5149 lines
268 KiB
C++
5149 lines
268 KiB
C++
/*
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Copyright (C) 2003, 2010 - Wolfire Games
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Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
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This file is part of Lugaru.
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Lugaru is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Lugaru is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
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*/
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// Enable full math definitions
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#define _USE_MATH_DEFINES
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#include "Game.hpp"
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#include "Animation/Animation.hpp"
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#include "Audio/openal_wrapper.hpp"
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#include "Devtools/ConsoleCmds.hpp"
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#include "Level/Awards.hpp"
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#include "Level/Campaign.hpp"
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#include "Level/Dialog.hpp"
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#include "Level/Hotspot.hpp"
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#include "Menu/Menu.hpp"
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#include "Tutorial.hpp"
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#include "User/Settings.hpp"
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#include "Utils/Folders.hpp"
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#include "Utils/Input.hpp"
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#if PLATFORM_UNIX
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#include <sys/stat.h>
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#include <sys/types.h>
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#include <unistd.h>
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#else
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#include <direct.h>
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#endif
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#include <algorithm>
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#include <cmath>
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#include <ctime>
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#include <dirent.h>
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#include <limits>
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#include <set>
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#include <json/reader.h>
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using namespace std;
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using namespace Game;
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// Added more evilness needed for MSVC
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#ifdef _MSC_VER
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#define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
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#define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
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#endif
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extern float multiplier;
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extern XYZ viewer;
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extern int environment;
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extern Terrain terrain;
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extern float screenwidth, screenheight;
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extern float gravity;
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extern int detail;
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extern float texdetail;
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extern int slomo;
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extern float slomodelay;
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extern bool floatjump;
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extern float volume;
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extern Light light;
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extern float camerashake;
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extern float woozy;
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extern float blackout;
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extern bool cellophane;
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extern bool musictoggle;
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extern int difficulty;
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extern int bloodtoggle;
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extern bool invertmouse;
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extern float windvar;
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extern float precipdelay;
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extern XYZ viewerfacing;
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extern bool ambientsound;
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extern bool mousejump;
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extern float viewdistance;
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extern bool freeze;
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extern XYZ windvector;
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extern bool devtools;
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int leveltheme;
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extern int mainmenu;
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extern int oldmainmenu;
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extern bool visibleloading;
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extern XYZ envsound[30];
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extern float envsoundvol[30];
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extern int numenvsounds;
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extern float envsoundlife[30];
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extern float usermousesensitivity;
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extern bool ismotionblur;
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extern bool showdamagebar; // (des)activate the damage bar
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extern bool decalstoggle;
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extern bool skyboxtexture;
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extern float skyboxr;
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extern float skyboxg;
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extern float skyboxb;
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extern float skyboxlightr;
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extern float skyboxlightg;
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extern float skyboxlightb;
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extern float fadestart;
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extern float slomospeed;
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extern float slomofreq;
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extern float smoketex;
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extern bool againbonus;
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extern bool reversaltrain;
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extern bool canattack;
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extern bool cananger;
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extern float damagedealt;
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extern int maptype;
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extern int editoractive;
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extern int editorpathtype;
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extern float hostiletime;
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extern bool gamestarted;
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extern int hostile;
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extern bool stillloading;
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extern bool winfreeze;
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extern bool campaign;
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extern void toggleFullscreen();
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bool won = false;
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int whichchoice = 0;
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bool winhotspot = false;
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bool windialogue = false;
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bool realthreat = 0;
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XYZ cameraloc;
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float cameradist = 0;
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bool oldattackkey = 0;
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int whichlevel = 0;
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float musicvolume[4] = {};
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float oldmusicvolume[4] = {};
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int musicselected = 0;
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#define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
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STATIC_ASSERT(rabbittype == 0 && wolftype == 1)
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// utility functions
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// TODO: this is slightly incorrect
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float roughDirection(XYZ vec)
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{
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Normalise(&vec);
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float angle = -asin(-vec.x) * 180 / M_PI;
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if (vec.z < 0) {
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angle = 180 - angle;
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}
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return angle;
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}
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float roughDirectionTo(XYZ start, XYZ end)
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{
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return roughDirection(end - start);
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}
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inline float pitchOf(XYZ vec)
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{
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Normalise(&vec);
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return -asin(vec.y) * 180 / M_PI;
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}
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float pitchTo(XYZ start, XYZ end)
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{
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return pitchOf(end - start);
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}
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float sq(float n)
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{
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return n * n;
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}
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inline float stepTowardf(float from, float to, float by)
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{
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if (fabs(from - to) < by) {
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return to;
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} else if (from > to) {
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return from - by;
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} else {
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return from + by;
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}
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}
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void Game::playdialoguescenesound()
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{
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XYZ temppos;
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temppos = Person::players.at(Dialog::currentScene().participantfocus)->coords;
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temppos = temppos - viewer;
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Normalise(&temppos);
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temppos += viewer;
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int sound = -1;
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switch (Dialog::currentScene().sound) {
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case -6:
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sound = alarmsound;
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break;
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case -4:
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sound = consolefailsound;
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break;
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case -3:
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sound = consolesuccesssound;
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break;
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case -2:
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sound = firestartsound;
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break;
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case -1:
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sound = fireendsound;
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break;
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case 1:
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sound = rabbitchitter;
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break;
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case 2:
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sound = rabbitchitter2;
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break;
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case 3:
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sound = rabbitpainsound;
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break;
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case 4:
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sound = rabbitpain1sound;
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break;
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case 5:
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sound = rabbitattacksound;
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break;
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case 6:
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sound = rabbitattack2sound;
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break;
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case 7:
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sound = rabbitattack3sound;
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break;
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case 8:
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sound = rabbitattack4sound;
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break;
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case 9:
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sound = growlsound;
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break;
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case 10:
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sound = growl2sound;
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break;
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case 11:
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sound = snarlsound;
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break;
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case 12:
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sound = snarl2sound;
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break;
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case 13:
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sound = barksound;
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break;
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case 14:
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sound = bark2sound;
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break;
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case 15:
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sound = bark3sound;
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break;
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case 16:
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sound = barkgrowlsound;
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break;
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default:
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break;
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}
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if (sound != -1) {
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emit_sound_at(sound, temppos);
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}
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}
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// ================================================================
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int Game::findClosestPlayer()
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{
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int closest = -1;
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float closestdist = std::numeric_limits<float>::max();
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for (unsigned int i = 1; i < Person::players.size(); i++) {
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float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
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if (distance < closestdist) {
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closestdist = distance;
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closest = (int)i;
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}
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}
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return closest;
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}
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static int findClosestObject()
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{
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int closest = -1;
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float closestdist = std::numeric_limits<float>::max();
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for (unsigned int i = 0; i < Object::objects.size(); i++) {
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float distance = distsq(&Object::objects[i]->position,
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&Person::players[0]->coords);
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if (distance < closestdist) {
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closestdist = distance;
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closest = (int)i;
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}
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}
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return closest;
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}
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void Game::cmd_dispatch(const string cmd)
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{
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int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
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for (i = 0; i < n_cmds; i++) {
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if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
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cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
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cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
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break;
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}
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}
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emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
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}
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/********************> Tick() <*****/
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extern bool save_screenshot(const char* fname);
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void Screenshot(void)
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{
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char filename[1024];
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time_t t = time(NULL);
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struct tm* tme = localtime(&t);
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sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png",
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tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
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save_screenshot(filename);
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}
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void Game::SetUpLighting()
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{
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if (environment == snowyenvironment) {
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light.setColors(.65, .65, .7, .4, .4, .44);
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}
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if (environment == desertenvironment) {
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light.setColors(.95, .95, .95, .4, .35, .3);
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}
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if (environment == grassyenvironment) {
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light.setColors(.95, .95, 1, .4, .4, .44);
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}
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if (!skyboxtexture) {
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light.setColors(1, 1, 1, .4, .4, .4);
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}
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float average;
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average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
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light.color[0] *= (skyboxlightr + average) / 2;
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light.color[1] *= (skyboxlightg + average) / 2;
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light.color[2] *= (skyboxlightb + average) / 2;
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light.ambient[0] *= (skyboxlightr + average) / 2;
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light.ambient[1] *= (skyboxlightg + average) / 2;
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light.ambient[2] *= (skyboxlightb + average) / 2;
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}
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void Setenvironment(int which)
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{
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LOGFUNC;
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LOG(" Setting environment...");
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float temptexdetail;
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environment = which;
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pause_sound(stream_snowtheme);
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pause_sound(stream_grasstheme);
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pause_sound(stream_deserttheme);
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pause_sound(stream_wind);
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pause_sound(stream_desertambient);
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if (environment == snowyenvironment) {
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windvector = 0;
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windvector.z = 3;
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if (ambientsound) {
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emit_stream_np(stream_wind);
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}
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Object::treetextureptr.load("Textures/SnowTree.png", 0);
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Object::bushtextureptr.load("Textures/BushSnow.png", 0);
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Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
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Object::boxtextureptr.load("Textures/SnowBox.jpg", 1);
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footstepsound = footstepsn1;
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footstepsound2 = footstepsn2;
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footstepsound3 = footstepst1;
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footstepsound4 = footstepst2;
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terraintexture.load("Textures/Snow.jpg", 1);
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terraintexture2.load("Textures/Rock.jpg", 1);
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temptexdetail = texdetail;
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if (texdetail > 1) {
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texdetail = 4;
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}
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skybox->load("Textures/Skybox(snow)/Front.jpg",
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"Textures/Skybox(snow)/Left.jpg",
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"Textures/Skybox(snow)/Back.jpg",
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"Textures/Skybox(snow)/Right.jpg",
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"Textures/Skybox(snow)/Up.jpg",
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"Textures/Skybox(snow)/Down.jpg");
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texdetail = temptexdetail;
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} else if (environment == desertenvironment) {
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windvector = 0;
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windvector.z = 2;
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Object::treetextureptr.load("Textures/DesertTree.png", 0);
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Object::bushtextureptr.load("Textures/BushDesert.png", 0);
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Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
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Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
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if (ambientsound) {
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emit_stream_np(stream_desertambient);
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}
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footstepsound = footstepsn1;
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footstepsound2 = footstepsn2;
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footstepsound3 = footstepsn1;
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footstepsound4 = footstepsn2;
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terraintexture.load("Textures/Sand.jpg", 1);
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terraintexture2.load("Textures/SandSlope.jpg", 1);
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temptexdetail = texdetail;
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if (texdetail > 1) {
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texdetail = 4;
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}
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skybox->load("Textures/Skybox(sand)/Front.jpg",
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"Textures/Skybox(sand)/Left.jpg",
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"Textures/Skybox(sand)/Back.jpg",
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"Textures/Skybox(sand)/Right.jpg",
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"Textures/Skybox(sand)/Up.jpg",
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"Textures/Skybox(sand)/Down.jpg");
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texdetail = temptexdetail;
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} else if (environment == grassyenvironment) {
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windvector = 0;
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windvector.z = 2;
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Object::treetextureptr.load("Textures/Tree.png", 0);
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Object::bushtextureptr.load("Textures/Bush.png", 0);
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Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
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Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
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if (ambientsound) {
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emit_stream_np(stream_wind, 100.);
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}
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footstepsound = footstepgr1;
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footstepsound2 = footstepgr2;
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footstepsound3 = footstepst1;
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footstepsound4 = footstepst2;
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terraintexture.load("Textures/GrassDirt.jpg", 1);
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terraintexture2.load("Textures/MossRock.jpg", 1);
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temptexdetail = texdetail;
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if (texdetail > 1) {
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texdetail = 4;
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}
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skybox->load("Textures/Skybox(grass)/Front.jpg",
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"Textures/Skybox(grass)/Left.jpg",
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"Textures/Skybox(grass)/Back.jpg",
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"Textures/Skybox(grass)/Right.jpg",
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"Textures/Skybox(grass)/Up.jpg",
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"Textures/Skybox(grass)/Down.jpg");
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texdetail = temptexdetail;
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}
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temptexdetail = texdetail;
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texdetail = 1;
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terrain.load("Textures/HeightMap.png");
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texdetail = temptexdetail;
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}
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bool Game::LoadLevel(int which)
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{
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stealthloading = 0;
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whichlevel = which;
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if (which == -1) {
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return LoadLevel("tutorial", true);
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} else if (which >= 0 && which <= 15) {
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char buf[32];
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snprintf(buf, 32, "map%d", which + 1); // challenges
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return LoadLevel(buf);
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} else {
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return LoadLevel("mapsave");
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}
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}
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void Game::ResetBeforeLevelLoad(bool tutorial)
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{
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Tutorial::active = tutorial;
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if (Tutorial::active) {
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Tutorial::stage = 0;
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}
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if (Tutorial::stage == 0) {
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Tutorial::stagetime = 0;
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Tutorial::maxtime = 1;
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}
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scoreadded = 0;
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windialogue = false;
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hostiletime = 0;
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won = 0;
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Dialog::dialogs.clear();
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Dialog::indialogue = -1;
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cameramode = 0;
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damagedealt = 0;
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damagetaken = 0;
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if (Account::hasActive()) {
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difficulty = Account::active().getDifficulty();
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}
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Hotspot::hotspots.clear();
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Hotspot::current = -1;
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bonustime = 1;
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skyboxtexture = 1;
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skyboxr = 1;
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skyboxg = 1;
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skyboxb = 1;
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freeze = 0;
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winfreeze = 0;
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for (unsigned char i = 0; i < 100; i++) {
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bonusnum[i] = 0;
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}
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numfalls = 0;
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numflipfail = 0;
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numseen = 0;
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numstaffattack = 0;
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numswordattack = 0;
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numknifeattack = 0;
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numunarmedattack = 0;
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numescaped = 0;
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numflipped = 0;
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numwallflipped = 0;
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numthrowkill = 0;
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numafterkill = 0;
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numreversals = 0;
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numattacks = 0;
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maxalarmed = 0;
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numresponded = 0;
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bonustotal = startbonustotal;
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bonus = 0;
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gameon = 1;
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changedelay = 0;
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}
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|
|
bool Game::LoadLevel(const std::string& name, bool tutorial)
|
|
{
|
|
if (LoadJsonLevel(name, tutorial)) {
|
|
// Try JSON loading first, binary is fallback
|
|
return true;
|
|
}
|
|
const std::string level_path = Folders::getResourcePath("Maps/" + name);
|
|
if (!Folders::file_exists(level_path)) {
|
|
perror(std::string("LoadLevel: Could not open file '" + level_path).c_str());
|
|
return false;
|
|
}
|
|
|
|
int indemo; // FIXME this should be removed
|
|
int templength;
|
|
float lamefloat;
|
|
|
|
LOGFUNC;
|
|
|
|
LOG(std::string("Loading level...") + name);
|
|
|
|
if (!gameon) {
|
|
visibleloading = true;
|
|
}
|
|
if (stealthloading) {
|
|
visibleloading = false;
|
|
}
|
|
if (!stillloading) {
|
|
loadtime = 0;
|
|
}
|
|
gamestarted = 1;
|
|
|
|
numenvsounds = 0;
|
|
|
|
pause_sound(whooshsound);
|
|
pause_sound(stream_firesound);
|
|
|
|
int mapvers;
|
|
FILE* tfile;
|
|
errno = 0;
|
|
tfile = Folders::openMandatoryFile(level_path, "rb");
|
|
|
|
ResetBeforeLevelLoad(tutorial);
|
|
|
|
if (console) {
|
|
emit_sound_np(consolesuccesssound);
|
|
freeze = 0;
|
|
console = false;
|
|
}
|
|
|
|
if (!stealthloading) {
|
|
terrain.decals.clear();
|
|
Sprite::deleteSprites();
|
|
|
|
for (int i = 0; i < subdivision; i++) {
|
|
for (int j = 0; j < subdivision; j++) {
|
|
terrain.patchobjects[i][j].clear();
|
|
}
|
|
}
|
|
Game::LoadingScreen();
|
|
}
|
|
|
|
weapons.clear();
|
|
Person::players.resize(1);
|
|
|
|
funpackf(tfile, "Bi", &mapvers);
|
|
if (mapvers < 12) {
|
|
cerr << name << " has obsolete map version " << mapvers << endl;
|
|
}
|
|
if (mapvers >= 15) {
|
|
funpackf(tfile, "Bi", &indemo);
|
|
} else {
|
|
indemo = 0;
|
|
}
|
|
if (mapvers >= 5) {
|
|
funpackf(tfile, "Bi", &maptype);
|
|
} else {
|
|
maptype = mapkilleveryone;
|
|
}
|
|
if (mapvers >= 6) {
|
|
funpackf(tfile, "Bi", &hostile);
|
|
} else {
|
|
hostile = 1;
|
|
}
|
|
if (mapvers >= 4) {
|
|
funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
|
|
} else {
|
|
viewdistance = 100;
|
|
fadestart = .6;
|
|
}
|
|
if (mapvers >= 2) {
|
|
funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
|
|
} else {
|
|
skyboxtexture = 1;
|
|
skyboxr = 1;
|
|
skyboxg = 1;
|
|
skyboxb = 1;
|
|
}
|
|
if (mapvers >= 10) {
|
|
funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
|
|
} else {
|
|
skyboxlightr = skyboxr;
|
|
skyboxlightg = skyboxg;
|
|
skyboxlightb = skyboxb;
|
|
}
|
|
/* 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) */
|
|
if (stealthloading) {
|
|
funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
|
|
} else {
|
|
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);
|
|
}
|
|
if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5) {
|
|
for (int j = 0; j < Person::players[0]->num_weapons; j++) {
|
|
Person::players[0]->weaponids[j] = weapons.size();
|
|
int type;
|
|
funpackf(tfile, "Bi", &type);
|
|
weapons.push_back(Weapon(type, 0));
|
|
}
|
|
}
|
|
|
|
Game::LoadingScreen();
|
|
|
|
funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
|
|
funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
|
|
funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
|
|
funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
|
|
|
|
int numclothes;
|
|
float tintr, tintg, tintb;
|
|
funpackf(tfile, "Bi", &numclothes);
|
|
|
|
if (mapvers >= 9) {
|
|
funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
|
|
} else {
|
|
Person::players[0]->whichskin = 0;
|
|
Person::players[0]->creature = rabbittype;
|
|
}
|
|
|
|
Person::players[0]->lastattack = -1;
|
|
Person::players[0]->lastattack2 = -1;
|
|
Person::players[0]->lastattack3 = -1;
|
|
|
|
//dialogues
|
|
if (mapvers >= 8) {
|
|
Dialog::loadDialogs(tfile);
|
|
}
|
|
|
|
Person::players[0]->clothes.clear();
|
|
Person::players[0]->clothestintr.clear();
|
|
Person::players[0]->clothestintg.clear();
|
|
Person::players[0]->clothestintb.clear();
|
|
for (int k = 0; k < numclothes; k++) {
|
|
char clothespath[256];
|
|
funpackf(tfile, "Bi", &templength);
|
|
for (int l = 0; l < templength; l++) {
|
|
funpackf(tfile, "Bb", &clothespath[l]);
|
|
}
|
|
clothespath[templength] = '\0';
|
|
Person::players[0]->clothes.push_back(std::string(clothespath));
|
|
funpackf(tfile, "Bf Bf Bf", &tintr, &tintg, &tintb);
|
|
Person::players[0]->clothestintr.push_back(tintr);
|
|
Person::players[0]->clothestintg.push_back(tintg);
|
|
Person::players[0]->clothestintb.push_back(tintb);
|
|
}
|
|
|
|
funpackf(tfile, "Bi", &environment);
|
|
|
|
if (environment != oldenvironment) {
|
|
Setenvironment(environment);
|
|
}
|
|
oldenvironment = environment;
|
|
|
|
Object::LoadObjectsFromFile(tfile, stealthloading);
|
|
|
|
if (mapvers >= 7) {
|
|
int numhotspots;
|
|
funpackf(tfile, "Bi", &numhotspots);
|
|
if (numhotspots < 0) {
|
|
cerr << "Map " << name << " has an invalid number of hotspots" << endl;
|
|
numhotspots = 0;
|
|
}
|
|
Hotspot::hotspots.resize(numhotspots);
|
|
for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
|
|
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);
|
|
char temptext[256];
|
|
funpackf(tfile, "Bi", &templength);
|
|
if (templength) {
|
|
for (int l = 0; l < templength; l++) {
|
|
funpackf(tfile, "Bb", &temptext[l]);
|
|
}
|
|
}
|
|
temptext[templength] = '\0';
|
|
Hotspot::hotspots[i].text = std::string(temptext);
|
|
if (Hotspot::hotspots[i].type == -111) {
|
|
indemo = 1;
|
|
}
|
|
}
|
|
} else {
|
|
Hotspot::hotspots.clear();
|
|
}
|
|
|
|
Game::LoadingScreen();
|
|
|
|
if (!stealthloading) {
|
|
Object::ComputeCenter();
|
|
Object::ComputeRadius();
|
|
}
|
|
|
|
Game::LoadingScreen();
|
|
|
|
int numplayers;
|
|
funpackf(tfile, "Bi", &numplayers);
|
|
if (numplayers > maxplayers) {
|
|
cout << "Warning: this level contains more players than allowed" << endl;
|
|
}
|
|
unsigned j = 1;
|
|
for (int i = 1; i < numplayers; i++) {
|
|
try {
|
|
Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
|
|
j++;
|
|
} catch (InvalidPersonException &e) {
|
|
cerr << "Invalid Person found in " << name << endl;
|
|
}
|
|
}
|
|
Game::LoadingScreen();
|
|
|
|
funpackf(tfile, "Bi", &numpathpoints);
|
|
if (numpathpoints > 30 || numpathpoints < 0) {
|
|
numpathpoints = 0;
|
|
}
|
|
for (int j = 0; j < numpathpoints; j++) {
|
|
funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
|
|
for (int k = 0; k < numpathpointconnect[j]; k++) {
|
|
funpackf(tfile, "Bi", &pathpointconnect[j][k]);
|
|
}
|
|
}
|
|
Game::LoadingScreen();
|
|
|
|
funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
|
|
|
|
SetUpLighting();
|
|
|
|
if (!stealthloading) {
|
|
Object::AddObjectsToTerrain();
|
|
terrain.DoShadows();
|
|
Game::LoadingScreen();
|
|
Object::DoShadows();
|
|
Game::LoadingScreen();
|
|
}
|
|
|
|
fclose(tfile);
|
|
|
|
for (unsigned i = 0; i < Person::players.size(); i++) {
|
|
Game::LoadingScreen();
|
|
if (i == 0) {
|
|
Person::players[i]->burnt = 0;
|
|
Person::players[i]->bled = 0;
|
|
Person::players[i]->onfire = 0;
|
|
Person::players[i]->scale = .2;
|
|
if (mapvers < 9) {
|
|
Person::players[i]->creature = rabbittype;
|
|
}
|
|
}
|
|
Person::players[i]->skeleton.free = 0;
|
|
|
|
Person::players[i]->skeletonLoad();
|
|
|
|
Person::players[i]->addClothes();
|
|
|
|
if (i == 0) {
|
|
Person::players[i]->animCurrent = bounceidleanim;
|
|
Person::players[i]->animTarget = bounceidleanim;
|
|
Person::players[i]->frameCurrent = 0;
|
|
Person::players[i]->frameTarget = 1;
|
|
Person::players[i]->target = 0;
|
|
}
|
|
Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
|
|
if (difficulty == 0) {
|
|
Person::players[i]->speed -= .2;
|
|
}
|
|
if (difficulty == 1) {
|
|
Person::players[i]->speed -= .1;
|
|
}
|
|
|
|
if (i == 0) {
|
|
Person::players[i]->velocity = 0;
|
|
Person::players[i]->oldcoords = Person::players[i]->coords;
|
|
Person::players[i]->realoldcoords = Person::players[i]->coords;
|
|
|
|
Person::players[i]->id = i;
|
|
Person::players[i]->updatedelay = 0;
|
|
Person::players[i]->normalsupdatedelay = 0;
|
|
|
|
Person::players[i]->setProportions(1, 1, 1, 1);
|
|
Person::players[i]->headless = 0;
|
|
Person::players[i]->currentoffset = 0;
|
|
Person::players[i]->targetoffset = 0;
|
|
if (Person::players[i]->creature == wolftype) {
|
|
Person::players[i]->scale = .23;
|
|
Person::players[i]->damagetolerance = 300;
|
|
} else {
|
|
Person::players[i]->damagetolerance = 200;
|
|
}
|
|
|
|
Game::LoadingScreen();
|
|
|
|
Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
|
|
|
|
Person::players[i]->headmorphness = 0;
|
|
Person::players[i]->targetheadmorphness = 1;
|
|
Person::players[i]->headmorphstart = 0;
|
|
Person::players[i]->headmorphend = 0;
|
|
|
|
Person::players[i]->pausetime = 0;
|
|
|
|
Person::players[i]->dead = 0;
|
|
Person::players[i]->jumppower = 5;
|
|
Person::players[i]->damage = 0;
|
|
Person::players[i]->permanentdamage = 0;
|
|
Person::players[i]->superpermanentdamage = 0;
|
|
|
|
Person::players[i]->forwardkeydown = 0;
|
|
Person::players[i]->leftkeydown = 0;
|
|
Person::players[i]->backkeydown = 0;
|
|
Person::players[i]->rightkeydown = 0;
|
|
Person::players[i]->jumpkeydown = 0;
|
|
Person::players[i]->crouchkeydown = 0;
|
|
Person::players[i]->throwkeydown = 0;
|
|
|
|
Person::players[i]->collided = -10;
|
|
Person::players[i]->loaded = 1;
|
|
Person::players[i]->bloodloss = 0;
|
|
Person::players[i]->weaponactive = -1;
|
|
Person::players[i]->weaponstuck = -1;
|
|
Person::players[i]->bleeding = 0;
|
|
Person::players[i]->deathbleeding = 0;
|
|
Person::players[i]->stunned = 0;
|
|
Person::players[i]->hasvictim = 0;
|
|
Person::players[i]->wentforweapon = 0;
|
|
}
|
|
}
|
|
|
|
Person::players[0]->aitype = playercontrolled;
|
|
|
|
if (difficulty == 1) {
|
|
Person::players[0]->power = 1 / .9;
|
|
Person::players[0]->damagetolerance = 250;
|
|
} else if (difficulty == 0) {
|
|
Person::players[0]->power = 1 / .8;
|
|
Person::players[0]->damagetolerance = 300;
|
|
Person::players[0]->armorhead *= 1.5;
|
|
Person::players[0]->armorhigh *= 1.5;
|
|
Person::players[0]->armorlow *= 1.5;
|
|
}
|
|
|
|
cameraloc = Person::players[0]->coords;
|
|
cameraloc.y += 5;
|
|
yaw = Person::players[0]->yaw;
|
|
|
|
hawkcoords = Person::players[0]->coords;
|
|
hawkcoords.y += 30;
|
|
|
|
Game::LoadingScreen();
|
|
|
|
LOG("Starting background music...");
|
|
|
|
OPENAL_StopSound(OPENAL_ALL);
|
|
if (ambientsound) {
|
|
if (environment == snowyenvironment) {
|
|
emit_stream_np(stream_wind);
|
|
} else if (environment == desertenvironment) {
|
|
emit_stream_np(stream_desertambient);
|
|
} else if (environment == grassyenvironment) {
|
|
emit_stream_np(stream_wind, 100.);
|
|
}
|
|
}
|
|
oldmusicvolume[0] = 0;
|
|
oldmusicvolume[1] = 0;
|
|
oldmusicvolume[2] = 0;
|
|
oldmusicvolume[3] = 0;
|
|
|
|
leveltime = 0;
|
|
wonleveltime = 0;
|
|
visibleloading = false;
|
|
|
|
return true;
|
|
}
|
|
|
|
bool Game::LoadJsonLevel(const std::string& name, bool tutorial)
|
|
{
|
|
const std::string level_path = Folders::getResourcePath("Maps/" + name + ".json");
|
|
if (!Folders::file_exists(level_path)) {
|
|
perror(std::string("LoadLevel: Could not open file '" + level_path).c_str());
|
|
return false;
|
|
}
|
|
|
|
LOGFUNC;
|
|
|
|
LOG(std::string("Loading level...") + name + ".json");
|
|
|
|
if (!gameon) {
|
|
visibleloading = true;
|
|
}
|
|
if (stealthloading) {
|
|
visibleloading = false;
|
|
}
|
|
if (!stillloading) {
|
|
loadtime = 0;
|
|
}
|
|
gamestarted = 1;
|
|
|
|
numenvsounds = 0;
|
|
|
|
pause_sound(whooshsound);
|
|
pause_sound(stream_firesound);
|
|
|
|
errno = 0;
|
|
ifstream map_file(level_path);
|
|
Json::Value map_data;
|
|
map_file >> map_data;
|
|
unsigned mapvers = map_data["version"].asInt();
|
|
map_file.close();
|
|
|
|
ResetBeforeLevelLoad(tutorial);
|
|
|
|
if (console) {
|
|
emit_sound_np(consolesuccesssound);
|
|
freeze = 0;
|
|
console = false;
|
|
}
|
|
|
|
if (!stealthloading) {
|
|
terrain.decals.clear();
|
|
Sprite::deleteSprites();
|
|
|
|
for (int i = 0; i < subdivision; i++) {
|
|
for (int j = 0; j < subdivision; j++) {
|
|
terrain.patchobjects[i][j].clear();
|
|
}
|
|
}
|
|
Game::LoadingScreen();
|
|
}
|
|
|
|
if (mapvers < 13) {
|
|
cerr << name << " has obsolete map version " << mapvers << endl;
|
|
}
|
|
maptype = map_data["map"].get("type", mapkilleveryone).asInt();
|
|
hostile = map_data["map"].get("hostile", 1).asInt();
|
|
viewdistance = map_data["map"].get("viewdistance", 100).asFloat();
|
|
fadestart = map_data["map"].get("fadestart", .6).asFloat();
|
|
|
|
skyboxtexture = map_data["map"]["skybox"].get("texture", true).asBool();
|
|
skyboxr = map_data["map"]["skybox"].get("r", 1).asFloat();
|
|
skyboxg = map_data["map"]["skybox"].get("g", 1).asFloat();
|
|
skyboxb = map_data["map"]["skybox"].get("b", 1).asFloat();
|
|
skyboxlightr = map_data["map"]["skybox"].get("lightr", skyboxr).asFloat();
|
|
skyboxlightg = map_data["map"]["skybox"].get("lightg", skyboxg).asFloat();
|
|
skyboxlightb = map_data["map"]["skybox"].get("lightb", skyboxb).asFloat();
|
|
|
|
Game::LoadingScreen();
|
|
|
|
//dialogues
|
|
Dialog::loadDialogs(map_data["map"]["dialogs"]);
|
|
|
|
environment = map_data["map"]["environment"].asInt();
|
|
|
|
if (environment != oldenvironment) {
|
|
Setenvironment(environment);
|
|
}
|
|
oldenvironment = environment;
|
|
|
|
if (!stealthloading) {
|
|
Object::LoadObjectsFromJson(map_data["map"]["objects"]);
|
|
}
|
|
|
|
Hotspot::hotspots.resize(map_data["map"]["hotspots"].size());
|
|
for (unsigned i = 0; i < map_data["map"]["hotspots"].size(); i++) {
|
|
Hotspot::hotspots[i].type = map_data["map"]["hotspots"][i]["type"].asInt();
|
|
Hotspot::hotspots[i].size = map_data["map"]["hotspots"][i]["size"].asFloat();
|
|
Hotspot::hotspots[i].text = map_data["map"]["hotspots"][i]["text"].asString();
|
|
Hotspot::hotspots[i].position = map_data["map"]["hotspots"][i]["position"];
|
|
}
|
|
|
|
Game::LoadingScreen();
|
|
|
|
if (!stealthloading) {
|
|
Object::ComputeCenter();
|
|
Object::ComputeRadius();
|
|
}
|
|
|
|
Game::LoadingScreen();
|
|
|
|
if (map_data["map"]["players"].size() > maxplayers) {
|
|
cout << "Warning: this level contains more players than allowed" << endl;
|
|
}
|
|
|
|
XYZ playerCoords;
|
|
float playerYaw;
|
|
float playerTargetYaw;
|
|
if (stealthloading) {
|
|
playerCoords = Person::players[0]->coords;
|
|
playerYaw = Person::players[0]->yaw;
|
|
playerTargetYaw = Person::players[0]->targetyaw;
|
|
}
|
|
weapons.clear();
|
|
Person::players.clear();
|
|
unsigned j = 0;
|
|
for (unsigned i = 0; i < map_data["map"]["players"].size(); i++) {
|
|
try {
|
|
Person::players.push_back(shared_ptr<Person>(new Person(map_data["map"]["players"][i], mapvers, j)));
|
|
j++;
|
|
} catch (InvalidPersonException &e) {
|
|
cerr << "Invalid Person found in " << name << endl;
|
|
}
|
|
}
|
|
if (stealthloading) {
|
|
Person::players[0]->coords = playerCoords;
|
|
Person::players[0]->yaw = playerYaw;
|
|
Person::players[0]->targetyaw = playerTargetYaw;
|
|
}
|
|
|
|
Game::LoadingScreen();
|
|
|
|
numpathpoints = map_data["map"]["pathpoints"].size();
|
|
for (unsigned j = 0; j < map_data["map"]["pathpoints"].size(); j++) {
|
|
pathpoint[j] = map_data["map"]["pathpoints"][j]["pos"];
|
|
numpathpointconnect[j] = map_data["map"]["pathpoints"][j]["connect"].size();
|
|
for (unsigned k = 0; k < map_data["map"]["pathpoints"][j]["connect"].size(); k++) {
|
|
pathpointconnect[j][k] = map_data["map"]["pathpoints"][j]["connect"][k].asInt();
|
|
}
|
|
}
|
|
|
|
Game::LoadingScreen();
|
|
|
|
mapcenter = map_data["map"]["center"];
|
|
mapradius = map_data["map"]["radius"].asFloat();
|
|
|
|
SetUpLighting();
|
|
|
|
if (!stealthloading) {
|
|
Object::AddObjectsToTerrain();
|
|
terrain.DoShadows();
|
|
Game::LoadingScreen();
|
|
Object::DoShadows();
|
|
Game::LoadingScreen();
|
|
}
|
|
|
|
for (unsigned i = 0; i < Person::players.size(); i++) {
|
|
Game::LoadingScreen();
|
|
|
|
Person::players[i]->skeleton.free = 0;
|
|
|
|
Person::players[i]->skeletonLoad();
|
|
|
|
Person::players[i]->addClothes();
|
|
|
|
Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
|
|
if (difficulty == 0) {
|
|
Person::players[i]->speed -= .2;
|
|
}
|
|
if (difficulty == 1) {
|
|
Person::players[i]->speed -= .1;
|
|
}
|
|
|
|
if (i == 0) {
|
|
if (Person::players[i]->creature == wolftype) {
|
|
Person::players[i]->scale = .23;
|
|
Person::players[i]->damagetolerance = 300;
|
|
} else {
|
|
Person::players[i]->damagetolerance = 200;
|
|
}
|
|
}
|
|
}
|
|
|
|
Person::players[0]->aitype = playercontrolled;
|
|
|
|
if (difficulty == 1) {
|
|
Person::players[0]->power = 1 / .9;
|
|
Person::players[0]->damagetolerance = 250;
|
|
} else if (difficulty == 0) {
|
|
Person::players[0]->power = 1 / .8;
|
|
Person::players[0]->damagetolerance = 300;
|
|
Person::players[0]->armorhead *= 1.5;
|
|
Person::players[0]->armorhigh *= 1.5;
|
|
Person::players[0]->armorlow *= 1.5;
|
|
}
|
|
|
|
cameraloc = Person::players[0]->coords;
|
|
cameraloc.y += 5;
|
|
yaw = Person::players[0]->yaw;
|
|
|
|
hawkcoords = Person::players[0]->coords;
|
|
hawkcoords.y += 30;
|
|
|
|
Game::LoadingScreen();
|
|
|
|
LOG("Starting background music...");
|
|
|
|
OPENAL_StopSound(OPENAL_ALL);
|
|
if (ambientsound) {
|
|
if (environment == snowyenvironment) {
|
|
emit_stream_np(stream_wind);
|
|
} else if (environment == desertenvironment) {
|
|
emit_stream_np(stream_desertambient);
|
|
} else if (environment == grassyenvironment) {
|
|
emit_stream_np(stream_wind, 100.);
|
|
}
|
|
}
|
|
oldmusicvolume[0] = 0;
|
|
oldmusicvolume[1] = 0;
|
|
oldmusicvolume[2] = 0;
|
|
oldmusicvolume[3] = 0;
|
|
|
|
leveltime = 0;
|
|
wonleveltime = 0;
|
|
visibleloading = false;
|
|
|
|
return true;
|
|
}
|
|
|
|
/* Process input events that impact settings, console, devtools, etc.
|
|
* Gameplay-related input processing is still done in Game::Tick() for now
|
|
* as it is tightly coupled to the game logic.
|
|
*/
|
|
void Game::ProcessInput()
|
|
{
|
|
/* Pump SDL input events */
|
|
Input::Tick();
|
|
|
|
/* Menu handling (main menu, leave game) */
|
|
if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
|
|
(gameon || mainmenu == 0)) {
|
|
selected = -1;
|
|
if (mainmenu == 0 && !winfreeze) {
|
|
mainmenu = 2; // Pause
|
|
} else if (mainmenu == 1 || mainmenu == 2) {
|
|
mainmenu = 0; // Unpause
|
|
}
|
|
// Play menu theme
|
|
if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
|
|
OPENAL_SetFrequency(OPENAL_ALL);
|
|
emit_stream_np(stream_menutheme);
|
|
pause_sound(leveltheme);
|
|
}
|
|
// On resume, play level music
|
|
if (!mainmenu) {
|
|
pause_sound(stream_menutheme);
|
|
resume_stream(leveltheme);
|
|
}
|
|
}
|
|
|
|
/* Challenge mode */
|
|
if (!campaign && !mainmenu) {
|
|
if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE))) {
|
|
if (winfreeze) {
|
|
winfreeze = 0;
|
|
}
|
|
}
|
|
|
|
if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && gameon) {
|
|
if (console) {
|
|
console = false;
|
|
freeze = 0;
|
|
} else if (winfreeze) {
|
|
mainmenu = 9;
|
|
gameon = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Tutorial mode hotkeys */
|
|
if (Tutorial::active) {
|
|
// Skip current tutorial stage
|
|
if (Input::isKeyPressed(SDL_SCANCODE_TAB)) {
|
|
if (Tutorial::stage != 51) {
|
|
Tutorial::stagetime = Tutorial::maxtime;
|
|
}
|
|
emit_sound_np(consolefailsound, 128.);
|
|
}
|
|
}
|
|
|
|
/* Screenshot */
|
|
if (Input::isKeyPressed(SDL_SCANCODE_F1)) {
|
|
Screenshot();
|
|
}
|
|
|
|
/* Stereo video mode hotkeys */
|
|
if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
|
|
if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
|
|
stereoreverse = true;
|
|
printf("Stereo reversed\n");
|
|
} else {
|
|
stereoreverse = false;
|
|
printf("Stereo unreversed\n");
|
|
}
|
|
}
|
|
|
|
if (Input::isKeyDown(SDL_SCANCODE_F7)) {
|
|
if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
|
|
stereoseparation -= 0.001;
|
|
} else {
|
|
stereoseparation -= 0.010;
|
|
}
|
|
printf("Stereo separation decreased to %f\n", stereoseparation);
|
|
}
|
|
|
|
if (Input::isKeyDown(SDL_SCANCODE_F8)) {
|
|
if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
|
|
stereoseparation += 0.001;
|
|
} else {
|
|
stereoseparation += 0.010;
|
|
}
|
|
printf("Stereo separation increased to %f\n", stereoseparation);
|
|
}
|
|
|
|
/* Devtools */
|
|
if (devtools && !mainmenu) {
|
|
/* Console */
|
|
if (Input::isKeyPressed(consolekey)) {
|
|
console = !console;
|
|
if (console) {
|
|
OPENAL_SetFrequency(OPENAL_ALL);
|
|
} else {
|
|
freeze = 0;
|
|
waiting = false;
|
|
}
|
|
}
|
|
|
|
/* Other devtools, disabled when the console is shown */
|
|
if (!console) {
|
|
ProcessDevInput();
|
|
}
|
|
}
|
|
}
|
|
|
|
void Game::ProcessDevInput()
|
|
{
|
|
if (!devtools || mainmenu || console) {
|
|
return;
|
|
}
|
|
|
|
if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
|
|
/* Enable editor */
|
|
if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
|
|
editorenabled = !editorenabled;
|
|
if (editorenabled) {
|
|
Person::players[0]->damagetolerance = 100000;
|
|
Person::players[0]->damage = 0;
|
|
Person::players[0]->permanentdamage = 0;
|
|
Person::players[0]->superpermanentdamage = 0;
|
|
Person::players[0]->burnt = 0;
|
|
Person::players[0]->bloodloss = 0;
|
|
Person::players[0]->deathbleeding = 0;
|
|
} else {
|
|
Person::players[0]->damagetolerance = 200;
|
|
}
|
|
}
|
|
|
|
/* Nullify damage and give 200000 health */
|
|
if (Input::isKeyPressed(SDL_SCANCODE_H)) {
|
|
Person::players[0]->damagetolerance = 200000;
|
|
Person::players[0]->damage = 0;
|
|
Person::players[0]->permanentdamage = 0;
|
|
Person::players[0]->superpermanentdamage = 0;
|
|
Person::players[0]->burnt = 0;
|
|
Person::players[0]->bloodloss = 0;
|
|
Person::players[0]->deathbleeding = 0;
|
|
}
|
|
|
|
/* Change environment */
|
|
if (Input::isKeyPressed(SDL_SCANCODE_J)) {
|
|
environment++;
|
|
if (environment > 2) {
|
|
environment = 0;
|
|
}
|
|
Setenvironment(environment);
|
|
}
|
|
|
|
/* Camera mode */
|
|
if (Input::isKeyPressed(SDL_SCANCODE_C)) {
|
|
cameramode = !cameramode;
|
|
}
|
|
|
|
/* Freeze */
|
|
if (Input::isKeyPressed(SDL_SCANCODE_V)) {
|
|
freeze = !freeze;
|
|
if (freeze) {
|
|
OPENAL_SetFrequency(OPENAL_ALL);
|
|
}
|
|
}
|
|
|
|
/* Toggle slow motion */
|
|
if (Input::isKeyPressed(SDL_SCANCODE_B)) {
|
|
slomo = 1 - slomo;
|
|
slomodelay = 1000;
|
|
}
|
|
|
|
/* Ragdoll */
|
|
if (Input::isKeyPressed(SDL_SCANCODE_N)) {
|
|
Person::players[0]->RagDoll(0);
|
|
emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
|
|
}
|
|
|
|
/* Shrink tree leaves?? */
|
|
// FIXME: Can't see what this does in game.
|
|
if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
|
|
for (auto& an_object : Object::objects) {
|
|
if (an_object->type == treeleavestype) {
|
|
an_object->scale *= .9;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Change (or add) weapon */
|
|
if (Input::isKeyPressed(SDL_SCANCODE_X)) {
|
|
int closest = 0;
|
|
if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
|
|
closest = findClosestPlayer();
|
|
}
|
|
|
|
if (closest >= 0) {
|
|
if (Person::players[closest]->num_weapons > 0) {
|
|
int weapontype = 0;
|
|
switch (weapons[Person::players[closest]->weaponids[0]].getType()) {
|
|
case knife:
|
|
weapontype = sword;
|
|
break;
|
|
case sword:
|
|
weapontype = staff;
|
|
break;
|
|
case staff:
|
|
weapontype = knife;
|
|
break;
|
|
}
|
|
weapons[Person::players[closest]->weaponids[0]].setType(weapontype);
|
|
} else {
|
|
Person::players[closest]->weaponids[0] = weapons.size();
|
|
weapons.push_back(Weapon(knife, closest));
|
|
Person::players[closest]->num_weapons = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Change yaw (rotate around Z axis) */
|
|
if (Input::isKeyDown(SDL_SCANCODE_U)) {
|
|
int closest = 0;
|
|
if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
|
|
closest = findClosestPlayer();
|
|
}
|
|
|
|
if (closest >= 0) {
|
|
Person::players[closest]->yaw += multiplier * 50;
|
|
Person::players[closest]->targetyaw = Person::players[closest]->yaw;
|
|
}
|
|
}
|
|
|
|
/* Toggle fire */
|
|
if (Input::isKeyPressed(SDL_SCANCODE_F)) {
|
|
int closest = 0;
|
|
if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
|
|
closest = findClosestPlayer();
|
|
}
|
|
|
|
if (closest >= 0) {
|
|
Person::players[closest]->onfire = !Person::players[closest]->onfire;
|
|
if (Person::players[closest]->onfire) {
|
|
Person::players[closest]->CatchFire();
|
|
} else {
|
|
emit_sound_at(fireendsound, Person::players[closest]->coords);
|
|
pause_sound(stream_firesound);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Change skin */
|
|
if (Input::isKeyPressed(SDL_SCANCODE_T) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
|
|
int closest = 0;
|
|
if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
|
|
closest = findClosestPlayer();
|
|
}
|
|
|
|
if (closest >= 0) {
|
|
Person::players[closest]->whichskin++;
|
|
if (Person::players[closest]->whichskin > 9) {
|
|
Person::players[closest]->whichskin = 0;
|
|
}
|
|
if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype) {
|
|
Person::players[closest]->whichskin = 0;
|
|
}
|
|
|
|
Person::players[closest]->skeleton.drawmodel.textureptr.load(
|
|
PersonType::types[Person::players[closest]->creature].skins[Person::players[closest]->whichskin], 1,
|
|
&Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
|
|
}
|
|
|
|
Person::players[closest]->addClothes();
|
|
}
|
|
|
|
/* Change creature type */
|
|
if (Input::isKeyPressed(SDL_SCANCODE_T) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
|
|
int closest = 0;
|
|
if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
|
|
closest = findClosestPlayer();
|
|
}
|
|
|
|
if (closest >= 0) {
|
|
person_type nextType = static_cast<person_type>((Person::players[closest]->creature + 1) % PersonType::types.size());
|
|
Person::players[closest]->changeCreatureType(nextType);
|
|
}
|
|
}
|
|
|
|
/* Explose nearby player's head */
|
|
if (Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
|
|
int closest = findClosestPlayer();
|
|
if (closest > 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
|
|
XYZ flatfacing2, flatvelocity2, flatvelocity2_orig;
|
|
XYZ headspurtdirection;
|
|
Joint& headjoint = Person::players[closest]->joint(head);
|
|
|
|
if (!Person::players[closest]->skeleton.free) {
|
|
flatvelocity2_orig = Person::players[closest]->velocity;
|
|
flatfacing2 = DoRotation(
|
|
DoRotation(
|
|
DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt),
|
|
Person::players[closest]->tilt2, 0, 0),
|
|
0, Person::players[closest]->yaw, 0) *
|
|
Person::players[closest]->scale +
|
|
Person::players[closest]->coords;
|
|
} else {
|
|
flatvelocity2_orig = headjoint.velocity;
|
|
flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
|
|
}
|
|
|
|
headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
|
|
Normalise(&headspurtdirection);
|
|
|
|
for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
|
|
flatvelocity2 = flatvelocity2_orig;
|
|
flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
|
|
flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
|
|
flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
|
|
printf("Test: %f\n", flatvelocity2.x);
|
|
printf("Test orig: %f\n", flatvelocity2_orig.x);
|
|
Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
|
|
flatvelocity2 += headspurtdirection * 8;
|
|
Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
|
|
}
|
|
Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
|
|
|
|
emit_sound_at(splattersound, Person::players[closest]->coords);
|
|
emit_sound_at(breaksound2, Person::players[closest]->coords, 100.);
|
|
|
|
if (Person::players[closest]->skeleton.free == 2) {
|
|
Person::players[closest]->skeleton.free = 0;
|
|
}
|
|
Person::players[closest]->RagDoll(0);
|
|
Person::players[closest]->dead = 2;
|
|
Person::players[closest]->headless = 1;
|
|
Person::players[closest]->DoBloodBig(3, 165);
|
|
|
|
camerashake += .3;
|
|
}
|
|
}
|
|
|
|
/* Explode nearby player */
|
|
if (Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
|
|
int closest = findClosestPlayer();
|
|
if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
|
|
XYZ flatfacing2, flatvelocity2, flatvelocity2_orig;
|
|
|
|
emit_sound_at(splattersound, Person::players[closest]->coords);
|
|
emit_sound_at(breaksound2, Person::players[closest]->coords);
|
|
|
|
for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
|
|
if (!Person::players[closest]->skeleton.free) {
|
|
flatvelocity2_orig = Person::players[closest]->velocity;
|
|
flatfacing2 = DoRotation(
|
|
DoRotation(
|
|
DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt),
|
|
Person::players[closest]->tilt2, 0, 0),
|
|
0, Person::players[closest]->yaw, 0) *
|
|
Person::players[closest]->scale +
|
|
Person::players[closest]->coords;
|
|
} else {
|
|
flatvelocity2_orig = Person::players[closest]->skeleton.joints[i].velocity;
|
|
flatfacing2 = Person::players[closest]->skeleton.joints[i].position *
|
|
Person::players[closest]->scale +
|
|
Person::players[closest]->coords;
|
|
}
|
|
|
|
// Animation part 1
|
|
flatvelocity2 = flatvelocity2_orig;
|
|
flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
|
|
flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
|
|
flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
|
|
Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
|
|
Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
|
|
Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
|
|
|
|
// Animation part 2
|
|
flatvelocity2 = flatvelocity2_orig;
|
|
flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
|
|
flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
|
|
flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
|
|
Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
|
|
Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
|
|
|
|
// Animation part 3
|
|
flatvelocity2 = flatvelocity2_orig;
|
|
flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
|
|
flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
|
|
flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
|
|
Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
|
|
Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
|
|
|
|
// Animation part 4
|
|
flatvelocity2 = flatvelocity2_orig;
|
|
flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
|
|
flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
|
|
flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
|
|
Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
|
|
Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
|
|
}
|
|
|
|
XYZ temppos;
|
|
for (unsigned j = 0; j < Person::players.size(); j++) {
|
|
if (int(j) == closest) {
|
|
continue;
|
|
}
|
|
if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
|
|
Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
|
|
if (Person::players[j]->skeleton.free == 2) {
|
|
Person::players[j]->skeleton.free = 1;
|
|
}
|
|
Person::players[j]->skeleton.longdead = 0;
|
|
Person::players[j]->RagDoll(0);
|
|
for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
|
|
temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
|
|
if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
|
|
flatvelocity2 = temppos - Person::players[closest]->coords;
|
|
Normalise(&flatvelocity2);
|
|
Person::players[j]->skeleton.joints[i].velocity +=
|
|
flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
Person::players[closest]->DoDamage(10000);
|
|
Person::players[closest]->RagDoll(0);
|
|
Person::players[closest]->dead = 2;
|
|
Person::players[closest]->coords = 20;
|
|
Person::players[closest]->skeleton.free = 2;
|
|
|
|
camerashake += .6;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Skip level (only for challenges) */
|
|
// FIXME: Allow skipping levels in campaigns too
|
|
if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
|
|
targetlevel++;
|
|
if (targetlevel > numchallengelevels - 1) {
|
|
targetlevel = 0;
|
|
}
|
|
loading = 1;
|
|
leveltime = 5;
|
|
}
|
|
|
|
/* Editor mode keys */
|
|
if (editorenabled) {
|
|
/* Closest player deletion */
|
|
if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
|
|
int closest = findClosestPlayer();
|
|
if (closest > 0) {
|
|
Person::players.erase(Person::players.begin() + closest);
|
|
}
|
|
}
|
|
|
|
/* Closest object deletion */
|
|
if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
|
|
int closest = findClosestObject();
|
|
if (closest >= 0) {
|
|
Object::DeleteObject(closest);
|
|
}
|
|
}
|
|
|
|
/* Add object */
|
|
if (Input::isKeyPressed(SDL_SCANCODE_O)) {
|
|
if (Object::objects.size() < max_objects - 1) {
|
|
XYZ scenecoords = Person::players[0]->coords;
|
|
scenecoords.y -= 3;
|
|
if (editortype == bushtype || editortype == firetype) {
|
|
scenecoords.y -= 3.5;
|
|
} else {
|
|
scenecoords.y -= 3;
|
|
}
|
|
|
|
float tmpyaw, tmppitch;
|
|
tmpyaw = editoryaw;
|
|
tmppitch = editorpitch;
|
|
if (tmpyaw < 0 || editortype == bushtype) {
|
|
tmpyaw = Random() % 360;
|
|
}
|
|
if (tmppitch < 0) {
|
|
tmppitch = Random() % 360;
|
|
}
|
|
|
|
Object::MakeObject(editortype, scenecoords, (int)tmpyaw - ((int)tmpyaw) % 30, (int)tmppitch, editorsize);
|
|
if (editortype == treetrunktype) {
|
|
Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (tmppitch < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Add player */
|
|
if (Input::isKeyPressed(SDL_SCANCODE_P) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
|
|
Person::players.push_back(shared_ptr<Person>(new Person()));
|
|
|
|
Person::players.back()->id = Person::players.size() - 1;
|
|
|
|
Person::players.back()->scale = Person::players[0]->scale;
|
|
Person::players.back()->creature = rabbittype;
|
|
Person::players.back()->howactive = editoractive;
|
|
Person::players.back()->whichskin = (int)(abs(Random() % 3));
|
|
|
|
Person::players.back()->skeletonLoad();
|
|
|
|
Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
|
|
Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
|
|
|
|
Person::players.back()->targetyaw = Person::players[0]->targetyaw;
|
|
Person::players.back()->yaw = Person::players[0]->yaw;
|
|
|
|
Person::players.back()->coords = Person::players[0]->coords;
|
|
Person::players.back()->oldcoords = Person::players.back()->coords;
|
|
Person::players.back()->realoldcoords = Person::players.back()->coords;
|
|
|
|
Person::players.back()->setProportions(1, 1, 1, 1);
|
|
|
|
Person::players.back()->damagetolerance = 200;
|
|
|
|
Person::players.back()->protectionhead = Person::players[0]->protectionhead;
|
|
Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
|
|
Person::players.back()->protectionlow = Person::players[0]->protectionlow;
|
|
Person::players.back()->armorhead = Person::players[0]->armorhead;
|
|
Person::players.back()->armorhigh = Person::players[0]->armorhigh;
|
|
Person::players.back()->armorlow = Person::players[0]->armorlow;
|
|
Person::players.back()->metalhead = Person::players[0]->metalhead;
|
|
Person::players.back()->metalhigh = Person::players[0]->metalhigh;
|
|
Person::players.back()->metallow = Person::players[0]->metallow;
|
|
|
|
Person::players.back()->immobile = Person::players[0]->immobile;
|
|
|
|
for (unsigned i = 0; i < Person::players[0]->clothes.size(); i++) {
|
|
Person::players.back()->clothes.push_back(Person::players[0]->clothes[i]);
|
|
Person::players.back()->clothestintr.push_back(Person::players[0]->clothestintr[i]);
|
|
Person::players.back()->clothestintg.push_back(Person::players[0]->clothestintg[i]);
|
|
Person::players.back()->clothestintb.push_back(Person::players[0]->clothestintb[i]);
|
|
}
|
|
Person::players.back()->addClothes();
|
|
|
|
Person::players.back()->power = Person::players[0]->power;
|
|
Person::players.back()->speedmult = Person::players[0]->speedmult;
|
|
|
|
Person::players.back()->loaded = true;
|
|
}
|
|
|
|
/* Add waypoint */
|
|
if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
|
|
if (Person::players.back()->numwaypoints < 90) {
|
|
Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
|
|
Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
|
|
Person::players.back()->numwaypoints++;
|
|
} else {
|
|
printf("Add waypoint: Reached max number of waypoints (90), aborting.");
|
|
}
|
|
}
|
|
|
|
/* Connect waypoint */
|
|
if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
|
|
if (numpathpoints < 30) {
|
|
bool connected = false;
|
|
if (numpathpoints > 1) {
|
|
for (int i = 0; i < numpathpoints; i++) {
|
|
if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
|
|
bool alreadyconnected = false;
|
|
for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
|
|
if (pathpointconnect[pathpointselected][j] == i) {
|
|
alreadyconnected = true;
|
|
}
|
|
}
|
|
if (!alreadyconnected) {
|
|
numpathpointconnect[pathpointselected]++;
|
|
connected = true;
|
|
pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (!connected) {
|
|
numpathpoints++;
|
|
pathpoint[numpathpoints - 1] = Person::players[0]->coords;
|
|
numpathpointconnect[numpathpoints - 1] = 0;
|
|
if (numpathpoints > 1 && pathpointselected != -1) {
|
|
numpathpointconnect[pathpointselected]++;
|
|
pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
|
|
}
|
|
pathpointselected = numpathpoints - 1;
|
|
}
|
|
} else {
|
|
printf("Connect waypoint: Reached max number of path points (30), aborting.");
|
|
}
|
|
}
|
|
|
|
/* Select next path waypoint */
|
|
if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
|
|
pathpointselected++;
|
|
if (pathpointselected >= numpathpoints) {
|
|
pathpointselected = -1;
|
|
}
|
|
}
|
|
|
|
/* Select previous path waypoint */
|
|
if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
|
|
pathpointselected--;
|
|
if (pathpointselected <= -2) {
|
|
pathpointselected = numpathpoints - 1;
|
|
}
|
|
}
|
|
|
|
/* Delete path waypoint */
|
|
if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
|
|
if (pathpointselected != -1) {
|
|
numpathpoints--;
|
|
pathpoint[pathpointselected] = pathpoint[numpathpoints];
|
|
numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
|
|
for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
|
|
pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
|
|
}
|
|
for (int i = 0; i < numpathpoints; i++) {
|
|
for (int j = 0; j < numpathpointconnect[i]; j++) {
|
|
if (pathpointconnect[i][j] == pathpointselected) {
|
|
pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
|
|
numpathpointconnect[i]--;
|
|
}
|
|
if (pathpointconnect[i][j] == numpathpoints) {
|
|
pathpointconnect[i][j] = pathpointselected;
|
|
}
|
|
}
|
|
}
|
|
pathpointselected = numpathpoints - 1;
|
|
}
|
|
}
|
|
|
|
/* Select previous object type */
|
|
if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
|
|
editortype--;
|
|
if (editortype == treeleavestype || editortype == 10) {
|
|
editortype--;
|
|
}
|
|
if (editortype < 0) {
|
|
editortype = firetype;
|
|
}
|
|
}
|
|
|
|
/* Select next object type */
|
|
if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
|
|
editortype++;
|
|
if (editortype == treeleavestype || editortype == 10) {
|
|
editortype++;
|
|
}
|
|
if (editortype > firetype) {
|
|
editortype = 0;
|
|
}
|
|
}
|
|
|
|
/* Decrease size for next object */
|
|
if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
|
|
editorsize -= multiplier;
|
|
if (editorsize < .1) {
|
|
editorsize = .1;
|
|
}
|
|
}
|
|
|
|
/* Increase size for next object */
|
|
if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
|
|
editorsize += multiplier;
|
|
}
|
|
|
|
/* Decrease yaw for next object */
|
|
if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
|
|
editoryaw -= multiplier * 100;
|
|
if (editoryaw < -.01) {
|
|
editoryaw = -.01;
|
|
}
|
|
}
|
|
|
|
/* Increase yaw for next object */
|
|
if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
|
|
editoryaw += multiplier * 100;
|
|
}
|
|
|
|
/* Decrease pitch for next object */
|
|
if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
|
|
editorpitch -= multiplier * 100;
|
|
if (editorpitch < -.01) {
|
|
editorpitch = -.01;
|
|
}
|
|
}
|
|
|
|
/* Increase pitch for next object */
|
|
if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
|
|
editorpitch += multiplier * 100;
|
|
}
|
|
|
|
/* Decrease map radius */
|
|
if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
|
|
mapradius -= multiplier * 10;
|
|
}
|
|
|
|
/* Increase map radius */
|
|
if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
|
|
mapradius += multiplier * 10;
|
|
}
|
|
}
|
|
}
|
|
|
|
void doJumpReversals()
|
|
{
|
|
for (unsigned k = 0; k < Person::players.size(); k++) {
|
|
for (unsigned i = k + 1; i < Person::players.size(); i++) {
|
|
if (Person::players[k]->skeleton.free == 0 &&
|
|
Person::players[i]->skeleton.oldfree == 0 &&
|
|
(Person::players[i]->animTarget == jumpupanim ||
|
|
Person::players[k]->animTarget == jumpupanim) &&
|
|
(Person::players[i]->isPlayerControlled() ||
|
|
Person::players[k]->isPlayerControlled()) &&
|
|
((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
|
|
(Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
|
|
if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
|
|
distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
|
|
//TODO: refactor two huge similar ifs
|
|
if (Person::players[i]->animTarget == jumpupanim &&
|
|
Person::players[k]->animTarget != getupfrombackanim &&
|
|
Person::players[k]->animTarget != getupfromfrontanim &&
|
|
Animation::animations[Person::players[k]->animTarget].height == middleheight &&
|
|
normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
|
|
((Person::players[k]->isPlayerControlled() && Person::players[k]->attackkeydown) ||
|
|
!Person::players[k]->isPlayerControlled())) {
|
|
Person::players[i]->victim = Person::players[k];
|
|
Person::players[i]->velocity = 0;
|
|
Person::players[i]->animCurrent = jumpreversedanim;
|
|
Person::players[i]->animTarget = jumpreversedanim;
|
|
Person::players[i]->frameCurrent = 0;
|
|
Person::players[i]->frameTarget = 1;
|
|
Person::players[i]->targettilt2 = 0;
|
|
Person::players[k]->victim = Person::players[i];
|
|
Person::players[k]->velocity = 0;
|
|
Person::players[k]->animCurrent = jumpreversalanim;
|
|
Person::players[k]->animTarget = jumpreversalanim;
|
|
Person::players[k]->frameCurrent = 0;
|
|
Person::players[k]->frameTarget = 1;
|
|
Person::players[k]->targettilt2 = 0;
|
|
if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
|
|
Person::players[i]->animCurrent = rabbitkickreversedanim;
|
|
Person::players[i]->animTarget = rabbitkickreversedanim;
|
|
Person::players[i]->frameCurrent = 1;
|
|
Person::players[i]->frameTarget = 2;
|
|
Person::players[k]->animCurrent = rabbitkickreversalanim;
|
|
Person::players[k]->animTarget = rabbitkickreversalanim;
|
|
Person::players[k]->frameCurrent = 1;
|
|
Person::players[k]->frameTarget = 2;
|
|
}
|
|
Person::players[i]->target = 0;
|
|
Person::players[k]->oldcoords = Person::players[k]->coords;
|
|
Person::players[i]->coords = Person::players[k]->coords;
|
|
Person::players[k]->targetyaw = Person::players[i]->targetyaw;
|
|
Person::players[k]->yaw = Person::players[i]->targetyaw;
|
|
if (Person::players[k]->aitype == attacktypecutoff) {
|
|
Person::players[k]->stunned = .5;
|
|
}
|
|
}
|
|
if (Person::players[k]->animTarget == jumpupanim &&
|
|
Person::players[i]->animTarget != getupfrombackanim &&
|
|
Person::players[i]->animTarget != getupfromfrontanim &&
|
|
Animation::animations[Person::players[i]->animTarget].height == middleheight &&
|
|
normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
|
|
((Person::players[i]->isPlayerControlled() && Person::players[i]->attackkeydown) ||
|
|
!Person::players[i]->isPlayerControlled())) {
|
|
Person::players[k]->victim = Person::players[i];
|
|
Person::players[k]->velocity = 0;
|
|
Person::players[k]->animCurrent = jumpreversedanim;
|
|
Person::players[k]->animTarget = jumpreversedanim;
|
|
Person::players[k]->frameCurrent = 0;
|
|
Person::players[k]->frameTarget = 1;
|
|
Person::players[k]->targettilt2 = 0;
|
|
Person::players[i]->victim = Person::players[k];
|
|
Person::players[i]->velocity = 0;
|
|
Person::players[i]->animCurrent = jumpreversalanim;
|
|
Person::players[i]->animTarget = jumpreversalanim;
|
|
Person::players[i]->frameCurrent = 0;
|
|
Person::players[i]->frameTarget = 1;
|
|
Person::players[i]->targettilt2 = 0;
|
|
if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
|
|
Person::players[k]->animTarget = rabbitkickreversedanim;
|
|
Person::players[k]->animCurrent = rabbitkickreversedanim;
|
|
Person::players[i]->animCurrent = rabbitkickreversalanim;
|
|
Person::players[i]->animTarget = rabbitkickreversalanim;
|
|
Person::players[k]->frameCurrent = 1;
|
|
Person::players[k]->frameTarget = 2;
|
|
Person::players[i]->frameCurrent = 1;
|
|
Person::players[i]->frameTarget = 2;
|
|
}
|
|
Person::players[k]->target = 0;
|
|
Person::players[i]->oldcoords = Person::players[i]->coords;
|
|
Person::players[k]->coords = Person::players[i]->coords;
|
|
Person::players[i]->targetyaw = Person::players[k]->targetyaw;
|
|
Person::players[i]->yaw = Person::players[k]->targetyaw;
|
|
if (Person::players[i]->aitype == attacktypecutoff) {
|
|
Person::players[i]->stunned = .5;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void doAerialAcrobatics()
|
|
{
|
|
static XYZ facing, flatfacing;
|
|
for (unsigned k = 0; k < Person::players.size(); k++) {
|
|
Person::players[k]->turnspeed = 500;
|
|
|
|
if ((Person::players[k]->isRun() &&
|
|
((Person::players[k]->targetyaw != rabbitrunninganim &&
|
|
Person::players[k]->targetyaw != wolfrunninganim) ||
|
|
Person::players[k]->frameTarget == 4)) ||
|
|
Person::players[k]->animTarget == removeknifeanim ||
|
|
Person::players[k]->animTarget == crouchremoveknifeanim ||
|
|
Person::players[k]->animTarget == flipanim ||
|
|
Person::players[k]->animTarget == fightsidestep ||
|
|
Person::players[k]->animTarget == walkanim) {
|
|
Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
|
|
}
|
|
|
|
if (Person::players[k]->isStop() ||
|
|
Person::players[k]->isLanding() ||
|
|
Person::players[k]->animTarget == staggerbackhighanim ||
|
|
(Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
|
|
Person::players[k]->animTarget == staggerbackhardanim ||
|
|
Person::players[k]->animTarget == backhandspringanim ||
|
|
Person::players[k]->animTarget == dodgebackanim ||
|
|
Person::players[k]->animTarget == rollanim ||
|
|
(Animation::animations[Person::players[k]->animTarget].attack &&
|
|
Person::players[k]->animTarget != rabbitkickanim &&
|
|
(Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
|
|
(Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
|
|
Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
|
|
}
|
|
|
|
if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
|
|
Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
|
|
}
|
|
|
|
Person::players[k]->DoStuff();
|
|
if (Person::players[k]->immobile && k != 0) {
|
|
Person::players[k]->coords = Person::players[k]->realoldcoords;
|
|
}
|
|
|
|
//if player's position has changed (?)
|
|
if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
|
|
!Person::players[k]->skeleton.free &&
|
|
Person::players[k]->animTarget != climbanim &&
|
|
Person::players[k]->animTarget != hanganim) {
|
|
XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
|
|
int whichhit;
|
|
bool tempcollide = 0;
|
|
|
|
if (Person::players[k]->collide < -.3) {
|
|
Person::players[k]->collide = -.3;
|
|
}
|
|
if (Person::players[k]->collide > 1) {
|
|
Person::players[k]->collide = 1;
|
|
}
|
|
Person::players[k]->collide -= multiplier * 30;
|
|
|
|
//clip to terrain
|
|
Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
|
|
|
|
for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
|
|
unsigned int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
|
|
if (Object::objects[i]->type != rocktype ||
|
|
Object::objects[i]->scale > .5 && Person::players[k]->isPlayerControlled() ||
|
|
Object::objects[i]->position.y > Person::players[k]->coords.y) {
|
|
lowpoint = Person::players[k]->coords;
|
|
if (Person::players[k]->animTarget != jumpupanim &&
|
|
Person::players[k]->animTarget != jumpdownanim &&
|
|
!Person::players[k]->isFlip()) {
|
|
lowpoint.y += 1.25;
|
|
} else {
|
|
lowpoint.y += 1.3;
|
|
}
|
|
if (Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
|
|
Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1) {
|
|
Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
|
|
}
|
|
if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
|
|
flatfacing = lowpoint - Person::players[k]->coords;
|
|
Person::players[k]->coords = lowpoint;
|
|
Person::players[k]->coords.y -= 1.3;
|
|
Person::players[k]->collide = 1;
|
|
tempcollide = 1;
|
|
//wall jumps
|
|
//TODO: refactor four similar blocks
|
|
if (Person::players[k]->isPlayerControlled() &&
|
|
(Person::players[k]->animTarget == jumpupanim ||
|
|
Person::players[k]->animTarget == jumpdownanim ||
|
|
Person::players[k]->isFlip()) &&
|
|
!Person::players[k]->jumptogglekeydown &&
|
|
Person::players[k]->jumpkeydown) {
|
|
lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
|
|
XYZ tempcoords1 = lowpoint;
|
|
whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
|
|
if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
|
|
Person::players[k]->setTargetAnimation(walljumpleftanim);
|
|
emit_sound_at(movewhooshsound, Person::players[k]->coords);
|
|
if (k == 0) {
|
|
pause_sound(whooshsound);
|
|
}
|
|
|
|
lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
|
|
Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
|
|
if (lowpointtarget.z < 0) {
|
|
Person::players[k]->yaw = 180 - Person::players[k]->yaw;
|
|
}
|
|
Person::players[k]->targetyaw = Person::players[k]->yaw;
|
|
Person::players[k]->lowyaw = Person::players[k]->yaw;
|
|
if (k == 0) {
|
|
numwallflipped++;
|
|
}
|
|
} else {
|
|
lowpoint = tempcoords1;
|
|
lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
|
|
whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
|
|
if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
|
|
Person::players[k]->setTargetAnimation(walljumprightanim);
|
|
emit_sound_at(movewhooshsound, Person::players[k]->coords);
|
|
if (k == 0) {
|
|
pause_sound(whooshsound);
|
|
}
|
|
|
|
lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
|
|
Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
|
|
if (lowpointtarget.z < 0) {
|
|
Person::players[k]->yaw = 180 - Person::players[k]->yaw;
|
|
}
|
|
Person::players[k]->targetyaw = Person::players[k]->yaw;
|
|
Person::players[k]->lowyaw = Person::players[k]->yaw;
|
|
if (k == 0) {
|
|
numwallflipped++;
|
|
}
|
|
} else {
|
|
lowpoint = tempcoords1;
|
|
lowpointtarget = lowpoint + Person::players[k]->facing * 2;
|
|
whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
|
|
if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
|
|
Person::players[k]->setTargetAnimation(walljumpbackanim);
|
|
emit_sound_at(movewhooshsound, Person::players[k]->coords);
|
|
if (k == 0) {
|
|
pause_sound(whooshsound);
|
|
}
|
|
|
|
lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
|
|
Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
|
|
if (lowpointtarget.z < 0) {
|
|
Person::players[k]->yaw = 180 - Person::players[k]->yaw;
|
|
}
|
|
Person::players[k]->targetyaw = Person::players[k]->yaw;
|
|
Person::players[k]->lowyaw = Person::players[k]->yaw;
|
|
if (k == 0) {
|
|
numwallflipped++;
|
|
}
|
|
} else {
|
|
lowpoint = tempcoords1;
|
|
lowpointtarget = lowpoint - Person::players[k]->facing * 2;
|
|
whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
|
|
if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
|
|
Person::players[k]->setTargetAnimation(walljumpfrontanim);
|
|
emit_sound_at(movewhooshsound, Person::players[k]->coords);
|
|
if (k == 0) {
|
|
pause_sound(whooshsound);
|
|
}
|
|
|
|
lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
|
|
Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
|
|
if (lowpointtarget.z < 0) {
|
|
Person::players[k]->yaw = 180 - Person::players[k]->yaw;
|
|
}
|
|
Person::players[k]->yaw += 180;
|
|
Person::players[k]->targetyaw = Person::players[k]->yaw;
|
|
Person::players[k]->lowyaw = Person::players[k]->yaw;
|
|
if (k == 0) {
|
|
numwallflipped++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else if (Object::objects[i]->type == rocktype) {
|
|
lowpoint2 = Person::players[k]->coords;
|
|
lowpoint = Person::players[k]->coords;
|
|
lowpoint.y += 2;
|
|
if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
|
|
Person::players[k]->coords = colpoint;
|
|
Person::players[k]->collide = 1;
|
|
tempcollide = 1;
|
|
|
|
if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
|
|
//flipped into a rock
|
|
if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7) {
|
|
Person::players[k]->RagDoll(0);
|
|
}
|
|
|
|
if (Person::players[k]->animTarget == jumpupanim) {
|
|
Person::players[k]->jumppower = -4;
|
|
Person::players[k]->animTarget = Person::players[k]->getIdle();
|
|
}
|
|
Person::players[k]->target = 0;
|
|
Person::players[k]->frameTarget = 0;
|
|
Person::players[k]->onterrain = 1;
|
|
|
|
if (Person::players[k]->id == 0) {
|
|
pause_sound(whooshsound);
|
|
OPENAL_SetVolume(channels[whooshsound], 0);
|
|
}
|
|
|
|
//landing
|
|
if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
|
|
if (Person::players[k]->isFlip()) {
|
|
Person::players[k]->jumppower = -4;
|
|
}
|
|
Person::players[k]->animTarget = Person::players[k]->getLanding();
|
|
emit_sound_at(landsound, Person::players[k]->coords, 128.);
|
|
if (k == 0) {
|
|
addEnvSound(Person::players[k]->coords);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (tempcollide) {
|
|
for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
|
|
int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
|
|
lowpoint = Person::players[k]->coords;
|
|
lowpoint.y += 1.35;
|
|
if (Object::objects[i]->type != rocktype) {
|
|
if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
|
|
if (Person::players[k]->animTarget != jumpupanim &&
|
|
Person::players[k]->animTarget != jumpdownanim &&
|
|
Person::players[k]->onterrain) {
|
|
Person::players[k]->avoidcollided = 1;
|
|
}
|
|
Person::players[k]->coords = lowpoint;
|
|
Person::players[k]->coords.y -= 1.35;
|
|
Person::players[k]->collide = 1;
|
|
|
|
if ((Person::players[k]->grabdelay <= 0 || !Person::players[k]->isPlayerControlled()) &&
|
|
(Person::players[k]->animCurrent != climbanim &&
|
|
Person::players[k]->animCurrent != hanganim &&
|
|
!Person::players[k]->isWallJump() ||
|
|
Person::players[k]->animTarget == jumpupanim ||
|
|
Person::players[k]->animTarget == jumpdownanim)) {
|
|
lowpoint = Person::players[k]->coords;
|
|
Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
|
|
lowpoint = Person::players[k]->coords;
|
|
lowpoint.y += .05;
|
|
facing = 0;
|
|
facing.z = -1;
|
|
facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
|
|
lowpointtarget = lowpoint + facing * 1.4;
|
|
whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
|
|
if (whichhit != -1) {
|
|
lowpoint = Person::players[k]->coords;
|
|
lowpoint.y += .1;
|
|
lowpointtarget = lowpoint + facing * 1.4;
|
|
lowpoint2 = lowpoint;
|
|
lowpointtarget2 = lowpointtarget;
|
|
lowpoint3 = lowpoint;
|
|
lowpointtarget3 = lowpointtarget;
|
|
lowpoint4 = lowpoint;
|
|
lowpointtarget4 = lowpointtarget;
|
|
lowpoint5 = lowpoint;
|
|
lowpointtarget5 = lowpointtarget;
|
|
lowpoint6 = lowpoint;
|
|
lowpointtarget6 = lowpointtarget;
|
|
lowpoint7 = lowpoint;
|
|
lowpointtarget7 = lowpoint;
|
|
lowpoint2.x += .1;
|
|
lowpointtarget2.x += .1;
|
|
lowpoint3.z += .1;
|
|
lowpointtarget3.z += .1;
|
|
lowpoint4.x -= .1;
|
|
lowpointtarget4.x -= .1;
|
|
lowpoint5.z -= .1;
|
|
lowpointtarget5.z -= .1;
|
|
lowpoint6.y += 45 / 13;
|
|
lowpointtarget6.y += 45 / 13;
|
|
lowpointtarget6 += facing * .6;
|
|
lowpointtarget7.y += 90 / 13;
|
|
whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
|
|
if (Object::objects[i]->friction > .5) {
|
|
if (whichhit != -1) {
|
|
if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim) {
|
|
Person::players[k]->collided = 1;
|
|
}
|
|
if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1) {
|
|
if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1) {
|
|
if (Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
|
|
&colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
|
|
Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
|
|
&colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
|
|
Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
|
|
&colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
|
|
Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
|
|
&colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
|
|
for (int j = 0; j < 45; j++) {
|
|
lowpoint = Person::players[k]->coords;
|
|
lowpoint.y += (float)j / 13;
|
|
lowpointtarget = lowpoint + facing * 1.4;
|
|
if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
|
|
&colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
|
|
if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim) {
|
|
break;
|
|
}
|
|
if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
|
|
lowpoint = Person::players[k]->coords;
|
|
lowpoint.y += (float)j / 13;
|
|
lowpointtarget = lowpoint + facing * 1.3;
|
|
flatfacing = Person::players[k]->coords;
|
|
Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * .01;
|
|
Person::players[k]->coords.y = lowpointtarget.y - .07;
|
|
Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
|
|
|
|
if (j > 10 || !Person::players[k]->isRun()) {
|
|
if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
|
|
if (k == 0) {
|
|
pause_sound(whooshsound);
|
|
}
|
|
}
|
|
emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
|
|
|
|
lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
|
|
Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
|
|
if (lowpointtarget.z < 0) {
|
|
Person::players[k]->yaw = 180 - Person::players[k]->yaw;
|
|
}
|
|
Person::players[k]->targetyaw = Person::players[k]->yaw;
|
|
Person::players[k]->lowyaw = Person::players[k]->yaw;
|
|
|
|
//Person::players[k]->velocity=lowpointtarget*.03;
|
|
Person::players[k]->velocity = 0;
|
|
|
|
//climb ledge (?)
|
|
if (Person::players[k]->animTarget == jumpupanim) {
|
|
Person::players[k]->animTarget = climbanim;
|
|
Person::players[k]->jumppower = 0;
|
|
Person::players[k]->jumpclimb = 1;
|
|
}
|
|
Person::players[k]->transspeed = 6;
|
|
Person::players[k]->target = 0;
|
|
Person::players[k]->frameTarget = 1;
|
|
//hang ledge (?)
|
|
if (j > 25) {
|
|
Person::players[k]->setTargetAnimation(hanganim);
|
|
Person::players[k]->jumppower = 0;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (Person::players[k]->collide <= 0) {
|
|
//in the air
|
|
if (!Person::players[k]->onterrain &&
|
|
Person::players[k]->animTarget != jumpupanim &&
|
|
Person::players[k]->animTarget != jumpdownanim &&
|
|
Person::players[k]->animTarget != climbanim &&
|
|
Person::players[k]->animTarget != hanganim &&
|
|
!Person::players[k]->isWallJump() &&
|
|
!Person::players[k]->isFlip()) {
|
|
if (Person::players[k]->animCurrent != climbanim &&
|
|
Person::players[k]->animCurrent != tempanim &&
|
|
Person::players[k]->animTarget != backhandspringanim &&
|
|
(Person::players[k]->animTarget != rollanim ||
|
|
Person::players[k]->frameTarget < 2 ||
|
|
Person::players[k]->frameTarget > 6)) {
|
|
//stagger off ledge (?)
|
|
if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim) {
|
|
Person::players[k]->RagDoll(0);
|
|
}
|
|
Person::players[k]->setTargetAnimation(jumpdownanim);
|
|
|
|
if (!k) {
|
|
emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
|
|
}
|
|
}
|
|
//gravity
|
|
Person::players[k]->velocity.y += gravity;
|
|
}
|
|
}
|
|
}
|
|
Person::players[k]->realoldcoords = Person::players[k]->coords;
|
|
}
|
|
}
|
|
|
|
void doAttacks()
|
|
{
|
|
static int randattack;
|
|
static bool playerrealattackkeydown = 0;
|
|
|
|
if (!Input::isKeyDown(attackkey)) {
|
|
oldattackkey = 0;
|
|
}
|
|
if (oldattackkey) {
|
|
Person::players[0]->attackkeydown = 0;
|
|
}
|
|
if (oldattackkey) {
|
|
playerrealattackkeydown = 0;
|
|
}
|
|
if (!oldattackkey) {
|
|
playerrealattackkeydown = Input::isKeyDown(attackkey);
|
|
}
|
|
if ((Person::players[0]->parriedrecently <= 0 ||
|
|
!Person::players[0]->hasWeapon()) &&
|
|
(!oldattackkey ||
|
|
(realthreat &&
|
|
Person::players[0]->lastattack != swordslashanim &&
|
|
Person::players[0]->lastattack != knifeslashstartanim &&
|
|
Person::players[0]->lastattack != staffhitanim &&
|
|
Person::players[0]->lastattack != staffspinhitanim))) {
|
|
Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
|
|
}
|
|
if (Input::isKeyDown(attackkey) &&
|
|
!oldattackkey &&
|
|
!Person::players[0]->backkeydown) {
|
|
for (unsigned k = 0; k < Person::players.size(); k++) {
|
|
if ((Person::players[k]->animTarget == swordslashanim ||
|
|
Person::players[k]->animTarget == staffhitanim ||
|
|
Person::players[k]->animTarget == staffspinhitanim) &&
|
|
Person::players[0]->animCurrent != dodgebackanim &&
|
|
!Person::players[k]->skeleton.free) {
|
|
Person::players[k]->Reverse();
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!hostile || Dialog::inDialog()) {
|
|
Person::players[0]->attackkeydown = 0;
|
|
}
|
|
|
|
for (unsigned k = 0; k < Person::players.size(); k++) {
|
|
if (Dialog::inDialog()) {
|
|
Person::players[k]->attackkeydown = 0;
|
|
}
|
|
if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
|
|
if (!Person::players[k]->isPlayerControlled()) {
|
|
Person::players[k]->victim = Person::players[0];
|
|
}
|
|
//attack key pressed
|
|
if (Person::players[k]->attackkeydown) {
|
|
//dodge backward
|
|
if (Person::players[k]->backkeydown &&
|
|
Person::players[k]->animTarget != backhandspringanim &&
|
|
(Person::players[k]->isIdle() ||
|
|
Person::players[k]->isStop() ||
|
|
Person::players[k]->isRun() ||
|
|
Person::players[k]->animTarget == walkanim)) {
|
|
if (Person::players[k]->jumppower <= 1) {
|
|
Person::players[k]->jumppower -= 2;
|
|
} else {
|
|
for (unsigned i = 0; i < Person::players.size(); i++) {
|
|
if (i == k) {
|
|
continue;
|
|
}
|
|
if (Person::players[i]->animTarget == swordslashanim ||
|
|
Person::players[i]->animTarget == knifeslashstartanim ||
|
|
Person::players[i]->animTarget == staffhitanim ||
|
|
Person::players[i]->animTarget == staffspinhitanim) {
|
|
if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
|
|
Person::players[k]->setTargetAnimation(dodgebackanim);
|
|
Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
|
|
Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
|
|
}
|
|
}
|
|
}
|
|
if (Person::players[k]->animTarget != dodgebackanim) {
|
|
if (k == 0) {
|
|
numflipped++;
|
|
}
|
|
Person::players[k]->setTargetAnimation(backhandspringanim);
|
|
Person::players[k]->targetyaw = -yaw + 180;
|
|
if (Person::players[k]->leftkeydown) {
|
|
Person::players[k]->targetyaw -= 45;
|
|
}
|
|
if (Person::players[k]->rightkeydown) {
|
|
Person::players[k]->targetyaw += 45;
|
|
}
|
|
Person::players[k]->yaw = Person::players[k]->targetyaw;
|
|
Person::players[k]->jumppower -= 2;
|
|
}
|
|
}
|
|
}
|
|
//attack
|
|
if (!Animation::animations[Person::players[k]->animTarget].attack &&
|
|
!Person::players[k]->backkeydown &&
|
|
(Person::players[k]->isIdle() ||
|
|
Person::players[k]->isRun() ||
|
|
Person::players[k]->animTarget == walkanim ||
|
|
Person::players[k]->animTarget == sneakanim ||
|
|
Person::players[k]->isCrouch())) {
|
|
const int attackweapon = (Person::players[k]->hasWeapon() ? weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType() : 0);
|
|
//normal attacks (?)
|
|
Person::players[k]->hasvictim = 0;
|
|
if (Person::players.size() > 1) {
|
|
for (unsigned i = 0; i < Person::players.size(); i++) {
|
|
if (i == k || !(k == 0 || i == 0)) {
|
|
continue;
|
|
}
|
|
if (!Person::players[k]->hasvictim) {
|
|
if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
|
|
//choose an attack
|
|
const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
|
|
if (distance < 4.5 &&
|
|
!Person::players[i]->skeleton.free &&
|
|
Person::players[i]->howactive < typedead1 &&
|
|
Person::players[i]->animTarget != jumpreversedanim &&
|
|
Person::players[i]->animTarget != rabbitkickreversedanim &&
|
|
Person::players[i]->animTarget != rabbitkickanim &&
|
|
Person::players[k]->animTarget != rabbitkickanim &&
|
|
Person::players[i]->animTarget != getupfrombackanim &&
|
|
(Person::players[i]->animTarget != staggerbackhighanim &&
|
|
(Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
|
|
Person::players[i]->animTarget != jumpdownanim &&
|
|
Person::players[i]->animTarget != jumpupanim &&
|
|
Person::players[i]->animTarget != getupfromfrontanim) {
|
|
Person::players[k]->victim = Person::players[i];
|
|
Person::players[k]->hasvictim = 1;
|
|
if (Person::players[k]->isPlayerControlled()) { //human player
|
|
//sweep
|
|
if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
|
|
Person::players[k]->crouchkeydown &&
|
|
Animation::animations[Person::players[i]->animTarget].height != lowheight) {
|
|
Person::players[k]->animTarget = sweepanim;
|
|
//winduppunch
|
|
} else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
|
|
Animation::animations[Person::players[i]->animTarget].height != lowheight &&
|
|
!Person::players[k]->forwardkeydown &&
|
|
!Person::players[k]->leftkeydown &&
|
|
!Person::players[k]->rightkeydown &&
|
|
!Person::players[k]->crouchkeydown &&
|
|
!attackweapon &&
|
|
!reversaltrain) {
|
|
Person::players[k]->animTarget = winduppunchanim;
|
|
//upunch
|
|
} else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
|
|
Animation::animations[Person::players[i]->animTarget].height != lowheight &&
|
|
!Person::players[k]->forwardkeydown &&
|
|
!Person::players[k]->leftkeydown &&
|
|
!Person::players[k]->rightkeydown &&
|
|
!Person::players[k]->crouchkeydown &&
|
|
!attackweapon) {
|
|
Person::players[k]->animTarget = upunchanim;
|
|
//knifefollow
|
|
} else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
|
|
Person::players[i]->staggerdelay > 0 &&
|
|
attackweapon == knife &&
|
|
Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) {
|
|
Person::players[k]->animTarget = knifefollowanim;
|
|
//knifeslashstart
|
|
} else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
|
|
Animation::animations[Person::players[i]->animTarget].height != lowheight &&
|
|
!Person::players[k]->forwardkeydown &&
|
|
!Person::players[k]->leftkeydown &&
|
|
!Person::players[k]->rightkeydown &&
|
|
!Person::players[k]->crouchkeydown &&
|
|
attackweapon == knife &&
|
|
Person::players[k]->weaponmissdelay <= 0) {
|
|
Person::players[k]->animTarget = knifeslashstartanim;
|
|
//swordslash
|
|
} else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
|
|
Animation::animations[Person::players[i]->animTarget].height != lowheight &&
|
|
!Person::players[k]->crouchkeydown &&
|
|
attackweapon == sword &&
|
|
Person::players[k]->weaponmissdelay <= 0) {
|
|
Person::players[k]->animTarget = swordslashanim;
|
|
//staffhit
|
|
} else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
|
|
Animation::animations[Person::players[i]->animTarget].height != lowheight &&
|
|
!Person::players[k]->crouchkeydown &&
|
|
attackweapon == staff &&
|
|
Person::players[k]->weaponmissdelay <= 0 &&
|
|
!Person::players[k]->leftkeydown &&
|
|
!Person::players[k]->rightkeydown &&
|
|
!Person::players[k]->forwardkeydown) {
|
|
Person::players[k]->animTarget = staffhitanim;
|
|
//staffspinhit
|
|
} else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
|
|
Animation::animations[Person::players[i]->animTarget].height != lowheight &&
|
|
!Person::players[k]->crouchkeydown &&
|
|
attackweapon == staff &&
|
|
Person::players[k]->weaponmissdelay <= 0) {
|
|
Person::players[k]->animTarget = staffspinhitanim;
|
|
//spinkick
|
|
} else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
|
|
Animation::animations[Person::players[i]->animTarget].height != lowheight) {
|
|
Person::players[k]->animTarget = spinkickanim;
|
|
//lowkick
|
|
} else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
|
|
Animation::animations[Person::players[i]->animTarget].height == lowheight &&
|
|
Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
|
|
Person::players[k]->animTarget = lowkickanim;
|
|
}
|
|
} else { //AI player
|
|
if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
|
|
randattack = abs(Random() % 5);
|
|
if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
|
|
//sweep
|
|
if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
|
|
Person::players[k]->animTarget = sweepanim;
|
|
//upunch
|
|
} else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
|
|
!attackweapon) {
|
|
Person::players[k]->animTarget = upunchanim;
|
|
//spinkick
|
|
} else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
|
|
Person::players[k]->animTarget = spinkickanim;
|
|
//lowkick
|
|
} else if (Animation::animations[Person::players[i]->animTarget].height == lowheight) {
|
|
Person::players[k]->animTarget = lowkickanim;
|
|
}
|
|
}
|
|
if (attackweapon) {
|
|
//sweep
|
|
if ((!Tutorial::active || !attackweapon) &&
|
|
distance < 2.5 * sq(Person::players[k]->scale * 5) &&
|
|
randattack == 0 &&
|
|
Animation::animations[Person::players[i]->animTarget].height != lowheight) {
|
|
Person::players[k]->animTarget = sweepanim;
|
|
//knifeslashstart
|
|
} else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
|
|
attackweapon == knife &&
|
|
Person::players[k]->weaponmissdelay <= 0) {
|
|
Person::players[k]->animTarget = knifeslashstartanim;
|
|
//swordslash
|
|
} else if (!(Person::players[0]->victim == Person::players[i] &&
|
|
Person::players[0]->hasvictim &&
|
|
Person::players[0]->animTarget == swordslashanim) &&
|
|
attackweapon == sword &&
|
|
Person::players[k]->weaponmissdelay <= 0) {
|
|
Person::players[k]->animTarget = swordslashanim;
|
|
//staffhit
|
|
} else if (!(Person::players[0]->victim == Person::players[i] &&
|
|
Person::players[0]->hasvictim &&
|
|
Person::players[0]->animTarget == swordslashanim) &&
|
|
attackweapon == staff &&
|
|
Person::players[k]->weaponmissdelay <= 0 &&
|
|
randattack < 3) {
|
|
Person::players[k]->animTarget = staffhitanim;
|
|
//staffspinhit
|
|
} else if (!(Person::players[0]->victim == Person::players[i] &&
|
|
Person::players[0]->hasvictim &&
|
|
Person::players[0]->animTarget == swordslashanim) &&
|
|
attackweapon == staff &&
|
|
Person::players[k]->weaponmissdelay <= 0 &&
|
|
randattack >= 3) {
|
|
Person::players[k]->animTarget = staffspinhitanim;
|
|
//spinkick
|
|
} else if ((!Tutorial::active || !attackweapon) &&
|
|
distance < 2.5 * sq(Person::players[k]->scale * 5) &&
|
|
randattack == 1 &&
|
|
Animation::animations[Person::players[i]->animTarget].height != lowheight) {
|
|
Person::players[k]->animTarget = spinkickanim;
|
|
//lowkick
|
|
} else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
|
|
Animation::animations[Person::players[i]->animTarget].height == lowheight &&
|
|
Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
|
|
Person::players[k]->animTarget = lowkickanim;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//upunch becomes wolfslap
|
|
if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype) {
|
|
Person::players[k]->animTarget = wolfslapanim;
|
|
}
|
|
}
|
|
//sneak attacks
|
|
if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
|
|
Person::players[i]->howactive < typedead1 &&
|
|
distance < 1.5 * sq(Person::players[k]->scale * 5) &&
|
|
!Person::players[i]->skeleton.free &&
|
|
Person::players[i]->animTarget != getupfrombackanim &&
|
|
Person::players[i]->animTarget != getupfromfrontanim &&
|
|
(Person::players[i]->surprised > 0 ||
|
|
Person::players[i]->aitype == passivetype ||
|
|
attackweapon && Person::players[i]->stunned > 0) &&
|
|
normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
|
|
//sneakattack
|
|
if (!attackweapon) {
|
|
Person::players[k]->animCurrent = sneakattackanim;
|
|
Person::players[k]->animTarget = sneakattackanim;
|
|
Person::players[i]->animCurrent = sneakattackedanim;
|
|
Person::players[i]->animTarget = sneakattackedanim;
|
|
Person::players[k]->oldcoords = Person::players[k]->coords;
|
|
Person::players[k]->coords = Person::players[i]->coords;
|
|
}
|
|
//knifesneakattack
|
|
if (attackweapon == knife) {
|
|
Person::players[k]->animCurrent = knifesneakattackanim;
|
|
Person::players[k]->animTarget = knifesneakattackanim;
|
|
Person::players[i]->animCurrent = knifesneakattackedanim;
|
|
Person::players[i]->animTarget = knifesneakattackedanim;
|
|
Person::players[i]->oldcoords = Person::players[i]->coords;
|
|
Person::players[i]->coords = Person::players[k]->coords;
|
|
}
|
|
//swordsneakattack
|
|
if (attackweapon == sword) {
|
|
Person::players[k]->animCurrent = swordsneakattackanim;
|
|
Person::players[k]->animTarget = swordsneakattackanim;
|
|
Person::players[i]->animCurrent = swordsneakattackedanim;
|
|
Person::players[i]->animTarget = swordsneakattackedanim;
|
|
Person::players[i]->oldcoords = Person::players[i]->coords;
|
|
Person::players[i]->coords = Person::players[k]->coords;
|
|
}
|
|
if (attackweapon != staff) {
|
|
Person::players[k]->victim = Person::players[i];
|
|
Person::players[k]->hasvictim = 1;
|
|
Person::players[i]->targettilt2 = 0;
|
|
Person::players[i]->frameTarget = 1;
|
|
Person::players[i]->frameCurrent = 0;
|
|
Person::players[i]->target = 0;
|
|
Person::players[i]->velocity = 0;
|
|
Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
|
|
Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
|
|
Person::players[k]->frameTarget = Person::players[i]->frameTarget;
|
|
Person::players[k]->target = Person::players[i]->target;
|
|
Person::players[k]->velocity = 0;
|
|
Person::players[k]->targetyaw = Person::players[i]->yaw;
|
|
Person::players[k]->yaw = Person::players[i]->yaw;
|
|
Person::players[i]->targetyaw = Person::players[i]->yaw;
|
|
}
|
|
}
|
|
if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
|
|
Person::players[k]->victim == Person::players[i] &&
|
|
(!Person::players[i]->skeleton.free)) {
|
|
oldattackkey = 1;
|
|
Person::players[k]->frameTarget = 0;
|
|
Person::players[k]->target = 0;
|
|
|
|
Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
|
|
Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
|
|
Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
|
|
Person::players[k]->lastattack2 = Person::players[k]->lastattack;
|
|
Person::players[k]->lastattack = Person::players[k]->animTarget;
|
|
}
|
|
if (Person::players[k]->animTarget == knifefollowanim &&
|
|
Person::players[k]->victim == Person::players[i]) {
|
|
oldattackkey = 1;
|
|
Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
|
|
Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
|
|
Person::players[k]->victim = Person::players[i];
|
|
Person::players[k]->hasvictim = 1;
|
|
Person::players[i]->animTarget = knifefollowedanim;
|
|
Person::players[i]->animCurrent = knifefollowedanim;
|
|
Person::players[i]->targettilt2 = 0;
|
|
Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
|
|
Person::players[i]->frameTarget = 1;
|
|
Person::players[i]->frameCurrent = 0;
|
|
Person::players[i]->target = 0;
|
|
Person::players[i]->velocity = 0;
|
|
Person::players[k]->animCurrent = knifefollowanim;
|
|
Person::players[k]->animTarget = knifefollowanim;
|
|
Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
|
|
Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
|
|
Person::players[k]->frameTarget = Person::players[i]->frameTarget;
|
|
Person::players[k]->target = Person::players[i]->target;
|
|
Person::players[k]->velocity = 0;
|
|
Person::players[k]->oldcoords = Person::players[k]->coords;
|
|
Person::players[i]->coords = Person::players[k]->coords;
|
|
Person::players[i]->targetyaw = Person::players[k]->targetyaw;
|
|
Person::players[i]->yaw = Person::players[k]->targetyaw;
|
|
Person::players[k]->yaw = Person::players[k]->targetyaw;
|
|
Person::players[i]->yaw = Person::players[k]->targetyaw;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
const bool hasstaff = attackweapon == staff;
|
|
if (k == 0 && Person::players.size() > 1) {
|
|
for (unsigned i = 0; i < Person::players.size(); i++) {
|
|
if (i == k) {
|
|
continue;
|
|
}
|
|
if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
|
|
Animation::animations[Person::players[k]->animTarget].attack == neutral) {
|
|
const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
|
|
if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown)) {
|
|
if (Person::players[i]->skeleton.free) {
|
|
if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
|
|
(Person::players[i]->dead ||
|
|
Person::players[i]->skeleton.longdead > 1000 ||
|
|
Person::players[k]->isRun() ||
|
|
hasstaff ||
|
|
(attackweapon &&
|
|
(Person::players[i]->skeleton.longdead > 2000 ||
|
|
Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
|
|
Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
|
|
distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
|
|
Person::players[k]->victim = Person::players[i];
|
|
Person::players[k]->hasvictim = 1;
|
|
if (attackweapon && !Tutorial::active) {
|
|
//crouchstab
|
|
if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5)) {
|
|
Person::players[k]->animTarget = crouchstabanim;
|
|
}
|
|
//swordgroundstab
|
|
if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword) {
|
|
Person::players[k]->animTarget = swordgroundstabanim;
|
|
}
|
|
//staffgroundsmash
|
|
if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff) {
|
|
Person::players[k]->animTarget = staffgroundsmashanim;
|
|
}
|
|
}
|
|
if (distance < 2.5 &&
|
|
Person::players[k]->crouchkeydown &&
|
|
Person::players[k]->animTarget != crouchstabanim &&
|
|
!attackweapon &&
|
|
Person::players[i]->dead &&
|
|
Person::players[i]->skeleton.free &&
|
|
Person::players[i]->skeleton.longdead > 1000) {
|
|
Person::players[k]->animTarget = killanim;
|
|
terrain.deleteDeadDecals();
|
|
for (unsigned int l = 0; l < Object::objects.size(); l++) {
|
|
if (Object::objects[l]->model.type == decalstype) {
|
|
Object::objects[l]->model.deleteDeadDecals();
|
|
}
|
|
}
|
|
}
|
|
if (!Person::players[i]->dead || musictype != 2) {
|
|
if (distance < 3.5 &&
|
|
(Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
|
|
Person::players[k]->staggerdelay <= 0 &&
|
|
(Person::players[i]->dead ||
|
|
Person::players[i]->skeleton.longdead < 300 &&
|
|
Person::players[k]->lastattack != spinkickanim &&
|
|
Person::players[i]->skeleton.free) &&
|
|
(!Person::players[i]->dead || musictype != stream_fighttheme)) {
|
|
Person::players[k]->animTarget = dropkickanim;
|
|
terrain.deleteDeadDecals();
|
|
for (unsigned int l = 0; l < Object::objects.size(); l++) {
|
|
if (Object::objects[l]->model.type == decalstype) {
|
|
Object::objects[l]->model.deleteDeadDecals();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
|
|
Person::players[k]->victim == Person::players[i] &&
|
|
(!Person::players[i]->skeleton.free ||
|
|
Person::players[k]->animTarget == killanim ||
|
|
Person::players[k]->animTarget == crouchstabanim ||
|
|
Person::players[k]->animTarget == swordgroundstabanim ||
|
|
Person::players[k]->animTarget == staffgroundsmashanim ||
|
|
Person::players[k]->animTarget == dropkickanim)) {
|
|
oldattackkey = 1;
|
|
Person::players[k]->frameTarget = 0;
|
|
Person::players[k]->target = 0;
|
|
|
|
XYZ targetpoint = Person::players[i]->coords;
|
|
if (Person::players[k]->animTarget == crouchstabanim ||
|
|
Person::players[k]->animTarget == swordgroundstabanim ||
|
|
Person::players[k]->animTarget == staffgroundsmashanim) {
|
|
targetpoint += (Person::players[i]->jointPos(abdomen) +
|
|
Person::players[i]->jointPos(neck)) /
|
|
2 *
|
|
Person::players[i]->scale;
|
|
}
|
|
Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
|
|
Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
|
|
|
|
if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
|
|
Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
|
|
}
|
|
|
|
if (Person::players[k]->animTarget == staffgroundsmashanim) {
|
|
Person::players[k]->targettilt2 += 10;
|
|
}
|
|
|
|
Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
|
|
Person::players[k]->lastattack2 = Person::players[k]->lastattack;
|
|
Person::players[k]->lastattack = Person::players[k]->animTarget;
|
|
|
|
if (Person::players[k]->animTarget == swordgroundstabanim) {
|
|
Person::players[k]->targetyaw += 30;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (!Person::players[k]->hasvictim) {
|
|
//find victim
|
|
for (unsigned i = 0; i < Person::players.size(); i++) {
|
|
if (i == k || !(i == 0 || k == 0)) {
|
|
continue;
|
|
}
|
|
if (!Person::players[i]->skeleton.free) {
|
|
if (Person::players[k]->hasvictim) {
|
|
if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
|
|
distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords)) {
|
|
Person::players[k]->victim = Person::players[i];
|
|
}
|
|
} else {
|
|
Person::players[k]->victim = Person::players[i];
|
|
Person::players[k]->hasvictim = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (Person::players[k]->isPlayerControlled()) {
|
|
//rabbit kick
|
|
if (Person::players[k]->attackkeydown &&
|
|
Person::players[k]->isRun() &&
|
|
Person::players[k]->wasRun() &&
|
|
((Person::players[k]->hasvictim &&
|
|
distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
|
|
distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
|
|
!Person::players[k]->victim->skeleton.free &&
|
|
Person::players[k]->victim->animTarget != getupfrombackanim &&
|
|
Person::players[k]->victim->animTarget != getupfromfrontanim &&
|
|
Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
|
|
!Person::players[k]->isPlayerControlled() && //wat???
|
|
normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
|
|
Person::players[k]->rabbitkickenabled) ||
|
|
Person::players[k]->jumpkeydown)) {
|
|
oldattackkey = 1;
|
|
Person::players[k]->setTargetAnimation(rabbitkickanim);
|
|
}
|
|
}
|
|
//update counts
|
|
if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
|
|
numattacks++;
|
|
switch (attackweapon) {
|
|
case 0:
|
|
numunarmedattack++;
|
|
break;
|
|
case knife:
|
|
numknifeattack++;
|
|
break;
|
|
case sword:
|
|
numswordattack++;
|
|
break;
|
|
case staff:
|
|
numstaffattack++;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void doPlayerCollisions()
|
|
{
|
|
static XYZ rotatetarget;
|
|
static float collisionradius;
|
|
if (Person::players.size() > 1) {
|
|
for (unsigned k = 0; k < Person::players.size(); k++) {
|
|
for (unsigned i = k + 1; i < Person::players.size(); i++) {
|
|
//neither player is part of a reversal
|
|
if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
|
|
Animation::animations[Person::players[i]->animTarget].attack != reversal &&
|
|
Animation::animations[Person::players[k]->animTarget].attack != reversed &&
|
|
Animation::animations[Person::players[k]->animTarget].attack != reversal) ||
|
|
(i != 0 && k != 0)) {
|
|
if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
|
|
Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
|
|
Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
|
|
Animation::animations[Person::players[k]->animCurrent].attack != reversal) ||
|
|
(i != 0 && k != 0)) {
|
|
//neither is sleeping
|
|
if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping) {
|
|
if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall) {
|
|
//in same patch, neither is climbing
|
|
if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
|
|
Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
|
|
Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
|
|
Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
|
|
Person::players[i]->animTarget != climbanim &&
|
|
Person::players[i]->animTarget != hanganim &&
|
|
Person::players[k]->animTarget != climbanim &&
|
|
Person::players[k]->animTarget != hanganim) {
|
|
//players are close (bounding box test)
|
|
if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3) {
|
|
if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3) {
|
|
if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3) {
|
|
if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3) {
|
|
if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3) {
|
|
if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
|
|
//spread fire from player to player
|
|
if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
|
|
if (Person::players[i]->onfire || Person::players[k]->onfire) {
|
|
if (!Person::players[i]->onfire) {
|
|
Person::players[i]->CatchFire();
|
|
}
|
|
if (!Person::players[k]->onfire) {
|
|
Person::players[k]->CatchFire();
|
|
}
|
|
}
|
|
}
|
|
|
|
XYZ tempcoords1 = Person::players[i]->coords;
|
|
XYZ tempcoords2 = Person::players[k]->coords;
|
|
if (!Person::players[i]->skeleton.oldfree) {
|
|
tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
|
|
}
|
|
if (!Person::players[k]->skeleton.oldfree) {
|
|
tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
|
|
}
|
|
collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
|
|
if (Person::players[0]->hasvictim) {
|
|
if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free) {
|
|
collisionradius = 3;
|
|
}
|
|
}
|
|
if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
|
|
(distsq(&tempcoords1, &tempcoords2) < collisionradius ||
|
|
distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
|
|
//jump down on a dead body
|
|
if (k == 0 || i == 0) {
|
|
int l = i ? i : k;
|
|
if (Person::players[0]->animTarget == jumpdownanim &&
|
|
!Person::players[0]->skeleton.oldfree &&
|
|
!Person::players[0]->skeleton.free &&
|
|
Person::players[l]->skeleton.oldfree &&
|
|
Person::players[l]->skeleton.free &&
|
|
Person::players[l]->dead &&
|
|
Person::players[0]->lastcollide <= 0 &&
|
|
fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
|
|
distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
|
|
Person::players[0]->coords.y = Person::players[l]->coords.y;
|
|
Person::players[l]->velocity = Person::players[0]->velocity;
|
|
Person::players[l]->skeleton.free = 0;
|
|
Person::players[l]->yaw = 0;
|
|
Person::players[l]->RagDoll(0);
|
|
Person::players[l]->DoDamage(20);
|
|
camerashake += .3;
|
|
Person::players[l]->skeleton.longdead = 0;
|
|
Person::players[0]->lastcollide = 1;
|
|
}
|
|
}
|
|
|
|
if ((Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
|
|
(Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
|
|
(Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
|
|
rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
|
|
if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
|
|
Person::players[i]->skeleton.free) &&
|
|
(Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
|
|
Person::players[k]->skeleton.free)) {
|
|
if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
|
|
k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
|
|
normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
|
|
(k == 0 ||
|
|
k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
|
|
/*i!=0&&*/ Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
|
|
(Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
|
|
(Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
|
|
k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
|
|
//If hit by body
|
|
if ((i != 0 || Person::players[i]->skeleton.free) &&
|
|
(k != 0 || Person::players[k]->skeleton.free) ||
|
|
(Animation::animations[Person::players[i]->animTarget].height == highheight &&
|
|
Animation::animations[Person::players[k]->animTarget].height == highheight)) {
|
|
if (!Tutorial::active) {
|
|
emit_sound_at(heavyimpactsound, Person::players[i]->coords);
|
|
}
|
|
|
|
Person::players[i]->RagDoll(0);
|
|
if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
|
|
award_bonus(0, aimbonus);
|
|
}
|
|
Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
|
|
Person::players[k]->RagDoll(0);
|
|
if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
|
|
award_bonus(0, aimbonus); // Huh, again?
|
|
}
|
|
Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
|
|
|
|
for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
|
|
Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
|
|
}
|
|
for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
|
|
Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ((Animation::animations[Person::players[i]->animTarget].attack == neutral ||
|
|
Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
|
|
(Animation::animations[Person::players[k]->animTarget].attack == neutral ||
|
|
Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
|
|
//If bumped
|
|
if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
|
|
if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
|
|
rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
|
|
Normalise(&rotatetarget);
|
|
Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
|
|
Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
|
|
Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
|
|
if (Person::players[k]->howactive == typeactive || hostile) {
|
|
if (Person::players[k]->isIdle()) {
|
|
if (Person::players[k]->howactive < typesleeping) {
|
|
Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
|
|
} else if (Person::players[k]->howactive == typesleeping) {
|
|
Person::players[k]->setTargetAnimation(getupfromfrontanim);
|
|
}
|
|
if (!editorenabled) {
|
|
Person::players[k]->howactive = typeactive;
|
|
}
|
|
}
|
|
}
|
|
if (Person::players[i]->howactive == typeactive || hostile) {
|
|
if (Person::players[i]->isIdle()) {
|
|
if (Person::players[i]->howactive < typesleeping) {
|
|
Person::players[i]->setTargetAnimation(Person::players[k]->getStop());
|
|
} else {
|
|
Person::players[i]->setTargetAnimation(getupfromfrontanim);
|
|
}
|
|
if (!editorenabled) {
|
|
Person::players[i]->howactive = typeactive;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//jump down on player
|
|
if (hostile) {
|
|
if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
|
|
!Person::players[i]->isCrouch() &&
|
|
Person::players[i]->animTarget != rollanim &&
|
|
!Person::players[k]->skeleton.oldfree && !Person::players[k]->skeleton.free &&
|
|
Person::players[k]->lastcollide <= 0 &&
|
|
Person::players[k]->velocity.y < -10) {
|
|
Person::players[i]->velocity = Person::players[k]->velocity;
|
|
Person::players[k]->velocity = Person::players[k]->velocity * -.5;
|
|
Person::players[k]->velocity.y = Person::players[i]->velocity.y;
|
|
Person::players[i]->DoDamage(20);
|
|
Person::players[i]->RagDoll(0);
|
|
Person::players[k]->lastcollide = 1;
|
|
award_bonus(k, AboveBonus);
|
|
}
|
|
if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
|
|
!Person::players[k]->isCrouch() &&
|
|
Person::players[k]->animTarget != rollanim &&
|
|
!Person::players[i]->skeleton.oldfree &&
|
|
!Person::players[i]->skeleton.free &&
|
|
Person::players[i]->lastcollide <= 0 &&
|
|
Person::players[i]->velocity.y < -10) {
|
|
Person::players[k]->velocity = Person::players[i]->velocity;
|
|
Person::players[i]->velocity = Person::players[i]->velocity * -.3;
|
|
Person::players[i]->velocity.y = Person::players[k]->velocity.y;
|
|
Person::players[k]->DoDamage(20);
|
|
Person::players[k]->RagDoll(0);
|
|
Person::players[i]->lastcollide = 1;
|
|
award_bonus(i, AboveBonus);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
Person::players[i]->CheckKick();
|
|
Person::players[k]->CheckKick();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void Game::Tick()
|
|
{
|
|
static XYZ facing, flatfacing;
|
|
static int target;
|
|
|
|
/* Pump SDL input events and process non-gameplay related ones */
|
|
ProcessInput();
|
|
|
|
/*
|
|
Values of mainmenu :
|
|
1 Main menu
|
|
2 Menu pause (resume/end game)
|
|
3 Option menu
|
|
4 Controls configuration menu
|
|
5 Main game menu (choose level or challenge)
|
|
6 Deleting user menu
|
|
7 User managment menu (select/add)
|
|
8 Choose difficulty menu
|
|
9 Challenge level selection menu
|
|
10 End of the campaign congratulation (is that really a menu?)
|
|
11 Same that 9 ??? => unused
|
|
18 stereo configuration
|
|
*/
|
|
|
|
if (!console) {
|
|
//campaign over?
|
|
if (mainmenu && endgame == 1) {
|
|
mainmenu = 10;
|
|
}
|
|
//go to level select after completing a campaign level
|
|
if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
|
|
mainmenu = 5;
|
|
gameon = 0;
|
|
winfreeze = 0;
|
|
fireSound();
|
|
flash();
|
|
if (musictoggle) {
|
|
OPENAL_SetFrequency(OPENAL_ALL);
|
|
emit_stream_np(stream_menutheme);
|
|
pause_sound(leveltheme);
|
|
}
|
|
Menu::Load();
|
|
}
|
|
}
|
|
|
|
if (mainmenu) {
|
|
Menu::Tick();
|
|
}
|
|
|
|
if (!mainmenu) {
|
|
if (hostile == 1) {
|
|
hostiletime += multiplier;
|
|
} else {
|
|
hostiletime = 0;
|
|
}
|
|
if (!winfreeze) {
|
|
leveltime += multiplier;
|
|
}
|
|
|
|
if (console) {
|
|
freeze = 1;
|
|
|
|
inputText(consoletext[0], &consoleselected);
|
|
if (!waiting) {
|
|
if (!consoletext[0].empty()) {
|
|
cmd_dispatch(consoletext[0]);
|
|
for (int k = 14; k >= 1; k--) {
|
|
consoletext[k] = consoletext[k - 1];
|
|
}
|
|
consoletext[0].clear();
|
|
consoleselected = 0;
|
|
}
|
|
}
|
|
|
|
consoleblinkdelay -= multiplier;
|
|
if (consoleblinkdelay <= 0) {
|
|
consoleblinkdelay = .3;
|
|
consoleblink = !consoleblink;
|
|
}
|
|
}
|
|
|
|
static int oldwinfreeze;
|
|
if (winfreeze && !oldwinfreeze) {
|
|
OPENAL_SetFrequency(OPENAL_ALL);
|
|
emit_sound_np(consolesuccesssound);
|
|
}
|
|
if (winfreeze == 0) {
|
|
oldwinfreeze = winfreeze;
|
|
} else {
|
|
oldwinfreeze++;
|
|
}
|
|
|
|
if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
|
|
|
|
//dialogues
|
|
static float talkdelay = 0;
|
|
|
|
if (Dialog::inDialog()) {
|
|
talkdelay = 1;
|
|
}
|
|
talkdelay -= multiplier;
|
|
|
|
if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
|
|
for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
|
|
Dialog::dialogs[i].tick(i);
|
|
}
|
|
}
|
|
|
|
windvar += multiplier;
|
|
smoketex += multiplier;
|
|
Tutorial::stagetime += multiplier;
|
|
|
|
//hotspots
|
|
static float hotspotvisual[40];
|
|
if (Hotspot::hotspots.size()) {
|
|
XYZ hotspotsprite;
|
|
if (editorenabled) {
|
|
for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
|
|
hotspotvisual[i] -= multiplier / 320;
|
|
}
|
|
}
|
|
|
|
for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
|
|
while (hotspotvisual[i] < 0) {
|
|
hotspotsprite = 0;
|
|
hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
|
|
hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
|
|
hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
|
|
hotspotsprite += Hotspot::hotspots[i].position;
|
|
Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
|
|
hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
|
|
}
|
|
}
|
|
|
|
for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
|
|
if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
|
|
Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
|
|
}
|
|
}
|
|
}
|
|
|
|
//Tutorial
|
|
if (Tutorial::active) {
|
|
Tutorial::Do(multiplier);
|
|
}
|
|
|
|
//bonuses
|
|
if (!Tutorial::active) {
|
|
if (bonustime == 0 &&
|
|
bonus != solidhit &&
|
|
bonus != spinecrusher &&
|
|
bonus != tracheotomy &&
|
|
bonus != backstab &&
|
|
bonusvalue > 10) {
|
|
emit_sound_np(consolesuccesssound);
|
|
}
|
|
} else if (bonustime == 0) {
|
|
emit_sound_np(fireendsound);
|
|
}
|
|
if (bonustime == 0) {
|
|
if (bonus != solidhit &&
|
|
bonus != twoxcombo &&
|
|
bonus != threexcombo &&
|
|
bonus != fourxcombo &&
|
|
bonus != megacombo) {
|
|
bonusnum[bonus]++;
|
|
} else {
|
|
bonusnum[bonus] += 0.15;
|
|
}
|
|
if (Tutorial::active) {
|
|
bonusvalue = 0;
|
|
}
|
|
if (bonusvalue > 0) {
|
|
bonusvalue /= bonusnum[bonus];
|
|
if (bonusvalue <= 0) {
|
|
bonusvalue = 0;
|
|
}
|
|
}
|
|
bonustotal += bonusvalue;
|
|
}
|
|
bonustime += multiplier;
|
|
|
|
//snow effects
|
|
if (environment == snowyenvironment) {
|
|
precipdelay -= multiplier;
|
|
while (precipdelay < 0) {
|
|
precipdelay += .04;
|
|
if (!detail) {
|
|
precipdelay += .04;
|
|
}
|
|
XYZ footvel, footpoint;
|
|
|
|
footvel = 0;
|
|
footpoint = viewer + viewerfacing * 6;
|
|
footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
|
|
footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
|
|
footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
|
|
Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
|
|
}
|
|
}
|
|
|
|
doAerialAcrobatics();
|
|
|
|
static XYZ oldviewer;
|
|
|
|
//control keys
|
|
if (!Dialog::inDialog()) {
|
|
Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
|
|
Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
|
|
Person::players[0]->backkeydown = Input::isKeyDown(backkey);
|
|
Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
|
|
Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
|
|
Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
|
|
Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
|
|
Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
|
|
} else {
|
|
Person::players[0]->forwardkeydown = 0;
|
|
Person::players[0]->leftkeydown = 0;
|
|
Person::players[0]->backkeydown = 0;
|
|
Person::players[0]->rightkeydown = 0;
|
|
Person::players[0]->jumpkeydown = 0;
|
|
Person::players[0]->crouchkeydown = 0;
|
|
Person::players[0]->drawkeydown = 0;
|
|
Person::players[0]->throwkeydown = 0;
|
|
}
|
|
|
|
if (!Person::players[0]->jumpkeydown) {
|
|
Person::players[0]->jumpclimb = 0;
|
|
}
|
|
|
|
if (Dialog::inDialog()) {
|
|
cameramode = 1;
|
|
if (Dialog::directing) {
|
|
facing = 0;
|
|
facing.z = -1;
|
|
|
|
facing = DoRotation(facing, -pitch, 0, 0);
|
|
facing = DoRotation(facing, 0, 0 - yaw, 0);
|
|
|
|
flatfacing = 0;
|
|
flatfacing.z = -1;
|
|
|
|
flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
|
|
|
|
if (Input::isKeyDown(forwardkey)) {
|
|
viewer += facing * multiplier * 4;
|
|
}
|
|
if (Input::isKeyDown(backkey)) {
|
|
viewer -= facing * multiplier * 4;
|
|
}
|
|
if (Input::isKeyDown(leftkey)) {
|
|
viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
|
|
}
|
|
if (Input::isKeyDown(rightkey)) {
|
|
viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
|
|
}
|
|
if (Input::isKeyDown(jumpkey)) {
|
|
viewer.y += multiplier * 4;
|
|
}
|
|
if (Input::isKeyDown(crouchkey)) {
|
|
viewer.y -= multiplier * 4;
|
|
}
|
|
if (Input::isKeyPressed(SDL_SCANCODE_1) ||
|
|
Input::isKeyPressed(SDL_SCANCODE_2) ||
|
|
Input::isKeyPressed(SDL_SCANCODE_3) ||
|
|
Input::isKeyPressed(SDL_SCANCODE_4) ||
|
|
Input::isKeyPressed(SDL_SCANCODE_5) ||
|
|
Input::isKeyPressed(SDL_SCANCODE_6) ||
|
|
Input::isKeyPressed(SDL_SCANCODE_7) ||
|
|
Input::isKeyPressed(SDL_SCANCODE_8) ||
|
|
Input::isKeyPressed(SDL_SCANCODE_9) ||
|
|
Input::isKeyPressed(SDL_SCANCODE_0) ||
|
|
Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
|
|
int whichend;
|
|
if (Input::isKeyPressed(SDL_SCANCODE_1)) {
|
|
whichend = 1;
|
|
}
|
|
if (Input::isKeyPressed(SDL_SCANCODE_2)) {
|
|
whichend = 2;
|
|
}
|
|
if (Input::isKeyPressed(SDL_SCANCODE_3)) {
|
|
whichend = 3;
|
|
}
|
|
if (Input::isKeyPressed(SDL_SCANCODE_4)) {
|
|
whichend = 4;
|
|
}
|
|
if (Input::isKeyPressed(SDL_SCANCODE_5)) {
|
|
whichend = 5;
|
|
}
|
|
if (Input::isKeyPressed(SDL_SCANCODE_6)) {
|
|
whichend = 6;
|
|
}
|
|
if (Input::isKeyPressed(SDL_SCANCODE_7)) {
|
|
whichend = 7;
|
|
}
|
|
if (Input::isKeyPressed(SDL_SCANCODE_8)) {
|
|
whichend = 8;
|
|
}
|
|
if (Input::isKeyPressed(SDL_SCANCODE_9)) {
|
|
whichend = 9;
|
|
}
|
|
if (Input::isKeyPressed(SDL_SCANCODE_0)) {
|
|
whichend = 0;
|
|
}
|
|
if (Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
|
|
whichend = -1;
|
|
}
|
|
if (whichend != -1) {
|
|
Dialog::currentScene().participantfocus = whichend;
|
|
Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
|
|
Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
|
|
}
|
|
if (whichend == -1) {
|
|
Dialog::currentScene().participantfocus = -1;
|
|
}
|
|
/* FIXME: potentially accessing -1 in Person::players! */
|
|
if (Person::players[Dialog::currentScene().participantfocus]->dead) {
|
|
Dialog::indialogue = -1;
|
|
Dialog::directing = false;
|
|
cameramode = 0;
|
|
}
|
|
Dialog::currentScene().camera = viewer;
|
|
Dialog::currentScene().camerayaw = yaw;
|
|
Dialog::currentScene().camerapitch = pitch;
|
|
Dialog::indialogue++;
|
|
if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
|
|
if (Dialog::currentScene().sound != 0) {
|
|
playdialoguescenesound();
|
|
}
|
|
}
|
|
|
|
for (unsigned j = 0; j < Person::players.size(); j++) {
|
|
Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
|
|
}
|
|
}
|
|
//TODO: should these be KeyDown or KeyPressed?
|
|
if (Input::isKeyDown(SDL_SCANCODE_KP_1) ||
|
|
Input::isKeyDown(SDL_SCANCODE_KP_2) ||
|
|
Input::isKeyDown(SDL_SCANCODE_KP_3) ||
|
|
Input::isKeyDown(SDL_SCANCODE_KP_4) ||
|
|
Input::isKeyDown(SDL_SCANCODE_KP_5) ||
|
|
Input::isKeyDown(SDL_SCANCODE_KP_6) ||
|
|
Input::isKeyDown(SDL_SCANCODE_KP_7) ||
|
|
Input::isKeyDown(SDL_SCANCODE_KP_8) ||
|
|
Input::isKeyDown(SDL_SCANCODE_KP_9) ||
|
|
Input::isKeyDown(SDL_SCANCODE_KP_0)) {
|
|
int whichend;
|
|
if (Input::isKeyDown(SDL_SCANCODE_KP_1)) {
|
|
whichend = 1;
|
|
}
|
|
if (Input::isKeyDown(SDL_SCANCODE_KP_2)) {
|
|
whichend = 2;
|
|
}
|
|
if (Input::isKeyDown(SDL_SCANCODE_KP_3)) {
|
|
whichend = 3;
|
|
}
|
|
if (Input::isKeyDown(SDL_SCANCODE_KP_4)) {
|
|
whichend = 4;
|
|
}
|
|
if (Input::isKeyDown(SDL_SCANCODE_KP_5)) {
|
|
whichend = 5;
|
|
}
|
|
if (Input::isKeyDown(SDL_SCANCODE_KP_6)) {
|
|
whichend = 6;
|
|
}
|
|
if (Input::isKeyDown(SDL_SCANCODE_KP_7)) {
|
|
whichend = 7;
|
|
}
|
|
if (Input::isKeyDown(SDL_SCANCODE_KP_8)) {
|
|
whichend = 8;
|
|
}
|
|
if (Input::isKeyDown(SDL_SCANCODE_KP_9)) {
|
|
whichend = 9;
|
|
}
|
|
if (Input::isKeyDown(SDL_SCANCODE_KP_0)) {
|
|
whichend = 0;
|
|
}
|
|
Dialog::currentScene().participantfacing[whichend] = facing;
|
|
}
|
|
if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
|
|
Dialog::indialogue = -1;
|
|
Dialog::directing = false;
|
|
cameramode = 0;
|
|
}
|
|
}
|
|
if (!Dialog::directing) {
|
|
pause_sound(whooshsound);
|
|
viewer = Dialog::currentScene().camera;
|
|
viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
|
|
yaw = Dialog::currentScene().camerayaw;
|
|
pitch = Dialog::currentScene().camerapitch;
|
|
if (Dialog::dialoguetime > 0.5) {
|
|
if (Input::isKeyPressed(attackkey)) {
|
|
Dialog::indialogue++;
|
|
if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
|
|
if (Dialog::currentScene().sound != 0) {
|
|
playdialoguescenesound();
|
|
if (Dialog::currentScene().sound == -5) {
|
|
Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
|
|
}
|
|
if (Dialog::currentScene().sound == -6) {
|
|
hostile = 1;
|
|
}
|
|
|
|
if (Person::players.at(Dialog::currentScene().participantfocus)->dead) {
|
|
Dialog::indialogue = -1;
|
|
Dialog::directing = false;
|
|
cameramode = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
|
|
Dialog::indialogue = -1;
|
|
Dialog::directing = false;
|
|
cameramode = 0;
|
|
if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
|
|
hostile = 1;
|
|
}
|
|
if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
|
|
windialogue = true;
|
|
}
|
|
if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
|
|
hostile = 1;
|
|
for (unsigned i = 1; i < Person::players.size(); i++) {
|
|
Person::players[i]->aitype = attacktypecutoff;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!Person::players[0]->jumpkeydown) {
|
|
Person::players[0]->jumptogglekeydown = 0;
|
|
}
|
|
if (Person::players[0]->jumpkeydown &&
|
|
Person::players[0]->animTarget != jumpupanim &&
|
|
Person::players[0]->animTarget != jumpdownanim &&
|
|
!Person::players[0]->isFlip()) {
|
|
Person::players[0]->jumptogglekeydown = 1;
|
|
}
|
|
|
|
Dialog::dialoguetime += multiplier;
|
|
hawkyaw += multiplier * 25;
|
|
realhawkcoords = 0;
|
|
realhawkcoords.x = 25;
|
|
realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
|
|
hawkcalldelay -= multiplier / 2;
|
|
|
|
if (hawkcalldelay <= 0) {
|
|
emit_sound_at(hawksound, realhawkcoords);
|
|
|
|
hawkcalldelay = 16 + abs(Random() % 8);
|
|
}
|
|
|
|
doAttacks();
|
|
|
|
doPlayerCollisions();
|
|
|
|
doJumpReversals();
|
|
|
|
for (unsigned k = 0; k < Person::players.size(); k++) {
|
|
if (k != 0 && Person::players[k]->immobile) {
|
|
Person::players[k]->coords = Person::players[k]->realoldcoords;
|
|
}
|
|
}
|
|
|
|
for (unsigned k = 0; k < Person::players.size(); k++) {
|
|
if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
|
|
if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
|
|
Person::players[k]->DoDamage(1000);
|
|
}
|
|
}
|
|
}
|
|
|
|
//respawn
|
|
static bool respawnkeydown;
|
|
if (!editorenabled &&
|
|
(whichlevel != -2 &&
|
|
(Input::isKeyDown(SDL_SCANCODE_K) &&
|
|
Input::isKeyDown(SDL_SCANCODE_LALT) &&
|
|
devtools) ||
|
|
(Input::isKeyDown(jumpkey) &&
|
|
!respawnkeydown &&
|
|
!oldattackkey &&
|
|
Person::players[0]->dead))) {
|
|
targetlevel = whichlevel;
|
|
loading = 1;
|
|
leveltime = 5;
|
|
}
|
|
respawnkeydown = Input::isKeyDown(jumpkey);
|
|
|
|
static bool movekey;
|
|
|
|
//?
|
|
for (unsigned i = 0; i < Person::players.size(); i++) {
|
|
static float oldtargetyaw;
|
|
if (!Person::players[i]->skeleton.free) {
|
|
oldtargetyaw = Person::players[i]->targetyaw;
|
|
if (i == 0 && !Dialog::inDialog()) {
|
|
//TODO: refactor repetitive code
|
|
if (!Animation::animations[Person::players[0]->animTarget].attack &&
|
|
Person::players[0]->animTarget != staggerbackhighanim &&
|
|
Person::players[0]->animTarget != staggerbackhardanim &&
|
|
Person::players[0]->animTarget != crouchremoveknifeanim &&
|
|
Person::players[0]->animTarget != removeknifeanim &&
|
|
Person::players[0]->animTarget != backhandspringanim &&
|
|
Person::players[0]->animTarget != dodgebackanim &&
|
|
Person::players[0]->animTarget != walljumprightkickanim &&
|
|
Person::players[0]->animTarget != walljumpleftkickanim) {
|
|
if (cameramode) {
|
|
Person::players[0]->targetyaw = 0;
|
|
} else {
|
|
Person::players[0]->targetyaw = -yaw + 180;
|
|
}
|
|
}
|
|
|
|
facing = 0;
|
|
facing.z = -1;
|
|
|
|
flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
|
|
if (cameramode) {
|
|
facing = flatfacing;
|
|
} else {
|
|
facing = DoRotation(facing, -pitch, 0, 0);
|
|
facing = DoRotation(facing, 0, 0 - yaw, 0);
|
|
}
|
|
|
|
Person::players[0]->lookyaw = -yaw;
|
|
|
|
Person::players[i]->targetheadyaw = yaw;
|
|
Person::players[i]->targetheadpitch = pitch;
|
|
}
|
|
if (i != 0 && Person::players[i]->isPlayerControlled() && !Dialog::inDialog()) {
|
|
if (!Animation::animations[Person::players[i]->animTarget].attack &&
|
|
Person::players[i]->animTarget != staggerbackhighanim &&
|
|
Person::players[i]->animTarget != staggerbackhardanim &&
|
|
Person::players[i]->animTarget != crouchremoveknifeanim &&
|
|
Person::players[i]->animTarget != removeknifeanim &&
|
|
Person::players[i]->animTarget != backhandspringanim &&
|
|
Person::players[i]->animTarget != dodgebackanim &&
|
|
Person::players[i]->animTarget != walljumprightkickanim &&
|
|
Person::players[i]->animTarget != walljumpleftkickanim) {
|
|
Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
|
|
}
|
|
|
|
facing = 0;
|
|
facing.z = -1;
|
|
|
|
flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
|
|
|
|
facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
|
|
facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
|
|
|
|
Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
|
|
Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
|
|
}
|
|
if (Dialog::inDialog()) {
|
|
Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
|
|
Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
|
|
}
|
|
|
|
if (leveltime < .5) {
|
|
numenvsounds = 0;
|
|
}
|
|
|
|
Person::players[i]->avoidsomething = 0;
|
|
|
|
//avoid flaming things
|
|
for (unsigned int j = 0; j < Object::objects.size(); j++) {
|
|
if (Object::objects[j]->onfire) {
|
|
if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200) {
|
|
if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
|
|
distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
|
|
Person::players[i]->collided = 0;
|
|
Person::players[i]->avoidcollided = 1;
|
|
if (Person::players[i]->avoidsomething == 0 ||
|
|
distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
|
|
distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
|
|
Person::players[i]->avoidwhere = Object::objects[j]->position;
|
|
Person::players[i]->avoidsomething = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//avoid flaming players
|
|
for (unsigned j = 0; j < Person::players.size(); j++) {
|
|
if (Person::players[j]->onfire) {
|
|
if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200) {
|
|
if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
|
|
distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
|
|
Person::players[i]->collided = 0;
|
|
Person::players[i]->avoidcollided = 1;
|
|
if (Person::players[i]->avoidsomething == 0 ||
|
|
distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
|
|
distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
|
|
Person::players[i]->avoidwhere = Person::players[j]->coords;
|
|
Person::players[i]->avoidsomething = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (Person::players[i]->collided > .8) {
|
|
Person::players[i]->avoidcollided = 0;
|
|
}
|
|
|
|
Person::players[i]->doAI();
|
|
|
|
if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
|
|
//Person::players[i]->targetyaw=Person::players[i]->yaw;
|
|
Person::players[i]->forwardkeydown = 0;
|
|
Person::players[i]->leftkeydown = 0;
|
|
Person::players[i]->backkeydown = 0;
|
|
Person::players[i]->rightkeydown = 0;
|
|
Person::players[i]->jumpkeydown = 0;
|
|
Person::players[i]->attackkeydown = 0;
|
|
//Person::players[i]->crouchkeydown=0;
|
|
Person::players[i]->throwkeydown = 0;
|
|
}
|
|
|
|
if (Dialog::inDialog()) {
|
|
Person::players[i]->forwardkeydown = 0;
|
|
Person::players[i]->leftkeydown = 0;
|
|
Person::players[i]->backkeydown = 0;
|
|
Person::players[i]->rightkeydown = 0;
|
|
Person::players[i]->jumpkeydown = 0;
|
|
Person::players[i]->crouchkeydown = 0;
|
|
Person::players[i]->drawkeydown = 0;
|
|
Person::players[i]->throwkeydown = 0;
|
|
}
|
|
|
|
if (Person::players[i]->collided < -.3) {
|
|
Person::players[i]->collided = -.3;
|
|
}
|
|
if (Person::players[i]->collided > 1) {
|
|
Person::players[i]->collided = 1;
|
|
}
|
|
Person::players[i]->collided -= multiplier * 4;
|
|
Person::players[i]->whichdirectiondelay -= multiplier;
|
|
if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
|
|
Person::players[i]->avoidcollided = -.3;
|
|
Person::players[i]->whichdirection = abs(Random() % 2);
|
|
Person::players[i]->whichdirectiondelay = .4;
|
|
}
|
|
if (Person::players[i]->avoidcollided > 1) {
|
|
Person::players[i]->avoidcollided = 1;
|
|
}
|
|
Person::players[i]->avoidcollided -= multiplier / 4;
|
|
if (!Person::players[i]->skeleton.free) {
|
|
Person::players[i]->stunned -= multiplier;
|
|
Person::players[i]->surprised -= multiplier;
|
|
}
|
|
if (i != 0 && Person::players[i]->surprised <= 0 &&
|
|
Person::players[i]->aitype == attacktypecutoff &&
|
|
!Person::players[i]->dead &&
|
|
!Person::players[i]->skeleton.free &&
|
|
Animation::animations[Person::players[i]->animTarget].attack == neutral) {
|
|
numresponded = 1;
|
|
}
|
|
|
|
if (!Person::players[i]->throwkeydown) {
|
|
Person::players[i]->throwtogglekeydown = 0;
|
|
}
|
|
|
|
//pick up weapon
|
|
if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
|
|
if (!Person::players[i]->hasWeapon() &&
|
|
Person::players[i]->num_weapons < 2 &&
|
|
(Person::players[i]->isIdle() ||
|
|
Person::players[i]->isCrouch() ||
|
|
Person::players[i]->animTarget == sneakanim ||
|
|
Person::players[i]->animTarget == rollanim ||
|
|
Person::players[i]->animTarget == backhandspringanim ||
|
|
Person::players[i]->isFlip() ||
|
|
!Person::players[i]->isPlayerControlled())) {
|
|
for (unsigned j = 0; j < weapons.size(); j++) {
|
|
if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
|
|
Person::players[i]->isPlayerControlled()) &&
|
|
weapons[j].owner == -1 &&
|
|
!Person::players[i]->hasWeapon()) {
|
|
if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
|
|
if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
|
|
if (Person::players[i]->isCrouch() ||
|
|
Person::players[i]->animTarget == sneakanim ||
|
|
Person::players[i]->isRun() ||
|
|
Person::players[i]->isIdle() ||
|
|
!Person::players[i]->isPlayerControlled()) {
|
|
Person::players[i]->throwtogglekeydown = 1;
|
|
Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
|
|
Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
|
|
Person::players[i]->hasvictim = 0;
|
|
}
|
|
if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
|
|
Person::players[i]->throwtogglekeydown = 1;
|
|
Person::players[i]->hasvictim = 0;
|
|
|
|
if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
|
|
Person::players[i]->isPlayerControlled()) &&
|
|
weapons[j].owner == -1 ||
|
|
Person::players[i]->victim &&
|
|
weapons[j].owner == int(Person::players[i]->victim->id)) {
|
|
if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && !Person::players[i]->hasWeapon()) {
|
|
if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
|
|
if (weapons[j].getType() != staff) {
|
|
emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
|
|
}
|
|
|
|
Person::players[i]->takeWeapon(j);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else if ((Person::players[i]->isIdle() ||
|
|
Person::players[i]->isFlip() ||
|
|
!Person::players[i]->isPlayerControlled()) &&
|
|
distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
|
|
Person::players[i]->coords.y < weapons[j].position.y) {
|
|
if (!Person::players[i]->isFlip()) {
|
|
Person::players[i]->throwtogglekeydown = 1;
|
|
Person::players[i]->setTargetAnimation(removeknifeanim);
|
|
Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
|
|
}
|
|
if (Person::players[i]->isFlip()) {
|
|
Person::players[i]->throwtogglekeydown = 1;
|
|
Person::players[i]->hasvictim = 0;
|
|
|
|
for (unsigned k = 0; k < weapons.size(); k++) {
|
|
if (!Person::players[i]->hasWeapon()) {
|
|
if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
|
|
Person::players[i]->isPlayerControlled()) &&
|
|
weapons[k].owner == -1 ||
|
|
Person::players[i]->victim &&
|
|
weapons[k].owner == int(Person::players[i]->victim->id)) {
|
|
if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
|
|
!Person::players[i]->hasWeapon()) {
|
|
if (weapons[k].getType() != staff) {
|
|
emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
|
|
}
|
|
|
|
Person::players[i]->takeWeapon(k);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (Person::players[i]->isCrouch() ||
|
|
Person::players[i]->animTarget == sneakanim ||
|
|
Person::players[i]->isRun() ||
|
|
Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
|
|
Person::players[i]->animTarget == backhandspringanim) {
|
|
if (Person::players.size() > 1) {
|
|
for (unsigned j = 0; j < Person::players.size(); j++) {
|
|
if (!Person::players[i]->hasWeapon()) {
|
|
if (j != i) {
|
|
if (Person::players[j]->num_weapons &&
|
|
Person::players[j]->skeleton.free &&
|
|
distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2 /*&&Person::players[j]->dead*/ &&
|
|
(((Person::players[j]->skeleton.forward.y < 0 &&
|
|
Person::players[j]->weaponstuckwhere == 0) ||
|
|
(Person::players[j]->skeleton.forward.y > 0 &&
|
|
Person::players[j]->weaponstuckwhere == 1)) ||
|
|
Person::players[j]->weaponstuck == -1 ||
|
|
Person::players[j]->num_weapons > 1)) {
|
|
if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
|
|
Person::players[i]->throwtogglekeydown = 1;
|
|
Person::players[i]->victim = Person::players[j];
|
|
Person::players[i]->hasvictim = 1;
|
|
Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
|
|
Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
|
|
}
|
|
if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
|
|
Person::players[i]->throwtogglekeydown = 1;
|
|
Person::players[i]->victim = Person::players[j];
|
|
Person::players[i]->hasvictim = 1;
|
|
int k = Person::players[j]->weaponids[0];
|
|
if (Person::players[i]->hasvictim) {
|
|
bool fleshstuck;
|
|
fleshstuck = 0;
|
|
if (Person::players[i]->victim->weaponstuck != -1) {
|
|
if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
|
|
fleshstuck = 1;
|
|
}
|
|
}
|
|
if (!fleshstuck) {
|
|
if (weapons[k].getType() != staff) {
|
|
emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
|
|
}
|
|
}
|
|
if (fleshstuck) {
|
|
emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
|
|
}
|
|
|
|
if (weapons[k].owner != -1) {
|
|
if (Person::players[i]->victim->num_weapons == 1) {
|
|
Person::players[i]->victim->num_weapons = 0;
|
|
} else {
|
|
Person::players[i]->victim->num_weapons = 1;
|
|
}
|
|
|
|
Person::players[i]->victim->skeleton.longdead = 0;
|
|
Person::players[i]->victim->skeleton.free = 1;
|
|
Person::players[i]->victim->skeleton.broken = 0;
|
|
|
|
for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
|
|
Person::players[i]->victim->skeleton.joints[l].velchange = 0;
|
|
Person::players[i]->victim->skeleton.joints[l].locked = 0;
|
|
}
|
|
|
|
XYZ relative;
|
|
relative = 0;
|
|
relative.y = 10;
|
|
Normalise(&relative);
|
|
XYZ footvel, footpoint;
|
|
footvel = 0;
|
|
footpoint = weapons[k].position;
|
|
if (Person::players[i]->victim->weaponstuck != -1) {
|
|
if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
|
|
if (bloodtoggle) {
|
|
Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
|
|
}
|
|
weapons[k].bloody = 2;
|
|
weapons[k].blooddrip = 5;
|
|
Person::players[i]->victim->weaponstuck = -1;
|
|
Person::players[i]->victim->bloodloss += 2000;
|
|
Person::players[i]->victim->DoDamage(2000);
|
|
}
|
|
}
|
|
if (Person::players[i]->victim->num_weapons > 0) {
|
|
if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1) {
|
|
Person::players[i]->victim->weaponstuck = 0;
|
|
}
|
|
if (Person::players[i]->victim->weaponids[0] == k) {
|
|
Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
|
|
}
|
|
}
|
|
|
|
Person::players[i]->victim->weaponactive = -1;
|
|
|
|
Person::players[i]->victim->jointVel(abdomen) += relative * 6;
|
|
Person::players[i]->victim->jointVel(neck) += relative * 6;
|
|
Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
|
|
Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
|
|
}
|
|
Person::players[i]->takeWeapon(k);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (Person::players[i]->hasWeapon() && Person::players[i]->isPlayerControlled()) {
|
|
if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
|
|
if (Person::players[i]->isIdle() ||
|
|
Person::players[i]->isRun() ||
|
|
Person::players[i]->isCrouch() ||
|
|
Person::players[i]->animTarget == sneakanim ||
|
|
Person::players[i]->isFlip()) {
|
|
if (Person::players.size() > 1) {
|
|
for (unsigned j = 0; j < Person::players.size(); j++) {
|
|
if (i != j) {
|
|
if (!Tutorial::active || Tutorial::stage == 49) {
|
|
if (hostile) {
|
|
if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
|
|
distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
|
|
distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
|
|
!Person::players[j]->skeleton.free &&
|
|
-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)) {
|
|
if (!Person::players[i]->isFlip()) {
|
|
Person::players[i]->throwtogglekeydown = 1;
|
|
Person::players[i]->victim = Person::players[j];
|
|
Person::players[i]->setTargetAnimation(knifethrowanim);
|
|
Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
|
|
Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
|
|
}
|
|
if (Person::players[i]->isFlip()) {
|
|
if (Person::players[i]->hasWeapon()) {
|
|
Person::players[i]->throwtogglekeydown = 1;
|
|
Person::players[i]->victim = Person::players[j];
|
|
XYZ aim;
|
|
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);
|
|
Normalise(&aim);
|
|
|
|
aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
|
|
|
|
weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
|
|
Person::players[i]->num_weapons--;
|
|
if (Person::players[i]->num_weapons) {
|
|
Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
|
|
}
|
|
Person::players[i]->weaponactive = -1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (Person::players[i]->hasWeapon() && Person::players[i]->isPlayerControlled()) {
|
|
if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
|
|
Person::players[i]->throwtogglekeydown = 1;
|
|
XYZ tempVelocity = Person::players[i]->velocity * .2;
|
|
if (tempVelocity.x == 0) {
|
|
tempVelocity.x = .1;
|
|
}
|
|
weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
|
|
Person::players[i]->num_weapons--;
|
|
if (Person::players[i]->num_weapons) {
|
|
Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
|
|
if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons) {
|
|
Person::players[i]->weaponstuck = 0;
|
|
}
|
|
}
|
|
|
|
Person::players[i]->weaponactive = -1;
|
|
for (unsigned j = 0; j < Person::players.size(); j++) {
|
|
Person::players[j]->wentforweapon = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//draw weapon
|
|
if (i == 0 || !Person::players[0]->dead || (Person::players[i]->hasWeapon())) {
|
|
if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
|
|
(Person::players[i]->num_weapons == 2) &&
|
|
(!Person::players[i]->hasWeapon()) &&
|
|
Person::players[i]->isIdle() ||
|
|
Person::players[0]->dead &&
|
|
(Person::players[i]->hasWeapon()) &&
|
|
i != 0) {
|
|
bool isgood = true;
|
|
if (Person::players[i]->hasWeapon()) {
|
|
if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff) {
|
|
isgood = false;
|
|
}
|
|
}
|
|
if (isgood && Person::players[i]->creature != wolftype) {
|
|
if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
|
|
Person::players[i]->setTargetAnimation(drawrightanim);
|
|
Person::players[i]->drawtogglekeydown = 1;
|
|
}
|
|
if ((Person::players[i]->isIdle() ||
|
|
(!Person::players[i]->isPlayerControlled() &&
|
|
Person::players[0]->hasWeapon() &&
|
|
Person::players[i]->isRun())) &&
|
|
Person::players[i]->num_weapons &&
|
|
weapons[Person::players[i]->weaponids[0]].getType() == sword) {
|
|
Person::players[i]->setTargetAnimation(drawleftanim);
|
|
Person::players[i]->drawtogglekeydown = 1;
|
|
}
|
|
if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
|
|
Person::players[i]->setTargetAnimation(crouchdrawrightanim);
|
|
Person::players[i]->drawtogglekeydown = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//clean weapon
|
|
if (Person::players[i]->hasWeapon()) {
|
|
if (Person::players[i]->isCrouch() &&
|
|
weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
|
|
bloodtoggle &&
|
|
Person::players[i]->onterrain &&
|
|
Person::players[i]->num_weapons &&
|
|
Person::players[i]->attackkeydown &&
|
|
musictype != stream_fighttheme) {
|
|
if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife) {
|
|
Person::players[i]->setTargetAnimation(crouchstabanim);
|
|
}
|
|
if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword) {
|
|
Person::players[i]->setTargetAnimation(swordgroundstabanim);
|
|
}
|
|
Person::players[i]->hasvictim = 0;
|
|
}
|
|
}
|
|
|
|
if (!Person::players[i]->drawkeydown) {
|
|
Person::players[i]->drawtogglekeydown = 0;
|
|
}
|
|
|
|
XYZ absflatfacing;
|
|
if (i == 0) {
|
|
absflatfacing = 0;
|
|
absflatfacing.z = -1;
|
|
|
|
absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
|
|
} else {
|
|
absflatfacing = flatfacing;
|
|
}
|
|
|
|
if (Dialog::inDialog()) {
|
|
Person::players[i]->forwardkeydown = 0;
|
|
Person::players[i]->leftkeydown = 0;
|
|
Person::players[i]->backkeydown = 0;
|
|
Person::players[i]->rightkeydown = 0;
|
|
Person::players[i]->jumpkeydown = 0;
|
|
Person::players[i]->crouchkeydown = 0;
|
|
Person::players[i]->drawkeydown = 0;
|
|
Person::players[i]->throwkeydown = 0;
|
|
}
|
|
movekey = 0;
|
|
//Do controls
|
|
if (!Animation::animations[Person::players[i]->animTarget].attack &&
|
|
Person::players[i]->animTarget != staggerbackhighanim &&
|
|
Person::players[i]->animTarget != staggerbackhardanim &&
|
|
Person::players[i]->animTarget != backhandspringanim &&
|
|
Person::players[i]->animTarget != dodgebackanim) {
|
|
if (!Person::players[i]->forwardkeydown) {
|
|
Person::players[i]->forwardstogglekeydown = 0;
|
|
}
|
|
if (Person::players[i]->crouchkeydown) {
|
|
//Crouch
|
|
target = -2;
|
|
if (i == 0) {
|
|
Person::players[i]->superruntoggle = 1;
|
|
if (Person::players.size() > 1) {
|
|
for (unsigned j = 0; j < Person::players.size(); j++) {
|
|
if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype) {
|
|
if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16) {
|
|
Person::players[i]->superruntoggle = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (Person::players.size() > 1) {
|
|
for (unsigned j = 0; j < Person::players.size(); j++) {
|
|
if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
|
|
if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
|
|
Person::players[j]->victim == Person::players[i] &&
|
|
(Person::players[j]->animTarget == sweepanim ||
|
|
Person::players[j]->animTarget == upunchanim ||
|
|
Person::players[j]->animTarget == wolfslapanim ||
|
|
((Person::players[j]->animTarget == swordslashanim ||
|
|
Person::players[j]->animTarget == knifeslashstartanim ||
|
|
Person::players[j]->animTarget == staffhitanim ||
|
|
Person::players[j]->animTarget == staffspinhitanim) &&
|
|
distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
|
|
if (target >= 0) {
|
|
target = -1;
|
|
} else {
|
|
target = j;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (target >= 0) {
|
|
Person::players[target]->Reverse();
|
|
}
|
|
Person::players[i]->lowreversaldelay = .5;
|
|
|
|
if (Person::players[i]->isIdle()) {
|
|
Person::players[i]->setTargetAnimation(Person::players[i]->getCrouch());
|
|
Person::players[i]->transspeed = 10;
|
|
}
|
|
if (Person::players[i]->isRun() ||
|
|
(Person::players[i]->isStop() &&
|
|
(Person::players[i]->leftkeydown ||
|
|
Person::players[i]->rightkeydown ||
|
|
Person::players[i]->forwardkeydown ||
|
|
Person::players[i]->backkeydown))) {
|
|
Person::players[i]->setTargetAnimation(rollanim);
|
|
Person::players[i]->transspeed = 20;
|
|
}
|
|
}
|
|
if (!Person::players[i]->crouchkeydown) {
|
|
//Uncrouch
|
|
if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0) {
|
|
Person::players[i]->superruntoggle = 0;
|
|
}
|
|
target = -2;
|
|
if (Person::players[i]->isCrouch()) {
|
|
if (Person::players.size() > 1) {
|
|
for (unsigned j = 0; j < Person::players.size(); j++) {
|
|
if (j != i &&
|
|
!Person::players[j]->skeleton.free &&
|
|
Person::players[j]->victim &&
|
|
Person::players[i]->highreversaldelay <= 0) {
|
|
if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
|
|
Person::players[j]->victim == Person::players[i] &&
|
|
(Person::players[j]->animTarget == spinkickanim) &&
|
|
Person::players[i]->isCrouch()) {
|
|
if (target >= 0) {
|
|
target = -1;
|
|
} else {
|
|
target = j;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (target >= 0) {
|
|
Person::players[target]->Reverse();
|
|
}
|
|
Person::players[i]->highreversaldelay = .5;
|
|
|
|
if (Person::players[i]->isCrouch()) {
|
|
if (!Person::players[i]->wasCrouch()) {
|
|
Person::players[i]->animCurrent = Person::players[i]->getCrouch();
|
|
Person::players[i]->frameCurrent = 0;
|
|
}
|
|
Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
|
|
Person::players[i]->transspeed = 10;
|
|
}
|
|
}
|
|
if (Person::players[i]->animTarget == sneakanim) {
|
|
Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
|
|
Person::players[i]->transspeed = 10;
|
|
}
|
|
}
|
|
if (Person::players[i]->forwardkeydown) {
|
|
if (Person::players[i]->isIdle() ||
|
|
(Person::players[i]->isStop() &&
|
|
Person::players[i]->targetyaw == Person::players[i]->yaw) ||
|
|
(Person::players[i]->isLanding() &&
|
|
Person::players[i]->frameTarget > 0 &&
|
|
!Person::players[i]->jumpkeydown) ||
|
|
(Person::players[i]->isLandhard() &&
|
|
Person::players[i]->frameTarget > 0 &&
|
|
!Person::players[i]->jumpkeydown &&
|
|
Person::players[i]->crouchkeydown)) {
|
|
if (Person::players[i]->aitype == passivetype) {
|
|
Person::players[i]->setTargetAnimation(walkanim);
|
|
} else {
|
|
Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
|
|
}
|
|
}
|
|
if (Person::players[i]->isCrouch()) {
|
|
Person::players[i]->animTarget = sneakanim;
|
|
if (Person::players[i]->wasCrouch()) {
|
|
Person::players[i]->target = 0;
|
|
}
|
|
Person::players[i]->frameTarget = 0;
|
|
}
|
|
if (Person::players[i]->animTarget == hanganim /*&&(!Person::players[i]->forwardstogglekeydown||!Person::players[i]->isPlayerControlled())*/) {
|
|
Person::players[i]->setTargetAnimation(climbanim);
|
|
Person::players[i]->frameTarget = 1;
|
|
Person::players[i]->jumpclimb = 1;
|
|
}
|
|
if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
|
|
Person::players[i]->velocity += absflatfacing * 5 * multiplier;
|
|
}
|
|
Person::players[i]->forwardstogglekeydown = 1;
|
|
movekey = 1;
|
|
}
|
|
if (Person::players[i]->rightkeydown) {
|
|
if (Person::players[i]->isIdle() ||
|
|
(Person::players[i]->isStop() &&
|
|
Person::players[i]->targetyaw == Person::players[i]->yaw) ||
|
|
(Person::players[i]->isLanding() &&
|
|
Person::players[i]->frameTarget > 0 &&
|
|
!Person::players[i]->jumpkeydown) ||
|
|
(Person::players[i]->isLandhard() &&
|
|
Person::players[i]->frameTarget > 0 &&
|
|
!Person::players[i]->jumpkeydown &&
|
|
Person::players[i]->crouchkeydown)) {
|
|
Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
|
|
}
|
|
if (Person::players[i]->isCrouch()) {
|
|
Person::players[i]->animTarget = sneakanim;
|
|
if (Person::players[i]->wasCrouch()) {
|
|
Person::players[i]->target = 0;
|
|
}
|
|
Person::players[i]->frameTarget = 0;
|
|
}
|
|
if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
|
|
Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
|
|
}
|
|
Person::players[i]->targetyaw -= 90;
|
|
if (Person::players[i]->forwardkeydown) {
|
|
Person::players[i]->targetyaw += 45;
|
|
}
|
|
if (Person::players[i]->backkeydown) {
|
|
Person::players[i]->targetyaw -= 45;
|
|
}
|
|
movekey = 1;
|
|
}
|
|
if (Person::players[i]->leftkeydown) {
|
|
if (Person::players[i]->isIdle() ||
|
|
(Person::players[i]->isStop() &&
|
|
Person::players[i]->targetyaw == Person::players[i]->yaw) ||
|
|
(Person::players[i]->isLanding() &&
|
|
Person::players[i]->frameTarget > 0 &&
|
|
!Person::players[i]->jumpkeydown) ||
|
|
(Person::players[i]->isLandhard() &&
|
|
Person::players[i]->frameTarget > 0 &&
|
|
!Person::players[i]->jumpkeydown &&
|
|
Person::players[i]->crouchkeydown)) {
|
|
Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
|
|
}
|
|
if (Person::players[i]->isCrouch()) {
|
|
Person::players[i]->animTarget = sneakanim;
|
|
if (Person::players[i]->wasCrouch()) {
|
|
Person::players[i]->target = 0;
|
|
}
|
|
Person::players[i]->frameTarget = 0;
|
|
}
|
|
if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
|
|
Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
|
|
}
|
|
Person::players[i]->targetyaw += 90;
|
|
if (Person::players[i]->forwardkeydown) {
|
|
Person::players[i]->targetyaw -= 45;
|
|
}
|
|
if (Person::players[i]->backkeydown) {
|
|
Person::players[i]->targetyaw += 45;
|
|
}
|
|
movekey = 1;
|
|
}
|
|
if (Person::players[i]->backkeydown) {
|
|
if (Person::players[i]->isIdle() ||
|
|
(Person::players[i]->isStop() &&
|
|
Person::players[i]->targetyaw == Person::players[i]->yaw) ||
|
|
(Person::players[i]->isLanding() &&
|
|
Person::players[i]->frameTarget > 0 &&
|
|
!Person::players[i]->jumpkeydown) ||
|
|
(Person::players[i]->isLandhard() &&
|
|
Person::players[i]->frameTarget > 0 &&
|
|
!Person::players[i]->jumpkeydown &&
|
|
Person::players[i]->crouchkeydown)) {
|
|
Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
|
|
}
|
|
if (Person::players[i]->isCrouch()) {
|
|
Person::players[i]->animTarget = sneakanim;
|
|
if (Person::players[i]->wasCrouch()) {
|
|
Person::players[i]->target = 0;
|
|
}
|
|
Person::players[i]->frameTarget = 0;
|
|
}
|
|
if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
|
|
Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
|
|
}
|
|
if (Person::players[i]->animTarget == hanganim) {
|
|
Person::players[i]->animCurrent = jumpdownanim;
|
|
Person::players[i]->animTarget = jumpdownanim;
|
|
Person::players[i]->target = 0;
|
|
Person::players[i]->frameCurrent = 0;
|
|
Person::players[i]->frameTarget = 1;
|
|
Person::players[i]->velocity = 0;
|
|
Person::players[i]->velocity.y += gravity;
|
|
Person::players[i]->coords.y -= 1.4;
|
|
Person::players[i]->grabdelay = 1;
|
|
}
|
|
if (!Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown) {
|
|
Person::players[i]->targetyaw += 180;
|
|
}
|
|
movekey = 1;
|
|
}
|
|
if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
|
|
if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
|
|
Person::players[i]->isRun() ||
|
|
Person::players[i]->animTarget == walkanim ||
|
|
Person::players[i]->isCrouch() ||
|
|
Person::players[i]->animTarget == sneakanim) &&
|
|
Person::players[i]->jumppower > 1) &&
|
|
((Person::players[i]->animTarget != rabbitrunninganim &&
|
|
Person::players[i]->animTarget != wolfrunninganim) ||
|
|
i != 0)) {
|
|
Person::players[i]->jumpstart = 0;
|
|
Person::players[i]->setTargetAnimation(jumpupanim);
|
|
Person::players[i]->yaw = Person::players[i]->targetyaw;
|
|
Person::players[i]->transspeed = 20;
|
|
Person::players[i]->FootLand(leftfoot, 1);
|
|
Person::players[i]->FootLand(rightfoot, 1);
|
|
|
|
facing = 0;
|
|
facing.z = -1;
|
|
flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
|
|
|
|
if (movekey) {
|
|
Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
|
|
}
|
|
if (!movekey) {
|
|
Person::players[i]->velocity = 0;
|
|
}
|
|
|
|
//Dodge sweep?
|
|
target = -2;
|
|
if (Person::players.size() > 1) {
|
|
for (unsigned j = 0; j < Person::players.size(); j++) {
|
|
if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
|
|
if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
|
|
(Person::players[j]->victim == Person::players[i]) &&
|
|
(Person::players[j]->animTarget == sweepanim)) {
|
|
if (target >= 0) {
|
|
target = -1;
|
|
} else {
|
|
target = j;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (target >= 0) {
|
|
Person::players[i]->velocity.y = 1;
|
|
} else if (Person::players[i]->crouchkeydown || !Person::players[i]->isPlayerControlled()) {
|
|
Person::players[i]->velocity.y = 7;
|
|
Person::players[i]->crouchtogglekeydown = 1;
|
|
} else {
|
|
Person::players[i]->velocity.y = 5;
|
|
}
|
|
|
|
if (mousejump && i == 0 && devtools) {
|
|
if (!Person::players[i]->isLanding()) {
|
|
Person::players[i]->tempdeltav = deltav;
|
|
}
|
|
if (Person::players[i]->tempdeltav < 0) {
|
|
Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
|
|
}
|
|
}
|
|
|
|
Person::players[i]->coords.y += .2;
|
|
Person::players[i]->jumppower -= 1;
|
|
|
|
if (!i) {
|
|
emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
|
|
}
|
|
|
|
emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
|
|
}
|
|
if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
|
|
Person::players[i]->setTargetAnimation(Person::players[i]->getLanding());
|
|
Person::players[i]->frameTarget = 2;
|
|
Person::players[i]->landhard = 0;
|
|
Person::players[i]->jumpstart = 1;
|
|
Person::players[i]->tempdeltav = deltav;
|
|
}
|
|
if (Person::players[i]->animTarget == jumpupanim &&
|
|
(((!floatjump &&
|
|
!editorenabled) ||
|
|
!devtools) ||
|
|
!Person::players[i]->isPlayerControlled())) {
|
|
if (Person::players[i]->jumppower > multiplier * 6) {
|
|
Person::players[i]->velocity.y += multiplier * 6;
|
|
Person::players[i]->jumppower -= multiplier * 6;
|
|
}
|
|
if (Person::players[i]->jumppower <= multiplier * 6) {
|
|
Person::players[i]->velocity.y += Person::players[i]->jumppower;
|
|
Person::players[i]->jumppower = 0;
|
|
}
|
|
}
|
|
if (((floatjump || editorenabled) && devtools) && i == 0) {
|
|
Person::players[i]->velocity.y += multiplier * 30;
|
|
}
|
|
}
|
|
|
|
if (!movekey) {
|
|
if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) {
|
|
Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
|
|
}
|
|
if (Person::players[i]->animTarget == sneakanim) {
|
|
Person::players[i]->animTarget = Person::players[i]->getCrouch();
|
|
if (Person::players[i]->animCurrent == sneakanim) {
|
|
Person::players[i]->target = 0;
|
|
}
|
|
Person::players[i]->frameTarget = 0;
|
|
}
|
|
}
|
|
if (Person::players[i]->animTarget == walkanim &&
|
|
(Person::players[i]->aitype == attacktypecutoff ||
|
|
Person::players[i]->aitype == searchtype ||
|
|
(Person::players[i]->aitype == passivetype &&
|
|
Person::players[i]->numwaypoints <= 1))) {
|
|
Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
|
|
}
|
|
if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype)) {
|
|
Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
|
|
}
|
|
}
|
|
}
|
|
if (Person::players[i]->animTarget == rollanim) {
|
|
Person::players[i]->targetyaw = oldtargetyaw;
|
|
}
|
|
}
|
|
|
|
//Rotation
|
|
for (unsigned k = 0; k < Person::players.size(); k++) {
|
|
if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
|
|
if (Person::players[k]->yaw > Person::players[k]->targetyaw) {
|
|
Person::players[k]->yaw -= 360;
|
|
} else {
|
|
Person::players[k]->yaw += 360;
|
|
}
|
|
}
|
|
|
|
//stop to turn in right direction
|
|
if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim)) {
|
|
Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
|
|
}
|
|
|
|
if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim) {
|
|
Person::players[k]->targettilt = 0;
|
|
}
|
|
|
|
if (Person::players[k]->animTarget != jumpupanim &&
|
|
Person::players[k]->animTarget != backhandspringanim &&
|
|
Person::players[k]->animTarget != jumpdownanim &&
|
|
!Person::players[k]->isFlip()) {
|
|
Person::players[k]->targettilt = 0;
|
|
if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown) {
|
|
Person::players[k]->jumppower = 0;
|
|
}
|
|
Person::players[k]->jumppower += multiplier * 7;
|
|
if (Person::players[k]->isCrouch()) {
|
|
Person::players[k]->jumppower += multiplier * 7;
|
|
}
|
|
if (Person::players[k]->jumppower > 5) {
|
|
Person::players[k]->jumppower = 5;
|
|
}
|
|
}
|
|
|
|
if (Person::players[k]->isRun()) {
|
|
Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
|
|
}
|
|
|
|
Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
|
|
Person::players[k]->grabdelay -= multiplier;
|
|
}
|
|
|
|
//do animations
|
|
for (unsigned k = 0; k < Person::players.size(); k++) {
|
|
Person::players[k]->DoAnimations();
|
|
Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
|
|
Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
|
|
}
|
|
|
|
//do stuff
|
|
Object::DoStuff();
|
|
|
|
for (int j = numenvsounds - 1; j >= 0; j--) {
|
|
envsoundlife[j] -= multiplier;
|
|
if (envsoundlife[j] < 0) {
|
|
numenvsounds--;
|
|
envsoundlife[j] = envsoundlife[numenvsounds];
|
|
envsound[j] = envsound[numenvsounds];
|
|
}
|
|
}
|
|
OPENAL_SetFrequency(OPENAL_ALL, slomo);
|
|
|
|
if (Tutorial::active) {
|
|
Tutorial::DoStuff(multiplier);
|
|
}
|
|
|
|
//3d sound
|
|
static float gLoc[3];
|
|
gLoc[0] = viewer.x;
|
|
gLoc[1] = viewer.y;
|
|
gLoc[2] = viewer.z;
|
|
static float vel[3];
|
|
vel[0] = (viewer.x - oldviewer.x) / multiplier;
|
|
vel[1] = (viewer.y - oldviewer.y) / multiplier;
|
|
vel[2] = (viewer.z - oldviewer.z) / multiplier;
|
|
|
|
//Set orientation with forward and up vectors
|
|
static XYZ upvector;
|
|
upvector = 0;
|
|
upvector.z = -1;
|
|
|
|
upvector = DoRotation(upvector, -pitch + 90, 0, 0);
|
|
upvector = DoRotation(upvector, 0, 0 - yaw, 0);
|
|
|
|
facing = 0;
|
|
facing.z = -1;
|
|
|
|
facing = DoRotation(facing, -pitch, 0, 0);
|
|
facing = DoRotation(facing, 0, 0 - yaw, 0);
|
|
|
|
static float ori[6];
|
|
ori[0] = -facing.x;
|
|
ori[1] = facing.y;
|
|
ori[2] = -facing.z;
|
|
ori[3] = -upvector.x;
|
|
ori[4] = upvector.y;
|
|
ori[5] = -upvector.z;
|
|
|
|
OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
|
|
OPENAL_Update();
|
|
|
|
oldviewer = viewer;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Game::TickOnce()
|
|
{
|
|
if (mainmenu) {
|
|
yaw += multiplier * 5;
|
|
} else if (Dialog::directing || !Dialog::inDialog()) {
|
|
yaw += deltah * .7;
|
|
if (invertmouse) {
|
|
pitch -= deltav * .7;
|
|
} else {
|
|
pitch += deltav * .7;
|
|
}
|
|
if (pitch > 90) {
|
|
pitch = 90;
|
|
}
|
|
if (pitch < -70) {
|
|
pitch = -70;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Game::TickOnceAfter()
|
|
{
|
|
static XYZ colviewer;
|
|
static XYZ coltarget;
|
|
static XYZ target;
|
|
static XYZ col;
|
|
static XYZ facing;
|
|
static float changedelay;
|
|
static bool alldead;
|
|
static float unseendelay;
|
|
static float cameraspeed;
|
|
|
|
if (!mainmenu) {
|
|
static int oldmusictype = musictype;
|
|
|
|
if (environment == snowyenvironment) {
|
|
leveltheme = stream_snowtheme;
|
|
}
|
|
if (environment == grassyenvironment) {
|
|
leveltheme = stream_grasstheme;
|
|
}
|
|
if (environment == desertenvironment) {
|
|
leveltheme = stream_deserttheme;
|
|
}
|
|
|
|
realthreat = 0;
|
|
|
|
musictype = leveltheme;
|
|
for (unsigned i = 0; i < Person::players.size(); i++) {
|
|
if ((Person::players[i]->aitype == attacktypecutoff ||
|
|
Person::players[i]->aitype == getweapontype ||
|
|
Person::players[i]->aitype == gethelptype ||
|
|
Person::players[i]->aitype == searchtype) &&
|
|
!Person::players[i]->dead &&
|
|
(Person::players[i]->animTarget != sneakattackedanim &&
|
|
Person::players[i]->animTarget != knifesneakattackedanim &&
|
|
Person::players[i]->animTarget != swordsneakattackedanim)) {
|
|
musictype = stream_fighttheme;
|
|
realthreat = 1;
|
|
}
|
|
}
|
|
if (Person::players[0]->dead) {
|
|
musictype = stream_menutheme;
|
|
}
|
|
|
|
if (musictype == stream_fighttheme) {
|
|
unseendelay = 1;
|
|
}
|
|
|
|
if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
|
|
unseendelay -= multiplier;
|
|
if (unseendelay > 0) {
|
|
musictype = stream_fighttheme;
|
|
}
|
|
}
|
|
|
|
if (loading == 2) {
|
|
musictype = stream_menutheme;
|
|
musicvolume[2] = 512;
|
|
musicvolume[0] = 0;
|
|
musicvolume[1] = 0;
|
|
musicvolume[3] = 0;
|
|
}
|
|
|
|
if (musictoggle) {
|
|
if (musictype != oldmusictype && musictype == stream_fighttheme) {
|
|
emit_sound_np(alarmsound);
|
|
}
|
|
}
|
|
musicselected = musictype;
|
|
|
|
if (musicselected == leveltheme) {
|
|
musicvolume[0] += multiplier * 450;
|
|
} else {
|
|
musicvolume[0] -= multiplier * 450;
|
|
}
|
|
if (musicselected == stream_fighttheme) {
|
|
musicvolume[1] += multiplier * 450;
|
|
} else {
|
|
musicvolume[1] -= multiplier * 450;
|
|
}
|
|
if (musicselected == stream_menutheme) {
|
|
musicvolume[2] += multiplier * 450;
|
|
} else {
|
|
musicvolume[2] -= multiplier * 450;
|
|
}
|
|
|
|
for (int i = 0; i < 3; i++) {
|
|
if (musicvolume[i] < 0) {
|
|
musicvolume[i] = 0;
|
|
}
|
|
if (musicvolume[i] > 512) {
|
|
musicvolume[i] = 512;
|
|
}
|
|
}
|
|
|
|
if (musicvolume[2] > 128 && !loading && !mainmenu) {
|
|
musicvolume[2] = 128;
|
|
}
|
|
|
|
if (musictoggle) {
|
|
if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0) {
|
|
emit_stream_np(leveltheme, musicvolume[0]);
|
|
}
|
|
if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0) {
|
|
emit_stream_np(stream_fighttheme, musicvolume[1]);
|
|
}
|
|
if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0) {
|
|
emit_stream_np(stream_menutheme, musicvolume[2]);
|
|
}
|
|
if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0) {
|
|
pause_sound(leveltheme);
|
|
}
|
|
if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0) {
|
|
pause_sound(stream_fighttheme);
|
|
}
|
|
if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0) {
|
|
pause_sound(stream_menutheme);
|
|
}
|
|
|
|
if (musicvolume[0] != oldmusicvolume[0]) {
|
|
OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
|
|
}
|
|
if (musicvolume[1] != oldmusicvolume[1]) {
|
|
OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
|
|
}
|
|
if (musicvolume[2] != oldmusicvolume[2]) {
|
|
OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
|
|
}
|
|
|
|
for (int i = 0; i < 3; i++) {
|
|
oldmusicvolume[i] = musicvolume[i];
|
|
}
|
|
} else {
|
|
pause_sound(leveltheme);
|
|
pause_sound(stream_fighttheme);
|
|
pause_sound(stream_menutheme);
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
oldmusicvolume[i] = 0;
|
|
musicvolume[i] = 0;
|
|
}
|
|
}
|
|
|
|
Hotspot::killhotspot = 2;
|
|
for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
|
|
if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
|
|
if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0) {
|
|
Hotspot::killhotspot = 0;
|
|
} else if (Hotspot::killhotspot == 2) {
|
|
Hotspot::killhotspot = 1;
|
|
}
|
|
}
|
|
}
|
|
if (Hotspot::killhotspot == 2) {
|
|
Hotspot::killhotspot = 0;
|
|
}
|
|
|
|
winhotspot = false;
|
|
for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
|
|
if (Hotspot::hotspots[i].type == -1) {
|
|
if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
|
|
winhotspot = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
int numalarmed = 0;
|
|
for (unsigned i = 1; i < Person::players.size(); i++) {
|
|
if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
|
|
numalarmed++;
|
|
}
|
|
}
|
|
if (numalarmed > maxalarmed) {
|
|
maxalarmed = numalarmed;
|
|
}
|
|
|
|
if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
|
|
if (Person::players[0]->dead) {
|
|
changedelay = 1;
|
|
targetlevel = whichlevel;
|
|
}
|
|
alldead = true;
|
|
for (unsigned i = 1; i < Person::players.size(); i++) {
|
|
if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
|
|
alldead = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
|
|
changedelay = 1;
|
|
targetlevel = whichlevel + 1;
|
|
if (targetlevel > numchallengelevels - 1) {
|
|
targetlevel = 0;
|
|
}
|
|
}
|
|
if (winhotspot || windialogue) {
|
|
changedelay = 0.1;
|
|
targetlevel = whichlevel + 1;
|
|
if (targetlevel > numchallengelevels - 1) {
|
|
targetlevel = 0;
|
|
}
|
|
}
|
|
|
|
if (Hotspot::killhotspot) {
|
|
changedelay = 1;
|
|
targetlevel = whichlevel + 1;
|
|
if (targetlevel > numchallengelevels - 1) {
|
|
targetlevel = 0;
|
|
}
|
|
}
|
|
|
|
if (changedelay > 0 && !Person::players[0]->dead && !won) {
|
|
//high scores, awards, win
|
|
if (campaign) {
|
|
Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
|
|
scoreadded = 1;
|
|
} else {
|
|
wonleveltime = leveltime;
|
|
Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
|
|
}
|
|
won = 1;
|
|
Account::saveFile(Folders::getUserSavePath());
|
|
}
|
|
}
|
|
|
|
if (!winfreeze) {
|
|
|
|
if (leveltime < 1) {
|
|
loading = 0;
|
|
changedelay = .1;
|
|
alldead = false;
|
|
winhotspot = false;
|
|
Hotspot::killhotspot = 0;
|
|
}
|
|
|
|
if (!editorenabled && gameon && !mainmenu) {
|
|
if (changedelay != -999) {
|
|
changedelay -= multiplier / 7;
|
|
}
|
|
if (Person::players[0]->dead) {
|
|
targetlevel = whichlevel;
|
|
}
|
|
if (loading == 2 && !campaign) {
|
|
flash();
|
|
|
|
fireSound(firestartsound);
|
|
|
|
if (!Person::players[0]->dead && targetlevel != whichlevel) {
|
|
startbonustotal = bonustotal;
|
|
}
|
|
|
|
LoadLevel(targetlevel);
|
|
fireSound();
|
|
|
|
loading = 3;
|
|
}
|
|
if (loading == 2 && targetlevel == whichlevel) {
|
|
flash();
|
|
loadtime = 0;
|
|
|
|
fireSound(firestartsound);
|
|
|
|
LoadLevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
|
|
|
|
fireSound();
|
|
|
|
loading = 3;
|
|
}
|
|
if (changedelay <= -999 &&
|
|
whichlevel != -2 &&
|
|
!loading &&
|
|
(Person::players[0]->dead ||
|
|
(alldead && maptype == mapkilleveryone) ||
|
|
(winhotspot) ||
|
|
(Hotspot::killhotspot))) {
|
|
loading = 1;
|
|
}
|
|
if ((Person::players[0]->dead ||
|
|
(alldead && maptype == mapkilleveryone) ||
|
|
(winhotspot) ||
|
|
(windialogue) ||
|
|
(Hotspot::killhotspot)) &&
|
|
changedelay <= 0) {
|
|
if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
|
|
winfreeze = true;
|
|
changedelay = -999;
|
|
}
|
|
if (Person::players[0]->dead) {
|
|
loading = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (campaign) {
|
|
// campaignchoosenext determines what to do when the level is complete:
|
|
// 0 = load next level
|
|
// 1 = go back to level select screen
|
|
// 2 = stealthload next level
|
|
if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
|
|
if (campaignlevels[actuallevel].nextlevel.empty()) {
|
|
endgame = 1;
|
|
}
|
|
} else if (mainmenu == 0 && winfreeze) {
|
|
stealthloading = (campaignlevels[actuallevel].choosenext == 2);
|
|
|
|
if (!stealthloading) {
|
|
fireSound(firestartsound);
|
|
|
|
flash();
|
|
}
|
|
|
|
startbonustotal = 0;
|
|
|
|
LoadCampaign();
|
|
|
|
loading = 2;
|
|
loadtime = 0;
|
|
targetlevel = 7;
|
|
if (!firstLoadDone) {
|
|
LoadStuff();
|
|
}
|
|
whichchoice = 0;
|
|
actuallevel = campaignlevels[actuallevel].nextlevel.front();
|
|
visibleloading = true;
|
|
stillloading = 1;
|
|
LoadLevel(campaignlevels[actuallevel].mapname.c_str());
|
|
campaign = 1;
|
|
mainmenu = 0;
|
|
gameon = 1;
|
|
pause_sound(stream_menutheme);
|
|
|
|
stealthloading = 0;
|
|
}
|
|
}
|
|
|
|
if (loading == 3) {
|
|
loading = 0;
|
|
}
|
|
}
|
|
|
|
oldmusictype = musictype;
|
|
}
|
|
|
|
facing = 0;
|
|
facing.z = -1;
|
|
|
|
facing = DoRotation(facing, -pitch, 0, 0);
|
|
facing = DoRotation(facing, 0, 0 - yaw, 0);
|
|
viewerfacing = facing;
|
|
|
|
if (!cameramode) {
|
|
if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free) {
|
|
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;
|
|
} else {
|
|
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;
|
|
}
|
|
target.y += .1;
|
|
if (Person::players[0]->skeleton.free) {
|
|
for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
|
|
if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y) {
|
|
target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
|
|
}
|
|
}
|
|
target.y += .1;
|
|
}
|
|
if (Person::players[0]->skeleton.free != 2) {
|
|
cameraspeed = 20;
|
|
if (findLengthfast(&Person::players[0]->velocity) > 400) {
|
|
cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
|
|
}
|
|
if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim) {
|
|
target.y += 1.4;
|
|
}
|
|
coltarget = target - cameraloc;
|
|
if (findLengthfast(&coltarget) < multiplier * multiplier * 400) {
|
|
cameraloc = target;
|
|
} else {
|
|
Normalise(&coltarget);
|
|
if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0) {
|
|
cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
|
|
} else {
|
|
cameraloc = cameraloc + coltarget * multiplier * 8;
|
|
}
|
|
}
|
|
if (editorenabled) {
|
|
cameraloc = target;
|
|
}
|
|
cameradist += multiplier * 5;
|
|
if (cameradist > 2.3) {
|
|
cameradist = 2.3;
|
|
}
|
|
viewer = cameraloc - facing * cameradist;
|
|
colviewer = viewer;
|
|
coltarget = cameraloc;
|
|
Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
|
|
for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
|
|
unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
|
|
colviewer = viewer;
|
|
coltarget = cameraloc;
|
|
if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
|
|
viewer = col;
|
|
}
|
|
}
|
|
for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
|
|
unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
|
|
colviewer = viewer;
|
|
if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
|
|
viewer = colviewer;
|
|
}
|
|
}
|
|
cameradist = findDistance(&viewer, &target);
|
|
viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
|
|
if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
|
|
cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
|
|
}
|
|
}
|
|
if (camerashake > .8) {
|
|
camerashake = .8;
|
|
}
|
|
woozy += multiplier;
|
|
if (Person::players[0]->dead) {
|
|
camerashake = 0;
|
|
}
|
|
if (Person::players[0]->dead) {
|
|
woozy = 0;
|
|
}
|
|
camerashake -= multiplier * 2;
|
|
blackout -= multiplier * 2;
|
|
if (camerashake < 0) {
|
|
camerashake = 0;
|
|
}
|
|
if (blackout < 0) {
|
|
blackout = 0;
|
|
}
|
|
if (camerashake) {
|
|
viewer.x += (float)(Random() % 100) * .0005 * camerashake;
|
|
viewer.y += (float)(Random() % 100) * .0005 * camerashake;
|
|
viewer.z += (float)(Random() % 100) * .0005 * camerashake;
|
|
}
|
|
}
|
|
}
|