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 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.
-This program is distributed in the hope that it will be useful,
+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.
+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 this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
/**> HEADER FILES <**/
// FIXME: should abstract out inputs
static int bleedxint, bleedyint;
static XYZ bloodvel;
- //if(howmuch&&id==0)blooddimamount=1;
if (bloodtoggle && tutoriallevel != 1) {
if (bleeding <= 0 && spurt) {
spurt = 0;
envsoundvol[numenvsounds] = 16;
envsoundlife[numenvsounds] = .4;
numenvsounds++;
- //if(i==2)whichsound=rabbitpain2sound;
}
if (whichsound != -1)
// texture manipulation follows
int offsetx = 0, offsety = 0;
- /*if(which==225){
- offsety=Random()%40;
- offsetx=abs(Random()%120);
- }
- if(which==220||which==215){
- offsety=Random()%20;
- offsetx=abs(Random()%80);
- }*/
- //which=220;
offsetx = (1 + coordsy) * 512 - 291;
offsety = coordsx * 512 - 437;
}
victim->weaponactive = -1;
- for (int j = 0; j < Person::players.size(); j++) {
+ for (unsigned j = 0; j < Person::players.size(); j++) {
Person::players[j]->wentforweapon = 0;
}
}
}
victim->weaponactive = -1;
- for (int j = 0; j < Person::players.size(); j++) {
+ for (unsigned j = 0; j < Person::players.size(); j++) {
Person::players[j]->wentforweapon = 0;
}
}
}
victim->weaponactive = -1;
- for (int j = 0; j < Person::players.size(); j++) {
+ for (unsigned j = 0; j < Person::players.size(); j++) {
Person::players[j]->wentforweapon = 0;
}
}
}
victim->weaponactive = -1;
- for (int j = 0; j < Person::players.size(); j++) {
+ for (unsigned j = 0; j < Person::players.size(); j++) {
Person::players[j]->wentforweapon = 0;
}
}
victim->animCurrent = knifeslashreversalanim;
victim->animTarget = knifeslashreversalanim;
}
- if (animTarget != knifeslashstartanim && animTarget != staffhitanim && animTarget != staffspinhitanim && animTarget != winduppunchanim && animTarget != wolfslapanim && animTarget != swordslashanim && animTarget != swordslashanim) {
+ if (animTarget != knifeslashstartanim && animTarget != staffhitanim && animTarget != staffspinhitanim && animTarget != winduppunchanim && animTarget != wolfslapanim && animTarget != swordslashanim) {
victim->targettilt2 = targettilt2;
victim->frameCurrent = frameCurrent;
victim->frameTarget = frameTarget;
victim->weaponstuck = 0;
}
victim->weaponactive = -1;
- for (int i = 0; i < Person::players.size(); i++) {
+ for (unsigned i = 0; i < Person::players.size(); i++) {
Person::players[i]->wentforweapon = 0;
}
}
weaponstuck = 0;
}
weaponactive = -1;
- for (int i = 0; i < Person::players.size(); i++) {
+ for (unsigned i = 0; i < Person::players.size(); i++) {
Person::players[i]->wentforweapon = 0;
}
skeleton.free = 2;
DoDamage(10000);
RagDoll(0);
- /*if(autoslomo){
- slomo=1;
- slomodelay=.2;
- }*/
if (!dead && creature == wolftype) {
award_bonus(0, Wolfbonus);
}
envsoundvol[numenvsounds] = 16;
envsoundlife[numenvsounds] = .4;
numenvsounds++;
- //if(i==2)whichsound=rabbitpain2sound;
}
if (whichsound != -1) {
}
}
speechdelay = .3;
-
- //if(permanentdamage>=damagetolerance&&howmuch<50)permanentdamage=damagetolerance-1;
- //if(damage>=damagetolerance&&howmuch<30&&!dead)damage=damagetolerance-1;
}
/* EFFECT
skeleton.specialforward[0] = facing;
//skeleton.specialforward[0]=DoRotation(facing,0,yaw,0);
- static int i;
- for (i = 0; i < skeleton.num_muscles; i++) {
+ for (int i = 0; i < skeleton.num_muscles; i++) {
if (skeleton.muscles[i].visible && (skeleton.muscles[i].parent1->label == head || skeleton.muscles[i].parent2->label == head)) {
skeleton.FindRotationMuscle(i, animTarget);
}
if (!isnormal(tilt)) tilt = 0;
if (!isnormal(tilt2)) tilt2 = 0;
- for (i = 0; i < skeleton.num_joints; i++) {
+ for (int i = 0; i < skeleton.num_joints; i++) {
skeleton.joints[i].delay = 0;
skeleton.joints[i].locked = 0;
skeleton.joints[i].position = DoRotation(DoRotation(DoRotation(skeleton.joints[i].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0);
if (!isnormal(skeleton.joints[i].position.x)) skeleton.joints[i].position = DoRotation(skeleton.joints[i].position, 0, yaw, 0);
- if (!isnormal(skeleton.joints[i].position.x)) skeleton.joints[i].position = skeleton.joints[i].position;
if (!isnormal(skeleton.joints[i].position.x)) skeleton.joints[i].position = coords;
skeleton.joints[i].position.y += .1;
skeleton.joints[i].oldposition = skeleton.joints[i].position;
skeleton.joints[i].realoldposition = skeleton.joints[i].position * scale + coords;
}
- for (i = 0; i < skeleton.num_joints; i++) {
+ for (int i = 0; i < skeleton.num_joints; i++) {
skeleton.joints[i].velocity = 0;
skeleton.joints[i].velchange = 0;
}
speed *= speedmult;
- for (i = 0; i < skeleton.num_joints; i++) {
+ for (int i = 0; i < skeleton.num_joints; i++) {
if ((animation[animCurrent].attack != reversed || animCurrent == swordslashreversedanim) && animCurrent != rabbitkickanim && !isLanding() && !wasLanding() && animation[animCurrent].height == animation[animTarget].height)
skeleton.joints[i].velocity = velocity / scale + facing * 5 + DoRotation(DoRotation(DoRotation((animation[animTarget].position[i][frameTarget] - animation[animCurrent].position[i][frameCurrent]) * speed, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0);
else
updatedelay = 0;
velocity = 0;
- for (i = 0; i < skeleton.num_joints; i++) {
+ for (int i = 0; i < skeleton.num_joints; i++) {
velocity += skeleton.joints[i].velocity * scale;
}
velocity /= skeleton.num_joints;
weaponstuck = 0;
}
weaponactive = -1;
- for (i = 0; i < Person::players.size(); i++) {
+ for (unsigned i = 0; i < Person::players.size(); i++) {
Person::players[i]->wentforweapon = 0;
}
}
void Person::DoAnimations()
{
if (!skeleton.free) {
- int i = 0;
static float oldtarget;
if (isIdle() && animCurrent != getIdle())
}
if (animTarget == rabbittacklinganim && frameTarget == 1) {
- //if(victim->aitype==attacktypecutoff&&Random()%2==0&&victim->stunned<=0&&animation[victim->animTarget].attack==neutral&&victim->id!=0)Reverse();
if (victim->aitype == attacktypecutoff && victim->stunned <= 0 && victim->surprised <= 0 && victim->id != 0)
Reverse();
if (animTarget == rabbittacklinganim && frameTarget == 1 && !victim->isCrouch() && victim->animTarget != backhandspringanim) {
}
if (animation[animTarget].label[frameTarget] == 4 && (weaponactive == -1 || (animTarget != knifeslashstartanim && animTarget != knifethrowanim && animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != knifefollowanim))) {
if (animation[animTarget].attack != neutral) {
- i = abs(Random() % 3);
- if (i == 0)
+ unsigned r = abs(Random() % 3);
+ if (r == 0)
whichsound = lowwhooshsound;
- if (i == 1)
+ if (r == 1)
whichsound = midwhooshsound;
- if (i == 2)
+ if (r == 2)
whichsound = highwhooshsound;
}
if (animation[animTarget].attack == neutral)
int whichsound = -1;
if (animation[animTarget].label[frameTarget] == 4 && aitype != playercontrolled) {
if (animation[animTarget].attack != neutral) {
- i = abs(Random() % 4);
+ unsigned r = abs(Random() % 4);
if (creature == rabbittype) {
- if (i == 0) whichsound = rabbitattacksound;
- if (i == 1) whichsound = rabbitattack2sound;
- if (i == 2) whichsound = rabbitattack3sound;
- if (i == 3) whichsound = rabbitattack4sound;
+ if (r == 0) whichsound = rabbitattacksound;
+ if (r == 1) whichsound = rabbitattack2sound;
+ if (r == 2) whichsound = rabbitattack3sound;
+ if (r == 3) whichsound = rabbitattack4sound;
}
if (creature == wolftype) {
- if (i == 0) whichsound = barksound;
- if (i == 1) whichsound = bark2sound;
- if (i == 2) whichsound = bark3sound;
- if (i == 3) whichsound = barkgrowlsound;
+ if (r == 0) whichsound = barksound;
+ if (r == 1) whichsound = bark2sound;
+ if (r == 2) whichsound = bark3sound;
+ if (r == 3) whichsound = barkgrowlsound;
}
speechdelay = .3;
}
- //if(animation[animTarget].attack==neutral)whichsound=movewhooshsound;
}
- //else if(animation[animTarget].label[frameTarget]==4)whichsound=knifeswishsound;
- //if(animation[animTarget].label[frameTarget]==8)whichsound=landsound2;
if (whichsound != -1) {
emit_sound_at(whichsound, coords);
frameTarget++;
if (animTarget == removeknifeanim && animation[animTarget].label[frameCurrent] == 5) {
- for (i = 0; i < weapons.size(); i++) {
+ for (unsigned i = 0; i < weapons.size(); i++) {
if (weapons[i].owner == -1)
if (distsqflat(&coords, &weapons[i].position) < 4 && weaponactive == -1) {
if (distsq(&coords, &weapons[i].position) >= 1) {
}
if (animTarget == crouchremoveknifeanim && animation[animTarget].label[frameCurrent] == 5) {
- for (i = 0; i < weapons.size(); i++) {
+ for (unsigned i = 0; i < weapons.size(); i++) {
bool willwork = true;
if (weapons[i].owner != -1)
if (Person::players[weapons[i].owner]->weaponstuck != -1)
- if (Person::players[weapons[i].owner]->weaponids[Person::players[weapons[i].owner]->weaponstuck] == i)
+ if (Person::players[weapons[i].owner]->weaponids[Person::players[weapons[i].owner]->weaponstuck] == int(i))
if (Person::players[weapons[i].owner]->num_weapons > 1)
willwork = 0;
- if ((weapons[i].owner == -1) || (hasvictim && weapons[i].owner == victim->id && victim->skeleton.free))
+ if ((weapons[i].owner == -1) || (hasvictim && (weapons[i].owner == int(victim->id)) && victim->skeleton.free))
if (willwork && distsqflat(&coords, &weapons[i].position) < 3 && weaponactive == -1) {
if (distsq(&coords, &weapons[i].position) < 1 || hasvictim) {
bool fleshstuck = false;
if (weapons[i].owner != -1)
if (victim->weaponstuck != -1) {
- if (victim->weaponids[victim->weaponstuck] == i) {
+ if (victim->weaponids[victim->weaponstuck] == int(i)) {
fleshstuck = true;
}
}
footvel = 0;
footpoint = weapons[i].position;
if (victim->weaponstuck != -1) {
- if (victim->weaponids[victim->weaponstuck] == i) {
+ if (victim->weaponids[victim->weaponstuck] == int(i)) {
if (bloodtoggle)
Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
weapons[i].bloody = 2;
if (victim->num_weapons > 0) {
if (victim->weaponstuck != 0 && victim->weaponstuck != -1)
victim->weaponstuck = 0;
- if (victim->weaponids[0] == i)
+ if (victim->weaponids[0] == int(i))
victim->weaponids[0] = victim->weaponids[victim->num_weapons];
}
targetloc = velocity;
Normalise(&targetloc);
targetloc += coords;
- for (i = 0; i < Person::players.size(); i++) {
+ for (unsigned i = 0; i < Person::players.size(); i++) {
if (i != id)
if (distsq(&targetloc, &Person::players[i]->coords) < closestdist || closestdist == 0) {
closestdist = distsq(&targetloc, &Person::players[i]->coords);
if (hasvictim) {
damagemult /= victim->damagetolerance / 200;
}
- //if(onfire)damagemult=3;
if ((animation[animTarget].attack == normalattack || animTarget == walljumprightkickanim || animTarget == walljumpleftkickanim) && (!feint) && (victim->skeleton.free != 2 || animTarget == killanim || animTarget == dropkickanim || animTarget == crouchstabanim || animTarget == swordgroundstabanim || animTarget == staffgroundsmashanim)) {
if (animTarget == spinkickanim && animation[animTarget].label[frameCurrent] == 5) {
if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && 3 && animation[victim->animTarget].height != lowheight) {
relative.y = 0;
Normalise(&relative);
relative = DoRotation(relative, 0, -90, 0);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
victim->jointVel(head) += relative * damagemult * 200;
relative.y -= 1;
Normalise(&relative);
relative = DoRotation(relative, 0, 90, 0);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 20;
}
victim->jointVel(head) += relative * damagemult * 100;
relative.y = 0;
Normalise(&relative);
relative = DoRotation(relative, 0, -90, 0);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
victim->jointVel(head) += relative * damagemult * 200;
relative.y = 0;
Normalise(&relative);
relative = DoRotation(relative, 0, 90, 0);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
victim->jointVel(head) += relative * damagemult * 200;
relative = victim->coords - coords;
relative.y = 0;
Normalise(&relative);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 30;
}
victim->jointVel(head) += relative * damagemult * 100;
victim->skeleton.broken = 0;
victim->skeleton.spinny = 1;
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velchange = 0;
victim->skeleton.joints[i].delay = 0;
victim->skeleton.joints[i].locked = 0;
relative = 0;
relative.y = 1;
Normalise(&relative);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity.y = relative.y * 10;
victim->skeleton.joints[i].position.y += relative.y * .3;
victim->skeleton.joints[i].oldposition.y += relative.y * .3;
relative = victim->coords - coords;
relative.y = 0;
Normalise(&relative);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 90;
}
victim->Puff(abdomen);
victim->skeleton.broken = 0;
victim->skeleton.spinny = 1;
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velchange = 0;
//victim->skeleton.joints[i].delay=0;
victim->skeleton.joints[i].locked = 0;
Normalise(&relative);
relative.y += .3;
Normalise(&relative);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 20;
}
if (!victim->dead)
}
if ((animTarget == crouchstabanim || animTarget == swordgroundstabanim) && animation[animTarget].label[frameCurrent] == 5) {
- //if(id==0)camerashake+=.4;
if (hasvictim)
if (!victim->skeleton.free)
victim->skeleton.free = 1;
victim->skeleton.broken = 0;
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velchange = 0;
victim->skeleton.joints[i].locked = 0;
//victim->skeleton.joints[i].velocity=0;
victim->skeleton.free = 1;
victim->skeleton.broken = 0;
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velchange = 0;
victim->skeleton.joints[i].locked = 0;
//victim->skeleton.joints[i].velocity=0;
relative = victim->coords - coords;
relative.y = 0;
Normalise(&relative);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity = relative * 30;
}
victim->jointVel(head) += relative * damagemult * 150;
Normalise(&relative);
relative.y = .3;
Normalise(&relative);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity = relative * 5;
}
victim->jointVel(abdomen) += relative * damagemult * 400;
weapons[weaponids[0]].owner = -1;
aim = victim->coords + DoRotation(victim->jointPos(abdomen), 0, victim->yaw, 0) * victim->scale + victim->velocity * findDistance(&victim->coords, &coords) / 50 - (coords + DoRotation(jointPos(righthand), 0, yaw, 0) * scale);
Normalise(&aim);
- /*if(victim->animTarget==jumpupanim||victim->animTarget==jumpdownanim){
- aim=DoRotation(aim,(float)abs(Random()%15)-7,(float)abs(Random()%15)-7,0);
- }*/
weapons[weaponids[0]].velocity = aim * 50;
weapons[weaponids[0]].tipvelocity = aim * 50;
weapons[weaponids[0]].missed = 0;
victim->weaponstuck = 0;
}
victim->weaponactive = -1;
- for (i = 0; i < Person::players.size(); i++) {
+ for (unsigned i = 0; i < Person::players.size(); i++) {
Person::players[i]->wentforweapon = 0;
}
relative = DoRotation(relative, 0, 90, 0);
relative.y -= 1;
Normalise(&relative);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 60;
}
victim->jointVel(head) += relative * damagemult * 230;
relative.y = 0;
Normalise(&relative);
relative = DoRotation(relative, 0, -90, 0);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
victim->jointVel(head) += relative * damagemult * 220;
victim->skeleton.free = 1;
victim->skeleton.broken = 0;
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velchange = 0;
victim->skeleton.joints[i].locked = 0;
//victim->skeleton.joints[i].velocity=0;
relative.y = -1;
Normalise(&relative);
if (!victim->dead) {
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity = relative * damagemult * 40;
}
//FootLand(1,2);
victim->jointVel(abdomen) += relative * damagemult * 40;
}
if (victim->dead) {
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity = relative * damagemult * abs(Random() % 20);
}
//FootLand(1,2);
DoBlood(.2, 250);
}
victim->RagDoll(0);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
victim->jointVel(head) += relative * damagemult * 200;
} else {
if (victim->damage >= victim->damagetolerance)
victim->RagDoll(0);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 10;
}
victim->jointVel(abdomen) += relative * damagemult * 200;
if (animation[victim->animTarget].height == middleheight || animation[victim->animCurrent].height == middleheight || victim->damage >= victim->damagetolerance - 40) {
victim->RagDoll(0);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 15;
}
relative = DoRotation(relative, 0, -90, 0);
relative.y += .1;
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
if (victim->skeleton.joints[i].label == leftfoot || victim->skeleton.joints[i].label == rightfoot || victim->skeleton.joints[i].label == leftankle || victim->skeleton.joints[i].label == rightankle)
victim->skeleton.joints[i].velocity = relative * 80;
}
} else {
if (victim->damage >= victim->damagetolerance)
victim->RagDoll(0);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 10;
}
relative = DoRotation(relative, 0, -90, 0);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
if (victim->skeleton.joints[i].label == leftfoot || victim->skeleton.joints[i].label == rightfoot || victim->skeleton.joints[i].label == leftankle || victim->skeleton.joints[i].label == rightankle)
victim->skeleton.joints[i].velocity += relative * damagemult * 80;
}
relative.y = 0;
Normalise(&relative);
//relative=DoRotation(relative,0,-90,0);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
victim->jointVel(abdomen) += relative * damagemult * 200;
if ((animTarget == swordslashreversalanim || animTarget == knifeslashreversalanim || animTarget == staffhitreversalanim || animTarget == staffspinhitreversalanim) && animation[animTarget].label[frameCurrent] == 5) {
if (victim->weaponactive != -1 && victim->num_weapons > 0) {
- if (weapons[victim->weaponids[victim->weaponactive]].owner == victim->id) {
+ if (weapons[victim->weaponids[victim->weaponactive]].owner == int(victim->id)) {
weapons[victim->weaponids[victim->weaponactive]].owner = id;
weaponactive = 0;
if (num_weapons > 0) {
victim->num_weapons--;
if (victim->num_weapons > 0) {
victim->weaponids[victim->weaponactive] = victim->weaponids[victim->num_weapons];
- //if(victim->weaponstuck==victim->num_weapons)victim->weaponstuck=0;
}
victim->weaponactive = -1;
}
relative = victim->coords - oldcoords;
relative.y = 0;
Normalise(&relative);
- //relative=DoRotation(relative,0,-90,0);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 30;
}
victim->jointVel(abdomen) += relative * damagemult * 200;
- //FootLand(1,2);
victim->Puff(head);
victim->DoDamage(damagemult * 70 / victim->protectionhigh);
}
relative = victim->coords - oldcoords;
relative.y = 0;
Normalise(&relative);
- //relative=DoRotation(relative,0,-90,0);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 30;
}
victim->jointVel(abdomen) += relative * damagemult * 200;
- //FootLand(1,2);
victim->Puff(head);
victim->DoDamage(damagemult * 70 / victim->protectionhigh);
}
relative = facing;
relative.y = 0;
Normalise(&relative);
- //relative*=-1;
relative.y -= .1;
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 70;
}
victim->jointVel(lefthand) *= .1;
relative = facing;
relative.y = 0;
Normalise(&relative);
- //relative*=-1;
relative.y -= .1;
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 70;
}
victim->jointVel(lefthand) *= .1 - 1;
relative.y = 0;
Normalise(&relative);
relative = DoRotation(relative, 0, -90, 0);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
victim->jointVel(abdomen) += relative * damagemult * 200;
- //FootLand(1,2);
victim->Puff(abdomen);
victim->DoDamage(damagemult * 30 / victim->protectionhigh);
Normalise(&relative);
if (victim->id == 0)
relative /= 30;
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
- //victim->DoDamage(1000);
victim->damage = victim->damagetolerance;
victim->permanentdamage = victim->damagetolerance - 1;
bool doslice;
if (animTarget == knifefollowanim)
victim->DoBloodBig(200, 210);
if (animTarget == knifesneakattackanim) {
- /*victim->DoBloodBig(200,195);
- XYZ bloodvel;
- bloodvel=0;
- bloodvel.z=20;
- bloodvel.y=5;
- bloodvel=DoRotation(bloodvel,((float)(Random()%100))/4,yaw+((float)(Random()%100))/4,0)*scale;
- Sprite::MakeSprite(bloodsprite, DoRotation(jointPos(neck),0,yaw,0)*scale+coords,bloodvel, 1,1,1, .05, 1);
- */
XYZ footvel, footpoint;
footvel = 0;
footpoint = weapons[weaponids[0]].tippoint;
if (hasvictim && (animTarget == knifefollowanim || animTarget == knifesneakattackanim) && animation[animTarget].label[frameCurrent] == 6) {
escapednum = 0;
victim->velocity = 0;
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity = 0;
}
if (animTarget == knifefollowanim) {
victim->RagDoll(0);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity = 0;
}
}
if (hasvictim && animTarget == swordsneakattackanim && animation[animTarget].label[frameCurrent] == 6) {
escapednum = 0;
victim->velocity = 0;
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity = 0;
}
if (weaponactive != -1) {
victim->Puff(neck);
XYZ relative;
- //relative=victim->coords-oldcoords;
relative = facing * -1;
relative.y = 0;
Normalise(&relative);
relative = DoRotation(relative, 0, 90, 0);
relative.y = .5;
Normalise(&relative);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 20;
}
victim->jointVel(head) += relative * damagemult * 200;
escapednum = 0;
victim->RagDoll(0);
XYZ relative;
- //relative=victim->coords-oldcoords;
relative = facing * -1;
relative.y = 0;
Normalise(&relative);
relative = DoRotation(relative, 0, 90, 0);
relative.y = .5;
Normalise(&relative);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 20;
}
victim->jointVel(head) += relative * damagemult * 200;
float closestdist = -1;
float distance;
if (Person::players.size() > 1)
- for (i = 0; i < Person::players.size(); i++) {
+ for (unsigned i = 0; i < Person::players.size(); i++) {
if (id != i && Person::players[i]->coords.y < coords.y && !Person::players[i]->skeleton.free) {
distance = distsq(&Person::players[i]->coords, &coords);
if (closestdist == -1 || distance < closestdist) {
float closestdist = -1;
float distance;
if (Person::players.size() > 1)
- for (i = 0; i < Person::players.size(); i++) {
+ for (unsigned i = 0; i < Person::players.size(); i++) {
if (id != i && Person::players[i]->coords.y < coords.y && !Person::players[i]->skeleton.free) {
distance = distsq(&Person::players[i]->coords, &coords);
if (closestdist == -1 || distance < closestdist) {
}
if (animCurrent != oldanimCurrent || animTarget != oldanimTarget || ((frameCurrent != oldframeCurrent || frameTarget != oldframeTarget) && !calcrot)) {
//Old rotates
- for (i = 0; i < skeleton.num_joints; i++) {
+ for (int i = 0; i < skeleton.num_joints; i++) {
skeleton.joints[i].position = animation[animCurrent].position[i][frameCurrent];
}
skeleton.FindForwards();
- for (i = 0; i < skeleton.num_muscles; i++) {
+ for (int i = 0; i < skeleton.num_muscles; i++) {
if (skeleton.muscles[i].visible) {
skeleton.FindRotationMuscle(i, animTarget);
}
}
- for (i = 0; i < skeleton.num_muscles; i++) {
+ for (int i = 0; i < skeleton.num_muscles; i++) {
if (skeleton.muscles[i].visible) {
if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100))
skeleton.muscles[i].oldrotate1 = (float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100;
}
//New rotates
- for (i = 0; i < skeleton.num_joints; i++) {
+ for (int i = 0; i < skeleton.num_joints; i++) {
skeleton.joints[i].position = animation[animTarget].position[i][frameTarget];
}
skeleton.FindForwards();
- for (i = 0; i < skeleton.num_muscles; i++) {
+ for (int i = 0; i < skeleton.num_muscles; i++) {
if (skeleton.muscles[i].visible) {
skeleton.FindRotationMuscle(i, animTarget);
}
}
- for (i = 0; i < skeleton.num_muscles; i++) {
+ for (int i = 0; i < skeleton.num_muscles; i++) {
if (skeleton.muscles[i].visible) {
if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100))
skeleton.muscles[i].newrotate1 = (float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100;
oldframeTarget = frameTarget;
oldframeCurrent = frameCurrent;
- for (i = 0; i < skeleton.num_joints; i++) {
+ for (int i = 0; i < skeleton.num_joints; i++) {
skeleton.joints[i].velocity = (animation[animCurrent].position[i][frameCurrent] * (1 - target) + animation[animTarget].position[i][frameTarget] * (target) - skeleton.joints[i].position) / multiplier;
skeleton.joints[i].position = animation[animCurrent].position[i][frameCurrent] * (1 - target) + animation[animTarget].position[i][frameTarget] * (target);
}
offset = currentoffset * (1 - target) + targetoffset * target;
- for (i = 0; i < skeleton.num_muscles; i++) {
+ for (int i = 0; i < skeleton.num_muscles; i++) {
if (skeleton.muscles[i].visible) {
skeleton.muscles[i].rotate1 = skeleton.muscles[i].oldrotate1 * (1 - target) + skeleton.muscles[i].newrotate1 * (target);
skeleton.muscles[i].rotate2 = skeleton.muscles[i].oldrotate2 * (1 - target) + skeleton.muscles[i].newrotate2 * (target);
transspeed = 15;
}
}
- //skeleton.DoConstraints();
}
/* EFFECT
if (onfire) {
burnt += multiplier;
- /*if(aitype!=playercontrolled)*///deathbleeding=5;
- /*if(aitype!=playercontrolled)*/
deathbleeding = 1;
if (burnt > .6)
burnt = .6;
}
bloodloss += deathbleeding * multiplier * 80;
deathbleeding -= multiplier * 1.6;
- //if(id==0)deathbleeding-=multiplier*.2;
if (deathbleeding < 0)
deathbleeding = 0;
if (bloodloss > damagetolerance && animation[animTarget].attack == neutral) {
weaponstuck = 0;
}
weaponactive = -1;
- for (i = 0; i < Person::players.size(); i++) {
+ for (unsigned i = 0; i < Person::players.size(); i++) {
Person::players[i]->wentforweapon = 0;
}
}
dead = 2;
if (animTarget == knifefollowedanim && !skeleton.free) {
- for (i = 0; i < skeleton.num_joints; i++) {
+ for (int i = 0; i < skeleton.num_joints; i++) {
skeleton.joints[i].velocity = 0;
skeleton.joints[i].velocity.y = -2;
}
weaponstuck = 0;
}
weaponactive = -1;
- for (i = 0; i < Person::players.size(); i++) {
+ for (unsigned i = 0; i < Person::players.size(); i++) {
Person::players[i]->wentforweapon = 0;
}
}
damage += 20;
}
- //if(dead)damage-=multiplier/4;
if (!dead)
damage -= multiplier * 13;
- //if(!dead&&deathbleeding<=0&&id==0)bloodloss-=multiplier*4;
if (!dead)
permanentdamage -= multiplier * 4;
if (isIdle() || isCrouch()) {
if (!dead)
permanentdamage -= multiplier * 4;
- //if(!dead&&deathbleeding<=0&&id==0)bloodloss-=multiplier*4;
}
if (damage < 0)
damage = 0;
dead = 0;
skeleton.free = 1;
damage -= 20;
- for (i = 0; i < skeleton.num_joints; i++) {
+ for (int i = 0; i < skeleton.num_joints; i++) {
skeleton.joints[i].velocity = 0;
}
}
weaponstuck = 0;
}
weaponactive = -1;
- for (i = 0; i < Person::players.size(); i++) {
+ for (unsigned i = 0; i < Person::players.size(); i++) {
Person::players[i]->wentforweapon = 0;
}
}
//velocity=jointVel(groin)*scale;
velocity = 0;
- for (i = 0; i < skeleton.num_joints; i++) {
+ for (int i = 0; i < skeleton.num_joints; i++) {
velocity += skeleton.joints[i].velocity * scale;
}
velocity /= skeleton.num_joints;
yaw = targetyaw;
frameTarget = 0;
- // frameTarget=2;
animTarget = flipanim;
crouchtogglekeydown = 1;
target = 0;
animCurrent = tempanim;
frameCurrent = 0;
target = 0;
- //tilt2=targettilt2;
- //if(middle.y>0)targetoffset.y=middle.y+1;
-
- for (i = 0; i < skeleton.num_joints; i++) {
+ for (int i = 0; i < skeleton.num_joints; i++) {
tempanimation.position[i][0] = skeleton.joints[i].position;
tempanimation.position[i][0] = DoRotation(tempanimation.position[i][0], 0, -yaw, 0);
}
if (middle.y > 0 && animTarget != rollanim)
targetoffset.y = middle.y + 1;
- for (i = 0; i < skeleton.num_joints; i++) {
+ for (int i = 0; i < skeleton.num_joints; i++) {
tempanimation.position[i][0] = skeleton.joints[i].position;
tempanimation.position[i][0] = DoRotation(tempanimation.position[i][0], 0, -yaw, 0);
}
}
}
- if (animTarget == jumpupanim || animTarget == crouchstabanim || animTarget == swordgroundstabanim || animTarget == swordfightidlebothanim || animTarget == blockhighleftanim || animTarget == blockhighleftanim) {
+ if (animTarget == jumpupanim || animTarget == crouchstabanim || animTarget == swordgroundstabanim || animTarget == swordfightidlebothanim || animTarget == blockhighleftanim) {
//close hands and mouth
if (righthandmorphend != 1 && righthandmorphness == targetrighthandmorphness) {
righthandmorphness = 0;
}
//Running velocity
- //if(!creature==wolftype||animTarget==rabbitkickanim)
if (animTarget == rabbittackleanim) {
velocity += facing * multiplier * speed * 700 * scale;
velspeed = findLength(&velocity);
velocity = flatfacing * velspeed;
}
-
- /*if(animCurrent==rollanim&&(isCrouch()||isIdle())){
- velocity+=facing*multiplier*speed*700*scale;
- velspeed=findLength(&velocity);
- if(velspeed>speed*25*scale){
- velocity/=velspeed;
- velspeed=speed*25*scale;
- velocity*=velspeed;
- }
- velocity.y+=gravity*multiplier*20;
- ReflectVector(&velocity,terrain.getNormal(coords.x,coords.z));
- velspeed=findLength(&velocity);
- velocity=flatfacing*velspeed;
- }*/
-
if (animTarget == sneakanim || animTarget == walkanim) {
velocity += facing * multiplier * speed * 700 * scale;
velspeed = findLength(&velocity);
skeleton.drawmodelclothes.vertex[i] = 0;
skeleton.drawmodelclothes.vertex[i].y = 999;
}
- for (i = 0; i < skeleton.num_muscles; i++) {
+ for (int i = 0; i < skeleton.num_muscles; i++) {
// convenience renames
const int p1 = skeleton.muscles[i].parent1->label;
const int p2 = skeleton.muscles[i].parent2->label;
(v0.y * (1 - morphness) + v1.y * morphness) * proportionhead.y,
(v0.z * (1 - morphness) + v1.z * morphness) * proportionhead.z);
glGetFloatv(GL_MODELVIEW_MATRIX, M);
- //if(!isnormal(M[12])||!isnormal(M[13])||!isnormal(M[14]))test=0;
- //if(!isnormal(scale))test=1;
skeleton.drawmodel.vertex[skeleton.muscles[i].vertices[j]].x = M[12] * scale;
skeleton.drawmodel.vertex[skeleton.muscles[i].vertices[j]].y = M[13] * scale;
skeleton.drawmodel.vertex[skeleton.muscles[i].vertices[j]].z = M[14] * scale;
- //test=2;
glPopMatrix();
}
}
glEnable(GL_BLEND);
}
if (tutoriallevel && id != 0) {
- //glDisable(GL_TEXTURE_2D);
glColor4f(.7, .7, .7, 0.6);
glDepthMask(0);
glEnable(GL_LIGHTING);
calcrot = 1;
if (animCurrent != animTarget)
calcrot = 1;
- //if(id==0)calcrot=1;
if (skeleton.free == 2)
calcrot = 0;