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;
81 static int leveltheme;
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);
1133 void Game::SetUpLighting(){
1134 if(environment==snowyenvironment)
1135 light.setColors(.65,.65,.7,.4,.4,.44);
1136 if(environment==desertenvironment)
1137 light.setColors(.95,.95,.95,.4,.35,.3);
1138 if(environment==grassyenvironment)
1139 light.setColors(.95,.95,1,.4,.4,.44);
1141 light.setColors(1,1,1,.4,.4,.4);
1143 average=(skyboxlightr+skyboxlightg+skyboxlightb)/3;
1144 light.color[0]*=(skyboxlightr+average)/2;
1145 light.color[1]*=(skyboxlightg+average)/2;
1146 light.color[2]*=(skyboxlightb+average)/2;
1147 light.ambient[0]*=(skyboxlightr+average)/2;
1148 light.ambient[1]*=(skyboxlightg+average)/2;
1149 light.ambient[2]*=(skyboxlightb+average)/2;
1152 int Game::findPathDist(int start,int end){
1153 int smallestcount,count,connected;
1154 int last,last2,last3,last4;
1158 for(int i=0;i<50;i++){
1164 while(last!=end&&count<30){
1166 for(int j=0;j<numpathpoints;j++){
1167 if(j!=last&&j!=last2&&j!=last3&&j!=last4)
1170 if(numpathpointconnect[j])
1171 for(int k=0;k<numpathpointconnect[j];k++){
1172 if(pathpointconnect[j][k]==last)connected=1;
1175 if(numpathpointconnect[last])
1176 for(int k=0;k<numpathpointconnect[last];k++){
1177 if(pathpointconnect[last][k]==j)connected=1;
1180 if(closest==-1||Random()%2==0){
1191 if(count<smallestcount)smallestcount=count;
1193 return smallestcount;
1196 int Game::checkcollide(XYZ startpoint,XYZ endpoint){
1197 static XYZ colpoint,colviewer,coltarget;
1198 static float minx,minz,maxx,maxz,miny,maxy;
1200 minx=min(startpoint.x,endpoint.x)-1;
1201 miny=min(startpoint.y,endpoint.y)-1;
1202 minz=min(startpoint.z,endpoint.z)-1;
1203 maxx=max(startpoint.x,endpoint.x)+1;
1204 maxy=max(startpoint.y,endpoint.y)+1;
1205 maxz=max(startpoint.z,endpoint.z)+1;
1207 for(int i=0;i<objects.numobjects;i++){
1208 if( objects.position[i].x>minx-objects.model[i].boundingsphereradius&&
1209 objects.position[i].x<maxx+objects.model[i].boundingsphereradius&&
1210 objects.position[i].y>miny-objects.model[i].boundingsphereradius&&
1211 objects.position[i].y<maxy+objects.model[i].boundingsphereradius&&
1212 objects.position[i].z>minz-objects.model[i].boundingsphereradius&&
1213 objects.position[i].z<maxz+objects.model[i].boundingsphereradius){
1214 if( objects.type[i]!=treeleavestype&&
1215 objects.type[i]!=bushtype&&
1216 objects.type[i]!=firetype){
1217 colviewer=startpoint;
1219 if(objects.model[i].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[i],&objects.rotation[i])!=-1)return i;
1224 //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1229 int Game::checkcollide(XYZ startpoint,XYZ endpoint,int what){
1230 static XYZ colpoint,colviewer,coltarget;
1231 static float minx,minz,maxx,maxz,miny,maxy;
1232 static int i; //FIXME: see below
1234 minx=min(startpoint.x,endpoint.x)-1;
1235 miny=min(startpoint.y,endpoint.y)-1;
1236 minz=min(startpoint.z,endpoint.z)-1;
1237 maxx=max(startpoint.x,endpoint.x)+1;
1238 maxy=max(startpoint.y,endpoint.y)+1;
1239 maxz=max(startpoint.z,endpoint.z)+1;
1242 if( objects.position[what].x>minx-objects.model[what].boundingsphereradius&&
1243 objects.position[what].x<maxx+objects.model[what].boundingsphereradius&&
1244 objects.position[what].y>miny-objects.model[what].boundingsphereradius&&
1245 objects.position[what].y<maxy+objects.model[what].boundingsphereradius&&
1246 objects.position[what].z>minz-objects.model[what].boundingsphereradius&&
1247 objects.position[what].z<maxz+objects.model[what].boundingsphereradius){
1248 if( objects.type[what]!=treeleavestype&&
1249 objects.type[what]!=bushtype&&
1250 objects.type[what]!=firetype){
1251 colviewer=startpoint;
1254 if(objects.model[what].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[what],&objects.rotation[what])!=-1)return i;
1259 if(what==1000)if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1264 void Game::Setenvironment(int which)
1268 LOG(" Setting environment...");
1270 float temptexdetail;
1273 pause_sound(stream_snowtheme);
1274 pause_sound(stream_grasstheme);
1275 pause_sound(stream_deserttheme);
1276 pause_sound(stream_wind);
1277 pause_sound(stream_desertambient);
1280 if(environment==snowyenvironment){
1284 emit_stream_np(stream_wind);
1286 LoadTexture(":Data:Textures:snowtree.png",&objects.treetextureptr,0,1);
1287 LoadTexture(":Data:Textures:bushsnow.png",&objects.bushtextureptr,0,1);
1288 LoadTexture(":Data:Textures:bouldersnow.jpg",&objects.rocktextureptr,1,0);
1289 LoadTexture(":Data:Textures:snowbox.jpg",&objects.boxtextureptr,1,0);
1291 footstepsound = footstepsn1;
1292 footstepsound2 = footstepsn2;
1293 footstepsound3 = footstepst1;
1294 footstepsound4 = footstepst2;
1296 LoadTexture(":Data:Textures:snow.jpg",&terraintexture,1,0);
1298 LoadTexture(":Data:Textures:rock.jpg",&terraintexture2,1,0);
1300 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1305 temptexdetail=texdetail;
1306 if(texdetail>1)texdetail=4;
1307 skybox.load( ":Data:Textures:Skybox(snow):Front.jpg",
1308 ":Data:Textures:Skybox(snow):Left.jpg",
1309 ":Data:Textures:Skybox(snow):Back.jpg",
1310 ":Data:Textures:Skybox(snow):Right.jpg",
1311 ":Data:Textures:Skybox(snow):Up.jpg",
1312 ":Data:Textures:Skybox(snow):Down.jpg");
1317 texdetail=temptexdetail;
1318 } else if(environment==desertenvironment){
1321 LoadTexture(":Data:Textures:deserttree.png",&objects.treetextureptr,0,1);
1322 LoadTexture(":Data:Textures:bushdesert.png",&objects.bushtextureptr,0,1);
1323 LoadTexture(":Data:Textures:boulderdesert.jpg",&objects.rocktextureptr,1,0);
1324 LoadTexture(":Data:Textures:desertbox.jpg",&objects.boxtextureptr,1,0);
1328 emit_stream_np(stream_desertambient);
1330 footstepsound = footstepsn1;
1331 footstepsound2 = footstepsn2;
1332 footstepsound3 = footstepsn1;
1333 footstepsound4 = footstepsn2;
1335 LoadTexture(":Data:Textures:sand.jpg",&terraintexture,1,0);
1337 LoadTexture(":Data:Textures:sandslope.jpg",&terraintexture2,1,0);
1339 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1343 temptexdetail=texdetail;
1344 if(texdetail>1)texdetail=4;
1345 skybox.load( ":Data:Textures:Skybox(sand):Front.jpg",
1346 ":Data:Textures:Skybox(sand):Left.jpg",
1347 ":Data:Textures:Skybox(sand):Back.jpg",
1348 ":Data:Textures:Skybox(sand):Right.jpg",
1349 ":Data:Textures:Skybox(sand):Up.jpg",
1350 ":Data:Textures:Skybox(sand):Down.jpg");
1355 texdetail=temptexdetail;
1356 } else if(environment==grassyenvironment){
1359 LoadTexture(":Data:Textures:tree.png",&objects.treetextureptr,0,1);
1360 LoadTexture(":Data:Textures:bush.png",&objects.bushtextureptr,0,1);
1361 LoadTexture(":Data:Textures:boulder.jpg",&objects.rocktextureptr,1,0);
1362 LoadTexture(":Data:Textures:grassbox.jpg",&objects.boxtextureptr,1,0);
1365 emit_stream_np(stream_wind, 100.);
1367 footstepsound = footstepgr1;
1368 footstepsound2 = footstepgr2;
1369 footstepsound3 = footstepst1;
1370 footstepsound4 = footstepst2;
1372 LoadTexture(":Data:Textures:grassdirt.jpg",&terraintexture,1,0);
1374 LoadTexture(":Data:Textures:mossrock.jpg",&terraintexture2,1,0);
1376 //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
1380 temptexdetail=texdetail;
1381 if(texdetail>1)texdetail=4;
1382 skybox.load( ":Data:Textures:Skybox(grass):Front.jpg",
1383 ":Data:Textures:Skybox(grass):Left.jpg",
1384 ":Data:Textures:Skybox(grass):Back.jpg",
1385 ":Data:Textures:Skybox(grass):Right.jpg",
1386 ":Data:Textures:Skybox(grass):Up.jpg",
1387 ":Data:Textures:Skybox(grass):Down.jpg");
1391 texdetail=temptexdetail;
1393 temptexdetail=texdetail;
1395 terrain.load(":Data:Textures:heightmap.png");
1397 texdetail=temptexdetail;
1400 void Game::Loadlevel(int which){
1406 Loadlevel("tutorial");
1407 }else if(which >= 0 && which <= 15){
1409 snprintf(buf, 32, "map%d", which + 1);
1412 Loadlevel("mapsave");
1415 void Game::Loadlevel(const char *name){
1416 static int oldlevel;
1420 static const char *pfx = ":Data:Maps:";
1423 float headprop,legprop,armprop,bodyprop;
1427 LOG(std::string("Loading level...") + name);
1439 if(tutoriallevel!=-1)
1444 if(tutoriallevel==1)
1446 if(tutorialstage==0){
1447 tutorialstagetime=0;
1453 pause_sound(whooshsound);
1454 pause_sound(stream_firesound);
1456 // Change the map filename into something that is os specific
1457 buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
1458 sprintf(buf, "%s%s", pfx, name);
1459 const char *FixedFN = ConvertFileName(buf);
1463 tfile=fopen( FixedFN, "rb" );
1465 pause_sound(stream_firesound);
1471 animation[bounceidleanim].Load((char *)"Idle",middleheight,neutral);
1475 for(int i=0;i<20;i++)
1476 dialoguegonethrough[i]=0;
1485 difficulty=accountactive->getDifficulty();
1504 for(int i=0;i<100;i++)
1524 bonustotal=startbonustotal;
1529 emit_sound_np(consolesuccesssound);
1534 if(!stealthloading){
1535 terrain.numdecals=0;
1536 Sprite::deleteSprites();
1537 for(int i=0;i<objects.numobjects;i++)
1538 objects.model[i].numdecals=0;
1540 int j=objects.numobjects;
1541 for(int i=0;i<j;i++){
1542 objects.DeleteObject(0);
1547 for(int i=0;i<subdivision;i++)
1548 for(int j=0;j<subdivision;j++)
1549 terrain.patchobjectnum[i][j]=0;
1554 weapons.numweapons=0;
1556 funpackf(tfile, "Bi", &mapvers);
1558 funpackf(tfile, "Bi", &indemo);
1562 funpackf(tfile, "Bi", &maptype);
1564 maptype=mapkilleveryone;
1566 funpackf(tfile, "Bi", &hostile);
1570 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
1576 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
1584 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1586 skyboxlightr=skyboxr;
1587 skyboxlightg=skyboxg;
1588 skyboxlightb=skyboxb;
1591 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);
1593 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat,&lamefloat,&lamefloat,&lamefloat,&lamefloat, &player[0].num_weapons);
1594 player[0].originalcoords=player[0].coords;
1595 if(player[0].num_weapons>0&&player[0].num_weapons<5)
1596 for(int j=0;j<player[0].num_weapons;j++){
1597 player[0].weaponids[j]=weapons.numweapons;
1598 funpackf(tfile, "Bi", &weapons.type[weapons.numweapons]);
1599 weapons.owner[weapons.numweapons]=0;
1600 weapons.numweapons++;
1606 funpackf(tfile, "Bf Bf Bf", &player[0].armorhead, &player[0].armorhigh, &player[0].armorlow);
1607 funpackf(tfile, "Bf Bf Bf", &player[0].protectionhead, &player[0].protectionhigh, &player[0].protectionlow);
1608 funpackf(tfile, "Bf Bf Bf", &player[0].metalhead, &player[0].metalhigh, &player[0].metallow);
1609 funpackf(tfile, "Bf Bf", &player[0].power, &player[0].speedmult);
1611 funpackf(tfile, "Bi", &player[0].numclothes);
1614 funpackf(tfile, "Bi Bi", &player[0].whichskin, &player[0].creature);
1616 player[0].whichskin=0;
1617 player[0].creature=rabbittype;
1620 player[0].lastattack=-1;
1621 player[0].lastattack2=-1;
1622 player[0].lastattack3=-1;
1626 funpackf(tfile, "Bi", &numdialogues);
1627 for(int k=0;k<numdialogues;k++){
1628 funpackf(tfile, "Bi", &numdialogueboxes[k]);
1629 funpackf(tfile, "Bi", &dialoguetype[k]);
1630 for(int l=0;l<10;l++){
1631 funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
1632 funpackf(tfile, "Bf", &participantrotation[k][l]);
1634 for(int l=0;l<numdialogueboxes[k];l++){
1635 funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
1636 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
1637 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
1638 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
1639 funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1643 funpackf(tfile, "Bi",&templength);
1644 if(templength>128||templength<=0)
1647 for(m=0;m<templength;m++){
1648 funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1649 if(dialoguetext[k][l][m]=='\0')
1652 dialoguetext[k][l][m] = 0;
1654 funpackf(tfile, "Bi",&templength);
1655 if(templength>64||templength<=0)templength=64;
1656 for(m=0;m<templength;m++){
1657 funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1658 if(dialoguename[k][l][m]=='\0')
1661 dialoguename[k][l][m] = 0;
1662 funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1663 funpackf(tfile, "Bi", &participantfocus[k][l]);
1664 funpackf(tfile, "Bi", &participantaction[k][l]);
1667 funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1669 funpackf(tfile, "Bf Bf",&dialoguecamerarotation[k][l],&dialoguecamerarotation2[k][l]);
1675 for(int k=0;k<player[0].numclothes;k++){
1676 funpackf(tfile, "Bi", &templength);
1677 for(int l=0;l<templength;l++)
1678 funpackf(tfile, "Bb", &player[0].clothes[k][l]);
1679 player[0].clothes[k][templength]='\0';
1680 funpackf(tfile, "Bf Bf Bf", &player[0].clothestintr[k], &player[0].clothestintg[k], &player[0].clothestintb[k]);
1683 funpackf(tfile, "Bi", &environment);
1685 funpackf(tfile, "Bi", &objects.numobjects);
1686 for(int i=0;i<objects.numobjects;i++){
1687 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]);
1688 if(objects.type[i]==treeleavestype)
1689 objects.scale[i]=objects.scale[i-1];
1693 funpackf(tfile, "Bi", &numhotspots);
1694 for(int i=0;i<numhotspots;i++){
1695 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i],&hotspotsize[i],&hotspot[i].x,&hotspot[i].y,&hotspot[i].z);
1696 funpackf(tfile, "Bi", &templength);
1698 for(int l=0;l<templength;l++)
1699 funpackf(tfile, "Bb", &hotspottext[i][l]);
1700 hotspottext[i][templength]='\0';
1701 if(hotspottype[i]==-111)
1710 if(!stealthloading){
1712 for(int i=0;i<objects.numobjects;i++)
1713 objects.center+=objects.position[i];
1714 objects.center/=objects.numobjects;
1720 float maxdistance=0;
1723 for(int i=0;i<objects.numobjects;i++){
1724 tempdist=findDistancefast(&objects.center,&objects.position[i]);
1725 if(tempdist>maxdistance){
1727 maxdistance=tempdist;
1730 objects.radius=fast_sqrt(maxdistance);
1735 //mapcenter=objects.center;
1736 //mapradius=objects.radius;
1738 funpackf(tfile, "Bi", &numplayers);
1739 int howmanyremoved=0;
1740 bool removeanother=0;
1741 if(numplayers>1&&numplayers<maxplayers){
1742 for(int i=1;i<numplayers;i++){
1747 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);
1749 funpackf(tfile, "Bi", &player[i-howmanyremoved].howactive);
1751 player[i-howmanyremoved].howactive=typeactive;
1753 funpackf(tfile, "Bf",&player[i-howmanyremoved].scale);
1755 player[i-howmanyremoved].scale=-1;
1757 funpackf(tfile, "Bb",&player[i-howmanyremoved].immobile);
1759 player[i-howmanyremoved].immobile=0;
1761 funpackf(tfile, "Bf",&player[i-howmanyremoved].rotation);
1763 player[i-howmanyremoved].rotation=0;
1764 player[i-howmanyremoved].targetrotation=player[i-howmanyremoved].rotation;
1765 if(player[i-howmanyremoved].num_weapons<0||player[i-howmanyremoved].num_weapons>5){
1770 if(player[i-howmanyremoved].num_weapons>0&&player[i-howmanyremoved].num_weapons<5){
1771 for(int j=0;j<player[i-howmanyremoved].num_weapons;j++){
1772 player[i-howmanyremoved].weaponids[j]=weapons.numweapons;
1773 funpackf(tfile, "Bi", &weapons.type[player[i-howmanyremoved].weaponids[j]]);
1774 weapons.owner[player[i-howmanyremoved].weaponids[j]]=i;
1775 weapons.numweapons++;
1778 funpackf(tfile, "Bi", &player[i-howmanyremoved].numwaypoints);
1779 //player[i-howmanyremoved].numwaypoints=10;
1780 for(int j=0;j<player[i-howmanyremoved].numwaypoints;j++){
1781 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].x);
1782 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].y);
1783 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].z);
1785 funpackf(tfile, "Bi", &player[i-howmanyremoved].waypointtype[j]);
1787 player[i-howmanyremoved].waypointtype[j] = wpkeepwalking;
1790 funpackf(tfile, "Bi", &player[i-howmanyremoved].waypoint);
1791 if(player[i-howmanyremoved].waypoint>player[i-howmanyremoved].numwaypoints-1)
1792 player[i-howmanyremoved].waypoint=0;
1794 funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].armorhead, &player[i-howmanyremoved].armorhigh, &player[i-howmanyremoved].armorlow);
1795 funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].protectionhead, &player[i-howmanyremoved].protectionhigh, &player[i-howmanyremoved].protectionlow);
1796 funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].metalhead, &player[i-howmanyremoved].metalhigh, &player[i-howmanyremoved].metallow);
1797 funpackf(tfile, "Bf Bf", &player[i-howmanyremoved].power, &player[i-howmanyremoved].speedmult);
1800 funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
1807 if(player[i-howmanyremoved].creature==wolftype){
1808 player[i-howmanyremoved].proportionhead=1.1*headprop;
1809 player[i-howmanyremoved].proportionbody=1.1*bodyprop;
1810 player[i-howmanyremoved].proportionarms=1.1*armprop;
1811 player[i-howmanyremoved].proportionlegs=1.1*legprop;
1814 if(player[i-howmanyremoved].creature==rabbittype){
1815 player[i-howmanyremoved].proportionhead=1.2*headprop;
1816 player[i-howmanyremoved].proportionbody=1.05*bodyprop;
1817 player[i-howmanyremoved].proportionarms=1.00*armprop;
1818 player[i-howmanyremoved].proportionlegs=1.1*legprop;
1819 player[i-howmanyremoved].proportionlegs.y=1.05*legprop;
1822 funpackf(tfile, "Bi", &player[i-howmanyremoved].numclothes);
1823 if(player[i-howmanyremoved].numclothes){
1824 for(int k=0;k<player[i-howmanyremoved].numclothes;k++){
1826 funpackf(tfile, "Bi", &templength);
1827 for(int l=0;l<templength;l++)
1828 funpackf(tfile, "Bb", &player[i-howmanyremoved].clothes[k][l]);
1829 player[i-howmanyremoved].clothes[k][templength]='\0';
1830 funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].clothestintr[k], &player[i-howmanyremoved].clothestintg[k], &player[i-howmanyremoved].clothestintb[k]);
1839 numplayers-=howmanyremoved;
1840 funpackf(tfile, "Bi", &numpathpoints);
1841 if(numpathpoints>30||numpathpoints<0)
1843 for(int j=0;j<numpathpoints;j++){
1844 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x,&pathpoint[j].y,&pathpoint[j].z,&numpathpointconnect[j]);
1845 for(int k=0;k<numpathpointconnect[j];k++){
1846 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1852 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x,&mapcenter.y,&mapcenter.z,&mapradius);
1855 if(environment!=oldenvironment)
1856 Setenvironment(environment);
1857 oldenvironment=environment;
1859 if(!stealthloading){
1860 int j=objects.numobjects;
1861 objects.numobjects=0;
1862 for(int i=0;i<j;i++){
1863 objects.MakeObject(objects.type[i],objects.position[i],objects.rotation[i],objects.rotation2[i],objects.scale[i]);
1868 terrain.DoShadows();
1871 objects.DoShadows();
1878 oldlevel=whichlevel;
1881 if(numplayers>maxplayers-1)
1882 numplayers=maxplayers-1;
1883 for(int i=0;i<numplayers;i++){
1889 if(i==0||player[i].scale<0)
1891 player[i].skeleton.free=0;
1892 player[i].skeleton.id=i;
1894 player[i].creature=rabbittype;
1895 if(player[i].creature!=wolftype){
1896 player[i].skeleton.Load(
1897 (char *)":Data:Skeleton:Basic Figure",
1898 (char *)":Data:Skeleton:Basic Figurelow",
1899 (char *)":Data:Skeleton:Rabbitbelt",
1900 (char *)":Data:Models:Body.solid",
1901 (char *)":Data:Models:Body2.solid",
1902 (char *)":Data:Models:Body3.solid",
1903 (char *)":Data:Models:Body4.solid",
1904 (char *)":Data:Models:Body5.solid",
1905 (char *)":Data:Models:Body6.solid",
1906 (char *)":Data:Models:Body7.solid",
1907 (char *)":Data:Models:Bodylow.solid",
1908 (char *)":Data:Models:Belt.solid",0);
1910 if(player[i].creature!=wolftype){
1911 player[i].skeleton.Load(
1912 (char *)":Data:Skeleton:Basic Figure",
1913 (char *)":Data:Skeleton:Basic Figurelow",
1914 (char *)":Data:Skeleton:Rabbitbelt",
1915 (char *)":Data:Models:Body.solid",
1916 (char *)":Data:Models:Body2.solid",
1917 (char *)":Data:Models:Body3.solid",
1918 (char *)":Data:Models:Body4.solid",
1919 (char *)":Data:Models:Body5.solid",
1920 (char *)":Data:Models:Body6.solid",
1921 (char *)":Data:Models:Body7.solid",
1922 (char *)":Data:Models:Bodylow.solid",
1923 (char *)":Data:Models:Belt.solid",1);
1924 LoadTexture(":Data:Textures:Belt.png",&player[i].skeleton.drawmodelclothes.textureptr,1,1);
1926 if(player[i].creature==wolftype){
1927 player[i].skeleton.Load(
1928 (char *)":Data:Skeleton:Basic Figure Wolf",
1929 (char *)":Data:Skeleton:Basic Figure Wolf Low",
1930 (char *)":Data:Skeleton:Rabbitbelt",
1931 (char *)":Data:Models:Wolf.solid",
1932 (char *)":Data:Models:Wolf2.solid",
1933 (char *)":Data:Models:Wolf3.solid",
1934 (char *)":Data:Models:Wolf4.solid",
1935 (char *)":Data:Models:Wolf5.solid",
1936 (char *)":Data:Models:Wolf6.solid",
1937 (char *)":Data:Models:Wolf7.solid",
1938 (char *)":Data:Models:Wolflow.solid",
1939 (char *)":Data:Models:Belt.solid",0);
1945 texsize=512*512*3/texdetail/texdetail;
1947 LoadTextureSave(creatureskin[player[i].creature][player[i].whichskin],&player[i].skeleton.drawmodel.textureptr,1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
1949 if(player[i].numclothes){
1950 for(int j=0;j<player[i].numclothes;j++){
1951 tintr=player[i].clothestintr[j];
1952 tintg=player[i].clothestintg[j];
1953 tintb=player[i].clothestintb[j];
1954 AddClothes((char *)player[i].clothes[j],&player[i].skeleton.skinText[0]);
1956 player[i].DoMipmaps();
1959 player[i].currentanimation=bounceidleanim;
1960 player[i].targetanimation=bounceidleanim;
1961 player[i].currentframe=0;
1962 player[i].targetframe=1;
1964 player[i].speed=1+(float)(Random()%100)/1000;
1966 player[i].speed-=.2;
1968 player[i].speed-=.1;
1970 player[i].velocity=0;
1971 player[i].oldcoords=player[i].coords;
1972 player[i].realoldcoords=player[i].coords;
1975 player[i].skeleton.id=i;
1976 player[i].updatedelay=0;
1977 player[i].normalsupdatedelay=0;
1979 player[i].aitype=passivetype;
1980 player[i].madskills=0;
1983 player[i].proportionhead=1.2;
1984 player[i].proportionbody=1.05;
1985 player[i].proportionarms=1.00;
1986 player[i].proportionlegs=1.1;
1987 player[i].proportionlegs.y=1.05;
1989 player[i].headless=0;
1990 player[i].currentoffset=0;
1991 player[i].targetoffset=0;
1993 player[i].damagetolerance=200;
1995 if(player[i].creature==wolftype){
1996 if(i==0||player[i].scale<0)
1997 player[i].scale=.23;
1998 player[i].damagetolerance=300;
2004 player[i].proportionhead.z=0;
2005 player[i].proportionbody.z=0;
2006 player[i].proportionarms.z=0;
2007 player[i].proportionlegs.z=0;
2010 player[i].tempanimation.Load((char *)"Tempanim",0,0);
2012 player[i].headmorphness=0;
2013 player[i].targetheadmorphness=1;
2014 player[i].headmorphstart=0;
2015 player[i].headmorphend=0;
2017 player[i].pausetime=0;
2020 player[i].jumppower=5;
2022 player[i].permanentdamage=0;
2023 player[i].superpermanentdamage=0;
2025 player[i].forwardkeydown=0;
2026 player[i].leftkeydown=0;
2027 player[i].backkeydown=0;
2028 player[i].rightkeydown=0;
2029 player[i].jumpkeydown=0;
2030 player[i].crouchkeydown=0;
2031 player[i].throwkeydown=0;
2033 player[i].collided=-10;
2035 player[i].bloodloss=0;
2036 player[i].weaponactive=-1;
2037 player[i].weaponstuck=-1;
2038 player[i].bleeding=0;
2039 player[i].deathbleeding=0;
2040 player[i].stunned=0;
2041 player[i].hasvictim=0;
2042 player[i].wentforweapon=0;
2045 player[0].aitype=playercontrolled;
2046 player[0].weaponactive=-1;
2049 player[0].power=1/.9;
2052 player[0].power=1/.8;
2055 player[0].damagetolerance=250;
2057 player[0].damagetolerance=300;
2059 player[0].armorhead*=1.5;
2061 player[0].armorhigh*=1.5;
2063 player[0].armorlow*=1.5;
2064 cameraloc=player[0].coords;
2066 rotation=player[0].rotation;
2068 hawkcoords=player[0].coords;
2073 for(int i=0;i<weapons.numweapons;i++){
2074 weapons.bloody[i]=0;
2075 weapons.blooddrip[i]=0;
2076 weapons.blooddripdelay[i]=0;
2077 weapons.onfire[i]=0;
2078 weapons.flamedelay[i]=0;
2079 weapons.damage[i]=0;
2080 if(weapons.type[i]==sword){
2081 weapons.mass[i]=1.5;
2082 weapons.tipmass[i]=1;
2083 weapons.length[i]=.8;
2085 if(weapons.type[i]==staff){
2087 weapons.tipmass[i]=1;
2088 weapons.length[i]=1.5;
2090 if(weapons.type[i]==knife){
2092 weapons.tipmass[i]=1.2;
2093 weapons.length[i]=.25;
2095 weapons.position[i]=-1000;
2096 weapons.tippoint[i]=-1000;
2099 LOG("Starting background music...");
2101 OPENAL_StopSound(OPENAL_ALL);
2102 if(environment==snowyenvironment){
2104 emit_stream_np(stream_wind);
2105 }else if(environment==desertenvironment){
2107 emit_stream_np(stream_desertambient);
2108 }else if(environment==grassyenvironment){
2110 emit_stream_np(stream_wind, 100.);
2112 oldmusicvolume[0]=0;
2113 oldmusicvolume[1]=0;
2114 oldmusicvolume[2]=0;
2115 oldmusicvolume[3]=0;
2126 Values of mainmenu :
2128 2 Menu pause (resume/end game)
2130 4 Controls configuration menu
2131 5 Main game menu (choose level or challenge)
2132 6 Deleting user menu
2133 7 User managment menu (select/add)
2134 8 Choose difficulty menu
2135 9 Challenge level selection menu
2136 10 End of the campaign congratulation (is that really a menu?)
2137 11 Same that 9 ??? => unused
2138 18 stereo configuration
2141 void Game::MenuTick(){
2144 // some specific case where we do something even if the left mouse button is not pressed.
2145 if((mainmenu==5) && (endgame==2)) {
2146 accountactive->endGame();
2151 if( (mainmenu==18) && Input::isKeyPressed(MOUSEBUTTON2) && (selected==1) )
2152 stereoseparation-=0.001;
2154 if(Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
2160 if(gameon) { //resume
2162 pause_sound(stream_menutheme);
2163 resume_stream(leveltheme);
2165 fireSound(firestartsound);
2167 mainmenu=(accountactive?5:7);
2175 if(newdetail>2) newdetail=detail;
2176 if(newdetail<0) newdetail=detail;
2177 if(newscreenwidth>3000) newscreenwidth=screenwidth;
2178 if(newscreenwidth<0) newscreenwidth=screenwidth;
2179 if(newscreenheight>3000) newscreenheight=screenheight;
2180 if(newscreenheight<0) newscreenheight=screenheight;
2185 if(gameon){ //end game
2190 pause_sound(stream_menutheme);
2197 bool isCustomResolution,found;
2200 extern SDL_Rect **resolutions;
2201 isCustomResolution = true;
2203 for(int i = 0; (!found) && (resolutions[i]); i++) {
2204 if((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
2205 isCustomResolution = false;
2207 if((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)) {
2209 if(resolutions[i] != NULL) {
2210 newscreenwidth = (int) resolutions[i]->w;
2211 newscreenheight = (int) resolutions[i]->h;
2212 } else if(isCustomResolution){
2213 if((screenwidth == newscreenwidth) && (screenheight == newscreenheight)) {
2214 newscreenwidth = (int) resolutions[0]->w;
2215 newscreenheight = (int) resolutions[0]->h;
2217 newscreenwidth = screenwidth;
2218 newscreenheight = screenheight;
2221 newscreenwidth = (int) resolutions[0]->w;
2222 newscreenheight = (int) resolutions[0]->h;
2229 newscreenwidth = (int) resolutions[0]->w;
2230 newscreenheight = (int) resolutions[0]->h;
2235 if(newdetail>2) newdetail=0;
2239 if(bloodtoggle>2) bloodtoggle=0;
2243 if(difficulty>2) difficulty=0;
2246 ismotionblur = !ismotionblur;
2252 musictoggle = !musictoggle;
2255 emit_stream_np(stream_menutheme);
2257 pause_sound(leveltheme);
2258 pause_sound(stream_fighttheme);
2259 pause_sound(stream_menutheme);
2261 for(int i=0;i<4;i++){
2262 oldmusicvolume[i]=0;
2277 SaveSettings(*this);
2278 mainmenu=gameon?2:1;
2281 invertmouse = !invertmouse;
2284 usermousesensitivity+=.2;
2285 if(usermousesensitivity>2) usermousesensitivity=.2;
2289 if(volume>1.0001f) volume=0;
2290 OPENAL_SetSFXMasterVolume((int)(volume*255));
2295 newstereomode = stereomode;
2300 showdamagebar = !showdamagebar;
2307 if(selected<9 && keyselect==-1)
2321 if((selected-7 >= accountactive->getCampaignChoicesMade())) {
2331 whichchoice=selected-7-accountactive->getCampaignChoicesMade();
2334 Loadlevel(campaignmapname[campaignchoicewhich[selected-7-accountactive->getCampaignChoicesMade()]]);
2338 pause_sound(stream_menutheme);
2355 pause_sound(stream_menutheme);
2364 mainmenu=(gameon?2:1);
2375 accountactive = Account::destroy(accountactive);
2377 } else if(selected==2) {
2384 if(selected==0 && Account::getNbAccounts()<8){
2386 } else if (selected < Account::getNbAccounts()+1) {
2389 accountactive=Account::get(selected-1);
2390 } else if (selected == Account::getNbAccounts()+1) {
2393 for(int j=0;j<255;j++){
2394 displaytext[0][j]=0;
2405 accountactive->setDifficulty(selected);
2409 if(selected<numchallengelevels && selected<=accountactive->getProgress()){
2417 targetlevel=selected;
2418 if(firstload)TickOnceAfter();
2419 if(!firstload)LoadStuff();
2420 else Loadlevel(selected);
2425 pause_sound(stream_menutheme);
2427 if(selected==numchallengelevels){
2442 stereoseparation+=0.001;
2446 newstereomode = (StereoMode)(newstereomode + 1);
2447 while(!CanInitStereo(newstereomode)){
2448 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
2449 newstereomode = (StereoMode)(newstereomode + 1);
2450 if(newstereomode >= stereoCount)
2451 newstereomode = stereoNone;
2453 } else if(selected==2) {
2454 stereoreverse = !stereoreverse;
2455 } else if(selected==3) {
2459 stereomode = newstereomode;
2460 InitStereo(stereomode);
2467 if(Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)){
2470 SaveSettings(*this);
2474 OPENAL_SetFrequency(channels[stream_menutheme], 22050);
2477 inputText(displaytext[0],&displayselected,&displaychars[0]);
2478 if(!waiting) { // the input as finished
2479 if(displaychars[0]){ // with enter
2480 accountactive = Account::add(string(displaytext[0]));
2486 fireSound(firestartsound);
2488 for(int i=0;i<255;i++){
2489 displaytext[0][i]=0;
2498 displayblinkdelay-=multiplier;
2499 if(displayblinkdelay<=0){
2500 displayblinkdelay=.3;
2501 displayblink=1-displayblink;
2506 void Game::doTutorial(){
2507 if(tutorialstagetime>tutorialmaxtime){
2510 if(tutorialstage<=1){
2515 switch(tutorialstage){
2521 tutorialmaxtime=600;
2523 tutorialmaxtime=1000;
2525 tutorialmaxtime=600;
2527 tutorialmaxtime=600;
2529 tutorialmaxtime=600;
2531 tutorialmaxtime=600;
2533 tutorialmaxtime=600;
2537 tutorialmaxtime=1000;
2539 tutorialmaxtime=1000;
2554 player[1].coords=(temp+temp2)/2;
2556 emit_sound_at(fireendsound, player[1].coords);
2558 for(int i=0;i<player[1].skeleton.num_joints;i++){
2560 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
2561 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
2562 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;
2563 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
2564 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
2569 tutorialmaxtime=500;
2571 tutorialmaxtime=500;
2573 tutorialmaxtime=500;
2575 tutorialmaxtime=500;
2578 //tutorialmaxtime=500;
2580 tutorialmaxtime=500;
2582 tutorialmaxtime=500;
2589 tutorialmaxtime=500;
2591 tutorialmaxtime=500;
2593 tutorialmaxtime=500;
2595 tutorialmaxtime=500;
2602 player[1].aitype=attacktypecutoff;
2604 tutorialmaxtime=400;
2606 tutorialmaxtime=400;
2607 player[0].escapednum=0;
2612 player[1].aitype=passivetype;
2618 tutorialmaxtime=400;
2621 player[1].aitype=attacktypecutoff;
2623 tutorialmaxtime=400;
2625 tutorialmaxtime=400;
2630 player[1].aitype=passivetype;
2637 player[1].aitype=attacktypecutoff;
2642 player[1].aitype=passivetype;
2654 weapons.owner[weapons.numweapons]=-1;
2655 weapons.type[weapons.numweapons]=knife;
2656 weapons.damage[weapons.numweapons]=0;
2657 weapons.mass[weapons.numweapons]=1;
2658 weapons.tipmass[weapons.numweapons]=1.2;
2659 weapons.length[weapons.numweapons]=.25;
2660 weapons.position[weapons.numweapons]=(temp+temp2)/2;
2661 weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
2663 weapons.velocity[weapons.numweapons]=0.1;
2664 weapons.tipvelocity[weapons.numweapons]=0.1;
2665 weapons.missed[weapons.numweapons]=1;
2666 weapons.hitsomething[weapons.numweapons]=0;
2667 weapons.freetime[weapons.numweapons]=0;
2668 weapons.firstfree[weapons.numweapons]=1;
2669 weapons.physics[weapons.numweapons]=1;
2671 weapons.numweapons++;
2674 tutorialmaxtime=300;
2676 tutorialmaxtime=300;
2680 tutorialmaxtime=300;
2683 player[0].weaponactive=-1;
2684 player[0].num_weapons=0;
2685 player[1].weaponactive=0;
2686 player[1].num_weapons=1;
2687 player[1].weaponids[0]=0;
2691 player[1].aitype=attacktypecutoff;
2693 tutorialmaxtime=300;
2696 player[0].weaponactive=-1;
2697 player[0].num_weapons=0;
2698 player[1].weaponactive=0;
2699 player[1].num_weapons=1;
2700 player[1].weaponids[0]=0;
2702 tutorialmaxtime=300;
2705 player[0].weaponactive=-1;
2706 player[0].num_weapons=0;
2707 player[1].weaponactive=0;
2708 player[1].num_weapons=1;
2709 player[1].weaponids[0]=0;
2711 weapons.type[0]=sword;
2713 tutorialmaxtime=300;
2726 weapons.owner[weapons.numweapons]=-1;
2727 weapons.type[weapons.numweapons]=sword;
2728 weapons.damage[weapons.numweapons]=0;
2729 weapons.mass[weapons.numweapons]=1;
2730 weapons.tipmass[weapons.numweapons]=1.2;
2731 weapons.length[weapons.numweapons]=.25;
2732 weapons.position[weapons.numweapons]=(temp+temp2)/2;
2733 weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
2735 weapons.velocity[weapons.numweapons]=0.1;
2736 weapons.tipvelocity[weapons.numweapons]=0.1;
2737 weapons.missed[weapons.numweapons]=1;
2738 weapons.hitsomething[weapons.numweapons]=0;
2739 weapons.freetime[weapons.numweapons]=0;
2740 weapons.firstfree[weapons.numweapons]=1;
2741 weapons.physics[weapons.numweapons]=1;
2745 player[0].weaponactive=0;
2746 player[0].num_weapons=1;
2747 player[0].weaponids[0]=1;
2748 player[1].weaponactive=0;
2749 player[1].num_weapons=1;
2750 player[1].weaponids[0]=0;
2752 weapons.numweapons++;
2757 player[1].aitype=passivetype;
2763 player[0].weaponactive=0;
2764 player[0].num_weapons=1;
2765 player[0].weaponids[0]=1;
2766 player[1].weaponactive=0;
2767 player[1].num_weapons=1;
2768 player[1].weaponids[0]=0;
2770 if(player[0].weaponactive!=-1)weapons.type[player[0].weaponids[player[0].weaponactive]]=staff;
2771 else weapons.type[0]=staff;
2773 weapons.numweapons++;
2777 player[1].aitype=passivetype;
2779 tutorialmaxtime=200;
2781 weapons.position[1]=1000;
2782 weapons.tippoint[1]=1000;
2784 weapons.numweapons=1;
2786 player[1].weaponactive=-1;
2787 player[1].num_weapons=0;
2788 player[0].weaponactive=0;
2789 player[0].num_weapons=1;
2790 player[0].weaponids[0]=0;
2792 weapons.type[0]=knife;
2794 weapons.numweapons++;
2799 emit_sound_at(fireendsound, player[1].coords);
2801 for(int i=0;i<player[1].skeleton.num_joints;i++){
2803 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
2804 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
2805 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;
2806 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
2807 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
2811 player[1].num_weapons=0;
2812 player[1].weaponstuck=-1;
2813 player[1].weaponactive=-1;
2815 weapons.numweapons=0;
2817 weapons.owner[0]=-1;
2818 weapons.velocity[0]=0.1;
2819 weapons.tipvelocity[0]=-0.1;
2820 weapons.missed[0]=1;
2821 weapons.hitsomething[0]=0;
2822 weapons.freetime[0]=0;
2823 weapons.firstfree[0]=1;
2824 weapons.physics[0]=1;
2827 tutorialmaxtime=80000;
2828 break; default: break;
2830 if(tutorialstage<=51)tutorialstagetime=0;
2834 if(tutorialstagetime<tutorialmaxtime-3){
2835 switch(tutorialstage){
2836 case 3: if(deltah||deltav)tutorialsuccess+=multiplier;
2837 break; case 4: if(player[0].forwardkeydown||player[0].backkeydown||player[0].leftkeydown||player[0].rightkeydown)tutorialsuccess+=multiplier;
2838 break; case 5: if(player[0].jumpkeydown)tutorialsuccess=1;
2839 break; case 6: if(player[0].isCrouch())tutorialsuccess=1;
2840 break; case 7: if(player[0].targetanimation==rollanim)tutorialsuccess=1;
2841 break; case 8: if(player[0].targetanimation==sneakanim)tutorialsuccess+=multiplier;
2842 break; case 9: if(player[0].targetanimation==rabbitrunninganim||player[0].targetanimation==wolfrunninganim)tutorialsuccess+=multiplier;
2843 break; case 11: if(player[0].isWallJump())tutorialsuccess=1;
2844 break; case 12: if(player[0].targetanimation==flipanim)tutorialsuccess=1;
2845 break; case 15: if(player[0].targetanimation==upunchanim||player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
2846 break; case 16: if(player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
2847 break; case 17: if(player[0].targetanimation==spinkickanim)tutorialsuccess=1;
2848 break; case 18: if(player[0].targetanimation==sweepanim)tutorialsuccess=1;
2849 break; case 19: if(player[0].targetanimation==dropkickanim)tutorialsuccess=1;
2850 break; case 20: if(player[0].targetanimation==rabbitkickanim)tutorialsuccess=1;
2851 break; case 21: if(bonus==cannon)tutorialsuccess=1;
2852 break; case 22: if(bonus==spinecrusher)tutorialsuccess=1;
2853 break; case 23: if(player[0].targetanimation==walljumprightkickanim||player[0].targetanimation==walljumpleftkickanim)tutorialsuccess=1;
2854 break; case 24: if(player[0].targetanimation==rabbittacklinganim)tutorialsuccess=1;
2855 break; case 25: if(player[0].targetanimation==backhandspringanim)tutorialsuccess=1;
2856 break; case 28: if(animation[player[0].targetanimation].attack==reversed&&player[0].feint)tutorialsuccess=1;
2858 if(player[0].escapednum==2){
2862 player[1].aitype=passivetype;
2864 break; case 33: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2865 break; case 34: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2867 if(animation[player[0].targetanimation].attack==reversal){
2871 player[1].aitype=passivetype;
2873 break; case 40: if(player[0].num_weapons>0)tutorialsuccess=1;
2874 break; case 41: if(player[0].weaponactive==-1&&player[0].num_weapons>0)tutorialsuccess=1;
2875 break; case 43: if(player[0].targetanimation==knifeslashstartanim)tutorialsuccess=1;
2876 break; case 44: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2877 break; case 45: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2878 break; case 46: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2879 break; case 49: if(player[1].weaponstuck!=-1)tutorialsuccess=1;
2880 break; default: break;
2882 if(tutorialsuccess>=1)tutorialstagetime=tutorialmaxtime-3;
2885 if(tutorialstagetime==tutorialmaxtime-3){
2886 emit_sound_np(consolesuccesssound);
2889 if(tutorialsuccess>=1){
2890 if(tutorialstage==34||tutorialstage==35)
2891 tutorialstagetime=tutorialmaxtime-1;
2895 if(tutorialstage<14||tutorialstage>=50){
2896 player[1].coords.y=300;
2897 player[1].velocity=0;
2901 void Game::doDebugKeys(){
2902 float headprop,bodyprop,armprop,legprop;
2904 if(Input::isKeyPressed(SDLK_h)){
2905 player[0].damagetolerance=200000;
2908 player[0].permanentdamage=0;
2909 player[0].superpermanentdamage=0;
2912 if(Input::isKeyPressed(SDLK_j)){
2916 Setenvironment(environment);
2919 if(Input::isKeyPressed(SDLK_c)){
2920 cameramode=1-cameramode;
2923 if(Input::isKeyPressed(SDLK_x)&&!Input::isKeyDown(SDLK_LSHIFT)){
2924 if(player[0].num_weapons>0){
2925 if(weapons.type[player[0].weaponids[0]]==sword)weapons.type[player[0].weaponids[0]]=staff;
2926 else if(weapons.type[player[0].weaponids[0]]==staff)weapons.type[player[0].weaponids[0]]=knife;
2927 else weapons.type[player[0].weaponids[0]]=sword;
2928 if(weapons.type[player[0].weaponids[0]]==sword){
2929 weapons.mass[player[0].weaponids[0]]=1.5;
2930 weapons.tipmass[player[0].weaponids[0]]=1;
2931 weapons.length[player[0].weaponids[0]]=.8;
2933 if(weapons.type[player[0].weaponids[0]]==staff){
2934 weapons.mass[player[0].weaponids[0]]=2;
2935 weapons.tipmass[player[0].weaponids[0]]=1;
2936 weapons.length[player[0].weaponids[0]]=1.5;
2939 if(weapons.type[player[0].weaponids[0]]==knife){
2940 weapons.mass[player[0].weaponids[0]]=1;
2941 weapons.tipmass[player[0].weaponids[0]]=1.2;
2942 weapons.length[player[0].weaponids[0]]=.25;
2947 if(Input::isKeyPressed(SDLK_x)&&Input::isKeyDown(SDLK_LSHIFT)){
2949 float closestdist=-1;
2952 for(int i=1;i<numplayers;i++){
2953 distance=findDistancefast(&player[i].coords,&player[0].coords);
2954 if(closestdist==-1||distance<closestdist){
2955 closestdist=distance;
2960 if(player[closest].num_weapons){
2961 if(weapons.type[player[closest].weaponids[0]]==sword)
2962 weapons.type[player[closest].weaponids[0]]=staff;
2963 else if(weapons.type[player[closest].weaponids[0]]==staff)
2964 weapons.type[player[closest].weaponids[0]]=knife;
2965 else weapons.type[player[closest].weaponids[0]]=sword;
2966 if(weapons.type[player[closest].weaponids[0]]==sword){
2967 weapons.mass[player[closest].weaponids[0]]=1.5;
2968 weapons.tipmass[player[closest].weaponids[0]]=1;
2969 weapons.length[player[closest].weaponids[0]]=.8;
2971 if(weapons.type[player[0].weaponids[0]]==staff){
2972 weapons.mass[player[0].weaponids[0]]=2;
2973 weapons.tipmass[player[0].weaponids[0]]=1;
2974 weapons.length[player[0].weaponids[0]]=1.5;
2976 if(weapons.type[player[closest].weaponids[0]]==knife){
2977 weapons.mass[player[closest].weaponids[0]]=1;
2978 weapons.tipmass[player[closest].weaponids[0]]=1.2;
2979 weapons.length[player[closest].weaponids[0]]=.25;
2982 if(!player[closest].num_weapons){
2983 player[closest].weaponids[0]=weapons.numweapons;
2984 weapons.owner[weapons.numweapons]=closest;
2985 weapons.type[weapons.numweapons]=knife;
2986 weapons.damage[weapons.numweapons]=0;
2987 weapons.numweapons++;
2988 player[closest].num_weapons=1;
2989 if(weapons.type[player[closest].weaponids[0]]==sword){
2990 weapons.mass[player[closest].weaponids[0]]=1.5;
2991 weapons.tipmass[player[closest].weaponids[0]]=1;
2992 weapons.length[player[closest].weaponids[0]]=.8;
2994 if(weapons.type[player[closest].weaponids[0]]==knife){
2995 weapons.mass[player[closest].weaponids[0]]=1;
2996 weapons.tipmass[player[closest].weaponids[0]]=1.2;
2997 weapons.length[player[closest].weaponids[0]]=.25;
3003 if(Input::isKeyDown(SDLK_u)){
3005 float closestdist=-1;
3008 for(int i=1;i<numplayers;i++){
3009 distance=findDistancefast(&player[i].coords,&player[0].coords);
3010 if(closestdist==-1||distance<closestdist){
3011 closestdist=distance;
3015 player[closest].rotation+=multiplier*50;
3016 player[closest].targetrotation=player[closest].rotation;
3020 if(Input::isKeyPressed(SDLK_o)&&!Input::isKeyDown(SDLK_LSHIFT)){
3022 float closestdist=-1;
3025 for(int i=1;i<numplayers;i++){
3026 distance=findDistancefast(&player[i].coords,&player[0].coords);
3027 if(closestdist==-1||distance<closestdist){
3028 closestdist=distance;
3032 if(Input::isKeyDown(SDLK_LCTRL))closest=0;
3035 player[closest].whichskin++;
3036 if(player[closest].whichskin>9)
3037 player[closest].whichskin=0;
3038 if(player[closest].whichskin>2&&player[closest].creature==wolftype)
3039 player[closest].whichskin=0;
3041 LoadTextureSave(creatureskin[player[closest].creature][player[closest].whichskin],
3042 &player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
3045 if(player[closest].numclothes){
3046 for(int i=0;i<player[closest].numclothes;i++){
3047 tintr=player[closest].clothestintr[i];
3048 tintg=player[closest].clothestintg[i];
3049 tintb=player[closest].clothestintb[i];
3050 AddClothes((char *)player[closest].clothes[i],&player[closest].skeleton.skinText[0]);
3052 player[closest].DoMipmaps();
3056 if(Input::isKeyPressed(SDLK_o)&&Input::isKeyDown(SDLK_LSHIFT)){
3058 float closestdist=-1;
3061 for(int i=1;i<numplayers;i++){
3062 distance=findDistancefast(&player[i].coords,&player[0].coords);
3063 if(closestdist==-1||distance<closestdist){
3064 closestdist=distance;
3069 if(player[closest].creature==wolftype){
3070 headprop=player[closest].proportionhead.x/1.1;
3071 bodyprop=player[closest].proportionbody.x/1.1;
3072 armprop=player[closest].proportionarms.x/1.1;
3073 legprop=player[closest].proportionlegs.x/1.1;
3076 if(player[closest].creature==rabbittype){
3077 headprop=player[closest].proportionhead.x/1.2;
3078 bodyprop=player[closest].proportionbody.x/1.05;
3079 armprop=player[closest].proportionarms.x/1.00;
3080 legprop=player[closest].proportionlegs.x/1.1;
3084 if(player[closest].creature==rabbittype){
3085 player[closest].skeleton.id=closest;
3086 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);
3087 LoadTextureSave(":Data:Textures:Wolf.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[closest],&player[closest].skeleton.skinsize);
3088 player[closest].whichskin=0;
3089 player[closest].creature=wolftype;
3091 player[closest].proportionhead=1.1;
3092 player[closest].proportionbody=1.1;
3093 player[closest].proportionarms=1.1;
3094 player[closest].proportionlegs=1.1;
3095 player[closest].proportionlegs.y=1.1;
3096 player[closest].scale=.23*5*player[0].scale;
3098 player[closest].damagetolerance=300;
3102 player[closest].skeleton.id=closest;
3103 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);
3104 LoadTextureSave(":Data:Textures:Fur3.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
3105 player[closest].whichskin=0;
3106 player[closest].creature=rabbittype;
3108 player[closest].proportionhead=1.2;
3109 player[closest].proportionbody=1.05;
3110 player[closest].proportionarms=1.00;
3111 player[closest].proportionlegs=1.1;
3112 player[closest].proportionlegs.y=1.05;
3113 player[closest].scale=.2*5*player[0].scale;
3115 player[closest].damagetolerance=200;
3118 if(player[closest].creature==wolftype){
3119 player[closest].proportionhead=1.1*headprop;
3120 player[closest].proportionbody=1.1*bodyprop;
3121 player[closest].proportionarms=1.1*armprop;
3122 player[closest].proportionlegs=1.1*legprop;
3125 if(player[closest].creature==rabbittype){
3126 player[closest].proportionhead=1.2*headprop;
3127 player[closest].proportionbody=1.05*bodyprop;
3128 player[closest].proportionarms=1.00*armprop;
3129 player[closest].proportionlegs=1.1*legprop;
3130 player[closest].proportionlegs.y=1.05*legprop;
3136 if(Input::isKeyPressed(SDLK_b)&&!Input::isKeyDown(SDLK_LSHIFT)){
3142 if(((Input::isKeyPressed(SDLK_i)&&!Input::isKeyDown(SDLK_LSHIFT)))){
3144 float closestdist=-1;
3146 XYZ flatfacing2,flatvelocity2;
3149 for(int i=1;i<numplayers;i++){
3150 distance=findDistancefast(&player[i].coords,&player[0].coords);
3151 if(distance<144&&!player[i].headless)
3152 if(closestdist==-1||distance<closestdist){
3153 closestdist=distance;
3155 blah = player[i].coords;
3160 XYZ headspurtdirection;
3161 //int i = player[closest].skeleton.jointlabels[head];
3162 Joint& headjoint=playerJoint(closest,head);
3163 for(int k=0;k<player[closest].skeleton.num_joints; k++){
3164 if(!player[closest].skeleton.free)
3165 flatvelocity2=player[closest].velocity;
3166 if(player[closest].skeleton.free)
3167 flatvelocity2=headjoint.velocity;
3168 if(!player[closest].skeleton.free)
3169 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;
3170 if(player[closest].skeleton.free)
3171 flatfacing2=headjoint.position*player[closest].scale+player[closest].coords;
3172 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3173 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3174 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3175 headspurtdirection=headjoint.position-playerJoint(closest,neck).position;
3176 Normalise(&headspurtdirection);
3177 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, .6, 1);
3178 flatvelocity2+=headspurtdirection*8;
3179 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2/2, 1,1,1, .16, 1);
3181 Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
3183 emit_sound_at(splattersound, blah);
3184 emit_sound_at(breaksound2, blah, 100.);
3186 if(player[closest].skeleton.free==2)player[closest].skeleton.free=0;
3187 player[closest].RagDoll(0);
3188 player[closest].dead=2;
3189 player[closest].headless=1;
3190 player[closest].DoBloodBig(3,165);
3196 if(((Input::isKeyPressed(SDLK_i)&&Input::isKeyDown(SDLK_LSHIFT)))){
3198 float closestdist=-1;
3200 XYZ flatfacing2,flatvelocity2;
3203 for(int i=1;i<numplayers;i++){
3204 distance=findDistancefast(&player[i].coords,&player[0].coords);
3206 if(closestdist==-1||distance<closestdist){
3207 closestdist=distance;
3209 blah=player[i].coords;
3214 emit_sound_at(splattersound, blah);
3216 emit_sound_at(breaksound2, blah);
3218 for(int i=0;i<player[closest].skeleton.num_joints; i++){
3219 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
3220 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
3221 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;
3222 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
3223 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3224 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3225 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3226 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
3227 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .3, 1);
3228 Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
3231 for(int i=0;i<player[closest].skeleton.num_joints; i++){
3232 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
3233 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
3234 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;
3235 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
3236 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3237 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3238 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3239 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
3240 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .4, 1);
3243 for(int i=0;i<player[closest].skeleton.num_joints; i++){
3244 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
3245 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
3246 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;
3247 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
3248 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3249 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3250 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3251 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
3252 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
3255 for(int i=0;i<player[closest].skeleton.num_joints; i++){
3256 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
3257 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
3258 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;
3259 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
3260 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3261 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3262 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3263 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
3264 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
3268 for(int j=0;j<numplayers; j++){
3270 if(findDistancefast(&player[j].coords,&player[closest].coords)<25){
3271 player[j].DoDamage((25-findDistancefast(&player[j].coords,&player[closest].coords))*60);
3272 if(player[j].skeleton.free==2)
3273 player[j].skeleton.free=1;
3274 player[j].skeleton.longdead=0;
3275 player[j].RagDoll(0);
3276 for(int i=0;i<player[j].skeleton.num_joints; i++){
3277 temppos=player[j].skeleton.joints[i].position+player[j].coords;
3278 if(findDistancefast(&temppos,&player[closest].coords)<25){
3279 flatvelocity2=temppos-player[closest].coords;
3280 Normalise(&flatvelocity2);
3281 player[j].skeleton.joints[i].velocity+=flatvelocity2*((20-findDistancefast(&temppos,&player[closest].coords))*20);
3288 player[closest].DoDamage(10000);
3289 player[closest].RagDoll(0);
3290 player[closest].dead=2;
3291 player[closest].coords=20;
3292 player[closest].skeleton.free=2;
3299 if(Input::isKeyPressed(SDLK_f)){
3300 player[0].onfire=1-player[0].onfire;
3301 if(player[0].onfire){
3302 player[0].CatchFire();
3304 if(!player[0].onfire){
3305 emit_sound_at(fireendsound, player[0].coords);
3306 pause_sound(stream_firesound);
3310 if(Input::isKeyPressed(SDLK_n)&&!Input::isKeyDown(SDLK_LCTRL)){
3311 //if(!player[0].skeleton.free)player[0].damage+=500;
3312 player[0].RagDoll(0);
3313 //player[0].spurt=1;
3314 //player[0].DoDamage(1000);
3316 emit_sound_at(whooshsound, player[0].coords, 128.);
3319 if(Input::isKeyPressed(SDLK_n)&&Input::isKeyDown(SDLK_LCTRL)){
3321 float closestdist=-1;
3323 for(int i=0;i<objects.numobjects;i++){
3324 if(objects.type[i]==treeleavestype){
3325 objects.scale[i]*=.9;
3330 if(Input::isKeyPressed(SDLK_m)&&Input::isKeyDown(SDLK_LSHIFT)){
3331 editorenabled=1-editorenabled;
3333 player[0].damagetolerance=100000;
3335 player[0].damagetolerance=200;
3337 player[0].damage=0; // these lines were in both if and else, but I think they would better fit in the if
3338 player[0].permanentdamage=0;
3339 player[0].superpermanentdamage=0;
3340 player[0].bloodloss=0;
3341 player[0].deathbleeding=0;
3345 if(whichlevel!=-2&&Input::isKeyPressed(SDLK_k)&&Input::isKeyDown(SDLK_LSHIFT)&&!editorenabled){
3347 if(targetlevel>numchallengelevels-1)
3354 if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LSHIFT)){
3356 float closestdist=-1;
3359 for(int i=1;i<numplayers;i++){
3360 distance=findDistancefast(&player[i].coords,&player[0].coords);
3361 if(closestdist==-1||distance<closestdist){
3362 closestdist=distance;
3366 if(closestdist>0&&closest>=0){
3367 //player[closest]=player[numplayers-1];
3368 //player[closest].skeleton=player[numplayers-1].skeleton;
3373 if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LCTRL)){
3375 float closestdist=-1;
3378 for(int i=1;i<max_objects;i++){
3379 distance=findDistancefast(&objects.position[i],&player[0].coords);
3380 if(closestdist==-1||distance<closestdist){
3381 closestdist=distance;
3385 if(closestdist>0&&closest>=0){
3386 objects.position[closest].y-=500;
3390 if(Input::isKeyPressed(SDLK_m)&&Input::isKeyDown(SDLK_LSHIFT)){
3392 //if(drawmode>2)drawmode=0;
3393 if(objects.numobjects<max_objects-1){
3395 boxcoords.x=player[0].coords.x;
3396 boxcoords.z=player[0].coords.z;
3397 boxcoords.y=player[0].coords.y-3;
3398 if(editortype==bushtype)boxcoords.y=player[0].coords.y-.5;
3399 if(editortype==firetype)boxcoords.y=player[0].coords.y-.5;
3400 //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
3401 float temprotat,temprotat2;
3402 temprotat=editorrotation;
3403 temprotat2=editorrotation2;
3404 if(temprotat<0||editortype==bushtype)temprotat=Random()%360;
3405 if(temprotat2<0)temprotat2=Random()%360;
3407 objects.MakeObject(editortype,boxcoords,(int)temprotat-((int)temprotat)%30,(int)temprotat2,editorsize);
3408 if(editortype==treetrunktype)
3409 objects.MakeObject(treeleavestype,boxcoords,Random()%360*(temprotat2<2)+(int)editorrotation-((int)editorrotation)%30,editorrotation2,editorsize);
3413 if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3414 if(numplayers<maxplayers-1){
3415 player[numplayers].scale=.2*5*player[0].scale;
3416 player[numplayers].creature=rabbittype;
3417 player[numplayers].howactive=editoractive;
3418 player[numplayers].skeleton.id=numplayers;
3419 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);
3421 //texsize=512*512*3/texdetail/texdetail;
3422 //if(!player[numplayers].loaded)player[numplayers].skeleton.skinText = new GLubyte[texsize];
3423 //player[numplayers].skeleton.skinText.resize(texsize);
3425 int k=abs(Random()%2)+1;
3427 LoadTextureSave(":Data:Textures:Fur3.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
3428 player[numplayers].whichskin=0;
3431 LoadTextureSave(":Data:Textures:Fur.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
3432 player[numplayers].whichskin=1;
3435 LoadTextureSave(":Data:Textures:Fur2.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
3436 player[numplayers].whichskin=2;
3439 LoadTexture(":Data:Textures:Belt.png",&player[numplayers].skeleton.drawmodelclothes.textureptr,1,1);
3440 player[numplayers].power=1;
3441 player[numplayers].speedmult=1;
3442 player[numplayers].currentanimation=bounceidleanim;
3443 player[numplayers].targetanimation=bounceidleanim;
3444 player[numplayers].currentframe=0;
3445 player[numplayers].targetframe=1;
3446 player[numplayers].target=0;
3447 player[numplayers].bled=0;
3448 player[numplayers].speed=1+(float)(Random()%100)/1000;
3450 player[numplayers].targetrotation=player[0].targetrotation;
3451 player[numplayers].rotation=player[0].rotation;
3453 player[numplayers].velocity=0;
3454 player[numplayers].coords=player[0].coords;
3455 player[numplayers].oldcoords=player[numplayers].coords;
3456 player[numplayers].realoldcoords=player[numplayers].coords;
3458 player[numplayers].id=numplayers;
3459 player[numplayers].skeleton.id=numplayers;
3460 player[numplayers].updatedelay=0;
3461 player[numplayers].normalsupdatedelay=0;
3463 player[numplayers].aitype=passivetype;
3465 if(player[0].creature==wolftype){
3466 headprop=player[0].proportionhead.x/1.1;
3467 bodyprop=player[0].proportionbody.x/1.1;
3468 armprop=player[0].proportionarms.x/1.1;
3469 legprop=player[0].proportionlegs.x/1.1;
3472 if(player[0].creature==rabbittype){
3473 headprop=player[0].proportionhead.x/1.2;
3474 bodyprop=player[0].proportionbody.x/1.05;
3475 armprop=player[0].proportionarms.x/1.00;
3476 legprop=player[0].proportionlegs.x/1.1;
3479 if(player[numplayers].creature==wolftype){
3480 player[numplayers].proportionhead=1.1*headprop;
3481 player[numplayers].proportionbody=1.1*bodyprop;
3482 player[numplayers].proportionarms=1.1*armprop;
3483 player[numplayers].proportionlegs=1.1*legprop;
3486 if(player[numplayers].creature==rabbittype){
3487 player[numplayers].proportionhead=1.2*headprop;
3488 player[numplayers].proportionbody=1.05*bodyprop;
3489 player[numplayers].proportionarms=1.00*armprop;
3490 player[numplayers].proportionlegs=1.1*legprop;
3491 player[numplayers].proportionlegs.y=1.05*legprop;
3494 player[numplayers].headless=0;
3495 player[numplayers].onfire=0;
3498 player[numplayers].proportionhead.z=0;
3499 player[numplayers].proportionbody.z=0;
3500 player[numplayers].proportionarms.z=0;
3501 player[numplayers].proportionlegs.z=0;
3504 player[numplayers].tempanimation.Load((char *)"Tempanim",0,0);
3506 player[numplayers].damagetolerance=200;
3508 player[numplayers].protectionhead=player[0].protectionhead;
3509 player[numplayers].protectionhigh=player[0].protectionhigh;
3510 player[numplayers].protectionlow=player[0].protectionlow;
3511 player[numplayers].armorhead=player[0].armorhead;
3512 player[numplayers].armorhigh=player[0].armorhigh;
3513 player[numplayers].armorlow=player[0].armorlow;
3514 player[numplayers].metalhead=player[0].metalhead;
3515 player[numplayers].metalhigh=player[0].metalhigh;
3516 player[numplayers].metallow=player[0].metallow;
3518 player[numplayers].immobile=player[0].immobile;
3520 player[numplayers].numclothes=player[0].numclothes;
3521 if(player[numplayers].numclothes)
3522 for(int i=0;i<player[numplayers].numclothes;i++){
3523 strcpy(player[numplayers].clothes[i], player[0].clothes[i]);
3524 player[numplayers].clothestintr[i]=player[0].clothestintr[i];
3525 player[numplayers].clothestintg[i]=player[0].clothestintg[i];
3526 player[numplayers].clothestintb[i]=player[0].clothestintb[i];
3527 tintr=player[numplayers].clothestintr[i];
3528 tintg=player[numplayers].clothestintg[i];
3529 tintb=player[numplayers].clothestintb[i];
3530 AddClothes((char *)player[numplayers].clothes[i],&player[numplayers].skeleton.skinText[0]);
3532 if(player[numplayers].numclothes){
3533 player[numplayers].DoMipmaps();
3536 player[numplayers].power=player[0].power;
3537 player[numplayers].speedmult=player[0].speedmult;
3539 player[numplayers].damage=0;
3540 player[numplayers].permanentdamage=0;
3541 player[numplayers].superpermanentdamage=0;
3542 player[numplayers].deathbleeding=0;
3543 player[numplayers].bleeding=0;
3544 player[numplayers].numwaypoints=0;
3545 player[numplayers].waypoint=0;
3546 player[numplayers].jumppath=0;
3547 player[numplayers].weaponstuck=-1;
3548 player[numplayers].weaponactive=-1;
3549 player[numplayers].num_weapons=0;
3550 player[numplayers].bloodloss=0;
3551 player[numplayers].dead=0;
3553 player[numplayers].loaded=1;
3559 if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LSHIFT)){
3560 if(player[numplayers-1].numwaypoints<90){
3561 player[numplayers-1].waypoints[player[numplayers-1].numwaypoints]=player[0].coords;
3562 player[numplayers-1].waypointtype[player[numplayers-1].numwaypoints]=editorpathtype;
3563 player[numplayers-1].numwaypoints++;
3567 if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LCTRL)){
3568 if(numpathpoints<30){
3569 bool connected,alreadyconnected;
3572 for(int i=0;i<numpathpoints;i++){
3573 if(findDistancefast(&pathpoint[i],&player[0].coords)<.5&&i!=pathpointselected&&!connected){
3575 for(int j=0;j<numpathpointconnect[pathpointselected];j++){
3576 if(pathpointconnect[pathpointselected][j]==i)alreadyconnected=1;
3578 if(!alreadyconnected){
3579 numpathpointconnect[pathpointselected]++;
3581 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=i;
3587 pathpoint[numpathpoints-1]=player[0].coords;
3588 numpathpointconnect[numpathpoints-1]=0;
3589 if(numpathpoints>1&&pathpointselected!=-1){
3590 numpathpointconnect[pathpointselected]++;
3591 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=numpathpoints-1;
3593 pathpointselected=numpathpoints-1;
3598 if(Input::isKeyPressed(SDLK_PERIOD)){
3599 pathpointselected++;
3600 if(pathpointselected>=numpathpoints)
3601 pathpointselected=-1;
3603 if(Input::isKeyPressed(SDLK_COMMA)&&!Input::isKeyDown(SDLK_LSHIFT)){
3604 pathpointselected--;
3605 if(pathpointselected<=-2)
3606 pathpointselected=numpathpoints-1;
3608 if(Input::isKeyPressed(SDLK_COMMA)&&Input::isKeyDown(SDLK_LSHIFT)){
3609 if(pathpointselected!=-1){
3611 pathpoint[pathpointselected]=pathpoint[numpathpoints];
3612 numpathpointconnect[pathpointselected]=numpathpointconnect[numpathpoints];
3613 for(int i=0;i<numpathpointconnect[pathpointselected];i++){
3614 pathpointconnect[pathpointselected][i]=pathpointconnect[numpathpoints][i];
3616 for(int i=0;i<numpathpoints;i++){
3617 for(int j=0;j<numpathpointconnect[i];j++){
3618 if(pathpointconnect[i][j]==pathpointselected){
3619 pathpointconnect[i][j]=pathpointconnect[i][numpathpointconnect[i]-1];
3620 numpathpointconnect[i]--;
3622 if(pathpointconnect[i][j]==numpathpoints){
3623 pathpointconnect[i][j]=pathpointselected;
3627 pathpointselected=numpathpoints-1;
3631 if(Input::isKeyPressed(SDLK_LEFT)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3633 if(editortype==treeleavestype||editortype==10)editortype--;
3634 if(editortype<0)editortype=firetype;
3637 if(Input::isKeyPressed(SDLK_RIGHT)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3639 if(editortype==treeleavestype||editortype==10)editortype++;
3640 if(editortype>firetype)editortype=0;
3643 if(Input::isKeyDown(SDLK_LEFT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3644 editorrotation-=multiplier*100;
3645 if(editorrotation<-.01)editorrotation=-.01;
3648 if(Input::isKeyDown(SDLK_RIGHT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3649 editorrotation+=multiplier*100;
3652 if(Input::isKeyDown(SDLK_UP)&&!Input::isKeyDown(SDLK_LCTRL)){
3653 editorsize+=multiplier;
3656 if(Input::isKeyDown(SDLK_DOWN)&&!Input::isKeyDown(SDLK_LCTRL)){
3657 editorsize-=multiplier;
3658 if(editorsize<.1)editorsize=.1;
3662 if(Input::isKeyPressed(SDLK_LEFT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
3663 mapradius-=multiplier*10;
3666 if(Input::isKeyPressed(SDLK_RIGHT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
3667 mapradius+=multiplier*10;
3669 if(Input::isKeyDown(SDLK_UP)&&Input::isKeyDown(SDLK_LCTRL)){
3670 editorrotation2+=multiplier*100;
3673 if(Input::isKeyDown(SDLK_DOWN)&&Input::isKeyDown(SDLK_LCTRL)){
3674 editorrotation2-=multiplier*100;
3675 if(editorrotation2<-.01)editorrotation2=-.01;
3677 if(Input::isKeyPressed(SDLK_DELETE)&&objects.numobjects&&Input::isKeyDown(SDLK_LSHIFT)){
3679 float closestdist=-1;
3681 for(int i=0;i<objects.numobjects;i++){
3682 distance=findDistancefast(&objects.position[i],&player[0].coords);
3683 if(closestdist==-1||distance<closestdist){
3684 closestdist=distance;
3688 if(closestdist>0&&closest>=0)objects.DeleteObject(closest);
3694 void Game::doJumpReversals(){
3695 for(int k=0;k<numplayers;k++)
3696 for(int i=k;i<numplayers;i++){
3698 if( player[k].skeleton.free==0&&
3699 player[i].skeleton.oldfree==0&&
3700 (player[i].targetanimation==jumpupanim||
3701 player[k].targetanimation==jumpupanim)&&
3702 (player[i].aitype==playercontrolled||
3703 player[k].aitype==playercontrolled)&&
3704 (player[i].aitype==attacktypecutoff&&player[i].stunned<=0||
3705 player[k].aitype==attacktypecutoff&&player[k].stunned<=0)){
3706 if( findDistancefast(&player[i].coords,&player[k].coords)<10*sq((player[i].scale+player[k].scale)*2.5)&&
3707 findDistancefastflat(&player[i].coords,&player[k].coords)<2*sq((player[i].scale+player[k].scale)*2.5)){
3708 //TODO: refactor two huge similar ifs
3709 if(player[i].targetanimation==jumpupanim&&
3710 player[k].targetanimation!=getupfrombackanim&&
3711 player[k].targetanimation!=getupfromfrontanim&&
3712 animation[player[k].targetanimation].height==middleheight&&
3713 normaldotproduct(player[i].velocity,player[k].coords-player[i].coords)<0&&
3714 (player[k].aitype==playercontrolled&&player[k].attackkeydown||
3715 player[k].aitype!=playercontrolled)){
3716 player[i].victim=&player[k];
3717 player[i].velocity=0;
3718 player[i].currentanimation=jumpreversedanim;
3719 player[i].targetanimation=jumpreversedanim;
3720 player[i].currentframe=0;
3721 player[i].targetframe=1;
3722 player[i].targettilt2=0;
3723 player[k].victim=&player[i];
3724 player[k].velocity=0;
3725 player[k].currentanimation=jumpreversalanim;
3726 player[k].targetanimation=jumpreversalanim;
3727 player[k].currentframe=0;
3728 player[k].targetframe=1;
3729 player[k].targettilt2=0;
3730 if(player[i].coords.y<player[k].coords.y+1){
3731 player[i].currentanimation=rabbitkickreversedanim;
3732 player[i].targetanimation=rabbitkickreversedanim;
3733 player[i].currentframe=1;
3734 player[i].targetframe=2;
3735 player[k].currentanimation=rabbitkickreversalanim;
3736 player[k].targetanimation=rabbitkickreversalanim;
3737 player[k].currentframe=1;
3738 player[k].targetframe=2;
3741 player[k].oldcoords=player[k].coords;
3742 player[i].coords=player[k].coords;
3743 player[k].targetrotation=player[i].targetrotation;
3744 player[k].rotation=player[i].targetrotation;
3745 if(player[k].aitype==attacktypecutoff)
3746 player[k].stunned=.5;
3748 if(player[k].targetanimation==jumpupanim&&
3749 player[i].targetanimation!=getupfrombackanim&&
3750 player[i].targetanimation!=getupfromfrontanim&&
3751 animation[player[i].targetanimation].height==middleheight&&
3752 normaldotproduct(player[k].velocity,player[i].coords-player[k].coords)<0&&
3753 ((player[i].aitype==playercontrolled&&player[i].attackkeydown)||
3754 player[i].aitype!=playercontrolled)){
3755 player[k].victim=&player[i];
3756 player[k].velocity=0;
3757 player[k].currentanimation=jumpreversedanim;
3758 player[k].targetanimation=jumpreversedanim;
3759 player[k].currentframe=0;
3760 player[k].targetframe=1;
3761 player[k].targettilt2=0;
3762 player[i].victim=&player[k];
3763 player[i].velocity=0;
3764 player[i].currentanimation=jumpreversalanim;
3765 player[i].targetanimation=jumpreversalanim;
3766 player[i].currentframe=0;
3767 player[i].targetframe=1;
3768 player[i].targettilt2=0;
3769 if(player[k].coords.y<player[i].coords.y+1){
3770 player[k].targetanimation=rabbitkickreversedanim;
3771 player[k].currentanimation=rabbitkickreversedanim;
3772 player[i].currentanimation=rabbitkickreversalanim;
3773 player[i].targetanimation=rabbitkickreversalanim;
3774 player[k].currentframe=1;
3775 player[k].targetframe=2;
3776 player[i].currentframe=1;
3777 player[i].targetframe=2;
3780 player[i].oldcoords=player[i].coords;
3781 player[k].coords=player[i].coords;
3782 player[i].targetrotation=player[k].targetrotation;
3783 player[i].rotation=player[k].targetrotation;
3784 if(player[i].aitype==attacktypecutoff)
3785 player[i].stunned=.5;
3792 void Game::doAerialAcrobatics(){
3793 static XYZ facing,flatfacing;
3794 for(int k=0;k<numplayers;k++){
3795 player[k].turnspeed=500;
3797 if((player[k].isRun()&&
3798 ((player[k].targetrotation!=rabbitrunninganim&&
3799 player[k].targetrotation!=wolfrunninganim)||
3800 player[k].targetframe==4))||
3801 player[k].targetanimation==removeknifeanim||
3802 player[k].targetanimation==crouchremoveknifeanim||
3803 player[k].targetanimation==flipanim||
3804 player[k].targetanimation==fightsidestep||
3805 player[k].targetanimation==walkanim){
3806 player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed);
3810 if(player[k].isStop()||
3811 player[k].isLanding()||
3812 player[k].targetanimation==staggerbackhighanim||
3813 (player[k].targetanimation==sneakanim&&player[k].currentanimation==sneakanim)||
3814 player[k].targetanimation==staggerbackhardanim||
3815 player[k].targetanimation==backhandspringanim||
3816 player[k].targetanimation==dodgebackanim||
3817 player[k].targetanimation==rollanim||
3818 (animation[player[k].targetanimation].attack&&
3819 player[k].targetanimation!=rabbitkickanim&&
3820 (player[k].targetanimation!=crouchstabanim||player[k].hasvictim)&&
3821 (player[k].targetanimation!=swordgroundstabanim||player[k].hasvictim))){
3822 player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*2);
3825 if(player[k].targetanimation==sneakanim&&player[k].currentanimation!=sneakanim){
3826 player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*4);
3829 /*if(player[k].aitype!=passivetype||(findDistancefast(&player[k].coords,&viewer)<viewdistance*viewdistance))*/
3830 player[k].DoStuff();
3831 if(player[k].immobile&&k!=0)
3832 player[k].coords=player[k].realoldcoords;
3834 //if player's position has changed (?)
3835 if(findDistancefast(&player[k].coords,&player[k].realoldcoords)>0&&
3836 !player[k].skeleton.free&&
3837 player[k].targetanimation!=climbanim&&
3838 player[k].targetanimation!=hanganim){
3839 XYZ lowpoint,lowpointtarget,lowpoint2,lowpointtarget2,lowpoint3,lowpointtarget3,lowpoint4,lowpointtarget4,lowpoint5,lowpointtarget5,lowpoint6,lowpointtarget6,lowpoint7,lowpointtarget7,colpoint,colpoint2;
3843 if(player[k].collide<-.3)
3844 player[k].collide=-.3;
3845 if(player[k].collide>1)
3846 player[k].collide=1;
3847 player[k].collide-=multiplier*30;
3850 player[k].coords.y=max(player[k].coords.y, terrain.getHeight(player[k].coords.x,player[k].coords.z));
3852 for(int l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
3853 int i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
3854 if(objects.type[i]!=rocktype||
3855 objects.scale[i]>.5&&player[k].aitype==playercontrolled||
3856 objects.position[i].y>player[k].coords.y){
3857 lowpoint=player[k].coords;
3858 if(player[k].targetanimation!=jumpupanim&&
3859 player[k].targetanimation!=jumpdownanim&&
3860 !player[k].isFlip())
3864 if( player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z)&&
3865 player[k].coords.y>terrain.getHeight(player[k].coords.x,player[k].coords.z)-.1)
3866 player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z);
3867 if(player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){
3868 flatfacing=lowpoint-player[k].coords;
3869 player[k].coords=lowpoint;
3870 player[k].coords.y-=1.3;
3871 player[k].collide=1;
3874 //TODO: refactor four similar blocks
3875 if(player[k].aitype==playercontrolled&&
3876 (player[k].targetanimation==jumpupanim||
3877 player[k].targetanimation==jumpdownanim||
3878 player[k].isFlip())&&
3879 !player[k].jumptogglekeydown&&
3880 player[k].jumpkeydown){
3881 lowpointtarget=lowpoint+DoRotation(player[k].facing,0,-90,0)*1.5;
3882 XYZ tempcoords1=lowpoint;
3883 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3884 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3885 setAnimation(k,walljumpleftanim);
3886 emit_sound_at(movewhooshsound, player[k].coords);
3888 pause_sound(whooshsound);
3890 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3891 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3892 if(lowpointtarget.z<0)
3893 player[k].rotation=180-player[k].rotation;
3894 player[k].targetrotation=player[k].rotation;
3895 player[k].lowrotation=player[k].rotation;
3901 lowpoint=tempcoords1;
3902 lowpointtarget=lowpoint+DoRotation(player[k].facing,0,90,0)*1.5;
3903 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3904 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3905 setAnimation(k,walljumprightanim);
3906 emit_sound_at(movewhooshsound, player[k].coords);
3907 if(k==0)pause_sound(whooshsound);
3909 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3910 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3911 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3912 player[k].targetrotation=player[k].rotation;
3913 player[k].lowrotation=player[k].rotation;
3914 if(k==0)numwallflipped++;
3918 lowpoint=tempcoords1;
3919 lowpointtarget=lowpoint+player[k].facing*2;
3920 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3921 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3922 setAnimation(k,walljumpbackanim);
3923 emit_sound_at(movewhooshsound, player[k].coords);
3924 if(k==0)pause_sound(whooshsound);
3926 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3927 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3928 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3929 player[k].targetrotation=player[k].rotation;
3930 player[k].lowrotation=player[k].rotation;
3931 if(k==0)numwallflipped++;
3935 lowpoint=tempcoords1;
3936 lowpointtarget=lowpoint-player[k].facing*2;
3937 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3938 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3939 setAnimation(k,walljumpfrontanim);
3940 emit_sound_at(movewhooshsound, player[k].coords);
3941 if(k==0)pause_sound(whooshsound);
3943 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3944 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3945 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3946 player[k].rotation+=180;
3947 player[k].targetrotation=player[k].rotation;
3948 player[k].lowrotation=player[k].rotation;
3949 if(k==0)numwallflipped++;
3957 else if(objects.type[i]==rocktype){
3958 lowpoint2=player[k].coords;
3959 lowpoint=player[k].coords;
3961 if(objects.model[i].LineCheck(&lowpoint,&lowpoint2,&colpoint,&objects.position[i],&objects.rotation[i])!=-1){
3962 player[k].coords=colpoint;
3963 player[k].collide=1;
3966 if(player[k].targetanimation==jumpdownanim||player[k].isFlip()){
3967 //flipped into a rock
3968 if(player[k].isFlip()&&animation[player[k].targetanimation].label[player[k].targetframe]==7)
3969 player[k].RagDoll(0);
3971 if(player[k].targetanimation==jumpupanim){
3972 player[k].jumppower=-4;
3973 player[k].targetanimation=player[k].getIdle();
3976 player[k].targetframe=0;
3977 player[k].onterrain=1;
3979 if(player[k].id==0){
3980 pause_sound(whooshsound);
3981 OPENAL_SetVolume(channels[whooshsound], 0);
3985 if((player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].wasLanding()){
3986 if(player[k].isFlip())
3987 player[k].jumppower=-4;
3988 player[k].targetanimation=player[k].getLanding();
3989 emit_sound_at(landsound, player[k].coords, 128.);
3991 envsound[numenvsounds]=player[k].coords;
3992 envsoundvol[numenvsounds]=16;
3993 envsoundlife[numenvsounds]=.4;
4003 if(tempcollide&&(/*player[k].jumptogglekeydown*/1==1||player[k].aitype!=playercontrolled))
4004 for(int l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
4005 int i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
4006 lowpoint=player[k].coords;
4008 if(objects.type[i]!=rocktype)
4009 if(player[k].SphereCheck(&lowpoint,1.33,&colpoint,&objects.position[i],&objects.rotation[i],&objects.model[i])!=-1){
4010 if(player[k].targetanimation!=jumpupanim&&
4011 player[k].targetanimation!=jumpdownanim&&
4012 player[k].onterrain)
4013 player[k].avoidcollided=1;
4014 player[k].coords=lowpoint;
4015 player[k].coords.y-=1.35;
4016 player[k].collide=1;
4018 if((player[k].grabdelay<=0||player[k].aitype!=playercontrolled)&&
4019 (player[k].currentanimation!=climbanim&&
4020 player[k].currentanimation!=hanganim&&
4021 !player[k].isWallJump()||
4022 player[k].targetanimation==jumpupanim||
4023 player[k].targetanimation==jumpdownanim)){
4024 lowpoint=player[k].coords;
4025 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.rotation[i]);
4026 lowpoint=player[k].coords;
4030 facing=DoRotation(facing,0,player[k].targetrotation+180,0);
4031 lowpointtarget=lowpoint+facing*1.4;
4032 whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
4034 lowpoint=player[k].coords;
4036 lowpointtarget=lowpoint+facing*1.4;
4038 lowpointtarget2=lowpointtarget;
4040 lowpointtarget3=lowpointtarget;
4042 lowpointtarget4=lowpointtarget;
4044 lowpointtarget5=lowpointtarget;
4046 lowpointtarget6=lowpointtarget;
4048 lowpointtarget7=lowpoint;
4050 lowpointtarget2.x+=.1;
4052 lowpointtarget3.z+=.1;
4054 lowpointtarget4.x-=.1;
4056 lowpointtarget5.z-=.1;
4058 lowpointtarget6.y+=45/13;
4059 lowpointtarget6+=facing*.6;
4060 lowpointtarget7.y+=90/13;
4061 whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
4062 if(objects.friction[i]>.5)
4064 if(whichhit!=-1&&player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim)
4065 player[k].collided=1;
4066 if(checkcollide(lowpoint7,lowpointtarget7)==-1)
4067 if(checkcollide(lowpoint6,lowpointtarget6)==-1)
4068 if( objects.model[i].LineCheckPossible(&lowpoint2,&lowpointtarget2,
4069 &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
4070 objects.model[i].LineCheckPossible(&lowpoint3,&lowpointtarget3,
4071 &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
4072 objects.model[i].LineCheckPossible(&lowpoint4,&lowpointtarget4,
4073 &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
4074 objects.model[i].LineCheckPossible(&lowpoint5,&lowpointtarget5,
4075 &colpoint,&objects.position[i],&objects.rotation[i])!=-1)
4076 for(int j=0;j<45;j++){
4077 lowpoint=player[k].coords;
4078 lowpoint.y+=(float)j/13;
4079 lowpointtarget=lowpoint+facing*1.4;
4080 if(objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,
4081 &colpoint2,&objects.position[i],&objects.rotation[i])==-1){
4082 if(j<=6||j<=25&&player[k].targetanimation==jumpdownanim)
4084 if(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim){
4085 lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0);
4086 lowpoint=player[k].coords;
4087 lowpoint.y+=(float)j/13;
4088 lowpointtarget=lowpoint+facing*1.3;
4089 flatfacing=player[k].coords;
4090 player[k].coords=colpoint-DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0)*.01;
4091 player[k].coords.y=lowpointtarget.y-.07;
4092 player[k].currentoffset=(flatfacing-player[k].coords)/player[k].scale;
4094 if(j>10||!player[k].isRun()){
4095 if(player[k].targetanimation==jumpdownanim||player[k].targetanimation==jumpupanim){
4097 pause_sound(whooshsound);
4099 emit_sound_at(jumpsound, player[k].coords, 128.);
4101 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
4102 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
4103 if(lowpointtarget.z<0)
4104 player[k].rotation=180-player[k].rotation;
4105 player[k].targetrotation=player[k].rotation;
4106 player[k].lowrotation=player[k].rotation;
4108 //player[k].velocity=lowpointtarget*.03;
4109 player[k].velocity=0;
4112 if(player[k].targetanimation==jumpupanim){
4113 player[k].targetanimation=climbanim;
4114 player[k].jumppower=0;
4115 player[k].jumpclimb=1;
4117 player[k].transspeed=6;
4119 player[k].targetframe=1;
4122 setAnimation(k,hanganim);
4123 player[k].jumppower=0;
4135 if(player[k].collide<=0){
4137 if(!player[k].onterrain&&
4138 player[k].targetanimation!=jumpupanim&&
4139 player[k].targetanimation!=jumpdownanim&&
4140 player[k].targetanimation!=climbanim&&
4141 player[k].targetanimation!=hanganim&&
4142 !player[k].isWallJump()&&
4143 !player[k].isFlip()){
4144 if(player[k].currentanimation!=climbanim&&
4145 player[k].currentanimation!=tempanim&&
4146 player[k].targetanimation!=backhandspringanim&&
4147 (player[k].targetanimation!=rollanim||
4148 player[k].targetframe<2||
4149 player[k].targetframe>6)){
4150 //stagger off ledge (?)
4151 if(player[k].targetanimation==staggerbackhighanim||player[k].targetanimation==staggerbackhardanim)
4152 player[k].RagDoll(0);
4153 setAnimation(k,jumpdownanim);
4156 emit_sound_at(whooshsound, player[k].coords, 128.);
4159 player[k].velocity.y+=gravity;
4163 player[k].realoldcoords=player[k].coords;
4167 void Game::doAttacks(){
4168 static XYZ relative;
4169 static int randattack;
4170 static bool playerrealattackkeydown=0;
4172 if(!Input::isKeyDown(attackkey))
4175 player[0].attackkeydown=0;
4177 playerrealattackkeydown=0;
4179 playerrealattackkeydown=Input::isKeyDown(attackkey);
4180 if((player[0].parriedrecently<=0||
4181 player[0].weaponactive==-1)&&
4184 player[0].lastattack!=swordslashanim&&
4185 player[0].lastattack!=knifeslashstartanim&&
4186 player[0].lastattack!=staffhitanim&&
4187 player[0].lastattack!=staffspinhitanim)))
4188 player[0].attackkeydown=Input::isKeyDown(attackkey);
4189 if(Input::isKeyDown(attackkey)&&
4191 !player[0].backkeydown){
4192 for(int k=0;k<numplayers;k++){
4193 if((player[k].targetanimation==swordslashanim||
4194 player[k].targetanimation==staffhitanim||
4195 player[k].targetanimation==staffspinhitanim)&&
4196 player[0].currentanimation!=dodgebackanim&&
4197 !player[k].skeleton.free)
4198 player[k].Reverse();
4202 if(!hostile||indialogue!=-1)player[0].attackkeydown=0;
4204 for(int k=0;k<numplayers;k++){
4205 if(indialogue!=-1)player[k].attackkeydown=0;
4206 if(player[k].targetanimation!=rabbitrunninganim&&player[k].targetanimation!=wolfrunninganim){
4207 if(player[k].aitype!=playercontrolled)
4208 player[k].victim=&player[0];
4209 //attack key pressed
4210 if(player[k].attackkeydown){
4212 if(player[k].backkeydown&&
4213 player[k].targetanimation!=backhandspringanim&&
4214 (player[k].isIdle()||
4215 player[k].isStop()||
4217 player[k].targetanimation==walkanim)){
4218 if(player[k].jumppower<=1){
4219 player[k].jumppower-=2;
4221 for(int i=0;i<numplayers;i++){
4223 if(player[i].targetanimation==swordslashanim||
4224 player[i].targetanimation==knifeslashstartanim||
4225 player[i].targetanimation==staffhitanim||
4226 player[i].targetanimation==staffspinhitanim)
4227 if(findDistancefast(&player[k].coords,&player[i].coords)<6.5&&!player[i].skeleton.free){
4228 setAnimation(k,dodgebackanim);
4229 player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
4230 player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
4233 if(player[k].targetanimation!=dodgebackanim){
4234 if(k==0)numflipped++;
4235 setAnimation(k,backhandspringanim);
4236 player[k].targetrotation=-rotation+180;
4237 if(player[k].leftkeydown)
4238 player[k].targetrotation-=45;
4239 if(player[k].rightkeydown)
4240 player[k].targetrotation+=45;
4241 player[k].rotation=player[k].targetrotation;
4242 player[k].jumppower-=2;
4247 if(!animation[player[k].targetanimation].attack&&
4248 !player[k].backkeydown&&
4249 (player[k].isIdle()||
4251 player[k].targetanimation==walkanim||
4252 player[k].targetanimation==sneakanim||
4253 player[k].isCrouch())){
4254 const int attackweapon=player[k].weaponactive==-1?0:weapons.type[player[k].weaponids[player[k].weaponactive]];
4255 //normal attacks (?)
4256 player[k].hasvictim=0;
4258 for(int i=0;i<numplayers;i++){
4259 if(i==k||!(k==0||i==0))continue;
4260 if(!player[k].hasvictim)
4261 if(animation[player[k].targetanimation].attack!=reversal){
4263 const float distance=findDistancefast(&player[k].coords,&player[i].coords);
4265 !player[i].skeleton.free&&
4266 player[i].howactive<typedead1&&
4267 player[i].targetanimation!=jumpreversedanim&&
4268 player[i].targetanimation!=rabbitkickreversedanim&&
4269 player[i].targetanimation!=rabbitkickanim&&
4270 player[k].targetanimation!=rabbitkickanim&&
4271 player[i].targetanimation!=getupfrombackanim&&
4272 (player[i].targetanimation!=staggerbackhighanim&&
4273 (player[i].targetanimation!=staggerbackhardanim||
4274 animation[staggerbackhardanim].label[player[i].targetframe]==6))&&
4275 player[i].targetanimation!=jumpdownanim&&
4276 player[i].targetanimation!=jumpupanim&&
4277 player[i].targetanimation!=getupfromfrontanim){
4278 player[k].victim=&player[i];
4279 player[k].hasvictim=1;
4280 if(player[k].aitype==playercontrolled){ //human player
4282 if(distance<2.5*sq(player[k].scale*5)&&
4283 player[k].crouchkeydown&&
4284 animation[player[i].targetanimation].height!=lowheight)
4285 player[k].targetanimation=sweepanim;
4287 else if(distance<1.5*sq(player[k].scale*5)&&
4288 animation[player[i].targetanimation].height!=lowheight&&
4289 !player[k].forwardkeydown&&
4290 !player[k].leftkeydown&&
4291 !player[k].rightkeydown&&
4292 !player[k].crouchkeydown&&
4295 player[k].targetanimation=winduppunchanim;
4297 else if(distance<2.5*sq(player[k].scale*5)&&
4298 animation[player[i].targetanimation].height!=lowheight&&
4299 !player[k].forwardkeydown&&
4300 !player[k].leftkeydown&&
4301 !player[k].rightkeydown&&
4302 !player[k].crouchkeydown&&
4304 player[k].targetanimation=upunchanim;
4306 else if(distance<2.5*sq(player[k].scale*5)&&
4307 player[i].staggerdelay>0&&
4308 attackweapon==knife&&
4309 player[i].bloodloss>player[i].damagetolerance/2)
4310 player[k].targetanimation=knifefollowanim;
4312 else if(distance<2.5*sq(player[k].scale*5)&&
4313 animation[player[i].targetanimation].height!=lowheight&&
4314 !player[k].forwardkeydown&&
4315 !player[k].leftkeydown&&
4316 !player[k].rightkeydown&&
4317 !player[k].crouchkeydown&&
4318 attackweapon==knife&&
4319 player[k].weaponmissdelay<=0)
4320 player[k].targetanimation=knifeslashstartanim;
4322 else if(distance<4.5*sq(player[k].scale*5)&&
4323 animation[player[i].targetanimation].height!=lowheight&&
4324 !player[k].crouchkeydown&&
4325 attackweapon==sword&&
4326 player[k].weaponmissdelay<=0)
4327 player[k].targetanimation=swordslashanim;
4329 else if(distance<4.5*sq(player[k].scale*5)&&
4330 animation[player[i].targetanimation].height!=lowheight&&
4331 !player[k].crouchkeydown&&
4332 attackweapon==staff&&
4333 player[k].weaponmissdelay<=0&&
4334 !player[k].leftkeydown&&
4335 !player[k].rightkeydown&&
4336 !player[k].forwardkeydown)
4337 player[k].targetanimation=staffhitanim;
4339 else if(distance<4.5*sq(player[k].scale*5)&&
4340 animation[player[i].targetanimation].height!=lowheight&&
4341 !player[k].crouchkeydown&&
4342 attackweapon==staff&&
4343 player[k].weaponmissdelay<=0)
4344 player[k].targetanimation=staffspinhitanim;
4346 else if(distance<2.5*sq(player[k].scale*5)&&
4347 animation[player[i].targetanimation].height!=lowheight)
4348 player[k].targetanimation=spinkickanim;
4350 else if(distance<2.5*sq(player[k].scale*5)&&
4351 animation[player[i].targetanimation].height==lowheight&&
4352 animation[player[k].targetanimation].attack!=normalattack)
4353 player[k].targetanimation=lowkickanim;
4354 } else { //AI player
4355 if(distance<4.5*sq(player[k].scale*5)){
4356 randattack=abs(Random()%5);
4357 if(!attackweapon&&distance<2.5*sq(player[k].scale*5)){
4359 if(randattack==0&&animation[player[i].targetanimation].height!=lowheight)
4360 player[k].targetanimation=sweepanim;
4362 else if(randattack==1&&animation[player[i].targetanimation].height!=lowheight&&
4364 player[k].targetanimation=upunchanim;
4366 else if(randattack==2&&animation[player[i].targetanimation].height!=lowheight)
4367 player[k].targetanimation=spinkickanim;
4369 else if(animation[player[i].targetanimation].height==lowheight)
4370 player[k].targetanimation=lowkickanim;
4374 if((tutoriallevel!=1||!attackweapon)&&
4375 distance<2.5*sq(player[k].scale*5)&&
4377 animation[player[i].targetanimation].height!=lowheight)
4378 player[k].targetanimation=sweepanim;
4380 else if(distance<2.5*sq(player[k].scale*5)&&
4381 attackweapon==knife&&
4382 player[k].weaponmissdelay<=0)
4383 player[k].targetanimation=knifeslashstartanim;
4385 else if(!(player[0].victim==&player[i]&&
4386 player[0].hasvictim&&
4387 player[0].targetanimation==swordslashanim)&&
4388 attackweapon==sword&&
4389 player[k].weaponmissdelay<=0)
4390 player[k].targetanimation=swordslashanim;
4392 else if(!(player[0].victim==&player[i]&&
4393 player[0].hasvictim&&
4394 player[0].targetanimation==swordslashanim)&&
4395 attackweapon==staff&&
4396 player[k].weaponmissdelay<=0&&
4398 player[k].targetanimation=staffhitanim;
4400 else if(!(player[0].victim==&player[i]&&
4401 player[0].hasvictim&&
4402 player[0].targetanimation==swordslashanim)&&
4403 attackweapon==staff&&
4404 player[k].weaponmissdelay<=0&&
4406 player[k].targetanimation=staffspinhitanim;
4408 else if((tutoriallevel!=1||!attackweapon)&&
4409 distance<2.5*sq(player[k].scale*5)&&
4411 animation[player[i].targetanimation].height!=lowheight)
4412 player[k].targetanimation=spinkickanim;
4414 else if(distance<2.5*sq(player[k].scale*5)&&
4415 animation[player[i].targetanimation].height==lowheight&&
4416 animation[player[k].targetanimation].attack!=normalattack)
4417 player[k].targetanimation=lowkickanim;
4421 //upunch becomes wolfslap
4422 if(player[k].targetanimation==upunchanim&&player[k].creature==wolftype)
4423 player[k].targetanimation=wolfslapanim;
4426 if((k==0)&&(tutoriallevel!=1||tutorialstage==22)&&
4427 player[i].howactive<typedead1&&
4428 distance<1.5*sq(player[k].scale*5)&&
4429 !player[i].skeleton.free&&
4430 player[i].targetanimation!=getupfrombackanim&&
4431 player[i].targetanimation!=getupfromfrontanim&&
4432 (player[i].stunned>0&&player[k].madskills||
4433 player[i].surprised>0||
4434 player[i].aitype==passivetype||
4435 attackweapon&&player[i].stunned>0)&&
4436 normaldotproduct(player[i].facing,player[i].coords-player[k].coords)>0){
4439 player[k].currentanimation=sneakattackanim;
4440 player[k].targetanimation=sneakattackanim;
4441 player[i].currentanimation=sneakattackedanim;
4442 player[i].targetanimation=sneakattackedanim;
4443 player[k].oldcoords=player[k].coords;
4444 player[k].coords=player[i].coords;
4447 if(attackweapon==knife){
4448 player[k].currentanimation=knifesneakattackanim;
4449 player[k].targetanimation=knifesneakattackanim;
4450 player[i].currentanimation=knifesneakattackedanim;
4451 player[i].targetanimation=knifesneakattackedanim;
4452 player[i].oldcoords=player[i].coords;
4453 player[i].coords=player[k].coords;
4456 if(attackweapon==sword){
4457 player[k].currentanimation=swordsneakattackanim;
4458 player[k].targetanimation=swordsneakattackanim;
4459 player[i].currentanimation=swordsneakattackedanim;
4460 player[i].targetanimation=swordsneakattackedanim;
4461 player[i].oldcoords=player[i].coords;
4462 player[i].coords=player[k].coords;
4464 if(attackweapon!=staff){
4465 player[k].victim=&player[i];
4466 player[k].hasvictim=1;
4467 player[i].targettilt2=0;
4468 player[i].targetframe=1;
4469 player[i].currentframe=0;
4471 player[i].velocity=0;
4472 player[k].targettilt2=player[i].targettilt2;
4473 player[k].currentframe=player[i].currentframe;
4474 player[k].targetframe=player[i].targetframe;
4475 player[k].target=player[i].target;
4476 player[k].velocity=0;
4477 player[k].targetrotation=player[i].rotation;
4478 player[k].rotation=player[i].rotation;
4479 player[i].targetrotation=player[i].rotation;
4482 if(animation[player[k].targetanimation].attack==normalattack&&
4483 player[k].victim==&player[i]&&
4484 (!player[i].skeleton.free)){
4486 player[k].targetframe=0;
4489 player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
4490 player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
4491 player[k].lastattack3=player[k].lastattack2;
4492 player[k].lastattack2=player[k].lastattack;
4493 player[k].lastattack=player[k].targetanimation;
4495 if(player[k].targetanimation==knifefollowanim&&
4496 player[k].victim==&player[i]){
4498 player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
4499 player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
4500 player[k].victim=&player[i];
4501 player[k].hasvictim=1;
4502 player[i].targetanimation=knifefollowedanim;
4503 player[i].currentanimation=knifefollowedanim;
4504 player[i].targettilt2=0;
4505 player[i].targettilt2=player[k].targettilt2;
4506 player[i].targetframe=1;
4507 player[i].currentframe=0;
4509 player[i].velocity=0;
4510 player[k].currentanimation=knifefollowanim;
4511 player[k].targetanimation=knifefollowanim;
4512 player[k].targettilt2=player[i].targettilt2;
4513 player[k].currentframe=player[i].currentframe;
4514 player[k].targetframe=player[i].targetframe;
4515 player[k].target=player[i].target;
4516 player[k].velocity=0;
4517 player[k].oldcoords=player[k].coords;
4518 player[i].coords=player[k].coords;
4519 player[i].targetrotation=player[k].targetrotation;
4520 player[i].rotation=player[k].targetrotation;
4521 player[k].rotation=player[k].targetrotation;
4522 player[i].rotation=player[k].targetrotation;
4526 const bool hasstaff=attackweapon==staff;
4527 if(k==0&&numplayers>1)
4528 for(int i=0;i<numplayers;i++){
4530 if((playerrealattackkeydown||player[i].dead||!hasstaff)&&
4531 animation[player[k].targetanimation].attack==neutral){
4532 const float distance=findDistancefast(&player[k].coords,&player[i].coords);
4533 if(!player[i].dead||!realthreat||(!attackweapon&&player[k].crouchkeydown))
4534 if(player[i].skeleton.free)
4535 if(distance<3.5*sq(player[k].scale*5)&&
4537 player[i].skeleton.longdead>1000||
4541 (player[i].skeleton.longdead>2000||
4542 player[i].damage>player[i].damagetolerance/8||
4543 player[i].bloodloss>player[i].damagetolerance/2)&&
4544 distance<1.5*sq(player[k].scale*5)))){
4545 player[k].victim=&player[i];
4546 player[k].hasvictim=1;
4547 if(attackweapon&&tutoriallevel!=1){
4549 if(player[k].crouchkeydown&&attackweapon==knife&&distance<1.5*sq(player[k].scale*5))
4550 player[k].targetanimation=crouchstabanim;
4552 if(player[k].crouchkeydown&&distance<1.5*sq(player[k].scale*5)&&attackweapon==sword)
4553 player[k].targetanimation=swordgroundstabanim;
4555 if(distance<3.5*sq(player[k].scale*5)&&attackweapon==staff)
4556 player[k].targetanimation=staffgroundsmashanim;
4559 player[k].crouchkeydown&&
4560 player[k].targetanimation!=crouchstabanim&&
4563 player[i].skeleton.free&&
4564 player[i].skeleton.longdead>1000){
4565 player[k].targetanimation=killanim;
4566 //TODO: refactor this out, what does it do?
4567 for(int j=0;j<terrain.numdecals;j++){
4568 if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&
4569 terrain.decalalivetime[j]<2)
4570 terrain.DeleteDecal(j);
4572 for(int l=0;l<objects.numobjects;l++){
4573 if(objects.model[l].type==decalstype)
4574 for(int j=0;j<objects.model[l].numdecals;j++){
4575 if((objects.model[l].decaltype[j]==blooddecal||
4576 objects.model[l].decaltype[j]==blooddecalslow)&&
4577 objects.model[l].decalalivetime[j]<2)
4578 objects.model[l].DeleteDecal(j);
4582 if(!player[i].dead||musictype!=2)
4584 (player[k].isRun()||player[k].isIdle()&&player[k].attackkeydown)&&
4585 player[k].staggerdelay<=0&&
4587 player[i].skeleton.longdead<300&&
4588 player[k].lastattack!=spinkickanim&&
4589 player[i].skeleton.free)&&
4590 (!player[i].dead||musictype!=stream_fighttheme)){
4591 player[k].targetanimation=dropkickanim;
4592 for(int j=0;j<terrain.numdecals;j++){
4593 if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&
4594 terrain.decalalivetime[j]<2){
4595 terrain.DeleteDecal(j);
4598 for(int l=0;l<objects.numobjects;l++){
4599 if(objects.model[l].type==decalstype)
4600 for(int j=0;j<objects.model[l].numdecals;j++){
4601 if((objects.model[l].decaltype[j]==blooddecal||
4602 objects.model[l].decaltype[j]==blooddecalslow)&&
4603 objects.model[l].decalalivetime[j]<2){
4604 objects.model[l].DeleteDecal(j);
4610 if(animation[player[k].targetanimation].attack==normalattack&&
4611 player[k].victim==&player[i]&&
4612 (!player[i].skeleton.free||
4613 player[k].targetanimation==killanim||
4614 player[k].targetanimation==crouchstabanim||
4615 player[k].targetanimation==swordgroundstabanim||
4616 player[k].targetanimation==staffgroundsmashanim||
4617 player[k].targetanimation==dropkickanim)){
4619 player[k].targetframe=0;
4622 XYZ targetpoint=player[i].coords;
4623 if(player[k].targetanimation==crouchstabanim||
4624 player[k].targetanimation==swordgroundstabanim||
4625 player[k].targetanimation==staffgroundsmashanim){
4626 targetpoint+=(playerJoint(i,abdomen).position+
4627 playerJoint(i,neck).position)/2*
4630 player[k].targetrotation=roughDirectionTo(player[k].coords,targetpoint);
4631 player[k].targettilt2=pitchTo(player[k].coords,targetpoint);
4633 if(player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim){
4634 player[k].targetrotation+=(float)(abs(Random()%100)-50)/4;
4637 if(player[k].targetanimation==staffgroundsmashanim)
4638 player[k].targettilt2+=10;
4640 player[k].lastattack3=player[k].lastattack2;
4641 player[k].lastattack2=player[k].lastattack;
4642 player[k].lastattack=player[k].targetanimation;
4644 if(player[k].targetanimation==swordgroundstabanim){
4645 player[k].targetrotation+=30;
4650 if(!player[k].hasvictim){
4652 for(int i=0;i<numplayers;i++){
4653 if(i==k||!(i==0||k==0))continue;
4654 if(!player[i].skeleton.free){
4655 if(player[k].hasvictim){
4656 if(findDistancefast(&player[k].coords,&player[i].coords)<
4657 findDistancefast(&player[k].coords,&player[k].victim->coords))
4658 player[k].victim=&player[i];
4660 player[k].victim=&player[i];
4661 player[k].hasvictim=1;
4666 if(player[k].aitype==playercontrolled)
4668 if(player[k].attackkeydown&&
4670 player[k].wasRun()&&
4671 ((player[k].hasvictim&&
4672 findDistancefast(&player[k].coords,&player[k].victim->coords)<12*sq(player[k].scale*5)&&
4673 findDistancefast(&player[k].coords,&player[k].victim->coords)>7*sq(player[k].scale*5)&&
4674 !player[k].victim->skeleton.free&&
4675 player[k].victim->targetanimation!=getupfrombackanim&&
4676 player[k].victim->targetanimation!=getupfromfrontanim&&
4677 animation[player[k].victim->targetanimation].height!=lowheight&&
4678 player[k].aitype!=playercontrolled&& //wat???
4679 normaldotproduct(player[k].facing,player[k].victim->coords-player[k].coords)>0&&
4680 player[k].rabbitkickenabled)||
4681 player[k].jumpkeydown)){
4683 setAnimation(k,rabbitkickanim);
4686 if(animation[player[k].targetanimation].attack&&k==0){
4688 switch(attackweapon){
4689 case 0: numunarmedattack++; break;
4690 case knife: numknifeattack++; break;
4691 case sword: numswordattack++; break;
4692 case staff: numstaffattack++; break;
4701 void Game::doPlayerCollisions(){
4702 static XYZ rotatetarget;
4703 static float collisionradius;
4705 for(int k=0;k<numplayers;k++)
4706 for(int i=k+1;i<numplayers;i++){
4707 //neither player is part of a reversal
4708 if((animation[player[i].targetanimation].attack!=reversed&&
4709 animation[player[i].targetanimation].attack!=reversal&&
4710 animation[player[k].targetanimation].attack!=reversed&&
4711 animation[player[k].targetanimation].attack!=reversal)||(i!=0&&k!=0))
4712 if((animation[player[i].currentanimation].attack!=reversed&&
4713 animation[player[i].currentanimation].attack!=reversal&&
4714 animation[player[k].currentanimation].attack!=reversed&&
4715 animation[player[k].currentanimation].attack!=reversal)||(i!=0&&k!=0))
4716 //neither is sleeping
4717 if(player[i].howactive<=typesleeping&&player[k].howactive<=typesleeping)
4718 if(player[i].howactive!=typesittingwall&&player[k].howactive!=typesittingwall)
4719 //in same patch, neither is climbing
4720 if(player[i].whichpatchx==player[k].whichpatchx&&
4721 player[i].whichpatchz==player[k].whichpatchz&&
4722 player[k].skeleton.oldfree==player[k].skeleton.free&&
4723 player[i].skeleton.oldfree==player[i].skeleton.free&&
4724 player[i].targetanimation!=climbanim&&
4725 player[i].targetanimation!=hanganim&&
4726 player[k].targetanimation!=climbanim&&
4727 player[k].targetanimation!=hanganim)
4728 //players are close (bounding box test)
4729 if(player[i].coords.y>player[k].coords.y-3)
4730 if(player[i].coords.y<player[k].coords.y+3)
4731 if(player[i].coords.x>player[k].coords.x-3)
4732 if(player[i].coords.x<player[k].coords.x+3)
4733 if(player[i].coords.z>player[k].coords.z-3)
4734 if(player[i].coords.z<player[k].coords.z+3){
4735 //spread fire from player to player
4736 if(findDistancefast(&player[i].coords,&player[k].coords)
4737 <3*sq((player[i].scale+player[k].scale)*2.5)){
4738 if(player[i].onfire||player[k].onfire){
4739 if(!player[i].onfire)player[i].CatchFire();
4740 if(!player[k].onfire)player[k].CatchFire();
4744 XYZ tempcoords1=player[i].coords;
4745 XYZ tempcoords2=player[k].coords;
4746 if(!player[i].skeleton.oldfree)
4747 tempcoords1.y+=playerJoint(i,abdomen).position.y*player[i].scale;
4748 if(!player[k].skeleton.oldfree)
4749 tempcoords2.y+=playerJoint(k,abdomen).position.y*player[k].scale;
4750 collisionradius=1.2*sq((player[i].scale+player[k].scale)*2.5);
4751 if(player[0].hasvictim)
4752 if(player[0].targetanimation==rabbitkickanim&&(k==0||i==0)&&!player[0].victim->skeleton.free)
4754 if((!player[i].skeleton.oldfree||!player[k].skeleton.oldfree)&&
4755 (findDistancefast(&tempcoords1,&tempcoords2)<collisionradius||
4756 findDistancefast(&player[i].coords,&player[k].coords)<collisionradius)){
4757 //jump down on a dead body
4760 if(player[0].targetanimation==jumpdownanim&&
4761 !player[0].skeleton.oldfree&&
4762 !player[0].skeleton.free&&
4763 player[l].skeleton.oldfree&&
4764 player[l].skeleton.free&&
4766 player[0].lastcollide<=0&&
4767 fabs(player[l].coords.y-player[0].coords.y)<.2&&
4768 findDistancefast(&player[0].coords,&player[l].coords)<.7*sq((player[l].scale+player[0].scale)*2.5)){
4769 player[0].coords.y=player[l].coords.y;
4770 player[l].velocity=player[0].velocity;
4771 player[l].skeleton.free=0;
4772 player[l].rotation=0;
4773 player[l].RagDoll(0);
4774 player[l].DoDamage(20);
4776 player[l].skeleton.longdead=0;
4777 player[0].lastcollide=1;
4781 if( (player[i].skeleton.oldfree==1&&findLengthfast(&player[i].velocity)>1)||
4782 (player[k].skeleton.oldfree==1&&findLengthfast(&player[k].velocity)>1)||
4783 (player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0)){
4784 rotatetarget=player[k].velocity-player[i].velocity;
4785 if((player[i].targetanimation!=getupfrombackanim&&player[i].targetanimation!=getupfromfrontanim||
4786 player[i].skeleton.free)&&
4787 (player[k].targetanimation!=getupfrombackanim&&player[k].targetanimation!=getupfromfrontanim||
4788 player[k].skeleton.free))
4789 if((((k!=0&&findLengthfast(&rotatetarget)>150||
4790 k==0&&findLengthfast(&rotatetarget)>50&&player[0].rabbitkickragdoll)&&
4791 normaldotproduct(rotatetarget,player[k].coords-player[i].coords)>0)&&
4793 k!=0&&player[i].skeleton.oldfree==1&&animation[player[k].currentanimation].attack==neutral||
4794 /*i!=0&&*/player[k].skeleton.oldfree==1&&animation[player[i].currentanimation].attack==neutral))||
4795 (player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip())&&
4796 (player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim||player[k].isFlip())&&
4797 k==0&&!player[i].skeleton.oldfree&&!player[k].skeleton.oldfree){
4799 if( (i!=0||player[i].skeleton.free)&&
4800 (k!=0||player[k].skeleton.free)||
4801 (animation[player[i].targetanimation].height==highheight&&
4802 animation[player[k].targetanimation].height==highheight)){
4803 if(tutoriallevel!=1){
4804 emit_sound_at(heavyimpactsound, player[i].coords);
4807 player[i].RagDoll(0);
4808 if(player[i].damage>player[i].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[i].dead){
4809 award_bonus(0, aimbonus);
4811 player[i].DoDamage(findLengthfast(&rotatetarget)/4);
4812 player[k].RagDoll(0);
4813 if(player[k].damage>player[k].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[k].dead){
4814 award_bonus(0, aimbonus); // Huh, again?
4816 player[k].DoDamage(findLengthfast(&rotatetarget)/4);
4818 for(int j=0;j<player[i].skeleton.num_joints;j++){
4819 player[i].skeleton.joints[j].velocity=player[i].skeleton.joints[j].velocity/5+player[k].velocity;
4821 for(int j=0;j<player[k].skeleton.num_joints;j++){
4822 player[k].skeleton.joints[j].velocity=player[k].skeleton.joints[j].velocity/5+player[i].velocity;
4827 if( (animation[player[i].targetanimation].attack==neutral||
4828 animation[player[i].targetanimation].attack==normalattack)&&
4829 (animation[player[k].targetanimation].attack==neutral||
4830 animation[player[k].targetanimation].attack==normalattack)){
4832 if(player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0){
4833 if(findDistancefast(&player[k].coords,&player[i].coords)<.5*sq((player[i].scale+player[k].scale)*2.5)){
4834 rotatetarget=player[k].coords-player[i].coords;
4835 Normalise(&rotatetarget);
4836 player[k].coords=(player[k].coords+player[i].coords)/2;
4837 player[i].coords=player[k].coords-rotatetarget*fast_sqrt(.6)/2
4838 *sq((player[i].scale+player[k].scale)*2.5);
4839 player[k].coords+=rotatetarget*fast_sqrt(.6)/2*sq((player[i].scale+player[k].scale)*2.5);
4840 if(player[k].howactive==typeactive||hostile)
4841 if(player[k].isIdle()){
4842 if(player[k].howactive<typesleeping)
4843 setAnimation(k,player[k].getStop());
4844 else if(player[k].howactive==typesleeping)
4845 setAnimation(k,getupfromfrontanim);
4847 player[k].howactive=typeactive;
4849 if(player[i].howactive==typeactive||hostile)
4850 if(player[i].isIdle()){
4851 if(player[i].howactive<typesleeping)
4852 setAnimation(i,player[k].getStop());
4854 setAnimation(i,getupfromfrontanim);
4856 player[i].howactive=typeactive;
4859 //jump down on player
4861 if(k==0&&i!=0&&player[k].targetanimation==jumpdownanim&&
4862 !player[i].isCrouch()&&
4863 player[i].targetanimation!=rollanim&&
4864 !player[k].skeleton.oldfree&&!
4865 player[k].skeleton.free&&
4866 player[k].lastcollide<=0&&
4867 player[k].velocity.y<-10){
4868 player[i].velocity=player[k].velocity;
4869 player[k].velocity=player[k].velocity*-.5;
4870 player[k].velocity.y=player[i].velocity.y;
4871 player[i].DoDamage(20);
4872 player[i].RagDoll(0);
4873 player[k].lastcollide=1;
4874 award_bonus(k, AboveBonus);
4876 if(i==0&&k!=0&&player[i].targetanimation==jumpdownanim&&
4877 !player[k].isCrouch()&&
4878 player[k].targetanimation!=rollanim&&
4879 !player[i].skeleton.oldfree&&
4880 !player[i].skeleton.free&&
4881 player[i].lastcollide<=0&&
4882 player[i].velocity.y<-10){
4883 player[k].velocity=player[i].velocity;
4884 player[i].velocity=player[i].velocity*-.3;
4885 player[i].velocity.y=player[k].velocity.y;
4886 player[k].DoDamage(20);
4887 player[k].RagDoll(0);
4888 player[i].lastcollide=1;
4889 award_bonus(i, AboveBonus);
4895 player[i].CheckKick();
4896 player[k].CheckKick();
4902 void Game::doAI(int i){
4903 static bool connected;
4904 if(player[i].aitype!=playercontrolled&&indialogue==-1){
4905 player[i].jumpclimb=0;
4906 //disable movement in editor
4908 player[i].stunned=1;
4911 if(findDistancefastflat(&player[0].coords,&player[i].coords)<30&&
4912 player[0].coords.y>player[i].coords.y+2&&
4913 !player[0].onterrain)
4917 if(player[i].aitype==pathfindtype){
4918 if(player[i].finalpathfindpoint==-1){
4919 float closestdistance;
4925 for(int j=0;j<numpathpoints;j++)
4926 if(closest==-1||findDistancefast(&player[i].finalfinaltarget,&pathpoint[j])<closestdistance){
4927 closestdistance=findDistancefast(&player[i].finalfinaltarget,&pathpoint[j]);
4929 player[i].finaltarget=pathpoint[j];
4931 player[i].finalpathfindpoint=closest;
4932 for(int j=0;j<numpathpoints;j++)
4933 for(int k=0;k<numpathpointconnect[j];k++){
4934 DistancePointLine(&player[i].finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
4935 if(sq(tempdist)<closestdistance)
4936 if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<
4937 findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
4938 closestdistance=sq(tempdist);
4940 player[i].finaltarget=colpoint;
4943 player[i].finalpathfindpoint=closest;
4946 if(player[i].targetpathfindpoint==-1){
4947 float closestdistance;
4953 if(player[i].lastpathfindpoint==-1){
4954 for(int j=0;j<numpathpoints;j++){
4955 if(j!=player[i].lastpathfindpoint)
4956 if(closest==-1||(findDistancefast(&player[i].coords,&pathpoint[j])<closestdistance)){
4957 closestdistance=findDistancefast(&player[i].coords,&pathpoint[j]);
4961 player[i].targetpathfindpoint=closest;
4962 for(int j=0;j<numpathpoints;j++)
4963 if(j!=player[i].lastpathfindpoint)
4964 for(int k=0;k<numpathpointconnect[j];k++){
4965 DistancePointLine(&player[i].coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
4966 if(sq(tempdist)<closestdistance){
4967 if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<
4968 findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
4969 closestdistance=sq(tempdist);
4974 player[i].targetpathfindpoint=closest;
4978 for(int j=0;j<numpathpoints;j++)
4979 if(j!=player[i].lastpathfindpoint&&
4980 j!=player[i].lastpathfindpoint2&&
4981 j!=player[i].lastpathfindpoint3&&
4982 j!=player[i].lastpathfindpoint4){
4984 if(numpathpointconnect[j])
4985 for(int k=0;k<numpathpointconnect[j];k++)
4986 if(pathpointconnect[j][k]==player[i].lastpathfindpoint)
4989 if(numpathpointconnect[player[i].lastpathfindpoint])
4990 for(int k=0;k<numpathpointconnect[player[i].lastpathfindpoint];k++)
4991 if(pathpointconnect[player[i].lastpathfindpoint][k]==j)
4994 tempdist=findPathDist(j,player[i].finalpathfindpoint);
4995 if(closest==-1||tempdist<closestdistance){
4996 closestdistance=tempdist;
5001 player[i].targetpathfindpoint=closest;
5004 player[i].losupdatedelay-=multiplier;
5006 player[i].targetrotation=roughDirectionTo(player[i].coords,pathpoint[player[i].targetpathfindpoint]);
5007 player[i].lookrotation=player[i].targetrotation;
5009 //reached target point
5010 if(findDistancefastflat(&player[i].coords,&pathpoint[player[i].targetpathfindpoint])<.6){
5011 player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
5012 player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
5013 player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
5014 player[i].lastpathfindpoint=player[i].targetpathfindpoint;
5015 if(player[i].lastpathfindpoint2==-1)
5016 player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
5017 if(player[i].lastpathfindpoint3==-1)
5018 player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
5019 if(player[i].lastpathfindpoint4==-1)
5020 player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
5021 player[i].targetpathfindpoint=-1;
5023 if( findDistancefastflat(&player[i].coords,&player[i].finalfinaltarget)<
5024 findDistancefastflat(&player[i].coords,&player[i].finaltarget)||
5025 findDistancefastflat(&player[i].coords,&player[i].finaltarget)<.6*sq(player[i].scale*5)||
5026 player[i].lastpathfindpoint==player[i].finalpathfindpoint){
5027 player[i].aitype=passivetype;
5030 player[i].forwardkeydown=1;
5031 player[i].leftkeydown=0;
5032 player[i].backkeydown=0;
5033 player[i].rightkeydown=0;
5034 player[i].crouchkeydown=0;
5035 player[i].attackkeydown=0;
5036 player[i].throwkeydown=0;
5038 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)
5039 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5041 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5042 player[i].jumpkeydown=0;
5043 if((player[i].collided>.8&&player[i].jumppower>=5))
5044 player[i].jumpkeydown=1;
5046 if((tutoriallevel!=1||cananger)&&
5049 findDistancefast(&player[i].coords,&player[0].coords)<400&&
5050 player[i].occluded<25){
5051 if(findDistancefast(&player[i].coords,&player[0].coords)<12&&
5052 animation[player[0].targetanimation].height!=lowheight&&
5054 (player[0].coords.y<player[i].coords.y+5||player[0].onterrain))
5055 player[i].aitype=attacktypecutoff;
5056 if(findDistancefast(&player[i].coords,&player[0].coords)<30&&
5057 animation[player[0].targetanimation].height==highheight&&
5059 player[i].aitype=attacktypecutoff;
5061 if(player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
5062 player[i].losupdatedelay=.2;
5063 for(int j=0;j<numplayers;j++)
5064 if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype)
5065 if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
5066 if(findDistancefast(&player[i].coords,&player[j].coords)<400)
5067 if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
5068 if(player[j].coords.y<player[i].coords.y+5||player[j].onterrain)
5069 if(!player[j].isWallJump()&&-1==checkcollide(
5070 DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)
5071 *player[i].scale+player[i].coords,
5072 DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)
5073 *player[j].scale+player[j].coords)||
5074 (player[j].targetanimation==hanganim&&
5075 normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
5076 player[i].aitype=searchtype;
5077 player[i].lastchecktime=12;
5078 player[i].lastseen=player[j].coords;
5079 player[i].lastseentime=12;
5083 if(player[i].aitype==attacktypecutoff&&musictype!=2)
5084 if(player[i].creature!=wolftype){
5085 player[i].stunned=.6;
5086 player[i].surprised=.6;
5090 if(player[i].aitype!=passivetype&&leveltime>.5)
5091 player[i].howactive=typeactive;
5093 if(player[i].aitype==passivetype){
5094 player[i].aiupdatedelay-=multiplier;
5095 player[i].losupdatedelay-=multiplier;
5096 player[i].lastseentime+=multiplier;
5097 player[i].pausetime-=multiplier;
5098 if(player[i].lastseentime>1)
5099 player[i].lastseentime=1;
5101 if(player[i].aiupdatedelay<0){
5102 if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0){
5103 player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].waypoints[player[i].waypoint]);
5104 player[i].lookrotation=player[i].targetrotation;
5105 player[i].aiupdatedelay=.05;
5107 if(findDistancefastflat(&player[i].coords,&player[i].waypoints[player[i].waypoint])<1){
5108 if(player[i].waypointtype[player[i].waypoint]==wppause)
5109 player[i].pausetime=4;
5110 player[i].waypoint++;
5111 if(player[i].waypoint>player[i].numwaypoints-1)
5112 player[i].waypoint=0;
5117 if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0)
5118 player[i].forwardkeydown=1;
5120 player[i].forwardkeydown=0;
5121 player[i].leftkeydown=0;
5122 player[i].backkeydown=0;
5123 player[i].rightkeydown=0;
5124 player[i].crouchkeydown=0;
5125 player[i].attackkeydown=0;
5126 player[i].throwkeydown=0;
5128 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5129 if(!player[i].avoidsomething)
5130 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5132 XYZ leftpos,rightpos;
5133 float leftdist,rightdist;
5134 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5135 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5136 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5137 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5138 if(leftdist<rightdist)
5139 player[i].targetrotation+=90;
5141 player[i].targetrotation-=90;
5145 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5146 player[i].jumpkeydown=0;
5147 if((player[i].collided>.8&&player[i].jumppower>=5))
5148 player[i].jumpkeydown=1;
5153 if(player[i].howactive<=typesleeping)
5154 if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile)
5155 for(int j=0;j<numenvsounds;j++){
5156 float vol=player[i].howactive==typesleeping?envsoundvol[j]-14:envsoundvol[j];
5157 if(vol>0&&findDistancefast(&player[i].coords,&envsound[j])<
5158 2*(vol+vol*(player[i].creature==rabbittype)*3))
5159 player[i].aitype=attacktypecutoff;
5162 if(player[i].aitype!=passivetype){
5163 if(player[i].howactive==typesleeping)
5164 setAnimation(i,getupfromfrontanim);
5165 player[i].howactive=typeactive;
5169 if(player[i].howactive<typesleeping&&
5170 ((tutoriallevel!=1||cananger)&&hostile)&&
5172 findDistancefast(&player[i].coords,&player[0].coords)<400&&
5173 player[i].occluded<25){
5174 if(findDistancefast(&player[i].coords,&player[0].coords)<12&&
5175 animation[player[0].targetanimation].height!=lowheight&&!editorenabled)
5176 player[i].aitype=attacktypecutoff;
5177 if(findDistancefast(&player[i].coords,&player[0].coords)<30&&
5178 animation[player[0].targetanimation].height==highheight&&!editorenabled)
5179 player[i].aitype=attacktypecutoff;
5182 if(player[i].creature==wolftype){
5184 for(int j=0;j<numplayers;j++){
5185 if(j==0||(player[j].dead&&player[j].bloodloss>0)){
5186 float smelldistance=50;
5187 if(j==0&&player[j].num_weapons>0){
5188 if(weapons.bloody[player[j].weaponids[0]])
5190 if(player[j].num_weapons==2)
5191 if(weapons.bloody[player[j].weaponids[1]])
5196 windsmell=windvector;
5197 Normalise(&windsmell);
5198 windsmell=windsmell*2+player[j].coords;
5199 if(findDistancefast(&player[i].coords,&windsmell)<smelldistance&&!editorenabled)
5200 player[i].aitype=attacktypecutoff;
5205 if(player[i].howactive<typesleeping&&player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
5206 player[i].losupdatedelay=.2;
5207 for(int j=0;j<numplayers;j++){
5208 if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype){
5209 if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
5210 if(findDistancefast(&player[i].coords,&player[j].coords)<400)
5211 if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
5212 if((-1==checkcollide(
5213 DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*
5214 player[i].scale+player[i].coords,
5215 DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)*
5216 player[j].scale+player[j].coords)&&
5217 !player[j].isWallJump())||
5218 (player[j].targetanimation==hanganim&&
5219 normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
5220 player[i].lastseentime-=.2;
5221 if(j==0&&animation[player[j].targetanimation].height==lowheight)
5222 player[i].lastseentime-=.4;
5224 player[i].lastseentime-=.6;
5226 if(player[i].lastseentime<=0){
5227 player[i].aitype=searchtype;
5228 player[i].lastchecktime=12;
5229 player[i].lastseen=player[j].coords;
5230 player[i].lastseentime=12;
5237 if(player[i].aitype==attacktypecutoff&&musictype!=2){
5238 if(player[i].creature!=wolftype){
5239 player[i].stunned=.6;
5240 player[i].surprised=.6;
5242 if(player[i].creature==wolftype){
5243 player[i].stunned=.47;
5244 player[i].surprised=.47;
5252 if(player[i].aitype==searchtype){
5253 player[i].aiupdatedelay-=multiplier;
5254 player[i].losupdatedelay-=multiplier;
5255 if(!player[i].pause)
5256 player[i].lastseentime-=multiplier;
5257 player[i].lastchecktime-=multiplier;
5259 if(player[i].isRun()&&!player[i].onground){
5260 if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
5261 XYZ test2=player[i].coords+player[i].facing;
5263 XYZ test=player[i].coords+player[i].facing;
5265 j=checkcollide(test2,test,player[i].laststanding);
5267 j=checkcollide(test2,test);
5269 player[i].velocity=0;
5270 setAnimation(i,player[i].getStop());
5271 player[i].targetrotation+=180;
5272 player[i].stunned=.5;
5273 //player[i].aitype=passivetype;
5274 player[i].aitype=pathfindtype;
5275 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5276 player[i].finalpathfindpoint=-1;
5277 player[i].targetpathfindpoint=-1;
5278 player[i].lastpathfindpoint=-1;
5279 player[i].lastpathfindpoint2=-1;
5280 player[i].lastpathfindpoint3=-1;
5281 player[i].lastpathfindpoint4=-1;
5283 else player[i].laststanding=j;
5286 //check out last seen location
5287 if(player[i].aiupdatedelay<0){
5288 player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].lastseen);
5289 player[i].lookrotation=player[i].targetrotation;
5290 player[i].aiupdatedelay=.05;
5291 player[i].forwardkeydown=1;
5293 if(findDistancefastflat(&player[i].coords,&player[i].lastseen)<1*sq(player[i].scale*5)||player[i].lastchecktime<0){
5294 player[i].forwardkeydown=0;
5295 player[i].aiupdatedelay=1;
5296 player[i].lastseen.x+=(float(Random()%100)-50)/25;
5297 player[i].lastseen.z+=(float(Random()%100)-50)/25;
5298 player[i].lastchecktime=3;
5301 player[i].leftkeydown=0;
5302 player[i].backkeydown=0;
5303 player[i].rightkeydown=0;
5304 player[i].crouchkeydown=0;
5305 player[i].attackkeydown=0;
5306 player[i].throwkeydown=0;
5308 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5309 if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5311 XYZ leftpos,rightpos;
5312 float leftdist,rightdist;
5313 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5314 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5315 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5316 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5317 if(leftdist<rightdist)player[i].targetrotation+=90;
5318 else player[i].targetrotation-=90;
5322 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5323 player[i].jumpkeydown=0;
5324 if((player[i].collided>.8&&player[i].jumppower>=5))
5325 player[i].jumpkeydown=1;
5327 if(numenvsounds>0&&((tutoriallevel!=1||cananger)&&hostile))
5328 for(int k=0;k<numenvsounds;k++){
5329 if(findDistancefast(&player[i].coords,&envsound[k])<2*(envsoundvol[k]+envsoundvol[k]*(player[i].creature==rabbittype)*3)){
5330 player[i].aitype=attacktypecutoff;
5334 if(!player[0].dead&&
5335 player[i].losupdatedelay<0&&
5337 player[i].occluded<2&&
5338 ((tutoriallevel!=1||cananger)&&hostile)){
5339 player[i].losupdatedelay=.2;
5340 if(findDistancefast(&player[i].coords,&player[0].coords)<4&&animation[player[i].targetanimation].height!=lowheight){
5341 player[i].aitype=attacktypecutoff;
5342 player[i].lastseentime=1;
5344 if(abs(Random()%2)||animation[player[i].targetanimation].height!=lowheight)
5345 //TODO: factor out canSeePlayer()
5346 if(findDistancefast(&player[i].coords,&player[0].coords)<400)
5347 if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
5349 DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*
5350 player[i].scale+player[i].coords,
5351 DoRotation(playerJoint(0,head).position,0,player[0].rotation,0)*
5352 player[0].scale+player[0].coords)==-1)||
5353 (player[0].targetanimation==hanganim&&normaldotproduct(
5354 player[0].facing,player[i].coords-player[0].coords)<0)){
5355 /* //TODO: changed j to 0 on a whim, make sure this is correct
5356 (player[j].targetanimation==hanganim&&normaldotproduct(
5357 player[j].facing,player[i].coords-player[j].coords)<0)
5359 player[i].aitype=attacktypecutoff;
5360 player[i].lastseentime=1;
5364 if(player[i].lastseentime<0){
5365 //player[i].aitype=passivetype;
5367 player[i].aitype=pathfindtype;
5368 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5369 player[i].finalpathfindpoint=-1;
5370 player[i].targetpathfindpoint=-1;
5371 player[i].lastpathfindpoint=-1;
5372 player[i].lastpathfindpoint2=-1;
5373 player[i].lastpathfindpoint3=-1;
5374 player[i].lastpathfindpoint4=-1;
5378 if(player[i].aitype!=gethelptype)
5379 player[i].runninghowlong=0;
5381 //get help from buddies
5382 if(player[i].aitype==gethelptype){
5383 player[i].runninghowlong+=multiplier;
5384 player[i].aiupdatedelay-=multiplier;
5386 if(player[i].aiupdatedelay<0||player[i].ally==0){
5387 player[i].aiupdatedelay=.2;
5390 //TODO: factor out closest search somehow
5391 if(!player[i].ally){
5393 float closestdist=-1;
5394 for(int k=0;k<numplayers;k++){
5395 if(k!=i&&k!=0&&!player[k].dead&&
5396 player[k].howactive<typedead1&&
5397 !player[k].skeleton.free&&
5398 player[k].aitype==passivetype){
5399 float distance=findDistancefast(&player[i].coords,&player[k].coords);
5400 if(closestdist==-1||distance<closestdist){
5401 closestdist=distance;
5408 player[i].ally=closest;
5411 player[i].lastseen=player[0].coords;
5412 player[i].lastseentime=12;
5416 player[i].lastchecktime=12;
5418 XYZ facing=player[i].coords;
5419 XYZ flatfacing=player[player[i].ally].coords;
5420 facing.y+=playerJoint(i,head).position.y*player[i].scale;
5421 flatfacing.y+=playerJoint(player[i].ally,head).position.y*player[player[i].ally].scale;
5422 if(-1!=checkcollide(facing,flatfacing))
5423 player[i].lastseentime-=.1;
5425 //no available ally, run back to player
5426 if(player[i].ally<=0||
5427 player[player[i].ally].skeleton.free||
5428 player[player[i].ally].aitype!=passivetype||
5429 player[i].lastseentime<=0){
5430 player[i].aitype=searchtype;
5431 player[i].lastseentime=12;
5435 if(player[i].ally>0){
5436 player[i].targetrotation=roughDirectionTo(player[i].coords,player[player[i].ally].coords);
5437 player[i].lookrotation=player[i].targetrotation;
5438 player[i].aiupdatedelay=.05;
5439 player[i].forwardkeydown=1;
5441 if(findDistancefastflat(&player[i].coords,&player[player[i].ally].coords)<3){
5442 player[i].aitype=searchtype;
5443 player[i].lastseentime=12;
5444 player[player[i].ally].aitype=searchtype;
5445 if(player[player[i].ally].lastseentime<player[i].lastseentime){
5446 player[player[i].ally].lastseen=player[i].lastseen;
5447 player[player[i].ally].lastseentime=player[i].lastseentime;
5448 player[player[i].ally].lastchecktime=player[i].lastchecktime;
5452 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5453 if(!player[i].avoidsomething)
5454 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5456 XYZ leftpos,rightpos;
5457 float leftdist,rightdist;
5458 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5459 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5460 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5461 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5462 if(leftdist<rightdist)
5463 player[i].targetrotation+=90;
5465 player[i].targetrotation-=90;
5470 player[i].leftkeydown=0;
5471 player[i].backkeydown=0;
5472 player[i].rightkeydown=0;
5473 player[i].crouchkeydown=0;
5474 player[i].attackkeydown=0;
5476 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5477 player[i].jumpkeydown=0;
5478 if(player[i].collided>.8&&player[i].jumppower>=5)
5479 player[i].jumpkeydown=1;
5482 //retreiving a weapon on the ground
5483 if(player[i].aitype==getweapontype){
5484 player[i].aiupdatedelay-=multiplier;
5485 player[i].lastchecktime-=multiplier;
5487 if(player[i].aiupdatedelay<0){
5488 player[i].aiupdatedelay=.2;
5491 if(player[i].ally<0){
5493 float closestdist=-1;
5494 for(int k=0;k<weapons.numweapons;k++)
5495 if(weapons.owner[k]==-1){
5496 float distance=findDistancefast(&player[i].coords,&weapons.position[k]);
5497 if(closestdist==-1||distance<closestdist){
5498 closestdist=distance;
5504 player[i].ally=closest;
5509 player[i].lastseentime=12;
5511 if(!player[0].dead&&((tutoriallevel!=1||cananger)&&hostile))
5512 if(player[i].ally<0||player[i].weaponactive!=-1||player[i].lastchecktime<=0){
5513 player[i].aitype=attacktypecutoff;
5514 player[i].lastseentime=1;
5517 if(player[i].ally>=0){
5518 if(weapons.owner[player[i].ally]!=-1||
5519 findDistancefast(&player[i].coords,&weapons.position[player[i].ally])>16){
5520 player[i].aitype=attacktypecutoff;
5521 player[i].lastseentime=1;
5523 //TODO: factor these out as moveToward()
5524 player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[player[i].ally]);
5525 player[i].lookrotation=player[i].targetrotation;
5526 player[i].aiupdatedelay=.05;
5527 player[i].forwardkeydown=1;
5530 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5531 if(!player[i].avoidsomething)
5532 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5534 XYZ leftpos,rightpos;
5535 float leftdist,rightdist;
5536 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5537 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5538 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5539 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5540 if(leftdist<rightdist)
5541 player[i].targetrotation+=90;
5543 player[i].targetrotation-=90;
5548 player[i].leftkeydown=0;
5549 player[i].backkeydown=0;
5550 player[i].rightkeydown=0;
5551 player[i].attackkeydown=0;
5552 player[i].throwkeydown=1;
5553 player[i].crouchkeydown=0;
5554 if(player[i].targetanimation!=crouchremoveknifeanim&&
5555 player[i].targetanimation!=removeknifeanim)
5556 player[i].throwtogglekeydown=0;
5557 player[i].drawkeydown=0;
5559 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5560 player[i].jumpkeydown=0;
5561 if((player[i].collided>.8&&player[i].jumppower>=5))
5562 player[i].jumpkeydown=1;
5565 if(player[i].aitype==attacktypecutoff){
5566 player[i].aiupdatedelay-=multiplier;
5567 //dodge or reverse rabbit kicks, knife throws, flips
5568 if(player[i].damage<player[i].damagetolerance*2/3)
5569 if((player[0].targetanimation==rabbitkickanim||
5570 player[0].targetanimation==knifethrowanim||
5571 (player[0].isFlip()&&
5572 normaldotproduct(player[0].facing,player[0].coords-player[i].coords)<0))&&
5573 !player[0].skeleton.free&&
5574 (player[i].aiupdatedelay<.1)){
5575 player[i].attackkeydown=0;
5576 if(player[i].isIdle())
5577 player[i].crouchkeydown=1;
5578 if(player[0].targetanimation!=rabbitkickanim&&player[0].weaponactive!=-1){
5579 if(weapons.type[player[0].weaponids[0]]==knife){
5580 if(player[i].isIdle()||player[i].isCrouch()||player[i].isRun()||player[i].isFlip()){
5581 if(abs(Random()%2==0))
5582 setAnimation(i,backhandspringanim);
5584 setAnimation(i,rollanim);
5585 player[i].targetrotation+=90*(abs(Random()%2)*2-1);
5586 player[i].wentforweapon=0;
5588 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim)
5589 setAnimation(i,flipanim);
5592 player[i].forwardkeydown=0;
5593 player[i].aiupdatedelay=.02;
5595 //get confused by flips
5596 if(player[0].isFlip()&&
5597 !player[0].skeleton.free&&
5598 player[0].targetanimation!=walljumprightkickanim&&
5599 player[0].targetanimation!=walljumpleftkickanim){
5600 if(findDistancefast(&player[0].coords,&player[i].coords)<25)
5601 if((1-player[i].damage/player[i].damagetolerance)>.5)
5602 player[i].stunned=1;
5604 //go for weapon on the ground
5605 if(player[i].wentforweapon<3)
5606 for(int k=0;k<weapons.numweapons;k++)
5607 if(player[i].creature!=wolftype)
5608 if(player[i].num_weapons==0&&
5609 weapons.owner[k]==-1&&
5610 weapons.velocity[i].x==0&&
5611 weapons.velocity[i].z==0&&
5612 weapons.velocity[i].y==0){
5613 if(findDistancefast(&player[i].coords,&weapons.position[k])<16){
5614 player[i].wentforweapon++;
5615 player[i].lastchecktime=6;
5616 player[i].aitype=getweapontype;
5620 //dodge/reverse walljump kicks
5621 if(player[i].damage<player[i].damagetolerance/2)
5622 if(animation[player[i].targetanimation].height!=highheight)
5623 if(player[i].damage<player[i].damagetolerance*.5&&
5624 ((player[0].targetanimation==walljumprightkickanim||
5625 player[0].targetanimation==walljumpleftkickanim)&&
5626 ((player[i].aiupdatedelay<.15&&
5628 (player[i].aiupdatedelay<.08&&
5630 player[i].crouchkeydown=1;
5632 //walked off a ledge (?)
5633 if(player[i].isRun()&&!player[i].onground)
5634 if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
5635 XYZ test2=player[i].coords+player[i].facing;
5637 XYZ test=player[i].coords+player[i].facing;
5639 j=checkcollide(test2,test,player[i].laststanding);
5641 j=checkcollide(test2,test);
5643 player[i].velocity=0;
5644 setAnimation(i,player[i].getStop());
5645 player[i].targetrotation+=180;
5646 player[i].stunned=.5;
5647 player[i].aitype=pathfindtype;
5648 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5649 player[i].finalpathfindpoint=-1;
5650 player[i].targetpathfindpoint=-1;
5651 player[i].lastpathfindpoint=-1;
5652 player[i].lastpathfindpoint2=-1;
5653 player[i].lastpathfindpoint3=-1;
5654 player[i].lastpathfindpoint4=-1;
5656 player[i].laststanding=j;
5658 //lose sight of player in the air (?)
5659 if(player[0].coords.y>player[i].coords.y+5&&
5660 animation[player[0].targetanimation].height!=highheight&&
5661 !player[0].onterrain){
5662 player[i].aitype=pathfindtype;
5663 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5664 player[i].finalpathfindpoint=-1;
5665 player[i].targetpathfindpoint=-1;
5666 player[i].lastpathfindpoint=-1;
5667 player[i].lastpathfindpoint2=-1;
5668 player[i].lastpathfindpoint3=-1;
5669 player[i].lastpathfindpoint4=-1;
5671 //it's time to think (?)
5672 if(player[i].aiupdatedelay<0&&
5673 !animation[player[i].targetanimation].attack&&
5674 player[i].targetanimation!=staggerbackhighanim&&
5675 player[i].targetanimation!=staggerbackhardanim&&
5676 player[i].targetanimation!=backhandspringanim&&
5677 player[i].targetanimation!=dodgebackanim){
5679 if(player[i].weaponactive==-1&&player[i].num_weapons>0)
5680 player[i].drawkeydown=Random()%2;
5682 player[i].drawkeydown=0;
5683 player[i].rabbitkickenabled=Random()%2;
5685 XYZ rotatetarget=player[0].coords+player[0].velocity;
5686 XYZ targetpoint=player[0].coords;
5687 if(findDistancefast(&player[0].coords,&player[i].coords)<
5688 findDistancefast(&rotatetarget,&player[i].coords))
5689 targetpoint+=player[0].velocity*
5690 findDistance(&player[0].coords,&player[i].coords)/findLength(&player[i].velocity);
5691 player[i].targetrotation=roughDirectionTo(player[i].coords,targetpoint);
5692 player[i].lookrotation=player[i].targetrotation;
5693 player[i].aiupdatedelay=.2+fabs((float)(Random()%100)/1000);
5695 if(findDistancefast(&player[i].coords,&player[0].coords)>5&&(player[0].weaponactive==-1||player[i].weaponactive!=-1))
5696 player[i].forwardkeydown=1;
5697 else if((findDistancefast(&player[i].coords,&player[0].coords)>16||
5698 findDistancefast(&player[i].coords,&player[0].coords)<9)&&
5699 player[0].weaponactive!=-1)
5700 player[i].forwardkeydown=1;
5701 else if(Random()%6==0||(player[i].creature==wolftype&&Random()%3==0))
5702 player[i].forwardkeydown=1;
5704 player[i].forwardkeydown=0;
5705 //chill out around the corpse
5707 player[i].forwardkeydown=0;
5709 player[i].forwardkeydown=1;
5710 if(Random()%100==0){
5711 player[i].aitype=pathfindtype;
5712 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5713 player[i].finalpathfindpoint=-1;
5714 player[i].targetpathfindpoint=-1;
5715 player[i].lastpathfindpoint=-1;
5716 player[i].lastpathfindpoint2=-1;
5717 player[i].lastpathfindpoint3=-1;
5718 player[i].lastpathfindpoint4=-1;
5721 player[i].leftkeydown=0;
5722 player[i].backkeydown=0;
5723 player[i].rightkeydown=0;
5724 player[i].crouchkeydown=0;
5725 player[i].throwkeydown=0;
5727 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)
5728 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5730 if(Random()%2==0||player[i].weaponactive!=-1||player[i].creature==wolftype)
5731 player[i].attackkeydown=1;
5733 player[i].attackkeydown=0;
5734 if(player[i].isRun()&&Random()%6&&findDistancefast(&player[i].coords,&player[0].coords)>7)
5735 player[i].attackkeydown=0;
5738 if(player[i].aitype!=playercontrolled&&
5739 (player[i].isIdle()||
5740 player[i].isCrouch()||
5741 player[i].isRun())){
5743 for(int j=0;j<numplayers;j++)
5744 if(j!=i&&!player[j].skeleton.free&&
5745 player[j].hasvictim&&
5746 (tutoriallevel==1&&reversaltrain||
5747 Random()%2==0&&difficulty==2||
5748 Random()%4==0&&difficulty==1||
5749 Random()%8==0&&difficulty==0||
5750 player[j].lastattack2==player[j].targetanimation&&
5751 player[j].lastattack3==player[j].targetanimation&&
5752 (Random()%2==0||difficulty==2)||
5753 (player[i].isIdle()||player[i].isRun())&&
5754 player[j].weaponactive!=-1||
5755 player[j].targetanimation==swordslashanim&&
5756 player[i].weaponactive!=-1||
5757 player[j].targetanimation==staffhitanim||
5758 player[j].targetanimation==staffspinhitanim))
5759 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<4&&
5760 player[j].victim==&player[i]&&
5761 (player[j].targetanimation==sweepanim||
5762 player[j].targetanimation==spinkickanim||
5763 player[j].targetanimation==staffhitanim||
5764 player[j].targetanimation==staffspinhitanim||
5765 player[j].targetanimation==winduppunchanim||
5766 player[j].targetanimation==upunchanim||
5767 player[j].targetanimation==wolfslapanim||
5768 player[j].targetanimation==knifeslashstartanim||
5769 player[j].targetanimation==swordslashanim&&
5770 (findDistancefast(&player[j].coords,&player[i].coords)<2||
5771 player[i].weaponactive!=-1))){
5778 player[target].Reverse();
5781 if(player[i].collided<1)
5782 player[i].jumpkeydown=0;
5783 if(player[i].collided>.8&&player[i].jumppower>=5||
5784 findDistancefast(&player[i].coords,&player[0].coords)>400&&
5785 player[i].onterrain&&
5786 player[i].creature==rabbittype)
5787 player[i].jumpkeydown=1;
5788 //TODO: why are we controlling the human?
5789 if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
5790 player[0].jumpkeydown=0;
5791 if(player[0].targetanimation==jumpdownanim&&
5792 findDistancefast(&player[0].coords,&player[i].coords)<40)
5793 player[i].crouchkeydown=1;
5794 if(player[i].jumpkeydown)
5795 player[i].attackkeydown=0;
5797 if(tutoriallevel==1)
5799 player[i].attackkeydown=0;
5802 XYZ facing=player[i].coords;
5803 XYZ flatfacing=player[0].coords;
5804 facing.y+=playerJoint(i,head).position.y*player[i].scale;
5805 flatfacing.y+=playerJoint(0,head).position.y*player[0].scale;
5806 if(player[i].occluded>=2)
5807 if(-1!=checkcollide(facing,flatfacing)){
5808 if(!player[i].pause)
5809 player[i].lastseentime-=.2;
5810 if(player[i].lastseentime<=0&&
5811 (player[i].creature!=wolftype||
5812 player[i].weaponstuck==-1)){
5813 player[i].aitype=searchtype;
5814 player[i].lastchecktime=12;
5815 player[i].lastseen=player[0].coords;
5816 player[i].lastseentime=12;
5819 player[i].lastseentime=1;
5822 if(animation[player[0].targetanimation].height==highheight&&
5823 (player[i].aitype==attacktypecutoff||
5824 player[i].aitype==searchtype))
5825 if(player[0].coords.y>terrain.getHeight(player[0].coords.x,player[0].coords.z)+10){
5826 XYZ test=player[0].coords;
5828 if(-1==checkcollide(player[0].coords,test))
5829 player[i].stunned=1;
5832 if(player[i].aitype==passivetype&&!(player[i].numwaypoints>1)||
5833 player[i].stunned>0||
5834 player[i].pause&&player[i].damage>player[i].superpermanentdamage){
5836 player[i].lastseentime=1;
5837 player[i].targetrotation=player[i].rotation;
5838 player[i].forwardkeydown=0;
5839 player[i].leftkeydown=0;
5840 player[i].backkeydown=0;
5841 player[i].rightkeydown=0;
5842 player[i].jumpkeydown=0;
5843 player[i].attackkeydown=0;
5844 player[i].crouchkeydown=0;
5845 player[i].throwkeydown=0;
5853 XYZ flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
5856 if(player[i].aitype==attacktypecutoff){
5857 player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[0].coords);
5858 player[i].targetheadrotation2=pitchTo(player[i].coords,player[0].coords);
5859 }else if(player[i].howactive>=typesleeping){
5860 player[i].targetheadrotation=player[i].targetrotation;
5861 player[i].targetheadrotation2=0;
5863 if(player[i].interestdelay<=0){
5864 player[i].interestdelay=.7+(float)(abs(Random()%100))/100;
5865 player[i].headtarget=player[i].coords;
5866 player[i].headtarget.x+=(float)(abs(Random()%200)-100)/100;
5867 player[i].headtarget.z+=(float)(abs(Random()%200)-100)/100;
5868 player[i].headtarget.y+=(float)(abs(Random()%200)-100)/300;
5869 player[i].headtarget+=player[i].facing*1.5;
5871 player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[i].headtarget);
5872 player[i].targetheadrotation2=pitchTo(player[i].coords,player[i].headtarget);
5878 static XYZ facing,flatfacing;
5883 for(int i=0;i<15;i++){
5884 displaytime[i]+=multiplier;
5890 if(Input::isKeyPressed(SDLK_F6)){
5891 if(Input::isKeyDown(SDLK_LSHIFT))
5894 stereoreverse=false;
5897 printf("Stereo reversed\n");
5899 printf("Stereo unreversed\n");
5902 if(Input::isKeyDown(SDLK_F7)){
5903 if(Input::isKeyDown(SDLK_LSHIFT))
5904 stereoseparation -= 0.001;
5906 stereoseparation -= 0.010;
5907 printf("Stereo decreased increased to %f\n", stereoseparation);
5910 if(Input::isKeyDown(SDLK_F8)){
5911 if(Input::isKeyDown(SDLK_LSHIFT))
5912 stereoseparation += 0.001;
5914 stereoseparation += 0.010;
5915 printf("Stereo separation increased to %f\n", stereoseparation);
5919 if(Input::isKeyPressed(SDLK_TAB)&&tutoriallevel){
5920 if(tutorialstage!=51)
5921 tutorialstagetime=tutorialmaxtime;
5922 emit_sound_np(consolefailsound, 128.);
5926 Values of mainmenu :
5928 2 Menu pause (resume/end game)
5930 4 Controls configuration menu
5931 5 Main game menu (choose level or challenge)
5932 6 Deleting user menu
5933 7 User managment menu (select/add)
5934 8 Choose difficulty menu
5935 9 Challenge level selection menu
5936 10 End of the campaign congratulation (is that really a menu?)
5937 11 Same that 9 ??? => unused
5938 18 stereo configuration
5943 if(mainmenu&&endgame==1)
5945 //escape key pressed
5946 //TODO: there must be code somewhere else that handles clicking the Back button, merge it with this
5947 if(Input::isKeyPressed(SDLK_ESCAPE)&&
5948 (gameon||mainmenu==0||(mainmenu>=3&&mainmenu!=8&&!(mainmenu==7&&entername)))){
5950 if(mainmenu==0&&!winfreeze)
5952 else if(mainmenu==0&&winfreeze&&campaignchoosenext[campaignchoicewhich[whichchoice]]==1){
5956 }else if(mainmenu==1||mainmenu==2)
5957 mainmenu=0; //unpause
5959 if(musictoggle&&(mainmenu==1||mainmenu==2||mainmenu==100)){
5960 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5961 emit_stream_np(stream_menutheme);
5962 pause_sound(leveltheme);
5964 //on resume, play level music
5966 pause_sound(stream_menutheme);
5967 resume_stream(leveltheme);
5969 //finished with settings menu
5971 SaveSettings(*this);
5974 if(mainmenu>=3&&mainmenu!=8){
5981 mainmenu=gameon?2:1; break;
5984 case 6: case 7: case 9: case 10: case 100:
5995 if(hostile==1)hostiletime+=multiplier;
5997 if(!winfreeze)leveltime+=multiplier;
6000 if(Input::isKeyPressed(SDLK_v)&&debugmode){
6003 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6007 if(Input::isKeyPressed(chatkey)&&!console&&!chatting&&debugmode)
6011 inputText(displaytext[0],&displayselected,&displaychars[0]);
6013 if(displaychars[0]){
6014 for(int j=0;j<255;j++)
6015 displaytext[0][j]=0;
6022 displayblinkdelay-=multiplier;
6023 if(displayblinkdelay<=0){
6024 displayblinkdelay=.3;
6025 displayblink=1-displayblink;
6031 if(Input::isKeyPressed(SDLK_BACKQUOTE)&&debugmode){
6034 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6043 if(console&&!Input::isKeyDown(SDLK_LMETA)){
6044 inputText(consoletext[0],&consoleselected,&consolechars[0]);
6047 if(consolechars[0]>0){
6048 consoletext[0][consolechars[0]]=' ';
6049 cmd_dispatch(this, consoletext[0]);
6050 for(int k=14;k>=1;k--){
6051 for(int j=0;j<255;j++)
6052 consoletext[k][j]=consoletext[k-1][j];
6053 consolechars[k]=consolechars[k-1];
6055 for(int j=0;j<255;j++)
6056 consoletext[0][j]=0;
6062 consoleblinkdelay-=multiplier;
6063 if(consoleblinkdelay<=0){
6064 consoleblinkdelay=.3;
6065 consoleblink=1-consoleblink;
6071 if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
6074 SaveSettings(*this);
6078 static int oldwinfreeze;
6079 if(winfreeze&&!oldwinfreeze){
6080 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6081 emit_sound_np(consolesuccesssound);
6084 oldwinfreeze=winfreeze;
6088 if((Input::isKeyPressed(jumpkey)||Input::isKeyPressed(SDLK_SPACE))&&!campaign)
6091 if((Input::isKeyDown(SDLK_ESCAPE))&&!campaign&&gameon){
6095 }else if(winfreeze){
6103 //TODO: what is this test?
6104 if(!freeze&&!winfreeze&&!(mainmenu&&gameon)&&(gameon||!gamestarted)){
6109 talkdelay-=multiplier;
6111 if(talkdelay<=0&&indialogue==-1&&animation[player[0].targetanimation].height!=highheight)
6112 for(int i=0;i<numdialogues;i++){
6113 int realdialoguetype;
6115 if(dialoguetype[i]>49){
6116 realdialoguetype=dialoguetype[i]-50;
6119 else if(dialoguetype[i]>39){
6120 realdialoguetype=dialoguetype[i]-40;
6123 else if(dialoguetype[i]>29){
6124 realdialoguetype=dialoguetype[i]-30;
6127 else if(dialoguetype[i]>19){
6128 realdialoguetype=dialoguetype[i]-20;
6131 else if(dialoguetype[i]>9){
6132 realdialoguetype=dialoguetype[i]-10;
6136 realdialoguetype=dialoguetype[i];
6139 if((!hostile||dialoguetype[i]>40&&dialoguetype[i]<50)&&
6140 realdialoguetype<numplayers&&
6141 realdialoguetype>0&&
6142 (dialoguegonethrough[i]==0||!special)&&
6143 (special||Input::isKeyPressed(attackkey))){
6144 if(findDistancefast(&player[0].coords,&player[realdialoguetype].coords)<6||
6145 player[realdialoguetype].howactive>=typedead1||
6146 dialoguetype[i]>40&&dialoguetype[i]<50){
6148 for(int j=0;j<numdialogueboxes[whichdialogue];j++){
6149 player[participantfocus[whichdialogue][j]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
6150 player[participantfocus[whichdialogue][j]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
6151 player[participantfocus[whichdialogue][j]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
6152 player[participantfocus[whichdialogue][j]].velocity=0;
6153 player[participantfocus[whichdialogue][j]].targetanimation=player[participantfocus[whichdialogue][j]].getIdle();
6154 player[participantfocus[whichdialogue][j]].targetframe=0;
6159 dialoguegonethrough[i]++;
6160 if(dialogueboxsound[whichdialogue][indialogue]!=0){
6161 playdialogueboxsound();
6167 windvar+=multiplier;
6168 smoketex+=multiplier;
6169 tutorialstagetime+=multiplier;
6172 static float hotspotvisual[40];
6176 for(int i=0;i<numhotspots;i++)
6177 hotspotvisual[i]-=multiplier/320;
6179 for(int i=0;i<numhotspots;i++){
6180 //if(hotspottype[i]<=10)
6181 while(hotspotvisual[i]<0){
6183 hotspotsprite.x=float(abs(Random()%100000))/100000*hotspotsize[i];
6184 hotspotsprite=DoRotation(hotspotsprite,0,0,Random()%360);
6185 hotspotsprite=DoRotation(hotspotsprite,0,Random()%360,0);
6186 hotspotsprite+=hotspot[i];
6187 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite*0, 1,0.5,0, 7, 0.4);
6188 hotspotvisual[i]+=0.1/hotspotsize[i]/hotspotsize[i]/hotspotsize[i];
6192 for(int i=0;i<numhotspots;i++){
6193 if(hotspottype[i]<=10&&hotspottype[i]>0){
6194 hotspot[i]=player[hotspottype[i]].coords;
6205 if(tutoriallevel!=1){
6208 bonus!=spinecrusher&&
6209 bonus!=tracheotomy&&
6212 emit_sound_np(consolesuccesssound);
6214 } else if(bonustime==0){
6215 emit_sound_np(fireendsound);
6218 if(bonus!=solidhit&&
6220 bonus!=threexcombo&&
6225 bonusnum[bonus]+=0.15;
6228 bonusvalue/=bonusnum[bonus];
6229 bonustotal+=bonusvalue;
6231 bonustime+=multiplier;
6234 if(environment==snowyenvironment){
6235 precipdelay-=multiplier;
6236 while(precipdelay<0){
6240 XYZ footvel,footpoint;
6243 footpoint=viewer+viewerfacing*6;
6244 footpoint.y+=((float)abs(Random()%1200))/100-6;
6245 footpoint.x+=((float)abs(Random()%1200))/100-6;
6246 footpoint.z+=((float)abs(Random()%1200))/100-6;
6247 Sprite::MakeSprite(snowsprite, footpoint,footvel, 1,1,1, .1, 1);
6252 doAerialAcrobatics();
6255 static XYZ oldviewer;
6259 player[0].forwardkeydown=Input::isKeyDown(forwardkey);
6260 player[0].leftkeydown=Input::isKeyDown(leftkey);
6261 player[0].backkeydown=Input::isKeyDown(backkey);
6262 player[0].rightkeydown=Input::isKeyDown(rightkey);
6263 player[0].jumpkeydown=Input::isKeyDown(jumpkey);
6264 player[0].crouchkeydown=Input::isKeyDown(crouchkey);
6265 player[0].drawkeydown=Input::isKeyDown(drawkey);
6266 player[0].throwkeydown=Input::isKeyDown(throwkey);
6270 player[0].forwardkeydown=0;
6271 player[0].leftkeydown=0;
6272 player[0].backkeydown=0;
6273 player[0].rightkeydown=0;
6274 player[0].jumpkeydown=0;
6275 player[0].crouchkeydown=0;
6276 player[0].drawkeydown=0;
6277 player[0].throwkeydown=0;
6280 if(!player[0].jumpkeydown)
6281 player[0].jumpclimb=0;
6290 facing=DoRotation(facing,-rotation2,0,0);
6291 facing=DoRotation(facing,0,0-rotation,0);
6296 flatfacing=DoRotation(flatfacing,0,-rotation,0);
6298 if(Input::isKeyDown(forwardkey))
6299 viewer+=facing*multiplier*4;
6300 if(Input::isKeyDown(backkey))
6301 viewer-=facing*multiplier*4;
6302 if(Input::isKeyDown(leftkey))
6303 viewer+=DoRotation(flatfacing*multiplier,0,90,0)*4;
6304 if(Input::isKeyDown(rightkey))
6305 viewer+=DoRotation(flatfacing*multiplier,0,-90,0)*4;
6306 if(Input::isKeyDown(jumpkey))
6307 viewer.y+=multiplier*4;
6308 if(Input::isKeyDown(crouchkey))
6309 viewer.y-=multiplier*4;
6310 if( Input::isKeyPressed(SDLK_1)||
6311 Input::isKeyPressed(SDLK_2)||
6312 Input::isKeyPressed(SDLK_3)||
6313 Input::isKeyPressed(SDLK_4)||
6314 Input::isKeyPressed(SDLK_5)||
6315 Input::isKeyPressed(SDLK_6)||
6316 Input::isKeyPressed(SDLK_7)||
6317 Input::isKeyPressed(SDLK_8)||
6318 Input::isKeyPressed(SDLK_9)||
6319 Input::isKeyPressed(SDLK_0)||
6320 Input::isKeyPressed(SDLK_MINUS)){
6322 if(Input::isKeyPressed(SDLK_1))whichend=1;
6323 if(Input::isKeyPressed(SDLK_2))whichend=2;
6324 if(Input::isKeyPressed(SDLK_3))whichend=3;
6325 if(Input::isKeyPressed(SDLK_4))whichend=4;
6326 if(Input::isKeyPressed(SDLK_5))whichend=5;
6327 if(Input::isKeyPressed(SDLK_6))whichend=6;
6328 if(Input::isKeyPressed(SDLK_7))whichend=7;
6329 if(Input::isKeyPressed(SDLK_8))whichend=8;
6330 if(Input::isKeyPressed(SDLK_9))whichend=9;
6331 if(Input::isKeyPressed(SDLK_0))whichend=0;
6332 if(Input::isKeyPressed(SDLK_MINUS))
6335 participantfocus[whichdialogue][indialogue]=whichend;
6336 participantlocation[whichdialogue][whichend]=player[whichend].coords;
6337 participantrotation[whichdialogue][whichend]=player[whichend].rotation;
6340 participantfocus[whichdialogue][indialogue]=-1;
6342 if(player[participantfocus[whichdialogue][indialogue]].dead){
6347 dialoguecamera[whichdialogue][indialogue]=viewer;
6348 dialoguecamerarotation[whichdialogue][indialogue]=rotation;
6349 dialoguecamerarotation2[whichdialogue][indialogue]=rotation2;
6351 if(indialogue<numdialogueboxes[whichdialogue]){
6352 if(dialogueboxsound[whichdialogue][indialogue]!=0){
6353 playdialogueboxsound();
6357 for(int j=0;j<numplayers;j++){
6358 participantfacing[whichdialogue][indialogue][j]=participantfacing[whichdialogue][indialogue-1][j];
6361 //TODO: should these be KeyDown or KeyPressed?
6362 if( Input::isKeyDown(SDLK_KP1)||
6363 Input::isKeyDown(SDLK_KP2)||
6364 Input::isKeyDown(SDLK_KP3)||
6365 Input::isKeyDown(SDLK_KP4)||
6366 Input::isKeyDown(SDLK_KP5)||
6367 Input::isKeyDown(SDLK_KP6)||
6368 Input::isKeyDown(SDLK_KP7)||
6369 Input::isKeyDown(SDLK_KP8)||
6370 Input::isKeyDown(SDLK_KP9)||
6371 Input::isKeyDown(SDLK_KP0)){
6373 if(Input::isKeyDown(SDLK_KP1))whichend=1;
6374 if(Input::isKeyDown(SDLK_KP2))whichend=2;
6375 if(Input::isKeyDown(SDLK_KP3))whichend=3;
6376 if(Input::isKeyDown(SDLK_KP4))whichend=4;
6377 if(Input::isKeyDown(SDLK_KP5))whichend=5;
6378 if(Input::isKeyDown(SDLK_KP6))whichend=6;
6379 if(Input::isKeyDown(SDLK_KP7))whichend=7;
6380 if(Input::isKeyDown(SDLK_KP8))whichend=8;
6381 if(Input::isKeyDown(SDLK_KP9))whichend=9;
6382 if(Input::isKeyDown(SDLK_KP0))whichend=0;
6383 participantfacing[whichdialogue][indialogue][whichend]=facing;
6385 if(indialogue>=numdialogueboxes[whichdialogue]){
6392 pause_sound(whooshsound);
6393 viewer=dialoguecamera[whichdialogue][indialogue];
6394 viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.1);
6395 rotation=dialoguecamerarotation[whichdialogue][indialogue];
6396 rotation2=dialoguecamerarotation2[whichdialogue][indialogue];
6397 if(dialoguetime>0.5)
6398 if( Input::isKeyPressed(SDLK_1)||
6399 Input::isKeyPressed(SDLK_2)||
6400 Input::isKeyPressed(SDLK_3)||
6401 Input::isKeyPressed(SDLK_4)||
6402 Input::isKeyPressed(SDLK_5)||
6403 Input::isKeyPressed(SDLK_6)||
6404 Input::isKeyPressed(SDLK_7)||
6405 Input::isKeyPressed(SDLK_8)||
6406 Input::isKeyPressed(SDLK_9)||
6407 Input::isKeyPressed(SDLK_0)||
6408 Input::isKeyPressed(SDLK_MINUS)||
6409 Input::isKeyPressed(attackkey)){
6411 if(indialogue<numdialogueboxes[whichdialogue]){
6412 if(dialogueboxsound[whichdialogue][indialogue]!=0){
6413 playdialogueboxsound();
6414 if(dialogueboxsound[whichdialogue][indialogue]==-5){
6415 hotspot[numhotspots]=player[0].coords;
6416 hotspotsize[numhotspots]=10;
6417 hotspottype[numhotspots]=-1;
6421 if(dialogueboxsound[whichdialogue][indialogue]==-6){
6425 if(player[participantfocus[whichdialogue][indialogue]].dead){
6433 if(indialogue>=numdialogueboxes[whichdialogue]){
6437 if(dialoguetype[whichdialogue]>19&&dialoguetype[whichdialogue]<30){
6440 if(dialoguetype[whichdialogue]>29&&dialoguetype[whichdialogue]<40){
6443 if(dialoguetype[whichdialogue]>49&&dialoguetype[whichdialogue]<60){
6445 for(int i=1;i<numplayers;i++){
6446 player[i].aitype = attacktypecutoff;
6453 static float keyrefreshdelay=0,bigrefreshdelay=0;
6455 if(!player[0].jumpkeydown){
6456 player[0].jumptogglekeydown=0;
6458 if(player[0].jumpkeydown&&
6459 player[0].targetanimation!=jumpupanim&&
6460 player[0].targetanimation!=jumpdownanim&&
6461 !player[0].isFlip())
6462 player[0].jumptogglekeydown=1;
6465 dialoguetime+=multiplier;
6466 hawkrotation+=multiplier*25;
6468 realhawkcoords.x=25;
6469 realhawkcoords=DoRotation(realhawkcoords,0,hawkrotation,0)+hawkcoords;
6470 hawkcalldelay-=multiplier/2;
6472 if(hawkcalldelay<=0){
6473 emit_sound_at(hawksound, realhawkcoords);
6475 hawkcalldelay=16+abs(Random()%8);
6477 static float temptexdetail;
6484 doPlayerCollisions();
6488 for(int k=0;k<numplayers;k++)
6489 if(k!=0&&player[k].immobile)
6490 player[k].coords=player[k].realoldcoords;
6492 for(int k=0;k<numplayers;k++){
6493 if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
6494 if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
6495 player[k].DoDamage(1000);
6501 static bool respawnkeydown;
6504 (Input::isKeyDown(SDLK_z)&&
6505 Input::isKeyDown(SDLK_LMETA)&&
6507 (Input::isKeyDown(jumpkey)&&
6511 targetlevel=whichlevel;
6515 if(!Input::isKeyDown(jumpkey))
6517 if(Input::isKeyDown(jumpkey))
6523 static bool movekey;
6526 for(int i=0;i<numplayers;i++){
6527 static float oldtargetrotation;
6528 if(!player[i].skeleton.free){
6529 oldtargetrotation=player[i].targetrotation;
6530 if(i==0&&indialogue==-1){
6531 //TODO: refactor repetitive code
6532 if(!animation[player[0].targetanimation].attack&&
6533 player[0].targetanimation!=staggerbackhighanim&&
6534 player[0].targetanimation!=staggerbackhardanim&&
6535 player[0].targetanimation!=crouchremoveknifeanim&&
6536 player[0].targetanimation!=removeknifeanim&&
6537 player[0].targetanimation!=backhandspringanim&&
6538 player[0].targetanimation!=dodgebackanim&&
6539 player[0].targetanimation!=walljumprightkickanim&&
6540 player[0].targetanimation!=walljumpleftkickanim){
6542 player[0].targetrotation=0;
6544 player[0].targetrotation=-rotation+180;
6550 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
6554 facing=DoRotation(facing,-rotation2,0,0);
6555 facing=DoRotation(facing,0,0-rotation,0);
6558 player[0].lookrotation=-rotation;
6560 player[i].targetheadrotation=rotation;
6561 player[i].targetheadrotation2=rotation2;
6563 if(i!=0&&player[i].aitype==playercontrolled&&indialogue==-1){
6564 if(!animation[player[i].targetanimation].attack&&
6565 player[i].targetanimation!=staggerbackhighanim&&
6566 player[i].targetanimation!=staggerbackhardanim&&
6567 player[i].targetanimation!=crouchremoveknifeanim&&
6568 player[i].targetanimation!=removeknifeanim&&
6569 player[i].targetanimation!=backhandspringanim&&
6570 player[i].targetanimation!=dodgebackanim&&
6571 player[i].targetanimation!=walljumprightkickanim&&
6572 player[i].targetanimation!=walljumpleftkickanim){
6573 player[i].targetrotation=-player[i].lookrotation+180;
6579 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
6581 facing=DoRotation(facing,-player[i].lookrotation2,0,0);
6582 facing=DoRotation(facing,0,0-player[i].lookrotation,0);
6584 player[i].targetheadrotation=player[i].lookrotation;
6585 player[i].targetheadrotation2=player[i].lookrotation2;
6588 player[i].targetheadrotation=180-roughDirection(participantfacing[whichdialogue][indialogue][i]);
6589 player[i].targetheadrotation2=pitch(participantfacing[whichdialogue][indialogue][i]);
6597 player[i].avoidsomething=0;
6599 //avoid flaming things
6600 for(int j=0;j<objects.numobjects;j++)
6601 if(objects.onfire[j])
6602 if(findDistancefast(&player[i].coords,&objects.position[j])<sq(objects.scale[j])*200)
6603 if( findDistancefast(&player[i].coords,&objects.position[j])<
6604 findDistancefast(&player[i].coords,&player[0].coords)){
6605 player[i].collided=0;
6606 player[i].avoidcollided=1;
6607 if(player[i].avoidsomething==0||
6608 findDistancefast(&player[i].coords,&objects.position[j])<
6609 findDistancefast(&player[i].coords,&player[i].avoidwhere)){
6610 player[i].avoidwhere=objects.position[j];
6611 player[i].avoidsomething=1;
6615 //avoid flaming players
6616 for(int j=0;j<numplayers;j++)
6617 if(player[j].onfire)
6618 if(findDistancefast(&player[j].coords,&player[i].coords)<sq(0.3)*200)
6619 if( findDistancefast(&player[i].coords,&player[j].coords)<
6620 findDistancefast(&player[i].coords,&player[0].coords)){
6621 player[i].collided=0;
6622 player[i].avoidcollided=1;
6623 if(player[i].avoidsomething==0||
6624 findDistancefast(&player[i].coords,&player[j].coords)<
6625 findDistancefast(&player[i].coords,&player[i].avoidwhere)){
6626 player[i].avoidwhere=player[j].coords;
6627 player[i].avoidsomething=1;
6631 if(player[i].collided>.8)
6632 player[i].avoidcollided=0;
6636 if(animation[player[i].targetanimation].attack==reversed){
6637 //player[i].targetrotation=player[i].rotation;
6638 player[i].forwardkeydown=0;
6639 player[i].leftkeydown=0;
6640 player[i].backkeydown=0;
6641 player[i].rightkeydown=0;
6642 player[i].jumpkeydown=0;
6643 player[i].attackkeydown=0;
6644 //player[i].crouchkeydown=0;
6645 player[i].throwkeydown=0;
6649 player[i].forwardkeydown=0;
6650 player[i].leftkeydown=0;
6651 player[i].backkeydown=0;
6652 player[i].rightkeydown=0;
6653 player[i].jumpkeydown=0;
6654 player[i].crouchkeydown=0;
6655 player[i].drawkeydown=0;
6656 player[i].throwkeydown=0;
6659 if(player[i].collided<-.3)
6660 player[i].collided=-.3;
6661 if(player[i].collided>1)
6662 player[i].collided=1;
6663 player[i].collided-=multiplier*4;
6664 player[i].whichdirectiondelay-=multiplier;
6665 if(player[i].avoidcollided<-.3||player[i].whichdirectiondelay<=0){
6666 player[i].avoidcollided=-.3;
6667 player[i].whichdirection=abs(Random()%2);
6668 player[i].whichdirectiondelay=.4;
6670 if(player[i].avoidcollided>1)
6671 player[i].avoidcollided=1;
6672 player[i].avoidcollided-=multiplier/4;
6673 if(!player[i].skeleton.free){
6674 player[i].stunned-=multiplier;
6675 player[i].surprised-=multiplier;
6677 if(i!=0&&player[i].surprised<=0&&
6678 player[i].aitype==attacktypecutoff&&
6680 !player[i].skeleton.free&&
6681 animation[player[i].targetanimation].attack==neutral)
6684 if(!player[i].throwkeydown)
6685 player[i].throwtogglekeydown=0;
6688 if(player[i].throwkeydown&&!player[i].throwtogglekeydown){
6689 if(player[i].weaponactive==-1&&
6690 player[i].num_weapons<2&&
6691 (player[i].isIdle()||
6692 player[i].isCrouch()||
6693 player[i].targetanimation==sneakanim||
6694 player[i].targetanimation==rollanim||
6695 player[i].targetanimation==backhandspringanim||
6696 player[i].isFlip()||
6697 player[i].isFlip()||
6698 player[i].aitype!=playercontrolled)){
6699 for(int j=0;j<weapons.numweapons;j++){
6700 if((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0||
6701 player[i].aitype==playercontrolled)&&
6702 weapons.owner[j]==-1&&
6703 player[i].weaponactive==-1)
6704 if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2){
6705 if(findDistancefast(&player[i].coords,&weapons.position[j])<2){
6706 if(player[i].isCrouch()||
6707 player[i].targetanimation==sneakanim||
6709 player[i].isIdle()||
6710 player[i].aitype!=playercontrolled){
6711 player[i].throwtogglekeydown=1;
6712 setAnimation(i,crouchremoveknifeanim);
6713 player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[j]);
6714 player[i].hasvictim=0;
6716 if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
6717 player[i].throwtogglekeydown=1;
6718 player[i].hasvictim=0;
6720 if((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0||
6721 player[i].aitype==playercontrolled)&&
6722 weapons.owner[j]==-1||
6724 weapons.owner[j]==player[i].victim->id)
6725 if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2&&player[i].weaponactive==-1)
6726 if(findDistancefast(&player[i].coords,&weapons.position[j])<1||player[i].victim){
6727 if(weapons.type[j]!=staff)
6728 emit_sound_at(knifedrawsound, player[i].coords, 128.);
6730 player[i].weaponactive=0;
6731 weapons.owner[j]=player[i].id;
6732 if(player[i].num_weapons>0)
6733 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6734 player[i].num_weapons++;
6735 player[i].weaponids[0]=j;
6738 }else if((player[i].isIdle()||
6739 player[i].isFlip()||
6740 player[i].aitype!=playercontrolled)&&
6741 findDistancefast(&player[i].coords,&weapons.position[j])<5&&
6742 player[i].coords.y<weapons.position[j].y){
6743 if(!player[i].isFlip()){
6744 player[i].throwtogglekeydown=1;
6745 setAnimation(i,removeknifeanim);
6746 player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[j]);
6748 if(player[i].isFlip()){
6749 player[i].throwtogglekeydown=1;
6750 player[i].hasvictim=0;
6752 for(int k=0;k<weapons.numweapons;k++){
6753 if(player[i].weaponactive==-1)
6754 if((weapons.velocity[k].x==0&&weapons.velocity[k].y==0&&weapons.velocity[k].z==0||
6755 player[i].aitype==playercontrolled)&&
6756 weapons.owner[k]==-1||
6758 weapons.owner[k]==player[i].victim->id)
6759 if(findDistancefastflat(&player[i].coords,&weapons.position[k])<3&&
6760 player[i].weaponactive==-1){
6761 if(weapons.type[k]!=staff)
6762 emit_sound_at(knifedrawsound, player[i].coords, 128.);
6764 player[i].weaponactive=0;
6765 weapons.owner[k]=player[i].id;
6766 if(player[i].num_weapons>0)
6767 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6768 player[i].num_weapons++;
6769 player[i].weaponids[0]=k;
6776 if(player[i].isCrouch()||
6777 player[i].targetanimation==sneakanim||
6779 player[i].isIdle()||player[i].targetanimation==rollanim||
6780 player[i].targetanimation==backhandspringanim){
6782 for(int j=0;j<numplayers;j++){
6783 if(player[i].weaponactive==-1)
6785 if(player[j].num_weapons&&
6786 player[j].skeleton.free&&
6787 findDistancefast(&player[i].coords,&player[j].coords)<2/*&&player[j].dead*/&&
6788 (((player[j].skeleton.forward.y<0&&
6789 player[j].weaponstuckwhere==0)||
6790 (player[j].skeleton.forward.y>0&&
6791 player[j].weaponstuckwhere==1))||
6792 player[j].weaponstuck==-1||
6793 player[j].num_weapons>1)){
6794 if(player[i].targetanimation!=rollanim&&player[i].targetanimation!=backhandspringanim){
6795 player[i].throwtogglekeydown=1;
6796 player[i].victim=&player[j];
6797 player[i].hasvictim=1;
6798 setAnimation(i,crouchremoveknifeanim);
6799 player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
6801 if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
6802 player[i].throwtogglekeydown=1;
6803 player[i].victim=&player[j];
6804 player[i].hasvictim=1;
6805 int k = player[j].weaponids[0];
6806 if(player[i].hasvictim){
6809 if(player[i].victim->weaponstuck!=-1){
6810 if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
6815 if(weapons.type[k]!=staff)
6816 emit_sound_at(knifedrawsound, player[i].coords, 128.);
6819 emit_sound_at(fleshstabremovesound, player[i].coords, 128.);
6821 player[i].weaponactive=0;
6822 if(weapons.owner[k]!=-1){
6823 if(player[i].victim->num_weapons==1)player[i].victim->num_weapons=0;
6824 else player[i].victim->num_weapons=1;
6826 player[i].victim->skeleton.longdead=0;
6827 player[i].victim->skeleton.free=1;
6828 player[i].victim->skeleton.broken=0;
6830 for(int l=0;l<player[i].victim->skeleton.num_joints;l++){
6831 player[i].victim->skeleton.joints[l].velchange=0;
6832 player[i].victim->skeleton.joints[l].locked=0;
6838 Normalise(&relative);
6839 XYZ footvel,footpoint;
6841 footpoint=weapons.position[k];
6842 if(player[i].victim->weaponstuck!=-1){
6843 if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
6844 if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3);
6845 weapons.bloody[k]=2;
6846 weapons.blooddrip[k]=5;
6847 player[i].victim->weaponstuck=-1;
6848 player[i].victim->bloodloss+=2000;
6849 player[i].victim->DoDamage(2000);
6852 if(player[i].victim->num_weapons>0){
6853 if(player[i].victim->weaponstuck!=0&&player[i].victim->weaponstuck!=-1)player[i].victim->weaponstuck=0;
6854 if(player[i].victim->weaponids[0]==k)
6855 player[i].victim->weaponids[0]=player[i].victim->weaponids[player[i].victim->num_weapons];
6858 player[i].victim->weaponactive=-1;
6860 playerJoint(player[i].victim,abdomen).velocity+=relative*6;
6861 playerJoint(player[i].victim,neck).velocity+=relative*6;
6862 playerJoint(player[i].victim,rightshoulder).velocity+=relative*6;
6863 playerJoint(player[i].victim,leftshoulder).velocity+=relative*6;
6866 if(player[i].num_weapons>0){
6867 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6869 player[i].num_weapons++;
6870 player[i].weaponids[0]=k;
6877 if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
6878 if(weapons.type[player[i].weaponids[0]]==knife){
6879 if(player[i].isIdle()||
6881 player[i].isCrouch()||
6882 player[i].targetanimation==sneakanim||
6885 for(int j=0;j<numplayers;j++){
6887 if(tutoriallevel!=1||tutorialstage==49)
6889 if(normaldotproduct(player[i].facing,player[i].coords-player[j].coords)<0&&
6890 findDistancefast(&player[i].coords,&player[j].coords)<100&&
6891 findDistancefast(&player[i].coords,&player[j].coords)>1.5&&
6892 !player[j].skeleton.free&&
6893 -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)){
6894 if(!player[i].isFlip()){
6895 player[i].throwtogglekeydown=1;
6896 player[i].victim=&player[j];
6897 setAnimation(i,knifethrowanim);
6898 player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
6899 player[i].targettilt2=pitchTo(player[i].coords,player[j].coords);
6901 if(player[i].isFlip()){
6902 if(player[i].weaponactive!=-1){
6903 player[i].throwtogglekeydown=1;
6904 player[i].victim=&player[j];
6906 weapons.owner[player[i].weaponids[0]]=-1;
6907 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);
6910 aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0);
6912 weapons.velocity[player[i].weaponids[0]]=aim*50;
6913 weapons.tipvelocity[player[i].weaponids[0]]=aim*50;
6914 weapons.missed[player[i].weaponids[0]]=0;
6915 weapons.freetime[player[i].weaponids[0]]=0;
6916 weapons.firstfree[player[i].weaponids[0]]=1;
6917 weapons.physics[player[i].weaponids[0]]=0;
6918 player[i].num_weapons--;
6919 if(player[i].num_weapons){
6920 player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
6922 player[i].weaponactive=-1;
6929 if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
6930 if(player[i].isCrouch()||player[i].targetanimation==sneakanim){
6931 player[i].throwtogglekeydown=1;
6932 weapons.owner[player[i].weaponids[0]]=-1;
6933 weapons.velocity[player[i].weaponids[0]]=player[i].velocity*.2;
6934 if(weapons.velocity[player[i].weaponids[0]].x==0)weapons.velocity[player[i].weaponids[0]].x=.1;
6935 weapons.tipvelocity[player[i].weaponids[0]]=weapons.velocity[player[i].weaponids[0]];
6936 weapons.missed[player[i].weaponids[0]]=1;
6937 weapons.freetime[player[i].weaponids[0]]=0;
6938 weapons.firstfree[player[i].weaponids[0]]=1;
6939 weapons.physics[player[i].weaponids[0]]=1;
6940 player[i].num_weapons--;
6941 if(player[i].num_weapons){
6942 player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
6943 if(player[i].weaponstuck==player[i].num_weapons)player[i].weaponstuck=0;
6946 player[i].weaponactive=-1;
6947 for(int j=0;j<numplayers;j++){
6948 player[j].wentforweapon=0;
6956 if(i==0||!player[0].dead||player[i].weaponactive!=-1)
6957 if(player[i].drawkeydown&&!player[i].drawtogglekeydown||
6958 player[i].num_weapons==2&&
6959 player[i].weaponactive==-1&&
6960 player[i].isIdle()||
6962 player[i].weaponactive!=-1&&
6965 if(player[i].weaponactive!=-1)
6966 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==staff)
6968 if(isgood&&player[i].creature!=wolftype){
6969 if(player[i].isIdle()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
6970 setAnimation(i,drawrightanim);
6971 player[i].drawtogglekeydown=1;
6973 if((player[i].isIdle()||
6974 (player[i].aitype!=playercontrolled&&
6975 player[0].weaponactive!=-1&&
6976 player[i].isRun()))&&
6977 player[i].num_weapons&&
6978 weapons.type[player[i].weaponids[0]]==sword){
6979 setAnimation(i,drawleftanim);
6980 player[i].drawtogglekeydown=1;
6982 if(player[i].isCrouch()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
6983 setAnimation(i,crouchdrawrightanim);
6984 player[i].drawtogglekeydown=1;
6989 if(player[i].isCrouch()&&
6990 weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&
6992 player[i].onterrain&&
6993 player[i].num_weapons&&
6994 player[i].weaponactive!=-1&&
6995 player[i].attackkeydown){
6996 if(weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&
6997 player[i].onterrain&&
6998 bloodtoggle&&musictype!=stream_fighttheme){
6999 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==knife)
7000 setAnimation(i,crouchstabanim);
7001 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==sword)
7002 setAnimation(i,swordgroundstabanim);
7003 player[i].hasvictim=0;
7004 //player[i].attacktogglekeydown=1;
7008 if(!player[i].drawkeydown)
7009 player[i].drawtogglekeydown=0;
7016 absflatfacing=DoRotation(absflatfacing,0,-rotation,0);
7018 else absflatfacing=flatfacing;
7021 player[i].forwardkeydown=0;
7022 player[i].leftkeydown=0;
7023 player[i].backkeydown=0;
7024 player[i].rightkeydown=0;
7025 player[i].jumpkeydown=0;
7026 player[i].crouchkeydown=0;
7027 player[i].drawkeydown=0;
7028 player[i].throwkeydown=0;
7032 if(!animation[player[i].targetanimation].attack&&
7033 player[i].targetanimation!=staggerbackhighanim&&
7034 player[i].targetanimation!=staggerbackhardanim&&
7035 player[i].targetanimation!=backhandspringanim&&
7036 player[i].targetanimation!=dodgebackanim){
7037 if(!player[i].forwardkeydown)
7038 player[i].forwardstogglekeydown=0;
7039 if(player[i].crouchkeydown){
7043 player[i].superruntoggle=1;
7045 for(int j=0;j<numplayers;j++)
7046 if(j!=i&&!player[j].skeleton.free&&player[j].aitype==passivetype)
7047 if(findDistancefast(&player[j].coords,&player[i].coords)<16)
7048 player[i].superruntoggle=0;
7052 for(int j=0;j<numplayers;j++){
7053 if(j!=i&&!player[j].skeleton.free&&player[j].victim&&player[i].lowreversaldelay<=0){
7054 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
7055 player[j].victim==&player[i]&&
7056 (player[j].targetanimation==sweepanim||
7057 player[j].targetanimation==upunchanim||
7058 player[j].targetanimation==wolfslapanim||
7059 ((player[j].targetanimation==swordslashanim||
7060 player[j].targetanimation==knifeslashstartanim||
7061 player[j].targetanimation==staffhitanim||
7062 player[j].targetanimation==staffspinhitanim)&&
7063 findDistancefast(&player[j].coords,&player[i].coords)<2))){
7072 player[target].Reverse();
7073 player[i].lowreversaldelay=.5;
7075 if(player[i].isIdle()){
7076 setAnimation(i,player[i].getCrouch());
7077 player[i].transspeed=10;
7079 if(player[i].isRun()||
7080 (player[i].isStop()&&
7081 (player[i].leftkeydown||
7082 player[i].rightkeydown||
7083 player[i].forwardkeydown||
7084 player[i].backkeydown))){
7085 setAnimation(i,rollanim);
7086 player[i].transspeed=20;
7089 if(!player[i].crouchkeydown){
7091 if(!player[i].isRun()&&player[i].targetanimation!=sneakanim&&i==0)player[i].superruntoggle=0;
7093 if(player[i].isCrouch()){
7095 for(int j=0;j<numplayers;j++){
7097 !player[j].skeleton.free&&
7099 player[i].highreversaldelay<=0){
7100 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
7101 player[j].victim==&player[i]&&
7102 (player[j].targetanimation==spinkickanim)&&
7103 player[i].isCrouch()){
7112 player[target].Reverse();
7113 player[i].highreversaldelay=.5;
7115 if(player[i].isCrouch()){
7116 if(!player[i].wasCrouch()){
7117 player[i].currentanimation=player[i].getCrouch();
7118 player[i].currentframe=0;
7120 setAnimation(i,player[i].getIdle());
7121 player[i].transspeed=10;
7124 if(player[i].targetanimation==sneakanim){
7125 setAnimation(i,player[i].getIdle());
7126 player[i].transspeed=10;
7129 if(player[i].forwardkeydown){
7130 if(player[i].isIdle()||
7131 (player[i].isStop()&&
7132 player[i].targetrotation==player[i].rotation)||
7133 (player[i].isLanding()&&
7134 player[i].targetframe>0&&
7135 !player[i].jumpkeydown)||
7136 (player[i].isLandhard()&&
7137 player[i].targetframe>0&&
7138 !player[i].jumpkeydown&&
7139 player[i].crouchkeydown)){
7140 if(player[i].aitype==passivetype)
7141 setAnimation(i,walkanim);
7143 setAnimation(i,player[i].getRun());
7145 if(player[i].isCrouch()){
7146 player[i].targetanimation=sneakanim;
7147 if(player[i].wasCrouch())
7149 player[i].targetframe=0;
7151 if(player[i].targetanimation==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){
7152 setAnimation(i,climbanim);
7153 player[i].targetframe=1;
7154 player[i].jumpclimb=1;
7156 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7157 player[i].velocity+=absflatfacing*5*multiplier;
7159 player[i].forwardstogglekeydown=1;
7162 if (player[i].rightkeydown){
7163 if(player[i].isIdle()||
7164 (player[i].isStop()&&
7165 player[i].targetrotation==player[i].rotation)||
7166 (player[i].isLanding()&&
7167 player[i].targetframe>0&&
7168 !player[i].jumpkeydown)||
7169 (player[i].isLandhard()&&
7170 player[i].targetframe>0&&
7171 !player[i].jumpkeydown&&
7172 player[i].crouchkeydown)){
7173 setAnimation(i,player[i].getRun());
7175 if(player[i].isCrouch()){
7176 player[i].targetanimation=sneakanim;
7177 if(player[i].wasCrouch())
7179 player[i].targetframe=0;
7181 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7182 player[i].velocity+=DoRotation(absflatfacing*5*multiplier,0,-90,0);
7184 player[i].targetrotation-=90;
7185 if(player[i].forwardkeydown)player[i].targetrotation+=45;
7186 if(player[i].backkeydown)player[i].targetrotation-=45;
7189 if ( player[i].leftkeydown){
7190 if(player[i].isIdle()||
7191 (player[i].isStop()&&
7192 player[i].targetrotation==player[i].rotation)||
7193 (player[i].isLanding()&&
7194 player[i].targetframe>0&&
7195 !player[i].jumpkeydown)||
7196 (player[i].isLandhard()&&
7197 player[i].targetframe>0&&
7198 !player[i].jumpkeydown&&
7199 player[i].crouchkeydown)){
7200 setAnimation(i,player[i].getRun());
7202 if(player[i].isCrouch()){
7203 player[i].targetanimation=sneakanim;
7204 if(player[i].wasCrouch())
7206 player[i].targetframe=0;
7208 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7209 player[i].velocity-=DoRotation(absflatfacing*5*multiplier,0,-90,0);
7211 player[i].targetrotation+=90;
7212 if(player[i].forwardkeydown)player[i].targetrotation-=45;
7213 if(player[i].backkeydown)player[i].targetrotation+=45;
7216 if(player[i].backkeydown){
7217 if(player[i].isIdle()||
7218 (player[i].isStop()&&
7219 player[i].targetrotation==player[i].rotation)||
7220 (player[i].isLanding()&&
7221 player[i].targetframe>0&&
7222 !player[i].jumpkeydown)||
7223 (player[i].isLandhard()&&
7224 player[i].targetframe>0&&
7225 !player[i].jumpkeydown&&
7226 player[i].crouchkeydown)){
7227 setAnimation(i,player[i].getRun());
7229 if(player[i].isCrouch()){
7230 player[i].targetanimation=sneakanim;
7231 if(player[i].wasCrouch())
7233 player[i].targetframe=0;
7235 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7236 player[i].velocity-=absflatfacing*5*multiplier;
7238 if(player[i].targetanimation==hanganim){
7239 player[i].currentanimation=jumpdownanim;
7240 player[i].targetanimation=jumpdownanim;
7242 player[i].currentframe=0;
7243 player[i].targetframe=1;
7244 player[i].velocity=0;
7245 player[i].velocity.y+=gravity;
7246 player[i].coords.y-=1.4;
7247 player[i].grabdelay=1;
7249 if ( !player[i].leftkeydown&&!player[i].rightkeydown)
7250 player[i].targetrotation+=180;
7253 if((player[i].jumpkeydown&&!player[i].jumpclimb)||player[i].jumpstart){
7254 if((((player[i].isLanding()&&player[i].targetframe>=3)||
7256 player[i].targetanimation==walkanim||
7257 player[i].isCrouch()||
7258 player[i].targetanimation==sneakanim)&&
7259 player[i].jumppower>1)&&
7260 ((player[i].targetanimation!=rabbitrunninganim&&
7261 player[i].targetanimation!=wolfrunninganim)||i!=0)){
7262 player[i].jumpstart=0;
7263 setAnimation(i,jumpupanim);
7264 player[i].rotation=player[i].targetrotation;
7265 player[i].transspeed=20;
7266 player[i].FootLand(0,1);
7267 player[i].FootLand(1,1);
7271 flatfacing=DoRotation(facing,0,player[i].targetrotation+180,0);
7273 if(movekey)player[i].velocity=flatfacing*player[i].speed*45*player[i].scale;
7274 if(!movekey)player[i].velocity=0;
7279 for(int j=0;j<numplayers;j++){
7280 if(j!=i&&!player[j].skeleton.free&&player[j].victim){
7281 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
7282 player[j].victim==&player[i]&&
7283 (player[j].targetanimation==sweepanim)){
7284 if(target>=0)target=-1;
7289 if(target>=0)player[i].velocity.y=1;
7290 else if(player[i].crouchkeydown||player[i].aitype!=playercontrolled){
7291 player[i].velocity.y=7;
7292 player[i].crouchtogglekeydown=1;
7294 else player[i].velocity.y=5;
7296 if(mousejump&&i==0&&debugmode){
7297 if(!player[i].isLanding())player[i].tempdeltav=deltav;
7298 if(player[i].tempdeltav<0)player[i].velocity.y-=(float)(player[i].tempdeltav)/multiplier/1000;
7301 player[i].coords.y+=.2;
7302 player[i].jumppower-=1;
7305 emit_sound_at(whooshsound, player[i].coords, 128.);
7307 emit_sound_at(jumpsound, player[i].coords, 128.);
7309 if((player[i].isIdle())&&player[i].jumppower>1){
7310 setAnimation(i,player[i].getLanding());
7311 player[i].targetframe=2;
7312 player[i].landhard=0;
7313 player[i].jumpstart=1;
7314 player[i].tempdeltav=deltav;
7316 if(player[i].targetanimation==jumpupanim&&
7320 player[i].aitype!=playercontrolled)){
7321 if(player[i].jumppower>multiplier*6){
7322 player[i].velocity.y+=multiplier*6;
7323 player[i].jumppower-=multiplier*6;
7325 if(player[i].jumppower<=multiplier*6){
7326 player[i].velocity.y+=player[i].jumppower;
7327 player[i].jumppower=0;
7330 if(((floatjump||editorenabled)&&debugmode)&&i==0)player[i].velocity.y+=multiplier*30;
7334 if(player[i].isRun()||player[i].targetanimation==walkanim)
7335 setAnimation(i,player[i].getStop());
7336 if(player[i].targetanimation==sneakanim){
7337 player[i].targetanimation=player[i].getCrouch();
7338 if(player[i].currentanimation==sneakanim)
7340 player[i].targetframe=0;
7343 if(player[i].targetanimation==walkanim&&
7344 (player[i].aitype==attacktypecutoff||
7345 player[i].aitype==searchtype||
7346 (player[i].aitype==passivetype&&
7347 player[i].numwaypoints<=1)))
7348 setAnimation(i,player[i].getStop());
7349 if(player[i].isRun()&&(player[i].aitype==passivetype))
7350 setAnimation(i,player[i].getStop());
7353 if(player[i].targetanimation==rollanim)
7354 player[i].targetrotation=oldtargetrotation;
7358 for(int k=0;k<numplayers;k++){
7359 if(fabs(player[k].rotation-player[k].targetrotation)>180){
7360 if(player[k].rotation>player[k].targetrotation)
7361 player[k].rotation-=360;
7363 player[k].rotation+=360;
7366 //stop to turn in right direction
7367 if(fabs(player[k].rotation-player[k].targetrotation)>90&&(player[k].isRun()||player[k].targetanimation==walkanim))
7368 setAnimation(k,player[k].getStop());
7370 if(player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim)
7371 player[k].targettilt=0;
7373 if(player[k].targetanimation!=jumpupanim&&
7374 player[k].targetanimation!=backhandspringanim&&
7375 player[k].targetanimation!=jumpdownanim&&
7376 !player[k].isFlip()){
7377 player[k].targettilt=0;
7378 if(player[k].jumppower<0&&!player[k].jumpkeydown)
7379 player[k].jumppower=0;
7380 player[k].jumppower+=multiplier*7;
7381 if(player[k].isCrouch())
7382 player[k].jumppower+=multiplier*7;
7383 if(player[k].jumppower>5)
7384 player[k].jumppower=5;
7387 if(player[k].isRun())
7388 player[k].targettilt=(player[k].rotation-player[k].targetrotation)/4;
7390 player[k].tilt=stepTowardf(player[k].tilt,player[k].targettilt,multiplier*150);
7391 player[k].grabdelay-=multiplier;
7395 for(int k=0;k<numplayers;k++){
7396 player[k].DoAnimations();
7397 player[k].whichpatchx=player[k].coords.x/(terrain.size/subdivision*terrain.scale);
7398 player[k].whichpatchz=player[k].coords.z/(terrain.size/subdivision*terrain.scale);
7404 for(int j=numenvsounds-1;j>=0;j--){
7405 envsoundlife[j]-=multiplier;
7406 if(envsoundlife[j]<0){
7408 envsoundlife[j]=envsoundlife[numenvsounds];
7409 envsound[j]=envsound[numenvsounds];
7413 OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
7415 OPENAL_SetFrequency(OPENAL_ALL, 22050);
7417 if(tutoriallevel==1){
7434 if(tutorialstage>=51)
7435 if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
7436 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
7437 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
7439 emit_stream_np(stream_menutheme);
7448 if(tutorialstage<51)
7449 if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
7450 emit_sound_at(fireendsound, player[0].coords);
7452 player[0].coords=(oldtemp+oldtemp2)/2;
7456 if(tutorialstage>=14&&tutorialstage<50)
7457 if(findDistancefast(&temp,&player[1].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[1].coords)<4){
7458 emit_sound_at(fireendsound, player[1].coords);
7460 for(int i=0;i<player[1].skeleton.num_joints;i++){
7462 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
7463 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
7464 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;
7465 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
7466 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
7470 player[1].coords=(oldtemp+oldtemp2)/2;
7471 for(int i=0;i<player[1].skeleton.num_joints;i++){
7472 player[1].skeleton.joints[i].velocity=0;
7474 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
7475 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
7476 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;
7477 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
7478 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
7486 static float gLoc[3];
7490 static float vel[3];
7491 vel[0]=(viewer.x-oldviewer.x)/multiplier;
7492 vel[1]=(viewer.y-oldviewer.y)/multiplier;
7493 vel[2]=(viewer.z-oldviewer.z)/multiplier;
7495 //Set orientation with forward and up vectors
7496 static XYZ upvector;
7500 upvector=DoRotation(upvector,-rotation2+90,0,0);
7501 upvector=DoRotation(upvector,0,0-rotation,0);
7506 facing=DoRotation(facing,-rotation2,0,0);
7507 facing=DoRotation(facing,0,0-rotation,0);
7510 static float ori[6];
7514 ori[3] = -upvector.x;
7515 ori[4] = upvector.y;
7516 ori[5] = -upvector.z;
7518 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
7525 if(Input::isKeyPressed(SDLK_F1))
7529 void Game::TickOnce(){
7531 rotation+=multiplier*5;
7533 if(directing||indialogue==-1) {
7534 rotation+=deltah*.7;
7536 rotation2+=deltav*.7;
7538 rotation2-=deltav*.7;
7546 void Game::TickOnceAfter(){
7547 static XYZ colviewer;
7548 static XYZ coltarget;
7551 static float brotate;
7553 static float changedelay;
7554 static bool alldead;
7555 static float unseendelay;
7556 static float cameraspeed;
7560 if(environment==snowyenvironment)
7561 leveltheme=stream_snowtheme;
7562 if(environment==grassyenvironment)
7563 leveltheme=stream_grasstheme;
7564 if(environment==desertenvironment)
7565 leveltheme=stream_deserttheme;
7569 musictype=leveltheme;
7570 for(int i=0;i<numplayers;i++){
7571 if((player[i].aitype==attacktypecutoff||
7572 player[i].aitype==getweapontype||
7573 player[i].aitype==gethelptype||
7574 player[i].aitype==searchtype)&&
7575 !player[i].dead/*&&player[i].surprised<=0*/&&
7576 (player[i].targetanimation!=sneakattackedanim&&
7577 player[i].targetanimation!=knifesneakattackedanim&&
7578 player[i].targetanimation!=swordsneakattackedanim)){
7579 musictype=stream_fighttheme;
7584 musictype=stream_menutheme;
7587 if(musictype==stream_fighttheme)
7590 if(oldmusictype==stream_fighttheme&&musictype!=stream_fighttheme){
7591 unseendelay-=multiplier;
7593 musictype=stream_fighttheme;
7598 musictype=stream_menutheme;
7606 if(musictype!=oldmusictype&&musictype==stream_fighttheme)
7607 emit_sound_np(alarmsound);
7608 musicselected=musictype;
7610 if(musicselected==leveltheme)
7611 musicvolume[0]+=multiplier*450;
7613 musicvolume[0]-=multiplier*450;
7614 if(musicselected==stream_fighttheme)
7615 musicvolume[1]+=multiplier*450;
7617 musicvolume[1]-=multiplier*450;
7618 if(musicselected==stream_menutheme)
7619 musicvolume[2]+=multiplier*450;
7621 musicvolume[2]-=multiplier*450;
7623 for(int i=0;i<3;i++){
7624 if(musicvolume[i]<0)
7626 if(musicvolume[i]>512)
7630 if(musicvolume[2]>128&&!loading&&!mainmenu)
7634 if(musicvolume[0]>0&&oldmusicvolume[0]<=0)
7635 emit_stream_np(leveltheme, musicvolume[0]);
7636 if(musicvolume[1]>0&&oldmusicvolume[1]<=0)
7637 emit_stream_np(stream_fighttheme, musicvolume[1]);
7638 if(musicvolume[2]>0&&oldmusicvolume[2]<=0)
7639 emit_stream_np(stream_menutheme, musicvolume[2]);
7640 if(musicvolume[0]<=0&&oldmusicvolume[0]>0)
7641 pause_sound(leveltheme);
7642 if(musicvolume[1]<=0&&oldmusicvolume[1]>0)
7643 pause_sound(stream_fighttheme);
7644 if(musicvolume[2]<=0&&oldmusicvolume[2]>0)
7645 pause_sound(stream_menutheme);
7647 if(musicvolume[0]!=oldmusicvolume[0])
7648 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
7649 if(musicvolume[1]!=oldmusicvolume[1])
7650 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
7651 if(musicvolume[2]!=oldmusicvolume[2])
7652 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
7654 for(int i=0;i<3;i++)
7655 oldmusicvolume[i]=musicvolume[i];
7657 pause_sound(leveltheme);
7658 pause_sound(stream_fighttheme);
7659 pause_sound(stream_menutheme);
7661 for(int i=0;i<4;i++){
7662 oldmusicvolume[i]=0;
7668 for(int i=0;i<numhotspots;i++){
7669 if(hotspottype[i]>10&&hotspottype[i]<20){
7670 if(player[hotspottype[i]-10].dead==0)
7672 else if(killhotspot==2)
7681 for(int i=0;i<numhotspots;i++)
7682 if(hotspottype[i]==-1)
7683 if(findDistancefast(&player[0].coords,&hotspot[i])<hotspotsize[i])
7687 for(int i=1;i<numplayers;i++)
7688 if(!player[i].dead&&player[i].aitype==attacktypecutoff&&player[i].surprised<=0)
7690 if(numalarmed>maxalarmed)
7691 maxalarmed=numalarmed;
7693 if(changedelay<=0&&!loading&&!editorenabled&&gameon&&!tutoriallevel&&changedelay!=-999&&!won){
7694 if(player[0].dead&&changedelay<=0){
7696 targetlevel=whichlevel;
7699 for(int i=1;i<numplayers;i++)
7700 if(!player[i].dead&&player[i].howactive<typedead1)
7704 if(alldead&&!player[0].dead&&maptype==mapkilleveryone){
7706 targetlevel=whichlevel+1;
7707 if(targetlevel>numchallengelevels-1)targetlevel=0;
7709 if(winhotspot||windialogue){
7711 targetlevel=whichlevel+1;
7712 if(targetlevel>numchallengelevels-1)targetlevel=0;
7718 targetlevel=whichlevel+1;
7719 if(targetlevel>numchallengelevels-1)targetlevel=0;
7722 if(changedelay>0&&!player[0].dead&&!won) {
7723 //high scores, awards, win
7725 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
7728 accountactive->winLevel(whichlevel,bonustotal-startbonustotal,leveltime);
7744 if(!editorenabled&&gameon&&!mainmenu){
7745 if(changedelay!=-999)
7746 changedelay-=multiplier/7;
7748 targetlevel=whichlevel;
7749 if(loading==2&&!campaign){
7752 fireSound(firestartsound);
7754 if(!player[0].dead&&targetlevel!=whichlevel)
7755 startbonustotal=bonustotal;
7757 Loadlevel(whichlevel);
7759 Loadlevel(targetlevel);
7765 if(loading==2&&targetlevel==whichlevel){
7769 fireSound(firestartsound);
7771 Loadlevel(campaignmapname[levelorder[accountactive->getCampaignChoicesMade()]]);
7777 if(changedelay<=-999&&
7781 (alldead&&maptype==mapkilleveryone)||
7786 if((player[0].dead||
7787 (alldead&&maptype==mapkilleveryone)||
7792 if(whichlevel!=-2&&!loading&&!player[0].dead){
7802 if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1)
7803 if(campaignnumnext[campaignchoicewhich[whichchoice]]==0)
7805 else if(mainmenu==0&&winfreeze){
7806 if(campaignchoosenext[campaignchoicewhich[whichchoice]]==2)
7811 if(!stealthloading){
7812 float gLoc[3]={0,0,0};
7813 float vel[3]={0,0,0};
7814 fireSound(firestartsound);
7831 Loadlevel(campaignmapname[campaignchoicewhich[0]]);
7835 pause_sound(stream_menutheme);
7845 oldmusictype=musictype;
7851 facing=DoRotation(facing,-rotation2,0,0);
7852 facing=DoRotation(facing,0,0-rotation,0);
7853 viewerfacing=facing;
7857 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;
7858 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;
7860 if(player[0].skeleton.free){
7861 for(int i=0;i<player[0].skeleton.num_joints;i++){
7862 if(player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y>target.y)
7863 target.y=player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y;
7867 if(player[0].skeleton.free!=2&&!autocam){
7869 if(findLengthfast(&player[0].velocity)>400){
7870 cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
7872 if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
7873 coltarget=target-cameraloc;
7874 if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
7876 Normalise(&coltarget);
7877 if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
7878 else cameraloc=cameraloc+coltarget*multiplier*8;
7880 if(editorenabled)cameraloc=target;
7881 cameradist+=multiplier*5;
7882 if(cameradist>2.3)cameradist=2.3;
7883 viewer=cameraloc-facing*cameradist;
7885 coltarget=cameraloc;
7886 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
7887 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7888 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7889 int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7891 coltarget=cameraloc;
7892 if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
7894 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7895 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7896 int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7898 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
7902 cameradist=findDistance(&viewer,&target);
7903 viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
7904 if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
7905 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
7908 if(player[0].skeleton.free!=2&&autocam){
7910 if(findLengthfast(&player[0].velocity)>400){
7911 cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
7913 if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
7914 cameradist+=multiplier*5;
7915 if(cameradist>3.3)cameradist=3.3;
7916 coltarget=target-cameraloc;
7917 if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
7918 else if(findLengthfast(&coltarget)>1)
7920 Normalise(&coltarget);
7921 if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
7922 else cameraloc=cameraloc+coltarget*multiplier*8;
7924 if(editorenabled)cameraloc=target;
7927 coltarget=cameraloc;
7928 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
7929 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7930 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7931 int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7933 coltarget=cameraloc;
7934 if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
7936 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7937 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7938 int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7940 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
7944 cameradist=findDistance(&viewer,&target);
7945 viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
7946 if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
7947 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
7950 if(camerashake>.8)camerashake=.8;
7951 //if(woozy>10)woozy=10;
7952 //woozy+=multiplier;
7954 if(player[0].dead)camerashake=0;
7955 if(player[0].dead)woozy=0;
7956 camerashake-=multiplier*2;
7957 blackout-=multiplier*2;
7958 //if(player[0].isCrouch())woozy-=multiplier*8;
7959 if(camerashake<0)camerashake=0;
7960 if(blackout<0)blackout=0;
7961 //if(woozy<0)woozy=0;
7963 viewer.x+=(float)(Random()%100)*.0005*camerashake;
7964 viewer.y+=(float)(Random()%100)*.0005*camerashake;
7965 viewer.z+=(float)(Random()%100)*.0005*camerashake;