/**> HEADER FILES <**/
#include "Person.h"
#include "openal_wrapper.h"
+#include "Animation.h"
+#include "Sounds.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 int hostile;
extern float hostiletime;
-extern int mainmenu;
-
extern int numfalls;
extern int numflipfail;
extern int numseen;
static XYZ facing;
static float lookspeed=500;
- if(!freeze&&!winfreeze&&(!mainmenu||!gamestarted)){
+ if(!freeze&&!winfreeze){
//head facing
targetheadrotation=(float)((int)((0-rotation-targetheadrotation+180)*100)%36000)/100;
}
-/*
-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;
targetanimation=getRun();
targetframe=0;
}
- /*static float toggledelay;
- toggledelay-=multiplier;
- if(toggledelay<0){
- toggledelay=1;
- if(Random()%3==0)superruntoggle=1-superruntoggle;
- }*/
}
if(weaponactive==-1&&num_weapons>0){
if(weapons.type[weaponids[0]]==staff){
if(!skeleton.free)Sprite::MakeSprite(bloodsprite, DoRotation((skeleton.joints[skeleton.jointlabels[abdomen]].position+skeleton.joints[skeleton.jointlabels[abdomen]].position)/2,0,rotation,0)*scale+coords,bloodvel, 1,1,1, .05, 1);
}
}
- /*if(id==0){
- bloodloss+=deathbleeding*40;
- deathbleeding=0;
- }*/
bloodloss+=deathbleeding*multiplier*80;
deathbleeding-=multiplier*1.6;
//if(id==0)deathbleeding-=multiplier*.2;
if(endy>skeleton.skinsize-1){endy=skeleton.skinsize-1;bleeding=0;}
if(endx<startx)endx=startx;
if(endy<starty)endy=starty;
- /*int startx=0;
- int starty=0;
- int endx=256;
- int endy=256;*/
for(i=startx;i<endx;i++){
for(j=starty;j<endy;j++){
}
damage+=20;
-
- /*
- if(bloodloss<damagetolerance)
- for(i=0;i<skeleton.num_joints;i++){
- skeleton.joints[i].velocity*=1.5;
- }*/
}
//if(dead)damage-=multiplier/4;
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);
if(findDistancefast(&viewer,&coords)<viewdistance*viewdistance/256&&(detail!=1&&detail!=2)){
playerdetail=1;
}
- if(id==0)playerdetail=1;
- if(playerdetail!=oldplayerdetail)updatedelay=0;
- if(playerdetail!=oldplayerdetail)normalsupdatedelay=0;
+ if(id==0)
+ playerdetail=1;
+ if(playerdetail!=oldplayerdetail) {
+ updatedelay=0;
+ normalsupdatedelay=0;
+ }
static float updatedelaychange;
static float morphness;
static float framemult;
}
}
}
- if(!skeleton.free&&(!animation[targetanimation].attack&&targetanimation!=getupfrombackanim&&targetanimation!=getupfrombackanim&&((targetanimation!=rollanim&&!isFlip())||animation[targetanimation].label[targetframe]==6)&&targetanimation!=getupfromfrontanim&&targetanimation!=wolfrunninganim&&targetanimation!=rabbitrunninganim&&targetanimation!=backhandspringanim&&targetanimation!=walljumpfrontanim&&targetanimation!=hurtidleanim&&!isLandhard()&&!isSleeping()))DoHead();
+ if(!skeleton.free&&(!animation[targetanimation].attack&&targetanimation!=getupfrombackanim&&((targetanimation!=rollanim&&!isFlip())||animation[targetanimation].label[targetframe]==6)&&targetanimation!=getupfromfrontanim&&targetanimation!=wolfrunninganim&&targetanimation!=rabbitrunninganim&&targetanimation!=backhandspringanim&&targetanimation!=walljumpfrontanim&&targetanimation!=hurtidleanim&&!isLandhard()&&!isSleeping()))
+ DoHead();
else {
targetheadrotation=-targetrotation;
targetheadrotation2=0;