2023-08-01 19:50:29 +02:00

5149 lines
268 KiB
C++

/*
Copyright (C) 2003, 2010 - Wolfire Games
Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
This file is part of Lugaru.
Lugaru is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Lugaru is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
// Enable full math definitions
#define _USE_MATH_DEFINES
#include "Game.hpp"
#include "Animation/Animation.hpp"
#include "Audio/openal_wrapper.hpp"
#include "Devtools/ConsoleCmds.hpp"
#include "Level/Awards.hpp"
#include "Level/Campaign.hpp"
#include "Level/Dialog.hpp"
#include "Level/Hotspot.hpp"
#include "Menu/Menu.hpp"
#include "Tutorial.hpp"
#include "User/Settings.hpp"
#include "Utils/Folders.hpp"
#include "Utils/Input.hpp"
#if PLATFORM_UNIX
#include <sys/stat.h>
#include <sys/types.h>
#include <unistd.h>
#else
#include <direct.h>
#endif
#include <algorithm>
#include <cmath>
#include <ctime>
#include <dirent.h>
#include <limits>
#include <set>
#include <json/reader.h>
using namespace std;
using namespace Game;
// Added more evilness needed for MSVC
#ifdef _MSC_VER
#define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
#define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
#endif
extern float multiplier;
extern XYZ viewer;
extern int environment;
extern Terrain terrain;
extern float screenwidth, screenheight;
extern float gravity;
extern int detail;
extern float texdetail;
extern int slomo;
extern float slomodelay;
extern bool floatjump;
extern float volume;
extern Light light;
extern float camerashake;
extern float woozy;
extern float blackout;
extern bool cellophane;
extern bool musictoggle;
extern int difficulty;
extern int bloodtoggle;
extern bool invertmouse;
extern float windvar;
extern float precipdelay;
extern XYZ viewerfacing;
extern bool ambientsound;
extern bool mousejump;
extern float viewdistance;
extern bool freeze;
extern XYZ windvector;
extern bool devtools;
int leveltheme;
extern int mainmenu;
extern int oldmainmenu;
extern bool visibleloading;
extern XYZ envsound[30];
extern float envsoundvol[30];
extern int numenvsounds;
extern float envsoundlife[30];
extern float usermousesensitivity;
extern bool ismotionblur;
extern bool showdamagebar; // (des)activate the damage bar
extern bool decalstoggle;
extern bool skyboxtexture;
extern float skyboxr;
extern float skyboxg;
extern float skyboxb;
extern float skyboxlightr;
extern float skyboxlightg;
extern float skyboxlightb;
extern float fadestart;
extern float slomospeed;
extern float slomofreq;
extern float smoketex;
extern bool againbonus;
extern bool reversaltrain;
extern bool canattack;
extern bool cananger;
extern float damagedealt;
extern int maptype;
extern int editoractive;
extern int editorpathtype;
extern float hostiletime;
extern bool gamestarted;
extern int hostile;
extern bool stillloading;
extern bool winfreeze;
extern bool campaign;
extern void toggleFullscreen();
bool won = false;
int whichchoice = 0;
bool winhotspot = false;
bool windialogue = false;
bool realthreat = 0;
XYZ cameraloc;
float cameradist = 0;
bool oldattackkey = 0;
int whichlevel = 0;
float musicvolume[4] = {};
float oldmusicvolume[4] = {};
int musicselected = 0;
#define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
STATIC_ASSERT(rabbittype == 0 && wolftype == 1)
// utility functions
// TODO: this is slightly incorrect
float roughDirection(XYZ vec)
{
Normalise(&vec);
float angle = -asin(-vec.x) * 180 / M_PI;
if (vec.z < 0) {
angle = 180 - angle;
}
return angle;
}
float roughDirectionTo(XYZ start, XYZ end)
{
return roughDirection(end - start);
}
inline float pitchOf(XYZ vec)
{
Normalise(&vec);
return -asin(vec.y) * 180 / M_PI;
}
float pitchTo(XYZ start, XYZ end)
{
return pitchOf(end - start);
}
float sq(float n)
{
return n * n;
}
inline float stepTowardf(float from, float to, float by)
{
if (fabs(from - to) < by) {
return to;
} else if (from > to) {
return from - by;
} else {
return from + by;
}
}
void Game::playdialoguescenesound()
{
XYZ temppos;
temppos = Person::players.at(Dialog::currentScene().participantfocus)->coords;
temppos = temppos - viewer;
Normalise(&temppos);
temppos += viewer;
int sound = -1;
switch (Dialog::currentScene().sound) {
case -6:
sound = alarmsound;
break;
case -4:
sound = consolefailsound;
break;
case -3:
sound = consolesuccesssound;
break;
case -2:
sound = firestartsound;
break;
case -1:
sound = fireendsound;
break;
case 1:
sound = rabbitchitter;
break;
case 2:
sound = rabbitchitter2;
break;
case 3:
sound = rabbitpainsound;
break;
case 4:
sound = rabbitpain1sound;
break;
case 5:
sound = rabbitattacksound;
break;
case 6:
sound = rabbitattack2sound;
break;
case 7:
sound = rabbitattack3sound;
break;
case 8:
sound = rabbitattack4sound;
break;
case 9:
sound = growlsound;
break;
case 10:
sound = growl2sound;
break;
case 11:
sound = snarlsound;
break;
case 12:
sound = snarl2sound;
break;
case 13:
sound = barksound;
break;
case 14:
sound = bark2sound;
break;
case 15:
sound = bark3sound;
break;
case 16:
sound = barkgrowlsound;
break;
default:
break;
}
if (sound != -1) {
emit_sound_at(sound, temppos);
}
}
// ================================================================
int Game::findClosestPlayer()
{
int closest = -1;
float closestdist = std::numeric_limits<float>::max();
for (unsigned int i = 1; i < Person::players.size(); i++) {
float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
if (distance < closestdist) {
closestdist = distance;
closest = (int)i;
}
}
return closest;
}
static int findClosestObject()
{
int closest = -1;
float closestdist = std::numeric_limits<float>::max();
for (unsigned int i = 0; i < Object::objects.size(); i++) {
float distance = distsq(&Object::objects[i]->position,
&Person::players[0]->coords);
if (distance < closestdist) {
closestdist = distance;
closest = (int)i;
}
}
return closest;
}
void Game::cmd_dispatch(const string cmd)
{
int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
for (i = 0; i < n_cmds; i++) {
if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
break;
}
}
emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
}
/********************> Tick() <*****/
extern bool save_screenshot(const char* fname);
void Screenshot(void)
{
char filename[1024];
time_t t = time(NULL);
struct tm* tme = localtime(&t);
sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png",
tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
save_screenshot(filename);
}
void Game::SetUpLighting()
{
if (environment == snowyenvironment) {
light.setColors(.65, .65, .7, .4, .4, .44);
}
if (environment == desertenvironment) {
light.setColors(.95, .95, .95, .4, .35, .3);
}
if (environment == grassyenvironment) {
light.setColors(.95, .95, 1, .4, .4, .44);
}
if (!skyboxtexture) {
light.setColors(1, 1, 1, .4, .4, .4);
}
float average;
average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
light.color[0] *= (skyboxlightr + average) / 2;
light.color[1] *= (skyboxlightg + average) / 2;
light.color[2] *= (skyboxlightb + average) / 2;
light.ambient[0] *= (skyboxlightr + average) / 2;
light.ambient[1] *= (skyboxlightg + average) / 2;
light.ambient[2] *= (skyboxlightb + average) / 2;
}
void Setenvironment(int which)
{
LOGFUNC;
LOG(" Setting environment...");
float temptexdetail;
environment = which;
pause_sound(stream_snowtheme);
pause_sound(stream_grasstheme);
pause_sound(stream_deserttheme);
pause_sound(stream_wind);
pause_sound(stream_desertambient);
if (environment == snowyenvironment) {
windvector = 0;
windvector.z = 3;
if (ambientsound) {
emit_stream_np(stream_wind);
}
Object::treetextureptr.load("Textures/SnowTree.png", 0);
Object::bushtextureptr.load("Textures/BushSnow.png", 0);
Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
Object::boxtextureptr.load("Textures/SnowBox.jpg", 1);
footstepsound = footstepsn1;
footstepsound2 = footstepsn2;
footstepsound3 = footstepst1;
footstepsound4 = footstepst2;
terraintexture.load("Textures/Snow.jpg", 1);
terraintexture2.load("Textures/Rock.jpg", 1);
temptexdetail = texdetail;
if (texdetail > 1) {
texdetail = 4;
}
skybox->load("Textures/Skybox(snow)/Front.jpg",
"Textures/Skybox(snow)/Left.jpg",
"Textures/Skybox(snow)/Back.jpg",
"Textures/Skybox(snow)/Right.jpg",
"Textures/Skybox(snow)/Up.jpg",
"Textures/Skybox(snow)/Down.jpg");
texdetail = temptexdetail;
} else if (environment == desertenvironment) {
windvector = 0;
windvector.z = 2;
Object::treetextureptr.load("Textures/DesertTree.png", 0);
Object::bushtextureptr.load("Textures/BushDesert.png", 0);
Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
if (ambientsound) {
emit_stream_np(stream_desertambient);
}
footstepsound = footstepsn1;
footstepsound2 = footstepsn2;
footstepsound3 = footstepsn1;
footstepsound4 = footstepsn2;
terraintexture.load("Textures/Sand.jpg", 1);
terraintexture2.load("Textures/SandSlope.jpg", 1);
temptexdetail = texdetail;
if (texdetail > 1) {
texdetail = 4;
}
skybox->load("Textures/Skybox(sand)/Front.jpg",
"Textures/Skybox(sand)/Left.jpg",
"Textures/Skybox(sand)/Back.jpg",
"Textures/Skybox(sand)/Right.jpg",
"Textures/Skybox(sand)/Up.jpg",
"Textures/Skybox(sand)/Down.jpg");
texdetail = temptexdetail;
} else if (environment == grassyenvironment) {
windvector = 0;
windvector.z = 2;
Object::treetextureptr.load("Textures/Tree.png", 0);
Object::bushtextureptr.load("Textures/Bush.png", 0);
Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
if (ambientsound) {
emit_stream_np(stream_wind, 100.);
}
footstepsound = footstepgr1;
footstepsound2 = footstepgr2;
footstepsound3 = footstepst1;
footstepsound4 = footstepst2;
terraintexture.load("Textures/GrassDirt.jpg", 1);
terraintexture2.load("Textures/MossRock.jpg", 1);
temptexdetail = texdetail;
if (texdetail > 1) {
texdetail = 4;
}
skybox->load("Textures/Skybox(grass)/Front.jpg",
"Textures/Skybox(grass)/Left.jpg",
"Textures/Skybox(grass)/Back.jpg",
"Textures/Skybox(grass)/Right.jpg",
"Textures/Skybox(grass)/Up.jpg",
"Textures/Skybox(grass)/Down.jpg");
texdetail = temptexdetail;
}
temptexdetail = texdetail;
texdetail = 1;
terrain.load("Textures/HeightMap.png");
texdetail = temptexdetail;
}
bool Game::LoadLevel(int which)
{
stealthloading = 0;
whichlevel = which;
if (which == -1) {
return LoadLevel("tutorial", true);
} else if (which >= 0 && which <= 15) {
char buf[32];
snprintf(buf, 32, "map%d", which + 1); // challenges
return LoadLevel(buf);
} else {
return LoadLevel("mapsave");
}
}
void Game::ResetBeforeLevelLoad(bool tutorial)
{
Tutorial::active = tutorial;
if (Tutorial::active) {
Tutorial::stage = 0;
}
if (Tutorial::stage == 0) {
Tutorial::stagetime = 0;
Tutorial::maxtime = 1;
}
scoreadded = 0;
windialogue = false;
hostiletime = 0;
won = 0;
Dialog::dialogs.clear();
Dialog::indialogue = -1;
cameramode = 0;
damagedealt = 0;
damagetaken = 0;
if (Account::hasActive()) {
difficulty = Account::active().getDifficulty();
}
Hotspot::hotspots.clear();
Hotspot::current = -1;
bonustime = 1;
skyboxtexture = 1;
skyboxr = 1;
skyboxg = 1;
skyboxb = 1;
freeze = 0;
winfreeze = 0;
for (unsigned char i = 0; i < 100; i++) {
bonusnum[i] = 0;
}
numfalls = 0;
numflipfail = 0;
numseen = 0;
numstaffattack = 0;
numswordattack = 0;
numknifeattack = 0;
numunarmedattack = 0;
numescaped = 0;
numflipped = 0;
numwallflipped = 0;
numthrowkill = 0;
numafterkill = 0;
numreversals = 0;
numattacks = 0;
maxalarmed = 0;
numresponded = 0;
bonustotal = startbonustotal;
bonus = 0;
gameon = 1;
changedelay = 0;
}
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;
}
}
}