2 Copyright (C) 2003, 2010 - Wolfire Games
4 This file is part of Lugaru.
6 Lugaru is free software; you can redistribute it and/or
7 modify it under the terms of the GNU General Public License
8 as published by the Free Software Foundation; either version 2
9 of the License, or (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
15 See the GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
24 #include <sys/types.h>
33 #include "openal_wrapper.h"
36 #include "Animation.h"
41 // Added more evilness needed for MSVC
43 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
44 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
48 extern float multiplier;
50 extern int environment;
51 extern Terrain terrain;
52 extern float screenwidth,screenheight;
55 extern float texdetail;
56 extern Objects objects;
58 extern float slomodelay;
59 extern bool floatjump;
62 extern float camerashake;
64 extern float blackout;
65 extern bool cellophane;
66 extern bool musictoggle;
67 extern int difficulty;
68 extern int bloodtoggle;
69 extern bool invertmouse;
71 extern float precipdelay;
72 extern XYZ viewerfacing;
73 extern bool ambientsound;
74 extern bool mousejump;
75 extern float viewdistance;
77 extern bool keyboardfrozen;
78 extern bool loadingstuff;
79 extern XYZ windvector;
80 extern bool debugmode;
81 static int leveltheme;
83 extern bool visibleloading;
84 extern XYZ envsound[30];
85 extern float envsoundvol[30];
86 extern int numenvsounds;
87 extern float envsoundlife[30];
88 extern float usermousesensitivity;
89 extern bool ismotionblur;
90 extern bool showdamagebar; // (des)activate the damage bar
92 extern float tintr,tintg,tintb;
93 extern bool skyboxtexture;
97 extern float skyboxlightr;
98 extern float skyboxlightg;
99 extern float skyboxlightb;
100 extern float fadestart;
101 extern float slomospeed;
102 extern float slomofreq;
103 extern int tutoriallevel;
104 extern float smoketex;
105 extern float tutorialstagetime;
106 extern int tutorialstage;
107 extern float tutorialmaxtime;
108 extern float tutorialsuccess;
109 extern bool againbonus;
110 extern bool reversaltrain;
111 extern bool canattack;
112 extern bool cananger;
113 extern float damagedealt;
115 extern int editoractive;
116 extern int editorpathtype;
118 extern float hostiletime;
120 extern bool gamestarted;
122 extern int numhotspots;
123 extern int winhotspot;
124 extern int windialogue;
125 extern int killhotspot;
126 extern XYZ hotspot[40];
127 extern int hotspottype[40];
128 extern float hotspotsize[40];
129 extern char hotspottext[40][256];
130 extern int currenthotspot;
134 extern bool stillloading;
135 extern bool winfreeze;
137 extern bool campaign;
139 static const char *rabbitskin[] = {
140 ":Data:Textures:Fur3.jpg",
141 ":Data:Textures:Fur.jpg",
142 ":Data:Textures:Fur2.jpg",
143 ":Data:Textures:Lynx.jpg",
144 ":Data:Textures:Otter.jpg",
145 ":Data:Textures:Opal.jpg",
146 ":Data:Textures:Sable.jpg",
147 ":Data:Textures:Chocolate.jpg",
148 ":Data:Textures:BW2.jpg",
149 ":Data:Textures:WB2.jpg"
152 static const char *wolfskin[] = {
153 ":Data:Textures:Wolf.jpg",
154 ":Data:Textures:Darkwolf.jpg",
155 ":Data:Textures:Snowwolf.jpg"
158 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
159 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
161 static const char **creatureskin[] = {rabbitskin, wolfskin};
163 /* Return true if PFX is a prefix of STR (case-insensitive). */
164 static bool stripfx(const char *str, const char *pfx)
166 return !strncasecmp(str, pfx, strlen(pfx));
169 static const char *cmd_names[] = {
170 #define DECLARE_COMMAND(cmd) #cmd " ",
171 #include "ConsoleCmds.h"
172 #undef DECLARE_COMMAND
175 typedef void (*console_handler)(Game *game, const char *args);
177 #define DECLARE_COMMAND(cmd) static void ch_##cmd(Game *game, const char *args);
178 #include "ConsoleCmds.h"
179 #undef DECLARE_COMMAND
181 static console_handler cmd_handlers[] = {
182 #define DECLARE_COMMAND(cmd) ch_##cmd,
183 #include "ConsoleCmds.h"
184 #undef DECLARE_COMMAND
189 // added utility functions -sf17k =============================================================
191 //TODO: try to hide these variables completely with a better interface
192 inline void setAnimation(int playerid,int animation){
193 player[playerid].targetanimation=animation;
194 player[playerid].targetframe=0;
195 player[playerid].target=0;
198 //TODO: this is incorrect but I'm afraid to change it and break something,
199 //probably causes quirky behavior that I might want to preserve
200 inline float roughDirection(XYZ vec){
202 float angle=-asin(-vec.x)*180/M_PI;
207 inline float roughDirectionTo(XYZ start, XYZ end){
208 return roughDirection(end-start);
211 //TODO: gotta be a better way
212 inline float pitch(XYZ vec){
214 return -asin(vec.y)*180/M_PI;
216 inline float pitchTo(XYZ start, XYZ end){
217 return pitch(end-start);
220 //change these to a Person method
221 inline Joint& playerJoint(int playerid, int bodypart){
222 return player[playerid].skeleton.joints[player[playerid].skeleton.jointlabels[bodypart]]; }
223 inline Joint& playerJoint(Person* pplayer, int bodypart){
224 return pplayer->skeleton.joints[pplayer->skeleton.jointlabels[bodypart]]; }
226 inline float sq(float n){ return n*n; }
228 inline float stepTowardf(float from, float to, float by){
229 if(fabs(from-to)<by) return to;
230 else if(from>to) return from-by;
234 void playdialogueboxsound(){
236 temppos=player[participantfocus[whichdialogue][indialogue]].coords;
237 temppos=temppos-viewer;
242 switch(dialogueboxsound[whichdialogue][indialogue]){
243 case -6: sound=alarmsound; break;
244 case -4: sound=consolefailsound; break;
245 case -3: sound=consolesuccesssound; break;
246 case -2: sound=firestartsound; break;
247 case -1: sound=fireendsound; break;
248 case 1: sound=rabbitchitter; break;
249 case 2: sound=rabbitchitter2; break;
250 case 3: sound=rabbitpainsound; break;
251 case 4: sound=rabbitpain1sound; break;
252 case 5: sound=rabbitattacksound; break;
253 case 6: sound=rabbitattack2sound; break;
254 case 7: sound=rabbitattack3sound; break;
255 case 8: sound=rabbitattack4sound; break;
256 case 9: sound=growlsound; break;
257 case 10: sound=growl2sound; break;
258 case 11: sound=snarlsound; break;
259 case 12: sound=snarl2sound; break;
260 case 13: sound=barksound; break;
261 case 14: sound=bark2sound; break;
262 case 15: sound=bark3sound; break;
263 case 16: sound=barkgrowlsound; break;
267 emit_sound_at(sound, temppos);
270 // end added utility functions ================================================================
274 static void ch_quit(Game *game, const char *args)
279 static void ch_map(Game *game, const char *args)
281 game->Loadlevel(args);
282 game->whichlevel = -2;
286 static void ch_save(Game *game, const char *args){
288 snprintf(buf, 63, ":Data:Maps:%s", args);
293 tfile=fopen( ConvertFileName(buf), "wb" );
294 fpackf(tfile, "Bi", mapvers);
295 fpackf(tfile, "Bi", maptype);
296 fpackf(tfile, "Bi", hostile);
297 fpackf(tfile, "Bf Bf", viewdistance, fadestart);
298 fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
299 fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
300 fpackf(tfile, "Bf Bf Bf Bf Bf Bi", player[0].coords.x, player[0].coords.y, player[0].coords.z,
301 player[0].rotation, player[0].targetrotation, player[0].num_weapons);
302 if(player[0].num_weapons>0&&player[0].num_weapons<5)
303 for(int j=0;j<player[0].num_weapons;j++)
304 fpackf(tfile, "Bi", weapons.type[player[0].weaponids[j]]);
306 fpackf(tfile, "Bf Bf Bf", player[0].armorhead, player[0].armorhigh, player[0].armorlow);
307 fpackf(tfile, "Bf Bf Bf", player[0].protectionhead, player[0].protectionhigh, player[0].protectionlow);
308 fpackf(tfile, "Bf Bf Bf", player[0].metalhead, player[0].metalhigh, player[0].metallow);
309 fpackf(tfile, "Bf Bf", player[0].power, player[0].speedmult);
311 fpackf(tfile, "Bi", player[0].numclothes);
313 fpackf(tfile, "Bi Bi", player[0].whichskin, player[0].creature);
315 fpackf(tfile, "Bi", numdialogues);
317 for(int k=0;k<numdialogues;k++){
318 fpackf(tfile, "Bi", numdialogueboxes[k]);
319 fpackf(tfile, "Bi", dialoguetype[k]);
320 for(int l=0;l<10;l++){
321 fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z);
322 fpackf(tfile, "Bf", participantrotation[k][l]);
324 for(int l=0;l<numdialogueboxes[k];l++){
325 fpackf(tfile, "Bi", dialogueboxlocation[k][l]);
326 fpackf(tfile, "Bf", dialogueboxcolor[k][l][0]);
327 fpackf(tfile, "Bf", dialogueboxcolor[k][l][1]);
328 fpackf(tfile, "Bf", dialogueboxcolor[k][l][2]);
329 fpackf(tfile, "Bi", dialogueboxsound[k][l]);
331 int templength=strlen(dialoguetext[k][l]);
332 fpackf(tfile, "Bi",(templength));
333 for(int m=0;m<templength;m++){
334 fpackf(tfile, "Bb", dialoguetext[k][l][m]);
335 if(dialoguetext[k][l][m]=='\0')
339 templength=strlen(dialoguename[k][l]);
340 fpackf(tfile, "Bi",templength);
341 for(int m=0;m<templength;m++){
342 fpackf(tfile, "Bb", dialoguename[k][l][m]);
343 if(dialoguename[k][l][m]=='\0')
347 fpackf(tfile, "Bf Bf Bf", dialoguecamera[k][l].x, dialoguecamera[k][l].y, dialoguecamera[k][l].z);
348 fpackf(tfile, "Bi", participantfocus[k][l]);
349 fpackf(tfile, "Bi", participantaction[k][l]);
351 for(int m=0;m<10;m++)
352 fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z);
354 fpackf(tfile, "Bf Bf",dialoguecamerarotation[k][l],dialoguecamerarotation2[k][l]);
358 for(int k=0;k<player[0].numclothes;k++){
359 int templength=strlen(player[0].clothes[k]);
360 fpackf(tfile, "Bi", templength);
361 for(int l=0;l<templength;l++)
362 fpackf(tfile, "Bb", player[0].clothes[k][l]);
363 fpackf(tfile, "Bf Bf Bf", player[0].clothestintr[k], player[0].clothestintg[k], player[0].clothestintb[k]);
366 fpackf(tfile, "Bi", environment);
368 fpackf(tfile, "Bi", objects.numobjects);
370 for(int k=0;k<objects.numobjects;k++)
371 fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.rotation[k], objects.rotation2[k],
372 objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]);
374 fpackf(tfile, "Bi", numhotspots);
375 for(int i=0;i<numhotspots;i++){
376 fpackf(tfile, "Bi Bf Bf Bf Bf", hotspottype[i],hotspotsize[i],hotspot[i].x,hotspot[i].y,hotspot[i].z);
377 int templength=strlen(hotspottext[i]);
378 fpackf(tfile, "Bi",templength);
379 for(int l=0;l<templength;l++)
380 fpackf(tfile, "Bb", hotspottext[i][l]);
383 fpackf(tfile, "Bi", numplayers);
384 if(numplayers<maxplayers)
385 for(int j=1;j<numplayers;j++){
386 fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", player[j].whichskin, player[j].creature,
387 player[j].coords.x, player[j].coords.y, player[j].coords.z,
388 player[j].num_weapons, player[j].howactive, player[j].scale, player[j].immobile, player[j].rotation);
389 if(player[j].num_weapons<5)
390 for(int k=0;k<player[j].num_weapons;k++)
391 fpackf(tfile, "Bi", weapons.type[player[j].weaponids[k]]);
392 if(player[j].numwaypoints<30){
393 fpackf(tfile, "Bi", player[j].numwaypoints);
394 for(int k=0;k<player[j].numwaypoints;k++){
395 fpackf(tfile, "Bf", player[j].waypoints[k].x);
396 fpackf(tfile, "Bf", player[j].waypoints[k].y);
397 fpackf(tfile, "Bf", player[j].waypoints[k].z);
398 fpackf(tfile, "Bi", player[j].waypointtype[k]);
400 fpackf(tfile, "Bi", player[j].waypoint);
402 player[j].numwaypoints=0;
403 player[j].waypoint=0;
404 fpackf(tfile, "Bi Bi Bi", player[j].numwaypoints, player[j].waypoint, player[j].waypoint);
407 fpackf(tfile, "Bf Bf Bf", player[j].armorhead, player[j].armorhigh, player[j].armorlow);
408 fpackf(tfile, "Bf Bf Bf", player[j].protectionhead, player[j].protectionhigh, player[j].protectionlow);
409 fpackf(tfile, "Bf Bf Bf", player[j].metalhead, player[j].metalhigh, player[j].metallow);
410 fpackf(tfile, "Bf Bf", player[j].power, player[j].speedmult);
412 float headprop, bodyprop, armprop, legprop;
413 if(player[j].creature==wolftype){
414 headprop=player[j].proportionhead.x/1.1;
415 bodyprop=player[j].proportionbody.x/1.1;
416 armprop=player[j].proportionarms.x/1.1;
417 legprop=player[j].proportionlegs.x/1.1;
418 }else if(player[j].creature==rabbittype){
419 headprop=player[j].proportionhead.x/1.2;
420 bodyprop=player[j].proportionbody.x/1.05;
421 armprop=player[j].proportionarms.x/1.00;
422 legprop=player[j].proportionlegs.x/1.1;
425 fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
427 fpackf(tfile, "Bi", player[j].numclothes);
428 if(player[j].numclothes)
429 for(int k=0;k<player[j].numclothes;k++){
431 templength=strlen(player[j].clothes[k]);
432 fpackf(tfile, "Bi", templength);
433 for(int l=0;l<templength;l++)
434 fpackf(tfile, "Bb", player[j].clothes[k][l]);
435 fpackf(tfile, "Bf Bf Bf", player[j].clothestintr[k], player[j].clothestintg[k], player[j].clothestintb[k]);
439 fpackf(tfile, "Bi", game->numpathpoints);
440 for(int j=0;j<game->numpathpoints;j++){
441 fpackf(tfile, "Bf Bf Bf Bi", game->pathpoint[j].x, game->pathpoint[j].y, game->pathpoint[j].z, game->numpathpointconnect[j]);
442 for(int k=0;k<game->numpathpointconnect[j];k++)
443 fpackf(tfile, "Bi", game->pathpointconnect[j][k]);
446 fpackf(tfile, "Bf Bf Bf Bf", game->mapcenter.x, game->mapcenter.y, game->mapcenter.z, game->mapradius);
451 static void ch_cellar(Game *game, const char *args)
453 game->LoadTextureSave(":Data:Textures:Furdarko.jpg",&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
456 static void ch_tint(Game *game, const char *args)
458 sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
461 static void ch_tintr(Game *game, const char *args)
466 static void ch_tintg(Game *game, const char *args)
471 static void ch_tintb(Game *game, const char *args)
476 static void ch_speed(Game *game, const char *args)
478 player[0].speedmult = atof(args);
481 static void ch_strength(Game *game, const char *args)
483 player[0].power = atof(args);
486 static void ch_power(Game *game, const char *args)
488 player[0].power = atof(args);
491 static void ch_size(Game *game, const char *args)
493 player[0].scale = atof(args) * .2;
496 static int find_closest()
499 float closestdist = std::numeric_limits<float>::max();
501 for (int i = 1; i < numplayers; i++) {
503 distance = findDistancefast(&player[i].coords,&player[0].coords);
504 if (distance < closestdist) {
505 closestdist = distance;
512 static void ch_sizenear(Game *game, const char *args)
514 int closest = find_closest();
517 player[closest].scale = atof(args) * .2;
520 static void set_proportion(int pnum, const char *args)
522 float headprop,bodyprop,armprop,legprop;
524 sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop);
526 if(player[pnum].creature==wolftype){
527 player[pnum].proportionhead=1.1*headprop;
528 player[pnum].proportionbody=1.1*bodyprop;
529 player[pnum].proportionarms=1.1*armprop;
530 player[pnum].proportionlegs=1.1*legprop;
531 } else if(player[pnum].creature==rabbittype){
532 player[pnum].proportionhead=1.2*headprop;
533 player[pnum].proportionbody=1.05*bodyprop;
534 player[pnum].proportionarms=1.00*armprop;
535 player[pnum].proportionlegs=1.1*legprop;
536 player[pnum].proportionlegs.y=1.05*legprop;
540 static void ch_proportion(Game *game, const char *args)
542 set_proportion(0, args);
545 static void ch_proportionnear(Game *game, const char *args)
547 int closest = find_closest();
549 set_proportion(closest, args);
552 static void set_protection(int pnum, const char *args)
554 float head, high, low;
555 sscanf(args, "%f%f%f", &head, &high, &low);
557 player[pnum].protectionhead = head;
558 player[pnum].protectionhigh = high;
559 player[pnum].protectionlow = low;
562 static void ch_protection(Game *game, const char *args)
564 set_protection(0, args);
567 static void ch_protectionnear(Game *game, const char *args)
569 int closest = find_closest();
571 set_protection(closest, args);
574 static void set_armor(int pnum, const char *args)
576 float head, high, low;
577 sscanf(args, "%f%f%f", &head, &high, &low);
579 player[pnum].armorhead = head;
580 player[pnum].armorhigh = high;
581 player[pnum].armorlow = low;
584 static void ch_armor(Game *game, const char *args)
589 static void ch_armornear(Game *game, const char *args)
591 int closest = find_closest();
593 set_armor(closest, args);
596 static void ch_protectionreset(Game *game, const char *args)
598 set_protection(0, "1 1 1");
599 set_armor(0, "1 1 1");
602 static void set_metal(int pnum, const char *args)
604 float head, high, low;
605 sscanf(args, "%f%f%f", &head, &high, &low);
607 player[pnum].metalhead = head;
608 player[pnum].metalhigh = high;
609 player[pnum].metallow = low;
612 static void ch_metal(Game *game, const char *args)
617 static void set_noclothes(int pnum, Game *game, const char *args)
619 player[pnum].numclothes = 0;
620 game->LoadTextureSave(creatureskin[player[pnum].creature][player[pnum].whichskin],
621 &player[pnum].skeleton.drawmodel.textureptr,1,
622 &player[pnum].skeleton.skinText[0],&player[pnum].skeleton.skinsize);
625 static void ch_noclothes(Game *game, const char *args)
627 set_noclothes(0, game, args);
630 static void ch_noclothesnear(Game *game, const char *args)
632 int closest = find_closest();
634 set_noclothes(closest, game, args);
638 static void set_clothes(int pnum, Game *game, const char *args)
641 snprintf(buf, 63, ":Data:Textures:%s.png", args);
643 if (!game->AddClothes(buf,&player[pnum].skeleton.skinText[pnum]))
646 player[pnum].DoMipmaps();
647 strcpy(player[pnum].clothes[player[pnum].numclothes],buf);
648 player[pnum].clothestintr[player[pnum].numclothes]=tintr;
649 player[pnum].clothestintg[player[pnum].numclothes]=tintg;
650 player[pnum].clothestintb[player[pnum].numclothes]=tintb;
651 player[pnum].numclothes++;
654 static void ch_clothes(Game *game, const char *args)
656 set_clothes(0, game, args);
659 static void ch_clothesnear(Game *game, const char *args)
661 int closest = find_closest();
663 set_clothes(closest, game, args);
666 static void ch_belt(Game *game, const char *args)
668 player[0].skeleton.clothes = !player[0].skeleton.clothes;
672 static void ch_cellophane(Game *game, const char *args)
674 cellophane = !cellophane;
675 float mul = cellophane ? 0 : 1;
677 for (int i = 0; i < numplayers; i++) {
678 player[i].proportionhead.z = player[i].proportionhead.x * mul;
679 player[i].proportionbody.z = player[i].proportionbody.x * mul;
680 player[i].proportionarms.z = player[i].proportionarms.x * mul;
681 player[i].proportionlegs.z = player[i].proportionlegs.x * mul;
685 static void ch_funnybunny(Game *game, const char *args)
687 player[0].skeleton.id=0;
688 player[0].skeleton.Load(":Data:Skeleton:Basic Figure",":Data:Skeleton:Basic Figurelow",
689 ":Data:Skeleton:Rabbitbelt",":Data:Models:Body.solid",
690 ":Data:Models:Body2.solid",":Data:Models:Body3.solid",
691 ":Data:Models:Body4.solid",":Data:Models:Body5.solid",
692 ":Data:Models:Body6.solid",":Data:Models:Body7.solid",
693 ":Data:Models:Bodylow.solid",":Data:Models:Belt.solid",1);
694 game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
695 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
696 player[0].creature=rabbittype;
698 player[0].headless=0;
699 player[0].damagetolerance=200;
700 set_proportion(0, "1 1 1 1");
703 static void ch_wolfie(Game *game, const char *args)
705 player[0].skeleton.id=0;
706 player[0].skeleton.Load(":Data:Skeleton:Basic Figure Wolf",":Data:Skeleton:Basic Figure Wolf Low",
707 ":Data:Skeleton:Rabbitbelt",":Data:Models:Wolf.solid",
708 ":Data:Models:Wolf2.solid",":Data:Models:Wolf3.solid",
709 ":Data:Models:Wolf4.solid",":Data:Models:Wolf5.solid",
710 ":Data:Models:Wolf6.solid",":Data:Models:Wolf7.solid",
711 ":Data:Models:Wolflow.solid",":Data:Models:Belt.solid",0);
712 game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
713 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
714 player[0].creature=wolftype;
715 player[0].damagetolerance=300;
716 set_proportion(0, "1 1 1 1");
719 static void ch_wolfieisgod(Game *game, const char *args)
721 ch_wolfie(game, args);
724 static void ch_wolf(Game *game, const char *args)
726 game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
727 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
730 static void ch_snowwolf(Game *game, const char *args)
732 game->LoadTextureSave(":Data:Textures:SnowWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
733 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
736 static void ch_darkwolf(Game *game, const char *args)
738 game->LoadTextureSave(":Data:Textures:DarkWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
739 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
742 static void ch_lizardwolf(Game *game, const char *args)
744 game->LoadTextureSave(":Data:Textures:Lizardwolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
745 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
748 static void ch_white(Game *game, const char *args)
750 game->LoadTextureSave(":Data:Textures:fur.jpg",&player[0].skeleton.drawmodel.textureptr,1,
751 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
754 static void ch_brown(Game *game, const char *args)
756 game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
757 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
760 static void ch_black(Game *game, const char *args)
762 game->LoadTextureSave(":Data:Textures:fur2.jpg",&player[0].skeleton.drawmodel.textureptr,1,
763 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
766 static void ch_sizemin(Game *game, const char *args)
768 for (int i = 1; i < numplayers; i++)
769 if (player[i].scale < 0.8 * 0.2)
770 player[i].scale = 0.8 * 0.2;
773 static void ch_tutorial(Game *game, const char *args)
775 tutoriallevel = atoi(args);
778 static void ch_hostile(Game *game, const char *args)
780 hostile = atoi(args);
783 static void ch_indemo(Game *game, const char *args)
786 hotspot[numhotspots]=player[0].coords;
787 hotspotsize[numhotspots]=0;
788 hotspottype[numhotspots]=-111;
789 strcpy(hotspottext[numhotspots],"mapname");
793 static void ch_notindemo(Game *game, const char *args)
799 static void ch_type(Game *game, const char *args)
801 int n = sizeof(editortypenames) / sizeof(editortypenames[0]);
802 for (int i = 0; i < n; i++)
803 if (stripfx(args, editortypenames[i])) {
809 static void ch_path(Game *game, const char *args)
811 int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
812 for (int i = 0; i < n; i++)
813 if (stripfx(args, pathtypenames[i])) {
819 static void ch_hs(Game *game, const char *args)
821 hotspot[numhotspots]=player[0].coords;
825 sscanf(args, "%f%d %n", &size, &type, &shift);
827 hotspotsize[numhotspots] = size;
828 hotspottype[numhotspots] = type;
830 strcpy(hotspottext[numhotspots], args + shift);
831 strcat(hotspottext[numhotspots], "\n");
836 static void ch_dialogue(Game *game, const char *args)
839 char buf1[32], buf2[64];
841 sscanf(args, "%d %31s", &dlg, buf1);
842 snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
844 dialoguetype[numdialogues] = dlg;
846 memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues]));
847 memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues]));
849 ifstream ipstream(ConvertFileName(buf2));
850 ipstream.ignore(256,':');
851 ipstream >> numdialogueboxes[numdialogues];
852 for(int i=0;i<numdialogueboxes[numdialogues];i++){
853 ipstream.ignore(256,':');
854 ipstream.ignore(256,':');
855 ipstream.ignore(256,' ');
856 ipstream >> dialogueboxlocation[numdialogues][i];
857 ipstream.ignore(256,':');
858 ipstream >> dialogueboxcolor[numdialogues][i][0];
859 ipstream >> dialogueboxcolor[numdialogues][i][1];
860 ipstream >> dialogueboxcolor[numdialogues][i][2];
861 ipstream.ignore(256,':');
862 ipstream.getline(dialoguename[numdialogues][i],64);
863 ipstream.ignore(256,':');
864 ipstream.ignore(256,' ');
865 ipstream.getline(dialoguetext[numdialogues][i],128);
866 for(int j=0;j<128;j++){
867 if(dialoguetext[numdialogues][i][j]=='\\')dialoguetext[numdialogues][i][j]='\n';
869 ipstream.ignore(256,':');
870 ipstream >> dialogueboxsound[numdialogues][i];
873 for(int i=0;i<numdialogueboxes[numdialogues];i++){
874 for(int j=0;j<numplayers;j++){
875 participantfacing[numdialogues][i][j]=player[j].facing;
882 whichdialogue=numdialogues;
887 static void ch_fixdialogue(Game *game, const char *args)
889 char buf1[32], buf2[64];
892 sscanf(args, "%d %31s", &whichdi, buf1);
893 snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
895 memset(dialoguetext[whichdi], 0, sizeof(dialoguetext[whichdi]));
896 memset(dialoguename[whichdi], 0, sizeof(dialoguename[whichdi]));
898 ifstream ipstream(ConvertFileName(buf2));
899 ipstream.ignore(256,':');
900 ipstream >> numdialogueboxes[whichdi];
901 for(int i=0;i<numdialogueboxes[whichdi];i++){
902 ipstream.ignore(256,':');
903 ipstream.ignore(256,':');
904 ipstream.ignore(256,' ');
905 ipstream >> dialogueboxlocation[whichdi][i];
906 ipstream.ignore(256,':');
907 ipstream >> dialogueboxcolor[whichdi][i][0];
908 ipstream >> dialogueboxcolor[whichdi][i][1];
909 ipstream >> dialogueboxcolor[whichdi][i][2];
910 ipstream.ignore(256,':');
911 ipstream.getline(dialoguename[whichdi][i],64);
912 ipstream.ignore(256,':');
913 ipstream.ignore(256,' ');
914 ipstream.getline(dialoguetext[whichdi][i],128);
915 for(int j=0;j<128;j++){
916 if(dialoguetext[whichdi][i][j]=='\\')dialoguetext[whichdi][i][j]='\n';
918 ipstream.ignore(256,':');
919 ipstream >> dialogueboxsound[whichdi][i];
925 static void ch_fixtype(Game *game, const char *args)
928 sscanf(args, "%d", &dlg);
929 dialoguetype[0] = dlg;
932 static void ch_fixrotation(Game *game, const char *args)
934 participantrotation[whichdialogue][participantfocus[whichdialogue][indialogue]]=player[participantfocus[whichdialogue][indialogue]].rotation;
937 static void ch_ddialogue(Game *game, const char *args)
943 static void ch_dhs(Game *game, const char *args)
949 static void ch_immobile(Game *game, const char *args)
951 player[0].immobile = 1;
954 static void ch_allimmobile(Game *game, const char *args)
956 for (int i = 1; i < numplayers; i++)
957 player[i].immobile = 1;
960 static void ch_mobile(Game *game, const char *args)
962 player[0].immobile = 0;
965 static void ch_default(Game *game, const char *args)
967 player[0].armorhead=1;
968 player[0].armorhigh=1;
969 player[0].armorlow=1;
970 player[0].protectionhead=1;
971 player[0].protectionhigh=1;
972 player[0].protectionlow=1;
973 player[0].metalhead=1;
974 player[0].metalhigh=1;
975 player[0].metallow=1;
977 player[0].speedmult=1;
980 if(player[0].creature==wolftype){
981 player[0].proportionhead=1.1;
982 player[0].proportionbody=1.1;
983 player[0].proportionarms=1.1;
984 player[0].proportionlegs=1.1;
985 } else if(player[0].creature==rabbittype){
986 player[0].proportionhead=1.2;
987 player[0].proportionbody=1.05;
988 player[0].proportionarms=1.00;
989 player[0].proportionlegs=1.1;
990 player[0].proportionlegs.y=1.05;
993 player[0].numclothes=0;
994 game->LoadTextureSave(creatureskin[player[0].creature][player[0].whichskin],
995 &player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],
996 &player[0].skeleton.skinsize);
998 editoractive=typeactive;
999 player[0].immobile=0;
1002 static void ch_play(Game *game, const char *args)
1005 sscanf(args, "%d", &dlg);
1006 whichdialogue = dlg;
1008 if (whichdialogue >= numdialogues)
1011 for(int i=0;i<numdialogueboxes[whichdialogue];i++){
1012 player[participantfocus[whichdialogue][i]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
1013 player[participantfocus[whichdialogue][i]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
1014 player[participantfocus[whichdialogue][i]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
1015 player[participantfocus[whichdialogue][i]].velocity=0;
1016 player[participantfocus[whichdialogue][i]].targetanimation=player[participantfocus[whichdialogue][i]].getIdle();
1017 player[participantfocus[whichdialogue][i]].targetframe=0;
1023 playdialogueboxsound();
1026 static void ch_mapkilleveryone(Game *game, const char *args)
1028 maptype = mapkilleveryone;
1031 static void ch_mapkillmost(Game *game, const char *args)
1033 maptype = mapkillmost;
1036 static void ch_mapkillsomeone(Game *game, const char *args)
1038 maptype = mapkillsomeone;
1041 static void ch_mapgosomewhere(Game *game, const char *args)
1043 maptype = mapgosomewhere;
1046 static void ch_viewdistance(Game *game, const char *args)
1048 viewdistance = atof(args)*100;
1051 static void ch_fadestart(Game *game, const char *args)
1053 fadestart = atof(args);
1056 static void ch_slomo(Game *game, const char *args)
1058 slomospeed = atof(args);
1063 static void ch_slofreq(Game *game, const char *args)
1065 slomofreq = atof(args);
1068 static void ch_skytint(Game *game, const char *args)
1070 sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
1072 skyboxlightr=skyboxr;
1073 skyboxlightg=skyboxg;
1074 skyboxlightb=skyboxb;
1076 game->SetUpLighting();
1078 terrain.DoShadows();
1079 objects.DoShadows();
1082 static void ch_skylight(Game *game, const char *args)
1084 sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1086 game->SetUpLighting();
1088 terrain.DoShadows();
1089 objects.DoShadows();
1092 static void ch_skybox(Game *game, const char *args)
1094 skyboxtexture = !skyboxtexture;
1096 game->SetUpLighting();
1098 terrain.DoShadows();
1099 objects.DoShadows();
1102 static void cmd_dispatch(Game *game, const char *cmd)
1104 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
1106 for (i = 0; i < n_cmds; i++)
1107 if (stripfx(cmd, cmd_names[i]))
1109 cmd_handlers[i](game, cmd + strlen(cmd_names[i]));
1112 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
1115 /********************> Tick() <*****/
1116 extern bool save_image(const char * fname);
1117 void Screenshot (void)
1120 time_t t = time(NULL);
1121 struct tm *tme = localtime(&t);
1122 sprintf(temp, "Screenshots/Screenshot_%04d_%02d_%02d--%02d_%02d_%02d.png", tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
1125 mkdir("Screenshots");
1127 mkdir("Screenshots", S_IRWXU);
1133 void Game::SetUpLighting(){
1134 if(environment==snowyenvironment)
1135 light.setColors(.65,.65,.7,.4,.4,.44);
1136 if(environment==desertenvironment)
1137 light.setColors(.95,.95,.95,.4,.35,.3);
1138 if(environment==grassyenvironment)
1139 light.setColors(.95,.95,1,.4,.4,.44);
1141 light.setColors(1,1,1,.4,.4,.4);
1143 average=(skyboxlightr+skyboxlightg+skyboxlightb)/3;
1144 light.color[0]*=(skyboxlightr+average)/2;
1145 light.color[1]*=(skyboxlightg+average)/2;
1146 light.color[2]*=(skyboxlightb+average)/2;
1147 light.ambient[0]*=(skyboxlightr+average)/2;
1148 light.ambient[1]*=(skyboxlightg+average)/2;
1149 light.ambient[2]*=(skyboxlightb+average)/2;
1152 int Game::findPathDist(int start,int end){
1153 int smallestcount,count,connected;
1154 int last,last2,last3,last4;
1158 for(int i=0;i<50;i++){
1164 while(last!=end&&count<30){
1166 for(int j=0;j<numpathpoints;j++){
1167 if(j!=last&&j!=last2&&j!=last3&&j!=last4)
1170 if(numpathpointconnect[j])
1171 for(int k=0;k<numpathpointconnect[j];k++){
1172 if(pathpointconnect[j][k]==last)connected=1;
1175 if(numpathpointconnect[last])
1176 for(int k=0;k<numpathpointconnect[last];k++){
1177 if(pathpointconnect[last][k]==j)connected=1;
1180 if(closest==-1||Random()%2==0){
1191 if(count<smallestcount)smallestcount=count;
1193 return smallestcount;
1196 int Game::checkcollide(XYZ startpoint,XYZ endpoint){
1197 static XYZ colpoint,colviewer,coltarget;
1198 static float minx,minz,maxx,maxz,miny,maxy;
1200 minx=min(startpoint.x,endpoint.x)-1;
1201 miny=min(startpoint.y,endpoint.y)-1;
1202 minz=min(startpoint.z,endpoint.z)-1;
1203 maxx=max(startpoint.x,endpoint.x)+1;
1204 maxy=max(startpoint.y,endpoint.y)+1;
1205 maxz=max(startpoint.z,endpoint.z)+1;
1207 for(int i=0;i<objects.numobjects;i++){
1208 if( objects.position[i].x>minx-objects.model[i].boundingsphereradius&&
1209 objects.position[i].x<maxx+objects.model[i].boundingsphereradius&&
1210 objects.position[i].y>miny-objects.model[i].boundingsphereradius&&
1211 objects.position[i].y<maxy+objects.model[i].boundingsphereradius&&
1212 objects.position[i].z>minz-objects.model[i].boundingsphereradius&&
1213 objects.position[i].z<maxz+objects.model[i].boundingsphereradius){
1214 if( objects.type[i]!=treeleavestype&&
1215 objects.type[i]!=bushtype&&
1216 objects.type[i]!=firetype){
1217 colviewer=startpoint;
1219 if(objects.model[i].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[i],&objects.rotation[i])!=-1)return i;
1224 //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1229 int Game::checkcollide(XYZ startpoint,XYZ endpoint,int what){
1230 static XYZ colpoint,colviewer,coltarget;
1231 static float minx,minz,maxx,maxz,miny,maxy;
1232 static int i; //FIXME: see below
1234 minx=min(startpoint.x,endpoint.x)-1;
1235 miny=min(startpoint.y,endpoint.y)-1;
1236 minz=min(startpoint.z,endpoint.z)-1;
1237 maxx=max(startpoint.x,endpoint.x)+1;
1238 maxy=max(startpoint.y,endpoint.y)+1;
1239 maxz=max(startpoint.z,endpoint.z)+1;
1242 if( objects.position[what].x>minx-objects.model[what].boundingsphereradius&&
1243 objects.position[what].x<maxx+objects.model[what].boundingsphereradius&&
1244 objects.position[what].y>miny-objects.model[what].boundingsphereradius&&
1245 objects.position[what].y<maxy+objects.model[what].boundingsphereradius&&
1246 objects.position[what].z>minz-objects.model[what].boundingsphereradius&&
1247 objects.position[what].z<maxz+objects.model[what].boundingsphereradius){
1248 if( objects.type[what]!=treeleavestype&&
1249 objects.type[what]!=bushtype&&
1250 objects.type[what]!=firetype){
1251 colviewer=startpoint;
1254 if(objects.model[what].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[what],&objects.rotation[what])!=-1)return i;
1259 if(what==1000)if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1264 void Game::Setenvironment(int which)
1268 LOG(" Setting environment...");
1270 float temptexdetail;
1273 pause_sound(stream_snowtheme);
1274 pause_sound(stream_grasstheme);
1275 pause_sound(stream_deserttheme);
1276 pause_sound(stream_wind);
1277 pause_sound(stream_desertambient);
1280 if(environment==snowyenvironment){
1284 emit_stream_np(stream_wind);
1286 LoadTexture(":Data:Textures:snowtree.png",&objects.treetextureptr,0,1);
1287 LoadTexture(":Data:Textures:bushsnow.png",&objects.bushtextureptr,0,1);
1288 LoadTexture(":Data:Textures:bouldersnow.jpg",&objects.rocktextureptr,1,0);
1289 LoadTexture(":Data:Textures:snowbox.jpg",&objects.boxtextureptr,1,0);
1291 footstepsound = footstepsn1;
1292 footstepsound2 = footstepsn2;
1293 footstepsound3 = footstepst1;
1294 footstepsound4 = footstepst2;
1296 LoadTexture(":Data:Textures:snow.jpg",&terraintexture,1,0);
1298 LoadTexture(":Data:Textures:rock.jpg",&terraintexture2,1,0);
1300 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1305 temptexdetail=texdetail;
1306 if(texdetail>1)texdetail=4;
1307 skybox.load( ":Data:Textures:Skybox(snow):Front.jpg",
1308 ":Data:Textures:Skybox(snow):Left.jpg",
1309 ":Data:Textures:Skybox(snow):Back.jpg",
1310 ":Data:Textures:Skybox(snow):Right.jpg",
1311 ":Data:Textures:Skybox(snow):Up.jpg",
1312 ":Data:Textures:Skybox(snow):Down.jpg");
1317 texdetail=temptexdetail;
1318 } else if(environment==desertenvironment){
1321 LoadTexture(":Data:Textures:deserttree.png",&objects.treetextureptr,0,1);
1322 LoadTexture(":Data:Textures:bushdesert.png",&objects.bushtextureptr,0,1);
1323 LoadTexture(":Data:Textures:boulderdesert.jpg",&objects.rocktextureptr,1,0);
1324 LoadTexture(":Data:Textures:desertbox.jpg",&objects.boxtextureptr,1,0);
1328 emit_stream_np(stream_desertambient);
1330 footstepsound = footstepsn1;
1331 footstepsound2 = footstepsn2;
1332 footstepsound3 = footstepsn1;
1333 footstepsound4 = footstepsn2;
1335 LoadTexture(":Data:Textures:sand.jpg",&terraintexture,1,0);
1337 LoadTexture(":Data:Textures:sandslope.jpg",&terraintexture2,1,0);
1339 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1343 temptexdetail=texdetail;
1344 if(texdetail>1)texdetail=4;
1345 skybox.load( ":Data:Textures:Skybox(sand):Front.jpg",
1346 ":Data:Textures:Skybox(sand):Left.jpg",
1347 ":Data:Textures:Skybox(sand):Back.jpg",
1348 ":Data:Textures:Skybox(sand):Right.jpg",
1349 ":Data:Textures:Skybox(sand):Up.jpg",
1350 ":Data:Textures:Skybox(sand):Down.jpg");
1355 texdetail=temptexdetail;
1356 } else if(environment==grassyenvironment){
1359 LoadTexture(":Data:Textures:tree.png",&objects.treetextureptr,0,1);
1360 LoadTexture(":Data:Textures:bush.png",&objects.bushtextureptr,0,1);
1361 LoadTexture(":Data:Textures:boulder.jpg",&objects.rocktextureptr,1,0);
1362 LoadTexture(":Data:Textures:grassbox.jpg",&objects.boxtextureptr,1,0);
1365 emit_stream_np(stream_wind, 100.);
1367 footstepsound = footstepgr1;
1368 footstepsound2 = footstepgr2;
1369 footstepsound3 = footstepst1;
1370 footstepsound4 = footstepst2;
1372 LoadTexture(":Data:Textures:grassdirt.jpg",&terraintexture,1,0);
1374 LoadTexture(":Data:Textures:mossrock.jpg",&terraintexture2,1,0);
1376 //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
1380 temptexdetail=texdetail;
1381 if(texdetail>1)texdetail=4;
1382 skybox.load( ":Data:Textures:Skybox(grass):Front.jpg",
1383 ":Data:Textures:Skybox(grass):Left.jpg",
1384 ":Data:Textures:Skybox(grass):Back.jpg",
1385 ":Data:Textures:Skybox(grass):Right.jpg",
1386 ":Data:Textures:Skybox(grass):Up.jpg",
1387 ":Data:Textures:Skybox(grass):Down.jpg");
1391 texdetail=temptexdetail;
1393 temptexdetail=texdetail;
1395 terrain.load(":Data:Textures:heightmap.png");
1397 texdetail=temptexdetail;
1400 void Game::Loadlevel(int which){
1406 Loadlevel("tutorial");
1407 }else if(which >= 0 && which <= 15){
1409 snprintf(buf, 32, "map%d", which + 1);
1412 Loadlevel("mapsave");
1415 void Game::Loadlevel(const char *name){
1416 static int oldlevel;
1420 static const char *pfx = ":Data:Maps:";
1423 float headprop,legprop,armprop,bodyprop;
1427 LOG(std::string("Loading level...") + name);
1439 if(tutoriallevel!=-1)
1444 if(tutoriallevel==1)
1446 if(tutorialstage==0){
1447 tutorialstagetime=0;
1453 pause_sound(whooshsound);
1454 pause_sound(stream_firesound);
1456 // Change the map filename into something that is os specific
1457 buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
1458 sprintf(buf, "%s%s", pfx, name);
1459 const char *FixedFN = ConvertFileName(buf);
1463 tfile=fopen( FixedFN, "rb" );
1465 pause_sound(stream_firesound);
1471 animation[bounceidleanim].Load((char *)"Idle",middleheight,neutral);
1475 for(int i=0;i<20;i++)
1476 dialoguegonethrough[i]=0;
1485 difficulty=accountactive->getDifficulty();
1504 for(int i=0;i<100;i++)
1524 bonustotal=startbonustotal;
1529 emit_sound_np(consolesuccesssound);
1534 if(!stealthloading){
1535 terrain.numdecals=0;
1536 Sprite::deleteSprites();
1537 for(int i=0;i<objects.numobjects;i++)
1538 objects.model[i].numdecals=0;
1540 int j=objects.numobjects;
1541 for(int i=0;i<j;i++){
1542 objects.DeleteObject(0);
1547 for(int i=0;i<subdivision;i++)
1548 for(int j=0;j<subdivision;j++)
1549 terrain.patchobjectnum[i][j]=0;
1554 weapons.numweapons=0;
1556 funpackf(tfile, "Bi", &mapvers);
1558 funpackf(tfile, "Bi", &indemo);
1562 funpackf(tfile, "Bi", &maptype);
1564 maptype=mapkilleveryone;
1566 funpackf(tfile, "Bi", &hostile);
1570 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
1576 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
1584 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1586 skyboxlightr=skyboxr;
1587 skyboxlightg=skyboxg;
1588 skyboxlightb=skyboxb;
1591 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &player[0].coords.x,&player[0].coords.y,&player[0].coords.z,&player[0].rotation,&player[0].targetrotation, &player[0].num_weapons);
1593 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat,&lamefloat,&lamefloat,&lamefloat,&lamefloat, &player[0].num_weapons);
1594 player[0].originalcoords=player[0].coords;
1595 if(player[0].num_weapons>0&&player[0].num_weapons<5)
1596 for(int j=0;j<player[0].num_weapons;j++){
1597 player[0].weaponids[j]=weapons.numweapons;
1598 funpackf(tfile, "Bi", &weapons.type[weapons.numweapons]);
1599 weapons.owner[weapons.numweapons]=0;
1600 weapons.numweapons++;
1606 funpackf(tfile, "Bf Bf Bf", &player[0].armorhead, &player[0].armorhigh, &player[0].armorlow);
1607 funpackf(tfile, "Bf Bf Bf", &player[0].protectionhead, &player[0].protectionhigh, &player[0].protectionlow);
1608 funpackf(tfile, "Bf Bf Bf", &player[0].metalhead, &player[0].metalhigh, &player[0].metallow);
1609 funpackf(tfile, "Bf Bf", &player[0].power, &player[0].speedmult);
1611 funpackf(tfile, "Bi", &player[0].numclothes);
1614 funpackf(tfile, "Bi Bi", &player[0].whichskin, &player[0].creature);
1616 player[0].whichskin=0;
1617 player[0].creature=rabbittype;
1620 player[0].lastattack=-1;
1621 player[0].lastattack2=-1;
1622 player[0].lastattack3=-1;
1626 funpackf(tfile, "Bi", &numdialogues);
1627 for(int k=0;k<numdialogues;k++){
1628 funpackf(tfile, "Bi", &numdialogueboxes[k]);
1629 funpackf(tfile, "Bi", &dialoguetype[k]);
1630 for(int l=0;l<10;l++){
1631 funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
1632 funpackf(tfile, "Bf", &participantrotation[k][l]);
1634 for(int l=0;l<numdialogueboxes[k];l++){
1635 funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
1636 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
1637 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
1638 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
1639 funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1643 funpackf(tfile, "Bi",&templength);
1644 if(templength>128||templength<=0)
1647 for(m=0;m<templength;m++){
1648 funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1649 if(dialoguetext[k][l][m]=='\0')
1652 dialoguetext[k][l][m] = 0;
1654 funpackf(tfile, "Bi",&templength);
1655 if(templength>64||templength<=0)templength=64;
1656 for(m=0;m<templength;m++){
1657 funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1658 if(dialoguename[k][l][m]=='\0')
1661 dialoguename[k][l][m] = 0;
1662 funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1663 funpackf(tfile, "Bi", &participantfocus[k][l]);
1664 funpackf(tfile, "Bi", &participantaction[k][l]);
1667 funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1669 funpackf(tfile, "Bf Bf",&dialoguecamerarotation[k][l],&dialoguecamerarotation2[k][l]);
1675 for(int k=0;k<player[0].numclothes;k++){
1676 funpackf(tfile, "Bi", &templength);
1677 for(int l=0;l<templength;l++)
1678 funpackf(tfile, "Bb", &player[0].clothes[k][l]);
1679 player[0].clothes[k][templength]='\0';
1680 funpackf(tfile, "Bf Bf Bf", &player[0].clothestintr[k], &player[0].clothestintg[k], &player[0].clothestintb[k]);
1683 funpackf(tfile, "Bi", &environment);
1685 funpackf(tfile, "Bi", &objects.numobjects);
1686 for(int i=0;i<objects.numobjects;i++){
1687 funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i],&objects.rotation[i],&objects.rotation2[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z,&objects.scale[i]);
1688 if(objects.type[i]==treeleavestype)
1689 objects.scale[i]=objects.scale[i-1];
1693 funpackf(tfile, "Bi", &numhotspots);
1694 for(int i=0;i<numhotspots;i++){
1695 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i],&hotspotsize[i],&hotspot[i].x,&hotspot[i].y,&hotspot[i].z);
1696 funpackf(tfile, "Bi", &templength);
1698 for(int l=0;l<templength;l++)
1699 funpackf(tfile, "Bb", &hotspottext[i][l]);
1700 hotspottext[i][templength]='\0';
1701 if(hotspottype[i]==-111)
1710 if(!stealthloading){
1712 for(int i=0;i<objects.numobjects;i++)
1713 objects.center+=objects.position[i];
1714 objects.center/=objects.numobjects;
1720 float maxdistance=0;
1723 for(int i=0;i<objects.numobjects;i++){
1724 tempdist=findDistancefast(&objects.center,&objects.position[i]);
1725 if(tempdist>maxdistance){
1727 maxdistance=tempdist;
1730 objects.radius=fast_sqrt(maxdistance);
1735 //mapcenter=objects.center;
1736 //mapradius=objects.radius;
1738 funpackf(tfile, "Bi", &numplayers);
1739 int howmanyremoved=0;
1740 bool removeanother=0;
1741 if(numplayers>1&&numplayers<maxplayers){
1742 for(int i=1;i<numplayers;i++){
1747 funpackf(tfile, "Bi Bi Bf Bf Bf Bi",&player[i-howmanyremoved].whichskin,&player[i-howmanyremoved].creature, &player[i-howmanyremoved].coords.x,&player[i-howmanyremoved].coords.y,&player[i-howmanyremoved].coords.z,&player[i-howmanyremoved].num_weapons);
1749 funpackf(tfile, "Bi", &player[i-howmanyremoved].howactive);
1751 player[i-howmanyremoved].howactive=typeactive;
1753 funpackf(tfile, "Bf",&player[i-howmanyremoved].scale);
1755 player[i-howmanyremoved].scale=-1;
1757 funpackf(tfile, "Bb",&player[i-howmanyremoved].immobile);
1759 player[i-howmanyremoved].immobile=0;
1761 funpackf(tfile, "Bf",&player[i-howmanyremoved].rotation);
1763 player[i-howmanyremoved].rotation=0;
1764 player[i-howmanyremoved].targetrotation=player[i-howmanyremoved].rotation;
1765 if(player[i-howmanyremoved].num_weapons<0||player[i-howmanyremoved].num_weapons>5){
1770 if(player[i-howmanyremoved].num_weapons>0&&player[i-howmanyremoved].num_weapons<5){
1771 for(int j=0;j<player[i-howmanyremoved].num_weapons;j++){
1772 player[i-howmanyremoved].weaponids[j]=weapons.numweapons;
1773 funpackf(tfile, "Bi", &weapons.type[player[i-howmanyremoved].weaponids[j]]);
1774 weapons.owner[player[i-howmanyremoved].weaponids[j]]=i;
1775 weapons.numweapons++;
1778 funpackf(tfile, "Bi", &player[i-howmanyremoved].numwaypoints);
1779 //player[i-howmanyremoved].numwaypoints=10;
1780 for(int j=0;j<player[i-howmanyremoved].numwaypoints;j++){
1781 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].x);
1782 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].y);
1783 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].z);
1785 funpackf(tfile, "Bi", &player[i-howmanyremoved].waypointtype[j]);
1787 player[i-howmanyremoved].waypointtype[j] = wpkeepwalking;
1790 funpackf(tfile, "Bi", &player[i-howmanyremoved].waypoint);
1791 if(player[i-howmanyremoved].waypoint>player[i-howmanyremoved].numwaypoints-1)
1792 player[i-howmanyremoved].waypoint=0;
1794 funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].armorhead, &player[i-howmanyremoved].armorhigh, &player[i-howmanyremoved].armorlow);
1795 funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].protectionhead, &player[i-howmanyremoved].protectionhigh, &player[i-howmanyremoved].protectionlow);
1796 funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].metalhead, &player[i-howmanyremoved].metalhigh, &player[i-howmanyremoved].metallow);
1797 funpackf(tfile, "Bf Bf", &player[i-howmanyremoved].power, &player[i-howmanyremoved].speedmult);
1800 funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
1807 if(player[i-howmanyremoved].creature==wolftype){
1808 player[i-howmanyremoved].proportionhead=1.1*headprop;
1809 player[i-howmanyremoved].proportionbody=1.1*bodyprop;
1810 player[i-howmanyremoved].proportionarms=1.1*armprop;
1811 player[i-howmanyremoved].proportionlegs=1.1*legprop;
1814 if(player[i-howmanyremoved].creature==rabbittype){
1815 player[i-howmanyremoved].proportionhead=1.2*headprop;
1816 player[i-howmanyremoved].proportionbody=1.05*bodyprop;
1817 player[i-howmanyremoved].proportionarms=1.00*armprop;
1818 player[i-howmanyremoved].proportionlegs=1.1*legprop;
1819 player[i-howmanyremoved].proportionlegs.y=1.05*legprop;
1822 funpackf(tfile, "Bi", &player[i-howmanyremoved].numclothes);
1823 if(player[i-howmanyremoved].numclothes){
1824 for(int k=0;k<player[i-howmanyremoved].numclothes;k++){
1826 funpackf(tfile, "Bi", &templength);
1827 for(int l=0;l<templength;l++)
1828 funpackf(tfile, "Bb", &player[i-howmanyremoved].clothes[k][l]);
1829 player[i-howmanyremoved].clothes[k][templength]='\0';
1830 funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].clothestintr[k], &player[i-howmanyremoved].clothestintg[k], &player[i-howmanyremoved].clothestintb[k]);
1839 numplayers-=howmanyremoved;
1840 funpackf(tfile, "Bi", &numpathpoints);
1841 if(numpathpoints>30||numpathpoints<0)
1843 for(int j=0;j<numpathpoints;j++){
1844 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x,&pathpoint[j].y,&pathpoint[j].z,&numpathpointconnect[j]);
1845 for(int k=0;k<numpathpointconnect[j];k++){
1846 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1852 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x,&mapcenter.y,&mapcenter.z,&mapradius);
1855 if(environment!=oldenvironment)
1856 Setenvironment(environment);
1857 oldenvironment=environment;
1859 if(!stealthloading){
1860 int j=objects.numobjects;
1861 objects.numobjects=0;
1862 for(int i=0;i<j;i++){
1863 objects.MakeObject(objects.type[i],objects.position[i],objects.rotation[i],objects.rotation2[i],objects.scale[i]);
1868 terrain.DoShadows();
1871 objects.DoShadows();
1878 oldlevel=whichlevel;
1881 if(numplayers>maxplayers-1)
1882 numplayers=maxplayers-1;
1883 for(int i=0;i<numplayers;i++){
1889 if(i==0||player[i].scale<0)
1891 player[i].skeleton.free=0;
1892 player[i].skeleton.id=i;
1894 player[i].creature=rabbittype;
1895 if(player[i].creature!=wolftype){
1896 player[i].skeleton.Load(
1897 (char *)":Data:Skeleton:Basic Figure",
1898 (char *)":Data:Skeleton:Basic Figurelow",
1899 (char *)":Data:Skeleton:Rabbitbelt",
1900 (char *)":Data:Models:Body.solid",
1901 (char *)":Data:Models:Body2.solid",
1902 (char *)":Data:Models:Body3.solid",
1903 (char *)":Data:Models:Body4.solid",
1904 (char *)":Data:Models:Body5.solid",
1905 (char *)":Data:Models:Body6.solid",
1906 (char *)":Data:Models:Body7.solid",
1907 (char *)":Data:Models:Bodylow.solid",
1908 (char *)":Data:Models:Belt.solid",0);
1910 if(player[i].creature!=wolftype){
1911 player[i].skeleton.Load(
1912 (char *)":Data:Skeleton:Basic Figure",
1913 (char *)":Data:Skeleton:Basic Figurelow",
1914 (char *)":Data:Skeleton:Rabbitbelt",
1915 (char *)":Data:Models:Body.solid",
1916 (char *)":Data:Models:Body2.solid",
1917 (char *)":Data:Models:Body3.solid",
1918 (char *)":Data:Models:Body4.solid",
1919 (char *)":Data:Models:Body5.solid",
1920 (char *)":Data:Models:Body6.solid",
1921 (char *)":Data:Models:Body7.solid",
1922 (char *)":Data:Models:Bodylow.solid",
1923 (char *)":Data:Models:Belt.solid",1);
1924 LoadTexture(":Data:Textures:Belt.png",&player[i].skeleton.drawmodelclothes.textureptr,1,1);
1926 if(player[i].creature==wolftype){
1927 player[i].skeleton.Load(
1928 (char *)":Data:Skeleton:Basic Figure Wolf",
1929 (char *)":Data:Skeleton:Basic Figure Wolf Low",
1930 (char *)":Data:Skeleton:Rabbitbelt",
1931 (char *)":Data:Models:Wolf.solid",
1932 (char *)":Data:Models:Wolf2.solid",
1933 (char *)":Data:Models:Wolf3.solid",
1934 (char *)":Data:Models:Wolf4.solid",
1935 (char *)":Data:Models:Wolf5.solid",
1936 (char *)":Data:Models:Wolf6.solid",
1937 (char *)":Data:Models:Wolf7.solid",
1938 (char *)":Data:Models:Wolflow.solid",
1939 (char *)":Data:Models:Belt.solid",0);
1945 texsize=512*512*3/texdetail/texdetail;
1947 LoadTextureSave(creatureskin[player[i].creature][player[i].whichskin],&player[i].skeleton.drawmodel.textureptr,1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
1949 if(player[i].numclothes){
1950 for(int j=0;j<player[i].numclothes;j++){
1951 tintr=player[i].clothestintr[j];
1952 tintg=player[i].clothestintg[j];
1953 tintb=player[i].clothestintb[j];
1954 AddClothes((char *)player[i].clothes[j],&player[i].skeleton.skinText[0]);
1956 player[i].DoMipmaps();
1959 player[i].currentanimation=bounceidleanim;
1960 player[i].targetanimation=bounceidleanim;
1961 player[i].currentframe=0;
1962 player[i].targetframe=1;
1964 player[i].speed=1+(float)(Random()%100)/1000;
1966 player[i].speed-=.2;
1968 player[i].speed-=.1;
1970 player[i].velocity=0;
1971 player[i].oldcoords=player[i].coords;
1972 player[i].realoldcoords=player[i].coords;
1975 player[i].skeleton.id=i;
1976 player[i].updatedelay=0;
1977 player[i].normalsupdatedelay=0;
1979 player[i].aitype=passivetype;
1980 player[i].madskills=0;
1983 player[i].proportionhead=1.2;
1984 player[i].proportionbody=1.05;
1985 player[i].proportionarms=1.00;
1986 player[i].proportionlegs=1.1;
1987 player[i].proportionlegs.y=1.05;
1989 player[i].headless=0;
1990 player[i].currentoffset=0;
1991 player[i].targetoffset=0;
1993 player[i].damagetolerance=200;
1995 if(player[i].creature==wolftype){
1996 if(i==0||player[i].scale<0)
1997 player[i].scale=.23;
1998 player[i].damagetolerance=300;
2004 player[i].proportionhead.z=0;
2005 player[i].proportionbody.z=0;
2006 player[i].proportionarms.z=0;
2007 player[i].proportionlegs.z=0;
2010 player[i].tempanimation.Load((char *)"Tempanim",0,0);
2012 player[i].headmorphness=0;
2013 player[i].targetheadmorphness=1;
2014 player[i].headmorphstart=0;
2015 player[i].headmorphend=0;
2017 player[i].pausetime=0;
2020 player[i].jumppower=5;
2022 player[i].permanentdamage=0;
2023 player[i].superpermanentdamage=0;
2025 player[i].forwardkeydown=0;
2026 player[i].leftkeydown=0;
2027 player[i].backkeydown=0;
2028 player[i].rightkeydown=0;
2029 player[i].jumpkeydown=0;
2030 player[i].crouchkeydown=0;
2031 player[i].throwkeydown=0;
2033 player[i].collided=-10;
2035 player[i].bloodloss=0;
2036 player[i].weaponactive=-1;
2037 player[i].weaponstuck=-1;
2038 player[i].bleeding=0;
2039 player[i].deathbleeding=0;
2040 player[i].stunned=0;
2041 player[i].hasvictim=0;
2042 player[i].wentforweapon=0;
2045 player[0].aitype=playercontrolled;
2046 player[0].weaponactive=-1;
2049 player[0].power=1/.9;
2052 player[0].power=1/.8;
2055 player[0].damagetolerance=250;
2057 player[0].damagetolerance=300;
2059 player[0].armorhead*=1.5;
2061 player[0].armorhigh*=1.5;
2063 player[0].armorlow*=1.5;
2064 cameraloc=player[0].coords;
2066 rotation=player[0].rotation;
2068 hawkcoords=player[0].coords;
2073 for(int i=0;i<weapons.numweapons;i++){
2074 weapons.bloody[i]=0;
2075 weapons.blooddrip[i]=0;
2076 weapons.blooddripdelay[i]=0;
2077 weapons.onfire[i]=0;
2078 weapons.flamedelay[i]=0;
2079 weapons.damage[i]=0;
2080 if(weapons.type[i]==sword){
2081 weapons.mass[i]=1.5;
2082 weapons.tipmass[i]=1;
2083 weapons.length[i]=.8;
2085 if(weapons.type[i]==staff){
2087 weapons.tipmass[i]=1;
2088 weapons.length[i]=1.5;
2090 if(weapons.type[i]==knife){
2092 weapons.tipmass[i]=1.2;
2093 weapons.length[i]=.25;
2095 weapons.position[i]=-1000;
2096 weapons.tippoint[i]=-1000;
2099 LOG("Starting background music...");
2101 OPENAL_StopSound(OPENAL_ALL);
2102 if(environment==snowyenvironment){
2104 emit_stream_np(stream_wind);
2105 }else if(environment==desertenvironment){
2107 emit_stream_np(stream_desertambient);
2108 }else if(environment==grassyenvironment){
2110 emit_stream_np(stream_wind, 100.);
2112 oldmusicvolume[0]=0;
2113 oldmusicvolume[1]=0;
2114 oldmusicvolume[2]=0;
2115 oldmusicvolume[3]=0;
2126 Values of mainmenu :
2128 2 Menu pause (resume/end game)
2130 4 Controls configuration menu
2131 5 Main game menu (choose level or challenge)
2132 6 Deleting user menu
2133 7 User managment menu (select/add)
2134 8 Choose difficulty menu
2135 9 Challenge level selection menu
2136 10 End of the campaign congratulation (is that really a menu?)
2137 11 Same that 9 ??? => unused
2138 18 stereo configuration
2141 void Game::MenuTick(){
2144 // some specific case where we do something even if the left mouse button is not pressed.
2145 if((mainmenu==5) && (endgame==2)) {
2146 accountactive->endGame();
2151 if( (mainmenu==18) && Input::isKeyPressed(MOUSEBUTTON2) && (selected==1) )
2152 stereoseparation-=0.001;
2154 if(Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
2160 if(gameon) { //resume
2162 pause_sound(stream_menutheme);
2163 resume_stream(leveltheme);
2165 fireSound(firestartsound);
2167 mainmenu=(accountactive?5:7);
2175 if(newdetail>2) newdetail=detail;
2176 if(newdetail<0) newdetail=detail;
2177 if(newscreenwidth>3000) newscreenwidth=screenwidth;
2178 if(newscreenwidth<0) newscreenwidth=screenwidth;
2179 if(newscreenheight>3000) newscreenheight=screenheight;
2180 if(newscreenheight<0) newscreenheight=screenheight;
2185 if(gameon){ //end game
2190 pause_sound(stream_menutheme);
2197 bool isCustomResolution,found;
2200 extern SDL_Rect **resolutions;
2201 isCustomResolution = true;
2203 for(int i = 0; (!found) && (resolutions[i]); i++) {
2204 if((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
2205 isCustomResolution = false;
2207 if((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)) {
2209 if(resolutions[i] != NULL) {
2210 newscreenwidth = (int) resolutions[i]->w;
2211 newscreenheight = (int) resolutions[i]->h;
2212 } else if(isCustomResolution){
2213 if((screenwidth == newscreenwidth) && (screenheight == newscreenheight)) {
2214 newscreenwidth = (int) resolutions[0]->w;
2215 newscreenheight = (int) resolutions[0]->h;
2217 newscreenwidth = screenwidth;
2218 newscreenheight = screenheight;
2221 newscreenwidth = (int) resolutions[0]->w;
2222 newscreenheight = (int) resolutions[0]->h;
2229 newscreenwidth = (int) resolutions[0]->w;
2230 newscreenheight = (int) resolutions[0]->h;
2235 if(newdetail>2) newdetail=0;
2239 if(bloodtoggle>2) bloodtoggle=0;
2243 if(difficulty>2) difficulty=0;
2246 ismotionblur = 1-ismotionblur;
2252 musictoggle = 1-musictoggle;
2255 emit_stream_np(stream_menutheme);
2257 pause_sound(leveltheme);
2258 pause_sound(stream_fighttheme);
2259 pause_sound(stream_menutheme);
2261 for(int i=0;i<4;i++){
2262 oldmusicvolume[i]=0;
2277 SaveSettings(*this);
2278 mainmenu=gameon?2:1;
2281 invertmouse = 1-invertmouse;
2284 usermousesensitivity+=.2;
2285 if(usermousesensitivity>2) usermousesensitivity=.2;
2289 if(volume>1.0001f) volume=0;
2290 OPENAL_SetSFXMasterVolume((int)(volume*255));
2295 newstereomode = stereomode;
2300 showdamagebar = !showdamagebar;
2307 if(selected<9 && keyselect==-1)
2321 if((selected-7 >= accountactive->getCampaignChoicesMade())) {
2331 whichchoice=selected-7-accountactive->getCampaignChoicesMade();
2334 Loadlevel(campaignmapname[campaignchoicewhich[selected-7-accountactive->getCampaignChoicesMade()]]);
2338 pause_sound(stream_menutheme);
2355 pause_sound(stream_menutheme);
2364 mainmenu=(gameon?2:1);
2375 accountactive = Account::destroy(accountactive);
2377 } else if(selected==2) {
2384 if(selected==0 && Account::getNbAccounts()<8){
2386 } else if (selected < Account::getNbAccounts()+1) {
2389 accountactive=Account::get(selected-1);
2390 } else if (selected == Account::getNbAccounts()+1) {
2393 for(int j=0;j<255;j++){
2394 displaytext[0][j]=0;
2405 accountactive->setDifficulty(selected);
2409 if(selected<numchallengelevels && selected<=accountactive->getProgress()){
2417 targetlevel=selected;
2418 if(firstload)TickOnceAfter();
2419 if(!firstload)LoadStuff();
2420 else Loadlevel(selected);
2425 pause_sound(stream_menutheme);
2427 if(selected==numchallengelevels){
2442 stereoseparation+=0.001;
2446 newstereomode = (StereoMode)(newstereomode + 1);
2447 while(!CanInitStereo(newstereomode)){
2448 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
2449 newstereomode = (StereoMode)(newstereomode + 1);
2450 if(newstereomode >= stereoCount)
2451 newstereomode = stereoNone;
2453 } else if(selected==2) {
2454 stereoreverse = !stereoreverse;
2455 } else if(selected==3) {
2459 stereomode = newstereomode;
2460 InitStereo(stereomode);
2467 if(Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)){
2470 SaveSettings(*this);
2474 if(mainmenu==1||mainmenu==2){
2476 transition+=multiplier/8;
2484 OPENAL_SetFrequency(channels[stream_menutheme], 22050);
2487 inputText(displaytext[0],&displayselected,&displaychars[0]);
2488 if(!waiting) { // the input as finished
2489 if(displaychars[0]){ // with enter
2490 accountactive = Account::add(string(displaytext[0]));
2496 fireSound(firestartsound);
2498 for(int i=0;i<255;i++){
2499 displaytext[0][i]=0;
2508 displayblinkdelay-=multiplier;
2509 if(displayblinkdelay<=0){
2510 displayblinkdelay=.3;
2511 displayblink=1-displayblink;
2516 void Game::doTutorial(){
2517 if(tutorialstagetime>tutorialmaxtime){
2520 if(tutorialstage<=1){
2525 switch(tutorialstage){
2531 tutorialmaxtime=600;
2533 tutorialmaxtime=1000;
2535 tutorialmaxtime=600;
2537 tutorialmaxtime=600;
2539 tutorialmaxtime=600;
2541 tutorialmaxtime=600;
2543 tutorialmaxtime=600;
2547 tutorialmaxtime=1000;
2549 tutorialmaxtime=1000;
2564 player[1].coords=(temp+temp2)/2;
2566 emit_sound_at(fireendsound, player[1].coords);
2568 for(int i=0;i<player[1].skeleton.num_joints;i++){
2570 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
2571 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
2572 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;
2573 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
2574 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
2579 tutorialmaxtime=500;
2581 tutorialmaxtime=500;
2583 tutorialmaxtime=500;
2585 tutorialmaxtime=500;
2588 //tutorialmaxtime=500;
2590 tutorialmaxtime=500;
2592 tutorialmaxtime=500;
2599 tutorialmaxtime=500;
2601 tutorialmaxtime=500;
2603 tutorialmaxtime=500;
2605 tutorialmaxtime=500;
2612 player[1].aitype=attacktypecutoff;
2614 tutorialmaxtime=400;
2616 tutorialmaxtime=400;
2617 player[0].escapednum=0;
2622 player[1].aitype=passivetype;
2628 tutorialmaxtime=400;
2631 player[1].aitype=attacktypecutoff;
2633 tutorialmaxtime=400;
2635 tutorialmaxtime=400;
2640 player[1].aitype=passivetype;
2647 player[1].aitype=attacktypecutoff;
2652 player[1].aitype=passivetype;
2664 weapons.owner[weapons.numweapons]=-1;
2665 weapons.type[weapons.numweapons]=knife;
2666 weapons.damage[weapons.numweapons]=0;
2667 weapons.mass[weapons.numweapons]=1;
2668 weapons.tipmass[weapons.numweapons]=1.2;
2669 weapons.length[weapons.numweapons]=.25;
2670 weapons.position[weapons.numweapons]=(temp+temp2)/2;
2671 weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
2673 weapons.velocity[weapons.numweapons]=0.1;
2674 weapons.tipvelocity[weapons.numweapons]=0.1;
2675 weapons.missed[weapons.numweapons]=1;
2676 weapons.hitsomething[weapons.numweapons]=0;
2677 weapons.freetime[weapons.numweapons]=0;
2678 weapons.firstfree[weapons.numweapons]=1;
2679 weapons.physics[weapons.numweapons]=1;
2681 weapons.numweapons++;
2684 tutorialmaxtime=300;
2686 tutorialmaxtime=300;
2690 tutorialmaxtime=300;
2693 player[0].weaponactive=-1;
2694 player[0].num_weapons=0;
2695 player[1].weaponactive=0;
2696 player[1].num_weapons=1;
2697 player[1].weaponids[0]=0;
2701 player[1].aitype=attacktypecutoff;
2703 tutorialmaxtime=300;
2706 player[0].weaponactive=-1;
2707 player[0].num_weapons=0;
2708 player[1].weaponactive=0;
2709 player[1].num_weapons=1;
2710 player[1].weaponids[0]=0;
2712 tutorialmaxtime=300;
2715 player[0].weaponactive=-1;
2716 player[0].num_weapons=0;
2717 player[1].weaponactive=0;
2718 player[1].num_weapons=1;
2719 player[1].weaponids[0]=0;
2721 weapons.type[0]=sword;
2723 tutorialmaxtime=300;
2736 weapons.owner[weapons.numweapons]=-1;
2737 weapons.type[weapons.numweapons]=sword;
2738 weapons.damage[weapons.numweapons]=0;
2739 weapons.mass[weapons.numweapons]=1;
2740 weapons.tipmass[weapons.numweapons]=1.2;
2741 weapons.length[weapons.numweapons]=.25;
2742 weapons.position[weapons.numweapons]=(temp+temp2)/2;
2743 weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
2745 weapons.velocity[weapons.numweapons]=0.1;
2746 weapons.tipvelocity[weapons.numweapons]=0.1;
2747 weapons.missed[weapons.numweapons]=1;
2748 weapons.hitsomething[weapons.numweapons]=0;
2749 weapons.freetime[weapons.numweapons]=0;
2750 weapons.firstfree[weapons.numweapons]=1;
2751 weapons.physics[weapons.numweapons]=1;
2755 player[0].weaponactive=0;
2756 player[0].num_weapons=1;
2757 player[0].weaponids[0]=1;
2758 player[1].weaponactive=0;
2759 player[1].num_weapons=1;
2760 player[1].weaponids[0]=0;
2762 weapons.numweapons++;
2767 player[1].aitype=passivetype;
2773 player[0].weaponactive=0;
2774 player[0].num_weapons=1;
2775 player[0].weaponids[0]=1;
2776 player[1].weaponactive=0;
2777 player[1].num_weapons=1;
2778 player[1].weaponids[0]=0;
2780 if(player[0].weaponactive!=-1)weapons.type[player[0].weaponids[player[0].weaponactive]]=staff;
2781 else weapons.type[0]=staff;
2783 weapons.numweapons++;
2787 player[1].aitype=passivetype;
2789 tutorialmaxtime=200;
2791 weapons.position[1]=1000;
2792 weapons.tippoint[1]=1000;
2794 weapons.numweapons=1;
2796 player[1].weaponactive=-1;
2797 player[1].num_weapons=0;
2798 player[0].weaponactive=0;
2799 player[0].num_weapons=1;
2800 player[0].weaponids[0]=0;
2802 weapons.type[0]=knife;
2804 weapons.numweapons++;
2809 emit_sound_at(fireendsound, player[1].coords);
2811 for(int i=0;i<player[1].skeleton.num_joints;i++){
2813 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
2814 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
2815 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;
2816 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
2817 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
2821 player[1].num_weapons=0;
2822 player[1].weaponstuck=-1;
2823 player[1].weaponactive=-1;
2825 weapons.numweapons=0;
2827 weapons.owner[0]=-1;
2828 weapons.velocity[0]=0.1;
2829 weapons.tipvelocity[0]=-0.1;
2830 weapons.missed[0]=1;
2831 weapons.hitsomething[0]=0;
2832 weapons.freetime[0]=0;
2833 weapons.firstfree[0]=1;
2834 weapons.physics[0]=1;
2837 tutorialmaxtime=80000;
2838 break; default: break;
2840 if(tutorialstage<=51)tutorialstagetime=0;
2844 if(tutorialstagetime<tutorialmaxtime-3){
2845 switch(tutorialstage){
2846 case 3: if(deltah||deltav)tutorialsuccess+=multiplier;
2847 break; case 4: if(player[0].forwardkeydown||player[0].backkeydown||player[0].leftkeydown||player[0].rightkeydown)tutorialsuccess+=multiplier;
2848 break; case 5: if(player[0].jumpkeydown)tutorialsuccess=1;
2849 break; case 6: if(player[0].isCrouch())tutorialsuccess=1;
2850 break; case 7: if(player[0].targetanimation==rollanim)tutorialsuccess=1;
2851 break; case 8: if(player[0].targetanimation==sneakanim)tutorialsuccess+=multiplier;
2852 break; case 9: if(player[0].targetanimation==rabbitrunninganim||player[0].targetanimation==wolfrunninganim)tutorialsuccess+=multiplier;
2853 break; case 11: if(player[0].isWallJump())tutorialsuccess=1;
2854 break; case 12: if(player[0].targetanimation==flipanim)tutorialsuccess=1;
2855 break; case 15: if(player[0].targetanimation==upunchanim||player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
2856 break; case 16: if(player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
2857 break; case 17: if(player[0].targetanimation==spinkickanim)tutorialsuccess=1;
2858 break; case 18: if(player[0].targetanimation==sweepanim)tutorialsuccess=1;
2859 break; case 19: if(player[0].targetanimation==dropkickanim)tutorialsuccess=1;
2860 break; case 20: if(player[0].targetanimation==rabbitkickanim)tutorialsuccess=1;
2861 break; case 21: if(bonus==cannon)tutorialsuccess=1;
2862 break; case 22: if(bonus==spinecrusher)tutorialsuccess=1;
2863 break; case 23: if(player[0].targetanimation==walljumprightkickanim||player[0].targetanimation==walljumpleftkickanim)tutorialsuccess=1;
2864 break; case 24: if(player[0].targetanimation==rabbittacklinganim)tutorialsuccess=1;
2865 break; case 25: if(player[0].targetanimation==backhandspringanim)tutorialsuccess=1;
2866 break; case 28: if(animation[player[0].targetanimation].attack==reversed&&player[0].feint)tutorialsuccess=1;
2868 if(player[0].escapednum==2){
2872 player[1].aitype=passivetype;
2874 break; case 33: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2875 break; case 34: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2877 if(animation[player[0].targetanimation].attack==reversal){
2881 player[1].aitype=passivetype;
2883 break; case 40: if(player[0].num_weapons>0)tutorialsuccess=1;
2884 break; case 41: if(player[0].weaponactive==-1&&player[0].num_weapons>0)tutorialsuccess=1;
2885 break; case 43: if(player[0].targetanimation==knifeslashstartanim)tutorialsuccess=1;
2886 break; case 44: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2887 break; case 45: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2888 break; case 46: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2889 break; case 49: if(player[1].weaponstuck!=-1)tutorialsuccess=1;
2890 break; default: break;
2892 if(tutorialsuccess>=1)tutorialstagetime=tutorialmaxtime-3;
2895 if(tutorialstagetime==tutorialmaxtime-3){
2896 emit_sound_np(consolesuccesssound);
2899 if(tutorialsuccess>=1){
2900 if(tutorialstage==34||tutorialstage==35)
2901 tutorialstagetime=tutorialmaxtime-1;
2905 if(tutorialstage<14||tutorialstage>=50){
2906 player[1].coords.y=300;
2907 player[1].velocity=0;
2911 void Game::doDebugKeys(){
2912 float headprop,bodyprop,armprop,legprop;
2914 if(Input::isKeyPressed(SDLK_h)){
2915 player[0].damagetolerance=200000;
2918 player[0].permanentdamage=0;
2919 player[0].superpermanentdamage=0;
2922 if(Input::isKeyPressed(SDLK_j)){
2926 Setenvironment(environment);
2929 if(Input::isKeyPressed(SDLK_c)){
2930 cameramode=1-cameramode;
2933 if(Input::isKeyPressed(SDLK_x)&&!Input::isKeyDown(SDLK_LSHIFT)){
2934 if(player[0].num_weapons>0){
2935 if(weapons.type[player[0].weaponids[0]]==sword)weapons.type[player[0].weaponids[0]]=staff;
2936 else if(weapons.type[player[0].weaponids[0]]==staff)weapons.type[player[0].weaponids[0]]=knife;
2937 else weapons.type[player[0].weaponids[0]]=sword;
2938 if(weapons.type[player[0].weaponids[0]]==sword){
2939 weapons.mass[player[0].weaponids[0]]=1.5;
2940 weapons.tipmass[player[0].weaponids[0]]=1;
2941 weapons.length[player[0].weaponids[0]]=.8;
2943 if(weapons.type[player[0].weaponids[0]]==staff){
2944 weapons.mass[player[0].weaponids[0]]=2;
2945 weapons.tipmass[player[0].weaponids[0]]=1;
2946 weapons.length[player[0].weaponids[0]]=1.5;
2949 if(weapons.type[player[0].weaponids[0]]==knife){
2950 weapons.mass[player[0].weaponids[0]]=1;
2951 weapons.tipmass[player[0].weaponids[0]]=1.2;
2952 weapons.length[player[0].weaponids[0]]=.25;
2957 if(Input::isKeyPressed(SDLK_x)&&Input::isKeyDown(SDLK_LSHIFT)){
2959 float closestdist=-1;
2962 for(int i=1;i<numplayers;i++){
2963 distance=findDistancefast(&player[i].coords,&player[0].coords);
2964 if(closestdist==-1||distance<closestdist){
2965 closestdist=distance;
2970 if(player[closest].num_weapons){
2971 if(weapons.type[player[closest].weaponids[0]]==sword)
2972 weapons.type[player[closest].weaponids[0]]=staff;
2973 else if(weapons.type[player[closest].weaponids[0]]==staff)
2974 weapons.type[player[closest].weaponids[0]]=knife;
2975 else weapons.type[player[closest].weaponids[0]]=sword;
2976 if(weapons.type[player[closest].weaponids[0]]==sword){
2977 weapons.mass[player[closest].weaponids[0]]=1.5;
2978 weapons.tipmass[player[closest].weaponids[0]]=1;
2979 weapons.length[player[closest].weaponids[0]]=.8;
2981 if(weapons.type[player[0].weaponids[0]]==staff){
2982 weapons.mass[player[0].weaponids[0]]=2;
2983 weapons.tipmass[player[0].weaponids[0]]=1;
2984 weapons.length[player[0].weaponids[0]]=1.5;
2986 if(weapons.type[player[closest].weaponids[0]]==knife){
2987 weapons.mass[player[closest].weaponids[0]]=1;
2988 weapons.tipmass[player[closest].weaponids[0]]=1.2;
2989 weapons.length[player[closest].weaponids[0]]=.25;
2992 if(!player[closest].num_weapons){
2993 player[closest].weaponids[0]=weapons.numweapons;
2994 weapons.owner[weapons.numweapons]=closest;
2995 weapons.type[weapons.numweapons]=knife;
2996 weapons.damage[weapons.numweapons]=0;
2997 weapons.numweapons++;
2998 player[closest].num_weapons=1;
2999 if(weapons.type[player[closest].weaponids[0]]==sword){
3000 weapons.mass[player[closest].weaponids[0]]=1.5;
3001 weapons.tipmass[player[closest].weaponids[0]]=1;
3002 weapons.length[player[closest].weaponids[0]]=.8;
3004 if(weapons.type[player[closest].weaponids[0]]==knife){
3005 weapons.mass[player[closest].weaponids[0]]=1;
3006 weapons.tipmass[player[closest].weaponids[0]]=1.2;
3007 weapons.length[player[closest].weaponids[0]]=.25;
3013 if(Input::isKeyDown(SDLK_u)){
3015 float closestdist=-1;
3018 for(int i=1;i<numplayers;i++){
3019 distance=findDistancefast(&player[i].coords,&player[0].coords);
3020 if(closestdist==-1||distance<closestdist){
3021 closestdist=distance;
3025 player[closest].rotation+=multiplier*50;
3026 player[closest].targetrotation=player[closest].rotation;
3030 if(Input::isKeyPressed(SDLK_o)&&!Input::isKeyDown(SDLK_LSHIFT)){
3032 float closestdist=-1;
3035 for(int i=1;i<numplayers;i++){
3036 distance=findDistancefast(&player[i].coords,&player[0].coords);
3037 if(closestdist==-1||distance<closestdist){
3038 closestdist=distance;
3042 if(Input::isKeyDown(SDLK_LCTRL))closest=0;
3045 player[closest].whichskin++;
3046 if(player[closest].whichskin>9)
3047 player[closest].whichskin=0;
3048 if(player[closest].whichskin>2&&player[closest].creature==wolftype)
3049 player[closest].whichskin=0;
3051 LoadTextureSave(creatureskin[player[closest].creature][player[closest].whichskin],
3052 &player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
3055 if(player[closest].numclothes){
3056 for(int i=0;i<player[closest].numclothes;i++){
3057 tintr=player[closest].clothestintr[i];
3058 tintg=player[closest].clothestintg[i];
3059 tintb=player[closest].clothestintb[i];
3060 AddClothes((char *)player[closest].clothes[i],&player[closest].skeleton.skinText[0]);
3062 player[closest].DoMipmaps();
3066 if(Input::isKeyPressed(SDLK_o)&&Input::isKeyDown(SDLK_LSHIFT)){
3068 float closestdist=-1;
3071 for(int i=1;i<numplayers;i++){
3072 distance=findDistancefast(&player[i].coords,&player[0].coords);
3073 if(closestdist==-1||distance<closestdist){
3074 closestdist=distance;
3079 if(player[closest].creature==wolftype){
3080 headprop=player[closest].proportionhead.x/1.1;
3081 bodyprop=player[closest].proportionbody.x/1.1;
3082 armprop=player[closest].proportionarms.x/1.1;
3083 legprop=player[closest].proportionlegs.x/1.1;
3086 if(player[closest].creature==rabbittype){
3087 headprop=player[closest].proportionhead.x/1.2;
3088 bodyprop=player[closest].proportionbody.x/1.05;
3089 armprop=player[closest].proportionarms.x/1.00;
3090 legprop=player[closest].proportionlegs.x/1.1;
3094 if(player[closest].creature==rabbittype){
3095 player[closest].skeleton.id=closest;
3096 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);
3097 LoadTextureSave(":Data:Textures:Wolf.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[closest],&player[closest].skeleton.skinsize);
3098 player[closest].whichskin=0;
3099 player[closest].creature=wolftype;
3101 player[closest].proportionhead=1.1;
3102 player[closest].proportionbody=1.1;
3103 player[closest].proportionarms=1.1;
3104 player[closest].proportionlegs=1.1;
3105 player[closest].proportionlegs.y=1.1;
3106 player[closest].scale=.23*5*player[0].scale;
3108 player[closest].damagetolerance=300;
3112 player[closest].skeleton.id=closest;
3113 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);
3114 LoadTextureSave(":Data:Textures:Fur3.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
3115 player[closest].whichskin=0;
3116 player[closest].creature=rabbittype;
3118 player[closest].proportionhead=1.2;
3119 player[closest].proportionbody=1.05;
3120 player[closest].proportionarms=1.00;
3121 player[closest].proportionlegs=1.1;
3122 player[closest].proportionlegs.y=1.05;
3123 player[closest].scale=.2*5*player[0].scale;
3125 player[closest].damagetolerance=200;
3128 if(player[closest].creature==wolftype){
3129 player[closest].proportionhead=1.1*headprop;
3130 player[closest].proportionbody=1.1*bodyprop;
3131 player[closest].proportionarms=1.1*armprop;
3132 player[closest].proportionlegs=1.1*legprop;
3135 if(player[closest].creature==rabbittype){
3136 player[closest].proportionhead=1.2*headprop;
3137 player[closest].proportionbody=1.05*bodyprop;
3138 player[closest].proportionarms=1.00*armprop;
3139 player[closest].proportionlegs=1.1*legprop;
3140 player[closest].proportionlegs.y=1.05*legprop;
3146 if(Input::isKeyPressed(SDLK_b)&&!Input::isKeyDown(SDLK_LSHIFT)){
3152 if(((Input::isKeyPressed(SDLK_i)&&!Input::isKeyDown(SDLK_LSHIFT)))){
3154 float closestdist=-1;
3156 XYZ flatfacing2,flatvelocity2;
3159 for(int i=1;i<numplayers;i++){
3160 distance=findDistancefast(&player[i].coords,&player[0].coords);
3161 if(distance<144&&!player[i].headless)
3162 if(closestdist==-1||distance<closestdist){
3163 closestdist=distance;
3165 blah = player[i].coords;
3170 XYZ headspurtdirection;
3171 //int i = player[closest].skeleton.jointlabels[head];
3172 Joint& headjoint=playerJoint(closest,head);
3173 for(int k=0;k<player[closest].skeleton.num_joints; k++){
3174 if(!player[closest].skeleton.free)
3175 flatvelocity2=player[closest].velocity;
3176 if(player[closest].skeleton.free)
3177 flatvelocity2=headjoint.velocity;
3178 if(!player[closest].skeleton.free)
3179 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;
3180 if(player[closest].skeleton.free)
3181 flatfacing2=headjoint.position*player[closest].scale+player[closest].coords;
3182 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3183 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3184 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3185 headspurtdirection=headjoint.position-playerJoint(closest,neck).position;
3186 Normalise(&headspurtdirection);
3187 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, .6, 1);
3188 flatvelocity2+=headspurtdirection*8;
3189 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2/2, 1,1,1, .16, 1);
3191 Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
3193 emit_sound_at(splattersound, blah);
3194 emit_sound_at(breaksound2, blah, 100.);
3196 if(player[closest].skeleton.free==2)player[closest].skeleton.free=0;
3197 player[closest].RagDoll(0);
3198 player[closest].dead=2;
3199 player[closest].headless=1;
3200 player[closest].DoBloodBig(3,165);
3206 if(((Input::isKeyPressed(SDLK_i)&&Input::isKeyDown(SDLK_LSHIFT)))){
3208 float closestdist=-1;
3210 XYZ flatfacing2,flatvelocity2;
3213 for(int i=1;i<numplayers;i++){
3214 distance=findDistancefast(&player[i].coords,&player[0].coords);
3216 if(closestdist==-1||distance<closestdist){
3217 closestdist=distance;
3219 blah=player[i].coords;
3224 emit_sound_at(splattersound, blah);
3226 emit_sound_at(breaksound2, blah);
3228 for(int i=0;i<player[closest].skeleton.num_joints; i++){
3229 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
3230 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
3231 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;
3232 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
3233 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3234 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3235 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3236 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
3237 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .3, 1);
3238 Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
3241 for(int i=0;i<player[closest].skeleton.num_joints; i++){
3242 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
3243 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
3244 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;
3245 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
3246 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3247 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3248 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3249 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
3250 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .4, 1);
3253 for(int i=0;i<player[closest].skeleton.num_joints; i++){
3254 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
3255 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
3256 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;
3257 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
3258 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3259 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3260 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3261 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
3262 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
3265 for(int i=0;i<player[closest].skeleton.num_joints; i++){
3266 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
3267 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
3268 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;
3269 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
3270 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3271 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3272 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3273 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
3274 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
3278 for(int j=0;j<numplayers; j++){
3280 if(findDistancefast(&player[j].coords,&player[closest].coords)<25){
3281 player[j].DoDamage((25-findDistancefast(&player[j].coords,&player[closest].coords))*60);
3282 if(player[j].skeleton.free==2)
3283 player[j].skeleton.free=1;
3284 player[j].skeleton.longdead=0;
3285 player[j].RagDoll(0);
3286 for(int i=0;i<player[j].skeleton.num_joints; i++){
3287 temppos=player[j].skeleton.joints[i].position+player[j].coords;
3288 if(findDistancefast(&temppos,&player[closest].coords)<25){
3289 flatvelocity2=temppos-player[closest].coords;
3290 Normalise(&flatvelocity2);
3291 player[j].skeleton.joints[i].velocity+=flatvelocity2*((20-findDistancefast(&temppos,&player[closest].coords))*20);
3298 player[closest].DoDamage(10000);
3299 player[closest].RagDoll(0);
3300 player[closest].dead=2;
3301 player[closest].coords=20;
3302 player[closest].skeleton.free=2;
3309 if(Input::isKeyPressed(SDLK_f)){
3310 player[0].onfire=1-player[0].onfire;
3311 if(player[0].onfire){
3312 player[0].CatchFire();
3314 if(!player[0].onfire){
3315 emit_sound_at(fireendsound, player[0].coords);
3316 pause_sound(stream_firesound);
3320 if(Input::isKeyPressed(SDLK_n)&&!Input::isKeyDown(SDLK_LCTRL)){
3321 //if(!player[0].skeleton.free)player[0].damage+=500;
3322 player[0].RagDoll(0);
3323 //player[0].spurt=1;
3324 //player[0].DoDamage(1000);
3326 emit_sound_at(whooshsound, player[0].coords, 128.);
3329 if(Input::isKeyPressed(SDLK_n)&&Input::isKeyDown(SDLK_LCTRL)){
3331 float closestdist=-1;
3333 for(int i=0;i<objects.numobjects;i++){
3334 if(objects.type[i]==treeleavestype){
3335 objects.scale[i]*=.9;
3340 if(Input::isKeyPressed(SDLK_m)&&Input::isKeyDown(SDLK_LSHIFT)){
3341 editorenabled=1-editorenabled;
3343 player[0].damagetolerance=100000;
3345 player[0].damagetolerance=200;
3347 player[0].damage=0; // these lines were in both if and else, but I think they would better fit in the if
3348 player[0].permanentdamage=0;
3349 player[0].superpermanentdamage=0;
3350 player[0].bloodloss=0;
3351 player[0].deathbleeding=0;
3355 if(whichlevel!=-2&&Input::isKeyPressed(SDLK_k)&&Input::isKeyDown(SDLK_LSHIFT)&&!editorenabled){
3357 if(targetlevel>numchallengelevels-1)
3364 if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LSHIFT)){
3366 float closestdist=-1;
3369 for(int i=1;i<numplayers;i++){
3370 distance=findDistancefast(&player[i].coords,&player[0].coords);
3371 if(closestdist==-1||distance<closestdist){
3372 closestdist=distance;
3376 if(closestdist>0&&closest>=0){
3377 //player[closest]=player[numplayers-1];
3378 //player[closest].skeleton=player[numplayers-1].skeleton;
3383 if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LCTRL)){
3385 float closestdist=-1;
3388 for(int i=1;i<max_objects;i++){
3389 distance=findDistancefast(&objects.position[i],&player[0].coords);
3390 if(closestdist==-1||distance<closestdist){
3391 closestdist=distance;
3395 if(closestdist>0&&closest>=0){
3396 objects.position[closest].y-=500;
3400 if(Input::isKeyPressed(SDLK_m)&&Input::isKeyDown(SDLK_LSHIFT)){
3402 //if(drawmode>2)drawmode=0;
3403 if(objects.numobjects<max_objects-1){
3405 boxcoords.x=player[0].coords.x;
3406 boxcoords.z=player[0].coords.z;
3407 boxcoords.y=player[0].coords.y-3;
3408 if(editortype==bushtype)boxcoords.y=player[0].coords.y-.5;
3409 if(editortype==firetype)boxcoords.y=player[0].coords.y-.5;
3410 //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
3411 float temprotat,temprotat2;
3412 temprotat=editorrotation;
3413 temprotat2=editorrotation2;
3414 if(temprotat<0||editortype==bushtype)temprotat=Random()%360;
3415 if(temprotat2<0)temprotat2=Random()%360;
3417 objects.MakeObject(editortype,boxcoords,(int)temprotat-((int)temprotat)%30,(int)temprotat2,editorsize);
3418 if(editortype==treetrunktype)
3419 objects.MakeObject(treeleavestype,boxcoords,Random()%360*(temprotat2<2)+(int)editorrotation-((int)editorrotation)%30,editorrotation2,editorsize);
3423 if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3424 if(numplayers<maxplayers-1){
3425 player[numplayers].scale=.2*5*player[0].scale;
3426 player[numplayers].creature=rabbittype;
3427 player[numplayers].howactive=editoractive;
3428 player[numplayers].skeleton.id=numplayers;
3429 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);
3431 //texsize=512*512*3/texdetail/texdetail;
3432 //if(!player[numplayers].loaded)player[numplayers].skeleton.skinText = new GLubyte[texsize];
3433 //player[numplayers].skeleton.skinText.resize(texsize);
3435 int k=abs(Random()%2)+1;
3437 LoadTextureSave(":Data:Textures:Fur3.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
3438 player[numplayers].whichskin=0;
3441 LoadTextureSave(":Data:Textures:Fur.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
3442 player[numplayers].whichskin=1;
3445 LoadTextureSave(":Data:Textures:Fur2.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
3446 player[numplayers].whichskin=2;
3449 LoadTexture(":Data:Textures:Belt.png",&player[numplayers].skeleton.drawmodelclothes.textureptr,1,1);
3450 player[numplayers].power=1;
3451 player[numplayers].speedmult=1;
3452 player[numplayers].currentanimation=bounceidleanim;
3453 player[numplayers].targetanimation=bounceidleanim;
3454 player[numplayers].currentframe=0;
3455 player[numplayers].targetframe=1;
3456 player[numplayers].target=0;
3457 player[numplayers].bled=0;
3458 player[numplayers].speed=1+(float)(Random()%100)/1000;
3460 player[numplayers].targetrotation=player[0].targetrotation;
3461 player[numplayers].rotation=player[0].rotation;
3463 player[numplayers].velocity=0;
3464 player[numplayers].coords=player[0].coords;
3465 player[numplayers].oldcoords=player[numplayers].coords;
3466 player[numplayers].realoldcoords=player[numplayers].coords;
3468 player[numplayers].id=numplayers;
3469 player[numplayers].skeleton.id=numplayers;
3470 player[numplayers].updatedelay=0;
3471 player[numplayers].normalsupdatedelay=0;
3473 player[numplayers].aitype=passivetype;
3475 if(player[0].creature==wolftype){
3476 headprop=player[0].proportionhead.x/1.1;
3477 bodyprop=player[0].proportionbody.x/1.1;
3478 armprop=player[0].proportionarms.x/1.1;
3479 legprop=player[0].proportionlegs.x/1.1;
3482 if(player[0].creature==rabbittype){
3483 headprop=player[0].proportionhead.x/1.2;
3484 bodyprop=player[0].proportionbody.x/1.05;
3485 armprop=player[0].proportionarms.x/1.00;
3486 legprop=player[0].proportionlegs.x/1.1;
3489 if(player[numplayers].creature==wolftype){
3490 player[numplayers].proportionhead=1.1*headprop;
3491 player[numplayers].proportionbody=1.1*bodyprop;
3492 player[numplayers].proportionarms=1.1*armprop;
3493 player[numplayers].proportionlegs=1.1*legprop;
3496 if(player[numplayers].creature==rabbittype){
3497 player[numplayers].proportionhead=1.2*headprop;
3498 player[numplayers].proportionbody=1.05*bodyprop;
3499 player[numplayers].proportionarms=1.00*armprop;
3500 player[numplayers].proportionlegs=1.1*legprop;
3501 player[numplayers].proportionlegs.y=1.05*legprop;
3504 player[numplayers].headless=0;
3505 player[numplayers].onfire=0;
3508 player[numplayers].proportionhead.z=0;
3509 player[numplayers].proportionbody.z=0;
3510 player[numplayers].proportionarms.z=0;
3511 player[numplayers].proportionlegs.z=0;
3514 player[numplayers].tempanimation.Load((char *)"Tempanim",0,0);
3516 player[numplayers].damagetolerance=200;
3518 player[numplayers].protectionhead=player[0].protectionhead;
3519 player[numplayers].protectionhigh=player[0].protectionhigh;
3520 player[numplayers].protectionlow=player[0].protectionlow;
3521 player[numplayers].armorhead=player[0].armorhead;
3522 player[numplayers].armorhigh=player[0].armorhigh;
3523 player[numplayers].armorlow=player[0].armorlow;
3524 player[numplayers].metalhead=player[0].metalhead;
3525 player[numplayers].metalhigh=player[0].metalhigh;
3526 player[numplayers].metallow=player[0].metallow;
3528 player[numplayers].immobile=player[0].immobile;
3530 player[numplayers].numclothes=player[0].numclothes;
3531 if(player[numplayers].numclothes)
3532 for(int i=0;i<player[numplayers].numclothes;i++){
3533 strcpy(player[numplayers].clothes[i], player[0].clothes[i]);
3534 player[numplayers].clothestintr[i]=player[0].clothestintr[i];
3535 player[numplayers].clothestintg[i]=player[0].clothestintg[i];
3536 player[numplayers].clothestintb[i]=player[0].clothestintb[i];
3537 tintr=player[numplayers].clothestintr[i];
3538 tintg=player[numplayers].clothestintg[i];
3539 tintb=player[numplayers].clothestintb[i];
3540 AddClothes((char *)player[numplayers].clothes[i],&player[numplayers].skeleton.skinText[0]);
3542 if(player[numplayers].numclothes){
3543 player[numplayers].DoMipmaps();
3546 player[numplayers].power=player[0].power;
3547 player[numplayers].speedmult=player[0].speedmult;
3549 player[numplayers].damage=0;
3550 player[numplayers].permanentdamage=0;
3551 player[numplayers].superpermanentdamage=0;
3552 player[numplayers].deathbleeding=0;
3553 player[numplayers].bleeding=0;
3554 player[numplayers].numwaypoints=0;
3555 player[numplayers].waypoint=0;
3556 player[numplayers].jumppath=0;
3557 player[numplayers].weaponstuck=-1;
3558 player[numplayers].weaponactive=-1;
3559 player[numplayers].num_weapons=0;
3560 player[numplayers].bloodloss=0;
3561 player[numplayers].dead=0;
3563 player[numplayers].loaded=1;
3569 if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LSHIFT)){
3570 if(player[numplayers-1].numwaypoints<90){
3571 player[numplayers-1].waypoints[player[numplayers-1].numwaypoints]=player[0].coords;
3572 player[numplayers-1].waypointtype[player[numplayers-1].numwaypoints]=editorpathtype;
3573 player[numplayers-1].numwaypoints++;
3577 if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LCTRL)){
3578 if(numpathpoints<30){
3579 bool connected,alreadyconnected;
3582 for(int i=0;i<numpathpoints;i++){
3583 if(findDistancefast(&pathpoint[i],&player[0].coords)<.5&&i!=pathpointselected&&!connected){
3585 for(int j=0;j<numpathpointconnect[pathpointselected];j++){
3586 if(pathpointconnect[pathpointselected][j]==i)alreadyconnected=1;
3588 if(!alreadyconnected){
3589 numpathpointconnect[pathpointselected]++;
3591 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=i;
3597 pathpoint[numpathpoints-1]=player[0].coords;
3598 numpathpointconnect[numpathpoints-1]=0;
3599 if(numpathpoints>1&&pathpointselected!=-1){
3600 numpathpointconnect[pathpointselected]++;
3601 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=numpathpoints-1;
3603 pathpointselected=numpathpoints-1;
3608 if(Input::isKeyPressed(SDLK_PERIOD)){
3609 pathpointselected++;
3610 if(pathpointselected>=numpathpoints)
3611 pathpointselected=-1;
3613 if(Input::isKeyPressed(SDLK_COMMA)&&!Input::isKeyDown(SDLK_LSHIFT)){
3614 pathpointselected--;
3615 if(pathpointselected<=-2)
3616 pathpointselected=numpathpoints-1;
3618 if(Input::isKeyPressed(SDLK_COMMA)&&Input::isKeyDown(SDLK_LSHIFT)){
3619 if(pathpointselected!=-1){
3621 pathpoint[pathpointselected]=pathpoint[numpathpoints];
3622 numpathpointconnect[pathpointselected]=numpathpointconnect[numpathpoints];
3623 for(int i=0;i<numpathpointconnect[pathpointselected];i++){
3624 pathpointconnect[pathpointselected][i]=pathpointconnect[numpathpoints][i];
3626 for(int i=0;i<numpathpoints;i++){
3627 for(int j=0;j<numpathpointconnect[i];j++){
3628 if(pathpointconnect[i][j]==pathpointselected){
3629 pathpointconnect[i][j]=pathpointconnect[i][numpathpointconnect[i]-1];
3630 numpathpointconnect[i]--;
3632 if(pathpointconnect[i][j]==numpathpoints){
3633 pathpointconnect[i][j]=pathpointselected;
3637 pathpointselected=numpathpoints-1;
3641 if(Input::isKeyPressed(SDLK_LEFT)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3643 if(editortype==treeleavestype||editortype==10)editortype--;
3644 if(editortype<0)editortype=firetype;
3647 if(Input::isKeyPressed(SDLK_RIGHT)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3649 if(editortype==treeleavestype||editortype==10)editortype++;
3650 if(editortype>firetype)editortype=0;
3653 if(Input::isKeyDown(SDLK_LEFT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3654 editorrotation-=multiplier*100;
3655 if(editorrotation<-.01)editorrotation=-.01;
3658 if(Input::isKeyDown(SDLK_RIGHT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3659 editorrotation+=multiplier*100;
3662 if(Input::isKeyDown(SDLK_UP)&&!Input::isKeyDown(SDLK_LCTRL)){
3663 editorsize+=multiplier;
3666 if(Input::isKeyDown(SDLK_DOWN)&&!Input::isKeyDown(SDLK_LCTRL)){
3667 editorsize-=multiplier;
3668 if(editorsize<.1)editorsize=.1;
3672 if(Input::isKeyPressed(SDLK_LEFT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
3673 mapradius-=multiplier*10;
3676 if(Input::isKeyPressed(SDLK_RIGHT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
3677 mapradius+=multiplier*10;
3679 if(Input::isKeyDown(SDLK_UP)&&Input::isKeyDown(SDLK_LCTRL)){
3680 editorrotation2+=multiplier*100;
3683 if(Input::isKeyDown(SDLK_DOWN)&&Input::isKeyDown(SDLK_LCTRL)){
3684 editorrotation2-=multiplier*100;
3685 if(editorrotation2<-.01)editorrotation2=-.01;
3687 if(Input::isKeyPressed(SDLK_DELETE)&&objects.numobjects&&Input::isKeyDown(SDLK_LSHIFT)){
3689 float closestdist=-1;
3691 for(int i=0;i<objects.numobjects;i++){
3692 distance=findDistancefast(&objects.position[i],&player[0].coords);
3693 if(closestdist==-1||distance<closestdist){
3694 closestdist=distance;
3698 if(closestdist>0&&closest>=0)objects.DeleteObject(closest);
3704 void Game::doJumpReversals(){
3705 for(int k=0;k<numplayers;k++)
3706 for(int i=k;i<numplayers;i++){
3708 if( player[k].skeleton.free==0&&
3709 player[i].skeleton.oldfree==0&&
3710 (player[i].targetanimation==jumpupanim||
3711 player[k].targetanimation==jumpupanim)&&
3712 (player[i].aitype==playercontrolled||
3713 player[k].aitype==playercontrolled)&&
3714 (player[i].aitype==attacktypecutoff&&player[i].stunned<=0||
3715 player[k].aitype==attacktypecutoff&&player[k].stunned<=0)){
3716 if( findDistancefast(&player[i].coords,&player[k].coords)<10*sq((player[i].scale+player[k].scale)*2.5)&&
3717 findDistancefastflat(&player[i].coords,&player[k].coords)<2*sq((player[i].scale+player[k].scale)*2.5)){
3718 //TODO: refactor two huge similar ifs
3719 if(player[i].targetanimation==jumpupanim&&
3720 player[k].targetanimation!=getupfrombackanim&&
3721 player[k].targetanimation!=getupfromfrontanim&&
3722 animation[player[k].targetanimation].height==middleheight&&
3723 normaldotproduct(player[i].velocity,player[k].coords-player[i].coords)<0&&
3724 (player[k].aitype==playercontrolled&&player[k].attackkeydown||
3725 player[k].aitype!=playercontrolled)){
3726 player[i].victim=&player[k];
3727 player[i].velocity=0;
3728 player[i].currentanimation=jumpreversedanim;
3729 player[i].targetanimation=jumpreversedanim;
3730 player[i].currentframe=0;
3731 player[i].targetframe=1;
3732 player[i].targettilt2=0;
3733 player[k].victim=&player[i];
3734 player[k].velocity=0;
3735 player[k].currentanimation=jumpreversalanim;
3736 player[k].targetanimation=jumpreversalanim;
3737 player[k].currentframe=0;
3738 player[k].targetframe=1;
3739 player[k].targettilt2=0;
3740 if(player[i].coords.y<player[k].coords.y+1){
3741 player[i].currentanimation=rabbitkickreversedanim;
3742 player[i].targetanimation=rabbitkickreversedanim;
3743 player[i].currentframe=1;
3744 player[i].targetframe=2;
3745 player[k].currentanimation=rabbitkickreversalanim;
3746 player[k].targetanimation=rabbitkickreversalanim;
3747 player[k].currentframe=1;
3748 player[k].targetframe=2;
3751 player[k].oldcoords=player[k].coords;
3752 player[i].coords=player[k].coords;
3753 player[k].targetrotation=player[i].targetrotation;
3754 player[k].rotation=player[i].targetrotation;
3755 if(player[k].aitype==attacktypecutoff)
3756 player[k].stunned=.5;
3758 if(player[k].targetanimation==jumpupanim&&
3759 player[i].targetanimation!=getupfrombackanim&&
3760 player[i].targetanimation!=getupfromfrontanim&&
3761 animation[player[i].targetanimation].height==middleheight&&
3762 normaldotproduct(player[k].velocity,player[i].coords-player[k].coords)<0&&
3763 ((player[i].aitype==playercontrolled&&player[i].attackkeydown)||
3764 player[i].aitype!=playercontrolled)){
3765 player[k].victim=&player[i];
3766 player[k].velocity=0;
3767 player[k].currentanimation=jumpreversedanim;
3768 player[k].targetanimation=jumpreversedanim;
3769 player[k].currentframe=0;
3770 player[k].targetframe=1;
3771 player[k].targettilt2=0;
3772 player[i].victim=&player[k];
3773 player[i].velocity=0;
3774 player[i].currentanimation=jumpreversalanim;
3775 player[i].targetanimation=jumpreversalanim;
3776 player[i].currentframe=0;
3777 player[i].targetframe=1;
3778 player[i].targettilt2=0;
3779 if(player[k].coords.y<player[i].coords.y+1){
3780 player[k].targetanimation=rabbitkickreversedanim;
3781 player[k].currentanimation=rabbitkickreversedanim;
3782 player[i].currentanimation=rabbitkickreversalanim;
3783 player[i].targetanimation=rabbitkickreversalanim;
3784 player[k].currentframe=1;
3785 player[k].targetframe=2;
3786 player[i].currentframe=1;
3787 player[i].targetframe=2;
3790 player[i].oldcoords=player[i].coords;
3791 player[k].coords=player[i].coords;
3792 player[i].targetrotation=player[k].targetrotation;
3793 player[i].rotation=player[k].targetrotation;
3794 if(player[i].aitype==attacktypecutoff)
3795 player[i].stunned=.5;
3802 void Game::doAerialAcrobatics(){
3803 static XYZ facing,flatfacing;
3804 for(int k=0;k<numplayers;k++){
3805 player[k].turnspeed=500;
3807 if((player[k].isRun()&&
3808 ((player[k].targetrotation!=rabbitrunninganim&&
3809 player[k].targetrotation!=wolfrunninganim)||
3810 player[k].targetframe==4))||
3811 player[k].targetanimation==removeknifeanim||
3812 player[k].targetanimation==crouchremoveknifeanim||
3813 player[k].targetanimation==flipanim||
3814 player[k].targetanimation==fightsidestep||
3815 player[k].targetanimation==walkanim){
3816 player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed);
3820 if(player[k].isStop()||
3821 player[k].isLanding()||
3822 player[k].targetanimation==staggerbackhighanim||
3823 (player[k].targetanimation==sneakanim&&player[k].currentanimation==sneakanim)||
3824 player[k].targetanimation==staggerbackhardanim||
3825 player[k].targetanimation==backhandspringanim||
3826 player[k].targetanimation==dodgebackanim||
3827 player[k].targetanimation==rollanim||
3828 (animation[player[k].targetanimation].attack&&
3829 player[k].targetanimation!=rabbitkickanim&&
3830 (player[k].targetanimation!=crouchstabanim||player[k].hasvictim)&&
3831 (player[k].targetanimation!=swordgroundstabanim||player[k].hasvictim))){
3832 player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*2);
3835 if(player[k].targetanimation==sneakanim&&player[k].currentanimation!=sneakanim){
3836 player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*4);
3839 /*if(player[k].aitype!=passivetype||(findDistancefast(&player[k].coords,&viewer)<viewdistance*viewdistance))*/
3840 player[k].DoStuff();
3841 if(player[k].immobile&&k!=0)
3842 player[k].coords=player[k].realoldcoords;
3844 //if player's position has changed (?)
3845 if(findDistancefast(&player[k].coords,&player[k].realoldcoords)>0&&
3846 !player[k].skeleton.free&&
3847 player[k].targetanimation!=climbanim&&
3848 player[k].targetanimation!=hanganim){
3849 XYZ lowpoint,lowpointtarget,lowpoint2,lowpointtarget2,lowpoint3,lowpointtarget3,lowpoint4,lowpointtarget4,lowpoint5,lowpointtarget5,lowpoint6,lowpointtarget6,lowpoint7,lowpointtarget7,colpoint,colpoint2;
3853 if(player[k].collide<-.3)
3854 player[k].collide=-.3;
3855 if(player[k].collide>1)
3856 player[k].collide=1;
3857 player[k].collide-=multiplier*30;
3860 player[k].coords.y=max(player[k].coords.y, terrain.getHeight(player[k].coords.x,player[k].coords.z));
3862 for(int l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
3863 int i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
3864 if(objects.type[i]!=rocktype||
3865 objects.scale[i]>.5&&player[k].aitype==playercontrolled||
3866 objects.position[i].y>player[k].coords.y){
3867 lowpoint=player[k].coords;
3868 if(player[k].targetanimation!=jumpupanim&&
3869 player[k].targetanimation!=jumpdownanim&&
3870 !player[k].isFlip())
3874 if( player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z)&&
3875 player[k].coords.y>terrain.getHeight(player[k].coords.x,player[k].coords.z)-.1)
3876 player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z);
3877 if(player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){
3878 flatfacing=lowpoint-player[k].coords;
3879 player[k].coords=lowpoint;
3880 player[k].coords.y-=1.3;
3881 player[k].collide=1;
3884 //TODO: refactor four similar blocks
3885 if(player[k].aitype==playercontrolled&&
3886 (player[k].targetanimation==jumpupanim||
3887 player[k].targetanimation==jumpdownanim||
3888 player[k].isFlip())&&
3889 !player[k].jumptogglekeydown&&
3890 player[k].jumpkeydown){
3891 lowpointtarget=lowpoint+DoRotation(player[k].facing,0,-90,0)*1.5;
3892 XYZ tempcoords1=lowpoint;
3893 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3894 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3895 setAnimation(k,walljumpleftanim);
3896 emit_sound_at(movewhooshsound, player[k].coords);
3898 pause_sound(whooshsound);
3900 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3901 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3902 if(lowpointtarget.z<0)
3903 player[k].rotation=180-player[k].rotation;
3904 player[k].targetrotation=player[k].rotation;
3905 player[k].lowrotation=player[k].rotation;
3911 lowpoint=tempcoords1;
3912 lowpointtarget=lowpoint+DoRotation(player[k].facing,0,90,0)*1.5;
3913 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3914 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3915 setAnimation(k,walljumprightanim);
3916 emit_sound_at(movewhooshsound, player[k].coords);
3917 if(k==0)pause_sound(whooshsound);
3919 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3920 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3921 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3922 player[k].targetrotation=player[k].rotation;
3923 player[k].lowrotation=player[k].rotation;
3924 if(k==0)numwallflipped++;
3928 lowpoint=tempcoords1;
3929 lowpointtarget=lowpoint+player[k].facing*2;
3930 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3931 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3932 setAnimation(k,walljumpbackanim);
3933 emit_sound_at(movewhooshsound, player[k].coords);
3934 if(k==0)pause_sound(whooshsound);
3936 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3937 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3938 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3939 player[k].targetrotation=player[k].rotation;
3940 player[k].lowrotation=player[k].rotation;
3941 if(k==0)numwallflipped++;
3945 lowpoint=tempcoords1;
3946 lowpointtarget=lowpoint-player[k].facing*2;
3947 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3948 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3949 setAnimation(k,walljumpfrontanim);
3950 emit_sound_at(movewhooshsound, player[k].coords);
3951 if(k==0)pause_sound(whooshsound);
3953 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3954 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3955 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3956 player[k].rotation+=180;
3957 player[k].targetrotation=player[k].rotation;
3958 player[k].lowrotation=player[k].rotation;
3959 if(k==0)numwallflipped++;
3967 else if(objects.type[i]==rocktype){
3968 lowpoint2=player[k].coords;
3969 lowpoint=player[k].coords;
3971 if(objects.model[i].LineCheck(&lowpoint,&lowpoint2,&colpoint,&objects.position[i],&objects.rotation[i])!=-1){
3972 player[k].coords=colpoint;
3973 player[k].collide=1;
3976 if(player[k].targetanimation==jumpdownanim||player[k].isFlip()){
3977 //flipped into a rock
3978 if(player[k].isFlip()&&animation[player[k].targetanimation].label[player[k].targetframe]==7)
3979 player[k].RagDoll(0);
3981 if(player[k].targetanimation==jumpupanim){
3982 player[k].jumppower=-4;
3983 player[k].targetanimation=player[k].getIdle();
3986 player[k].targetframe=0;
3987 player[k].onterrain=1;
3989 if(player[k].id==0){
3990 pause_sound(whooshsound);
3991 OPENAL_SetVolume(channels[whooshsound], 0);
3995 if((player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].wasLanding()){
3996 if(player[k].isFlip())
3997 player[k].jumppower=-4;
3998 player[k].targetanimation=player[k].getLanding();
3999 emit_sound_at(landsound, player[k].coords, 128.);
4001 envsound[numenvsounds]=player[k].coords;
4002 envsoundvol[numenvsounds]=16;
4003 envsoundlife[numenvsounds]=.4;
4013 if(tempcollide&&(/*player[k].jumptogglekeydown*/1==1||player[k].aitype!=playercontrolled))
4014 for(int l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
4015 int i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
4016 lowpoint=player[k].coords;
4018 if(objects.type[i]!=rocktype)
4019 if(player[k].SphereCheck(&lowpoint,1.33,&colpoint,&objects.position[i],&objects.rotation[i],&objects.model[i])!=-1){
4020 if(player[k].targetanimation!=jumpupanim&&
4021 player[k].targetanimation!=jumpdownanim&&
4022 player[k].onterrain)
4023 player[k].avoidcollided=1;
4024 player[k].coords=lowpoint;
4025 player[k].coords.y-=1.35;
4026 player[k].collide=1;
4028 if((player[k].grabdelay<=0||player[k].aitype!=playercontrolled)&&
4029 (player[k].currentanimation!=climbanim&&
4030 player[k].currentanimation!=hanganim&&
4031 !player[k].isWallJump()||
4032 player[k].targetanimation==jumpupanim||
4033 player[k].targetanimation==jumpdownanim)){
4034 lowpoint=player[k].coords;
4035 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.rotation[i]);
4036 lowpoint=player[k].coords;
4040 facing=DoRotation(facing,0,player[k].targetrotation+180,0);
4041 lowpointtarget=lowpoint+facing*1.4;
4042 whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
4044 lowpoint=player[k].coords;
4046 lowpointtarget=lowpoint+facing*1.4;
4048 lowpointtarget2=lowpointtarget;
4050 lowpointtarget3=lowpointtarget;
4052 lowpointtarget4=lowpointtarget;
4054 lowpointtarget5=lowpointtarget;
4056 lowpointtarget6=lowpointtarget;
4058 lowpointtarget7=lowpoint;
4060 lowpointtarget2.x+=.1;
4062 lowpointtarget3.z+=.1;
4064 lowpointtarget4.x-=.1;
4066 lowpointtarget5.z-=.1;
4068 lowpointtarget6.y+=45/13;
4069 lowpointtarget6+=facing*.6;
4070 lowpointtarget7.y+=90/13;
4071 whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
4072 if(objects.friction[i]>.5)
4074 if(whichhit!=-1&&player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim)
4075 player[k].collided=1;
4076 if(checkcollide(lowpoint7,lowpointtarget7)==-1)
4077 if(checkcollide(lowpoint6,lowpointtarget6)==-1)
4078 if( objects.model[i].LineCheckPossible(&lowpoint2,&lowpointtarget2,
4079 &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
4080 objects.model[i].LineCheckPossible(&lowpoint3,&lowpointtarget3,
4081 &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
4082 objects.model[i].LineCheckPossible(&lowpoint4,&lowpointtarget4,
4083 &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
4084 objects.model[i].LineCheckPossible(&lowpoint5,&lowpointtarget5,
4085 &colpoint,&objects.position[i],&objects.rotation[i])!=-1)
4086 for(int j=0;j<45;j++){
4087 lowpoint=player[k].coords;
4088 lowpoint.y+=(float)j/13;
4089 lowpointtarget=lowpoint+facing*1.4;
4090 if(objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,
4091 &colpoint2,&objects.position[i],&objects.rotation[i])==-1){
4092 if(j<=6||j<=25&&player[k].targetanimation==jumpdownanim)
4094 if(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim){
4095 lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0);
4096 lowpoint=player[k].coords;
4097 lowpoint.y+=(float)j/13;
4098 lowpointtarget=lowpoint+facing*1.3;
4099 flatfacing=player[k].coords;
4100 player[k].coords=colpoint-DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0)*.01;
4101 player[k].coords.y=lowpointtarget.y-.07;
4102 player[k].currentoffset=(flatfacing-player[k].coords)/player[k].scale;
4104 if(j>10||!player[k].isRun()){
4105 if(player[k].targetanimation==jumpdownanim||player[k].targetanimation==jumpupanim){
4107 pause_sound(whooshsound);
4109 emit_sound_at(jumpsound, player[k].coords, 128.);
4111 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
4112 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
4113 if(lowpointtarget.z<0)
4114 player[k].rotation=180-player[k].rotation;
4115 player[k].targetrotation=player[k].rotation;
4116 player[k].lowrotation=player[k].rotation;
4118 //player[k].velocity=lowpointtarget*.03;
4119 player[k].velocity=0;
4122 if(player[k].targetanimation==jumpupanim){
4123 player[k].targetanimation=climbanim;
4124 player[k].jumppower=0;
4125 player[k].jumpclimb=1;
4127 player[k].transspeed=6;
4129 player[k].targetframe=1;
4132 setAnimation(k,hanganim);
4133 player[k].jumppower=0;
4145 if(player[k].collide<=0){
4147 if(!player[k].onterrain&&
4148 player[k].targetanimation!=jumpupanim&&
4149 player[k].targetanimation!=jumpdownanim&&
4150 player[k].targetanimation!=climbanim&&
4151 player[k].targetanimation!=hanganim&&
4152 !player[k].isWallJump()&&
4153 !player[k].isFlip()){
4154 if(player[k].currentanimation!=climbanim&&
4155 player[k].currentanimation!=tempanim&&
4156 player[k].targetanimation!=backhandspringanim&&
4157 (player[k].targetanimation!=rollanim||
4158 player[k].targetframe<2||
4159 player[k].targetframe>6)){
4160 //stagger off ledge (?)
4161 if(player[k].targetanimation==staggerbackhighanim||player[k].targetanimation==staggerbackhardanim)
4162 player[k].RagDoll(0);
4163 setAnimation(k,jumpdownanim);
4166 emit_sound_at(whooshsound, player[k].coords, 128.);
4169 player[k].velocity.y+=gravity;
4173 player[k].realoldcoords=player[k].coords;
4177 void Game::doAttacks(){
4178 static XYZ relative;
4179 static int randattack;
4180 static bool playerrealattackkeydown=0;
4182 if(!Input::isKeyDown(attackkey))
4185 player[0].attackkeydown=0;
4187 playerrealattackkeydown=0;
4189 playerrealattackkeydown=Input::isKeyDown(attackkey);
4190 if((player[0].parriedrecently<=0||
4191 player[0].weaponactive==-1)&&
4194 player[0].lastattack!=swordslashanim&&
4195 player[0].lastattack!=knifeslashstartanim&&
4196 player[0].lastattack!=staffhitanim&&
4197 player[0].lastattack!=staffspinhitanim)))
4198 player[0].attackkeydown=Input::isKeyDown(attackkey);
4199 if(Input::isKeyDown(attackkey)&&
4201 !player[0].backkeydown){
4202 for(int k=0;k<numplayers;k++){
4203 if((player[k].targetanimation==swordslashanim||
4204 player[k].targetanimation==staffhitanim||
4205 player[k].targetanimation==staffspinhitanim)&&
4206 player[0].currentanimation!=dodgebackanim&&
4207 !player[k].skeleton.free)
4208 player[k].Reverse();
4212 if(!hostile||indialogue!=-1)player[0].attackkeydown=0;
4214 for(int k=0;k<numplayers;k++){
4215 if(indialogue!=-1)player[k].attackkeydown=0;
4216 if(player[k].targetanimation!=rabbitrunninganim&&player[k].targetanimation!=wolfrunninganim){
4217 if(player[k].aitype!=playercontrolled)
4218 player[k].victim=&player[0];
4219 //attack key pressed
4220 if(player[k].attackkeydown){
4222 if(player[k].backkeydown&&
4223 player[k].targetanimation!=backhandspringanim&&
4224 (player[k].isIdle()||
4225 player[k].isStop()||
4227 player[k].targetanimation==walkanim)){
4228 if(player[k].jumppower<=1){
4229 player[k].jumppower-=2;
4231 for(int i=0;i<numplayers;i++){
4233 if(player[i].targetanimation==swordslashanim||
4234 player[i].targetanimation==knifeslashstartanim||
4235 player[i].targetanimation==staffhitanim||
4236 player[i].targetanimation==staffspinhitanim)
4237 if(findDistancefast(&player[k].coords,&player[i].coords)<6.5&&!player[i].skeleton.free){
4238 setAnimation(k,dodgebackanim);
4239 player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
4240 player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
4243 if(player[k].targetanimation!=dodgebackanim){
4244 if(k==0)numflipped++;
4245 setAnimation(k,backhandspringanim);
4246 player[k].targetrotation=-rotation+180;
4247 if(player[k].leftkeydown)
4248 player[k].targetrotation-=45;
4249 if(player[k].rightkeydown)
4250 player[k].targetrotation+=45;
4251 player[k].rotation=player[k].targetrotation;
4252 player[k].jumppower-=2;
4257 if(!animation[player[k].targetanimation].attack&&
4258 !player[k].backkeydown&&
4259 (player[k].isIdle()||
4261 player[k].targetanimation==walkanim||
4262 player[k].targetanimation==sneakanim||
4263 player[k].isCrouch())){
4264 const int attackweapon=player[k].weaponactive==-1?0:weapons.type[player[k].weaponids[player[k].weaponactive]];
4265 //normal attacks (?)
4266 player[k].hasvictim=0;
4268 for(int i=0;i<numplayers;i++){
4269 if(i==k||!(k==0||i==0))continue;
4270 if(!player[k].hasvictim)
4271 if(animation[player[k].targetanimation].attack!=reversal){
4273 const float distance=findDistancefast(&player[k].coords,&player[i].coords);
4275 !player[i].skeleton.free&&
4276 player[i].howactive<typedead1&&
4277 player[i].targetanimation!=jumpreversedanim&&
4278 player[i].targetanimation!=rabbitkickreversedanim&&
4279 player[i].targetanimation!=rabbitkickanim&&
4280 player[k].targetanimation!=rabbitkickanim&&
4281 player[i].targetanimation!=getupfrombackanim&&
4282 (player[i].targetanimation!=staggerbackhighanim&&
4283 (player[i].targetanimation!=staggerbackhardanim||
4284 animation[staggerbackhardanim].label[player[i].targetframe]==6))&&
4285 player[i].targetanimation!=jumpdownanim&&
4286 player[i].targetanimation!=jumpupanim&&
4287 player[i].targetanimation!=getupfromfrontanim){
4288 player[k].victim=&player[i];
4289 player[k].hasvictim=1;
4290 if(player[k].aitype==playercontrolled){ //human player
4292 if(distance<2.5*sq(player[k].scale*5)&&
4293 player[k].crouchkeydown&&
4294 animation[player[i].targetanimation].height!=lowheight)
4295 player[k].targetanimation=sweepanim;
4297 else if(distance<1.5*sq(player[k].scale*5)&&
4298 animation[player[i].targetanimation].height!=lowheight&&
4299 !player[k].forwardkeydown&&
4300 !player[k].leftkeydown&&
4301 !player[k].rightkeydown&&
4302 !player[k].crouchkeydown&&
4305 player[k].targetanimation=winduppunchanim;
4307 else if(distance<2.5*sq(player[k].scale*5)&&
4308 animation[player[i].targetanimation].height!=lowheight&&
4309 !player[k].forwardkeydown&&
4310 !player[k].leftkeydown&&
4311 !player[k].rightkeydown&&
4312 !player[k].crouchkeydown&&
4314 player[k].targetanimation=upunchanim;
4316 else if(distance<2.5*sq(player[k].scale*5)&&
4317 player[i].staggerdelay>0&&
4318 attackweapon==knife&&
4319 player[i].bloodloss>player[i].damagetolerance/2)
4320 player[k].targetanimation=knifefollowanim;
4322 else if(distance<2.5*sq(player[k].scale*5)&&
4323 animation[player[i].targetanimation].height!=lowheight&&
4324 !player[k].forwardkeydown&&
4325 !player[k].leftkeydown&&
4326 !player[k].rightkeydown&&
4327 !player[k].crouchkeydown&&
4328 attackweapon==knife&&
4329 player[k].weaponmissdelay<=0)
4330 player[k].targetanimation=knifeslashstartanim;
4332 else if(distance<4.5*sq(player[k].scale*5)&&
4333 animation[player[i].targetanimation].height!=lowheight&&
4334 !player[k].crouchkeydown&&
4335 attackweapon==sword&&
4336 player[k].weaponmissdelay<=0)
4337 player[k].targetanimation=swordslashanim;
4339 else if(distance<4.5*sq(player[k].scale*5)&&
4340 animation[player[i].targetanimation].height!=lowheight&&
4341 !player[k].crouchkeydown&&
4342 attackweapon==staff&&
4343 player[k].weaponmissdelay<=0&&
4344 !player[k].leftkeydown&&
4345 !player[k].rightkeydown&&
4346 !player[k].forwardkeydown)
4347 player[k].targetanimation=staffhitanim;
4349 else if(distance<4.5*sq(player[k].scale*5)&&
4350 animation[player[i].targetanimation].height!=lowheight&&
4351 !player[k].crouchkeydown&&
4352 attackweapon==staff&&
4353 player[k].weaponmissdelay<=0)
4354 player[k].targetanimation=staffspinhitanim;
4356 else if(distance<2.5*sq(player[k].scale*5)&&
4357 animation[player[i].targetanimation].height!=lowheight)
4358 player[k].targetanimation=spinkickanim;
4360 else if(distance<2.5*sq(player[k].scale*5)&&
4361 animation[player[i].targetanimation].height==lowheight&&
4362 animation[player[k].targetanimation].attack!=normalattack)
4363 player[k].targetanimation=lowkickanim;
4364 } else { //AI player
4365 if(distance<4.5*sq(player[k].scale*5)){
4366 randattack=abs(Random()%5);
4367 if(!attackweapon&&distance<2.5*sq(player[k].scale*5)){
4369 if(randattack==0&&animation[player[i].targetanimation].height!=lowheight)
4370 player[k].targetanimation=sweepanim;
4372 else if(randattack==1&&animation[player[i].targetanimation].height!=lowheight&&
4374 player[k].targetanimation=upunchanim;
4376 else if(randattack==2&&animation[player[i].targetanimation].height!=lowheight)
4377 player[k].targetanimation=spinkickanim;
4379 else if(animation[player[i].targetanimation].height==lowheight)
4380 player[k].targetanimation=lowkickanim;
4384 if((tutoriallevel!=1||!attackweapon)&&
4385 distance<2.5*sq(player[k].scale*5)&&
4387 animation[player[i].targetanimation].height!=lowheight)
4388 player[k].targetanimation=sweepanim;
4390 else if(distance<2.5*sq(player[k].scale*5)&&
4391 attackweapon==knife&&
4392 player[k].weaponmissdelay<=0)
4393 player[k].targetanimation=knifeslashstartanim;
4395 else if(!(player[0].victim==&player[i]&&
4396 player[0].hasvictim&&
4397 player[0].targetanimation==swordslashanim)&&
4398 attackweapon==sword&&
4399 player[k].weaponmissdelay<=0)
4400 player[k].targetanimation=swordslashanim;
4402 else if(!(player[0].victim==&player[i]&&
4403 player[0].hasvictim&&
4404 player[0].targetanimation==swordslashanim)&&
4405 attackweapon==staff&&
4406 player[k].weaponmissdelay<=0&&
4408 player[k].targetanimation=staffhitanim;
4410 else if(!(player[0].victim==&player[i]&&
4411 player[0].hasvictim&&
4412 player[0].targetanimation==swordslashanim)&&
4413 attackweapon==staff&&
4414 player[k].weaponmissdelay<=0&&
4416 player[k].targetanimation=staffspinhitanim;
4418 else if((tutoriallevel!=1||!attackweapon)&&
4419 distance<2.5*sq(player[k].scale*5)&&
4421 animation[player[i].targetanimation].height!=lowheight)
4422 player[k].targetanimation=spinkickanim;
4424 else if(distance<2.5*sq(player[k].scale*5)&&
4425 animation[player[i].targetanimation].height==lowheight&&
4426 animation[player[k].targetanimation].attack!=normalattack)
4427 player[k].targetanimation=lowkickanim;
4431 //upunch becomes wolfslap
4432 if(player[k].targetanimation==upunchanim&&player[k].creature==wolftype)
4433 player[k].targetanimation=wolfslapanim;
4436 if((k==0)&&(tutoriallevel!=1||tutorialstage==22)&&
4437 player[i].howactive<typedead1&&
4438 distance<1.5*sq(player[k].scale*5)&&
4439 !player[i].skeleton.free&&
4440 player[i].targetanimation!=getupfrombackanim&&
4441 player[i].targetanimation!=getupfromfrontanim&&
4442 (player[i].stunned>0&&player[k].madskills||
4443 player[i].surprised>0||
4444 player[i].aitype==passivetype||
4445 attackweapon&&player[i].stunned>0)&&
4446 normaldotproduct(player[i].facing,player[i].coords-player[k].coords)>0){
4449 player[k].currentanimation=sneakattackanim;
4450 player[k].targetanimation=sneakattackanim;
4451 player[i].currentanimation=sneakattackedanim;
4452 player[i].targetanimation=sneakattackedanim;
4453 player[k].oldcoords=player[k].coords;
4454 player[k].coords=player[i].coords;
4457 if(attackweapon==knife){
4458 player[k].currentanimation=knifesneakattackanim;
4459 player[k].targetanimation=knifesneakattackanim;
4460 player[i].currentanimation=knifesneakattackedanim;
4461 player[i].targetanimation=knifesneakattackedanim;
4462 player[i].oldcoords=player[i].coords;
4463 player[i].coords=player[k].coords;
4466 if(attackweapon==sword){
4467 player[k].currentanimation=swordsneakattackanim;
4468 player[k].targetanimation=swordsneakattackanim;
4469 player[i].currentanimation=swordsneakattackedanim;
4470 player[i].targetanimation=swordsneakattackedanim;
4471 player[i].oldcoords=player[i].coords;
4472 player[i].coords=player[k].coords;
4474 if(attackweapon!=staff){
4475 player[k].victim=&player[i];
4476 player[k].hasvictim=1;
4477 player[i].targettilt2=0;
4478 player[i].targetframe=1;
4479 player[i].currentframe=0;
4481 player[i].velocity=0;
4482 player[k].targettilt2=player[i].targettilt2;
4483 player[k].currentframe=player[i].currentframe;
4484 player[k].targetframe=player[i].targetframe;
4485 player[k].target=player[i].target;
4486 player[k].velocity=0;
4487 player[k].targetrotation=player[i].rotation;
4488 player[k].rotation=player[i].rotation;
4489 player[i].targetrotation=player[i].rotation;
4492 if(animation[player[k].targetanimation].attack==normalattack&&
4493 player[k].victim==&player[i]&&
4494 (!player[i].skeleton.free)){
4496 player[k].targetframe=0;
4499 player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
4500 player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
4501 player[k].lastattack3=player[k].lastattack2;
4502 player[k].lastattack2=player[k].lastattack;
4503 player[k].lastattack=player[k].targetanimation;
4505 if(player[k].targetanimation==knifefollowanim&&
4506 player[k].victim==&player[i]){
4508 player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
4509 player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
4510 player[k].victim=&player[i];
4511 player[k].hasvictim=1;
4512 player[i].targetanimation=knifefollowedanim;
4513 player[i].currentanimation=knifefollowedanim;
4514 player[i].targettilt2=0;
4515 player[i].targettilt2=player[k].targettilt2;
4516 player[i].targetframe=1;
4517 player[i].currentframe=0;
4519 player[i].velocity=0;
4520 player[k].currentanimation=knifefollowanim;
4521 player[k].targetanimation=knifefollowanim;
4522 player[k].targettilt2=player[i].targettilt2;
4523 player[k].currentframe=player[i].currentframe;
4524 player[k].targetframe=player[i].targetframe;
4525 player[k].target=player[i].target;
4526 player[k].velocity=0;
4527 player[k].oldcoords=player[k].coords;
4528 player[i].coords=player[k].coords;
4529 player[i].targetrotation=player[k].targetrotation;
4530 player[i].rotation=player[k].targetrotation;
4531 player[k].rotation=player[k].targetrotation;
4532 player[i].rotation=player[k].targetrotation;
4536 const bool hasstaff=attackweapon==staff;
4537 if(k==0&&numplayers>1)
4538 for(int i=0;i<numplayers;i++){
4540 if((playerrealattackkeydown||player[i].dead||!hasstaff)&&
4541 animation[player[k].targetanimation].attack==neutral){
4542 const float distance=findDistancefast(&player[k].coords,&player[i].coords);
4543 if(!player[i].dead||!realthreat||(!attackweapon&&player[k].crouchkeydown))
4544 if(player[i].skeleton.free)
4545 if(distance<3.5*sq(player[k].scale*5)&&
4547 player[i].skeleton.longdead>1000||
4551 (player[i].skeleton.longdead>2000||
4552 player[i].damage>player[i].damagetolerance/8||
4553 player[i].bloodloss>player[i].damagetolerance/2)&&
4554 distance<1.5*sq(player[k].scale*5)))){
4555 player[k].victim=&player[i];
4556 player[k].hasvictim=1;
4557 if(attackweapon&&tutoriallevel!=1){
4559 if(player[k].crouchkeydown&&attackweapon==knife&&distance<1.5*sq(player[k].scale*5))
4560 player[k].targetanimation=crouchstabanim;
4562 if(player[k].crouchkeydown&&distance<1.5*sq(player[k].scale*5)&&attackweapon==sword)
4563 player[k].targetanimation=swordgroundstabanim;
4565 if(distance<3.5*sq(player[k].scale*5)&&attackweapon==staff)
4566 player[k].targetanimation=staffgroundsmashanim;
4569 player[k].crouchkeydown&&
4570 player[k].targetanimation!=crouchstabanim&&
4573 player[i].skeleton.free&&
4574 player[i].skeleton.longdead>1000){
4575 player[k].targetanimation=killanim;
4576 //TODO: refactor this out, what does it do?
4577 for(int j=0;j<terrain.numdecals;j++){
4578 if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&
4579 terrain.decalalivetime[j]<2)
4580 terrain.DeleteDecal(j);
4582 for(int l=0;l<objects.numobjects;l++){
4583 if(objects.model[l].type==decalstype)
4584 for(int j=0;j<objects.model[l].numdecals;j++){
4585 if((objects.model[l].decaltype[j]==blooddecal||
4586 objects.model[l].decaltype[j]==blooddecalslow)&&
4587 objects.model[l].decalalivetime[j]<2)
4588 objects.model[l].DeleteDecal(j);
4592 if(!player[i].dead||musictype!=2)
4594 (player[k].isRun()||player[k].isIdle()&&player[k].attackkeydown)&&
4595 player[k].staggerdelay<=0&&
4597 player[i].skeleton.longdead<300&&
4598 player[k].lastattack!=spinkickanim&&
4599 player[i].skeleton.free)&&
4600 (!player[i].dead||musictype!=stream_fighttheme)){
4601 player[k].targetanimation=dropkickanim;
4602 for(int j=0;j<terrain.numdecals;j++){
4603 if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&
4604 terrain.decalalivetime[j]<2){
4605 terrain.DeleteDecal(j);
4608 for(int l=0;l<objects.numobjects;l++){
4609 if(objects.model[l].type==decalstype)
4610 for(int j=0;j<objects.model[l].numdecals;j++){
4611 if((objects.model[l].decaltype[j]==blooddecal||
4612 objects.model[l].decaltype[j]==blooddecalslow)&&
4613 objects.model[l].decalalivetime[j]<2){
4614 objects.model[l].DeleteDecal(j);
4620 if(animation[player[k].targetanimation].attack==normalattack&&
4621 player[k].victim==&player[i]&&
4622 (!player[i].skeleton.free||
4623 player[k].targetanimation==killanim||
4624 player[k].targetanimation==crouchstabanim||
4625 player[k].targetanimation==swordgroundstabanim||
4626 player[k].targetanimation==staffgroundsmashanim||
4627 player[k].targetanimation==dropkickanim)){
4629 player[k].targetframe=0;
4632 XYZ targetpoint=player[i].coords;
4633 if(player[k].targetanimation==crouchstabanim||
4634 player[k].targetanimation==swordgroundstabanim||
4635 player[k].targetanimation==staffgroundsmashanim){
4636 targetpoint+=(playerJoint(i,abdomen).position+
4637 playerJoint(i,neck).position)/2*
4640 player[k].targetrotation=roughDirectionTo(player[k].coords,targetpoint);
4641 player[k].targettilt2=pitchTo(player[k].coords,targetpoint);
4643 if(player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim){
4644 player[k].targetrotation+=(float)(abs(Random()%100)-50)/4;
4647 if(player[k].targetanimation==staffgroundsmashanim)
4648 player[k].targettilt2+=10;
4650 player[k].lastattack3=player[k].lastattack2;
4651 player[k].lastattack2=player[k].lastattack;
4652 player[k].lastattack=player[k].targetanimation;
4654 if(player[k].targetanimation==swordgroundstabanim){
4655 player[k].targetrotation+=30;
4660 if(!player[k].hasvictim){
4662 for(int i=0;i<numplayers;i++){
4663 if(i==k||!(i==0||k==0))continue;
4664 if(!player[i].skeleton.free){
4665 if(player[k].hasvictim){
4666 if(findDistancefast(&player[k].coords,&player[i].coords)<
4667 findDistancefast(&player[k].coords,&player[k].victim->coords))
4668 player[k].victim=&player[i];
4670 player[k].victim=&player[i];
4671 player[k].hasvictim=1;
4676 if(player[k].aitype==playercontrolled)
4678 if(player[k].attackkeydown&&
4680 player[k].wasRun()&&
4681 ((player[k].hasvictim&&
4682 findDistancefast(&player[k].coords,&player[k].victim->coords)<12*sq(player[k].scale*5)&&
4683 findDistancefast(&player[k].coords,&player[k].victim->coords)>7*sq(player[k].scale*5)&&
4684 !player[k].victim->skeleton.free&&
4685 player[k].victim->targetanimation!=getupfrombackanim&&
4686 player[k].victim->targetanimation!=getupfromfrontanim&&
4687 animation[player[k].victim->targetanimation].height!=lowheight&&
4688 player[k].aitype!=playercontrolled&& //wat???
4689 normaldotproduct(player[k].facing,player[k].victim->coords-player[k].coords)>0&&
4690 player[k].rabbitkickenabled)||
4691 player[k].jumpkeydown)){
4693 setAnimation(k,rabbitkickanim);
4696 if(animation[player[k].targetanimation].attack&&k==0){
4698 switch(attackweapon){
4699 case 0: numunarmedattack++; break;
4700 case knife: numknifeattack++; break;
4701 case sword: numswordattack++; break;
4702 case staff: numstaffattack++; break;
4711 void Game::doPlayerCollisions(){
4712 static XYZ rotatetarget;
4713 static float collisionradius;
4715 for(int k=0;k<numplayers;k++)
4716 for(int i=k+1;i<numplayers;i++){
4717 //neither player is part of a reversal
4718 if((animation[player[i].targetanimation].attack!=reversed&&
4719 animation[player[i].targetanimation].attack!=reversal&&
4720 animation[player[k].targetanimation].attack!=reversed&&
4721 animation[player[k].targetanimation].attack!=reversal)||(i!=0&&k!=0))
4722 if((animation[player[i].currentanimation].attack!=reversed&&
4723 animation[player[i].currentanimation].attack!=reversal&&
4724 animation[player[k].currentanimation].attack!=reversed&&
4725 animation[player[k].currentanimation].attack!=reversal)||(i!=0&&k!=0))
4726 //neither is sleeping
4727 if(player[i].howactive<=typesleeping&&player[k].howactive<=typesleeping)
4728 if(player[i].howactive!=typesittingwall&&player[k].howactive!=typesittingwall)
4729 //in same patch, neither is climbing
4730 if(player[i].whichpatchx==player[k].whichpatchx&&
4731 player[i].whichpatchz==player[k].whichpatchz&&
4732 player[k].skeleton.oldfree==player[k].skeleton.free&&
4733 player[i].skeleton.oldfree==player[i].skeleton.free&&
4734 player[i].targetanimation!=climbanim&&
4735 player[i].targetanimation!=hanganim&&
4736 player[k].targetanimation!=climbanim&&
4737 player[k].targetanimation!=hanganim)
4738 //players are close (bounding box test)
4739 if(player[i].coords.y>player[k].coords.y-3)
4740 if(player[i].coords.y<player[k].coords.y+3)
4741 if(player[i].coords.x>player[k].coords.x-3)
4742 if(player[i].coords.x<player[k].coords.x+3)
4743 if(player[i].coords.z>player[k].coords.z-3)
4744 if(player[i].coords.z<player[k].coords.z+3){
4745 //spread fire from player to player
4746 if(findDistancefast(&player[i].coords,&player[k].coords)
4747 <3*sq((player[i].scale+player[k].scale)*2.5)){
4748 if(player[i].onfire||player[k].onfire){
4749 if(!player[i].onfire)player[i].CatchFire();
4750 if(!player[k].onfire)player[k].CatchFire();
4754 XYZ tempcoords1=player[i].coords;
4755 XYZ tempcoords2=player[k].coords;
4756 if(!player[i].skeleton.oldfree)
4757 tempcoords1.y+=playerJoint(i,abdomen).position.y*player[i].scale;
4758 if(!player[k].skeleton.oldfree)
4759 tempcoords2.y+=playerJoint(k,abdomen).position.y*player[k].scale;
4760 collisionradius=1.2*sq((player[i].scale+player[k].scale)*2.5);
4761 if(player[0].hasvictim)
4762 if(player[0].targetanimation==rabbitkickanim&&(k==0||i==0)&&!player[0].victim->skeleton.free)
4764 if((!player[i].skeleton.oldfree||!player[k].skeleton.oldfree)&&
4765 (findDistancefast(&tempcoords1,&tempcoords2)<collisionradius||
4766 findDistancefast(&player[i].coords,&player[k].coords)<collisionradius)){
4767 //jump down on a dead body
4770 if(player[0].targetanimation==jumpdownanim&&
4771 !player[0].skeleton.oldfree&&
4772 !player[0].skeleton.free&&
4773 player[l].skeleton.oldfree&&
4774 player[l].skeleton.free&&
4776 player[0].lastcollide<=0&&
4777 fabs(player[l].coords.y-player[0].coords.y)<.2&&
4778 findDistancefast(&player[0].coords,&player[l].coords)<.7*sq((player[l].scale+player[0].scale)*2.5)){
4779 player[0].coords.y=player[l].coords.y;
4780 player[l].velocity=player[0].velocity;
4781 player[l].skeleton.free=0;
4782 player[l].rotation=0;
4783 player[l].RagDoll(0);
4784 player[l].DoDamage(20);
4786 player[l].skeleton.longdead=0;
4787 player[0].lastcollide=1;
4791 if( (player[i].skeleton.oldfree==1&&findLengthfast(&player[i].velocity)>1)||
4792 (player[k].skeleton.oldfree==1&&findLengthfast(&player[k].velocity)>1)||
4793 (player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0)){
4794 rotatetarget=player[k].velocity-player[i].velocity;
4795 if((player[i].targetanimation!=getupfrombackanim&&player[i].targetanimation!=getupfromfrontanim||
4796 player[i].skeleton.free)&&
4797 (player[k].targetanimation!=getupfrombackanim&&player[k].targetanimation!=getupfromfrontanim||
4798 player[k].skeleton.free))
4799 if((((k!=0&&findLengthfast(&rotatetarget)>150||
4800 k==0&&findLengthfast(&rotatetarget)>50&&player[0].rabbitkickragdoll)&&
4801 normaldotproduct(rotatetarget,player[k].coords-player[i].coords)>0)&&
4803 k!=0&&player[i].skeleton.oldfree==1&&animation[player[k].currentanimation].attack==neutral||
4804 /*i!=0&&*/player[k].skeleton.oldfree==1&&animation[player[i].currentanimation].attack==neutral))||
4805 (player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip())&&
4806 (player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim||player[k].isFlip())&&
4807 k==0&&!player[i].skeleton.oldfree&&!player[k].skeleton.oldfree){
4809 if( (i!=0||player[i].skeleton.free)&&
4810 (k!=0||player[k].skeleton.free)||
4811 (animation[player[i].targetanimation].height==highheight&&
4812 animation[player[k].targetanimation].height==highheight)){
4813 if(tutoriallevel!=1){
4814 emit_sound_at(heavyimpactsound, player[i].coords);
4817 player[i].RagDoll(0);
4818 if(player[i].damage>player[i].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[i].dead){
4819 award_bonus(0, aimbonus);
4821 player[i].DoDamage(findLengthfast(&rotatetarget)/4);
4822 player[k].RagDoll(0);
4823 if(player[k].damage>player[k].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[k].dead){
4824 award_bonus(0, aimbonus); // Huh, again?
4826 player[k].DoDamage(findLengthfast(&rotatetarget)/4);
4828 for(int j=0;j<player[i].skeleton.num_joints;j++){
4829 player[i].skeleton.joints[j].velocity=player[i].skeleton.joints[j].velocity/5+player[k].velocity;
4831 for(int j=0;j<player[k].skeleton.num_joints;j++){
4832 player[k].skeleton.joints[j].velocity=player[k].skeleton.joints[j].velocity/5+player[i].velocity;
4837 if( (animation[player[i].targetanimation].attack==neutral||
4838 animation[player[i].targetanimation].attack==normalattack)&&
4839 (animation[player[k].targetanimation].attack==neutral||
4840 animation[player[k].targetanimation].attack==normalattack)){
4842 if(player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0){
4843 if(findDistancefast(&player[k].coords,&player[i].coords)<.5*sq((player[i].scale+player[k].scale)*2.5)){
4844 rotatetarget=player[k].coords-player[i].coords;
4845 Normalise(&rotatetarget);
4846 player[k].coords=(player[k].coords+player[i].coords)/2;
4847 player[i].coords=player[k].coords-rotatetarget*fast_sqrt(.6)/2
4848 *sq((player[i].scale+player[k].scale)*2.5);
4849 player[k].coords+=rotatetarget*fast_sqrt(.6)/2*sq((player[i].scale+player[k].scale)*2.5);
4850 if(player[k].howactive==typeactive||hostile)
4851 if(player[k].isIdle()){
4852 if(player[k].howactive<typesleeping)
4853 setAnimation(k,player[k].getStop());
4854 else if(player[k].howactive==typesleeping)
4855 setAnimation(k,getupfromfrontanim);
4857 player[k].howactive=typeactive;
4859 if(player[i].howactive==typeactive||hostile)
4860 if(player[i].isIdle()){
4861 if(player[i].howactive<typesleeping)
4862 setAnimation(i,player[k].getStop());
4864 setAnimation(i,getupfromfrontanim);
4866 player[i].howactive=typeactive;
4869 //jump down on player
4871 if(k==0&&i!=0&&player[k].targetanimation==jumpdownanim&&
4872 !player[i].isCrouch()&&
4873 player[i].targetanimation!=rollanim&&
4874 !player[k].skeleton.oldfree&&!
4875 player[k].skeleton.free&&
4876 player[k].lastcollide<=0&&
4877 player[k].velocity.y<-10){
4878 player[i].velocity=player[k].velocity;
4879 player[k].velocity=player[k].velocity*-.5;
4880 player[k].velocity.y=player[i].velocity.y;
4881 player[i].DoDamage(20);
4882 player[i].RagDoll(0);
4883 player[k].lastcollide=1;
4884 award_bonus(k, AboveBonus);
4886 if(i==0&&k!=0&&player[i].targetanimation==jumpdownanim&&
4887 !player[k].isCrouch()&&
4888 player[k].targetanimation!=rollanim&&
4889 !player[i].skeleton.oldfree&&
4890 !player[i].skeleton.free&&
4891 player[i].lastcollide<=0&&
4892 player[i].velocity.y<-10){
4893 player[k].velocity=player[i].velocity;
4894 player[i].velocity=player[i].velocity*-.3;
4895 player[i].velocity.y=player[k].velocity.y;
4896 player[k].DoDamage(20);
4897 player[k].RagDoll(0);
4898 player[i].lastcollide=1;
4899 award_bonus(i, AboveBonus);
4905 player[i].CheckKick();
4906 player[k].CheckKick();
4912 void Game::doAI(int i){
4913 static bool connected;
4914 if(player[i].aitype!=playercontrolled&&indialogue==-1){
4915 player[i].jumpclimb=0;
4916 //disable movement in editor
4918 player[i].stunned=1;
4921 if(findDistancefastflat(&player[0].coords,&player[i].coords)<30&&
4922 player[0].coords.y>player[i].coords.y+2&&
4923 !player[0].onterrain)
4927 if(player[i].aitype==pathfindtype){
4928 if(player[i].finalpathfindpoint==-1){
4929 float closestdistance;
4935 for(int j=0;j<numpathpoints;j++)
4936 if(closest==-1||findDistancefast(&player[i].finalfinaltarget,&pathpoint[j])<closestdistance){
4937 closestdistance=findDistancefast(&player[i].finalfinaltarget,&pathpoint[j]);
4939 player[i].finaltarget=pathpoint[j];
4941 player[i].finalpathfindpoint=closest;
4942 for(int j=0;j<numpathpoints;j++)
4943 for(int k=0;k<numpathpointconnect[j];k++){
4944 DistancePointLine(&player[i].finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
4945 if(sq(tempdist)<closestdistance)
4946 if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<
4947 findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
4948 closestdistance=sq(tempdist);
4950 player[i].finaltarget=colpoint;
4953 player[i].finalpathfindpoint=closest;
4956 if(player[i].targetpathfindpoint==-1){
4957 float closestdistance;
4963 if(player[i].lastpathfindpoint==-1){
4964 for(int j=0;j<numpathpoints;j++){
4965 if(j!=player[i].lastpathfindpoint)
4966 if(closest==-1||(findDistancefast(&player[i].coords,&pathpoint[j])<closestdistance)){
4967 closestdistance=findDistancefast(&player[i].coords,&pathpoint[j]);
4971 player[i].targetpathfindpoint=closest;
4972 for(int j=0;j<numpathpoints;j++)
4973 if(j!=player[i].lastpathfindpoint)
4974 for(int k=0;k<numpathpointconnect[j];k++){
4975 DistancePointLine(&player[i].coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
4976 if(sq(tempdist)<closestdistance){
4977 if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<
4978 findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
4979 closestdistance=sq(tempdist);
4984 player[i].targetpathfindpoint=closest;
4988 for(int j=0;j<numpathpoints;j++)
4989 if(j!=player[i].lastpathfindpoint&&
4990 j!=player[i].lastpathfindpoint2&&
4991 j!=player[i].lastpathfindpoint3&&
4992 j!=player[i].lastpathfindpoint4){
4994 if(numpathpointconnect[j])
4995 for(int k=0;k<numpathpointconnect[j];k++)
4996 if(pathpointconnect[j][k]==player[i].lastpathfindpoint)
4999 if(numpathpointconnect[player[i].lastpathfindpoint])
5000 for(int k=0;k<numpathpointconnect[player[i].lastpathfindpoint];k++)
5001 if(pathpointconnect[player[i].lastpathfindpoint][k]==j)
5004 tempdist=findPathDist(j,player[i].finalpathfindpoint);
5005 if(closest==-1||tempdist<closestdistance){
5006 closestdistance=tempdist;
5011 player[i].targetpathfindpoint=closest;
5014 player[i].losupdatedelay-=multiplier;
5016 player[i].targetrotation=roughDirectionTo(player[i].coords,pathpoint[player[i].targetpathfindpoint]);
5017 player[i].lookrotation=player[i].targetrotation;
5019 //reached target point
5020 if(findDistancefastflat(&player[i].coords,&pathpoint[player[i].targetpathfindpoint])<.6){
5021 player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
5022 player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
5023 player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
5024 player[i].lastpathfindpoint=player[i].targetpathfindpoint;
5025 if(player[i].lastpathfindpoint2==-1)
5026 player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
5027 if(player[i].lastpathfindpoint3==-1)
5028 player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
5029 if(player[i].lastpathfindpoint4==-1)
5030 player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
5031 player[i].targetpathfindpoint=-1;
5033 if( findDistancefastflat(&player[i].coords,&player[i].finalfinaltarget)<
5034 findDistancefastflat(&player[i].coords,&player[i].finaltarget)||
5035 findDistancefastflat(&player[i].coords,&player[i].finaltarget)<.6*sq(player[i].scale*5)||
5036 player[i].lastpathfindpoint==player[i].finalpathfindpoint){
5037 player[i].aitype=passivetype;
5040 player[i].forwardkeydown=1;
5041 player[i].leftkeydown=0;
5042 player[i].backkeydown=0;
5043 player[i].rightkeydown=0;
5044 player[i].crouchkeydown=0;
5045 player[i].attackkeydown=0;
5046 player[i].throwkeydown=0;
5048 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)
5049 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5051 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5052 player[i].jumpkeydown=0;
5053 if((player[i].collided>.8&&player[i].jumppower>=5))
5054 player[i].jumpkeydown=1;
5056 if((tutoriallevel!=1||cananger)&&
5059 findDistancefast(&player[i].coords,&player[0].coords)<400&&
5060 player[i].occluded<25){
5061 if(findDistancefast(&player[i].coords,&player[0].coords)<12&&
5062 animation[player[0].targetanimation].height!=lowheight&&
5064 (player[0].coords.y<player[i].coords.y+5||player[0].onterrain))
5065 player[i].aitype=attacktypecutoff;
5066 if(findDistancefast(&player[i].coords,&player[0].coords)<30&&
5067 animation[player[0].targetanimation].height==highheight&&
5069 player[i].aitype=attacktypecutoff;
5071 if(player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
5072 player[i].losupdatedelay=.2;
5073 for(int j=0;j<numplayers;j++)
5074 if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype)
5075 if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
5076 if(findDistancefast(&player[i].coords,&player[j].coords)<400)
5077 if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
5078 if(player[j].coords.y<player[i].coords.y+5||player[j].onterrain)
5079 if(!player[j].isWallJump()&&-1==checkcollide(
5080 DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)
5081 *player[i].scale+player[i].coords,
5082 DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)
5083 *player[j].scale+player[j].coords)||
5084 (player[j].targetanimation==hanganim&&
5085 normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
5086 player[i].aitype=searchtype;
5087 player[i].lastchecktime=12;
5088 player[i].lastseen=player[j].coords;
5089 player[i].lastseentime=12;
5093 if(player[i].aitype==attacktypecutoff&&musictype!=2)
5094 if(player[i].creature!=wolftype){
5095 player[i].stunned=.6;
5096 player[i].surprised=.6;
5100 if(player[i].aitype!=passivetype&&leveltime>.5)
5101 player[i].howactive=typeactive;
5103 if(player[i].aitype==passivetype){
5104 player[i].aiupdatedelay-=multiplier;
5105 player[i].losupdatedelay-=multiplier;
5106 player[i].lastseentime+=multiplier;
5107 player[i].pausetime-=multiplier;
5108 if(player[i].lastseentime>1)
5109 player[i].lastseentime=1;
5111 if(player[i].aiupdatedelay<0){
5112 if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0){
5113 player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].waypoints[player[i].waypoint]);
5114 player[i].lookrotation=player[i].targetrotation;
5115 player[i].aiupdatedelay=.05;
5117 if(findDistancefastflat(&player[i].coords,&player[i].waypoints[player[i].waypoint])<1){
5118 if(player[i].waypointtype[player[i].waypoint]==wppause)
5119 player[i].pausetime=4;
5120 player[i].waypoint++;
5121 if(player[i].waypoint>player[i].numwaypoints-1)
5122 player[i].waypoint=0;
5127 if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0)
5128 player[i].forwardkeydown=1;
5130 player[i].forwardkeydown=0;
5131 player[i].leftkeydown=0;
5132 player[i].backkeydown=0;
5133 player[i].rightkeydown=0;
5134 player[i].crouchkeydown=0;
5135 player[i].attackkeydown=0;
5136 player[i].throwkeydown=0;
5138 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5139 if(!player[i].avoidsomething)
5140 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5142 XYZ leftpos,rightpos;
5143 float leftdist,rightdist;
5144 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5145 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5146 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5147 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5148 if(leftdist<rightdist)
5149 player[i].targetrotation+=90;
5151 player[i].targetrotation-=90;
5155 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5156 player[i].jumpkeydown=0;
5157 if((player[i].collided>.8&&player[i].jumppower>=5))
5158 player[i].jumpkeydown=1;
5163 if(player[i].howactive<=typesleeping)
5164 if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile)
5165 for(int j=0;j<numenvsounds;j++){
5166 float vol=player[i].howactive==typesleeping?envsoundvol[j]-14:envsoundvol[j];
5167 if(vol>0&&findDistancefast(&player[i].coords,&envsound[j])<
5168 2*(vol+vol*(player[i].creature==rabbittype)*3))
5169 player[i].aitype=attacktypecutoff;
5172 if(player[i].aitype!=passivetype){
5173 if(player[i].howactive==typesleeping)
5174 setAnimation(i,getupfromfrontanim);
5175 player[i].howactive=typeactive;
5179 if(player[i].howactive<typesleeping&&
5180 ((tutoriallevel!=1||cananger)&&hostile)&&
5182 findDistancefast(&player[i].coords,&player[0].coords)<400&&
5183 player[i].occluded<25){
5184 if(findDistancefast(&player[i].coords,&player[0].coords)<12&&
5185 animation[player[0].targetanimation].height!=lowheight&&!editorenabled)
5186 player[i].aitype=attacktypecutoff;
5187 if(findDistancefast(&player[i].coords,&player[0].coords)<30&&
5188 animation[player[0].targetanimation].height==highheight&&!editorenabled)
5189 player[i].aitype=attacktypecutoff;
5192 if(player[i].creature==wolftype){
5194 for(int j=0;j<numplayers;j++){
5195 if(j==0||(player[j].dead&&player[j].bloodloss>0)){
5196 float smelldistance=50;
5197 if(j==0&&player[j].num_weapons>0){
5198 if(weapons.bloody[player[j].weaponids[0]])
5200 if(player[j].num_weapons==2)
5201 if(weapons.bloody[player[j].weaponids[1]])
5206 windsmell=windvector;
5207 Normalise(&windsmell);
5208 windsmell=windsmell*2+player[j].coords;
5209 if(findDistancefast(&player[i].coords,&windsmell)<smelldistance&&!editorenabled)
5210 player[i].aitype=attacktypecutoff;
5215 if(player[i].howactive<typesleeping&&player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
5216 player[i].losupdatedelay=.2;
5217 for(int j=0;j<numplayers;j++){
5218 if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype){
5219 if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
5220 if(findDistancefast(&player[i].coords,&player[j].coords)<400)
5221 if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
5222 if((-1==checkcollide(
5223 DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*
5224 player[i].scale+player[i].coords,
5225 DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)*
5226 player[j].scale+player[j].coords)&&
5227 !player[j].isWallJump())||
5228 (player[j].targetanimation==hanganim&&
5229 normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
5230 player[i].lastseentime-=.2;
5231 if(j==0&&animation[player[j].targetanimation].height==lowheight)
5232 player[i].lastseentime-=.4;
5234 player[i].lastseentime-=.6;
5236 if(player[i].lastseentime<=0){
5237 player[i].aitype=searchtype;
5238 player[i].lastchecktime=12;
5239 player[i].lastseen=player[j].coords;
5240 player[i].lastseentime=12;
5247 if(player[i].aitype==attacktypecutoff&&musictype!=2){
5248 if(player[i].creature!=wolftype){
5249 player[i].stunned=.6;
5250 player[i].surprised=.6;
5252 if(player[i].creature==wolftype){
5253 player[i].stunned=.47;
5254 player[i].surprised=.47;
5262 if(player[i].aitype==searchtype){
5263 player[i].aiupdatedelay-=multiplier;
5264 player[i].losupdatedelay-=multiplier;
5265 if(!player[i].pause)
5266 player[i].lastseentime-=multiplier;
5267 player[i].lastchecktime-=multiplier;
5269 if(player[i].isRun()&&!player[i].onground){
5270 if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
5271 XYZ test2=player[i].coords+player[i].facing;
5273 XYZ test=player[i].coords+player[i].facing;
5275 j=checkcollide(test2,test,player[i].laststanding);
5277 j=checkcollide(test2,test);
5279 player[i].velocity=0;
5280 setAnimation(i,player[i].getStop());
5281 player[i].targetrotation+=180;
5282 player[i].stunned=.5;
5283 //player[i].aitype=passivetype;
5284 player[i].aitype=pathfindtype;
5285 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5286 player[i].finalpathfindpoint=-1;
5287 player[i].targetpathfindpoint=-1;
5288 player[i].lastpathfindpoint=-1;
5289 player[i].lastpathfindpoint2=-1;
5290 player[i].lastpathfindpoint3=-1;
5291 player[i].lastpathfindpoint4=-1;
5293 else player[i].laststanding=j;
5296 //check out last seen location
5297 if(player[i].aiupdatedelay<0){
5298 player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].lastseen);
5299 player[i].lookrotation=player[i].targetrotation;
5300 player[i].aiupdatedelay=.05;
5301 player[i].forwardkeydown=1;
5303 if(findDistancefastflat(&player[i].coords,&player[i].lastseen)<1*sq(player[i].scale*5)||player[i].lastchecktime<0){
5304 player[i].forwardkeydown=0;
5305 player[i].aiupdatedelay=1;
5306 player[i].lastseen.x+=(float(Random()%100)-50)/25;
5307 player[i].lastseen.z+=(float(Random()%100)-50)/25;
5308 player[i].lastchecktime=3;
5311 player[i].leftkeydown=0;
5312 player[i].backkeydown=0;
5313 player[i].rightkeydown=0;
5314 player[i].crouchkeydown=0;
5315 player[i].attackkeydown=0;
5316 player[i].throwkeydown=0;
5318 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5319 if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5321 XYZ leftpos,rightpos;
5322 float leftdist,rightdist;
5323 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5324 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5325 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5326 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5327 if(leftdist<rightdist)player[i].targetrotation+=90;
5328 else player[i].targetrotation-=90;
5332 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5333 player[i].jumpkeydown=0;
5334 if((player[i].collided>.8&&player[i].jumppower>=5))
5335 player[i].jumpkeydown=1;
5337 if(numenvsounds>0&&((tutoriallevel!=1||cananger)&&hostile))
5338 for(int k=0;k<numenvsounds;k++){
5339 if(findDistancefast(&player[i].coords,&envsound[k])<2*(envsoundvol[k]+envsoundvol[k]*(player[i].creature==rabbittype)*3)){
5340 player[i].aitype=attacktypecutoff;
5344 if(!player[0].dead&&
5345 player[i].losupdatedelay<0&&
5347 player[i].occluded<2&&
5348 ((tutoriallevel!=1||cananger)&&hostile)){
5349 player[i].losupdatedelay=.2;
5350 if(findDistancefast(&player[i].coords,&player[0].coords)<4&&animation[player[i].targetanimation].height!=lowheight){
5351 player[i].aitype=attacktypecutoff;
5352 player[i].lastseentime=1;
5354 if(abs(Random()%2)||animation[player[i].targetanimation].height!=lowheight)
5355 //TODO: factor out canSeePlayer()
5356 if(findDistancefast(&player[i].coords,&player[0].coords)<400)
5357 if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
5359 DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*
5360 player[i].scale+player[i].coords,
5361 DoRotation(playerJoint(0,head).position,0,player[0].rotation,0)*
5362 player[0].scale+player[0].coords)==-1)||
5363 (player[0].targetanimation==hanganim&&normaldotproduct(
5364 player[0].facing,player[i].coords-player[0].coords)<0)){
5365 /* //TODO: changed j to 0 on a whim, make sure this is correct
5366 (player[j].targetanimation==hanganim&&normaldotproduct(
5367 player[j].facing,player[i].coords-player[j].coords)<0)
5369 player[i].aitype=attacktypecutoff;
5370 player[i].lastseentime=1;
5374 if(player[i].lastseentime<0){
5375 //player[i].aitype=passivetype;
5377 player[i].aitype=pathfindtype;
5378 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5379 player[i].finalpathfindpoint=-1;
5380 player[i].targetpathfindpoint=-1;
5381 player[i].lastpathfindpoint=-1;
5382 player[i].lastpathfindpoint2=-1;
5383 player[i].lastpathfindpoint3=-1;
5384 player[i].lastpathfindpoint4=-1;
5388 if(player[i].aitype!=gethelptype)
5389 player[i].runninghowlong=0;
5391 //get help from buddies
5392 if(player[i].aitype==gethelptype){
5393 player[i].runninghowlong+=multiplier;
5394 player[i].aiupdatedelay-=multiplier;
5396 if(player[i].aiupdatedelay<0||player[i].ally==0){
5397 player[i].aiupdatedelay=.2;
5400 //TODO: factor out closest search somehow
5401 if(!player[i].ally){
5403 float closestdist=-1;
5404 for(int k=0;k<numplayers;k++){
5405 if(k!=i&&k!=0&&!player[k].dead&&
5406 player[k].howactive<typedead1&&
5407 !player[k].skeleton.free&&
5408 player[k].aitype==passivetype){
5409 float distance=findDistancefast(&player[i].coords,&player[k].coords);
5410 if(closestdist==-1||distance<closestdist){
5411 closestdist=distance;
5418 player[i].ally=closest;
5421 player[i].lastseen=player[0].coords;
5422 player[i].lastseentime=12;
5426 player[i].lastchecktime=12;
5428 XYZ facing=player[i].coords;
5429 XYZ flatfacing=player[player[i].ally].coords;
5430 facing.y+=playerJoint(i,head).position.y*player[i].scale;
5431 flatfacing.y+=playerJoint(player[i].ally,head).position.y*player[player[i].ally].scale;
5432 if(-1!=checkcollide(facing,flatfacing))
5433 player[i].lastseentime-=.1;
5435 //no available ally, run back to player
5436 if(player[i].ally<=0||
5437 player[player[i].ally].skeleton.free||
5438 player[player[i].ally].aitype!=passivetype||
5439 player[i].lastseentime<=0){
5440 player[i].aitype=searchtype;
5441 player[i].lastseentime=12;
5445 if(player[i].ally>0){
5446 player[i].targetrotation=roughDirectionTo(player[i].coords,player[player[i].ally].coords);
5447 player[i].lookrotation=player[i].targetrotation;
5448 player[i].aiupdatedelay=.05;
5449 player[i].forwardkeydown=1;
5451 if(findDistancefastflat(&player[i].coords,&player[player[i].ally].coords)<3){
5452 player[i].aitype=searchtype;
5453 player[i].lastseentime=12;
5454 player[player[i].ally].aitype=searchtype;
5455 if(player[player[i].ally].lastseentime<player[i].lastseentime){
5456 player[player[i].ally].lastseen=player[i].lastseen;
5457 player[player[i].ally].lastseentime=player[i].lastseentime;
5458 player[player[i].ally].lastchecktime=player[i].lastchecktime;
5462 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5463 if(!player[i].avoidsomething)
5464 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5466 XYZ leftpos,rightpos;
5467 float leftdist,rightdist;
5468 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5469 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5470 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5471 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5472 if(leftdist<rightdist)
5473 player[i].targetrotation+=90;
5475 player[i].targetrotation-=90;
5480 player[i].leftkeydown=0;
5481 player[i].backkeydown=0;
5482 player[i].rightkeydown=0;
5483 player[i].crouchkeydown=0;
5484 player[i].attackkeydown=0;
5486 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5487 player[i].jumpkeydown=0;
5488 if(player[i].collided>.8&&player[i].jumppower>=5)
5489 player[i].jumpkeydown=1;
5492 //retreiving a weapon on the ground
5493 if(player[i].aitype==getweapontype){
5494 player[i].aiupdatedelay-=multiplier;
5495 player[i].lastchecktime-=multiplier;
5497 if(player[i].aiupdatedelay<0){
5498 player[i].aiupdatedelay=.2;
5501 if(player[i].ally<0){
5503 float closestdist=-1;
5504 for(int k=0;k<weapons.numweapons;k++)
5505 if(weapons.owner[k]==-1){
5506 float distance=findDistancefast(&player[i].coords,&weapons.position[k]);
5507 if(closestdist==-1||distance<closestdist){
5508 closestdist=distance;
5514 player[i].ally=closest;
5519 player[i].lastseentime=12;
5521 if(!player[0].dead&&((tutoriallevel!=1||cananger)&&hostile))
5522 if(player[i].ally<0||player[i].weaponactive!=-1||player[i].lastchecktime<=0){
5523 player[i].aitype=attacktypecutoff;
5524 player[i].lastseentime=1;
5527 if(player[i].ally>=0){
5528 if(weapons.owner[player[i].ally]!=-1||
5529 findDistancefast(&player[i].coords,&weapons.position[player[i].ally])>16){
5530 player[i].aitype=attacktypecutoff;
5531 player[i].lastseentime=1;
5533 //TODO: factor these out as moveToward()
5534 player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[player[i].ally]);
5535 player[i].lookrotation=player[i].targetrotation;
5536 player[i].aiupdatedelay=.05;
5537 player[i].forwardkeydown=1;
5540 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5541 if(!player[i].avoidsomething)
5542 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5544 XYZ leftpos,rightpos;
5545 float leftdist,rightdist;
5546 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5547 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5548 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5549 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5550 if(leftdist<rightdist)
5551 player[i].targetrotation+=90;
5553 player[i].targetrotation-=90;
5558 player[i].leftkeydown=0;
5559 player[i].backkeydown=0;
5560 player[i].rightkeydown=0;
5561 player[i].attackkeydown=0;
5562 player[i].throwkeydown=1;
5563 player[i].crouchkeydown=0;
5564 if(player[i].targetanimation!=crouchremoveknifeanim&&
5565 player[i].targetanimation!=removeknifeanim)
5566 player[i].throwtogglekeydown=0;
5567 player[i].drawkeydown=0;
5569 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5570 player[i].jumpkeydown=0;
5571 if((player[i].collided>.8&&player[i].jumppower>=5))
5572 player[i].jumpkeydown=1;
5575 if(player[i].aitype==attacktypecutoff){
5576 player[i].aiupdatedelay-=multiplier;
5577 //dodge or reverse rabbit kicks, knife throws, flips
5578 if(player[i].damage<player[i].damagetolerance*2/3)
5579 if((player[0].targetanimation==rabbitkickanim||
5580 player[0].targetanimation==knifethrowanim||
5581 (player[0].isFlip()&&
5582 normaldotproduct(player[0].facing,player[0].coords-player[i].coords)<0))&&
5583 !player[0].skeleton.free&&
5584 (player[i].aiupdatedelay<.1)){
5585 player[i].attackkeydown=0;
5586 if(player[i].isIdle())
5587 player[i].crouchkeydown=1;
5588 if(player[0].targetanimation!=rabbitkickanim&&player[0].weaponactive!=-1){
5589 if(weapons.type[player[0].weaponids[0]]==knife){
5590 if(player[i].isIdle()||player[i].isCrouch()||player[i].isRun()||player[i].isFlip()){
5591 if(abs(Random()%2==0))
5592 setAnimation(i,backhandspringanim);
5594 setAnimation(i,rollanim);
5595 player[i].targetrotation+=90*(abs(Random()%2)*2-1);
5596 player[i].wentforweapon=0;
5598 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim)
5599 setAnimation(i,flipanim);
5602 player[i].forwardkeydown=0;
5603 player[i].aiupdatedelay=.02;
5605 //get confused by flips
5606 if(player[0].isFlip()&&
5607 !player[0].skeleton.free&&
5608 player[0].targetanimation!=walljumprightkickanim&&
5609 player[0].targetanimation!=walljumpleftkickanim){
5610 if(findDistancefast(&player[0].coords,&player[i].coords)<25)
5611 if((1-player[i].damage/player[i].damagetolerance)>.5)
5612 player[i].stunned=1;
5614 //go for weapon on the ground
5615 if(player[i].wentforweapon<3)
5616 for(int k=0;k<weapons.numweapons;k++)
5617 if(player[i].creature!=wolftype)
5618 if(player[i].num_weapons==0&&
5619 weapons.owner[k]==-1&&
5620 weapons.velocity[i].x==0&&
5621 weapons.velocity[i].z==0&&
5622 weapons.velocity[i].y==0){
5623 if(findDistancefast(&player[i].coords,&weapons.position[k])<16){
5624 player[i].wentforweapon++;
5625 player[i].lastchecktime=6;
5626 player[i].aitype=getweapontype;
5630 //dodge/reverse walljump kicks
5631 if(player[i].damage<player[i].damagetolerance/2)
5632 if(animation[player[i].targetanimation].height!=highheight)
5633 if(player[i].damage<player[i].damagetolerance*.5&&
5634 ((player[0].targetanimation==walljumprightkickanim||
5635 player[0].targetanimation==walljumpleftkickanim)&&
5636 ((player[i].aiupdatedelay<.15&&
5638 (player[i].aiupdatedelay<.08&&
5640 player[i].crouchkeydown=1;
5642 //walked off a ledge (?)
5643 if(player[i].isRun()&&!player[i].onground)
5644 if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
5645 XYZ test2=player[i].coords+player[i].facing;
5647 XYZ test=player[i].coords+player[i].facing;
5649 j=checkcollide(test2,test,player[i].laststanding);
5651 j=checkcollide(test2,test);
5653 player[i].velocity=0;
5654 setAnimation(i,player[i].getStop());
5655 player[i].targetrotation+=180;
5656 player[i].stunned=.5;
5657 player[i].aitype=pathfindtype;
5658 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5659 player[i].finalpathfindpoint=-1;
5660 player[i].targetpathfindpoint=-1;
5661 player[i].lastpathfindpoint=-1;
5662 player[i].lastpathfindpoint2=-1;
5663 player[i].lastpathfindpoint3=-1;
5664 player[i].lastpathfindpoint4=-1;
5666 player[i].laststanding=j;
5668 //lose sight of player in the air (?)
5669 if(player[0].coords.y>player[i].coords.y+5&&
5670 animation[player[0].targetanimation].height!=highheight&&
5671 !player[0].onterrain){
5672 player[i].aitype=pathfindtype;
5673 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5674 player[i].finalpathfindpoint=-1;
5675 player[i].targetpathfindpoint=-1;
5676 player[i].lastpathfindpoint=-1;
5677 player[i].lastpathfindpoint2=-1;
5678 player[i].lastpathfindpoint3=-1;
5679 player[i].lastpathfindpoint4=-1;
5681 //it's time to think (?)
5682 if(player[i].aiupdatedelay<0&&
5683 !animation[player[i].targetanimation].attack&&
5684 player[i].targetanimation!=staggerbackhighanim&&
5685 player[i].targetanimation!=staggerbackhardanim&&
5686 player[i].targetanimation!=backhandspringanim&&
5687 player[i].targetanimation!=dodgebackanim){
5689 if(player[i].weaponactive==-1&&player[i].num_weapons>0)
5690 player[i].drawkeydown=Random()%2;
5692 player[i].drawkeydown=0;
5693 player[i].rabbitkickenabled=Random()%2;
5695 XYZ rotatetarget=player[0].coords+player[0].velocity;
5696 XYZ targetpoint=player[0].coords;
5697 if(findDistancefast(&player[0].coords,&player[i].coords)<
5698 findDistancefast(&rotatetarget,&player[i].coords))
5699 targetpoint+=player[0].velocity*
5700 findDistance(&player[0].coords,&player[i].coords)/findLength(&player[i].velocity);
5701 player[i].targetrotation=roughDirectionTo(player[i].coords,targetpoint);
5702 player[i].lookrotation=player[i].targetrotation;
5703 player[i].aiupdatedelay=.2+fabs((float)(Random()%100)/1000);
5705 if(findDistancefast(&player[i].coords,&player[0].coords)>5&&(player[0].weaponactive==-1||player[i].weaponactive!=-1))
5706 player[i].forwardkeydown=1;
5707 else if((findDistancefast(&player[i].coords,&player[0].coords)>16||
5708 findDistancefast(&player[i].coords,&player[0].coords)<9)&&
5709 player[0].weaponactive!=-1)
5710 player[i].forwardkeydown=1;
5711 else if(Random()%6==0||(player[i].creature==wolftype&&Random()%3==0))
5712 player[i].forwardkeydown=1;
5714 player[i].forwardkeydown=0;
5715 //chill out around the corpse
5717 player[i].forwardkeydown=0;
5719 player[i].forwardkeydown=1;
5720 if(Random()%100==0){
5721 player[i].aitype=pathfindtype;
5722 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5723 player[i].finalpathfindpoint=-1;
5724 player[i].targetpathfindpoint=-1;
5725 player[i].lastpathfindpoint=-1;
5726 player[i].lastpathfindpoint2=-1;
5727 player[i].lastpathfindpoint3=-1;
5728 player[i].lastpathfindpoint4=-1;
5731 player[i].leftkeydown=0;
5732 player[i].backkeydown=0;
5733 player[i].rightkeydown=0;
5734 player[i].crouchkeydown=0;
5735 player[i].throwkeydown=0;
5737 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)
5738 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5740 if(Random()%2==0||player[i].weaponactive!=-1||player[i].creature==wolftype)
5741 player[i].attackkeydown=1;
5743 player[i].attackkeydown=0;
5744 if(player[i].isRun()&&Random()%6&&findDistancefast(&player[i].coords,&player[0].coords)>7)
5745 player[i].attackkeydown=0;
5748 if(player[i].aitype!=playercontrolled&&
5749 (player[i].isIdle()||
5750 player[i].isCrouch()||
5751 player[i].isRun())){
5753 for(int j=0;j<numplayers;j++)
5754 if(j!=i&&!player[j].skeleton.free&&
5755 player[j].hasvictim&&
5756 (tutoriallevel==1&&reversaltrain||
5757 Random()%2==0&&difficulty==2||
5758 Random()%4==0&&difficulty==1||
5759 Random()%8==0&&difficulty==0||
5760 player[j].lastattack2==player[j].targetanimation&&
5761 player[j].lastattack3==player[j].targetanimation&&
5762 (Random()%2==0||difficulty==2)||
5763 (player[i].isIdle()||player[i].isRun())&&
5764 player[j].weaponactive!=-1||
5765 player[j].targetanimation==swordslashanim&&
5766 player[i].weaponactive!=-1||
5767 player[j].targetanimation==staffhitanim||
5768 player[j].targetanimation==staffspinhitanim))
5769 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<4&&
5770 player[j].victim==&player[i]&&
5771 (player[j].targetanimation==sweepanim||
5772 player[j].targetanimation==spinkickanim||
5773 player[j].targetanimation==staffhitanim||
5774 player[j].targetanimation==staffspinhitanim||
5775 player[j].targetanimation==winduppunchanim||
5776 player[j].targetanimation==upunchanim||
5777 player[j].targetanimation==wolfslapanim||
5778 player[j].targetanimation==knifeslashstartanim||
5779 player[j].targetanimation==swordslashanim&&
5780 (findDistancefast(&player[j].coords,&player[i].coords)<2||
5781 player[i].weaponactive!=-1))){
5788 player[target].Reverse();
5791 if(player[i].collided<1)
5792 player[i].jumpkeydown=0;
5793 if(player[i].collided>.8&&player[i].jumppower>=5||
5794 findDistancefast(&player[i].coords,&player[0].coords)>400&&
5795 player[i].onterrain&&
5796 player[i].creature==rabbittype)
5797 player[i].jumpkeydown=1;
5798 //TODO: why are we controlling the human?
5799 if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
5800 player[0].jumpkeydown=0;
5801 if(player[0].targetanimation==jumpdownanim&&
5802 findDistancefast(&player[0].coords,&player[i].coords)<40)
5803 player[i].crouchkeydown=1;
5804 if(player[i].jumpkeydown)
5805 player[i].attackkeydown=0;
5807 if(tutoriallevel==1)
5809 player[i].attackkeydown=0;
5812 XYZ facing=player[i].coords;
5813 XYZ flatfacing=player[0].coords;
5814 facing.y+=playerJoint(i,head).position.y*player[i].scale;
5815 flatfacing.y+=playerJoint(0,head).position.y*player[0].scale;
5816 if(player[i].occluded>=2)
5817 if(-1!=checkcollide(facing,flatfacing)){
5818 if(!player[i].pause)
5819 player[i].lastseentime-=.2;
5820 if(player[i].lastseentime<=0&&
5821 (player[i].creature!=wolftype||
5822 player[i].weaponstuck==-1)){
5823 player[i].aitype=searchtype;
5824 player[i].lastchecktime=12;
5825 player[i].lastseen=player[0].coords;
5826 player[i].lastseentime=12;
5829 player[i].lastseentime=1;
5832 if(animation[player[0].targetanimation].height==highheight&&
5833 (player[i].aitype==attacktypecutoff||
5834 player[i].aitype==searchtype))
5835 if(player[0].coords.y>terrain.getHeight(player[0].coords.x,player[0].coords.z)+10){
5836 XYZ test=player[0].coords;
5838 if(-1==checkcollide(player[0].coords,test))
5839 player[i].stunned=1;
5842 if(player[i].aitype==passivetype&&!(player[i].numwaypoints>1)||
5843 player[i].stunned>0||
5844 player[i].pause&&player[i].damage>player[i].superpermanentdamage){
5846 player[i].lastseentime=1;
5847 player[i].targetrotation=player[i].rotation;
5848 player[i].forwardkeydown=0;
5849 player[i].leftkeydown=0;
5850 player[i].backkeydown=0;
5851 player[i].rightkeydown=0;
5852 player[i].jumpkeydown=0;
5853 player[i].attackkeydown=0;
5854 player[i].crouchkeydown=0;
5855 player[i].throwkeydown=0;
5863 XYZ flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
5866 if(player[i].aitype==attacktypecutoff){
5867 player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[0].coords);
5868 player[i].targetheadrotation2=pitchTo(player[i].coords,player[0].coords);
5869 }else if(player[i].howactive>=typesleeping){
5870 player[i].targetheadrotation=player[i].targetrotation;
5871 player[i].targetheadrotation2=0;
5873 if(player[i].interestdelay<=0){
5874 player[i].interestdelay=.7+(float)(abs(Random()%100))/100;
5875 player[i].headtarget=player[i].coords;
5876 player[i].headtarget.x+=(float)(abs(Random()%200)-100)/100;
5877 player[i].headtarget.z+=(float)(abs(Random()%200)-100)/100;
5878 player[i].headtarget.y+=(float)(abs(Random()%200)-100)/300;
5879 player[i].headtarget+=player[i].facing*1.5;
5881 player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[i].headtarget);
5882 player[i].targetheadrotation2=pitchTo(player[i].coords,player[i].headtarget);
5888 static XYZ facing,flatfacing;
5893 for(int i=0;i<15;i++){
5894 displaytime[i]+=multiplier;
5900 if(Input::isKeyPressed(SDLK_F6)){
5901 if(Input::isKeyDown(SDLK_LSHIFT))
5904 stereoreverse=false;
5907 printf("Stereo reversed\n");
5909 printf("Stereo unreversed\n");
5912 if(Input::isKeyDown(SDLK_F7)){
5913 if(Input::isKeyDown(SDLK_LSHIFT))
5914 stereoseparation -= 0.001;
5916 stereoseparation -= 0.010;
5917 printf("Stereo decreased increased to %f\n", stereoseparation);
5920 if(Input::isKeyDown(SDLK_F8)){
5921 if(Input::isKeyDown(SDLK_LSHIFT))
5922 stereoseparation += 0.001;
5924 stereoseparation += 0.010;
5925 printf("Stereo separation increased to %f\n", stereoseparation);
5929 if(Input::isKeyPressed(SDLK_TAB)&&tutoriallevel){
5930 if(tutorialstage!=51)
5931 tutorialstagetime=tutorialmaxtime;
5932 emit_sound_np(consolefailsound, 128.);
5936 Values of mainmenu :
5938 2 Menu pause (resume/end game)
5940 4 Controls configuration menu
5941 5 Main game menu (choose level or challenge)
5942 6 Deleting user menu
5943 7 User managment menu (select/add)
5944 8 Choose difficulty menu
5945 9 Challenge level selection menu
5946 10 End of the campaign congratulation (is that really a menu?)
5947 11 Same that 9 ??? => unused
5948 18 stereo configuration
5953 if(mainmenu&&endgame==1)
5955 //escape key pressed
5956 //TODO: there must be code somewhere else that handles clicking the Back button, merge it with this
5957 if(Input::isKeyPressed(SDLK_ESCAPE)&&
5958 (gameon||mainmenu==0||(mainmenu>=3&&mainmenu!=8&&!(mainmenu==7&&entername)))){
5960 if(mainmenu==0&&!winfreeze)
5962 else if(mainmenu==0&&winfreeze&&campaignchoosenext[campaignchoicewhich[whichchoice]]==1){
5966 }else if(mainmenu==1||mainmenu==2)
5967 mainmenu=0; //unpause
5969 if(musictoggle&&(mainmenu==1||mainmenu==2||mainmenu==100)){
5970 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5971 emit_stream_np(stream_menutheme);
5972 pause_sound(leveltheme);
5974 //on resume, play level music
5976 pause_sound(stream_menutheme);
5977 resume_stream(leveltheme);
5979 //finished with settings menu
5981 SaveSettings(*this);
5984 if(mainmenu>=3&&mainmenu!=8){
5991 mainmenu=gameon?2:1; break;
5994 case 6: case 7: case 9: case 10: case 100:
6005 if(hostile==1)hostiletime+=multiplier;
6007 if(!winfreeze)leveltime+=multiplier;
6010 if(Input::isKeyPressed(SDLK_v)&&debugmode){
6013 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6017 if(Input::isKeyPressed(chatkey)&&!console&&!chatting&&debugmode)
6021 inputText(displaytext[0],&displayselected,&displaychars[0]);
6023 if(displaychars[0]){
6024 for(int j=0;j<255;j++)
6025 displaytext[0][j]=0;
6032 displayblinkdelay-=multiplier;
6033 if(displayblinkdelay<=0){
6034 displayblinkdelay=.3;
6035 displayblink=1-displayblink;
6041 if(Input::isKeyPressed(SDLK_BACKQUOTE)&&debugmode){
6044 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6053 if(console&&!Input::isKeyDown(SDLK_LMETA)){
6054 inputText(consoletext[0],&consoleselected,&consolechars[0]);
6057 if(consolechars[0]>0){
6058 consoletext[0][consolechars[0]]=' ';
6059 cmd_dispatch(this, consoletext[0]);
6060 for(int k=14;k>=1;k--){
6061 for(int j=0;j<255;j++)
6062 consoletext[k][j]=consoletext[k-1][j];
6063 consolechars[k]=consolechars[k-1];
6065 for(int j=0;j<255;j++)
6066 consoletext[0][j]=0;
6072 consoleblinkdelay-=multiplier;
6073 if(consoleblinkdelay<=0){
6074 consoleblinkdelay=.3;
6075 consoleblink=1-consoleblink;
6081 if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
6084 SaveSettings(*this);
6088 static int oldwinfreeze;
6089 if(winfreeze&&!oldwinfreeze){
6090 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6091 emit_sound_np(consolesuccesssound);
6094 oldwinfreeze=winfreeze;
6098 if((Input::isKeyPressed(jumpkey)||Input::isKeyPressed(SDLK_SPACE))&&!campaign)
6101 if((Input::isKeyDown(SDLK_ESCAPE))&&!campaign&&gameon){
6105 }else if(winfreeze){
6113 //TODO: what is this test?
6114 if(!freeze&&!winfreeze&&!(mainmenu&&gameon)&&(gameon||!gamestarted)){
6119 talkdelay-=multiplier;
6121 if(talkdelay<=0&&indialogue==-1&&animation[player[0].targetanimation].height!=highheight)
6122 for(int i=0;i<numdialogues;i++){
6123 int realdialoguetype;
6125 if(dialoguetype[i]>49){
6126 realdialoguetype=dialoguetype[i]-50;
6129 else if(dialoguetype[i]>39){
6130 realdialoguetype=dialoguetype[i]-40;
6133 else if(dialoguetype[i]>29){
6134 realdialoguetype=dialoguetype[i]-30;
6137 else if(dialoguetype[i]>19){
6138 realdialoguetype=dialoguetype[i]-20;
6141 else if(dialoguetype[i]>9){
6142 realdialoguetype=dialoguetype[i]-10;
6146 realdialoguetype=dialoguetype[i];
6149 if((!hostile||dialoguetype[i]>40&&dialoguetype[i]<50)&&
6150 realdialoguetype<numplayers&&
6151 realdialoguetype>0&&
6152 (dialoguegonethrough[i]==0||!special)&&
6153 (special||Input::isKeyPressed(attackkey))){
6154 if(findDistancefast(&player[0].coords,&player[realdialoguetype].coords)<6||
6155 player[realdialoguetype].howactive>=typedead1||
6156 dialoguetype[i]>40&&dialoguetype[i]<50){
6158 for(int j=0;j<numdialogueboxes[whichdialogue];j++){
6159 player[participantfocus[whichdialogue][j]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
6160 player[participantfocus[whichdialogue][j]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
6161 player[participantfocus[whichdialogue][j]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
6162 player[participantfocus[whichdialogue][j]].velocity=0;
6163 player[participantfocus[whichdialogue][j]].targetanimation=player[participantfocus[whichdialogue][j]].getIdle();
6164 player[participantfocus[whichdialogue][j]].targetframe=0;
6169 dialoguegonethrough[i]++;
6170 if(dialogueboxsound[whichdialogue][indialogue]!=0){
6171 playdialogueboxsound();
6177 windvar+=multiplier;
6178 smoketex+=multiplier;
6179 tutorialstagetime+=multiplier;
6182 static float hotspotvisual[40];
6186 for(int i=0;i<numhotspots;i++)
6187 hotspotvisual[i]-=multiplier/320;
6189 for(int i=0;i<numhotspots;i++){
6190 //if(hotspottype[i]<=10)
6191 while(hotspotvisual[i]<0){
6193 hotspotsprite.x=float(abs(Random()%100000))/100000*hotspotsize[i];
6194 hotspotsprite=DoRotation(hotspotsprite,0,0,Random()%360);
6195 hotspotsprite=DoRotation(hotspotsprite,0,Random()%360,0);
6196 hotspotsprite+=hotspot[i];
6197 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite*0, 1,0.5,0, 7, 0.4);
6198 hotspotvisual[i]+=0.1/hotspotsize[i]/hotspotsize[i]/hotspotsize[i];
6202 for(int i=0;i<numhotspots;i++){
6203 if(hotspottype[i]<=10&&hotspottype[i]>0){
6204 hotspot[i]=player[hotspottype[i]].coords;
6215 if(tutoriallevel!=1){
6218 bonus!=spinecrusher&&
6219 bonus!=tracheotomy&&
6222 emit_sound_np(consolesuccesssound);
6224 } else if(bonustime==0){
6225 emit_sound_np(fireendsound);
6228 if(bonus!=solidhit&&
6230 bonus!=threexcombo&&
6235 bonusnum[bonus]+=0.15;
6238 bonusvalue/=bonusnum[bonus];
6239 bonustotal+=bonusvalue;
6241 bonustime+=multiplier;
6244 if(environment==snowyenvironment){
6245 precipdelay-=multiplier;
6246 while(precipdelay<0){
6250 XYZ footvel,footpoint;
6253 footpoint=viewer+viewerfacing*6;
6254 footpoint.y+=((float)abs(Random()%1200))/100-6;
6255 footpoint.x+=((float)abs(Random()%1200))/100-6;
6256 footpoint.z+=((float)abs(Random()%1200))/100-6;
6257 Sprite::MakeSprite(snowsprite, footpoint,footvel, 1,1,1, .1, 1);
6262 doAerialAcrobatics();
6265 static XYZ oldviewer;
6269 player[0].forwardkeydown=Input::isKeyDown(forwardkey);
6270 player[0].leftkeydown=Input::isKeyDown(leftkey);
6271 player[0].backkeydown=Input::isKeyDown(backkey);
6272 player[0].rightkeydown=Input::isKeyDown(rightkey);
6273 player[0].jumpkeydown=Input::isKeyDown(jumpkey);
6274 player[0].crouchkeydown=Input::isKeyDown(crouchkey);
6275 player[0].drawkeydown=Input::isKeyDown(drawkey);
6276 player[0].throwkeydown=Input::isKeyDown(throwkey);
6280 player[0].forwardkeydown=0;
6281 player[0].leftkeydown=0;
6282 player[0].backkeydown=0;
6283 player[0].rightkeydown=0;
6284 player[0].jumpkeydown=0;
6285 player[0].crouchkeydown=0;
6286 player[0].drawkeydown=0;
6287 player[0].throwkeydown=0;
6290 if(!player[0].jumpkeydown)
6291 player[0].jumpclimb=0;
6300 facing=DoRotation(facing,-rotation2,0,0);
6301 facing=DoRotation(facing,0,0-rotation,0);
6306 flatfacing=DoRotation(flatfacing,0,-rotation,0);
6308 if(Input::isKeyDown(forwardkey))
6309 viewer+=facing*multiplier*4;
6310 if(Input::isKeyDown(backkey))
6311 viewer-=facing*multiplier*4;
6312 if(Input::isKeyDown(leftkey))
6313 viewer+=DoRotation(flatfacing*multiplier,0,90,0)*4;
6314 if(Input::isKeyDown(rightkey))
6315 viewer+=DoRotation(flatfacing*multiplier,0,-90,0)*4;
6316 if(Input::isKeyDown(jumpkey))
6317 viewer.y+=multiplier*4;
6318 if(Input::isKeyDown(crouchkey))
6319 viewer.y-=multiplier*4;
6320 if( Input::isKeyPressed(SDLK_1)||
6321 Input::isKeyPressed(SDLK_2)||
6322 Input::isKeyPressed(SDLK_3)||
6323 Input::isKeyPressed(SDLK_4)||
6324 Input::isKeyPressed(SDLK_5)||
6325 Input::isKeyPressed(SDLK_6)||
6326 Input::isKeyPressed(SDLK_7)||
6327 Input::isKeyPressed(SDLK_8)||
6328 Input::isKeyPressed(SDLK_9)||
6329 Input::isKeyPressed(SDLK_0)||
6330 Input::isKeyPressed(SDLK_MINUS)){
6332 if(Input::isKeyPressed(SDLK_1))whichend=1;
6333 if(Input::isKeyPressed(SDLK_2))whichend=2;
6334 if(Input::isKeyPressed(SDLK_3))whichend=3;
6335 if(Input::isKeyPressed(SDLK_4))whichend=4;
6336 if(Input::isKeyPressed(SDLK_5))whichend=5;
6337 if(Input::isKeyPressed(SDLK_6))whichend=6;
6338 if(Input::isKeyPressed(SDLK_7))whichend=7;
6339 if(Input::isKeyPressed(SDLK_8))whichend=8;
6340 if(Input::isKeyPressed(SDLK_9))whichend=9;
6341 if(Input::isKeyPressed(SDLK_0))whichend=0;
6342 if(Input::isKeyPressed(SDLK_MINUS))
6345 participantfocus[whichdialogue][indialogue]=whichend;
6346 participantlocation[whichdialogue][whichend]=player[whichend].coords;
6347 participantrotation[whichdialogue][whichend]=player[whichend].rotation;
6350 participantfocus[whichdialogue][indialogue]=-1;
6352 if(player[participantfocus[whichdialogue][indialogue]].dead){
6357 dialoguecamera[whichdialogue][indialogue]=viewer;
6358 dialoguecamerarotation[whichdialogue][indialogue]=rotation;
6359 dialoguecamerarotation2[whichdialogue][indialogue]=rotation2;
6361 if(indialogue<numdialogueboxes[whichdialogue]){
6362 if(dialogueboxsound[whichdialogue][indialogue]!=0){
6363 playdialogueboxsound();
6367 for(int j=0;j<numplayers;j++){
6368 participantfacing[whichdialogue][indialogue][j]=participantfacing[whichdialogue][indialogue-1][j];
6371 //TODO: should these be KeyDown or KeyPressed?
6372 if( Input::isKeyDown(SDLK_KP1)||
6373 Input::isKeyDown(SDLK_KP2)||
6374 Input::isKeyDown(SDLK_KP3)||
6375 Input::isKeyDown(SDLK_KP4)||
6376 Input::isKeyDown(SDLK_KP5)||
6377 Input::isKeyDown(SDLK_KP6)||
6378 Input::isKeyDown(SDLK_KP7)||
6379 Input::isKeyDown(SDLK_KP8)||
6380 Input::isKeyDown(SDLK_KP9)||
6381 Input::isKeyDown(SDLK_KP0)){
6383 if(Input::isKeyDown(SDLK_KP1))whichend=1;
6384 if(Input::isKeyDown(SDLK_KP2))whichend=2;
6385 if(Input::isKeyDown(SDLK_KP3))whichend=3;
6386 if(Input::isKeyDown(SDLK_KP4))whichend=4;
6387 if(Input::isKeyDown(SDLK_KP5))whichend=5;
6388 if(Input::isKeyDown(SDLK_KP6))whichend=6;
6389 if(Input::isKeyDown(SDLK_KP7))whichend=7;
6390 if(Input::isKeyDown(SDLK_KP8))whichend=8;
6391 if(Input::isKeyDown(SDLK_KP9))whichend=9;
6392 if(Input::isKeyDown(SDLK_KP0))whichend=0;
6393 participantfacing[whichdialogue][indialogue][whichend]=facing;
6395 if(indialogue>=numdialogueboxes[whichdialogue]){
6402 pause_sound(whooshsound);
6403 viewer=dialoguecamera[whichdialogue][indialogue];
6404 viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.1);
6405 rotation=dialoguecamerarotation[whichdialogue][indialogue];
6406 rotation2=dialoguecamerarotation2[whichdialogue][indialogue];
6407 if(dialoguetime>0.5)
6408 if( Input::isKeyPressed(SDLK_1)||
6409 Input::isKeyPressed(SDLK_2)||
6410 Input::isKeyPressed(SDLK_3)||
6411 Input::isKeyPressed(SDLK_4)||
6412 Input::isKeyPressed(SDLK_5)||
6413 Input::isKeyPressed(SDLK_6)||
6414 Input::isKeyPressed(SDLK_7)||
6415 Input::isKeyPressed(SDLK_8)||
6416 Input::isKeyPressed(SDLK_9)||
6417 Input::isKeyPressed(SDLK_0)||
6418 Input::isKeyPressed(SDLK_MINUS)||
6419 Input::isKeyPressed(attackkey)){
6421 if(indialogue<numdialogueboxes[whichdialogue]){
6422 if(dialogueboxsound[whichdialogue][indialogue]!=0){
6423 playdialogueboxsound();
6424 if(dialogueboxsound[whichdialogue][indialogue]==-5){
6425 hotspot[numhotspots]=player[0].coords;
6426 hotspotsize[numhotspots]=10;
6427 hotspottype[numhotspots]=-1;
6431 if(dialogueboxsound[whichdialogue][indialogue]==-6){
6435 if(player[participantfocus[whichdialogue][indialogue]].dead){
6443 if(indialogue>=numdialogueboxes[whichdialogue]){
6447 if(dialoguetype[whichdialogue]>19&&dialoguetype[whichdialogue]<30){
6450 if(dialoguetype[whichdialogue]>29&&dialoguetype[whichdialogue]<40){
6453 if(dialoguetype[whichdialogue]>49&&dialoguetype[whichdialogue]<60){
6455 for(int i=1;i<numplayers;i++){
6456 player[i].aitype = attacktypecutoff;
6463 static float keyrefreshdelay=0,bigrefreshdelay=0;
6465 if(!player[0].jumpkeydown){
6466 player[0].jumptogglekeydown=0;
6468 if(player[0].jumpkeydown&&
6469 player[0].targetanimation!=jumpupanim&&
6470 player[0].targetanimation!=jumpdownanim&&
6471 !player[0].isFlip())
6472 player[0].jumptogglekeydown=1;
6475 dialoguetime+=multiplier;
6476 hawkrotation+=multiplier*25;
6478 realhawkcoords.x=25;
6479 realhawkcoords=DoRotation(realhawkcoords,0,hawkrotation,0)+hawkcoords;
6480 hawkcalldelay-=multiplier/2;
6482 if(hawkcalldelay<=0){
6483 emit_sound_at(hawksound, realhawkcoords);
6485 hawkcalldelay=16+abs(Random()%8);
6487 static float temptexdetail;
6494 doPlayerCollisions();
6498 for(int k=0;k<numplayers;k++)
6499 if(k!=0&&player[k].immobile)
6500 player[k].coords=player[k].realoldcoords;
6502 for(int k=0;k<numplayers;k++){
6503 if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
6504 if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
6505 player[k].DoDamage(1000);
6511 static bool respawnkeydown;
6514 (Input::isKeyDown(SDLK_z)&&
6515 Input::isKeyDown(SDLK_LMETA)&&
6517 (Input::isKeyDown(jumpkey)&&
6521 targetlevel=whichlevel;
6525 if(!Input::isKeyDown(jumpkey))
6527 if(Input::isKeyDown(jumpkey))
6533 static bool movekey;
6536 for(int i=0;i<numplayers;i++){
6537 static float oldtargetrotation;
6538 if(!player[i].skeleton.free){
6539 oldtargetrotation=player[i].targetrotation;
6540 if(i==0&&indialogue==-1){
6541 //TODO: refactor repetitive code
6542 if(!animation[player[0].targetanimation].attack&&
6543 player[0].targetanimation!=staggerbackhighanim&&
6544 player[0].targetanimation!=staggerbackhardanim&&
6545 player[0].targetanimation!=crouchremoveknifeanim&&
6546 player[0].targetanimation!=removeknifeanim&&
6547 player[0].targetanimation!=backhandspringanim&&
6548 player[0].targetanimation!=dodgebackanim&&
6549 player[0].targetanimation!=walljumprightkickanim&&
6550 player[0].targetanimation!=walljumpleftkickanim){
6552 player[0].targetrotation=0;
6554 player[0].targetrotation=-rotation+180;
6560 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
6564 facing=DoRotation(facing,-rotation2,0,0);
6565 facing=DoRotation(facing,0,0-rotation,0);
6568 player[0].lookrotation=-rotation;
6570 player[i].targetheadrotation=rotation;
6571 player[i].targetheadrotation2=rotation2;
6573 if(i!=0&&player[i].aitype==playercontrolled&&indialogue==-1){
6574 if(!animation[player[i].targetanimation].attack&&
6575 player[i].targetanimation!=staggerbackhighanim&&
6576 player[i].targetanimation!=staggerbackhardanim&&
6577 player[i].targetanimation!=crouchremoveknifeanim&&
6578 player[i].targetanimation!=removeknifeanim&&
6579 player[i].targetanimation!=backhandspringanim&&
6580 player[i].targetanimation!=dodgebackanim&&
6581 player[i].targetanimation!=walljumprightkickanim&&
6582 player[i].targetanimation!=walljumpleftkickanim){
6583 player[i].targetrotation=-player[i].lookrotation+180;
6589 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
6591 facing=DoRotation(facing,-player[i].lookrotation2,0,0);
6592 facing=DoRotation(facing,0,0-player[i].lookrotation,0);
6594 player[i].targetheadrotation=player[i].lookrotation;
6595 player[i].targetheadrotation2=player[i].lookrotation2;
6598 player[i].targetheadrotation=180-roughDirection(participantfacing[whichdialogue][indialogue][i]);
6599 player[i].targetheadrotation2=pitch(participantfacing[whichdialogue][indialogue][i]);
6607 player[i].avoidsomething=0;
6609 //avoid flaming things
6610 for(int j=0;j<objects.numobjects;j++)
6611 if(objects.onfire[j])
6612 if(findDistancefast(&player[i].coords,&objects.position[j])<sq(objects.scale[j])*200)
6613 if( findDistancefast(&player[i].coords,&objects.position[j])<
6614 findDistancefast(&player[i].coords,&player[0].coords)){
6615 player[i].collided=0;
6616 player[i].avoidcollided=1;
6617 if(player[i].avoidsomething==0||
6618 findDistancefast(&player[i].coords,&objects.position[j])<
6619 findDistancefast(&player[i].coords,&player[i].avoidwhere)){
6620 player[i].avoidwhere=objects.position[j];
6621 player[i].avoidsomething=1;
6625 //avoid flaming players
6626 for(int j=0;j<numplayers;j++)
6627 if(player[j].onfire)
6628 if(findDistancefast(&player[j].coords,&player[i].coords)<sq(0.3)*200)
6629 if( findDistancefast(&player[i].coords,&player[j].coords)<
6630 findDistancefast(&player[i].coords,&player[0].coords)){
6631 player[i].collided=0;
6632 player[i].avoidcollided=1;
6633 if(player[i].avoidsomething==0||
6634 findDistancefast(&player[i].coords,&player[j].coords)<
6635 findDistancefast(&player[i].coords,&player[i].avoidwhere)){
6636 player[i].avoidwhere=player[j].coords;
6637 player[i].avoidsomething=1;
6641 if(player[i].collided>.8)
6642 player[i].avoidcollided=0;
6646 if(animation[player[i].targetanimation].attack==reversed){
6647 //player[i].targetrotation=player[i].rotation;
6648 player[i].forwardkeydown=0;
6649 player[i].leftkeydown=0;
6650 player[i].backkeydown=0;
6651 player[i].rightkeydown=0;
6652 player[i].jumpkeydown=0;
6653 player[i].attackkeydown=0;
6654 //player[i].crouchkeydown=0;
6655 player[i].throwkeydown=0;
6659 player[i].forwardkeydown=0;
6660 player[i].leftkeydown=0;
6661 player[i].backkeydown=0;
6662 player[i].rightkeydown=0;
6663 player[i].jumpkeydown=0;
6664 player[i].crouchkeydown=0;
6665 player[i].drawkeydown=0;
6666 player[i].throwkeydown=0;
6669 if(player[i].collided<-.3)
6670 player[i].collided=-.3;
6671 if(player[i].collided>1)
6672 player[i].collided=1;
6673 player[i].collided-=multiplier*4;
6674 player[i].whichdirectiondelay-=multiplier;
6675 if(player[i].avoidcollided<-.3||player[i].whichdirectiondelay<=0){
6676 player[i].avoidcollided=-.3;
6677 player[i].whichdirection=abs(Random()%2);
6678 player[i].whichdirectiondelay=.4;
6680 if(player[i].avoidcollided>1)
6681 player[i].avoidcollided=1;
6682 player[i].avoidcollided-=multiplier/4;
6683 if(!player[i].skeleton.free){
6684 player[i].stunned-=multiplier;
6685 player[i].surprised-=multiplier;
6687 if(i!=0&&player[i].surprised<=0&&
6688 player[i].aitype==attacktypecutoff&&
6690 !player[i].skeleton.free&&
6691 animation[player[i].targetanimation].attack==neutral)
6694 if(!player[i].throwkeydown)
6695 player[i].throwtogglekeydown=0;
6698 if(player[i].throwkeydown&&!player[i].throwtogglekeydown){
6699 if(player[i].weaponactive==-1&&
6700 player[i].num_weapons<2&&
6701 (player[i].isIdle()||
6702 player[i].isCrouch()||
6703 player[i].targetanimation==sneakanim||
6704 player[i].targetanimation==rollanim||
6705 player[i].targetanimation==backhandspringanim||
6706 player[i].isFlip()||
6707 player[i].isFlip()||
6708 player[i].aitype!=playercontrolled)){
6709 for(int j=0;j<weapons.numweapons;j++){
6710 if((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0||
6711 player[i].aitype==playercontrolled)&&
6712 weapons.owner[j]==-1&&
6713 player[i].weaponactive==-1)
6714 if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2){
6715 if(findDistancefast(&player[i].coords,&weapons.position[j])<2){
6716 if(player[i].isCrouch()||
6717 player[i].targetanimation==sneakanim||
6719 player[i].isIdle()||
6720 player[i].aitype!=playercontrolled){
6721 player[i].throwtogglekeydown=1;
6722 setAnimation(i,crouchremoveknifeanim);
6723 player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[j]);
6724 player[i].hasvictim=0;
6726 if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
6727 player[i].throwtogglekeydown=1;
6728 player[i].hasvictim=0;
6730 if((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0||
6731 player[i].aitype==playercontrolled)&&
6732 weapons.owner[j]==-1||
6734 weapons.owner[j]==player[i].victim->id)
6735 if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2&&player[i].weaponactive==-1)
6736 if(findDistancefast(&player[i].coords,&weapons.position[j])<1||player[i].victim){
6737 if(weapons.type[j]!=staff)
6738 emit_sound_at(knifedrawsound, player[i].coords, 128.);
6740 player[i].weaponactive=0;
6741 weapons.owner[j]=player[i].id;
6742 if(player[i].num_weapons>0)
6743 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6744 player[i].num_weapons++;
6745 player[i].weaponids[0]=j;
6748 }else if((player[i].isIdle()||
6749 player[i].isFlip()||
6750 player[i].aitype!=playercontrolled)&&
6751 findDistancefast(&player[i].coords,&weapons.position[j])<5&&
6752 player[i].coords.y<weapons.position[j].y){
6753 if(!player[i].isFlip()){
6754 player[i].throwtogglekeydown=1;
6755 setAnimation(i,removeknifeanim);
6756 player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[j]);
6758 if(player[i].isFlip()){
6759 player[i].throwtogglekeydown=1;
6760 player[i].hasvictim=0;
6762 for(int k=0;k<weapons.numweapons;k++){
6763 if(player[i].weaponactive==-1)
6764 if((weapons.velocity[k].x==0&&weapons.velocity[k].y==0&&weapons.velocity[k].z==0||
6765 player[i].aitype==playercontrolled)&&
6766 weapons.owner[k]==-1||
6768 weapons.owner[k]==player[i].victim->id)
6769 if(findDistancefastflat(&player[i].coords,&weapons.position[k])<3&&
6770 player[i].weaponactive==-1){
6771 if(weapons.type[k]!=staff)
6772 emit_sound_at(knifedrawsound, player[i].coords, 128.);
6774 player[i].weaponactive=0;
6775 weapons.owner[k]=player[i].id;
6776 if(player[i].num_weapons>0)
6777 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6778 player[i].num_weapons++;
6779 player[i].weaponids[0]=k;
6786 if(player[i].isCrouch()||
6787 player[i].targetanimation==sneakanim||
6789 player[i].isIdle()||player[i].targetanimation==rollanim||
6790 player[i].targetanimation==backhandspringanim){
6792 for(int j=0;j<numplayers;j++){
6793 if(player[i].weaponactive==-1)
6795 if(player[j].num_weapons&&
6796 player[j].skeleton.free&&
6797 findDistancefast(&player[i].coords,&player[j].coords)<2/*&&player[j].dead*/&&
6798 (((player[j].skeleton.forward.y<0&&
6799 player[j].weaponstuckwhere==0)||
6800 (player[j].skeleton.forward.y>0&&
6801 player[j].weaponstuckwhere==1))||
6802 player[j].weaponstuck==-1||
6803 player[j].num_weapons>1)){
6804 if(player[i].targetanimation!=rollanim&&player[i].targetanimation!=backhandspringanim){
6805 player[i].throwtogglekeydown=1;
6806 player[i].victim=&player[j];
6807 player[i].hasvictim=1;
6808 setAnimation(i,crouchremoveknifeanim);
6809 player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
6811 if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
6812 player[i].throwtogglekeydown=1;
6813 player[i].victim=&player[j];
6814 player[i].hasvictim=1;
6815 int k = player[j].weaponids[0];
6816 if(player[i].hasvictim){
6819 if(player[i].victim->weaponstuck!=-1){
6820 if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
6825 if(weapons.type[k]!=staff)
6826 emit_sound_at(knifedrawsound, player[i].coords, 128.);
6829 emit_sound_at(fleshstabremovesound, player[i].coords, 128.);
6831 player[i].weaponactive=0;
6832 if(weapons.owner[k]!=-1){
6833 if(player[i].victim->num_weapons==1)player[i].victim->num_weapons=0;
6834 else player[i].victim->num_weapons=1;
6836 player[i].victim->skeleton.longdead=0;
6837 player[i].victim->skeleton.free=1;
6838 player[i].victim->skeleton.broken=0;
6840 for(int l=0;l<player[i].victim->skeleton.num_joints;l++){
6841 player[i].victim->skeleton.joints[l].velchange=0;
6842 player[i].victim->skeleton.joints[l].locked=0;
6848 Normalise(&relative);
6849 XYZ footvel,footpoint;
6851 footpoint=weapons.position[k];
6852 if(player[i].victim->weaponstuck!=-1){
6853 if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
6854 if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3);
6855 weapons.bloody[k]=2;
6856 weapons.blooddrip[k]=5;
6857 player[i].victim->weaponstuck=-1;
6858 player[i].victim->bloodloss+=2000;
6859 player[i].victim->DoDamage(2000);
6862 if(player[i].victim->num_weapons>0){
6863 if(player[i].victim->weaponstuck!=0&&player[i].victim->weaponstuck!=-1)player[i].victim->weaponstuck=0;
6864 if(player[i].victim->weaponids[0]==k)
6865 player[i].victim->weaponids[0]=player[i].victim->weaponids[player[i].victim->num_weapons];
6868 player[i].victim->weaponactive=-1;
6870 playerJoint(player[i].victim,abdomen).velocity+=relative*6;
6871 playerJoint(player[i].victim,neck).velocity+=relative*6;
6872 playerJoint(player[i].victim,rightshoulder).velocity+=relative*6;
6873 playerJoint(player[i].victim,leftshoulder).velocity+=relative*6;
6876 if(player[i].num_weapons>0){
6877 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6879 player[i].num_weapons++;
6880 player[i].weaponids[0]=k;
6887 if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
6888 if(weapons.type[player[i].weaponids[0]]==knife){
6889 if(player[i].isIdle()||
6891 player[i].isCrouch()||
6892 player[i].targetanimation==sneakanim||
6895 for(int j=0;j<numplayers;j++){
6897 if(tutoriallevel!=1||tutorialstage==49)
6899 if(normaldotproduct(player[i].facing,player[i].coords-player[j].coords)<0&&
6900 findDistancefast(&player[i].coords,&player[j].coords)<100&&
6901 findDistancefast(&player[i].coords,&player[j].coords)>1.5&&
6902 !player[j].skeleton.free&&
6903 -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)){
6904 if(!player[i].isFlip()){
6905 player[i].throwtogglekeydown=1;
6906 player[i].victim=&player[j];
6907 setAnimation(i,knifethrowanim);
6908 player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
6909 player[i].targettilt2=pitchTo(player[i].coords,player[j].coords);
6911 if(player[i].isFlip()){
6912 if(player[i].weaponactive!=-1){
6913 player[i].throwtogglekeydown=1;
6914 player[i].victim=&player[j];
6916 weapons.owner[player[i].weaponids[0]]=-1;
6917 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);
6920 aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0);
6922 weapons.velocity[player[i].weaponids[0]]=aim*50;
6923 weapons.tipvelocity[player[i].weaponids[0]]=aim*50;
6924 weapons.missed[player[i].weaponids[0]]=0;
6925 weapons.freetime[player[i].weaponids[0]]=0;
6926 weapons.firstfree[player[i].weaponids[0]]=1;
6927 weapons.physics[player[i].weaponids[0]]=0;
6928 player[i].num_weapons--;
6929 if(player[i].num_weapons){
6930 player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
6932 player[i].weaponactive=-1;
6939 if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
6940 if(player[i].isCrouch()||player[i].targetanimation==sneakanim){
6941 player[i].throwtogglekeydown=1;
6942 weapons.owner[player[i].weaponids[0]]=-1;
6943 weapons.velocity[player[i].weaponids[0]]=player[i].velocity*.2;
6944 if(weapons.velocity[player[i].weaponids[0]].x==0)weapons.velocity[player[i].weaponids[0]].x=.1;
6945 weapons.tipvelocity[player[i].weaponids[0]]=weapons.velocity[player[i].weaponids[0]];
6946 weapons.missed[player[i].weaponids[0]]=1;
6947 weapons.freetime[player[i].weaponids[0]]=0;
6948 weapons.firstfree[player[i].weaponids[0]]=1;
6949 weapons.physics[player[i].weaponids[0]]=1;
6950 player[i].num_weapons--;
6951 if(player[i].num_weapons){
6952 player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
6953 if(player[i].weaponstuck==player[i].num_weapons)player[i].weaponstuck=0;
6956 player[i].weaponactive=-1;
6957 for(int j=0;j<numplayers;j++){
6958 player[j].wentforweapon=0;
6966 if(i==0||!player[0].dead||player[i].weaponactive!=-1)
6967 if(player[i].drawkeydown&&!player[i].drawtogglekeydown||
6968 player[i].num_weapons==2&&
6969 player[i].weaponactive==-1&&
6970 player[i].isIdle()||
6972 player[i].weaponactive!=-1&&
6975 if(player[i].weaponactive!=-1)
6976 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==staff)
6978 if(isgood&&player[i].creature!=wolftype){
6979 if(player[i].isIdle()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
6980 setAnimation(i,drawrightanim);
6981 player[i].drawtogglekeydown=1;
6983 if((player[i].isIdle()||
6984 (player[i].aitype!=playercontrolled&&
6985 player[0].weaponactive!=-1&&
6986 player[i].isRun()))&&
6987 player[i].num_weapons&&
6988 weapons.type[player[i].weaponids[0]]==sword){
6989 setAnimation(i,drawleftanim);
6990 player[i].drawtogglekeydown=1;
6992 if(player[i].isCrouch()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
6993 setAnimation(i,crouchdrawrightanim);
6994 player[i].drawtogglekeydown=1;
6999 if(player[i].isCrouch()&&
7000 weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&
7002 player[i].onterrain&&
7003 player[i].num_weapons&&
7004 player[i].weaponactive!=-1&&
7005 player[i].attackkeydown){
7006 if(weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&
7007 player[i].onterrain&&
7008 bloodtoggle&&musictype!=stream_fighttheme){
7009 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==knife)
7010 setAnimation(i,crouchstabanim);
7011 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==sword)
7012 setAnimation(i,swordgroundstabanim);
7013 player[i].hasvictim=0;
7014 //player[i].attacktogglekeydown=1;
7018 if(!player[i].drawkeydown)
7019 player[i].drawtogglekeydown=0;
7026 absflatfacing=DoRotation(absflatfacing,0,-rotation,0);
7028 else absflatfacing=flatfacing;
7031 player[i].forwardkeydown=0;
7032 player[i].leftkeydown=0;
7033 player[i].backkeydown=0;
7034 player[i].rightkeydown=0;
7035 player[i].jumpkeydown=0;
7036 player[i].crouchkeydown=0;
7037 player[i].drawkeydown=0;
7038 player[i].throwkeydown=0;
7042 if(!animation[player[i].targetanimation].attack&&
7043 player[i].targetanimation!=staggerbackhighanim&&
7044 player[i].targetanimation!=staggerbackhardanim&&
7045 player[i].targetanimation!=backhandspringanim&&
7046 player[i].targetanimation!=dodgebackanim){
7047 if(!player[i].forwardkeydown)
7048 player[i].forwardstogglekeydown=0;
7049 if(player[i].crouchkeydown){
7053 player[i].superruntoggle=1;
7055 for(int j=0;j<numplayers;j++)
7056 if(j!=i&&!player[j].skeleton.free&&player[j].aitype==passivetype)
7057 if(findDistancefast(&player[j].coords,&player[i].coords)<16)
7058 player[i].superruntoggle=0;
7062 for(int j=0;j<numplayers;j++){
7063 if(j!=i&&!player[j].skeleton.free&&player[j].victim&&player[i].lowreversaldelay<=0){
7064 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
7065 player[j].victim==&player[i]&&
7066 (player[j].targetanimation==sweepanim||
7067 player[j].targetanimation==upunchanim||
7068 player[j].targetanimation==wolfslapanim||
7069 ((player[j].targetanimation==swordslashanim||
7070 player[j].targetanimation==knifeslashstartanim||
7071 player[j].targetanimation==staffhitanim||
7072 player[j].targetanimation==staffspinhitanim)&&
7073 findDistancefast(&player[j].coords,&player[i].coords)<2))){
7082 player[target].Reverse();
7083 player[i].lowreversaldelay=.5;
7085 if(player[i].isIdle()){
7086 setAnimation(i,player[i].getCrouch());
7087 player[i].transspeed=10;
7089 if(player[i].isRun()||
7090 (player[i].isStop()&&
7091 (player[i].leftkeydown||
7092 player[i].rightkeydown||
7093 player[i].forwardkeydown||
7094 player[i].backkeydown))){
7095 setAnimation(i,rollanim);
7096 player[i].transspeed=20;
7099 if(!player[i].crouchkeydown){
7101 if(!player[i].isRun()&&player[i].targetanimation!=sneakanim&&i==0)player[i].superruntoggle=0;
7103 if(player[i].isCrouch()){
7105 for(int j=0;j<numplayers;j++){
7107 !player[j].skeleton.free&&
7109 player[i].highreversaldelay<=0){
7110 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
7111 player[j].victim==&player[i]&&
7112 (player[j].targetanimation==spinkickanim)&&
7113 player[i].isCrouch()){
7122 player[target].Reverse();
7123 player[i].highreversaldelay=.5;
7125 if(player[i].isCrouch()){
7126 if(!player[i].wasCrouch()){
7127 player[i].currentanimation=player[i].getCrouch();
7128 player[i].currentframe=0;
7130 setAnimation(i,player[i].getIdle());
7131 player[i].transspeed=10;
7134 if(player[i].targetanimation==sneakanim){
7135 setAnimation(i,player[i].getIdle());
7136 player[i].transspeed=10;
7139 if(player[i].forwardkeydown){
7140 if(player[i].isIdle()||
7141 (player[i].isStop()&&
7142 player[i].targetrotation==player[i].rotation)||
7143 (player[i].isLanding()&&
7144 player[i].targetframe>0&&
7145 !player[i].jumpkeydown)||
7146 (player[i].isLandhard()&&
7147 player[i].targetframe>0&&
7148 !player[i].jumpkeydown&&
7149 player[i].crouchkeydown)){
7150 if(player[i].aitype==passivetype)
7151 setAnimation(i,walkanim);
7153 setAnimation(i,player[i].getRun());
7155 if(player[i].isCrouch()){
7156 player[i].targetanimation=sneakanim;
7157 if(player[i].wasCrouch())
7159 player[i].targetframe=0;
7161 if(player[i].targetanimation==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){
7162 setAnimation(i,climbanim);
7163 player[i].targetframe=1;
7164 player[i].jumpclimb=1;
7166 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7167 player[i].velocity+=absflatfacing*5*multiplier;
7169 player[i].forwardstogglekeydown=1;
7172 if (player[i].rightkeydown){
7173 if(player[i].isIdle()||
7174 (player[i].isStop()&&
7175 player[i].targetrotation==player[i].rotation)||
7176 (player[i].isLanding()&&
7177 player[i].targetframe>0&&
7178 !player[i].jumpkeydown)||
7179 (player[i].isLandhard()&&
7180 player[i].targetframe>0&&
7181 !player[i].jumpkeydown&&
7182 player[i].crouchkeydown)){
7183 setAnimation(i,player[i].getRun());
7185 if(player[i].isCrouch()){
7186 player[i].targetanimation=sneakanim;
7187 if(player[i].wasCrouch())
7189 player[i].targetframe=0;
7191 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7192 player[i].velocity+=DoRotation(absflatfacing*5*multiplier,0,-90,0);
7194 player[i].targetrotation-=90;
7195 if(player[i].forwardkeydown)player[i].targetrotation+=45;
7196 if(player[i].backkeydown)player[i].targetrotation-=45;
7199 if ( player[i].leftkeydown){
7200 if(player[i].isIdle()||
7201 (player[i].isStop()&&
7202 player[i].targetrotation==player[i].rotation)||
7203 (player[i].isLanding()&&
7204 player[i].targetframe>0&&
7205 !player[i].jumpkeydown)||
7206 (player[i].isLandhard()&&
7207 player[i].targetframe>0&&
7208 !player[i].jumpkeydown&&
7209 player[i].crouchkeydown)){
7210 setAnimation(i,player[i].getRun());
7212 if(player[i].isCrouch()){
7213 player[i].targetanimation=sneakanim;
7214 if(player[i].wasCrouch())
7216 player[i].targetframe=0;
7218 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7219 player[i].velocity-=DoRotation(absflatfacing*5*multiplier,0,-90,0);
7221 player[i].targetrotation+=90;
7222 if(player[i].forwardkeydown)player[i].targetrotation-=45;
7223 if(player[i].backkeydown)player[i].targetrotation+=45;
7226 if(player[i].backkeydown){
7227 if(player[i].isIdle()||
7228 (player[i].isStop()&&
7229 player[i].targetrotation==player[i].rotation)||
7230 (player[i].isLanding()&&
7231 player[i].targetframe>0&&
7232 !player[i].jumpkeydown)||
7233 (player[i].isLandhard()&&
7234 player[i].targetframe>0&&
7235 !player[i].jumpkeydown&&
7236 player[i].crouchkeydown)){
7237 setAnimation(i,player[i].getRun());
7239 if(player[i].isCrouch()){
7240 player[i].targetanimation=sneakanim;
7241 if(player[i].wasCrouch())
7243 player[i].targetframe=0;
7245 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7246 player[i].velocity-=absflatfacing*5*multiplier;
7248 if(player[i].targetanimation==hanganim){
7249 player[i].currentanimation=jumpdownanim;
7250 player[i].targetanimation=jumpdownanim;
7252 player[i].currentframe=0;
7253 player[i].targetframe=1;
7254 player[i].velocity=0;
7255 player[i].velocity.y+=gravity;
7256 player[i].coords.y-=1.4;
7257 player[i].grabdelay=1;
7259 if ( !player[i].leftkeydown&&!player[i].rightkeydown)
7260 player[i].targetrotation+=180;
7263 if((player[i].jumpkeydown&&!player[i].jumpclimb)||player[i].jumpstart){
7264 if((((player[i].isLanding()&&player[i].targetframe>=3)||
7266 player[i].targetanimation==walkanim||
7267 player[i].isCrouch()||
7268 player[i].targetanimation==sneakanim)&&
7269 player[i].jumppower>1)&&
7270 ((player[i].targetanimation!=rabbitrunninganim&&
7271 player[i].targetanimation!=wolfrunninganim)||i!=0)){
7272 player[i].jumpstart=0;
7273 setAnimation(i,jumpupanim);
7274 player[i].rotation=player[i].targetrotation;
7275 player[i].transspeed=20;
7276 player[i].FootLand(0,1);
7277 player[i].FootLand(1,1);
7281 flatfacing=DoRotation(facing,0,player[i].targetrotation+180,0);
7283 if(movekey)player[i].velocity=flatfacing*player[i].speed*45*player[i].scale;
7284 if(!movekey)player[i].velocity=0;
7289 for(int j=0;j<numplayers;j++){
7290 if(j!=i&&!player[j].skeleton.free&&player[j].victim){
7291 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
7292 player[j].victim==&player[i]&&
7293 (player[j].targetanimation==sweepanim)){
7294 if(target>=0)target=-1;
7299 if(target>=0)player[i].velocity.y=1;
7300 else if(player[i].crouchkeydown||player[i].aitype!=playercontrolled){
7301 player[i].velocity.y=7;
7302 player[i].crouchtogglekeydown=1;
7304 else player[i].velocity.y=5;
7306 if(mousejump&&i==0&&debugmode){
7307 if(!player[i].isLanding())player[i].tempdeltav=deltav;
7308 if(player[i].tempdeltav<0)player[i].velocity.y-=(float)(player[i].tempdeltav)/multiplier/1000;
7311 player[i].coords.y+=.2;
7312 player[i].jumppower-=1;
7315 emit_sound_at(whooshsound, player[i].coords, 128.);
7317 emit_sound_at(jumpsound, player[i].coords, 128.);
7319 if((player[i].isIdle())&&player[i].jumppower>1){
7320 setAnimation(i,player[i].getLanding());
7321 player[i].targetframe=2;
7322 player[i].landhard=0;
7323 player[i].jumpstart=1;
7324 player[i].tempdeltav=deltav;
7326 if(player[i].targetanimation==jumpupanim&&
7330 player[i].aitype!=playercontrolled)){
7331 if(player[i].jumppower>multiplier*6){
7332 player[i].velocity.y+=multiplier*6;
7333 player[i].jumppower-=multiplier*6;
7335 if(player[i].jumppower<=multiplier*6){
7336 player[i].velocity.y+=player[i].jumppower;
7337 player[i].jumppower=0;
7340 if(((floatjump||editorenabled)&&debugmode)&&i==0)player[i].velocity.y+=multiplier*30;
7344 if(player[i].isRun()||player[i].targetanimation==walkanim)
7345 setAnimation(i,player[i].getStop());
7346 if(player[i].targetanimation==sneakanim){
7347 player[i].targetanimation=player[i].getCrouch();
7348 if(player[i].currentanimation==sneakanim)
7350 player[i].targetframe=0;
7353 if(player[i].targetanimation==walkanim&&
7354 (player[i].aitype==attacktypecutoff||
7355 player[i].aitype==searchtype||
7356 (player[i].aitype==passivetype&&
7357 player[i].numwaypoints<=1)))
7358 setAnimation(i,player[i].getStop());
7359 if(player[i].isRun()&&(player[i].aitype==passivetype))
7360 setAnimation(i,player[i].getStop());
7363 if(player[i].targetanimation==rollanim)
7364 player[i].targetrotation=oldtargetrotation;
7368 for(int k=0;k<numplayers;k++){
7369 if(fabs(player[k].rotation-player[k].targetrotation)>180){
7370 if(player[k].rotation>player[k].targetrotation)
7371 player[k].rotation-=360;
7373 player[k].rotation+=360;
7376 //stop to turn in right direction
7377 if(fabs(player[k].rotation-player[k].targetrotation)>90&&(player[k].isRun()||player[k].targetanimation==walkanim))
7378 setAnimation(k,player[k].getStop());
7380 if(player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim)
7381 player[k].targettilt=0;
7383 if(player[k].targetanimation!=jumpupanim&&
7384 player[k].targetanimation!=backhandspringanim&&
7385 player[k].targetanimation!=jumpdownanim&&
7386 !player[k].isFlip()){
7387 player[k].targettilt=0;
7388 if(player[k].jumppower<0&&!player[k].jumpkeydown)
7389 player[k].jumppower=0;
7390 player[k].jumppower+=multiplier*7;
7391 if(player[k].isCrouch())
7392 player[k].jumppower+=multiplier*7;
7393 if(player[k].jumppower>5)
7394 player[k].jumppower=5;
7397 if(player[k].isRun())
7398 player[k].targettilt=(player[k].rotation-player[k].targetrotation)/4;
7400 player[k].tilt=stepTowardf(player[k].tilt,player[k].targettilt,multiplier*150);
7401 player[k].grabdelay-=multiplier;
7405 for(int k=0;k<numplayers;k++){
7406 player[k].DoAnimations();
7407 player[k].whichpatchx=player[k].coords.x/(terrain.size/subdivision*terrain.scale);
7408 player[k].whichpatchz=player[k].coords.z/(terrain.size/subdivision*terrain.scale);
7414 for(int j=numenvsounds-1;j>=0;j--){
7415 envsoundlife[j]-=multiplier;
7416 if(envsoundlife[j]<0){
7418 envsoundlife[j]=envsoundlife[numenvsounds];
7419 envsound[j]=envsound[numenvsounds];
7423 OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
7425 OPENAL_SetFrequency(OPENAL_ALL, 22050);
7427 if(tutoriallevel==1){
7444 if(tutorialstage>=51)
7445 if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
7446 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
7447 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
7449 emit_stream_np(stream_menutheme);
7458 if(tutorialstage<51)
7459 if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
7460 emit_sound_at(fireendsound, player[0].coords);
7462 player[0].coords=(oldtemp+oldtemp2)/2;
7466 if(tutorialstage>=14&&tutorialstage<50)
7467 if(findDistancefast(&temp,&player[1].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[1].coords)<4){
7468 emit_sound_at(fireendsound, player[1].coords);
7470 for(int i=0;i<player[1].skeleton.num_joints;i++){
7472 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
7473 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
7474 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;
7475 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
7476 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
7480 player[1].coords=(oldtemp+oldtemp2)/2;
7481 for(int i=0;i<player[1].skeleton.num_joints;i++){
7482 player[1].skeleton.joints[i].velocity=0;
7484 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
7485 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
7486 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;
7487 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
7488 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
7496 static float gLoc[3];
7500 static float vel[3];
7501 vel[0]=(viewer.x-oldviewer.x)/multiplier;
7502 vel[1]=(viewer.y-oldviewer.y)/multiplier;
7503 vel[2]=(viewer.z-oldviewer.z)/multiplier;
7505 //Set orientation with forward and up vectors
7506 static XYZ upvector;
7510 upvector=DoRotation(upvector,-rotation2+90,0,0);
7511 upvector=DoRotation(upvector,0,0-rotation,0);
7516 facing=DoRotation(facing,-rotation2,0,0);
7517 facing=DoRotation(facing,0,0-rotation,0);
7520 static float ori[6];
7524 ori[3] = -upvector.x;
7525 ori[4] = upvector.y;
7526 ori[5] = -upvector.z;
7528 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
7535 if(Input::isKeyPressed(SDLK_F1))
7539 void Game::TickOnce(){
7541 rotation+=multiplier*5;
7543 if(directing||indialogue==-1) {
7544 rotation+=deltah*.7;
7546 rotation2+=deltav*.7;
7548 rotation2-=deltav*.7;
7556 void Game::TickOnceAfter(){
7557 static XYZ colviewer;
7558 static XYZ coltarget;
7561 static float brotate;
7563 static float changedelay;
7564 static bool alldead;
7565 static float unseendelay;
7566 static float cameraspeed;
7570 if(environment==snowyenvironment)
7571 leveltheme=stream_snowtheme;
7572 if(environment==grassyenvironment)
7573 leveltheme=stream_grasstheme;
7574 if(environment==desertenvironment)
7575 leveltheme=stream_deserttheme;
7579 musictype=leveltheme;
7580 for(int i=0;i<numplayers;i++){
7581 if((player[i].aitype==attacktypecutoff||
7582 player[i].aitype==getweapontype||
7583 player[i].aitype==gethelptype||
7584 player[i].aitype==searchtype)&&
7585 !player[i].dead/*&&player[i].surprised<=0*/&&
7586 (player[i].targetanimation!=sneakattackedanim&&
7587 player[i].targetanimation!=knifesneakattackedanim&&
7588 player[i].targetanimation!=swordsneakattackedanim)){
7589 musictype=stream_fighttheme;
7594 musictype=stream_menutheme;
7597 if(musictype==stream_fighttheme)
7600 if(oldmusictype==stream_fighttheme&&musictype!=stream_fighttheme){
7601 unseendelay-=multiplier;
7603 musictype=stream_fighttheme;
7608 musictype=stream_menutheme;
7616 if(musictype!=oldmusictype&&musictype==stream_fighttheme)
7617 emit_sound_np(alarmsound);
7618 musicselected=musictype;
7620 if(musicselected==leveltheme)
7621 musicvolume[0]+=multiplier*450;
7623 musicvolume[0]-=multiplier*450;
7624 if(musicselected==stream_fighttheme)
7625 musicvolume[1]+=multiplier*450;
7627 musicvolume[1]-=multiplier*450;
7628 if(musicselected==stream_menutheme)
7629 musicvolume[2]+=multiplier*450;
7631 musicvolume[2]-=multiplier*450;
7633 for(int i=0;i<3;i++){
7634 if(musicvolume[i]<0)
7636 if(musicvolume[i]>512)
7640 if(musicvolume[2]>128&&!loading&&!mainmenu)
7644 if(musicvolume[0]>0&&oldmusicvolume[0]<=0)
7645 emit_stream_np(leveltheme, musicvolume[0]);
7646 if(musicvolume[1]>0&&oldmusicvolume[1]<=0)
7647 emit_stream_np(stream_fighttheme, musicvolume[1]);
7648 if(musicvolume[2]>0&&oldmusicvolume[2]<=0)
7649 emit_stream_np(stream_menutheme, musicvolume[2]);
7650 if(musicvolume[0]<=0&&oldmusicvolume[0]>0)
7651 pause_sound(leveltheme);
7652 if(musicvolume[1]<=0&&oldmusicvolume[1]>0)
7653 pause_sound(stream_fighttheme);
7654 if(musicvolume[2]<=0&&oldmusicvolume[2]>0)
7655 pause_sound(stream_menutheme);
7657 if(musicvolume[0]!=oldmusicvolume[0])
7658 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
7659 if(musicvolume[1]!=oldmusicvolume[1])
7660 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
7661 if(musicvolume[2]!=oldmusicvolume[2])
7662 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
7664 for(int i=0;i<3;i++)
7665 oldmusicvolume[i]=musicvolume[i];
7667 pause_sound(leveltheme);
7668 pause_sound(stream_fighttheme);
7669 pause_sound(stream_menutheme);
7671 for(int i=0;i<4;i++){
7672 oldmusicvolume[i]=0;
7678 for(int i=0;i<numhotspots;i++){
7679 if(hotspottype[i]>10&&hotspottype[i]<20){
7680 if(player[hotspottype[i]-10].dead==0)
7682 else if(killhotspot==2)
7691 for(int i=0;i<numhotspots;i++)
7692 if(hotspottype[i]==-1)
7693 if(findDistancefast(&player[0].coords,&hotspot[i])<hotspotsize[i])
7697 for(int i=1;i<numplayers;i++)
7698 if(!player[i].dead&&player[i].aitype==attacktypecutoff&&player[i].surprised<=0)
7700 if(numalarmed>maxalarmed)
7701 maxalarmed=numalarmed;
7703 if(changedelay<=0&&!loading&&!editorenabled&&gameon&&!tutoriallevel&&changedelay!=-999&&!won){
7704 if(player[0].dead&&changedelay<=0){
7706 targetlevel=whichlevel;
7709 for(int i=1;i<numplayers;i++)
7710 if(!player[i].dead&&player[i].howactive<typedead1)
7714 if(alldead&&!player[0].dead&&maptype==mapkilleveryone){
7716 targetlevel=whichlevel+1;
7717 if(targetlevel>numchallengelevels-1)targetlevel=0;
7719 if(winhotspot||windialogue){
7721 targetlevel=whichlevel+1;
7722 if(targetlevel>numchallengelevels-1)targetlevel=0;
7728 targetlevel=whichlevel+1;
7729 if(targetlevel>numchallengelevels-1)targetlevel=0;
7732 if(changedelay>0&&!player[0].dead&&!won){
7733 //high scores, awards, win
7735 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
7738 accountactive->winLevel(whichlevel,bonustotal-startbonustotal,leveltime);
7754 if(!editorenabled&&gameon&&!mainmenu){
7755 if(changedelay!=-999)
7756 changedelay-=multiplier/7;
7758 targetlevel=whichlevel;
7759 if(loading==2&&!campaign){
7762 fireSound(firestartsound);
7764 if(!player[0].dead&&targetlevel!=whichlevel)
7765 startbonustotal=bonustotal;
7767 Loadlevel(whichlevel);
7769 Loadlevel(targetlevel);
7775 if(loading==2&&targetlevel==whichlevel){
7779 fireSound(firestartsound);
7781 Loadlevel(campaignmapname[levelorder[accountactive->getCampaignChoicesMade()]]);
7787 if(changedelay<=-999&&
7791 (alldead&&maptype==mapkilleveryone)||
7796 if((player[0].dead||
7797 (alldead&&maptype==mapkilleveryone)||
7802 if(whichlevel!=-2&&!loading&&!player[0].dead){
7812 if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1)
7813 if(campaignnumnext[campaignchoicewhich[whichchoice]]==0)
7815 else if(mainmenu==0&&winfreeze){
7816 if(campaignchoosenext[campaignchoicewhich[whichchoice]]==2)
7821 if(!stealthloading){
7822 float gLoc[3]={0,0,0};
7823 float vel[3]={0,0,0};
7824 fireSound(firestartsound);
7831 ifstream ipstream(ConvertFileName(":Data:Campaigns:main.txt"));
7832 ipstream.ignore(256,':');
7833 ipstream >> campaignnumlevels;
7834 for(int i=0;i<campaignnumlevels;i++){
7835 ipstream.ignore(256,':');
7836 ipstream.ignore(256,':');
7837 ipstream.ignore(256,' ');
7838 ipstream >> campaignmapname[i];
7839 ipstream.ignore(256,':');
7840 ipstream >> campaigndescription[i];
7841 for(int j=0;j<256;j++){
7842 if(campaigndescription[i][j]=='_')campaigndescription[i][j]=' ';
7844 ipstream.ignore(256,':');
7845 ipstream >> campaignchoosenext[i];
7846 ipstream.ignore(256,':');
7847 ipstream >> campaignnumnext[i];
7848 for(int j=0;j<campaignnumnext[i];j++){
7849 ipstream.ignore(256,':');
7850 ipstream >> campaignnextlevel[i][j];
7851 campaignnextlevel[i][j]-=1;
7853 ipstream.ignore(256,':');
7854 ipstream >> campaignlocationx[i];
7855 ipstream.ignore(256,':');
7856 ipstream >> campaignlocationy[i];
7860 for(int i=0;i<campaignnumlevels;i++){
7862 levelhighlight[i]=0;
7866 for(int i=0;i<campaignnumlevels;i++){
7868 levelhighlight[i]=0;
7873 for(int i=0;i<accountactive->getCampaignChoicesMade();i++){
7874 levelorder[i+1]=campaignnextlevel[levelorder[i]][accountactive->getCampaignChoice(i)];
7875 levelvisible[levelorder[i+1]]=1;
7877 int whichlevelstart;
7878 whichlevelstart=accountactive->getCampaignChoicesMade()-1;
7879 if(whichlevelstart<0){
7880 campaignchoicenum=1;
7881 campaignchoicewhich[0]=0;
7885 campaignchoicenum=campaignnumnext[levelorder[whichlevelstart]];
7886 for(int i=0;i<campaignchoicenum;i++){
7887 campaignchoicewhich[i]=campaignnextlevel[levelorder[whichlevelstart]][i];
7888 levelvisible[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
7889 levelhighlight[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
7901 Loadlevel(campaignmapname[campaignchoicewhich[0]]);
7905 pause_sound(stream_menutheme);
7915 oldmusictype=musictype;
7921 facing=DoRotation(facing,-rotation2,0,0);
7922 facing=DoRotation(facing,0,0-rotation,0);
7923 viewerfacing=facing;
7927 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;
7928 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;
7930 if(player[0].skeleton.free){
7931 for(int i=0;i<player[0].skeleton.num_joints;i++){
7932 if(player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y>target.y)
7933 target.y=player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y;
7937 if(player[0].skeleton.free!=2&&!autocam){
7939 if(findLengthfast(&player[0].velocity)>400){
7940 cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
7942 if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
7943 coltarget=target-cameraloc;
7944 if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
7946 Normalise(&coltarget);
7947 if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
7948 else cameraloc=cameraloc+coltarget*multiplier*8;
7950 if(editorenabled)cameraloc=target;
7951 cameradist+=multiplier*5;
7952 if(cameradist>2.3)cameradist=2.3;
7953 viewer=cameraloc-facing*cameradist;
7955 coltarget=cameraloc;
7956 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
7957 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7958 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7959 int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7961 coltarget=cameraloc;
7962 if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
7964 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7965 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7966 int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7968 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
7972 cameradist=findDistance(&viewer,&target);
7973 viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
7974 if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
7975 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
7978 if(player[0].skeleton.free!=2&&autocam){
7980 if(findLengthfast(&player[0].velocity)>400){
7981 cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
7983 if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
7984 cameradist+=multiplier*5;
7985 if(cameradist>3.3)cameradist=3.3;
7986 coltarget=target-cameraloc;
7987 if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
7988 else if(findLengthfast(&coltarget)>1)
7990 Normalise(&coltarget);
7991 if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
7992 else cameraloc=cameraloc+coltarget*multiplier*8;
7994 if(editorenabled)cameraloc=target;
7997 coltarget=cameraloc;
7998 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
7999 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
8000 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
8001 int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
8003 coltarget=cameraloc;
8004 if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
8006 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
8007 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
8008 int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
8010 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
8014 cameradist=findDistance(&viewer,&target);
8015 viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
8016 if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
8017 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
8020 if(camerashake>.8)camerashake=.8;
8021 //if(woozy>10)woozy=10;
8022 //woozy+=multiplier;
8024 if(player[0].dead)camerashake=0;
8025 if(player[0].dead)woozy=0;
8026 camerashake-=multiplier*2;
8027 blackout-=multiplier*2;
8028 //if(player[0].isCrouch())woozy-=multiplier*8;
8029 if(camerashake<0)camerashake=0;
8030 if(blackout<0)blackout=0;
8031 //if(woozy<0)woozy=0;
8033 viewer.x+=(float)(Random()%100)*.0005*camerashake;
8034 viewer.y+=(float)(Random()%100)*.0005*camerashake;
8035 viewer.z+=(float)(Random()%100)*.0005*camerashake;