2 Copyright (C) 2003, 2010 - Wolfire Games
4 This file is part of Lugaru.
6 Lugaru is free software; you can redistribute it and/or
7 modify it under the terms of the GNU General Public License
8 as published by the Free Software Foundation; either version 2
9 of the License, or (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
15 See the GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
24 #include <sys/types.h>
33 #include "openal_wrapper.h"
36 #include "Animation.h"
43 // Added more evilness needed for MSVC
45 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
46 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
50 extern float multiplier;
52 extern int environment;
53 extern Terrain terrain;
54 extern float screenwidth,screenheight;
57 extern float texdetail;
58 extern Objects objects;
60 extern float slomodelay;
61 extern bool floatjump;
64 extern float camerashake;
66 extern float blackout;
67 extern bool cellophane;
68 extern bool musictoggle;
69 extern int difficulty;
70 extern int bloodtoggle;
71 extern bool invertmouse;
73 extern float precipdelay;
74 extern XYZ viewerfacing;
75 extern bool ambientsound;
76 extern bool mousejump;
77 extern float viewdistance;
79 extern bool keyboardfrozen;
80 extern bool loadingstuff;
81 extern XYZ windvector;
82 extern bool debugmode;
83 static int leveltheme;
85 extern bool visibleloading;
86 extern XYZ envsound[30];
87 extern float envsoundvol[30];
88 extern int numenvsounds;
89 extern float envsoundlife[30];
90 extern float usermousesensitivity;
91 extern bool ismotionblur;
92 extern bool showdamagebar; // (des)activate the damage bar
94 extern float tintr,tintg,tintb;
95 extern bool skyboxtexture;
99 extern float skyboxlightr;
100 extern float skyboxlightg;
101 extern float skyboxlightb;
102 extern float fadestart;
103 extern float slomospeed;
104 extern float slomofreq;
105 extern int tutoriallevel;
106 extern float smoketex;
107 extern float tutorialstagetime;
108 extern int tutorialstage;
109 extern float tutorialmaxtime;
110 extern float tutorialsuccess;
111 extern bool againbonus;
112 extern bool reversaltrain;
113 extern bool canattack;
114 extern bool cananger;
115 extern float damagedealt;
117 extern int editoractive;
118 extern int editorpathtype;
120 extern float hostiletime;
122 extern bool gamestarted;
124 extern int numhotspots;
125 extern int winhotspot;
126 extern int windialogue;
127 extern int killhotspot;
128 extern XYZ hotspot[40];
129 extern int hotspottype[40];
130 extern float hotspotsize[40];
131 extern char hotspottext[40][256];
132 extern int currenthotspot;
136 extern bool stillloading;
137 extern bool winfreeze;
139 extern bool campaign;
141 static const char *rabbitskin[] = {
142 ":Data:Textures:Fur3.jpg",
143 ":Data:Textures:Fur.jpg",
144 ":Data:Textures:Fur2.jpg",
145 ":Data:Textures:Lynx.jpg",
146 ":Data:Textures:Otter.jpg",
147 ":Data:Textures:Opal.jpg",
148 ":Data:Textures:Sable.jpg",
149 ":Data:Textures:Chocolate.jpg",
150 ":Data:Textures:BW2.jpg",
151 ":Data:Textures:WB2.jpg"
154 static const char *wolfskin[] = {
155 ":Data:Textures:Wolf.jpg",
156 ":Data:Textures:Darkwolf.jpg",
157 ":Data:Textures:Snowwolf.jpg"
160 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
161 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
163 static const char **creatureskin[] = {rabbitskin, wolfskin};
165 /* Return true if PFX is a prefix of STR (case-insensitive). */
166 static bool stripfx(const char *str, const char *pfx)
168 return !strncasecmp(str, pfx, strlen(pfx));
171 static const char *cmd_names[] = {
172 #define DECLARE_COMMAND(cmd) #cmd,
173 #include "ConsoleCmds.h"
174 #undef DECLARE_COMMAND
177 typedef void (*console_handler)(Game *game, const char *args);
179 #define DECLARE_COMMAND(cmd) static void ch_##cmd(Game *game, const char *args);
180 #include "ConsoleCmds.h"
181 #undef DECLARE_COMMAND
183 static console_handler cmd_handlers[] = {
184 #define DECLARE_COMMAND(cmd) ch_##cmd,
185 #include "ConsoleCmds.h"
186 #undef DECLARE_COMMAND
191 // added utility functions -sf17k =============================================================
193 //TODO: try to hide these variables completely with a better interface
194 inline void setAnimation(int playerid,int animation){
195 player[playerid].targetanimation=animation;
196 player[playerid].targetframe=0;
197 player[playerid].target=0;
200 //TODO: this is incorrect but I'm afraid to change it and break something,
201 //probably causes quirky behavior that I might want to preserve
202 inline float roughDirection(XYZ vec){
204 float angle=-asin(-vec.x)*180/M_PI;
209 inline float roughDirectionTo(XYZ start, XYZ end){
210 return roughDirection(end-start);
213 //TODO: gotta be a better way
214 inline float pitch(XYZ vec){
216 return -asin(vec.y)*180/M_PI;
218 inline float pitchTo(XYZ start, XYZ end){
219 return pitch(end-start);
222 //change these to a Person method
223 inline Joint& playerJoint(int playerid, int bodypart){
224 return player[playerid].skeleton.joints[player[playerid].skeleton.jointlabels[bodypart]]; }
225 inline Joint& playerJoint(Person* pplayer, int bodypart){
226 return pplayer->skeleton.joints[pplayer->skeleton.jointlabels[bodypart]]; }
228 inline float sq(float n) { return n*n; }
230 inline float stepTowardf(float from, float to, float by){
231 if(fabs(from-to)<by) return to;
232 else if(from>to) return from-by;
236 void playdialogueboxsound(){
238 temppos=player[participantfocus[whichdialogue][indialogue]].coords;
239 temppos=temppos-viewer;
244 switch(dialogueboxsound[whichdialogue][indialogue]){
245 case -6: sound=alarmsound; break;
246 case -4: sound=consolefailsound; break;
247 case -3: sound=consolesuccesssound; break;
248 case -2: sound=firestartsound; break;
249 case -1: sound=fireendsound; break;
250 case 1: sound=rabbitchitter; break;
251 case 2: sound=rabbitchitter2; break;
252 case 3: sound=rabbitpainsound; break;
253 case 4: sound=rabbitpain1sound; break;
254 case 5: sound=rabbitattacksound; break;
255 case 6: sound=rabbitattack2sound; break;
256 case 7: sound=rabbitattack3sound; break;
257 case 8: sound=rabbitattack4sound; break;
258 case 9: sound=growlsound; break;
259 case 10: sound=growl2sound; break;
260 case 11: sound=snarlsound; break;
261 case 12: sound=snarl2sound; break;
262 case 13: sound=barksound; break;
263 case 14: sound=bark2sound; break;
264 case 15: sound=bark3sound; break;
265 case 16: sound=barkgrowlsound; break;
269 emit_sound_at(sound, temppos);
272 // end added utility functions ================================================================
276 static void ch_quit(Game *game, const char *args)
281 static void ch_map(Game *game, const char *args)
283 game->Loadlevel(args);
284 game->whichlevel = -2;
288 static void ch_save(Game *game, const char *args){
290 snprintf(buf, 63, ":Data:Maps:%s", args);
295 tfile=fopen( ConvertFileName(buf), "wb" );
296 fpackf(tfile, "Bi", mapvers);
297 fpackf(tfile, "Bi", maptype);
298 fpackf(tfile, "Bi", hostile);
299 fpackf(tfile, "Bf Bf", viewdistance, fadestart);
300 fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
301 fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
302 fpackf(tfile, "Bf Bf Bf Bf Bf Bi", player[0].coords.x, player[0].coords.y, player[0].coords.z,
303 player[0].rotation, player[0].targetrotation, player[0].num_weapons);
304 if(player[0].num_weapons>0&&player[0].num_weapons<5)
305 for(int j=0;j<player[0].num_weapons;j++)
306 fpackf(tfile, "Bi", weapons[player[0].weaponids[j]].getType());
308 fpackf(tfile, "Bf Bf Bf", player[0].armorhead, player[0].armorhigh, player[0].armorlow);
309 fpackf(tfile, "Bf Bf Bf", player[0].protectionhead, player[0].protectionhigh, player[0].protectionlow);
310 fpackf(tfile, "Bf Bf Bf", player[0].metalhead, player[0].metalhigh, player[0].metallow);
311 fpackf(tfile, "Bf Bf", player[0].power, player[0].speedmult);
313 fpackf(tfile, "Bi", player[0].numclothes);
315 fpackf(tfile, "Bi Bi", player[0].whichskin, player[0].creature);
317 fpackf(tfile, "Bi", numdialogues);
319 for(int k=0;k<numdialogues;k++){
320 fpackf(tfile, "Bi", numdialogueboxes[k]);
321 fpackf(tfile, "Bi", dialoguetype[k]);
322 for(int l=0;l<10;l++){
323 fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z);
324 fpackf(tfile, "Bf", participantrotation[k][l]);
326 for(int l=0;l<numdialogueboxes[k];l++){
327 fpackf(tfile, "Bi", dialogueboxlocation[k][l]);
328 fpackf(tfile, "Bf", dialogueboxcolor[k][l][0]);
329 fpackf(tfile, "Bf", dialogueboxcolor[k][l][1]);
330 fpackf(tfile, "Bf", dialogueboxcolor[k][l][2]);
331 fpackf(tfile, "Bi", dialogueboxsound[k][l]);
333 int templength=strlen(dialoguetext[k][l]);
334 fpackf(tfile, "Bi",(templength));
335 for(int m=0;m<templength;m++){
336 fpackf(tfile, "Bb", dialoguetext[k][l][m]);
337 if(dialoguetext[k][l][m]=='\0')
341 templength=strlen(dialoguename[k][l]);
342 fpackf(tfile, "Bi",templength);
343 for(int m=0;m<templength;m++){
344 fpackf(tfile, "Bb", dialoguename[k][l][m]);
345 if(dialoguename[k][l][m]=='\0')
349 fpackf(tfile, "Bf Bf Bf", dialoguecamera[k][l].x, dialoguecamera[k][l].y, dialoguecamera[k][l].z);
350 fpackf(tfile, "Bi", participantfocus[k][l]);
351 fpackf(tfile, "Bi", participantaction[k][l]);
353 for(int m=0;m<10;m++)
354 fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z);
356 fpackf(tfile, "Bf Bf",dialoguecamerarotation[k][l],dialoguecamerarotation2[k][l]);
360 for(int k=0;k<player[0].numclothes;k++){
361 int templength=strlen(player[0].clothes[k]);
362 fpackf(tfile, "Bi", templength);
363 for(int l=0;l<templength;l++)
364 fpackf(tfile, "Bb", player[0].clothes[k][l]);
365 fpackf(tfile, "Bf Bf Bf", player[0].clothestintr[k], player[0].clothestintg[k], player[0].clothestintb[k]);
368 fpackf(tfile, "Bi", environment);
370 fpackf(tfile, "Bi", objects.numobjects);
372 for(int k=0;k<objects.numobjects;k++)
373 fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.rotation[k], objects.rotation2[k],
374 objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]);
376 fpackf(tfile, "Bi", numhotspots);
377 for(int i=0;i<numhotspots;i++){
378 fpackf(tfile, "Bi Bf Bf Bf Bf", hotspottype[i],hotspotsize[i],hotspot[i].x,hotspot[i].y,hotspot[i].z);
379 int templength=strlen(hotspottext[i]);
380 fpackf(tfile, "Bi",templength);
381 for(int l=0;l<templength;l++)
382 fpackf(tfile, "Bb", hotspottext[i][l]);
385 fpackf(tfile, "Bi", numplayers);
386 if(numplayers<maxplayers)
387 for(int j=1;j<numplayers;j++){
388 fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", player[j].whichskin, player[j].creature,
389 player[j].coords.x, player[j].coords.y, player[j].coords.z,
390 player[j].num_weapons, player[j].howactive, player[j].scale, player[j].immobile, player[j].rotation);
391 if(player[j].num_weapons<5)
392 for(int k=0;k<player[j].num_weapons;k++)
393 fpackf(tfile, "Bi", weapons[player[j].weaponids[k]].getType());
394 if(player[j].numwaypoints<30){
395 fpackf(tfile, "Bi", player[j].numwaypoints);
396 for(int k=0;k<player[j].numwaypoints;k++){
397 fpackf(tfile, "Bf", player[j].waypoints[k].x);
398 fpackf(tfile, "Bf", player[j].waypoints[k].y);
399 fpackf(tfile, "Bf", player[j].waypoints[k].z);
400 fpackf(tfile, "Bi", player[j].waypointtype[k]);
402 fpackf(tfile, "Bi", player[j].waypoint);
404 player[j].numwaypoints=0;
405 player[j].waypoint=0;
406 fpackf(tfile, "Bi Bi Bi", player[j].numwaypoints, player[j].waypoint, player[j].waypoint);
409 fpackf(tfile, "Bf Bf Bf", player[j].armorhead, player[j].armorhigh, player[j].armorlow);
410 fpackf(tfile, "Bf Bf Bf", player[j].protectionhead, player[j].protectionhigh, player[j].protectionlow);
411 fpackf(tfile, "Bf Bf Bf", player[j].metalhead, player[j].metalhigh, player[j].metallow);
412 fpackf(tfile, "Bf Bf", player[j].power, player[j].speedmult);
414 float headprop, bodyprop, armprop, legprop;
415 if(player[j].creature==wolftype){
416 headprop=player[j].proportionhead.x/1.1;
417 bodyprop=player[j].proportionbody.x/1.1;
418 armprop=player[j].proportionarms.x/1.1;
419 legprop=player[j].proportionlegs.x/1.1;
420 }else if(player[j].creature==rabbittype){
421 headprop=player[j].proportionhead.x/1.2;
422 bodyprop=player[j].proportionbody.x/1.05;
423 armprop=player[j].proportionarms.x/1.00;
424 legprop=player[j].proportionlegs.x/1.1;
427 fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
429 fpackf(tfile, "Bi", player[j].numclothes);
430 if(player[j].numclothes)
431 for(int k=0;k<player[j].numclothes;k++){
433 templength=strlen(player[j].clothes[k]);
434 fpackf(tfile, "Bi", templength);
435 for(int l=0;l<templength;l++)
436 fpackf(tfile, "Bb", player[j].clothes[k][l]);
437 fpackf(tfile, "Bf Bf Bf", player[j].clothestintr[k], player[j].clothestintg[k], player[j].clothestintb[k]);
441 fpackf(tfile, "Bi", game->numpathpoints);
442 for(int j=0;j<game->numpathpoints;j++){
443 fpackf(tfile, "Bf Bf Bf Bi", game->pathpoint[j].x, game->pathpoint[j].y, game->pathpoint[j].z, game->numpathpointconnect[j]);
444 for(int k=0;k<game->numpathpointconnect[j];k++)
445 fpackf(tfile, "Bi", game->pathpointconnect[j][k]);
448 fpackf(tfile, "Bf Bf Bf Bf", game->mapcenter.x, game->mapcenter.y, game->mapcenter.z, game->mapradius);
453 static void ch_cellar(Game *game, const char *args)
455 game->LoadTextureSave(":Data:Textures:Furdarko.jpg",&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
458 static void ch_tint(Game *game, const char *args)
460 sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
463 static void ch_tintr(Game *game, const char *args)
468 static void ch_tintg(Game *game, const char *args)
473 static void ch_tintb(Game *game, const char *args)
478 static void ch_speed(Game *game, const char *args)
480 player[0].speedmult = atof(args);
483 static void ch_strength(Game *game, const char *args)
485 player[0].power = atof(args);
488 static void ch_power(Game *game, const char *args)
490 player[0].power = atof(args);
493 static void ch_size(Game *game, const char *args)
495 player[0].scale = atof(args) * .2;
498 static int find_closest()
501 float closestdist = std::numeric_limits<float>::max();
503 for (int i = 1; i < numplayers; i++) {
505 distance = findDistancefast(&player[i].coords,&player[0].coords);
506 if (distance < closestdist) {
507 closestdist = distance;
514 static void ch_sizenear(Game *game, const char *args)
516 int closest = find_closest();
519 player[closest].scale = atof(args) * .2;
522 static void set_proportion(int pnum, const char *args)
524 float headprop,bodyprop,armprop,legprop;
526 sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop);
528 if(player[pnum].creature==wolftype){
529 player[pnum].proportionhead=1.1*headprop;
530 player[pnum].proportionbody=1.1*bodyprop;
531 player[pnum].proportionarms=1.1*armprop;
532 player[pnum].proportionlegs=1.1*legprop;
533 } else if(player[pnum].creature==rabbittype){
534 player[pnum].proportionhead=1.2*headprop;
535 player[pnum].proportionbody=1.05*bodyprop;
536 player[pnum].proportionarms=1.00*armprop;
537 player[pnum].proportionlegs=1.1*legprop;
538 player[pnum].proportionlegs.y=1.05*legprop;
542 static void ch_proportion(Game *game, const char *args)
544 set_proportion(0, args);
547 static void ch_proportionnear(Game *game, const char *args)
549 int closest = find_closest();
551 set_proportion(closest, args);
554 static void set_protection(int pnum, const char *args)
556 float head, high, low;
557 sscanf(args, "%f%f%f", &head, &high, &low);
559 player[pnum].protectionhead = head;
560 player[pnum].protectionhigh = high;
561 player[pnum].protectionlow = low;
564 static void ch_protection(Game *game, const char *args)
566 set_protection(0, args);
569 static void ch_protectionnear(Game *game, const char *args)
571 int closest = find_closest();
573 set_protection(closest, args);
576 static void set_armor(int pnum, const char *args)
578 float head, high, low;
579 sscanf(args, "%f%f%f", &head, &high, &low);
581 player[pnum].armorhead = head;
582 player[pnum].armorhigh = high;
583 player[pnum].armorlow = low;
586 static void ch_armor(Game *game, const char *args)
591 static void ch_armornear(Game *game, const char *args)
593 int closest = find_closest();
595 set_armor(closest, args);
598 static void ch_protectionreset(Game *game, const char *args)
600 set_protection(0, "1 1 1");
601 set_armor(0, "1 1 1");
604 static void set_metal(int pnum, const char *args)
606 float head, high, low;
607 sscanf(args, "%f%f%f", &head, &high, &low);
609 player[pnum].metalhead = head;
610 player[pnum].metalhigh = high;
611 player[pnum].metallow = low;
614 static void ch_metal(Game *game, const char *args)
619 static void set_noclothes(int pnum, Game *game, const char *args)
621 player[pnum].numclothes = 0;
622 game->LoadTextureSave(creatureskin[player[pnum].creature][player[pnum].whichskin],
623 &player[pnum].skeleton.drawmodel.textureptr,1,
624 &player[pnum].skeleton.skinText[0],&player[pnum].skeleton.skinsize);
627 static void ch_noclothes(Game *game, const char *args)
629 set_noclothes(0, game, args);
632 static void ch_noclothesnear(Game *game, const char *args)
634 int closest = find_closest();
636 set_noclothes(closest, game, args);
640 static void set_clothes(int pnum, Game *game, const char *args)
643 snprintf(buf, 63, ":Data:Textures:%s.png", args);
645 if (!game->AddClothes(buf,&player[pnum].skeleton.skinText[pnum]))
648 player[pnum].DoMipmaps();
649 strcpy(player[pnum].clothes[player[pnum].numclothes],buf);
650 player[pnum].clothestintr[player[pnum].numclothes]=tintr;
651 player[pnum].clothestintg[player[pnum].numclothes]=tintg;
652 player[pnum].clothestintb[player[pnum].numclothes]=tintb;
653 player[pnum].numclothes++;
656 static void ch_clothes(Game *game, const char *args)
658 set_clothes(0, game, args);
661 static void ch_clothesnear(Game *game, const char *args)
663 int closest = find_closest();
665 set_clothes(closest, game, args);
668 static void ch_belt(Game *game, const char *args)
670 player[0].skeleton.clothes = !player[0].skeleton.clothes;
674 static void ch_cellophane(Game *game, const char *args)
676 cellophane = !cellophane;
677 float mul = cellophane ? 0 : 1;
679 for (int i = 0; i < numplayers; i++) {
680 player[i].proportionhead.z = player[i].proportionhead.x * mul;
681 player[i].proportionbody.z = player[i].proportionbody.x * mul;
682 player[i].proportionarms.z = player[i].proportionarms.x * mul;
683 player[i].proportionlegs.z = player[i].proportionlegs.x * mul;
687 static void ch_funnybunny(Game *game, const char *args)
689 player[0].skeleton.id=0;
690 player[0].skeleton.Load(":Data:Skeleton:Basic Figure",":Data:Skeleton:Basic Figurelow",
691 ":Data:Skeleton:Rabbitbelt",":Data:Models:Body.solid",
692 ":Data:Models:Body2.solid",":Data:Models:Body3.solid",
693 ":Data:Models:Body4.solid",":Data:Models:Body5.solid",
694 ":Data:Models:Body6.solid",":Data:Models:Body7.solid",
695 ":Data:Models:Bodylow.solid",":Data:Models:Belt.solid",1);
696 game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
697 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
698 player[0].creature=rabbittype;
700 player[0].headless=0;
701 player[0].damagetolerance=200;
702 set_proportion(0, "1 1 1 1");
705 static void ch_wolfie(Game *game, const char *args)
707 player[0].skeleton.id=0;
708 player[0].skeleton.Load(":Data:Skeleton:Basic Figure Wolf",":Data:Skeleton:Basic Figure Wolf Low",
709 ":Data:Skeleton:Rabbitbelt",":Data:Models:Wolf.solid",
710 ":Data:Models:Wolf2.solid",":Data:Models:Wolf3.solid",
711 ":Data:Models:Wolf4.solid",":Data:Models:Wolf5.solid",
712 ":Data:Models:Wolf6.solid",":Data:Models:Wolf7.solid",
713 ":Data:Models:Wolflow.solid",":Data:Models:Belt.solid",0);
714 game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
715 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
716 player[0].creature=wolftype;
717 player[0].damagetolerance=300;
718 set_proportion(0, "1 1 1 1");
721 static void ch_wolfieisgod(Game *game, const char *args)
723 ch_wolfie(game, args);
726 static void ch_wolf(Game *game, const char *args)
728 game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
729 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
732 static void ch_snowwolf(Game *game, const char *args)
734 game->LoadTextureSave(":Data:Textures:SnowWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
735 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
738 static void ch_darkwolf(Game *game, const char *args)
740 game->LoadTextureSave(":Data:Textures:DarkWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
741 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
744 static void ch_lizardwolf(Game *game, const char *args)
746 game->LoadTextureSave(":Data:Textures:Lizardwolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
747 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
750 static void ch_white(Game *game, const char *args)
752 game->LoadTextureSave(":Data:Textures:fur.jpg",&player[0].skeleton.drawmodel.textureptr,1,
753 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
756 static void ch_brown(Game *game, const char *args)
758 game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
759 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
762 static void ch_black(Game *game, const char *args)
764 game->LoadTextureSave(":Data:Textures:fur2.jpg",&player[0].skeleton.drawmodel.textureptr,1,
765 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
768 static void ch_sizemin(Game *game, const char *args)
770 for (int i = 1; i < numplayers; i++)
771 if (player[i].scale < 0.8 * 0.2)
772 player[i].scale = 0.8 * 0.2;
775 static void ch_tutorial(Game *game, const char *args)
777 tutoriallevel = atoi(args);
780 static void ch_hostile(Game *game, const char *args)
782 hostile = atoi(args);
785 static void ch_indemo(Game *game, const char *args)
788 hotspot[numhotspots]=player[0].coords;
789 hotspotsize[numhotspots]=0;
790 hotspottype[numhotspots]=-111;
791 strcpy(hotspottext[numhotspots],"mapname");
795 static void ch_notindemo(Game *game, const char *args)
801 static void ch_type(Game *game, const char *args)
803 int n = sizeof(editortypenames) / sizeof(editortypenames[0]);
804 for (int i = 0; i < n; i++)
805 if (stripfx(args, editortypenames[i])) {
811 static void ch_path(Game *game, const char *args)
813 int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
814 for (int i = 0; i < n; i++)
815 if (stripfx(args, pathtypenames[i])) {
821 static void ch_hs(Game *game, const char *args)
823 hotspot[numhotspots]=player[0].coords;
827 sscanf(args, "%f%d %n", &size, &type, &shift);
829 hotspotsize[numhotspots] = size;
830 hotspottype[numhotspots] = type;
832 strcpy(hotspottext[numhotspots], args + shift);
833 strcat(hotspottext[numhotspots], "\n");
838 static void ch_dialogue(Game *game, const char *args)
841 char buf1[32], buf2[64];
843 sscanf(args, "%d %31s", &dlg, buf1);
844 snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
846 dialoguetype[numdialogues] = dlg;
848 memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues]));
849 memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues]));
851 ifstream ipstream(ConvertFileName(buf2));
852 ipstream.ignore(256,':');
853 ipstream >> numdialogueboxes[numdialogues];
854 for(int i=0;i<numdialogueboxes[numdialogues];i++){
855 ipstream.ignore(256,':');
856 ipstream.ignore(256,':');
857 ipstream.ignore(256,' ');
858 ipstream >> dialogueboxlocation[numdialogues][i];
859 ipstream.ignore(256,':');
860 ipstream >> dialogueboxcolor[numdialogues][i][0];
861 ipstream >> dialogueboxcolor[numdialogues][i][1];
862 ipstream >> dialogueboxcolor[numdialogues][i][2];
863 ipstream.ignore(256,':');
864 ipstream.getline(dialoguename[numdialogues][i],64);
865 ipstream.ignore(256,':');
866 ipstream.ignore(256,' ');
867 ipstream.getline(dialoguetext[numdialogues][i],128);
868 for(int j=0;j<128;j++){
869 if(dialoguetext[numdialogues][i][j]=='\\')dialoguetext[numdialogues][i][j]='\n';
871 ipstream.ignore(256,':');
872 ipstream >> dialogueboxsound[numdialogues][i];
875 for(int i=0;i<numdialogueboxes[numdialogues];i++){
876 for(int j=0;j<numplayers;j++){
877 participantfacing[numdialogues][i][j]=player[j].facing;
884 whichdialogue=numdialogues;
889 static void ch_fixdialogue(Game *game, const char *args)
891 char buf1[32], buf2[64];
894 sscanf(args, "%d %31s", &whichdi, buf1);
895 snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
897 memset(dialoguetext[whichdi], 0, sizeof(dialoguetext[whichdi]));
898 memset(dialoguename[whichdi], 0, sizeof(dialoguename[whichdi]));
900 ifstream ipstream(ConvertFileName(buf2));
901 ipstream.ignore(256,':');
902 ipstream >> numdialogueboxes[whichdi];
903 for(int i=0;i<numdialogueboxes[whichdi];i++){
904 ipstream.ignore(256,':');
905 ipstream.ignore(256,':');
906 ipstream.ignore(256,' ');
907 ipstream >> dialogueboxlocation[whichdi][i];
908 ipstream.ignore(256,':');
909 ipstream >> dialogueboxcolor[whichdi][i][0];
910 ipstream >> dialogueboxcolor[whichdi][i][1];
911 ipstream >> dialogueboxcolor[whichdi][i][2];
912 ipstream.ignore(256,':');
913 ipstream.getline(dialoguename[whichdi][i],64);
914 ipstream.ignore(256,':');
915 ipstream.ignore(256,' ');
916 ipstream.getline(dialoguetext[whichdi][i],128);
917 for(int j=0;j<128;j++){
918 if(dialoguetext[whichdi][i][j]=='\\')dialoguetext[whichdi][i][j]='\n';
920 ipstream.ignore(256,':');
921 ipstream >> dialogueboxsound[whichdi][i];
927 static void ch_fixtype(Game *game, const char *args)
930 sscanf(args, "%d", &dlg);
931 dialoguetype[0] = dlg;
934 static void ch_fixrotation(Game *game, const char *args)
936 participantrotation[whichdialogue][participantfocus[whichdialogue][indialogue]]=player[participantfocus[whichdialogue][indialogue]].rotation;
939 static void ch_ddialogue(Game *game, const char *args)
945 static void ch_dhs(Game *game, const char *args)
951 static void ch_immobile(Game *game, const char *args)
953 player[0].immobile = 1;
956 static void ch_allimmobile(Game *game, const char *args)
958 for (int i = 1; i < numplayers; i++)
959 player[i].immobile = 1;
962 static void ch_mobile(Game *game, const char *args)
964 player[0].immobile = 0;
967 static void ch_default(Game *game, const char *args)
969 player[0].armorhead=1;
970 player[0].armorhigh=1;
971 player[0].armorlow=1;
972 player[0].protectionhead=1;
973 player[0].protectionhigh=1;
974 player[0].protectionlow=1;
975 player[0].metalhead=1;
976 player[0].metalhigh=1;
977 player[0].metallow=1;
979 player[0].speedmult=1;
982 if(player[0].creature==wolftype){
983 player[0].proportionhead=1.1;
984 player[0].proportionbody=1.1;
985 player[0].proportionarms=1.1;
986 player[0].proportionlegs=1.1;
987 } else if(player[0].creature==rabbittype){
988 player[0].proportionhead=1.2;
989 player[0].proportionbody=1.05;
990 player[0].proportionarms=1.00;
991 player[0].proportionlegs=1.1;
992 player[0].proportionlegs.y=1.05;
995 player[0].numclothes=0;
996 game->LoadTextureSave(creatureskin[player[0].creature][player[0].whichskin],
997 &player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],
998 &player[0].skeleton.skinsize);
1000 editoractive=typeactive;
1001 player[0].immobile=0;
1004 static void ch_play(Game *game, const char *args)
1007 sscanf(args, "%d", &dlg);
1008 whichdialogue = dlg;
1010 if (whichdialogue >= numdialogues)
1013 for(int i=0;i<numdialogueboxes[whichdialogue];i++){
1014 player[participantfocus[whichdialogue][i]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
1015 player[participantfocus[whichdialogue][i]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
1016 player[participantfocus[whichdialogue][i]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
1017 player[participantfocus[whichdialogue][i]].velocity=0;
1018 player[participantfocus[whichdialogue][i]].targetanimation=player[participantfocus[whichdialogue][i]].getIdle();
1019 player[participantfocus[whichdialogue][i]].targetframe=0;
1025 playdialogueboxsound();
1028 static void ch_mapkilleveryone(Game *game, const char *args)
1030 maptype = mapkilleveryone;
1033 static void ch_mapkillmost(Game *game, const char *args)
1035 maptype = mapkillmost;
1038 static void ch_mapkillsomeone(Game *game, const char *args)
1040 maptype = mapkillsomeone;
1043 static void ch_mapgosomewhere(Game *game, const char *args)
1045 maptype = mapgosomewhere;
1048 static void ch_viewdistance(Game *game, const char *args)
1050 viewdistance = atof(args)*100;
1053 static void ch_fadestart(Game *game, const char *args)
1055 fadestart = atof(args);
1058 static void ch_slomo(Game *game, const char *args)
1060 slomospeed = atof(args);
1065 static void ch_slofreq(Game *game, const char *args)
1067 slomofreq = atof(args);
1070 static void ch_skytint(Game *game, const char *args)
1072 sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
1074 skyboxlightr=skyboxr;
1075 skyboxlightg=skyboxg;
1076 skyboxlightb=skyboxb;
1078 game->SetUpLighting();
1080 terrain.DoShadows();
1081 objects.DoShadows();
1084 static void ch_skylight(Game *game, const char *args)
1086 sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1088 game->SetUpLighting();
1090 terrain.DoShadows();
1091 objects.DoShadows();
1094 static void ch_skybox(Game *game, const char *args)
1096 skyboxtexture = !skyboxtexture;
1098 game->SetUpLighting();
1100 terrain.DoShadows();
1101 objects.DoShadows();
1104 static void cmd_dispatch(Game *game, const char *cmd)
1106 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
1108 for (i = 0; i < n_cmds; i++)
1109 if (stripfx(cmd, cmd_names[i]))
1111 cmd_handlers[i](game, cmd + strlen(cmd_names[i])+1);
1114 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
1117 /********************> Tick() <*****/
1118 extern bool save_image(const char * fname);
1119 void Screenshot (void)
1122 time_t t = time(NULL);
1123 struct tm *tme = localtime(&t);
1124 sprintf(temp, "Screenshots/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);
1127 mkdir("Screenshots");
1129 mkdir("Screenshots", S_IRWXU);
1135 void Game::SetUpLighting(){
1136 if(environment==snowyenvironment)
1137 light.setColors(.65,.65,.7,.4,.4,.44);
1138 if(environment==desertenvironment)
1139 light.setColors(.95,.95,.95,.4,.35,.3);
1140 if(environment==grassyenvironment)
1141 light.setColors(.95,.95,1,.4,.4,.44);
1143 light.setColors(1,1,1,.4,.4,.4);
1145 average=(skyboxlightr+skyboxlightg+skyboxlightb)/3;
1146 light.color[0]*=(skyboxlightr+average)/2;
1147 light.color[1]*=(skyboxlightg+average)/2;
1148 light.color[2]*=(skyboxlightb+average)/2;
1149 light.ambient[0]*=(skyboxlightr+average)/2;
1150 light.ambient[1]*=(skyboxlightg+average)/2;
1151 light.ambient[2]*=(skyboxlightb+average)/2;
1154 int Game::findPathDist(int start,int end){
1155 int smallestcount,count,connected;
1156 int last,last2,last3,last4;
1160 for(int i=0;i<50;i++){
1166 while(last!=end&&count<30){
1168 for(int j=0;j<numpathpoints;j++){
1169 if(j!=last&&j!=last2&&j!=last3&&j!=last4)
1172 if(numpathpointconnect[j])
1173 for(int k=0;k<numpathpointconnect[j];k++){
1174 if(pathpointconnect[j][k]==last)connected=1;
1177 if(numpathpointconnect[last])
1178 for(int k=0;k<numpathpointconnect[last];k++){
1179 if(pathpointconnect[last][k]==j)connected=1;
1182 if(closest==-1||Random()%2==0){
1193 if(count<smallestcount)smallestcount=count;
1195 return smallestcount;
1198 int Game::checkcollide(XYZ startpoint,XYZ endpoint){
1199 static XYZ colpoint,colviewer,coltarget;
1200 static float minx,minz,maxx,maxz,miny,maxy;
1202 minx=min(startpoint.x,endpoint.x)-1;
1203 miny=min(startpoint.y,endpoint.y)-1;
1204 minz=min(startpoint.z,endpoint.z)-1;
1205 maxx=max(startpoint.x,endpoint.x)+1;
1206 maxy=max(startpoint.y,endpoint.y)+1;
1207 maxz=max(startpoint.z,endpoint.z)+1;
1209 for(int i=0;i<objects.numobjects;i++){
1210 if( objects.position[i].x>minx-objects.model[i].boundingsphereradius&&
1211 objects.position[i].x<maxx+objects.model[i].boundingsphereradius&&
1212 objects.position[i].y>miny-objects.model[i].boundingsphereradius&&
1213 objects.position[i].y<maxy+objects.model[i].boundingsphereradius&&
1214 objects.position[i].z>minz-objects.model[i].boundingsphereradius&&
1215 objects.position[i].z<maxz+objects.model[i].boundingsphereradius){
1216 if( objects.type[i]!=treeleavestype&&
1217 objects.type[i]!=bushtype&&
1218 objects.type[i]!=firetype){
1219 colviewer=startpoint;
1221 if(objects.model[i].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[i],&objects.rotation[i])!=-1)return i;
1226 //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1231 int Game::checkcollide(XYZ startpoint,XYZ endpoint,int what){
1232 static XYZ colpoint,colviewer,coltarget;
1233 static float minx,minz,maxx,maxz,miny,maxy;
1234 static int i; //FIXME: see below
1236 minx=min(startpoint.x,endpoint.x)-1;
1237 miny=min(startpoint.y,endpoint.y)-1;
1238 minz=min(startpoint.z,endpoint.z)-1;
1239 maxx=max(startpoint.x,endpoint.x)+1;
1240 maxy=max(startpoint.y,endpoint.y)+1;
1241 maxz=max(startpoint.z,endpoint.z)+1;
1244 if( objects.position[what].x>minx-objects.model[what].boundingsphereradius&&
1245 objects.position[what].x<maxx+objects.model[what].boundingsphereradius&&
1246 objects.position[what].y>miny-objects.model[what].boundingsphereradius&&
1247 objects.position[what].y<maxy+objects.model[what].boundingsphereradius&&
1248 objects.position[what].z>minz-objects.model[what].boundingsphereradius&&
1249 objects.position[what].z<maxz+objects.model[what].boundingsphereradius){
1250 if( objects.type[what]!=treeleavestype&&
1251 objects.type[what]!=bushtype&&
1252 objects.type[what]!=firetype){
1253 colviewer=startpoint;
1256 if(objects.model[what].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[what],&objects.rotation[what])!=-1)return i;
1261 if(what==1000)if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1266 void Game::Setenvironment(int which)
1270 LOG(" Setting environment...");
1272 float temptexdetail;
1275 pause_sound(stream_snowtheme);
1276 pause_sound(stream_grasstheme);
1277 pause_sound(stream_deserttheme);
1278 pause_sound(stream_wind);
1279 pause_sound(stream_desertambient);
1282 if(environment==snowyenvironment){
1286 emit_stream_np(stream_wind);
1288 LoadTexture(":Data:Textures:snowtree.png",&objects.treetextureptr,0,1);
1289 LoadTexture(":Data:Textures:bushsnow.png",&objects.bushtextureptr,0,1);
1290 LoadTexture(":Data:Textures:bouldersnow.jpg",&objects.rocktextureptr,1,0);
1291 LoadTexture(":Data:Textures:snowbox.jpg",&objects.boxtextureptr,1,0);
1293 footstepsound = footstepsn1;
1294 footstepsound2 = footstepsn2;
1295 footstepsound3 = footstepst1;
1296 footstepsound4 = footstepst2;
1298 LoadTexture(":Data:Textures:snow.jpg",&terraintexture,1,0);
1300 LoadTexture(":Data:Textures:rock.jpg",&terraintexture2,1,0);
1302 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1307 temptexdetail=texdetail;
1308 if(texdetail>1)texdetail=4;
1309 skybox.load( ":Data:Textures:Skybox(snow):Front.jpg",
1310 ":Data:Textures:Skybox(snow):Left.jpg",
1311 ":Data:Textures:Skybox(snow):Back.jpg",
1312 ":Data:Textures:Skybox(snow):Right.jpg",
1313 ":Data:Textures:Skybox(snow):Up.jpg",
1314 ":Data:Textures:Skybox(snow):Down.jpg");
1319 texdetail=temptexdetail;
1320 } else if(environment==desertenvironment){
1323 LoadTexture(":Data:Textures:deserttree.png",&objects.treetextureptr,0,1);
1324 LoadTexture(":Data:Textures:bushdesert.png",&objects.bushtextureptr,0,1);
1325 LoadTexture(":Data:Textures:boulderdesert.jpg",&objects.rocktextureptr,1,0);
1326 LoadTexture(":Data:Textures:desertbox.jpg",&objects.boxtextureptr,1,0);
1330 emit_stream_np(stream_desertambient);
1332 footstepsound = footstepsn1;
1333 footstepsound2 = footstepsn2;
1334 footstepsound3 = footstepsn1;
1335 footstepsound4 = footstepsn2;
1337 LoadTexture(":Data:Textures:sand.jpg",&terraintexture,1,0);
1339 LoadTexture(":Data:Textures:sandslope.jpg",&terraintexture2,1,0);
1341 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1345 temptexdetail=texdetail;
1346 if(texdetail>1)texdetail=4;
1347 skybox.load( ":Data:Textures:Skybox(sand):Front.jpg",
1348 ":Data:Textures:Skybox(sand):Left.jpg",
1349 ":Data:Textures:Skybox(sand):Back.jpg",
1350 ":Data:Textures:Skybox(sand):Right.jpg",
1351 ":Data:Textures:Skybox(sand):Up.jpg",
1352 ":Data:Textures:Skybox(sand):Down.jpg");
1357 texdetail=temptexdetail;
1358 } else if(environment==grassyenvironment){
1361 LoadTexture(":Data:Textures:tree.png",&objects.treetextureptr,0,1);
1362 LoadTexture(":Data:Textures:bush.png",&objects.bushtextureptr,0,1);
1363 LoadTexture(":Data:Textures:boulder.jpg",&objects.rocktextureptr,1,0);
1364 LoadTexture(":Data:Textures:grassbox.jpg",&objects.boxtextureptr,1,0);
1367 emit_stream_np(stream_wind, 100.);
1369 footstepsound = footstepgr1;
1370 footstepsound2 = footstepgr2;
1371 footstepsound3 = footstepst1;
1372 footstepsound4 = footstepst2;
1374 LoadTexture(":Data:Textures:grassdirt.jpg",&terraintexture,1,0);
1376 LoadTexture(":Data:Textures:mossrock.jpg",&terraintexture2,1,0);
1378 //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
1382 temptexdetail=texdetail;
1383 if(texdetail>1)texdetail=4;
1384 skybox.load( ":Data:Textures:Skybox(grass):Front.jpg",
1385 ":Data:Textures:Skybox(grass):Left.jpg",
1386 ":Data:Textures:Skybox(grass):Back.jpg",
1387 ":Data:Textures:Skybox(grass):Right.jpg",
1388 ":Data:Textures:Skybox(grass):Up.jpg",
1389 ":Data:Textures:Skybox(grass):Down.jpg");
1393 texdetail=temptexdetail;
1395 temptexdetail=texdetail;
1397 terrain.load(":Data:Textures:heightmap.png");
1399 texdetail=temptexdetail;
1402 void Game::Loadlevel(int which) {
1408 Loadlevel("tutorial");
1409 } else if(which >= 0 && which <= 15) {
1411 snprintf(buf, 32, "map%d", which + 1); // challenges
1414 Loadlevel("mapsave");
1417 void Game::Loadlevel(const char *name) {
1420 static const char *pfx = ":Data:Maps:";
1423 float headprop,legprop,armprop,bodyprop;
1427 LOG(std::string("Loading level...") + name);
1439 if(tutoriallevel!=-1)
1444 if(tutoriallevel==1)
1446 if(tutorialstage==0) {
1447 tutorialstagetime=0;
1451 pause_sound(whooshsound);
1452 pause_sound(stream_firesound);
1454 // Change the map filename into something that is os specific
1455 buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
1456 sprintf(buf, "%s%s", pfx, name);
1457 const char *FixedFN = ConvertFileName(buf);
1461 //~ char* buff=getcwd(NULL,0);
1462 //~ cout << buff << " " << FixedFN << endl;
1464 tfile=fopen( FixedFN, "rb" );
1466 pause_sound(stream_firesound);
1472 animation[bounceidleanim].Load((char *)"Idle",middleheight,neutral);
1476 for(int i=0;i<20;i++)
1477 dialoguegonethrough[i]=0;
1486 difficulty=accountactive->getDifficulty();
1505 for(int i=0;i<100;i++)
1525 bonustotal=startbonustotal;
1530 emit_sound_np(consolesuccesssound);
1535 if(!stealthloading){
1536 terrain.numdecals=0;
1537 Sprite::deleteSprites();
1538 for(int i=0;i<objects.numobjects;i++)
1539 objects.model[i].numdecals=0;
1541 int j=objects.numobjects;
1542 for(int i=0;i<j;i++){
1543 objects.DeleteObject(0);
1548 for(int i=0;i<subdivision;i++)
1549 for(int j=0;j<subdivision;j++)
1550 terrain.patchobjectnum[i][j]=0;
1557 funpackf(tfile, "Bi", &mapvers);
1559 funpackf(tfile, "Bi", &indemo);
1563 funpackf(tfile, "Bi", &maptype);
1565 maptype=mapkilleveryone;
1567 funpackf(tfile, "Bi", &hostile);
1571 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
1577 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
1585 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1587 skyboxlightr=skyboxr;
1588 skyboxlightg=skyboxg;
1589 skyboxlightb=skyboxb;
1592 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &player[0].coords.x,&player[0].coords.y,&player[0].coords.z,&player[0].rotation,&player[0].targetrotation, &player[0].num_weapons);
1594 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat,&lamefloat,&lamefloat,&lamefloat,&lamefloat, &player[0].num_weapons);
1595 player[0].originalcoords=player[0].coords;
1596 if(player[0].num_weapons>0&&player[0].num_weapons<5)
1597 for(int j=0;j<player[0].num_weapons;j++){
1598 player[0].weaponids[j]=weapons.size();
1600 funpackf(tfile, "Bi", &type);
1601 weapons.push_back(Weapon(type,0));
1607 funpackf(tfile, "Bf Bf Bf", &player[0].armorhead, &player[0].armorhigh, &player[0].armorlow);
1608 funpackf(tfile, "Bf Bf Bf", &player[0].protectionhead, &player[0].protectionhigh, &player[0].protectionlow);
1609 funpackf(tfile, "Bf Bf Bf", &player[0].metalhead, &player[0].metalhigh, &player[0].metallow);
1610 funpackf(tfile, "Bf Bf", &player[0].power, &player[0].speedmult);
1612 funpackf(tfile, "Bi", &player[0].numclothes);
1615 funpackf(tfile, "Bi Bi", &player[0].whichskin, &player[0].creature);
1617 player[0].whichskin=0;
1618 player[0].creature=rabbittype;
1621 player[0].lastattack=-1;
1622 player[0].lastattack2=-1;
1623 player[0].lastattack3=-1;
1627 funpackf(tfile, "Bi", &numdialogues);
1628 for(int k=0;k<numdialogues;k++){
1629 funpackf(tfile, "Bi", &numdialogueboxes[k]);
1630 funpackf(tfile, "Bi", &dialoguetype[k]);
1631 for(int l=0;l<10;l++){
1632 funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
1633 funpackf(tfile, "Bf", &participantrotation[k][l]);
1635 for(int l=0;l<numdialogueboxes[k];l++){
1636 funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
1637 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
1638 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
1639 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
1640 funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1642 funpackf(tfile, "Bi",&templength);
1643 if(templength>128||templength<=0)
1646 for(m=0;m<templength;m++){
1647 funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1648 if(dialoguetext[k][l][m]=='\0')
1651 dialoguetext[k][l][m] = 0;
1653 funpackf(tfile, "Bi",&templength);
1654 if(templength>64||templength<=0)templength=64;
1655 for(m=0;m<templength;m++){
1656 funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1657 if(dialoguename[k][l][m]=='\0')
1660 dialoguename[k][l][m] = 0;
1661 funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1662 funpackf(tfile, "Bi", &participantfocus[k][l]);
1663 funpackf(tfile, "Bi", &participantaction[k][l]);
1666 funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1668 funpackf(tfile, "Bf Bf",&dialoguecamerarotation[k][l],&dialoguecamerarotation2[k][l]);
1674 for(int k=0;k<player[0].numclothes;k++){
1675 funpackf(tfile, "Bi", &templength);
1676 for(int l=0;l<templength;l++)
1677 funpackf(tfile, "Bb", &player[0].clothes[k][l]);
1678 player[0].clothes[k][templength]='\0';
1679 funpackf(tfile, "Bf Bf Bf", &player[0].clothestintr[k], &player[0].clothestintg[k], &player[0].clothestintb[k]);
1682 funpackf(tfile, "Bi", &environment);
1684 funpackf(tfile, "Bi", &objects.numobjects);
1685 for(int i=0;i<objects.numobjects;i++){
1686 funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i],&objects.rotation[i],&objects.rotation2[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z,&objects.scale[i]);
1687 if(objects.type[i]==treeleavestype)
1688 objects.scale[i]=objects.scale[i-1];
1692 funpackf(tfile, "Bi", &numhotspots);
1693 for(int i=0;i<numhotspots;i++){
1694 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i],&hotspotsize[i],&hotspot[i].x,&hotspot[i].y,&hotspot[i].z);
1695 funpackf(tfile, "Bi", &templength);
1697 for(int l=0;l<templength;l++)
1698 funpackf(tfile, "Bb", &hotspottext[i][l]);
1699 hotspottext[i][templength]='\0';
1700 if(hotspottype[i]==-111)
1709 if(!stealthloading){
1711 for(int i=0;i<objects.numobjects;i++)
1712 objects.center+=objects.position[i];
1713 objects.center/=objects.numobjects;
1719 float maxdistance=0;
1721 //~ int whichclosest;
1722 for(int i=0;i<objects.numobjects;i++){
1723 tempdist=findDistancefast(&objects.center,&objects.position[i]);
1724 if(tempdist>maxdistance){
1726 maxdistance=tempdist;
1729 objects.radius=fast_sqrt(maxdistance);
1734 //mapcenter=objects.center;
1735 //mapradius=objects.radius;
1737 funpackf(tfile, "Bi", &numplayers);
1738 int howmanyremoved=0;
1739 bool removeanother=0;
1740 if(numplayers>1&&numplayers<maxplayers){
1741 for(int i=1;i<numplayers;i++){
1746 funpackf(tfile, "Bi Bi Bf Bf Bf Bi",&player[i-howmanyremoved].whichskin,&player[i-howmanyremoved].creature, &player[i-howmanyremoved].coords.x,&player[i-howmanyremoved].coords.y,&player[i-howmanyremoved].coords.z,&player[i-howmanyremoved].num_weapons);
1748 funpackf(tfile, "Bi", &player[i-howmanyremoved].howactive);
1750 player[i-howmanyremoved].howactive=typeactive;
1752 funpackf(tfile, "Bf",&player[i-howmanyremoved].scale);
1754 player[i-howmanyremoved].scale=-1;
1756 funpackf(tfile, "Bb",&player[i-howmanyremoved].immobile);
1758 player[i-howmanyremoved].immobile=0;
1760 funpackf(tfile, "Bf",&player[i-howmanyremoved].rotation);
1762 player[i-howmanyremoved].rotation=0;
1763 player[i-howmanyremoved].targetrotation=player[i-howmanyremoved].rotation;
1764 if(player[i-howmanyremoved].num_weapons<0||player[i-howmanyremoved].num_weapons>5){
1769 if(player[i-howmanyremoved].num_weapons>0&&player[i-howmanyremoved].num_weapons<5){
1770 for(int j=0;j<player[i-howmanyremoved].num_weapons;j++){
1771 player[i-howmanyremoved].weaponids[j]=weapons.size();
1773 funpackf(tfile, "Bi", &type);
1774 weapons.push_back(Weapon(type,i));
1777 funpackf(tfile, "Bi", &player[i-howmanyremoved].numwaypoints);
1778 //player[i-howmanyremoved].numwaypoints=10;
1779 for(int j=0;j<player[i-howmanyremoved].numwaypoints;j++){
1780 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].x);
1781 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].y);
1782 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].z);
1784 funpackf(tfile, "Bi", &player[i-howmanyremoved].waypointtype[j]);
1786 player[i-howmanyremoved].waypointtype[j] = wpkeepwalking;
1789 funpackf(tfile, "Bi", &player[i-howmanyremoved].waypoint);
1790 if(player[i-howmanyremoved].waypoint>player[i-howmanyremoved].numwaypoints-1)
1791 player[i-howmanyremoved].waypoint=0;
1793 funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].armorhead, &player[i-howmanyremoved].armorhigh, &player[i-howmanyremoved].armorlow);
1794 funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].protectionhead, &player[i-howmanyremoved].protectionhigh, &player[i-howmanyremoved].protectionlow);
1795 funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].metalhead, &player[i-howmanyremoved].metalhigh, &player[i-howmanyremoved].metallow);
1796 funpackf(tfile, "Bf Bf", &player[i-howmanyremoved].power, &player[i-howmanyremoved].speedmult);
1799 funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
1806 if(player[i-howmanyremoved].creature==wolftype){
1807 player[i-howmanyremoved].proportionhead=1.1*headprop;
1808 player[i-howmanyremoved].proportionbody=1.1*bodyprop;
1809 player[i-howmanyremoved].proportionarms=1.1*armprop;
1810 player[i-howmanyremoved].proportionlegs=1.1*legprop;
1813 if(player[i-howmanyremoved].creature==rabbittype){
1814 player[i-howmanyremoved].proportionhead=1.2*headprop;
1815 player[i-howmanyremoved].proportionbody=1.05*bodyprop;
1816 player[i-howmanyremoved].proportionarms=1.00*armprop;
1817 player[i-howmanyremoved].proportionlegs=1.1*legprop;
1818 player[i-howmanyremoved].proportionlegs.y=1.05*legprop;
1821 funpackf(tfile, "Bi", &player[i-howmanyremoved].numclothes);
1822 if(player[i-howmanyremoved].numclothes){
1823 for(int k=0;k<player[i-howmanyremoved].numclothes;k++){
1825 funpackf(tfile, "Bi", &templength);
1826 for(int l=0;l<templength;l++)
1827 funpackf(tfile, "Bb", &player[i-howmanyremoved].clothes[k][l]);
1828 player[i-howmanyremoved].clothes[k][templength]='\0';
1829 funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].clothestintr[k], &player[i-howmanyremoved].clothestintg[k], &player[i-howmanyremoved].clothestintb[k]);
1838 numplayers-=howmanyremoved;
1839 funpackf(tfile, "Bi", &numpathpoints);
1840 if(numpathpoints>30||numpathpoints<0)
1842 for(int j=0;j<numpathpoints;j++){
1843 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x,&pathpoint[j].y,&pathpoint[j].z,&numpathpointconnect[j]);
1844 for(int k=0;k<numpathpointconnect[j];k++){
1845 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1851 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x,&mapcenter.y,&mapcenter.z,&mapradius);
1854 if(environment!=oldenvironment)
1855 Setenvironment(environment);
1856 oldenvironment=environment;
1858 if(!stealthloading){
1859 int j=objects.numobjects;
1860 objects.numobjects=0;
1861 for(int i=0;i<j;i++){
1862 objects.MakeObject(objects.type[i],objects.position[i],objects.rotation[i],objects.rotation2[i],objects.scale[i]);
1867 terrain.DoShadows();
1870 objects.DoShadows();
1877 if(numplayers>maxplayers-1)
1878 numplayers=maxplayers-1;
1879 for(int i=0;i<numplayers;i++){
1885 if(i==0||player[i].scale<0)
1887 player[i].skeleton.free=0;
1888 player[i].skeleton.id=i;
1890 player[i].creature=rabbittype;
1891 if(player[i].creature!=wolftype){
1892 player[i].skeleton.Load(
1893 (char *)":Data:Skeleton:Basic Figure",
1894 (char *)":Data:Skeleton:Basic Figurelow",
1895 (char *)":Data:Skeleton:Rabbitbelt",
1896 (char *)":Data:Models:Body.solid",
1897 (char *)":Data:Models:Body2.solid",
1898 (char *)":Data:Models:Body3.solid",
1899 (char *)":Data:Models:Body4.solid",
1900 (char *)":Data:Models:Body5.solid",
1901 (char *)":Data:Models:Body6.solid",
1902 (char *)":Data:Models:Body7.solid",
1903 (char *)":Data:Models:Bodylow.solid",
1904 (char *)":Data:Models:Belt.solid",0);
1906 if(player[i].creature!=wolftype){
1907 player[i].skeleton.Load(
1908 (char *)":Data:Skeleton:Basic Figure",
1909 (char *)":Data:Skeleton:Basic Figurelow",
1910 (char *)":Data:Skeleton:Rabbitbelt",
1911 (char *)":Data:Models:Body.solid",
1912 (char *)":Data:Models:Body2.solid",
1913 (char *)":Data:Models:Body3.solid",
1914 (char *)":Data:Models:Body4.solid",
1915 (char *)":Data:Models:Body5.solid",
1916 (char *)":Data:Models:Body6.solid",
1917 (char *)":Data:Models:Body7.solid",
1918 (char *)":Data:Models:Bodylow.solid",
1919 (char *)":Data:Models:Belt.solid",1);
1920 LoadTexture(":Data:Textures:Belt.png",&player[i].skeleton.drawmodelclothes.textureptr,1,1);
1922 if(player[i].creature==wolftype){
1923 player[i].skeleton.Load(
1924 (char *)":Data:Skeleton:Basic Figure Wolf",
1925 (char *)":Data:Skeleton:Basic Figure Wolf Low",
1926 (char *)":Data:Skeleton:Rabbitbelt",
1927 (char *)":Data:Models:Wolf.solid",
1928 (char *)":Data:Models:Wolf2.solid",
1929 (char *)":Data:Models:Wolf3.solid",
1930 (char *)":Data:Models:Wolf4.solid",
1931 (char *)":Data:Models:Wolf5.solid",
1932 (char *)":Data:Models:Wolf6.solid",
1933 (char *)":Data:Models:Wolf7.solid",
1934 (char *)":Data:Models:Wolflow.solid",
1935 (char *)":Data:Models:Belt.solid",0);
1941 //~ texsize=512*512*3/texdetail/texdetail;
1943 LoadTextureSave(creatureskin[player[i].creature][player[i].whichskin],&player[i].skeleton.drawmodel.textureptr,1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
1945 if(player[i].numclothes){
1946 for(int j=0;j<player[i].numclothes;j++){
1947 tintr=player[i].clothestintr[j];
1948 tintg=player[i].clothestintg[j];
1949 tintb=player[i].clothestintb[j];
1950 AddClothes((char *)player[i].clothes[j],&player[i].skeleton.skinText[0]);
1952 player[i].DoMipmaps();
1955 player[i].currentanimation=bounceidleanim;
1956 player[i].targetanimation=bounceidleanim;
1957 player[i].currentframe=0;
1958 player[i].targetframe=1;
1960 player[i].speed=1+(float)(Random()%100)/1000;
1962 player[i].speed-=.2;
1964 player[i].speed-=.1;
1966 player[i].velocity=0;
1967 player[i].oldcoords=player[i].coords;
1968 player[i].realoldcoords=player[i].coords;
1971 player[i].skeleton.id=i;
1972 player[i].updatedelay=0;
1973 player[i].normalsupdatedelay=0;
1975 player[i].aitype=passivetype;
1976 player[i].madskills=0;
1979 player[i].proportionhead=1.2;
1980 player[i].proportionbody=1.05;
1981 player[i].proportionarms=1.00;
1982 player[i].proportionlegs=1.1;
1983 player[i].proportionlegs.y=1.05;
1985 player[i].headless=0;
1986 player[i].currentoffset=0;
1987 player[i].targetoffset=0;
1989 player[i].damagetolerance=200;
1991 if(player[i].creature==wolftype){
1992 if(i==0||player[i].scale<0)
1993 player[i].scale=.23;
1994 player[i].damagetolerance=300;
2000 player[i].proportionhead.z=0;
2001 player[i].proportionbody.z=0;
2002 player[i].proportionarms.z=0;
2003 player[i].proportionlegs.z=0;
2006 player[i].tempanimation.Load((char *)"Tempanim",0,0);
2008 player[i].headmorphness=0;
2009 player[i].targetheadmorphness=1;
2010 player[i].headmorphstart=0;
2011 player[i].headmorphend=0;
2013 player[i].pausetime=0;
2016 player[i].jumppower=5;
2018 player[i].permanentdamage=0;
2019 player[i].superpermanentdamage=0;
2021 player[i].forwardkeydown=0;
2022 player[i].leftkeydown=0;
2023 player[i].backkeydown=0;
2024 player[i].rightkeydown=0;
2025 player[i].jumpkeydown=0;
2026 player[i].crouchkeydown=0;
2027 player[i].throwkeydown=0;
2029 player[i].collided=-10;
2031 player[i].bloodloss=0;
2032 player[i].weaponactive=-1;
2033 player[i].weaponstuck=-1;
2034 player[i].bleeding=0;
2035 player[i].deathbleeding=0;
2036 player[i].stunned=0;
2037 player[i].hasvictim=0;
2038 player[i].wentforweapon=0;
2041 player[0].aitype=playercontrolled;
2042 player[0].weaponactive=-1;
2045 player[0].power=1/.9;
2048 player[0].power=1/.8;
2051 player[0].damagetolerance=250;
2053 player[0].damagetolerance=300;
2055 player[0].armorhead*=1.5;
2057 player[0].armorhigh*=1.5;
2059 player[0].armorlow*=1.5;
2060 cameraloc=player[0].coords;
2062 rotation=player[0].rotation;
2064 hawkcoords=player[0].coords;
2069 //~ for(int i=0;i<weapons.size();i++){
2072 LOG("Starting background music...");
2074 OPENAL_StopSound(OPENAL_ALL);
2075 if(environment==snowyenvironment){
2077 emit_stream_np(stream_wind);
2078 }else if(environment==desertenvironment){
2080 emit_stream_np(stream_desertambient);
2081 }else if(environment==grassyenvironment){
2083 emit_stream_np(stream_wind, 100.);
2085 oldmusicvolume[0]=0;
2086 oldmusicvolume[1]=0;
2087 oldmusicvolume[2]=0;
2088 oldmusicvolume[3]=0;
2100 void Game::doTutorial(){
2101 if(tutorialstagetime>tutorialmaxtime){
2104 if(tutorialstage<=1){
2109 switch(tutorialstage){
2115 tutorialmaxtime=600;
2117 tutorialmaxtime=1000;
2119 tutorialmaxtime=600;
2121 tutorialmaxtime=600;
2123 tutorialmaxtime=600;
2125 tutorialmaxtime=600;
2127 tutorialmaxtime=600;
2131 tutorialmaxtime=1000;
2133 tutorialmaxtime=1000;
2148 player[1].coords=(temp+temp2)/2;
2150 emit_sound_at(fireendsound, player[1].coords);
2152 for(int i=0;i<player[1].skeleton.num_joints;i++){
2154 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
2155 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
2156 if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
2157 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
2158 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
2163 tutorialmaxtime=500;
2165 tutorialmaxtime=500;
2167 tutorialmaxtime=500;
2169 tutorialmaxtime=500;
2172 //tutorialmaxtime=500;
2174 tutorialmaxtime=500;
2176 tutorialmaxtime=500;
2183 tutorialmaxtime=500;
2185 tutorialmaxtime=500;
2187 tutorialmaxtime=500;
2189 tutorialmaxtime=500;
2196 player[1].aitype=attacktypecutoff;
2198 tutorialmaxtime=400;
2200 tutorialmaxtime=400;
2201 player[0].escapednum=0;
2206 player[1].aitype=passivetype;
2212 tutorialmaxtime=400;
2215 player[1].aitype=attacktypecutoff;
2217 tutorialmaxtime=400;
2219 tutorialmaxtime=400;
2224 player[1].aitype=passivetype;
2231 player[1].aitype=attacktypecutoff;
2236 player[1].aitype=passivetype;
2248 w.position=(temp+temp2)/2;
2249 w.tippoint=(temp+temp2)/2;
2259 weapons.push_back(w);
2262 tutorialmaxtime=300;
2264 tutorialmaxtime=300;
2268 tutorialmaxtime=300;
2271 player[0].weaponactive=-1;
2272 player[0].num_weapons=0;
2273 player[1].weaponactive=0;
2274 player[1].num_weapons=1;
2275 player[1].weaponids[0]=0;
2279 player[1].aitype=attacktypecutoff;
2281 tutorialmaxtime=300;
2284 player[0].weaponactive=-1;
2285 player[0].num_weapons=0;
2286 player[1].weaponactive=0;
2287 player[1].num_weapons=1;
2288 player[1].weaponids[0]=0;
2290 tutorialmaxtime=300;
2293 player[0].weaponactive=-1;
2294 player[0].num_weapons=0;
2295 player[1].weaponactive=0;
2296 player[1].num_weapons=1;
2297 player[1].weaponids[0]=0;
2299 weapons[0].setType(sword);
2301 tutorialmaxtime=300;
2315 w.position=(temp+temp2)/2;
2316 w.tippoint=(temp+temp2)/2;
2326 weapons.push_back(w);
2330 player[0].weaponactive=0;
2331 player[0].num_weapons=1;
2332 player[0].weaponids[0]=1;
2333 player[1].weaponactive=0;
2334 player[1].num_weapons=1;
2335 player[1].weaponids[0]=0;
2341 player[1].aitype=passivetype;
2347 player[0].weaponactive=0;
2348 player[0].num_weapons=1;
2349 player[0].weaponids[0]=1;
2350 player[1].weaponactive=0;
2351 player[1].num_weapons=1;
2352 player[1].weaponids[0]=0;
2354 if(player[0].weaponactive!=-1)
2355 weapons[player[0].weaponids[player[0].weaponactive]].setType(staff);
2357 weapons[0].setType(staff);
2361 player[1].aitype=passivetype;
2363 tutorialmaxtime=200;
2365 weapons[1].position=1000;
2366 weapons[1].tippoint=1000;
2368 weapons[0].setType(knife);
2371 player[1].weaponactive=-1;
2372 player[1].num_weapons=0;
2373 player[0].weaponactive=0;
2374 player[0].num_weapons=1;
2375 player[0].weaponids[0]=0;
2381 emit_sound_at(fireendsound, player[1].coords);
2383 for(int i=0;i<player[1].skeleton.num_joints;i++){
2385 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
2386 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
2387 if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
2388 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
2389 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
2393 player[1].num_weapons=0;
2394 player[1].weaponstuck=-1;
2395 player[1].weaponactive=-1;
2400 tutorialmaxtime=80000;
2401 break; default: break;
2403 if(tutorialstage<=51)tutorialstagetime=0;
2407 if(tutorialstagetime<tutorialmaxtime-3){
2408 switch(tutorialstage){
2409 case 3: if(deltah||deltav)tutorialsuccess+=multiplier;
2410 break; case 4: if(player[0].forwardkeydown||player[0].backkeydown||player[0].leftkeydown||player[0].rightkeydown)tutorialsuccess+=multiplier;
2411 break; case 5: if(player[0].jumpkeydown)tutorialsuccess=1;
2412 break; case 6: if(player[0].isCrouch())tutorialsuccess=1;
2413 break; case 7: if(player[0].targetanimation==rollanim)tutorialsuccess=1;
2414 break; case 8: if(player[0].targetanimation==sneakanim)tutorialsuccess+=multiplier;
2415 break; case 9: if(player[0].targetanimation==rabbitrunninganim||player[0].targetanimation==wolfrunninganim)tutorialsuccess+=multiplier;
2416 break; case 11: if(player[0].isWallJump())tutorialsuccess=1;
2417 break; case 12: if(player[0].targetanimation==flipanim)tutorialsuccess=1;
2418 break; case 15: if(player[0].targetanimation==upunchanim||player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
2419 break; case 16: if(player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
2420 break; case 17: if(player[0].targetanimation==spinkickanim)tutorialsuccess=1;
2421 break; case 18: if(player[0].targetanimation==sweepanim)tutorialsuccess=1;
2422 break; case 19: if(player[0].targetanimation==dropkickanim)tutorialsuccess=1;
2423 break; case 20: if(player[0].targetanimation==rabbitkickanim)tutorialsuccess=1;
2424 break; case 21: if(bonus==cannon)tutorialsuccess=1;
2425 break; case 22: if(bonus==spinecrusher)tutorialsuccess=1;
2426 break; case 23: if(player[0].targetanimation==walljumprightkickanim||player[0].targetanimation==walljumpleftkickanim)tutorialsuccess=1;
2427 break; case 24: if(player[0].targetanimation==rabbittacklinganim)tutorialsuccess=1;
2428 break; case 25: if(player[0].targetanimation==backhandspringanim)tutorialsuccess=1;
2429 break; case 28: if(animation[player[0].targetanimation].attack==reversed&&player[0].feint)tutorialsuccess=1;
2431 if(player[0].escapednum==2) {
2435 player[1].aitype=passivetype;
2437 break; case 33: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2438 break; case 34: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2440 if(animation[player[0].targetanimation].attack==reversal){
2444 player[1].aitype=passivetype;
2446 break; case 40: if(player[0].num_weapons>0)tutorialsuccess=1;
2447 break; case 41: if(player[0].weaponactive==-1&&player[0].num_weapons>0)tutorialsuccess=1;
2448 break; case 43: if(player[0].targetanimation==knifeslashstartanim)tutorialsuccess=1;
2449 break; case 44: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2450 break; case 45: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2451 break; case 46: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2452 break; case 49: if(player[1].weaponstuck!=-1)tutorialsuccess=1;
2453 break; default: break;
2455 if(tutorialsuccess>=1)tutorialstagetime=tutorialmaxtime-3;
2458 if(tutorialstagetime==tutorialmaxtime-3){
2459 emit_sound_np(consolesuccesssound);
2462 if(tutorialsuccess>=1){
2463 if(tutorialstage==34||tutorialstage==35)
2464 tutorialstagetime=tutorialmaxtime-1;
2468 if(tutorialstage<14||tutorialstage>=50){
2469 player[1].coords.y=300;
2470 player[1].velocity=0;
2474 void Game::doDebugKeys(){
2475 float headprop,bodyprop,armprop,legprop;
2477 if(Input::isKeyPressed(SDLK_h)){
2478 player[0].damagetolerance=200000;
2481 player[0].permanentdamage=0;
2482 player[0].superpermanentdamage=0;
2485 if(Input::isKeyPressed(SDLK_j)){
2489 Setenvironment(environment);
2492 if(Input::isKeyPressed(SDLK_c)){
2493 cameramode=1-cameramode;
2496 if(Input::isKeyPressed(SDLK_x)&&!Input::isKeyDown(SDLK_LSHIFT)){
2497 if(player[0].num_weapons>0){
2498 if(weapons[player[0].weaponids[0]].getType()==sword)
2499 weapons[player[0].weaponids[0]].setType(staff);
2500 else if(weapons[player[0].weaponids[0]].getType()==staff)
2501 weapons[player[0].weaponids[0]].setType(knife);
2503 weapons[player[0].weaponids[0]].setType(sword);
2507 if(Input::isKeyPressed(SDLK_x)&&Input::isKeyDown(SDLK_LSHIFT)){
2509 float closestdist=-1;
2512 for(int i=1;i<numplayers;i++){
2513 distance=findDistancefast(&player[i].coords,&player[0].coords);
2514 if(closestdist==-1||distance<closestdist){
2515 closestdist=distance;
2520 if(player[closest].num_weapons){
2521 if(weapons[player[closest].weaponids[0]].getType()==sword)
2522 weapons[player[closest].weaponids[0]].setType(staff);
2523 else if(weapons[player[closest].weaponids[0]].getType()==staff)
2524 weapons[player[closest].weaponids[0]].setType(knife);
2526 weapons[player[closest].weaponids[0]].setType(sword);
2528 if(!player[closest].num_weapons){
2529 player[closest].weaponids[0]=weapons.size();
2531 weapons.push_back(Weapon(knife,closest));
2533 player[closest].num_weapons=1;
2538 if(Input::isKeyDown(SDLK_u)){
2540 float closestdist=-1;
2543 for(int i=1;i<numplayers;i++){
2544 distance=findDistancefast(&player[i].coords,&player[0].coords);
2545 if(closestdist==-1||distance<closestdist){
2546 closestdist=distance;
2550 player[closest].rotation+=multiplier*50;
2551 player[closest].targetrotation=player[closest].rotation;
2555 if(Input::isKeyPressed(SDLK_o)&&!Input::isKeyDown(SDLK_LSHIFT)){
2557 float closestdist=-1;
2560 for(int i=1;i<numplayers;i++){
2561 distance=findDistancefast(&player[i].coords,&player[0].coords);
2562 if(closestdist==-1||distance<closestdist){
2563 closestdist=distance;
2567 if(Input::isKeyDown(SDLK_LCTRL))closest=0;
2570 player[closest].whichskin++;
2571 if(player[closest].whichskin>9)
2572 player[closest].whichskin=0;
2573 if(player[closest].whichskin>2&&player[closest].creature==wolftype)
2574 player[closest].whichskin=0;
2576 LoadTextureSave(creatureskin[player[closest].creature][player[closest].whichskin],
2577 &player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
2580 if(player[closest].numclothes){
2581 for(int i=0;i<player[closest].numclothes;i++){
2582 tintr=player[closest].clothestintr[i];
2583 tintg=player[closest].clothestintg[i];
2584 tintb=player[closest].clothestintb[i];
2585 AddClothes((char *)player[closest].clothes[i],&player[closest].skeleton.skinText[0]);
2587 player[closest].DoMipmaps();
2591 if(Input::isKeyPressed(SDLK_o)&&Input::isKeyDown(SDLK_LSHIFT)){
2593 float closestdist=-1;
2596 for(int i=1;i<numplayers;i++){
2597 distance=findDistancefast(&player[i].coords,&player[0].coords);
2598 if(closestdist==-1||distance<closestdist){
2599 closestdist=distance;
2604 if(player[closest].creature==wolftype){
2605 headprop=player[closest].proportionhead.x/1.1;
2606 bodyprop=player[closest].proportionbody.x/1.1;
2607 armprop=player[closest].proportionarms.x/1.1;
2608 legprop=player[closest].proportionlegs.x/1.1;
2611 if(player[closest].creature==rabbittype){
2612 headprop=player[closest].proportionhead.x/1.2;
2613 bodyprop=player[closest].proportionbody.x/1.05;
2614 armprop=player[closest].proportionarms.x/1.00;
2615 legprop=player[closest].proportionlegs.x/1.1;
2619 if(player[closest].creature==rabbittype){
2620 player[closest].skeleton.id=closest;
2621 player[closest].skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf",(char *)":Data:Skeleton:Basic Figure Wolf Low",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Wolf.solid",(char *)":Data:Models:Wolf2.solid",(char *)":Data:Models:Wolf3.solid",(char *)":Data:Models:Wolf4.solid",(char *)":Data:Models:Wolf5.solid",(char *)":Data:Models:Wolf6.solid",(char *)":Data:Models:Wolf7.solid",(char *)":Data:Models:Wolflow.solid",(char *)":Data:Models:Belt.solid",0);
2622 LoadTextureSave(":Data:Textures:Wolf.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[closest],&player[closest].skeleton.skinsize);
2623 player[closest].whichskin=0;
2624 player[closest].creature=wolftype;
2626 player[closest].proportionhead=1.1;
2627 player[closest].proportionbody=1.1;
2628 player[closest].proportionarms=1.1;
2629 player[closest].proportionlegs=1.1;
2630 player[closest].proportionlegs.y=1.1;
2631 player[closest].scale=.23*5*player[0].scale;
2633 player[closest].damagetolerance=300;
2637 player[closest].skeleton.id=closest;
2638 player[closest].skeleton.Load((char *)":Data:Skeleton:Basic Figure",(char *)":Data:Skeleton:Basic Figurelow",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Body.solid",(char *)":Data:Models:Body2.solid",(char *)":Data:Models:Body3.solid",(char *)":Data:Models:Body4.solid",(char *)":Data:Models:Body5.solid",(char *)":Data:Models:Body6.solid",(char *)":Data:Models:Body7.solid",(char *)":Data:Models:Bodylow.solid",(char *)":Data:Models:Belt.solid",1);
2639 LoadTextureSave(":Data:Textures:Fur3.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
2640 player[closest].whichskin=0;
2641 player[closest].creature=rabbittype;
2643 player[closest].proportionhead=1.2;
2644 player[closest].proportionbody=1.05;
2645 player[closest].proportionarms=1.00;
2646 player[closest].proportionlegs=1.1;
2647 player[closest].proportionlegs.y=1.05;
2648 player[closest].scale=.2*5*player[0].scale;
2650 player[closest].damagetolerance=200;
2653 if(player[closest].creature==wolftype){
2654 player[closest].proportionhead=1.1*headprop;
2655 player[closest].proportionbody=1.1*bodyprop;
2656 player[closest].proportionarms=1.1*armprop;
2657 player[closest].proportionlegs=1.1*legprop;
2660 if(player[closest].creature==rabbittype){
2661 player[closest].proportionhead=1.2*headprop;
2662 player[closest].proportionbody=1.05*bodyprop;
2663 player[closest].proportionarms=1.00*armprop;
2664 player[closest].proportionlegs=1.1*legprop;
2665 player[closest].proportionlegs.y=1.05*legprop;
2671 if(Input::isKeyPressed(SDLK_b)&&!Input::isKeyDown(SDLK_LSHIFT)){
2677 if(((Input::isKeyPressed(SDLK_i)&&!Input::isKeyDown(SDLK_LSHIFT)))){
2679 float closestdist=-1;
2681 XYZ flatfacing2,flatvelocity2;
2684 for(int i=1;i<numplayers;i++){
2685 distance=findDistancefast(&player[i].coords,&player[0].coords);
2686 if(distance<144&&!player[i].headless)
2687 if(closestdist==-1||distance<closestdist){
2688 closestdist=distance;
2690 blah = player[i].coords;
2695 XYZ headspurtdirection;
2696 //int i = player[closest].skeleton.jointlabels[head];
2697 Joint& headjoint=playerJoint(closest,head);
2698 for(int k=0;k<player[closest].skeleton.num_joints; k++){
2699 if(!player[closest].skeleton.free)
2700 flatvelocity2=player[closest].velocity;
2701 if(player[closest].skeleton.free)
2702 flatvelocity2=headjoint.velocity;
2703 if(!player[closest].skeleton.free)
2704 flatfacing2=DoRotation(DoRotation(DoRotation(headjoint.position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
2705 if(player[closest].skeleton.free)
2706 flatfacing2=headjoint.position*player[closest].scale+player[closest].coords;
2707 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
2708 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
2709 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
2710 headspurtdirection=headjoint.position-playerJoint(closest,neck).position;
2711 Normalise(&headspurtdirection);
2712 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, .6, 1);
2713 flatvelocity2+=headspurtdirection*8;
2714 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2/2, 1,1,1, .16, 1);
2716 Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
2718 emit_sound_at(splattersound, blah);
2719 emit_sound_at(breaksound2, blah, 100.);
2721 if(player[closest].skeleton.free==2)player[closest].skeleton.free=0;
2722 player[closest].RagDoll(0);
2723 player[closest].dead=2;
2724 player[closest].headless=1;
2725 player[closest].DoBloodBig(3,165);
2731 if(((Input::isKeyPressed(SDLK_i)&&Input::isKeyDown(SDLK_LSHIFT)))){
2733 float closestdist=-1;
2735 XYZ flatfacing2,flatvelocity2;
2738 for(int i=1;i<numplayers;i++){
2739 distance=findDistancefast(&player[i].coords,&player[0].coords);
2741 if(closestdist==-1||distance<closestdist){
2742 closestdist=distance;
2744 blah=player[i].coords;
2749 emit_sound_at(splattersound, blah);
2751 emit_sound_at(breaksound2, blah);
2753 for(int i=0;i<player[closest].skeleton.num_joints; i++){
2754 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
2755 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
2756 if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
2757 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
2758 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
2759 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
2760 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
2761 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
2762 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .3, 1);
2763 Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
2766 for(int i=0;i<player[closest].skeleton.num_joints; i++){
2767 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
2768 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
2769 if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
2770 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
2771 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
2772 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
2773 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
2774 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
2775 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .4, 1);
2778 for(int i=0;i<player[closest].skeleton.num_joints; i++){
2779 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
2780 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
2781 if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
2782 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
2783 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
2784 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
2785 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
2786 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
2787 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
2790 for(int i=0;i<player[closest].skeleton.num_joints; i++){
2791 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
2792 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
2793 if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
2794 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
2795 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
2796 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
2797 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
2798 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
2799 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
2803 for(int j=0;j<numplayers; j++){
2805 if(findDistancefast(&player[j].coords,&player[closest].coords)<25){
2806 player[j].DoDamage((25-findDistancefast(&player[j].coords,&player[closest].coords))*60);
2807 if(player[j].skeleton.free==2)
2808 player[j].skeleton.free=1;
2809 player[j].skeleton.longdead=0;
2810 player[j].RagDoll(0);
2811 for(int i=0;i<player[j].skeleton.num_joints; i++){
2812 temppos=player[j].skeleton.joints[i].position+player[j].coords;
2813 if(findDistancefast(&temppos,&player[closest].coords)<25){
2814 flatvelocity2=temppos-player[closest].coords;
2815 Normalise(&flatvelocity2);
2816 player[j].skeleton.joints[i].velocity+=flatvelocity2*((20-findDistancefast(&temppos,&player[closest].coords))*20);
2823 player[closest].DoDamage(10000);
2824 player[closest].RagDoll(0);
2825 player[closest].dead=2;
2826 player[closest].coords=20;
2827 player[closest].skeleton.free=2;
2834 if(Input::isKeyPressed(SDLK_f)){
2835 player[0].onfire=1-player[0].onfire;
2836 if(player[0].onfire){
2837 player[0].CatchFire();
2839 if(!player[0].onfire){
2840 emit_sound_at(fireendsound, player[0].coords);
2841 pause_sound(stream_firesound);
2845 if(Input::isKeyPressed(SDLK_n)&&!Input::isKeyDown(SDLK_LCTRL)){
2846 //if(!player[0].skeleton.free)player[0].damage+=500;
2847 player[0].RagDoll(0);
2848 //player[0].spurt=1;
2849 //player[0].DoDamage(1000);
2851 emit_sound_at(whooshsound, player[0].coords, 128.);
2854 if(Input::isKeyPressed(SDLK_n)&&Input::isKeyDown(SDLK_LCTRL)){
2855 for(int i=0;i<objects.numobjects;i++){
2856 if(objects.type[i]==treeleavestype){
2857 objects.scale[i]*=.9;
2862 if(Input::isKeyPressed(SDLK_m)&&Input::isKeyDown(SDLK_LSHIFT)){
2863 editorenabled=1-editorenabled;
2865 player[0].damagetolerance=100000;
2867 player[0].damagetolerance=200;
2869 player[0].damage=0; // these lines were in both if and else, but I think they would better fit in the if
2870 player[0].permanentdamage=0;
2871 player[0].superpermanentdamage=0;
2872 player[0].bloodloss=0;
2873 player[0].deathbleeding=0;
2877 if(whichlevel!=-2&&Input::isKeyPressed(SDLK_k)&&Input::isKeyDown(SDLK_LSHIFT)&&!editorenabled){
2879 if(targetlevel>numchallengelevels-1)
2886 if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LSHIFT)){
2888 float closestdist=-1;
2891 for(int i=1;i<numplayers;i++){
2892 distance=findDistancefast(&player[i].coords,&player[0].coords);
2893 if(closestdist==-1||distance<closestdist){
2894 closestdist=distance;
2898 if(closestdist>0&&closest>=0){
2899 //player[closest]=player[numplayers-1];
2900 //player[closest].skeleton=player[numplayers-1].skeleton;
2905 if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LCTRL)){
2907 float closestdist=-1;
2910 for(int i=1;i<max_objects;i++){
2911 distance=findDistancefast(&objects.position[i],&player[0].coords);
2912 if(closestdist==-1||distance<closestdist){
2913 closestdist=distance;
2917 if(closestdist>0&&closest>=0){
2918 objects.position[closest].y-=500;
2922 if(Input::isKeyPressed(SDLK_m)&&Input::isKeyDown(SDLK_LSHIFT)){
2924 //if(drawmode>2)drawmode=0;
2925 if(objects.numobjects<max_objects-1){
2927 boxcoords.x=player[0].coords.x;
2928 boxcoords.z=player[0].coords.z;
2929 boxcoords.y=player[0].coords.y-3;
2930 if(editortype==bushtype)boxcoords.y=player[0].coords.y-.5;
2931 if(editortype==firetype)boxcoords.y=player[0].coords.y-.5;
2932 //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
2933 float temprotat,temprotat2;
2934 temprotat=editorrotation;
2935 temprotat2=editorrotation2;
2936 if(temprotat<0||editortype==bushtype)temprotat=Random()%360;
2937 if(temprotat2<0)temprotat2=Random()%360;
2939 objects.MakeObject(editortype,boxcoords,(int)temprotat-((int)temprotat)%30,(int)temprotat2,editorsize);
2940 if(editortype==treetrunktype)
2941 objects.MakeObject(treeleavestype,boxcoords,Random()%360*(temprotat2<2)+(int)editorrotation-((int)editorrotation)%30,editorrotation2,editorsize);
2945 if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
2946 if(numplayers<maxplayers-1){
2947 player[numplayers].scale=.2*5*player[0].scale;
2948 player[numplayers].creature=rabbittype;
2949 player[numplayers].howactive=editoractive;
2950 player[numplayers].skeleton.id=numplayers;
2951 player[numplayers].skeleton.Load((char *)":Data:Skeleton:Basic Figure",(char *)":Data:Skeleton:Basic Figurelow",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Body.solid",(char *)":Data:Models:Body2.solid",(char *)":Data:Models:Body3.solid",(char *)":Data:Models:Body4.solid",(char *)":Data:Models:Body5.solid",(char *)":Data:Models:Body6.solid",(char *)":Data:Models:Body7.solid",(char *)":Data:Models:Bodylow.solid",(char *)":Data:Models:Belt.solid",1);
2953 //texsize=512*512*3/texdetail/texdetail;
2954 //if(!player[numplayers].loaded)player[numplayers].skeleton.skinText = new GLubyte[texsize];
2955 //player[numplayers].skeleton.skinText.resize(texsize);
2957 int k=abs(Random()%2)+1;
2959 LoadTextureSave(":Data:Textures:Fur3.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
2960 player[numplayers].whichskin=0;
2963 LoadTextureSave(":Data:Textures:Fur.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
2964 player[numplayers].whichskin=1;
2967 LoadTextureSave(":Data:Textures:Fur2.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
2968 player[numplayers].whichskin=2;
2971 LoadTexture(":Data:Textures:Belt.png",&player[numplayers].skeleton.drawmodelclothes.textureptr,1,1);
2972 player[numplayers].power=1;
2973 player[numplayers].speedmult=1;
2974 player[numplayers].currentanimation=bounceidleanim;
2975 player[numplayers].targetanimation=bounceidleanim;
2976 player[numplayers].currentframe=0;
2977 player[numplayers].targetframe=1;
2978 player[numplayers].target=0;
2979 player[numplayers].bled=0;
2980 player[numplayers].speed=1+(float)(Random()%100)/1000;
2982 player[numplayers].targetrotation=player[0].targetrotation;
2983 player[numplayers].rotation=player[0].rotation;
2985 player[numplayers].velocity=0;
2986 player[numplayers].coords=player[0].coords;
2987 player[numplayers].oldcoords=player[numplayers].coords;
2988 player[numplayers].realoldcoords=player[numplayers].coords;
2990 player[numplayers].id=numplayers;
2991 player[numplayers].skeleton.id=numplayers;
2992 player[numplayers].updatedelay=0;
2993 player[numplayers].normalsupdatedelay=0;
2995 player[numplayers].aitype=passivetype;
2997 if(player[0].creature==wolftype){
2998 headprop=player[0].proportionhead.x/1.1;
2999 bodyprop=player[0].proportionbody.x/1.1;
3000 armprop=player[0].proportionarms.x/1.1;
3001 legprop=player[0].proportionlegs.x/1.1;
3004 if(player[0].creature==rabbittype){
3005 headprop=player[0].proportionhead.x/1.2;
3006 bodyprop=player[0].proportionbody.x/1.05;
3007 armprop=player[0].proportionarms.x/1.00;
3008 legprop=player[0].proportionlegs.x/1.1;
3011 if(player[numplayers].creature==wolftype){
3012 player[numplayers].proportionhead=1.1*headprop;
3013 player[numplayers].proportionbody=1.1*bodyprop;
3014 player[numplayers].proportionarms=1.1*armprop;
3015 player[numplayers].proportionlegs=1.1*legprop;
3018 if(player[numplayers].creature==rabbittype){
3019 player[numplayers].proportionhead=1.2*headprop;
3020 player[numplayers].proportionbody=1.05*bodyprop;
3021 player[numplayers].proportionarms=1.00*armprop;
3022 player[numplayers].proportionlegs=1.1*legprop;
3023 player[numplayers].proportionlegs.y=1.05*legprop;
3026 player[numplayers].headless=0;
3027 player[numplayers].onfire=0;
3030 player[numplayers].proportionhead.z=0;
3031 player[numplayers].proportionbody.z=0;
3032 player[numplayers].proportionarms.z=0;
3033 player[numplayers].proportionlegs.z=0;
3036 player[numplayers].tempanimation.Load((char *)"Tempanim",0,0);
3038 player[numplayers].damagetolerance=200;
3040 player[numplayers].protectionhead=player[0].protectionhead;
3041 player[numplayers].protectionhigh=player[0].protectionhigh;
3042 player[numplayers].protectionlow=player[0].protectionlow;
3043 player[numplayers].armorhead=player[0].armorhead;
3044 player[numplayers].armorhigh=player[0].armorhigh;
3045 player[numplayers].armorlow=player[0].armorlow;
3046 player[numplayers].metalhead=player[0].metalhead;
3047 player[numplayers].metalhigh=player[0].metalhigh;
3048 player[numplayers].metallow=player[0].metallow;
3050 player[numplayers].immobile=player[0].immobile;
3052 player[numplayers].numclothes=player[0].numclothes;
3053 if(player[numplayers].numclothes)
3054 for(int i=0;i<player[numplayers].numclothes;i++){
3055 strcpy(player[numplayers].clothes[i], player[0].clothes[i]);
3056 player[numplayers].clothestintr[i]=player[0].clothestintr[i];
3057 player[numplayers].clothestintg[i]=player[0].clothestintg[i];
3058 player[numplayers].clothestintb[i]=player[0].clothestintb[i];
3059 tintr=player[numplayers].clothestintr[i];
3060 tintg=player[numplayers].clothestintg[i];
3061 tintb=player[numplayers].clothestintb[i];
3062 AddClothes((char *)player[numplayers].clothes[i],&player[numplayers].skeleton.skinText[0]);
3064 if(player[numplayers].numclothes){
3065 player[numplayers].DoMipmaps();
3068 player[numplayers].power=player[0].power;
3069 player[numplayers].speedmult=player[0].speedmult;
3071 player[numplayers].damage=0;
3072 player[numplayers].permanentdamage=0;
3073 player[numplayers].superpermanentdamage=0;
3074 player[numplayers].deathbleeding=0;
3075 player[numplayers].bleeding=0;
3076 player[numplayers].numwaypoints=0;
3077 player[numplayers].waypoint=0;
3078 player[numplayers].jumppath=0;
3079 player[numplayers].weaponstuck=-1;
3080 player[numplayers].weaponactive=-1;
3081 player[numplayers].num_weapons=0;
3082 player[numplayers].bloodloss=0;
3083 player[numplayers].dead=0;
3085 player[numplayers].loaded=1;
3091 if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LSHIFT)){
3092 if(player[numplayers-1].numwaypoints<90){
3093 player[numplayers-1].waypoints[player[numplayers-1].numwaypoints]=player[0].coords;
3094 player[numplayers-1].waypointtype[player[numplayers-1].numwaypoints]=editorpathtype;
3095 player[numplayers-1].numwaypoints++;
3099 if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LCTRL)){
3100 if(numpathpoints<30){
3101 bool connected,alreadyconnected;
3104 for(int i=0;i<numpathpoints;i++){
3105 if(findDistancefast(&pathpoint[i],&player[0].coords)<.5&&i!=pathpointselected&&!connected){
3107 for(int j=0;j<numpathpointconnect[pathpointselected];j++){
3108 if(pathpointconnect[pathpointselected][j]==i)alreadyconnected=1;
3110 if(!alreadyconnected){
3111 numpathpointconnect[pathpointselected]++;
3113 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=i;
3119 pathpoint[numpathpoints-1]=player[0].coords;
3120 numpathpointconnect[numpathpoints-1]=0;
3121 if(numpathpoints>1&&pathpointselected!=-1){
3122 numpathpointconnect[pathpointselected]++;
3123 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=numpathpoints-1;
3125 pathpointselected=numpathpoints-1;
3130 if(Input::isKeyPressed(SDLK_PERIOD)){
3131 pathpointselected++;
3132 if(pathpointselected>=numpathpoints)
3133 pathpointselected=-1;
3135 if(Input::isKeyPressed(SDLK_COMMA)&&!Input::isKeyDown(SDLK_LSHIFT)){
3136 pathpointselected--;
3137 if(pathpointselected<=-2)
3138 pathpointselected=numpathpoints-1;
3140 if(Input::isKeyPressed(SDLK_COMMA)&&Input::isKeyDown(SDLK_LSHIFT)){
3141 if(pathpointselected!=-1){
3143 pathpoint[pathpointselected]=pathpoint[numpathpoints];
3144 numpathpointconnect[pathpointselected]=numpathpointconnect[numpathpoints];
3145 for(int i=0;i<numpathpointconnect[pathpointselected];i++){
3146 pathpointconnect[pathpointselected][i]=pathpointconnect[numpathpoints][i];
3148 for(int i=0;i<numpathpoints;i++){
3149 for(int j=0;j<numpathpointconnect[i];j++){
3150 if(pathpointconnect[i][j]==pathpointselected){
3151 pathpointconnect[i][j]=pathpointconnect[i][numpathpointconnect[i]-1];
3152 numpathpointconnect[i]--;
3154 if(pathpointconnect[i][j]==numpathpoints){
3155 pathpointconnect[i][j]=pathpointselected;
3159 pathpointselected=numpathpoints-1;
3163 if(Input::isKeyPressed(SDLK_LEFT)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3165 if(editortype==treeleavestype||editortype==10)editortype--;
3166 if(editortype<0)editortype=firetype;
3169 if(Input::isKeyPressed(SDLK_RIGHT)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3171 if(editortype==treeleavestype||editortype==10)editortype++;
3172 if(editortype>firetype)editortype=0;
3175 if(Input::isKeyDown(SDLK_LEFT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3176 editorrotation-=multiplier*100;
3177 if(editorrotation<-.01)editorrotation=-.01;
3180 if(Input::isKeyDown(SDLK_RIGHT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3181 editorrotation+=multiplier*100;
3184 if(Input::isKeyDown(SDLK_UP)&&!Input::isKeyDown(SDLK_LCTRL)){
3185 editorsize+=multiplier;
3188 if(Input::isKeyDown(SDLK_DOWN)&&!Input::isKeyDown(SDLK_LCTRL)){
3189 editorsize-=multiplier;
3190 if(editorsize<.1)editorsize=.1;
3194 if(Input::isKeyPressed(SDLK_LEFT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
3195 mapradius-=multiplier*10;
3198 if(Input::isKeyPressed(SDLK_RIGHT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
3199 mapradius+=multiplier*10;
3201 if(Input::isKeyDown(SDLK_UP)&&Input::isKeyDown(SDLK_LCTRL)){
3202 editorrotation2+=multiplier*100;
3205 if(Input::isKeyDown(SDLK_DOWN)&&Input::isKeyDown(SDLK_LCTRL)){
3206 editorrotation2-=multiplier*100;
3207 if(editorrotation2<-.01)editorrotation2=-.01;
3209 if(Input::isKeyPressed(SDLK_DELETE)&&objects.numobjects&&Input::isKeyDown(SDLK_LSHIFT)){
3211 float closestdist=-1;
3213 for(int i=0;i<objects.numobjects;i++){
3214 distance=findDistancefast(&objects.position[i],&player[0].coords);
3215 if(closestdist==-1||distance<closestdist){
3216 closestdist=distance;
3220 if(closestdist>0&&closest>=0)objects.DeleteObject(closest);
3226 void Game::doJumpReversals(){
3227 for(int k=0;k<numplayers;k++)
3228 for(int i=k;i<numplayers;i++){
3230 if( player[k].skeleton.free==0&&
3231 player[i].skeleton.oldfree==0&&
3232 (player[i].targetanimation==jumpupanim||
3233 player[k].targetanimation==jumpupanim)&&
3234 (player[i].aitype==playercontrolled||
3235 player[k].aitype==playercontrolled)&&
3236 (player[i].aitype==attacktypecutoff&&player[i].stunned<=0||
3237 player[k].aitype==attacktypecutoff&&player[k].stunned<=0)){
3238 if( findDistancefast(&player[i].coords,&player[k].coords)<10*sq((player[i].scale+player[k].scale)*2.5)&&
3239 findDistancefastflat(&player[i].coords,&player[k].coords)<2*sq((player[i].scale+player[k].scale)*2.5)){
3240 //TODO: refactor two huge similar ifs
3241 if(player[i].targetanimation==jumpupanim&&
3242 player[k].targetanimation!=getupfrombackanim&&
3243 player[k].targetanimation!=getupfromfrontanim&&
3244 animation[player[k].targetanimation].height==middleheight&&
3245 normaldotproduct(player[i].velocity,player[k].coords-player[i].coords)<0&&
3246 (player[k].aitype==playercontrolled&&player[k].attackkeydown||
3247 player[k].aitype!=playercontrolled)){
3248 player[i].victim=&player[k];
3249 player[i].velocity=0;
3250 player[i].currentanimation=jumpreversedanim;
3251 player[i].targetanimation=jumpreversedanim;
3252 player[i].currentframe=0;
3253 player[i].targetframe=1;
3254 player[i].targettilt2=0;
3255 player[k].victim=&player[i];
3256 player[k].velocity=0;
3257 player[k].currentanimation=jumpreversalanim;
3258 player[k].targetanimation=jumpreversalanim;
3259 player[k].currentframe=0;
3260 player[k].targetframe=1;
3261 player[k].targettilt2=0;
3262 if(player[i].coords.y<player[k].coords.y+1){
3263 player[i].currentanimation=rabbitkickreversedanim;
3264 player[i].targetanimation=rabbitkickreversedanim;
3265 player[i].currentframe=1;
3266 player[i].targetframe=2;
3267 player[k].currentanimation=rabbitkickreversalanim;
3268 player[k].targetanimation=rabbitkickreversalanim;
3269 player[k].currentframe=1;
3270 player[k].targetframe=2;
3273 player[k].oldcoords=player[k].coords;
3274 player[i].coords=player[k].coords;
3275 player[k].targetrotation=player[i].targetrotation;
3276 player[k].rotation=player[i].targetrotation;
3277 if(player[k].aitype==attacktypecutoff)
3278 player[k].stunned=.5;
3280 if(player[k].targetanimation==jumpupanim&&
3281 player[i].targetanimation!=getupfrombackanim&&
3282 player[i].targetanimation!=getupfromfrontanim&&
3283 animation[player[i].targetanimation].height==middleheight&&
3284 normaldotproduct(player[k].velocity,player[i].coords-player[k].coords)<0&&
3285 ((player[i].aitype==playercontrolled&&player[i].attackkeydown)||
3286 player[i].aitype!=playercontrolled)){
3287 player[k].victim=&player[i];
3288 player[k].velocity=0;
3289 player[k].currentanimation=jumpreversedanim;
3290 player[k].targetanimation=jumpreversedanim;
3291 player[k].currentframe=0;
3292 player[k].targetframe=1;
3293 player[k].targettilt2=0;
3294 player[i].victim=&player[k];
3295 player[i].velocity=0;
3296 player[i].currentanimation=jumpreversalanim;
3297 player[i].targetanimation=jumpreversalanim;
3298 player[i].currentframe=0;
3299 player[i].targetframe=1;
3300 player[i].targettilt2=0;
3301 if(player[k].coords.y<player[i].coords.y+1){
3302 player[k].targetanimation=rabbitkickreversedanim;
3303 player[k].currentanimation=rabbitkickreversedanim;
3304 player[i].currentanimation=rabbitkickreversalanim;
3305 player[i].targetanimation=rabbitkickreversalanim;
3306 player[k].currentframe=1;
3307 player[k].targetframe=2;
3308 player[i].currentframe=1;
3309 player[i].targetframe=2;
3312 player[i].oldcoords=player[i].coords;
3313 player[k].coords=player[i].coords;
3314 player[i].targetrotation=player[k].targetrotation;
3315 player[i].rotation=player[k].targetrotation;
3316 if(player[i].aitype==attacktypecutoff)
3317 player[i].stunned=.5;
3324 void Game::doAerialAcrobatics(){
3325 static XYZ facing,flatfacing;
3326 for(int k=0;k<numplayers;k++){
3327 player[k].turnspeed=500;
3329 if((player[k].isRun()&&
3330 ((player[k].targetrotation!=rabbitrunninganim&&
3331 player[k].targetrotation!=wolfrunninganim)||
3332 player[k].targetframe==4))||
3333 player[k].targetanimation==removeknifeanim||
3334 player[k].targetanimation==crouchremoveknifeanim||
3335 player[k].targetanimation==flipanim||
3336 player[k].targetanimation==fightsidestep||
3337 player[k].targetanimation==walkanim){
3338 player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed);
3342 if(player[k].isStop()||
3343 player[k].isLanding()||
3344 player[k].targetanimation==staggerbackhighanim||
3345 (player[k].targetanimation==sneakanim&&player[k].currentanimation==sneakanim)||
3346 player[k].targetanimation==staggerbackhardanim||
3347 player[k].targetanimation==backhandspringanim||
3348 player[k].targetanimation==dodgebackanim||
3349 player[k].targetanimation==rollanim||
3350 (animation[player[k].targetanimation].attack&&
3351 player[k].targetanimation!=rabbitkickanim&&
3352 (player[k].targetanimation!=crouchstabanim||player[k].hasvictim)&&
3353 (player[k].targetanimation!=swordgroundstabanim||player[k].hasvictim))){
3354 player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*2);
3357 if(player[k].targetanimation==sneakanim&&player[k].currentanimation!=sneakanim){
3358 player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*4);
3361 /*if(player[k].aitype!=passivetype||(findDistancefast(&player[k].coords,&viewer)<viewdistance*viewdistance))*/
3362 player[k].DoStuff();
3363 if(player[k].immobile&&k!=0)
3364 player[k].coords=player[k].realoldcoords;
3366 //if player's position has changed (?)
3367 if(findDistancefast(&player[k].coords,&player[k].realoldcoords)>0&&
3368 !player[k].skeleton.free&&
3369 player[k].targetanimation!=climbanim&&
3370 player[k].targetanimation!=hanganim){
3371 XYZ lowpoint,lowpointtarget,lowpoint2,lowpointtarget2,lowpoint3,lowpointtarget3,lowpoint4,lowpointtarget4,lowpoint5,lowpointtarget5,lowpoint6,lowpointtarget6,lowpoint7,lowpointtarget7,colpoint,colpoint2;
3375 if(player[k].collide<-.3)
3376 player[k].collide=-.3;
3377 if(player[k].collide>1)
3378 player[k].collide=1;
3379 player[k].collide-=multiplier*30;
3382 player[k].coords.y=max(player[k].coords.y, terrain.getHeight(player[k].coords.x,player[k].coords.z));
3384 for(int l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
3385 int i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
3386 if(objects.type[i]!=rocktype||
3387 objects.scale[i]>.5&&player[k].aitype==playercontrolled||
3388 objects.position[i].y>player[k].coords.y){
3389 lowpoint=player[k].coords;
3390 if(player[k].targetanimation!=jumpupanim&&
3391 player[k].targetanimation!=jumpdownanim&&
3392 !player[k].isFlip())
3396 if( player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z)&&
3397 player[k].coords.y>terrain.getHeight(player[k].coords.x,player[k].coords.z)-.1)
3398 player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z);
3399 if(player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){
3400 flatfacing=lowpoint-player[k].coords;
3401 player[k].coords=lowpoint;
3402 player[k].coords.y-=1.3;
3403 player[k].collide=1;
3406 //TODO: refactor four similar blocks
3407 if(player[k].aitype==playercontrolled&&
3408 (player[k].targetanimation==jumpupanim||
3409 player[k].targetanimation==jumpdownanim||
3410 player[k].isFlip())&&
3411 !player[k].jumptogglekeydown&&
3412 player[k].jumpkeydown){
3413 lowpointtarget=lowpoint+DoRotation(player[k].facing,0,-90,0)*1.5;
3414 XYZ tempcoords1=lowpoint;
3415 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3416 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3417 setAnimation(k,walljumpleftanim);
3418 emit_sound_at(movewhooshsound, player[k].coords);
3420 pause_sound(whooshsound);
3422 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3423 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3424 if(lowpointtarget.z<0)
3425 player[k].rotation=180-player[k].rotation;
3426 player[k].targetrotation=player[k].rotation;
3427 player[k].lowrotation=player[k].rotation;
3433 lowpoint=tempcoords1;
3434 lowpointtarget=lowpoint+DoRotation(player[k].facing,0,90,0)*1.5;
3435 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3436 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3437 setAnimation(k,walljumprightanim);
3438 emit_sound_at(movewhooshsound, player[k].coords);
3439 if(k==0)pause_sound(whooshsound);
3441 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3442 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3443 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3444 player[k].targetrotation=player[k].rotation;
3445 player[k].lowrotation=player[k].rotation;
3446 if(k==0)numwallflipped++;
3450 lowpoint=tempcoords1;
3451 lowpointtarget=lowpoint+player[k].facing*2;
3452 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3453 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3454 setAnimation(k,walljumpbackanim);
3455 emit_sound_at(movewhooshsound, player[k].coords);
3456 if(k==0)pause_sound(whooshsound);
3458 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3459 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3460 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3461 player[k].targetrotation=player[k].rotation;
3462 player[k].lowrotation=player[k].rotation;
3463 if(k==0)numwallflipped++;
3467 lowpoint=tempcoords1;
3468 lowpointtarget=lowpoint-player[k].facing*2;
3469 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3470 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3471 setAnimation(k,walljumpfrontanim);
3472 emit_sound_at(movewhooshsound, player[k].coords);
3473 if(k==0)pause_sound(whooshsound);
3475 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3476 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3477 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3478 player[k].rotation+=180;
3479 player[k].targetrotation=player[k].rotation;
3480 player[k].lowrotation=player[k].rotation;
3481 if(k==0)numwallflipped++;
3489 else if(objects.type[i]==rocktype){
3490 lowpoint2=player[k].coords;
3491 lowpoint=player[k].coords;
3493 if(objects.model[i].LineCheck(&lowpoint,&lowpoint2,&colpoint,&objects.position[i],&objects.rotation[i])!=-1){
3494 player[k].coords=colpoint;
3495 player[k].collide=1;
3498 if(player[k].targetanimation==jumpdownanim||player[k].isFlip()){
3499 //flipped into a rock
3500 if(player[k].isFlip()&&animation[player[k].targetanimation].label[player[k].targetframe]==7)
3501 player[k].RagDoll(0);
3503 if(player[k].targetanimation==jumpupanim){
3504 player[k].jumppower=-4;
3505 player[k].targetanimation=player[k].getIdle();
3508 player[k].targetframe=0;
3509 player[k].onterrain=1;
3511 if(player[k].id==0){
3512 pause_sound(whooshsound);
3513 OPENAL_SetVolume(channels[whooshsound], 0);
3517 if((player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].wasLanding()){
3518 if(player[k].isFlip())
3519 player[k].jumppower=-4;
3520 player[k].targetanimation=player[k].getLanding();
3521 emit_sound_at(landsound, player[k].coords, 128.);
3523 envsound[numenvsounds]=player[k].coords;
3524 envsoundvol[numenvsounds]=16;
3525 envsoundlife[numenvsounds]=.4;
3535 if(tempcollide&&(/*player[k].jumptogglekeydown*/1==1||player[k].aitype!=playercontrolled))
3536 for(int l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
3537 int i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
3538 lowpoint=player[k].coords;
3540 if(objects.type[i]!=rocktype)
3541 if(player[k].SphereCheck(&lowpoint,1.33,&colpoint,&objects.position[i],&objects.rotation[i],&objects.model[i])!=-1){
3542 if(player[k].targetanimation!=jumpupanim&&
3543 player[k].targetanimation!=jumpdownanim&&
3544 player[k].onterrain)
3545 player[k].avoidcollided=1;
3546 player[k].coords=lowpoint;
3547 player[k].coords.y-=1.35;
3548 player[k].collide=1;
3550 if((player[k].grabdelay<=0||player[k].aitype!=playercontrolled)&&
3551 (player[k].currentanimation!=climbanim&&
3552 player[k].currentanimation!=hanganim&&
3553 !player[k].isWallJump()||
3554 player[k].targetanimation==jumpupanim||
3555 player[k].targetanimation==jumpdownanim)){
3556 lowpoint=player[k].coords;
3557 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.rotation[i]);
3558 lowpoint=player[k].coords;
3562 facing=DoRotation(facing,0,player[k].targetrotation+180,0);
3563 lowpointtarget=lowpoint+facing*1.4;
3564 whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3566 lowpoint=player[k].coords;
3568 lowpointtarget=lowpoint+facing*1.4;
3570 lowpointtarget2=lowpointtarget;
3572 lowpointtarget3=lowpointtarget;
3574 lowpointtarget4=lowpointtarget;
3576 lowpointtarget5=lowpointtarget;
3578 lowpointtarget6=lowpointtarget;
3580 lowpointtarget7=lowpoint;
3582 lowpointtarget2.x+=.1;
3584 lowpointtarget3.z+=.1;
3586 lowpointtarget4.x-=.1;
3588 lowpointtarget5.z-=.1;
3590 lowpointtarget6.y+=45/13;
3591 lowpointtarget6+=facing*.6;
3592 lowpointtarget7.y+=90/13;
3593 whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3594 if(objects.friction[i]>.5)
3596 if(whichhit!=-1&&player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim)
3597 player[k].collided=1;
3598 if(checkcollide(lowpoint7,lowpointtarget7)==-1)
3599 if(checkcollide(lowpoint6,lowpointtarget6)==-1)
3600 if( objects.model[i].LineCheckPossible(&lowpoint2,&lowpointtarget2,
3601 &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
3602 objects.model[i].LineCheckPossible(&lowpoint3,&lowpointtarget3,
3603 &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
3604 objects.model[i].LineCheckPossible(&lowpoint4,&lowpointtarget4,
3605 &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
3606 objects.model[i].LineCheckPossible(&lowpoint5,&lowpointtarget5,
3607 &colpoint,&objects.position[i],&objects.rotation[i])!=-1)
3608 for(int j=0;j<45;j++){
3609 lowpoint=player[k].coords;
3610 lowpoint.y+=(float)j/13;
3611 lowpointtarget=lowpoint+facing*1.4;
3612 if(objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,
3613 &colpoint2,&objects.position[i],&objects.rotation[i])==-1){
3614 if(j<=6||j<=25&&player[k].targetanimation==jumpdownanim)
3616 if(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim){
3617 lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0);
3618 lowpoint=player[k].coords;
3619 lowpoint.y+=(float)j/13;
3620 lowpointtarget=lowpoint+facing*1.3;
3621 flatfacing=player[k].coords;
3622 player[k].coords=colpoint-DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0)*.01;
3623 player[k].coords.y=lowpointtarget.y-.07;
3624 player[k].currentoffset=(flatfacing-player[k].coords)/player[k].scale;
3626 if(j>10||!player[k].isRun()){
3627 if(player[k].targetanimation==jumpdownanim||player[k].targetanimation==jumpupanim){
3629 pause_sound(whooshsound);
3631 emit_sound_at(jumpsound, player[k].coords, 128.);
3633 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3634 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3635 if(lowpointtarget.z<0)
3636 player[k].rotation=180-player[k].rotation;
3637 player[k].targetrotation=player[k].rotation;
3638 player[k].lowrotation=player[k].rotation;
3640 //player[k].velocity=lowpointtarget*.03;
3641 player[k].velocity=0;
3644 if(player[k].targetanimation==jumpupanim){
3645 player[k].targetanimation=climbanim;
3646 player[k].jumppower=0;
3647 player[k].jumpclimb=1;
3649 player[k].transspeed=6;
3651 player[k].targetframe=1;
3654 setAnimation(k,hanganim);
3655 player[k].jumppower=0;
3667 if(player[k].collide<=0){
3669 if(!player[k].onterrain&&
3670 player[k].targetanimation!=jumpupanim&&
3671 player[k].targetanimation!=jumpdownanim&&
3672 player[k].targetanimation!=climbanim&&
3673 player[k].targetanimation!=hanganim&&
3674 !player[k].isWallJump()&&
3675 !player[k].isFlip()){
3676 if(player[k].currentanimation!=climbanim&&
3677 player[k].currentanimation!=tempanim&&
3678 player[k].targetanimation!=backhandspringanim&&
3679 (player[k].targetanimation!=rollanim||
3680 player[k].targetframe<2||
3681 player[k].targetframe>6)){
3682 //stagger off ledge (?)
3683 if(player[k].targetanimation==staggerbackhighanim||player[k].targetanimation==staggerbackhardanim)
3684 player[k].RagDoll(0);
3685 setAnimation(k,jumpdownanim);
3688 emit_sound_at(whooshsound, player[k].coords, 128.);
3691 player[k].velocity.y+=gravity;
3695 player[k].realoldcoords=player[k].coords;
3699 void Game::doAttacks(){
3700 static XYZ relative;
3701 static int randattack;
3702 static bool playerrealattackkeydown=0;
3704 if(!Input::isKeyDown(attackkey))
3707 player[0].attackkeydown=0;
3709 playerrealattackkeydown=0;
3711 playerrealattackkeydown=Input::isKeyDown(attackkey);
3712 if((player[0].parriedrecently<=0||
3713 player[0].weaponactive==-1)&&
3716 player[0].lastattack!=swordslashanim&&
3717 player[0].lastattack!=knifeslashstartanim&&
3718 player[0].lastattack!=staffhitanim&&
3719 player[0].lastattack!=staffspinhitanim)))
3720 player[0].attackkeydown=Input::isKeyDown(attackkey);
3721 if(Input::isKeyDown(attackkey)&&
3723 !player[0].backkeydown){
3724 for(int k=0;k<numplayers;k++){
3725 if((player[k].targetanimation==swordslashanim||
3726 player[k].targetanimation==staffhitanim||
3727 player[k].targetanimation==staffspinhitanim)&&
3728 player[0].currentanimation!=dodgebackanim&&
3729 !player[k].skeleton.free)
3730 player[k].Reverse();
3734 if(!hostile||indialogue!=-1)player[0].attackkeydown=0;
3736 for(int k=0;k<numplayers;k++){
3737 if(indialogue!=-1)player[k].attackkeydown=0;
3738 if(player[k].targetanimation!=rabbitrunninganim&&player[k].targetanimation!=wolfrunninganim){
3739 if(player[k].aitype!=playercontrolled)
3740 player[k].victim=&player[0];
3741 //attack key pressed
3742 if(player[k].attackkeydown){
3744 if(player[k].backkeydown&&
3745 player[k].targetanimation!=backhandspringanim&&
3746 (player[k].isIdle()||
3747 player[k].isStop()||
3749 player[k].targetanimation==walkanim)){
3750 if(player[k].jumppower<=1){
3751 player[k].jumppower-=2;
3753 for(int i=0;i<numplayers;i++){
3755 if(player[i].targetanimation==swordslashanim||
3756 player[i].targetanimation==knifeslashstartanim||
3757 player[i].targetanimation==staffhitanim||
3758 player[i].targetanimation==staffspinhitanim)
3759 if(findDistancefast(&player[k].coords,&player[i].coords)<6.5&&!player[i].skeleton.free){
3760 setAnimation(k,dodgebackanim);
3761 player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
3762 player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
3765 if(player[k].targetanimation!=dodgebackanim){
3766 if(k==0)numflipped++;
3767 setAnimation(k,backhandspringanim);
3768 player[k].targetrotation=-rotation+180;
3769 if(player[k].leftkeydown)
3770 player[k].targetrotation-=45;
3771 if(player[k].rightkeydown)
3772 player[k].targetrotation+=45;
3773 player[k].rotation=player[k].targetrotation;
3774 player[k].jumppower-=2;
3779 if(!animation[player[k].targetanimation].attack&&
3780 !player[k].backkeydown&&
3781 (player[k].isIdle()||
3783 player[k].targetanimation==walkanim||
3784 player[k].targetanimation==sneakanim||
3785 player[k].isCrouch())){
3786 const int attackweapon=player[k].weaponactive==-1?0:weapons[player[k].weaponids[player[k].weaponactive]].getType();
3787 //normal attacks (?)
3788 player[k].hasvictim=0;
3790 for(int i=0;i<numplayers;i++){
3791 if(i==k||!(k==0||i==0))continue;
3792 if(!player[k].hasvictim)
3793 if(animation[player[k].targetanimation].attack!=reversal){
3795 const float distance=findDistancefast(&player[k].coords,&player[i].coords);
3797 !player[i].skeleton.free&&
3798 player[i].howactive<typedead1&&
3799 player[i].targetanimation!=jumpreversedanim&&
3800 player[i].targetanimation!=rabbitkickreversedanim&&
3801 player[i].targetanimation!=rabbitkickanim&&
3802 player[k].targetanimation!=rabbitkickanim&&
3803 player[i].targetanimation!=getupfrombackanim&&
3804 (player[i].targetanimation!=staggerbackhighanim&&
3805 (player[i].targetanimation!=staggerbackhardanim||
3806 animation[staggerbackhardanim].label[player[i].targetframe]==6))&&
3807 player[i].targetanimation!=jumpdownanim&&
3808 player[i].targetanimation!=jumpupanim&&
3809 player[i].targetanimation!=getupfromfrontanim){
3810 player[k].victim=&player[i];
3811 player[k].hasvictim=1;
3812 if(player[k].aitype==playercontrolled){ //human player
3814 if(distance<2.5*sq(player[k].scale*5)&&
3815 player[k].crouchkeydown&&
3816 animation[player[i].targetanimation].height!=lowheight)
3817 player[k].targetanimation=sweepanim;
3819 else if(distance<1.5*sq(player[k].scale*5)&&
3820 animation[player[i].targetanimation].height!=lowheight&&
3821 !player[k].forwardkeydown&&
3822 !player[k].leftkeydown&&
3823 !player[k].rightkeydown&&
3824 !player[k].crouchkeydown&&
3827 player[k].targetanimation=winduppunchanim;
3829 else if(distance<2.5*sq(player[k].scale*5)&&
3830 animation[player[i].targetanimation].height!=lowheight&&
3831 !player[k].forwardkeydown&&
3832 !player[k].leftkeydown&&
3833 !player[k].rightkeydown&&
3834 !player[k].crouchkeydown&&
3836 player[k].targetanimation=upunchanim;
3838 else if(distance<2.5*sq(player[k].scale*5)&&
3839 player[i].staggerdelay>0&&
3840 attackweapon==knife&&
3841 player[i].bloodloss>player[i].damagetolerance/2)
3842 player[k].targetanimation=knifefollowanim;
3844 else if(distance<2.5*sq(player[k].scale*5)&&
3845 animation[player[i].targetanimation].height!=lowheight&&
3846 !player[k].forwardkeydown&&
3847 !player[k].leftkeydown&&
3848 !player[k].rightkeydown&&
3849 !player[k].crouchkeydown&&
3850 attackweapon==knife&&
3851 player[k].weaponmissdelay<=0)
3852 player[k].targetanimation=knifeslashstartanim;
3854 else if(distance<4.5*sq(player[k].scale*5)&&
3855 animation[player[i].targetanimation].height!=lowheight&&
3856 !player[k].crouchkeydown&&
3857 attackweapon==sword&&
3858 player[k].weaponmissdelay<=0)
3859 player[k].targetanimation=swordslashanim;
3861 else if(distance<4.5*sq(player[k].scale*5)&&
3862 animation[player[i].targetanimation].height!=lowheight&&
3863 !player[k].crouchkeydown&&
3864 attackweapon==staff&&
3865 player[k].weaponmissdelay<=0&&
3866 !player[k].leftkeydown&&
3867 !player[k].rightkeydown&&
3868 !player[k].forwardkeydown)
3869 player[k].targetanimation=staffhitanim;
3871 else if(distance<4.5*sq(player[k].scale*5)&&
3872 animation[player[i].targetanimation].height!=lowheight&&
3873 !player[k].crouchkeydown&&
3874 attackweapon==staff&&
3875 player[k].weaponmissdelay<=0)
3876 player[k].targetanimation=staffspinhitanim;
3878 else if(distance<2.5*sq(player[k].scale*5)&&
3879 animation[player[i].targetanimation].height!=lowheight)
3880 player[k].targetanimation=spinkickanim;
3882 else if(distance<2.5*sq(player[k].scale*5)&&
3883 animation[player[i].targetanimation].height==lowheight&&
3884 animation[player[k].targetanimation].attack!=normalattack)
3885 player[k].targetanimation=lowkickanim;
3886 } else { //AI player
3887 if(distance<4.5*sq(player[k].scale*5)){
3888 randattack=abs(Random()%5);
3889 if(!attackweapon&&distance<2.5*sq(player[k].scale*5)){
3891 if(randattack==0&&animation[player[i].targetanimation].height!=lowheight)
3892 player[k].targetanimation=sweepanim;
3894 else if(randattack==1&&animation[player[i].targetanimation].height!=lowheight&&
3896 player[k].targetanimation=upunchanim;
3898 else if(randattack==2&&animation[player[i].targetanimation].height!=lowheight)
3899 player[k].targetanimation=spinkickanim;
3901 else if(animation[player[i].targetanimation].height==lowheight)
3902 player[k].targetanimation=lowkickanim;
3906 if((tutoriallevel!=1||!attackweapon)&&
3907 distance<2.5*sq(player[k].scale*5)&&
3909 animation[player[i].targetanimation].height!=lowheight)
3910 player[k].targetanimation=sweepanim;
3912 else if(distance<2.5*sq(player[k].scale*5)&&
3913 attackweapon==knife&&
3914 player[k].weaponmissdelay<=0)
3915 player[k].targetanimation=knifeslashstartanim;
3917 else if(!(player[0].victim==&player[i]&&
3918 player[0].hasvictim&&
3919 player[0].targetanimation==swordslashanim)&&
3920 attackweapon==sword&&
3921 player[k].weaponmissdelay<=0)
3922 player[k].targetanimation=swordslashanim;
3924 else if(!(player[0].victim==&player[i]&&
3925 player[0].hasvictim&&
3926 player[0].targetanimation==swordslashanim)&&
3927 attackweapon==staff&&
3928 player[k].weaponmissdelay<=0&&
3930 player[k].targetanimation=staffhitanim;
3932 else if(!(player[0].victim==&player[i]&&
3933 player[0].hasvictim&&
3934 player[0].targetanimation==swordslashanim)&&
3935 attackweapon==staff&&
3936 player[k].weaponmissdelay<=0&&
3938 player[k].targetanimation=staffspinhitanim;
3940 else if((tutoriallevel!=1||!attackweapon)&&
3941 distance<2.5*sq(player[k].scale*5)&&
3943 animation[player[i].targetanimation].height!=lowheight)
3944 player[k].targetanimation=spinkickanim;
3946 else if(distance<2.5*sq(player[k].scale*5)&&
3947 animation[player[i].targetanimation].height==lowheight&&
3948 animation[player[k].targetanimation].attack!=normalattack)
3949 player[k].targetanimation=lowkickanim;
3953 //upunch becomes wolfslap
3954 if(player[k].targetanimation==upunchanim&&player[k].creature==wolftype)
3955 player[k].targetanimation=wolfslapanim;
3958 if((k==0)&&(tutoriallevel!=1||tutorialstage==22)&&
3959 player[i].howactive<typedead1&&
3960 distance<1.5*sq(player[k].scale*5)&&
3961 !player[i].skeleton.free&&
3962 player[i].targetanimation!=getupfrombackanim&&
3963 player[i].targetanimation!=getupfromfrontanim&&
3964 (player[i].stunned>0&&player[k].madskills||
3965 player[i].surprised>0||
3966 player[i].aitype==passivetype||
3967 attackweapon&&player[i].stunned>0)&&
3968 normaldotproduct(player[i].facing,player[i].coords-player[k].coords)>0){
3971 player[k].currentanimation=sneakattackanim;
3972 player[k].targetanimation=sneakattackanim;
3973 player[i].currentanimation=sneakattackedanim;
3974 player[i].targetanimation=sneakattackedanim;
3975 player[k].oldcoords=player[k].coords;
3976 player[k].coords=player[i].coords;
3979 if(attackweapon==knife){
3980 player[k].currentanimation=knifesneakattackanim;
3981 player[k].targetanimation=knifesneakattackanim;
3982 player[i].currentanimation=knifesneakattackedanim;
3983 player[i].targetanimation=knifesneakattackedanim;
3984 player[i].oldcoords=player[i].coords;
3985 player[i].coords=player[k].coords;
3988 if(attackweapon==sword){
3989 player[k].currentanimation=swordsneakattackanim;
3990 player[k].targetanimation=swordsneakattackanim;
3991 player[i].currentanimation=swordsneakattackedanim;
3992 player[i].targetanimation=swordsneakattackedanim;
3993 player[i].oldcoords=player[i].coords;
3994 player[i].coords=player[k].coords;
3996 if(attackweapon!=staff){
3997 player[k].victim=&player[i];
3998 player[k].hasvictim=1;
3999 player[i].targettilt2=0;
4000 player[i].targetframe=1;
4001 player[i].currentframe=0;
4003 player[i].velocity=0;
4004 player[k].targettilt2=player[i].targettilt2;
4005 player[k].currentframe=player[i].currentframe;
4006 player[k].targetframe=player[i].targetframe;
4007 player[k].target=player[i].target;
4008 player[k].velocity=0;
4009 player[k].targetrotation=player[i].rotation;
4010 player[k].rotation=player[i].rotation;
4011 player[i].targetrotation=player[i].rotation;
4014 if(animation[player[k].targetanimation].attack==normalattack&&
4015 player[k].victim==&player[i]&&
4016 (!player[i].skeleton.free)){
4018 player[k].targetframe=0;
4021 player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
4022 player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
4023 player[k].lastattack3=player[k].lastattack2;
4024 player[k].lastattack2=player[k].lastattack;
4025 player[k].lastattack=player[k].targetanimation;
4027 if(player[k].targetanimation==knifefollowanim&&
4028 player[k].victim==&player[i]){
4030 player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
4031 player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
4032 player[k].victim=&player[i];
4033 player[k].hasvictim=1;
4034 player[i].targetanimation=knifefollowedanim;
4035 player[i].currentanimation=knifefollowedanim;
4036 player[i].targettilt2=0;
4037 player[i].targettilt2=player[k].targettilt2;
4038 player[i].targetframe=1;
4039 player[i].currentframe=0;
4041 player[i].velocity=0;
4042 player[k].currentanimation=knifefollowanim;
4043 player[k].targetanimation=knifefollowanim;
4044 player[k].targettilt2=player[i].targettilt2;
4045 player[k].currentframe=player[i].currentframe;
4046 player[k].targetframe=player[i].targetframe;
4047 player[k].target=player[i].target;
4048 player[k].velocity=0;
4049 player[k].oldcoords=player[k].coords;
4050 player[i].coords=player[k].coords;
4051 player[i].targetrotation=player[k].targetrotation;
4052 player[i].rotation=player[k].targetrotation;
4053 player[k].rotation=player[k].targetrotation;
4054 player[i].rotation=player[k].targetrotation;
4058 const bool hasstaff=attackweapon==staff;
4059 if(k==0&&numplayers>1)
4060 for(int i=0;i<numplayers;i++){
4062 if((playerrealattackkeydown||player[i].dead||!hasstaff)&&
4063 animation[player[k].targetanimation].attack==neutral){
4064 const float distance=findDistancefast(&player[k].coords,&player[i].coords);
4065 if(!player[i].dead||!realthreat||(!attackweapon&&player[k].crouchkeydown))
4066 if(player[i].skeleton.free)
4067 if(distance<3.5*sq(player[k].scale*5)&&
4069 player[i].skeleton.longdead>1000||
4073 (player[i].skeleton.longdead>2000||
4074 player[i].damage>player[i].damagetolerance/8||
4075 player[i].bloodloss>player[i].damagetolerance/2)&&
4076 distance<1.5*sq(player[k].scale*5)))){
4077 player[k].victim=&player[i];
4078 player[k].hasvictim=1;
4079 if(attackweapon&&tutoriallevel!=1){
4081 if(player[k].crouchkeydown&&attackweapon==knife&&distance<1.5*sq(player[k].scale*5))
4082 player[k].targetanimation=crouchstabanim;
4084 if(player[k].crouchkeydown&&distance<1.5*sq(player[k].scale*5)&&attackweapon==sword)
4085 player[k].targetanimation=swordgroundstabanim;
4087 if(distance<3.5*sq(player[k].scale*5)&&attackweapon==staff)
4088 player[k].targetanimation=staffgroundsmashanim;
4091 player[k].crouchkeydown&&
4092 player[k].targetanimation!=crouchstabanim&&
4095 player[i].skeleton.free&&
4096 player[i].skeleton.longdead>1000){
4097 player[k].targetanimation=killanim;
4098 //TODO: refactor this out, what does it do?
4099 for(int j=0;j<terrain.numdecals;j++){
4100 if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&
4101 terrain.decalalivetime[j]<2)
4102 terrain.DeleteDecal(j);
4104 for(int l=0;l<objects.numobjects;l++){
4105 if(objects.model[l].type==decalstype)
4106 for(int j=0;j<objects.model[l].numdecals;j++){
4107 if((objects.model[l].decaltype[j]==blooddecal||
4108 objects.model[l].decaltype[j]==blooddecalslow)&&
4109 objects.model[l].decalalivetime[j]<2)
4110 objects.model[l].DeleteDecal(j);
4114 if(!player[i].dead||musictype!=2)
4116 (player[k].isRun()||player[k].isIdle()&&player[k].attackkeydown)&&
4117 player[k].staggerdelay<=0&&
4119 player[i].skeleton.longdead<300&&
4120 player[k].lastattack!=spinkickanim&&
4121 player[i].skeleton.free)&&
4122 (!player[i].dead||musictype!=stream_fighttheme)){
4123 player[k].targetanimation=dropkickanim;
4124 for(int j=0;j<terrain.numdecals;j++){
4125 if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&
4126 terrain.decalalivetime[j]<2){
4127 terrain.DeleteDecal(j);
4130 for(int l=0;l<objects.numobjects;l++){
4131 if(objects.model[l].type==decalstype)
4132 for(int j=0;j<objects.model[l].numdecals;j++){
4133 if((objects.model[l].decaltype[j]==blooddecal||
4134 objects.model[l].decaltype[j]==blooddecalslow)&&
4135 objects.model[l].decalalivetime[j]<2){
4136 objects.model[l].DeleteDecal(j);
4142 if(animation[player[k].targetanimation].attack==normalattack&&
4143 player[k].victim==&player[i]&&
4144 (!player[i].skeleton.free||
4145 player[k].targetanimation==killanim||
4146 player[k].targetanimation==crouchstabanim||
4147 player[k].targetanimation==swordgroundstabanim||
4148 player[k].targetanimation==staffgroundsmashanim||
4149 player[k].targetanimation==dropkickanim)){
4151 player[k].targetframe=0;
4154 XYZ targetpoint=player[i].coords;
4155 if(player[k].targetanimation==crouchstabanim||
4156 player[k].targetanimation==swordgroundstabanim||
4157 player[k].targetanimation==staffgroundsmashanim){
4158 targetpoint+=(playerJoint(i,abdomen).position+
4159 playerJoint(i,neck).position)/2*
4162 player[k].targetrotation=roughDirectionTo(player[k].coords,targetpoint);
4163 player[k].targettilt2=pitchTo(player[k].coords,targetpoint);
4165 if(player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim){
4166 player[k].targetrotation+=(float)(abs(Random()%100)-50)/4;
4169 if(player[k].targetanimation==staffgroundsmashanim)
4170 player[k].targettilt2+=10;
4172 player[k].lastattack3=player[k].lastattack2;
4173 player[k].lastattack2=player[k].lastattack;
4174 player[k].lastattack=player[k].targetanimation;
4176 if(player[k].targetanimation==swordgroundstabanim){
4177 player[k].targetrotation+=30;
4182 if(!player[k].hasvictim){
4184 for(int i=0;i<numplayers;i++){
4185 if(i==k||!(i==0||k==0))continue;
4186 if(!player[i].skeleton.free){
4187 if(player[k].hasvictim){
4188 if(findDistancefast(&player[k].coords,&player[i].coords)<
4189 findDistancefast(&player[k].coords,&player[k].victim->coords))
4190 player[k].victim=&player[i];
4192 player[k].victim=&player[i];
4193 player[k].hasvictim=1;
4198 if(player[k].aitype==playercontrolled)
4200 if(player[k].attackkeydown&&
4202 player[k].wasRun()&&
4203 ((player[k].hasvictim&&
4204 findDistancefast(&player[k].coords,&player[k].victim->coords)<12*sq(player[k].scale*5)&&
4205 findDistancefast(&player[k].coords,&player[k].victim->coords)>7*sq(player[k].scale*5)&&
4206 !player[k].victim->skeleton.free&&
4207 player[k].victim->targetanimation!=getupfrombackanim&&
4208 player[k].victim->targetanimation!=getupfromfrontanim&&
4209 animation[player[k].victim->targetanimation].height!=lowheight&&
4210 player[k].aitype!=playercontrolled&& //wat???
4211 normaldotproduct(player[k].facing,player[k].victim->coords-player[k].coords)>0&&
4212 player[k].rabbitkickenabled)||
4213 player[k].jumpkeydown)){
4215 setAnimation(k,rabbitkickanim);
4218 if(animation[player[k].targetanimation].attack&&k==0){
4220 switch(attackweapon){
4221 case 0: numunarmedattack++; break;
4222 case knife: numknifeattack++; break;
4223 case sword: numswordattack++; break;
4224 case staff: numstaffattack++; break;
4233 void Game::doPlayerCollisions(){
4234 static XYZ rotatetarget;
4235 static float collisionradius;
4237 for(int k=0;k<numplayers;k++)
4238 for(int i=k+1;i<numplayers;i++){
4239 //neither player is part of a reversal
4240 if((animation[player[i].targetanimation].attack!=reversed&&
4241 animation[player[i].targetanimation].attack!=reversal&&
4242 animation[player[k].targetanimation].attack!=reversed&&
4243 animation[player[k].targetanimation].attack!=reversal)||(i!=0&&k!=0))
4244 if((animation[player[i].currentanimation].attack!=reversed&&
4245 animation[player[i].currentanimation].attack!=reversal&&
4246 animation[player[k].currentanimation].attack!=reversed&&
4247 animation[player[k].currentanimation].attack!=reversal)||(i!=0&&k!=0))
4248 //neither is sleeping
4249 if(player[i].howactive<=typesleeping&&player[k].howactive<=typesleeping)
4250 if(player[i].howactive!=typesittingwall&&player[k].howactive!=typesittingwall)
4251 //in same patch, neither is climbing
4252 if(player[i].whichpatchx==player[k].whichpatchx&&
4253 player[i].whichpatchz==player[k].whichpatchz&&
4254 player[k].skeleton.oldfree==player[k].skeleton.free&&
4255 player[i].skeleton.oldfree==player[i].skeleton.free&&
4256 player[i].targetanimation!=climbanim&&
4257 player[i].targetanimation!=hanganim&&
4258 player[k].targetanimation!=climbanim&&
4259 player[k].targetanimation!=hanganim)
4260 //players are close (bounding box test)
4261 if(player[i].coords.y>player[k].coords.y-3)
4262 if(player[i].coords.y<player[k].coords.y+3)
4263 if(player[i].coords.x>player[k].coords.x-3)
4264 if(player[i].coords.x<player[k].coords.x+3)
4265 if(player[i].coords.z>player[k].coords.z-3)
4266 if(player[i].coords.z<player[k].coords.z+3){
4267 //spread fire from player to player
4268 if(findDistancefast(&player[i].coords,&player[k].coords)
4269 <3*sq((player[i].scale+player[k].scale)*2.5)){
4270 if(player[i].onfire||player[k].onfire){
4271 if(!player[i].onfire)player[i].CatchFire();
4272 if(!player[k].onfire)player[k].CatchFire();
4276 XYZ tempcoords1=player[i].coords;
4277 XYZ tempcoords2=player[k].coords;
4278 if(!player[i].skeleton.oldfree)
4279 tempcoords1.y+=playerJoint(i,abdomen).position.y*player[i].scale;
4280 if(!player[k].skeleton.oldfree)
4281 tempcoords2.y+=playerJoint(k,abdomen).position.y*player[k].scale;
4282 collisionradius=1.2*sq((player[i].scale+player[k].scale)*2.5);
4283 if(player[0].hasvictim)
4284 if(player[0].targetanimation==rabbitkickanim&&(k==0||i==0)&&!player[0].victim->skeleton.free)
4286 if((!player[i].skeleton.oldfree||!player[k].skeleton.oldfree)&&
4287 (findDistancefast(&tempcoords1,&tempcoords2)<collisionradius||
4288 findDistancefast(&player[i].coords,&player[k].coords)<collisionradius)){
4289 //jump down on a dead body
4292 if(player[0].targetanimation==jumpdownanim&&
4293 !player[0].skeleton.oldfree&&
4294 !player[0].skeleton.free&&
4295 player[l].skeleton.oldfree&&
4296 player[l].skeleton.free&&
4298 player[0].lastcollide<=0&&
4299 fabs(player[l].coords.y-player[0].coords.y)<.2&&
4300 findDistancefast(&player[0].coords,&player[l].coords)<.7*sq((player[l].scale+player[0].scale)*2.5)){
4301 player[0].coords.y=player[l].coords.y;
4302 player[l].velocity=player[0].velocity;
4303 player[l].skeleton.free=0;
4304 player[l].rotation=0;
4305 player[l].RagDoll(0);
4306 player[l].DoDamage(20);
4308 player[l].skeleton.longdead=0;
4309 player[0].lastcollide=1;
4313 if( (player[i].skeleton.oldfree==1&&findLengthfast(&player[i].velocity)>1)||
4314 (player[k].skeleton.oldfree==1&&findLengthfast(&player[k].velocity)>1)||
4315 (player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0)){
4316 rotatetarget=player[k].velocity-player[i].velocity;
4317 if((player[i].targetanimation!=getupfrombackanim&&player[i].targetanimation!=getupfromfrontanim||
4318 player[i].skeleton.free)&&
4319 (player[k].targetanimation!=getupfrombackanim&&player[k].targetanimation!=getupfromfrontanim||
4320 player[k].skeleton.free))
4321 if((((k!=0&&findLengthfast(&rotatetarget)>150||
4322 k==0&&findLengthfast(&rotatetarget)>50&&player[0].rabbitkickragdoll)&&
4323 normaldotproduct(rotatetarget,player[k].coords-player[i].coords)>0)&&
4325 k!=0&&player[i].skeleton.oldfree==1&&animation[player[k].currentanimation].attack==neutral||
4326 /*i!=0&&*/player[k].skeleton.oldfree==1&&animation[player[i].currentanimation].attack==neutral))||
4327 (player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip())&&
4328 (player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim||player[k].isFlip())&&
4329 k==0&&!player[i].skeleton.oldfree&&!player[k].skeleton.oldfree){
4331 if( (i!=0||player[i].skeleton.free)&&
4332 (k!=0||player[k].skeleton.free)||
4333 (animation[player[i].targetanimation].height==highheight&&
4334 animation[player[k].targetanimation].height==highheight)){
4335 if(tutoriallevel!=1){
4336 emit_sound_at(heavyimpactsound, player[i].coords);
4339 player[i].RagDoll(0);
4340 if(player[i].damage>player[i].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[i].dead){
4341 award_bonus(0, aimbonus);
4343 player[i].DoDamage(findLengthfast(&rotatetarget)/4);
4344 player[k].RagDoll(0);
4345 if(player[k].damage>player[k].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[k].dead){
4346 award_bonus(0, aimbonus); // Huh, again?
4348 player[k].DoDamage(findLengthfast(&rotatetarget)/4);
4350 for(int j=0;j<player[i].skeleton.num_joints;j++){
4351 player[i].skeleton.joints[j].velocity=player[i].skeleton.joints[j].velocity/5+player[k].velocity;
4353 for(int j=0;j<player[k].skeleton.num_joints;j++){
4354 player[k].skeleton.joints[j].velocity=player[k].skeleton.joints[j].velocity/5+player[i].velocity;
4359 if( (animation[player[i].targetanimation].attack==neutral||
4360 animation[player[i].targetanimation].attack==normalattack)&&
4361 (animation[player[k].targetanimation].attack==neutral||
4362 animation[player[k].targetanimation].attack==normalattack)){
4364 if(player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0){
4365 if(findDistancefast(&player[k].coords,&player[i].coords)<.5*sq((player[i].scale+player[k].scale)*2.5)){
4366 rotatetarget=player[k].coords-player[i].coords;
4367 Normalise(&rotatetarget);
4368 player[k].coords=(player[k].coords+player[i].coords)/2;
4369 player[i].coords=player[k].coords-rotatetarget*fast_sqrt(.6)/2
4370 *sq((player[i].scale+player[k].scale)*2.5);
4371 player[k].coords+=rotatetarget*fast_sqrt(.6)/2*sq((player[i].scale+player[k].scale)*2.5);
4372 if(player[k].howactive==typeactive||hostile)
4373 if(player[k].isIdle()){
4374 if(player[k].howactive<typesleeping)
4375 setAnimation(k,player[k].getStop());
4376 else if(player[k].howactive==typesleeping)
4377 setAnimation(k,getupfromfrontanim);
4379 player[k].howactive=typeactive;
4381 if(player[i].howactive==typeactive||hostile)
4382 if(player[i].isIdle()){
4383 if(player[i].howactive<typesleeping)
4384 setAnimation(i,player[k].getStop());
4386 setAnimation(i,getupfromfrontanim);
4388 player[i].howactive=typeactive;
4391 //jump down on player
4393 if(k==0&&i!=0&&player[k].targetanimation==jumpdownanim&&
4394 !player[i].isCrouch()&&
4395 player[i].targetanimation!=rollanim&&
4396 !player[k].skeleton.oldfree&&!
4397 player[k].skeleton.free&&
4398 player[k].lastcollide<=0&&
4399 player[k].velocity.y<-10){
4400 player[i].velocity=player[k].velocity;
4401 player[k].velocity=player[k].velocity*-.5;
4402 player[k].velocity.y=player[i].velocity.y;
4403 player[i].DoDamage(20);
4404 player[i].RagDoll(0);
4405 player[k].lastcollide=1;
4406 award_bonus(k, AboveBonus);
4408 if(i==0&&k!=0&&player[i].targetanimation==jumpdownanim&&
4409 !player[k].isCrouch()&&
4410 player[k].targetanimation!=rollanim&&
4411 !player[i].skeleton.oldfree&&
4412 !player[i].skeleton.free&&
4413 player[i].lastcollide<=0&&
4414 player[i].velocity.y<-10){
4415 player[k].velocity=player[i].velocity;
4416 player[i].velocity=player[i].velocity*-.3;
4417 player[i].velocity.y=player[k].velocity.y;
4418 player[k].DoDamage(20);
4419 player[k].RagDoll(0);
4420 player[i].lastcollide=1;
4421 award_bonus(i, AboveBonus);
4427 player[i].CheckKick();
4428 player[k].CheckKick();
4434 void Game::doAI(int i){
4435 static bool connected;
4436 if(player[i].aitype!=playercontrolled&&indialogue==-1){
4437 player[i].jumpclimb=0;
4438 //disable movement in editor
4440 player[i].stunned=1;
4443 if(findDistancefastflat(&player[0].coords,&player[i].coords)<30&&
4444 player[0].coords.y>player[i].coords.y+2&&
4445 !player[0].onterrain)
4449 if(player[i].aitype==pathfindtype){
4450 if(player[i].finalpathfindpoint==-1){
4451 float closestdistance;
4457 for(int j=0;j<numpathpoints;j++)
4458 if(closest==-1||findDistancefast(&player[i].finalfinaltarget,&pathpoint[j])<closestdistance){
4459 closestdistance=findDistancefast(&player[i].finalfinaltarget,&pathpoint[j]);
4461 player[i].finaltarget=pathpoint[j];
4463 player[i].finalpathfindpoint=closest;
4464 for(int j=0;j<numpathpoints;j++)
4465 for(int k=0;k<numpathpointconnect[j];k++){
4466 DistancePointLine(&player[i].finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
4467 if(sq(tempdist)<closestdistance)
4468 if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<
4469 findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
4470 closestdistance=sq(tempdist);
4472 player[i].finaltarget=colpoint;
4475 player[i].finalpathfindpoint=closest;
4478 if(player[i].targetpathfindpoint==-1){
4479 float closestdistance;
4485 if(player[i].lastpathfindpoint==-1){
4486 for(int j=0;j<numpathpoints;j++){
4487 if(j!=player[i].lastpathfindpoint)
4488 if(closest==-1||(findDistancefast(&player[i].coords,&pathpoint[j])<closestdistance)){
4489 closestdistance=findDistancefast(&player[i].coords,&pathpoint[j]);
4493 player[i].targetpathfindpoint=closest;
4494 for(int j=0;j<numpathpoints;j++)
4495 if(j!=player[i].lastpathfindpoint)
4496 for(int k=0;k<numpathpointconnect[j];k++){
4497 DistancePointLine(&player[i].coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
4498 if(sq(tempdist)<closestdistance){
4499 if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<
4500 findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
4501 closestdistance=sq(tempdist);
4506 player[i].targetpathfindpoint=closest;
4510 for(int j=0;j<numpathpoints;j++)
4511 if(j!=player[i].lastpathfindpoint&&
4512 j!=player[i].lastpathfindpoint2&&
4513 j!=player[i].lastpathfindpoint3&&
4514 j!=player[i].lastpathfindpoint4){
4516 if(numpathpointconnect[j])
4517 for(int k=0;k<numpathpointconnect[j];k++)
4518 if(pathpointconnect[j][k]==player[i].lastpathfindpoint)
4521 if(numpathpointconnect[player[i].lastpathfindpoint])
4522 for(int k=0;k<numpathpointconnect[player[i].lastpathfindpoint];k++)
4523 if(pathpointconnect[player[i].lastpathfindpoint][k]==j)
4526 tempdist=findPathDist(j,player[i].finalpathfindpoint);
4527 if(closest==-1||tempdist<closestdistance){
4528 closestdistance=tempdist;
4533 player[i].targetpathfindpoint=closest;
4536 player[i].losupdatedelay-=multiplier;
4538 player[i].targetrotation=roughDirectionTo(player[i].coords,pathpoint[player[i].targetpathfindpoint]);
4539 player[i].lookrotation=player[i].targetrotation;
4541 //reached target point
4542 if(findDistancefastflat(&player[i].coords,&pathpoint[player[i].targetpathfindpoint])<.6){
4543 player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
4544 player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
4545 player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
4546 player[i].lastpathfindpoint=player[i].targetpathfindpoint;
4547 if(player[i].lastpathfindpoint2==-1)
4548 player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
4549 if(player[i].lastpathfindpoint3==-1)
4550 player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
4551 if(player[i].lastpathfindpoint4==-1)
4552 player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
4553 player[i].targetpathfindpoint=-1;
4555 if( findDistancefastflat(&player[i].coords,&player[i].finalfinaltarget)<
4556 findDistancefastflat(&player[i].coords,&player[i].finaltarget)||
4557 findDistancefastflat(&player[i].coords,&player[i].finaltarget)<.6*sq(player[i].scale*5)||
4558 player[i].lastpathfindpoint==player[i].finalpathfindpoint) {
4559 player[i].aitype=passivetype;
4562 player[i].forwardkeydown=1;
4563 player[i].leftkeydown=0;
4564 player[i].backkeydown=0;
4565 player[i].rightkeydown=0;
4566 player[i].crouchkeydown=0;
4567 player[i].attackkeydown=0;
4568 player[i].throwkeydown=0;
4570 if(player[i].avoidcollided>.8 && !player[i].jumpkeydown && player[i].collided<.8)
4571 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
4573 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
4574 player[i].jumpkeydown=0;
4575 if((player[i].collided>.8&&player[i].jumppower>=5))
4576 player[i].jumpkeydown=1;
4578 if((tutoriallevel!=1||cananger)&&
4581 findDistancefast(&player[i].coords,&player[0].coords)<400&&
4582 player[i].occluded<25){
4583 if(findDistancefast(&player[i].coords,&player[0].coords)<12&&
4584 animation[player[0].targetanimation].height!=lowheight&&
4586 (player[0].coords.y<player[i].coords.y+5||player[0].onterrain))
4587 player[i].aitype=attacktypecutoff;
4588 if(findDistancefast(&player[i].coords,&player[0].coords)<30&&
4589 animation[player[0].targetanimation].height==highheight&&
4591 player[i].aitype=attacktypecutoff;
4593 if(player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
4594 player[i].losupdatedelay=.2;
4595 for(int j=0;j<numplayers;j++)
4596 if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype)
4597 if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
4598 if(findDistancefast(&player[i].coords,&player[j].coords)<400)
4599 if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
4600 if(player[j].coords.y<player[i].coords.y+5||player[j].onterrain)
4601 if(!player[j].isWallJump()&&-1==checkcollide(
4602 DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)
4603 *player[i].scale+player[i].coords,
4604 DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)
4605 *player[j].scale+player[j].coords)||
4606 (player[j].targetanimation==hanganim&&
4607 normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
4608 player[i].aitype=searchtype;
4609 player[i].lastchecktime=12;
4610 player[i].lastseen=player[j].coords;
4611 player[i].lastseentime=12;
4615 if(player[i].aitype==attacktypecutoff&&musictype!=2)
4616 if(player[i].creature!=wolftype){
4617 player[i].stunned=.6;
4618 player[i].surprised=.6;
4622 if(player[i].aitype!=passivetype&&leveltime>.5)
4623 player[i].howactive=typeactive;
4625 if(player[i].aitype==passivetype){
4626 player[i].aiupdatedelay-=multiplier;
4627 player[i].losupdatedelay-=multiplier;
4628 player[i].lastseentime+=multiplier;
4629 player[i].pausetime-=multiplier;
4630 if(player[i].lastseentime>1)
4631 player[i].lastseentime=1;
4633 if(player[i].aiupdatedelay<0){
4634 if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0){
4635 player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].waypoints[player[i].waypoint]);
4636 player[i].lookrotation=player[i].targetrotation;
4637 player[i].aiupdatedelay=.05;
4639 if(findDistancefastflat(&player[i].coords,&player[i].waypoints[player[i].waypoint])<1){
4640 if(player[i].waypointtype[player[i].waypoint]==wppause)
4641 player[i].pausetime=4;
4642 player[i].waypoint++;
4643 if(player[i].waypoint>player[i].numwaypoints-1)
4644 player[i].waypoint=0;
4649 if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0)
4650 player[i].forwardkeydown=1;
4652 player[i].forwardkeydown=0;
4653 player[i].leftkeydown=0;
4654 player[i].backkeydown=0;
4655 player[i].rightkeydown=0;
4656 player[i].crouchkeydown=0;
4657 player[i].attackkeydown=0;
4658 player[i].throwkeydown=0;
4660 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
4661 if(!player[i].avoidsomething)
4662 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
4664 XYZ leftpos,rightpos;
4665 float leftdist,rightdist;
4666 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
4667 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
4668 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
4669 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
4670 if(leftdist<rightdist)
4671 player[i].targetrotation+=90;
4673 player[i].targetrotation-=90;
4677 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
4678 player[i].jumpkeydown=0;
4679 if((player[i].collided>.8&&player[i].jumppower>=5))
4680 player[i].jumpkeydown=1;
4685 if(player[i].howactive<=typesleeping)
4686 if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile)
4687 for(int j=0;j<numenvsounds;j++){
4688 float vol=player[i].howactive==typesleeping?envsoundvol[j]-14:envsoundvol[j];
4689 if(vol>0&&findDistancefast(&player[i].coords,&envsound[j])<
4690 2*(vol+vol*(player[i].creature==rabbittype)*3))
4691 player[i].aitype=attacktypecutoff;
4694 if(player[i].aitype!=passivetype){
4695 if(player[i].howactive==typesleeping)
4696 setAnimation(i,getupfromfrontanim);
4697 player[i].howactive=typeactive;
4701 if(player[i].howactive<typesleeping&&
4702 ((tutoriallevel!=1||cananger)&&hostile)&&
4704 findDistancefast(&player[i].coords,&player[0].coords)<400&&
4705 player[i].occluded<25){
4706 if(findDistancefast(&player[i].coords,&player[0].coords)<12&&
4707 animation[player[0].targetanimation].height!=lowheight&&!editorenabled)
4708 player[i].aitype=attacktypecutoff;
4709 if(findDistancefast(&player[i].coords,&player[0].coords)<30&&
4710 animation[player[0].targetanimation].height==highheight&&!editorenabled)
4711 player[i].aitype=attacktypecutoff;
4714 if(player[i].creature==wolftype){
4716 for(int j=0;j<numplayers;j++){
4717 if(j==0||(player[j].dead&&player[j].bloodloss>0)){
4718 float smelldistance=50;
4719 if(j==0&&player[j].num_weapons>0){
4720 if(weapons[player[j].weaponids[0]].bloody)
4722 if(player[j].num_weapons==2)
4723 if(weapons[player[j].weaponids[1]].bloody)
4728 windsmell=windvector;
4729 Normalise(&windsmell);
4730 windsmell=windsmell*2+player[j].coords;
4731 if(findDistancefast(&player[i].coords,&windsmell)<smelldistance&&!editorenabled)
4732 player[i].aitype=attacktypecutoff;
4737 if(player[i].howactive<typesleeping&&player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
4738 player[i].losupdatedelay=.2;
4739 for(int j=0;j<numplayers;j++){
4740 if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype){
4741 if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
4742 if(findDistancefast(&player[i].coords,&player[j].coords)<400)
4743 if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
4744 if((-1==checkcollide(
4745 DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*
4746 player[i].scale+player[i].coords,
4747 DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)*
4748 player[j].scale+player[j].coords)&&
4749 !player[j].isWallJump())||
4750 (player[j].targetanimation==hanganim&&
4751 normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
4752 player[i].lastseentime-=.2;
4753 if(j==0&&animation[player[j].targetanimation].height==lowheight)
4754 player[i].lastseentime-=.4;
4756 player[i].lastseentime-=.6;
4758 if(player[i].lastseentime<=0){
4759 player[i].aitype=searchtype;
4760 player[i].lastchecktime=12;
4761 player[i].lastseen=player[j].coords;
4762 player[i].lastseentime=12;
4769 if(player[i].aitype==attacktypecutoff&&musictype!=2){
4770 if(player[i].creature!=wolftype){
4771 player[i].stunned=.6;
4772 player[i].surprised=.6;
4774 if(player[i].creature==wolftype){
4775 player[i].stunned=.47;
4776 player[i].surprised=.47;
4784 if(player[i].aitype==searchtype){
4785 player[i].aiupdatedelay-=multiplier;
4786 player[i].losupdatedelay-=multiplier;
4787 if(!player[i].pause)
4788 player[i].lastseentime-=multiplier;
4789 player[i].lastchecktime-=multiplier;
4791 if(player[i].isRun()&&!player[i].onground){
4792 if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
4793 XYZ test2=player[i].coords+player[i].facing;
4795 XYZ test=player[i].coords+player[i].facing;
4797 j=checkcollide(test2,test,player[i].laststanding);
4799 j=checkcollide(test2,test);
4801 player[i].velocity=0;
4802 setAnimation(i,player[i].getStop());
4803 player[i].targetrotation+=180;
4804 player[i].stunned=.5;
4805 //player[i].aitype=passivetype;
4806 player[i].aitype=pathfindtype;
4807 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
4808 player[i].finalpathfindpoint=-1;
4809 player[i].targetpathfindpoint=-1;
4810 player[i].lastpathfindpoint=-1;
4811 player[i].lastpathfindpoint2=-1;
4812 player[i].lastpathfindpoint3=-1;
4813 player[i].lastpathfindpoint4=-1;
4815 else player[i].laststanding=j;
4818 //check out last seen location
4819 if(player[i].aiupdatedelay<0){
4820 player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].lastseen);
4821 player[i].lookrotation=player[i].targetrotation;
4822 player[i].aiupdatedelay=.05;
4823 player[i].forwardkeydown=1;
4825 if(findDistancefastflat(&player[i].coords,&player[i].lastseen)<1*sq(player[i].scale*5)||player[i].lastchecktime<0){
4826 player[i].forwardkeydown=0;
4827 player[i].aiupdatedelay=1;
4828 player[i].lastseen.x+=(float(Random()%100)-50)/25;
4829 player[i].lastseen.z+=(float(Random()%100)-50)/25;
4830 player[i].lastchecktime=3;
4833 player[i].leftkeydown=0;
4834 player[i].backkeydown=0;
4835 player[i].rightkeydown=0;
4836 player[i].crouchkeydown=0;
4837 player[i].attackkeydown=0;
4838 player[i].throwkeydown=0;
4840 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
4841 if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
4843 XYZ leftpos,rightpos;
4844 float leftdist,rightdist;
4845 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
4846 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
4847 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
4848 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
4849 if(leftdist<rightdist)player[i].targetrotation+=90;
4850 else player[i].targetrotation-=90;
4854 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
4855 player[i].jumpkeydown=0;
4856 if((player[i].collided>.8&&player[i].jumppower>=5))
4857 player[i].jumpkeydown=1;
4859 if(numenvsounds>0&&((tutoriallevel!=1||cananger)&&hostile))
4860 for(int k=0;k<numenvsounds;k++){
4861 if(findDistancefast(&player[i].coords,&envsound[k])<2*(envsoundvol[k]+envsoundvol[k]*(player[i].creature==rabbittype)*3)){
4862 player[i].aitype=attacktypecutoff;
4866 if(!player[0].dead&&
4867 player[i].losupdatedelay<0&&
4869 player[i].occluded<2&&
4870 ((tutoriallevel!=1||cananger)&&hostile)){
4871 player[i].losupdatedelay=.2;
4872 if(findDistancefast(&player[i].coords,&player[0].coords)<4&&animation[player[i].targetanimation].height!=lowheight){
4873 player[i].aitype=attacktypecutoff;
4874 player[i].lastseentime=1;
4876 if(abs(Random()%2)||animation[player[i].targetanimation].height!=lowheight)
4877 //TODO: factor out canSeePlayer()
4878 if(findDistancefast(&player[i].coords,&player[0].coords)<400)
4879 if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
4881 DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*
4882 player[i].scale+player[i].coords,
4883 DoRotation(playerJoint(0,head).position,0,player[0].rotation,0)*
4884 player[0].scale+player[0].coords)==-1)||
4885 (player[0].targetanimation==hanganim&&normaldotproduct(
4886 player[0].facing,player[i].coords-player[0].coords)<0)){
4887 /* //TODO: changed j to 0 on a whim, make sure this is correct
4888 (player[j].targetanimation==hanganim&&normaldotproduct(
4889 player[j].facing,player[i].coords-player[j].coords)<0)
4891 player[i].aitype=attacktypecutoff;
4892 player[i].lastseentime=1;
4896 if(player[i].lastseentime<0){
4897 //player[i].aitype=passivetype;
4899 player[i].aitype=pathfindtype;
4900 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
4901 player[i].finalpathfindpoint=-1;
4902 player[i].targetpathfindpoint=-1;
4903 player[i].lastpathfindpoint=-1;
4904 player[i].lastpathfindpoint2=-1;
4905 player[i].lastpathfindpoint3=-1;
4906 player[i].lastpathfindpoint4=-1;
4910 if(player[i].aitype!=gethelptype)
4911 player[i].runninghowlong=0;
4913 //get help from buddies
4914 if(player[i].aitype==gethelptype){
4915 player[i].runninghowlong+=multiplier;
4916 player[i].aiupdatedelay-=multiplier;
4918 if(player[i].aiupdatedelay<0||player[i].ally==0){
4919 player[i].aiupdatedelay=.2;
4922 //TODO: factor out closest search somehow
4923 if(!player[i].ally){
4925 float closestdist=-1;
4926 for(int k=0;k<numplayers;k++){
4927 if(k!=i&&k!=0&&!player[k].dead&&
4928 player[k].howactive<typedead1&&
4929 !player[k].skeleton.free&&
4930 player[k].aitype==passivetype){
4931 float distance=findDistancefast(&player[i].coords,&player[k].coords);
4932 if(closestdist==-1||distance<closestdist){
4933 closestdist=distance;
4940 player[i].ally=closest;
4943 player[i].lastseen=player[0].coords;
4944 player[i].lastseentime=12;
4948 player[i].lastchecktime=12;
4950 XYZ facing=player[i].coords;
4951 XYZ flatfacing=player[player[i].ally].coords;
4952 facing.y+=playerJoint(i,head).position.y*player[i].scale;
4953 flatfacing.y+=playerJoint(player[i].ally,head).position.y*player[player[i].ally].scale;
4954 if(-1!=checkcollide(facing,flatfacing))
4955 player[i].lastseentime-=.1;
4957 //no available ally, run back to player
4958 if(player[i].ally<=0||
4959 player[player[i].ally].skeleton.free||
4960 player[player[i].ally].aitype!=passivetype||
4961 player[i].lastseentime<=0){
4962 player[i].aitype=searchtype;
4963 player[i].lastseentime=12;
4967 if(player[i].ally>0){
4968 player[i].targetrotation=roughDirectionTo(player[i].coords,player[player[i].ally].coords);
4969 player[i].lookrotation=player[i].targetrotation;
4970 player[i].aiupdatedelay=.05;
4971 player[i].forwardkeydown=1;
4973 if(findDistancefastflat(&player[i].coords,&player[player[i].ally].coords)<3){
4974 player[i].aitype=searchtype;
4975 player[i].lastseentime=12;
4976 player[player[i].ally].aitype=searchtype;
4977 if(player[player[i].ally].lastseentime<player[i].lastseentime){
4978 player[player[i].ally].lastseen=player[i].lastseen;
4979 player[player[i].ally].lastseentime=player[i].lastseentime;
4980 player[player[i].ally].lastchecktime=player[i].lastchecktime;
4984 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
4985 if(!player[i].avoidsomething)
4986 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
4988 XYZ leftpos,rightpos;
4989 float leftdist,rightdist;
4990 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
4991 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
4992 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
4993 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
4994 if(leftdist<rightdist)
4995 player[i].targetrotation+=90;
4997 player[i].targetrotation-=90;
5002 player[i].leftkeydown=0;
5003 player[i].backkeydown=0;
5004 player[i].rightkeydown=0;
5005 player[i].crouchkeydown=0;
5006 player[i].attackkeydown=0;
5008 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5009 player[i].jumpkeydown=0;
5010 if(player[i].collided>.8&&player[i].jumppower>=5)
5011 player[i].jumpkeydown=1;
5014 //retreiving a weapon on the ground
5015 if(player[i].aitype==getweapontype){
5016 player[i].aiupdatedelay-=multiplier;
5017 player[i].lastchecktime-=multiplier;
5019 if(player[i].aiupdatedelay<0){
5020 player[i].aiupdatedelay=.2;
5023 if(player[i].ally<0){
5025 float closestdist=-1;
5026 for(int k=0;k<weapons.size();k++)
5027 if(weapons[k].owner==-1){
5028 float distance=findDistancefast(&player[i].coords,&weapons[k].position);
5029 if(closestdist==-1||distance<closestdist){
5030 closestdist=distance;
5036 player[i].ally=closest;
5041 player[i].lastseentime=12;
5043 if(!player[0].dead&&((tutoriallevel!=1||cananger)&&hostile))
5044 if(player[i].ally<0||player[i].weaponactive!=-1||player[i].lastchecktime<=0){
5045 player[i].aitype=attacktypecutoff;
5046 player[i].lastseentime=1;
5049 if(player[i].ally>=0){
5050 if(weapons[player[i].ally].owner!=-1||
5051 findDistancefast(&player[i].coords,&weapons[player[i].ally].position)>16){
5052 player[i].aitype=attacktypecutoff;
5053 player[i].lastseentime=1;
5055 //TODO: factor these out as moveToward()
5056 player[i].targetrotation=roughDirectionTo(player[i].coords,weapons[player[i].ally].position);
5057 player[i].lookrotation=player[i].targetrotation;
5058 player[i].aiupdatedelay=.05;
5059 player[i].forwardkeydown=1;
5062 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5063 if(!player[i].avoidsomething)
5064 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5066 XYZ leftpos,rightpos;
5067 float leftdist,rightdist;
5068 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5069 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5070 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5071 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5072 if(leftdist<rightdist)
5073 player[i].targetrotation+=90;
5075 player[i].targetrotation-=90;
5080 player[i].leftkeydown=0;
5081 player[i].backkeydown=0;
5082 player[i].rightkeydown=0;
5083 player[i].attackkeydown=0;
5084 player[i].throwkeydown=1;
5085 player[i].crouchkeydown=0;
5086 if(player[i].targetanimation!=crouchremoveknifeanim&&
5087 player[i].targetanimation!=removeknifeanim)
5088 player[i].throwtogglekeydown=0;
5089 player[i].drawkeydown=0;
5091 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5092 player[i].jumpkeydown=0;
5093 if((player[i].collided>.8&&player[i].jumppower>=5))
5094 player[i].jumpkeydown=1;
5097 if(player[i].aitype==attacktypecutoff){
5098 player[i].aiupdatedelay-=multiplier;
5099 //dodge or reverse rabbit kicks, knife throws, flips
5100 if(player[i].damage<player[i].damagetolerance*2/3)
5101 if((player[0].targetanimation==rabbitkickanim||
5102 player[0].targetanimation==knifethrowanim||
5103 (player[0].isFlip()&&
5104 normaldotproduct(player[0].facing,player[0].coords-player[i].coords)<0))&&
5105 !player[0].skeleton.free&&
5106 (player[i].aiupdatedelay<.1)){
5107 player[i].attackkeydown=0;
5108 if(player[i].isIdle())
5109 player[i].crouchkeydown=1;
5110 if(player[0].targetanimation!=rabbitkickanim&&player[0].weaponactive!=-1){
5111 if(weapons[player[0].weaponids[0]].getType()==knife){
5112 if(player[i].isIdle()||player[i].isCrouch()||player[i].isRun()||player[i].isFlip()){
5113 if(abs(Random()%2==0))
5114 setAnimation(i,backhandspringanim);
5116 setAnimation(i,rollanim);
5117 player[i].targetrotation+=90*(abs(Random()%2)*2-1);
5118 player[i].wentforweapon=0;
5120 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim)
5121 setAnimation(i,flipanim);
5124 player[i].forwardkeydown=0;
5125 player[i].aiupdatedelay=.02;
5127 //get confused by flips
5128 if(player[0].isFlip()&&
5129 !player[0].skeleton.free&&
5130 player[0].targetanimation!=walljumprightkickanim&&
5131 player[0].targetanimation!=walljumpleftkickanim){
5132 if(findDistancefast(&player[0].coords,&player[i].coords)<25)
5133 if((1-player[i].damage/player[i].damagetolerance)>.5)
5134 player[i].stunned=1;
5136 //go for weapon on the ground
5137 if(player[i].wentforweapon<3)
5138 for(int k=0;k<weapons.size();k++)
5139 if(player[i].creature!=wolftype)
5140 if(player[i].num_weapons==0&&
5141 weapons[k].owner==-1&&
5142 weapons[i].velocity.x==0&&
5143 weapons[i].velocity.z==0&&
5144 weapons[i].velocity.y==0){
5145 if(findDistancefast(&player[i].coords,&weapons[k].position)<16) {
5146 player[i].wentforweapon++;
5147 player[i].lastchecktime=6;
5148 player[i].aitype=getweapontype;
5152 //dodge/reverse walljump kicks
5153 if(player[i].damage<player[i].damagetolerance/2)
5154 if(animation[player[i].targetanimation].height!=highheight)
5155 if(player[i].damage<player[i].damagetolerance*.5&&
5156 ((player[0].targetanimation==walljumprightkickanim||
5157 player[0].targetanimation==walljumpleftkickanim)&&
5158 ((player[i].aiupdatedelay<.15&&
5160 (player[i].aiupdatedelay<.08&&
5162 player[i].crouchkeydown=1;
5164 //walked off a ledge (?)
5165 if(player[i].isRun()&&!player[i].onground)
5166 if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
5167 XYZ test2=player[i].coords+player[i].facing;
5169 XYZ test=player[i].coords+player[i].facing;
5171 j=checkcollide(test2,test,player[i].laststanding);
5173 j=checkcollide(test2,test);
5175 player[i].velocity=0;
5176 setAnimation(i,player[i].getStop());
5177 player[i].targetrotation+=180;
5178 player[i].stunned=.5;
5179 player[i].aitype=pathfindtype;
5180 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5181 player[i].finalpathfindpoint=-1;
5182 player[i].targetpathfindpoint=-1;
5183 player[i].lastpathfindpoint=-1;
5184 player[i].lastpathfindpoint2=-1;
5185 player[i].lastpathfindpoint3=-1;
5186 player[i].lastpathfindpoint4=-1;
5188 player[i].laststanding=j;
5190 //lose sight of player in the air (?)
5191 if(player[0].coords.y>player[i].coords.y+5&&
5192 animation[player[0].targetanimation].height!=highheight&&
5193 !player[0].onterrain){
5194 player[i].aitype=pathfindtype;
5195 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5196 player[i].finalpathfindpoint=-1;
5197 player[i].targetpathfindpoint=-1;
5198 player[i].lastpathfindpoint=-1;
5199 player[i].lastpathfindpoint2=-1;
5200 player[i].lastpathfindpoint3=-1;
5201 player[i].lastpathfindpoint4=-1;
5203 //it's time to think (?)
5204 if(player[i].aiupdatedelay<0&&
5205 !animation[player[i].targetanimation].attack&&
5206 player[i].targetanimation!=staggerbackhighanim&&
5207 player[i].targetanimation!=staggerbackhardanim&&
5208 player[i].targetanimation!=backhandspringanim&&
5209 player[i].targetanimation!=dodgebackanim){
5211 if(player[i].weaponactive==-1&&player[i].num_weapons>0)
5212 player[i].drawkeydown=Random()%2;
5214 player[i].drawkeydown=0;
5215 player[i].rabbitkickenabled=Random()%2;
5217 XYZ rotatetarget=player[0].coords+player[0].velocity;
5218 XYZ targetpoint=player[0].coords;
5219 if(findDistancefast(&player[0].coords,&player[i].coords)<
5220 findDistancefast(&rotatetarget,&player[i].coords))
5221 targetpoint+=player[0].velocity*
5222 findDistance(&player[0].coords,&player[i].coords)/findLength(&player[i].velocity);
5223 player[i].targetrotation=roughDirectionTo(player[i].coords,targetpoint);
5224 player[i].lookrotation=player[i].targetrotation;
5225 player[i].aiupdatedelay=.2+fabs((float)(Random()%100)/1000);
5227 if(findDistancefast(&player[i].coords,&player[0].coords)>5&&(player[0].weaponactive==-1||player[i].weaponactive!=-1))
5228 player[i].forwardkeydown=1;
5229 else if((findDistancefast(&player[i].coords,&player[0].coords)>16||
5230 findDistancefast(&player[i].coords,&player[0].coords)<9)&&
5231 player[0].weaponactive!=-1)
5232 player[i].forwardkeydown=1;
5233 else if(Random()%6==0||(player[i].creature==wolftype&&Random()%3==0))
5234 player[i].forwardkeydown=1;
5236 player[i].forwardkeydown=0;
5237 //chill out around the corpse
5239 player[i].forwardkeydown=0;
5241 player[i].forwardkeydown=1;
5242 if(Random()%100==0){
5243 player[i].aitype=pathfindtype;
5244 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5245 player[i].finalpathfindpoint=-1;
5246 player[i].targetpathfindpoint=-1;
5247 player[i].lastpathfindpoint=-1;
5248 player[i].lastpathfindpoint2=-1;
5249 player[i].lastpathfindpoint3=-1;
5250 player[i].lastpathfindpoint4=-1;
5253 player[i].leftkeydown=0;
5254 player[i].backkeydown=0;
5255 player[i].rightkeydown=0;
5256 player[i].crouchkeydown=0;
5257 player[i].throwkeydown=0;
5259 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)
5260 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5262 if(Random()%2==0||player[i].weaponactive!=-1||player[i].creature==wolftype)
5263 player[i].attackkeydown=1;
5265 player[i].attackkeydown=0;
5266 if(player[i].isRun()&&Random()%6&&findDistancefast(&player[i].coords,&player[0].coords)>7)
5267 player[i].attackkeydown=0;
5270 if(player[i].aitype!=playercontrolled&&
5271 (player[i].isIdle()||
5272 player[i].isCrouch()||
5273 player[i].isRun())){
5275 for(int j=0;j<numplayers;j++)
5276 if(j!=i&&!player[j].skeleton.free&&
5277 player[j].hasvictim&&
5278 (tutoriallevel==1&&reversaltrain||
5279 Random()%2==0&&difficulty==2||
5280 Random()%4==0&&difficulty==1||
5281 Random()%8==0&&difficulty==0||
5282 player[j].lastattack2==player[j].targetanimation&&
5283 player[j].lastattack3==player[j].targetanimation&&
5284 (Random()%2==0||difficulty==2)||
5285 (player[i].isIdle()||player[i].isRun())&&
5286 player[j].weaponactive!=-1||
5287 player[j].targetanimation==swordslashanim&&
5288 player[i].weaponactive!=-1||
5289 player[j].targetanimation==staffhitanim||
5290 player[j].targetanimation==staffspinhitanim))
5291 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<4&&
5292 player[j].victim==&player[i]&&
5293 (player[j].targetanimation==sweepanim||
5294 player[j].targetanimation==spinkickanim||
5295 player[j].targetanimation==staffhitanim||
5296 player[j].targetanimation==staffspinhitanim||
5297 player[j].targetanimation==winduppunchanim||
5298 player[j].targetanimation==upunchanim||
5299 player[j].targetanimation==wolfslapanim||
5300 player[j].targetanimation==knifeslashstartanim||
5301 player[j].targetanimation==swordslashanim&&
5302 (findDistancefast(&player[j].coords,&player[i].coords)<2||
5303 player[i].weaponactive!=-1))){
5310 player[target].Reverse();
5313 if(player[i].collided<1)
5314 player[i].jumpkeydown=0;
5315 if(player[i].collided>.8&&player[i].jumppower>=5||
5316 findDistancefast(&player[i].coords,&player[0].coords)>400&&
5317 player[i].onterrain&&
5318 player[i].creature==rabbittype)
5319 player[i].jumpkeydown=1;
5320 //TODO: why are we controlling the human?
5321 if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
5322 player[0].jumpkeydown=0;
5323 if(player[0].targetanimation==jumpdownanim&&
5324 findDistancefast(&player[0].coords,&player[i].coords)<40)
5325 player[i].crouchkeydown=1;
5326 if(player[i].jumpkeydown)
5327 player[i].attackkeydown=0;
5329 if(tutoriallevel==1)
5331 player[i].attackkeydown=0;
5334 XYZ facing=player[i].coords;
5335 XYZ flatfacing=player[0].coords;
5336 facing.y+=playerJoint(i,head).position.y*player[i].scale;
5337 flatfacing.y+=playerJoint(0,head).position.y*player[0].scale;
5338 if(player[i].occluded>=2)
5339 if(-1!=checkcollide(facing,flatfacing)){
5340 if(!player[i].pause)
5341 player[i].lastseentime-=.2;
5342 if(player[i].lastseentime<=0&&
5343 (player[i].creature!=wolftype||
5344 player[i].weaponstuck==-1)){
5345 player[i].aitype=searchtype;
5346 player[i].lastchecktime=12;
5347 player[i].lastseen=player[0].coords;
5348 player[i].lastseentime=12;
5351 player[i].lastseentime=1;
5354 if(animation[player[0].targetanimation].height==highheight&&
5355 (player[i].aitype==attacktypecutoff||
5356 player[i].aitype==searchtype))
5357 if(player[0].coords.y>terrain.getHeight(player[0].coords.x,player[0].coords.z)+10){
5358 XYZ test=player[0].coords;
5360 if(-1==checkcollide(player[0].coords,test))
5361 player[i].stunned=1;
5364 if(player[i].aitype==passivetype&&!(player[i].numwaypoints>1)||
5365 player[i].stunned>0||
5366 player[i].pause&&player[i].damage>player[i].superpermanentdamage){
5368 player[i].lastseentime=1;
5369 player[i].targetrotation=player[i].rotation;
5370 player[i].forwardkeydown=0;
5371 player[i].leftkeydown=0;
5372 player[i].backkeydown=0;
5373 player[i].rightkeydown=0;
5374 player[i].jumpkeydown=0;
5375 player[i].attackkeydown=0;
5376 player[i].crouchkeydown=0;
5377 player[i].throwkeydown=0;
5385 XYZ flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
5388 if(player[i].aitype==attacktypecutoff){
5389 player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[0].coords);
5390 player[i].targetheadrotation2=pitchTo(player[i].coords,player[0].coords);
5391 }else if(player[i].howactive>=typesleeping){
5392 player[i].targetheadrotation=player[i].targetrotation;
5393 player[i].targetheadrotation2=0;
5395 if(player[i].interestdelay<=0){
5396 player[i].interestdelay=.7+(float)(abs(Random()%100))/100;
5397 player[i].headtarget=player[i].coords;
5398 player[i].headtarget.x+=(float)(abs(Random()%200)-100)/100;
5399 player[i].headtarget.z+=(float)(abs(Random()%200)-100)/100;
5400 player[i].headtarget.y+=(float)(abs(Random()%200)-100)/300;
5401 player[i].headtarget+=player[i].facing*1.5;
5403 player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[i].headtarget);
5404 player[i].targetheadrotation2=pitchTo(player[i].coords,player[i].headtarget);
5410 Values of mainmenu :
5412 2 Menu pause (resume/end game)
5414 4 Controls configuration menu
5415 5 Main game menu (choose level or challenge)
5416 6 Deleting user menu
5417 7 User managment menu (select/add)
5418 8 Choose difficulty menu
5419 9 Challenge level selection menu
5420 10 End of the campaign congratulation (is that really a menu?)
5421 11 Same that 9 ??? => unused
5422 18 stereo configuration
5425 void Game::MenuTick(){
5428 // some specific case where we do something even if the left mouse button is not pressed.
5429 if((mainmenu==5) && (endgame==2)) {
5430 accountactive->endGame();
5435 if( (mainmenu==18) && Input::isKeyPressed(MOUSEBUTTON2) && (selected==1) )
5436 stereoseparation-=0.001;
5438 if(Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
5444 if(gameon) { //resume
5446 pause_sound(stream_menutheme);
5447 resume_stream(leveltheme);
5449 fireSound(firestartsound);
5451 mainmenu=(accountactive?5:7);
5459 if(newdetail>2) newdetail=detail;
5460 if(newdetail<0) newdetail=detail;
5461 if(newscreenwidth>3000) newscreenwidth=screenwidth;
5462 if(newscreenwidth<0) newscreenwidth=screenwidth;
5463 if(newscreenheight>3000) newscreenheight=screenheight;
5464 if(newscreenheight<0) newscreenheight=screenheight;
5469 if(gameon){ //end game
5474 pause_sound(stream_menutheme);
5481 bool isCustomResolution,found;
5484 extern SDL_Rect **resolutions;
5485 isCustomResolution = true;
5487 for(int i = 0; (!found) && (resolutions[i]); i++) {
5488 if((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
5489 isCustomResolution = false;
5491 if((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)) {
5493 if(resolutions[i] != NULL) {
5494 newscreenwidth = (int) resolutions[i]->w;
5495 newscreenheight = (int) resolutions[i]->h;
5496 } else if(isCustomResolution){
5497 if((screenwidth == newscreenwidth) && (screenheight == newscreenheight)) {
5498 newscreenwidth = (int) resolutions[0]->w;
5499 newscreenheight = (int) resolutions[0]->h;
5501 newscreenwidth = screenwidth;
5502 newscreenheight = screenheight;
5505 newscreenwidth = (int) resolutions[0]->w;
5506 newscreenheight = (int) resolutions[0]->h;
5513 newscreenwidth = (int) resolutions[0]->w;
5514 newscreenheight = (int) resolutions[0]->h;
5519 if(newdetail>2) newdetail=0;
5523 if(bloodtoggle>2) bloodtoggle=0;
5527 if(difficulty>2) difficulty=0;
5530 ismotionblur = !ismotionblur;
5536 musictoggle = !musictoggle;
5539 emit_stream_np(stream_menutheme);
5541 pause_sound(leveltheme);
5542 pause_sound(stream_fighttheme);
5543 pause_sound(stream_menutheme);
5545 for(int i=0;i<4;i++){
5546 oldmusicvolume[i]=0;
5561 SaveSettings(*this);
5562 mainmenu=gameon?2:1;
5565 invertmouse = !invertmouse;
5568 usermousesensitivity+=.2;
5569 if(usermousesensitivity>2) usermousesensitivity=.2;
5573 if(volume>1.0001f) volume=0;
5574 OPENAL_SetSFXMasterVolume((int)(volume*255));
5579 newstereomode = stereomode;
5584 showdamagebar = !showdamagebar;
5591 if(selected<nummenuitems-1 && keyselect==-1)
5595 if(selected==nummenuitems-1){
5605 if((selected-NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
5615 whichchoice=selected-NB_CAMPAIGN_MENU_ITEM-accountactive->getCampaignChoicesMade();
5616 actuallevel=(accountactive->getCampaignChoicesMade()>0?campaignlevels[accountactive->getCampaignChoicesMade()-1].nextlevel[whichchoice]:0);
5619 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
5623 pause_sound(stream_menutheme);
5640 pause_sound(stream_menutheme);
5649 mainmenu=(gameon?2:1);
5655 vector<string> campaigns = ListCampaigns();
5656 vector<string>::iterator c;
5657 if ((c = find(campaigns.begin(),campaigns.end(),accountactive->getCurrentCampaign()))==campaigns.end()) {
5658 if(!campaigns.empty())
5659 accountactive->setCurrentCampaign(campaigns.front());
5662 if(c==campaigns.end())
5663 c=campaigns.begin();
5664 accountactive->setCurrentCampaign(*c);
5674 accountactive = Account::destroy(accountactive);
5676 } else if(selected==2) {
5683 if(selected==0 && Account::getNbAccounts()<8){
5685 } else if (selected < Account::getNbAccounts()+1) {
5688 accountactive=Account::get(selected-1);
5689 } else if (selected == Account::getNbAccounts()+1) {
5692 for(int j=0;j<255;j++){
5693 displaytext[0][j]=0;
5704 accountactive->setDifficulty(selected);
5708 if(selected<numchallengelevels && selected<=accountactive->getProgress()){
5716 targetlevel=selected;
5721 Loadlevel(selected);
5726 pause_sound(stream_menutheme);
5728 if(selected==numchallengelevels){
5743 stereoseparation+=0.001;
5747 newstereomode = (StereoMode)(newstereomode + 1);
5748 while(!CanInitStereo(newstereomode)){
5749 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
5750 newstereomode = (StereoMode)(newstereomode + 1);
5751 if(newstereomode >= stereoCount)
5752 newstereomode = stereoNone;
5754 } else if(selected==2) {
5755 stereoreverse = !stereoreverse;
5756 } else if(selected==3) {
5760 stereomode = newstereomode;
5761 InitStereo(stereomode);
5768 if(Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)){
5771 SaveSettings(*this);
5775 OPENAL_SetFrequency(channels[stream_menutheme], 22050);
5778 inputText(displaytext[0],&displayselected,&displaychars[0]);
5779 if(!waiting) { // the input as finished
5780 if(displaychars[0]){ // with enter
5781 accountactive = Account::add(string(displaytext[0]));
5787 fireSound(firestartsound);
5789 for(int i=0;i<255;i++){
5790 displaytext[0][i]=0;
5799 displayblinkdelay-=multiplier;
5800 if(displayblinkdelay<=0){
5801 displayblinkdelay=.3;
5802 displayblink=1-displayblink;
5808 static XYZ facing,flatfacing;
5811 for(int i=0;i<15;i++){
5812 displaytime[i]+=multiplier;
5815 keyboardfrozen=false;
5818 if(Input::isKeyPressed(SDLK_F6)){
5819 if(Input::isKeyDown(SDLK_LSHIFT))
5822 stereoreverse=false;
5825 printf("Stereo reversed\n");
5827 printf("Stereo unreversed\n");
5830 if(Input::isKeyDown(SDLK_F7)){
5831 if(Input::isKeyDown(SDLK_LSHIFT))
5832 stereoseparation -= 0.001;
5834 stereoseparation -= 0.010;
5835 printf("Stereo decreased increased to %f\n", stereoseparation);
5838 if(Input::isKeyDown(SDLK_F8)){
5839 if(Input::isKeyDown(SDLK_LSHIFT))
5840 stereoseparation += 0.001;
5842 stereoseparation += 0.010;
5843 printf("Stereo separation increased to %f\n", stereoseparation);
5847 if(Input::isKeyPressed(SDLK_TAB)&&tutoriallevel){
5848 if(tutorialstage!=51)
5849 tutorialstagetime=tutorialmaxtime;
5850 emit_sound_np(consolefailsound, 128.);
5854 Values of mainmenu :
5856 2 Menu pause (resume/end game)
5858 4 Controls configuration menu
5859 5 Main game menu (choose level or challenge)
5860 6 Deleting user menu
5861 7 User managment menu (select/add)
5862 8 Choose difficulty menu
5863 9 Challenge level selection menu
5864 10 End of the campaign congratulation (is that really a menu?)
5865 11 Same that 9 ??? => unused
5866 18 stereo configuration
5871 if(mainmenu&&endgame==1)
5873 //go to level select after completing a campaign level
5874 if(campaign&&winfreeze&&mainmenu==0&&campaignlevels[actuallevel].choosenext==1) {
5881 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5882 emit_stream_np(stream_menutheme);
5883 pause_sound(leveltheme);
5887 //escape key pressed
5888 //TODO: there must be code somewhere else that handles clicking the Back button, merge it with this
5889 if(Input::isKeyPressed(SDLK_ESCAPE)&&
5890 (gameon||mainmenu==0||(mainmenu>=3&&mainmenu!=8&&!(mainmenu==7&&entername)))) {
5892 if(mainmenu==0&&!winfreeze)
5894 else if(mainmenu==1||mainmenu==2){
5895 mainmenu=0; //unpause
5898 if(musictoggle&&(mainmenu==1||mainmenu==2)){
5899 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5900 emit_stream_np(stream_menutheme);
5901 pause_sound(leveltheme);
5903 //on resume, play level music
5905 pause_sound(stream_menutheme);
5906 resume_stream(leveltheme);
5908 //finished with settings menu
5910 SaveSettings(*this);
5913 if(mainmenu>=3&&mainmenu!=8){
5920 mainmenu=gameon?2:1; break;
5923 case 6: case 7: case 9: case 10:
5934 if(hostile==1)hostiletime+=multiplier;
5936 if(!winfreeze)leveltime+=multiplier;
5939 if(Input::isKeyPressed(SDLK_v)&&debugmode){
5942 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5946 if(Input::isKeyPressed(chatkey)&&!console&&!chatting&&debugmode)
5950 inputText(displaytext[0],&displayselected,&displaychars[0]);
5952 if(displaychars[0]){
5953 for(int j=0;j<255;j++)
5954 displaytext[0][j]=0;
5961 displayblinkdelay-=multiplier;
5962 if(displayblinkdelay<=0){
5963 displayblinkdelay=.3;
5964 displayblink=1-displayblink;
5968 keyboardfrozen=true;
5970 if(Input::isKeyPressed(consolekey)&&debugmode) {
5973 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5982 if(console&&!Input::isKeyDown(SDLK_LMETA)) {
5983 inputText(consoletext[0],&consoleselected,&consolechars[0]);
5986 if(consolechars[0]>0) {
5987 consoletext[0][consolechars[0]]='\0';
5988 cmd_dispatch(this, consoletext[0]);
5989 for(int k=14;k>=1;k--) {
5990 for(int j=0;j<255;j++)
5991 consoletext[k][j]=consoletext[k-1][j];
5992 consolechars[k]=consolechars[k-1];
5994 for(int j=0;j<255;j++)
5995 consoletext[0][j]=0;
6001 consoleblinkdelay-=multiplier;
6002 if(consoleblinkdelay<=0) {
6003 consoleblinkdelay=.3;
6004 consoleblink=1-consoleblink;
6010 if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
6013 SaveSettings(*this);
6017 static int oldwinfreeze;
6018 if(winfreeze&&!oldwinfreeze){
6019 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6020 emit_sound_np(consolesuccesssound);
6023 oldwinfreeze=winfreeze;
6027 if((Input::isKeyPressed(jumpkey)||Input::isKeyPressed(SDLK_SPACE))&&!campaign)
6030 if((Input::isKeyDown(SDLK_ESCAPE))&&!campaign&&gameon){
6034 } else if(winfreeze) {
6042 //TODO: what is this test?
6043 if(!freeze&&!winfreeze&&!(mainmenu&&gameon)&&(gameon||!gamestarted)){
6048 talkdelay-=multiplier;
6050 if(talkdelay<=0&&indialogue==-1&&animation[player[0].targetanimation].height!=highheight)
6051 for(int i=0;i<numdialogues;i++){
6052 int realdialoguetype;
6054 if(dialoguetype[i]>49){
6055 realdialoguetype=dialoguetype[i]-50;
6058 else if(dialoguetype[i]>39){
6059 realdialoguetype=dialoguetype[i]-40;
6062 else if(dialoguetype[i]>29){
6063 realdialoguetype=dialoguetype[i]-30;
6066 else if(dialoguetype[i]>19){
6067 realdialoguetype=dialoguetype[i]-20;
6070 else if(dialoguetype[i]>9){
6071 realdialoguetype=dialoguetype[i]-10;
6075 realdialoguetype=dialoguetype[i];
6078 if((!hostile||dialoguetype[i]>40&&dialoguetype[i]<50)&&
6079 realdialoguetype<numplayers&&
6080 realdialoguetype>0&&
6081 (dialoguegonethrough[i]==0||!special)&&
6082 (special||Input::isKeyPressed(attackkey))){
6083 if(findDistancefast(&player[0].coords,&player[realdialoguetype].coords)<6||
6084 player[realdialoguetype].howactive>=typedead1||
6085 dialoguetype[i]>40&&dialoguetype[i]<50){
6087 for(int j=0;j<numdialogueboxes[whichdialogue];j++){
6088 player[participantfocus[whichdialogue][j]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
6089 player[participantfocus[whichdialogue][j]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
6090 player[participantfocus[whichdialogue][j]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
6091 player[participantfocus[whichdialogue][j]].velocity=0;
6092 player[participantfocus[whichdialogue][j]].targetanimation=player[participantfocus[whichdialogue][j]].getIdle();
6093 player[participantfocus[whichdialogue][j]].targetframe=0;
6098 dialoguegonethrough[i]++;
6099 if(dialogueboxsound[whichdialogue][indialogue]!=0){
6100 playdialogueboxsound();
6106 windvar+=multiplier;
6107 smoketex+=multiplier;
6108 tutorialstagetime+=multiplier;
6111 static float hotspotvisual[40];
6115 for(int i=0;i<numhotspots;i++)
6116 hotspotvisual[i]-=multiplier/320;
6118 for(int i=0;i<numhotspots;i++){
6119 //if(hotspottype[i]<=10)
6120 while(hotspotvisual[i]<0){
6122 hotspotsprite.x=float(abs(Random()%100000))/100000*hotspotsize[i];
6123 hotspotsprite=DoRotation(hotspotsprite,0,0,Random()%360);
6124 hotspotsprite=DoRotation(hotspotsprite,0,Random()%360,0);
6125 hotspotsprite+=hotspot[i];
6126 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite*0, 1,0.5,0, 7, 0.4);
6127 hotspotvisual[i]+=0.1/hotspotsize[i]/hotspotsize[i]/hotspotsize[i];
6131 for(int i=0;i<numhotspots;i++){
6132 if(hotspottype[i]<=10&&hotspottype[i]>0){
6133 hotspot[i]=player[hotspottype[i]].coords;
6144 if(tutoriallevel!=1){
6147 bonus!=spinecrusher&&
6148 bonus!=tracheotomy&&
6151 emit_sound_np(consolesuccesssound);
6153 } else if(bonustime==0){
6154 emit_sound_np(fireendsound);
6157 if(bonus!=solidhit&&
6159 bonus!=threexcombo&&
6164 bonusnum[bonus]+=0.15;
6167 bonusvalue/=bonusnum[bonus];
6168 bonustotal+=bonusvalue;
6170 bonustime+=multiplier;
6173 if(environment==snowyenvironment){
6174 precipdelay-=multiplier;
6175 while(precipdelay<0){
6179 XYZ footvel,footpoint;
6182 footpoint=viewer+viewerfacing*6;
6183 footpoint.y+=((float)abs(Random()%1200))/100-6;
6184 footpoint.x+=((float)abs(Random()%1200))/100-6;
6185 footpoint.z+=((float)abs(Random()%1200))/100-6;
6186 Sprite::MakeSprite(snowsprite, footpoint,footvel, 1,1,1, .1, 1);
6191 doAerialAcrobatics();
6194 static XYZ oldviewer;
6198 player[0].forwardkeydown=Input::isKeyDown(forwardkey);
6199 player[0].leftkeydown=Input::isKeyDown(leftkey);
6200 player[0].backkeydown=Input::isKeyDown(backkey);
6201 player[0].rightkeydown=Input::isKeyDown(rightkey);
6202 player[0].jumpkeydown=Input::isKeyDown(jumpkey);
6203 player[0].crouchkeydown=Input::isKeyDown(crouchkey);
6204 player[0].drawkeydown=Input::isKeyDown(drawkey);
6205 player[0].throwkeydown=Input::isKeyDown(throwkey);
6209 player[0].forwardkeydown=0;
6210 player[0].leftkeydown=0;
6211 player[0].backkeydown=0;
6212 player[0].rightkeydown=0;
6213 player[0].jumpkeydown=0;
6214 player[0].crouchkeydown=0;
6215 player[0].drawkeydown=0;
6216 player[0].throwkeydown=0;
6219 if(!player[0].jumpkeydown)
6220 player[0].jumpclimb=0;
6229 facing=DoRotation(facing,-rotation2,0,0);
6230 facing=DoRotation(facing,0,0-rotation,0);
6235 flatfacing=DoRotation(flatfacing,0,-rotation,0);
6237 if(Input::isKeyDown(forwardkey))
6238 viewer+=facing*multiplier*4;
6239 if(Input::isKeyDown(backkey))
6240 viewer-=facing*multiplier*4;
6241 if(Input::isKeyDown(leftkey))
6242 viewer+=DoRotation(flatfacing*multiplier,0,90,0)*4;
6243 if(Input::isKeyDown(rightkey))
6244 viewer+=DoRotation(flatfacing*multiplier,0,-90,0)*4;
6245 if(Input::isKeyDown(jumpkey))
6246 viewer.y+=multiplier*4;
6247 if(Input::isKeyDown(crouchkey))
6248 viewer.y-=multiplier*4;
6249 if( Input::isKeyPressed(SDLK_1)||
6250 Input::isKeyPressed(SDLK_2)||
6251 Input::isKeyPressed(SDLK_3)||
6252 Input::isKeyPressed(SDLK_4)||
6253 Input::isKeyPressed(SDLK_5)||
6254 Input::isKeyPressed(SDLK_6)||
6255 Input::isKeyPressed(SDLK_7)||
6256 Input::isKeyPressed(SDLK_8)||
6257 Input::isKeyPressed(SDLK_9)||
6258 Input::isKeyPressed(SDLK_0)||
6259 Input::isKeyPressed(SDLK_MINUS)){
6261 if(Input::isKeyPressed(SDLK_1))whichend=1;
6262 if(Input::isKeyPressed(SDLK_2))whichend=2;
6263 if(Input::isKeyPressed(SDLK_3))whichend=3;
6264 if(Input::isKeyPressed(SDLK_4))whichend=4;
6265 if(Input::isKeyPressed(SDLK_5))whichend=5;
6266 if(Input::isKeyPressed(SDLK_6))whichend=6;
6267 if(Input::isKeyPressed(SDLK_7))whichend=7;
6268 if(Input::isKeyPressed(SDLK_8))whichend=8;
6269 if(Input::isKeyPressed(SDLK_9))whichend=9;
6270 if(Input::isKeyPressed(SDLK_0))whichend=0;
6271 if(Input::isKeyPressed(SDLK_MINUS))
6274 participantfocus[whichdialogue][indialogue]=whichend;
6275 participantlocation[whichdialogue][whichend]=player[whichend].coords;
6276 participantrotation[whichdialogue][whichend]=player[whichend].rotation;
6279 participantfocus[whichdialogue][indialogue]=-1;
6281 if(player[participantfocus[whichdialogue][indialogue]].dead){
6286 dialoguecamera[whichdialogue][indialogue]=viewer;
6287 dialoguecamerarotation[whichdialogue][indialogue]=rotation;
6288 dialoguecamerarotation2[whichdialogue][indialogue]=rotation2;
6290 if(indialogue<numdialogueboxes[whichdialogue]){
6291 if(dialogueboxsound[whichdialogue][indialogue]!=0){
6292 playdialogueboxsound();
6296 for(int j=0;j<numplayers;j++){
6297 participantfacing[whichdialogue][indialogue][j]=participantfacing[whichdialogue][indialogue-1][j];
6300 //TODO: should these be KeyDown or KeyPressed?
6301 if( Input::isKeyDown(SDLK_KP1)||
6302 Input::isKeyDown(SDLK_KP2)||
6303 Input::isKeyDown(SDLK_KP3)||
6304 Input::isKeyDown(SDLK_KP4)||
6305 Input::isKeyDown(SDLK_KP5)||
6306 Input::isKeyDown(SDLK_KP6)||
6307 Input::isKeyDown(SDLK_KP7)||
6308 Input::isKeyDown(SDLK_KP8)||
6309 Input::isKeyDown(SDLK_KP9)||
6310 Input::isKeyDown(SDLK_KP0)){
6312 if(Input::isKeyDown(SDLK_KP1))whichend=1;
6313 if(Input::isKeyDown(SDLK_KP2))whichend=2;
6314 if(Input::isKeyDown(SDLK_KP3))whichend=3;
6315 if(Input::isKeyDown(SDLK_KP4))whichend=4;
6316 if(Input::isKeyDown(SDLK_KP5))whichend=5;
6317 if(Input::isKeyDown(SDLK_KP6))whichend=6;
6318 if(Input::isKeyDown(SDLK_KP7))whichend=7;
6319 if(Input::isKeyDown(SDLK_KP8))whichend=8;
6320 if(Input::isKeyDown(SDLK_KP9))whichend=9;
6321 if(Input::isKeyDown(SDLK_KP0))whichend=0;
6322 participantfacing[whichdialogue][indialogue][whichend]=facing;
6324 if(indialogue>=numdialogueboxes[whichdialogue]){
6331 pause_sound(whooshsound);
6332 viewer=dialoguecamera[whichdialogue][indialogue];
6333 viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.1);
6334 rotation=dialoguecamerarotation[whichdialogue][indialogue];
6335 rotation2=dialoguecamerarotation2[whichdialogue][indialogue];
6336 if(dialoguetime>0.5)
6337 if( Input::isKeyPressed(SDLK_1)||
6338 Input::isKeyPressed(SDLK_2)||
6339 Input::isKeyPressed(SDLK_3)||
6340 Input::isKeyPressed(SDLK_4)||
6341 Input::isKeyPressed(SDLK_5)||
6342 Input::isKeyPressed(SDLK_6)||
6343 Input::isKeyPressed(SDLK_7)||
6344 Input::isKeyPressed(SDLK_8)||
6345 Input::isKeyPressed(SDLK_9)||
6346 Input::isKeyPressed(SDLK_0)||
6347 Input::isKeyPressed(SDLK_MINUS)||
6348 Input::isKeyPressed(attackkey)){
6350 if(indialogue<numdialogueboxes[whichdialogue]){
6351 if(dialogueboxsound[whichdialogue][indialogue]!=0){
6352 playdialogueboxsound();
6353 if(dialogueboxsound[whichdialogue][indialogue]==-5){
6354 hotspot[numhotspots]=player[0].coords;
6355 hotspotsize[numhotspots]=10;
6356 hotspottype[numhotspots]=-1;
6360 if(dialogueboxsound[whichdialogue][indialogue]==-6){
6364 if(player[participantfocus[whichdialogue][indialogue]].dead){
6372 if(indialogue>=numdialogueboxes[whichdialogue]){
6376 if(dialoguetype[whichdialogue]>19&&dialoguetype[whichdialogue]<30){
6379 if(dialoguetype[whichdialogue]>29&&dialoguetype[whichdialogue]<40){
6382 if(dialoguetype[whichdialogue]>49&&dialoguetype[whichdialogue]<60){
6384 for(int i=1;i<numplayers;i++){
6385 player[i].aitype = attacktypecutoff;
6392 if(!player[0].jumpkeydown){
6393 player[0].jumptogglekeydown=0;
6395 if(player[0].jumpkeydown&&
6396 player[0].targetanimation!=jumpupanim&&
6397 player[0].targetanimation!=jumpdownanim&&
6398 !player[0].isFlip())
6399 player[0].jumptogglekeydown=1;
6402 dialoguetime+=multiplier;
6403 hawkrotation+=multiplier*25;
6405 realhawkcoords.x=25;
6406 realhawkcoords=DoRotation(realhawkcoords,0,hawkrotation,0)+hawkcoords;
6407 hawkcalldelay-=multiplier/2;
6409 if(hawkcalldelay<=0){
6410 emit_sound_at(hawksound, realhawkcoords);
6412 hawkcalldelay=16+abs(Random()%8);
6419 doPlayerCollisions();
6423 for(int k=0;k<numplayers;k++)
6424 if(k!=0&&player[k].immobile)
6425 player[k].coords=player[k].realoldcoords;
6427 for(int k=0;k<numplayers;k++){
6428 if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
6429 if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
6430 player[k].DoDamage(1000);
6436 static bool respawnkeydown;
6439 (Input::isKeyDown(SDLK_z)&&
6440 Input::isKeyDown(SDLK_LMETA)&&
6442 (Input::isKeyDown(jumpkey)&&
6446 targetlevel=whichlevel;
6450 if(!Input::isKeyDown(jumpkey))
6452 if(Input::isKeyDown(jumpkey))
6458 static bool movekey;
6461 for(int i=0;i<numplayers;i++){
6462 static float oldtargetrotation;
6463 if(!player[i].skeleton.free){
6464 oldtargetrotation=player[i].targetrotation;
6465 if(i==0&&indialogue==-1){
6466 //TODO: refactor repetitive code
6467 if(!animation[player[0].targetanimation].attack&&
6468 player[0].targetanimation!=staggerbackhighanim&&
6469 player[0].targetanimation!=staggerbackhardanim&&
6470 player[0].targetanimation!=crouchremoveknifeanim&&
6471 player[0].targetanimation!=removeknifeanim&&
6472 player[0].targetanimation!=backhandspringanim&&
6473 player[0].targetanimation!=dodgebackanim&&
6474 player[0].targetanimation!=walljumprightkickanim&&
6475 player[0].targetanimation!=walljumpleftkickanim){
6477 player[0].targetrotation=0;
6479 player[0].targetrotation=-rotation+180;
6485 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
6489 facing=DoRotation(facing,-rotation2,0,0);
6490 facing=DoRotation(facing,0,0-rotation,0);
6493 player[0].lookrotation=-rotation;
6495 player[i].targetheadrotation=rotation;
6496 player[i].targetheadrotation2=rotation2;
6498 if(i!=0&&player[i].aitype==playercontrolled&&indialogue==-1){
6499 if(!animation[player[i].targetanimation].attack&&
6500 player[i].targetanimation!=staggerbackhighanim&&
6501 player[i].targetanimation!=staggerbackhardanim&&
6502 player[i].targetanimation!=crouchremoveknifeanim&&
6503 player[i].targetanimation!=removeknifeanim&&
6504 player[i].targetanimation!=backhandspringanim&&
6505 player[i].targetanimation!=dodgebackanim&&
6506 player[i].targetanimation!=walljumprightkickanim&&
6507 player[i].targetanimation!=walljumpleftkickanim){
6508 player[i].targetrotation=-player[i].lookrotation+180;
6514 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
6516 facing=DoRotation(facing,-player[i].lookrotation2,0,0);
6517 facing=DoRotation(facing,0,0-player[i].lookrotation,0);
6519 player[i].targetheadrotation=player[i].lookrotation;
6520 player[i].targetheadrotation2=player[i].lookrotation2;
6523 player[i].targetheadrotation=180-roughDirection(participantfacing[whichdialogue][indialogue][i]);
6524 player[i].targetheadrotation2=pitch(participantfacing[whichdialogue][indialogue][i]);
6530 player[i].avoidsomething=0;
6532 //avoid flaming things
6533 for(int j=0;j<objects.numobjects;j++)
6534 if(objects.onfire[j])
6535 if(findDistancefast(&player[i].coords,&objects.position[j])<sq(objects.scale[j])*200)
6536 if( findDistancefast(&player[i].coords,&objects.position[j])<
6537 findDistancefast(&player[i].coords,&player[0].coords)){
6538 player[i].collided=0;
6539 player[i].avoidcollided=1;
6540 if(player[i].avoidsomething==0||
6541 findDistancefast(&player[i].coords,&objects.position[j])<
6542 findDistancefast(&player[i].coords,&player[i].avoidwhere)){
6543 player[i].avoidwhere=objects.position[j];
6544 player[i].avoidsomething=1;
6548 //avoid flaming players
6549 for(int j=0;j<numplayers;j++)
6550 if(player[j].onfire)
6551 if(findDistancefast(&player[j].coords,&player[i].coords)<sq(0.3)*200)
6552 if( findDistancefast(&player[i].coords,&player[j].coords)<
6553 findDistancefast(&player[i].coords,&player[0].coords)){
6554 player[i].collided=0;
6555 player[i].avoidcollided=1;
6556 if(player[i].avoidsomething==0||
6557 findDistancefast(&player[i].coords,&player[j].coords)<
6558 findDistancefast(&player[i].coords,&player[i].avoidwhere)){
6559 player[i].avoidwhere=player[j].coords;
6560 player[i].avoidsomething=1;
6564 if(player[i].collided>.8)
6565 player[i].avoidcollided=0;
6569 if(animation[player[i].targetanimation].attack==reversed){
6570 //player[i].targetrotation=player[i].rotation;
6571 player[i].forwardkeydown=0;
6572 player[i].leftkeydown=0;
6573 player[i].backkeydown=0;
6574 player[i].rightkeydown=0;
6575 player[i].jumpkeydown=0;
6576 player[i].attackkeydown=0;
6577 //player[i].crouchkeydown=0;
6578 player[i].throwkeydown=0;
6582 player[i].forwardkeydown=0;
6583 player[i].leftkeydown=0;
6584 player[i].backkeydown=0;
6585 player[i].rightkeydown=0;
6586 player[i].jumpkeydown=0;
6587 player[i].crouchkeydown=0;
6588 player[i].drawkeydown=0;
6589 player[i].throwkeydown=0;
6592 if(player[i].collided<-.3)
6593 player[i].collided=-.3;
6594 if(player[i].collided>1)
6595 player[i].collided=1;
6596 player[i].collided-=multiplier*4;
6597 player[i].whichdirectiondelay-=multiplier;
6598 if(player[i].avoidcollided<-.3||player[i].whichdirectiondelay<=0){
6599 player[i].avoidcollided=-.3;
6600 player[i].whichdirection=abs(Random()%2);
6601 player[i].whichdirectiondelay=.4;
6603 if(player[i].avoidcollided>1)
6604 player[i].avoidcollided=1;
6605 player[i].avoidcollided-=multiplier/4;
6606 if(!player[i].skeleton.free){
6607 player[i].stunned-=multiplier;
6608 player[i].surprised-=multiplier;
6610 if(i!=0&&player[i].surprised<=0&&
6611 player[i].aitype==attacktypecutoff&&
6613 !player[i].skeleton.free&&
6614 animation[player[i].targetanimation].attack==neutral)
6617 if(!player[i].throwkeydown)
6618 player[i].throwtogglekeydown=0;
6621 if(player[i].throwkeydown&&!player[i].throwtogglekeydown){
6622 if(player[i].weaponactive==-1&&
6623 player[i].num_weapons<2&&
6624 (player[i].isIdle()||
6625 player[i].isCrouch()||
6626 player[i].targetanimation==sneakanim||
6627 player[i].targetanimation==rollanim||
6628 player[i].targetanimation==backhandspringanim||
6629 player[i].isFlip()||
6630 player[i].isFlip()||
6631 player[i].aitype!=playercontrolled)){
6632 for(int j=0;j<weapons.size();j++){
6633 if((weapons[j].velocity.x==0&&weapons[j].velocity.y==0&&weapons[j].velocity.z==0||
6634 player[i].aitype==playercontrolled)&&
6635 weapons[j].owner==-1&&
6636 player[i].weaponactive==-1)
6637 if(findDistancefastflat(&player[i].coords,&weapons[j].position)<2){
6638 if(findDistancefast(&player[i].coords,&weapons[j].position)<2){
6639 if(player[i].isCrouch()||
6640 player[i].targetanimation==sneakanim||
6642 player[i].isIdle()||
6643 player[i].aitype!=playercontrolled){
6644 player[i].throwtogglekeydown=1;
6645 setAnimation(i,crouchremoveknifeanim);
6646 player[i].targetrotation=roughDirectionTo(player[i].coords,weapons[j].position);
6647 player[i].hasvictim=0;
6649 if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
6650 player[i].throwtogglekeydown=1;
6651 player[i].hasvictim=0;
6653 if((weapons[j].velocity.x==0&&weapons[j].velocity.y==0&&weapons[j].velocity.z==0||
6654 player[i].aitype==playercontrolled)&&
6655 weapons[j].owner==-1||
6657 weapons[j].owner==player[i].victim->id)
6658 if(findDistancefastflat(&player[i].coords,&weapons[j].position)<2&&player[i].weaponactive==-1)
6659 if(findDistancefast(&player[i].coords,&weapons[j].position)<1||player[i].victim){
6660 if(weapons[j].getType()!=staff)
6661 emit_sound_at(knifedrawsound, player[i].coords, 128.);
6663 player[i].weaponactive=0;
6664 weapons[j].owner=player[i].id;
6665 if(player[i].num_weapons>0)
6666 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6667 player[i].num_weapons++;
6668 player[i].weaponids[0]=j;
6671 }else if((player[i].isIdle()||
6672 player[i].isFlip()||
6673 player[i].aitype!=playercontrolled)&&
6674 findDistancefast(&player[i].coords,&weapons[j].position)<5&&
6675 player[i].coords.y<weapons[j].position.y){
6676 if(!player[i].isFlip()){
6677 player[i].throwtogglekeydown=1;
6678 setAnimation(i,removeknifeanim);
6679 player[i].targetrotation=roughDirectionTo(player[i].coords,weapons[j].position);
6681 if(player[i].isFlip()){
6682 player[i].throwtogglekeydown=1;
6683 player[i].hasvictim=0;
6685 for(int k=0;k<weapons.size();k++){
6686 if(player[i].weaponactive==-1)
6687 if((weapons[k].velocity.x==0&&weapons[k].velocity.y==0&&weapons[k].velocity.z==0||
6688 player[i].aitype==playercontrolled)&&
6689 weapons[k].owner==-1||
6691 weapons[k].owner==player[i].victim->id)
6692 if(findDistancefastflat(&player[i].coords,&weapons[k].position)<3&&
6693 player[i].weaponactive==-1){
6694 if(weapons[k].getType()!=staff)
6695 emit_sound_at(knifedrawsound, player[i].coords, 128.);
6697 player[i].weaponactive=0;
6698 weapons[k].owner=player[i].id;
6699 if(player[i].num_weapons>0)
6700 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6701 player[i].num_weapons++;
6702 player[i].weaponids[0]=k;
6709 if(player[i].isCrouch()||
6710 player[i].targetanimation==sneakanim||
6712 player[i].isIdle()||player[i].targetanimation==rollanim||
6713 player[i].targetanimation==backhandspringanim){
6715 for(int j=0;j<numplayers;j++){
6716 if(player[i].weaponactive==-1)
6718 if(player[j].num_weapons&&
6719 player[j].skeleton.free&&
6720 findDistancefast(&player[i].coords,&player[j].coords)<2/*&&player[j].dead*/&&
6721 (((player[j].skeleton.forward.y<0&&
6722 player[j].weaponstuckwhere==0)||
6723 (player[j].skeleton.forward.y>0&&
6724 player[j].weaponstuckwhere==1))||
6725 player[j].weaponstuck==-1||
6726 player[j].num_weapons>1)){
6727 if(player[i].targetanimation!=rollanim&&player[i].targetanimation!=backhandspringanim){
6728 player[i].throwtogglekeydown=1;
6729 player[i].victim=&player[j];
6730 player[i].hasvictim=1;
6731 setAnimation(i,crouchremoveknifeanim);
6732 player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
6734 if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
6735 player[i].throwtogglekeydown=1;
6736 player[i].victim=&player[j];
6737 player[i].hasvictim=1;
6738 int k = player[j].weaponids[0];
6739 if(player[i].hasvictim){
6742 if(player[i].victim->weaponstuck!=-1){
6743 if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
6748 if(weapons[k].getType()!=staff)
6749 emit_sound_at(knifedrawsound, player[i].coords, 128.);
6752 emit_sound_at(fleshstabremovesound, player[i].coords, 128.);
6754 player[i].weaponactive=0;
6755 if(weapons[k].owner!=-1){
6756 if(player[i].victim->num_weapons==1)player[i].victim->num_weapons=0;
6757 else player[i].victim->num_weapons=1;
6759 player[i].victim->skeleton.longdead=0;
6760 player[i].victim->skeleton.free=1;
6761 player[i].victim->skeleton.broken=0;
6763 for(int l=0;l<player[i].victim->skeleton.num_joints;l++){
6764 player[i].victim->skeleton.joints[l].velchange=0;
6765 player[i].victim->skeleton.joints[l].locked=0;
6771 Normalise(&relative);
6772 XYZ footvel,footpoint;
6774 footpoint=weapons[k].position;
6775 if(player[i].victim->weaponstuck!=-1){
6776 if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
6777 if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3);
6778 weapons[k].bloody=2;
6779 weapons[k].blooddrip=5;
6780 player[i].victim->weaponstuck=-1;
6781 player[i].victim->bloodloss+=2000;
6782 player[i].victim->DoDamage(2000);
6785 if(player[i].victim->num_weapons>0){
6786 if(player[i].victim->weaponstuck!=0&&player[i].victim->weaponstuck!=-1)player[i].victim->weaponstuck=0;
6787 if(player[i].victim->weaponids[0]==k)
6788 player[i].victim->weaponids[0]=player[i].victim->weaponids[player[i].victim->num_weapons];
6791 player[i].victim->weaponactive=-1;
6793 playerJoint(player[i].victim,abdomen).velocity+=relative*6;
6794 playerJoint(player[i].victim,neck).velocity+=relative*6;
6795 playerJoint(player[i].victim,rightshoulder).velocity+=relative*6;
6796 playerJoint(player[i].victim,leftshoulder).velocity+=relative*6;
6799 if(player[i].num_weapons>0){
6800 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6802 player[i].num_weapons++;
6803 player[i].weaponids[0]=k;
6810 if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
6811 if(weapons[player[i].weaponids[0]].getType()==knife){
6812 if(player[i].isIdle()||
6814 player[i].isCrouch()||
6815 player[i].targetanimation==sneakanim||
6818 for(int j=0;j<numplayers;j++){
6820 if(tutoriallevel!=1||tutorialstage==49)
6822 if(normaldotproduct(player[i].facing,player[i].coords-player[j].coords)<0&&
6823 findDistancefast(&player[i].coords,&player[j].coords)<100&&
6824 findDistancefast(&player[i].coords,&player[j].coords)>1.5&&
6825 !player[j].skeleton.free&&
6826 -1==checkcollide(DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)*player[j].scale+player[j].coords,DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*player[i].scale+player[i].coords)){
6827 if(!player[i].isFlip()){
6828 player[i].throwtogglekeydown=1;
6829 player[i].victim=&player[j];
6830 setAnimation(i,knifethrowanim);
6831 player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
6832 player[i].targettilt2=pitchTo(player[i].coords,player[j].coords);
6834 if(player[i].isFlip()){
6835 if(player[i].weaponactive!=-1){
6836 player[i].throwtogglekeydown=1;
6837 player[i].victim=&player[j];
6839 weapons[player[i].weaponids[0]].owner=-1;
6840 aim=player[i].victim->coords+DoRotation(playerJoint(player[i].victim,abdomen).position,0,player[i].victim->rotation,0)*player[i].victim->scale+player[i].victim->velocity*findDistance(&player[i].victim->coords,&player[i].coords)/50-(player[i].coords+DoRotation(playerJoint(i,righthand).position,0,player[i].rotation,0)*player[i].scale);
6843 aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0);
6845 weapons[player[i].weaponids[0]].velocity=aim*50;
6846 weapons[player[i].weaponids[0]].tipvelocity=aim*50;
6847 weapons[player[i].weaponids[0]].missed=0;
6848 weapons[player[i].weaponids[0]].freetime=0;
6849 weapons[player[i].weaponids[0]].firstfree=1;
6850 weapons[player[i].weaponids[0]].physics=0;
6851 player[i].num_weapons--;
6852 if(player[i].num_weapons){
6853 player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
6855 player[i].weaponactive=-1;
6862 if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
6863 if(player[i].isCrouch()||player[i].targetanimation==sneakanim){
6864 player[i].throwtogglekeydown=1;
6865 weapons[player[i].weaponids[0]].owner=-1;
6866 weapons[player[i].weaponids[0]].velocity=player[i].velocity*.2;
6867 if(weapons[player[i].weaponids[0]].velocity.x==0)weapons[player[i].weaponids[0]].velocity.x=.1;
6868 weapons[player[i].weaponids[0]].tipvelocity=weapons[player[i].weaponids[0]].velocity;
6869 weapons[player[i].weaponids[0]].missed=1;
6870 weapons[player[i].weaponids[0]].freetime=0;
6871 weapons[player[i].weaponids[0]].firstfree=1;
6872 weapons[player[i].weaponids[0]].physics=1;
6873 player[i].num_weapons--;
6874 if(player[i].num_weapons){
6875 player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
6876 if(player[i].weaponstuck==player[i].num_weapons)player[i].weaponstuck=0;
6879 player[i].weaponactive=-1;
6880 for(int j=0;j<numplayers;j++){
6881 player[j].wentforweapon=0;
6889 if(i==0||!player[0].dead||player[i].weaponactive!=-1) {
6890 if(player[i].drawkeydown&&!player[i].drawtogglekeydown||
6891 player[i].num_weapons==2&&
6892 player[i].weaponactive==-1&&
6893 player[i].isIdle()||
6895 player[i].weaponactive!=-1&&
6898 if(player[i].weaponactive!=-1)
6899 if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==staff)
6901 if(isgood&&player[i].creature!=wolftype){
6902 if(player[i].isIdle()&&player[i].num_weapons&&weapons[player[i].weaponids[0]].getType()==knife){
6903 setAnimation(i,drawrightanim);
6904 player[i].drawtogglekeydown=1;
6906 if((player[i].isIdle()||
6907 (player[i].aitype!=playercontrolled&&
6908 player[0].weaponactive!=-1&&
6909 player[i].isRun()))&&
6910 player[i].num_weapons&&
6911 weapons[player[i].weaponids[0]].getType()==sword){
6912 setAnimation(i,drawleftanim);
6913 player[i].drawtogglekeydown=1;
6915 if(player[i].isCrouch()&&player[i].num_weapons&&weapons[player[i].weaponids[0]].getType()==knife){
6916 setAnimation(i,crouchdrawrightanim);
6917 player[i].drawtogglekeydown=1;
6924 if(player[i].weaponactive!=-1) {
6925 if (player[i].isCrouch()&&
6926 weapons[player[i].weaponids[player[i].weaponactive]].bloody&&
6928 player[i].onterrain&&
6929 player[i].num_weapons&&
6930 player[i].attackkeydown&&
6931 musictype!=stream_fighttheme) {
6932 if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==knife)
6933 setAnimation(i,crouchstabanim);
6934 if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==sword)
6935 setAnimation(i,swordgroundstabanim);
6936 player[i].hasvictim=0;
6940 if(!player[i].drawkeydown)
6941 player[i].drawtogglekeydown=0;
6948 absflatfacing=DoRotation(absflatfacing,0,-rotation,0);
6950 absflatfacing=flatfacing;
6953 player[i].forwardkeydown=0;
6954 player[i].leftkeydown=0;
6955 player[i].backkeydown=0;
6956 player[i].rightkeydown=0;
6957 player[i].jumpkeydown=0;
6958 player[i].crouchkeydown=0;
6959 player[i].drawkeydown=0;
6960 player[i].throwkeydown=0;
6964 if(!animation[player[i].targetanimation].attack&&
6965 player[i].targetanimation!=staggerbackhighanim&&
6966 player[i].targetanimation!=staggerbackhardanim&&
6967 player[i].targetanimation!=backhandspringanim&&
6968 player[i].targetanimation!=dodgebackanim){
6969 if(!player[i].forwardkeydown)
6970 player[i].forwardstogglekeydown=0;
6971 if(player[i].crouchkeydown){
6975 player[i].superruntoggle=1;
6977 for(int j=0;j<numplayers;j++)
6978 if(j!=i&&!player[j].skeleton.free&&player[j].aitype==passivetype)
6979 if(findDistancefast(&player[j].coords,&player[i].coords)<16)
6980 player[i].superruntoggle=0;
6984 for(int j=0;j<numplayers;j++){
6985 if(j!=i&&!player[j].skeleton.free&&player[j].victim&&player[i].lowreversaldelay<=0){
6986 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
6987 player[j].victim==&player[i]&&
6988 (player[j].targetanimation==sweepanim||
6989 player[j].targetanimation==upunchanim||
6990 player[j].targetanimation==wolfslapanim||
6991 ((player[j].targetanimation==swordslashanim||
6992 player[j].targetanimation==knifeslashstartanim||
6993 player[j].targetanimation==staffhitanim||
6994 player[j].targetanimation==staffspinhitanim)&&
6995 findDistancefast(&player[j].coords,&player[i].coords)<2))){
7004 player[target].Reverse();
7005 player[i].lowreversaldelay=.5;
7007 if(player[i].isIdle()){
7008 setAnimation(i,player[i].getCrouch());
7009 player[i].transspeed=10;
7011 if(player[i].isRun()||
7012 (player[i].isStop()&&
7013 (player[i].leftkeydown||
7014 player[i].rightkeydown||
7015 player[i].forwardkeydown||
7016 player[i].backkeydown))){
7017 setAnimation(i,rollanim);
7018 player[i].transspeed=20;
7021 if(!player[i].crouchkeydown){
7023 if(!player[i].isRun()&&player[i].targetanimation!=sneakanim&&i==0)player[i].superruntoggle=0;
7025 if(player[i].isCrouch()){
7027 for(int j=0;j<numplayers;j++){
7029 !player[j].skeleton.free&&
7031 player[i].highreversaldelay<=0){
7032 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
7033 player[j].victim==&player[i]&&
7034 (player[j].targetanimation==spinkickanim)&&
7035 player[i].isCrouch()){
7044 player[target].Reverse();
7045 player[i].highreversaldelay=.5;
7047 if(player[i].isCrouch()){
7048 if(!player[i].wasCrouch()){
7049 player[i].currentanimation=player[i].getCrouch();
7050 player[i].currentframe=0;
7052 setAnimation(i,player[i].getIdle());
7053 player[i].transspeed=10;
7056 if(player[i].targetanimation==sneakanim){
7057 setAnimation(i,player[i].getIdle());
7058 player[i].transspeed=10;
7061 if(player[i].forwardkeydown){
7062 if(player[i].isIdle()||
7063 (player[i].isStop()&&
7064 player[i].targetrotation==player[i].rotation)||
7065 (player[i].isLanding()&&
7066 player[i].targetframe>0&&
7067 !player[i].jumpkeydown)||
7068 (player[i].isLandhard()&&
7069 player[i].targetframe>0&&
7070 !player[i].jumpkeydown&&
7071 player[i].crouchkeydown)){
7072 if(player[i].aitype==passivetype)
7073 setAnimation(i,walkanim);
7075 setAnimation(i,player[i].getRun());
7077 if(player[i].isCrouch()){
7078 player[i].targetanimation=sneakanim;
7079 if(player[i].wasCrouch())
7081 player[i].targetframe=0;
7083 if(player[i].targetanimation==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){
7084 setAnimation(i,climbanim);
7085 player[i].targetframe=1;
7086 player[i].jumpclimb=1;
7088 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7089 player[i].velocity+=absflatfacing*5*multiplier;
7091 player[i].forwardstogglekeydown=1;
7094 if (player[i].rightkeydown){
7095 if(player[i].isIdle()||
7096 (player[i].isStop()&&
7097 player[i].targetrotation==player[i].rotation)||
7098 (player[i].isLanding()&&
7099 player[i].targetframe>0&&
7100 !player[i].jumpkeydown)||
7101 (player[i].isLandhard()&&
7102 player[i].targetframe>0&&
7103 !player[i].jumpkeydown&&
7104 player[i].crouchkeydown)){
7105 setAnimation(i,player[i].getRun());
7107 if(player[i].isCrouch()){
7108 player[i].targetanimation=sneakanim;
7109 if(player[i].wasCrouch())
7111 player[i].targetframe=0;
7113 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7114 player[i].velocity+=DoRotation(absflatfacing*5*multiplier,0,-90,0);
7116 player[i].targetrotation-=90;
7117 if(player[i].forwardkeydown)player[i].targetrotation+=45;
7118 if(player[i].backkeydown)player[i].targetrotation-=45;
7121 if ( player[i].leftkeydown){
7122 if(player[i].isIdle()||
7123 (player[i].isStop()&&
7124 player[i].targetrotation==player[i].rotation)||
7125 (player[i].isLanding()&&
7126 player[i].targetframe>0&&
7127 !player[i].jumpkeydown)||
7128 (player[i].isLandhard()&&
7129 player[i].targetframe>0&&
7130 !player[i].jumpkeydown&&
7131 player[i].crouchkeydown)){
7132 setAnimation(i,player[i].getRun());
7134 if(player[i].isCrouch()){
7135 player[i].targetanimation=sneakanim;
7136 if(player[i].wasCrouch())
7138 player[i].targetframe=0;
7140 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7141 player[i].velocity-=DoRotation(absflatfacing*5*multiplier,0,-90,0);
7143 player[i].targetrotation+=90;
7144 if(player[i].forwardkeydown)player[i].targetrotation-=45;
7145 if(player[i].backkeydown)player[i].targetrotation+=45;
7148 if(player[i].backkeydown){
7149 if(player[i].isIdle()||
7150 (player[i].isStop()&&
7151 player[i].targetrotation==player[i].rotation)||
7152 (player[i].isLanding()&&
7153 player[i].targetframe>0&&
7154 !player[i].jumpkeydown)||
7155 (player[i].isLandhard()&&
7156 player[i].targetframe>0&&
7157 !player[i].jumpkeydown&&
7158 player[i].crouchkeydown)){
7159 setAnimation(i,player[i].getRun());
7161 if(player[i].isCrouch()){
7162 player[i].targetanimation=sneakanim;
7163 if(player[i].wasCrouch())
7165 player[i].targetframe=0;
7167 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7168 player[i].velocity-=absflatfacing*5*multiplier;
7170 if(player[i].targetanimation==hanganim){
7171 player[i].currentanimation=jumpdownanim;
7172 player[i].targetanimation=jumpdownanim;
7174 player[i].currentframe=0;
7175 player[i].targetframe=1;
7176 player[i].velocity=0;
7177 player[i].velocity.y+=gravity;
7178 player[i].coords.y-=1.4;
7179 player[i].grabdelay=1;
7181 if ( !player[i].leftkeydown&&!player[i].rightkeydown)
7182 player[i].targetrotation+=180;
7185 if((player[i].jumpkeydown&&!player[i].jumpclimb)||player[i].jumpstart){
7186 if((((player[i].isLanding()&&player[i].targetframe>=3)||
7188 player[i].targetanimation==walkanim||
7189 player[i].isCrouch()||
7190 player[i].targetanimation==sneakanim)&&
7191 player[i].jumppower>1)&&
7192 ((player[i].targetanimation!=rabbitrunninganim&&
7193 player[i].targetanimation!=wolfrunninganim)||i!=0)){
7194 player[i].jumpstart=0;
7195 setAnimation(i,jumpupanim);
7196 player[i].rotation=player[i].targetrotation;
7197 player[i].transspeed=20;
7198 player[i].FootLand(0,1);
7199 player[i].FootLand(1,1);
7203 flatfacing=DoRotation(facing,0,player[i].targetrotation+180,0);
7205 if(movekey)player[i].velocity=flatfacing*player[i].speed*45*player[i].scale;
7206 if(!movekey)player[i].velocity=0;
7211 for(int j=0;j<numplayers;j++){
7212 if(j!=i&&!player[j].skeleton.free&&player[j].victim){
7213 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
7214 player[j].victim==&player[i]&&
7215 (player[j].targetanimation==sweepanim)){
7216 if(target>=0)target=-1;
7221 if(target>=0)player[i].velocity.y=1;
7222 else if(player[i].crouchkeydown||player[i].aitype!=playercontrolled){
7223 player[i].velocity.y=7;
7224 player[i].crouchtogglekeydown=1;
7226 else player[i].velocity.y=5;
7228 if(mousejump&&i==0&&debugmode){
7229 if(!player[i].isLanding())player[i].tempdeltav=deltav;
7230 if(player[i].tempdeltav<0)player[i].velocity.y-=(float)(player[i].tempdeltav)/multiplier/1000;
7233 player[i].coords.y+=.2;
7234 player[i].jumppower-=1;
7237 emit_sound_at(whooshsound, player[i].coords, 128.);
7239 emit_sound_at(jumpsound, player[i].coords, 128.);
7241 if((player[i].isIdle())&&player[i].jumppower>1){
7242 setAnimation(i,player[i].getLanding());
7243 player[i].targetframe=2;
7244 player[i].landhard=0;
7245 player[i].jumpstart=1;
7246 player[i].tempdeltav=deltav;
7248 if(player[i].targetanimation==jumpupanim&&
7252 player[i].aitype!=playercontrolled)){
7253 if(player[i].jumppower>multiplier*6){
7254 player[i].velocity.y+=multiplier*6;
7255 player[i].jumppower-=multiplier*6;
7257 if(player[i].jumppower<=multiplier*6){
7258 player[i].velocity.y+=player[i].jumppower;
7259 player[i].jumppower=0;
7262 if(((floatjump||editorenabled)&&debugmode)&&i==0)player[i].velocity.y+=multiplier*30;
7266 if(player[i].isRun()||player[i].targetanimation==walkanim)
7267 setAnimation(i,player[i].getStop());
7268 if(player[i].targetanimation==sneakanim){
7269 player[i].targetanimation=player[i].getCrouch();
7270 if(player[i].currentanimation==sneakanim)
7272 player[i].targetframe=0;
7275 if(player[i].targetanimation==walkanim&&
7276 (player[i].aitype==attacktypecutoff||
7277 player[i].aitype==searchtype||
7278 (player[i].aitype==passivetype&&
7279 player[i].numwaypoints<=1)))
7280 setAnimation(i,player[i].getStop());
7281 if(player[i].isRun()&&(player[i].aitype==passivetype))
7282 setAnimation(i,player[i].getStop());
7285 if(player[i].targetanimation==rollanim)
7286 player[i].targetrotation=oldtargetrotation;
7290 for(int k=0;k<numplayers;k++){
7291 if(fabs(player[k].rotation-player[k].targetrotation)>180){
7292 if(player[k].rotation>player[k].targetrotation)
7293 player[k].rotation-=360;
7295 player[k].rotation+=360;
7298 //stop to turn in right direction
7299 if(fabs(player[k].rotation-player[k].targetrotation)>90&&(player[k].isRun()||player[k].targetanimation==walkanim))
7300 setAnimation(k,player[k].getStop());
7302 if(player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim)
7303 player[k].targettilt=0;
7305 if(player[k].targetanimation!=jumpupanim&&
7306 player[k].targetanimation!=backhandspringanim&&
7307 player[k].targetanimation!=jumpdownanim&&
7308 !player[k].isFlip()){
7309 player[k].targettilt=0;
7310 if(player[k].jumppower<0&&!player[k].jumpkeydown)
7311 player[k].jumppower=0;
7312 player[k].jumppower+=multiplier*7;
7313 if(player[k].isCrouch())
7314 player[k].jumppower+=multiplier*7;
7315 if(player[k].jumppower>5)
7316 player[k].jumppower=5;
7319 if(player[k].isRun())
7320 player[k].targettilt=(player[k].rotation-player[k].targetrotation)/4;
7322 player[k].tilt=stepTowardf(player[k].tilt,player[k].targettilt,multiplier*150);
7323 player[k].grabdelay-=multiplier;
7327 for(int k=0;k<numplayers;k++){
7328 player[k].DoAnimations();
7329 player[k].whichpatchx=player[k].coords.x/(terrain.size/subdivision*terrain.scale);
7330 player[k].whichpatchz=player[k].coords.z/(terrain.size/subdivision*terrain.scale);
7336 for(int j=numenvsounds-1;j>=0;j--){
7337 envsoundlife[j]-=multiplier;
7338 if(envsoundlife[j]<0){
7340 envsoundlife[j]=envsoundlife[numenvsounds];
7341 envsound[j]=envsound[numenvsounds];
7345 OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
7347 OPENAL_SetFrequency(OPENAL_ALL, 22050);
7349 if(tutoriallevel==1){
7366 if(tutorialstage>=51)
7367 if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
7368 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
7369 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
7371 emit_stream_np(stream_menutheme);
7380 if(tutorialstage<51)
7381 if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
7382 emit_sound_at(fireendsound, player[0].coords);
7384 player[0].coords=(oldtemp+oldtemp2)/2;
7388 if(tutorialstage>=14&&tutorialstage<50)
7389 if(findDistancefast(&temp,&player[1].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[1].coords)<4){
7390 emit_sound_at(fireendsound, player[1].coords);
7392 for(int i=0;i<player[1].skeleton.num_joints;i++){
7394 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
7395 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
7396 if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
7397 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
7398 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
7402 player[1].coords=(oldtemp+oldtemp2)/2;
7403 for(int i=0;i<player[1].skeleton.num_joints;i++){
7404 player[1].skeleton.joints[i].velocity=0;
7406 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
7407 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
7408 if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
7409 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
7410 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
7418 static float gLoc[3];
7422 static float vel[3];
7423 vel[0]=(viewer.x-oldviewer.x)/multiplier;
7424 vel[1]=(viewer.y-oldviewer.y)/multiplier;
7425 vel[2]=(viewer.z-oldviewer.z)/multiplier;
7427 //Set orientation with forward and up vectors
7428 static XYZ upvector;
7432 upvector=DoRotation(upvector,-rotation2+90,0,0);
7433 upvector=DoRotation(upvector,0,0-rotation,0);
7438 facing=DoRotation(facing,-rotation2,0,0);
7439 facing=DoRotation(facing,0,0-rotation,0);
7442 static float ori[6];
7446 ori[3] = -upvector.x;
7447 ori[4] = upvector.y;
7448 ori[5] = -upvector.z;
7450 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
7457 if(Input::isKeyPressed(SDLK_F1))
7461 void Game::TickOnce(){
7463 rotation+=multiplier*5;
7465 if(directing||indialogue==-1) {
7466 rotation+=deltah*.7;
7468 rotation2+=deltav*.7;
7470 rotation2-=deltav*.7;
7478 void Game::TickOnceAfter(){
7479 static XYZ colviewer;
7480 static XYZ coltarget;
7484 static float changedelay;
7485 static bool alldead;
7486 static float unseendelay;
7487 static float cameraspeed;
7491 if(environment==snowyenvironment)
7492 leveltheme=stream_snowtheme;
7493 if(environment==grassyenvironment)
7494 leveltheme=stream_grasstheme;
7495 if(environment==desertenvironment)
7496 leveltheme=stream_deserttheme;
7500 musictype=leveltheme;
7501 for(int i=0;i<numplayers;i++){
7502 if((player[i].aitype==attacktypecutoff||
7503 player[i].aitype==getweapontype||
7504 player[i].aitype==gethelptype||
7505 player[i].aitype==searchtype)&&
7506 !player[i].dead/*&&player[i].surprised<=0*/&&
7507 (player[i].targetanimation!=sneakattackedanim&&
7508 player[i].targetanimation!=knifesneakattackedanim&&
7509 player[i].targetanimation!=swordsneakattackedanim)){
7510 musictype=stream_fighttheme;
7515 musictype=stream_menutheme;
7518 if(musictype==stream_fighttheme)
7521 if(oldmusictype==stream_fighttheme&&musictype!=stream_fighttheme){
7522 unseendelay-=multiplier;
7524 musictype=stream_fighttheme;
7529 musictype=stream_menutheme;
7537 if(musictype!=oldmusictype&&musictype==stream_fighttheme)
7538 emit_sound_np(alarmsound);
7539 musicselected=musictype;
7541 if(musicselected==leveltheme)
7542 musicvolume[0]+=multiplier*450;
7544 musicvolume[0]-=multiplier*450;
7545 if(musicselected==stream_fighttheme)
7546 musicvolume[1]+=multiplier*450;
7548 musicvolume[1]-=multiplier*450;
7549 if(musicselected==stream_menutheme)
7550 musicvolume[2]+=multiplier*450;
7552 musicvolume[2]-=multiplier*450;
7554 for(int i=0;i<3;i++){
7555 if(musicvolume[i]<0)
7557 if(musicvolume[i]>512)
7561 if(musicvolume[2]>128&&!loading&&!mainmenu)
7565 if(musicvolume[0]>0&&oldmusicvolume[0]<=0)
7566 emit_stream_np(leveltheme, musicvolume[0]);
7567 if(musicvolume[1]>0&&oldmusicvolume[1]<=0)
7568 emit_stream_np(stream_fighttheme, musicvolume[1]);
7569 if(musicvolume[2]>0&&oldmusicvolume[2]<=0)
7570 emit_stream_np(stream_menutheme, musicvolume[2]);
7571 if(musicvolume[0]<=0&&oldmusicvolume[0]>0)
7572 pause_sound(leveltheme);
7573 if(musicvolume[1]<=0&&oldmusicvolume[1]>0)
7574 pause_sound(stream_fighttheme);
7575 if(musicvolume[2]<=0&&oldmusicvolume[2]>0)
7576 pause_sound(stream_menutheme);
7578 if(musicvolume[0]!=oldmusicvolume[0])
7579 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
7580 if(musicvolume[1]!=oldmusicvolume[1])
7581 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
7582 if(musicvolume[2]!=oldmusicvolume[2])
7583 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
7585 for(int i=0;i<3;i++)
7586 oldmusicvolume[i]=musicvolume[i];
7588 pause_sound(leveltheme);
7589 pause_sound(stream_fighttheme);
7590 pause_sound(stream_menutheme);
7592 for(int i=0;i<4;i++){
7593 oldmusicvolume[i]=0;
7599 for(int i=0;i<numhotspots;i++){
7600 if(hotspottype[i]>10&&hotspottype[i]<20){
7601 if(player[hotspottype[i]-10].dead==0)
7603 else if(killhotspot==2)
7612 for(int i=0;i<numhotspots;i++)
7613 if(hotspottype[i]==-1)
7614 if(findDistancefast(&player[0].coords,&hotspot[i])<hotspotsize[i])
7618 for(int i=1;i<numplayers;i++)
7619 if(!player[i].dead&&player[i].aitype==attacktypecutoff&&player[i].surprised<=0)
7621 if(numalarmed>maxalarmed)
7622 maxalarmed=numalarmed;
7624 if(changedelay<=0&&!loading&&!editorenabled&&gameon&&!tutoriallevel&&changedelay!=-999&&!won){
7625 if(player[0].dead&&changedelay<=0){
7627 targetlevel=whichlevel;
7630 for(int i=1;i<numplayers;i++)
7631 if(!player[i].dead&&player[i].howactive<typedead1)
7635 if(alldead&&!player[0].dead&&maptype==mapkilleveryone){
7637 targetlevel=whichlevel+1;
7638 if(targetlevel>numchallengelevels-1)targetlevel=0;
7640 if(winhotspot||windialogue){
7642 targetlevel=whichlevel+1;
7643 if(targetlevel>numchallengelevels-1)targetlevel=0;
7649 targetlevel=whichlevel+1;
7650 if(targetlevel>numchallengelevels-1)targetlevel=0;
7653 if(changedelay>0&&!player[0].dead&&!won) {
7654 //high scores, awards, win
7656 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
7659 accountactive->winLevel(whichlevel,bonustotal-startbonustotal,leveltime);
7675 if(!editorenabled&&gameon&&!mainmenu) {
7676 if(changedelay!=-999)
7677 changedelay-=multiplier/7;
7679 targetlevel=whichlevel;
7680 if(loading==2&&!campaign){
7683 fireSound(firestartsound);
7685 if(!player[0].dead&&targetlevel!=whichlevel)
7686 startbonustotal=bonustotal;
7688 Loadlevel(whichlevel);
7690 Loadlevel(targetlevel);
7696 if(loading==2&&targetlevel==whichlevel){
7700 fireSound(firestartsound);
7702 Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
7708 if(changedelay<=-999&&
7712 (alldead&&maptype==mapkilleveryone)||
7716 if((player[0].dead||
7717 (alldead&&maptype==mapkilleveryone)||
7722 if(whichlevel!=-2&&!loading&&!player[0].dead) {
7732 // campaignchoosenext determines what to do when the level is complete:
7733 // 0 = load next level
7734 // 1 = go back to level select screen
7735 // 2 = stealthload next level
7736 if(mainmenu==0&&winfreeze&&(campaignlevels[actuallevel].choosenext)==1) {
7737 if(campaignlevels[actuallevel].nextlevel.empty())
7739 } else if(mainmenu==0&&winfreeze) {
7740 stealthloading = (campaignlevels[actuallevel].choosenext==2);
7742 if(!stealthloading){
7743 fireSound(firestartsound);
7758 actuallevel=campaignlevels[actuallevel].nextlevel.front();
7761 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
7765 pause_sound(stream_menutheme);
7776 oldmusictype=musictype;
7782 facing=DoRotation(facing,-rotation2,0,0);
7783 facing=DoRotation(facing,0,0-rotation,0);
7784 viewerfacing=facing;
7787 if((animation[player[0].targetanimation].attack!=3&&animation[player[0].currentanimation].attack!=3)||player[0].skeleton.free)target=player[0].coords+player[0].currentoffset*(1-player[0].target)*player[0].scale+player[0].targetoffset*player[0].target*player[0].scale-player[0].facing*.05;
7788 else target=player[0].oldcoords+player[0].currentoffset*(1-player[0].target)*player[0].scale+player[0].targetoffset*player[0].target*player[0].scale-player[0].facing*.05;
7790 if(player[0].skeleton.free){
7791 for(int i=0;i<player[0].skeleton.num_joints;i++){
7792 if(player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y>target.y)
7793 target.y=player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y;
7797 if(player[0].skeleton.free!=2&&!autocam){
7799 if(findLengthfast(&player[0].velocity)>400){
7800 cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
7802 if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
7803 coltarget=target-cameraloc;
7804 if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
7806 Normalise(&coltarget);
7807 if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
7808 else cameraloc=cameraloc+coltarget*multiplier*8;
7810 if(editorenabled)cameraloc=target;
7811 cameradist+=multiplier*5;
7812 if(cameradist>2.3)cameradist=2.3;
7813 viewer=cameraloc-facing*cameradist;
7815 coltarget=cameraloc;
7816 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
7817 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7818 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7819 int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7821 coltarget=cameraloc;
7822 if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
7824 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7825 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7826 int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7828 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
7832 cameradist=findDistance(&viewer,&target);
7833 viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
7834 if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
7835 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
7838 if(player[0].skeleton.free!=2&&autocam){
7840 if(findLengthfast(&player[0].velocity)>400){
7841 cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
7843 if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
7844 cameradist+=multiplier*5;
7845 if(cameradist>3.3)cameradist=3.3;
7846 coltarget=target-cameraloc;
7847 if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
7848 else if(findLengthfast(&coltarget)>1)
7850 Normalise(&coltarget);
7851 if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
7852 else cameraloc=cameraloc+coltarget*multiplier*8;
7854 if(editorenabled)cameraloc=target;
7857 coltarget=cameraloc;
7858 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
7859 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7860 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7861 int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7863 coltarget=cameraloc;
7864 if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
7866 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7867 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7868 int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7870 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
7874 cameradist=findDistance(&viewer,&target);
7875 viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
7876 if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
7877 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
7880 if(camerashake>.8)camerashake=.8;
7881 //if(woozy>10)woozy=10;
7882 //woozy+=multiplier;
7884 if(player[0].dead)camerashake=0;
7885 if(player[0].dead)woozy=0;
7886 camerashake-=multiplier*2;
7887 blackout-=multiplier*2;
7888 //if(player[0].isCrouch())woozy-=multiplier*8;
7889 if(camerashake<0)camerashake=0;
7890 if(blackout<0)blackout=0;
7891 //if(woozy<0)woozy=0;
7893 viewer.x+=(float)(Random()%100)*.0005*camerashake;
7894 viewer.y+=(float)(Random()%100)*.0005*camerashake;
7895 viewer.z+=(float)(Random()%100)*.0005*camerashake;