2023-08-01 19:50:29 +02:00

819 lines
24 KiB
C++

/*
Copyright (C) 2003, 2010 - Wolfire Games
Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
This file is part of Lugaru.
Lugaru is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Lugaru is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Game.hpp"
#include "Animation/Animation.hpp"
#include "Audio/openal_wrapper.hpp"
#include "Graphic/Texture.hpp"
#include "Menu/Menu.hpp"
#include "Utils/Folders.hpp"
extern float screenwidth, screenheight;
extern float viewdistance;
extern XYZ viewer;
extern float fadestart;
extern float texscale;
extern float gravity;
extern Light light;
extern Terrain terrain;
extern int kTextureSize;
extern float texdetail;
extern float realtexdetail;
extern float volume;
extern int detail;
extern bool cellophane;
extern bool ismotionblur;
extern bool trilinear;
extern bool musictoggle;
extern int environment;
extern bool ambientsound;
extern float multiplier;
extern int netdatanew;
extern float mapinfo;
extern bool stillloading;
extern int mainmenu;
extern bool visibleloading;
extern float flashamount, flashr, flashg, flashb;
extern int flashdelay;
extern int whichjointstartarray[26];
extern int whichjointendarray[26];
extern float slomospeed;
extern bool gamestarted;
extern float accountcampaignhighscore[10];
extern float accountcampaignfasttime[10];
extern float accountcampaignscore[10];
extern float accountcampaigntime[10];
extern int accountcampaignchoicesmade[10];
extern int accountcampaignchoices[10][5000];
void LOG(const std::string&, ...)
{
// !!! FIXME: write me.
}
void Dispose()
{
LOGFUNC;
if (Game::endgame == 2) {
Account::active().endGame();
Game::endgame = 0;
}
Account::saveFile(Folders::getUserSavePath());
//textures.clear();
LOG("Shutting down sound system...");
OPENAL_StopSound(OPENAL_ALL);
for (int i = 0; i < sounds_count; ++i) {
OPENAL_Sample_Free(samp[i]);
}
OPENAL_Close();
}
void Game::newGame()
{
text = new Text();
textmono = new Text();
skybox = new SkyBox();
}
void Game::deleteGame()
{
delete skybox;
delete text;
delete textmono;
glDeleteTextures(1, &screentexture);
glDeleteTextures(1, &screentexture2);
Dispose();
}
void LoadSave(const std::string& fileName, GLubyte* array)
{
LOGFUNC;
LOG(std::string("Loading (S)...") + fileName);
//Load Image
float temptexdetail = texdetail;
texdetail = 1;
//Load Image
ImageRec texture;
if (!load_image(Folders::getResourcePath(fileName).c_str(), texture)) {
texdetail = temptexdetail;
return;
}
texdetail = temptexdetail;
int bytesPerPixel = texture.bpp / 8;
int tempnum = 0;
for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
if ((i + 1) % 4 || bytesPerPixel == 3) {
array[tempnum] = texture.data[i];
tempnum++;
}
}
}
//***************> ResizeGLScene() <******/
GLvoid Game::ReSizeGLScene(float fov, float pnear)
{
if (screenheight == 0) {
screenheight = 1;
}
glViewport(0, 0, screenwidth, screenheight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(fov, (GLfloat)screenwidth / (GLfloat)screenheight, pnear, viewdistance);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void Game::LoadingScreen()
{
if (!visibleloading) {
return;
}
static float loadprogress;
static AbsoluteTime frametime = { 0, 0 };
AbsoluteTime currTime = UpTime();
double deltaTime = (float)AbsoluteDeltaToDuration(currTime, frametime);
if (0 > deltaTime) { // if negative microseconds
deltaTime /= -1000000.0;
} else { // else milliseconds
deltaTime /= 1000.0;
}
multiplier = deltaTime;
if (multiplier < .001) {
multiplier = .001;
}
if (multiplier > 10) {
multiplier = 10;
}
if (multiplier > .05) {
frametime = currTime; // reset for next time interval
glLoadIdentity();
//Clear to black
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
loadtime += multiplier * 4;
loadprogress = loadtime;
if (loadprogress > 100) {
loadprogress = 100;
}
//Background
glEnable(GL_TEXTURE_2D);
loadscreentexture.bind();
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
glDepthMask(0);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, screenwidth, 0, screenheight, -100, 100);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTranslatef(screenwidth / 2, screenheight / 2, 0);
glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
glColor4f(loadprogress / 100, loadprogress / 100, loadprogress / 100, 1);
glPushMatrix();
glBegin(GL_QUADS);
glTexCoord2f(.1 - loadprogress / 100, 0 + loadprogress / 100 + .3);
glVertex3f(-1, -1, 0.0f);
glTexCoord2f(.1 - loadprogress / 100, 0 + loadprogress / 100 + .3);
glVertex3f(1, -1, 0.0f);
glTexCoord2f(.1 - loadprogress / 100, 1 + loadprogress / 100 + .3);
glVertex3f(1, 1, 0.0f);
glTexCoord2f(.1 - loadprogress / 100, 1 + loadprogress / 100 + .3);
glVertex3f(-1, 1, 0.0f);
glEnd();
glPopMatrix();
glEnable(GL_BLEND);
glPushMatrix();
glBegin(GL_QUADS);
glTexCoord2f(.4 + loadprogress / 100, 0 + loadprogress / 100);
glVertex3f(-1, -1, 0.0f);
glTexCoord2f(.4 + loadprogress / 100, 0 + loadprogress / 100);
glVertex3f(1, -1, 0.0f);
glTexCoord2f(.4 + loadprogress / 100, 1 + loadprogress / 100);
glVertex3f(1, 1, 0.0f);
glTexCoord2f(.4 + loadprogress / 100, 1 + loadprogress / 100);
glVertex3f(-1, 1, 0.0f);
glEnd();
glPopMatrix();
glDisable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glDisable(GL_BLEND);
glDepthMask(1);
glEnable(GL_TEXTURE_2D);
loadscreentexture.bind();
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
glDepthMask(0);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, screenwidth, 0, screenheight, -100, 100);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTranslatef(screenwidth / 2, screenheight / 2, 0);
glScalef((float)screenwidth / 2 * (1.5 - (loadprogress) / 200), (float)screenheight / 2 * (1.5 - (loadprogress) / 200), 1);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glEnable(GL_BLEND);
glColor4f(loadprogress / 100, loadprogress / 100, loadprogress / 100, 1);
glPushMatrix();
glBegin(GL_QUADS);
glTexCoord2f(0 + .5, 0 + .5);
glVertex3f(-1, -1, 0.0f);
glTexCoord2f(1 + .5, 0 + .5);
glVertex3f(1, -1, 0.0f);
glTexCoord2f(1 + .5, 1 + .5);
glVertex3f(1, 1, 0.0f);
glTexCoord2f(0 + .5, 1 + .5);
glVertex3f(-1, 1, 0.0f);
glEnd();
glPopMatrix();
glDisable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glDisable(GL_BLEND);
glDepthMask(1);
glEnable(GL_TEXTURE_2D);
loadscreentexture.bind();
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
glDepthMask(0);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, screenwidth, 0, screenheight, -100, 100);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTranslatef(screenwidth / 2, screenheight / 2, 0);
glScalef((float)screenwidth / 2 * (100 + loadprogress) / 100, (float)screenheight / 2 * (100 + loadprogress) / 100, 1);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glEnable(GL_BLEND);
glColor4f(loadprogress / 100, loadprogress / 100, loadprogress / 100, .4);
glPushMatrix();
glBegin(GL_QUADS);
glTexCoord2f(0 + .2, 0 + .8);
glVertex3f(-1, -1, 0.0f);
glTexCoord2f(1 + .2, 0 + .8);
glVertex3f(1, -1, 0.0f);
glTexCoord2f(1 + .2, 1 + .8);
glVertex3f(1, 1, 0.0f);
glTexCoord2f(0 + .2, 1 + .8);
glVertex3f(-1, 1, 0.0f);
glEnd();
glPopMatrix();
glDisable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glDisable(GL_BLEND);
glDepthMask(1);
//Text
if (flashamount > 0) {
if (flashamount > 1) {
flashamount = 1;
}
if (flashdelay <= 0) {
flashamount -= multiplier;
}
flashdelay--;
if (flashamount < 0) {
flashamount = 0;
}
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glDepthMask(0);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, screenwidth, 0, screenheight, -100, 100);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glScalef(screenwidth, screenheight, 1);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glColor4f(flashr, flashg, flashb, flashamount);
glBegin(GL_QUADS);
glVertex3f(0, 0, 0.0f);
glVertex3f(256, 0, 0.0f);
glVertex3f(256, 256, 0.0f);
glVertex3f(0, 256, 0.0f);
glEnd();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDepthMask(1);
}
swap_gl_buffers();
}
}
void FadeLoadingScreen(float howmuch)
{
static float loadprogress;
glLoadIdentity();
//Clear to black
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
loadprogress = howmuch;
//Background
glDisable(GL_TEXTURE_2D);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
glDepthMask(0);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, screenwidth, 0, screenheight, -100, 100);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTranslatef(screenwidth / 2, screenheight / 2, 0);
glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
glColor4f(loadprogress / 100, 0, 0, 1);
glPushMatrix();
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(-1, -1, 0.0f);
glTexCoord2f(1, 0);
glVertex3f(1, -1, 0.0f);
glTexCoord2f(1, 1);
glVertex3f(1, 1, 0.0f);
glTexCoord2f(0, 1);
glVertex3f(-1, 1, 0.0f);
glEnd();
glPopMatrix();
glDisable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glDisable(GL_BLEND);
glDepthMask(1);
//Text
swap_gl_buffers();
}
void Game::InitGame()
{
LOGFUNC;
numchallengelevels = 14;
Account::loadFile(Folders::getUserSavePath());
whichjointstartarray[0] = righthip;
whichjointendarray[0] = rightfoot;
whichjointstartarray[1] = righthip;
whichjointendarray[1] = rightankle;
whichjointstartarray[2] = righthip;
whichjointendarray[2] = rightknee;
whichjointstartarray[3] = rightknee;
whichjointendarray[3] = rightankle;
whichjointstartarray[4] = rightankle;
whichjointendarray[4] = rightfoot;
whichjointstartarray[5] = lefthip;
whichjointendarray[5] = leftfoot;
whichjointstartarray[6] = lefthip;
whichjointendarray[6] = leftankle;
whichjointstartarray[7] = lefthip;
whichjointendarray[7] = leftknee;
whichjointstartarray[8] = leftknee;
whichjointendarray[8] = leftankle;
whichjointstartarray[9] = leftankle;
whichjointendarray[9] = leftfoot;
whichjointstartarray[10] = abdomen;
whichjointendarray[10] = rightshoulder;
whichjointstartarray[11] = abdomen;
whichjointendarray[11] = rightelbow;
whichjointstartarray[12] = abdomen;
whichjointendarray[12] = rightwrist;
whichjointstartarray[13] = abdomen;
whichjointendarray[13] = righthand;
whichjointstartarray[14] = rightshoulder;
whichjointendarray[14] = rightelbow;
whichjointstartarray[15] = rightelbow;
whichjointendarray[15] = rightwrist;
whichjointstartarray[16] = rightwrist;
whichjointendarray[16] = righthand;
whichjointstartarray[17] = abdomen;
whichjointendarray[17] = leftshoulder;
whichjointstartarray[18] = abdomen;
whichjointendarray[18] = leftelbow;
whichjointstartarray[19] = abdomen;
whichjointendarray[19] = leftwrist;
whichjointstartarray[20] = abdomen;
whichjointendarray[20] = lefthand;
whichjointstartarray[21] = leftshoulder;
whichjointendarray[21] = leftelbow;
whichjointstartarray[22] = leftelbow;
whichjointendarray[22] = leftwrist;
whichjointstartarray[23] = leftwrist;
whichjointendarray[23] = lefthand;
whichjointstartarray[24] = abdomen;
whichjointendarray[24] = neck;
whichjointstartarray[25] = neck;
whichjointendarray[25] = head;
FadeLoadingScreen(0);
stillloading = 1;
int temptexdetail = texdetail;
texdetail = 1;
text->LoadFontTexture("Textures/Font.png");
text->BuildFont();
textmono->LoadFontTexture("Textures/FontMono.png");
textmono->BuildFont();
texdetail = temptexdetail;
FadeLoadingScreen(10);
if (detail == 2) {
texdetail = 1;
}
if (detail == 1) {
texdetail = 2;
}
if (detail == 0) {
texdetail = 4;
}
LOG("Initializing sound system...");
OPENAL_Init(44100, 32, 0);
OPENAL_SetSFXMasterVolume((int)(volume * 255));
loadAllSounds();
if (musictoggle) {
emit_stream_np(stream_menutheme);
}
cursortexture.load("Textures/Cursor.png", 0);
Mapcircletexture.load("Textures/MapCircle.png", 0);
Mapboxtexture.load("Textures/MapBox.png", 0);
Maparrowtexture.load("Textures/MapArrow.png", 0);
temptexdetail = texdetail;
if (texdetail > 2) {
texdetail = 2;
}
Mainmenuitems[0].load("Textures/Lugaru.png", 0);
Mainmenuitems[1].load("Textures/NewGame.png", 0);
Mainmenuitems[2].load("Textures/Options.png", 0);
Mainmenuitems[3].load("Textures/Quit.png", 0);
Mainmenuitems[4].load("Textures/Eyelid.png", 0);
Mainmenuitems[5].load("Textures/Resume.png", 0);
Mainmenuitems[6].load("Textures/EndGame.png", 0);
texdetail = temptexdetail;
FadeLoadingScreen(95);
gameon = 0;
mainmenu = 1;
stillloading = 0;
firstLoadDone = false;
newdetail = detail;
newscreenwidth = screenwidth;
newscreenheight = screenheight;
Menu::Load();
Animation::loadAll();
PersonType::Load();
Person::players.emplace_back(new Person());
}
void Game::LoadScreenTexture()
{
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
if (!Game::screentexture) {
glGenTextures(1, &Game::screentexture);
}
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, Game::screentexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0);
}
//TODO: move LoadStuff() closer to GameTick.cpp to get rid of various vars shared in Game.hpp
/* Loads models and textures which only needs to be loaded once */
void Game::LoadStuff()
{
float temptexdetail;
float viewdistdetail;
float megascale = 1;
LOGFUNC;
loadtime = 0;
stillloading = 1;
visibleloading = false; //don't use loadscreentexture yet
loadscreentexture.load("Textures/Fire.jpg", 1);
visibleloading = true;
temptexdetail = texdetail;
texdetail = 1;
text->LoadFontTexture("Textures/Font.png");
text->BuildFont();
textmono->LoadFontTexture("Textures/FontMono.png");
textmono->BuildFont();
texdetail = temptexdetail;
viewdistdetail = 2;
viewdistance = 50 * megascale * viewdistdetail;
if (detail == 2) {
texdetail = 1;
kTextureSize = 1024;
} else if (detail == 1) {
texdetail = 2;
kTextureSize = 512;
} else {
texdetail = 4;
kTextureSize = 256;
}
realtexdetail = texdetail;
Weapon::Load();
terrain.shadowtexture.load("Textures/Shadow.png", 0);
terrain.bloodtexture.load("Textures/Blood.png", 0);
terrain.breaktexture.load("Textures/Break.png", 0);
terrain.bloodtexture2.load("Textures/Blood.png", 0);
terrain.footprinttexture.load("Textures/Footprint.png", 0);
terrain.bodyprinttexture.load("Textures/Bodyprint.png", 0);
hawktexture.load("Textures/Hawk.png", 0);
Sprite::cloudtexture.load("Textures/Cloud.png", 1);
Sprite::cloudimpacttexture.load("Textures/CloudImpact.png", 1);
Sprite::bloodtexture.load("Textures/BloodParticle.png", 1);
Sprite::snowflaketexture.load("Textures/SnowFlake.png", 1);
Sprite::flametexture.load("Textures/Flame.png", 1);
Sprite::bloodflametexture.load("Textures/BloodFlame.png", 1);
Sprite::smoketexture.load("Textures/Smoke.png", 1);
Sprite::shinetexture.load("Textures/Shine.png", 1);
Sprite::splintertexture.load("Textures/Splinter.png", 1);
Sprite::leaftexture.load("Textures/Leaf.png", 1);
Sprite::toothtexture.load("Textures/Tooth.png", 1);
yaw = 0;
pitch = 0;
ReSizeGLScene(90, .01);
viewer = 0;
//Set up distant light
light.color[0] = .95;
light.color[1] = .95;
light.color[2] = 1;
light.ambient[0] = .2;
light.ambient[1] = .2;
light.ambient[2] = .24;
light.location.x = 1;
light.location.y = 1;
light.location.z = -.2;
Normalise(&light.location);
LoadingScreen();
SetUpLighting();
fadestart = .6;
gravity = -10;
texscale = .2 / megascale / viewdistdetail;
terrain.scale = 3 * megascale * viewdistdetail;
viewer.x = terrain.size / 2 * terrain.scale;
viewer.z = terrain.size / 2 * terrain.scale;
hawk.load("Models/Hawk.solid");
hawk.Scale(.03, .03, .03);
hawk.Rotate(90, 1, 1);
hawk.CalculateNormals(0);
hawk.ScaleNormals(-1, -1, -1);
hawkcoords.x = terrain.size / 2 * terrain.scale - 5 - 7;
hawkcoords.z = terrain.size / 2 * terrain.scale - 5 - 7;
hawkcoords.y = terrain.getHeight(hawkcoords.x, hawkcoords.z) + 25;
eye.load("Models/Eye.solid");
eye.Scale(.03, .03, .03);
eye.CalculateNormals(0);
cornea.load("Models/Cornea.solid");
cornea.Scale(.03, .03, .03);
cornea.CalculateNormals(0);
iris.load("Models/Iris.solid");
iris.Scale(.03, .03, .03);
iris.CalculateNormals(0);
LoadSave("Textures/WolfBloodFur.png", &PersonType::types[wolftype].bloodText[0]);
LoadSave("Textures/BloodFur.png", &PersonType::types[rabbittype].bloodText[0]);
oldenvironment = -4;
gameon = 1;
mainmenu = 0;
//Fix knife stab, too lazy to do it manually
XYZ moveamount;
moveamount = 0;
moveamount.z = 2;
// FIXME - Why this uses skeleton.joints.size() and not Animation::numjoints? (are they equal?)
// It seems skeleton.joints.size() is 0 at this point, so this is useless.
for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
for (unsigned j = 0; j < Animation::animations[knifesneakattackanim].frames.size(); j++) {
Animation::animations[knifesneakattackanim].frames[j].joints[i].position += moveamount;
}
}
LoadingScreen();
for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
for (unsigned j = 0; j < Animation::animations[knifesneakattackedanim].frames.size(); j++) {
Animation::animations[knifesneakattackedanim].frames[j].joints[i].position += moveamount;
}
}
LoadingScreen();
for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
Animation::animations[dead1anim].frames[1].joints[i].position = Animation::animations[dead1anim].frames[0].joints[i].position;
Animation::animations[dead2anim].frames[1].joints[i].position = Animation::animations[dead2anim].frames[0].joints[i].position;
Animation::animations[dead3anim].frames[1].joints[i].position = Animation::animations[dead3anim].frames[0].joints[i].position;
Animation::animations[dead4anim].frames[1].joints[i].position = Animation::animations[dead4anim].frames[0].joints[i].position;
}
Animation::animations[dead1anim].frames[0].speed = 0.001;
Animation::animations[dead2anim].frames[0].speed = 0.001;
Animation::animations[dead3anim].frames[0].speed = 0.001;
Animation::animations[dead4anim].frames[0].speed = 0.001;
Animation::animations[dead1anim].frames[1].speed = 0.001;
Animation::animations[dead2anim].frames[1].speed = 0.001;
Animation::animations[dead3anim].frames[1].speed = 0.001;
Animation::animations[dead4anim].frames[1].speed = 0.001;
for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
for (unsigned j = 0; j < Animation::animations[swordsneakattackanim].frames.size(); j++) {
Animation::animations[swordsneakattackanim].frames[j].joints[i].position += moveamount;
}
}
LoadingScreen();
for (unsigned j = 0; j < Animation::animations[swordsneakattackanim].frames.size(); j++) {
Animation::animations[swordsneakattackanim].frames[j].weapontarget += moveamount;
}
LoadingScreen();
for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
for (unsigned j = 0; j < Animation::animations[swordsneakattackedanim].frames.size(); j++) {
Animation::animations[swordsneakattackedanim].frames[j].joints[i].position += moveamount;
}
}
LoadingScreen();
if (!screentexture) {
LoadScreenTexture();
}
if (targetlevel != 7) {
emit_sound_at(fireendsound);
}
stillloading = 0;
loading = 0;
changedelay = 1;
visibleloading = false;
firstLoadDone = true;
}