/**> HEADER FILES <**/
#include "Person.h"
#include "openal_wrapper.h"
+#include "Animation.h"
+#include "Sounds.h"
+#include "Awards.h"
+#include "Game.h"
extern float multiplier;
-extern Animation animation[animation_count];
-extern OPENAL_SAMPLE *samp[100];
extern int channels[100];
extern Terrain terrain;
extern float gravity;
extern float viewdistance;
extern float blackout;
extern int difficulty;
-extern Weapons weapons;
extern bool decals;
extern float fadestart;
-extern Person player[maxplayers];
-extern int numplayers;
extern bool freeze;
extern bool winfreeze;
extern float flashamount,flashr,flashg,flashb;
extern float envsoundvol[30];
extern float envsoundlife[30];
extern int numenvsounds;
-extern int bonus;
-extern float bonusvalue;
-extern float bonustotal;
-extern float bonustime;
extern int tutoriallevel;
extern float smoketex;
extern int tutorialstage;
extern bool canattack;
extern bool cananger;
extern float damagedealt;
-extern float damagetaken;
extern int hostile;
extern float hostiletime;
-extern int numfalls;
-extern int numflipfail;
-extern int numseen;
-extern int numswordattack;
-extern int numknifeattack;
-extern int numunarmedattack;
-extern int numescaped;
-extern int numflipped;
-extern int numwallflipped;
-extern int numthrowkill;
-extern int numafterkill;
-extern int numreversals;
-extern int numattacks;
-extern int maxalarmed;
extern int indialogue;
extern bool gamestarted;
-extern OPENAL_STREAM * strm[20];
extern "C" void PlaySoundEx(int channel, OPENAL_SAMPLE *sptr, OPENAL_DSPUNIT *dsp, signed char startpaused);
extern "C" void PlayStreamEx(int chan, OPENAL_STREAM *sptr, OPENAL_DSPUNIT *dsp, signed char startpaused);
skeleton.free=0;
if(id==0)OPENAL_SetPaused(channels[whooshsound], false);
- //if(victim->damage>victim->damagetolerance){
- if(id==0){
- bonus=cannon;
- bonustime=0;
- bonusvalue=100;
- }
- //}
+ award_bonus(id, cannon);
}
else if (victim->isCrouch()){
targetanimation=rabbitkickreversedanim;
vel[1]=velocity.y;
vel[2]=velocity.z;
//PlaySoundEx( firesound, samp[firesound], NULL, true);
- PlayStreamEx( stream_firesound, strm[stream_firesound], NULL, true);
+ PlayStreamEx( stream_firesound, samp[stream_firesound], NULL, true);
OPENAL_3D_SetAttributes(channels[stream_firesound], gLoc, vel);
OPENAL_SetVolume(channels[stream_firesound], 256);
OPENAL_SetPaused(channels[stream_firesound], false);
else return 0;
}
-void SolidHitBonus();
void SolidHitBonus(){
if(bonustime<1.5&&(bonus==fourxcombo||bonus==megacombo)){
- bonus=megacombo;
- bonustime=0;
- bonusvalue=160;
+ award_bonus(0, megacombo);
}
else if(bonustime<1.5&&bonus==threexcombo){
- bonus=fourxcombo;
- bonustime=0;
- bonusvalue=80;
+ award_bonus(0, fourxcombo);
}
else if(bonustime<1.5&&bonus==twoxcombo){
- bonus=threexcombo;
- bonustime=0;
- bonusvalue=40;
+ award_bonus(0, threexcombo);
}
else if(bonustime<1.5&&bonus==solidhit){
- bonus=twoxcombo;
- bonustime=0;
- bonusvalue=20;
+ award_bonus(0, twoxcombo);
}
else {
- bonus=solidhit;
- bonustime=0;
- bonusvalue=10;
+ award_bonus(0, solidhit);
}
}
slomodelay=.2;
}*/
if(!dead&&creature==wolftype){
- bonus=Wolfbonus;
- bonustime=0;
- bonusvalue=300;
+ award_bonus(0, Wolfbonus);
}
dead=2;
coords=20;
}
-/*
-HitStruct Person::BulletCollideWithPlayer(XYZ start, XYZ end){
-float damage=20;
-XYZ tempbulletloc[2];
-XYZ collisionpoint;
-XYZ sparkpos;
-GLfloat M[16];
-int collide;
-float howfar;
-XYZ average;
-XYZ facing;
-int howmany;
-float distancemax;
-HitStruct hitstruct;
-hitstruct.collision=0;
-//Make bounding sphere
-average=0;
-howmany=0;
-for(int j=0;j<skeleton.num_joints;j++){
-average.x=average.x+skeleton.joints[j].position.x;
-average.y=average.y+skeleton.joints[j].position.y;
-average.z=average.z+skeleton.joints[j].position.z;
-howmany++;
-}
-average=average/howmany;
-distancemax=0;
-for(int j=0;j<skeleton.num_joints;j++){
-if(findDistancefast(average,skeleton.joints[j].position)>distancemax){
-distancemax=findDistancefast(average,skeleton.joints[j].position);
-}
-}
-distancemax=fast_sqrt(distancemax);
-//Collide with player
-if(skeleton.free<1){
-start=start-coords;
-end=end-coords;
-if(rotation)start=DoRotation(start,0,-rotation,0);
-if(rotation)end=DoRotation(end,0,-rotation,0);
-}
-tempbulletloc[0]=start;
-tempbulletloc[1]=end;
-if(sphere_line_intersection(tempbulletloc[0].x,tempbulletloc[0].y,tempbulletloc[0].z,
-tempbulletloc[1].x,tempbulletloc[1].y,tempbulletloc[1].z,
-average.x, average.y, average.z, distancemax)){
-for(int j=0;j<skeleton.num_joints;j++){
-if(skeleton.joints[j].hasparent&&skeleton.joints[j].visible){
-tempbulletloc[0]=start;
-tempbulletloc[1]=end;
-glPushMatrix();
-glLoadIdentity();
-glScalef(1,1/skeleton.joints[j].length,1);
-glRotatef(skeleton.joints[j].rotate2-90,0,0,1);
-glRotatef(skeleton.joints[j].rotate1-90,0,1,0);
-glTranslatef( (-(skeleton.joints[j].position.x+skeleton.joints[j].parent->position.x)/2),
-(-(skeleton.joints[j].position.y+skeleton.joints[j].parent->position.y)/2),
-(-(skeleton.joints[j].position.z+skeleton.joints[j].parent->position.z)/2));
-glTranslatef(tempbulletloc[0].x,tempbulletloc[0].y,tempbulletloc[0].z);
-glGetFloatv(GL_MODELVIEW_MATRIX,M);
-tempbulletloc[0].x=M[12];
-tempbulletloc[0].y=M[13];
-tempbulletloc[0].z=M[14];
-glPopMatrix();
-glPushMatrix();
-glLoadIdentity();
-glScalef(1,1/skeleton.joints[j].length,1);
-glRotatef(skeleton.joints[j].rotate2-90,0,0,1);
-glRotatef(skeleton.joints[j].rotate1-90,0,1,0);
-glTranslatef( (-(skeleton.joints[j].position.x+skeleton.joints[j].parent->position.x)/2),
-(-(skeleton.joints[j].position.y+skeleton.joints[j].parent->position.y)/2),
-(-(skeleton.joints[j].position.z+skeleton.joints[j].parent->position.z)/2));
-glTranslatef(tempbulletloc[1].x,tempbulletloc[1].y,tempbulletloc[1].z);
-glGetFloatv(GL_MODELVIEW_MATRIX,M);
-tempbulletloc[1].x=M[12];
-tempbulletloc[1].y=M[13];
-tempbulletloc[1].z=M[14];
-glPopMatrix();
-collide=skeletonmodels[skeleton.joints[j].modelnum].LineCheck(tempbulletloc[0],tempbulletloc[1],&collisionpoint);
-if(collide!=-1)
-{
-glPushMatrix();
-glLoadIdentity();
-glTranslatef( (skeleton.joints[j].position.x+skeleton.joints[j].parent->position.x)/2,
-(skeleton.joints[j].position.y+skeleton.joints[j].parent->position.y)/2,
-(skeleton.joints[j].position.z+skeleton.joints[j].parent->position.z)/2);
-glRotatef(-skeleton.joints[j].rotate1+90,0,1,0);
-glRotatef(-skeleton.joints[j].rotate2+90,0,0,1);
-glScalef(1,skeleton.joints[j].length,1);
-glTranslatef(collisionpoint.x,collisionpoint.y,collisionpoint.z);
-glGetFloatv(GL_MODELVIEW_MATRIX,M);
-collisionpoint.x=M[12];
-collisionpoint.y=M[13];
-collisionpoint.z=M[14];
-glPopMatrix();
-hitstruct.collision=1;
-hitstruct.hitlocation=collisionpoint;
-hitstruct.joint1=&skeleton.joints[j];
-hitstruct.joint2=skeleton.joints[j].parent;
-}
-}
-}
-for(int j=0;j<skeleton.num_muscles;j++){
-if(skeleton.muscles[j].visible){
-tempbulletloc[0]=start;
-tempbulletloc[1]=end;
-glPushMatrix();
-glLoadIdentity();
-glScalef(1,1/skeleton.muscles[j].length,1);
-glRotatef(skeleton.muscles[j].rotate3,0,1,0);
-glRotatef(skeleton.muscles[j].rotate2-90,0,0,1);
-glRotatef(skeleton.muscles[j].rotate1-90,0,1,0);
-glTranslatef( (-(skeleton.muscles[j].parent1->position.x+skeleton.muscles[j].parent2->position.x)/2),
-(-(skeleton.muscles[j].parent1->position.y+skeleton.muscles[j].parent2->position.y)/2),
-(-(skeleton.muscles[j].parent1->position.z+skeleton.muscles[j].parent2->position.z)/2));
-
-glTranslatef(tempbulletloc[0].x,tempbulletloc[0].y,tempbulletloc[0].z);
-glGetFloatv(GL_MODELVIEW_MATRIX,M);
-tempbulletloc[0].x=M[12];
-tempbulletloc[0].y=M[13];
-tempbulletloc[0].z=M[14];
-glPopMatrix();
-glPushMatrix();
-glLoadIdentity();
-glScalef(1,1/skeleton.muscles[j].length,1);
-glRotatef(skeleton.muscles[j].rotate3,0,1,0);
-glRotatef(skeleton.muscles[j].rotate2-90,0,0,1);
-glRotatef(skeleton.muscles[j].rotate1-90,0,1,0);
-
-glTranslatef( (-(skeleton.muscles[j].parent1->position.x+skeleton.muscles[j].parent2->position.x)/2),
-(-(skeleton.muscles[j].parent1->position.y+skeleton.muscles[j].parent2->position.y)/2),
-(-(skeleton.muscles[j].parent1->position.z+skeleton.muscles[j].parent2->position.z)/2));
-glTranslatef(tempbulletloc[1].x,tempbulletloc[1].y,tempbulletloc[1].z);
-glGetFloatv(GL_MODELVIEW_MATRIX,M);
-tempbulletloc[1].x=M[12];
-tempbulletloc[1].y=M[13];
-tempbulletloc[1].z=M[14];
-glPopMatrix();
-collide=skeletonmodels[skeleton.muscles[j].parent1->modelnum].LineCheck(tempbulletloc[0],tempbulletloc[1],&collisionpoint);
-if(collide!=-1)
-{
-glPushMatrix();
-glLoadIdentity();
-glTranslatef( (skeleton.muscles[j].parent1->position.x+skeleton.muscles[j].parent2->position.x)/2,
-(skeleton.muscles[j].parent1->position.y+skeleton.muscles[j].parent2->position.y)/2,
-(skeleton.muscles[j].parent1->position.z+skeleton.muscles[j].parent2->position.z)/2);
-glRotatef(-skeleton.muscles[j].rotate1+90,0,1,0);
-glRotatef(-skeleton.muscles[j].rotate2+90,0,0,1);
-glRotatef(-skeleton.muscles[j].rotate3,0,1,0);
-glScalef(1,findDistance(skeleton.muscles[j].parent1->position,skeleton.muscles[j].parent2->position),1);
-glTranslatef(collisionpoint.x,collisionpoint.y,collisionpoint.z);
-glGetFloatv(GL_MODELVIEW_MATRIX,M);
-collisionpoint.x=M[12];
-collisionpoint.y=M[13];
-collisionpoint.z=M[14];
-glPopMatrix();
-hitstruct.collision=1;
-hitstruct.hitlocation=collisionpoint;
-hitstruct.joint1=skeleton.muscles[j].parent1;
-hitstruct.joint2=skeleton.muscles[j].parent2;
-}
-}
-}
-}
-if(skeleton.free<1){
-if(rotation)hitstruct.hitlocation=DoRotation(hitstruct.hitlocation,0,rotation,0);
-hitstruct.hitlocation=hitstruct.hitlocation+coords;
-}
-return hitstruct;
-}
-*/
void Person::DoAnimations(){
if(!skeleton.free){
int i = 0;
victim->spurt=1;
victim->DoBloodBig(1/victim->armorhead,210);
}
+ award_bonus(id, TackleBonus);
if(id==0){
- bonus=TackleBonus;
- bonustime=0;
- bonusvalue=5;
if(victim->aitype==gethelptype)bonusvalue=50;
}
}
victim->DoDamage(damagemult*150/victim->protectionhead);
if(victim->damage>victim->damagetolerance){
- if(id==0){
- bonus=style;
- bonustime=0;
- bonusvalue=150;
- }
+ award_bonus(id, style);
}
else if(id==0){
SolidHitBonus();
victim->DoDamage(damagemult*150/victim->protectionhead);
if(victim->damage>victim->damagetolerance){
- if(id==0){
- bonus=style;
- bonustime=0;
- bonusvalue=150;
- }
+ award_bonus(id, style);
}
else if(id==0){
SolidHitBonus();
if(whichtri!=-1){
if(victim->dead!=2){
victim->DoDamage(abs((victim->damagetolerance-victim->permanentdamage)*2));
- if(id==0&&!victim->dead){
- bonus=FinishedBonus;
- bonustime=0;
- bonusvalue=200;
- }
+ if (!victim->dead)
+ award_bonus(id, FinishedBonus);
}
if(bloodtoggle)weapons.bloody[weaponids[weaponactive]]=2;
if(tutoriallevel!=1)victim->DoBloodBig(1.5/victim->armorhigh,225);
//}
- if(id==0){
- bonus=Slicebonus;
- bonustime=0;
- bonusvalue=10;
- }
+ award_bonus(id, Slicebonus);
if(tutoriallevel!=1){
float gLoc[3];
float vel[3];
if(targetanimation==swordslashanim&&animation[targetanimation].label[currentframe]==5&&victim->targetanimation!=rollanim){
if(findDistancefast(&coords,&victim->coords)<(scale*5)*(scale*5)*6.5&&victim->targetanimation!=dodgebackanim){
if(victim->weaponactive==-1||normaldotproduct(victim->facing,victim->coords-coords)>0||(Random()%2==0)){
- if(id==0){
- bonus=Slashbonus;
- bonustime=0;
- bonusvalue=40;
- }
+ award_bonus(id, Slashbonus);
escapednum=0;
if(tutoriallevel!=1){
if(normaldotproduct(victim->facing,victim->coords-coords)<0)victim->DoBloodBig(2/victim->armorhigh,190);
if(tutoriallevel!=1){
victim->DoDamage(damagemult*120/victim->protectionhigh);
- if(id==0){
- bonus=solidhit;
- bonustime=0;
- bonusvalue=30;
- }
+ award_bonus(id, solidhit, 30);
}
}
}
victim->Puff(head);
if(tutoriallevel!=1){victim->DoDamage(damagemult*350/victim->protectionhead);
- if(id==0){
- bonus=solidhit;
- bonustime=0;
- bonusvalue=60;
- }
+ award_bonus(id, solidhit, 60);
}
}
}
if(tutoriallevel!=1){victim->DoDamage(damagemult*100/victim->protectionhigh);
if(!victim->dead){
- if(id==0){
- bonus=solidhit;
- bonustime=0;
- bonusvalue=40;
- }
+ award_bonus(id, solidhit, 40);
}
}
}
victim->Puff(abdomen);
victim->DoDamage(damagemult*150/victim->protectionhigh);
- if(id==0){
- bonus=Reversal;
- bonustime=0;
- bonusvalue=60;
- }
+ award_bonus(id, Reversal);
}
if((targetanimation==swordslashreversalanim||targetanimation==knifeslashreversalanim||targetanimation==staffhitreversalanim||targetanimation==staffspinhitreversalanim)&&animation[targetanimation].label[currentframe]==5){
vel[1]=velocity.y;
vel[2]=velocity.z;
- if(id==0){
- bonus=staffreversebonus;
- bonustime=0;
- bonusvalue=100;
- }
+ award_bonus(id, staffreversebonus);
if(tutoriallevel!=1){
PlaySoundEx( heavyimpactsound, samp[heavyimpactsound], NULL, true);
OPENAL_SetPaused(channels[heavyimpactsound], false);
}
victim->RagDoll(0);
- if(id==0){
- bonus=staffreversebonus;
- bonustime=0;
- bonusvalue=100;
- }
+ award_bonus(id, staffreversebonus); // Huh, again?
XYZ relative;
relative=victim->coords-oldcoords;
victim->Puff(abdomen);
victim->DoDamage(damagemult*90/victim->protectionhigh);
- if(id==0){
- bonus=Reversal;
- bonustime=0;
- bonusvalue=60;
- }
+ award_bonus(id, Reversal);
bool doslice;
doslice=0;
victim->skeleton.joints[victim->skeleton.jointlabels[rightelbow]].velocity*=.5-1;
victim->skeleton.joints[victim->skeleton.jointlabels[rightshoulder]].velocity*=.7-1;
- if(id==0){
- bonus=swordreversebonus;
- bonustime=0;
- bonusvalue=100;
- }
- //victim->DoDamage(90);
-
- /*if(weaponactive!=-1){
- float gLoc[3];
- float vel[3];
- gLoc[0]=victim->coords.x;
- gLoc[1]=victim->coords.y;
- gLoc[2]=victim->coords.z;
- vel[0]=velocity.x;
- vel[1]=velocity.y;
- vel[2]=velocity.z;
- victim->DoBloodBig(2,225);
- PlaySoundEx( knifeslicesound, samp[knifeslicesound], NULL, true);
- OPENAL_3D_SetAttributes(channels[knifeslicesound], gLoc, vel);
- OPENAL_SetVolume(channels[knifeslicesound], 512);
- OPENAL_SetPaused(channels[knifeslicesound], false);
- if(bloodtoggle&&!weapons.bloody[weaponids[weaponactive]])weapons.bloody[weaponids[weaponactive]]=1;
- weapons.blooddrip[weaponids[weaponactive]]+=3;
- }*/
+ award_bonus(id, swordreversebonus);
}
if(hasvictim&&targetanimation==knifeslashreversalanim&&animation[targetanimation].label[currentframe]==7){
victim->Puff(abdomen);
victim->DoDamage(damagemult*30/victim->protectionhigh);
- if(id==0){
- bonus=Reversal;
- bonustime=0;
- bonusvalue=60;
- }
+ award_bonus(id, Reversal);
}
if(hasvictim&&targetanimation==sneakattackanim&&animation[targetanimation].label[currentframe]==7){
victim->DoBloodBig(2,175);
}
}
- if(id==0){
- bonus=spinecrusher;
- bonustime=0;
- bonusvalue=100;
- }
+ award_bonus(id, spinecrusher);
}
if(hasvictim&&(targetanimation==knifefollowanim||targetanimation==knifesneakattackanim)&&animation[targetanimation].label[currentframe]==5){
Sprite::MakeSprite(bloodflamesprite, footpoint,footvel*5, 1,1,1, .3, 1);
Sprite::MakeSprite(bloodflamesprite, footpoint,footvel*2, 1,1,1, .3, 1);
victim->DoBloodBig(200,195);
- if(id==0){
- bonus=tracheotomy;
- bonustime=0;
- bonusvalue=100;
- }
-
- //victim->neckspurtamount=5;
+ award_bonus(id, tracheotomy);
}
if(targetanimation==knifefollowanim){
- if(id==0){
- bonus=Stabbonus;
- bonustime=0;
- bonusvalue=40;
- }
+ award_bonus(id, Stabbonus);
XYZ footvel,footpoint;
footvel=0;
footpoint=weapons.tippoint[weaponids[0]];
if(hasvictim&&(targetanimation==swordsneakattackanim)&&animation[targetanimation].label[currentframe]==5){
if(weaponactive!=-1&&victim->bloodloss<victim->damagetolerance){
- if(id==0){
- bonus=backstab;
- bonustime=0;
- bonusvalue=100;
- }
+ award_bonus(id, backstab);
escapednum=0;
}
}
- if(id==0){
- bonus=Reversal;
- bonustime=0;
- bonusvalue=60;
- }
+ award_bonus(id, Reversal);
victim->Puff(neck);
if(hasvictim&&(targetanimation==spinkickreversalanim||targetanimation==sweepreversalanim||targetanimation==rabbitkickreversalanim||targetanimation==upunchreversalanim||targetanimation==jumpreversalanim||targetanimation==swordslashreversalanim||targetanimation==knifeslashreversalanim||targetanimation==rabbittacklereversal||targetanimation==wolftacklereversal||targetanimation==staffhitreversalanim||targetanimation==staffspinhitreversalanim))
if(victim->damage>victim->damagetolerance&&bonus!=reverseko){
- if(id==0){
- bonus=reverseko;
- bonustime=0;
- bonusvalue=100;
- }
+ award_bonus(id, reverseko);
}
}
}
if(!dead&&creature==wolftype){
- bonus=Wolfbonus;
- bonustime=0;
- bonusvalue=300;
+ award_bonus(0, Wolfbonus);
}
dead=2;
if(targetanimation==knifefollowedanim&&!skeleton.free){
unconscioustime=0;
if(creature==wolftype){
- bonus=Wolfbonus;
- bonustime=0;
- bonusvalue=300;
+ award_bonus(0, Wolfbonus);
}
RagDoll(0);
bonusvalue=300;
}
- if(id!=0&&unconscioustime<.1&&(bonus!=spinecrusher||bonustime>1)&&(bonus!=FinishedBonus||bonustime>1)&&bloodloss<damagetolerance){
- bonus=touchofdeath;
- bonustime=0;
- bonusvalue=150;
- }
+ if(unconscioustime<.1&&(bonus!=spinecrusher||bonustime>1)&&(bonus!=FinishedBonus||bonustime>1)&&bloodloss<damagetolerance)
+ award_bonus(id, touchofdeath);
if(id!=0&&unconscioustime>.1){
numafterkill++;
}
skeleton.DoGravity(&scale);
float damageamount;
damageamount=skeleton.DoConstraints(&coords,&scale)*5;
- if(id!=0&&damage>damagetolerance-damageamount&&!dead&&(bonus!=spinecrusher||bonustime>1)&&(bonus!=style||bonustime>1)&&(bonus!=cannon||bonustime>1)){
- bonus=deepimpact;
- bonustime=0;
- bonusvalue=50;
- }
+ if(damage>damagetolerance-damageamount&&!dead&&(bonus!=spinecrusher||bonustime>1)&&(bonus!=style||bonustime>1)&&(bonus!=cannon||bonustime>1))
+ award_bonus(id, deepimpact);
DoDamage(damageamount/((protectionhigh+protectionhead+protectionlow)/3));
average=0;
velocity=flatfacing*velspeed;
}
- /*if(creature==wolftype)
- if(isRun()){
- velocity+=facing*multiplier*speed*700*scale;
- velspeed=findLength(&velocity);
- if(velspeed>speed*55*scale){
- velocity/=velspeed;
- velspeed=speed*55*scale;
- velocity*=velspeed;
- }
- velocity.y+=gravity*multiplier*20;
- ReflectVector(&velocity,terrain.getNormal(coords.x,coords.z));
- velspeed=findLength(&velocity);
- velocity=flatfacing*velspeed;
- }*/
-
if(targetanimation==rollanim&&animation[targetanimation].label[targetframe]!=6){
velocity+=facing*multiplier*speed*700*scale;
velspeed=findLength(&velocity);