2 Copyright (C) 2003, 2010 - Wolfire Games
4 This file is part of Lugaru.
6 Lugaru is free software; you can redistribute it and/or
7 modify it under the terms of the GNU General Public License
8 as published by the Free Software Foundation; either version 2
9 of the License, or (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
15 See the GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
24 #include <sys/types.h>
33 #include "openal_wrapper.h"
36 #include "Animation.h"
41 // Added more evilness needed for MSVC
43 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
44 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
48 extern float multiplier;
50 extern int environment;
51 extern Terrain terrain;
52 extern float screenwidth,screenheight;
55 extern float texdetail;
56 extern Objects objects;
58 extern float slomodelay;
59 extern bool floatjump;
62 extern float camerashake;
64 extern float blackout;
65 extern bool cellophane;
66 extern bool musictoggle;
67 extern int difficulty;
68 extern int bloodtoggle;
69 extern bool invertmouse;
71 extern float precipdelay;
72 extern XYZ viewerfacing;
73 extern bool ambientsound;
74 extern bool mousejump;
75 extern float viewdistance;
77 extern bool keyboardfrozen;
78 extern bool loadingstuff;
79 extern XYZ windvector;
80 extern bool debugmode;
83 extern bool visibleloading;
84 extern XYZ envsound[30];
85 extern float envsoundvol[30];
86 extern int numenvsounds;
87 extern float envsoundlife[30];
88 extern float usermousesensitivity;
89 extern bool ismotionblur;
90 extern bool showdamagebar; // (des)activate the damage bar
92 extern float tintr,tintg,tintb;
93 extern bool skyboxtexture;
97 extern float skyboxlightr;
98 extern float skyboxlightg;
99 extern float skyboxlightb;
100 extern float fadestart;
101 extern float slomospeed;
102 extern float slomofreq;
103 extern int tutoriallevel;
104 extern float smoketex;
105 extern float tutorialstagetime;
106 extern int tutorialstage;
107 extern float tutorialmaxtime;
108 extern float tutorialsuccess;
109 extern bool againbonus;
110 extern bool reversaltrain;
111 extern bool canattack;
112 extern bool cananger;
113 extern float damagedealt;
115 extern int editoractive;
116 extern int editorpathtype;
118 extern float hostiletime;
120 extern bool gamestarted;
122 extern int numhotspots;
123 extern int winhotspot;
124 extern int windialogue;
125 extern int killhotspot;
126 extern XYZ hotspot[40];
127 extern int hotspottype[40];
128 extern float hotspotsize[40];
129 extern char hotspottext[40][256];
130 extern int currenthotspot;
134 extern bool stillloading;
135 extern bool winfreeze;
137 extern bool campaign;
139 static const char *rabbitskin[] = {
140 ":Data:Textures:Fur3.jpg",
141 ":Data:Textures:Fur.jpg",
142 ":Data:Textures:Fur2.jpg",
143 ":Data:Textures:Lynx.jpg",
144 ":Data:Textures:Otter.jpg",
145 ":Data:Textures:Opal.jpg",
146 ":Data:Textures:Sable.jpg",
147 ":Data:Textures:Chocolate.jpg",
148 ":Data:Textures:BW2.jpg",
149 ":Data:Textures:WB2.jpg"
152 static const char *wolfskin[] = {
153 ":Data:Textures:Wolf.jpg",
154 ":Data:Textures:Darkwolf.jpg",
155 ":Data:Textures:Snowwolf.jpg"
158 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
159 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
161 static const char **creatureskin[] = {rabbitskin, wolfskin};
163 /* Return true if PFX is a prefix of STR (case-insensitive). */
164 static bool stripfx(const char *str, const char *pfx)
166 return !strncasecmp(str, pfx, strlen(pfx));
169 static const char *cmd_names[] = {
170 #define DECLARE_COMMAND(cmd) #cmd " ",
171 #include "ConsoleCmds.h"
172 #undef DECLARE_COMMAND
175 typedef void (*console_handler)(Game *game, const char *args);
177 #define DECLARE_COMMAND(cmd) static void ch_##cmd(Game *game, const char *args);
178 #include "ConsoleCmds.h"
179 #undef DECLARE_COMMAND
181 static console_handler cmd_handlers[] = {
182 #define DECLARE_COMMAND(cmd) ch_##cmd,
183 #include "ConsoleCmds.h"
184 #undef DECLARE_COMMAND
189 // added utility functions -sf17k =============================================================
191 //TODO: try to hide these variables completely with a better interface
192 inline void setAnimation(int playerid,int animation){
193 player[playerid].targetanimation=animation;
194 player[playerid].targetframe=0;
195 player[playerid].target=0;
198 //TODO: this is incorrect but I'm afraid to change it and break something,
199 //probably causes quirky behavior that I might want to preserve
200 inline float roughDirection(XYZ vec){
202 float angle=-asin(-vec.x)*180/M_PI;
207 inline float roughDirectionTo(XYZ start, XYZ end){
208 return roughDirection(end-start);
211 //TODO: gotta be a better way
212 inline float pitch(XYZ vec){
214 return -asin(vec.y)*180/M_PI;
216 inline float pitchTo(XYZ start, XYZ end){
217 return pitch(end-start);
220 //change these to a Person method
221 inline Joint& playerJoint(int playerid, int bodypart){
222 return player[playerid].skeleton.joints[player[playerid].skeleton.jointlabels[bodypart]]; }
223 inline Joint& playerJoint(Person* pplayer, int bodypart){
224 return pplayer->skeleton.joints[pplayer->skeleton.jointlabels[bodypart]]; }
226 inline float sq(float n){ return n*n; }
228 inline float stepTowardf(float from, float to, float by){
229 if(fabs(from-to)<by) return to;
230 else if(from>to) return from-by;
234 void playdialogueboxsound(){
236 temppos=player[participantfocus[whichdialogue][indialogue]].coords;
237 temppos=temppos-viewer;
242 switch(dialogueboxsound[whichdialogue][indialogue]){
243 case -6: sound=alarmsound; break;
244 case -4: sound=consolefailsound; break;
245 case -3: sound=consolesuccesssound; break;
246 case -2: sound=firestartsound; break;
247 case -1: sound=fireendsound; break;
248 case 1: sound=rabbitchitter; break;
249 case 2: sound=rabbitchitter2; break;
250 case 3: sound=rabbitpainsound; break;
251 case 4: sound=rabbitpain1sound; break;
252 case 5: sound=rabbitattacksound; break;
253 case 6: sound=rabbitattack2sound; break;
254 case 7: sound=rabbitattack3sound; break;
255 case 8: sound=rabbitattack4sound; break;
256 case 9: sound=growlsound; break;
257 case 10: sound=growl2sound; break;
258 case 11: sound=snarlsound; break;
259 case 12: sound=snarl2sound; break;
260 case 13: sound=barksound; break;
261 case 14: sound=bark2sound; break;
262 case 15: sound=bark3sound; break;
263 case 16: sound=barkgrowlsound; break;
267 emit_sound_at(sound, temppos);
270 // end added utility functions ================================================================
274 static void ch_quit(Game *game, const char *args)
279 static void ch_map(Game *game, const char *args)
281 game->Loadlevel(args);
282 game->whichlevel = -2;
286 static void ch_save(Game *game, const char *args){
288 snprintf(buf, 63, ":Data:Maps:%s", args);
293 tfile=fopen( ConvertFileName(buf), "wb" );
294 fpackf(tfile, "Bi", mapvers);
295 fpackf(tfile, "Bi", maptype);
296 fpackf(tfile, "Bi", hostile);
297 fpackf(tfile, "Bf Bf", viewdistance, fadestart);
298 fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
299 fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
300 fpackf(tfile, "Bf Bf Bf Bf Bf Bi", player[0].coords.x, player[0].coords.y, player[0].coords.z,
301 player[0].rotation, player[0].targetrotation, player[0].num_weapons);
302 if(player[0].num_weapons>0&&player[0].num_weapons<5)
303 for(int j=0;j<player[0].num_weapons;j++)
304 fpackf(tfile, "Bi", weapons.type[player[0].weaponids[j]]);
306 fpackf(tfile, "Bf Bf Bf", player[0].armorhead, player[0].armorhigh, player[0].armorlow);
307 fpackf(tfile, "Bf Bf Bf", player[0].protectionhead, player[0].protectionhigh, player[0].protectionlow);
308 fpackf(tfile, "Bf Bf Bf", player[0].metalhead, player[0].metalhigh, player[0].metallow);
309 fpackf(tfile, "Bf Bf", player[0].power, player[0].speedmult);
311 fpackf(tfile, "Bi", player[0].numclothes);
313 fpackf(tfile, "Bi Bi", player[0].whichskin, player[0].creature);
315 fpackf(tfile, "Bi", numdialogues);
317 for(int k=0;k<numdialogues;k++){
318 fpackf(tfile, "Bi", numdialogueboxes[k]);
319 fpackf(tfile, "Bi", dialoguetype[k]);
320 for(int l=0;l<10;l++){
321 fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z);
322 fpackf(tfile, "Bf", participantrotation[k][l]);
324 for(int l=0;l<numdialogueboxes[k];l++){
325 fpackf(tfile, "Bi", dialogueboxlocation[k][l]);
326 fpackf(tfile, "Bf", dialogueboxcolor[k][l][0]);
327 fpackf(tfile, "Bf", dialogueboxcolor[k][l][1]);
328 fpackf(tfile, "Bf", dialogueboxcolor[k][l][2]);
329 fpackf(tfile, "Bi", dialogueboxsound[k][l]);
331 int templength=strlen(dialoguetext[k][l]);
332 fpackf(tfile, "Bi",(templength));
333 for(int m=0;m<templength;m++){
334 fpackf(tfile, "Bb", dialoguetext[k][l][m]);
335 if(dialoguetext[k][l][m]=='\0')
339 templength=strlen(dialoguename[k][l]);
340 fpackf(tfile, "Bi",templength);
341 for(int m=0;m<templength;m++){
342 fpackf(tfile, "Bb", dialoguename[k][l][m]);
343 if(dialoguename[k][l][m]=='\0')
347 fpackf(tfile, "Bf Bf Bf", dialoguecamera[k][l].x, dialoguecamera[k][l].y, dialoguecamera[k][l].z);
348 fpackf(tfile, "Bi", participantfocus[k][l]);
349 fpackf(tfile, "Bi", participantaction[k][l]);
351 for(int m=0;m<10;m++)
352 fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z);
354 fpackf(tfile, "Bf Bf",dialoguecamerarotation[k][l],dialoguecamerarotation2[k][l]);
358 for(int k=0;k<player[0].numclothes;k++){
359 int templength=strlen(player[0].clothes[k]);
360 fpackf(tfile, "Bi", templength);
361 for(int l=0;l<templength;l++)
362 fpackf(tfile, "Bb", player[0].clothes[k][l]);
363 fpackf(tfile, "Bf Bf Bf", player[0].clothestintr[k], player[0].clothestintg[k], player[0].clothestintb[k]);
366 fpackf(tfile, "Bi", environment);
368 fpackf(tfile, "Bi", objects.numobjects);
370 for(int k=0;k<objects.numobjects;k++)
371 fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.rotation[k], objects.rotation2[k],
372 objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]);
374 fpackf(tfile, "Bi", numhotspots);
375 for(int i=0;i<numhotspots;i++){
376 fpackf(tfile, "Bi Bf Bf Bf Bf", hotspottype[i],hotspotsize[i],hotspot[i].x,hotspot[i].y,hotspot[i].z);
377 int templength=strlen(hotspottext[i]);
378 fpackf(tfile, "Bi",templength);
379 for(int l=0;l<templength;l++)
380 fpackf(tfile, "Bb", hotspottext[i][l]);
383 fpackf(tfile, "Bi", numplayers);
384 if(numplayers<maxplayers)
385 for(int j=1;j<numplayers;j++){
386 fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", player[j].whichskin, player[j].creature,
387 player[j].coords.x, player[j].coords.y, player[j].coords.z,
388 player[j].num_weapons, player[j].howactive, player[j].scale, player[j].immobile, player[j].rotation);
389 if(player[j].num_weapons<5)
390 for(int k=0;k<player[j].num_weapons;k++)
391 fpackf(tfile, "Bi", weapons.type[player[j].weaponids[k]]);
392 if(player[j].numwaypoints<30){
393 fpackf(tfile, "Bi", player[j].numwaypoints);
394 for(int k=0;k<player[j].numwaypoints;k++){
395 fpackf(tfile, "Bf", player[j].waypoints[k].x);
396 fpackf(tfile, "Bf", player[j].waypoints[k].y);
397 fpackf(tfile, "Bf", player[j].waypoints[k].z);
398 fpackf(tfile, "Bi", player[j].waypointtype[k]);
400 fpackf(tfile, "Bi", player[j].waypoint);
402 player[j].numwaypoints=0;
403 player[j].waypoint=0;
404 fpackf(tfile, "Bi Bi Bi", player[j].numwaypoints, player[j].waypoint, player[j].waypoint);
407 fpackf(tfile, "Bf Bf Bf", player[j].armorhead, player[j].armorhigh, player[j].armorlow);
408 fpackf(tfile, "Bf Bf Bf", player[j].protectionhead, player[j].protectionhigh, player[j].protectionlow);
409 fpackf(tfile, "Bf Bf Bf", player[j].metalhead, player[j].metalhigh, player[j].metallow);
410 fpackf(tfile, "Bf Bf", player[j].power, player[j].speedmult);
412 float headprop, bodyprop, armprop, legprop;
413 if(player[j].creature==wolftype){
414 headprop=player[j].proportionhead.x/1.1;
415 bodyprop=player[j].proportionbody.x/1.1;
416 armprop=player[j].proportionarms.x/1.1;
417 legprop=player[j].proportionlegs.x/1.1;
418 }else if(player[j].creature==rabbittype){
419 headprop=player[j].proportionhead.x/1.2;
420 bodyprop=player[j].proportionbody.x/1.05;
421 armprop=player[j].proportionarms.x/1.00;
422 legprop=player[j].proportionlegs.x/1.1;
425 fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
427 fpackf(tfile, "Bi", player[j].numclothes);
428 if(player[j].numclothes)
429 for(int k=0;k<player[j].numclothes;k++){
431 templength=strlen(player[j].clothes[k]);
432 fpackf(tfile, "Bi", templength);
433 for(int l=0;l<templength;l++)
434 fpackf(tfile, "Bb", player[j].clothes[k][l]);
435 fpackf(tfile, "Bf Bf Bf", player[j].clothestintr[k], player[j].clothestintg[k], player[j].clothestintb[k]);
439 fpackf(tfile, "Bi", game->numpathpoints);
440 for(int j=0;j<game->numpathpoints;j++){
441 fpackf(tfile, "Bf Bf Bf Bi", game->pathpoint[j].x, game->pathpoint[j].y, game->pathpoint[j].z, game->numpathpointconnect[j]);
442 for(int k=0;k<game->numpathpointconnect[j];k++)
443 fpackf(tfile, "Bi", game->pathpointconnect[j][k]);
446 fpackf(tfile, "Bf Bf Bf Bf", game->mapcenter.x, game->mapcenter.y, game->mapcenter.z, game->mapradius);
451 static void ch_cellar(Game *game, const char *args)
453 game->LoadTextureSave(":Data:Textures:Furdarko.jpg",&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
456 static void ch_tint(Game *game, const char *args)
458 sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
461 static void ch_tintr(Game *game, const char *args)
466 static void ch_tintg(Game *game, const char *args)
471 static void ch_tintb(Game *game, const char *args)
476 static void ch_speed(Game *game, const char *args)
478 player[0].speedmult = atof(args);
481 static void ch_strength(Game *game, const char *args)
483 player[0].power = atof(args);
486 static void ch_power(Game *game, const char *args)
488 player[0].power = atof(args);
491 static void ch_size(Game *game, const char *args)
493 player[0].scale = atof(args) * .2;
496 static int find_closest()
499 float closestdist = std::numeric_limits<float>::max();
501 for (int i = 1; i < numplayers; i++) {
503 distance = findDistancefast(&player[i].coords,&player[0].coords);
504 if (distance < closestdist) {
505 closestdist = distance;
512 static void ch_sizenear(Game *game, const char *args)
514 int closest = find_closest();
517 player[closest].scale = atof(args) * .2;
520 static void set_proportion(int pnum, const char *args)
522 float headprop,bodyprop,armprop,legprop;
524 sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop);
526 if(player[pnum].creature==wolftype){
527 player[pnum].proportionhead=1.1*headprop;
528 player[pnum].proportionbody=1.1*bodyprop;
529 player[pnum].proportionarms=1.1*armprop;
530 player[pnum].proportionlegs=1.1*legprop;
531 } else if(player[pnum].creature==rabbittype){
532 player[pnum].proportionhead=1.2*headprop;
533 player[pnum].proportionbody=1.05*bodyprop;
534 player[pnum].proportionarms=1.00*armprop;
535 player[pnum].proportionlegs=1.1*legprop;
536 player[pnum].proportionlegs.y=1.05*legprop;
540 static void ch_proportion(Game *game, const char *args)
542 set_proportion(0, args);
545 static void ch_proportionnear(Game *game, const char *args)
547 int closest = find_closest();
549 set_proportion(closest, args);
552 static void set_protection(int pnum, const char *args)
554 float head, high, low;
555 sscanf(args, "%f%f%f", &head, &high, &low);
557 player[pnum].protectionhead = head;
558 player[pnum].protectionhigh = high;
559 player[pnum].protectionlow = low;
562 static void ch_protection(Game *game, const char *args)
564 set_protection(0, args);
567 static void ch_protectionnear(Game *game, const char *args)
569 int closest = find_closest();
571 set_protection(closest, args);
574 static void set_armor(int pnum, const char *args)
576 float head, high, low;
577 sscanf(args, "%f%f%f", &head, &high, &low);
579 player[pnum].armorhead = head;
580 player[pnum].armorhigh = high;
581 player[pnum].armorlow = low;
584 static void ch_armor(Game *game, const char *args)
589 static void ch_armornear(Game *game, const char *args)
591 int closest = find_closest();
593 set_armor(closest, args);
596 static void ch_protectionreset(Game *game, const char *args)
598 set_protection(0, "1 1 1");
599 set_armor(0, "1 1 1");
602 static void set_metal(int pnum, const char *args)
604 float head, high, low;
605 sscanf(args, "%f%f%f", &head, &high, &low);
607 player[pnum].metalhead = head;
608 player[pnum].metalhigh = high;
609 player[pnum].metallow = low;
612 static void ch_metal(Game *game, const char *args)
617 static void set_noclothes(int pnum, Game *game, const char *args)
619 player[pnum].numclothes = 0;
620 game->LoadTextureSave(creatureskin[player[pnum].creature][player[pnum].whichskin],
621 &player[pnum].skeleton.drawmodel.textureptr,1,
622 &player[pnum].skeleton.skinText[0],&player[pnum].skeleton.skinsize);
625 static void ch_noclothes(Game *game, const char *args)
627 set_noclothes(0, game, args);
630 static void ch_noclothesnear(Game *game, const char *args)
632 int closest = find_closest();
634 set_noclothes(closest, game, args);
638 static void set_clothes(int pnum, Game *game, const char *args)
641 snprintf(buf, 63, ":Data:Textures:%s.png", args);
643 if (!game->AddClothes(buf,&player[pnum].skeleton.skinText[pnum]))
646 player[pnum].DoMipmaps();
647 strcpy(player[pnum].clothes[player[pnum].numclothes],buf);
648 player[pnum].clothestintr[player[pnum].numclothes]=tintr;
649 player[pnum].clothestintg[player[pnum].numclothes]=tintg;
650 player[pnum].clothestintb[player[pnum].numclothes]=tintb;
651 player[pnum].numclothes++;
654 static void ch_clothes(Game *game, const char *args)
656 set_clothes(0, game, args);
659 static void ch_clothesnear(Game *game, const char *args)
661 int closest = find_closest();
663 set_clothes(closest, game, args);
666 static void ch_belt(Game *game, const char *args)
668 player[0].skeleton.clothes = !player[0].skeleton.clothes;
672 static void ch_cellophane(Game *game, const char *args)
674 cellophane = !cellophane;
675 float mul = cellophane ? 0 : 1;
677 for (int i = 0; i < numplayers; i++) {
678 player[i].proportionhead.z = player[i].proportionhead.x * mul;
679 player[i].proportionbody.z = player[i].proportionbody.x * mul;
680 player[i].proportionarms.z = player[i].proportionarms.x * mul;
681 player[i].proportionlegs.z = player[i].proportionlegs.x * mul;
685 static void ch_funnybunny(Game *game, const char *args)
687 player[0].skeleton.id=0;
688 player[0].skeleton.Load(":Data:Skeleton:Basic Figure",":Data:Skeleton:Basic Figurelow",
689 ":Data:Skeleton:Rabbitbelt",":Data:Models:Body.solid",
690 ":Data:Models:Body2.solid",":Data:Models:Body3.solid",
691 ":Data:Models:Body4.solid",":Data:Models:Body5.solid",
692 ":Data:Models:Body6.solid",":Data:Models:Body7.solid",
693 ":Data:Models:Bodylow.solid",":Data:Models:Belt.solid",1);
694 game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
695 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
696 player[0].creature=rabbittype;
698 player[0].headless=0;
699 player[0].damagetolerance=200;
700 set_proportion(0, "1 1 1 1");
703 static void ch_wolfie(Game *game, const char *args)
705 player[0].skeleton.id=0;
706 player[0].skeleton.Load(":Data:Skeleton:Basic Figure Wolf",":Data:Skeleton:Basic Figure Wolf Low",
707 ":Data:Skeleton:Rabbitbelt",":Data:Models:Wolf.solid",
708 ":Data:Models:Wolf2.solid",":Data:Models:Wolf3.solid",
709 ":Data:Models:Wolf4.solid",":Data:Models:Wolf5.solid",
710 ":Data:Models:Wolf6.solid",":Data:Models:Wolf7.solid",
711 ":Data:Models:Wolflow.solid",":Data:Models:Belt.solid",0);
712 game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
713 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
714 player[0].creature=wolftype;
715 player[0].damagetolerance=300;
716 set_proportion(0, "1 1 1 1");
719 static void ch_wolfieisgod(Game *game, const char *args)
721 ch_wolfie(game, args);
724 static void ch_wolf(Game *game, const char *args)
726 game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
727 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
730 static void ch_snowwolf(Game *game, const char *args)
732 game->LoadTextureSave(":Data:Textures:SnowWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
733 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
736 static void ch_darkwolf(Game *game, const char *args)
738 game->LoadTextureSave(":Data:Textures:DarkWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
739 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
742 static void ch_lizardwolf(Game *game, const char *args)
744 game->LoadTextureSave(":Data:Textures:Lizardwolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
745 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
748 static void ch_white(Game *game, const char *args)
750 game->LoadTextureSave(":Data:Textures:fur.jpg",&player[0].skeleton.drawmodel.textureptr,1,
751 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
754 static void ch_brown(Game *game, const char *args)
756 game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
757 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
760 static void ch_black(Game *game, const char *args)
762 game->LoadTextureSave(":Data:Textures:fur2.jpg",&player[0].skeleton.drawmodel.textureptr,1,
763 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
766 static void ch_sizemin(Game *game, const char *args)
768 for (int i = 1; i < numplayers; i++)
769 if (player[i].scale < 0.8 * 0.2)
770 player[i].scale = 0.8 * 0.2;
773 static void ch_tutorial(Game *game, const char *args)
775 tutoriallevel = atoi(args);
778 static void ch_hostile(Game *game, const char *args)
780 hostile = atoi(args);
783 static void ch_indemo(Game *game, const char *args)
786 hotspot[numhotspots]=player[0].coords;
787 hotspotsize[numhotspots]=0;
788 hotspottype[numhotspots]=-111;
789 strcpy(hotspottext[numhotspots],"mapname");
793 static void ch_notindemo(Game *game, const char *args)
799 static void ch_type(Game *game, const char *args)
801 int n = sizeof(editortypenames) / sizeof(editortypenames[0]);
802 for (int i = 0; i < n; i++)
803 if (stripfx(args, editortypenames[i])) {
809 static void ch_path(Game *game, const char *args)
811 int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
812 for (int i = 0; i < n; i++)
813 if (stripfx(args, pathtypenames[i])) {
819 static void ch_hs(Game *game, const char *args)
821 hotspot[numhotspots]=player[0].coords;
825 sscanf(args, "%f%d %n", &size, &type, &shift);
827 hotspotsize[numhotspots] = size;
828 hotspottype[numhotspots] = type;
830 strcpy(hotspottext[numhotspots], args + shift);
831 strcat(hotspottext[numhotspots], "\n");
836 static void ch_dialogue(Game *game, const char *args)
839 char buf1[32], buf2[64];
841 sscanf(args, "%d %31s", &dlg, buf1);
842 snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
844 dialoguetype[numdialogues] = dlg;
846 memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues]));
847 memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues]));
849 ifstream ipstream(ConvertFileName(buf2));
850 ipstream.ignore(256,':');
851 ipstream >> numdialogueboxes[numdialogues];
852 for(int i=0;i<numdialogueboxes[numdialogues];i++){
853 ipstream.ignore(256,':');
854 ipstream.ignore(256,':');
855 ipstream.ignore(256,' ');
856 ipstream >> dialogueboxlocation[numdialogues][i];
857 ipstream.ignore(256,':');
858 ipstream >> dialogueboxcolor[numdialogues][i][0];
859 ipstream >> dialogueboxcolor[numdialogues][i][1];
860 ipstream >> dialogueboxcolor[numdialogues][i][2];
861 ipstream.ignore(256,':');
862 ipstream.getline(dialoguename[numdialogues][i],64);
863 ipstream.ignore(256,':');
864 ipstream.ignore(256,' ');
865 ipstream.getline(dialoguetext[numdialogues][i],128);
866 for(int j=0;j<128;j++){
867 if(dialoguetext[numdialogues][i][j]=='\\')dialoguetext[numdialogues][i][j]='\n';
869 ipstream.ignore(256,':');
870 ipstream >> dialogueboxsound[numdialogues][i];
873 for(int i=0;i<numdialogueboxes[numdialogues];i++){
874 for(int j=0;j<numplayers;j++){
875 participantfacing[numdialogues][i][j]=player[j].facing;
882 whichdialogue=numdialogues;
887 static void ch_fixdialogue(Game *game, const char *args)
889 char buf1[32], buf2[64];
892 sscanf(args, "%d %31s", &whichdi, buf1);
893 snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
895 memset(dialoguetext[whichdi], 0, sizeof(dialoguetext[whichdi]));
896 memset(dialoguename[whichdi], 0, sizeof(dialoguename[whichdi]));
898 ifstream ipstream(ConvertFileName(buf2));
899 ipstream.ignore(256,':');
900 ipstream >> numdialogueboxes[whichdi];
901 for(int i=0;i<numdialogueboxes[whichdi];i++){
902 ipstream.ignore(256,':');
903 ipstream.ignore(256,':');
904 ipstream.ignore(256,' ');
905 ipstream >> dialogueboxlocation[whichdi][i];
906 ipstream.ignore(256,':');
907 ipstream >> dialogueboxcolor[whichdi][i][0];
908 ipstream >> dialogueboxcolor[whichdi][i][1];
909 ipstream >> dialogueboxcolor[whichdi][i][2];
910 ipstream.ignore(256,':');
911 ipstream.getline(dialoguename[whichdi][i],64);
912 ipstream.ignore(256,':');
913 ipstream.ignore(256,' ');
914 ipstream.getline(dialoguetext[whichdi][i],128);
915 for(int j=0;j<128;j++){
916 if(dialoguetext[whichdi][i][j]=='\\')dialoguetext[whichdi][i][j]='\n';
918 ipstream.ignore(256,':');
919 ipstream >> dialogueboxsound[whichdi][i];
925 static void ch_fixtype(Game *game, const char *args)
928 sscanf(args, "%d", &dlg);
929 dialoguetype[0] = dlg;
932 static void ch_fixrotation(Game *game, const char *args)
934 participantrotation[whichdialogue][participantfocus[whichdialogue][indialogue]]=player[participantfocus[whichdialogue][indialogue]].rotation;
937 static void ch_ddialogue(Game *game, const char *args)
943 static void ch_dhs(Game *game, const char *args)
949 static void ch_immobile(Game *game, const char *args)
951 player[0].immobile = 1;
954 static void ch_allimmobile(Game *game, const char *args)
956 for (int i = 1; i < numplayers; i++)
957 player[i].immobile = 1;
960 static void ch_mobile(Game *game, const char *args)
962 player[0].immobile = 0;
965 static void ch_default(Game *game, const char *args)
967 player[0].armorhead=1;
968 player[0].armorhigh=1;
969 player[0].armorlow=1;
970 player[0].protectionhead=1;
971 player[0].protectionhigh=1;
972 player[0].protectionlow=1;
973 player[0].metalhead=1;
974 player[0].metalhigh=1;
975 player[0].metallow=1;
977 player[0].speedmult=1;
980 if(player[0].creature==wolftype){
981 player[0].proportionhead=1.1;
982 player[0].proportionbody=1.1;
983 player[0].proportionarms=1.1;
984 player[0].proportionlegs=1.1;
985 } else if(player[0].creature==rabbittype){
986 player[0].proportionhead=1.2;
987 player[0].proportionbody=1.05;
988 player[0].proportionarms=1.00;
989 player[0].proportionlegs=1.1;
990 player[0].proportionlegs.y=1.05;
993 player[0].numclothes=0;
994 game->LoadTextureSave(creatureskin[player[0].creature][player[0].whichskin],
995 &player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],
996 &player[0].skeleton.skinsize);
998 editoractive=typeactive;
999 player[0].immobile=0;
1002 static void ch_play(Game *game, const char *args)
1005 sscanf(args, "%d", &dlg);
1006 whichdialogue = dlg;
1008 if (whichdialogue >= numdialogues)
1011 for(int i=0;i<numdialogueboxes[whichdialogue];i++){
1012 player[participantfocus[whichdialogue][i]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
1013 player[participantfocus[whichdialogue][i]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
1014 player[participantfocus[whichdialogue][i]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
1015 player[participantfocus[whichdialogue][i]].velocity=0;
1016 player[participantfocus[whichdialogue][i]].targetanimation=player[participantfocus[whichdialogue][i]].getIdle();
1017 player[participantfocus[whichdialogue][i]].targetframe=0;
1023 playdialogueboxsound();
1026 static void ch_mapkilleveryone(Game *game, const char *args)
1028 maptype = mapkilleveryone;
1031 static void ch_mapkillmost(Game *game, const char *args)
1033 maptype = mapkillmost;
1036 static void ch_mapkillsomeone(Game *game, const char *args)
1038 maptype = mapkillsomeone;
1041 static void ch_mapgosomewhere(Game *game, const char *args)
1043 maptype = mapgosomewhere;
1046 static void ch_viewdistance(Game *game, const char *args)
1048 viewdistance = atof(args)*100;
1051 static void ch_fadestart(Game *game, const char *args)
1053 fadestart = atof(args);
1056 static void ch_slomo(Game *game, const char *args)
1058 slomospeed = atof(args);
1063 static void ch_slofreq(Game *game, const char *args)
1065 slomofreq = atof(args);
1068 static void ch_skytint(Game *game, const char *args)
1070 sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
1072 skyboxlightr=skyboxr;
1073 skyboxlightg=skyboxg;
1074 skyboxlightb=skyboxb;
1076 game->SetUpLighting();
1078 terrain.DoShadows();
1079 objects.DoShadows();
1082 static void ch_skylight(Game *game, const char *args)
1084 sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1086 game->SetUpLighting();
1088 terrain.DoShadows();
1089 objects.DoShadows();
1092 static void ch_skybox(Game *game, const char *args)
1094 skyboxtexture = !skyboxtexture;
1096 game->SetUpLighting();
1098 terrain.DoShadows();
1099 objects.DoShadows();
1102 static void cmd_dispatch(Game *game, const char *cmd)
1104 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
1106 for (i = 0; i < n_cmds; i++)
1107 if (stripfx(cmd, cmd_names[i]))
1109 cmd_handlers[i](game, cmd + strlen(cmd_names[i]));
1112 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
1115 /********************> Tick() <*****/
1116 extern bool save_image(const char * fname);
1117 void Screenshot (void)
1120 time_t t = time(NULL);
1121 struct tm *tme = localtime(&t);
1122 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);
1125 mkdir("Screenshots");
1127 mkdir("Screenshots", S_IRWXU);
1135 void Game::SetUpLighting(){
1136 if(environment==snowyenvironment)
1137 light.setColors(.65,.65,.7,.4,.4,.44);
1138 if(environment==desertenvironment)
1139 light.setColors(.95,.95,.95,.4,.35,.3);
1140 if(environment==grassyenvironment)
1141 light.setColors(.95,.95,1,.4,.4,.44);
1143 light.setColors(1,1,1,.4,.4,.4);
1145 average=(skyboxlightr+skyboxlightg+skyboxlightb)/3;
1146 light.color[0]*=(skyboxlightr+average)/2;
1147 light.color[1]*=(skyboxlightg+average)/2;
1148 light.color[2]*=(skyboxlightb+average)/2;
1149 light.ambient[0]*=(skyboxlightr+average)/2;
1150 light.ambient[1]*=(skyboxlightg+average)/2;
1151 light.ambient[2]*=(skyboxlightb+average)/2;
1154 int Game::findPathDist(int start,int end){
1155 int smallestcount,count,connected;
1156 int last,last2,last3,last4;
1160 for(int i=0;i<50;i++){
1166 while(last!=end&&count<30){
1168 for(int j=0;j<numpathpoints;j++){
1169 if(j!=last&&j!=last2&&j!=last3&&j!=last4)
1172 if(numpathpointconnect[j])
1173 for(int k=0;k<numpathpointconnect[j];k++){
1174 if(pathpointconnect[j][k]==last)connected=1;
1177 if(numpathpointconnect[last])
1178 for(int k=0;k<numpathpointconnect[last];k++){
1179 if(pathpointconnect[last][k]==j)connected=1;
1182 if(closest==-1||Random()%2==0){
1193 if(count<smallestcount)smallestcount=count;
1195 return smallestcount;
1198 int Game::checkcollide(XYZ startpoint,XYZ endpoint){
1199 static XYZ colpoint,colviewer,coltarget;
1200 static float minx,minz,maxx,maxz,miny,maxy;
1202 minx=min(startpoint.x,endpoint.x)-1;
1203 miny=min(startpoint.y,endpoint.y)-1;
1204 minz=min(startpoint.z,endpoint.z)-1;
1205 maxx=max(startpoint.x,endpoint.x)+1;
1206 maxy=max(startpoint.y,endpoint.y)+1;
1207 maxz=max(startpoint.z,endpoint.z)+1;
1209 for(int i=0;i<objects.numobjects;i++){
1210 if( objects.position[i].x>minx-objects.model[i].boundingsphereradius&&
1211 objects.position[i].x<maxx+objects.model[i].boundingsphereradius&&
1212 objects.position[i].y>miny-objects.model[i].boundingsphereradius&&
1213 objects.position[i].y<maxy+objects.model[i].boundingsphereradius&&
1214 objects.position[i].z>minz-objects.model[i].boundingsphereradius&&
1215 objects.position[i].z<maxz+objects.model[i].boundingsphereradius){
1216 if( objects.type[i]!=treeleavestype&&
1217 objects.type[i]!=bushtype&&
1218 objects.type[i]!=firetype){
1219 colviewer=startpoint;
1221 if(objects.model[i].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[i],&objects.rotation[i])!=-1)return i;
1226 //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1231 int Game::checkcollide(XYZ startpoint,XYZ endpoint,int what){
1232 static XYZ colpoint,colviewer,coltarget;
1233 static float minx,minz,maxx,maxz,miny,maxy;
1234 static int i; //FIXME: see below
1236 minx=min(startpoint.x,endpoint.x)-1;
1237 miny=min(startpoint.y,endpoint.y)-1;
1238 minz=min(startpoint.z,endpoint.z)-1;
1239 maxx=max(startpoint.x,endpoint.x)+1;
1240 maxy=max(startpoint.y,endpoint.y)+1;
1241 maxz=max(startpoint.z,endpoint.z)+1;
1244 if( objects.position[what].x>minx-objects.model[what].boundingsphereradius&&
1245 objects.position[what].x<maxx+objects.model[what].boundingsphereradius&&
1246 objects.position[what].y>miny-objects.model[what].boundingsphereradius&&
1247 objects.position[what].y<maxy+objects.model[what].boundingsphereradius&&
1248 objects.position[what].z>minz-objects.model[what].boundingsphereradius&&
1249 objects.position[what].z<maxz+objects.model[what].boundingsphereradius){
1250 if( objects.type[what]!=treeleavestype&&
1251 objects.type[what]!=bushtype&&
1252 objects.type[what]!=firetype){
1253 colviewer=startpoint;
1256 if(objects.model[what].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[what],&objects.rotation[what])!=-1)return i;
1261 if(what==1000)if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1266 void Game::Setenvironment(int which)
1270 LOG(" Setting environment...");
1272 float temptexdetail;
1275 pause_sound(stream_music1snow);
1276 pause_sound(stream_music1grass);
1277 pause_sound(stream_music1desert);
1278 pause_sound(stream_wind);
1279 pause_sound(stream_desertambient);
1282 if(environment==snowyenvironment){
1286 emit_stream_np(stream_wind);
1288 LoadTexture(":Data:Textures:snowtree.png",&objects.treetextureptr,0,1);
1289 LoadTexture(":Data:Textures:bushsnow.png",&objects.bushtextureptr,0,1);
1290 LoadTexture(":Data:Textures:bouldersnow.jpg",&objects.rocktextureptr,1,0);
1291 LoadTexture(":Data:Textures:snowbox.jpg",&objects.boxtextureptr,1,0);
1293 footstepsound = footstepsn1;
1294 footstepsound2 = footstepsn2;
1295 footstepsound3 = footstepst1;
1296 footstepsound4 = footstepst2;
1298 LoadTexture(":Data:Textures:snow.jpg",&terraintexture,1,0);
1300 LoadTexture(":Data:Textures:rock.jpg",&terraintexture2,1,0);
1302 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1307 temptexdetail=texdetail;
1308 if(texdetail>1)texdetail=4;
1309 skybox.load( ":Data:Textures:Skybox(snow):Front.jpg",
1310 ":Data:Textures:Skybox(snow):Left.jpg",
1311 ":Data:Textures:Skybox(snow):Back.jpg",
1312 ":Data:Textures:Skybox(snow):Right.jpg",
1313 ":Data:Textures:Skybox(snow):Up.jpg",
1314 ":Data:Textures:Skybox(snow):Down.jpg");
1319 texdetail=temptexdetail;
1321 if(environment==desertenvironment){
1324 LoadTexture(":Data:Textures:deserttree.png",&objects.treetextureptr,0,1);
1325 LoadTexture(":Data:Textures:bushdesert.png",&objects.bushtextureptr,0,1);
1326 LoadTexture(":Data:Textures:boulderdesert.jpg",&objects.rocktextureptr,1,0);
1327 LoadTexture(":Data:Textures:desertbox.jpg",&objects.boxtextureptr,1,0);
1331 emit_stream_np(stream_desertambient);
1333 footstepsound = footstepsn1;
1334 footstepsound2 = footstepsn2;
1335 footstepsound3 = footstepsn1;
1336 footstepsound4 = footstepsn2;
1338 LoadTexture(":Data:Textures:sand.jpg",&terraintexture,1,0);
1340 LoadTexture(":Data:Textures:sandslope.jpg",&terraintexture2,1,0);
1342 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1346 temptexdetail=texdetail;
1347 if(texdetail>1)texdetail=4;
1348 skybox.load( ":Data:Textures:Skybox(sand):Front.jpg",
1349 ":Data:Textures:Skybox(sand):Left.jpg",
1350 ":Data:Textures:Skybox(sand):Back.jpg",
1351 ":Data:Textures:Skybox(sand):Right.jpg",
1352 ":Data:Textures:Skybox(sand):Up.jpg",
1353 ":Data:Textures:Skybox(sand):Down.jpg");
1358 texdetail=temptexdetail;
1360 if(environment==grassyenvironment){
1363 LoadTexture(":Data:Textures:tree.png",&objects.treetextureptr,0,1);
1364 LoadTexture(":Data:Textures:bush.png",&objects.bushtextureptr,0,1);
1365 LoadTexture(":Data:Textures:boulder.jpg",&objects.rocktextureptr,1,0);
1366 LoadTexture(":Data:Textures:grassbox.jpg",&objects.boxtextureptr,1,0);
1369 emit_stream_np(stream_wind, 100.);
1371 footstepsound = footstepgr1;
1372 footstepsound2 = footstepgr2;
1373 footstepsound3 = footstepst1;
1374 footstepsound4 = footstepst2;
1376 LoadTexture(":Data:Textures:grassdirt.jpg",&terraintexture,1,0);
1378 LoadTexture(":Data:Textures:mossrock.jpg",&terraintexture2,1,0);
1380 //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
1384 temptexdetail=texdetail;
1385 if(texdetail>1)texdetail=4;
1386 skybox.load( ":Data:Textures:Skybox(grass):Front.jpg",
1387 ":Data:Textures:Skybox(grass):Left.jpg",
1388 ":Data:Textures:Skybox(grass):Back.jpg",
1389 ":Data:Textures:Skybox(grass):Right.jpg",
1390 ":Data:Textures:Skybox(grass):Up.jpg",
1391 ":Data:Textures:Skybox(grass):Down.jpg");
1395 texdetail=temptexdetail;
1397 temptexdetail=texdetail;
1399 terrain.load(":Data:Textures:heightmap.png");
1401 texdetail=temptexdetail;
1405 void Game::Loadlevel(int which){
1411 Loadlevel("tutorial");
1412 }else if(which >= 0 && which <= 15){
1414 snprintf(buf, 32, "map%d", which + 1);
1417 Loadlevel("mapsave");
1420 void Game::Loadlevel(const char *name){
1421 static int oldlevel;
1425 static const char *pfx = ":Data:Maps:";
1428 float headprop,legprop,armprop,bodyprop;
1432 LOG(std::string("Loading level...") + name);
1444 if(tutoriallevel!=-1)
1449 if(tutoriallevel==1)
1451 if(tutorialstage==0){
1452 tutorialstagetime=0;
1458 pause_sound(whooshsound);
1459 pause_sound(stream_firesound);
1461 // Change the map filename into something that is os specific
1462 buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
1463 sprintf(buf, "%s%s", pfx, name);
1464 const char *FixedFN = ConvertFileName(buf);
1468 tfile=fopen( FixedFN, "rb" );
1470 pause_sound(stream_firesound);
1476 animation[bounceidleanim].Load((char *)"Idle",middleheight,neutral);
1480 for(int i=0;i<20;i++)
1481 dialoguegonethrough[i]=0;
1490 difficulty=accountactive->getDifficulty();
1509 for(int i=0;i<100;i++)
1529 bonustotal=startbonustotal;
1534 emit_sound_np(consolesuccesssound);
1539 if(!stealthloading){
1540 terrain.numdecals=0;
1541 Sprite::deleteSprites();
1542 for(int i=0;i<objects.numobjects;i++)
1543 objects.model[i].numdecals=0;
1545 int j=objects.numobjects;
1546 for(int i=0;i<j;i++){
1547 objects.DeleteObject(0);
1552 for(int i=0;i<subdivision;i++)
1553 for(int j=0;j<subdivision;j++)
1554 terrain.patchobjectnum[i][j]=0;
1559 weapons.numweapons=0;
1561 funpackf(tfile, "Bi", &mapvers);
1563 funpackf(tfile, "Bi", &indemo);
1567 funpackf(tfile, "Bi", &maptype);
1569 maptype=mapkilleveryone;
1571 funpackf(tfile, "Bi", &hostile);
1575 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
1581 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
1589 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1591 skyboxlightr=skyboxr;
1592 skyboxlightg=skyboxg;
1593 skyboxlightb=skyboxb;
1596 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);
1598 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat,&lamefloat,&lamefloat,&lamefloat,&lamefloat, &player[0].num_weapons);
1599 player[0].originalcoords=player[0].coords;
1600 if(player[0].num_weapons>0&&player[0].num_weapons<5)
1601 for(int j=0;j<player[0].num_weapons;j++){
1602 player[0].weaponids[j]=weapons.numweapons;
1603 funpackf(tfile, "Bi", &weapons.type[weapons.numweapons]);
1604 weapons.owner[weapons.numweapons]=0;
1605 weapons.numweapons++;
1611 funpackf(tfile, "Bf Bf Bf", &player[0].armorhead, &player[0].armorhigh, &player[0].armorlow);
1612 funpackf(tfile, "Bf Bf Bf", &player[0].protectionhead, &player[0].protectionhigh, &player[0].protectionlow);
1613 funpackf(tfile, "Bf Bf Bf", &player[0].metalhead, &player[0].metalhigh, &player[0].metallow);
1614 funpackf(tfile, "Bf Bf", &player[0].power, &player[0].speedmult);
1616 funpackf(tfile, "Bi", &player[0].numclothes);
1619 funpackf(tfile, "Bi Bi", &player[0].whichskin, &player[0].creature);
1621 player[0].whichskin=0;
1622 player[0].creature=rabbittype;
1625 player[0].lastattack=-1;
1626 player[0].lastattack2=-1;
1627 player[0].lastattack3=-1;
1631 funpackf(tfile, "Bi", &numdialogues);
1632 for(int k=0;k<numdialogues;k++){
1633 funpackf(tfile, "Bi", &numdialogueboxes[k]);
1634 funpackf(tfile, "Bi", &dialoguetype[k]);
1635 for(int l=0;l<10;l++){
1636 funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
1637 funpackf(tfile, "Bf", &participantrotation[k][l]);
1639 for(int l=0;l<numdialogueboxes[k];l++){
1640 funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
1641 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
1642 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
1643 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
1644 funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1648 funpackf(tfile, "Bi",&templength);
1649 if(templength>128||templength<=0)
1652 for(m=0;m<templength;m++){
1653 funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1654 if(dialoguetext[k][l][m]=='\0')
1657 dialoguetext[k][l][m] = 0;
1659 funpackf(tfile, "Bi",&templength);
1660 if(templength>64||templength<=0)templength=64;
1661 for(m=0;m<templength;m++){
1662 funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1663 if(dialoguename[k][l][m]=='\0')
1666 dialoguename[k][l][m] = 0;
1667 funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1668 funpackf(tfile, "Bi", &participantfocus[k][l]);
1669 funpackf(tfile, "Bi", &participantaction[k][l]);
1672 funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1674 funpackf(tfile, "Bf Bf",&dialoguecamerarotation[k][l],&dialoguecamerarotation2[k][l]);
1680 for(int k=0;k<player[0].numclothes;k++){
1681 funpackf(tfile, "Bi", &templength);
1682 for(int l=0;l<templength;l++)
1683 funpackf(tfile, "Bb", &player[0].clothes[k][l]);
1684 player[0].clothes[k][templength]='\0';
1685 funpackf(tfile, "Bf Bf Bf", &player[0].clothestintr[k], &player[0].clothestintg[k], &player[0].clothestintb[k]);
1688 funpackf(tfile, "Bi", &environment);
1690 funpackf(tfile, "Bi", &objects.numobjects);
1691 for(int i=0;i<objects.numobjects;i++){
1692 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]);
1693 if(objects.type[i]==treeleavestype)
1694 objects.scale[i]=objects.scale[i-1];
1698 funpackf(tfile, "Bi", &numhotspots);
1699 for(int i=0;i<numhotspots;i++){
1700 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i],&hotspotsize[i],&hotspot[i].x,&hotspot[i].y,&hotspot[i].z);
1701 funpackf(tfile, "Bi", &templength);
1703 for(int l=0;l<templength;l++)
1704 funpackf(tfile, "Bb", &hotspottext[i][l]);
1705 hotspottext[i][templength]='\0';
1706 if(hotspottype[i]==-111)
1715 if(!stealthloading){
1717 for(int i=0;i<objects.numobjects;i++)
1718 objects.center+=objects.position[i];
1719 objects.center/=objects.numobjects;
1725 float maxdistance=0;
1728 for(int i=0;i<objects.numobjects;i++){
1729 tempdist=findDistancefast(&objects.center,&objects.position[i]);
1730 if(tempdist>maxdistance){
1732 maxdistance=tempdist;
1735 objects.radius=fast_sqrt(maxdistance);
1740 //mapcenter=objects.center;
1741 //mapradius=objects.radius;
1743 funpackf(tfile, "Bi", &numplayers);
1744 int howmanyremoved=0;
1745 bool removeanother=0;
1746 if(numplayers>1&&numplayers<maxplayers){
1747 for(int i=1;i<numplayers;i++){
1752 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);
1754 funpackf(tfile, "Bi", &player[i-howmanyremoved].howactive);
1756 player[i-howmanyremoved].howactive=typeactive;
1758 funpackf(tfile, "Bf",&player[i-howmanyremoved].scale);
1760 player[i-howmanyremoved].scale=-1;
1762 funpackf(tfile, "Bb",&player[i-howmanyremoved].immobile);
1764 player[i-howmanyremoved].immobile=0;
1766 funpackf(tfile, "Bf",&player[i-howmanyremoved].rotation);
1768 player[i-howmanyremoved].rotation=0;
1769 player[i-howmanyremoved].targetrotation=player[i-howmanyremoved].rotation;
1770 if(player[i-howmanyremoved].num_weapons<0||player[i-howmanyremoved].num_weapons>5){
1775 if(player[i-howmanyremoved].num_weapons>0&&player[i-howmanyremoved].num_weapons<5){
1776 for(int j=0;j<player[i-howmanyremoved].num_weapons;j++){
1777 player[i-howmanyremoved].weaponids[j]=weapons.numweapons;
1778 funpackf(tfile, "Bi", &weapons.type[player[i-howmanyremoved].weaponids[j]]);
1779 weapons.owner[player[i-howmanyremoved].weaponids[j]]=i;
1780 weapons.numweapons++;
1783 funpackf(tfile, "Bi", &player[i-howmanyremoved].numwaypoints);
1784 //player[i-howmanyremoved].numwaypoints=10;
1785 for(int j=0;j<player[i-howmanyremoved].numwaypoints;j++){
1786 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].x);
1787 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].y);
1788 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].z);
1790 funpackf(tfile, "Bi", &player[i-howmanyremoved].waypointtype[j]);
1792 player[i-howmanyremoved].waypointtype[j] = wpkeepwalking;
1795 funpackf(tfile, "Bi", &player[i-howmanyremoved].waypoint);
1796 if(player[i-howmanyremoved].waypoint>player[i-howmanyremoved].numwaypoints-1)
1797 player[i-howmanyremoved].waypoint=0;
1799 funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].armorhead, &player[i-howmanyremoved].armorhigh, &player[i-howmanyremoved].armorlow);
1800 funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].protectionhead, &player[i-howmanyremoved].protectionhigh, &player[i-howmanyremoved].protectionlow);
1801 funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].metalhead, &player[i-howmanyremoved].metalhigh, &player[i-howmanyremoved].metallow);
1802 funpackf(tfile, "Bf Bf", &player[i-howmanyremoved].power, &player[i-howmanyremoved].speedmult);
1805 funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
1812 if(player[i-howmanyremoved].creature==wolftype){
1813 player[i-howmanyremoved].proportionhead=1.1*headprop;
1814 player[i-howmanyremoved].proportionbody=1.1*bodyprop;
1815 player[i-howmanyremoved].proportionarms=1.1*armprop;
1816 player[i-howmanyremoved].proportionlegs=1.1*legprop;
1819 if(player[i-howmanyremoved].creature==rabbittype){
1820 player[i-howmanyremoved].proportionhead=1.2*headprop;
1821 player[i-howmanyremoved].proportionbody=1.05*bodyprop;
1822 player[i-howmanyremoved].proportionarms=1.00*armprop;
1823 player[i-howmanyremoved].proportionlegs=1.1*legprop;
1824 player[i-howmanyremoved].proportionlegs.y=1.05*legprop;
1827 funpackf(tfile, "Bi", &player[i-howmanyremoved].numclothes);
1828 if(player[i-howmanyremoved].numclothes){
1829 for(int k=0;k<player[i-howmanyremoved].numclothes;k++){
1831 funpackf(tfile, "Bi", &templength);
1832 for(int l=0;l<templength;l++)
1833 funpackf(tfile, "Bb", &player[i-howmanyremoved].clothes[k][l]);
1834 player[i-howmanyremoved].clothes[k][templength]='\0';
1835 funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].clothestintr[k], &player[i-howmanyremoved].clothestintg[k], &player[i-howmanyremoved].clothestintb[k]);
1844 numplayers-=howmanyremoved;
1845 funpackf(tfile, "Bi", &numpathpoints);
1846 if(numpathpoints>30||numpathpoints<0)
1848 for(int j=0;j<numpathpoints;j++){
1849 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x,&pathpoint[j].y,&pathpoint[j].z,&numpathpointconnect[j]);
1850 for(int k=0;k<numpathpointconnect[j];k++){
1851 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1857 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x,&mapcenter.y,&mapcenter.z,&mapradius);
1860 if(environment!=oldenvironment)
1861 Setenvironment(environment);
1862 oldenvironment=environment;
1864 if(!stealthloading){
1865 int j=objects.numobjects;
1866 objects.numobjects=0;
1867 for(int i=0;i<j;i++){
1868 objects.MakeObject(objects.type[i],objects.position[i],objects.rotation[i],objects.rotation2[i],objects.scale[i]);
1873 terrain.DoShadows();
1876 objects.DoShadows();
1883 oldlevel=whichlevel;
1886 if(numplayers>maxplayers-1)
1887 numplayers=maxplayers-1;
1888 for(int i=0;i<numplayers;i++){
1894 if(i==0||player[i].scale<0)
1896 player[i].skeleton.free=0;
1897 player[i].skeleton.id=i;
1899 player[i].creature=rabbittype;
1900 if(player[i].creature!=wolftype){
1901 player[i].skeleton.Load(
1902 (char *)":Data:Skeleton:Basic Figure",
1903 (char *)":Data:Skeleton:Basic Figurelow",
1904 (char *)":Data:Skeleton:Rabbitbelt",
1905 (char *)":Data:Models:Body.solid",
1906 (char *)":Data:Models:Body2.solid",
1907 (char *)":Data:Models:Body3.solid",
1908 (char *)":Data:Models:Body4.solid",
1909 (char *)":Data:Models:Body5.solid",
1910 (char *)":Data:Models:Body6.solid",
1911 (char *)":Data:Models:Body7.solid",
1912 (char *)":Data:Models:Bodylow.solid",
1913 (char *)":Data:Models:Belt.solid",0);
1915 if(player[i].creature!=wolftype){
1916 player[i].skeleton.Load(
1917 (char *)":Data:Skeleton:Basic Figure",
1918 (char *)":Data:Skeleton:Basic Figurelow",
1919 (char *)":Data:Skeleton:Rabbitbelt",
1920 (char *)":Data:Models:Body.solid",
1921 (char *)":Data:Models:Body2.solid",
1922 (char *)":Data:Models:Body3.solid",
1923 (char *)":Data:Models:Body4.solid",
1924 (char *)":Data:Models:Body5.solid",
1925 (char *)":Data:Models:Body6.solid",
1926 (char *)":Data:Models:Body7.solid",
1927 (char *)":Data:Models:Bodylow.solid",
1928 (char *)":Data:Models:Belt.solid",1);
1929 LoadTexture(":Data:Textures:Belt.png",&player[i].skeleton.drawmodelclothes.textureptr,1,1);
1931 if(player[i].creature==wolftype){
1932 player[i].skeleton.Load(
1933 (char *)":Data:Skeleton:Basic Figure Wolf",
1934 (char *)":Data:Skeleton:Basic Figure Wolf Low",
1935 (char *)":Data:Skeleton:Rabbitbelt",
1936 (char *)":Data:Models:Wolf.solid",
1937 (char *)":Data:Models:Wolf2.solid",
1938 (char *)":Data:Models:Wolf3.solid",
1939 (char *)":Data:Models:Wolf4.solid",
1940 (char *)":Data:Models:Wolf5.solid",
1941 (char *)":Data:Models:Wolf6.solid",
1942 (char *)":Data:Models:Wolf7.solid",
1943 (char *)":Data:Models:Wolflow.solid",
1944 (char *)":Data:Models:Belt.solid",0);
1950 texsize=512*512*3/texdetail/texdetail;
1952 LoadTextureSave(creatureskin[player[i].creature][player[i].whichskin],&player[i].skeleton.drawmodel.textureptr,1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
1954 if(player[i].numclothes){
1955 for(int j=0;j<player[i].numclothes;j++){
1956 tintr=player[i].clothestintr[j];
1957 tintg=player[i].clothestintg[j];
1958 tintb=player[i].clothestintb[j];
1959 AddClothes((char *)player[i].clothes[j],&player[i].skeleton.skinText[0]);
1961 player[i].DoMipmaps();
1964 player[i].currentanimation=bounceidleanim;
1965 player[i].targetanimation=bounceidleanim;
1966 player[i].currentframe=0;
1967 player[i].targetframe=1;
1969 player[i].speed=1+(float)(Random()%100)/1000;
1971 player[i].speed-=.2;
1973 player[i].speed-=.1;
1975 player[i].velocity=0;
1976 player[i].oldcoords=player[i].coords;
1977 player[i].realoldcoords=player[i].coords;
1980 player[i].skeleton.id=i;
1981 player[i].updatedelay=0;
1982 player[i].normalsupdatedelay=0;
1984 player[i].aitype=passivetype;
1985 player[i].madskills=0;
1988 player[i].proportionhead=1.2;
1989 player[i].proportionbody=1.05;
1990 player[i].proportionarms=1.00;
1991 player[i].proportionlegs=1.1;
1992 player[i].proportionlegs.y=1.05;
1994 player[i].headless=0;
1995 player[i].currentoffset=0;
1996 player[i].targetoffset=0;
1998 player[i].damagetolerance=200;
2000 if(player[i].creature==wolftype){
2001 if(i==0||player[i].scale<0)
2002 player[i].scale=.23;
2003 player[i].damagetolerance=300;
2009 player[i].proportionhead.z=0;
2010 player[i].proportionbody.z=0;
2011 player[i].proportionarms.z=0;
2012 player[i].proportionlegs.z=0;
2015 player[i].tempanimation.Load((char *)"Tempanim",0,0);
2017 player[i].headmorphness=0;
2018 player[i].targetheadmorphness=1;
2019 player[i].headmorphstart=0;
2020 player[i].headmorphend=0;
2022 player[i].pausetime=0;
2025 player[i].jumppower=5;
2027 player[i].permanentdamage=0;
2028 player[i].superpermanentdamage=0;
2030 player[i].forwardkeydown=0;
2031 player[i].leftkeydown=0;
2032 player[i].backkeydown=0;
2033 player[i].rightkeydown=0;
2034 player[i].jumpkeydown=0;
2035 player[i].crouchkeydown=0;
2036 player[i].throwkeydown=0;
2038 player[i].collided=-10;
2040 player[i].bloodloss=0;
2041 player[i].weaponactive=-1;
2042 player[i].weaponstuck=-1;
2043 player[i].bleeding=0;
2044 player[i].deathbleeding=0;
2045 player[i].stunned=0;
2046 player[i].hasvictim=0;
2047 player[i].wentforweapon=0;
2050 player[0].aitype=playercontrolled;
2051 player[0].weaponactive=-1;
2054 player[0].power=1/.9;
2057 player[0].power=1/.8;
2060 player[0].damagetolerance=250;
2062 player[0].damagetolerance=300;
2064 player[0].armorhead*=1.5;
2066 player[0].armorhigh*=1.5;
2068 player[0].armorlow*=1.5;
2069 cameraloc=player[0].coords;
2071 rotation=player[0].rotation;
2073 hawkcoords=player[0].coords;
2078 for(int i=0;i<weapons.numweapons;i++){
2079 weapons.bloody[i]=0;
2080 weapons.blooddrip[i]=0;
2081 weapons.blooddripdelay[i]=0;
2082 weapons.onfire[i]=0;
2083 weapons.flamedelay[i]=0;
2084 weapons.damage[i]=0;
2085 if(weapons.type[i]==sword){
2086 weapons.mass[i]=1.5;
2087 weapons.tipmass[i]=1;
2088 weapons.length[i]=.8;
2090 if(weapons.type[i]==staff){
2092 weapons.tipmass[i]=1;
2093 weapons.length[i]=1.5;
2095 if(weapons.type[i]==knife){
2097 weapons.tipmass[i]=1.2;
2098 weapons.length[i]=.25;
2100 weapons.position[i]=-1000;
2101 weapons.tippoint[i]=-1000;
2104 LOG("Starting background music...");
2106 OPENAL_StopSound(OPENAL_ALL);
2107 if(environment==snowyenvironment){
2109 emit_stream_np(stream_wind);
2110 }else if(environment==desertenvironment){
2112 emit_stream_np(stream_desertambient);
2113 }else if(environment==grassyenvironment){
2115 emit_stream_np(stream_wind, 100.);
2117 oldmusicvolume[0]=0;
2118 oldmusicvolume[1]=0;
2119 oldmusicvolume[2]=0;
2120 oldmusicvolume[3]=0;
2132 void Game::MenuTick(){
2134 if(mainmenu==1||mainmenu==2){
2135 if(Input::MouseClicked()&&selected==1){
2137 fireSound(firestartsound);
2149 pause_sound(stream_music3);
2150 resume_stream(music1);
2154 if(Input::MouseClicked()&&selected==2){
2159 if(newdetail>2)newdetail=detail;
2160 if(newdetail<0)newdetail=detail;
2161 if(newscreenwidth>3000)newscreenwidth=screenwidth;
2162 if(newscreenwidth<0)newscreenwidth=screenwidth;
2163 if(newscreenheight>3000)newscreenheight=screenheight;
2164 if(newscreenheight<0)newscreenheight=screenheight;
2167 if(Input::MouseClicked()&&selected==3){
2173 pause_sound(stream_music3);
2180 }else if(mainmenu==3){
2181 if(Input::MouseClicked()){
2188 extern SDL_Rect **resolutions;
2189 bool isCustomResolution = true;
2191 for(int i = 0; (!found) && (resolutions[i]); i++){
2192 if((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
2193 isCustomResolution = false;
2195 if((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)){
2197 if(resolutions[i] != NULL){
2198 newscreenwidth = (int) resolutions[i]->w;
2199 newscreenheight = (int) resolutions[i]->h;
2200 }else if(isCustomResolution){
2201 if((screenwidth == newscreenwidth) && (screenheight == newscreenheight)){
2202 newscreenwidth = (int) resolutions[0]->w;
2203 newscreenheight = (int) resolutions[0]->h;
2205 newscreenwidth = screenwidth;
2206 newscreenheight = screenheight;
2209 newscreenwidth = (int) resolutions[0]->w;
2210 newscreenheight = (int) resolutions[0]->h;
2217 newscreenwidth = (int) resolutions[0]->w;
2218 newscreenheight = (int) resolutions[0]->h;
2223 if(newdetail>2)newdetail=0;
2227 if(bloodtoggle>2)bloodtoggle=0;
2231 if(difficulty>2)difficulty=0;
2234 ismotionblur=1-ismotionblur;
2240 musictoggle=1-musictoggle;
2243 pause_sound(music1);
2244 pause_sound(stream_music2);
2245 pause_sound(stream_music3);
2247 for(int i=0;i<4;i++){
2248 oldmusicvolume[i]=0;
2254 emit_stream_np(stream_music3);
2266 if(newdetail>2)newdetail=detail;
2267 if(newdetail<0)newdetail=detail;
2268 if(newscreenwidth<0)newscreenwidth=screenwidth;
2269 if(newscreenheight<0)newscreenheight=screenheight;
2271 SaveSettings(*this);
2272 if(mainmenu==3&&gameon)mainmenu=2;
2273 if(mainmenu==3&&!gameon)mainmenu=1;
2276 invertmouse=1-invertmouse;
2279 usermousesensitivity+=.2;
2280 if(usermousesensitivity>2)usermousesensitivity=.2;
2284 if(volume>1.0001f)volume=0;
2285 OPENAL_SetSFXMasterVolume((int)(volume*255));
2290 newstereomode = stereomode;
2295 showdamagebar=!showdamagebar;
2299 }else if(mainmenu==4){
2300 if(Input::MouseClicked()&&selected!=-1&&!waiting){
2302 if(selected<9&&keyselect==-1)
2311 if(newdetail>2)newdetail=detail;
2312 if(newdetail<0)newdetail=detail;
2313 if(newscreenwidth>3000)newscreenwidth=screenwidth;
2314 if(newscreenwidth<0)newscreenwidth=screenwidth;
2315 if(newscreenheight>3000)newscreenheight=screenheight;
2316 if(newscreenheight<0)newscreenheight=screenheight;
2319 }else if(mainmenu==5){
2322 accountactive->endGame();
2326 if(Input::MouseClicked()){
2327 if((selected-7>=accountactive->getCampaignChoicesMade())){
2335 if(firstload) TickOnceAfter();
2337 whichchoice=selected-7-accountactive->getCampaignChoicesMade();
2340 Loadlevel(campaignmapname[campaignchoicewhich[selected-7-accountactive->getCampaignChoicesMade()]]);
2341 //Loadlevel(campaignmapname[levelorder[selected-7]]);
2345 pause_sound(stream_music3);
2347 if(selected>=1 && selected<=5){
2358 if(firstload)TickOnceAfter();
2359 if(!firstload)LoadStuff();
2366 pause_sound(stream_music3);
2375 if(mainmenu==5&&gameon)mainmenu=2;
2376 if(mainmenu==5&&!gameon)mainmenu=1;
2383 }else if(mainmenu==9){
2384 if(Input::MouseClicked()&&selected<numchallengelevels&&selected>=0&&selected<=accountactive->getProgress()){
2392 targetlevel=selected;
2393 if(firstload)TickOnceAfter();
2394 if(!firstload)LoadStuff();
2396 Loadlevel(selected);
2402 pause_sound(stream_music3);
2404 if(Input::MouseClicked()&&selected==numchallengelevels){
2409 }else if(mainmenu==10){
2411 if(Input::MouseClicked()&&selected==3){
2416 }else if(mainmenu==6){
2417 if(Input::MouseClicked()) {
2422 accountactive = Account::destroy(accountactive);
2424 } else if(selected==2) {
2430 }else if(mainmenu==7){
2431 if(Input::MouseClicked()) {
2434 if(selected==0&&Account::getNbAccounts()<8){
2436 } else if (selected<Account::getNbAccounts()+1) {
2437 accountactive=Account::get(selected-1);
2440 } else if (selected==Account::getNbAccounts()+1) {
2445 for(int j=0;j<255;j++){
2446 displaytext[0][j]=0;
2454 }else if(mainmenu==8){
2455 if(Input::MouseClicked()&&selected>-1){
2459 accountactive->setDifficulty(selected);
2462 }else if(mainmenu==18){
2463 if(Input::MouseClicked()&&selected==0) {
2464 newstereomode = (StereoMode)(newstereomode + 1);
2465 while(!CanInitStereo(newstereomode)) {
2466 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
2467 newstereomode = (StereoMode)(newstereomode + 1);
2468 if ( newstereomode >= stereoCount ) {
2469 newstereomode = stereoNone;
2474 if(Input::isKeyPressed(MOUSEBUTTON1)&&selected==1)
2475 stereoseparation+=0.001;
2476 if(Input::isKeyPressed(MOUSEBUTTON2)&&selected==1)
2477 stereoseparation-=0.001;
2479 if(Input::MouseClicked()&&selected==2) {
2480 stereoreverse =! stereoreverse;
2483 if(Input::MouseClicked()&&selected==3) {
2486 stereomode = newstereomode;
2487 InitStereo(stereomode);
2493 if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
2496 if(newdetail>2)newdetail=detail;
2497 if(newdetail<0)newdetail=detail;
2498 if(newscreenwidth<0)newscreenwidth=screenwidth;
2499 if(newscreenheight<0)newscreenheight=screenheight;
2501 SaveSettings(*this);
2505 if(mainmenu==1||mainmenu==2){
2506 if(loaddistrib>4)transition+=multiplier/8;
2514 OPENAL_SetFrequency(channels[stream_music3], 22050);
2517 inputText(displaytext[0],&displayselected,&displaychars[0]);
2518 if(!waiting) { // the input as finished
2519 if(displaychars[0]){ // with enter
2520 accountactive = Account::add(string(displaytext[0]));
2526 fireSound(firestartsound);
2528 for(int i=0;i<255;i++){
2529 displaytext[0][i]=0;
2538 displayblinkdelay-=multiplier;
2539 if(displayblinkdelay<=0){
2540 displayblinkdelay=.3;
2541 displayblink=1-displayblink;
2546 void Game::doTutorial(){
2547 if(tutorialstagetime>tutorialmaxtime){
2550 if(tutorialstage<=1){
2555 switch(tutorialstage){
2561 tutorialmaxtime=600;
2563 tutorialmaxtime=1000;
2565 tutorialmaxtime=600;
2567 tutorialmaxtime=600;
2569 tutorialmaxtime=600;
2571 tutorialmaxtime=600;
2573 tutorialmaxtime=600;
2577 tutorialmaxtime=1000;
2579 tutorialmaxtime=1000;
2594 player[1].coords=(temp+temp2)/2;
2596 emit_sound_at(fireendsound, player[1].coords);
2598 for(int i=0;i<player[1].skeleton.num_joints;i++){
2600 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
2601 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
2602 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;
2603 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
2604 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
2609 tutorialmaxtime=500;
2611 tutorialmaxtime=500;
2613 tutorialmaxtime=500;
2615 tutorialmaxtime=500;
2618 //tutorialmaxtime=500;
2620 tutorialmaxtime=500;
2622 tutorialmaxtime=500;
2629 tutorialmaxtime=500;
2631 tutorialmaxtime=500;
2633 tutorialmaxtime=500;
2635 tutorialmaxtime=500;
2642 player[1].aitype=attacktypecutoff;
2644 tutorialmaxtime=400;
2646 tutorialmaxtime=400;
2647 player[0].escapednum=0;
2652 player[1].aitype=passivetype;
2658 tutorialmaxtime=400;
2661 player[1].aitype=attacktypecutoff;
2663 tutorialmaxtime=400;
2665 tutorialmaxtime=400;
2670 player[1].aitype=passivetype;
2677 player[1].aitype=attacktypecutoff;
2682 player[1].aitype=passivetype;
2694 weapons.owner[weapons.numweapons]=-1;
2695 weapons.type[weapons.numweapons]=knife;
2696 weapons.damage[weapons.numweapons]=0;
2697 weapons.mass[weapons.numweapons]=1;
2698 weapons.tipmass[weapons.numweapons]=1.2;
2699 weapons.length[weapons.numweapons]=.25;
2700 weapons.position[weapons.numweapons]=(temp+temp2)/2;
2701 weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
2703 weapons.velocity[weapons.numweapons]=0.1;
2704 weapons.tipvelocity[weapons.numweapons]=0.1;
2705 weapons.missed[weapons.numweapons]=1;
2706 weapons.hitsomething[weapons.numweapons]=0;
2707 weapons.freetime[weapons.numweapons]=0;
2708 weapons.firstfree[weapons.numweapons]=1;
2709 weapons.physics[weapons.numweapons]=1;
2711 weapons.numweapons++;
2714 tutorialmaxtime=300;
2716 tutorialmaxtime=300;
2720 tutorialmaxtime=300;
2723 player[0].weaponactive=-1;
2724 player[0].num_weapons=0;
2725 player[1].weaponactive=0;
2726 player[1].num_weapons=1;
2727 player[1].weaponids[0]=0;
2731 player[1].aitype=attacktypecutoff;
2733 tutorialmaxtime=300;
2736 player[0].weaponactive=-1;
2737 player[0].num_weapons=0;
2738 player[1].weaponactive=0;
2739 player[1].num_weapons=1;
2740 player[1].weaponids[0]=0;
2742 tutorialmaxtime=300;
2745 player[0].weaponactive=-1;
2746 player[0].num_weapons=0;
2747 player[1].weaponactive=0;
2748 player[1].num_weapons=1;
2749 player[1].weaponids[0]=0;
2751 weapons.type[0]=sword;
2753 tutorialmaxtime=300;
2766 weapons.owner[weapons.numweapons]=-1;
2767 weapons.type[weapons.numweapons]=sword;
2768 weapons.damage[weapons.numweapons]=0;
2769 weapons.mass[weapons.numweapons]=1;
2770 weapons.tipmass[weapons.numweapons]=1.2;
2771 weapons.length[weapons.numweapons]=.25;
2772 weapons.position[weapons.numweapons]=(temp+temp2)/2;
2773 weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
2775 weapons.velocity[weapons.numweapons]=0.1;
2776 weapons.tipvelocity[weapons.numweapons]=0.1;
2777 weapons.missed[weapons.numweapons]=1;
2778 weapons.hitsomething[weapons.numweapons]=0;
2779 weapons.freetime[weapons.numweapons]=0;
2780 weapons.firstfree[weapons.numweapons]=1;
2781 weapons.physics[weapons.numweapons]=1;
2785 player[0].weaponactive=0;
2786 player[0].num_weapons=1;
2787 player[0].weaponids[0]=1;
2788 player[1].weaponactive=0;
2789 player[1].num_weapons=1;
2790 player[1].weaponids[0]=0;
2792 weapons.numweapons++;
2797 player[1].aitype=passivetype;
2803 player[0].weaponactive=0;
2804 player[0].num_weapons=1;
2805 player[0].weaponids[0]=1;
2806 player[1].weaponactive=0;
2807 player[1].num_weapons=1;
2808 player[1].weaponids[0]=0;
2810 if(player[0].weaponactive!=-1)weapons.type[player[0].weaponids[player[0].weaponactive]]=staff;
2811 else weapons.type[0]=staff;
2813 weapons.numweapons++;
2817 player[1].aitype=passivetype;
2819 tutorialmaxtime=200;
2821 weapons.position[1]=1000;
2822 weapons.tippoint[1]=1000;
2824 weapons.numweapons=1;
2826 player[1].weaponactive=-1;
2827 player[1].num_weapons=0;
2828 player[0].weaponactive=0;
2829 player[0].num_weapons=1;
2830 player[0].weaponids[0]=0;
2832 weapons.type[0]=knife;
2834 weapons.numweapons++;
2839 emit_sound_at(fireendsound, player[1].coords);
2841 for(int i=0;i<player[1].skeleton.num_joints;i++){
2843 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
2844 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
2845 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;
2846 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
2847 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
2851 player[1].num_weapons=0;
2852 player[1].weaponstuck=-1;
2853 player[1].weaponactive=-1;
2855 weapons.numweapons=0;
2857 weapons.owner[0]=-1;
2858 weapons.velocity[0]=0.1;
2859 weapons.tipvelocity[0]=-0.1;
2860 weapons.missed[0]=1;
2861 weapons.hitsomething[0]=0;
2862 weapons.freetime[0]=0;
2863 weapons.firstfree[0]=1;
2864 weapons.physics[0]=1;
2867 tutorialmaxtime=80000;
2868 break; default: break;
2870 if(tutorialstage<=51)tutorialstagetime=0;
2874 if(tutorialstagetime<tutorialmaxtime-3){
2875 switch(tutorialstage){
2876 case 3: if(deltah||deltav)tutorialsuccess+=multiplier;
2877 break; case 4: if(player[0].forwardkeydown||player[0].backkeydown||player[0].leftkeydown||player[0].rightkeydown)tutorialsuccess+=multiplier;
2878 break; case 5: if(player[0].jumpkeydown)tutorialsuccess=1;
2879 break; case 6: if(player[0].isCrouch())tutorialsuccess=1;
2880 break; case 7: if(player[0].targetanimation==rollanim)tutorialsuccess=1;
2881 break; case 8: if(player[0].targetanimation==sneakanim)tutorialsuccess+=multiplier;
2882 break; case 9: if(player[0].targetanimation==rabbitrunninganim||player[0].targetanimation==wolfrunninganim)tutorialsuccess+=multiplier;
2883 break; case 11: if(player[0].isWallJump())tutorialsuccess=1;
2884 break; case 12: if(player[0].targetanimation==flipanim)tutorialsuccess=1;
2885 break; case 15: if(player[0].targetanimation==upunchanim||player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
2886 break; case 16: if(player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
2887 break; case 17: if(player[0].targetanimation==spinkickanim)tutorialsuccess=1;
2888 break; case 18: if(player[0].targetanimation==sweepanim)tutorialsuccess=1;
2889 break; case 19: if(player[0].targetanimation==dropkickanim)tutorialsuccess=1;
2890 break; case 20: if(player[0].targetanimation==rabbitkickanim)tutorialsuccess=1;
2891 break; case 21: if(bonus==cannon)tutorialsuccess=1;
2892 break; case 22: if(bonus==spinecrusher)tutorialsuccess=1;
2893 break; case 23: if(player[0].targetanimation==walljumprightkickanim||player[0].targetanimation==walljumpleftkickanim)tutorialsuccess=1;
2894 break; case 24: if(player[0].targetanimation==rabbittacklinganim)tutorialsuccess=1;
2895 break; case 25: if(player[0].targetanimation==backhandspringanim)tutorialsuccess=1;
2896 break; case 28: if(animation[player[0].targetanimation].attack==reversed&&player[0].feint)tutorialsuccess=1;
2898 if(player[0].escapednum==2){
2902 player[1].aitype=passivetype;
2904 break; case 33: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2905 break; case 34: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2907 if(animation[player[0].targetanimation].attack==reversal){
2911 player[1].aitype=passivetype;
2913 break; case 40: if(player[0].num_weapons>0)tutorialsuccess=1;
2914 break; case 41: if(player[0].weaponactive==-1&&player[0].num_weapons>0)tutorialsuccess=1;
2915 break; case 43: if(player[0].targetanimation==knifeslashstartanim)tutorialsuccess=1;
2916 break; case 44: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2917 break; case 45: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2918 break; case 46: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2919 break; case 49: if(player[1].weaponstuck!=-1)tutorialsuccess=1;
2920 break; default: break;
2922 if(tutorialsuccess>=1)tutorialstagetime=tutorialmaxtime-3;
2925 if(tutorialstagetime==tutorialmaxtime-3){
2926 emit_sound_np(consolesuccesssound);
2929 if(tutorialsuccess>=1){
2930 if(tutorialstage==34||tutorialstage==35)
2931 tutorialstagetime=tutorialmaxtime-1;
2935 if(tutorialstage<14||tutorialstage>=50){
2936 player[1].coords.y=300;
2937 player[1].velocity=0;
2943 void Game::doDebugKeys(){
2944 float headprop,bodyprop,armprop,legprop;
2946 if(Input::isKeyPressed(SDLK_h)){
2947 player[0].damagetolerance=200000;
2950 player[0].permanentdamage=0;
2951 player[0].superpermanentdamage=0;
2954 if(Input::isKeyPressed(SDLK_j)){
2958 Setenvironment(environment);
2961 if(Input::isKeyPressed(SDLK_c)){
2962 cameramode=1-cameramode;
2965 if(Input::isKeyPressed(SDLK_x)&&!Input::isKeyDown(SDLK_LSHIFT)){
2966 if(player[0].num_weapons>0){
2967 if(weapons.type[player[0].weaponids[0]]==sword)weapons.type[player[0].weaponids[0]]=staff;
2968 else if(weapons.type[player[0].weaponids[0]]==staff)weapons.type[player[0].weaponids[0]]=knife;
2969 else weapons.type[player[0].weaponids[0]]=sword;
2970 if(weapons.type[player[0].weaponids[0]]==sword){
2971 weapons.mass[player[0].weaponids[0]]=1.5;
2972 weapons.tipmass[player[0].weaponids[0]]=1;
2973 weapons.length[player[0].weaponids[0]]=.8;
2975 if(weapons.type[player[0].weaponids[0]]==staff){
2976 weapons.mass[player[0].weaponids[0]]=2;
2977 weapons.tipmass[player[0].weaponids[0]]=1;
2978 weapons.length[player[0].weaponids[0]]=1.5;
2981 if(weapons.type[player[0].weaponids[0]]==knife){
2982 weapons.mass[player[0].weaponids[0]]=1;
2983 weapons.tipmass[player[0].weaponids[0]]=1.2;
2984 weapons.length[player[0].weaponids[0]]=.25;
2989 if(Input::isKeyPressed(SDLK_x)&&Input::isKeyDown(SDLK_LSHIFT)){
2991 float closestdist=-1;
2994 for(int i=1;i<numplayers;i++){
2995 distance=findDistancefast(&player[i].coords,&player[0].coords);
2996 if(closestdist==-1||distance<closestdist){
2997 closestdist=distance;
3002 if(player[closest].num_weapons){
3003 if(weapons.type[player[closest].weaponids[0]]==sword)
3004 weapons.type[player[closest].weaponids[0]]=staff;
3005 else if(weapons.type[player[closest].weaponids[0]]==staff)
3006 weapons.type[player[closest].weaponids[0]]=knife;
3007 else weapons.type[player[closest].weaponids[0]]=sword;
3008 if(weapons.type[player[closest].weaponids[0]]==sword){
3009 weapons.mass[player[closest].weaponids[0]]=1.5;
3010 weapons.tipmass[player[closest].weaponids[0]]=1;
3011 weapons.length[player[closest].weaponids[0]]=.8;
3013 if(weapons.type[player[0].weaponids[0]]==staff){
3014 weapons.mass[player[0].weaponids[0]]=2;
3015 weapons.tipmass[player[0].weaponids[0]]=1;
3016 weapons.length[player[0].weaponids[0]]=1.5;
3018 if(weapons.type[player[closest].weaponids[0]]==knife){
3019 weapons.mass[player[closest].weaponids[0]]=1;
3020 weapons.tipmass[player[closest].weaponids[0]]=1.2;
3021 weapons.length[player[closest].weaponids[0]]=.25;
3024 if(!player[closest].num_weapons){
3025 player[closest].weaponids[0]=weapons.numweapons;
3026 weapons.owner[weapons.numweapons]=closest;
3027 weapons.type[weapons.numweapons]=knife;
3028 weapons.damage[weapons.numweapons]=0;
3029 weapons.numweapons++;
3030 player[closest].num_weapons=1;
3031 if(weapons.type[player[closest].weaponids[0]]==sword){
3032 weapons.mass[player[closest].weaponids[0]]=1.5;
3033 weapons.tipmass[player[closest].weaponids[0]]=1;
3034 weapons.length[player[closest].weaponids[0]]=.8;
3036 if(weapons.type[player[closest].weaponids[0]]==knife){
3037 weapons.mass[player[closest].weaponids[0]]=1;
3038 weapons.tipmass[player[closest].weaponids[0]]=1.2;
3039 weapons.length[player[closest].weaponids[0]]=.25;
3045 if(Input::isKeyDown(SDLK_u)){
3047 float closestdist=-1;
3050 for(int i=1;i<numplayers;i++){
3051 distance=findDistancefast(&player[i].coords,&player[0].coords);
3052 if(closestdist==-1||distance<closestdist){
3053 closestdist=distance;
3057 player[closest].rotation+=multiplier*50;
3058 player[closest].targetrotation=player[closest].rotation;
3062 if(Input::isKeyPressed(SDLK_o)&&!Input::isKeyDown(SDLK_LSHIFT)){
3064 float closestdist=-1;
3067 for(int i=1;i<numplayers;i++){
3068 distance=findDistancefast(&player[i].coords,&player[0].coords);
3069 if(closestdist==-1||distance<closestdist){
3070 closestdist=distance;
3074 if(Input::isKeyDown(SDLK_LCTRL))closest=0;
3077 player[closest].whichskin++;
3078 if(player[closest].whichskin>9)
3079 player[closest].whichskin=0;
3080 if(player[closest].whichskin>2&&player[closest].creature==wolftype)
3081 player[closest].whichskin=0;
3083 LoadTextureSave(creatureskin[player[closest].creature][player[closest].whichskin],
3084 &player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
3087 if(player[closest].numclothes){
3088 for(int i=0;i<player[closest].numclothes;i++){
3089 tintr=player[closest].clothestintr[i];
3090 tintg=player[closest].clothestintg[i];
3091 tintb=player[closest].clothestintb[i];
3092 AddClothes((char *)player[closest].clothes[i],&player[closest].skeleton.skinText[0]);
3094 player[closest].DoMipmaps();
3098 if(Input::isKeyPressed(SDLK_o)&&Input::isKeyDown(SDLK_LSHIFT)){
3100 float closestdist=-1;
3103 for(int i=1;i<numplayers;i++){
3104 distance=findDistancefast(&player[i].coords,&player[0].coords);
3105 if(closestdist==-1||distance<closestdist){
3106 closestdist=distance;
3111 if(player[closest].creature==wolftype){
3112 headprop=player[closest].proportionhead.x/1.1;
3113 bodyprop=player[closest].proportionbody.x/1.1;
3114 armprop=player[closest].proportionarms.x/1.1;
3115 legprop=player[closest].proportionlegs.x/1.1;
3118 if(player[closest].creature==rabbittype){
3119 headprop=player[closest].proportionhead.x/1.2;
3120 bodyprop=player[closest].proportionbody.x/1.05;
3121 armprop=player[closest].proportionarms.x/1.00;
3122 legprop=player[closest].proportionlegs.x/1.1;
3126 if(player[closest].creature==rabbittype){
3127 player[closest].skeleton.id=closest;
3128 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);
3129 LoadTextureSave(":Data:Textures:Wolf.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[closest],&player[closest].skeleton.skinsize);
3130 player[closest].whichskin=0;
3131 player[closest].creature=wolftype;
3133 player[closest].proportionhead=1.1;
3134 player[closest].proportionbody=1.1;
3135 player[closest].proportionarms=1.1;
3136 player[closest].proportionlegs=1.1;
3137 player[closest].proportionlegs.y=1.1;
3138 player[closest].scale=.23*5*player[0].scale;
3140 player[closest].damagetolerance=300;
3144 player[closest].skeleton.id=closest;
3145 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);
3146 LoadTextureSave(":Data:Textures:Fur3.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
3147 player[closest].whichskin=0;
3148 player[closest].creature=rabbittype;
3150 player[closest].proportionhead=1.2;
3151 player[closest].proportionbody=1.05;
3152 player[closest].proportionarms=1.00;
3153 player[closest].proportionlegs=1.1;
3154 player[closest].proportionlegs.y=1.05;
3155 player[closest].scale=.2*5*player[0].scale;
3157 player[closest].damagetolerance=200;
3160 if(player[closest].creature==wolftype){
3161 player[closest].proportionhead=1.1*headprop;
3162 player[closest].proportionbody=1.1*bodyprop;
3163 player[closest].proportionarms=1.1*armprop;
3164 player[closest].proportionlegs=1.1*legprop;
3167 if(player[closest].creature==rabbittype){
3168 player[closest].proportionhead=1.2*headprop;
3169 player[closest].proportionbody=1.05*bodyprop;
3170 player[closest].proportionarms=1.00*armprop;
3171 player[closest].proportionlegs=1.1*legprop;
3172 player[closest].proportionlegs.y=1.05*legprop;
3178 if(Input::isKeyPressed(SDLK_b)&&!Input::isKeyDown(SDLK_LSHIFT)){
3184 if(((Input::isKeyPressed(SDLK_i)&&!Input::isKeyDown(SDLK_LSHIFT)))){
3186 float closestdist=-1;
3188 XYZ flatfacing2,flatvelocity2;
3191 for(int i=1;i<numplayers;i++){
3192 distance=findDistancefast(&player[i].coords,&player[0].coords);
3193 if(distance<144&&!player[i].headless)
3194 if(closestdist==-1||distance<closestdist){
3195 closestdist=distance;
3197 blah = player[i].coords;
3202 XYZ headspurtdirection;
3203 //int i = player[closest].skeleton.jointlabels[head];
3204 Joint& headjoint=playerJoint(closest,head);
3205 for(int k=0;k<player[closest].skeleton.num_joints; k++){
3206 if(!player[closest].skeleton.free)
3207 flatvelocity2=player[closest].velocity;
3208 if(player[closest].skeleton.free)
3209 flatvelocity2=headjoint.velocity;
3210 if(!player[closest].skeleton.free)
3211 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;
3212 if(player[closest].skeleton.free)
3213 flatfacing2=headjoint.position*player[closest].scale+player[closest].coords;
3214 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3215 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3216 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3217 headspurtdirection=headjoint.position-playerJoint(closest,neck).position;
3218 Normalise(&headspurtdirection);
3219 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, .6, 1);
3220 flatvelocity2+=headspurtdirection*8;
3221 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2/2, 1,1,1, .16, 1);
3223 Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
3225 emit_sound_at(splattersound, blah);
3226 emit_sound_at(breaksound2, blah, 100.);
3228 if(player[closest].skeleton.free==2)player[closest].skeleton.free=0;
3229 player[closest].RagDoll(0);
3230 player[closest].dead=2;
3231 player[closest].headless=1;
3232 player[closest].DoBloodBig(3,165);
3238 if(((Input::isKeyPressed(SDLK_i)&&Input::isKeyDown(SDLK_LSHIFT)))){
3240 float closestdist=-1;
3242 XYZ flatfacing2,flatvelocity2;
3245 for(int i=1;i<numplayers;i++){
3246 distance=findDistancefast(&player[i].coords,&player[0].coords);
3248 if(closestdist==-1||distance<closestdist){
3249 closestdist=distance;
3251 blah=player[i].coords;
3256 emit_sound_at(splattersound, blah);
3258 emit_sound_at(breaksound2, blah);
3260 for(int i=0;i<player[closest].skeleton.num_joints; i++){
3261 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
3262 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
3263 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;
3264 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
3265 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3266 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3267 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3268 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
3269 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .3, 1);
3270 Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
3273 for(int i=0;i<player[closest].skeleton.num_joints; i++){
3274 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
3275 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
3276 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;
3277 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
3278 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3279 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3280 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3281 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
3282 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .4, 1);
3285 for(int i=0;i<player[closest].skeleton.num_joints; i++){
3286 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
3287 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
3288 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;
3289 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
3290 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3291 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3292 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3293 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
3294 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
3297 for(int i=0;i<player[closest].skeleton.num_joints; i++){
3298 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
3299 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
3300 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;
3301 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
3302 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3303 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3304 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3305 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
3306 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
3310 for(int j=0;j<numplayers; j++){
3312 if(findDistancefast(&player[j].coords,&player[closest].coords)<25){
3313 player[j].DoDamage((25-findDistancefast(&player[j].coords,&player[closest].coords))*60);
3314 if(player[j].skeleton.free==2)
3315 player[j].skeleton.free=1;
3316 player[j].skeleton.longdead=0;
3317 player[j].RagDoll(0);
3318 for(int i=0;i<player[j].skeleton.num_joints; i++){
3319 temppos=player[j].skeleton.joints[i].position+player[j].coords;
3320 if(findDistancefast(&temppos,&player[closest].coords)<25){
3321 flatvelocity2=temppos-player[closest].coords;
3322 Normalise(&flatvelocity2);
3323 player[j].skeleton.joints[i].velocity+=flatvelocity2*((20-findDistancefast(&temppos,&player[closest].coords))*20);
3330 player[closest].DoDamage(10000);
3331 player[closest].RagDoll(0);
3332 player[closest].dead=2;
3333 player[closest].coords=20;
3334 player[closest].skeleton.free=2;
3341 if(Input::isKeyPressed(SDLK_f)){
3342 player[0].onfire=1-player[0].onfire;
3343 if(player[0].onfire){
3344 player[0].CatchFire();
3346 if(!player[0].onfire){
3347 emit_sound_at(fireendsound, player[0].coords);
3348 pause_sound(stream_firesound);
3352 if(Input::isKeyPressed(SDLK_n)&&!Input::isKeyDown(SDLK_LCTRL)){
3353 //if(!player[0].skeleton.free)player[0].damage+=500;
3354 player[0].RagDoll(0);
3355 //player[0].spurt=1;
3356 //player[0].DoDamage(1000);
3358 emit_sound_at(whooshsound, player[0].coords, 128.);
3361 if(Input::isKeyPressed(SDLK_n)&&Input::isKeyDown(SDLK_LCTRL)){
3363 float closestdist=-1;
3365 for(int i=0;i<objects.numobjects;i++){
3366 if(objects.type[i]==treeleavestype){
3367 objects.scale[i]*=.9;
3372 if(Input::isKeyPressed(SDLK_m)&&Input::isKeyDown(SDLK_LSHIFT)){
3373 editorenabled=1-editorenabled;
3375 player[0].damagetolerance=100000;
3377 player[0].damagetolerance=200;
3379 player[0].damage=0; // these lines were in both if and else, but I think they would better fit in the if
3380 player[0].permanentdamage=0;
3381 player[0].superpermanentdamage=0;
3382 player[0].bloodloss=0;
3383 player[0].deathbleeding=0;
3387 if(whichlevel!=-2&&Input::isKeyPressed(SDLK_k)&&Input::isKeyDown(SDLK_LSHIFT)&&!editorenabled){
3389 if(targetlevel>numchallengelevels-1)
3396 if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LSHIFT)){
3398 float closestdist=-1;
3401 for(int i=1;i<numplayers;i++){
3402 distance=findDistancefast(&player[i].coords,&player[0].coords);
3403 if(closestdist==-1||distance<closestdist){
3404 closestdist=distance;
3408 if(closestdist>0&&closest>=0){
3409 //player[closest]=player[numplayers-1];
3410 //player[closest].skeleton=player[numplayers-1].skeleton;
3415 if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LCTRL)){
3417 float closestdist=-1;
3420 for(int i=1;i<max_objects;i++){
3421 distance=findDistancefast(&objects.position[i],&player[0].coords);
3422 if(closestdist==-1||distance<closestdist){
3423 closestdist=distance;
3427 if(closestdist>0&&closest>=0){
3428 objects.position[closest].y-=500;
3432 if(Input::isKeyPressed(SDLK_m)&&Input::isKeyDown(SDLK_LSHIFT)){
3434 //if(drawmode>2)drawmode=0;
3435 if(objects.numobjects<max_objects-1){
3437 boxcoords.x=player[0].coords.x;
3438 boxcoords.z=player[0].coords.z;
3439 boxcoords.y=player[0].coords.y-3;
3440 if(editortype==bushtype)boxcoords.y=player[0].coords.y-.5;
3441 if(editortype==firetype)boxcoords.y=player[0].coords.y-.5;
3442 //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
3443 float temprotat,temprotat2;
3444 temprotat=editorrotation;
3445 temprotat2=editorrotation2;
3446 if(temprotat<0||editortype==bushtype)temprotat=Random()%360;
3447 if(temprotat2<0)temprotat2=Random()%360;
3449 objects.MakeObject(editortype,boxcoords,(int)temprotat-((int)temprotat)%30,(int)temprotat2,editorsize);
3450 if(editortype==treetrunktype)
3451 objects.MakeObject(treeleavestype,boxcoords,Random()%360*(temprotat2<2)+(int)editorrotation-((int)editorrotation)%30,editorrotation2,editorsize);
3455 if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3456 if(numplayers<maxplayers-1){
3457 player[numplayers].scale=.2*5*player[0].scale;
3458 player[numplayers].creature=rabbittype;
3459 player[numplayers].howactive=editoractive;
3460 player[numplayers].skeleton.id=numplayers;
3461 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);
3463 //texsize=512*512*3/texdetail/texdetail;
3464 //if(!player[numplayers].loaded)player[numplayers].skeleton.skinText = new GLubyte[texsize];
3465 //player[numplayers].skeleton.skinText.resize(texsize);
3467 int k=abs(Random()%2)+1;
3469 LoadTextureSave(":Data:Textures:Fur3.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
3470 player[numplayers].whichskin=0;
3473 LoadTextureSave(":Data:Textures:Fur.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
3474 player[numplayers].whichskin=1;
3477 LoadTextureSave(":Data:Textures:Fur2.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
3478 player[numplayers].whichskin=2;
3481 LoadTexture(":Data:Textures:Belt.png",&player[numplayers].skeleton.drawmodelclothes.textureptr,1,1);
3482 player[numplayers].power=1;
3483 player[numplayers].speedmult=1;
3484 player[numplayers].currentanimation=bounceidleanim;
3485 player[numplayers].targetanimation=bounceidleanim;
3486 player[numplayers].currentframe=0;
3487 player[numplayers].targetframe=1;
3488 player[numplayers].target=0;
3489 player[numplayers].bled=0;
3490 player[numplayers].speed=1+(float)(Random()%100)/1000;
3492 player[numplayers].targetrotation=player[0].targetrotation;
3493 player[numplayers].rotation=player[0].rotation;
3495 player[numplayers].velocity=0;
3496 player[numplayers].coords=player[0].coords;
3497 player[numplayers].oldcoords=player[numplayers].coords;
3498 player[numplayers].realoldcoords=player[numplayers].coords;
3500 player[numplayers].id=numplayers;
3501 player[numplayers].skeleton.id=numplayers;
3502 player[numplayers].updatedelay=0;
3503 player[numplayers].normalsupdatedelay=0;
3505 player[numplayers].aitype=passivetype;
3507 if(player[0].creature==wolftype){
3508 headprop=player[0].proportionhead.x/1.1;
3509 bodyprop=player[0].proportionbody.x/1.1;
3510 armprop=player[0].proportionarms.x/1.1;
3511 legprop=player[0].proportionlegs.x/1.1;
3514 if(player[0].creature==rabbittype){
3515 headprop=player[0].proportionhead.x/1.2;
3516 bodyprop=player[0].proportionbody.x/1.05;
3517 armprop=player[0].proportionarms.x/1.00;
3518 legprop=player[0].proportionlegs.x/1.1;
3521 if(player[numplayers].creature==wolftype){
3522 player[numplayers].proportionhead=1.1*headprop;
3523 player[numplayers].proportionbody=1.1*bodyprop;
3524 player[numplayers].proportionarms=1.1*armprop;
3525 player[numplayers].proportionlegs=1.1*legprop;
3528 if(player[numplayers].creature==rabbittype){
3529 player[numplayers].proportionhead=1.2*headprop;
3530 player[numplayers].proportionbody=1.05*bodyprop;
3531 player[numplayers].proportionarms=1.00*armprop;
3532 player[numplayers].proportionlegs=1.1*legprop;
3533 player[numplayers].proportionlegs.y=1.05*legprop;
3536 player[numplayers].headless=0;
3537 player[numplayers].onfire=0;
3540 player[numplayers].proportionhead.z=0;
3541 player[numplayers].proportionbody.z=0;
3542 player[numplayers].proportionarms.z=0;
3543 player[numplayers].proportionlegs.z=0;
3546 player[numplayers].tempanimation.Load((char *)"Tempanim",0,0);
3548 player[numplayers].damagetolerance=200;
3550 player[numplayers].protectionhead=player[0].protectionhead;
3551 player[numplayers].protectionhigh=player[0].protectionhigh;
3552 player[numplayers].protectionlow=player[0].protectionlow;
3553 player[numplayers].armorhead=player[0].armorhead;
3554 player[numplayers].armorhigh=player[0].armorhigh;
3555 player[numplayers].armorlow=player[0].armorlow;
3556 player[numplayers].metalhead=player[0].metalhead;
3557 player[numplayers].metalhigh=player[0].metalhigh;
3558 player[numplayers].metallow=player[0].metallow;
3560 player[numplayers].immobile=player[0].immobile;
3562 player[numplayers].numclothes=player[0].numclothes;
3563 if(player[numplayers].numclothes)
3564 for(int i=0;i<player[numplayers].numclothes;i++){
3565 strcpy(player[numplayers].clothes[i], player[0].clothes[i]);
3566 player[numplayers].clothestintr[i]=player[0].clothestintr[i];
3567 player[numplayers].clothestintg[i]=player[0].clothestintg[i];
3568 player[numplayers].clothestintb[i]=player[0].clothestintb[i];
3569 tintr=player[numplayers].clothestintr[i];
3570 tintg=player[numplayers].clothestintg[i];
3571 tintb=player[numplayers].clothestintb[i];
3572 AddClothes((char *)player[numplayers].clothes[i],&player[numplayers].skeleton.skinText[0]);
3574 if(player[numplayers].numclothes){
3575 player[numplayers].DoMipmaps();
3578 player[numplayers].power=player[0].power;
3579 player[numplayers].speedmult=player[0].speedmult;
3581 player[numplayers].damage=0;
3582 player[numplayers].permanentdamage=0;
3583 player[numplayers].superpermanentdamage=0;
3584 player[numplayers].deathbleeding=0;
3585 player[numplayers].bleeding=0;
3586 player[numplayers].numwaypoints=0;
3587 player[numplayers].waypoint=0;
3588 player[numplayers].jumppath=0;
3589 player[numplayers].weaponstuck=-1;
3590 player[numplayers].weaponactive=-1;
3591 player[numplayers].num_weapons=0;
3592 player[numplayers].bloodloss=0;
3593 player[numplayers].dead=0;
3595 player[numplayers].loaded=1;
3601 if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LSHIFT)){
3602 if(player[numplayers-1].numwaypoints<90){
3603 player[numplayers-1].waypoints[player[numplayers-1].numwaypoints]=player[0].coords;
3604 player[numplayers-1].waypointtype[player[numplayers-1].numwaypoints]=editorpathtype;
3605 player[numplayers-1].numwaypoints++;
3609 if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LCTRL)){
3610 if(numpathpoints<30){
3611 bool connected,alreadyconnected;
3614 for(int i=0;i<numpathpoints;i++){
3615 if(findDistancefast(&pathpoint[i],&player[0].coords)<.5&&i!=pathpointselected&&!connected){
3617 for(int j=0;j<numpathpointconnect[pathpointselected];j++){
3618 if(pathpointconnect[pathpointselected][j]==i)alreadyconnected=1;
3620 if(!alreadyconnected){
3621 numpathpointconnect[pathpointselected]++;
3623 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=i;
3629 pathpoint[numpathpoints-1]=player[0].coords;
3630 numpathpointconnect[numpathpoints-1]=0;
3631 if(numpathpoints>1&&pathpointselected!=-1){
3632 numpathpointconnect[pathpointselected]++;
3633 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=numpathpoints-1;
3635 pathpointselected=numpathpoints-1;
3640 if(Input::isKeyPressed(SDLK_PERIOD)){
3641 pathpointselected++;
3642 if(pathpointselected>=numpathpoints)
3643 pathpointselected=-1;
3645 if(Input::isKeyPressed(SDLK_COMMA)&&!Input::isKeyDown(SDLK_LSHIFT)){
3646 pathpointselected--;
3647 if(pathpointselected<=-2)
3648 pathpointselected=numpathpoints-1;
3650 if(Input::isKeyPressed(SDLK_COMMA)&&Input::isKeyDown(SDLK_LSHIFT)){
3651 if(pathpointselected!=-1){
3653 pathpoint[pathpointselected]=pathpoint[numpathpoints];
3654 numpathpointconnect[pathpointselected]=numpathpointconnect[numpathpoints];
3655 for(int i=0;i<numpathpointconnect[pathpointselected];i++){
3656 pathpointconnect[pathpointselected][i]=pathpointconnect[numpathpoints][i];
3658 for(int i=0;i<numpathpoints;i++){
3659 for(int j=0;j<numpathpointconnect[i];j++){
3660 if(pathpointconnect[i][j]==pathpointselected){
3661 pathpointconnect[i][j]=pathpointconnect[i][numpathpointconnect[i]-1];
3662 numpathpointconnect[i]--;
3664 if(pathpointconnect[i][j]==numpathpoints){
3665 pathpointconnect[i][j]=pathpointselected;
3669 pathpointselected=numpathpoints-1;
3673 if(Input::isKeyPressed(SDLK_LEFT)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3675 if(editortype==treeleavestype||editortype==10)editortype--;
3676 if(editortype<0)editortype=firetype;
3679 if(Input::isKeyPressed(SDLK_RIGHT)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3681 if(editortype==treeleavestype||editortype==10)editortype++;
3682 if(editortype>firetype)editortype=0;
3685 if(Input::isKeyDown(SDLK_LEFT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3686 editorrotation-=multiplier*100;
3687 if(editorrotation<-.01)editorrotation=-.01;
3690 if(Input::isKeyDown(SDLK_RIGHT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3691 editorrotation+=multiplier*100;
3694 if(Input::isKeyDown(SDLK_UP)&&!Input::isKeyDown(SDLK_LCTRL)){
3695 editorsize+=multiplier;
3698 if(Input::isKeyDown(SDLK_DOWN)&&!Input::isKeyDown(SDLK_LCTRL)){
3699 editorsize-=multiplier;
3700 if(editorsize<.1)editorsize=.1;
3704 if(Input::isKeyPressed(SDLK_LEFT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
3705 mapradius-=multiplier*10;
3708 if(Input::isKeyPressed(SDLK_RIGHT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
3709 mapradius+=multiplier*10;
3711 if(Input::isKeyDown(SDLK_UP)&&Input::isKeyDown(SDLK_LCTRL)){
3712 editorrotation2+=multiplier*100;
3715 if(Input::isKeyDown(SDLK_DOWN)&&Input::isKeyDown(SDLK_LCTRL)){
3716 editorrotation2-=multiplier*100;
3717 if(editorrotation2<-.01)editorrotation2=-.01;
3719 if(Input::isKeyPressed(SDLK_DELETE)&&objects.numobjects&&Input::isKeyDown(SDLK_LSHIFT)){
3721 float closestdist=-1;
3723 for(int i=0;i<objects.numobjects;i++){
3724 distance=findDistancefast(&objects.position[i],&player[0].coords);
3725 if(closestdist==-1||distance<closestdist){
3726 closestdist=distance;
3730 if(closestdist>0&&closest>=0)objects.DeleteObject(closest);
3738 void Game::doJumpReversals(){
3739 for(int k=0;k<numplayers;k++)
3740 for(int i=k;i<numplayers;i++){
3742 if( player[k].skeleton.free==0&&
3743 player[i].skeleton.oldfree==0&&
3744 (player[i].targetanimation==jumpupanim||
3745 player[k].targetanimation==jumpupanim)&&
3746 (player[i].aitype==playercontrolled||
3747 player[k].aitype==playercontrolled)&&
3748 (player[i].aitype==attacktypecutoff&&player[i].stunned<=0||
3749 player[k].aitype==attacktypecutoff&&player[k].stunned<=0)){
3750 if( findDistancefast(&player[i].coords,&player[k].coords)<10*sq((player[i].scale+player[k].scale)*2.5)&&
3751 findDistancefastflat(&player[i].coords,&player[k].coords)<2*sq((player[i].scale+player[k].scale)*2.5)){
3752 //TODO: refactor two huge similar ifs
3753 if(player[i].targetanimation==jumpupanim&&
3754 player[k].targetanimation!=getupfrombackanim&&
3755 player[k].targetanimation!=getupfromfrontanim&&
3756 animation[player[k].targetanimation].height==middleheight&&
3757 normaldotproduct(player[i].velocity,player[k].coords-player[i].coords)<0&&
3758 (player[k].aitype==playercontrolled&&player[k].attackkeydown||
3759 player[k].aitype!=playercontrolled)){
3760 player[i].victim=&player[k];
3761 player[i].velocity=0;
3762 player[i].currentanimation=jumpreversedanim;
3763 player[i].targetanimation=jumpreversedanim;
3764 player[i].currentframe=0;
3765 player[i].targetframe=1;
3766 player[i].targettilt2=0;
3767 player[k].victim=&player[i];
3768 player[k].velocity=0;
3769 player[k].currentanimation=jumpreversalanim;
3770 player[k].targetanimation=jumpreversalanim;
3771 player[k].currentframe=0;
3772 player[k].targetframe=1;
3773 player[k].targettilt2=0;
3774 if(player[i].coords.y<player[k].coords.y+1){
3775 player[i].currentanimation=rabbitkickreversedanim;
3776 player[i].targetanimation=rabbitkickreversedanim;
3777 player[i].currentframe=1;
3778 player[i].targetframe=2;
3779 player[k].currentanimation=rabbitkickreversalanim;
3780 player[k].targetanimation=rabbitkickreversalanim;
3781 player[k].currentframe=1;
3782 player[k].targetframe=2;
3785 player[k].oldcoords=player[k].coords;
3786 player[i].coords=player[k].coords;
3787 player[k].targetrotation=player[i].targetrotation;
3788 player[k].rotation=player[i].targetrotation;
3789 if(player[k].aitype==attacktypecutoff)
3790 player[k].stunned=.5;
3792 if(player[k].targetanimation==jumpupanim&&
3793 player[i].targetanimation!=getupfrombackanim&&
3794 player[i].targetanimation!=getupfromfrontanim&&
3795 animation[player[i].targetanimation].height==middleheight&&
3796 normaldotproduct(player[k].velocity,player[i].coords-player[k].coords)<0&&
3797 ((player[i].aitype==playercontrolled&&player[i].attackkeydown)||
3798 player[i].aitype!=playercontrolled)){
3799 player[k].victim=&player[i];
3800 player[k].velocity=0;
3801 player[k].currentanimation=jumpreversedanim;
3802 player[k].targetanimation=jumpreversedanim;
3803 player[k].currentframe=0;
3804 player[k].targetframe=1;
3805 player[k].targettilt2=0;
3806 player[i].victim=&player[k];
3807 player[i].velocity=0;
3808 player[i].currentanimation=jumpreversalanim;
3809 player[i].targetanimation=jumpreversalanim;
3810 player[i].currentframe=0;
3811 player[i].targetframe=1;
3812 player[i].targettilt2=0;
3813 if(player[k].coords.y<player[i].coords.y+1){
3814 player[k].targetanimation=rabbitkickreversedanim;
3815 player[k].currentanimation=rabbitkickreversedanim;
3816 player[i].currentanimation=rabbitkickreversalanim;
3817 player[i].targetanimation=rabbitkickreversalanim;
3818 player[k].currentframe=1;
3819 player[k].targetframe=2;
3820 player[i].currentframe=1;
3821 player[i].targetframe=2;
3824 player[i].oldcoords=player[i].coords;
3825 player[k].coords=player[i].coords;
3826 player[i].targetrotation=player[k].targetrotation;
3827 player[i].rotation=player[k].targetrotation;
3828 if(player[i].aitype==attacktypecutoff)
3829 player[i].stunned=.5;
3836 void Game::doAerialAcrobatics(){
3837 static XYZ facing,flatfacing;
3838 for(int k=0;k<numplayers;k++){
3839 player[k].turnspeed=500;
3841 if((player[k].isRun()&&
3842 ((player[k].targetrotation!=rabbitrunninganim&&
3843 player[k].targetrotation!=wolfrunninganim)||
3844 player[k].targetframe==4))||
3845 player[k].targetanimation==removeknifeanim||
3846 player[k].targetanimation==crouchremoveknifeanim||
3847 player[k].targetanimation==flipanim||
3848 player[k].targetanimation==fightsidestep||
3849 player[k].targetanimation==walkanim){
3850 player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed);
3854 if(player[k].isStop()||
3855 player[k].isLanding()||
3856 player[k].targetanimation==staggerbackhighanim||
3857 (player[k].targetanimation==sneakanim&&player[k].currentanimation==sneakanim)||
3858 player[k].targetanimation==staggerbackhardanim||
3859 player[k].targetanimation==backhandspringanim||
3860 player[k].targetanimation==dodgebackanim||
3861 player[k].targetanimation==rollanim||
3862 (animation[player[k].targetanimation].attack&&
3863 player[k].targetanimation!=rabbitkickanim&&
3864 (player[k].targetanimation!=crouchstabanim||player[k].hasvictim)&&
3865 (player[k].targetanimation!=swordgroundstabanim||player[k].hasvictim))){
3866 player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*2);
3869 if(player[k].targetanimation==sneakanim&&player[k].currentanimation!=sneakanim){
3870 player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*4);
3873 /*if(player[k].aitype!=passivetype||(findDistancefast(&player[k].coords,&viewer)<viewdistance*viewdistance))*/
3874 player[k].DoStuff();
3875 if(player[k].immobile&&k!=0)
3876 player[k].coords=player[k].realoldcoords;
3878 //if player's position has changed (?)
3879 if(findDistancefast(&player[k].coords,&player[k].realoldcoords)>0&&
3880 !player[k].skeleton.free&&
3881 player[k].targetanimation!=climbanim&&
3882 player[k].targetanimation!=hanganim){
3883 XYZ lowpoint,lowpointtarget,lowpoint2,lowpointtarget2,lowpoint3,lowpointtarget3,lowpoint4,lowpointtarget4,lowpoint5,lowpointtarget5,lowpoint6,lowpointtarget6,lowpoint7,lowpointtarget7,colpoint,colpoint2;
3887 if(player[k].collide<-.3)
3888 player[k].collide=-.3;
3889 if(player[k].collide>1)
3890 player[k].collide=1;
3891 player[k].collide-=multiplier*30;
3894 player[k].coords.y=max(player[k].coords.y, terrain.getHeight(player[k].coords.x,player[k].coords.z));
3896 for(int l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
3897 int i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
3898 if(objects.type[i]!=rocktype||
3899 objects.scale[i]>.5&&player[k].aitype==playercontrolled||
3900 objects.position[i].y>player[k].coords.y){
3901 lowpoint=player[k].coords;
3902 if(player[k].targetanimation!=jumpupanim&&
3903 player[k].targetanimation!=jumpdownanim&&
3904 !player[k].isFlip())
3908 if( player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z)&&
3909 player[k].coords.y>terrain.getHeight(player[k].coords.x,player[k].coords.z)-.1)
3910 player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z);
3911 if(player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){
3912 flatfacing=lowpoint-player[k].coords;
3913 player[k].coords=lowpoint;
3914 player[k].coords.y-=1.3;
3915 player[k].collide=1;
3918 //TODO: refactor four similar blocks
3919 if(player[k].aitype==playercontrolled&&
3920 (player[k].targetanimation==jumpupanim||
3921 player[k].targetanimation==jumpdownanim||
3922 player[k].isFlip())&&
3923 !player[k].jumptogglekeydown&&
3924 player[k].jumpkeydown){
3925 lowpointtarget=lowpoint+DoRotation(player[k].facing,0,-90,0)*1.5;
3926 XYZ tempcoords1=lowpoint;
3927 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3928 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3929 setAnimation(k,walljumpleftanim);
3930 emit_sound_at(movewhooshsound, player[k].coords);
3932 pause_sound(whooshsound);
3934 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3935 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3936 if(lowpointtarget.z<0)
3937 player[k].rotation=180-player[k].rotation;
3938 player[k].targetrotation=player[k].rotation;
3939 player[k].lowrotation=player[k].rotation;
3945 lowpoint=tempcoords1;
3946 lowpointtarget=lowpoint+DoRotation(player[k].facing,0,90,0)*1.5;
3947 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3948 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3949 setAnimation(k,walljumprightanim);
3950 emit_sound_at(movewhooshsound, player[k].coords);
3951 if(k==0)pause_sound(whooshsound);
3953 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3954 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3955 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3956 player[k].targetrotation=player[k].rotation;
3957 player[k].lowrotation=player[k].rotation;
3958 if(k==0)numwallflipped++;
3962 lowpoint=tempcoords1;
3963 lowpointtarget=lowpoint+player[k].facing*2;
3964 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3965 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3966 setAnimation(k,walljumpbackanim);
3967 emit_sound_at(movewhooshsound, player[k].coords);
3968 if(k==0)pause_sound(whooshsound);
3970 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3971 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3972 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3973 player[k].targetrotation=player[k].rotation;
3974 player[k].lowrotation=player[k].rotation;
3975 if(k==0)numwallflipped++;
3979 lowpoint=tempcoords1;
3980 lowpointtarget=lowpoint-player[k].facing*2;
3981 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3982 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3983 setAnimation(k,walljumpfrontanim);
3984 emit_sound_at(movewhooshsound, player[k].coords);
3985 if(k==0)pause_sound(whooshsound);
3987 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3988 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3989 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3990 player[k].rotation+=180;
3991 player[k].targetrotation=player[k].rotation;
3992 player[k].lowrotation=player[k].rotation;
3993 if(k==0)numwallflipped++;
4001 else if(objects.type[i]==rocktype){
4002 lowpoint2=player[k].coords;
4003 lowpoint=player[k].coords;
4005 if(objects.model[i].LineCheck(&lowpoint,&lowpoint2,&colpoint,&objects.position[i],&objects.rotation[i])!=-1){
4006 player[k].coords=colpoint;
4007 player[k].collide=1;
4010 if(player[k].targetanimation==jumpdownanim||player[k].isFlip()){
4011 //flipped into a rock
4012 if(player[k].isFlip()&&animation[player[k].targetanimation].label[player[k].targetframe]==7)
4013 player[k].RagDoll(0);
4015 if(player[k].targetanimation==jumpupanim){
4016 player[k].jumppower=-4;
4017 player[k].targetanimation=player[k].getIdle();
4020 player[k].targetframe=0;
4021 player[k].onterrain=1;
4023 if(player[k].id==0){
4024 pause_sound(whooshsound);
4025 OPENAL_SetVolume(channels[whooshsound], 0);
4029 if((player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].wasLanding()){
4030 if(player[k].isFlip())
4031 player[k].jumppower=-4;
4032 player[k].targetanimation=player[k].getLanding();
4033 emit_sound_at(landsound, player[k].coords, 128.);
4035 envsound[numenvsounds]=player[k].coords;
4036 envsoundvol[numenvsounds]=16;
4037 envsoundlife[numenvsounds]=.4;
4047 if(tempcollide&&(/*player[k].jumptogglekeydown*/1==1||player[k].aitype!=playercontrolled))
4048 for(int l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
4049 int i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
4050 lowpoint=player[k].coords;
4052 if(objects.type[i]!=rocktype)
4053 if(player[k].SphereCheck(&lowpoint,1.33,&colpoint,&objects.position[i],&objects.rotation[i],&objects.model[i])!=-1){
4054 if(player[k].targetanimation!=jumpupanim&&
4055 player[k].targetanimation!=jumpdownanim&&
4056 player[k].onterrain)
4057 player[k].avoidcollided=1;
4058 player[k].coords=lowpoint;
4059 player[k].coords.y-=1.35;
4060 player[k].collide=1;
4062 if((player[k].grabdelay<=0||player[k].aitype!=playercontrolled)&&
4063 (player[k].currentanimation!=climbanim&&
4064 player[k].currentanimation!=hanganim&&
4065 !player[k].isWallJump()||
4066 player[k].targetanimation==jumpupanim||
4067 player[k].targetanimation==jumpdownanim)){
4068 lowpoint=player[k].coords;
4069 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.rotation[i]);
4070 lowpoint=player[k].coords;
4074 facing=DoRotation(facing,0,player[k].targetrotation+180,0);
4075 lowpointtarget=lowpoint+facing*1.4;
4076 whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
4078 lowpoint=player[k].coords;
4080 lowpointtarget=lowpoint+facing*1.4;
4082 lowpointtarget2=lowpointtarget;
4084 lowpointtarget3=lowpointtarget;
4086 lowpointtarget4=lowpointtarget;
4088 lowpointtarget5=lowpointtarget;
4090 lowpointtarget6=lowpointtarget;
4092 lowpointtarget7=lowpoint;
4094 lowpointtarget2.x+=.1;
4096 lowpointtarget3.z+=.1;
4098 lowpointtarget4.x-=.1;
4100 lowpointtarget5.z-=.1;
4102 lowpointtarget6.y+=45/13;
4103 lowpointtarget6+=facing*.6;
4104 lowpointtarget7.y+=90/13;
4105 whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
4106 if(objects.friction[i]>.5)
4108 if(whichhit!=-1&&player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim)
4109 player[k].collided=1;
4110 if(checkcollide(lowpoint7,lowpointtarget7)==-1)
4111 if(checkcollide(lowpoint6,lowpointtarget6)==-1)
4112 if( objects.model[i].LineCheckPossible(&lowpoint2,&lowpointtarget2,
4113 &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
4114 objects.model[i].LineCheckPossible(&lowpoint3,&lowpointtarget3,
4115 &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
4116 objects.model[i].LineCheckPossible(&lowpoint4,&lowpointtarget4,
4117 &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
4118 objects.model[i].LineCheckPossible(&lowpoint5,&lowpointtarget5,
4119 &colpoint,&objects.position[i],&objects.rotation[i])!=-1)
4120 for(int j=0;j<45;j++){
4121 lowpoint=player[k].coords;
4122 lowpoint.y+=(float)j/13;
4123 lowpointtarget=lowpoint+facing*1.4;
4124 if(objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,
4125 &colpoint2,&objects.position[i],&objects.rotation[i])==-1){
4126 if(j<=6||j<=25&&player[k].targetanimation==jumpdownanim)
4128 if(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim){
4129 lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0);
4130 lowpoint=player[k].coords;
4131 lowpoint.y+=(float)j/13;
4132 lowpointtarget=lowpoint+facing*1.3;
4133 flatfacing=player[k].coords;
4134 player[k].coords=colpoint-DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0)*.01;
4135 player[k].coords.y=lowpointtarget.y-.07;
4136 player[k].currentoffset=(flatfacing-player[k].coords)/player[k].scale;
4138 if(j>10||!player[k].isRun()){
4139 if(player[k].targetanimation==jumpdownanim||player[k].targetanimation==jumpupanim){
4141 pause_sound(whooshsound);
4143 emit_sound_at(jumpsound, player[k].coords, 128.);
4145 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
4146 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
4147 if(lowpointtarget.z<0)
4148 player[k].rotation=180-player[k].rotation;
4149 player[k].targetrotation=player[k].rotation;
4150 player[k].lowrotation=player[k].rotation;
4152 //player[k].velocity=lowpointtarget*.03;
4153 player[k].velocity=0;
4156 if(player[k].targetanimation==jumpupanim){
4157 player[k].targetanimation=climbanim;
4158 player[k].jumppower=0;
4159 player[k].jumpclimb=1;
4161 player[k].transspeed=6;
4163 player[k].targetframe=1;
4166 setAnimation(k,hanganim);
4167 player[k].jumppower=0;
4179 if(player[k].collide<=0){
4181 if(!player[k].onterrain&&
4182 player[k].targetanimation!=jumpupanim&&
4183 player[k].targetanimation!=jumpdownanim&&
4184 player[k].targetanimation!=climbanim&&
4185 player[k].targetanimation!=hanganim&&
4186 !player[k].isWallJump()&&
4187 !player[k].isFlip()){
4188 if(player[k].currentanimation!=climbanim&&
4189 player[k].currentanimation!=tempanim&&
4190 player[k].targetanimation!=backhandspringanim&&
4191 (player[k].targetanimation!=rollanim||
4192 player[k].targetframe<2||
4193 player[k].targetframe>6)){
4194 //stagger off ledge (?)
4195 if(player[k].targetanimation==staggerbackhighanim||player[k].targetanimation==staggerbackhardanim)
4196 player[k].RagDoll(0);
4197 setAnimation(k,jumpdownanim);
4200 emit_sound_at(whooshsound, player[k].coords, 128.);
4203 player[k].velocity.y+=gravity;
4207 player[k].realoldcoords=player[k].coords;
4211 void Game::doAttacks(){
4212 static XYZ relative;
4213 static int randattack;
4214 static bool playerrealattackkeydown=0;
4216 if(!Input::isKeyDown(attackkey))
4219 player[0].attackkeydown=0;
4221 playerrealattackkeydown=0;
4223 playerrealattackkeydown=Input::isKeyDown(attackkey);
4224 if((player[0].parriedrecently<=0||
4225 player[0].weaponactive==-1)&&
4228 player[0].lastattack!=swordslashanim&&
4229 player[0].lastattack!=knifeslashstartanim&&
4230 player[0].lastattack!=staffhitanim&&
4231 player[0].lastattack!=staffspinhitanim)))
4232 player[0].attackkeydown=Input::isKeyDown(attackkey);
4233 if(Input::isKeyDown(attackkey)&&
4235 !player[0].backkeydown){
4236 for(int k=0;k<numplayers;k++){
4237 if((player[k].targetanimation==swordslashanim||
4238 player[k].targetanimation==staffhitanim||
4239 player[k].targetanimation==staffspinhitanim)&&
4240 player[0].currentanimation!=dodgebackanim&&
4241 !player[k].skeleton.free)
4242 player[k].Reverse();
4246 if(!hostile||indialogue!=-1)player[0].attackkeydown=0;
4248 for(int k=0;k<numplayers;k++){
4249 if(indialogue!=-1)player[k].attackkeydown=0;
4250 if(player[k].targetanimation!=rabbitrunninganim&&player[k].targetanimation!=wolfrunninganim){
4251 if(player[k].aitype!=playercontrolled)
4252 player[k].victim=&player[0];
4253 //attack key pressed
4254 if(player[k].attackkeydown){
4256 if(player[k].backkeydown&&
4257 player[k].targetanimation!=backhandspringanim&&
4258 (player[k].isIdle()||
4259 player[k].isStop()||
4261 player[k].targetanimation==walkanim)){
4262 if(player[k].jumppower<=1){
4263 player[k].jumppower-=2;
4265 for(int i=0;i<numplayers;i++){
4267 if(player[i].targetanimation==swordslashanim||
4268 player[i].targetanimation==knifeslashstartanim||
4269 player[i].targetanimation==staffhitanim||
4270 player[i].targetanimation==staffspinhitanim)
4271 if(findDistancefast(&player[k].coords,&player[i].coords)<6.5&&!player[i].skeleton.free){
4272 setAnimation(k,dodgebackanim);
4273 player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
4274 player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
4277 if(player[k].targetanimation!=dodgebackanim){
4278 if(k==0)numflipped++;
4279 setAnimation(k,backhandspringanim);
4280 player[k].targetrotation=-rotation+180;
4281 if(player[k].leftkeydown)
4282 player[k].targetrotation-=45;
4283 if(player[k].rightkeydown)
4284 player[k].targetrotation+=45;
4285 player[k].rotation=player[k].targetrotation;
4286 player[k].jumppower-=2;
4291 if(!animation[player[k].targetanimation].attack&&
4292 !player[k].backkeydown&&
4293 (player[k].isIdle()||
4295 player[k].targetanimation==walkanim||
4296 player[k].targetanimation==sneakanim||
4297 player[k].isCrouch())){
4298 const int attackweapon=player[k].weaponactive==-1?0:weapons.type[player[k].weaponids[player[k].weaponactive]];
4299 //normal attacks (?)
4300 player[k].hasvictim=0;
4302 for(int i=0;i<numplayers;i++){
4303 if(i==k||!(k==0||i==0))continue;
4304 if(!player[k].hasvictim)
4305 if(animation[player[k].targetanimation].attack!=reversal){
4307 const float distance=findDistancefast(&player[k].coords,&player[i].coords);
4309 !player[i].skeleton.free&&
4310 player[i].howactive<typedead1&&
4311 player[i].targetanimation!=jumpreversedanim&&
4312 player[i].targetanimation!=rabbitkickreversedanim&&
4313 player[i].targetanimation!=rabbitkickanim&&
4314 player[k].targetanimation!=rabbitkickanim&&
4315 player[i].targetanimation!=getupfrombackanim&&
4316 (player[i].targetanimation!=staggerbackhighanim&&
4317 (player[i].targetanimation!=staggerbackhardanim||
4318 animation[staggerbackhardanim].label[player[i].targetframe]==6))&&
4319 player[i].targetanimation!=jumpdownanim&&
4320 player[i].targetanimation!=jumpupanim&&
4321 player[i].targetanimation!=getupfromfrontanim){
4322 player[k].victim=&player[i];
4323 player[k].hasvictim=1;
4324 if(player[k].aitype==playercontrolled){ //human player
4326 if(distance<2.5*sq(player[k].scale*5)&&
4327 player[k].crouchkeydown&&
4328 animation[player[i].targetanimation].height!=lowheight)
4329 player[k].targetanimation=sweepanim;
4331 else if(distance<1.5*sq(player[k].scale*5)&&
4332 animation[player[i].targetanimation].height!=lowheight&&
4333 !player[k].forwardkeydown&&
4334 !player[k].leftkeydown&&
4335 !player[k].rightkeydown&&
4336 !player[k].crouchkeydown&&
4339 player[k].targetanimation=winduppunchanim;
4341 else if(distance<2.5*sq(player[k].scale*5)&&
4342 animation[player[i].targetanimation].height!=lowheight&&
4343 !player[k].forwardkeydown&&
4344 !player[k].leftkeydown&&
4345 !player[k].rightkeydown&&
4346 !player[k].crouchkeydown&&
4348 player[k].targetanimation=upunchanim;
4350 else if(distance<2.5*sq(player[k].scale*5)&&
4351 player[i].staggerdelay>0&&
4352 attackweapon==knife&&
4353 player[i].bloodloss>player[i].damagetolerance/2)
4354 player[k].targetanimation=knifefollowanim;
4356 else if(distance<2.5*sq(player[k].scale*5)&&
4357 animation[player[i].targetanimation].height!=lowheight&&
4358 !player[k].forwardkeydown&&
4359 !player[k].leftkeydown&&
4360 !player[k].rightkeydown&&
4361 !player[k].crouchkeydown&&
4362 attackweapon==knife&&
4363 player[k].weaponmissdelay<=0)
4364 player[k].targetanimation=knifeslashstartanim;
4366 else if(distance<4.5*sq(player[k].scale*5)&&
4367 animation[player[i].targetanimation].height!=lowheight&&
4368 !player[k].crouchkeydown&&
4369 attackweapon==sword&&
4370 player[k].weaponmissdelay<=0)
4371 player[k].targetanimation=swordslashanim;
4373 else if(distance<4.5*sq(player[k].scale*5)&&
4374 animation[player[i].targetanimation].height!=lowheight&&
4375 !player[k].crouchkeydown&&
4376 attackweapon==staff&&
4377 player[k].weaponmissdelay<=0&&
4378 !player[k].leftkeydown&&
4379 !player[k].rightkeydown&&
4380 !player[k].forwardkeydown)
4381 player[k].targetanimation=staffhitanim;
4383 else if(distance<4.5*sq(player[k].scale*5)&&
4384 animation[player[i].targetanimation].height!=lowheight&&
4385 !player[k].crouchkeydown&&
4386 attackweapon==staff&&
4387 player[k].weaponmissdelay<=0)
4388 player[k].targetanimation=staffspinhitanim;
4390 else if(distance<2.5*sq(player[k].scale*5)&&
4391 animation[player[i].targetanimation].height!=lowheight)
4392 player[k].targetanimation=spinkickanim;
4394 else if(distance<2.5*sq(player[k].scale*5)&&
4395 animation[player[i].targetanimation].height==lowheight&&
4396 animation[player[k].targetanimation].attack!=normalattack)
4397 player[k].targetanimation=lowkickanim;
4398 } else { //AI player
4399 if(distance<4.5*sq(player[k].scale*5)){
4400 randattack=abs(Random()%5);
4401 if(!attackweapon&&distance<2.5*sq(player[k].scale*5)){
4403 if(randattack==0&&animation[player[i].targetanimation].height!=lowheight)
4404 player[k].targetanimation=sweepanim;
4406 else if(randattack==1&&animation[player[i].targetanimation].height!=lowheight&&
4408 player[k].targetanimation=upunchanim;
4410 else if(randattack==2&&animation[player[i].targetanimation].height!=lowheight)
4411 player[k].targetanimation=spinkickanim;
4413 else if(animation[player[i].targetanimation].height==lowheight)
4414 player[k].targetanimation=lowkickanim;
4418 if((tutoriallevel!=1||!attackweapon)&&
4419 distance<2.5*sq(player[k].scale*5)&&
4421 animation[player[i].targetanimation].height!=lowheight)
4422 player[k].targetanimation=sweepanim;
4424 else if(distance<2.5*sq(player[k].scale*5)&&
4425 attackweapon==knife&&
4426 player[k].weaponmissdelay<=0)
4427 player[k].targetanimation=knifeslashstartanim;
4429 else if(!(player[0].victim==&player[i]&&
4430 player[0].hasvictim&&
4431 player[0].targetanimation==swordslashanim)&&
4432 attackweapon==sword&&
4433 player[k].weaponmissdelay<=0)
4434 player[k].targetanimation=swordslashanim;
4436 else if(!(player[0].victim==&player[i]&&
4437 player[0].hasvictim&&
4438 player[0].targetanimation==swordslashanim)&&
4439 attackweapon==staff&&
4440 player[k].weaponmissdelay<=0&&
4442 player[k].targetanimation=staffhitanim;
4444 else if(!(player[0].victim==&player[i]&&
4445 player[0].hasvictim&&
4446 player[0].targetanimation==swordslashanim)&&
4447 attackweapon==staff&&
4448 player[k].weaponmissdelay<=0&&
4450 player[k].targetanimation=staffspinhitanim;
4452 else if((tutoriallevel!=1||!attackweapon)&&
4453 distance<2.5*sq(player[k].scale*5)&&
4455 animation[player[i].targetanimation].height!=lowheight)
4456 player[k].targetanimation=spinkickanim;
4458 else if(distance<2.5*sq(player[k].scale*5)&&
4459 animation[player[i].targetanimation].height==lowheight&&
4460 animation[player[k].targetanimation].attack!=normalattack)
4461 player[k].targetanimation=lowkickanim;
4465 //upunch becomes wolfslap
4466 if(player[k].targetanimation==upunchanim&&player[k].creature==wolftype)
4467 player[k].targetanimation=wolfslapanim;
4470 if((k==0)&&(tutoriallevel!=1||tutorialstage==22)&&
4471 player[i].howactive<typedead1&&
4472 distance<1.5*sq(player[k].scale*5)&&
4473 !player[i].skeleton.free&&
4474 player[i].targetanimation!=getupfrombackanim&&
4475 player[i].targetanimation!=getupfromfrontanim&&
4476 (player[i].stunned>0&&player[k].madskills||
4477 player[i].surprised>0||
4478 player[i].aitype==passivetype||
4479 attackweapon&&player[i].stunned>0)&&
4480 normaldotproduct(player[i].facing,player[i].coords-player[k].coords)>0){
4483 player[k].currentanimation=sneakattackanim;
4484 player[k].targetanimation=sneakattackanim;
4485 player[i].currentanimation=sneakattackedanim;
4486 player[i].targetanimation=sneakattackedanim;
4487 player[k].oldcoords=player[k].coords;
4488 player[k].coords=player[i].coords;
4491 if(attackweapon==knife){
4492 player[k].currentanimation=knifesneakattackanim;
4493 player[k].targetanimation=knifesneakattackanim;
4494 player[i].currentanimation=knifesneakattackedanim;
4495 player[i].targetanimation=knifesneakattackedanim;
4496 player[i].oldcoords=player[i].coords;
4497 player[i].coords=player[k].coords;
4500 if(attackweapon==sword){
4501 player[k].currentanimation=swordsneakattackanim;
4502 player[k].targetanimation=swordsneakattackanim;
4503 player[i].currentanimation=swordsneakattackedanim;
4504 player[i].targetanimation=swordsneakattackedanim;
4505 player[i].oldcoords=player[i].coords;
4506 player[i].coords=player[k].coords;
4508 if(attackweapon!=staff){
4509 player[k].victim=&player[i];
4510 player[k].hasvictim=1;
4511 player[i].targettilt2=0;
4512 player[i].targetframe=1;
4513 player[i].currentframe=0;
4515 player[i].velocity=0;
4516 player[k].targettilt2=player[i].targettilt2;
4517 player[k].currentframe=player[i].currentframe;
4518 player[k].targetframe=player[i].targetframe;
4519 player[k].target=player[i].target;
4520 player[k].velocity=0;
4521 player[k].targetrotation=player[i].rotation;
4522 player[k].rotation=player[i].rotation;
4523 player[i].targetrotation=player[i].rotation;
4526 if(animation[player[k].targetanimation].attack==normalattack&&
4527 player[k].victim==&player[i]&&
4528 (!player[i].skeleton.free)){
4530 player[k].targetframe=0;
4533 player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
4534 player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
4535 player[k].lastattack3=player[k].lastattack2;
4536 player[k].lastattack2=player[k].lastattack;
4537 player[k].lastattack=player[k].targetanimation;
4539 if(player[k].targetanimation==knifefollowanim&&
4540 player[k].victim==&player[i]){
4542 player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
4543 player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
4544 player[k].victim=&player[i];
4545 player[k].hasvictim=1;
4546 player[i].targetanimation=knifefollowedanim;
4547 player[i].currentanimation=knifefollowedanim;
4548 player[i].targettilt2=0;
4549 player[i].targettilt2=player[k].targettilt2;
4550 player[i].targetframe=1;
4551 player[i].currentframe=0;
4553 player[i].velocity=0;
4554 player[k].currentanimation=knifefollowanim;
4555 player[k].targetanimation=knifefollowanim;
4556 player[k].targettilt2=player[i].targettilt2;
4557 player[k].currentframe=player[i].currentframe;
4558 player[k].targetframe=player[i].targetframe;
4559 player[k].target=player[i].target;
4560 player[k].velocity=0;
4561 player[k].oldcoords=player[k].coords;
4562 player[i].coords=player[k].coords;
4563 player[i].targetrotation=player[k].targetrotation;
4564 player[i].rotation=player[k].targetrotation;
4565 player[k].rotation=player[k].targetrotation;
4566 player[i].rotation=player[k].targetrotation;
4570 const bool hasstaff=attackweapon==staff;
4571 if(k==0&&numplayers>1)
4572 for(int i=0;i<numplayers;i++){
4574 if((playerrealattackkeydown||player[i].dead||!hasstaff)&&
4575 animation[player[k].targetanimation].attack==neutral){
4576 const float distance=findDistancefast(&player[k].coords,&player[i].coords);
4577 if(!player[i].dead||!realthreat||(!attackweapon&&player[k].crouchkeydown))
4578 if(player[i].skeleton.free)
4579 if(distance<3.5*sq(player[k].scale*5)&&
4581 player[i].skeleton.longdead>1000||
4585 (player[i].skeleton.longdead>2000||
4586 player[i].damage>player[i].damagetolerance/8||
4587 player[i].bloodloss>player[i].damagetolerance/2)&&
4588 distance<1.5*sq(player[k].scale*5)))){
4589 player[k].victim=&player[i];
4590 player[k].hasvictim=1;
4591 if(attackweapon&&tutoriallevel!=1){
4593 if(player[k].crouchkeydown&&attackweapon==knife&&distance<1.5*sq(player[k].scale*5))
4594 player[k].targetanimation=crouchstabanim;
4596 if(player[k].crouchkeydown&&distance<1.5*sq(player[k].scale*5)&&attackweapon==sword)
4597 player[k].targetanimation=swordgroundstabanim;
4599 if(distance<3.5*sq(player[k].scale*5)&&attackweapon==staff)
4600 player[k].targetanimation=staffgroundsmashanim;
4603 player[k].crouchkeydown&&
4604 player[k].targetanimation!=crouchstabanim&&
4607 player[i].skeleton.free&&
4608 player[i].skeleton.longdead>1000){
4609 player[k].targetanimation=killanim;
4610 //TODO: refactor this out, what does it do?
4611 for(int j=0;j<terrain.numdecals;j++){
4612 if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&
4613 terrain.decalalivetime[j]<2)
4614 terrain.DeleteDecal(j);
4616 for(int l=0;l<objects.numobjects;l++){
4617 if(objects.model[l].type==decalstype)
4618 for(int j=0;j<objects.model[l].numdecals;j++){
4619 if((objects.model[l].decaltype[j]==blooddecal||
4620 objects.model[l].decaltype[j]==blooddecalslow)&&
4621 objects.model[l].decalalivetime[j]<2)
4622 objects.model[l].DeleteDecal(j);
4626 if(!player[i].dead||musictype!=2)
4628 (player[k].isRun()||player[k].isIdle()&&player[k].attackkeydown)&&
4629 player[k].staggerdelay<=0&&
4631 player[i].skeleton.longdead<300&&
4632 player[k].lastattack!=spinkickanim&&
4633 player[i].skeleton.free)&&
4634 (!player[i].dead||musictype!=stream_music2)){
4635 player[k].targetanimation=dropkickanim;
4636 for(int j=0;j<terrain.numdecals;j++){
4637 if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&
4638 terrain.decalalivetime[j]<2){
4639 terrain.DeleteDecal(j);
4642 for(int l=0;l<objects.numobjects;l++){
4643 if(objects.model[l].type==decalstype)
4644 for(int j=0;j<objects.model[l].numdecals;j++){
4645 if((objects.model[l].decaltype[j]==blooddecal||
4646 objects.model[l].decaltype[j]==blooddecalslow)&&
4647 objects.model[l].decalalivetime[j]<2){
4648 objects.model[l].DeleteDecal(j);
4654 if(animation[player[k].targetanimation].attack==normalattack&&
4655 player[k].victim==&player[i]&&
4656 (!player[i].skeleton.free||
4657 player[k].targetanimation==killanim||
4658 player[k].targetanimation==crouchstabanim||
4659 player[k].targetanimation==swordgroundstabanim||
4660 player[k].targetanimation==staffgroundsmashanim||
4661 player[k].targetanimation==dropkickanim)){
4663 player[k].targetframe=0;
4666 XYZ targetpoint=player[i].coords;
4667 if(player[k].targetanimation==crouchstabanim||
4668 player[k].targetanimation==swordgroundstabanim||
4669 player[k].targetanimation==staffgroundsmashanim){
4670 targetpoint+=(playerJoint(i,abdomen).position+
4671 playerJoint(i,neck).position)/2*
4674 player[k].targetrotation=roughDirectionTo(player[k].coords,targetpoint);
4675 player[k].targettilt2=pitchTo(player[k].coords,targetpoint);
4677 if(player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim){
4678 player[k].targetrotation+=(float)(abs(Random()%100)-50)/4;
4681 if(player[k].targetanimation==staffgroundsmashanim)
4682 player[k].targettilt2+=10;
4684 player[k].lastattack3=player[k].lastattack2;
4685 player[k].lastattack2=player[k].lastattack;
4686 player[k].lastattack=player[k].targetanimation;
4688 if(player[k].targetanimation==swordgroundstabanim){
4689 player[k].targetrotation+=30;
4694 if(!player[k].hasvictim){
4696 for(int i=0;i<numplayers;i++){
4697 if(i==k||!(i==0||k==0))continue;
4698 if(!player[i].skeleton.free){
4699 if(player[k].hasvictim){
4700 if(findDistancefast(&player[k].coords,&player[i].coords)<
4701 findDistancefast(&player[k].coords,&player[k].victim->coords))
4702 player[k].victim=&player[i];
4704 player[k].victim=&player[i];
4705 player[k].hasvictim=1;
4710 if(player[k].aitype==playercontrolled)
4712 if(player[k].attackkeydown&&
4714 player[k].wasRun()&&
4715 ((player[k].hasvictim&&
4716 findDistancefast(&player[k].coords,&player[k].victim->coords)<12*sq(player[k].scale*5)&&
4717 findDistancefast(&player[k].coords,&player[k].victim->coords)>7*sq(player[k].scale*5)&&
4718 !player[k].victim->skeleton.free&&
4719 player[k].victim->targetanimation!=getupfrombackanim&&
4720 player[k].victim->targetanimation!=getupfromfrontanim&&
4721 animation[player[k].victim->targetanimation].height!=lowheight&&
4722 player[k].aitype!=playercontrolled&& //wat???
4723 normaldotproduct(player[k].facing,player[k].victim->coords-player[k].coords)>0&&
4724 player[k].rabbitkickenabled)||
4725 player[k].jumpkeydown)){
4727 setAnimation(k,rabbitkickanim);
4730 if(animation[player[k].targetanimation].attack&&k==0){
4732 switch(attackweapon){
4733 case 0: numunarmedattack++; break;
4734 case knife: numknifeattack++; break;
4735 case sword: numswordattack++; break;
4736 case staff: numstaffattack++; break;
4745 void Game::doPlayerCollisions(){
4746 static XYZ rotatetarget;
4747 static float collisionradius;
4749 for(int k=0;k<numplayers;k++)
4750 for(int i=k+1;i<numplayers;i++){
4751 //neither player is part of a reversal
4752 if((animation[player[i].targetanimation].attack!=reversed&&
4753 animation[player[i].targetanimation].attack!=reversal&&
4754 animation[player[k].targetanimation].attack!=reversed&&
4755 animation[player[k].targetanimation].attack!=reversal)||(i!=0&&k!=0))
4756 if((animation[player[i].currentanimation].attack!=reversed&&
4757 animation[player[i].currentanimation].attack!=reversal&&
4758 animation[player[k].currentanimation].attack!=reversed&&
4759 animation[player[k].currentanimation].attack!=reversal)||(i!=0&&k!=0))
4760 //neither is sleeping
4761 if(player[i].howactive<=typesleeping&&player[k].howactive<=typesleeping)
4762 if(player[i].howactive!=typesittingwall&&player[k].howactive!=typesittingwall)
4763 //in same patch, neither is climbing
4764 if(player[i].whichpatchx==player[k].whichpatchx&&
4765 player[i].whichpatchz==player[k].whichpatchz&&
4766 player[k].skeleton.oldfree==player[k].skeleton.free&&
4767 player[i].skeleton.oldfree==player[i].skeleton.free&&
4768 player[i].targetanimation!=climbanim&&
4769 player[i].targetanimation!=hanganim&&
4770 player[k].targetanimation!=climbanim&&
4771 player[k].targetanimation!=hanganim)
4772 //players are close (bounding box test)
4773 if(player[i].coords.y>player[k].coords.y-3)
4774 if(player[i].coords.y<player[k].coords.y+3)
4775 if(player[i].coords.x>player[k].coords.x-3)
4776 if(player[i].coords.x<player[k].coords.x+3)
4777 if(player[i].coords.z>player[k].coords.z-3)
4778 if(player[i].coords.z<player[k].coords.z+3){
4779 //spread fire from player to player
4780 if(findDistancefast(&player[i].coords,&player[k].coords)
4781 <3*sq((player[i].scale+player[k].scale)*2.5)){
4782 if(player[i].onfire||player[k].onfire){
4783 if(!player[i].onfire)player[i].CatchFire();
4784 if(!player[k].onfire)player[k].CatchFire();
4788 XYZ tempcoords1=player[i].coords;
4789 XYZ tempcoords2=player[k].coords;
4790 if(!player[i].skeleton.oldfree)
4791 tempcoords1.y+=playerJoint(i,abdomen).position.y*player[i].scale;
4792 if(!player[k].skeleton.oldfree)
4793 tempcoords2.y+=playerJoint(k,abdomen).position.y*player[k].scale;
4794 collisionradius=1.2*sq((player[i].scale+player[k].scale)*2.5);
4795 if(player[0].hasvictim)
4796 if(player[0].targetanimation==rabbitkickanim&&(k==0||i==0)&&!player[0].victim->skeleton.free)
4798 if((!player[i].skeleton.oldfree||!player[k].skeleton.oldfree)&&
4799 (findDistancefast(&tempcoords1,&tempcoords2)<collisionradius||
4800 findDistancefast(&player[i].coords,&player[k].coords)<collisionradius)){
4801 //jump down on a dead body
4804 if(player[0].targetanimation==jumpdownanim&&
4805 !player[0].skeleton.oldfree&&
4806 !player[0].skeleton.free&&
4807 player[l].skeleton.oldfree&&
4808 player[l].skeleton.free&&
4810 player[0].lastcollide<=0&&
4811 fabs(player[l].coords.y-player[0].coords.y)<.2&&
4812 findDistancefast(&player[0].coords,&player[l].coords)<.7*sq((player[l].scale+player[0].scale)*2.5)){
4813 player[0].coords.y=player[l].coords.y;
4814 player[l].velocity=player[0].velocity;
4815 player[l].skeleton.free=0;
4816 player[l].rotation=0;
4817 player[l].RagDoll(0);
4818 player[l].DoDamage(20);
4820 player[l].skeleton.longdead=0;
4821 player[0].lastcollide=1;
4825 if( (player[i].skeleton.oldfree==1&&findLengthfast(&player[i].velocity)>1)||
4826 (player[k].skeleton.oldfree==1&&findLengthfast(&player[k].velocity)>1)||
4827 (player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0)){
4828 rotatetarget=player[k].velocity-player[i].velocity;
4829 if((player[i].targetanimation!=getupfrombackanim&&player[i].targetanimation!=getupfromfrontanim||
4830 player[i].skeleton.free)&&
4831 (player[k].targetanimation!=getupfrombackanim&&player[k].targetanimation!=getupfromfrontanim||
4832 player[k].skeleton.free))
4833 if((((k!=0&&findLengthfast(&rotatetarget)>150||
4834 k==0&&findLengthfast(&rotatetarget)>50&&player[0].rabbitkickragdoll)&&
4835 normaldotproduct(rotatetarget,player[k].coords-player[i].coords)>0)&&
4837 k!=0&&player[i].skeleton.oldfree==1&&animation[player[k].currentanimation].attack==neutral||
4838 /*i!=0&&*/player[k].skeleton.oldfree==1&&animation[player[i].currentanimation].attack==neutral))||
4839 (player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip())&&
4840 (player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim||player[k].isFlip())&&
4841 k==0&&!player[i].skeleton.oldfree&&!player[k].skeleton.oldfree){
4843 if( (i!=0||player[i].skeleton.free)&&
4844 (k!=0||player[k].skeleton.free)||
4845 (animation[player[i].targetanimation].height==highheight&&
4846 animation[player[k].targetanimation].height==highheight)){
4847 if(tutoriallevel!=1){
4848 emit_sound_at(heavyimpactsound, player[i].coords);
4851 player[i].RagDoll(0);
4852 if(player[i].damage>player[i].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[i].dead){
4853 award_bonus(0, aimbonus);
4855 player[i].DoDamage(findLengthfast(&rotatetarget)/4);
4856 player[k].RagDoll(0);
4857 if(player[k].damage>player[k].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[k].dead){
4858 award_bonus(0, aimbonus); // Huh, again?
4860 player[k].DoDamage(findLengthfast(&rotatetarget)/4);
4862 for(int j=0;j<player[i].skeleton.num_joints;j++){
4863 player[i].skeleton.joints[j].velocity=player[i].skeleton.joints[j].velocity/5+player[k].velocity;
4865 for(int j=0;j<player[k].skeleton.num_joints;j++){
4866 player[k].skeleton.joints[j].velocity=player[k].skeleton.joints[j].velocity/5+player[i].velocity;
4871 if( (animation[player[i].targetanimation].attack==neutral||
4872 animation[player[i].targetanimation].attack==normalattack)&&
4873 (animation[player[k].targetanimation].attack==neutral||
4874 animation[player[k].targetanimation].attack==normalattack)){
4876 if(player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0){
4877 if(findDistancefast(&player[k].coords,&player[i].coords)<.5*sq((player[i].scale+player[k].scale)*2.5)){
4878 rotatetarget=player[k].coords-player[i].coords;
4879 Normalise(&rotatetarget);
4880 player[k].coords=(player[k].coords+player[i].coords)/2;
4881 player[i].coords=player[k].coords-rotatetarget*fast_sqrt(.6)/2
4882 *sq((player[i].scale+player[k].scale)*2.5);
4883 player[k].coords+=rotatetarget*fast_sqrt(.6)/2*sq((player[i].scale+player[k].scale)*2.5);
4884 if(player[k].howactive==typeactive||hostile)
4885 if(player[k].isIdle()){
4886 if(player[k].howactive<typesleeping)
4887 setAnimation(k,player[k].getStop());
4888 else if(player[k].howactive==typesleeping)
4889 setAnimation(k,getupfromfrontanim);
4891 player[k].howactive=typeactive;
4893 if(player[i].howactive==typeactive||hostile)
4894 if(player[i].isIdle()){
4895 if(player[i].howactive<typesleeping)
4896 setAnimation(i,player[k].getStop());
4898 setAnimation(i,getupfromfrontanim);
4900 player[i].howactive=typeactive;
4903 //jump down on player
4905 if(k==0&&i!=0&&player[k].targetanimation==jumpdownanim&&
4906 !player[i].isCrouch()&&
4907 player[i].targetanimation!=rollanim&&
4908 !player[k].skeleton.oldfree&&!
4909 player[k].skeleton.free&&
4910 player[k].lastcollide<=0&&
4911 player[k].velocity.y<-10){
4912 player[i].velocity=player[k].velocity;
4913 player[k].velocity=player[k].velocity*-.5;
4914 player[k].velocity.y=player[i].velocity.y;
4915 player[i].DoDamage(20);
4916 player[i].RagDoll(0);
4917 player[k].lastcollide=1;
4918 award_bonus(k, AboveBonus);
4920 if(i==0&&k!=0&&player[i].targetanimation==jumpdownanim&&
4921 !player[k].isCrouch()&&
4922 player[k].targetanimation!=rollanim&&
4923 !player[i].skeleton.oldfree&&
4924 !player[i].skeleton.free&&
4925 player[i].lastcollide<=0&&
4926 player[i].velocity.y<-10){
4927 player[k].velocity=player[i].velocity;
4928 player[i].velocity=player[i].velocity*-.3;
4929 player[i].velocity.y=player[k].velocity.y;
4930 player[k].DoDamage(20);
4931 player[k].RagDoll(0);
4932 player[i].lastcollide=1;
4933 award_bonus(i, AboveBonus);
4939 player[i].CheckKick();
4940 player[k].CheckKick();
4948 void Game::doAI(int i){
4949 static bool connected;
4950 if(player[i].aitype!=playercontrolled&&indialogue==-1){
4951 player[i].jumpclimb=0;
4952 //disable movement in editor
4954 player[i].stunned=1;
4957 if(findDistancefastflat(&player[0].coords,&player[i].coords)<30&&
4958 player[0].coords.y>player[i].coords.y+2&&
4959 !player[0].onterrain)
4963 if(player[i].aitype==pathfindtype){
4964 if(player[i].finalpathfindpoint==-1){
4965 float closestdistance;
4971 for(int j=0;j<numpathpoints;j++)
4972 if(closest==-1||findDistancefast(&player[i].finalfinaltarget,&pathpoint[j])<closestdistance){
4973 closestdistance=findDistancefast(&player[i].finalfinaltarget,&pathpoint[j]);
4975 player[i].finaltarget=pathpoint[j];
4977 player[i].finalpathfindpoint=closest;
4978 for(int j=0;j<numpathpoints;j++)
4979 for(int k=0;k<numpathpointconnect[j];k++){
4980 DistancePointLine(&player[i].finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
4981 if(sq(tempdist)<closestdistance)
4982 if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<
4983 findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
4984 closestdistance=sq(tempdist);
4986 player[i].finaltarget=colpoint;
4989 player[i].finalpathfindpoint=closest;
4992 if(player[i].targetpathfindpoint==-1){
4993 float closestdistance;
4999 if(player[i].lastpathfindpoint==-1){
5000 for(int j=0;j<numpathpoints;j++){
5001 if(j!=player[i].lastpathfindpoint)
5002 if(closest==-1||(findDistancefast(&player[i].coords,&pathpoint[j])<closestdistance)){
5003 closestdistance=findDistancefast(&player[i].coords,&pathpoint[j]);
5007 player[i].targetpathfindpoint=closest;
5008 for(int j=0;j<numpathpoints;j++)
5009 if(j!=player[i].lastpathfindpoint)
5010 for(int k=0;k<numpathpointconnect[j];k++){
5011 DistancePointLine(&player[i].coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
5012 if(sq(tempdist)<closestdistance){
5013 if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<
5014 findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
5015 closestdistance=sq(tempdist);
5020 player[i].targetpathfindpoint=closest;
5024 for(int j=0;j<numpathpoints;j++)
5025 if(j!=player[i].lastpathfindpoint&&
5026 j!=player[i].lastpathfindpoint2&&
5027 j!=player[i].lastpathfindpoint3&&
5028 j!=player[i].lastpathfindpoint4){
5030 if(numpathpointconnect[j])
5031 for(int k=0;k<numpathpointconnect[j];k++)
5032 if(pathpointconnect[j][k]==player[i].lastpathfindpoint)
5035 if(numpathpointconnect[player[i].lastpathfindpoint])
5036 for(int k=0;k<numpathpointconnect[player[i].lastpathfindpoint];k++)
5037 if(pathpointconnect[player[i].lastpathfindpoint][k]==j)
5040 tempdist=findPathDist(j,player[i].finalpathfindpoint);
5041 if(closest==-1||tempdist<closestdistance){
5042 closestdistance=tempdist;
5047 player[i].targetpathfindpoint=closest;
5050 player[i].losupdatedelay-=multiplier;
5052 player[i].targetrotation=roughDirectionTo(player[i].coords,pathpoint[player[i].targetpathfindpoint]);
5053 player[i].lookrotation=player[i].targetrotation;
5055 //reached target point
5056 if(findDistancefastflat(&player[i].coords,&pathpoint[player[i].targetpathfindpoint])<.6){
5057 player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
5058 player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
5059 player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
5060 player[i].lastpathfindpoint=player[i].targetpathfindpoint;
5061 if(player[i].lastpathfindpoint2==-1)
5062 player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
5063 if(player[i].lastpathfindpoint3==-1)
5064 player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
5065 if(player[i].lastpathfindpoint4==-1)
5066 player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
5067 player[i].targetpathfindpoint=-1;
5069 if( findDistancefastflat(&player[i].coords,&player[i].finalfinaltarget)<
5070 findDistancefastflat(&player[i].coords,&player[i].finaltarget)||
5071 findDistancefastflat(&player[i].coords,&player[i].finaltarget)<.6*sq(player[i].scale*5)||
5072 player[i].lastpathfindpoint==player[i].finalpathfindpoint){
5073 player[i].aitype=passivetype;
5076 player[i].forwardkeydown=1;
5077 player[i].leftkeydown=0;
5078 player[i].backkeydown=0;
5079 player[i].rightkeydown=0;
5080 player[i].crouchkeydown=0;
5081 player[i].attackkeydown=0;
5082 player[i].throwkeydown=0;
5084 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)
5085 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5087 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5088 player[i].jumpkeydown=0;
5089 if((player[i].collided>.8&&player[i].jumppower>=5))
5090 player[i].jumpkeydown=1;
5092 if((tutoriallevel!=1||cananger)&&
5095 findDistancefast(&player[i].coords,&player[0].coords)<400&&
5096 player[i].occluded<25){
5097 if(findDistancefast(&player[i].coords,&player[0].coords)<12&&
5098 animation[player[0].targetanimation].height!=lowheight&&
5100 (player[0].coords.y<player[i].coords.y+5||player[0].onterrain))
5101 player[i].aitype=attacktypecutoff;
5102 if(findDistancefast(&player[i].coords,&player[0].coords)<30&&
5103 animation[player[0].targetanimation].height==highheight&&
5105 player[i].aitype=attacktypecutoff;
5107 if(player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
5108 player[i].losupdatedelay=.2;
5109 for(int j=0;j<numplayers;j++)
5110 if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype)
5111 if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
5112 if(findDistancefast(&player[i].coords,&player[j].coords)<400)
5113 if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
5114 if(player[j].coords.y<player[i].coords.y+5||player[j].onterrain)
5115 if(!player[j].isWallJump()&&-1==checkcollide(
5116 DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)
5117 *player[i].scale+player[i].coords,
5118 DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)
5119 *player[j].scale+player[j].coords)||
5120 (player[j].targetanimation==hanganim&&
5121 normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
5122 player[i].aitype=searchtype;
5123 player[i].lastchecktime=12;
5124 player[i].lastseen=player[j].coords;
5125 player[i].lastseentime=12;
5129 if(player[i].aitype==attacktypecutoff&&musictype!=2)
5130 if(player[i].creature!=wolftype){
5131 player[i].stunned=.6;
5132 player[i].surprised=.6;
5136 if(player[i].aitype!=passivetype&&leveltime>.5)
5137 player[i].howactive=typeactive;
5139 if(player[i].aitype==passivetype){
5140 player[i].aiupdatedelay-=multiplier;
5141 player[i].losupdatedelay-=multiplier;
5142 player[i].lastseentime+=multiplier;
5143 player[i].pausetime-=multiplier;
5144 if(player[i].lastseentime>1)
5145 player[i].lastseentime=1;
5147 if(player[i].aiupdatedelay<0){
5148 if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0){
5149 player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].waypoints[player[i].waypoint]);
5150 player[i].lookrotation=player[i].targetrotation;
5151 player[i].aiupdatedelay=.05;
5153 if(findDistancefastflat(&player[i].coords,&player[i].waypoints[player[i].waypoint])<1){
5154 if(player[i].waypointtype[player[i].waypoint]==wppause)
5155 player[i].pausetime=4;
5156 player[i].waypoint++;
5157 if(player[i].waypoint>player[i].numwaypoints-1)
5158 player[i].waypoint=0;
5163 if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0)
5164 player[i].forwardkeydown=1;
5166 player[i].forwardkeydown=0;
5167 player[i].leftkeydown=0;
5168 player[i].backkeydown=0;
5169 player[i].rightkeydown=0;
5170 player[i].crouchkeydown=0;
5171 player[i].attackkeydown=0;
5172 player[i].throwkeydown=0;
5174 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5175 if(!player[i].avoidsomething)
5176 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5178 XYZ leftpos,rightpos;
5179 float leftdist,rightdist;
5180 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5181 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5182 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5183 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5184 if(leftdist<rightdist)
5185 player[i].targetrotation+=90;
5187 player[i].targetrotation-=90;
5191 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5192 player[i].jumpkeydown=0;
5193 if((player[i].collided>.8&&player[i].jumppower>=5))
5194 player[i].jumpkeydown=1;
5199 if(player[i].howactive<=typesleeping)
5200 if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile)
5201 for(int j=0;j<numenvsounds;j++){
5202 float vol=player[i].howactive==typesleeping?envsoundvol[j]-14:envsoundvol[j];
5203 if(vol>0&&findDistancefast(&player[i].coords,&envsound[j])<
5204 2*(vol+vol*(player[i].creature==rabbittype)*3))
5205 player[i].aitype=attacktypecutoff;
5208 if(player[i].aitype!=passivetype){
5209 if(player[i].howactive==typesleeping)
5210 setAnimation(i,getupfromfrontanim);
5211 player[i].howactive=typeactive;
5215 if(player[i].howactive<typesleeping&&
5216 ((tutoriallevel!=1||cananger)&&hostile)&&
5218 findDistancefast(&player[i].coords,&player[0].coords)<400&&
5219 player[i].occluded<25){
5220 if(findDistancefast(&player[i].coords,&player[0].coords)<12&&
5221 animation[player[0].targetanimation].height!=lowheight&&!editorenabled)
5222 player[i].aitype=attacktypecutoff;
5223 if(findDistancefast(&player[i].coords,&player[0].coords)<30&&
5224 animation[player[0].targetanimation].height==highheight&&!editorenabled)
5225 player[i].aitype=attacktypecutoff;
5228 if(player[i].creature==wolftype){
5230 for(int j=0;j<numplayers;j++){
5231 if(j==0||(player[j].dead&&player[j].bloodloss>0)){
5232 float smelldistance=50;
5233 if(j==0&&player[j].num_weapons>0){
5234 if(weapons.bloody[player[j].weaponids[0]])
5236 if(player[j].num_weapons==2)
5237 if(weapons.bloody[player[j].weaponids[1]])
5242 windsmell=windvector;
5243 Normalise(&windsmell);
5244 windsmell=windsmell*2+player[j].coords;
5245 if(findDistancefast(&player[i].coords,&windsmell)<smelldistance&&!editorenabled)
5246 player[i].aitype=attacktypecutoff;
5251 if(player[i].howactive<typesleeping&&player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
5252 player[i].losupdatedelay=.2;
5253 for(int j=0;j<numplayers;j++){
5254 if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype){
5255 if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
5256 if(findDistancefast(&player[i].coords,&player[j].coords)<400)
5257 if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
5258 if((-1==checkcollide(
5259 DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*
5260 player[i].scale+player[i].coords,
5261 DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)*
5262 player[j].scale+player[j].coords)&&
5263 !player[j].isWallJump())||
5264 (player[j].targetanimation==hanganim&&
5265 normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
5266 player[i].lastseentime-=.2;
5267 if(j==0&&animation[player[j].targetanimation].height==lowheight)
5268 player[i].lastseentime-=.4;
5270 player[i].lastseentime-=.6;
5272 if(player[i].lastseentime<=0){
5273 player[i].aitype=searchtype;
5274 player[i].lastchecktime=12;
5275 player[i].lastseen=player[j].coords;
5276 player[i].lastseentime=12;
5283 if(player[i].aitype==attacktypecutoff&&musictype!=2){
5284 if(player[i].creature!=wolftype){
5285 player[i].stunned=.6;
5286 player[i].surprised=.6;
5288 if(player[i].creature==wolftype){
5289 player[i].stunned=.47;
5290 player[i].surprised=.47;
5298 if(player[i].aitype==searchtype){
5299 player[i].aiupdatedelay-=multiplier;
5300 player[i].losupdatedelay-=multiplier;
5301 if(!player[i].pause)
5302 player[i].lastseentime-=multiplier;
5303 player[i].lastchecktime-=multiplier;
5305 if(player[i].isRun()&&!player[i].onground){
5306 if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
5307 XYZ test2=player[i].coords+player[i].facing;
5309 XYZ test=player[i].coords+player[i].facing;
5311 j=checkcollide(test2,test,player[i].laststanding);
5313 j=checkcollide(test2,test);
5315 player[i].velocity=0;
5316 setAnimation(i,player[i].getStop());
5317 player[i].targetrotation+=180;
5318 player[i].stunned=.5;
5319 //player[i].aitype=passivetype;
5320 player[i].aitype=pathfindtype;
5321 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5322 player[i].finalpathfindpoint=-1;
5323 player[i].targetpathfindpoint=-1;
5324 player[i].lastpathfindpoint=-1;
5325 player[i].lastpathfindpoint2=-1;
5326 player[i].lastpathfindpoint3=-1;
5327 player[i].lastpathfindpoint4=-1;
5329 else player[i].laststanding=j;
5332 //check out last seen location
5333 if(player[i].aiupdatedelay<0){
5334 player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].lastseen);
5335 player[i].lookrotation=player[i].targetrotation;
5336 player[i].aiupdatedelay=.05;
5337 player[i].forwardkeydown=1;
5339 if(findDistancefastflat(&player[i].coords,&player[i].lastseen)<1*sq(player[i].scale*5)||player[i].lastchecktime<0){
5340 player[i].forwardkeydown=0;
5341 player[i].aiupdatedelay=1;
5342 player[i].lastseen.x+=(float(Random()%100)-50)/25;
5343 player[i].lastseen.z+=(float(Random()%100)-50)/25;
5344 player[i].lastchecktime=3;
5347 player[i].leftkeydown=0;
5348 player[i].backkeydown=0;
5349 player[i].rightkeydown=0;
5350 player[i].crouchkeydown=0;
5351 player[i].attackkeydown=0;
5352 player[i].throwkeydown=0;
5354 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5355 if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5357 XYZ leftpos,rightpos;
5358 float leftdist,rightdist;
5359 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5360 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5361 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5362 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5363 if(leftdist<rightdist)player[i].targetrotation+=90;
5364 else player[i].targetrotation-=90;
5368 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5369 player[i].jumpkeydown=0;
5370 if((player[i].collided>.8&&player[i].jumppower>=5))
5371 player[i].jumpkeydown=1;
5373 if(numenvsounds>0&&((tutoriallevel!=1||cananger)&&hostile))
5374 for(int k=0;k<numenvsounds;k++){
5375 if(findDistancefast(&player[i].coords,&envsound[k])<2*(envsoundvol[k]+envsoundvol[k]*(player[i].creature==rabbittype)*3)){
5376 player[i].aitype=attacktypecutoff;
5380 if(!player[0].dead&&
5381 player[i].losupdatedelay<0&&
5383 player[i].occluded<2&&
5384 ((tutoriallevel!=1||cananger)&&hostile)){
5385 player[i].losupdatedelay=.2;
5386 if(findDistancefast(&player[i].coords,&player[0].coords)<4&&animation[player[i].targetanimation].height!=lowheight){
5387 player[i].aitype=attacktypecutoff;
5388 player[i].lastseentime=1;
5390 if(abs(Random()%2)||animation[player[i].targetanimation].height!=lowheight)
5391 //TODO: factor out canSeePlayer()
5392 if(findDistancefast(&player[i].coords,&player[0].coords)<400)
5393 if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
5395 DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*
5396 player[i].scale+player[i].coords,
5397 DoRotation(playerJoint(0,head).position,0,player[0].rotation,0)*
5398 player[0].scale+player[0].coords)==-1)||
5399 (player[0].targetanimation==hanganim&&normaldotproduct(
5400 player[0].facing,player[i].coords-player[0].coords)<0)){
5401 /* //TODO: changed j to 0 on a whim, make sure this is correct
5402 (player[j].targetanimation==hanganim&&normaldotproduct(
5403 player[j].facing,player[i].coords-player[j].coords)<0)
5405 player[i].aitype=attacktypecutoff;
5406 player[i].lastseentime=1;
5410 if(player[i].lastseentime<0){
5411 //player[i].aitype=passivetype;
5413 player[i].aitype=pathfindtype;
5414 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5415 player[i].finalpathfindpoint=-1;
5416 player[i].targetpathfindpoint=-1;
5417 player[i].lastpathfindpoint=-1;
5418 player[i].lastpathfindpoint2=-1;
5419 player[i].lastpathfindpoint3=-1;
5420 player[i].lastpathfindpoint4=-1;
5424 if(player[i].aitype!=gethelptype)
5425 player[i].runninghowlong=0;
5427 //get help from buddies
5428 if(player[i].aitype==gethelptype){
5429 player[i].runninghowlong+=multiplier;
5430 player[i].aiupdatedelay-=multiplier;
5432 if(player[i].aiupdatedelay<0||player[i].ally==0){
5433 player[i].aiupdatedelay=.2;
5436 //TODO: factor out closest search somehow
5437 if(!player[i].ally){
5439 float closestdist=-1;
5440 for(int k=0;k<numplayers;k++){
5441 if(k!=i&&k!=0&&!player[k].dead&&
5442 player[k].howactive<typedead1&&
5443 !player[k].skeleton.free&&
5444 player[k].aitype==passivetype){
5445 float distance=findDistancefast(&player[i].coords,&player[k].coords);
5446 if(closestdist==-1||distance<closestdist){
5447 closestdist=distance;
5454 player[i].ally=closest;
5457 player[i].lastseen=player[0].coords;
5458 player[i].lastseentime=12;
5462 player[i].lastchecktime=12;
5464 XYZ facing=player[i].coords;
5465 XYZ flatfacing=player[player[i].ally].coords;
5466 facing.y+=playerJoint(i,head).position.y*player[i].scale;
5467 flatfacing.y+=playerJoint(player[i].ally,head).position.y*player[player[i].ally].scale;
5468 if(-1!=checkcollide(facing,flatfacing))
5469 player[i].lastseentime-=.1;
5471 //no available ally, run back to player
5472 if(player[i].ally<=0||
5473 player[player[i].ally].skeleton.free||
5474 player[player[i].ally].aitype!=passivetype||
5475 player[i].lastseentime<=0){
5476 player[i].aitype=searchtype;
5477 player[i].lastseentime=12;
5481 if(player[i].ally>0){
5482 player[i].targetrotation=roughDirectionTo(player[i].coords,player[player[i].ally].coords);
5483 player[i].lookrotation=player[i].targetrotation;
5484 player[i].aiupdatedelay=.05;
5485 player[i].forwardkeydown=1;
5487 if(findDistancefastflat(&player[i].coords,&player[player[i].ally].coords)<3){
5488 player[i].aitype=searchtype;
5489 player[i].lastseentime=12;
5490 player[player[i].ally].aitype=searchtype;
5491 if(player[player[i].ally].lastseentime<player[i].lastseentime){
5492 player[player[i].ally].lastseen=player[i].lastseen;
5493 player[player[i].ally].lastseentime=player[i].lastseentime;
5494 player[player[i].ally].lastchecktime=player[i].lastchecktime;
5498 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5499 if(!player[i].avoidsomething)
5500 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5502 XYZ leftpos,rightpos;
5503 float leftdist,rightdist;
5504 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5505 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5506 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5507 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5508 if(leftdist<rightdist)
5509 player[i].targetrotation+=90;
5511 player[i].targetrotation-=90;
5516 player[i].leftkeydown=0;
5517 player[i].backkeydown=0;
5518 player[i].rightkeydown=0;
5519 player[i].crouchkeydown=0;
5520 player[i].attackkeydown=0;
5522 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5523 player[i].jumpkeydown=0;
5524 if(player[i].collided>.8&&player[i].jumppower>=5)
5525 player[i].jumpkeydown=1;
5528 //retreiving a weapon on the ground
5529 if(player[i].aitype==getweapontype){
5530 player[i].aiupdatedelay-=multiplier;
5531 player[i].lastchecktime-=multiplier;
5533 if(player[i].aiupdatedelay<0){
5534 player[i].aiupdatedelay=.2;
5537 if(player[i].ally<0){
5539 float closestdist=-1;
5540 for(int k=0;k<weapons.numweapons;k++)
5541 if(weapons.owner[k]==-1){
5542 float distance=findDistancefast(&player[i].coords,&weapons.position[k]);
5543 if(closestdist==-1||distance<closestdist){
5544 closestdist=distance;
5550 player[i].ally=closest;
5555 player[i].lastseentime=12;
5557 if(!player[0].dead&&((tutoriallevel!=1||cananger)&&hostile))
5558 if(player[i].ally<0||player[i].weaponactive!=-1||player[i].lastchecktime<=0){
5559 player[i].aitype=attacktypecutoff;
5560 player[i].lastseentime=1;
5563 if(player[i].ally>=0){
5564 if(weapons.owner[player[i].ally]!=-1||
5565 findDistancefast(&player[i].coords,&weapons.position[player[i].ally])>16){
5566 player[i].aitype=attacktypecutoff;
5567 player[i].lastseentime=1;
5569 //TODO: factor these out as moveToward()
5570 player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[player[i].ally]);
5571 player[i].lookrotation=player[i].targetrotation;
5572 player[i].aiupdatedelay=.05;
5573 player[i].forwardkeydown=1;
5576 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5577 if(!player[i].avoidsomething)
5578 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5580 XYZ leftpos,rightpos;
5581 float leftdist,rightdist;
5582 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5583 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5584 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5585 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5586 if(leftdist<rightdist)
5587 player[i].targetrotation+=90;
5589 player[i].targetrotation-=90;
5594 player[i].leftkeydown=0;
5595 player[i].backkeydown=0;
5596 player[i].rightkeydown=0;
5597 player[i].attackkeydown=0;
5598 player[i].throwkeydown=1;
5599 player[i].crouchkeydown=0;
5600 if(player[i].targetanimation!=crouchremoveknifeanim&&
5601 player[i].targetanimation!=removeknifeanim)
5602 player[i].throwtogglekeydown=0;
5603 player[i].drawkeydown=0;
5605 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5606 player[i].jumpkeydown=0;
5607 if((player[i].collided>.8&&player[i].jumppower>=5))
5608 player[i].jumpkeydown=1;
5611 if(player[i].aitype==attacktypecutoff){
5612 player[i].aiupdatedelay-=multiplier;
5613 //dodge or reverse rabbit kicks, knife throws, flips
5614 if(player[i].damage<player[i].damagetolerance*2/3)
5615 if((player[0].targetanimation==rabbitkickanim||
5616 player[0].targetanimation==knifethrowanim||
5617 (player[0].isFlip()&&
5618 normaldotproduct(player[0].facing,player[0].coords-player[i].coords)<0))&&
5619 !player[0].skeleton.free&&
5620 (player[i].aiupdatedelay<.1)){
5621 player[i].attackkeydown=0;
5622 if(player[i].isIdle())
5623 player[i].crouchkeydown=1;
5624 if(player[0].targetanimation!=rabbitkickanim&&player[0].weaponactive!=-1){
5625 if(weapons.type[player[0].weaponids[0]]==knife){
5626 if(player[i].isIdle()||player[i].isCrouch()||player[i].isRun()||player[i].isFlip()){
5627 if(abs(Random()%2==0))
5628 setAnimation(i,backhandspringanim);
5630 setAnimation(i,rollanim);
5631 player[i].targetrotation+=90*(abs(Random()%2)*2-1);
5632 player[i].wentforweapon=0;
5634 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim)
5635 setAnimation(i,flipanim);
5638 player[i].forwardkeydown=0;
5639 player[i].aiupdatedelay=.02;
5641 //get confused by flips
5642 if(player[0].isFlip()&&
5643 !player[0].skeleton.free&&
5644 player[0].targetanimation!=walljumprightkickanim&&
5645 player[0].targetanimation!=walljumpleftkickanim){
5646 if(findDistancefast(&player[0].coords,&player[i].coords)<25)
5647 if((1-player[i].damage/player[i].damagetolerance)>.5)
5648 player[i].stunned=1;
5650 //go for weapon on the ground
5651 if(player[i].wentforweapon<3)
5652 for(int k=0;k<weapons.numweapons;k++)
5653 if(player[i].creature!=wolftype)
5654 if(player[i].num_weapons==0&&
5655 weapons.owner[k]==-1&&
5656 weapons.velocity[i].x==0&&
5657 weapons.velocity[i].z==0&&
5658 weapons.velocity[i].y==0){
5659 if(findDistancefast(&player[i].coords,&weapons.position[k])<16){
5660 player[i].wentforweapon++;
5661 player[i].lastchecktime=6;
5662 player[i].aitype=getweapontype;
5666 //dodge/reverse walljump kicks
5667 if(player[i].damage<player[i].damagetolerance/2)
5668 if(animation[player[i].targetanimation].height!=highheight)
5669 if(player[i].damage<player[i].damagetolerance*.5&&
5670 ((player[0].targetanimation==walljumprightkickanim||
5671 player[0].targetanimation==walljumpleftkickanim)&&
5672 ((player[i].aiupdatedelay<.15&&
5674 (player[i].aiupdatedelay<.08&&
5676 player[i].crouchkeydown=1;
5678 //walked off a ledge (?)
5679 if(player[i].isRun()&&!player[i].onground)
5680 if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
5681 XYZ test2=player[i].coords+player[i].facing;
5683 XYZ test=player[i].coords+player[i].facing;
5685 j=checkcollide(test2,test,player[i].laststanding);
5687 j=checkcollide(test2,test);
5689 player[i].velocity=0;
5690 setAnimation(i,player[i].getStop());
5691 player[i].targetrotation+=180;
5692 player[i].stunned=.5;
5693 player[i].aitype=pathfindtype;
5694 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5695 player[i].finalpathfindpoint=-1;
5696 player[i].targetpathfindpoint=-1;
5697 player[i].lastpathfindpoint=-1;
5698 player[i].lastpathfindpoint2=-1;
5699 player[i].lastpathfindpoint3=-1;
5700 player[i].lastpathfindpoint4=-1;
5702 player[i].laststanding=j;
5704 //lose sight of player in the air (?)
5705 if(player[0].coords.y>player[i].coords.y+5&&
5706 animation[player[0].targetanimation].height!=highheight&&
5707 !player[0].onterrain){
5708 player[i].aitype=pathfindtype;
5709 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5710 player[i].finalpathfindpoint=-1;
5711 player[i].targetpathfindpoint=-1;
5712 player[i].lastpathfindpoint=-1;
5713 player[i].lastpathfindpoint2=-1;
5714 player[i].lastpathfindpoint3=-1;
5715 player[i].lastpathfindpoint4=-1;
5717 //it's time to think (?)
5718 if(player[i].aiupdatedelay<0&&
5719 !animation[player[i].targetanimation].attack&&
5720 player[i].targetanimation!=staggerbackhighanim&&
5721 player[i].targetanimation!=staggerbackhardanim&&
5722 player[i].targetanimation!=backhandspringanim&&
5723 player[i].targetanimation!=dodgebackanim){
5725 if(player[i].weaponactive==-1&&player[i].num_weapons>0)
5726 player[i].drawkeydown=Random()%2;
5728 player[i].drawkeydown=0;
5729 player[i].rabbitkickenabled=Random()%2;
5731 XYZ rotatetarget=player[0].coords+player[0].velocity;
5732 XYZ targetpoint=player[0].coords;
5733 if(findDistancefast(&player[0].coords,&player[i].coords)<
5734 findDistancefast(&rotatetarget,&player[i].coords))
5735 targetpoint+=player[0].velocity*
5736 findDistance(&player[0].coords,&player[i].coords)/findLength(&player[i].velocity);
5737 player[i].targetrotation=roughDirectionTo(player[i].coords,targetpoint);
5738 player[i].lookrotation=player[i].targetrotation;
5739 player[i].aiupdatedelay=.2+fabs((float)(Random()%100)/1000);
5741 if(findDistancefast(&player[i].coords,&player[0].coords)>5&&(player[0].weaponactive==-1||player[i].weaponactive!=-1))
5742 player[i].forwardkeydown=1;
5743 else if((findDistancefast(&player[i].coords,&player[0].coords)>16||
5744 findDistancefast(&player[i].coords,&player[0].coords)<9)&&
5745 player[0].weaponactive!=-1)
5746 player[i].forwardkeydown=1;
5747 else if(Random()%6==0||(player[i].creature==wolftype&&Random()%3==0))
5748 player[i].forwardkeydown=1;
5750 player[i].forwardkeydown=0;
5751 //chill out around the corpse
5753 player[i].forwardkeydown=0;
5755 player[i].forwardkeydown=1;
5756 if(Random()%100==0){
5757 player[i].aitype=pathfindtype;
5758 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5759 player[i].finalpathfindpoint=-1;
5760 player[i].targetpathfindpoint=-1;
5761 player[i].lastpathfindpoint=-1;
5762 player[i].lastpathfindpoint2=-1;
5763 player[i].lastpathfindpoint3=-1;
5764 player[i].lastpathfindpoint4=-1;
5767 player[i].leftkeydown=0;
5768 player[i].backkeydown=0;
5769 player[i].rightkeydown=0;
5770 player[i].crouchkeydown=0;
5771 player[i].throwkeydown=0;
5773 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)
5774 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5776 if(Random()%2==0||player[i].weaponactive!=-1||player[i].creature==wolftype)
5777 player[i].attackkeydown=1;
5779 player[i].attackkeydown=0;
5780 if(player[i].isRun()&&Random()%6&&findDistancefast(&player[i].coords,&player[0].coords)>7)
5781 player[i].attackkeydown=0;
5784 if(player[i].aitype!=playercontrolled&&
5785 (player[i].isIdle()||
5786 player[i].isCrouch()||
5787 player[i].isRun())){
5789 for(int j=0;j<numplayers;j++)
5790 if(j!=i&&!player[j].skeleton.free&&
5791 player[j].hasvictim&&
5792 (tutoriallevel==1&&reversaltrain||
5793 Random()%2==0&&difficulty==2||
5794 Random()%4==0&&difficulty==1||
5795 Random()%8==0&&difficulty==0||
5796 player[j].lastattack2==player[j].targetanimation&&
5797 player[j].lastattack3==player[j].targetanimation&&
5798 (Random()%2==0||difficulty==2)||
5799 (player[i].isIdle()||player[i].isRun())&&
5800 player[j].weaponactive!=-1||
5801 player[j].targetanimation==swordslashanim&&
5802 player[i].weaponactive!=-1||
5803 player[j].targetanimation==staffhitanim||
5804 player[j].targetanimation==staffspinhitanim))
5805 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<4&&
5806 player[j].victim==&player[i]&&
5807 (player[j].targetanimation==sweepanim||
5808 player[j].targetanimation==spinkickanim||
5809 player[j].targetanimation==staffhitanim||
5810 player[j].targetanimation==staffspinhitanim||
5811 player[j].targetanimation==winduppunchanim||
5812 player[j].targetanimation==upunchanim||
5813 player[j].targetanimation==wolfslapanim||
5814 player[j].targetanimation==knifeslashstartanim||
5815 player[j].targetanimation==swordslashanim&&
5816 (findDistancefast(&player[j].coords,&player[i].coords)<2||
5817 player[i].weaponactive!=-1))){
5824 player[target].Reverse();
5827 if(player[i].collided<1)
5828 player[i].jumpkeydown=0;
5829 if(player[i].collided>.8&&player[i].jumppower>=5||
5830 findDistancefast(&player[i].coords,&player[0].coords)>400&&
5831 player[i].onterrain&&
5832 player[i].creature==rabbittype)
5833 player[i].jumpkeydown=1;
5834 //TODO: why are we controlling the human?
5835 if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
5836 player[0].jumpkeydown=0;
5837 if(player[0].targetanimation==jumpdownanim&&
5838 findDistancefast(&player[0].coords,&player[i].coords)<40)
5839 player[i].crouchkeydown=1;
5840 if(player[i].jumpkeydown)
5841 player[i].attackkeydown=0;
5843 if(tutoriallevel==1)
5845 player[i].attackkeydown=0;
5848 XYZ facing=player[i].coords;
5849 XYZ flatfacing=player[0].coords;
5850 facing.y+=playerJoint(i,head).position.y*player[i].scale;
5851 flatfacing.y+=playerJoint(0,head).position.y*player[0].scale;
5852 if(player[i].occluded>=2)
5853 if(-1!=checkcollide(facing,flatfacing)){
5854 if(!player[i].pause)
5855 player[i].lastseentime-=.2;
5856 if(player[i].lastseentime<=0&&
5857 (player[i].creature!=wolftype||
5858 player[i].weaponstuck==-1)){
5859 player[i].aitype=searchtype;
5860 player[i].lastchecktime=12;
5861 player[i].lastseen=player[0].coords;
5862 player[i].lastseentime=12;
5865 player[i].lastseentime=1;
5868 if(animation[player[0].targetanimation].height==highheight&&
5869 (player[i].aitype==attacktypecutoff||
5870 player[i].aitype==searchtype))
5871 if(player[0].coords.y>terrain.getHeight(player[0].coords.x,player[0].coords.z)+10){
5872 XYZ test=player[0].coords;
5874 if(-1==checkcollide(player[0].coords,test))
5875 player[i].stunned=1;
5878 if(player[i].aitype==passivetype&&!(player[i].numwaypoints>1)||
5879 player[i].stunned>0||
5880 player[i].pause&&player[i].damage>player[i].superpermanentdamage){
5882 player[i].lastseentime=1;
5883 player[i].targetrotation=player[i].rotation;
5884 player[i].forwardkeydown=0;
5885 player[i].leftkeydown=0;
5886 player[i].backkeydown=0;
5887 player[i].rightkeydown=0;
5888 player[i].jumpkeydown=0;
5889 player[i].attackkeydown=0;
5890 player[i].crouchkeydown=0;
5891 player[i].throwkeydown=0;
5899 XYZ flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
5902 if(player[i].aitype==attacktypecutoff){
5903 player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[0].coords);
5904 player[i].targetheadrotation2=pitchTo(player[i].coords,player[0].coords);
5905 }else if(player[i].howactive>=typesleeping){
5906 player[i].targetheadrotation=player[i].targetrotation;
5907 player[i].targetheadrotation2=0;
5909 if(player[i].interestdelay<=0){
5910 player[i].interestdelay=.7+(float)(abs(Random()%100))/100;
5911 player[i].headtarget=player[i].coords;
5912 player[i].headtarget.x+=(float)(abs(Random()%200)-100)/100;
5913 player[i].headtarget.z+=(float)(abs(Random()%200)-100)/100;
5914 player[i].headtarget.y+=(float)(abs(Random()%200)-100)/300;
5915 player[i].headtarget+=player[i].facing*1.5;
5917 player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[i].headtarget);
5918 player[i].targetheadrotation2=pitchTo(player[i].coords,player[i].headtarget);
5926 static XYZ facing,flatfacing;
5931 for(int i=0;i<15;i++){
5932 displaytime[i]+=multiplier;
5938 if(Input::isKeyPressed(SDLK_F6)){
5939 if(Input::isKeyDown(SDLK_LSHIFT))
5942 stereoreverse=false;
5945 printf("Stereo reversed\n");
5947 printf("Stereo unreversed\n");
5950 if(Input::isKeyDown(SDLK_F7)){
5951 if(Input::isKeyDown(SDLK_LSHIFT))
5952 stereoseparation -= 0.001;
5954 stereoseparation -= 0.010;
5955 printf("Stereo decreased increased to %f\n", stereoseparation);
5958 if(Input::isKeyDown(SDLK_F8)){
5959 if(Input::isKeyDown(SDLK_LSHIFT))
5960 stereoseparation += 0.001;
5962 stereoseparation += 0.010;
5963 printf("Stereo separation increased to %f\n", stereoseparation);
5967 if(Input::isKeyPressed(SDLK_TAB)&&tutoriallevel){
5968 if(tutorialstage!=51)
5969 tutorialstagetime=tutorialmaxtime;
5970 emit_sound_np(consolefailsound, 128.);
5974 if(mainmenu&&endgame==1)mainmenu=10;
5976 if( (Input::isKeyPressed(SDLK_ESCAPE)
5978 &&((Input::isKeyPressed(jumpkey)
5979 ||Input::isKeyPressed(SDLK_SPACE)
5983 && (!mainmenu||gameon||mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||(mainmenu==7&&!entername)||mainmenu==9||mainmenu==10)){
5985 if(mainmenu==1||mainmenu==2||mainmenu==0){
5986 if(mainmenu==0&&!winfreeze)mainmenu=2;
5987 else if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1)mainmenu=100;
5988 else if(mainmenu==0&&winfreeze){ }
5989 else if(mainmenu==1||mainmenu==2)mainmenu=0;
5990 if(mainmenu&&musictoggle){
5991 if(mainmenu==1||mainmenu==2||mainmenu==100){
5992 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5993 emit_stream_np(stream_music3);
5994 pause_sound(music1);
5998 pause_sound(stream_music3);
5999 resume_stream(music1);
6003 if(newdetail>2)newdetail=detail;
6004 if(newdetail<0)newdetail=detail;
6005 if(newscreenwidth<0)newscreenwidth=screenwidth;
6006 if(newscreenheight<0)newscreenheight=screenheight;
6007 SaveSettings(*this);
6009 if((mainmenu>=3 && mainmenu<=7)||mainmenu==9||mainmenu==10||mainmenu==100){
6013 if(mainmenu==3&&gameon)mainmenu=2;
6014 if(mainmenu==3&&!gameon)mainmenu=1;
6015 if(mainmenu==5&&gameon)mainmenu=2;
6016 if(mainmenu==5&&!gameon)mainmenu=1;
6017 if(mainmenu==4)mainmenu=3;
6018 if(mainmenu==6)mainmenu=5;
6019 if(mainmenu==7)mainmenu=1;
6020 if(mainmenu==9)mainmenu=5;
6021 if(mainmenu==10)mainmenu=5;
6035 if(hostile==1)hostiletime+=multiplier;
6037 if(!winfreeze)leveltime+=multiplier;
6040 if(Input::isKeyPressed(SDLK_v)&&debugmode){
6043 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6047 if(Input::isKeyPressed(chatkey)&&!console&&!chatting&&debugmode)
6051 inputText(displaytext[0],&displayselected,&displaychars[0]);
6053 if(displaychars[0]){
6054 for(int j=0;j<255;j++)
6055 displaytext[0][j]=0;
6062 displayblinkdelay-=multiplier;
6063 if(displayblinkdelay<=0){
6064 displayblinkdelay=.3;
6065 displayblink=1-displayblink;
6071 if(Input::isKeyPressed(SDLK_BACKQUOTE)&&debugmode){
6074 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6083 if(console&&!Input::isKeyDown(SDLK_LMETA)){
6084 inputText(consoletext[0],&consoleselected,&consolechars[0]);
6087 if(consolechars[0]>0){
6088 consoletext[0][consolechars[0]]=' ';
6089 cmd_dispatch(this, consoletext[0]);
6090 for(int k=14;k>=1;k--){
6091 for(int j=0;j<255;j++)
6092 consoletext[k][j]=consoletext[k-1][j];
6093 consolechars[k]=consolechars[k-1];
6095 for(int j=0;j<255;j++)
6096 consoletext[0][j]=0;
6102 consoleblinkdelay-=multiplier;
6103 if(consoleblinkdelay<=0){
6104 consoleblinkdelay=.3;
6105 consoleblink=1-consoleblink;
6111 if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
6114 if(newdetail>2)newdetail=detail;
6115 if(newdetail<0)newdetail=detail;
6116 if(newscreenwidth<0)newscreenwidth=screenwidth;
6117 if(newscreenheight<0)newscreenheight=screenheight;
6119 SaveSettings(*this);
6123 static int oldwinfreeze;
6124 if(winfreeze&&!oldwinfreeze){
6125 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6126 emit_sound_np(consolesuccesssound);
6129 oldwinfreeze=winfreeze;
6133 if((Input::isKeyPressed(jumpkey)||Input::isKeyPressed(SDLK_SPACE))&&!campaign)
6136 if((Input::isKeyDown(SDLK_ESCAPE))&&!campaign&&gameon){
6140 }else if(winfreeze){
6148 //TODO: what is this test?
6149 if(!freeze&&!winfreeze&&!(mainmenu&&gameon)&&(gameon||!gamestarted)){
6154 talkdelay-=multiplier;
6156 if(talkdelay<=0&&indialogue==-1&&animation[player[0].targetanimation].height!=highheight)
6157 for(int i=0;i<numdialogues;i++){
6158 int realdialoguetype;
6160 if(dialoguetype[i]>49){
6161 realdialoguetype=dialoguetype[i]-50;
6164 else if(dialoguetype[i]>39){
6165 realdialoguetype=dialoguetype[i]-40;
6168 else if(dialoguetype[i]>29){
6169 realdialoguetype=dialoguetype[i]-30;
6172 else if(dialoguetype[i]>19){
6173 realdialoguetype=dialoguetype[i]-20;
6176 else if(dialoguetype[i]>9){
6177 realdialoguetype=dialoguetype[i]-10;
6181 realdialoguetype=dialoguetype[i];
6184 if((!hostile||dialoguetype[i]>40&&dialoguetype[i]<50)&&
6185 realdialoguetype<numplayers&&
6186 realdialoguetype>0&&
6187 (dialoguegonethrough[i]==0||!special)&&
6188 (special||Input::isKeyPressed(attackkey))){
6189 if(findDistancefast(&player[0].coords,&player[realdialoguetype].coords)<6||
6190 player[realdialoguetype].howactive>=typedead1||
6191 dialoguetype[i]>40&&dialoguetype[i]<50){
6193 for(int j=0;j<numdialogueboxes[whichdialogue];j++){
6194 player[participantfocus[whichdialogue][j]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
6195 player[participantfocus[whichdialogue][j]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
6196 player[participantfocus[whichdialogue][j]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
6197 player[participantfocus[whichdialogue][j]].velocity=0;
6198 player[participantfocus[whichdialogue][j]].targetanimation=player[participantfocus[whichdialogue][j]].getIdle();
6199 player[participantfocus[whichdialogue][j]].targetframe=0;
6204 dialoguegonethrough[i]++;
6205 if(dialogueboxsound[whichdialogue][indialogue]!=0){
6206 playdialogueboxsound();
6212 windvar+=multiplier;
6213 smoketex+=multiplier;
6214 tutorialstagetime+=multiplier;
6217 static float hotspotvisual[40];
6221 for(int i=0;i<numhotspots;i++)
6222 hotspotvisual[i]-=multiplier/320;
6224 for(int i=0;i<numhotspots;i++){
6225 //if(hotspottype[i]<=10)
6226 while(hotspotvisual[i]<0){
6228 hotspotsprite.x=float(abs(Random()%100000))/100000*hotspotsize[i];
6229 hotspotsprite=DoRotation(hotspotsprite,0,0,Random()%360);
6230 hotspotsprite=DoRotation(hotspotsprite,0,Random()%360,0);
6231 hotspotsprite+=hotspot[i];
6232 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite*0, 1,0.5,0, 7, 0.4);
6233 hotspotvisual[i]+=0.1/hotspotsize[i]/hotspotsize[i]/hotspotsize[i];
6237 for(int i=0;i<numhotspots;i++){
6238 if(hotspottype[i]<=10&&hotspottype[i]>0){
6239 hotspot[i]=player[hotspottype[i]].coords;
6250 if(tutoriallevel!=1){
6253 bonus!=spinecrusher&&
6254 bonus!=tracheotomy&&
6257 emit_sound_np(consolesuccesssound);
6259 } else if(bonustime==0){
6260 emit_sound_np(fireendsound);
6263 if(bonus!=solidhit&&
6265 bonus!=threexcombo&&
6270 bonusnum[bonus]+=0.15;
6273 bonusvalue/=bonusnum[bonus];
6274 bonustotal+=bonusvalue;
6276 bonustime+=multiplier;
6279 if(environment==snowyenvironment){
6280 precipdelay-=multiplier;
6281 while(precipdelay<0){
6285 XYZ footvel,footpoint;
6288 footpoint=viewer+viewerfacing*6;
6289 footpoint.y+=((float)abs(Random()%1200))/100-6;
6290 footpoint.x+=((float)abs(Random()%1200))/100-6;
6291 footpoint.z+=((float)abs(Random()%1200))/100-6;
6292 Sprite::MakeSprite(snowsprite, footpoint,footvel, 1,1,1, .1, 1);
6297 doAerialAcrobatics();
6300 static XYZ oldviewer;
6304 player[0].forwardkeydown=Input::isKeyDown(forwardkey);
6305 player[0].leftkeydown=Input::isKeyDown(leftkey);
6306 player[0].backkeydown=Input::isKeyDown(backkey);
6307 player[0].rightkeydown=Input::isKeyDown(rightkey);
6308 player[0].jumpkeydown=Input::isKeyDown(jumpkey);
6309 player[0].crouchkeydown=Input::isKeyDown(crouchkey);
6310 player[0].drawkeydown=Input::isKeyDown(drawkey);
6311 player[0].throwkeydown=Input::isKeyDown(throwkey);
6315 player[0].forwardkeydown=0;
6316 player[0].leftkeydown=0;
6317 player[0].backkeydown=0;
6318 player[0].rightkeydown=0;
6319 player[0].jumpkeydown=0;
6320 player[0].crouchkeydown=0;
6321 player[0].drawkeydown=0;
6322 player[0].throwkeydown=0;
6325 if(!player[0].jumpkeydown)
6326 player[0].jumpclimb=0;
6335 facing=DoRotation(facing,-rotation2,0,0);
6336 facing=DoRotation(facing,0,0-rotation,0);
6341 flatfacing=DoRotation(flatfacing,0,-rotation,0);
6343 if(Input::isKeyDown(forwardkey))
6344 viewer+=facing*multiplier*4;
6345 if(Input::isKeyDown(backkey))
6346 viewer-=facing*multiplier*4;
6347 if(Input::isKeyDown(leftkey))
6348 viewer+=DoRotation(flatfacing*multiplier,0,90,0)*4;
6349 if(Input::isKeyDown(rightkey))
6350 viewer+=DoRotation(flatfacing*multiplier,0,-90,0)*4;
6351 if(Input::isKeyDown(jumpkey))
6352 viewer.y+=multiplier*4;
6353 if(Input::isKeyDown(crouchkey))
6354 viewer.y-=multiplier*4;
6355 if( Input::isKeyPressed(SDLK_1)||
6356 Input::isKeyPressed(SDLK_2)||
6357 Input::isKeyPressed(SDLK_3)||
6358 Input::isKeyPressed(SDLK_4)||
6359 Input::isKeyPressed(SDLK_5)||
6360 Input::isKeyPressed(SDLK_6)||
6361 Input::isKeyPressed(SDLK_7)||
6362 Input::isKeyPressed(SDLK_8)||
6363 Input::isKeyPressed(SDLK_9)||
6364 Input::isKeyPressed(SDLK_0)||
6365 Input::isKeyPressed(SDLK_MINUS)){
6367 if(Input::isKeyPressed(SDLK_1))whichend=1;
6368 if(Input::isKeyPressed(SDLK_2))whichend=2;
6369 if(Input::isKeyPressed(SDLK_3))whichend=3;
6370 if(Input::isKeyPressed(SDLK_4))whichend=4;
6371 if(Input::isKeyPressed(SDLK_5))whichend=5;
6372 if(Input::isKeyPressed(SDLK_6))whichend=6;
6373 if(Input::isKeyPressed(SDLK_7))whichend=7;
6374 if(Input::isKeyPressed(SDLK_8))whichend=8;
6375 if(Input::isKeyPressed(SDLK_9))whichend=9;
6376 if(Input::isKeyPressed(SDLK_0))whichend=0;
6377 if(Input::isKeyPressed(SDLK_MINUS))
6380 participantfocus[whichdialogue][indialogue]=whichend;
6381 participantlocation[whichdialogue][whichend]=player[whichend].coords;
6382 participantrotation[whichdialogue][whichend]=player[whichend].rotation;
6385 participantfocus[whichdialogue][indialogue]=-1;
6387 if(player[participantfocus[whichdialogue][indialogue]].dead){
6392 dialoguecamera[whichdialogue][indialogue]=viewer;
6393 dialoguecamerarotation[whichdialogue][indialogue]=rotation;
6394 dialoguecamerarotation2[whichdialogue][indialogue]=rotation2;
6396 if(indialogue<numdialogueboxes[whichdialogue]){
6397 if(dialogueboxsound[whichdialogue][indialogue]!=0){
6398 playdialogueboxsound();
6402 for(int j=0;j<numplayers;j++){
6403 participantfacing[whichdialogue][indialogue][j]=participantfacing[whichdialogue][indialogue-1][j];
6406 //TODO: should these be KeyDown or KeyPressed?
6407 if( Input::isKeyDown(SDLK_KP1)||
6408 Input::isKeyDown(SDLK_KP2)||
6409 Input::isKeyDown(SDLK_KP3)||
6410 Input::isKeyDown(SDLK_KP4)||
6411 Input::isKeyDown(SDLK_KP5)||
6412 Input::isKeyDown(SDLK_KP6)||
6413 Input::isKeyDown(SDLK_KP7)||
6414 Input::isKeyDown(SDLK_KP8)||
6415 Input::isKeyDown(SDLK_KP9)||
6416 Input::isKeyDown(SDLK_KP0)){
6418 if(Input::isKeyDown(SDLK_KP1))whichend=1;
6419 if(Input::isKeyDown(SDLK_KP2))whichend=2;
6420 if(Input::isKeyDown(SDLK_KP3))whichend=3;
6421 if(Input::isKeyDown(SDLK_KP4))whichend=4;
6422 if(Input::isKeyDown(SDLK_KP5))whichend=5;
6423 if(Input::isKeyDown(SDLK_KP6))whichend=6;
6424 if(Input::isKeyDown(SDLK_KP7))whichend=7;
6425 if(Input::isKeyDown(SDLK_KP8))whichend=8;
6426 if(Input::isKeyDown(SDLK_KP9))whichend=9;
6427 if(Input::isKeyDown(SDLK_KP0))whichend=0;
6428 participantfacing[whichdialogue][indialogue][whichend]=facing;
6430 if(indialogue>=numdialogueboxes[whichdialogue]){
6437 pause_sound(whooshsound);
6438 viewer=dialoguecamera[whichdialogue][indialogue];
6439 viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.1);
6440 rotation=dialoguecamerarotation[whichdialogue][indialogue];
6441 rotation2=dialoguecamerarotation2[whichdialogue][indialogue];
6442 if(dialoguetime>0.5)
6443 if( Input::isKeyPressed(SDLK_1)||
6444 Input::isKeyPressed(SDLK_2)||
6445 Input::isKeyPressed(SDLK_3)||
6446 Input::isKeyPressed(SDLK_4)||
6447 Input::isKeyPressed(SDLK_5)||
6448 Input::isKeyPressed(SDLK_6)||
6449 Input::isKeyPressed(SDLK_7)||
6450 Input::isKeyPressed(SDLK_8)||
6451 Input::isKeyPressed(SDLK_9)||
6452 Input::isKeyPressed(SDLK_0)||
6453 Input::isKeyPressed(SDLK_MINUS)||
6454 Input::isKeyPressed(attackkey)){
6456 if(indialogue<numdialogueboxes[whichdialogue]){
6457 if(dialogueboxsound[whichdialogue][indialogue]!=0){
6458 playdialogueboxsound();
6459 if(dialogueboxsound[whichdialogue][indialogue]==-5){
6460 hotspot[numhotspots]=player[0].coords;
6461 hotspotsize[numhotspots]=10;
6462 hotspottype[numhotspots]=-1;
6466 if(dialogueboxsound[whichdialogue][indialogue]==-6){
6470 if(player[participantfocus[whichdialogue][indialogue]].dead){
6478 if(indialogue>=numdialogueboxes[whichdialogue]){
6482 if(dialoguetype[whichdialogue]>19&&dialoguetype[whichdialogue]<30){
6485 if(dialoguetype[whichdialogue]>29&&dialoguetype[whichdialogue]<40){
6488 if(dialoguetype[whichdialogue]>49&&dialoguetype[whichdialogue]<60){
6490 for(int i=1;i<numplayers;i++){
6491 player[i].aitype = attacktypecutoff;
6498 static float keyrefreshdelay=0,bigrefreshdelay=0;
6500 if(!player[0].jumpkeydown){
6501 player[0].jumptogglekeydown=0;
6503 if(player[0].jumpkeydown&&
6504 player[0].targetanimation!=jumpupanim&&
6505 player[0].targetanimation!=jumpdownanim&&
6506 !player[0].isFlip())
6507 player[0].jumptogglekeydown=1;
6510 dialoguetime+=multiplier;
6511 hawkrotation+=multiplier*25;
6513 realhawkcoords.x=25;
6514 realhawkcoords=DoRotation(realhawkcoords,0,hawkrotation,0)+hawkcoords;
6515 hawkcalldelay-=multiplier/2;
6517 if(hawkcalldelay<=0){
6518 emit_sound_at(hawksound, realhawkcoords);
6520 hawkcalldelay=16+abs(Random()%8);
6522 static float temptexdetail;
6529 doPlayerCollisions();
6533 for(int k=0;k<numplayers;k++)
6534 if(k!=0&&player[k].immobile)
6535 player[k].coords=player[k].realoldcoords;
6537 for(int k=0;k<numplayers;k++){
6538 if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
6539 if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
6540 player[k].DoDamage(1000);
6546 static bool respawnkeydown;
6549 (Input::isKeyDown(SDLK_z)&&
6550 Input::isKeyDown(SDLK_LMETA)&&
6552 (Input::isKeyDown(jumpkey)&&
6556 targetlevel=whichlevel;
6560 if(!Input::isKeyDown(jumpkey))
6562 if(Input::isKeyDown(jumpkey))
6568 static bool movekey;
6571 for(int i=0;i<numplayers;i++){
6572 static float oldtargetrotation;
6573 if(!player[i].skeleton.free){
6574 oldtargetrotation=player[i].targetrotation;
6575 if(i==0&&indialogue==-1){
6576 //TODO: refactor repetitive code
6577 if(!animation[player[0].targetanimation].attack&&
6578 player[0].targetanimation!=staggerbackhighanim&&
6579 player[0].targetanimation!=staggerbackhardanim&&
6580 player[0].targetanimation!=crouchremoveknifeanim&&
6581 player[0].targetanimation!=removeknifeanim&&
6582 player[0].targetanimation!=backhandspringanim&&
6583 player[0].targetanimation!=dodgebackanim&&
6584 player[0].targetanimation!=walljumprightkickanim&&
6585 player[0].targetanimation!=walljumpleftkickanim){
6587 player[0].targetrotation=0;
6589 player[0].targetrotation=-rotation+180;
6595 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
6599 facing=DoRotation(facing,-rotation2,0,0);
6600 facing=DoRotation(facing,0,0-rotation,0);
6603 player[0].lookrotation=-rotation;
6605 player[i].targetheadrotation=rotation;
6606 player[i].targetheadrotation2=rotation2;
6608 if(i!=0&&player[i].aitype==playercontrolled&&indialogue==-1){
6609 if(!animation[player[i].targetanimation].attack&&
6610 player[i].targetanimation!=staggerbackhighanim&&
6611 player[i].targetanimation!=staggerbackhardanim&&
6612 player[i].targetanimation!=crouchremoveknifeanim&&
6613 player[i].targetanimation!=removeknifeanim&&
6614 player[i].targetanimation!=backhandspringanim&&
6615 player[i].targetanimation!=dodgebackanim&&
6616 player[i].targetanimation!=walljumprightkickanim&&
6617 player[i].targetanimation!=walljumpleftkickanim){
6618 player[i].targetrotation=-player[i].lookrotation+180;
6624 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
6626 facing=DoRotation(facing,-player[i].lookrotation2,0,0);
6627 facing=DoRotation(facing,0,0-player[i].lookrotation,0);
6629 player[i].targetheadrotation=player[i].lookrotation;
6630 player[i].targetheadrotation2=player[i].lookrotation2;
6633 player[i].targetheadrotation=180-roughDirection(participantfacing[whichdialogue][indialogue][i]);
6634 player[i].targetheadrotation2=pitch(participantfacing[whichdialogue][indialogue][i]);
6642 player[i].avoidsomething=0;
6644 //avoid flaming things
6645 for(int j=0;j<objects.numobjects;j++)
6646 if(objects.onfire[j])
6647 if(findDistancefast(&player[i].coords,&objects.position[j])<sq(objects.scale[j])*200)
6648 if( findDistancefast(&player[i].coords,&objects.position[j])<
6649 findDistancefast(&player[i].coords,&player[0].coords)){
6650 player[i].collided=0;
6651 player[i].avoidcollided=1;
6652 if(player[i].avoidsomething==0||
6653 findDistancefast(&player[i].coords,&objects.position[j])<
6654 findDistancefast(&player[i].coords,&player[i].avoidwhere)){
6655 player[i].avoidwhere=objects.position[j];
6656 player[i].avoidsomething=1;
6660 //avoid flaming players
6661 for(int j=0;j<numplayers;j++)
6662 if(player[j].onfire)
6663 if(findDistancefast(&player[j].coords,&player[i].coords)<sq(0.3)*200)
6664 if( findDistancefast(&player[i].coords,&player[j].coords)<
6665 findDistancefast(&player[i].coords,&player[0].coords)){
6666 player[i].collided=0;
6667 player[i].avoidcollided=1;
6668 if(player[i].avoidsomething==0||
6669 findDistancefast(&player[i].coords,&player[j].coords)<
6670 findDistancefast(&player[i].coords,&player[i].avoidwhere)){
6671 player[i].avoidwhere=player[j].coords;
6672 player[i].avoidsomething=1;
6676 if(player[i].collided>.8)
6677 player[i].avoidcollided=0;
6681 if(animation[player[i].targetanimation].attack==reversed){
6682 //player[i].targetrotation=player[i].rotation;
6683 player[i].forwardkeydown=0;
6684 player[i].leftkeydown=0;
6685 player[i].backkeydown=0;
6686 player[i].rightkeydown=0;
6687 player[i].jumpkeydown=0;
6688 player[i].attackkeydown=0;
6689 //player[i].crouchkeydown=0;
6690 player[i].throwkeydown=0;
6694 player[i].forwardkeydown=0;
6695 player[i].leftkeydown=0;
6696 player[i].backkeydown=0;
6697 player[i].rightkeydown=0;
6698 player[i].jumpkeydown=0;
6699 player[i].crouchkeydown=0;
6700 player[i].drawkeydown=0;
6701 player[i].throwkeydown=0;
6704 if(player[i].collided<-.3)
6705 player[i].collided=-.3;
6706 if(player[i].collided>1)
6707 player[i].collided=1;
6708 player[i].collided-=multiplier*4;
6709 player[i].whichdirectiondelay-=multiplier;
6710 if(player[i].avoidcollided<-.3||player[i].whichdirectiondelay<=0){
6711 player[i].avoidcollided=-.3;
6712 player[i].whichdirection=abs(Random()%2);
6713 player[i].whichdirectiondelay=.4;
6715 if(player[i].avoidcollided>1)
6716 player[i].avoidcollided=1;
6717 player[i].avoidcollided-=multiplier/4;
6718 if(!player[i].skeleton.free){
6719 player[i].stunned-=multiplier;
6720 player[i].surprised-=multiplier;
6722 if(i!=0&&player[i].surprised<=0&&
6723 player[i].aitype==attacktypecutoff&&
6725 !player[i].skeleton.free&&
6726 animation[player[i].targetanimation].attack==neutral)
6729 if(!player[i].throwkeydown)
6730 player[i].throwtogglekeydown=0;
6733 if(player[i].throwkeydown&&!player[i].throwtogglekeydown){
6734 if(player[i].weaponactive==-1&&
6735 player[i].num_weapons<2&&
6736 (player[i].isIdle()||
6737 player[i].isCrouch()||
6738 player[i].targetanimation==sneakanim||
6739 player[i].targetanimation==rollanim||
6740 player[i].targetanimation==backhandspringanim||
6741 player[i].isFlip()||
6742 player[i].isFlip()||
6743 player[i].aitype!=playercontrolled)){
6744 for(int j=0;j<weapons.numweapons;j++){
6745 if((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0||
6746 player[i].aitype==playercontrolled)&&
6747 weapons.owner[j]==-1&&
6748 player[i].weaponactive==-1)
6749 if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2){
6750 if(findDistancefast(&player[i].coords,&weapons.position[j])<2){
6751 if(player[i].isCrouch()||
6752 player[i].targetanimation==sneakanim||
6754 player[i].isIdle()||
6755 player[i].aitype!=playercontrolled){
6756 player[i].throwtogglekeydown=1;
6757 setAnimation(i,crouchremoveknifeanim);
6758 player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[j]);
6759 player[i].hasvictim=0;
6761 if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
6762 player[i].throwtogglekeydown=1;
6763 player[i].hasvictim=0;
6765 if((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0||
6766 player[i].aitype==playercontrolled)&&
6767 weapons.owner[j]==-1||
6769 weapons.owner[j]==player[i].victim->id)
6770 if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2&&player[i].weaponactive==-1)
6771 if(findDistancefast(&player[i].coords,&weapons.position[j])<1||player[i].victim){
6772 if(weapons.type[j]!=staff)
6773 emit_sound_at(knifedrawsound, player[i].coords, 128.);
6775 player[i].weaponactive=0;
6776 weapons.owner[j]=player[i].id;
6777 if(player[i].num_weapons>0)
6778 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6779 player[i].num_weapons++;
6780 player[i].weaponids[0]=j;
6783 }else if((player[i].isIdle()||
6784 player[i].isFlip()||
6785 player[i].aitype!=playercontrolled)&&
6786 findDistancefast(&player[i].coords,&weapons.position[j])<5&&
6787 player[i].coords.y<weapons.position[j].y){
6788 if(!player[i].isFlip()){
6789 player[i].throwtogglekeydown=1;
6790 setAnimation(i,removeknifeanim);
6791 player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[j]);
6793 if(player[i].isFlip()){
6794 player[i].throwtogglekeydown=1;
6795 player[i].hasvictim=0;
6797 for(int k=0;k<weapons.numweapons;k++){
6798 if(player[i].weaponactive==-1)
6799 if((weapons.velocity[k].x==0&&weapons.velocity[k].y==0&&weapons.velocity[k].z==0||
6800 player[i].aitype==playercontrolled)&&
6801 weapons.owner[k]==-1||
6803 weapons.owner[k]==player[i].victim->id)
6804 if(findDistancefastflat(&player[i].coords,&weapons.position[k])<3&&
6805 player[i].weaponactive==-1){
6806 if(weapons.type[k]!=staff)
6807 emit_sound_at(knifedrawsound, player[i].coords, 128.);
6809 player[i].weaponactive=0;
6810 weapons.owner[k]=player[i].id;
6811 if(player[i].num_weapons>0)
6812 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6813 player[i].num_weapons++;
6814 player[i].weaponids[0]=k;
6821 if(player[i].isCrouch()||
6822 player[i].targetanimation==sneakanim||
6824 player[i].isIdle()||player[i].targetanimation==rollanim||
6825 player[i].targetanimation==backhandspringanim){
6827 for(int j=0;j<numplayers;j++){
6828 if(player[i].weaponactive==-1)
6830 if(player[j].num_weapons&&
6831 player[j].skeleton.free&&
6832 findDistancefast(&player[i].coords,&player[j].coords)<2/*&&player[j].dead*/&&
6833 (((player[j].skeleton.forward.y<0&&
6834 player[j].weaponstuckwhere==0)||
6835 (player[j].skeleton.forward.y>0&&
6836 player[j].weaponstuckwhere==1))||
6837 player[j].weaponstuck==-1||
6838 player[j].num_weapons>1)){
6839 if(player[i].targetanimation!=rollanim&&player[i].targetanimation!=backhandspringanim){
6840 player[i].throwtogglekeydown=1;
6841 player[i].victim=&player[j];
6842 player[i].hasvictim=1;
6843 setAnimation(i,crouchremoveknifeanim);
6844 player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
6846 if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
6847 player[i].throwtogglekeydown=1;
6848 player[i].victim=&player[j];
6849 player[i].hasvictim=1;
6850 int k = player[j].weaponids[0];
6851 if(player[i].hasvictim){
6854 if(player[i].victim->weaponstuck!=-1){
6855 if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
6860 if(weapons.type[k]!=staff)
6861 emit_sound_at(knifedrawsound, player[i].coords, 128.);
6864 emit_sound_at(fleshstabremovesound, player[i].coords, 128.);
6866 player[i].weaponactive=0;
6867 if(weapons.owner[k]!=-1){
6868 if(player[i].victim->num_weapons==1)player[i].victim->num_weapons=0;
6869 else player[i].victim->num_weapons=1;
6871 player[i].victim->skeleton.longdead=0;
6872 player[i].victim->skeleton.free=1;
6873 player[i].victim->skeleton.broken=0;
6875 for(int l=0;l<player[i].victim->skeleton.num_joints;l++){
6876 player[i].victim->skeleton.joints[l].velchange=0;
6877 player[i].victim->skeleton.joints[l].locked=0;
6883 Normalise(&relative);
6884 XYZ footvel,footpoint;
6886 footpoint=weapons.position[k];
6887 if(player[i].victim->weaponstuck!=-1){
6888 if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
6889 if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3);
6890 weapons.bloody[k]=2;
6891 weapons.blooddrip[k]=5;
6892 player[i].victim->weaponstuck=-1;
6893 player[i].victim->bloodloss+=2000;
6894 player[i].victim->DoDamage(2000);
6897 if(player[i].victim->num_weapons>0){
6898 if(player[i].victim->weaponstuck!=0&&player[i].victim->weaponstuck!=-1)player[i].victim->weaponstuck=0;
6899 if(player[i].victim->weaponids[0]==k)
6900 player[i].victim->weaponids[0]=player[i].victim->weaponids[player[i].victim->num_weapons];
6903 player[i].victim->weaponactive=-1;
6905 playerJoint(player[i].victim,abdomen).velocity+=relative*6;
6906 playerJoint(player[i].victim,neck).velocity+=relative*6;
6907 playerJoint(player[i].victim,rightshoulder).velocity+=relative*6;
6908 playerJoint(player[i].victim,leftshoulder).velocity+=relative*6;
6911 if(player[i].num_weapons>0){
6912 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6914 player[i].num_weapons++;
6915 player[i].weaponids[0]=k;
6922 if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
6923 if(weapons.type[player[i].weaponids[0]]==knife){
6924 if(player[i].isIdle()||
6926 player[i].isCrouch()||
6927 player[i].targetanimation==sneakanim||
6930 for(int j=0;j<numplayers;j++){
6932 if(tutoriallevel!=1||tutorialstage==49)
6934 if(normaldotproduct(player[i].facing,player[i].coords-player[j].coords)<0&&
6935 findDistancefast(&player[i].coords,&player[j].coords)<100&&
6936 findDistancefast(&player[i].coords,&player[j].coords)>1.5&&
6937 !player[j].skeleton.free&&
6938 -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)){
6939 if(!player[i].isFlip()){
6940 player[i].throwtogglekeydown=1;
6941 player[i].victim=&player[j];
6942 setAnimation(i,knifethrowanim);
6943 player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
6944 player[i].targettilt2=pitchTo(player[i].coords,player[j].coords);
6946 if(player[i].isFlip()){
6947 if(player[i].weaponactive!=-1){
6948 player[i].throwtogglekeydown=1;
6949 player[i].victim=&player[j];
6951 weapons.owner[player[i].weaponids[0]]=-1;
6952 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);
6955 aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0);
6957 weapons.velocity[player[i].weaponids[0]]=aim*50;
6958 weapons.tipvelocity[player[i].weaponids[0]]=aim*50;
6959 weapons.missed[player[i].weaponids[0]]=0;
6960 weapons.freetime[player[i].weaponids[0]]=0;
6961 weapons.firstfree[player[i].weaponids[0]]=1;
6962 weapons.physics[player[i].weaponids[0]]=0;
6963 player[i].num_weapons--;
6964 if(player[i].num_weapons){
6965 player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
6967 player[i].weaponactive=-1;
6974 if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
6975 if(player[i].isCrouch()||player[i].targetanimation==sneakanim){
6976 player[i].throwtogglekeydown=1;
6977 weapons.owner[player[i].weaponids[0]]=-1;
6978 weapons.velocity[player[i].weaponids[0]]=player[i].velocity*.2;
6979 if(weapons.velocity[player[i].weaponids[0]].x==0)weapons.velocity[player[i].weaponids[0]].x=.1;
6980 weapons.tipvelocity[player[i].weaponids[0]]=weapons.velocity[player[i].weaponids[0]];
6981 weapons.missed[player[i].weaponids[0]]=1;
6982 weapons.freetime[player[i].weaponids[0]]=0;
6983 weapons.firstfree[player[i].weaponids[0]]=1;
6984 weapons.physics[player[i].weaponids[0]]=1;
6985 player[i].num_weapons--;
6986 if(player[i].num_weapons){
6987 player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
6988 if(player[i].weaponstuck==player[i].num_weapons)player[i].weaponstuck=0;
6991 player[i].weaponactive=-1;
6992 for(int j=0;j<numplayers;j++){
6993 player[j].wentforweapon=0;
7001 if(i==0||!player[0].dead||player[i].weaponactive!=-1)
7002 if(player[i].drawkeydown&&!player[i].drawtogglekeydown||
7003 player[i].num_weapons==2&&
7004 player[i].weaponactive==-1&&
7005 player[i].isIdle()||
7007 player[i].weaponactive!=-1&&
7010 if(player[i].weaponactive!=-1)
7011 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==staff)
7013 if(isgood&&player[i].creature!=wolftype){
7014 if(player[i].isIdle()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
7015 setAnimation(i,drawrightanim);
7016 player[i].drawtogglekeydown=1;
7018 if((player[i].isIdle()||
7019 (player[i].aitype!=playercontrolled&&
7020 player[0].weaponactive!=-1&&
7021 player[i].isRun()))&&
7022 player[i].num_weapons&&
7023 weapons.type[player[i].weaponids[0]]==sword){
7024 setAnimation(i,drawleftanim);
7025 player[i].drawtogglekeydown=1;
7027 if(player[i].isCrouch()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
7028 setAnimation(i,crouchdrawrightanim);
7029 player[i].drawtogglekeydown=1;
7034 if(player[i].isCrouch()&&
7035 weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&
7037 player[i].onterrain&&
7038 player[i].num_weapons&&
7039 player[i].weaponactive!=-1&&
7040 player[i].attackkeydown){
7041 if(weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&
7042 player[i].onterrain&&
7043 bloodtoggle&&musictype!=stream_music2){
7044 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==knife)
7045 setAnimation(i,crouchstabanim);
7046 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==sword)
7047 setAnimation(i,swordgroundstabanim);
7048 player[i].hasvictim=0;
7049 //player[i].attacktogglekeydown=1;
7053 if(!player[i].drawkeydown)
7054 player[i].drawtogglekeydown=0;
7061 absflatfacing=DoRotation(absflatfacing,0,-rotation,0);
7063 else absflatfacing=flatfacing;
7066 player[i].forwardkeydown=0;
7067 player[i].leftkeydown=0;
7068 player[i].backkeydown=0;
7069 player[i].rightkeydown=0;
7070 player[i].jumpkeydown=0;
7071 player[i].crouchkeydown=0;
7072 player[i].drawkeydown=0;
7073 player[i].throwkeydown=0;
7077 if(!animation[player[i].targetanimation].attack&&
7078 player[i].targetanimation!=staggerbackhighanim&&
7079 player[i].targetanimation!=staggerbackhardanim&&
7080 player[i].targetanimation!=backhandspringanim&&
7081 player[i].targetanimation!=dodgebackanim){
7082 if(!player[i].forwardkeydown)
7083 player[i].forwardstogglekeydown=0;
7084 if(player[i].crouchkeydown){
7088 player[i].superruntoggle=1;
7090 for(int j=0;j<numplayers;j++)
7091 if(j!=i&&!player[j].skeleton.free&&player[j].aitype==passivetype)
7092 if(findDistancefast(&player[j].coords,&player[i].coords)<16)
7093 player[i].superruntoggle=0;
7097 for(int j=0;j<numplayers;j++){
7098 if(j!=i&&!player[j].skeleton.free&&player[j].victim&&player[i].lowreversaldelay<=0){
7099 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
7100 player[j].victim==&player[i]&&
7101 (player[j].targetanimation==sweepanim||
7102 player[j].targetanimation==upunchanim||
7103 player[j].targetanimation==wolfslapanim||
7104 ((player[j].targetanimation==swordslashanim||
7105 player[j].targetanimation==knifeslashstartanim||
7106 player[j].targetanimation==staffhitanim||
7107 player[j].targetanimation==staffspinhitanim)&&
7108 findDistancefast(&player[j].coords,&player[i].coords)<2))){
7117 player[target].Reverse();
7118 player[i].lowreversaldelay=.5;
7120 if(player[i].isIdle()){
7121 setAnimation(i,player[i].getCrouch());
7122 player[i].transspeed=10;
7124 if(player[i].isRun()||
7125 (player[i].isStop()&&
7126 (player[i].leftkeydown||
7127 player[i].rightkeydown||
7128 player[i].forwardkeydown||
7129 player[i].backkeydown))){
7130 setAnimation(i,rollanim);
7131 player[i].transspeed=20;
7134 if(!player[i].crouchkeydown){
7136 if(!player[i].isRun()&&player[i].targetanimation!=sneakanim&&i==0)player[i].superruntoggle=0;
7138 if(player[i].isCrouch()){
7140 for(int j=0;j<numplayers;j++){
7142 !player[j].skeleton.free&&
7144 player[i].highreversaldelay<=0){
7145 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
7146 player[j].victim==&player[i]&&
7147 (player[j].targetanimation==spinkickanim)&&
7148 player[i].isCrouch()){
7157 player[target].Reverse();
7158 player[i].highreversaldelay=.5;
7160 if(player[i].isCrouch()){
7161 if(!player[i].wasCrouch()){
7162 player[i].currentanimation=player[i].getCrouch();
7163 player[i].currentframe=0;
7165 setAnimation(i,player[i].getIdle());
7166 player[i].transspeed=10;
7169 if(player[i].targetanimation==sneakanim){
7170 setAnimation(i,player[i].getIdle());
7171 player[i].transspeed=10;
7174 if(player[i].forwardkeydown){
7175 if(player[i].isIdle()||
7176 (player[i].isStop()&&
7177 player[i].targetrotation==player[i].rotation)||
7178 (player[i].isLanding()&&
7179 player[i].targetframe>0&&
7180 !player[i].jumpkeydown)||
7181 (player[i].isLandhard()&&
7182 player[i].targetframe>0&&
7183 !player[i].jumpkeydown&&
7184 player[i].crouchkeydown)){
7185 if(player[i].aitype==passivetype)
7186 setAnimation(i,walkanim);
7188 setAnimation(i,player[i].getRun());
7190 if(player[i].isCrouch()){
7191 player[i].targetanimation=sneakanim;
7192 if(player[i].wasCrouch())
7194 player[i].targetframe=0;
7196 if(player[i].targetanimation==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){
7197 setAnimation(i,climbanim);
7198 player[i].targetframe=1;
7199 player[i].jumpclimb=1;
7201 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7202 player[i].velocity+=absflatfacing*5*multiplier;
7204 player[i].forwardstogglekeydown=1;
7207 if (player[i].rightkeydown){
7208 if(player[i].isIdle()||
7209 (player[i].isStop()&&
7210 player[i].targetrotation==player[i].rotation)||
7211 (player[i].isLanding()&&
7212 player[i].targetframe>0&&
7213 !player[i].jumpkeydown)||
7214 (player[i].isLandhard()&&
7215 player[i].targetframe>0&&
7216 !player[i].jumpkeydown&&
7217 player[i].crouchkeydown)){
7218 setAnimation(i,player[i].getRun());
7220 if(player[i].isCrouch()){
7221 player[i].targetanimation=sneakanim;
7222 if(player[i].wasCrouch())
7224 player[i].targetframe=0;
7226 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7227 player[i].velocity+=DoRotation(absflatfacing*5*multiplier,0,-90,0);
7229 player[i].targetrotation-=90;
7230 if(player[i].forwardkeydown)player[i].targetrotation+=45;
7231 if(player[i].backkeydown)player[i].targetrotation-=45;
7234 if ( player[i].leftkeydown){
7235 if(player[i].isIdle()||
7236 (player[i].isStop()&&
7237 player[i].targetrotation==player[i].rotation)||
7238 (player[i].isLanding()&&
7239 player[i].targetframe>0&&
7240 !player[i].jumpkeydown)||
7241 (player[i].isLandhard()&&
7242 player[i].targetframe>0&&
7243 !player[i].jumpkeydown&&
7244 player[i].crouchkeydown)){
7245 setAnimation(i,player[i].getRun());
7247 if(player[i].isCrouch()){
7248 player[i].targetanimation=sneakanim;
7249 if(player[i].wasCrouch())
7251 player[i].targetframe=0;
7253 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7254 player[i].velocity-=DoRotation(absflatfacing*5*multiplier,0,-90,0);
7256 player[i].targetrotation+=90;
7257 if(player[i].forwardkeydown)player[i].targetrotation-=45;
7258 if(player[i].backkeydown)player[i].targetrotation+=45;
7261 if(player[i].backkeydown){
7262 if(player[i].isIdle()||
7263 (player[i].isStop()&&
7264 player[i].targetrotation==player[i].rotation)||
7265 (player[i].isLanding()&&
7266 player[i].targetframe>0&&
7267 !player[i].jumpkeydown)||
7268 (player[i].isLandhard()&&
7269 player[i].targetframe>0&&
7270 !player[i].jumpkeydown&&
7271 player[i].crouchkeydown)){
7272 setAnimation(i,player[i].getRun());
7274 if(player[i].isCrouch()){
7275 player[i].targetanimation=sneakanim;
7276 if(player[i].wasCrouch())
7278 player[i].targetframe=0;
7280 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7281 player[i].velocity-=absflatfacing*5*multiplier;
7283 if(player[i].targetanimation==hanganim){
7284 player[i].currentanimation=jumpdownanim;
7285 player[i].targetanimation=jumpdownanim;
7287 player[i].currentframe=0;
7288 player[i].targetframe=1;
7289 player[i].velocity=0;
7290 player[i].velocity.y+=gravity;
7291 player[i].coords.y-=1.4;
7292 player[i].grabdelay=1;
7294 if ( !player[i].leftkeydown&&!player[i].rightkeydown)
7295 player[i].targetrotation+=180;
7298 if((player[i].jumpkeydown&&!player[i].jumpclimb)||player[i].jumpstart){
7299 if((((player[i].isLanding()&&player[i].targetframe>=3)||
7301 player[i].targetanimation==walkanim||
7302 player[i].isCrouch()||
7303 player[i].targetanimation==sneakanim)&&
7304 player[i].jumppower>1)&&
7305 ((player[i].targetanimation!=rabbitrunninganim&&
7306 player[i].targetanimation!=wolfrunninganim)||i!=0)){
7307 player[i].jumpstart=0;
7308 setAnimation(i,jumpupanim);
7309 player[i].rotation=player[i].targetrotation;
7310 player[i].transspeed=20;
7311 player[i].FootLand(0,1);
7312 player[i].FootLand(1,1);
7316 flatfacing=DoRotation(facing,0,player[i].targetrotation+180,0);
7318 if(movekey)player[i].velocity=flatfacing*player[i].speed*45*player[i].scale;
7319 if(!movekey)player[i].velocity=0;
7324 for(int j=0;j<numplayers;j++){
7325 if(j!=i&&!player[j].skeleton.free&&player[j].victim){
7326 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
7327 player[j].victim==&player[i]&&
7328 (player[j].targetanimation==sweepanim)){
7329 if(target>=0)target=-1;
7334 if(target>=0)player[i].velocity.y=1;
7335 else if(player[i].crouchkeydown||player[i].aitype!=playercontrolled){
7336 player[i].velocity.y=7;
7337 player[i].crouchtogglekeydown=1;
7339 else player[i].velocity.y=5;
7341 if(mousejump&&i==0&&debugmode){
7342 if(!player[i].isLanding())player[i].tempdeltav=deltav;
7343 if(player[i].tempdeltav<0)player[i].velocity.y-=(float)(player[i].tempdeltav)/multiplier/1000;
7346 player[i].coords.y+=.2;
7347 player[i].jumppower-=1;
7350 emit_sound_at(whooshsound, player[i].coords, 128.);
7352 emit_sound_at(jumpsound, player[i].coords, 128.);
7354 if((player[i].isIdle())&&player[i].jumppower>1){
7355 setAnimation(i,player[i].getLanding());
7356 player[i].targetframe=2;
7357 player[i].landhard=0;
7358 player[i].jumpstart=1;
7359 player[i].tempdeltav=deltav;
7361 if(player[i].targetanimation==jumpupanim&&
7365 player[i].aitype!=playercontrolled)){
7366 if(player[i].jumppower>multiplier*6){
7367 player[i].velocity.y+=multiplier*6;
7368 player[i].jumppower-=multiplier*6;
7370 if(player[i].jumppower<=multiplier*6){
7371 player[i].velocity.y+=player[i].jumppower;
7372 player[i].jumppower=0;
7375 if(((floatjump||editorenabled)&&debugmode)&&i==0)player[i].velocity.y+=multiplier*30;
7379 if(player[i].isRun()||player[i].targetanimation==walkanim)
7380 setAnimation(i,player[i].getStop());
7381 if(player[i].targetanimation==sneakanim){
7382 player[i].targetanimation=player[i].getCrouch();
7383 if(player[i].currentanimation==sneakanim)
7385 player[i].targetframe=0;
7388 if(player[i].targetanimation==walkanim&&
7389 (player[i].aitype==attacktypecutoff||
7390 player[i].aitype==searchtype||
7391 (player[i].aitype==passivetype&&
7392 player[i].numwaypoints<=1)))
7393 setAnimation(i,player[i].getStop());
7394 if(player[i].isRun()&&(player[i].aitype==passivetype))
7395 setAnimation(i,player[i].getStop());
7398 if(player[i].targetanimation==rollanim)
7399 player[i].targetrotation=oldtargetrotation;
7403 for(int k=0;k<numplayers;k++){
7404 if(fabs(player[k].rotation-player[k].targetrotation)>180){
7405 if(player[k].rotation>player[k].targetrotation)
7406 player[k].rotation-=360;
7408 player[k].rotation+=360;
7411 //stop to turn in right direction
7412 if(fabs(player[k].rotation-player[k].targetrotation)>90&&(player[k].isRun()||player[k].targetanimation==walkanim))
7413 setAnimation(k,player[k].getStop());
7415 if(player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim)
7416 player[k].targettilt=0;
7418 if(player[k].targetanimation!=jumpupanim&&
7419 player[k].targetanimation!=backhandspringanim&&
7420 player[k].targetanimation!=jumpdownanim&&
7421 !player[k].isFlip()){
7422 player[k].targettilt=0;
7423 if(player[k].jumppower<0&&!player[k].jumpkeydown)
7424 player[k].jumppower=0;
7425 player[k].jumppower+=multiplier*7;
7426 if(player[k].isCrouch())
7427 player[k].jumppower+=multiplier*7;
7428 if(player[k].jumppower>5)
7429 player[k].jumppower=5;
7432 if(player[k].isRun())
7433 player[k].targettilt=(player[k].rotation-player[k].targetrotation)/4;
7435 player[k].tilt=stepTowardf(player[k].tilt,player[k].targettilt,multiplier*150);
7436 player[k].grabdelay-=multiplier;
7440 for(int k=0;k<numplayers;k++){
7441 player[k].DoAnimations();
7442 player[k].whichpatchx=player[k].coords.x/(terrain.size/subdivision*terrain.scale);
7443 player[k].whichpatchz=player[k].coords.z/(terrain.size/subdivision*terrain.scale);
7449 for(int j=numenvsounds-1;j>=0;j--){
7450 envsoundlife[j]-=multiplier;
7451 if(envsoundlife[j]<0){
7453 envsoundlife[j]=envsoundlife[numenvsounds];
7454 envsound[j]=envsound[numenvsounds];
7458 OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
7460 OPENAL_SetFrequency(OPENAL_ALL, 22050);
7462 if(tutoriallevel==1){
7479 if(tutorialstage>=51)
7480 if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
7481 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
7482 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
7484 emit_stream_np(stream_music3);
7493 if(tutorialstage<51)
7494 if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
7495 emit_sound_at(fireendsound, player[0].coords);
7497 player[0].coords=(oldtemp+oldtemp2)/2;
7501 if(tutorialstage>=14&&tutorialstage<50)
7502 if(findDistancefast(&temp,&player[1].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[1].coords)<4){
7503 emit_sound_at(fireendsound, player[1].coords);
7505 for(int i=0;i<player[1].skeleton.num_joints;i++){
7507 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
7508 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
7509 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;
7510 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
7511 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
7515 player[1].coords=(oldtemp+oldtemp2)/2;
7516 for(int i=0;i<player[1].skeleton.num_joints;i++){
7517 player[1].skeleton.joints[i].velocity=0;
7519 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
7520 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
7521 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;
7522 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
7523 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
7531 static float gLoc[3];
7535 static float vel[3];
7536 vel[0]=(viewer.x-oldviewer.x)/multiplier;
7537 vel[1]=(viewer.y-oldviewer.y)/multiplier;
7538 vel[2]=(viewer.z-oldviewer.z)/multiplier;
7540 //Set orientation with forward and up vectors
7541 static XYZ upvector;
7545 upvector=DoRotation(upvector,-rotation2+90,0,0);
7546 upvector=DoRotation(upvector,0,0-rotation,0);
7551 facing=DoRotation(facing,-rotation2,0,0);
7552 facing=DoRotation(facing,0,0-rotation,0);
7555 static float ori[6];
7559 ori[3] = -upvector.x;
7560 ori[4] = upvector.y;
7561 ori[5] = -upvector.z;
7563 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
7570 if(Input::isKeyPressed(SDLK_F1))
7576 void Game::TickOnce(){
7578 rotation+=multiplier*5;
7580 if(directing||indialogue==-1) {
7581 rotation+=deltah*.7;
7583 rotation2+=deltav*.7;
7585 rotation2-=deltav*.7;
7593 void Game::TickOnceAfter(){
7594 static XYZ colviewer;
7595 static XYZ coltarget;
7598 static float brotate;
7600 static float changedelay;
7601 static bool alldead;
7602 static float unseendelay;
7603 static float cameraspeed;
7607 if(environment==snowyenvironment)
7608 music1=stream_music1snow;
7609 if(environment==grassyenvironment)
7610 music1=stream_music1grass;
7611 if(environment==desertenvironment)
7612 music1=stream_music1desert;
7617 for(int i=0;i<numplayers;i++){
7618 if((player[i].aitype==attacktypecutoff||
7619 player[i].aitype==getweapontype||
7620 player[i].aitype==gethelptype||
7621 player[i].aitype==searchtype)&&
7622 !player[i].dead/*&&player[i].surprised<=0*/&&
7623 (player[i].targetanimation!=sneakattackedanim&&
7624 player[i].targetanimation!=knifesneakattackedanim&&
7625 player[i].targetanimation!=swordsneakattackedanim)){
7626 musictype=stream_music2;
7631 musictype=stream_music3;
7634 if(musictype==stream_music2)
7637 if(oldmusictype==stream_music2&&musictype!=stream_music2){
7638 unseendelay-=multiplier;
7640 musictype=stream_music2;
7645 musictype=stream_music3;
7653 if(musictype!=oldmusictype&&musictype==stream_music2)
7654 emit_sound_np(alarmsound);
7655 musicselected=musictype;
7657 if(musicselected==music1)
7658 musicvolume[0]+=multiplier*450;
7660 musicvolume[0]-=multiplier*450;
7661 if(musicselected==stream_music2)
7662 musicvolume[1]+=multiplier*450;
7664 musicvolume[1]-=multiplier*450;
7665 if(musicselected==stream_music3)
7666 musicvolume[2]+=multiplier*450;
7668 musicvolume[2]-=multiplier*450;
7670 for(int i=0;i<3;i++){
7671 if(musicvolume[i]<0)
7673 if(musicvolume[i]>512)
7677 if(musicvolume[2]>128&&!loading&&!mainmenu)
7681 if(musicvolume[0]>0&&oldmusicvolume[0]<=0)
7682 emit_stream_np(music1, musicvolume[0]);
7683 if(musicvolume[1]>0&&oldmusicvolume[1]<=0)
7684 emit_stream_np(stream_music2, musicvolume[1]);
7685 if(musicvolume[2]>0&&oldmusicvolume[2]<=0)
7686 emit_stream_np(stream_music3, musicvolume[2]);
7687 if(musicvolume[0]<=0&&oldmusicvolume[0]>0)
7688 pause_sound(music1);
7689 if(musicvolume[1]<=0&&oldmusicvolume[1]>0)
7690 pause_sound(stream_music2);
7691 if(musicvolume[2]<=0&&oldmusicvolume[2]>0)
7692 pause_sound(stream_music3);
7694 if(musicvolume[0]!=oldmusicvolume[0])
7695 OPENAL_SetVolume(channels[music1], musicvolume[0]);
7696 if(musicvolume[1]!=oldmusicvolume[1])
7697 OPENAL_SetVolume(channels[stream_music2], musicvolume[1]);
7698 if(musicvolume[2]!=oldmusicvolume[2])
7699 OPENAL_SetVolume(channels[stream_music3], musicvolume[2]);
7701 for(int i=0;i<3;i++)
7702 oldmusicvolume[i]=musicvolume[i];
7704 pause_sound(music1);
7705 pause_sound(stream_music2);
7706 pause_sound(stream_music3);
7708 for(int i=0;i<4;i++){
7709 oldmusicvolume[i]=0;
7715 for(int i=0;i<numhotspots;i++){
7716 if(hotspottype[i]>10&&hotspottype[i]<20){
7717 if(player[hotspottype[i]-10].dead==0)
7719 else if(killhotspot==2)
7728 for(int i=0;i<numhotspots;i++)
7729 if(hotspottype[i]==-1)
7730 if(findDistancefast(&player[0].coords,&hotspot[i])<hotspotsize[i])
7734 for(int i=1;i<numplayers;i++)
7735 if(!player[i].dead&&player[i].aitype==attacktypecutoff&&player[i].surprised<=0)
7737 if(numalarmed>maxalarmed)
7738 maxalarmed=numalarmed;
7740 if(changedelay<=0&&!loading&&!editorenabled&&gameon&&!tutoriallevel&&changedelay!=-999&&!won){
7741 if(player[0].dead&&changedelay<=0){
7743 targetlevel=whichlevel;
7746 for(int i=1;i<numplayers;i++)
7747 if(!player[i].dead&&player[i].howactive<typedead1)
7751 if(alldead&&!player[0].dead&&maptype==mapkilleveryone){
7753 targetlevel=whichlevel+1;
7754 if(targetlevel>numchallengelevels-1)targetlevel=0;
7756 if(winhotspot||windialogue){
7758 targetlevel=whichlevel+1;
7759 if(targetlevel>numchallengelevels-1)targetlevel=0;
7765 targetlevel=whichlevel+1;
7766 if(targetlevel>numchallengelevels-1)targetlevel=0;
7769 if(changedelay>0&&!player[0].dead&&!won){
7770 //high scores, awards, win
7772 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
7775 accountactive->winLevel(whichlevel,bonustotal-startbonustotal,leveltime);
7791 if(!editorenabled&&gameon&&!mainmenu){
7792 if(changedelay!=-999)
7793 changedelay-=multiplier/7;
7795 targetlevel=whichlevel;
7796 if(loading==2&&!campaign){
7799 fireSound(firestartsound);
7801 if(!player[0].dead&&targetlevel!=whichlevel)
7802 startbonustotal=bonustotal;
7804 Loadlevel(whichlevel);
7806 Loadlevel(targetlevel);
7812 if(loading==2&&targetlevel==whichlevel){
7816 fireSound(firestartsound);
7818 Loadlevel(campaignmapname[levelorder[accountactive->getCampaignChoicesMade()]]);
7824 if(changedelay<=-999&&
7828 (alldead&&maptype==mapkilleveryone)||
7833 if((player[0].dead||
7834 (alldead&&maptype==mapkilleveryone)||
7839 if(whichlevel!=-2&&!loading&&!player[0].dead){
7849 if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1)
7850 if(campaignnumnext[campaignchoicewhich[whichchoice]]==0)
7852 else if(mainmenu==0&&winfreeze){
7853 if(campaignchoosenext[campaignchoicewhich[whichchoice]]==2)
7858 if(!stealthloading){
7859 float gLoc[3]={0,0,0};
7860 float vel[3]={0,0,0};
7861 fireSound(firestartsound);
7868 ifstream ipstream(ConvertFileName(":Data:Campaigns:main.txt"));
7869 ipstream.ignore(256,':');
7870 ipstream >> campaignnumlevels;
7871 for(int i=0;i<campaignnumlevels;i++){
7872 ipstream.ignore(256,':');
7873 ipstream.ignore(256,':');
7874 ipstream.ignore(256,' ');
7875 ipstream >> campaignmapname[i];
7876 ipstream.ignore(256,':');
7877 ipstream >> campaigndescription[i];
7878 for(int j=0;j<256;j++){
7879 if(campaigndescription[i][j]=='_')campaigndescription[i][j]=' ';
7881 ipstream.ignore(256,':');
7882 ipstream >> campaignchoosenext[i];
7883 ipstream.ignore(256,':');
7884 ipstream >> campaignnumnext[i];
7885 for(int j=0;j<campaignnumnext[i];j++){
7886 ipstream.ignore(256,':');
7887 ipstream >> campaignnextlevel[i][j];
7888 campaignnextlevel[i][j]-=1;
7890 ipstream.ignore(256,':');
7891 ipstream >> campaignlocationx[i];
7892 ipstream.ignore(256,':');
7893 ipstream >> campaignlocationy[i];
7897 for(int i=0;i<campaignnumlevels;i++){
7899 levelhighlight[i]=0;
7903 for(int i=0;i<campaignnumlevels;i++){
7905 levelhighlight[i]=0;
7910 for(int i=0;i<accountactive->getCampaignChoicesMade();i++){
7911 levelorder[i+1]=campaignnextlevel[levelorder[i]][accountactive->getCampaignChoice(i)];
7912 levelvisible[levelorder[i+1]]=1;
7914 int whichlevelstart;
7915 whichlevelstart=accountactive->getCampaignChoicesMade()-1;
7916 if(whichlevelstart<0){
7917 campaignchoicenum=1;
7918 campaignchoicewhich[0]=0;
7922 campaignchoicenum=campaignnumnext[levelorder[whichlevelstart]];
7923 for(int i=0;i<campaignchoicenum;i++){
7924 campaignchoicewhich[i]=campaignnextlevel[levelorder[whichlevelstart]][i];
7925 levelvisible[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
7926 levelhighlight[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
7933 if(!firstload)LoadStuff();
7937 Loadlevel(campaignmapname[campaignchoicewhich[0]]);
7941 pause_sound(stream_music3);
7951 oldmusictype=musictype;
7957 facing=DoRotation(facing,-rotation2,0,0);
7958 facing=DoRotation(facing,0,0-rotation,0);
7959 viewerfacing=facing;
7963 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;
7964 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;
7966 if(player[0].skeleton.free){
7967 for(int i=0;i<player[0].skeleton.num_joints;i++){
7968 if(player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y>target.y)
7969 target.y=player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y;
7973 if(player[0].skeleton.free!=2&&!autocam){
7975 if(findLengthfast(&player[0].velocity)>400){
7976 cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
7978 if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
7979 coltarget=target-cameraloc;
7980 if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
7982 Normalise(&coltarget);
7983 if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
7984 else cameraloc=cameraloc+coltarget*multiplier*8;
7986 if(editorenabled)cameraloc=target;
7987 cameradist+=multiplier*5;
7988 if(cameradist>2.3)cameradist=2.3;
7989 viewer=cameraloc-facing*cameradist;
7991 coltarget=cameraloc;
7992 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
7993 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7994 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7995 int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7997 coltarget=cameraloc;
7998 if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
8000 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
8001 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
8002 int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
8004 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
8008 cameradist=findDistance(&viewer,&target);
8009 viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
8010 if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
8011 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
8014 if(player[0].skeleton.free!=2&&autocam){
8016 if(findLengthfast(&player[0].velocity)>400){
8017 cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
8019 if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
8020 cameradist+=multiplier*5;
8021 if(cameradist>3.3)cameradist=3.3;
8022 coltarget=target-cameraloc;
8023 if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
8024 else if(findLengthfast(&coltarget)>1)
8026 Normalise(&coltarget);
8027 if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
8028 else cameraloc=cameraloc+coltarget*multiplier*8;
8030 if(editorenabled)cameraloc=target;
8033 coltarget=cameraloc;
8034 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
8035 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
8036 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
8037 int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
8039 coltarget=cameraloc;
8040 if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
8042 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
8043 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
8044 int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
8046 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
8050 cameradist=findDistance(&viewer,&target);
8051 viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
8052 if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
8053 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
8056 if(camerashake>.8)camerashake=.8;
8057 //if(woozy>10)woozy=10;
8058 //woozy+=multiplier;
8060 if(player[0].dead)camerashake=0;
8061 if(player[0].dead)woozy=0;
8062 camerashake-=multiplier*2;
8063 blackout-=multiplier*2;
8064 //if(player[0].isCrouch())woozy-=multiplier*8;
8065 if(camerashake<0)camerashake=0;
8066 if(blackout<0)blackout=0;
8067 //if(woozy<0)woozy=0;
8069 viewer.x+=(float)(Random()%100)*.0005*camerashake;
8070 viewer.y+=(float)(Random()%100)*.0005*camerashake;
8071 viewer.z+=(float)(Random()%100)*.0005*camerashake;