2 Copyright (C) 2003, 2010 - Wolfire Games
4 This file is part of Lugaru.
6 Lugaru is free software; you can redistribute it and/or
7 modify it under the terms of the GNU General Public License
8 as published by the Free Software Foundation; either version 2
9 of the License, or (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
15 See the GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
24 #include <sys/types.h>
33 #include "openal_wrapper.h"
36 #include "Animation.h"
41 // Added more evilness needed for MSVC
43 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
44 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
48 extern float multiplier;
50 extern int environment;
51 extern Terrain terrain;
52 extern float screenwidth,screenheight;
55 extern float texdetail;
56 extern Objects objects;
58 extern float slomodelay;
59 extern bool floatjump;
62 extern float camerashake;
64 extern float blackout;
65 extern bool cellophane;
66 extern bool musictoggle;
67 extern int difficulty;
68 extern int bloodtoggle;
69 extern bool invertmouse;
71 extern float precipdelay;
72 extern XYZ viewerfacing;
73 extern bool ambientsound;
74 extern bool mousejump;
75 extern float viewdistance;
77 extern bool keyboardfrozen;
78 extern bool loadingstuff;
79 extern XYZ windvector;
80 extern bool debugmode;
81 static int leveltheme;
83 extern bool visibleloading;
84 extern XYZ envsound[30];
85 extern float envsoundvol[30];
86 extern int numenvsounds;
87 extern float envsoundlife[30];
88 extern float usermousesensitivity;
89 extern bool ismotionblur;
90 extern bool showdamagebar; // (des)activate the damage bar
92 extern float tintr,tintg,tintb;
93 extern bool skyboxtexture;
97 extern float skyboxlightr;
98 extern float skyboxlightg;
99 extern float skyboxlightb;
100 extern float fadestart;
101 extern float slomospeed;
102 extern float slomofreq;
103 extern int tutoriallevel;
104 extern float smoketex;
105 extern float tutorialstagetime;
106 extern int tutorialstage;
107 extern float tutorialmaxtime;
108 extern float tutorialsuccess;
109 extern bool againbonus;
110 extern bool reversaltrain;
111 extern bool canattack;
112 extern bool cananger;
113 extern float damagedealt;
115 extern int editoractive;
116 extern int editorpathtype;
118 extern float hostiletime;
120 extern bool gamestarted;
122 extern int numhotspots;
123 extern int winhotspot;
124 extern int windialogue;
125 extern int killhotspot;
126 extern XYZ hotspot[40];
127 extern int hotspottype[40];
128 extern float hotspotsize[40];
129 extern char hotspottext[40][256];
130 extern int currenthotspot;
134 extern bool stillloading;
135 extern bool winfreeze;
137 extern bool campaign;
139 static const char *rabbitskin[] = {
140 ":Data:Textures:Fur3.jpg",
141 ":Data:Textures:Fur.jpg",
142 ":Data:Textures:Fur2.jpg",
143 ":Data:Textures:Lynx.jpg",
144 ":Data:Textures:Otter.jpg",
145 ":Data:Textures:Opal.jpg",
146 ":Data:Textures:Sable.jpg",
147 ":Data:Textures:Chocolate.jpg",
148 ":Data:Textures:BW2.jpg",
149 ":Data:Textures:WB2.jpg"
152 static const char *wolfskin[] = {
153 ":Data:Textures:Wolf.jpg",
154 ":Data:Textures:Darkwolf.jpg",
155 ":Data:Textures:Snowwolf.jpg"
158 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
159 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
161 static const char **creatureskin[] = {rabbitskin, wolfskin};
163 /* Return true if PFX is a prefix of STR (case-insensitive). */
164 static bool stripfx(const char *str, const char *pfx)
166 return !strncasecmp(str, pfx, strlen(pfx));
169 static const char *cmd_names[] = {
170 #define DECLARE_COMMAND(cmd) #cmd " ",
171 #include "ConsoleCmds.h"
172 #undef DECLARE_COMMAND
175 typedef void (*console_handler)(Game *game, const char *args);
177 #define DECLARE_COMMAND(cmd) static void ch_##cmd(Game *game, const char *args);
178 #include "ConsoleCmds.h"
179 #undef DECLARE_COMMAND
181 static console_handler cmd_handlers[] = {
182 #define DECLARE_COMMAND(cmd) ch_##cmd,
183 #include "ConsoleCmds.h"
184 #undef DECLARE_COMMAND
189 // added utility functions -sf17k =============================================================
191 //TODO: try to hide these variables completely with a better interface
192 inline void setAnimation(int playerid,int animation){
193 player[playerid].targetanimation=animation;
194 player[playerid].targetframe=0;
195 player[playerid].target=0;
198 //TODO: this is incorrect but I'm afraid to change it and break something,
199 //probably causes quirky behavior that I might want to preserve
200 inline float roughDirection(XYZ vec){
202 float angle=-asin(-vec.x)*180/M_PI;
207 inline float roughDirectionTo(XYZ start, XYZ end){
208 return roughDirection(end-start);
211 //TODO: gotta be a better way
212 inline float pitch(XYZ vec){
214 return -asin(vec.y)*180/M_PI;
216 inline float pitchTo(XYZ start, XYZ end){
217 return pitch(end-start);
220 //change these to a Person method
221 inline Joint& playerJoint(int playerid, int bodypart){
222 return player[playerid].skeleton.joints[player[playerid].skeleton.jointlabels[bodypart]]; }
223 inline Joint& playerJoint(Person* pplayer, int bodypart){
224 return pplayer->skeleton.joints[pplayer->skeleton.jointlabels[bodypart]]; }
226 inline float sq(float n){ return n*n; }
228 inline float stepTowardf(float from, float to, float by){
229 if(fabs(from-to)<by) return to;
230 else if(from>to) return from-by;
234 void playdialogueboxsound(){
236 temppos=player[participantfocus[whichdialogue][indialogue]].coords;
237 temppos=temppos-viewer;
242 switch(dialogueboxsound[whichdialogue][indialogue]){
243 case -6: sound=alarmsound; break;
244 case -4: sound=consolefailsound; break;
245 case -3: sound=consolesuccesssound; break;
246 case -2: sound=firestartsound; break;
247 case -1: sound=fireendsound; break;
248 case 1: sound=rabbitchitter; break;
249 case 2: sound=rabbitchitter2; break;
250 case 3: sound=rabbitpainsound; break;
251 case 4: sound=rabbitpain1sound; break;
252 case 5: sound=rabbitattacksound; break;
253 case 6: sound=rabbitattack2sound; break;
254 case 7: sound=rabbitattack3sound; break;
255 case 8: sound=rabbitattack4sound; break;
256 case 9: sound=growlsound; break;
257 case 10: sound=growl2sound; break;
258 case 11: sound=snarlsound; break;
259 case 12: sound=snarl2sound; break;
260 case 13: sound=barksound; break;
261 case 14: sound=bark2sound; break;
262 case 15: sound=bark3sound; break;
263 case 16: sound=barkgrowlsound; break;
267 emit_sound_at(sound, temppos);
270 // end added utility functions ================================================================
274 static void ch_quit(Game *game, const char *args)
279 static void ch_map(Game *game, const char *args)
281 game->Loadlevel(args);
282 game->whichlevel = -2;
286 static void ch_save(Game *game, const char *args){
288 snprintf(buf, 63, ":Data:Maps:%s", args);
293 tfile=fopen( ConvertFileName(buf), "wb" );
294 fpackf(tfile, "Bi", mapvers);
295 fpackf(tfile, "Bi", maptype);
296 fpackf(tfile, "Bi", hostile);
297 fpackf(tfile, "Bf Bf", viewdistance, fadestart);
298 fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
299 fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
300 fpackf(tfile, "Bf Bf Bf Bf Bf Bi", player[0].coords.x, player[0].coords.y, player[0].coords.z,
301 player[0].rotation, player[0].targetrotation, player[0].num_weapons);
302 if(player[0].num_weapons>0&&player[0].num_weapons<5)
303 for(int j=0;j<player[0].num_weapons;j++)
304 fpackf(tfile, "Bi", weapons.type[player[0].weaponids[j]]);
306 fpackf(tfile, "Bf Bf Bf", player[0].armorhead, player[0].armorhigh, player[0].armorlow);
307 fpackf(tfile, "Bf Bf Bf", player[0].protectionhead, player[0].protectionhigh, player[0].protectionlow);
308 fpackf(tfile, "Bf Bf Bf", player[0].metalhead, player[0].metalhigh, player[0].metallow);
309 fpackf(tfile, "Bf Bf", player[0].power, player[0].speedmult);
311 fpackf(tfile, "Bi", player[0].numclothes);
313 fpackf(tfile, "Bi Bi", player[0].whichskin, player[0].creature);
315 fpackf(tfile, "Bi", numdialogues);
317 for(int k=0;k<numdialogues;k++){
318 fpackf(tfile, "Bi", numdialogueboxes[k]);
319 fpackf(tfile, "Bi", dialoguetype[k]);
320 for(int l=0;l<10;l++){
321 fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z);
322 fpackf(tfile, "Bf", participantrotation[k][l]);
324 for(int l=0;l<numdialogueboxes[k];l++){
325 fpackf(tfile, "Bi", dialogueboxlocation[k][l]);
326 fpackf(tfile, "Bf", dialogueboxcolor[k][l][0]);
327 fpackf(tfile, "Bf", dialogueboxcolor[k][l][1]);
328 fpackf(tfile, "Bf", dialogueboxcolor[k][l][2]);
329 fpackf(tfile, "Bi", dialogueboxsound[k][l]);
331 int templength=strlen(dialoguetext[k][l]);
332 fpackf(tfile, "Bi",(templength));
333 for(int m=0;m<templength;m++){
334 fpackf(tfile, "Bb", dialoguetext[k][l][m]);
335 if(dialoguetext[k][l][m]=='\0')
339 templength=strlen(dialoguename[k][l]);
340 fpackf(tfile, "Bi",templength);
341 for(int m=0;m<templength;m++){
342 fpackf(tfile, "Bb", dialoguename[k][l][m]);
343 if(dialoguename[k][l][m]=='\0')
347 fpackf(tfile, "Bf Bf Bf", dialoguecamera[k][l].x, dialoguecamera[k][l].y, dialoguecamera[k][l].z);
348 fpackf(tfile, "Bi", participantfocus[k][l]);
349 fpackf(tfile, "Bi", participantaction[k][l]);
351 for(int m=0;m<10;m++)
352 fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z);
354 fpackf(tfile, "Bf Bf",dialoguecamerarotation[k][l],dialoguecamerarotation2[k][l]);
358 for(int k=0;k<player[0].numclothes;k++){
359 int templength=strlen(player[0].clothes[k]);
360 fpackf(tfile, "Bi", templength);
361 for(int l=0;l<templength;l++)
362 fpackf(tfile, "Bb", player[0].clothes[k][l]);
363 fpackf(tfile, "Bf Bf Bf", player[0].clothestintr[k], player[0].clothestintg[k], player[0].clothestintb[k]);
366 fpackf(tfile, "Bi", environment);
368 fpackf(tfile, "Bi", objects.numobjects);
370 for(int k=0;k<objects.numobjects;k++)
371 fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.rotation[k], objects.rotation2[k],
372 objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]);
374 fpackf(tfile, "Bi", numhotspots);
375 for(int i=0;i<numhotspots;i++){
376 fpackf(tfile, "Bi Bf Bf Bf Bf", hotspottype[i],hotspotsize[i],hotspot[i].x,hotspot[i].y,hotspot[i].z);
377 int templength=strlen(hotspottext[i]);
378 fpackf(tfile, "Bi",templength);
379 for(int l=0;l<templength;l++)
380 fpackf(tfile, "Bb", hotspottext[i][l]);
383 fpackf(tfile, "Bi", numplayers);
384 if(numplayers<maxplayers)
385 for(int j=1;j<numplayers;j++){
386 fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", player[j].whichskin, player[j].creature,
387 player[j].coords.x, player[j].coords.y, player[j].coords.z,
388 player[j].num_weapons, player[j].howactive, player[j].scale, player[j].immobile, player[j].rotation);
389 if(player[j].num_weapons<5)
390 for(int k=0;k<player[j].num_weapons;k++)
391 fpackf(tfile, "Bi", weapons.type[player[j].weaponids[k]]);
392 if(player[j].numwaypoints<30){
393 fpackf(tfile, "Bi", player[j].numwaypoints);
394 for(int k=0;k<player[j].numwaypoints;k++){
395 fpackf(tfile, "Bf", player[j].waypoints[k].x);
396 fpackf(tfile, "Bf", player[j].waypoints[k].y);
397 fpackf(tfile, "Bf", player[j].waypoints[k].z);
398 fpackf(tfile, "Bi", player[j].waypointtype[k]);
400 fpackf(tfile, "Bi", player[j].waypoint);
402 player[j].numwaypoints=0;
403 player[j].waypoint=0;
404 fpackf(tfile, "Bi Bi Bi", player[j].numwaypoints, player[j].waypoint, player[j].waypoint);
407 fpackf(tfile, "Bf Bf Bf", player[j].armorhead, player[j].armorhigh, player[j].armorlow);
408 fpackf(tfile, "Bf Bf Bf", player[j].protectionhead, player[j].protectionhigh, player[j].protectionlow);
409 fpackf(tfile, "Bf Bf Bf", player[j].metalhead, player[j].metalhigh, player[j].metallow);
410 fpackf(tfile, "Bf Bf", player[j].power, player[j].speedmult);
412 float headprop, bodyprop, armprop, legprop;
413 if(player[j].creature==wolftype){
414 headprop=player[j].proportionhead.x/1.1;
415 bodyprop=player[j].proportionbody.x/1.1;
416 armprop=player[j].proportionarms.x/1.1;
417 legprop=player[j].proportionlegs.x/1.1;
418 }else if(player[j].creature==rabbittype){
419 headprop=player[j].proportionhead.x/1.2;
420 bodyprop=player[j].proportionbody.x/1.05;
421 armprop=player[j].proportionarms.x/1.00;
422 legprop=player[j].proportionlegs.x/1.1;
425 fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
427 fpackf(tfile, "Bi", player[j].numclothes);
428 if(player[j].numclothes)
429 for(int k=0;k<player[j].numclothes;k++){
431 templength=strlen(player[j].clothes[k]);
432 fpackf(tfile, "Bi", templength);
433 for(int l=0;l<templength;l++)
434 fpackf(tfile, "Bb", player[j].clothes[k][l]);
435 fpackf(tfile, "Bf Bf Bf", player[j].clothestintr[k], player[j].clothestintg[k], player[j].clothestintb[k]);
439 fpackf(tfile, "Bi", game->numpathpoints);
440 for(int j=0;j<game->numpathpoints;j++){
441 fpackf(tfile, "Bf Bf Bf Bi", game->pathpoint[j].x, game->pathpoint[j].y, game->pathpoint[j].z, game->numpathpointconnect[j]);
442 for(int k=0;k<game->numpathpointconnect[j];k++)
443 fpackf(tfile, "Bi", game->pathpointconnect[j][k]);
446 fpackf(tfile, "Bf Bf Bf Bf", game->mapcenter.x, game->mapcenter.y, game->mapcenter.z, game->mapradius);
451 static void ch_cellar(Game *game, const char *args)
453 game->LoadTextureSave(":Data:Textures:Furdarko.jpg",&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
456 static void ch_tint(Game *game, const char *args)
458 sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
461 static void ch_tintr(Game *game, const char *args)
466 static void ch_tintg(Game *game, const char *args)
471 static void ch_tintb(Game *game, const char *args)
476 static void ch_speed(Game *game, const char *args)
478 player[0].speedmult = atof(args);
481 static void ch_strength(Game *game, const char *args)
483 player[0].power = atof(args);
486 static void ch_power(Game *game, const char *args)
488 player[0].power = atof(args);
491 static void ch_size(Game *game, const char *args)
493 player[0].scale = atof(args) * .2;
496 static int find_closest()
499 float closestdist = std::numeric_limits<float>::max();
501 for (int i = 1; i < numplayers; i++) {
503 distance = findDistancefast(&player[i].coords,&player[0].coords);
504 if (distance < closestdist) {
505 closestdist = distance;
512 static void ch_sizenear(Game *game, const char *args)
514 int closest = find_closest();
517 player[closest].scale = atof(args) * .2;
520 static void set_proportion(int pnum, const char *args)
522 float headprop,bodyprop,armprop,legprop;
524 sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop);
526 if(player[pnum].creature==wolftype){
527 player[pnum].proportionhead=1.1*headprop;
528 player[pnum].proportionbody=1.1*bodyprop;
529 player[pnum].proportionarms=1.1*armprop;
530 player[pnum].proportionlegs=1.1*legprop;
531 } else if(player[pnum].creature==rabbittype){
532 player[pnum].proportionhead=1.2*headprop;
533 player[pnum].proportionbody=1.05*bodyprop;
534 player[pnum].proportionarms=1.00*armprop;
535 player[pnum].proportionlegs=1.1*legprop;
536 player[pnum].proportionlegs.y=1.05*legprop;
540 static void ch_proportion(Game *game, const char *args)
542 set_proportion(0, args);
545 static void ch_proportionnear(Game *game, const char *args)
547 int closest = find_closest();
549 set_proportion(closest, args);
552 static void set_protection(int pnum, const char *args)
554 float head, high, low;
555 sscanf(args, "%f%f%f", &head, &high, &low);
557 player[pnum].protectionhead = head;
558 player[pnum].protectionhigh = high;
559 player[pnum].protectionlow = low;
562 static void ch_protection(Game *game, const char *args)
564 set_protection(0, args);
567 static void ch_protectionnear(Game *game, const char *args)
569 int closest = find_closest();
571 set_protection(closest, args);
574 static void set_armor(int pnum, const char *args)
576 float head, high, low;
577 sscanf(args, "%f%f%f", &head, &high, &low);
579 player[pnum].armorhead = head;
580 player[pnum].armorhigh = high;
581 player[pnum].armorlow = low;
584 static void ch_armor(Game *game, const char *args)
589 static void ch_armornear(Game *game, const char *args)
591 int closest = find_closest();
593 set_armor(closest, args);
596 static void ch_protectionreset(Game *game, const char *args)
598 set_protection(0, "1 1 1");
599 set_armor(0, "1 1 1");
602 static void set_metal(int pnum, const char *args)
604 float head, high, low;
605 sscanf(args, "%f%f%f", &head, &high, &low);
607 player[pnum].metalhead = head;
608 player[pnum].metalhigh = high;
609 player[pnum].metallow = low;
612 static void ch_metal(Game *game, const char *args)
617 static void set_noclothes(int pnum, Game *game, const char *args)
619 player[pnum].numclothes = 0;
620 game->LoadTextureSave(creatureskin[player[pnum].creature][player[pnum].whichskin],
621 &player[pnum].skeleton.drawmodel.textureptr,1,
622 &player[pnum].skeleton.skinText[0],&player[pnum].skeleton.skinsize);
625 static void ch_noclothes(Game *game, const char *args)
627 set_noclothes(0, game, args);
630 static void ch_noclothesnear(Game *game, const char *args)
632 int closest = find_closest();
634 set_noclothes(closest, game, args);
638 static void set_clothes(int pnum, Game *game, const char *args)
641 snprintf(buf, 63, ":Data:Textures:%s.png", args);
643 if (!game->AddClothes(buf,&player[pnum].skeleton.skinText[pnum]))
646 player[pnum].DoMipmaps();
647 strcpy(player[pnum].clothes[player[pnum].numclothes],buf);
648 player[pnum].clothestintr[player[pnum].numclothes]=tintr;
649 player[pnum].clothestintg[player[pnum].numclothes]=tintg;
650 player[pnum].clothestintb[player[pnum].numclothes]=tintb;
651 player[pnum].numclothes++;
654 static void ch_clothes(Game *game, const char *args)
656 set_clothes(0, game, args);
659 static void ch_clothesnear(Game *game, const char *args)
661 int closest = find_closest();
663 set_clothes(closest, game, args);
666 static void ch_belt(Game *game, const char *args)
668 player[0].skeleton.clothes = !player[0].skeleton.clothes;
672 static void ch_cellophane(Game *game, const char *args)
674 cellophane = !cellophane;
675 float mul = cellophane ? 0 : 1;
677 for (int i = 0; i < numplayers; i++) {
678 player[i].proportionhead.z = player[i].proportionhead.x * mul;
679 player[i].proportionbody.z = player[i].proportionbody.x * mul;
680 player[i].proportionarms.z = player[i].proportionarms.x * mul;
681 player[i].proportionlegs.z = player[i].proportionlegs.x * mul;
685 static void ch_funnybunny(Game *game, const char *args)
687 player[0].skeleton.id=0;
688 player[0].skeleton.Load(":Data:Skeleton:Basic Figure",":Data:Skeleton:Basic Figurelow",
689 ":Data:Skeleton:Rabbitbelt",":Data:Models:Body.solid",
690 ":Data:Models:Body2.solid",":Data:Models:Body3.solid",
691 ":Data:Models:Body4.solid",":Data:Models:Body5.solid",
692 ":Data:Models:Body6.solid",":Data:Models:Body7.solid",
693 ":Data:Models:Bodylow.solid",":Data:Models:Belt.solid",1);
694 game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
695 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
696 player[0].creature=rabbittype;
698 player[0].headless=0;
699 player[0].damagetolerance=200;
700 set_proportion(0, "1 1 1 1");
703 static void ch_wolfie(Game *game, const char *args)
705 player[0].skeleton.id=0;
706 player[0].skeleton.Load(":Data:Skeleton:Basic Figure Wolf",":Data:Skeleton:Basic Figure Wolf Low",
707 ":Data:Skeleton:Rabbitbelt",":Data:Models:Wolf.solid",
708 ":Data:Models:Wolf2.solid",":Data:Models:Wolf3.solid",
709 ":Data:Models:Wolf4.solid",":Data:Models:Wolf5.solid",
710 ":Data:Models:Wolf6.solid",":Data:Models:Wolf7.solid",
711 ":Data:Models:Wolflow.solid",":Data:Models:Belt.solid",0);
712 game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
713 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
714 player[0].creature=wolftype;
715 player[0].damagetolerance=300;
716 set_proportion(0, "1 1 1 1");
719 static void ch_wolfieisgod(Game *game, const char *args)
721 ch_wolfie(game, args);
724 static void ch_wolf(Game *game, const char *args)
726 game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
727 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
730 static void ch_snowwolf(Game *game, const char *args)
732 game->LoadTextureSave(":Data:Textures:SnowWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
733 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
736 static void ch_darkwolf(Game *game, const char *args)
738 game->LoadTextureSave(":Data:Textures:DarkWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
739 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
742 static void ch_lizardwolf(Game *game, const char *args)
744 game->LoadTextureSave(":Data:Textures:Lizardwolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
745 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
748 static void ch_white(Game *game, const char *args)
750 game->LoadTextureSave(":Data:Textures:fur.jpg",&player[0].skeleton.drawmodel.textureptr,1,
751 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
754 static void ch_brown(Game *game, const char *args)
756 game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
757 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
760 static void ch_black(Game *game, const char *args)
762 game->LoadTextureSave(":Data:Textures:fur2.jpg",&player[0].skeleton.drawmodel.textureptr,1,
763 &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
766 static void ch_sizemin(Game *game, const char *args)
768 for (int i = 1; i < numplayers; i++)
769 if (player[i].scale < 0.8 * 0.2)
770 player[i].scale = 0.8 * 0.2;
773 static void ch_tutorial(Game *game, const char *args)
775 tutoriallevel = atoi(args);
778 static void ch_hostile(Game *game, const char *args)
780 hostile = atoi(args);
783 static void ch_indemo(Game *game, const char *args)
786 hotspot[numhotspots]=player[0].coords;
787 hotspotsize[numhotspots]=0;
788 hotspottype[numhotspots]=-111;
789 strcpy(hotspottext[numhotspots],"mapname");
793 static void ch_notindemo(Game *game, const char *args)
799 static void ch_type(Game *game, const char *args)
801 int n = sizeof(editortypenames) / sizeof(editortypenames[0]);
802 for (int i = 0; i < n; i++)
803 if (stripfx(args, editortypenames[i])) {
809 static void ch_path(Game *game, const char *args)
811 int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
812 for (int i = 0; i < n; i++)
813 if (stripfx(args, pathtypenames[i])) {
819 static void ch_hs(Game *game, const char *args)
821 hotspot[numhotspots]=player[0].coords;
825 sscanf(args, "%f%d %n", &size, &type, &shift);
827 hotspotsize[numhotspots] = size;
828 hotspottype[numhotspots] = type;
830 strcpy(hotspottext[numhotspots], args + shift);
831 strcat(hotspottext[numhotspots], "\n");
836 static void ch_dialogue(Game *game, const char *args)
839 char buf1[32], buf2[64];
841 sscanf(args, "%d %31s", &dlg, buf1);
842 snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
844 dialoguetype[numdialogues] = dlg;
846 memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues]));
847 memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues]));
849 ifstream ipstream(ConvertFileName(buf2));
850 ipstream.ignore(256,':');
851 ipstream >> numdialogueboxes[numdialogues];
852 for(int i=0;i<numdialogueboxes[numdialogues];i++){
853 ipstream.ignore(256,':');
854 ipstream.ignore(256,':');
855 ipstream.ignore(256,' ');
856 ipstream >> dialogueboxlocation[numdialogues][i];
857 ipstream.ignore(256,':');
858 ipstream >> dialogueboxcolor[numdialogues][i][0];
859 ipstream >> dialogueboxcolor[numdialogues][i][1];
860 ipstream >> dialogueboxcolor[numdialogues][i][2];
861 ipstream.ignore(256,':');
862 ipstream.getline(dialoguename[numdialogues][i],64);
863 ipstream.ignore(256,':');
864 ipstream.ignore(256,' ');
865 ipstream.getline(dialoguetext[numdialogues][i],128);
866 for(int j=0;j<128;j++){
867 if(dialoguetext[numdialogues][i][j]=='\\')dialoguetext[numdialogues][i][j]='\n';
869 ipstream.ignore(256,':');
870 ipstream >> dialogueboxsound[numdialogues][i];
873 for(int i=0;i<numdialogueboxes[numdialogues];i++){
874 for(int j=0;j<numplayers;j++){
875 participantfacing[numdialogues][i][j]=player[j].facing;
882 whichdialogue=numdialogues;
887 static void ch_fixdialogue(Game *game, const char *args)
889 char buf1[32], buf2[64];
892 sscanf(args, "%d %31s", &whichdi, buf1);
893 snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
895 memset(dialoguetext[whichdi], 0, sizeof(dialoguetext[whichdi]));
896 memset(dialoguename[whichdi], 0, sizeof(dialoguename[whichdi]));
898 ifstream ipstream(ConvertFileName(buf2));
899 ipstream.ignore(256,':');
900 ipstream >> numdialogueboxes[whichdi];
901 for(int i=0;i<numdialogueboxes[whichdi];i++){
902 ipstream.ignore(256,':');
903 ipstream.ignore(256,':');
904 ipstream.ignore(256,' ');
905 ipstream >> dialogueboxlocation[whichdi][i];
906 ipstream.ignore(256,':');
907 ipstream >> dialogueboxcolor[whichdi][i][0];
908 ipstream >> dialogueboxcolor[whichdi][i][1];
909 ipstream >> dialogueboxcolor[whichdi][i][2];
910 ipstream.ignore(256,':');
911 ipstream.getline(dialoguename[whichdi][i],64);
912 ipstream.ignore(256,':');
913 ipstream.ignore(256,' ');
914 ipstream.getline(dialoguetext[whichdi][i],128);
915 for(int j=0;j<128;j++){
916 if(dialoguetext[whichdi][i][j]=='\\')dialoguetext[whichdi][i][j]='\n';
918 ipstream.ignore(256,':');
919 ipstream >> dialogueboxsound[whichdi][i];
925 static void ch_fixtype(Game *game, const char *args)
928 sscanf(args, "%d", &dlg);
929 dialoguetype[0] = dlg;
932 static void ch_fixrotation(Game *game, const char *args)
934 participantrotation[whichdialogue][participantfocus[whichdialogue][indialogue]]=player[participantfocus[whichdialogue][indialogue]].rotation;
937 static void ch_ddialogue(Game *game, const char *args)
943 static void ch_dhs(Game *game, const char *args)
949 static void ch_immobile(Game *game, const char *args)
951 player[0].immobile = 1;
954 static void ch_allimmobile(Game *game, const char *args)
956 for (int i = 1; i < numplayers; i++)
957 player[i].immobile = 1;
960 static void ch_mobile(Game *game, const char *args)
962 player[0].immobile = 0;
965 static void ch_default(Game *game, const char *args)
967 player[0].armorhead=1;
968 player[0].armorhigh=1;
969 player[0].armorlow=1;
970 player[0].protectionhead=1;
971 player[0].protectionhigh=1;
972 player[0].protectionlow=1;
973 player[0].metalhead=1;
974 player[0].metalhigh=1;
975 player[0].metallow=1;
977 player[0].speedmult=1;
980 if(player[0].creature==wolftype){
981 player[0].proportionhead=1.1;
982 player[0].proportionbody=1.1;
983 player[0].proportionarms=1.1;
984 player[0].proportionlegs=1.1;
985 } else if(player[0].creature==rabbittype){
986 player[0].proportionhead=1.2;
987 player[0].proportionbody=1.05;
988 player[0].proportionarms=1.00;
989 player[0].proportionlegs=1.1;
990 player[0].proportionlegs.y=1.05;
993 player[0].numclothes=0;
994 game->LoadTextureSave(creatureskin[player[0].creature][player[0].whichskin],
995 &player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],
996 &player[0].skeleton.skinsize);
998 editoractive=typeactive;
999 player[0].immobile=0;
1002 static void ch_play(Game *game, const char *args)
1005 sscanf(args, "%d", &dlg);
1006 whichdialogue = dlg;
1008 if (whichdialogue >= numdialogues)
1011 for(int i=0;i<numdialogueboxes[whichdialogue];i++){
1012 player[participantfocus[whichdialogue][i]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
1013 player[participantfocus[whichdialogue][i]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
1014 player[participantfocus[whichdialogue][i]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
1015 player[participantfocus[whichdialogue][i]].velocity=0;
1016 player[participantfocus[whichdialogue][i]].targetanimation=player[participantfocus[whichdialogue][i]].getIdle();
1017 player[participantfocus[whichdialogue][i]].targetframe=0;
1023 playdialogueboxsound();
1026 static void ch_mapkilleveryone(Game *game, const char *args)
1028 maptype = mapkilleveryone;
1031 static void ch_mapkillmost(Game *game, const char *args)
1033 maptype = mapkillmost;
1036 static void ch_mapkillsomeone(Game *game, const char *args)
1038 maptype = mapkillsomeone;
1041 static void ch_mapgosomewhere(Game *game, const char *args)
1043 maptype = mapgosomewhere;
1046 static void ch_viewdistance(Game *game, const char *args)
1048 viewdistance = atof(args)*100;
1051 static void ch_fadestart(Game *game, const char *args)
1053 fadestart = atof(args);
1056 static void ch_slomo(Game *game, const char *args)
1058 slomospeed = atof(args);
1063 static void ch_slofreq(Game *game, const char *args)
1065 slomofreq = atof(args);
1068 static void ch_skytint(Game *game, const char *args)
1070 sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
1072 skyboxlightr=skyboxr;
1073 skyboxlightg=skyboxg;
1074 skyboxlightb=skyboxb;
1076 game->SetUpLighting();
1078 terrain.DoShadows();
1079 objects.DoShadows();
1082 static void ch_skylight(Game *game, const char *args)
1084 sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1086 game->SetUpLighting();
1088 terrain.DoShadows();
1089 objects.DoShadows();
1092 static void ch_skybox(Game *game, const char *args)
1094 skyboxtexture = !skyboxtexture;
1096 game->SetUpLighting();
1098 terrain.DoShadows();
1099 objects.DoShadows();
1102 static void cmd_dispatch(Game *game, const char *cmd)
1104 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
1106 for (i = 0; i < n_cmds; i++)
1107 if (stripfx(cmd, cmd_names[i]))
1109 cmd_handlers[i](game, cmd + strlen(cmd_names[i]));
1112 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
1115 /********************> Tick() <*****/
1116 extern bool save_image(const char * fname);
1117 void Screenshot (void)
1120 time_t t = time(NULL);
1121 struct tm *tme = localtime(&t);
1122 sprintf(temp, "Screenshots/Screenshot_%04d_%02d_%02d--%02d_%02d_%02d.png", tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
1125 mkdir("Screenshots");
1127 mkdir("Screenshots", S_IRWXU);
1135 void Game::SetUpLighting(){
1136 if(environment==snowyenvironment)
1137 light.setColors(.65,.65,.7,.4,.4,.44);
1138 if(environment==desertenvironment)
1139 light.setColors(.95,.95,.95,.4,.35,.3);
1140 if(environment==grassyenvironment)
1141 light.setColors(.95,.95,1,.4,.4,.44);
1143 light.setColors(1,1,1,.4,.4,.4);
1145 average=(skyboxlightr+skyboxlightg+skyboxlightb)/3;
1146 light.color[0]*=(skyboxlightr+average)/2;
1147 light.color[1]*=(skyboxlightg+average)/2;
1148 light.color[2]*=(skyboxlightb+average)/2;
1149 light.ambient[0]*=(skyboxlightr+average)/2;
1150 light.ambient[1]*=(skyboxlightg+average)/2;
1151 light.ambient[2]*=(skyboxlightb+average)/2;
1154 int Game::findPathDist(int start,int end){
1155 int smallestcount,count,connected;
1156 int last,last2,last3,last4;
1160 for(int i=0;i<50;i++){
1166 while(last!=end&&count<30){
1168 for(int j=0;j<numpathpoints;j++){
1169 if(j!=last&&j!=last2&&j!=last3&&j!=last4)
1172 if(numpathpointconnect[j])
1173 for(int k=0;k<numpathpointconnect[j];k++){
1174 if(pathpointconnect[j][k]==last)connected=1;
1177 if(numpathpointconnect[last])
1178 for(int k=0;k<numpathpointconnect[last];k++){
1179 if(pathpointconnect[last][k]==j)connected=1;
1182 if(closest==-1||Random()%2==0){
1193 if(count<smallestcount)smallestcount=count;
1195 return smallestcount;
1198 int Game::checkcollide(XYZ startpoint,XYZ endpoint){
1199 static XYZ colpoint,colviewer,coltarget;
1200 static float minx,minz,maxx,maxz,miny,maxy;
1202 minx=min(startpoint.x,endpoint.x)-1;
1203 miny=min(startpoint.y,endpoint.y)-1;
1204 minz=min(startpoint.z,endpoint.z)-1;
1205 maxx=max(startpoint.x,endpoint.x)+1;
1206 maxy=max(startpoint.y,endpoint.y)+1;
1207 maxz=max(startpoint.z,endpoint.z)+1;
1209 for(int i=0;i<objects.numobjects;i++){
1210 if( objects.position[i].x>minx-objects.model[i].boundingsphereradius&&
1211 objects.position[i].x<maxx+objects.model[i].boundingsphereradius&&
1212 objects.position[i].y>miny-objects.model[i].boundingsphereradius&&
1213 objects.position[i].y<maxy+objects.model[i].boundingsphereradius&&
1214 objects.position[i].z>minz-objects.model[i].boundingsphereradius&&
1215 objects.position[i].z<maxz+objects.model[i].boundingsphereradius){
1216 if( objects.type[i]!=treeleavestype&&
1217 objects.type[i]!=bushtype&&
1218 objects.type[i]!=firetype){
1219 colviewer=startpoint;
1221 if(objects.model[i].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[i],&objects.rotation[i])!=-1)return i;
1226 //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1231 int Game::checkcollide(XYZ startpoint,XYZ endpoint,int what){
1232 static XYZ colpoint,colviewer,coltarget;
1233 static float minx,minz,maxx,maxz,miny,maxy;
1234 static int i; //FIXME: see below
1236 minx=min(startpoint.x,endpoint.x)-1;
1237 miny=min(startpoint.y,endpoint.y)-1;
1238 minz=min(startpoint.z,endpoint.z)-1;
1239 maxx=max(startpoint.x,endpoint.x)+1;
1240 maxy=max(startpoint.y,endpoint.y)+1;
1241 maxz=max(startpoint.z,endpoint.z)+1;
1244 if( objects.position[what].x>minx-objects.model[what].boundingsphereradius&&
1245 objects.position[what].x<maxx+objects.model[what].boundingsphereradius&&
1246 objects.position[what].y>miny-objects.model[what].boundingsphereradius&&
1247 objects.position[what].y<maxy+objects.model[what].boundingsphereradius&&
1248 objects.position[what].z>minz-objects.model[what].boundingsphereradius&&
1249 objects.position[what].z<maxz+objects.model[what].boundingsphereradius){
1250 if( objects.type[what]!=treeleavestype&&
1251 objects.type[what]!=bushtype&&
1252 objects.type[what]!=firetype){
1253 colviewer=startpoint;
1256 if(objects.model[what].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[what],&objects.rotation[what])!=-1)return i;
1261 if(what==1000)if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1266 void Game::Setenvironment(int which)
1270 LOG(" Setting environment...");
1272 float temptexdetail;
1275 pause_sound(stream_snowtheme);
1276 pause_sound(stream_grasstheme);
1277 pause_sound(stream_deserttheme);
1278 pause_sound(stream_wind);
1279 pause_sound(stream_desertambient);
1282 if(environment==snowyenvironment){
1286 emit_stream_np(stream_wind);
1288 LoadTexture(":Data:Textures:snowtree.png",&objects.treetextureptr,0,1);
1289 LoadTexture(":Data:Textures:bushsnow.png",&objects.bushtextureptr,0,1);
1290 LoadTexture(":Data:Textures:bouldersnow.jpg",&objects.rocktextureptr,1,0);
1291 LoadTexture(":Data:Textures:snowbox.jpg",&objects.boxtextureptr,1,0);
1293 footstepsound = footstepsn1;
1294 footstepsound2 = footstepsn2;
1295 footstepsound3 = footstepst1;
1296 footstepsound4 = footstepst2;
1298 LoadTexture(":Data:Textures:snow.jpg",&terraintexture,1,0);
1300 LoadTexture(":Data:Textures:rock.jpg",&terraintexture2,1,0);
1302 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1307 temptexdetail=texdetail;
1308 if(texdetail>1)texdetail=4;
1309 skybox.load( ":Data:Textures:Skybox(snow):Front.jpg",
1310 ":Data:Textures:Skybox(snow):Left.jpg",
1311 ":Data:Textures:Skybox(snow):Back.jpg",
1312 ":Data:Textures:Skybox(snow):Right.jpg",
1313 ":Data:Textures:Skybox(snow):Up.jpg",
1314 ":Data:Textures:Skybox(snow):Down.jpg");
1319 texdetail=temptexdetail;
1321 if(environment==desertenvironment){
1324 LoadTexture(":Data:Textures:deserttree.png",&objects.treetextureptr,0,1);
1325 LoadTexture(":Data:Textures:bushdesert.png",&objects.bushtextureptr,0,1);
1326 LoadTexture(":Data:Textures:boulderdesert.jpg",&objects.rocktextureptr,1,0);
1327 LoadTexture(":Data:Textures:desertbox.jpg",&objects.boxtextureptr,1,0);
1331 emit_stream_np(stream_desertambient);
1333 footstepsound = footstepsn1;
1334 footstepsound2 = footstepsn2;
1335 footstepsound3 = footstepsn1;
1336 footstepsound4 = footstepsn2;
1338 LoadTexture(":Data:Textures:sand.jpg",&terraintexture,1,0);
1340 LoadTexture(":Data:Textures:sandslope.jpg",&terraintexture2,1,0);
1342 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1346 temptexdetail=texdetail;
1347 if(texdetail>1)texdetail=4;
1348 skybox.load( ":Data:Textures:Skybox(sand):Front.jpg",
1349 ":Data:Textures:Skybox(sand):Left.jpg",
1350 ":Data:Textures:Skybox(sand):Back.jpg",
1351 ":Data:Textures:Skybox(sand):Right.jpg",
1352 ":Data:Textures:Skybox(sand):Up.jpg",
1353 ":Data:Textures:Skybox(sand):Down.jpg");
1358 texdetail=temptexdetail;
1360 if(environment==grassyenvironment){
1363 LoadTexture(":Data:Textures:tree.png",&objects.treetextureptr,0,1);
1364 LoadTexture(":Data:Textures:bush.png",&objects.bushtextureptr,0,1);
1365 LoadTexture(":Data:Textures:boulder.jpg",&objects.rocktextureptr,1,0);
1366 LoadTexture(":Data:Textures:grassbox.jpg",&objects.boxtextureptr,1,0);
1369 emit_stream_np(stream_wind, 100.);
1371 footstepsound = footstepgr1;
1372 footstepsound2 = footstepgr2;
1373 footstepsound3 = footstepst1;
1374 footstepsound4 = footstepst2;
1376 LoadTexture(":Data:Textures:grassdirt.jpg",&terraintexture,1,0);
1378 LoadTexture(":Data:Textures:mossrock.jpg",&terraintexture2,1,0);
1380 //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
1384 temptexdetail=texdetail;
1385 if(texdetail>1)texdetail=4;
1386 skybox.load( ":Data:Textures:Skybox(grass):Front.jpg",
1387 ":Data:Textures:Skybox(grass):Left.jpg",
1388 ":Data:Textures:Skybox(grass):Back.jpg",
1389 ":Data:Textures:Skybox(grass):Right.jpg",
1390 ":Data:Textures:Skybox(grass):Up.jpg",
1391 ":Data:Textures:Skybox(grass):Down.jpg");
1395 texdetail=temptexdetail;
1397 temptexdetail=texdetail;
1399 terrain.load(":Data:Textures:heightmap.png");
1401 texdetail=temptexdetail;
1405 void Game::Loadlevel(int which){
1411 Loadlevel("tutorial");
1412 }else if(which >= 0 && which <= 15){
1414 snprintf(buf, 32, "map%d", which + 1);
1417 Loadlevel("mapsave");
1420 void Game::Loadlevel(const char *name){
1421 static int oldlevel;
1425 static const char *pfx = ":Data:Maps:";
1428 float headprop,legprop,armprop,bodyprop;
1432 LOG(std::string("Loading level...") + name);
1444 if(tutoriallevel!=-1)
1449 if(tutoriallevel==1)
1451 if(tutorialstage==0){
1452 tutorialstagetime=0;
1458 pause_sound(whooshsound);
1459 pause_sound(stream_firesound);
1461 // Change the map filename into something that is os specific
1462 buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
1463 sprintf(buf, "%s%s", pfx, name);
1464 const char *FixedFN = ConvertFileName(buf);
1468 tfile=fopen( FixedFN, "rb" );
1470 pause_sound(stream_firesound);
1476 animation[bounceidleanim].Load((char *)"Idle",middleheight,neutral);
1480 for(int i=0;i<20;i++)
1481 dialoguegonethrough[i]=0;
1490 difficulty=accountactive->getDifficulty();
1509 for(int i=0;i<100;i++)
1529 bonustotal=startbonustotal;
1534 emit_sound_np(consolesuccesssound);
1539 if(!stealthloading){
1540 terrain.numdecals=0;
1541 Sprite::deleteSprites();
1542 for(int i=0;i<objects.numobjects;i++)
1543 objects.model[i].numdecals=0;
1545 int j=objects.numobjects;
1546 for(int i=0;i<j;i++){
1547 objects.DeleteObject(0);
1552 for(int i=0;i<subdivision;i++)
1553 for(int j=0;j<subdivision;j++)
1554 terrain.patchobjectnum[i][j]=0;
1559 weapons.numweapons=0;
1561 funpackf(tfile, "Bi", &mapvers);
1563 funpackf(tfile, "Bi", &indemo);
1567 funpackf(tfile, "Bi", &maptype);
1569 maptype=mapkilleveryone;
1571 funpackf(tfile, "Bi", &hostile);
1575 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
1581 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
1589 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1591 skyboxlightr=skyboxr;
1592 skyboxlightg=skyboxg;
1593 skyboxlightb=skyboxb;
1596 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &player[0].coords.x,&player[0].coords.y,&player[0].coords.z,&player[0].rotation,&player[0].targetrotation, &player[0].num_weapons);
1598 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat,&lamefloat,&lamefloat,&lamefloat,&lamefloat, &player[0].num_weapons);
1599 player[0].originalcoords=player[0].coords;
1600 if(player[0].num_weapons>0&&player[0].num_weapons<5)
1601 for(int j=0;j<player[0].num_weapons;j++){
1602 player[0].weaponids[j]=weapons.numweapons;
1603 funpackf(tfile, "Bi", &weapons.type[weapons.numweapons]);
1604 weapons.owner[weapons.numweapons]=0;
1605 weapons.numweapons++;
1611 funpackf(tfile, "Bf Bf Bf", &player[0].armorhead, &player[0].armorhigh, &player[0].armorlow);
1612 funpackf(tfile, "Bf Bf Bf", &player[0].protectionhead, &player[0].protectionhigh, &player[0].protectionlow);
1613 funpackf(tfile, "Bf Bf Bf", &player[0].metalhead, &player[0].metalhigh, &player[0].metallow);
1614 funpackf(tfile, "Bf Bf", &player[0].power, &player[0].speedmult);
1616 funpackf(tfile, "Bi", &player[0].numclothes);
1619 funpackf(tfile, "Bi Bi", &player[0].whichskin, &player[0].creature);
1621 player[0].whichskin=0;
1622 player[0].creature=rabbittype;
1625 player[0].lastattack=-1;
1626 player[0].lastattack2=-1;
1627 player[0].lastattack3=-1;
1631 funpackf(tfile, "Bi", &numdialogues);
1632 for(int k=0;k<numdialogues;k++){
1633 funpackf(tfile, "Bi", &numdialogueboxes[k]);
1634 funpackf(tfile, "Bi", &dialoguetype[k]);
1635 for(int l=0;l<10;l++){
1636 funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
1637 funpackf(tfile, "Bf", &participantrotation[k][l]);
1639 for(int l=0;l<numdialogueboxes[k];l++){
1640 funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
1641 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
1642 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
1643 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
1644 funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1648 funpackf(tfile, "Bi",&templength);
1649 if(templength>128||templength<=0)
1652 for(m=0;m<templength;m++){
1653 funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1654 if(dialoguetext[k][l][m]=='\0')
1657 dialoguetext[k][l][m] = 0;
1659 funpackf(tfile, "Bi",&templength);
1660 if(templength>64||templength<=0)templength=64;
1661 for(m=0;m<templength;m++){
1662 funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1663 if(dialoguename[k][l][m]=='\0')
1666 dialoguename[k][l][m] = 0;
1667 funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1668 funpackf(tfile, "Bi", &participantfocus[k][l]);
1669 funpackf(tfile, "Bi", &participantaction[k][l]);
1672 funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1674 funpackf(tfile, "Bf Bf",&dialoguecamerarotation[k][l],&dialoguecamerarotation2[k][l]);
1680 for(int k=0;k<player[0].numclothes;k++){
1681 funpackf(tfile, "Bi", &templength);
1682 for(int l=0;l<templength;l++)
1683 funpackf(tfile, "Bb", &player[0].clothes[k][l]);
1684 player[0].clothes[k][templength]='\0';
1685 funpackf(tfile, "Bf Bf Bf", &player[0].clothestintr[k], &player[0].clothestintg[k], &player[0].clothestintb[k]);
1688 funpackf(tfile, "Bi", &environment);
1690 funpackf(tfile, "Bi", &objects.numobjects);
1691 for(int i=0;i<objects.numobjects;i++){
1692 funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i],&objects.rotation[i],&objects.rotation2[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z,&objects.scale[i]);
1693 if(objects.type[i]==treeleavestype)
1694 objects.scale[i]=objects.scale[i-1];
1698 funpackf(tfile, "Bi", &numhotspots);
1699 for(int i=0;i<numhotspots;i++){
1700 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i],&hotspotsize[i],&hotspot[i].x,&hotspot[i].y,&hotspot[i].z);
1701 funpackf(tfile, "Bi", &templength);
1703 for(int l=0;l<templength;l++)
1704 funpackf(tfile, "Bb", &hotspottext[i][l]);
1705 hotspottext[i][templength]='\0';
1706 if(hotspottype[i]==-111)
1715 if(!stealthloading){
1717 for(int i=0;i<objects.numobjects;i++)
1718 objects.center+=objects.position[i];
1719 objects.center/=objects.numobjects;
1725 float maxdistance=0;
1728 for(int i=0;i<objects.numobjects;i++){
1729 tempdist=findDistancefast(&objects.center,&objects.position[i]);
1730 if(tempdist>maxdistance){
1732 maxdistance=tempdist;
1735 objects.radius=fast_sqrt(maxdistance);
1740 //mapcenter=objects.center;
1741 //mapradius=objects.radius;
1743 funpackf(tfile, "Bi", &numplayers);
1744 int howmanyremoved=0;
1745 bool removeanother=0;
1746 if(numplayers>1&&numplayers<maxplayers){
1747 for(int i=1;i<numplayers;i++){
1752 funpackf(tfile, "Bi Bi Bf Bf Bf Bi",&player[i-howmanyremoved].whichskin,&player[i-howmanyremoved].creature, &player[i-howmanyremoved].coords.x,&player[i-howmanyremoved].coords.y,&player[i-howmanyremoved].coords.z,&player[i-howmanyremoved].num_weapons);
1754 funpackf(tfile, "Bi", &player[i-howmanyremoved].howactive);
1756 player[i-howmanyremoved].howactive=typeactive;
1758 funpackf(tfile, "Bf",&player[i-howmanyremoved].scale);
1760 player[i-howmanyremoved].scale=-1;
1762 funpackf(tfile, "Bb",&player[i-howmanyremoved].immobile);
1764 player[i-howmanyremoved].immobile=0;
1766 funpackf(tfile, "Bf",&player[i-howmanyremoved].rotation);
1768 player[i-howmanyremoved].rotation=0;
1769 player[i-howmanyremoved].targetrotation=player[i-howmanyremoved].rotation;
1770 if(player[i-howmanyremoved].num_weapons<0||player[i-howmanyremoved].num_weapons>5){
1775 if(player[i-howmanyremoved].num_weapons>0&&player[i-howmanyremoved].num_weapons<5){
1776 for(int j=0;j<player[i-howmanyremoved].num_weapons;j++){
1777 player[i-howmanyremoved].weaponids[j]=weapons.numweapons;
1778 funpackf(tfile, "Bi", &weapons.type[player[i-howmanyremoved].weaponids[j]]);
1779 weapons.owner[player[i-howmanyremoved].weaponids[j]]=i;
1780 weapons.numweapons++;
1783 funpackf(tfile, "Bi", &player[i-howmanyremoved].numwaypoints);
1784 //player[i-howmanyremoved].numwaypoints=10;
1785 for(int j=0;j<player[i-howmanyremoved].numwaypoints;j++){
1786 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].x);
1787 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].y);
1788 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].z);
1790 funpackf(tfile, "Bi", &player[i-howmanyremoved].waypointtype[j]);
1792 player[i-howmanyremoved].waypointtype[j] = wpkeepwalking;
1795 funpackf(tfile, "Bi", &player[i-howmanyremoved].waypoint);
1796 if(player[i-howmanyremoved].waypoint>player[i-howmanyremoved].numwaypoints-1)
1797 player[i-howmanyremoved].waypoint=0;
1799 funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].armorhead, &player[i-howmanyremoved].armorhigh, &player[i-howmanyremoved].armorlow);
1800 funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].protectionhead, &player[i-howmanyremoved].protectionhigh, &player[i-howmanyremoved].protectionlow);
1801 funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].metalhead, &player[i-howmanyremoved].metalhigh, &player[i-howmanyremoved].metallow);
1802 funpackf(tfile, "Bf Bf", &player[i-howmanyremoved].power, &player[i-howmanyremoved].speedmult);
1805 funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
1812 if(player[i-howmanyremoved].creature==wolftype){
1813 player[i-howmanyremoved].proportionhead=1.1*headprop;
1814 player[i-howmanyremoved].proportionbody=1.1*bodyprop;
1815 player[i-howmanyremoved].proportionarms=1.1*armprop;
1816 player[i-howmanyremoved].proportionlegs=1.1*legprop;
1819 if(player[i-howmanyremoved].creature==rabbittype){
1820 player[i-howmanyremoved].proportionhead=1.2*headprop;
1821 player[i-howmanyremoved].proportionbody=1.05*bodyprop;
1822 player[i-howmanyremoved].proportionarms=1.00*armprop;
1823 player[i-howmanyremoved].proportionlegs=1.1*legprop;
1824 player[i-howmanyremoved].proportionlegs.y=1.05*legprop;
1827 funpackf(tfile, "Bi", &player[i-howmanyremoved].numclothes);
1828 if(player[i-howmanyremoved].numclothes){
1829 for(int k=0;k<player[i-howmanyremoved].numclothes;k++){
1831 funpackf(tfile, "Bi", &templength);
1832 for(int l=0;l<templength;l++)
1833 funpackf(tfile, "Bb", &player[i-howmanyremoved].clothes[k][l]);
1834 player[i-howmanyremoved].clothes[k][templength]='\0';
1835 funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].clothestintr[k], &player[i-howmanyremoved].clothestintg[k], &player[i-howmanyremoved].clothestintb[k]);
1844 numplayers-=howmanyremoved;
1845 funpackf(tfile, "Bi", &numpathpoints);
1846 if(numpathpoints>30||numpathpoints<0)
1848 for(int j=0;j<numpathpoints;j++){
1849 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x,&pathpoint[j].y,&pathpoint[j].z,&numpathpointconnect[j]);
1850 for(int k=0;k<numpathpointconnect[j];k++){
1851 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1857 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x,&mapcenter.y,&mapcenter.z,&mapradius);
1860 if(environment!=oldenvironment)
1861 Setenvironment(environment);
1862 oldenvironment=environment;
1864 if(!stealthloading){
1865 int j=objects.numobjects;
1866 objects.numobjects=0;
1867 for(int i=0;i<j;i++){
1868 objects.MakeObject(objects.type[i],objects.position[i],objects.rotation[i],objects.rotation2[i],objects.scale[i]);
1873 terrain.DoShadows();
1876 objects.DoShadows();
1883 oldlevel=whichlevel;
1886 if(numplayers>maxplayers-1)
1887 numplayers=maxplayers-1;
1888 for(int i=0;i<numplayers;i++){
1894 if(i==0||player[i].scale<0)
1896 player[i].skeleton.free=0;
1897 player[i].skeleton.id=i;
1899 player[i].creature=rabbittype;
1900 if(player[i].creature!=wolftype){
1901 player[i].skeleton.Load(
1902 (char *)":Data:Skeleton:Basic Figure",
1903 (char *)":Data:Skeleton:Basic Figurelow",
1904 (char *)":Data:Skeleton:Rabbitbelt",
1905 (char *)":Data:Models:Body.solid",
1906 (char *)":Data:Models:Body2.solid",
1907 (char *)":Data:Models:Body3.solid",
1908 (char *)":Data:Models:Body4.solid",
1909 (char *)":Data:Models:Body5.solid",
1910 (char *)":Data:Models:Body6.solid",
1911 (char *)":Data:Models:Body7.solid",
1912 (char *)":Data:Models:Bodylow.solid",
1913 (char *)":Data:Models:Belt.solid",0);
1915 if(player[i].creature!=wolftype){
1916 player[i].skeleton.Load(
1917 (char *)":Data:Skeleton:Basic Figure",
1918 (char *)":Data:Skeleton:Basic Figurelow",
1919 (char *)":Data:Skeleton:Rabbitbelt",
1920 (char *)":Data:Models:Body.solid",
1921 (char *)":Data:Models:Body2.solid",
1922 (char *)":Data:Models:Body3.solid",
1923 (char *)":Data:Models:Body4.solid",
1924 (char *)":Data:Models:Body5.solid",
1925 (char *)":Data:Models:Body6.solid",
1926 (char *)":Data:Models:Body7.solid",
1927 (char *)":Data:Models:Bodylow.solid",
1928 (char *)":Data:Models:Belt.solid",1);
1929 LoadTexture(":Data:Textures:Belt.png",&player[i].skeleton.drawmodelclothes.textureptr,1,1);
1931 if(player[i].creature==wolftype){
1932 player[i].skeleton.Load(
1933 (char *)":Data:Skeleton:Basic Figure Wolf",
1934 (char *)":Data:Skeleton:Basic Figure Wolf Low",
1935 (char *)":Data:Skeleton:Rabbitbelt",
1936 (char *)":Data:Models:Wolf.solid",
1937 (char *)":Data:Models:Wolf2.solid",
1938 (char *)":Data:Models:Wolf3.solid",
1939 (char *)":Data:Models:Wolf4.solid",
1940 (char *)":Data:Models:Wolf5.solid",
1941 (char *)":Data:Models:Wolf6.solid",
1942 (char *)":Data:Models:Wolf7.solid",
1943 (char *)":Data:Models:Wolflow.solid",
1944 (char *)":Data:Models:Belt.solid",0);
1950 texsize=512*512*3/texdetail/texdetail;
1952 LoadTextureSave(creatureskin[player[i].creature][player[i].whichskin],&player[i].skeleton.drawmodel.textureptr,1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
1954 if(player[i].numclothes){
1955 for(int j=0;j<player[i].numclothes;j++){
1956 tintr=player[i].clothestintr[j];
1957 tintg=player[i].clothestintg[j];
1958 tintb=player[i].clothestintb[j];
1959 AddClothes((char *)player[i].clothes[j],&player[i].skeleton.skinText[0]);
1961 player[i].DoMipmaps();
1964 player[i].currentanimation=bounceidleanim;
1965 player[i].targetanimation=bounceidleanim;
1966 player[i].currentframe=0;
1967 player[i].targetframe=1;
1969 player[i].speed=1+(float)(Random()%100)/1000;
1971 player[i].speed-=.2;
1973 player[i].speed-=.1;
1975 player[i].velocity=0;
1976 player[i].oldcoords=player[i].coords;
1977 player[i].realoldcoords=player[i].coords;
1980 player[i].skeleton.id=i;
1981 player[i].updatedelay=0;
1982 player[i].normalsupdatedelay=0;
1984 player[i].aitype=passivetype;
1985 player[i].madskills=0;
1988 player[i].proportionhead=1.2;
1989 player[i].proportionbody=1.05;
1990 player[i].proportionarms=1.00;
1991 player[i].proportionlegs=1.1;
1992 player[i].proportionlegs.y=1.05;
1994 player[i].headless=0;
1995 player[i].currentoffset=0;
1996 player[i].targetoffset=0;
1998 player[i].damagetolerance=200;
2000 if(player[i].creature==wolftype){
2001 if(i==0||player[i].scale<0)
2002 player[i].scale=.23;
2003 player[i].damagetolerance=300;
2009 player[i].proportionhead.z=0;
2010 player[i].proportionbody.z=0;
2011 player[i].proportionarms.z=0;
2012 player[i].proportionlegs.z=0;
2015 player[i].tempanimation.Load((char *)"Tempanim",0,0);
2017 player[i].headmorphness=0;
2018 player[i].targetheadmorphness=1;
2019 player[i].headmorphstart=0;
2020 player[i].headmorphend=0;
2022 player[i].pausetime=0;
2025 player[i].jumppower=5;
2027 player[i].permanentdamage=0;
2028 player[i].superpermanentdamage=0;
2030 player[i].forwardkeydown=0;
2031 player[i].leftkeydown=0;
2032 player[i].backkeydown=0;
2033 player[i].rightkeydown=0;
2034 player[i].jumpkeydown=0;
2035 player[i].crouchkeydown=0;
2036 player[i].throwkeydown=0;
2038 player[i].collided=-10;
2040 player[i].bloodloss=0;
2041 player[i].weaponactive=-1;
2042 player[i].weaponstuck=-1;
2043 player[i].bleeding=0;
2044 player[i].deathbleeding=0;
2045 player[i].stunned=0;
2046 player[i].hasvictim=0;
2047 player[i].wentforweapon=0;
2050 player[0].aitype=playercontrolled;
2051 player[0].weaponactive=-1;
2054 player[0].power=1/.9;
2057 player[0].power=1/.8;
2060 player[0].damagetolerance=250;
2062 player[0].damagetolerance=300;
2064 player[0].armorhead*=1.5;
2066 player[0].armorhigh*=1.5;
2068 player[0].armorlow*=1.5;
2069 cameraloc=player[0].coords;
2071 rotation=player[0].rotation;
2073 hawkcoords=player[0].coords;
2078 for(int i=0;i<weapons.numweapons;i++){
2079 weapons.bloody[i]=0;
2080 weapons.blooddrip[i]=0;
2081 weapons.blooddripdelay[i]=0;
2082 weapons.onfire[i]=0;
2083 weapons.flamedelay[i]=0;
2084 weapons.damage[i]=0;
2085 if(weapons.type[i]==sword){
2086 weapons.mass[i]=1.5;
2087 weapons.tipmass[i]=1;
2088 weapons.length[i]=.8;
2090 if(weapons.type[i]==staff){
2092 weapons.tipmass[i]=1;
2093 weapons.length[i]=1.5;
2095 if(weapons.type[i]==knife){
2097 weapons.tipmass[i]=1.2;
2098 weapons.length[i]=.25;
2100 weapons.position[i]=-1000;
2101 weapons.tippoint[i]=-1000;
2104 LOG("Starting background music...");
2106 OPENAL_StopSound(OPENAL_ALL);
2107 if(environment==snowyenvironment){
2109 emit_stream_np(stream_wind);
2110 }else if(environment==desertenvironment){
2112 emit_stream_np(stream_desertambient);
2113 }else if(environment==grassyenvironment){
2115 emit_stream_np(stream_wind, 100.);
2117 oldmusicvolume[0]=0;
2118 oldmusicvolume[1]=0;
2119 oldmusicvolume[2]=0;
2120 oldmusicvolume[3]=0;
2133 Values of mainmenu :
2135 2 Menu pause (resume/end game)
2137 4 Controls configuration menu
2138 5 Main game menu (choose level or challenge)
2139 6 Deleting user menu
2140 7 User managment menu (select/add)
2141 8 Choose difficulty menu
2142 9 Challenge level selection menu
2143 10 End of the campaign congratulation (is that really a menu?)
2144 11 Same that 9 ??? => unused
2145 18 stereo configuration
2148 void Game::MenuTick(){
2151 // some specific case where we do something even if the left mouse button is not pressed.
2152 if((mainmenu==5) && (endgame==2)) {
2153 accountactive->endGame();
2158 if( (mainmenu==18) && Input::isKeyPressed(MOUSEBUTTON2) && (selected==1) )
2159 stereoseparation-=0.001;
2161 if(Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
2167 if(gameon) { //resume
2169 pause_sound(stream_menutheme);
2170 resume_stream(leveltheme);
2172 fireSound(firestartsound);
2174 mainmenu=(accountactive?5:7);
2182 if(newdetail>2) newdetail=detail;
2183 if(newdetail<0) newdetail=detail;
2184 if(newscreenwidth>3000) newscreenwidth=screenwidth;
2185 if(newscreenwidth<0) newscreenwidth=screenwidth;
2186 if(newscreenheight>3000) newscreenheight=screenheight;
2187 if(newscreenheight<0) newscreenheight=screenheight;
2192 if(gameon){ //end game
2197 pause_sound(stream_menutheme);
2204 bool isCustomResolution,found;
2207 extern SDL_Rect **resolutions;
2208 isCustomResolution = true;
2210 for(int i = 0; (!found) && (resolutions[i]); i++) {
2211 if((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
2212 isCustomResolution = false;
2214 if((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)) {
2216 if(resolutions[i] != NULL) {
2217 newscreenwidth = (int) resolutions[i]->w;
2218 newscreenheight = (int) resolutions[i]->h;
2219 } else if(isCustomResolution){
2220 if((screenwidth == newscreenwidth) && (screenheight == newscreenheight)) {
2221 newscreenwidth = (int) resolutions[0]->w;
2222 newscreenheight = (int) resolutions[0]->h;
2224 newscreenwidth = screenwidth;
2225 newscreenheight = screenheight;
2228 newscreenwidth = (int) resolutions[0]->w;
2229 newscreenheight = (int) resolutions[0]->h;
2236 newscreenwidth = (int) resolutions[0]->w;
2237 newscreenheight = (int) resolutions[0]->h;
2242 if(newdetail>2) newdetail=0;
2246 if(bloodtoggle>2) bloodtoggle=0;
2250 if(difficulty>2) difficulty=0;
2253 ismotionblur = 1-ismotionblur;
2259 musictoggle = 1-musictoggle;
2262 emit_stream_np(stream_menutheme);
2264 pause_sound(leveltheme);
2265 pause_sound(stream_fighttheme);
2266 pause_sound(stream_menutheme);
2268 for(int i=0;i<4;i++){
2269 oldmusicvolume[i]=0;
2284 if(newdetail>2) newdetail=detail;
2285 if(newdetail<0) newdetail=detail;
2286 if(newscreenwidth<0) newscreenwidth=screenwidth;
2287 if(newscreenheight<0) newscreenheight=screenheight;
2289 SaveSettings(*this);
2290 mainmenu=gameon?2:1;
2293 invertmouse = 1-invertmouse;
2296 usermousesensitivity+=.2;
2297 if(usermousesensitivity>2) usermousesensitivity=.2;
2301 if(volume>1.0001f) volume=0;
2302 OPENAL_SetSFXMasterVolume((int)(volume*255));
2307 newstereomode = stereomode;
2312 showdamagebar = !showdamagebar;
2319 if(selected<9 && keyselect==-1)
2328 if(newdetail>2) newdetail=detail;
2329 if(newdetail<0) newdetail=detail;
2330 if(newscreenwidth>3000) newscreenwidth=screenwidth;
2331 if(newscreenwidth<0) newscreenwidth=screenwidth;
2332 if(newscreenheight>3000) newscreenheight=screenheight;
2333 if(newscreenheight<0) newscreenheight=screenheight;
2340 if((selected-7 >= accountactive->getCampaignChoicesMade())) {
2350 whichchoice=selected-7-accountactive->getCampaignChoicesMade();
2353 Loadlevel(campaignmapname[campaignchoicewhich[selected-7-accountactive->getCampaignChoicesMade()]]);
2357 pause_sound(stream_menutheme);
2374 pause_sound(stream_menutheme);
2383 mainmenu=(gameon?2:1);
2394 accountactive = Account::destroy(accountactive);
2396 } else if(selected==2) {
2403 if(selected==0 && Account::getNbAccounts()<8){
2405 } else if (selected < Account::getNbAccounts()+1) {
2408 accountactive=Account::get(selected-1);
2409 } else if (selected == Account::getNbAccounts()+1) {
2412 for(int j=0;j<255;j++){
2413 displaytext[0][j]=0;
2424 accountactive->setDifficulty(selected);
2428 if(selected<numchallengelevels && selected<=accountactive->getProgress()){
2436 targetlevel=selected;
2437 if(firstload)TickOnceAfter();
2438 if(!firstload)LoadStuff();
2439 else Loadlevel(selected);
2444 pause_sound(stream_menutheme);
2446 if(selected==numchallengelevels){
2461 stereoseparation+=0.001;
2465 newstereomode = (StereoMode)(newstereomode + 1);
2466 while(!CanInitStereo(newstereomode)){
2467 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
2468 newstereomode = (StereoMode)(newstereomode + 1);
2469 if(newstereomode >= stereoCount)
2470 newstereomode = stereoNone;
2472 } else if(selected==2) {
2473 stereoreverse = !stereoreverse;
2474 } else if(selected==3) {
2478 stereomode = newstereomode;
2479 InitStereo(stereomode);
2486 if(Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)){
2489 if(newdetail>2) newdetail=detail;
2490 if(newdetail<0) newdetail=detail;
2491 if(newscreenwidth<0) newscreenwidth=screenwidth;
2492 if(newscreenheight<0) newscreenheight=screenheight;
2494 SaveSettings(*this);
2498 if(mainmenu==1||mainmenu==2){
2500 transition+=multiplier/8;
2508 OPENAL_SetFrequency(channels[stream_menutheme], 22050);
2511 inputText(displaytext[0],&displayselected,&displaychars[0]);
2512 if(!waiting) { // the input as finished
2513 if(displaychars[0]){ // with enter
2514 accountactive = Account::add(string(displaytext[0]));
2520 fireSound(firestartsound);
2522 for(int i=0;i<255;i++){
2523 displaytext[0][i]=0;
2532 displayblinkdelay-=multiplier;
2533 if(displayblinkdelay<=0){
2534 displayblinkdelay=.3;
2535 displayblink=1-displayblink;
2540 void Game::doTutorial(){
2541 if(tutorialstagetime>tutorialmaxtime){
2544 if(tutorialstage<=1){
2549 switch(tutorialstage){
2555 tutorialmaxtime=600;
2557 tutorialmaxtime=1000;
2559 tutorialmaxtime=600;
2561 tutorialmaxtime=600;
2563 tutorialmaxtime=600;
2565 tutorialmaxtime=600;
2567 tutorialmaxtime=600;
2571 tutorialmaxtime=1000;
2573 tutorialmaxtime=1000;
2588 player[1].coords=(temp+temp2)/2;
2590 emit_sound_at(fireendsound, player[1].coords);
2592 for(int i=0;i<player[1].skeleton.num_joints;i++){
2594 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
2595 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
2596 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;
2597 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
2598 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
2603 tutorialmaxtime=500;
2605 tutorialmaxtime=500;
2607 tutorialmaxtime=500;
2609 tutorialmaxtime=500;
2612 //tutorialmaxtime=500;
2614 tutorialmaxtime=500;
2616 tutorialmaxtime=500;
2623 tutorialmaxtime=500;
2625 tutorialmaxtime=500;
2627 tutorialmaxtime=500;
2629 tutorialmaxtime=500;
2636 player[1].aitype=attacktypecutoff;
2638 tutorialmaxtime=400;
2640 tutorialmaxtime=400;
2641 player[0].escapednum=0;
2646 player[1].aitype=passivetype;
2652 tutorialmaxtime=400;
2655 player[1].aitype=attacktypecutoff;
2657 tutorialmaxtime=400;
2659 tutorialmaxtime=400;
2664 player[1].aitype=passivetype;
2671 player[1].aitype=attacktypecutoff;
2676 player[1].aitype=passivetype;
2688 weapons.owner[weapons.numweapons]=-1;
2689 weapons.type[weapons.numweapons]=knife;
2690 weapons.damage[weapons.numweapons]=0;
2691 weapons.mass[weapons.numweapons]=1;
2692 weapons.tipmass[weapons.numweapons]=1.2;
2693 weapons.length[weapons.numweapons]=.25;
2694 weapons.position[weapons.numweapons]=(temp+temp2)/2;
2695 weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
2697 weapons.velocity[weapons.numweapons]=0.1;
2698 weapons.tipvelocity[weapons.numweapons]=0.1;
2699 weapons.missed[weapons.numweapons]=1;
2700 weapons.hitsomething[weapons.numweapons]=0;
2701 weapons.freetime[weapons.numweapons]=0;
2702 weapons.firstfree[weapons.numweapons]=1;
2703 weapons.physics[weapons.numweapons]=1;
2705 weapons.numweapons++;
2708 tutorialmaxtime=300;
2710 tutorialmaxtime=300;
2714 tutorialmaxtime=300;
2717 player[0].weaponactive=-1;
2718 player[0].num_weapons=0;
2719 player[1].weaponactive=0;
2720 player[1].num_weapons=1;
2721 player[1].weaponids[0]=0;
2725 player[1].aitype=attacktypecutoff;
2727 tutorialmaxtime=300;
2730 player[0].weaponactive=-1;
2731 player[0].num_weapons=0;
2732 player[1].weaponactive=0;
2733 player[1].num_weapons=1;
2734 player[1].weaponids[0]=0;
2736 tutorialmaxtime=300;
2739 player[0].weaponactive=-1;
2740 player[0].num_weapons=0;
2741 player[1].weaponactive=0;
2742 player[1].num_weapons=1;
2743 player[1].weaponids[0]=0;
2745 weapons.type[0]=sword;
2747 tutorialmaxtime=300;
2760 weapons.owner[weapons.numweapons]=-1;
2761 weapons.type[weapons.numweapons]=sword;
2762 weapons.damage[weapons.numweapons]=0;
2763 weapons.mass[weapons.numweapons]=1;
2764 weapons.tipmass[weapons.numweapons]=1.2;
2765 weapons.length[weapons.numweapons]=.25;
2766 weapons.position[weapons.numweapons]=(temp+temp2)/2;
2767 weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
2769 weapons.velocity[weapons.numweapons]=0.1;
2770 weapons.tipvelocity[weapons.numweapons]=0.1;
2771 weapons.missed[weapons.numweapons]=1;
2772 weapons.hitsomething[weapons.numweapons]=0;
2773 weapons.freetime[weapons.numweapons]=0;
2774 weapons.firstfree[weapons.numweapons]=1;
2775 weapons.physics[weapons.numweapons]=1;
2779 player[0].weaponactive=0;
2780 player[0].num_weapons=1;
2781 player[0].weaponids[0]=1;
2782 player[1].weaponactive=0;
2783 player[1].num_weapons=1;
2784 player[1].weaponids[0]=0;
2786 weapons.numweapons++;
2791 player[1].aitype=passivetype;
2797 player[0].weaponactive=0;
2798 player[0].num_weapons=1;
2799 player[0].weaponids[0]=1;
2800 player[1].weaponactive=0;
2801 player[1].num_weapons=1;
2802 player[1].weaponids[0]=0;
2804 if(player[0].weaponactive!=-1)weapons.type[player[0].weaponids[player[0].weaponactive]]=staff;
2805 else weapons.type[0]=staff;
2807 weapons.numweapons++;
2811 player[1].aitype=passivetype;
2813 tutorialmaxtime=200;
2815 weapons.position[1]=1000;
2816 weapons.tippoint[1]=1000;
2818 weapons.numweapons=1;
2820 player[1].weaponactive=-1;
2821 player[1].num_weapons=0;
2822 player[0].weaponactive=0;
2823 player[0].num_weapons=1;
2824 player[0].weaponids[0]=0;
2826 weapons.type[0]=knife;
2828 weapons.numweapons++;
2833 emit_sound_at(fireendsound, player[1].coords);
2835 for(int i=0;i<player[1].skeleton.num_joints;i++){
2837 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
2838 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
2839 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;
2840 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
2841 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
2845 player[1].num_weapons=0;
2846 player[1].weaponstuck=-1;
2847 player[1].weaponactive=-1;
2849 weapons.numweapons=0;
2851 weapons.owner[0]=-1;
2852 weapons.velocity[0]=0.1;
2853 weapons.tipvelocity[0]=-0.1;
2854 weapons.missed[0]=1;
2855 weapons.hitsomething[0]=0;
2856 weapons.freetime[0]=0;
2857 weapons.firstfree[0]=1;
2858 weapons.physics[0]=1;
2861 tutorialmaxtime=80000;
2862 break; default: break;
2864 if(tutorialstage<=51)tutorialstagetime=0;
2868 if(tutorialstagetime<tutorialmaxtime-3){
2869 switch(tutorialstage){
2870 case 3: if(deltah||deltav)tutorialsuccess+=multiplier;
2871 break; case 4: if(player[0].forwardkeydown||player[0].backkeydown||player[0].leftkeydown||player[0].rightkeydown)tutorialsuccess+=multiplier;
2872 break; case 5: if(player[0].jumpkeydown)tutorialsuccess=1;
2873 break; case 6: if(player[0].isCrouch())tutorialsuccess=1;
2874 break; case 7: if(player[0].targetanimation==rollanim)tutorialsuccess=1;
2875 break; case 8: if(player[0].targetanimation==sneakanim)tutorialsuccess+=multiplier;
2876 break; case 9: if(player[0].targetanimation==rabbitrunninganim||player[0].targetanimation==wolfrunninganim)tutorialsuccess+=multiplier;
2877 break; case 11: if(player[0].isWallJump())tutorialsuccess=1;
2878 break; case 12: if(player[0].targetanimation==flipanim)tutorialsuccess=1;
2879 break; case 15: if(player[0].targetanimation==upunchanim||player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
2880 break; case 16: if(player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
2881 break; case 17: if(player[0].targetanimation==spinkickanim)tutorialsuccess=1;
2882 break; case 18: if(player[0].targetanimation==sweepanim)tutorialsuccess=1;
2883 break; case 19: if(player[0].targetanimation==dropkickanim)tutorialsuccess=1;
2884 break; case 20: if(player[0].targetanimation==rabbitkickanim)tutorialsuccess=1;
2885 break; case 21: if(bonus==cannon)tutorialsuccess=1;
2886 break; case 22: if(bonus==spinecrusher)tutorialsuccess=1;
2887 break; case 23: if(player[0].targetanimation==walljumprightkickanim||player[0].targetanimation==walljumpleftkickanim)tutorialsuccess=1;
2888 break; case 24: if(player[0].targetanimation==rabbittacklinganim)tutorialsuccess=1;
2889 break; case 25: if(player[0].targetanimation==backhandspringanim)tutorialsuccess=1;
2890 break; case 28: if(animation[player[0].targetanimation].attack==reversed&&player[0].feint)tutorialsuccess=1;
2892 if(player[0].escapednum==2){
2896 player[1].aitype=passivetype;
2898 break; case 33: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2899 break; case 34: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2901 if(animation[player[0].targetanimation].attack==reversal){
2905 player[1].aitype=passivetype;
2907 break; case 40: if(player[0].num_weapons>0)tutorialsuccess=1;
2908 break; case 41: if(player[0].weaponactive==-1&&player[0].num_weapons>0)tutorialsuccess=1;
2909 break; case 43: if(player[0].targetanimation==knifeslashstartanim)tutorialsuccess=1;
2910 break; case 44: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2911 break; case 45: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2912 break; case 46: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2913 break; case 49: if(player[1].weaponstuck!=-1)tutorialsuccess=1;
2914 break; default: break;
2916 if(tutorialsuccess>=1)tutorialstagetime=tutorialmaxtime-3;
2919 if(tutorialstagetime==tutorialmaxtime-3){
2920 emit_sound_np(consolesuccesssound);
2923 if(tutorialsuccess>=1){
2924 if(tutorialstage==34||tutorialstage==35)
2925 tutorialstagetime=tutorialmaxtime-1;
2929 if(tutorialstage<14||tutorialstage>=50){
2930 player[1].coords.y=300;
2931 player[1].velocity=0;
2937 void Game::doDebugKeys(){
2938 float headprop,bodyprop,armprop,legprop;
2940 if(Input::isKeyPressed(SDLK_h)){
2941 player[0].damagetolerance=200000;
2944 player[0].permanentdamage=0;
2945 player[0].superpermanentdamage=0;
2948 if(Input::isKeyPressed(SDLK_j)){
2952 Setenvironment(environment);
2955 if(Input::isKeyPressed(SDLK_c)){
2956 cameramode=1-cameramode;
2959 if(Input::isKeyPressed(SDLK_x)&&!Input::isKeyDown(SDLK_LSHIFT)){
2960 if(player[0].num_weapons>0){
2961 if(weapons.type[player[0].weaponids[0]]==sword)weapons.type[player[0].weaponids[0]]=staff;
2962 else if(weapons.type[player[0].weaponids[0]]==staff)weapons.type[player[0].weaponids[0]]=knife;
2963 else weapons.type[player[0].weaponids[0]]=sword;
2964 if(weapons.type[player[0].weaponids[0]]==sword){
2965 weapons.mass[player[0].weaponids[0]]=1.5;
2966 weapons.tipmass[player[0].weaponids[0]]=1;
2967 weapons.length[player[0].weaponids[0]]=.8;
2969 if(weapons.type[player[0].weaponids[0]]==staff){
2970 weapons.mass[player[0].weaponids[0]]=2;
2971 weapons.tipmass[player[0].weaponids[0]]=1;
2972 weapons.length[player[0].weaponids[0]]=1.5;
2975 if(weapons.type[player[0].weaponids[0]]==knife){
2976 weapons.mass[player[0].weaponids[0]]=1;
2977 weapons.tipmass[player[0].weaponids[0]]=1.2;
2978 weapons.length[player[0].weaponids[0]]=.25;
2983 if(Input::isKeyPressed(SDLK_x)&&Input::isKeyDown(SDLK_LSHIFT)){
2985 float closestdist=-1;
2988 for(int i=1;i<numplayers;i++){
2989 distance=findDistancefast(&player[i].coords,&player[0].coords);
2990 if(closestdist==-1||distance<closestdist){
2991 closestdist=distance;
2996 if(player[closest].num_weapons){
2997 if(weapons.type[player[closest].weaponids[0]]==sword)
2998 weapons.type[player[closest].weaponids[0]]=staff;
2999 else if(weapons.type[player[closest].weaponids[0]]==staff)
3000 weapons.type[player[closest].weaponids[0]]=knife;
3001 else weapons.type[player[closest].weaponids[0]]=sword;
3002 if(weapons.type[player[closest].weaponids[0]]==sword){
3003 weapons.mass[player[closest].weaponids[0]]=1.5;
3004 weapons.tipmass[player[closest].weaponids[0]]=1;
3005 weapons.length[player[closest].weaponids[0]]=.8;
3007 if(weapons.type[player[0].weaponids[0]]==staff){
3008 weapons.mass[player[0].weaponids[0]]=2;
3009 weapons.tipmass[player[0].weaponids[0]]=1;
3010 weapons.length[player[0].weaponids[0]]=1.5;
3012 if(weapons.type[player[closest].weaponids[0]]==knife){
3013 weapons.mass[player[closest].weaponids[0]]=1;
3014 weapons.tipmass[player[closest].weaponids[0]]=1.2;
3015 weapons.length[player[closest].weaponids[0]]=.25;
3018 if(!player[closest].num_weapons){
3019 player[closest].weaponids[0]=weapons.numweapons;
3020 weapons.owner[weapons.numweapons]=closest;
3021 weapons.type[weapons.numweapons]=knife;
3022 weapons.damage[weapons.numweapons]=0;
3023 weapons.numweapons++;
3024 player[closest].num_weapons=1;
3025 if(weapons.type[player[closest].weaponids[0]]==sword){
3026 weapons.mass[player[closest].weaponids[0]]=1.5;
3027 weapons.tipmass[player[closest].weaponids[0]]=1;
3028 weapons.length[player[closest].weaponids[0]]=.8;
3030 if(weapons.type[player[closest].weaponids[0]]==knife){
3031 weapons.mass[player[closest].weaponids[0]]=1;
3032 weapons.tipmass[player[closest].weaponids[0]]=1.2;
3033 weapons.length[player[closest].weaponids[0]]=.25;
3039 if(Input::isKeyDown(SDLK_u)){
3041 float closestdist=-1;
3044 for(int i=1;i<numplayers;i++){
3045 distance=findDistancefast(&player[i].coords,&player[0].coords);
3046 if(closestdist==-1||distance<closestdist){
3047 closestdist=distance;
3051 player[closest].rotation+=multiplier*50;
3052 player[closest].targetrotation=player[closest].rotation;
3056 if(Input::isKeyPressed(SDLK_o)&&!Input::isKeyDown(SDLK_LSHIFT)){
3058 float closestdist=-1;
3061 for(int i=1;i<numplayers;i++){
3062 distance=findDistancefast(&player[i].coords,&player[0].coords);
3063 if(closestdist==-1||distance<closestdist){
3064 closestdist=distance;
3068 if(Input::isKeyDown(SDLK_LCTRL))closest=0;
3071 player[closest].whichskin++;
3072 if(player[closest].whichskin>9)
3073 player[closest].whichskin=0;
3074 if(player[closest].whichskin>2&&player[closest].creature==wolftype)
3075 player[closest].whichskin=0;
3077 LoadTextureSave(creatureskin[player[closest].creature][player[closest].whichskin],
3078 &player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
3081 if(player[closest].numclothes){
3082 for(int i=0;i<player[closest].numclothes;i++){
3083 tintr=player[closest].clothestintr[i];
3084 tintg=player[closest].clothestintg[i];
3085 tintb=player[closest].clothestintb[i];
3086 AddClothes((char *)player[closest].clothes[i],&player[closest].skeleton.skinText[0]);
3088 player[closest].DoMipmaps();
3092 if(Input::isKeyPressed(SDLK_o)&&Input::isKeyDown(SDLK_LSHIFT)){
3094 float closestdist=-1;
3097 for(int i=1;i<numplayers;i++){
3098 distance=findDistancefast(&player[i].coords,&player[0].coords);
3099 if(closestdist==-1||distance<closestdist){
3100 closestdist=distance;
3105 if(player[closest].creature==wolftype){
3106 headprop=player[closest].proportionhead.x/1.1;
3107 bodyprop=player[closest].proportionbody.x/1.1;
3108 armprop=player[closest].proportionarms.x/1.1;
3109 legprop=player[closest].proportionlegs.x/1.1;
3112 if(player[closest].creature==rabbittype){
3113 headprop=player[closest].proportionhead.x/1.2;
3114 bodyprop=player[closest].proportionbody.x/1.05;
3115 armprop=player[closest].proportionarms.x/1.00;
3116 legprop=player[closest].proportionlegs.x/1.1;
3120 if(player[closest].creature==rabbittype){
3121 player[closest].skeleton.id=closest;
3122 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);
3123 LoadTextureSave(":Data:Textures:Wolf.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[closest],&player[closest].skeleton.skinsize);
3124 player[closest].whichskin=0;
3125 player[closest].creature=wolftype;
3127 player[closest].proportionhead=1.1;
3128 player[closest].proportionbody=1.1;
3129 player[closest].proportionarms=1.1;
3130 player[closest].proportionlegs=1.1;
3131 player[closest].proportionlegs.y=1.1;
3132 player[closest].scale=.23*5*player[0].scale;
3134 player[closest].damagetolerance=300;
3138 player[closest].skeleton.id=closest;
3139 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);
3140 LoadTextureSave(":Data:Textures:Fur3.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
3141 player[closest].whichskin=0;
3142 player[closest].creature=rabbittype;
3144 player[closest].proportionhead=1.2;
3145 player[closest].proportionbody=1.05;
3146 player[closest].proportionarms=1.00;
3147 player[closest].proportionlegs=1.1;
3148 player[closest].proportionlegs.y=1.05;
3149 player[closest].scale=.2*5*player[0].scale;
3151 player[closest].damagetolerance=200;
3154 if(player[closest].creature==wolftype){
3155 player[closest].proportionhead=1.1*headprop;
3156 player[closest].proportionbody=1.1*bodyprop;
3157 player[closest].proportionarms=1.1*armprop;
3158 player[closest].proportionlegs=1.1*legprop;
3161 if(player[closest].creature==rabbittype){
3162 player[closest].proportionhead=1.2*headprop;
3163 player[closest].proportionbody=1.05*bodyprop;
3164 player[closest].proportionarms=1.00*armprop;
3165 player[closest].proportionlegs=1.1*legprop;
3166 player[closest].proportionlegs.y=1.05*legprop;
3172 if(Input::isKeyPressed(SDLK_b)&&!Input::isKeyDown(SDLK_LSHIFT)){
3178 if(((Input::isKeyPressed(SDLK_i)&&!Input::isKeyDown(SDLK_LSHIFT)))){
3180 float closestdist=-1;
3182 XYZ flatfacing2,flatvelocity2;
3185 for(int i=1;i<numplayers;i++){
3186 distance=findDistancefast(&player[i].coords,&player[0].coords);
3187 if(distance<144&&!player[i].headless)
3188 if(closestdist==-1||distance<closestdist){
3189 closestdist=distance;
3191 blah = player[i].coords;
3196 XYZ headspurtdirection;
3197 //int i = player[closest].skeleton.jointlabels[head];
3198 Joint& headjoint=playerJoint(closest,head);
3199 for(int k=0;k<player[closest].skeleton.num_joints; k++){
3200 if(!player[closest].skeleton.free)
3201 flatvelocity2=player[closest].velocity;
3202 if(player[closest].skeleton.free)
3203 flatvelocity2=headjoint.velocity;
3204 if(!player[closest].skeleton.free)
3205 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;
3206 if(player[closest].skeleton.free)
3207 flatfacing2=headjoint.position*player[closest].scale+player[closest].coords;
3208 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3209 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3210 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3211 headspurtdirection=headjoint.position-playerJoint(closest,neck).position;
3212 Normalise(&headspurtdirection);
3213 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, .6, 1);
3214 flatvelocity2+=headspurtdirection*8;
3215 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2/2, 1,1,1, .16, 1);
3217 Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
3219 emit_sound_at(splattersound, blah);
3220 emit_sound_at(breaksound2, blah, 100.);
3222 if(player[closest].skeleton.free==2)player[closest].skeleton.free=0;
3223 player[closest].RagDoll(0);
3224 player[closest].dead=2;
3225 player[closest].headless=1;
3226 player[closest].DoBloodBig(3,165);
3232 if(((Input::isKeyPressed(SDLK_i)&&Input::isKeyDown(SDLK_LSHIFT)))){
3234 float closestdist=-1;
3236 XYZ flatfacing2,flatvelocity2;
3239 for(int i=1;i<numplayers;i++){
3240 distance=findDistancefast(&player[i].coords,&player[0].coords);
3242 if(closestdist==-1||distance<closestdist){
3243 closestdist=distance;
3245 blah=player[i].coords;
3250 emit_sound_at(splattersound, blah);
3252 emit_sound_at(breaksound2, blah);
3254 for(int i=0;i<player[closest].skeleton.num_joints; i++){
3255 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
3256 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
3257 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;
3258 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
3259 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3260 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3261 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3262 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
3263 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .3, 1);
3264 Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
3267 for(int i=0;i<player[closest].skeleton.num_joints; i++){
3268 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
3269 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
3270 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;
3271 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
3272 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3273 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3274 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3275 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
3276 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .4, 1);
3279 for(int i=0;i<player[closest].skeleton.num_joints; i++){
3280 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
3281 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
3282 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;
3283 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
3284 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3285 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3286 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3287 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
3288 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
3291 for(int i=0;i<player[closest].skeleton.num_joints; i++){
3292 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
3293 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
3294 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;
3295 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
3296 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3297 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3298 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3299 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
3300 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
3304 for(int j=0;j<numplayers; j++){
3306 if(findDistancefast(&player[j].coords,&player[closest].coords)<25){
3307 player[j].DoDamage((25-findDistancefast(&player[j].coords,&player[closest].coords))*60);
3308 if(player[j].skeleton.free==2)
3309 player[j].skeleton.free=1;
3310 player[j].skeleton.longdead=0;
3311 player[j].RagDoll(0);
3312 for(int i=0;i<player[j].skeleton.num_joints; i++){
3313 temppos=player[j].skeleton.joints[i].position+player[j].coords;
3314 if(findDistancefast(&temppos,&player[closest].coords)<25){
3315 flatvelocity2=temppos-player[closest].coords;
3316 Normalise(&flatvelocity2);
3317 player[j].skeleton.joints[i].velocity+=flatvelocity2*((20-findDistancefast(&temppos,&player[closest].coords))*20);
3324 player[closest].DoDamage(10000);
3325 player[closest].RagDoll(0);
3326 player[closest].dead=2;
3327 player[closest].coords=20;
3328 player[closest].skeleton.free=2;
3335 if(Input::isKeyPressed(SDLK_f)){
3336 player[0].onfire=1-player[0].onfire;
3337 if(player[0].onfire){
3338 player[0].CatchFire();
3340 if(!player[0].onfire){
3341 emit_sound_at(fireendsound, player[0].coords);
3342 pause_sound(stream_firesound);
3346 if(Input::isKeyPressed(SDLK_n)&&!Input::isKeyDown(SDLK_LCTRL)){
3347 //if(!player[0].skeleton.free)player[0].damage+=500;
3348 player[0].RagDoll(0);
3349 //player[0].spurt=1;
3350 //player[0].DoDamage(1000);
3352 emit_sound_at(whooshsound, player[0].coords, 128.);
3355 if(Input::isKeyPressed(SDLK_n)&&Input::isKeyDown(SDLK_LCTRL)){
3357 float closestdist=-1;
3359 for(int i=0;i<objects.numobjects;i++){
3360 if(objects.type[i]==treeleavestype){
3361 objects.scale[i]*=.9;
3366 if(Input::isKeyPressed(SDLK_m)&&Input::isKeyDown(SDLK_LSHIFT)){
3367 editorenabled=1-editorenabled;
3369 player[0].damagetolerance=100000;
3371 player[0].damagetolerance=200;
3373 player[0].damage=0; // these lines were in both if and else, but I think they would better fit in the if
3374 player[0].permanentdamage=0;
3375 player[0].superpermanentdamage=0;
3376 player[0].bloodloss=0;
3377 player[0].deathbleeding=0;
3381 if(whichlevel!=-2&&Input::isKeyPressed(SDLK_k)&&Input::isKeyDown(SDLK_LSHIFT)&&!editorenabled){
3383 if(targetlevel>numchallengelevels-1)
3390 if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LSHIFT)){
3392 float closestdist=-1;
3395 for(int i=1;i<numplayers;i++){
3396 distance=findDistancefast(&player[i].coords,&player[0].coords);
3397 if(closestdist==-1||distance<closestdist){
3398 closestdist=distance;
3402 if(closestdist>0&&closest>=0){
3403 //player[closest]=player[numplayers-1];
3404 //player[closest].skeleton=player[numplayers-1].skeleton;
3409 if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LCTRL)){
3411 float closestdist=-1;
3414 for(int i=1;i<max_objects;i++){
3415 distance=findDistancefast(&objects.position[i],&player[0].coords);
3416 if(closestdist==-1||distance<closestdist){
3417 closestdist=distance;
3421 if(closestdist>0&&closest>=0){
3422 objects.position[closest].y-=500;
3426 if(Input::isKeyPressed(SDLK_m)&&Input::isKeyDown(SDLK_LSHIFT)){
3428 //if(drawmode>2)drawmode=0;
3429 if(objects.numobjects<max_objects-1){
3431 boxcoords.x=player[0].coords.x;
3432 boxcoords.z=player[0].coords.z;
3433 boxcoords.y=player[0].coords.y-3;
3434 if(editortype==bushtype)boxcoords.y=player[0].coords.y-.5;
3435 if(editortype==firetype)boxcoords.y=player[0].coords.y-.5;
3436 //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
3437 float temprotat,temprotat2;
3438 temprotat=editorrotation;
3439 temprotat2=editorrotation2;
3440 if(temprotat<0||editortype==bushtype)temprotat=Random()%360;
3441 if(temprotat2<0)temprotat2=Random()%360;
3443 objects.MakeObject(editortype,boxcoords,(int)temprotat-((int)temprotat)%30,(int)temprotat2,editorsize);
3444 if(editortype==treetrunktype)
3445 objects.MakeObject(treeleavestype,boxcoords,Random()%360*(temprotat2<2)+(int)editorrotation-((int)editorrotation)%30,editorrotation2,editorsize);
3449 if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3450 if(numplayers<maxplayers-1){
3451 player[numplayers].scale=.2*5*player[0].scale;
3452 player[numplayers].creature=rabbittype;
3453 player[numplayers].howactive=editoractive;
3454 player[numplayers].skeleton.id=numplayers;
3455 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);
3457 //texsize=512*512*3/texdetail/texdetail;
3458 //if(!player[numplayers].loaded)player[numplayers].skeleton.skinText = new GLubyte[texsize];
3459 //player[numplayers].skeleton.skinText.resize(texsize);
3461 int k=abs(Random()%2)+1;
3463 LoadTextureSave(":Data:Textures:Fur3.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
3464 player[numplayers].whichskin=0;
3467 LoadTextureSave(":Data:Textures:Fur.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
3468 player[numplayers].whichskin=1;
3471 LoadTextureSave(":Data:Textures:Fur2.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
3472 player[numplayers].whichskin=2;
3475 LoadTexture(":Data:Textures:Belt.png",&player[numplayers].skeleton.drawmodelclothes.textureptr,1,1);
3476 player[numplayers].power=1;
3477 player[numplayers].speedmult=1;
3478 player[numplayers].currentanimation=bounceidleanim;
3479 player[numplayers].targetanimation=bounceidleanim;
3480 player[numplayers].currentframe=0;
3481 player[numplayers].targetframe=1;
3482 player[numplayers].target=0;
3483 player[numplayers].bled=0;
3484 player[numplayers].speed=1+(float)(Random()%100)/1000;
3486 player[numplayers].targetrotation=player[0].targetrotation;
3487 player[numplayers].rotation=player[0].rotation;
3489 player[numplayers].velocity=0;
3490 player[numplayers].coords=player[0].coords;
3491 player[numplayers].oldcoords=player[numplayers].coords;
3492 player[numplayers].realoldcoords=player[numplayers].coords;
3494 player[numplayers].id=numplayers;
3495 player[numplayers].skeleton.id=numplayers;
3496 player[numplayers].updatedelay=0;
3497 player[numplayers].normalsupdatedelay=0;
3499 player[numplayers].aitype=passivetype;
3501 if(player[0].creature==wolftype){
3502 headprop=player[0].proportionhead.x/1.1;
3503 bodyprop=player[0].proportionbody.x/1.1;
3504 armprop=player[0].proportionarms.x/1.1;
3505 legprop=player[0].proportionlegs.x/1.1;
3508 if(player[0].creature==rabbittype){
3509 headprop=player[0].proportionhead.x/1.2;
3510 bodyprop=player[0].proportionbody.x/1.05;
3511 armprop=player[0].proportionarms.x/1.00;
3512 legprop=player[0].proportionlegs.x/1.1;
3515 if(player[numplayers].creature==wolftype){
3516 player[numplayers].proportionhead=1.1*headprop;
3517 player[numplayers].proportionbody=1.1*bodyprop;
3518 player[numplayers].proportionarms=1.1*armprop;
3519 player[numplayers].proportionlegs=1.1*legprop;
3522 if(player[numplayers].creature==rabbittype){
3523 player[numplayers].proportionhead=1.2*headprop;
3524 player[numplayers].proportionbody=1.05*bodyprop;
3525 player[numplayers].proportionarms=1.00*armprop;
3526 player[numplayers].proportionlegs=1.1*legprop;
3527 player[numplayers].proportionlegs.y=1.05*legprop;
3530 player[numplayers].headless=0;
3531 player[numplayers].onfire=0;
3534 player[numplayers].proportionhead.z=0;
3535 player[numplayers].proportionbody.z=0;
3536 player[numplayers].proportionarms.z=0;
3537 player[numplayers].proportionlegs.z=0;
3540 player[numplayers].tempanimation.Load((char *)"Tempanim",0,0);
3542 player[numplayers].damagetolerance=200;
3544 player[numplayers].protectionhead=player[0].protectionhead;
3545 player[numplayers].protectionhigh=player[0].protectionhigh;
3546 player[numplayers].protectionlow=player[0].protectionlow;
3547 player[numplayers].armorhead=player[0].armorhead;
3548 player[numplayers].armorhigh=player[0].armorhigh;
3549 player[numplayers].armorlow=player[0].armorlow;
3550 player[numplayers].metalhead=player[0].metalhead;
3551 player[numplayers].metalhigh=player[0].metalhigh;
3552 player[numplayers].metallow=player[0].metallow;
3554 player[numplayers].immobile=player[0].immobile;
3556 player[numplayers].numclothes=player[0].numclothes;
3557 if(player[numplayers].numclothes)
3558 for(int i=0;i<player[numplayers].numclothes;i++){
3559 strcpy(player[numplayers].clothes[i], player[0].clothes[i]);
3560 player[numplayers].clothestintr[i]=player[0].clothestintr[i];
3561 player[numplayers].clothestintg[i]=player[0].clothestintg[i];
3562 player[numplayers].clothestintb[i]=player[0].clothestintb[i];
3563 tintr=player[numplayers].clothestintr[i];
3564 tintg=player[numplayers].clothestintg[i];
3565 tintb=player[numplayers].clothestintb[i];
3566 AddClothes((char *)player[numplayers].clothes[i],&player[numplayers].skeleton.skinText[0]);
3568 if(player[numplayers].numclothes){
3569 player[numplayers].DoMipmaps();
3572 player[numplayers].power=player[0].power;
3573 player[numplayers].speedmult=player[0].speedmult;
3575 player[numplayers].damage=0;
3576 player[numplayers].permanentdamage=0;
3577 player[numplayers].superpermanentdamage=0;
3578 player[numplayers].deathbleeding=0;
3579 player[numplayers].bleeding=0;
3580 player[numplayers].numwaypoints=0;
3581 player[numplayers].waypoint=0;
3582 player[numplayers].jumppath=0;
3583 player[numplayers].weaponstuck=-1;
3584 player[numplayers].weaponactive=-1;
3585 player[numplayers].num_weapons=0;
3586 player[numplayers].bloodloss=0;
3587 player[numplayers].dead=0;
3589 player[numplayers].loaded=1;
3595 if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LSHIFT)){
3596 if(player[numplayers-1].numwaypoints<90){
3597 player[numplayers-1].waypoints[player[numplayers-1].numwaypoints]=player[0].coords;
3598 player[numplayers-1].waypointtype[player[numplayers-1].numwaypoints]=editorpathtype;
3599 player[numplayers-1].numwaypoints++;
3603 if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LCTRL)){
3604 if(numpathpoints<30){
3605 bool connected,alreadyconnected;
3608 for(int i=0;i<numpathpoints;i++){
3609 if(findDistancefast(&pathpoint[i],&player[0].coords)<.5&&i!=pathpointselected&&!connected){
3611 for(int j=0;j<numpathpointconnect[pathpointselected];j++){
3612 if(pathpointconnect[pathpointselected][j]==i)alreadyconnected=1;
3614 if(!alreadyconnected){
3615 numpathpointconnect[pathpointselected]++;
3617 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=i;
3623 pathpoint[numpathpoints-1]=player[0].coords;
3624 numpathpointconnect[numpathpoints-1]=0;
3625 if(numpathpoints>1&&pathpointselected!=-1){
3626 numpathpointconnect[pathpointselected]++;
3627 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=numpathpoints-1;
3629 pathpointselected=numpathpoints-1;
3634 if(Input::isKeyPressed(SDLK_PERIOD)){
3635 pathpointselected++;
3636 if(pathpointselected>=numpathpoints)
3637 pathpointselected=-1;
3639 if(Input::isKeyPressed(SDLK_COMMA)&&!Input::isKeyDown(SDLK_LSHIFT)){
3640 pathpointselected--;
3641 if(pathpointselected<=-2)
3642 pathpointselected=numpathpoints-1;
3644 if(Input::isKeyPressed(SDLK_COMMA)&&Input::isKeyDown(SDLK_LSHIFT)){
3645 if(pathpointselected!=-1){
3647 pathpoint[pathpointselected]=pathpoint[numpathpoints];
3648 numpathpointconnect[pathpointselected]=numpathpointconnect[numpathpoints];
3649 for(int i=0;i<numpathpointconnect[pathpointselected];i++){
3650 pathpointconnect[pathpointselected][i]=pathpointconnect[numpathpoints][i];
3652 for(int i=0;i<numpathpoints;i++){
3653 for(int j=0;j<numpathpointconnect[i];j++){
3654 if(pathpointconnect[i][j]==pathpointselected){
3655 pathpointconnect[i][j]=pathpointconnect[i][numpathpointconnect[i]-1];
3656 numpathpointconnect[i]--;
3658 if(pathpointconnect[i][j]==numpathpoints){
3659 pathpointconnect[i][j]=pathpointselected;
3663 pathpointselected=numpathpoints-1;
3667 if(Input::isKeyPressed(SDLK_LEFT)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3669 if(editortype==treeleavestype||editortype==10)editortype--;
3670 if(editortype<0)editortype=firetype;
3673 if(Input::isKeyPressed(SDLK_RIGHT)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3675 if(editortype==treeleavestype||editortype==10)editortype++;
3676 if(editortype>firetype)editortype=0;
3679 if(Input::isKeyDown(SDLK_LEFT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3680 editorrotation-=multiplier*100;
3681 if(editorrotation<-.01)editorrotation=-.01;
3684 if(Input::isKeyDown(SDLK_RIGHT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3685 editorrotation+=multiplier*100;
3688 if(Input::isKeyDown(SDLK_UP)&&!Input::isKeyDown(SDLK_LCTRL)){
3689 editorsize+=multiplier;
3692 if(Input::isKeyDown(SDLK_DOWN)&&!Input::isKeyDown(SDLK_LCTRL)){
3693 editorsize-=multiplier;
3694 if(editorsize<.1)editorsize=.1;
3698 if(Input::isKeyPressed(SDLK_LEFT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
3699 mapradius-=multiplier*10;
3702 if(Input::isKeyPressed(SDLK_RIGHT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
3703 mapradius+=multiplier*10;
3705 if(Input::isKeyDown(SDLK_UP)&&Input::isKeyDown(SDLK_LCTRL)){
3706 editorrotation2+=multiplier*100;
3709 if(Input::isKeyDown(SDLK_DOWN)&&Input::isKeyDown(SDLK_LCTRL)){
3710 editorrotation2-=multiplier*100;
3711 if(editorrotation2<-.01)editorrotation2=-.01;
3713 if(Input::isKeyPressed(SDLK_DELETE)&&objects.numobjects&&Input::isKeyDown(SDLK_LSHIFT)){
3715 float closestdist=-1;
3717 for(int i=0;i<objects.numobjects;i++){
3718 distance=findDistancefast(&objects.position[i],&player[0].coords);
3719 if(closestdist==-1||distance<closestdist){
3720 closestdist=distance;
3724 if(closestdist>0&&closest>=0)objects.DeleteObject(closest);
3732 void Game::doJumpReversals(){
3733 for(int k=0;k<numplayers;k++)
3734 for(int i=k;i<numplayers;i++){
3736 if( player[k].skeleton.free==0&&
3737 player[i].skeleton.oldfree==0&&
3738 (player[i].targetanimation==jumpupanim||
3739 player[k].targetanimation==jumpupanim)&&
3740 (player[i].aitype==playercontrolled||
3741 player[k].aitype==playercontrolled)&&
3742 (player[i].aitype==attacktypecutoff&&player[i].stunned<=0||
3743 player[k].aitype==attacktypecutoff&&player[k].stunned<=0)){
3744 if( findDistancefast(&player[i].coords,&player[k].coords)<10*sq((player[i].scale+player[k].scale)*2.5)&&
3745 findDistancefastflat(&player[i].coords,&player[k].coords)<2*sq((player[i].scale+player[k].scale)*2.5)){
3746 //TODO: refactor two huge similar ifs
3747 if(player[i].targetanimation==jumpupanim&&
3748 player[k].targetanimation!=getupfrombackanim&&
3749 player[k].targetanimation!=getupfromfrontanim&&
3750 animation[player[k].targetanimation].height==middleheight&&
3751 normaldotproduct(player[i].velocity,player[k].coords-player[i].coords)<0&&
3752 (player[k].aitype==playercontrolled&&player[k].attackkeydown||
3753 player[k].aitype!=playercontrolled)){
3754 player[i].victim=&player[k];
3755 player[i].velocity=0;
3756 player[i].currentanimation=jumpreversedanim;
3757 player[i].targetanimation=jumpreversedanim;
3758 player[i].currentframe=0;
3759 player[i].targetframe=1;
3760 player[i].targettilt2=0;
3761 player[k].victim=&player[i];
3762 player[k].velocity=0;
3763 player[k].currentanimation=jumpreversalanim;
3764 player[k].targetanimation=jumpreversalanim;
3765 player[k].currentframe=0;
3766 player[k].targetframe=1;
3767 player[k].targettilt2=0;
3768 if(player[i].coords.y<player[k].coords.y+1){
3769 player[i].currentanimation=rabbitkickreversedanim;
3770 player[i].targetanimation=rabbitkickreversedanim;
3771 player[i].currentframe=1;
3772 player[i].targetframe=2;
3773 player[k].currentanimation=rabbitkickreversalanim;
3774 player[k].targetanimation=rabbitkickreversalanim;
3775 player[k].currentframe=1;
3776 player[k].targetframe=2;
3779 player[k].oldcoords=player[k].coords;
3780 player[i].coords=player[k].coords;
3781 player[k].targetrotation=player[i].targetrotation;
3782 player[k].rotation=player[i].targetrotation;
3783 if(player[k].aitype==attacktypecutoff)
3784 player[k].stunned=.5;
3786 if(player[k].targetanimation==jumpupanim&&
3787 player[i].targetanimation!=getupfrombackanim&&
3788 player[i].targetanimation!=getupfromfrontanim&&
3789 animation[player[i].targetanimation].height==middleheight&&
3790 normaldotproduct(player[k].velocity,player[i].coords-player[k].coords)<0&&
3791 ((player[i].aitype==playercontrolled&&player[i].attackkeydown)||
3792 player[i].aitype!=playercontrolled)){
3793 player[k].victim=&player[i];
3794 player[k].velocity=0;
3795 player[k].currentanimation=jumpreversedanim;
3796 player[k].targetanimation=jumpreversedanim;
3797 player[k].currentframe=0;
3798 player[k].targetframe=1;
3799 player[k].targettilt2=0;
3800 player[i].victim=&player[k];
3801 player[i].velocity=0;
3802 player[i].currentanimation=jumpreversalanim;
3803 player[i].targetanimation=jumpreversalanim;
3804 player[i].currentframe=0;
3805 player[i].targetframe=1;
3806 player[i].targettilt2=0;
3807 if(player[k].coords.y<player[i].coords.y+1){
3808 player[k].targetanimation=rabbitkickreversedanim;
3809 player[k].currentanimation=rabbitkickreversedanim;
3810 player[i].currentanimation=rabbitkickreversalanim;
3811 player[i].targetanimation=rabbitkickreversalanim;
3812 player[k].currentframe=1;
3813 player[k].targetframe=2;
3814 player[i].currentframe=1;
3815 player[i].targetframe=2;
3818 player[i].oldcoords=player[i].coords;
3819 player[k].coords=player[i].coords;
3820 player[i].targetrotation=player[k].targetrotation;
3821 player[i].rotation=player[k].targetrotation;
3822 if(player[i].aitype==attacktypecutoff)
3823 player[i].stunned=.5;
3830 void Game::doAerialAcrobatics(){
3831 static XYZ facing,flatfacing;
3832 for(int k=0;k<numplayers;k++){
3833 player[k].turnspeed=500;
3835 if((player[k].isRun()&&
3836 ((player[k].targetrotation!=rabbitrunninganim&&
3837 player[k].targetrotation!=wolfrunninganim)||
3838 player[k].targetframe==4))||
3839 player[k].targetanimation==removeknifeanim||
3840 player[k].targetanimation==crouchremoveknifeanim||
3841 player[k].targetanimation==flipanim||
3842 player[k].targetanimation==fightsidestep||
3843 player[k].targetanimation==walkanim){
3844 player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed);
3848 if(player[k].isStop()||
3849 player[k].isLanding()||
3850 player[k].targetanimation==staggerbackhighanim||
3851 (player[k].targetanimation==sneakanim&&player[k].currentanimation==sneakanim)||
3852 player[k].targetanimation==staggerbackhardanim||
3853 player[k].targetanimation==backhandspringanim||
3854 player[k].targetanimation==dodgebackanim||
3855 player[k].targetanimation==rollanim||
3856 (animation[player[k].targetanimation].attack&&
3857 player[k].targetanimation!=rabbitkickanim&&
3858 (player[k].targetanimation!=crouchstabanim||player[k].hasvictim)&&
3859 (player[k].targetanimation!=swordgroundstabanim||player[k].hasvictim))){
3860 player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*2);
3863 if(player[k].targetanimation==sneakanim&&player[k].currentanimation!=sneakanim){
3864 player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*4);
3867 /*if(player[k].aitype!=passivetype||(findDistancefast(&player[k].coords,&viewer)<viewdistance*viewdistance))*/
3868 player[k].DoStuff();
3869 if(player[k].immobile&&k!=0)
3870 player[k].coords=player[k].realoldcoords;
3872 //if player's position has changed (?)
3873 if(findDistancefast(&player[k].coords,&player[k].realoldcoords)>0&&
3874 !player[k].skeleton.free&&
3875 player[k].targetanimation!=climbanim&&
3876 player[k].targetanimation!=hanganim){
3877 XYZ lowpoint,lowpointtarget,lowpoint2,lowpointtarget2,lowpoint3,lowpointtarget3,lowpoint4,lowpointtarget4,lowpoint5,lowpointtarget5,lowpoint6,lowpointtarget6,lowpoint7,lowpointtarget7,colpoint,colpoint2;
3881 if(player[k].collide<-.3)
3882 player[k].collide=-.3;
3883 if(player[k].collide>1)
3884 player[k].collide=1;
3885 player[k].collide-=multiplier*30;
3888 player[k].coords.y=max(player[k].coords.y, terrain.getHeight(player[k].coords.x,player[k].coords.z));
3890 for(int l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
3891 int i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
3892 if(objects.type[i]!=rocktype||
3893 objects.scale[i]>.5&&player[k].aitype==playercontrolled||
3894 objects.position[i].y>player[k].coords.y){
3895 lowpoint=player[k].coords;
3896 if(player[k].targetanimation!=jumpupanim&&
3897 player[k].targetanimation!=jumpdownanim&&
3898 !player[k].isFlip())
3902 if( player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z)&&
3903 player[k].coords.y>terrain.getHeight(player[k].coords.x,player[k].coords.z)-.1)
3904 player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z);
3905 if(player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){
3906 flatfacing=lowpoint-player[k].coords;
3907 player[k].coords=lowpoint;
3908 player[k].coords.y-=1.3;
3909 player[k].collide=1;
3912 //TODO: refactor four similar blocks
3913 if(player[k].aitype==playercontrolled&&
3914 (player[k].targetanimation==jumpupanim||
3915 player[k].targetanimation==jumpdownanim||
3916 player[k].isFlip())&&
3917 !player[k].jumptogglekeydown&&
3918 player[k].jumpkeydown){
3919 lowpointtarget=lowpoint+DoRotation(player[k].facing,0,-90,0)*1.5;
3920 XYZ tempcoords1=lowpoint;
3921 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3922 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3923 setAnimation(k,walljumpleftanim);
3924 emit_sound_at(movewhooshsound, player[k].coords);
3926 pause_sound(whooshsound);
3928 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3929 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3930 if(lowpointtarget.z<0)
3931 player[k].rotation=180-player[k].rotation;
3932 player[k].targetrotation=player[k].rotation;
3933 player[k].lowrotation=player[k].rotation;
3939 lowpoint=tempcoords1;
3940 lowpointtarget=lowpoint+DoRotation(player[k].facing,0,90,0)*1.5;
3941 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3942 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3943 setAnimation(k,walljumprightanim);
3944 emit_sound_at(movewhooshsound, player[k].coords);
3945 if(k==0)pause_sound(whooshsound);
3947 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3948 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3949 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3950 player[k].targetrotation=player[k].rotation;
3951 player[k].lowrotation=player[k].rotation;
3952 if(k==0)numwallflipped++;
3956 lowpoint=tempcoords1;
3957 lowpointtarget=lowpoint+player[k].facing*2;
3958 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3959 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3960 setAnimation(k,walljumpbackanim);
3961 emit_sound_at(movewhooshsound, player[k].coords);
3962 if(k==0)pause_sound(whooshsound);
3964 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3965 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3966 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3967 player[k].targetrotation=player[k].rotation;
3968 player[k].lowrotation=player[k].rotation;
3969 if(k==0)numwallflipped++;
3973 lowpoint=tempcoords1;
3974 lowpointtarget=lowpoint-player[k].facing*2;
3975 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3976 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3977 setAnimation(k,walljumpfrontanim);
3978 emit_sound_at(movewhooshsound, player[k].coords);
3979 if(k==0)pause_sound(whooshsound);
3981 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3982 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3983 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3984 player[k].rotation+=180;
3985 player[k].targetrotation=player[k].rotation;
3986 player[k].lowrotation=player[k].rotation;
3987 if(k==0)numwallflipped++;
3995 else if(objects.type[i]==rocktype){
3996 lowpoint2=player[k].coords;
3997 lowpoint=player[k].coords;
3999 if(objects.model[i].LineCheck(&lowpoint,&lowpoint2,&colpoint,&objects.position[i],&objects.rotation[i])!=-1){
4000 player[k].coords=colpoint;
4001 player[k].collide=1;
4004 if(player[k].targetanimation==jumpdownanim||player[k].isFlip()){
4005 //flipped into a rock
4006 if(player[k].isFlip()&&animation[player[k].targetanimation].label[player[k].targetframe]==7)
4007 player[k].RagDoll(0);
4009 if(player[k].targetanimation==jumpupanim){
4010 player[k].jumppower=-4;
4011 player[k].targetanimation=player[k].getIdle();
4014 player[k].targetframe=0;
4015 player[k].onterrain=1;
4017 if(player[k].id==0){
4018 pause_sound(whooshsound);
4019 OPENAL_SetVolume(channels[whooshsound], 0);
4023 if((player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].wasLanding()){
4024 if(player[k].isFlip())
4025 player[k].jumppower=-4;
4026 player[k].targetanimation=player[k].getLanding();
4027 emit_sound_at(landsound, player[k].coords, 128.);
4029 envsound[numenvsounds]=player[k].coords;
4030 envsoundvol[numenvsounds]=16;
4031 envsoundlife[numenvsounds]=.4;
4041 if(tempcollide&&(/*player[k].jumptogglekeydown*/1==1||player[k].aitype!=playercontrolled))
4042 for(int l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
4043 int i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
4044 lowpoint=player[k].coords;
4046 if(objects.type[i]!=rocktype)
4047 if(player[k].SphereCheck(&lowpoint,1.33,&colpoint,&objects.position[i],&objects.rotation[i],&objects.model[i])!=-1){
4048 if(player[k].targetanimation!=jumpupanim&&
4049 player[k].targetanimation!=jumpdownanim&&
4050 player[k].onterrain)
4051 player[k].avoidcollided=1;
4052 player[k].coords=lowpoint;
4053 player[k].coords.y-=1.35;
4054 player[k].collide=1;
4056 if((player[k].grabdelay<=0||player[k].aitype!=playercontrolled)&&
4057 (player[k].currentanimation!=climbanim&&
4058 player[k].currentanimation!=hanganim&&
4059 !player[k].isWallJump()||
4060 player[k].targetanimation==jumpupanim||
4061 player[k].targetanimation==jumpdownanim)){
4062 lowpoint=player[k].coords;
4063 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.rotation[i]);
4064 lowpoint=player[k].coords;
4068 facing=DoRotation(facing,0,player[k].targetrotation+180,0);
4069 lowpointtarget=lowpoint+facing*1.4;
4070 whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
4072 lowpoint=player[k].coords;
4074 lowpointtarget=lowpoint+facing*1.4;
4076 lowpointtarget2=lowpointtarget;
4078 lowpointtarget3=lowpointtarget;
4080 lowpointtarget4=lowpointtarget;
4082 lowpointtarget5=lowpointtarget;
4084 lowpointtarget6=lowpointtarget;
4086 lowpointtarget7=lowpoint;
4088 lowpointtarget2.x+=.1;
4090 lowpointtarget3.z+=.1;
4092 lowpointtarget4.x-=.1;
4094 lowpointtarget5.z-=.1;
4096 lowpointtarget6.y+=45/13;
4097 lowpointtarget6+=facing*.6;
4098 lowpointtarget7.y+=90/13;
4099 whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
4100 if(objects.friction[i]>.5)
4102 if(whichhit!=-1&&player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim)
4103 player[k].collided=1;
4104 if(checkcollide(lowpoint7,lowpointtarget7)==-1)
4105 if(checkcollide(lowpoint6,lowpointtarget6)==-1)
4106 if( objects.model[i].LineCheckPossible(&lowpoint2,&lowpointtarget2,
4107 &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
4108 objects.model[i].LineCheckPossible(&lowpoint3,&lowpointtarget3,
4109 &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
4110 objects.model[i].LineCheckPossible(&lowpoint4,&lowpointtarget4,
4111 &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
4112 objects.model[i].LineCheckPossible(&lowpoint5,&lowpointtarget5,
4113 &colpoint,&objects.position[i],&objects.rotation[i])!=-1)
4114 for(int j=0;j<45;j++){
4115 lowpoint=player[k].coords;
4116 lowpoint.y+=(float)j/13;
4117 lowpointtarget=lowpoint+facing*1.4;
4118 if(objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,
4119 &colpoint2,&objects.position[i],&objects.rotation[i])==-1){
4120 if(j<=6||j<=25&&player[k].targetanimation==jumpdownanim)
4122 if(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim){
4123 lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0);
4124 lowpoint=player[k].coords;
4125 lowpoint.y+=(float)j/13;
4126 lowpointtarget=lowpoint+facing*1.3;
4127 flatfacing=player[k].coords;
4128 player[k].coords=colpoint-DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0)*.01;
4129 player[k].coords.y=lowpointtarget.y-.07;
4130 player[k].currentoffset=(flatfacing-player[k].coords)/player[k].scale;
4132 if(j>10||!player[k].isRun()){
4133 if(player[k].targetanimation==jumpdownanim||player[k].targetanimation==jumpupanim){
4135 pause_sound(whooshsound);
4137 emit_sound_at(jumpsound, player[k].coords, 128.);
4139 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
4140 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
4141 if(lowpointtarget.z<0)
4142 player[k].rotation=180-player[k].rotation;
4143 player[k].targetrotation=player[k].rotation;
4144 player[k].lowrotation=player[k].rotation;
4146 //player[k].velocity=lowpointtarget*.03;
4147 player[k].velocity=0;
4150 if(player[k].targetanimation==jumpupanim){
4151 player[k].targetanimation=climbanim;
4152 player[k].jumppower=0;
4153 player[k].jumpclimb=1;
4155 player[k].transspeed=6;
4157 player[k].targetframe=1;
4160 setAnimation(k,hanganim);
4161 player[k].jumppower=0;
4173 if(player[k].collide<=0){
4175 if(!player[k].onterrain&&
4176 player[k].targetanimation!=jumpupanim&&
4177 player[k].targetanimation!=jumpdownanim&&
4178 player[k].targetanimation!=climbanim&&
4179 player[k].targetanimation!=hanganim&&
4180 !player[k].isWallJump()&&
4181 !player[k].isFlip()){
4182 if(player[k].currentanimation!=climbanim&&
4183 player[k].currentanimation!=tempanim&&
4184 player[k].targetanimation!=backhandspringanim&&
4185 (player[k].targetanimation!=rollanim||
4186 player[k].targetframe<2||
4187 player[k].targetframe>6)){
4188 //stagger off ledge (?)
4189 if(player[k].targetanimation==staggerbackhighanim||player[k].targetanimation==staggerbackhardanim)
4190 player[k].RagDoll(0);
4191 setAnimation(k,jumpdownanim);
4194 emit_sound_at(whooshsound, player[k].coords, 128.);
4197 player[k].velocity.y+=gravity;
4201 player[k].realoldcoords=player[k].coords;
4205 void Game::doAttacks(){
4206 static XYZ relative;
4207 static int randattack;
4208 static bool playerrealattackkeydown=0;
4210 if(!Input::isKeyDown(attackkey))
4213 player[0].attackkeydown=0;
4215 playerrealattackkeydown=0;
4217 playerrealattackkeydown=Input::isKeyDown(attackkey);
4218 if((player[0].parriedrecently<=0||
4219 player[0].weaponactive==-1)&&
4222 player[0].lastattack!=swordslashanim&&
4223 player[0].lastattack!=knifeslashstartanim&&
4224 player[0].lastattack!=staffhitanim&&
4225 player[0].lastattack!=staffspinhitanim)))
4226 player[0].attackkeydown=Input::isKeyDown(attackkey);
4227 if(Input::isKeyDown(attackkey)&&
4229 !player[0].backkeydown){
4230 for(int k=0;k<numplayers;k++){
4231 if((player[k].targetanimation==swordslashanim||
4232 player[k].targetanimation==staffhitanim||
4233 player[k].targetanimation==staffspinhitanim)&&
4234 player[0].currentanimation!=dodgebackanim&&
4235 !player[k].skeleton.free)
4236 player[k].Reverse();
4240 if(!hostile||indialogue!=-1)player[0].attackkeydown=0;
4242 for(int k=0;k<numplayers;k++){
4243 if(indialogue!=-1)player[k].attackkeydown=0;
4244 if(player[k].targetanimation!=rabbitrunninganim&&player[k].targetanimation!=wolfrunninganim){
4245 if(player[k].aitype!=playercontrolled)
4246 player[k].victim=&player[0];
4247 //attack key pressed
4248 if(player[k].attackkeydown){
4250 if(player[k].backkeydown&&
4251 player[k].targetanimation!=backhandspringanim&&
4252 (player[k].isIdle()||
4253 player[k].isStop()||
4255 player[k].targetanimation==walkanim)){
4256 if(player[k].jumppower<=1){
4257 player[k].jumppower-=2;
4259 for(int i=0;i<numplayers;i++){
4261 if(player[i].targetanimation==swordslashanim||
4262 player[i].targetanimation==knifeslashstartanim||
4263 player[i].targetanimation==staffhitanim||
4264 player[i].targetanimation==staffspinhitanim)
4265 if(findDistancefast(&player[k].coords,&player[i].coords)<6.5&&!player[i].skeleton.free){
4266 setAnimation(k,dodgebackanim);
4267 player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
4268 player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
4271 if(player[k].targetanimation!=dodgebackanim){
4272 if(k==0)numflipped++;
4273 setAnimation(k,backhandspringanim);
4274 player[k].targetrotation=-rotation+180;
4275 if(player[k].leftkeydown)
4276 player[k].targetrotation-=45;
4277 if(player[k].rightkeydown)
4278 player[k].targetrotation+=45;
4279 player[k].rotation=player[k].targetrotation;
4280 player[k].jumppower-=2;
4285 if(!animation[player[k].targetanimation].attack&&
4286 !player[k].backkeydown&&
4287 (player[k].isIdle()||
4289 player[k].targetanimation==walkanim||
4290 player[k].targetanimation==sneakanim||
4291 player[k].isCrouch())){
4292 const int attackweapon=player[k].weaponactive==-1?0:weapons.type[player[k].weaponids[player[k].weaponactive]];
4293 //normal attacks (?)
4294 player[k].hasvictim=0;
4296 for(int i=0;i<numplayers;i++){
4297 if(i==k||!(k==0||i==0))continue;
4298 if(!player[k].hasvictim)
4299 if(animation[player[k].targetanimation].attack!=reversal){
4301 const float distance=findDistancefast(&player[k].coords,&player[i].coords);
4303 !player[i].skeleton.free&&
4304 player[i].howactive<typedead1&&
4305 player[i].targetanimation!=jumpreversedanim&&
4306 player[i].targetanimation!=rabbitkickreversedanim&&
4307 player[i].targetanimation!=rabbitkickanim&&
4308 player[k].targetanimation!=rabbitkickanim&&
4309 player[i].targetanimation!=getupfrombackanim&&
4310 (player[i].targetanimation!=staggerbackhighanim&&
4311 (player[i].targetanimation!=staggerbackhardanim||
4312 animation[staggerbackhardanim].label[player[i].targetframe]==6))&&
4313 player[i].targetanimation!=jumpdownanim&&
4314 player[i].targetanimation!=jumpupanim&&
4315 player[i].targetanimation!=getupfromfrontanim){
4316 player[k].victim=&player[i];
4317 player[k].hasvictim=1;
4318 if(player[k].aitype==playercontrolled){ //human player
4320 if(distance<2.5*sq(player[k].scale*5)&&
4321 player[k].crouchkeydown&&
4322 animation[player[i].targetanimation].height!=lowheight)
4323 player[k].targetanimation=sweepanim;
4325 else if(distance<1.5*sq(player[k].scale*5)&&
4326 animation[player[i].targetanimation].height!=lowheight&&
4327 !player[k].forwardkeydown&&
4328 !player[k].leftkeydown&&
4329 !player[k].rightkeydown&&
4330 !player[k].crouchkeydown&&
4333 player[k].targetanimation=winduppunchanim;
4335 else if(distance<2.5*sq(player[k].scale*5)&&
4336 animation[player[i].targetanimation].height!=lowheight&&
4337 !player[k].forwardkeydown&&
4338 !player[k].leftkeydown&&
4339 !player[k].rightkeydown&&
4340 !player[k].crouchkeydown&&
4342 player[k].targetanimation=upunchanim;
4344 else if(distance<2.5*sq(player[k].scale*5)&&
4345 player[i].staggerdelay>0&&
4346 attackweapon==knife&&
4347 player[i].bloodloss>player[i].damagetolerance/2)
4348 player[k].targetanimation=knifefollowanim;
4350 else if(distance<2.5*sq(player[k].scale*5)&&
4351 animation[player[i].targetanimation].height!=lowheight&&
4352 !player[k].forwardkeydown&&
4353 !player[k].leftkeydown&&
4354 !player[k].rightkeydown&&
4355 !player[k].crouchkeydown&&
4356 attackweapon==knife&&
4357 player[k].weaponmissdelay<=0)
4358 player[k].targetanimation=knifeslashstartanim;
4360 else if(distance<4.5*sq(player[k].scale*5)&&
4361 animation[player[i].targetanimation].height!=lowheight&&
4362 !player[k].crouchkeydown&&
4363 attackweapon==sword&&
4364 player[k].weaponmissdelay<=0)
4365 player[k].targetanimation=swordslashanim;
4367 else if(distance<4.5*sq(player[k].scale*5)&&
4368 animation[player[i].targetanimation].height!=lowheight&&
4369 !player[k].crouchkeydown&&
4370 attackweapon==staff&&
4371 player[k].weaponmissdelay<=0&&
4372 !player[k].leftkeydown&&
4373 !player[k].rightkeydown&&
4374 !player[k].forwardkeydown)
4375 player[k].targetanimation=staffhitanim;
4377 else if(distance<4.5*sq(player[k].scale*5)&&
4378 animation[player[i].targetanimation].height!=lowheight&&
4379 !player[k].crouchkeydown&&
4380 attackweapon==staff&&
4381 player[k].weaponmissdelay<=0)
4382 player[k].targetanimation=staffspinhitanim;
4384 else if(distance<2.5*sq(player[k].scale*5)&&
4385 animation[player[i].targetanimation].height!=lowheight)
4386 player[k].targetanimation=spinkickanim;
4388 else if(distance<2.5*sq(player[k].scale*5)&&
4389 animation[player[i].targetanimation].height==lowheight&&
4390 animation[player[k].targetanimation].attack!=normalattack)
4391 player[k].targetanimation=lowkickanim;
4392 } else { //AI player
4393 if(distance<4.5*sq(player[k].scale*5)){
4394 randattack=abs(Random()%5);
4395 if(!attackweapon&&distance<2.5*sq(player[k].scale*5)){
4397 if(randattack==0&&animation[player[i].targetanimation].height!=lowheight)
4398 player[k].targetanimation=sweepanim;
4400 else if(randattack==1&&animation[player[i].targetanimation].height!=lowheight&&
4402 player[k].targetanimation=upunchanim;
4404 else if(randattack==2&&animation[player[i].targetanimation].height!=lowheight)
4405 player[k].targetanimation=spinkickanim;
4407 else if(animation[player[i].targetanimation].height==lowheight)
4408 player[k].targetanimation=lowkickanim;
4412 if((tutoriallevel!=1||!attackweapon)&&
4413 distance<2.5*sq(player[k].scale*5)&&
4415 animation[player[i].targetanimation].height!=lowheight)
4416 player[k].targetanimation=sweepanim;
4418 else if(distance<2.5*sq(player[k].scale*5)&&
4419 attackweapon==knife&&
4420 player[k].weaponmissdelay<=0)
4421 player[k].targetanimation=knifeslashstartanim;
4423 else if(!(player[0].victim==&player[i]&&
4424 player[0].hasvictim&&
4425 player[0].targetanimation==swordslashanim)&&
4426 attackweapon==sword&&
4427 player[k].weaponmissdelay<=0)
4428 player[k].targetanimation=swordslashanim;
4430 else if(!(player[0].victim==&player[i]&&
4431 player[0].hasvictim&&
4432 player[0].targetanimation==swordslashanim)&&
4433 attackweapon==staff&&
4434 player[k].weaponmissdelay<=0&&
4436 player[k].targetanimation=staffhitanim;
4438 else if(!(player[0].victim==&player[i]&&
4439 player[0].hasvictim&&
4440 player[0].targetanimation==swordslashanim)&&
4441 attackweapon==staff&&
4442 player[k].weaponmissdelay<=0&&
4444 player[k].targetanimation=staffspinhitanim;
4446 else if((tutoriallevel!=1||!attackweapon)&&
4447 distance<2.5*sq(player[k].scale*5)&&
4449 animation[player[i].targetanimation].height!=lowheight)
4450 player[k].targetanimation=spinkickanim;
4452 else if(distance<2.5*sq(player[k].scale*5)&&
4453 animation[player[i].targetanimation].height==lowheight&&
4454 animation[player[k].targetanimation].attack!=normalattack)
4455 player[k].targetanimation=lowkickanim;
4459 //upunch becomes wolfslap
4460 if(player[k].targetanimation==upunchanim&&player[k].creature==wolftype)
4461 player[k].targetanimation=wolfslapanim;
4464 if((k==0)&&(tutoriallevel!=1||tutorialstage==22)&&
4465 player[i].howactive<typedead1&&
4466 distance<1.5*sq(player[k].scale*5)&&
4467 !player[i].skeleton.free&&
4468 player[i].targetanimation!=getupfrombackanim&&
4469 player[i].targetanimation!=getupfromfrontanim&&
4470 (player[i].stunned>0&&player[k].madskills||
4471 player[i].surprised>0||
4472 player[i].aitype==passivetype||
4473 attackweapon&&player[i].stunned>0)&&
4474 normaldotproduct(player[i].facing,player[i].coords-player[k].coords)>0){
4477 player[k].currentanimation=sneakattackanim;
4478 player[k].targetanimation=sneakattackanim;
4479 player[i].currentanimation=sneakattackedanim;
4480 player[i].targetanimation=sneakattackedanim;
4481 player[k].oldcoords=player[k].coords;
4482 player[k].coords=player[i].coords;
4485 if(attackweapon==knife){
4486 player[k].currentanimation=knifesneakattackanim;
4487 player[k].targetanimation=knifesneakattackanim;
4488 player[i].currentanimation=knifesneakattackedanim;
4489 player[i].targetanimation=knifesneakattackedanim;
4490 player[i].oldcoords=player[i].coords;
4491 player[i].coords=player[k].coords;
4494 if(attackweapon==sword){
4495 player[k].currentanimation=swordsneakattackanim;
4496 player[k].targetanimation=swordsneakattackanim;
4497 player[i].currentanimation=swordsneakattackedanim;
4498 player[i].targetanimation=swordsneakattackedanim;
4499 player[i].oldcoords=player[i].coords;
4500 player[i].coords=player[k].coords;
4502 if(attackweapon!=staff){
4503 player[k].victim=&player[i];
4504 player[k].hasvictim=1;
4505 player[i].targettilt2=0;
4506 player[i].targetframe=1;
4507 player[i].currentframe=0;
4509 player[i].velocity=0;
4510 player[k].targettilt2=player[i].targettilt2;
4511 player[k].currentframe=player[i].currentframe;
4512 player[k].targetframe=player[i].targetframe;
4513 player[k].target=player[i].target;
4514 player[k].velocity=0;
4515 player[k].targetrotation=player[i].rotation;
4516 player[k].rotation=player[i].rotation;
4517 player[i].targetrotation=player[i].rotation;
4520 if(animation[player[k].targetanimation].attack==normalattack&&
4521 player[k].victim==&player[i]&&
4522 (!player[i].skeleton.free)){
4524 player[k].targetframe=0;
4527 player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
4528 player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
4529 player[k].lastattack3=player[k].lastattack2;
4530 player[k].lastattack2=player[k].lastattack;
4531 player[k].lastattack=player[k].targetanimation;
4533 if(player[k].targetanimation==knifefollowanim&&
4534 player[k].victim==&player[i]){
4536 player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
4537 player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
4538 player[k].victim=&player[i];
4539 player[k].hasvictim=1;
4540 player[i].targetanimation=knifefollowedanim;
4541 player[i].currentanimation=knifefollowedanim;
4542 player[i].targettilt2=0;
4543 player[i].targettilt2=player[k].targettilt2;
4544 player[i].targetframe=1;
4545 player[i].currentframe=0;
4547 player[i].velocity=0;
4548 player[k].currentanimation=knifefollowanim;
4549 player[k].targetanimation=knifefollowanim;
4550 player[k].targettilt2=player[i].targettilt2;
4551 player[k].currentframe=player[i].currentframe;
4552 player[k].targetframe=player[i].targetframe;
4553 player[k].target=player[i].target;
4554 player[k].velocity=0;
4555 player[k].oldcoords=player[k].coords;
4556 player[i].coords=player[k].coords;
4557 player[i].targetrotation=player[k].targetrotation;
4558 player[i].rotation=player[k].targetrotation;
4559 player[k].rotation=player[k].targetrotation;
4560 player[i].rotation=player[k].targetrotation;
4564 const bool hasstaff=attackweapon==staff;
4565 if(k==0&&numplayers>1)
4566 for(int i=0;i<numplayers;i++){
4568 if((playerrealattackkeydown||player[i].dead||!hasstaff)&&
4569 animation[player[k].targetanimation].attack==neutral){
4570 const float distance=findDistancefast(&player[k].coords,&player[i].coords);
4571 if(!player[i].dead||!realthreat||(!attackweapon&&player[k].crouchkeydown))
4572 if(player[i].skeleton.free)
4573 if(distance<3.5*sq(player[k].scale*5)&&
4575 player[i].skeleton.longdead>1000||
4579 (player[i].skeleton.longdead>2000||
4580 player[i].damage>player[i].damagetolerance/8||
4581 player[i].bloodloss>player[i].damagetolerance/2)&&
4582 distance<1.5*sq(player[k].scale*5)))){
4583 player[k].victim=&player[i];
4584 player[k].hasvictim=1;
4585 if(attackweapon&&tutoriallevel!=1){
4587 if(player[k].crouchkeydown&&attackweapon==knife&&distance<1.5*sq(player[k].scale*5))
4588 player[k].targetanimation=crouchstabanim;
4590 if(player[k].crouchkeydown&&distance<1.5*sq(player[k].scale*5)&&attackweapon==sword)
4591 player[k].targetanimation=swordgroundstabanim;
4593 if(distance<3.5*sq(player[k].scale*5)&&attackweapon==staff)
4594 player[k].targetanimation=staffgroundsmashanim;
4597 player[k].crouchkeydown&&
4598 player[k].targetanimation!=crouchstabanim&&
4601 player[i].skeleton.free&&
4602 player[i].skeleton.longdead>1000){
4603 player[k].targetanimation=killanim;
4604 //TODO: refactor this out, what does it do?
4605 for(int j=0;j<terrain.numdecals;j++){
4606 if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&
4607 terrain.decalalivetime[j]<2)
4608 terrain.DeleteDecal(j);
4610 for(int l=0;l<objects.numobjects;l++){
4611 if(objects.model[l].type==decalstype)
4612 for(int j=0;j<objects.model[l].numdecals;j++){
4613 if((objects.model[l].decaltype[j]==blooddecal||
4614 objects.model[l].decaltype[j]==blooddecalslow)&&
4615 objects.model[l].decalalivetime[j]<2)
4616 objects.model[l].DeleteDecal(j);
4620 if(!player[i].dead||musictype!=2)
4622 (player[k].isRun()||player[k].isIdle()&&player[k].attackkeydown)&&
4623 player[k].staggerdelay<=0&&
4625 player[i].skeleton.longdead<300&&
4626 player[k].lastattack!=spinkickanim&&
4627 player[i].skeleton.free)&&
4628 (!player[i].dead||musictype!=stream_fighttheme)){
4629 player[k].targetanimation=dropkickanim;
4630 for(int j=0;j<terrain.numdecals;j++){
4631 if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&
4632 terrain.decalalivetime[j]<2){
4633 terrain.DeleteDecal(j);
4636 for(int l=0;l<objects.numobjects;l++){
4637 if(objects.model[l].type==decalstype)
4638 for(int j=0;j<objects.model[l].numdecals;j++){
4639 if((objects.model[l].decaltype[j]==blooddecal||
4640 objects.model[l].decaltype[j]==blooddecalslow)&&
4641 objects.model[l].decalalivetime[j]<2){
4642 objects.model[l].DeleteDecal(j);
4648 if(animation[player[k].targetanimation].attack==normalattack&&
4649 player[k].victim==&player[i]&&
4650 (!player[i].skeleton.free||
4651 player[k].targetanimation==killanim||
4652 player[k].targetanimation==crouchstabanim||
4653 player[k].targetanimation==swordgroundstabanim||
4654 player[k].targetanimation==staffgroundsmashanim||
4655 player[k].targetanimation==dropkickanim)){
4657 player[k].targetframe=0;
4660 XYZ targetpoint=player[i].coords;
4661 if(player[k].targetanimation==crouchstabanim||
4662 player[k].targetanimation==swordgroundstabanim||
4663 player[k].targetanimation==staffgroundsmashanim){
4664 targetpoint+=(playerJoint(i,abdomen).position+
4665 playerJoint(i,neck).position)/2*
4668 player[k].targetrotation=roughDirectionTo(player[k].coords,targetpoint);
4669 player[k].targettilt2=pitchTo(player[k].coords,targetpoint);
4671 if(player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim){
4672 player[k].targetrotation+=(float)(abs(Random()%100)-50)/4;
4675 if(player[k].targetanimation==staffgroundsmashanim)
4676 player[k].targettilt2+=10;
4678 player[k].lastattack3=player[k].lastattack2;
4679 player[k].lastattack2=player[k].lastattack;
4680 player[k].lastattack=player[k].targetanimation;
4682 if(player[k].targetanimation==swordgroundstabanim){
4683 player[k].targetrotation+=30;
4688 if(!player[k].hasvictim){
4690 for(int i=0;i<numplayers;i++){
4691 if(i==k||!(i==0||k==0))continue;
4692 if(!player[i].skeleton.free){
4693 if(player[k].hasvictim){
4694 if(findDistancefast(&player[k].coords,&player[i].coords)<
4695 findDistancefast(&player[k].coords,&player[k].victim->coords))
4696 player[k].victim=&player[i];
4698 player[k].victim=&player[i];
4699 player[k].hasvictim=1;
4704 if(player[k].aitype==playercontrolled)
4706 if(player[k].attackkeydown&&
4708 player[k].wasRun()&&
4709 ((player[k].hasvictim&&
4710 findDistancefast(&player[k].coords,&player[k].victim->coords)<12*sq(player[k].scale*5)&&
4711 findDistancefast(&player[k].coords,&player[k].victim->coords)>7*sq(player[k].scale*5)&&
4712 !player[k].victim->skeleton.free&&
4713 player[k].victim->targetanimation!=getupfrombackanim&&
4714 player[k].victim->targetanimation!=getupfromfrontanim&&
4715 animation[player[k].victim->targetanimation].height!=lowheight&&
4716 player[k].aitype!=playercontrolled&& //wat???
4717 normaldotproduct(player[k].facing,player[k].victim->coords-player[k].coords)>0&&
4718 player[k].rabbitkickenabled)||
4719 player[k].jumpkeydown)){
4721 setAnimation(k,rabbitkickanim);
4724 if(animation[player[k].targetanimation].attack&&k==0){
4726 switch(attackweapon){
4727 case 0: numunarmedattack++; break;
4728 case knife: numknifeattack++; break;
4729 case sword: numswordattack++; break;
4730 case staff: numstaffattack++; break;
4739 void Game::doPlayerCollisions(){
4740 static XYZ rotatetarget;
4741 static float collisionradius;
4743 for(int k=0;k<numplayers;k++)
4744 for(int i=k+1;i<numplayers;i++){
4745 //neither player is part of a reversal
4746 if((animation[player[i].targetanimation].attack!=reversed&&
4747 animation[player[i].targetanimation].attack!=reversal&&
4748 animation[player[k].targetanimation].attack!=reversed&&
4749 animation[player[k].targetanimation].attack!=reversal)||(i!=0&&k!=0))
4750 if((animation[player[i].currentanimation].attack!=reversed&&
4751 animation[player[i].currentanimation].attack!=reversal&&
4752 animation[player[k].currentanimation].attack!=reversed&&
4753 animation[player[k].currentanimation].attack!=reversal)||(i!=0&&k!=0))
4754 //neither is sleeping
4755 if(player[i].howactive<=typesleeping&&player[k].howactive<=typesleeping)
4756 if(player[i].howactive!=typesittingwall&&player[k].howactive!=typesittingwall)
4757 //in same patch, neither is climbing
4758 if(player[i].whichpatchx==player[k].whichpatchx&&
4759 player[i].whichpatchz==player[k].whichpatchz&&
4760 player[k].skeleton.oldfree==player[k].skeleton.free&&
4761 player[i].skeleton.oldfree==player[i].skeleton.free&&
4762 player[i].targetanimation!=climbanim&&
4763 player[i].targetanimation!=hanganim&&
4764 player[k].targetanimation!=climbanim&&
4765 player[k].targetanimation!=hanganim)
4766 //players are close (bounding box test)
4767 if(player[i].coords.y>player[k].coords.y-3)
4768 if(player[i].coords.y<player[k].coords.y+3)
4769 if(player[i].coords.x>player[k].coords.x-3)
4770 if(player[i].coords.x<player[k].coords.x+3)
4771 if(player[i].coords.z>player[k].coords.z-3)
4772 if(player[i].coords.z<player[k].coords.z+3){
4773 //spread fire from player to player
4774 if(findDistancefast(&player[i].coords,&player[k].coords)
4775 <3*sq((player[i].scale+player[k].scale)*2.5)){
4776 if(player[i].onfire||player[k].onfire){
4777 if(!player[i].onfire)player[i].CatchFire();
4778 if(!player[k].onfire)player[k].CatchFire();
4782 XYZ tempcoords1=player[i].coords;
4783 XYZ tempcoords2=player[k].coords;
4784 if(!player[i].skeleton.oldfree)
4785 tempcoords1.y+=playerJoint(i,abdomen).position.y*player[i].scale;
4786 if(!player[k].skeleton.oldfree)
4787 tempcoords2.y+=playerJoint(k,abdomen).position.y*player[k].scale;
4788 collisionradius=1.2*sq((player[i].scale+player[k].scale)*2.5);
4789 if(player[0].hasvictim)
4790 if(player[0].targetanimation==rabbitkickanim&&(k==0||i==0)&&!player[0].victim->skeleton.free)
4792 if((!player[i].skeleton.oldfree||!player[k].skeleton.oldfree)&&
4793 (findDistancefast(&tempcoords1,&tempcoords2)<collisionradius||
4794 findDistancefast(&player[i].coords,&player[k].coords)<collisionradius)){
4795 //jump down on a dead body
4798 if(player[0].targetanimation==jumpdownanim&&
4799 !player[0].skeleton.oldfree&&
4800 !player[0].skeleton.free&&
4801 player[l].skeleton.oldfree&&
4802 player[l].skeleton.free&&
4804 player[0].lastcollide<=0&&
4805 fabs(player[l].coords.y-player[0].coords.y)<.2&&
4806 findDistancefast(&player[0].coords,&player[l].coords)<.7*sq((player[l].scale+player[0].scale)*2.5)){
4807 player[0].coords.y=player[l].coords.y;
4808 player[l].velocity=player[0].velocity;
4809 player[l].skeleton.free=0;
4810 player[l].rotation=0;
4811 player[l].RagDoll(0);
4812 player[l].DoDamage(20);
4814 player[l].skeleton.longdead=0;
4815 player[0].lastcollide=1;
4819 if( (player[i].skeleton.oldfree==1&&findLengthfast(&player[i].velocity)>1)||
4820 (player[k].skeleton.oldfree==1&&findLengthfast(&player[k].velocity)>1)||
4821 (player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0)){
4822 rotatetarget=player[k].velocity-player[i].velocity;
4823 if((player[i].targetanimation!=getupfrombackanim&&player[i].targetanimation!=getupfromfrontanim||
4824 player[i].skeleton.free)&&
4825 (player[k].targetanimation!=getupfrombackanim&&player[k].targetanimation!=getupfromfrontanim||
4826 player[k].skeleton.free))
4827 if((((k!=0&&findLengthfast(&rotatetarget)>150||
4828 k==0&&findLengthfast(&rotatetarget)>50&&player[0].rabbitkickragdoll)&&
4829 normaldotproduct(rotatetarget,player[k].coords-player[i].coords)>0)&&
4831 k!=0&&player[i].skeleton.oldfree==1&&animation[player[k].currentanimation].attack==neutral||
4832 /*i!=0&&*/player[k].skeleton.oldfree==1&&animation[player[i].currentanimation].attack==neutral))||
4833 (player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip())&&
4834 (player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim||player[k].isFlip())&&
4835 k==0&&!player[i].skeleton.oldfree&&!player[k].skeleton.oldfree){
4837 if( (i!=0||player[i].skeleton.free)&&
4838 (k!=0||player[k].skeleton.free)||
4839 (animation[player[i].targetanimation].height==highheight&&
4840 animation[player[k].targetanimation].height==highheight)){
4841 if(tutoriallevel!=1){
4842 emit_sound_at(heavyimpactsound, player[i].coords);
4845 player[i].RagDoll(0);
4846 if(player[i].damage>player[i].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[i].dead){
4847 award_bonus(0, aimbonus);
4849 player[i].DoDamage(findLengthfast(&rotatetarget)/4);
4850 player[k].RagDoll(0);
4851 if(player[k].damage>player[k].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[k].dead){
4852 award_bonus(0, aimbonus); // Huh, again?
4854 player[k].DoDamage(findLengthfast(&rotatetarget)/4);
4856 for(int j=0;j<player[i].skeleton.num_joints;j++){
4857 player[i].skeleton.joints[j].velocity=player[i].skeleton.joints[j].velocity/5+player[k].velocity;
4859 for(int j=0;j<player[k].skeleton.num_joints;j++){
4860 player[k].skeleton.joints[j].velocity=player[k].skeleton.joints[j].velocity/5+player[i].velocity;
4865 if( (animation[player[i].targetanimation].attack==neutral||
4866 animation[player[i].targetanimation].attack==normalattack)&&
4867 (animation[player[k].targetanimation].attack==neutral||
4868 animation[player[k].targetanimation].attack==normalattack)){
4870 if(player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0){
4871 if(findDistancefast(&player[k].coords,&player[i].coords)<.5*sq((player[i].scale+player[k].scale)*2.5)){
4872 rotatetarget=player[k].coords-player[i].coords;
4873 Normalise(&rotatetarget);
4874 player[k].coords=(player[k].coords+player[i].coords)/2;
4875 player[i].coords=player[k].coords-rotatetarget*fast_sqrt(.6)/2
4876 *sq((player[i].scale+player[k].scale)*2.5);
4877 player[k].coords+=rotatetarget*fast_sqrt(.6)/2*sq((player[i].scale+player[k].scale)*2.5);
4878 if(player[k].howactive==typeactive||hostile)
4879 if(player[k].isIdle()){
4880 if(player[k].howactive<typesleeping)
4881 setAnimation(k,player[k].getStop());
4882 else if(player[k].howactive==typesleeping)
4883 setAnimation(k,getupfromfrontanim);
4885 player[k].howactive=typeactive;
4887 if(player[i].howactive==typeactive||hostile)
4888 if(player[i].isIdle()){
4889 if(player[i].howactive<typesleeping)
4890 setAnimation(i,player[k].getStop());
4892 setAnimation(i,getupfromfrontanim);
4894 player[i].howactive=typeactive;
4897 //jump down on player
4899 if(k==0&&i!=0&&player[k].targetanimation==jumpdownanim&&
4900 !player[i].isCrouch()&&
4901 player[i].targetanimation!=rollanim&&
4902 !player[k].skeleton.oldfree&&!
4903 player[k].skeleton.free&&
4904 player[k].lastcollide<=0&&
4905 player[k].velocity.y<-10){
4906 player[i].velocity=player[k].velocity;
4907 player[k].velocity=player[k].velocity*-.5;
4908 player[k].velocity.y=player[i].velocity.y;
4909 player[i].DoDamage(20);
4910 player[i].RagDoll(0);
4911 player[k].lastcollide=1;
4912 award_bonus(k, AboveBonus);
4914 if(i==0&&k!=0&&player[i].targetanimation==jumpdownanim&&
4915 !player[k].isCrouch()&&
4916 player[k].targetanimation!=rollanim&&
4917 !player[i].skeleton.oldfree&&
4918 !player[i].skeleton.free&&
4919 player[i].lastcollide<=0&&
4920 player[i].velocity.y<-10){
4921 player[k].velocity=player[i].velocity;
4922 player[i].velocity=player[i].velocity*-.3;
4923 player[i].velocity.y=player[k].velocity.y;
4924 player[k].DoDamage(20);
4925 player[k].RagDoll(0);
4926 player[i].lastcollide=1;
4927 award_bonus(i, AboveBonus);
4933 player[i].CheckKick();
4934 player[k].CheckKick();
4942 void Game::doAI(int i){
4943 static bool connected;
4944 if(player[i].aitype!=playercontrolled&&indialogue==-1){
4945 player[i].jumpclimb=0;
4946 //disable movement in editor
4948 player[i].stunned=1;
4951 if(findDistancefastflat(&player[0].coords,&player[i].coords)<30&&
4952 player[0].coords.y>player[i].coords.y+2&&
4953 !player[0].onterrain)
4957 if(player[i].aitype==pathfindtype){
4958 if(player[i].finalpathfindpoint==-1){
4959 float closestdistance;
4965 for(int j=0;j<numpathpoints;j++)
4966 if(closest==-1||findDistancefast(&player[i].finalfinaltarget,&pathpoint[j])<closestdistance){
4967 closestdistance=findDistancefast(&player[i].finalfinaltarget,&pathpoint[j]);
4969 player[i].finaltarget=pathpoint[j];
4971 player[i].finalpathfindpoint=closest;
4972 for(int j=0;j<numpathpoints;j++)
4973 for(int k=0;k<numpathpointconnect[j];k++){
4974 DistancePointLine(&player[i].finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
4975 if(sq(tempdist)<closestdistance)
4976 if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<
4977 findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
4978 closestdistance=sq(tempdist);
4980 player[i].finaltarget=colpoint;
4983 player[i].finalpathfindpoint=closest;
4986 if(player[i].targetpathfindpoint==-1){
4987 float closestdistance;
4993 if(player[i].lastpathfindpoint==-1){
4994 for(int j=0;j<numpathpoints;j++){
4995 if(j!=player[i].lastpathfindpoint)
4996 if(closest==-1||(findDistancefast(&player[i].coords,&pathpoint[j])<closestdistance)){
4997 closestdistance=findDistancefast(&player[i].coords,&pathpoint[j]);
5001 player[i].targetpathfindpoint=closest;
5002 for(int j=0;j<numpathpoints;j++)
5003 if(j!=player[i].lastpathfindpoint)
5004 for(int k=0;k<numpathpointconnect[j];k++){
5005 DistancePointLine(&player[i].coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
5006 if(sq(tempdist)<closestdistance){
5007 if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<
5008 findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
5009 closestdistance=sq(tempdist);
5014 player[i].targetpathfindpoint=closest;
5018 for(int j=0;j<numpathpoints;j++)
5019 if(j!=player[i].lastpathfindpoint&&
5020 j!=player[i].lastpathfindpoint2&&
5021 j!=player[i].lastpathfindpoint3&&
5022 j!=player[i].lastpathfindpoint4){
5024 if(numpathpointconnect[j])
5025 for(int k=0;k<numpathpointconnect[j];k++)
5026 if(pathpointconnect[j][k]==player[i].lastpathfindpoint)
5029 if(numpathpointconnect[player[i].lastpathfindpoint])
5030 for(int k=0;k<numpathpointconnect[player[i].lastpathfindpoint];k++)
5031 if(pathpointconnect[player[i].lastpathfindpoint][k]==j)
5034 tempdist=findPathDist(j,player[i].finalpathfindpoint);
5035 if(closest==-1||tempdist<closestdistance){
5036 closestdistance=tempdist;
5041 player[i].targetpathfindpoint=closest;
5044 player[i].losupdatedelay-=multiplier;
5046 player[i].targetrotation=roughDirectionTo(player[i].coords,pathpoint[player[i].targetpathfindpoint]);
5047 player[i].lookrotation=player[i].targetrotation;
5049 //reached target point
5050 if(findDistancefastflat(&player[i].coords,&pathpoint[player[i].targetpathfindpoint])<.6){
5051 player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
5052 player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
5053 player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
5054 player[i].lastpathfindpoint=player[i].targetpathfindpoint;
5055 if(player[i].lastpathfindpoint2==-1)
5056 player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
5057 if(player[i].lastpathfindpoint3==-1)
5058 player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
5059 if(player[i].lastpathfindpoint4==-1)
5060 player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
5061 player[i].targetpathfindpoint=-1;
5063 if( findDistancefastflat(&player[i].coords,&player[i].finalfinaltarget)<
5064 findDistancefastflat(&player[i].coords,&player[i].finaltarget)||
5065 findDistancefastflat(&player[i].coords,&player[i].finaltarget)<.6*sq(player[i].scale*5)||
5066 player[i].lastpathfindpoint==player[i].finalpathfindpoint){
5067 player[i].aitype=passivetype;
5070 player[i].forwardkeydown=1;
5071 player[i].leftkeydown=0;
5072 player[i].backkeydown=0;
5073 player[i].rightkeydown=0;
5074 player[i].crouchkeydown=0;
5075 player[i].attackkeydown=0;
5076 player[i].throwkeydown=0;
5078 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)
5079 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5081 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5082 player[i].jumpkeydown=0;
5083 if((player[i].collided>.8&&player[i].jumppower>=5))
5084 player[i].jumpkeydown=1;
5086 if((tutoriallevel!=1||cananger)&&
5089 findDistancefast(&player[i].coords,&player[0].coords)<400&&
5090 player[i].occluded<25){
5091 if(findDistancefast(&player[i].coords,&player[0].coords)<12&&
5092 animation[player[0].targetanimation].height!=lowheight&&
5094 (player[0].coords.y<player[i].coords.y+5||player[0].onterrain))
5095 player[i].aitype=attacktypecutoff;
5096 if(findDistancefast(&player[i].coords,&player[0].coords)<30&&
5097 animation[player[0].targetanimation].height==highheight&&
5099 player[i].aitype=attacktypecutoff;
5101 if(player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
5102 player[i].losupdatedelay=.2;
5103 for(int j=0;j<numplayers;j++)
5104 if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype)
5105 if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
5106 if(findDistancefast(&player[i].coords,&player[j].coords)<400)
5107 if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
5108 if(player[j].coords.y<player[i].coords.y+5||player[j].onterrain)
5109 if(!player[j].isWallJump()&&-1==checkcollide(
5110 DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)
5111 *player[i].scale+player[i].coords,
5112 DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)
5113 *player[j].scale+player[j].coords)||
5114 (player[j].targetanimation==hanganim&&
5115 normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
5116 player[i].aitype=searchtype;
5117 player[i].lastchecktime=12;
5118 player[i].lastseen=player[j].coords;
5119 player[i].lastseentime=12;
5123 if(player[i].aitype==attacktypecutoff&&musictype!=2)
5124 if(player[i].creature!=wolftype){
5125 player[i].stunned=.6;
5126 player[i].surprised=.6;
5130 if(player[i].aitype!=passivetype&&leveltime>.5)
5131 player[i].howactive=typeactive;
5133 if(player[i].aitype==passivetype){
5134 player[i].aiupdatedelay-=multiplier;
5135 player[i].losupdatedelay-=multiplier;
5136 player[i].lastseentime+=multiplier;
5137 player[i].pausetime-=multiplier;
5138 if(player[i].lastseentime>1)
5139 player[i].lastseentime=1;
5141 if(player[i].aiupdatedelay<0){
5142 if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0){
5143 player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].waypoints[player[i].waypoint]);
5144 player[i].lookrotation=player[i].targetrotation;
5145 player[i].aiupdatedelay=.05;
5147 if(findDistancefastflat(&player[i].coords,&player[i].waypoints[player[i].waypoint])<1){
5148 if(player[i].waypointtype[player[i].waypoint]==wppause)
5149 player[i].pausetime=4;
5150 player[i].waypoint++;
5151 if(player[i].waypoint>player[i].numwaypoints-1)
5152 player[i].waypoint=0;
5157 if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0)
5158 player[i].forwardkeydown=1;
5160 player[i].forwardkeydown=0;
5161 player[i].leftkeydown=0;
5162 player[i].backkeydown=0;
5163 player[i].rightkeydown=0;
5164 player[i].crouchkeydown=0;
5165 player[i].attackkeydown=0;
5166 player[i].throwkeydown=0;
5168 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5169 if(!player[i].avoidsomething)
5170 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5172 XYZ leftpos,rightpos;
5173 float leftdist,rightdist;
5174 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5175 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5176 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5177 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5178 if(leftdist<rightdist)
5179 player[i].targetrotation+=90;
5181 player[i].targetrotation-=90;
5185 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5186 player[i].jumpkeydown=0;
5187 if((player[i].collided>.8&&player[i].jumppower>=5))
5188 player[i].jumpkeydown=1;
5193 if(player[i].howactive<=typesleeping)
5194 if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile)
5195 for(int j=0;j<numenvsounds;j++){
5196 float vol=player[i].howactive==typesleeping?envsoundvol[j]-14:envsoundvol[j];
5197 if(vol>0&&findDistancefast(&player[i].coords,&envsound[j])<
5198 2*(vol+vol*(player[i].creature==rabbittype)*3))
5199 player[i].aitype=attacktypecutoff;
5202 if(player[i].aitype!=passivetype){
5203 if(player[i].howactive==typesleeping)
5204 setAnimation(i,getupfromfrontanim);
5205 player[i].howactive=typeactive;
5209 if(player[i].howactive<typesleeping&&
5210 ((tutoriallevel!=1||cananger)&&hostile)&&
5212 findDistancefast(&player[i].coords,&player[0].coords)<400&&
5213 player[i].occluded<25){
5214 if(findDistancefast(&player[i].coords,&player[0].coords)<12&&
5215 animation[player[0].targetanimation].height!=lowheight&&!editorenabled)
5216 player[i].aitype=attacktypecutoff;
5217 if(findDistancefast(&player[i].coords,&player[0].coords)<30&&
5218 animation[player[0].targetanimation].height==highheight&&!editorenabled)
5219 player[i].aitype=attacktypecutoff;
5222 if(player[i].creature==wolftype){
5224 for(int j=0;j<numplayers;j++){
5225 if(j==0||(player[j].dead&&player[j].bloodloss>0)){
5226 float smelldistance=50;
5227 if(j==0&&player[j].num_weapons>0){
5228 if(weapons.bloody[player[j].weaponids[0]])
5230 if(player[j].num_weapons==2)
5231 if(weapons.bloody[player[j].weaponids[1]])
5236 windsmell=windvector;
5237 Normalise(&windsmell);
5238 windsmell=windsmell*2+player[j].coords;
5239 if(findDistancefast(&player[i].coords,&windsmell)<smelldistance&&!editorenabled)
5240 player[i].aitype=attacktypecutoff;
5245 if(player[i].howactive<typesleeping&&player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
5246 player[i].losupdatedelay=.2;
5247 for(int j=0;j<numplayers;j++){
5248 if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype){
5249 if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
5250 if(findDistancefast(&player[i].coords,&player[j].coords)<400)
5251 if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
5252 if((-1==checkcollide(
5253 DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*
5254 player[i].scale+player[i].coords,
5255 DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)*
5256 player[j].scale+player[j].coords)&&
5257 !player[j].isWallJump())||
5258 (player[j].targetanimation==hanganim&&
5259 normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
5260 player[i].lastseentime-=.2;
5261 if(j==0&&animation[player[j].targetanimation].height==lowheight)
5262 player[i].lastseentime-=.4;
5264 player[i].lastseentime-=.6;
5266 if(player[i].lastseentime<=0){
5267 player[i].aitype=searchtype;
5268 player[i].lastchecktime=12;
5269 player[i].lastseen=player[j].coords;
5270 player[i].lastseentime=12;
5277 if(player[i].aitype==attacktypecutoff&&musictype!=2){
5278 if(player[i].creature!=wolftype){
5279 player[i].stunned=.6;
5280 player[i].surprised=.6;
5282 if(player[i].creature==wolftype){
5283 player[i].stunned=.47;
5284 player[i].surprised=.47;
5292 if(player[i].aitype==searchtype){
5293 player[i].aiupdatedelay-=multiplier;
5294 player[i].losupdatedelay-=multiplier;
5295 if(!player[i].pause)
5296 player[i].lastseentime-=multiplier;
5297 player[i].lastchecktime-=multiplier;
5299 if(player[i].isRun()&&!player[i].onground){
5300 if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
5301 XYZ test2=player[i].coords+player[i].facing;
5303 XYZ test=player[i].coords+player[i].facing;
5305 j=checkcollide(test2,test,player[i].laststanding);
5307 j=checkcollide(test2,test);
5309 player[i].velocity=0;
5310 setAnimation(i,player[i].getStop());
5311 player[i].targetrotation+=180;
5312 player[i].stunned=.5;
5313 //player[i].aitype=passivetype;
5314 player[i].aitype=pathfindtype;
5315 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5316 player[i].finalpathfindpoint=-1;
5317 player[i].targetpathfindpoint=-1;
5318 player[i].lastpathfindpoint=-1;
5319 player[i].lastpathfindpoint2=-1;
5320 player[i].lastpathfindpoint3=-1;
5321 player[i].lastpathfindpoint4=-1;
5323 else player[i].laststanding=j;
5326 //check out last seen location
5327 if(player[i].aiupdatedelay<0){
5328 player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].lastseen);
5329 player[i].lookrotation=player[i].targetrotation;
5330 player[i].aiupdatedelay=.05;
5331 player[i].forwardkeydown=1;
5333 if(findDistancefastflat(&player[i].coords,&player[i].lastseen)<1*sq(player[i].scale*5)||player[i].lastchecktime<0){
5334 player[i].forwardkeydown=0;
5335 player[i].aiupdatedelay=1;
5336 player[i].lastseen.x+=(float(Random()%100)-50)/25;
5337 player[i].lastseen.z+=(float(Random()%100)-50)/25;
5338 player[i].lastchecktime=3;
5341 player[i].leftkeydown=0;
5342 player[i].backkeydown=0;
5343 player[i].rightkeydown=0;
5344 player[i].crouchkeydown=0;
5345 player[i].attackkeydown=0;
5346 player[i].throwkeydown=0;
5348 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5349 if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5351 XYZ leftpos,rightpos;
5352 float leftdist,rightdist;
5353 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5354 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5355 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5356 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5357 if(leftdist<rightdist)player[i].targetrotation+=90;
5358 else player[i].targetrotation-=90;
5362 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5363 player[i].jumpkeydown=0;
5364 if((player[i].collided>.8&&player[i].jumppower>=5))
5365 player[i].jumpkeydown=1;
5367 if(numenvsounds>0&&((tutoriallevel!=1||cananger)&&hostile))
5368 for(int k=0;k<numenvsounds;k++){
5369 if(findDistancefast(&player[i].coords,&envsound[k])<2*(envsoundvol[k]+envsoundvol[k]*(player[i].creature==rabbittype)*3)){
5370 player[i].aitype=attacktypecutoff;
5374 if(!player[0].dead&&
5375 player[i].losupdatedelay<0&&
5377 player[i].occluded<2&&
5378 ((tutoriallevel!=1||cananger)&&hostile)){
5379 player[i].losupdatedelay=.2;
5380 if(findDistancefast(&player[i].coords,&player[0].coords)<4&&animation[player[i].targetanimation].height!=lowheight){
5381 player[i].aitype=attacktypecutoff;
5382 player[i].lastseentime=1;
5384 if(abs(Random()%2)||animation[player[i].targetanimation].height!=lowheight)
5385 //TODO: factor out canSeePlayer()
5386 if(findDistancefast(&player[i].coords,&player[0].coords)<400)
5387 if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
5389 DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*
5390 player[i].scale+player[i].coords,
5391 DoRotation(playerJoint(0,head).position,0,player[0].rotation,0)*
5392 player[0].scale+player[0].coords)==-1)||
5393 (player[0].targetanimation==hanganim&&normaldotproduct(
5394 player[0].facing,player[i].coords-player[0].coords)<0)){
5395 /* //TODO: changed j to 0 on a whim, make sure this is correct
5396 (player[j].targetanimation==hanganim&&normaldotproduct(
5397 player[j].facing,player[i].coords-player[j].coords)<0)
5399 player[i].aitype=attacktypecutoff;
5400 player[i].lastseentime=1;
5404 if(player[i].lastseentime<0){
5405 //player[i].aitype=passivetype;
5407 player[i].aitype=pathfindtype;
5408 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5409 player[i].finalpathfindpoint=-1;
5410 player[i].targetpathfindpoint=-1;
5411 player[i].lastpathfindpoint=-1;
5412 player[i].lastpathfindpoint2=-1;
5413 player[i].lastpathfindpoint3=-1;
5414 player[i].lastpathfindpoint4=-1;
5418 if(player[i].aitype!=gethelptype)
5419 player[i].runninghowlong=0;
5421 //get help from buddies
5422 if(player[i].aitype==gethelptype){
5423 player[i].runninghowlong+=multiplier;
5424 player[i].aiupdatedelay-=multiplier;
5426 if(player[i].aiupdatedelay<0||player[i].ally==0){
5427 player[i].aiupdatedelay=.2;
5430 //TODO: factor out closest search somehow
5431 if(!player[i].ally){
5433 float closestdist=-1;
5434 for(int k=0;k<numplayers;k++){
5435 if(k!=i&&k!=0&&!player[k].dead&&
5436 player[k].howactive<typedead1&&
5437 !player[k].skeleton.free&&
5438 player[k].aitype==passivetype){
5439 float distance=findDistancefast(&player[i].coords,&player[k].coords);
5440 if(closestdist==-1||distance<closestdist){
5441 closestdist=distance;
5448 player[i].ally=closest;
5451 player[i].lastseen=player[0].coords;
5452 player[i].lastseentime=12;
5456 player[i].lastchecktime=12;
5458 XYZ facing=player[i].coords;
5459 XYZ flatfacing=player[player[i].ally].coords;
5460 facing.y+=playerJoint(i,head).position.y*player[i].scale;
5461 flatfacing.y+=playerJoint(player[i].ally,head).position.y*player[player[i].ally].scale;
5462 if(-1!=checkcollide(facing,flatfacing))
5463 player[i].lastseentime-=.1;
5465 //no available ally, run back to player
5466 if(player[i].ally<=0||
5467 player[player[i].ally].skeleton.free||
5468 player[player[i].ally].aitype!=passivetype||
5469 player[i].lastseentime<=0){
5470 player[i].aitype=searchtype;
5471 player[i].lastseentime=12;
5475 if(player[i].ally>0){
5476 player[i].targetrotation=roughDirectionTo(player[i].coords,player[player[i].ally].coords);
5477 player[i].lookrotation=player[i].targetrotation;
5478 player[i].aiupdatedelay=.05;
5479 player[i].forwardkeydown=1;
5481 if(findDistancefastflat(&player[i].coords,&player[player[i].ally].coords)<3){
5482 player[i].aitype=searchtype;
5483 player[i].lastseentime=12;
5484 player[player[i].ally].aitype=searchtype;
5485 if(player[player[i].ally].lastseentime<player[i].lastseentime){
5486 player[player[i].ally].lastseen=player[i].lastseen;
5487 player[player[i].ally].lastseentime=player[i].lastseentime;
5488 player[player[i].ally].lastchecktime=player[i].lastchecktime;
5492 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5493 if(!player[i].avoidsomething)
5494 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5496 XYZ leftpos,rightpos;
5497 float leftdist,rightdist;
5498 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5499 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5500 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5501 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5502 if(leftdist<rightdist)
5503 player[i].targetrotation+=90;
5505 player[i].targetrotation-=90;
5510 player[i].leftkeydown=0;
5511 player[i].backkeydown=0;
5512 player[i].rightkeydown=0;
5513 player[i].crouchkeydown=0;
5514 player[i].attackkeydown=0;
5516 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5517 player[i].jumpkeydown=0;
5518 if(player[i].collided>.8&&player[i].jumppower>=5)
5519 player[i].jumpkeydown=1;
5522 //retreiving a weapon on the ground
5523 if(player[i].aitype==getweapontype){
5524 player[i].aiupdatedelay-=multiplier;
5525 player[i].lastchecktime-=multiplier;
5527 if(player[i].aiupdatedelay<0){
5528 player[i].aiupdatedelay=.2;
5531 if(player[i].ally<0){
5533 float closestdist=-1;
5534 for(int k=0;k<weapons.numweapons;k++)
5535 if(weapons.owner[k]==-1){
5536 float distance=findDistancefast(&player[i].coords,&weapons.position[k]);
5537 if(closestdist==-1||distance<closestdist){
5538 closestdist=distance;
5544 player[i].ally=closest;
5549 player[i].lastseentime=12;
5551 if(!player[0].dead&&((tutoriallevel!=1||cananger)&&hostile))
5552 if(player[i].ally<0||player[i].weaponactive!=-1||player[i].lastchecktime<=0){
5553 player[i].aitype=attacktypecutoff;
5554 player[i].lastseentime=1;
5557 if(player[i].ally>=0){
5558 if(weapons.owner[player[i].ally]!=-1||
5559 findDistancefast(&player[i].coords,&weapons.position[player[i].ally])>16){
5560 player[i].aitype=attacktypecutoff;
5561 player[i].lastseentime=1;
5563 //TODO: factor these out as moveToward()
5564 player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[player[i].ally]);
5565 player[i].lookrotation=player[i].targetrotation;
5566 player[i].aiupdatedelay=.05;
5567 player[i].forwardkeydown=1;
5570 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5571 if(!player[i].avoidsomething)
5572 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5574 XYZ leftpos,rightpos;
5575 float leftdist,rightdist;
5576 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5577 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5578 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5579 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5580 if(leftdist<rightdist)
5581 player[i].targetrotation+=90;
5583 player[i].targetrotation-=90;
5588 player[i].leftkeydown=0;
5589 player[i].backkeydown=0;
5590 player[i].rightkeydown=0;
5591 player[i].attackkeydown=0;
5592 player[i].throwkeydown=1;
5593 player[i].crouchkeydown=0;
5594 if(player[i].targetanimation!=crouchremoveknifeanim&&
5595 player[i].targetanimation!=removeknifeanim)
5596 player[i].throwtogglekeydown=0;
5597 player[i].drawkeydown=0;
5599 if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5600 player[i].jumpkeydown=0;
5601 if((player[i].collided>.8&&player[i].jumppower>=5))
5602 player[i].jumpkeydown=1;
5605 if(player[i].aitype==attacktypecutoff){
5606 player[i].aiupdatedelay-=multiplier;
5607 //dodge or reverse rabbit kicks, knife throws, flips
5608 if(player[i].damage<player[i].damagetolerance*2/3)
5609 if((player[0].targetanimation==rabbitkickanim||
5610 player[0].targetanimation==knifethrowanim||
5611 (player[0].isFlip()&&
5612 normaldotproduct(player[0].facing,player[0].coords-player[i].coords)<0))&&
5613 !player[0].skeleton.free&&
5614 (player[i].aiupdatedelay<.1)){
5615 player[i].attackkeydown=0;
5616 if(player[i].isIdle())
5617 player[i].crouchkeydown=1;
5618 if(player[0].targetanimation!=rabbitkickanim&&player[0].weaponactive!=-1){
5619 if(weapons.type[player[0].weaponids[0]]==knife){
5620 if(player[i].isIdle()||player[i].isCrouch()||player[i].isRun()||player[i].isFlip()){
5621 if(abs(Random()%2==0))
5622 setAnimation(i,backhandspringanim);
5624 setAnimation(i,rollanim);
5625 player[i].targetrotation+=90*(abs(Random()%2)*2-1);
5626 player[i].wentforweapon=0;
5628 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim)
5629 setAnimation(i,flipanim);
5632 player[i].forwardkeydown=0;
5633 player[i].aiupdatedelay=.02;
5635 //get confused by flips
5636 if(player[0].isFlip()&&
5637 !player[0].skeleton.free&&
5638 player[0].targetanimation!=walljumprightkickanim&&
5639 player[0].targetanimation!=walljumpleftkickanim){
5640 if(findDistancefast(&player[0].coords,&player[i].coords)<25)
5641 if((1-player[i].damage/player[i].damagetolerance)>.5)
5642 player[i].stunned=1;
5644 //go for weapon on the ground
5645 if(player[i].wentforweapon<3)
5646 for(int k=0;k<weapons.numweapons;k++)
5647 if(player[i].creature!=wolftype)
5648 if(player[i].num_weapons==0&&
5649 weapons.owner[k]==-1&&
5650 weapons.velocity[i].x==0&&
5651 weapons.velocity[i].z==0&&
5652 weapons.velocity[i].y==0){
5653 if(findDistancefast(&player[i].coords,&weapons.position[k])<16){
5654 player[i].wentforweapon++;
5655 player[i].lastchecktime=6;
5656 player[i].aitype=getweapontype;
5660 //dodge/reverse walljump kicks
5661 if(player[i].damage<player[i].damagetolerance/2)
5662 if(animation[player[i].targetanimation].height!=highheight)
5663 if(player[i].damage<player[i].damagetolerance*.5&&
5664 ((player[0].targetanimation==walljumprightkickanim||
5665 player[0].targetanimation==walljumpleftkickanim)&&
5666 ((player[i].aiupdatedelay<.15&&
5668 (player[i].aiupdatedelay<.08&&
5670 player[i].crouchkeydown=1;
5672 //walked off a ledge (?)
5673 if(player[i].isRun()&&!player[i].onground)
5674 if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
5675 XYZ test2=player[i].coords+player[i].facing;
5677 XYZ test=player[i].coords+player[i].facing;
5679 j=checkcollide(test2,test,player[i].laststanding);
5681 j=checkcollide(test2,test);
5683 player[i].velocity=0;
5684 setAnimation(i,player[i].getStop());
5685 player[i].targetrotation+=180;
5686 player[i].stunned=.5;
5687 player[i].aitype=pathfindtype;
5688 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5689 player[i].finalpathfindpoint=-1;
5690 player[i].targetpathfindpoint=-1;
5691 player[i].lastpathfindpoint=-1;
5692 player[i].lastpathfindpoint2=-1;
5693 player[i].lastpathfindpoint3=-1;
5694 player[i].lastpathfindpoint4=-1;
5696 player[i].laststanding=j;
5698 //lose sight of player in the air (?)
5699 if(player[0].coords.y>player[i].coords.y+5&&
5700 animation[player[0].targetanimation].height!=highheight&&
5701 !player[0].onterrain){
5702 player[i].aitype=pathfindtype;
5703 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5704 player[i].finalpathfindpoint=-1;
5705 player[i].targetpathfindpoint=-1;
5706 player[i].lastpathfindpoint=-1;
5707 player[i].lastpathfindpoint2=-1;
5708 player[i].lastpathfindpoint3=-1;
5709 player[i].lastpathfindpoint4=-1;
5711 //it's time to think (?)
5712 if(player[i].aiupdatedelay<0&&
5713 !animation[player[i].targetanimation].attack&&
5714 player[i].targetanimation!=staggerbackhighanim&&
5715 player[i].targetanimation!=staggerbackhardanim&&
5716 player[i].targetanimation!=backhandspringanim&&
5717 player[i].targetanimation!=dodgebackanim){
5719 if(player[i].weaponactive==-1&&player[i].num_weapons>0)
5720 player[i].drawkeydown=Random()%2;
5722 player[i].drawkeydown=0;
5723 player[i].rabbitkickenabled=Random()%2;
5725 XYZ rotatetarget=player[0].coords+player[0].velocity;
5726 XYZ targetpoint=player[0].coords;
5727 if(findDistancefast(&player[0].coords,&player[i].coords)<
5728 findDistancefast(&rotatetarget,&player[i].coords))
5729 targetpoint+=player[0].velocity*
5730 findDistance(&player[0].coords,&player[i].coords)/findLength(&player[i].velocity);
5731 player[i].targetrotation=roughDirectionTo(player[i].coords,targetpoint);
5732 player[i].lookrotation=player[i].targetrotation;
5733 player[i].aiupdatedelay=.2+fabs((float)(Random()%100)/1000);
5735 if(findDistancefast(&player[i].coords,&player[0].coords)>5&&(player[0].weaponactive==-1||player[i].weaponactive!=-1))
5736 player[i].forwardkeydown=1;
5737 else if((findDistancefast(&player[i].coords,&player[0].coords)>16||
5738 findDistancefast(&player[i].coords,&player[0].coords)<9)&&
5739 player[0].weaponactive!=-1)
5740 player[i].forwardkeydown=1;
5741 else if(Random()%6==0||(player[i].creature==wolftype&&Random()%3==0))
5742 player[i].forwardkeydown=1;
5744 player[i].forwardkeydown=0;
5745 //chill out around the corpse
5747 player[i].forwardkeydown=0;
5749 player[i].forwardkeydown=1;
5750 if(Random()%100==0){
5751 player[i].aitype=pathfindtype;
5752 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5753 player[i].finalpathfindpoint=-1;
5754 player[i].targetpathfindpoint=-1;
5755 player[i].lastpathfindpoint=-1;
5756 player[i].lastpathfindpoint2=-1;
5757 player[i].lastpathfindpoint3=-1;
5758 player[i].lastpathfindpoint4=-1;
5761 player[i].leftkeydown=0;
5762 player[i].backkeydown=0;
5763 player[i].rightkeydown=0;
5764 player[i].crouchkeydown=0;
5765 player[i].throwkeydown=0;
5767 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)
5768 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5770 if(Random()%2==0||player[i].weaponactive!=-1||player[i].creature==wolftype)
5771 player[i].attackkeydown=1;
5773 player[i].attackkeydown=0;
5774 if(player[i].isRun()&&Random()%6&&findDistancefast(&player[i].coords,&player[0].coords)>7)
5775 player[i].attackkeydown=0;
5778 if(player[i].aitype!=playercontrolled&&
5779 (player[i].isIdle()||
5780 player[i].isCrouch()||
5781 player[i].isRun())){
5783 for(int j=0;j<numplayers;j++)
5784 if(j!=i&&!player[j].skeleton.free&&
5785 player[j].hasvictim&&
5786 (tutoriallevel==1&&reversaltrain||
5787 Random()%2==0&&difficulty==2||
5788 Random()%4==0&&difficulty==1||
5789 Random()%8==0&&difficulty==0||
5790 player[j].lastattack2==player[j].targetanimation&&
5791 player[j].lastattack3==player[j].targetanimation&&
5792 (Random()%2==0||difficulty==2)||
5793 (player[i].isIdle()||player[i].isRun())&&
5794 player[j].weaponactive!=-1||
5795 player[j].targetanimation==swordslashanim&&
5796 player[i].weaponactive!=-1||
5797 player[j].targetanimation==staffhitanim||
5798 player[j].targetanimation==staffspinhitanim))
5799 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<4&&
5800 player[j].victim==&player[i]&&
5801 (player[j].targetanimation==sweepanim||
5802 player[j].targetanimation==spinkickanim||
5803 player[j].targetanimation==staffhitanim||
5804 player[j].targetanimation==staffspinhitanim||
5805 player[j].targetanimation==winduppunchanim||
5806 player[j].targetanimation==upunchanim||
5807 player[j].targetanimation==wolfslapanim||
5808 player[j].targetanimation==knifeslashstartanim||
5809 player[j].targetanimation==swordslashanim&&
5810 (findDistancefast(&player[j].coords,&player[i].coords)<2||
5811 player[i].weaponactive!=-1))){
5818 player[target].Reverse();
5821 if(player[i].collided<1)
5822 player[i].jumpkeydown=0;
5823 if(player[i].collided>.8&&player[i].jumppower>=5||
5824 findDistancefast(&player[i].coords,&player[0].coords)>400&&
5825 player[i].onterrain&&
5826 player[i].creature==rabbittype)
5827 player[i].jumpkeydown=1;
5828 //TODO: why are we controlling the human?
5829 if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
5830 player[0].jumpkeydown=0;
5831 if(player[0].targetanimation==jumpdownanim&&
5832 findDistancefast(&player[0].coords,&player[i].coords)<40)
5833 player[i].crouchkeydown=1;
5834 if(player[i].jumpkeydown)
5835 player[i].attackkeydown=0;
5837 if(tutoriallevel==1)
5839 player[i].attackkeydown=0;
5842 XYZ facing=player[i].coords;
5843 XYZ flatfacing=player[0].coords;
5844 facing.y+=playerJoint(i,head).position.y*player[i].scale;
5845 flatfacing.y+=playerJoint(0,head).position.y*player[0].scale;
5846 if(player[i].occluded>=2)
5847 if(-1!=checkcollide(facing,flatfacing)){
5848 if(!player[i].pause)
5849 player[i].lastseentime-=.2;
5850 if(player[i].lastseentime<=0&&
5851 (player[i].creature!=wolftype||
5852 player[i].weaponstuck==-1)){
5853 player[i].aitype=searchtype;
5854 player[i].lastchecktime=12;
5855 player[i].lastseen=player[0].coords;
5856 player[i].lastseentime=12;
5859 player[i].lastseentime=1;
5862 if(animation[player[0].targetanimation].height==highheight&&
5863 (player[i].aitype==attacktypecutoff||
5864 player[i].aitype==searchtype))
5865 if(player[0].coords.y>terrain.getHeight(player[0].coords.x,player[0].coords.z)+10){
5866 XYZ test=player[0].coords;
5868 if(-1==checkcollide(player[0].coords,test))
5869 player[i].stunned=1;
5872 if(player[i].aitype==passivetype&&!(player[i].numwaypoints>1)||
5873 player[i].stunned>0||
5874 player[i].pause&&player[i].damage>player[i].superpermanentdamage){
5876 player[i].lastseentime=1;
5877 player[i].targetrotation=player[i].rotation;
5878 player[i].forwardkeydown=0;
5879 player[i].leftkeydown=0;
5880 player[i].backkeydown=0;
5881 player[i].rightkeydown=0;
5882 player[i].jumpkeydown=0;
5883 player[i].attackkeydown=0;
5884 player[i].crouchkeydown=0;
5885 player[i].throwkeydown=0;
5893 XYZ flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
5896 if(player[i].aitype==attacktypecutoff){
5897 player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[0].coords);
5898 player[i].targetheadrotation2=pitchTo(player[i].coords,player[0].coords);
5899 }else if(player[i].howactive>=typesleeping){
5900 player[i].targetheadrotation=player[i].targetrotation;
5901 player[i].targetheadrotation2=0;
5903 if(player[i].interestdelay<=0){
5904 player[i].interestdelay=.7+(float)(abs(Random()%100))/100;
5905 player[i].headtarget=player[i].coords;
5906 player[i].headtarget.x+=(float)(abs(Random()%200)-100)/100;
5907 player[i].headtarget.z+=(float)(abs(Random()%200)-100)/100;
5908 player[i].headtarget.y+=(float)(abs(Random()%200)-100)/300;
5909 player[i].headtarget+=player[i].facing*1.5;
5911 player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[i].headtarget);
5912 player[i].targetheadrotation2=pitchTo(player[i].coords,player[i].headtarget);
5920 static XYZ facing,flatfacing;
5925 for(int i=0;i<15;i++){
5926 displaytime[i]+=multiplier;
5932 if(Input::isKeyPressed(SDLK_F6)){
5933 if(Input::isKeyDown(SDLK_LSHIFT))
5936 stereoreverse=false;
5939 printf("Stereo reversed\n");
5941 printf("Stereo unreversed\n");
5944 if(Input::isKeyDown(SDLK_F7)){
5945 if(Input::isKeyDown(SDLK_LSHIFT))
5946 stereoseparation -= 0.001;
5948 stereoseparation -= 0.010;
5949 printf("Stereo decreased increased to %f\n", stereoseparation);
5952 if(Input::isKeyDown(SDLK_F8)){
5953 if(Input::isKeyDown(SDLK_LSHIFT))
5954 stereoseparation += 0.001;
5956 stereoseparation += 0.010;
5957 printf("Stereo separation increased to %f\n", stereoseparation);
5961 if(Input::isKeyPressed(SDLK_TAB)&&tutoriallevel){
5962 if(tutorialstage!=51)
5963 tutorialstagetime=tutorialmaxtime;
5964 emit_sound_np(consolefailsound, 128.);
5968 Values of mainmenu :
5970 2 Menu pause (resume/end game)
5972 4 Controls configuration menu
5973 5 Main game menu (choose level or challenge)
5974 6 Deleting user menu
5975 7 User managment menu (select/add)
5976 8 Choose difficulty menu
5977 9 Challenge level selection menu
5978 10 End of the campaign congratulation (is that really a menu?)
5979 11 Same that 9 ??? => unused
5980 18 stereo configuration
5985 if(mainmenu&&endgame==1)
5987 //escape key pressed
5988 //TODO: there must be code somewhere else that handles clicking the Back button, merge it with this
5989 if(Input::isKeyPressed(SDLK_ESCAPE)&&
5990 (gameon||mainmenu==0||(mainmenu>=3&&mainmenu!=8&&!(mainmenu==7&&entername)))){
5992 if(mainmenu==0&&!winfreeze)
5994 else if(mainmenu==0&&winfreeze&&campaignchoosenext[campaignchoicewhich[whichchoice]]==1){
5998 }else if(mainmenu==1||mainmenu==2)
5999 mainmenu=0; //unpause
6001 if(musictoggle&&(mainmenu==1||mainmenu==2||mainmenu==100)){
6002 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6003 emit_stream_np(stream_menutheme);
6004 pause_sound(leveltheme);
6006 //on resume, play level music
6008 pause_sound(stream_menutheme);
6009 resume_stream(leveltheme);
6011 //finished with settings menu
6017 if(newscreenwidth<0)
6018 newscreenwidth=screenwidth;
6019 if(newscreenheight<0)
6020 newscreenheight=screenheight;
6021 SaveSettings(*this);
6024 if(mainmenu>=3&&mainmenu!=8){
6031 mainmenu=gameon?2:1; break;
6034 case 6: case 7: case 9: case 10: case 100:
6045 if(hostile==1)hostiletime+=multiplier;
6047 if(!winfreeze)leveltime+=multiplier;
6050 if(Input::isKeyPressed(SDLK_v)&&debugmode){
6053 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6057 if(Input::isKeyPressed(chatkey)&&!console&&!chatting&&debugmode)
6061 inputText(displaytext[0],&displayselected,&displaychars[0]);
6063 if(displaychars[0]){
6064 for(int j=0;j<255;j++)
6065 displaytext[0][j]=0;
6072 displayblinkdelay-=multiplier;
6073 if(displayblinkdelay<=0){
6074 displayblinkdelay=.3;
6075 displayblink=1-displayblink;
6081 if(Input::isKeyPressed(SDLK_BACKQUOTE)&&debugmode){
6084 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6093 if(console&&!Input::isKeyDown(SDLK_LMETA)){
6094 inputText(consoletext[0],&consoleselected,&consolechars[0]);
6097 if(consolechars[0]>0){
6098 consoletext[0][consolechars[0]]=' ';
6099 cmd_dispatch(this, consoletext[0]);
6100 for(int k=14;k>=1;k--){
6101 for(int j=0;j<255;j++)
6102 consoletext[k][j]=consoletext[k-1][j];
6103 consolechars[k]=consolechars[k-1];
6105 for(int j=0;j<255;j++)
6106 consoletext[0][j]=0;
6112 consoleblinkdelay-=multiplier;
6113 if(consoleblinkdelay<=0){
6114 consoleblinkdelay=.3;
6115 consoleblink=1-consoleblink;
6121 if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
6124 if(newdetail>2)newdetail=detail;
6125 if(newdetail<0)newdetail=detail;
6126 if(newscreenwidth<0)newscreenwidth=screenwidth;
6127 if(newscreenheight<0)newscreenheight=screenheight;
6129 SaveSettings(*this);
6133 static int oldwinfreeze;
6134 if(winfreeze&&!oldwinfreeze){
6135 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6136 emit_sound_np(consolesuccesssound);
6139 oldwinfreeze=winfreeze;
6143 if((Input::isKeyPressed(jumpkey)||Input::isKeyPressed(SDLK_SPACE))&&!campaign)
6146 if((Input::isKeyDown(SDLK_ESCAPE))&&!campaign&&gameon){
6150 }else if(winfreeze){
6158 //TODO: what is this test?
6159 if(!freeze&&!winfreeze&&!(mainmenu&&gameon)&&(gameon||!gamestarted)){
6164 talkdelay-=multiplier;
6166 if(talkdelay<=0&&indialogue==-1&&animation[player[0].targetanimation].height!=highheight)
6167 for(int i=0;i<numdialogues;i++){
6168 int realdialoguetype;
6170 if(dialoguetype[i]>49){
6171 realdialoguetype=dialoguetype[i]-50;
6174 else if(dialoguetype[i]>39){
6175 realdialoguetype=dialoguetype[i]-40;
6178 else if(dialoguetype[i]>29){
6179 realdialoguetype=dialoguetype[i]-30;
6182 else if(dialoguetype[i]>19){
6183 realdialoguetype=dialoguetype[i]-20;
6186 else if(dialoguetype[i]>9){
6187 realdialoguetype=dialoguetype[i]-10;
6191 realdialoguetype=dialoguetype[i];
6194 if((!hostile||dialoguetype[i]>40&&dialoguetype[i]<50)&&
6195 realdialoguetype<numplayers&&
6196 realdialoguetype>0&&
6197 (dialoguegonethrough[i]==0||!special)&&
6198 (special||Input::isKeyPressed(attackkey))){
6199 if(findDistancefast(&player[0].coords,&player[realdialoguetype].coords)<6||
6200 player[realdialoguetype].howactive>=typedead1||
6201 dialoguetype[i]>40&&dialoguetype[i]<50){
6203 for(int j=0;j<numdialogueboxes[whichdialogue];j++){
6204 player[participantfocus[whichdialogue][j]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
6205 player[participantfocus[whichdialogue][j]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
6206 player[participantfocus[whichdialogue][j]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
6207 player[participantfocus[whichdialogue][j]].velocity=0;
6208 player[participantfocus[whichdialogue][j]].targetanimation=player[participantfocus[whichdialogue][j]].getIdle();
6209 player[participantfocus[whichdialogue][j]].targetframe=0;
6214 dialoguegonethrough[i]++;
6215 if(dialogueboxsound[whichdialogue][indialogue]!=0){
6216 playdialogueboxsound();
6222 windvar+=multiplier;
6223 smoketex+=multiplier;
6224 tutorialstagetime+=multiplier;
6227 static float hotspotvisual[40];
6231 for(int i=0;i<numhotspots;i++)
6232 hotspotvisual[i]-=multiplier/320;
6234 for(int i=0;i<numhotspots;i++){
6235 //if(hotspottype[i]<=10)
6236 while(hotspotvisual[i]<0){
6238 hotspotsprite.x=float(abs(Random()%100000))/100000*hotspotsize[i];
6239 hotspotsprite=DoRotation(hotspotsprite,0,0,Random()%360);
6240 hotspotsprite=DoRotation(hotspotsprite,0,Random()%360,0);
6241 hotspotsprite+=hotspot[i];
6242 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite*0, 1,0.5,0, 7, 0.4);
6243 hotspotvisual[i]+=0.1/hotspotsize[i]/hotspotsize[i]/hotspotsize[i];
6247 for(int i=0;i<numhotspots;i++){
6248 if(hotspottype[i]<=10&&hotspottype[i]>0){
6249 hotspot[i]=player[hotspottype[i]].coords;
6260 if(tutoriallevel!=1){
6263 bonus!=spinecrusher&&
6264 bonus!=tracheotomy&&
6267 emit_sound_np(consolesuccesssound);
6269 } else if(bonustime==0){
6270 emit_sound_np(fireendsound);
6273 if(bonus!=solidhit&&
6275 bonus!=threexcombo&&
6280 bonusnum[bonus]+=0.15;
6283 bonusvalue/=bonusnum[bonus];
6284 bonustotal+=bonusvalue;
6286 bonustime+=multiplier;
6289 if(environment==snowyenvironment){
6290 precipdelay-=multiplier;
6291 while(precipdelay<0){
6295 XYZ footvel,footpoint;
6298 footpoint=viewer+viewerfacing*6;
6299 footpoint.y+=((float)abs(Random()%1200))/100-6;
6300 footpoint.x+=((float)abs(Random()%1200))/100-6;
6301 footpoint.z+=((float)abs(Random()%1200))/100-6;
6302 Sprite::MakeSprite(snowsprite, footpoint,footvel, 1,1,1, .1, 1);
6307 doAerialAcrobatics();
6310 static XYZ oldviewer;
6314 player[0].forwardkeydown=Input::isKeyDown(forwardkey);
6315 player[0].leftkeydown=Input::isKeyDown(leftkey);
6316 player[0].backkeydown=Input::isKeyDown(backkey);
6317 player[0].rightkeydown=Input::isKeyDown(rightkey);
6318 player[0].jumpkeydown=Input::isKeyDown(jumpkey);
6319 player[0].crouchkeydown=Input::isKeyDown(crouchkey);
6320 player[0].drawkeydown=Input::isKeyDown(drawkey);
6321 player[0].throwkeydown=Input::isKeyDown(throwkey);
6325 player[0].forwardkeydown=0;
6326 player[0].leftkeydown=0;
6327 player[0].backkeydown=0;
6328 player[0].rightkeydown=0;
6329 player[0].jumpkeydown=0;
6330 player[0].crouchkeydown=0;
6331 player[0].drawkeydown=0;
6332 player[0].throwkeydown=0;
6335 if(!player[0].jumpkeydown)
6336 player[0].jumpclimb=0;
6345 facing=DoRotation(facing,-rotation2,0,0);
6346 facing=DoRotation(facing,0,0-rotation,0);
6351 flatfacing=DoRotation(flatfacing,0,-rotation,0);
6353 if(Input::isKeyDown(forwardkey))
6354 viewer+=facing*multiplier*4;
6355 if(Input::isKeyDown(backkey))
6356 viewer-=facing*multiplier*4;
6357 if(Input::isKeyDown(leftkey))
6358 viewer+=DoRotation(flatfacing*multiplier,0,90,0)*4;
6359 if(Input::isKeyDown(rightkey))
6360 viewer+=DoRotation(flatfacing*multiplier,0,-90,0)*4;
6361 if(Input::isKeyDown(jumpkey))
6362 viewer.y+=multiplier*4;
6363 if(Input::isKeyDown(crouchkey))
6364 viewer.y-=multiplier*4;
6365 if( Input::isKeyPressed(SDLK_1)||
6366 Input::isKeyPressed(SDLK_2)||
6367 Input::isKeyPressed(SDLK_3)||
6368 Input::isKeyPressed(SDLK_4)||
6369 Input::isKeyPressed(SDLK_5)||
6370 Input::isKeyPressed(SDLK_6)||
6371 Input::isKeyPressed(SDLK_7)||
6372 Input::isKeyPressed(SDLK_8)||
6373 Input::isKeyPressed(SDLK_9)||
6374 Input::isKeyPressed(SDLK_0)||
6375 Input::isKeyPressed(SDLK_MINUS)){
6377 if(Input::isKeyPressed(SDLK_1))whichend=1;
6378 if(Input::isKeyPressed(SDLK_2))whichend=2;
6379 if(Input::isKeyPressed(SDLK_3))whichend=3;
6380 if(Input::isKeyPressed(SDLK_4))whichend=4;
6381 if(Input::isKeyPressed(SDLK_5))whichend=5;
6382 if(Input::isKeyPressed(SDLK_6))whichend=6;
6383 if(Input::isKeyPressed(SDLK_7))whichend=7;
6384 if(Input::isKeyPressed(SDLK_8))whichend=8;
6385 if(Input::isKeyPressed(SDLK_9))whichend=9;
6386 if(Input::isKeyPressed(SDLK_0))whichend=0;
6387 if(Input::isKeyPressed(SDLK_MINUS))
6390 participantfocus[whichdialogue][indialogue]=whichend;
6391 participantlocation[whichdialogue][whichend]=player[whichend].coords;
6392 participantrotation[whichdialogue][whichend]=player[whichend].rotation;
6395 participantfocus[whichdialogue][indialogue]=-1;
6397 if(player[participantfocus[whichdialogue][indialogue]].dead){
6402 dialoguecamera[whichdialogue][indialogue]=viewer;
6403 dialoguecamerarotation[whichdialogue][indialogue]=rotation;
6404 dialoguecamerarotation2[whichdialogue][indialogue]=rotation2;
6406 if(indialogue<numdialogueboxes[whichdialogue]){
6407 if(dialogueboxsound[whichdialogue][indialogue]!=0){
6408 playdialogueboxsound();
6412 for(int j=0;j<numplayers;j++){
6413 participantfacing[whichdialogue][indialogue][j]=participantfacing[whichdialogue][indialogue-1][j];
6416 //TODO: should these be KeyDown or KeyPressed?
6417 if( Input::isKeyDown(SDLK_KP1)||
6418 Input::isKeyDown(SDLK_KP2)||
6419 Input::isKeyDown(SDLK_KP3)||
6420 Input::isKeyDown(SDLK_KP4)||
6421 Input::isKeyDown(SDLK_KP5)||
6422 Input::isKeyDown(SDLK_KP6)||
6423 Input::isKeyDown(SDLK_KP7)||
6424 Input::isKeyDown(SDLK_KP8)||
6425 Input::isKeyDown(SDLK_KP9)||
6426 Input::isKeyDown(SDLK_KP0)){
6428 if(Input::isKeyDown(SDLK_KP1))whichend=1;
6429 if(Input::isKeyDown(SDLK_KP2))whichend=2;
6430 if(Input::isKeyDown(SDLK_KP3))whichend=3;
6431 if(Input::isKeyDown(SDLK_KP4))whichend=4;
6432 if(Input::isKeyDown(SDLK_KP5))whichend=5;
6433 if(Input::isKeyDown(SDLK_KP6))whichend=6;
6434 if(Input::isKeyDown(SDLK_KP7))whichend=7;
6435 if(Input::isKeyDown(SDLK_KP8))whichend=8;
6436 if(Input::isKeyDown(SDLK_KP9))whichend=9;
6437 if(Input::isKeyDown(SDLK_KP0))whichend=0;
6438 participantfacing[whichdialogue][indialogue][whichend]=facing;
6440 if(indialogue>=numdialogueboxes[whichdialogue]){
6447 pause_sound(whooshsound);
6448 viewer=dialoguecamera[whichdialogue][indialogue];
6449 viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.1);
6450 rotation=dialoguecamerarotation[whichdialogue][indialogue];
6451 rotation2=dialoguecamerarotation2[whichdialogue][indialogue];
6452 if(dialoguetime>0.5)
6453 if( Input::isKeyPressed(SDLK_1)||
6454 Input::isKeyPressed(SDLK_2)||
6455 Input::isKeyPressed(SDLK_3)||
6456 Input::isKeyPressed(SDLK_4)||
6457 Input::isKeyPressed(SDLK_5)||
6458 Input::isKeyPressed(SDLK_6)||
6459 Input::isKeyPressed(SDLK_7)||
6460 Input::isKeyPressed(SDLK_8)||
6461 Input::isKeyPressed(SDLK_9)||
6462 Input::isKeyPressed(SDLK_0)||
6463 Input::isKeyPressed(SDLK_MINUS)||
6464 Input::isKeyPressed(attackkey)){
6466 if(indialogue<numdialogueboxes[whichdialogue]){
6467 if(dialogueboxsound[whichdialogue][indialogue]!=0){
6468 playdialogueboxsound();
6469 if(dialogueboxsound[whichdialogue][indialogue]==-5){
6470 hotspot[numhotspots]=player[0].coords;
6471 hotspotsize[numhotspots]=10;
6472 hotspottype[numhotspots]=-1;
6476 if(dialogueboxsound[whichdialogue][indialogue]==-6){
6480 if(player[participantfocus[whichdialogue][indialogue]].dead){
6488 if(indialogue>=numdialogueboxes[whichdialogue]){
6492 if(dialoguetype[whichdialogue]>19&&dialoguetype[whichdialogue]<30){
6495 if(dialoguetype[whichdialogue]>29&&dialoguetype[whichdialogue]<40){
6498 if(dialoguetype[whichdialogue]>49&&dialoguetype[whichdialogue]<60){
6500 for(int i=1;i<numplayers;i++){
6501 player[i].aitype = attacktypecutoff;
6508 static float keyrefreshdelay=0,bigrefreshdelay=0;
6510 if(!player[0].jumpkeydown){
6511 player[0].jumptogglekeydown=0;
6513 if(player[0].jumpkeydown&&
6514 player[0].targetanimation!=jumpupanim&&
6515 player[0].targetanimation!=jumpdownanim&&
6516 !player[0].isFlip())
6517 player[0].jumptogglekeydown=1;
6520 dialoguetime+=multiplier;
6521 hawkrotation+=multiplier*25;
6523 realhawkcoords.x=25;
6524 realhawkcoords=DoRotation(realhawkcoords,0,hawkrotation,0)+hawkcoords;
6525 hawkcalldelay-=multiplier/2;
6527 if(hawkcalldelay<=0){
6528 emit_sound_at(hawksound, realhawkcoords);
6530 hawkcalldelay=16+abs(Random()%8);
6532 static float temptexdetail;
6539 doPlayerCollisions();
6543 for(int k=0;k<numplayers;k++)
6544 if(k!=0&&player[k].immobile)
6545 player[k].coords=player[k].realoldcoords;
6547 for(int k=0;k<numplayers;k++){
6548 if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
6549 if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
6550 player[k].DoDamage(1000);
6556 static bool respawnkeydown;
6559 (Input::isKeyDown(SDLK_z)&&
6560 Input::isKeyDown(SDLK_LMETA)&&
6562 (Input::isKeyDown(jumpkey)&&
6566 targetlevel=whichlevel;
6570 if(!Input::isKeyDown(jumpkey))
6572 if(Input::isKeyDown(jumpkey))
6578 static bool movekey;
6581 for(int i=0;i<numplayers;i++){
6582 static float oldtargetrotation;
6583 if(!player[i].skeleton.free){
6584 oldtargetrotation=player[i].targetrotation;
6585 if(i==0&&indialogue==-1){
6586 //TODO: refactor repetitive code
6587 if(!animation[player[0].targetanimation].attack&&
6588 player[0].targetanimation!=staggerbackhighanim&&
6589 player[0].targetanimation!=staggerbackhardanim&&
6590 player[0].targetanimation!=crouchremoveknifeanim&&
6591 player[0].targetanimation!=removeknifeanim&&
6592 player[0].targetanimation!=backhandspringanim&&
6593 player[0].targetanimation!=dodgebackanim&&
6594 player[0].targetanimation!=walljumprightkickanim&&
6595 player[0].targetanimation!=walljumpleftkickanim){
6597 player[0].targetrotation=0;
6599 player[0].targetrotation=-rotation+180;
6605 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
6609 facing=DoRotation(facing,-rotation2,0,0);
6610 facing=DoRotation(facing,0,0-rotation,0);
6613 player[0].lookrotation=-rotation;
6615 player[i].targetheadrotation=rotation;
6616 player[i].targetheadrotation2=rotation2;
6618 if(i!=0&&player[i].aitype==playercontrolled&&indialogue==-1){
6619 if(!animation[player[i].targetanimation].attack&&
6620 player[i].targetanimation!=staggerbackhighanim&&
6621 player[i].targetanimation!=staggerbackhardanim&&
6622 player[i].targetanimation!=crouchremoveknifeanim&&
6623 player[i].targetanimation!=removeknifeanim&&
6624 player[i].targetanimation!=backhandspringanim&&
6625 player[i].targetanimation!=dodgebackanim&&
6626 player[i].targetanimation!=walljumprightkickanim&&
6627 player[i].targetanimation!=walljumpleftkickanim){
6628 player[i].targetrotation=-player[i].lookrotation+180;
6634 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
6636 facing=DoRotation(facing,-player[i].lookrotation2,0,0);
6637 facing=DoRotation(facing,0,0-player[i].lookrotation,0);
6639 player[i].targetheadrotation=player[i].lookrotation;
6640 player[i].targetheadrotation2=player[i].lookrotation2;
6643 player[i].targetheadrotation=180-roughDirection(participantfacing[whichdialogue][indialogue][i]);
6644 player[i].targetheadrotation2=pitch(participantfacing[whichdialogue][indialogue][i]);
6652 player[i].avoidsomething=0;
6654 //avoid flaming things
6655 for(int j=0;j<objects.numobjects;j++)
6656 if(objects.onfire[j])
6657 if(findDistancefast(&player[i].coords,&objects.position[j])<sq(objects.scale[j])*200)
6658 if( findDistancefast(&player[i].coords,&objects.position[j])<
6659 findDistancefast(&player[i].coords,&player[0].coords)){
6660 player[i].collided=0;
6661 player[i].avoidcollided=1;
6662 if(player[i].avoidsomething==0||
6663 findDistancefast(&player[i].coords,&objects.position[j])<
6664 findDistancefast(&player[i].coords,&player[i].avoidwhere)){
6665 player[i].avoidwhere=objects.position[j];
6666 player[i].avoidsomething=1;
6670 //avoid flaming players
6671 for(int j=0;j<numplayers;j++)
6672 if(player[j].onfire)
6673 if(findDistancefast(&player[j].coords,&player[i].coords)<sq(0.3)*200)
6674 if( findDistancefast(&player[i].coords,&player[j].coords)<
6675 findDistancefast(&player[i].coords,&player[0].coords)){
6676 player[i].collided=0;
6677 player[i].avoidcollided=1;
6678 if(player[i].avoidsomething==0||
6679 findDistancefast(&player[i].coords,&player[j].coords)<
6680 findDistancefast(&player[i].coords,&player[i].avoidwhere)){
6681 player[i].avoidwhere=player[j].coords;
6682 player[i].avoidsomething=1;
6686 if(player[i].collided>.8)
6687 player[i].avoidcollided=0;
6691 if(animation[player[i].targetanimation].attack==reversed){
6692 //player[i].targetrotation=player[i].rotation;
6693 player[i].forwardkeydown=0;
6694 player[i].leftkeydown=0;
6695 player[i].backkeydown=0;
6696 player[i].rightkeydown=0;
6697 player[i].jumpkeydown=0;
6698 player[i].attackkeydown=0;
6699 //player[i].crouchkeydown=0;
6700 player[i].throwkeydown=0;
6704 player[i].forwardkeydown=0;
6705 player[i].leftkeydown=0;
6706 player[i].backkeydown=0;
6707 player[i].rightkeydown=0;
6708 player[i].jumpkeydown=0;
6709 player[i].crouchkeydown=0;
6710 player[i].drawkeydown=0;
6711 player[i].throwkeydown=0;
6714 if(player[i].collided<-.3)
6715 player[i].collided=-.3;
6716 if(player[i].collided>1)
6717 player[i].collided=1;
6718 player[i].collided-=multiplier*4;
6719 player[i].whichdirectiondelay-=multiplier;
6720 if(player[i].avoidcollided<-.3||player[i].whichdirectiondelay<=0){
6721 player[i].avoidcollided=-.3;
6722 player[i].whichdirection=abs(Random()%2);
6723 player[i].whichdirectiondelay=.4;
6725 if(player[i].avoidcollided>1)
6726 player[i].avoidcollided=1;
6727 player[i].avoidcollided-=multiplier/4;
6728 if(!player[i].skeleton.free){
6729 player[i].stunned-=multiplier;
6730 player[i].surprised-=multiplier;
6732 if(i!=0&&player[i].surprised<=0&&
6733 player[i].aitype==attacktypecutoff&&
6735 !player[i].skeleton.free&&
6736 animation[player[i].targetanimation].attack==neutral)
6739 if(!player[i].throwkeydown)
6740 player[i].throwtogglekeydown=0;
6743 if(player[i].throwkeydown&&!player[i].throwtogglekeydown){
6744 if(player[i].weaponactive==-1&&
6745 player[i].num_weapons<2&&
6746 (player[i].isIdle()||
6747 player[i].isCrouch()||
6748 player[i].targetanimation==sneakanim||
6749 player[i].targetanimation==rollanim||
6750 player[i].targetanimation==backhandspringanim||
6751 player[i].isFlip()||
6752 player[i].isFlip()||
6753 player[i].aitype!=playercontrolled)){
6754 for(int j=0;j<weapons.numweapons;j++){
6755 if((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0||
6756 player[i].aitype==playercontrolled)&&
6757 weapons.owner[j]==-1&&
6758 player[i].weaponactive==-1)
6759 if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2){
6760 if(findDistancefast(&player[i].coords,&weapons.position[j])<2){
6761 if(player[i].isCrouch()||
6762 player[i].targetanimation==sneakanim||
6764 player[i].isIdle()||
6765 player[i].aitype!=playercontrolled){
6766 player[i].throwtogglekeydown=1;
6767 setAnimation(i,crouchremoveknifeanim);
6768 player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[j]);
6769 player[i].hasvictim=0;
6771 if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
6772 player[i].throwtogglekeydown=1;
6773 player[i].hasvictim=0;
6775 if((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0||
6776 player[i].aitype==playercontrolled)&&
6777 weapons.owner[j]==-1||
6779 weapons.owner[j]==player[i].victim->id)
6780 if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2&&player[i].weaponactive==-1)
6781 if(findDistancefast(&player[i].coords,&weapons.position[j])<1||player[i].victim){
6782 if(weapons.type[j]!=staff)
6783 emit_sound_at(knifedrawsound, player[i].coords, 128.);
6785 player[i].weaponactive=0;
6786 weapons.owner[j]=player[i].id;
6787 if(player[i].num_weapons>0)
6788 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6789 player[i].num_weapons++;
6790 player[i].weaponids[0]=j;
6793 }else if((player[i].isIdle()||
6794 player[i].isFlip()||
6795 player[i].aitype!=playercontrolled)&&
6796 findDistancefast(&player[i].coords,&weapons.position[j])<5&&
6797 player[i].coords.y<weapons.position[j].y){
6798 if(!player[i].isFlip()){
6799 player[i].throwtogglekeydown=1;
6800 setAnimation(i,removeknifeanim);
6801 player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[j]);
6803 if(player[i].isFlip()){
6804 player[i].throwtogglekeydown=1;
6805 player[i].hasvictim=0;
6807 for(int k=0;k<weapons.numweapons;k++){
6808 if(player[i].weaponactive==-1)
6809 if((weapons.velocity[k].x==0&&weapons.velocity[k].y==0&&weapons.velocity[k].z==0||
6810 player[i].aitype==playercontrolled)&&
6811 weapons.owner[k]==-1||
6813 weapons.owner[k]==player[i].victim->id)
6814 if(findDistancefastflat(&player[i].coords,&weapons.position[k])<3&&
6815 player[i].weaponactive==-1){
6816 if(weapons.type[k]!=staff)
6817 emit_sound_at(knifedrawsound, player[i].coords, 128.);
6819 player[i].weaponactive=0;
6820 weapons.owner[k]=player[i].id;
6821 if(player[i].num_weapons>0)
6822 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6823 player[i].num_weapons++;
6824 player[i].weaponids[0]=k;
6831 if(player[i].isCrouch()||
6832 player[i].targetanimation==sneakanim||
6834 player[i].isIdle()||player[i].targetanimation==rollanim||
6835 player[i].targetanimation==backhandspringanim){
6837 for(int j=0;j<numplayers;j++){
6838 if(player[i].weaponactive==-1)
6840 if(player[j].num_weapons&&
6841 player[j].skeleton.free&&
6842 findDistancefast(&player[i].coords,&player[j].coords)<2/*&&player[j].dead*/&&
6843 (((player[j].skeleton.forward.y<0&&
6844 player[j].weaponstuckwhere==0)||
6845 (player[j].skeleton.forward.y>0&&
6846 player[j].weaponstuckwhere==1))||
6847 player[j].weaponstuck==-1||
6848 player[j].num_weapons>1)){
6849 if(player[i].targetanimation!=rollanim&&player[i].targetanimation!=backhandspringanim){
6850 player[i].throwtogglekeydown=1;
6851 player[i].victim=&player[j];
6852 player[i].hasvictim=1;
6853 setAnimation(i,crouchremoveknifeanim);
6854 player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
6856 if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
6857 player[i].throwtogglekeydown=1;
6858 player[i].victim=&player[j];
6859 player[i].hasvictim=1;
6860 int k = player[j].weaponids[0];
6861 if(player[i].hasvictim){
6864 if(player[i].victim->weaponstuck!=-1){
6865 if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
6870 if(weapons.type[k]!=staff)
6871 emit_sound_at(knifedrawsound, player[i].coords, 128.);
6874 emit_sound_at(fleshstabremovesound, player[i].coords, 128.);
6876 player[i].weaponactive=0;
6877 if(weapons.owner[k]!=-1){
6878 if(player[i].victim->num_weapons==1)player[i].victim->num_weapons=0;
6879 else player[i].victim->num_weapons=1;
6881 player[i].victim->skeleton.longdead=0;
6882 player[i].victim->skeleton.free=1;
6883 player[i].victim->skeleton.broken=0;
6885 for(int l=0;l<player[i].victim->skeleton.num_joints;l++){
6886 player[i].victim->skeleton.joints[l].velchange=0;
6887 player[i].victim->skeleton.joints[l].locked=0;
6893 Normalise(&relative);
6894 XYZ footvel,footpoint;
6896 footpoint=weapons.position[k];
6897 if(player[i].victim->weaponstuck!=-1){
6898 if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
6899 if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3);
6900 weapons.bloody[k]=2;
6901 weapons.blooddrip[k]=5;
6902 player[i].victim->weaponstuck=-1;
6903 player[i].victim->bloodloss+=2000;
6904 player[i].victim->DoDamage(2000);
6907 if(player[i].victim->num_weapons>0){
6908 if(player[i].victim->weaponstuck!=0&&player[i].victim->weaponstuck!=-1)player[i].victim->weaponstuck=0;
6909 if(player[i].victim->weaponids[0]==k)
6910 player[i].victim->weaponids[0]=player[i].victim->weaponids[player[i].victim->num_weapons];
6913 player[i].victim->weaponactive=-1;
6915 playerJoint(player[i].victim,abdomen).velocity+=relative*6;
6916 playerJoint(player[i].victim,neck).velocity+=relative*6;
6917 playerJoint(player[i].victim,rightshoulder).velocity+=relative*6;
6918 playerJoint(player[i].victim,leftshoulder).velocity+=relative*6;
6921 if(player[i].num_weapons>0){
6922 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6924 player[i].num_weapons++;
6925 player[i].weaponids[0]=k;
6932 if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
6933 if(weapons.type[player[i].weaponids[0]]==knife){
6934 if(player[i].isIdle()||
6936 player[i].isCrouch()||
6937 player[i].targetanimation==sneakanim||
6940 for(int j=0;j<numplayers;j++){
6942 if(tutoriallevel!=1||tutorialstage==49)
6944 if(normaldotproduct(player[i].facing,player[i].coords-player[j].coords)<0&&
6945 findDistancefast(&player[i].coords,&player[j].coords)<100&&
6946 findDistancefast(&player[i].coords,&player[j].coords)>1.5&&
6947 !player[j].skeleton.free&&
6948 -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)){
6949 if(!player[i].isFlip()){
6950 player[i].throwtogglekeydown=1;
6951 player[i].victim=&player[j];
6952 setAnimation(i,knifethrowanim);
6953 player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
6954 player[i].targettilt2=pitchTo(player[i].coords,player[j].coords);
6956 if(player[i].isFlip()){
6957 if(player[i].weaponactive!=-1){
6958 player[i].throwtogglekeydown=1;
6959 player[i].victim=&player[j];
6961 weapons.owner[player[i].weaponids[0]]=-1;
6962 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);
6965 aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0);
6967 weapons.velocity[player[i].weaponids[0]]=aim*50;
6968 weapons.tipvelocity[player[i].weaponids[0]]=aim*50;
6969 weapons.missed[player[i].weaponids[0]]=0;
6970 weapons.freetime[player[i].weaponids[0]]=0;
6971 weapons.firstfree[player[i].weaponids[0]]=1;
6972 weapons.physics[player[i].weaponids[0]]=0;
6973 player[i].num_weapons--;
6974 if(player[i].num_weapons){
6975 player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
6977 player[i].weaponactive=-1;
6984 if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
6985 if(player[i].isCrouch()||player[i].targetanimation==sneakanim){
6986 player[i].throwtogglekeydown=1;
6987 weapons.owner[player[i].weaponids[0]]=-1;
6988 weapons.velocity[player[i].weaponids[0]]=player[i].velocity*.2;
6989 if(weapons.velocity[player[i].weaponids[0]].x==0)weapons.velocity[player[i].weaponids[0]].x=.1;
6990 weapons.tipvelocity[player[i].weaponids[0]]=weapons.velocity[player[i].weaponids[0]];
6991 weapons.missed[player[i].weaponids[0]]=1;
6992 weapons.freetime[player[i].weaponids[0]]=0;
6993 weapons.firstfree[player[i].weaponids[0]]=1;
6994 weapons.physics[player[i].weaponids[0]]=1;
6995 player[i].num_weapons--;
6996 if(player[i].num_weapons){
6997 player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
6998 if(player[i].weaponstuck==player[i].num_weapons)player[i].weaponstuck=0;
7001 player[i].weaponactive=-1;
7002 for(int j=0;j<numplayers;j++){
7003 player[j].wentforweapon=0;
7011 if(i==0||!player[0].dead||player[i].weaponactive!=-1)
7012 if(player[i].drawkeydown&&!player[i].drawtogglekeydown||
7013 player[i].num_weapons==2&&
7014 player[i].weaponactive==-1&&
7015 player[i].isIdle()||
7017 player[i].weaponactive!=-1&&
7020 if(player[i].weaponactive!=-1)
7021 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==staff)
7023 if(isgood&&player[i].creature!=wolftype){
7024 if(player[i].isIdle()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
7025 setAnimation(i,drawrightanim);
7026 player[i].drawtogglekeydown=1;
7028 if((player[i].isIdle()||
7029 (player[i].aitype!=playercontrolled&&
7030 player[0].weaponactive!=-1&&
7031 player[i].isRun()))&&
7032 player[i].num_weapons&&
7033 weapons.type[player[i].weaponids[0]]==sword){
7034 setAnimation(i,drawleftanim);
7035 player[i].drawtogglekeydown=1;
7037 if(player[i].isCrouch()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
7038 setAnimation(i,crouchdrawrightanim);
7039 player[i].drawtogglekeydown=1;
7044 if(player[i].isCrouch()&&
7045 weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&
7047 player[i].onterrain&&
7048 player[i].num_weapons&&
7049 player[i].weaponactive!=-1&&
7050 player[i].attackkeydown){
7051 if(weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&
7052 player[i].onterrain&&
7053 bloodtoggle&&musictype!=stream_fighttheme){
7054 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==knife)
7055 setAnimation(i,crouchstabanim);
7056 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==sword)
7057 setAnimation(i,swordgroundstabanim);
7058 player[i].hasvictim=0;
7059 //player[i].attacktogglekeydown=1;
7063 if(!player[i].drawkeydown)
7064 player[i].drawtogglekeydown=0;
7071 absflatfacing=DoRotation(absflatfacing,0,-rotation,0);
7073 else absflatfacing=flatfacing;
7076 player[i].forwardkeydown=0;
7077 player[i].leftkeydown=0;
7078 player[i].backkeydown=0;
7079 player[i].rightkeydown=0;
7080 player[i].jumpkeydown=0;
7081 player[i].crouchkeydown=0;
7082 player[i].drawkeydown=0;
7083 player[i].throwkeydown=0;
7087 if(!animation[player[i].targetanimation].attack&&
7088 player[i].targetanimation!=staggerbackhighanim&&
7089 player[i].targetanimation!=staggerbackhardanim&&
7090 player[i].targetanimation!=backhandspringanim&&
7091 player[i].targetanimation!=dodgebackanim){
7092 if(!player[i].forwardkeydown)
7093 player[i].forwardstogglekeydown=0;
7094 if(player[i].crouchkeydown){
7098 player[i].superruntoggle=1;
7100 for(int j=0;j<numplayers;j++)
7101 if(j!=i&&!player[j].skeleton.free&&player[j].aitype==passivetype)
7102 if(findDistancefast(&player[j].coords,&player[i].coords)<16)
7103 player[i].superruntoggle=0;
7107 for(int j=0;j<numplayers;j++){
7108 if(j!=i&&!player[j].skeleton.free&&player[j].victim&&player[i].lowreversaldelay<=0){
7109 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
7110 player[j].victim==&player[i]&&
7111 (player[j].targetanimation==sweepanim||
7112 player[j].targetanimation==upunchanim||
7113 player[j].targetanimation==wolfslapanim||
7114 ((player[j].targetanimation==swordslashanim||
7115 player[j].targetanimation==knifeslashstartanim||
7116 player[j].targetanimation==staffhitanim||
7117 player[j].targetanimation==staffspinhitanim)&&
7118 findDistancefast(&player[j].coords,&player[i].coords)<2))){
7127 player[target].Reverse();
7128 player[i].lowreversaldelay=.5;
7130 if(player[i].isIdle()){
7131 setAnimation(i,player[i].getCrouch());
7132 player[i].transspeed=10;
7134 if(player[i].isRun()||
7135 (player[i].isStop()&&
7136 (player[i].leftkeydown||
7137 player[i].rightkeydown||
7138 player[i].forwardkeydown||
7139 player[i].backkeydown))){
7140 setAnimation(i,rollanim);
7141 player[i].transspeed=20;
7144 if(!player[i].crouchkeydown){
7146 if(!player[i].isRun()&&player[i].targetanimation!=sneakanim&&i==0)player[i].superruntoggle=0;
7148 if(player[i].isCrouch()){
7150 for(int j=0;j<numplayers;j++){
7152 !player[j].skeleton.free&&
7154 player[i].highreversaldelay<=0){
7155 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
7156 player[j].victim==&player[i]&&
7157 (player[j].targetanimation==spinkickanim)&&
7158 player[i].isCrouch()){
7167 player[target].Reverse();
7168 player[i].highreversaldelay=.5;
7170 if(player[i].isCrouch()){
7171 if(!player[i].wasCrouch()){
7172 player[i].currentanimation=player[i].getCrouch();
7173 player[i].currentframe=0;
7175 setAnimation(i,player[i].getIdle());
7176 player[i].transspeed=10;
7179 if(player[i].targetanimation==sneakanim){
7180 setAnimation(i,player[i].getIdle());
7181 player[i].transspeed=10;
7184 if(player[i].forwardkeydown){
7185 if(player[i].isIdle()||
7186 (player[i].isStop()&&
7187 player[i].targetrotation==player[i].rotation)||
7188 (player[i].isLanding()&&
7189 player[i].targetframe>0&&
7190 !player[i].jumpkeydown)||
7191 (player[i].isLandhard()&&
7192 player[i].targetframe>0&&
7193 !player[i].jumpkeydown&&
7194 player[i].crouchkeydown)){
7195 if(player[i].aitype==passivetype)
7196 setAnimation(i,walkanim);
7198 setAnimation(i,player[i].getRun());
7200 if(player[i].isCrouch()){
7201 player[i].targetanimation=sneakanim;
7202 if(player[i].wasCrouch())
7204 player[i].targetframe=0;
7206 if(player[i].targetanimation==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){
7207 setAnimation(i,climbanim);
7208 player[i].targetframe=1;
7209 player[i].jumpclimb=1;
7211 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7212 player[i].velocity+=absflatfacing*5*multiplier;
7214 player[i].forwardstogglekeydown=1;
7217 if (player[i].rightkeydown){
7218 if(player[i].isIdle()||
7219 (player[i].isStop()&&
7220 player[i].targetrotation==player[i].rotation)||
7221 (player[i].isLanding()&&
7222 player[i].targetframe>0&&
7223 !player[i].jumpkeydown)||
7224 (player[i].isLandhard()&&
7225 player[i].targetframe>0&&
7226 !player[i].jumpkeydown&&
7227 player[i].crouchkeydown)){
7228 setAnimation(i,player[i].getRun());
7230 if(player[i].isCrouch()){
7231 player[i].targetanimation=sneakanim;
7232 if(player[i].wasCrouch())
7234 player[i].targetframe=0;
7236 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7237 player[i].velocity+=DoRotation(absflatfacing*5*multiplier,0,-90,0);
7239 player[i].targetrotation-=90;
7240 if(player[i].forwardkeydown)player[i].targetrotation+=45;
7241 if(player[i].backkeydown)player[i].targetrotation-=45;
7244 if ( player[i].leftkeydown){
7245 if(player[i].isIdle()||
7246 (player[i].isStop()&&
7247 player[i].targetrotation==player[i].rotation)||
7248 (player[i].isLanding()&&
7249 player[i].targetframe>0&&
7250 !player[i].jumpkeydown)||
7251 (player[i].isLandhard()&&
7252 player[i].targetframe>0&&
7253 !player[i].jumpkeydown&&
7254 player[i].crouchkeydown)){
7255 setAnimation(i,player[i].getRun());
7257 if(player[i].isCrouch()){
7258 player[i].targetanimation=sneakanim;
7259 if(player[i].wasCrouch())
7261 player[i].targetframe=0;
7263 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7264 player[i].velocity-=DoRotation(absflatfacing*5*multiplier,0,-90,0);
7266 player[i].targetrotation+=90;
7267 if(player[i].forwardkeydown)player[i].targetrotation-=45;
7268 if(player[i].backkeydown)player[i].targetrotation+=45;
7271 if(player[i].backkeydown){
7272 if(player[i].isIdle()||
7273 (player[i].isStop()&&
7274 player[i].targetrotation==player[i].rotation)||
7275 (player[i].isLanding()&&
7276 player[i].targetframe>0&&
7277 !player[i].jumpkeydown)||
7278 (player[i].isLandhard()&&
7279 player[i].targetframe>0&&
7280 !player[i].jumpkeydown&&
7281 player[i].crouchkeydown)){
7282 setAnimation(i,player[i].getRun());
7284 if(player[i].isCrouch()){
7285 player[i].targetanimation=sneakanim;
7286 if(player[i].wasCrouch())
7288 player[i].targetframe=0;
7290 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7291 player[i].velocity-=absflatfacing*5*multiplier;
7293 if(player[i].targetanimation==hanganim){
7294 player[i].currentanimation=jumpdownanim;
7295 player[i].targetanimation=jumpdownanim;
7297 player[i].currentframe=0;
7298 player[i].targetframe=1;
7299 player[i].velocity=0;
7300 player[i].velocity.y+=gravity;
7301 player[i].coords.y-=1.4;
7302 player[i].grabdelay=1;
7304 if ( !player[i].leftkeydown&&!player[i].rightkeydown)
7305 player[i].targetrotation+=180;
7308 if((player[i].jumpkeydown&&!player[i].jumpclimb)||player[i].jumpstart){
7309 if((((player[i].isLanding()&&player[i].targetframe>=3)||
7311 player[i].targetanimation==walkanim||
7312 player[i].isCrouch()||
7313 player[i].targetanimation==sneakanim)&&
7314 player[i].jumppower>1)&&
7315 ((player[i].targetanimation!=rabbitrunninganim&&
7316 player[i].targetanimation!=wolfrunninganim)||i!=0)){
7317 player[i].jumpstart=0;
7318 setAnimation(i,jumpupanim);
7319 player[i].rotation=player[i].targetrotation;
7320 player[i].transspeed=20;
7321 player[i].FootLand(0,1);
7322 player[i].FootLand(1,1);
7326 flatfacing=DoRotation(facing,0,player[i].targetrotation+180,0);
7328 if(movekey)player[i].velocity=flatfacing*player[i].speed*45*player[i].scale;
7329 if(!movekey)player[i].velocity=0;
7334 for(int j=0;j<numplayers;j++){
7335 if(j!=i&&!player[j].skeleton.free&&player[j].victim){
7336 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
7337 player[j].victim==&player[i]&&
7338 (player[j].targetanimation==sweepanim)){
7339 if(target>=0)target=-1;
7344 if(target>=0)player[i].velocity.y=1;
7345 else if(player[i].crouchkeydown||player[i].aitype!=playercontrolled){
7346 player[i].velocity.y=7;
7347 player[i].crouchtogglekeydown=1;
7349 else player[i].velocity.y=5;
7351 if(mousejump&&i==0&&debugmode){
7352 if(!player[i].isLanding())player[i].tempdeltav=deltav;
7353 if(player[i].tempdeltav<0)player[i].velocity.y-=(float)(player[i].tempdeltav)/multiplier/1000;
7356 player[i].coords.y+=.2;
7357 player[i].jumppower-=1;
7360 emit_sound_at(whooshsound, player[i].coords, 128.);
7362 emit_sound_at(jumpsound, player[i].coords, 128.);
7364 if((player[i].isIdle())&&player[i].jumppower>1){
7365 setAnimation(i,player[i].getLanding());
7366 player[i].targetframe=2;
7367 player[i].landhard=0;
7368 player[i].jumpstart=1;
7369 player[i].tempdeltav=deltav;
7371 if(player[i].targetanimation==jumpupanim&&
7375 player[i].aitype!=playercontrolled)){
7376 if(player[i].jumppower>multiplier*6){
7377 player[i].velocity.y+=multiplier*6;
7378 player[i].jumppower-=multiplier*6;
7380 if(player[i].jumppower<=multiplier*6){
7381 player[i].velocity.y+=player[i].jumppower;
7382 player[i].jumppower=0;
7385 if(((floatjump||editorenabled)&&debugmode)&&i==0)player[i].velocity.y+=multiplier*30;
7389 if(player[i].isRun()||player[i].targetanimation==walkanim)
7390 setAnimation(i,player[i].getStop());
7391 if(player[i].targetanimation==sneakanim){
7392 player[i].targetanimation=player[i].getCrouch();
7393 if(player[i].currentanimation==sneakanim)
7395 player[i].targetframe=0;
7398 if(player[i].targetanimation==walkanim&&
7399 (player[i].aitype==attacktypecutoff||
7400 player[i].aitype==searchtype||
7401 (player[i].aitype==passivetype&&
7402 player[i].numwaypoints<=1)))
7403 setAnimation(i,player[i].getStop());
7404 if(player[i].isRun()&&(player[i].aitype==passivetype))
7405 setAnimation(i,player[i].getStop());
7408 if(player[i].targetanimation==rollanim)
7409 player[i].targetrotation=oldtargetrotation;
7413 for(int k=0;k<numplayers;k++){
7414 if(fabs(player[k].rotation-player[k].targetrotation)>180){
7415 if(player[k].rotation>player[k].targetrotation)
7416 player[k].rotation-=360;
7418 player[k].rotation+=360;
7421 //stop to turn in right direction
7422 if(fabs(player[k].rotation-player[k].targetrotation)>90&&(player[k].isRun()||player[k].targetanimation==walkanim))
7423 setAnimation(k,player[k].getStop());
7425 if(player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim)
7426 player[k].targettilt=0;
7428 if(player[k].targetanimation!=jumpupanim&&
7429 player[k].targetanimation!=backhandspringanim&&
7430 player[k].targetanimation!=jumpdownanim&&
7431 !player[k].isFlip()){
7432 player[k].targettilt=0;
7433 if(player[k].jumppower<0&&!player[k].jumpkeydown)
7434 player[k].jumppower=0;
7435 player[k].jumppower+=multiplier*7;
7436 if(player[k].isCrouch())
7437 player[k].jumppower+=multiplier*7;
7438 if(player[k].jumppower>5)
7439 player[k].jumppower=5;
7442 if(player[k].isRun())
7443 player[k].targettilt=(player[k].rotation-player[k].targetrotation)/4;
7445 player[k].tilt=stepTowardf(player[k].tilt,player[k].targettilt,multiplier*150);
7446 player[k].grabdelay-=multiplier;
7450 for(int k=0;k<numplayers;k++){
7451 player[k].DoAnimations();
7452 player[k].whichpatchx=player[k].coords.x/(terrain.size/subdivision*terrain.scale);
7453 player[k].whichpatchz=player[k].coords.z/(terrain.size/subdivision*terrain.scale);
7459 for(int j=numenvsounds-1;j>=0;j--){
7460 envsoundlife[j]-=multiplier;
7461 if(envsoundlife[j]<0){
7463 envsoundlife[j]=envsoundlife[numenvsounds];
7464 envsound[j]=envsound[numenvsounds];
7468 OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
7470 OPENAL_SetFrequency(OPENAL_ALL, 22050);
7472 if(tutoriallevel==1){
7489 if(tutorialstage>=51)
7490 if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
7491 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
7492 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
7494 emit_stream_np(stream_menutheme);
7503 if(tutorialstage<51)
7504 if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
7505 emit_sound_at(fireendsound, player[0].coords);
7507 player[0].coords=(oldtemp+oldtemp2)/2;
7511 if(tutorialstage>=14&&tutorialstage<50)
7512 if(findDistancefast(&temp,&player[1].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[1].coords)<4){
7513 emit_sound_at(fireendsound, player[1].coords);
7515 for(int i=0;i<player[1].skeleton.num_joints;i++){
7517 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
7518 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
7519 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;
7520 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
7521 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
7525 player[1].coords=(oldtemp+oldtemp2)/2;
7526 for(int i=0;i<player[1].skeleton.num_joints;i++){
7527 player[1].skeleton.joints[i].velocity=0;
7529 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
7530 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
7531 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;
7532 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
7533 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
7541 static float gLoc[3];
7545 static float vel[3];
7546 vel[0]=(viewer.x-oldviewer.x)/multiplier;
7547 vel[1]=(viewer.y-oldviewer.y)/multiplier;
7548 vel[2]=(viewer.z-oldviewer.z)/multiplier;
7550 //Set orientation with forward and up vectors
7551 static XYZ upvector;
7555 upvector=DoRotation(upvector,-rotation2+90,0,0);
7556 upvector=DoRotation(upvector,0,0-rotation,0);
7561 facing=DoRotation(facing,-rotation2,0,0);
7562 facing=DoRotation(facing,0,0-rotation,0);
7565 static float ori[6];
7569 ori[3] = -upvector.x;
7570 ori[4] = upvector.y;
7571 ori[5] = -upvector.z;
7573 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
7580 if(Input::isKeyPressed(SDLK_F1))
7586 void Game::TickOnce(){
7588 rotation+=multiplier*5;
7590 if(directing||indialogue==-1) {
7591 rotation+=deltah*.7;
7593 rotation2+=deltav*.7;
7595 rotation2-=deltav*.7;
7603 void Game::TickOnceAfter(){
7604 static XYZ colviewer;
7605 static XYZ coltarget;
7608 static float brotate;
7610 static float changedelay;
7611 static bool alldead;
7612 static float unseendelay;
7613 static float cameraspeed;
7617 if(environment==snowyenvironment)
7618 leveltheme=stream_snowtheme;
7619 if(environment==grassyenvironment)
7620 leveltheme=stream_grasstheme;
7621 if(environment==desertenvironment)
7622 leveltheme=stream_deserttheme;
7626 musictype=leveltheme;
7627 for(int i=0;i<numplayers;i++){
7628 if((player[i].aitype==attacktypecutoff||
7629 player[i].aitype==getweapontype||
7630 player[i].aitype==gethelptype||
7631 player[i].aitype==searchtype)&&
7632 !player[i].dead/*&&player[i].surprised<=0*/&&
7633 (player[i].targetanimation!=sneakattackedanim&&
7634 player[i].targetanimation!=knifesneakattackedanim&&
7635 player[i].targetanimation!=swordsneakattackedanim)){
7636 musictype=stream_fighttheme;
7641 musictype=stream_menutheme;
7644 if(musictype==stream_fighttheme)
7647 if(oldmusictype==stream_fighttheme&&musictype!=stream_fighttheme){
7648 unseendelay-=multiplier;
7650 musictype=stream_fighttheme;
7655 musictype=stream_menutheme;
7663 if(musictype!=oldmusictype&&musictype==stream_fighttheme)
7664 emit_sound_np(alarmsound);
7665 musicselected=musictype;
7667 if(musicselected==leveltheme)
7668 musicvolume[0]+=multiplier*450;
7670 musicvolume[0]-=multiplier*450;
7671 if(musicselected==stream_fighttheme)
7672 musicvolume[1]+=multiplier*450;
7674 musicvolume[1]-=multiplier*450;
7675 if(musicselected==stream_menutheme)
7676 musicvolume[2]+=multiplier*450;
7678 musicvolume[2]-=multiplier*450;
7680 for(int i=0;i<3;i++){
7681 if(musicvolume[i]<0)
7683 if(musicvolume[i]>512)
7687 if(musicvolume[2]>128&&!loading&&!mainmenu)
7691 if(musicvolume[0]>0&&oldmusicvolume[0]<=0)
7692 emit_stream_np(leveltheme, musicvolume[0]);
7693 if(musicvolume[1]>0&&oldmusicvolume[1]<=0)
7694 emit_stream_np(stream_fighttheme, musicvolume[1]);
7695 if(musicvolume[2]>0&&oldmusicvolume[2]<=0)
7696 emit_stream_np(stream_menutheme, musicvolume[2]);
7697 if(musicvolume[0]<=0&&oldmusicvolume[0]>0)
7698 pause_sound(leveltheme);
7699 if(musicvolume[1]<=0&&oldmusicvolume[1]>0)
7700 pause_sound(stream_fighttheme);
7701 if(musicvolume[2]<=0&&oldmusicvolume[2]>0)
7702 pause_sound(stream_menutheme);
7704 if(musicvolume[0]!=oldmusicvolume[0])
7705 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
7706 if(musicvolume[1]!=oldmusicvolume[1])
7707 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
7708 if(musicvolume[2]!=oldmusicvolume[2])
7709 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
7711 for(int i=0;i<3;i++)
7712 oldmusicvolume[i]=musicvolume[i];
7714 pause_sound(leveltheme);
7715 pause_sound(stream_fighttheme);
7716 pause_sound(stream_menutheme);
7718 for(int i=0;i<4;i++){
7719 oldmusicvolume[i]=0;
7725 for(int i=0;i<numhotspots;i++){
7726 if(hotspottype[i]>10&&hotspottype[i]<20){
7727 if(player[hotspottype[i]-10].dead==0)
7729 else if(killhotspot==2)
7738 for(int i=0;i<numhotspots;i++)
7739 if(hotspottype[i]==-1)
7740 if(findDistancefast(&player[0].coords,&hotspot[i])<hotspotsize[i])
7744 for(int i=1;i<numplayers;i++)
7745 if(!player[i].dead&&player[i].aitype==attacktypecutoff&&player[i].surprised<=0)
7747 if(numalarmed>maxalarmed)
7748 maxalarmed=numalarmed;
7750 if(changedelay<=0&&!loading&&!editorenabled&&gameon&&!tutoriallevel&&changedelay!=-999&&!won){
7751 if(player[0].dead&&changedelay<=0){
7753 targetlevel=whichlevel;
7756 for(int i=1;i<numplayers;i++)
7757 if(!player[i].dead&&player[i].howactive<typedead1)
7761 if(alldead&&!player[0].dead&&maptype==mapkilleveryone){
7763 targetlevel=whichlevel+1;
7764 if(targetlevel>numchallengelevels-1)targetlevel=0;
7766 if(winhotspot||windialogue){
7768 targetlevel=whichlevel+1;
7769 if(targetlevel>numchallengelevels-1)targetlevel=0;
7775 targetlevel=whichlevel+1;
7776 if(targetlevel>numchallengelevels-1)targetlevel=0;
7779 if(changedelay>0&&!player[0].dead&&!won){
7780 //high scores, awards, win
7782 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
7785 accountactive->winLevel(whichlevel,bonustotal-startbonustotal,leveltime);
7801 if(!editorenabled&&gameon&&!mainmenu){
7802 if(changedelay!=-999)
7803 changedelay-=multiplier/7;
7805 targetlevel=whichlevel;
7806 if(loading==2&&!campaign){
7809 fireSound(firestartsound);
7811 if(!player[0].dead&&targetlevel!=whichlevel)
7812 startbonustotal=bonustotal;
7814 Loadlevel(whichlevel);
7816 Loadlevel(targetlevel);
7822 if(loading==2&&targetlevel==whichlevel){
7826 fireSound(firestartsound);
7828 Loadlevel(campaignmapname[levelorder[accountactive->getCampaignChoicesMade()]]);
7834 if(changedelay<=-999&&
7838 (alldead&&maptype==mapkilleveryone)||
7843 if((player[0].dead||
7844 (alldead&&maptype==mapkilleveryone)||
7849 if(whichlevel!=-2&&!loading&&!player[0].dead){
7859 if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1)
7860 if(campaignnumnext[campaignchoicewhich[whichchoice]]==0)
7862 else if(mainmenu==0&&winfreeze){
7863 if(campaignchoosenext[campaignchoicewhich[whichchoice]]==2)
7868 if(!stealthloading){
7869 float gLoc[3]={0,0,0};
7870 float vel[3]={0,0,0};
7871 fireSound(firestartsound);
7878 ifstream ipstream(ConvertFileName(":Data:Campaigns:main.txt"));
7879 ipstream.ignore(256,':');
7880 ipstream >> campaignnumlevels;
7881 for(int i=0;i<campaignnumlevels;i++){
7882 ipstream.ignore(256,':');
7883 ipstream.ignore(256,':');
7884 ipstream.ignore(256,' ');
7885 ipstream >> campaignmapname[i];
7886 ipstream.ignore(256,':');
7887 ipstream >> campaigndescription[i];
7888 for(int j=0;j<256;j++){
7889 if(campaigndescription[i][j]=='_')campaigndescription[i][j]=' ';
7891 ipstream.ignore(256,':');
7892 ipstream >> campaignchoosenext[i];
7893 ipstream.ignore(256,':');
7894 ipstream >> campaignnumnext[i];
7895 for(int j=0;j<campaignnumnext[i];j++){
7896 ipstream.ignore(256,':');
7897 ipstream >> campaignnextlevel[i][j];
7898 campaignnextlevel[i][j]-=1;
7900 ipstream.ignore(256,':');
7901 ipstream >> campaignlocationx[i];
7902 ipstream.ignore(256,':');
7903 ipstream >> campaignlocationy[i];
7907 for(int i=0;i<campaignnumlevels;i++){
7909 levelhighlight[i]=0;
7913 for(int i=0;i<campaignnumlevels;i++){
7915 levelhighlight[i]=0;
7920 for(int i=0;i<accountactive->getCampaignChoicesMade();i++){
7921 levelorder[i+1]=campaignnextlevel[levelorder[i]][accountactive->getCampaignChoice(i)];
7922 levelvisible[levelorder[i+1]]=1;
7924 int whichlevelstart;
7925 whichlevelstart=accountactive->getCampaignChoicesMade()-1;
7926 if(whichlevelstart<0){
7927 campaignchoicenum=1;
7928 campaignchoicewhich[0]=0;
7932 campaignchoicenum=campaignnumnext[levelorder[whichlevelstart]];
7933 for(int i=0;i<campaignchoicenum;i++){
7934 campaignchoicewhich[i]=campaignnextlevel[levelorder[whichlevelstart]][i];
7935 levelvisible[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
7936 levelhighlight[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
7948 Loadlevel(campaignmapname[campaignchoicewhich[0]]);
7952 pause_sound(stream_menutheme);
7962 oldmusictype=musictype;
7968 facing=DoRotation(facing,-rotation2,0,0);
7969 facing=DoRotation(facing,0,0-rotation,0);
7970 viewerfacing=facing;
7974 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;
7975 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;
7977 if(player[0].skeleton.free){
7978 for(int i=0;i<player[0].skeleton.num_joints;i++){
7979 if(player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y>target.y)
7980 target.y=player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y;
7984 if(player[0].skeleton.free!=2&&!autocam){
7986 if(findLengthfast(&player[0].velocity)>400){
7987 cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
7989 if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
7990 coltarget=target-cameraloc;
7991 if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
7993 Normalise(&coltarget);
7994 if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
7995 else cameraloc=cameraloc+coltarget*multiplier*8;
7997 if(editorenabled)cameraloc=target;
7998 cameradist+=multiplier*5;
7999 if(cameradist>2.3)cameradist=2.3;
8000 viewer=cameraloc-facing*cameradist;
8002 coltarget=cameraloc;
8003 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
8004 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
8005 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
8006 int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
8008 coltarget=cameraloc;
8009 if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
8011 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
8012 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
8013 int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
8015 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
8019 cameradist=findDistance(&viewer,&target);
8020 viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
8021 if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
8022 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
8025 if(player[0].skeleton.free!=2&&autocam){
8027 if(findLengthfast(&player[0].velocity)>400){
8028 cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
8030 if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
8031 cameradist+=multiplier*5;
8032 if(cameradist>3.3)cameradist=3.3;
8033 coltarget=target-cameraloc;
8034 if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
8035 else if(findLengthfast(&coltarget)>1)
8037 Normalise(&coltarget);
8038 if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
8039 else cameraloc=cameraloc+coltarget*multiplier*8;
8041 if(editorenabled)cameraloc=target;
8044 coltarget=cameraloc;
8045 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
8046 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
8047 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
8048 int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
8050 coltarget=cameraloc;
8051 if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
8053 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
8054 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
8055 int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
8057 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
8061 cameradist=findDistance(&viewer,&target);
8062 viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
8063 if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
8064 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
8067 if(camerashake>.8)camerashake=.8;
8068 //if(woozy>10)woozy=10;
8069 //woozy+=multiplier;
8071 if(player[0].dead)camerashake=0;
8072 if(player[0].dead)woozy=0;
8073 camerashake-=multiplier*2;
8074 blackout-=multiplier*2;
8075 //if(player[0].isCrouch())woozy-=multiplier*8;
8076 if(camerashake<0)camerashake=0;
8077 if(blackout<0)blackout=0;
8078 //if(woozy<0)woozy=0;
8080 viewer.x+=(float)(Random()%100)*.0005*camerashake;
8081 viewer.y+=(float)(Random()%100)*.0005*camerashake;
8082 viewer.z+=(float)(Random()%100)*.0005*camerashake;