X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FWeapons.cpp;h=44c78cfe686a36557025238567c6abe02a64de24;hb=cd043e3f9e26c2b3406b40a354c2840941e9db7f;hp=9be2636232ed6f74e8fe37f3a7854ebe7d6f9956;hpb=443dd85b562cc9b1584297e0eae4206d64189932;p=lugaru.git
diff --git a/Source/Weapons.cpp b/Source/Weapons.cpp
index 9be2636..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 <**/
@@ -28,7 +28,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "Awards.h"
extern float multiplier;
-extern int channels[100];
extern Terrain terrain;
extern float gravity;
extern int environment;
@@ -40,14 +39,13 @@ 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;
extern bool autoslomo;
extern float camerashake;
extern float woozy;
-extern float terraindetail;
extern float viewdistance;
extern float blackout;
extern int difficulty;
@@ -55,960 +53,1058 @@ extern bool freeze;
extern int tutoriallevel;
extern int numthrowkill;
-void Weapons::DoStuff(){
- static int i,whichpatchx,whichpatchz,j,k,whichhit,m;
- 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 moveamount;
- int closestline;
- static float closestdistance;
- static float distance;
- static XYZ point[3];
- static XYZ closestpoint;
- static XYZ closestswordpoint;
- static XYZ extramove;
- static float proportion;
- static float tempmult;
-
- //Move
-
- for(i=0;i=2&&type[i]==staff&&owner[i]!=-1){
- emit_sound_at(staffbreaksound, tippoint[i]);
- XYZ tempvel;
- XYZ speed;
- //speed=(tippoint[i]-oldtippoint[i])/multiplier/6;
- speed=0;
- for(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;
- tempvel+=speed;
- Sprite::MakeSprite(splintersprite, position[i]+(tippoint[i]-position[i])*((float)j-8)/32,tempvel*.5, 115/255,73/255,12/255, .1, 1);
- }
- int tempowner;
- tempowner=owner[i];
- owner[i]=-1;
- hitsomething[i]=0;
- missed[i]=1;
- freetime[i]=0;
- firstfree[i]=1;
- position[i]=0;
- physics[i]=0;
- if(tempowner!=-1){
- player[tempowner].num_weapons--;
- if(player[tempowner].num_weapons){
- player[tempowner].weaponids[0]=player[tempowner].weaponids[player[tempowner].num_weapons];
- if(player[tempowner].weaponstuck==player[tempowner].num_weapons)player[tempowner].weaponstuck=0;
- }
- player[tempowner].weaponactive=-1;
- }
- }
- oldposition[i]=position[i];
- oldtippoint[i]=tippoint[i];
- if(owner[i]==-1&&(velocity[i].x||velocity[i].y||velocity[i].z)&&!physics[i]){
- position[i]+=velocity[i]*multiplier;
- tippoint[i]+=velocity[i]*multiplier;
- whichpatchx=position[i].x/(terrain.size/subdivision*terrain.scale*terraindetail);
- whichpatchz=position[i].z/(terrain.size/subdivision*terrain.scale*terraindetail);
- if(whichpatchx>0&&whichpatchz>0&&whichpatchxtemppoint2.x)rotation1[i]=360-rotation1[i];
-
- rotation3[i]=0;
- smallrotation[i]=90;
- smallrotation2[i]=0;
- bigtilt[i]=0;
- bigtilt2[i]=0;
- bigrotation[i]=0;
-
- emit_sound_at(knifesheathesound, position[i], 128.);
-
- bloody[i]=0;
-
- Sprite::MakeSprite(cloudimpactsprite, position[i],velocity[i], 1,1,1, .8, .3);
- }
- else {
- physics[i]=1;
- firstfree[i]=1;
- position[i]-=velocity[i]*multiplier;
- tippoint[i]-=velocity[i]*multiplier;
- tipvelocity[i]=velocity[i];
- }
- }
- }
- }
- if(velocity[i].x||velocity[i].y||velocity[i].z)
- for(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[i])>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].skeleton.joints[player[j].skeleton.jointlabels[abdomen]].velocity+=velocity[i]*2;
- player[j].skeleton.joints[player[j].skeleton.jointlabels[neck]].velocity+=velocity[i]*2;
- player[j].skeleton.joints[player[j].skeleton.jointlabels[rightshoulder]].velocity+=velocity[i]*2;
- player[j].skeleton.joints[player[j].skeleton.jointlabels[leftshoulder]].velocity+=velocity[i]*2;
- //player[j].Puff(abdomen);
- 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[i]-position[i];
- 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[i]=j;
- bloody[i]=2;
- blooddrip[i]=5;
- }
-
- emit_sound_at(fleshstabsound, position[i], 128.);
-
- if(animation[player[0].targetanimation].height==highheight)
- award_bonus(0, ninja);
- else
- award_bonus(0, Bullseyebonus);
- }
- }
- else missed[i]=1;
- }
- }
- if(position[i].ytemppoint2.x)rotation1[i]=360-rotation1[i];
- }
- }
- //Sword physics
- XYZ mid;
- XYZ oldmid;
- XYZ oldmid2;
-
- tempmult=multiplier;
- multiplier/=10;
- for(int l=0;l<10;l++){
- if(owner[i]==-1&&(velocity[i].x||velocity[i].y||velocity[i].z)&&physics[i]){
- //move
- position[i]+=velocity[i]*multiplier;
- tippoint[i]+=tipvelocity[i]*multiplier;
-
- //Length constrain
- midp=(position[i]*mass[i]+tippoint[i]*tipmass[i])/(mass[i]+tipmass[i]);
- vel=tippoint[i]-midp;
- Normalise(&vel);
- newpoint1=midp-vel*length[i]*(tipmass[i]/(mass[i]+tipmass[i]));
- newpoint2=midp+vel*length[i]*(mass[i]/(mass[i]+tipmass[i]));
- if(!freeze){
- if(freetime[i]>.04)velocity[i]=velocity[i]+(newpoint1-position[i])/multiplier;
- if(freetime[i]>.04)tipvelocity[i]=tipvelocity[i]+(newpoint2-tippoint[i])/multiplier;
- }
- position[i]=newpoint1;
- tippoint[i]=newpoint2;
-
-
- //Object collisions
- whichpatchx=(position[i].x)/(terrain.size/subdivision*terrain.scale*terraindetail);
- whichpatchz=(position[i].z)/(terrain.size/subdivision*terrain.scale*terraindetail);
- if(whichpatchx>0&&whichpatchz>0&&whichpatchx0)velocity[i]*=1-friction*frictionness;
- else velocity[i]=0;
- velocity[i]+=bounceness*elasticity;
-
- if(findLengthfast(&bounceness)>1){
- int whichsound;
- if(type[i]==staff)whichsound=footstepsound3+abs(Random()%2);
- if(type[i]!=staff)whichsound=clank1sound+abs(Random()%4);
- emit_sound_at(whichsound, position[i], 128*findLengthfast(&bounceness));
- }
- }
- start=oldtippoint[i];
- end=tippoint[i];
- whichhit=objects.model[k].LineCheck(&start,&end,&colpoint,&objects.position[k],&objects.rotation[k]);
- if(whichhit!=-1){
- hitsomething[i]=1;
- tippoint[i]=colpoint;
- terrainnormal=DoRotation(objects.model[k].facenormals[whichhit],0,objects.rotation[k],0)*-1;
- ReflectVector(&tipvelocity[i],&terrainnormal);
- tippoint[i]+=terrainnormal*.002;
-
- bounceness=terrainnormal*findLength(&tipvelocity[i])*(abs(normaldotproduct(tipvelocity[i],terrainnormal)));
- if(findLengthfast(&tipvelocity[i])0)tipvelocity[i]*=1-friction*frictionness;
- else tipvelocity[i]=0;
- tipvelocity[i]+=bounceness*elasticity;
-
- if(findLengthfast(&bounceness)>1){
- int whichsound;
- if(type[i]==staff)whichsound=footstepsound3+abs(Random()%2);
- if(type[i]!=staff)whichsound=clank1sound+abs(Random()%4);
- emit_sound_at(whichsound, position[i], 128*findLengthfast(&bounceness));
- }
- }
-
- if((objects.type[k]!=boxtype&&objects.type[k]!=platformtype&&objects.type[k]!=walltype&&objects.type[k]!=weirdtype)||objects.rotation2[k]!=0)
- for(m=0;m<2;m++){
- mid=(position[i]*(21+(float)m*10)+tippoint[i]*(19-(float)m*10))/40;
- oldmid2=mid;
- oldmid=(oldposition[i]*(21+(float)m*10)+oldtippoint[i]*(19-(float)m*10))/40;
-
- start=oldmid;
- end=mid;
- whichhit=objects.model[k].LineCheck(&start,&end,&colpoint,&objects.position[k],&objects.rotation[k]);
- if(whichhit!=-1){
- hitsomething[i]=1;
- mid=colpoint;
- terrainnormal=DoRotation(objects.model[k].facenormals[whichhit],0,objects.rotation[k],0)*-1;
- ReflectVector(&velocity[i],&terrainnormal);
-
- bounceness=terrainnormal*findLength(&velocity[i])*(abs(normaldotproduct(velocity[i],terrainnormal)));
- if(findLengthfast(&velocity[i])0)velocity[i]*=1-friction*frictionness;
- else velocity[i]=0;
- velocity[i]+=bounceness*elasticity;
-
- if(findLengthfast(&bounceness)>1){
- int whichsound;
- if(type[i]==staff)whichsound=footstepsound3+abs(Random()%2);
- if(type[i]!=staff)whichsound=clank1sound+abs(Random()%4);
- emit_sound_at(whichsound, mid, 128*findLengthfast(&bounceness));
- }
- position[i]+=(mid-oldmid2)*(20/(1+(float)m*10));
- }
-
- mid=(position[i]*(19-(float)m*10)+tippoint[i]*(21+(float)m*10))/40;
- oldmid2=mid;
- oldmid=(oldposition[i]*(19-(float)m*10)+oldtippoint[i]*(21+(float)m*10))/40;
-
- start=oldmid;
- end=mid;
- whichhit=objects.model[k].LineCheck(&start,&end,&colpoint,&objects.position[k],&objects.rotation[k]);
- if(whichhit!=-1){
- hitsomething[i]=1;
- mid=colpoint;
- terrainnormal=DoRotation(objects.model[k].facenormals[whichhit],0,objects.rotation[k],0)*-1;
- ReflectVector(&tipvelocity[i],&terrainnormal);
-
- bounceness=terrainnormal*findLength(&tipvelocity[i])*(abs(normaldotproduct(tipvelocity[i],terrainnormal)));
- if(findLengthfast(&tipvelocity[i])0)tipvelocity[i]*=1-friction*frictionness;
- else tipvelocity[i]=0;
- tipvelocity[i]+=bounceness*elasticity;
-
- if(findLengthfast(&bounceness)>1){
- int whichsound;
- if(type[i]==staff)whichsound=footstepsound3+abs(Random()%2);
- if(type[i]!=staff)whichsound=clank1sound+abs(Random()%4);
- emit_sound_at(whichsound, mid, 128*findLengthfast(&bounceness));
- }
- tippoint[i]+=(mid-oldmid2)*(20/(1+(float)m*10));
- }
- }
- else
- {
- start=position[i];
- end=tippoint[i];
- whichhit=objects.model[k].LineCheck(&start,&end,&colpoint,&objects.position[k],&objects.rotation[k]);
- if(whichhit!=-1){
- hitsomething[i]=1;
- closestdistance=-1;
- closestswordpoint=colpoint;//(position[i]+tippoint[i])/2;
- point[0]=DoRotation(objects.model[k].vertex[objects.model[k].Triangles[whichhit].vertex[0]],0,objects.rotation[k],0)+objects.position[k];
- point[1]=DoRotation(objects.model[k].vertex[objects.model[k].Triangles[whichhit].vertex[1]],0,objects.rotation[k],0)+objects.position[k];
- point[2]=DoRotation(objects.model[k].vertex[objects.model[k].Triangles[whichhit].vertex[2]],0,objects.rotation[k],0)+objects.position[k];
- if(DistancePointLine(&closestswordpoint, &point[0], &point[1], &distance,&colpoint ))
- if(distance0)velocity[i]*=1-friction*frictionness;
- else velocity[i]=0;
- if(terrain.getOpacity(position[i].x,position[i].z)<.2)velocity[i]+=bounceness*elasticity*.3;
- else velocity[i]+=bounceness*elasticity;
-//if (type[i]==knife) printf("velocity of knife %d now %f,%f,%f.\n", i, velocity[i].x, velocity[i].y, velocity[i].z);
- if(findLengthfast(&bounceness)>1){
- int whichsound;
- if(terrain.getOpacity(position[i].x,position[i].z)>.2){
- if(type[i]==staff)whichsound=footstepsound3+abs(Random()%2);
- if(type[i]!=staff)whichsound=clank1sound+abs(Random()%4);
- }
- else whichsound=footstepsound+abs(Random()%2);
- emit_sound_at(whichsound, position[i],
- findLengthfast(&bounceness)
- * (terrain.getOpacity(position[i].x,position[i].z) > .2
- ? 128.
- : 32.));
-
- if(terrain.getOpacity(position[i].x,position[i].z)<.2){
- XYZ terrainlight;
- terrainlight=terrain.getLighting(position[i].x,position[i].z);
- if(environment==snowyenvironment){
- if(findDistancefast(&position[i],&viewer)0)tipvelocity[i]*=1-friction*frictionness;
- else tipvelocity[i]=0;
- if(terrain.getOpacity(tippoint[i].x,tippoint[i].z)<.2)tipvelocity[i]+=bounceness*elasticity*.3;
- else tipvelocity[i]+=bounceness*elasticity;
-//if (type[i]==knife) printf("tipvelocity of knife %d now %f,%f,%f.\n", i, tipvelocity[i].x, tipvelocity[i].y, tipvelocity[i].z);
-
- if(findLengthfast(&bounceness)>1){
- int whichsound;
- if(terrain.getOpacity(tippoint[i].x,tippoint[i].z)>.2){
- if(type[i]==staff)whichsound=footstepsound3+abs(Random()%2);
- if(type[i]!=staff)whichsound=clank1sound+abs(Random()%4);
- }
- else whichsound=footstepsound+abs(Random()%2);
- emit_sound_at(whichsound, tippoint[i],
- findLengthfast(&bounceness)
- * (terrain.getOpacity(tippoint[i].x,tippoint[i].z) > .2
- ? 128.
- : 32.));
-
- if(terrain.getOpacity(tippoint[i].x,tippoint[i].z)<.2){
- XYZ terrainlight;
- terrainlight=terrain.getLighting(tippoint[i].x,tippoint[i].z);
- if(environment==snowyenvironment){
- if(findDistancefast(&tippoint[i],&viewer)0)velocity[i]*=1-friction*frictionness;
- else velocity[i]=0;
- if(terrain.getOpacity(mid.x,mid.z)<.2)velocity[i]+=bounceness*elasticity*.3;
- else velocity[i]+=bounceness*elasticity;
-
- if(findLengthfast(&bounceness)>1){
- int whichsound;
- if(terrain.getOpacity(mid.x,mid.z)>.2){
- if(type[i]==staff)whichsound=footstepsound3+abs(Random()%2);
- if(type[i]!=staff)whichsound=clank1sound+abs(Random()%4);
- }
- else whichsound=footstepsound+abs(Random()%2);
- emit_sound_at(whichsound, mid,
- findLengthfast(&bounceness)
- * (terrain.getOpacity(position[i].x,position[i].z) > .2
- ? 128.
- : 32.));
- }
- position[i]+=(mid-oldmid)*20;
- }
-
- mid=position[i]+tippoint[i];
- mid/=2;
- mid+=(tippoint[i]-mid)/20;
- oldmid=mid;
- if(mid.y0)tipvelocity[i]*=1-friction*frictionness;
- else tipvelocity[i]=0;
- if(terrain.getOpacity(mid.x,mid.z)<.2)tipvelocity[i]+=bounceness*elasticity*.3;
- else tipvelocity[i]+=bounceness*elasticity;
-
- if(findLengthfast(&bounceness)>1){
- int whichsound;
- if(terrain.getOpacity(mid.x,mid.z)>.2){
- if(type[i]==staff)whichsound=footstepsound3+abs(Random()%2);
- if(type[i]!=staff)whichsound=clank1sound+abs(Random()%4);
- }
- else whichsound=footstepsound+abs(Random()%2);
- emit_sound_at(whichsound, mid,
- findLengthfast(&bounceness)
- * (terrain.getOpacity(position[i].x,position[i].z) > .2
- ? 128.
- : 32.));
- }
- tippoint[i]+=(mid-oldmid)*20;
- }
- //Gravity
- velocity[i].y+=gravity*multiplier;
- tipvelocity[i].y+=gravity*multiplier;
- //position[i].y+=gravity*multiplier*multiplier;
- //tippoint[i].y+=gravity*multiplier*multiplier;
-
- //Rotation
- XYZ temppoint1,temppoint2,tempforward;
- float distance;
-
- temppoint1=position[i];
- temppoint2=tippoint[i];
- distance=findDistance(&temppoint1,&temppoint2);
- rotation2[i]=asin((temppoint1.y-temppoint2.y)/distance);
- rotation2[i]*=360/6.28;
- temppoint1.y=0;
- temppoint2.y=0;
- rotation1[i]=acos((temppoint1.z-temppoint2.z)/findDistance(&temppoint1,&temppoint2));
- rotation1[i]*=360/6.28;
- rotation3[i]=0;
- smallrotation[i]=90;
- smallrotation2[i]=0;
- bigtilt[i]=0;
- bigtilt2[i]=0;
- bigrotation[i]=0;
- if(temppoint1.x>temppoint2.x)rotation1[i]=360-rotation1[i];
-
- //Stop moving
- if(findLengthfast(&velocity[i])<.3&&findLengthfast(&tipvelocity[i])<.3&&hitsomething[i]){
- freetime[i]+=multiplier;
- }
-
- //velocity[i]=(position[i]-oldposition[i])/multiplier;
- //tipvelocity[i]==(tippoint[i-+oldtippoint[i])/multiplier;
- if(freetime[i]>.4){
- velocity[i]=0;
- tipvelocity[i]=0;
- }
- firstfree[i]=0;
- }
- }
- multiplier=tempmult;
- if(blooddrip[i]&&bloody[i]){
- blooddripdelay[i]-=blooddrip[i]*multiplier/2;
- blooddrip[i]-=multiplier;
- if(blooddrip[i]<0)blooddrip[i]=0;
- if(blooddrip[i]>5)blooddrip[i]=5;
- if(blooddripdelay[i]<0&&bloodtoggle){
- blooddripdelay[i]=1;
- XYZ bloodvel;
- XYZ bloodloc;
- bloodloc=position[i]+(tippoint[i]-position[i])*.7;
- bloodloc.y-=.05;
- if(bloodtoggle){
- bloodvel=0;
- Sprite::MakeSprite(bloodsprite, bloodloc,bloodvel, 1,1,1, .03, 1);
- }
- }
- }
- if(onfire[i]){
- flamedelay[i]-=multiplier;
- if(onfire[i]&&flamedelay[i]<=0){
- flamedelay[i]=.020;
- flamedelay[i]-=multiplier;
- normalrot=0;
- if(owner[i]!=-1){
- normalrot=player[owner[i]].velocity;
- }
- normalrot.y+=1;
- if(owner[i]!=-1){
- if(player[owner[i]].onterrain){
- normalrot.y=1;
- }
- }
- Sprite::MakeSprite(weaponflamesprite, position[i]+tippoint[i]*(((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[i]&&owner[i]==-1&&type[i]!=staff){
- flamedelay[i]-=multiplier;
- if(flamedelay[i]<=0){
- flamedelay[i]=.020;
- flamedelay[i]-=multiplier;
- normalrot=0;
- if(Random()%50==0&&findDistancefast(&position[i],&viewer)>80){
- XYZ shinepoint;
- shinepoint=position[i]+(tippoint[i]-position[i])*(((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);
- }
- }
- }
- }
+Model Weapon::throwingknifemodel;
+Texture Weapon::knifetextureptr;
+Texture Weapon::lightbloodknifetextureptr;
+Texture Weapon::bloodknifetextureptr;
+
+Model Weapon::swordmodel;
+Texture Weapon::swordtextureptr;
+Texture Weapon::lightbloodswordtextureptr;
+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;
}
-int Weapons::Draw()
+void Weapon::setType(int t)
{
- static int i,j;
- static XYZ terrainlight;
- static GLfloat M[16];
- static bool draw;
- glAlphaFunc(GL_GREATER, 0.9);
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glEnable(GL_CULL_FACE);
- glCullFace(GL_FRONT);
- glDepthMask(1);
- for(i=0;i1)||(player[owner[i]].currentanimation==staffhitreversedanim&&player[owner[i]].currentframe>1)||(player[owner[i]].currentanimation==staffspinhitanim&&player[owner[i]].currentframe>1)||(player[owner[i]].currentanimation==staffspinhitreversedanim&&player[owner[i]].currentframe>1)||(player[owner[i]].currentanimation==staffgroundsmashanim&&player[owner[i]].currentframe>1)||(player[owner[i]].targetanimation==swordslashanim&&player[owner[i]].targetframe<7)||player[owner[i]].targetanimation==crouchstabanim||player[owner[i]].targetanimation==swordslashreversalanim||player[owner[i]].targetanimation==swordslashreversedanim||player[owner[i]].targetanimation==knifefollowanim||player[owner[i]].targetanimation==swordgroundstabanim||player[owner[i]].targetanimation==knifethrowanim)&&player[owner[i]].targetanimation==lastdrawnanim[i]&&!player[owner[i]].skeleton.free)
- {
- drawhowmany[i]=10;
- }
- else drawhowmany[i]=1;
- if(player[owner[i]].targetanimation==swordgroundstabanim)
- {
- lastdrawnrotation1[i]=rotation1[i];
- lastdrawnrotation2[i]=rotation2[i];
- lastdrawnrotation3[i]=rotation3[i];
- lastdrawnbigrotation[i]=bigrotation[i];
- lastdrawnbigtilt[i]=bigtilt[i];
- lastdrawnbigtilt2[i]=bigtilt2[i];
- lastdrawnsmallrotation[i]=smallrotation[i];
- lastdrawnsmallrotation2[i]=smallrotation2[i];
- }
- }
- if(draw)
- {
- terrainlight=terrain.getLighting(position[i].x,position[i].z);
- if(drawhowmany[i]>0)
- {
- glAlphaFunc(GL_GREATER, 0.01);
- }
- for(j=drawhowmany[i];j>0;j--)
- {
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix();
- glColor4f(terrainlight.x,terrainlight.y,terrainlight.z,j/drawhowmany[i]);
- if(owner[i]!=-1)glTranslatef(position[i].x*(((float)(j))/drawhowmany[i])+lastdrawnposition[i].x*(1-((float)(j))/drawhowmany[i]),position[i].y*(((float)(j))/drawhowmany[i])-.02+lastdrawnposition[i].y*(1-((float)(j))/drawhowmany[i]),position[i].z*(((float)(j))/drawhowmany[i])+lastdrawnposition[i].z*(1-((float)(j))/drawhowmany[i]));
- if(owner[i]==-1)glTranslatef(position[i].x*(((float)(j))/drawhowmany[i])+lastdrawnposition[i].x*(1-((float)(j))/drawhowmany[i]),position[i].y*(((float)(j))/drawhowmany[i])+lastdrawnposition[i].y*(1-((float)(j))/drawhowmany[i]),position[i].z*(((float)(j))/drawhowmany[i])+lastdrawnposition[i].z*(1-((float)(j))/drawhowmany[i]));
- //glTranslatef(position[i].x,position[i].y-.02,position[i].z);
- glRotatef(bigrotation[i]*(((float)(j))/drawhowmany[i])+lastdrawnbigrotation[i]*(1-((float)(j))/drawhowmany[i]),0,1,0);
- glRotatef(bigtilt2[i]*(((float)(j))/drawhowmany[i])+lastdrawnbigtilt2[i]*(1-((float)(j))/drawhowmany[i]),1,0,0);
- glRotatef(bigtilt[i]*(((float)(j))/drawhowmany[i])+lastdrawnbigtilt[i]*(1-((float)(j))/drawhowmany[i]),0,0,1);
- glRotatef(-rotation1[i]*(((float)(j))/drawhowmany[i])-lastdrawnrotation1[i]*(1-((float)(j))/drawhowmany[i])+90,0,1,0);
- glRotatef(-rotation2[i]*(((float)(j))/drawhowmany[i])-lastdrawnrotation2[i]*(1-((float)(j))/drawhowmany[i])+90,0,0,1);
- glRotatef(-rotation3[i]*(((float)(j))/drawhowmany[i])-lastdrawnrotation3[i]*(1-((float)(j))/drawhowmany[i]),0,1,0);
- glRotatef(smallrotation[i]*(((float)(j))/drawhowmany[i])+lastdrawnsmallrotation[i]*(1-((float)(j))/drawhowmany[i]),1,0,0);
- glRotatef(smallrotation2[i]*(((float)(j))/drawhowmany[i])+lastdrawnsmallrotation2[i]*(1-((float)(j))/drawhowmany[i]),0,1,0);
-
- if(owner[i]!=-1)
- {
- if(player[owner[i]].targetanimation==staffhitanim||player[owner[i]].currentanimation==staffhitanim||player[owner[i]].targetanimation==staffhitreversedanim||player[owner[i]].currentanimation==staffhitreversedanim)
- {
- glTranslatef(0,0,-.3);
- }
- if(player[owner[i]].targetanimation==staffgroundsmashanim||player[owner[i]].currentanimation==staffgroundsmashanim||player[owner[i]].targetanimation==staffspinhitreversedanim||player[owner[i]].currentanimation==staffspinhitreversedanim||player[owner[i]].targetanimation==staffspinhitanim||player[owner[i]].currentanimation==staffspinhitanim)
- {
- glTranslatef(0,0,-.1);
- }
- }
- /*if(type[i]==knife){
- if(owner[i]==-1){
- if(!physics[i]&&findDistance(&position[i],&oldposition[i])*5>1)glScalef(1,1,findDistance(&position[i],&oldposition[i])*5);
- }
- }*/
-
- if(type[i]==knife)
- {
- glEnable(GL_LIGHTING);
- if(!bloody[i]||!bloodtoggle)throwingknifemodel.drawdifftex(knifetextureptr);
- if(bloodtoggle)
- {
- if(bloody[i]==1)throwingknifemodel.drawdifftex(lightbloodknifetextureptr);
- if(bloody[i]==2)throwingknifemodel.drawdifftex(bloodknifetextureptr);
- }
- }
- if(type[i]==sword)
- {
- glEnable(GL_LIGHTING);
- if(!bloody[i]||!bloodtoggle)swordmodel.drawdifftex(swordtextureptr);
- if(bloodtoggle)
- {
- if(bloody[i]==1)swordmodel.drawdifftex(lightbloodswordtextureptr);
- if(bloody[i]==2)swordmodel.drawdifftex(bloodswordtextureptr);
- }
- }
- if(type[i]==staff)
- {
- glEnable(GL_LIGHTING);
- staffmodel.drawdifftex(stafftextureptr);
- }
-
- glPopMatrix();
- }
-
- lastdrawnposition[i]=position[i];
- lastdrawntippoint[i]=tippoint[i];
- lastdrawnrotation1[i]=rotation1[i];
- lastdrawnrotation2[i]=rotation2[i];
- lastdrawnrotation3[i]=rotation3[i];
- lastdrawnbigrotation[i]=bigrotation[i];
- lastdrawnbigtilt[i]=bigtilt[i];
- lastdrawnbigtilt2[i]=bigtilt2[i];
- lastdrawnsmallrotation[i]=smallrotation[i];
- lastdrawnsmallrotation2[i]=smallrotation2[i];
- if(owner[i]!=-1)lastdrawnanim[i]=player[owner[i]].currentanimation;
- }
- if(owner[i]!=-1)
- {
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix();
- glLoadIdentity();
- glTranslatef(position[i].x,position[i].y-.02,position[i].z);
- glRotatef(bigrotation[i],0,1,0);
- glRotatef(bigtilt2[i],1,0,0);
- glRotatef(bigtilt[i],0,0,1);
- glRotatef(-rotation1[i]+90,0,1,0);
- glRotatef(-rotation2[i]+90,0,0,1);
- glRotatef(-rotation3[i],0,1,0);
- glRotatef(smallrotation[i],1,0,0);
- glRotatef(smallrotation2[i],0,1,0);
- glTranslatef(0,0,length[i]);
- glGetFloatv(GL_MODELVIEW_MATRIX,M);
- tippoint[i].x=M[12];
- tippoint[i].y=M[13];
- tippoint[i].z=M[14];
- glPopMatrix();
- }
- /*XYZ shinepoint;
- XYZ nothingpoint;
- nothingpoint=0;
- shinepoint=position[i];
- Sprite::MakeSprite(weaponshinesprite, shinepoint,nothingpoint, 1,1,1,multiplier*2, 1);
- Sprite::speed[Sprite::numsprites-1]=4;
- Sprite::alivetime[Sprite::numsprites-1]=.3;
- shinepoint=tippoint[i];
- Sprite::MakeSprite(weaponshinesprite, shinepoint,nothingpoint, 1,1,1,multiplier*2, 1);
- Sprite::speed[Sprite::numsprites-1]=4;
- Sprite::alivetime[Sprite::numsprites-1]=.3;*/
- }
- }
- return 0;
+ 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;
+ }
}
-Weapons::Weapons()
+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()
{
- numweapons = 0;
+ //Move
+ int i = 0;
+ for (std::vector::iterator weapon = begin(); weapon != end(); ++weapon) {
+ weapon->DoStuff(i++);
+ }
+}
- // Model throwingknifemodel;
- knifetextureptr = 0;
- lightbloodknifetextureptr = 0;
- bloodknifetextureptr = 0;
+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();
+ }
+ }
+}
- // Model swordmodel;
- swordtextureptr = 0;
- lightbloodswordtextureptr = 0;
- bloodswordtextureptr = 0;
+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;
+}
- // Model staffmodel;
- stafftextureptr = 0;
+Weapons::Weapons()
+{
}
Weapons::~Weapons()
{
- if (stafftextureptr) glDeleteTextures( 1, &stafftextureptr );
- if (knifetextureptr) glDeleteTextures( 1, &knifetextureptr );
- if (lightbloodknifetextureptr) glDeleteTextures( 1, &lightbloodknifetextureptr );
- if (bloodknifetextureptr) glDeleteTextures( 1, &bloodknifetextureptr );
- if (swordtextureptr) glDeleteTextures( 1, &swordtextureptr );
- if (lightbloodswordtextureptr) glDeleteTextures( 1, &lightbloodswordtextureptr );
- if (bloodswordtextureptr) glDeleteTextures( 1, &bloodswordtextureptr );
+ Weapon::stafftextureptr.destroy();
+ Weapon::knifetextureptr.destroy();
+ Weapon::lightbloodknifetextureptr.destroy();
+ Weapon::bloodknifetextureptr.destroy();
+ Weapon::swordtextureptr.destroy();
+ Weapon::lightbloodswordtextureptr.destroy();
+ Weapon::bloodswordtextureptr.destroy();
}