[k]->DoDamage(1000);
3427 static bool respawnkeydown;
3428 if (!editorenabled &&
3429 (whichlevel != -2 &&
3430 (Input::isKeyDown(SDL_SCANCODE_K) &&
3431 Input::isKeyDown(SDL_SCANCODE_LALT) &&
3433 (Input::isKeyDown(jumpkey) &&
3436 Person::players[0]->dead))) {
3437 targetlevel = whichlevel;
3441 respawnkeydown = Input::isKeyDown(jumpkey);
3443 static bool movekey;
3446 for (unsigned i = 0; i < Person::players.size(); i++) {
3447 static float oldtargetyaw;
3448 if (!Person::players[i]->skeleton.free) {
3449 oldtargetyaw = Person::players[i]->targetyaw;
3450 if (i == 0 && !Dialog::inDialog()) {
3451 //TODO: refactor repetitive code
3452 if (!Animation::animations[Person::players[0]->animTarget].attack &&
3453 Person::players[0]->animTarget != staggerbackhighanim &&
3454 Person::players[0]->animTarget != staggerbackhardanim &&
3455 Person::players[0]->animTarget != crouchremoveknifeanim &&
3456 Person::players[0]->animTarget != removeknifeanim &&
3457 Person::players[0]->animTarget != backhandspringanim &&
3458 Person::players[0]->animTarget != dodgebackanim &&
3459 Person::players[0]->animTarget != walljumprightkickanim &&
3460 Person::players[0]->animTarget != walljumpleftkickanim) {
3462 Person::players[0]->targetyaw = 0;
3464 Person::players[0]->targetyaw = -yaw + 180;
3471 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3473 facing = flatfacing;
3475 facing = DoRotation(facing, -pitch, 0, 0);
3476 facing = DoRotation(facing, 0, 0 - yaw, 0);
3479 Person::players[0]->lookyaw = -yaw;
3481 Person::players[i]->targetheadyaw = yaw;
3482 Person::players[i]->targetheadpitch = pitch;
3484 if (i != 0 && Person::players[i]->isPlayerControlled() && !Dialog::inDialog()) {
3485 if (!Animation::animations[Person::players[i]->animTarget].attack &&
3486 Person::players[i]->animTarget != staggerbackhighanim &&
3487 Person::players[i]->animTarget != staggerbackhardanim &&
3488 Person::players[i]->animTarget != crouchremoveknifeanim &&
3489 Person::players[i]->animTarget != removeknifeanim &&
3490 Person::players[i]->animTarget != backhandspringanim &&
3491 Person::players[i]->animTarget != dodgebackanim &&
3492 Person::players[i]->animTarget != walljumprightkickanim &&
3493 Person::players[i]->animTarget != walljumpleftkickanim) {
3494 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
3500 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3502 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
3503 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
3505 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
3506 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
3508 if (Dialog::inDialog()) {
3509 Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
3510 Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
3513 if (leveltime < .5) {
3517 Person::players[i]->avoidsomething = 0;
3519 //avoid flaming things
3520 for (unsigned int j = 0; j < Object::objects.size(); j++) {
3521 if (Object::objects[j]->onfire) {
3522 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200) {
3523 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3524 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3525 Person::players[i]->collided = 0;
3526 Person::players[i]->avoidcollided = 1;
3527 if (Person::players[i]->avoidsomething == 0 ||
3528 distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3529 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3530 Person::players[i]->avoidwhere = Object::objects[j]->position;
3531 Person::players[i]->avoidsomething = 1;
3538 //avoid flaming players
3539 for (unsigned j = 0; j < Person::players.size(); j++) {
3540 if (Person::players[j]->onfire) {
3541 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200) {
3542 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3543 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3544 Person::players[i]->collided = 0;
3545 Person::players[i]->avoidcollided = 1;
3546 if (Person::players[i]->avoidsomething == 0 ||
3547 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3548 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3549 Person::players[i]->avoidwhere = Person::players[j]->coords;
3550 Person::players[i]->avoidsomething = 1;
3557 if (Person::players[i]->collided > .8) {
3558 Person::players[i]->avoidcollided = 0;
3561 Person::players[i]->doAI();
3563 if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
3564 //Person::players[i]->targetyaw=Person::players[i]->yaw;
3565 Person::players[i]->forwardkeydown = 0;
3566 Person::players[i]->leftkeydown = 0;
3567 Person::players[i]->backkeydown = 0;
3568 Person::players[i]->rightkeydown = 0;
3569 Person::players[i]->jumpkeydown = 0;
3570 Person::players[i]->attackkeydown = 0;
3571 //Person::players[i]->crouchkeydown=0;
3572 Person::players[i]->throwkeydown = 0;
3575 if (Dialog::inDialog()) {
3576 Person::players[i]->forwardkeydown = 0;
3577 Person::players[i]->leftkeydown = 0;
3578 Person::players[i]->backkeydown = 0;
3579 Person::players[i]->rightkeydown = 0;
3580 Person::players[i]->jumpkeydown = 0;
3581 Person::players[i]->crouchkeydown = 0;
3582 Person::players[i]->drawkeydown = 0;
3583 Person::players[i]->throwkeydown = 0;
3586 if (Person::players[i]->collided < -.3) {
3587 Person::players[i]->collided = -.3;
3589 if (Person::players[i]->collided > 1) {
3590 Person::players[i]->collided = 1;
3592 Person::players[i]->collided -= multiplier * 4;
3593 Person::players[i]->whichdirectiondelay -= multiplier;
3594 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
3595 Person::players[i]->avoidcollided = -.3;
3596 Person::players[i]->whichdirection = abs(Random() % 2);
3597 Person::players[i]->whichdirectiondelay = .4;
3599 if (Person::players[i]->avoidcollided > 1) {
3600 Person::players[i]->avoidcollided = 1;
3602 Person::players[i]->avoidcollided -= multiplier / 4;
3603 if (!Person::players[i]->skeleton.free) {
3604 Person::players[i]->stunned -= multiplier;
3605 Person::players[i]->surprised -= multiplier;
3607 if (i != 0 && Person::players[i]->surprised <= 0 &&
3608 Person::players[i]->aitype == attacktypecutoff &&
3609 !Person::players[i]->dead &&
3610 !Person::players[i]->skeleton.free &&
3611 Animation::animations[Person::players[i]->animTarget].attack == neutral) {
3615 if (!Person::players[i]->throwkeydown) {
3616 Person::players[i]->throwtogglekeydown = 0;
3620 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
3621 if (!Person::players[i]->hasWeapon() &&
3622 Person::players[i]->num_weapons < 2 &&
3623 (Person::players[i]->isIdle() ||
3624 Person::players[i]->isCrouch() ||
3625 Person::players[i]->animTarget == sneakanim ||
3626 Person::players[i]->animTarget == rollanim ||
3627 Person::players[i]->animTarget == backhandspringanim ||
3628 Person::players[i]->isFlip() ||
3629 !Person::players[i]->isPlayerControlled())) {
3630 for (unsigned j = 0; j < weapons.size(); j++) {
3631 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3632 Person::players[i]->isPlayerControlled()) &&
3633 weapons[j].owner == -1 &&
3634 !Person::players[i]->hasWeapon()) {
3635 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
3636 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
3637 if (Person::players[i]->isCrouch() ||
3638 Person::players[i]->animTarget == sneakanim ||
3639 Person::players[i]->isRun() ||
3640 Person::players[i]->isIdle() ||
3641 !Person::players[i]->isPlayerControlled()) {
3642 Person::players[i]->throwtogglekeydown = 1;
3643 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3644 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3645 Person::players[i]->hasvictim = 0;
3647 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3648 Person::players[i]->throwtogglekeydown = 1;
3649 Person::players[i]->hasvictim = 0;
3651 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3652 Person::players[i]->isPlayerControlled()) &&
3653 weapons[j].owner == -1 ||
3654 Person::players[i]->victim &&
3655 weapons[j].owner == int(Person::players[i]->victim->id)) {
3656 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && !Person::players[i]->hasWeapon()) {
3657 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
3658 if (weapons[j].getType() != staff) {
3659 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3662 Person::players[i]->takeWeapon(j);
3667 } else if ((Person::players[i]->isIdle() ||
3668 Person::players[i]->isFlip() ||
3669 !Person::players[i]->isPlayerControlled()) &&
3670 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
3671 Person::players[i]->coords.y < weapons[j].position.y) {
3672 if (!Person::players[i]->isFlip()) {
3673 Person::players[i]->throwtogglekeydown = 1;
3674 Person::players[i]->setTargetAnimation(removeknifeanim);
3675 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3677 if (Person::players[i]->isFlip()) {
3678 Person::players[i]->throwtogglekeydown = 1;
3679 Person::players[i]->hasvictim = 0;
3681 for (unsigned k = 0; k < weapons.size(); k++) {
3682 if (!Person::players[i]->hasWeapon()) {
3683 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
3684 Person::players[i]->isPlayerControlled()) &&
3685 weapons[k].owner == -1 ||
3686 Person::players[i]->victim &&
3687 weapons[k].owner == int(Person::players[i]->victim->id)) {
3688 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
3689 !Person::players[i]->hasWeapon()) {
3690 if (weapons[k].getType() != staff) {
3691 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3694 Person::players[i]->takeWeapon(k);
3704 if (Person::players[i]->isCrouch() ||
3705 Person::players[i]->animTarget == sneakanim ||
3706 Person::players[i]->isRun() ||
3707 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
3708 Person::players[i]->animTarget == backhandspringanim) {
3709 if (Person::players.size() > 1) {
3710 for (unsigned j = 0; j < Person::players.size(); j++) {
3711 if (!Person::players[i]->hasWeapon()) {
3713 if (Person::players[j]->num_weapons &&
3714 Person::players[j]->skeleton.free &&
3715 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2 /*&&Person::players[j]->dead*/ &&
3716 (((Person::players[j]->skeleton.forward.y < 0 &&
3717 Person::players[j]->weaponstuckwhere == 0) ||
3718 (Person::players[j]->skeleton.forward.y > 0 &&
3719 Person::players[j]->weaponstuckwhere == 1)) ||
3720 Person::players[j]->weaponstuck == -1 ||
3721 Person::players[j]->num_weapons > 1)) {
3722 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
3723 Person::players[i]->throwtogglekeydown = 1;
3724 Person::players[i]->victim = Person::players[j];
3725 Person::players[i]->hasvictim = 1;
3726 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3727 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3729 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3730 Person::players[i]->throwtogglekeydown = 1;
3731 Person::players[i]->victim = Person::players[j];
3732 Person::players[i]->hasvictim = 1;
3733 int k = Person::players[j]->weaponids[0];
3734 if (Person::players[i]->hasvictim) {
3737 if (Person::players[i]->victim->weaponstuck != -1) {
3738 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3743 if (weapons[k].getType() != staff) {
3744 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3748 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
3751 if (weapons[k].owner != -1) {
3752 if (Person::players[i]->victim->num_weapons == 1) {
3753 Person::players[i]->victim->num_weapons = 0;
3755 Person::players[i]->victim->num_weapons = 1;
3758 Person::players[i]->victim->skeleton.longdead = 0;
3759 Person::players[i]->victim->skeleton.free = 1;
3760 Person::players[i]->victim->skeleton.broken = 0;
3762 for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
3763 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
3764 Person::players[i]->victim->skeleton.joints[l].locked = 0;
3770 Normalise(&relative);
3771 XYZ footvel, footpoint;
3773 footpoint = weapons[k].position;
3774 if (Person::players[i]->victim->weaponstuck != -1) {
3775 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3777 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
3779 weapons[k].bloody = 2;
3780 weapons[k].blooddrip = 5;
3781 Person::players[i]->victim->weaponstuck = -1;
3782 Person::players[i]->victim->bloodloss += 2000;
3783 Person::players[i]->victim->DoDamage(2000);
3786 if (Person::players[i]->victim->num_weapons > 0) {
3787 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1) {
3788 Person::players[i]->victim->weaponstuck = 0;
3790 if (Person::players[i]->victim->weaponids[0] == k) {
3791 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
3795 Person::players[i]->victim->weaponactive = -1;
3797 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
3798 Person::players[i]->victim->jointVel(neck) += relative * 6;
3799 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
3800 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
3802 Person::players[i]->takeWeapon(k);
3812 if (Person::players[i]->hasWeapon() && Person::players[i]->isPlayerControlled()) {
3813 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3814 if (Person::players[i]->isIdle() ||
3815 Person::players[i]->isRun() ||
3816 Person::players[i]->isCrouch() ||
3817 Person::players[i]->animTarget == sneakanim ||
3818 Person::players[i]->isFlip()) {
3819 if (Person::players.size() > 1) {
3820 for (unsigned j = 0; j < Person::players.size(); j++) {
3822 if (!Tutorial::active || Tutorial::stage == 49) {
3824 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
3825 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
3826 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
3827 !Person::players[j]->skeleton.free &&
3828 -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)) {
3829 if (!Person::players[i]->isFlip()) {
3830 Person::players[i]->throwtogglekeydown = 1;
3831 Person::players[i]->victim = Person::players[j];
3832 Person::players[i]->setTargetAnimation(knifethrowanim);
3833 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3834 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
3836 if (Person::players[i]->isFlip()) {
3837 if (Person::players[i]->hasWeapon()) {
3838 Person::players[i]->throwtogglekeydown = 1;
3839 Person::players[i]->victim = Person::players[j];
3841 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);
3844 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
3846 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
3847 Person::players[i]->num_weapons--;
3848 if (Person::players[i]->num_weapons) {
3849 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3851 Person::players[i]->weaponactive = -1;
3863 if (Person::players[i]->hasWeapon() && Person::players[i]->isPlayerControlled()) {
3864 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
3865 Person::players[i]->throwtogglekeydown = 1;
3866 XYZ tempVelocity = Person::players[i]->velocity * .2;
3867 if (tempVelocity.x == 0) {
3868 tempVelocity.x = .1;
3870 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
3871 Person::players[i]->num_weapons--;
3872 if (Person::players[i]->num_weapons) {
3873 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3874 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons) {
3875 Person::players[i]->weaponstuck = 0;
3879 Person::players[i]->weaponactive = -1;
3880 for (unsigned j = 0; j < Person::players.size(); j++) {
3881 Person::players[j]->wentforweapon = 0;
3888 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->hasWeapon())) {
3889 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
3890 (Person::players[i]->num_weapons == 2) &&
3891 (!Person::players[i]->hasWeapon()) &&
3892 Person::players[i]->isIdle() ||
3893 Person::players[0]->dead &&
3894 (Person::players[i]->hasWeapon()) &&
3897 if (Person::players[i]->hasWeapon()) {
3898 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff) {
3902 if (isgood && Person::players[i]->creature != wolftype) {
3903 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3904 Person::players[i]->setTargetAnimation(drawrightanim);
3905 Person::players[i]->drawtogglekeydown = 1;
3907 if ((Person::players[i]->isIdle() ||
3908 (!Person::players[i]->isPlayerControlled() &&
3909 Person::players[0]->hasWeapon() &&
3910 Person::players[i]->isRun())) &&
3911 Person::players[i]->num_weapons &&
3912 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
3913 Person::players[i]->setTargetAnimation(drawleftanim);
3914 Person::players[i]->drawtogglekeydown = 1;
3916 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3917 Person::players[i]->setTargetAnimation(crouchdrawrightanim);
3918 Person::players[i]->drawtogglekeydown = 1;
3925 if (Person::players[i]->hasWeapon()) {
3926 if (Person::players[i]->isCrouch() &&
3927 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
3929 Person::players[i]->onterrain &&
3930 Person::players[i]->num_weapons &&
3931 Person::players[i]->attackkeydown &&
3932 musictype != stream_fighttheme) {
3933 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife) {
3934 Person::players[i]->setTargetAnimation(crouchstabanim);
3936 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword) {
3937 Person::players[i]->setTargetAnimation(swordgroundstabanim);
3939 Person::players[i]->hasvictim = 0;
3943 if (!Person::players[i]->drawkeydown) {
3944 Person::players[i]->drawtogglekeydown = 0;
3950 absflatfacing.z = -1;
3952 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
3954 absflatfacing = flatfacing;
3957 if (Dialog::inDialog()) {
3958 Person::players[i]->forwardkeydown = 0;
3959 Person::players[i]->leftkeydown = 0;
3960 Person::players[i]->backkeydown = 0;
3961 Person::players[i]->rightkeydown = 0;
3962 Person::players[i]->jumpkeydown = 0;
3963 Person::players[i]->crouchkeydown = 0;
3964 Person::players[i]->drawkeydown = 0;
3965 Person::players[i]->throwkeydown = 0;
3969 if (!Animation::animations[Person::players[i]->animTarget].attack &&
3970 Person::players[i]->animTarget != staggerbackhighanim &&
3971 Person::players[i]->animTarget != staggerbackhardanim &&
3972 Person::players[i]->animTarget != backhandspringanim &&
3973 Person::players[i]->animTarget != dodgebackanim) {
3974 if (!Person::players[i]->forwardkeydown) {
3975 Person::players[i]->forwardstogglekeydown = 0;
3977 if (Person::players[i]->crouchkeydown) {
3981 Person::players[i]->superruntoggle = 1;
3982 if (Person::players.size() > 1) {
3983 for (unsigned j = 0; j < Person::players.size(); j++) {
3984 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype) {
3985 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16) {
3986 Person::players[i]->superruntoggle = 0;
3993 if (Person::players.size() > 1) {
3994 for (unsigned j = 0; j < Person::players.size(); j++) {
3995 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
3996 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
3997 Person::players[j]->victim == Person::players[i] &&
3998 (Person::players[j]->animTarget == sweepanim ||
3999 Person::players[j]->animTarget == upunchanim ||
4000 Person::players[j]->animTarget == wolfslapanim ||
4001 ((Person::players[j]->animTarget == swordslashanim ||
4002 Person::players[j]->animTarget == knifeslashstartanim ||
4003 Person::players[j]->animTarget == staffhitanim ||
4004 Person::players[j]->animTarget == staffspinhitanim) &&
4005 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
4016 Person::players[target]->Reverse();
4018 Person::players[i]->lowreversaldelay = .5;
4020 if (Person::players[i]->isIdle()) {
4021 Person::players[i]->setTargetAnimation(Person::players[i]->getCrouch());
4022 Person::players[i]->transspeed = 10;
4024 if (Person::players[i]->isRun() ||
4025 (Person::players[i]->isStop() &&
4026 (Person::players[i]->leftkeydown ||
4027 Person::players[i]->rightkeydown ||
4028 Person::players[i]->forwardkeydown ||
4029 Person::players[i]->backkeydown))) {
4030 Person::players[i]->setTargetAnimation(rollanim);
4031 Person::players[i]->transspeed = 20;
4034 if (!Person::players[i]->crouchkeydown) {
4036 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0) {
4037 Person::players[i]->superruntoggle = 0;
4040 if (Person::players[i]->isCrouch()) {
4041 if (Person::players.size() > 1) {
4042 for (unsigned j = 0; j < Person::players.size(); j++) {
4044 !Person::players[j]->skeleton.free &&
4045 Person::players[j]->victim &&
4046 Person::players[i]->highreversaldelay <= 0) {
4047 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4048 Person::players[j]->victim == Person::players[i] &&
4049 (Person::players[j]->animTarget == spinkickanim) &&
4050 Person::players[i]->isCrouch()) {
4061 Person::players[target]->Reverse();
4063 Person::players[i]->highreversaldelay = .5;
4065 if (Person::players[i]->isCrouch()) {
4066 if (!Person::players[i]->wasCrouch()) {
4067 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
4068 Person::players[i]->frameCurrent = 0;
4070 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
4071 Person::players[i]->transspeed = 10;
4074 if (Person::players[i]->animTarget == sneakanim) {
4075 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
4076 Person::players[i]->transspeed = 10;
4079 if (Person::players[i]->forwardkeydown) {
4080 if (Person::players[i]->isIdle() ||
4081 (Person::players[i]->isStop() &&
4082 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4083 (Person::players[i]->isLanding() &&
4084 Person::players[i]->frameTarget > 0 &&
4085 !Person::players[i]->jumpkeydown) ||
4086 (Person::players[i]->isLandhard() &&
4087 Person::players[i]->frameTarget > 0 &&
4088 !Person::players[i]->jumpkeydown &&
4089 Person::players[i]->crouchkeydown)) {
4090 if (Person::players[i]->aitype == passivetype) {
4091 Person::players[i]->setTargetAnimation(walkanim);
4093 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4096 if (Person::players[i]->isCrouch()) {
4097 Person::players[i]->animTarget = sneakanim;
4098 if (Person::players[i]->wasCrouch()) {
4099 Person::players[i]->target = 0;
4101 Person::players[i]->frameTarget = 0;
4103 if (Person::players[i]->animTarget == hanganim /*&&(!Person::players[i]->forwardstogglekeydown||!Person::players[i]->isPlayerControlled())*/) {
4104 Person::players[i]->setTargetAnimation(climbanim);
4105 Person::players[i]->frameTarget = 1;
4106 Person::players[i]->jumpclimb = 1;
4108 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4109 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
4111 Person::players[i]->forwardstogglekeydown = 1;
4114 if (Person::players[i]->rightkeydown) {
4115 if (Person::players[i]->isIdle() ||
4116 (Person::players[i]->isStop() &&
4117 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4118 (Person::players[i]->isLanding() &&
4119 Person::players[i]->frameTarget > 0 &&
4120 !Person::players[i]->jumpkeydown) ||
4121 (Person::players[i]->isLandhard() &&
4122 Person::players[i]->frameTarget > 0 &&
4123 !Person::players[i]->jumpkeydown &&
4124 Person::players[i]->crouchkeydown)) {
4125 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4127 if (Person::players[i]->isCrouch()) {
4128 Person::players[i]->animTarget = sneakanim;
4129 if (Person::players[i]->wasCrouch()) {
4130 Person::players[i]->target = 0;
4132 Person::players[i]->frameTarget = 0;
4134 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4135 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4137 Person::players[i]->targetyaw -= 90;
4138 if (Person::players[i]->forwardkeydown) {
4139 Person::players[i]->targetyaw += 45;
4141 if (Person::players[i]->backkeydown) {
4142 Person::players[i]->targetyaw -= 45;
4146 if (Person::players[i]->leftkeydown) {
4147 if (Person::players[i]->isIdle() ||
4148 (Person::players[i]->isStop() &&
4149 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4150 (Person::players[i]->isLanding() &&
4151 Person::players[i]->frameTarget > 0 &&
4152 !Person::players[i]->jumpkeydown) ||
4153 (Person::players[i]->isLandhard() &&
4154 Person::players[i]->frameTarget > 0 &&
4155 !Person::players[i]->jumpkeydown &&
4156 Person::players[i]->crouchkeydown)) {
4157 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4159 if (Person::players[i]->isCrouch()) {
4160 Person::players[i]->animTarget = sneakanim;
4161 if (Person::players[i]->wasCrouch()) {
4162 Person::players[i]->target = 0;
4164 Person::players[i]->frameTarget = 0;
4166 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4167 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4169 Person::players[i]->targetyaw += 90;
4170 if (Person::players[i]->forwardkeydown) {
4171 Person::players[i]->targetyaw -= 45;
4173 if (Person::players[i]->backkeydown) {
4174 Person::players[i]->targetyaw += 45;
4178 if (Person::players[i]->backkeydown) {
4179 if (Person::players[i]->isIdle() ||
4180 (Person::players[i]->isStop() &&
4181 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4182 (Person::players[i]->isLanding() &&
4183 Person::players[i]->frameTarget > 0 &&
4184 !Person::players[i]->jumpkeydown) ||
4185 (Person::players[i]->isLandhard() &&
4186 Person::players[i]->frameTarget > 0 &&
4187 !Person::players[i]->jumpkeydown &&
4188 Person::players[i]->crouchkeydown)) {
4189 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4191 if (Person::players[i]->isCrouch()) {
4192 Person::players[i]->animTarget = sneakanim;
4193 if (Person::players[i]->wasCrouch()) {
4194 Person::players[i]->target = 0;
4196 Person::players[i]->frameTarget = 0;
4198 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4199 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
4201 if (Person::players[i]->animTarget == hanganim) {
4202 Person::players[i]->animCurrent = jumpdownanim;
4203 Person::players[i]->animTarget = jumpdownanim;
4204 Person::players[i]->target = 0;
4205 Person::players[i]->frameCurrent = 0;
4206 Person::players[i]->frameTarget = 1;
4207 Person::players[i]->velocity = 0;
4208 Person::players[i]->velocity.y += gravity;
4209 Person::players[i]->coords.y -= 1.4;
4210 Person::players[i]->grabdelay = 1;
4212 if (!Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown) {
4213 Person::players[i]->targetyaw += 180;
4217 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
4218 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
4219 Person::players[i]->isRun() ||
4220 Person::players[i]->animTarget == walkanim ||
4221 Person::players[i]->isCrouch() ||
4222 Person::players[i]->animTarget == sneakanim) &&
4223 Person::players[i]->jumppower > 1) &&
4224 ((Person::players[i]->animTarget != rabbitrunninganim &&
4225 Person::players[i]->animTarget != wolfrunninganim) ||
4227 Person::players[i]->jumpstart = 0;
4228 Person::players[i]->setTargetAnimation(jumpupanim);
4229 Person::players[i]->yaw = Person::players[i]->targetyaw;
4230 Person::players[i]->transspeed = 20;
4231 Person::players[i]->FootLand(leftfoot, 1);
4232 Person::players[i]->FootLand(rightfoot, 1);
4236 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
4239 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
4242 Person::players[i]->velocity = 0;
4247 if (Person::players.size() > 1) {
4248 for (unsigned j = 0; j < Person::players.size(); j++) {
4249 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
4250 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4251 (Person::players[j]->victim == Person::players[i]) &&
4252 (Person::players[j]->animTarget == sweepanim)) {
4263 Person::players[i]->velocity.y = 1;
4264 } else if (Person::players[i]->crouchkeydown || !Person::players[i]->isPlayerControlled()) {
4265 Person::players[i]->velocity.y = 7;
4266 Person::players[i]->crouchtogglekeydown = 1;
4268 Person::players[i]->velocity.y = 5;
4271 if (mousejump && i == 0 && devtools) {
4272 if (!Person::players[i]->isLanding()) {
4273 Person::players[i]->tempdeltav = deltav;
4275 if (Person::players[i]->tempdeltav < 0) {
4276 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
4280 Person::players[i]->coords.y += .2;
4281 Person::players[i]->jumppower -= 1;
4284 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
4287 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
4289 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
4290 Person::players[i]->setTargetAnimation(Person::players[i]->getLanding());
4291 Person::players[i]->frameTarget = 2;
4292 Person::players[i]->landhard = 0;
4293 Person::players[i]->jumpstart = 1;
4294 Person::players[i]->tempdeltav = deltav;
4296 if (Person::players[i]->animTarget == jumpupanim &&
4300 !Person::players[i]->isPlayerControlled())) {
4301 if (Person::players[i]->jumppower > multiplier * 6) {
4302 Person::players[i]->velocity.y += multiplier * 6;
4303 Person::players[i]->jumppower -= multiplier * 6;
4305 if (Person::players[i]->jumppower <= multiplier * 6) {
4306 Person::players[i]->velocity.y += Person::players[i]->jumppower;
4307 Person::players[i]->jumppower = 0;
4310 if (((floatjump || editorenabled) && devtools) && i == 0) {
4311 Person::players[i]->velocity.y += multiplier * 30;
4316 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) {
4317 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4319 if (Person::players[i]->animTarget == sneakanim) {
4320 Person::players[i]->animTarget = Person::players[i]->getCrouch();
4321 if (Person::players[i]->animCurrent == sneakanim) {
4322 Person::players[i]->target = 0;
4324 Person::players[i]->frameTarget = 0;
4327 if (Person::players[i]->animTarget == walkanim &&
4328 (Person::players[i]->aitype == attacktypecutoff ||
4329 Person::players[i]->aitype == searchtype ||
4330 (Person::players[i]->aitype == passivetype &&
4331 Person::players[i]->numwaypoints <= 1))) {
4332 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4334 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype)) {
4335 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4339 if (Person::players[i]->animTarget == rollanim) {
4340 Person::players[i]->targetyaw = oldtargetyaw;
4345 for (unsigned k = 0; k < Person::players.size(); k++) {
4346 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
4347 if (Person::players[k]->yaw > Person::players[k]->targetyaw) {
4348 Person::players[k]->yaw -= 360;
4350 Person::players[k]->yaw += 360;
4354 //stop to turn in right direction
4355 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim)) {
4356 Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
4359 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim) {
4360 Person::players[k]->targettilt = 0;
4363 if (Person::players[k]->animTarget != jumpupanim &&
4364 Person::players[k]->animTarget != backhandspringanim &&
4365 Person::players[k]->animTarget != jumpdownanim &&
4366 !Person::players[k]->isFlip()) {
4367 Person::players[k]->targettilt = 0;
4368 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown) {
4369 Person::players[k]->jumppower = 0;
4371 Person::players[k]->jumppower += multiplier * 7;
4372 if (Person::players[k]->isCrouch()) {
4373 Person::players[k]->jumppower += multiplier * 7;
4375 if (Person::players[k]->jumppower > 5) {
4376 Person::players[k]->jumppower = 5;
4380 if (Person::players[k]->isRun()) {
4381 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
4384 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
4385 Person::players[k]->grabdelay -= multiplier;
4389 for (unsigned k = 0; k < Person::players.size(); k++) {
4390 Person::players[k]->DoAnimations();
4391 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
4392 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
4398 for (int j = numenvsounds - 1; j >= 0; j--) {
4399 envsoundlife[j] -= multiplier;
4400 if (envsoundlife[j] < 0) {
4402 envsoundlife[j] = envsoundlife[numenvsounds];
4403 envsound[j] = envsound[numenvsounds];
4406 OPENAL_SetFrequency(OPENAL_ALL, slomo);
4408 if (Tutorial::active) {
4409 Tutorial::DoStuff(multiplier);
4413 static float gLoc[3];
4417 static float vel[3];
4418 vel[0] = (viewer.x - oldviewer.x) / multiplier;
4419 vel[1] = (viewer.y - oldviewer.y) / multiplier;
4420 vel[2] = (viewer.z - oldviewer.z) / multiplier;
4422 //Set orientation with forward and up vectors
4423 static XYZ upvector;
4427 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
4428 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
4433 facing = DoRotation(facing, -pitch, 0, 0);
4434 facing = DoRotation(facing, 0, 0 - yaw, 0);
4436 static float ori[6];
4440 ori[3] = -upvector.x;
4441 ori[4] = upvector.y;
4442 ori[5] = -upvector.z;
4444 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
4452 void Game::TickOnce()
4455 yaw += multiplier * 5;
4456 } else if (Dialog::directing || !Dialog::inDialog()) {
4459 pitch -= deltav * .7;
4461 pitch += deltav * .7;
4472 void Game::TickOnceAfter()
4474 static XYZ colviewer;
4475 static XYZ coltarget;
4479 static float changedelay;
4480 static bool alldead;
4481 static float unseendelay;
4482 static float cameraspeed;
4485 static int oldmusictype = musictype;
4487 if (environment == snowyenvironment) {
4488 leveltheme = stream_snowtheme;
4490 if (environment == grassyenvironment) {
4491 leveltheme = stream_grasstheme;
4493 if (environment == desertenvironment) {
4494 leveltheme = stream_deserttheme;
4499 musictype = leveltheme;
4500 for (unsigned i = 0; i < Person::players.size(); i++) {
4501 if ((Person::players[i]->aitype == attacktypecutoff ||
4502 Person::players[i]->aitype == getweapontype ||
4503 Person::players[i]->aitype == gethelptype ||
4504 Person::players[i]->aitype == searchtype) &&
4505 !Person::players[i]->dead &&
4506 !Person::players[i]->isPlayerFriend() &&
4507 (Person::players[i]->animTarget != sneakattackedanim &&
4508 Person::players[i]->animTarget != knifesneakattackedanim &&
4509 Person::players[i]->animTarget != swordsneakattackedanim)) {
4510 musictype = stream_fighttheme;
4514 if (Person::players[0]->dead) {
4515 musictype = stream_menutheme;
4518 if (musictype == stream_fighttheme) {
4522 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
4523 unseendelay -= multiplier;
4524 if (unseendelay > 0) {
4525 musictype = stream_fighttheme;
4530 musictype = stream_menutheme;
4531 musicvolume[2] = 512;
4538 if (musictype != oldmusictype && musictype == stream_fighttheme) {
4539 emit_sound_np(alarmsound);
4542 musicselected = musictype;
4544 if (musicselected == leveltheme) {
4545 musicvolume[0] += multiplier * 450;
4547 musicvolume[0] -= multiplier * 450;
4549 if (musicselected == stream_fighttheme) {
4550 musicvolume[1] += multiplier * 450;
4552 musicvolume[1] -= multiplier * 450;
4554 if (musicselected == stream_menutheme) {
4555 musicvolume[2] += multiplier * 450;
4557 musicvolume[2] -= multiplier * 450;
4560 for (int i = 0; i < 3; i++) {
4561 if (musicvolume[i] < 0) {
4564 if (musicvolume[i] > 512) {
4565 musicvolume[i] = 512;
4569 if (musicvolume[2] > 128 && !loading && !mainmenu) {
4570 musicvolume[2] = 128;
4574 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0) {
4575 emit_stream_np(leveltheme, musicvolume[0]);
4577 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0) {
4578 emit_stream_np(stream_fighttheme, musicvolume[1]);
4580 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0) {
4581 emit_stream_np(stream_menutheme, musicvolume[2]);
4583 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0) {
4584 pause_sound(leveltheme);
4586 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0) {
4587 pause_sound(stream_fighttheme);
4589 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0) {
4590 pause_sound(stream_menutheme);
4593 if (musicvolume[0] != oldmusicvolume[0]) {
4594 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
4596 if (musicvolume[1] != oldmusicvolume[1]) {
4597 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
4599 if (musicvolume[2] != oldmusicvolume[2]) {
4600 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
4603 for (int i = 0; i < 3; i++) {
4604 oldmusicvolume[i] = musicvolume[i];
4607 pause_sound(leveltheme);
4608 pause_sound(stream_fighttheme);
4609 pause_sound(stream_menutheme);
4611 for (int i = 0; i < 4; i++) {
4612 oldmusicvolume[i] = 0;
4617 Hotspot::killhotspot = 2;
4618 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4619 if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
4620 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0) {
4621 Hotspot::killhotspot = 0;
4622 } else if (Hotspot::killhotspot == 2) {
4623 Hotspot::killhotspot = 1;
4627 if (Hotspot::killhotspot == 2) {
4628 Hotspot::killhotspot = 0;
4632 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4633 if (Hotspot::hotspots[i].type == -1) {
4634 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
4641 for (unsigned i = 1; i < Person::players.size(); i++) {
4642 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
4646 if (numalarmed > maxalarmed) {
4647 maxalarmed = numalarmed;
4650 if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
4651 if (Person::players[0]->dead) {
4653 targetlevel = whichlevel;
4656 for (unsigned i = 1; i < Person::players.size(); i++) {
4657 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1 && !Person::players[i]->isPlayerFriend()) {
4663 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
4665 targetlevel = whichlevel + 1;
4666 if (targetlevel > numchallengelevels - 1) {
4670 if (winhotspot || windialogue) {
4672 targetlevel = whichlevel + 1;
4673 if (targetlevel > numchallengelevels - 1) {
4678 if (Hotspot::killhotspot) {
4680 targetlevel = whichlevel + 1;
4681 if (targetlevel > numchallengelevels - 1) {
4686 if (changedelay > 0 && !Person::players[0]->dead && !won) {
4687 //high scores, awards, win
4689 Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
4692 wonleveltime = leveltime;
4693 Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
4696 Account::saveFile(Folders::getUserSavePath());
4702 if (leveltime < 1) {
4707 Hotspot::killhotspot = 0;
4710 if (!editorenabled && gameon && !mainmenu) {
4711 if (changedelay != -999) {
4712 changedelay -= multiplier / 7;
4714 if (Person::players[0]->dead) {
4715 targetlevel = whichlevel;
4717 if (loading == 2 && !campaign) {
4720 fireSound(firestartsound);
4722 if (!Person::players[0]->dead && targetlevel != whichlevel) {
4723 startbonustotal = bonustotal;
4726 LoadLevel(targetlevel);
4731 if (loading == 2 && targetlevel == whichlevel) {
4735 fireSound(firestartsound);
4737 LoadLevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
4743 if (changedelay <= -999 &&
4746 (Person::players[0]->dead ||
4747 (alldead && maptype == mapkilleveryone) ||
4749 (Hotspot::killhotspot))) {
4752 if ((Person::players[0]->dead ||
4753 (alldead && maptype == mapkilleveryone) ||
4756 (Hotspot::killhotspot)) &&
4758 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
4762 if (Person::players[0]->dead) {
4769 // campaignchoosenext determines what to do when the level is complete:
4770 // 0 = load next level
4771 // 1 = go back to level select screen
4772 // 2 = stealthload next level
4773 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
4774 if (campaignlevels[actuallevel].nextlevel.empty()) {
4777 } else if (mainmenu == 0 && winfreeze) {
4778 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
4780 if (!stealthloading) {
4781 fireSound(firestartsound);
4786 startbonustotal = 0;
4793 if (!firstLoadDone) {
4797 actuallevel = campaignlevels[actuallevel].nextlevel.front();
4798 visibleloading = true;
4800 LoadLevel(campaignlevels[actuallevel].mapname.c_str());
4804 pause_sound(stream_menutheme);
4815 oldmusictype = musictype;
4821 facing = DoRotation(facing, -pitch, 0, 0);
4822 facing = DoRotation(facing, 0, 0 - yaw, 0);
4823 viewerfacing = facing;
4826 if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free) {
4827 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;
4829 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;
4832 if (Person::players[0]->skeleton.free) {
4833 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
4834 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y) {
4835 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
4840 if (Person::players[0]->skeleton.free != 2) {
4842 if (findLengthfast(&Person::players[0]->velocity) > 400) {
4843 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
4845 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim) {
4848 coltarget = target - cameraloc;
4849 if (findLengthfast(&coltarget) < multiplier * multiplier * 400) {
4852 Normalise(&coltarget);
4853 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0) {
4854 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
4856 cameraloc = cameraloc + coltarget * multiplier * 8;
4859 if (editorenabled) {
4862 cameradist += multiplier * 5;
4863 if (cameradist > 2.3) {
4866 viewer = cameraloc - facing * cameradist;
4868 coltarget = cameraloc;
4869 Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
4870 for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
4871 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4873 coltarget = cameraloc;
4874 if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4878 for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
4879 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4881 if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4885 cameradist = findDistance(&viewer, &target);
4886 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
4887 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
4888 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
4891 if (camerashake > .8) {
4894 woozy += multiplier;
4895 if (Person::players[0]->dead) {
4898 if (Person::players[0]->dead) {
4901 camerashake -= multiplier * 2;
4902 blackout -= multiplier * 2;
4903 if (camerashake < 0) {
4910 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
4911 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
4912 viewer.z += (float)(Random() % 100) * .0005 * camerashake;