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>
32 #include "openal_wrapper.h"
35 #include "Animation.h"
40 // Added more evilness needed for MSVC
42 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
43 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
47 extern float multiplier;
49 extern int environment;
50 extern Terrain terrain;
51 extern float screenwidth,screenheight;
54 extern float texdetail;
55 extern Objects objects;
57 extern float slomodelay;
58 extern bool floatjump;
61 extern float camerashake;
63 extern float blackout;
64 extern bool cellophane;
65 extern bool musictoggle;
66 extern int difficulty;
67 extern int bloodtoggle;
68 extern bool invertmouse;
70 extern float precipdelay;
71 extern XYZ viewerfacing;
72 extern bool ambientsound;
73 extern bool mousejump;
74 extern float viewdistance;
76 extern bool keyboardfrozen;
77 extern bool loadingstuff;
78 extern XYZ windvector;
79 extern bool debugmode;
82 extern bool visibleloading;
83 extern XYZ envsound[30];
84 extern float envsoundvol[30];
85 extern int numenvsounds;
86 extern float envsoundlife[30];
87 extern float usermousesensitivity;
88 extern bool ismotionblur;
89 extern bool showdamagebar; // (des)activate the damage bar
91 extern float tintr,tintg,tintb;
92 extern bool skyboxtexture;
96 extern float skyboxlightr;
97 extern float skyboxlightg;
98 extern float skyboxlightb;
99 extern float fadestart;
100 extern float slomospeed;
101 extern float slomofreq;
102 extern int tutoriallevel;
103 extern float smoketex;
104 extern float tutorialstagetime;
105 extern int tutorialstage;
106 extern float tutorialmaxtime;
107 extern float tutorialsuccess;
108 extern bool againbonus;
109 extern bool reversaltrain;
110 extern bool canattack;
111 extern bool cananger;
112 extern float damagedealt;
114 extern int editoractive;
115 extern int editorpathtype;
117 extern float hostiletime;
119 extern bool gamestarted;
121 extern int numhotspots;
122 extern int winhotspot;
123 extern int windialogue;
124 extern int killhotspot;
125 extern XYZ hotspot[40];
126 extern int hotspottype[40];
127 extern float hotspotsize[40];
128 extern char hotspottext[40][256];
129 extern int currenthotspot;
133 extern bool stillloading;
134 extern bool winfreeze;
136 extern bool campaign;
138 static const char *rabbitskin[] = {
139 ":Data:Textures:Fur3.jpg",
140 ":Data:Textures:Fur.jpg",
141 ":Data:Textures:Fur2.jpg",
142 ":Data:Textures:Lynx.jpg",
143 ":Data:Textures:Otter.jpg",
144 ":Data:Textures:Opal.jpg",
145 ":Data:Textures:Sable.jpg",
146 ":Data:Textures:Chocolate.jpg",
147 ":Data:Textures:BW2.jpg",
148 ":Data:Textures:WB2.jpg"
151 static const char *wolfskin[] = {
152 ":Data:Textures:Wolf.jpg",
153 ":Data:Textures:Darkwolf.jpg",
154 ":Data:Textures:Snowwolf.jpg"
157 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
158 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
160 static const char **creatureskin[] = {rabbitskin, wolfskin};
162 /* Return true if PFX is a prefix of STR (case-insensitive). */
163 static bool stripfx(const char *str, const char *pfx)
165 return !strncasecmp(str, pfx, strlen(pfx));
168 static const char *cmd_names[] = {
169 #define DECLARE_COMMAND(cmd) #cmd " ",
170 #include "ConsoleCmds.h"
171 #undef DECLARE_COMMAND
174 typedef void (*console_handler)(Game *game, const char *args);
176 #define DECLARE_COMMAND(cmd) static void ch_##cmd(Game *game, const char *args);
177 #include "ConsoleCmds.h"
178 #undef DECLARE_COMMAND
180 static console_handler cmd_handlers[] = {
181 #define DECLARE_COMMAND(cmd) ch_##cmd,
182 #include "ConsoleCmds.h"
183 #undef DECLARE_COMMAND
188 // added utility functions -sf17k =============================================================
190 //TODO: try to hide these variables completely with a better interface
191 inline void setAnimation(int playerid,int animation){
192 player[playerid].targetanimation=animation;
193 player[playerid].targetframe=0;
194 player[playerid].target=0;
197 //TODO: this is incorrect but I'm afraid to change it and break something,
198 //probably causes quirky behavior that I might want to preserve
199 inline float roughDirection(XYZ vec){
201 float angle=-asin(-vec.x)*180/M_PI;
206 inline float roughDirectionTo(XYZ start, XYZ end){
207 return roughDirection(end-start);
210 //TODO: gotta be a better way
211 inline float pitch(XYZ vec){
213 return -asin(vec.y)*180/M_PI;
215 inline float pitchTo(XYZ start, XYZ end){
216 return pitch(end-start);
219 //change these to a Person method
220 inline Joint& playerJoint(int playerid, int bodypart){
221 return player[playerid].skeleton.joints[player[playerid].skeleton.jointlabels[bodypart]]; }
222 inline Joint& playerJoint(Person* pplayer, int bodypart){
223 return pplayer->skeleton.joints[pplayer->skeleton.jointlabels[bodypart]]; }
225 inline float sq(float n){ return n*n; }
227 inline float stepTowardf(float from, float to, float by){
228 if(fabs(from-to)<by) return to;
229 else if(from>to) return from-by;
233 void playdialogueboxsound(){
235 temppos=player[participantfocus[whichdialogue][indialogue]].coords;
236 temppos=temppos-viewer;
241 switch(dialogueboxsound[whichdialogue][indialogue]){
242 case -6: sound=alarmsound; break;
243 case -4: sound=consolefailsound; break;
244 case -3: sound=consolesuccesssound; break;
245 case -2: sound=firestartsound; break;
246 case -1: sound=fireendsound; break;
247 case 1: sound=rabbitchitter; break;
248 case 2: sound=rabbitchitter2; break;
249 case 3: sound=rabbitpainsound; break;
250 case 4: sound=rabbitpain1sound; break;
251 case 5: sound=rabbitattacksound; break;
252 case 6: sound=rabbitattack2sound; break;
253 case 7: sound=rabbitattack3sound; break;
254 case 8: sound=rabbitattack4sound; break;
255 case 9: sound=growlsound; break;
256 case 10: sound=growl2sound; break;
257 case 11: sound=snarlsound; break;
258 case 12: sound=snarl2sound; break;
259 case 13: sound=barksound; break;
260 case 14: sound=bark2sound; break;
261 case 15: sound=bark3sound; break;
262 case 16: sound=barkgrowlsound; break;
266 emit_sound_at(sound, temppos);
269 // end added utility functions ================================================================
273 static void ch_quit(Game *game, const char *args)
278 static void ch_map(Game *game, const char *args)
280 game->Loadlevel(args);
281 game->whichlevel = -2;
285 static void ch_save(Game *game, const char *args){
287 snprintf(buf, 63, ":Data:Maps:%s", args);
292 tfile=fopen( ConvertFileName(buf), "wb" );
293 fpackf(tfile, "Bi", mapvers);
294 fpackf(tfile, "Bi", maptype);
295 fpackf(tfile, "Bi", hostile);
296 fpackf(tfile, "Bf Bf", viewdistance, fadestart);
297 fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
298 fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
299 fpackf(tfile, "Bf Bf Bf Bf Bf Bi", player[0].coords.x, player[0].coords.y, player[0].coords.z,
300 player[0].rotation, player[0].targetrotation, player[0].num_weapons);
301 if(player[0].num_weapons>0&&player[0].num_weapons<5)
302 for(int j=0;j<player[0].num_weapons;j++)
303 fpackf(tfile, "Bi", weapons.type[player[0].weaponids[j]]);
305 fpackf(tfile, "Bf Bf Bf", player[0].armorhead, player[0].armorhigh, player[0].armorlow);
306 fpackf(tfile, "Bf Bf Bf", player[0].protectionhead, player[0].protectionhigh, player[0].protectionlow);
307 fpackf(tfile, "Bf Bf Bf", player[0].metalhead, player[0].metalhigh, player[0].metallow);
308 fpackf(tfile, "Bf Bf", player[0].power, player[0].speedmult);
310 fpackf(tfile, "Bi", player[0].numclothes);
312 fpackf(tfile, "Bi Bi", player[0].whichskin, player[0].creature);
314 fpackf(tfile, "Bi", numdialogues);
316 for(int k=0;k<numdialogues;k++){
317 fpackf(tfile, "Bi", numdialogueboxes[k]);
318 fpackf(tfile, "Bi", dialoguetype[k]);
319 for(int l=0;l<10;l++){
320 fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z);
321 fpackf(tfile, "Bf", participantrotation[k][l]);
323 for(int l=0;l<numdialogueboxes[k];l++){
324 fpackf(tfile, "Bi", dialogueboxlocation[k][l]);
325 fpackf(tfile, "Bf", dialogueboxcolor[k][l][0]);
326 fpackf(tfile, "Bf", dialogueboxcolor[k][l][1]);
327 fpackf(tfile, "Bf", dialogueboxcolor[k][l][2]);
328 fpackf(tfile, "Bi", dialogueboxsound[k][l]);
330 int templength=strlen(dialoguetext[k][l]);
331 fpackf(tfile, "Bi",(templength));
332 for(int m=0;m<templength;m++){
333 fpackf(tfile, "Bb", dialoguetext[k][l][m]);
334 if(dialoguetext[k][l][m]=='\0')
338 templength=strlen(dialoguename[k][l]);
339 fpackf(tfile, "Bi",templength);
340 for(int m=0;m<templength;m++){
341 fpackf(tfile, "Bb", dialoguename[k][l][m]);
342 if(dialoguename[k][l][m]=='\0')
346 fpackf(tfile, "Bf Bf Bf", dialoguecamera[k][l].x, dialoguecamera[k][l].y, dialoguecamera[k][l].z);
347 fpackf(tfile, "Bi", participantfocus[k][l]);
348 fpackf(tfile, "Bi", participantaction[k][l]);
350 for(int m=0;m<10;m++)
351 fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z);
353 fpackf(tfile, "Bf Bf",dialoguecamerarotation[k][l],dialoguecamerarotation2[k][l]);
357 for(int k=0;k<player[0].numclothes;k++){
358 int templength=strlen(player[0].clothes[k]);
359 fpackf(tfile, "Bi", templength);
360 for(int l=0;l<templength;l++)
361 fpackf(tfile, "Bb", player[0].clothes[k][l]);
362 fpackf(tfile, "Bf Bf Bf", player[0].clothestintr[k], player[0].clothestintg[k], player[0].clothestintb[k]);
365 fpackf(tfile, "Bi", environment);
367 fpackf(tfile, "Bi", objects.numobjects);
369 for(int k=0;k<objects.numobjects;k++)
370 fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.rotation[k], objects.rotation2[k],
371 objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]);
373 fpackf(tfile, "Bi", numhotspots);
374 for(int i=0;i<numhotspots;i++){
375 fpackf(tfile, "Bi Bf Bf Bf Bf", hotspottype[i],hotspotsize[i],hotspot[i].x,hotspot[i].y,hotspot[i].z);
376 int templength=strlen(hotspottext[i]);
377 fpackf(tfile, "Bi",templength);
378 for(int l=0;l<templength;l++)
379 fpackf(tfile, "Bb", hotspottext[i][l]);
382 fpackf(tfile, "Bi", numplayers);
383 if(numplayers<maxplayers)
384 for(int j=1;j<numplayers;j++){
385 fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", player[j].whichskin, player[j].creature,
386 player[j].coords.x, player[j].coords.y, player[j].coords.z,
387 player[j].num_weapons, player[j].howactive, player[j].scale, player[j].immobile, player[j].rotation);
388 if(player[j].num_weapons<5)
389 for(int k=0;k<player[j].num_weapons;k++)
390 fpackf(tfile, "Bi", weapons.type[player[j].weaponids[k]]);
391 if(player[j].numwaypoints<30){
392 fpackf(tfile, "Bi", player[j].numwaypoints);
393 for(int k=0;k<player[j].numwaypoints;k++){
394 fpackf(tfile, "Bf", player[j].waypoints[k].x);
395 fpackf(tfile, "Bf", player[j].waypoints[k].y);
396 fpackf(tfile, "Bf", player[j].waypoints[k].z);
397 fpackf(tfile, "Bi", player[j].waypointtype[k]);
399 fpackf(tfile, "Bi", player[j].waypoint);
401 player[j].numwaypoints=0;
402 player[j].waypoint=0;
403 fpackf(tfile, "Bi Bi Bi", player[j].numwaypoints, player[j].waypoint, player[j].waypoint);
406 fpackf(tfile, "Bf Bf Bf", player[j].armorhead, player[j].armorhigh, player[j].armorlow);
407 fpackf(tfile, "Bf Bf Bf", player[j].protectionhead, player[j].protectionhigh, player[j].protectionlow);
408 fpackf(tfile, "Bf Bf Bf", player[j].metalhead, player[j].metalhigh, player[j].metallow);
409 fpackf(tfile, "Bf Bf", player[j].power, player[j].speedmult);
411 float headprop, bodyprop, armprop, legprop;
412 if(player[j].creature==wolftype){
413 headprop=player[j].proportionhead.x/1.1;
414 bodyprop=player[j].proportionbody.x/1.1;
415 armprop=player[j].proportionarms.x/1.1;
416 legprop=player[j].proportionlegs.x/1.1;
417 }else if(player[j].creature==rabbittype){
418 headprop=player[j].proportionhead.x/1.2;
419 bodyprop=player[j].proportionbody.x/1.05;
420 armprop=player[j].proportionarms.x/1.00;
421 legprop=player[j].proportionlegs.x/1.1;
424 fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
426 fpackf(tfile, "Bi", player[j].numclothes);
427 if(player[j].numclothes)
428 for(int k=0;k<player[j].numclothes;k++){
430 templength=strlen(player[j].clothes[k]);
431 fpackf(tfile, "Bi", templength);
432 for(int l=0;l<templength;l++)
433 fpackf(tfile, "Bb", player[j].clothes[k][l]);
434 fpackf(tfile, "Bf Bf Bf", player[j].clothestintr[k], player[j].clothestintg[k], player[j].clothestintb[k]);
438 fpackf(tfile, "Bi", game->numpathpoints);
439 for(int j=0;j<game->numpathpoints;j++){
440 fpackf(tfile, "Bf Bf Bf Bi", game->pathpoint[j].x, game->pathpoint[j].y, game->pathpoint[j].z, game->numpathpointconnect[j]);
441 for(int k=0;k<game->numpathpointconnect[j];k++)
442 fpackf(tfile, "Bi", game->pathpointconnect[j][k]);
445 fpackf(tfile, "Bf Bf Bf Bf", game->mapcenter.x, game->mapcenter.y, game->mapcenter.z, game->mapradius);
450 static void ch_cellar(Game *game, const char *args)
452 game->LoadTextureSave(":Data:Textures:Furdarko.jpg",&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
455 static void ch_tint(Game *game, const char *args)
457 sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
460 static void ch_tintr(Game *game, const char *args)
465 static void ch_tintg(Game *game, const char *args)
470 static void ch_tintb(Game *game, const char *args)
475 static void ch_speed(Game *game, const char *args)
477 player[0].speedmult = atof(args);
480 static void ch_strength(Game *game, const char *args)
482 player[0].power = atof(args);
485 static void ch_power(Game *game, const char *args)
487 player[0].power = atof(args);
490 static void ch_size(Game *game, const char *args)
492 player[0].scale = atof(args) * .2;
495 static int find_closest()
498 float closestdist = 1.0/0.0;
500 for (int i = 1; i < numplayers; i++) {
502 distance = findDistancefast(&player[i].coords,&player[0].coords);
503 if (distance < closestdist) {
504 closestdist = distance;
511 static void ch_sizenear(Game *game, const char *args)
513 int closest = find_closest();
516 player[closest].scale = atof(args) * .2;
519 static void set_proportion(int pnum, const char *args)
521 float headprop,bodyprop,armprop,legprop;
523 sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop);
525 if(player[pnum].creature==wolftype){
526 player[pnum].proportionhead=1.1*headprop;
527 player[pnum].proportionbody=1.1*bodyprop;
528 player[pnum].proportionarms=1.1*armprop;
529 player[pnum].proportionlegs=1.1*legprop;
530 } else if(player[pnum].creature==rabbittype){
531 player[pnum].proportionhead=1.2*headprop;
532 player[pnum].proportionbody=1.05*bodyprop;
533 player[pnum].proportionarms=1.00*armprop;
534 player[pnum].proportionlegs=1.1*legprop;
535 player[pnum].proportionlegs.y=1.05*legprop;
539 static void ch_proportion(Game *game, const char *args)
541 set_proportion(0, args);
544 static void ch_proportionnear(Game *game, const char *args)
546 int closest = find_closest();
548 set_proportion(closest, args);
551 static void set_protection(int pnum, const char *args)
553 float head, high, low;
554 sscanf(args, "%f%f%f", &head, &high, &low);
556 player[pnum].protectionhead = head;
557 player[pnum].protectionhigh = high;
558 player[pnum].protectionlow = low;
561 static void ch_protection(Game *game, const char *args)
563 set_protection(0, args);
566 static void ch_protectionnear(Game *game, const char *args)
568 int closest = find_closest();
570 set_protection(closest, args);
573 static void set_armor(int pnum, const char *args)
575 float head, high, low;
576 sscanf(args, "%f%f%f", &head, &high, &low);
578 player[pnum].armorhead = head;
579 player[pnum].armorhigh = high;
580 player[pnum].armorlow = low;
583 static void ch_armor(Game *game, const char *args)
588 static void ch_armornear(Game *game, const char *args)
590 int closest = find_closest();
592 set_armor(closest, args);
595 static void ch_protectionreset(Game *game, const char *args)
597 set_protection(0, "1 1 1");
598 set_armor(0, "1 1 1");
601 static void set_metal(int pnum, const char *args)
603 float head, high, low;
604 sscanf(args, "%f%f%f", &head, &high, &low);
606 player[pnum].metalhead = head;
607 player[pnum].metalhigh = high;
608 player[pnum].metallow = low;
611 static void ch_metal(Game *game, const char *args)
616 static void set_noclothes(int pnum, Game *game, const char *args)
618 player[pnum].numclothes = 0;
619 game->LoadTextureSave(creatureskin[player[pnum].creature][player[pnum].whichskin],
620 &player[pnum].skeleton.drawmodel.textureptr,1,
621 &player[pnum].skeleton.skinText[0],&player[pnum].skeleton.skinsize);
624 static void ch_noclothes(Game *game, const char *args)
626 set_noclothes(0, game, args);
629 static void ch_noclothesnear(Game *game, const char *args)
631 int closest = find_closest();
633 set_noclothes(closest, game, args);
637 static void set_clothes(int pnum, Game *game, const char *args)
640 snprintf(buf, 63, ":Data:Textures:%s.png", args);
642 if (!game->AddClothes(buf,&player[pnum].skeleton.skinText[pnum]))
645 player[pnum].DoMipmaps();
646 strcpy(player[pnum].clothes[player[pnum].numclothes],buf);
647 player[pnum].clothestintr[player[pnum].numclothes]=tintr;
648 player[pnum].clothestintg[player[pnum].numclothes]=tintg;
649 player[pnum].clothestintb[player[pnum].numclothes]=tintb;
650 player[pnum].numclothes++;
653 static void ch_clothes(Game *game, const char *args)
655 set_clothes(0, game, args);
658 static void ch_clothesnear(Game *game, const char *args)
660 int closest = find_closest();
662 set_clothes(closest, game, args);
665 static void ch_belt(Game *game, const char *args)
667 player[0].skeleton.clothes = !player[0].skeleton.clothes;
671 static void ch_cellophane(Game *game, const char *args)
673 cellophane = !cellophane;
674 float mul = cellophane ? 0 : 1;
676 for (int i = 0; i < numplayers; i++) {
677 player[i].proportionhead.z = player[i].proportionhead.x * mul;
678 player[i].proportionbody.z = player[i].proportionbody.x * mul;
679 player[i].proportionarms.z = player[i].proportionarms.x * mul;
680 player[i].proportionlegs.z = player[i].proportionlegs.x * mul;
684 static void ch_funnybunny(Game *game, const char *args)
686 player[0].skeleton.id=0;
687 player[0].skeleton.Load(":Data:Skeleton:Basic Figure",":Data:Skeleton:Basic Figurelow",
688 ":Data:Skeleton:Rabbitbelt",":Data:Models:Body.solid",
689 ":Data:Models:Body2.solid",":Data:Models:Body3.solid",
690 ":Data:Models:Body4.solid",":Data:Models:Body5.solid",
691 ":Data:Models:Body6.solid",":Data:Models:Body7.solid",
692 ":Data:Models:Bodylow.solid",":Data:Models:Belt.solid",1);
693 game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
694 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
695 player[0].creature=rabbittype;
697 player[0].headless=0;
698 player[0].damagetolerance=200;
699 set_proportion(0, "1 1 1 1");
702 static void ch_wolfie(Game *game, const char *args)
704 player[0].skeleton.id=0;
705 player[0].skeleton.Load(":Data:Skeleton:Basic Figure Wolf",":Data:Skeleton:Basic Figure Wolf Low",
706 ":Data:Skeleton:Rabbitbelt",":Data:Models:Wolf.solid",
707 ":Data:Models:Wolf2.solid",":Data:Models:Wolf3.solid",
708 ":Data:Models:Wolf4.solid",":Data:Models:Wolf5.solid",
709 ":Data:Models:Wolf6.solid",":Data:Models:Wolf7.solid",
710 ":Data:Models:Wolflow.solid",":Data:Models:Belt.solid",0);
711 game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
712 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
713 player[0].creature=wolftype;
714 player[0].damagetolerance=300;
715 set_proportion(0, "1 1 1 1");
718 static void ch_wolfieisgod(Game *game, const char *args)
720 ch_wolfie(game, args);
723 static void ch_wolf(Game *game, const char *args)
725 game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
726 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
729 static void ch_snowwolf(Game *game, const char *args)
731 game->LoadTextureSave(":Data:Textures:SnowWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
732 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
735 static void ch_darkwolf(Game *game, const char *args)
737 game->LoadTextureSave(":Data:Textures:DarkWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
738 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
741 static void ch_lizardwolf(Game *game, const char *args)
743 game->LoadTextureSave(":Data:Textures:Lizardwolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
744 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
747 static void ch_white(Game *game, const char *args)
749 game->LoadTextureSave(":Data:Textures:fur.jpg",&player[0].skeleton.drawmodel.textureptr,1,
750 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
753 static void ch_brown(Game *game, const char *args)
755 game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
756 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
759 static void ch_black(Game *game, const char *args)
761 game->LoadTextureSave(":Data:Textures:fur2.jpg",&player[0].skeleton.drawmodel.textureptr,1,
762 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
765 static void ch_sizemin(Game *game, const char *args)
767 for (int i = 1; i < numplayers; i++)
768 if (player[i].scale < 0.8 * 0.2)
769 player[i].scale = 0.8 * 0.2;
772 static void ch_tutorial(Game *game, const char *args)
774 tutoriallevel = atoi(args);
777 static void ch_hostile(Game *game, const char *args)
779 hostile = atoi(args);
782 static void ch_indemo(Game *game, const char *args)
785 hotspot[numhotspots]=player[0].coords;
786 hotspotsize[numhotspots]=0;
787 hotspottype[numhotspots]=-111;
788 strcpy(hotspottext[numhotspots],"mapname");
792 static void ch_notindemo(Game *game, const char *args)
798 static void ch_type(Game *game, const char *args)
800 int n = sizeof(editortypenames) / sizeof(editortypenames[0]);
801 for (int i = 0; i < n; i++)
802 if (stripfx(args, editortypenames[i])) {
808 static void ch_path(Game *game, const char *args)
810 int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
811 for (int i = 0; i < n; i++)
812 if (stripfx(args, pathtypenames[i])) {
818 static void ch_hs(Game *game, const char *args)
820 hotspot[numhotspots]=player[0].coords;
824 sscanf(args, "%f%d %n", &size, &type, &shift);
826 hotspotsize[numhotspots] = size;
827 hotspottype[numhotspots] = type;
829 strcpy(hotspottext[numhotspots], args + shift);
830 strcat(hotspottext[numhotspots], "\n");
835 static void ch_dialogue(Game *game, const char *args)
838 char buf1[32], buf2[64];
840 sscanf(args, "%d %31s", &dlg, buf1);
841 snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
843 dialoguetype[numdialogues] = dlg;
845 memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues]));
846 memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues]));
848 ifstream ipstream(ConvertFileName(buf2));
849 ipstream.ignore(256,':');
850 ipstream >> numdialogueboxes[numdialogues];
851 for(int i=0;i<numdialogueboxes[numdialogues];i++){
852 ipstream.ignore(256,':');
853 ipstream.ignore(256,':');
854 ipstream.ignore(256,' ');
855 ipstream >> dialogueboxlocation[numdialogues][i];
856 ipstream.ignore(256,':');
857 ipstream >> dialogueboxcolor[numdialogues][i][0];
858 ipstream >> dialogueboxcolor[numdialogues][i][1];
859 ipstream >> dialogueboxcolor[numdialogues][i][2];
860 ipstream.ignore(256,':');
861 ipstream.getline(dialoguename[numdialogues][i],64);
862 ipstream.ignore(256,':');
863 ipstream.ignore(256,' ');
864 ipstream.getline(dialoguetext[numdialogues][i],128);
865 for(int j=0;j<128;j++){
866 if(dialoguetext[numdialogues][i][j]=='\\')dialoguetext[numdialogues][i][j]='\n';
868 ipstream.ignore(256,':');
869 ipstream >> dialogueboxsound[numdialogues][i];
872 for(int i=0;i<numdialogueboxes[numdialogues];i++){
873 for(int j=0;j<numplayers;j++){
874 participantfacing[numdialogues][i][j]=player[j].facing;
881 whichdialogue=numdialogues;
886 static void ch_fixdialogue(Game *game, const char *args)
888 char buf1[32], buf2[64];
891 sscanf(args, "%d %31s", &whichdi, buf1);
892 snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
894 memset(dialoguetext[whichdi], 0, sizeof(dialoguetext[whichdi]));
895 memset(dialoguename[whichdi], 0, sizeof(dialoguename[whichdi]));
897 ifstream ipstream(ConvertFileName(buf2));
898 ipstream.ignore(256,':');
899 ipstream >> numdialogueboxes[whichdi];
900 for(int i=0;i<numdialogueboxes[whichdi];i++){
901 ipstream.ignore(256,':');
902 ipstream.ignore(256,':');
903 ipstream.ignore(256,' ');
904 ipstream >> dialogueboxlocation[whichdi][i];
905 ipstream.ignore(256,':');
906 ipstream >> dialogueboxcolor[whichdi][i][0];
907 ipstream >> dialogueboxcolor[whichdi][i][1];
908 ipstream >> dialogueboxcolor[whichdi][i][2];
909 ipstream.ignore(256,':');
910 ipstream.getline(dialoguename[whichdi][i],64);
911 ipstream.ignore(256,':');
912 ipstream.ignore(256,' ');
913 ipstream.getline(dialoguetext[whichdi][i],128);
914 for(int j=0;j<128;j++){
915 if(dialoguetext[whichdi][i][j]=='\\')dialoguetext[whichdi][i][j]='\n';
917 ipstream.ignore(256,':');
918 ipstream >> dialogueboxsound[whichdi][i];
924 static void ch_fixtype(Game *game, const char *args)
927 sscanf(args, "%d", &dlg);
928 dialoguetype[0] = dlg;
931 static void ch_fixrotation(Game *game, const char *args)
933 participantrotation[whichdialogue][participantfocus[whichdialogue][indialogue]]=player[participantfocus[whichdialogue][indialogue]].rotation;
936 static void ch_ddialogue(Game *game, const char *args)
942 static void ch_dhs(Game *game, const char *args)
948 static void ch_immobile(Game *game, const char *args)
950 player[0].immobile = 1;
953 static void ch_allimmobile(Game *game, const char *args)
955 for (int i = 1; i < numplayers; i++)
956 player[i].immobile = 1;
959 static void ch_mobile(Game *game, const char *args)
961 player[0].immobile = 0;
964 static void ch_default(Game *game, const char *args)
966 player[0].armorhead=1;
967 player[0].armorhigh=1;
968 player[0].armorlow=1;
969 player[0].protectionhead=1;
970 player[0].protectionhigh=1;
971 player[0].protectionlow=1;
972 player[0].metalhead=1;
973 player[0].metalhigh=1;
974 player[0].metallow=1;
976 player[0].speedmult=1;
979 if(player[0].creature==wolftype){
980 player[0].proportionhead=1.1;
981 player[0].proportionbody=1.1;
982 player[0].proportionarms=1.1;
983 player[0].proportionlegs=1.1;
984 } else if(player[0].creature==rabbittype){
985 player[0].proportionhead=1.2;
986 player[0].proportionbody=1.05;
987 player[0].proportionarms=1.00;
988 player[0].proportionlegs=1.1;
989 player[0].proportionlegs.y=1.05;
992 player[0].numclothes=0;
993 game->LoadTextureSave(creatureskin[player[0].creature][player[0].whichskin],
994 &player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],
995 &player[0].skeleton.skinsize);
997 editoractive=typeactive;
998 player[0].immobile=0;
1001 static void ch_play(Game *game, const char *args)
1004 sscanf(args, "%d", &dlg);
1005 whichdialogue = dlg;
1007 if (whichdialogue >= numdialogues)
1010 for(int i=0;i<numdialogueboxes[whichdialogue];i++){
1011 player[participantfocus[whichdialogue][i]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
1012 player[participantfocus[whichdialogue][i]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
1013 player[participantfocus[whichdialogue][i]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
1014 player[participantfocus[whichdialogue][i]].velocity=0;
1015 player[participantfocus[whichdialogue][i]].targetanimation=player[participantfocus[whichdialogue][i]].getIdle();
1016 player[participantfocus[whichdialogue][i]].targetframe=0;
1022 playdialogueboxsound();
1025 static void ch_mapkilleveryone(Game *game, const char *args)
1027 maptype = mapkilleveryone;
1030 static void ch_mapkillmost(Game *game, const char *args)
1032 maptype = mapkillmost;
1035 static void ch_mapkillsomeone(Game *game, const char *args)
1037 maptype = mapkillsomeone;
1040 static void ch_mapgosomewhere(Game *game, const char *args)
1042 maptype = mapgosomewhere;
1045 static void ch_viewdistance(Game *game, const char *args)
1047 viewdistance = atof(args)*100;
1050 static void ch_fadestart(Game *game, const char *args)
1052 fadestart = atof(args);
1055 static void ch_slomo(Game *game, const char *args)
1057 slomospeed = atof(args);
1062 static void ch_slofreq(Game *game, const char *args)
1064 slomofreq = atof(args);
1067 static void ch_skytint(Game *game, const char *args)
1069 sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
1071 skyboxlightr=skyboxr;
1072 skyboxlightg=skyboxg;
1073 skyboxlightb=skyboxb;
1075 game->SetUpLighting();
1077 terrain.DoShadows();
1078 objects.DoShadows();
1081 static void ch_skylight(Game *game, const char *args)
1083 sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1085 game->SetUpLighting();
1087 terrain.DoShadows();
1088 objects.DoShadows();
1091 static void ch_skybox(Game *game, const char *args)
1093 skyboxtexture = !skyboxtexture;
1095 game->SetUpLighting();
1097 terrain.DoShadows();
1098 objects.DoShadows();
1101 static void cmd_dispatch(Game *game, const char *cmd)
1103 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
1105 for (i = 0; i < n_cmds; i++)
1106 if (stripfx(cmd, cmd_names[i]))
1108 cmd_handlers[i](game, cmd + strlen(cmd_names[i]));
1111 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
1114 /********************> Tick() <*****/
1115 extern bool save_image(const char * fname);
1116 void Screenshot (void)
1119 time_t t = time(NULL);
1120 struct tm *tme = localtime(&t);
1121 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);
1124 mkdir("Screenshots");
1126 mkdir("Screenshots", S_IRWXU);
1134 void Game::SetUpLighting(){
1135 if(environment==snowyenvironment)
1136 light.setColors(.65,.65,.7,.4,.4,.44);
1137 if(environment==desertenvironment)
1138 light.setColors(.95,.95,.95,.4,.35,.3);
1139 if(environment==grassyenvironment)
1140 light.setColors(.95,.95,1,.4,.4,.44);
1142 light.setColors(1,1,1,.4,.4,.4);
1144 average=(skyboxlightr+skyboxlightg+skyboxlightb)/3;
1145 light.color[0]*=(skyboxlightr+average)/2;
1146 light.color[1]*=(skyboxlightg+average)/2;
1147 light.color[2]*=(skyboxlightb+average)/2;
1148 light.ambient[0]*=(skyboxlightr+average)/2;
1149 light.ambient[1]*=(skyboxlightg+average)/2;
1150 light.ambient[2]*=(skyboxlightb+average)/2;
1153 int Game::findPathDist(int start,int end){
1154 int smallestcount,count,connected;
1155 int last,last2,last3,last4;
1159 for(int i=0;i<50;i++){
1165 while(last!=end&&count<30){
1167 for(int j=0;j<numpathpoints;j++){
1168 if(j!=last&&j!=last2&&j!=last3&&j!=last4)
1171 if(numpathpointconnect[j])
1172 for(int k=0;k<numpathpointconnect[j];k++){
1173 if(pathpointconnect[j][k]==last)connected=1;
1176 if(numpathpointconnect[last])
1177 for(int k=0;k<numpathpointconnect[last];k++){
1178 if(pathpointconnect[last][k]==j)connected=1;
1181 if(closest==-1||Random()%2==0){
1192 if(count<smallestcount)smallestcount=count;
1194 return smallestcount;
1197 int Game::checkcollide(XYZ startpoint,XYZ endpoint){
1198 static XYZ colpoint,colviewer,coltarget;
1199 static float minx,minz,maxx,maxz,miny,maxy;
1201 minx=min(startpoint.x,endpoint.x)-1;
1202 miny=min(startpoint.y,endpoint.y)-1;
1203 minz=min(startpoint.z,endpoint.z)-1;
1204 maxx=max(startpoint.x,endpoint.x)+1;
1205 maxy=max(startpoint.y,endpoint.y)+1;
1206 maxz=max(startpoint.z,endpoint.z)+1;
1208 for(int i=0;i<objects.numobjects;i++){
1209 if( objects.position[i].x>minx-objects.model[i].boundingsphereradius&&
1210 objects.position[i].x<maxx+objects.model[i].boundingsphereradius&&
1211 objects.position[i].y>miny-objects.model[i].boundingsphereradius&&
1212 objects.position[i].y<maxy+objects.model[i].boundingsphereradius&&
1213 objects.position[i].z>minz-objects.model[i].boundingsphereradius&&
1214 objects.position[i].z<maxz+objects.model[i].boundingsphereradius){
1215 if( objects.type[i]!=treeleavestype&&
1216 objects.type[i]!=bushtype&&
1217 objects.type[i]!=firetype){
1218 colviewer=startpoint;
1220 if(objects.model[i].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[i],&objects.rotation[i])!=-1)return i;
1225 //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1230 int Game::checkcollide(XYZ startpoint,XYZ endpoint,int what){
1231 static XYZ colpoint,colviewer,coltarget;
1232 static float minx,minz,maxx,maxz,miny,maxy;
1233 static int i; //FIXME: see below
1235 minx=min(startpoint.x,endpoint.x)-1;
1236 miny=min(startpoint.y,endpoint.y)-1;
1237 minz=min(startpoint.z,endpoint.z)-1;
1238 maxx=max(startpoint.x,endpoint.x)+1;
1239 maxy=max(startpoint.y,endpoint.y)+1;
1240 maxz=max(startpoint.z,endpoint.z)+1;
1243 if( objects.position[what].x>minx-objects.model[what].boundingsphereradius&&
1244 objects.position[what].x<maxx+objects.model[what].boundingsphereradius&&
1245 objects.position[what].y>miny-objects.model[what].boundingsphereradius&&
1246 objects.position[what].y<maxy+objects.model[what].boundingsphereradius&&
1247 objects.position[what].z>minz-objects.model[what].boundingsphereradius&&
1248 objects.position[what].z<maxz+objects.model[what].boundingsphereradius){
1249 if( objects.type[what]!=treeleavestype&&
1250 objects.type[what]!=bushtype&&
1251 objects.type[what]!=firetype){
1252 colviewer=startpoint;
1255 if(objects.model[what].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[what],&objects.rotation[what])!=-1)return i;
1260 if(what==1000)if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1265 void Game::Setenvironment(int which)
1269 LOG(" Setting environment...");
1271 float temptexdetail;
1274 pause_sound(stream_music1snow);
1275 pause_sound(stream_music1grass);
1276 pause_sound(stream_music1desert);
1277 pause_sound(stream_wind);
1278 pause_sound(stream_desertambient);
1281 if(environment==snowyenvironment){
1285 emit_stream_np(stream_wind);
1287 LoadTexture(":Data:Textures:snowtree.png",&objects.treetextureptr,0,1);
1288 LoadTexture(":Data:Textures:bushsnow.png",&objects.bushtextureptr,0,1);
1289 LoadTexture(":Data:Textures:bouldersnow.jpg",&objects.rocktextureptr,1,0);
1290 LoadTexture(":Data:Textures:snowbox.jpg",&objects.boxtextureptr,1,0);
1292 footstepsound = footstepsn1;
1293 footstepsound2 = footstepsn2;
1294 footstepsound3 = footstepst1;
1295 footstepsound4 = footstepst2;
1297 LoadTexture(":Data:Textures:snow.jpg",&terraintexture,1,0);
1299 LoadTexture(":Data:Textures:rock.jpg",&terraintexture2,1,0);
1301 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1306 temptexdetail=texdetail;
1307 if(texdetail>1)texdetail=4;
1308 skybox.load( ":Data:Textures:Skybox(snow):Front.jpg",
1309 ":Data:Textures:Skybox(snow):Left.jpg",
1310 ":Data:Textures:Skybox(snow):Back.jpg",
1311 ":Data:Textures:Skybox(snow):Right.jpg",
1312 ":Data:Textures:Skybox(snow):Up.jpg",
1313 ":Data:Textures:Skybox(snow):Down.jpg");
1318 texdetail=temptexdetail;
1320 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;
1359 if(environment==grassyenvironment){
1362 LoadTexture(":Data:Textures:tree.png",&objects.treetextureptr,0,1);
1363 LoadTexture(":Data:Textures:bush.png",&objects.bushtextureptr,0,1);
1364 LoadTexture(":Data:Textures:boulder.jpg",&objects.rocktextureptr,1,0);
1365 LoadTexture(":Data:Textures:grassbox.jpg",&objects.boxtextureptr,1,0);
1368 emit_stream_np(stream_wind, 100.);
1370 footstepsound = footstepgr1;
1371 footstepsound2 = footstepgr2;
1372 footstepsound3 = footstepst1;
1373 footstepsound4 = footstepst2;
1375 LoadTexture(":Data:Textures:grassdirt.jpg",&terraintexture,1,0);
1377 LoadTexture(":Data:Textures:mossrock.jpg",&terraintexture2,1,0);
1379 //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
1383 temptexdetail=texdetail;
1384 if(texdetail>1)texdetail=4;
1385 skybox.load( ":Data:Textures:Skybox(grass):Front.jpg",
1386 ":Data:Textures:Skybox(grass):Left.jpg",
1387 ":Data:Textures:Skybox(grass):Back.jpg",
1388 ":Data:Textures:Skybox(grass):Right.jpg",
1389 ":Data:Textures:Skybox(grass):Up.jpg",
1390 ":Data:Textures:Skybox(grass):Down.jpg");
1394 texdetail=temptexdetail;
1396 temptexdetail=texdetail;
1398 terrain.load(":Data:Textures:heightmap.png");
1400 texdetail=temptexdetail;
1404 void Game::Loadlevel(int which){
1410 Loadlevel("tutorial");
1411 } else if (which >= 0 && which <= 15) {
1413 snprintf(buf, 32, "map%d", which + 1);
1416 Loadlevel("mapsave");
1419 void Game::Loadlevel(const char *name){
1420 static int oldlevel;
1424 static const char *pfx = ":Data:Maps:";
1427 float headprop,legprop,armprop,bodyprop;
1431 LOG(std::string("Loading level...") + name);
1443 if(tutoriallevel!=-1)
1448 if(tutoriallevel==1)
1450 if(tutorialstage==0){
1451 tutorialstagetime=0;
1457 pause_sound(whooshsound);
1458 pause_sound(stream_firesound);
1460 // Change the map filename into something that is os specific
1461 buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
1462 sprintf(buf, "%s%s", pfx, name);
1463 const char *FixedFN = ConvertFileName(buf);
1467 tfile=fopen( FixedFN, "rb" );
1469 pause_sound(stream_firesound);
1475 animation[bounceidleanim].Load((char *)"Idle",middleheight,neutral);
1479 for(int i=0;i<20;i++)
1480 dialoguegonethrough[i]=0;
1489 difficulty=accountactive->getDifficulty();
1508 for(int i=0;i<100;i++)
1528 bonustotal=startbonustotal;
1533 emit_sound_np(consolesuccesssound);
1538 if(!stealthloading){
1539 terrain.numdecals=0;
1540 Sprite::deleteSprites();
1541 for(int i=0;i<objects.numobjects;i++)
1542 objects.model[i].numdecals=0;
1544 int j=objects.numobjects;
1545 for(int i=0;i<j;i++){
1546 objects.DeleteObject(0);
1551 for(int i=0;i<subdivision;i++)
1552 for(int j=0;j<subdivision;j++)
1553 terrain.patchobjectnum[i][j]=0;
1558 weapons.numweapons=0;
1560 funpackf(tfile, "Bi", &mapvers);
1562 funpackf(tfile, "Bi", &indemo);
1566 funpackf(tfile, "Bi", &maptype);
1568 maptype=mapkilleveryone;
1570 funpackf(tfile, "Bi", &hostile);
1574 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
1580 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
1588 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1590 skyboxlightr=skyboxr;
1591 skyboxlightg=skyboxg;
1592 skyboxlightb=skyboxb;
1595 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);
1597 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat,&lamefloat,&lamefloat,&lamefloat,&lamefloat, &player[0].num_weapons);
1598 player[0].originalcoords=player[0].coords;
1599 if(player[0].num_weapons>0&&player[0].num_weapons<5)
1600 for(int j=0;j<player[0].num_weapons;j++){
1601 player[0].weaponids[j]=weapons.numweapons;
1602 funpackf(tfile, "Bi", &weapons.type[weapons.numweapons]);
1603 weapons.owner[weapons.numweapons]=0;
1604 weapons.numweapons++;
1610 funpackf(tfile, "Bf Bf Bf", &player[0].armorhead, &player[0].armorhigh, &player[0].armorlow);
1611 funpackf(tfile, "Bf Bf Bf", &player[0].protectionhead, &player[0].protectionhigh, &player[0].protectionlow);
1612 funpackf(tfile, "Bf Bf Bf", &player[0].metalhead, &player[0].metalhigh, &player[0].metallow);
1613 funpackf(tfile, "Bf Bf", &player[0].power, &player[0].speedmult);
1615 funpackf(tfile, "Bi", &player[0].numclothes);
1618 funpackf(tfile, "Bi Bi", &player[0].whichskin, &player[0].creature);
1620 player[0].whichskin=0;
1621 player[0].creature=rabbittype;
1624 player[0].lastattack=-1;
1625 player[0].lastattack2=-1;
1626 player[0].lastattack3=-1;
1630 funpackf(tfile, "Bi", &numdialogues);
1631 for(int k=0;k<numdialogues;k++){
1632 funpackf(tfile, "Bi", &numdialogueboxes[k]);
1633 funpackf(tfile, "Bi", &dialoguetype[k]);
1634 for(int l=0;l<10;l++){
1635 funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
1636 funpackf(tfile, "Bf", &participantrotation[k][l]);
1638 for(int l=0;l<numdialogueboxes[k];l++){
1639 funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
1640 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
1641 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
1642 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
1643 funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1647 funpackf(tfile, "Bi",&templength);
1648 if(templength>128||templength<=0)
1651 for(m=0;m<templength;m++){
1652 funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1653 if(dialoguetext[k][l][m]=='\0')
1656 dialoguetext[k][l][m] = 0;
1658 funpackf(tfile, "Bi",&templength);
1659 if(templength>64||templength<=0)templength=64;
1660 for(m=0;m<templength;m++){
1661 funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1662 if(dialoguename[k][l][m]=='\0')
1665 dialoguename[k][l][m] = 0;
1666 funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1667 funpackf(tfile, "Bi", &participantfocus[k][l]);
1668 funpackf(tfile, "Bi", &participantaction[k][l]);
1671 funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1673 funpackf(tfile, "Bf Bf",&dialoguecamerarotation[k][l],&dialoguecamerarotation2[k][l]);
1679 for(int k=0;k<player[0].numclothes;k++){
1680 funpackf(tfile, "Bi", &templength);
1681 for(int l=0;l<templength;l++)
1682 funpackf(tfile, "Bb", &player[0].clothes[k][l]);
1683 player[0].clothes[k][templength]='\0';
1684 funpackf(tfile, "Bf Bf Bf", &player[0].clothestintr[k], &player[0].clothestintg[k], &player[0].clothestintb[k]);
1687 funpackf(tfile, "Bi", &environment);
1689 funpackf(tfile, "Bi", &objects.numobjects);
1690 for(int i=0;i<objects.numobjects;i++){
1691 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]);
1692 if(objects.type[i]==treeleavestype)
1693 objects.scale[i]=objects.scale[i-1];
1697 funpackf(tfile, "Bi", &numhotspots);
1698 for(int i=0;i<numhotspots;i++){
1699 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i],&hotspotsize[i],&hotspot[i].x,&hotspot[i].y,&hotspot[i].z);
1700 funpackf(tfile, "Bi", &templength);
1702 for(int l=0;l<templength;l++)
1703 funpackf(tfile, "Bb", &hotspottext[i][l]);
1704 hotspottext[i][templength]='\0';
1705 if(hotspottype[i]==-111)
1714 if(!stealthloading){
1716 for(int i=0;i<objects.numobjects;i++)
1717 objects.center+=objects.position[i];
1718 objects.center/=objects.numobjects;
1724 float maxdistance=0;
1727 for(int i=0;i<objects.numobjects;i++){
1728 tempdist=findDistancefast(&objects.center,&objects.position[i]);
1729 if(tempdist>maxdistance){
1731 maxdistance=tempdist;
1734 objects.radius=fast_sqrt(maxdistance);
1739 //mapcenter=objects.center;
1740 //mapradius=objects.radius;
1742 funpackf(tfile, "Bi", &numplayers);
1743 int howmanyremoved=0;
1744 bool removeanother=0;
1745 if(numplayers>1&&numplayers<maxplayers){
1746 for(int i=1;i<numplayers;i++){
1751 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);
1753 funpackf(tfile, "Bi", &player[i-howmanyremoved].howactive);
1755 player[i-howmanyremoved].howactive=typeactive;
1757 funpackf(tfile, "Bf",&player[i-howmanyremoved].scale);
1759 player[i-howmanyremoved].scale=-1;
1761 funpackf(tfile, "Bb",&player[i-howmanyremoved].immobile);
1763 player[i-howmanyremoved].immobile=0;
1765 funpackf(tfile, "Bf",&player[i-howmanyremoved].rotation);
1767 player[i-howmanyremoved].rotation=0;
1768 player[i-howmanyremoved].targetrotation=player[i-howmanyremoved].rotation;
1769 if(player[i-howmanyremoved].num_weapons<0||player[i-howmanyremoved].num_weapons>5){
1774 if(player[i-howmanyremoved].num_weapons>0&&player[i-howmanyremoved].num_weapons<5){
1775 for(int j=0;j<player[i-howmanyremoved].num_weapons;j++){
1776 player[i-howmanyremoved].weaponids[j]=weapons.numweapons;
1777 funpackf(tfile, "Bi", &weapons.type[player[i-howmanyremoved].weaponids[j]]);
1778 weapons.owner[player[i-howmanyremoved].weaponids[j]]=i;
1779 weapons.numweapons++;
1782 funpackf(tfile, "Bi", &player[i-howmanyremoved].numwaypoints);
1783 //player[i-howmanyremoved].numwaypoints=10;
1784 for(int j=0;j<player[i-howmanyremoved].numwaypoints;j++){
1785 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].x);
1786 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].y);
1787 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].z);
1789 funpackf(tfile, "Bi", &player[i-howmanyremoved].waypointtype[j]);
1791 player[i-howmanyremoved].waypointtype[j] = wpkeepwalking;
1794 funpackf(tfile, "Bi", &player[i-howmanyremoved].waypoint);
1795 if(player[i-howmanyremoved].waypoint>player[i-howmanyremoved].numwaypoints-1)
1796 player[i-howmanyremoved].waypoint=0;
1798 funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].armorhead, &player[i-howmanyremoved].armorhigh, &player[i-howmanyremoved].armorlow);
1799 funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].protectionhead, &player[i-howmanyremoved].protectionhigh, &player[i-howmanyremoved].protectionlow);
1800 funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].metalhead, &player[i-howmanyremoved].metalhigh, &player[i-howmanyremoved].metallow);
1801 funpackf(tfile, "Bf Bf", &player[i-howmanyremoved].power, &player[i-howmanyremoved].speedmult);
1804 funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
1811 if(player[i-howmanyremoved].creature==wolftype){
1812 player[i-howmanyremoved].proportionhead=1.1*headprop;
1813 player[i-howmanyremoved].proportionbody=1.1*bodyprop;
1814 player[i-howmanyremoved].proportionarms=1.1*armprop;
1815 player[i-howmanyremoved].proportionlegs=1.1*legprop;
1818 if(player[i-howmanyremoved].creature==rabbittype){
1819 player[i-howmanyremoved].proportionhead=1.2*headprop;
1820 player[i-howmanyremoved].proportionbody=1.05*bodyprop;
1821 player[i-howmanyremoved].proportionarms=1.00*armprop;
1822 player[i-howmanyremoved].proportionlegs=1.1*legprop;
1823 player[i-howmanyremoved].proportionlegs.y=1.05*legprop;
1826 funpackf(tfile, "Bi", &player[i-howmanyremoved].numclothes);
1827 if(player[i-howmanyremoved].numclothes){
1828 for(int k=0;k<player[i-howmanyremoved].numclothes;k++){
1830 funpackf(tfile, "Bi", &templength);
1831 for(int l=0;l<templength;l++)
1832 funpackf(tfile, "Bb", &player[i-howmanyremoved].clothes[k][l]);
1833 player[i-howmanyremoved].clothes[k][templength]='\0';
1834 funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].clothestintr[k], &player[i-howmanyremoved].clothestintg[k], &player[i-howmanyremoved].clothestintb[k]);
1843 numplayers-=howmanyremoved;
1844 funpackf(tfile, "Bi", &numpathpoints);
1845 if(numpathpoints>30||numpathpoints<0)
1847 for(int j=0;j<numpathpoints;j++){
1848 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x,&pathpoint[j].y,&pathpoint[j].z,&numpathpointconnect[j]);
1849 for(int k=0;k<numpathpointconnect[j];k++){
1850 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1856 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x,&mapcenter.y,&mapcenter.z,&mapradius);
1859 if(environment!=oldenvironment)
1860 Setenvironment(environment);
1861 oldenvironment=environment;
1863 if(!stealthloading){
1864 int j=objects.numobjects;
1865 objects.numobjects=0;
1866 for(int i=0;i<j;i++){
1867 objects.MakeObject(objects.type[i],objects.position[i],objects.rotation[i],objects.rotation2[i],objects.scale[i]);
1872 terrain.DoShadows();
1875 objects.DoShadows();
1882 oldlevel=whichlevel;
1885 if(numplayers>maxplayers-1)
1886 numplayers=maxplayers-1;
1887 for(int i=0;i<numplayers;i++){
1893 if(i==0||player[i].scale<0)
1895 player[i].skeleton.free=0;
1896 player[i].skeleton.id=i;
1898 player[i].creature=rabbittype;
1899 if(player[i].creature!=wolftype){
1900 player[i].skeleton.Load(
1901 (char *)":Data:Skeleton:Basic Figure",
1902 (char *)":Data:Skeleton:Basic Figurelow",
1903 (char *)":Data:Skeleton:Rabbitbelt",
1904 (char *)":Data:Models:Body.solid",
1905 (char *)":Data:Models:Body2.solid",
1906 (char *)":Data:Models:Body3.solid",
1907 (char *)":Data:Models:Body4.solid",
1908 (char *)":Data:Models:Body5.solid",
1909 (char *)":Data:Models:Body6.solid",
1910 (char *)":Data:Models:Body7.solid",
1911 (char *)":Data:Models:Bodylow.solid",
1912 (char *)":Data:Models:Belt.solid",0);
1914 if(player[i].creature!=wolftype){
1915 player[i].skeleton.Load(
1916 (char *)":Data:Skeleton:Basic Figure",
1917 (char *)":Data:Skeleton:Basic Figurelow",
1918 (char *)":Data:Skeleton:Rabbitbelt",
1919 (char *)":Data:Models:Body.solid",
1920 (char *)":Data:Models:Body2.solid",
1921 (char *)":Data:Models:Body3.solid",
1922 (char *)":Data:Models:Body4.solid",
1923 (char *)":Data:Models:Body5.solid",
1924 (char *)":Data:Models:Body6.solid",
1925 (char *)":Data:Models:Body7.solid",
1926 (char *)":Data:Models:Bodylow.solid",
1927 (char *)":Data:Models:Belt.solid",1);
1928 LoadTexture(":Data:Textures:Belt.png",&player[i].skeleton.drawmodelclothes.textureptr,1,1);
1930 if(player[i].creature==wolftype){
1931 player[i].skeleton.Load(
1932 (char *)":Data:Skeleton:Basic Figure Wolf",
1933 (char *)":Data:Skeleton:Basic Figure Wolf Low",
1934 (char *)":Data:Skeleton:Rabbitbelt",
1935 (char *)":Data:Models:Wolf.solid",
1936 (char *)":Data:Models:Wolf2.solid",
1937 (char *)":Data:Models:Wolf3.solid",
1938 (char *)":Data:Models:Wolf4.solid",
1939 (char *)":Data:Models:Wolf5.solid",
1940 (char *)":Data:Models:Wolf6.solid",
1941 (char *)":Data:Models:Wolf7.solid",
1942 (char *)":Data:Models:Wolflow.solid",
1943 (char *)":Data:Models:Belt.solid",0);
1949 texsize=512*512*3/texdetail/texdetail;
1951 LoadTextureSave(creatureskin[player[i].creature][player[i].whichskin],&player[i].skeleton.drawmodel.textureptr,1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
1953 if(player[i].numclothes){
1954 for(int j=0;j<player[i].numclothes;j++){
1955 tintr=player[i].clothestintr[j];
1956 tintg=player[i].clothestintg[j];
1957 tintb=player[i].clothestintb[j];
1958 AddClothes((char *)player[i].clothes[j],&player[i].skeleton.skinText[0]);
1960 player[i].DoMipmaps();
1963 player[i].currentanimation=bounceidleanim;
1964 player[i].targetanimation=bounceidleanim;
1965 player[i].currentframe=0;
1966 player[i].targetframe=1;
1968 player[i].speed=1+(float)(Random()%100)/1000;
1970 player[i].speed-=.2;
1972 player[i].speed-=.1;
1974 player[i].velocity=0;
1975 player[i].oldcoords=player[i].coords;
1976 player[i].realoldcoords=player[i].coords;
1979 player[i].skeleton.id=i;
1980 player[i].updatedelay=0;
1981 player[i].normalsupdatedelay=0;
1983 player[i].aitype=passivetype;
1984 player[i].madskills=0;
1987 player[i].proportionhead=1.2;
1988 player[i].proportionbody=1.05;
1989 player[i].proportionarms=1.00;
1990 player[i].proportionlegs=1.1;
1991 player[i].proportionlegs.y=1.05;
1993 player[i].headless=0;
1994 player[i].currentoffset=0;
1995 player[i].targetoffset=0;
1997 player[i].damagetolerance=200;
1999 if(player[i].creature==wolftype){
2000 if(i==0||player[i].scale<0)
2001 player[i].scale=.23;
2002 player[i].damagetolerance=300;
2008 player[i].proportionhead.z=0;
2009 player[i].proportionbody.z=0;
2010 player[i].proportionarms.z=0;
2011 player[i].proportionlegs.z=0;
2014 player[i].tempanimation.Load((char *)"Tempanim",0,0);
2016 player[i].headmorphness=0;
2017 player[i].targetheadmorphness=1;
2018 player[i].headmorphstart=0;
2019 player[i].headmorphend=0;
2021 player[i].pausetime=0;
2024 player[i].jumppower=5;
2026 player[i].permanentdamage=0;
2027 player[i].superpermanentdamage=0;
2029 player[i].forwardkeydown=0;
2030 player[i].leftkeydown=0;
2031 player[i].backkeydown=0;
2032 player[i].rightkeydown=0;
2033 player[i].jumpkeydown=0;
2034 player[i].crouchkeydown=0;
2035 player[i].throwkeydown=0;
2037 player[i].collided=-10;
2039 player[i].bloodloss=0;
2040 player[i].weaponactive=-1;
2041 player[i].weaponstuck=-1;
2042 player[i].bleeding=0;
2043 player[i].deathbleeding=0;
2044 player[i].stunned=0;
2045 player[i].hasvictim=0;
2046 player[i].wentforweapon=0;
2049 player[0].aitype=playercontrolled;
2050 player[0].weaponactive=-1;
2053 player[0].power=1/.9;
2056 player[0].power=1/.8;
2059 player[0].damagetolerance=250;
2061 player[0].damagetolerance=300;
2063 player[0].armorhead*=1.5;
2065 player[0].armorhigh*=1.5;
2067 player[0].armorlow*=1.5;
2068 cameraloc=player[0].coords;
2070 rotation=player[0].rotation;
2072 hawkcoords=player[0].coords;
2077 for(int i=0;i<weapons.numweapons;i++){
2078 weapons.bloody[i]=0;
2079 weapons.blooddrip[i]=0;
2080 weapons.blooddripdelay[i]=0;
2081 weapons.onfire[i]=0;
2082 weapons.flamedelay[i]=0;
2083 weapons.damage[i]=0;
2084 if(weapons.type[i]==sword){
2085 weapons.mass[i]=1.5;
2086 weapons.tipmass[i]=1;
2087 weapons.length[i]=.8;
2089 if(weapons.type[i]==staff){
2091 weapons.tipmass[i]=1;
2092 weapons.length[i]=1.5;
2094 if(weapons.type[i]==knife){
2096 weapons.tipmass[i]=1.2;
2097 weapons.length[i]=.25;
2099 weapons.position[i]=-1000;
2100 weapons.tippoint[i]=-1000;
2103 LOG("Starting background music...");
2105 OPENAL_StopSound(OPENAL_ALL);
2106 if(environment==snowyenvironment){
2108 emit_stream_np(stream_wind);
2109 }else if(environment==desertenvironment){
2111 emit_stream_np(stream_desertambient);
2112 }else if(environment==grassyenvironment){
2114 emit_stream_np(stream_wind, 100.);
2116 oldmusicvolume[0]=0;
2117 oldmusicvolume[1]=0;
2118 oldmusicvolume[2]=0;
2119 oldmusicvolume[3]=0;
2131 void Game::MenuTick(){
2133 if(mainmenu==1||mainmenu==2){
2134 if(Input::MouseClicked()&&selected==1){
2136 fireSound(firestartsound);
2148 pause_sound(stream_music3);
2149 resume_stream(music1);
2153 if(Input::MouseClicked()&&selected==2){
2158 if(newdetail>2)newdetail=detail;
2159 if(newdetail<0)newdetail=detail;
2160 if(newscreenwidth>3000)newscreenwidth=screenwidth;
2161 if(newscreenwidth<0)newscreenwidth=screenwidth;
2162 if(newscreenheight>3000)newscreenheight=screenheight;
2163 if(newscreenheight<0)newscreenheight=screenheight;
2166 if(Input::MouseClicked()&&selected==3){
2172 pause_sound(stream_music3);
2179 }else if(mainmenu==3){
2180 if(Input::MouseClicked()){
2187 extern SDL_Rect **resolutions;
2188 bool isCustomResolution = true;
2190 for(int i = 0; (!found) && (resolutions[i]); i++){
2191 if((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
2192 isCustomResolution = false;
2194 if((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)){
2196 if(resolutions[i] != NULL){
2197 newscreenwidth = (int) resolutions[i]->w;
2198 newscreenheight = (int) resolutions[i]->h;
2199 }else if(isCustomResolution){
2200 if((screenwidth == newscreenwidth) && (screenheight == newscreenheight)){
2201 newscreenwidth = (int) resolutions[0]->w;
2202 newscreenheight = (int) resolutions[0]->h;
2204 newscreenwidth = screenwidth;
2205 newscreenheight = screenheight;
2208 newscreenwidth = (int) resolutions[0]->w;
2209 newscreenheight = (int) resolutions[0]->h;
2216 newscreenwidth = (int) resolutions[0]->w;
2217 newscreenheight = (int) resolutions[0]->h;
2222 if(newdetail>2)newdetail=0;
2226 if(bloodtoggle>2)bloodtoggle=0;
2230 if(difficulty>2)difficulty=0;
2233 ismotionblur=1-ismotionblur;
2239 musictoggle=1-musictoggle;
2242 pause_sound(music1);
2243 pause_sound(stream_music2);
2244 pause_sound(stream_music3);
2246 for(int i=0;i<4;i++){
2247 oldmusicvolume[i]=0;
2253 emit_stream_np(stream_music3);
2265 if(newdetail>2)newdetail=detail;
2266 if(newdetail<0)newdetail=detail;
2267 if(newscreenwidth<0)newscreenwidth=screenwidth;
2268 if(newscreenheight<0)newscreenheight=screenheight;
2270 SaveSettings(*this);
2271 if(mainmenu==3&&gameon)mainmenu=2;
2272 if(mainmenu==3&&!gameon)mainmenu=1;
2275 invertmouse=1-invertmouse;
2278 usermousesensitivity+=.2;
2279 if(usermousesensitivity>2)usermousesensitivity=.2;
2283 if(volume>1.0001f)volume=0;
2284 OPENAL_SetSFXMasterVolume((int)(volume*255));
2289 newstereomode = stereomode;
2294 showdamagebar=!showdamagebar;
2298 }else if(mainmenu==4){
2299 if(Input::MouseClicked()&&selected!=-1&&!waiting){
2301 if(selected<9&&keyselect==-1)
2310 if(newdetail>2)newdetail=detail;
2311 if(newdetail<0)newdetail=detail;
2312 if(newscreenwidth>3000)newscreenwidth=screenwidth;
2313 if(newscreenwidth<0)newscreenwidth=screenwidth;
2314 if(newscreenheight>3000)newscreenheight=screenheight;
2315 if(newscreenheight<0)newscreenheight=screenheight;
2318 }else if(mainmenu==5){
2321 accountactive->endGame();
2325 if(Input::MouseClicked()){
2326 if((selected-7>=accountactive->getCampaignChoicesMade())){
2334 if(firstload) TickOnceAfter();
2336 whichchoice=selected-7-accountactive->getCampaignChoicesMade();
2339 Loadlevel(campaignmapname[campaignchoicewhich[selected-7-accountactive->getCampaignChoicesMade()]]);
2340 //Loadlevel(campaignmapname[levelorder[selected-7]]);
2344 pause_sound(stream_music3);
2346 if(selected>=1 && selected<=5){
2357 if(firstload)TickOnceAfter();
2358 if(!firstload)LoadStuff();
2365 pause_sound(stream_music3);
2374 if(mainmenu==5&&gameon)mainmenu=2;
2375 if(mainmenu==5&&!gameon)mainmenu=1;
2382 }else if(mainmenu==9){
2383 if(Input::MouseClicked()&&selected<numchallengelevels&&selected>=0&&selected<=accountactive->getProgress()){
2391 targetlevel=selected;
2392 if(firstload)TickOnceAfter();
2393 if(!firstload)LoadStuff();
2395 Loadlevel(selected);
2401 pause_sound(stream_music3);
2403 if(Input::MouseClicked()&&selected==numchallengelevels){
2408 }else if(mainmenu==10){
2410 if(Input::MouseClicked()&&selected==3){
2415 }else if(mainmenu==6){
2416 if(Input::MouseClicked()) {
2421 accountactive = Account::destroy(accountactive);
2423 } else if(selected==2) {
2429 }else if(mainmenu==7){
2430 if(Input::MouseClicked()) {
2433 if(selected==0&&Account::getNbAccounts()<8){
2435 } else if (selected<Account::getNbAccounts()+1) {
2436 accountactive=Account::get(selected-1);
2439 } else if (selected==Account::getNbAccounts()+1) {
2444 for(int j=0;j<255;j++){
2445 displaytext[0][j]=0;
2453 }else if(mainmenu==8){
2454 if(Input::MouseClicked()&&selected>-1){
2458 accountactive->setDifficulty(selected);
2461 }else if(mainmenu==18){
2462 if(Input::MouseClicked()&&selected==0) {
2463 newstereomode = (StereoMode)(newstereomode + 1);
2464 while(!CanInitStereo(newstereomode)) {
2465 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
2466 newstereomode = (StereoMode)(newstereomode + 1);
2467 if ( newstereomode >= stereoCount ) {
2468 newstereomode = stereoNone;
2473 if(Input::isKeyPressed(MOUSEBUTTON1)&&selected==1)
2474 stereoseparation+=0.001;
2475 if(Input::isKeyPressed(MOUSEBUTTON2)&&selected==1)
2476 stereoseparation-=0.001;
2478 if(Input::MouseClicked()&&selected==2) {
2479 stereoreverse =! stereoreverse;
2482 if(Input::MouseClicked()&&selected==3) {
2485 stereomode = newstereomode;
2486 InitStereo(stereomode);
2492 if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
2495 if(newdetail>2)newdetail=detail;
2496 if(newdetail<0)newdetail=detail;
2497 if(newscreenwidth<0)newscreenwidth=screenwidth;
2498 if(newscreenheight<0)newscreenheight=screenheight;
2500 SaveSettings(*this);
2504 if(mainmenu==1||mainmenu==2){
2505 if(loaddistrib>4)transition+=multiplier/8;
2513 OPENAL_SetFrequency(channels[stream_music3], 22050);
2516 inputText(displaytext[0],&displayselected,&displaychars[0]);
2517 if(!waiting) { // the input as finished
2518 if(displaychars[0]){ // with enter
2519 accountactive = Account::add(string(displaytext[0]));
2525 fireSound(firestartsound);
2527 for(int i=0;i<255;i++){
2528 displaytext[0][i]=0;
2537 displayblinkdelay-=multiplier;
2538 if(displayblinkdelay<=0){
2539 displayblinkdelay=.3;
2540 displayblink=1-displayblink;
2545 void Game::doTutorial(){
2546 if(tutorialstagetime>tutorialmaxtime){
2549 if(tutorialstage<=1){
2554 switch(tutorialstage){
2560 tutorialmaxtime=600;
2562 tutorialmaxtime=1000;
2564 tutorialmaxtime=600;
2566 tutorialmaxtime=600;
2568 tutorialmaxtime=600;
2570 tutorialmaxtime=600;
2572 tutorialmaxtime=600;
2576 tutorialmaxtime=1000;
2578 tutorialmaxtime=1000;
2593 player[1].coords=(temp+temp2)/2;
2595 emit_sound_at(fireendsound, player[1].coords);
2597 for(int i=0;i<player[1].skeleton.num_joints;i++){
2599 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
2600 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
2601 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;
2602 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
2603 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
2608 tutorialmaxtime=500;
2610 tutorialmaxtime=500;
2612 tutorialmaxtime=500;
2614 tutorialmaxtime=500;
2617 //tutorialmaxtime=500;
2619 tutorialmaxtime=500;
2621 tutorialmaxtime=500;
2628 tutorialmaxtime=500;
2630 tutorialmaxtime=500;
2632 tutorialmaxtime=500;
2634 tutorialmaxtime=500;
2641 player[1].aitype=attacktypecutoff;
2643 tutorialmaxtime=400;
2645 tutorialmaxtime=400;
2646 player[0].escapednum=0;
2651 player[1].aitype=passivetype;
2657 tutorialmaxtime=400;
2660 player[1].aitype=attacktypecutoff;
2662 tutorialmaxtime=400;
2664 tutorialmaxtime=400;
2669 player[1].aitype=passivetype;
2676 player[1].aitype=attacktypecutoff;
2681 player[1].aitype=passivetype;
2693 weapons.owner[weapons.numweapons]=-1;
2694 weapons.type[weapons.numweapons]=knife;
2695 weapons.damage[weapons.numweapons]=0;
2696 weapons.mass[weapons.numweapons]=1;
2697 weapons.tipmass[weapons.numweapons]=1.2;
2698 weapons.length[weapons.numweapons]=.25;
2699 weapons.position[weapons.numweapons]=(temp+temp2)/2;
2700 weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
2702 weapons.velocity[weapons.numweapons]=0.1;
2703 weapons.tipvelocity[weapons.numweapons]=0.1;
2704 weapons.missed[weapons.numweapons]=1;
2705 weapons.hitsomething[weapons.numweapons]=0;
2706 weapons.freetime[weapons.numweapons]=0;
2707 weapons.firstfree[weapons.numweapons]=1;
2708 weapons.physics[weapons.numweapons]=1;
2710 weapons.numweapons++;
2713 tutorialmaxtime=300;
2715 tutorialmaxtime=300;
2719 tutorialmaxtime=300;
2722 player[0].weaponactive=-1;
2723 player[0].num_weapons=0;
2724 player[1].weaponactive=0;
2725 player[1].num_weapons=1;
2726 player[1].weaponids[0]=0;
2730 player[1].aitype=attacktypecutoff;
2732 tutorialmaxtime=300;
2735 player[0].weaponactive=-1;
2736 player[0].num_weapons=0;
2737 player[1].weaponactive=0;
2738 player[1].num_weapons=1;
2739 player[1].weaponids[0]=0;
2741 tutorialmaxtime=300;
2744 player[0].weaponactive=-1;
2745 player[0].num_weapons=0;
2746 player[1].weaponactive=0;
2747 player[1].num_weapons=1;
2748 player[1].weaponids[0]=0;
2750 weapons.type[0]=sword;
2752 tutorialmaxtime=300;
2765 weapons.owner[weapons.numweapons]=-1;
2766 weapons.type[weapons.numweapons]=sword;
2767 weapons.damage[weapons.numweapons]=0;
2768 weapons.mass[weapons.numweapons]=1;
2769 weapons.tipmass[weapons.numweapons]=1.2;
2770 weapons.length[weapons.numweapons]=.25;
2771 weapons.position[weapons.numweapons]=(temp+temp2)/2;
2772 weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
2774 weapons.velocity[weapons.numweapons]=0.1;
2775 weapons.tipvelocity[weapons.numweapons]=0.1;
2776 weapons.missed[weapons.numweapons]=1;
2777 weapons.hitsomething[weapons.numweapons]=0;
2778 weapons.freetime[weapons.numweapons]=0;
2779 weapons.firstfree[weapons.numweapons]=1;
2780 weapons.physics[weapons.numweapons]=1;
2784 player[0].weaponactive=0;
2785 player[0].num_weapons=1;
2786 player[0].weaponids[0]=1;
2787 player[1].weaponactive=0;
2788 player[1].num_weapons=1;
2789 player[1].weaponids[0]=0;
2791 weapons.numweapons++;
2796 player[1].aitype=passivetype;
2802 player[0].weaponactive=0;
2803 player[0].num_weapons=1;
2804 player[0].weaponids[0]=1;
2805 player[1].weaponactive=0;
2806 player[1].num_weapons=1;
2807 player[1].weaponids[0]=0;
2809 if(player[0].weaponactive!=-1)weapons.type[player[0].weaponids[player[0].weaponactive]]=staff;
2810 else weapons.type[0]=staff;
2812 weapons.numweapons++;
2816 player[1].aitype=passivetype;
2818 tutorialmaxtime=200;
2820 weapons.position[1]=1000;
2821 weapons.tippoint[1]=1000;
2823 weapons.numweapons=1;
2825 player[1].weaponactive=-1;
2826 player[1].num_weapons=0;
2827 player[0].weaponactive=0;
2828 player[0].num_weapons=1;
2829 player[0].weaponids[0]=0;
2831 weapons.type[0]=knife;
2833 weapons.numweapons++;
2838 emit_sound_at(fireendsound, player[1].coords);
2840 for(int i=0;i<player[1].skeleton.num_joints;i++){
2842 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
2843 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
2844 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;
2845 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
2846 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
2850 player[1].num_weapons=0;
2851 player[1].weaponstuck=-1;
2852 player[1].weaponactive=-1;
2854 weapons.numweapons=0;
2856 weapons.owner[0]=-1;
2857 weapons.velocity[0]=0.1;
2858 weapons.tipvelocity[0]=-0.1;
2859 weapons.missed[0]=1;
2860 weapons.hitsomething[0]=0;
2861 weapons.freetime[0]=0;
2862 weapons.firstfree[0]=1;
2863 weapons.physics[0]=1;
2866 tutorialmaxtime=80000;
2867 break; default: break;
2869 if(tutorialstage<=51)tutorialstagetime=0;
2873 if(tutorialstagetime<tutorialmaxtime-3){
2874 switch(tutorialstage){
2875 case 3: if(deltah||deltav)tutorialsuccess+=multiplier;
2876 break; case 4: if(player[0].forwardkeydown||player[0].backkeydown||player[0].leftkeydown||player[0].rightkeydown)tutorialsuccess+=multiplier;
2877 break; case 5: if(player[0].jumpkeydown)tutorialsuccess=1;
2878 break; case 6: if(player[0].isCrouch())tutorialsuccess=1;
2879 break; case 7: if(player[0].targetanimation==rollanim)tutorialsuccess=1;
2880 break; case 8: if(player[0].targetanimation==sneakanim)tutorialsuccess+=multiplier;
2881 break; case 9: if(player[0].targetanimation==rabbitrunninganim||player[0].targetanimation==wolfrunninganim)tutorialsuccess+=multiplier;
2882 break; case 11: if(player[0].isWallJump())tutorialsuccess=1;
2883 break; case 12: if(player[0].targetanimation==flipanim)tutorialsuccess=1;
2884 break; case 15: if(player[0].targetanimation==upunchanim||player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
2885 break; case 16: if(player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
2886 break; case 17: if(player[0].targetanimation==spinkickanim)tutorialsuccess=1;
2887 break; case 18: if(player[0].targetanimation==sweepanim)tutorialsuccess=1;
2888 break; case 19: if(player[0].targetanimation==dropkickanim)tutorialsuccess=1;
2889 break; case 20: if(player[0].targetanimation==rabbitkickanim)tutorialsuccess=1;
2890 break; case 21: if(bonus==cannon)tutorialsuccess=1;
2891 break; case 22: if(bonus==spinecrusher)tutorialsuccess=1;
2892 break; case 23: if(player[0].targetanimation==walljumprightkickanim||player[0].targetanimation==walljumpleftkickanim)tutorialsuccess=1;
2893 break; case 24: if(player[0].targetanimation==rabbittacklinganim)tutorialsuccess=1;
2894 break; case 25: if(player[0].targetanimation==backhandspringanim)tutorialsuccess=1;
2895 break; case 28: if(animation[player[0].targetanimation].attack==reversed&&player[0].feint)tutorialsuccess=1;
2897 if(player[0].escapednum==2){
2901 player[1].aitype=passivetype;
2903 break; case 33: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2904 break; case 34: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2906 if(animation[player[0].targetanimation].attack==reversal){
2910 player[1].aitype=passivetype;
2912 break; case 40: if(player[0].num_weapons>0)tutorialsuccess=1;
2913 break; case 41: if(player[0].weaponactive==-1&&player[0].num_weapons>0)tutorialsuccess=1;
2914 break; case 43: if(player[0].targetanimation==knifeslashstartanim)tutorialsuccess=1;
2915 break; case 44: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2916 break; case 45: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2917 break; case 46: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2918 break; case 49: if(player[1].weaponstuck!=-1)tutorialsuccess=1;
2919 break; default: break;
2921 if(tutorialsuccess>=1)tutorialstagetime=tutorialmaxtime-3;
2924 if(tutorialstagetime==tutorialmaxtime-3){
2925 emit_sound_np(consolesuccesssound);
2928 if(tutorialsuccess>=1){
2929 if(tutorialstage==34||tutorialstage==35)
2930 tutorialstagetime=tutorialmaxtime-1;
2934 if(tutorialstage<14||tutorialstage>=50){
2935 player[1].coords.y=300;
2936 player[1].velocity=0;
2942 void Game::doDebugKeys(){
2943 float headprop,bodyprop,armprop,legprop;
2945 if(Input::isKeyPressed(SDLK_h)){
2946 player[0].damagetolerance=200000;
2949 player[0].permanentdamage=0;
2950 player[0].superpermanentdamage=0;
2953 if(Input::isKeyPressed(SDLK_j)){
2957 Setenvironment(environment);
2960 if(Input::isKeyPressed(SDLK_c)){
2961 cameramode=1-cameramode;
2964 if(Input::isKeyPressed(SDLK_x)&&!Input::isKeyDown(SDLK_LSHIFT)){
2965 if(player[0].num_weapons>0){
2966 if(weapons.type[player[0].weaponids[0]]==sword)weapons.type[player[0].weaponids[0]]=staff;
2967 else if(weapons.type[player[0].weaponids[0]]==staff)weapons.type[player[0].weaponids[0]]=knife;
2968 else weapons.type[player[0].weaponids[0]]=sword;
2969 if(weapons.type[player[0].weaponids[0]]==sword){
2970 weapons.mass[player[0].weaponids[0]]=1.5;
2971 weapons.tipmass[player[0].weaponids[0]]=1;
2972 weapons.length[player[0].weaponids[0]]=.8;
2974 if(weapons.type[player[0].weaponids[0]]==staff){
2975 weapons.mass[player[0].weaponids[0]]=2;
2976 weapons.tipmass[player[0].weaponids[0]]=1;
2977 weapons.length[player[0].weaponids[0]]=1.5;
2980 if(weapons.type[player[0].weaponids[0]]==knife){
2981 weapons.mass[player[0].weaponids[0]]=1;
2982 weapons.tipmass[player[0].weaponids[0]]=1.2;
2983 weapons.length[player[0].weaponids[0]]=.25;
2988 if(Input::isKeyPressed(SDLK_x)&&Input::isKeyDown(SDLK_LSHIFT)){
2990 float closestdist=-1;
2993 for(int i=1;i<numplayers;i++){
2994 distance=findDistancefast(&player[i].coords,&player[0].coords);
2995 if(closestdist==-1||distance<closestdist){
2996 closestdist=distance;
3001 if(player[closest].num_weapons){
3002 if(weapons.type[player[closest].weaponids[0]]==sword)
3003 weapons.type[player[closest].weaponids[0]]=staff;
3004 else if(weapons.type[player[closest].weaponids[0]]==staff)
3005 weapons.type[player[closest].weaponids[0]]=knife;
3006 else weapons.type[player[closest].weaponids[0]]=sword;
3007 if(weapons.type[player[closest].weaponids[0]]==sword){
3008 weapons.mass[player[closest].weaponids[0]]=1.5;
3009 weapons.tipmass[player[closest].weaponids[0]]=1;
3010 weapons.length[player[closest].weaponids[0]]=.8;
3012 if(weapons.type[player[0].weaponids[0]]==staff){
3013 weapons.mass[player[0].weaponids[0]]=2;
3014 weapons.tipmass[player[0].weaponids[0]]=1;
3015 weapons.length[player[0].weaponids[0]]=1.5;
3017 if(weapons.type[player[closest].weaponids[0]]==knife){
3018 weapons.mass[player[closest].weaponids[0]]=1;
3019 weapons.tipmass[player[closest].weaponids[0]]=1.2;
3020 weapons.length[player[closest].weaponids[0]]=.25;
3023 if(!player[closest].num_weapons){
3024 player[closest].weaponids[0]=weapons.numweapons;
3025 weapons.owner[weapons.numweapons]=closest;
3026 weapons.type[weapons.numweapons]=knife;
3027 weapons.damage[weapons.numweapons]=0;
3028 weapons.numweapons++;
3029 player[closest].num_weapons=1;
3030 if(weapons.type[player[closest].weaponids[0]]==sword){
3031 weapons.mass[player[closest].weaponids[0]]=1.5;
3032 weapons.tipmass[player[closest].weaponids[0]]=1;
3033 weapons.length[player[closest].weaponids[0]]=.8;
3035 if(weapons.type[player[closest].weaponids[0]]==knife){
3036 weapons.mass[player[closest].weaponids[0]]=1;
3037 weapons.tipmass[player[closest].weaponids[0]]=1.2;
3038 weapons.length[player[closest].weaponids[0]]=.25;
3044 if(Input::isKeyDown(SDLK_u)){
3046 float closestdist=-1;
3049 for(int i=1;i<numplayers;i++){
3050 distance=findDistancefast(&player[i].coords,&player[0].coords);
3051 if(closestdist==-1||distance<closestdist){
3052 closestdist=distance;
3056 player[closest].rotation+=multiplier*50;
3057 player[closest].targetrotation=player[closest].rotation;
3061 if(Input::isKeyPressed(SDLK_o)&&!Input::isKeyDown(SDLK_LSHIFT)){
3063 float closestdist=-1;
3066 for(int i=1;i<numplayers;i++){
3067 distance=findDistancefast(&player[i].coords,&player[0].coords);
3068 if(closestdist==-1||distance<closestdist){
3069 closestdist=distance;
3073 if(Input::isKeyDown(SDLK_LCTRL))closest=0;
3076 player[closest].whichskin++;
3077 if(player[closest].whichskin>9)
3078 player[closest].whichskin=0;
3079 if(player[closest].whichskin>2&&player[closest].creature==wolftype)
3080 player[closest].whichskin=0;
3082 LoadTextureSave(creatureskin[player[closest].creature][player[closest].whichskin],
3083 &player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
3086 if(player[closest].numclothes){
3087 for(int i=0;i<player[closest].numclothes;i++){
3088 tintr=player[closest].clothestintr[i];
3089 tintg=player[closest].clothestintg[i];
3090 tintb=player[closest].clothestintb[i];
3091 AddClothes((char *)player[closest].clothes[i],&player[closest].skeleton.skinText[0]);
3093 player[closest].DoMipmaps();
3097 if(Input::isKeyPressed(SDLK_o)&&Input::isKeyDown(SDLK_LSHIFT)){
3099 float closestdist=-1;
3102 for(int i=1;i<numplayers;i++){
3103 distance=findDistancefast(&player[i].coords,&player[0].coords);
3104 if(closestdist==-1||distance<closestdist){
3105 closestdist=distance;
3110 if(player[closest].creature==wolftype){
3111 headprop=player[closest].proportionhead.x/1.1;
3112 bodyprop=player[closest].proportionbody.x/1.1;
3113 armprop=player[closest].proportionarms.x/1.1;
3114 legprop=player[closest].proportionlegs.x/1.1;
3117 if(player[closest].creature==rabbittype){
3118 headprop=player[closest].proportionhead.x/1.2;
3119 bodyprop=player[closest].proportionbody.x/1.05;
3120 armprop=player[closest].proportionarms.x/1.00;
3121 legprop=player[closest].proportionlegs.x/1.1;
3125 if(player[closest].creature==rabbittype){
3126 player[closest].skeleton.id=closest;
3127 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);
3128 LoadTextureSave(":Data:Textures:Wolf.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[closest],&player[closest].skeleton.skinsize);
3129 player[closest].whichskin=0;
3130 player[closest].creature=wolftype;
3132 player[closest].proportionhead=1.1;
3133 player[closest].proportionbody=1.1;
3134 player[closest].proportionarms=1.1;
3135 player[closest].proportionlegs=1.1;
3136 player[closest].proportionlegs.y=1.1;
3137 player[closest].scale=.23*5*player[0].scale;
3139 player[closest].damagetolerance=300;
3143 player[closest].skeleton.id=closest;
3144 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);
3145 LoadTextureSave(":Data:Textures:Fur3.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
3146 player[closest].whichskin=0;
3147 player[closest].creature=rabbittype;
3149 player[closest].proportionhead=1.2;
3150 player[closest].proportionbody=1.05;
3151 player[closest].proportionarms=1.00;
3152 player[closest].proportionlegs=1.1;
3153 player[closest].proportionlegs.y=1.05;
3154 player[closest].scale=.2*5*player[0].scale;
3156 player[closest].damagetolerance=200;
3159 if(player[closest].creature==wolftype){
3160 player[closest].proportionhead=1.1*headprop;
3161 player[closest].proportionbody=1.1*bodyprop;
3162 player[closest].proportionarms=1.1*armprop;
3163 player[closest].proportionlegs=1.1*legprop;
3166 if(player[closest].creature==rabbittype){
3167 player[closest].proportionhead=1.2*headprop;
3168 player[closest].proportionbody=1.05*bodyprop;
3169 player[closest].proportionarms=1.00*armprop;
3170 player[closest].proportionlegs=1.1*legprop;
3171 player[closest].proportionlegs.y=1.05*legprop;
3177 if(Input::isKeyPressed(SDLK_b)&&!Input::isKeyDown(SDLK_LSHIFT)){
3183 if(((Input::isKeyPressed(SDLK_i)&&!Input::isKeyDown(SDLK_LSHIFT)))){
3185 float closestdist=-1;
3187 XYZ flatfacing2,flatvelocity2;
3190 for(int i=1;i<numplayers;i++){
3191 distance=findDistancefast(&player[i].coords,&player[0].coords);
3192 if(distance<144&&!player[i].headless)
3193 if(closestdist==-1||distance<closestdist){
3194 closestdist=distance;
3196 blah = player[i].coords;
3201 XYZ headspurtdirection;
3202 //int i = player[closest].skeleton.jointlabels[head];
3203 Joint& headjoint=playerJoint(closest,head);
3204 for(int k=0;k<player[closest].skeleton.num_joints; k++){
3205 if(!player[closest].skeleton.free)
3206 flatvelocity2=player[closest].velocity;
3207 if(player[closest].skeleton.free)
3208 flatvelocity2=headjoint.velocity;
3209 if(!player[closest].skeleton.free)
3210 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;
3211 if(player[closest].skeleton.free)
3212 flatfacing2=headjoint.position*player[closest].scale+player[closest].coords;
3213 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3214 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3215 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3216 headspurtdirection=headjoint.position-playerJoint(closest,neck).position;
3217 Normalise(&headspurtdirection);
3218 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, .6, 1);
3219 flatvelocity2+=headspurtdirection*8;
3220 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2/2, 1,1,1, .16, 1);
3222 Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
3224 emit_sound_at(splattersound, blah);
3225 emit_sound_at(breaksound2, blah, 100.);
3227 if(player[closest].skeleton.free==2)player[closest].skeleton.free=0;
3228 player[closest].RagDoll(0);
3229 player[closest].dead=2;
3230 player[closest].headless=1;
3231 player[closest].DoBloodBig(3,165);
3237 if(((Input::isKeyPressed(SDLK_i)&&Input::isKeyDown(SDLK_LSHIFT)))){
3239 float closestdist=-1;
3241 XYZ flatfacing2,flatvelocity2;
3244 for(int i=1;i<numplayers;i++){
3245 distance=findDistancefast(&player[i].coords,&player[0].coords);
3247 if(closestdist==-1||distance<closestdist){
3248 closestdist=distance;
3250 blah=player[i].coords;
3255 emit_sound_at(splattersound, blah);
3257 emit_sound_at(breaksound2, blah);
3259 for(int i=0;i<player[closest].skeleton.num_joints; i++){
3260 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
3261 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
3262 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;
3263 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
3264 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3265 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3266 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3267 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
3268 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .3, 1);
3269 Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
3272 for(int i=0;i<player[closest].skeleton.num_joints; i++){
3273 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
3274 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
3275 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;
3276 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
3277 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3278 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3279 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3280 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
3281 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .4, 1);
3284 for(int i=0;i<player[closest].skeleton.num_joints; i++){
3285 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
3286 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
3287 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;
3288 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
3289 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3290 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3291 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3292 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
3293 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
3296 for(int i=0;i<player[closest].skeleton.num_joints; i++){
3297 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
3298 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
3299 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;
3300 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
3301 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3302 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3303 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3304 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
3305 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
3309 for(int j=0;j<numplayers; j++){
3311 if(findDistancefast(&player[j].coords,&player[closest].coords)<25){
3312 player[j].DoDamage((25-findDistancefast(&player[j].coords,&player[closest].coords))*60);
3313 if(player[j].skeleton.free==2)
3314 player[j].skeleton.free=1;
3315 player[j].skeleton.longdead=0;
3316 player[j].RagDoll(0);
3317 for(int i=0;i<player[j].skeleton.num_joints; i++){
3318 temppos=player[j].skeleton.joints[i].position+player[j].coords;
3319 if(findDistancefast(&temppos,&player[closest].coords)<25){
3320 flatvelocity2=temppos-player[closest].coords;
3321 Normalise(&flatvelocity2);
3322 player[j].skeleton.joints[i].velocity+=flatvelocity2*((20-findDistancefast(&temppos,&player[closest].coords))*20);
3329 player[closest].DoDamage(10000);
3330 player[closest].RagDoll(0);
3331 player[closest].dead=2;
3332 player[closest].coords=20;
3333 player[closest].skeleton.free=2;
3340 if(Input::isKeyPressed(SDLK_f)){
3341 player[0].onfire=1-player[0].onfire;
3342 if(player[0].onfire){
3343 player[0].CatchFire();
3345 if(!player[0].onfire){
3346 emit_sound_at(fireendsound, player[0].coords);
3347 pause_sound(stream_firesound);
3351 if(Input::isKeyPressed(SDLK_n)&&!Input::isKeyDown(SDLK_LCTRL)){
3352 //if(!player[0].skeleton.free)player[0].damage+=500;
3353 player[0].RagDoll(0);
3354 //player[0].spurt=1;
3355 //player[0].DoDamage(1000);
3357 emit_sound_at(whooshsound, player[0].coords, 128.);
3360 if(Input::isKeyPressed(SDLK_n)&&Input::isKeyDown(SDLK_LCTRL)){
3362 float closestdist=-1;
3364 for(int i=0;i<objects.numobjects;i++){
3365 if(objects.type[i]==treeleavestype){
3366 objects.scale[i]*=.9;
3371 if(Input::isKeyPressed(SDLK_m)&&Input::isKeyDown(SDLK_LSHIFT)){
3372 editorenabled=1-editorenabled;
3374 player[0].damagetolerance=100000;
3376 player[0].damagetolerance=200;
3378 player[0].damage=0; // these lines were in both if and else, but I think they would better fit in the if
3379 player[0].permanentdamage=0;
3380 player[0].superpermanentdamage=0;
3381 player[0].bloodloss=0;
3382 player[0].deathbleeding=0;
3386 if(whichlevel!=-2&&Input::isKeyPressed(SDLK_k)&&Input::isKeyDown(SDLK_LSHIFT)&&!editorenabled){
3388 if(targetlevel>numchallengelevels-1)
3395 if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LSHIFT)){
3397 float closestdist=-1;
3400 for(int i=1;i<numplayers;i++){
3401 distance=findDistancefast(&player[i].coords,&player[0].coords);
3402 if(closestdist==-1||distance<closestdist){
3403 closestdist=distance;
3407 if(closestdist>0&&closest>=0){
3408 //player[closest]=player[numplayers-1];
3409 //player[closest].skeleton=player[numplayers-1].skeleton;
3414 if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LCTRL)){
3416 float closestdist=-1;
3419 for(int i=1;i<max_objects;i++){
3420 distance=findDistancefast(&objects.position[i],&player[0].coords);
3421 if(closestdist==-1||distance<closestdist){
3422 closestdist=distance;
3426 if(closestdist>0&&closest>=0){
3427 objects.position[closest].y-=500;
3431 if(Input::isKeyPressed(SDLK_m)&&Input::isKeyDown(SDLK_LSHIFT)){
3433 //if(drawmode>2)drawmode=0;
3434 if(objects.numobjects<max_objects-1){
3436 boxcoords.x=player[0].coords.x;
3437 boxcoords.z=player[0].coords.z;
3438 boxcoords.y=player[0].coords.y-3;
3439 if(editortype==bushtype)boxcoords.y=player[0].coords.y-.5;
3440 if(editortype==firetype)boxcoords.y=player[0].coords.y-.5;
3441 //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
3442 float temprotat,temprotat2;
3443 temprotat=editorrotation;
3444 temprotat2=editorrotation2;
3445 if(temprotat<0||editortype==bushtype)temprotat=Random()%360;
3446 if(temprotat2<0)temprotat2=Random()%360;
3448 objects.MakeObject(editortype,boxcoords,(int)temprotat-((int)temprotat)%30,(int)temprotat2,editorsize);
3449 if(editortype==treetrunktype)
3450 objects.MakeObject(treeleavestype,boxcoords,Random()%360*(temprotat2<2)+(int)editorrotation-((int)editorrotation)%30,editorrotation2,editorsize);
3454 if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3455 if(numplayers<maxplayers-1){
3456 player[numplayers].scale=.2*5*player[0].scale;
3457 player[numplayers].creature=rabbittype;
3458 player[numplayers].howactive=editoractive;
3459 player[numplayers].skeleton.id=numplayers;
3460 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);
3462 //texsize=512*512*3/texdetail/texdetail;
3463 //if(!player[numplayers].loaded)player[numplayers].skeleton.skinText = new GLubyte[texsize];
3464 //player[numplayers].skeleton.skinText.resize(texsize);
3466 int k=abs(Random()%2)+1;
3468 LoadTextureSave(":Data:Textures:Fur3.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
3469 player[numplayers].whichskin=0;
3472 LoadTextureSave(":Data:Textures:Fur.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
3473 player[numplayers].whichskin=1;
3476 LoadTextureSave(":Data:Textures:Fur2.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
3477 player[numplayers].whichskin=2;
3480 LoadTexture(":Data:Textures:Belt.png",&player[numplayers].skeleton.drawmodelclothes.textureptr,1,1);
3481 player[numplayers].power=1;
3482 player[numplayers].speedmult=1;
3483 player[numplayers].currentanimation=bounceidleanim;
3484 player[numplayers].targetanimation=bounceidleanim;
3485 player[numplayers].currentframe=0;
3486 player[numplayers].targetframe=1;
3487 player[numplayers].target=0;
3488 player[numplayers].bled=0;
3489 player[numplayers].speed=1+(float)(Random()%100)/1000;
3491 player[numplayers].targetrotation=player[0].targetrotation;
3492 player[numplayers].rotation=player[0].rotation;
3494 player[numplayers].velocity=0;
3495 player[numplayers].coords=player[0].coords;
3496 player[numplayers].oldcoords=player[numplayers].coords;
3497 player[numplayers].realoldcoords=player[numplayers].coords;
3499 player[numplayers].id=numplayers;
3500 player[numplayers].skeleton.id=numplayers;
3501 player[numplayers].updatedelay=0;
3502 player[numplayers].normalsupdatedelay=0;
3504 player[numplayers].aitype=passivetype;
3506 if(player[0].creature==wolftype){
3507 headprop=player[0].proportionhead.x/1.1;
3508 bodyprop=player[0].proportionbody.x/1.1;
3509 armprop=player[0].proportionarms.x/1.1;
3510 legprop=player[0].proportionlegs.x/1.1;
3513 if(player[0].creature==rabbittype){
3514 headprop=player[0].proportionhead.x/1.2;
3515 bodyprop=player[0].proportionbody.x/1.05;
3516 armprop=player[0].proportionarms.x/1.00;
3517 legprop=player[0].proportionlegs.x/1.1;
3520 if(player[numplayers].creature==wolftype){
3521 player[numplayers].proportionhead=1.1*headprop;
3522 player[numplayers].proportionbody=1.1*bodyprop;
3523 player[numplayers].proportionarms=1.1*armprop;
3524 player[numplayers].proportionlegs=1.1*legprop;
3527 if(player[numplayers].creature==rabbittype){
3528 player[numplayers].proportionhead=1.2*headprop;
3529 player[numplayers].proportionbody=1.05*bodyprop;
3530 player[numplayers].proportionarms=1.00*armprop;
3531 player[numplayers].proportionlegs=1.1*legprop;
3532 player[numplayers].proportionlegs.y=1.05*legprop;
3535 player[numplayers].headless=0;
3536 player[numplayers].onfire=0;
3539 player[numplayers].proportionhead.z=0;
3540 player[numplayers].proportionbody.z=0;
3541 player[numplayers].proportionarms.z=0;
3542 player[numplayers].proportionlegs.z=0;
3545 player[numplayers].tempanimation.Load((char *)"Tempanim",0,0);
3547 player[numplayers].damagetolerance=200;
3549 player[numplayers].protectionhead=player[0].protectionhead;
3550 player[numplayers].protectionhigh=player[0].protectionhigh;
3551 player[numplayers].protectionlow=player[0].protectionlow;
3552 player[numplayers].armorhead=player[0].armorhead;
3553 player[numplayers].armorhigh=player[0].armorhigh;
3554 player[numplayers].armorlow=player[0].armorlow;
3555 player[numplayers].metalhead=player[0].metalhead;
3556 player[numplayers].metalhigh=player[0].metalhigh;
3557 player[numplayers].metallow=player[0].metallow;
3559 player[numplayers].immobile=player[0].immobile;
3561 player[numplayers].numclothes=player[0].numclothes;
3562 if(player[numplayers].numclothes)
3563 for(int i=0;i<player[numplayers].numclothes;i++){
3564 strcpy(player[numplayers].clothes[i], player[0].clothes[i]);
3565 player[numplayers].clothestintr[i]=player[0].clothestintr[i];
3566 player[numplayers].clothestintg[i]=player[0].clothestintg[i];
3567 player[numplayers].clothestintb[i]=player[0].clothestintb[i];
3568 tintr=player[numplayers].clothestintr[i];
3569 tintg=player[numplayers].clothestintg[i];
3570 tintb=player[numplayers].clothestintb[i];
3571 AddClothes((char *)player[numplayers].clothes[i],&player[numplayers].skeleton.skinText[0]);
3573 if(player[numplayers].numclothes){
3574 player[numplayers].DoMipmaps();
3577 player[numplayers].power=player[0].power;
3578 player[numplayers].speedmult=player[0].speedmult;
3580 player[numplayers].damage=0;
3581 player[numplayers].permanentdamage=0;
3582 player[numplayers].superpermanentdamage=0;
3583 player[numplayers].deathbleeding=0;
3584 player[numplayers].bleeding=0;
3585 player[numplayers].numwaypoints=0;
3586 player[numplayers].waypoint=0;
3587 player[numplayers].jumppath=0;
3588 player[numplayers].weaponstuck=-1;
3589 player[numplayers].weaponactive=-1;
3590 player[numplayers].num_weapons=0;
3591 player[numplayers].bloodloss=0;
3592 player[numplayers].dead=0;
3594 player[numplayers].loaded=1;
3600 if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LSHIFT)){
3601 if(player[numplayers-1].numwaypoints<90){
3602 player[numplayers-1].waypoints[player[numplayers-1].numwaypoints]=player[0].coords;
3603 player[numplayers-1].waypointtype[player[numplayers-1].numwaypoints]=editorpathtype;
3604 player[numplayers-1].numwaypoints++;
3608 if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LCTRL)){
3609 if(numpathpoints<30){
3610 bool connected,alreadyconnected;
3613 for(int i=0;i<numpathpoints;i++){
3614 if(findDistancefast(&pathpoint[i],&player[0].coords)<.5&&i!=pathpointselected&&!connected){
3616 for(int j=0;j<numpathpointconnect[pathpointselected];j++){
3617 if(pathpointconnect[pathpointselected][j]==i)alreadyconnected=1;
3619 if(!alreadyconnected){
3620 numpathpointconnect[pathpointselected]++;
3622 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=i;
3628 pathpoint[numpathpoints-1]=player[0].coords;
3629 numpathpointconnect[numpathpoints-1]=0;
3630 if(numpathpoints>1&&pathpointselected!=-1){
3631 numpathpointconnect[pathpointselected]++;
3632 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=numpathpoints-1;
3634 pathpointselected=numpathpoints-1;
3639 if(Input::isKeyPressed(SDLK_PERIOD)){
3640 pathpointselected++;
3641 if(pathpointselected>=numpathpoints)
3642 pathpointselected=-1;
3644 if(Input::isKeyPressed(SDLK_COMMA)&&!Input::isKeyDown(SDLK_LSHIFT)){
3645 pathpointselected--;
3646 if(pathpointselected<=-2)
3647 pathpointselected=numpathpoints-1;
3649 if(Input::isKeyPressed(SDLK_COMMA)&&Input::isKeyDown(SDLK_LSHIFT)){
3650 if(pathpointselected!=-1){
3652 pathpoint[pathpointselected]=pathpoint[numpathpoints];
3653 numpathpointconnect[pathpointselected]=numpathpointconnect[numpathpoints];
3654 for(int i=0;i<numpathpointconnect[pathpointselected];i++){
3655 pathpointconnect[pathpointselected][i]=pathpointconnect[numpathpoints][i];
3657 for(int i=0;i<numpathpoints;i++){
3658 for(int j=0;j<numpathpointconnect[i];j++){
3659 if(pathpointconnect[i][j]==pathpointselected){
3660 pathpointconnect[i][j]=pathpointconnect[i][numpathpointconnect[i]-1];
3661 numpathpointconnect[i]--;
3663 if(pathpointconnect[i][j]==numpathpoints){
3664 pathpointconnect[i][j]=pathpointselected;
3668 pathpointselected=numpathpoints-1;
3672 if(Input::isKeyPressed(SDLK_LEFT)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3674 if(editortype==treeleavestype||editortype==10)editortype--;
3675 if(editortype<0)editortype=firetype;
3678 if(Input::isKeyPressed(SDLK_RIGHT)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3680 if(editortype==treeleavestype||editortype==10)editortype++;
3681 if(editortype>firetype)editortype=0;
3684 if(Input::isKeyDown(SDLK_LEFT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3685 editorrotation-=multiplier*100;
3686 if(editorrotation<-.01)editorrotation=-.01;
3689 if(Input::isKeyDown(SDLK_RIGHT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3690 editorrotation+=multiplier*100;
3693 if(Input::isKeyDown(SDLK_UP)&&!Input::isKeyDown(SDLK_LCTRL)){
3694 editorsize+=multiplier;
3697 if(Input::isKeyDown(SDLK_DOWN)&&!Input::isKeyDown(SDLK_LCTRL)){
3698 editorsize-=multiplier;
3699 if(editorsize<.1)editorsize=.1;
3703 if(Input::isKeyPressed(SDLK_LEFT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
3704 mapradius-=multiplier*10;
3707 if(Input::isKeyPressed(SDLK_RIGHT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
3708 mapradius+=multiplier*10;
3710 if(Input::isKeyDown(SDLK_UP)&&Input::isKeyDown(SDLK_LCTRL)){
3711 editorrotation2+=multiplier*100;
3714 if(Input::isKeyDown(SDLK_DOWN)&&Input::isKeyDown(SDLK_LCTRL)){
3715 editorrotation2-=multiplier*100;
3716 if(editorrotation2<-.01)editorrotation2=-.01;
3718 if(Input::isKeyPressed(SDLK_DELETE)&&objects.numobjects&&Input::isKeyDown(SDLK_LSHIFT)){
3720 float closestdist=-1;
3722 for(int i=0;i<objects.numobjects;i++){
3723 distance=findDistancefast(&objects.position[i],&player[0].coords);
3724 if(closestdist==-1||distance<closestdist){
3725 closestdist=distance;
3729 if(closestdist>0&&closest>=0)objects.DeleteObject(closest);
3737 void Game::doJumpReversals(){
3738 for(int k=0;k<numplayers;k++)
3739 for(int i=k;i<numplayers;i++){
3741 if( player[k].skeleton.free==0&&
3742 player[i].skeleton.oldfree==0&&
3743 (player[i].targetanimation==jumpupanim||
3744 player[k].targetanimation==jumpupanim)&&
3745 (player[i].aitype==playercontrolled||
3746 player[k].aitype==playercontrolled)&&
3747 (player[i].aitype==attacktypecutoff&&player[i].stunned<=0||
3748 player[k].aitype==attacktypecutoff&&player[k].stunned<=0)){
3749 if( findDistancefast(&player[i].coords,&player[k].coords)<10*sq((player[i].scale+player[k].scale)*2.5)&&
3750 findDistancefastflat(&player[i].coords,&player[k].coords)<2*sq((player[i].scale+player[k].scale)*2.5)){
3751 //TODO: refactor two huge similar ifs
3752 if(player[i].targetanimation==jumpupanim&&
3753 player[k].targetanimation!=getupfrombackanim&&
3754 player[k].targetanimation!=getupfromfrontanim&&
3755 animation[player[k].targetanimation].height==middleheight&&
3756 normaldotproduct(player[i].velocity,player[k].coords-player[i].coords)<0&&
3757 (player[k].aitype==playercontrolled&&player[k].attackkeydown||
3758 player[k].aitype!=playercontrolled)){
3759 player[i].victim=&player[k];
3760 player[i].velocity=0;
3761 player[i].currentanimation=jumpreversedanim;
3762 player[i].targetanimation=jumpreversedanim;
3763 player[i].currentframe=0;
3764 player[i].targetframe=1;
3765 player[i].targettilt2=0;
3766 player[k].victim=&player[i];
3767 player[k].velocity=0;
3768 player[k].currentanimation=jumpreversalanim;
3769 player[k].targetanimation=jumpreversalanim;
3770 player[k].currentframe=0;
3771 player[k].targetframe=1;
3772 player[k].targettilt2=0;
3773 if(player[i].coords.y<player[k].coords.y+1){
3774 player[i].currentanimation=rabbitkickreversedanim;
3775 player[i].targetanimation=rabbitkickreversedanim;
3776 player[i].currentframe=1;
3777 player[i].targetframe=2;
3778 player[k].currentanimation=rabbitkickreversalanim;
3779 player[k].targetanimation=rabbitkickreversalanim;
3780 player[k].currentframe=1;
3781 player[k].targetframe=2;
3784 player[k].oldcoords=player[k].coords;
3785 player[i].coords=player[k].coords;
3786 player[k].targetrotation=player[i].targetrotation;
3787 player[k].rotation=player[i].targetrotation;
3788 if(player[k].aitype==attacktypecutoff)
3789 player[k].stunned=.5;
3791 if(player[k].targetanimation==jumpupanim&&
3792 player[i].targetanimation!=getupfrombackanim&&
3793 player[i].targetanimation!=getupfromfrontanim&&
3794 animation[player[i].targetanimation].height==middleheight&&
3795 normaldotproduct(player[k].velocity,player[i].coords-player[k].coords)<0&&
3796 ((player[i].aitype==playercontrolled&&player[i].attackkeydown)||
3797 player[i].aitype!=playercontrolled)){
3798 player[k].victim=&player[i];
3799 player[k].velocity=0;
3800 player[k].currentanimation=jumpreversedanim;
3801 player[k].targetanimation=jumpreversedanim;
3802 player[k].currentframe=0;
3803 player[k].targetframe=1;
3804 player[k].targettilt2=0;
3805 player[i].victim=&player[k];
3806 player[i].velocity=0;
3807 player[i].currentanimation=jumpreversalanim;
3808 player[i].targetanimation=jumpreversalanim;
3809 player[i].currentframe=0;
3810 player[i].targetframe=1;
3811 player[i].targettilt2=0;
3812 if(player[k].coords.y<player[i].coords.y+1){
3813 player[k].targetanimation=rabbitkickreversedanim;
3814 player[k].currentanimation=rabbitkickreversedanim;
3815 player[i].currentanimation=rabbitkickreversalanim;
3816 player[i].targetanimation=rabbitkickreversalanim;
3817 player[k].currentframe=1;
3818 player[k].targetframe=2;
3819 player[i].currentframe=1;
3820 player[i].targetframe=2;
3823 player[i].oldcoords=player[i].coords;
3824 player[k].coords=player[i].coords;
3825 player[i].targetrotation=player[k].targetrotation;
3826 player[i].rotation=player[k].targetrotation;
3827 if(player[i].aitype==attacktypecutoff)
3828 player[i].stunned=.5;
3835 void Game::doAerialAcrobatics(){
3836 static XYZ facing,flatfacing;
3837 for(int k=0;k<numplayers;k++){
3838 player[k].turnspeed=500;
3840 if((player[k].isRun()&&
3841 ((player[k].targetrotation!=rabbitrunninganim&&
3842 player[k].targetrotation!=wolfrunninganim)||
3843 player[k].targetframe==4))||
3844 player[k].targetanimation==removeknifeanim||
3845 player[k].targetanimation==crouchremoveknifeanim||
3846 player[k].targetanimation==flipanim||
3847 player[k].targetanimation==fightsidestep||
3848 player[k].targetanimation==walkanim){
3849 player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed);
3853 if(player[k].isStop()||
3854 player[k].isLanding()||
3855 player[k].targetanimation==staggerbackhighanim||
3856 (player[k].targetanimation==sneakanim&&player[k].currentanimation==sneakanim)||
3857 player[k].targetanimation==staggerbackhardanim||
3858 player[k].targetanimation==backhandspringanim||
3859 player[k].targetanimation==dodgebackanim||
3860 player[k].targetanimation==rollanim||
3861 (animation[player[k].targetanimation].attack&&
3862 player[k].targetanimation!=rabbitkickanim&&
3863 (player[k].targetanimation!=crouchstabanim||player[k].hasvictim)&&
3864 (player[k].targetanimation!=swordgroundstabanim||player[k].hasvictim))){
3865 player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*2);
3868 if(player[k].targetanimation==sneakanim&&player[k].currentanimation!=sneakanim){
3869 player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*4);
3872 /*if(player[k].aitype!=passivetype||(findDistancefast(&player[k].coords,&viewer)<viewdistance*viewdistance))*/
3873 player[k].DoStuff();
3874 if(player[k].immobile&&k!=0)
3875 player[k].coords=player[k].realoldcoords;
3877 //if player's position has changed (?)
3878 if(findDistancefast(&player[k].coords,&player[k].realoldcoords)>0&&
3879 !player[k].skeleton.free&&
3880 player[k].targetanimation!=climbanim&&
3881 player[k].targetanimation!=hanganim){
3882 XYZ lowpoint,lowpointtarget,lowpoint2,lowpointtarget2,lowpoint3,lowpointtarget3,lowpoint4,lowpointtarget4,lowpoint5,lowpointtarget5,lowpoint6,lowpointtarget6,lowpoint7,lowpointtarget7,colpoint,colpoint2;
3886 if(player[k].collide<-.3)
3887 player[k].collide=-.3;
3888 if(player[k].collide>1)
3889 player[k].collide=1;
3890 player[k].collide-=multiplier*30;
3893 player[k].coords.y=max(player[k].coords.y, terrain.getHeight(player[k].coords.x,player[k].coords.z));
3895 for(int l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
3896 int i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
3897 if(objects.type[i]!=rocktype||
3898 objects.scale[i]>.5&&player[k].aitype==playercontrolled||
3899 objects.position[i].y>player[k].coords.y){
3900 lowpoint=player[k].coords;
3901 if(player[k].targetanimation!=jumpupanim&&
3902 player[k].targetanimation!=jumpdownanim&&
3903 !player[k].isFlip())
3907 if( player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z)&&
3908 player[k].coords.y>terrain.getHeight(player[k].coords.x,player[k].coords.z)-.1)
3909 player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z);
3910 if(player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){
3911 flatfacing=lowpoint-player[k].coords;
3912 player[k].coords=lowpoint;
3913 player[k].coords.y-=1.3;
3914 player[k].collide=1;
3917 //TODO: refactor four similar blocks
3918 if(player[k].aitype==playercontrolled&&
3919 (player[k].targetanimation==jumpupanim||
3920 player[k].targetanimation==jumpdownanim||
3921 player[k].isFlip())&&
3922 !player[k].jumptogglekeydown&&
3923 player[k].jumpkeydown){
3924 lowpointtarget=lowpoint+DoRotation(player[k].facing,0,-90,0)*1.5;
3925 XYZ tempcoords1=lowpoint;
3926 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3927 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3928 setAnimation(k,walljumpleftanim);
3929 emit_sound_at(movewhooshsound, player[k].coords);
3931 pause_sound(whooshsound);
3933 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3934 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3935 if(lowpointtarget.z<0)
3936 player[k].rotation=180-player[k].rotation;
3937 player[k].targetrotation=player[k].rotation;
3938 player[k].lowrotation=player[k].rotation;
3944 lowpoint=tempcoords1;
3945 lowpointtarget=lowpoint+DoRotation(player[k].facing,0,90,0)*1.5;
3946 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3947 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3948 setAnimation(k,walljumprightanim);
3949 emit_sound_at(movewhooshsound, player[k].coords);
3950 if(k==0)pause_sound(whooshsound);
3952 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3953 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3954 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3955 player[k].targetrotation=player[k].rotation;
3956 player[k].lowrotation=player[k].rotation;
3957 if(k==0)numwallflipped++;
3961 lowpoint=tempcoords1;
3962 lowpointtarget=lowpoint+player[k].facing*2;
3963 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3964 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3965 setAnimation(k,walljumpbackanim);
3966 emit_sound_at(movewhooshsound, player[k].coords);
3967 if(k==0)pause_sound(whooshsound);
3969 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3970 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3971 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3972 player[k].targetrotation=player[k].rotation;
3973 player[k].lowrotation=player[k].rotation;
3974 if(k==0)numwallflipped++;
3978 lowpoint=tempcoords1;
3979 lowpointtarget=lowpoint-player[k].facing*2;
3980 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3981 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3982 setAnimation(k,walljumpfrontanim);
3983 emit_sound_at(movewhooshsound, player[k].coords);
3984 if(k==0)pause_sound(whooshsound);
3986 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3987 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3988 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3989 player[k].rotation+=180;
3990 player[k].targetrotation=player[k].rotation;
3991 player[k].lowrotation=player[k].rotation;
3992 if(k==0)numwallflipped++;
4000 else if(objects.type[i]==rocktype){
4001 lowpoint2=player[k].coords;
4002 lowpoint=player[k].coords;
4004 if(objects.model[i].LineCheck(&lowpoint,&lowpoint2,&colpoint,&objects.position[i],&objects.rotation[i])!=-1){
4005 player[k].coords=colpoint;
4006 player[k].collide=1;
4009 if(player[k].targetanimation==jumpdownanim||player[k].isFlip()){
4010 //flipped into a rock
4011 if(player[k].isFlip()&&animation[player[k].targetanimation].label[player[k].targetframe]==7)
4012 player[k].RagDoll(0);
4014 if(player[k].targetanimation==jumpupanim){
4015 player[k].jumppower=-4;
4016 player[k].targetanimation=player[k].getIdle();
4019 player[k].targetframe=0;
4020 player[k].onterrain=1;
4022 if(player[k].id==0){
4023 pause_sound(whooshsound);
4024 OPENAL_SetVolume(channels[whooshsound], 0);
4028 if((player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].wasLanding()){
4029 if(player[k].isFlip())
4030 player[k].jumppower=-4;
4031 player[k].targetanimation=player[k].getLanding();
4032 emit_sound_at(landsound, player[k].coords, 128.);
4034 envsound[numenvsounds]=player[k].coords;
4035 envsoundvol[numenvsounds]=16;
4036 envsoundlife[numenvsounds]=.4;
4046 if(tempcollide&&(/*player[k].jumptogglekeydown*/1==1||player[k].aitype!=playercontrolled))
4047 for(int l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
4048 int i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
4049 lowpoint=player[k].coords;
4051 if(objects.type[i]!=rocktype)
4052 if(player[k].SphereCheck(&lowpoint,1.33,&colpoint,&objects.position[i],&objects.rotation[i],&objects.model[i])!=-1){
4053 if(player[k].targetanimation!=jumpupanim&&
4054 player[k].targetanimation!=jumpdownanim&&
4055 player[k].onterrain)
4056 player[k].avoidcollided=1;
4057 player[k].coords=lowpoint;
4058 player[k].coords.y-=1.35;
4059 player[k].collide=1;
4061 if((player[k].grabdelay<=0||player[k].aitype!=playercontrolled)&&
4062 (player[k].currentanimation!=climbanim&&
4063 player[k].currentanimation!=hanganim&&
4064 !player[k].isWallJump()||
4065 player[k].targetanimation==jumpupanim||
4066 player[k].targetanimation==jumpdownanim)){
4067 lowpoint=player[k].coords;
4068 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.rotation[i]);
4069 lowpoint=player[k].coords;
4073 facing=DoRotation(facing,0,player[k].targetrotation+180,0);
4074 lowpointtarget=lowpoint+facing*1.4;
4075 whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
4077 lowpoint=player[k].coords;
4079 lowpointtarget=lowpoint+facing*1.4;
4081 lowpointtarget2=lowpointtarget;
4083 lowpointtarget3=lowpointtarget;
4085 lowpointtarget4=lowpointtarget;
4087 lowpointtarget5=lowpointtarget;
4089 lowpointtarget6=lowpointtarget;
4091 lowpointtarget7=lowpoint;
4093 lowpointtarget2.x+=.1;
4095 lowpointtarget3.z+=.1;
4097 lowpointtarget4.x-=.1;
4099 lowpointtarget5.z-=.1;
4101 lowpointtarget6.y+=45/13;
4102 lowpointtarget6+=facing*.6;
4103 lowpointtarget7.y+=90/13;
4104 whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
4105 if(objects.friction[i]>.5)
4107 if(whichhit!=-1&&player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim)
4108 player[k].collided=1;
4109 if(checkcollide(lowpoint7,lowpointtarget7)==-1)
4110 if(checkcollide(lowpoint6,lowpointtarget6)==-1)
4111 if( objects.model[i].LineCheckPossible(&lowpoint2,&lowpointtarget2,
4112 &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
4113 objects.model[i].LineCheckPossible(&lowpoint3,&lowpointtarget3,
4114 &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
4115 objects.model[i].LineCheckPossible(&lowpoint4,&lowpointtarget4,
4116 &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
4117 objects.model[i].LineCheckPossible(&lowpoint5,&lowpointtarget5,
4118 &colpoint,&objects.position[i],&objects.rotation[i])!=-1)
4119 for(int j=0;j<45;j++){
4120 lowpoint=player[k].coords;
4121 lowpoint.y+=(float)j/13;
4122 lowpointtarget=lowpoint+facing*1.4;
4123 if(objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,
4124 &colpoint2,&objects.position[i],&objects.rotation[i])==-1){
4125 if(j<=6||j<=25&&player[k].targetanimation==jumpdownanim)
4127 if(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim){
4128 lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0);
4129 lowpoint=player[k].coords;
4130 lowpoint.y+=(float)j/13;
4131 lowpointtarget=lowpoint+facing*1.3;
4132 flatfacing=player[k].coords;
4133 player[k].coords=colpoint-DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0)*.01;
4134 player[k].coords.y=lowpointtarget.y-.07;
4135 player[k].currentoffset=(flatfacing-player[k].coords)/player[k].scale;
4137 if(j>10||!player[k].isRun()){
4138 if(player[k].targetanimation==jumpdownanim||player[k].targetanimation==jumpupanim){
4140 pause_sound(whooshsound);
4142 emit_sound_at(jumpsound, player[k].coords, 128.);
4144 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
4145 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
4146 if(lowpointtarget.z<0)
4147 player[k].rotation=180-player[k].rotation;
4148 player[k].targetrotation=player[k].rotation;
4149 player[k].lowrotation=player[k].rotation;
4151 //player[k].velocity=lowpointtarget*.03;
4152 player[k].velocity=0;
4155 if(player[k].targetanimation==jumpupanim){
4156 player[k].targetanimation=climbanim;
4157 player[k].jumppower=0;
4158 player[k].jumpclimb=1;
4160 player[k].transspeed=6;
4162 player[k].targetframe=1;
4165 setAnimation(k,hanganim);
4166 player[k].jumppower=0;
4178 if(player[k].collide<=0){
4180 if(!player[k].onterrain&&
4181 player[k].targetanimation!=jumpupanim&&
4182 player[k].targetanimation!=jumpdownanim&&
4183 player[k].targetanimation!=climbanim&&
4184 player[k].targetanimation!=hanganim&&
4185 !player[k].isWallJump()&&
4186 !player[k].isFlip()){
4187 if(player[k].currentanimation!=climbanim&&
4188 player[k].currentanimation!=tempanim&&
4189 player[k].targetanimation!=backhandspringanim&&
4190 (player[k].targetanimation!=rollanim||
4191 player[k].targetframe<2||
4192 player[k].targetframe>6)){
4193 //stagger off ledge (?)
4194 if(player[k].targetanimation==staggerbackhighanim||player[k].targetanimation==staggerbackhardanim)
4195 player[k].RagDoll(0);
4196 setAnimation(k,jumpdownanim);
4199 emit_sound_at(whooshsound, player[k].coords, 128.);
4202 player[k].velocity.y+=gravity;
4206 player[k].realoldcoords=player[k].coords;
4210 void Game::doAttacks(){
4211 static XYZ relative;
4212 static int randattack;
4213 static bool playerrealattackkeydown=0;
4215 if(!Input::isKeyDown(attackkey))
4218 player[0].attackkeydown=0;
4220 playerrealattackkeydown=0;
4222 playerrealattackkeydown=Input::isKeyDown(attackkey);
4223 if((player[0].parriedrecently<=0||
4224 player[0].weaponactive==-1)&&
4227 player[0].lastattack!=swordslashanim&&
4228 player[0].lastattack!=knifeslashstartanim&&
4229 player[0].lastattack!=staffhitanim&&
4230 player[0].lastattack!=staffspinhitanim)))
4231 player[0].attackkeydown=Input::isKeyDown(attackkey);
4232 if(Input::isKeyDown(attackkey)&&
4234 !player[0].backkeydown){
4235 for(int k=0;k<numplayers;k++){
4236 if((player[k].targetanimation==swordslashanim||
4237 player[k].targetanimation==staffhitanim||
4238 player[k].targetanimation==staffspinhitanim)&&
4239 player[0].currentanimation!=dodgebackanim&&
4240 !player[k].skeleton.free)
4241 player[k].Reverse();
4245 if(!hostile||indialogue!=-1)player[0].attackkeydown=0;
4247 for(int k=0;k<numplayers;k++){
4248 if(indialogue!=-1)player[k].attackkeydown=0;
4249 if(player[k].targetanimation!=rabbitrunninganim&&player[k].targetanimation!=wolfrunninganim){
4250 if(player[k].aitype!=playercontrolled)
4251 player[k].victim=&player[0];
4252 //attack key pressed
4253 if(player[k].attackkeydown){
4255 if(player[k].backkeydown&&
4256 player[k].targetanimation!=backhandspringanim&&
4257 (player[k].isIdle()||
4258 player[k].isStop()||
4260 player[k].targetanimation==walkanim)){
4261 if(player[k].jumppower<=1){
4262 player[k].jumppower-=2;
4264 for(int i=0;i<numplayers;i++){
4266 if(player[i].targetanimation==swordslashanim||
4267 player[i].targetanimation==knifeslashstartanim||
4268 player[i].targetanimation==staffhitanim||
4269 player[i].targetanimation==staffspinhitanim)
4270 if(findDistancefast(&player[k].coords,&player[i].coords)<6.5&&!player[i].skeleton.free){
4271 setAnimation(k,dodgebackanim);
4272 player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
4273 player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
4276 if(player[k].targetanimation!=dodgebackanim){
4277 if(k==0)numflipped++;
4278 setAnimation(k,backhandspringanim);
4279 player[k].targetrotation=-rotation+180;
4280 if(player[k].leftkeydown)
4281 player[k].targetrotation-=45;
4282 if(player[k].rightkeydown)
4283 player[k].targetrotation+=45;
4284 player[k].rotation=player[k].targetrotation;
4285 player[k].jumppower-=2;
4290 if(!animation[player[k].targetanimation].attack&&
4291 !player[k].backkeydown&&
4292 (player[k].isIdle()||
4294 player[k].targetanimation==walkanim||
4295 player[k].targetanimation==sneakanim||
4296 player[k].isCrouch())){
4297 const int attackweapon=player[k].weaponactive==-1?0:weapons.type[player[k].weaponids[player[k].weaponactive]];
4298 //normal attacks (?)
4299 player[k].hasvictim=0;
4301 for(int i=0;i<numplayers;i++){
4302 if(i==k||!(k==0||i==0))continue;
4303 if(!player[k].hasvictim)
4304 if(animation[player[k].targetanimation].attack!=reversal){
4306 const float distance=findDistancefast(&player[k].coords,&player[i].coords);
4308 !player[i].skeleton.free&&
4309 player[i].howactive<typedead1&&
4310 player[i].targetanimation!=jumpreversedanim&&
4311 player[i].targetanimation!=rabbitkickreversedanim&&
4312 player[i].targetanimation!=rabbitkickanim&&
4313 player[k].targetanimation!=rabbitkickanim&&
4314 player[i].targetanimation!=getupfrombackanim&&
4315 (player[i].targetanimation!=staggerbackhighanim&&
4316 (player[i].targetanimation!=staggerbackhardanim||
4317 animation[staggerbackhardanim].label[player[i].targetframe]==6))&&
4318 player[i].targetanimation!=jumpdownanim&&
4319 player[i].targetanimation!=jumpupanim&&
4320 player[i].targetanimation!=getupfromfrontanim){
4321 player[k].victim=&player[i];
4322 player[k].hasvictim=1;
4323 if(player[k].aitype==playercontrolled){ //human player
4325 if(distance<2.5*sq(player[k].scale*5)&&
4326 player[k].crouchkeydown&&
4327 animation[player[i].targetanimation].height!=lowheight)
4328 player[k].targetanimation=sweepanim;
4330 else if(distance<1.5*sq(player[k].scale*5)&&
4331 animation[player[i].targetanimation].height!=lowheight&&
4332 !player[k].forwardkeydown&&
4333 !player[k].leftkeydown&&
4334 !player[k].rightkeydown&&
4335 !player[k].crouchkeydown&&
4338 player[k].targetanimation=winduppunchanim;
4340 else if(distance<2.5*sq(player[k].scale*5)&&
4341 animation[player[i].targetanimation].height!=lowheight&&
4342 !player[k].forwardkeydown&&
4343 !player[k].leftkeydown&&
4344 !player[k].rightkeydown&&
4345 !player[k].crouchkeydown&&
4347 player[k].targetanimation=upunchanim;
4349 else if(distance<2.5*sq(player[k].scale*5)&&
4350 player[i].staggerdelay>0&&
4351 attackweapon==knife&&
4352 player[i].bloodloss>player[i].damagetolerance/2)
4353 player[k].targetanimation=knifefollowanim;
4355 else if(distance<2.5*sq(player[k].scale*5)&&
4356 animation[player[i].targetanimation].height!=lowheight&&
4357 !player[k].forwardkeydown&&
4358 !player[k].leftkeydown&&
4359 !player[k].rightkeydown&&
4360 !player[k].crouchkeydown&&
4361 attackweapon==knife&&
4362 player[k].weaponmissdelay<=0)
4363 player[k].targetanimation=knifeslashstartanim;
4365 else if(distance<4.5*sq(player[k].scale*5)&&
4366 animation[player[i].targetanimation].height!=lowheight&&
4367 !player[k].crouchkeydown&&
4368 attackweapon==sword&&
4369 player[k].weaponmissdelay<=0)
4370 player[k].targetanimation=swordslashanim;
4372 else if(distance<4.5*sq(player[k].scale*5)&&
4373 animation[player[i].targetanimation].height!=lowheight&&
4374 !player[k].crouchkeydown&&
4375 attackweapon==staff&&
4376 player[k].weaponmissdelay<=0&&
4377 !player[k].leftkeydown&&
4378 !player[k].rightkeydown&&
4379 !player[k].forwardkeydown)
4380 player[k].targetanimation=staffhitanim;
4382 else if(distance<4.5*sq(player[k].scale*5)&&
4383 animation[player[i].targetanimation].height!=lowheight&&
4384 !player[k].crouchkeydown&&
4385 attackweapon==staff&&
4386 player[k].weaponmissdelay<=0)
4387 player[k].targetanimation=staffspinhitanim;
4389 else if(distance<2.5*sq(player[k].scale*5)&&
4390 animation[player[i].targetanimation].height!=lowheight)
4391 player[k].targetanimation=spinkickanim;
4393 else if(distance<2.5*sq(player[k].scale*5)&&
4394 animation[player[i].targetanimation].height==lowheight&&
4395 animation[player[k].targetanimation].attack!=normalattack)
4396 player[k].targetanimation=lowkickanim;
4397 } else { //AI player
4398 if(distance<4.5*sq(player[k].scale*5)){
4399 randattack=abs(Random()%5);
4400 if(!attackweapon&&distance<2.5*sq(player[k].scale*5)){
4402 if(randattack==0&&animation[player[i].targetanimation].height!=lowheight)
4403 player[k].targetanimation=sweepanim;
4405 else if(randattack==1&&animation[player[i].targetanimation].height!=lowheight&&
4407 player[k].targetanimation=upunchanim;
4409 else if(randattack==2&&animation[player[i].targetanimation].height!=lowheight)
4410 player[k].targetanimation=spinkickanim;
4412 else if(animation[player[i].targetanimation].height==lowheight)
4413 player[k].targetanimation=lowkickanim;
4417 if((tutoriallevel!=1||!attackweapon)&&
4418 distance<2.5*sq(player[k].scale*5)&&
4420 animation[player[i].targetanimation].height!=lowheight)
4421 player[k].targetanimation=sweepanim;
4423 else if(distance<2.5*sq(player[k].scale*5)&&
4424 attackweapon==knife&&
4425 player[k].weaponmissdelay<=0)
4426 player[k].targetanimation=knifeslashstartanim;
4428 else if(!(player[0].victim==&player[i]&&
4429 player[0].hasvictim&&
4430 player[0].targetanimation==swordslashanim)&&
4431 attackweapon==sword&&
4432 player[k].weaponmissdelay<=0)
4433 player[k].targetanimation=swordslashanim;
4435 else if(!(player[0].victim==&player[i]&&
4436 player[0].hasvictim&&
4437 player[0].targetanimation==swordslashanim)&&
4438 attackweapon==staff&&
4439 player[k].weaponmissdelay<=0&&
4441 player[k].targetanimation=staffhitanim;
4443 else if(!(player[0].victim==&player[i]&&
4444 player[0].hasvictim&&
4445 player[0].targetanimation==swordslashanim)&&
4446 attackweapon==staff&&
4447 player[k].weaponmissdelay<=0&&
4449 player[k].targetanimation=staffspinhitanim;
4451 else if((tutoriallevel!=1||!attackweapon)&&
4452 distance<2.5*sq(player[k].scale*5)&&
4454 animation[player[i].targetanimation].height!=lowheight)
4455 player[k].targetanimation=spinkickanim;
4457 else if(distance<2.5*sq(player[k].scale*5)&&
4458 animation[player[i].targetanimation].height==lowheight&&
4459 animation[player[k].targetanimation].attack!=normalattack)
4460 player[k].targetanimation=lowkickanim;
4464 //upunch becomes wolfslap
4465 if(player[k].targetanimation==upunchanim&&player[k].creature==wolftype)
4466 player[k].targetanimation=wolfslapanim;
4469 if((k==0)&&(tutoriallevel!=1||tutorialstage==22)&&
4470 player[i].howactive<typedead1&&
4471 distance<1.5*sq(player[k].scale*5)&&
4472 !player[i].skeleton.free&&
4473 player[i].targetanimation!=getupfrombackanim&&
4474 player[i].targetanimation!=getupfromfrontanim&&
4475 (player[i].stunned>0&&player[k].madskills||
4476 player[i].surprised>0||
4477 player[i].aitype==passivetype||
4478 attackweapon&&player[i].stunned>0)&&
4479 normaldotproduct(player[i].facing,player[i].coords-player[k].coords)>0){
4482 player[k].currentanimation=sneakattackanim;
4483 player[k].targetanimation=sneakattackanim;
4484 player[i].currentanimation=sneakattackedanim;
4485 player[i].targetanimation=sneakattackedanim;
4486 player[k].oldcoords=player[k].coords;
4487 player[k].coords=player[i].coords;
4490 if(attackweapon==knife){
4491 player[k].currentanimation=knifesneakattackanim;
4492 player[k].targetanimation=knifesneakattackanim;
4493 player[i].currentanimation=knifesneakattackedanim;
4494 player[i].targetanimation=knifesneakattackedanim;
4495 player[i].oldcoords=player[i].coords;
4496 player[i].coords=player[k].coords;
4499 if(attackweapon==sword){
4500 player[k].currentanimation=swordsneakattackanim;
4501 player[k].targetanimation=swordsneakattackanim;
4502 player[i].currentanimation=swordsneakattackedanim;
4503 player[i].targetanimation=swordsneakattackedanim;
4504 player[i].oldcoords=player[i].coords;
4505 player[i].coords=player[k].coords;
4507 if(attackweapon!=staff){
4508 player[k].victim=&player[i];
4509 player[k].hasvictim=1;
4510 player[i].targettilt2=0;
4511 player[i].targetframe=1;
4512 player[i].currentframe=0;
4514 player[i].velocity=0;
4515 player[k].targettilt2=player[i].targettilt2;
4516 player[k].currentframe=player[i].currentframe;
4517 player[k].targetframe=player[i].targetframe;
4518 player[k].target=player[i].target;
4519 player[k].velocity=0;
4520 player[k].targetrotation=player[i].rotation;
4521 player[k].rotation=player[i].rotation;
4522 player[i].targetrotation=player[i].rotation;
4525 if(animation[player[k].targetanimation].attack==normalattack&&
4526 player[k].victim==&player[i]&&
4527 (!player[i].skeleton.free)){
4529 player[k].targetframe=0;
4532 player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
4533 player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
4534 player[k].lastattack3=player[k].lastattack2;
4535 player[k].lastattack2=player[k].lastattack;
4536 player[k].lastattack=player[k].targetanimation;
4538 if(player[k].targetanimation==knifefollowanim&&
4539 player[k].victim==&player[i]){
4541 player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
4542 player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
4543 player[k].victim=&player[i];
4544 player[k].hasvictim=1;
4545 player[i].targetanimation=knifefollowedanim;
4546 player[i].currentanimation=knifefollowedanim;
4547 player[i].targettilt2=0;
4548 player[i].targettilt2=player[k].targettilt2;
4549 player[i].targetframe=1;
4550 player[i].currentframe=0;
4552 player[i].velocity=0;
4553 player[k].currentanimation=knifefollowanim;
4554 player[k].targetanimation=knifefollowanim;
4555 player[k].targettilt2=player[i].targettilt2;
4556 player[k].currentframe=player[i].currentframe;
4557 player[k].targetframe=player[i].targetframe;
4558 player[k].target=player[i].target;
4559 player[k].velocity=0;
4560 player[k].oldcoords=player[k].coords;
4561 player[i].coords=player[k].coords;
4562 player[i].targetrotation=player[k].targetrotation;
4563 player[i].rotation=player[k].targetrotation;
4564 player[k].rotation=player[k].targetrotation;
4565 player[i].rotation=player[k].targetrotation;
4569 const bool hasstaff=attackweapon==staff;
4570 if(k==0&&numplayers>1)
4571 for(int i=0;i<numplayers;i++){
4573 if((playerrealattackkeydown||player[i].dead||!hasstaff)&&
4574 animation[player[k].targetanimation].attack==neutral){
4575 const float distance=findDistancefast(&player[k].coords,&player[i].coords);
4576 if(!player[i].dead||!realthreat||(!attackweapon&&player[k].crouchkeydown))
4577 if(player[i].skeleton.free)
4578 if(distance<3.5*sq(player[k].scale*5)&&
4580 player[i].skeleton.longdead>1000||
4584 (player[i].skeleton.longdead>2000||
4585 player[i].damage>player[i].damagetolerance/8||
4586 player[i].bloodloss>player[i].damagetolerance/2)&&
4587 distance<1.5*sq(player[k].scale*5)))){
4588 player[k].victim=&player[i];
4589 player[k].hasvictim=1;
4590 if(attackweapon&&tutoriallevel!=1){
4592 if(player[k].crouchkeydown&&attackweapon==knife&&distance<1.5*sq(player[k].scale*5))
4593 player[k].targetanimation=crouchstabanim;
4595 if(player[k].crouchkeydown&&distance<1.5*sq(player[k].scale*5)&&attackweapon==sword)
4596 player[k].targetanimation=swordgroundstabanim;
4598 if(distance<3.5*sq(player[k].scale*5)&&attackweapon==staff)
4599 player[k].targetanimation=staffgroundsmashanim;
4602 player[k].crouchkeydown&&
4603 player[k].targetanimation!=crouchstabanim&&
4606 player[i].skeleton.free&&
4607 player[i].skeleton.longdead>1000){
4608 player[k].targetanimation=killanim;
4609 //TODO: refactor this out, what does it do?
4610 for(int j=0;j<terrain.numdecals;j++){
4611 if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&
4612 terrain.decalalivetime[j]<2)
4613 terrain.DeleteDecal(j);
4615 for(int l=0;l<objects.numobjects;l++){
4616 if(objects.model[l].type==decalstype)
4617 for(int j=0;j<objects.model[l].numdecals;j++){
4618 if((objects.model[l].decaltype[j]==blooddecal||
4619 objects.model[l].decaltype[j]==blooddecalslow)&&
4620 objects.model[l].decalalivetime[j]<2)
4621 objects.model[l].DeleteDecal(j);
4625 if(!player[i].dead||musictype!=2)
4627 (player[k].isRun()||player[k].isIdle()&&player[k].attackkeydown)&&
4628 player[k].staggerdelay<=0&&
4630 player[i].skeleton.longdead<300&&
4631 player[k].lastattack!=spinkickanim&&
4632 player[i].skeleton.free)&&
4633 (!player[i].dead||musictype!=stream_music2)){
4634 player[k].targetanimation=dropkickanim;
4635 for(int j=0;j<terrain.numdecals;j++){
4636 if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&
4637 terrain.decalalivetime[j]<2){
4638 terrain.DeleteDecal(j);
4641 for(int l=0;l<objects.numobjects;l++){
4642 if(objects.model[l].type==decalstype)
4643 for(int j=0;j<objects.model[l].numdecals;j++){
4644 if((objects.model[l].decaltype[j]==blooddecal||
4645 objects.model[l].decaltype[j]==blooddecalslow)&&
4646 objects.model[l].decalalivetime[j]<2){
4647 objects.model[l].DeleteDecal(j);
4653 if(animation[player[k].targetanimation].attack==normalattack&&
4654 player[k].victim==&player[i]&&
4655 (!player[i].skeleton.free||
4656 player[k].targetanimation==killanim||
4657 player[k].targetanimation==crouchstabanim||
4658 player[k].targetanimation==swordgroundstabanim||
4659 player[k].targetanimation==staffgroundsmashanim||
4660 player[k].targetanimation==dropkickanim)){
4662 player[k].targetframe=0;
4665 XYZ targetpoint=player[i].coords;
4666 if(player[k].targetanimation==crouchstabanim||
4667 player[k].targetanimation==swordgroundstabanim||
4668 player[k].targetanimation==staffgroundsmashanim){
4669 targetpoint+=(playerJoint(i,abdomen).position+
4670 playerJoint(i,neck).position)/2*
4673 player[k].targetrotation=roughDirectionTo(player[k].coords,targetpoint);
4674 player[k].targettilt2=pitchTo(player[k].coords,targetpoint);
4676 if(player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim){
4677 player[k].targetrotation+=(float)(abs(Random()%100)-50)/4;
4680 if(player[k].targetanimation==staffgroundsmashanim)
4681 player[k].targettilt2+=10;
4683 player[k].lastattack3=player[k].lastattack2;
4684 player[k].lastattack2=player[k].lastattack;
4685 player[k].lastattack=player[k].targetanimation;
4687 if(player[k].targetanimation==swordgroundstabanim){
4688 player[k].targetrotation+=30;
4693 if(!player[k].hasvictim){
4695 for(int i=0;i<numplayers;i++){
4696 if(i==k||!(i==0||k==0))continue;
4697 if(!player[i].skeleton.free){
4698 if(player[k].hasvictim){
4699 if(findDistancefast(&player[k].coords,&player[i].coords)<
4700 findDistancefast(&player[k].coords,&player[k].victim->coords))
4701 player[k].victim=&player[i];
4703 player[k].victim=&player[i];
4704 player[k].hasvictim=1;
4709 if(player[k].aitype==playercontrolled)
4711 if(player[k].attackkeydown&&
4713 player[k].wasRun()&&
4714 ((player[k].hasvictim&&
4715 findDistancefast(&player[k].coords,&player[k].victim->coords)<12*sq(player[k].scale*5)&&
4716 findDistancefast(&player[k].coords,&player[k].victim->coords)>7*sq(player[k].scale*5)&&
4717 !player[k].victim->skeleton.free&&
4718 player[k].victim->targetanimation!=getupfrombackanim&&
4719 player[k].victim->targetanimation!=getupfromfrontanim&&
4720 animation[player[k].victim->targetanimation].height!=lowheight&&
4721 player[k].aitype!=playercontrolled&& //wat???
4722 normaldotproduct(player[k].facing,player[k].victim->coords-player[k].coords)>0&&
4723 player[k].rabbitkickenabled)||
4724 player[k].jumpkeydown)){
4726 setAnimation(k,rabbitkickanim);
4729 if(animation[player[k].targetanimation].attack&&k==0){
4731 switch(attackweapon){
4732 case 0: numunarmedattack++; break;
4733 case knife: numknifeattack++; break;
4734 case sword: numswordattack++; break;
4735 case staff: numstaffattack++; break;
4744 void Game::doPlayerCollisions(){
4745 static XYZ rotatetarget;
4746 static float collisionradius;
4748 for(int k=0;k<numplayers;k++)
4749 for(int i=k+1;i<numplayers;i++){
4750 //neither player is part of a reversal
4751 if((animation[player[i].targetanimation].attack!=reversed&&
4752 animation[player[i].targetanimation].attack!=reversal&&
4753 animation[player[k].targetanimation].attack!=reversed&&
4754 animation[player[k].targetanimation].attack!=reversal)||(i!=0&&k!=0))
4755 if((animation[player[i].currentanimation].attack!=reversed&&
4756 animation[player[i].currentanimation].attack!=reversal&&
4757 animation[player[k].currentanimation].attack!=reversed&&
4758 animation[player[k].currentanimation].attack!=reversal)||(i!=0&&k!=0))
4759 //neither is sleeping
4760 if(player[i].howactive<=typesleeping&&player[k].howactive<=typesleeping)
4761 if(player[i].howactive!=typesittingwall&&player[k].howactive!=typesittingwall)
4762 //in same patch, neither is climbing
4763 if(player[i].whichpatchx==player[k].whichpatchx&&
4764 player[i].whichpatchz==player[k].whichpatchz&&
4765 player[k].skeleton.oldfree==player[k].skeleton.free&&
4766 player[i].skeleton.oldfree==player[i].skeleton.free&&
4767 player[i].targetanimation!=climbanim&&
4768 player[i].targetanimation!=hanganim&&
4769 player[k].targetanimation!=climbanim&&
4770 player[k].targetanimation!=hanganim)
4771 //players are close (bounding box test)
4772 if(player[i].coords.y>player[k].coords.y-3)
4773 if(player[i].coords.y<player[k].coords.y+3)
4774 if(player[i].coords.x>player[k].coords.x-3)
4775 if(player[i].coords.x<player[k].coords.x+3)
4776 if(player[i].coords.z>player[k].coords.z-3)
4777 if(player[i].coords.z<player[k].coords.z+3){
4778 //spread fire from player to player
4779 if(findDistancefast(&player[i].coords,&player[k].coords)
4780 <3*sq((player[i].scale+player[k].scale)*2.5)){
4781 if(player[i].onfire||player[k].onfire){
4782 if(!player[i].onfire)player[i].CatchFire();
4783 if(!player[k].onfire)player[k].CatchFire();
4787 XYZ tempcoords1=player[i].coords;
4788 XYZ tempcoords2=player[k].coords;
4789 if(!player[i].skeleton.oldfree)
4790 tempcoords1.y+=playerJoint(i,abdomen).position.y*player[i].scale;
4791 if(!player[k].skeleton.oldfree)
4792 tempcoords2.y+=playerJoint(k,abdomen).position.y*player[k].scale;
4793 collisionradius=1.2*sq((player[i].scale+player[k].scale)*2.5);
4794 if(player[0].hasvictim)
4795 if(player[0].targetanimation==rabbitkickanim&&(k==0||i==0)&&!player[0].victim->skeleton.free)
4797 if((!player[i].skeleton.oldfree||!player[k].skeleton.oldfree)&&
4798 (findDistancefast(&tempcoords1,&tempcoords2)<collisionradius||
4799 findDistancefast(&player[i].coords,&player[k].coords)<collisionradius)){
4800 //jump down on a dead body
4803 if(player[0].targetanimation==jumpdownanim&&
4804 !player[0].skeleton.oldfree&&
4805 !player[0].skeleton.free&&
4806 player[l].skeleton.oldfree&&
4807 player[l].skeleton.free&&
4809 player[0].lastcollide<=0&&
4810 fabs(player[l].coords.y-player[0].coords.y)<.2&&
4811 findDistancefast(&player[0].coords,&player[l].coords)<.7*sq((player[l].scale+player[0].scale)*2.5)){
4812 player[0].coords.y=player[l].coords.y;
4813 player[l].velocity=player[0].velocity;
4814 player[l].skeleton.free=0;
4815 player[l].rotation=0;
4816 player[l].RagDoll(0);
4817 player[l].DoDamage(20);
4819 player[l].skeleton.longdead=0;
4820 player[0].lastcollide=1;
4824 if( (player[i].skeleton.oldfree==1&&findLengthfast(&player[i].velocity)>1)||
4825 (player[k].skeleton.oldfree==1&&findLengthfast(&player[k].velocity)>1)||
4826 (player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0)){
4827 rotatetarget=player[k].velocity-player[i].velocity;
4828 if((player[i].targetanimation!=getupfrombackanim&&player[i].targetanimation!=getupfromfrontanim||
4829 player[i].skeleton.free)&&
4830 (player[k].targetanimation!=getupfrombackanim&&player[k].targetanimation!=getupfromfrontanim||
4831 player[k].skeleton.free))
4832 if((((k!=0&&findLengthfast(&rotatetarget)>150||
4833 k==0&&findLengthfast(&rotatetarget)>50&&player[0].rabbitkickragdoll)&&
4834 normaldotproduct(rotatetarget,player[k].coords-player[i].coords)>0)&&
4836 k!=0&&player[i].skeleton.oldfree==1&&animation[player[k].currentanimation].attack==neutral||
4837 /*i!=0&&*/player[k].skeleton.oldfree==1&&animation[player[i].currentanimation].attack==neutral))||
4838 (player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip())&&
4839 (player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim||player[k].isFlip())&&
4840 k==0&&!player[i].skeleton.oldfree&&!player[k].skeleton.oldfree){
4842 if( (i!=0||player[i].skeleton.free)&&
4843 (k!=0||player[k].skeleton.free)||
4844 (animation[player[i].targetanimation].height==highheight&&
4845 animation[player[k].targetanimation].height==highheight)){
4846 if(tutoriallevel!=1){
4847 emit_sound_at(heavyimpactsound, player[i].coords);
4850 player[i].RagDoll(0);
4851 if(player[i].damage>player[i].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[i].dead){
4852 award_bonus(0, aimbonus);
4854 player[i].DoDamage(findLengthfast(&rotatetarget)/4);
4855 player[k].RagDoll(0);
4856 if(player[k].damage>player[k].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[k].dead){
4857 award_bonus(0, aimbonus); // Huh, again?
4859 player[k].DoDamage(findLengthfast(&rotatetarget)/4);
4861 for(int j=0;j<player[i].skeleton.num_joints;j++){
4862 player[i].skeleton.joints[j].velocity=player[i].skeleton.joints[j].velocity/5+player[k].velocity;
4864 for(int j=0;j<player[k].skeleton.num_joints;j++){
4865 player[k].skeleton.joints[j].velocity=player[k].skeleton.joints[j].velocity/5+player[i].velocity;
4870 if( (animation[player[i].targetanimation].attack==neutral||
4871 animation[player[i].targetanimation].attack==normalattack)&&
4872 (animation[player[k].targetanimation].attack==neutral||
4873 animation[player[k].targetanimation].attack==normalattack)){
4875 if(player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0){
4876 if(findDistancefast(&player[k].coords,&player[i].coords)<.5*sq((player[i].scale+player[k].scale)*2.5)){
4877 rotatetarget=player[k].coords-player[i].coords;
4878 Normalise(&rotatetarget);
4879 player[k].coords=(player[k].coords+player[i].coords)/2;
4880 player[i].coords=player[k].coords-rotatetarget*fast_sqrt(.6)/2
4881 *sq((player[i].scale+player[k].scale)*2.5);
4882 player[k].coords+=rotatetarget*fast_sqrt(.6)/2*sq((player[i].scale+player[k].scale)*2.5);
4883 if(player[k].howactive==typeactive||hostile)
4884 if(player[k].isIdle()){
4885 if(player[k].howactive<typesleeping)
4886 setAnimation(k,player[k].getStop());
4887 else if(player[k].howactive==typesleeping)
4888 setAnimation(k,getupfromfrontanim);
4890 player[k].howactive=typeactive;
4892 if(player[i].howactive==typeactive||hostile)
4893 if(player[i].isIdle()){
4894 if(player[i].howactive<typesleeping)
4895 setAnimation(i,player[k].getStop());
4897 setAnimation(i,getupfromfrontanim);
4899 player[i].howactive=typeactive;
4902 //jump down on player
4904 if(k==0&&i!=0&&player[k].targetanimation==jumpdownanim&&
4905 !player[i].isCrouch()&&
4906 player[i].targetanimation!=rollanim&&
4907 !player[k].skeleton.oldfree&&!
4908 player[k].skeleton.free&&
4909 player[k].lastcollide<=0&&
4910 player[k].velocity.y<-10){
4911 player[i].velocity=player[k].velocity;
4912 player[k].velocity=player[k].velocity*-.5;
4913 player[k].velocity.y=player[i].velocity.y;
4914 player[i].DoDamage(20);
4915 player[i].RagDoll(0);
4916 player[k].lastcollide=1;
4917 award_bonus(k, AboveBonus);
4919 if(i==0&&k!=0&&player[i].targetanimation==jumpdownanim&&
4920 !player[k].isCrouch()&&
4921 player[k].targetanimation!=rollanim&&
4922 !player[i].skeleton.oldfree&&
4923 !player[i].skeleton.free&&
4924 player[i].lastcollide<=0&&
4925 player[i].velocity.y<-10){
4926 player[k].velocity=player[i].velocity;
4927 player[i].velocity=player[i].velocity*-.3;
4928 player[i].velocity.y=player[k].velocity.y;
4929 player[k].DoDamage(20);
4930 player[k].RagDoll(0);
4931 player[i].lastcollide=1;
4932 award_bonus(i, AboveBonus);
4938 player[i].CheckKick();
4939 player[k].CheckKick();
4947 void Game::doAI(int i){
4948 static bool connected;
4949 if(player[i].aitype!=playercontrolled&&indialogue==-1){
4950 player[i].jumpclimb=0;
4951 //disable movement in editor
4953 player[i].stunned=1;
4956 if(findDistancefastflat(&player[0].coords,&player[i].coords)<30&&
4957 player[0].coords.y>player[i].coords.y+2&&
4958 !player[0].onterrain)
4962 if(player[i].aitype==pathfindtype){
4963 if(player[i].finalpathfindpoint==-1){
4964 float closestdistance;
4970 for(int j=0;j<numpathpoints;j++)
4971 if(closest==-1||findDistancefast(&player[i].finalfinaltarget,&pathpoint[j])<closestdistance){
4972 closestdistance=findDistancefast(&player[i].finalfinaltarget,&pathpoint[j]);
4974 player[i].finaltarget=pathpoint[j];
4976 player[i].finalpathfindpoint=closest;
4977 for(int j=0;j<numpathpoints;j++)
4978 for(int k=0;k<numpathpointconnect[j];k++){
4979 DistancePointLine(&player[i].finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
4980 if(sq(tempdist)<closestdistance)
4981 if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<
4982 findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
4983 closestdistance=sq(tempdist);
4985 player[i].finaltarget=colpoint;
4988 player[i].finalpathfindpoint=closest;
4991 if(player[i].targetpathfindpoint==-1){
4992 float closestdistance;
4998 if(player[i].lastpathfindpoint==-1){
4999 for(int j=0;j<numpathpoints;j++){
5000 if(j!=player[i].lastpathfindpoint)
5001 if(closest==-1||(findDistancefast(&player[i].coords,&pathpoint[j])<closestdistance)){
5002 closestdistance=findDistancefast(&player[i].coords,&pathpoint[j]);
5006 player[i].targetpathfindpoint=closest;
5007 for(int j=0;j<numpathpoints;j++)
5008 if(j!=player[i].lastpathfindpoint)
5009 for(int k=0;k<numpathpointconnect[j];k++){
5010 DistancePointLine(&player[i].coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
5011 if(sq(tempdist)<closestdistance){
5012 if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<
5013 findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
5014 closestdistance=sq(tempdist);
5019 player[i].targetpathfindpoint=closest;
5023 for(int j=0;j<numpathpoints;j++)
5024 if(j!=player[i].lastpathfindpoint&&
5025 j!=player[i].lastpathfindpoint2&&
5026 j!=player[i].lastpathfindpoint3&&
5027 j!=player[i].lastpathfindpoint4){
5029 if(numpathpointconnect[j])
5030 for(int k=0;k<numpathpointconnect[j];k++)
5031 if(pathpointconnect[j][k]==player[i].lastpathfindpoint)
5034 if(numpathpointconnect[player[i].lastpathfindpoint])
5035 for(int k=0;k<numpathpointconnect[player[i].lastpathfindpoint];k++)
5036 if(pathpointconnect[player[i].lastpathfindpoint][k]==j)
5039 tempdist=findPathDist(j,player[i].finalpathfindpoint);
5040 if(closest==-1||tempdist<closestdistance){
5041 closestdistance=tempdist;
5046 player[i].targetpathfindpoint=closest;
5049 player[i].losupdatedelay-=multiplier;
5051 player[i].targetrotation=roughDirectionTo(player[i].coords,pathpoint[player[i].targetpathfindpoint]);
5052 player[i].lookrotation=player[i].targetrotation;
5054 //reached target point
5055 if(findDistancefastflat(&player[i].coords,&pathpoint[player[i].targetpathfindpoint])<.6){
5056 player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
5057 player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
5058 player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
5059 player[i].lastpathfindpoint=player[i].targetpathfindpoint;
5060 if(player[i].lastpathfindpoint2==-1)
5061 player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
5062 if(player[i].lastpathfindpoint3==-1)
5063 player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
5064 if(player[i].lastpathfindpoint4==-1)
5065 player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
5066 player[i].targetpathfindpoint=-1;
5068 if( findDistancefastflat(&player[i].coords,&player[i].finalfinaltarget)<
5069 findDistancefastflat(&player[i].coords,&player[i].finaltarget)||
5070 findDistancefastflat(&player[i].coords,&player[i].finaltarget)<.6*sq(player[i].scale*5)||
5071 player[i].lastpathfindpoint==player[i].finalpathfindpoint){
5072 player[i].aitype=passivetype;
5075 player[i].forwardkeydown=1;
5076 player[i].leftkeydown=0;
5077 player[i].backkeydown=0;
5078 player[i].rightkeydown=0;
5079 player[i].crouchkeydown=0;
5080 player[i].attackkeydown=0;
5081 player[i].throwkeydown=0;
5083 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)
5084 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5086 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5087 player[i].jumpkeydown=0;
5088 if((player[i].collided>.8&&player[i].jumppower>=5))
5089 player[i].jumpkeydown=1;
5091 if((tutoriallevel!=1||cananger)&&
5094 findDistancefast(&player[i].coords,&player[0].coords)<400&&
5095 player[i].occluded<25){
5096 if(findDistancefast(&player[i].coords,&player[0].coords)<12&&
5097 animation[player[0].targetanimation].height!=lowheight&&
5099 (player[0].coords.y<player[i].coords.y+5||player[0].onterrain))
5100 player[i].aitype=attacktypecutoff;
5101 if(findDistancefast(&player[i].coords,&player[0].coords)<30&&
5102 animation[player[0].targetanimation].height==highheight&&
5104 player[i].aitype=attacktypecutoff;
5106 if(player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
5107 player[i].losupdatedelay=.2;
5108 for(int j=0;j<numplayers;j++)
5109 if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype)
5110 if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
5111 if(findDistancefast(&player[i].coords,&player[j].coords)<400)
5112 if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
5113 if(player[j].coords.y<player[i].coords.y+5||player[j].onterrain)
5114 if(!player[j].isWallJump()&&-1==checkcollide(
5115 DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)
5116 *player[i].scale+player[i].coords,
5117 DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)
5118 *player[j].scale+player[j].coords)||
5119 (player[j].targetanimation==hanganim&&
5120 normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
5121 player[i].aitype=searchtype;
5122 player[i].lastchecktime=12;
5123 player[i].lastseen=player[j].coords;
5124 player[i].lastseentime=12;
5128 if(player[i].aitype==attacktypecutoff&&musictype!=2)
5129 if(player[i].creature!=wolftype){
5130 player[i].stunned=.6;
5131 player[i].surprised=.6;
5135 if(player[i].aitype!=passivetype&&leveltime>.5)
5136 player[i].howactive=typeactive;
5138 if(player[i].aitype==passivetype){
5139 player[i].aiupdatedelay-=multiplier;
5140 player[i].losupdatedelay-=multiplier;
5141 player[i].lastseentime+=multiplier;
5142 player[i].pausetime-=multiplier;
5143 if(player[i].lastseentime>1)
5144 player[i].lastseentime=1;
5146 if(player[i].aiupdatedelay<0){
5147 if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0){
5148 player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].waypoints[player[i].waypoint]);
5149 player[i].lookrotation=player[i].targetrotation;
5150 player[i].aiupdatedelay=.05;
5152 if(findDistancefastflat(&player[i].coords,&player[i].waypoints[player[i].waypoint])<1){
5153 if(player[i].waypointtype[player[i].waypoint]==wppause)
5154 player[i].pausetime=4;
5155 player[i].waypoint++;
5156 if(player[i].waypoint>player[i].numwaypoints-1)
5157 player[i].waypoint=0;
5162 if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0)
5163 player[i].forwardkeydown=1;
5165 player[i].forwardkeydown=0;
5166 player[i].leftkeydown=0;
5167 player[i].backkeydown=0;
5168 player[i].rightkeydown=0;
5169 player[i].crouchkeydown=0;
5170 player[i].attackkeydown=0;
5171 player[i].throwkeydown=0;
5173 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5174 if(!player[i].avoidsomething)
5175 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5177 XYZ leftpos,rightpos;
5178 float leftdist,rightdist;
5179 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5180 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5181 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5182 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5183 if(leftdist<rightdist)
5184 player[i].targetrotation+=90;
5186 player[i].targetrotation-=90;
5190 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5191 player[i].jumpkeydown=0;
5192 if((player[i].collided>.8&&player[i].jumppower>=5))
5193 player[i].jumpkeydown=1;
5198 if(player[i].howactive<=typesleeping)
5199 if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile)
5200 for(int j=0;j<numenvsounds;j++){
5201 float vol=player[i].howactive==typesleeping?envsoundvol[j]-14:envsoundvol[j];
5202 if(vol>0&&findDistancefast(&player[i].coords,&envsound[j])<
5203 2*(vol+vol*(player[i].creature==rabbittype)*3))
5204 player[i].aitype=attacktypecutoff;
5207 if(player[i].aitype!=passivetype){
5208 if(player[i].howactive==typesleeping)
5209 setAnimation(i,getupfromfrontanim);
5210 player[i].howactive=typeactive;
5214 if(player[i].howactive<typesleeping&&
5215 ((tutoriallevel!=1||cananger)&&hostile)&&
5217 findDistancefast(&player[i].coords,&player[0].coords)<400&&
5218 player[i].occluded<25){
5219 if(findDistancefast(&player[i].coords,&player[0].coords)<12&&
5220 animation[player[0].targetanimation].height!=lowheight&&!editorenabled)
5221 player[i].aitype=attacktypecutoff;
5222 if(findDistancefast(&player[i].coords,&player[0].coords)<30&&
5223 animation[player[0].targetanimation].height==highheight&&!editorenabled)
5224 player[i].aitype=attacktypecutoff;
5227 if(player[i].creature==wolftype){
5229 for(int j=0;j<numplayers;j++){
5230 if(j==0||(player[j].dead&&player[j].bloodloss>0)){
5231 float smelldistance=50;
5232 if(j==0&&player[j].num_weapons>0){
5233 if(weapons.bloody[player[j].weaponids[0]])
5235 if(player[j].num_weapons==2)
5236 if(weapons.bloody[player[j].weaponids[1]])
5241 windsmell=windvector;
5242 Normalise(&windsmell);
5243 windsmell=windsmell*2+player[j].coords;
5244 if(findDistancefast(&player[i].coords,&windsmell)<smelldistance&&!editorenabled)
5245 player[i].aitype=attacktypecutoff;
5250 if(player[i].howactive<typesleeping&&player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
5251 player[i].losupdatedelay=.2;
5252 for(int j=0;j<numplayers;j++){
5253 if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype){
5254 if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
5255 if(findDistancefast(&player[i].coords,&player[j].coords)<400)
5256 if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
5257 if((-1==checkcollide(
5258 DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*
5259 player[i].scale+player[i].coords,
5260 DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)*
5261 player[j].scale+player[j].coords)&&
5262 !player[j].isWallJump())||
5263 (player[j].targetanimation==hanganim&&
5264 normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
5265 player[i].lastseentime-=.2;
5266 if(j==0&&animation[player[j].targetanimation].height==lowheight)
5267 player[i].lastseentime-=.4;
5269 player[i].lastseentime-=.6;
5271 if(player[i].lastseentime<=0){
5272 player[i].aitype=searchtype;
5273 player[i].lastchecktime=12;
5274 player[i].lastseen=player[j].coords;
5275 player[i].lastseentime=12;
5282 if(player[i].aitype==attacktypecutoff&&musictype!=2){
5283 if(player[i].creature!=wolftype){
5284 player[i].stunned=.6;
5285 player[i].surprised=.6;
5287 if(player[i].creature==wolftype){
5288 player[i].stunned=.47;
5289 player[i].surprised=.47;
5297 if(player[i].aitype==searchtype){
5298 player[i].aiupdatedelay-=multiplier;
5299 player[i].losupdatedelay-=multiplier;
5300 if(!player[i].pause)
5301 player[i].lastseentime-=multiplier;
5302 player[i].lastchecktime-=multiplier;
5304 if(player[i].isRun()&&!player[i].onground){
5305 if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
5306 XYZ test2=player[i].coords+player[i].facing;
5308 XYZ test=player[i].coords+player[i].facing;
5310 j=checkcollide(test2,test,player[i].laststanding);
5312 j=checkcollide(test2,test);
5314 player[i].velocity=0;
5315 setAnimation(i,player[i].getStop());
5316 player[i].targetrotation+=180;
5317 player[i].stunned=.5;
5318 //player[i].aitype=passivetype;
5319 player[i].aitype=pathfindtype;
5320 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5321 player[i].finalpathfindpoint=-1;
5322 player[i].targetpathfindpoint=-1;
5323 player[i].lastpathfindpoint=-1;
5324 player[i].lastpathfindpoint2=-1;
5325 player[i].lastpathfindpoint3=-1;
5326 player[i].lastpathfindpoint4=-1;
5328 else player[i].laststanding=j;
5331 //check out last seen location
5332 if(player[i].aiupdatedelay<0){
5333 player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].lastseen);
5334 player[i].lookrotation=player[i].targetrotation;
5335 player[i].aiupdatedelay=.05;
5336 player[i].forwardkeydown=1;
5338 if(findDistancefastflat(&player[i].coords,&player[i].lastseen)<1*sq(player[i].scale*5)||player[i].lastchecktime<0){
5339 player[i].forwardkeydown=0;
5340 player[i].aiupdatedelay=1;
5341 player[i].lastseen.x+=(float(Random()%100)-50)/25;
5342 player[i].lastseen.z+=(float(Random()%100)-50)/25;
5343 player[i].lastchecktime=3;
5346 player[i].leftkeydown=0;
5347 player[i].backkeydown=0;
5348 player[i].rightkeydown=0;
5349 player[i].crouchkeydown=0;
5350 player[i].attackkeydown=0;
5351 player[i].throwkeydown=0;
5353 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5354 if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5356 XYZ leftpos,rightpos;
5357 float leftdist,rightdist;
5358 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5359 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5360 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5361 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5362 if(leftdist<rightdist)player[i].targetrotation+=90;
5363 else player[i].targetrotation-=90;
5367 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5368 player[i].jumpkeydown=0;
5369 if((player[i].collided>.8&&player[i].jumppower>=5))
5370 player[i].jumpkeydown=1;
5372 if(numenvsounds>0&&((tutoriallevel!=1||cananger)&&hostile))
5373 for(int k=0;k<numenvsounds;k++){
5374 if(findDistancefast(&player[i].coords,&envsound[k])<2*(envsoundvol[k]+envsoundvol[k]*(player[i].creature==rabbittype)*3)){
5375 player[i].aitype=attacktypecutoff;
5379 if(!player[0].dead&&
5380 player[i].losupdatedelay<0&&
5382 player[i].occluded<2&&
5383 ((tutoriallevel!=1||cananger)&&hostile)){
5384 player[i].losupdatedelay=.2;
5385 if(findDistancefast(&player[i].coords,&player[0].coords)<4&&animation[player[i].targetanimation].height!=lowheight){
5386 player[i].aitype=attacktypecutoff;
5387 player[i].lastseentime=1;
5389 if(abs(Random()%2)||animation[player[i].targetanimation].height!=lowheight)
5390 //TODO: factor out canSeePlayer()
5391 if(findDistancefast(&player[i].coords,&player[0].coords)<400)
5392 if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
5394 DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*
5395 player[i].scale+player[i].coords,
5396 DoRotation(playerJoint(0,head).position,0,player[0].rotation,0)*
5397 player[0].scale+player[0].coords)==-1)||
5398 (player[0].targetanimation==hanganim&&normaldotproduct(
5399 player[0].facing,player[i].coords-player[0].coords)<0)){
5400 /* //TODO: changed j to 0 on a whim, make sure this is correct
5401 (player[j].targetanimation==hanganim&&normaldotproduct(
5402 player[j].facing,player[i].coords-player[j].coords)<0)
5404 player[i].aitype=attacktypecutoff;
5405 player[i].lastseentime=1;
5409 if(player[i].lastseentime<0){
5410 //player[i].aitype=passivetype;
5412 player[i].aitype=pathfindtype;
5413 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5414 player[i].finalpathfindpoint=-1;
5415 player[i].targetpathfindpoint=-1;
5416 player[i].lastpathfindpoint=-1;
5417 player[i].lastpathfindpoint2=-1;
5418 player[i].lastpathfindpoint3=-1;
5419 player[i].lastpathfindpoint4=-1;
5423 if(player[i].aitype!=gethelptype)
5424 player[i].runninghowlong=0;
5426 //get help from buddies
5427 if(player[i].aitype==gethelptype){
5428 player[i].runninghowlong+=multiplier;
5429 player[i].aiupdatedelay-=multiplier;
5431 if(player[i].aiupdatedelay<0||player[i].ally==0){
5432 player[i].aiupdatedelay=.2;
5435 //TODO: factor out closest search somehow
5436 if(!player[i].ally){
5438 float closestdist=-1;
5439 for(int k=0;k<numplayers;k++){
5440 if(k!=i&&k!=0&&!player[k].dead&&
5441 player[k].howactive<typedead1&&
5442 !player[k].skeleton.free&&
5443 player[k].aitype==passivetype){
5444 float distance=findDistancefast(&player[i].coords,&player[k].coords);
5445 if(closestdist==-1||distance<closestdist){
5446 closestdist=distance;
5453 player[i].ally=closest;
5456 player[i].lastseen=player[0].coords;
5457 player[i].lastseentime=12;
5461 player[i].lastchecktime=12;
5463 XYZ facing=player[i].coords;
5464 XYZ flatfacing=player[player[i].ally].coords;
5465 facing.y+=playerJoint(i,head).position.y*player[i].scale;
5466 flatfacing.y+=playerJoint(player[i].ally,head).position.y*player[player[i].ally].scale;
5467 if(-1!=checkcollide(facing,flatfacing))
5468 player[i].lastseentime-=.1;
5470 //no available ally, run back to player
5471 if(player[i].ally<=0||
5472 player[player[i].ally].skeleton.free||
5473 player[player[i].ally].aitype!=passivetype||
5474 player[i].lastseentime<=0){
5475 player[i].aitype=searchtype;
5476 player[i].lastseentime=12;
5480 if(player[i].ally>0){
5481 player[i].targetrotation=roughDirectionTo(player[i].coords,player[player[i].ally].coords);
5482 player[i].lookrotation=player[i].targetrotation;
5483 player[i].aiupdatedelay=.05;
5484 player[i].forwardkeydown=1;
5486 if(findDistancefastflat(&player[i].coords,&player[player[i].ally].coords)<3){
5487 player[i].aitype=searchtype;
5488 player[i].lastseentime=12;
5489 player[player[i].ally].aitype=searchtype;
5490 if(player[player[i].ally].lastseentime<player[i].lastseentime){
5491 player[player[i].ally].lastseen=player[i].lastseen;
5492 player[player[i].ally].lastseentime=player[i].lastseentime;
5493 player[player[i].ally].lastchecktime=player[i].lastchecktime;
5497 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5498 if(!player[i].avoidsomething)
5499 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5501 XYZ leftpos,rightpos;
5502 float leftdist,rightdist;
5503 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5504 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5505 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5506 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5507 if(leftdist<rightdist)
5508 player[i].targetrotation+=90;
5510 player[i].targetrotation-=90;
5515 player[i].leftkeydown=0;
5516 player[i].backkeydown=0;
5517 player[i].rightkeydown=0;
5518 player[i].crouchkeydown=0;
5519 player[i].attackkeydown=0;
5521 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5522 player[i].jumpkeydown=0;
5523 if(player[i].collided>.8&&player[i].jumppower>=5)
5524 player[i].jumpkeydown=1;
5527 //retreiving a weapon on the ground
5528 if(player[i].aitype==getweapontype){
5529 player[i].aiupdatedelay-=multiplier;
5530 player[i].lastchecktime-=multiplier;
5532 if(player[i].aiupdatedelay<0){
5533 player[i].aiupdatedelay=.2;
5536 if(player[i].ally<0){
5538 float closestdist=-1;
5539 for(int k=0;k<weapons.numweapons;k++)
5540 if(weapons.owner[k]==-1){
5541 float distance=findDistancefast(&player[i].coords,&weapons.position[k]);
5542 if(closestdist==-1||distance<closestdist){
5543 closestdist=distance;
5549 player[i].ally=closest;
5554 player[i].lastseentime=12;
5556 if(!player[0].dead&&((tutoriallevel!=1||cananger)&&hostile))
5557 if(player[i].ally<0||player[i].weaponactive!=-1||player[i].lastchecktime<=0){
5558 player[i].aitype=attacktypecutoff;
5559 player[i].lastseentime=1;
5562 if(player[i].ally>=0){
5563 if(weapons.owner[player[i].ally]!=-1||
5564 findDistancefast(&player[i].coords,&weapons.position[player[i].ally])>16){
5565 player[i].aitype=attacktypecutoff;
5566 player[i].lastseentime=1;
5568 //TODO: factor these out as moveToward()
5569 player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[player[i].ally]);
5570 player[i].lookrotation=player[i].targetrotation;
5571 player[i].aiupdatedelay=.05;
5572 player[i].forwardkeydown=1;
5575 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5576 if(!player[i].avoidsomething)
5577 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5579 XYZ leftpos,rightpos;
5580 float leftdist,rightdist;
5581 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5582 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5583 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5584 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5585 if(leftdist<rightdist)
5586 player[i].targetrotation+=90;
5588 player[i].targetrotation-=90;
5593 player[i].leftkeydown=0;
5594 player[i].backkeydown=0;
5595 player[i].rightkeydown=0;
5596 player[i].attackkeydown=0;
5597 player[i].throwkeydown=1;
5598 player[i].crouchkeydown=0;
5599 if(player[i].targetanimation!=crouchremoveknifeanim&&
5600 player[i].targetanimation!=removeknifeanim)
5601 player[i].throwtogglekeydown=0;
5602 player[i].drawkeydown=0;
5604 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5605 player[i].jumpkeydown=0;
5606 if((player[i].collided>.8&&player[i].jumppower>=5))
5607 player[i].jumpkeydown=1;
5610 if(player[i].aitype==attacktypecutoff){
5611 player[i].aiupdatedelay-=multiplier;
5612 //dodge or reverse rabbit kicks, knife throws, flips
5613 if(player[i].damage<player[i].damagetolerance*2/3)
5614 if((player[0].targetanimation==rabbitkickanim||
5615 player[0].targetanimation==knifethrowanim||
5616 (player[0].isFlip()&&
5617 normaldotproduct(player[0].facing,player[0].coords-player[i].coords)<0))&&
5618 !player[0].skeleton.free&&
5619 (player[i].aiupdatedelay<.1)){
5620 player[i].attackkeydown=0;
5621 if(player[i].isIdle())
5622 player[i].crouchkeydown=1;
5623 if(player[0].targetanimation!=rabbitkickanim&&player[0].weaponactive!=-1){
5624 if(weapons.type[player[0].weaponids[0]]==knife){
5625 if(player[i].isIdle()||player[i].isCrouch()||player[i].isRun()||player[i].isFlip()){
5626 if(abs(Random()%2==0))
5627 setAnimation(i,backhandspringanim);
5629 setAnimation(i,rollanim);
5630 player[i].targetrotation+=90*(abs(Random()%2)*2-1);
5631 player[i].wentforweapon=0;
5633 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim)
5634 setAnimation(i,flipanim);
5637 player[i].forwardkeydown=0;
5638 player[i].aiupdatedelay=.02;
5640 //get confused by flips
5641 if(player[0].isFlip()&&
5642 !player[0].skeleton.free&&
5643 player[0].targetanimation!=walljumprightkickanim&&
5644 player[0].targetanimation!=walljumpleftkickanim){
5645 if(findDistancefast(&player[0].coords,&player[i].coords)<25)
5646 if((1-player[i].damage/player[i].damagetolerance)>.5)
5647 player[i].stunned=1;
5649 //go for weapon on the ground
5650 if(player[i].wentforweapon<3)
5651 for(int k=0;k<weapons.numweapons;k++)
5652 if(player[i].creature!=wolftype)
5653 if(player[i].num_weapons==0&&
5654 weapons.owner[k]==-1&&
5655 weapons.velocity[i].x==0&&
5656 weapons.velocity[i].z==0&&
5657 weapons.velocity[i].y==0){
5658 if(findDistancefast(&player[i].coords,&weapons.position[k])<16){
5659 player[i].wentforweapon++;
5660 player[i].lastchecktime=6;
5661 player[i].aitype=getweapontype;
5665 //dodge/reverse walljump kicks
5666 if(player[i].damage<player[i].damagetolerance/2)
5667 if(animation[player[i].targetanimation].height!=highheight)
5668 if(player[i].damage<player[i].damagetolerance*.5&&
5669 ((player[0].targetanimation==walljumprightkickanim||
5670 player[0].targetanimation==walljumpleftkickanim)&&
5671 ((player[i].aiupdatedelay<.15&&
5673 (player[i].aiupdatedelay<.08&&
5675 player[i].crouchkeydown=1;
5677 //walked off a ledge (?)
5678 if(player[i].isRun()&&!player[i].onground)
5679 if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
5680 XYZ test2=player[i].coords+player[i].facing;
5682 XYZ test=player[i].coords+player[i].facing;
5684 j=checkcollide(test2,test,player[i].laststanding);
5686 j=checkcollide(test2,test);
5688 player[i].velocity=0;
5689 setAnimation(i,player[i].getStop());
5690 player[i].targetrotation+=180;
5691 player[i].stunned=.5;
5692 player[i].aitype=pathfindtype;
5693 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5694 player[i].finalpathfindpoint=-1;
5695 player[i].targetpathfindpoint=-1;
5696 player[i].lastpathfindpoint=-1;
5697 player[i].lastpathfindpoint2=-1;
5698 player[i].lastpathfindpoint3=-1;
5699 player[i].lastpathfindpoint4=-1;
5701 player[i].laststanding=j;
5703 //lose sight of player in the air (?)
5704 if(player[0].coords.y>player[i].coords.y+5&&
5705 animation[player[0].targetanimation].height!=highheight&&
5706 !player[0].onterrain){
5707 player[i].aitype=pathfindtype;
5708 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5709 player[i].finalpathfindpoint=-1;
5710 player[i].targetpathfindpoint=-1;
5711 player[i].lastpathfindpoint=-1;
5712 player[i].lastpathfindpoint2=-1;
5713 player[i].lastpathfindpoint3=-1;
5714 player[i].lastpathfindpoint4=-1;
5716 //it's time to think (?)
5717 if(player[i].aiupdatedelay<0&&
5718 !animation[player[i].targetanimation].attack&&
5719 player[i].targetanimation!=staggerbackhighanim&&
5720 player[i].targetanimation!=staggerbackhardanim&&
5721 player[i].targetanimation!=backhandspringanim&&
5722 player[i].targetanimation!=dodgebackanim){
5724 if(player[i].weaponactive==-1&&player[i].num_weapons>0)
5725 player[i].drawkeydown=Random()%2;
5727 player[i].drawkeydown=0;
5728 player[i].rabbitkickenabled=Random()%2;
5730 XYZ rotatetarget=player[0].coords+player[0].velocity;
5731 XYZ targetpoint=player[0].coords;
5732 if(findDistancefast(&player[0].coords,&player[i].coords)<
5733 findDistancefast(&rotatetarget,&player[i].coords))
5734 targetpoint+=player[0].velocity*
5735 findDistance(&player[0].coords,&player[i].coords)/findLength(&player[i].velocity);
5736 player[i].targetrotation=roughDirectionTo(player[i].coords,targetpoint);
5737 player[i].lookrotation=player[i].targetrotation;
5738 player[i].aiupdatedelay=.2+fabs((float)(Random()%100)/1000);
5740 if(findDistancefast(&player[i].coords,&player[0].coords)>5&&(player[0].weaponactive==-1||player[i].weaponactive!=-1))
5741 player[i].forwardkeydown=1;
5742 else if((findDistancefast(&player[i].coords,&player[0].coords)>16||
5743 findDistancefast(&player[i].coords,&player[0].coords)<9)&&
5744 player[0].weaponactive!=-1)
5745 player[i].forwardkeydown=1;
5746 else if(Random()%6==0||(player[i].creature==wolftype&&Random()%3==0))
5747 player[i].forwardkeydown=1;
5749 player[i].forwardkeydown=0;
5750 //chill out around the corpse
5752 player[i].forwardkeydown=0;
5754 player[i].forwardkeydown=1;
5755 if(Random()%100==0){
5756 player[i].aitype=pathfindtype;
5757 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5758 player[i].finalpathfindpoint=-1;
5759 player[i].targetpathfindpoint=-1;
5760 player[i].lastpathfindpoint=-1;
5761 player[i].lastpathfindpoint2=-1;
5762 player[i].lastpathfindpoint3=-1;
5763 player[i].lastpathfindpoint4=-1;
5766 player[i].leftkeydown=0;
5767 player[i].backkeydown=0;
5768 player[i].rightkeydown=0;
5769 player[i].crouchkeydown=0;
5770 player[i].throwkeydown=0;
5772 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)
5773 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5775 if(Random()%2==0||player[i].weaponactive!=-1||player[i].creature==wolftype)
5776 player[i].attackkeydown=1;
5778 player[i].attackkeydown=0;
5779 if(player[i].isRun()&&Random()%6&&findDistancefast(&player[i].coords,&player[0].coords)>7)
5780 player[i].attackkeydown=0;
5783 if(player[i].aitype!=playercontrolled&&
5784 (player[i].isIdle()||
5785 player[i].isCrouch()||
5786 player[i].isRun())){
5788 for(int j=0;j<numplayers;j++)
5789 if(j!=i&&!player[j].skeleton.free&&
5790 player[j].hasvictim&&
5791 (tutoriallevel==1&&reversaltrain||
5792 Random()%2==0&&difficulty==2||
5793 Random()%4==0&&difficulty==1||
5794 Random()%8==0&&difficulty==0||
5795 player[j].lastattack2==player[j].targetanimation&&
5796 player[j].lastattack3==player[j].targetanimation&&
5797 (Random()%2==0||difficulty==2)||
5798 (player[i].isIdle()||player[i].isRun())&&
5799 player[j].weaponactive!=-1||
5800 player[j].targetanimation==swordslashanim&&
5801 player[i].weaponactive!=-1||
5802 player[j].targetanimation==staffhitanim||
5803 player[j].targetanimation==staffspinhitanim))
5804 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<4&&
5805 player[j].victim==&player[i]&&
5806 (player[j].targetanimation==sweepanim||
5807 player[j].targetanimation==spinkickanim||
5808 player[j].targetanimation==staffhitanim||
5809 player[j].targetanimation==staffspinhitanim||
5810 player[j].targetanimation==winduppunchanim||
5811 player[j].targetanimation==upunchanim||
5812 player[j].targetanimation==wolfslapanim||
5813 player[j].targetanimation==knifeslashstartanim||
5814 player[j].targetanimation==swordslashanim&&
5815 (findDistancefast(&player[j].coords,&player[i].coords)<2||
5816 player[i].weaponactive!=-1))){
5823 player[target].Reverse();
5826 if(player[i].collided<1)
5827 player[i].jumpkeydown=0;
5828 if(player[i].collided>.8&&player[i].jumppower>=5||
5829 findDistancefast(&player[i].coords,&player[0].coords)>400&&
5830 player[i].onterrain&&
5831 player[i].creature==rabbittype)
5832 player[i].jumpkeydown=1;
5833 //TODO: why are we controlling the human?
5834 if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
5835 player[0].jumpkeydown=0;
5836 if(player[0].targetanimation==jumpdownanim&&
5837 findDistancefast(&player[0].coords,&player[i].coords)<40)
5838 player[i].crouchkeydown=1;
5839 if(player[i].jumpkeydown)
5840 player[i].attackkeydown=0;
5842 if(tutoriallevel==1)
5844 player[i].attackkeydown=0;
5847 XYZ facing=player[i].coords;
5848 XYZ flatfacing=player[0].coords;
5849 facing.y+=playerJoint(i,head).position.y*player[i].scale;
5850 flatfacing.y+=playerJoint(0,head).position.y*player[0].scale;
5851 if(player[i].occluded>=2)
5852 if(-1!=checkcollide(facing,flatfacing)){
5853 if(!player[i].pause)
5854 player[i].lastseentime-=.2;
5855 if(player[i].lastseentime<=0&&
5856 (player[i].creature!=wolftype||
5857 player[i].weaponstuck==-1)){
5858 player[i].aitype=searchtype;
5859 player[i].lastchecktime=12;
5860 player[i].lastseen=player[0].coords;
5861 player[i].lastseentime=12;
5864 player[i].lastseentime=1;
5867 if(animation[player[0].targetanimation].height==highheight&&
5868 (player[i].aitype==attacktypecutoff||
5869 player[i].aitype==searchtype))
5870 if(player[0].coords.y>terrain.getHeight(player[0].coords.x,player[0].coords.z)+10){
5871 XYZ test=player[0].coords;
5873 if(-1==checkcollide(player[0].coords,test))
5874 player[i].stunned=1;
5877 if(player[i].aitype==passivetype&&!(player[i].numwaypoints>1)||
5878 player[i].stunned>0||
5879 player[i].pause&&player[i].damage>player[i].superpermanentdamage){
5881 player[i].lastseentime=1;
5882 player[i].targetrotation=player[i].rotation;
5883 player[i].forwardkeydown=0;
5884 player[i].leftkeydown=0;
5885 player[i].backkeydown=0;
5886 player[i].rightkeydown=0;
5887 player[i].jumpkeydown=0;
5888 player[i].attackkeydown=0;
5889 player[i].crouchkeydown=0;
5890 player[i].throwkeydown=0;
5898 XYZ flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
5901 if(player[i].aitype==attacktypecutoff){
5902 player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[0].coords);
5903 player[i].targetheadrotation2=pitchTo(player[i].coords,player[0].coords);
5904 }else if(player[i].howactive>=typesleeping){
5905 player[i].targetheadrotation=player[i].targetrotation;
5906 player[i].targetheadrotation2=0;
5908 if(player[i].interestdelay<=0){
5909 player[i].interestdelay=.7+(float)(abs(Random()%100))/100;
5910 player[i].headtarget=player[i].coords;
5911 player[i].headtarget.x+=(float)(abs(Random()%200)-100)/100;
5912 player[i].headtarget.z+=(float)(abs(Random()%200)-100)/100;
5913 player[i].headtarget.y+=(float)(abs(Random()%200)-100)/300;
5914 player[i].headtarget+=player[i].facing*1.5;
5916 player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[i].headtarget);
5917 player[i].targetheadrotation2=pitchTo(player[i].coords,player[i].headtarget);
5925 static XYZ facing,flatfacing;
5930 for(int i=0;i<15;i++){
5931 displaytime[i]+=multiplier;
5937 if(Input::isKeyPressed(SDLK_F6)){
5938 if(Input::isKeyDown(SDLK_LSHIFT))
5941 stereoreverse=false;
5944 printf("Stereo reversed\n");
5946 printf("Stereo unreversed\n");
5949 if(Input::isKeyDown(SDLK_F7)){
5950 if(Input::isKeyDown(SDLK_LSHIFT))
5951 stereoseparation -= 0.001;
5953 stereoseparation -= 0.010;
5954 printf("Stereo decreased increased to %f\n", stereoseparation);
5957 if(Input::isKeyDown(SDLK_F8)){
5958 if(Input::isKeyDown(SDLK_LSHIFT))
5959 stereoseparation += 0.001;
5961 stereoseparation += 0.010;
5962 printf("Stereo separation increased to %f\n", stereoseparation);
5966 if(Input::isKeyPressed(SDLK_TAB)&&tutoriallevel){
5967 if(tutorialstage!=51)
5968 tutorialstagetime=tutorialmaxtime;
5969 emit_sound_np(consolefailsound, 128.);
5973 if(mainmenu&&endgame==1)mainmenu=10;
5975 if( (Input::isKeyPressed(SDLK_ESCAPE)
5977 &&((Input::isKeyPressed(jumpkey)
5978 ||Input::isKeyPressed(SDLK_SPACE)
5982 && (!mainmenu||gameon||mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||(mainmenu==7&&!entername)||mainmenu==9||mainmenu==10)){
5984 if(mainmenu==1||mainmenu==2||mainmenu==0){
5985 if(mainmenu==0&&!winfreeze)mainmenu=2;
5986 else if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1)mainmenu=100;
5987 else if(mainmenu==0&&winfreeze){ }
5988 else if(mainmenu==1||mainmenu==2)mainmenu=0;
5989 if(mainmenu&&musictoggle){
5990 if(mainmenu==1||mainmenu==2||mainmenu==100){
5991 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5992 emit_stream_np(stream_music3);
5993 pause_sound(music1);
5997 pause_sound(stream_music3);
5998 resume_stream(music1);
6002 if(newdetail>2)newdetail=detail;
6003 if(newdetail<0)newdetail=detail;
6004 if(newscreenwidth<0)newscreenwidth=screenwidth;
6005 if(newscreenheight<0)newscreenheight=screenheight;
6006 SaveSettings(*this);
6008 if((mainmenu>=3 && mainmenu<=7)||mainmenu==9||mainmenu==10||mainmenu==100){
6012 if(mainmenu==3&&gameon)mainmenu=2;
6013 if(mainmenu==3&&!gameon)mainmenu=1;
6014 if(mainmenu==5&&gameon)mainmenu=2;
6015 if(mainmenu==5&&!gameon)mainmenu=1;
6016 if(mainmenu==4)mainmenu=3;
6017 if(mainmenu==6)mainmenu=5;
6018 if(mainmenu==7)mainmenu=1;
6019 if(mainmenu==9)mainmenu=5;
6020 if(mainmenu==10)mainmenu=5;
6034 if(hostile==1)hostiletime+=multiplier;
6036 if(!winfreeze)leveltime+=multiplier;
6039 if(Input::isKeyPressed(SDLK_v)&&debugmode){
6042 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6046 if(Input::isKeyPressed(chatkey)&&!console&&!chatting&&debugmode)
6050 inputText(displaytext[0],&displayselected,&displaychars[0]);
6052 if(displaychars[0]){
6053 for(int j=0;j<255;j++)
6054 displaytext[0][j]=0;
6061 displayblinkdelay-=multiplier;
6062 if(displayblinkdelay<=0){
6063 displayblinkdelay=.3;
6064 displayblink=1-displayblink;
6070 if(Input::isKeyPressed(SDLK_BACKQUOTE)&&debugmode){
6073 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6082 if(console&&!Input::isKeyDown(SDLK_LMETA)){
6083 inputText(consoletext[0],&consoleselected,&consolechars[0]);
6086 if(consolechars[0]>0){
6087 consoletext[0][consolechars[0]]=' ';
6088 cmd_dispatch(this, consoletext[0]);
6089 for(int k=14;k>=1;k--){
6090 for(int j=0;j<255;j++)
6091 consoletext[k][j]=consoletext[k-1][j];
6092 consolechars[k]=consolechars[k-1];
6094 for(int j=0;j<255;j++)
6095 consoletext[0][j]=0;
6101 consoleblinkdelay-=multiplier;
6102 if(consoleblinkdelay<=0){
6103 consoleblinkdelay=.3;
6104 consoleblink=1-consoleblink;
6110 if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
6113 if(newdetail>2)newdetail=detail;
6114 if(newdetail<0)newdetail=detail;
6115 if(newscreenwidth<0)newscreenwidth=screenwidth;
6116 if(newscreenheight<0)newscreenheight=screenheight;
6118 SaveSettings(*this);
6122 static int oldwinfreeze;
6123 if(winfreeze&&!oldwinfreeze){
6124 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6125 emit_sound_np(consolesuccesssound);
6128 oldwinfreeze=winfreeze;
6132 if((Input::isKeyPressed(jumpkey)||Input::isKeyPressed(SDLK_SPACE))&&!campaign)
6135 if((Input::isKeyDown(SDLK_ESCAPE))&&!campaign&&gameon){
6139 }else if(winfreeze){
6147 //TODO: what is this test?
6148 if(!freeze&&!winfreeze&&!(mainmenu&&gameon)&&(gameon||!gamestarted)){
6153 talkdelay-=multiplier;
6155 if(talkdelay<=0&&indialogue==-1&&animation[player[0].targetanimation].height!=highheight)
6156 for(int i=0;i<numdialogues;i++){
6157 int realdialoguetype;
6159 if(dialoguetype[i]>49){
6160 realdialoguetype=dialoguetype[i]-50;
6163 else if(dialoguetype[i]>39){
6164 realdialoguetype=dialoguetype[i]-40;
6167 else if(dialoguetype[i]>29){
6168 realdialoguetype=dialoguetype[i]-30;
6171 else if(dialoguetype[i]>19){
6172 realdialoguetype=dialoguetype[i]-20;
6175 else if(dialoguetype[i]>9){
6176 realdialoguetype=dialoguetype[i]-10;
6180 realdialoguetype=dialoguetype[i];
6183 if((!hostile||dialoguetype[i]>40&&dialoguetype[i]<50)&&
6184 realdialoguetype<numplayers&&
6185 realdialoguetype>0&&
6186 (dialoguegonethrough[i]==0||!special)&&
6187 (special||Input::isKeyPressed(attackkey))){
6188 if(findDistancefast(&player[0].coords,&player[realdialoguetype].coords)<6||
6189 player[realdialoguetype].howactive>=typedead1||
6190 dialoguetype[i]>40&&dialoguetype[i]<50){
6192 for(int j=0;j<numdialogueboxes[whichdialogue];j++){
6193 player[participantfocus[whichdialogue][j]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
6194 player[participantfocus[whichdialogue][j]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
6195 player[participantfocus[whichdialogue][j]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
6196 player[participantfocus[whichdialogue][j]].velocity=0;
6197 player[participantfocus[whichdialogue][j]].targetanimation=player[participantfocus[whichdialogue][j]].getIdle();
6198 player[participantfocus[whichdialogue][j]].targetframe=0;
6203 dialoguegonethrough[i]++;
6204 if(dialogueboxsound[whichdialogue][indialogue]!=0){
6205 playdialogueboxsound();
6211 windvar+=multiplier;
6212 smoketex+=multiplier;
6213 tutorialstagetime+=multiplier;
6216 static float hotspotvisual[40];
6220 for(int i=0;i<numhotspots;i++)
6221 hotspotvisual[i]-=multiplier/320;
6223 for(int i=0;i<numhotspots;i++){
6224 //if(hotspottype[i]<=10)
6225 while(hotspotvisual[i]<0){
6227 hotspotsprite.x=float(abs(Random()%100000))/100000*hotspotsize[i];
6228 hotspotsprite=DoRotation(hotspotsprite,0,0,Random()%360);
6229 hotspotsprite=DoRotation(hotspotsprite,0,Random()%360,0);
6230 hotspotsprite+=hotspot[i];
6231 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite*0, 1,0.5,0, 7, 0.4);
6232 hotspotvisual[i]+=0.1/hotspotsize[i]/hotspotsize[i]/hotspotsize[i];
6236 for(int i=0;i<numhotspots;i++){
6237 if(hotspottype[i]<=10&&hotspottype[i]>0){
6238 hotspot[i]=player[hotspottype[i]].coords;
6249 if(tutoriallevel!=1){
6252 bonus!=spinecrusher&&
6253 bonus!=tracheotomy&&
6256 emit_sound_np(consolesuccesssound);
6258 } else if(bonustime==0){
6259 emit_sound_np(fireendsound);
6262 if(bonus!=solidhit&&
6264 bonus!=threexcombo&&
6269 bonusnum[bonus]+=0.15;
6272 bonusvalue/=bonusnum[bonus];
6273 bonustotal+=bonusvalue;
6275 bonustime+=multiplier;
6278 if(environment==snowyenvironment){
6279 precipdelay-=multiplier;
6280 while(precipdelay<0){
6284 XYZ footvel,footpoint;
6287 footpoint=viewer+viewerfacing*6;
6288 footpoint.y+=((float)abs(Random()%1200))/100-6;
6289 footpoint.x+=((float)abs(Random()%1200))/100-6;
6290 footpoint.z+=((float)abs(Random()%1200))/100-6;
6291 Sprite::MakeSprite(snowsprite, footpoint,footvel, 1,1,1, .1, 1);
6296 doAerialAcrobatics();
6299 static XYZ oldviewer;
6303 player[0].forwardkeydown=Input::isKeyDown(forwardkey);
6304 player[0].leftkeydown=Input::isKeyDown(leftkey);
6305 player[0].backkeydown=Input::isKeyDown(backkey);
6306 player[0].rightkeydown=Input::isKeyDown(rightkey);
6307 player[0].jumpkeydown=Input::isKeyDown(jumpkey);
6308 player[0].crouchkeydown=Input::isKeyDown(crouchkey);
6309 player[0].drawkeydown=Input::isKeyDown(drawkey);
6310 player[0].throwkeydown=Input::isKeyDown(throwkey);
6314 player[0].forwardkeydown=0;
6315 player[0].leftkeydown=0;
6316 player[0].backkeydown=0;
6317 player[0].rightkeydown=0;
6318 player[0].jumpkeydown=0;
6319 player[0].crouchkeydown=0;
6320 player[0].drawkeydown=0;
6321 player[0].throwkeydown=0;
6324 if(!player[0].jumpkeydown)
6325 player[0].jumpclimb=0;
6334 facing=DoRotation(facing,-rotation2,0,0);
6335 facing=DoRotation(facing,0,0-rotation,0);
6340 flatfacing=DoRotation(flatfacing,0,-rotation,0);
6342 if(Input::isKeyDown(forwardkey))
6343 viewer+=facing*multiplier*4;
6344 if(Input::isKeyDown(backkey))
6345 viewer-=facing*multiplier*4;
6346 if(Input::isKeyDown(leftkey))
6347 viewer+=DoRotation(flatfacing*multiplier,0,90,0)*4;
6348 if(Input::isKeyDown(rightkey))
6349 viewer+=DoRotation(flatfacing*multiplier,0,-90,0)*4;
6350 if(Input::isKeyDown(jumpkey))
6351 viewer.y+=multiplier*4;
6352 if(Input::isKeyDown(crouchkey))
6353 viewer.y-=multiplier*4;
6354 if( Input::isKeyPressed(SDLK_1)||
6355 Input::isKeyPressed(SDLK_2)||
6356 Input::isKeyPressed(SDLK_3)||
6357 Input::isKeyPressed(SDLK_4)||
6358 Input::isKeyPressed(SDLK_5)||
6359 Input::isKeyPressed(SDLK_6)||
6360 Input::isKeyPressed(SDLK_7)||
6361 Input::isKeyPressed(SDLK_8)||
6362 Input::isKeyPressed(SDLK_9)||
6363 Input::isKeyPressed(SDLK_0)||
6364 Input::isKeyPressed(SDLK_MINUS)){
6366 if(Input::isKeyPressed(SDLK_1))whichend=1;
6367 if(Input::isKeyPressed(SDLK_2))whichend=2;
6368 if(Input::isKeyPressed(SDLK_3))whichend=3;
6369 if(Input::isKeyPressed(SDLK_4))whichend=4;
6370 if(Input::isKeyPressed(SDLK_5))whichend=5;
6371 if(Input::isKeyPressed(SDLK_6))whichend=6;
6372 if(Input::isKeyPressed(SDLK_7))whichend=7;
6373 if(Input::isKeyPressed(SDLK_8))whichend=8;
6374 if(Input::isKeyPressed(SDLK_9))whichend=9;
6375 if(Input::isKeyPressed(SDLK_0))whichend=0;
6376 if(Input::isKeyPressed(SDLK_MINUS))
6379 participantfocus[whichdialogue][indialogue]=whichend;
6380 participantlocation[whichdialogue][whichend]=player[whichend].coords;
6381 participantrotation[whichdialogue][whichend]=player[whichend].rotation;
6384 participantfocus[whichdialogue][indialogue]=-1;
6386 if(player[participantfocus[whichdialogue][indialogue]].dead){
6391 dialoguecamera[whichdialogue][indialogue]=viewer;
6392 dialoguecamerarotation[whichdialogue][indialogue]=rotation;
6393 dialoguecamerarotation2[whichdialogue][indialogue]=rotation2;
6395 if(indialogue<numdialogueboxes[whichdialogue]){
6396 if(dialogueboxsound[whichdialogue][indialogue]!=0){
6397 playdialogueboxsound();
6401 for(int j=0;j<numplayers;j++){
6402 participantfacing[whichdialogue][indialogue][j]=participantfacing[whichdialogue][indialogue-1][j];
6405 //TODO: should these be KeyDown or KeyPressed?
6406 if( Input::isKeyDown(SDLK_KP1)||
6407 Input::isKeyDown(SDLK_KP2)||
6408 Input::isKeyDown(SDLK_KP3)||
6409 Input::isKeyDown(SDLK_KP4)||
6410 Input::isKeyDown(SDLK_KP5)||
6411 Input::isKeyDown(SDLK_KP6)||
6412 Input::isKeyDown(SDLK_KP7)||
6413 Input::isKeyDown(SDLK_KP8)||
6414 Input::isKeyDown(SDLK_KP9)||
6415 Input::isKeyDown(SDLK_KP0)){
6417 if(Input::isKeyDown(SDLK_KP1))whichend=1;
6418 if(Input::isKeyDown(SDLK_KP2))whichend=2;
6419 if(Input::isKeyDown(SDLK_KP3))whichend=3;
6420 if(Input::isKeyDown(SDLK_KP4))whichend=4;
6421 if(Input::isKeyDown(SDLK_KP5))whichend=5;
6422 if(Input::isKeyDown(SDLK_KP6))whichend=6;
6423 if(Input::isKeyDown(SDLK_KP7))whichend=7;
6424 if(Input::isKeyDown(SDLK_KP8))whichend=8;
6425 if(Input::isKeyDown(SDLK_KP9))whichend=9;
6426 if(Input::isKeyDown(SDLK_KP0))whichend=0;
6427 participantfacing[whichdialogue][indialogue][whichend]=facing;
6429 if(indialogue>=numdialogueboxes[whichdialogue]){
6436 pause_sound(whooshsound);
6437 viewer=dialoguecamera[whichdialogue][indialogue];
6438 viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.1);
6439 rotation=dialoguecamerarotation[whichdialogue][indialogue];
6440 rotation2=dialoguecamerarotation2[whichdialogue][indialogue];
6441 if(dialoguetime>0.5)
6442 if( Input::isKeyPressed(SDLK_1)||
6443 Input::isKeyPressed(SDLK_2)||
6444 Input::isKeyPressed(SDLK_3)||
6445 Input::isKeyPressed(SDLK_4)||
6446 Input::isKeyPressed(SDLK_5)||
6447 Input::isKeyPressed(SDLK_6)||
6448 Input::isKeyPressed(SDLK_7)||
6449 Input::isKeyPressed(SDLK_8)||
6450 Input::isKeyPressed(SDLK_9)||
6451 Input::isKeyPressed(SDLK_0)||
6452 Input::isKeyPressed(SDLK_MINUS)||
6453 Input::isKeyPressed(attackkey)){
6455 if(indialogue<numdialogueboxes[whichdialogue]){
6456 if(dialogueboxsound[whichdialogue][indialogue]!=0){
6457 playdialogueboxsound();
6458 if(dialogueboxsound[whichdialogue][indialogue]==-5){
6459 hotspot[numhotspots]=player[0].coords;
6460 hotspotsize[numhotspots]=10;
6461 hotspottype[numhotspots]=-1;
6465 if(dialogueboxsound[whichdialogue][indialogue]==-6){
6469 if(player[participantfocus[whichdialogue][indialogue]].dead){
6477 if(indialogue>=numdialogueboxes[whichdialogue]){
6481 if(dialoguetype[whichdialogue]>19&&dialoguetype[whichdialogue]<30){
6484 if(dialoguetype[whichdialogue]>29&&dialoguetype[whichdialogue]<40){
6487 if(dialoguetype[whichdialogue]>49&&dialoguetype[whichdialogue]<60){
6489 for(int i=1;i<numplayers;i++){
6490 player[i].aitype = attacktypecutoff;
6497 static float keyrefreshdelay=0,bigrefreshdelay=0;
6499 if(!player[0].jumpkeydown){
6500 player[0].jumptogglekeydown=0;
6502 if(player[0].jumpkeydown&&
6503 player[0].targetanimation!=jumpupanim&&
6504 player[0].targetanimation!=jumpdownanim&&
6505 !player[0].isFlip())
6506 player[0].jumptogglekeydown=1;
6509 dialoguetime+=multiplier;
6510 hawkrotation+=multiplier*25;
6512 realhawkcoords.x=25;
6513 realhawkcoords=DoRotation(realhawkcoords,0,hawkrotation,0)+hawkcoords;
6514 hawkcalldelay-=multiplier/2;
6516 if(hawkcalldelay<=0){
6517 emit_sound_at(hawksound, realhawkcoords);
6519 hawkcalldelay=16+abs(Random()%8);
6521 static float temptexdetail;
6528 doPlayerCollisions();
6532 for(int k=0;k<numplayers;k++)
6533 if(k!=0&&player[k].immobile)
6534 player[k].coords=player[k].realoldcoords;
6536 for(int k=0;k<numplayers;k++){
6537 if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
6538 if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
6539 player[k].DoDamage(1000);
6545 static bool respawnkeydown;
6548 (Input::isKeyDown(SDLK_z)&&
6549 Input::isKeyDown(SDLK_LMETA)&&
6551 (Input::isKeyDown(jumpkey)&&
6555 targetlevel=whichlevel;
6559 if(!Input::isKeyDown(jumpkey))
6561 if(Input::isKeyDown(jumpkey))
6567 static bool movekey;
6570 for(int i=0;i<numplayers;i++){
6571 static float oldtargetrotation;
6572 if(!player[i].skeleton.free){
6573 oldtargetrotation=player[i].targetrotation;
6574 if(i==0&&indialogue==-1){
6575 //TODO: refactor repetitive code
6576 if(!animation[player[0].targetanimation].attack&&
6577 player[0].targetanimation!=staggerbackhighanim&&
6578 player[0].targetanimation!=staggerbackhardanim&&
6579 player[0].targetanimation!=crouchremoveknifeanim&&
6580 player[0].targetanimation!=removeknifeanim&&
6581 player[0].targetanimation!=backhandspringanim&&
6582 player[0].targetanimation!=dodgebackanim&&
6583 player[0].targetanimation!=walljumprightkickanim&&
6584 player[0].targetanimation!=walljumpleftkickanim){
6586 player[0].targetrotation=0;
6588 player[0].targetrotation=-rotation+180;
6594 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
6598 facing=DoRotation(facing,-rotation2,0,0);
6599 facing=DoRotation(facing,0,0-rotation,0);
6602 player[0].lookrotation=-rotation;
6604 player[i].targetheadrotation=rotation;
6605 player[i].targetheadrotation2=rotation2;
6607 if(i!=0&&player[i].aitype==playercontrolled&&indialogue==-1){
6608 if(!animation[player[i].targetanimation].attack&&
6609 player[i].targetanimation!=staggerbackhighanim&&
6610 player[i].targetanimation!=staggerbackhardanim&&
6611 player[i].targetanimation!=crouchremoveknifeanim&&
6612 player[i].targetanimation!=removeknifeanim&&
6613 player[i].targetanimation!=backhandspringanim&&
6614 player[i].targetanimation!=dodgebackanim&&
6615 player[i].targetanimation!=walljumprightkickanim&&
6616 player[i].targetanimation!=walljumpleftkickanim){
6617 player[i].targetrotation=-player[i].lookrotation+180;
6623 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
6625 facing=DoRotation(facing,-player[i].lookrotation2,0,0);
6626 facing=DoRotation(facing,0,0-player[i].lookrotation,0);
6628 player[i].targetheadrotation=player[i].lookrotation;
6629 player[i].targetheadrotation2=player[i].lookrotation2;
6632 player[i].targetheadrotation=180-roughDirection(participantfacing[whichdialogue][indialogue][i]);
6633 player[i].targetheadrotation2=pitch(participantfacing[whichdialogue][indialogue][i]);
6641 player[i].avoidsomething=0;
6643 //avoid flaming things
6644 for(int j=0;j<objects.numobjects;j++)
6645 if(objects.onfire[j])
6646 if(findDistancefast(&player[i].coords,&objects.position[j])<sq(objects.scale[j])*200)
6647 if( findDistancefast(&player[i].coords,&objects.position[j])<
6648 findDistancefast(&player[i].coords,&player[0].coords)){
6649 player[i].collided=0;
6650 player[i].avoidcollided=1;
6651 if(player[i].avoidsomething==0||
6652 findDistancefast(&player[i].coords,&objects.position[j])<
6653 findDistancefast(&player[i].coords,&player[i].avoidwhere)){
6654 player[i].avoidwhere=objects.position[j];
6655 player[i].avoidsomething=1;
6659 //avoid flaming players
6660 for(int j=0;j<numplayers;j++)
6661 if(player[j].onfire)
6662 if(findDistancefast(&player[j].coords,&player[i].coords)<sq(0.3)*200)
6663 if( findDistancefast(&player[i].coords,&player[j].coords)<
6664 findDistancefast(&player[i].coords,&player[0].coords)){
6665 player[i].collided=0;
6666 player[i].avoidcollided=1;
6667 if(player[i].avoidsomething==0||
6668 findDistancefast(&player[i].coords,&player[j].coords)<
6669 findDistancefast(&player[i].coords,&player[i].avoidwhere)){
6670 player[i].avoidwhere=player[j].coords;
6671 player[i].avoidsomething=1;
6675 if(player[i].collided>.8)
6676 player[i].avoidcollided=0;
6680 if(animation[player[i].targetanimation].attack==reversed){
6681 //player[i].targetrotation=player[i].rotation;
6682 player[i].forwardkeydown=0;
6683 player[i].leftkeydown=0;
6684 player[i].backkeydown=0;
6685 player[i].rightkeydown=0;
6686 player[i].jumpkeydown=0;
6687 player[i].attackkeydown=0;
6688 //player[i].crouchkeydown=0;
6689 player[i].throwkeydown=0;
6693 player[i].forwardkeydown=0;
6694 player[i].leftkeydown=0;
6695 player[i].backkeydown=0;
6696 player[i].rightkeydown=0;
6697 player[i].jumpkeydown=0;
6698 player[i].crouchkeydown=0;
6699 player[i].drawkeydown=0;
6700 player[i].throwkeydown=0;
6703 if(player[i].collided<-.3)
6704 player[i].collided=-.3;
6705 if(player[i].collided>1)
6706 player[i].collided=1;
6707 player[i].collided-=multiplier*4;
6708 player[i].whichdirectiondelay-=multiplier;
6709 if(player[i].avoidcollided<-.3||player[i].whichdirectiondelay<=0){
6710 player[i].avoidcollided=-.3;
6711 player[i].whichdirection=abs(Random()%2);
6712 player[i].whichdirectiondelay=.4;
6714 if(player[i].avoidcollided>1)
6715 player[i].avoidcollided=1;
6716 player[i].avoidcollided-=multiplier/4;
6717 if(!player[i].skeleton.free){
6718 player[i].stunned-=multiplier;
6719 player[i].surprised-=multiplier;
6721 if(i!=0&&player[i].surprised<=0&&
6722 player[i].aitype==attacktypecutoff&&
6724 !player[i].skeleton.free&&
6725 animation[player[i].targetanimation].attack==neutral)
6728 if(!player[i].throwkeydown)
6729 player[i].throwtogglekeydown=0;
6732 if(player[i].throwkeydown&&!player[i].throwtogglekeydown){
6733 if(player[i].weaponactive==-1&&
6734 player[i].num_weapons<2&&
6735 (player[i].isIdle()||
6736 player[i].isCrouch()||
6737 player[i].targetanimation==sneakanim||
6738 player[i].targetanimation==rollanim||
6739 player[i].targetanimation==backhandspringanim||
6740 player[i].isFlip()||
6741 player[i].isFlip()||
6742 player[i].aitype!=playercontrolled)){
6743 for(int j=0;j<weapons.numweapons;j++){
6744 if((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0||
6745 player[i].aitype==playercontrolled)&&
6746 weapons.owner[j]==-1&&
6747 player[i].weaponactive==-1)
6748 if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2){
6749 if(findDistancefast(&player[i].coords,&weapons.position[j])<2){
6750 if(player[i].isCrouch()||
6751 player[i].targetanimation==sneakanim||
6753 player[i].isIdle()||
6754 player[i].aitype!=playercontrolled){
6755 player[i].throwtogglekeydown=1;
6756 setAnimation(i,crouchremoveknifeanim);
6757 player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[j]);
6758 player[i].hasvictim=0;
6760 if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
6761 player[i].throwtogglekeydown=1;
6762 player[i].hasvictim=0;
6764 if((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0||
6765 player[i].aitype==playercontrolled)&&
6766 weapons.owner[j]==-1||
6768 weapons.owner[j]==player[i].victim->id)
6769 if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2&&player[i].weaponactive==-1)
6770 if(findDistancefast(&player[i].coords,&weapons.position[j])<1||player[i].victim){
6771 if(weapons.type[j]!=staff)
6772 emit_sound_at(knifedrawsound, player[i].coords, 128.);
6774 player[i].weaponactive=0;
6775 weapons.owner[j]=player[i].id;
6776 if(player[i].num_weapons>0)
6777 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6778 player[i].num_weapons++;
6779 player[i].weaponids[0]=j;
6782 }else if((player[i].isIdle()||
6783 player[i].isFlip()||
6784 player[i].aitype!=playercontrolled)&&
6785 findDistancefast(&player[i].coords,&weapons.position[j])<5&&
6786 player[i].coords.y<weapons.position[j].y){
6787 if(!player[i].isFlip()){
6788 player[i].throwtogglekeydown=1;
6789 setAnimation(i,removeknifeanim);
6790 player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[j]);
6792 if(player[i].isFlip()){
6793 player[i].throwtogglekeydown=1;
6794 player[i].hasvictim=0;
6796 for(int k=0;k<weapons.numweapons;k++){
6797 if(player[i].weaponactive==-1)
6798 if((weapons.velocity[k].x==0&&weapons.velocity[k].y==0&&weapons.velocity[k].z==0||
6799 player[i].aitype==playercontrolled)&&
6800 weapons.owner[k]==-1||
6802 weapons.owner[k]==player[i].victim->id)
6803 if(findDistancefastflat(&player[i].coords,&weapons.position[k])<3&&
6804 player[i].weaponactive==-1){
6805 if(weapons.type[k]!=staff)
6806 emit_sound_at(knifedrawsound, player[i].coords, 128.);
6808 player[i].weaponactive=0;
6809 weapons.owner[k]=player[i].id;
6810 if(player[i].num_weapons>0)
6811 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6812 player[i].num_weapons++;
6813 player[i].weaponids[0]=k;
6820 if(player[i].isCrouch()||
6821 player[i].targetanimation==sneakanim||
6823 player[i].isIdle()||player[i].targetanimation==rollanim||
6824 player[i].targetanimation==backhandspringanim){
6826 for(int j=0;j<numplayers;j++){
6827 if(player[i].weaponactive==-1)
6829 if(player[j].num_weapons&&
6830 player[j].skeleton.free&&
6831 findDistancefast(&player[i].coords,&player[j].coords)<2/*&&player[j].dead*/&&
6832 (((player[j].skeleton.forward.y<0&&
6833 player[j].weaponstuckwhere==0)||
6834 (player[j].skeleton.forward.y>0&&
6835 player[j].weaponstuckwhere==1))||
6836 player[j].weaponstuck==-1||
6837 player[j].num_weapons>1)){
6838 if(player[i].targetanimation!=rollanim&&player[i].targetanimation!=backhandspringanim){
6839 player[i].throwtogglekeydown=1;
6840 player[i].victim=&player[j];
6841 player[i].hasvictim=1;
6842 setAnimation(i,crouchremoveknifeanim);
6843 player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
6845 if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
6846 player[i].throwtogglekeydown=1;
6847 player[i].victim=&player[j];
6848 player[i].hasvictim=1;
6849 int k = player[j].weaponids[0];
6850 if(player[i].hasvictim){
6853 if(player[i].victim->weaponstuck!=-1){
6854 if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
6859 if(weapons.type[k]!=staff)
6860 emit_sound_at(knifedrawsound, player[i].coords, 128.);
6863 emit_sound_at(fleshstabremovesound, player[i].coords, 128.);
6865 player[i].weaponactive=0;
6866 if(weapons.owner[k]!=-1){
6867 if(player[i].victim->num_weapons==1)player[i].victim->num_weapons=0;
6868 else player[i].victim->num_weapons=1;
6870 player[i].victim->skeleton.longdead=0;
6871 player[i].victim->skeleton.free=1;
6872 player[i].victim->skeleton.broken=0;
6874 for(int l=0;l<player[i].victim->skeleton.num_joints;l++){
6875 player[i].victim->skeleton.joints[l].velchange=0;
6876 player[i].victim->skeleton.joints[l].locked=0;
6882 Normalise(&relative);
6883 XYZ footvel,footpoint;
6885 footpoint=weapons.position[k];
6886 if(player[i].victim->weaponstuck!=-1){
6887 if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
6888 if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3);
6889 weapons.bloody[k]=2;
6890 weapons.blooddrip[k]=5;
6891 player[i].victim->weaponstuck=-1;
6892 player[i].victim->bloodloss+=2000;
6893 player[i].victim->DoDamage(2000);
6896 if(player[i].victim->num_weapons>0){
6897 if(player[i].victim->weaponstuck!=0&&player[i].victim->weaponstuck!=-1)player[i].victim->weaponstuck=0;
6898 if(player[i].victim->weaponids[0]==k)
6899 player[i].victim->weaponids[0]=player[i].victim->weaponids[player[i].victim->num_weapons];
6902 player[i].victim->weaponactive=-1;
6904 playerJoint(player[i].victim,abdomen).velocity+=relative*6;
6905 playerJoint(player[i].victim,neck).velocity+=relative*6;
6906 playerJoint(player[i].victim,rightshoulder).velocity+=relative*6;
6907 playerJoint(player[i].victim,leftshoulder).velocity+=relative*6;
6910 if(player[i].num_weapons>0){
6911 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6913 player[i].num_weapons++;
6914 player[i].weaponids[0]=k;
6921 if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
6922 if(weapons.type[player[i].weaponids[0]]==knife){
6923 if(player[i].isIdle()||
6925 player[i].isCrouch()||
6926 player[i].targetanimation==sneakanim||
6929 for(int j=0;j<numplayers;j++){
6931 if(tutoriallevel!=1||tutorialstage==49)
6933 if(normaldotproduct(player[i].facing,player[i].coords-player[j].coords)<0&&
6934 findDistancefast(&player[i].coords,&player[j].coords)<100&&
6935 findDistancefast(&player[i].coords,&player[j].coords)>1.5&&
6936 !player[j].skeleton.free&&
6937 -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)){
6938 if(!player[i].isFlip()){
6939 player[i].throwtogglekeydown=1;
6940 player[i].victim=&player[j];
6941 setAnimation(i,knifethrowanim);
6942 player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
6943 player[i].targettilt2=pitchTo(player[i].coords,player[j].coords);
6945 if(player[i].isFlip()){
6946 if(player[i].weaponactive!=-1){
6947 player[i].throwtogglekeydown=1;
6948 player[i].victim=&player[j];
6950 weapons.owner[player[i].weaponids[0]]=-1;
6951 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);
6954 aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0);
6956 weapons.velocity[player[i].weaponids[0]]=aim*50;
6957 weapons.tipvelocity[player[i].weaponids[0]]=aim*50;
6958 weapons.missed[player[i].weaponids[0]]=0;
6959 weapons.freetime[player[i].weaponids[0]]=0;
6960 weapons.firstfree[player[i].weaponids[0]]=1;
6961 weapons.physics[player[i].weaponids[0]]=0;
6962 player[i].num_weapons--;
6963 if(player[i].num_weapons){
6964 player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
6966 player[i].weaponactive=-1;
6973 if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
6974 if(player[i].isCrouch()||player[i].targetanimation==sneakanim){
6975 player[i].throwtogglekeydown=1;
6976 weapons.owner[player[i].weaponids[0]]=-1;
6977 weapons.velocity[player[i].weaponids[0]]=player[i].velocity*.2;
6978 if(weapons.velocity[player[i].weaponids[0]].x==0)weapons.velocity[player[i].weaponids[0]].x=.1;
6979 weapons.tipvelocity[player[i].weaponids[0]]=weapons.velocity[player[i].weaponids[0]];
6980 weapons.missed[player[i].weaponids[0]]=1;
6981 weapons.freetime[player[i].weaponids[0]]=0;
6982 weapons.firstfree[player[i].weaponids[0]]=1;
6983 weapons.physics[player[i].weaponids[0]]=1;
6984 player[i].num_weapons--;
6985 if(player[i].num_weapons){
6986 player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
6987 if(player[i].weaponstuck==player[i].num_weapons)player[i].weaponstuck=0;
6990 player[i].weaponactive=-1;
6991 for(int j=0;j<numplayers;j++){
6992 player[j].wentforweapon=0;
7000 if(i==0||!player[0].dead||player[i].weaponactive!=-1)
7001 if(player[i].drawkeydown&&!player[i].drawtogglekeydown||
7002 player[i].num_weapons==2&&
7003 player[i].weaponactive==-1&&
7004 player[i].isIdle()||
7006 player[i].weaponactive!=-1&&
7009 if(player[i].weaponactive!=-1)
7010 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==staff)
7012 if(isgood&&player[i].creature!=wolftype){
7013 if(player[i].isIdle()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
7014 setAnimation(i,drawrightanim);
7015 player[i].drawtogglekeydown=1;
7017 if((player[i].isIdle()||
7018 (player[i].aitype!=playercontrolled&&
7019 player[0].weaponactive!=-1&&
7020 player[i].isRun()))&&
7021 player[i].num_weapons&&
7022 weapons.type[player[i].weaponids[0]]==sword){
7023 setAnimation(i,drawleftanim);
7024 player[i].drawtogglekeydown=1;
7026 if(player[i].isCrouch()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
7027 setAnimation(i,crouchdrawrightanim);
7028 player[i].drawtogglekeydown=1;
7033 if(player[i].isCrouch()&&
7034 weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&
7036 player[i].onterrain&&
7037 player[i].num_weapons&&
7038 player[i].weaponactive!=-1&&
7039 player[i].attackkeydown){
7040 if(weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&
7041 player[i].onterrain&&
7042 bloodtoggle&&musictype!=stream_music2){
7043 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==knife)
7044 setAnimation(i,crouchstabanim);
7045 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==sword)
7046 setAnimation(i,swordgroundstabanim);
7047 player[i].hasvictim=0;
7048 //player[i].attacktogglekeydown=1;
7052 if(!player[i].drawkeydown)
7053 player[i].drawtogglekeydown=0;
7060 absflatfacing=DoRotation(absflatfacing,0,-rotation,0);
7062 else absflatfacing=flatfacing;
7065 player[i].forwardkeydown=0;
7066 player[i].leftkeydown=0;
7067 player[i].backkeydown=0;
7068 player[i].rightkeydown=0;
7069 player[i].jumpkeydown=0;
7070 player[i].crouchkeydown=0;
7071 player[i].drawkeydown=0;
7072 player[i].throwkeydown=0;
7076 if(!animation[player[i].targetanimation].attack&&
7077 player[i].targetanimation!=staggerbackhighanim&&
7078 player[i].targetanimation!=staggerbackhardanim&&
7079 player[i].targetanimation!=backhandspringanim&&
7080 player[i].targetanimation!=dodgebackanim){
7081 if(!player[i].forwardkeydown)
7082 player[i].forwardstogglekeydown=0;
7083 if(player[i].crouchkeydown){
7087 player[i].superruntoggle=1;
7089 for(int j=0;j<numplayers;j++)
7090 if(j!=i&&!player[j].skeleton.free&&player[j].aitype==passivetype)
7091 if(findDistancefast(&player[j].coords,&player[i].coords)<16)
7092 player[i].superruntoggle=0;
7096 for(int j=0;j<numplayers;j++){
7097 if(j!=i&&!player[j].skeleton.free&&player[j].victim&&player[i].lowreversaldelay<=0){
7098 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
7099 player[j].victim==&player[i]&&
7100 (player[j].targetanimation==sweepanim||
7101 player[j].targetanimation==upunchanim||
7102 player[j].targetanimation==wolfslapanim||
7103 ((player[j].targetanimation==swordslashanim||
7104 player[j].targetanimation==knifeslashstartanim||
7105 player[j].targetanimation==staffhitanim||
7106 player[j].targetanimation==staffspinhitanim)&&
7107 findDistancefast(&player[j].coords,&player[i].coords)<2))){
7116 player[target].Reverse();
7117 player[i].lowreversaldelay=.5;
7119 if(player[i].isIdle()){
7120 setAnimation(i,player[i].getCrouch());
7121 player[i].transspeed=10;
7123 if(player[i].isRun()||
7124 (player[i].isStop()&&
7125 (player[i].leftkeydown||
7126 player[i].rightkeydown||
7127 player[i].forwardkeydown||
7128 player[i].backkeydown))){
7129 setAnimation(i,rollanim);
7130 player[i].transspeed=20;
7133 if(!player[i].crouchkeydown){
7135 if(!player[i].isRun()&&player[i].targetanimation!=sneakanim&&i==0)player[i].superruntoggle=0;
7137 if(player[i].isCrouch()){
7139 for(int j=0;j<numplayers;j++){
7141 !player[j].skeleton.free&&
7143 player[i].highreversaldelay<=0){
7144 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
7145 player[j].victim==&player[i]&&
7146 (player[j].targetanimation==spinkickanim)&&
7147 player[i].isCrouch()){
7156 player[target].Reverse();
7157 player[i].highreversaldelay=.5;
7159 if(player[i].isCrouch()){
7160 if(!player[i].wasCrouch()){
7161 player[i].currentanimation=player[i].getCrouch();
7162 player[i].currentframe=0;
7164 setAnimation(i,player[i].getIdle());
7165 player[i].transspeed=10;
7168 if(player[i].targetanimation==sneakanim){
7169 setAnimation(i,player[i].getIdle());
7170 player[i].transspeed=10;
7173 if(player[i].forwardkeydown){
7174 if(player[i].isIdle()||
7175 (player[i].isStop()&&
7176 player[i].targetrotation==player[i].rotation)||
7177 (player[i].isLanding()&&
7178 player[i].targetframe>0&&
7179 !player[i].jumpkeydown)||
7180 (player[i].isLandhard()&&
7181 player[i].targetframe>0&&
7182 !player[i].jumpkeydown&&
7183 player[i].crouchkeydown)){
7184 if(player[i].aitype==passivetype)
7185 setAnimation(i,walkanim);
7187 setAnimation(i,player[i].getRun());
7189 if(player[i].isCrouch()){
7190 player[i].targetanimation=sneakanim;
7191 if(player[i].wasCrouch())
7193 player[i].targetframe=0;
7195 if(player[i].targetanimation==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){
7196 setAnimation(i,climbanim);
7197 player[i].targetframe=1;
7198 player[i].jumpclimb=1;
7200 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7201 player[i].velocity+=absflatfacing*5*multiplier;
7203 player[i].forwardstogglekeydown=1;
7206 if (player[i].rightkeydown){
7207 if(player[i].isIdle()||
7208 (player[i].isStop()&&
7209 player[i].targetrotation==player[i].rotation)||
7210 (player[i].isLanding()&&
7211 player[i].targetframe>0&&
7212 !player[i].jumpkeydown)||
7213 (player[i].isLandhard()&&
7214 player[i].targetframe>0&&
7215 !player[i].jumpkeydown&&
7216 player[i].crouchkeydown)){
7217 setAnimation(i,player[i].getRun());
7219 if(player[i].isCrouch()){
7220 player[i].targetanimation=sneakanim;
7221 if(player[i].wasCrouch())
7223 player[i].targetframe=0;
7225 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7226 player[i].velocity+=DoRotation(absflatfacing*5*multiplier,0,-90,0);
7228 player[i].targetrotation-=90;
7229 if(player[i].forwardkeydown)player[i].targetrotation+=45;
7230 if(player[i].backkeydown)player[i].targetrotation-=45;
7233 if ( player[i].leftkeydown){
7234 if(player[i].isIdle()||
7235 (player[i].isStop()&&
7236 player[i].targetrotation==player[i].rotation)||
7237 (player[i].isLanding()&&
7238 player[i].targetframe>0&&
7239 !player[i].jumpkeydown)||
7240 (player[i].isLandhard()&&
7241 player[i].targetframe>0&&
7242 !player[i].jumpkeydown&&
7243 player[i].crouchkeydown)){
7244 setAnimation(i,player[i].getRun());
7246 if(player[i].isCrouch()){
7247 player[i].targetanimation=sneakanim;
7248 if(player[i].wasCrouch())
7250 player[i].targetframe=0;
7252 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7253 player[i].velocity-=DoRotation(absflatfacing*5*multiplier,0,-90,0);
7255 player[i].targetrotation+=90;
7256 if(player[i].forwardkeydown)player[i].targetrotation-=45;
7257 if(player[i].backkeydown)player[i].targetrotation+=45;
7260 if(player[i].backkeydown){
7261 if(player[i].isIdle()||
7262 (player[i].isStop()&&
7263 player[i].targetrotation==player[i].rotation)||
7264 (player[i].isLanding()&&
7265 player[i].targetframe>0&&
7266 !player[i].jumpkeydown)||
7267 (player[i].isLandhard()&&
7268 player[i].targetframe>0&&
7269 !player[i].jumpkeydown&&
7270 player[i].crouchkeydown)){
7271 setAnimation(i,player[i].getRun());
7273 if(player[i].isCrouch()){
7274 player[i].targetanimation=sneakanim;
7275 if(player[i].wasCrouch())
7277 player[i].targetframe=0;
7279 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7280 player[i].velocity-=absflatfacing*5*multiplier;
7282 if(player[i].targetanimation==hanganim){
7283 player[i].currentanimation=jumpdownanim;
7284 player[i].targetanimation=jumpdownanim;
7286 player[i].currentframe=0;
7287 player[i].targetframe=1;
7288 player[i].velocity=0;
7289 player[i].velocity.y+=gravity;
7290 player[i].coords.y-=1.4;
7291 player[i].grabdelay=1;
7293 if ( !player[i].leftkeydown&&!player[i].rightkeydown)
7294 player[i].targetrotation+=180;
7297 if((player[i].jumpkeydown&&!player[i].jumpclimb)||player[i].jumpstart){
7298 if((((player[i].isLanding()&&player[i].targetframe>=3)||
7300 player[i].targetanimation==walkanim||
7301 player[i].isCrouch()||
7302 player[i].targetanimation==sneakanim)&&
7303 player[i].jumppower>1)&&
7304 ((player[i].targetanimation!=rabbitrunninganim&&
7305 player[i].targetanimation!=wolfrunninganim)||i!=0)){
7306 player[i].jumpstart=0;
7307 setAnimation(i,jumpupanim);
7308 player[i].rotation=player[i].targetrotation;
7309 player[i].transspeed=20;
7310 player[i].FootLand(0,1);
7311 player[i].FootLand(1,1);
7315 flatfacing=DoRotation(facing,0,player[i].targetrotation+180,0);
7317 if(movekey)player[i].velocity=flatfacing*player[i].speed*45*player[i].scale;
7318 if(!movekey)player[i].velocity=0;
7323 for(int j=0;j<numplayers;j++){
7324 if(j!=i&&!player[j].skeleton.free&&player[j].victim){
7325 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
7326 player[j].victim==&player[i]&&
7327 (player[j].targetanimation==sweepanim)){
7328 if(target>=0)target=-1;
7333 if(target>=0)player[i].velocity.y=1;
7334 else if(player[i].crouchkeydown||player[i].aitype!=playercontrolled){
7335 player[i].velocity.y=7;
7336 player[i].crouchtogglekeydown=1;
7338 else player[i].velocity.y=5;
7340 if(mousejump&&i==0&&debugmode){
7341 if(!player[i].isLanding())player[i].tempdeltav=deltav;
7342 if(player[i].tempdeltav<0)player[i].velocity.y-=(float)(player[i].tempdeltav)/multiplier/1000;
7345 player[i].coords.y+=.2;
7346 player[i].jumppower-=1;
7349 emit_sound_at(whooshsound, player[i].coords, 128.);
7351 emit_sound_at(jumpsound, player[i].coords, 128.);
7353 if((player[i].isIdle())&&player[i].jumppower>1){
7354 setAnimation(i,player[i].getLanding());
7355 player[i].targetframe=2;
7356 player[i].landhard=0;
7357 player[i].jumpstart=1;
7358 player[i].tempdeltav=deltav;
7360 if(player[i].targetanimation==jumpupanim&&
7364 player[i].aitype!=playercontrolled)){
7365 if(player[i].jumppower>multiplier*6){
7366 player[i].velocity.y+=multiplier*6;
7367 player[i].jumppower-=multiplier*6;
7369 if(player[i].jumppower<=multiplier*6){
7370 player[i].velocity.y+=player[i].jumppower;
7371 player[i].jumppower=0;
7374 if(((floatjump||editorenabled)&&debugmode)&&i==0)player[i].velocity.y+=multiplier*30;
7378 if(player[i].isRun()||player[i].targetanimation==walkanim)
7379 setAnimation(i,player[i].getStop());
7380 if(player[i].targetanimation==sneakanim){
7381 player[i].targetanimation=player[i].getCrouch();
7382 if(player[i].currentanimation==sneakanim)
7384 player[i].targetframe=0;
7387 if(player[i].targetanimation==walkanim&&
7388 (player[i].aitype==attacktypecutoff||
7389 player[i].aitype==searchtype||
7390 (player[i].aitype==passivetype&&
7391 player[i].numwaypoints<=1)))
7392 setAnimation(i,player[i].getStop());
7393 if(player[i].isRun()&&(player[i].aitype==passivetype))
7394 setAnimation(i,player[i].getStop());
7397 if(player[i].targetanimation==rollanim)
7398 player[i].targetrotation=oldtargetrotation;
7402 for(int k=0;k<numplayers;k++){
7403 if(fabs(player[k].rotation-player[k].targetrotation)>180){
7404 if(player[k].rotation>player[k].targetrotation)
7405 player[k].rotation-=360;
7407 player[k].rotation+=360;
7410 //stop to turn in right direction
7411 if(fabs(player[k].rotation-player[k].targetrotation)>90&&(player[k].isRun()||player[k].targetanimation==walkanim))
7412 setAnimation(k,player[k].getStop());
7414 if(player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim)
7415 player[k].targettilt=0;
7417 if(player[k].targetanimation!=jumpupanim&&
7418 player[k].targetanimation!=backhandspringanim&&
7419 player[k].targetanimation!=jumpdownanim&&
7420 !player[k].isFlip()){
7421 player[k].targettilt=0;
7422 if(player[k].jumppower<0&&!player[k].jumpkeydown)
7423 player[k].jumppower=0;
7424 player[k].jumppower+=multiplier*7;
7425 if(player[k].isCrouch())
7426 player[k].jumppower+=multiplier*7;
7427 if(player[k].jumppower>5)
7428 player[k].jumppower=5;
7431 if(player[k].isRun())
7432 player[k].targettilt=(player[k].rotation-player[k].targetrotation)/4;
7434 player[k].tilt=stepTowardf(player[k].tilt,player[k].targettilt,multiplier*150);
7435 player[k].grabdelay-=multiplier;
7439 for(int k=0;k<numplayers;k++){
7440 player[k].DoAnimations();
7441 player[k].whichpatchx=player[k].coords.x/(terrain.size/subdivision*terrain.scale);
7442 player[k].whichpatchz=player[k].coords.z/(terrain.size/subdivision*terrain.scale);
7448 for(int j=numenvsounds-1;j>=0;j--){
7449 envsoundlife[j]-=multiplier;
7450 if(envsoundlife[j]<0){
7452 envsoundlife[j]=envsoundlife[numenvsounds];
7453 envsound[j]=envsound[numenvsounds];
7457 OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
7459 OPENAL_SetFrequency(OPENAL_ALL, 22050);
7461 if(tutoriallevel==1){
7478 if(tutorialstage>=51)
7479 if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
7480 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
7481 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
7483 emit_stream_np(stream_music3);
7492 if(tutorialstage<51)
7493 if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
7494 emit_sound_at(fireendsound, player[0].coords);
7496 player[0].coords=(oldtemp+oldtemp2)/2;
7500 if(tutorialstage>=14&&tutorialstage<50)
7501 if(findDistancefast(&temp,&player[1].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[1].coords)<4){
7502 emit_sound_at(fireendsound, player[1].coords);
7504 for(int i=0;i<player[1].skeleton.num_joints;i++){
7506 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
7507 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
7508 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;
7509 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
7510 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
7514 player[1].coords=(oldtemp+oldtemp2)/2;
7515 for(int i=0;i<player[1].skeleton.num_joints;i++){
7516 player[1].skeleton.joints[i].velocity=0;
7518 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
7519 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
7520 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;
7521 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
7522 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
7530 static float gLoc[3];
7534 static float vel[3];
7535 vel[0]=(viewer.x-oldviewer.x)/multiplier;
7536 vel[1]=(viewer.y-oldviewer.y)/multiplier;
7537 vel[2]=(viewer.z-oldviewer.z)/multiplier;
7539 //Set orientation with forward and up vectors
7540 static XYZ upvector;
7544 upvector=DoRotation(upvector,-rotation2+90,0,0);
7545 upvector=DoRotation(upvector,0,0-rotation,0);
7550 facing=DoRotation(facing,-rotation2,0,0);
7551 facing=DoRotation(facing,0,0-rotation,0);
7554 static float ori[6];
7558 ori[3] = -upvector.x;
7559 ori[4] = upvector.y;
7560 ori[5] = -upvector.z;
7562 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
7569 if(Input::isKeyPressed(SDLK_F1))
7575 void Game::TickOnce(){
7577 rotation+=multiplier*5;
7579 if(directing||indialogue==-1) {
7580 rotation+=deltah*.7;
7582 rotation2+=deltav*.7;
7584 rotation2-=deltav*.7;
7592 void Game::TickOnceAfter(){
7593 static XYZ colviewer;
7594 static XYZ coltarget;
7597 static float brotate;
7599 static float changedelay;
7600 static bool alldead;
7601 static float unseendelay;
7602 static float cameraspeed;
7606 if(environment==snowyenvironment)
7607 music1=stream_music1snow;
7608 if(environment==grassyenvironment)
7609 music1=stream_music1grass;
7610 if(environment==desertenvironment)
7611 music1=stream_music1desert;
7616 for(int i=0;i<numplayers;i++){
7617 if((player[i].aitype==attacktypecutoff||
7618 player[i].aitype==getweapontype||
7619 player[i].aitype==gethelptype||
7620 player[i].aitype==searchtype)&&
7621 !player[i].dead/*&&player[i].surprised<=0*/&&
7622 (player[i].targetanimation!=sneakattackedanim&&
7623 player[i].targetanimation!=knifesneakattackedanim&&
7624 player[i].targetanimation!=swordsneakattackedanim)){
7625 musictype=stream_music2;
7630 musictype=stream_music3;
7633 if(musictype==stream_music2)
7636 if(oldmusictype==stream_music2&&musictype!=stream_music2){
7637 unseendelay-=multiplier;
7639 musictype=stream_music2;
7644 musictype=stream_music3;
7652 if(musictype!=oldmusictype&&musictype==stream_music2)
7653 emit_sound_np(alarmsound);
7654 musicselected=musictype;
7656 if(musicselected==music1)
7657 musicvolume[0]+=multiplier*450;
7659 musicvolume[0]-=multiplier*450;
7660 if(musicselected==stream_music2)
7661 musicvolume[1]+=multiplier*450;
7663 musicvolume[1]-=multiplier*450;
7664 if(musicselected==stream_music3)
7665 musicvolume[2]+=multiplier*450;
7667 musicvolume[2]-=multiplier*450;
7669 for(int i=0;i<3;i++){
7670 if(musicvolume[i]<0)
7672 if(musicvolume[i]>512)
7676 if(musicvolume[2]>128&&!loading&&!mainmenu)
7680 if(musicvolume[0]>0&&oldmusicvolume[0]<=0)
7681 emit_stream_np(music1, musicvolume[0]);
7682 if(musicvolume[1]>0&&oldmusicvolume[1]<=0)
7683 emit_stream_np(stream_music2, musicvolume[1]);
7684 if(musicvolume[2]>0&&oldmusicvolume[2]<=0)
7685 emit_stream_np(stream_music3, musicvolume[2]);
7686 if(musicvolume[0]<=0&&oldmusicvolume[0]>0)
7687 pause_sound(music1);
7688 if(musicvolume[1]<=0&&oldmusicvolume[1]>0)
7689 pause_sound(stream_music2);
7690 if(musicvolume[2]<=0&&oldmusicvolume[2]>0)
7691 pause_sound(stream_music3);
7693 if(musicvolume[0]!=oldmusicvolume[0])
7694 OPENAL_SetVolume(channels[music1], musicvolume[0]);
7695 if(musicvolume[1]!=oldmusicvolume[1])
7696 OPENAL_SetVolume(channels[stream_music2], musicvolume[1]);
7697 if(musicvolume[2]!=oldmusicvolume[2])
7698 OPENAL_SetVolume(channels[stream_music3], musicvolume[2]);
7700 for(int i=0;i<3;i++)
7701 oldmusicvolume[i]=musicvolume[i];
7703 pause_sound(music1);
7704 pause_sound(stream_music2);
7705 pause_sound(stream_music3);
7707 for(int i=0;i<4;i++){
7708 oldmusicvolume[i]=0;
7714 for(int i=0;i<numhotspots;i++){
7715 if(hotspottype[i]>10&&hotspottype[i]<20){
7716 if(player[hotspottype[i]-10].dead==0)
7718 else if(killhotspot==2)
7727 for(int i=0;i<numhotspots;i++)
7728 if(hotspottype[i]==-1)
7729 if(findDistancefast(&player[0].coords,&hotspot[i])<hotspotsize[i])
7733 for(int i=1;i<numplayers;i++)
7734 if(!player[i].dead&&player[i].aitype==attacktypecutoff&&player[i].surprised<=0)
7736 if(numalarmed>maxalarmed)
7737 maxalarmed=numalarmed;
7739 if(changedelay<=0&&!loading&&!editorenabled&&gameon&&!tutoriallevel&&changedelay!=-999&&!won){
7740 if(player[0].dead&&changedelay<=0){
7742 targetlevel=whichlevel;
7745 for(int i=1;i<numplayers;i++)
7746 if(!player[i].dead&&player[i].howactive<typedead1)
7750 if(alldead&&!player[0].dead&&maptype==mapkilleveryone){
7752 targetlevel=whichlevel+1;
7753 if(targetlevel>numchallengelevels-1)targetlevel=0;
7755 if(winhotspot||windialogue){
7757 targetlevel=whichlevel+1;
7758 if(targetlevel>numchallengelevels-1)targetlevel=0;
7764 targetlevel=whichlevel+1;
7765 if(targetlevel>numchallengelevels-1)targetlevel=0;
7768 if(changedelay>0&&!player[0].dead&&!won){
7769 //high scores, awards, win
7771 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
7774 accountactive->winLevel(whichlevel,bonustotal-startbonustotal,leveltime);
7790 if(!editorenabled&&gameon&&!mainmenu){
7791 if(changedelay!=-999)
7792 changedelay-=multiplier/7;
7794 targetlevel=whichlevel;
7795 if(loading==2&&!campaign){
7798 fireSound(firestartsound);
7800 if(!player[0].dead&&targetlevel!=whichlevel)
7801 startbonustotal=bonustotal;
7803 Loadlevel(whichlevel);
7805 Loadlevel(targetlevel);
7811 if(loading==2&&targetlevel==whichlevel){
7815 fireSound(firestartsound);
7817 Loadlevel(campaignmapname[levelorder[accountactive->getCampaignChoicesMade()]]);
7823 if(changedelay<=-999&&
7827 (alldead&&maptype==mapkilleveryone)||
7832 if((player[0].dead||
7833 (alldead&&maptype==mapkilleveryone)||
7838 if(whichlevel!=-2&&!loading&&!player[0].dead){
7848 if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1)
7849 if(campaignnumnext[campaignchoicewhich[whichchoice]]==0)
7851 else if(mainmenu==0&&winfreeze){
7852 if(campaignchoosenext[campaignchoicewhich[whichchoice]]==2)
7857 if(!stealthloading){
7858 float gLoc[3]={0,0,0};
7859 float vel[3]={0,0,0};
7860 fireSound(firestartsound);
7867 ifstream ipstream(ConvertFileName(":Data:Campaigns:main.txt"));
7868 ipstream.ignore(256,':');
7869 ipstream >> campaignnumlevels;
7870 for(int i=0;i<campaignnumlevels;i++){
7871 ipstream.ignore(256,':');
7872 ipstream.ignore(256,':');
7873 ipstream.ignore(256,' ');
7874 ipstream >> campaignmapname[i];
7875 ipstream.ignore(256,':');
7876 ipstream >> campaigndescription[i];
7877 for(int j=0;j<256;j++){
7878 if(campaigndescription[i][j]=='_')campaigndescription[i][j]=' ';
7880 ipstream.ignore(256,':');
7881 ipstream >> campaignchoosenext[i];
7882 ipstream.ignore(256,':');
7883 ipstream >> campaignnumnext[i];
7884 for(int j=0;j<campaignnumnext[i];j++){
7885 ipstream.ignore(256,':');
7886 ipstream >> campaignnextlevel[i][j];
7887 campaignnextlevel[i][j]-=1;
7889 ipstream.ignore(256,':');
7890 ipstream >> campaignlocationx[i];
7891 ipstream.ignore(256,':');
7892 ipstream >> campaignlocationy[i];
7896 for(int i=0;i<campaignnumlevels;i++){
7898 levelhighlight[i]=0;
7902 for(int i=0;i<campaignnumlevels;i++){
7904 levelhighlight[i]=0;
7909 for(int i=0;i<accountactive->getCampaignChoicesMade();i++){
7910 levelorder[i+1]=campaignnextlevel[levelorder[i]][accountactive->getCampaignChoice(i)];
7911 levelvisible[levelorder[i+1]]=1;
7913 int whichlevelstart;
7914 whichlevelstart=accountactive->getCampaignChoicesMade()-1;
7915 if(whichlevelstart<0){
7916 campaignchoicenum=1;
7917 campaignchoicewhich[0]=0;
7921 campaignchoicenum=campaignnumnext[levelorder[whichlevelstart]];
7922 for(int i=0;i<campaignchoicenum;i++){
7923 campaignchoicewhich[i]=campaignnextlevel[levelorder[whichlevelstart]][i];
7924 levelvisible[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
7925 levelhighlight[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
7932 if(!firstload)LoadStuff();
7936 Loadlevel(campaignmapname[campaignchoicewhich[0]]);
7940 pause_sound(stream_music3);
7950 oldmusictype=musictype;
7956 facing=DoRotation(facing,-rotation2,0,0);
7957 facing=DoRotation(facing,0,0-rotation,0);
7958 viewerfacing=facing;
7962 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;
7963 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;
7965 if(player[0].skeleton.free){
7966 for(int i=0;i<player[0].skeleton.num_joints;i++){
7967 if(player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y>target.y)
7968 target.y=player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y;
7972 if(player[0].skeleton.free!=2&&!autocam){
7974 if(findLengthfast(&player[0].velocity)>400){
7975 cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
7977 if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
7978 coltarget=target-cameraloc;
7979 if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
7981 Normalise(&coltarget);
7982 if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
7983 else cameraloc=cameraloc+coltarget*multiplier*8;
7985 if(editorenabled)cameraloc=target;
7986 cameradist+=multiplier*5;
7987 if(cameradist>2.3)cameradist=2.3;
7988 viewer=cameraloc-facing*cameradist;
7990 coltarget=cameraloc;
7991 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
7992 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7993 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7994 int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7996 coltarget=cameraloc;
7997 if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
7999 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
8000 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
8001 int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
8003 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
8007 cameradist=findDistance(&viewer,&target);
8008 viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
8009 if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
8010 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
8013 if(player[0].skeleton.free!=2&&autocam){
8015 if(findLengthfast(&player[0].velocity)>400){
8016 cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
8018 if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
8019 cameradist+=multiplier*5;
8020 if(cameradist>3.3)cameradist=3.3;
8021 coltarget=target-cameraloc;
8022 if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
8023 else if(findLengthfast(&coltarget)>1)
8025 Normalise(&coltarget);
8026 if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
8027 else cameraloc=cameraloc+coltarget*multiplier*8;
8029 if(editorenabled)cameraloc=target;
8032 coltarget=cameraloc;
8033 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
8034 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
8035 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
8036 int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
8038 coltarget=cameraloc;
8039 if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
8041 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
8042 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
8043 int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
8045 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
8049 cameradist=findDistance(&viewer,&target);
8050 viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
8051 if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
8052 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
8055 if(camerashake>.8)camerashake=.8;
8056 //if(woozy>10)woozy=10;
8057 //woozy+=multiplier;
8059 if(player[0].dead)camerashake=0;
8060 if(player[0].dead)woozy=0;
8061 camerashake-=multiplier*2;
8062 blackout-=multiplier*2;
8063 //if(player[0].isCrouch())woozy-=multiplier*8;
8064 if(camerashake<0)camerashake=0;
8065 if(blackout<0)blackout=0;
8066 //if(woozy<0)woozy=0;
8068 viewer.x+=(float)(Random()%100)*.0005*camerashake;
8069 viewer.y+=(float)(Random()%100)*.0005*camerashake;
8070 viewer.z+=(float)(Random()%100)*.0005*camerashake;