X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FPerson.cpp;h=3729c4f6ebc3c31895da0956a59698b398cb1413;hb=f38eb24f446b94d592d97b24b315bb44bed7b12c;hp=47212bd59ac3eee01265620103cc9898e86e4f63;hpb=0b7253f3d99e4382008aff8b8e221e88ff40d3e9;p=lugaru.git diff --git a/Source/Person.cpp b/Source/Person.cpp index 47212bd..3729c4f 100644 --- a/Source/Person.cpp +++ b/Source/Person.cpp @@ -1,22 +1,21 @@ /* Copyright (C) 2003, 2010 - Wolfire Games +Copyright (C) 2010-2016 - 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 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 . */ /**> HEADER FILES <**/ @@ -26,6 +25,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "Sounds.h" #include "Awards.h" #include "Game.h" +#include "Dialog.h" +#include "Utils/Folders.h" extern float multiplier; extern Terrain terrain; @@ -40,11 +41,10 @@ extern float slomodelay; extern bool cellophane; extern float texdetail; extern float realtexdetail; -extern GLubyte bloodText[512*512*3]; -extern GLubyte wolfbloodText[512*512*3]; +extern GLubyte bloodText[512 * 512 * 3]; +extern GLubyte wolfbloodText[512 * 512 * 3]; extern int bloodtoggle; extern Objects objects; -extern bool osx; extern bool autoslomo; extern float camerashake; extern float woozy; @@ -55,20 +55,8 @@ extern bool decals; extern float fadestart; extern bool freeze; extern bool winfreeze; -extern float flashamount,flashr,flashg,flashb; -extern int flashdelay; extern bool showpoints; extern bool immediate; -extern int test; -extern bool tilt2weird; -extern bool tiltweird; -extern bool midweird; -extern bool proportionweird; -extern bool vertexweird[6]; -extern XYZ envsound[30]; -extern float envsoundvol[30]; -extern float envsoundlife[30]; -extern int numenvsounds; extern int tutoriallevel; extern float smoketex; extern int tutorialstage; @@ -79,6168 +67,6783 @@ extern float damagedealt; extern int hostile; extern float hostiletime; -extern int indialogue; - extern bool gamestarted; -Person player[maxplayers]; +std::vector> Person::players(1, std::shared_ptr(new Person())); + +Person::Person() : + whichpatchx(0), + whichpatchz(0), + animCurrent(bounceidleanim), + animTarget(bounceidleanim), + frameCurrent(0), + frameTarget(1), + oldanimCurrent(0), + oldanimTarget(0), + oldframeCurrent(0), + oldframeTarget(0), + howactive(typeactive), + parriedrecently(0), + superruntoggle(false), + lastattack(0), lastattack2(0), lastattack3(0), + currentoffset(), targetoffset(), offset(), + target(0), + transspeed(0), + + realoldcoords(), + oldcoords(), + coords(), + velocity(), + + proportionhead(), + proportionlegs(), + proportionarms(), + proportionbody(), + + unconscioustime(0), + + immobile(false), + + velspeed(0), + targetyaw(0), + targetrot(0), + rot(0), + oldrot(0), + lookyaw(0), + lookpitch(0), + yaw(0), + pitch(0), + lowyaw(0), + tilt(0), + targettilt(0), + tilt2(0), + targettilt2(0), + rabbitkickenabled(false), + + bloodloss(0), + bleeddelay(0), + skiddelay(0), + skiddingdelay(0), + deathbleeding(0), + tempdeltav(0), + + damagetolerance(200), + damage(0), + permanentdamage(0), + superpermanentdamage(0), + lastcollide(0), + dead(0), + + jumppower(5), + onground(false), + + wentforweapon(0), + + calcrot(false), + + facing(), + + bleeding(0), + bleedx(0), bleedy(0), + direction(0), + texupdatedelay(0), + + headyaw(0), headpitch(0), + targetheadyaw(0), targetheadpitch(0), + + onterrain(false), + pause(false), + + grabdelay(0), + + victim(nullptr), + hasvictim(false), + + updatedelay(0), + normalsupdatedelay(0), + + jumpstart(false), + forwardkeydown(false), + forwardstogglekeydown(false), + rightkeydown(false), + leftkeydown(false), + backkeydown(false), + jumpkeydown(false), + jumptogglekeydown(false), + crouchkeydown(false), + crouchtogglekeydown(false), + drawkeydown(false), + drawtogglekeydown(false), + throwkeydown(false), + throwtogglekeydown(false), + attackkeydown(false), + feint(false), + lastfeint(false), + headless(false), + + crouchkeydowntime(0), + jumpkeydowntime(0), + freefall(false), + + turnspeed(0), + + aitype(passivetype), + aiupdatedelay(0), + losupdatedelay(0), + ally(0), + collide(0), + collided(-10), + avoidcollided(0), + loaded(false), + whichdirection(false), + whichdirectiondelay(0), + avoidsomething(false), + avoidwhere(), + blooddimamount(0), + + staggerdelay(0), + blinkdelay(0), + twitchdelay(0), + twitchdelay2(0), + twitchdelay3(0), + lefthandmorphness(0), + righthandmorphness(0), + headmorphness(0), + chestmorphness(0), + tailmorphness(0), + targetlefthandmorphness(0), + targetrighthandmorphness(0), + targetheadmorphness(1), + targetchestmorphness(0), + targettailmorphness(0), + lefthandmorphstart(0), lefthandmorphend(0), + righthandmorphstart(0), righthandmorphend(0), + headmorphstart(0), headmorphend(0), + chestmorphstart(0), chestmorphend(0), + tailmorphstart(0), tailmorphend(0), + + weaponmissdelay(0), + highreversaldelay(0), + lowreversaldelay(0), + + creature(rabbittype), + + id(0), + + skeleton(), + + speed(0), + scale(-1), + power(0), + speedmult(0), + + protectionhead(0), + protectionhigh(0), + protectionlow(0), + armorhead(0), + armorhigh(0), + armorlow(0), + metalhead(false), + metalhigh(false), + metallow(false), + + numclothes(0), + + landhard(false), + bled(false), + spurt(false), + onfire(false), + onfiredelay(0), + burnt(0), + + flamedelay(0), + + playerdetail(0), + + num_weapons(0), + weaponactive(-1), + weaponstuck(-1), + weaponstuckwhere(0), + + numwaypoints(0), + pausetime(0), + + headtarget(), + interestdelay(0), + + finalfinaltarget(), + finaltarget(), + finalpathfindpoint(0), + targetpathfindpoint(0), + lastpathfindpoint(0), + lastpathfindpoint2(0), + lastpathfindpoint3(0), + lastpathfindpoint4(0), + + waypoint(0), + + lastseen(), + lastseentime(0), + lastchecktime(0), + stunned(0), + surprised(0), + runninghowlong(0), + occluded(0), + lastoccluded(0), + laststanding(0), + escapednum(0), + + speechdelay(0), + neckspurtdelay(0), + neckspurtparticledelay(0), + neckspurtamount(0), + + whichskin(0), + rabbitkickragdoll(false), + + tempanimation(), + + jumpclimb(false) +{ +} -void Person::CheckKick() +/* Read a person in tfile. Throws an error if it’s not valid */ +Person::Person(FILE *tfile, int mapvers, unsigned i) : Person() { - if (!(hasvictim - && (targetanimation == rabbitkickanim - && victim - && victim != this - && currentframe >= 2 - && currentanimation == rabbitkickanim) - && (findDistancefast(&coords,&victim->coords) < 1.2) - && (!victim->skeleton.free))) - return; - - if (animation[victim->targetanimation].height!=lowheight) - { - float damagemult = (creature == wolftype ? 2.5 : 1.) * power * power; - XYZ relative = velocity; - relative.y=0; - Normalise(&relative); - - victim->spurt=1; - DoBlood(.2,250); - if(tutoriallevel!=1) - emit_sound_at(heavyimpactsound, victim->coords); - victim->RagDoll(0); - for(int i=0;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velocity+=relative*120*damagemult; - } - victim->Puff(neck); - victim->DoDamage(100*damagemult/victim->protectionhigh); - if(id==0)camerashake+=.4; - - target=0; - currentframe=3; - targetanimation=backflipanim; - targetframe=4; - velocity=facing*-10; - velocity.y=5; - skeleton.free=0; - if(id==0) - resume_stream(whooshsound); - - award_bonus(id, cannon); + id = i; + funpackf(tfile, "Bi Bi Bf Bf Bf Bi", &whichskin, &creature, &coords.x, &coords.y, &coords.z, &num_weapons); + if (mapvers >= 5) { + funpackf(tfile, "Bi", &howactive); + } else { + howactive = typeactive; } - else if (victim->isCrouch()) - { - targetanimation=rabbitkickreversedanim; - currentanimation=rabbitkickreversedanim; - victim->currentanimation=rabbitkickreversalanim; - victim->targetanimation=rabbitkickreversalanim; - targettilt2=0; - currentframe=0; - targetframe=1; - target=0; - velocity=0; - victim->oldcoords=victim->coords; - coords=victim->coords; - victim->targetrotation=targetrotation; - victim->victim=this; + if (mapvers >= 3) { + funpackf(tfile, "Bf", &scale); + } else { + scale = -1; + } + if (mapvers >= 11) { + funpackf(tfile, "Bb", &immobile); + } else { + immobile = 0; + } + if (mapvers >= 12) { + funpackf(tfile, "Bf", &yaw); + } else { + yaw = 0; + } + targetyaw = yaw; + if (num_weapons < 0 || num_weapons > 5) { + throw InvalidPersonException(); + } + if (num_weapons > 0 && num_weapons < 5) { + for (int j = 0; j < num_weapons; j++) { + weaponids[j] = weapons.size(); + int type; + funpackf(tfile, "Bi", &type); + weapons.push_back(Weapon(type, id)); + } + } + funpackf(tfile, "Bi", &numwaypoints); + for (int j = 0; j < numwaypoints; j++) { + funpackf(tfile, "Bf", &waypoints[j].x); + funpackf(tfile, "Bf", &waypoints[j].y); + funpackf(tfile, "Bf", &waypoints[j].z); + if (mapvers >= 5) { + funpackf(tfile, "Bi", &waypointtype[j]); + } else { + waypointtype[j] = wpkeepwalking; + } + } + + funpackf(tfile, "Bi", &waypoint); + if (waypoint > (numwaypoints - 1)) { + waypoint = 0; } -} -void Person::CatchFire(){ - XYZ flatfacing,flatvelocity; - int howmany; - for(int i=0;i<10;i++){ - howmany=abs(Random()%(skeleton.num_joints)); - if(!skeleton.free)flatvelocity=velocity; - if(skeleton.free)flatvelocity=skeleton.joints[howmany].velocity; - if(!skeleton.free)flatfacing=DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position,0,0,tilt),tilt2,0,0),0,rotation,0)*scale+coords; - if(skeleton.free)flatfacing=skeleton.joints[howmany].position*scale+coords; - Sprite::MakeSprite(flamesprite, flatfacing,flatvelocity, 1,1,1, 2, 1); - } + funpackf(tfile, "Bf Bf Bf", &armorhead, &armorhigh, &armorlow); + funpackf(tfile, "Bf Bf Bf", &protectionhead, &protectionhigh, &protectionlow); + funpackf(tfile, "Bf Bf Bf", &metalhead, &metalhigh, &metallow); + funpackf(tfile, "Bf Bf", &power, &speedmult); - onfiredelay=0.5; + float headprop, legprop, armprop, bodyprop; + + if (mapvers >= 4) { + funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop); + } else { + headprop = 1; + bodyprop = 1; + armprop = 1; + legprop = 1; + } + + if (creature == wolftype) { + proportionhead = 1.1 * headprop; + proportionbody = 1.1 * bodyprop; + proportionarms = 1.1 * armprop; + proportionlegs = 1.1 * legprop; + } else if (creature == rabbittype) { + proportionhead = 1.2 * headprop; + proportionbody = 1.05 * bodyprop; + proportionarms = 1.00 * armprop; + proportionlegs = 1.1 * legprop; + proportionlegs.y = 1.05 * legprop; + } + + funpackf(tfile, "Bi", &numclothes); + for (int k = 0; k < numclothes; k++) { + int templength; + funpackf(tfile, "Bi", &templength); + for (int l = 0; l < templength; l++) + funpackf(tfile, "Bb", &clothes[k][l]); + clothes[k][templength] = '\0'; + funpackf(tfile, "Bf Bf Bf", &clothestintr[k], &clothestintg[k], &clothestintb[k]); + } - emit_sound_at(firestartsound, coords); + loaded = true; - emit_stream_at(stream_firesound, coords); + if (scale < 0) { + if (creature == wolftype) { + scale = .23; + damagetolerance = 300; + } else { + scale = .2; + } + } - flamedelay=0; + oldcoords = coords; + realoldcoords = coords; +} - onfire=1; +/* EFFECT + * + * USES: + * GameTick/doPlayerCollisions + */ +void Person::CheckKick() +{ + if (!(hasvictim + && (animTarget == rabbitkickanim + && victim + && victim != this->shared_from_this() + && frameCurrent >= 2 + && animCurrent == rabbitkickanim) + && distsq(&coords, &victim->coords) < 1.2 + && !victim->skeleton.free)) + return; + + if (animation[victim->animTarget].height != lowheight) { + float damagemult = (creature == wolftype ? 2.5 : 1.) * power * power; + XYZ relative = velocity; + relative.y = 0; + Normalise(&relative); + + victim->spurt = 1; + DoBlood(.2, 250); + if (tutoriallevel != 1) + emit_sound_at(heavyimpactsound, victim->coords); + victim->RagDoll(0); + for (int i = 0; i < victim->skeleton.num_joints; i++) { + victim->skeleton.joints[i].velocity += relative * 120 * damagemult; + } + victim->Puff(neck); + victim->DoDamage(100 * damagemult / victim->protectionhigh); + if (id == 0) + camerashake += .4; + + target = 0; + frameCurrent = 3; + animTarget = backflipanim; + frameTarget = 4; + velocity = facing * -10; + velocity.y = 5; + skeleton.free = 0; + if (id == 0) + resume_stream(whooshsound); + + award_bonus(id, cannon); + } else if (victim->isCrouch()) { + animTarget = rabbitkickreversedanim; + animCurrent = rabbitkickreversedanim; + victim->animCurrent = rabbitkickreversalanim; + victim->animTarget = rabbitkickreversalanim; + targettilt2 = 0; + frameCurrent = 0; + frameTarget = 1; + target = 0; + velocity = 0; + victim->oldcoords = victim->coords; + coords = victim->coords; + victim->targetyaw = targetyaw; + victim->victim = this->shared_from_this(); + } } -int Person::getIdle(){ - if(indialogue!=-1&&howactive==typeactive&&creature==rabbittype)return talkidleanim; - if(hasvictim&&victim!=this/*||(id==0&&attackkeydown)*/)if(/*(id==0&&attackkeydown)||*/(!victim->dead&&victim->aitype!=passivetype&&victim->aitype!=searchtype&&aitype!=passivetype&&aitype!=searchtype&&victim->idweaponactive!=-1)return swordfightidlebothanim; - if(weapons.type[weaponids[weaponactive]]==sword)return swordfightidleanim; - if(weapons.type[weaponids[weaponactive]]==staff)return swordfightidleanim; - } - if(aitype!=playercontrolled&&stunned<=0&&creature!=wolftype&&!pause)return fightsidestep; - } - if((damage>permanentdamage||damage>damagetolerance*.8||deathbleeding>0)&&creature!=wolftype)return hurtidleanim; - if(howactive==typesitting)return sitanim; - if(howactive==typesittingwall)return sitwallanim; - if(howactive==typesleeping)return sleepanim; - if(howactive==typedead1)return dead1anim; - if(howactive==typedead2)return dead2anim; - if(howactive==typedead3)return dead3anim; - if(howactive==typedead4)return dead4anim; - if(creature==rabbittype)return bounceidleanim; - if(creature==wolftype)return wolfidle; - return 0; +/* EFFECT + * + * USES: + * GameTick/doPlayerCollisions - spread fire between players + * GameTick/doDebugKeys - press f to ignite + * Person::DoStuff - spread fire from lit campfires and bushes + */ +void Person::CatchFire() +{ + XYZ flatfacing, flatvelocity; + int howmany; + for (int i = 0; i < 10; i++) { + howmany = abs(Random() % (skeleton.num_joints)); + if (skeleton.free) { + flatvelocity = skeleton.joints[howmany].velocity; + flatfacing = skeleton.joints[howmany].position * scale + coords; + } else { + flatvelocity = velocity; + flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; + } + Sprite::MakeSprite(flamesprite, flatfacing, flatvelocity, 1, 1, 1, 2, 1); + } + + onfiredelay = 0.5; + + emit_sound_at(firestartsound, coords); + + emit_stream_at(stream_firesound, coords); + + flamedelay = 0; + + onfire = 1; } -int Person::getCrouch(){ - if(creature==rabbittype)return crouchanim; - if(creature==wolftype)return wolfcrouchanim; - return 0; +/* FUNCTION + * idle animation for this creature (depending on status) + */ +int Person::getIdle() +{ + if (Dialog::inDialog() && (howactive == typeactive) && (creature == rabbittype)) + return talkidleanim; + if (hasvictim && (victim != this->shared_from_this())/*||(id==0&&attackkeydown)*/) + if (/*(id==0&&attackkeydown)||*/(!victim->dead && victim->aitype != passivetype && + victim->aitype != searchtype && aitype != passivetype && aitype != searchtype && + victim->id < Person::players.size())) { + if ((aitype == playercontrolled && stunned <= 0 && weaponactive == -1) || pause) { + if (creature == rabbittype) + return fightidleanim; + if (creature == wolftype) + return wolfidle; + } + if (aitype == playercontrolled && stunned <= 0 && weaponactive != -1) { + if (weapons[weaponids[weaponactive]].getType() == knife) + return knifefightidleanim; + if (weapons[weaponids[weaponactive]].getType() == sword && victim->weaponactive != -1) + return swordfightidlebothanim; + if (weapons[weaponids[weaponactive]].getType() == sword) + return swordfightidleanim; + if (weapons[weaponids[weaponactive]].getType() == staff) + return swordfightidleanim; + } + if (aitype != playercontrolled && stunned <= 0 && creature != wolftype && !pause) + return fightsidestep; + } + if ((damage > permanentdamage || damage > damagetolerance * .8 || deathbleeding > 0) && creature != wolftype) + return hurtidleanim; + if (howactive == typesitting) return sitanim; + if (howactive == typesittingwall) return sitwallanim; + if (howactive == typesleeping) return sleepanim; + if (howactive == typedead1) return dead1anim; + if (howactive == typedead2) return dead2anim; + if (howactive == typedead3) return dead3anim; + if (howactive == typedead4) return dead4anim; + if (creature == rabbittype) return bounceidleanim; + if (creature == wolftype) return wolfidle; + return 0; } -int Person::getRun(){ - if(creature==rabbittype&&(!superruntoggle||weaponactive!=-1))return runanim; - if(creature==wolftype&&(!superruntoggle))return wolfrunanim; +/* FUNCTION + * crouch animation for this creature + */ +int Person::getCrouch() +{ + if (creature == rabbittype) + return crouchanim; + if (creature == wolftype) + return wolfcrouchanim; + return 0; +} - if(creature==rabbittype&&(superruntoggle&&weaponactive==-1))return rabbitrunninganim; - if(creature==wolftype&&(superruntoggle))return wolfrunninganim; - return 0; +/* FUNCTION + * running animation for this creature (can be upright or all fours) + */ +int Person::getRun() +{ + if (creature == rabbittype && (!superruntoggle || weaponactive != -1)) + return runanim; + if (creature == wolftype && (!superruntoggle)) + return wolfrunanim; + + if (creature == rabbittype && (superruntoggle && weaponactive == -1)) + return rabbitrunninganim; + if (creature == wolftype && (superruntoggle)) + return wolfrunninganim; + return 0; } -int Person::getStop(){ - if(creature==rabbittype)return stopanim; - if(creature==wolftype)return wolfstopanim; - return 0; +/* FUNCTION + */ +int Person::getStop() +{ + if (creature == rabbittype) + return stopanim; + if (creature == wolftype) + return wolfstopanim; + return 0; } -int Person::getLanding(){ - if(creature==rabbittype)return landanim; - if(creature==wolftype)return wolflandanim; - return 0; +/* FUNCTION + */ +int Person::getLanding() +{ + if (creature == rabbittype) + return landanim; + if (creature == wolftype) + return wolflandanim; + return 0; } -int Person::getLandhard(){ - if(creature==rabbittype)return landhardanim; - if(creature==wolftype)return wolflandhardanim; - return 0; +/* FUNCTION + */ +int Person::getLandhard() +{ + if (creature == rabbittype) + return landhardanim; + if (creature == wolftype) + return wolflandhardanim; + return 0; } +/* EFFECT + * + * USES: + * Person::DoAnimations + */ static void SolidHitBonus(int playerid) { - if (bonustime < 1.5 && bonus >= solidhit && bonus <= megacombo) - award_bonus(playerid, bonus == megacombo ? bonus : bonus + 1); - else - award_bonus(playerid, solidhit); + if (bonustime < 1.5 && bonus >= solidhit && bonus <= megacombo) + award_bonus(playerid, bonus == megacombo ? bonus : bonus + 1); + else + award_bonus(playerid, solidhit); } -void Person::DoBlood(float howmuch,int which){ - static int bleedxint,bleedyint; - static XYZ bloodvel; - //if(howmuch&&id==0)blooddimamount=1; - if(bloodtoggle&&tutoriallevel!=1){ - if(bleeding<=0&&spurt){ - spurt=0; - for(int i=0;i<3;i++){ - bloodvel=0; - if(!skeleton.free){ - bloodvel.z=10; - bloodvel=DoRotation(bloodvel,((float)(Random()%100))/4,rotation+((float)(Random()%100))/4,0)*scale; - } - if(skeleton.free){ - bloodvel-=DoRotation(skeleton.forward*10*scale,((float)(Random()%100))/4,((float)(Random()%100))/4,0); - } - if(skeleton.free)bloodvel+=DoRotation(skeleton.joints[skeleton.jointlabels[head]].velocity,((float)(Random()%100))/4,rotation+((float)(Random()%100))/4,0)*scale; - if(!skeleton.free)bloodvel+=DoRotation(velocity,((float)(Random()%100))/4,((float)(Random()%100))/4,0)*scale; - if(skeleton.free){ - Sprite::MakeSprite(bloodsprite, skeleton.joints[skeleton.jointlabels[head]].position*scale+coords,bloodvel, 1,1,1, .05, 1); - Sprite::MakeSprite(bloodflamesprite, skeleton.joints[skeleton.jointlabels[head]].position*scale+coords,bloodvel, 1,1,1, .3, 1); - } - if(!skeleton.free){ - Sprite::MakeSprite(bloodsprite, DoRotation((skeleton.joints[skeleton.jointlabels[head]].position+skeleton.joints[skeleton.jointlabels[neck]].position)/2,0,rotation,0)*scale+coords,bloodvel, 1,1,1, .05, 1); - Sprite::MakeSprite(bloodflamesprite, DoRotation((skeleton.joints[skeleton.jointlabels[head]].position+skeleton.joints[skeleton.jointlabels[neck]].position)/2,0,rotation,0)*scale+coords,bloodvel, 1,1,1, .3, 1); - } - } - if(Random()%2==0) - for(int i=0;i<3;i++){ - if(Random()%2!=0){ - bloodvel=0; - if(skeleton.free) { - bloodvel-=DoRotation(skeleton.forward*10*scale,((float)(Random()%100))/4,((float)(Random()%100))/4,0); - bloodvel+=DoRotation(skeleton.joints[skeleton.jointlabels[head]].velocity,((float)(Random()%100))/4,rotation+((float)(Random()%100))/4,0)*scale; - } else { - bloodvel.z=10; - bloodvel=DoRotation(bloodvel,((float)(Random()%100))/4,rotation+((float)(Random()%100))/4,0)*scale; - bloodvel+=DoRotation(velocity,((float)(Random()%100))/4,((float)(Random()%100))/4,0)*scale; - } - bloodvel*=.2; - if(skeleton.free){ - Sprite::MakeSprite(splintersprite, skeleton.joints[skeleton.jointlabels[head]].position*scale+coords,bloodvel, 1,1,1, .05, 1); - } else { - Sprite::MakeSprite(splintersprite, DoRotation((skeleton.joints[skeleton.jointlabels[head]].position+skeleton.joints[skeleton.jointlabels[neck]].position)/2,0,rotation,0)*scale+coords,bloodvel, 1,1,1, .05, 1); - } - Sprite::setLastSpriteSpecial(3); - } - } - } - if(decals){ - bleeding=howmuch+(float)abs(Random()%100)/200-.25; - bleedxint=0; - bleedyint=0; - int texdetailint=realtexdetail; - if(creature==rabbittype) - while(bloodText[bleedxint*512*3+bleedyint*3+0]>which+4||bloodText[bleedxint*512*3+bleedyint*3+0]500||bleedyint>500){ - bleedxint=abs(Random()%512); - bleedyint=abs(Random()%512); - } - if(creature==wolftype) - while(wolfbloodText[bleedxint*512*3+bleedyint*3+0]>which+4||wolfbloodText[bleedxint*512*3+bleedyint*3+0]500||bleedyint>500){ - bleedxint=abs(Random()%512); - bleedyint=abs(Random()%512); - } - bleedy=bleedxint; - bleedx=bleedyint; - bleedy/=realtexdetail; - bleedx/=realtexdetail; - direction=abs(Random()%2)*2-1; - } - - } - if(bleeding>2)bleeding=2; +/* EFFECT + * spawns blood effects + */ +void Person::DoBlood(float howmuch, int which) +{ + // FIXME: should abstract out inputs + static int bleedxint, bleedyint; + static XYZ bloodvel; + if (bloodtoggle && tutoriallevel != 1) { + if (bleeding <= 0 && spurt) { + spurt = 0; + for (int i = 0; i < 3; i++) { + // emit blood particles + bloodvel = 0; + if (skeleton.free) { + bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0); + bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; + Sprite::MakeSprite(bloodsprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .05, 1); + Sprite::MakeSprite(bloodflamesprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .3, 1); + } else { + bloodvel.z = 10; + bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; + bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; + Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1); + Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1); + } + } + if (Random() % 2 == 0) // 50% chance + for (int i = 0; i < 3; i++) { + if (Random() % 2 != 0) { + // emit teeth particles + bloodvel = 0; + if (skeleton.free) { + bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0); + bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; + } else { + bloodvel.z = 10; + bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; + bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; + } + bloodvel *= .2; + if (skeleton.free) { + Sprite::MakeSprite(splintersprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .05, 1); + } else { + Sprite::MakeSprite(splintersprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1); + } + Sprite::setLastSpriteSpecial(3); // sets it to teeth + } + } + } + if (decals) { + // FIXME: manipulating attributes + bleeding = howmuch + (float)abs(Random() % 100) / 200 - .25; + bleedxint = 0; + bleedyint = 0; + if (creature == rabbittype) + while (bloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] > which + 4 || bloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] < which - 4 || bleedxint < 10 || bleedyint < 10 || bleedxint > 500 || bleedyint > 500) { + bleedxint = abs(Random() % 512); + bleedyint = abs(Random() % 512); + } + if (creature == wolftype) + while (wolfbloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] > which + 4 || wolfbloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] < which - 4 || bleedxint < 10 || bleedyint < 10 || bleedxint > 500 || bleedyint > 500) { + bleedxint = abs(Random() % 512); + bleedyint = abs(Random() % 512); + } + bleedy = bleedxint; + bleedx = bleedyint; + bleedy /= realtexdetail; + bleedx /= realtexdetail; + direction = abs(Random() % 2) * 2 - 1; + } + + } + if (bleeding > 2) + bleeding = 2; } -void Person::DoBloodBig(float howmuch,int which){ - static int bleedxint,bleedyint,i,j; - static XYZ bloodvel; - if(howmuch&&id==0)blooddimamount=1; - - if(tutoriallevel!=1||id==0) - if(aitype!=playercontrolled&&howmuch>0){ - int whichsound=-1; - - if(creature==wolftype){ - int i=abs(Random()%2); - if(i==0)whichsound=snarlsound; - if(i==1)whichsound=snarl2sound; - envsound[numenvsounds]=coords; - envsoundvol[numenvsounds]=16; - envsoundlife[numenvsounds]=.4; - numenvsounds++; - } - if(creature==rabbittype){ - int i=abs(Random()%2); - if(i==0)whichsound=rabbitpainsound; - if(i==1&&howmuch>=2)whichsound=rabbitpain1sound; - envsound[numenvsounds]=coords; - envsoundvol[numenvsounds]=16; - envsoundlife[numenvsounds]=.4; - numenvsounds++; - //if(i==2)whichsound=rabbitpain2sound; - } - - if(whichsound!=-1) - emit_sound_at(whichsound, coords); - } - - if(id==0&&howmuch>0){ - flashamount=.5; - flashr=1; - flashg=0; - flashb=0; - flashdelay=0; - } - - if(bloodtoggle&&decals&&tutoriallevel!=1){ - if(bleeding<=0&&spurt){ - spurt=0; - for(int i=0;i<3;i++){ - bloodvel=0; - if(!skeleton.free){ - bloodvel.z=10; - bloodvel=DoRotation(bloodvel,((float)(Random()%100))/4,rotation+((float)(Random()%100))/4,0)*scale; - } - if(skeleton.free){ - bloodvel-=DoRotation(skeleton.forward*10*scale,((float)(Random()%100))/4,((float)(Random()%100))/4,0); - } - if(skeleton.free)bloodvel+=DoRotation(skeleton.joints[skeleton.jointlabels[head]].velocity,((float)(Random()%100))/4,rotation+((float)(Random()%100))/4,0)*scale; - if(!skeleton.free)bloodvel+=DoRotation(velocity,((float)(Random()%100))/4,((float)(Random()%100))/4,0)*scale; - if(skeleton.free){ - Sprite::MakeSprite(bloodsprite, skeleton.joints[skeleton.jointlabels[head]].position*scale+coords,bloodvel, 1,1,1, .05, 1); - Sprite::MakeSprite(bloodflamesprite, skeleton.joints[skeleton.jointlabels[head]].position*scale+coords,bloodvel, 1,1,1, .3, 1); - } - if(!skeleton.free){ - Sprite::MakeSprite(bloodsprite, DoRotation((skeleton.joints[skeleton.jointlabels[head]].position+skeleton.joints[skeleton.jointlabels[neck]].position)/2,0,rotation,0)*scale+coords,bloodvel, 1,1,1, .05, 1); - Sprite::MakeSprite(bloodflamesprite, DoRotation((skeleton.joints[skeleton.jointlabels[head]].position+skeleton.joints[skeleton.jointlabels[neck]].position)/2,0,rotation,0)*scale+coords,bloodvel, 1,1,1, .3, 1); - } - } - } - int offsetx=0,offsety=0; - if(which==225){ - offsety=Random()%40; - offsetx=abs(Random()%60); - } - if(which==190||which==185){ - offsety=Random()%40; - offsetx=abs(Random()%100)-20; - } - if(which==175){ - offsety=Random()%10; - offsetx=Random()%10; - } - if(which==170){ - offsety=Random()%20; - offsetx=Random()%20; - } - if(which==220||which==215){ - //offsety=Random()%20; - offsetx=20; - //offsetx=abs(Random()%80); - } - - - int startx=512; - int starty=512; - int endx=0; - int endy=0; - GLubyte color; - if(creature==rabbittype) - for(i=0;i<512;i++){ - for(j=0;j<512;j++){ - if(bloodText[i*512*3+j*3+0]<=which+4&&bloodText[i*512*3+j*3+0]>=which-4){ - if(iendx)endx=i; - if(j>endy)endy=j; - } - } - } - if(creature==wolftype) - for(i=0;i<512;i++){ - for(j=0;j<512;j++){ - if(wolfbloodText[i*512*3+j*3+0]<=which+4&&wolfbloodText[i*512*3+j*3+0]>=which-4){ - if(iendx)endx=i; - if(j>endy)endy=j; - } - } - } - - startx+=offsetx; - endx+=offsetx; - starty+=offsety; - endy+=offsety; - - if(startx<0)startx=0; - if(starty<0)starty=0; - if(endx>512-1)endx=512-1; - if(endy>512-1)endy=512-1; - if(endx=which-4){ - color=Random()%85+170; - where=i*skeleton.skinsize*3+j*3; - if(skeleton.skinText[where+0]>color/2)skeleton.skinText[where+0]=color/2; - skeleton.skinText[where+1]=0; - skeleton.skinText[where+2]=0; - } - } - } - if(creature==wolftype) - for(i=startx;i=which-4){ - color=Random()%85+170; - where=i*skeleton.skinsize*3+j*3; - if(skeleton.skinText[where+0]>color/2)skeleton.skinText[where+0]=color/2; - skeleton.skinText[where+1]=0; - skeleton.skinText[where+2]=0; - } - } - } - glBindTexture(GL_TEXTURE_2D,skeleton.drawmodel.textureptr); - DoMipmaps(); - - bleedxint=0; - bleedyint=0; - if(creature==rabbittype) - while(bloodText[bleedxint*512*3+bleedyint*3+0]>which+4||bloodText[bleedxint*512*3+bleedyint*3+0]500||bleedyint>500){ - bleedxint=abs(Random()%512); - bleedyint=abs(Random()%512); - } - if(creature==wolftype) - while(wolfbloodText[bleedxint*512*3+bleedyint*3+0]>which+4||wolfbloodText[bleedxint*512*3+bleedyint*3+0]500||bleedyint>500){ - bleedxint=abs(Random()%512); - bleedyint=abs(Random()%512); - } - bleedy=bleedxint+offsetx; - bleedx=bleedyint+offsety; - bleedy/=realtexdetail; - bleedx/=realtexdetail; - if(bleedx<0)bleedx=0; - if(bleedy<0)bleedy=0; - if(bleedx>skeleton.skinsize-1)bleedx=skeleton.skinsize-1; - if(bleedy>skeleton.skinsize-1)bleedy=skeleton.skinsize-1; - direction=abs(Random()%2)*2-1; - - } - bleeding=howmuch+(float)abs(Random()%100)/200-.25; - deathbleeding+=bleeding; - bloodloss+=bleeding*3; - - if(tutoriallevel!=1&&aitype!=playercontrolled&&bloodloss>damagetolerance*2/3&&bloodloss2)bleeding=2; +/* EFFECT + * spawns big blood effects and ??? + * modifies character's skin texture + */ +void Person::DoBloodBig(float howmuch, int which) +{ + static int bleedxint, bleedyint, i, j; + static XYZ bloodvel; + if (howmuch && id == 0) + blooddimamount = 1; + + if (tutoriallevel != 1 || id == 0) + if (aitype != playercontrolled && howmuch > 0) { + // play pain sounds + int whichsound = -1; + + if (creature == wolftype) { + int i = abs(Random() % 2); + if (i == 0) + whichsound = snarlsound; + if (i == 1) + whichsound = snarl2sound; + } + if (creature == rabbittype) { + int i = abs(Random() % 2); + if (i == 0) + whichsound = rabbitpainsound; + if (i == 1 && howmuch >= 2) + whichsound = rabbitpain1sound; + } + + if (whichsound != -1) { + emit_sound_at(whichsound, coords); + addEnvSound(coords); + } + } + + if (id == 0 && howmuch > 0) { + Game::flash(.5, 0); + } + + if (bloodtoggle && decals && tutoriallevel != 1) { + if (bleeding <= 0 && spurt) { + spurt = 0; + for (int i = 0; i < 3; i++) { + // emit blood particles + // FIXME: copypaste from above + bloodvel = 0; + if (skeleton.free) { + bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0); + bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; + Sprite::MakeSprite(bloodsprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .05, 1); + Sprite::MakeSprite(bloodflamesprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .3, 1); + } else { + bloodvel.z = 10; + bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; + bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; + Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1); + Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1); + } + } + } + + // weird texture manipulation code follows. + // looks like this is painting blood onto the character's skin texture + // FIXME: surely there's a better way + + int offsetx = 0, offsety = 0; + if (which == 225) { + offsety = Random() % 40; + offsetx = abs(Random() % 60); + } + if (which == 190 || which == 185) { + offsety = Random() % 40; + offsetx = abs(Random() % 100) - 20; + } + if (which == 175) { + offsety = Random() % 10; + offsetx = Random() % 10; + } + if (which == 170) { + offsety = Random() % 20; + offsetx = Random() % 20; + } + if (which == 220 || which == 215) { + offsetx = 20; + } + + + int startx = 512; + int starty = 512; + int endx = 0; + int endy = 0; + GLubyte color; + if (creature == rabbittype) + for (i = 0; i < 512; i++) { + for (j = 0; j < 512; j++) { + if (bloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && bloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) { + if (i < startx) startx = i; + if (j < starty) starty = j; + if (i > endx) endx = i; + if (j > endy) endy = j; + } + } + } + if (creature == wolftype) + for (i = 0; i < 512; i++) { + for (j = 0; j < 512; j++) { + if (wolfbloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && wolfbloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) { + if (i < startx) startx = i; + if (j < starty) starty = j; + if (i > endx) endx = i; + if (j > endy) endy = j; + } + } + } + + startx += offsetx; + endx += offsetx; + starty += offsety; + endy += offsety; + + if (startx < 0) startx = 0; + if (starty < 0) starty = 0; + if (endx > 512 - 1) endx = 512 - 1; + if (endy > 512 - 1) endy = 512 - 1; + if (endx < startx) endx = startx; + if (endy < starty) endy = starty; + + startx /= realtexdetail; + starty /= realtexdetail; + endx /= realtexdetail; + endy /= realtexdetail; + + int texdetailint = realtexdetail; + int where; + if (creature == rabbittype) + for (i = startx; i < endx; i++) { + for (j = starty; j < endy; j++) { + if (bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= which + 4 && bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= which - 4) { + color = Random() % 85 + 170; + where = i * skeleton.skinsize * 3 + j * 3; + if (skeleton.skinText[where + 0] > color / 2) + skeleton.skinText[where + 0] = color / 2; + skeleton.skinText[where + 1] = 0; + skeleton.skinText[where + 2] = 0; + } + } + } + if (creature == wolftype) + for (i = startx; i < endx; i++) { + for (j = starty; j < endy; j++) { + if (wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= which + 4 && wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= which - 4) { + color = Random() % 85 + 170; + where = i * skeleton.skinsize * 3 + j * 3; + if (skeleton.skinText[where + 0] > color / 2) + skeleton.skinText[where + 0] = color / 2; + skeleton.skinText[where + 1] = 0; + skeleton.skinText[where + 2] = 0; + } + } + } + skeleton.drawmodel.textureptr.bind(); + DoMipmaps(); + + bleedxint = 0; + bleedyint = 0; + if (creature == rabbittype) + while (bloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] > which + 4 || bloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] < which - 4 || bleedxint < 10 || bleedyint < 10 || bleedxint > 500 || bleedyint > 500) { + bleedxint = abs(Random() % 512); + bleedyint = abs(Random() % 512); + } + if (creature == wolftype) + while (wolfbloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] > which + 4 || wolfbloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] < which - 4 || bleedxint < 10 || bleedyint < 10 || bleedxint > 500 || bleedyint > 500) { + bleedxint = abs(Random() % 512); + bleedyint = abs(Random() % 512); + } + bleedy = bleedxint + offsetx; + bleedx = bleedyint + offsety; + bleedy /= realtexdetail; + bleedx /= realtexdetail; + if (bleedx < 0) + bleedx = 0; + if (bleedy < 0) + bleedy = 0; + if (bleedx > skeleton.skinsize - 1) + bleedx = skeleton.skinsize - 1; + if (bleedy > skeleton.skinsize - 1) + bleedy = skeleton.skinsize - 1; + direction = abs(Random() % 2) * 2 - 1; + + } + bleeding = howmuch + (float)abs(Random() % 100) / 200 - .25; + deathbleeding += bleeding; + bloodloss += bleeding * 3; + + if (tutoriallevel != 1 && aitype != playercontrolled && bloodloss > damagetolerance * 2 / 3 && bloodloss < damagetolerance && creature == rabbittype) { + if (abs(Random() % 2) == 0) { + aitype = gethelptype; + lastseentime = 12; + } else + aitype = attacktypecutoff; + ally = 0; + } + if (bleeding > 2) + bleeding = 2; } -bool Person::DoBloodBigWhere(float howmuch,int which, XYZ where){ - static int bleedxint,bleedyint,i,j; - static XYZ bloodvel; - static XYZ startpoint,endpoint,colpoint,movepoint; - static float rotationpoint; - static int whichtri; - static XYZ p1,p2,p3,p0; - static XYZ N,temp; - XYZ bary; - XYZ gxx,gyy; - float coordsx,coordsy; - float total; - - if(bloodtoggle&&decals&&tutoriallevel!=1){ - where-=coords; - if(!skeleton.free)where=DoRotation(where,0,-rotation,0); - //where=scale; - startpoint=where; - startpoint.y+=100; - endpoint=where; - endpoint.y-=100; - movepoint=0; - rotationpoint=0; - whichtri=skeleton.drawmodel.LineCheck(&startpoint,&endpoint, &colpoint, &movepoint, &rotationpoint); - if(whichtri!=-1){ - p0=colpoint; - p1=skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[whichtri].vertex[0]]; - p2=skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[whichtri].vertex[1]]; - p3=skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[whichtri].vertex[2]]; - /* - CrossProduct(p2-p1,p3-p1,&N); - CrossProduct(p0-p1,p3-p1,&temp); - s = dotproduct(&temp,&N)/findLength(&N); - CrossProduct(p2-p1,p1-p0,&temp); - t = dotproduct(&temp,&N)/findLength(&N); - r = 1 - (s + t);*/ - - bary.x=findDistancefast(&p0,&p1); - bary.y=findDistancefast(&p0,&p2); - bary.z=findDistancefast(&p0,&p3); - - total=bary.x+bary.y+bary.z; - bary.x/=total; - bary.y/=total; - bary.z/=total; - - bary.x=1-bary.x; - bary.y=1-bary.y; - bary.z=1-bary.z; - - total=bary.x+bary.y+bary.z; - bary.x/=total; - bary.y/=total; - bary.z/=total; - - - gxx.x=skeleton.drawmodel.Triangles[whichtri].gx[0]; - gxx.y=skeleton.drawmodel.Triangles[whichtri].gx[1]; - gxx.z=skeleton.drawmodel.Triangles[whichtri].gx[2]; - gyy.x=skeleton.drawmodel.Triangles[whichtri].gy[0]; - gyy.y=skeleton.drawmodel.Triangles[whichtri].gy[1]; - gyy.z=skeleton.drawmodel.Triangles[whichtri].gy[2]; - coordsx=skeleton.drawmodel.Triangles[whichtri].gx[0]*bary.x+skeleton.drawmodel.Triangles[whichtri].gx[1]*bary.y+skeleton.drawmodel.Triangles[whichtri].gx[2]*bary.z; - coordsy=skeleton.drawmodel.Triangles[whichtri].gy[0]*bary.x+skeleton.drawmodel.Triangles[whichtri].gy[1]*bary.y+skeleton.drawmodel.Triangles[whichtri].gy[2]*bary.z; - - //coordsx=skeleton.drawmodel.Triangles[whichtri].gx[1]; - //coordsy=skeleton.drawmodel.Triangles[whichtri].gy[1]; - - if(bleeding<=0&&spurt){ - spurt=0; - for(int i=0;i<3;i++){ - bloodvel=0; - if(!skeleton.free){ - bloodvel.z=10; - bloodvel=DoRotation(bloodvel,((float)(Random()%100))/4,rotation+((float)(Random()%100))/4,0)*scale; - } - if(skeleton.free){ - bloodvel-=DoRotation(skeleton.forward*10*scale,((float)(Random()%100))/4,((float)(Random()%100))/4,0); - } - if(skeleton.free)bloodvel+=DoRotation(skeleton.joints[skeleton.jointlabels[head]].velocity,((float)(Random()%100))/4,rotation+((float)(Random()%100))/4,0)*scale; - if(!skeleton.free)bloodvel+=DoRotation(velocity,((float)(Random()%100))/4,((float)(Random()%100))/4,0)*scale; - if(skeleton.free){ - Sprite::MakeSprite(bloodsprite, skeleton.joints[skeleton.jointlabels[head]].position*scale+coords,bloodvel, 1,1,1, .05, 1); - Sprite::MakeSprite(bloodflamesprite, skeleton.joints[skeleton.jointlabels[head]].position*scale+coords,bloodvel, 1,1,1, .3, 1); - } - if(!skeleton.free){ - Sprite::MakeSprite(bloodsprite, DoRotation((skeleton.joints[skeleton.jointlabels[head]].position+skeleton.joints[skeleton.jointlabels[neck]].position)/2,0,rotation,0)*scale+coords,bloodvel, 1,1,1, .05, 1); - Sprite::MakeSprite(bloodflamesprite, DoRotation((skeleton.joints[skeleton.jointlabels[head]].position+skeleton.joints[skeleton.jointlabels[neck]].position)/2,0,rotation,0)*scale+coords,bloodvel, 1,1,1, .3, 1); - } - } - } - 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; - - int startx=512; - int starty=512; - int endx=0; - int endy=0; - GLubyte color; - if(creature==rabbittype) - for(i=0;i<512;i++){ - for(j=0;j<512;j++){ - if(bloodText[i*512*3+j*3+0]<=which+4&&bloodText[i*512*3+j*3+0]>=which-4){ - if(iendx)endx=i; - if(j>endy)endy=j; - } - } - } - if(creature==wolftype) - for(i=0;i<512;i++){ - for(j=0;j<512;j++){ - if(wolfbloodText[i*512*3+j*3+0]<=which+4&&wolfbloodText[i*512*3+j*3+0]>=which-4){ - if(iendx)endx=i; - if(j>endy)endy=j; - } - } - } - startx+=offsetx; - endx+=offsetx; - starty+=offsety; - endy+=offsety; - - if(startx<0)startx=0; - if(starty<0)starty=0; - if(endx>512-1)endx=512-1; - if(endy>512-1)endy=512-1; - if(endx=which-4){ - color=Random()%85+170; - where=i*skeleton.skinsize*3+j*3; - if(skeleton.skinText[where+0]>color/2)skeleton.skinText[where+0]=color/2; - skeleton.skinText[where+1]=0; - skeleton.skinText[where+2]=0; - } - else if(bloodText[(i*texdetailint-offsetx)*512*3+(j*texdetailint-offsety)*3+0]<=160+4&&bloodText[(i*texdetailint-offsetx)*512*3+(j*texdetailint-offsety)*3+0]>=160-4){ - color=Random()%85+170; - where=i*skeleton.skinsize*3+j*3; - if(skeleton.skinText[where+0]>color/2)skeleton.skinText[where+0]=color/2; - skeleton.skinText[where+1]=0; - skeleton.skinText[where+2]=0; - } - } - } - if(creature==wolftype) - for(i=startx;i=which-4){ - color=Random()%85+170; - where=i*skeleton.skinsize*3+j*3; - if(skeleton.skinText[where+0]>color/2)skeleton.skinText[where+0]=color/2; - skeleton.skinText[where+1]=0; - skeleton.skinText[where+2]=0; - } - else if(wolfbloodText[(i*texdetailint-offsetx)*512*3+(j*texdetailint-offsety)*3+0]<=160+4&&wolfbloodText[(i*texdetailint-offsetx)*512*3+(j*texdetailint-offsety)*3+0]>=160-4){ - color=Random()%85+170; - where=i*skeleton.skinsize*3+j*3; - if(skeleton.skinText[where+0]>color/2)skeleton.skinText[where+0]=color/2; - skeleton.skinText[where+1]=0; - skeleton.skinText[where+2]=0; - } - } - } - glBindTexture(GL_TEXTURE_2D,skeleton.drawmodel.textureptr); - DoMipmaps(); - - bleedy=(1+coordsy)*512; - bleedx=coordsx*512; - bleedy/=realtexdetail; - bleedx/=realtexdetail; - if(bleedx<0)bleedx=0; - if(bleedy<0)bleedy=0; - if(bleedx>skeleton.skinsize-1)bleedx=skeleton.skinsize-1; - if(bleedy>skeleton.skinsize-1)bleedy=skeleton.skinsize-1; - direction=abs(Random()%2)*2-1; - } - if(whichtri==-1)return 0; - } - bleeding=howmuch+(float)abs(Random()%100)/200-.25; - deathbleeding+=bleeding; - bloodloss+=bleeding*3; - - if(tutoriallevel!=1&&aitype!=playercontrolled&&bloodloss>damagetolerance*2/3&&bloodloss2)bleeding=2; - return 1; +/* EFFECT + * similar to DoBloodBig + */ +bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) +{ + static int i, j; + static XYZ bloodvel; + static XYZ startpoint, endpoint, colpoint, movepoint; + static float rotationpoint; + static int whichtri; + static XYZ p1, p2, p3, p0; + XYZ bary; + XYZ gxx, gyy; + float coordsx, coordsy; + float total; + + if (bloodtoggle && decals && tutoriallevel != 1) { + where -= coords; + if (!skeleton.free) + where = DoRotation(where, 0, -yaw, 0); + //where=scale; + startpoint = where; + startpoint.y += 100; + endpoint = where; + endpoint.y -= 100; + movepoint = 0; + rotationpoint = 0; + // ray testing for a tri in the character model + whichtri = skeleton.drawmodel.LineCheck(&startpoint, &endpoint, &colpoint, &movepoint, &rotationpoint); + if (whichtri != -1) { + // low level geometry math + p0 = colpoint; + p1 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[whichtri].vertex[0]]; + p2 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[whichtri].vertex[1]]; + p3 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[whichtri].vertex[2]]; + + bary.x = distsq(&p0, &p1); + bary.y = distsq(&p0, &p2); + bary.z = distsq(&p0, &p3); + + total = bary.x + bary.y + bary.z; + bary.x /= total; + bary.y /= total; + bary.z /= total; + + bary.x = 1 - bary.x; + bary.y = 1 - bary.y; + bary.z = 1 - bary.z; + + total = bary.x + bary.y + bary.z; + bary.x /= total; + bary.y /= total; + bary.z /= total; + + + gxx.x = skeleton.drawmodel.Triangles[whichtri].gx[0]; + gxx.y = skeleton.drawmodel.Triangles[whichtri].gx[1]; + gxx.z = skeleton.drawmodel.Triangles[whichtri].gx[2]; + gyy.x = skeleton.drawmodel.Triangles[whichtri].gy[0]; + gyy.y = skeleton.drawmodel.Triangles[whichtri].gy[1]; + gyy.z = skeleton.drawmodel.Triangles[whichtri].gy[2]; + coordsx = skeleton.drawmodel.Triangles[whichtri].gx[0] * bary.x + skeleton.drawmodel.Triangles[whichtri].gx[1] * bary.y + skeleton.drawmodel.Triangles[whichtri].gx[2] * bary.z; + coordsy = skeleton.drawmodel.Triangles[whichtri].gy[0] * bary.x + skeleton.drawmodel.Triangles[whichtri].gy[1] * bary.y + skeleton.drawmodel.Triangles[whichtri].gy[2] * bary.z; + + if (bleeding <= 0 && spurt) { + spurt = 0; + for (int i = 0; i < 3; i++) { + // emit blood particles + // FIXME: more copypaste code + bloodvel = 0; + if (skeleton.free) { + bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0); + bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; + Sprite::MakeSprite(bloodsprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .05, 1); + Sprite::MakeSprite(bloodflamesprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .3, 1); + } else { + bloodvel.z = 10; + bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; + bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; + Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1); + Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1); + } + } + } + + // texture manipulation follows + + int offsetx = 0, offsety = 0; + offsetx = (1 + coordsy) * 512 - 291; + offsety = coordsx * 512 - 437; + + int startx = 512; + int starty = 512; + int endx = 0; + int endy = 0; + GLubyte color; + if (creature == rabbittype) + for (i = 0; i < 512; i++) { + for (j = 0; j < 512; j++) { + if (bloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && bloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) { + if (i < startx) startx = i; + if (j < starty) starty = j; + if (i > endx) endx = i; + if (j > endy) endy = j; + } + } + } + if (creature == wolftype) + for (i = 0; i < 512; i++) { + for (j = 0; j < 512; j++) { + if (wolfbloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && wolfbloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) { + if (i < startx) startx = i; + if (j < starty) starty = j; + if (i > endx) endx = i; + if (j > endy) endy = j; + } + } + } + startx += offsetx; + endx += offsetx; + starty += offsety; + endy += offsety; + + if (startx < 0) startx = 0; + if (starty < 0) starty = 0; + if (endx > 512 - 1) endx = 512 - 1; + if (endy > 512 - 1) endy = 512 - 1; + if (endx < startx) endx = startx; + if (endy < starty) endy = starty; + + startx /= realtexdetail; + starty /= realtexdetail; + endx /= realtexdetail; + endy /= realtexdetail; + + int texdetailint = realtexdetail; + int where; + if (creature == rabbittype) + for (i = startx; i < endx; i++) { + for (j = starty; j < endy; j++) { + if (bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= which + 4 && bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= which - 4) { + color = Random() % 85 + 170; + where = i * skeleton.skinsize * 3 + j * 3; + if (skeleton.skinText[where + 0] > color / 2) + skeleton.skinText[where + 0] = color / 2; + skeleton.skinText[where + 1] = 0; + skeleton.skinText[where + 2] = 0; + } else if (bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= 160 + 4 && bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= 160 - 4) { + color = Random() % 85 + 170; + where = i * skeleton.skinsize * 3 + j * 3; + if (skeleton.skinText[where + 0] > color / 2) + skeleton.skinText[where + 0] = color / 2; + skeleton.skinText[where + 1] = 0; + skeleton.skinText[where + 2] = 0; + } + } + } + if (creature == wolftype) + for (i = startx; i < endx; i++) { + for (j = starty; j < endy; j++) { + if (wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= which + 4 && wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= which - 4) { + color = Random() % 85 + 170; + where = i * skeleton.skinsize * 3 + j * 3; + if (skeleton.skinText[where + 0] > color / 2) + skeleton.skinText[where + 0] = color / 2; + skeleton.skinText[where + 1] = 0; + skeleton.skinText[where + 2] = 0; + } else if (wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= 160 + 4 && wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= 160 - 4) { + color = Random() % 85 + 170; + where = i * skeleton.skinsize * 3 + j * 3; + if (skeleton.skinText[where + 0] > color / 2) + skeleton.skinText[where + 0] = color / 2; + skeleton.skinText[where + 1] = 0; + skeleton.skinText[where + 2] = 0; + } + } + } + skeleton.drawmodel.textureptr.bind(); + DoMipmaps(); + + bleedy = (1 + coordsy) * 512; + bleedx = coordsx * 512; + bleedy /= realtexdetail; + bleedx /= realtexdetail; + if (bleedx < 0) + bleedx = 0; + if (bleedy < 0) + bleedy = 0; + if (bleedx > skeleton.skinsize - 1) + bleedx = skeleton.skinsize - 1; + if (bleedy > skeleton.skinsize - 1) + bleedy = skeleton.skinsize - 1; + direction = abs(Random() % 2) * 2 - 1; + } + if (whichtri == -1) + return 0; + } + bleeding = howmuch + (float)abs(Random() % 100) / 200 - .25; + deathbleeding += bleeding; + bloodloss += bleeding * 3; + + if (tutoriallevel != 1 && aitype != playercontrolled && bloodloss > damagetolerance * 2 / 3 && bloodloss < damagetolerance && creature == rabbittype) { + if (abs(Random() % 2) == 0) { + aitype = gethelptype; + lastseentime = 12; + } else + aitype = attacktypecutoff; + ally = 0; + } + if (bleeding > 2) + bleeding = 2; + return 1; } +/* EFFECT + * guessing this performs a reversal + */ void Person::Reverse() { - if (!((victim->aitype == playercontrolled - || hostiletime > 1 - || staggerdelay <= 0) - && victim->targetanimation != jumpupanim - && victim->targetanimation != jumpdownanim - && (tutoriallevel != 1 || cananger) - && hostile)) - return; - - if (normaldotproduct (victim->facing, victim->coords-coords) > 0 - && (victim->id != 0 || difficulty >= 2) - && (creature != wolftype || victim->creature == wolftype)) - return; - - if(targetanimation==sweepanim){ - targetanimation=sweepreversedanim; - currentanimation=sweepreversedanim; - victim->currentanimation=sweepreversalanim; - victim->targetanimation=sweepreversalanim; - } - if(targetanimation==spinkickanim){ - targetanimation=spinkickreversedanim; - currentanimation=spinkickreversedanim; - victim->currentanimation=spinkickreversalanim; - victim->targetanimation=spinkickreversalanim; - } - if(targetanimation==upunchanim||targetanimation==rabbittacklinganim){ - if(targetanimation==rabbittacklinganim){ - currentframe=6; - targetframe=7; - victim->currentframe=6; - victim->targetframe=7; + if (!((victim->aitype == playercontrolled + || hostiletime > 1 + || staggerdelay <= 0) + && victim->animTarget != jumpupanim + && victim->animTarget != jumpdownanim + && (tutoriallevel != 1 || cananger) + && hostile)) + return; + + if (normaldotproduct (victim->facing, victim->coords - coords) > 0 + && (victim->id != 0 || difficulty >= 2) + && (creature != wolftype || victim->creature == wolftype)) + return; + + if (animTarget == sweepanim) { + animTarget = sweepreversedanim; + animCurrent = sweepreversedanim; + victim->animCurrent = sweepreversalanim; + victim->animTarget = sweepreversalanim; } - targetanimation=upunchreversedanim; - currentanimation=upunchreversedanim; - victim->currentanimation=upunchreversalanim; - victim->targetanimation=upunchreversalanim; - } - if(targetanimation==staffhitanim&&findDistancefast(&victim->coords,&coords)<2&&((victim->id==0&&victim->crouchkeydown)||Random()%4==0)){ - if(victim->weaponactive!=-1){ - victim->throwtogglekeydown=1; - weapons.owner[victim->weaponids[0]]=-1; - weapons.velocity[victim->weaponids[0]]=victim->velocity*.2; - if(weapons.velocity[victim->weaponids[0]].x==0)weapons.velocity[victim->weaponids[0]].x=.1; - weapons.tipvelocity[victim->weaponids[0]]=weapons.velocity[victim->weaponids[0]]; - weapons.missed[victim->weaponids[0]]=1; - weapons.freetime[victim->weaponids[0]]=0; - weapons.firstfree[victim->weaponids[0]]=1; - weapons.physics[victim->weaponids[0]]=1; - victim->num_weapons--; - if(victim->num_weapons){ - victim->weaponids[0]=victim->weaponids[victim->num_weapons]; - if(victim->weaponstuck==victim->num_weapons)victim->weaponstuck=0; - } - - victim->weaponactive=-1; - for(int j=0;janimCurrent = spinkickreversalanim; + victim->animTarget = spinkickreversalanim; } - - targetanimation=staffhitreversedanim; - currentanimation=staffhitreversedanim; - victim->currentanimation=staffhitreversalanim; - victim->targetanimation=staffhitreversalanim; - } - if(targetanimation==staffspinhitanim&&findDistancefast(&victim->coords,&coords)<2&&((victim->id==0&&victim->crouchkeydown)||Random()%2==0)){ - if(victim->weaponactive!=-1){ - victim->throwtogglekeydown=1; - weapons.owner[victim->weaponids[0]]=-1; - weapons.velocity[victim->weaponids[0]]=victim->velocity*.2; - if(weapons.velocity[victim->weaponids[0]].x==0)weapons.velocity[victim->weaponids[0]].x=.1; - weapons.tipvelocity[victim->weaponids[0]]=weapons.velocity[victim->weaponids[0]]; - weapons.missed[victim->weaponids[0]]=1; - weapons.freetime[victim->weaponids[0]]=0; - weapons.firstfree[victim->weaponids[0]]=1; - weapons.physics[victim->weaponids[0]]=1; - victim->num_weapons--; - if(victim->num_weapons){ - victim->weaponids[0]=victim->weaponids[victim->num_weapons]; - if(victim->weaponstuck==victim->num_weapons)victim->weaponstuck=0; - } - - victim->weaponactive=-1; - for(int j=0;jframeCurrent = 6; + victim->frameTarget = 7; + } + animTarget = upunchreversedanim; + animCurrent = upunchreversedanim; + victim->animCurrent = upunchreversalanim; + victim->animTarget = upunchreversalanim; + } + if (animTarget == staffhitanim && distsq(&victim->coords, &coords) < 2 && ((victim->id == 0 && victim->crouchkeydown) || Random() % 4 == 0)) { + if (victim->weaponactive != -1) { + victim->throwtogglekeydown = 1; + XYZ tempVelocity = victim->velocity * .2; + if (tempVelocity.x == 0) + tempVelocity.x = .1; + weapons[victim->weaponids[0]].drop(tempVelocity, tempVelocity, false); + victim->num_weapons--; + if (victim->num_weapons) { + victim->weaponids[0] = victim->weaponids[victim->num_weapons]; + if (victim->weaponstuck == victim->num_weapons) + victim->weaponstuck = 0; + } + + victim->weaponactive = -1; + for (unsigned j = 0; j < Person::players.size(); j++) { + Person::players[j]->wentforweapon = 0; + } + } + + animTarget = staffhitreversedanim; + animCurrent = staffhitreversedanim; + victim->animCurrent = staffhitreversalanim; + victim->animTarget = staffhitreversalanim; + } + if (animTarget == staffspinhitanim && distsq(&victim->coords, &coords) < 2 && ((victim->id == 0 && victim->crouchkeydown) || Random() % 2 == 0)) { + if (victim->weaponactive != -1) { + victim->throwtogglekeydown = 1; + XYZ tempVelocity = victim->velocity * .2; + if (tempVelocity.x == 0) + tempVelocity.x = .1; + weapons[victim->weaponids[0]].drop(tempVelocity, tempVelocity, false); + victim->num_weapons--; + if (victim->num_weapons) { + victim->weaponids[0] = victim->weaponids[victim->num_weapons]; + if (victim->weaponstuck == victim->num_weapons) + victim->weaponstuck = 0; + } + + victim->weaponactive = -1; + for (unsigned j = 0; j < Person::players.size(); j++) { + Person::players[j]->wentforweapon = 0; + } + } + animTarget = staffspinhitreversedanim; + animCurrent = staffspinhitreversedanim; + victim->animCurrent = staffspinhitreversalanim; + victim->animTarget = staffspinhitreversalanim; + } + if (animTarget == swordslashanim && distsq(&victim->coords, &coords) < 2 && ((victim->id == 0 && victim->crouchkeydown) || Random() % 4 == 0)) { + if (victim->weaponactive != -1) { + victim->throwtogglekeydown = 1; + XYZ tempVelocity = victim->velocity * .2; + if (tempVelocity.x == 0) + tempVelocity.x = .1; + weapons[victim->weaponids[0]].drop(tempVelocity, tempVelocity, false); + victim->num_weapons--; + if (victim->num_weapons) { + victim->weaponids[0] = victim->weaponids[victim->num_weapons]; + if (victim->weaponstuck == victim->num_weapons) + victim->weaponstuck = 0; + } + + victim->weaponactive = -1; + for (unsigned j = 0; j < Person::players.size(); j++) { + Person::players[j]->wentforweapon = 0; + } + } + animTarget = swordslashreversedanim; + animCurrent = swordslashreversedanim; + victim->animCurrent = swordslashreversalanim; + victim->animTarget = swordslashreversalanim; + } + if (animTarget == knifeslashstartanim && distsq(&victim->coords, &coords) < 2 && (victim->id == 0 || Random() % 4 == 0)) { + if (victim->weaponactive != -1) { + victim->throwtogglekeydown = 1; + XYZ tempVelocity = victim->velocity * .2; + if (tempVelocity.x == 0) + tempVelocity.x = .1; + weapons[victim->weaponids[0]].drop(tempVelocity, tempVelocity, false); + victim->num_weapons--; + if (victim->num_weapons) { + victim->weaponids[0] = victim->weaponids[victim->num_weapons]; + if (victim->weaponstuck == victim->num_weapons) + victim->weaponstuck = 0; + } + + victim->weaponactive = -1; + for (unsigned j = 0; j < Person::players.size(); j++) { + Person::players[j]->wentforweapon = 0; + } + } + animTarget = knifeslashreversedanim; + animCurrent = knifeslashreversedanim; + victim->animCurrent = knifeslashreversalanim; + victim->animTarget = knifeslashreversalanim; + } + if (animTarget != knifeslashstartanim && animTarget != staffhitanim && animTarget != staffspinhitanim && animTarget != winduppunchanim && animTarget != wolfslapanim && animTarget != swordslashanim) { + victim->targettilt2 = targettilt2; + victim->frameCurrent = frameCurrent; + victim->frameTarget = frameTarget; + victim->target = target; + victim->velocity = 0; + victim->oldcoords = victim->coords; + victim->coords = coords; + victim->targetyaw = targetyaw; + victim->yaw = targetyaw; + victim->victim = this->shared_from_this(); + } + if (animTarget == winduppunchanim) { + animTarget = winduppunchblockedanim; + victim->animTarget = blockhighleftanim; + victim->frameTarget = 1; + victim->target = .5; + victim->victim = this->shared_from_this(); + victim->targetyaw = targetyaw + 180; } - targetanimation=staffspinhitreversedanim; - currentanimation=staffspinhitreversedanim; - victim->currentanimation=staffspinhitreversalanim; - victim->targetanimation=staffspinhitreversalanim; - } - if(targetanimation==swordslashanim&&findDistancefast(&victim->coords,&coords)<2&&((victim->id==0&&victim->crouchkeydown)||Random()%4==0)){ - if(victim->weaponactive!=-1){ - victim->throwtogglekeydown=1; - weapons.owner[victim->weaponids[0]]=-1; - weapons.velocity[victim->weaponids[0]]=victim->velocity*.2; - if(weapons.velocity[victim->weaponids[0]].x==0)weapons.velocity[victim->weaponids[0]].x=.1; - weapons.tipvelocity[victim->weaponids[0]]=weapons.velocity[victim->weaponids[0]]; - weapons.missed[victim->weaponids[0]]=1; - weapons.freetime[victim->weaponids[0]]=0; - weapons.firstfree[victim->weaponids[0]]=1; - weapons.physics[victim->weaponids[0]]=1; - victim->num_weapons--; - if(victim->num_weapons){ - victim->weaponids[0]=victim->weaponids[victim->num_weapons]; - if(victim->weaponstuck==victim->num_weapons)victim->weaponstuck=0; - } - - victim->weaponactive=-1; - for(int j=0;janimTarget = blockhighleftanim; + victim->frameTarget = 1; + victim->target = .5; + victim->victim = this->shared_from_this(); + victim->targetyaw = targetyaw + 180; } - targetanimation=swordslashreversedanim; - currentanimation=swordslashreversedanim; - victim->currentanimation=swordslashreversalanim; - victim->targetanimation=swordslashreversalanim; - } - if(targetanimation==knifeslashstartanim&&findDistancefast(&victim->coords,&coords)<2&&(victim->id==0||Random()%4==0)){ - if(victim->weaponactive!=-1){ - victim->throwtogglekeydown=1; - weapons.owner[victim->weaponids[0]]=-1; - weapons.velocity[victim->weaponids[0]]=victim->velocity*.2; - if(weapons.velocity[victim->weaponids[0]].x==0)weapons.velocity[victim->weaponids[0]].x=.1; - weapons.tipvelocity[victim->weaponids[0]]=weapons.velocity[victim->weaponids[0]]; - weapons.missed[victim->weaponids[0]]=1; - weapons.freetime[victim->weaponids[0]]=0; - weapons.firstfree[victim->weaponids[0]]=1; - weapons.physics[victim->weaponids[0]]=1; - victim->num_weapons--; - if(victim->num_weapons){ - victim->weaponids[0]=victim->weaponids[victim->num_weapons]; - if(victim->weaponstuck==victim->num_weapons)victim->weaponstuck=0; - } - - victim->weaponactive=-1; - for(int j=0;jweaponactive != -1) { + animTarget = swordslashparriedanim; + parriedrecently = .4; + victim->parriedrecently = 0; + victim->animTarget = swordslashparryanim; + victim->frameTarget = 1; + victim->target = .5; + victim->victim = this->shared_from_this(); + victim->targetyaw = targetyaw + 180; + + if (abs(Random() % 20) == 0 || weapons[victim->weaponids[victim->weaponactive]].getType() == knife) { + if (victim->weaponactive != -1) { + if (weapons[victim->weaponids[0]].getType() == staff || weapons[weaponids[0]].getType() == staff) { + if (weapons[victim->weaponids[0]].getType() == staff) + weapons[victim->weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; + if (weapons[weaponids[0]].getType() == staff) + weapons[weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; + emit_sound_at(swordstaffsound, victim->coords); + } else { + emit_sound_at(metalhitsound, victim->coords); + } + } + XYZ aim; + victim->Puff(righthand); + victim->target = 0; + victim->frameTarget = 0; + victim->animTarget = staggerbackhighanim; + victim->targetyaw = targetyaw + 180; + victim->target = 0; + aim = DoRotation(facing, 0, 90, 0) * 21; + aim.y += 7; + weapons[victim->weaponids[0]].drop(aim * -.2, aim); + victim->num_weapons--; + if (victim->num_weapons) { + victim->weaponids[0] = victim->weaponids[num_weapons]; + if (victim->weaponstuck == victim->num_weapons) + victim->weaponstuck = 0; + } + victim->weaponactive = -1; + for (unsigned i = 0; i < Person::players.size(); i++) { + Person::players[i]->wentforweapon = 0; + } + } + + if (abs(Random() % 20) == 0) { + if (weaponactive != -1) { + if (weapons[victim->weaponids[0]].getType() == staff || weapons[weaponids[0]].getType() == staff) { + if (weapons[victim->weaponids[0]].getType() == staff) + weapons[victim->weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; + if (weapons[weaponids[0]].getType() == staff) + weapons[weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; + + emit_sound_at(swordstaffsound, coords); + } else { + emit_sound_at(metalhitsound, coords); + } + } + + XYZ aim; + Puff(righthand); + target = 0; + frameTarget = 0; + animTarget = staggerbackhighanim; + targetyaw = targetyaw + 180; + target = 0; + aim = DoRotation(facing, 0, 90, 0) * 21; + aim.y += 7; + weapons[victim->weaponids[0]].drop(aim * -.2, aim); + num_weapons--; + if (num_weapons) { + weaponids[0] = weaponids[num_weapons]; + if (weaponstuck == num_weapons) + weaponstuck = 0; + } + weaponactive = -1; + for (unsigned i = 0; i < Person::players.size(); i++) { + Person::players[i]->wentforweapon = 0; + } + + + } } - targetanimation=knifeslashreversedanim; - currentanimation=knifeslashreversedanim; - victim->currentanimation=knifeslashreversalanim; - victim->targetanimation=knifeslashreversalanim; - } - if(targetanimation!=knifeslashstartanim&&targetanimation!=staffhitanim&&targetanimation!=staffspinhitanim&&targetanimation!=winduppunchanim&&targetanimation!=wolfslapanim&&targetanimation!=swordslashanim&&targetanimation!=swordslashanim){ - victim->targettilt2=targettilt2; - victim->currentframe=currentframe; - victim->targetframe=targetframe; - victim->target=target; - victim->velocity=0; - victim->oldcoords=victim->coords; - victim->coords=coords; - victim->targetrotation=targetrotation; - victim->rotation=targetrotation; - victim->victim=this; - } - if(targetanimation==winduppunchanim){ - targetanimation=winduppunchblockedanim; - victim->targetanimation=blockhighleftanim; - victim->targetframe=1; - victim->target=.5; - victim->victim=this; - victim->targetrotation=targetrotation+180; - } - if(targetanimation==wolfslapanim){ - targetanimation=winduppunchblockedanim; - victim->targetanimation=blockhighleftanim; - victim->targetframe=1; - victim->target=.5; - victim->victim=this; - victim->targetrotation=targetrotation+180; - } - if((targetanimation==swordslashanim||targetanimation==staffhitanim||targetanimation==staffspinhitanim)&&victim->weaponactive!=-1){ - targetanimation=swordslashparriedanim; - parriedrecently=.4; - victim->parriedrecently=0; - victim->targetanimation=swordslashparryanim; - victim->targetframe=1; - victim->target=.5; - victim->victim=this; - victim->targetrotation=targetrotation+180; - - if(abs(Random()%20)==0||weapons.type[victim->weaponids[victim->weaponactive]]==knife){ - if(victim->weaponactive!=-1){ - if(weapons.type[victim->weaponids[0]]==staff||weapons.type[weaponids[0]]==staff){ - if(weapons.type[victim->weaponids[0]]==staff)weapons.damage[victim->weaponids[0]]+=.2+float(abs(Random()%100)-50)/250; - if(weapons.type[weaponids[0]]==staff)weapons.damage[weaponids[0]]+=.2+float(abs(Random()%100)-50)/250; - emit_sound_at(swordstaffsound, victim->coords); - } - else{ - emit_sound_at(metalhitsound, victim->coords); - } - } - XYZ aim; - victim->Puff(righthand); - victim->target=0; - victim->targetframe=0; - victim->targetanimation=staggerbackhighanim; - victim->targetrotation=targetrotation+180; - victim->target=0; - weapons.owner[victim->weaponids[0]]=-1; - aim=DoRotation(facing,0,90,0)*21; - aim.y+=7; - weapons.velocity[victim->weaponids[0]]=aim*-.2; - weapons.tipvelocity[victim->weaponids[0]]=aim; - weapons.missed[victim->weaponids[0]]=1; - weapons.hitsomething[victim->weaponids[0]]=0; - weapons.freetime[victim->weaponids[0]]=0; - weapons.firstfree[victim->weaponids[0]]=1; - weapons.physics[victim->weaponids[0]]=1; - victim->num_weapons--; - if(victim->num_weapons){ - victim->weaponids[0]=victim->weaponids[num_weapons]; - if(victim->weaponstuck==victim->num_weapons)victim->weaponstuck=0; - } - victim->weaponactive=-1; - for(int i=0;icoords) > .2) { + victim->animTarget = dodgebackanim; + victim->frameTarget = 0; + victim->target = 0; + + XYZ rotatetarget; + rotatetarget = coords - victim->coords; + Normalise(&rotatetarget); + victim->targetyaw = -asin(0 - rotatetarget.x); + victim->targetyaw *= 360 / 6.28; + if (rotatetarget.z < 0) + victim->targetyaw = 180 - victim->targetyaw; + + victim->targettilt2 = -asin(rotatetarget.y) * 360 / 6.28; //*-70; + + victim->lastattack3 = victim->lastattack2; + victim->lastattack2 = victim->lastattack; + victim->lastattack = victim->animTarget; + } else { + victim->animTarget = sweepanim; + victim->frameTarget = 0; + victim->target = 0; + + XYZ rotatetarget; + rotatetarget = coords - victim->coords; + Normalise(&rotatetarget); + victim->targetyaw = -asin(0 - rotatetarget.x); + victim->targetyaw *= 360 / 6.28; + if (rotatetarget.z < 0) + victim->targetyaw = 180 - victim->targetyaw; + + victim->targettilt2 = -asin(rotatetarget.y) * 360 / 6.28; //*-70; + + victim->lastattack3 = victim->lastattack2; + victim->lastattack2 = victim->lastattack; + victim->lastattack = victim->animTarget; + } + } + + velocity = 0; + victim->velocity = 0; + + if (aitype != playercontrolled) + feint = 0; + if (aitype != playercontrolled && Random() % 3 == 0 && escapednum < 2 && difficulty == 2) + feint = 1; + if (aitype != playercontrolled && Random() % 5 == 0 && escapednum < 2 && difficulty == 1) + feint = 1; + if (aitype != playercontrolled && Random() % 10 == 0 && escapednum < 2 && difficulty == 0) + feint = 1; + + if (victim->id == 0 && animation[victim->animTarget].attack == reversal) + numreversals++; +} + +/* EFFECT + * get hurt + */ +void Person::DoDamage(float howmuch) +{ + // subtract health (temporary?) + if (tutoriallevel != 1) + damage += howmuch / power; + // stats? + if (id != 0) + damagedealt += howmuch / power; + if (id == 0) + damagetaken += howmuch / power; + + // reset bonuses + if (id == 0 && (bonus == solidhit || bonus == twoxcombo || bonus == threexcombo || bonus == fourxcombo || bonus == megacombo)) + bonus = 0; + // subtract health + if (tutoriallevel != 1) + permanentdamage += howmuch / 2 / power; + if (tutoriallevel != 1) + superpermanentdamage += howmuch / 4 / power; + // visual effects + if (permanentdamage > damagetolerance / 2 && permanentdamage - howmuch < damagetolerance / 2 && Random() % 2) + DoBlood(1, 255); + if ((permanentdamage > damagetolerance * .8 && Random() % 2 && !deathbleeding) || spurt) + DoBlood(1, 255); + spurt = 0; + if (id == 0) + camerashake += howmuch / 100; + if (id == 0 && ((howmuch > 50 && damage > damagetolerance / 2))) + blackout = damage / damagetolerance; + if (blackout > 1) + blackout = 1; + + // cancel attack? + if (aitype == passivetype && damage < damagetolerance && ((tutoriallevel != 1 || cananger) && hostile)) + aitype = attacktypecutoff; + if (tutoriallevel != 1 && aitype != playercontrolled && damage < damagetolerance && damage > damagetolerance * 2 / 3 && creature == rabbittype) { + if (abs(Random() % 2) == 0) { + aitype = gethelptype; + lastseentime = 12; + } else + aitype = attacktypecutoff; + ally = 0; } - if(abs(Random()%20)==0){ - if(weaponactive!=-1){ - if(weapons.type[victim->weaponids[0]]==staff||weapons.type[weaponids[0]]==staff){ - if(weapons.type[victim->weaponids[0]]==staff)weapons.damage[victim->weaponids[0]]+=.2+float(abs(Random()%100)-50)/250; - if(weapons.type[weaponids[0]]==staff)weapons.damage[weaponids[0]]+=.2+float(abs(Random()%100)-50)/250; - - emit_sound_at(swordstaffsound, coords); - } - else{ - emit_sound_at(metalhitsound, coords); - } - } - - XYZ aim; - Puff(righthand); - target=0; - targetframe=0; - targetanimation=staggerbackhighanim; - targetrotation=targetrotation+180; - target=0; - weapons.owner[weaponids[0]]=-1; - aim=DoRotation(facing,0,90,0)*21; - aim.y+=7; - weapons.velocity[weaponids[0]]=aim*-.2; - weapons.tipvelocity[weaponids[0]]=aim; - weapons.hitsomething[weaponids[0]]=0; - weapons.missed[weaponids[0]]=1; - weapons.freetime[weaponids[0]]=0; - weapons.firstfree[weaponids[0]]=1; - weapons.physics[weaponids[0]]=1; - num_weapons--; - if(num_weapons){ - weaponids[0]=weaponids[num_weapons]; - if(weaponstuck==num_weapons)weaponstuck=0; - } - weaponactive=-1; - for(int i=0;i damagetolerance * 50 && skeleton.free != 2) { + XYZ flatvelocity2; + XYZ flatfacing2; + for (int i = 0; i < skeleton.num_joints; i++) { + if (skeleton.free) { + flatvelocity2 = skeleton.joints[i].velocity; + flatfacing2 = skeleton.joints[i].position * scale + coords; + } else { + flatvelocity2 = velocity; + flatfacing2 = DoRotation(DoRotation(DoRotation(skeleton.joints[i].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; + } + flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10; + flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10; + flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10; + Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1); + Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1); + Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5); + } + + emit_sound_at(splattersound, coords); + + skeleton.free = 2; + DoDamage(10000); + RagDoll(0); + if (!dead && creature == wolftype) { + award_bonus(0, Wolfbonus); + } + dead = 2; + coords = 20; + } + // play sounds + if (tutoriallevel != 1 || id == 0) + if (speechdelay <= 0 && !dead && aitype != playercontrolled) { + int whichsound = -1; + + if (creature == wolftype) { + int i = abs(Random() % 2); + if (i == 0) + whichsound = snarlsound; + if (i == 1) + whichsound = snarl2sound; + } + if (creature == rabbittype) { + int i = abs(Random() % 2); + if (i == 0) + whichsound = rabbitpainsound; + if (i == 1 && damage > damagetolerance) + whichsound = rabbitpain1sound; + } + + if (whichsound != -1) { + emit_sound_at(whichsound, coords); + addEnvSound(coords); + } + } + speechdelay = .3; +} +/* EFFECT + * calculate/animate head facing direction? + */ +void Person::DoHead() +{ + static XYZ rotatearound; + static XYZ facing; + static float lookspeed = 500; + + if (!freeze && !winfreeze) { + + //head facing + targetheadyaw = (float)((int)((0 - yaw - targetheadyaw + 180) * 100) % 36000) / 100; + targetheadpitch = (float)((int)(targetheadpitch * 100) % 36000) / 100; + + while (targetheadyaw > 180)targetheadyaw -= 360; + while (targetheadyaw < -180)targetheadyaw += 360; + + if (targetheadyaw > 160) + targetheadpitch = targetheadpitch * -1; + if (targetheadyaw < -160) + targetheadpitch = targetheadpitch * -1; + if (targetheadyaw > 160) + targetheadyaw = targetheadyaw - 180; + if (targetheadyaw < -160) + targetheadyaw = targetheadyaw + 180; + + if (targetheadpitch > 120) + targetheadpitch = 120; + if (targetheadpitch < -120) + targetheadpitch = -120; + if (targetheadyaw > 120) + targetheadyaw = 120; + if (targetheadyaw < -120) + targetheadyaw = -120; + + if (!isIdle()) + targetheadpitch = 0; + if (isIdle()) { + if (targetheadyaw > 80) + targetheadyaw = 80; + if (targetheadyaw < -80) + targetheadyaw = -80; + if (targetheadpitch > 50) + targetheadpitch = 50; + if (targetheadpitch < -50) + targetheadpitch = -50; + } + + if (abs(headyaw - targetheadyaw) < multiplier * lookspeed) + headyaw = targetheadyaw; + else if (headyaw > targetheadyaw) { + headyaw -= multiplier * lookspeed; + } else if (headyaw < targetheadyaw) { + headyaw += multiplier * lookspeed; + } + + if (abs(headpitch - targetheadpitch) < multiplier * lookspeed / 2) + headpitch = targetheadpitch; + else if (headpitch > targetheadpitch) { + headpitch -= multiplier * lookspeed / 2; + } else if (headpitch < targetheadpitch) { + headpitch += multiplier * lookspeed / 2; + } + + rotatearound = jointPos(neck); + jointPos(head) = rotatearound + DoRotation(jointPos(head) - rotatearound, headpitch, 0, 0); + + facing = 0; + facing.z = -1; + if (animTarget != bounceidleanim && animTarget != fightidleanim && animTarget != wolfidle && animTarget != knifefightidleanim && animTarget != drawrightanim && animTarget != drawleftanim && animTarget != walkanim) { + facing = DoRotation(facing, headpitch * .4, 0, 0); + facing = DoRotation(facing, 0, headyaw * .4, 0); + } + + if (animTarget == bounceidleanim || animTarget == fightidleanim || animTarget == wolfidle || animTarget == knifefightidleanim || animTarget == drawrightanim || animTarget == drawleftanim) { + facing = DoRotation(facing, headpitch * .8, 0, 0); + facing = DoRotation(facing, 0, headyaw * .8, 0); + } + + if (animTarget == walkanim) { + facing = DoRotation(facing, headpitch * .6, 0, 0); + facing = DoRotation(facing, 0, headyaw * .6, 0); + } + + skeleton.specialforward[0] = facing; + //skeleton.specialforward[0]=DoRotation(facing,0,yaw,0); + 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(hasvictim) - if(targetanimation==knifeslashstartanim||targetanimation==swordslashanim||targetanimation==staffhitanim||targetanimation==staffspinhitanim){ - if((targetanimation!=staffhitanim&&targetanimation!=staffspinhitanim)||findDistancefast(&coords,&victim->coords)>.2){ - victim->targetanimation=dodgebackanim; - victim->targetframe=0; - victim->target=0; - - XYZ rotatetarget; - rotatetarget=coords-victim->coords; - Normalise(&rotatetarget); - victim->targetrotation=-asin(0-rotatetarget.x); - victim->targetrotation*=360/6.28; - if(rotatetarget.z<0)victim->targetrotation=180-victim->targetrotation; - - victim->targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70; - - victim->lastattack3=victim->lastattack2; - victim->lastattack2=victim->lastattack; - victim->lastattack=victim->targetanimation; - } - else - { - victim->targetanimation=sweepanim; - victim->targetframe=0; - victim->target=0; - - XYZ rotatetarget; - rotatetarget=coords-victim->coords; - Normalise(&rotatetarget); - victim->targetrotation=-asin(0-rotatetarget.x); - victim->targetrotation*=360/6.28; - if(rotatetarget.z<0)victim->targetrotation=180-victim->targetrotation; - - victim->targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70; - - victim->lastattack3=victim->lastattack2; - victim->lastattack2=victim->lastattack; - victim->lastattack=victim->targetanimation; - } +} + +/* EFFECT + * ragdolls character? + */ +void Person::RagDoll(bool checkcollision) +{ + static XYZ change; + static int l, i, j; + static float speed; + if (!skeleton.free) { + if (id == 0) + numfalls++; + if (id == 0 && isFlip()) + numflipfail++; + + escapednum = 0; + + facing = 0; + facing.z = 1; + facing = DoRotation(facing, 0, yaw, 0); + + skeleton.freetime = 0; + + skeleton.longdead = 0; + + skeleton.free = 1; + skeleton.broken = 0; + skeleton.spinny = 1; + freefall = 1; + skeleton.freefall = 1; + + if (!isnormal(velocity.x)) velocity.x = 0; + if (!isnormal(velocity.y)) velocity.y = 0; + if (!isnormal(velocity.z)) velocity.z = 0; + if (!isnormal(yaw)) yaw = 0; + if (!isnormal(coords.x)) coords = 0; + if (!isnormal(tilt)) tilt = 0; + if (!isnormal(tilt2)) tilt2 = 0; + + 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 = 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 (int i = 0; i < skeleton.num_joints; i++) { + skeleton.joints[i].velocity = 0; + skeleton.joints[i].velchange = 0; + } + skeleton.DoConstraints(&coords, &scale); + if (animation[animCurrent].height == lowheight || animation[animTarget].height == lowheight) { + skeleton.DoConstraints(&coords, &scale); + skeleton.DoConstraints(&coords, &scale); + skeleton.DoConstraints(&coords, &scale); + skeleton.DoConstraints(&coords, &scale); + } + + speed = animation[animTarget].speed[frameTarget] * 2; + if (animation[animCurrent].speed[frameCurrent] > animation[animTarget].speed[frameTarget]) { + speed = animation[animCurrent].speed[frameCurrent] * 2; + } + if (transspeed) + speed = transspeed * 2; + + speed *= speedmult; + + 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 + skeleton.joints[i].velocity = velocity / scale + facing * 5; + change.x = (float)(Random() % 100) / 100; + change.y = (float)(Random() % 100) / 100; + change.z = (float)(Random() % 100) / 100; + skeleton.joints[i].velocity += change; + skeleton.joints[abs(Random() % skeleton.num_joints)].velocity -= change; + + change.x = (float)(Random() % 100) / 100; + change.y = (float)(Random() % 100) / 100; + change.z = (float)(Random() % 100) / 100; + skeleton.joints[i].velchange += change; + skeleton.joints[abs(Random() % skeleton.num_joints)].velchange -= change; + } + + if (checkcollision) { + XYZ average; + XYZ lowpoint; + XYZ colpoint; + int howmany; + average = 0; + howmany = 0; + for (j = 0; j < skeleton.num_joints; j++) { + average += skeleton.joints[j].position; + howmany++; + } + average /= howmany; + coords += average * scale; + for (j = 0; j < skeleton.num_joints; j++) { + skeleton.joints[j].position -= average; + } + + whichpatchx = coords.x / (terrain.size / subdivision * terrain.scale); + whichpatchz = coords.z / (terrain.size / subdivision * terrain.scale); + if (terrain.patchobjectnum[whichpatchx][whichpatchz]) + for (l = 0; l < terrain.patchobjectnum[whichpatchx][whichpatchz]; l++) { + i = terrain.patchobjects[whichpatchx][whichpatchz][l]; + lowpoint = coords; + lowpoint.y += 1; + if (SphereCheck(&lowpoint, 3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) { + coords.x = lowpoint.x; + coords.z = lowpoint.z; + } + } + } + + yaw = 0; + updatedelay = 0; + + velocity = 0; + for (int i = 0; i < skeleton.num_joints; i++) { + velocity += skeleton.joints[i].velocity * scale; + } + velocity /= skeleton.num_joints; + + // drop weapon + if (Random() % 2 == 0) { + if (weaponactive != -1 && animTarget != rabbitkickanim && num_weapons > 0) { + weapons[weaponids[0]].drop(jointVel(righthand) * scale * -.3, jointVel(righthand) * scale); + weapons[weaponids[0]].velocity.x += .01; + num_weapons--; + if (num_weapons) { + weaponids[0] = weaponids[num_weapons]; + if (weaponstuck == num_weapons) + weaponstuck = 0; + } + weaponactive = -1; + for (unsigned i = 0; i < Person::players.size(); i++) { + Person::players[i]->wentforweapon = 0; + } + } + } + + animTarget = bounceidleanim; + animCurrent = bounceidleanim; + frameTarget = 0; + frameCurrent = 0; } +} - velocity=0; - victim->velocity=0; - if(aitype!=playercontrolled)feint=0; - if(aitype!=playercontrolled&&Random()%3==0&&escapednum<2&&difficulty==2)feint=1; - if(aitype!=playercontrolled&&Random()%5==0&&escapednum<2&&difficulty==1)feint=1; - if(aitype!=playercontrolled&&Random()%10==0&&escapednum<2&&difficulty==0)feint=1; - if(victim->id==0&&animation[victim->targetanimation].attack==reversal)numreversals++; +/* EFFECT + */ +void Person::FootLand(bodyparts whichfoot, float opacity) +{ + if ((whichfoot != leftfoot) && (whichfoot != rightfoot)) { + cerr << "FootLand called on wrong bodypart" << endl; + return; + } + static XYZ terrainlight; + static XYZ footvel, footpoint; + if (opacity >= 1 || skiddelay <= 0) { + if (opacity > 1) { + footvel = 0; + footpoint = DoRotation(jointPos(whichfoot), 0, yaw, 0) * scale + coords; + if (distsq(&footpoint, &viewer)) + Sprite::MakeSprite(cloudsprite, footpoint, footvel, 1, 1, 1, .5, .2 * opacity); + } else if (onterrain && terrain.getOpacity(coords.x, coords.z) < .2) { + footvel = velocity / 5; + if (footvel.y < .8) + footvel.y = .8; + footpoint = DoRotation(jointPos(whichfoot), 0, yaw, 0) * scale + coords; + footpoint.y = terrain.getHeight(footpoint.x, footpoint.z); + terrainlight = terrain.getLighting(footpoint.x, footpoint.z); + if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4) { + if (environment == snowyenvironment) { + Sprite::MakeSprite(cloudsprite, footpoint, footvel * .6, terrainlight.x, terrainlight.y, terrainlight.z, .5, .7 * opacity); + if (detail == 2) { + terrain.MakeDecal(footprintdecal, footpoint, .2, 1 * opacity, yaw); + } + } else if (environment == grassyenvironment) { + Sprite::MakeSprite(cloudsprite, footpoint, footvel * .6, terrainlight.x * 90 / 255, terrainlight.y * 70 / 255, terrainlight.z * 8 / 255, .5, .5 * opacity); + } else if (environment == desertenvironment) { + Sprite::MakeSprite(cloudsprite, footpoint, footvel * .6, terrainlight.x * 190 / 255, terrainlight.y * 170 / 255, terrainlight.z * 108 / 255, .5, .7 * opacity); + if (detail == 2) { + terrain.MakeDecal(footprintdecal, footpoint, .2, .25 * opacity, yaw); + } + } + } + } else if (isLanding() || (animTarget == jumpupanim) || isLandhard()) { + footvel = velocity / 5; + if (footvel.y < .8) + footvel.y = .8; + footpoint = DoRotation(jointPos(whichfoot), 0, yaw, 0) * scale + coords; + if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4) { + Sprite::MakeSprite(cloudsprite, footpoint, footvel * .6, 1, 1, 1, .5, .2 * opacity); + } + } + } } -void Person::DoDamage(float howmuch){ - if(tutoriallevel!=1)damage+=howmuch/power; - if(id!=0)damagedealt+=howmuch/power; - if(id==0)damagetaken+=howmuch/power; - - if(id==0&&(bonus==solidhit||bonus==twoxcombo||bonus==threexcombo||bonus==fourxcombo||bonus==megacombo))bonus=0; - if(tutoriallevel!=1)permanentdamage+=howmuch/2/power; - if(tutoriallevel!=1)superpermanentdamage+=howmuch/4/power; - if(permanentdamage>damagetolerance/2&&permanentdamage-howmuchdamagetolerance*.8&&Random()%2&&!deathbleeding)||spurt)DoBlood(1,255); - spurt=0; - if(id==0)camerashake+=howmuch/100; - if(id==0&&((howmuch>50&&damage>damagetolerance/2)))blackout=damage/damagetolerance; - if(blackout>1)blackout=1; - - if(aitype==passivetype&&damagedamagetolerance*2/3&&creature==rabbittype){ - if(abs(Random()%2)==0){aitype=gethelptype; - lastseentime=12; - } - else aitype=attacktypecutoff; - ally=0; - } - - if(howmuch>damagetolerance*50&&skeleton.free!=2){ - XYZ flatvelocity2; - XYZ flatfacing2; - for(int i=0;idamagetolerance)whichsound=rabbitpain1sound; - envsound[numenvsounds]=coords; - envsoundvol[numenvsounds]=16; - envsoundlife[numenvsounds]=.4; - numenvsounds++; - //if(i==2)whichsound=rabbitpain2sound; - } - - if(whichsound!=-1){ - emit_sound_at(whichsound, coords); - } - } - speechdelay=.3; - - //if(permanentdamage>=damagetolerance&&howmuch<50)permanentdamage=damagetolerance-1; - //if(damage>=damagetolerance&&howmuch<30&&!dead)damage=damagetolerance-1; +/* EFFECT + * make a puff effect at a body part (dust effect?) + */ +void Person::Puff(int whichlabel) +{ + static XYZ footvel, footpoint; + + footvel = 0; + footpoint = DoRotation(jointPos(whichlabel), 0, yaw, 0) * scale + coords; + Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 1, 1, .9, .3); } -void Person::DoHead(){ - static XYZ rotatearound; - static XYZ facing; - static float lookspeed=500; - - if(!freeze&&!winfreeze){ - - //head facing - targetheadrotation=(float)((int)((0-rotation-targetheadrotation+180)*100)%36000)/100; - targetheadrotation2=(float)((int)(targetheadrotation2*100)%36000)/100; - - while(targetheadrotation>180)targetheadrotation-=360; - while(targetheadrotation<-180)targetheadrotation+=360; - - if(targetheadrotation>160)targetheadrotation2=targetheadrotation2*-1; - if(targetheadrotation<-160)targetheadrotation2=targetheadrotation2*-1; - if(targetheadrotation>160)targetheadrotation=targetheadrotation-180; - if(targetheadrotation<-160)targetheadrotation=targetheadrotation+180; - - if(targetheadrotation2>120)targetheadrotation2=120; - if(targetheadrotation2<-120)targetheadrotation2=-120; - if(targetheadrotation>120)targetheadrotation=120; - if(targetheadrotation<-120)targetheadrotation=-120; - - if(!isIdle())targetheadrotation2=0; - if(isIdle()){ - if(targetheadrotation>80)targetheadrotation=80; - if(targetheadrotation<-80)targetheadrotation=-80; - if(targetheadrotation2>50)targetheadrotation2=50; - if(targetheadrotation2<-50)targetheadrotation2=-50; - } - - if(abs(headrotation-targetheadrotation)targetheadrotation){ - headrotation-=multiplier*lookspeed; - } - else if(headrotationtargetheadrotation2){ - headrotation2-=multiplier*lookspeed/2; - } - else if(headrotation2label==head||skeleton.muscles[i].parent2->label==head)) - { - skeleton.FindRotationMuscle(i,targetanimation); - } - } - } +/* EFFECT + * I think I added this in an attempt to clean up code + */ +void Person::setAnimation(int animation) +{ + animTarget = animation; + frameTarget = 0; + target = 0; } -void Person::RagDoll(bool checkcollision){ - static XYZ change; - static int l,i,j; - static float speed; - if(!skeleton.free){ - if(id==0)numfalls++; - if(id==0&&isFlip())numflipfail++; - - escapednum=0; - - facing=0; - facing.z=1; - facing=DoRotation(facing,0,rotation,0); - - skeleton.freetime=0; - - skeleton.longdead=0; - - skeleton.free=1; - skeleton.broken=0; - skeleton.spinny=1; - freefall=1; - skeleton.freefall=1; - - if(!isnormal(velocity.x))velocity.x=0; - if(!isnormal(velocity.y))velocity.y=0; - if(!isnormal(velocity.z))velocity.z=0; - if(!isnormal(rotation))rotation=0; - if(!isnormal(coords.x))coords=0; - if(!isnormal(tilt))tilt=0; - if(!isnormal(tilt2))tilt2=0; - - for(i=0;ianimation[targetanimation].speed[targetframe]){ - speed=animation[currentanimation].speed[currentframe]*2; - } - if(transspeed)speed=transspeed*2; - - speed*=speedmult; - - for(i=0;i0){ - weapons.owner[weaponids[0]]=-1; - weapons.hitsomething[weaponids[0]]=0; - weapons.velocity[weaponids[0]]=skeleton.joints[skeleton.jointlabels[righthand]].velocity*scale*-.3; - weapons.velocity[weaponids[0]].x+=.01; - weapons.tipvelocity[weaponids[0]]=skeleton.joints[skeleton.jointlabels[righthand]].velocity*scale; - weapons.missed[weaponids[0]]=1; - weapons.freetime[weaponids[0]]=0; - weapons.firstfree[weaponids[0]]=1; - weapons.physics[weaponids[0]]=1; - num_weapons--; - if(num_weapons){ - weaponids[0]=weaponids[num_weapons]; - if(weaponstuck==num_weapons)weaponstuck=0; - } - weaponactive=-1; - for(i=0;i fast_sqrt(velocity.x * velocity.x * velocity.z * velocity.z)) + landhard = 1; + if (!crouchkeydown && velocity.y >= -15) + landhard = 0; + } + if ((animCurrent == jumpupanim || animTarget == jumpdownanim)/*&&velocity.y<40*/ && !isFlip() && (!isLanding() && !isLandhard()) && ((crouchkeydown && !crouchtogglekeydown))) { + XYZ targfacing; + targfacing = 0; + targfacing.z = 1; + + targfacing = DoRotation(targfacing, 0, targetyaw, 0); + + if (normaldotproduct(targfacing, velocity) >= -.3) + animTarget = flipanim; + else + animTarget = backflipanim; + crouchtogglekeydown = 1; + frameTarget = 0; + target = 0; + + if (id == 0) + numflipped++; + } + + if (animation[animTarget].attack != reversed) + feint = 0; + if (!crouchkeydown || (isLanding() || isLandhard()) || (wasLanding() || wasLandhard())) { + crouchtogglekeydown = 0; + if (aitype == playercontrolled) + feint = 0; + } else { + if (!crouchtogglekeydown && animation[animTarget].attack == reversed && aitype == playercontrolled && (escapednum < 2 || reversaltrain)) + feint = 1; + if (!isFlip()) + crouchtogglekeydown = 1; + } + + + if (animation[animTarget].attack || animCurrent == getupfrombackanim || animCurrent == getupfromfrontanim) { + if (detail) + normalsupdatedelay = 0; + } + + if (target >= 1) { + if (animTarget == rollanim && frameTarget == 3 && onfire) { + onfire = 0; + emit_sound_at(fireendsound, coords); + pause_sound(stream_firesound); + deathbleeding = 0; + } + + if (animTarget == rabbittacklinganim && frameTarget == 1) { + 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 (normaldotproduct(victim->facing, facing) > 0) + victim->animTarget = rabbittackledbackanim; + else + victim->animTarget = rabbittackledfrontanim; + victim->frameTarget = 2; + victim->target = 0; + victim->yaw = yaw; + victim->targetyaw = yaw; + if (victim->aitype == gethelptype) + victim->DoDamage(victim->damagetolerance - victim->damage); + //victim->DoDamage(30); + if (creature == wolftype) { + DoBloodBig(0, 255); + emit_sound_at(clawslicesound, victim->coords); + victim->spurt = 1; + victim->DoBloodBig(1 / victim->armorhead, 210); + } + award_bonus(id, TackleBonus, + victim->aitype == gethelptype ? 50 : 0); + } + } + + if (!drawtogglekeydown && drawkeydown && (weaponactive == -1 || num_weapons == 1) && (animation[animTarget].label[frameTarget] || (animTarget != animCurrent && animCurrent == rollanim)) && num_weapons > 0 && creature != wolftype) { + if (weapons[weaponids[0]].getType() == knife) { + if (weaponactive == -1) + weaponactive = 0; + else if (weaponactive == 0) + weaponactive = -1; + + if (weaponactive == -1) { + emit_sound_at(knifesheathesound, coords); + } + if (weaponactive != -1) { + emit_sound_at(knifedrawsound, coords, 128); + } + } + drawtogglekeydown = 1; + } + //Footstep sounds + if (tutoriallevel != 1 || id == 0) + if ((animation[animTarget].label[frameTarget] && (animation[animTarget].label[frameTarget] < 5 || animation[animTarget].label[frameTarget] == 8))/*||(animTarget==rollanim&&frameTarget==animation[rollanim].numframes-1)*/) { + int whichsound; + if (onterrain) { + if (terrain.getOpacity(coords.x, coords.z) < .2) { + if (animation[animTarget].label[frameTarget] == 1) + whichsound = footstepsound; + else + whichsound = footstepsound2; + if (animation[animTarget].label[frameTarget] == 1) + FootLand(leftfoot, 1); + if (animation[animTarget].label[frameTarget] == 2) + FootLand(rightfoot, 1); + if (animation[animTarget].label[frameTarget] == 3 && isRun()) { + FootLand(rightfoot, 1); + FootLand(leftfoot, 1); + } + + } + if (terrain.getOpacity(coords.x, coords.z) >= .2) { + if (animation[animTarget].label[frameTarget] == 1) + whichsound = footstepsound3; + else + whichsound = footstepsound4; + } + } + if (!onterrain) { + if (animation[animTarget].label[frameTarget] == 1) + whichsound = footstepsound3; + else + whichsound = footstepsound4; + } + if (animation[animTarget].label[frameTarget] == 4 && (weaponactive == -1 || (animTarget != knifeslashstartanim && animTarget != knifethrowanim && animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != knifefollowanim))) { + if (animation[animTarget].attack != neutral) { + unsigned r = abs(Random() % 3); + if (r == 0) + whichsound = lowwhooshsound; + if (r == 1) + whichsound = midwhooshsound; + if (r == 2) + whichsound = highwhooshsound; + } + if (animation[animTarget].attack == neutral) + whichsound = movewhooshsound; + } else if (animation[animTarget].label[frameTarget] == 4) + whichsound = knifeswishsound; + if (animation[animTarget].label[frameTarget] == 8 && tutoriallevel != 1) + whichsound = landsound2; + + emit_sound_at(whichsound, coords, 256.); + + if (id == 0) + if (whichsound == footstepsound || whichsound == footstepsound2 || whichsound == footstepsound3 || whichsound == footstepsound4) { + if (animTarget == wolfrunninganim || animTarget == rabbitrunninganim) { + addEnvSound(coords, 15); + } else { + addEnvSound(coords, 6); + } + } + + if (animation[animTarget].label[frameTarget] == 3) { + whichsound--; + emit_sound_at(whichsound, coords, 128.); + } + } + + //Combat sounds + if (tutoriallevel != 1 || id == 0) + if (speechdelay <= 0) + if (animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != staffgroundsmashanim) + if ((animation[animTarget].label[frameTarget] && (animation[animTarget].label[frameTarget] < 5 || animation[animTarget].label[frameTarget] == 8))/*||(animTarget==rollanim&&frameTarget==animation[rollanim].numframes-1)*/) { + int whichsound = -1; + if (animation[animTarget].label[frameTarget] == 4 && aitype != playercontrolled) { + if (animation[animTarget].attack != neutral) { + unsigned r = abs(Random() % 4); + if (creature == rabbittype) { + if (r == 0) whichsound = rabbitattacksound; + if (r == 1) whichsound = rabbitattack2sound; + if (r == 2) whichsound = rabbitattack3sound; + if (r == 3) whichsound = rabbitattack4sound; + } + if (creature == wolftype) { + if (r == 0) whichsound = barksound; + if (r == 1) whichsound = bark2sound; + if (r == 2) whichsound = bark3sound; + if (r == 3) whichsound = barkgrowlsound; + } + speechdelay = .3; + } + } + + if (whichsound != -1) { + emit_sound_at(whichsound, coords); + } + } + + + + if ((!wasLanding() && !wasLandhard()) && animCurrent != getIdle() && (isLanding() || isLandhard())) { + FootLand(leftfoot, 1); + FootLand(rightfoot, 1); + } + + transspeed = 0; + currentoffset = targetoffset; + frameTarget = frameCurrent; + animCurrent = animTarget; + frameTarget++; + + if (animTarget == removeknifeanim && animation[animTarget].label[frameCurrent] == 5) { + 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 (weapons[i].getType() != staff) { + emit_sound_at(knifedrawsound, coords, 128.); + } + + takeWeapon(i); + } + } + } + } + + if (animTarget == crouchremoveknifeanim && animation[animTarget].label[frameCurrent] == 5) { + 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] == int(i)) + if (Person::players[weapons[i].owner]->num_weapons > 1) + willwork = 0; + 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] == int(i)) { + fleshstuck = true; + } + } + if (fleshstuck) { + emit_sound_at(fleshstabremovesound, coords, 128.); + } else { + if (weapons[i].getType() != staff) { + emit_sound_at(knifedrawsound, coords, 128.); + } + } + if (weapons[i].owner != -1) { + victim = Person::players[weapons[i].owner]; + if (victim->num_weapons == 1) + victim->num_weapons = 0; + else + victim->num_weapons = 1; + + //victim->weaponactive=-1; + victim->skeleton.longdead = 0; + victim->skeleton.free = 1; + victim->skeleton.broken = 0; + + for (int j = 0; j < victim->skeleton.num_joints; j++) { + victim->skeleton.joints[j].velchange = 0; + victim->skeleton.joints[j].locked = 0; + } + + XYZ relative; + relative = 0; + relative.y = 10; + Normalise(&relative); + XYZ footvel, footpoint; + footvel = 0; + footpoint = weapons[i].position; + if (victim->weaponstuck != -1) { + if (victim->weaponids[victim->weaponstuck] == int(i)) { + if (bloodtoggle) + Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3); + weapons[i].bloody = 2; + weapons[i].blooddrip = 5; + victim->weaponstuck = -1; + } + } + if (victim->num_weapons > 0) { + if (victim->weaponstuck != 0 && victim->weaponstuck != -1) + victim->weaponstuck = 0; + if (victim->weaponids[0] == int(i)) + victim->weaponids[0] = victim->weaponids[victim->num_weapons]; + } + + victim->jointVel(abdomen) += relative * 6; + victim->jointVel(neck) += relative * 6; + victim->jointVel(rightshoulder) += relative * 6; + victim->jointVel(leftshoulder) += relative * 6; + } + takeWeapon(i); + } + } + } + } + + if (animCurrent == drawleftanim && animation[animTarget].label[frameCurrent] == 5) { + if (weaponactive == -1) + weaponactive = 0; + else if (weaponactive == 0) { + weaponactive = -1; + if (num_weapons == 2) { + int buffer; + buffer = weaponids[0]; + weaponids[0] = weaponids[1]; + weaponids[1] = buffer; + } + } + if (weaponactive == -1) { + emit_sound_at(knifesheathesound, coords, 128.); + } + if (weaponactive != -1) { + emit_sound_at(knifedrawsound, coords, 128.); + } + } + + + if ((animCurrent == walljumprightkickanim && animTarget == walljumprightkickanim) || (animCurrent == walljumpleftkickanim && animTarget == walljumpleftkickanim)) { + XYZ rotatetarget = DoRotation(skeleton.forward, 0, yaw, 0); + Normalise(&rotatetarget); + targetyaw = -asin(0 - rotatetarget.x); + targetyaw *= 360 / 6.28; + if (rotatetarget.z < 0) + targetyaw = 180 - targetyaw; + + if (animTarget == walljumprightkickanim) + targetyaw += 40; + if (animTarget == walljumpleftkickanim) + targetyaw -= 40; + } + + bool dojumpattack; + dojumpattack = 0; + if ((animTarget == rabbitrunninganim || animTarget == wolfrunninganim) && frameTarget == 3 && (jumpkeydown || attackkeydown || id != 0)) + dojumpattack = 1; + if (hasvictim) + if (distsq(&victim->coords, &/*Person::players[i]->*/coords) < 5 && victim->aitype == gethelptype && (attackkeydown) && !victim->skeleton.free && victim->isRun() && victim->runninghowlong >= 1) + dojumpattack = 1; + if (!hostile) + dojumpattack = 0; + if (dojumpattack) { + if ((animTarget == rabbitrunninganim || animTarget == wolfrunninganim) && id == 0) { + animTarget = rabbittackleanim; + frameTarget = 0; + emit_sound_at(jumpsound, coords); + } + + float closestdist; + closestdist = 0; + int closestid; + closestid = -1; + XYZ targetloc; + targetloc = velocity; + Normalise(&targetloc); + targetloc += coords; + 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); + closestid = i; + } + } + if (closestid != -1) + if (closestdist < 5 && !Person::players[closestid]->dead && animation[Person::players[closestid]->animTarget].height != lowheight && Person::players[closestid]->animTarget != backhandspringanim) { + hasvictim = 1; + victim = Person::players[closestid]; + coords = victim->coords; + animCurrent = rabbittacklinganim; + animTarget = rabbittacklinganim; + frameCurrent = 0; + frameTarget = 1; + XYZ rotatetarget; + if (coords.z != victim->coords.z || coords.x != victim->coords.x) { + rotatetarget = coords - victim->coords; + Normalise(&rotatetarget); + targetyaw = -asin(0 - rotatetarget.x); + targetyaw *= 360 / 6.28; + if (rotatetarget.z < 0) + targetyaw = 180 - targetyaw; + } + if (animTarget != rabbitrunninganim) { + emit_sound_at(jumpsound, coords, 128.); + } + } + } + + //Move impacts + float damagemult = 1 * power; + if (creature == wolftype) + damagemult = 2.5 * power; + if (hasvictim) { + damagemult /= victim->damagetolerance / 200; + } + 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) { + escapednum = 0; + if (id == 0) + camerashake += .4; + if (Random() % 2 || creature == wolftype) { + victim->spurt = 1; + DoBlood(.2, 250); + if (creature == wolftype) + DoBloodBig(0, 250); + } + if (tutoriallevel != 1) { + emit_sound_at(heavyimpactsound, victim->coords, 128.); + } + if (creature == wolftype) { + emit_sound_at(clawslicesound, victim->coords, 128.); + victim->spurt = 1; + victim->DoBloodBig(2 / victim->armorhead, 175); + } + victim->RagDoll(0); + XYZ relative; + relative = victim->coords - coords; + relative.y = 0; + Normalise(&relative); + relative = DoRotation(relative, 0, -90, 0); + for (int i = 0; i < victim->skeleton.num_joints; i++) { + victim->skeleton.joints[i].velocity += relative * damagemult * 40; + } + victim->jointVel(head) += relative * damagemult * 200; + victim->Puff(head); + victim->DoDamage(damagemult * 100 / victim->protectionhead); + + SolidHitBonus(id); + } + } + + if (animTarget == wolfslapanim && animation[animTarget].label[frameCurrent] == 5) { + if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && 3 && animation[victim->animTarget].height != lowheight) { + escapednum = 0; + if (id == 0) + camerashake += .4; + if (Random() % 2 || creature == wolftype) { + victim->spurt = 1; + if (creature == wolftype) + DoBloodBig(0, 235); + } + emit_sound_at(whooshhitsound, victim->coords); + if (creature == wolftype) { + emit_sound_at(clawslicesound, victim->coords, 128.); + victim->spurt = 1; + victim->DoBloodBig(2, 175); + } + victim->RagDoll(0); + XYZ relative; + relative = victim->coords - coords; + relative.y = 0; + Normalise(&relative); + relative.y -= 1; + Normalise(&relative); + relative = DoRotation(relative, 0, 90, 0); + for (int i = 0; i < victim->skeleton.num_joints; i++) { + victim->skeleton.joints[i].velocity += relative * damagemult * 20; + } + victim->jointVel(head) += relative * damagemult * 100; + victim->Puff(head); + victim->DoDamage(damagemult * 50 / victim->protectionhead); + } + } + + if (animTarget == walljumprightkickanim && animation[animTarget].label[frameCurrent] == 5) { + if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && animation[victim->animTarget].height != lowheight) { + escapednum = 0; + if (id == 0) + camerashake += .4; + victim->spurt = 1; + DoBlood(.2, 250); + if (tutoriallevel != 1) { + emit_sound_at(heavyimpactsound, victim->coords, 160.); + } + if (creature == wolftype) { + emit_sound_at(clawslicesound, victim->coords, 128.); + victim->spurt = 1; + victim->DoBloodBig(2 / victim->armorhead, 175); + } + victim->RagDoll(0); + XYZ relative; + relative = facing; + relative.y = 0; + Normalise(&relative); + relative = DoRotation(relative, 0, -90, 0); + for (int i = 0; i < victim->skeleton.num_joints; i++) { + victim->skeleton.joints[i].velocity += relative * damagemult * 40; + } + victim->jointVel(head) += relative * damagemult * 200; + victim->Puff(head); + victim->DoDamage(damagemult * 150 / victim->protectionhead); + + if (victim->damage > victim->damagetolerance) + award_bonus(id, style); + else + SolidHitBonus(id); + } + } + + if (animTarget == walljumpleftkickanim && animation[animTarget].label[frameCurrent] == 5) { + if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && animation[victim->animTarget].height != lowheight) { + escapednum = 0; + if (id == 0) + camerashake += .4; + victim->spurt = 1; + DoBlood(.2, 250); + if (tutoriallevel != 1) { + emit_sound_at(heavyimpactsound, victim->coords, 160.); + } + if (creature == wolftype) { + emit_sound_at(clawslicesound, victim->coords, 128.); + victim->spurt = 1; + victim->DoBloodBig(2 / victim->armorhead, 175); + } + victim->RagDoll(0); + XYZ relative; + relative = facing; + relative.y = 0; + Normalise(&relative); + relative = DoRotation(relative, 0, 90, 0); + for (int i = 0; i < victim->skeleton.num_joints; i++) { + victim->skeleton.joints[i].velocity += relative * damagemult * 40; + } + victim->jointVel(head) += relative * damagemult * 200; + victim->Puff(head); + victim->DoDamage(damagemult * 150 / victim->protectionhead); + + if (victim->damage > victim->damagetolerance) + award_bonus(id, style); + else + SolidHitBonus(id); + } + } + + if (animTarget == blockhighleftstrikeanim && animation[animTarget].label[frameCurrent] == 5) { + if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && animation[victim->animTarget].height != lowheight) { + escapednum = 0; + if (id == 0) + camerashake += .4; + if (Random() % 2) { + victim->spurt = 1; + DoBlood(.2, 235); + } + emit_sound_at(whooshhitsound, victim->coords); + victim->RagDoll(0); + XYZ relative; + relative = victim->coords - coords; + relative.y = 0; + Normalise(&relative); + 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->Puff(head); + victim->DoDamage(damagemult * 50 / victim->protectionhead); + } + } + + if (animTarget == killanim && animation[animTarget].label[frameCurrent] == 8) { + if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && victim->dead) { + escapednum = 0; + if (id == 0) + camerashake += .2; + emit_sound_at(whooshhitsound, victim->coords, 128.); + + victim->skeleton.longdead = 0; + victim->skeleton.free = 1; + victim->skeleton.broken = 0; + victim->skeleton.spinny = 1; + + 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; + //victim->skeleton.joints[i].velocity=0; + } + + XYZ relative; + relative = 0; + relative.y = 1; + Normalise(&relative); + 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; + victim->skeleton.joints[i].realoldposition.y += relative.y * .3; + } + victim->Puff(abdomen); + victim->jointVel(abdomen).y = relative.y * 400; + } + } + + if (animTarget == killanim && animation[animTarget].label[frameCurrent] == 5) { + if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 9 && victim->dead) { + escapednum = 0; + if (id == 0) + camerashake += .4; + if (tutoriallevel != 1) { + emit_sound_at(heavyimpactsound, coords, 128.); + } + XYZ relative; + relative = victim->coords - coords; + relative.y = 0; + Normalise(&relative); + for (int i = 0; i < victim->skeleton.num_joints; i++) { + victim->skeleton.joints[i].velocity += relative * damagemult * 90; + } + victim->Puff(abdomen); + if (victim->dead != 2 && victim->permanentdamage > victim->damagetolerance - 250 && autoslomo) { + slomo = 1; + slomodelay = .2; + } + victim->DoDamage(damagemult * 500 / victim->protectionhigh); + victim->jointVel(abdomen) += relative * damagemult * 300; + } + } + + if (animTarget == dropkickanim && animation[animTarget].label[frameCurrent] == 7) { + if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 9 && victim->skeleton.free) { + escapednum = 0; + if (id == 0) + camerashake += .4; + if (tutoriallevel != 1) { + emit_sound_at(thudsound, coords); + } + + victim->skeleton.longdead = 0; + victim->skeleton.free = 1; + victim->skeleton.broken = 0; + victim->skeleton.spinny = 1; + + 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; + } + XYZ relative; + relative = victim->coords - coords; + Normalise(&relative); + relative.y += .3; + Normalise(&relative); + for (int i = 0; i < victim->skeleton.num_joints; i++) { + victim->skeleton.joints[i].velocity += relative * damagemult * 20; + } + if (!victim->dead) + SolidHitBonus(id); + + victim->Puff(abdomen); + victim->DoDamage(damagemult * 20 / victim->protectionhigh); + victim->jointVel(abdomen) += relative * damagemult * 200; + staggerdelay = .5; + if (!victim->dead) + staggerdelay = 1.2; + + + } + } + + if ((animTarget == crouchstabanim || animTarget == swordgroundstabanim) && animation[animTarget].label[frameCurrent] == 5) { + + if (hasvictim) + if (!victim->skeleton.free) + hasvictim = 0; + + if (!hasvictim) { + terrain.MakeDecal(blooddecalfast, (weapons[weaponids[weaponactive]].tippoint * .8 + weapons[weaponids[weaponactive]].position * .2), .08, .6, Random() % 360); + emit_sound_at(knifesheathesound, coords, 128.); + } + + if (victim && hasvictim) { + if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3) { + + XYZ where, startpoint, endpoint, movepoint, colpoint; + float rotationpoint; + int whichtri; + if (weapons[weaponids[weaponactive]].getType() == knife) { + where = (weapons[weaponids[weaponactive]].tippoint * .6 + weapons[weaponids[weaponactive]].position * .4); + where -= victim->coords; + if (!victim->skeleton.free) + where = DoRotation(where, 0, -victim->yaw, 0); + //where=scale; + startpoint = where; + startpoint.y += 100; + endpoint = where; + endpoint.y -= 100; + } + if (weapons[weaponids[weaponactive]].getType() == sword) { + where = weapons[weaponids[weaponactive]].position; + where -= victim->coords; + if (!victim->skeleton.free) + where = DoRotation(where, 0, -victim->yaw, 0); + startpoint = where; + where = weapons[weaponids[weaponactive]].tippoint; + where -= victim->coords; + if (!victim->skeleton.free) + where = DoRotation(where, 0, -victim->yaw, 0); + endpoint = where; + } + if (weapons[weaponids[weaponactive]].getType() == staff) { + where = weapons[weaponids[weaponactive]].position; + where -= victim->coords; + if (!victim->skeleton.free) + where = DoRotation(where, 0, -victim->yaw, 0); + startpoint = where; + where = weapons[weaponids[weaponactive]].tippoint; + where -= victim->coords; + if (!victim->skeleton.free) + where = DoRotation(where, 0, -victim->yaw, 0); + endpoint = where; + } + movepoint = 0; + rotationpoint = 0; + whichtri = victim->skeleton.drawmodel.LineCheck(&startpoint, &endpoint, &colpoint, &movepoint, &rotationpoint); + + if (whichtri != -1) { + if (victim->dead != 2) { + victim->DoDamage(abs((victim->damagetolerance - victim->permanentdamage) * 2)); + if (!victim->dead) + award_bonus(id, FinishedBonus); + } + if (bloodtoggle) + weapons[weaponids[weaponactive]].bloody = 2; + + victim->skeleton.longdead = 0; + victim->skeleton.free = 1; + victim->skeleton.broken = 0; + + 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; + } + emit_sound_at(fleshstabsound, coords, 128); + + } + if (whichtri != -1 || weapons[weaponids[weaponactive]].bloody) { + weapons[weaponids[weaponactive]].blooddrip += 5; + weapons[weaponids[weaponactive]].blooddripdelay = 0; + } + if (whichtri == -1) { + hasvictim = 0; + emit_sound_at(knifesheathesound, coords, 128.); + } + } + } + } + + if ((animTarget == crouchstabanim || animTarget == swordgroundstabanim) && animation[animTarget].label[frameCurrent] == 6) { + if (!hasvictim) { + emit_sound_at(knifedrawsound, coords, 128); + } + + if (victim && hasvictim) { + XYZ footvel, footpoint; + + emit_sound_at(fleshstabremovesound, coords, 128.); + + footvel = 0; + footpoint = (weapons[weaponids[weaponactive]].tippoint * .8 + weapons[weaponids[weaponactive]].position * .2); + + if (weapons[weaponids[weaponactive]].getType() == sword) { + XYZ where, startpoint, endpoint, movepoint; + float rotationpoint; + int whichtri; + + where = weapons[weaponids[weaponactive]].position; + where -= victim->coords; + if (!victim->skeleton.free) + where = DoRotation(where, 0, -victim->yaw, 0); + startpoint = where; + where = weapons[weaponids[weaponactive]].tippoint; + where -= victim->coords; + if (!victim->skeleton.free) + where = DoRotation(where, 0, -victim->yaw, 0); + endpoint = where; + + movepoint = 0; + rotationpoint = 0; + whichtri = victim->skeleton.drawmodel.LineCheck(&startpoint, &endpoint, &footpoint, &movepoint, &rotationpoint); + footpoint += victim->coords; + + if (whichtri == -1) { + footpoint = (weapons[weaponids[weaponactive]].tippoint * .8 + weapons[weaponids[weaponactive]].position * .2); + } + } + if (weapons[weaponids[weaponactive]].getType() == staff) { + XYZ where, startpoint, endpoint, movepoint; + float rotationpoint; + int whichtri; + + where = weapons[weaponids[weaponactive]].position; + where -= victim->coords; + if (!victim->skeleton.free) + where = DoRotation(where, 0, -victim->yaw, 0); + startpoint = where; + where = weapons[weaponids[weaponactive]].tippoint; + where -= victim->coords; + if (!victim->skeleton.free) + where = DoRotation(where, 0, -victim->yaw, 0); + endpoint = where; + + movepoint = 0; + rotationpoint = 0; + whichtri = victim->skeleton.drawmodel.LineCheck(&startpoint, &endpoint, &footpoint, &movepoint, &rotationpoint); + footpoint += victim->coords; + + if (whichtri == -1) { + footpoint = (weapons[weaponids[weaponactive]].tippoint * .8 + weapons[weaponids[weaponactive]].position * .2); + } + } + hasvictim = victim->DoBloodBigWhere(2, 220, footpoint); + if (hasvictim) { + if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3) { + victim->skeleton.longdead = 0; + victim->skeleton.free = 1; + victim->skeleton.broken = 0; + + 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; + } + + XYZ relative; + relative = 0; + relative.y = 10; + Normalise(&relative); + //victim->Puff(abdomen); + if (bloodtoggle) + Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3); + + if (victim->bloodloss < victim->damagetolerance) { + victim->bloodloss += 1000; + victim->bled = 0; + } + + victim->jointVel(abdomen) += relative * damagemult * 20; + } + } + } + if (!hasvictim && onterrain) { + weapons[weaponids[weaponactive]].bloody = 0; + weapons[weaponids[weaponactive]].blooddrip = 0; + } + } + + if (animTarget == upunchanim && animation[animTarget].label[frameCurrent] == 5) { + if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3) { + escapednum = 0; + if (id == 0) + camerashake += .4; + if (Random() % 2) { + victim->spurt = 1; + DoBlood(.2, 235); + } + if (tutoriallevel != 1) { + emit_sound_at(heavyimpactsound, victim->coords, 128); + } + + victim->RagDoll(0); + XYZ relative; + relative = victim->coords - coords; + relative.y = 0; + Normalise(&relative); + for (int i = 0; i < victim->skeleton.num_joints; i++) { + victim->skeleton.joints[i].velocity = relative * 30; + } + victim->jointVel(head) += relative * damagemult * 150; + + victim->frameTarget = 0; + victim->animTarget = staggerbackhardanim; + victim->targetyaw = targetyaw + 180; + victim->target = 0; + victim->stunned = 1; + + victim->Puff(head); + victim->Puff(abdomen); + victim->DoDamage(damagemult * 60 / victim->protectionhigh); + + SolidHitBonus(id); + } + } + + + if (animTarget == winduppunchanim && animation[animTarget].label[frameCurrent] == 5) { + if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 2) { + escapednum = 0; + if (id == 0) + camerashake += .4; + if (victim->damage <= victim->damagetolerance - 60 && normaldotproduct(victim->facing, victim->coords - coords) < (scale * 5) * (scale * 5) * 0 && animation[victim->animTarget].height != lowheight) { + if (tutoriallevel != 1) { + emit_sound_at(thudsound, victim->coords); + } + } else if (victim->damage <= victim->damagetolerance - 60 && normaldotproduct(victim->facing, victim->coords - coords) < (scale * 5) * (scale * 5) * 0 && animation[victim->animTarget].height == lowheight) { + if (tutoriallevel != 1) { + emit_sound_at(whooshhitsound, victim->coords); + } + } else { + if (tutoriallevel != 1) { + emit_sound_at(heavyimpactsound, victim->coords); + } + } + + if (victim->damage > victim->damagetolerance - 60 || normaldotproduct(victim->facing, victim->coords - coords) > 0 || animation[victim->animTarget].height == lowheight) + victim->RagDoll(0); + XYZ relative; + relative = victim->coords - coords; + relative.y = 0; + Normalise(&relative); + relative.y = .3; + Normalise(&relative); + for (int i = 0; i < victim->skeleton.num_joints; i++) { + victim->skeleton.joints[i].velocity = relative * 5; + } + victim->jointVel(abdomen) += relative * damagemult * 400; + + victim->frameTarget = 0; + victim->animTarget = staggerbackhardanim; + victim->targetyaw = targetyaw + 180; + victim->target = 0; + victim->stunned = 1; + + victim->Puff(abdomen); + victim->DoDamage(damagemult * 60 / victim->protectionhigh); + + SolidHitBonus(id); + } + } + + if (animTarget == blockhighleftanim && animation[animTarget].label[frameCurrent] == 5) { + if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 4) { + if (victim->id == 0) + camerashake += .4; + emit_sound_at(landsound2, victim->coords); + + Puff(righthand); + } + } + + if (animTarget == swordslashparryanim && animation[animTarget].label[frameCurrent] == 5) { + if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 4) { + if (victim->id == 0) + camerashake += .4; + + if (weaponactive != -1) { + if (weapons[victim->weaponids[0]].getType() == staff || weapons[weaponids[0]].getType() == staff) { + if (weapons[victim->weaponids[0]].getType() == staff) + weapons[victim->weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; + if (weapons[weaponids[0]].getType() == staff) + weapons[weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; + + emit_sound_at(swordstaffsound, victim->coords); + } else { + emit_sound_at(metalhitsound, victim->coords); + } + } + + //Puff(righthand); + } + } + + if (animTarget == knifethrowanim && animation[animTarget].label[frameCurrent] == 5) { + if (weaponactive != -1) { + escapednum = 0; + XYZ aim; + 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); + weapons[weaponids[0]].thrown(aim * 50); + num_weapons--; + if (num_weapons) { + weaponids[0] = weaponids[num_weapons]; + } + weaponactive = -1; + } + } + + if (animTarget == knifeslashstartanim && animation[animTarget].label[frameCurrent] == 5) { + if (hasvictim) + if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 4.5 &&/*animation[victim->animTarget].height!=lowheight&&*/victim->animTarget != dodgebackanim && victim->animTarget != rollanim) { + escapednum = 0; + if (tutoriallevel != 1) + victim->DoBloodBig(1.5 / victim->armorhigh, 225); + + award_bonus(id, Slicebonus); + if (tutoriallevel != 1) { + emit_sound_at(knifeslicesound, victim->coords); + } + //victim->jointVel(abdomen)+=relative*damagemult*200; + if (animation[victim->animTarget].attack && (victim->aitype != playercontrolled || victim->animTarget == knifeslashstartanim) && (victim->creature == rabbittype || victim->deathbleeding <= 0)) { + if (victim->id != 0 || difficulty == 2) { + victim->frameTarget = 0; + victim->animTarget = staggerbackhardanim; + victim->targetyaw = targetyaw + 180; + victim->target = 0; + } + } + victim->lowreversaldelay = 0; + victim->highreversaldelay = 0; + if (aitype != playercontrolled) + weaponmissdelay = .6; + + if (tutoriallevel != 1) + if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody) + weapons[weaponids[weaponactive]].bloody = 1; + if (tutoriallevel != 1) + weapons[weaponids[weaponactive]].blooddrip += 3; + + XYZ footvel, footpoint; + footvel = 0; + if (skeleton.free) { + footpoint = (victim->jointPos(abdomen) + victim->jointPos(neck)) / 2 * victim->scale + victim->coords; + } else { + footpoint = DoRotation((victim->jointPos(abdomen) + victim->jointPos(neck)) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords; + } + if (tutoriallevel != 1) { + if (bloodtoggle) + Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .6, .3); + footvel = DoRotation(facing, 0, 90, 0) * .8; + //footvel.y-=.3; + Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9); + Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9); + Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 5, 1, 1, 1, .2, 1); + Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 2, 1, 1, 1, .2, 1); + } + if (tutoriallevel == 1) { + Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 1, 1, .6, .3); + } + victim->DoDamage(damagemult * 0); + } + } + if (animTarget == swordslashanim && animation[animTarget].label[frameCurrent] == 5 && victim->animTarget != rollanim) { + if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 6.5 && victim->animTarget != dodgebackanim) { + if (victim->weaponactive == -1 || normaldotproduct(victim->facing, victim->coords - coords) > 0 || (Random() % 2 == 0)) { + award_bonus(id, Slashbonus); + escapednum = 0; + if (tutoriallevel != 1) { + if (normaldotproduct(victim->facing, victim->coords - coords) < 0) + victim->DoBloodBig(2 / victim->armorhigh, 190); + else + victim->DoBloodBig(2 / victim->armorhigh, 185); + victim->deathbleeding = 1; + emit_sound_at(swordslicesound, victim->coords); + } + //victim->jointVel(abdomen)+=relative*damagemult*200; + if (tutoriallevel != 1) { + victim->frameTarget = 0; + victim->animTarget = staggerbackhardanim; + victim->targetyaw = targetyaw + 180; + victim->target = 0; + } + + if (tutoriallevel != 1) { + if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody) + weapons[weaponids[weaponactive]].bloody = 1; + weapons[weaponids[weaponactive]].blooddrip += 3; + + float bloodlossamount; + bloodlossamount = 200 + abs((float)(Random() % 40)) - 20; + victim->bloodloss += bloodlossamount / victim->armorhigh; + //victim->bloodloss+=100*(6.5-distsq(&coords,&victim->coords)); + victim->DoDamage(damagemult * 0); + + XYZ footvel, footpoint; + footvel = 0; + if (skeleton.free) { + footpoint = (victim->jointPos(abdomen) + victim->jointPos(neck)) / 2 * victim->scale + victim->coords; + } else { + footpoint = DoRotation((victim->jointPos(abdomen) + victim->jointPos(neck)) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords; + } + if (bloodtoggle) + Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3); + footvel = DoRotation(facing, 0, 90, 0) * .8; + footvel.y -= .3; + Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9); + Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9); + Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 5, 1, 1, 1, .3, 1); + Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 2, 1, 1, 1, .3, 1); + } + } else { + if (victim->weaponactive != -1) { + if (weapons[victim->weaponids[0]].getType() == staff || weapons[weaponids[0]].getType() == staff) { + if (weapons[victim->weaponids[0]].getType() == staff) + weapons[victim->weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; + if (weapons[weaponids[0]].getType() == staff) + weapons[weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; + + emit_sound_at(swordstaffsound, victim->coords); + } else { + emit_sound_at(metalhitsound, victim->coords); + } + } + + + XYZ aim; + victim->Puff(righthand); + victim->target = 0; + victim->frameTarget = 0; + victim->animTarget = staggerbackhighanim; + victim->targetyaw = targetyaw + 180; + victim->target = 0; + aim = DoRotation(facing, 0, 90, 0) * 21; + aim.y += 7; + weapons[victim->weaponids[0]].drop(aim * -.2, aim); + victim->num_weapons--; + if (victim->num_weapons) { + victim->weaponids[0] = victim->weaponids[num_weapons]; + if (victim->weaponstuck == victim->num_weapons) + victim->weaponstuck = 0; + } + victim->weaponactive = -1; + for (unsigned i = 0; i < Person::players.size(); i++) { + Person::players[i]->wentforweapon = 0; + } + + } + } + } + + if (animTarget == staffhitanim && animation[animTarget].label[frameCurrent] == 5 && victim->animTarget != rollanim) { + if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 6.5 && victim->animTarget != dodgebackanim && victim->animTarget != sweepanim) { + if (tutoriallevel != 1) { + weapons[weaponids[0]].damage += .4 + float(abs(Random() % 100) - 50) / 250; + escapednum = 0; + if (id == 0) + camerashake += .4; + if (Random() % 2 || creature == wolftype) { + victim->spurt = 1; + } + emit_sound_at(staffheadsound, victim->coords); + } + victim->RagDoll(0); + XYZ relative; + relative = victim->coords - coords; + relative.y = 0; + Normalise(&relative); + relative = DoRotation(relative, 0, 90, 0); + relative.y -= 1; + Normalise(&relative); + for (int i = 0; i < victim->skeleton.num_joints; i++) { + victim->skeleton.joints[i].velocity += relative * damagemult * 60; + } + victim->jointVel(head) += relative * damagemult * 230; + victim->jointVel(neck) += relative * damagemult * 230; + victim->Puff(head); + if (tutoriallevel != 1) { + victim->DoDamage(damagemult * 120 / victim->protectionhigh); + + award_bonus(id, solidhit, 30); + } + } + } + + if (animTarget == staffspinhitanim && animation[animTarget].label[frameCurrent] == 5 && victim->animTarget != rollanim) { + if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 6.5 && victim->animTarget != dodgebackanim && victim->animTarget != sweepanim) { + if (tutoriallevel != 1) { + weapons[weaponids[0]].damage += .6 + float(abs(Random() % 100) - 50) / 250; + escapednum = 0; + if (id == 0) + camerashake += .4; + if (Random() % 2 || creature == wolftype) { + victim->spurt = 1; + } + emit_sound_at(staffheadsound, victim->coords); + } + victim->RagDoll(0); + XYZ relative; + relative = victim->coords - coords; + relative.y = 0; + Normalise(&relative); + relative = DoRotation(relative, 0, -90, 0); + 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->jointVel(neck) += relative * damagemult * 220; + victim->Puff(head); + if (tutoriallevel != 1) { + victim->DoDamage(damagemult * 350 / victim->protectionhead); + + award_bonus(id, solidhit, 60); + } + } + } + + if (animTarget == staffgroundsmashanim && animation[animTarget].label[frameCurrent] == 5) { + if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 6.5) { + escapednum = 0; + if (tutoriallevel != 1) { + if (!victim->dead) + weapons[weaponids[0]].damage += .4 + float(abs(Random() % 100) - 50) / 500; + if (id == 0) + camerashake += .4; + if (Random() % 2 || creature == wolftype) { + victim->spurt = 1; + } + emit_sound_at(staffbodysound, victim->coords); + } + victim->skeleton.longdead = 0; + victim->skeleton.free = 1; + victim->skeleton.broken = 0; + + 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->RagDoll(0); + XYZ relative; + relative = 0; + relative.y = -1; + Normalise(&relative); + if (!victim->dead) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { + victim->skeleton.joints[i].velocity = relative * damagemult * 40; + } + victim->jointVel(abdomen) += relative * damagemult * 40; + } + if (victim->dead) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { + victim->skeleton.joints[i].velocity = relative * damagemult * abs(Random() % 20); + } + } + victim->Puff(abdomen); + if (tutoriallevel != 1) { + victim->DoDamage(damagemult * 100 / victim->protectionhigh); + + if (!victim->dead) { + award_bonus(id, solidhit, 40); + } + } + } + } + + if (animTarget == lowkickanim && animation[animTarget].label[frameCurrent] == 5) { + if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && animation[victim->animTarget].height != highheight) { + escapednum = 0; + if (id == 0) + camerashake += .4; + XYZ relative; + relative = victim->coords - coords; + relative.y = 0; + Normalise(&relative); + + SolidHitBonus(id); + + if (animation[victim->animTarget].height == lowheight) { + if (Random() % 2) { + victim->spurt = 1; + DoBlood(.2, 250); + } + victim->RagDoll(0); + for (int i = 0; i < victim->skeleton.num_joints; i++) { + victim->skeleton.joints[i].velocity += relative * damagemult * 40; + } + victim->jointVel(head) += relative * damagemult * 200; + if (tutoriallevel != 1) { + emit_sound_at(heavyimpactsound, victim->coords, 128.); + } + victim->Puff(head); + victim->DoDamage(damagemult * 100 / victim->protectionhead); + if (victim->howactive == typesleeping) + victim->DoDamage(damagemult * 150 / victim->protectionhead); + if (creature == wolftype) { + emit_sound_at(clawslicesound, victim->coords, 128.); + victim->spurt = 1; + victim->DoBloodBig(2 / victim->armorhead, 175); + } + } else { + if (victim->damage >= victim->damagetolerance) + victim->RagDoll(0); + for (int i = 0; i < victim->skeleton.num_joints; i++) { + victim->skeleton.joints[i].velocity += relative * damagemult * 10; + } + victim->jointVel(abdomen) += relative * damagemult * 200; + victim->frameTarget = 0; + victim->animTarget = staggerbackhighanim; + victim->targetyaw = targetyaw + 180; + victim->target = 0; + if (tutoriallevel != 1) { + emit_sound_at(landsound2, victim->coords, 128.); + } + victim->Puff(abdomen); + victim->DoDamage(damagemult * 30 / victim->protectionhigh); + if (creature == wolftype) { + emit_sound_at(clawslicesound, victim->coords, 128.); + victim->spurt = 1; + victim->DoBloodBig(2 / victim->armorhigh, 170); + } + } + + } + } + + if (animTarget == sweepanim && animation[animTarget].label[frameCurrent] == 5) { + if ((victim->animTarget != jumpupanim) && + (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3) && + (victim != this->shared_from_this())) { + escapednum = 0; + if (id == 0) + camerashake += .2; + if (tutoriallevel != 1) { + emit_sound_at(landsound2, victim->coords, 128.); + } + XYZ relative; + relative = victim->coords - coords; + relative.y = 0; + Normalise(&relative); + + if (animation[victim->animTarget].height == middleheight || animation[victim->animCurrent].height == middleheight || victim->damage >= victim->damagetolerance - 40) { + victim->RagDoll(0); + + 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 (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; + } + victim->Puff(rightankle); + victim->Puff(leftankle); + victim->DoDamage(damagemult * 40 / victim->protectionlow); + } else { + if (victim->damage >= victim->damagetolerance) + victim->RagDoll(0); + 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 (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; + } + victim->jointVel(abdomen) += relative * damagemult * 200; + victim->frameTarget = 0; + victim->animTarget = staggerbackhighanim; + victim->targetyaw = targetyaw + 180; + victim->target = 0; + if (tutoriallevel != 1) { + emit_sound_at(landsound2, victim->coords, 128.); + } + victim->Puff(abdomen); + victim->DoDamage(damagemult * 30 / victim->protectionlow); + } + + SolidHitBonus(id); + + } + } + } + if (animation[animTarget].attack == reversal && (!victim->feint || (victim->lastattack == victim->lastattack2 && victim->lastattack2 == victim->lastattack3 && Random() % 2) || animTarget == knifefollowanim)) { + if (animTarget == spinkickreversalanim && animation[animTarget].label[frameCurrent] == 7) { + escapednum = 0; + if (id == 0) + camerashake += .4; + if (Random() % 2) { + victim->spurt = 1; + DoBlood(.2, 230); + } + if (tutoriallevel != 1) { + emit_sound_at(heavyimpactsound, victim->coords, 128.); + } + if (creature == wolftype) { + emit_sound_at(clawslicesound, victim->coords, 128); + victim->spurt = 1; + victim->DoBloodBig(2 / victim->armorhigh, 170); + } + victim->RagDoll(0); + XYZ relative; + relative = victim->coords - oldcoords; + relative.y = 0; + Normalise(&relative); + for (int i = 0; i < victim->skeleton.num_joints; i++) { + victim->skeleton.joints[i].velocity += relative * damagemult * 40; + } + victim->jointVel(abdomen) += relative * damagemult * 200; + victim->Puff(abdomen); + victim->DoDamage(damagemult * 150 / victim->protectionhigh); + + award_bonus(id, Reversal); + } + + 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 == int(victim->id)) { + takeWeapon(victim->weaponids[victim->weaponactive]); + victim->num_weapons--; + if (victim->num_weapons > 0) { + victim->weaponids[victim->weaponactive] = victim->weaponids[victim->num_weapons]; + } + victim->weaponactive = -1; + } + } + } + + if (animTarget == staffhitreversalanim && animation[animTarget].label[frameCurrent] == 5) { + escapednum = 0; + if (id == 0) + camerashake += .4; + if (Random() % 2) { + victim->spurt = 1; + DoBlood(.2, 230); + } + emit_sound_at(whooshhitsound, victim->coords, 128.); + victim->RagDoll(0); + XYZ relative; + relative = victim->coords - oldcoords; + relative.y = 0; + Normalise(&relative); + for (int i = 0; i < victim->skeleton.num_joints; i++) { + victim->skeleton.joints[i].velocity += relative * damagemult * 30; + } + victim->jointVel(abdomen) += relative * damagemult * 200; + victim->Puff(head); + victim->DoDamage(damagemult * 70 / victim->protectionhigh); + } + + if (animTarget == staffspinhitreversalanim && animation[animTarget].label[frameCurrent] == 7) { + escapednum = 0; + if (id == 0) + camerashake += .4; + if (Random() % 2) { + victim->spurt = 1; + DoBlood(.2, 230); + } + + award_bonus(id, staffreversebonus); + + if (tutoriallevel != 1) { + emit_sound_at(heavyimpactsound, victim->coords, 128.); + } + victim->RagDoll(0); + award_bonus(id, staffreversebonus); // Huh, again? + + XYZ relative; + relative = victim->coords - oldcoords; + relative.y = 0; + Normalise(&relative); + for (int i = 0; i < victim->skeleton.num_joints; i++) { + victim->skeleton.joints[i].velocity += relative * damagemult * 30; + } + victim->jointVel(abdomen) += relative * damagemult * 200; + victim->Puff(head); + victim->DoDamage(damagemult * 70 / victim->protectionhigh); + } + + if (animTarget == upunchreversalanim && animation[animTarget].label[frameCurrent] == 7) { + escapednum = 0; + victim->RagDoll(1); + XYZ relative; + relative = facing; + relative.y = 0; + Normalise(&relative); + relative.y -= .1; + for (int i = 0; i < victim->skeleton.num_joints; i++) { + victim->skeleton.joints[i].velocity += relative * damagemult * 70; + } + victim->jointVel(lefthand) *= .1; + victim->jointVel(leftwrist) *= .2; + victim->jointVel(leftelbow) *= .5; + victim->jointVel(leftshoulder) *= .7; + victim->jointVel(righthand) *= .1; + victim->jointVel(rightwrist) *= .2; + victim->jointVel(rightelbow) *= .5; + victim->jointVel(rightshoulder) *= .7; + + victim->Puff(abdomen); + victim->DoDamage(damagemult * 90 / victim->protectionhigh); + + award_bonus(id, Reversal); + + bool doslice; + doslice = 0; + if (weaponactive != -1 || creature == wolftype) + doslice = 1; + if (creature == rabbittype && weaponactive != -1) + if (weapons[weaponids[0]].getType() == staff) + doslice = 0; + if (doslice) { + if (weaponactive != -1) { + victim->DoBloodBig(2 / victim->armorhigh, 225); + emit_sound_at(knifeslicesound, victim->coords); + if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody) + weapons[weaponids[weaponactive]].bloody = 1; + weapons[weaponids[weaponactive]].blooddrip += 3; + } + if (weaponactive == -1 && creature == wolftype) { + emit_sound_at(clawslicesound, victim->coords, 128.); + victim->spurt = 1; + victim->DoBloodBig(2 / victim->armorhigh, 175); + } + } + } + + + + if (animTarget == swordslashreversalanim && animation[animTarget].label[frameCurrent] == 7) { + escapednum = 0; + victim->RagDoll(1); + XYZ relative; + relative = facing; + relative.y = 0; + Normalise(&relative); + relative.y -= .1; + for (int i = 0; i < victim->skeleton.num_joints; i++) { + victim->skeleton.joints[i].velocity += relative * damagemult * 70; + } + victim->jointVel(lefthand) *= .1 - 1; + victim->jointVel(leftwrist) *= .2 - 1; + victim->jointVel(leftelbow) *= .5 - 1; + victim->jointVel(leftshoulder) *= .7 - 1; + victim->jointVel(righthand) *= .1 - 1; + victim->jointVel(rightwrist) *= .2 - 1; + victim->jointVel(rightelbow) *= .5 - 1; + victim->jointVel(rightshoulder) *= .7 - 1; + + award_bonus(id, swordreversebonus); + } + + if (hasvictim && animTarget == knifeslashreversalanim && animation[animTarget].label[frameCurrent] == 7) { + escapednum = 0; + if (id == 0) + camerashake += .4; + if (Random() % 2) { + victim->spurt = 1; + DoBlood(.2, 230); + } + if (tutoriallevel != 1) { + emit_sound_at(heavyimpactsound, victim->coords, 128.); + } + victim->RagDoll(0); + XYZ relative; + relative = victim->coords - oldcoords; + relative.y = 0; + Normalise(&relative); + relative = DoRotation(relative, 0, -90, 0); + for (int i = 0; i < victim->skeleton.num_joints; i++) { + victim->skeleton.joints[i].velocity += relative * damagemult * 40; + } + victim->jointVel(abdomen) += relative * damagemult * 200; + victim->Puff(abdomen); + victim->DoDamage(damagemult * 30 / victim->protectionhigh); + + award_bonus(id, Reversal); + } + + if (hasvictim && animTarget == sneakattackanim && animation[animTarget].label[frameCurrent] == 7) { + escapednum = 0; + victim->RagDoll(0); + victim->skeleton.spinny = 0; + XYZ relative; + relative = facing * -1; + relative.y = -3; + Normalise(&relative); + if (victim->id == 0) + relative /= 30; + for (int i = 0; i < victim->skeleton.num_joints; i++) { + victim->skeleton.joints[i].velocity += relative * damagemult * 40; + } + victim->damage = victim->damagetolerance; + victim->permanentdamage = victim->damagetolerance - 1; + bool doslice; + doslice = 0; + if (weaponactive != -1 || creature == wolftype) + doslice = 1; + if (creature == rabbittype && weaponactive != -1) + if (weapons[weaponids[0]].getType() == staff) + doslice = 0; + if (doslice) { + if (weaponactive != -1) { + victim->DoBloodBig(200, 225); + emit_sound_at(knifeslicesound, victim->coords); + if (bloodtoggle) + weapons[weaponids[weaponactive]].bloody = 2; + weapons[weaponids[weaponactive]].blooddrip += 5; + } + + if (creature == wolftype && weaponactive == -1) { + emit_sound_at(clawslicesound, victim->coords, 128.); + victim->spurt = 1; + victim->DoBloodBig(2, 175); + } + } + award_bonus(id, spinecrusher); + } + + if (hasvictim && (animTarget == knifefollowanim || animTarget == knifesneakattackanim) && animation[animTarget].label[frameCurrent] == 5) { + if (weaponactive != -1 && victim->bloodloss < victim->damagetolerance) { + escapednum = 0; + if (animTarget == knifefollowanim) + victim->DoBloodBig(200, 210); + if (animTarget == knifesneakattackanim) { + XYZ footvel, footpoint; + footvel = 0; + footpoint = weapons[weaponids[0]].tippoint; + if (bloodtoggle) + Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3); + footvel = (weapons[weaponids[0]].tippoint - weapons[weaponids[0]].position); + Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9); + Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9); + 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); + award_bonus(id, tracheotomy); + } + if (animTarget == knifefollowanim) { + award_bonus(id, Stabbonus); + XYZ footvel, footpoint; + footvel = 0; + footpoint = weapons[weaponids[0]].tippoint; + if (bloodtoggle) + Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3); + footvel = (weapons[weaponids[0]].tippoint - weapons[weaponids[0]].position) * -1; + Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9); + Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9); + Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 5, 1, 1, 1, .2, 1); + Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 2, 1, 1, 1, .2, 1); + + } + victim->bloodloss += 10000; + victim->velocity = 0; + emit_sound_at(fleshstabsound, victim->coords); + if (bloodtoggle) + weapons[weaponids[weaponactive]].bloody = 2; + weapons[weaponids[weaponactive]].blooddrip += 5; + } + } + + if (hasvictim && (animTarget == knifefollowanim || animTarget == knifesneakattackanim) && animation[animTarget].label[frameCurrent] == 6) { + escapednum = 0; + victim->velocity = 0; + for (int i = 0; i < victim->skeleton.num_joints; i++) { + victim->skeleton.joints[i].velocity = 0; + } + if (animTarget == knifefollowanim) { + victim->RagDoll(0); + for (int i = 0; i < victim->skeleton.num_joints; i++) { + victim->skeleton.joints[i].velocity = 0; + } + } + if (weaponactive != -1 && animation[victim->animTarget].attack != reversal) { + emit_sound_at(fleshstabremovesound, victim->coords); + if (bloodtoggle) + weapons[weaponids[weaponactive]].bloody = 2; + weapons[weaponids[weaponactive]].blooddrip += 5; + + XYZ footvel, footpoint; + footvel = 0; + footpoint = weapons[weaponids[0]].tippoint; + if (bloodtoggle) + Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3); + footvel = (weapons[weaponids[0]].tippoint - weapons[weaponids[0]].position) * -1; + Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9); + Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9); + Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 5, 1, 1, 1, .3, 1); + Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 2, 1, 1, 1, .3, 1); + } + } + + if (hasvictim && (animTarget == swordsneakattackanim) && animation[animTarget].label[frameCurrent] == 5) { + if (weaponactive != -1 && victim->bloodloss < victim->damagetolerance) { + award_bonus(id, backstab); + + escapednum = 0; + + XYZ footvel, footpoint; + footvel = 0; + footpoint = (weapons[weaponids[0]].tippoint + weapons[weaponids[0]].position) / 2; + if (bloodtoggle) + Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3); + footvel = (weapons[weaponids[0]].tippoint - weapons[weaponids[0]].position); + Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9); + Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9); + Sprite::MakeSprite(bloodflamesprite, footpoint, DoRotation(footvel * 5, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .3, 1); + Sprite::MakeSprite(bloodflamesprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .3, 1); + victim->DoBloodBig(200, 180); + victim->DoBloodBig(200, 215); + victim->bloodloss += 10000; + victim->velocity = 0; + emit_sound_at(fleshstabsound, victim->coords); + if (bloodtoggle) + weapons[weaponids[weaponactive]].bloody = 2; + weapons[weaponids[weaponactive]].blooddrip += 5; + } + } + + if (hasvictim && animTarget == swordsneakattackanim && animation[animTarget].label[frameCurrent] == 6) { + escapednum = 0; + victim->velocity = 0; + for (int i = 0; i < victim->skeleton.num_joints; i++) { + victim->skeleton.joints[i].velocity = 0; + } + if (weaponactive != -1) { + emit_sound_at(fleshstabremovesound, victim->coords); + if (bloodtoggle) + weapons[weaponids[weaponactive]].bloody = 2; + weapons[weaponids[weaponactive]].blooddrip += 5; + + XYZ footvel, footpoint; + footvel = 0; + footpoint = weapons[weaponids[0]].tippoint; + if (bloodtoggle) + Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3); + footvel = (weapons[weaponids[0]].tippoint - weapons[weaponids[0]].position) * -1; + Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9); + Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9); + Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 5, 1, 1, 1, .3, 1); + Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 2, 1, 1, 1, .3, 1); + } + } + + if (animTarget == sweepreversalanim && animation[animTarget].label[frameCurrent] == 7) { + escapednum = 0; + if (id == 0) + camerashake += .4; + if (Random() % 2) { + victim->spurt = 1; + DoBlood(.2, 240); + } + if (weaponactive == -1) { + if (tutoriallevel != 1) { + emit_sound_at(heavyimpactsound, victim->coords, 128.); + } + } + bool doslice; + doslice = 0; + if (weaponactive != -1 || creature == wolftype) + doslice = 1; + if (creature == rabbittype && weaponactive != -1) + if (weapons[weaponids[0]].getType() == staff) + doslice = 0; + if (doslice) { + if (weaponactive != -1) { + victim->DoBloodBig(2 / victim->armorhead, 225); + emit_sound_at(knifeslicesound, victim->coords); + if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody) + weapons[weaponids[weaponactive]].bloody = 1; + weapons[weaponids[weaponactive]].blooddrip += 3; + } + if (weaponactive == -1 && creature == wolftype) { + emit_sound_at(clawslicesound, victim->coords, 128.); + victim->spurt = 1; + victim->DoBloodBig(2 / victim->armorhead, 175); + } + } + + award_bonus(id, Reversal); + + victim->Puff(neck); + + XYZ relative; + relative = facing * -1; + relative.y = 0; + Normalise(&relative); + relative = DoRotation(relative, 0, 90, 0); + relative.y = .5; + Normalise(&relative); + for (int i = 0; i < victim->skeleton.num_joints; i++) { + victim->skeleton.joints[i].velocity += relative * damagemult * 20; + } + victim->jointVel(head) += relative * damagemult * 200; + if (victim->damage < victim->damagetolerance - 100) + victim->velocity = relative * 200; + victim->DoDamage(damagemult * 100 / victim->protectionhead); + victim->velocity = 0; + } + + if (animTarget == sweepreversalanim && ((animation[animTarget].label[frameCurrent] == 9 && victim->damage < victim->damagetolerance) || (animation[animTarget].label[frameCurrent] == 7 && victim->damage > victim->damagetolerance))) { + escapednum = 0; + victim->RagDoll(0); + XYZ relative; + relative = facing * -1; + relative.y = 0; + Normalise(&relative); + relative = DoRotation(relative, 0, 90, 0); + relative.y = .5; + Normalise(&relative); + for (int i = 0; i < victim->skeleton.num_joints; i++) { + victim->skeleton.joints[i].velocity += relative * damagemult * 20; + } + victim->jointVel(head) += relative * damagemult * 200; + } + + if (hasvictim && (animTarget == spinkickreversalanim || animTarget == sweepreversalanim || animTarget == rabbitkickreversalanim || animTarget == upunchreversalanim || animTarget == jumpreversalanim || animTarget == swordslashreversalanim || animTarget == knifeslashreversalanim || animTarget == rabbittacklereversal || animTarget == wolftacklereversal || animTarget == staffhitreversalanim || animTarget == staffspinhitreversalanim)) + if (victim->damage > victim->damagetolerance && bonus != reverseko) { + award_bonus(id, reverseko); + } + } + + + //Animation end + if (frameTarget > animation[animCurrent].numframes - 1) { + frameTarget = 0; + if (wasStop()) { + animTarget = getIdle(); + FootLand(leftfoot, 1); + FootLand(rightfoot, 1); + } + if (animCurrent == rabbittackleanim || animCurrent == rabbittacklinganim) { + animTarget = rollanim; + frameTarget = 3; + emit_sound_at(movewhooshsound, coords, 128.); + } + if (animCurrent == staggerbackhighanim) { + animTarget = getIdle(); + } + if (animCurrent == staggerbackhardanim) { + animTarget = getIdle(); + } + if (animCurrent == removeknifeanim) { + animTarget = getIdle(); + } + if (animCurrent == crouchremoveknifeanim) { + animTarget = getCrouch(); + } + if (animCurrent == backhandspringanim) { + animTarget = getIdle(); + } + if (animCurrent == dodgebackanim) { + animTarget = getIdle(); + } + if (animCurrent == drawleftanim) { + animTarget = getIdle(); + } + if (animCurrent == drawrightanim || animCurrent == crouchdrawrightanim) { + animTarget = getIdle(); + if (animCurrent == crouchdrawrightanim) { + animTarget = getCrouch(); + } + if (weaponactive == -1) + weaponactive = 0; + else if (weaponactive == 0) { + weaponactive = -1; + if (num_weapons == 2) { + int buffer; + buffer = weaponids[0]; + weaponids[0] = weaponids[1]; + weaponids[1] = buffer; + } + } + + if (weaponactive == -1) { + emit_sound_at(knifesheathesound, coords, 128.); + } + if (weaponactive != -1) { + emit_sound_at(knifedrawsound, coords, 128.); + } + } + if (animCurrent == rollanim) { + animTarget = getCrouch(); + FootLand(leftfoot, 1); + FootLand(rightfoot, 1); + } + if (isFlip()) { + if (animTarget == walljumprightkickanim) { + targetrot = -190; + } + if (animTarget == walljumpleftkickanim) { + targetrot = 190; + } + animTarget = jumpdownanim; + } + if (animCurrent == climbanim) { + animTarget = getCrouch(); + frameTarget = 1; + coords += facing * .1; + if (!isnormal(coords.x)) + coords = oldcoords; + oldcoords = coords; + collided = 0; + targetoffset = 0; + currentoffset = 0; + grabdelay = 1; + velocity = 0; + collided = 0; + avoidcollided = 0; + } + if (animTarget == rabbitkickreversalanim) { + animTarget = getCrouch(); + lastfeint = 0; + } + if (animTarget == jumpreversalanim) { + animTarget = getCrouch(); + lastfeint = 0; + } + if (animTarget == walljumprightanim || animTarget == walljumpbackanim || animTarget == walljumpfrontanim) { + if (attackkeydown && animTarget != walljumpfrontanim) { + int closest = -1; + float closestdist = -1; + float distance; + if (Person::players.size() > 1) + 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) { + closestdist = distance; + closest = i; + } + } + } + if (closestdist > 0 && closest >= 0 && closestdist < 16) { + victim = Person::players[closest]; + animTarget = walljumprightkickanim; + frameTarget = 0; + XYZ rotatetarget = victim->coords - coords; + Normalise(&rotatetarget); + yaw = -asin(0 - rotatetarget.x); + yaw *= 360 / 6.28; + if (rotatetarget.z < 0) + yaw = 180 - yaw; + targettilt2 = -asin(rotatetarget.y) * 360 / 6.28; + velocity = (victim->coords - coords) * 4; + velocity.y += 2; + transspeed = 40; + } + } + if (animTarget == walljumpbackanim) { + animTarget = backflipanim; + frameTarget = 3; + velocity = facing * -8; + velocity.y = 4; + if (id == 0) + resume_stream(whooshsound); + } + if (animTarget == walljumprightanim) { + animTarget = rightflipanim; + frameTarget = 4; + targetyaw -= 90; + yaw -= 90; + velocity = DoRotation(facing, 0, 30, 0) * -8; + velocity.y = 4; + } + if (animTarget == walljumpfrontanim) { + animTarget = frontflipanim; + frameTarget = 2; + //targetyaw-=180; + ////yaw-=180; + velocity = facing * 8; + velocity.y = 4; + } + if (id == 0) + resume_stream(whooshsound); + } + if (animTarget == walljumpleftanim) { + if (attackkeydown) { + int closest = -1; + float closestdist = -1; + float distance; + if (Person::players.size() > 1) + 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) { + closestdist = distance; + closest = i; + } + } + } + if (closestdist > 0 && closest >= 0 && closestdist < 16) { + victim = Person::players[closest]; + animTarget = walljumpleftkickanim; + frameTarget = 0; + XYZ rotatetarget = victim->coords - coords; + Normalise(&rotatetarget); + yaw = -asin(0 - rotatetarget.x); + yaw *= 360 / 6.28; + if (rotatetarget.z < 0) + yaw = 180 - yaw; + targettilt2 = -asin(rotatetarget.y) * 360 / 6.28; + velocity = (victim->coords - coords) * 4; + velocity.y += 2; + transspeed = 40; + } + } + if (animTarget != walljumpleftkickanim) { + animTarget = leftflipanim; + frameTarget = 4; + targetyaw += 90; + yaw += 90; + velocity = DoRotation(facing, 0, -30, 0) * -8; + velocity.y = 4; + } + if (id == 0) + resume_stream(whooshsound); + } + if (animTarget == sneakattackanim) { + animCurrent = getCrouch(); + animTarget = getCrouch(); + frameTarget = 1; + frameCurrent = 0; + targetyaw += 180; + yaw += 180; + targettilt2 *= -1; + tilt2 *= -1; + transspeed = 1000000; + targetheadyaw += 180; + coords -= facing * .7; + if (onterrain) + coords.y = terrain.getHeight(coords.x, coords.z); + + lastfeint = 0; + } + if (animTarget == knifesneakattackanim || animTarget == swordsneakattackanim) { + animTarget = getIdle(); + frameTarget = 0; + if (onterrain) + coords.y = terrain.getHeight(coords.x, coords.z); + + lastfeint = 0; + } + if (animCurrent == knifefollowanim) { + animTarget = getIdle(); + lastfeint = 0; + } + if (animation[animTarget].attack == reversal && animCurrent != sneakattackanim && animCurrent != knifesneakattackanim && animCurrent != swordsneakattackanim && animCurrent != knifefollowanim) { + float ycoords = oldcoords.y; + animTarget = getStop(); + targetyaw += 180; + yaw += 180; + targettilt2 *= -1; + tilt2 *= -1; + transspeed = 1000000; + targetheadyaw += 180; + if (!isnormal(coords.x)) + coords = oldcoords; + if (animCurrent == spinkickreversalanim || animCurrent == swordslashreversalanim) + oldcoords = coords + facing * .5; + else if (animCurrent == sweepreversalanim) + oldcoords = coords + facing * 1.1; + else if (animCurrent == upunchreversalanim) { + oldcoords = coords + facing * 1.5; + targetyaw += 180; + yaw += 180; + targetheadyaw += 180; + targettilt2 *= -1; + tilt2 *= -1; + } else if (animCurrent == knifeslashreversalanim) { + oldcoords = coords + facing * .5; + targetyaw += 90; + yaw += 90; + targetheadyaw += 90; + targettilt2 = 0; + tilt2 = 0; + } else if (animCurrent == staffspinhitreversalanim) { + targetyaw += 180; + yaw += 180; + targetheadyaw += 180; + targettilt2 = 0; + tilt2 = 0; + } + if (onterrain) + oldcoords.y = terrain.getHeight(oldcoords.x, oldcoords.z); + else + oldcoords.y = ycoords; + currentoffset = coords - oldcoords; + targetoffset = 0; + coords = oldcoords; + + lastfeint = 0; + } + if (animCurrent == knifesneakattackedanim || animCurrent == swordsneakattackedanim) { + velocity = 0; + velocity.y = -5; + RagDoll(0); + } + if (animation[animTarget].attack == reversed) { + escapednum++; + if (animTarget == sweepreversedanim) + targetyaw += 90; + animTarget = backhandspringanim; + frameTarget = 2; + emit_sound_at(landsound, coords, 128); + + if (animCurrent == upunchreversedanim || animCurrent == swordslashreversedanim) { + animTarget = rollanim; + frameTarget = 5; + oldcoords = coords; + coords += (DoRotation(jointPos(leftfoot), 0, yaw, 0) + DoRotation(jointPos(rightfoot), 0, yaw, 0)) / 2 * scale; + coords.y = oldcoords.y; + } + if (animCurrent == knifeslashreversedanim) { + animTarget = rollanim; + frameTarget = 0; + targetyaw += 90; + yaw += 90; + oldcoords = coords; + coords += (DoRotation(jointPos(leftfoot), 0, yaw, 0) + DoRotation(jointPos(rightfoot), 0, yaw, 0)) / 2 * scale; + coords.y = oldcoords.y; + } + } + if (wasFlip()) { + animTarget = jumpdownanim; + } + if (wasLanding()) + animTarget = getIdle(); + if (wasLandhard()) + animTarget = getIdle(); + if (animCurrent == spinkickanim || animCurrent == getupfrombackanim || animCurrent == getupfromfrontanim || animCurrent == lowkickanim) { + animTarget = getIdle(); + oldcoords = coords; + coords += (DoRotation(jointPos(leftfoot), 0, yaw, 0) + DoRotation(jointPos(rightfoot), 0, yaw, 0)) / 2 * scale; + coords.y = oldcoords.y; + //coords+=DoRotation(animation[animCurrent].offset,0,yaw,0)*scale; + targetoffset.y = coords.y; + if (onterrain) + targetoffset.y = terrain.getHeight(coords.x, coords.z); + currentoffset = DoRotation(animation[animCurrent].offset * -1, 0, yaw, 0) * scale; + currentoffset.y -= (coords.y - targetoffset.y); + coords.y = targetoffset.y; + targetoffset = 0; + normalsupdatedelay = 0; + } + if (animCurrent == upunchanim) { + animTarget = getStop(); + normalsupdatedelay = 0; + lastfeint = 0; + } + if (animCurrent == rabbitkickanim && animTarget != backflipanim) { + targetyaw = yaw; + bool hasstaff; + hasstaff = 0; + if (num_weapons > 0) + if (weapons[0].getType() == staff) + hasstaff = 1; + if (!hasstaff) + DoDamage(35); + RagDoll(0); + lastfeint = 0; + rabbitkickragdoll = 1; + } + if (animCurrent == rabbitkickreversedanim) { + if (!feint) { + velocity = 0; + velocity.y = -10; + //DoDamage(100); + RagDoll(0); + skeleton.spinny = 0; + SolidHitBonus(!id); // FIXME: tricky id + } + if (feint) { + escapednum++; + animTarget = rollanim; + coords += facing; + if (id == 0) + pause_sound(whooshsound); + } + lastfeint = 0; + } + if (animCurrent == rabbittackledbackanim || animCurrent == rabbittackledfrontanim) { + velocity = 0; + velocity.y = -10; + RagDoll(0); + skeleton.spinny = 0; + } + if (animCurrent == jumpreversedanim) { + if (!feint) { + velocity = 0; + velocity.y = -10; + //DoDamage(100); + RagDoll(0); + skeleton.spinny = 0; + SolidHitBonus(!id); // FIXME: tricky id + } + if (feint) { + escapednum++; + animTarget = rollanim; + coords += facing * 2; + if (id == 0) + pause_sound(whooshsound); + } + lastfeint = 0; + } + + if (animation[animCurrent].attack == normalattack && !victim->skeleton.free && victim->animTarget != staggerbackhighanim && victim->animTarget != staggerbackhardanim && animTarget != winduppunchblockedanim && animTarget != blockhighleftanim && animTarget != swordslashparryanim && animTarget != swordslashparriedanim && animTarget != crouchstabanim && animTarget != swordgroundstabanim) { + animTarget = getupfromfrontanim; + lastfeint = 0; + } else if (animation[animCurrent].attack == normalattack) { + animTarget = getIdle(); + lastfeint = 0; + } + if (animCurrent == blockhighleftanim && aitype != playercontrolled) { + animTarget = blockhighleftstrikeanim; + } + if (animCurrent == knifeslashstartanim || animCurrent == knifethrowanim || animCurrent == swordslashanim || animCurrent == staffhitanim || animCurrent == staffgroundsmashanim || animCurrent == staffspinhitanim) { + animTarget = getIdle(); + lastfeint = 0; + } + if (animCurrent == spinkickanim && victim->skeleton.free) { + if (creature == rabbittype) + animTarget = fightidleanim; + } + } + target = 0; + + if (isIdle() && !wasIdle()) + normalsupdatedelay = 0; + + if (animCurrent == jumpupanim && velocity.y < 0 && !isFlip()) { + animTarget = jumpdownanim; + } + } + if (!skeleton.free) { + oldtarget = target; + if (!transspeed && animation[animTarget].attack != 2 && animation[animTarget].attack != 3) { + if (!isRun() || !wasRun()) { + if (animation[animTarget].speed[frameTarget] > animation[animCurrent].speed[frameCurrent]) + target += multiplier * animation[animTarget].speed[frameTarget] * speed * 2; + if (animation[animTarget].speed[frameTarget] <= animation[animCurrent].speed[frameCurrent]) + target += multiplier * animation[animCurrent].speed[frameCurrent] * speed * 2; + } + if (isRun() && wasRun()) { + float tempspeed; + tempspeed = velspeed; + if (tempspeed < 10 * speedmult) + tempspeed = 10 * speedmult; + target += multiplier * animation[animTarget].speed[frameCurrent] * speed * 1.7 * tempspeed / (speed * 45 * scale); + } + } else if (transspeed) + target += multiplier * transspeed * speed * 2; + else { + if (!isRun() || !wasRun()) { + if (animation[animTarget].speed[frameTarget] > animation[animCurrent].speed[frameCurrent]) + target += multiplier * animation[animTarget].speed[frameTarget] * 2; + if (animation[animTarget].speed[frameTarget] <= animation[animCurrent].speed[frameCurrent]) + target += multiplier * animation[animCurrent].speed[frameCurrent] * 2; + } + } + + if (animCurrent != animTarget) + target = (target + oldtarget) / 2; + + if (target > 1) { + frameCurrent = frameTarget; + target = 1; + } + oldrot = rot; + rot = targetrot * target; + yaw += rot - oldrot; + if (target == 1) { + rot = 0; + oldrot = 0; + targetrot = 0; + } + if (animCurrent != oldanimCurrent || animTarget != oldanimTarget || ((frameCurrent != oldframeCurrent || frameTarget != oldframeTarget) && !calcrot)) { + //Old rotates + for (int i = 0; i < skeleton.num_joints; i++) { + skeleton.joints[i].position = animation[animCurrent].position[i][frameCurrent]; + } + + skeleton.FindForwards(); + + for (int i = 0; i < skeleton.num_muscles; i++) { + if (skeleton.muscles[i].visible) { + skeleton.FindRotationMuscle(i, animTarget); + } + } + 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; + if (isnormal((float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100)) + skeleton.muscles[i].oldrotate2 = (float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100; + if (isnormal((float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100)) + skeleton.muscles[i].oldrotate3 = (float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100; + } + } + + //New rotates + for (int i = 0; i < skeleton.num_joints; i++) { + skeleton.joints[i].position = animation[animTarget].position[i][frameTarget]; + } + + skeleton.FindForwards(); + + for (int i = 0; i < skeleton.num_muscles; i++) { + if (skeleton.muscles[i].visible) { + skeleton.FindRotationMuscle(i, animTarget); + } + } + 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; + if (isnormal((float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100)) + skeleton.muscles[i].newrotate2 = (float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100; + if (isnormal((float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100)) + skeleton.muscles[i].newrotate3 = (float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100; + if (skeleton.muscles[i].newrotate3 > skeleton.muscles[i].oldrotate3 + 180) skeleton.muscles[i].newrotate3 -= 360; + if (skeleton.muscles[i].newrotate3 < skeleton.muscles[i].oldrotate3 - 180) skeleton.muscles[i].newrotate3 += 360; + if (skeleton.muscles[i].newrotate2 > skeleton.muscles[i].oldrotate2 + 180) skeleton.muscles[i].newrotate2 -= 360; + if (skeleton.muscles[i].newrotate2 < skeleton.muscles[i].oldrotate2 - 180) skeleton.muscles[i].newrotate2 += 360; + if (skeleton.muscles[i].newrotate1 > skeleton.muscles[i].oldrotate1 + 180) skeleton.muscles[i].newrotate1 -= 360; + if (skeleton.muscles[i].newrotate1 < skeleton.muscles[i].oldrotate1 - 180) skeleton.muscles[i].newrotate1 += 360; + } + } + } + if (frameCurrent >= animation[animCurrent].numframes) + frameCurrent = animation[animCurrent].numframes - 1; + + oldanimCurrent = animCurrent; + oldanimTarget = animTarget; + oldframeTarget = frameTarget; + oldframeCurrent = frameCurrent; + + 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 (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); + skeleton.muscles[i].rotate3 = skeleton.muscles[i].oldrotate3 * (1 - target) + skeleton.muscles[i].newrotate3 * (target); + } + } + } + + if (isLanding() && landhard) { + if (id == 0) + camerashake += .4; + animTarget = getLandhard(); + frameTarget = 0; + target = 0; + landhard = 0; + transspeed = 15; + } + } } +/* EFFECT + * MONSTER + * TODO + */ +void Person::DoStuff() +{ + static XYZ terrainnormal; + static XYZ flatfacing; + static XYZ flatvelocity; + static float flatvelspeed; + static int i, j, l; + static XYZ average; + static int howmany; + static int bloodsize; + static int startx, starty, endx, endy; + static GLubyte color; + static XYZ bloodvel; + + onfiredelay -= multiplier; + if (onfiredelay < 0 && onfire) { + if (Random() % 2 == 0) { + crouchkeydown = 1; + } + onfiredelay = 0.3; + } + + crouchkeydowntime += multiplier; + if (!crouchkeydown) + crouchkeydowntime = 0; + jumpkeydowntime += multiplier; + if (!jumpkeydown && skeleton.free) + jumpkeydowntime = 0; + + if (hostile || damage > 0 || bloodloss > 0) + immobile = 0; + + if (isIdle() || isRun()) + targetoffset = 0; + + if (num_weapons == 1 && weaponactive != -1) + weaponstuck = -1; + + if (id == 0) + blooddimamount -= multiplier * .3; + speechdelay -= multiplier; + texupdatedelay -= multiplier; + interestdelay -= multiplier; + flamedelay -= multiplier; + parriedrecently -= multiplier; + if (!victim) { + victim = this->shared_from_this(); + hasvictim = 0; + } + + if (id == 0) + speed = 1.1 * speedmult; + else + speed = 1.0 * speedmult; + if (!skeleton.free) + rabbitkickragdoll = 0; + + speed *= speedmult; + + if (id != 0 && (creature == rabbittype || difficulty != 2)) + superruntoggle = 0; + if (id != 0 && creature == wolftype && difficulty == 2) { + superruntoggle = 0; + if (aitype != passivetype) { + superruntoggle = 1; + if (aitype == attacktypecutoff && (Person::players[0]->isIdle() || Person::players[0]->isCrouch() || Person::players[0]->skeleton.free || Person::players[0]->animTarget == getupfrombackanim || Person::players[0]->animTarget == getupfromfrontanim || Person::players[0]->animTarget == sneakanim) && distsq(&coords, &Person::players[0]->coords) < 16) { + superruntoggle = 0; + } + } + if (scale < 0.2) + superruntoggle = 0; + if (animTarget == wolfrunninganim && !superruntoggle) { + animTarget = getRun(); + frameTarget = 0; + } + } + if (weaponactive == -1 && num_weapons > 0) { + if (weapons[weaponids[0]].getType() == staff) { + weaponactive = 0; + } + } + + if (onfire) { + burnt += multiplier; + deathbleeding = 1; + if (burnt > .6) + burnt = .6; + OPENAL_SetVolume(channels[stream_firesound], 256 + 256 * findLength(&velocity) / 3); + + if (animTarget == jumpupanim || animTarget == jumpdownanim || isFlip()) { + float gLoc[3]; + float vel[3]; + gLoc[0] = coords.x; + gLoc[1] = coords.y; + gLoc[2] = coords.z; + vel[0] = velocity.x; + vel[1] = velocity.y; + vel[2] = velocity.z; + + if (id == 0) { + OPENAL_3D_SetAttributes(channels[whooshsound], gLoc, vel); + OPENAL_SetVolume(channels[whooshsound], 64 * findLength(&velocity) / 5); + } + } + } + while (flamedelay < 0 && onfire) { + flamedelay += .006; + howmany = abs(Random() % (skeleton.num_joints)); + if (skeleton.free) { + flatvelocity = skeleton.joints[howmany].velocity * scale / 2; + flatfacing = skeleton.joints[howmany].position * scale + coords; + } else { + flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; + flatvelocity = (coords - oldcoords) / multiplier / 2; + } + Sprite::MakeSprite(flamesprite, flatfacing, flatvelocity, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1); + } + + while (flamedelay < 0 && !onfire && tutoriallevel == 1 && id != 0) { + flamedelay += .05; + howmany = abs(Random() % (skeleton.num_joints)); + if (skeleton.free) { + flatvelocity = skeleton.joints[howmany].velocity * scale / 2; + flatfacing = skeleton.joints[howmany].position * scale + coords; + } else { + flatvelocity = (coords - oldcoords) / multiplier / 2; + flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; + } + Sprite::MakeSprite(breathsprite, flatfacing, flatvelocity, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, .3); + } + + if (bleeding > 0) { + bleeding -= multiplier * .3; + if (bloodtoggle == 2) { + skeleton.drawmodel.textureptr.bind(); + if ((bleeding <= 0) && (detail != 2)) + DoMipmaps(); + } + } + + if (neckspurtamount > 0) { + neckspurtamount -= multiplier; + neckspurtdelay -= multiplier * 3; + neckspurtparticledelay -= multiplier * 3; + if (neckspurtparticledelay < 0 && neckspurtdelay > 2) { + spurt = 0; + bloodvel = 0; + if (skeleton.free) { + bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 40, ((float)(Random() % 100)) / 40, 0); + bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 40, yaw + ((float)(Random() % 100)) / 40, 0) * scale; + Sprite::MakeSprite(bloodsprite, (jointPos(neck) + (jointPos(neck) - jointPos(head)) / 5)*scale + coords, bloodvel, 1, 1, 1, .05, .9); + } else { + bloodvel.z = 5 * neckspurtamount; + bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 40, yaw + ((float)(Random() % 100)) / 40, 0) * scale; + bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 40, ((float)(Random() % 100)) / 40, 0) * scale; + Sprite::MakeSprite(bloodsprite, DoRotation(jointPos(neck) + (jointPos(neck) - jointPos(head)) / 5, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, .9); + } + neckspurtparticledelay = .05; + } + if (neckspurtdelay < 0) { + neckspurtdelay = 3; + } + } + + if (deathbleeding > 0 && dead != 2) { + if (deathbleeding < 5) + bleeddelay -= deathbleeding * multiplier / 4; + else + bleeddelay -= 5 * multiplier / 4; + if (bleeddelay < 0 && bloodtoggle) { + bleeddelay = 1; + XYZ bloodvel; + if (bloodtoggle) { + bloodvel = 0; + if (skeleton.free) { + bloodvel += DoRotation(jointVel(abdomen), ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; + Sprite::MakeSprite(bloodsprite, jointPos(abdomen) * scale + coords, bloodvel, 1, 1, 1, .05, 1); + } else { + bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; + Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(abdomen) + jointPos(abdomen)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1); + } + } + } + bloodloss += deathbleeding * multiplier * 80; + deathbleeding -= multiplier * 1.6; + if (deathbleeding < 0) + deathbleeding = 0; + if (bloodloss > damagetolerance && animation[animTarget].attack == neutral) { + if (weaponactive != -1) { + weapons[weaponids[0]].drop(velocity * scale * -.3, velocity * scale); + weapons[weaponids[0]].velocity.x += .01; + num_weapons--; + if (num_weapons) { + weaponids[0] = weaponids[num_weapons]; + if (weaponstuck == num_weapons) + weaponstuck = 0; + } + weaponactive = -1; + for (unsigned i = 0; i < Person::players.size(); i++) { + Person::players[i]->wentforweapon = 0; + } + + if (id == 0) { + Game::flash(.5, 0); + } + } + + if (!dead && creature == wolftype) { + award_bonus(0, Wolfbonus); + } + dead = 2; + if (animTarget == knifefollowedanim && !skeleton.free) { + for (int i = 0; i < skeleton.num_joints; i++) { + skeleton.joints[i].velocity = 0; + skeleton.joints[i].velocity.y = -2; + } + } + if (id != 0 && unconscioustime > .1) { + numafterkill++; + } + + RagDoll(0); + } + } + + if (texupdatedelay < 0 && bleeding > 0 && bloodtoggle == 2 && distsq(&viewer, &coords) < 9) { + texupdatedelay = .12; + + bloodsize = 5 - realtexdetail; + + startx = 0; + starty = 0; + startx = bleedy; //abs(Random()%(skeleton.skinsize-bloodsize-1)); + starty = bleedx; //abs(Random()%(skeleton.skinsize-bloodsize-1)); + endx = startx + bloodsize; + endy = starty + bloodsize; + + if (startx < 0) { + startx = 0; + bleeding = 0; + } + if (starty < 0) { + starty = 0; + bleeding = 0; + } + if (endx > skeleton.skinsize - 1) { + endx = skeleton.skinsize - 1; + bleeding = 0; + } + if (endy > skeleton.skinsize - 1) { + endy = skeleton.skinsize - 1; + bleeding = 0; + } + if (endx < startx) + endx = startx; + if (endy < starty) + endy = starty; + + for (i = startx; i < endx; i++) { + for (j = starty; j < endy; j++) { + if (Random() % 2 == 0) { + color = Random() % 85 + 170; + if (skeleton.skinText[i * skeleton.skinsize * 3 + j * 3 + 0] > color / 2) + skeleton.skinText[i * skeleton.skinsize * 3 + j * 3 + 0] = color / 2; + skeleton.skinText[i * skeleton.skinsize * 3 + j * 3 + 1] = 0; + skeleton.skinText[i * skeleton.skinsize * 3 + j * 3 + 2] = 0; + } + } + } + if (detail > 1) { + skeleton.drawmodel.textureptr.bind(); + DoMipmaps(); + } + + if (skeleton.free) { + bleedx += 4 * direction / realtexdetail; + if (detail == 2) + bleedy += (abs(Random() % 3) - 1) * 2 / realtexdetail; + else + bleedy += (abs(Random() % 3) - 1) * 4 / realtexdetail; + } else { + bleedy -= 4 / realtexdetail; + if (detail == 2) + bleedx += (abs(Random() % 3) - 1) * 2 / realtexdetail; + else + bleedx += (abs(Random() % 3) - 1) * 4 / realtexdetail; + } + } + if (abs(righthandmorphness - targetrighthandmorphness) < multiplier * 4) { + righthandmorphness = targetrighthandmorphness; + righthandmorphstart = righthandmorphend; + } else if (righthandmorphness > targetrighthandmorphness) { + righthandmorphness -= multiplier * 4; + } else if (righthandmorphness < targetrighthandmorphness) { + righthandmorphness += multiplier * 4; + } + + if (abs(lefthandmorphness - targetlefthandmorphness) < multiplier * 4) { + lefthandmorphness = targetlefthandmorphness; + lefthandmorphstart = lefthandmorphend; + } else if (lefthandmorphness > targetlefthandmorphness) { + lefthandmorphness -= multiplier * 4; + } else if (lefthandmorphness < targetlefthandmorphness) { + lefthandmorphness += multiplier * 4; + } + + if (creature == rabbittype || targettailmorphness == 5 || targettailmorphness == 0) { + if (abs(tailmorphness - targettailmorphness) < multiplier * 10) { + tailmorphness = targettailmorphness; + tailmorphstart = tailmorphend; + } else if (tailmorphness > targettailmorphness) { + tailmorphness -= multiplier * 10; + } else if (tailmorphness < targettailmorphness) { + tailmorphness += multiplier * 10; + } + } + + if (creature == wolftype) { + if (abs(tailmorphness - targettailmorphness) < multiplier * 4) { + tailmorphness = targettailmorphness; + tailmorphstart = tailmorphend; + } else if (tailmorphness > targettailmorphness) { + tailmorphness -= multiplier * 2; + } else if (tailmorphness < targettailmorphness) { + tailmorphness += multiplier * 2; + } + } + + if (headmorphend == 3 || headmorphstart == 3) { + if (abs(headmorphness - targetheadmorphness) < multiplier * 7) { + headmorphness = targetheadmorphness; + headmorphstart = headmorphend; + } else if (headmorphness > targetheadmorphness) { + headmorphness -= multiplier * 7; + } else if (headmorphness < targetheadmorphness) { + headmorphness += multiplier * 7; + } + } else if (headmorphend == 5 || headmorphstart == 5) { + if (abs(headmorphness - targetheadmorphness) < multiplier * 10) { + headmorphness = targetheadmorphness; + headmorphstart = headmorphend; + } else if (headmorphness > targetheadmorphness) { + headmorphness -= multiplier * 10; + } else if (headmorphness < targetheadmorphness) { + headmorphness += multiplier * 10; + } + } else { + if (abs(headmorphness - targetheadmorphness) < multiplier * 4) { + headmorphness = targetheadmorphness; + headmorphstart = headmorphend; + } else if (headmorphness > targetheadmorphness) { + headmorphness -= multiplier * 4; + } else if (headmorphness < targetheadmorphness) { + headmorphness += multiplier * 4; + } + } + + if (abs(chestmorphness - targetchestmorphness) < multiplier) { + chestmorphness = targetchestmorphness; + chestmorphstart = chestmorphend; + } else if (chestmorphness > targetchestmorphness) { + chestmorphness -= multiplier; + } else if (chestmorphness < targetchestmorphness) { + chestmorphness += multiplier; + } + + if (dead != 2 && howactive <= typesleeping) { + if (chestmorphstart == 0 && chestmorphend == 0) { + chestmorphness = 0; + targetchestmorphness = 1; + chestmorphend = 3; + } + if (chestmorphstart != 0 && chestmorphend != 0) { + chestmorphness = 0; + targetchestmorphness = 1; + chestmorphend = 0; + if (environment == snowyenvironment) { + XYZ footpoint; + XYZ footvel; + if (skeleton.free) { + footvel = skeleton.specialforward[0] * -1; + footpoint = ((jointPos(head) + jointPos(neck)) / 2) * scale + coords; + } else { + footvel = DoRotation(skeleton.specialforward[0], 0, yaw, 0) * -1; + footpoint = DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0) * scale + coords; + } + if (animTarget == sleepanim) + footvel = DoRotation(footvel, 0, 90, 0); + Sprite::MakeSprite(breathsprite, footpoint + footvel * .2, footvel * .4, 1, 1, 1, .4, .3); + } + } + + if (!dead && howactive < typesleeping) { + blinkdelay -= multiplier * 2; + if (headmorphstart == 0 && headmorphend == 0 && blinkdelay <= 0) { + headmorphness = 0; + targetheadmorphness = 1; + headmorphend = 3; + blinkdelay = (float)(abs(Random() % 40)) / 5; + } + if (headmorphstart == 3 && headmorphend == 3) { + headmorphness = 0; + targetheadmorphness = 1; + headmorphend = 0; + } + } + if (!dead) { + twitchdelay -= multiplier * 1.5; + if (animTarget != hurtidleanim) { + if (headmorphstart == 0 && headmorphend == 0 && twitchdelay <= 0) { + headmorphness = 0; + targetheadmorphness = 1; + headmorphend = 5; + twitchdelay = (float)(abs(Random() % 40)) / 5; + } + if (headmorphstart == 5 && headmorphend == 5) { + headmorphness = 0; + targetheadmorphness = 1; + headmorphend = 0; + } + } + if ((isIdle() || isCrouch()) && animTarget != hurtidleanim) { + twitchdelay3 -= multiplier * 1; + if (Random() % 2 == 0) { + if (righthandmorphstart == 0 && righthandmorphend == 0 && twitchdelay3 <= 0) { + righthandmorphness = 0; + targetrighthandmorphness = 1; + righthandmorphend = 1; + if (Random() % 2 == 0)twitchdelay3 = (float)(abs(Random() % 40)) / 5; + } + if (righthandmorphstart == 1 && righthandmorphend == 1) { + righthandmorphness = 0; + targetrighthandmorphness = 1; + righthandmorphend = 0; + } + } + if (Random() % 2 == 0) { + if (lefthandmorphstart == 0 && lefthandmorphend == 0 && twitchdelay3 <= 0) { + lefthandmorphness = 0; + targetlefthandmorphness = 1; + lefthandmorphend = 1; + twitchdelay3 = (float)(abs(Random() % 40)) / 5; + } + if (lefthandmorphstart == 1 && lefthandmorphend == 1) { + lefthandmorphness = 0; + targetlefthandmorphness = 1; + lefthandmorphend = 0; + } + } + } + } + if (!dead) { + if (creature == rabbittype) { + if (howactive < typesleeping) + twitchdelay2 -= multiplier * 1.5; + else + twitchdelay2 -= multiplier * 0.5; + if (howactive <= typesleeping) { + if (tailmorphstart == 0 && tailmorphend == 0 && twitchdelay2 <= 0) { + tailmorphness = 0; + targettailmorphness = 1; + tailmorphend = 1; + twitchdelay2 = (float)(abs(Random() % 40)) / 5; + } + if (tailmorphstart == 1 && tailmorphend == 1) { + tailmorphness = 0; + targettailmorphness = 1; + tailmorphend = 2; + } + if (tailmorphstart == 2 && tailmorphend == 2) { + tailmorphness = 0; + targettailmorphness = 1; + tailmorphend = 0; + } + } + } + } + } + if (creature == wolftype) { + twitchdelay2 -= multiplier * 1.5; + if (tailmorphend != 0) + if ((isRun() || animTarget == jumpupanim || animTarget == jumpdownanim || animTarget == backflipanim) && !skeleton.free) { + tailmorphness = 0; + targettailmorphness = 1; + tailmorphend = 0; + twitchdelay2 = .1; + } + if (tailmorphend != 5) + if (animTarget == flipanim || animTarget == frontflipanim || animTarget == rollanim || skeleton.free) { + tailmorphness = 0; + targettailmorphness = 1; + tailmorphend = 5; + twitchdelay2 = .1; + } + if (twitchdelay2 <= 0) { + if (((tailmorphstart == 0 && tailmorphend == 0) || (tailmorphstart == 5 && tailmorphend == 5))) { + tailmorphness = 0; + targettailmorphness = 1; + tailmorphend = 1; + } + if (tailmorphstart == 1 && tailmorphend == 1) { + tailmorphness = 0; + targettailmorphness = 1; + tailmorphend = 2; + } + if (tailmorphstart == 2 && tailmorphend == 2) { + tailmorphness = 0; + targettailmorphness = 1; + tailmorphend = 3; + } + if (tailmorphstart == 3 && tailmorphend == 3) { + tailmorphness = 0; + targettailmorphness = 1; + tailmorphend = 4; + } + if (tailmorphstart == 4 && tailmorphend == 4) { + tailmorphness = 0; + targettailmorphness = 1; + tailmorphend = 1; + } + } + } + + if (dead != 1) + unconscioustime = 0; + + if (dead == 1 || howactive == typesleeping) { + unconscioustime += multiplier; + //If unconscious, close eyes and mouth + if (righthandmorphend != 0) + righthandmorphness = 0; + righthandmorphend = 0; + targetrighthandmorphness = 1; + + if (lefthandmorphend != 0) + lefthandmorphness = 0; + lefthandmorphend = 0; + targetlefthandmorphness = 1; + + if (headmorphend != 3 && headmorphend != 5) + headmorphness = 0; + headmorphend = 3; + targetheadmorphness = 1; + } + + + if (howactive > typesleeping) { + XYZ headpoint; + headpoint = coords; + if (bloodtoggle && !bled) { + terrain.MakeDecal(blooddecalslow, headpoint, .8, .5, 0); + } + if (bloodtoggle && !bled) + for (l = 0; l < terrain.patchobjectnum[whichpatchx][whichpatchz]; l++) { + j = terrain.patchobjects[whichpatchx][whichpatchz][l]; + XYZ point = DoRotation(headpoint - objects.position[j], 0, -objects.yaw[j], 0); + float size = .8; + float opacity = .6; + float yaw = 0; + objects.model[j].MakeDecal(blooddecalslow, &point, &size, &opacity, &yaw); + } + bled = 1; + } -void Person::FootLand(int which, float opacity){ - static XYZ terrainlight; - static XYZ footvel,footpoint; - if(opacity>=1||skiddelay<=0) - if(opacity>1) - { - footvel=0; - if(which==0)footpoint=DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position,0,rotation,0)*scale+coords; - if(which==1)footpoint=DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position,0,rotation,0)*scale+coords; - //footpoint.y=coords.y; - if(findDistancefast(&footpoint,&viewer))Sprite::MakeSprite(cloudsprite, footpoint,footvel, 1,1,1, .5, .2*opacity); - } - else if(environment==snowyenvironment&&onterrain&&terrain.getOpacity(coords.x,coords.z)<.2){ - footvel=velocity/5; - if(footvel.y<.8)footvel.y=.8; - if(which==0)footpoint=DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position,0,rotation,0)*scale+coords; - if(which==1)footpoint=DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position,0,rotation,0)*scale+coords; - footpoint.y=terrain.getHeight(footpoint.x,footpoint.z); - terrainlight=terrain.getLighting(footpoint.x,footpoint.z); - if(findDistancefast(&footpoint,&viewer)=1||detail==2)if(detail==2)if(findDistancefast(&footpoint,&viewer)=1||detail==2)if(detail==2)if(findDistancefast(&footpoint,&viewer) typesleeping) { + //If dead, open mouth and hands + if (righthandmorphend != 0) + righthandmorphness = 0; + righthandmorphend = 0; + targetrighthandmorphness = 1; + + if (lefthandmorphend != 0) + lefthandmorphness = 0; + lefthandmorphend = 0; + targetlefthandmorphness = 1; + + if (headmorphend != 2) + headmorphness = 0; + headmorphend = 2; + targetheadmorphness = 1; + } + + if (stunned > 0 && !dead && headmorphend != 2) { + if (headmorphend != 4) + headmorphness = 0; + headmorphend = 4; + targetheadmorphness = 1; + } + + if (damage > damagetolerance && !dead) { + + dead = 1; + unconscioustime = 0; + + if (creature == wolftype) { + award_bonus(0, Wolfbonus); + } + + RagDoll(0); + + if (weaponactive != -1) { + weapons[weaponids[0]].drop(velocity * scale * -.3, velocity * scale); + weapons[weaponids[0]].velocity.x += .01; + num_weapons--; + if (num_weapons) { + weaponids[0] = weaponids[num_weapons]; + if (weaponstuck == num_weapons) + weaponstuck = 0; + } + weaponactive = -1; + for (unsigned i = 0; i < Person::players.size(); i++) { + Person::players[i]->wentforweapon = 0; + } + } + + + + if ((id == 0 || distsq(&coords, &viewer) < 50) && autoslomo) { + slomo = 1; + slomodelay = .2; + } + + damage += 20; + } + + if (!dead) + damage -= multiplier * 13; + if (!dead) + permanentdamage -= multiplier * 4; + if (isIdle() || isCrouch()) { + if (!dead) + permanentdamage -= multiplier * 4; + } + if (damage < 0) + damage = 0; + if (permanentdamage < 0) + permanentdamage = 0; + if (superpermanentdamage < 0) + superpermanentdamage = 0; + if (permanentdamage < superpermanentdamage) { + permanentdamage = superpermanentdamage; + } + if (damage < permanentdamage) { + damage = permanentdamage; + } + if (dead == 1 && damage < damagetolerance) { + dead = 0; + skeleton.free = 1; + damage -= 20; + for (int i = 0; i < skeleton.num_joints; i++) { + skeleton.joints[i].velocity = 0; + } + } + if (permanentdamage > damagetolerance && dead != 2) { + DoBlood(1, 255); + + if (weaponactive != -1) { + weapons[weaponids[0]].drop(velocity * scale * -.3, velocity * scale); + weapons[weaponids[0]].velocity.x += .01; + num_weapons--; + if (num_weapons) { + weaponids[0] = weaponids[num_weapons]; + if (weaponstuck == num_weapons) + weaponstuck = 0; + } + weaponactive = -1; + for (unsigned i = 0; i < Person::players.size(); i++) { + Person::players[i]->wentforweapon = 0; + } + } + + bled = 0; + + if (!dead && creature == wolftype) { + award_bonus(0, Wolfbonus); + } + + if (unconscioustime < .1 && (bonus != spinecrusher || bonustime > 1) && (bonus != FinishedBonus || bonustime > 1) && bloodloss < damagetolerance) + award_bonus(id, touchofdeath); + if (id != 0 && unconscioustime > .1) { + numafterkill++; + } + + dead = 2; + + skeleton.free = 1; + + emit_sound_at(breaksound, coords); + } + + if (skeleton.free == 1) { + if (id == 0) + pause_sound(whooshsound); + + if (!dead) { + //If knocked over, open hands and close mouth + if (righthandmorphend != 0) + righthandmorphness = 0; + righthandmorphend = 0; + targetrighthandmorphness = 1; + + if (lefthandmorphend != 0) + lefthandmorphness = 0; + lefthandmorphend = 0; + targetlefthandmorphness = 1; + + if (headmorphend != 3 && headmorphend != 5 && headmorphstart != 3 && headmorphstart != 5) { + if (headmorphend != 0) + headmorphness = 0; + headmorphend = 0; + targetheadmorphness = 1; + } + } + + skeleton.DoGravity(&scale); + float damageamount; + damageamount = skeleton.DoConstraints(&coords, &scale) * 5; + 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; + howmany = 0; + for (j = 0; j < skeleton.num_joints; j++) { + average += skeleton.joints[j].position; + howmany++; + } + average /= howmany; + coords += average * scale; + for (j = 0; j < skeleton.num_joints; j++) { + skeleton.joints[j].position -= average; + } + average /= multiplier; + + velocity = 0; + for (int i = 0; i < skeleton.num_joints; i++) { + velocity += skeleton.joints[i].velocity * scale; + } + velocity /= skeleton.num_joints; + + if (!isnormal(velocity.x) && velocity.x) { + velocity = 0; + } + + if (findLength(&average) < 10 && dead && skeleton.free) { + skeleton.longdead += (2000 - findLength(&average)) * multiplier + multiplier; + if (skeleton.longdead > 2000) { + if (skeleton.longdead > 6000) { + if (id == 0) + pause_sound(whooshsound); + skeleton.free = 3; + DrawSkeleton(); + skeleton.free = 2; + } + if (dead == 2 && bloodloss < damagetolerance) { + XYZ headpoint; + headpoint = (jointPos(head) + jointPos(neck)) / 2 * scale + coords; + DoBlood(1, 255); + if (bloodtoggle && !bled) { + terrain.MakeDecal(blooddecal, headpoint, .2 * 1.2, .5, 0); + } + if (bloodtoggle && !bled) + for (l = 0; l < terrain.patchobjectnum[whichpatchx][whichpatchz]; l++) { + j = terrain.patchobjects[whichpatchx][whichpatchz][l]; + XYZ point = DoRotation(headpoint - objects.position[j], 0, -objects.yaw[j], 0); + float size = .2 * 1.2; + float opacity = .6; + float yaw = 0; + objects.model[j].MakeDecal(blooddecal, &point, &size, &opacity, &yaw); + } + bled = 1; + } + if (dead == 2 && bloodloss >= damagetolerance) { + XYZ headpoint; + headpoint = (jointPos(abdomen) + jointPos(neck)) / 2 * scale + coords; + if (bleeding <= 0) + DoBlood(1, 255); + if (bloodtoggle && !bled) { + terrain.MakeDecal(blooddecalslow, headpoint, .8, .5, 0); + } + if (bloodtoggle && !bled) + for (l = 0; l < terrain.patchobjectnum[whichpatchx][whichpatchz]; l++) { + j = terrain.patchobjects[whichpatchx][whichpatchz][l]; + XYZ point = DoRotation(headpoint - objects.position[j], 0, -objects.yaw[j], 0); + float size = .8; + float opacity = .6; + float yaw = 0; + objects.model[j].MakeDecal(blooddecalslow, &point, &size, &opacity, &yaw); + } + bled = 1; + } + } + } + + if (!dead && crouchkeydown && skeleton.freetime > .5 && id == 0 && skeleton.free) { + bool canrecover = 1; + XYZ startpoint, endpoint, colpoint, colviewer, coltarget; + startpoint = coords; + endpoint = coords; + endpoint.y -= .7; + if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1) + canrecover = 0; + if (velocity.y < -30) + canrecover = 0; + for (i = 0; i < objects.numobjects; i++) { + if (objects.type[i] != treeleavestype && objects.type[i] != bushtype && objects.type[i] != firetype) { + colviewer = startpoint; + coltarget = endpoint; + if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) + canrecover = 0; + } + } + if (canrecover) { + skeleton.free = 0; + XYZ middle; + middle = 0; + + terrainnormal = jointPos(groin) - jointPos(abdomen); + if (joint(groin).locked && joint(abdomen).locked) { + terrainnormal = jointPos(groin) - jointPos(abdomen); + middle = (jointPos(groin) + jointPos(abdomen)) / 2; + } + if (joint(abdomen).locked && joint(neck).locked) { + terrainnormal = jointPos(abdomen) - jointPos(neck); + middle = (jointPos(neck) + jointPos(abdomen)) / 2; + } + if (joint(groin).locked && joint(neck).locked) { + terrainnormal = jointPos(groin) - jointPos(neck); + middle = (jointPos(groin) + jointPos(neck)) / 2; + } + Normalise(&terrainnormal); + + targetyaw = -asin(0 - terrainnormal.x); + targetyaw *= 360 / 6.28; + if (terrainnormal.z < 0) + targetyaw = 180 - targetyaw; + yaw = targetyaw; + + frameTarget = 0; + animTarget = flipanim; + crouchtogglekeydown = 1; + target = 0; + tilt2 = 0; + targettilt2 = 0; + + animCurrent = tempanim; + frameCurrent = 0; + target = 0; + + 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 (findLength(&average) < 10 && !dead && skeleton.free) { + skeleton.longdead += (2000 - findLength(&average)) * multiplier + multiplier; + if (skeleton.longdead > (damage + 500) * 1.5) { + if (id == 0) + pause_sound(whooshsound); + skeleton.free = 0; + velocity = 0; + XYZ middle; + middle = 0; + + terrainnormal = jointPos(groin) - jointPos(abdomen); + if (joint(groin).locked && joint(abdomen).locked) { + terrainnormal = jointPos(groin) - jointPos(abdomen); + middle = (jointPos(groin) + jointPos(abdomen)) / 2; + } + if (joint(abdomen).locked && joint(neck).locked) { + terrainnormal = jointPos(abdomen) - jointPos(neck); + middle = (jointPos(neck) + jointPos(abdomen)) / 2; + } + if (joint(groin).locked && joint(neck).locked) { + terrainnormal = jointPos(groin) - jointPos(neck); + middle = (jointPos(groin) + jointPos(neck)) / 2; + } + Normalise(&terrainnormal); + + targetyaw = -asin(0 - terrainnormal.x); + targetyaw *= 360 / 6.28; + if (terrainnormal.z < 0) + targetyaw = 180 - targetyaw; + yaw = targetyaw; + + targettilt2 = asin(terrainnormal.y) * 180 / 3.14 * -1; + + + if (skeleton.forward.y < 0) { + animTarget = getupfrombackanim; + frameTarget = 0; + targettilt2 = 0; + } + if (skeleton.forward.y > -.3) { + animTarget = getupfromfrontanim; + yaw += 180; + targetyaw += 180; + targettilt2 *= -1; + frameTarget = 0; + targettilt2 = 0; + } + + if ((Random() % 8 == 0 && id != 0 && creature == rabbittype) || (Random() % 2 == 0 && id != 0 && creature == wolftype) || (id == 0 && crouchkeydown && (forwardkeydown || backkeydown || leftkeydown || rightkeydown))) { + animTarget = rollanim; + targetyaw = lookyaw; + if (id == 0) { + if (rightkeydown) { + targetyaw -= 90; + if (forwardkeydown) + targetyaw += 45; + if (backkeydown) + targetyaw -= 45; + } + if (leftkeydown) { + targetyaw += 90; + if (forwardkeydown) + targetyaw -= 45; + if (backkeydown) + targetyaw += 45; + } + if (backkeydown) { + if ( !leftkeydown && !rightkeydown) + targetyaw += 180; + } + targetyaw += 180; + } + } + + if (abs(targettilt2) > 50) + targettilt2 = 0; + animCurrent = tempanim; + frameCurrent = 0; + target = 0; + tilt2 = targettilt2; + + if (middle.y > 0 && animTarget != rollanim) + targetoffset.y = middle.y + 1; + + 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); + } + } + } + + bool hasstaff; + hasstaff = 0; + if (num_weapons > 0) + if (weapons[0].getType() == staff) + hasstaff = 1; + if (!skeleton.freefall && freefall && ((jumpkeydown && jumpkeydowntime < .2) || (hasstaff && rabbitkickragdoll)) && !dead) { + if (velocity.y > -30) { + XYZ tempvelocity; + tempvelocity = velocity; + Normalise(&tempvelocity); + targetyaw = -asin(0 - tempvelocity.x); + targetyaw *= 360 / 6.28; + if (velocity.z < 0) + targetyaw = 180 - targetyaw; + //targetyaw+=180; + + skeleton.free = 0; + if (dotproduct(&skeleton.forward, &tempvelocity) < 0) { + animTarget = rollanim; + frameTarget = 2; + } else { + animTarget = backhandspringanim; + targetyaw += 180; + frameTarget = 6; + } + target = 0; + + emit_sound_at(movewhooshsound, coords, 128.); + + animCurrent = animTarget; + frameCurrent = frameTarget - 1; + target = 0; + + velocity = 0; + + yaw = targetyaw; + tilt = 0; + targettilt = 0; + tilt2 = 0; + targettilt2 = 0; + } + } + if (skeleton.freefall == 0) + freefall = 0; + + } + + if (aitype != passivetype || skeleton.free == 1) + if (findLengthfast(&velocity) > .1) + for (i = 0; i < objects.numobjects; i++) { + if (objects.type[i] == firetype) + if (distsqflat(&coords, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 12 && distsq(&coords, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 49) { + if (onfire) { + if (!objects.onfire[i]) { + emit_sound_at(firestartsound, objects.position[i]); + } + objects.onfire[i] = 1; + } + if (!onfire) { + if (objects.onfire[i]) { + CatchFire(); + } + } + } + if (objects.type[i] == bushtype) + if (distsqflat(&coords, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 12 && distsq(&coords, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 49) { + if (onfire) { + if (!objects.onfire[i]) { + emit_sound_at(firestartsound, objects.position[i]); + } + objects.onfire[i] = 1; + } + + if (!onfire) { + if (objects.onfire[i]) { + CatchFire(); + } + } + if (objects.messedwith[i] <= 0) { + XYZ tempvel; + XYZ pos; + + emit_sound_at(bushrustle, coords, 40 * findLength(&velocity)); + + if (id == 0) { + addEnvSound(coords, 4 * findLength(&velocity)); + } + + int howmany; + if (environment == grassyenvironment) + howmany = findLength(&velocity) * 4; + if (environment == snowyenvironment) + howmany = findLength(&velocity) * 2; + if (detail == 2) + if (environment != desertenvironment) + for (j = 0; j < howmany; j++) { + tempvel.x = float(abs(Random() % 100) - 50) / 20; + tempvel.y = float(abs(Random() % 100) - 50) / 20; + tempvel.z = float(abs(Random() % 100) - 50) / 20; + pos = coords; + pos.y += 1; + pos.x += float(abs(Random() % 100) - 50) / 200; + pos.y += float(abs(Random() % 100) - 50) / 200; + pos.z += float(abs(Random() % 100) - 50) / 200; + Sprite::MakeSprite(splintersprite, pos, tempvel * .5 + velocity * float(abs(Random() % 100)) / 100, 165 / 255 + float(abs(Random() % 100) - 50) / 400, 0, 0, .2 + float(abs(Random() % 100) - 50) / 1300, 1); + Sprite::setLastSpriteSpecial(1); + } + howmany = findLength(&velocity) * 4; + if (detail == 2) + if (environment == snowyenvironment) + for (j = 0; j < howmany; j++) { + tempvel.x = float(abs(Random() % 100) - 50) / 20; + tempvel.y = float(abs(Random() % 100) - 50) / 20; + tempvel.z = float(abs(Random() % 100) - 50) / 20; + pos = coords; + pos.y += 1; + pos.x += float(abs(Random() % 100) - 50) / 200; + pos.y += float(abs(Random() % 100) - 50) / 200; + pos.z += float(abs(Random() % 100) - 50) / 200; + Sprite::MakeSprite(splintersprite, pos, tempvel * .3 + velocity * float(abs(Random() % 100)) / 100 / 2, 1, 1, 1, .1, 1); + Sprite::setLastSpriteSpecial(2); + } + } + objects.rotx[i] += velocity.x * multiplier * 6; + objects.roty[i] += velocity.z * multiplier * 6; + objects.messedwith[i] = .5; + } + XYZ tempcoord; + if (objects.type[i] == treeleavestype && environment != desertenvironment) { + if (objects.pitch[i] == 0) + tempcoord = coords; + else { + tempcoord = coords - objects.position[i]; + tempcoord = DoRotation(tempcoord, 0, -objects.yaw[i], 0); + tempcoord = DoRotation(tempcoord, -objects.pitch[i], 0, 0); + tempcoord += objects.position[i]; + } + if (distsqflat(&tempcoord, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 8 && distsq(&tempcoord, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 300 && tempcoord.y > objects.position[i].y + 3 * objects.scale[i]) { + if (objects.messedwith[i] <= 0) { + XYZ tempvel; + XYZ pos; + + emit_sound_at(bushrustle, coords, 40 * findLength(&velocity)); + + if (id == 0) { + addEnvSound(coords, 4 * findLength(&velocity)); + } + + int howmany; + if (environment == grassyenvironment) + howmany = findLength(&velocity) * 4; + if (environment == snowyenvironment) + howmany = findLength(&velocity) * 2; + if (detail == 2) + if (environment != desertenvironment) + for (j = 0; j < howmany; j++) { + tempvel.x = float(abs(Random() % 100) - 50) / 20; + tempvel.y = float(abs(Random() % 100) - 50) / 20; + tempvel.z = float(abs(Random() % 100) - 50) / 20; + pos = coords; + pos += velocity * .1; + pos.y += 1; + pos.x += float(abs(Random() % 100) - 50) / 150; + pos.y += float(abs(Random() % 100) - 50) / 150; + pos.z += float(abs(Random() % 100) - 50) / 150; + Sprite::MakeSprite(splintersprite, pos, tempvel * .5 + velocity * float(abs(Random() % 100)) / 100, 165 / 255 + float(abs(Random() % 100) - 50) / 400, 0, 0, .2 + float(abs(Random() % 100) - 50) / 1300, 1); + Sprite::setLastSpriteSpecial(1); + } + howmany = findLength(&velocity) * 4; + if (detail == 2) + if (environment == snowyenvironment) + for (j = 0; j < howmany; j++) { + tempvel.x = float(abs(Random() % 100) - 50) / 20; + tempvel.y = float(abs(Random() % 100) - 50) / 20; + tempvel.z = float(abs(Random() % 100) - 50) / 20; + pos = coords; + pos += velocity * .1; + pos.y += 1; + pos.x += float(abs(Random() % 100) - 50) / 150; + pos.y += float(abs(Random() % 100) - 50) / 150; + pos.z += float(abs(Random() % 100) - 50) / 150; + Sprite::MakeSprite(splintersprite, pos, tempvel * .3 + velocity * float(abs(Random() % 100)) / 100 / 2, 1, 1, 1, .1, 1); + Sprite::setLastSpriteSpecial(2); + } + } + objects.messedwith[i] = .5; + } + } + } + + if (!skeleton.free) { + bool play; + play = 0; + if ((stunned > 0 || surprised > 0) && Person::players.size() > 2 && aitype != passivetype) + play = 1; + if (hasvictim) + if (aitype != passivetype && victim->skeleton.free && !victim->dead) + play = 1; + if (tutoriallevel == 1 && id != 0) + play = 0; + if (play && aitype != playercontrolled) { + int whichsound = -1; + i = abs(Random() % 4); + if (speechdelay <= 0) { + if (creature == rabbittype) { + if (i == 0) + whichsound = rabbitchitter; + if (i == 1) + whichsound = rabbitchitter2; + } + if (creature == wolftype) { + if (i == 0) + whichsound = growlsound; + if (i == 1) + whichsound = growl2sound; + } + } + speechdelay = .3; + + if (whichsound != -1) { + emit_sound_at(whichsound, coords); + } + } + + if (animTarget == staggerbackhighanim) + staggerdelay = 1; + if (animTarget == staggerbackhardanim) + staggerdelay = 1; + staggerdelay -= multiplier; + if (animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != staffgroundsmashanim) + hasvictim = 1; + if (velocity.y < -30 && animTarget == jumpdownanim) + RagDoll(0); + if (animCurrent != getIdle() && wasIdle() && animTarget != getIdle() && isIdle()) { + animTarget = getIdle(); + frameTarget = 0; + target = 0; + } + weaponmissdelay -= multiplier; + highreversaldelay -= multiplier; + lowreversaldelay -= multiplier; + lastcollide -= multiplier; + skiddelay -= multiplier; + if (!isnormal(velocity.x) && velocity.x) { + velocity = 0; + } + if (!isnormal(targettilt) && targettilt) { + targettilt = 0; + } + if (!isnormal(targettilt2) && targettilt2) { + targettilt2 = 0; + } + if (!isnormal(targetyaw) && targetyaw) { + targetyaw = 0; + } + + if (animTarget == bounceidleanim || animTarget == wolfidle || animTarget == walkanim || animTarget == drawrightanim || animTarget == crouchdrawrightanim || animTarget == drawleftanim || animTarget == fightidleanim || animTarget == fightsidestep || animTarget == hanganim || isCrouch() || animTarget == backhandspringanim) { + //open hands and close mouth + if (righthandmorphend != 0 && righthandmorphness == targetrighthandmorphness) { + righthandmorphness = 0; + righthandmorphend = 0; + targetrighthandmorphness = 1; + } + + if (lefthandmorphend != 0 && lefthandmorphness == targetlefthandmorphness) { + lefthandmorphness = 0; + lefthandmorphend = 0; + targetlefthandmorphness = 1; + } + + if (headmorphend != 3 && headmorphend != 5 && headmorphstart != 3 && headmorphstart != 5 && headmorphend != 0 && headmorphness == targetheadmorphness) { + headmorphness = 0; + headmorphend = 0; + targetheadmorphness = 1; + } + } + + if (animTarget == rollanim || animTarget == dodgebackanim || animTarget == removeknifeanim || animTarget == knifefightidleanim || animTarget == swordfightidleanim || animTarget == blockhighleftstrikeanim || animTarget == crouchremoveknifeanim || animTarget == sneakanim || animTarget == sweepanim || animTarget == spinkickreversedanim || animTarget == jumpdownanim || isWallJump() || isFlip() || animTarget == climbanim || isRun() || animTarget == getupfrombackanim || animTarget == getupfromfrontanim) { + //open hands and mouth + if (righthandmorphend != 0 && righthandmorphness == targetrighthandmorphness) { + righthandmorphness = 0; + righthandmorphend = 0; + targetrighthandmorphness = 1; + } + + if (lefthandmorphend != 0 && lefthandmorphness == targetlefthandmorphness) { + lefthandmorphness = 0; + lefthandmorphend = 0; + targetlefthandmorphness = 1; + } + + if (headmorphend != 1 && headmorphness == targetheadmorphness) { + headmorphness = 0; + headmorphend = 1; + targetheadmorphness = 1; + } + } + + if (animTarget == jumpupanim || animTarget == crouchstabanim || animTarget == swordgroundstabanim || animTarget == swordfightidlebothanim || animTarget == blockhighleftanim) { + //close hands and mouth + if (righthandmorphend != 1 && righthandmorphness == targetrighthandmorphness) { + righthandmorphness = 0; + righthandmorphend = 1; + targetrighthandmorphness = 1; + } + + if (lefthandmorphend != 1 && lefthandmorphness == targetlefthandmorphness) { + lefthandmorphness = 0; + lefthandmorphend = 1; + targetlefthandmorphness = 1; + } + + if (headmorphend != 0 && headmorphness == targetheadmorphness) { + headmorphness = 0; + headmorphend = 0; + targetheadmorphness = 1; + } + } + + if (animTarget == spinkickanim || animTarget == staffspinhitreversalanim || animTarget == staffspinhitreversedanim || animTarget == staffhitreversalanim || animTarget == staffhitreversedanim || animTarget == hurtidleanim || animTarget == winduppunchanim || animTarget == swordslashreversalanim || animTarget == swordslashreversedanim || animTarget == knifeslashreversalanim || animTarget == knifeslashreversedanim || animTarget == knifethrowanim || animTarget == knifefollowanim || animTarget == knifefollowedanim || animTarget == killanim || animTarget == dropkickanim || animTarget == upunchanim || animTarget == knifeslashstartanim || animTarget == swordslashanim || animTarget == staffhitanim || animTarget == staffspinhitanim || animTarget == staffgroundsmashanim || animTarget == spinkickreversalanim || animTarget == sweepreversalanim || animTarget == lowkickanim || animTarget == sweepreversedanim || animTarget == rabbitkickreversalanim || animTarget == rabbitkickreversedanim || animTarget == jumpreversalanim || animTarget == jumpreversedanim) { + //close hands and yell + if (righthandmorphend != 1 && righthandmorphness == targetrighthandmorphness) { + righthandmorphness = 0; + righthandmorphend = 1; + targetrighthandmorphness = 1; + } + + if (lefthandmorphend != 1 && lefthandmorphness == targetlefthandmorphness) { + lefthandmorphness = 0; + lefthandmorphend = 1; + targetlefthandmorphness = 1; + } + + if (headmorphend != 2 && headmorphness == targetheadmorphness) { + headmorphness = 1; + headmorphend = 2; + targetheadmorphness = 1; + } + } + + bool behind; + behind = 0; + if (hasvictim) { + if ((victim != this->shared_from_this()) && !victim->dead && (victim->aitype != passivetype) && + (victim->aitype != searchtype) && (aitype != passivetype) && + (aitype != searchtype) && (victim->id < Person::players.size())) { + behind = (normaldotproduct(facing, coords - victim->coords) > 0); + } + } + + if (!dead && animTarget != hurtidleanim) + if (behind || animTarget == killanim || animTarget == knifethrowanim || animTarget == knifefollowanim || animTarget == spinkickreversalanim || animTarget == rabbitkickreversedanim || animTarget == jumpreversedanim) { + if (headmorphend != 4 || headmorphness == targetheadmorphness) { + headmorphend = 4; + //headmorphness=1; + targetheadmorphness = 1; + } + } + + if (weaponactive != -1) { + if (weapons[weaponids[weaponactive]].getType() != staff) { + righthandmorphstart = 1; + righthandmorphend = 1; + } + if (weapons[weaponids[weaponactive]].getType() == staff) { + righthandmorphstart = 2; + righthandmorphend = 2; + } + targetrighthandmorphness = 1; + } + + terrainnormal = terrain.getNormal(coords.x, coords.z); + + if (animation[animTarget].attack != reversal) { + if (!isnormal(coords.x)) + coords = oldcoords; + oldcoords = coords; + } + + flatfacing = 0; + flatfacing.z = 1; + + flatfacing = DoRotation(flatfacing, 0, yaw, 0); + facing = flatfacing; + ReflectVector(&facing, terrainnormal); + Normalise(&facing); + + if (isRun() || animTarget == sneakanim || animTarget == rollanim || animTarget == walkanim) { + if (onterrain) + targettilt2 = -facing.y * 20; + else + targettilt2 = 0; + } + onterrain = 0; + if (!isRun() && !animation[animTarget].attack && animTarget != getupfromfrontanim && animTarget != getupfrombackanim && animTarget != sneakanim) + targettilt2 = 0; + if (animTarget == jumpupanim || animTarget == jumpdownanim || isFlip()) { + flatvelocity = velocity; + flatvelocity.y = 0; + flatvelspeed = findLength(&flatvelocity); + targettilt = flatvelspeed * fast_sqrt(abs(velocity.y) * .7) * normaldotproduct(DoRotation(flatfacing, 0, -90, 0), flatvelocity); + targettilt2 = flatvelspeed * fast_sqrt(abs(velocity.y) * .7) * normaldotproduct(flatfacing, flatvelocity); + if (velocity.y < 0) + targettilt2 *= -1; + if (velocity.y < 0) + targettilt *= -1; + if (targettilt > 25) + targettilt = 25; + if (targettilt < -25) + targettilt = -25; + } + + if (targettilt2 > 45) + targettilt2 = 45; + if (targettilt2 < -45) + targettilt2 = -45; + if (abs(tilt2 - targettilt2) < multiplier * 400) + tilt2 = targettilt2; + else if (tilt2 > targettilt2) { + tilt2 -= multiplier * 400; + } else if (tilt2 < targettilt2) { + tilt2 += multiplier * 400; + } + if (!animation[animTarget].attack && animTarget != getupfrombackanim && animTarget != getupfromfrontanim) { + if (tilt2 > 25) + tilt2 = 25; + if (tilt2 < -25) + tilt2 = -25; + } + + if (!isnormal(targettilt) && targettilt) { + targettilt = 0; + } + if (!isnormal(targettilt2) && targettilt2) { + targettilt2 = 0; + } + + //Running velocity + if (animTarget == rabbittackleanim) { + velocity += facing * multiplier * speed * 700 * scale; + velspeed = findLength(&velocity); + if (velspeed > speed * 65 * scale) { + velocity /= velspeed; + velspeed = speed * 65 * scale; + velocity *= velspeed; + } + velocity.y += gravity * multiplier * 20; + ReflectVector(&velocity, terrain.getNormal(coords.x, coords.z)); + velspeed = findLength(&velocity); + velocity = flatfacing * velspeed; + } + if (animTarget != rabbitrunninganim && animTarget != wolfrunninganim) { + if (isRun() || animTarget == rabbitkickanim) { + velocity += facing * multiplier * speed * 700 * scale; + velspeed = findLength(&velocity); + if (velspeed > speed * 45 * scale) { + velocity /= velspeed; + velspeed = speed * 45 * scale; + velocity *= velspeed; + } + velocity.y += gravity * multiplier * 20; + ReflectVector(&velocity, terrain.getNormal(coords.x, coords.z)); + velspeed = findLength(&velocity); + if (velspeed < speed * 30 * scale) + velspeed = speed * 30 * scale; + velocity = flatfacing * velspeed; + } + } else if (isRun()) { + velocity += facing * multiplier * speed * 700 * scale; + velspeed = findLength(&velocity); + if (creature == rabbittype) { + if (velspeed > speed * 55 * scale) { + velocity /= velspeed; + velspeed = speed * 55 * scale; + velocity *= velspeed; + } + } + if (creature == wolftype) { + if (velspeed > speed * 75 * scale) { + velocity /= velspeed; + velspeed = speed * 75 * scale; + velocity *= velspeed; + } + } + velocity.y += gravity * multiplier * 20; + ReflectVector(&velocity, terrain.getNormal(coords.x, coords.z)); + velspeed = findLength(&velocity); + velocity = flatfacing * velspeed; + } + + if (animTarget == rollanim && animation[animTarget].label[frameTarget] != 6) { + velocity += facing * multiplier * speed * 700 * scale; + velspeed = findLength(&velocity); + if (velspeed > speed * 45 * scale) { + velocity /= velspeed; + velspeed = speed * 45 * 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); + if (velspeed > speed * 12 * scale) { + velocity /= velspeed; + velspeed = speed * 12 * scale; + velocity *= velspeed; + } + velocity.y += gravity * multiplier * 20; + ReflectVector(&velocity, terrain.getNormal(coords.x, coords.z)); + velspeed = findLength(&velocity); + velocity = flatfacing * velspeed; + } + + if ((animTarget == fightidleanim || animTarget == knifefightidleanim) && (animCurrent == bounceidleanim || animCurrent == hurtidleanim)) { + velocity += facing * multiplier * speed * 700 * scale; + velspeed = findLength(&velocity); + if (velspeed > speed * 2 * scale) { + velocity /= velspeed; + velspeed = speed * 2 * scale; + velocity *= velspeed; + } + velocity.y += gravity * multiplier * 20; + ReflectVector(&velocity, terrain.getNormal(coords.x, coords.z)); + velspeed = findLength(&velocity); + velocity = flatfacing * velspeed; + } + + + if ((animTarget == bounceidleanim || animCurrent == hurtidleanim) && (animCurrent == fightidleanim || animCurrent == knifefightidleanim)) { + velocity -= facing * multiplier * speed * 700 * scale; + velspeed = findLength(&velocity); + if (velspeed > speed * 2 * scale) { + velocity /= velspeed; + velspeed = speed * 2 * scale; + velocity *= velspeed; + } + velocity.y += gravity * multiplier * 20; + ReflectVector(&velocity, terrain.getNormal(coords.x, coords.z)); + velspeed = findLength(&velocity); + velocity = flatfacing * velspeed * -1; + } + + if (animTarget == fightsidestep) { + velocity += DoRotation(facing * multiplier * speed * 700 * scale, 0, -90, 0); + velspeed = findLength(&velocity); + if (velspeed > speed * 12 * scale) { + velocity /= velspeed; + velspeed = speed * 12 * scale; + velocity *= velspeed; + } + velocity.y += gravity * multiplier * 20; + ReflectVector(&velocity, terrain.getNormal(coords.x, coords.z)); + velspeed = findLength(&velocity); + velocity = DoRotation(flatfacing * velspeed, 0, -90, 0); + } + + if (animTarget == staggerbackhighanim) { + coords -= facing * multiplier * speed * 16 * scale; + velocity = 0; + } + if (animTarget == staggerbackhardanim && animation[staggerbackhardanim].label[frameTarget] != 6) { + coords -= facing * multiplier * speed * 20 * scale; + velocity = 0; + } + + if (animTarget == backhandspringanim) { + //coords-=facing*multiplier*50*scale; + velocity += facing * multiplier * speed * 700 * scale * -1; + velspeed = findLength(&velocity); + if (velspeed > speed * 50 * scale) { + velocity /= velspeed; + velspeed = speed * 50 * scale; + velocity *= velspeed; + } + velocity.y += gravity * multiplier * 20; + ReflectVector(&velocity, terrain.getNormal(coords.x, coords.z)); + velspeed = findLength(&velocity); + velocity = flatfacing * velspeed * -1; + } + if (animTarget == dodgebackanim) { + //coords-=facing*multiplier*50*scale; + velocity += facing * multiplier * speed * 700 * scale * -1; + velspeed = findLength(&velocity); + if (velspeed > speed * 60 * scale) { + velocity /= velspeed; + velspeed = speed * 60 * scale; + velocity *= velspeed; + } + velocity.y += gravity * multiplier * 20; + ReflectVector(&velocity, terrain.getNormal(coords.x, coords.z)); + velspeed = findLength(&velocity); + velocity = flatfacing * velspeed * -1; + } + + if (animTarget == jumpupanim || animTarget == jumpdownanim || isFlip()) { + velspeed = findLength(&velocity); + } + + + if (animTarget == jumpupanim || animTarget == jumpdownanim || isFlip()) { + velocity.y += gravity * multiplier; + } + + if (animTarget != climbanim && animTarget != hanganim && !isWallJump()) + coords += velocity * multiplier; + + if (coords.y < terrain.getHeight(coords.x, coords.z) && (animTarget == jumpdownanim || animTarget == jumpupanim || isFlip())) { + if (isFlip() && animation[animTarget].label[frameTarget] == 7) + RagDoll(0); + + if (animTarget == jumpupanim) { + jumppower = -4; + animTarget = getIdle(); + } + target = 0; + frameTarget = 0; + onterrain = 1; + + if (id == 0) { + pause_sound(whooshsound); + OPENAL_SetVolume(channels[whooshsound], 0); + } + + if (animTarget == jumpdownanim || isFlip()) { + if (isFlip())jumppower = -4; + animTarget = getLanding(); + emit_sound_at(landsound, coords, 128.); + + if (id == 0) { + addEnvSound(coords); + } + } + } + + if (animTarget != jumpupanim && animTarget != jumpdownanim && !isFlip() && animTarget != climbanim && animTarget != hanganim && !isWallJump()) + coords.y += gravity * multiplier * 2; + if (animTarget != jumpupanim && animTarget != jumpdownanim && !isFlip() && coords.y < terrain.getHeight(coords.x, coords.z)) { + coords.y = terrain.getHeight(coords.x, coords.z); + onterrain = 1; + } + + + if (isIdle() || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim || animTarget == crouchstabanim || animTarget == swordgroundstabanim || isStop() || animTarget == removeknifeanim || animTarget == crouchremoveknifeanim || isLanding() || isCrouch() || animation[animTarget].attack || (animTarget == rollanim && animation[animTarget].label[frameTarget] == 6)) { + velspeed = findLength(&velocity); + velocity.y = 0; + if (velspeed < multiplier * 300 * scale) { + velocity = 0; + } else + velocity -= velocity / velspeed * multiplier * 300 * scale; + if (velspeed > 5 && (isLanding() || isLandhard())) { + skiddingdelay += multiplier; + if (skiddelay <= 0) { + FootLand(leftfoot, .5); + FootLand(rightfoot, .5); + skiddelay = .02; + } + } else + skiddingdelay = 0; + } + + if (isLandhard()) { + velspeed = findLength(&velocity); + velocity.y = 0; + if (velspeed < multiplier * 600 * scale) { + velocity = 0; + } else + velocity -= velocity / velspeed * multiplier * 600 * scale; + velocity = 0; + if (velspeed > 5 && (isLanding() || isLandhard())) { + skiddingdelay += multiplier; + if (skiddelay <= 0) { + FootLand(leftfoot, .5); + FootLand(rightfoot, .5); + skiddelay = .02; + } + } else + skiddingdelay = 0; + } + + if (skiddingdelay < 0) + skiddingdelay += multiplier; + if (skiddingdelay > .02 && !forwardkeydown && !backkeydown && !leftkeydown && !rightkeydown && !jumpkeydown && isLanding() && !landhard) { + skiddingdelay = -1; + if (!onterrain || environment == grassyenvironment) { + emit_sound_at(skidsound, coords, 128 * velspeed / 10); + } else { + emit_sound_at(snowskidsound, coords, 128 * velspeed / 10); + } + } + + if (animation[animTarget].attack == normalattack && animTarget != rabbitkickanim && !victim->skeleton.free) { + terrainnormal = victim->coords - coords; + Normalise(&terrainnormal); + targetyaw = -asin(0 - terrainnormal.x); + targetyaw *= 360 / 6.28; + if (terrainnormal.z < 0) + targetyaw = 180 - targetyaw; + targettilt2 = -asin(terrainnormal.y) * 360 / 6.28; //*-70; + } + + if (animation[animTarget].attack == reversal && animTarget != rabbittacklinganim) { + targetyaw = victim->targetyaw; + } + if (animTarget == rabbittacklinganim) { + coords = victim->coords; + } + } + skeleton.oldfree = skeleton.free; + + XYZ midterrain; + midterrain = 0; + midterrain.x = terrain.size * terrain.scale / 2; + midterrain.z = terrain.size * terrain.scale / 2; + if (distsqflat(&coords, &midterrain) > (terrain.size * terrain.scale / 2 - viewdistance) * (terrain.size * terrain.scale / 2 - viewdistance)) { + XYZ tempposit; + tempposit = coords - midterrain; + tempposit.y = 0; + Normalise(&tempposit); + tempposit *= (terrain.size * terrain.scale / 2 - viewdistance); + coords.x = tempposit.x + midterrain.x; + coords.z = tempposit.z + midterrain.z; + } } -void Person::Puff(int whichlabel){ - static XYZ footvel,footpoint; - footvel=0; - footpoint=DoRotation(skeleton.joints[skeleton.jointlabels[whichlabel]].position,0,rotation,0)*scale+coords; - Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,1,1, .9, .3); +/* EFFECT + * inverse kinematics helper function + */ +void IKHelper(Person *p, float interp) +{ + XYZ point, change, change2; + float heightleft, heightright; + + // TODO: implement localToWorld and worldToLocal + // but keep in mind it won't be the same math if player is ragdolled or something + // - localToWorldStanding / worldToLocalStanding (or crouching or...?) + // then comb through code for places where to use it + + // point = localToWorld(jointPos(leftfoot)) + point = DoRotation(p->jointPos(leftfoot), 0, p->yaw, 0) * p->scale + p->coords; + // adjust height of foot + heightleft = terrain.getHeight(point.x, point.z) + .04; + point.y = heightleft; + change = p->jointPos(leftankle) - p->jointPos(leftfoot); + change2 = p->jointPos(leftknee) - p->jointPos(leftfoot); + // jointPos(leftfoot) = interpolate(worldToLocal(point), jointPos(leftfoot), interp) + p->jointPos(leftfoot) = DoRotation((point - p->coords) / p->scale, 0, -p->yaw, 0) * interp + p->jointPos(leftfoot) * (1 - interp); + // move ankle along with foot + p->jointPos(leftankle) = p->jointPos(leftfoot) + change; + // average knee pos between old and new pos + p->jointPos(leftknee) = (p->jointPos(leftfoot) + change2) / 2 + (p->jointPos(leftknee)) / 2; + + // do same as above for right leg + point = DoRotation(p->jointPos(rightfoot), 0, p->yaw, 0) * p->scale + p->coords; + heightright = terrain.getHeight(point.x, point.z) + .04; + point.y = heightright; + change = p->jointPos(rightankle) - p->jointPos(rightfoot); + change2 = p->jointPos(rightknee) - p->jointPos(rightfoot); + p->jointPos(rightfoot) = DoRotation((point - p->coords) / p->scale, 0, -p->yaw, 0) * interp + p->jointPos(rightfoot) * (1 - interp); + p->jointPos(rightankle) = p->jointPos(rightfoot) + change; + p->jointPos(rightknee) = (p->jointPos(rightfoot) + change2) / 2 + (p->jointPos(rightknee)) / 2; + + // fix up skeleton now that we've moved body parts? + p->skeleton.DoConstraints(&p->coords, &p->scale); } +/* EFFECT + * MONSTER + * TODO: ??? + */ +int Person::DrawSkeleton() +{ + int oldplayerdetail; + if ((frustum.SphereInFrustum(coords.x, coords.y + scale * 3, coords.z, scale * 8) && distsq(&viewer, &coords) < viewdistance * viewdistance) || skeleton.free == 3) { + if (onterrain && (isIdle() || isCrouch() || wasIdle() || wasCrouch()) && !skeleton.free) { + calcrot = 1; + } + + if (headless) { + headmorphness = 0; + headmorphstart = 6; + headmorphend = 6; + } + + glAlphaFunc(GL_GREATER, 0.0001); + XYZ terrainlight; + float terrainheight; + float distance; + if (!isnormal(yaw)) + yaw = 0; + if (!isnormal(tilt)) + tilt = 0; + if (!isnormal(tilt2)) + tilt2 = 0; + oldplayerdetail = playerdetail; + playerdetail = 0; + if (distsq(&viewer, &coords) < viewdistance * viewdistance / 32 && detail == 2) { + playerdetail = 1; + } + if (distsq(&viewer, &coords) < viewdistance * viewdistance / 128 && detail == 1) { + playerdetail = 1; + } + if (distsq(&viewer, &coords) < viewdistance * viewdistance / 256 && (detail != 1 && detail != 2)) { + playerdetail = 1; + } + if (id == 0) + playerdetail = 1; + if (playerdetail != oldplayerdetail) { + updatedelay = 0; + normalsupdatedelay = 0; + } + static float updatedelaychange; + static float morphness; + static float framemult; + if (calcrot) { + skeleton.FindForwards(); + if (howactive == typesittingwall) { + skeleton.specialforward[1] = 0; + skeleton.specialforward[1].z = 1; + } + } + static XYZ mid; + static float M[16]; + static int i, j, k; + static int weaponattachmuscle; + static int weaponrotatemuscle; + static XYZ weaponpoint; + static int start, endthing; + if ((dead != 2 || skeleton.free != 2) && updatedelay <= 0) { + if (!isSleeping() && !isSitting()) { + // TODO: give these meaningful names + const bool cond1 = (isIdle() || isCrouch() || isLanding() || isLandhard() + || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim); + const bool cond2 = (wasIdle() || wasCrouch() || wasLanding() || wasLandhard() + || animCurrent == drawrightanim || animCurrent == drawleftanim || animCurrent == crouchdrawrightanim); + + if (onterrain && (cond1 && cond2) && !skeleton.free) { + IKHelper(this, 1); + if (creature == wolftype) + IKHelper(this, 1); + } + + if (onterrain && (cond1 && !cond2) && !skeleton.free) { + IKHelper(this, target); + if (creature == wolftype) + IKHelper(this, target); + } + + if (onterrain && (!cond1 && cond2) && !skeleton.free) { + IKHelper(this, 1 - target); + if (creature == wolftype) + IKHelper(this, 1 - target); + } + } + + if (!skeleton.free && (!animation[animTarget].attack && animTarget != getupfrombackanim && ((animTarget != rollanim && !isFlip()) || animation[animTarget].label[frameTarget] == 6) && animTarget != getupfromfrontanim && animTarget != wolfrunninganim && animTarget != rabbitrunninganim && animTarget != backhandspringanim && animTarget != walljumpfrontanim && animTarget != hurtidleanim && !isLandhard() && !isSleeping())) + DoHead(); + else { + targetheadyaw = -targetyaw; + targetheadpitch = 0; + if (animation[animTarget].attack == 3) + targetheadyaw += 180; + } + for (i = 0; i < skeleton.drawmodel.vertexNum; i++) { + skeleton.drawmodel.vertex[i] = 0; + skeleton.drawmodel.vertex[i].y = 999; + } + for (i = 0; i < skeleton.drawmodellow.vertexNum; i++) { + skeleton.drawmodellow.vertex[i] = 0; + skeleton.drawmodellow.vertex[i].y = 999; + } + for (i = 0; i < skeleton.drawmodelclothes.vertexNum; i++) { + skeleton.drawmodelclothes.vertex[i] = 0; + skeleton.drawmodelclothes.vertex[i].y = 999; + } + 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; + + if ((skeleton.muscles[i].numvertices > 0 && playerdetail) || (skeleton.muscles[i].numverticeslow > 0 && !playerdetail)) { + morphness = 0; + start = 0; + endthing = 0; + + if (p1 == righthand || p2 == righthand) { + morphness = righthandmorphness; + start = righthandmorphstart; + endthing = righthandmorphend; + } + if (p1 == lefthand || p2 == lefthand) { + morphness = lefthandmorphness; + start = lefthandmorphstart; + endthing = lefthandmorphend; + } + if (p1 == head || p2 == head) { + morphness = headmorphness; + start = headmorphstart; + endthing = headmorphend; + } + if ((p1 == neck && p2 == abdomen) || (p2 == neck && p1 == abdomen)) { + morphness = chestmorphness; + start = chestmorphstart; + endthing = chestmorphend; + } + if ((p1 == groin && p2 == abdomen) || (p2 == groin && p1 == abdomen)) { + morphness = tailmorphness; + start = tailmorphstart; + endthing = tailmorphend; + } + if (calcrot) + skeleton.FindRotationMuscle(i, animTarget); + mid = (skeleton.muscles[i].parent1->position + skeleton.muscles[i].parent2->position) / 2; + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + if (!skeleton.free) + glRotatef(tilt2, 1, 0, 0); + if (!skeleton.free) + glRotatef(tilt, 0, 0, 1); + + + glTranslatef(mid.x, mid.y, mid.z); + + skeleton.muscles[i].lastrotate1 = skeleton.muscles[i].rotate1; + glRotatef(-skeleton.muscles[i].lastrotate1 + 90, 0, 1, 0); + + skeleton.muscles[i].lastrotate2 = skeleton.muscles[i].rotate2; + glRotatef(-skeleton.muscles[i].lastrotate2 + 90, 0, 0, 1); + + skeleton.muscles[i].lastrotate3 = skeleton.muscles[i].rotate3; + glRotatef(-skeleton.muscles[i].lastrotate3, 0, 1, 0); + + if (playerdetail || skeleton.free == 3) { + for (j = 0; j < skeleton.muscles[i].numvertices; j++) { + XYZ &v0 = skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]]; + XYZ &v1 = skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]]; + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + if (p1 == abdomen || p2 == abdomen) + glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionbody.x, + (v0.y * (1 - morphness) + v1.y * morphness) * proportionbody.y, + (v0.z * (1 - morphness) + v1.z * morphness) * proportionbody.z); + if (p1 == lefthand || p1 == righthand || p1 == leftwrist || p1 == rightwrist || p1 == leftelbow || p1 == rightelbow || p2 == leftelbow || p2 == rightelbow) + glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionarms.x, + (v0.y * (1 - morphness) + v1.y * morphness) * proportionarms.y, + (v0.z * (1 - morphness) + v1.z * morphness) * proportionarms.z); + if (p1 == leftfoot || p1 == rightfoot || p1 == leftankle || p1 == rightankle || p1 == leftknee || p1 == rightknee || p2 == leftknee || p2 == rightknee) + glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionlegs.x, + (v0.y * (1 - morphness) + v1.y * morphness) * proportionlegs.y, + (v0.z * (1 - morphness) + v1.z * morphness) * proportionlegs.z); + if (p1 == head || p2 == head) + glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionhead.x, + (v0.y * (1 - morphness) + v1.y * morphness) * proportionhead.y, + (v0.z * (1 - morphness) + v1.z * morphness) * proportionhead.z); + glGetFloatv(GL_MODELVIEW_MATRIX, M); + 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; + glPopMatrix(); + } + } + if (!playerdetail || skeleton.free == 3) { + for (j = 0; j < skeleton.muscles[i].numverticeslow; j++) { + XYZ &v0 = skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]]; + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + if (p1 == abdomen || p2 == abdomen) + glTranslatef(v0.x * proportionbody.x, + v0.y * proportionbody.y, + v0.z * proportionbody.z); + if (p1 == lefthand || p1 == righthand || p1 == leftwrist || p1 == rightwrist || p1 == leftelbow || p1 == rightelbow || p2 == leftelbow || p2 == rightelbow) + glTranslatef(v0.x * proportionarms.x, + v0.y * proportionarms.y, + v0.z * proportionarms.z); + if (p1 == leftfoot || p1 == rightfoot || p1 == leftankle || p1 == rightankle || p1 == leftknee || p1 == rightknee || p2 == leftknee || p2 == rightknee) + glTranslatef(v0.x * proportionlegs.x, + v0.y * proportionlegs.y, + v0.z * proportionlegs.z); + if (p1 == head || p2 == head) + glTranslatef(v0.x * proportionhead.x, + v0.y * proportionhead.y, + v0.z * proportionhead.z); + + glGetFloatv(GL_MODELVIEW_MATRIX, M); + skeleton.drawmodellow.vertex[skeleton.muscles[i].verticeslow[j]].x = M[12] * scale; + skeleton.drawmodellow.vertex[skeleton.muscles[i].verticeslow[j]].y = M[13] * scale; + skeleton.drawmodellow.vertex[skeleton.muscles[i].verticeslow[j]].z = M[14] * scale; + glPopMatrix(); + } + } + glPopMatrix(); + } + if (skeleton.clothes && skeleton.muscles[i].numverticesclothes > 0) { + mid = (skeleton.muscles[i].parent1->position + skeleton.muscles[i].parent2->position) / 2; + + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + if (!skeleton.free) + glRotatef(tilt2, 1, 0, 0); + if (!skeleton.free) + glRotatef(tilt, 0, 0, 1); + glTranslatef(mid.x, mid.y, mid.z); + skeleton.muscles[i].lastrotate1 = skeleton.muscles[i].rotate1; + glRotatef(-skeleton.muscles[i].lastrotate1 + 90, 0, 1, 0); + + skeleton.muscles[i].lastrotate2 = skeleton.muscles[i].rotate2; + glRotatef(-skeleton.muscles[i].lastrotate2 + 90, 0, 0, 1); + + skeleton.muscles[i].lastrotate3 = skeleton.muscles[i].rotate3; + glRotatef(-skeleton.muscles[i].lastrotate3, 0, 1, 0); + + for (j = 0; j < skeleton.muscles[i].numverticesclothes; j++) { + XYZ &v0 = skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]]; + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + if (p1 == abdomen || p2 == abdomen) + glTranslatef(v0.x * proportionbody.x, + v0.y * proportionbody.y, + v0.z * proportionbody.z); + if (p1 == lefthand || p1 == righthand || p1 == leftwrist || p1 == rightwrist || p1 == leftelbow || p1 == rightelbow || p2 == leftelbow || p2 == rightelbow) + glTranslatef(v0.x * proportionarms.x, + v0.y * proportionarms.y, + v0.z * proportionarms.z); + if (p1 == leftfoot || p1 == rightfoot || p1 == leftankle || p1 == rightankle || p1 == leftknee || p1 == rightknee || p2 == leftknee || p2 == rightknee) + glTranslatef(v0.x * proportionlegs.x, + v0.y * proportionlegs.y, + v0.z * proportionlegs.z); + if (p1 == head || p2 == head) + glTranslatef(v0.x * proportionhead.x, + v0.y * proportionhead.y, + v0.z * proportionhead.z); + glGetFloatv(GL_MODELVIEW_MATRIX, M); + skeleton.drawmodelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].x = M[12] * scale; + skeleton.drawmodelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].y = M[13] * scale; + skeleton.drawmodelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].z = M[14] * scale; + glPopMatrix(); + } + glPopMatrix(); + } + updatedelay = 1 + (float)(Random() % 100) / 1000; + } + if (skeleton.free != 2 && (skeleton.free == 1 || skeleton.free == 3 || id == 0 || (normalsupdatedelay <= 0) || animTarget == getupfromfrontanim || animTarget == getupfrombackanim || animCurrent == getupfromfrontanim || animCurrent == getupfrombackanim)) { + normalsupdatedelay = 1; + if (playerdetail || skeleton.free == 3) + skeleton.drawmodel.CalculateNormals(0); + if (!playerdetail || skeleton.free == 3) + skeleton.drawmodellow.CalculateNormals(0); + if (skeleton.clothes) + skeleton.drawmodelclothes.CalculateNormals(0); + } else { + if (playerdetail || skeleton.free == 3) + skeleton.drawmodel.UpdateVertexArrayNoTexNoNorm(); + if (!playerdetail || skeleton.free == 3) + skeleton.drawmodellow.UpdateVertexArrayNoTexNoNorm(); + if (skeleton.clothes) { + skeleton.drawmodelclothes.UpdateVertexArrayNoTexNoNorm(); + } + } + } + framemult = .01; + updatedelaychange = -framemult * 4 * (45 - findDistance(&viewer, &coords) * 1); + if (updatedelaychange > -realmultiplier * 30) + updatedelaychange = -realmultiplier * 30; + if (updatedelaychange > -framemult * 4) + updatedelaychange = -framemult * 4; + if (skeleton.free == 1) + updatedelaychange *= 6; + if (id == 0) + updatedelaychange *= 8; + updatedelay += updatedelaychange; + + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glTranslatef(coords.x, coords.y - .02, coords.z); + if (!skeleton.free) { + glTranslatef(offset.x * scale, offset.y * scale, offset.z * scale); + glRotatef(yaw, 0, 1, 0); + } + if (showpoints) { + glPointSize(5); + glColor4f(.4, 1, .4, 1); + glDisable(GL_LIGHTING); + glDisable(GL_TEXTURE_2D); + glBegin(GL_POINTS); + if (playerdetail) + for (i = 0; i < skeleton.drawmodel.vertexNum; i++) { + XYZ &v0 = skeleton.drawmodel.vertex[i]; + glVertex3f(v0.x, v0.y, v0.z); + } + glEnd(); + glBegin(GL_LINES); + + if (playerdetail) + for (i = 0; i < skeleton.drawmodel.TriangleNum; i++) { + XYZ &v0 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[0]]; + XYZ &v1 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[1]]; + XYZ &v2 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[2]]; + glVertex3f(v0.x, v0.y, v0.z); + glVertex3f(v1.x, v1.y, v1.z); + glVertex3f(v1.x, v1.y, v1.z); + glVertex3f(v2.x, v2.y, v2.z); + glVertex3f(v2.x, v2.y, v2.z); + glVertex3f(v0.x, v0.y, v0.z); + } + + glEnd(); + } + + terrainlight = terrain.getLighting(coords.x, coords.z); + distance = distsq(&viewer, &coords); + distance = (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance; + if (distance > 1) + distance = 1; + if (distance > 0) { + terrainheight = (coords.y - terrain.getHeight(coords.x, coords.z)) / 3 + 1; + if (terrainheight < 1) + terrainheight = 1; + if (terrainheight > 1.7) + terrainheight = 1.7; + + glColor4f((1 - (1 - terrainlight.x) / terrainheight) - burnt, (1 - (1 - terrainlight.y) / terrainheight) - burnt, (1 - (1 - terrainlight.z) / terrainheight) - burnt, distance); + glDisable(GL_BLEND); + glAlphaFunc(GL_GREATER, 0.0001); + glEnable(GL_TEXTURE_2D); + if (cellophane) { + glDisable(GL_TEXTURE_2D); + glColor4f(.7, .35, 0, .5); + glDepthMask(0); + glEnable(GL_LIGHTING); + glEnable(GL_BLEND); + } + if (tutoriallevel && id != 0) { + glColor4f(.7, .7, .7, 0.6); + glDepthMask(0); + glEnable(GL_LIGHTING); + glEnable(GL_BLEND); + if (canattack && cananger) + if (animation[animTarget].attack == normalattack || animation[animTarget].attack == reversed) { + glDisable(GL_TEXTURE_2D); + glColor4f(1, 0, 0, 0.8); + } + glMatrixMode(GL_TEXTURE); + glPushMatrix(); + glTranslatef(0, -smoketex, 0); + glTranslatef(-smoketex, 0, 0); + } + if (playerdetail) { + if (!showpoints) { + if ((tutoriallevel && id != 0)) + skeleton.drawmodel.drawdifftex(Sprite::cloudimpacttexture); + else + skeleton.drawmodel.draw(); + } + } + if (!playerdetail) { + if ((tutoriallevel && id != 0)) + skeleton.drawmodellow.drawdifftex(Sprite::cloudimpacttexture); + else + skeleton.drawmodellow.drawdifftex(skeleton.drawmodel.textureptr); + } + + if (!(animation[animTarget].attack == normalattack || animation[animTarget].attack == reversed)) + if (tutoriallevel && id != 0) { + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glEnable(GL_TEXTURE_2D); + glColor4f(.7, .7, .7, 0.6); + glDepthMask(0); + glEnable(GL_LIGHTING); + glEnable(GL_BLEND); + if (canattack && cananger) + if (animation[animTarget].attack == normalattack || animation[animTarget].attack == reversed) { + glDisable(GL_TEXTURE_2D); + glColor4f(1, 0, 0, 0.8); + } + glMatrixMode(GL_TEXTURE); + glPushMatrix(); + glTranslatef(0, -smoketex * .6, 0); + glTranslatef(smoketex * .6, 0, 0); + if (playerdetail) { + if (!showpoints) { + if ((tutoriallevel && id != 0)) + skeleton.drawmodel.drawdifftex(Sprite::cloudimpacttexture); + else + skeleton.drawmodel.draw(); + } + } + if (!playerdetail) { + if ((tutoriallevel && id != 0)) + skeleton.drawmodellow.drawdifftex(Sprite::cloudimpacttexture); + else + skeleton.drawmodellow.drawdifftex(skeleton.drawmodel.textureptr); + } + } + + + if (tutoriallevel && id != 0) { + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glEnable(GL_TEXTURE_2D); + } + if (skeleton.clothes) { + glDepthMask(0); + glEnable(GL_BLEND); + if (!immediate) + skeleton.drawmodelclothes.draw(); + if (immediate) + skeleton.drawmodelclothes.drawimmediate(); + glDepthMask(1); + } + } + glPopMatrix(); + + if (num_weapons > 0) { + for (k = 0; k < num_weapons; k++) { + i = weaponids[k]; + if (weaponactive == k) { + if (weapons[i].getType() != staff) { + for (j = 0; j < skeleton.num_muscles; j++) { + if ((skeleton.muscles[j].parent1->label == righthand || skeleton.muscles[j].parent2->label == righthand) && skeleton.muscles[j].numvertices > 0) { + weaponattachmuscle = j; + } + } + for (j = 0; j < skeleton.num_muscles; j++) { + if ((skeleton.muscles[j].parent1->label == rightwrist || skeleton.muscles[j].parent2->label == rightwrist) && (skeleton.muscles[j].parent1->label != righthand && skeleton.muscles[j].parent2->label != righthand) && skeleton.muscles[j].numvertices > 0) { + weaponrotatemuscle = j; + } + } + weaponpoint = (skeleton.muscles[weaponattachmuscle].parent1->position + skeleton.muscles[weaponattachmuscle].parent2->position) / 2; + if (creature == wolftype) + weaponpoint = (jointPos(rightwrist) * .7 + jointPos(righthand) * .3); + } + if (weapons[i].getType() == staff) { + for (j = 0; j < skeleton.num_muscles; j++) { + if ((skeleton.muscles[j].parent1->label == righthand || skeleton.muscles[j].parent2->label == righthand) && skeleton.muscles[j].numvertices > 0) { + weaponattachmuscle = j; + } + } + for (j = 0; j < skeleton.num_muscles; j++) { + if ((skeleton.muscles[j].parent1->label == rightelbow || skeleton.muscles[j].parent2->label == rightelbow) && (skeleton.muscles[j].parent1->label != rightshoulder && skeleton.muscles[j].parent2->label != rightshoulder) && skeleton.muscles[j].numvertices > 0) { + weaponrotatemuscle = j; + } + } + //weaponpoint=jointPos(rightwrist); + weaponpoint = (skeleton.muscles[weaponattachmuscle].parent1->position + skeleton.muscles[weaponattachmuscle].parent2->position) / 2; + //weaponpoint+=skeleton.specialforward[1]*.1+(jointPos(rightwrist)-jointPos(rightelbow)); + XYZ tempnormthing, vec1, vec2; + vec1 = (jointPos(rightwrist) - jointPos(rightelbow)); + vec2 = (jointPos(rightwrist) - jointPos(rightshoulder)); + CrossProduct(&vec1, &vec2, &tempnormthing); + Normalise(&tempnormthing); + if (animTarget != staffhitanim && animCurrent != staffhitanim && animTarget != staffgroundsmashanim && animCurrent != staffgroundsmashanim && animTarget != staffspinhitanim && animCurrent != staffspinhitanim) + weaponpoint += tempnormthing * .1 - skeleton.specialforward[1] * .3 + (jointPos(rightwrist) - jointPos(rightelbow)); + } + } + if (weaponactive != k && weaponstuck != k) { + if (weapons[i].getType() == knife) + weaponpoint = jointPos(abdomen) + (jointPos(righthip) - jointPos(lefthip)) * .1 + (jointPos(rightshoulder) - jointPos(leftshoulder)) * .35; + if (weapons[i].getType() == sword) + weaponpoint = jointPos(abdomen) + (jointPos(lefthip) - jointPos(righthip)) * .09 + (jointPos(leftshoulder) - jointPos(rightshoulder)) * .33; + if (weapons[i].getType() == staff) + weaponpoint = jointPos(abdomen) + (jointPos(lefthip) - jointPos(righthip)) * .09 + (jointPos(leftshoulder) - jointPos(rightshoulder)) * .33; + for (j = 0; j < skeleton.num_muscles; j++) { + if ((skeleton.muscles[j].parent1->label == abdomen || skeleton.muscles[j].parent2->label == abdomen) && (skeleton.muscles[j].parent1->label == neck || skeleton.muscles[j].parent2->label == neck) && skeleton.muscles[j].numvertices > 0) { + weaponrotatemuscle = j; + } + } + } + if (weaponstuck == k) { + if (weaponstuckwhere == 0) + weaponpoint = jointPos(abdomen) * .5 + jointPos(neck) * .5 - skeleton.forward * .8; + else + weaponpoint = jointPos(abdomen) * .5 + jointPos(neck) * .5 + skeleton.forward * .8; + for (j = 0; j < skeleton.num_muscles; j++) { + if ((skeleton.muscles[j].parent1->label == abdomen || skeleton.muscles[j].parent2->label == abdomen) && (skeleton.muscles[j].parent1->label == neck || skeleton.muscles[j].parent2->label == neck) && skeleton.muscles[j].numvertices > 0) { + weaponrotatemuscle = j; + } + } + } + if (skeleton.free) { + weapons[i].position = weaponpoint * scale + coords; + weapons[i].bigrotation = 0; + weapons[i].bigtilt = 0; + weapons[i].bigtilt2 = 0; + } else { + weapons[i].position = DoRotation(DoRotation(DoRotation(weaponpoint, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords + currentoffset * (1 - target) * scale + targetoffset * target * scale; + weapons[i].bigrotation = yaw; + weapons[i].bigtilt = tilt; + weapons[i].bigtilt2 = tilt2; + } + weapons[i].rotation1 = skeleton.muscles[weaponrotatemuscle].lastrotate1; + weapons[i].rotation2 = skeleton.muscles[weaponrotatemuscle].lastrotate2; + weapons[i].rotation3 = skeleton.muscles[weaponrotatemuscle].lastrotate3; + if (weaponactive == k) { + if (weapons[i].getType() == knife) { + weapons[i].smallrotation = 180; + weapons[i].smallrotation2 = 0; + if (isCrouch() || wasCrouch()) { + weapons[i].smallrotation2 = 20; + } + if (animTarget == hurtidleanim) { + weapons[i].smallrotation2 = 50; + } + if ((animCurrent == crouchstabanim && animTarget == crouchstabanim) || (animCurrent == backhandspringanim && animTarget == backhandspringanim)) { + XYZ temppoint1, temppoint2; + float distance; + + temppoint1 = jointPos(righthand); + temppoint2 = animation[animCurrent].weapontarget[frameCurrent] * (1 - target) + animation[animTarget].weapontarget[frameTarget] * (target); + distance = findDistance(&temppoint1, &temppoint2); + weapons[i].rotation2 = asin((temppoint1.y - temppoint2.y) / distance); + weapons[i].rotation2 *= 360 / 6.28; + temppoint1.y = 0; + temppoint2.y = 0; + weapons[i].rotation1 = acos((temppoint1.z - temppoint2.z) / findDistance(&temppoint1, &temppoint2)); + weapons[i].rotation1 *= 360 / 6.28; + weapons[i].rotation3 = 0; + weapons[i].smallrotation = -90; + weapons[i].smallrotation2 = 0; + if (temppoint1.x > temppoint2.x) + weapons[i].rotation1 = 360 - weapons[i].rotation1; + } + if ((animCurrent == knifeslashreversalanim && animTarget == knifeslashreversalanim) || (animCurrent == knifeslashreversedanim && animTarget == knifeslashreversedanim)) { + XYZ temppoint1, temppoint2; + float distance; + + temppoint1 = jointPos(righthand); + temppoint2 = animation[animCurrent].weapontarget[frameCurrent] * (1 - target) + animation[animTarget].weapontarget[frameTarget] * (target); + distance = findDistance(&temppoint1, &temppoint2); + weapons[i].rotation2 = asin((temppoint1.y - temppoint2.y) / distance); + weapons[i].rotation2 *= 360 / 6.28; + temppoint1.y = 0; + temppoint2.y = 0; + weapons[i].rotation1 = acos((temppoint1.z - temppoint2.z) / findDistance(&temppoint1, &temppoint2)); + weapons[i].rotation1 *= 360 / 6.28; + weapons[i].rotation3 = 0; + weapons[i].smallrotation = 90; + weapons[i].smallrotation2 = 0; + if (temppoint1.x > temppoint2.x) + weapons[i].rotation1 = 360 - weapons[i].rotation1; + } + if (animTarget == knifethrowanim) { + weapons[i].smallrotation = 90; + //weapons[i].smallrotation2=-90; + weapons[i].smallrotation2 = 0; + weapons[i].rotation1 = 0; + weapons[i].rotation2 = 0; + weapons[i].rotation3 = 0; + } + if (animTarget == knifesneakattackanim && frameTarget < 5) { + weapons[i].smallrotation = -90; + weapons[i].rotation1 = 0; + weapons[i].rotation2 = 0; + weapons[i].rotation3 = 0; + } + } + if (weapons[i].getType() == sword) { + weapons[i].smallrotation = 0; + weapons[i].smallrotation2 = 0; + if (animTarget == knifethrowanim) { + weapons[i].smallrotation = -90; + weapons[i].smallrotation2 = 0; + weapons[i].rotation1 = 0; + weapons[i].rotation2 = 0; + weapons[i].rotation3 = 0; + } + if ((animTarget == swordgroundstabanim && animCurrent == swordgroundstabanim) || (animTarget == swordsneakattackanim && animCurrent == swordsneakattackanim) || (animTarget == swordslashparryanim && animCurrent == swordslashparryanim) || (animTarget == swordslashparriedanim && animCurrent == swordslashparriedanim) || (animTarget == swordslashreversalanim && animCurrent == swordslashreversalanim) || (animTarget == swordslashreversedanim && animCurrent == swordslashreversedanim) || (animTarget == knifeslashreversalanim && animCurrent == knifeslashreversalanim) || (animTarget == knifeslashreversedanim && animCurrent == knifeslashreversedanim) || (animTarget == swordslashanim && animCurrent == swordslashanim) || (animTarget == drawleftanim && animCurrent == drawleftanim) || (animCurrent == backhandspringanim && animTarget == backhandspringanim)) { + XYZ temppoint1, temppoint2; + float distance; + + temppoint1 = animation[animCurrent].position[skeleton.jointlabels[righthand]][frameCurrent] * (1 - target) + animation[animTarget].position[skeleton.jointlabels[righthand]][frameTarget] * (target); //jointPos(righthand); + temppoint2 = animation[animCurrent].weapontarget[frameCurrent] * (1 - target) + animation[animTarget].weapontarget[frameTarget] * (target); + distance = findDistance(&temppoint1, &temppoint2); + weapons[i].rotation2 = asin((temppoint1.y - temppoint2.y) / distance); + weapons[i].rotation2 *= 360 / 6.28; + temppoint1.y = 0; + temppoint2.y = 0; + weapons[i].rotation1 = acos((temppoint1.z - temppoint2.z) / findDistance(&temppoint1, &temppoint2)); + weapons[i].rotation1 *= 360 / 6.28; + weapons[i].rotation3 = 0; + weapons[i].smallrotation = 90; + weapons[i].smallrotation2 = 0; + if (temppoint1.x > temppoint2.x) + weapons[i].rotation1 = 360 - weapons[i].rotation1; + } + } + if (weapons[i].getType() == staff) { + weapons[i].smallrotation = 100; + weapons[i].smallrotation2 = 0; + if ((animTarget == staffhitanim && animCurrent == staffhitanim) || (animTarget == staffhitreversedanim && animCurrent == staffhitreversedanim) || (animTarget == staffspinhitreversedanim && animCurrent == staffspinhitreversedanim) || (animTarget == staffgroundsmashanim && animCurrent == staffgroundsmashanim) || (animTarget == staffspinhitanim && animCurrent == staffspinhitanim)) { + XYZ temppoint1, temppoint2; + float distance; + + temppoint1 = animation[animCurrent].position[skeleton.jointlabels[righthand]][frameCurrent] * (1 - target) + animation[animTarget].position[skeleton.jointlabels[righthand]][frameTarget] * (target); //jointPos(righthand); + temppoint2 = animation[animCurrent].weapontarget[frameCurrent] * (1 - target) + animation[animTarget].weapontarget[frameTarget] * (target); + distance = findDistance(&temppoint1, &temppoint2); + weapons[i].rotation2 = asin((temppoint1.y - temppoint2.y) / distance); + weapons[i].rotation2 *= 360 / 6.28; + temppoint1.y = 0; + temppoint2.y = 0; + weapons[i].rotation1 = acos((temppoint1.z - temppoint2.z) / findDistance(&temppoint1, &temppoint2)); + weapons[i].rotation1 *= 360 / 6.28; + weapons[i].rotation3 = 0; + weapons[i].smallrotation = 90; + weapons[i].smallrotation2 = 0; + if (temppoint1.x > temppoint2.x) + weapons[i].rotation1 = 360 - weapons[i].rotation1; + } + } + } + if (weaponactive != k && weaponstuck != k) { + if (weapons[i].getType() == knife) { + weapons[i].smallrotation = -70; + weapons[i].smallrotation2 = 10; + } + if (weapons[i].getType() == sword) { + weapons[i].smallrotation = -100; + weapons[i].smallrotation2 = -8; + } + if (weapons[i].getType() == staff) { + weapons[i].smallrotation = -100; + weapons[i].smallrotation2 = -8; + } + } + if (weaponstuck == k) { + if (weaponstuckwhere == 0) + weapons[i].smallrotation = 180; + else + weapons[i].smallrotation = 0; + weapons[i].smallrotation2 = 10; + } + } + } + } -void Person::DoAnimations(){ - if(!skeleton.free){ - int i = 0; - static float oldtarget; - - if(isIdle()&¤tanimation!=getIdle())normalsupdatedelay=0; - - if(targetanimation==tempanim||currentanimation==tempanim){ - animation[tempanim]=tempanimation; - } - if(targetanimation==jumpupanim||targetanimation==jumpdownanim||isFlip()){ - float gLoc[3]; - float vel[3]; - gLoc[0]=coords.x; - gLoc[1]=coords.y; - gLoc[2]=coords.z; - vel[0]=velocity.x; - vel[1]=velocity.y; - vel[2]=velocity.z; - - if(id==0){ - OPENAL_3D_SetAttributes(channels[whooshsound], gLoc, vel); - OPENAL_SetVolume(channels[whooshsound], 64*findLength(&velocity)/5); - } - if(((velocity.y<-15)||(crouchkeydown&&velocity.y<-8))&&abs(velocity.y)*4>fast_sqrt(velocity.x*velocity.x*velocity.z*velocity.z))landhard=1; - if(!crouchkeydown&&velocity.y>=-15)landhard=0; - } - if((currentanimation==jumpupanim||targetanimation==jumpdownanim)/*&&velocity.y<40*/&&!isFlip()&&(!isLanding()&&!isLandhard())&&((crouchkeydown&&!crouchtogglekeydown))){ - XYZ targfacing; - targfacing=0; - targfacing.z=1; - - targfacing=DoRotation(targfacing,0,targetrotation,0); - - if(normaldotproduct(targfacing,velocity)>=-.3)targetanimation=flipanim; - else targetanimation=backflipanim; - crouchtogglekeydown=1; - targetframe=0; - target=0; - - if(id==0)numflipped++; - } - - if(animation[targetanimation].attack!=reversed)feint=0; - if(!crouchkeydown||(isLanding()||isLandhard())||(wasLanding()||wasLandhard())){ - crouchtogglekeydown=0; - if(aitype==playercontrolled)feint=0; - } - else - { - if(!crouchtogglekeydown&&animation[targetanimation].attack==reversed&&aitype==playercontrolled&&(escapednum<2||reversaltrain))feint=1; - if(!isFlip())crouchtogglekeydown=1; - } - - - if(animation[targetanimation].attack||currentanimation==getupfrombackanim||currentanimation==getupfromfrontanim){ - if(detail)normalsupdatedelay=0; - } - - if(target>=1){ - if(targetanimation==rollanim&&targetframe==3&&onfire){ - onfire=0; - emit_sound_at(fireendsound, coords); - pause_sound(stream_firesound); - deathbleeding=0; - } - - if(targetanimation==rabbittacklinganim&&targetframe==1){ - //if(victim->aitype==attacktypecutoff&&Random()%2==0&&victim->stunned<=0&&animation[victim->targetanimation].attack==neutral&&victim->id!=0)Reverse(); - if(victim->aitype==attacktypecutoff&&victim->stunned<=0&&victim->surprised<=0&&victim->id!=0)Reverse(); - if(targetanimation==rabbittacklinganim&&targetframe==1&&!victim->isCrouch()&&victim->targetanimation!=backhandspringanim){ - if(normaldotproduct(victim->facing,facing)>0)victim->targetanimation=rabbittackledbackanim; - else victim->targetanimation=rabbittackledfrontanim; - victim->targetframe=2; - victim->target=0; - victim->rotation=rotation; - victim->targetrotation=rotation; - if(victim->aitype==gethelptype)victim->DoDamage(victim->damagetolerance-victim->damage); - //victim->DoDamage(30); - if(creature==wolftype){ - DoBloodBig(0,255); - emit_sound_at(clawslicesound, victim->coords); - victim->spurt=1; - victim->DoBloodBig(1/victim->armorhead,210); - } - award_bonus(id, TackleBonus, - victim->aitype == gethelptype ? 50 : 0); - } - } - - if(!drawtogglekeydown&&drawkeydown&&(weaponactive==-1||num_weapons==1)&&(animation[targetanimation].label[targetframe]||(targetanimation!=currentanimation&¤tanimation==rollanim))&&num_weapons>0&&creature!=wolftype){ - if(weapons.type[weaponids[0]]==knife){ - if(weaponactive==-1)weaponactive=0; - else if(weaponactive==0)weaponactive=-1; - - if(weaponactive==-1){ - emit_sound_at(knifesheathesound, coords); - } - if(weaponactive!=-1){ - emit_sound_at(knifedrawsound, coords, 128); - } - } - drawtogglekeydown=1; - } - //Footstep sounds - if(tutoriallevel!=1||id==0) - if((animation[targetanimation].label[targetframe]&&(animation[targetanimation].label[targetframe]<5||animation[targetanimation].label[targetframe]==8))/*||(targetanimation==rollanim&&targetframe==animation[rollanim].numframes-1)*/){ - int whichsound; - if(onterrain){ - if(terrain.getOpacity(coords.x,coords.z)<.2){ - if(animation[targetanimation].label[targetframe]==1)whichsound=footstepsound; - else whichsound=footstepsound2; - if(animation[targetanimation].label[targetframe]==1)FootLand(0,1); - if(animation[targetanimation].label[targetframe]==2)FootLand(1,1); - if(animation[targetanimation].label[targetframe]==3&&isRun()){ - FootLand(1,1); - FootLand(0,1); - } - - } - if(terrain.getOpacity(coords.x,coords.z)>=.2){ - if(animation[targetanimation].label[targetframe]==1)whichsound=footstepsound3; - else whichsound=footstepsound4; - } - } - if(!onterrain){ - if(animation[targetanimation].label[targetframe]==1)whichsound=footstepsound3; - else whichsound=footstepsound4; - } - if(animation[targetanimation].label[targetframe]==4&&(weaponactive==-1||(targetanimation!=knifeslashstartanim&&targetanimation!=knifethrowanim&&targetanimation!=crouchstabanim&&targetanimation!=swordgroundstabanim&&targetanimation!=knifefollowanim))){ - if(animation[targetanimation].attack!=neutral){ - i=abs(Random()%3); - if(i==0)whichsound=lowwhooshsound; - if(i==1)whichsound=midwhooshsound; - if(i==2)whichsound=highwhooshsound; - } - if(animation[targetanimation].attack==neutral)whichsound=movewhooshsound; - } - else if(animation[targetanimation].label[targetframe]==4)whichsound=knifeswishsound; - if(animation[targetanimation].label[targetframe]==8&&tutoriallevel!=1)whichsound=landsound2; - - emit_sound_at(whichsound, coords, 256.); - - if(id==0) - if(whichsound==footstepsound||whichsound==footstepsound2||whichsound==footstepsound3||whichsound==footstepsound4){ - envsound[numenvsounds]=coords; - if(targetanimation==wolfrunninganim||targetanimation==rabbitrunninganim)envsoundvol[numenvsounds]=15; - else envsoundvol[numenvsounds]=6; - envsoundlife[numenvsounds]=.4; - numenvsounds++; - } - - if(animation[targetanimation].label[targetframe]==3){ - whichsound--; - emit_sound_at(whichsound, coords, 128.); - } - } - - //Combat sounds - if(tutoriallevel!=1||id==0) - if(speechdelay<=0) - if(targetanimation!=crouchstabanim&&targetanimation!=swordgroundstabanim&&targetanimation!=staffgroundsmashanim) - if((animation[targetanimation].label[targetframe]&&(animation[targetanimation].label[targetframe]<5||animation[targetanimation].label[targetframe]==8))/*||(targetanimation==rollanim&&targetframe==animation[rollanim].numframes-1)*/){ - int whichsound=-1; - if(animation[targetanimation].label[targetframe]==4&&aitype!=playercontrolled){ - if(animation[targetanimation].attack!=neutral){ - i=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(creature==wolftype){ - if(i==0)whichsound=barksound; - if(i==1)whichsound=bark2sound; - if(i==2)whichsound=bark3sound; - if(i==3)whichsound=barkgrowlsound; - } - speechdelay=.3; - } - //if(animation[targetanimation].attack==neutral)whichsound=movewhooshsound; - } - //else if(animation[targetanimation].label[targetframe]==4)whichsound=knifeswishsound; - //if(animation[targetanimation].label[targetframe]==8)whichsound=landsound2; - - if(whichsound!=-1){ - emit_sound_at(whichsound, coords); - } - } - - - - if((!wasLanding()&&!wasLandhard())&¤tanimation!=getIdle()&&(isLanding()||isLandhard())){ - FootLand(0,1); - FootLand(1,1); - } - - transspeed=0; - currentoffset=targetoffset; - targetframe=currentframe; - currentanimation=targetanimation; - targetframe++; - - if(targetanimation==removeknifeanim&&animation[targetanimation].label[currentframe]==5){ - for(i=0;i=1){ - if(weapons.type[i]!=staff){ - emit_sound_at(knifedrawsound, coords, 128.); - } - - weaponactive=0; - weapons.owner[i]=id; - if(num_weapons>0){ - weaponids[num_weapons]=weaponids[0]; - } - num_weapons++; - weaponids[0]=i; - } - } - } - } - - static bool willwork; - if(targetanimation==crouchremoveknifeanim&&animation[targetanimation].label[currentframe]==5){ - for(i=0;i1)willwork=0; - if((/*weapons.velocity[i].x==0&&weapons.velocity[i].y==0&&weapons.velocity[i].z==0&&*/weapons.owner[i]==-1)||(hasvictim&&weapons.owner[i]==victim->id&&victim->skeleton.free)) - if(willwork&&findDistancefastflat(&coords,&weapons.position[i])<3&&weaponactive==-1){ - if(findDistancefast(&coords,&weapons.position[i])<1||hasvictim){ - bool fleshstuck=0; - if(weapons.owner[i]!=-1) - if(victim->weaponstuck!=-1){ - if(victim->weaponids[victim->weaponstuck]==i){ - fleshstuck=1; - } - } - if(!fleshstuck){ - if(weapons.type[i]!=staff){ - emit_sound_at(knifedrawsound, coords, 128.); - } - } - if(fleshstuck){ - emit_sound_at(fleshstabremovesound, coords, 128.); - } - weaponactive=0; - if(weapons.owner[i]!=-1){ - - victim=&player[weapons.owner[i]]; - if(victim->num_weapons==1)victim->num_weapons=0; - else victim->num_weapons=1; - - //victim->weaponactive=-1; - victim->skeleton.longdead=0; - victim->skeleton.free=1; - victim->skeleton.broken=0; - - for(int j=0;jskeleton.num_joints;j++){ - victim->skeleton.joints[j].velchange=0; - victim->skeleton.joints[j].locked=0; - } - - XYZ relative; - relative=0; - relative.y=10; - Normalise(&relative); - XYZ footvel,footpoint; - footvel=0; - footpoint=weapons.position[i]; - if(victim->weaponstuck!=-1){ - if(victim->weaponids[victim->weaponstuck]==i){ - if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3); - weapons.bloody[i]=2; - weapons.blooddrip[i]=5; - victim->weaponstuck=-1; - } - } - if(victim->num_weapons>0){ - if(victim->weaponstuck!=0&&victim->weaponstuck!=-1)victim->weaponstuck=0; - if(victim->weaponids[0]==i) - victim->weaponids[0]=victim->weaponids[victim->num_weapons]; - } - - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity+=relative*6; - victim->skeleton.joints[victim->skeleton.jointlabels[neck]].velocity+=relative*6; - victim->skeleton.joints[victim->skeleton.jointlabels[rightshoulder]].velocity+=relative*6; - victim->skeleton.joints[victim->skeleton.jointlabels[leftshoulder]].velocity+=relative*6; - } - weapons.owner[i]=id; - if(num_weapons>0){ - weaponids[num_weapons]=weaponids[0]; - } - num_weapons++; - weaponids[0]=i; - } - } - } - } - - if(currentanimation==drawleftanim&&animation[targetanimation].label[currentframe]==5){ - if(weaponactive==-1)weaponactive=0; - else if(weaponactive==0){ - weaponactive=-1; - if(num_weapons==2){ - int buffer; - buffer=weaponids[0]; - weaponids[0]=weaponids[1]; - weaponids[1]=buffer; - } - } - if(weaponactive==-1){ - emit_sound_at(knifesheathesound, coords, 128.); - } - if(weaponactive!=-1){ - emit_sound_at(knifedrawsound, coords, 128.); - } - } - - - if((currentanimation==walljumprightkickanim&&targetanimation==walljumprightkickanim)||(currentanimation==walljumpleftkickanim&&targetanimation==walljumpleftkickanim)){ - XYZ rotatetarget=DoRotation(skeleton.forward,0,rotation,0); - Normalise(&rotatetarget); - targetrotation=-asin(0-rotatetarget.x); - targetrotation*=360/6.28; - if(rotatetarget.z<0)targetrotation=180-targetrotation; - - if(targetanimation==walljumprightkickanim)targetrotation+=40; - if(targetanimation==walljumpleftkickanim)targetrotation-=40; - } - - bool dojumpattack; - dojumpattack=0; - if((targetanimation==rabbitrunninganim||targetanimation==wolfrunninganim)&&targetframe==3&&(jumpkeydown||attackkeydown||id!=0))dojumpattack=1; - if(hasvictim) - if(findDistancefast(&victim->coords,&/*player[i].*/coords)<5&&victim->aitype==gethelptype&&(attackkeydown)&&!victim->skeleton.free&&victim->isRun()&&victim->runninghowlong>=1)dojumpattack=1; if(!hostile)dojumpattack=0; - if(dojumpattack){ - if((targetanimation==rabbitrunninganim||targetanimation==wolfrunninganim)&&id==0){ - targetanimation=rabbittackleanim; - targetframe=0; - emit_sound_at(jumpsound, coords); - } - - float closestdist; - closestdist=0; - int closestid; - closestid=-1; - XYZ targetloc; - targetloc=velocity; - Normalise(&targetloc); - targetloc+=coords; - for(i=0;icoords; - currentanimation=rabbittacklinganim; - targetanimation=rabbittacklinganim; - currentframe=0; - targetframe=1; - XYZ rotatetarget; - if(coords.z!=victim->coords.z||coords.x!=victim->coords.x){ - rotatetarget=coords-victim->coords; - Normalise(&rotatetarget); - targetrotation=-asin(0-rotatetarget.x); - targetrotation*=360/6.28; - if(rotatetarget.z<0)targetrotation=180-targetrotation; - } - if(targetanimation!=rabbitrunninganim){ - emit_sound_at(jumpsound, coords, 128.); - } - } - } - - //Move impacts - float damagemult=1*power; - if(creature==wolftype)damagemult=2.5*power; - if(hasvictim){damagemult/=victim->damagetolerance/200;} - //if(onfire)damagemult=3; - if((animation[targetanimation].attack==normalattack||targetanimation==walljumprightkickanim||targetanimation==walljumpleftkickanim)&&(!feint)&&(victim->skeleton.free!=2||targetanimation==killanim||targetanimation==dropkickanim||targetanimation==crouchstabanim||targetanimation==swordgroundstabanim||targetanimation==staffgroundsmashanim)){ - if(targetanimation==spinkickanim&&animation[targetanimation].label[currentframe]==5){ - if(findDistancefast(&coords,&victim->coords)<(scale*5)*(scale*5)*3&&3&&animation[victim->targetanimation].height!=lowheight){ - escapednum=0; - if(id==0)camerashake+=.4; - if(Random()%2||creature==wolftype){ - victim->spurt=1; - DoBlood(.2,250); - if(creature==wolftype)DoBloodBig(0,250); - } - if(tutoriallevel!=1){ - emit_sound_at(heavyimpactsound, victim->coords, 128.); - } - if(creature==wolftype){ - emit_sound_at(clawslicesound, victim->coords, 128.); - victim->spurt=1; - victim->DoBloodBig(2/victim->armorhead,175); - } - victim->RagDoll(0); - XYZ relative; - relative=victim->coords-coords; - relative.y=0; - Normalise(&relative); - relative=DoRotation(relative,0,-90,0); - for(i=0;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velocity+=relative*damagemult*40; - } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity+=relative*damagemult*200; - //FootLand(1,2); - victim->Puff(head); - victim->DoDamage(damagemult*100/victim->protectionhead); - - SolidHitBonus(id); - } - } - - if(targetanimation==wolfslapanim&&animation[targetanimation].label[currentframe]==5){ - if(findDistancefast(&coords,&victim->coords)<(scale*5)*(scale*5)*3&&3&&animation[victim->targetanimation].height!=lowheight){ - escapednum=0; - if(id==0)camerashake+=.4; - if(Random()%2||creature==wolftype){ - victim->spurt=1; - if(creature==wolftype)DoBloodBig(0,235); - } - emit_sound_at(whooshhitsound, victim->coords); - if(creature==wolftype){ - emit_sound_at(clawslicesound, victim->coords, 128.); - victim->spurt=1; - victim->DoBloodBig(2,175); - } - victim->RagDoll(0); - XYZ relative; - relative=victim->coords-coords; - relative.y=0; - Normalise(&relative); - relative.y-=1; - Normalise(&relative); - relative=DoRotation(relative,0,90,0); - for(i=0;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velocity+=relative*damagemult*20; - } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity+=relative*damagemult*100; - //FootLand(1,2); - victim->Puff(head); - victim->DoDamage(damagemult*50/victim->protectionhead); - } - } - - if(targetanimation==walljumprightkickanim&&animation[targetanimation].label[currentframe]==5){ - if(findDistancefast(&coords,&victim->coords)<(scale*5)*(scale*5)*3&&animation[victim->targetanimation].height!=lowheight){ - escapednum=0; - if(id==0)camerashake+=.4; - victim->spurt=1; - DoBlood(.2,250); - if(tutoriallevel!=1){ - emit_sound_at(heavyimpactsound, victim->coords, 160.); - } - if(creature==wolftype){ - emit_sound_at(clawslicesound, victim->coords, 128.); - victim->spurt=1; - victim->DoBloodBig(2/victim->armorhead,175); - } - victim->RagDoll(0); - XYZ relative; - relative=facing; - relative.y=0; - Normalise(&relative); - relative=DoRotation(relative,0,-90,0); - for(i=0;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velocity+=relative*damagemult*40; - } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity+=relative*damagemult*200; - //FootLand(1,2); - victim->Puff(head); - victim->DoDamage(damagemult*150/victim->protectionhead); - - if(victim->damage>victim->damagetolerance) - award_bonus(id, style); - else - SolidHitBonus(id); - } - } - - if(targetanimation==walljumpleftkickanim&&animation[targetanimation].label[currentframe]==5){ - if(findDistancefast(&coords,&victim->coords)<(scale*5)*(scale*5)*3&&animation[victim->targetanimation].height!=lowheight){ - escapednum=0; - if(id==0)camerashake+=.4; - victim->spurt=1; - DoBlood(.2,250); - if(tutoriallevel!=1){ - emit_sound_at(heavyimpactsound, victim->coords, 160.); - } - if(creature==wolftype){ - emit_sound_at(clawslicesound, victim->coords, 128.); - victim->spurt=1; - victim->DoBloodBig(2/victim->armorhead,175); - } - victim->RagDoll(0); - XYZ relative; - relative=facing; - relative.y=0; - Normalise(&relative); - relative=DoRotation(relative,0,90,0); - for(i=0;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velocity+=relative*damagemult*40; - } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity+=relative*damagemult*200; - //FootLand(1,2); - victim->Puff(head); - victim->DoDamage(damagemult*150/victim->protectionhead); - - if(victim->damage>victim->damagetolerance) - award_bonus(id, style); - else - SolidHitBonus(id); - } - } - - if(targetanimation==blockhighleftstrikeanim&&animation[targetanimation].label[currentframe]==5){ - if(findDistancefast(&coords,&victim->coords)<(scale*5)*(scale*5)*3&&animation[victim->targetanimation].height!=lowheight){ - escapednum=0; - if(id==0)camerashake+=.4; - if(Random()%2){ - victim->spurt=1; - DoBlood(.2,235); - } - emit_sound_at(whooshhitsound, victim->coords); - victim->RagDoll(0); - XYZ relative; - relative=victim->coords-coords; - relative.y=0; - Normalise(&relative); - for(i=0;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velocity+=relative*damagemult*30; - } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity+=relative*damagemult*100; - //FootLand(1,2); - victim->Puff(head); - victim->DoDamage(damagemult*50/victim->protectionhead); - } - } - - if(targetanimation==killanim&&animation[targetanimation].label[currentframe]==8){ - if(findDistancefast(&coords,&victim->coords)<(scale*5)*(scale*5)*3&&victim->dead){ - escapednum=0; - if(id==0)camerashake+=.2; - emit_sound_at(whooshhitsound, victim->coords, 128.); - - victim->skeleton.longdead=0; - victim->skeleton.free=1; - victim->skeleton.broken=0; - victim->skeleton.spinny=1; - - for(i=0;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velchange=0; - victim->skeleton.joints[i].delay=0; - victim->skeleton.joints[i].locked=0; - //victim->skeleton.joints[i].velocity=0; - } - - XYZ relative; - relative=0; - relative.y=1; - Normalise(&relative); - for(i=0;iskeleton.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; - victim->skeleton.joints[i].realoldposition.y+=relative.y*.3; - } - victim->Puff(abdomen); - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity.y=relative.y*400; - } - } - - if(targetanimation==killanim&&animation[targetanimation].label[currentframe]==5){ - if(findDistancefast(&coords,&victim->coords)<(scale*5)*(scale*5)*9&&victim->dead){ - escapednum=0; - if(id==0)camerashake+=.4; - if(tutoriallevel!=1){ - emit_sound_at(heavyimpactsound, coords, 128.); - } - XYZ relative; - relative=victim->coords-coords; - relative.y=0; - Normalise(&relative); - for(i=0;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velocity+=relative*damagemult*90; - } - victim->Puff(abdomen); - if(victim->dead!=2&&victim->permanentdamage>victim->damagetolerance-250&&autoslomo){ - slomo=1; - slomodelay=.2; - } - victim->DoDamage(damagemult*500/victim->protectionhigh); - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity+=relative*damagemult*300; - } - } - - if(targetanimation==dropkickanim&&animation[targetanimation].label[currentframe]==7){ - if(findDistancefast(&coords,&victim->coords)<(scale*5)*(scale*5)*9&&victim->skeleton.free){ - escapednum=0; - if(id==0)camerashake+=.4; - if(tutoriallevel!=1){ - emit_sound_at(thudsound, coords); - } - - victim->skeleton.longdead=0; - victim->skeleton.free=1; - victim->skeleton.broken=0; - victim->skeleton.spinny=1; - - for(i=0;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velchange=0; - //victim->skeleton.joints[i].delay=0; - victim->skeleton.joints[i].locked=0; - } - XYZ relative; - relative=victim->coords-coords; - Normalise(&relative); - relative.y+=.3; - Normalise(&relative); - for(i=0;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velocity+=relative*damagemult*20; - } - if(!victim->dead) - SolidHitBonus(id); - - victim->Puff(abdomen); - victim->DoDamage(damagemult*20/victim->protectionhigh); - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity+=relative*damagemult*200; - staggerdelay=.5; - if(!victim->dead)staggerdelay=1.2; - - - } - } - - if((targetanimation==crouchstabanim||targetanimation==swordgroundstabanim)&&animation[targetanimation].label[currentframe]==5){ - //if(id==0)camerashake+=.4; - - if(hasvictim) - if(!victim->skeleton.free)hasvictim=0; - - if(!hasvictim){ - terrain.MakeDecal(blooddecalfast,(weapons.tippoint[weaponids[weaponactive]]*.8+weapons.position[weaponids[weaponactive]]*.2),.08,.6,Random()%360); - emit_sound_at(knifesheathesound, coords, 128.); - } - - if(victim&&hasvictim){ - if(findDistancefast(&coords,&victim->coords)<(scale*5)*(scale*5)*3){ - - XYZ where,startpoint,endpoint,movepoint,colpoint; - float rotationpoint; - int whichtri; - if(weapons.type[weaponids[weaponactive]]==knife){ - where=(weapons.tippoint[weaponids[weaponactive]]*.6+weapons.position[weaponids[weaponactive]]*.4); - where-=victim->coords; - if(!victim->skeleton.free)where=DoRotation(where,0,-victim->rotation,0); - //where=scale; - startpoint=where; - startpoint.y+=100; - endpoint=where; - endpoint.y-=100; - } - if(weapons.type[weaponids[weaponactive]]==sword){ - where=weapons.position[weaponids[weaponactive]]; - where-=victim->coords; - if(!victim->skeleton.free)where=DoRotation(where,0,-victim->rotation,0); - startpoint=where; - where=weapons.tippoint[weaponids[weaponactive]]; - where-=victim->coords; - if(!victim->skeleton.free)where=DoRotation(where,0,-victim->rotation,0); - endpoint=where; - } - if(weapons.type[weaponids[weaponactive]]==staff){ - where=weapons.position[weaponids[weaponactive]]; - where-=victim->coords; - if(!victim->skeleton.free)where=DoRotation(where,0,-victim->rotation,0); - startpoint=where; - where=weapons.tippoint[weaponids[weaponactive]]; - where-=victim->coords; - if(!victim->skeleton.free)where=DoRotation(where,0,-victim->rotation,0); - endpoint=where; - } - movepoint=0; - rotationpoint=0; - whichtri=victim->skeleton.drawmodel.LineCheck(&startpoint,&endpoint, &colpoint, &movepoint, &rotationpoint); - - if(whichtri!=-1){ - if(victim->dead!=2){ - victim->DoDamage(abs((victim->damagetolerance-victim->permanentdamage)*2)); - if (!victim->dead) - award_bonus(id, FinishedBonus); - } - if(bloodtoggle)weapons.bloody[weaponids[weaponactive]]=2; - - victim->skeleton.longdead=0; - victim->skeleton.free=1; - victim->skeleton.broken=0; - - for(i=0;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velchange=0; - victim->skeleton.joints[i].locked=0; - //victim->skeleton.joints[i].velocity=0; - } - emit_sound_at(fleshstabsound, coords, 128); - - } - if(whichtri!=-1||weapons.bloody[weaponids[weaponactive]]){ - weapons.blooddrip[weaponids[weaponactive]]+=5; - weapons.blooddripdelay[weaponids[weaponactive]]=0; - } - if(whichtri==-1){ - hasvictim=0; - emit_sound_at(knifesheathesound, coords, 128.); - } - } - } - } - - if((targetanimation==crouchstabanim||targetanimation==swordgroundstabanim)&&animation[targetanimation].label[currentframe]==6){ - if(!hasvictim){ - emit_sound_at(knifedrawsound, coords, 128); - } - - if(victim&&hasvictim){ - XYZ footvel,footpoint; - - emit_sound_at(fleshstabremovesound, coords, 128.); - - footvel=0; - footpoint=(weapons.tippoint[weaponids[weaponactive]]*.8+weapons.position[weaponids[weaponactive]]*.2); - - if(weapons.type[weaponids[weaponactive]]==sword){ - XYZ where,startpoint,endpoint,movepoint; - float rotationpoint; - int whichtri; - - where=weapons.position[weaponids[weaponactive]]; - where-=victim->coords; - if(!victim->skeleton.free)where=DoRotation(where,0,-victim->rotation,0); - startpoint=where; - where=weapons.tippoint[weaponids[weaponactive]]; - where-=victim->coords; - if(!victim->skeleton.free)where=DoRotation(where,0,-victim->rotation,0); - endpoint=where; - - movepoint=0; - rotationpoint=0; - whichtri=victim->skeleton.drawmodel.LineCheck(&startpoint,&endpoint, &footpoint, &movepoint, &rotationpoint); - footpoint+=victim->coords; - - if(whichtri==-1){ - footpoint=(weapons.tippoint[weaponids[weaponactive]]*.8+weapons.position[weaponids[weaponactive]]*.2); - } - } - if(weapons.type[weaponids[weaponactive]]==staff){ - XYZ where,startpoint,endpoint,movepoint; - float rotationpoint; - int whichtri; - - where=weapons.position[weaponids[weaponactive]]; - where-=victim->coords; - if(!victim->skeleton.free)where=DoRotation(where,0,-victim->rotation,0); - startpoint=where; - where=weapons.tippoint[weaponids[weaponactive]]; - where-=victim->coords; - if(!victim->skeleton.free)where=DoRotation(where,0,-victim->rotation,0); - endpoint=where; - - movepoint=0; - rotationpoint=0; - whichtri=victim->skeleton.drawmodel.LineCheck(&startpoint,&endpoint, &footpoint, &movepoint, &rotationpoint); - footpoint+=victim->coords; - - if(whichtri==-1){ - footpoint=(weapons.tippoint[weaponids[weaponactive]]*.8+weapons.position[weaponids[weaponactive]]*.2); - } - } - hasvictim=victim->DoBloodBigWhere(2,220,footpoint); - if(hasvictim){ - if(findDistancefast(&coords,&victim->coords)<(scale*5)*(scale*5)*3){ - victim->skeleton.longdead=0; - victim->skeleton.free=1; - victim->skeleton.broken=0; - - for(i=0;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velchange=0; - victim->skeleton.joints[i].locked=0; - //victim->skeleton.joints[i].velocity=0; - } - - XYZ relative; - relative=0; - relative.y=10; - Normalise(&relative); - //victim->Puff(abdomen); - if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3); - - if(victim->bloodlossdamagetolerance){ - victim->bloodloss+=1000; - victim->bled=0; - } - - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity+=relative*damagemult*20; - } - } - } - if(!hasvictim&&onterrain){ - weapons.bloody[weaponids[weaponactive]]=0; - weapons.blooddrip[weaponids[weaponactive]]=0; - } - } - - if(targetanimation==upunchanim&&animation[targetanimation].label[currentframe]==5){ - if(findDistancefast(&coords,&victim->coords)<(scale*5)*(scale*5)*3){ - escapednum=0; - if(id==0)camerashake+=.4; - if(Random()%2){ - victim->spurt=1; - DoBlood(.2,235); - } - if(tutoriallevel!=1){ - emit_sound_at(heavyimpactsound, victim->coords, 128); - } - - victim->RagDoll(0); - XYZ relative; - relative=victim->coords-coords; - relative.y=0; - Normalise(&relative); - for(i=0;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velocity=relative*30; - } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity+=relative*damagemult*150; - - victim->targetframe=0; - victim->targetanimation=staggerbackhardanim; - victim->targetrotation=targetrotation+180; - victim->target=0; - victim->stunned=1; - - victim->Puff(head); - victim->Puff(abdomen); - victim->DoDamage(damagemult*60/victim->protectionhigh); - - SolidHitBonus(id); - } - } - - - if(targetanimation==winduppunchanim&&animation[targetanimation].label[currentframe]==5){ - if(findDistancefast(&coords,&victim->coords)<(scale*5)*(scale*5)*2){ - escapednum=0; - if(id==0)camerashake+=.4; - if(victim->damage<=victim->damagetolerance-60&&normaldotproduct(victim->facing,victim->coords-coords)<(scale*5)*(scale*5)*0&&animation[victim->targetanimation].height!=lowheight){ - if(tutoriallevel!=1){ - emit_sound_at(thudsound, victim->coords); - } - } - else if(victim->damage<=victim->damagetolerance-60&&normaldotproduct(victim->facing,victim->coords-coords)<(scale*5)*(scale*5)*0&&animation[victim->targetanimation].height==lowheight){ - if(tutoriallevel!=1){ - emit_sound_at(whooshhitsound, victim->coords); - } - } - else { - if(tutoriallevel!=1){ - emit_sound_at(heavyimpactsound, victim->coords); - } - } - - if(victim->damage>victim->damagetolerance-60||normaldotproduct(victim->facing,victim->coords-coords)>0||animation[victim->targetanimation].height==lowheight) - victim->RagDoll(0); - XYZ relative; - relative=victim->coords-coords; - relative.y=0; - Normalise(&relative); - relative.y=.3; - Normalise(&relative); - for(i=0;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velocity=relative*5; - } - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity+=relative*damagemult*400; - - victim->targetframe=0; - victim->targetanimation=staggerbackhardanim; - victim->targetrotation=targetrotation+180; - victim->target=0; - victim->stunned=1; - - victim->Puff(abdomen); - victim->DoDamage(damagemult*60/victim->protectionhigh); - - SolidHitBonus(id); - } - } - - if(targetanimation==blockhighleftanim&&animation[targetanimation].label[currentframe]==5){ - if(findDistancefast(&coords,&victim->coords)<(scale*5)*(scale*5)*4){ - if(victim->id==0)camerashake+=.4; - emit_sound_at(landsound2, victim->coords); - - Puff(righthand); - } - } - - if(targetanimation==swordslashparryanim&&animation[targetanimation].label[currentframe]==5){ - if(findDistancefast(&coords,&victim->coords)<(scale*5)*(scale*5)*4){ - if(victim->id==0)camerashake+=.4; - - if(weaponactive!=-1){ - if(weapons.type[victim->weaponids[0]]==staff||weapons.type[weaponids[0]]==staff){ - if(weapons.type[victim->weaponids[0]]==staff)weapons.damage[victim->weaponids[0]]+=.2+float(abs(Random()%100)-50)/250; - if(weapons.type[weaponids[0]]==staff)weapons.damage[weaponids[0]]+=.2+float(abs(Random()%100)-50)/250; - - emit_sound_at(swordstaffsound, victim->coords); - } - else{ - emit_sound_at(metalhitsound, victim->coords); - } - } - - //Puff(righthand); - } - } - - if(targetanimation==knifethrowanim&&animation[targetanimation].label[currentframe]==5){ - if(weaponactive!=-1){ - escapednum=0; - XYZ aim; - weapons.owner[weaponids[0]]=-1; - aim=victim->coords+DoRotation(victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position,0,victim->rotation,0)*victim->scale+victim->velocity*findDistance(&victim->coords,&coords)/50-(coords+DoRotation(skeleton.joints[skeleton.jointlabels[righthand]].position,0,rotation,0)*scale); - Normalise(&aim); - /*if(victim->targetanimation==jumpupanim||victim->targetanimation==jumpdownanim){ - aim=DoRotation(aim,(float)abs(Random()%15)-7,(float)abs(Random()%15)-7,0); - }*/ - weapons.velocity[weaponids[0]]=aim*50; - weapons.tipvelocity[weaponids[0]]=aim*50; - weapons.missed[weaponids[0]]=0; - weapons.hitsomething[weaponids[0]]=0; - weapons.freetime[weaponids[0]]=0; - weapons.firstfree[weaponids[0]]=1; - weapons.physics[weaponids[0]]=0; - num_weapons--; - if(num_weapons){ - weaponids[0]=weaponids[num_weapons]; - } - weaponactive=-1; - } - } - - if(targetanimation==knifeslashstartanim&&animation[targetanimation].label[currentframe]==5){ - if(hasvictim) - if(findDistancefast(&coords,&victim->coords)<(scale*5)*(scale*5)*4.5&&/*animation[victim->targetanimation].height!=lowheight&&*/victim->targetanimation!=dodgebackanim&&victim->targetanimation!=rollanim){ - escapednum=0; - if(tutoriallevel!=1)victim->DoBloodBig(1.5/victim->armorhigh,225); - - award_bonus(id, Slicebonus); - if(tutoriallevel!=1){ - emit_sound_at(knifeslicesound, victim->coords); - } - //victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity+=relative*damagemult*200; - if(animation[victim->targetanimation].attack&&(victim->aitype!=playercontrolled||victim->targetanimation==knifeslashstartanim)&&(victim->creature==rabbittype||victim->deathbleeding<=0)){ - if(victim->id != 0 || difficulty==2){ - victim->targetframe=0; - victim->targetanimation=staggerbackhardanim; - victim->targetrotation=targetrotation+180; - victim->target=0; - } - } - victim->lowreversaldelay=0; - victim->highreversaldelay=0; - if(aitype!=playercontrolled)weaponmissdelay=.6; - - if(tutoriallevel!=1)if(bloodtoggle&&!weapons.bloody[weaponids[weaponactive]])weapons.bloody[weaponids[weaponactive]]=1; - if(tutoriallevel!=1)weapons.blooddrip[weaponids[weaponactive]]+=3; - - XYZ footvel,footpoint; - footvel=0; - if(skeleton.free){ - footpoint=(victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position+victim->skeleton.joints[victim->skeleton.jointlabels[neck]].position)/2*victim->scale+victim->coords; - } - if(!skeleton.free){ - footpoint=DoRotation((victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position+victim->skeleton.joints[victim->skeleton.jointlabels[neck]].position)/2,0,victim->rotation,0)*victim->scale+victim->coords; - } - if(tutoriallevel!=1){ - if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .6, .3); - footvel=DoRotation(facing,0,90,0)*.8; - //footvel.y-=.3; - Sprite::MakeSprite(bloodsprite,footpoint,DoRotation(footvel*7,(float)(Random()%20),(float)(Random()%20),0), 1,1,1, .05, .9); - Sprite::MakeSprite(bloodsprite,footpoint,DoRotation(footvel*3,(float)(Random()%20),(float)(Random()%20),0), 1,1,1, .05, .9); - Sprite::MakeSprite(bloodflamesprite, footpoint,footvel*5, 1,1,1, .2, 1); - Sprite::MakeSprite(bloodflamesprite, footpoint,footvel*2, 1,1,1, .2, 1); - } - if(tutoriallevel==1){ - Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,1,1, .6, .3); - } - victim->DoDamage(damagemult*0); - } - } - 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)){ - award_bonus(id, Slashbonus); - escapednum=0; - if(tutoriallevel!=1){ - if(normaldotproduct(victim->facing,victim->coords-coords)<0)victim->DoBloodBig(2/victim->armorhigh,190); - else victim->DoBloodBig(2/victim->armorhigh,185); - victim->deathbleeding=1; - emit_sound_at(swordslicesound, victim->coords); - } - //victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity+=relative*damagemult*200; - if(tutoriallevel!=1){ - victim->targetframe=0; - victim->targetanimation=staggerbackhardanim; - victim->targetrotation=targetrotation+180; - victim->target=0; - } - - if(tutoriallevel!=1){ - if(bloodtoggle&&!weapons.bloody[weaponids[weaponactive]])weapons.bloody[weaponids[weaponactive]]=1; - weapons.blooddrip[weaponids[weaponactive]]+=3; - - float bloodlossamount; - bloodlossamount=200+abs((float)(Random()%40))-20; - victim->bloodloss+=bloodlossamount/victim->armorhigh; - //victim->bloodloss+=100*(6.5-findDistancefast(&coords,&victim->coords)); - victim->DoDamage(damagemult*0); - - XYZ footvel,footpoint; - footvel=0; - if(skeleton.free){ - footpoint=(victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position+victim->skeleton.joints[victim->skeleton.jointlabels[neck]].position)/2*victim->scale+victim->coords; - } - if(!skeleton.free){ - footpoint=DoRotation((victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position+victim->skeleton.joints[victim->skeleton.jointlabels[neck]].position)/2,0,victim->rotation,0)*victim->scale+victim->coords; - } - if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .9, .3); - footvel=DoRotation(facing,0,90,0)*.8; - footvel.y-=.3; - Sprite::MakeSprite(bloodsprite,footpoint,DoRotation(footvel*7,(float)(Random()%20),(float)(Random()%20),0), 1,1,1, .05, .9); - Sprite::MakeSprite(bloodsprite,footpoint,DoRotation(footvel*3,(float)(Random()%20),(float)(Random()%20),0), 1,1,1, .05, .9); - Sprite::MakeSprite(bloodflamesprite, footpoint,footvel*5, 1,1,1, .3, 1); - Sprite::MakeSprite(bloodflamesprite, footpoint,footvel*2, 1,1,1, .3, 1); - } - } - else { - if(victim->weaponactive!=-1){ - if(weapons.type[victim->weaponids[0]]==staff||weapons.type[weaponids[0]]==staff){ - if(weapons.type[victim->weaponids[0]]==staff)weapons.damage[victim->weaponids[0]]+=.2+float(abs(Random()%100)-50)/250; - if(weapons.type[weaponids[0]]==staff)weapons.damage[weaponids[0]]+=.2+float(abs(Random()%100)-50)/250; - - emit_sound_at(swordstaffsound, victim->coords); - } - else{ - emit_sound_at(metalhitsound, victim->coords); - } - } - - - XYZ aim; - victim->Puff(righthand); - victim->target=0; - victim->targetframe=0; - victim->targetanimation=staggerbackhighanim; - victim->targetrotation=targetrotation+180; - victim->target=0; - weapons.owner[victim->weaponids[0]]=-1; - aim=DoRotation(facing,0,90,0)*21; - aim.y+=7; - weapons.velocity[victim->weaponids[0]]=aim*-.2; - weapons.tipvelocity[victim->weaponids[0]]=aim; - weapons.missed[victim->weaponids[0]]=1; - weapons.hitsomething[weaponids[0]]=0; - weapons.freetime[victim->weaponids[0]]=0; - weapons.firstfree[victim->weaponids[0]]=1; - weapons.physics[victim->weaponids[0]]=1; - victim->num_weapons--; - if(victim->num_weapons){ - victim->weaponids[0]=victim->weaponids[num_weapons]; - if(victim->weaponstuck==victim->num_weapons)victim->weaponstuck=0; - } - victim->weaponactive=-1; - for(i=0;itargetanimation!=rollanim){ - if(findDistancefast(&coords,&victim->coords)<(scale*5)*(scale*5)*6.5&&victim->targetanimation!=dodgebackanim&&victim->targetanimation!=sweepanim){ - if(tutoriallevel!=1){ - weapons.damage[weaponids[0]]+=.4+float(abs(Random()%100)-50)/250; - escapednum=0; - if(id==0)camerashake+=.4; - if(Random()%2||creature==wolftype){ - victim->spurt=1; - } - emit_sound_at(staffheadsound, victim->coords); - } - victim->RagDoll(0); - XYZ relative; - relative=victim->coords-coords; - relative.y=0; - Normalise(&relative); - relative=DoRotation(relative,0,90,0); - relative.y-=1; - Normalise(&relative); - for(i=0;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velocity+=relative*damagemult*60; - } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity+=relative*damagemult*230; - victim->skeleton.joints[victim->skeleton.jointlabels[neck]].velocity+=relative*damagemult*230; - //FootLand(1,2); - victim->Puff(head); - if(tutoriallevel!=1){ - victim->DoDamage(damagemult*120/victim->protectionhigh); - - award_bonus(id, solidhit, 30); - } - } - } - - if(targetanimation==staffspinhitanim&&animation[targetanimation].label[currentframe]==5&&victim->targetanimation!=rollanim){ - if(findDistancefast(&coords,&victim->coords)<(scale*5)*(scale*5)*6.5&&victim->targetanimation!=dodgebackanim&&victim->targetanimation!=sweepanim){ - if(tutoriallevel!=1){ - weapons.damage[weaponids[0]]+=.6+float(abs(Random()%100)-50)/250; - escapednum=0; - if(id==0)camerashake+=.4; - if(Random()%2||creature==wolftype){ - victim->spurt=1; - } - emit_sound_at(staffheadsound, victim->coords); - } - victim->RagDoll(0); - XYZ relative; - relative=victim->coords-coords; - relative.y=0; - Normalise(&relative); - relative=DoRotation(relative,0,-90,0); - for(i=0;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velocity+=relative*damagemult*40; - } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity+=relative*damagemult*220; - victim->skeleton.joints[victim->skeleton.jointlabels[neck]].velocity+=relative*damagemult*220; - //FootLand(1,2); - victim->Puff(head); - if(tutoriallevel!=1){victim->DoDamage(damagemult*350/victim->protectionhead); - - award_bonus(id, solidhit, 60); - } - } - } - - if(targetanimation==staffgroundsmashanim&&animation[targetanimation].label[currentframe]==5){ - if(findDistancefast(&coords,&victim->coords)<(scale*5)*(scale*5)*6.5){ - escapednum=0; - if(tutoriallevel!=1){ - if(!victim->dead)weapons.damage[weaponids[0]]+=.4+float(abs(Random()%100)-50)/500; - if(id==0)camerashake+=.4; - if(Random()%2||creature==wolftype){ - victim->spurt=1; - } - emit_sound_at(staffbodysound, victim->coords); - } - victim->skeleton.longdead=0; - victim->skeleton.free=1; - victim->skeleton.broken=0; - - for(i=0;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velchange=0; - victim->skeleton.joints[i].locked=0; - //victim->skeleton.joints[i].velocity=0; - } - - victim->RagDoll(0); - XYZ relative; - relative=0; - /*relative=victim->coords-coords; - relative.y=0; - Normalise(&relative); - relative=DoRotation(relative,0,90,0);*/ - relative.y=-1; - Normalise(&relative); - if(!victim->dead){ - for(i=0;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velocity=relative*damagemult*40; - } - //FootLand(1,2); - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity+=relative*damagemult*40; - } - if(victim->dead){ - for(i=0;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velocity=relative*damagemult*abs(Random()%20); - } - //FootLand(1,2); - //victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity+=relative*damagemult*20; - } - victim->Puff(abdomen); - if(tutoriallevel!=1){victim->DoDamage(damagemult*100/victim->protectionhigh); - - if(!victim->dead){ - award_bonus(id, solidhit, 40); - } - } - } - } - - if(targetanimation==lowkickanim&&animation[targetanimation].label[currentframe]==5){ - if(findDistancefast(&coords,&victim->coords)<(scale*5)*(scale*5)*3&&animation[victim->targetanimation].height!=highheight){ - escapednum=0; - if(id==0)camerashake+=.4; - XYZ relative; - relative=victim->coords-coords; - relative.y=0; - Normalise(&relative); - - SolidHitBonus(id); - - if(animation[victim->targetanimation].height==lowheight){ - if(Random()%2){ - victim->spurt=1; - DoBlood(.2,250); - } - victim->RagDoll(0); - for(i=0;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velocity+=relative*damagemult*40; - } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity+=relative*damagemult*200; - if(tutoriallevel!=1){ - emit_sound_at(heavyimpactsound, victim->coords, 128.); - } - victim->Puff(head); - victim->DoDamage(damagemult*100/victim->protectionhead); - if(victim->howactive==typesleeping)victim->DoDamage(damagemult*150/victim->protectionhead); - if(creature==wolftype){ - emit_sound_at(clawslicesound, victim->coords, 128.); - victim->spurt=1; - victim->DoBloodBig(2/victim->armorhead,175); - } - } - else{ - if(victim->damage>=victim->damagetolerance)victim->RagDoll(0); - for(i=0;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velocity+=relative*damagemult*10; - } - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity+=relative*damagemult*200; - victim->targetframe=0; - victim->targetanimation=staggerbackhighanim; - victim->targetrotation=targetrotation+180; - victim->target=0; - if(tutoriallevel!=1){ - emit_sound_at(landsound2, victim->coords, 128.); - } - victim->Puff(abdomen); - victim->DoDamage(damagemult*30/victim->protectionhigh); - if(creature==wolftype){ - emit_sound_at(clawslicesound, victim->coords, 128.); - victim->spurt=1; - victim->DoBloodBig(2/victim->armorhigh,170); - } - } - - } - } - - if(targetanimation==sweepanim&&animation[targetanimation].label[currentframe]==5){ - if(victim->targetanimation!=jumpupanim&&findDistancefast(&coords,&victim->coords)<(scale*5)*(scale*5)*3&&victim!=this){ - escapednum=0; - if(id==0)camerashake+=.2; - if(tutoriallevel!=1){ - emit_sound_at(landsound2, victim->coords, 128.); - } - XYZ relative; - relative=victim->coords-coords; - relative.y=0; - Normalise(&relative); - - if(animation[victim->targetanimation].height==middleheight||animation[victim->currentanimation].height==middleheight||victim->damage>=victim->damagetolerance-40){ - victim->RagDoll(0); - - for(i=0;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velocity+=relative*damagemult*15; - } - relative=DoRotation(relative,0,-90,0); - relative.y+=.1; - for(i=0;iskeleton.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; - } - victim->Puff(rightankle); - victim->Puff(leftankle); - victim->DoDamage(damagemult*40/victim->protectionlow); - } - else{ - if(victim->damage>=victim->damagetolerance)victim->RagDoll(0); - for(i=0;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velocity+=relative*damagemult*10; - } - relative=DoRotation(relative,0,-90,0); - for(i=0;iskeleton.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; - } - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity+=relative*damagemult*200; - victim->targetframe=0; - victim->targetanimation=staggerbackhighanim; - victim->targetrotation=targetrotation+180; - victim->target=0; - if(tutoriallevel!=1){ - emit_sound_at(landsound2, victim->coords, 128.); - } - victim->Puff(abdomen); - victim->DoDamage(damagemult*30/victim->protectionlow); - } - - SolidHitBonus(id); - - } - } - } - if(animation[targetanimation].attack==reversal&&(!victim->feint||(victim->lastattack==victim->lastattack2&&victim->lastattack2==victim->lastattack3&&Random()%2)||targetanimation==knifefollowanim)){ - if(targetanimation==spinkickreversalanim&&animation[targetanimation].label[currentframe]==7){ - escapednum=0; - if(id==0)camerashake+=.4; - if(Random()%2){ - victim->spurt=1; - DoBlood(.2,230); - } - if(tutoriallevel!=1){ - emit_sound_at(heavyimpactsound, victim->coords, 128.); - } - if(creature==wolftype){ - emit_sound_at(clawslicesound, victim->coords, 128); - victim->spurt=1; - victim->DoBloodBig(2/victim->armorhigh,170); - } - victim->RagDoll(0); - XYZ relative; - relative=victim->coords-oldcoords; - relative.y=0; - Normalise(&relative); - //relative=DoRotation(relative,0,-90,0); - for(i=0;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velocity+=relative*damagemult*40; - } - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity+=relative*damagemult*200; - //FootLand(1,2); - victim->Puff(abdomen); - victim->DoDamage(damagemult*150/victim->protectionhigh); - - award_bonus(id, Reversal); - } - - if((targetanimation==swordslashreversalanim||targetanimation==knifeslashreversalanim||targetanimation==staffhitreversalanim||targetanimation==staffspinhitreversalanim)&&animation[targetanimation].label[currentframe]==5){ - if(victim->weaponactive!=-1&&victim->num_weapons>0){ - if(weapons.owner[victim->weaponids[victim->weaponactive]]==victim->id){ - weapons.owner[victim->weaponids[victim->weaponactive]]=id; - weaponactive=0; - if(num_weapons>0){ - weaponids[num_weapons]=weaponids[victim->weaponactive]; - } - num_weapons++; - weaponids[0]=victim->weaponids[victim->weaponactive]; - 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; - } - } - } - - if(targetanimation==staffhitreversalanim&&animation[targetanimation].label[currentframe]==5){ - escapednum=0; - if(id==0)camerashake+=.4; - if(Random()%2){ - victim->spurt=1; - DoBlood(.2,230); - } - emit_sound_at(whooshhitsound, victim->coords, 128.); - victim->RagDoll(0); - XYZ relative; - relative=victim->coords-oldcoords; - relative.y=0; - Normalise(&relative); - //relative=DoRotation(relative,0,-90,0); - for(i=0;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velocity+=relative*damagemult*30; - } - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity+=relative*damagemult*200; - //FootLand(1,2); - victim->Puff(head); - victim->DoDamage(damagemult*70/victim->protectionhigh); - } - - if(targetanimation==staffspinhitreversalanim&&animation[targetanimation].label[currentframe]==7){ - escapednum=0; - if(id==0)camerashake+=.4; - if(Random()%2){ - victim->spurt=1; - DoBlood(.2,230); - } - - award_bonus(id, staffreversebonus); - - if(tutoriallevel!=1){ - emit_sound_at(heavyimpactsound, victim->coords, 128.); - } - victim->RagDoll(0); - award_bonus(id, staffreversebonus); // Huh, again? - - XYZ relative; - relative=victim->coords-oldcoords; - relative.y=0; - Normalise(&relative); - //relative=DoRotation(relative,0,-90,0); - for(i=0;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velocity+=relative*damagemult*30; - } - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity+=relative*damagemult*200; - //FootLand(1,2); - victim->Puff(head); - victim->DoDamage(damagemult*70/victim->protectionhigh); - } - - if(targetanimation==upunchreversalanim&&animation[targetanimation].label[currentframe]==7){ - escapednum=0; - victim->RagDoll(1); - XYZ relative; - relative=facing; - relative.y=0; - Normalise(&relative); - //relative*=-1; - relative.y-=.1; - for(i=0;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velocity+=relative*damagemult*70; - } - victim->skeleton.joints[victim->skeleton.jointlabels[lefthand]].velocity*=.1; - victim->skeleton.joints[victim->skeleton.jointlabels[leftwrist]].velocity*=.2; - victim->skeleton.joints[victim->skeleton.jointlabels[leftelbow]].velocity*=.5; - victim->skeleton.joints[victim->skeleton.jointlabels[leftshoulder]].velocity*=.7; - victim->skeleton.joints[victim->skeleton.jointlabels[righthand]].velocity*=.1; - victim->skeleton.joints[victim->skeleton.jointlabels[rightwrist]].velocity*=.2; - victim->skeleton.joints[victim->skeleton.jointlabels[rightelbow]].velocity*=.5; - victim->skeleton.joints[victim->skeleton.jointlabels[rightshoulder]].velocity*=.7; - - victim->Puff(abdomen); - victim->DoDamage(damagemult*90/victim->protectionhigh); - - award_bonus(id, Reversal); - - bool doslice; - doslice=0; - if(weaponactive!=-1||creature==wolftype)doslice=1; - if(creature==rabbittype&&weaponactive!=-1)if(weapons.type[weaponids[0]]==staff)doslice=0; - if(doslice){ - if(weaponactive!=-1){ - victim->DoBloodBig(2/victim->armorhigh,225); - emit_sound_at(knifeslicesound, victim->coords); - if(bloodtoggle&&!weapons.bloody[weaponids[weaponactive]])weapons.bloody[weaponids[weaponactive]]=1; - weapons.blooddrip[weaponids[weaponactive]]+=3; - } - if(weaponactive==-1&&creature==wolftype){; - emit_sound_at(clawslicesound, victim->coords, 128.); - victim->spurt=1; - victim->DoBloodBig(2/victim->armorhigh,175); - } - } - } - - - - if(targetanimation==swordslashreversalanim&&animation[targetanimation].label[currentframe]==7){ - escapednum=0; - victim->RagDoll(1); - XYZ relative; - relative=facing; - relative.y=0; - Normalise(&relative); - //relative*=-1; - relative.y-=.1; - for(i=0;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velocity+=relative*damagemult*70; - } - victim->skeleton.joints[victim->skeleton.jointlabels[lefthand]].velocity*=.1-1; - victim->skeleton.joints[victim->skeleton.jointlabels[leftwrist]].velocity*=.2-1; - victim->skeleton.joints[victim->skeleton.jointlabels[leftelbow]].velocity*=.5-1; - victim->skeleton.joints[victim->skeleton.jointlabels[leftshoulder]].velocity*=.7-1; - victim->skeleton.joints[victim->skeleton.jointlabels[righthand]].velocity*=.1-1; - victim->skeleton.joints[victim->skeleton.jointlabels[rightwrist]].velocity*=.2-1; - victim->skeleton.joints[victim->skeleton.jointlabels[rightelbow]].velocity*=.5-1; - victim->skeleton.joints[victim->skeleton.jointlabels[rightshoulder]].velocity*=.7-1; - - award_bonus(id, swordreversebonus); - } - - if(hasvictim&&targetanimation==knifeslashreversalanim&&animation[targetanimation].label[currentframe]==7){ - escapednum=0; - if(id==0)camerashake+=.4; - if(Random()%2){ - victim->spurt=1; - DoBlood(.2,230); - } - if(tutoriallevel!=1){ - emit_sound_at(heavyimpactsound, victim->coords, 128.); - } - victim->RagDoll(0); - XYZ relative; - relative=victim->coords-oldcoords; - relative.y=0; - Normalise(&relative); - relative=DoRotation(relative,0,-90,0); - for(i=0;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velocity+=relative*damagemult*40; - } - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity+=relative*damagemult*200; - //FootLand(1,2); - victim->Puff(abdomen); - victim->DoDamage(damagemult*30/victim->protectionhigh); - - award_bonus(id, Reversal); - } - - if(hasvictim&&targetanimation==sneakattackanim&&animation[targetanimation].label[currentframe]==7){ - escapednum=0; - victim->RagDoll(0); - victim->skeleton.spinny=0; - XYZ relative; - relative=facing*-1; - relative.y=-3; - Normalise(&relative); - if(victim->id==0)relative/=30; - for(i=0;iskeleton.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; - doslice=0; - if(weaponactive!=-1||creature==wolftype)doslice=1; - if(creature==rabbittype&&weaponactive!=-1)if(weapons.type[weaponids[0]]==staff)doslice=0; - if(doslice){ - if(weaponactive!=-1){ - victim->DoBloodBig(200,225); - emit_sound_at(knifeslicesound, victim->coords); - if(bloodtoggle)weapons.bloody[weaponids[weaponactive]]=2; - weapons.blooddrip[weaponids[weaponactive]]+=5; - } - - if(creature==wolftype&&weaponactive==-1){ - emit_sound_at(clawslicesound, victim->coords, 128.); - victim->spurt=1; - victim->DoBloodBig(2,175); - } - } - award_bonus(id, spinecrusher); - } - - if(hasvictim&&(targetanimation==knifefollowanim||targetanimation==knifesneakattackanim)&&animation[targetanimation].label[currentframe]==5){ - if(weaponactive!=-1&&victim->bloodlossdamagetolerance){ - escapednum=0; - if(targetanimation==knifefollowanim)victim->DoBloodBig(200,210); - if(targetanimation==knifesneakattackanim){ - /*victim->DoBloodBig(200,195); - XYZ bloodvel; - bloodvel=0; - bloodvel.z=20; - bloodvel.y=5; - bloodvel=DoRotation(bloodvel,((float)(Random()%100))/4,rotation+((float)(Random()%100))/4,0)*scale; - Sprite::MakeSprite(bloodsprite, DoRotation(skeleton.joints[skeleton.jointlabels[neck]].position,0,rotation,0)*scale+coords,bloodvel, 1,1,1, .05, 1); - */ - XYZ footvel,footpoint; - footvel=0; - footpoint=weapons.tippoint[weaponids[0]]; - if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .9, .3); - footvel=(weapons.tippoint[weaponids[0]]-weapons.position[weaponids[0]]); - Sprite::MakeSprite(bloodsprite,footpoint,DoRotation(footvel*7,(float)(Random()%20),(float)(Random()%20),0), 1,1,1, .05, .9); - Sprite::MakeSprite(bloodsprite,footpoint,DoRotation(footvel*3,(float)(Random()%20),(float)(Random()%20),0), 1,1,1, .05, .9); - 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); - award_bonus(id, tracheotomy); - } - if(targetanimation==knifefollowanim){ - award_bonus(id, Stabbonus); - XYZ footvel,footpoint; - footvel=0; - footpoint=weapons.tippoint[weaponids[0]]; - if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .9, .3); - footvel=(weapons.tippoint[weaponids[0]]-weapons.position[weaponids[0]])*-1; - Sprite::MakeSprite(bloodsprite,footpoint,DoRotation(footvel*7,(float)(Random()%20),(float)(Random()%20),0), 1,1,1, .05, .9); - Sprite::MakeSprite(bloodsprite,footpoint,DoRotation(footvel*3,(float)(Random()%20),(float)(Random()%20),0), 1,1,1, .05, .9); - Sprite::MakeSprite(bloodflamesprite, footpoint,footvel*5, 1,1,1, .2, 1); - Sprite::MakeSprite(bloodflamesprite, footpoint,footvel*2, 1,1,1, .2, 1); - - } - victim->bloodloss+=10000; - victim->velocity=0; - emit_sound_at(fleshstabsound, victim->coords); - if(bloodtoggle)weapons.bloody[weaponids[weaponactive]]=2; - weapons.blooddrip[weaponids[weaponactive]]+=5; - } - } - - if(hasvictim&&(targetanimation==knifefollowanim||targetanimation==knifesneakattackanim)&&animation[targetanimation].label[currentframe]==6){ - escapednum=0; - victim->velocity=0; - for(i=0;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velocity=0; - } - if(targetanimation==knifefollowanim){ - victim->RagDoll(0); - for(i=0;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velocity=0; - } - } - if(weaponactive!=-1&&animation[victim->targetanimation].attack!=reversal){ - emit_sound_at(fleshstabremovesound, victim->coords); - if(bloodtoggle)weapons.bloody[weaponids[weaponactive]]=2; - weapons.blooddrip[weaponids[weaponactive]]+=5; - - XYZ footvel,footpoint; - footvel=0; - footpoint=weapons.tippoint[weaponids[0]]; - if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .9, .3); - footvel=(weapons.tippoint[weaponids[0]]-weapons.position[weaponids[0]])*-1; - Sprite::MakeSprite(bloodsprite,footpoint,DoRotation(footvel*7,(float)(Random()%20),(float)(Random()%20),0), 1,1,1, .05, .9); - Sprite::MakeSprite(bloodsprite,footpoint,DoRotation(footvel*3,(float)(Random()%20),(float)(Random()%20),0), 1,1,1, .05, .9); - Sprite::MakeSprite(bloodflamesprite, footpoint,footvel*5, 1,1,1, .3, 1); - Sprite::MakeSprite(bloodflamesprite, footpoint,footvel*2, 1,1,1, .3, 1); - } - } - - if(hasvictim&&(targetanimation==swordsneakattackanim)&&animation[targetanimation].label[currentframe]==5){ - if(weaponactive!=-1&&victim->bloodlossdamagetolerance){ - award_bonus(id, backstab); - - escapednum=0; - - XYZ footvel,footpoint; - footvel=0; - footpoint=(weapons.tippoint[weaponids[0]]+weapons.position[weaponids[0]])/2; - if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .9, .3); - footvel=(weapons.tippoint[weaponids[0]]-weapons.position[weaponids[0]]); - Sprite::MakeSprite(bloodsprite,footpoint,DoRotation(footvel*7,(float)(Random()%20),(float)(Random()%20),0), 1,1,1, .05, .9); - Sprite::MakeSprite(bloodsprite,footpoint,DoRotation(footvel*3,(float)(Random()%20),(float)(Random()%20),0), 1,1,1, .05, .9); - Sprite::MakeSprite(bloodflamesprite, footpoint,DoRotation(footvel*5,(float)(Random()%20),(float)(Random()%20),0), 1,1,1, .3, 1); - Sprite::MakeSprite(bloodflamesprite, footpoint,DoRotation(footvel*3,(float)(Random()%20),(float)(Random()%20),0), 1,1,1, .3, 1); - victim->DoBloodBig(200,180); - victim->DoBloodBig(200,215); - victim->bloodloss+=10000; - victim->velocity=0; - emit_sound_at(fleshstabsound, victim->coords); - if(bloodtoggle)weapons.bloody[weaponids[weaponactive]]=2; - weapons.blooddrip[weaponids[weaponactive]]+=5; - } - } - - if(hasvictim&&targetanimation==swordsneakattackanim&&animation[targetanimation].label[currentframe]==6){ - escapednum=0; - victim->velocity=0; - for(i=0;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velocity=0; - } - if(weaponactive!=-1){ - emit_sound_at(fleshstabremovesound, victim->coords); - if(bloodtoggle)weapons.bloody[weaponids[weaponactive]]=2; - weapons.blooddrip[weaponids[weaponactive]]+=5; - - XYZ footvel,footpoint; - footvel=0; - footpoint=weapons.tippoint[weaponids[0]]; - if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .9, .3); - footvel=(weapons.tippoint[weaponids[0]]-weapons.position[weaponids[0]])*-1; - Sprite::MakeSprite(bloodsprite,footpoint,DoRotation(footvel*7,(float)(Random()%20),(float)(Random()%20),0), 1,1,1, .05, .9); - Sprite::MakeSprite(bloodsprite,footpoint,DoRotation(footvel*3,(float)(Random()%20),(float)(Random()%20),0), 1,1,1, .05, .9); - Sprite::MakeSprite(bloodflamesprite, footpoint,footvel*5, 1,1,1, .3, 1); - Sprite::MakeSprite(bloodflamesprite, footpoint,footvel*2, 1,1,1, .3, 1); - } - } - - if(targetanimation==sweepreversalanim&&animation[targetanimation].label[currentframe]==7){ - escapednum=0; - if(id==0)camerashake+=.4; - if(Random()%2){ - victim->spurt=1; - DoBlood(.2,240); - } - if(weaponactive==-1){ - if(tutoriallevel!=1){ - emit_sound_at(heavyimpactsound, victim->coords, 128.); - } - } - bool doslice; - doslice=0; - if(weaponactive!=-1||creature==wolftype)doslice=1; - if(creature==rabbittype&&weaponactive!=-1)if(weapons.type[weaponids[0]]==staff)doslice=0; - if(doslice){ - if(weaponactive!=-1){ - victim->DoBloodBig(2/victim->armorhead,225); - emit_sound_at(knifeslicesound, victim->coords); - if(bloodtoggle&&!weapons.bloody[weaponids[weaponactive]])weapons.bloody[weaponids[weaponactive]]=1; - weapons.blooddrip[weaponids[weaponactive]]+=3; - } - if(weaponactive==-1&&creature==wolftype){ - emit_sound_at(clawslicesound, victim->coords, 128.); - victim->spurt=1; - victim->DoBloodBig(2/victim->armorhead,175); - } - } - - award_bonus(id, Reversal); - - 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;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velocity+=relative*damagemult*20; - } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity+=relative*damagemult*200; - if(victim->damagedamagetolerance-100)victim->velocity=relative*200; - victim->DoDamage(damagemult*100/victim->protectionhead); - victim->velocity=0; - } - - if(targetanimation==sweepreversalanim&&((animation[targetanimation].label[currentframe]==9&&victim->damagedamagetolerance)||(animation[targetanimation].label[currentframe]==7&&victim->damage>victim->damagetolerance))){ - 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;iskeleton.num_joints;i++){ - victim->skeleton.joints[i].velocity+=relative*damagemult*20; - } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity+=relative*damagemult*200; - } - - 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){ - award_bonus(id, reverseko); - } - } - - - //Animation end - if(targetframe>animation[currentanimation].numframes-1){ - targetframe=0; - if(wasStop()){ - targetanimation=getIdle(); - FootLand(0,1); - FootLand(1,1); - } - if(currentanimation==rabbittackleanim||currentanimation==rabbittacklinganim){ - targetanimation=rollanim; - targetframe=3; - emit_sound_at(movewhooshsound, coords, 128.); - } - if(currentanimation==staggerbackhighanim){ - targetanimation=getIdle(); - } - if(currentanimation==staggerbackhardanim){ - targetanimation=getIdle(); - } - if(currentanimation==removeknifeanim){ - targetanimation=getIdle(); - } - if(currentanimation==crouchremoveknifeanim){ - targetanimation=getCrouch(); - } - if(currentanimation==backhandspringanim){ - targetanimation=getIdle(); - } - if(currentanimation==dodgebackanim){ - targetanimation=getIdle(); - } - if(currentanimation==drawleftanim){ - targetanimation=getIdle(); - } - if(currentanimation==drawrightanim||currentanimation==crouchdrawrightanim){ - targetanimation=getIdle(); - if(currentanimation==crouchdrawrightanim){ - targetanimation=getCrouch(); - } - if(weaponactive==-1)weaponactive=0; - else if(weaponactive==0){ - weaponactive=-1; - if(num_weapons==2){ - int buffer; - buffer=weaponids[0]; - weaponids[0]=weaponids[1]; - weaponids[1]=buffer; - } - } - - if(weaponactive==-1){ - emit_sound_at(knifesheathesound, coords, 128.); - } - if(weaponactive!=-1){ - emit_sound_at(knifedrawsound, coords, 128.); - } - } - if(currentanimation==rollanim){ - targetanimation=getCrouch(); - FootLand(0,1); - FootLand(1,1); - } - if(isFlip()){ - if(targetanimation==walljumprightkickanim){ - targetrot=-190; - } - if(targetanimation==walljumpleftkickanim){ - targetrot=190; - } - targetanimation=jumpdownanim; - } - if(currentanimation==climbanim){ - targetanimation=getCrouch(); - targetframe=1; - coords+=facing*.1; - if(!isnormal(coords.x)) - coords=oldcoords; - oldcoords=coords; - collided=0; - targetoffset=0; - currentoffset=0; - grabdelay=1; - velocity=0; - collided=0; - avoidcollided=0; - } - if(targetanimation==rabbitkickreversalanim){ - targetanimation=getCrouch(); - lastfeint=0; - } - if(targetanimation==jumpreversalanim){ - targetanimation=getCrouch(); - lastfeint=0; - } - if(targetanimation==walljumprightanim||targetanimation==walljumpbackanim||targetanimation==walljumpfrontanim){ - if(attackkeydown&&targetanimation!=walljumpfrontanim){ - int closest=-1; - float closestdist=-1; - float distance; - if(numplayers>1) - for(i=0;i0&&closest>=0&&closestdist<16){ - victim=&player[closest]; - targetanimation=walljumprightkickanim; - targetframe=0; - XYZ rotatetarget=victim->coords-coords; - Normalise(&rotatetarget); - rotation=-asin(0-rotatetarget.x); - rotation*=360/6.28; - if(rotatetarget.z<0)rotation=180-rotation; - targettilt2=-asin(rotatetarget.y)*360/6.28; - velocity=(victim->coords-coords)*4; - velocity.y+=2; - transspeed=40; - } - } - if(targetanimation==walljumpbackanim){ - targetanimation=backflipanim; - targetframe=3; - velocity=facing*-8; - velocity.y=4; - if(id==0) - resume_stream(whooshsound); - } - if(targetanimation==walljumprightanim){ - targetanimation=rightflipanim; - targetframe=4; - targetrotation-=90; - rotation-=90; - velocity=DoRotation(facing,0,30,0)*-8; - velocity.y=4; - } - if(targetanimation==walljumpfrontanim){ - targetanimation=frontflipanim; - targetframe=2; - //targetrotation-=180; - ////rotation-=180; - velocity=facing*8; - velocity.y=4; - } - if(id==0) - resume_stream(whooshsound); - } - if(targetanimation==walljumpleftanim){ - if(attackkeydown){ - int closest=-1; - float closestdist=-1; - float distance; - if(numplayers>1) - for(i=0;i0&&closest>=0&&closestdist<16){ - victim=&player[closest]; - targetanimation=walljumpleftkickanim; - targetframe=0; - XYZ rotatetarget=victim->coords-coords; - Normalise(&rotatetarget); - rotation=-asin(0-rotatetarget.x); - rotation*=360/6.28; - if(rotatetarget.z<0)rotation=180-rotation; - targettilt2=-asin(rotatetarget.y)*360/6.28; - velocity=(victim->coords-coords)*4; - velocity.y+=2; - transspeed=40; - } - } - if(targetanimation!=walljumpleftkickanim){ - targetanimation=leftflipanim; - targetframe=4; - targetrotation+=90; - rotation+=90; - velocity=DoRotation(facing,0,-30,0)*-8; - velocity.y=4; - } - if(id==0) - resume_stream(whooshsound); - } - if(targetanimation==sneakattackanim){ - float ycoords=oldcoords.y; - currentanimation=getCrouch(); - targetanimation=getCrouch(); - targetframe=1; - currentframe=0; - targetrotation+=180; - rotation+=180; - targettilt2*=-1; - tilt2*=-1; - transspeed=1000000; - targetheadrotation+=180; - coords-=facing*.7; - if(onterrain)coords.y=terrain.getHeight(coords.x,coords.z); - - lastfeint=0; - } - if(targetanimation==knifesneakattackanim||targetanimation==swordsneakattackanim){ - float ycoords=oldcoords.y; - targetanimation=getIdle(); - targetframe=0; - if(onterrain)coords.y=terrain.getHeight(coords.x,coords.z); - - lastfeint=0; - } - if(currentanimation==knifefollowanim){ - targetanimation=getIdle(); - lastfeint=0; - } - if(animation[targetanimation].attack==reversal&¤tanimation!=sneakattackanim&¤tanimation!=knifesneakattackanim&¤tanimation!=swordsneakattackanim&¤tanimation!=knifefollowanim){ - float ycoords=oldcoords.y; - targetanimation=getStop(); - targetrotation+=180; - rotation+=180; - targettilt2*=-1; - tilt2*=-1; - transspeed=1000000; - targetheadrotation+=180; - if(!isnormal(coords.x)) - coords=oldcoords; - if(currentanimation==spinkickreversalanim||currentanimation==swordslashreversalanim) - oldcoords=coords+facing*.5; - else if(currentanimation==sweepreversalanim) - oldcoords=coords+facing*1.1; - else if(currentanimation==upunchreversalanim){ - oldcoords=coords+facing*1.5; - targetrotation+=180; - rotation+=180; - targetheadrotation+=180; - targettilt2*=-1; - tilt2*=-1; - } - else if(currentanimation==knifeslashreversalanim){ - oldcoords=coords+facing*.5; - targetrotation+=90; - rotation+=90; - targetheadrotation+=90; - targettilt2=0; - tilt2=0; - } - else if(currentanimation==staffspinhitreversalanim){ - targetrotation+=180; - rotation+=180; - targetheadrotation+=180; - targettilt2=0; - tilt2=0; - } - if(onterrain)oldcoords.y=terrain.getHeight(oldcoords.x,oldcoords.z); - else oldcoords.y=ycoords; - currentoffset=coords-oldcoords; - targetoffset=0; - coords=oldcoords; - - lastfeint=0; - } - if(currentanimation==knifesneakattackedanim||currentanimation==swordsneakattackedanim){ - velocity=0; - velocity.y=-5; - RagDoll(0); - } - if(animation[targetanimation].attack==reversed){ - escapednum++; - if(targetanimation==sweepreversedanim)targetrotation+=90; - targetanimation=backhandspringanim; - targetframe=2; - emit_sound_at(landsound, coords, 128); - - if(currentanimation==upunchreversedanim||currentanimation==swordslashreversedanim){ - targetanimation=rollanim; - targetframe=5; - oldcoords=coords; - coords+=(DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position,0,rotation,0)+DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position,0,rotation,0))/2*scale; - coords.y=oldcoords.y; - } - if(currentanimation==knifeslashreversedanim){ - targetanimation=rollanim; - targetframe=0; - targetrotation+=90; - rotation+=90; - oldcoords=coords; - coords+=(DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position,0,rotation,0)+DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position,0,rotation,0))/2*scale; - coords.y=oldcoords.y; - } - } - if(wasFlip()){ - targetanimation=jumpdownanim; - } - if(wasLanding())targetanimation=getIdle(); - if(wasLandhard())targetanimation=getIdle(); - if(currentanimation==spinkickanim||currentanimation==getupfrombackanim||currentanimation==getupfromfrontanim||currentanimation==lowkickanim){ - targetanimation=getIdle(); - oldcoords=coords; - coords+=(DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position,0,rotation,0)+DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position,0,rotation,0))/2*scale; - coords.y=oldcoords.y; - //coords+=DoRotation(animation[currentanimation].offset,0,rotation,0)*scale; - targetoffset.y=coords.y; - if(onterrain)targetoffset.y=terrain.getHeight(coords.x,coords.z); - currentoffset=DoRotation(animation[currentanimation].offset*-1,0,rotation,0)*scale; - currentoffset.y-=(coords.y-targetoffset.y); - coords.y=targetoffset.y; - targetoffset=0; - normalsupdatedelay=0; - } - if(currentanimation==upunchanim){ - targetanimation=getStop(); - normalsupdatedelay=0; - lastfeint=0; - } - if(currentanimation==rabbitkickanim&&targetanimation!=backflipanim){ - targetrotation=rotation; - bool hasstaff; - hasstaff=0; - if(num_weapons>0)if(weapons.type[0]==staff)hasstaff=1; - if(!hasstaff)DoDamage(35); - RagDoll(0); - lastfeint=0; - rabbitkickragdoll=1; - } - if(currentanimation==rabbitkickreversedanim){ - if(!feint){ - velocity=0; - velocity.y=-10; - //DoDamage(100); - RagDoll(0); - skeleton.spinny=0; - SolidHitBonus(!id); // FIXME: tricky id - } - if(feint){ - escapednum++; - targetanimation=rollanim; - coords+=facing; - if(id==0)pause_sound(whooshsound); - } - lastfeint=0; - } - if(currentanimation==rabbittackledbackanim||currentanimation==rabbittackledfrontanim){ - velocity=0; - velocity.y=-10; - RagDoll(0); - skeleton.spinny=0; - } - if(currentanimation==jumpreversedanim){ - if(!feint){ - velocity=0; - velocity.y=-10; - //DoDamage(100); - RagDoll(0); - skeleton.spinny=0; - SolidHitBonus(!id); // FIXME: tricky id - } - if(feint){ - escapednum++; - targetanimation=rollanim; - coords+=facing*2; - if(id==0)pause_sound(whooshsound); - } - lastfeint=0; - } - - if(animation[currentanimation].attack==normalattack&&!victim->skeleton.free&&victim->targetanimation!=staggerbackhighanim&&victim->targetanimation!=staggerbackhardanim&&targetanimation!=winduppunchblockedanim&&targetanimation!=blockhighleftanim&&targetanimation!=swordslashparryanim&&targetanimation!=swordslashparriedanim&&targetanimation!=crouchstabanim&&targetanimation!=swordgroundstabanim){ - targetanimation=getupfromfrontanim; - lastfeint=0; - } - else if(animation[currentanimation].attack==normalattack){ - targetanimation=getIdle(); - lastfeint=0; - } - if(currentanimation==blockhighleftanim&&aitype!=playercontrolled){ - targetanimation=blockhighleftstrikeanim; - } - if(currentanimation==knifeslashstartanim||currentanimation==knifethrowanim||currentanimation==swordslashanim||currentanimation==staffhitanim||currentanimation==staffgroundsmashanim||currentanimation==staffspinhitanim){ - targetanimation=getIdle(); - lastfeint=0; - } - if(currentanimation==spinkickanim&&victim->skeleton.free){ - if(creature==rabbittype)targetanimation=fightidleanim; - } - } - target=0; - - if(isIdle()&&!wasIdle())normalsupdatedelay=0; - - if(currentanimation==jumpupanim&&velocity.y<0&&!isFlip()){ - targetanimation=jumpdownanim; - } - } - if(!skeleton.free){ - oldtarget=target; - if(!transspeed&&animation[targetanimation].attack!=2&&animation[targetanimation].attack!=3){ - if(!isRun()||!wasRun()){ - if(animation[targetanimation].speed[targetframe]>animation[currentanimation].speed[currentframe]) - target+=multiplier*animation[targetanimation].speed[targetframe]*speed*2; - if(animation[targetanimation].speed[targetframe]<=animation[currentanimation].speed[currentframe]) - target+=multiplier*animation[currentanimation].speed[currentframe]*speed*2; - } - if(isRun()&&wasRun()){ - float tempspeed; - tempspeed=velspeed; - if(tempspeed<10*speedmult)tempspeed=10*speedmult; - target+=multiplier*animation[targetanimation].speed[currentframe]*speed*1.7*tempspeed/(speed*45*scale); - } - } - else if(transspeed)target+=multiplier*transspeed*speed*2; - else{ - if(!isRun()||!wasRun()){ - if(animation[targetanimation].speed[targetframe]>animation[currentanimation].speed[currentframe]) - target+=multiplier*animation[targetanimation].speed[targetframe]*2; - if(animation[targetanimation].speed[targetframe]<=animation[currentanimation].speed[currentframe]) - target+=multiplier*animation[currentanimation].speed[currentframe]*2; - } - } - - if(currentanimation!=targetanimation)target=(target+oldtarget)/2; - - if(target>1){currentframe=targetframe; target=1;} - oldrot=rot; - rot=targetrot*target; - rotation+=rot-oldrot; - if(target==1){ - rot=0; - oldrot=0; - targetrot=0; - } - if(currentanimation!=oldcurrentanimation||targetanimation!=oldtargetanimation||((currentframe!=oldcurrentframe||targetframe!=oldtargetframe)&&!calcrot)){ - //Old rotates - for(i=0;iskeleton.muscles[i].oldrotate3+180)skeleton.muscles[i].newrotate3-=360; - if(skeleton.muscles[i].newrotate3skeleton.muscles[i].oldrotate2+180)skeleton.muscles[i].newrotate2-=360; - if(skeleton.muscles[i].newrotate2skeleton.muscles[i].oldrotate1+180)skeleton.muscles[i].newrotate1-=360; - if(skeleton.muscles[i].newrotate1=animation[currentanimation].numframes)currentframe=animation[currentanimation].numframes-1; - - oldcurrentanimation=currentanimation; - oldtargetanimation=targetanimation; - oldtargetframe=targetframe; - oldcurrentframe=currentframe; - - for(i=0;i0||bloodloss>0)immobile=0; - - if(isIdle()||isRun())targetoffset=0; - - if(num_weapons==1&&weaponactive!=-1)weaponstuck=-1; - - if(id==0)blooddimamount-=multiplier*.3; - speechdelay-=multiplier; - texupdatedelay-=multiplier; - interestdelay-=multiplier; - flamedelay-=multiplier; - parriedrecently-=multiplier; - if(!victim){ - victim=this; - hasvictim=0; - } - - if(id==0)speed=1.1*speedmult; - else speed=1.0*speedmult; - if(!skeleton.free)rabbitkickragdoll=0; - - speed*=speedmult; - - if(id!=0&&(creature==rabbittype||difficulty!=2))superruntoggle=0; - if(id!=0&&creature==wolftype&&difficulty==2){ - superruntoggle=0; - if(aitype!=passivetype){ - superruntoggle=1; - if(aitype==attacktypecutoff&&(player[0].isIdle()||player[0].isCrouch()||player[0].skeleton.free||player[0].targetanimation==getupfrombackanim||player[0].targetanimation==getupfromfrontanim||player[0].targetanimation==sneakanim)&&findDistancefast(&coords,&player[0].coords)<16){ - superruntoggle=0; - } - } - if(scale<0.2)superruntoggle=0; - if(targetanimation==wolfrunninganim&&!superruntoggle){ - targetanimation=getRun(); - targetframe=0; - } - } - if(weaponactive==-1&&num_weapons>0){ - if(weapons.type[weaponids[0]]==staff){ - weaponactive=0; - } - } - - if(onfire){ - burnt+=multiplier; - /*if(aitype!=playercontrolled)*///deathbleeding=5; - /*if(aitype!=playercontrolled)*/ - deathbleeding=1; - if(burnt>.6)burnt=.6; - OPENAL_SetVolume(channels[stream_firesound], 256+256*findLength(&velocity)/3); - - if(targetanimation==jumpupanim||targetanimation==jumpdownanim||isFlip()){ - float gLoc[3]; - float vel[3]; - gLoc[0]=coords.x; - gLoc[1]=coords.y; - gLoc[2]=coords.z; - vel[0]=velocity.x; - vel[1]=velocity.y; - vel[2]=velocity.z; - - if(id==0){ - OPENAL_3D_SetAttributes(channels[whooshsound], gLoc, vel); - OPENAL_SetVolume(channels[whooshsound], 64*findLength(&velocity)/5); - } - } - } - while(flamedelay<0&&onfire){ - flamedelay+=.006; - howmany=abs(Random()%(skeleton.num_joints)); - if(!skeleton.free)flatvelocity=(coords-oldcoords)/multiplier/2;//velocity/2; - if(skeleton.free)flatvelocity=skeleton.joints[howmany].velocity*scale/2; - if(!skeleton.free)flatfacing=DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position,0,0,tilt),tilt2,0,0),0,rotation,0)*scale+coords; - if(skeleton.free)flatfacing=skeleton.joints[howmany].position*scale+coords; - Sprite::MakeSprite(flamesprite, flatfacing,flatvelocity, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1); - } - - while(flamedelay<0&&!onfire&&tutoriallevel==1&&id!=0){ - flamedelay+=.05; - howmany=abs(Random()%(skeleton.num_joints)); - if(!skeleton.free)flatvelocity=(coords-oldcoords)/multiplier/2;//velocity/2; - if(skeleton.free)flatvelocity=skeleton.joints[howmany].velocity*scale/2; - if(!skeleton.free)flatfacing=DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position,0,0,tilt),tilt2,0,0),0,rotation,0)*scale+coords; - if(skeleton.free)flatfacing=skeleton.joints[howmany].position*scale+coords; - Sprite::MakeSprite(breathsprite, flatfacing,flatvelocity, 1,1,1, .6+(float)abs(Random()%100)/200-.25, .3); - } - - if(bleeding>0){ - bleeding-=multiplier*.3; - if(bloodtoggle==2){ - glBindTexture(GL_TEXTURE_2D,skeleton.drawmodel.textureptr); - if(bleeding<=0&&(detail!=2||osx))DoMipmaps(); - } - } - - if(neckspurtamount>0){ - neckspurtamount-=multiplier; - neckspurtdelay-=multiplier*3; - neckspurtparticledelay-=multiplier*3; - if(neckspurtparticledelay<0&&neckspurtdelay>2){ - spurt=0; - bloodvel=0; - if(!skeleton.free){ - bloodvel.z=5*neckspurtamount; - bloodvel=DoRotation(bloodvel,((float)(Random()%100))/40,rotation+((float)(Random()%100))/40,0)*scale; - } - if(skeleton.free){ - bloodvel-=DoRotation(skeleton.forward*10*scale,((float)(Random()%100))/40,((float)(Random()%100))/40,0); - } - if(skeleton.free)bloodvel+=DoRotation(skeleton.joints[skeleton.jointlabels[head]].velocity,((float)(Random()%100))/40,rotation+((float)(Random()%100))/40,0)*scale; - if(!skeleton.free)bloodvel+=DoRotation(velocity,((float)(Random()%100))/40,((float)(Random()%100))/40,0)*scale; - if(skeleton.free)Sprite::MakeSprite(bloodsprite, (skeleton.joints[skeleton.jointlabels[neck]].position+(skeleton.joints[skeleton.jointlabels[neck]].position-skeleton.joints[skeleton.jointlabels[head]].position)/5)*scale+coords,bloodvel, 1,1,1, .05, .9); - if(!skeleton.free)Sprite::MakeSprite(bloodsprite, DoRotation(skeleton.joints[skeleton.jointlabels[neck]].position+(skeleton.joints[skeleton.jointlabels[neck]].position-skeleton.joints[skeleton.jointlabels[head]].position)/5,0,rotation,0)*scale+coords,bloodvel, 1,1,1, .05, .9); - neckspurtparticledelay=.05; - } - if(neckspurtdelay<0){ - neckspurtdelay=3; - } - } - - if(deathbleeding>0&&dead!=2){ - if(deathbleeding<5)bleeddelay-=deathbleeding*multiplier/4; - else bleeddelay-=5*multiplier/4; - if(bleeddelay<0&&bloodtoggle){ - bleeddelay=1; - XYZ bloodvel; - if(bloodtoggle){ - bloodvel=0; - if(skeleton.free)bloodvel+=DoRotation(skeleton.joints[skeleton.jointlabels[abdomen]].velocity,((float)(Random()%100))/4,rotation+((float)(Random()%100))/4,0)*scale; - if(!skeleton.free)bloodvel+=DoRotation(velocity,((float)(Random()%100))/4,((float)(Random()%100))/4,0)*scale; - if(skeleton.free)Sprite::MakeSprite(bloodsprite, skeleton.joints[skeleton.jointlabels[abdomen]].position*scale+coords,bloodvel, 1,1,1, .05, 1); - 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); - } - } - bloodloss+=deathbleeding*multiplier*80; - deathbleeding-=multiplier*1.6; - //if(id==0)deathbleeding-=multiplier*.2; - if(deathbleeding<0)deathbleeding=0; - if(bloodloss>damagetolerance&&animation[targetanimation].attack==neutral){ - if(weaponactive!=-1){ - weapons.owner[weaponids[0]]=-1; - weapons.velocity[weaponids[0]]=velocity*scale*-.3; - weapons.velocity[weaponids[0]].x+=.01; - weapons.tipvelocity[weaponids[0]]=velocity*scale; - weapons.missed[weaponids[0]]=1; - weapons.hitsomething[weaponids[0]]=0; - weapons.freetime[weaponids[0]]=0; - weapons.firstfree[weaponids[0]]=1; - weapons.physics[weaponids[0]]=1; - num_weapons--; - if(num_weapons){ - weaponids[0]=weaponids[num_weapons]; - if(weaponstuck==num_weapons)weaponstuck=0; - } - weaponactive=-1; - for(i=0;i.1){ - numafterkill++; - } - - RagDoll(0); - } - } - - if(texupdatedelay<0&&bleeding>0&&bloodtoggle==2&&findDistancefast(&viewer,&coords)<9){ - texupdatedelay=.12; - - bloodsize=5-realtexdetail; - - startx=0; - starty=0; - texdetailint=realtexdetail; - startx=bleedy;//abs(Random()%(skeleton.skinsize-bloodsize-1)); - starty=bleedx;//abs(Random()%(skeleton.skinsize-bloodsize-1)); - endx=startx+bloodsize; - endy=starty+bloodsize; - - if(startx<0){startx=0;bleeding=0;} - if(starty<0){starty=0;bleeding=0;} - if(endx>skeleton.skinsize-1){endx=skeleton.skinsize-1;bleeding=0;} - if(endy>skeleton.skinsize-1){endy=skeleton.skinsize-1;bleeding=0;} - if(endxcolor/2)skeleton.skinText[i*skeleton.skinsize*3+j*3+0]=color/2; - skeleton.skinText[i*skeleton.skinsize*3+j*3+1]=0; - skeleton.skinText[i*skeleton.skinsize*3+j*3+2]=0; - } - } - } - if(!osx&&detail>1){ - glBindTexture(GL_TEXTURE_2D,skeleton.drawmodel.textureptr); - DoMipmaps(); - } - - if(!skeleton.free){ - bleedy-=4/realtexdetail; - if(detail==2)bleedx+=(abs(Random()%3)-1)*2/realtexdetail; - else bleedx+=(abs(Random()%3)-1)*4/realtexdetail; - } - if(skeleton.free){ - bleedx+=4*direction/realtexdetail; - if(detail==2)bleedy+=(abs(Random()%3)-1)*2/realtexdetail; - else bleedy+=(abs(Random()%3)-1)*4/realtexdetail; - } - } - - if(abs(righthandmorphness-targetrighthandmorphness)targetrighthandmorphness){ - righthandmorphness-=multiplier*4; - } - else if(righthandmorphnesstargetlefthandmorphness){ - lefthandmorphness-=multiplier*4; - } - else if(lefthandmorphnesstargettailmorphness){ - tailmorphness-=multiplier*10; - } - else if(tailmorphnesstargettailmorphness){ - tailmorphness-=multiplier*2; - } - else if(tailmorphnesstargetheadmorphness){ - headmorphness-=multiplier*7; - } - else if(headmorphnesstargetheadmorphness){ - headmorphness-=multiplier*10; - } - else if(headmorphnesstargetheadmorphness){ - headmorphness-=multiplier*4; - } - else if(headmorphnesstargetchestmorphness){ - chestmorphness-=multiplier; - } - else if(chestmorphnesstypesleeping){ - XYZ headpoint; - headpoint=coords; - if(bloodtoggle&&!bled){ - terrain.MakeDecal(blooddecalslow,headpoint,.8,.5,0); - } - if(bloodtoggle&&!bled) - for(l=0;ltypesleeping){ - //If dead, open mouth and hands - if(righthandmorphend!=0)righthandmorphness=0; - righthandmorphend=0; - targetrighthandmorphness=1; - - if(lefthandmorphend!=0)lefthandmorphness=0; - lefthandmorphend=0; - targetlefthandmorphness=1; - - if(headmorphend!=2)headmorphness=0; - headmorphend=2; - targetheadmorphness=1; - } - - if(stunned>0&&!dead&&headmorphend!=2){ - if(headmorphend!=4)headmorphness=0; - headmorphend=4; - targetheadmorphness=1; - } - - if(damage>damagetolerance&&!dead){ - - dead=1; - unconscioustime=0; - - if(creature==wolftype){ - award_bonus(0, Wolfbonus); - } - - RagDoll(0); - - if(weaponactive!=-1){ - weapons.owner[weaponids[0]]=-1; - weapons.velocity[weaponids[0]]=velocity*scale*-.3; - weapons.velocity[weaponids[0]].x+=.01; - weapons.tipvelocity[weaponids[0]]=velocity*scale; - weapons.missed[weaponids[0]]=1; - weapons.hitsomething[weaponids[0]]=0; - weapons.freetime[weaponids[0]]=0; - weapons.firstfree[weaponids[0]]=1; - weapons.physics[weaponids[0]]=1; - num_weapons--; - if(num_weapons){ - weaponids[0]=weaponids[num_weapons]; - if(weaponstuck==num_weapons)weaponstuck=0; - } - weaponactive=-1; - for(i=0;idamagetolerance&&dead!=2){ - DoBlood(1,255); - - if(weaponactive!=-1){ - weapons.owner[weaponids[0]]=-1; - weapons.velocity[weaponids[0]]=velocity*scale*-.3; - weapons.velocity[weaponids[0]].x+=.01; - weapons.tipvelocity[weaponids[0]]=velocity*scale; - weapons.missed[weaponids[0]]=1; - weapons.hitsomething[weaponids[0]]=0; - weapons.freetime[weaponids[0]]=0; - weapons.firstfree[weaponids[0]]=1; - weapons.physics[weaponids[0]]=1; - num_weapons--; - if(num_weapons){ - weaponids[0]=weaponids[num_weapons]; - if(weaponstuck==num_weapons)weaponstuck=0; - } - weaponactive=-1; - for(i=0;i1)&&(bonus!=FinishedBonus||bonustime>1)&&bloodloss.1){ - numafterkill++; - } - - dead=2; - - skeleton.free=1; - - emit_sound_at(breaksound, coords); - } - - if(skeleton.free==1){ - if(id==0)pause_sound(whooshsound); - - if(!dead){ - //If knocked over, open hands and close mouth - if(righthandmorphend!=0)righthandmorphness=0; - righthandmorphend=0; - targetrighthandmorphness=1; - - if(lefthandmorphend!=0)lefthandmorphness=0; - lefthandmorphend=0; - targetlefthandmorphness=1; - - if(headmorphend!=3&&headmorphend!=5&&headmorphstart!=3&&headmorphstart!=5){ - if(headmorphend!=0)headmorphness=0; - headmorphend=0; - targetheadmorphness=1; - } - } - - skeleton.DoGravity(&scale); - float damageamount; - damageamount=skeleton.DoConstraints(&coords,&scale)*5; - 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; - howmany=0; - for(j=0;j2000){ - if(skeleton.longdead>6000){ - if(id==0)pause_sound(whooshsound); - skeleton.free=3; - DrawSkeleton(); - skeleton.free=2; - } - if(dead==2&&bloodloss=damagetolerance){ - XYZ headpoint; - headpoint=(skeleton.joints[skeleton.jointlabels[abdomen]].position+skeleton.joints[skeleton.jointlabels[neck]].position)/2*scale+coords; - if(bleeding<=0)DoBlood(1,255); - if(bloodtoggle&&!bled){ - terrain.MakeDecal(blooddecalslow,headpoint,.8,.5,0); - } - if(bloodtoggle&&!bled) - for(l=0;l.5&&id==0&&skeleton.free){ - bool canrecover=1; - XYZ startpoint,endpoint,colpoint,colviewer,coltarget; - startpoint=coords; - endpoint=coords; - endpoint.y-=.7; - if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)canrecover=0; - if(velocity.y<-30)canrecover=0; - for(i=0;i0)targetoffset.y=middle.y+1; - - for(i=0;i(damage+500)*1.5){ - if(id==0)pause_sound(whooshsound); - skeleton.free=0; - velocity=0; - XYZ middle; - middle=0; - - terrainnormal=skeleton.joints[skeleton.jointlabels[groin]].position-skeleton.joints[skeleton.jointlabels[abdomen]].position; - if(skeleton.joints[skeleton.jointlabels[groin]].locked&&skeleton.joints[skeleton.jointlabels[abdomen]].locked){ - terrainnormal=skeleton.joints[skeleton.jointlabels[groin]].position-skeleton.joints[skeleton.jointlabels[abdomen]].position; - middle=(skeleton.joints[skeleton.jointlabels[groin]].position+skeleton.joints[skeleton.jointlabels[abdomen]].position)/2; - } - if(skeleton.joints[skeleton.jointlabels[abdomen]].locked&&skeleton.joints[skeleton.jointlabels[neck]].locked){ - terrainnormal=skeleton.joints[skeleton.jointlabels[abdomen]].position-skeleton.joints[skeleton.jointlabels[neck]].position; - middle=(skeleton.joints[skeleton.jointlabels[neck]].position+skeleton.joints[skeleton.jointlabels[abdomen]].position)/2; - } - if(skeleton.joints[skeleton.jointlabels[groin]].locked&&skeleton.joints[skeleton.jointlabels[neck]].locked){ - terrainnormal=skeleton.joints[skeleton.jointlabels[groin]].position-skeleton.joints[skeleton.jointlabels[neck]].position; - middle=(skeleton.joints[skeleton.jointlabels[groin]].position+skeleton.joints[skeleton.jointlabels[neck]].position)/2; - } - Normalise(&terrainnormal); - - targetrotation=-asin(0-terrainnormal.x); - targetrotation*=360/6.28; - if(terrainnormal.z<0)targetrotation=180-targetrotation; - rotation=targetrotation; - - /*if(onterrain){ - terrainnormal=terrain.getNormal(coords.x,coords.z); - targettilt2=asin(terrainnormal.y)*180/3.14*-1; - } - else*/ - - /*XYZ otherterrainnormal; - otherterrainnormal=terrain.getNormal(coords.x,coords.y); - otherterrainnormal.y=fast_sqrt(otherterrainnormal.x*otherterrainnormal.x+otherterrainnormal.z*otherterrainnormal.z)*-1; - if(abs(terrainnormal.y)-.3){ - targetanimation=getupfromfrontanim; - rotation+=180; - targetrotation+=180; - targettilt2*=-1; - targetframe=0; - targettilt2=0; - } - - if((Random()%8==0&&id!=0&&creature==rabbittype)||(Random()%2==0&&id!=0&&creature==wolftype)||(id==0&&crouchkeydown&&(forwardkeydown||backkeydown||leftkeydown||rightkeydown))){ - targetanimation=rollanim; - targetrotation=lookrotation; - if(id==0){ - if(rightkeydown){ - targetrotation-=90; - if(forwardkeydown)targetrotation+=45; - if(backkeydown)targetrotation-=45; - } - if(leftkeydown){ - targetrotation+=90; - if(forwardkeydown)targetrotation-=45; - if(backkeydown)targetrotation+=45; - } - if(backkeydown){ - if ( !leftkeydown&&!rightkeydown) - targetrotation+=180; - } - targetrotation+=180; - } - } - - if(abs(targettilt2)>50)targettilt2=0; - currentanimation=tempanim; - currentframe=0; - target=0; - tilt2=targettilt2; - - if(middle.y>0&&targetanimation!=rollanim)targetoffset.y=middle.y+1; - - for(i=0;i0)if(weapons.type[0]==staff)hasstaff=1; - if(!skeleton.freefall&&freefall&&((jumpkeydown&&jumpkeydowntime<.2)||(hasstaff&&rabbitkickragdoll))&&!dead){ - if(velocity.y>-30){ - XYZ tempvelocity; - tempvelocity=velocity; - Normalise(&tempvelocity); - targetrotation=-asin(0-tempvelocity.x); - targetrotation*=360/6.28; - if(velocity.z<0)targetrotation=180-targetrotation; - //targetrotation+=180; - - skeleton.free=0; - if(dotproduct(&skeleton.forward,&tempvelocity)<0){ - targetanimation=rollanim; - targetframe=2; - } - else{ - targetanimation=backhandspringanim; - targetrotation+=180; - targetframe=6; - } - target=0; - - emit_sound_at(movewhooshsound, coords, 128.); - - currentanimation=targetanimation; - currentframe=targetframe-1; - target=0; - - velocity=0; - - rotation=targetrotation; - tilt=0; - targettilt=0; - tilt2=0; - targettilt2=0; - } - } - if(skeleton.freefall==0)freefall=0; - - if(!isnormal(velocity.x)&&velocity.x){ - int xy=1; - } - } - - if(aitype!=passivetype||skeleton.free==1) - if(findLengthfast(&velocity)>.1) - for(i=0;iobjects.position[i].y+3*objects.scale[i]){ - if(objects.messedwith[i]<=0){ - XYZ tempvel; - XYZ pos; - - emit_sound_at(bushrustle, coords, 40*findLength(&velocity)); - - if(id==0){ - envsound[numenvsounds]=coords; - envsoundvol[numenvsounds]=4*findLength(&velocity); - envsoundlife[numenvsounds]=.4; - numenvsounds++; - } - - int howmany; - if(environment==grassyenvironment)howmany=findLength(&velocity)*4; - if(environment==snowyenvironment)howmany=findLength(&velocity)*2; - if(detail==2) - if(environment!=desertenvironment) - for(j=0;j0||surprised>0)&&numplayers>2&&aitype!=passivetype)play=1; - if(hasvictim) - if(aitype!=passivetype&&victim->skeleton.free&&!victim->dead)play=1; - if(tutoriallevel==1&&id!=0)play=0; - if(play&&aitype!=playercontrolled){ - int whichsound=-1; - i=abs(Random()%4); - if(speechdelay<=0){ - if(creature==rabbittype){ - if(i==0)whichsound=rabbitchitter; - if(i==1)whichsound=rabbitchitter2; - } - if(creature==wolftype){ - if(i==0)whichsound=growlsound; - if(i==1)whichsound=growl2sound; - } - } - speechdelay=.3; - - if(whichsound!=-1){ - emit_sound_at(whichsound, coords); - } - } - - if(targetanimation==staggerbackhighanim)staggerdelay=1; - if(targetanimation==staggerbackhardanim)staggerdelay=1; - staggerdelay-=multiplier; - if(targetanimation!=crouchstabanim&&targetanimation!=swordgroundstabanim&&targetanimation!=staffgroundsmashanim)hasvictim=1; - if(velocity.y<-30&&targetanimation==jumpdownanim)RagDoll(0); - if(currentanimation!=getIdle()&&wasIdle()&&targetanimation!=getIdle()&&isIdle()){ - targetanimation=getIdle(); - targetframe=0; - target=0; - } - weaponmissdelay-=multiplier; - highreversaldelay-=multiplier; - lowreversaldelay-=multiplier; - lastcollide-=multiplier; - skiddelay-=multiplier; - if(!isnormal(velocity.x)&&velocity.x){ - velocity=0; - } - if(!isnormal(targettilt)&&targettilt){ - targettilt=0; - } - if(!isnormal(targettilt2)&&targettilt2){ - targettilt2=0; - } - if(!isnormal(targetrotation)&&targetrotation){ - targetrotation=0; - } - - if(targetanimation==bounceidleanim||targetanimation==wolfidle||targetanimation==walkanim||targetanimation==drawrightanim||targetanimation==crouchdrawrightanim||targetanimation==drawleftanim||targetanimation==fightidleanim||targetanimation==fightsidestep||targetanimation==hanganim||isCrouch()||targetanimation==backhandspringanim){ - //open hands and close mouth - if(righthandmorphend!=0&&righthandmorphness==targetrighthandmorphness){ - righthandmorphness=0; - righthandmorphend=0; - targetrighthandmorphness=1; - } - - if(lefthandmorphend!=0&&lefthandmorphness==targetlefthandmorphness){ - lefthandmorphness=0; - lefthandmorphend=0; - targetlefthandmorphness=1; - } - - if(headmorphend!=3&&headmorphend!=5&&headmorphstart!=3&&headmorphstart!=5&&headmorphend!=0&&headmorphness==targetheadmorphness){ - headmorphness=0; - headmorphend=0; - targetheadmorphness=1; - } - } - - if(targetanimation==rollanim||targetanimation==dodgebackanim||targetanimation==removeknifeanim||targetanimation==knifefightidleanim||targetanimation==swordfightidleanim||targetanimation==blockhighleftstrikeanim||targetanimation==crouchremoveknifeanim||targetanimation==sneakanim||targetanimation==sweepanim||targetanimation==spinkickreversedanim||targetanimation==jumpdownanim||isWallJump()||isFlip()||targetanimation==climbanim||isRun()||targetanimation==getupfrombackanim||targetanimation==getupfromfrontanim){ - //open hands and mouth - if(righthandmorphend!=0&&righthandmorphness==targetrighthandmorphness){ - righthandmorphness=0; - righthandmorphend=0; - targetrighthandmorphness=1; - } - - if(lefthandmorphend!=0&&lefthandmorphness==targetlefthandmorphness){ - lefthandmorphness=0; - lefthandmorphend=0; - targetlefthandmorphness=1; - } - - if(headmorphend!=1&&headmorphness==targetheadmorphness){ - headmorphness=0; - headmorphend=1; - targetheadmorphness=1; - } - } - - if(targetanimation==jumpupanim||targetanimation==crouchstabanim||targetanimation==swordgroundstabanim||targetanimation==swordfightidlebothanim||targetanimation==blockhighleftanim||targetanimation==blockhighleftanim){ - //close hands and mouth - if(righthandmorphend!=1&&righthandmorphness==targetrighthandmorphness){ - righthandmorphness=0; - righthandmorphend=1; - targetrighthandmorphness=1; - } - - if(lefthandmorphend!=1&&lefthandmorphness==targetlefthandmorphness){ - lefthandmorphness=0; - lefthandmorphend=1; - targetlefthandmorphness=1; - } - - if(headmorphend!=0&&headmorphness==targetheadmorphness){ - headmorphness=0; - headmorphend=0; - targetheadmorphness=1; - } - } - - if(targetanimation==spinkickanim||targetanimation==staffspinhitreversalanim||targetanimation==staffspinhitreversedanim||targetanimation==staffhitreversalanim||targetanimation==staffhitreversedanim||targetanimation==hurtidleanim||targetanimation==winduppunchanim||targetanimation==swordslashreversalanim||targetanimation==swordslashreversedanim||targetanimation==knifeslashreversalanim||targetanimation==knifeslashreversedanim||targetanimation==knifethrowanim||targetanimation==knifefollowanim||targetanimation==knifefollowedanim||targetanimation==killanim||targetanimation==dropkickanim||targetanimation==upunchanim||targetanimation==knifeslashstartanim||targetanimation==swordslashanim||targetanimation==staffhitanim||targetanimation==staffspinhitanim||targetanimation==staffgroundsmashanim||targetanimation==spinkickreversalanim||targetanimation==sweepreversalanim||targetanimation==lowkickanim||targetanimation==sweepreversedanim||targetanimation==rabbitkickreversalanim||targetanimation==rabbitkickreversedanim||targetanimation==jumpreversalanim||targetanimation==jumpreversedanim){ - //close hands and yell - if(righthandmorphend!=1&&righthandmorphness==targetrighthandmorphness){ - righthandmorphness=0; - righthandmorphend=1; - targetrighthandmorphness=1; - } - - if(lefthandmorphend!=1&&lefthandmorphness==targetlefthandmorphness){ - lefthandmorphness=0; - lefthandmorphend=1; - targetlefthandmorphness=1; - } - - if(headmorphend!=2&&headmorphness==targetheadmorphness){ - headmorphness=1; - headmorphend=2; - targetheadmorphness=1; - } - } - /* - if(speechdelay>.25){ - if(headmorphend!=2)headmorphness=0; - headmorphend=2; - targetheadmorphness=1; - } - */ - bool behind; - behind=0; - if(hasvictim){ - if(victim!=this&&!victim->dead&&victim->aitype!=passivetype&&victim->aitype!=searchtype&&aitype!=passivetype&&aitype!=searchtype&&victim->idcoords)>0); - } - } - - if(!dead&&targetanimation!=hurtidleanim) - if(behind||targetanimation==killanim||targetanimation==knifethrowanim||targetanimation==knifefollowanim||targetanimation==spinkickreversalanim||targetanimation==rabbitkickreversedanim||targetanimation==jumpreversedanim){ - if(headmorphend!=4||headmorphness==targetheadmorphness){ - headmorphend=4; - //headmorphness=1; - targetheadmorphness=1; - } - } - - if(weaponactive!=-1){ - if(weapons.type[weaponids[weaponactive]]!=staff){ - righthandmorphstart=1; - righthandmorphend=1; - } - if(weapons.type[weaponids[weaponactive]]==staff){ - righthandmorphstart=2; - righthandmorphend=2; - } - targetrighthandmorphness=1; - } - - terrainnormal=terrain.getNormal(coords.x,coords.z); - - if(animation[targetanimation].attack!=reversal){ - if(!isnormal(coords.x)) - coords=oldcoords; - oldcoords=coords; - } - - flatfacing=0; - flatfacing.z=1; - - flatfacing=DoRotation(flatfacing,0,rotation,0); - facing=flatfacing; - ReflectVector(&facing,terrainnormal); - Normalise(&facing); - - if(isRun()||targetanimation==sneakanim||targetanimation==rollanim||targetanimation==walkanim){ - if(onterrain)targettilt2=-facing.y*20; - else targettilt2=0; - } - onterrain=0; - if(!isRun()&&!animation[targetanimation].attack&&targetanimation!=getupfromfrontanim&&targetanimation!=getupfrombackanim&&targetanimation!=sneakanim)targettilt2=0; - if(targetanimation==jumpupanim||targetanimation==jumpdownanim||isFlip()){ - flatvelocity=velocity; - flatvelocity.y=0; - flatvelspeed=findLength(&flatvelocity); - targettilt=flatvelspeed*fast_sqrt(abs(velocity.y)*.7)*normaldotproduct(DoRotation(flatfacing,0,-90,0),flatvelocity); - targettilt2=flatvelspeed*fast_sqrt(abs(velocity.y)*.7)*normaldotproduct(flatfacing,flatvelocity); - if(velocity.y<0)targettilt2*=-1; - if(velocity.y<0)targettilt*=-1; - if(targettilt>25)targettilt=25; - if(targettilt<-25)targettilt=-25; - } - - if(targettilt2>45)targettilt2=45; - if(targettilt2<-45)targettilt2=-45; - if(abs(tilt2-targettilt2)targettilt2){ - tilt2-=multiplier*400; - } - else if(tilt225)tilt2=25; - if(tilt2<-25)tilt2=-25; - } - - if(!isnormal(targettilt)&&targettilt){ - targettilt=0; - } - if(!isnormal(targettilt2)&&targettilt2){ - targettilt2=0; - } - - //Running velocity - //if(!creature==wolftype||targetanimation==rabbitkickanim) - if(targetanimation==rabbittackleanim){ - velocity+=facing*multiplier*speed*700*scale; - velspeed=findLength(&velocity); - if(velspeed>speed*65*scale){ - velocity/=velspeed; - velspeed=speed*65*scale; - velocity*=velspeed; - } - velocity.y+=gravity*multiplier*20; - ReflectVector(&velocity,terrain.getNormal(coords.x,coords.z)); - velspeed=findLength(&velocity); - velocity=flatfacing*velspeed; - } - if(targetanimation!=rabbitrunninganim&&targetanimation!=wolfrunninganim){ - if(isRun()||targetanimation==rabbitkickanim){ - velocity+=facing*multiplier*speed*700*scale; - velspeed=findLength(&velocity); - if(velspeed>speed*45*scale){ - velocity/=velspeed; - velspeed=speed*45*scale; - velocity*=velspeed; - } - velocity.y+=gravity*multiplier*20; - ReflectVector(&velocity,terrain.getNormal(coords.x,coords.z)); - velspeed=findLength(&velocity); - if(velspeedspeed*55*scale){ - velocity/=velspeed; - velspeed=speed*55*scale; - velocity*=velspeed; - } - } - if(creature==wolftype){ - if(velspeed>speed*75*scale){ - velocity/=velspeed; - velspeed=speed*75*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(velspeed>speed*45*scale){ - velocity/=velspeed; - velspeed=speed*45*scale; - velocity*=velspeed; - } - velocity.y+=gravity*multiplier*20; - ReflectVector(&velocity,terrain.getNormal(coords.x,coords.z)); - velspeed=findLength(&velocity); - velocity=flatfacing*velspeed; - } - - - /*if(currentanimation==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(targetanimation==sneakanim||targetanimation==walkanim){ - velocity+=facing*multiplier*speed*700*scale; - velspeed=findLength(&velocity); - if(velspeed>speed*12*scale){ - velocity/=velspeed; - velspeed=speed*12*scale; - velocity*=velspeed; - } - velocity.y+=gravity*multiplier*20; - ReflectVector(&velocity,terrain.getNormal(coords.x,coords.z)); - velspeed=findLength(&velocity); - velocity=flatfacing*velspeed; - } - - if((targetanimation==fightidleanim||targetanimation==knifefightidleanim)&&(currentanimation==bounceidleanim||currentanimation==hurtidleanim)){ - velocity+=facing*multiplier*speed*700*scale; - velspeed=findLength(&velocity); - if(velspeed>speed*2*scale){ - velocity/=velspeed; - velspeed=speed*2*scale; - velocity*=velspeed; - } - velocity.y+=gravity*multiplier*20; - ReflectVector(&velocity,terrain.getNormal(coords.x,coords.z)); - velspeed=findLength(&velocity); - velocity=flatfacing*velspeed; - } - - - if((targetanimation==bounceidleanim||currentanimation==hurtidleanim)&&(currentanimation==fightidleanim||currentanimation==knifefightidleanim)){ - velocity-=facing*multiplier*speed*700*scale; - velspeed=findLength(&velocity); - if(velspeed>speed*2*scale){ - velocity/=velspeed; - velspeed=speed*2*scale; - velocity*=velspeed; - } - velocity.y+=gravity*multiplier*20; - ReflectVector(&velocity,terrain.getNormal(coords.x,coords.z)); - velspeed=findLength(&velocity); - velocity=flatfacing*velspeed*-1; - } - - if(targetanimation==fightsidestep){ - velocity+=DoRotation(facing*multiplier*speed*700*scale,0,-90,0); - velspeed=findLength(&velocity); - if(velspeed>speed*12*scale){ - velocity/=velspeed; - velspeed=speed*12*scale; - velocity*=velspeed; - } - velocity.y+=gravity*multiplier*20; - ReflectVector(&velocity,terrain.getNormal(coords.x,coords.z)); - velspeed=findLength(&velocity); - velocity=DoRotation(flatfacing*velspeed,0,-90,0); - } - - if(targetanimation==staggerbackhighanim){ - coords-=facing*multiplier*speed*16*scale; - velocity=0; - } - if(targetanimation==staggerbackhardanim&&animation[staggerbackhardanim].label[targetframe]!=6){ - coords-=facing*multiplier*speed*20*scale; - velocity=0; - } - - if(targetanimation==backhandspringanim){ - //coords-=facing*multiplier*50*scale; - velocity+=facing*multiplier*speed*700*scale*-1; - velspeed=findLength(&velocity); - if(velspeed>speed*50*scale){ - velocity/=velspeed; - velspeed=speed*50*scale; - velocity*=velspeed; - } - velocity.y+=gravity*multiplier*20; - ReflectVector(&velocity,terrain.getNormal(coords.x,coords.z)); - velspeed=findLength(&velocity); - velocity=flatfacing*velspeed*-1; - } - if(targetanimation==dodgebackanim){ - //coords-=facing*multiplier*50*scale; - velocity+=facing*multiplier*speed*700*scale*-1; - velspeed=findLength(&velocity); - if(velspeed>speed*60*scale){ - velocity/=velspeed; - velspeed=speed*60*scale; - velocity*=velspeed; - } - velocity.y+=gravity*multiplier*20; - ReflectVector(&velocity,terrain.getNormal(coords.x,coords.z)); - velspeed=findLength(&velocity); - velocity=flatfacing*velspeed*-1; - } - - if(targetanimation==jumpupanim||targetanimation==jumpdownanim||isFlip()){ - velspeed=findLength(&velocity); - } - - - if(targetanimation==jumpupanim||targetanimation==jumpdownanim||isFlip()){ - velocity.y+=gravity*multiplier; - } - - if(targetanimation!=climbanim&&targetanimation!=hanganim&&!isWallJump())coords+=velocity*multiplier; - - if(coords.y5&&(isLanding()||isLandhard())){ - skiddingdelay+=multiplier; - if(skiddelay<=0){ - FootLand(0,.5); - FootLand(1,.5); - skiddelay=.02; - } - } - else skiddingdelay=0; - } - - if(isLandhard()){ - velspeed=findLength(&velocity); - velocity.y=0; - if(velspeed5&&(isLanding()||isLandhard())){ - skiddingdelay+=multiplier; - if(skiddelay<=0){ - FootLand(0,.5); - FootLand(1,.5); - skiddelay=.02; - } - } - else skiddingdelay=0; - } - - if(skiddingdelay<0)skiddingdelay+=multiplier; - if(skiddingdelay>.02&&!forwardkeydown&&!backkeydown&&!leftkeydown&&!rightkeydown&&!jumpkeydown&&isLanding()&&!landhard){ - skiddingdelay=-1; - if(!onterrain||environment==grassyenvironment){ - emit_sound_at(skidsound, coords, 128*velspeed/10); - } - else { - emit_sound_at(snowskidsound, coords, 128*velspeed/10); - } - } - - if(animation[targetanimation].attack==normalattack&&targetanimation!=rabbitkickanim&&!victim->skeleton.free){ - terrainnormal=victim->coords-coords; - Normalise(&terrainnormal); - targetrotation=-asin(0-terrainnormal.x); - targetrotation*=360/6.28; - if(terrainnormal.z<0)targetrotation=180-targetrotation; - targettilt2=-asin(terrainnormal.y)*360/6.28;//*-70; - } - - if(animation[targetanimation].attack==reversal&&targetanimation!=rabbittacklinganim){ - targetrotation=victim->targetrotation; - } - if(targetanimation==rabbittacklinganim){ - coords=victim->coords; - } - } - skeleton.oldfree=skeleton.free; - - XYZ midterrain; - midterrain=0; - midterrain.x=terrain.size*terrain.scale/2; - midterrain.z=terrain.size*terrain.scale/2; - if(findDistancefastflat(&coords,&midterrain)>(terrain.size*terrain.scale/2-viewdistance)*(terrain.size*terrain.scale/2-viewdistance)){ - XYZ tempposit; - tempposit=coords-midterrain; - tempposit.y=0; - Normalise(&tempposit); - tempposit*=(terrain.size*terrain.scale/2-viewdistance); - coords.x=tempposit.x+midterrain.x; - coords.z=tempposit.z+midterrain.z; - } + +/* FUNCTION? + */ +int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, Model *model) +{ + static int i, j; + static float distance; + static float olddistance; + static int intersecting; + static int firstintersecting; + static XYZ point; + static XYZ oldp1; + static XYZ start, end; + static float slopethreshold = -.4; + + firstintersecting = -1; + + oldp1 = *p1; + *p1 = *p1 - *move; + if (distsq(p1, &model->boundingspherecenter) > radius * radius + model->boundingsphereradius * model->boundingsphereradius) + return -1; + if (*rotate) + *p1 = DoRotation(*p1, 0, -*rotate, 0); + for (i = 0; i < 4; i++) { + for (j = 0; j < model->TriangleNum; j++) { + if (model->facenormals[j].y <= slopethreshold) { + intersecting = 0; + distance = abs((model->facenormals[j].x * p1->x) + (model->facenormals[j].y * p1->y) + (model->facenormals[j].z * p1->z) - ((model->facenormals[j].x * model->vertex[model->Triangles[j].vertex[0]].x) + (model->facenormals[j].y * model->vertex[model->Triangles[j].vertex[0]].y) + (model->facenormals[j].z * model->vertex[model->Triangles[j].vertex[0]].z))); + if (distance < radius) { + point = *p1 - model->facenormals[j] * distance; + if (PointInTriangle( &point, model->facenormals[j], &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]])) + intersecting = 1; + if (!intersecting) + intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[0]], + &model->vertex[model->Triangles[j].vertex[1]], + p1, &radius); + if (!intersecting) + intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[1]], + &model->vertex[model->Triangles[j].vertex[2]], + p1, &radius); + if (!intersecting) + intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[0]], + &model->vertex[model->Triangles[j].vertex[2]], + p1, &radius); + end = *p1 - point; + if (dotproduct(&model->facenormals[j], &end) > 0 && intersecting) { + start = *p1; + end = *p1; + end.y -= radius; + if (LineFacetd(&start, &end, &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]], &model->facenormals[j], &point)) { + p1->y = point.y + radius; + if ((animTarget == jumpdownanim || isFlip())) { + if (isFlip() && (frameTarget < 5 || animation[animTarget].label[frameTarget] == 7 || animation[animTarget].label[frameTarget] == 4)) + RagDoll(0); + + if (animTarget == jumpupanim) { + jumppower = -4; + animTarget = getIdle(); + } + target = 0; + frameTarget = 0; + onterrain = 1; + + if (id == 0) { + pause_sound(whooshsound); + OPENAL_SetVolume(channels[whooshsound], 0); + } + + if ((animTarget == jumpdownanim || isFlip()) && !wasLanding() && !wasLandhard()) { + if (isFlip()) + jumppower = -4; + animTarget = getLanding(); + emit_sound_at(landsound, coords, 128.); + + if (id == 0) { + addEnvSound(coords); + } + } + } + } + } + } + if ((distance < olddistance || firstintersecting == -1) && intersecting) { + olddistance = distance; + firstintersecting = j; + *p = point; + } + } + } + for (j = 0; j < model->TriangleNum; j++) { + if (model->facenormals[j].y > slopethreshold) { + intersecting = 0; + start = *p1; + start.y -= radius / 4; + XYZ &v0 = model->vertex[model->Triangles[j].vertex[0]]; + XYZ &v1 = model->vertex[model->Triangles[j].vertex[1]]; + XYZ &v2 = model->vertex[model->Triangles[j].vertex[2]]; + distance = abs((model->facenormals[j].x * start.x) + + (model->facenormals[j].y * start.y) + + (model->facenormals[j].z * start.z) + - ((model->facenormals[j].x * v0.x) + + (model->facenormals[j].y * v0.y) + + (model->facenormals[j].z * v0.z))); + if (distance < radius * .5) { + point = start - model->facenormals[j] * distance; + if (PointInTriangle( &point, model->facenormals[j], &v0, &v1, &v2)) + intersecting = 1; + if (!intersecting) + intersecting = sphere_line_intersection(v0.x, v0.y, v0.z, v1.x, v1.y, v1.z, p1->x, p1->y, p1->z, radius / 2); + if (!intersecting) + intersecting = sphere_line_intersection(v1.x, v1.y, v1.z, v2.x, v2.y, v2.z, p1->x, p1->y, p1->z, radius / 2); + if (!intersecting) + intersecting = sphere_line_intersection(v0.x, v0.y, v0.z, v2.x, v2.y, v2.z, p1->x, p1->y, p1->z, radius / 2); + end = *p1 - point; + if (dotproduct(&model->facenormals[j], &end) > 0 && intersecting) { + if ((animTarget == jumpdownanim || animTarget == jumpupanim || isFlip())) { + start = velocity; + velocity -= DoRotation(model->facenormals[j], 0, *rotate, 0) * findLength(&velocity) * abs(normaldotproduct(velocity, DoRotation(model->facenormals[j], 0, *rotate, 0))); //(distance-radius*.5)/multiplier; + if (findLengthfast(&start) < findLengthfast(&velocity)) + velocity = start; + } + *p1 += model->facenormals[j] * (distance - radius * .5); + } + } + if ((distance < olddistance || firstintersecting == -1) && intersecting) { + olddistance = distance; + firstintersecting = j; + *p = point; + } + } + } + } + if (*rotate) + *p = DoRotation(*p, 0, *rotate, 0); + *p = *p + *move; + if (*rotate) + *p1 = DoRotation(*p1, 0, *rotate, 0); + *p1 += *move; + return firstintersecting; } -int Person::DrawSkeleton(){ - int oldplayerdetail; - if((frustum.SphereInFrustum(coords.x,coords.y+scale*3,coords.z,scale*8)&&findDistancefast(&viewer,&coords)0&&playerdetail)||(skeleton.muscles[i].numverticeslow>0&&!playerdetail)){ - morphness=0; - start=0; - endthing=0; - if(skeleton.muscles[i].parent1->label==righthand||skeleton.muscles[i].parent2->label==righthand){ - morphness=righthandmorphness; - start=righthandmorphstart; - endthing=righthandmorphend; - } - if(skeleton.muscles[i].parent1->label==lefthand||skeleton.muscles[i].parent2->label==lefthand){ - morphness=lefthandmorphness; - start=lefthandmorphstart; - endthing=lefthandmorphend; - } - if(skeleton.muscles[i].parent1->label==head||skeleton.muscles[i].parent2->label==head){ - morphness=headmorphness; - start=headmorphstart; - endthing=headmorphend; - } - if((skeleton.muscles[i].parent1->label==neck&&skeleton.muscles[i].parent2->label==abdomen)||(skeleton.muscles[i].parent2->label==neck&&skeleton.muscles[i].parent1->label==abdomen)){ - morphness=chestmorphness; - start=chestmorphstart; - endthing=chestmorphend; - } - if((skeleton.muscles[i].parent1->label==groin&&skeleton.muscles[i].parent2->label==abdomen)||(skeleton.muscles[i].parent2->label==groin&&skeleton.muscles[i].parent1->label==abdomen)){ - morphness=tailmorphness; - start=tailmorphstart; - endthing=tailmorphend; - } - if(calcrot)skeleton.FindRotationMuscle(i,targetanimation); - mid=(skeleton.muscles[i].parent1->position+skeleton.muscles[i].parent2->position)/2; - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); - glLoadIdentity(); - if(!skeleton.free)glRotatef(tilt2,1,0,0); - if(!skeleton.free)glRotatef(tilt,0,0,1); - - - glTranslatef(mid.x,mid.y,mid.z); - - skeleton.muscles[i].lastrotate1=skeleton.muscles[i].rotate1; - glRotatef(-skeleton.muscles[i].lastrotate1+90,0,1,0); - - skeleton.muscles[i].lastrotate2=skeleton.muscles[i].rotate2; - glRotatef(-skeleton.muscles[i].lastrotate2+90,0,0,1); - - skeleton.muscles[i].lastrotate3=skeleton.muscles[i].rotate3; - glRotatef(-skeleton.muscles[i].lastrotate3,0,1,0); - - if(playerdetail||skeleton.free==3) - { - for(j=0;jlabel==abdomen||skeleton.muscles[i].parent2->label==abdomen) - glTranslatef((skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].x*(1-morphness)+skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].x*morphness)*proportionbody.x, - (skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].y*(1-morphness)+skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].y*morphness)*proportionbody.y, - (skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].z*(1-morphness)+skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].z*morphness)*proportionbody.z); - if(skeleton.muscles[i].parent1->label==lefthand||skeleton.muscles[i].parent1->label==righthand||skeleton.muscles[i].parent1->label==leftwrist||skeleton.muscles[i].parent1->label==rightwrist||skeleton.muscles[i].parent1->label==leftelbow||skeleton.muscles[i].parent1->label==rightelbow||skeleton.muscles[i].parent2->label==leftelbow||skeleton.muscles[i].parent2->label==rightelbow) - glTranslatef((skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].x*(1-morphness)+skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].x*morphness)*proportionarms.x, - (skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].y*(1-morphness)+skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].y*morphness)*proportionarms.y, - (skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].z*(1-morphness)+skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].z*morphness)*proportionarms.z); - if(skeleton.muscles[i].parent1->label==leftfoot||skeleton.muscles[i].parent1->label==rightfoot||skeleton.muscles[i].parent1->label==leftankle||skeleton.muscles[i].parent1->label==rightankle||skeleton.muscles[i].parent1->label==leftknee||skeleton.muscles[i].parent1->label==rightknee||skeleton.muscles[i].parent2->label==leftknee||skeleton.muscles[i].parent2->label==rightknee) - glTranslatef((skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].x*(1-morphness)+skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].x*morphness)*proportionlegs.x, - (skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].y*(1-morphness)+skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].y*morphness)*proportionlegs.y, - (skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].z*(1-morphness)+skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].z*morphness)*proportionlegs.z); - if(skeleton.muscles[i].parent1->label==head||skeleton.muscles[i].parent2->label==head) - glTranslatef((skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].x*(1-morphness)+skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].x*morphness)*proportionhead.x, - (skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].y*(1-morphness)+skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].y*morphness)*proportionhead.y, - (skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].z*(1-morphness)+skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].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(); - } - } - if(!playerdetail||skeleton.free==3) - { - for(j=0;jlabel==abdomen||skeleton.muscles[i].parent2->label==abdomen) - glTranslatef((skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].x)*proportionbody.x, - (skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].y)*proportionbody.y, - (skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].z)*proportionbody.z); - if(skeleton.muscles[i].parent1->label==lefthand||skeleton.muscles[i].parent1->label==righthand||skeleton.muscles[i].parent1->label==leftwrist||skeleton.muscles[i].parent1->label==rightwrist||skeleton.muscles[i].parent1->label==leftelbow||skeleton.muscles[i].parent1->label==rightelbow||skeleton.muscles[i].parent2->label==leftelbow||skeleton.muscles[i].parent2->label==rightelbow) - glTranslatef((skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].x)*proportionarms.x, - (skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].y)*proportionarms.y, - (skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].z)*proportionarms.z); - if(skeleton.muscles[i].parent1->label==leftfoot||skeleton.muscles[i].parent1->label==rightfoot||skeleton.muscles[i].parent1->label==leftankle||skeleton.muscles[i].parent1->label==rightankle||skeleton.muscles[i].parent1->label==leftknee||skeleton.muscles[i].parent1->label==rightknee||skeleton.muscles[i].parent2->label==leftknee||skeleton.muscles[i].parent2->label==rightknee) - glTranslatef((skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].x)*proportionlegs.x, - (skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].y)*proportionlegs.y, - (skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].z)*proportionlegs.z); - if(skeleton.muscles[i].parent1->label==head||skeleton.muscles[i].parent2->label==head) - glTranslatef((skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].x)*proportionhead.x, - (skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].y)*proportionhead.y, - (skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].z)*proportionhead.z); - - glGetFloatv(GL_MODELVIEW_MATRIX,M); - skeleton.drawmodellow.vertex[skeleton.muscles[i].verticeslow[j]].x=M[12]*scale; - skeleton.drawmodellow.vertex[skeleton.muscles[i].verticeslow[j]].y=M[13]*scale; - skeleton.drawmodellow.vertex[skeleton.muscles[i].verticeslow[j]].z=M[14]*scale; - glPopMatrix(); - } - } - glPopMatrix(); - } - if(skeleton.clothes&&skeleton.muscles[i].numverticesclothes>0){ - mid=(skeleton.muscles[i].parent1->position+skeleton.muscles[i].parent2->position)/2; - - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); - glLoadIdentity(); - if(!skeleton.free)glRotatef(tilt2,1,0,0); - if(!skeleton.free)glRotatef(tilt,0,0,1); - glTranslatef(mid.x,mid.y,mid.z); - skeleton.muscles[i].lastrotate1=skeleton.muscles[i].rotate1; - glRotatef(-skeleton.muscles[i].lastrotate1+90,0,1,0); - - skeleton.muscles[i].lastrotate2=skeleton.muscles[i].rotate2; - glRotatef(-skeleton.muscles[i].lastrotate2+90,0,0,1); - - skeleton.muscles[i].lastrotate3=skeleton.muscles[i].rotate3; - glRotatef(-skeleton.muscles[i].lastrotate3,0,1,0); - - for(j=0;jlabel==abdomen||skeleton.muscles[i].parent2->label==abdomen) - glTranslatef((skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].x)*proportionbody.x, - (skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].y)*proportionbody.y, - (skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].z)*proportionbody.z); - if(skeleton.muscles[i].parent1->label==lefthand||skeleton.muscles[i].parent1->label==righthand||skeleton.muscles[i].parent1->label==leftwrist||skeleton.muscles[i].parent1->label==rightwrist||skeleton.muscles[i].parent1->label==leftelbow||skeleton.muscles[i].parent1->label==rightelbow||skeleton.muscles[i].parent2->label==leftelbow||skeleton.muscles[i].parent2->label==rightelbow) - glTranslatef((skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].x)*proportionarms.x, - (skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].y)*proportionarms.y, - (skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].z)*proportionarms.z); - if(skeleton.muscles[i].parent1->label==leftfoot||skeleton.muscles[i].parent1->label==rightfoot||skeleton.muscles[i].parent1->label==leftankle||skeleton.muscles[i].parent1->label==rightankle||skeleton.muscles[i].parent1->label==leftknee||skeleton.muscles[i].parent1->label==rightknee||skeleton.muscles[i].parent2->label==leftknee||skeleton.muscles[i].parent2->label==rightknee) - glTranslatef((skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].x)*proportionlegs.x, - (skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].y)*proportionlegs.y, - (skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].z)*proportionlegs.z); - if(skeleton.muscles[i].parent1->label==head||skeleton.muscles[i].parent2->label==head) - glTranslatef((skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].x)*proportionhead.x, - (skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].y)*proportionhead.y, - (skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].z)*proportionhead.z); - glGetFloatv(GL_MODELVIEW_MATRIX,M); - skeleton.drawmodelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].x=M[12]*scale; - skeleton.drawmodelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].y=M[13]*scale; - skeleton.drawmodelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].z=M[14]*scale; - glPopMatrix(); - } - glPopMatrix(); - } - updatedelay=1+(float)(Random()%100)/1000; - } - if(skeleton.free!=2&&(skeleton.free==1||skeleton.free==3||id==0||(normalsupdatedelay<=0)||targetanimation==getupfromfrontanim||targetanimation==getupfrombackanim||currentanimation==getupfromfrontanim||currentanimation==getupfrombackanim)){ - normalsupdatedelay=1; - if(playerdetail||skeleton.free==3)skeleton.drawmodel.CalculateNormals(0); - if(!playerdetail||skeleton.free==3)skeleton.drawmodellow.CalculateNormals(0); - if(skeleton.clothes)skeleton.drawmodelclothes.CalculateNormals(0); - } - else - { - if(playerdetail||skeleton.free==3)skeleton.drawmodel.UpdateVertexArrayNoTexNoNorm(); - if(!playerdetail||skeleton.free==3)skeleton.drawmodellow.UpdateVertexArrayNoTexNoNorm(); - if(skeleton.clothes){ - skeleton.drawmodelclothes.UpdateVertexArrayNoTexNoNorm(); - } - } - } - framemult=.01; - updatedelaychange=-framemult*4*(45-findDistance(&viewer,&coords)*1); - if(updatedelaychange>-realmultiplier*30)updatedelaychange=-realmultiplier*30; - if(updatedelaychange>-framemult*4)updatedelaychange=-framemult*4; - if(skeleton.free==1)updatedelaychange*=6; - if(id==0)updatedelaychange*=8; - updatedelay+=updatedelaychange; - - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); - if(!skeleton.free)glTranslatef(coords.x,coords.y-.02,coords.z); - if(skeleton.free)glTranslatef(coords.x,coords.y-.02,coords.z); - if(!skeleton.free)glTranslatef(offset.x*scale,offset.y*scale,offset.z*scale); - if(!skeleton.free)glRotatef(rotation,0,1,0); - if(showpoints){ - glPointSize(5); - glColor4f(.4,1,.4,1); - glDisable(GL_LIGHTING); - glDisable(GL_TEXTURE_2D); - glBegin(GL_POINTS); - if(playerdetail) - for(i=0;i1)distance=1; - if(distance>0){ - terrainheight=(coords.y-terrain.getHeight(coords.x,coords.z))/3+1; - if(terrainheight<1)terrainheight=1; - if(terrainheight>1.7)terrainheight=1.7; - - //burnt=0; - glColor4f((1-(1-terrainlight.x)/terrainheight)-burnt,(1-(1-terrainlight.y)/terrainheight)-burnt,(1-(1-terrainlight.z)/terrainheight)-burnt,distance); - glDisable(GL_BLEND); - glAlphaFunc(GL_GREATER, 0.0001); - glEnable(GL_TEXTURE_2D); - if(cellophane){ - glDisable(GL_TEXTURE_2D); - glColor4f(.7,.35,0,.5); - glDepthMask(0); - glEnable(GL_LIGHTING); - glEnable(GL_BLEND); - } - if(tutoriallevel&&id!=0){ - //glDisable(GL_TEXTURE_2D); - glColor4f(.7,.7,.7,0.6); - glDepthMask(0); - glEnable(GL_LIGHTING); - glEnable(GL_BLEND); - if(canattack&&cananger) - if(animation[targetanimation].attack==normalattack||animation[targetanimation].attack==reversed){ - glDisable(GL_TEXTURE_2D); - glColor4f(1,0,0,0.8); - } - glMatrixMode(GL_TEXTURE); - glPushMatrix(); - glTranslatef(0,-smoketex,0); - glTranslatef(-smoketex,0,0); - } - if(playerdetail){ - if(!showpoints){ - if((tutoriallevel&&id!=0))skeleton.drawmodel.drawdifftex(Sprite::cloudimpacttexture); - else skeleton.drawmodel.draw(); - } - } - if(!playerdetail){ - if((tutoriallevel&&id!=0))skeleton.drawmodellow.drawdifftex(Sprite::cloudimpacttexture); - else skeleton.drawmodellow.drawdifftex(skeleton.drawmodel.textureptr); - } - - if(!(animation[targetanimation].attack==normalattack||animation[targetanimation].attack==reversed)) - if(tutoriallevel&&id!=0){ - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); - glEnable(GL_TEXTURE_2D); - glColor4f(.7,.7,.7,0.6); - glDepthMask(0); - glEnable(GL_LIGHTING); - glEnable(GL_BLEND); - if(canattack&&cananger) - if(animation[targetanimation].attack==normalattack||animation[targetanimation].attack==reversed){ - glDisable(GL_TEXTURE_2D); - glColor4f(1,0,0,0.8); - } - glMatrixMode(GL_TEXTURE); - glPushMatrix(); - glTranslatef(0,-smoketex*.6,0); - glTranslatef(smoketex*.6,0,0); - if(playerdetail){ - if(!showpoints){ - if((tutoriallevel&&id!=0))skeleton.drawmodel.drawdifftex(Sprite::cloudimpacttexture); - else skeleton.drawmodel.draw(); - } - } - if(!playerdetail){ - if((tutoriallevel&&id!=0))skeleton.drawmodellow.drawdifftex(Sprite::cloudimpacttexture); - else skeleton.drawmodellow.drawdifftex(skeleton.drawmodel.textureptr); - } - } - - - if(tutoriallevel&&id!=0){ - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); - glEnable(GL_TEXTURE_2D); - } - if(skeleton.clothes){ - glDepthMask(0); - glEnable(GL_BLEND); - if(!immediate)skeleton.drawmodelclothes.draw(); - if(immediate)skeleton.drawmodelclothes.drawimmediate(); - glDepthMask(1); - } - } - glPopMatrix(); - - if(num_weapons>0){ - for(k=0;klabel==righthand||skeleton.muscles[j].parent2->label==righthand)&&skeleton.muscles[j].numvertices>0){ - weaponattachmuscle=j; - } - } - for(j=0;jlabel==rightwrist||skeleton.muscles[j].parent2->label==rightwrist)&&(skeleton.muscles[j].parent1->label!=righthand&&skeleton.muscles[j].parent2->label!=righthand)&&skeleton.muscles[j].numvertices>0){ - weaponrotatemuscle=j; - } - } - weaponpoint=(skeleton.muscles[weaponattachmuscle].parent1->position+skeleton.muscles[weaponattachmuscle].parent2->position)/2; - if(creature==wolftype)weaponpoint=(skeleton.joints[skeleton.jointlabels[rightwrist]].position*.7+skeleton.joints[skeleton.jointlabels[righthand]].position*.3); - } - if(weapons.type[i]==staff){ - for(j=0;jlabel==righthand||skeleton.muscles[j].parent2->label==righthand)&&skeleton.muscles[j].numvertices>0){ - weaponattachmuscle=j; - } - } - for(j=0;jlabel==rightelbow||skeleton.muscles[j].parent2->label==rightelbow)&&(skeleton.muscles[j].parent1->label!=rightshoulder&&skeleton.muscles[j].parent2->label!=rightshoulder)&&skeleton.muscles[j].numvertices>0){ - weaponrotatemuscle=j; - } - } - //weaponpoint=skeleton.joints[skeleton.jointlabels[rightwrist]].position; - weaponpoint=(skeleton.muscles[weaponattachmuscle].parent1->position+skeleton.muscles[weaponattachmuscle].parent2->position)/2; - //weaponpoint+=skeleton.specialforward[1]*.1+(skeleton.joints[skeleton.jointlabels[rightwrist]].position-skeleton.joints[skeleton.jointlabels[rightelbow]].position); - XYZ tempnormthing,vec1,vec2; - vec1=(skeleton.joints[skeleton.jointlabels[rightwrist]].position-skeleton.joints[skeleton.jointlabels[rightelbow]].position); - vec2=(skeleton.joints[skeleton.jointlabels[rightwrist]].position-skeleton.joints[skeleton.jointlabels[rightshoulder]].position); - CrossProduct(&vec1,&vec2,&tempnormthing); - Normalise(&tempnormthing); - if(targetanimation!=staffhitanim&¤tanimation!=staffhitanim&&targetanimation!=staffgroundsmashanim&¤tanimation!=staffgroundsmashanim&&targetanimation!=staffspinhitanim&¤tanimation!=staffspinhitanim)weaponpoint+=tempnormthing*.1-skeleton.specialforward[1]*.3+(skeleton.joints[skeleton.jointlabels[rightwrist]].position-skeleton.joints[skeleton.jointlabels[rightelbow]].position); - } - } - if(weaponactive!=k&&weaponstuck!=k){ - if(weapons.type[i]==knife)weaponpoint=skeleton.joints[skeleton.jointlabels[abdomen]].position+(skeleton.joints[skeleton.jointlabels[righthip]].position-skeleton.joints[skeleton.jointlabels[lefthip]].position)*.1+(skeleton.joints[skeleton.jointlabels[rightshoulder]].position-skeleton.joints[skeleton.jointlabels[leftshoulder]].position)*.35; - if(weapons.type[i]==sword)weaponpoint=skeleton.joints[skeleton.jointlabels[abdomen]].position+(skeleton.joints[skeleton.jointlabels[lefthip]].position-skeleton.joints[skeleton.jointlabels[righthip]].position)*.09+(skeleton.joints[skeleton.jointlabels[leftshoulder]].position-skeleton.joints[skeleton.jointlabels[rightshoulder]].position)*.33; - if(weapons.type[i]==staff)weaponpoint=skeleton.joints[skeleton.jointlabels[abdomen]].position+(skeleton.joints[skeleton.jointlabels[lefthip]].position-skeleton.joints[skeleton.jointlabels[righthip]].position)*.09+(skeleton.joints[skeleton.jointlabels[leftshoulder]].position-skeleton.joints[skeleton.jointlabels[rightshoulder]].position)*.33; - for(j=0;jlabel==abdomen||skeleton.muscles[j].parent2->label==abdomen)&&(skeleton.muscles[j].parent1->label==neck||skeleton.muscles[j].parent2->label==neck)&&skeleton.muscles[j].numvertices>0){ - weaponrotatemuscle=j; - } - } - } - if(weaponstuck==k){ - if(weaponstuckwhere==0)weaponpoint=skeleton.joints[skeleton.jointlabels[abdomen]].position*.5+skeleton.joints[skeleton.jointlabels[neck]].position*.5-skeleton.forward*.8; - else weaponpoint=skeleton.joints[skeleton.jointlabels[abdomen]].position*.5+skeleton.joints[skeleton.jointlabels[neck]].position*.5+skeleton.forward*.8; - for(j=0;jlabel==abdomen||skeleton.muscles[j].parent2->label==abdomen)&&(skeleton.muscles[j].parent1->label==neck||skeleton.muscles[j].parent2->label==neck)&&skeleton.muscles[j].numvertices>0){ - weaponrotatemuscle=j; - } - } - } - if(!skeleton.free){ - weapons.position[i]=DoRotation(DoRotation(DoRotation(weaponpoint,0,0,tilt),tilt2,0,0),0,rotation,0)*scale+coords+currentoffset*(1-target)*scale+targetoffset*target*scale; - weapons.bigrotation[i]=rotation; - weapons.bigtilt[i]=tilt; - weapons.bigtilt2[i]=tilt2; - } - if(skeleton.free){ - weapons.position[i]=weaponpoint*scale+coords; - weapons.bigrotation[i]=0; - weapons.bigtilt[i]=0; - weapons.bigtilt2[i]=0; - } - weapons.rotation1[i]=skeleton.muscles[weaponrotatemuscle].lastrotate1; - weapons.rotation2[i]=skeleton.muscles[weaponrotatemuscle].lastrotate2; - weapons.rotation3[i]=skeleton.muscles[weaponrotatemuscle].lastrotate3; - if(weaponactive==k){ - if(weapons.type[i]==knife){ - weapons.smallrotation[i]=180; - weapons.smallrotation2[i]=0; - if(isCrouch()||wasCrouch()){ - weapons.smallrotation2[i]=20; - } - if(targetanimation==hurtidleanim){ - weapons.smallrotation2[i]=50; - } - if((currentanimation==crouchstabanim&&targetanimation==crouchstabanim)||(currentanimation==backhandspringanim&&targetanimation==backhandspringanim)){ - XYZ temppoint1,temppoint2,tempforward; - float distance; - - temppoint1=skeleton.joints[skeleton.jointlabels[righthand]].position; - temppoint2=animation[currentanimation].weapontarget[currentframe]*(1-target)+animation[targetanimation].weapontarget[targetframe]*(target); - distance=findDistance(&temppoint1,&temppoint2); - weapons.rotation2[i]=asin((temppoint1.y-temppoint2.y)/distance); - weapons.rotation2[i]*=360/6.28; - temppoint1.y=0; - temppoint2.y=0; - weapons.rotation1[i]=acos((temppoint1.z-temppoint2.z)/findDistance(&temppoint1,&temppoint2)); - weapons.rotation1[i]*=360/6.28; - weapons.rotation3[i]=0; - weapons.smallrotation[i]=-90; - weapons.smallrotation2[i]=0; - if(temppoint1.x>temppoint2.x)weapons.rotation1[i]=360-weapons.rotation1[i]; - } - if((currentanimation==knifeslashreversalanim&&targetanimation==knifeslashreversalanim)||(currentanimation==knifeslashreversedanim&&targetanimation==knifeslashreversedanim)){ - XYZ temppoint1,temppoint2,tempforward; - float distance; - - temppoint1=skeleton.joints[skeleton.jointlabels[righthand]].position; - temppoint2=animation[currentanimation].weapontarget[currentframe]*(1-target)+animation[targetanimation].weapontarget[targetframe]*(target); - distance=findDistance(&temppoint1,&temppoint2); - weapons.rotation2[i]=asin((temppoint1.y-temppoint2.y)/distance); - weapons.rotation2[i]*=360/6.28; - temppoint1.y=0; - temppoint2.y=0; - weapons.rotation1[i]=acos((temppoint1.z-temppoint2.z)/findDistance(&temppoint1,&temppoint2)); - weapons.rotation1[i]*=360/6.28; - weapons.rotation3[i]=0; - weapons.smallrotation[i]=90; - weapons.smallrotation2[i]=0; - if(temppoint1.x>temppoint2.x)weapons.rotation1[i]=360-weapons.rotation1[i]; - } - if(targetanimation==knifethrowanim){ - weapons.smallrotation[i]=90; - //weapons.smallrotation2[i]=-90; - weapons.smallrotation2[i]=0; - weapons.rotation1[i]=0; - weapons.rotation2[i]=0; - weapons.rotation3[i]=0; - } - if(targetanimation==knifesneakattackanim&&targetframe<5){ - weapons.smallrotation[i]=-90; - weapons.rotation1[i]=0; - weapons.rotation2[i]=0; - weapons.rotation3[i]=0; - } - } - if(weapons.type[i]==sword){ - weapons.smallrotation[i]=0; - weapons.smallrotation2[i]=0; - if(targetanimation==knifethrowanim){ - weapons.smallrotation[i]=-90; - weapons.smallrotation2[i]=0; - weapons.rotation1[i]=0; - weapons.rotation2[i]=0; - weapons.rotation3[i]=0; - } - if((targetanimation==swordgroundstabanim&¤tanimation==swordgroundstabanim)||(targetanimation==swordsneakattackanim&¤tanimation==swordsneakattackanim)||(targetanimation==swordslashparryanim&¤tanimation==swordslashparryanim)||(targetanimation==swordslashparriedanim&¤tanimation==swordslashparriedanim)||(targetanimation==swordslashreversalanim&¤tanimation==swordslashreversalanim)||(targetanimation==swordslashreversedanim&¤tanimation==swordslashreversedanim)||(targetanimation==knifeslashreversalanim&¤tanimation==knifeslashreversalanim)||(targetanimation==knifeslashreversedanim&¤tanimation==knifeslashreversedanim)||(targetanimation==swordslashanim&¤tanimation==swordslashanim)||(targetanimation==drawleftanim&¤tanimation==drawleftanim)||(currentanimation==backhandspringanim&&targetanimation==backhandspringanim)){ - XYZ temppoint1,temppoint2,tempforward; - float distance; - - temppoint1=animation[currentanimation].position[skeleton.jointlabels[righthand]][currentframe]*(1-target)+animation[targetanimation].position[skeleton.jointlabels[righthand]][targetframe]*(target); //skeleton.joints[skeleton.jointlabels[righthand]].position; - temppoint2=animation[currentanimation].weapontarget[currentframe]*(1-target)+animation[targetanimation].weapontarget[targetframe]*(target); - distance=findDistance(&temppoint1,&temppoint2); - weapons.rotation2[i]=asin((temppoint1.y-temppoint2.y)/distance); - weapons.rotation2[i]*=360/6.28; - temppoint1.y=0; - temppoint2.y=0; - weapons.rotation1[i]=acos((temppoint1.z-temppoint2.z)/findDistance(&temppoint1,&temppoint2)); - weapons.rotation1[i]*=360/6.28; - weapons.rotation3[i]=0; - weapons.smallrotation[i]=90; - weapons.smallrotation2[i]=0; - if(temppoint1.x>temppoint2.x)weapons.rotation1[i]=360-weapons.rotation1[i]; - } - } - if(weapons.type[i]==staff){ - weapons.smallrotation[i]=100; - weapons.smallrotation2[i]=0; - if((targetanimation==staffhitanim&¤tanimation==staffhitanim)||(targetanimation==staffhitreversedanim&¤tanimation==staffhitreversedanim)||(targetanimation==staffspinhitreversedanim&¤tanimation==staffspinhitreversedanim)||(targetanimation==staffgroundsmashanim&¤tanimation==staffgroundsmashanim)||(targetanimation==staffspinhitanim&¤tanimation==staffspinhitanim)){ - XYZ temppoint1,temppoint2,tempforward; - float distance; - - temppoint1=animation[currentanimation].position[skeleton.jointlabels[righthand]][currentframe]*(1-target)+animation[targetanimation].position[skeleton.jointlabels[righthand]][targetframe]*(target); //skeleton.joints[skeleton.jointlabels[righthand]].position; - temppoint2=animation[currentanimation].weapontarget[currentframe]*(1-target)+animation[targetanimation].weapontarget[targetframe]*(target); - distance=findDistance(&temppoint1,&temppoint2); - weapons.rotation2[i]=asin((temppoint1.y-temppoint2.y)/distance); - weapons.rotation2[i]*=360/6.28; - temppoint1.y=0; - temppoint2.y=0; - weapons.rotation1[i]=acos((temppoint1.z-temppoint2.z)/findDistance(&temppoint1,&temppoint2)); - weapons.rotation1[i]*=360/6.28; - weapons.rotation3[i]=0; - weapons.smallrotation[i]=90; - weapons.smallrotation2[i]=0; - if(temppoint1.x>temppoint2.x)weapons.rotation1[i]=360-weapons.rotation1[i]; - } - } - } - if(weaponactive!=k&&weaponstuck!=k){ - if(weapons.type[i]==knife){ - weapons.smallrotation[i]=-70; - weapons.smallrotation2[i]=10; - } - if(weapons.type[i]==sword){ - weapons.smallrotation[i]=-100; - weapons.smallrotation2[i]=-8; - } - if(weapons.type[i]==staff){ - weapons.smallrotation[i]=-100; - weapons.smallrotation2[i]=-8; - } - } - if(weaponstuck==k){ - if(weaponstuckwhere==0)weapons.smallrotation[i]=180; - else weapons.smallrotation[i]=0; - weapons.smallrotation2[i]=10; - } - } - } - } - - calcrot=0; - if(skeleton.free)calcrot=1; - if(animation[targetanimation].attack||isRun()||targetanimation==staggerbackhardanim||isFlip()||targetanimation==climbanim||targetanimation==sneakanim||targetanimation==rollanim||targetanimation==walkanim||targetanimation==backhandspringanim||isFlip()||isWallJump())calcrot=1; - if(currentanimation!=targetanimation)calcrot=1; - //if(id==0)calcrot=1; - if(skeleton.free==2)calcrot=0; - - return 0; +void Person::takeWeapon(int weaponId) +{ + weaponactive = 0; + weapons[weaponId].owner = id; + if (num_weapons > 0) { + weaponids[num_weapons] = weaponids[0]; + } + num_weapons++; + weaponids[0] = weaponId; } +void Person::addClothes() +{ + if (numclothes > 0) { + for (int i = 0; i < numclothes; i++) { + addClothes(i); + } + DoMipmaps(); + } +} -int Person::SphereCheck(XYZ *p1,float radius, XYZ *p, XYZ *move, float *rotate, Model *model) +bool Person::addClothes(const int& clothesId) { - static int i,j; - static float distance; - static float olddistance; - static int intersecting; - static int firstintersecting; - static XYZ point; - static XYZ oldp1; - static XYZ start,end; - static float slopethreshold=-.4; - - firstintersecting=-1; - - oldp1=*p1; - *p1=*p1-*move; - if(findDistancefast(p1,&model->boundingspherecenter)>radius*radius+model->boundingsphereradius*model->boundingsphereradius)return -1; - if(*rotate)*p1=DoRotation(*p1,0,-*rotate,0); - for(i=0;i<4;i++){ - for (j=0;jTriangleNum;j++){ - if(model->facenormals[j].y<=slopethreshold){ - intersecting=0; - distance=abs((model->facenormals[j].x*p1->x)+(model->facenormals[j].y*p1->y)+(model->facenormals[j].z*p1->z)-((model->facenormals[j].x*model->vertex[model->Triangles[j].vertex[0]].x)+(model->facenormals[j].y*model->vertex[model->Triangles[j].vertex[0]].y)+(model->facenormals[j].z*model->vertex[model->Triangles[j].vertex[0]].z))); - if(distancefacenormals[j]*distance; - if(PointInTriangle( &point, model->facenormals[j], &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]]))intersecting=1; - if(!intersecting)intersecting=sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[0]], - &model->vertex[model->Triangles[j].vertex[1]], - p1, &radius); - if(!intersecting)intersecting=sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[1]], - &model->vertex[model->Triangles[j].vertex[2]], - p1, &radius); - if(!intersecting)intersecting=sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[0]], - &model->vertex[model->Triangles[j].vertex[2]], - p1, &radius); - end=*p1-point; - if(dotproduct(&model->facenormals[j],&end)>0&&intersecting){ - start=*p1; - end=*p1; - end.y-=radius; - if(LineFacetd(&start,&end,&model->vertex[model->Triangles[j].vertex[0]],&model->vertex[model->Triangles[j].vertex[1]],&model->vertex[model->Triangles[j].vertex[2]],&model->facenormals[j],&point)){ - p1->y=point.y+radius; - if((targetanimation==jumpdownanim||isFlip())){ - if(isFlip()&&(targetframe<5||animation[targetanimation].label[targetframe]==7||animation[targetanimation].label[targetframe]==4))RagDoll(0); - - if(targetanimation==jumpupanim){jumppower=-4;targetanimation=getIdle();} - target=0; - targetframe=0; - onterrain=1; - - if(id==0){ - pause_sound(whooshsound); - OPENAL_SetVolume(channels[whooshsound], 0); - } - - if((targetanimation==jumpdownanim||isFlip())&&!wasLanding()&&!wasLandhard()){ - if(isFlip())jumppower=-4; - targetanimation=getLanding(); - emit_sound_at(landsound, coords, 128.); - - if(id==0){ - envsound[numenvsounds]=coords; - envsoundvol[numenvsounds]=16; - envsoundlife[numenvsounds]=.4; - numenvsounds++; - } - } - } - } - } - } - if((distanceTriangleNum;j++){ - if(model->facenormals[j].y>slopethreshold){ - intersecting=0; - start=*p1; - start.y-=radius/4; - distance=abs((model->facenormals[j].x*start.x)+(model->facenormals[j].y*start.y)+(model->facenormals[j].z*start.z)-((model->facenormals[j].x*model->vertex[model->Triangles[j].vertex[0]].x)+(model->facenormals[j].y*model->vertex[model->Triangles[j].vertex[0]].y)+(model->facenormals[j].z*model->vertex[model->Triangles[j].vertex[0]].z))); - if(distancefacenormals[j]*distance; - if(PointInTriangle( &point, model->facenormals[j], &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]]))intersecting=1; - if(!intersecting)intersecting=sphere_line_intersection(model->vertex[model->Triangles[j].vertex[0]].x,model->vertex[model->Triangles[j].vertex[0]].y,model->vertex[model->Triangles[j].vertex[0]].z, - model->vertex[model->Triangles[j].vertex[1]].x,model->vertex[model->Triangles[j].vertex[1]].y,model->vertex[model->Triangles[j].vertex[1]].z, - p1->x, p1->y, p1->z, radius/2); - if(!intersecting)intersecting=sphere_line_intersection(model->vertex[model->Triangles[j].vertex[1]].x,model->vertex[model->Triangles[j].vertex[1]].y,model->vertex[model->Triangles[j].vertex[1]].z, - model->vertex[model->Triangles[j].vertex[2]].x,model->vertex[model->Triangles[j].vertex[2]].y,model->vertex[model->Triangles[j].vertex[2]].z, - p1->x, p1->y, p1->z, radius/2); - if(!intersecting)intersecting=sphere_line_intersection(model->vertex[model->Triangles[j].vertex[0]].x,model->vertex[model->Triangles[j].vertex[0]].y,model->vertex[model->Triangles[j].vertex[0]].z, - model->vertex[model->Triangles[j].vertex[2]].x,model->vertex[model->Triangles[j].vertex[2]].y,model->vertex[model->Triangles[j].vertex[2]].z, - p1->x, p1->y, p1->z, radius/2); - end=*p1-point; - if(dotproduct(&model->facenormals[j],&end)>0&&intersecting){ - if((targetanimation==jumpdownanim||targetanimation==jumpupanim||isFlip())){ - start=velocity; - velocity-=DoRotation(model->facenormals[j],0,*rotate,0)*findLength(&velocity)*abs(normaldotproduct(velocity,DoRotation(model->facenormals[j],0,*rotate,0)));//(distance-radius*.5)/multiplier; - if(findLengthfast(&start)facenormals[j]*(distance-radius*.5); - } - } - if((distance 1) tintr = 1; + if (tintg > 1) tintg = 1; + if (tintb > 1) tintb = 1; + + if (tintr < 0) tintr = 0; + if (tintg < 0) tintg = 0; + if (tintb < 0) tintb = 0; + + int bytesPerPixel = texture.bpp / 8; + + int tempnum = 0; + alphanum = 255; + for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) { + if (bytesPerPixel == 3) + alphanum = 255; + else if ((i + 1) % 4 == 0) + alphanum = texture.data[i]; + if ((i + 1) % 4 || bytesPerPixel == 3) { + if ((i % 4) == 0) + texture.data[i] *= tintr; + if ((i % 4) == 1) + texture.data[i] *= tintg; + if ((i % 4) == 2) + texture.data[i] *= tintb; + array[tempnum] = (float)array[tempnum] * (1 - alphanum / 255) + (float)texture.data[i] * (alphanum / 255); + tempnum++; + } + } + return 1; + } else { + return 0; + } }