X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FWeapons.cpp;h=44c78cfe686a36557025238567c6abe02a64de24;hb=cd043e3f9e26c2b3406b40a354c2840941e9db7f;hp=0346e57da74276347263ff297410b55cce4c154b;hpb=8557e339c9a2d10afdf6465e02eca6b87efc961f;p=lugaru.git diff --git a/Source/Weapons.cpp b/Source/Weapons.cpp index 0346e57..44c78cf 100644 --- a/Source/Weapons.cpp +++ b/Source/Weapons.cpp @@ -3,20 +3,20 @@ Copyright (C) 2003, 2010 - Wolfire Games 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. +This file is part of Lugaru. -This program 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. +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. -See the GNU General Public License for more details. +Lugaru is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. You should have received a copy of the GNU General Public License -along with 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 <**/ @@ -39,7 +39,7 @@ extern int slomo; extern float slomodelay; extern bool cellophane; extern float texdetail; -extern GLubyte bloodText[512*512*3]; +extern GLubyte bloodText[512 * 512 * 3]; extern int bloodtoggle; extern Objects objects; extern bool osx; @@ -66,1005 +66,1031 @@ Texture Weapon::bloodswordtextureptr; Model Weapon::staffmodel; Texture Weapon::stafftextureptr; -Weapon::Weapon(int t, int o) : owner(o) { - setType(t); - bloody=0; - blooddrip=0; - blooddripdelay=0; - onfire=0; - flamedelay=0; - damage=0; - position=-1000; - tippoint=-1000; +Weapon::Weapon(int t, int o) : owner(o) +{ + setType(t); + bloody = 0; + blooddrip = 0; + blooddripdelay = 0; + onfire = 0; + flamedelay = 0; + damage = 0; + position = -1000; + tippoint = -1000; } -void Weapon::setType(int t) { - type = t; - if(type==sword){ - mass=1.5; - tipmass=1; - length=.8; - } - if(type==staff){ - mass=2; - tipmass=1; - length=1.5; - } - if(type==knife){ - mass=1; - tipmass=1.2; - length=.25; - } +void Weapon::setType(int t) +{ + type = t; + if (type == sword) { + mass = 1.5; + tipmass = 1; + length = .8; + } + if (type == staff) { + mass = 2; + tipmass = 1; + length = 1.5; + } + if (type == knife) { + mass = 1; + tipmass = 1.2; + length = .25; + } } -void Weapon::DoStuff(int i) { - //~ cout << position.x << "," << position.y << "," << position.z << "|" << tippoint.x << "," << tippoint.y << "," << tippoint.z << endl; - static int whichpatchx,whichpatchz,whichhit; - static XYZ start,end,colpoint,normalrot,footvel,footpoint; - static XYZ terrainnormal; - static XYZ vel; - static XYZ midp; - static XYZ newpoint1,newpoint2; - static float friction=3.5; - static float elasticity=.4; - static XYZ bounceness; - static float frictionness; - static float closestdistance; - static float distance; - static XYZ point[3]; - static XYZ closestpoint; - static XYZ closestswordpoint; - static XYZ extramove; - static float tempmult; - - if(owner!=-1) { - oldowner=owner; - } - if(damage>=2 && type==staff && owner!=-1) { // the staff breaks - emit_sound_at(staffbreaksound, tippoint); - XYZ tempvel; - for(int j=0;j<40;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; - Sprite::MakeSprite(splintersprite, position+(tippoint-position)*((float)j-8)/32,tempvel*.5, 115/255,73/255,12/255, .1, 1); - } - if(owner!=-1) { - player[owner].weaponactive=-1; - player[owner].num_weapons--; - if(player[owner].num_weapons) { - player[owner].weaponids[0]=player[owner].weaponids[player[owner].num_weapons]; - if(player[owner].weaponstuck==player[owner].num_weapons) - player[owner].weaponstuck=0; - } - } - owner=-1; - hitsomething=0; - missed=1; - freetime=0; - firstfree=1; - position=0; - physics=0; - } - oldposition=position; - oldtippoint=tippoint; - if(owner==-1 && (velocity.x||velocity.y||velocity.z) && !physics) { // if the weapon is flying - position+=velocity*multiplier; - tippoint+=velocity*multiplier; - whichpatchx=position.x/(terrain.size/subdivision*terrain.scale); - whichpatchz=position.z/(terrain.size/subdivision*terrain.scale); - if(whichpatchx>0 && whichpatchz>0 && whichpatchxtemppoint2.x) - rotation1=360-rotation1; - - rotation3=0; - smallrotation=90; - smallrotation2=0; - bigtilt=0; - bigtilt2=0; - bigrotation=0; - - emit_sound_at(knifesheathesound, position, 128.); - - bloody=0; - - Sprite::MakeSprite(cloudimpactsprite, position,velocity, 1,1,1, .8, .3); - } - else { - physics=1; - firstfree=1; - position-=velocity*multiplier; - tippoint-=velocity*multiplier; - tipvelocity=velocity; - } - } - } - } - } - - if(velocity.x||velocity.y||velocity.z) { - for(int j=0;j0){ - player[j].weaponids[player[j].num_weapons]=player[j].weaponids[0]; - } - player[j].num_weapons++; - player[j].weaponids[0]=i; - - player[j].aitype=attacktypecutoff; - } - else { - if(j!=0) numthrowkill++; - player[j].num_weapons++; - player[j].weaponstuck=player[j].num_weapons-1; - if(normaldotproduct(player[j].facing,velocity)>0) - player[j].weaponstuckwhere=1; - else - player[j].weaponstuckwhere=0; - - player[j].weaponids[player[j].num_weapons-1]=i; - - player[j].RagDoll(0); - player[j].jointVel(abdomen)+=velocity*2; - player[j].jointVel(neck)+=velocity*2; - player[j].jointVel(rightshoulder)+=velocity*2; - player[j].jointVel(leftshoulder)+=velocity*2; - if(bloodtoggle&&tutoriallevel!=1) - Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3); - if(tutoriallevel==1) - Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,1,1, .8, .3); - footvel=tippoint-position; - Normalise(&footvel); - if(bloodtoggle&&tutoriallevel!=1) - Sprite::MakeSprite(bloodflamesprite, footpoint,footvel*-1, 1,0,0, .6, 1); - - if(tutoriallevel!=1) { - if(player[j].weaponstuckwhere==0) - player[j].DoBloodBig(2,205); - if(player[j].weaponstuckwhere==1) - player[j].DoBloodBig(2,200); - player[j].damage+=200/player[j].armorhigh; - player[j].deathbleeding=1; - player[j].bloodloss+=(200+abs((float)(Random()%40))-20)/player[j].armorhigh; - owner=j; - bloody=2; - blooddrip=5; - } - - emit_sound_at(fleshstabsound, position, 128.); - - if(animation[player[0].animTarget].height==highheight) - award_bonus(0, ninja); - else - award_bonus(0, Bullseyebonus); - } - } - else missed=1; - } - } - } - if(position.ytemppoint2.x) rotation1=360-rotation1; - } - - } - - //Sword physics - XYZ mid; - XYZ oldmid; - XYZ oldmid2; - - tempmult=multiplier; - multiplier/=10; - for(int l=0;l<10;l++) { - if(owner==-1&&(velocity.x||velocity.y||velocity.z)&&physics) { - //move - position+=velocity*multiplier; - tippoint+=tipvelocity*multiplier; - - //Length constrain - midp=(position*mass+tippoint*tipmass)/(mass+tipmass); - vel=tippoint-midp; - Normalise(&vel); - newpoint1=midp-vel*length*(tipmass/(mass+tipmass)); - newpoint2=midp+vel*length*(mass/(mass+tipmass)); - if(!freeze){ - if(freetime>.04) { - velocity=velocity+(newpoint1-position)/multiplier; - tipvelocity=tipvelocity+(newpoint2-tippoint)/multiplier; - } - } - position=newpoint1; - tippoint=newpoint2; - - - //Object collisions - whichpatchx=(position.x)/(terrain.size/subdivision*terrain.scale); - whichpatchz=(position.z)/(terrain.size/subdivision*terrain.scale); - if(whichpatchx>0&&whichpatchz>0&&whichpatchx0)velocity*=1-friction*frictionness; - else velocity=0; - velocity+=bounceness*elasticity; - - if(findLengthfast(&bounceness)>1) { - int whichsound; - if(type==staff) - whichsound=footstepsound3+abs(Random()%2); - else - whichsound=clank1sound+abs(Random()%4); - emit_sound_at(whichsound, position, 128*findLengthfast(&bounceness)); - } - } - start=oldtippoint; - end=tippoint; - whichhit=objects.model[k].LineCheck(&start,&end,&colpoint,&objects.position[k],&objects.yaw[k]); - if(whichhit!=-1) { - hitsomething=1; - tippoint=colpoint; - terrainnormal=DoRotation(objects.model[k].facenormals[whichhit],0,objects.yaw[k],0)*-1; - ReflectVector(&tipvelocity,&terrainnormal); - tippoint+=terrainnormal*.002; - - bounceness=terrainnormal*findLength(&tipvelocity)*(abs(normaldotproduct(tipvelocity,terrainnormal))); - if(findLengthfast(&tipvelocity)0)tipvelocity*=1-friction*frictionness; - else tipvelocity=0; - tipvelocity+=bounceness*elasticity; - - if(findLengthfast(&bounceness)>1){ - int whichsound; - if(type==staff) - whichsound=footstepsound3+abs(Random()%2); - else - whichsound=clank1sound+abs(Random()%4); - emit_sound_at(whichsound, position, 128*findLengthfast(&bounceness)); - } - } - - if((objects.type[k]!=boxtype && objects.type[k]!=platformtype && objects.type[k]!=walltype && objects.type[k]!=weirdtype)||objects.pitch[k]!=0) - for(int m=0;m<2;m++){ - mid=(position*(21+(float)m*10)+tippoint*(19-(float)m*10))/40; - oldmid2=mid; - oldmid=(oldposition*(21+(float)m*10)+oldtippoint*(19-(float)m*10))/40; - - start=oldmid; - end=mid; - whichhit=objects.model[k].LineCheck(&start,&end,&colpoint,&objects.position[k],&objects.yaw[k]); - if(whichhit!=-1) { - hitsomething=1; - mid=colpoint; - terrainnormal=DoRotation(objects.model[k].facenormals[whichhit],0,objects.yaw[k],0)*-1; - ReflectVector(&velocity,&terrainnormal); - - bounceness=terrainnormal*findLength(&velocity)*(abs(normaldotproduct(velocity,terrainnormal))); - if(findLengthfast(&velocity)0)velocity*=1-friction*frictionness; - else velocity=0; - velocity+=bounceness*elasticity; - - if(findLengthfast(&bounceness)>1){ - int whichsound; - if(type==staff) - whichsound=footstepsound3+abs(Random()%2); - else - whichsound=clank1sound+abs(Random()%4); - emit_sound_at(whichsound, mid, 128*findLengthfast(&bounceness)); - } - position+=(mid-oldmid2)*(20/(1+(float)m*10)); - } - - mid=(position*(19-(float)m*10)+tippoint*(21+(float)m*10))/40; - oldmid2=mid; - oldmid=(oldposition*(19-(float)m*10)+oldtippoint*(21+(float)m*10))/40; - - start=oldmid; - end=mid; - whichhit=objects.model[k].LineCheck(&start,&end,&colpoint,&objects.position[k],&objects.yaw[k]); - if(whichhit!=-1) { - hitsomething=1; - mid=colpoint; - terrainnormal=DoRotation(objects.model[k].facenormals[whichhit],0,objects.yaw[k],0)*-1; - ReflectVector(&tipvelocity,&terrainnormal); - - bounceness=terrainnormal*findLength(&tipvelocity)*(abs(normaldotproduct(tipvelocity,terrainnormal))); - if(findLengthfast(&tipvelocity)0)tipvelocity*=1-friction*frictionness; - else tipvelocity=0; - tipvelocity+=bounceness*elasticity; - - if(findLengthfast(&bounceness)>1){ - int whichsound; - if(type==staff) - whichsound=footstepsound3+abs(Random()%2); - else - whichsound=clank1sound+abs(Random()%4); - emit_sound_at(whichsound, mid, 128*findLengthfast(&bounceness)); - } - tippoint+=(mid-oldmid2)*(20/(1+(float)m*10)); - } - } - else - { - start=position; - end=tippoint; - whichhit=objects.model[k].LineCheck(&start,&end,&colpoint,&objects.position[k],&objects.yaw[k]); - if(whichhit!=-1) { - hitsomething=1; - closestdistance=-1; - closestswordpoint=colpoint;//(position+tippoint)/2; - point[0]=DoRotation(objects.model[k].vertex[objects.model[k].Triangles[whichhit].vertex[0]],0,objects.yaw[k],0)+objects.position[k]; - point[1]=DoRotation(objects.model[k].vertex[objects.model[k].Triangles[whichhit].vertex[1]],0,objects.yaw[k],0)+objects.position[k]; - point[2]=DoRotation(objects.model[k].vertex[objects.model[k].Triangles[whichhit].vertex[2]],0,objects.yaw[k],0)+objects.position[k]; - if(DistancePointLine(&closestswordpoint, &point[0], &point[1], &distance,&colpoint )) { - if(distance0)velocity*=1-friction*frictionness; - else velocity=0; - if(terrain.getOpacity(position.x,position.z)<.2)velocity+=bounceness*elasticity*.3; - else velocity+=bounceness*elasticity; - - if(findLengthfast(&bounceness)>1) { - int whichsound; - if(terrain.getOpacity(position.x,position.z)>.2){ - if(type==staff) - whichsound=footstepsound3+abs(Random()%2); - else - whichsound=clank1sound+abs(Random()%4); - } else { - whichsound=footstepsound+abs(Random()%2); - } - emit_sound_at(whichsound, position, - findLengthfast(&bounceness) - * (terrain.getOpacity(position.x,position.z) > .2 ? 128. : 32.)); - - if(terrain.getOpacity(position.x,position.z)<.2) { - XYZ terrainlight; - terrainlight=terrain.getLighting(position.x,position.z); - if(environment==snowyenvironment){ - if(distsq(&position,&viewer)0)tipvelocity*=1-friction*frictionness; - else tipvelocity=0; - if(terrain.getOpacity(tippoint.x,tippoint.z)<.2)tipvelocity+=bounceness*elasticity*.3; - else tipvelocity+=bounceness*elasticity; - - if(findLengthfast(&bounceness)>1){ - int whichsound; - if(terrain.getOpacity(tippoint.x,tippoint.z)>.2){ - if(type==staff) - whichsound=footstepsound3+abs(Random()%2); - else - whichsound=clank1sound+abs(Random()%4); - } else { - whichsound=footstepsound+abs(Random()%2); - } - emit_sound_at(whichsound, tippoint, - findLengthfast(&bounceness) - * (terrain.getOpacity(tippoint.x,tippoint.z) > .2 ? 128. : 32.)); - - if(terrain.getOpacity(tippoint.x,tippoint.z)<.2) { - XYZ terrainlight; - terrainlight=terrain.getLighting(tippoint.x,tippoint.z); - if(environment==snowyenvironment){ - if(distsq(&tippoint,&viewer)0)velocity*=1-friction*frictionness; - else velocity=0; - if(terrain.getOpacity(mid.x,mid.z)<.2)velocity+=bounceness*elasticity*.3; - else velocity+=bounceness*elasticity; - - if(findLengthfast(&bounceness)>1){ - int whichsound; - if(terrain.getOpacity(mid.x,mid.z)>.2){ - if(type==staff)whichsound=footstepsound3+abs(Random()%2); - if(type!=staff)whichsound=clank1sound+abs(Random()%4); - } - else whichsound=footstepsound+abs(Random()%2); - emit_sound_at(whichsound, mid, - findLengthfast(&bounceness) - * (terrain.getOpacity(position.x,position.z) > .2 - ? 128. - : 32.)); - } - position+=(mid-oldmid)*20; - } - - mid=position+tippoint; - mid/=2; - mid+=(tippoint-mid)/20; - oldmid=mid; - if(mid.y0)tipvelocity*=1-friction*frictionness; - else tipvelocity=0; - if(terrain.getOpacity(mid.x,mid.z)<.2)tipvelocity+=bounceness*elasticity*.3; - else tipvelocity+=bounceness*elasticity; - - if(findLengthfast(&bounceness)>1){ - int whichsound; - if(terrain.getOpacity(mid.x,mid.z)>.2){ - if(type==staff)whichsound=footstepsound3+abs(Random()%2); - if(type!=staff)whichsound=clank1sound+abs(Random()%4); - } - else whichsound=footstepsound+abs(Random()%2); - emit_sound_at(whichsound, mid, - findLengthfast(&bounceness) - * (terrain.getOpacity(position.x,position.z) > .2 - ? 128. - : 32.)); - } - tippoint+=(mid-oldmid)*20; - } - //Gravity - velocity.y+=gravity*multiplier; - tipvelocity.y+=gravity*multiplier; - - //Rotation - XYZ temppoint1,temppoint2,tempforward; - float distance; - - temppoint1=position; - temppoint2=tippoint; - distance=findDistance(&temppoint1,&temppoint2); - rotation2=asin((temppoint1.y-temppoint2.y)/distance); - rotation2*=360/6.28; - temppoint1.y=0; - temppoint2.y=0; - rotation1=acos((temppoint1.z-temppoint2.z)/findDistance(&temppoint1,&temppoint2)); - rotation1*=360/6.28; - rotation3=0; - smallrotation=90; - smallrotation2=0; - bigtilt=0; - bigtilt2=0; - bigrotation=0; - if(temppoint1.x>temppoint2.x)rotation1=360-rotation1; - - //Stop moving - if(findLengthfast(&velocity)<.3&&findLengthfast(&tipvelocity)<.3&&hitsomething){ - freetime+=multiplier; - } - - if(freetime>.4){ - velocity=0; - tipvelocity=0; - } - firstfree=0; - } - } - multiplier=tempmult; - if(blooddrip && bloody) { - blooddripdelay-=blooddrip*multiplier/2; - blooddrip-=multiplier; - if(blooddrip<0) blooddrip=0; - if(blooddrip>5) blooddrip=5; - if(blooddripdelay<0 && bloodtoggle) { - blooddripdelay=1; - XYZ bloodvel; - XYZ bloodloc; - bloodloc=position+(tippoint-position)*.7; - bloodloc.y-=.05; - if(bloodtoggle) { - bloodvel=0; - Sprite::MakeSprite(bloodsprite, bloodloc,bloodvel, 1,1,1, .03, 1); - } - } - } - if(onfire) { - flamedelay-=multiplier; - if(onfire&&flamedelay<=0) { - flamedelay=.020; - flamedelay-=multiplier; - normalrot=0; - if(owner!=-1) { - normalrot=player[owner].velocity; - } - normalrot.y+=1; - if(owner!=-1) { - if(player[owner].onterrain) { - normalrot.y=1; - } - } - Sprite::MakeSprite(weaponflamesprite, position+tippoint*(((float)abs(Random()%100))/600+.05),normalrot, 1,1,1, (.6+(float)abs(Random()%100)/200-.25)*1/3, 1); - Sprite::setLastSpriteSpeed(4); - Sprite::setLastSpriteAlivetime(.3); - } - } - - if(!onfire && owner==-1 && type!=staff) { - flamedelay-=multiplier; - if(flamedelay<=0) { - flamedelay=.020; - flamedelay-=multiplier; - normalrot=0; - if(Random()%50==0&&distsq(&position,&viewer)>80) { - XYZ shinepoint; - shinepoint=position+(tippoint-position)*(((float)abs(Random()%100))/100); - Sprite::MakeSprite(weaponshinesprite, shinepoint,normalrot, 1,1,1, (.1+(float)abs(Random()%100)/200-.25)*1/3*fast_sqrt(findDistance(&shinepoint,&viewer)), 1); - Sprite::setLastSpriteSpeed(4); - Sprite::setLastSpriteAlivetime(.3); - } - } - } +void Weapon::DoStuff(int i) +{ + //~ cout << position.x << "," << position.y << "," << position.z << "|" << tippoint.x << "," << tippoint.y << "," << tippoint.z << endl; + static int whichpatchx, whichpatchz, whichhit; + static XYZ start, end, colpoint, normalrot, footvel, footpoint; + static XYZ terrainnormal; + static XYZ vel; + static XYZ midp; + static XYZ newpoint1, newpoint2; + static float friction = 3.5; + static float elasticity = .4; + static XYZ bounceness; + static float frictionness; + static float closestdistance; + static float distance; + static XYZ point[3]; + static XYZ closestpoint; + static XYZ closestswordpoint; + static XYZ extramove; + static float tempmult; + + if (owner != -1) { + oldowner = owner; + } + if (damage >= 2 && type == staff && owner != -1) { // the staff breaks + emit_sound_at(staffbreaksound, tippoint); + XYZ tempvel; + for (int j = 0; j < 40; 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; + Sprite::MakeSprite(splintersprite, position + (tippoint - position) * ((float)j - 8) / 32, tempvel * .5, 115 / 255, 73 / 255, 12 / 255, .1, 1); + } + if (owner != -1) { + Person::players[owner]->weaponactive = -1; + Person::players[owner]->num_weapons--; + if (Person::players[owner]->num_weapons) { + Person::players[owner]->weaponids[0] = Person::players[owner]->weaponids[Person::players[owner]->num_weapons]; + if (Person::players[owner]->weaponstuck == Person::players[owner]->num_weapons) + Person::players[owner]->weaponstuck = 0; + } + } + owner = -1; + hitsomething = 0; + missed = 1; + freetime = 0; + firstfree = 1; + position = 0; + physics = 0; + } + oldposition = position; + oldtippoint = tippoint; + if (owner == -1 && (velocity.x || velocity.y || velocity.z) && !physics) { // if the weapon is flying + position += velocity * multiplier; + tippoint += velocity * multiplier; + whichpatchx = position.x / (terrain.size / subdivision * terrain.scale); + whichpatchz = position.z / (terrain.size / subdivision * terrain.scale); + if (whichpatchx > 0 && whichpatchz > 0 && whichpatchx < subdivision && whichpatchz < subdivision) { + if (terrain.patchobjectnum[whichpatchx][whichpatchz]) { // if there are objects where the weapon is + for (int j = 0; j < terrain.patchobjectnum[whichpatchx][whichpatchz]; j++) { // check for collision + int k = terrain.patchobjects[whichpatchx][whichpatchz][j]; + start = oldtippoint; + end = tippoint; + whichhit = objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]); + if (whichhit != -1) { + if (objects.type[k] == treetrunktype) { + objects.model[k].MakeDecal(breakdecal, DoRotation(colpoint - objects.position[k], 0, -objects.yaw[k], 0), .1, 1, Random() % 360); + normalrot = DoRotation(objects.model[k].facenormals[whichhit], 0, objects.yaw[k], 0); + velocity = 0; + if (type == knife) + position = colpoint - normalrot * .1; + else if (type == sword) + position = colpoint - normalrot * .2; + else if (type == staff) + position = colpoint - normalrot * .2; + XYZ temppoint1, temppoint2, tempforward; + float distance; + + temppoint1 = 0; + temppoint2 = normalrot; + distance = findDistance(&temppoint1, &temppoint2); + rotation2 = asin((temppoint1.y - temppoint2.y) / distance); + rotation2 *= 360 / 6.28; + temppoint1.y = 0; + temppoint2.y = 0; + rotation1 = acos((temppoint1.z - temppoint2.z) / findDistance(&temppoint1, &temppoint2)); + rotation1 *= 360 / 6.28; + if (temppoint1.x > temppoint2.x) + rotation1 = 360 - rotation1; + + rotation3 = 0; + smallrotation = 90; + smallrotation2 = 0; + bigtilt = 0; + bigtilt2 = 0; + bigrotation = 0; + + emit_sound_at(knifesheathesound, position, 128.); + + bloody = 0; + + Sprite::MakeSprite(cloudimpactsprite, position, velocity, 1, 1, 1, .8, .3); + } else { + physics = 1; + firstfree = 1; + position -= velocity * multiplier; + tippoint -= velocity * multiplier; + tipvelocity = velocity; + } + } + } + } + } + + if (velocity.x || velocity.y || velocity.z) { + for (unsigned j = 0; j < Person::players.size(); j++) { + footvel = 0; + footpoint = DoRotation((Person::players[j]->jointPos(abdomen) + Person::players[j]->jointPos(neck)) / 2, 0, Person::players[j]->yaw, 0) * Person::players[j]->scale + Person::players[j]->coords; + if (owner == -1 && distsqflat(&position, &Person::players[j]->coords) < 1.5 && + distsq(&position, &Person::players[j]->coords) < 4 && Person::players[j]->weaponstuck == -1 && + !Person::players[j]->skeleton.free && (int(j) != oldowner)) { + if ((Person::players[j]->aitype != attacktypecutoff || abs(Random() % 6) == 0 || (Person::players[j]->animTarget != backhandspringanim && Person::players[j]->animTarget != rollanim && Person::players[j]->animTarget != flipanim && Random() % 2 == 0)) && !missed) { + if ( (Person::players[j]->creature == wolftype && Random() % 3 != 0 && Person::players[j]->weaponactive == -1 && (Person::players[j]->isIdle() || Person::players[j]->isRun() || Person::players[j]->animTarget == walkanim)) || + (Person::players[j]->creature == rabbittype && Random() % 2 == 0 && Person::players[j]->aitype == attacktypecutoff && Person::players[j]->weaponactive == -1)) { + emit_sound_at(knifedrawsound, Person::players[j]->coords, 128.); + + Person::players[j]->weaponactive = 0; + Person::players[j]->animTarget = removeknifeanim; + Person::players[j]->frameTarget = 1; + Person::players[j]->target = 1; + owner = Person::players[j]->id; + if (Person::players[j]->num_weapons > 0) { + Person::players[j]->weaponids[Person::players[j]->num_weapons] = Person::players[j]->weaponids[0]; + } + Person::players[j]->num_weapons++; + Person::players[j]->weaponids[0] = i; + + Person::players[j]->aitype = attacktypecutoff; + } else { + if (j != 0) + numthrowkill++; + Person::players[j]->num_weapons++; + Person::players[j]->weaponstuck = Person::players[j]->num_weapons - 1; + if (normaldotproduct(Person::players[j]->facing, velocity) > 0) + Person::players[j]->weaponstuckwhere = 1; + else + Person::players[j]->weaponstuckwhere = 0; + + Person::players[j]->weaponids[Person::players[j]->num_weapons - 1] = i; + + Person::players[j]->RagDoll(0); + Person::players[j]->jointVel(abdomen) += velocity * 2; + Person::players[j]->jointVel(neck) += velocity * 2; + Person::players[j]->jointVel(rightshoulder) += velocity * 2; + Person::players[j]->jointVel(leftshoulder) += velocity * 2; + if (bloodtoggle && tutoriallevel != 1) + Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3); + if (tutoriallevel == 1) + Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 1, 1, .8, .3); + footvel = tippoint - position; + Normalise(&footvel); + if (bloodtoggle && tutoriallevel != 1) + Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * -1, 1, 0, 0, .6, 1); + + if (tutoriallevel != 1) { + if (Person::players[j]->weaponstuckwhere == 0) + Person::players[j]->DoBloodBig(2, 205); + if (Person::players[j]->weaponstuckwhere == 1) + Person::players[j]->DoBloodBig(2, 200); + Person::players[j]->damage += 200 / Person::players[j]->armorhigh; + Person::players[j]->deathbleeding = 1; + Person::players[j]->bloodloss += (200 + abs((float)(Random() % 40)) - 20) / Person::players[j]->armorhigh; + owner = j; + bloody = 2; + blooddrip = 5; + } + + emit_sound_at(fleshstabsound, position, 128.); + + if (animation[Person::players[0]->animTarget].height == highheight) + award_bonus(0, ninja); + else + award_bonus(0, Bullseyebonus); + } + } else { + missed = 1; + } + } + } + } + if (position.y < terrain.getHeight(position.x, position.z)) { + if (terrain.getOpacity(position.x, position.z) < .2) { + velocity = 0; + if (terrain.lineTerrain(oldposition, position, &colpoint) != -1) { + position = colpoint * terrain.scale; + } else { + position.y = terrain.getHeight(position.x, position.z); + } + + terrain.MakeDecal(shadowdecalpermanent, position, .06, .5, 0); + normalrot = terrain.getNormal(position.x, position.z) * -1; + velocity = 0; + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + GLfloat M[16]; + glLoadIdentity(); + glRotatef(bigrotation, 0, 1, 0); + glRotatef(bigtilt2, 1, 0, 0); + glRotatef(bigtilt, 0, 0, 1); + glRotatef(-rotation1 + 90, 0, 1, 0); + glRotatef(-rotation2 + 90, 0, 0, 1); + glRotatef(-rotation3, 0, 1, 0); + glRotatef(smallrotation, 1, 0, 0); + glRotatef(smallrotation2, 0, 1, 0); + glTranslatef(0, 0, 1); + glGetFloatv(GL_MODELVIEW_MATRIX, M); + tippoint.x = M[12]; + tippoint.y = M[13]; + tippoint.z = M[14]; + glPopMatrix(); + position -= tippoint * .15; + XYZ temppoint1, temppoint2, tempforward; + + rotation3 = 0; + smallrotation = 90; + smallrotation2 = 0; + bigtilt = 0; + bigtilt2 = 0; + bigrotation = 0; + + emit_sound_at(knifesheathesound, position, 128.); + + XYZ terrainlight; + terrainlight = terrain.getLighting(position.x, position.z); + if (environment == snowyenvironment) { + if (distsq(&position, &viewer) < viewdistance * viewdistance / 4) + Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x, terrainlight.y, terrainlight.z, .5, .7); + } else if (environment == grassyenvironment) { + if (distsq(&position, &viewer) < viewdistance * viewdistance / 4) + Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x * 90 / 255, terrainlight.y * 70 / 255, terrainlight.z * 8 / 255, .5, .5); + } else if (environment == desertenvironment) { + if (distsq(&position, &viewer) < viewdistance * viewdistance / 4) + Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x * 190 / 255, terrainlight.y * 170 / 255, terrainlight.z * 108 / 255, .5, .7); + } + + bloody = 0; + } else { + physics = 1; + firstfree = 1; + position -= velocity * multiplier; + tippoint -= velocity * multiplier; + tipvelocity = velocity; + } + } + if (velocity.x != 0 || velocity.z != 0 || velocity.y != 0) { + velocity.y += gravity * multiplier; + + XYZ temppoint1, temppoint2, tempforward; + float distance; + + temppoint1 = 0; + temppoint2 = velocity; + distance = findDistance(&temppoint1, &temppoint2); + rotation2 = asin((temppoint1.y - temppoint2.y) / distance); + rotation2 *= 360 / 6.28; + temppoint1.y = 0; + temppoint2.y = 0; + rotation1 = acos((temppoint1.z - temppoint2.z) / findDistance(&temppoint1, &temppoint2)); + rotation1 *= 360 / 6.28; + rotation3 = 0; + smallrotation = 90; + smallrotation2 = 0; + bigtilt = 0; + bigtilt2 = 0; + bigrotation = 0; + if (temppoint1.x > temppoint2.x) + rotation1 = 360 - rotation1; + } + + } + + //Sword physics + XYZ mid; + XYZ oldmid; + XYZ oldmid2; + + tempmult = multiplier; + multiplier /= 10; + for (int l = 0; l < 10; l++) { + if (owner == -1 && (velocity.x || velocity.y || velocity.z) && physics) { + //move + position += velocity * multiplier; + tippoint += tipvelocity * multiplier; + + //Length constrain + midp = (position * mass + tippoint * tipmass) / (mass + tipmass); + vel = tippoint - midp; + Normalise(&vel); + newpoint1 = midp - vel * length * (tipmass / (mass + tipmass)); + newpoint2 = midp + vel * length * (mass / (mass + tipmass)); + if (!freeze) { + if (freetime > .04) { + velocity = velocity + (newpoint1 - position) / multiplier; + tipvelocity = tipvelocity + (newpoint2 - tippoint) / multiplier; + } + } + position = newpoint1; + tippoint = newpoint2; + + + //Object collisions + whichpatchx = (position.x) / (terrain.size / subdivision * terrain.scale); + whichpatchz = (position.z) / (terrain.size / subdivision * terrain.scale); + if (whichpatchx > 0 && whichpatchz > 0 && whichpatchx < subdivision && whichpatchz < subdivision) + if (terrain.patchobjectnum[whichpatchx][whichpatchz]) { + for (int j = 0; j < terrain.patchobjectnum[whichpatchx][whichpatchz]; j++) { + int k = terrain.patchobjects[whichpatchx][whichpatchz][j]; + + if (firstfree) { + if (type == staff) { + start = tippoint - (position - tippoint) / 5; + end = position + (position - tippoint) / 30; + whichhit = objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]); + if (whichhit != -1) { + XYZ diff; + diff = (colpoint - position); + Normalise(&diff); + hitsomething = 1; + + tippoint += (colpoint - position) + diff * .05; + position = colpoint + diff * .05; + oldtippoint = tippoint; + oldposition = tippoint; + } + } else { + start = position - (tippoint - position) / 5; + end = tippoint + (tippoint - position) / 30; + whichhit = objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]); + if (whichhit != -1) { + XYZ diff; + diff = (colpoint - tippoint); + Normalise(&diff); + hitsomething = 1; + + position += (colpoint - tippoint) + diff * .05; + tippoint = colpoint + diff * .05; + oldposition = position; + oldtippoint = tippoint; + } + } + } + + start = oldposition; + end = position; + whichhit = objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]); + if (whichhit != -1) { + hitsomething = 1; + position = colpoint; + terrainnormal = DoRotation(objects.model[k].facenormals[whichhit], 0, objects.yaw[k], 0) * -1; + ReflectVector(&velocity, &terrainnormal); + position += terrainnormal * .002; + + bounceness = terrainnormal * findLength(&velocity) * (abs(normaldotproduct(velocity, terrainnormal))); + if (findLengthfast(&velocity) < findLengthfast(&bounceness)) + bounceness = 0; + frictionness = abs(normaldotproduct(velocity, terrainnormal)); + velocity -= bounceness; + if (1 - friction * frictionness > 0) + velocity *= 1 - friction * frictionness; + else + velocity = 0; + velocity += bounceness * elasticity; + + if (findLengthfast(&bounceness) > 1) { + int whichsound; + if (type == staff) + whichsound = footstepsound3 + abs(Random() % 2); + else + whichsound = clank1sound + abs(Random() % 4); + emit_sound_at(whichsound, position, 128 * findLengthfast(&bounceness)); + } + } + start = oldtippoint; + end = tippoint; + whichhit = objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]); + if (whichhit != -1) { + hitsomething = 1; + tippoint = colpoint; + terrainnormal = DoRotation(objects.model[k].facenormals[whichhit], 0, objects.yaw[k], 0) * -1; + ReflectVector(&tipvelocity, &terrainnormal); + tippoint += terrainnormal * .002; + + bounceness = terrainnormal * findLength(&tipvelocity) * (abs(normaldotproduct(tipvelocity, terrainnormal))); + if (findLengthfast(&tipvelocity) < findLengthfast(&bounceness)) + bounceness = 0; + frictionness = abs(normaldotproduct(tipvelocity, terrainnormal)); + tipvelocity -= bounceness; + if (1 - friction * frictionness > 0) + tipvelocity *= 1 - friction * frictionness; + else + tipvelocity = 0; + tipvelocity += bounceness * elasticity; + + if (findLengthfast(&bounceness) > 1) { + int whichsound; + if (type == staff) + whichsound = footstepsound3 + abs(Random() % 2); + else + whichsound = clank1sound + abs(Random() % 4); + emit_sound_at(whichsound, position, 128 * findLengthfast(&bounceness)); + } + } + + if ((objects.type[k] != boxtype && objects.type[k] != platformtype && objects.type[k] != walltype && objects.type[k] != weirdtype) || objects.pitch[k] != 0) + for (int m = 0; m < 2; m++) { + mid = (position * (21 + (float)m * 10) + tippoint * (19 - (float)m * 10)) / 40; + oldmid2 = mid; + oldmid = (oldposition * (21 + (float)m * 10) + oldtippoint * (19 - (float)m * 10)) / 40; + + start = oldmid; + end = mid; + whichhit = objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]); + if (whichhit != -1) { + hitsomething = 1; + mid = colpoint; + terrainnormal = DoRotation(objects.model[k].facenormals[whichhit], 0, objects.yaw[k], 0) * -1; + ReflectVector(&velocity, &terrainnormal); + + bounceness = terrainnormal * findLength(&velocity) * (abs(normaldotproduct(velocity, terrainnormal))); + if (findLengthfast(&velocity) < findLengthfast(&bounceness)) + bounceness = 0; + frictionness = abs(normaldotproduct(velocity, terrainnormal)); + velocity -= bounceness; + if (1 - friction * frictionness > 0) + velocity *= 1 - friction * frictionness; + else + velocity = 0; + velocity += bounceness * elasticity; + + if (findLengthfast(&bounceness) > 1) { + int whichsound; + if (type == staff) + whichsound = footstepsound3 + abs(Random() % 2); + else + whichsound = clank1sound + abs(Random() % 4); + emit_sound_at(whichsound, mid, 128 * findLengthfast(&bounceness)); + } + position += (mid - oldmid2) * (20 / (1 + (float)m * 10)); + } + + mid = (position * (19 - (float)m * 10) + tippoint * (21 + (float)m * 10)) / 40; + oldmid2 = mid; + oldmid = (oldposition * (19 - (float)m * 10) + oldtippoint * (21 + (float)m * 10)) / 40; + + start = oldmid; + end = mid; + whichhit = objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]); + if (whichhit != -1) { + hitsomething = 1; + mid = colpoint; + terrainnormal = DoRotation(objects.model[k].facenormals[whichhit], 0, objects.yaw[k], 0) * -1; + ReflectVector(&tipvelocity, &terrainnormal); + + bounceness = terrainnormal * findLength(&tipvelocity) * (abs(normaldotproduct(tipvelocity, terrainnormal))); + if (findLengthfast(&tipvelocity) < findLengthfast(&bounceness)) + bounceness = 0; + frictionness = abs(normaldotproduct(tipvelocity, terrainnormal)); + tipvelocity -= bounceness; + if (1 - friction * frictionness > 0) + tipvelocity *= 1 - friction * frictionness; + else + tipvelocity = 0; + tipvelocity += bounceness * elasticity; + + if (findLengthfast(&bounceness) > 1) { + int whichsound; + if (type == staff) + whichsound = footstepsound3 + abs(Random() % 2); + else + whichsound = clank1sound + abs(Random() % 4); + emit_sound_at(whichsound, mid, 128 * findLengthfast(&bounceness)); + } + tippoint += (mid - oldmid2) * (20 / (1 + (float)m * 10)); + } + } + else { + start = position; + end = tippoint; + whichhit = objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]); + if (whichhit != -1) { + hitsomething = 1; + closestdistance = -1; + closestswordpoint = colpoint; //(position+tippoint)/2; + point[0] = DoRotation(objects.model[k].vertex[objects.model[k].Triangles[whichhit].vertex[0]], 0, objects.yaw[k], 0) + objects.position[k]; + point[1] = DoRotation(objects.model[k].vertex[objects.model[k].Triangles[whichhit].vertex[1]], 0, objects.yaw[k], 0) + objects.position[k]; + point[2] = DoRotation(objects.model[k].vertex[objects.model[k].Triangles[whichhit].vertex[2]], 0, objects.yaw[k], 0) + objects.position[k]; + if (DistancePointLine(&closestswordpoint, &point[0], &point[1], &distance, &colpoint )) { + if (distance < closestdistance || closestdistance == -1) { + closestpoint = colpoint; + closestdistance = distance; + } + } + if (DistancePointLine(&closestswordpoint, &point[1], &point[2], &distance, &colpoint )) { + if (distance < closestdistance || closestdistance == -1) { + closestpoint = colpoint; + closestdistance = distance; + } + } + if (DistancePointLine(&closestswordpoint, &point[2], &point[0], &distance, &colpoint )) { + if (distance < closestdistance || closestdistance == -1) { + closestpoint = colpoint; + closestdistance = distance; + } + } + if (closestdistance != -1 && isnormal(closestdistance)) { + if (DistancePointLine(&closestpoint, &position, &tippoint, &distance, &colpoint )) { + closestswordpoint = colpoint; + velocity += (closestpoint - closestswordpoint); + tipvelocity += (closestpoint - closestswordpoint); + position += (closestpoint - closestswordpoint); + tippoint += (closestpoint - closestswordpoint); + } + } + } + } + } + } + //Terrain collisions + whichhit = terrain.lineTerrain(oldposition, position, &colpoint); + if (whichhit != -1 || position.y < terrain.getHeight(position.x, position.z)) { + hitsomething = 1; + if (whichhit != -1) + position = colpoint * terrain.scale; + else + position.y = terrain.getHeight(position.x, position.z); + + terrainnormal = terrain.getNormal(position.x, position.z); + ReflectVector(&velocity, &terrainnormal); + position += terrainnormal * .002; + bounceness = terrainnormal * findLength(&velocity) * (abs(normaldotproduct(velocity, terrainnormal))); + if (findLengthfast(&velocity) < findLengthfast(&bounceness)) + bounceness = 0; + frictionness = abs(normaldotproduct(velocity, terrainnormal)); + velocity -= bounceness; + if (1 - friction * frictionness > 0) + velocity *= 1 - friction * frictionness; + else + velocity = 0; + if (terrain.getOpacity(position.x, position.z) < .2) + velocity += bounceness * elasticity * .3; + else + velocity += bounceness * elasticity; + + if (findLengthfast(&bounceness) > 1) { + int whichsound; + if (terrain.getOpacity(position.x, position.z) > .2) { + if (type == staff) + whichsound = footstepsound3 + abs(Random() % 2); + else + whichsound = clank1sound + abs(Random() % 4); + } else { + whichsound = footstepsound + abs(Random() % 2); + } + emit_sound_at(whichsound, position, + findLengthfast(&bounceness) + * (terrain.getOpacity(position.x, position.z) > .2 ? 128. : 32.)); + + if (terrain.getOpacity(position.x, position.z) < .2) { + XYZ terrainlight; + terrainlight = terrain.getLighting(position.x, position.z); + if (environment == snowyenvironment) { + if (distsq(&position, &viewer) < viewdistance * viewdistance / 4) + Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x, terrainlight.y, terrainlight.z, .5, .7); + } else if (environment == grassyenvironment) { + if (distsq(&position, &viewer) < viewdistance * viewdistance / 4) + Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x * 90 / 255, terrainlight.y * 70 / 255, terrainlight.z * 8 / 255, .5, .5); + } else if (environment == desertenvironment) { + if (distsq(&position, &viewer) < viewdistance * viewdistance / 4) + Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x * 190 / 255, terrainlight.y * 170 / 255, terrainlight.z * 108 / 255, .5, .7); + } + } + } + } + whichhit = terrain.lineTerrain(oldtippoint, tippoint, &colpoint); + if (whichhit != -1 || tippoint.y < terrain.getHeight(tippoint.x, tippoint.z)) { + if (whichhit != -1) + tippoint = colpoint * terrain.scale; + else + tippoint.y = terrain.getHeight(tippoint.x, tippoint.z); + + terrainnormal = terrain.getNormal(tippoint.x, tippoint.z); + ReflectVector(&tipvelocity, &terrainnormal); + tippoint += terrainnormal * .002; + bounceness = terrainnormal * findLength(&tipvelocity) * (abs(normaldotproduct(tipvelocity, terrainnormal))); + if (findLengthfast(&tipvelocity) < findLengthfast(&bounceness)) + bounceness = 0; + frictionness = abs(normaldotproduct(tipvelocity, terrainnormal)); + tipvelocity -= bounceness; + if (1 - friction * frictionness > 0) + tipvelocity *= 1 - friction * frictionness; + else + tipvelocity = 0; + if (terrain.getOpacity(tippoint.x, tippoint.z) < .2) + tipvelocity += bounceness * elasticity * .3; + else + tipvelocity += bounceness * elasticity; + + if (findLengthfast(&bounceness) > 1) { + int whichsound; + if (terrain.getOpacity(tippoint.x, tippoint.z) > .2) { + if (type == staff) + whichsound = footstepsound3 + abs(Random() % 2); + else + whichsound = clank1sound + abs(Random() % 4); + } else { + whichsound = footstepsound + abs(Random() % 2); + } + emit_sound_at(whichsound, tippoint, + findLengthfast(&bounceness) + * (terrain.getOpacity(tippoint.x, tippoint.z) > .2 ? 128. : 32.)); + + if (terrain.getOpacity(tippoint.x, tippoint.z) < .2) { + XYZ terrainlight; + terrainlight = terrain.getLighting(tippoint.x, tippoint.z); + if (environment == snowyenvironment) { + if (distsq(&tippoint, &viewer) < viewdistance * viewdistance / 4) + Sprite::MakeSprite(cloudsprite, tippoint, tipvelocity, terrainlight.x, terrainlight.y, terrainlight.z, .5, .7); + } else if (environment == grassyenvironment) { + if (distsq(&tippoint, &viewer) < viewdistance * viewdistance / 4) + Sprite::MakeSprite(cloudsprite, tippoint, tipvelocity, terrainlight.x * 90 / 255, terrainlight.y * 70 / 255, terrainlight.z * 8 / 255, .5, .5); + } else if (environment == desertenvironment) { + if (distsq(&tippoint, &viewer) < viewdistance * viewdistance / 4) + Sprite::MakeSprite(cloudsprite, tippoint, tipvelocity, terrainlight.x * 190 / 255, terrainlight.y * 170 / 255, terrainlight.z * 108 / 255, .5, .7); + } + } + } + } + + //Edges + mid = position + tippoint; + mid /= 2; + mid += (position - mid) / 20; + oldmid = mid; + if (mid.y < terrain.getHeight(mid.x, mid.z)) { + hitsomething = 1; + mid.y = terrain.getHeight(mid.x, mid.z); + + terrainnormal = terrain.getNormal(mid.x, mid.z); + ReflectVector(&velocity, &terrainnormal); + //mid+=terrainnormal*.002; + bounceness = terrainnormal * findLength(&velocity) * (abs(normaldotproduct(velocity, terrainnormal))); + if (findLengthfast(&velocity) < findLengthfast(&bounceness)) + bounceness = 0; + frictionness = abs(normaldotproduct(velocity, terrainnormal)); + velocity -= bounceness; + if (1 - friction * frictionness > 0) + velocity *= 1 - friction * frictionness; + else + velocity = 0; + if (terrain.getOpacity(mid.x, mid.z) < .2) + velocity += bounceness * elasticity * .3; + else + velocity += bounceness * elasticity; + + if (findLengthfast(&bounceness) > 1) { + int whichsound; + if (terrain.getOpacity(mid.x, mid.z) > .2) { + if (type == staff) + whichsound = footstepsound3 + abs(Random() % 2); + if (type != staff) + whichsound = clank1sound + abs(Random() % 4); + } else { + whichsound = footstepsound + abs(Random() % 2); + } + emit_sound_at(whichsound, mid, + findLengthfast(&bounceness) + * (terrain.getOpacity(position.x, position.z) > .2 + ? 128. + : 32.)); + } + position += (mid - oldmid) * 20; + } + + mid = position + tippoint; + mid /= 2; + mid += (tippoint - mid) / 20; + oldmid = mid; + if (mid.y < terrain.getHeight(mid.x, mid.z)) { + hitsomething = 1; + mid.y = terrain.getHeight(mid.x, mid.z); + + terrainnormal = terrain.getNormal(mid.x, mid.z); + ReflectVector(&tipvelocity, &terrainnormal); + //mid+=terrainnormal*.002; + bounceness = terrainnormal * findLength(&tipvelocity) * (abs(normaldotproduct(tipvelocity, terrainnormal))); + if (findLengthfast(&tipvelocity) < findLengthfast(&bounceness)) + bounceness = 0; + frictionness = abs(normaldotproduct(tipvelocity, terrainnormal)); + tipvelocity -= bounceness; + if (1 - friction * frictionness > 0) + tipvelocity *= 1 - friction * frictionness; + else + tipvelocity = 0; + if (terrain.getOpacity(mid.x, mid.z) < .2) + tipvelocity += bounceness * elasticity * .3; + else + tipvelocity += bounceness * elasticity; + + if (findLengthfast(&bounceness) > 1) { + int whichsound; + if (terrain.getOpacity(mid.x, mid.z) > .2) { + if (type == staff) + whichsound = footstepsound3 + abs(Random() % 2); + if (type != staff) + whichsound = clank1sound + abs(Random() % 4); + } else { + whichsound = footstepsound + abs(Random() % 2); + } + emit_sound_at(whichsound, mid, + findLengthfast(&bounceness) + * (terrain.getOpacity(position.x, position.z) > .2 + ? 128. + : 32.)); + } + tippoint += (mid - oldmid) * 20; + } + //Gravity + velocity.y += gravity * multiplier; + tipvelocity.y += gravity * multiplier; + + //Rotation + XYZ temppoint1, temppoint2, tempforward; + float distance; + + temppoint1 = position; + temppoint2 = tippoint; + distance = findDistance(&temppoint1, &temppoint2); + rotation2 = asin((temppoint1.y - temppoint2.y) / distance); + rotation2 *= 360 / 6.28; + temppoint1.y = 0; + temppoint2.y = 0; + rotation1 = acos((temppoint1.z - temppoint2.z) / findDistance(&temppoint1, &temppoint2)); + rotation1 *= 360 / 6.28; + rotation3 = 0; + smallrotation = 90; + smallrotation2 = 0; + bigtilt = 0; + bigtilt2 = 0; + bigrotation = 0; + if (temppoint1.x > temppoint2.x) + rotation1 = 360 - rotation1; + + //Stop moving + if (findLengthfast(&velocity) < .3 && findLengthfast(&tipvelocity) < .3 && hitsomething) { + freetime += multiplier; + } + + if (freetime > .4) { + velocity = 0; + tipvelocity = 0; + } + firstfree = 0; + } + } + multiplier = tempmult; + if (blooddrip && bloody) { + blooddripdelay -= blooddrip * multiplier / 2; + blooddrip -= multiplier; + if (blooddrip < 0) + blooddrip = 0; + if (blooddrip > 5) + blooddrip = 5; + if (blooddripdelay < 0 && bloodtoggle) { + blooddripdelay = 1; + XYZ bloodvel; + XYZ bloodloc; + bloodloc = position + (tippoint - position) * .7; + bloodloc.y -= .05; + if (bloodtoggle) { + bloodvel = 0; + Sprite::MakeSprite(bloodsprite, bloodloc, bloodvel, 1, 1, 1, .03, 1); + } + } + } + if (onfire) { + flamedelay -= multiplier; + if (onfire && flamedelay <= 0) { + flamedelay = .020; + flamedelay -= multiplier; + normalrot = 0; + if (owner != -1) { + normalrot = Person::players[owner]->velocity; + } + normalrot.y += 1; + if (owner != -1) { + if (Person::players[owner]->onterrain) { + normalrot.y = 1; + } + } + Sprite::MakeSprite(weaponflamesprite, position + tippoint * (((float)abs(Random() % 100)) / 600 + .05), normalrot, 1, 1, 1, (.6 + (float)abs(Random() % 100) / 200 - .25) * 1 / 3, 1); + Sprite::setLastSpriteSpeed(4); + Sprite::setLastSpriteAlivetime(.3); + } + } + + if (!onfire && owner == -1 && type != staff) { + flamedelay -= multiplier; + if (flamedelay <= 0) { + flamedelay = .020; + flamedelay -= multiplier; + normalrot = 0; + if (Random() % 50 == 0 && distsq(&position, &viewer) > 80) { + XYZ shinepoint; + shinepoint = position + (tippoint - position) * (((float)abs(Random() % 100)) / 100); + Sprite::MakeSprite(weaponshinesprite, shinepoint, normalrot, 1, 1, 1, (.1 + (float)abs(Random() % 100) / 200 - .25) * 1 / 3 * fast_sqrt(findDistance(&shinepoint, &viewer)), 1); + Sprite::setLastSpriteSpeed(4); + Sprite::setLastSpriteAlivetime(.3); + } + } + } } -void Weapons::DoStuff() { - //Move - int i = 0; - for(std::vector::iterator weapon = begin(); weapon != end(); ++weapon) { - weapon->DoStuff(i++); - } +void Weapons::DoStuff() +{ + //Move + int i = 0; + for (std::vector::iterator weapon = begin(); weapon != end(); ++weapon) { + weapon->DoStuff(i++); + } } -void Weapon::Draw() { - static XYZ terrainlight; - static GLfloat M[16]; - - if((frustum.SphereInFrustum(position.x,position.y,position.z,1)&& - distsq(&viewer,&position)1)|| - (player[owner].animCurrent==staffhitreversedanim && player[owner].frameCurrent>1)|| - (player[owner].animCurrent==staffspinhitanim && player[owner].frameCurrent>1)|| - (player[owner].animCurrent==staffspinhitreversedanim && player[owner].frameCurrent>1)|| - (player[owner].animCurrent==staffgroundsmashanim && player[owner].frameCurrent>1)|| - (player[owner].animTarget==swordslashanim && player[owner].frameTarget<7)|| - player[owner].animTarget==crouchstabanim|| - player[owner].animTarget==swordslashreversalanim|| - player[owner].animTarget==swordslashreversedanim|| - player[owner].animTarget==knifefollowanim|| - player[owner].animTarget==swordgroundstabanim|| - player[owner].animTarget==knifethrowanim)&& - player[owner].animTarget==lastdrawnanim&& - !player[owner].skeleton.free - ) - { - drawhowmany=10; - } else { - drawhowmany=1; - } - if(player[owner].animTarget==swordgroundstabanim) - { - lastdrawnrotation1=rotation1; - lastdrawnrotation2=rotation2; - lastdrawnrotation3=rotation3; - lastdrawnbigrotation=bigrotation; - lastdrawnbigtilt=bigtilt; - lastdrawnbigtilt2=bigtilt2; - lastdrawnsmallrotation=smallrotation; - lastdrawnsmallrotation2=smallrotation2; - } - } - if(draw) - { - terrainlight=terrain.getLighting(position.x,position.z); - if(drawhowmany>0) - { - glAlphaFunc(GL_GREATER, 0.01); - } - for(int j=drawhowmany;j>0;j--) - { - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); - glColor4f(terrainlight.x,terrainlight.y,terrainlight.z,j/drawhowmany); - if(owner==-1) - glTranslatef(position.x*(((float)(j))/drawhowmany)+lastdrawnposition.x*(1-((float)(j))/drawhowmany),position.y*(((float)(j))/drawhowmany)+lastdrawnposition.y*(1-((float)(j))/drawhowmany),position.z*(((float)(j))/drawhowmany)+lastdrawnposition.z*(1-((float)(j))/drawhowmany)); - else - glTranslatef(position.x*(((float)(j))/drawhowmany)+lastdrawnposition.x*(1-((float)(j))/drawhowmany),position.y*(((float)(j))/drawhowmany)-.02+lastdrawnposition.y*(1-((float)(j))/drawhowmany),position.z*(((float)(j))/drawhowmany)+lastdrawnposition.z*(1-((float)(j))/drawhowmany)); - glRotatef(bigrotation*(((float)(j))/drawhowmany)+lastdrawnbigrotation*(1-((float)(j))/drawhowmany),0,1,0); - glRotatef(bigtilt2*(((float)(j))/drawhowmany)+lastdrawnbigtilt2*(1-((float)(j))/drawhowmany),1,0,0); - glRotatef(bigtilt*(((float)(j))/drawhowmany)+lastdrawnbigtilt*(1-((float)(j))/drawhowmany),0,0,1); - glRotatef(-rotation1*(((float)(j))/drawhowmany)-lastdrawnrotation1*(1-((float)(j))/drawhowmany)+90,0,1,0); - glRotatef(-rotation2*(((float)(j))/drawhowmany)-lastdrawnrotation2*(1-((float)(j))/drawhowmany)+90,0,0,1); - glRotatef(-rotation3*(((float)(j))/drawhowmany)-lastdrawnrotation3*(1-((float)(j))/drawhowmany),0,1,0); - glRotatef(smallrotation*(((float)(j))/drawhowmany)+lastdrawnsmallrotation*(1-((float)(j))/drawhowmany),1,0,0); - glRotatef(smallrotation2*(((float)(j))/drawhowmany)+lastdrawnsmallrotation2*(1-((float)(j))/drawhowmany),0,1,0); - - if(owner!=-1) - { - if(player[owner].animTarget==staffhitanim||player[owner].animCurrent==staffhitanim||player[owner].animTarget==staffhitreversedanim||player[owner].animCurrent==staffhitreversedanim) - { - glTranslatef(0,0,-.3); - } - if(player[owner].animTarget==staffgroundsmashanim||player[owner].animCurrent==staffgroundsmashanim||player[owner].animTarget==staffspinhitreversedanim||player[owner].animCurrent==staffspinhitreversedanim||player[owner].animTarget==staffspinhitanim||player[owner].animCurrent==staffspinhitanim) - { - glTranslatef(0,0,-.1); - } - } - - glEnable(GL_LIGHTING); - switch(type) { - case knife: - if(!bloody||!bloodtoggle) - throwingknifemodel.drawdifftex(knifetextureptr); - if(bloodtoggle) - { - if(bloody==1) - throwingknifemodel.drawdifftex(lightbloodknifetextureptr); - if(bloody==2) - throwingknifemodel.drawdifftex(bloodknifetextureptr); - } - break; - case sword: - if(!bloody||!bloodtoggle) - swordmodel.drawdifftex(swordtextureptr); - if(bloodtoggle) - { - if(bloody==1) - swordmodel.drawdifftex(lightbloodswordtextureptr); - if(bloody==2) - swordmodel.drawdifftex(bloodswordtextureptr); - } - break; - case staff: - staffmodel.drawdifftex(stafftextureptr); - break; - } - - glPopMatrix(); - } - - lastdrawnposition=position; - lastdrawntippoint=tippoint; - lastdrawnrotation1=rotation1; - lastdrawnrotation2=rotation2; - lastdrawnrotation3=rotation3; - lastdrawnbigrotation=bigrotation; - lastdrawnbigtilt=bigtilt; - lastdrawnbigtilt2=bigtilt2; - lastdrawnsmallrotation=smallrotation; - lastdrawnsmallrotation2=smallrotation2; - if(owner!=-1)lastdrawnanim=player[owner].animCurrent; - } - if(owner!=-1) - { - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); - glLoadIdentity(); - glTranslatef(position.x,position.y-.02,position.z); - glRotatef(bigrotation,0,1,0); - glRotatef(bigtilt2,1,0,0); - glRotatef(bigtilt,0,0,1); - glRotatef(-rotation1+90,0,1,0); - glRotatef(-rotation2+90,0,0,1); - glRotatef(-rotation3,0,1,0); - glRotatef(smallrotation,1,0,0); - glRotatef(smallrotation2,0,1,0); - glTranslatef(0,0,length); - glGetFloatv(GL_MODELVIEW_MATRIX,M); - tippoint.x=M[12]; - tippoint.y=M[13]; - tippoint.z=M[14]; - glPopMatrix(); - } - } +void Weapon::Draw() +{ + static XYZ terrainlight; + static GLfloat M[16]; + + if ((frustum.SphereInFrustum(position.x, position.y, position.z, 1) && + distsq(&viewer, &position) < viewdistance * viewdistance)) { + bool draw = false; + if (owner == -1) { + draw = true; + if (velocity.x && !physics) + drawhowmany = 10; + else + drawhowmany = 1; + } else { + if (Person::players[owner]->occluded < 25) + if ((frustum.SphereInFrustum(Person::players[owner]->coords.x, Person::players[owner]->coords.y + Person::players[owner]->scale * 3, Person::players[owner]->coords.z, Person::players[owner]->scale * 8) && distsq(&viewer, &Person::players[owner]->coords) < viewdistance * viewdistance) || Person::players[owner]->skeleton.free == 3) + draw = true; + if ( + (Person::players[owner]->animTarget == knifeslashstartanim || + Person::players[owner]->animTarget == swordsneakattackanim || + (Person::players[owner]->animCurrent == staffhitanim && Person::players[owner]->frameCurrent > 1) || + (Person::players[owner]->animCurrent == staffhitreversedanim && Person::players[owner]->frameCurrent > 1) || + (Person::players[owner]->animCurrent == staffspinhitanim && Person::players[owner]->frameCurrent > 1) || + (Person::players[owner]->animCurrent == staffspinhitreversedanim && Person::players[owner]->frameCurrent > 1) || + (Person::players[owner]->animCurrent == staffgroundsmashanim && Person::players[owner]->frameCurrent > 1) || + (Person::players[owner]->animTarget == swordslashanim && Person::players[owner]->frameTarget < 7) || + Person::players[owner]->animTarget == crouchstabanim || + Person::players[owner]->animTarget == swordslashreversalanim || + Person::players[owner]->animTarget == swordslashreversedanim || + Person::players[owner]->animTarget == knifefollowanim || + Person::players[owner]->animTarget == swordgroundstabanim || + Person::players[owner]->animTarget == knifethrowanim) && + Person::players[owner]->animTarget == lastdrawnanim && + !Person::players[owner]->skeleton.free + ) { + drawhowmany = 10; + } else { + drawhowmany = 1; + } + if (Person::players[owner]->animTarget == swordgroundstabanim) { + lastdrawnrotation1 = rotation1; + lastdrawnrotation2 = rotation2; + lastdrawnrotation3 = rotation3; + lastdrawnbigrotation = bigrotation; + lastdrawnbigtilt = bigtilt; + lastdrawnbigtilt2 = bigtilt2; + lastdrawnsmallrotation = smallrotation; + lastdrawnsmallrotation2 = smallrotation2; + } + } + if (draw) { + terrainlight = terrain.getLighting(position.x, position.z); + if (drawhowmany > 0) { + glAlphaFunc(GL_GREATER, 0.01); + } + for (int j = drawhowmany; j > 0; j--) { + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, j / drawhowmany); + if (owner == -1) + glTranslatef(position.x * (((float)(j)) / drawhowmany) + lastdrawnposition.x * (1 - ((float)(j)) / drawhowmany), position.y * (((float)(j)) / drawhowmany) + lastdrawnposition.y * (1 - ((float)(j)) / drawhowmany), position.z * (((float)(j)) / drawhowmany) + lastdrawnposition.z * (1 - ((float)(j)) / drawhowmany)); + else + glTranslatef(position.x * (((float)(j)) / drawhowmany) + lastdrawnposition.x * (1 - ((float)(j)) / drawhowmany), position.y * (((float)(j)) / drawhowmany) - .02 + lastdrawnposition.y * (1 - ((float)(j)) / drawhowmany), position.z * (((float)(j)) / drawhowmany) + lastdrawnposition.z * (1 - ((float)(j)) / drawhowmany)); + glRotatef(bigrotation * (((float)(j)) / drawhowmany) + lastdrawnbigrotation * (1 - ((float)(j)) / drawhowmany), 0, 1, 0); + glRotatef(bigtilt2 * (((float)(j)) / drawhowmany) + lastdrawnbigtilt2 * (1 - ((float)(j)) / drawhowmany), 1, 0, 0); + glRotatef(bigtilt * (((float)(j)) / drawhowmany) + lastdrawnbigtilt * (1 - ((float)(j)) / drawhowmany), 0, 0, 1); + glRotatef(-rotation1 * (((float)(j)) / drawhowmany) - lastdrawnrotation1 * (1 - ((float)(j)) / drawhowmany) + 90, 0, 1, 0); + glRotatef(-rotation2 * (((float)(j)) / drawhowmany) - lastdrawnrotation2 * (1 - ((float)(j)) / drawhowmany) + 90, 0, 0, 1); + glRotatef(-rotation3 * (((float)(j)) / drawhowmany) - lastdrawnrotation3 * (1 - ((float)(j)) / drawhowmany), 0, 1, 0); + glRotatef(smallrotation * (((float)(j)) / drawhowmany) + lastdrawnsmallrotation * (1 - ((float)(j)) / drawhowmany), 1, 0, 0); + glRotatef(smallrotation2 * (((float)(j)) / drawhowmany) + lastdrawnsmallrotation2 * (1 - ((float)(j)) / drawhowmany), 0, 1, 0); + + if (owner != -1) { + if (Person::players[owner]->animTarget == staffhitanim || Person::players[owner]->animCurrent == staffhitanim || Person::players[owner]->animTarget == staffhitreversedanim || Person::players[owner]->animCurrent == staffhitreversedanim) { + glTranslatef(0, 0, -.3); + } + if (Person::players[owner]->animTarget == staffgroundsmashanim || Person::players[owner]->animCurrent == staffgroundsmashanim || Person::players[owner]->animTarget == staffspinhitreversedanim || Person::players[owner]->animCurrent == staffspinhitreversedanim || Person::players[owner]->animTarget == staffspinhitanim || Person::players[owner]->animCurrent == staffspinhitanim) { + glTranslatef(0, 0, -.1); + } + } + + glEnable(GL_LIGHTING); + switch (type) { + case knife: + if (!bloody || !bloodtoggle) + throwingknifemodel.drawdifftex(knifetextureptr); + if (bloodtoggle) { + if (bloody == 1) + throwingknifemodel.drawdifftex(lightbloodknifetextureptr); + if (bloody == 2) + throwingknifemodel.drawdifftex(bloodknifetextureptr); + } + break; + case sword: + if (!bloody || !bloodtoggle) + swordmodel.drawdifftex(swordtextureptr); + if (bloodtoggle) { + if (bloody == 1) + swordmodel.drawdifftex(lightbloodswordtextureptr); + if (bloody == 2) + swordmodel.drawdifftex(bloodswordtextureptr); + } + break; + case staff: + staffmodel.drawdifftex(stafftextureptr); + break; + } + + glPopMatrix(); + } + + lastdrawnposition = position; + lastdrawntippoint = tippoint; + lastdrawnrotation1 = rotation1; + lastdrawnrotation2 = rotation2; + lastdrawnrotation3 = rotation3; + lastdrawnbigrotation = bigrotation; + lastdrawnbigtilt = bigtilt; + lastdrawnbigtilt2 = bigtilt2; + lastdrawnsmallrotation = smallrotation; + lastdrawnsmallrotation2 = smallrotation2; + if (owner != -1) + lastdrawnanim = Person::players[owner]->animCurrent; + } + if (owner != -1) { + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + glTranslatef(position.x, position.y - .02, position.z); + glRotatef(bigrotation, 0, 1, 0); + glRotatef(bigtilt2, 1, 0, 0); + glRotatef(bigtilt, 0, 0, 1); + glRotatef(-rotation1 + 90, 0, 1, 0); + glRotatef(-rotation2 + 90, 0, 0, 1); + glRotatef(-rotation3, 0, 1, 0); + glRotatef(smallrotation, 1, 0, 0); + glRotatef(smallrotation2, 0, 1, 0); + glTranslatef(0, 0, length); + glGetFloatv(GL_MODELVIEW_MATRIX, M); + tippoint.x = M[12]; + tippoint.y = M[13]; + tippoint.z = M[14]; + glPopMatrix(); + } + } } int Weapons::Draw() { - glAlphaFunc(GL_GREATER, 0.9); - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glEnable(GL_CULL_FACE); - glCullFace(GL_FRONT); - glDepthMask(1); - - for(std::vector::iterator weapon = begin(); weapon != end(); ++weapon) { - weapon->Draw(); - } - return 0; + glAlphaFunc(GL_GREATER, 0.9); + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glEnable(GL_CULL_FACE); + glCullFace(GL_FRONT); + glDepthMask(1); + + for (std::vector::iterator weapon = begin(); weapon != end(); ++weapon) { + weapon->Draw(); + } + return 0; } Weapons::Weapons() @@ -1073,12 +1099,12 @@ Weapons::Weapons() Weapons::~Weapons() { - Weapon::stafftextureptr.destroy(); - Weapon::knifetextureptr.destroy(); - Weapon::lightbloodknifetextureptr.destroy(); - Weapon::bloodknifetextureptr.destroy(); - Weapon::swordtextureptr.destroy(); - Weapon::lightbloodswordtextureptr.destroy(); - Weapon::bloodswordtextureptr.destroy(); + Weapon::stafftextureptr.destroy(); + Weapon::knifetextureptr.destroy(); + Weapon::lightbloodknifetextureptr.destroy(); + Weapon::bloodknifetextureptr.destroy(); + Weapon::swordtextureptr.destroy(); + Weapon::lightbloodswordtextureptr.destroy(); + Weapon::bloodswordtextureptr.destroy(); }