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"
43 // Added more evilness needed for MSVC
45 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
46 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
50 extern float multiplier;
52 extern int environment;
53 extern Terrain terrain;
54 extern float screenwidth,screenheight;
57 extern float texdetail;
58 extern Objects objects;
60 extern float slomodelay;
61 extern bool floatjump;
64 extern float camerashake;
66 extern float blackout;
67 extern bool cellophane;
68 extern bool musictoggle;
69 extern int difficulty;
70 extern int bloodtoggle;
71 extern bool invertmouse;
73 extern float precipdelay;
74 extern XYZ viewerfacing;
75 extern bool ambientsound;
76 extern bool mousejump;
77 extern float viewdistance;
79 extern bool keyboardfrozen;
80 extern bool loadingstuff;
81 extern XYZ windvector;
82 extern bool debugmode;
83 static int leveltheme;
85 extern bool visibleloading;
86 extern XYZ envsound[30];
87 extern float envsoundvol[30];
88 extern int numenvsounds;
89 extern float envsoundlife[30];
90 extern float usermousesensitivity;
91 extern bool ismotionblur;
92 extern bool showdamagebar; // (des)activate the damage bar
94 extern float tintr,tintg,tintb;
95 extern bool skyboxtexture;
99 extern float skyboxlightr;
100 extern float skyboxlightg;
101 extern float skyboxlightb;
102 extern float fadestart;
103 extern float slomospeed;
104 extern float slomofreq;
105 extern int tutoriallevel;
106 extern float smoketex;
107 extern float tutorialstagetime;
108 extern int tutorialstage;
109 extern float tutorialmaxtime;
110 extern float tutorialsuccess;
111 extern bool againbonus;
112 extern bool reversaltrain;
113 extern bool canattack;
114 extern bool cananger;
115 extern float damagedealt;
117 extern int editoractive;
118 extern int editorpathtype;
120 extern float hostiletime;
122 extern bool gamestarted;
124 extern int numhotspots;
125 extern int winhotspot;
126 extern int windialogue;
127 extern int killhotspot;
128 extern XYZ hotspot[40];
129 extern int hotspottype[40];
130 extern float hotspotsize[40];
131 extern char hotspottext[40][256];
132 extern int currenthotspot;
136 extern bool stillloading;
137 extern bool winfreeze;
139 extern bool campaign;
141 static const char *rabbitskin[] = {
142 ":Data:Textures:Fur3.jpg",
143 ":Data:Textures:Fur.jpg",
144 ":Data:Textures:Fur2.jpg",
145 ":Data:Textures:Lynx.jpg",
146 ":Data:Textures:Otter.jpg",
147 ":Data:Textures:Opal.jpg",
148 ":Data:Textures:Sable.jpg",
149 ":Data:Textures:Chocolate.jpg",
150 ":Data:Textures:BW2.jpg",
151 ":Data:Textures:WB2.jpg"
154 static const char *wolfskin[] = {
155 ":Data:Textures:Wolf.jpg",
156 ":Data:Textures:Darkwolf.jpg",
157 ":Data:Textures:Snowwolf.jpg"
160 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
161 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
163 static const char **creatureskin[] = {rabbitskin, wolfskin};
165 /* Return true if PFX is a prefix of STR (case-insensitive). */
166 static bool stripfx(const char *str, const char *pfx)
168 return !strncasecmp(str, pfx, strlen(pfx));
171 static const char *cmd_names[] = {
172 #define DECLARE_COMMAND(cmd) #cmd " ",
173 #include "ConsoleCmds.h"
174 #undef DECLARE_COMMAND
177 typedef void (*console_handler)(Game *game, const char *args);
179 #define DECLARE_COMMAND(cmd) static void ch_##cmd(Game *game, const char *args);
180 #include "ConsoleCmds.h"
181 #undef DECLARE_COMMAND
183 static console_handler cmd_handlers[] = {
184 #define DECLARE_COMMAND(cmd) ch_##cmd,
185 #include "ConsoleCmds.h"
186 #undef DECLARE_COMMAND
191 // added utility functions -sf17k =============================================================
193 //TODO: try to hide these variables completely with a better interface
194 inline void setAnimation(int playerid,int animation){
195 player[playerid].targetanimation=animation;
196 player[playerid].targetframe=0;
197 player[playerid].target=0;
200 //TODO: this is incorrect but I'm afraid to change it and break something,
201 //probably causes quirky behavior that I might want to preserve
202 inline float roughDirection(XYZ vec){
204 float angle=-asin(-vec.x)*180/M_PI;
209 inline float roughDirectionTo(XYZ start, XYZ end){
210 return roughDirection(end-start);
213 //TODO: gotta be a better way
214 inline float pitch(XYZ vec){
216 return -asin(vec.y)*180/M_PI;
218 inline float pitchTo(XYZ start, XYZ end){
219 return pitch(end-start);
222 //change these to a Person method
223 inline Joint& playerJoint(int playerid, int bodypart){
224 return player[playerid].skeleton.joints[player[playerid].skeleton.jointlabels[bodypart]]; }
225 inline Joint& playerJoint(Person* pplayer, int bodypart){
226 return pplayer->skeleton.joints[pplayer->skeleton.jointlabels[bodypart]]; }
228 inline float sq(float n) { return n*n; }
230 inline float stepTowardf(float from, float to, float by){
231 if(fabs(from-to)<by) return to;
232 else if(from>to) return from-by;
236 void playdialogueboxsound(){
238 temppos=player[participantfocus[whichdialogue][indialogue]].coords;
239 temppos=temppos-viewer;
244 switch(dialogueboxsound[whichdialogue][indialogue]){
245 case -6: sound=alarmsound; break;
246 case -4: sound=consolefailsound; break;
247 case -3: sound=consolesuccesssound; break;
248 case -2: sound=firestartsound; break;
249 case -1: sound=fireendsound; break;
250 case 1: sound=rabbitchitter; break;
251 case 2: sound=rabbitchitter2; break;
252 case 3: sound=rabbitpainsound; break;
253 case 4: sound=rabbitpain1sound; break;
254 case 5: sound=rabbitattacksound; break;
255 case 6: sound=rabbitattack2sound; break;
256 case 7: sound=rabbitattack3sound; break;
257 case 8: sound=rabbitattack4sound; break;
258 case 9: sound=growlsound; break;
259 case 10: sound=growl2sound; break;
260 case 11: sound=snarlsound; break;
261 case 12: sound=snarl2sound; break;
262 case 13: sound=barksound; break;
263 case 14: sound=bark2sound; break;
264 case 15: sound=bark3sound; break;
265 case 16: sound=barkgrowlsound; break;
269 emit_sound_at(sound, temppos);
272 // end added utility functions ================================================================
276 static void ch_quit(Game *game, const char *args)
281 static void ch_map(Game *game, const char *args)
283 game->Loadlevel(args);
284 game->whichlevel = -2;
288 static void ch_save(Game *game, const char *args){
290 snprintf(buf, 63, ":Data:Maps:%s", args);
295 tfile=fopen( ConvertFileName(buf), "wb" );
296 fpackf(tfile, "Bi", mapvers);
297 fpackf(tfile, "Bi", maptype);
298 fpackf(tfile, "Bi", hostile);
299 fpackf(tfile, "Bf Bf", viewdistance, fadestart);
300 fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
301 fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
302 fpackf(tfile, "Bf Bf Bf Bf Bf Bi", player[0].coords.x, player[0].coords.y, player[0].coords.z,
303 player[0].rotation, player[0].targetrotation, player[0].num_weapons);
304 if(player[0].num_weapons>0&&player[0].num_weapons<5)
305 for(int j=0;j<player[0].num_weapons;j++)
306 fpackf(tfile, "Bi", weapons[player[0].weaponids[j]].getType());
308 fpackf(tfile, "Bf Bf Bf", player[0].armorhead, player[0].armorhigh, player[0].armorlow);
309 fpackf(tfile, "Bf Bf Bf", player[0].protectionhead, player[0].protectionhigh, player[0].protectionlow);
310 fpackf(tfile, "Bf Bf Bf", player[0].metalhead, player[0].metalhigh, player[0].metallow);
311 fpackf(tfile, "Bf Bf", player[0].power, player[0].speedmult);
313 fpackf(tfile, "Bi", player[0].numclothes);
315 fpackf(tfile, "Bi Bi", player[0].whichskin, player[0].creature);
317 fpackf(tfile, "Bi", numdialogues);
319 for(int k=0;k<numdialogues;k++){
320 fpackf(tfile, "Bi", numdialogueboxes[k]);
321 fpackf(tfile, "Bi", dialoguetype[k]);
322 for(int l=0;l<10;l++){
323 fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z);
324 fpackf(tfile, "Bf", participantrotation[k][l]);
326 for(int l=0;l<numdialogueboxes[k];l++){
327 fpackf(tfile, "Bi", dialogueboxlocation[k][l]);
328 fpackf(tfile, "Bf", dialogueboxcolor[k][l][0]);
329 fpackf(tfile, "Bf", dialogueboxcolor[k][l][1]);
330 fpackf(tfile, "Bf", dialogueboxcolor[k][l][2]);
331 fpackf(tfile, "Bi", dialogueboxsound[k][l]);
333 int templength=strlen(dialoguetext[k][l]);
334 fpackf(tfile, "Bi",(templength));
335 for(int m=0;m<templength;m++){
336 fpackf(tfile, "Bb", dialoguetext[k][l][m]);
337 if(dialoguetext[k][l][m]=='\0')
341 templength=strlen(dialoguename[k][l]);
342 fpackf(tfile, "Bi",templength);
343 for(int m=0;m<templength;m++){
344 fpackf(tfile, "Bb", dialoguename[k][l][m]);
345 if(dialoguename[k][l][m]=='\0')
349 fpackf(tfile, "Bf Bf Bf", dialoguecamera[k][l].x, dialoguecamera[k][l].y, dialoguecamera[k][l].z);
350 fpackf(tfile, "Bi", participantfocus[k][l]);
351 fpackf(tfile, "Bi", participantaction[k][l]);
353 for(int m=0;m<10;m++)
354 fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z);
356 fpackf(tfile, "Bf Bf",dialoguecamerarotation[k][l],dialoguecamerarotation2[k][l]);
360 for(int k=0;k<player[0].numclothes;k++){
361 int templength=strlen(player[0].clothes[k]);
362 fpackf(tfile, "Bi", templength);
363 for(int l=0;l<templength;l++)
364 fpackf(tfile, "Bb", player[0].clothes[k][l]);
365 fpackf(tfile, "Bf Bf Bf", player[0].clothestintr[k], player[0].clothestintg[k], player[0].clothestintb[k]);
368 fpackf(tfile, "Bi", environment);
370 fpackf(tfile, "Bi", objects.numobjects);
372 for(int k=0;k<objects.numobjects;k++)
373 fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.rotation[k], objects.rotation2[k],
374 objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]);
376 fpackf(tfile, "Bi", numhotspots);
377 for(int i=0;i<numhotspots;i++){
378 fpackf(tfile, "Bi Bf Bf Bf Bf", hotspottype[i],hotspotsize[i],hotspot[i].x,hotspot[i].y,hotspot[i].z);
379 int templength=strlen(hotspottext[i]);
380 fpackf(tfile, "Bi",templength);
381 for(int l=0;l<templength;l++)
382 fpackf(tfile, "Bb", hotspottext[i][l]);
385 fpackf(tfile, "Bi", numplayers);
386 if(numplayers<maxplayers)
387 for(int j=1;j<numplayers;j++){
388 fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", player[j].whichskin, player[j].creature,
389 player[j].coords.x, player[j].coords.y, player[j].coords.z,
390 player[j].num_weapons, player[j].howactive, player[j].scale, player[j].immobile, player[j].rotation);
391 if(player[j].num_weapons<5)
392 for(int k=0;k<player[j].num_weapons;k++)
393 fpackf(tfile, "Bi", weapons[player[j].weaponids[k]].getType());
394 if(player[j].numwaypoints<30){
395 fpackf(tfile, "Bi", player[j].numwaypoints);
396 for(int k=0;k<player[j].numwaypoints;k++){
397 fpackf(tfile, "Bf", player[j].waypoints[k].x);
398 fpackf(tfile, "Bf", player[j].waypoints[k].y);
399 fpackf(tfile, "Bf", player[j].waypoints[k].z);
400 fpackf(tfile, "Bi", player[j].waypointtype[k]);
402 fpackf(tfile, "Bi", player[j].waypoint);
404 player[j].numwaypoints=0;
405 player[j].waypoint=0;
406 fpackf(tfile, "Bi Bi Bi", player[j].numwaypoints, player[j].waypoint, player[j].waypoint);
409 fpackf(tfile, "Bf Bf Bf", player[j].armorhead, player[j].armorhigh, player[j].armorlow);
410 fpackf(tfile, "Bf Bf Bf", player[j].protectionhead, player[j].protectionhigh, player[j].protectionlow);
411 fpackf(tfile, "Bf Bf Bf", player[j].metalhead, player[j].metalhigh, player[j].metallow);
412 fpackf(tfile, "Bf Bf", player[j].power, player[j].speedmult);
414 float headprop, bodyprop, armprop, legprop;
415 if(player[j].creature==wolftype){
416 headprop=player[j].proportionhead.x/1.1;
417 bodyprop=player[j].proportionbody.x/1.1;
418 armprop=player[j].proportionarms.x/1.1;
419 legprop=player[j].proportionlegs.x/1.1;
420 }else if(player[j].creature==rabbittype){
421 headprop=player[j].proportionhead.x/1.2;
422 bodyprop=player[j].proportionbody.x/1.05;
423 armprop=player[j].proportionarms.x/1.00;
424 legprop=player[j].proportionlegs.x/1.1;
427 fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
429 fpackf(tfile, "Bi", player[j].numclothes);
430 if(player[j].numclothes)
431 for(int k=0;k<player[j].numclothes;k++){
433 templength=strlen(player[j].clothes[k]);
434 fpackf(tfile, "Bi", templength);
435 for(int l=0;l<templength;l++)
436 fpackf(tfile, "Bb", player[j].clothes[k][l]);
437 fpackf(tfile, "Bf Bf Bf", player[j].clothestintr[k], player[j].clothestintg[k], player[j].clothestintb[k]);
441 fpackf(tfile, "Bi", game->numpathpoints);
442 for(int j=0;j<game->numpathpoints;j++){
443 fpackf(tfile, "Bf Bf Bf Bi", game->pathpoint[j].x, game->pathpoint[j].y, game->pathpoint[j].z, game->numpathpointconnect[j]);
444 for(int k=0;k<game->numpathpointconnect[j];k++)
445 fpackf(tfile, "Bi", game->pathpointconnect[j][k]);
448 fpackf(tfile, "Bf Bf Bf Bf", game->mapcenter.x, game->mapcenter.y, game->mapcenter.z, game->mapradius);
453 static void ch_cellar(Game *game, const char *args)
455 game->LoadTextureSave(":Data:Textures:Furdarko.jpg",&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
458 static void ch_tint(Game *game, const char *args)
460 sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
463 static void ch_tintr(Game *game, const char *args)
468 static void ch_tintg(Game *game, const char *args)
473 static void ch_tintb(Game *game, const char *args)
478 static void ch_speed(Game *game, const char *args)
480 player[0].speedmult = atof(args);
483 static void ch_strength(Game *game, const char *args)
485 player[0].power = atof(args);
488 static void ch_power(Game *game, const char *args)
490 player[0].power = atof(args);
493 static void ch_size(Game *game, const char *args)
495 player[0].scale = atof(args) * .2;
498 static int find_closest()
501 float closestdist = std::numeric_limits<float>::max();
503 for (int i = 1; i < numplayers; i++) {
505 distance = findDistancefast(&player[i].coords,&player[0].coords);
506 if (distance < closestdist) {
507 closestdist = distance;
514 static void ch_sizenear(Game *game, const char *args)
516 int closest = find_closest();
519 player[closest].scale = atof(args) * .2;
522 static void set_proportion(int pnum, const char *args)
524 float headprop,bodyprop,armprop,legprop;
526 sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop);
528 if(player[pnum].creature==wolftype){
529 player[pnum].proportionhead=1.1*headprop;
530 player[pnum].proportionbody=1.1*bodyprop;
531 player[pnum].proportionarms=1.1*armprop;
532 player[pnum].proportionlegs=1.1*legprop;
533 } else if(player[pnum].creature==rabbittype){
534 player[pnum].proportionhead=1.2*headprop;
535 player[pnum].proportionbody=1.05*bodyprop;
536 player[pnum].proportionarms=1.00*armprop;
537 player[pnum].proportionlegs=1.1*legprop;
538 player[pnum].proportionlegs.y=1.05*legprop;
542 static void ch_proportion(Game *game, const char *args)
544 set_proportion(0, args);
547 static void ch_proportionnear(Game *game, const char *args)
549 int closest = find_closest();
551 set_proportion(closest, args);
554 static void set_protection(int pnum, const char *args)
556 float head, high, low;
557 sscanf(args, "%f%f%f", &head, &high, &low);
559 player[pnum].protectionhead = head;
560 player[pnum].protectionhigh = high;
561 player[pnum].protectionlow = low;
564 static void ch_protection(Game *game, const char *args)
566 set_protection(0, args);
569 static void ch_protectionnear(Game *game, const char *args)
571 int closest = find_closest();
573 set_protection(closest, args);
576 static void set_armor(int pnum, const char *args)
578 float head, high, low;
579 sscanf(args, "%f%f%f", &head, &high, &low);
581 player[pnum].armorhead = head;
582 player[pnum].armorhigh = high;
583 player[pnum].armorlow = low;
586 static void ch_armor(Game *game, const char *args)
591 static void ch_armornear(Game *game, const char *args)
593 int closest = find_closest();
595 set_armor(closest, args);
598 static void ch_protectionreset(Game *game, const char *args)
600 set_protection(0, "1 1 1");
601 set_armor(0, "1 1 1");
604 static void set_metal(int pnum, const char *args)
606 float head, high, low;
607 sscanf(args, "%f%f%f", &head, &high, &low);
609 player[pnum].metalhead = head;
610 player[pnum].metalhigh = high;
611 player[pnum].metallow = low;
614 static void ch_metal(Game *game, const char *args)
619 static void set_noclothes(int pnum, Game *game, const char *args)
621 player[pnum].numclothes = 0;
622 game->LoadTextureSave(creatureskin[player[pnum].creature][player[pnum].whichskin],
623 &player[pnum].skeleton.drawmodel.textureptr,1,
624 &player[pnum].skeleton.skinText[0],&player[pnum].skeleton.skinsize);
627 static void ch_noclothes(Game *game, const char *args)
629 set_noclothes(0, game, args);
632 static void ch_noclothesnear(Game *game, const char *args)
634 int closest = find_closest();
636 set_noclothes(closest, game, args);
640 static void set_clothes(int pnum, Game *game, const char *args)
643 snprintf(buf, 63, ":Data:Textures:%s.png", args);
645 if (!game->AddClothes(buf,&player[pnum].skeleton.skinText[pnum]))
648 player[pnum].DoMipmaps();
649 strcpy(player[pnum].clothes[player[pnum].numclothes],buf);
650 player[pnum].clothestintr[player[pnum].numclothes]=tintr;
651 player[pnum].clothestintg[player[pnum].numclothes]=tintg;
652 player[pnum].clothestintb[player[pnum].numclothes]=tintb;
653 player[pnum].numclothes++;
656 static void ch_clothes(Game *game, const char *args)
658 set_clothes(0, game, args);
661 static void ch_clothesnear(Game *game, const char *args)
663 int closest = find_closest();
665 set_clothes(closest, game, args);
668 static void ch_belt(Game *game, const char *args)
670 player[0].skeleton.clothes = !player[0].skeleton.clothes;
674 static void ch_cellophane(Game *game, const char *args)
676 cellophane = !cellophane;
677 float mul = cellophane ? 0 : 1;
679 for (int i = 0; i < numplayers; i++) {
680 player[i].proportionhead.z = player[i].proportionhead.x * mul;
681 player[i].proportionbody.z = player[i].proportionbody.x * mul;
682 player[i].proportionarms.z = player[i].proportionarms.x * mul;
683 player[i].proportionlegs.z = player[i].proportionlegs.x * mul;
687 static void ch_funnybunny(Game *game, const char *args)
689 player[0].skeleton.id=0;
690 player[0].skeleton.Load(":Data:Skeleton:Basic Figure",":Data:Skeleton:Basic Figurelow",
691 ":Data:Skeleton:Rabbitbelt",":Data:Models:Body.solid",
692 ":Data:Models:Body2.solid",":Data:Models:Body3.solid",
693 ":Data:Models:Body4.solid",":Data:Models:Body5.solid",
694 ":Data:Models:Body6.solid",":Data:Models:Body7.solid",
695 ":Data:Models:Bodylow.solid",":Data:Models:Belt.solid",1);
696 game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
697 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
698 player[0].creature=rabbittype;
700 player[0].headless=0;
701 player[0].damagetolerance=200;
702 set_proportion(0, "1 1 1 1");
705 static void ch_wolfie(Game *game, const char *args)
707 player[0].skeleton.id=0;
708 player[0].skeleton.Load(":Data:Skeleton:Basic Figure Wolf",":Data:Skeleton:Basic Figure Wolf Low",
709 ":Data:Skeleton:Rabbitbelt",":Data:Models:Wolf.solid",
710 ":Data:Models:Wolf2.solid",":Data:Models:Wolf3.solid",
711 ":Data:Models:Wolf4.solid",":Data:Models:Wolf5.solid",
712 ":Data:Models:Wolf6.solid",":Data:Models:Wolf7.solid",
713 ":Data:Models:Wolflow.solid",":Data:Models:Belt.solid",0);
714 game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
715 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
716 player[0].creature=wolftype;
717 player[0].damagetolerance=300;
718 set_proportion(0, "1 1 1 1");
721 static void ch_wolfieisgod(Game *game, const char *args)
723 ch_wolfie(game, args);
726 static void ch_wolf(Game *game, const char *args)
728 game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
729 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
732 static void ch_snowwolf(Game *game, const char *args)
734 game->LoadTextureSave(":Data:Textures:SnowWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
735 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
738 static void ch_darkwolf(Game *game, const char *args)
740 game->LoadTextureSave(":Data:Textures:DarkWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
741 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
744 static void ch_lizardwolf(Game *game, const char *args)
746 game->LoadTextureSave(":Data:Textures:Lizardwolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
747 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
750 static void ch_white(Game *game, const char *args)
752 game->LoadTextureSave(":Data:Textures:fur.jpg",&player[0].skeleton.drawmodel.textureptr,1,
753 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
756 static void ch_brown(Game *game, const char *args)
758 game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
759 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
762 static void ch_black(Game *game, const char *args)
764 game->LoadTextureSave(":Data:Textures:fur2.jpg",&player[0].skeleton.drawmodel.textureptr,1,
765 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
768 static void ch_sizemin(Game *game, const char *args)
770 for (int i = 1; i < numplayers; i++)
771 if (player[i].scale < 0.8 * 0.2)
772 player[i].scale = 0.8 * 0.2;
775 static void ch_tutorial(Game *game, const char *args)
777 tutoriallevel = atoi(args);
780 static void ch_hostile(Game *game, const char *args)
782 hostile = atoi(args);
785 static void ch_indemo(Game *game, const char *args)
788 hotspot[numhotspots]=player[0].coords;
789 hotspotsize[numhotspots]=0;
790 hotspottype[numhotspots]=-111;
791 strcpy(hotspottext[numhotspots],"mapname");
795 static void ch_notindemo(Game *game, const char *args)
801 static void ch_type(Game *game, const char *args)
803 int n = sizeof(editortypenames) / sizeof(editortypenames[0]);
804 for (int i = 0; i < n; i++)
805 if (stripfx(args, editortypenames[i])) {
811 static void ch_path(Game *game, const char *args)
813 int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
814 for (int i = 0; i < n; i++)
815 if (stripfx(args, pathtypenames[i])) {
821 static void ch_hs(Game *game, const char *args)
823 hotspot[numhotspots]=player[0].coords;
827 sscanf(args, "%f%d %n", &size, &type, &shift);
829 hotspotsize[numhotspots] = size;
830 hotspottype[numhotspots] = type;
832 strcpy(hotspottext[numhotspots], args + shift);
833 strcat(hotspottext[numhotspots], "\n");
838 static void ch_dialogue(Game *game, const char *args)
841 char buf1[32], buf2[64];
843 sscanf(args, "%d %31s", &dlg, buf1);
844 snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
846 dialoguetype[numdialogues] = dlg;
848 memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues]));
849 memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues]));
851 ifstream ipstream(ConvertFileName(buf2));
852 ipstream.ignore(256,':');
853 ipstream >> numdialogueboxes[numdialogues];
854 for(int i=0;i<numdialogueboxes[numdialogues];i++){
855 ipstream.ignore(256,':');
856 ipstream.ignore(256,':');
857 ipstream.ignore(256,' ');
858 ipstream >> dialogueboxlocation[numdialogues][i];
859 ipstream.ignore(256,':');
860 ipstream >> dialogueboxcolor[numdialogues][i][0];
861 ipstream >> dialogueboxcolor[numdialogues][i][1];
862 ipstream >> dialogueboxcolor[numdialogues][i][2];
863 ipstream.ignore(256,':');
864 ipstream.getline(dialoguename[numdialogues][i],64);
865 ipstream.ignore(256,':');
866 ipstream.ignore(256,' ');
867 ipstream.getline(dialoguetext[numdialogues][i],128);
868 for(int j=0;j<128;j++){
869 if(dialoguetext[numdialogues][i][j]=='\\')dialoguetext[numdialogues][i][j]='\n';
871 ipstream.ignore(256,':');
872 ipstream >> dialogueboxsound[numdialogues][i];
875 for(int i=0;i<numdialogueboxes[numdialogues];i++){
876 for(int j=0;j<numplayers;j++){
877 participantfacing[numdialogues][i][j]=player[j].facing;
884 whichdialogue=numdialogues;
889 static void ch_fixdialogue(Game *game, const char *args)
891 char buf1[32], buf2[64];
894 sscanf(args, "%d %31s", &whichdi, buf1);
895 snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
897 memset(dialoguetext[whichdi], 0, sizeof(dialoguetext[whichdi]));
898 memset(dialoguename[whichdi], 0, sizeof(dialoguename[whichdi]));
900 ifstream ipstream(ConvertFileName(buf2));
901 ipstream.ignore(256,':');
902 ipstream >> numdialogueboxes[whichdi];
903 for(int i=0;i<numdialogueboxes[whichdi];i++){
904 ipstream.ignore(256,':');
905 ipstream.ignore(256,':');
906 ipstream.ignore(256,' ');
907 ipstream >> dialogueboxlocation[whichdi][i];
908 ipstream.ignore(256,':');
909 ipstream >> dialogueboxcolor[whichdi][i][0];
910 ipstream >> dialogueboxcolor[whichdi][i][1];
911 ipstream >> dialogueboxcolor[whichdi][i][2];
912 ipstream.ignore(256,':');
913 ipstream.getline(dialoguename[whichdi][i],64);
914 ipstream.ignore(256,':');
915 ipstream.ignore(256,' ');
916 ipstream.getline(dialoguetext[whichdi][i],128);
917 for(int j=0;j<128;j++){
918 if(dialoguetext[whichdi][i][j]=='\\')dialoguetext[whichdi][i][j]='\n';
920 ipstream.ignore(256,':');
921 ipstream >> dialogueboxsound[whichdi][i];
927 static void ch_fixtype(Game *game, const char *args)
930 sscanf(args, "%d", &dlg);
931 dialoguetype[0] = dlg;
934 static void ch_fixrotation(Game *game, const char *args)
936 participantrotation[whichdialogue][participantfocus[whichdialogue][indialogue]]=player[participantfocus[whichdialogue][indialogue]].rotation;
939 static void ch_ddialogue(Game *game, const char *args)
945 static void ch_dhs(Game *game, const char *args)
951 static void ch_immobile(Game *game, const char *args)
953 player[0].immobile = 1;
956 static void ch_allimmobile(Game *game, const char *args)
958 for (int i = 1; i < numplayers; i++)
959 player[i].immobile = 1;
962 static void ch_mobile(Game *game, const char *args)
964 player[0].immobile = 0;
967 static void ch_default(Game *game, const char *args)
969 player[0].armorhead=1;
970 player[0].armorhigh=1;
971 player[0].armorlow=1;
972 player[0].protectionhead=1;
973 player[0].protectionhigh=1;
974 player[0].protectionlow=1;
975 player[0].metalhead=1;
976 player[0].metalhigh=1;
977 player[0].metallow=1;
979 player[0].speedmult=1;
982 if(player[0].creature==wolftype){
983 player[0].proportionhead=1.1;
984 player[0].proportionbody=1.1;
985 player[0].proportionarms=1.1;
986 player[0].proportionlegs=1.1;
987 } else if(player[0].creature==rabbittype){
988 player[0].proportionhead=1.2;
989 player[0].proportionbody=1.05;
990 player[0].proportionarms=1.00;
991 player[0].proportionlegs=1.1;
992 player[0].proportionlegs.y=1.05;
995 player[0].numclothes=0;
996 game->LoadTextureSave(creatureskin[player[0].creature][player[0].whichskin],
997 &player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],
998 &player[0].skeleton.skinsize);
1000 editoractive=typeactive;
1001 player[0].immobile=0;
1004 static void ch_play(Game *game, const char *args)
1007 sscanf(args, "%d", &dlg);
1008 whichdialogue = dlg;
1010 if (whichdialogue >= numdialogues)
1013 for(int i=0;i<numdialogueboxes[whichdialogue];i++){
1014 player[participantfocus[whichdialogue][i]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
1015 player[participantfocus[whichdialogue][i]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
1016 player[participantfocus[whichdialogue][i]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
1017 player[participantfocus[whichdialogue][i]].velocity=0;
1018 player[participantfocus[whichdialogue][i]].targetanimation=player[participantfocus[whichdialogue][i]].getIdle();
1019 player[participantfocus[whichdialogue][i]].targetframe=0;
1025 playdialogueboxsound();
1028 static void ch_mapkilleveryone(Game *game, const char *args)
1030 maptype = mapkilleveryone;
1033 static void ch_mapkillmost(Game *game, const char *args)
1035 maptype = mapkillmost;
1038 static void ch_mapkillsomeone(Game *game, const char *args)
1040 maptype = mapkillsomeone;
1043 static void ch_mapgosomewhere(Game *game, const char *args)
1045 maptype = mapgosomewhere;
1048 static void ch_viewdistance(Game *game, const char *args)
1050 viewdistance = atof(args)*100;
1053 static void ch_fadestart(Game *game, const char *args)
1055 fadestart = atof(args);
1058 static void ch_slomo(Game *game, const char *args)
1060 slomospeed = atof(args);
1065 static void ch_slofreq(Game *game, const char *args)
1067 slomofreq = atof(args);
1070 static void ch_skytint(Game *game, const char *args)
1072 sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
1074 skyboxlightr=skyboxr;
1075 skyboxlightg=skyboxg;
1076 skyboxlightb=skyboxb;
1078 game->SetUpLighting();
1080 terrain.DoShadows();
1081 objects.DoShadows();
1084 static void ch_skylight(Game *game, const char *args)
1086 sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1088 game->SetUpLighting();
1090 terrain.DoShadows();
1091 objects.DoShadows();
1094 static void ch_skybox(Game *game, const char *args)
1096 skyboxtexture = !skyboxtexture;
1098 game->SetUpLighting();
1100 terrain.DoShadows();
1101 objects.DoShadows();
1104 static void cmd_dispatch(Game *game, const char *cmd)
1106 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
1108 for (i = 0; i < n_cmds; i++)
1109 if (stripfx(cmd, cmd_names[i]))
1111 cmd_handlers[i](game, cmd + strlen(cmd_names[i]));
1114 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
1117 /********************> Tick() <*****/
1118 extern bool save_image(const char * fname);
1119 void Screenshot (void)
1122 time_t t = time(NULL);
1123 struct tm *tme = localtime(&t);
1124 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);
1127 mkdir("Screenshots");
1129 mkdir("Screenshots", S_IRWXU);
1135 void Game::SetUpLighting(){
1136 if(environment==snowyenvironment)
1137 light.setColors(.65,.65,.7,.4,.4,.44);
1138 if(environment==desertenvironment)
1139 light.setColors(.95,.95,.95,.4,.35,.3);
1140 if(environment==grassyenvironment)
1141 light.setColors(.95,.95,1,.4,.4,.44);
1143 light.setColors(1,1,1,.4,.4,.4);
1145 average=(skyboxlightr+skyboxlightg+skyboxlightb)/3;
1146 light.color[0]*=(skyboxlightr+average)/2;
1147 light.color[1]*=(skyboxlightg+average)/2;
1148 light.color[2]*=(skyboxlightb+average)/2;
1149 light.ambient[0]*=(skyboxlightr+average)/2;
1150 light.ambient[1]*=(skyboxlightg+average)/2;
1151 light.ambient[2]*=(skyboxlightb+average)/2;
1154 int Game::findPathDist(int start,int end){
1155 int smallestcount,count,connected;
1156 int last,last2,last3,last4;
1160 for(int i=0;i<50;i++){
1166 while(last!=end&&count<30){
1168 for(int j=0;j<numpathpoints;j++){
1169 if(j!=last&&j!=last2&&j!=last3&&j!=last4)
1172 if(numpathpointconnect[j])
1173 for(int k=0;k<numpathpointconnect[j];k++){
1174 if(pathpointconnect[j][k]==last)connected=1;
1177 if(numpathpointconnect[last])
1178 for(int k=0;k<numpathpointconnect[last];k++){
1179 if(pathpointconnect[last][k]==j)connected=1;
1182 if(closest==-1||Random()%2==0){
1193 if(count<smallestcount)smallestcount=count;
1195 return smallestcount;
1198 int Game::checkcollide(XYZ startpoint,XYZ endpoint){
1199 static XYZ colpoint,colviewer,coltarget;
1200 static float minx,minz,maxx,maxz,miny,maxy;
1202 minx=min(startpoint.x,endpoint.x)-1;
1203 miny=min(startpoint.y,endpoint.y)-1;
1204 minz=min(startpoint.z,endpoint.z)-1;
1205 maxx=max(startpoint.x,endpoint.x)+1;
1206 maxy=max(startpoint.y,endpoint.y)+1;
1207 maxz=max(startpoint.z,endpoint.z)+1;
1209 for(int i=0;i<objects.numobjects;i++){
1210 if( objects.position[i].x>minx-objects.model[i].boundingsphereradius&&
1211 objects.position[i].x<maxx+objects.model[i].boundingsphereradius&&
1212 objects.position[i].y>miny-objects.model[i].boundingsphereradius&&
1213 objects.position[i].y<maxy+objects.model[i].boundingsphereradius&&
1214 objects.position[i].z>minz-objects.model[i].boundingsphereradius&&
1215 objects.position[i].z<maxz+objects.model[i].boundingsphereradius){
1216 if( objects.type[i]!=treeleavestype&&
1217 objects.type[i]!=bushtype&&
1218 objects.type[i]!=firetype){
1219 colviewer=startpoint;
1221 if(objects.model[i].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[i],&objects.rotation[i])!=-1)return i;
1226 //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1231 int Game::checkcollide(XYZ startpoint,XYZ endpoint,int what){
1232 static XYZ colpoint,colviewer,coltarget;
1233 static float minx,minz,maxx,maxz,miny,maxy;
1234 static int i; //FIXME: see below
1236 minx=min(startpoint.x,endpoint.x)-1;
1237 miny=min(startpoint.y,endpoint.y)-1;
1238 minz=min(startpoint.z,endpoint.z)-1;
1239 maxx=max(startpoint.x,endpoint.x)+1;
1240 maxy=max(startpoint.y,endpoint.y)+1;
1241 maxz=max(startpoint.z,endpoint.z)+1;
1244 if( objects.position[what].x>minx-objects.model[what].boundingsphereradius&&
1245 objects.position[what].x<maxx+objects.model[what].boundingsphereradius&&
1246 objects.position[what].y>miny-objects.model[what].boundingsphereradius&&
1247 objects.position[what].y<maxy+objects.model[what].boundingsphereradius&&
1248 objects.position[what].z>minz-objects.model[what].boundingsphereradius&&
1249 objects.position[what].z<maxz+objects.model[what].boundingsphereradius){
1250 if( objects.type[what]!=treeleavestype&&
1251 objects.type[what]!=bushtype&&
1252 objects.type[what]!=firetype){
1253 colviewer=startpoint;
1256 if(objects.model[what].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[what],&objects.rotation[what])!=-1)return i;
1261 if(what==1000)if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1266 void Game::Setenvironment(int which)
1270 LOG(" Setting environment...");
1272 float temptexdetail;
1275 pause_sound(stream_snowtheme);
1276 pause_sound(stream_grasstheme);
1277 pause_sound(stream_deserttheme);
1278 pause_sound(stream_wind);
1279 pause_sound(stream_desertambient);
1282 if(environment==snowyenvironment){
1286 emit_stream_np(stream_wind);
1288 LoadTexture(":Data:Textures:snowtree.png",&objects.treetextureptr,0,1);
1289 LoadTexture(":Data:Textures:bushsnow.png",&objects.bushtextureptr,0,1);
1290 LoadTexture(":Data:Textures:bouldersnow.jpg",&objects.rocktextureptr,1,0);
1291 LoadTexture(":Data:Textures:snowbox.jpg",&objects.boxtextureptr,1,0);
1293 footstepsound = footstepsn1;
1294 footstepsound2 = footstepsn2;
1295 footstepsound3 = footstepst1;
1296 footstepsound4 = footstepst2;
1298 LoadTexture(":Data:Textures:snow.jpg",&terraintexture,1,0);
1300 LoadTexture(":Data:Textures:rock.jpg",&terraintexture2,1,0);
1302 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1307 temptexdetail=texdetail;
1308 if(texdetail>1)texdetail=4;
1309 skybox.load( ":Data:Textures:Skybox(snow):Front.jpg",
1310 ":Data:Textures:Skybox(snow):Left.jpg",
1311 ":Data:Textures:Skybox(snow):Back.jpg",
1312 ":Data:Textures:Skybox(snow):Right.jpg",
1313 ":Data:Textures:Skybox(snow):Up.jpg",
1314 ":Data:Textures:Skybox(snow):Down.jpg");
1319 texdetail=temptexdetail;
1320 } else if(environment==desertenvironment){
1323 LoadTexture(":Data:Textures:deserttree.png",&objects.treetextureptr,0,1);
1324 LoadTexture(":Data:Textures:bushdesert.png",&objects.bushtextureptr,0,1);
1325 LoadTexture(":Data:Textures:boulderdesert.jpg",&objects.rocktextureptr,1,0);
1326 LoadTexture(":Data:Textures:desertbox.jpg",&objects.boxtextureptr,1,0);
1330 emit_stream_np(stream_desertambient);
1332 footstepsound = footstepsn1;
1333 footstepsound2 = footstepsn2;
1334 footstepsound3 = footstepsn1;
1335 footstepsound4 = footstepsn2;
1337 LoadTexture(":Data:Textures:sand.jpg",&terraintexture,1,0);
1339 LoadTexture(":Data:Textures:sandslope.jpg",&terraintexture2,1,0);
1341 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1345 temptexdetail=texdetail;
1346 if(texdetail>1)texdetail=4;
1347 skybox.load( ":Data:Textures:Skybox(sand):Front.jpg",
1348 ":Data:Textures:Skybox(sand):Left.jpg",
1349 ":Data:Textures:Skybox(sand):Back.jpg",
1350 ":Data:Textures:Skybox(sand):Right.jpg",
1351 ":Data:Textures:Skybox(sand):Up.jpg",
1352 ":Data:Textures:Skybox(sand):Down.jpg");
1357 texdetail=temptexdetail;
1358 } else if(environment==grassyenvironment){
1361 LoadTexture(":Data:Textures:tree.png",&objects.treetextureptr,0,1);
1362 LoadTexture(":Data:Textures:bush.png",&objects.bushtextureptr,0,1);
1363 LoadTexture(":Data:Textures:boulder.jpg",&objects.rocktextureptr,1,0);
1364 LoadTexture(":Data:Textures:grassbox.jpg",&objects.boxtextureptr,1,0);
1367 emit_stream_np(stream_wind, 100.);
1369 footstepsound = footstepgr1;
1370 footstepsound2 = footstepgr2;
1371 footstepsound3 = footstepst1;
1372 footstepsound4 = footstepst2;
1374 LoadTexture(":Data:Textures:grassdirt.jpg",&terraintexture,1,0);
1376 LoadTexture(":Data:Textures:mossrock.jpg",&terraintexture2,1,0);
1378 //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
1382 temptexdetail=texdetail;
1383 if(texdetail>1)texdetail=4;
1384 skybox.load( ":Data:Textures:Skybox(grass):Front.jpg",
1385 ":Data:Textures:Skybox(grass):Left.jpg",
1386 ":Data:Textures:Skybox(grass):Back.jpg",
1387 ":Data:Textures:Skybox(grass):Right.jpg",
1388 ":Data:Textures:Skybox(grass):Up.jpg",
1389 ":Data:Textures:Skybox(grass):Down.jpg");
1393 texdetail=temptexdetail;
1395 temptexdetail=texdetail;
1397 terrain.load(":Data:Textures:heightmap.png");
1399 texdetail=temptexdetail;
1402 void Game::Loadlevel(int which){
1408 Loadlevel("tutorial");
1409 }else if(which >= 0 && which <= 15){
1411 snprintf(buf, 32, "map%d", which + 1); // challenges
1414 Loadlevel("mapsave");
1417 void Game::Loadlevel(const char *name){
1420 static const char *pfx = ":Data:Maps:";
1423 float headprop,legprop,armprop,bodyprop;
1427 LOG(std::string("Loading level...") + name);
1428 cout << "Loading level..." << name << endl;
1440 if(tutoriallevel!=-1)
1445 if(tutoriallevel==1)
1447 if(tutorialstage==0) {
1448 tutorialstagetime=0;
1452 pause_sound(whooshsound);
1453 pause_sound(stream_firesound);
1455 // Change the map filename into something that is os specific
1456 buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
1457 sprintf(buf, "%s%s", pfx, name);
1458 const char *FixedFN = ConvertFileName(buf);
1462 char* buff=getcwd(NULL,0);
1463 cout << buff << " " << FixedFN << endl;
1465 tfile=fopen( FixedFN, "rb" );
1467 cout << "existe" << endl;
1468 pause_sound(stream_firesound);
1474 animation[bounceidleanim].Load((char *)"Idle",middleheight,neutral);
1478 for(int i=0;i<20;i++)
1479 dialoguegonethrough[i]=0;
1488 difficulty=accountactive->getDifficulty();
1507 for(int i=0;i<100;i++)
1527 bonustotal=startbonustotal;
1532 emit_sound_np(consolesuccesssound);
1535 cout << "console contente" << endl;
1538 if(!stealthloading){
1539 terrain.numdecals=0;
1540 Sprite::deleteSprites();
1541 for(int i=0;i<objects.numobjects;i++)
1542 objects.model[i].numdecals=0;
1544 int j=objects.numobjects;
1545 for(int i=0;i<j;i++){
1546 objects.DeleteObject(0);
1551 for(int i=0;i<subdivision;i++)
1552 for(int j=0;j<subdivision;j++)
1553 terrain.patchobjectnum[i][j]=0;
1560 funpackf(tfile, "Bi", &mapvers);
1562 funpackf(tfile, "Bi", &indemo);
1566 funpackf(tfile, "Bi", &maptype);
1568 maptype=mapkilleveryone;
1570 funpackf(tfile, "Bi", &hostile);
1574 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
1580 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
1588 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1590 skyboxlightr=skyboxr;
1591 skyboxlightg=skyboxg;
1592 skyboxlightb=skyboxb;
1595 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &player[0].coords.x,&player[0].coords.y,&player[0].coords.z,&player[0].rotation,&player[0].targetrotation, &player[0].num_weapons);
1597 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat,&lamefloat,&lamefloat,&lamefloat,&lamefloat, &player[0].num_weapons);
1598 player[0].originalcoords=player[0].coords;
1599 if(player[0].num_weapons>0&&player[0].num_weapons<5)
1600 for(int j=0;j<player[0].num_weapons;j++){
1601 player[0].weaponids[j]=weapons.size();
1603 funpackf(tfile, "Bi", &type);
1604 weapons.push_back(Weapon(type,0));
1610 funpackf(tfile, "Bf Bf Bf", &player[0].armorhead, &player[0].armorhigh, &player[0].armorlow);
1611 funpackf(tfile, "Bf Bf Bf", &player[0].protectionhead, &player[0].protectionhigh, &player[0].protectionlow);
1612 funpackf(tfile, "Bf Bf Bf", &player[0].metalhead, &player[0].metalhigh, &player[0].metallow);
1613 funpackf(tfile, "Bf Bf", &player[0].power, &player[0].speedmult);
1615 funpackf(tfile, "Bi", &player[0].numclothes);
1618 funpackf(tfile, "Bi Bi", &player[0].whichskin, &player[0].creature);
1620 player[0].whichskin=0;
1621 player[0].creature=rabbittype;
1624 player[0].lastattack=-1;
1625 player[0].lastattack2=-1;
1626 player[0].lastattack3=-1;
1630 funpackf(tfile, "Bi", &numdialogues);
1631 for(int k=0;k<numdialogues;k++){
1632 funpackf(tfile, "Bi", &numdialogueboxes[k]);
1633 funpackf(tfile, "Bi", &dialoguetype[k]);
1634 for(int l=0;l<10;l++){
1635 funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
1636 funpackf(tfile, "Bf", &participantrotation[k][l]);
1638 for(int l=0;l<numdialogueboxes[k];l++){
1639 funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
1640 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
1641 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
1642 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
1643 funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1645 funpackf(tfile, "Bi",&templength);
1646 if(templength>128||templength<=0)
1649 for(m=0;m<templength;m++){
1650 funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1651 if(dialoguetext[k][l][m]=='\0')
1654 dialoguetext[k][l][m] = 0;
1656 funpackf(tfile, "Bi",&templength);
1657 if(templength>64||templength<=0)templength=64;
1658 for(m=0;m<templength;m++){
1659 funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1660 if(dialoguename[k][l][m]=='\0')
1663 dialoguename[k][l][m] = 0;
1664 funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1665 funpackf(tfile, "Bi", &participantfocus[k][l]);
1666 funpackf(tfile, "Bi", &participantaction[k][l]);
1669 funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1671 funpackf(tfile, "Bf Bf",&dialoguecamerarotation[k][l],&dialoguecamerarotation2[k][l]);
1677 for(int k=0;k<player[0].numclothes;k++){
1678 funpackf(tfile, "Bi", &templength);
1679 for(int l=0;l<templength;l++)
1680 funpackf(tfile, "Bb", &player[0].clothes[k][l]);
1681 player[0].clothes[k][templength]='\0';
1682 funpackf(tfile, "Bf Bf Bf", &player[0].clothestintr[k], &player[0].clothestintg[k], &player[0].clothestintb[k]);
1685 funpackf(tfile, "Bi", &environment);
1687 funpackf(tfile, "Bi", &objects.numobjects);
1688 for(int i=0;i<objects.numobjects;i++){
1689 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]);
1690 if(objects.type[i]==treeleavestype)
1691 objects.scale[i]=objects.scale[i-1];
1695 funpackf(tfile, "Bi", &numhotspots);
1696 for(int i=0;i<numhotspots;i++){
1697 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i],&hotspotsize[i],&hotspot[i].x,&hotspot[i].y,&hotspot[i].z);
1698 funpackf(tfile, "Bi", &templength);
1700 for(int l=0;l<templength;l++)
1701 funpackf(tfile, "Bb", &hotspottext[i][l]);
1702 hotspottext[i][templength]='\0';
1703 if(hotspottype[i]==-111)
1712 if(!stealthloading){
1714 for(int i=0;i<objects.numobjects;i++)
1715 objects.center+=objects.position[i];
1716 objects.center/=objects.numobjects;
1722 float maxdistance=0;
1724 //~ int whichclosest;
1725 for(int i=0;i<objects.numobjects;i++){
1726 tempdist=findDistancefast(&objects.center,&objects.position[i]);
1727 if(tempdist>maxdistance){
1729 maxdistance=tempdist;
1732 objects.radius=fast_sqrt(maxdistance);
1737 //mapcenter=objects.center;
1738 //mapradius=objects.radius;
1740 funpackf(tfile, "Bi", &numplayers);
1741 int howmanyremoved=0;
1742 bool removeanother=0;
1743 if(numplayers>1&&numplayers<maxplayers){
1744 for(int i=1;i<numplayers;i++){
1749 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);
1751 funpackf(tfile, "Bi", &player[i-howmanyremoved].howactive);
1753 player[i-howmanyremoved].howactive=typeactive;
1755 funpackf(tfile, "Bf",&player[i-howmanyremoved].scale);
1757 player[i-howmanyremoved].scale=-1;
1759 funpackf(tfile, "Bb",&player[i-howmanyremoved].immobile);
1761 player[i-howmanyremoved].immobile=0;
1763 funpackf(tfile, "Bf",&player[i-howmanyremoved].rotation);
1765 player[i-howmanyremoved].rotation=0;
1766 player[i-howmanyremoved].targetrotation=player[i-howmanyremoved].rotation;
1767 if(player[i-howmanyremoved].num_weapons<0||player[i-howmanyremoved].num_weapons>5){
1772 if(player[i-howmanyremoved].num_weapons>0&&player[i-howmanyremoved].num_weapons<5){
1773 for(int j=0;j<player[i-howmanyremoved].num_weapons;j++){
1774 player[i-howmanyremoved].weaponids[j]=weapons.size();
1776 funpackf(tfile, "Bi", &type);
1777 weapons.push_back(Weapon(type,i));
1780 funpackf(tfile, "Bi", &player[i-howmanyremoved].numwaypoints);
1781 //player[i-howmanyremoved].numwaypoints=10;
1782 for(int j=0;j<player[i-howmanyremoved].numwaypoints;j++){
1783 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].x);
1784 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].y);
1785 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].z);
1787 funpackf(tfile, "Bi", &player[i-howmanyremoved].waypointtype[j]);
1789 player[i-howmanyremoved].waypointtype[j] = wpkeepwalking;
1792 funpackf(tfile, "Bi", &player[i-howmanyremoved].waypoint);
1793 if(player[i-howmanyremoved].waypoint>player[i-howmanyremoved].numwaypoints-1)
1794 player[i-howmanyremoved].waypoint=0;
1796 funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].armorhead, &player[i-howmanyremoved].armorhigh, &player[i-howmanyremoved].armorlow);
1797 funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].protectionhead, &player[i-howmanyremoved].protectionhigh, &player[i-howmanyremoved].protectionlow);
1798 funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].metalhead, &player[i-howmanyremoved].metalhigh, &player[i-howmanyremoved].metallow);
1799 funpackf(tfile, "Bf Bf", &player[i-howmanyremoved].power, &player[i-howmanyremoved].speedmult);
1802 funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
1809 if(player[i-howmanyremoved].creature==wolftype){
1810 player[i-howmanyremoved].proportionhead=1.1*headprop;
1811 player[i-howmanyremoved].proportionbody=1.1*bodyprop;
1812 player[i-howmanyremoved].proportionarms=1.1*armprop;
1813 player[i-howmanyremoved].proportionlegs=1.1*legprop;
1816 if(player[i-howmanyremoved].creature==rabbittype){
1817 player[i-howmanyremoved].proportionhead=1.2*headprop;
1818 player[i-howmanyremoved].proportionbody=1.05*bodyprop;
1819 player[i-howmanyremoved].proportionarms=1.00*armprop;
1820 player[i-howmanyremoved].proportionlegs=1.1*legprop;
1821 player[i-howmanyremoved].proportionlegs.y=1.05*legprop;
1824 funpackf(tfile, "Bi", &player[i-howmanyremoved].numclothes);
1825 if(player[i-howmanyremoved].numclothes){
1826 for(int k=0;k<player[i-howmanyremoved].numclothes;k++){
1828 funpackf(tfile, "Bi", &templength);
1829 for(int l=0;l<templength;l++)
1830 funpackf(tfile, "Bb", &player[i-howmanyremoved].clothes[k][l]);
1831 player[i-howmanyremoved].clothes[k][templength]='\0';
1832 funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].clothestintr[k], &player[i-howmanyremoved].clothestintg[k], &player[i-howmanyremoved].clothestintb[k]);
1841 numplayers-=howmanyremoved;
1842 funpackf(tfile, "Bi", &numpathpoints);
1843 if(numpathpoints>30||numpathpoints<0)
1845 for(int j=0;j<numpathpoints;j++){
1846 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x,&pathpoint[j].y,&pathpoint[j].z,&numpathpointconnect[j]);
1847 for(int k=0;k<numpathpointconnect[j];k++){
1848 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1854 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x,&mapcenter.y,&mapcenter.z,&mapradius);
1857 if(environment!=oldenvironment)
1858 Setenvironment(environment);
1859 oldenvironment=environment;
1861 if(!stealthloading){
1862 int j=objects.numobjects;
1863 objects.numobjects=0;
1864 for(int i=0;i<j;i++){
1865 objects.MakeObject(objects.type[i],objects.position[i],objects.rotation[i],objects.rotation2[i],objects.scale[i]);
1870 terrain.DoShadows();
1873 objects.DoShadows();
1880 if(numplayers>maxplayers-1)
1881 numplayers=maxplayers-1;
1882 for(int i=0;i<numplayers;i++){
1888 if(i==0||player[i].scale<0)
1890 player[i].skeleton.free=0;
1891 player[i].skeleton.id=i;
1893 player[i].creature=rabbittype;
1894 if(player[i].creature!=wolftype){
1895 player[i].skeleton.Load(
1896 (char *)":Data:Skeleton:Basic Figure",
1897 (char *)":Data:Skeleton:Basic Figurelow",
1898 (char *)":Data:Skeleton:Rabbitbelt",
1899 (char *)":Data:Models:Body.solid",
1900 (char *)":Data:Models:Body2.solid",
1901 (char *)":Data:Models:Body3.solid",
1902 (char *)":Data:Models:Body4.solid",
1903 (char *)":Data:Models:Body5.solid",
1904 (char *)":Data:Models:Body6.solid",
1905 (char *)":Data:Models:Body7.solid",
1906 (char *)":Data:Models:Bodylow.solid",
1907 (char *)":Data:Models:Belt.solid",0);
1909 if(player[i].creature!=wolftype){
1910 player[i].skeleton.Load(
1911 (char *)":Data:Skeleton:Basic Figure",
1912 (char *)":Data:Skeleton:Basic Figurelow",
1913 (char *)":Data:Skeleton:Rabbitbelt",
1914 (char *)":Data:Models:Body.solid",
1915 (char *)":Data:Models:Body2.solid",
1916 (char *)":Data:Models:Body3.solid",
1917 (char *)":Data:Models:Body4.solid",
1918 (char *)":Data:Models:Body5.solid",
1919 (char *)":Data:Models:Body6.solid",
1920 (char *)":Data:Models:Body7.solid",
1921 (char *)":Data:Models:Bodylow.solid",
1922 (char *)":Data:Models:Belt.solid",1);
1923 LoadTexture(":Data:Textures:Belt.png",&player[i].skeleton.drawmodelclothes.textureptr,1,1);
1925 if(player[i].creature==wolftype){
1926 player[i].skeleton.Load(
1927 (char *)":Data:Skeleton:Basic Figure Wolf",
1928 (char *)":Data:Skeleton:Basic Figure Wolf Low",
1929 (char *)":Data:Skeleton:Rabbitbelt",
1930 (char *)":Data:Models:Wolf.solid",
1931 (char *)":Data:Models:Wolf2.solid",
1932 (char *)":Data:Models:Wolf3.solid",
1933 (char *)":Data:Models:Wolf4.solid",
1934 (char *)":Data:Models:Wolf5.solid",
1935 (char *)":Data:Models:Wolf6.solid",
1936 (char *)":Data:Models:Wolf7.solid",
1937 (char *)":Data:Models:Wolflow.solid",
1938 (char *)":Data:Models:Belt.solid",0);
1944 //~ texsize=512*512*3/texdetail/texdetail;
1946 LoadTextureSave(creatureskin[player[i].creature][player[i].whichskin],&player[i].skeleton.drawmodel.textureptr,1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
1948 if(player[i].numclothes){
1949 for(int j=0;j<player[i].numclothes;j++){
1950 tintr=player[i].clothestintr[j];
1951 tintg=player[i].clothestintg[j];
1952 tintb=player[i].clothestintb[j];
1953 AddClothes((char *)player[i].clothes[j],&player[i].skeleton.skinText[0]);
1955 player[i].DoMipmaps();
1958 player[i].currentanimation=bounceidleanim;
1959 player[i].targetanimation=bounceidleanim;
1960 player[i].currentframe=0;
1961 player[i].targetframe=1;
1963 player[i].speed=1+(float)(Random()%100)/1000;
1965 player[i].speed-=.2;
1967 player[i].speed-=.1;
1969 player[i].velocity=0;
1970 player[i].oldcoords=player[i].coords;
1971 player[i].realoldcoords=player[i].coords;
1974 player[i].skeleton.id=i;
1975 player[i].updatedelay=0;
1976 player[i].normalsupdatedelay=0;
1978 player[i].aitype=passivetype;
1979 player[i].madskills=0;
1982 player[i].proportionhead=1.2;
1983 player[i].proportionbody=1.05;
1984 player[i].proportionarms=1.00;
1985 player[i].proportionlegs=1.1;
1986 player[i].proportionlegs.y=1.05;
1988 player[i].headless=0;
1989 player[i].currentoffset=0;
1990 player[i].targetoffset=0;
1992 player[i].damagetolerance=200;
1994 if(player[i].creature==wolftype){
1995 if(i==0||player[i].scale<0)
1996 player[i].scale=.23;
1997 player[i].damagetolerance=300;
2003 player[i].proportionhead.z=0;
2004 player[i].proportionbody.z=0;
2005 player[i].proportionarms.z=0;
2006 player[i].proportionlegs.z=0;
2009 player[i].tempanimation.Load((char *)"Tempanim",0,0);
2011 player[i].headmorphness=0;
2012 player[i].targetheadmorphness=1;
2013 player[i].headmorphstart=0;
2014 player[i].headmorphend=0;
2016 player[i].pausetime=0;
2019 player[i].jumppower=5;
2021 player[i].permanentdamage=0;
2022 player[i].superpermanentdamage=0;
2024 player[i].forwardkeydown=0;
2025 player[i].leftkeydown=0;
2026 player[i].backkeydown=0;
2027 player[i].rightkeydown=0;
2028 player[i].jumpkeydown=0;
2029 player[i].crouchkeydown=0;
2030 player[i].throwkeydown=0;
2032 player[i].collided=-10;
2034 player[i].bloodloss=0;
2035 player[i].weaponactive=-1;
2036 player[i].weaponstuck=-1;
2037 player[i].bleeding=0;
2038 player[i].deathbleeding=0;
2039 player[i].stunned=0;
2040 player[i].hasvictim=0;
2041 player[i].wentforweapon=0;
2044 player[0].aitype=playercontrolled;
2045 player[0].weaponactive=-1;
2048 player[0].power=1/.9;
2051 player[0].power=1/.8;
2054 player[0].damagetolerance=250;
2056 player[0].damagetolerance=300;
2058 player[0].armorhead*=1.5;
2060 player[0].armorhigh*=1.5;
2062 player[0].armorlow*=1.5;
2063 cameraloc=player[0].coords;
2065 rotation=player[0].rotation;
2067 hawkcoords=player[0].coords;
2072 //~ for(int i=0;i<weapons.size();i++){
2075 LOG("Starting background music...");
2077 OPENAL_StopSound(OPENAL_ALL);
2078 if(environment==snowyenvironment){
2080 emit_stream_np(stream_wind);
2081 }else if(environment==desertenvironment){
2083 emit_stream_np(stream_desertambient);
2084 }else if(environment==grassyenvironment){
2086 emit_stream_np(stream_wind, 100.);
2088 oldmusicvolume[0]=0;
2089 oldmusicvolume[1]=0;
2090 oldmusicvolume[2]=0;
2091 oldmusicvolume[3]=0;
2103 void Game::doTutorial(){
2104 if(tutorialstagetime>tutorialmaxtime){
2107 if(tutorialstage<=1){
2112 switch(tutorialstage){
2118 tutorialmaxtime=600;
2120 tutorialmaxtime=1000;
2122 tutorialmaxtime=600;
2124 tutorialmaxtime=600;
2126 tutorialmaxtime=600;
2128 tutorialmaxtime=600;
2130 tutorialmaxtime=600;
2134 tutorialmaxtime=1000;
2136 tutorialmaxtime=1000;
2151 player[1].coords=(temp+temp2)/2;
2153 emit_sound_at(fireendsound, player[1].coords);
2155 for(int i=0;i<player[1].skeleton.num_joints;i++){
2157 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
2158 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
2159 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;
2160 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
2161 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
2166 tutorialmaxtime=500;
2168 tutorialmaxtime=500;
2170 tutorialmaxtime=500;
2172 tutorialmaxtime=500;
2175 //tutorialmaxtime=500;
2177 tutorialmaxtime=500;
2179 tutorialmaxtime=500;
2186 tutorialmaxtime=500;
2188 tutorialmaxtime=500;
2190 tutorialmaxtime=500;
2192 tutorialmaxtime=500;
2199 player[1].aitype=attacktypecutoff;
2201 tutorialmaxtime=400;
2203 tutorialmaxtime=400;
2204 player[0].escapednum=0;
2209 player[1].aitype=passivetype;
2215 tutorialmaxtime=400;
2218 player[1].aitype=attacktypecutoff;
2220 tutorialmaxtime=400;
2222 tutorialmaxtime=400;
2227 player[1].aitype=passivetype;
2234 player[1].aitype=attacktypecutoff;
2239 player[1].aitype=passivetype;
2251 w.position=(temp+temp2)/2;
2252 w.tippoint=(temp+temp2)/2;
2262 weapons.push_back(w);
2265 tutorialmaxtime=300;
2267 tutorialmaxtime=300;
2271 tutorialmaxtime=300;
2274 player[0].weaponactive=-1;
2275 player[0].num_weapons=0;
2276 player[1].weaponactive=0;
2277 player[1].num_weapons=1;
2278 player[1].weaponids[0]=0;
2282 player[1].aitype=attacktypecutoff;
2284 tutorialmaxtime=300;
2287 player[0].weaponactive=-1;
2288 player[0].num_weapons=0;
2289 player[1].weaponactive=0;
2290 player[1].num_weapons=1;
2291 player[1].weaponids[0]=0;
2293 tutorialmaxtime=300;
2296 player[0].weaponactive=-1;
2297 player[0].num_weapons=0;
2298 player[1].weaponactive=0;
2299 player[1].num_weapons=1;
2300 player[1].weaponids[0]=0;
2302 weapons[0].setType(sword);
2304 tutorialmaxtime=300;
2318 w.position=(temp+temp2)/2;
2319 w.tippoint=(temp+temp2)/2;
2329 weapons.push_back(w);
2333 player[0].weaponactive=0;
2334 player[0].num_weapons=1;
2335 player[0].weaponids[0]=1;
2336 player[1].weaponactive=0;
2337 player[1].num_weapons=1;
2338 player[1].weaponids[0]=0;
2344 player[1].aitype=passivetype;
2350 player[0].weaponactive=0;
2351 player[0].num_weapons=1;
2352 player[0].weaponids[0]=1;
2353 player[1].weaponactive=0;
2354 player[1].num_weapons=1;
2355 player[1].weaponids[0]=0;
2357 if(player[0].weaponactive!=-1)
2358 weapons[player[0].weaponids[player[0].weaponactive]].setType(staff);
2360 weapons[0].setType(staff);
2364 player[1].aitype=passivetype;
2366 tutorialmaxtime=200;
2368 weapons[1].position=1000;
2369 weapons[1].tippoint=1000;
2371 weapons[0].setType(knife);
2374 player[1].weaponactive=-1;
2375 player[1].num_weapons=0;
2376 player[0].weaponactive=0;
2377 player[0].num_weapons=1;
2378 player[0].weaponids[0]=0;
2384 emit_sound_at(fireendsound, player[1].coords);
2386 for(int i=0;i<player[1].skeleton.num_joints;i++){
2388 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
2389 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
2390 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;
2391 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
2392 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
2396 player[1].num_weapons=0;
2397 player[1].weaponstuck=-1;
2398 player[1].weaponactive=-1;
2403 tutorialmaxtime=80000;
2404 break; default: break;
2406 if(tutorialstage<=51)tutorialstagetime=0;
2410 if(tutorialstagetime<tutorialmaxtime-3){
2411 switch(tutorialstage){
2412 case 3: if(deltah||deltav)tutorialsuccess+=multiplier;
2413 break; case 4: if(player[0].forwardkeydown||player[0].backkeydown||player[0].leftkeydown||player[0].rightkeydown)tutorialsuccess+=multiplier;
2414 break; case 5: if(player[0].jumpkeydown)tutorialsuccess=1;
2415 break; case 6: if(player[0].isCrouch())tutorialsuccess=1;
2416 break; case 7: if(player[0].targetanimation==rollanim)tutorialsuccess=1;
2417 break; case 8: if(player[0].targetanimation==sneakanim)tutorialsuccess+=multiplier;
2418 break; case 9: if(player[0].targetanimation==rabbitrunninganim||player[0].targetanimation==wolfrunninganim)tutorialsuccess+=multiplier;
2419 break; case 11: if(player[0].isWallJump())tutorialsuccess=1;
2420 break; case 12: if(player[0].targetanimation==flipanim)tutorialsuccess=1;
2421 break; case 15: if(player[0].targetanimation==upunchanim||player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
2422 break; case 16: if(player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
2423 break; case 17: if(player[0].targetanimation==spinkickanim)tutorialsuccess=1;
2424 break; case 18: if(player[0].targetanimation==sweepanim)tutorialsuccess=1;
2425 break; case 19: if(player[0].targetanimation==dropkickanim)tutorialsuccess=1;
2426 break; case 20: if(player[0].targetanimation==rabbitkickanim)tutorialsuccess=1;
2427 break; case 21: if(bonus==cannon)tutorialsuccess=1;
2428 break; case 22: if(bonus==spinecrusher)tutorialsuccess=1;
2429 break; case 23: if(player[0].targetanimation==walljumprightkickanim||player[0].targetanimation==walljumpleftkickanim)tutorialsuccess=1;
2430 break; case 24: if(player[0].targetanimation==rabbittacklinganim)tutorialsuccess=1;
2431 break; case 25: if(player[0].targetanimation==backhandspringanim)tutorialsuccess=1;
2432 break; case 28: if(animation[player[0].targetanimation].attack==reversed&&player[0].feint)tutorialsuccess=1;
2434 if(player[0].escapednum==2) {
2438 player[1].aitype=passivetype;
2440 break; case 33: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2441 break; case 34: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2443 if(animation[player[0].targetanimation].attack==reversal){
2447 player[1].aitype=passivetype;
2449 break; case 40: if(player[0].num_weapons>0)tutorialsuccess=1;
2450 break; case 41: if(player[0].weaponactive==-1&&player[0].num_weapons>0)tutorialsuccess=1;
2451 break; case 43: if(player[0].targetanimation==knifeslashstartanim)tutorialsuccess=1;
2452 break; case 44: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2453 break; case 45: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2454 break; case 46: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2455 break; case 49: if(player[1].weaponstuck!=-1)tutorialsuccess=1;
2456 break; default: break;
2458 if(tutorialsuccess>=1)tutorialstagetime=tutorialmaxtime-3;
2461 if(tutorialstagetime==tutorialmaxtime-3){
2462 emit_sound_np(consolesuccesssound);
2465 if(tutorialsuccess>=1){
2466 if(tutorialstage==34||tutorialstage==35)
2467 tutorialstagetime=tutorialmaxtime-1;
2471 if(tutorialstage<14||tutorialstage>=50){
2472 player[1].coords.y=300;
2473 player[1].velocity=0;
2477 void Game::doDebugKeys(){
2478 float headprop,bodyprop,armprop,legprop;
2480 if(Input::isKeyPressed(SDLK_h)){
2481 player[0].damagetolerance=200000;
2484 player[0].permanentdamage=0;
2485 player[0].superpermanentdamage=0;
2488 if(Input::isKeyPressed(SDLK_j)){
2492 Setenvironment(environment);
2495 if(Input::isKeyPressed(SDLK_c)){
2496 cameramode=1-cameramode;
2499 if(Input::isKeyPressed(SDLK_x)&&!Input::isKeyDown(SDLK_LSHIFT)){
2500 if(player[0].num_weapons>0){
2501 if(weapons[player[0].weaponids[0]].getType()==sword)
2502 weapons[player[0].weaponids[0]].setType(staff);
2503 else if(weapons[player[0].weaponids[0]].getType()==staff)
2504 weapons[player[0].weaponids[0]].setType(knife);
2506 weapons[player[0].weaponids[0]].setType(sword);
2510 if(Input::isKeyPressed(SDLK_x)&&Input::isKeyDown(SDLK_LSHIFT)){
2512 float closestdist=-1;
2515 for(int i=1;i<numplayers;i++){
2516 distance=findDistancefast(&player[i].coords,&player[0].coords);
2517 if(closestdist==-1||distance<closestdist){
2518 closestdist=distance;
2523 if(player[closest].num_weapons){
2524 if(weapons[player[closest].weaponids[0]].getType()==sword)
2525 weapons[player[closest].weaponids[0]].setType(staff);
2526 else if(weapons[player[closest].weaponids[0]].getType()==staff)
2527 weapons[player[closest].weaponids[0]].setType(knife);
2529 weapons[player[closest].weaponids[0]].setType(sword);
2531 if(!player[closest].num_weapons){
2532 player[closest].weaponids[0]=weapons.size();
2534 weapons.push_back(Weapon(knife,closest));
2536 player[closest].num_weapons=1;
2541 if(Input::isKeyDown(SDLK_u)){
2543 float closestdist=-1;
2546 for(int i=1;i<numplayers;i++){
2547 distance=findDistancefast(&player[i].coords,&player[0].coords);
2548 if(closestdist==-1||distance<closestdist){
2549 closestdist=distance;
2553 player[closest].rotation+=multiplier*50;
2554 player[closest].targetrotation=player[closest].rotation;
2558 if(Input::isKeyPressed(SDLK_o)&&!Input::isKeyDown(SDLK_LSHIFT)){
2560 float closestdist=-1;
2563 for(int i=1;i<numplayers;i++){
2564 distance=findDistancefast(&player[i].coords,&player[0].coords);
2565 if(closestdist==-1||distance<closestdist){
2566 closestdist=distance;
2570 if(Input::isKeyDown(SDLK_LCTRL))closest=0;
2573 player[closest].whichskin++;
2574 if(player[closest].whichskin>9)
2575 player[closest].whichskin=0;
2576 if(player[closest].whichskin>2&&player[closest].creature==wolftype)
2577 player[closest].whichskin=0;
2579 LoadTextureSave(creatureskin[player[closest].creature][player[closest].whichskin],
2580 &player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
2583 if(player[closest].numclothes){
2584 for(int i=0;i<player[closest].numclothes;i++){
2585 tintr=player[closest].clothestintr[i];
2586 tintg=player[closest].clothestintg[i];
2587 tintb=player[closest].clothestintb[i];
2588 AddClothes((char *)player[closest].clothes[i],&player[closest].skeleton.skinText[0]);
2590 player[closest].DoMipmaps();
2594 if(Input::isKeyPressed(SDLK_o)&&Input::isKeyDown(SDLK_LSHIFT)){
2596 float closestdist=-1;
2599 for(int i=1;i<numplayers;i++){
2600 distance=findDistancefast(&player[i].coords,&player[0].coords);
2601 if(closestdist==-1||distance<closestdist){
2602 closestdist=distance;
2607 if(player[closest].creature==wolftype){
2608 headprop=player[closest].proportionhead.x/1.1;
2609 bodyprop=player[closest].proportionbody.x/1.1;
2610 armprop=player[closest].proportionarms.x/1.1;
2611 legprop=player[closest].proportionlegs.x/1.1;
2614 if(player[closest].creature==rabbittype){
2615 headprop=player[closest].proportionhead.x/1.2;
2616 bodyprop=player[closest].proportionbody.x/1.05;
2617 armprop=player[closest].proportionarms.x/1.00;
2618 legprop=player[closest].proportionlegs.x/1.1;
2622 if(player[closest].creature==rabbittype){
2623 player[closest].skeleton.id=closest;
2624 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);
2625 LoadTextureSave(":Data:Textures:Wolf.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[closest],&player[closest].skeleton.skinsize);
2626 player[closest].whichskin=0;
2627 player[closest].creature=wolftype;
2629 player[closest].proportionhead=1.1;
2630 player[closest].proportionbody=1.1;
2631 player[closest].proportionarms=1.1;
2632 player[closest].proportionlegs=1.1;
2633 player[closest].proportionlegs.y=1.1;
2634 player[closest].scale=.23*5*player[0].scale;
2636 player[closest].damagetolerance=300;
2640 player[closest].skeleton.id=closest;
2641 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);
2642 LoadTextureSave(":Data:Textures:Fur3.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
2643 player[closest].whichskin=0;
2644 player[closest].creature=rabbittype;
2646 player[closest].proportionhead=1.2;
2647 player[closest].proportionbody=1.05;
2648 player[closest].proportionarms=1.00;
2649 player[closest].proportionlegs=1.1;
2650 player[closest].proportionlegs.y=1.05;
2651 player[closest].scale=.2*5*player[0].scale;
2653 player[closest].damagetolerance=200;
2656 if(player[closest].creature==wolftype){
2657 player[closest].proportionhead=1.1*headprop;
2658 player[closest].proportionbody=1.1*bodyprop;
2659 player[closest].proportionarms=1.1*armprop;
2660 player[closest].proportionlegs=1.1*legprop;
2663 if(player[closest].creature==rabbittype){
2664 player[closest].proportionhead=1.2*headprop;
2665 player[closest].proportionbody=1.05*bodyprop;
2666 player[closest].proportionarms=1.00*armprop;
2667 player[closest].proportionlegs=1.1*legprop;
2668 player[closest].proportionlegs.y=1.05*legprop;
2674 if(Input::isKeyPressed(SDLK_b)&&!Input::isKeyDown(SDLK_LSHIFT)){
2680 if(((Input::isKeyPressed(SDLK_i)&&!Input::isKeyDown(SDLK_LSHIFT)))){
2682 float closestdist=-1;
2684 XYZ flatfacing2,flatvelocity2;
2687 for(int i=1;i<numplayers;i++){
2688 distance=findDistancefast(&player[i].coords,&player[0].coords);
2689 if(distance<144&&!player[i].headless)
2690 if(closestdist==-1||distance<closestdist){
2691 closestdist=distance;
2693 blah = player[i].coords;
2698 XYZ headspurtdirection;
2699 //int i = player[closest].skeleton.jointlabels[head];
2700 Joint& headjoint=playerJoint(closest,head);
2701 for(int k=0;k<player[closest].skeleton.num_joints; k++){
2702 if(!player[closest].skeleton.free)
2703 flatvelocity2=player[closest].velocity;
2704 if(player[closest].skeleton.free)
2705 flatvelocity2=headjoint.velocity;
2706 if(!player[closest].skeleton.free)
2707 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;
2708 if(player[closest].skeleton.free)
2709 flatfacing2=headjoint.position*player[closest].scale+player[closest].coords;
2710 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
2711 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
2712 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
2713 headspurtdirection=headjoint.position-playerJoint(closest,neck).position;
2714 Normalise(&headspurtdirection);
2715 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, .6, 1);
2716 flatvelocity2+=headspurtdirection*8;
2717 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2/2, 1,1,1, .16, 1);
2719 Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
2721 emit_sound_at(splattersound, blah);
2722 emit_sound_at(breaksound2, blah, 100.);
2724 if(player[closest].skeleton.free==2)player[closest].skeleton.free=0;
2725 player[closest].RagDoll(0);
2726 player[closest].dead=2;
2727 player[closest].headless=1;
2728 player[closest].DoBloodBig(3,165);
2734 if(((Input::isKeyPressed(SDLK_i)&&Input::isKeyDown(SDLK_LSHIFT)))){
2736 float closestdist=-1;
2738 XYZ flatfacing2,flatvelocity2;
2741 for(int i=1;i<numplayers;i++){
2742 distance=findDistancefast(&player[i].coords,&player[0].coords);
2744 if(closestdist==-1||distance<closestdist){
2745 closestdist=distance;
2747 blah=player[i].coords;
2752 emit_sound_at(splattersound, blah);
2754 emit_sound_at(breaksound2, blah);
2756 for(int i=0;i<player[closest].skeleton.num_joints; i++){
2757 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
2758 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
2759 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;
2760 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
2761 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
2762 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
2763 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
2764 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
2765 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .3, 1);
2766 Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
2769 for(int i=0;i<player[closest].skeleton.num_joints; i++){
2770 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
2771 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
2772 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;
2773 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
2774 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
2775 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
2776 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
2777 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
2778 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .4, 1);
2781 for(int i=0;i<player[closest].skeleton.num_joints; i++){
2782 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
2783 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
2784 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;
2785 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
2786 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
2787 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
2788 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
2789 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
2790 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
2793 for(int i=0;i<player[closest].skeleton.num_joints; i++){
2794 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
2795 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
2796 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;
2797 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
2798 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
2799 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
2800 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
2801 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
2802 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
2806 for(int j=0;j<numplayers; j++){
2808 if(findDistancefast(&player[j].coords,&player[closest].coords)<25){
2809 player[j].DoDamage((25-findDistancefast(&player[j].coords,&player[closest].coords))*60);
2810 if(player[j].skeleton.free==2)
2811 player[j].skeleton.free=1;
2812 player[j].skeleton.longdead=0;
2813 player[j].RagDoll(0);
2814 for(int i=0;i<player[j].skeleton.num_joints; i++){
2815 temppos=player[j].skeleton.joints[i].position+player[j].coords;
2816 if(findDistancefast(&temppos,&player[closest].coords)<25){
2817 flatvelocity2=temppos-player[closest].coords;
2818 Normalise(&flatvelocity2);
2819 player[j].skeleton.joints[i].velocity+=flatvelocity2*((20-findDistancefast(&temppos,&player[closest].coords))*20);
2826 player[closest].DoDamage(10000);
2827 player[closest].RagDoll(0);
2828 player[closest].dead=2;
2829 player[closest].coords=20;
2830 player[closest].skeleton.free=2;
2837 if(Input::isKeyPressed(SDLK_f)){
2838 player[0].onfire=1-player[0].onfire;
2839 if(player[0].onfire){
2840 player[0].CatchFire();
2842 if(!player[0].onfire){
2843 emit_sound_at(fireendsound, player[0].coords);
2844 pause_sound(stream_firesound);
2848 if(Input::isKeyPressed(SDLK_n)&&!Input::isKeyDown(SDLK_LCTRL)){
2849 //if(!player[0].skeleton.free)player[0].damage+=500;
2850 player[0].RagDoll(0);
2851 //player[0].spurt=1;
2852 //player[0].DoDamage(1000);
2854 emit_sound_at(whooshsound, player[0].coords, 128.);
2857 if(Input::isKeyPressed(SDLK_n)&&Input::isKeyDown(SDLK_LCTRL)){
2858 for(int i=0;i<objects.numobjects;i++){
2859 if(objects.type[i]==treeleavestype){
2860 objects.scale[i]*=.9;
2865 if(Input::isKeyPressed(SDLK_m)&&Input::isKeyDown(SDLK_LSHIFT)){
2866 editorenabled=1-editorenabled;
2868 player[0].damagetolerance=100000;
2870 player[0].damagetolerance=200;
2872 player[0].damage=0; // these lines were in both if and else, but I think they would better fit in the if
2873 player[0].permanentdamage=0;
2874 player[0].superpermanentdamage=0;
2875 player[0].bloodloss=0;
2876 player[0].deathbleeding=0;
2880 if(whichlevel!=-2&&Input::isKeyPressed(SDLK_k)&&Input::isKeyDown(SDLK_LSHIFT)&&!editorenabled){
2882 if(targetlevel>numchallengelevels-1)
2889 if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LSHIFT)){
2891 float closestdist=-1;
2894 for(int i=1;i<numplayers;i++){
2895 distance=findDistancefast(&player[i].coords,&player[0].coords);
2896 if(closestdist==-1||distance<closestdist){
2897 closestdist=distance;
2901 if(closestdist>0&&closest>=0){
2902 //player[closest]=player[numplayers-1];
2903 //player[closest].skeleton=player[numplayers-1].skeleton;
2908 if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LCTRL)){
2910 float closestdist=-1;
2913 for(int i=1;i<max_objects;i++){
2914 distance=findDistancefast(&objects.position[i],&player[0].coords);
2915 if(closestdist==-1||distance<closestdist){
2916 closestdist=distance;
2920 if(closestdist>0&&closest>=0){
2921 objects.position[closest].y-=500;
2925 if(Input::isKeyPressed(SDLK_m)&&Input::isKeyDown(SDLK_LSHIFT)){
2927 //if(drawmode>2)drawmode=0;
2928 if(objects.numobjects<max_objects-1){
2930 boxcoords.x=player[0].coords.x;
2931 boxcoords.z=player[0].coords.z;
2932 boxcoords.y=player[0].coords.y-3;
2933 if(editortype==bushtype)boxcoords.y=player[0].coords.y-.5;
2934 if(editortype==firetype)boxcoords.y=player[0].coords.y-.5;
2935 //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
2936 float temprotat,temprotat2;
2937 temprotat=editorrotation;
2938 temprotat2=editorrotation2;
2939 if(temprotat<0||editortype==bushtype)temprotat=Random()%360;
2940 if(temprotat2<0)temprotat2=Random()%360;
2942 objects.MakeObject(editortype,boxcoords,(int)temprotat-((int)temprotat)%30,(int)temprotat2,editorsize);
2943 if(editortype==treetrunktype)
2944 objects.MakeObject(treeleavestype,boxcoords,Random()%360*(temprotat2<2)+(int)editorrotation-((int)editorrotation)%30,editorrotation2,editorsize);
2948 if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
2949 if(numplayers<maxplayers-1){
2950 player[numplayers].scale=.2*5*player[0].scale;
2951 player[numplayers].creature=rabbittype;
2952 player[numplayers].howactive=editoractive;
2953 player[numplayers].skeleton.id=numplayers;
2954 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);
2956 //texsize=512*512*3/texdetail/texdetail;
2957 //if(!player[numplayers].loaded)player[numplayers].skeleton.skinText = new GLubyte[texsize];
2958 //player[numplayers].skeleton.skinText.resize(texsize);
2960 int k=abs(Random()%2)+1;
2962 LoadTextureSave(":Data:Textures:Fur3.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
2963 player[numplayers].whichskin=0;
2966 LoadTextureSave(":Data:Textures:Fur.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
2967 player[numplayers].whichskin=1;
2970 LoadTextureSave(":Data:Textures:Fur2.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
2971 player[numplayers].whichskin=2;
2974 LoadTexture(":Data:Textures:Belt.png",&player[numplayers].skeleton.drawmodelclothes.textureptr,1,1);
2975 player[numplayers].power=1;
2976 player[numplayers].speedmult=1;
2977 player[numplayers].currentanimation=bounceidleanim;
2978 player[numplayers].targetanimation=bounceidleanim;
2979 player[numplayers].currentframe=0;
2980 player[numplayers].targetframe=1;
2981 player[numplayers].target=0;
2982 player[numplayers].bled=0;
2983 player[numplayers].speed=1+(float)(Random()%100)/1000;
2985 player[numplayers].targetrotation=player[0].targetrotation;
2986 player[numplayers].rotation=player[0].rotation;
2988 player[numplayers].velocity=0;
2989 player[numplayers].coords=player[0].coords;
2990 player[numplayers].oldcoords=player[numplayers].coords;
2991 player[numplayers].realoldcoords=player[numplayers].coords;
2993 player[numplayers].id=numplayers;
2994 player[numplayers].skeleton.id=numplayers;
2995 player[numplayers].updatedelay=0;
2996 player[numplayers].normalsupdatedelay=0;
2998 player[numplayers].aitype=passivetype;
3000 if(player[0].creature==wolftype){
3001 headprop=player[0].proportionhead.x/1.1;
3002 bodyprop=player[0].proportionbody.x/1.1;
3003 armprop=player[0].proportionarms.x/1.1;
3004 legprop=player[0].proportionlegs.x/1.1;
3007 if(player[0].creature==rabbittype){
3008 headprop=player[0].proportionhead.x/1.2;
3009 bodyprop=player[0].proportionbody.x/1.05;
3010 armprop=player[0].proportionarms.x/1.00;
3011 legprop=player[0].proportionlegs.x/1.1;
3014 if(player[numplayers].creature==wolftype){
3015 player[numplayers].proportionhead=1.1*headprop;
3016 player[numplayers].proportionbody=1.1*bodyprop;
3017 player[numplayers].proportionarms=1.1*armprop;
3018 player[numplayers].proportionlegs=1.1*legprop;
3021 if(player[numplayers].creature==rabbittype){
3022 player[numplayers].proportionhead=1.2*headprop;
3023 player[numplayers].proportionbody=1.05*bodyprop;
3024 player[numplayers].proportionarms=1.00*armprop;
3025 player[numplayers].proportionlegs=1.1*legprop;
3026 player[numplayers].proportionlegs.y=1.05*legprop;
3029 player[numplayers].headless=0;
3030 player[numplayers].onfire=0;
3033 player[numplayers].proportionhead.z=0;
3034 player[numplayers].proportionbody.z=0;
3035 player[numplayers].proportionarms.z=0;
3036 player[numplayers].proportionlegs.z=0;
3039 player[numplayers].tempanimation.Load((char *)"Tempanim",0,0);
3041 player[numplayers].damagetolerance=200;
3043 player[numplayers].protectionhead=player[0].protectionhead;
3044 player[numplayers].protectionhigh=player[0].protectionhigh;
3045 player[numplayers].protectionlow=player[0].protectionlow;
3046 player[numplayers].armorhead=player[0].armorhead;
3047 player[numplayers].armorhigh=player[0].armorhigh;
3048 player[numplayers].armorlow=player[0].armorlow;
3049 player[numplayers].metalhead=player[0].metalhead;
3050 player[numplayers].metalhigh=player[0].metalhigh;
3051 player[numplayers].metallow=player[0].metallow;
3053 player[numplayers].immobile=player[0].immobile;
3055 player[numplayers].numclothes=player[0].numclothes;
3056 if(player[numplayers].numclothes)
3057 for(int i=0;i<player[numplayers].numclothes;i++){
3058 strcpy(player[numplayers].clothes[i], player[0].clothes[i]);
3059 player[numplayers].clothestintr[i]=player[0].clothestintr[i];
3060 player[numplayers].clothestintg[i]=player[0].clothestintg[i];
3061 player[numplayers].clothestintb[i]=player[0].clothestintb[i];
3062 tintr=player[numplayers].clothestintr[i];
3063 tintg=player[numplayers].clothestintg[i];
3064 tintb=player[numplayers].clothestintb[i];
3065 AddClothes((char *)player[numplayers].clothes[i],&player[numplayers].skeleton.skinText[0]);
3067 if(player[numplayers].numclothes){
3068 player[numplayers].DoMipmaps();
3071 player[numplayers].power=player[0].power;
3072 player[numplayers].speedmult=player[0].speedmult;
3074 player[numplayers].damage=0;
3075 player[numplayers].permanentdamage=0;
3076 player[numplayers].superpermanentdamage=0;
3077 player[numplayers].deathbleeding=0;
3078 player[numplayers].bleeding=0;
3079 player[numplayers].numwaypoints=0;
3080 player[numplayers].waypoint=0;
3081 player[numplayers].jumppath=0;
3082 player[numplayers].weaponstuck=-1;
3083 player[numplayers].weaponactive=-1;
3084 player[numplayers].num_weapons=0;
3085 player[numplayers].bloodloss=0;
3086 player[numplayers].dead=0;
3088 player[numplayers].loaded=1;
3094 if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LSHIFT)){
3095 if(player[numplayers-1].numwaypoints<90){
3096 player[numplayers-1].waypoints[player[numplayers-1].numwaypoints]=player[0].coords;
3097 player[numplayers-1].waypointtype[player[numplayers-1].numwaypoints]=editorpathtype;
3098 player[numplayers-1].numwaypoints++;
3102 if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LCTRL)){
3103 if(numpathpoints<30){
3104 bool connected,alreadyconnected;
3107 for(int i=0;i<numpathpoints;i++){
3108 if(findDistancefast(&pathpoint[i],&player[0].coords)<.5&&i!=pathpointselected&&!connected){
3110 for(int j=0;j<numpathpointconnect[pathpointselected];j++){
3111 if(pathpointconnect[pathpointselected][j]==i)alreadyconnected=1;
3113 if(!alreadyconnected){
3114 numpathpointconnect[pathpointselected]++;
3116 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=i;
3122 pathpoint[numpathpoints-1]=player[0].coords;
3123 numpathpointconnect[numpathpoints-1]=0;
3124 if(numpathpoints>1&&pathpointselected!=-1){
3125 numpathpointconnect[pathpointselected]++;
3126 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=numpathpoints-1;
3128 pathpointselected=numpathpoints-1;
3133 if(Input::isKeyPressed(SDLK_PERIOD)){
3134 pathpointselected++;
3135 if(pathpointselected>=numpathpoints)
3136 pathpointselected=-1;
3138 if(Input::isKeyPressed(SDLK_COMMA)&&!Input::isKeyDown(SDLK_LSHIFT)){
3139 pathpointselected--;
3140 if(pathpointselected<=-2)
3141 pathpointselected=numpathpoints-1;
3143 if(Input::isKeyPressed(SDLK_COMMA)&&Input::isKeyDown(SDLK_LSHIFT)){
3144 if(pathpointselected!=-1){
3146 pathpoint[pathpointselected]=pathpoint[numpathpoints];
3147 numpathpointconnect[pathpointselected]=numpathpointconnect[numpathpoints];
3148 for(int i=0;i<numpathpointconnect[pathpointselected];i++){
3149 pathpointconnect[pathpointselected][i]=pathpointconnect[numpathpoints][i];
3151 for(int i=0;i<numpathpoints;i++){
3152 for(int j=0;j<numpathpointconnect[i];j++){
3153 if(pathpointconnect[i][j]==pathpointselected){
3154 pathpointconnect[i][j]=pathpointconnect[i][numpathpointconnect[i]-1];
3155 numpathpointconnect[i]--;
3157 if(pathpointconnect[i][j]==numpathpoints){
3158 pathpointconnect[i][j]=pathpointselected;
3162 pathpointselected=numpathpoints-1;
3166 if(Input::isKeyPressed(SDLK_LEFT)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3168 if(editortype==treeleavestype||editortype==10)editortype--;
3169 if(editortype<0)editortype=firetype;
3172 if(Input::isKeyPressed(SDLK_RIGHT)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3174 if(editortype==treeleavestype||editortype==10)editortype++;
3175 if(editortype>firetype)editortype=0;
3178 if(Input::isKeyDown(SDLK_LEFT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3179 editorrotation-=multiplier*100;
3180 if(editorrotation<-.01)editorrotation=-.01;
3183 if(Input::isKeyDown(SDLK_RIGHT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3184 editorrotation+=multiplier*100;
3187 if(Input::isKeyDown(SDLK_UP)&&!Input::isKeyDown(SDLK_LCTRL)){
3188 editorsize+=multiplier;
3191 if(Input::isKeyDown(SDLK_DOWN)&&!Input::isKeyDown(SDLK_LCTRL)){
3192 editorsize-=multiplier;
3193 if(editorsize<.1)editorsize=.1;
3197 if(Input::isKeyPressed(SDLK_LEFT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
3198 mapradius-=multiplier*10;
3201 if(Input::isKeyPressed(SDLK_RIGHT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
3202 mapradius+=multiplier*10;
3204 if(Input::isKeyDown(SDLK_UP)&&Input::isKeyDown(SDLK_LCTRL)){
3205 editorrotation2+=multiplier*100;
3208 if(Input::isKeyDown(SDLK_DOWN)&&Input::isKeyDown(SDLK_LCTRL)){
3209 editorrotation2-=multiplier*100;
3210 if(editorrotation2<-.01)editorrotation2=-.01;
3212 if(Input::isKeyPressed(SDLK_DELETE)&&objects.numobjects&&Input::isKeyDown(SDLK_LSHIFT)){
3214 float closestdist=-1;
3216 for(int i=0;i<objects.numobjects;i++){
3217 distance=findDistancefast(&objects.position[i],&player[0].coords);
3218 if(closestdist==-1||distance<closestdist){
3219 closestdist=distance;
3223 if(closestdist>0&&closest>=0)objects.DeleteObject(closest);
3229 void Game::doJumpReversals(){
3230 for(int k=0;k<numplayers;k++)
3231 for(int i=k;i<numplayers;i++){
3233 if( player[k].skeleton.free==0&&
3234 player[i].skeleton.oldfree==0&&
3235 (player[i].targetanimation==jumpupanim||
3236 player[k].targetanimation==jumpupanim)&&
3237 (player[i].aitype==playercontrolled||
3238 player[k].aitype==playercontrolled)&&
3239 (player[i].aitype==attacktypecutoff&&player[i].stunned<=0||
3240 player[k].aitype==attacktypecutoff&&player[k].stunned<=0)){
3241 if( findDistancefast(&player[i].coords,&player[k].coords)<10*sq((player[i].scale+player[k].scale)*2.5)&&
3242 findDistancefastflat(&player[i].coords,&player[k].coords)<2*sq((player[i].scale+player[k].scale)*2.5)){
3243 //TODO: refactor two huge similar ifs
3244 if(player[i].targetanimation==jumpupanim&&
3245 player[k].targetanimation!=getupfrombackanim&&
3246 player[k].targetanimation!=getupfromfrontanim&&
3247 animation[player[k].targetanimation].height==middleheight&&
3248 normaldotproduct(player[i].velocity,player[k].coords-player[i].coords)<0&&
3249 (player[k].aitype==playercontrolled&&player[k].attackkeydown||
3250 player[k].aitype!=playercontrolled)){
3251 player[i].victim=&player[k];
3252 player[i].velocity=0;
3253 player[i].currentanimation=jumpreversedanim;
3254 player[i].targetanimation=jumpreversedanim;
3255 player[i].currentframe=0;
3256 player[i].targetframe=1;
3257 player[i].targettilt2=0;
3258 player[k].victim=&player[i];
3259 player[k].velocity=0;
3260 player[k].currentanimation=jumpreversalanim;
3261 player[k].targetanimation=jumpreversalanim;
3262 player[k].currentframe=0;
3263 player[k].targetframe=1;
3264 player[k].targettilt2=0;
3265 if(player[i].coords.y<player[k].coords.y+1){
3266 player[i].currentanimation=rabbitkickreversedanim;
3267 player[i].targetanimation=rabbitkickreversedanim;
3268 player[i].currentframe=1;
3269 player[i].targetframe=2;
3270 player[k].currentanimation=rabbitkickreversalanim;
3271 player[k].targetanimation=rabbitkickreversalanim;
3272 player[k].currentframe=1;
3273 player[k].targetframe=2;
3276 player[k].oldcoords=player[k].coords;
3277 player[i].coords=player[k].coords;
3278 player[k].targetrotation=player[i].targetrotation;
3279 player[k].rotation=player[i].targetrotation;
3280 if(player[k].aitype==attacktypecutoff)
3281 player[k].stunned=.5;
3283 if(player[k].targetanimation==jumpupanim&&
3284 player[i].targetanimation!=getupfrombackanim&&
3285 player[i].targetanimation!=getupfromfrontanim&&
3286 animation[player[i].targetanimation].height==middleheight&&
3287 normaldotproduct(player[k].velocity,player[i].coords-player[k].coords)<0&&
3288 ((player[i].aitype==playercontrolled&&player[i].attackkeydown)||
3289 player[i].aitype!=playercontrolled)){
3290 player[k].victim=&player[i];
3291 player[k].velocity=0;
3292 player[k].currentanimation=jumpreversedanim;
3293 player[k].targetanimation=jumpreversedanim;
3294 player[k].currentframe=0;
3295 player[k].targetframe=1;
3296 player[k].targettilt2=0;
3297 player[i].victim=&player[k];
3298 player[i].velocity=0;
3299 player[i].currentanimation=jumpreversalanim;
3300 player[i].targetanimation=jumpreversalanim;
3301 player[i].currentframe=0;
3302 player[i].targetframe=1;
3303 player[i].targettilt2=0;
3304 if(player[k].coords.y<player[i].coords.y+1){
3305 player[k].targetanimation=rabbitkickreversedanim;
3306 player[k].currentanimation=rabbitkickreversedanim;
3307 player[i].currentanimation=rabbitkickreversalanim;
3308 player[i].targetanimation=rabbitkickreversalanim;
3309 player[k].currentframe=1;
3310 player[k].targetframe=2;
3311 player[i].currentframe=1;
3312 player[i].targetframe=2;
3315 player[i].oldcoords=player[i].coords;
3316 player[k].coords=player[i].coords;
3317 player[i].targetrotation=player[k].targetrotation;
3318 player[i].rotation=player[k].targetrotation;
3319 if(player[i].aitype==attacktypecutoff)
3320 player[i].stunned=.5;
3327 void Game::doAerialAcrobatics(){
3328 static XYZ facing,flatfacing;
3329 for(int k=0;k<numplayers;k++){
3330 player[k].turnspeed=500;
3332 if((player[k].isRun()&&
3333 ((player[k].targetrotation!=rabbitrunninganim&&
3334 player[k].targetrotation!=wolfrunninganim)||
3335 player[k].targetframe==4))||
3336 player[k].targetanimation==removeknifeanim||
3337 player[k].targetanimation==crouchremoveknifeanim||
3338 player[k].targetanimation==flipanim||
3339 player[k].targetanimation==fightsidestep||
3340 player[k].targetanimation==walkanim){
3341 player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed);
3345 if(player[k].isStop()||
3346 player[k].isLanding()||
3347 player[k].targetanimation==staggerbackhighanim||
3348 (player[k].targetanimation==sneakanim&&player[k].currentanimation==sneakanim)||
3349 player[k].targetanimation==staggerbackhardanim||
3350 player[k].targetanimation==backhandspringanim||
3351 player[k].targetanimation==dodgebackanim||
3352 player[k].targetanimation==rollanim||
3353 (animation[player[k].targetanimation].attack&&
3354 player[k].targetanimation!=rabbitkickanim&&
3355 (player[k].targetanimation!=crouchstabanim||player[k].hasvictim)&&
3356 (player[k].targetanimation!=swordgroundstabanim||player[k].hasvictim))){
3357 player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*2);
3360 if(player[k].targetanimation==sneakanim&&player[k].currentanimation!=sneakanim){
3361 player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*4);
3364 /*if(player[k].aitype!=passivetype||(findDistancefast(&player[k].coords,&viewer)<viewdistance*viewdistance))*/
3365 player[k].DoStuff();
3366 if(player[k].immobile&&k!=0)
3367 player[k].coords=player[k].realoldcoords;
3369 //if player's position has changed (?)
3370 if(findDistancefast(&player[k].coords,&player[k].realoldcoords)>0&&
3371 !player[k].skeleton.free&&
3372 player[k].targetanimation!=climbanim&&
3373 player[k].targetanimation!=hanganim){
3374 XYZ lowpoint,lowpointtarget,lowpoint2,lowpointtarget2,lowpoint3,lowpointtarget3,lowpoint4,lowpointtarget4,lowpoint5,lowpointtarget5,lowpoint6,lowpointtarget6,lowpoint7,lowpointtarget7,colpoint,colpoint2;
3378 if(player[k].collide<-.3)
3379 player[k].collide=-.3;
3380 if(player[k].collide>1)
3381 player[k].collide=1;
3382 player[k].collide-=multiplier*30;
3385 player[k].coords.y=max(player[k].coords.y, terrain.getHeight(player[k].coords.x,player[k].coords.z));
3387 for(int l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
3388 int i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
3389 if(objects.type[i]!=rocktype||
3390 objects.scale[i]>.5&&player[k].aitype==playercontrolled||
3391 objects.position[i].y>player[k].coords.y){
3392 lowpoint=player[k].coords;
3393 if(player[k].targetanimation!=jumpupanim&&
3394 player[k].targetanimation!=jumpdownanim&&
3395 !player[k].isFlip())
3399 if( player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z)&&
3400 player[k].coords.y>terrain.getHeight(player[k].coords.x,player[k].coords.z)-.1)
3401 player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z);
3402 if(player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){
3403 flatfacing=lowpoint-player[k].coords;
3404 player[k].coords=lowpoint;
3405 player[k].coords.y-=1.3;
3406 player[k].collide=1;
3409 //TODO: refactor four similar blocks
3410 if(player[k].aitype==playercontrolled&&
3411 (player[k].targetanimation==jumpupanim||
3412 player[k].targetanimation==jumpdownanim||
3413 player[k].isFlip())&&
3414 !player[k].jumptogglekeydown&&
3415 player[k].jumpkeydown){
3416 lowpointtarget=lowpoint+DoRotation(player[k].facing,0,-90,0)*1.5;
3417 XYZ tempcoords1=lowpoint;
3418 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3419 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3420 setAnimation(k,walljumpleftanim);
3421 emit_sound_at(movewhooshsound, player[k].coords);
3423 pause_sound(whooshsound);
3425 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3426 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3427 if(lowpointtarget.z<0)
3428 player[k].rotation=180-player[k].rotation;
3429 player[k].targetrotation=player[k].rotation;
3430 player[k].lowrotation=player[k].rotation;
3436 lowpoint=tempcoords1;
3437 lowpointtarget=lowpoint+DoRotation(player[k].facing,0,90,0)*1.5;
3438 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3439 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3440 setAnimation(k,walljumprightanim);
3441 emit_sound_at(movewhooshsound, player[k].coords);
3442 if(k==0)pause_sound(whooshsound);
3444 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3445 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3446 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3447 player[k].targetrotation=player[k].rotation;
3448 player[k].lowrotation=player[k].rotation;
3449 if(k==0)numwallflipped++;
3453 lowpoint=tempcoords1;
3454 lowpointtarget=lowpoint+player[k].facing*2;
3455 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3456 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3457 setAnimation(k,walljumpbackanim);
3458 emit_sound_at(movewhooshsound, player[k].coords);
3459 if(k==0)pause_sound(whooshsound);
3461 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3462 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3463 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3464 player[k].targetrotation=player[k].rotation;
3465 player[k].lowrotation=player[k].rotation;
3466 if(k==0)numwallflipped++;
3470 lowpoint=tempcoords1;
3471 lowpointtarget=lowpoint-player[k].facing*2;
3472 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3473 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3474 setAnimation(k,walljumpfrontanim);
3475 emit_sound_at(movewhooshsound, player[k].coords);
3476 if(k==0)pause_sound(whooshsound);
3478 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3479 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3480 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3481 player[k].rotation+=180;
3482 player[k].targetrotation=player[k].rotation;
3483 player[k].lowrotation=player[k].rotation;
3484 if(k==0)numwallflipped++;
3492 else if(objects.type[i]==rocktype){
3493 lowpoint2=player[k].coords;
3494 lowpoint=player[k].coords;
3496 if(objects.model[i].LineCheck(&lowpoint,&lowpoint2,&colpoint,&objects.position[i],&objects.rotation[i])!=-1){
3497 player[k].coords=colpoint;
3498 player[k].collide=1;
3501 if(player[k].targetanimation==jumpdownanim||player[k].isFlip()){
3502 //flipped into a rock
3503 if(player[k].isFlip()&&animation[player[k].targetanimation].label[player[k].targetframe]==7)
3504 player[k].RagDoll(0);
3506 if(player[k].targetanimation==jumpupanim){
3507 player[k].jumppower=-4;
3508 player[k].targetanimation=player[k].getIdle();
3511 player[k].targetframe=0;
3512 player[k].onterrain=1;
3514 if(player[k].id==0){
3515 pause_sound(whooshsound);
3516 OPENAL_SetVolume(channels[whooshsound], 0);
3520 if((player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].wasLanding()){
3521 if(player[k].isFlip())
3522 player[k].jumppower=-4;
3523 player[k].targetanimation=player[k].getLanding();
3524 emit_sound_at(landsound, player[k].coords, 128.);
3526 envsound[numenvsounds]=player[k].coords;
3527 envsoundvol[numenvsounds]=16;
3528 envsoundlife[numenvsounds]=.4;
3538 if(tempcollide&&(/*player[k].jumptogglekeydown*/1==1||player[k].aitype!=playercontrolled))
3539 for(int l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
3540 int i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
3541 lowpoint=player[k].coords;
3543 if(objects.type[i]!=rocktype)
3544 if(player[k].SphereCheck(&lowpoint,1.33,&colpoint,&objects.position[i],&objects.rotation[i],&objects.model[i])!=-1){
3545 if(player[k].targetanimation!=jumpupanim&&
3546 player[k].targetanimation!=jumpdownanim&&
3547 player[k].onterrain)
3548 player[k].avoidcollided=1;
3549 player[k].coords=lowpoint;
3550 player[k].coords.y-=1.35;
3551 player[k].collide=1;
3553 if((player[k].grabdelay<=0||player[k].aitype!=playercontrolled)&&
3554 (player[k].currentanimation!=climbanim&&
3555 player[k].currentanimation!=hanganim&&
3556 !player[k].isWallJump()||
3557 player[k].targetanimation==jumpupanim||
3558 player[k].targetanimation==jumpdownanim)){
3559 lowpoint=player[k].coords;
3560 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.rotation[i]);
3561 lowpoint=player[k].coords;
3565 facing=DoRotation(facing,0,player[k].targetrotation+180,0);
3566 lowpointtarget=lowpoint+facing*1.4;
3567 whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3569 lowpoint=player[k].coords;
3571 lowpointtarget=lowpoint+facing*1.4;
3573 lowpointtarget2=lowpointtarget;
3575 lowpointtarget3=lowpointtarget;
3577 lowpointtarget4=lowpointtarget;
3579 lowpointtarget5=lowpointtarget;
3581 lowpointtarget6=lowpointtarget;
3583 lowpointtarget7=lowpoint;
3585 lowpointtarget2.x+=.1;
3587 lowpointtarget3.z+=.1;
3589 lowpointtarget4.x-=.1;
3591 lowpointtarget5.z-=.1;
3593 lowpointtarget6.y+=45/13;
3594 lowpointtarget6+=facing*.6;
3595 lowpointtarget7.y+=90/13;
3596 whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3597 if(objects.friction[i]>.5)
3599 if(whichhit!=-1&&player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim)
3600 player[k].collided=1;
3601 if(checkcollide(lowpoint7,lowpointtarget7)==-1)
3602 if(checkcollide(lowpoint6,lowpointtarget6)==-1)
3603 if( objects.model[i].LineCheckPossible(&lowpoint2,&lowpointtarget2,
3604 &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
3605 objects.model[i].LineCheckPossible(&lowpoint3,&lowpointtarget3,
3606 &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
3607 objects.model[i].LineCheckPossible(&lowpoint4,&lowpointtarget4,
3608 &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
3609 objects.model[i].LineCheckPossible(&lowpoint5,&lowpointtarget5,
3610 &colpoint,&objects.position[i],&objects.rotation[i])!=-1)
3611 for(int j=0;j<45;j++){
3612 lowpoint=player[k].coords;
3613 lowpoint.y+=(float)j/13;
3614 lowpointtarget=lowpoint+facing*1.4;
3615 if(objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,
3616 &colpoint2,&objects.position[i],&objects.rotation[i])==-1){
3617 if(j<=6||j<=25&&player[k].targetanimation==jumpdownanim)
3619 if(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim){
3620 lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0);
3621 lowpoint=player[k].coords;
3622 lowpoint.y+=(float)j/13;
3623 lowpointtarget=lowpoint+facing*1.3;
3624 flatfacing=player[k].coords;
3625 player[k].coords=colpoint-DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0)*.01;
3626 player[k].coords.y=lowpointtarget.y-.07;
3627 player[k].currentoffset=(flatfacing-player[k].coords)/player[k].scale;
3629 if(j>10||!player[k].isRun()){
3630 if(player[k].targetanimation==jumpdownanim||player[k].targetanimation==jumpupanim){
3632 pause_sound(whooshsound);
3634 emit_sound_at(jumpsound, player[k].coords, 128.);
3636 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3637 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3638 if(lowpointtarget.z<0)
3639 player[k].rotation=180-player[k].rotation;
3640 player[k].targetrotation=player[k].rotation;
3641 player[k].lowrotation=player[k].rotation;
3643 //player[k].velocity=lowpointtarget*.03;
3644 player[k].velocity=0;
3647 if(player[k].targetanimation==jumpupanim){
3648 player[k].targetanimation=climbanim;
3649 player[k].jumppower=0;
3650 player[k].jumpclimb=1;
3652 player[k].transspeed=6;
3654 player[k].targetframe=1;
3657 setAnimation(k,hanganim);
3658 player[k].jumppower=0;
3670 if(player[k].collide<=0){
3672 if(!player[k].onterrain&&
3673 player[k].targetanimation!=jumpupanim&&
3674 player[k].targetanimation!=jumpdownanim&&
3675 player[k].targetanimation!=climbanim&&
3676 player[k].targetanimation!=hanganim&&
3677 !player[k].isWallJump()&&
3678 !player[k].isFlip()){
3679 if(player[k].currentanimation!=climbanim&&
3680 player[k].currentanimation!=tempanim&&
3681 player[k].targetanimation!=backhandspringanim&&
3682 (player[k].targetanimation!=rollanim||
3683 player[k].targetframe<2||
3684 player[k].targetframe>6)){
3685 //stagger off ledge (?)
3686 if(player[k].targetanimation==staggerbackhighanim||player[k].targetanimation==staggerbackhardanim)
3687 player[k].RagDoll(0);
3688 setAnimation(k,jumpdownanim);
3691 emit_sound_at(whooshsound, player[k].coords, 128.);
3694 player[k].velocity.y+=gravity;
3698 player[k].realoldcoords=player[k].coords;
3702 void Game::doAttacks(){
3703 static XYZ relative;
3704 static int randattack;
3705 static bool playerrealattackkeydown=0;
3707 if(!Input::isKeyDown(attackkey))
3710 player[0].attackkeydown=0;
3712 playerrealattackkeydown=0;
3714 playerrealattackkeydown=Input::isKeyDown(attackkey);
3715 if((player[0].parriedrecently<=0||
3716 player[0].weaponactive==-1)&&
3719 player[0].lastattack!=swordslashanim&&
3720 player[0].lastattack!=knifeslashstartanim&&
3721 player[0].lastattack!=staffhitanim&&
3722 player[0].lastattack!=staffspinhitanim)))
3723 player[0].attackkeydown=Input::isKeyDown(attackkey);
3724 if(Input::isKeyDown(attackkey)&&
3726 !player[0].backkeydown){
3727 for(int k=0;k<numplayers;k++){
3728 if((player[k].targetanimation==swordslashanim||
3729 player[k].targetanimation==staffhitanim||
3730 player[k].targetanimation==staffspinhitanim)&&
3731 player[0].currentanimation!=dodgebackanim&&
3732 !player[k].skeleton.free)
3733 player[k].Reverse();
3737 if(!hostile||indialogue!=-1)player[0].attackkeydown=0;
3739 for(int k=0;k<numplayers;k++){
3740 if(indialogue!=-1)player[k].attackkeydown=0;
3741 if(player[k].targetanimation!=rabbitrunninganim&&player[k].targetanimation!=wolfrunninganim){
3742 if(player[k].aitype!=playercontrolled)
3743 player[k].victim=&player[0];
3744 //attack key pressed
3745 if(player[k].attackkeydown){
3747 if(player[k].backkeydown&&
3748 player[k].targetanimation!=backhandspringanim&&
3749 (player[k].isIdle()||
3750 player[k].isStop()||
3752 player[k].targetanimation==walkanim)){
3753 if(player[k].jumppower<=1){
3754 player[k].jumppower-=2;
3756 for(int i=0;i<numplayers;i++){
3758 if(player[i].targetanimation==swordslashanim||
3759 player[i].targetanimation==knifeslashstartanim||
3760 player[i].targetanimation==staffhitanim||
3761 player[i].targetanimation==staffspinhitanim)
3762 if(findDistancefast(&player[k].coords,&player[i].coords)<6.5&&!player[i].skeleton.free){
3763 setAnimation(k,dodgebackanim);
3764 player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
3765 player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
3768 if(player[k].targetanimation!=dodgebackanim){
3769 if(k==0)numflipped++;
3770 setAnimation(k,backhandspringanim);
3771 player[k].targetrotation=-rotation+180;
3772 if(player[k].leftkeydown)
3773 player[k].targetrotation-=45;
3774 if(player[k].rightkeydown)
3775 player[k].targetrotation+=45;
3776 player[k].rotation=player[k].targetrotation;
3777 player[k].jumppower-=2;
3782 if(!animation[player[k].targetanimation].attack&&
3783 !player[k].backkeydown&&
3784 (player[k].isIdle()||
3786 player[k].targetanimation==walkanim||
3787 player[k].targetanimation==sneakanim||
3788 player[k].isCrouch())){
3789 const int attackweapon=player[k].weaponactive==-1?0:weapons[player[k].weaponids[player[k].weaponactive]].getType();
3790 //normal attacks (?)
3791 player[k].hasvictim=0;
3793 for(int i=0;i<numplayers;i++){
3794 if(i==k||!(k==0||i==0))continue;
3795 if(!player[k].hasvictim)
3796 if(animation[player[k].targetanimation].attack!=reversal){
3798 const float distance=findDistancefast(&player[k].coords,&player[i].coords);
3800 !player[i].skeleton.free&&
3801 player[i].howactive<typedead1&&
3802 player[i].targetanimation!=jumpreversedanim&&
3803 player[i].targetanimation!=rabbitkickreversedanim&&
3804 player[i].targetanimation!=rabbitkickanim&&
3805 player[k].targetanimation!=rabbitkickanim&&
3806 player[i].targetanimation!=getupfrombackanim&&
3807 (player[i].targetanimation!=staggerbackhighanim&&
3808 (player[i].targetanimation!=staggerbackhardanim||
3809 animation[staggerbackhardanim].label[player[i].targetframe]==6))&&
3810 player[i].targetanimation!=jumpdownanim&&
3811 player[i].targetanimation!=jumpupanim&&
3812 player[i].targetanimation!=getupfromfrontanim){
3813 player[k].victim=&player[i];
3814 player[k].hasvictim=1;
3815 if(player[k].aitype==playercontrolled){ //human player
3817 if(distance<2.5*sq(player[k].scale*5)&&
3818 player[k].crouchkeydown&&
3819 animation[player[i].targetanimation].height!=lowheight)
3820 player[k].targetanimation=sweepanim;
3822 else if(distance<1.5*sq(player[k].scale*5)&&
3823 animation[player[i].targetanimation].height!=lowheight&&
3824 !player[k].forwardkeydown&&
3825 !player[k].leftkeydown&&
3826 !player[k].rightkeydown&&
3827 !player[k].crouchkeydown&&
3830 player[k].targetanimation=winduppunchanim;
3832 else if(distance<2.5*sq(player[k].scale*5)&&
3833 animation[player[i].targetanimation].height!=lowheight&&
3834 !player[k].forwardkeydown&&
3835 !player[k].leftkeydown&&
3836 !player[k].rightkeydown&&
3837 !player[k].crouchkeydown&&
3839 player[k].targetanimation=upunchanim;
3841 else if(distance<2.5*sq(player[k].scale*5)&&
3842 player[i].staggerdelay>0&&
3843 attackweapon==knife&&
3844 player[i].bloodloss>player[i].damagetolerance/2)
3845 player[k].targetanimation=knifefollowanim;
3847 else if(distance<2.5*sq(player[k].scale*5)&&
3848 animation[player[i].targetanimation].height!=lowheight&&
3849 !player[k].forwardkeydown&&
3850 !player[k].leftkeydown&&
3851 !player[k].rightkeydown&&
3852 !player[k].crouchkeydown&&
3853 attackweapon==knife&&
3854 player[k].weaponmissdelay<=0)
3855 player[k].targetanimation=knifeslashstartanim;
3857 else if(distance<4.5*sq(player[k].scale*5)&&
3858 animation[player[i].targetanimation].height!=lowheight&&
3859 !player[k].crouchkeydown&&
3860 attackweapon==sword&&
3861 player[k].weaponmissdelay<=0)
3862 player[k].targetanimation=swordslashanim;
3864 else if(distance<4.5*sq(player[k].scale*5)&&
3865 animation[player[i].targetanimation].height!=lowheight&&
3866 !player[k].crouchkeydown&&
3867 attackweapon==staff&&
3868 player[k].weaponmissdelay<=0&&
3869 !player[k].leftkeydown&&
3870 !player[k].rightkeydown&&
3871 !player[k].forwardkeydown)
3872 player[k].targetanimation=staffhitanim;
3874 else if(distance<4.5*sq(player[k].scale*5)&&
3875 animation[player[i].targetanimation].height!=lowheight&&
3876 !player[k].crouchkeydown&&
3877 attackweapon==staff&&
3878 player[k].weaponmissdelay<=0)
3879 player[k].targetanimation=staffspinhitanim;
3881 else if(distance<2.5*sq(player[k].scale*5)&&
3882 animation[player[i].targetanimation].height!=lowheight)
3883 player[k].targetanimation=spinkickanim;
3885 else if(distance<2.5*sq(player[k].scale*5)&&
3886 animation[player[i].targetanimation].height==lowheight&&
3887 animation[player[k].targetanimation].attack!=normalattack)
3888 player[k].targetanimation=lowkickanim;
3889 } else { //AI player
3890 if(distance<4.5*sq(player[k].scale*5)){
3891 randattack=abs(Random()%5);
3892 if(!attackweapon&&distance<2.5*sq(player[k].scale*5)){
3894 if(randattack==0&&animation[player[i].targetanimation].height!=lowheight)
3895 player[k].targetanimation=sweepanim;
3897 else if(randattack==1&&animation[player[i].targetanimation].height!=lowheight&&
3899 player[k].targetanimation=upunchanim;
3901 else if(randattack==2&&animation[player[i].targetanimation].height!=lowheight)
3902 player[k].targetanimation=spinkickanim;
3904 else if(animation[player[i].targetanimation].height==lowheight)
3905 player[k].targetanimation=lowkickanim;
3909 if((tutoriallevel!=1||!attackweapon)&&
3910 distance<2.5*sq(player[k].scale*5)&&
3912 animation[player[i].targetanimation].height!=lowheight)
3913 player[k].targetanimation=sweepanim;
3915 else if(distance<2.5*sq(player[k].scale*5)&&
3916 attackweapon==knife&&
3917 player[k].weaponmissdelay<=0)
3918 player[k].targetanimation=knifeslashstartanim;
3920 else if(!(player[0].victim==&player[i]&&
3921 player[0].hasvictim&&
3922 player[0].targetanimation==swordslashanim)&&
3923 attackweapon==sword&&
3924 player[k].weaponmissdelay<=0)
3925 player[k].targetanimation=swordslashanim;
3927 else if(!(player[0].victim==&player[i]&&
3928 player[0].hasvictim&&
3929 player[0].targetanimation==swordslashanim)&&
3930 attackweapon==staff&&
3931 player[k].weaponmissdelay<=0&&
3933 player[k].targetanimation=staffhitanim;
3935 else if(!(player[0].victim==&player[i]&&
3936 player[0].hasvictim&&
3937 player[0].targetanimation==swordslashanim)&&
3938 attackweapon==staff&&
3939 player[k].weaponmissdelay<=0&&
3941 player[k].targetanimation=staffspinhitanim;
3943 else if((tutoriallevel!=1||!attackweapon)&&
3944 distance<2.5*sq(player[k].scale*5)&&
3946 animation[player[i].targetanimation].height!=lowheight)
3947 player[k].targetanimation=spinkickanim;
3949 else if(distance<2.5*sq(player[k].scale*5)&&
3950 animation[player[i].targetanimation].height==lowheight&&
3951 animation[player[k].targetanimation].attack!=normalattack)
3952 player[k].targetanimation=lowkickanim;
3956 //upunch becomes wolfslap
3957 if(player[k].targetanimation==upunchanim&&player[k].creature==wolftype)
3958 player[k].targetanimation=wolfslapanim;
3961 if((k==0)&&(tutoriallevel!=1||tutorialstage==22)&&
3962 player[i].howactive<typedead1&&
3963 distance<1.5*sq(player[k].scale*5)&&
3964 !player[i].skeleton.free&&
3965 player[i].targetanimation!=getupfrombackanim&&
3966 player[i].targetanimation!=getupfromfrontanim&&
3967 (player[i].stunned>0&&player[k].madskills||
3968 player[i].surprised>0||
3969 player[i].aitype==passivetype||
3970 attackweapon&&player[i].stunned>0)&&
3971 normaldotproduct(player[i].facing,player[i].coords-player[k].coords)>0){
3974 player[k].currentanimation=sneakattackanim;
3975 player[k].targetanimation=sneakattackanim;
3976 player[i].currentanimation=sneakattackedanim;
3977 player[i].targetanimation=sneakattackedanim;
3978 player[k].oldcoords=player[k].coords;
3979 player[k].coords=player[i].coords;
3982 if(attackweapon==knife){
3983 player[k].currentanimation=knifesneakattackanim;
3984 player[k].targetanimation=knifesneakattackanim;
3985 player[i].currentanimation=knifesneakattackedanim;
3986 player[i].targetanimation=knifesneakattackedanim;
3987 player[i].oldcoords=player[i].coords;
3988 player[i].coords=player[k].coords;
3991 if(attackweapon==sword){
3992 player[k].currentanimation=swordsneakattackanim;
3993 player[k].targetanimation=swordsneakattackanim;
3994 player[i].currentanimation=swordsneakattackedanim;
3995 player[i].targetanimation=swordsneakattackedanim;
3996 player[i].oldcoords=player[i].coords;
3997 player[i].coords=player[k].coords;
3999 if(attackweapon!=staff){
4000 player[k].victim=&player[i];
4001 player[k].hasvictim=1;
4002 player[i].targettilt2=0;
4003 player[i].targetframe=1;
4004 player[i].currentframe=0;
4006 player[i].velocity=0;
4007 player[k].targettilt2=player[i].targettilt2;
4008 player[k].currentframe=player[i].currentframe;
4009 player[k].targetframe=player[i].targetframe;
4010 player[k].target=player[i].target;
4011 player[k].velocity=0;
4012 player[k].targetrotation=player[i].rotation;
4013 player[k].rotation=player[i].rotation;
4014 player[i].targetrotation=player[i].rotation;
4017 if(animation[player[k].targetanimation].attack==normalattack&&
4018 player[k].victim==&player[i]&&
4019 (!player[i].skeleton.free)){
4021 player[k].targetframe=0;
4024 player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
4025 player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
4026 player[k].lastattack3=player[k].lastattack2;
4027 player[k].lastattack2=player[k].lastattack;
4028 player[k].lastattack=player[k].targetanimation;
4030 if(player[k].targetanimation==knifefollowanim&&
4031 player[k].victim==&player[i]){
4033 player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
4034 player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
4035 player[k].victim=&player[i];
4036 player[k].hasvictim=1;
4037 player[i].targetanimation=knifefollowedanim;
4038 player[i].currentanimation=knifefollowedanim;
4039 player[i].targettilt2=0;
4040 player[i].targettilt2=player[k].targettilt2;
4041 player[i].targetframe=1;
4042 player[i].currentframe=0;
4044 player[i].velocity=0;
4045 player[k].currentanimation=knifefollowanim;
4046 player[k].targetanimation=knifefollowanim;
4047 player[k].targettilt2=player[i].targettilt2;
4048 player[k].currentframe=player[i].currentframe;
4049 player[k].targetframe=player[i].targetframe;
4050 player[k].target=player[i].target;
4051 player[k].velocity=0;
4052 player[k].oldcoords=player[k].coords;
4053 player[i].coords=player[k].coords;
4054 player[i].targetrotation=player[k].targetrotation;
4055 player[i].rotation=player[k].targetrotation;
4056 player[k].rotation=player[k].targetrotation;
4057 player[i].rotation=player[k].targetrotation;
4061 const bool hasstaff=attackweapon==staff;
4062 if(k==0&&numplayers>1)
4063 for(int i=0;i<numplayers;i++){
4065 if((playerrealattackkeydown||player[i].dead||!hasstaff)&&
4066 animation[player[k].targetanimation].attack==neutral){
4067 const float distance=findDistancefast(&player[k].coords,&player[i].coords);
4068 if(!player[i].dead||!realthreat||(!attackweapon&&player[k].crouchkeydown))
4069 if(player[i].skeleton.free)
4070 if(distance<3.5*sq(player[k].scale*5)&&
4072 player[i].skeleton.longdead>1000||
4076 (player[i].skeleton.longdead>2000||
4077 player[i].damage>player[i].damagetolerance/8||
4078 player[i].bloodloss>player[i].damagetolerance/2)&&
4079 distance<1.5*sq(player[k].scale*5)))){
4080 player[k].victim=&player[i];
4081 player[k].hasvictim=1;
4082 if(attackweapon&&tutoriallevel!=1){
4084 if(player[k].crouchkeydown&&attackweapon==knife&&distance<1.5*sq(player[k].scale*5))
4085 player[k].targetanimation=crouchstabanim;
4087 if(player[k].crouchkeydown&&distance<1.5*sq(player[k].scale*5)&&attackweapon==sword)
4088 player[k].targetanimation=swordgroundstabanim;
4090 if(distance<3.5*sq(player[k].scale*5)&&attackweapon==staff)
4091 player[k].targetanimation=staffgroundsmashanim;
4094 player[k].crouchkeydown&&
4095 player[k].targetanimation!=crouchstabanim&&
4098 player[i].skeleton.free&&
4099 player[i].skeleton.longdead>1000){
4100 player[k].targetanimation=killanim;
4101 //TODO: refactor this out, what does it do?
4102 for(int j=0;j<terrain.numdecals;j++){
4103 if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&
4104 terrain.decalalivetime[j]<2)
4105 terrain.DeleteDecal(j);
4107 for(int l=0;l<objects.numobjects;l++){
4108 if(objects.model[l].type==decalstype)
4109 for(int j=0;j<objects.model[l].numdecals;j++){
4110 if((objects.model[l].decaltype[j]==blooddecal||
4111 objects.model[l].decaltype[j]==blooddecalslow)&&
4112 objects.model[l].decalalivetime[j]<2)
4113 objects.model[l].DeleteDecal(j);
4117 if(!player[i].dead||musictype!=2)
4119 (player[k].isRun()||player[k].isIdle()&&player[k].attackkeydown)&&
4120 player[k].staggerdelay<=0&&
4122 player[i].skeleton.longdead<300&&
4123 player[k].lastattack!=spinkickanim&&
4124 player[i].skeleton.free)&&
4125 (!player[i].dead||musictype!=stream_fighttheme)){
4126 player[k].targetanimation=dropkickanim;
4127 for(int j=0;j<terrain.numdecals;j++){
4128 if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&
4129 terrain.decalalivetime[j]<2){
4130 terrain.DeleteDecal(j);
4133 for(int l=0;l<objects.numobjects;l++){
4134 if(objects.model[l].type==decalstype)
4135 for(int j=0;j<objects.model[l].numdecals;j++){
4136 if((objects.model[l].decaltype[j]==blooddecal||
4137 objects.model[l].decaltype[j]==blooddecalslow)&&
4138 objects.model[l].decalalivetime[j]<2){
4139 objects.model[l].DeleteDecal(j);
4145 if(animation[player[k].targetanimation].attack==normalattack&&
4146 player[k].victim==&player[i]&&
4147 (!player[i].skeleton.free||
4148 player[k].targetanimation==killanim||
4149 player[k].targetanimation==crouchstabanim||
4150 player[k].targetanimation==swordgroundstabanim||
4151 player[k].targetanimation==staffgroundsmashanim||
4152 player[k].targetanimation==dropkickanim)){
4154 player[k].targetframe=0;
4157 XYZ targetpoint=player[i].coords;
4158 if(player[k].targetanimation==crouchstabanim||
4159 player[k].targetanimation==swordgroundstabanim||
4160 player[k].targetanimation==staffgroundsmashanim){
4161 targetpoint+=(playerJoint(i,abdomen).position+
4162 playerJoint(i,neck).position)/2*
4165 player[k].targetrotation=roughDirectionTo(player[k].coords,targetpoint);
4166 player[k].targettilt2=pitchTo(player[k].coords,targetpoint);
4168 if(player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim){
4169 player[k].targetrotation+=(float)(abs(Random()%100)-50)/4;
4172 if(player[k].targetanimation==staffgroundsmashanim)
4173 player[k].targettilt2+=10;
4175 player[k].lastattack3=player[k].lastattack2;
4176 player[k].lastattack2=player[k].lastattack;
4177 player[k].lastattack=player[k].targetanimation;
4179 if(player[k].targetanimation==swordgroundstabanim){
4180 player[k].targetrotation+=30;
4185 if(!player[k].hasvictim){
4187 for(int i=0;i<numplayers;i++){
4188 if(i==k||!(i==0||k==0))continue;
4189 if(!player[i].skeleton.free){
4190 if(player[k].hasvictim){
4191 if(findDistancefast(&player[k].coords,&player[i].coords)<
4192 findDistancefast(&player[k].coords,&player[k].victim->coords))
4193 player[k].victim=&player[i];
4195 player[k].victim=&player[i];
4196 player[k].hasvictim=1;
4201 if(player[k].aitype==playercontrolled)
4203 if(player[k].attackkeydown&&
4205 player[k].wasRun()&&
4206 ((player[k].hasvictim&&
4207 findDistancefast(&player[k].coords,&player[k].victim->coords)<12*sq(player[k].scale*5)&&
4208 findDistancefast(&player[k].coords,&player[k].victim->coords)>7*sq(player[k].scale*5)&&
4209 !player[k].victim->skeleton.free&&
4210 player[k].victim->targetanimation!=getupfrombackanim&&
4211 player[k].victim->targetanimation!=getupfromfrontanim&&
4212 animation[player[k].victim->targetanimation].height!=lowheight&&
4213 player[k].aitype!=playercontrolled&& //wat???
4214 normaldotproduct(player[k].facing,player[k].victim->coords-player[k].coords)>0&&
4215 player[k].rabbitkickenabled)||
4216 player[k].jumpkeydown)){
4218 setAnimation(k,rabbitkickanim);
4221 if(animation[player[k].targetanimation].attack&&k==0){
4223 switch(attackweapon){
4224 case 0: numunarmedattack++; break;
4225 case knife: numknifeattack++; break;
4226 case sword: numswordattack++; break;
4227 case staff: numstaffattack++; break;
4236 void Game::doPlayerCollisions(){
4237 static XYZ rotatetarget;
4238 static float collisionradius;
4240 for(int k=0;k<numplayers;k++)
4241 for(int i=k+1;i<numplayers;i++){
4242 //neither player is part of a reversal
4243 if((animation[player[i].targetanimation].attack!=reversed&&
4244 animation[player[i].targetanimation].attack!=reversal&&
4245 animation[player[k].targetanimation].attack!=reversed&&
4246 animation[player[k].targetanimation].attack!=reversal)||(i!=0&&k!=0))
4247 if((animation[player[i].currentanimation].attack!=reversed&&
4248 animation[player[i].currentanimation].attack!=reversal&&
4249 animation[player[k].currentanimation].attack!=reversed&&
4250 animation[player[k].currentanimation].attack!=reversal)||(i!=0&&k!=0))
4251 //neither is sleeping
4252 if(player[i].howactive<=typesleeping&&player[k].howactive<=typesleeping)
4253 if(player[i].howactive!=typesittingwall&&player[k].howactive!=typesittingwall)
4254 //in same patch, neither is climbing
4255 if(player[i].whichpatchx==player[k].whichpatchx&&
4256 player[i].whichpatchz==player[k].whichpatchz&&
4257 player[k].skeleton.oldfree==player[k].skeleton.free&&
4258 player[i].skeleton.oldfree==player[i].skeleton.free&&
4259 player[i].targetanimation!=climbanim&&
4260 player[i].targetanimation!=hanganim&&
4261 player[k].targetanimation!=climbanim&&
4262 player[k].targetanimation!=hanganim)
4263 //players are close (bounding box test)
4264 if(player[i].coords.y>player[k].coords.y-3)
4265 if(player[i].coords.y<player[k].coords.y+3)
4266 if(player[i].coords.x>player[k].coords.x-3)
4267 if(player[i].coords.x<player[k].coords.x+3)
4268 if(player[i].coords.z>player[k].coords.z-3)
4269 if(player[i].coords.z<player[k].coords.z+3){
4270 //spread fire from player to player
4271 if(findDistancefast(&player[i].coords,&player[k].coords)
4272 <3*sq((player[i].scale+player[k].scale)*2.5)){
4273 if(player[i].onfire||player[k].onfire){
4274 if(!player[i].onfire)player[i].CatchFire();
4275 if(!player[k].onfire)player[k].CatchFire();
4279 XYZ tempcoords1=player[i].coords;
4280 XYZ tempcoords2=player[k].coords;
4281 if(!player[i].skeleton.oldfree)
4282 tempcoords1.y+=playerJoint(i,abdomen).position.y*player[i].scale;
4283 if(!player[k].skeleton.oldfree)
4284 tempcoords2.y+=playerJoint(k,abdomen).position.y*player[k].scale;
4285 collisionradius=1.2*sq((player[i].scale+player[k].scale)*2.5);
4286 if(player[0].hasvictim)
4287 if(player[0].targetanimation==rabbitkickanim&&(k==0||i==0)&&!player[0].victim->skeleton.free)
4289 if((!player[i].skeleton.oldfree||!player[k].skeleton.oldfree)&&
4290 (findDistancefast(&tempcoords1,&tempcoords2)<collisionradius||
4291 findDistancefast(&player[i].coords,&player[k].coords)<collisionradius)){
4292 //jump down on a dead body
4295 if(player[0].targetanimation==jumpdownanim&&
4296 !player[0].skeleton.oldfree&&
4297 !player[0].skeleton.free&&
4298 player[l].skeleton.oldfree&&
4299 player[l].skeleton.free&&
4301 player[0].lastcollide<=0&&
4302 fabs(player[l].coords.y-player[0].coords.y)<.2&&
4303 findDistancefast(&player[0].coords,&player[l].coords)<.7*sq((player[l].scale+player[0].scale)*2.5)){
4304 player[0].coords.y=player[l].coords.y;
4305 player[l].velocity=player[0].velocity;
4306 player[l].skeleton.free=0;
4307 player[l].rotation=0;
4308 player[l].RagDoll(0);
4309 player[l].DoDamage(20);
4311 player[l].skeleton.longdead=0;
4312 player[0].lastcollide=1;
4316 if( (player[i].skeleton.oldfree==1&&findLengthfast(&player[i].velocity)>1)||
4317 (player[k].skeleton.oldfree==1&&findLengthfast(&player[k].velocity)>1)||
4318 (player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0)){
4319 rotatetarget=player[k].velocity-player[i].velocity;
4320 if((player[i].targetanimation!=getupfrombackanim&&player[i].targetanimation!=getupfromfrontanim||
4321 player[i].skeleton.free)&&
4322 (player[k].targetanimation!=getupfrombackanim&&player[k].targetanimation!=getupfromfrontanim||
4323 player[k].skeleton.free))
4324 if((((k!=0&&findLengthfast(&rotatetarget)>150||
4325 k==0&&findLengthfast(&rotatetarget)>50&&player[0].rabbitkickragdoll)&&
4326 normaldotproduct(rotatetarget,player[k].coords-player[i].coords)>0)&&
4328 k!=0&&player[i].skeleton.oldfree==1&&animation[player[k].currentanimation].attack==neutral||
4329 /*i!=0&&*/player[k].skeleton.oldfree==1&&animation[player[i].currentanimation].attack==neutral))||
4330 (player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip())&&
4331 (player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim||player[k].isFlip())&&
4332 k==0&&!player[i].skeleton.oldfree&&!player[k].skeleton.oldfree){
4334 if( (i!=0||player[i].skeleton.free)&&
4335 (k!=0||player[k].skeleton.free)||
4336 (animation[player[i].targetanimation].height==highheight&&
4337 animation[player[k].targetanimation].height==highheight)){
4338 if(tutoriallevel!=1){
4339 emit_sound_at(heavyimpactsound, player[i].coords);
4342 player[i].RagDoll(0);
4343 if(player[i].damage>player[i].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[i].dead){
4344 award_bonus(0, aimbonus);
4346 player[i].DoDamage(findLengthfast(&rotatetarget)/4);
4347 player[k].RagDoll(0);
4348 if(player[k].damage>player[k].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[k].dead){
4349 award_bonus(0, aimbonus); // Huh, again?
4351 player[k].DoDamage(findLengthfast(&rotatetarget)/4);
4353 for(int j=0;j<player[i].skeleton.num_joints;j++){
4354 player[i].skeleton.joints[j].velocity=player[i].skeleton.joints[j].velocity/5+player[k].velocity;
4356 for(int j=0;j<player[k].skeleton.num_joints;j++){
4357 player[k].skeleton.joints[j].velocity=player[k].skeleton.joints[j].velocity/5+player[i].velocity;
4362 if( (animation[player[i].targetanimation].attack==neutral||
4363 animation[player[i].targetanimation].attack==normalattack)&&
4364 (animation[player[k].targetanimation].attack==neutral||
4365 animation[player[k].targetanimation].attack==normalattack)){
4367 if(player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0){
4368 if(findDistancefast(&player[k].coords,&player[i].coords)<.5*sq((player[i].scale+player[k].scale)*2.5)){
4369 rotatetarget=player[k].coords-player[i].coords;
4370 Normalise(&rotatetarget);
4371 player[k].coords=(player[k].coords+player[i].coords)/2;
4372 player[i].coords=player[k].coords-rotatetarget*fast_sqrt(.6)/2
4373 *sq((player[i].scale+player[k].scale)*2.5);
4374 player[k].coords+=rotatetarget*fast_sqrt(.6)/2*sq((player[i].scale+player[k].scale)*2.5);
4375 if(player[k].howactive==typeactive||hostile)
4376 if(player[k].isIdle()){
4377 if(player[k].howactive<typesleeping)
4378 setAnimation(k,player[k].getStop());
4379 else if(player[k].howactive==typesleeping)
4380 setAnimation(k,getupfromfrontanim);
4382 player[k].howactive=typeactive;
4384 if(player[i].howactive==typeactive||hostile)
4385 if(player[i].isIdle()){
4386 if(player[i].howactive<typesleeping)
4387 setAnimation(i,player[k].getStop());
4389 setAnimation(i,getupfromfrontanim);
4391 player[i].howactive=typeactive;
4394 //jump down on player
4396 if(k==0&&i!=0&&player[k].targetanimation==jumpdownanim&&
4397 !player[i].isCrouch()&&
4398 player[i].targetanimation!=rollanim&&
4399 !player[k].skeleton.oldfree&&!
4400 player[k].skeleton.free&&
4401 player[k].lastcollide<=0&&
4402 player[k].velocity.y<-10){
4403 player[i].velocity=player[k].velocity;
4404 player[k].velocity=player[k].velocity*-.5;
4405 player[k].velocity.y=player[i].velocity.y;
4406 player[i].DoDamage(20);
4407 player[i].RagDoll(0);
4408 player[k].lastcollide=1;
4409 award_bonus(k, AboveBonus);
4411 if(i==0&&k!=0&&player[i].targetanimation==jumpdownanim&&
4412 !player[k].isCrouch()&&
4413 player[k].targetanimation!=rollanim&&
4414 !player[i].skeleton.oldfree&&
4415 !player[i].skeleton.free&&
4416 player[i].lastcollide<=0&&
4417 player[i].velocity.y<-10){
4418 player[k].velocity=player[i].velocity;
4419 player[i].velocity=player[i].velocity*-.3;
4420 player[i].velocity.y=player[k].velocity.y;
4421 player[k].DoDamage(20);
4422 player[k].RagDoll(0);
4423 player[i].lastcollide=1;
4424 award_bonus(i, AboveBonus);
4430 player[i].CheckKick();
4431 player[k].CheckKick();
4437 void Game::doAI(int i){
4438 static bool connected;
4439 if(player[i].aitype!=playercontrolled&&indialogue==-1){
4440 player[i].jumpclimb=0;
4441 //disable movement in editor
4443 player[i].stunned=1;
4446 if(findDistancefastflat(&player[0].coords,&player[i].coords)<30&&
4447 player[0].coords.y>player[i].coords.y+2&&
4448 !player[0].onterrain)
4452 if(player[i].aitype==pathfindtype){
4453 if(player[i].finalpathfindpoint==-1){
4454 float closestdistance;
4460 for(int j=0;j<numpathpoints;j++)
4461 if(closest==-1||findDistancefast(&player[i].finalfinaltarget,&pathpoint[j])<closestdistance){
4462 closestdistance=findDistancefast(&player[i].finalfinaltarget,&pathpoint[j]);
4464 player[i].finaltarget=pathpoint[j];
4466 player[i].finalpathfindpoint=closest;
4467 for(int j=0;j<numpathpoints;j++)
4468 for(int k=0;k<numpathpointconnect[j];k++){
4469 DistancePointLine(&player[i].finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
4470 if(sq(tempdist)<closestdistance)
4471 if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<
4472 findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
4473 closestdistance=sq(tempdist);
4475 player[i].finaltarget=colpoint;
4478 player[i].finalpathfindpoint=closest;
4481 if(player[i].targetpathfindpoint==-1){
4482 float closestdistance;
4488 if(player[i].lastpathfindpoint==-1){
4489 for(int j=0;j<numpathpoints;j++){
4490 if(j!=player[i].lastpathfindpoint)
4491 if(closest==-1||(findDistancefast(&player[i].coords,&pathpoint[j])<closestdistance)){
4492 closestdistance=findDistancefast(&player[i].coords,&pathpoint[j]);
4496 player[i].targetpathfindpoint=closest;
4497 for(int j=0;j<numpathpoints;j++)
4498 if(j!=player[i].lastpathfindpoint)
4499 for(int k=0;k<numpathpointconnect[j];k++){
4500 DistancePointLine(&player[i].coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
4501 if(sq(tempdist)<closestdistance){
4502 if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<
4503 findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
4504 closestdistance=sq(tempdist);
4509 player[i].targetpathfindpoint=closest;
4513 for(int j=0;j<numpathpoints;j++)
4514 if(j!=player[i].lastpathfindpoint&&
4515 j!=player[i].lastpathfindpoint2&&
4516 j!=player[i].lastpathfindpoint3&&
4517 j!=player[i].lastpathfindpoint4){
4519 if(numpathpointconnect[j])
4520 for(int k=0;k<numpathpointconnect[j];k++)
4521 if(pathpointconnect[j][k]==player[i].lastpathfindpoint)
4524 if(numpathpointconnect[player[i].lastpathfindpoint])
4525 for(int k=0;k<numpathpointconnect[player[i].lastpathfindpoint];k++)
4526 if(pathpointconnect[player[i].lastpathfindpoint][k]==j)
4529 tempdist=findPathDist(j,player[i].finalpathfindpoint);
4530 if(closest==-1||tempdist<closestdistance){
4531 closestdistance=tempdist;
4536 player[i].targetpathfindpoint=closest;
4539 player[i].losupdatedelay-=multiplier;
4541 player[i].targetrotation=roughDirectionTo(player[i].coords,pathpoint[player[i].targetpathfindpoint]);
4542 player[i].lookrotation=player[i].targetrotation;
4544 //reached target point
4545 if(findDistancefastflat(&player[i].coords,&pathpoint[player[i].targetpathfindpoint])<.6){
4546 player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
4547 player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
4548 player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
4549 player[i].lastpathfindpoint=player[i].targetpathfindpoint;
4550 if(player[i].lastpathfindpoint2==-1)
4551 player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
4552 if(player[i].lastpathfindpoint3==-1)
4553 player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
4554 if(player[i].lastpathfindpoint4==-1)
4555 player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
4556 player[i].targetpathfindpoint=-1;
4558 if( findDistancefastflat(&player[i].coords,&player[i].finalfinaltarget)<
4559 findDistancefastflat(&player[i].coords,&player[i].finaltarget)||
4560 findDistancefastflat(&player[i].coords,&player[i].finaltarget)<.6*sq(player[i].scale*5)||
4561 player[i].lastpathfindpoint==player[i].finalpathfindpoint) {
4562 player[i].aitype=passivetype;
4565 player[i].forwardkeydown=1;
4566 player[i].leftkeydown=0;
4567 player[i].backkeydown=0;
4568 player[i].rightkeydown=0;
4569 player[i].crouchkeydown=0;
4570 player[i].attackkeydown=0;
4571 player[i].throwkeydown=0;
4573 if(player[i].avoidcollided>.8 && !player[i].jumpkeydown && player[i].collided<.8)
4574 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
4576 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
4577 player[i].jumpkeydown=0;
4578 if((player[i].collided>.8&&player[i].jumppower>=5))
4579 player[i].jumpkeydown=1;
4581 if((tutoriallevel!=1||cananger)&&
4584 findDistancefast(&player[i].coords,&player[0].coords)<400&&
4585 player[i].occluded<25){
4586 if(findDistancefast(&player[i].coords,&player[0].coords)<12&&
4587 animation[player[0].targetanimation].height!=lowheight&&
4589 (player[0].coords.y<player[i].coords.y+5||player[0].onterrain))
4590 player[i].aitype=attacktypecutoff;
4591 if(findDistancefast(&player[i].coords,&player[0].coords)<30&&
4592 animation[player[0].targetanimation].height==highheight&&
4594 player[i].aitype=attacktypecutoff;
4596 if(player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
4597 player[i].losupdatedelay=.2;
4598 for(int j=0;j<numplayers;j++)
4599 if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype)
4600 if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
4601 if(findDistancefast(&player[i].coords,&player[j].coords)<400)
4602 if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
4603 if(player[j].coords.y<player[i].coords.y+5||player[j].onterrain)
4604 if(!player[j].isWallJump()&&-1==checkcollide(
4605 DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)
4606 *player[i].scale+player[i].coords,
4607 DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)
4608 *player[j].scale+player[j].coords)||
4609 (player[j].targetanimation==hanganim&&
4610 normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
4611 player[i].aitype=searchtype;
4612 player[i].lastchecktime=12;
4613 player[i].lastseen=player[j].coords;
4614 player[i].lastseentime=12;
4618 if(player[i].aitype==attacktypecutoff&&musictype!=2)
4619 if(player[i].creature!=wolftype){
4620 player[i].stunned=.6;
4621 player[i].surprised=.6;
4625 if(player[i].aitype!=passivetype&&leveltime>.5)
4626 player[i].howactive=typeactive;
4628 if(player[i].aitype==passivetype){
4629 player[i].aiupdatedelay-=multiplier;
4630 player[i].losupdatedelay-=multiplier;
4631 player[i].lastseentime+=multiplier;
4632 player[i].pausetime-=multiplier;
4633 if(player[i].lastseentime>1)
4634 player[i].lastseentime=1;
4636 if(player[i].aiupdatedelay<0){
4637 if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0){
4638 player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].waypoints[player[i].waypoint]);
4639 player[i].lookrotation=player[i].targetrotation;
4640 player[i].aiupdatedelay=.05;
4642 if(findDistancefastflat(&player[i].coords,&player[i].waypoints[player[i].waypoint])<1){
4643 if(player[i].waypointtype[player[i].waypoint]==wppause)
4644 player[i].pausetime=4;
4645 player[i].waypoint++;
4646 if(player[i].waypoint>player[i].numwaypoints-1)
4647 player[i].waypoint=0;
4652 if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0)
4653 player[i].forwardkeydown=1;
4655 player[i].forwardkeydown=0;
4656 player[i].leftkeydown=0;
4657 player[i].backkeydown=0;
4658 player[i].rightkeydown=0;
4659 player[i].crouchkeydown=0;
4660 player[i].attackkeydown=0;
4661 player[i].throwkeydown=0;
4663 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
4664 if(!player[i].avoidsomething)
4665 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
4667 XYZ leftpos,rightpos;
4668 float leftdist,rightdist;
4669 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
4670 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
4671 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
4672 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
4673 if(leftdist<rightdist)
4674 player[i].targetrotation+=90;
4676 player[i].targetrotation-=90;
4680 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
4681 player[i].jumpkeydown=0;
4682 if((player[i].collided>.8&&player[i].jumppower>=5))
4683 player[i].jumpkeydown=1;
4688 if(player[i].howactive<=typesleeping)
4689 if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile)
4690 for(int j=0;j<numenvsounds;j++){
4691 float vol=player[i].howactive==typesleeping?envsoundvol[j]-14:envsoundvol[j];
4692 if(vol>0&&findDistancefast(&player[i].coords,&envsound[j])<
4693 2*(vol+vol*(player[i].creature==rabbittype)*3))
4694 player[i].aitype=attacktypecutoff;
4697 if(player[i].aitype!=passivetype){
4698 if(player[i].howactive==typesleeping)
4699 setAnimation(i,getupfromfrontanim);
4700 player[i].howactive=typeactive;
4704 if(player[i].howactive<typesleeping&&
4705 ((tutoriallevel!=1||cananger)&&hostile)&&
4707 findDistancefast(&player[i].coords,&player[0].coords)<400&&
4708 player[i].occluded<25){
4709 if(findDistancefast(&player[i].coords,&player[0].coords)<12&&
4710 animation[player[0].targetanimation].height!=lowheight&&!editorenabled)
4711 player[i].aitype=attacktypecutoff;
4712 if(findDistancefast(&player[i].coords,&player[0].coords)<30&&
4713 animation[player[0].targetanimation].height==highheight&&!editorenabled)
4714 player[i].aitype=attacktypecutoff;
4717 if(player[i].creature==wolftype){
4719 for(int j=0;j<numplayers;j++){
4720 if(j==0||(player[j].dead&&player[j].bloodloss>0)){
4721 float smelldistance=50;
4722 if(j==0&&player[j].num_weapons>0){
4723 if(weapons[player[j].weaponids[0]].bloody)
4725 if(player[j].num_weapons==2)
4726 if(weapons[player[j].weaponids[1]].bloody)
4731 windsmell=windvector;
4732 Normalise(&windsmell);
4733 windsmell=windsmell*2+player[j].coords;
4734 if(findDistancefast(&player[i].coords,&windsmell)<smelldistance&&!editorenabled)
4735 player[i].aitype=attacktypecutoff;
4740 if(player[i].howactive<typesleeping&&player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
4741 player[i].losupdatedelay=.2;
4742 for(int j=0;j<numplayers;j++){
4743 if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype){
4744 if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
4745 if(findDistancefast(&player[i].coords,&player[j].coords)<400)
4746 if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
4747 if((-1==checkcollide(
4748 DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*
4749 player[i].scale+player[i].coords,
4750 DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)*
4751 player[j].scale+player[j].coords)&&
4752 !player[j].isWallJump())||
4753 (player[j].targetanimation==hanganim&&
4754 normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
4755 player[i].lastseentime-=.2;
4756 if(j==0&&animation[player[j].targetanimation].height==lowheight)
4757 player[i].lastseentime-=.4;
4759 player[i].lastseentime-=.6;
4761 if(player[i].lastseentime<=0){
4762 player[i].aitype=searchtype;
4763 player[i].lastchecktime=12;
4764 player[i].lastseen=player[j].coords;
4765 player[i].lastseentime=12;
4772 if(player[i].aitype==attacktypecutoff&&musictype!=2){
4773 if(player[i].creature!=wolftype){
4774 player[i].stunned=.6;
4775 player[i].surprised=.6;
4777 if(player[i].creature==wolftype){
4778 player[i].stunned=.47;
4779 player[i].surprised=.47;
4787 if(player[i].aitype==searchtype){
4788 player[i].aiupdatedelay-=multiplier;
4789 player[i].losupdatedelay-=multiplier;
4790 if(!player[i].pause)
4791 player[i].lastseentime-=multiplier;
4792 player[i].lastchecktime-=multiplier;
4794 if(player[i].isRun()&&!player[i].onground){
4795 if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
4796 XYZ test2=player[i].coords+player[i].facing;
4798 XYZ test=player[i].coords+player[i].facing;
4800 j=checkcollide(test2,test,player[i].laststanding);
4802 j=checkcollide(test2,test);
4804 player[i].velocity=0;
4805 setAnimation(i,player[i].getStop());
4806 player[i].targetrotation+=180;
4807 player[i].stunned=.5;
4808 //player[i].aitype=passivetype;
4809 player[i].aitype=pathfindtype;
4810 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
4811 player[i].finalpathfindpoint=-1;
4812 player[i].targetpathfindpoint=-1;
4813 player[i].lastpathfindpoint=-1;
4814 player[i].lastpathfindpoint2=-1;
4815 player[i].lastpathfindpoint3=-1;
4816 player[i].lastpathfindpoint4=-1;
4818 else player[i].laststanding=j;
4821 //check out last seen location
4822 if(player[i].aiupdatedelay<0){
4823 player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].lastseen);
4824 player[i].lookrotation=player[i].targetrotation;
4825 player[i].aiupdatedelay=.05;
4826 player[i].forwardkeydown=1;
4828 if(findDistancefastflat(&player[i].coords,&player[i].lastseen)<1*sq(player[i].scale*5)||player[i].lastchecktime<0){
4829 player[i].forwardkeydown=0;
4830 player[i].aiupdatedelay=1;
4831 player[i].lastseen.x+=(float(Random()%100)-50)/25;
4832 player[i].lastseen.z+=(float(Random()%100)-50)/25;
4833 player[i].lastchecktime=3;
4836 player[i].leftkeydown=0;
4837 player[i].backkeydown=0;
4838 player[i].rightkeydown=0;
4839 player[i].crouchkeydown=0;
4840 player[i].attackkeydown=0;
4841 player[i].throwkeydown=0;
4843 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
4844 if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
4846 XYZ leftpos,rightpos;
4847 float leftdist,rightdist;
4848 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
4849 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
4850 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
4851 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
4852 if(leftdist<rightdist)player[i].targetrotation+=90;
4853 else player[i].targetrotation-=90;
4857 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
4858 player[i].jumpkeydown=0;
4859 if((player[i].collided>.8&&player[i].jumppower>=5))
4860 player[i].jumpkeydown=1;
4862 if(numenvsounds>0&&((tutoriallevel!=1||cananger)&&hostile))
4863 for(int k=0;k<numenvsounds;k++){
4864 if(findDistancefast(&player[i].coords,&envsound[k])<2*(envsoundvol[k]+envsoundvol[k]*(player[i].creature==rabbittype)*3)){
4865 player[i].aitype=attacktypecutoff;
4869 if(!player[0].dead&&
4870 player[i].losupdatedelay<0&&
4872 player[i].occluded<2&&
4873 ((tutoriallevel!=1||cananger)&&hostile)){
4874 player[i].losupdatedelay=.2;
4875 if(findDistancefast(&player[i].coords,&player[0].coords)<4&&animation[player[i].targetanimation].height!=lowheight){
4876 player[i].aitype=attacktypecutoff;
4877 player[i].lastseentime=1;
4879 if(abs(Random()%2)||animation[player[i].targetanimation].height!=lowheight)
4880 //TODO: factor out canSeePlayer()
4881 if(findDistancefast(&player[i].coords,&player[0].coords)<400)
4882 if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
4884 DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*
4885 player[i].scale+player[i].coords,
4886 DoRotation(playerJoint(0,head).position,0,player[0].rotation,0)*
4887 player[0].scale+player[0].coords)==-1)||
4888 (player[0].targetanimation==hanganim&&normaldotproduct(
4889 player[0].facing,player[i].coords-player[0].coords)<0)){
4890 /* //TODO: changed j to 0 on a whim, make sure this is correct
4891 (player[j].targetanimation==hanganim&&normaldotproduct(
4892 player[j].facing,player[i].coords-player[j].coords)<0)
4894 player[i].aitype=attacktypecutoff;
4895 player[i].lastseentime=1;
4899 if(player[i].lastseentime<0){
4900 //player[i].aitype=passivetype;
4902 player[i].aitype=pathfindtype;
4903 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
4904 player[i].finalpathfindpoint=-1;
4905 player[i].targetpathfindpoint=-1;
4906 player[i].lastpathfindpoint=-1;
4907 player[i].lastpathfindpoint2=-1;
4908 player[i].lastpathfindpoint3=-1;
4909 player[i].lastpathfindpoint4=-1;
4913 if(player[i].aitype!=gethelptype)
4914 player[i].runninghowlong=0;
4916 //get help from buddies
4917 if(player[i].aitype==gethelptype){
4918 player[i].runninghowlong+=multiplier;
4919 player[i].aiupdatedelay-=multiplier;
4921 if(player[i].aiupdatedelay<0||player[i].ally==0){
4922 player[i].aiupdatedelay=.2;
4925 //TODO: factor out closest search somehow
4926 if(!player[i].ally){
4928 float closestdist=-1;
4929 for(int k=0;k<numplayers;k++){
4930 if(k!=i&&k!=0&&!player[k].dead&&
4931 player[k].howactive<typedead1&&
4932 !player[k].skeleton.free&&
4933 player[k].aitype==passivetype){
4934 float distance=findDistancefast(&player[i].coords,&player[k].coords);
4935 if(closestdist==-1||distance<closestdist){
4936 closestdist=distance;
4943 player[i].ally=closest;
4946 player[i].lastseen=player[0].coords;
4947 player[i].lastseentime=12;
4951 player[i].lastchecktime=12;
4953 XYZ facing=player[i].coords;
4954 XYZ flatfacing=player[player[i].ally].coords;
4955 facing.y+=playerJoint(i,head).position.y*player[i].scale;
4956 flatfacing.y+=playerJoint(player[i].ally,head).position.y*player[player[i].ally].scale;
4957 if(-1!=checkcollide(facing,flatfacing))
4958 player[i].lastseentime-=.1;
4960 //no available ally, run back to player
4961 if(player[i].ally<=0||
4962 player[player[i].ally].skeleton.free||
4963 player[player[i].ally].aitype!=passivetype||
4964 player[i].lastseentime<=0){
4965 player[i].aitype=searchtype;
4966 player[i].lastseentime=12;
4970 if(player[i].ally>0){
4971 player[i].targetrotation=roughDirectionTo(player[i].coords,player[player[i].ally].coords);
4972 player[i].lookrotation=player[i].targetrotation;
4973 player[i].aiupdatedelay=.05;
4974 player[i].forwardkeydown=1;
4976 if(findDistancefastflat(&player[i].coords,&player[player[i].ally].coords)<3){
4977 player[i].aitype=searchtype;
4978 player[i].lastseentime=12;
4979 player[player[i].ally].aitype=searchtype;
4980 if(player[player[i].ally].lastseentime<player[i].lastseentime){
4981 player[player[i].ally].lastseen=player[i].lastseen;
4982 player[player[i].ally].lastseentime=player[i].lastseentime;
4983 player[player[i].ally].lastchecktime=player[i].lastchecktime;
4987 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
4988 if(!player[i].avoidsomething)
4989 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
4991 XYZ leftpos,rightpos;
4992 float leftdist,rightdist;
4993 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
4994 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
4995 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
4996 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
4997 if(leftdist<rightdist)
4998 player[i].targetrotation+=90;
5000 player[i].targetrotation-=90;
5005 player[i].leftkeydown=0;
5006 player[i].backkeydown=0;
5007 player[i].rightkeydown=0;
5008 player[i].crouchkeydown=0;
5009 player[i].attackkeydown=0;
5011 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5012 player[i].jumpkeydown=0;
5013 if(player[i].collided>.8&&player[i].jumppower>=5)
5014 player[i].jumpkeydown=1;
5017 //retreiving a weapon on the ground
5018 if(player[i].aitype==getweapontype){
5019 player[i].aiupdatedelay-=multiplier;
5020 player[i].lastchecktime-=multiplier;
5022 if(player[i].aiupdatedelay<0){
5023 player[i].aiupdatedelay=.2;
5026 if(player[i].ally<0){
5028 float closestdist=-1;
5029 for(int k=0;k<weapons.size();k++)
5030 if(weapons[k].owner==-1){
5031 float distance=findDistancefast(&player[i].coords,&weapons[k].position);
5032 if(closestdist==-1||distance<closestdist){
5033 closestdist=distance;
5039 player[i].ally=closest;
5044 player[i].lastseentime=12;
5046 if(!player[0].dead&&((tutoriallevel!=1||cananger)&&hostile))
5047 if(player[i].ally<0||player[i].weaponactive!=-1||player[i].lastchecktime<=0){
5048 player[i].aitype=attacktypecutoff;
5049 player[i].lastseentime=1;
5052 if(player[i].ally>=0){
5053 if(weapons[player[i].ally].owner!=-1||
5054 findDistancefast(&player[i].coords,&weapons[player[i].ally].position)>16){
5055 player[i].aitype=attacktypecutoff;
5056 player[i].lastseentime=1;
5058 //TODO: factor these out as moveToward()
5059 player[i].targetrotation=roughDirectionTo(player[i].coords,weapons[player[i].ally].position);
5060 player[i].lookrotation=player[i].targetrotation;
5061 player[i].aiupdatedelay=.05;
5062 player[i].forwardkeydown=1;
5065 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5066 if(!player[i].avoidsomething)
5067 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5069 XYZ leftpos,rightpos;
5070 float leftdist,rightdist;
5071 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5072 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5073 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5074 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5075 if(leftdist<rightdist)
5076 player[i].targetrotation+=90;
5078 player[i].targetrotation-=90;
5083 player[i].leftkeydown=0;
5084 player[i].backkeydown=0;
5085 player[i].rightkeydown=0;
5086 player[i].attackkeydown=0;
5087 player[i].throwkeydown=1;
5088 player[i].crouchkeydown=0;
5089 if(player[i].targetanimation!=crouchremoveknifeanim&&
5090 player[i].targetanimation!=removeknifeanim)
5091 player[i].throwtogglekeydown=0;
5092 player[i].drawkeydown=0;
5094 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5095 player[i].jumpkeydown=0;
5096 if((player[i].collided>.8&&player[i].jumppower>=5))
5097 player[i].jumpkeydown=1;
5100 if(player[i].aitype==attacktypecutoff){
5101 player[i].aiupdatedelay-=multiplier;
5102 //dodge or reverse rabbit kicks, knife throws, flips
5103 if(player[i].damage<player[i].damagetolerance*2/3)
5104 if((player[0].targetanimation==rabbitkickanim||
5105 player[0].targetanimation==knifethrowanim||
5106 (player[0].isFlip()&&
5107 normaldotproduct(player[0].facing,player[0].coords-player[i].coords)<0))&&
5108 !player[0].skeleton.free&&
5109 (player[i].aiupdatedelay<.1)){
5110 player[i].attackkeydown=0;
5111 if(player[i].isIdle())
5112 player[i].crouchkeydown=1;
5113 if(player[0].targetanimation!=rabbitkickanim&&player[0].weaponactive!=-1){
5114 if(weapons[player[0].weaponids[0]].getType()==knife){
5115 if(player[i].isIdle()||player[i].isCrouch()||player[i].isRun()||player[i].isFlip()){
5116 if(abs(Random()%2==0))
5117 setAnimation(i,backhandspringanim);
5119 setAnimation(i,rollanim);
5120 player[i].targetrotation+=90*(abs(Random()%2)*2-1);
5121 player[i].wentforweapon=0;
5123 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim)
5124 setAnimation(i,flipanim);
5127 player[i].forwardkeydown=0;
5128 player[i].aiupdatedelay=.02;
5130 //get confused by flips
5131 if(player[0].isFlip()&&
5132 !player[0].skeleton.free&&
5133 player[0].targetanimation!=walljumprightkickanim&&
5134 player[0].targetanimation!=walljumpleftkickanim){
5135 if(findDistancefast(&player[0].coords,&player[i].coords)<25)
5136 if((1-player[i].damage/player[i].damagetolerance)>.5)
5137 player[i].stunned=1;
5139 //go for weapon on the ground
5140 if(player[i].wentforweapon<3)
5141 for(int k=0;k<weapons.size();k++)
5142 if(player[i].creature!=wolftype)
5143 if(player[i].num_weapons==0&&
5144 weapons[k].owner==-1&&
5145 weapons[i].velocity.x==0&&
5146 weapons[i].velocity.z==0&&
5147 weapons[i].velocity.y==0){
5148 if(findDistancefast(&player[i].coords,&weapons[k].position)<16) {
5149 player[i].wentforweapon++;
5150 player[i].lastchecktime=6;
5151 player[i].aitype=getweapontype;
5155 //dodge/reverse walljump kicks
5156 if(player[i].damage<player[i].damagetolerance/2)
5157 if(animation[player[i].targetanimation].height!=highheight)
5158 if(player[i].damage<player[i].damagetolerance*.5&&
5159 ((player[0].targetanimation==walljumprightkickanim||
5160 player[0].targetanimation==walljumpleftkickanim)&&
5161 ((player[i].aiupdatedelay<.15&&
5163 (player[i].aiupdatedelay<.08&&
5165 player[i].crouchkeydown=1;
5167 //walked off a ledge (?)
5168 if(player[i].isRun()&&!player[i].onground)
5169 if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
5170 XYZ test2=player[i].coords+player[i].facing;
5172 XYZ test=player[i].coords+player[i].facing;
5174 j=checkcollide(test2,test,player[i].laststanding);
5176 j=checkcollide(test2,test);
5178 player[i].velocity=0;
5179 setAnimation(i,player[i].getStop());
5180 player[i].targetrotation+=180;
5181 player[i].stunned=.5;
5182 player[i].aitype=pathfindtype;
5183 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5184 player[i].finalpathfindpoint=-1;
5185 player[i].targetpathfindpoint=-1;
5186 player[i].lastpathfindpoint=-1;
5187 player[i].lastpathfindpoint2=-1;
5188 player[i].lastpathfindpoint3=-1;
5189 player[i].lastpathfindpoint4=-1;
5191 player[i].laststanding=j;
5193 //lose sight of player in the air (?)
5194 if(player[0].coords.y>player[i].coords.y+5&&
5195 animation[player[0].targetanimation].height!=highheight&&
5196 !player[0].onterrain){
5197 player[i].aitype=pathfindtype;
5198 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5199 player[i].finalpathfindpoint=-1;
5200 player[i].targetpathfindpoint=-1;
5201 player[i].lastpathfindpoint=-1;
5202 player[i].lastpathfindpoint2=-1;
5203 player[i].lastpathfindpoint3=-1;
5204 player[i].lastpathfindpoint4=-1;
5206 //it's time to think (?)
5207 if(player[i].aiupdatedelay<0&&
5208 !animation[player[i].targetanimation].attack&&
5209 player[i].targetanimation!=staggerbackhighanim&&
5210 player[i].targetanimation!=staggerbackhardanim&&
5211 player[i].targetanimation!=backhandspringanim&&
5212 player[i].targetanimation!=dodgebackanim){
5214 if(player[i].weaponactive==-1&&player[i].num_weapons>0)
5215 player[i].drawkeydown=Random()%2;
5217 player[i].drawkeydown=0;
5218 player[i].rabbitkickenabled=Random()%2;
5220 XYZ rotatetarget=player[0].coords+player[0].velocity;
5221 XYZ targetpoint=player[0].coords;
5222 if(findDistancefast(&player[0].coords,&player[i].coords)<
5223 findDistancefast(&rotatetarget,&player[i].coords))
5224 targetpoint+=player[0].velocity*
5225 findDistance(&player[0].coords,&player[i].coords)/findLength(&player[i].velocity);
5226 player[i].targetrotation=roughDirectionTo(player[i].coords,targetpoint);
5227 player[i].lookrotation=player[i].targetrotation;
5228 player[i].aiupdatedelay=.2+fabs((float)(Random()%100)/1000);
5230 if(findDistancefast(&player[i].coords,&player[0].coords)>5&&(player[0].weaponactive==-1||player[i].weaponactive!=-1))
5231 player[i].forwardkeydown=1;
5232 else if((findDistancefast(&player[i].coords,&player[0].coords)>16||
5233 findDistancefast(&player[i].coords,&player[0].coords)<9)&&
5234 player[0].weaponactive!=-1)
5235 player[i].forwardkeydown=1;
5236 else if(Random()%6==0||(player[i].creature==wolftype&&Random()%3==0))
5237 player[i].forwardkeydown=1;
5239 player[i].forwardkeydown=0;
5240 //chill out around the corpse
5242 player[i].forwardkeydown=0;
5244 player[i].forwardkeydown=1;
5245 if(Random()%100==0){
5246 player[i].aitype=pathfindtype;
5247 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5248 player[i].finalpathfindpoint=-1;
5249 player[i].targetpathfindpoint=-1;
5250 player[i].lastpathfindpoint=-1;
5251 player[i].lastpathfindpoint2=-1;
5252 player[i].lastpathfindpoint3=-1;
5253 player[i].lastpathfindpoint4=-1;
5256 player[i].leftkeydown=0;
5257 player[i].backkeydown=0;
5258 player[i].rightkeydown=0;
5259 player[i].crouchkeydown=0;
5260 player[i].throwkeydown=0;
5262 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)
5263 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5265 if(Random()%2==0||player[i].weaponactive!=-1||player[i].creature==wolftype)
5266 player[i].attackkeydown=1;
5268 player[i].attackkeydown=0;
5269 if(player[i].isRun()&&Random()%6&&findDistancefast(&player[i].coords,&player[0].coords)>7)
5270 player[i].attackkeydown=0;
5273 if(player[i].aitype!=playercontrolled&&
5274 (player[i].isIdle()||
5275 player[i].isCrouch()||
5276 player[i].isRun())){
5278 for(int j=0;j<numplayers;j++)
5279 if(j!=i&&!player[j].skeleton.free&&
5280 player[j].hasvictim&&
5281 (tutoriallevel==1&&reversaltrain||
5282 Random()%2==0&&difficulty==2||
5283 Random()%4==0&&difficulty==1||
5284 Random()%8==0&&difficulty==0||
5285 player[j].lastattack2==player[j].targetanimation&&
5286 player[j].lastattack3==player[j].targetanimation&&
5287 (Random()%2==0||difficulty==2)||
5288 (player[i].isIdle()||player[i].isRun())&&
5289 player[j].weaponactive!=-1||
5290 player[j].targetanimation==swordslashanim&&
5291 player[i].weaponactive!=-1||
5292 player[j].targetanimation==staffhitanim||
5293 player[j].targetanimation==staffspinhitanim))
5294 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<4&&
5295 player[j].victim==&player[i]&&
5296 (player[j].targetanimation==sweepanim||
5297 player[j].targetanimation==spinkickanim||
5298 player[j].targetanimation==staffhitanim||
5299 player[j].targetanimation==staffspinhitanim||
5300 player[j].targetanimation==winduppunchanim||
5301 player[j].targetanimation==upunchanim||
5302 player[j].targetanimation==wolfslapanim||
5303 player[j].targetanimation==knifeslashstartanim||
5304 player[j].targetanimation==swordslashanim&&
5305 (findDistancefast(&player[j].coords,&player[i].coords)<2||
5306 player[i].weaponactive!=-1))){
5313 player[target].Reverse();
5316 if(player[i].collided<1)
5317 player[i].jumpkeydown=0;
5318 if(player[i].collided>.8&&player[i].jumppower>=5||
5319 findDistancefast(&player[i].coords,&player[0].coords)>400&&
5320 player[i].onterrain&&
5321 player[i].creature==rabbittype)
5322 player[i].jumpkeydown=1;
5323 //TODO: why are we controlling the human?
5324 if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
5325 player[0].jumpkeydown=0;
5326 if(player[0].targetanimation==jumpdownanim&&
5327 findDistancefast(&player[0].coords,&player[i].coords)<40)
5328 player[i].crouchkeydown=1;
5329 if(player[i].jumpkeydown)
5330 player[i].attackkeydown=0;
5332 if(tutoriallevel==1)
5334 player[i].attackkeydown=0;
5337 XYZ facing=player[i].coords;
5338 XYZ flatfacing=player[0].coords;
5339 facing.y+=playerJoint(i,head).position.y*player[i].scale;
5340 flatfacing.y+=playerJoint(0,head).position.y*player[0].scale;
5341 if(player[i].occluded>=2)
5342 if(-1!=checkcollide(facing,flatfacing)){
5343 if(!player[i].pause)
5344 player[i].lastseentime-=.2;
5345 if(player[i].lastseentime<=0&&
5346 (player[i].creature!=wolftype||
5347 player[i].weaponstuck==-1)){
5348 player[i].aitype=searchtype;
5349 player[i].lastchecktime=12;
5350 player[i].lastseen=player[0].coords;
5351 player[i].lastseentime=12;
5354 player[i].lastseentime=1;
5357 if(animation[player[0].targetanimation].height==highheight&&
5358 (player[i].aitype==attacktypecutoff||
5359 player[i].aitype==searchtype))
5360 if(player[0].coords.y>terrain.getHeight(player[0].coords.x,player[0].coords.z)+10){
5361 XYZ test=player[0].coords;
5363 if(-1==checkcollide(player[0].coords,test))
5364 player[i].stunned=1;
5367 if(player[i].aitype==passivetype&&!(player[i].numwaypoints>1)||
5368 player[i].stunned>0||
5369 player[i].pause&&player[i].damage>player[i].superpermanentdamage){
5371 player[i].lastseentime=1;
5372 player[i].targetrotation=player[i].rotation;
5373 player[i].forwardkeydown=0;
5374 player[i].leftkeydown=0;
5375 player[i].backkeydown=0;
5376 player[i].rightkeydown=0;
5377 player[i].jumpkeydown=0;
5378 player[i].attackkeydown=0;
5379 player[i].crouchkeydown=0;
5380 player[i].throwkeydown=0;
5388 XYZ flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
5391 if(player[i].aitype==attacktypecutoff){
5392 player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[0].coords);
5393 player[i].targetheadrotation2=pitchTo(player[i].coords,player[0].coords);
5394 }else if(player[i].howactive>=typesleeping){
5395 player[i].targetheadrotation=player[i].targetrotation;
5396 player[i].targetheadrotation2=0;
5398 if(player[i].interestdelay<=0){
5399 player[i].interestdelay=.7+(float)(abs(Random()%100))/100;
5400 player[i].headtarget=player[i].coords;
5401 player[i].headtarget.x+=(float)(abs(Random()%200)-100)/100;
5402 player[i].headtarget.z+=(float)(abs(Random()%200)-100)/100;
5403 player[i].headtarget.y+=(float)(abs(Random()%200)-100)/300;
5404 player[i].headtarget+=player[i].facing*1.5;
5406 player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[i].headtarget);
5407 player[i].targetheadrotation2=pitchTo(player[i].coords,player[i].headtarget);
5413 Values of mainmenu :
5415 2 Menu pause (resume/end game)
5417 4 Controls configuration menu
5418 5 Main game menu (choose level or challenge)
5419 6 Deleting user menu
5420 7 User managment menu (select/add)
5421 8 Choose difficulty menu
5422 9 Challenge level selection menu
5423 10 End of the campaign congratulation (is that really a menu?)
5424 11 Same that 9 ??? => unused
5425 18 stereo configuration
5428 void Game::MenuTick(){
5431 // some specific case where we do something even if the left mouse button is not pressed.
5432 if((mainmenu==5) && (endgame==2)) {
5433 accountactive->endGame();
5438 if( (mainmenu==18) && Input::isKeyPressed(MOUSEBUTTON2) && (selected==1) )
5439 stereoseparation-=0.001;
5441 if(Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
5447 if(gameon) { //resume
5449 pause_sound(stream_menutheme);
5450 resume_stream(leveltheme);
5452 fireSound(firestartsound);
5454 mainmenu=(accountactive?5:7);
5462 if(newdetail>2) newdetail=detail;
5463 if(newdetail<0) newdetail=detail;
5464 if(newscreenwidth>3000) newscreenwidth=screenwidth;
5465 if(newscreenwidth<0) newscreenwidth=screenwidth;
5466 if(newscreenheight>3000) newscreenheight=screenheight;
5467 if(newscreenheight<0) newscreenheight=screenheight;
5472 if(gameon){ //end game
5477 pause_sound(stream_menutheme);
5484 bool isCustomResolution,found;
5487 extern SDL_Rect **resolutions;
5488 isCustomResolution = true;
5490 for(int i = 0; (!found) && (resolutions[i]); i++) {
5491 if((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
5492 isCustomResolution = false;
5494 if((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)) {
5496 if(resolutions[i] != NULL) {
5497 newscreenwidth = (int) resolutions[i]->w;
5498 newscreenheight = (int) resolutions[i]->h;
5499 } else if(isCustomResolution){
5500 if((screenwidth == newscreenwidth) && (screenheight == newscreenheight)) {
5501 newscreenwidth = (int) resolutions[0]->w;
5502 newscreenheight = (int) resolutions[0]->h;
5504 newscreenwidth = screenwidth;
5505 newscreenheight = screenheight;
5508 newscreenwidth = (int) resolutions[0]->w;
5509 newscreenheight = (int) resolutions[0]->h;
5516 newscreenwidth = (int) resolutions[0]->w;
5517 newscreenheight = (int) resolutions[0]->h;
5522 if(newdetail>2) newdetail=0;
5526 if(bloodtoggle>2) bloodtoggle=0;
5530 if(difficulty>2) difficulty=0;
5533 ismotionblur = !ismotionblur;
5539 musictoggle = !musictoggle;
5542 emit_stream_np(stream_menutheme);
5544 pause_sound(leveltheme);
5545 pause_sound(stream_fighttheme);
5546 pause_sound(stream_menutheme);
5548 for(int i=0;i<4;i++){
5549 oldmusicvolume[i]=0;
5564 SaveSettings(*this);
5565 mainmenu=gameon?2:1;
5568 invertmouse = !invertmouse;
5571 usermousesensitivity+=.2;
5572 if(usermousesensitivity>2) usermousesensitivity=.2;
5576 if(volume>1.0001f) volume=0;
5577 OPENAL_SetSFXMasterVolume((int)(volume*255));
5582 newstereomode = stereomode;
5587 showdamagebar = !showdamagebar;
5594 if(selected<9 && keyselect==-1)
5608 if((selected-NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
5618 whichchoice=selected-NB_CAMPAIGN_MENU_ITEM-accountactive->getCampaignChoicesMade();
5619 actuallevel=(accountactive->getCampaignChoicesMade()>0?campaignlevels[accountactive->getCampaignChoicesMade()-1].nextlevel[whichchoice]:0);
5622 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
5626 pause_sound(stream_menutheme);
5643 pause_sound(stream_menutheme);
5652 mainmenu=(gameon?2:1);
5658 vector<string> campaigns = ListCampaigns();
5659 vector<string>::iterator c;
5660 if ((c = find(campaigns.begin(),campaigns.end(),accountactive->getCurrentCampaign()))==campaigns.end()) {
5661 if(!campaigns.empty())
5662 accountactive->setCurrentCampaign(campaigns.front());
5665 if(c==campaigns.end())
5666 c=campaigns.begin();
5667 accountactive->setCurrentCampaign(*c);
5677 accountactive = Account::destroy(accountactive);
5679 } else if(selected==2) {
5686 if(selected==0 && Account::getNbAccounts()<8){
5688 } else if (selected < Account::getNbAccounts()+1) {
5691 accountactive=Account::get(selected-1);
5692 } else if (selected == Account::getNbAccounts()+1) {
5695 for(int j=0;j<255;j++){
5696 displaytext[0][j]=0;
5707 accountactive->setDifficulty(selected);
5711 if(selected<numchallengelevels && selected<=accountactive->getProgress()){
5719 targetlevel=selected;
5724 Loadlevel(selected);
5729 pause_sound(stream_menutheme);
5731 if(selected==numchallengelevels){
5746 stereoseparation+=0.001;
5750 newstereomode = (StereoMode)(newstereomode + 1);
5751 while(!CanInitStereo(newstereomode)){
5752 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
5753 newstereomode = (StereoMode)(newstereomode + 1);
5754 if(newstereomode >= stereoCount)
5755 newstereomode = stereoNone;
5757 } else if(selected==2) {
5758 stereoreverse = !stereoreverse;
5759 } else if(selected==3) {
5763 stereomode = newstereomode;
5764 InitStereo(stereomode);
5771 if(Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)){
5774 SaveSettings(*this);
5778 OPENAL_SetFrequency(channels[stream_menutheme], 22050);
5781 inputText(displaytext[0],&displayselected,&displaychars[0]);
5782 if(!waiting) { // the input as finished
5783 if(displaychars[0]){ // with enter
5784 accountactive = Account::add(string(displaytext[0]));
5790 fireSound(firestartsound);
5792 for(int i=0;i<255;i++){
5793 displaytext[0][i]=0;
5802 displayblinkdelay-=multiplier;
5803 if(displayblinkdelay<=0){
5804 displayblinkdelay=.3;
5805 displayblink=1-displayblink;
5811 static XYZ facing,flatfacing;
5814 for(int i=0;i<15;i++){
5815 displaytime[i]+=multiplier;
5818 keyboardfrozen=false;
5821 if(Input::isKeyPressed(SDLK_F6)){
5822 if(Input::isKeyDown(SDLK_LSHIFT))
5825 stereoreverse=false;
5828 printf("Stereo reversed\n");
5830 printf("Stereo unreversed\n");
5833 if(Input::isKeyDown(SDLK_F7)){
5834 if(Input::isKeyDown(SDLK_LSHIFT))
5835 stereoseparation -= 0.001;
5837 stereoseparation -= 0.010;
5838 printf("Stereo decreased increased to %f\n", stereoseparation);
5841 if(Input::isKeyDown(SDLK_F8)){
5842 if(Input::isKeyDown(SDLK_LSHIFT))
5843 stereoseparation += 0.001;
5845 stereoseparation += 0.010;
5846 printf("Stereo separation increased to %f\n", stereoseparation);
5850 if(Input::isKeyPressed(SDLK_TAB)&&tutoriallevel){
5851 if(tutorialstage!=51)
5852 tutorialstagetime=tutorialmaxtime;
5853 emit_sound_np(consolefailsound, 128.);
5857 Values of mainmenu :
5859 2 Menu pause (resume/end game)
5861 4 Controls configuration menu
5862 5 Main game menu (choose level or challenge)
5863 6 Deleting user menu
5864 7 User managment menu (select/add)
5865 8 Choose difficulty menu
5866 9 Challenge level selection menu
5867 10 End of the campaign congratulation (is that really a menu?)
5868 11 Same that 9 ??? => unused
5869 18 stereo configuration
5874 if(mainmenu&&endgame==1)
5876 //go to level select after completing a campaign level
5877 if(campaign&&winfreeze&&mainmenu==0&&campaignlevels[actuallevel].choosenext==1) {
5884 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5885 emit_stream_np(stream_menutheme);
5886 pause_sound(leveltheme);
5890 //escape key pressed
5891 //TODO: there must be code somewhere else that handles clicking the Back button, merge it with this
5892 if(Input::isKeyPressed(SDLK_ESCAPE)&&
5893 (gameon||mainmenu==0||(mainmenu>=3&&mainmenu!=8&&!(mainmenu==7&&entername)))) {
5895 if(mainmenu==0&&!winfreeze)
5897 else if(mainmenu==1||mainmenu==2){
5898 mainmenu=0; //unpause
5901 if(musictoggle&&(mainmenu==1||mainmenu==2)){
5902 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5903 emit_stream_np(stream_menutheme);
5904 pause_sound(leveltheme);
5906 //on resume, play level music
5908 pause_sound(stream_menutheme);
5909 resume_stream(leveltheme);
5911 //finished with settings menu
5913 SaveSettings(*this);
5916 if(mainmenu>=3&&mainmenu!=8){
5923 mainmenu=gameon?2:1; break;
5926 case 6: case 7: case 9: case 10:
5937 if(hostile==1)hostiletime+=multiplier;
5939 if(!winfreeze)leveltime+=multiplier;
5942 if(Input::isKeyPressed(SDLK_v)&&debugmode){
5945 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5949 if(Input::isKeyPressed(chatkey)&&!console&&!chatting&&debugmode)
5953 inputText(displaytext[0],&displayselected,&displaychars[0]);
5955 if(displaychars[0]){
5956 for(int j=0;j<255;j++)
5957 displaytext[0][j]=0;
5964 displayblinkdelay-=multiplier;
5965 if(displayblinkdelay<=0){
5966 displayblinkdelay=.3;
5967 displayblink=1-displayblink;
5971 keyboardfrozen=true;
5973 if(Input::isKeyPressed(SDLK_BACKQUOTE)&&debugmode){
5976 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5985 if(console&&!Input::isKeyDown(SDLK_LMETA)){
5986 inputText(consoletext[0],&consoleselected,&consolechars[0]);
5989 if(consolechars[0]>0){
5990 consoletext[0][consolechars[0]]=' ';
5991 cmd_dispatch(this, consoletext[0]);
5992 for(int k=14;k>=1;k--){
5993 for(int j=0;j<255;j++)
5994 consoletext[k][j]=consoletext[k-1][j];
5995 consolechars[k]=consolechars[k-1];
5997 for(int j=0;j<255;j++)
5998 consoletext[0][j]=0;
6004 consoleblinkdelay-=multiplier;
6005 if(consoleblinkdelay<=0){
6006 consoleblinkdelay=.3;
6007 consoleblink=1-consoleblink;
6013 if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
6016 SaveSettings(*this);
6020 static int oldwinfreeze;
6021 if(winfreeze&&!oldwinfreeze){
6022 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6023 emit_sound_np(consolesuccesssound);
6026 oldwinfreeze=winfreeze;
6030 if((Input::isKeyPressed(jumpkey)||Input::isKeyPressed(SDLK_SPACE))&&!campaign)
6033 if((Input::isKeyDown(SDLK_ESCAPE))&&!campaign&&gameon){
6037 } else if(winfreeze) {
6045 //TODO: what is this test?
6046 if(!freeze&&!winfreeze&&!(mainmenu&&gameon)&&(gameon||!gamestarted)){
6051 talkdelay-=multiplier;
6053 if(talkdelay<=0&&indialogue==-1&&animation[player[0].targetanimation].height!=highheight)
6054 for(int i=0;i<numdialogues;i++){
6055 int realdialoguetype;
6057 if(dialoguetype[i]>49){
6058 realdialoguetype=dialoguetype[i]-50;
6061 else if(dialoguetype[i]>39){
6062 realdialoguetype=dialoguetype[i]-40;
6065 else if(dialoguetype[i]>29){
6066 realdialoguetype=dialoguetype[i]-30;
6069 else if(dialoguetype[i]>19){
6070 realdialoguetype=dialoguetype[i]-20;
6073 else if(dialoguetype[i]>9){
6074 realdialoguetype=dialoguetype[i]-10;
6078 realdialoguetype=dialoguetype[i];
6081 if((!hostile||dialoguetype[i]>40&&dialoguetype[i]<50)&&
6082 realdialoguetype<numplayers&&
6083 realdialoguetype>0&&
6084 (dialoguegonethrough[i]==0||!special)&&
6085 (special||Input::isKeyPressed(attackkey))){
6086 if(findDistancefast(&player[0].coords,&player[realdialoguetype].coords)<6||
6087 player[realdialoguetype].howactive>=typedead1||
6088 dialoguetype[i]>40&&dialoguetype[i]<50){
6090 for(int j=0;j<numdialogueboxes[whichdialogue];j++){
6091 player[participantfocus[whichdialogue][j]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
6092 player[participantfocus[whichdialogue][j]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
6093 player[participantfocus[whichdialogue][j]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
6094 player[participantfocus[whichdialogue][j]].velocity=0;
6095 player[participantfocus[whichdialogue][j]].targetanimation=player[participantfocus[whichdialogue][j]].getIdle();
6096 player[participantfocus[whichdialogue][j]].targetframe=0;
6101 dialoguegonethrough[i]++;
6102 if(dialogueboxsound[whichdialogue][indialogue]!=0){
6103 playdialogueboxsound();
6109 windvar+=multiplier;
6110 smoketex+=multiplier;
6111 tutorialstagetime+=multiplier;
6114 static float hotspotvisual[40];
6118 for(int i=0;i<numhotspots;i++)
6119 hotspotvisual[i]-=multiplier/320;
6121 for(int i=0;i<numhotspots;i++){
6122 //if(hotspottype[i]<=10)
6123 while(hotspotvisual[i]<0){
6125 hotspotsprite.x=float(abs(Random()%100000))/100000*hotspotsize[i];
6126 hotspotsprite=DoRotation(hotspotsprite,0,0,Random()%360);
6127 hotspotsprite=DoRotation(hotspotsprite,0,Random()%360,0);
6128 hotspotsprite+=hotspot[i];
6129 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite*0, 1,0.5,0, 7, 0.4);
6130 hotspotvisual[i]+=0.1/hotspotsize[i]/hotspotsize[i]/hotspotsize[i];
6134 for(int i=0;i<numhotspots;i++){
6135 if(hotspottype[i]<=10&&hotspottype[i]>0){
6136 hotspot[i]=player[hotspottype[i]].coords;
6147 if(tutoriallevel!=1){
6150 bonus!=spinecrusher&&
6151 bonus!=tracheotomy&&
6154 emit_sound_np(consolesuccesssound);
6156 } else if(bonustime==0){
6157 emit_sound_np(fireendsound);
6160 if(bonus!=solidhit&&
6162 bonus!=threexcombo&&
6167 bonusnum[bonus]+=0.15;
6170 bonusvalue/=bonusnum[bonus];
6171 bonustotal+=bonusvalue;
6173 bonustime+=multiplier;
6176 if(environment==snowyenvironment){
6177 precipdelay-=multiplier;
6178 while(precipdelay<0){
6182 XYZ footvel,footpoint;
6185 footpoint=viewer+viewerfacing*6;
6186 footpoint.y+=((float)abs(Random()%1200))/100-6;
6187 footpoint.x+=((float)abs(Random()%1200))/100-6;
6188 footpoint.z+=((float)abs(Random()%1200))/100-6;
6189 Sprite::MakeSprite(snowsprite, footpoint,footvel, 1,1,1, .1, 1);
6194 doAerialAcrobatics();
6197 static XYZ oldviewer;
6201 player[0].forwardkeydown=Input::isKeyDown(forwardkey);
6202 player[0].leftkeydown=Input::isKeyDown(leftkey);
6203 player[0].backkeydown=Input::isKeyDown(backkey);
6204 player[0].rightkeydown=Input::isKeyDown(rightkey);
6205 player[0].jumpkeydown=Input::isKeyDown(jumpkey);
6206 player[0].crouchkeydown=Input::isKeyDown(crouchkey);
6207 player[0].drawkeydown=Input::isKeyDown(drawkey);
6208 player[0].throwkeydown=Input::isKeyDown(throwkey);
6212 player[0].forwardkeydown=0;
6213 player[0].leftkeydown=0;
6214 player[0].backkeydown=0;
6215 player[0].rightkeydown=0;
6216 player[0].jumpkeydown=0;
6217 player[0].crouchkeydown=0;
6218 player[0].drawkeydown=0;
6219 player[0].throwkeydown=0;
6222 if(!player[0].jumpkeydown)
6223 player[0].jumpclimb=0;
6232 facing=DoRotation(facing,-rotation2,0,0);
6233 facing=DoRotation(facing,0,0-rotation,0);
6238 flatfacing=DoRotation(flatfacing,0,-rotation,0);
6240 if(Input::isKeyDown(forwardkey))
6241 viewer+=facing*multiplier*4;
6242 if(Input::isKeyDown(backkey))
6243 viewer-=facing*multiplier*4;
6244 if(Input::isKeyDown(leftkey))
6245 viewer+=DoRotation(flatfacing*multiplier,0,90,0)*4;
6246 if(Input::isKeyDown(rightkey))
6247 viewer+=DoRotation(flatfacing*multiplier,0,-90,0)*4;
6248 if(Input::isKeyDown(jumpkey))
6249 viewer.y+=multiplier*4;
6250 if(Input::isKeyDown(crouchkey))
6251 viewer.y-=multiplier*4;
6252 if( Input::isKeyPressed(SDLK_1)||
6253 Input::isKeyPressed(SDLK_2)||
6254 Input::isKeyPressed(SDLK_3)||
6255 Input::isKeyPressed(SDLK_4)||
6256 Input::isKeyPressed(SDLK_5)||
6257 Input::isKeyPressed(SDLK_6)||
6258 Input::isKeyPressed(SDLK_7)||
6259 Input::isKeyPressed(SDLK_8)||
6260 Input::isKeyPressed(SDLK_9)||
6261 Input::isKeyPressed(SDLK_0)||
6262 Input::isKeyPressed(SDLK_MINUS)){
6264 if(Input::isKeyPressed(SDLK_1))whichend=1;
6265 if(Input::isKeyPressed(SDLK_2))whichend=2;
6266 if(Input::isKeyPressed(SDLK_3))whichend=3;
6267 if(Input::isKeyPressed(SDLK_4))whichend=4;
6268 if(Input::isKeyPressed(SDLK_5))whichend=5;
6269 if(Input::isKeyPressed(SDLK_6))whichend=6;
6270 if(Input::isKeyPressed(SDLK_7))whichend=7;
6271 if(Input::isKeyPressed(SDLK_8))whichend=8;
6272 if(Input::isKeyPressed(SDLK_9))whichend=9;
6273 if(Input::isKeyPressed(SDLK_0))whichend=0;
6274 if(Input::isKeyPressed(SDLK_MINUS))
6277 participantfocus[whichdialogue][indialogue]=whichend;
6278 participantlocation[whichdialogue][whichend]=player[whichend].coords;
6279 participantrotation[whichdialogue][whichend]=player[whichend].rotation;
6282 participantfocus[whichdialogue][indialogue]=-1;
6284 if(player[participantfocus[whichdialogue][indialogue]].dead){
6289 dialoguecamera[whichdialogue][indialogue]=viewer;
6290 dialoguecamerarotation[whichdialogue][indialogue]=rotation;
6291 dialoguecamerarotation2[whichdialogue][indialogue]=rotation2;
6293 if(indialogue<numdialogueboxes[whichdialogue]){
6294 if(dialogueboxsound[whichdialogue][indialogue]!=0){
6295 playdialogueboxsound();
6299 for(int j=0;j<numplayers;j++){
6300 participantfacing[whichdialogue][indialogue][j]=participantfacing[whichdialogue][indialogue-1][j];
6303 //TODO: should these be KeyDown or KeyPressed?
6304 if( Input::isKeyDown(SDLK_KP1)||
6305 Input::isKeyDown(SDLK_KP2)||
6306 Input::isKeyDown(SDLK_KP3)||
6307 Input::isKeyDown(SDLK_KP4)||
6308 Input::isKeyDown(SDLK_KP5)||
6309 Input::isKeyDown(SDLK_KP6)||
6310 Input::isKeyDown(SDLK_KP7)||
6311 Input::isKeyDown(SDLK_KP8)||
6312 Input::isKeyDown(SDLK_KP9)||
6313 Input::isKeyDown(SDLK_KP0)){
6315 if(Input::isKeyDown(SDLK_KP1))whichend=1;
6316 if(Input::isKeyDown(SDLK_KP2))whichend=2;
6317 if(Input::isKeyDown(SDLK_KP3))whichend=3;
6318 if(Input::isKeyDown(SDLK_KP4))whichend=4;
6319 if(Input::isKeyDown(SDLK_KP5))whichend=5;
6320 if(Input::isKeyDown(SDLK_KP6))whichend=6;
6321 if(Input::isKeyDown(SDLK_KP7))whichend=7;
6322 if(Input::isKeyDown(SDLK_KP8))whichend=8;
6323 if(Input::isKeyDown(SDLK_KP9))whichend=9;
6324 if(Input::isKeyDown(SDLK_KP0))whichend=0;
6325 participantfacing[whichdialogue][indialogue][whichend]=facing;
6327 if(indialogue>=numdialogueboxes[whichdialogue]){
6334 pause_sound(whooshsound);
6335 viewer=dialoguecamera[whichdialogue][indialogue];
6336 viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.1);
6337 rotation=dialoguecamerarotation[whichdialogue][indialogue];
6338 rotation2=dialoguecamerarotation2[whichdialogue][indialogue];
6339 if(dialoguetime>0.5)
6340 if( Input::isKeyPressed(SDLK_1)||
6341 Input::isKeyPressed(SDLK_2)||
6342 Input::isKeyPressed(SDLK_3)||
6343 Input::isKeyPressed(SDLK_4)||
6344 Input::isKeyPressed(SDLK_5)||
6345 Input::isKeyPressed(SDLK_6)||
6346 Input::isKeyPressed(SDLK_7)||
6347 Input::isKeyPressed(SDLK_8)||
6348 Input::isKeyPressed(SDLK_9)||
6349 Input::isKeyPressed(SDLK_0)||
6350 Input::isKeyPressed(SDLK_MINUS)||
6351 Input::isKeyPressed(attackkey)){
6353 if(indialogue<numdialogueboxes[whichdialogue]){
6354 if(dialogueboxsound[whichdialogue][indialogue]!=0){
6355 playdialogueboxsound();
6356 if(dialogueboxsound[whichdialogue][indialogue]==-5){
6357 hotspot[numhotspots]=player[0].coords;
6358 hotspotsize[numhotspots]=10;
6359 hotspottype[numhotspots]=-1;
6363 if(dialogueboxsound[whichdialogue][indialogue]==-6){
6367 if(player[participantfocus[whichdialogue][indialogue]].dead){
6375 if(indialogue>=numdialogueboxes[whichdialogue]){
6379 if(dialoguetype[whichdialogue]>19&&dialoguetype[whichdialogue]<30){
6382 if(dialoguetype[whichdialogue]>29&&dialoguetype[whichdialogue]<40){
6385 if(dialoguetype[whichdialogue]>49&&dialoguetype[whichdialogue]<60){
6387 for(int i=1;i<numplayers;i++){
6388 player[i].aitype = attacktypecutoff;
6395 if(!player[0].jumpkeydown){
6396 player[0].jumptogglekeydown=0;
6398 if(player[0].jumpkeydown&&
6399 player[0].targetanimation!=jumpupanim&&
6400 player[0].targetanimation!=jumpdownanim&&
6401 !player[0].isFlip())
6402 player[0].jumptogglekeydown=1;
6405 dialoguetime+=multiplier;
6406 hawkrotation+=multiplier*25;
6408 realhawkcoords.x=25;
6409 realhawkcoords=DoRotation(realhawkcoords,0,hawkrotation,0)+hawkcoords;
6410 hawkcalldelay-=multiplier/2;
6412 if(hawkcalldelay<=0){
6413 emit_sound_at(hawksound, realhawkcoords);
6415 hawkcalldelay=16+abs(Random()%8);
6422 doPlayerCollisions();
6426 for(int k=0;k<numplayers;k++)
6427 if(k!=0&&player[k].immobile)
6428 player[k].coords=player[k].realoldcoords;
6430 for(int k=0;k<numplayers;k++){
6431 if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
6432 if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
6433 player[k].DoDamage(1000);
6439 static bool respawnkeydown;
6442 (Input::isKeyDown(SDLK_z)&&
6443 Input::isKeyDown(SDLK_LMETA)&&
6445 (Input::isKeyDown(jumpkey)&&
6449 targetlevel=whichlevel;
6453 if(!Input::isKeyDown(jumpkey))
6455 if(Input::isKeyDown(jumpkey))
6461 static bool movekey;
6464 for(int i=0;i<numplayers;i++){
6465 static float oldtargetrotation;
6466 if(!player[i].skeleton.free){
6467 oldtargetrotation=player[i].targetrotation;
6468 if(i==0&&indialogue==-1){
6469 //TODO: refactor repetitive code
6470 if(!animation[player[0].targetanimation].attack&&
6471 player[0].targetanimation!=staggerbackhighanim&&
6472 player[0].targetanimation!=staggerbackhardanim&&
6473 player[0].targetanimation!=crouchremoveknifeanim&&
6474 player[0].targetanimation!=removeknifeanim&&
6475 player[0].targetanimation!=backhandspringanim&&
6476 player[0].targetanimation!=dodgebackanim&&
6477 player[0].targetanimation!=walljumprightkickanim&&
6478 player[0].targetanimation!=walljumpleftkickanim){
6480 player[0].targetrotation=0;
6482 player[0].targetrotation=-rotation+180;
6488 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
6492 facing=DoRotation(facing,-rotation2,0,0);
6493 facing=DoRotation(facing,0,0-rotation,0);
6496 player[0].lookrotation=-rotation;
6498 player[i].targetheadrotation=rotation;
6499 player[i].targetheadrotation2=rotation2;
6501 if(i!=0&&player[i].aitype==playercontrolled&&indialogue==-1){
6502 if(!animation[player[i].targetanimation].attack&&
6503 player[i].targetanimation!=staggerbackhighanim&&
6504 player[i].targetanimation!=staggerbackhardanim&&
6505 player[i].targetanimation!=crouchremoveknifeanim&&
6506 player[i].targetanimation!=removeknifeanim&&
6507 player[i].targetanimation!=backhandspringanim&&
6508 player[i].targetanimation!=dodgebackanim&&
6509 player[i].targetanimation!=walljumprightkickanim&&
6510 player[i].targetanimation!=walljumpleftkickanim){
6511 player[i].targetrotation=-player[i].lookrotation+180;
6517 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
6519 facing=DoRotation(facing,-player[i].lookrotation2,0,0);
6520 facing=DoRotation(facing,0,0-player[i].lookrotation,0);
6522 player[i].targetheadrotation=player[i].lookrotation;
6523 player[i].targetheadrotation2=player[i].lookrotation2;
6526 player[i].targetheadrotation=180-roughDirection(participantfacing[whichdialogue][indialogue][i]);
6527 player[i].targetheadrotation2=pitch(participantfacing[whichdialogue][indialogue][i]);
6533 player[i].avoidsomething=0;
6535 //avoid flaming things
6536 for(int j=0;j<objects.numobjects;j++)
6537 if(objects.onfire[j])
6538 if(findDistancefast(&player[i].coords,&objects.position[j])<sq(objects.scale[j])*200)
6539 if( findDistancefast(&player[i].coords,&objects.position[j])<
6540 findDistancefast(&player[i].coords,&player[0].coords)){
6541 player[i].collided=0;
6542 player[i].avoidcollided=1;
6543 if(player[i].avoidsomething==0||
6544 findDistancefast(&player[i].coords,&objects.position[j])<
6545 findDistancefast(&player[i].coords,&player[i].avoidwhere)){
6546 player[i].avoidwhere=objects.position[j];
6547 player[i].avoidsomething=1;
6551 //avoid flaming players
6552 for(int j=0;j<numplayers;j++)
6553 if(player[j].onfire)
6554 if(findDistancefast(&player[j].coords,&player[i].coords)<sq(0.3)*200)
6555 if( findDistancefast(&player[i].coords,&player[j].coords)<
6556 findDistancefast(&player[i].coords,&player[0].coords)){
6557 player[i].collided=0;
6558 player[i].avoidcollided=1;
6559 if(player[i].avoidsomething==0||
6560 findDistancefast(&player[i].coords,&player[j].coords)<
6561 findDistancefast(&player[i].coords,&player[i].avoidwhere)){
6562 player[i].avoidwhere=player[j].coords;
6563 player[i].avoidsomething=1;
6567 if(player[i].collided>.8)
6568 player[i].avoidcollided=0;
6572 if(animation[player[i].targetanimation].attack==reversed){
6573 //player[i].targetrotation=player[i].rotation;
6574 player[i].forwardkeydown=0;
6575 player[i].leftkeydown=0;
6576 player[i].backkeydown=0;
6577 player[i].rightkeydown=0;
6578 player[i].jumpkeydown=0;
6579 player[i].attackkeydown=0;
6580 //player[i].crouchkeydown=0;
6581 player[i].throwkeydown=0;
6585 player[i].forwardkeydown=0;
6586 player[i].leftkeydown=0;
6587 player[i].backkeydown=0;
6588 player[i].rightkeydown=0;
6589 player[i].jumpkeydown=0;
6590 player[i].crouchkeydown=0;
6591 player[i].drawkeydown=0;
6592 player[i].throwkeydown=0;
6595 if(player[i].collided<-.3)
6596 player[i].collided=-.3;
6597 if(player[i].collided>1)
6598 player[i].collided=1;
6599 player[i].collided-=multiplier*4;
6600 player[i].whichdirectiondelay-=multiplier;
6601 if(player[i].avoidcollided<-.3||player[i].whichdirectiondelay<=0){
6602 player[i].avoidcollided=-.3;
6603 player[i].whichdirection=abs(Random()%2);
6604 player[i].whichdirectiondelay=.4;
6606 if(player[i].avoidcollided>1)
6607 player[i].avoidcollided=1;
6608 player[i].avoidcollided-=multiplier/4;
6609 if(!player[i].skeleton.free){
6610 player[i].stunned-=multiplier;
6611 player[i].surprised-=multiplier;
6613 if(i!=0&&player[i].surprised<=0&&
6614 player[i].aitype==attacktypecutoff&&
6616 !player[i].skeleton.free&&
6617 animation[player[i].targetanimation].attack==neutral)
6620 if(!player[i].throwkeydown)
6621 player[i].throwtogglekeydown=0;
6624 if(player[i].throwkeydown&&!player[i].throwtogglekeydown){
6625 if(player[i].weaponactive==-1&&
6626 player[i].num_weapons<2&&
6627 (player[i].isIdle()||
6628 player[i].isCrouch()||
6629 player[i].targetanimation==sneakanim||
6630 player[i].targetanimation==rollanim||
6631 player[i].targetanimation==backhandspringanim||
6632 player[i].isFlip()||
6633 player[i].isFlip()||
6634 player[i].aitype!=playercontrolled)){
6635 for(int j=0;j<weapons.size();j++){
6636 if((weapons[j].velocity.x==0&&weapons[j].velocity.y==0&&weapons[j].velocity.z==0||
6637 player[i].aitype==playercontrolled)&&
6638 weapons[j].owner==-1&&
6639 player[i].weaponactive==-1)
6640 if(findDistancefastflat(&player[i].coords,&weapons[j].position)<2){
6641 if(findDistancefast(&player[i].coords,&weapons[j].position)<2){
6642 if(player[i].isCrouch()||
6643 player[i].targetanimation==sneakanim||
6645 player[i].isIdle()||
6646 player[i].aitype!=playercontrolled){
6647 player[i].throwtogglekeydown=1;
6648 setAnimation(i,crouchremoveknifeanim);
6649 player[i].targetrotation=roughDirectionTo(player[i].coords,weapons[j].position);
6650 player[i].hasvictim=0;
6652 if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
6653 player[i].throwtogglekeydown=1;
6654 player[i].hasvictim=0;
6656 if((weapons[j].velocity.x==0&&weapons[j].velocity.y==0&&weapons[j].velocity.z==0||
6657 player[i].aitype==playercontrolled)&&
6658 weapons[j].owner==-1||
6660 weapons[j].owner==player[i].victim->id)
6661 if(findDistancefastflat(&player[i].coords,&weapons[j].position)<2&&player[i].weaponactive==-1)
6662 if(findDistancefast(&player[i].coords,&weapons[j].position)<1||player[i].victim){
6663 if(weapons[j].getType()!=staff)
6664 emit_sound_at(knifedrawsound, player[i].coords, 128.);
6666 player[i].weaponactive=0;
6667 weapons[j].owner=player[i].id;
6668 if(player[i].num_weapons>0)
6669 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6670 player[i].num_weapons++;
6671 player[i].weaponids[0]=j;
6674 }else if((player[i].isIdle()||
6675 player[i].isFlip()||
6676 player[i].aitype!=playercontrolled)&&
6677 findDistancefast(&player[i].coords,&weapons[j].position)<5&&
6678 player[i].coords.y<weapons[j].position.y){
6679 if(!player[i].isFlip()){
6680 player[i].throwtogglekeydown=1;
6681 setAnimation(i,removeknifeanim);
6682 player[i].targetrotation=roughDirectionTo(player[i].coords,weapons[j].position);
6684 if(player[i].isFlip()){
6685 player[i].throwtogglekeydown=1;
6686 player[i].hasvictim=0;
6688 for(int k=0;k<weapons.size();k++){
6689 if(player[i].weaponactive==-1)
6690 if((weapons[k].velocity.x==0&&weapons[k].velocity.y==0&&weapons[k].velocity.z==0||
6691 player[i].aitype==playercontrolled)&&
6692 weapons[k].owner==-1||
6694 weapons[k].owner==player[i].victim->id)
6695 if(findDistancefastflat(&player[i].coords,&weapons[k].position)<3&&
6696 player[i].weaponactive==-1){
6697 if(weapons[k].getType()!=staff)
6698 emit_sound_at(knifedrawsound, player[i].coords, 128.);
6700 player[i].weaponactive=0;
6701 weapons[k].owner=player[i].id;
6702 if(player[i].num_weapons>0)
6703 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6704 player[i].num_weapons++;
6705 player[i].weaponids[0]=k;
6712 if(player[i].isCrouch()||
6713 player[i].targetanimation==sneakanim||
6715 player[i].isIdle()||player[i].targetanimation==rollanim||
6716 player[i].targetanimation==backhandspringanim){
6718 for(int j=0;j<numplayers;j++){
6719 if(player[i].weaponactive==-1)
6721 if(player[j].num_weapons&&
6722 player[j].skeleton.free&&
6723 findDistancefast(&player[i].coords,&player[j].coords)<2/*&&player[j].dead*/&&
6724 (((player[j].skeleton.forward.y<0&&
6725 player[j].weaponstuckwhere==0)||
6726 (player[j].skeleton.forward.y>0&&
6727 player[j].weaponstuckwhere==1))||
6728 player[j].weaponstuck==-1||
6729 player[j].num_weapons>1)){
6730 if(player[i].targetanimation!=rollanim&&player[i].targetanimation!=backhandspringanim){
6731 player[i].throwtogglekeydown=1;
6732 player[i].victim=&player[j];
6733 player[i].hasvictim=1;
6734 setAnimation(i,crouchremoveknifeanim);
6735 player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
6737 if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
6738 player[i].throwtogglekeydown=1;
6739 player[i].victim=&player[j];
6740 player[i].hasvictim=1;
6741 int k = player[j].weaponids[0];
6742 if(player[i].hasvictim){
6745 if(player[i].victim->weaponstuck!=-1){
6746 if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
6751 if(weapons[k].getType()!=staff)
6752 emit_sound_at(knifedrawsound, player[i].coords, 128.);
6755 emit_sound_at(fleshstabremovesound, player[i].coords, 128.);
6757 player[i].weaponactive=0;
6758 if(weapons[k].owner!=-1){
6759 if(player[i].victim->num_weapons==1)player[i].victim->num_weapons=0;
6760 else player[i].victim->num_weapons=1;
6762 player[i].victim->skeleton.longdead=0;
6763 player[i].victim->skeleton.free=1;
6764 player[i].victim->skeleton.broken=0;
6766 for(int l=0;l<player[i].victim->skeleton.num_joints;l++){
6767 player[i].victim->skeleton.joints[l].velchange=0;
6768 player[i].victim->skeleton.joints[l].locked=0;
6774 Normalise(&relative);
6775 XYZ footvel,footpoint;
6777 footpoint=weapons[k].position;
6778 if(player[i].victim->weaponstuck!=-1){
6779 if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
6780 if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3);
6781 weapons[k].bloody=2;
6782 weapons[k].blooddrip=5;
6783 player[i].victim->weaponstuck=-1;
6784 player[i].victim->bloodloss+=2000;
6785 player[i].victim->DoDamage(2000);
6788 if(player[i].victim->num_weapons>0){
6789 if(player[i].victim->weaponstuck!=0&&player[i].victim->weaponstuck!=-1)player[i].victim->weaponstuck=0;
6790 if(player[i].victim->weaponids[0]==k)
6791 player[i].victim->weaponids[0]=player[i].victim->weaponids[player[i].victim->num_weapons];
6794 player[i].victim->weaponactive=-1;
6796 playerJoint(player[i].victim,abdomen).velocity+=relative*6;
6797 playerJoint(player[i].victim,neck).velocity+=relative*6;
6798 playerJoint(player[i].victim,rightshoulder).velocity+=relative*6;
6799 playerJoint(player[i].victim,leftshoulder).velocity+=relative*6;
6802 if(player[i].num_weapons>0){
6803 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6805 player[i].num_weapons++;
6806 player[i].weaponids[0]=k;
6813 if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
6814 if(weapons[player[i].weaponids[0]].getType()==knife){
6815 if(player[i].isIdle()||
6817 player[i].isCrouch()||
6818 player[i].targetanimation==sneakanim||
6821 for(int j=0;j<numplayers;j++){
6823 if(tutoriallevel!=1||tutorialstage==49)
6825 if(normaldotproduct(player[i].facing,player[i].coords-player[j].coords)<0&&
6826 findDistancefast(&player[i].coords,&player[j].coords)<100&&
6827 findDistancefast(&player[i].coords,&player[j].coords)>1.5&&
6828 !player[j].skeleton.free&&
6829 -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)){
6830 if(!player[i].isFlip()){
6831 player[i].throwtogglekeydown=1;
6832 player[i].victim=&player[j];
6833 setAnimation(i,knifethrowanim);
6834 player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
6835 player[i].targettilt2=pitchTo(player[i].coords,player[j].coords);
6837 if(player[i].isFlip()){
6838 if(player[i].weaponactive!=-1){
6839 player[i].throwtogglekeydown=1;
6840 player[i].victim=&player[j];
6842 weapons[player[i].weaponids[0]].owner=-1;
6843 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);
6846 aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0);
6848 weapons[player[i].weaponids[0]].velocity=aim*50;
6849 weapons[player[i].weaponids[0]].tipvelocity=aim*50;
6850 weapons[player[i].weaponids[0]].missed=0;
6851 weapons[player[i].weaponids[0]].freetime=0;
6852 weapons[player[i].weaponids[0]].firstfree=1;
6853 weapons[player[i].weaponids[0]].physics=0;
6854 player[i].num_weapons--;
6855 if(player[i].num_weapons){
6856 player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
6858 player[i].weaponactive=-1;
6865 if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
6866 if(player[i].isCrouch()||player[i].targetanimation==sneakanim){
6867 player[i].throwtogglekeydown=1;
6868 weapons[player[i].weaponids[0]].owner=-1;
6869 weapons[player[i].weaponids[0]].velocity=player[i].velocity*.2;
6870 if(weapons[player[i].weaponids[0]].velocity.x==0)weapons[player[i].weaponids[0]].velocity.x=.1;
6871 weapons[player[i].weaponids[0]].tipvelocity=weapons[player[i].weaponids[0]].velocity;
6872 weapons[player[i].weaponids[0]].missed=1;
6873 weapons[player[i].weaponids[0]].freetime=0;
6874 weapons[player[i].weaponids[0]].firstfree=1;
6875 weapons[player[i].weaponids[0]].physics=1;
6876 player[i].num_weapons--;
6877 if(player[i].num_weapons){
6878 player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
6879 if(player[i].weaponstuck==player[i].num_weapons)player[i].weaponstuck=0;
6882 player[i].weaponactive=-1;
6883 for(int j=0;j<numplayers;j++){
6884 player[j].wentforweapon=0;
6892 if(i==0||!player[0].dead||player[i].weaponactive!=-1) {
6893 if(player[i].drawkeydown&&!player[i].drawtogglekeydown||
6894 player[i].num_weapons==2&&
6895 player[i].weaponactive==-1&&
6896 player[i].isIdle()||
6898 player[i].weaponactive!=-1&&
6901 if(player[i].weaponactive!=-1)
6902 if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==staff)
6904 if(isgood&&player[i].creature!=wolftype){
6905 if(player[i].isIdle()&&player[i].num_weapons&&weapons[player[i].weaponids[0]].getType()==knife){
6906 setAnimation(i,drawrightanim);
6907 player[i].drawtogglekeydown=1;
6909 if((player[i].isIdle()||
6910 (player[i].aitype!=playercontrolled&&
6911 player[0].weaponactive!=-1&&
6912 player[i].isRun()))&&
6913 player[i].num_weapons&&
6914 weapons[player[i].weaponids[0]].getType()==sword){
6915 setAnimation(i,drawleftanim);
6916 player[i].drawtogglekeydown=1;
6918 if(player[i].isCrouch()&&player[i].num_weapons&&weapons[player[i].weaponids[0]].getType()==knife){
6919 setAnimation(i,crouchdrawrightanim);
6920 player[i].drawtogglekeydown=1;
6927 if(player[i].weaponactive!=-1) {
6928 if (player[i].isCrouch()&&
6929 weapons[player[i].weaponids[player[i].weaponactive]].bloody&&
6931 player[i].onterrain&&
6932 player[i].num_weapons&&
6933 player[i].attackkeydown&&
6934 musictype!=stream_fighttheme) {
6935 if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==knife)
6936 setAnimation(i,crouchstabanim);
6937 if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==sword)
6938 setAnimation(i,swordgroundstabanim);
6939 player[i].hasvictim=0;
6943 if(!player[i].drawkeydown)
6944 player[i].drawtogglekeydown=0;
6951 absflatfacing=DoRotation(absflatfacing,0,-rotation,0);
6953 absflatfacing=flatfacing;
6956 player[i].forwardkeydown=0;
6957 player[i].leftkeydown=0;
6958 player[i].backkeydown=0;
6959 player[i].rightkeydown=0;
6960 player[i].jumpkeydown=0;
6961 player[i].crouchkeydown=0;
6962 player[i].drawkeydown=0;
6963 player[i].throwkeydown=0;
6967 if(!animation[player[i].targetanimation].attack&&
6968 player[i].targetanimation!=staggerbackhighanim&&
6969 player[i].targetanimation!=staggerbackhardanim&&
6970 player[i].targetanimation!=backhandspringanim&&
6971 player[i].targetanimation!=dodgebackanim){
6972 if(!player[i].forwardkeydown)
6973 player[i].forwardstogglekeydown=0;
6974 if(player[i].crouchkeydown){
6978 player[i].superruntoggle=1;
6980 for(int j=0;j<numplayers;j++)
6981 if(j!=i&&!player[j].skeleton.free&&player[j].aitype==passivetype)
6982 if(findDistancefast(&player[j].coords,&player[i].coords)<16)
6983 player[i].superruntoggle=0;
6987 for(int j=0;j<numplayers;j++){
6988 if(j!=i&&!player[j].skeleton.free&&player[j].victim&&player[i].lowreversaldelay<=0){
6989 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
6990 player[j].victim==&player[i]&&
6991 (player[j].targetanimation==sweepanim||
6992 player[j].targetanimation==upunchanim||
6993 player[j].targetanimation==wolfslapanim||
6994 ((player[j].targetanimation==swordslashanim||
6995 player[j].targetanimation==knifeslashstartanim||
6996 player[j].targetanimation==staffhitanim||
6997 player[j].targetanimation==staffspinhitanim)&&
6998 findDistancefast(&player[j].coords,&player[i].coords)<2))){
7007 player[target].Reverse();
7008 player[i].lowreversaldelay=.5;
7010 if(player[i].isIdle()){
7011 setAnimation(i,player[i].getCrouch());
7012 player[i].transspeed=10;
7014 if(player[i].isRun()||
7015 (player[i].isStop()&&
7016 (player[i].leftkeydown||
7017 player[i].rightkeydown||
7018 player[i].forwardkeydown||
7019 player[i].backkeydown))){
7020 setAnimation(i,rollanim);
7021 player[i].transspeed=20;
7024 if(!player[i].crouchkeydown){
7026 if(!player[i].isRun()&&player[i].targetanimation!=sneakanim&&i==0)player[i].superruntoggle=0;
7028 if(player[i].isCrouch()){
7030 for(int j=0;j<numplayers;j++){
7032 !player[j].skeleton.free&&
7034 player[i].highreversaldelay<=0){
7035 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
7036 player[j].victim==&player[i]&&
7037 (player[j].targetanimation==spinkickanim)&&
7038 player[i].isCrouch()){
7047 player[target].Reverse();
7048 player[i].highreversaldelay=.5;
7050 if(player[i].isCrouch()){
7051 if(!player[i].wasCrouch()){
7052 player[i].currentanimation=player[i].getCrouch();
7053 player[i].currentframe=0;
7055 setAnimation(i,player[i].getIdle());
7056 player[i].transspeed=10;
7059 if(player[i].targetanimation==sneakanim){
7060 setAnimation(i,player[i].getIdle());
7061 player[i].transspeed=10;
7064 if(player[i].forwardkeydown){
7065 if(player[i].isIdle()||
7066 (player[i].isStop()&&
7067 player[i].targetrotation==player[i].rotation)||
7068 (player[i].isLanding()&&
7069 player[i].targetframe>0&&
7070 !player[i].jumpkeydown)||
7071 (player[i].isLandhard()&&
7072 player[i].targetframe>0&&
7073 !player[i].jumpkeydown&&
7074 player[i].crouchkeydown)){
7075 if(player[i].aitype==passivetype)
7076 setAnimation(i,walkanim);
7078 setAnimation(i,player[i].getRun());
7080 if(player[i].isCrouch()){
7081 player[i].targetanimation=sneakanim;
7082 if(player[i].wasCrouch())
7084 player[i].targetframe=0;
7086 if(player[i].targetanimation==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){
7087 setAnimation(i,climbanim);
7088 player[i].targetframe=1;
7089 player[i].jumpclimb=1;
7091 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7092 player[i].velocity+=absflatfacing*5*multiplier;
7094 player[i].forwardstogglekeydown=1;
7097 if (player[i].rightkeydown){
7098 if(player[i].isIdle()||
7099 (player[i].isStop()&&
7100 player[i].targetrotation==player[i].rotation)||
7101 (player[i].isLanding()&&
7102 player[i].targetframe>0&&
7103 !player[i].jumpkeydown)||
7104 (player[i].isLandhard()&&
7105 player[i].targetframe>0&&
7106 !player[i].jumpkeydown&&
7107 player[i].crouchkeydown)){
7108 setAnimation(i,player[i].getRun());
7110 if(player[i].isCrouch()){
7111 player[i].targetanimation=sneakanim;
7112 if(player[i].wasCrouch())
7114 player[i].targetframe=0;
7116 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7117 player[i].velocity+=DoRotation(absflatfacing*5*multiplier,0,-90,0);
7119 player[i].targetrotation-=90;
7120 if(player[i].forwardkeydown)player[i].targetrotation+=45;
7121 if(player[i].backkeydown)player[i].targetrotation-=45;
7124 if ( player[i].leftkeydown){
7125 if(player[i].isIdle()||
7126 (player[i].isStop()&&
7127 player[i].targetrotation==player[i].rotation)||
7128 (player[i].isLanding()&&
7129 player[i].targetframe>0&&
7130 !player[i].jumpkeydown)||
7131 (player[i].isLandhard()&&
7132 player[i].targetframe>0&&
7133 !player[i].jumpkeydown&&
7134 player[i].crouchkeydown)){
7135 setAnimation(i,player[i].getRun());
7137 if(player[i].isCrouch()){
7138 player[i].targetanimation=sneakanim;
7139 if(player[i].wasCrouch())
7141 player[i].targetframe=0;
7143 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7144 player[i].velocity-=DoRotation(absflatfacing*5*multiplier,0,-90,0);
7146 player[i].targetrotation+=90;
7147 if(player[i].forwardkeydown)player[i].targetrotation-=45;
7148 if(player[i].backkeydown)player[i].targetrotation+=45;
7151 if(player[i].backkeydown){
7152 if(player[i].isIdle()||
7153 (player[i].isStop()&&
7154 player[i].targetrotation==player[i].rotation)||
7155 (player[i].isLanding()&&
7156 player[i].targetframe>0&&
7157 !player[i].jumpkeydown)||
7158 (player[i].isLandhard()&&
7159 player[i].targetframe>0&&
7160 !player[i].jumpkeydown&&
7161 player[i].crouchkeydown)){
7162 setAnimation(i,player[i].getRun());
7164 if(player[i].isCrouch()){
7165 player[i].targetanimation=sneakanim;
7166 if(player[i].wasCrouch())
7168 player[i].targetframe=0;
7170 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7171 player[i].velocity-=absflatfacing*5*multiplier;
7173 if(player[i].targetanimation==hanganim){
7174 player[i].currentanimation=jumpdownanim;
7175 player[i].targetanimation=jumpdownanim;
7177 player[i].currentframe=0;
7178 player[i].targetframe=1;
7179 player[i].velocity=0;
7180 player[i].velocity.y+=gravity;
7181 player[i].coords.y-=1.4;
7182 player[i].grabdelay=1;
7184 if ( !player[i].leftkeydown&&!player[i].rightkeydown)
7185 player[i].targetrotation+=180;
7188 if((player[i].jumpkeydown&&!player[i].jumpclimb)||player[i].jumpstart){
7189 if((((player[i].isLanding()&&player[i].targetframe>=3)||
7191 player[i].targetanimation==walkanim||
7192 player[i].isCrouch()||
7193 player[i].targetanimation==sneakanim)&&
7194 player[i].jumppower>1)&&
7195 ((player[i].targetanimation!=rabbitrunninganim&&
7196 player[i].targetanimation!=wolfrunninganim)||i!=0)){
7197 player[i].jumpstart=0;
7198 setAnimation(i,jumpupanim);
7199 player[i].rotation=player[i].targetrotation;
7200 player[i].transspeed=20;
7201 player[i].FootLand(0,1);
7202 player[i].FootLand(1,1);
7206 flatfacing=DoRotation(facing,0,player[i].targetrotation+180,0);
7208 if(movekey)player[i].velocity=flatfacing*player[i].speed*45*player[i].scale;
7209 if(!movekey)player[i].velocity=0;
7214 for(int j=0;j<numplayers;j++){
7215 if(j!=i&&!player[j].skeleton.free&&player[j].victim){
7216 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
7217 player[j].victim==&player[i]&&
7218 (player[j].targetanimation==sweepanim)){
7219 if(target>=0)target=-1;
7224 if(target>=0)player[i].velocity.y=1;
7225 else if(player[i].crouchkeydown||player[i].aitype!=playercontrolled){
7226 player[i].velocity.y=7;
7227 player[i].crouchtogglekeydown=1;
7229 else player[i].velocity.y=5;
7231 if(mousejump&&i==0&&debugmode){
7232 if(!player[i].isLanding())player[i].tempdeltav=deltav;
7233 if(player[i].tempdeltav<0)player[i].velocity.y-=(float)(player[i].tempdeltav)/multiplier/1000;
7236 player[i].coords.y+=.2;
7237 player[i].jumppower-=1;
7240 emit_sound_at(whooshsound, player[i].coords, 128.);
7242 emit_sound_at(jumpsound, player[i].coords, 128.);
7244 if((player[i].isIdle())&&player[i].jumppower>1){
7245 setAnimation(i,player[i].getLanding());
7246 player[i].targetframe=2;
7247 player[i].landhard=0;
7248 player[i].jumpstart=1;
7249 player[i].tempdeltav=deltav;
7251 if(player[i].targetanimation==jumpupanim&&
7255 player[i].aitype!=playercontrolled)){
7256 if(player[i].jumppower>multiplier*6){
7257 player[i].velocity.y+=multiplier*6;
7258 player[i].jumppower-=multiplier*6;
7260 if(player[i].jumppower<=multiplier*6){
7261 player[i].velocity.y+=player[i].jumppower;
7262 player[i].jumppower=0;
7265 if(((floatjump||editorenabled)&&debugmode)&&i==0)player[i].velocity.y+=multiplier*30;
7269 if(player[i].isRun()||player[i].targetanimation==walkanim)
7270 setAnimation(i,player[i].getStop());
7271 if(player[i].targetanimation==sneakanim){
7272 player[i].targetanimation=player[i].getCrouch();
7273 if(player[i].currentanimation==sneakanim)
7275 player[i].targetframe=0;
7278 if(player[i].targetanimation==walkanim&&
7279 (player[i].aitype==attacktypecutoff||
7280 player[i].aitype==searchtype||
7281 (player[i].aitype==passivetype&&
7282 player[i].numwaypoints<=1)))
7283 setAnimation(i,player[i].getStop());
7284 if(player[i].isRun()&&(player[i].aitype==passivetype))
7285 setAnimation(i,player[i].getStop());
7288 if(player[i].targetanimation==rollanim)
7289 player[i].targetrotation=oldtargetrotation;
7293 for(int k=0;k<numplayers;k++){
7294 if(fabs(player[k].rotation-player[k].targetrotation)>180){
7295 if(player[k].rotation>player[k].targetrotation)
7296 player[k].rotation-=360;
7298 player[k].rotation+=360;
7301 //stop to turn in right direction
7302 if(fabs(player[k].rotation-player[k].targetrotation)>90&&(player[k].isRun()||player[k].targetanimation==walkanim))
7303 setAnimation(k,player[k].getStop());
7305 if(player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim)
7306 player[k].targettilt=0;
7308 if(player[k].targetanimation!=jumpupanim&&
7309 player[k].targetanimation!=backhandspringanim&&
7310 player[k].targetanimation!=jumpdownanim&&
7311 !player[k].isFlip()){
7312 player[k].targettilt=0;
7313 if(player[k].jumppower<0&&!player[k].jumpkeydown)
7314 player[k].jumppower=0;
7315 player[k].jumppower+=multiplier*7;
7316 if(player[k].isCrouch())
7317 player[k].jumppower+=multiplier*7;
7318 if(player[k].jumppower>5)
7319 player[k].jumppower=5;
7322 if(player[k].isRun())
7323 player[k].targettilt=(player[k].rotation-player[k].targetrotation)/4;
7325 player[k].tilt=stepTowardf(player[k].tilt,player[k].targettilt,multiplier*150);
7326 player[k].grabdelay-=multiplier;
7330 for(int k=0;k<numplayers;k++){
7331 player[k].DoAnimations();
7332 player[k].whichpatchx=player[k].coords.x/(terrain.size/subdivision*terrain.scale);
7333 player[k].whichpatchz=player[k].coords.z/(terrain.size/subdivision*terrain.scale);
7339 for(int j=numenvsounds-1;j>=0;j--){
7340 envsoundlife[j]-=multiplier;
7341 if(envsoundlife[j]<0){
7343 envsoundlife[j]=envsoundlife[numenvsounds];
7344 envsound[j]=envsound[numenvsounds];
7348 OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
7350 OPENAL_SetFrequency(OPENAL_ALL, 22050);
7352 if(tutoriallevel==1){
7369 if(tutorialstage>=51)
7370 if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
7371 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
7372 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
7374 emit_stream_np(stream_menutheme);
7383 if(tutorialstage<51)
7384 if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
7385 emit_sound_at(fireendsound, player[0].coords);
7387 player[0].coords=(oldtemp+oldtemp2)/2;
7391 if(tutorialstage>=14&&tutorialstage<50)
7392 if(findDistancefast(&temp,&player[1].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[1].coords)<4){
7393 emit_sound_at(fireendsound, player[1].coords);
7395 for(int i=0;i<player[1].skeleton.num_joints;i++){
7397 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
7398 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
7399 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;
7400 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
7401 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
7405 player[1].coords=(oldtemp+oldtemp2)/2;
7406 for(int i=0;i<player[1].skeleton.num_joints;i++){
7407 player[1].skeleton.joints[i].velocity=0;
7409 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
7410 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
7411 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;
7412 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
7413 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
7421 static float gLoc[3];
7425 static float vel[3];
7426 vel[0]=(viewer.x-oldviewer.x)/multiplier;
7427 vel[1]=(viewer.y-oldviewer.y)/multiplier;
7428 vel[2]=(viewer.z-oldviewer.z)/multiplier;
7430 //Set orientation with forward and up vectors
7431 static XYZ upvector;
7435 upvector=DoRotation(upvector,-rotation2+90,0,0);
7436 upvector=DoRotation(upvector,0,0-rotation,0);
7441 facing=DoRotation(facing,-rotation2,0,0);
7442 facing=DoRotation(facing,0,0-rotation,0);
7445 static float ori[6];
7449 ori[3] = -upvector.x;
7450 ori[4] = upvector.y;
7451 ori[5] = -upvector.z;
7453 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
7460 if(Input::isKeyPressed(SDLK_F1))
7464 void Game::TickOnce(){
7466 rotation+=multiplier*5;
7468 if(directing||indialogue==-1) {
7469 rotation+=deltah*.7;
7471 rotation2+=deltav*.7;
7473 rotation2-=deltav*.7;
7481 void Game::TickOnceAfter(){
7482 static XYZ colviewer;
7483 static XYZ coltarget;
7487 static float changedelay;
7488 static bool alldead;
7489 static float unseendelay;
7490 static float cameraspeed;
7494 if(environment==snowyenvironment)
7495 leveltheme=stream_snowtheme;
7496 if(environment==grassyenvironment)
7497 leveltheme=stream_grasstheme;
7498 if(environment==desertenvironment)
7499 leveltheme=stream_deserttheme;
7503 musictype=leveltheme;
7504 for(int i=0;i<numplayers;i++){
7505 if((player[i].aitype==attacktypecutoff||
7506 player[i].aitype==getweapontype||
7507 player[i].aitype==gethelptype||
7508 player[i].aitype==searchtype)&&
7509 !player[i].dead/*&&player[i].surprised<=0*/&&
7510 (player[i].targetanimation!=sneakattackedanim&&
7511 player[i].targetanimation!=knifesneakattackedanim&&
7512 player[i].targetanimation!=swordsneakattackedanim)){
7513 musictype=stream_fighttheme;
7518 musictype=stream_menutheme;
7521 if(musictype==stream_fighttheme)
7524 if(oldmusictype==stream_fighttheme&&musictype!=stream_fighttheme){
7525 unseendelay-=multiplier;
7527 musictype=stream_fighttheme;
7532 musictype=stream_menutheme;
7540 if(musictype!=oldmusictype&&musictype==stream_fighttheme)
7541 emit_sound_np(alarmsound);
7542 musicselected=musictype;
7544 if(musicselected==leveltheme)
7545 musicvolume[0]+=multiplier*450;
7547 musicvolume[0]-=multiplier*450;
7548 if(musicselected==stream_fighttheme)
7549 musicvolume[1]+=multiplier*450;
7551 musicvolume[1]-=multiplier*450;
7552 if(musicselected==stream_menutheme)
7553 musicvolume[2]+=multiplier*450;
7555 musicvolume[2]-=multiplier*450;
7557 for(int i=0;i<3;i++){
7558 if(musicvolume[i]<0)
7560 if(musicvolume[i]>512)
7564 if(musicvolume[2]>128&&!loading&&!mainmenu)
7568 if(musicvolume[0]>0&&oldmusicvolume[0]<=0)
7569 emit_stream_np(leveltheme, musicvolume[0]);
7570 if(musicvolume[1]>0&&oldmusicvolume[1]<=0)
7571 emit_stream_np(stream_fighttheme, musicvolume[1]);
7572 if(musicvolume[2]>0&&oldmusicvolume[2]<=0)
7573 emit_stream_np(stream_menutheme, musicvolume[2]);
7574 if(musicvolume[0]<=0&&oldmusicvolume[0]>0)
7575 pause_sound(leveltheme);
7576 if(musicvolume[1]<=0&&oldmusicvolume[1]>0)
7577 pause_sound(stream_fighttheme);
7578 if(musicvolume[2]<=0&&oldmusicvolume[2]>0)
7579 pause_sound(stream_menutheme);
7581 if(musicvolume[0]!=oldmusicvolume[0])
7582 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
7583 if(musicvolume[1]!=oldmusicvolume[1])
7584 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
7585 if(musicvolume[2]!=oldmusicvolume[2])
7586 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
7588 for(int i=0;i<3;i++)
7589 oldmusicvolume[i]=musicvolume[i];
7591 pause_sound(leveltheme);
7592 pause_sound(stream_fighttheme);
7593 pause_sound(stream_menutheme);
7595 for(int i=0;i<4;i++){
7596 oldmusicvolume[i]=0;
7602 for(int i=0;i<numhotspots;i++){
7603 if(hotspottype[i]>10&&hotspottype[i]<20){
7604 if(player[hotspottype[i]-10].dead==0)
7606 else if(killhotspot==2)
7615 for(int i=0;i<numhotspots;i++)
7616 if(hotspottype[i]==-1)
7617 if(findDistancefast(&player[0].coords,&hotspot[i])<hotspotsize[i])
7621 for(int i=1;i<numplayers;i++)
7622 if(!player[i].dead&&player[i].aitype==attacktypecutoff&&player[i].surprised<=0)
7624 if(numalarmed>maxalarmed)
7625 maxalarmed=numalarmed;
7627 if(changedelay<=0&&!loading&&!editorenabled&&gameon&&!tutoriallevel&&changedelay!=-999&&!won){
7628 if(player[0].dead&&changedelay<=0){
7630 targetlevel=whichlevel;
7633 for(int i=1;i<numplayers;i++)
7634 if(!player[i].dead&&player[i].howactive<typedead1)
7638 if(alldead&&!player[0].dead&&maptype==mapkilleveryone){
7640 targetlevel=whichlevel+1;
7641 if(targetlevel>numchallengelevels-1)targetlevel=0;
7643 if(winhotspot||windialogue){
7645 targetlevel=whichlevel+1;
7646 if(targetlevel>numchallengelevels-1)targetlevel=0;
7652 targetlevel=whichlevel+1;
7653 if(targetlevel>numchallengelevels-1)targetlevel=0;
7656 if(changedelay>0&&!player[0].dead&&!won) {
7657 //high scores, awards, win
7659 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
7662 accountactive->winLevel(whichlevel,bonustotal-startbonustotal,leveltime);
7678 if(!editorenabled&&gameon&&!mainmenu) {
7679 if(changedelay!=-999)
7680 changedelay-=multiplier/7;
7682 targetlevel=whichlevel;
7683 if(loading==2&&!campaign){
7686 fireSound(firestartsound);
7688 if(!player[0].dead&&targetlevel!=whichlevel)
7689 startbonustotal=bonustotal;
7691 Loadlevel(whichlevel);
7693 Loadlevel(targetlevel);
7699 if(loading==2&&targetlevel==whichlevel){
7703 fireSound(firestartsound);
7705 Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
7711 if(changedelay<=-999&&
7715 (alldead&&maptype==mapkilleveryone)||
7719 if((player[0].dead||
7720 (alldead&&maptype==mapkilleveryone)||
7725 if(whichlevel!=-2&&!loading&&!player[0].dead) {
7735 // campaignchoosenext determines what to do when the level is complete:
7736 // 0 = load next level
7737 // 1 = go back to level select screen
7738 // 2 = stealthload next level
7739 if(mainmenu==0&&winfreeze&&(campaignlevels[actuallevel].choosenext)==1) {
7740 if(campaignlevels[actuallevel].nextlevel.empty())
7742 } else if(mainmenu==0&&winfreeze) {
7743 stealthloading = (campaignlevels[actuallevel].choosenext==2);
7745 if(!stealthloading){
7746 fireSound(firestartsound);
7761 cout << "from " << campaignlevels[actuallevel].mapname.c_str() << "(" << actuallevel << ")" << endl;
7762 actuallevel=campaignlevels[actuallevel].nextlevel.front();
7763 cout << "to " << campaignlevels[actuallevel].mapname.c_str() << "(" << actuallevel << ")" << endl;
7766 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
7770 pause_sound(stream_menutheme);
7781 oldmusictype=musictype;
7787 facing=DoRotation(facing,-rotation2,0,0);
7788 facing=DoRotation(facing,0,0-rotation,0);
7789 viewerfacing=facing;
7792 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;
7793 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;
7795 if(player[0].skeleton.free){
7796 for(int i=0;i<player[0].skeleton.num_joints;i++){
7797 if(player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y>target.y)
7798 target.y=player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y;
7802 if(player[0].skeleton.free!=2&&!autocam){
7804 if(findLengthfast(&player[0].velocity)>400){
7805 cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
7807 if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
7808 coltarget=target-cameraloc;
7809 if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
7811 Normalise(&coltarget);
7812 if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
7813 else cameraloc=cameraloc+coltarget*multiplier*8;
7815 if(editorenabled)cameraloc=target;
7816 cameradist+=multiplier*5;
7817 if(cameradist>2.3)cameradist=2.3;
7818 viewer=cameraloc-facing*cameradist;
7820 coltarget=cameraloc;
7821 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
7822 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7823 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7824 int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7826 coltarget=cameraloc;
7827 if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
7829 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7830 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7831 int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7833 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
7837 cameradist=findDistance(&viewer,&target);
7838 viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
7839 if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
7840 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
7843 if(player[0].skeleton.free!=2&&autocam){
7845 if(findLengthfast(&player[0].velocity)>400){
7846 cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
7848 if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
7849 cameradist+=multiplier*5;
7850 if(cameradist>3.3)cameradist=3.3;
7851 coltarget=target-cameraloc;
7852 if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
7853 else if(findLengthfast(&coltarget)>1)
7855 Normalise(&coltarget);
7856 if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
7857 else cameraloc=cameraloc+coltarget*multiplier*8;
7859 if(editorenabled)cameraloc=target;
7862 coltarget=cameraloc;
7863 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
7864 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7865 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7866 int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7868 coltarget=cameraloc;
7869 if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
7871 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7872 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7873 int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7875 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
7879 cameradist=findDistance(&viewer,&target);
7880 viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
7881 if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
7882 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
7885 if(camerashake>.8)camerashake=.8;
7886 //if(woozy>10)woozy=10;
7887 //woozy+=multiplier;
7889 if(player[0].dead)camerashake=0;
7890 if(player[0].dead)woozy=0;
7891 camerashake-=multiplier*2;
7892 blackout-=multiplier*2;
7893 //if(player[0].isCrouch())woozy-=multiplier*8;
7894 if(camerashake<0)camerashake=0;
7895 if(blackout<0)blackout=0;
7896 //if(woozy<0)woozy=0;
7898 viewer.x+=(float)(Random()%100)*.0005*camerashake;
7899 viewer.y+=(float)(Random()%100)*.0005*camerashake;
7900 viewer.z+=(float)(Random()%100)*.0005*camerashake;