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);
1135 void Game::SetUpLighting(){
1136 if(environment==snowyenvironment)
1137 light.setColors(.65,.65,.7,.4,.4,.44);
1138 if(environment==desertenvironment)
1139 light.setColors(.95,.95,.95,.4,.35,.3);
1140 if(environment==grassyenvironment)
1141 light.setColors(.95,.95,1,.4,.4,.44);
1143 light.setColors(1,1,1,.4,.4,.4);
1145 average=(skyboxlightr+skyboxlightg+skyboxlightb)/3;
1146 light.color[0]*=(skyboxlightr+average)/2;
1147 light.color[1]*=(skyboxlightg+average)/2;
1148 light.color[2]*=(skyboxlightb+average)/2;
1149 light.ambient[0]*=(skyboxlightr+average)/2;
1150 light.ambient[1]*=(skyboxlightg+average)/2;
1151 light.ambient[2]*=(skyboxlightb+average)/2;
1154 int Game::findPathDist(int start,int end){
1155 int smallestcount,count,connected;
1156 int last,last2,last3,last4;
1160 for(int i=0;i<50;i++){
1166 while(last!=end&&count<30){
1168 for(int j=0;j<numpathpoints;j++){
1169 if(j!=last&&j!=last2&&j!=last3&&j!=last4)
1172 if(numpathpointconnect[j])
1173 for(int k=0;k<numpathpointconnect[j];k++){
1174 if(pathpointconnect[j][k]==last)connected=1;
1177 if(numpathpointconnect[last])
1178 for(int k=0;k<numpathpointconnect[last];k++){
1179 if(pathpointconnect[last][k]==j)connected=1;
1182 if(closest==-1||Random()%2==0){
1193 if(count<smallestcount)smallestcount=count;
1195 return smallestcount;
1198 int Game::checkcollide(XYZ startpoint,XYZ endpoint){
1199 static XYZ colpoint,colviewer,coltarget;
1200 static float minx,minz,maxx,maxz,miny,maxy;
1202 minx=min(startpoint.x,endpoint.x)-1;
1203 miny=min(startpoint.y,endpoint.y)-1;
1204 minz=min(startpoint.z,endpoint.z)-1;
1205 maxx=max(startpoint.x,endpoint.x)+1;
1206 maxy=max(startpoint.y,endpoint.y)+1;
1207 maxz=max(startpoint.z,endpoint.z)+1;
1209 for(int i=0;i<objects.numobjects;i++){
1210 if( objects.position[i].x>minx-objects.model[i].boundingsphereradius&&
1211 objects.position[i].x<maxx+objects.model[i].boundingsphereradius&&
1212 objects.position[i].y>miny-objects.model[i].boundingsphereradius&&
1213 objects.position[i].y<maxy+objects.model[i].boundingsphereradius&&
1214 objects.position[i].z>minz-objects.model[i].boundingsphereradius&&
1215 objects.position[i].z<maxz+objects.model[i].boundingsphereradius){
1216 if( objects.type[i]!=treeleavestype&&
1217 objects.type[i]!=bushtype&&
1218 objects.type[i]!=firetype){
1219 colviewer=startpoint;
1221 if(objects.model[i].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[i],&objects.rotation[i])!=-1)return i;
1226 //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1231 int Game::checkcollide(XYZ startpoint,XYZ endpoint,int what){
1232 static XYZ colpoint,colviewer,coltarget;
1233 static float minx,minz,maxx,maxz,miny,maxy;
1234 static int i; //FIXME: see below
1236 minx=min(startpoint.x,endpoint.x)-1;
1237 miny=min(startpoint.y,endpoint.y)-1;
1238 minz=min(startpoint.z,endpoint.z)-1;
1239 maxx=max(startpoint.x,endpoint.x)+1;
1240 maxy=max(startpoint.y,endpoint.y)+1;
1241 maxz=max(startpoint.z,endpoint.z)+1;
1244 if( objects.position[what].x>minx-objects.model[what].boundingsphereradius&&
1245 objects.position[what].x<maxx+objects.model[what].boundingsphereradius&&
1246 objects.position[what].y>miny-objects.model[what].boundingsphereradius&&
1247 objects.position[what].y<maxy+objects.model[what].boundingsphereradius&&
1248 objects.position[what].z>minz-objects.model[what].boundingsphereradius&&
1249 objects.position[what].z<maxz+objects.model[what].boundingsphereradius){
1250 if( objects.type[what]!=treeleavestype&&
1251 objects.type[what]!=bushtype&&
1252 objects.type[what]!=firetype){
1253 colviewer=startpoint;
1256 if(objects.model[what].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[what],&objects.rotation[what])!=-1)return i;
1261 if(what==1000)if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1266 void Game::Setenvironment(int which)
1270 LOG(" Setting environment...");
1272 float temptexdetail;
1275 pause_sound(stream_snowtheme);
1276 pause_sound(stream_grasstheme);
1277 pause_sound(stream_deserttheme);
1278 pause_sound(stream_wind);
1279 pause_sound(stream_desertambient);
1282 if(environment==snowyenvironment){
1286 emit_stream_np(stream_wind);
1288 LoadTexture(":Data:Textures:snowtree.png",&objects.treetextureptr,0,1);
1289 LoadTexture(":Data:Textures:bushsnow.png",&objects.bushtextureptr,0,1);
1290 LoadTexture(":Data:Textures:bouldersnow.jpg",&objects.rocktextureptr,1,0);
1291 LoadTexture(":Data:Textures:snowbox.jpg",&objects.boxtextureptr,1,0);
1293 footstepsound = footstepsn1;
1294 footstepsound2 = footstepsn2;
1295 footstepsound3 = footstepst1;
1296 footstepsound4 = footstepst2;
1298 LoadTexture(":Data:Textures:snow.jpg",&terraintexture,1,0);
1300 LoadTexture(":Data:Textures:rock.jpg",&terraintexture2,1,0);
1302 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1307 temptexdetail=texdetail;
1308 if(texdetail>1)texdetail=4;
1309 skybox.load( ":Data:Textures:Skybox(snow):Front.jpg",
1310 ":Data:Textures:Skybox(snow):Left.jpg",
1311 ":Data:Textures:Skybox(snow):Back.jpg",
1312 ":Data:Textures:Skybox(snow):Right.jpg",
1313 ":Data:Textures:Skybox(snow):Up.jpg",
1314 ":Data:Textures:Skybox(snow):Down.jpg");
1319 texdetail=temptexdetail;
1321 if(environment==desertenvironment){
1324 LoadTexture(":Data:Textures:deserttree.png",&objects.treetextureptr,0,1);
1325 LoadTexture(":Data:Textures:bushdesert.png",&objects.bushtextureptr,0,1);
1326 LoadTexture(":Data:Textures:boulderdesert.jpg",&objects.rocktextureptr,1,0);
1327 LoadTexture(":Data:Textures:desertbox.jpg",&objects.boxtextureptr,1,0);
1331 emit_stream_np(stream_desertambient);
1333 footstepsound = footstepsn1;
1334 footstepsound2 = footstepsn2;
1335 footstepsound3 = footstepsn1;
1336 footstepsound4 = footstepsn2;
1338 LoadTexture(":Data:Textures:sand.jpg",&terraintexture,1,0);
1340 LoadTexture(":Data:Textures:sandslope.jpg",&terraintexture2,1,0);
1342 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1346 temptexdetail=texdetail;
1347 if(texdetail>1)texdetail=4;
1348 skybox.load( ":Data:Textures:Skybox(sand):Front.jpg",
1349 ":Data:Textures:Skybox(sand):Left.jpg",
1350 ":Data:Textures:Skybox(sand):Back.jpg",
1351 ":Data:Textures:Skybox(sand):Right.jpg",
1352 ":Data:Textures:Skybox(sand):Up.jpg",
1353 ":Data:Textures:Skybox(sand):Down.jpg");
1358 texdetail=temptexdetail;
1360 if(environment==grassyenvironment){
1363 LoadTexture(":Data:Textures:tree.png",&objects.treetextureptr,0,1);
1364 LoadTexture(":Data:Textures:bush.png",&objects.bushtextureptr,0,1);
1365 LoadTexture(":Data:Textures:boulder.jpg",&objects.rocktextureptr,1,0);
1366 LoadTexture(":Data:Textures:grassbox.jpg",&objects.boxtextureptr,1,0);
1369 emit_stream_np(stream_wind, 100.);
1371 footstepsound = footstepgr1;
1372 footstepsound2 = footstepgr2;
1373 footstepsound3 = footstepst1;
1374 footstepsound4 = footstepst2;
1376 LoadTexture(":Data:Textures:grassdirt.jpg",&terraintexture,1,0);
1378 LoadTexture(":Data:Textures:mossrock.jpg",&terraintexture2,1,0);
1380 //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
1384 temptexdetail=texdetail;
1385 if(texdetail>1)texdetail=4;
1386 skybox.load( ":Data:Textures:Skybox(grass):Front.jpg",
1387 ":Data:Textures:Skybox(grass):Left.jpg",
1388 ":Data:Textures:Skybox(grass):Back.jpg",
1389 ":Data:Textures:Skybox(grass):Right.jpg",
1390 ":Data:Textures:Skybox(grass):Up.jpg",
1391 ":Data:Textures:Skybox(grass):Down.jpg");
1395 texdetail=temptexdetail;
1397 temptexdetail=texdetail;
1399 terrain.load(":Data:Textures:heightmap.png");
1401 texdetail=temptexdetail;
1405 void Game::Loadlevel(int which){
1411 Loadlevel("tutorial");
1412 }else if(which >= 0 && which <= 15){
1414 snprintf(buf, 32, "map%d", which + 1);
1417 Loadlevel("mapsave");
1420 void Game::Loadlevel(const char *name){
1421 static int oldlevel;
1425 static const char *pfx = ":Data:Maps:";
1428 float headprop,legprop,armprop,bodyprop;
1432 LOG(std::string("Loading level...") + name);
1444 if(tutoriallevel!=-1)
1449 if(tutoriallevel==1)
1451 if(tutorialstage==0){
1452 tutorialstagetime=0;
1458 pause_sound(whooshsound);
1459 pause_sound(stream_firesound);
1461 // Change the map filename into something that is os specific
1462 buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
1463 sprintf(buf, "%s%s", pfx, name);
1464 const char *FixedFN = ConvertFileName(buf);
1468 tfile=fopen( FixedFN, "rb" );
1470 pause_sound(stream_firesound);
1476 animation[bounceidleanim].Load((char *)"Idle",middleheight,neutral);
1480 for(int i=0;i<20;i++)
1481 dialoguegonethrough[i]=0;
1490 difficulty=accountactive->getDifficulty();
1509 for(int i=0;i<100;i++)
1529 bonustotal=startbonustotal;
1534 emit_sound_np(consolesuccesssound);
1539 if(!stealthloading){
1540 terrain.numdecals=0;
1541 Sprite::deleteSprites();
1542 for(int i=0;i<objects.numobjects;i++)
1543 objects.model[i].numdecals=0;
1545 int j=objects.numobjects;
1546 for(int i=0;i<j;i++){
1547 objects.DeleteObject(0);
1552 for(int i=0;i<subdivision;i++)
1553 for(int j=0;j<subdivision;j++)
1554 terrain.patchobjectnum[i][j]=0;
1559 weapons.numweapons=0;
1561 funpackf(tfile, "Bi", &mapvers);
1563 funpackf(tfile, "Bi", &indemo);
1567 funpackf(tfile, "Bi", &maptype);
1569 maptype=mapkilleveryone;
1571 funpackf(tfile, "Bi", &hostile);
1575 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
1581 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
1589 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1591 skyboxlightr=skyboxr;
1592 skyboxlightg=skyboxg;
1593 skyboxlightb=skyboxb;
1596 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &player[0].coords.x,&player[0].coords.y,&player[0].coords.z,&player[0].rotation,&player[0].targetrotation, &player[0].num_weapons);
1598 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat,&lamefloat,&lamefloat,&lamefloat,&lamefloat, &player[0].num_weapons);
1599 player[0].originalcoords=player[0].coords;
1600 if(player[0].num_weapons>0&&player[0].num_weapons<5)
1601 for(int j=0;j<player[0].num_weapons;j++){
1602 player[0].weaponids[j]=weapons.numweapons;
1603 funpackf(tfile, "Bi", &weapons.type[weapons.numweapons]);
1604 weapons.owner[weapons.numweapons]=0;
1605 weapons.numweapons++;
1611 funpackf(tfile, "Bf Bf Bf", &player[0].armorhead, &player[0].armorhigh, &player[0].armorlow);
1612 funpackf(tfile, "Bf Bf Bf", &player[0].protectionhead, &player[0].protectionhigh, &player[0].protectionlow);
1613 funpackf(tfile, "Bf Bf Bf", &player[0].metalhead, &player[0].metalhigh, &player[0].metallow);
1614 funpackf(tfile, "Bf Bf", &player[0].power, &player[0].speedmult);
1616 funpackf(tfile, "Bi", &player[0].numclothes);
1619 funpackf(tfile, "Bi Bi", &player[0].whichskin, &player[0].creature);
1621 player[0].whichskin=0;
1622 player[0].creature=rabbittype;
1625 player[0].lastattack=-1;
1626 player[0].lastattack2=-1;
1627 player[0].lastattack3=-1;
1631 funpackf(tfile, "Bi", &numdialogues);
1632 for(int k=0;k<numdialogues;k++){
1633 funpackf(tfile, "Bi", &numdialogueboxes[k]);
1634 funpackf(tfile, "Bi", &dialoguetype[k]);
1635 for(int l=0;l<10;l++){
1636 funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
1637 funpackf(tfile, "Bf", &participantrotation[k][l]);
1639 for(int l=0;l<numdialogueboxes[k];l++){
1640 funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
1641 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
1642 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
1643 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
1644 funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1648 funpackf(tfile, "Bi",&templength);
1649 if(templength>128||templength<=0)
1652 for(m=0;m<templength;m++){
1653 funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1654 if(dialoguetext[k][l][m]=='\0')
1657 dialoguetext[k][l][m] = 0;
1659 funpackf(tfile, "Bi",&templength);
1660 if(templength>64||templength<=0)templength=64;
1661 for(m=0;m<templength;m++){
1662 funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1663 if(dialoguename[k][l][m]=='\0')
1666 dialoguename[k][l][m] = 0;
1667 funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1668 funpackf(tfile, "Bi", &participantfocus[k][l]);
1669 funpackf(tfile, "Bi", &participantaction[k][l]);
1672 funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1674 funpackf(tfile, "Bf Bf",&dialoguecamerarotation[k][l],&dialoguecamerarotation2[k][l]);
1680 for(int k=0;k<player[0].numclothes;k++){
1681 funpackf(tfile, "Bi", &templength);
1682 for(int l=0;l<templength;l++)
1683 funpackf(tfile, "Bb", &player[0].clothes[k][l]);
1684 player[0].clothes[k][templength]='\0';
1685 funpackf(tfile, "Bf Bf Bf", &player[0].clothestintr[k], &player[0].clothestintg[k], &player[0].clothestintb[k]);
1688 funpackf(tfile, "Bi", &environment);
1690 funpackf(tfile, "Bi", &objects.numobjects);
1691 for(int i=0;i<objects.numobjects;i++){
1692 funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i],&objects.rotation[i],&objects.rotation2[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z,&objects.scale[i]);
1693 if(objects.type[i]==treeleavestype)
1694 objects.scale[i]=objects.scale[i-1];
1698 funpackf(tfile, "Bi", &numhotspots);
1699 for(int i=0;i<numhotspots;i++){
1700 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i],&hotspotsize[i],&hotspot[i].x,&hotspot[i].y,&hotspot[i].z);
1701 funpackf(tfile, "Bi", &templength);
1703 for(int l=0;l<templength;l++)
1704 funpackf(tfile, "Bb", &hotspottext[i][l]);
1705 hotspottext[i][templength]='\0';
1706 if(hotspottype[i]==-111)
1715 if(!stealthloading){
1717 for(int i=0;i<objects.numobjects;i++)
1718 objects.center+=objects.position[i];
1719 objects.center/=objects.numobjects;
1725 float maxdistance=0;
1728 for(int i=0;i<objects.numobjects;i++){
1729 tempdist=findDistancefast(&objects.center,&objects.position[i]);
1730 if(tempdist>maxdistance){
1732 maxdistance=tempdist;
1735 objects.radius=fast_sqrt(maxdistance);
1740 //mapcenter=objects.center;
1741 //mapradius=objects.radius;
1743 funpackf(tfile, "Bi", &numplayers);
1744 int howmanyremoved=0;
1745 bool removeanother=0;
1746 if(numplayers>1&&numplayers<maxplayers){
1747 for(int i=1;i<numplayers;i++){
1752 funpackf(tfile, "Bi Bi Bf Bf Bf Bi",&player[i-howmanyremoved].whichskin,&player[i-howmanyremoved].creature, &player[i-howmanyremoved].coords.x,&player[i-howmanyremoved].coords.y,&player[i-howmanyremoved].coords.z,&player[i-howmanyremoved].num_weapons);
1754 funpackf(tfile, "Bi", &player[i-howmanyremoved].howactive);
1756 player[i-howmanyremoved].howactive=typeactive;
1758 funpackf(tfile, "Bf",&player[i-howmanyremoved].scale);
1760 player[i-howmanyremoved].scale=-1;
1762 funpackf(tfile, "Bb",&player[i-howmanyremoved].immobile);
1764 player[i-howmanyremoved].immobile=0;
1766 funpackf(tfile, "Bf",&player[i-howmanyremoved].rotation);
1768 player[i-howmanyremoved].rotation=0;
1769 player[i-howmanyremoved].targetrotation=player[i-howmanyremoved].rotation;
1770 if(player[i-howmanyremoved].num_weapons<0||player[i-howmanyremoved].num_weapons>5){
1775 if(player[i-howmanyremoved].num_weapons>0&&player[i-howmanyremoved].num_weapons<5){
1776 for(int j=0;j<player[i-howmanyremoved].num_weapons;j++){
1777 player[i-howmanyremoved].weaponids[j]=weapons.numweapons;
1778 funpackf(tfile, "Bi", &weapons.type[player[i-howmanyremoved].weaponids[j]]);
1779 weapons.owner[player[i-howmanyremoved].weaponids[j]]=i;
1780 weapons.numweapons++;
1783 funpackf(tfile, "Bi", &player[i-howmanyremoved].numwaypoints);
1784 //player[i-howmanyremoved].numwaypoints=10;
1785 for(int j=0;j<player[i-howmanyremoved].numwaypoints;j++){
1786 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].x);
1787 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].y);
1788 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].z);
1790 funpackf(tfile, "Bi", &player[i-howmanyremoved].waypointtype[j]);
1792 player[i-howmanyremoved].waypointtype[j] = wpkeepwalking;
1795 funpackf(tfile, "Bi", &player[i-howmanyremoved].waypoint);
1796 if(player[i-howmanyremoved].waypoint>player[i-howmanyremoved].numwaypoints-1)
1797 player[i-howmanyremoved].waypoint=0;
1799 funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].armorhead, &player[i-howmanyremoved].armorhigh, &player[i-howmanyremoved].armorlow);
1800 funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].protectionhead, &player[i-howmanyremoved].protectionhigh, &player[i-howmanyremoved].protectionlow);
1801 funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].metalhead, &player[i-howmanyremoved].metalhigh, &player[i-howmanyremoved].metallow);
1802 funpackf(tfile, "Bf Bf", &player[i-howmanyremoved].power, &player[i-howmanyremoved].speedmult);
1805 funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
1812 if(player[i-howmanyremoved].creature==wolftype){
1813 player[i-howmanyremoved].proportionhead=1.1*headprop;
1814 player[i-howmanyremoved].proportionbody=1.1*bodyprop;
1815 player[i-howmanyremoved].proportionarms=1.1*armprop;
1816 player[i-howmanyremoved].proportionlegs=1.1*legprop;
1819 if(player[i-howmanyremoved].creature==rabbittype){
1820 player[i-howmanyremoved].proportionhead=1.2*headprop;
1821 player[i-howmanyremoved].proportionbody=1.05*bodyprop;
1822 player[i-howmanyremoved].proportionarms=1.00*armprop;
1823 player[i-howmanyremoved].proportionlegs=1.1*legprop;
1824 player[i-howmanyremoved].proportionlegs.y=1.05*legprop;
1827 funpackf(tfile, "Bi", &player[i-howmanyremoved].numclothes);
1828 if(player[i-howmanyremoved].numclothes){
1829 for(int k=0;k<player[i-howmanyremoved].numclothes;k++){
1831 funpackf(tfile, "Bi", &templength);
1832 for(int l=0;l<templength;l++)
1833 funpackf(tfile, "Bb", &player[i-howmanyremoved].clothes[k][l]);
1834 player[i-howmanyremoved].clothes[k][templength]='\0';
1835 funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].clothestintr[k], &player[i-howmanyremoved].clothestintg[k], &player[i-howmanyremoved].clothestintb[k]);
1844 numplayers-=howmanyremoved;
1845 funpackf(tfile, "Bi", &numpathpoints);
1846 if(numpathpoints>30||numpathpoints<0)
1848 for(int j=0;j<numpathpoints;j++){
1849 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x,&pathpoint[j].y,&pathpoint[j].z,&numpathpointconnect[j]);
1850 for(int k=0;k<numpathpointconnect[j];k++){
1851 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1857 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x,&mapcenter.y,&mapcenter.z,&mapradius);
1860 if(environment!=oldenvironment)
1861 Setenvironment(environment);
1862 oldenvironment=environment;
1864 if(!stealthloading){
1865 int j=objects.numobjects;
1866 objects.numobjects=0;
1867 for(int i=0;i<j;i++){
1868 objects.MakeObject(objects.type[i],objects.position[i],objects.rotation[i],objects.rotation2[i],objects.scale[i]);
1873 terrain.DoShadows();
1876 objects.DoShadows();
1883 oldlevel=whichlevel;
1886 if(numplayers>maxplayers-1)
1887 numplayers=maxplayers-1;
1888 for(int i=0;i<numplayers;i++){
1894 if(i==0||player[i].scale<0)
1896 player[i].skeleton.free=0;
1897 player[i].skeleton.id=i;
1899 player[i].creature=rabbittype;
1900 if(player[i].creature!=wolftype){
1901 player[i].skeleton.Load(
1902 (char *)":Data:Skeleton:Basic Figure",
1903 (char *)":Data:Skeleton:Basic Figurelow",
1904 (char *)":Data:Skeleton:Rabbitbelt",
1905 (char *)":Data:Models:Body.solid",
1906 (char *)":Data:Models:Body2.solid",
1907 (char *)":Data:Models:Body3.solid",
1908 (char *)":Data:Models:Body4.solid",
1909 (char *)":Data:Models:Body5.solid",
1910 (char *)":Data:Models:Body6.solid",
1911 (char *)":Data:Models:Body7.solid",
1912 (char *)":Data:Models:Bodylow.solid",
1913 (char *)":Data:Models:Belt.solid",0);
1915 if(player[i].creature!=wolftype){
1916 player[i].skeleton.Load(
1917 (char *)":Data:Skeleton:Basic Figure",
1918 (char *)":Data:Skeleton:Basic Figurelow",
1919 (char *)":Data:Skeleton:Rabbitbelt",
1920 (char *)":Data:Models:Body.solid",
1921 (char *)":Data:Models:Body2.solid",
1922 (char *)":Data:Models:Body3.solid",
1923 (char *)":Data:Models:Body4.solid",
1924 (char *)":Data:Models:Body5.solid",
1925 (char *)":Data:Models:Body6.solid",
1926 (char *)":Data:Models:Body7.solid",
1927 (char *)":Data:Models:Bodylow.solid",
1928 (char *)":Data:Models:Belt.solid",1);
1929 LoadTexture(":Data:Textures:Belt.png",&player[i].skeleton.drawmodelclothes.textureptr,1,1);
1931 if(player[i].creature==wolftype){
1932 player[i].skeleton.Load(
1933 (char *)":Data:Skeleton:Basic Figure Wolf",
1934 (char *)":Data:Skeleton:Basic Figure Wolf Low",
1935 (char *)":Data:Skeleton:Rabbitbelt",
1936 (char *)":Data:Models:Wolf.solid",
1937 (char *)":Data:Models:Wolf2.solid",
1938 (char *)":Data:Models:Wolf3.solid",
1939 (char *)":Data:Models:Wolf4.solid",
1940 (char *)":Data:Models:Wolf5.solid",
1941 (char *)":Data:Models:Wolf6.solid",
1942 (char *)":Data:Models:Wolf7.solid",
1943 (char *)":Data:Models:Wolflow.solid",
1944 (char *)":Data:Models:Belt.solid",0);
1950 texsize=512*512*3/texdetail/texdetail;
1952 LoadTextureSave(creatureskin[player[i].creature][player[i].whichskin],&player[i].skeleton.drawmodel.textureptr,1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
1954 if(player[i].numclothes){
1955 for(int j=0;j<player[i].numclothes;j++){
1956 tintr=player[i].clothestintr[j];
1957 tintg=player[i].clothestintg[j];
1958 tintb=player[i].clothestintb[j];
1959 AddClothes((char *)player[i].clothes[j],&player[i].skeleton.skinText[0]);
1961 player[i].DoMipmaps();
1964 player[i].currentanimation=bounceidleanim;
1965 player[i].targetanimation=bounceidleanim;
1966 player[i].currentframe=0;
1967 player[i].targetframe=1;
1969 player[i].speed=1+(float)(Random()%100)/1000;
1971 player[i].speed-=.2;
1973 player[i].speed-=.1;
1975 player[i].velocity=0;
1976 player[i].oldcoords=player[i].coords;
1977 player[i].realoldcoords=player[i].coords;
1980 player[i].skeleton.id=i;
1981 player[i].updatedelay=0;
1982 player[i].normalsupdatedelay=0;
1984 player[i].aitype=passivetype;
1985 player[i].madskills=0;
1988 player[i].proportionhead=1.2;
1989 player[i].proportionbody=1.05;
1990 player[i].proportionarms=1.00;
1991 player[i].proportionlegs=1.1;
1992 player[i].proportionlegs.y=1.05;
1994 player[i].headless=0;
1995 player[i].currentoffset=0;
1996 player[i].targetoffset=0;
1998 player[i].damagetolerance=200;
2000 if(player[i].creature==wolftype){
2001 if(i==0||player[i].scale<0)
2002 player[i].scale=.23;
2003 player[i].damagetolerance=300;
2009 player[i].proportionhead.z=0;
2010 player[i].proportionbody.z=0;
2011 player[i].proportionarms.z=0;
2012 player[i].proportionlegs.z=0;
2015 player[i].tempanimation.Load((char *)"Tempanim",0,0);
2017 player[i].headmorphness=0;
2018 player[i].targetheadmorphness=1;
2019 player[i].headmorphstart=0;
2020 player[i].headmorphend=0;
2022 player[i].pausetime=0;
2025 player[i].jumppower=5;
2027 player[i].permanentdamage=0;
2028 player[i].superpermanentdamage=0;
2030 player[i].forwardkeydown=0;
2031 player[i].leftkeydown=0;
2032 player[i].backkeydown=0;
2033 player[i].rightkeydown=0;
2034 player[i].jumpkeydown=0;
2035 player[i].crouchkeydown=0;
2036 player[i].throwkeydown=0;
2038 player[i].collided=-10;
2040 player[i].bloodloss=0;
2041 player[i].weaponactive=-1;
2042 player[i].weaponstuck=-1;
2043 player[i].bleeding=0;
2044 player[i].deathbleeding=0;
2045 player[i].stunned=0;
2046 player[i].hasvictim=0;
2047 player[i].wentforweapon=0;
2050 player[0].aitype=playercontrolled;
2051 player[0].weaponactive=-1;
2054 player[0].power=1/.9;
2057 player[0].power=1/.8;
2060 player[0].damagetolerance=250;
2062 player[0].damagetolerance=300;
2064 player[0].armorhead*=1.5;
2066 player[0].armorhigh*=1.5;
2068 player[0].armorlow*=1.5;
2069 cameraloc=player[0].coords;
2071 rotation=player[0].rotation;
2073 hawkcoords=player[0].coords;
2078 for(int i=0;i<weapons.numweapons;i++){
2079 weapons.bloody[i]=0;
2080 weapons.blooddrip[i]=0;
2081 weapons.blooddripdelay[i]=0;
2082 weapons.onfire[i]=0;
2083 weapons.flamedelay[i]=0;
2084 weapons.damage[i]=0;
2085 if(weapons.type[i]==sword){
2086 weapons.mass[i]=1.5;
2087 weapons.tipmass[i]=1;
2088 weapons.length[i]=.8;
2090 if(weapons.type[i]==staff){
2092 weapons.tipmass[i]=1;
2093 weapons.length[i]=1.5;
2095 if(weapons.type[i]==knife){
2097 weapons.tipmass[i]=1.2;
2098 weapons.length[i]=.25;
2100 weapons.position[i]=-1000;
2101 weapons.tippoint[i]=-1000;
2104 LOG("Starting background music...");
2106 OPENAL_StopSound(OPENAL_ALL);
2107 if(environment==snowyenvironment){
2109 emit_stream_np(stream_wind);
2110 }else if(environment==desertenvironment){
2112 emit_stream_np(stream_desertambient);
2113 }else if(environment==grassyenvironment){
2115 emit_stream_np(stream_wind, 100.);
2117 oldmusicvolume[0]=0;
2118 oldmusicvolume[1]=0;
2119 oldmusicvolume[2]=0;
2120 oldmusicvolume[3]=0;
2133 Values of mainmenu :
2135 2 Menu pause (resume/end game)
2137 4 Controls configuration menu
2138 5 Main game menu (choose level or challenge)
2139 6 Deleting user menu
2140 7 User managment menu (select/add)
2141 8 Choose difficulty menu
2142 9 Challenge level selection menu
2143 10 End of the campaign congratulation (is that really a menu?)
2144 11 Same that 9 ??? => unused
2145 18 stereo configuration
2148 void Game::MenuTick(){
2153 if(Input::MouseClicked()&&selected==1){
2157 pause_sound(stream_menutheme);
2158 resume_stream(leveltheme);
2160 fireSound(firestartsound);
2163 mainmenu=(accountactive?5:7);
2168 if(Input::MouseClicked()&&selected==2){
2173 if(newdetail>2) newdetail=detail;
2174 if(newdetail<0) newdetail=detail;
2175 if(newscreenwidth>3000) newscreenwidth=screenwidth;
2176 if(newscreenwidth<0) newscreenwidth=screenwidth;
2177 if(newscreenheight>3000) newscreenheight=screenheight;
2178 if(newscreenheight<0) newscreenheight=screenheight;
2181 if(Input::MouseClicked()&&selected==3){
2191 pause_sound(stream_menutheme);
2196 if(Input::MouseClicked()){
2203 extern SDL_Rect **resolutions;
2204 bool isCustomResolution = true;
2206 for(int i = 0; (!found) && (resolutions[i]); i++){
2207 if((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
2208 isCustomResolution = false;
2210 if((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)){
2212 if(resolutions[i] != NULL){
2213 newscreenwidth = (int) resolutions[i]->w;
2214 newscreenheight = (int) resolutions[i]->h;
2215 }else if(isCustomResolution){
2216 if((screenwidth == newscreenwidth) && (screenheight == newscreenheight)){
2217 newscreenwidth = (int) resolutions[0]->w;
2218 newscreenheight = (int) resolutions[0]->h;
2220 newscreenwidth = screenwidth;
2221 newscreenheight = screenheight;
2224 newscreenwidth = (int) resolutions[0]->w;
2225 newscreenheight = (int) resolutions[0]->h;
2232 newscreenwidth = (int) resolutions[0]->w;
2233 newscreenheight = (int) resolutions[0]->h;
2238 if(newdetail>2)newdetail=0;
2242 if(bloodtoggle>2)bloodtoggle=0;
2246 if(difficulty>2)difficulty=0;
2249 ismotionblur=1-ismotionblur;
2255 musictoggle=1-musictoggle;
2258 pause_sound(leveltheme);
2259 pause_sound(stream_fighttheme);
2260 pause_sound(stream_menutheme);
2262 for(int i=0;i<4;i++){
2263 oldmusicvolume[i]=0;
2269 emit_stream_np(stream_menutheme);
2281 if(newdetail>2)newdetail=detail;
2282 if(newdetail<0)newdetail=detail;
2283 if(newscreenwidth<0)newscreenwidth=screenwidth;
2284 if(newscreenheight<0)newscreenheight=screenheight;
2286 SaveSettings(*this);
2287 mainmenu=gameon?2:1;
2290 invertmouse=1-invertmouse;
2293 usermousesensitivity+=.2;
2294 if(usermousesensitivity>2)usermousesensitivity=.2;
2298 if(volume>1.0001f)volume=0;
2299 OPENAL_SetSFXMasterVolume((int)(volume*255));
2304 newstereomode = stereomode;
2309 showdamagebar=!showdamagebar;
2315 if(Input::MouseClicked()&&selected!=-1&&!waiting){
2317 if(selected<9&&keyselect==-1)
2326 if(newdetail>2)newdetail=detail;
2327 if(newdetail<0)newdetail=detail;
2328 if(newscreenwidth>3000)newscreenwidth=screenwidth;
2329 if(newscreenwidth<0)newscreenwidth=screenwidth;
2330 if(newscreenheight>3000)newscreenheight=screenheight;
2331 if(newscreenheight<0)newscreenheight=screenheight;
2337 accountactive->endGame();
2341 if(Input::MouseClicked()){
2342 if((selected-7>=accountactive->getCampaignChoicesMade())){
2350 if(firstload) TickOnceAfter();
2352 whichchoice=selected-7-accountactive->getCampaignChoicesMade();
2355 Loadlevel(campaignmapname[campaignchoicewhich[selected-7-accountactive->getCampaignChoicesMade()]]);
2356 //Loadlevel(campaignmapname[levelorder[selected-7]]);
2360 pause_sound(stream_menutheme);
2362 if(selected>=1 && selected<=5){
2373 if(firstload)TickOnceAfter();
2374 if(!firstload)LoadStuff();
2381 pause_sound(stream_menutheme);
2390 mainmenu=gameon?2:1;
2399 if(Input::MouseClicked()) {
2404 accountactive = Account::destroy(accountactive);
2406 } else if(selected==2) {
2414 if(Input::MouseClicked()) {
2417 if(selected==0&&Account::getNbAccounts()<8){
2419 } else if (selected<Account::getNbAccounts()+1) {
2422 accountactive=Account::get(selected-1);
2423 } else if (selected==Account::getNbAccounts()+1) {
2426 for(int j=0;j<255;j++){
2427 displaytext[0][j]=0;
2437 if(Input::MouseClicked()&&selected>-1){
2441 accountactive->setDifficulty(selected);
2446 if(Input::MouseClicked()&&selected<numchallengelevels&&selected>=0&&selected<=accountactive->getProgress()){
2454 targetlevel=selected;
2455 if(firstload)TickOnceAfter();
2456 if(!firstload)LoadStuff();
2457 else Loadlevel(selected);
2462 pause_sound(stream_menutheme);
2464 if(Input::MouseClicked()&&selected==numchallengelevels){
2472 if(Input::MouseClicked()&&selected==3){
2479 if(Input::isKeyPressed(MOUSEBUTTON1)&&selected==1)
2480 stereoseparation+=0.001;
2481 else if(Input::isKeyPressed(MOUSEBUTTON2)&&selected==1)
2482 stereoseparation-=0.001;
2483 else if(Input::MouseClicked()&&selected>-1){
2486 newstereomode = (StereoMode)(newstereomode + 1);
2487 while(!CanInitStereo(newstereomode)){
2488 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
2489 newstereomode = (StereoMode)(newstereomode + 1);
2490 if(newstereomode >= stereoCount)
2491 newstereomode = stereoNone;
2495 stereoreverse =! stereoreverse;
2500 stereomode = newstereomode;
2501 InitStereo(stereomode);
2507 if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
2510 if(newdetail>2)newdetail=detail;
2511 if(newdetail<0)newdetail=detail;
2512 if(newscreenwidth<0)newscreenwidth=screenwidth;
2513 if(newscreenheight<0)newscreenheight=screenheight;
2515 SaveSettings(*this);
2519 if(mainmenu==1||mainmenu==2){
2520 if(loaddistrib>4)transition+=multiplier/8;
2528 OPENAL_SetFrequency(channels[stream_menutheme], 22050);
2531 inputText(displaytext[0],&displayselected,&displaychars[0]);
2532 if(!waiting) { // the input as finished
2533 if(displaychars[0]){ // with enter
2534 accountactive = Account::add(string(displaytext[0]));
2540 fireSound(firestartsound);
2542 for(int i=0;i<255;i++){
2543 displaytext[0][i]=0;
2552 displayblinkdelay-=multiplier;
2553 if(displayblinkdelay<=0){
2554 displayblinkdelay=.3;
2555 displayblink=1-displayblink;
2560 void Game::doTutorial(){
2561 if(tutorialstagetime>tutorialmaxtime){
2564 if(tutorialstage<=1){
2569 switch(tutorialstage){
2575 tutorialmaxtime=600;
2577 tutorialmaxtime=1000;
2579 tutorialmaxtime=600;
2581 tutorialmaxtime=600;
2583 tutorialmaxtime=600;
2585 tutorialmaxtime=600;
2587 tutorialmaxtime=600;
2591 tutorialmaxtime=1000;
2593 tutorialmaxtime=1000;
2608 player[1].coords=(temp+temp2)/2;
2610 emit_sound_at(fireendsound, player[1].coords);
2612 for(int i=0;i<player[1].skeleton.num_joints;i++){
2614 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
2615 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
2616 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;
2617 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
2618 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
2623 tutorialmaxtime=500;
2625 tutorialmaxtime=500;
2627 tutorialmaxtime=500;
2629 tutorialmaxtime=500;
2632 //tutorialmaxtime=500;
2634 tutorialmaxtime=500;
2636 tutorialmaxtime=500;
2643 tutorialmaxtime=500;
2645 tutorialmaxtime=500;
2647 tutorialmaxtime=500;
2649 tutorialmaxtime=500;
2656 player[1].aitype=attacktypecutoff;
2658 tutorialmaxtime=400;
2660 tutorialmaxtime=400;
2661 player[0].escapednum=0;
2666 player[1].aitype=passivetype;
2672 tutorialmaxtime=400;
2675 player[1].aitype=attacktypecutoff;
2677 tutorialmaxtime=400;
2679 tutorialmaxtime=400;
2684 player[1].aitype=passivetype;
2691 player[1].aitype=attacktypecutoff;
2696 player[1].aitype=passivetype;
2708 weapons.owner[weapons.numweapons]=-1;
2709 weapons.type[weapons.numweapons]=knife;
2710 weapons.damage[weapons.numweapons]=0;
2711 weapons.mass[weapons.numweapons]=1;
2712 weapons.tipmass[weapons.numweapons]=1.2;
2713 weapons.length[weapons.numweapons]=.25;
2714 weapons.position[weapons.numweapons]=(temp+temp2)/2;
2715 weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
2717 weapons.velocity[weapons.numweapons]=0.1;
2718 weapons.tipvelocity[weapons.numweapons]=0.1;
2719 weapons.missed[weapons.numweapons]=1;
2720 weapons.hitsomething[weapons.numweapons]=0;
2721 weapons.freetime[weapons.numweapons]=0;
2722 weapons.firstfree[weapons.numweapons]=1;
2723 weapons.physics[weapons.numweapons]=1;
2725 weapons.numweapons++;
2728 tutorialmaxtime=300;
2730 tutorialmaxtime=300;
2734 tutorialmaxtime=300;
2737 player[0].weaponactive=-1;
2738 player[0].num_weapons=0;
2739 player[1].weaponactive=0;
2740 player[1].num_weapons=1;
2741 player[1].weaponids[0]=0;
2745 player[1].aitype=attacktypecutoff;
2747 tutorialmaxtime=300;
2750 player[0].weaponactive=-1;
2751 player[0].num_weapons=0;
2752 player[1].weaponactive=0;
2753 player[1].num_weapons=1;
2754 player[1].weaponids[0]=0;
2756 tutorialmaxtime=300;
2759 player[0].weaponactive=-1;
2760 player[0].num_weapons=0;
2761 player[1].weaponactive=0;
2762 player[1].num_weapons=1;
2763 player[1].weaponids[0]=0;
2765 weapons.type[0]=sword;
2767 tutorialmaxtime=300;
2780 weapons.owner[weapons.numweapons]=-1;
2781 weapons.type[weapons.numweapons]=sword;
2782 weapons.damage[weapons.numweapons]=0;
2783 weapons.mass[weapons.numweapons]=1;
2784 weapons.tipmass[weapons.numweapons]=1.2;
2785 weapons.length[weapons.numweapons]=.25;
2786 weapons.position[weapons.numweapons]=(temp+temp2)/2;
2787 weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
2789 weapons.velocity[weapons.numweapons]=0.1;
2790 weapons.tipvelocity[weapons.numweapons]=0.1;
2791 weapons.missed[weapons.numweapons]=1;
2792 weapons.hitsomething[weapons.numweapons]=0;
2793 weapons.freetime[weapons.numweapons]=0;
2794 weapons.firstfree[weapons.numweapons]=1;
2795 weapons.physics[weapons.numweapons]=1;
2799 player[0].weaponactive=0;
2800 player[0].num_weapons=1;
2801 player[0].weaponids[0]=1;
2802 player[1].weaponactive=0;
2803 player[1].num_weapons=1;
2804 player[1].weaponids[0]=0;
2806 weapons.numweapons++;
2811 player[1].aitype=passivetype;
2817 player[0].weaponactive=0;
2818 player[0].num_weapons=1;
2819 player[0].weaponids[0]=1;
2820 player[1].weaponactive=0;
2821 player[1].num_weapons=1;
2822 player[1].weaponids[0]=0;
2824 if(player[0].weaponactive!=-1)weapons.type[player[0].weaponids[player[0].weaponactive]]=staff;
2825 else weapons.type[0]=staff;
2827 weapons.numweapons++;
2831 player[1].aitype=passivetype;
2833 tutorialmaxtime=200;
2835 weapons.position[1]=1000;
2836 weapons.tippoint[1]=1000;
2838 weapons.numweapons=1;
2840 player[1].weaponactive=-1;
2841 player[1].num_weapons=0;
2842 player[0].weaponactive=0;
2843 player[0].num_weapons=1;
2844 player[0].weaponids[0]=0;
2846 weapons.type[0]=knife;
2848 weapons.numweapons++;
2853 emit_sound_at(fireendsound, player[1].coords);
2855 for(int i=0;i<player[1].skeleton.num_joints;i++){
2857 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
2858 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
2859 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;
2860 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
2861 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
2865 player[1].num_weapons=0;
2866 player[1].weaponstuck=-1;
2867 player[1].weaponactive=-1;
2869 weapons.numweapons=0;
2871 weapons.owner[0]=-1;
2872 weapons.velocity[0]=0.1;
2873 weapons.tipvelocity[0]=-0.1;
2874 weapons.missed[0]=1;
2875 weapons.hitsomething[0]=0;
2876 weapons.freetime[0]=0;
2877 weapons.firstfree[0]=1;
2878 weapons.physics[0]=1;
2881 tutorialmaxtime=80000;
2882 break; default: break;
2884 if(tutorialstage<=51)tutorialstagetime=0;
2888 if(tutorialstagetime<tutorialmaxtime-3){
2889 switch(tutorialstage){
2890 case 3: if(deltah||deltav)tutorialsuccess+=multiplier;
2891 break; case 4: if(player[0].forwardkeydown||player[0].backkeydown||player[0].leftkeydown||player[0].rightkeydown)tutorialsuccess+=multiplier;
2892 break; case 5: if(player[0].jumpkeydown)tutorialsuccess=1;
2893 break; case 6: if(player[0].isCrouch())tutorialsuccess=1;
2894 break; case 7: if(player[0].targetanimation==rollanim)tutorialsuccess=1;
2895 break; case 8: if(player[0].targetanimation==sneakanim)tutorialsuccess+=multiplier;
2896 break; case 9: if(player[0].targetanimation==rabbitrunninganim||player[0].targetanimation==wolfrunninganim)tutorialsuccess+=multiplier;
2897 break; case 11: if(player[0].isWallJump())tutorialsuccess=1;
2898 break; case 12: if(player[0].targetanimation==flipanim)tutorialsuccess=1;
2899 break; case 15: if(player[0].targetanimation==upunchanim||player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
2900 break; case 16: if(player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
2901 break; case 17: if(player[0].targetanimation==spinkickanim)tutorialsuccess=1;
2902 break; case 18: if(player[0].targetanimation==sweepanim)tutorialsuccess=1;
2903 break; case 19: if(player[0].targetanimation==dropkickanim)tutorialsuccess=1;
2904 break; case 20: if(player[0].targetanimation==rabbitkickanim)tutorialsuccess=1;
2905 break; case 21: if(bonus==cannon)tutorialsuccess=1;
2906 break; case 22: if(bonus==spinecrusher)tutorialsuccess=1;
2907 break; case 23: if(player[0].targetanimation==walljumprightkickanim||player[0].targetanimation==walljumpleftkickanim)tutorialsuccess=1;
2908 break; case 24: if(player[0].targetanimation==rabbittacklinganim)tutorialsuccess=1;
2909 break; case 25: if(player[0].targetanimation==backhandspringanim)tutorialsuccess=1;
2910 break; case 28: if(animation[player[0].targetanimation].attack==reversed&&player[0].feint)tutorialsuccess=1;
2912 if(player[0].escapednum==2){
2916 player[1].aitype=passivetype;
2918 break; case 33: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2919 break; case 34: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2921 if(animation[player[0].targetanimation].attack==reversal){
2925 player[1].aitype=passivetype;
2927 break; case 40: if(player[0].num_weapons>0)tutorialsuccess=1;
2928 break; case 41: if(player[0].weaponactive==-1&&player[0].num_weapons>0)tutorialsuccess=1;
2929 break; case 43: if(player[0].targetanimation==knifeslashstartanim)tutorialsuccess=1;
2930 break; case 44: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2931 break; case 45: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2932 break; case 46: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2933 break; case 49: if(player[1].weaponstuck!=-1)tutorialsuccess=1;
2934 break; default: break;
2936 if(tutorialsuccess>=1)tutorialstagetime=tutorialmaxtime-3;
2939 if(tutorialstagetime==tutorialmaxtime-3){
2940 emit_sound_np(consolesuccesssound);
2943 if(tutorialsuccess>=1){
2944 if(tutorialstage==34||tutorialstage==35)
2945 tutorialstagetime=tutorialmaxtime-1;
2949 if(tutorialstage<14||tutorialstage>=50){
2950 player[1].coords.y=300;
2951 player[1].velocity=0;
2957 void Game::doDebugKeys(){
2958 float headprop,bodyprop,armprop,legprop;
2960 if(Input::isKeyPressed(SDLK_h)){
2961 player[0].damagetolerance=200000;
2964 player[0].permanentdamage=0;
2965 player[0].superpermanentdamage=0;
2968 if(Input::isKeyPressed(SDLK_j)){
2972 Setenvironment(environment);
2975 if(Input::isKeyPressed(SDLK_c)){
2976 cameramode=1-cameramode;
2979 if(Input::isKeyPressed(SDLK_x)&&!Input::isKeyDown(SDLK_LSHIFT)){
2980 if(player[0].num_weapons>0){
2981 if(weapons.type[player[0].weaponids[0]]==sword)weapons.type[player[0].weaponids[0]]=staff;
2982 else if(weapons.type[player[0].weaponids[0]]==staff)weapons.type[player[0].weaponids[0]]=knife;
2983 else weapons.type[player[0].weaponids[0]]=sword;
2984 if(weapons.type[player[0].weaponids[0]]==sword){
2985 weapons.mass[player[0].weaponids[0]]=1.5;
2986 weapons.tipmass[player[0].weaponids[0]]=1;
2987 weapons.length[player[0].weaponids[0]]=.8;
2989 if(weapons.type[player[0].weaponids[0]]==staff){
2990 weapons.mass[player[0].weaponids[0]]=2;
2991 weapons.tipmass[player[0].weaponids[0]]=1;
2992 weapons.length[player[0].weaponids[0]]=1.5;
2995 if(weapons.type[player[0].weaponids[0]]==knife){
2996 weapons.mass[player[0].weaponids[0]]=1;
2997 weapons.tipmass[player[0].weaponids[0]]=1.2;
2998 weapons.length[player[0].weaponids[0]]=.25;
3003 if(Input::isKeyPressed(SDLK_x)&&Input::isKeyDown(SDLK_LSHIFT)){
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;
3016 if(player[closest].num_weapons){
3017 if(weapons.type[player[closest].weaponids[0]]==sword)
3018 weapons.type[player[closest].weaponids[0]]=staff;
3019 else if(weapons.type[player[closest].weaponids[0]]==staff)
3020 weapons.type[player[closest].weaponids[0]]=knife;
3021 else weapons.type[player[closest].weaponids[0]]=sword;
3022 if(weapons.type[player[closest].weaponids[0]]==sword){
3023 weapons.mass[player[closest].weaponids[0]]=1.5;
3024 weapons.tipmass[player[closest].weaponids[0]]=1;
3025 weapons.length[player[closest].weaponids[0]]=.8;
3027 if(weapons.type[player[0].weaponids[0]]==staff){
3028 weapons.mass[player[0].weaponids[0]]=2;
3029 weapons.tipmass[player[0].weaponids[0]]=1;
3030 weapons.length[player[0].weaponids[0]]=1.5;
3032 if(weapons.type[player[closest].weaponids[0]]==knife){
3033 weapons.mass[player[closest].weaponids[0]]=1;
3034 weapons.tipmass[player[closest].weaponids[0]]=1.2;
3035 weapons.length[player[closest].weaponids[0]]=.25;
3038 if(!player[closest].num_weapons){
3039 player[closest].weaponids[0]=weapons.numweapons;
3040 weapons.owner[weapons.numweapons]=closest;
3041 weapons.type[weapons.numweapons]=knife;
3042 weapons.damage[weapons.numweapons]=0;
3043 weapons.numweapons++;
3044 player[closest].num_weapons=1;
3045 if(weapons.type[player[closest].weaponids[0]]==sword){
3046 weapons.mass[player[closest].weaponids[0]]=1.5;
3047 weapons.tipmass[player[closest].weaponids[0]]=1;
3048 weapons.length[player[closest].weaponids[0]]=.8;
3050 if(weapons.type[player[closest].weaponids[0]]==knife){
3051 weapons.mass[player[closest].weaponids[0]]=1;
3052 weapons.tipmass[player[closest].weaponids[0]]=1.2;
3053 weapons.length[player[closest].weaponids[0]]=.25;
3059 if(Input::isKeyDown(SDLK_u)){
3061 float closestdist=-1;
3064 for(int i=1;i<numplayers;i++){
3065 distance=findDistancefast(&player[i].coords,&player[0].coords);
3066 if(closestdist==-1||distance<closestdist){
3067 closestdist=distance;
3071 player[closest].rotation+=multiplier*50;
3072 player[closest].targetrotation=player[closest].rotation;
3076 if(Input::isKeyPressed(SDLK_o)&&!Input::isKeyDown(SDLK_LSHIFT)){
3078 float closestdist=-1;
3081 for(int i=1;i<numplayers;i++){
3082 distance=findDistancefast(&player[i].coords,&player[0].coords);
3083 if(closestdist==-1||distance<closestdist){
3084 closestdist=distance;
3088 if(Input::isKeyDown(SDLK_LCTRL))closest=0;
3091 player[closest].whichskin++;
3092 if(player[closest].whichskin>9)
3093 player[closest].whichskin=0;
3094 if(player[closest].whichskin>2&&player[closest].creature==wolftype)
3095 player[closest].whichskin=0;
3097 LoadTextureSave(creatureskin[player[closest].creature][player[closest].whichskin],
3098 &player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
3101 if(player[closest].numclothes){
3102 for(int i=0;i<player[closest].numclothes;i++){
3103 tintr=player[closest].clothestintr[i];
3104 tintg=player[closest].clothestintg[i];
3105 tintb=player[closest].clothestintb[i];
3106 AddClothes((char *)player[closest].clothes[i],&player[closest].skeleton.skinText[0]);
3108 player[closest].DoMipmaps();
3112 if(Input::isKeyPressed(SDLK_o)&&Input::isKeyDown(SDLK_LSHIFT)){
3114 float closestdist=-1;
3117 for(int i=1;i<numplayers;i++){
3118 distance=findDistancefast(&player[i].coords,&player[0].coords);
3119 if(closestdist==-1||distance<closestdist){
3120 closestdist=distance;
3125 if(player[closest].creature==wolftype){
3126 headprop=player[closest].proportionhead.x/1.1;
3127 bodyprop=player[closest].proportionbody.x/1.1;
3128 armprop=player[closest].proportionarms.x/1.1;
3129 legprop=player[closest].proportionlegs.x/1.1;
3132 if(player[closest].creature==rabbittype){
3133 headprop=player[closest].proportionhead.x/1.2;
3134 bodyprop=player[closest].proportionbody.x/1.05;
3135 armprop=player[closest].proportionarms.x/1.00;
3136 legprop=player[closest].proportionlegs.x/1.1;
3140 if(player[closest].creature==rabbittype){
3141 player[closest].skeleton.id=closest;
3142 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);
3143 LoadTextureSave(":Data:Textures:Wolf.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[closest],&player[closest].skeleton.skinsize);
3144 player[closest].whichskin=0;
3145 player[closest].creature=wolftype;
3147 player[closest].proportionhead=1.1;
3148 player[closest].proportionbody=1.1;
3149 player[closest].proportionarms=1.1;
3150 player[closest].proportionlegs=1.1;
3151 player[closest].proportionlegs.y=1.1;
3152 player[closest].scale=.23*5*player[0].scale;
3154 player[closest].damagetolerance=300;
3158 player[closest].skeleton.id=closest;
3159 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);
3160 LoadTextureSave(":Data:Textures:Fur3.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
3161 player[closest].whichskin=0;
3162 player[closest].creature=rabbittype;
3164 player[closest].proportionhead=1.2;
3165 player[closest].proportionbody=1.05;
3166 player[closest].proportionarms=1.00;
3167 player[closest].proportionlegs=1.1;
3168 player[closest].proportionlegs.y=1.05;
3169 player[closest].scale=.2*5*player[0].scale;
3171 player[closest].damagetolerance=200;
3174 if(player[closest].creature==wolftype){
3175 player[closest].proportionhead=1.1*headprop;
3176 player[closest].proportionbody=1.1*bodyprop;
3177 player[closest].proportionarms=1.1*armprop;
3178 player[closest].proportionlegs=1.1*legprop;
3181 if(player[closest].creature==rabbittype){
3182 player[closest].proportionhead=1.2*headprop;
3183 player[closest].proportionbody=1.05*bodyprop;
3184 player[closest].proportionarms=1.00*armprop;
3185 player[closest].proportionlegs=1.1*legprop;
3186 player[closest].proportionlegs.y=1.05*legprop;
3192 if(Input::isKeyPressed(SDLK_b)&&!Input::isKeyDown(SDLK_LSHIFT)){
3198 if(((Input::isKeyPressed(SDLK_i)&&!Input::isKeyDown(SDLK_LSHIFT)))){
3200 float closestdist=-1;
3202 XYZ flatfacing2,flatvelocity2;
3205 for(int i=1;i<numplayers;i++){
3206 distance=findDistancefast(&player[i].coords,&player[0].coords);
3207 if(distance<144&&!player[i].headless)
3208 if(closestdist==-1||distance<closestdist){
3209 closestdist=distance;
3211 blah = player[i].coords;
3216 XYZ headspurtdirection;
3217 //int i = player[closest].skeleton.jointlabels[head];
3218 Joint& headjoint=playerJoint(closest,head);
3219 for(int k=0;k<player[closest].skeleton.num_joints; k++){
3220 if(!player[closest].skeleton.free)
3221 flatvelocity2=player[closest].velocity;
3222 if(player[closest].skeleton.free)
3223 flatvelocity2=headjoint.velocity;
3224 if(!player[closest].skeleton.free)
3225 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;
3226 if(player[closest].skeleton.free)
3227 flatfacing2=headjoint.position*player[closest].scale+player[closest].coords;
3228 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3229 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3230 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3231 headspurtdirection=headjoint.position-playerJoint(closest,neck).position;
3232 Normalise(&headspurtdirection);
3233 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, .6, 1);
3234 flatvelocity2+=headspurtdirection*8;
3235 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2/2, 1,1,1, .16, 1);
3237 Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
3239 emit_sound_at(splattersound, blah);
3240 emit_sound_at(breaksound2, blah, 100.);
3242 if(player[closest].skeleton.free==2)player[closest].skeleton.free=0;
3243 player[closest].RagDoll(0);
3244 player[closest].dead=2;
3245 player[closest].headless=1;
3246 player[closest].DoBloodBig(3,165);
3252 if(((Input::isKeyPressed(SDLK_i)&&Input::isKeyDown(SDLK_LSHIFT)))){
3254 float closestdist=-1;
3256 XYZ flatfacing2,flatvelocity2;
3259 for(int i=1;i<numplayers;i++){
3260 distance=findDistancefast(&player[i].coords,&player[0].coords);
3262 if(closestdist==-1||distance<closestdist){
3263 closestdist=distance;
3265 blah=player[i].coords;
3270 emit_sound_at(splattersound, blah);
3272 emit_sound_at(breaksound2, blah);
3274 for(int i=0;i<player[closest].skeleton.num_joints; i++){
3275 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
3276 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
3277 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;
3278 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
3279 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3280 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3281 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3282 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
3283 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .3, 1);
3284 Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
3287 for(int i=0;i<player[closest].skeleton.num_joints; i++){
3288 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
3289 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
3290 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;
3291 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
3292 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3293 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3294 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3295 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
3296 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .4, 1);
3299 for(int i=0;i<player[closest].skeleton.num_joints; i++){
3300 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
3301 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
3302 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;
3303 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
3304 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3305 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3306 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3307 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
3308 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
3311 for(int i=0;i<player[closest].skeleton.num_joints; i++){
3312 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
3313 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
3314 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;
3315 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
3316 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3317 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3318 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3319 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
3320 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
3324 for(int j=0;j<numplayers; j++){
3326 if(findDistancefast(&player[j].coords,&player[closest].coords)<25){
3327 player[j].DoDamage((25-findDistancefast(&player[j].coords,&player[closest].coords))*60);
3328 if(player[j].skeleton.free==2)
3329 player[j].skeleton.free=1;
3330 player[j].skeleton.longdead=0;
3331 player[j].RagDoll(0);
3332 for(int i=0;i<player[j].skeleton.num_joints; i++){
3333 temppos=player[j].skeleton.joints[i].position+player[j].coords;
3334 if(findDistancefast(&temppos,&player[closest].coords)<25){
3335 flatvelocity2=temppos-player[closest].coords;
3336 Normalise(&flatvelocity2);
3337 player[j].skeleton.joints[i].velocity+=flatvelocity2*((20-findDistancefast(&temppos,&player[closest].coords))*20);
3344 player[closest].DoDamage(10000);
3345 player[closest].RagDoll(0);
3346 player[closest].dead=2;
3347 player[closest].coords=20;
3348 player[closest].skeleton.free=2;
3355 if(Input::isKeyPressed(SDLK_f)){
3356 player[0].onfire=1-player[0].onfire;
3357 if(player[0].onfire){
3358 player[0].CatchFire();
3360 if(!player[0].onfire){
3361 emit_sound_at(fireendsound, player[0].coords);
3362 pause_sound(stream_firesound);
3366 if(Input::isKeyPressed(SDLK_n)&&!Input::isKeyDown(SDLK_LCTRL)){
3367 //if(!player[0].skeleton.free)player[0].damage+=500;
3368 player[0].RagDoll(0);
3369 //player[0].spurt=1;
3370 //player[0].DoDamage(1000);
3372 emit_sound_at(whooshsound, player[0].coords, 128.);
3375 if(Input::isKeyPressed(SDLK_n)&&Input::isKeyDown(SDLK_LCTRL)){
3377 float closestdist=-1;
3379 for(int i=0;i<objects.numobjects;i++){
3380 if(objects.type[i]==treeleavestype){
3381 objects.scale[i]*=.9;
3386 if(Input::isKeyPressed(SDLK_m)&&Input::isKeyDown(SDLK_LSHIFT)){
3387 editorenabled=1-editorenabled;
3389 player[0].damagetolerance=100000;
3391 player[0].damagetolerance=200;
3393 player[0].damage=0; // these lines were in both if and else, but I think they would better fit in the if
3394 player[0].permanentdamage=0;
3395 player[0].superpermanentdamage=0;
3396 player[0].bloodloss=0;
3397 player[0].deathbleeding=0;
3401 if(whichlevel!=-2&&Input::isKeyPressed(SDLK_k)&&Input::isKeyDown(SDLK_LSHIFT)&&!editorenabled){
3403 if(targetlevel>numchallengelevels-1)
3410 if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LSHIFT)){
3412 float closestdist=-1;
3415 for(int i=1;i<numplayers;i++){
3416 distance=findDistancefast(&player[i].coords,&player[0].coords);
3417 if(closestdist==-1||distance<closestdist){
3418 closestdist=distance;
3422 if(closestdist>0&&closest>=0){
3423 //player[closest]=player[numplayers-1];
3424 //player[closest].skeleton=player[numplayers-1].skeleton;
3429 if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LCTRL)){
3431 float closestdist=-1;
3434 for(int i=1;i<max_objects;i++){
3435 distance=findDistancefast(&objects.position[i],&player[0].coords);
3436 if(closestdist==-1||distance<closestdist){
3437 closestdist=distance;
3441 if(closestdist>0&&closest>=0){
3442 objects.position[closest].y-=500;
3446 if(Input::isKeyPressed(SDLK_m)&&Input::isKeyDown(SDLK_LSHIFT)){
3448 //if(drawmode>2)drawmode=0;
3449 if(objects.numobjects<max_objects-1){
3451 boxcoords.x=player[0].coords.x;
3452 boxcoords.z=player[0].coords.z;
3453 boxcoords.y=player[0].coords.y-3;
3454 if(editortype==bushtype)boxcoords.y=player[0].coords.y-.5;
3455 if(editortype==firetype)boxcoords.y=player[0].coords.y-.5;
3456 //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
3457 float temprotat,temprotat2;
3458 temprotat=editorrotation;
3459 temprotat2=editorrotation2;
3460 if(temprotat<0||editortype==bushtype)temprotat=Random()%360;
3461 if(temprotat2<0)temprotat2=Random()%360;
3463 objects.MakeObject(editortype,boxcoords,(int)temprotat-((int)temprotat)%30,(int)temprotat2,editorsize);
3464 if(editortype==treetrunktype)
3465 objects.MakeObject(treeleavestype,boxcoords,Random()%360*(temprotat2<2)+(int)editorrotation-((int)editorrotation)%30,editorrotation2,editorsize);
3469 if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3470 if(numplayers<maxplayers-1){
3471 player[numplayers].scale=.2*5*player[0].scale;
3472 player[numplayers].creature=rabbittype;
3473 player[numplayers].howactive=editoractive;
3474 player[numplayers].skeleton.id=numplayers;
3475 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);
3477 //texsize=512*512*3/texdetail/texdetail;
3478 //if(!player[numplayers].loaded)player[numplayers].skeleton.skinText = new GLubyte[texsize];
3479 //player[numplayers].skeleton.skinText.resize(texsize);
3481 int k=abs(Random()%2)+1;
3483 LoadTextureSave(":Data:Textures:Fur3.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
3484 player[numplayers].whichskin=0;
3487 LoadTextureSave(":Data:Textures:Fur.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
3488 player[numplayers].whichskin=1;
3491 LoadTextureSave(":Data:Textures:Fur2.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
3492 player[numplayers].whichskin=2;
3495 LoadTexture(":Data:Textures:Belt.png",&player[numplayers].skeleton.drawmodelclothes.textureptr,1,1);
3496 player[numplayers].power=1;
3497 player[numplayers].speedmult=1;
3498 player[numplayers].currentanimation=bounceidleanim;
3499 player[numplayers].targetanimation=bounceidleanim;
3500 player[numplayers].currentframe=0;
3501 player[numplayers].targetframe=1;
3502 player[numplayers].target=0;
3503 player[numplayers].bled=0;
3504 player[numplayers].speed=1+(float)(Random()%100)/1000;
3506 player[numplayers].targetrotation=player[0].targetrotation;
3507 player[numplayers].rotation=player[0].rotation;
3509 player[numplayers].velocity=0;
3510 player[numplayers].coords=player[0].coords;
3511 player[numplayers].oldcoords=player[numplayers].coords;
3512 player[numplayers].realoldcoords=player[numplayers].coords;
3514 player[numplayers].id=numplayers;
3515 player[numplayers].skeleton.id=numplayers;
3516 player[numplayers].updatedelay=0;
3517 player[numplayers].normalsupdatedelay=0;
3519 player[numplayers].aitype=passivetype;
3521 if(player[0].creature==wolftype){
3522 headprop=player[0].proportionhead.x/1.1;
3523 bodyprop=player[0].proportionbody.x/1.1;
3524 armprop=player[0].proportionarms.x/1.1;
3525 legprop=player[0].proportionlegs.x/1.1;
3528 if(player[0].creature==rabbittype){
3529 headprop=player[0].proportionhead.x/1.2;
3530 bodyprop=player[0].proportionbody.x/1.05;
3531 armprop=player[0].proportionarms.x/1.00;
3532 legprop=player[0].proportionlegs.x/1.1;
3535 if(player[numplayers].creature==wolftype){
3536 player[numplayers].proportionhead=1.1*headprop;
3537 player[numplayers].proportionbody=1.1*bodyprop;
3538 player[numplayers].proportionarms=1.1*armprop;
3539 player[numplayers].proportionlegs=1.1*legprop;
3542 if(player[numplayers].creature==rabbittype){
3543 player[numplayers].proportionhead=1.2*headprop;
3544 player[numplayers].proportionbody=1.05*bodyprop;
3545 player[numplayers].proportionarms=1.00*armprop;
3546 player[numplayers].proportionlegs=1.1*legprop;
3547 player[numplayers].proportionlegs.y=1.05*legprop;
3550 player[numplayers].headless=0;
3551 player[numplayers].onfire=0;
3554 player[numplayers].proportionhead.z=0;
3555 player[numplayers].proportionbody.z=0;
3556 player[numplayers].proportionarms.z=0;
3557 player[numplayers].proportionlegs.z=0;
3560 player[numplayers].tempanimation.Load((char *)"Tempanim",0,0);
3562 player[numplayers].damagetolerance=200;
3564 player[numplayers].protectionhead=player[0].protectionhead;
3565 player[numplayers].protectionhigh=player[0].protectionhigh;
3566 player[numplayers].protectionlow=player[0].protectionlow;
3567 player[numplayers].armorhead=player[0].armorhead;
3568 player[numplayers].armorhigh=player[0].armorhigh;
3569 player[numplayers].armorlow=player[0].armorlow;
3570 player[numplayers].metalhead=player[0].metalhead;
3571 player[numplayers].metalhigh=player[0].metalhigh;
3572 player[numplayers].metallow=player[0].metallow;
3574 player[numplayers].immobile=player[0].immobile;
3576 player[numplayers].numclothes=player[0].numclothes;
3577 if(player[numplayers].numclothes)
3578 for(int i=0;i<player[numplayers].numclothes;i++){
3579 strcpy(player[numplayers].clothes[i], player[0].clothes[i]);
3580 player[numplayers].clothestintr[i]=player[0].clothestintr[i];
3581 player[numplayers].clothestintg[i]=player[0].clothestintg[i];
3582 player[numplayers].clothestintb[i]=player[0].clothestintb[i];
3583 tintr=player[numplayers].clothestintr[i];
3584 tintg=player[numplayers].clothestintg[i];
3585 tintb=player[numplayers].clothestintb[i];
3586 AddClothes((char *)player[numplayers].clothes[i],&player[numplayers].skeleton.skinText[0]);
3588 if(player[numplayers].numclothes){
3589 player[numplayers].DoMipmaps();
3592 player[numplayers].power=player[0].power;
3593 player[numplayers].speedmult=player[0].speedmult;
3595 player[numplayers].damage=0;
3596 player[numplayers].permanentdamage=0;
3597 player[numplayers].superpermanentdamage=0;
3598 player[numplayers].deathbleeding=0;
3599 player[numplayers].bleeding=0;
3600 player[numplayers].numwaypoints=0;
3601 player[numplayers].waypoint=0;
3602 player[numplayers].jumppath=0;
3603 player[numplayers].weaponstuck=-1;
3604 player[numplayers].weaponactive=-1;
3605 player[numplayers].num_weapons=0;
3606 player[numplayers].bloodloss=0;
3607 player[numplayers].dead=0;
3609 player[numplayers].loaded=1;
3615 if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LSHIFT)){
3616 if(player[numplayers-1].numwaypoints<90){
3617 player[numplayers-1].waypoints[player[numplayers-1].numwaypoints]=player[0].coords;
3618 player[numplayers-1].waypointtype[player[numplayers-1].numwaypoints]=editorpathtype;
3619 player[numplayers-1].numwaypoints++;
3623 if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LCTRL)){
3624 if(numpathpoints<30){
3625 bool connected,alreadyconnected;
3628 for(int i=0;i<numpathpoints;i++){
3629 if(findDistancefast(&pathpoint[i],&player[0].coords)<.5&&i!=pathpointselected&&!connected){
3631 for(int j=0;j<numpathpointconnect[pathpointselected];j++){
3632 if(pathpointconnect[pathpointselected][j]==i)alreadyconnected=1;
3634 if(!alreadyconnected){
3635 numpathpointconnect[pathpointselected]++;
3637 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=i;
3643 pathpoint[numpathpoints-1]=player[0].coords;
3644 numpathpointconnect[numpathpoints-1]=0;
3645 if(numpathpoints>1&&pathpointselected!=-1){
3646 numpathpointconnect[pathpointselected]++;
3647 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=numpathpoints-1;
3649 pathpointselected=numpathpoints-1;
3654 if(Input::isKeyPressed(SDLK_PERIOD)){
3655 pathpointselected++;
3656 if(pathpointselected>=numpathpoints)
3657 pathpointselected=-1;
3659 if(Input::isKeyPressed(SDLK_COMMA)&&!Input::isKeyDown(SDLK_LSHIFT)){
3660 pathpointselected--;
3661 if(pathpointselected<=-2)
3662 pathpointselected=numpathpoints-1;
3664 if(Input::isKeyPressed(SDLK_COMMA)&&Input::isKeyDown(SDLK_LSHIFT)){
3665 if(pathpointselected!=-1){
3667 pathpoint[pathpointselected]=pathpoint[numpathpoints];
3668 numpathpointconnect[pathpointselected]=numpathpointconnect[numpathpoints];
3669 for(int i=0;i<numpathpointconnect[pathpointselected];i++){
3670 pathpointconnect[pathpointselected][i]=pathpointconnect[numpathpoints][i];
3672 for(int i=0;i<numpathpoints;i++){
3673 for(int j=0;j<numpathpointconnect[i];j++){
3674 if(pathpointconnect[i][j]==pathpointselected){
3675 pathpointconnect[i][j]=pathpointconnect[i][numpathpointconnect[i]-1];
3676 numpathpointconnect[i]--;
3678 if(pathpointconnect[i][j]==numpathpoints){
3679 pathpointconnect[i][j]=pathpointselected;
3683 pathpointselected=numpathpoints-1;
3687 if(Input::isKeyPressed(SDLK_LEFT)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3689 if(editortype==treeleavestype||editortype==10)editortype--;
3690 if(editortype<0)editortype=firetype;
3693 if(Input::isKeyPressed(SDLK_RIGHT)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3695 if(editortype==treeleavestype||editortype==10)editortype++;
3696 if(editortype>firetype)editortype=0;
3699 if(Input::isKeyDown(SDLK_LEFT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3700 editorrotation-=multiplier*100;
3701 if(editorrotation<-.01)editorrotation=-.01;
3704 if(Input::isKeyDown(SDLK_RIGHT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3705 editorrotation+=multiplier*100;
3708 if(Input::isKeyDown(SDLK_UP)&&!Input::isKeyDown(SDLK_LCTRL)){
3709 editorsize+=multiplier;
3712 if(Input::isKeyDown(SDLK_DOWN)&&!Input::isKeyDown(SDLK_LCTRL)){
3713 editorsize-=multiplier;
3714 if(editorsize<.1)editorsize=.1;
3718 if(Input::isKeyPressed(SDLK_LEFT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
3719 mapradius-=multiplier*10;
3722 if(Input::isKeyPressed(SDLK_RIGHT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
3723 mapradius+=multiplier*10;
3725 if(Input::isKeyDown(SDLK_UP)&&Input::isKeyDown(SDLK_LCTRL)){
3726 editorrotation2+=multiplier*100;
3729 if(Input::isKeyDown(SDLK_DOWN)&&Input::isKeyDown(SDLK_LCTRL)){
3730 editorrotation2-=multiplier*100;
3731 if(editorrotation2<-.01)editorrotation2=-.01;
3733 if(Input::isKeyPressed(SDLK_DELETE)&&objects.numobjects&&Input::isKeyDown(SDLK_LSHIFT)){
3735 float closestdist=-1;
3737 for(int i=0;i<objects.numobjects;i++){
3738 distance=findDistancefast(&objects.position[i],&player[0].coords);
3739 if(closestdist==-1||distance<closestdist){
3740 closestdist=distance;
3744 if(closestdist>0&&closest>=0)objects.DeleteObject(closest);
3752 void Game::doJumpReversals(){
3753 for(int k=0;k<numplayers;k++)
3754 for(int i=k;i<numplayers;i++){
3756 if( player[k].skeleton.free==0&&
3757 player[i].skeleton.oldfree==0&&
3758 (player[i].targetanimation==jumpupanim||
3759 player[k].targetanimation==jumpupanim)&&
3760 (player[i].aitype==playercontrolled||
3761 player[k].aitype==playercontrolled)&&
3762 (player[i].aitype==attacktypecutoff&&player[i].stunned<=0||
3763 player[k].aitype==attacktypecutoff&&player[k].stunned<=0)){
3764 if( findDistancefast(&player[i].coords,&player[k].coords)<10*sq((player[i].scale+player[k].scale)*2.5)&&
3765 findDistancefastflat(&player[i].coords,&player[k].coords)<2*sq((player[i].scale+player[k].scale)*2.5)){
3766 //TODO: refactor two huge similar ifs
3767 if(player[i].targetanimation==jumpupanim&&
3768 player[k].targetanimation!=getupfrombackanim&&
3769 player[k].targetanimation!=getupfromfrontanim&&
3770 animation[player[k].targetanimation].height==middleheight&&
3771 normaldotproduct(player[i].velocity,player[k].coords-player[i].coords)<0&&
3772 (player[k].aitype==playercontrolled&&player[k].attackkeydown||
3773 player[k].aitype!=playercontrolled)){
3774 player[i].victim=&player[k];
3775 player[i].velocity=0;
3776 player[i].currentanimation=jumpreversedanim;
3777 player[i].targetanimation=jumpreversedanim;
3778 player[i].currentframe=0;
3779 player[i].targetframe=1;
3780 player[i].targettilt2=0;
3781 player[k].victim=&player[i];
3782 player[k].velocity=0;
3783 player[k].currentanimation=jumpreversalanim;
3784 player[k].targetanimation=jumpreversalanim;
3785 player[k].currentframe=0;
3786 player[k].targetframe=1;
3787 player[k].targettilt2=0;
3788 if(player[i].coords.y<player[k].coords.y+1){
3789 player[i].currentanimation=rabbitkickreversedanim;
3790 player[i].targetanimation=rabbitkickreversedanim;
3791 player[i].currentframe=1;
3792 player[i].targetframe=2;
3793 player[k].currentanimation=rabbitkickreversalanim;
3794 player[k].targetanimation=rabbitkickreversalanim;
3795 player[k].currentframe=1;
3796 player[k].targetframe=2;
3799 player[k].oldcoords=player[k].coords;
3800 player[i].coords=player[k].coords;
3801 player[k].targetrotation=player[i].targetrotation;
3802 player[k].rotation=player[i].targetrotation;
3803 if(player[k].aitype==attacktypecutoff)
3804 player[k].stunned=.5;
3806 if(player[k].targetanimation==jumpupanim&&
3807 player[i].targetanimation!=getupfrombackanim&&
3808 player[i].targetanimation!=getupfromfrontanim&&
3809 animation[player[i].targetanimation].height==middleheight&&
3810 normaldotproduct(player[k].velocity,player[i].coords-player[k].coords)<0&&
3811 ((player[i].aitype==playercontrolled&&player[i].attackkeydown)||
3812 player[i].aitype!=playercontrolled)){
3813 player[k].victim=&player[i];
3814 player[k].velocity=0;
3815 player[k].currentanimation=jumpreversedanim;
3816 player[k].targetanimation=jumpreversedanim;
3817 player[k].currentframe=0;
3818 player[k].targetframe=1;
3819 player[k].targettilt2=0;
3820 player[i].victim=&player[k];
3821 player[i].velocity=0;
3822 player[i].currentanimation=jumpreversalanim;
3823 player[i].targetanimation=jumpreversalanim;
3824 player[i].currentframe=0;
3825 player[i].targetframe=1;
3826 player[i].targettilt2=0;
3827 if(player[k].coords.y<player[i].coords.y+1){
3828 player[k].targetanimation=rabbitkickreversedanim;
3829 player[k].currentanimation=rabbitkickreversedanim;
3830 player[i].currentanimation=rabbitkickreversalanim;
3831 player[i].targetanimation=rabbitkickreversalanim;
3832 player[k].currentframe=1;
3833 player[k].targetframe=2;
3834 player[i].currentframe=1;
3835 player[i].targetframe=2;
3838 player[i].oldcoords=player[i].coords;
3839 player[k].coords=player[i].coords;
3840 player[i].targetrotation=player[k].targetrotation;
3841 player[i].rotation=player[k].targetrotation;
3842 if(player[i].aitype==attacktypecutoff)
3843 player[i].stunned=.5;
3850 void Game::doAerialAcrobatics(){
3851 static XYZ facing,flatfacing;
3852 for(int k=0;k<numplayers;k++){
3853 player[k].turnspeed=500;
3855 if((player[k].isRun()&&
3856 ((player[k].targetrotation!=rabbitrunninganim&&
3857 player[k].targetrotation!=wolfrunninganim)||
3858 player[k].targetframe==4))||
3859 player[k].targetanimation==removeknifeanim||
3860 player[k].targetanimation==crouchremoveknifeanim||
3861 player[k].targetanimation==flipanim||
3862 player[k].targetanimation==fightsidestep||
3863 player[k].targetanimation==walkanim){
3864 player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed);
3868 if(player[k].isStop()||
3869 player[k].isLanding()||
3870 player[k].targetanimation==staggerbackhighanim||
3871 (player[k].targetanimation==sneakanim&&player[k].currentanimation==sneakanim)||
3872 player[k].targetanimation==staggerbackhardanim||
3873 player[k].targetanimation==backhandspringanim||
3874 player[k].targetanimation==dodgebackanim||
3875 player[k].targetanimation==rollanim||
3876 (animation[player[k].targetanimation].attack&&
3877 player[k].targetanimation!=rabbitkickanim&&
3878 (player[k].targetanimation!=crouchstabanim||player[k].hasvictim)&&
3879 (player[k].targetanimation!=swordgroundstabanim||player[k].hasvictim))){
3880 player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*2);
3883 if(player[k].targetanimation==sneakanim&&player[k].currentanimation!=sneakanim){
3884 player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*4);
3887 /*if(player[k].aitype!=passivetype||(findDistancefast(&player[k].coords,&viewer)<viewdistance*viewdistance))*/
3888 player[k].DoStuff();
3889 if(player[k].immobile&&k!=0)
3890 player[k].coords=player[k].realoldcoords;
3892 //if player's position has changed (?)
3893 if(findDistancefast(&player[k].coords,&player[k].realoldcoords)>0&&
3894 !player[k].skeleton.free&&
3895 player[k].targetanimation!=climbanim&&
3896 player[k].targetanimation!=hanganim){
3897 XYZ lowpoint,lowpointtarget,lowpoint2,lowpointtarget2,lowpoint3,lowpointtarget3,lowpoint4,lowpointtarget4,lowpoint5,lowpointtarget5,lowpoint6,lowpointtarget6,lowpoint7,lowpointtarget7,colpoint,colpoint2;
3901 if(player[k].collide<-.3)
3902 player[k].collide=-.3;
3903 if(player[k].collide>1)
3904 player[k].collide=1;
3905 player[k].collide-=multiplier*30;
3908 player[k].coords.y=max(player[k].coords.y, terrain.getHeight(player[k].coords.x,player[k].coords.z));
3910 for(int l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
3911 int i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
3912 if(objects.type[i]!=rocktype||
3913 objects.scale[i]>.5&&player[k].aitype==playercontrolled||
3914 objects.position[i].y>player[k].coords.y){
3915 lowpoint=player[k].coords;
3916 if(player[k].targetanimation!=jumpupanim&&
3917 player[k].targetanimation!=jumpdownanim&&
3918 !player[k].isFlip())
3922 if( player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z)&&
3923 player[k].coords.y>terrain.getHeight(player[k].coords.x,player[k].coords.z)-.1)
3924 player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z);
3925 if(player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){
3926 flatfacing=lowpoint-player[k].coords;
3927 player[k].coords=lowpoint;
3928 player[k].coords.y-=1.3;
3929 player[k].collide=1;
3932 //TODO: refactor four similar blocks
3933 if(player[k].aitype==playercontrolled&&
3934 (player[k].targetanimation==jumpupanim||
3935 player[k].targetanimation==jumpdownanim||
3936 player[k].isFlip())&&
3937 !player[k].jumptogglekeydown&&
3938 player[k].jumpkeydown){
3939 lowpointtarget=lowpoint+DoRotation(player[k].facing,0,-90,0)*1.5;
3940 XYZ tempcoords1=lowpoint;
3941 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3942 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3943 setAnimation(k,walljumpleftanim);
3944 emit_sound_at(movewhooshsound, player[k].coords);
3946 pause_sound(whooshsound);
3948 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3949 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3950 if(lowpointtarget.z<0)
3951 player[k].rotation=180-player[k].rotation;
3952 player[k].targetrotation=player[k].rotation;
3953 player[k].lowrotation=player[k].rotation;
3959 lowpoint=tempcoords1;
3960 lowpointtarget=lowpoint+DoRotation(player[k].facing,0,90,0)*1.5;
3961 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3962 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3963 setAnimation(k,walljumprightanim);
3964 emit_sound_at(movewhooshsound, player[k].coords);
3965 if(k==0)pause_sound(whooshsound);
3967 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3968 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3969 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3970 player[k].targetrotation=player[k].rotation;
3971 player[k].lowrotation=player[k].rotation;
3972 if(k==0)numwallflipped++;
3976 lowpoint=tempcoords1;
3977 lowpointtarget=lowpoint+player[k].facing*2;
3978 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3979 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3980 setAnimation(k,walljumpbackanim);
3981 emit_sound_at(movewhooshsound, player[k].coords);
3982 if(k==0)pause_sound(whooshsound);
3984 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3985 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3986 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3987 player[k].targetrotation=player[k].rotation;
3988 player[k].lowrotation=player[k].rotation;
3989 if(k==0)numwallflipped++;
3993 lowpoint=tempcoords1;
3994 lowpointtarget=lowpoint-player[k].facing*2;
3995 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3996 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3997 setAnimation(k,walljumpfrontanim);
3998 emit_sound_at(movewhooshsound, player[k].coords);
3999 if(k==0)pause_sound(whooshsound);
4001 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
4002 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
4003 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
4004 player[k].rotation+=180;
4005 player[k].targetrotation=player[k].rotation;
4006 player[k].lowrotation=player[k].rotation;
4007 if(k==0)numwallflipped++;
4015 else if(objects.type[i]==rocktype){
4016 lowpoint2=player[k].coords;
4017 lowpoint=player[k].coords;
4019 if(objects.model[i].LineCheck(&lowpoint,&lowpoint2,&colpoint,&objects.position[i],&objects.rotation[i])!=-1){
4020 player[k].coords=colpoint;
4021 player[k].collide=1;
4024 if(player[k].targetanimation==jumpdownanim||player[k].isFlip()){
4025 //flipped into a rock
4026 if(player[k].isFlip()&&animation[player[k].targetanimation].label[player[k].targetframe]==7)
4027 player[k].RagDoll(0);
4029 if(player[k].targetanimation==jumpupanim){
4030 player[k].jumppower=-4;
4031 player[k].targetanimation=player[k].getIdle();
4034 player[k].targetframe=0;
4035 player[k].onterrain=1;
4037 if(player[k].id==0){
4038 pause_sound(whooshsound);
4039 OPENAL_SetVolume(channels[whooshsound], 0);
4043 if((player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].wasLanding()){
4044 if(player[k].isFlip())
4045 player[k].jumppower=-4;
4046 player[k].targetanimation=player[k].getLanding();
4047 emit_sound_at(landsound, player[k].coords, 128.);
4049 envsound[numenvsounds]=player[k].coords;
4050 envsoundvol[numenvsounds]=16;
4051 envsoundlife[numenvsounds]=.4;
4061 if(tempcollide&&(/*player[k].jumptogglekeydown*/1==1||player[k].aitype!=playercontrolled))
4062 for(int l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
4063 int i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
4064 lowpoint=player[k].coords;
4066 if(objects.type[i]!=rocktype)
4067 if(player[k].SphereCheck(&lowpoint,1.33,&colpoint,&objects.position[i],&objects.rotation[i],&objects.model[i])!=-1){
4068 if(player[k].targetanimation!=jumpupanim&&
4069 player[k].targetanimation!=jumpdownanim&&
4070 player[k].onterrain)
4071 player[k].avoidcollided=1;
4072 player[k].coords=lowpoint;
4073 player[k].coords.y-=1.35;
4074 player[k].collide=1;
4076 if((player[k].grabdelay<=0||player[k].aitype!=playercontrolled)&&
4077 (player[k].currentanimation!=climbanim&&
4078 player[k].currentanimation!=hanganim&&
4079 !player[k].isWallJump()||
4080 player[k].targetanimation==jumpupanim||
4081 player[k].targetanimation==jumpdownanim)){
4082 lowpoint=player[k].coords;
4083 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.rotation[i]);
4084 lowpoint=player[k].coords;
4088 facing=DoRotation(facing,0,player[k].targetrotation+180,0);
4089 lowpointtarget=lowpoint+facing*1.4;
4090 whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
4092 lowpoint=player[k].coords;
4094 lowpointtarget=lowpoint+facing*1.4;
4096 lowpointtarget2=lowpointtarget;
4098 lowpointtarget3=lowpointtarget;
4100 lowpointtarget4=lowpointtarget;
4102 lowpointtarget5=lowpointtarget;
4104 lowpointtarget6=lowpointtarget;
4106 lowpointtarget7=lowpoint;
4108 lowpointtarget2.x+=.1;
4110 lowpointtarget3.z+=.1;
4112 lowpointtarget4.x-=.1;
4114 lowpointtarget5.z-=.1;
4116 lowpointtarget6.y+=45/13;
4117 lowpointtarget6+=facing*.6;
4118 lowpointtarget7.y+=90/13;
4119 whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
4120 if(objects.friction[i]>.5)
4122 if(whichhit!=-1&&player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim)
4123 player[k].collided=1;
4124 if(checkcollide(lowpoint7,lowpointtarget7)==-1)
4125 if(checkcollide(lowpoint6,lowpointtarget6)==-1)
4126 if( objects.model[i].LineCheckPossible(&lowpoint2,&lowpointtarget2,
4127 &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
4128 objects.model[i].LineCheckPossible(&lowpoint3,&lowpointtarget3,
4129 &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
4130 objects.model[i].LineCheckPossible(&lowpoint4,&lowpointtarget4,
4131 &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
4132 objects.model[i].LineCheckPossible(&lowpoint5,&lowpointtarget5,
4133 &colpoint,&objects.position[i],&objects.rotation[i])!=-1)
4134 for(int j=0;j<45;j++){
4135 lowpoint=player[k].coords;
4136 lowpoint.y+=(float)j/13;
4137 lowpointtarget=lowpoint+facing*1.4;
4138 if(objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,
4139 &colpoint2,&objects.position[i],&objects.rotation[i])==-1){
4140 if(j<=6||j<=25&&player[k].targetanimation==jumpdownanim)
4142 if(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim){
4143 lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0);
4144 lowpoint=player[k].coords;
4145 lowpoint.y+=(float)j/13;
4146 lowpointtarget=lowpoint+facing*1.3;
4147 flatfacing=player[k].coords;
4148 player[k].coords=colpoint-DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0)*.01;
4149 player[k].coords.y=lowpointtarget.y-.07;
4150 player[k].currentoffset=(flatfacing-player[k].coords)/player[k].scale;
4152 if(j>10||!player[k].isRun()){
4153 if(player[k].targetanimation==jumpdownanim||player[k].targetanimation==jumpupanim){
4155 pause_sound(whooshsound);
4157 emit_sound_at(jumpsound, player[k].coords, 128.);
4159 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
4160 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
4161 if(lowpointtarget.z<0)
4162 player[k].rotation=180-player[k].rotation;
4163 player[k].targetrotation=player[k].rotation;
4164 player[k].lowrotation=player[k].rotation;
4166 //player[k].velocity=lowpointtarget*.03;
4167 player[k].velocity=0;
4170 if(player[k].targetanimation==jumpupanim){
4171 player[k].targetanimation=climbanim;
4172 player[k].jumppower=0;
4173 player[k].jumpclimb=1;
4175 player[k].transspeed=6;
4177 player[k].targetframe=1;
4180 setAnimation(k,hanganim);
4181 player[k].jumppower=0;
4193 if(player[k].collide<=0){
4195 if(!player[k].onterrain&&
4196 player[k].targetanimation!=jumpupanim&&
4197 player[k].targetanimation!=jumpdownanim&&
4198 player[k].targetanimation!=climbanim&&
4199 player[k].targetanimation!=hanganim&&
4200 !player[k].isWallJump()&&
4201 !player[k].isFlip()){
4202 if(player[k].currentanimation!=climbanim&&
4203 player[k].currentanimation!=tempanim&&
4204 player[k].targetanimation!=backhandspringanim&&
4205 (player[k].targetanimation!=rollanim||
4206 player[k].targetframe<2||
4207 player[k].targetframe>6)){
4208 //stagger off ledge (?)
4209 if(player[k].targetanimation==staggerbackhighanim||player[k].targetanimation==staggerbackhardanim)
4210 player[k].RagDoll(0);
4211 setAnimation(k,jumpdownanim);
4214 emit_sound_at(whooshsound, player[k].coords, 128.);
4217 player[k].velocity.y+=gravity;
4221 player[k].realoldcoords=player[k].coords;
4225 void Game::doAttacks(){
4226 static XYZ relative;
4227 static int randattack;
4228 static bool playerrealattackkeydown=0;
4230 if(!Input::isKeyDown(attackkey))
4233 player[0].attackkeydown=0;
4235 playerrealattackkeydown=0;
4237 playerrealattackkeydown=Input::isKeyDown(attackkey);
4238 if((player[0].parriedrecently<=0||
4239 player[0].weaponactive==-1)&&
4242 player[0].lastattack!=swordslashanim&&
4243 player[0].lastattack!=knifeslashstartanim&&
4244 player[0].lastattack!=staffhitanim&&
4245 player[0].lastattack!=staffspinhitanim)))
4246 player[0].attackkeydown=Input::isKeyDown(attackkey);
4247 if(Input::isKeyDown(attackkey)&&
4249 !player[0].backkeydown){
4250 for(int k=0;k<numplayers;k++){
4251 if((player[k].targetanimation==swordslashanim||
4252 player[k].targetanimation==staffhitanim||
4253 player[k].targetanimation==staffspinhitanim)&&
4254 player[0].currentanimation!=dodgebackanim&&
4255 !player[k].skeleton.free)
4256 player[k].Reverse();
4260 if(!hostile||indialogue!=-1)player[0].attackkeydown=0;
4262 for(int k=0;k<numplayers;k++){
4263 if(indialogue!=-1)player[k].attackkeydown=0;
4264 if(player[k].targetanimation!=rabbitrunninganim&&player[k].targetanimation!=wolfrunninganim){
4265 if(player[k].aitype!=playercontrolled)
4266 player[k].victim=&player[0];
4267 //attack key pressed
4268 if(player[k].attackkeydown){
4270 if(player[k].backkeydown&&
4271 player[k].targetanimation!=backhandspringanim&&
4272 (player[k].isIdle()||
4273 player[k].isStop()||
4275 player[k].targetanimation==walkanim)){
4276 if(player[k].jumppower<=1){
4277 player[k].jumppower-=2;
4279 for(int i=0;i<numplayers;i++){
4281 if(player[i].targetanimation==swordslashanim||
4282 player[i].targetanimation==knifeslashstartanim||
4283 player[i].targetanimation==staffhitanim||
4284 player[i].targetanimation==staffspinhitanim)
4285 if(findDistancefast(&player[k].coords,&player[i].coords)<6.5&&!player[i].skeleton.free){
4286 setAnimation(k,dodgebackanim);
4287 player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
4288 player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
4291 if(player[k].targetanimation!=dodgebackanim){
4292 if(k==0)numflipped++;
4293 setAnimation(k,backhandspringanim);
4294 player[k].targetrotation=-rotation+180;
4295 if(player[k].leftkeydown)
4296 player[k].targetrotation-=45;
4297 if(player[k].rightkeydown)
4298 player[k].targetrotation+=45;
4299 player[k].rotation=player[k].targetrotation;
4300 player[k].jumppower-=2;
4305 if(!animation[player[k].targetanimation].attack&&
4306 !player[k].backkeydown&&
4307 (player[k].isIdle()||
4309 player[k].targetanimation==walkanim||
4310 player[k].targetanimation==sneakanim||
4311 player[k].isCrouch())){
4312 const int attackweapon=player[k].weaponactive==-1?0:weapons.type[player[k].weaponids[player[k].weaponactive]];
4313 //normal attacks (?)
4314 player[k].hasvictim=0;
4316 for(int i=0;i<numplayers;i++){
4317 if(i==k||!(k==0||i==0))continue;
4318 if(!player[k].hasvictim)
4319 if(animation[player[k].targetanimation].attack!=reversal){
4321 const float distance=findDistancefast(&player[k].coords,&player[i].coords);
4323 !player[i].skeleton.free&&
4324 player[i].howactive<typedead1&&
4325 player[i].targetanimation!=jumpreversedanim&&
4326 player[i].targetanimation!=rabbitkickreversedanim&&
4327 player[i].targetanimation!=rabbitkickanim&&
4328 player[k].targetanimation!=rabbitkickanim&&
4329 player[i].targetanimation!=getupfrombackanim&&
4330 (player[i].targetanimation!=staggerbackhighanim&&
4331 (player[i].targetanimation!=staggerbackhardanim||
4332 animation[staggerbackhardanim].label[player[i].targetframe]==6))&&
4333 player[i].targetanimation!=jumpdownanim&&
4334 player[i].targetanimation!=jumpupanim&&
4335 player[i].targetanimation!=getupfromfrontanim){
4336 player[k].victim=&player[i];
4337 player[k].hasvictim=1;
4338 if(player[k].aitype==playercontrolled){ //human player
4340 if(distance<2.5*sq(player[k].scale*5)&&
4341 player[k].crouchkeydown&&
4342 animation[player[i].targetanimation].height!=lowheight)
4343 player[k].targetanimation=sweepanim;
4345 else if(distance<1.5*sq(player[k].scale*5)&&
4346 animation[player[i].targetanimation].height!=lowheight&&
4347 !player[k].forwardkeydown&&
4348 !player[k].leftkeydown&&
4349 !player[k].rightkeydown&&
4350 !player[k].crouchkeydown&&
4353 player[k].targetanimation=winduppunchanim;
4355 else if(distance<2.5*sq(player[k].scale*5)&&
4356 animation[player[i].targetanimation].height!=lowheight&&
4357 !player[k].forwardkeydown&&
4358 !player[k].leftkeydown&&
4359 !player[k].rightkeydown&&
4360 !player[k].crouchkeydown&&
4362 player[k].targetanimation=upunchanim;
4364 else if(distance<2.5*sq(player[k].scale*5)&&
4365 player[i].staggerdelay>0&&
4366 attackweapon==knife&&
4367 player[i].bloodloss>player[i].damagetolerance/2)
4368 player[k].targetanimation=knifefollowanim;
4370 else if(distance<2.5*sq(player[k].scale*5)&&
4371 animation[player[i].targetanimation].height!=lowheight&&
4372 !player[k].forwardkeydown&&
4373 !player[k].leftkeydown&&
4374 !player[k].rightkeydown&&
4375 !player[k].crouchkeydown&&
4376 attackweapon==knife&&
4377 player[k].weaponmissdelay<=0)
4378 player[k].targetanimation=knifeslashstartanim;
4380 else if(distance<4.5*sq(player[k].scale*5)&&
4381 animation[player[i].targetanimation].height!=lowheight&&
4382 !player[k].crouchkeydown&&
4383 attackweapon==sword&&
4384 player[k].weaponmissdelay<=0)
4385 player[k].targetanimation=swordslashanim;
4387 else if(distance<4.5*sq(player[k].scale*5)&&
4388 animation[player[i].targetanimation].height!=lowheight&&
4389 !player[k].crouchkeydown&&
4390 attackweapon==staff&&
4391 player[k].weaponmissdelay<=0&&
4392 !player[k].leftkeydown&&
4393 !player[k].rightkeydown&&
4394 !player[k].forwardkeydown)
4395 player[k].targetanimation=staffhitanim;
4397 else if(distance<4.5*sq(player[k].scale*5)&&
4398 animation[player[i].targetanimation].height!=lowheight&&
4399 !player[k].crouchkeydown&&
4400 attackweapon==staff&&
4401 player[k].weaponmissdelay<=0)
4402 player[k].targetanimation=staffspinhitanim;
4404 else if(distance<2.5*sq(player[k].scale*5)&&
4405 animation[player[i].targetanimation].height!=lowheight)
4406 player[k].targetanimation=spinkickanim;
4408 else if(distance<2.5*sq(player[k].scale*5)&&
4409 animation[player[i].targetanimation].height==lowheight&&
4410 animation[player[k].targetanimation].attack!=normalattack)
4411 player[k].targetanimation=lowkickanim;
4412 } else { //AI player
4413 if(distance<4.5*sq(player[k].scale*5)){
4414 randattack=abs(Random()%5);
4415 if(!attackweapon&&distance<2.5*sq(player[k].scale*5)){
4417 if(randattack==0&&animation[player[i].targetanimation].height!=lowheight)
4418 player[k].targetanimation=sweepanim;
4420 else if(randattack==1&&animation[player[i].targetanimation].height!=lowheight&&
4422 player[k].targetanimation=upunchanim;
4424 else if(randattack==2&&animation[player[i].targetanimation].height!=lowheight)
4425 player[k].targetanimation=spinkickanim;
4427 else if(animation[player[i].targetanimation].height==lowheight)
4428 player[k].targetanimation=lowkickanim;
4432 if((tutoriallevel!=1||!attackweapon)&&
4433 distance<2.5*sq(player[k].scale*5)&&
4435 animation[player[i].targetanimation].height!=lowheight)
4436 player[k].targetanimation=sweepanim;
4438 else if(distance<2.5*sq(player[k].scale*5)&&
4439 attackweapon==knife&&
4440 player[k].weaponmissdelay<=0)
4441 player[k].targetanimation=knifeslashstartanim;
4443 else if(!(player[0].victim==&player[i]&&
4444 player[0].hasvictim&&
4445 player[0].targetanimation==swordslashanim)&&
4446 attackweapon==sword&&
4447 player[k].weaponmissdelay<=0)
4448 player[k].targetanimation=swordslashanim;
4450 else if(!(player[0].victim==&player[i]&&
4451 player[0].hasvictim&&
4452 player[0].targetanimation==swordslashanim)&&
4453 attackweapon==staff&&
4454 player[k].weaponmissdelay<=0&&
4456 player[k].targetanimation=staffhitanim;
4458 else if(!(player[0].victim==&player[i]&&
4459 player[0].hasvictim&&
4460 player[0].targetanimation==swordslashanim)&&
4461 attackweapon==staff&&
4462 player[k].weaponmissdelay<=0&&
4464 player[k].targetanimation=staffspinhitanim;
4466 else if((tutoriallevel!=1||!attackweapon)&&
4467 distance<2.5*sq(player[k].scale*5)&&
4469 animation[player[i].targetanimation].height!=lowheight)
4470 player[k].targetanimation=spinkickanim;
4472 else if(distance<2.5*sq(player[k].scale*5)&&
4473 animation[player[i].targetanimation].height==lowheight&&
4474 animation[player[k].targetanimation].attack!=normalattack)
4475 player[k].targetanimation=lowkickanim;
4479 //upunch becomes wolfslap
4480 if(player[k].targetanimation==upunchanim&&player[k].creature==wolftype)
4481 player[k].targetanimation=wolfslapanim;
4484 if((k==0)&&(tutoriallevel!=1||tutorialstage==22)&&
4485 player[i].howactive<typedead1&&
4486 distance<1.5*sq(player[k].scale*5)&&
4487 !player[i].skeleton.free&&
4488 player[i].targetanimation!=getupfrombackanim&&
4489 player[i].targetanimation!=getupfromfrontanim&&
4490 (player[i].stunned>0&&player[k].madskills||
4491 player[i].surprised>0||
4492 player[i].aitype==passivetype||
4493 attackweapon&&player[i].stunned>0)&&
4494 normaldotproduct(player[i].facing,player[i].coords-player[k].coords)>0){
4497 player[k].currentanimation=sneakattackanim;
4498 player[k].targetanimation=sneakattackanim;
4499 player[i].currentanimation=sneakattackedanim;
4500 player[i].targetanimation=sneakattackedanim;
4501 player[k].oldcoords=player[k].coords;
4502 player[k].coords=player[i].coords;
4505 if(attackweapon==knife){
4506 player[k].currentanimation=knifesneakattackanim;
4507 player[k].targetanimation=knifesneakattackanim;
4508 player[i].currentanimation=knifesneakattackedanim;
4509 player[i].targetanimation=knifesneakattackedanim;
4510 player[i].oldcoords=player[i].coords;
4511 player[i].coords=player[k].coords;
4514 if(attackweapon==sword){
4515 player[k].currentanimation=swordsneakattackanim;
4516 player[k].targetanimation=swordsneakattackanim;
4517 player[i].currentanimation=swordsneakattackedanim;
4518 player[i].targetanimation=swordsneakattackedanim;
4519 player[i].oldcoords=player[i].coords;
4520 player[i].coords=player[k].coords;
4522 if(attackweapon!=staff){
4523 player[k].victim=&player[i];
4524 player[k].hasvictim=1;
4525 player[i].targettilt2=0;
4526 player[i].targetframe=1;
4527 player[i].currentframe=0;
4529 player[i].velocity=0;
4530 player[k].targettilt2=player[i].targettilt2;
4531 player[k].currentframe=player[i].currentframe;
4532 player[k].targetframe=player[i].targetframe;
4533 player[k].target=player[i].target;
4534 player[k].velocity=0;
4535 player[k].targetrotation=player[i].rotation;
4536 player[k].rotation=player[i].rotation;
4537 player[i].targetrotation=player[i].rotation;
4540 if(animation[player[k].targetanimation].attack==normalattack&&
4541 player[k].victim==&player[i]&&
4542 (!player[i].skeleton.free)){
4544 player[k].targetframe=0;
4547 player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
4548 player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
4549 player[k].lastattack3=player[k].lastattack2;
4550 player[k].lastattack2=player[k].lastattack;
4551 player[k].lastattack=player[k].targetanimation;
4553 if(player[k].targetanimation==knifefollowanim&&
4554 player[k].victim==&player[i]){
4556 player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
4557 player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
4558 player[k].victim=&player[i];
4559 player[k].hasvictim=1;
4560 player[i].targetanimation=knifefollowedanim;
4561 player[i].currentanimation=knifefollowedanim;
4562 player[i].targettilt2=0;
4563 player[i].targettilt2=player[k].targettilt2;
4564 player[i].targetframe=1;
4565 player[i].currentframe=0;
4567 player[i].velocity=0;
4568 player[k].currentanimation=knifefollowanim;
4569 player[k].targetanimation=knifefollowanim;
4570 player[k].targettilt2=player[i].targettilt2;
4571 player[k].currentframe=player[i].currentframe;
4572 player[k].targetframe=player[i].targetframe;
4573 player[k].target=player[i].target;
4574 player[k].velocity=0;
4575 player[k].oldcoords=player[k].coords;
4576 player[i].coords=player[k].coords;
4577 player[i].targetrotation=player[k].targetrotation;
4578 player[i].rotation=player[k].targetrotation;
4579 player[k].rotation=player[k].targetrotation;
4580 player[i].rotation=player[k].targetrotation;
4584 const bool hasstaff=attackweapon==staff;
4585 if(k==0&&numplayers>1)
4586 for(int i=0;i<numplayers;i++){
4588 if((playerrealattackkeydown||player[i].dead||!hasstaff)&&
4589 animation[player[k].targetanimation].attack==neutral){
4590 const float distance=findDistancefast(&player[k].coords,&player[i].coords);
4591 if(!player[i].dead||!realthreat||(!attackweapon&&player[k].crouchkeydown))
4592 if(player[i].skeleton.free)
4593 if(distance<3.5*sq(player[k].scale*5)&&
4595 player[i].skeleton.longdead>1000||
4599 (player[i].skeleton.longdead>2000||
4600 player[i].damage>player[i].damagetolerance/8||
4601 player[i].bloodloss>player[i].damagetolerance/2)&&
4602 distance<1.5*sq(player[k].scale*5)))){
4603 player[k].victim=&player[i];
4604 player[k].hasvictim=1;
4605 if(attackweapon&&tutoriallevel!=1){
4607 if(player[k].crouchkeydown&&attackweapon==knife&&distance<1.5*sq(player[k].scale*5))
4608 player[k].targetanimation=crouchstabanim;
4610 if(player[k].crouchkeydown&&distance<1.5*sq(player[k].scale*5)&&attackweapon==sword)
4611 player[k].targetanimation=swordgroundstabanim;
4613 if(distance<3.5*sq(player[k].scale*5)&&attackweapon==staff)
4614 player[k].targetanimation=staffgroundsmashanim;
4617 player[k].crouchkeydown&&
4618 player[k].targetanimation!=crouchstabanim&&
4621 player[i].skeleton.free&&
4622 player[i].skeleton.longdead>1000){
4623 player[k].targetanimation=killanim;
4624 //TODO: refactor this out, what does it do?
4625 for(int j=0;j<terrain.numdecals;j++){
4626 if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&
4627 terrain.decalalivetime[j]<2)
4628 terrain.DeleteDecal(j);
4630 for(int l=0;l<objects.numobjects;l++){
4631 if(objects.model[l].type==decalstype)
4632 for(int j=0;j<objects.model[l].numdecals;j++){
4633 if((objects.model[l].decaltype[j]==blooddecal||
4634 objects.model[l].decaltype[j]==blooddecalslow)&&
4635 objects.model[l].decalalivetime[j]<2)
4636 objects.model[l].DeleteDecal(j);
4640 if(!player[i].dead||musictype!=2)
4642 (player[k].isRun()||player[k].isIdle()&&player[k].attackkeydown)&&
4643 player[k].staggerdelay<=0&&
4645 player[i].skeleton.longdead<300&&
4646 player[k].lastattack!=spinkickanim&&
4647 player[i].skeleton.free)&&
4648 (!player[i].dead||musictype!=stream_fighttheme)){
4649 player[k].targetanimation=dropkickanim;
4650 for(int j=0;j<terrain.numdecals;j++){
4651 if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&
4652 terrain.decalalivetime[j]<2){
4653 terrain.DeleteDecal(j);
4656 for(int l=0;l<objects.numobjects;l++){
4657 if(objects.model[l].type==decalstype)
4658 for(int j=0;j<objects.model[l].numdecals;j++){
4659 if((objects.model[l].decaltype[j]==blooddecal||
4660 objects.model[l].decaltype[j]==blooddecalslow)&&
4661 objects.model[l].decalalivetime[j]<2){
4662 objects.model[l].DeleteDecal(j);
4668 if(animation[player[k].targetanimation].attack==normalattack&&
4669 player[k].victim==&player[i]&&
4670 (!player[i].skeleton.free||
4671 player[k].targetanimation==killanim||
4672 player[k].targetanimation==crouchstabanim||
4673 player[k].targetanimation==swordgroundstabanim||
4674 player[k].targetanimation==staffgroundsmashanim||
4675 player[k].targetanimation==dropkickanim)){
4677 player[k].targetframe=0;
4680 XYZ targetpoint=player[i].coords;
4681 if(player[k].targetanimation==crouchstabanim||
4682 player[k].targetanimation==swordgroundstabanim||
4683 player[k].targetanimation==staffgroundsmashanim){
4684 targetpoint+=(playerJoint(i,abdomen).position+
4685 playerJoint(i,neck).position)/2*
4688 player[k].targetrotation=roughDirectionTo(player[k].coords,targetpoint);
4689 player[k].targettilt2=pitchTo(player[k].coords,targetpoint);
4691 if(player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim){
4692 player[k].targetrotation+=(float)(abs(Random()%100)-50)/4;
4695 if(player[k].targetanimation==staffgroundsmashanim)
4696 player[k].targettilt2+=10;
4698 player[k].lastattack3=player[k].lastattack2;
4699 player[k].lastattack2=player[k].lastattack;
4700 player[k].lastattack=player[k].targetanimation;
4702 if(player[k].targetanimation==swordgroundstabanim){
4703 player[k].targetrotation+=30;
4708 if(!player[k].hasvictim){
4710 for(int i=0;i<numplayers;i++){
4711 if(i==k||!(i==0||k==0))continue;
4712 if(!player[i].skeleton.free){
4713 if(player[k].hasvictim){
4714 if(findDistancefast(&player[k].coords,&player[i].coords)<
4715 findDistancefast(&player[k].coords,&player[k].victim->coords))
4716 player[k].victim=&player[i];
4718 player[k].victim=&player[i];
4719 player[k].hasvictim=1;
4724 if(player[k].aitype==playercontrolled)
4726 if(player[k].attackkeydown&&
4728 player[k].wasRun()&&
4729 ((player[k].hasvictim&&
4730 findDistancefast(&player[k].coords,&player[k].victim->coords)<12*sq(player[k].scale*5)&&
4731 findDistancefast(&player[k].coords,&player[k].victim->coords)>7*sq(player[k].scale*5)&&
4732 !player[k].victim->skeleton.free&&
4733 player[k].victim->targetanimation!=getupfrombackanim&&
4734 player[k].victim->targetanimation!=getupfromfrontanim&&
4735 animation[player[k].victim->targetanimation].height!=lowheight&&
4736 player[k].aitype!=playercontrolled&& //wat???
4737 normaldotproduct(player[k].facing,player[k].victim->coords-player[k].coords)>0&&
4738 player[k].rabbitkickenabled)||
4739 player[k].jumpkeydown)){
4741 setAnimation(k,rabbitkickanim);
4744 if(animation[player[k].targetanimation].attack&&k==0){
4746 switch(attackweapon){
4747 case 0: numunarmedattack++; break;
4748 case knife: numknifeattack++; break;
4749 case sword: numswordattack++; break;
4750 case staff: numstaffattack++; break;
4759 void Game::doPlayerCollisions(){
4760 static XYZ rotatetarget;
4761 static float collisionradius;
4763 for(int k=0;k<numplayers;k++)
4764 for(int i=k+1;i<numplayers;i++){
4765 //neither player is part of a reversal
4766 if((animation[player[i].targetanimation].attack!=reversed&&
4767 animation[player[i].targetanimation].attack!=reversal&&
4768 animation[player[k].targetanimation].attack!=reversed&&
4769 animation[player[k].targetanimation].attack!=reversal)||(i!=0&&k!=0))
4770 if((animation[player[i].currentanimation].attack!=reversed&&
4771 animation[player[i].currentanimation].attack!=reversal&&
4772 animation[player[k].currentanimation].attack!=reversed&&
4773 animation[player[k].currentanimation].attack!=reversal)||(i!=0&&k!=0))
4774 //neither is sleeping
4775 if(player[i].howactive<=typesleeping&&player[k].howactive<=typesleeping)
4776 if(player[i].howactive!=typesittingwall&&player[k].howactive!=typesittingwall)
4777 //in same patch, neither is climbing
4778 if(player[i].whichpatchx==player[k].whichpatchx&&
4779 player[i].whichpatchz==player[k].whichpatchz&&
4780 player[k].skeleton.oldfree==player[k].skeleton.free&&
4781 player[i].skeleton.oldfree==player[i].skeleton.free&&
4782 player[i].targetanimation!=climbanim&&
4783 player[i].targetanimation!=hanganim&&
4784 player[k].targetanimation!=climbanim&&
4785 player[k].targetanimation!=hanganim)
4786 //players are close (bounding box test)
4787 if(player[i].coords.y>player[k].coords.y-3)
4788 if(player[i].coords.y<player[k].coords.y+3)
4789 if(player[i].coords.x>player[k].coords.x-3)
4790 if(player[i].coords.x<player[k].coords.x+3)
4791 if(player[i].coords.z>player[k].coords.z-3)
4792 if(player[i].coords.z<player[k].coords.z+3){
4793 //spread fire from player to player
4794 if(findDistancefast(&player[i].coords,&player[k].coords)
4795 <3*sq((player[i].scale+player[k].scale)*2.5)){
4796 if(player[i].onfire||player[k].onfire){
4797 if(!player[i].onfire)player[i].CatchFire();
4798 if(!player[k].onfire)player[k].CatchFire();
4802 XYZ tempcoords1=player[i].coords;
4803 XYZ tempcoords2=player[k].coords;
4804 if(!player[i].skeleton.oldfree)
4805 tempcoords1.y+=playerJoint(i,abdomen).position.y*player[i].scale;
4806 if(!player[k].skeleton.oldfree)
4807 tempcoords2.y+=playerJoint(k,abdomen).position.y*player[k].scale;
4808 collisionradius=1.2*sq((player[i].scale+player[k].scale)*2.5);
4809 if(player[0].hasvictim)
4810 if(player[0].targetanimation==rabbitkickanim&&(k==0||i==0)&&!player[0].victim->skeleton.free)
4812 if((!player[i].skeleton.oldfree||!player[k].skeleton.oldfree)&&
4813 (findDistancefast(&tempcoords1,&tempcoords2)<collisionradius||
4814 findDistancefast(&player[i].coords,&player[k].coords)<collisionradius)){
4815 //jump down on a dead body
4818 if(player[0].targetanimation==jumpdownanim&&
4819 !player[0].skeleton.oldfree&&
4820 !player[0].skeleton.free&&
4821 player[l].skeleton.oldfree&&
4822 player[l].skeleton.free&&
4824 player[0].lastcollide<=0&&
4825 fabs(player[l].coords.y-player[0].coords.y)<.2&&
4826 findDistancefast(&player[0].coords,&player[l].coords)<.7*sq((player[l].scale+player[0].scale)*2.5)){
4827 player[0].coords.y=player[l].coords.y;
4828 player[l].velocity=player[0].velocity;
4829 player[l].skeleton.free=0;
4830 player[l].rotation=0;
4831 player[l].RagDoll(0);
4832 player[l].DoDamage(20);
4834 player[l].skeleton.longdead=0;
4835 player[0].lastcollide=1;
4839 if( (player[i].skeleton.oldfree==1&&findLengthfast(&player[i].velocity)>1)||
4840 (player[k].skeleton.oldfree==1&&findLengthfast(&player[k].velocity)>1)||
4841 (player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0)){
4842 rotatetarget=player[k].velocity-player[i].velocity;
4843 if((player[i].targetanimation!=getupfrombackanim&&player[i].targetanimation!=getupfromfrontanim||
4844 player[i].skeleton.free)&&
4845 (player[k].targetanimation!=getupfrombackanim&&player[k].targetanimation!=getupfromfrontanim||
4846 player[k].skeleton.free))
4847 if((((k!=0&&findLengthfast(&rotatetarget)>150||
4848 k==0&&findLengthfast(&rotatetarget)>50&&player[0].rabbitkickragdoll)&&
4849 normaldotproduct(rotatetarget,player[k].coords-player[i].coords)>0)&&
4851 k!=0&&player[i].skeleton.oldfree==1&&animation[player[k].currentanimation].attack==neutral||
4852 /*i!=0&&*/player[k].skeleton.oldfree==1&&animation[player[i].currentanimation].attack==neutral))||
4853 (player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip())&&
4854 (player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim||player[k].isFlip())&&
4855 k==0&&!player[i].skeleton.oldfree&&!player[k].skeleton.oldfree){
4857 if( (i!=0||player[i].skeleton.free)&&
4858 (k!=0||player[k].skeleton.free)||
4859 (animation[player[i].targetanimation].height==highheight&&
4860 animation[player[k].targetanimation].height==highheight)){
4861 if(tutoriallevel!=1){
4862 emit_sound_at(heavyimpactsound, player[i].coords);
4865 player[i].RagDoll(0);
4866 if(player[i].damage>player[i].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[i].dead){
4867 award_bonus(0, aimbonus);
4869 player[i].DoDamage(findLengthfast(&rotatetarget)/4);
4870 player[k].RagDoll(0);
4871 if(player[k].damage>player[k].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[k].dead){
4872 award_bonus(0, aimbonus); // Huh, again?
4874 player[k].DoDamage(findLengthfast(&rotatetarget)/4);
4876 for(int j=0;j<player[i].skeleton.num_joints;j++){
4877 player[i].skeleton.joints[j].velocity=player[i].skeleton.joints[j].velocity/5+player[k].velocity;
4879 for(int j=0;j<player[k].skeleton.num_joints;j++){
4880 player[k].skeleton.joints[j].velocity=player[k].skeleton.joints[j].velocity/5+player[i].velocity;
4885 if( (animation[player[i].targetanimation].attack==neutral||
4886 animation[player[i].targetanimation].attack==normalattack)&&
4887 (animation[player[k].targetanimation].attack==neutral||
4888 animation[player[k].targetanimation].attack==normalattack)){
4890 if(player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0){
4891 if(findDistancefast(&player[k].coords,&player[i].coords)<.5*sq((player[i].scale+player[k].scale)*2.5)){
4892 rotatetarget=player[k].coords-player[i].coords;
4893 Normalise(&rotatetarget);
4894 player[k].coords=(player[k].coords+player[i].coords)/2;
4895 player[i].coords=player[k].coords-rotatetarget*fast_sqrt(.6)/2
4896 *sq((player[i].scale+player[k].scale)*2.5);
4897 player[k].coords+=rotatetarget*fast_sqrt(.6)/2*sq((player[i].scale+player[k].scale)*2.5);
4898 if(player[k].howactive==typeactive||hostile)
4899 if(player[k].isIdle()){
4900 if(player[k].howactive<typesleeping)
4901 setAnimation(k,player[k].getStop());
4902 else if(player[k].howactive==typesleeping)
4903 setAnimation(k,getupfromfrontanim);
4905 player[k].howactive=typeactive;
4907 if(player[i].howactive==typeactive||hostile)
4908 if(player[i].isIdle()){
4909 if(player[i].howactive<typesleeping)
4910 setAnimation(i,player[k].getStop());
4912 setAnimation(i,getupfromfrontanim);
4914 player[i].howactive=typeactive;
4917 //jump down on player
4919 if(k==0&&i!=0&&player[k].targetanimation==jumpdownanim&&
4920 !player[i].isCrouch()&&
4921 player[i].targetanimation!=rollanim&&
4922 !player[k].skeleton.oldfree&&!
4923 player[k].skeleton.free&&
4924 player[k].lastcollide<=0&&
4925 player[k].velocity.y<-10){
4926 player[i].velocity=player[k].velocity;
4927 player[k].velocity=player[k].velocity*-.5;
4928 player[k].velocity.y=player[i].velocity.y;
4929 player[i].DoDamage(20);
4930 player[i].RagDoll(0);
4931 player[k].lastcollide=1;
4932 award_bonus(k, AboveBonus);
4934 if(i==0&&k!=0&&player[i].targetanimation==jumpdownanim&&
4935 !player[k].isCrouch()&&
4936 player[k].targetanimation!=rollanim&&
4937 !player[i].skeleton.oldfree&&
4938 !player[i].skeleton.free&&
4939 player[i].lastcollide<=0&&
4940 player[i].velocity.y<-10){
4941 player[k].velocity=player[i].velocity;
4942 player[i].velocity=player[i].velocity*-.3;
4943 player[i].velocity.y=player[k].velocity.y;
4944 player[k].DoDamage(20);
4945 player[k].RagDoll(0);
4946 player[i].lastcollide=1;
4947 award_bonus(i, AboveBonus);
4953 player[i].CheckKick();
4954 player[k].CheckKick();
4962 void Game::doAI(int i){
4963 static bool connected;
4964 if(player[i].aitype!=playercontrolled&&indialogue==-1){
4965 player[i].jumpclimb=0;
4966 //disable movement in editor
4968 player[i].stunned=1;
4971 if(findDistancefastflat(&player[0].coords,&player[i].coords)<30&&
4972 player[0].coords.y>player[i].coords.y+2&&
4973 !player[0].onterrain)
4977 if(player[i].aitype==pathfindtype){
4978 if(player[i].finalpathfindpoint==-1){
4979 float closestdistance;
4985 for(int j=0;j<numpathpoints;j++)
4986 if(closest==-1||findDistancefast(&player[i].finalfinaltarget,&pathpoint[j])<closestdistance){
4987 closestdistance=findDistancefast(&player[i].finalfinaltarget,&pathpoint[j]);
4989 player[i].finaltarget=pathpoint[j];
4991 player[i].finalpathfindpoint=closest;
4992 for(int j=0;j<numpathpoints;j++)
4993 for(int k=0;k<numpathpointconnect[j];k++){
4994 DistancePointLine(&player[i].finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
4995 if(sq(tempdist)<closestdistance)
4996 if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<
4997 findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
4998 closestdistance=sq(tempdist);
5000 player[i].finaltarget=colpoint;
5003 player[i].finalpathfindpoint=closest;
5006 if(player[i].targetpathfindpoint==-1){
5007 float closestdistance;
5013 if(player[i].lastpathfindpoint==-1){
5014 for(int j=0;j<numpathpoints;j++){
5015 if(j!=player[i].lastpathfindpoint)
5016 if(closest==-1||(findDistancefast(&player[i].coords,&pathpoint[j])<closestdistance)){
5017 closestdistance=findDistancefast(&player[i].coords,&pathpoint[j]);
5021 player[i].targetpathfindpoint=closest;
5022 for(int j=0;j<numpathpoints;j++)
5023 if(j!=player[i].lastpathfindpoint)
5024 for(int k=0;k<numpathpointconnect[j];k++){
5025 DistancePointLine(&player[i].coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
5026 if(sq(tempdist)<closestdistance){
5027 if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<
5028 findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
5029 closestdistance=sq(tempdist);
5034 player[i].targetpathfindpoint=closest;
5038 for(int j=0;j<numpathpoints;j++)
5039 if(j!=player[i].lastpathfindpoint&&
5040 j!=player[i].lastpathfindpoint2&&
5041 j!=player[i].lastpathfindpoint3&&
5042 j!=player[i].lastpathfindpoint4){
5044 if(numpathpointconnect[j])
5045 for(int k=0;k<numpathpointconnect[j];k++)
5046 if(pathpointconnect[j][k]==player[i].lastpathfindpoint)
5049 if(numpathpointconnect[player[i].lastpathfindpoint])
5050 for(int k=0;k<numpathpointconnect[player[i].lastpathfindpoint];k++)
5051 if(pathpointconnect[player[i].lastpathfindpoint][k]==j)
5054 tempdist=findPathDist(j,player[i].finalpathfindpoint);
5055 if(closest==-1||tempdist<closestdistance){
5056 closestdistance=tempdist;
5061 player[i].targetpathfindpoint=closest;
5064 player[i].losupdatedelay-=multiplier;
5066 player[i].targetrotation=roughDirectionTo(player[i].coords,pathpoint[player[i].targetpathfindpoint]);
5067 player[i].lookrotation=player[i].targetrotation;
5069 //reached target point
5070 if(findDistancefastflat(&player[i].coords,&pathpoint[player[i].targetpathfindpoint])<.6){
5071 player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
5072 player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
5073 player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
5074 player[i].lastpathfindpoint=player[i].targetpathfindpoint;
5075 if(player[i].lastpathfindpoint2==-1)
5076 player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
5077 if(player[i].lastpathfindpoint3==-1)
5078 player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
5079 if(player[i].lastpathfindpoint4==-1)
5080 player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
5081 player[i].targetpathfindpoint=-1;
5083 if( findDistancefastflat(&player[i].coords,&player[i].finalfinaltarget)<
5084 findDistancefastflat(&player[i].coords,&player[i].finaltarget)||
5085 findDistancefastflat(&player[i].coords,&player[i].finaltarget)<.6*sq(player[i].scale*5)||
5086 player[i].lastpathfindpoint==player[i].finalpathfindpoint){
5087 player[i].aitype=passivetype;
5090 player[i].forwardkeydown=1;
5091 player[i].leftkeydown=0;
5092 player[i].backkeydown=0;
5093 player[i].rightkeydown=0;
5094 player[i].crouchkeydown=0;
5095 player[i].attackkeydown=0;
5096 player[i].throwkeydown=0;
5098 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)
5099 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5101 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5102 player[i].jumpkeydown=0;
5103 if((player[i].collided>.8&&player[i].jumppower>=5))
5104 player[i].jumpkeydown=1;
5106 if((tutoriallevel!=1||cananger)&&
5109 findDistancefast(&player[i].coords,&player[0].coords)<400&&
5110 player[i].occluded<25){
5111 if(findDistancefast(&player[i].coords,&player[0].coords)<12&&
5112 animation[player[0].targetanimation].height!=lowheight&&
5114 (player[0].coords.y<player[i].coords.y+5||player[0].onterrain))
5115 player[i].aitype=attacktypecutoff;
5116 if(findDistancefast(&player[i].coords,&player[0].coords)<30&&
5117 animation[player[0].targetanimation].height==highheight&&
5119 player[i].aitype=attacktypecutoff;
5121 if(player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
5122 player[i].losupdatedelay=.2;
5123 for(int j=0;j<numplayers;j++)
5124 if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype)
5125 if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
5126 if(findDistancefast(&player[i].coords,&player[j].coords)<400)
5127 if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
5128 if(player[j].coords.y<player[i].coords.y+5||player[j].onterrain)
5129 if(!player[j].isWallJump()&&-1==checkcollide(
5130 DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)
5131 *player[i].scale+player[i].coords,
5132 DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)
5133 *player[j].scale+player[j].coords)||
5134 (player[j].targetanimation==hanganim&&
5135 normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
5136 player[i].aitype=searchtype;
5137 player[i].lastchecktime=12;
5138 player[i].lastseen=player[j].coords;
5139 player[i].lastseentime=12;
5143 if(player[i].aitype==attacktypecutoff&&musictype!=2)
5144 if(player[i].creature!=wolftype){
5145 player[i].stunned=.6;
5146 player[i].surprised=.6;
5150 if(player[i].aitype!=passivetype&&leveltime>.5)
5151 player[i].howactive=typeactive;
5153 if(player[i].aitype==passivetype){
5154 player[i].aiupdatedelay-=multiplier;
5155 player[i].losupdatedelay-=multiplier;
5156 player[i].lastseentime+=multiplier;
5157 player[i].pausetime-=multiplier;
5158 if(player[i].lastseentime>1)
5159 player[i].lastseentime=1;
5161 if(player[i].aiupdatedelay<0){
5162 if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0){
5163 player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].waypoints[player[i].waypoint]);
5164 player[i].lookrotation=player[i].targetrotation;
5165 player[i].aiupdatedelay=.05;
5167 if(findDistancefastflat(&player[i].coords,&player[i].waypoints[player[i].waypoint])<1){
5168 if(player[i].waypointtype[player[i].waypoint]==wppause)
5169 player[i].pausetime=4;
5170 player[i].waypoint++;
5171 if(player[i].waypoint>player[i].numwaypoints-1)
5172 player[i].waypoint=0;
5177 if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0)
5178 player[i].forwardkeydown=1;
5180 player[i].forwardkeydown=0;
5181 player[i].leftkeydown=0;
5182 player[i].backkeydown=0;
5183 player[i].rightkeydown=0;
5184 player[i].crouchkeydown=0;
5185 player[i].attackkeydown=0;
5186 player[i].throwkeydown=0;
5188 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5189 if(!player[i].avoidsomething)
5190 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5192 XYZ leftpos,rightpos;
5193 float leftdist,rightdist;
5194 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5195 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5196 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5197 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5198 if(leftdist<rightdist)
5199 player[i].targetrotation+=90;
5201 player[i].targetrotation-=90;
5205 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5206 player[i].jumpkeydown=0;
5207 if((player[i].collided>.8&&player[i].jumppower>=5))
5208 player[i].jumpkeydown=1;
5213 if(player[i].howactive<=typesleeping)
5214 if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile)
5215 for(int j=0;j<numenvsounds;j++){
5216 float vol=player[i].howactive==typesleeping?envsoundvol[j]-14:envsoundvol[j];
5217 if(vol>0&&findDistancefast(&player[i].coords,&envsound[j])<
5218 2*(vol+vol*(player[i].creature==rabbittype)*3))
5219 player[i].aitype=attacktypecutoff;
5222 if(player[i].aitype!=passivetype){
5223 if(player[i].howactive==typesleeping)
5224 setAnimation(i,getupfromfrontanim);
5225 player[i].howactive=typeactive;
5229 if(player[i].howactive<typesleeping&&
5230 ((tutoriallevel!=1||cananger)&&hostile)&&
5232 findDistancefast(&player[i].coords,&player[0].coords)<400&&
5233 player[i].occluded<25){
5234 if(findDistancefast(&player[i].coords,&player[0].coords)<12&&
5235 animation[player[0].targetanimation].height!=lowheight&&!editorenabled)
5236 player[i].aitype=attacktypecutoff;
5237 if(findDistancefast(&player[i].coords,&player[0].coords)<30&&
5238 animation[player[0].targetanimation].height==highheight&&!editorenabled)
5239 player[i].aitype=attacktypecutoff;
5242 if(player[i].creature==wolftype){
5244 for(int j=0;j<numplayers;j++){
5245 if(j==0||(player[j].dead&&player[j].bloodloss>0)){
5246 float smelldistance=50;
5247 if(j==0&&player[j].num_weapons>0){
5248 if(weapons.bloody[player[j].weaponids[0]])
5250 if(player[j].num_weapons==2)
5251 if(weapons.bloody[player[j].weaponids[1]])
5256 windsmell=windvector;
5257 Normalise(&windsmell);
5258 windsmell=windsmell*2+player[j].coords;
5259 if(findDistancefast(&player[i].coords,&windsmell)<smelldistance&&!editorenabled)
5260 player[i].aitype=attacktypecutoff;
5265 if(player[i].howactive<typesleeping&&player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
5266 player[i].losupdatedelay=.2;
5267 for(int j=0;j<numplayers;j++){
5268 if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype){
5269 if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
5270 if(findDistancefast(&player[i].coords,&player[j].coords)<400)
5271 if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
5272 if((-1==checkcollide(
5273 DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*
5274 player[i].scale+player[i].coords,
5275 DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)*
5276 player[j].scale+player[j].coords)&&
5277 !player[j].isWallJump())||
5278 (player[j].targetanimation==hanganim&&
5279 normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
5280 player[i].lastseentime-=.2;
5281 if(j==0&&animation[player[j].targetanimation].height==lowheight)
5282 player[i].lastseentime-=.4;
5284 player[i].lastseentime-=.6;
5286 if(player[i].lastseentime<=0){
5287 player[i].aitype=searchtype;
5288 player[i].lastchecktime=12;
5289 player[i].lastseen=player[j].coords;
5290 player[i].lastseentime=12;
5297 if(player[i].aitype==attacktypecutoff&&musictype!=2){
5298 if(player[i].creature!=wolftype){
5299 player[i].stunned=.6;
5300 player[i].surprised=.6;
5302 if(player[i].creature==wolftype){
5303 player[i].stunned=.47;
5304 player[i].surprised=.47;
5312 if(player[i].aitype==searchtype){
5313 player[i].aiupdatedelay-=multiplier;
5314 player[i].losupdatedelay-=multiplier;
5315 if(!player[i].pause)
5316 player[i].lastseentime-=multiplier;
5317 player[i].lastchecktime-=multiplier;
5319 if(player[i].isRun()&&!player[i].onground){
5320 if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
5321 XYZ test2=player[i].coords+player[i].facing;
5323 XYZ test=player[i].coords+player[i].facing;
5325 j=checkcollide(test2,test,player[i].laststanding);
5327 j=checkcollide(test2,test);
5329 player[i].velocity=0;
5330 setAnimation(i,player[i].getStop());
5331 player[i].targetrotation+=180;
5332 player[i].stunned=.5;
5333 //player[i].aitype=passivetype;
5334 player[i].aitype=pathfindtype;
5335 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5336 player[i].finalpathfindpoint=-1;
5337 player[i].targetpathfindpoint=-1;
5338 player[i].lastpathfindpoint=-1;
5339 player[i].lastpathfindpoint2=-1;
5340 player[i].lastpathfindpoint3=-1;
5341 player[i].lastpathfindpoint4=-1;
5343 else player[i].laststanding=j;
5346 //check out last seen location
5347 if(player[i].aiupdatedelay<0){
5348 player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].lastseen);
5349 player[i].lookrotation=player[i].targetrotation;
5350 player[i].aiupdatedelay=.05;
5351 player[i].forwardkeydown=1;
5353 if(findDistancefastflat(&player[i].coords,&player[i].lastseen)<1*sq(player[i].scale*5)||player[i].lastchecktime<0){
5354 player[i].forwardkeydown=0;
5355 player[i].aiupdatedelay=1;
5356 player[i].lastseen.x+=(float(Random()%100)-50)/25;
5357 player[i].lastseen.z+=(float(Random()%100)-50)/25;
5358 player[i].lastchecktime=3;
5361 player[i].leftkeydown=0;
5362 player[i].backkeydown=0;
5363 player[i].rightkeydown=0;
5364 player[i].crouchkeydown=0;
5365 player[i].attackkeydown=0;
5366 player[i].throwkeydown=0;
5368 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5369 if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5371 XYZ leftpos,rightpos;
5372 float leftdist,rightdist;
5373 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5374 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5375 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5376 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5377 if(leftdist<rightdist)player[i].targetrotation+=90;
5378 else player[i].targetrotation-=90;
5382 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5383 player[i].jumpkeydown=0;
5384 if((player[i].collided>.8&&player[i].jumppower>=5))
5385 player[i].jumpkeydown=1;
5387 if(numenvsounds>0&&((tutoriallevel!=1||cananger)&&hostile))
5388 for(int k=0;k<numenvsounds;k++){
5389 if(findDistancefast(&player[i].coords,&envsound[k])<2*(envsoundvol[k]+envsoundvol[k]*(player[i].creature==rabbittype)*3)){
5390 player[i].aitype=attacktypecutoff;
5394 if(!player[0].dead&&
5395 player[i].losupdatedelay<0&&
5397 player[i].occluded<2&&
5398 ((tutoriallevel!=1||cananger)&&hostile)){
5399 player[i].losupdatedelay=.2;
5400 if(findDistancefast(&player[i].coords,&player[0].coords)<4&&animation[player[i].targetanimation].height!=lowheight){
5401 player[i].aitype=attacktypecutoff;
5402 player[i].lastseentime=1;
5404 if(abs(Random()%2)||animation[player[i].targetanimation].height!=lowheight)
5405 //TODO: factor out canSeePlayer()
5406 if(findDistancefast(&player[i].coords,&player[0].coords)<400)
5407 if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
5409 DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*
5410 player[i].scale+player[i].coords,
5411 DoRotation(playerJoint(0,head).position,0,player[0].rotation,0)*
5412 player[0].scale+player[0].coords)==-1)||
5413 (player[0].targetanimation==hanganim&&normaldotproduct(
5414 player[0].facing,player[i].coords-player[0].coords)<0)){
5415 /* //TODO: changed j to 0 on a whim, make sure this is correct
5416 (player[j].targetanimation==hanganim&&normaldotproduct(
5417 player[j].facing,player[i].coords-player[j].coords)<0)
5419 player[i].aitype=attacktypecutoff;
5420 player[i].lastseentime=1;
5424 if(player[i].lastseentime<0){
5425 //player[i].aitype=passivetype;
5427 player[i].aitype=pathfindtype;
5428 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5429 player[i].finalpathfindpoint=-1;
5430 player[i].targetpathfindpoint=-1;
5431 player[i].lastpathfindpoint=-1;
5432 player[i].lastpathfindpoint2=-1;
5433 player[i].lastpathfindpoint3=-1;
5434 player[i].lastpathfindpoint4=-1;
5438 if(player[i].aitype!=gethelptype)
5439 player[i].runninghowlong=0;
5441 //get help from buddies
5442 if(player[i].aitype==gethelptype){
5443 player[i].runninghowlong+=multiplier;
5444 player[i].aiupdatedelay-=multiplier;
5446 if(player[i].aiupdatedelay<0||player[i].ally==0){
5447 player[i].aiupdatedelay=.2;
5450 //TODO: factor out closest search somehow
5451 if(!player[i].ally){
5453 float closestdist=-1;
5454 for(int k=0;k<numplayers;k++){
5455 if(k!=i&&k!=0&&!player[k].dead&&
5456 player[k].howactive<typedead1&&
5457 !player[k].skeleton.free&&
5458 player[k].aitype==passivetype){
5459 float distance=findDistancefast(&player[i].coords,&player[k].coords);
5460 if(closestdist==-1||distance<closestdist){
5461 closestdist=distance;
5468 player[i].ally=closest;
5471 player[i].lastseen=player[0].coords;
5472 player[i].lastseentime=12;
5476 player[i].lastchecktime=12;
5478 XYZ facing=player[i].coords;
5479 XYZ flatfacing=player[player[i].ally].coords;
5480 facing.y+=playerJoint(i,head).position.y*player[i].scale;
5481 flatfacing.y+=playerJoint(player[i].ally,head).position.y*player[player[i].ally].scale;
5482 if(-1!=checkcollide(facing,flatfacing))
5483 player[i].lastseentime-=.1;
5485 //no available ally, run back to player
5486 if(player[i].ally<=0||
5487 player[player[i].ally].skeleton.free||
5488 player[player[i].ally].aitype!=passivetype||
5489 player[i].lastseentime<=0){
5490 player[i].aitype=searchtype;
5491 player[i].lastseentime=12;
5495 if(player[i].ally>0){
5496 player[i].targetrotation=roughDirectionTo(player[i].coords,player[player[i].ally].coords);
5497 player[i].lookrotation=player[i].targetrotation;
5498 player[i].aiupdatedelay=.05;
5499 player[i].forwardkeydown=1;
5501 if(findDistancefastflat(&player[i].coords,&player[player[i].ally].coords)<3){
5502 player[i].aitype=searchtype;
5503 player[i].lastseentime=12;
5504 player[player[i].ally].aitype=searchtype;
5505 if(player[player[i].ally].lastseentime<player[i].lastseentime){
5506 player[player[i].ally].lastseen=player[i].lastseen;
5507 player[player[i].ally].lastseentime=player[i].lastseentime;
5508 player[player[i].ally].lastchecktime=player[i].lastchecktime;
5512 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5513 if(!player[i].avoidsomething)
5514 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5516 XYZ leftpos,rightpos;
5517 float leftdist,rightdist;
5518 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5519 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5520 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5521 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5522 if(leftdist<rightdist)
5523 player[i].targetrotation+=90;
5525 player[i].targetrotation-=90;
5530 player[i].leftkeydown=0;
5531 player[i].backkeydown=0;
5532 player[i].rightkeydown=0;
5533 player[i].crouchkeydown=0;
5534 player[i].attackkeydown=0;
5536 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5537 player[i].jumpkeydown=0;
5538 if(player[i].collided>.8&&player[i].jumppower>=5)
5539 player[i].jumpkeydown=1;
5542 //retreiving a weapon on the ground
5543 if(player[i].aitype==getweapontype){
5544 player[i].aiupdatedelay-=multiplier;
5545 player[i].lastchecktime-=multiplier;
5547 if(player[i].aiupdatedelay<0){
5548 player[i].aiupdatedelay=.2;
5551 if(player[i].ally<0){
5553 float closestdist=-1;
5554 for(int k=0;k<weapons.numweapons;k++)
5555 if(weapons.owner[k]==-1){
5556 float distance=findDistancefast(&player[i].coords,&weapons.position[k]);
5557 if(closestdist==-1||distance<closestdist){
5558 closestdist=distance;
5564 player[i].ally=closest;
5569 player[i].lastseentime=12;
5571 if(!player[0].dead&&((tutoriallevel!=1||cananger)&&hostile))
5572 if(player[i].ally<0||player[i].weaponactive!=-1||player[i].lastchecktime<=0){
5573 player[i].aitype=attacktypecutoff;
5574 player[i].lastseentime=1;
5577 if(player[i].ally>=0){
5578 if(weapons.owner[player[i].ally]!=-1||
5579 findDistancefast(&player[i].coords,&weapons.position[player[i].ally])>16){
5580 player[i].aitype=attacktypecutoff;
5581 player[i].lastseentime=1;
5583 //TODO: factor these out as moveToward()
5584 player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[player[i].ally]);
5585 player[i].lookrotation=player[i].targetrotation;
5586 player[i].aiupdatedelay=.05;
5587 player[i].forwardkeydown=1;
5590 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5591 if(!player[i].avoidsomething)
5592 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5594 XYZ leftpos,rightpos;
5595 float leftdist,rightdist;
5596 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5597 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5598 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5599 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5600 if(leftdist<rightdist)
5601 player[i].targetrotation+=90;
5603 player[i].targetrotation-=90;
5608 player[i].leftkeydown=0;
5609 player[i].backkeydown=0;
5610 player[i].rightkeydown=0;
5611 player[i].attackkeydown=0;
5612 player[i].throwkeydown=1;
5613 player[i].crouchkeydown=0;
5614 if(player[i].targetanimation!=crouchremoveknifeanim&&
5615 player[i].targetanimation!=removeknifeanim)
5616 player[i].throwtogglekeydown=0;
5617 player[i].drawkeydown=0;
5619 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5620 player[i].jumpkeydown=0;
5621 if((player[i].collided>.8&&player[i].jumppower>=5))
5622 player[i].jumpkeydown=1;
5625 if(player[i].aitype==attacktypecutoff){
5626 player[i].aiupdatedelay-=multiplier;
5627 //dodge or reverse rabbit kicks, knife throws, flips
5628 if(player[i].damage<player[i].damagetolerance*2/3)
5629 if((player[0].targetanimation==rabbitkickanim||
5630 player[0].targetanimation==knifethrowanim||
5631 (player[0].isFlip()&&
5632 normaldotproduct(player[0].facing,player[0].coords-player[i].coords)<0))&&
5633 !player[0].skeleton.free&&
5634 (player[i].aiupdatedelay<.1)){
5635 player[i].attackkeydown=0;
5636 if(player[i].isIdle())
5637 player[i].crouchkeydown=1;
5638 if(player[0].targetanimation!=rabbitkickanim&&player[0].weaponactive!=-1){
5639 if(weapons.type[player[0].weaponids[0]]==knife){
5640 if(player[i].isIdle()||player[i].isCrouch()||player[i].isRun()||player[i].isFlip()){
5641 if(abs(Random()%2==0))
5642 setAnimation(i,backhandspringanim);
5644 setAnimation(i,rollanim);
5645 player[i].targetrotation+=90*(abs(Random()%2)*2-1);
5646 player[i].wentforweapon=0;
5648 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim)
5649 setAnimation(i,flipanim);
5652 player[i].forwardkeydown=0;
5653 player[i].aiupdatedelay=.02;
5655 //get confused by flips
5656 if(player[0].isFlip()&&
5657 !player[0].skeleton.free&&
5658 player[0].targetanimation!=walljumprightkickanim&&
5659 player[0].targetanimation!=walljumpleftkickanim){
5660 if(findDistancefast(&player[0].coords,&player[i].coords)<25)
5661 if((1-player[i].damage/player[i].damagetolerance)>.5)
5662 player[i].stunned=1;
5664 //go for weapon on the ground
5665 if(player[i].wentforweapon<3)
5666 for(int k=0;k<weapons.numweapons;k++)
5667 if(player[i].creature!=wolftype)
5668 if(player[i].num_weapons==0&&
5669 weapons.owner[k]==-1&&
5670 weapons.velocity[i].x==0&&
5671 weapons.velocity[i].z==0&&
5672 weapons.velocity[i].y==0){
5673 if(findDistancefast(&player[i].coords,&weapons.position[k])<16){
5674 player[i].wentforweapon++;
5675 player[i].lastchecktime=6;
5676 player[i].aitype=getweapontype;
5680 //dodge/reverse walljump kicks
5681 if(player[i].damage<player[i].damagetolerance/2)
5682 if(animation[player[i].targetanimation].height!=highheight)
5683 if(player[i].damage<player[i].damagetolerance*.5&&
5684 ((player[0].targetanimation==walljumprightkickanim||
5685 player[0].targetanimation==walljumpleftkickanim)&&
5686 ((player[i].aiupdatedelay<.15&&
5688 (player[i].aiupdatedelay<.08&&
5690 player[i].crouchkeydown=1;
5692 //walked off a ledge (?)
5693 if(player[i].isRun()&&!player[i].onground)
5694 if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
5695 XYZ test2=player[i].coords+player[i].facing;
5697 XYZ test=player[i].coords+player[i].facing;
5699 j=checkcollide(test2,test,player[i].laststanding);
5701 j=checkcollide(test2,test);
5703 player[i].velocity=0;
5704 setAnimation(i,player[i].getStop());
5705 player[i].targetrotation+=180;
5706 player[i].stunned=.5;
5707 player[i].aitype=pathfindtype;
5708 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5709 player[i].finalpathfindpoint=-1;
5710 player[i].targetpathfindpoint=-1;
5711 player[i].lastpathfindpoint=-1;
5712 player[i].lastpathfindpoint2=-1;
5713 player[i].lastpathfindpoint3=-1;
5714 player[i].lastpathfindpoint4=-1;
5716 player[i].laststanding=j;
5718 //lose sight of player in the air (?)
5719 if(player[0].coords.y>player[i].coords.y+5&&
5720 animation[player[0].targetanimation].height!=highheight&&
5721 !player[0].onterrain){
5722 player[i].aitype=pathfindtype;
5723 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5724 player[i].finalpathfindpoint=-1;
5725 player[i].targetpathfindpoint=-1;
5726 player[i].lastpathfindpoint=-1;
5727 player[i].lastpathfindpoint2=-1;
5728 player[i].lastpathfindpoint3=-1;
5729 player[i].lastpathfindpoint4=-1;
5731 //it's time to think (?)
5732 if(player[i].aiupdatedelay<0&&
5733 !animation[player[i].targetanimation].attack&&
5734 player[i].targetanimation!=staggerbackhighanim&&
5735 player[i].targetanimation!=staggerbackhardanim&&
5736 player[i].targetanimation!=backhandspringanim&&
5737 player[i].targetanimation!=dodgebackanim){
5739 if(player[i].weaponactive==-1&&player[i].num_weapons>0)
5740 player[i].drawkeydown=Random()%2;
5742 player[i].drawkeydown=0;
5743 player[i].rabbitkickenabled=Random()%2;
5745 XYZ rotatetarget=player[0].coords+player[0].velocity;
5746 XYZ targetpoint=player[0].coords;
5747 if(findDistancefast(&player[0].coords,&player[i].coords)<
5748 findDistancefast(&rotatetarget,&player[i].coords))
5749 targetpoint+=player[0].velocity*
5750 findDistance(&player[0].coords,&player[i].coords)/findLength(&player[i].velocity);
5751 player[i].targetrotation=roughDirectionTo(player[i].coords,targetpoint);
5752 player[i].lookrotation=player[i].targetrotation;
5753 player[i].aiupdatedelay=.2+fabs((float)(Random()%100)/1000);
5755 if(findDistancefast(&player[i].coords,&player[0].coords)>5&&(player[0].weaponactive==-1||player[i].weaponactive!=-1))
5756 player[i].forwardkeydown=1;
5757 else if((findDistancefast(&player[i].coords,&player[0].coords)>16||
5758 findDistancefast(&player[i].coords,&player[0].coords)<9)&&
5759 player[0].weaponactive!=-1)
5760 player[i].forwardkeydown=1;
5761 else if(Random()%6==0||(player[i].creature==wolftype&&Random()%3==0))
5762 player[i].forwardkeydown=1;
5764 player[i].forwardkeydown=0;
5765 //chill out around the corpse
5767 player[i].forwardkeydown=0;
5769 player[i].forwardkeydown=1;
5770 if(Random()%100==0){
5771 player[i].aitype=pathfindtype;
5772 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5773 player[i].finalpathfindpoint=-1;
5774 player[i].targetpathfindpoint=-1;
5775 player[i].lastpathfindpoint=-1;
5776 player[i].lastpathfindpoint2=-1;
5777 player[i].lastpathfindpoint3=-1;
5778 player[i].lastpathfindpoint4=-1;
5781 player[i].leftkeydown=0;
5782 player[i].backkeydown=0;
5783 player[i].rightkeydown=0;
5784 player[i].crouchkeydown=0;
5785 player[i].throwkeydown=0;
5787 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)
5788 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5790 if(Random()%2==0||player[i].weaponactive!=-1||player[i].creature==wolftype)
5791 player[i].attackkeydown=1;
5793 player[i].attackkeydown=0;
5794 if(player[i].isRun()&&Random()%6&&findDistancefast(&player[i].coords,&player[0].coords)>7)
5795 player[i].attackkeydown=0;
5798 if(player[i].aitype!=playercontrolled&&
5799 (player[i].isIdle()||
5800 player[i].isCrouch()||
5801 player[i].isRun())){
5803 for(int j=0;j<numplayers;j++)
5804 if(j!=i&&!player[j].skeleton.free&&
5805 player[j].hasvictim&&
5806 (tutoriallevel==1&&reversaltrain||
5807 Random()%2==0&&difficulty==2||
5808 Random()%4==0&&difficulty==1||
5809 Random()%8==0&&difficulty==0||
5810 player[j].lastattack2==player[j].targetanimation&&
5811 player[j].lastattack3==player[j].targetanimation&&
5812 (Random()%2==0||difficulty==2)||
5813 (player[i].isIdle()||player[i].isRun())&&
5814 player[j].weaponactive!=-1||
5815 player[j].targetanimation==swordslashanim&&
5816 player[i].weaponactive!=-1||
5817 player[j].targetanimation==staffhitanim||
5818 player[j].targetanimation==staffspinhitanim))
5819 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<4&&
5820 player[j].victim==&player[i]&&
5821 (player[j].targetanimation==sweepanim||
5822 player[j].targetanimation==spinkickanim||
5823 player[j].targetanimation==staffhitanim||
5824 player[j].targetanimation==staffspinhitanim||
5825 player[j].targetanimation==winduppunchanim||
5826 player[j].targetanimation==upunchanim||
5827 player[j].targetanimation==wolfslapanim||
5828 player[j].targetanimation==knifeslashstartanim||
5829 player[j].targetanimation==swordslashanim&&
5830 (findDistancefast(&player[j].coords,&player[i].coords)<2||
5831 player[i].weaponactive!=-1))){
5838 player[target].Reverse();
5841 if(player[i].collided<1)
5842 player[i].jumpkeydown=0;
5843 if(player[i].collided>.8&&player[i].jumppower>=5||
5844 findDistancefast(&player[i].coords,&player[0].coords)>400&&
5845 player[i].onterrain&&
5846 player[i].creature==rabbittype)
5847 player[i].jumpkeydown=1;
5848 //TODO: why are we controlling the human?
5849 if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
5850 player[0].jumpkeydown=0;
5851 if(player[0].targetanimation==jumpdownanim&&
5852 findDistancefast(&player[0].coords,&player[i].coords)<40)
5853 player[i].crouchkeydown=1;
5854 if(player[i].jumpkeydown)
5855 player[i].attackkeydown=0;
5857 if(tutoriallevel==1)
5859 player[i].attackkeydown=0;
5862 XYZ facing=player[i].coords;
5863 XYZ flatfacing=player[0].coords;
5864 facing.y+=playerJoint(i,head).position.y*player[i].scale;
5865 flatfacing.y+=playerJoint(0,head).position.y*player[0].scale;
5866 if(player[i].occluded>=2)
5867 if(-1!=checkcollide(facing,flatfacing)){
5868 if(!player[i].pause)
5869 player[i].lastseentime-=.2;
5870 if(player[i].lastseentime<=0&&
5871 (player[i].creature!=wolftype||
5872 player[i].weaponstuck==-1)){
5873 player[i].aitype=searchtype;
5874 player[i].lastchecktime=12;
5875 player[i].lastseen=player[0].coords;
5876 player[i].lastseentime=12;
5879 player[i].lastseentime=1;
5882 if(animation[player[0].targetanimation].height==highheight&&
5883 (player[i].aitype==attacktypecutoff||
5884 player[i].aitype==searchtype))
5885 if(player[0].coords.y>terrain.getHeight(player[0].coords.x,player[0].coords.z)+10){
5886 XYZ test=player[0].coords;
5888 if(-1==checkcollide(player[0].coords,test))
5889 player[i].stunned=1;
5892 if(player[i].aitype==passivetype&&!(player[i].numwaypoints>1)||
5893 player[i].stunned>0||
5894 player[i].pause&&player[i].damage>player[i].superpermanentdamage){
5896 player[i].lastseentime=1;
5897 player[i].targetrotation=player[i].rotation;
5898 player[i].forwardkeydown=0;
5899 player[i].leftkeydown=0;
5900 player[i].backkeydown=0;
5901 player[i].rightkeydown=0;
5902 player[i].jumpkeydown=0;
5903 player[i].attackkeydown=0;
5904 player[i].crouchkeydown=0;
5905 player[i].throwkeydown=0;
5913 XYZ flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
5916 if(player[i].aitype==attacktypecutoff){
5917 player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[0].coords);
5918 player[i].targetheadrotation2=pitchTo(player[i].coords,player[0].coords);
5919 }else if(player[i].howactive>=typesleeping){
5920 player[i].targetheadrotation=player[i].targetrotation;
5921 player[i].targetheadrotation2=0;
5923 if(player[i].interestdelay<=0){
5924 player[i].interestdelay=.7+(float)(abs(Random()%100))/100;
5925 player[i].headtarget=player[i].coords;
5926 player[i].headtarget.x+=(float)(abs(Random()%200)-100)/100;
5927 player[i].headtarget.z+=(float)(abs(Random()%200)-100)/100;
5928 player[i].headtarget.y+=(float)(abs(Random()%200)-100)/300;
5929 player[i].headtarget+=player[i].facing*1.5;
5931 player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[i].headtarget);
5932 player[i].targetheadrotation2=pitchTo(player[i].coords,player[i].headtarget);
5940 static XYZ facing,flatfacing;
5945 for(int i=0;i<15;i++){
5946 displaytime[i]+=multiplier;
5952 if(Input::isKeyPressed(SDLK_F6)){
5953 if(Input::isKeyDown(SDLK_LSHIFT))
5956 stereoreverse=false;
5959 printf("Stereo reversed\n");
5961 printf("Stereo unreversed\n");
5964 if(Input::isKeyDown(SDLK_F7)){
5965 if(Input::isKeyDown(SDLK_LSHIFT))
5966 stereoseparation -= 0.001;
5968 stereoseparation -= 0.010;
5969 printf("Stereo decreased increased to %f\n", stereoseparation);
5972 if(Input::isKeyDown(SDLK_F8)){
5973 if(Input::isKeyDown(SDLK_LSHIFT))
5974 stereoseparation += 0.001;
5976 stereoseparation += 0.010;
5977 printf("Stereo separation increased to %f\n", stereoseparation);
5981 if(Input::isKeyPressed(SDLK_TAB)&&tutoriallevel){
5982 if(tutorialstage!=51)
5983 tutorialstagetime=tutorialmaxtime;
5984 emit_sound_np(consolefailsound, 128.);
5988 Values of mainmenu :
5990 2 Menu pause (resume/end game)
5992 4 Controls configuration menu
5993 5 Main game menu (choose level or challenge)
5994 6 Deleting user menu
5995 7 User managment menu (select/add)
5996 8 Choose difficulty menu
5997 9 Challenge level selection menu
5998 10 End of the campaign congratulation (is that really a menu?)
5999 11 Same that 9 ??? => unused
6000 18 stereo configuration
6005 if(mainmenu&&endgame==1)
6007 //escape key pressed
6008 //TODO: there must be code somewhere else that handles clicking the Back button, merge it with this
6009 if(Input::isKeyPressed(SDLK_ESCAPE)&&
6010 (gameon||mainmenu==0||(mainmenu>=3&&mainmenu!=8&&!(mainmenu==7&&entername)))){
6012 if(mainmenu==0&&!winfreeze)
6014 else if(mainmenu==0&&winfreeze&&campaignchoosenext[campaignchoicewhich[whichchoice]]==1){
6018 }else if(mainmenu==1||mainmenu==2)
6019 mainmenu=0; //unpause
6021 if(musictoggle&&(mainmenu==1||mainmenu==2||mainmenu==100)){
6022 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6023 emit_stream_np(stream_menutheme);
6024 pause_sound(leveltheme);
6026 //on resume, play level music
6028 pause_sound(stream_menutheme);
6029 resume_stream(leveltheme);
6031 //finished with settings menu
6037 if(newscreenwidth<0)
6038 newscreenwidth=screenwidth;
6039 if(newscreenheight<0)
6040 newscreenheight=screenheight;
6041 SaveSettings(*this);
6044 if(mainmenu>=3&&mainmenu!=8){
6051 mainmenu=gameon?2:1; break;
6054 case 6: case 7: case 9: case 10: case 100:
6065 if(hostile==1)hostiletime+=multiplier;
6067 if(!winfreeze)leveltime+=multiplier;
6070 if(Input::isKeyPressed(SDLK_v)&&debugmode){
6073 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6077 if(Input::isKeyPressed(chatkey)&&!console&&!chatting&&debugmode)
6081 inputText(displaytext[0],&displayselected,&displaychars[0]);
6083 if(displaychars[0]){
6084 for(int j=0;j<255;j++)
6085 displaytext[0][j]=0;
6092 displayblinkdelay-=multiplier;
6093 if(displayblinkdelay<=0){
6094 displayblinkdelay=.3;
6095 displayblink=1-displayblink;
6101 if(Input::isKeyPressed(SDLK_BACKQUOTE)&&debugmode){
6104 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6113 if(console&&!Input::isKeyDown(SDLK_LMETA)){
6114 inputText(consoletext[0],&consoleselected,&consolechars[0]);
6117 if(consolechars[0]>0){
6118 consoletext[0][consolechars[0]]=' ';
6119 cmd_dispatch(this, consoletext[0]);
6120 for(int k=14;k>=1;k--){
6121 for(int j=0;j<255;j++)
6122 consoletext[k][j]=consoletext[k-1][j];
6123 consolechars[k]=consolechars[k-1];
6125 for(int j=0;j<255;j++)
6126 consoletext[0][j]=0;
6132 consoleblinkdelay-=multiplier;
6133 if(consoleblinkdelay<=0){
6134 consoleblinkdelay=.3;
6135 consoleblink=1-consoleblink;
6141 if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
6144 if(newdetail>2)newdetail=detail;
6145 if(newdetail<0)newdetail=detail;
6146 if(newscreenwidth<0)newscreenwidth=screenwidth;
6147 if(newscreenheight<0)newscreenheight=screenheight;
6149 SaveSettings(*this);
6153 static int oldwinfreeze;
6154 if(winfreeze&&!oldwinfreeze){
6155 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6156 emit_sound_np(consolesuccesssound);
6159 oldwinfreeze=winfreeze;
6163 if((Input::isKeyPressed(jumpkey)||Input::isKeyPressed(SDLK_SPACE))&&!campaign)
6166 if((Input::isKeyDown(SDLK_ESCAPE))&&!campaign&&gameon){
6170 }else if(winfreeze){
6178 //TODO: what is this test?
6179 if(!freeze&&!winfreeze&&!(mainmenu&&gameon)&&(gameon||!gamestarted)){
6184 talkdelay-=multiplier;
6186 if(talkdelay<=0&&indialogue==-1&&animation[player[0].targetanimation].height!=highheight)
6187 for(int i=0;i<numdialogues;i++){
6188 int realdialoguetype;
6190 if(dialoguetype[i]>49){
6191 realdialoguetype=dialoguetype[i]-50;
6194 else if(dialoguetype[i]>39){
6195 realdialoguetype=dialoguetype[i]-40;
6198 else if(dialoguetype[i]>29){
6199 realdialoguetype=dialoguetype[i]-30;
6202 else if(dialoguetype[i]>19){
6203 realdialoguetype=dialoguetype[i]-20;
6206 else if(dialoguetype[i]>9){
6207 realdialoguetype=dialoguetype[i]-10;
6211 realdialoguetype=dialoguetype[i];
6214 if((!hostile||dialoguetype[i]>40&&dialoguetype[i]<50)&&
6215 realdialoguetype<numplayers&&
6216 realdialoguetype>0&&
6217 (dialoguegonethrough[i]==0||!special)&&
6218 (special||Input::isKeyPressed(attackkey))){
6219 if(findDistancefast(&player[0].coords,&player[realdialoguetype].coords)<6||
6220 player[realdialoguetype].howactive>=typedead1||
6221 dialoguetype[i]>40&&dialoguetype[i]<50){
6223 for(int j=0;j<numdialogueboxes[whichdialogue];j++){
6224 player[participantfocus[whichdialogue][j]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
6225 player[participantfocus[whichdialogue][j]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
6226 player[participantfocus[whichdialogue][j]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
6227 player[participantfocus[whichdialogue][j]].velocity=0;
6228 player[participantfocus[whichdialogue][j]].targetanimation=player[participantfocus[whichdialogue][j]].getIdle();
6229 player[participantfocus[whichdialogue][j]].targetframe=0;
6234 dialoguegonethrough[i]++;
6235 if(dialogueboxsound[whichdialogue][indialogue]!=0){
6236 playdialogueboxsound();
6242 windvar+=multiplier;
6243 smoketex+=multiplier;
6244 tutorialstagetime+=multiplier;
6247 static float hotspotvisual[40];
6251 for(int i=0;i<numhotspots;i++)
6252 hotspotvisual[i]-=multiplier/320;
6254 for(int i=0;i<numhotspots;i++){
6255 //if(hotspottype[i]<=10)
6256 while(hotspotvisual[i]<0){
6258 hotspotsprite.x=float(abs(Random()%100000))/100000*hotspotsize[i];
6259 hotspotsprite=DoRotation(hotspotsprite,0,0,Random()%360);
6260 hotspotsprite=DoRotation(hotspotsprite,0,Random()%360,0);
6261 hotspotsprite+=hotspot[i];
6262 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite*0, 1,0.5,0, 7, 0.4);
6263 hotspotvisual[i]+=0.1/hotspotsize[i]/hotspotsize[i]/hotspotsize[i];
6267 for(int i=0;i<numhotspots;i++){
6268 if(hotspottype[i]<=10&&hotspottype[i]>0){
6269 hotspot[i]=player[hotspottype[i]].coords;
6280 if(tutoriallevel!=1){
6283 bonus!=spinecrusher&&
6284 bonus!=tracheotomy&&
6287 emit_sound_np(consolesuccesssound);
6289 } else if(bonustime==0){
6290 emit_sound_np(fireendsound);
6293 if(bonus!=solidhit&&
6295 bonus!=threexcombo&&
6300 bonusnum[bonus]+=0.15;
6303 bonusvalue/=bonusnum[bonus];
6304 bonustotal+=bonusvalue;
6306 bonustime+=multiplier;
6309 if(environment==snowyenvironment){
6310 precipdelay-=multiplier;
6311 while(precipdelay<0){
6315 XYZ footvel,footpoint;
6318 footpoint=viewer+viewerfacing*6;
6319 footpoint.y+=((float)abs(Random()%1200))/100-6;
6320 footpoint.x+=((float)abs(Random()%1200))/100-6;
6321 footpoint.z+=((float)abs(Random()%1200))/100-6;
6322 Sprite::MakeSprite(snowsprite, footpoint,footvel, 1,1,1, .1, 1);
6327 doAerialAcrobatics();
6330 static XYZ oldviewer;
6334 player[0].forwardkeydown=Input::isKeyDown(forwardkey);
6335 player[0].leftkeydown=Input::isKeyDown(leftkey);
6336 player[0].backkeydown=Input::isKeyDown(backkey);
6337 player[0].rightkeydown=Input::isKeyDown(rightkey);
6338 player[0].jumpkeydown=Input::isKeyDown(jumpkey);
6339 player[0].crouchkeydown=Input::isKeyDown(crouchkey);
6340 player[0].drawkeydown=Input::isKeyDown(drawkey);
6341 player[0].throwkeydown=Input::isKeyDown(throwkey);
6345 player[0].forwardkeydown=0;
6346 player[0].leftkeydown=0;
6347 player[0].backkeydown=0;
6348 player[0].rightkeydown=0;
6349 player[0].jumpkeydown=0;
6350 player[0].crouchkeydown=0;
6351 player[0].drawkeydown=0;
6352 player[0].throwkeydown=0;
6355 if(!player[0].jumpkeydown)
6356 player[0].jumpclimb=0;
6365 facing=DoRotation(facing,-rotation2,0,0);
6366 facing=DoRotation(facing,0,0-rotation,0);
6371 flatfacing=DoRotation(flatfacing,0,-rotation,0);
6373 if(Input::isKeyDown(forwardkey))
6374 viewer+=facing*multiplier*4;
6375 if(Input::isKeyDown(backkey))
6376 viewer-=facing*multiplier*4;
6377 if(Input::isKeyDown(leftkey))
6378 viewer+=DoRotation(flatfacing*multiplier,0,90,0)*4;
6379 if(Input::isKeyDown(rightkey))
6380 viewer+=DoRotation(flatfacing*multiplier,0,-90,0)*4;
6381 if(Input::isKeyDown(jumpkey))
6382 viewer.y+=multiplier*4;
6383 if(Input::isKeyDown(crouchkey))
6384 viewer.y-=multiplier*4;
6385 if( Input::isKeyPressed(SDLK_1)||
6386 Input::isKeyPressed(SDLK_2)||
6387 Input::isKeyPressed(SDLK_3)||
6388 Input::isKeyPressed(SDLK_4)||
6389 Input::isKeyPressed(SDLK_5)||
6390 Input::isKeyPressed(SDLK_6)||
6391 Input::isKeyPressed(SDLK_7)||
6392 Input::isKeyPressed(SDLK_8)||
6393 Input::isKeyPressed(SDLK_9)||
6394 Input::isKeyPressed(SDLK_0)||
6395 Input::isKeyPressed(SDLK_MINUS)){
6397 if(Input::isKeyPressed(SDLK_1))whichend=1;
6398 if(Input::isKeyPressed(SDLK_2))whichend=2;
6399 if(Input::isKeyPressed(SDLK_3))whichend=3;
6400 if(Input::isKeyPressed(SDLK_4))whichend=4;
6401 if(Input::isKeyPressed(SDLK_5))whichend=5;
6402 if(Input::isKeyPressed(SDLK_6))whichend=6;
6403 if(Input::isKeyPressed(SDLK_7))whichend=7;
6404 if(Input::isKeyPressed(SDLK_8))whichend=8;
6405 if(Input::isKeyPressed(SDLK_9))whichend=9;
6406 if(Input::isKeyPressed(SDLK_0))whichend=0;
6407 if(Input::isKeyPressed(SDLK_MINUS))
6410 participantfocus[whichdialogue][indialogue]=whichend;
6411 participantlocation[whichdialogue][whichend]=player[whichend].coords;
6412 participantrotation[whichdialogue][whichend]=player[whichend].rotation;
6415 participantfocus[whichdialogue][indialogue]=-1;
6417 if(player[participantfocus[whichdialogue][indialogue]].dead){
6422 dialoguecamera[whichdialogue][indialogue]=viewer;
6423 dialoguecamerarotation[whichdialogue][indialogue]=rotation;
6424 dialoguecamerarotation2[whichdialogue][indialogue]=rotation2;
6426 if(indialogue<numdialogueboxes[whichdialogue]){
6427 if(dialogueboxsound[whichdialogue][indialogue]!=0){
6428 playdialogueboxsound();
6432 for(int j=0;j<numplayers;j++){
6433 participantfacing[whichdialogue][indialogue][j]=participantfacing[whichdialogue][indialogue-1][j];
6436 //TODO: should these be KeyDown or KeyPressed?
6437 if( Input::isKeyDown(SDLK_KP1)||
6438 Input::isKeyDown(SDLK_KP2)||
6439 Input::isKeyDown(SDLK_KP3)||
6440 Input::isKeyDown(SDLK_KP4)||
6441 Input::isKeyDown(SDLK_KP5)||
6442 Input::isKeyDown(SDLK_KP6)||
6443 Input::isKeyDown(SDLK_KP7)||
6444 Input::isKeyDown(SDLK_KP8)||
6445 Input::isKeyDown(SDLK_KP9)||
6446 Input::isKeyDown(SDLK_KP0)){
6448 if(Input::isKeyDown(SDLK_KP1))whichend=1;
6449 if(Input::isKeyDown(SDLK_KP2))whichend=2;
6450 if(Input::isKeyDown(SDLK_KP3))whichend=3;
6451 if(Input::isKeyDown(SDLK_KP4))whichend=4;
6452 if(Input::isKeyDown(SDLK_KP5))whichend=5;
6453 if(Input::isKeyDown(SDLK_KP6))whichend=6;
6454 if(Input::isKeyDown(SDLK_KP7))whichend=7;
6455 if(Input::isKeyDown(SDLK_KP8))whichend=8;
6456 if(Input::isKeyDown(SDLK_KP9))whichend=9;
6457 if(Input::isKeyDown(SDLK_KP0))whichend=0;
6458 participantfacing[whichdialogue][indialogue][whichend]=facing;
6460 if(indialogue>=numdialogueboxes[whichdialogue]){
6467 pause_sound(whooshsound);
6468 viewer=dialoguecamera[whichdialogue][indialogue];
6469 viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.1);
6470 rotation=dialoguecamerarotation[whichdialogue][indialogue];
6471 rotation2=dialoguecamerarotation2[whichdialogue][indialogue];
6472 if(dialoguetime>0.5)
6473 if( Input::isKeyPressed(SDLK_1)||
6474 Input::isKeyPressed(SDLK_2)||
6475 Input::isKeyPressed(SDLK_3)||
6476 Input::isKeyPressed(SDLK_4)||
6477 Input::isKeyPressed(SDLK_5)||
6478 Input::isKeyPressed(SDLK_6)||
6479 Input::isKeyPressed(SDLK_7)||
6480 Input::isKeyPressed(SDLK_8)||
6481 Input::isKeyPressed(SDLK_9)||
6482 Input::isKeyPressed(SDLK_0)||
6483 Input::isKeyPressed(SDLK_MINUS)||
6484 Input::isKeyPressed(attackkey)){
6486 if(indialogue<numdialogueboxes[whichdialogue]){
6487 if(dialogueboxsound[whichdialogue][indialogue]!=0){
6488 playdialogueboxsound();
6489 if(dialogueboxsound[whichdialogue][indialogue]==-5){
6490 hotspot[numhotspots]=player[0].coords;
6491 hotspotsize[numhotspots]=10;
6492 hotspottype[numhotspots]=-1;
6496 if(dialogueboxsound[whichdialogue][indialogue]==-6){
6500 if(player[participantfocus[whichdialogue][indialogue]].dead){
6508 if(indialogue>=numdialogueboxes[whichdialogue]){
6512 if(dialoguetype[whichdialogue]>19&&dialoguetype[whichdialogue]<30){
6515 if(dialoguetype[whichdialogue]>29&&dialoguetype[whichdialogue]<40){
6518 if(dialoguetype[whichdialogue]>49&&dialoguetype[whichdialogue]<60){
6520 for(int i=1;i<numplayers;i++){
6521 player[i].aitype = attacktypecutoff;
6528 static float keyrefreshdelay=0,bigrefreshdelay=0;
6530 if(!player[0].jumpkeydown){
6531 player[0].jumptogglekeydown=0;
6533 if(player[0].jumpkeydown&&
6534 player[0].targetanimation!=jumpupanim&&
6535 player[0].targetanimation!=jumpdownanim&&
6536 !player[0].isFlip())
6537 player[0].jumptogglekeydown=1;
6540 dialoguetime+=multiplier;
6541 hawkrotation+=multiplier*25;
6543 realhawkcoords.x=25;
6544 realhawkcoords=DoRotation(realhawkcoords,0,hawkrotation,0)+hawkcoords;
6545 hawkcalldelay-=multiplier/2;
6547 if(hawkcalldelay<=0){
6548 emit_sound_at(hawksound, realhawkcoords);
6550 hawkcalldelay=16+abs(Random()%8);
6552 static float temptexdetail;
6559 doPlayerCollisions();
6563 for(int k=0;k<numplayers;k++)
6564 if(k!=0&&player[k].immobile)
6565 player[k].coords=player[k].realoldcoords;
6567 for(int k=0;k<numplayers;k++){
6568 if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
6569 if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
6570 player[k].DoDamage(1000);
6576 static bool respawnkeydown;
6579 (Input::isKeyDown(SDLK_z)&&
6580 Input::isKeyDown(SDLK_LMETA)&&
6582 (Input::isKeyDown(jumpkey)&&
6586 targetlevel=whichlevel;
6590 if(!Input::isKeyDown(jumpkey))
6592 if(Input::isKeyDown(jumpkey))
6598 static bool movekey;
6601 for(int i=0;i<numplayers;i++){
6602 static float oldtargetrotation;
6603 if(!player[i].skeleton.free){
6604 oldtargetrotation=player[i].targetrotation;
6605 if(i==0&&indialogue==-1){
6606 //TODO: refactor repetitive code
6607 if(!animation[player[0].targetanimation].attack&&
6608 player[0].targetanimation!=staggerbackhighanim&&
6609 player[0].targetanimation!=staggerbackhardanim&&
6610 player[0].targetanimation!=crouchremoveknifeanim&&
6611 player[0].targetanimation!=removeknifeanim&&
6612 player[0].targetanimation!=backhandspringanim&&
6613 player[0].targetanimation!=dodgebackanim&&
6614 player[0].targetanimation!=walljumprightkickanim&&
6615 player[0].targetanimation!=walljumpleftkickanim){
6617 player[0].targetrotation=0;
6619 player[0].targetrotation=-rotation+180;
6625 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
6629 facing=DoRotation(facing,-rotation2,0,0);
6630 facing=DoRotation(facing,0,0-rotation,0);
6633 player[0].lookrotation=-rotation;
6635 player[i].targetheadrotation=rotation;
6636 player[i].targetheadrotation2=rotation2;
6638 if(i!=0&&player[i].aitype==playercontrolled&&indialogue==-1){
6639 if(!animation[player[i].targetanimation].attack&&
6640 player[i].targetanimation!=staggerbackhighanim&&
6641 player[i].targetanimation!=staggerbackhardanim&&
6642 player[i].targetanimation!=crouchremoveknifeanim&&
6643 player[i].targetanimation!=removeknifeanim&&
6644 player[i].targetanimation!=backhandspringanim&&
6645 player[i].targetanimation!=dodgebackanim&&
6646 player[i].targetanimation!=walljumprightkickanim&&
6647 player[i].targetanimation!=walljumpleftkickanim){
6648 player[i].targetrotation=-player[i].lookrotation+180;
6654 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
6656 facing=DoRotation(facing,-player[i].lookrotation2,0,0);
6657 facing=DoRotation(facing,0,0-player[i].lookrotation,0);
6659 player[i].targetheadrotation=player[i].lookrotation;
6660 player[i].targetheadrotation2=player[i].lookrotation2;
6663 player[i].targetheadrotation=180-roughDirection(participantfacing[whichdialogue][indialogue][i]);
6664 player[i].targetheadrotation2=pitch(participantfacing[whichdialogue][indialogue][i]);
6672 player[i].avoidsomething=0;
6674 //avoid flaming things
6675 for(int j=0;j<objects.numobjects;j++)
6676 if(objects.onfire[j])
6677 if(findDistancefast(&player[i].coords,&objects.position[j])<sq(objects.scale[j])*200)
6678 if( findDistancefast(&player[i].coords,&objects.position[j])<
6679 findDistancefast(&player[i].coords,&player[0].coords)){
6680 player[i].collided=0;
6681 player[i].avoidcollided=1;
6682 if(player[i].avoidsomething==0||
6683 findDistancefast(&player[i].coords,&objects.position[j])<
6684 findDistancefast(&player[i].coords,&player[i].avoidwhere)){
6685 player[i].avoidwhere=objects.position[j];
6686 player[i].avoidsomething=1;
6690 //avoid flaming players
6691 for(int j=0;j<numplayers;j++)
6692 if(player[j].onfire)
6693 if(findDistancefast(&player[j].coords,&player[i].coords)<sq(0.3)*200)
6694 if( findDistancefast(&player[i].coords,&player[j].coords)<
6695 findDistancefast(&player[i].coords,&player[0].coords)){
6696 player[i].collided=0;
6697 player[i].avoidcollided=1;
6698 if(player[i].avoidsomething==0||
6699 findDistancefast(&player[i].coords,&player[j].coords)<
6700 findDistancefast(&player[i].coords,&player[i].avoidwhere)){
6701 player[i].avoidwhere=player[j].coords;
6702 player[i].avoidsomething=1;
6706 if(player[i].collided>.8)
6707 player[i].avoidcollided=0;
6711 if(animation[player[i].targetanimation].attack==reversed){
6712 //player[i].targetrotation=player[i].rotation;
6713 player[i].forwardkeydown=0;
6714 player[i].leftkeydown=0;
6715 player[i].backkeydown=0;
6716 player[i].rightkeydown=0;
6717 player[i].jumpkeydown=0;
6718 player[i].attackkeydown=0;
6719 //player[i].crouchkeydown=0;
6720 player[i].throwkeydown=0;
6724 player[i].forwardkeydown=0;
6725 player[i].leftkeydown=0;
6726 player[i].backkeydown=0;
6727 player[i].rightkeydown=0;
6728 player[i].jumpkeydown=0;
6729 player[i].crouchkeydown=0;
6730 player[i].drawkeydown=0;
6731 player[i].throwkeydown=0;
6734 if(player[i].collided<-.3)
6735 player[i].collided=-.3;
6736 if(player[i].collided>1)
6737 player[i].collided=1;
6738 player[i].collided-=multiplier*4;
6739 player[i].whichdirectiondelay-=multiplier;
6740 if(player[i].avoidcollided<-.3||player[i].whichdirectiondelay<=0){
6741 player[i].avoidcollided=-.3;
6742 player[i].whichdirection=abs(Random()%2);
6743 player[i].whichdirectiondelay=.4;
6745 if(player[i].avoidcollided>1)
6746 player[i].avoidcollided=1;
6747 player[i].avoidcollided-=multiplier/4;
6748 if(!player[i].skeleton.free){
6749 player[i].stunned-=multiplier;
6750 player[i].surprised-=multiplier;
6752 if(i!=0&&player[i].surprised<=0&&
6753 player[i].aitype==attacktypecutoff&&
6755 !player[i].skeleton.free&&
6756 animation[player[i].targetanimation].attack==neutral)
6759 if(!player[i].throwkeydown)
6760 player[i].throwtogglekeydown=0;
6763 if(player[i].throwkeydown&&!player[i].throwtogglekeydown){
6764 if(player[i].weaponactive==-1&&
6765 player[i].num_weapons<2&&
6766 (player[i].isIdle()||
6767 player[i].isCrouch()||
6768 player[i].targetanimation==sneakanim||
6769 player[i].targetanimation==rollanim||
6770 player[i].targetanimation==backhandspringanim||
6771 player[i].isFlip()||
6772 player[i].isFlip()||
6773 player[i].aitype!=playercontrolled)){
6774 for(int j=0;j<weapons.numweapons;j++){
6775 if((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0||
6776 player[i].aitype==playercontrolled)&&
6777 weapons.owner[j]==-1&&
6778 player[i].weaponactive==-1)
6779 if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2){
6780 if(findDistancefast(&player[i].coords,&weapons.position[j])<2){
6781 if(player[i].isCrouch()||
6782 player[i].targetanimation==sneakanim||
6784 player[i].isIdle()||
6785 player[i].aitype!=playercontrolled){
6786 player[i].throwtogglekeydown=1;
6787 setAnimation(i,crouchremoveknifeanim);
6788 player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[j]);
6789 player[i].hasvictim=0;
6791 if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
6792 player[i].throwtogglekeydown=1;
6793 player[i].hasvictim=0;
6795 if((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0||
6796 player[i].aitype==playercontrolled)&&
6797 weapons.owner[j]==-1||
6799 weapons.owner[j]==player[i].victim->id)
6800 if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2&&player[i].weaponactive==-1)
6801 if(findDistancefast(&player[i].coords,&weapons.position[j])<1||player[i].victim){
6802 if(weapons.type[j]!=staff)
6803 emit_sound_at(knifedrawsound, player[i].coords, 128.);
6805 player[i].weaponactive=0;
6806 weapons.owner[j]=player[i].id;
6807 if(player[i].num_weapons>0)
6808 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6809 player[i].num_weapons++;
6810 player[i].weaponids[0]=j;
6813 }else if((player[i].isIdle()||
6814 player[i].isFlip()||
6815 player[i].aitype!=playercontrolled)&&
6816 findDistancefast(&player[i].coords,&weapons.position[j])<5&&
6817 player[i].coords.y<weapons.position[j].y){
6818 if(!player[i].isFlip()){
6819 player[i].throwtogglekeydown=1;
6820 setAnimation(i,removeknifeanim);
6821 player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[j]);
6823 if(player[i].isFlip()){
6824 player[i].throwtogglekeydown=1;
6825 player[i].hasvictim=0;
6827 for(int k=0;k<weapons.numweapons;k++){
6828 if(player[i].weaponactive==-1)
6829 if((weapons.velocity[k].x==0&&weapons.velocity[k].y==0&&weapons.velocity[k].z==0||
6830 player[i].aitype==playercontrolled)&&
6831 weapons.owner[k]==-1||
6833 weapons.owner[k]==player[i].victim->id)
6834 if(findDistancefastflat(&player[i].coords,&weapons.position[k])<3&&
6835 player[i].weaponactive==-1){
6836 if(weapons.type[k]!=staff)
6837 emit_sound_at(knifedrawsound, player[i].coords, 128.);
6839 player[i].weaponactive=0;
6840 weapons.owner[k]=player[i].id;
6841 if(player[i].num_weapons>0)
6842 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6843 player[i].num_weapons++;
6844 player[i].weaponids[0]=k;
6851 if(player[i].isCrouch()||
6852 player[i].targetanimation==sneakanim||
6854 player[i].isIdle()||player[i].targetanimation==rollanim||
6855 player[i].targetanimation==backhandspringanim){
6857 for(int j=0;j<numplayers;j++){
6858 if(player[i].weaponactive==-1)
6860 if(player[j].num_weapons&&
6861 player[j].skeleton.free&&
6862 findDistancefast(&player[i].coords,&player[j].coords)<2/*&&player[j].dead*/&&
6863 (((player[j].skeleton.forward.y<0&&
6864 player[j].weaponstuckwhere==0)||
6865 (player[j].skeleton.forward.y>0&&
6866 player[j].weaponstuckwhere==1))||
6867 player[j].weaponstuck==-1||
6868 player[j].num_weapons>1)){
6869 if(player[i].targetanimation!=rollanim&&player[i].targetanimation!=backhandspringanim){
6870 player[i].throwtogglekeydown=1;
6871 player[i].victim=&player[j];
6872 player[i].hasvictim=1;
6873 setAnimation(i,crouchremoveknifeanim);
6874 player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
6876 if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
6877 player[i].throwtogglekeydown=1;
6878 player[i].victim=&player[j];
6879 player[i].hasvictim=1;
6880 int k = player[j].weaponids[0];
6881 if(player[i].hasvictim){
6884 if(player[i].victim->weaponstuck!=-1){
6885 if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
6890 if(weapons.type[k]!=staff)
6891 emit_sound_at(knifedrawsound, player[i].coords, 128.);
6894 emit_sound_at(fleshstabremovesound, player[i].coords, 128.);
6896 player[i].weaponactive=0;
6897 if(weapons.owner[k]!=-1){
6898 if(player[i].victim->num_weapons==1)player[i].victim->num_weapons=0;
6899 else player[i].victim->num_weapons=1;
6901 player[i].victim->skeleton.longdead=0;
6902 player[i].victim->skeleton.free=1;
6903 player[i].victim->skeleton.broken=0;
6905 for(int l=0;l<player[i].victim->skeleton.num_joints;l++){
6906 player[i].victim->skeleton.joints[l].velchange=0;
6907 player[i].victim->skeleton.joints[l].locked=0;
6913 Normalise(&relative);
6914 XYZ footvel,footpoint;
6916 footpoint=weapons.position[k];
6917 if(player[i].victim->weaponstuck!=-1){
6918 if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
6919 if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3);
6920 weapons.bloody[k]=2;
6921 weapons.blooddrip[k]=5;
6922 player[i].victim->weaponstuck=-1;
6923 player[i].victim->bloodloss+=2000;
6924 player[i].victim->DoDamage(2000);
6927 if(player[i].victim->num_weapons>0){
6928 if(player[i].victim->weaponstuck!=0&&player[i].victim->weaponstuck!=-1)player[i].victim->weaponstuck=0;
6929 if(player[i].victim->weaponids[0]==k)
6930 player[i].victim->weaponids[0]=player[i].victim->weaponids[player[i].victim->num_weapons];
6933 player[i].victim->weaponactive=-1;
6935 playerJoint(player[i].victim,abdomen).velocity+=relative*6;
6936 playerJoint(player[i].victim,neck).velocity+=relative*6;
6937 playerJoint(player[i].victim,rightshoulder).velocity+=relative*6;
6938 playerJoint(player[i].victim,leftshoulder).velocity+=relative*6;
6941 if(player[i].num_weapons>0){
6942 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6944 player[i].num_weapons++;
6945 player[i].weaponids[0]=k;
6952 if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
6953 if(weapons.type[player[i].weaponids[0]]==knife){
6954 if(player[i].isIdle()||
6956 player[i].isCrouch()||
6957 player[i].targetanimation==sneakanim||
6960 for(int j=0;j<numplayers;j++){
6962 if(tutoriallevel!=1||tutorialstage==49)
6964 if(normaldotproduct(player[i].facing,player[i].coords-player[j].coords)<0&&
6965 findDistancefast(&player[i].coords,&player[j].coords)<100&&
6966 findDistancefast(&player[i].coords,&player[j].coords)>1.5&&
6967 !player[j].skeleton.free&&
6968 -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)){
6969 if(!player[i].isFlip()){
6970 player[i].throwtogglekeydown=1;
6971 player[i].victim=&player[j];
6972 setAnimation(i,knifethrowanim);
6973 player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
6974 player[i].targettilt2=pitchTo(player[i].coords,player[j].coords);
6976 if(player[i].isFlip()){
6977 if(player[i].weaponactive!=-1){
6978 player[i].throwtogglekeydown=1;
6979 player[i].victim=&player[j];
6981 weapons.owner[player[i].weaponids[0]]=-1;
6982 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);
6985 aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0);
6987 weapons.velocity[player[i].weaponids[0]]=aim*50;
6988 weapons.tipvelocity[player[i].weaponids[0]]=aim*50;
6989 weapons.missed[player[i].weaponids[0]]=0;
6990 weapons.freetime[player[i].weaponids[0]]=0;
6991 weapons.firstfree[player[i].weaponids[0]]=1;
6992 weapons.physics[player[i].weaponids[0]]=0;
6993 player[i].num_weapons--;
6994 if(player[i].num_weapons){
6995 player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
6997 player[i].weaponactive=-1;
7004 if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
7005 if(player[i].isCrouch()||player[i].targetanimation==sneakanim){
7006 player[i].throwtogglekeydown=1;
7007 weapons.owner[player[i].weaponids[0]]=-1;
7008 weapons.velocity[player[i].weaponids[0]]=player[i].velocity*.2;
7009 if(weapons.velocity[player[i].weaponids[0]].x==0)weapons.velocity[player[i].weaponids[0]].x=.1;
7010 weapons.tipvelocity[player[i].weaponids[0]]=weapons.velocity[player[i].weaponids[0]];
7011 weapons.missed[player[i].weaponids[0]]=1;
7012 weapons.freetime[player[i].weaponids[0]]=0;
7013 weapons.firstfree[player[i].weaponids[0]]=1;
7014 weapons.physics[player[i].weaponids[0]]=1;
7015 player[i].num_weapons--;
7016 if(player[i].num_weapons){
7017 player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
7018 if(player[i].weaponstuck==player[i].num_weapons)player[i].weaponstuck=0;
7021 player[i].weaponactive=-1;
7022 for(int j=0;j<numplayers;j++){
7023 player[j].wentforweapon=0;
7031 if(i==0||!player[0].dead||player[i].weaponactive!=-1)
7032 if(player[i].drawkeydown&&!player[i].drawtogglekeydown||
7033 player[i].num_weapons==2&&
7034 player[i].weaponactive==-1&&
7035 player[i].isIdle()||
7037 player[i].weaponactive!=-1&&
7040 if(player[i].weaponactive!=-1)
7041 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==staff)
7043 if(isgood&&player[i].creature!=wolftype){
7044 if(player[i].isIdle()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
7045 setAnimation(i,drawrightanim);
7046 player[i].drawtogglekeydown=1;
7048 if((player[i].isIdle()||
7049 (player[i].aitype!=playercontrolled&&
7050 player[0].weaponactive!=-1&&
7051 player[i].isRun()))&&
7052 player[i].num_weapons&&
7053 weapons.type[player[i].weaponids[0]]==sword){
7054 setAnimation(i,drawleftanim);
7055 player[i].drawtogglekeydown=1;
7057 if(player[i].isCrouch()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
7058 setAnimation(i,crouchdrawrightanim);
7059 player[i].drawtogglekeydown=1;
7064 if(player[i].isCrouch()&&
7065 weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&
7067 player[i].onterrain&&
7068 player[i].num_weapons&&
7069 player[i].weaponactive!=-1&&
7070 player[i].attackkeydown){
7071 if(weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&
7072 player[i].onterrain&&
7073 bloodtoggle&&musictype!=stream_fighttheme){
7074 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==knife)
7075 setAnimation(i,crouchstabanim);
7076 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==sword)
7077 setAnimation(i,swordgroundstabanim);
7078 player[i].hasvictim=0;
7079 //player[i].attacktogglekeydown=1;
7083 if(!player[i].drawkeydown)
7084 player[i].drawtogglekeydown=0;
7091 absflatfacing=DoRotation(absflatfacing,0,-rotation,0);
7093 else absflatfacing=flatfacing;
7096 player[i].forwardkeydown=0;
7097 player[i].leftkeydown=0;
7098 player[i].backkeydown=0;
7099 player[i].rightkeydown=0;
7100 player[i].jumpkeydown=0;
7101 player[i].crouchkeydown=0;
7102 player[i].drawkeydown=0;
7103 player[i].throwkeydown=0;
7107 if(!animation[player[i].targetanimation].attack&&
7108 player[i].targetanimation!=staggerbackhighanim&&
7109 player[i].targetanimation!=staggerbackhardanim&&
7110 player[i].targetanimation!=backhandspringanim&&
7111 player[i].targetanimation!=dodgebackanim){
7112 if(!player[i].forwardkeydown)
7113 player[i].forwardstogglekeydown=0;
7114 if(player[i].crouchkeydown){
7118 player[i].superruntoggle=1;
7120 for(int j=0;j<numplayers;j++)
7121 if(j!=i&&!player[j].skeleton.free&&player[j].aitype==passivetype)
7122 if(findDistancefast(&player[j].coords,&player[i].coords)<16)
7123 player[i].superruntoggle=0;
7127 for(int j=0;j<numplayers;j++){
7128 if(j!=i&&!player[j].skeleton.free&&player[j].victim&&player[i].lowreversaldelay<=0){
7129 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
7130 player[j].victim==&player[i]&&
7131 (player[j].targetanimation==sweepanim||
7132 player[j].targetanimation==upunchanim||
7133 player[j].targetanimation==wolfslapanim||
7134 ((player[j].targetanimation==swordslashanim||
7135 player[j].targetanimation==knifeslashstartanim||
7136 player[j].targetanimation==staffhitanim||
7137 player[j].targetanimation==staffspinhitanim)&&
7138 findDistancefast(&player[j].coords,&player[i].coords)<2))){
7147 player[target].Reverse();
7148 player[i].lowreversaldelay=.5;
7150 if(player[i].isIdle()){
7151 setAnimation(i,player[i].getCrouch());
7152 player[i].transspeed=10;
7154 if(player[i].isRun()||
7155 (player[i].isStop()&&
7156 (player[i].leftkeydown||
7157 player[i].rightkeydown||
7158 player[i].forwardkeydown||
7159 player[i].backkeydown))){
7160 setAnimation(i,rollanim);
7161 player[i].transspeed=20;
7164 if(!player[i].crouchkeydown){
7166 if(!player[i].isRun()&&player[i].targetanimation!=sneakanim&&i==0)player[i].superruntoggle=0;
7168 if(player[i].isCrouch()){
7170 for(int j=0;j<numplayers;j++){
7172 !player[j].skeleton.free&&
7174 player[i].highreversaldelay<=0){
7175 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
7176 player[j].victim==&player[i]&&
7177 (player[j].targetanimation==spinkickanim)&&
7178 player[i].isCrouch()){
7187 player[target].Reverse();
7188 player[i].highreversaldelay=.5;
7190 if(player[i].isCrouch()){
7191 if(!player[i].wasCrouch()){
7192 player[i].currentanimation=player[i].getCrouch();
7193 player[i].currentframe=0;
7195 setAnimation(i,player[i].getIdle());
7196 player[i].transspeed=10;
7199 if(player[i].targetanimation==sneakanim){
7200 setAnimation(i,player[i].getIdle());
7201 player[i].transspeed=10;
7204 if(player[i].forwardkeydown){
7205 if(player[i].isIdle()||
7206 (player[i].isStop()&&
7207 player[i].targetrotation==player[i].rotation)||
7208 (player[i].isLanding()&&
7209 player[i].targetframe>0&&
7210 !player[i].jumpkeydown)||
7211 (player[i].isLandhard()&&
7212 player[i].targetframe>0&&
7213 !player[i].jumpkeydown&&
7214 player[i].crouchkeydown)){
7215 if(player[i].aitype==passivetype)
7216 setAnimation(i,walkanim);
7218 setAnimation(i,player[i].getRun());
7220 if(player[i].isCrouch()){
7221 player[i].targetanimation=sneakanim;
7222 if(player[i].wasCrouch())
7224 player[i].targetframe=0;
7226 if(player[i].targetanimation==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){
7227 setAnimation(i,climbanim);
7228 player[i].targetframe=1;
7229 player[i].jumpclimb=1;
7231 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7232 player[i].velocity+=absflatfacing*5*multiplier;
7234 player[i].forwardstogglekeydown=1;
7237 if (player[i].rightkeydown){
7238 if(player[i].isIdle()||
7239 (player[i].isStop()&&
7240 player[i].targetrotation==player[i].rotation)||
7241 (player[i].isLanding()&&
7242 player[i].targetframe>0&&
7243 !player[i].jumpkeydown)||
7244 (player[i].isLandhard()&&
7245 player[i].targetframe>0&&
7246 !player[i].jumpkeydown&&
7247 player[i].crouchkeydown)){
7248 setAnimation(i,player[i].getRun());
7250 if(player[i].isCrouch()){
7251 player[i].targetanimation=sneakanim;
7252 if(player[i].wasCrouch())
7254 player[i].targetframe=0;
7256 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7257 player[i].velocity+=DoRotation(absflatfacing*5*multiplier,0,-90,0);
7259 player[i].targetrotation-=90;
7260 if(player[i].forwardkeydown)player[i].targetrotation+=45;
7261 if(player[i].backkeydown)player[i].targetrotation-=45;
7264 if ( player[i].leftkeydown){
7265 if(player[i].isIdle()||
7266 (player[i].isStop()&&
7267 player[i].targetrotation==player[i].rotation)||
7268 (player[i].isLanding()&&
7269 player[i].targetframe>0&&
7270 !player[i].jumpkeydown)||
7271 (player[i].isLandhard()&&
7272 player[i].targetframe>0&&
7273 !player[i].jumpkeydown&&
7274 player[i].crouchkeydown)){
7275 setAnimation(i,player[i].getRun());
7277 if(player[i].isCrouch()){
7278 player[i].targetanimation=sneakanim;
7279 if(player[i].wasCrouch())
7281 player[i].targetframe=0;
7283 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7284 player[i].velocity-=DoRotation(absflatfacing*5*multiplier,0,-90,0);
7286 player[i].targetrotation+=90;
7287 if(player[i].forwardkeydown)player[i].targetrotation-=45;
7288 if(player[i].backkeydown)player[i].targetrotation+=45;
7291 if(player[i].backkeydown){
7292 if(player[i].isIdle()||
7293 (player[i].isStop()&&
7294 player[i].targetrotation==player[i].rotation)||
7295 (player[i].isLanding()&&
7296 player[i].targetframe>0&&
7297 !player[i].jumpkeydown)||
7298 (player[i].isLandhard()&&
7299 player[i].targetframe>0&&
7300 !player[i].jumpkeydown&&
7301 player[i].crouchkeydown)){
7302 setAnimation(i,player[i].getRun());
7304 if(player[i].isCrouch()){
7305 player[i].targetanimation=sneakanim;
7306 if(player[i].wasCrouch())
7308 player[i].targetframe=0;
7310 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7311 player[i].velocity-=absflatfacing*5*multiplier;
7313 if(player[i].targetanimation==hanganim){
7314 player[i].currentanimation=jumpdownanim;
7315 player[i].targetanimation=jumpdownanim;
7317 player[i].currentframe=0;
7318 player[i].targetframe=1;
7319 player[i].velocity=0;
7320 player[i].velocity.y+=gravity;
7321 player[i].coords.y-=1.4;
7322 player[i].grabdelay=1;
7324 if ( !player[i].leftkeydown&&!player[i].rightkeydown)
7325 player[i].targetrotation+=180;
7328 if((player[i].jumpkeydown&&!player[i].jumpclimb)||player[i].jumpstart){
7329 if((((player[i].isLanding()&&player[i].targetframe>=3)||
7331 player[i].targetanimation==walkanim||
7332 player[i].isCrouch()||
7333 player[i].targetanimation==sneakanim)&&
7334 player[i].jumppower>1)&&
7335 ((player[i].targetanimation!=rabbitrunninganim&&
7336 player[i].targetanimation!=wolfrunninganim)||i!=0)){
7337 player[i].jumpstart=0;
7338 setAnimation(i,jumpupanim);
7339 player[i].rotation=player[i].targetrotation;
7340 player[i].transspeed=20;
7341 player[i].FootLand(0,1);
7342 player[i].FootLand(1,1);
7346 flatfacing=DoRotation(facing,0,player[i].targetrotation+180,0);
7348 if(movekey)player[i].velocity=flatfacing*player[i].speed*45*player[i].scale;
7349 if(!movekey)player[i].velocity=0;
7354 for(int j=0;j<numplayers;j++){
7355 if(j!=i&&!player[j].skeleton.free&&player[j].victim){
7356 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
7357 player[j].victim==&player[i]&&
7358 (player[j].targetanimation==sweepanim)){
7359 if(target>=0)target=-1;
7364 if(target>=0)player[i].velocity.y=1;
7365 else if(player[i].crouchkeydown||player[i].aitype!=playercontrolled){
7366 player[i].velocity.y=7;
7367 player[i].crouchtogglekeydown=1;
7369 else player[i].velocity.y=5;
7371 if(mousejump&&i==0&&debugmode){
7372 if(!player[i].isLanding())player[i].tempdeltav=deltav;
7373 if(player[i].tempdeltav<0)player[i].velocity.y-=(float)(player[i].tempdeltav)/multiplier/1000;
7376 player[i].coords.y+=.2;
7377 player[i].jumppower-=1;
7380 emit_sound_at(whooshsound, player[i].coords, 128.);
7382 emit_sound_at(jumpsound, player[i].coords, 128.);
7384 if((player[i].isIdle())&&player[i].jumppower>1){
7385 setAnimation(i,player[i].getLanding());
7386 player[i].targetframe=2;
7387 player[i].landhard=0;
7388 player[i].jumpstart=1;
7389 player[i].tempdeltav=deltav;
7391 if(player[i].targetanimation==jumpupanim&&
7395 player[i].aitype!=playercontrolled)){
7396 if(player[i].jumppower>multiplier*6){
7397 player[i].velocity.y+=multiplier*6;
7398 player[i].jumppower-=multiplier*6;
7400 if(player[i].jumppower<=multiplier*6){
7401 player[i].velocity.y+=player[i].jumppower;
7402 player[i].jumppower=0;
7405 if(((floatjump||editorenabled)&&debugmode)&&i==0)player[i].velocity.y+=multiplier*30;
7409 if(player[i].isRun()||player[i].targetanimation==walkanim)
7410 setAnimation(i,player[i].getStop());
7411 if(player[i].targetanimation==sneakanim){
7412 player[i].targetanimation=player[i].getCrouch();
7413 if(player[i].currentanimation==sneakanim)
7415 player[i].targetframe=0;
7418 if(player[i].targetanimation==walkanim&&
7419 (player[i].aitype==attacktypecutoff||
7420 player[i].aitype==searchtype||
7421 (player[i].aitype==passivetype&&
7422 player[i].numwaypoints<=1)))
7423 setAnimation(i,player[i].getStop());
7424 if(player[i].isRun()&&(player[i].aitype==passivetype))
7425 setAnimation(i,player[i].getStop());
7428 if(player[i].targetanimation==rollanim)
7429 player[i].targetrotation=oldtargetrotation;
7433 for(int k=0;k<numplayers;k++){
7434 if(fabs(player[k].rotation-player[k].targetrotation)>180){
7435 if(player[k].rotation>player[k].targetrotation)
7436 player[k].rotation-=360;
7438 player[k].rotation+=360;
7441 //stop to turn in right direction
7442 if(fabs(player[k].rotation-player[k].targetrotation)>90&&(player[k].isRun()||player[k].targetanimation==walkanim))
7443 setAnimation(k,player[k].getStop());
7445 if(player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim)
7446 player[k].targettilt=0;
7448 if(player[k].targetanimation!=jumpupanim&&
7449 player[k].targetanimation!=backhandspringanim&&
7450 player[k].targetanimation!=jumpdownanim&&
7451 !player[k].isFlip()){
7452 player[k].targettilt=0;
7453 if(player[k].jumppower<0&&!player[k].jumpkeydown)
7454 player[k].jumppower=0;
7455 player[k].jumppower+=multiplier*7;
7456 if(player[k].isCrouch())
7457 player[k].jumppower+=multiplier*7;
7458 if(player[k].jumppower>5)
7459 player[k].jumppower=5;
7462 if(player[k].isRun())
7463 player[k].targettilt=(player[k].rotation-player[k].targetrotation)/4;
7465 player[k].tilt=stepTowardf(player[k].tilt,player[k].targettilt,multiplier*150);
7466 player[k].grabdelay-=multiplier;
7470 for(int k=0;k<numplayers;k++){
7471 player[k].DoAnimations();
7472 player[k].whichpatchx=player[k].coords.x/(terrain.size/subdivision*terrain.scale);
7473 player[k].whichpatchz=player[k].coords.z/(terrain.size/subdivision*terrain.scale);
7479 for(int j=numenvsounds-1;j>=0;j--){
7480 envsoundlife[j]-=multiplier;
7481 if(envsoundlife[j]<0){
7483 envsoundlife[j]=envsoundlife[numenvsounds];
7484 envsound[j]=envsound[numenvsounds];
7488 OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
7490 OPENAL_SetFrequency(OPENAL_ALL, 22050);
7492 if(tutoriallevel==1){
7509 if(tutorialstage>=51)
7510 if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
7511 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
7512 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
7514 emit_stream_np(stream_menutheme);
7523 if(tutorialstage<51)
7524 if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
7525 emit_sound_at(fireendsound, player[0].coords);
7527 player[0].coords=(oldtemp+oldtemp2)/2;
7531 if(tutorialstage>=14&&tutorialstage<50)
7532 if(findDistancefast(&temp,&player[1].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[1].coords)<4){
7533 emit_sound_at(fireendsound, player[1].coords);
7535 for(int i=0;i<player[1].skeleton.num_joints;i++){
7537 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
7538 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
7539 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;
7540 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
7541 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
7545 player[1].coords=(oldtemp+oldtemp2)/2;
7546 for(int i=0;i<player[1].skeleton.num_joints;i++){
7547 player[1].skeleton.joints[i].velocity=0;
7549 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
7550 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
7551 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;
7552 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
7553 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
7561 static float gLoc[3];
7565 static float vel[3];
7566 vel[0]=(viewer.x-oldviewer.x)/multiplier;
7567 vel[1]=(viewer.y-oldviewer.y)/multiplier;
7568 vel[2]=(viewer.z-oldviewer.z)/multiplier;
7570 //Set orientation with forward and up vectors
7571 static XYZ upvector;
7575 upvector=DoRotation(upvector,-rotation2+90,0,0);
7576 upvector=DoRotation(upvector,0,0-rotation,0);
7581 facing=DoRotation(facing,-rotation2,0,0);
7582 facing=DoRotation(facing,0,0-rotation,0);
7585 static float ori[6];
7589 ori[3] = -upvector.x;
7590 ori[4] = upvector.y;
7591 ori[5] = -upvector.z;
7593 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
7600 if(Input::isKeyPressed(SDLK_F1))
7606 void Game::TickOnce(){
7608 rotation+=multiplier*5;
7610 if(directing||indialogue==-1) {
7611 rotation+=deltah*.7;
7613 rotation2+=deltav*.7;
7615 rotation2-=deltav*.7;
7623 void Game::TickOnceAfter(){
7624 static XYZ colviewer;
7625 static XYZ coltarget;
7628 static float brotate;
7630 static float changedelay;
7631 static bool alldead;
7632 static float unseendelay;
7633 static float cameraspeed;
7637 if(environment==snowyenvironment)
7638 leveltheme=stream_snowtheme;
7639 if(environment==grassyenvironment)
7640 leveltheme=stream_grasstheme;
7641 if(environment==desertenvironment)
7642 leveltheme=stream_deserttheme;
7646 musictype=leveltheme;
7647 for(int i=0;i<numplayers;i++){
7648 if((player[i].aitype==attacktypecutoff||
7649 player[i].aitype==getweapontype||
7650 player[i].aitype==gethelptype||
7651 player[i].aitype==searchtype)&&
7652 !player[i].dead/*&&player[i].surprised<=0*/&&
7653 (player[i].targetanimation!=sneakattackedanim&&
7654 player[i].targetanimation!=knifesneakattackedanim&&
7655 player[i].targetanimation!=swordsneakattackedanim)){
7656 musictype=stream_fighttheme;
7661 musictype=stream_menutheme;
7664 if(musictype==stream_fighttheme)
7667 if(oldmusictype==stream_fighttheme&&musictype!=stream_fighttheme){
7668 unseendelay-=multiplier;
7670 musictype=stream_fighttheme;
7675 musictype=stream_menutheme;
7683 if(musictype!=oldmusictype&&musictype==stream_fighttheme)
7684 emit_sound_np(alarmsound);
7685 musicselected=musictype;
7687 if(musicselected==leveltheme)
7688 musicvolume[0]+=multiplier*450;
7690 musicvolume[0]-=multiplier*450;
7691 if(musicselected==stream_fighttheme)
7692 musicvolume[1]+=multiplier*450;
7694 musicvolume[1]-=multiplier*450;
7695 if(musicselected==stream_menutheme)
7696 musicvolume[2]+=multiplier*450;
7698 musicvolume[2]-=multiplier*450;
7700 for(int i=0;i<3;i++){
7701 if(musicvolume[i]<0)
7703 if(musicvolume[i]>512)
7707 if(musicvolume[2]>128&&!loading&&!mainmenu)
7711 if(musicvolume[0]>0&&oldmusicvolume[0]<=0)
7712 emit_stream_np(leveltheme, musicvolume[0]);
7713 if(musicvolume[1]>0&&oldmusicvolume[1]<=0)
7714 emit_stream_np(stream_fighttheme, musicvolume[1]);
7715 if(musicvolume[2]>0&&oldmusicvolume[2]<=0)
7716 emit_stream_np(stream_menutheme, musicvolume[2]);
7717 if(musicvolume[0]<=0&&oldmusicvolume[0]>0)
7718 pause_sound(leveltheme);
7719 if(musicvolume[1]<=0&&oldmusicvolume[1]>0)
7720 pause_sound(stream_fighttheme);
7721 if(musicvolume[2]<=0&&oldmusicvolume[2]>0)
7722 pause_sound(stream_menutheme);
7724 if(musicvolume[0]!=oldmusicvolume[0])
7725 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
7726 if(musicvolume[1]!=oldmusicvolume[1])
7727 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
7728 if(musicvolume[2]!=oldmusicvolume[2])
7729 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
7731 for(int i=0;i<3;i++)
7732 oldmusicvolume[i]=musicvolume[i];
7734 pause_sound(leveltheme);
7735 pause_sound(stream_fighttheme);
7736 pause_sound(stream_menutheme);
7738 for(int i=0;i<4;i++){
7739 oldmusicvolume[i]=0;
7745 for(int i=0;i<numhotspots;i++){
7746 if(hotspottype[i]>10&&hotspottype[i]<20){
7747 if(player[hotspottype[i]-10].dead==0)
7749 else if(killhotspot==2)
7758 for(int i=0;i<numhotspots;i++)
7759 if(hotspottype[i]==-1)
7760 if(findDistancefast(&player[0].coords,&hotspot[i])<hotspotsize[i])
7764 for(int i=1;i<numplayers;i++)
7765 if(!player[i].dead&&player[i].aitype==attacktypecutoff&&player[i].surprised<=0)
7767 if(numalarmed>maxalarmed)
7768 maxalarmed=numalarmed;
7770 if(changedelay<=0&&!loading&&!editorenabled&&gameon&&!tutoriallevel&&changedelay!=-999&&!won){
7771 if(player[0].dead&&changedelay<=0){
7773 targetlevel=whichlevel;
7776 for(int i=1;i<numplayers;i++)
7777 if(!player[i].dead&&player[i].howactive<typedead1)
7781 if(alldead&&!player[0].dead&&maptype==mapkilleveryone){
7783 targetlevel=whichlevel+1;
7784 if(targetlevel>numchallengelevels-1)targetlevel=0;
7786 if(winhotspot||windialogue){
7788 targetlevel=whichlevel+1;
7789 if(targetlevel>numchallengelevels-1)targetlevel=0;
7795 targetlevel=whichlevel+1;
7796 if(targetlevel>numchallengelevels-1)targetlevel=0;
7799 if(changedelay>0&&!player[0].dead&&!won){
7800 //high scores, awards, win
7802 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
7805 accountactive->winLevel(whichlevel,bonustotal-startbonustotal,leveltime);
7821 if(!editorenabled&&gameon&&!mainmenu){
7822 if(changedelay!=-999)
7823 changedelay-=multiplier/7;
7825 targetlevel=whichlevel;
7826 if(loading==2&&!campaign){
7829 fireSound(firestartsound);
7831 if(!player[0].dead&&targetlevel!=whichlevel)
7832 startbonustotal=bonustotal;
7834 Loadlevel(whichlevel);
7836 Loadlevel(targetlevel);
7842 if(loading==2&&targetlevel==whichlevel){
7846 fireSound(firestartsound);
7848 Loadlevel(campaignmapname[levelorder[accountactive->getCampaignChoicesMade()]]);
7854 if(changedelay<=-999&&
7858 (alldead&&maptype==mapkilleveryone)||
7863 if((player[0].dead||
7864 (alldead&&maptype==mapkilleveryone)||
7869 if(whichlevel!=-2&&!loading&&!player[0].dead){
7879 if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1)
7880 if(campaignnumnext[campaignchoicewhich[whichchoice]]==0)
7882 else if(mainmenu==0&&winfreeze){
7883 if(campaignchoosenext[campaignchoicewhich[whichchoice]]==2)
7888 if(!stealthloading){
7889 float gLoc[3]={0,0,0};
7890 float vel[3]={0,0,0};
7891 fireSound(firestartsound);
7898 ifstream ipstream(ConvertFileName(":Data:Campaigns:main.txt"));
7899 ipstream.ignore(256,':');
7900 ipstream >> campaignnumlevels;
7901 for(int i=0;i<campaignnumlevels;i++){
7902 ipstream.ignore(256,':');
7903 ipstream.ignore(256,':');
7904 ipstream.ignore(256,' ');
7905 ipstream >> campaignmapname[i];
7906 ipstream.ignore(256,':');
7907 ipstream >> campaigndescription[i];
7908 for(int j=0;j<256;j++){
7909 if(campaigndescription[i][j]=='_')campaigndescription[i][j]=' ';
7911 ipstream.ignore(256,':');
7912 ipstream >> campaignchoosenext[i];
7913 ipstream.ignore(256,':');
7914 ipstream >> campaignnumnext[i];
7915 for(int j=0;j<campaignnumnext[i];j++){
7916 ipstream.ignore(256,':');
7917 ipstream >> campaignnextlevel[i][j];
7918 campaignnextlevel[i][j]-=1;
7920 ipstream.ignore(256,':');
7921 ipstream >> campaignlocationx[i];
7922 ipstream.ignore(256,':');
7923 ipstream >> campaignlocationy[i];
7927 for(int i=0;i<campaignnumlevels;i++){
7929 levelhighlight[i]=0;
7933 for(int i=0;i<campaignnumlevels;i++){
7935 levelhighlight[i]=0;
7940 for(int i=0;i<accountactive->getCampaignChoicesMade();i++){
7941 levelorder[i+1]=campaignnextlevel[levelorder[i]][accountactive->getCampaignChoice(i)];
7942 levelvisible[levelorder[i+1]]=1;
7944 int whichlevelstart;
7945 whichlevelstart=accountactive->getCampaignChoicesMade()-1;
7946 if(whichlevelstart<0){
7947 campaignchoicenum=1;
7948 campaignchoicewhich[0]=0;
7952 campaignchoicenum=campaignnumnext[levelorder[whichlevelstart]];
7953 for(int i=0;i<campaignchoicenum;i++){
7954 campaignchoicewhich[i]=campaignnextlevel[levelorder[whichlevelstart]][i];
7955 levelvisible[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
7956 levelhighlight[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
7963 if(!firstload)LoadStuff();
7967 Loadlevel(campaignmapname[campaignchoicewhich[0]]);
7971 pause_sound(stream_menutheme);
7981 oldmusictype=musictype;
7987 facing=DoRotation(facing,-rotation2,0,0);
7988 facing=DoRotation(facing,0,0-rotation,0);
7989 viewerfacing=facing;
7993 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;
7994 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;
7996 if(player[0].skeleton.free){
7997 for(int i=0;i<player[0].skeleton.num_joints;i++){
7998 if(player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y>target.y)
7999 target.y=player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y;
8003 if(player[0].skeleton.free!=2&&!autocam){
8005 if(findLengthfast(&player[0].velocity)>400){
8006 cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
8008 if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
8009 coltarget=target-cameraloc;
8010 if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
8012 Normalise(&coltarget);
8013 if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
8014 else cameraloc=cameraloc+coltarget*multiplier*8;
8016 if(editorenabled)cameraloc=target;
8017 cameradist+=multiplier*5;
8018 if(cameradist>2.3)cameradist=2.3;
8019 viewer=cameraloc-facing*cameradist;
8021 coltarget=cameraloc;
8022 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
8023 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
8024 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
8025 int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
8027 coltarget=cameraloc;
8028 if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
8030 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
8031 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
8032 int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
8034 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
8038 cameradist=findDistance(&viewer,&target);
8039 viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
8040 if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
8041 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
8044 if(player[0].skeleton.free!=2&&autocam){
8046 if(findLengthfast(&player[0].velocity)>400){
8047 cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
8049 if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
8050 cameradist+=multiplier*5;
8051 if(cameradist>3.3)cameradist=3.3;
8052 coltarget=target-cameraloc;
8053 if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
8054 else if(findLengthfast(&coltarget)>1)
8056 Normalise(&coltarget);
8057 if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
8058 else cameraloc=cameraloc+coltarget*multiplier*8;
8060 if(editorenabled)cameraloc=target;
8063 coltarget=cameraloc;
8064 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
8065 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
8066 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
8067 int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
8069 coltarget=cameraloc;
8070 if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
8072 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
8073 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
8074 int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
8076 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
8080 cameradist=findDistance(&viewer,&target);
8081 viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
8082 if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
8083 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
8086 if(camerashake>.8)camerashake=.8;
8087 //if(woozy>10)woozy=10;
8088 //woozy+=multiplier;
8090 if(player[0].dead)camerashake=0;
8091 if(player[0].dead)woozy=0;
8092 camerashake-=multiplier*2;
8093 blackout-=multiplier*2;
8094 //if(player[0].isCrouch())woozy-=multiplier*8;
8095 if(camerashake<0)camerashake=0;
8096 if(blackout<0)blackout=0;
8097 //if(woozy<0)woozy=0;
8099 viewer.x+=(float)(Random()%100)*.0005*camerashake;
8100 viewer.y+=(float)(Random()%100)*.0005*camerashake;
8101 viewer.z+=(float)(Random()%100)*.0005*camerashake;