2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
23 #include "Animation/Animation.hpp"
24 #include "Audio/openal_wrapper.hpp"
25 #include "Graphic/Texture.hpp"
26 #include "Menu/Menu.hpp"
27 #include "Utils/Folders.hpp"
29 extern float screenwidth, screenheight;
30 extern float viewdistance;
32 extern float fadestart;
33 extern float texscale;
36 extern Terrain terrain;
37 extern int kTextureSize;
38 extern float texdetail;
39 extern float realtexdetail;
42 extern bool cellophane;
43 extern GLubyte bloodText[512 * 512 * 3];
44 extern GLubyte wolfbloodText[512 * 512 * 3];
45 extern bool ismotionblur;
46 extern bool trilinear;
47 extern bool musictoggle;
48 extern int environment;
49 extern bool ambientsound;
50 extern float multiplier;
51 extern int netdatanew;
53 extern bool stillloading;
55 extern bool visibleloading;
56 extern float flashamount, flashr, flashg, flashb;
57 extern int flashdelay;
58 extern int whichjointstartarray[26];
59 extern int whichjointendarray[26];
60 extern float slomospeed;
61 extern bool gamestarted;
63 extern float accountcampaignhighscore[10];
64 extern float accountcampaignfasttime[10];
65 extern float accountcampaignscore[10];
66 extern float accountcampaigntime[10];
68 extern int accountcampaignchoicesmade[10];
69 extern int accountcampaignchoices[10][5000];
71 void LOG(const std::string &, ...)
73 // !!! FIXME: write me.
80 if (Game::endgame == 2) {
81 Account::active().endGame();
85 Account::saveFile(Folders::getUserSavePath());
89 LOG("Shutting down sound system...");
91 OPENAL_StopSound(OPENAL_ALL);
93 // this is causing problems on Linux, but we'll force an _exit() a little
94 // later in the shutdown process. --ryan.
97 for (int i = 0; i < sounds_count; ++i) {
98 OPENAL_Sample_Free(samp[i]);
108 textmono = new Text();
109 skybox = new SkyBox();
112 void Game::deleteGame()
118 glDeleteTextures(1, &screentexture);
119 glDeleteTextures(1, &screentexture2);
126 void LoadSave(const std::string& fileName, GLubyte *array)
130 LOG(std::string("Loading (S)...") + fileName);
133 float temptexdetail = texdetail;
138 if (!load_image(Folders::getResourcePath(fileName).c_str(), texture)) {
139 texdetail = temptexdetail;
142 texdetail = temptexdetail;
144 int bytesPerPixel = texture.bpp / 8;
147 for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
148 if ((i + 1) % 4 || bytesPerPixel == 3) {
149 array[tempnum] = texture.data[i];
157 //***************> ResizeGLScene() <******/
158 GLvoid Game::ReSizeGLScene(float fov, float pnear)
160 if (screenheight == 0) {
164 glViewport(0, 0, screenwidth, screenheight);
166 glMatrixMode(GL_PROJECTION);
169 gluPerspective(fov, (GLfloat)screenwidth / (GLfloat)screenheight, pnear, viewdistance);
171 glMatrixMode(GL_MODELVIEW);
175 void Game::LoadingScreen()
177 if (!visibleloading) {
181 static float loadprogress;
182 static AbsoluteTime frametime = {0, 0};
183 AbsoluteTime currTime = UpTime ();
184 double deltaTime = (float) AbsoluteDeltaToDuration (currTime, frametime);
186 if (0 > deltaTime) // if negative microseconds
187 deltaTime /= -1000000.0;
188 else // else milliseconds
191 multiplier = deltaTime;
192 if (multiplier < .001)
196 if (multiplier > .05) {
197 frametime = currTime; // reset for next time interval
201 glClearColor(0, 0, 0, 1);
202 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
205 loadtime += multiplier * 4;
207 loadprogress = loadtime;
208 if (loadprogress > 100)
213 glEnable(GL_TEXTURE_2D);
214 loadscreentexture.bind();
215 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
216 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
217 glDisable(GL_DEPTH_TEST);
218 glDisable(GL_CULL_FACE);
219 glDisable(GL_LIGHTING);
221 glMatrixMode(GL_PROJECTION);
224 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
225 glMatrixMode(GL_MODELVIEW);
228 glTranslatef(screenwidth / 2, screenheight / 2, 0);
229 glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
230 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
232 glColor4f(loadprogress / 100, loadprogress / 100, loadprogress / 100, 1);
235 glTexCoord2f(.1 - loadprogress / 100, 0 + loadprogress / 100 + .3);
236 glVertex3f(-1, -1, 0.0f);
237 glTexCoord2f(.1 - loadprogress / 100, 0 + loadprogress / 100 + .3);
238 glVertex3f(1, -1, 0.0f);
239 glTexCoord2f(.1 - loadprogress / 100, 1 + loadprogress / 100 + .3);
240 glVertex3f(1, 1, 0.0f);
241 glTexCoord2f(.1 - loadprogress / 100, 1 + loadprogress / 100 + .3);
242 glVertex3f(-1, 1, 0.0f);
248 glTexCoord2f(.4 + loadprogress / 100, 0 + loadprogress / 100);
249 glVertex3f(-1, -1, 0.0f);
250 glTexCoord2f(.4 + loadprogress / 100, 0 + loadprogress / 100);
251 glVertex3f(1, -1, 0.0f);
252 glTexCoord2f(.4 + loadprogress / 100, 1 + loadprogress / 100);
253 glVertex3f(1, 1, 0.0f);
254 glTexCoord2f(.4 + loadprogress / 100, 1 + loadprogress / 100);
255 glVertex3f(-1, 1, 0.0f);
258 glDisable(GL_TEXTURE_2D);
259 glMatrixMode(GL_PROJECTION);
261 glMatrixMode(GL_MODELVIEW);
266 glEnable(GL_TEXTURE_2D);
267 loadscreentexture.bind();
268 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
269 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
270 glDisable(GL_DEPTH_TEST);
271 glDisable(GL_CULL_FACE);
272 glDisable(GL_LIGHTING);
274 glMatrixMode(GL_PROJECTION);
277 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
278 glMatrixMode(GL_MODELVIEW);
281 glTranslatef(screenwidth / 2, screenheight / 2, 0);
282 glScalef((float)screenwidth / 2 * (1.5 - (loadprogress) / 200), (float)screenheight / 2 * (1.5 - (loadprogress) / 200), 1);
283 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
285 glColor4f(loadprogress / 100, loadprogress / 100, loadprogress / 100, 1);
288 glTexCoord2f(0 + .5, 0 + .5);
289 glVertex3f(-1, -1, 0.0f);
290 glTexCoord2f(1 + .5, 0 + .5);
291 glVertex3f(1, -1, 0.0f);
292 glTexCoord2f(1 + .5, 1 + .5);
293 glVertex3f(1, 1, 0.0f);
294 glTexCoord2f(0 + .5, 1 + .5);
295 glVertex3f(-1, 1, 0.0f);
298 glDisable(GL_TEXTURE_2D);
299 glMatrixMode(GL_PROJECTION);
301 glMatrixMode(GL_MODELVIEW);
306 glEnable(GL_TEXTURE_2D);
307 loadscreentexture.bind();
308 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
309 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
310 glDisable(GL_DEPTH_TEST);
311 glDisable(GL_CULL_FACE);
312 glDisable(GL_LIGHTING);
314 glMatrixMode(GL_PROJECTION);
317 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
318 glMatrixMode(GL_MODELVIEW);
321 glTranslatef(screenwidth / 2, screenheight / 2, 0);
322 glScalef((float)screenwidth / 2 * (100 + loadprogress) / 100, (float)screenheight / 2 * (100 + loadprogress) / 100, 1);
323 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
325 glColor4f(loadprogress / 100, loadprogress / 100, loadprogress / 100, .4);
328 glTexCoord2f(0 + .2, 0 + .8);
329 glVertex3f(-1, -1, 0.0f);
330 glTexCoord2f(1 + .2, 0 + .8);
331 glVertex3f(1, -1, 0.0f);
332 glTexCoord2f(1 + .2, 1 + .8);
333 glVertex3f(1, 1, 0.0f);
334 glTexCoord2f(0 + .2, 1 + .8);
335 glVertex3f(-1, 1, 0.0f);
338 glDisable(GL_TEXTURE_2D);
339 glMatrixMode(GL_PROJECTION);
341 glMatrixMode(GL_MODELVIEW);
348 if (flashamount > 0) {
352 flashamount -= multiplier;
356 glDisable(GL_DEPTH_TEST);
357 glDisable(GL_CULL_FACE);
358 glDisable(GL_LIGHTING);
359 glDisable(GL_TEXTURE_2D);
361 glMatrixMode(GL_PROJECTION);
364 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
365 glMatrixMode(GL_MODELVIEW);
368 glScalef(screenwidth, screenheight, 1);
369 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
371 glColor4f(flashr, flashg, flashb, flashamount);
373 glVertex3f(0, 0, 0.0f);
374 glVertex3f(256, 0, 0.0f);
375 glVertex3f(256, 256, 0.0f);
376 glVertex3f(0, 256, 0.0f);
378 glMatrixMode(GL_PROJECTION);
380 glMatrixMode(GL_MODELVIEW);
382 glEnable(GL_DEPTH_TEST);
383 glEnable(GL_CULL_FACE);
392 void FadeLoadingScreen(float howmuch)
394 static float loadprogress;
398 glClearColor(0, 0, 0, 1);
399 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
401 loadprogress = howmuch;
405 glDisable(GL_TEXTURE_2D);
406 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
407 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
408 glDisable(GL_DEPTH_TEST);
409 glDisable(GL_CULL_FACE);
410 glDisable(GL_LIGHTING);
412 glMatrixMode(GL_PROJECTION);
415 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
416 glMatrixMode(GL_MODELVIEW);
419 glTranslatef(screenwidth / 2, screenheight / 2, 0);
420 glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
421 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
423 glColor4f(loadprogress / 100, 0, 0, 1);
427 glVertex3f(-1, -1, 0.0f);
429 glVertex3f(1, -1, 0.0f);
431 glVertex3f(1, 1, 0.0f);
433 glVertex3f(-1, 1, 0.0f);
436 glDisable(GL_TEXTURE_2D);
437 glMatrixMode(GL_PROJECTION);
439 glMatrixMode(GL_MODELVIEW);
447 void Game::InitGame()
451 numchallengelevels = 14;
453 Account::loadFile(Folders::getUserSavePath());
455 whichjointstartarray[0] = righthip;
456 whichjointendarray[0] = rightfoot;
458 whichjointstartarray[1] = righthip;
459 whichjointendarray[1] = rightankle;
461 whichjointstartarray[2] = righthip;
462 whichjointendarray[2] = rightknee;
464 whichjointstartarray[3] = rightknee;
465 whichjointendarray[3] = rightankle;
467 whichjointstartarray[4] = rightankle;
468 whichjointendarray[4] = rightfoot;
470 whichjointstartarray[5] = lefthip;
471 whichjointendarray[5] = leftfoot;
473 whichjointstartarray[6] = lefthip;
474 whichjointendarray[6] = leftankle;
476 whichjointstartarray[7] = lefthip;
477 whichjointendarray[7] = leftknee;
479 whichjointstartarray[8] = leftknee;
480 whichjointendarray[8] = leftankle;
482 whichjointstartarray[9] = leftankle;
483 whichjointendarray[9] = leftfoot;
485 whichjointstartarray[10] = abdomen;
486 whichjointendarray[10] = rightshoulder;
488 whichjointstartarray[11] = abdomen;
489 whichjointendarray[11] = rightelbow;
491 whichjointstartarray[12] = abdomen;
492 whichjointendarray[12] = rightwrist;
494 whichjointstartarray[13] = abdomen;
495 whichjointendarray[13] = righthand;
497 whichjointstartarray[14] = rightshoulder;
498 whichjointendarray[14] = rightelbow;
500 whichjointstartarray[15] = rightelbow;
501 whichjointendarray[15] = rightwrist;
503 whichjointstartarray[16] = rightwrist;
504 whichjointendarray[16] = righthand;
506 whichjointstartarray[17] = abdomen;
507 whichjointendarray[17] = leftshoulder;
509 whichjointstartarray[18] = abdomen;
510 whichjointendarray[18] = leftelbow;
512 whichjointstartarray[19] = abdomen;
513 whichjointendarray[19] = leftwrist;
515 whichjointstartarray[20] = abdomen;
516 whichjointendarray[20] = lefthand;
518 whichjointstartarray[21] = leftshoulder;
519 whichjointendarray[21] = leftelbow;
521 whichjointstartarray[22] = leftelbow;
522 whichjointendarray[22] = leftwrist;
524 whichjointstartarray[23] = leftwrist;
525 whichjointendarray[23] = lefthand;
527 whichjointstartarray[24] = abdomen;
528 whichjointendarray[24] = neck;
530 whichjointstartarray[25] = neck;
531 whichjointendarray[25] = head;
533 FadeLoadingScreen(0);
537 int temptexdetail = texdetail;
539 text->LoadFontTexture("Textures/Font.png");
541 textmono->LoadFontTexture("Textures/FontMono.png");
542 textmono->BuildFont();
543 texdetail = temptexdetail;
545 FadeLoadingScreen(10);
557 LOG("Initializing sound system...");
559 OPENAL_Init(44100, 32, 0);
561 OPENAL_SetSFXMasterVolume((int)(volume * 255));
565 emit_stream_np(stream_menutheme);
567 cursortexture.load("Textures/Cursor.png", 0);
569 Mapcircletexture.load("Textures/MapCircle.png", 0);
570 Mapboxtexture.load("Textures/MapBox.png", 0);
571 Maparrowtexture.load("Textures/MapArrow.png", 0);
573 temptexdetail = texdetail;
576 Mainmenuitems[0].load("Textures/Lugaru.png", 0);
577 Mainmenuitems[1].load("Textures/NewGame.png", 0);
578 Mainmenuitems[2].load("Textures/Options.png", 0);
579 Mainmenuitems[3].load("Textures/Quit.png", 0);
580 Mainmenuitems[4].load("Textures/Eyelid.png", 0);
581 Mainmenuitems[5].load("Textures/Resume.png", 0);
582 Mainmenuitems[6].load("Textures/EndGame.png", 0);
584 texdetail = temptexdetail;
586 FadeLoadingScreen(95);
593 firstLoadDone = false;
596 newscreenwidth = screenwidth;
597 newscreenheight = screenheight;
601 Animation::loadAll();
605 void Game::LoadScreenTexture()
607 glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
609 if (!Game::screentexture)
610 glGenTextures( 1, &Game::screentexture );
611 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
614 glEnable(GL_TEXTURE_2D);
615 glBindTexture( GL_TEXTURE_2D, Game::screentexture);
616 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
617 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
619 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0);
622 //TODO: move LoadStuff() closer to GameTick.cpp to get rid of various vars shared in Game.hpp
623 /* Loads models and textures which only needs to be loaded once */
624 void Game::LoadStuff()
627 float viewdistdetail;
636 visibleloading = false; //don't use loadscreentexture yet
637 loadscreentexture.load("Textures/Fire.jpg", 1);
638 visibleloading = true;
640 temptexdetail = texdetail;
642 text->LoadFontTexture("Textures/Font.png");
644 textmono->LoadFontTexture("Textures/FontMono.png");
645 textmono->BuildFont();
646 texdetail = temptexdetail;
649 viewdistance = 50 * megascale * viewdistdetail;
654 } else if (detail == 1) {
662 realtexdetail = texdetail;
664 LOG("Loading weapon data...");
666 Weapon::knifetextureptr.load("Textures/Knife.png", 0);
667 Weapon::bloodknifetextureptr.load("Textures/BloodKnife.png", 0);
668 Weapon::lightbloodknifetextureptr.load("Textures/BloodKnifeLight.png", 0);
669 Weapon::swordtextureptr.load("Textures/Sword.jpg", 1);
670 Weapon::bloodswordtextureptr.load("Textures/SwordBlood.jpg", 1);
671 Weapon::lightbloodswordtextureptr.load("Textures/SwordBloodLight.jpg", 1);
672 Weapon::stafftextureptr.load("Textures/Staff.jpg", 1);
674 Weapon::throwingknifemodel.load("Models/ThrowingKnife.solid");
675 Weapon::throwingknifemodel.Scale(.001, .001, .001);
676 Weapon::throwingknifemodel.Rotate(90, 0, 0);
677 Weapon::throwingknifemodel.Rotate(0, 90, 0);
678 Weapon::throwingknifemodel.flat = 0;
679 Weapon::throwingknifemodel.CalculateNormals(1);
681 Weapon::swordmodel.load("Models/Sword.solid");
682 Weapon::swordmodel.Scale(.001, .001, .001);
683 Weapon::swordmodel.Rotate(90, 0, 0);
684 Weapon::swordmodel.Rotate(0, 90, 0);
685 Weapon::swordmodel.Rotate(0, 0, 90);
686 Weapon::swordmodel.flat = 1;
687 Weapon::swordmodel.CalculateNormals(1);
689 Weapon::staffmodel.load("Models/Staff.solid");
690 Weapon::staffmodel.Scale(.005, .005, .005);
691 Weapon::staffmodel.Rotate(90, 0, 0);
692 Weapon::staffmodel.Rotate(0, 90, 0);
693 Weapon::staffmodel.Rotate(0, 0, 90);
694 Weapon::staffmodel.flat = 1;
695 Weapon::staffmodel.CalculateNormals(1);
697 terrain.shadowtexture.load("Textures/Shadow.png", 0);
698 terrain.bloodtexture.load("Textures/Blood.png", 0);
699 terrain.breaktexture.load("Textures/Break.png", 0);
700 terrain.bloodtexture2.load("Textures/Blood.png", 0);
703 terrain.footprinttexture.load("Textures/Footprint.png", 0);
704 terrain.bodyprinttexture.load("Textures/Bodyprint.png", 0);
705 hawktexture.load("Textures/Hawk.png", 0);
708 Sprite::cloudtexture.load("Textures/Cloud.png", 1);
709 Sprite::cloudimpacttexture.load("Textures/CloudImpact.png", 1);
710 Sprite::bloodtexture.load("Textures/BloodParticle.png", 1);
711 Sprite::snowflaketexture.load("Textures/SnowFlake.png", 1);
712 Sprite::flametexture.load("Textures/Flame.png", 1);
713 Sprite::bloodflametexture.load("Textures/BloodFlame.png", 1);
714 Sprite::smoketexture.load("Textures/Smoke.png", 1);
715 Sprite::shinetexture.load("Textures/Shine.png", 1);
716 Sprite::splintertexture.load("Textures/Splinter.png", 1);
717 Sprite::leaftexture.load("Textures/Leaf.png", 1);
718 Sprite::toothtexture.load("Textures/Tooth.png", 1);
722 ReSizeGLScene(90, .01);
726 //Set up distant light
727 light.color[0] = .95;
728 light.color[1] = .95;
730 light.ambient[0] = .2;
731 light.ambient[1] = .2;
732 light.ambient[2] = .24;
733 light.location.x = 1;
734 light.location.y = 1;
735 light.location.z = -.2;
736 Normalise(&light.location);
746 texscale = .2 / megascale / viewdistdetail;
747 terrain.scale = 3 * megascale * viewdistdetail;
749 viewer.x = terrain.size / 2 * terrain.scale;
750 viewer.z = terrain.size / 2 * terrain.scale;
752 hawk.load("Models/Hawk.solid");
753 hawk.Scale(.03, .03, .03);
754 hawk.Rotate(90, 1, 1);
755 hawk.CalculateNormals(0);
756 hawk.ScaleNormals(-1, -1, -1);
757 hawkcoords.x = terrain.size / 2 * terrain.scale - 5 - 7;
758 hawkcoords.z = terrain.size / 2 * terrain.scale - 5 - 7;
759 hawkcoords.y = terrain.getHeight(hawkcoords.x, hawkcoords.z) + 25;
761 eye.load("Models/Eye.solid");
762 eye.Scale(.03, .03, .03);
763 eye.CalculateNormals(0);
765 cornea.load("Models/Cornea.solid");
766 cornea.Scale(.03, .03, .03);
767 cornea.CalculateNormals(0);
769 iris.load("Models/Iris.solid");
770 iris.Scale(.03, .03, .03);
771 iris.CalculateNormals(0);
773 LoadSave("Textures/BloodFur.png", &bloodText[0]);
774 LoadSave("Textures/WolfBloodFur.png", &wolfbloodText[0]);
781 //Fix knife stab, too lazy to do it manually
785 // FIXME - Why this uses skeleton.joints.size() and not Animation::numjoints? (are they equal?)
786 // It seems skeleton.joints.size() is 0 at this point, so this is useless.
787 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
788 for (unsigned j = 0; j < Animation::animations[knifesneakattackanim].frames.size(); j++) {
789 Animation::animations[knifesneakattackanim].frames[j].joints[i].position += moveamount;
795 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
796 for (unsigned j = 0; j < Animation::animations[knifesneakattackedanim].frames.size(); j++) {
797 Animation::animations[knifesneakattackedanim].frames[j].joints[i].position += moveamount;
803 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
804 Animation::animations[dead1anim].frames[1].joints[i].position = Animation::animations[dead1anim].frames[0].joints[i].position;
805 Animation::animations[dead2anim].frames[1].joints[i].position = Animation::animations[dead2anim].frames[0].joints[i].position;
806 Animation::animations[dead3anim].frames[1].joints[i].position = Animation::animations[dead3anim].frames[0].joints[i].position;
807 Animation::animations[dead4anim].frames[1].joints[i].position = Animation::animations[dead4anim].frames[0].joints[i].position;
809 Animation::animations[dead1anim].frames[0].speed = 0.001;
810 Animation::animations[dead2anim].frames[0].speed = 0.001;
811 Animation::animations[dead3anim].frames[0].speed = 0.001;
812 Animation::animations[dead4anim].frames[0].speed = 0.001;
814 Animation::animations[dead1anim].frames[1].speed = 0.001;
815 Animation::animations[dead2anim].frames[1].speed = 0.001;
816 Animation::animations[dead3anim].frames[1].speed = 0.001;
817 Animation::animations[dead4anim].frames[1].speed = 0.001;
819 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
820 for (unsigned j = 0; j < Animation::animations[swordsneakattackanim].frames.size(); j++) {
821 Animation::animations[swordsneakattackanim].frames[j].joints[i].position += moveamount;
825 for (unsigned j = 0; j < Animation::animations[swordsneakattackanim].frames.size(); j++) {
826 Animation::animations[swordsneakattackanim].frames[j].weapontarget += moveamount;
831 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
832 for (unsigned j = 0; j < Animation::animations[swordsneakattackedanim].frames.size(); j++) {
833 Animation::animations[swordsneakattackedanim].frames[j].joints[i].position += moveamount;
839 if (!screentexture) {
843 if (targetlevel != 7) {
844 emit_sound_at(fireendsound);
851 visibleloading = false;
852 firstLoadDone = true;