2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
21 /**> HEADER FILES <**/
23 #include "openal_wrapper.h"
24 #include "Animation.h"
29 extern float multiplier;
30 extern Terrain terrain;
32 extern int environment;
34 extern FRUSTUM frustum;
36 extern float realmultiplier;
38 extern float slomodelay;
39 extern bool cellophane;
40 extern float texdetail;
41 extern float realtexdetail;
42 extern GLubyte bloodText[512 * 512 * 3];
43 extern GLubyte wolfbloodText[512 * 512 * 3];
44 extern int bloodtoggle;
45 extern Objects objects;
46 extern bool autoslomo;
47 extern float camerashake;
49 extern float viewdistance;
50 extern float blackout;
51 extern int difficulty;
53 extern float fadestart;
55 extern bool winfreeze;
56 extern float flashamount, flashr, flashg, flashb;
57 extern int flashdelay;
58 extern bool showpoints;
59 extern bool immediate;
61 extern bool tilt2weird;
62 extern bool tiltweird;
64 extern bool proportionweird;
65 extern bool vertexweird[6];
66 extern XYZ envsound[30];
67 extern float envsoundvol[30];
68 extern float envsoundlife[30];
69 extern int numenvsounds;
70 extern int tutoriallevel;
71 extern float smoketex;
72 extern int tutorialstage;
73 extern bool reversaltrain;
74 extern bool canattack;
76 extern float damagedealt;
78 extern float hostiletime;
80 extern int indialogue;
82 extern bool gamestarted;
84 std::vector<std::shared_ptr<Person>> Person::players(1, std::shared_ptr<Person>(new Person()));
89 * GameTick/doPlayerCollisions
91 void Person::CheckKick()
94 && (animTarget == rabbitkickanim
96 && victim != this->shared_from_this()
98 && animCurrent == rabbitkickanim)
99 && distsq(&coords, &victim->coords) < 1.2
100 && !victim->skeleton.free))
103 if (animation[victim->animTarget].height != lowheight) {
104 float damagemult = (creature == wolftype ? 2.5 : 1.) * power * power;
105 XYZ relative = velocity;
107 Normalise(&relative);
111 if (tutoriallevel != 1)
112 emit_sound_at(heavyimpactsound, victim->coords);
114 for (int i = 0; i < victim->skeleton.num_joints; i++) {
115 victim->skeleton.joints[i].velocity += relative * 120 * damagemult;
118 victim->DoDamage(100 * damagemult / victim->protectionhigh);
124 animTarget = backflipanim;
126 velocity = facing * -10;
130 resume_stream(whooshsound);
132 award_bonus(id, cannon);
133 } else if (victim->isCrouch()) {
134 animTarget = rabbitkickreversedanim;
135 animCurrent = rabbitkickreversedanim;
136 victim->animCurrent = rabbitkickreversalanim;
137 victim->animTarget = rabbitkickreversalanim;
143 victim->oldcoords = victim->coords;
144 coords = victim->coords;
145 victim->targetyaw = targetyaw;
146 victim->victim = this->shared_from_this();
153 * GameTick/doPlayerCollisions - spread fire between players
154 * GameTick/doDebugKeys - press f to ignite
155 * Person::DoStuff - spread fire from lit campfires and bushes
157 void Person::CatchFire()
159 XYZ flatfacing, flatvelocity;
161 for (int i = 0; i < 10; i++) {
162 howmany = abs(Random() % (skeleton.num_joints));
164 flatvelocity = velocity;
166 flatvelocity = skeleton.joints[howmany].velocity;
168 flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords;
170 flatfacing = skeleton.joints[howmany].position * scale + coords;
171 Sprite::MakeSprite(flamesprite, flatfacing, flatvelocity, 1, 1, 1, 2, 1);
176 emit_sound_at(firestartsound, coords);
178 emit_stream_at(stream_firesound, coords);
186 * idle animation for this creature (depending on status)
188 int Person::getIdle()
190 if (indialogue != -1 && howactive == typeactive && creature == rabbittype)
192 if (hasvictim && (victim != this->shared_from_this())/*||(id==0&&attackkeydown)*/)
193 if (/*(id==0&&attackkeydown)||*/(!victim->dead && victim->aitype != passivetype &&
194 victim->aitype != searchtype && aitype != passivetype && aitype != searchtype &&
195 victim->id < Person::players.size())) {
196 if ((aitype == playercontrolled && stunned <= 0 && weaponactive == -1) || pause) {
197 if (creature == rabbittype)
198 return fightidleanim;
199 if (creature == wolftype)
202 if (aitype == playercontrolled && stunned <= 0 && weaponactive != -1) {
203 if (weapons[weaponids[weaponactive]].getType() == knife)
204 return knifefightidleanim;
205 if (weapons[weaponids[weaponactive]].getType() == sword && victim->weaponactive != -1)
206 return swordfightidlebothanim;
207 if (weapons[weaponids[weaponactive]].getType() == sword)
208 return swordfightidleanim;
209 if (weapons[weaponids[weaponactive]].getType() == staff)
210 return swordfightidleanim;
212 if (aitype != playercontrolled && stunned <= 0 && creature != wolftype && !pause)
213 return fightsidestep;
215 if ((damage > permanentdamage || damage > damagetolerance * .8 || deathbleeding > 0) && creature != wolftype)
217 if (howactive == typesitting) return sitanim;
218 if (howactive == typesittingwall) return sitwallanim;
219 if (howactive == typesleeping) return sleepanim;
220 if (howactive == typedead1) return dead1anim;
221 if (howactive == typedead2) return dead2anim;
222 if (howactive == typedead3) return dead3anim;
223 if (howactive == typedead4) return dead4anim;
224 if (creature == rabbittype) return bounceidleanim;
225 if (creature == wolftype) return wolfidle;
230 * crouch animation for this creature
232 int Person::getCrouch()
234 if (creature == rabbittype)
236 if (creature == wolftype)
237 return wolfcrouchanim;
242 * running animation for this creature (can be upright or all fours)
246 if (creature == rabbittype && (!superruntoggle || weaponactive != -1))
248 if (creature == wolftype && (!superruntoggle))
251 if (creature == rabbittype && (superruntoggle && weaponactive == -1))
252 return rabbitrunninganim;
253 if (creature == wolftype && (superruntoggle))
254 return wolfrunninganim;
260 int Person::getStop()
262 if (creature == rabbittype)
264 if (creature == wolftype)
271 int Person::getLanding()
273 if (creature == rabbittype)
275 if (creature == wolftype)
282 int Person::getLandhard()
284 if (creature == rabbittype)
286 if (creature == wolftype)
287 return wolflandhardanim;
294 * Person::DoAnimations
297 SolidHitBonus(int playerid)
299 if (bonustime < 1.5 && bonus >= solidhit && bonus <= megacombo)
300 award_bonus(playerid, bonus == megacombo ? bonus : bonus + 1);
302 award_bonus(playerid, solidhit);
306 * spawns blood effects
308 void Person::DoBlood(float howmuch, int which)
310 // FIXME: should abstract out inputs
311 static int bleedxint, bleedyint;
313 if (bloodtoggle && tutoriallevel != 1) {
314 if (bleeding <= 0 && spurt) {
316 for (int i = 0; i < 3; i++) {
317 // emit blood particles
319 if (!skeleton.free) {
321 bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
324 bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0);
327 bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
329 bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale;
331 Sprite::MakeSprite(bloodsprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .05, 1);
332 Sprite::MakeSprite(bloodflamesprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .3, 1);
334 if (!skeleton.free) {
335 Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
336 Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1);
339 if (Random() % 2 == 0) // 50% chance
340 for (int i = 0; i < 3; i++) {
341 if (Random() % 2 != 0) {
342 // emit teeth particles
345 bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0);
346 bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
349 bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
350 bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale;
354 Sprite::MakeSprite(splintersprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .05, 1);
356 Sprite::MakeSprite(splintersprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
358 Sprite::setLastSpriteSpecial(3); // sets it to teeth
363 // FIXME: manipulating attributes
364 bleeding = howmuch + (float)abs(Random() % 100) / 200 - .25;
367 if (creature == rabbittype)
368 while (bloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] > which + 4 || bloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] < which - 4 || bleedxint < 10 || bleedyint < 10 || bleedxint > 500 || bleedyint > 500) {
369 bleedxint = abs(Random() % 512);
370 bleedyint = abs(Random() % 512);
372 if (creature == wolftype)
373 while (wolfbloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] > which + 4 || wolfbloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] < which - 4 || bleedxint < 10 || bleedyint < 10 || bleedxint > 500 || bleedyint > 500) {
374 bleedxint = abs(Random() % 512);
375 bleedyint = abs(Random() % 512);
379 bleedy /= realtexdetail;
380 bleedx /= realtexdetail;
381 direction = abs(Random() % 2) * 2 - 1;
390 * spawns big blood effects and ???
391 * modifies character's skin texture
393 void Person::DoBloodBig(float howmuch, int which)
395 static int bleedxint, bleedyint, i, j;
397 if (howmuch && id == 0)
400 if (tutoriallevel != 1 || id == 0)
401 if (aitype != playercontrolled && howmuch > 0) {
405 // FIXME: seems to be spawning sounds by manipulating attributes... MESSY!
406 if (creature == wolftype) {
407 int i = abs(Random() % 2);
409 whichsound = snarlsound;
411 whichsound = snarl2sound;
412 envsound[numenvsounds] = coords;
413 envsoundvol[numenvsounds] = 16;
414 envsoundlife[numenvsounds] = .4;
417 if (creature == rabbittype) {
418 int i = abs(Random() % 2);
420 whichsound = rabbitpainsound;
421 if (i == 1 && howmuch >= 2)
422 whichsound = rabbitpain1sound;
423 envsound[numenvsounds] = coords;
424 envsoundvol[numenvsounds] = 16;
425 envsoundlife[numenvsounds] = .4;
429 if (whichsound != -1)
430 emit_sound_at(whichsound, coords);
433 if (id == 0 && howmuch > 0) {
434 // FIXME: manipulating attributes
442 if (bloodtoggle && decals && tutoriallevel != 1) {
443 if (bleeding <= 0 && spurt) {
445 for (int i = 0; i < 3; i++) {
446 // emit blood particles
447 // FIXME: copypaste from above
449 if (!skeleton.free) {
451 bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
454 bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0);
457 bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
459 bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale;
461 Sprite::MakeSprite(bloodsprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .05, 1);
462 Sprite::MakeSprite(bloodflamesprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .3, 1);
464 if (!skeleton.free) {
465 Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
466 Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1);
471 // weird texture manipulation code follows.
472 // looks like this is painting blood onto the character's skin texture
473 // FIXME: surely there's a better way
475 int offsetx = 0, offsety = 0;
477 offsety = Random() % 40;
478 offsetx = abs(Random() % 60);
480 if (which == 190 || which == 185) {
481 offsety = Random() % 40;
482 offsetx = abs(Random() % 100) - 20;
485 offsety = Random() % 10;
486 offsetx = Random() % 10;
489 offsety = Random() % 20;
490 offsetx = Random() % 20;
492 if (which == 220 || which == 215) {
502 if (creature == rabbittype)
503 for (i = 0; i < 512; i++) {
504 for (j = 0; j < 512; j++) {
505 if (bloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && bloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) {
506 if (i < startx) startx = i;
507 if (j < starty) starty = j;
508 if (i > endx) endx = i;
509 if (j > endy) endy = j;
513 if (creature == wolftype)
514 for (i = 0; i < 512; i++) {
515 for (j = 0; j < 512; j++) {
516 if (wolfbloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && wolfbloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) {
517 if (i < startx) startx = i;
518 if (j < starty) starty = j;
519 if (i > endx) endx = i;
520 if (j > endy) endy = j;
530 if (startx < 0) startx = 0;
531 if (starty < 0) starty = 0;
532 if (endx > 512 - 1) endx = 512 - 1;
533 if (endy > 512 - 1) endy = 512 - 1;
534 if (endx < startx) endx = startx;
535 if (endy < starty) endy = starty;
537 startx /= realtexdetail;
538 starty /= realtexdetail;
539 endx /= realtexdetail;
540 endy /= realtexdetail;
542 int texdetailint = realtexdetail;
544 if (creature == rabbittype)
545 for (i = startx; i < endx; i++) {
546 for (j = starty; j < endy; j++) {
547 if (bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= which + 4 && bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= which - 4) {
548 color = Random() % 85 + 170;
549 where = i * skeleton.skinsize * 3 + j * 3;
550 if (skeleton.skinText[where + 0] > color / 2)
551 skeleton.skinText[where + 0] = color / 2;
552 skeleton.skinText[where + 1] = 0;
553 skeleton.skinText[where + 2] = 0;
557 if (creature == wolftype)
558 for (i = startx; i < endx; i++) {
559 for (j = starty; j < endy; j++) {
560 if (wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= which + 4 && wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= which - 4) {
561 color = Random() % 85 + 170;
562 where = i * skeleton.skinsize * 3 + j * 3;
563 if (skeleton.skinText[where + 0] > color / 2)
564 skeleton.skinText[where + 0] = color / 2;
565 skeleton.skinText[where + 1] = 0;
566 skeleton.skinText[where + 2] = 0;
570 skeleton.drawmodel.textureptr.bind();
575 if (creature == rabbittype)
576 while (bloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] > which + 4 || bloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] < which - 4 || bleedxint < 10 || bleedyint < 10 || bleedxint > 500 || bleedyint > 500) {
577 bleedxint = abs(Random() % 512);
578 bleedyint = abs(Random() % 512);
580 if (creature == wolftype)
581 while (wolfbloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] > which + 4 || wolfbloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] < which - 4 || bleedxint < 10 || bleedyint < 10 || bleedxint > 500 || bleedyint > 500) {
582 bleedxint = abs(Random() % 512);
583 bleedyint = abs(Random() % 512);
585 bleedy = bleedxint + offsetx;
586 bleedx = bleedyint + offsety;
587 bleedy /= realtexdetail;
588 bleedx /= realtexdetail;
593 if (bleedx > skeleton.skinsize - 1)
594 bleedx = skeleton.skinsize - 1;
595 if (bleedy > skeleton.skinsize - 1)
596 bleedy = skeleton.skinsize - 1;
597 direction = abs(Random() % 2) * 2 - 1;
600 bleeding = howmuch + (float)abs(Random() % 100) / 200 - .25;
601 deathbleeding += bleeding;
602 bloodloss += bleeding * 3;
604 if (tutoriallevel != 1 && aitype != playercontrolled && bloodloss > damagetolerance * 2 / 3 && bloodloss < damagetolerance && creature == rabbittype) {
605 if (abs(Random() % 2) == 0) {
606 aitype = gethelptype;
609 aitype = attacktypecutoff;
617 * similar to DoBloodBig
619 bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where)
623 static XYZ startpoint, endpoint, colpoint, movepoint;
624 static float rotationpoint;
626 static XYZ p1, p2, p3, p0;
630 float coordsx, coordsy;
633 if (bloodtoggle && decals && tutoriallevel != 1) {
636 where = DoRotation(where, 0, -yaw, 0);
644 // ray testing for a tri in the character model
645 whichtri = skeleton.drawmodel.LineCheck(&startpoint, &endpoint, &colpoint, &movepoint, &rotationpoint);
646 if (whichtri != -1) {
647 // low level geometry math
649 p1 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[whichtri].vertex[0]];
650 p2 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[whichtri].vertex[1]];
651 p3 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[whichtri].vertex[2]];
653 CrossProduct(p2-p1,p3-p1,&N);
654 CrossProduct(p0-p1,p3-p1,&temp);
655 s = dotproduct(&temp,&N)/findLength(&N);
656 CrossProduct(p2-p1,p1-p0,&temp);
657 t = dotproduct(&temp,&N)/findLength(&N);
660 bary.x = distsq(&p0, &p1);
661 bary.y = distsq(&p0, &p2);
662 bary.z = distsq(&p0, &p3);
664 total = bary.x + bary.y + bary.z;
673 total = bary.x + bary.y + bary.z;
679 gxx.x = skeleton.drawmodel.Triangles[whichtri].gx[0];
680 gxx.y = skeleton.drawmodel.Triangles[whichtri].gx[1];
681 gxx.z = skeleton.drawmodel.Triangles[whichtri].gx[2];
682 gyy.x = skeleton.drawmodel.Triangles[whichtri].gy[0];
683 gyy.y = skeleton.drawmodel.Triangles[whichtri].gy[1];
684 gyy.z = skeleton.drawmodel.Triangles[whichtri].gy[2];
685 coordsx = skeleton.drawmodel.Triangles[whichtri].gx[0] * bary.x + skeleton.drawmodel.Triangles[whichtri].gx[1] * bary.y + skeleton.drawmodel.Triangles[whichtri].gx[2] * bary.z;
686 coordsy = skeleton.drawmodel.Triangles[whichtri].gy[0] * bary.x + skeleton.drawmodel.Triangles[whichtri].gy[1] * bary.y + skeleton.drawmodel.Triangles[whichtri].gy[2] * bary.z;
688 //coordsx=skeleton.drawmodel.Triangles[whichtri].gx[1];
689 //coordsy=skeleton.drawmodel.Triangles[whichtri].gy[1];
691 if (bleeding <= 0 && spurt) {
693 for (int i = 0; i < 3; i++) {
694 // emit blood particles
695 // FIXME: more copypaste code
697 if (!skeleton.free) {
699 bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
702 bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0);
705 bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
707 bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale;
709 Sprite::MakeSprite(bloodsprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .05, 1);
710 Sprite::MakeSprite(bloodflamesprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .3, 1);
712 if (!skeleton.free) {
713 Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
714 Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1);
719 // texture manipulation follows
721 int offsetx = 0, offsety = 0;
722 offsetx = (1 + coordsy) * 512 - 291;
723 offsety = coordsx * 512 - 437;
730 if (creature == rabbittype)
731 for (i = 0; i < 512; i++) {
732 for (j = 0; j < 512; j++) {
733 if (bloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && bloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) {
734 if (i < startx) startx = i;
735 if (j < starty) starty = j;
736 if (i > endx) endx = i;
737 if (j > endy) endy = j;
741 if (creature == wolftype)
742 for (i = 0; i < 512; i++) {
743 for (j = 0; j < 512; j++) {
744 if (wolfbloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && wolfbloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) {
745 if (i < startx) startx = i;
746 if (j < starty) starty = j;
747 if (i > endx) endx = i;
748 if (j > endy) endy = j;
757 if (startx < 0) startx = 0;
758 if (starty < 0) starty = 0;
759 if (endx > 512 - 1) endx = 512 - 1;
760 if (endy > 512 - 1) endy = 512 - 1;
761 if (endx < startx) endx = startx;
762 if (endy < starty) endy = starty;
764 startx /= realtexdetail;
765 starty /= realtexdetail;
766 endx /= realtexdetail;
767 endy /= realtexdetail;
769 int texdetailint = realtexdetail;
771 if (creature == rabbittype)
772 for (i = startx; i < endx; i++) {
773 for (j = starty; j < endy; j++) {
774 if (bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= which + 4 && bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= which - 4) {
775 color = Random() % 85 + 170;
776 where = i * skeleton.skinsize * 3 + j * 3;
777 if (skeleton.skinText[where + 0] > color / 2)
778 skeleton.skinText[where + 0] = color / 2;
779 skeleton.skinText[where + 1] = 0;
780 skeleton.skinText[where + 2] = 0;
781 } else if (bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= 160 + 4 && bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= 160 - 4) {
782 color = Random() % 85 + 170;
783 where = i * skeleton.skinsize * 3 + j * 3;
784 if (skeleton.skinText[where + 0] > color / 2)
785 skeleton.skinText[where + 0] = color / 2;
786 skeleton.skinText[where + 1] = 0;
787 skeleton.skinText[where + 2] = 0;
791 if (creature == wolftype)
792 for (i = startx; i < endx; i++) {
793 for (j = starty; j < endy; j++) {
794 if (wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= which + 4 && wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= which - 4) {
795 color = Random() % 85 + 170;
796 where = i * skeleton.skinsize * 3 + j * 3;
797 if (skeleton.skinText[where + 0] > color / 2)
798 skeleton.skinText[where + 0] = color / 2;
799 skeleton.skinText[where + 1] = 0;
800 skeleton.skinText[where + 2] = 0;
801 } else if (wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= 160 + 4 && wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= 160 - 4) {
802 color = Random() % 85 + 170;
803 where = i * skeleton.skinsize * 3 + j * 3;
804 if (skeleton.skinText[where + 0] > color / 2)
805 skeleton.skinText[where + 0] = color / 2;
806 skeleton.skinText[where + 1] = 0;
807 skeleton.skinText[where + 2] = 0;
811 skeleton.drawmodel.textureptr.bind();
814 bleedy = (1 + coordsy) * 512;
815 bleedx = coordsx * 512;
816 bleedy /= realtexdetail;
817 bleedx /= realtexdetail;
822 if (bleedx > skeleton.skinsize - 1)
823 bleedx = skeleton.skinsize - 1;
824 if (bleedy > skeleton.skinsize - 1)
825 bleedy = skeleton.skinsize - 1;
826 direction = abs(Random() % 2) * 2 - 1;
831 bleeding = howmuch + (float)abs(Random() % 100) / 200 - .25;
832 deathbleeding += bleeding;
833 bloodloss += bleeding * 3;
835 if (tutoriallevel != 1 && aitype != playercontrolled && bloodloss > damagetolerance * 2 / 3 && bloodloss < damagetolerance && creature == rabbittype) {
836 if (abs(Random() % 2) == 0) {
837 aitype = gethelptype;
840 aitype = attacktypecutoff;
851 * guessing this performs a reversal
853 void Person::Reverse()
855 if (!((victim->aitype == playercontrolled
857 || staggerdelay <= 0)
858 && victim->animTarget != jumpupanim
859 && victim->animTarget != jumpdownanim
860 && (tutoriallevel != 1 || cananger)
864 if (normaldotproduct (victim->facing, victim->coords - coords) > 0
865 && (victim->id != 0 || difficulty >= 2)
866 && (creature != wolftype || victim->creature == wolftype))
869 if (animTarget == sweepanim) {
870 animTarget = sweepreversedanim;
871 animCurrent = sweepreversedanim;
872 victim->animCurrent = sweepreversalanim;
873 victim->animTarget = sweepreversalanim;
875 if (animTarget == spinkickanim) {
876 animTarget = spinkickreversedanim;
877 animCurrent = spinkickreversedanim;
878 victim->animCurrent = spinkickreversalanim;
879 victim->animTarget = spinkickreversalanim;
881 if (animTarget == upunchanim || animTarget == rabbittacklinganim) {
882 if (animTarget == rabbittacklinganim) {
885 victim->frameCurrent = 6;
886 victim->frameTarget = 7;
888 animTarget = upunchreversedanim;
889 animCurrent = upunchreversedanim;
890 victim->animCurrent = upunchreversalanim;
891 victim->animTarget = upunchreversalanim;
893 if (animTarget == staffhitanim && distsq(&victim->coords, &coords) < 2 && ((victim->id == 0 && victim->crouchkeydown) || Random() % 4 == 0)) {
894 if (victim->weaponactive != -1) {
895 victim->throwtogglekeydown = 1;
896 XYZ tempVelocity = victim->velocity * .2;
897 if (tempVelocity.x == 0)
899 weapons[victim->weaponids[0]].drop(tempVelocity, tempVelocity, false);
900 victim->num_weapons--;
901 if (victim->num_weapons) {
902 victim->weaponids[0] = victim->weaponids[victim->num_weapons];
903 if (victim->weaponstuck == victim->num_weapons)
904 victim->weaponstuck = 0;
907 victim->weaponactive = -1;
908 for (unsigned j = 0; j < Person::players.size(); j++) {
909 Person::players[j]->wentforweapon = 0;
913 animTarget = staffhitreversedanim;
914 animCurrent = staffhitreversedanim;
915 victim->animCurrent = staffhitreversalanim;
916 victim->animTarget = staffhitreversalanim;
918 if (animTarget == staffspinhitanim && distsq(&victim->coords, &coords) < 2 && ((victim->id == 0 && victim->crouchkeydown) || Random() % 2 == 0)) {
919 if (victim->weaponactive != -1) {
920 victim->throwtogglekeydown = 1;
921 XYZ tempVelocity = victim->velocity * .2;
922 if (tempVelocity.x == 0)
924 weapons[victim->weaponids[0]].drop(tempVelocity, tempVelocity, false);
925 victim->num_weapons--;
926 if (victim->num_weapons) {
927 victim->weaponids[0] = victim->weaponids[victim->num_weapons];
928 if (victim->weaponstuck == victim->num_weapons)
929 victim->weaponstuck = 0;
932 victim->weaponactive = -1;
933 for (unsigned j = 0; j < Person::players.size(); j++) {
934 Person::players[j]->wentforweapon = 0;
937 animTarget = staffspinhitreversedanim;
938 animCurrent = staffspinhitreversedanim;
939 victim->animCurrent = staffspinhitreversalanim;
940 victim->animTarget = staffspinhitreversalanim;
942 if (animTarget == swordslashanim && distsq(&victim->coords, &coords) < 2 && ((victim->id == 0 && victim->crouchkeydown) || Random() % 4 == 0)) {
943 if (victim->weaponactive != -1) {
944 victim->throwtogglekeydown = 1;
945 XYZ tempVelocity = victim->velocity * .2;
946 if (tempVelocity.x == 0)
948 weapons[victim->weaponids[0]].drop(tempVelocity, tempVelocity, false);
949 victim->num_weapons--;
950 if (victim->num_weapons) {
951 victim->weaponids[0] = victim->weaponids[victim->num_weapons];
952 if (victim->weaponstuck == victim->num_weapons)
953 victim->weaponstuck = 0;
956 victim->weaponactive = -1;
957 for (unsigned j = 0; j < Person::players.size(); j++) {
958 Person::players[j]->wentforweapon = 0;
961 animTarget = swordslashreversedanim;
962 animCurrent = swordslashreversedanim;
963 victim->animCurrent = swordslashreversalanim;
964 victim->animTarget = swordslashreversalanim;
966 if (animTarget == knifeslashstartanim && distsq(&victim->coords, &coords) < 2 && (victim->id == 0 || Random() % 4 == 0)) {
967 if (victim->weaponactive != -1) {
968 victim->throwtogglekeydown = 1;
969 XYZ tempVelocity = victim->velocity * .2;
970 if (tempVelocity.x == 0)
972 weapons[victim->weaponids[0]].drop(tempVelocity, tempVelocity, false);
973 victim->num_weapons--;
974 if (victim->num_weapons) {
975 victim->weaponids[0] = victim->weaponids[victim->num_weapons];
976 if (victim->weaponstuck == victim->num_weapons)
977 victim->weaponstuck = 0;
980 victim->weaponactive = -1;
981 for (unsigned j = 0; j < Person::players.size(); j++) {
982 Person::players[j]->wentforweapon = 0;
985 animTarget = knifeslashreversedanim;
986 animCurrent = knifeslashreversedanim;
987 victim->animCurrent = knifeslashreversalanim;
988 victim->animTarget = knifeslashreversalanim;
990 if (animTarget != knifeslashstartanim && animTarget != staffhitanim && animTarget != staffspinhitanim && animTarget != winduppunchanim && animTarget != wolfslapanim && animTarget != swordslashanim) {
991 victim->targettilt2 = targettilt2;
992 victim->frameCurrent = frameCurrent;
993 victim->frameTarget = frameTarget;
994 victim->target = target;
995 victim->velocity = 0;
996 victim->oldcoords = victim->coords;
997 victim->coords = coords;
998 victim->targetyaw = targetyaw;
999 victim->yaw = targetyaw;
1000 victim->victim = this->shared_from_this();
1002 if (animTarget == winduppunchanim) {
1003 animTarget = winduppunchblockedanim;
1004 victim->animTarget = blockhighleftanim;
1005 victim->frameTarget = 1;
1006 victim->target = .5;
1007 victim->victim = this->shared_from_this();
1008 victim->targetyaw = targetyaw + 180;
1010 if (animTarget == wolfslapanim) {
1011 animTarget = winduppunchblockedanim;
1012 victim->animTarget = blockhighleftanim;
1013 victim->frameTarget = 1;
1014 victim->target = .5;
1015 victim->victim = this->shared_from_this();
1016 victim->targetyaw = targetyaw + 180;
1018 if ((animTarget == swordslashanim || animTarget == staffhitanim || animTarget == staffspinhitanim) && victim->weaponactive != -1) {
1019 animTarget = swordslashparriedanim;
1020 parriedrecently = .4;
1021 victim->parriedrecently = 0;
1022 victim->animTarget = swordslashparryanim;
1023 victim->frameTarget = 1;
1024 victim->target = .5;
1025 victim->victim = this->shared_from_this();
1026 victim->targetyaw = targetyaw + 180;
1028 if (abs(Random() % 20) == 0 || weapons[victim->weaponids[victim->weaponactive]].getType() == knife) {
1029 if (victim->weaponactive != -1) {
1030 if (weapons[victim->weaponids[0]].getType() == staff || weapons[weaponids[0]].getType() == staff) {
1031 if (weapons[victim->weaponids[0]].getType() == staff)
1032 weapons[victim->weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250;
1033 if (weapons[weaponids[0]].getType() == staff)
1034 weapons[weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250;
1035 emit_sound_at(swordstaffsound, victim->coords);
1037 emit_sound_at(metalhitsound, victim->coords);
1041 victim->Puff(righthand);
1043 victim->frameTarget = 0;
1044 victim->animTarget = staggerbackhighanim;
1045 victim->targetyaw = targetyaw + 180;
1047 aim = DoRotation(facing, 0, 90, 0) * 21;
1049 weapons[victim->weaponids[0]].drop(aim * -.2, aim);
1050 victim->num_weapons--;
1051 if (victim->num_weapons) {
1052 victim->weaponids[0] = victim->weaponids[num_weapons];
1053 if (victim->weaponstuck == victim->num_weapons)
1054 victim->weaponstuck = 0;
1056 victim->weaponactive = -1;
1057 for (unsigned i = 0; i < Person::players.size(); i++) {
1058 Person::players[i]->wentforweapon = 0;
1062 if (abs(Random() % 20) == 0) {
1063 if (weaponactive != -1) {
1064 if (weapons[victim->weaponids[0]].getType() == staff || weapons[weaponids[0]].getType() == staff) {
1065 if (weapons[victim->weaponids[0]].getType() == staff)
1066 weapons[victim->weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250;
1067 if (weapons[weaponids[0]].getType() == staff)
1068 weapons[weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250;
1070 emit_sound_at(swordstaffsound, coords);
1072 emit_sound_at(metalhitsound, coords);
1080 animTarget = staggerbackhighanim;
1081 targetyaw = targetyaw + 180;
1083 aim = DoRotation(facing, 0, 90, 0) * 21;
1085 weapons[victim->weaponids[0]].drop(aim * -.2, aim);
1088 weaponids[0] = weaponids[num_weapons];
1089 if (weaponstuck == num_weapons)
1093 for (unsigned i = 0; i < Person::players.size(); i++) {
1094 Person::players[i]->wentforweapon = 0;
1101 if (animTarget == knifeslashstartanim || animTarget == swordslashanim || animTarget == staffhitanim || animTarget == staffspinhitanim) {
1102 if ((animTarget != staffhitanim && animTarget != staffspinhitanim) || distsq(&coords, &victim->coords) > .2) {
1103 victim->animTarget = dodgebackanim;
1104 victim->frameTarget = 0;
1108 rotatetarget = coords - victim->coords;
1109 Normalise(&rotatetarget);
1110 victim->targetyaw = -asin(0 - rotatetarget.x);
1111 victim->targetyaw *= 360 / 6.28;
1112 if (rotatetarget.z < 0)
1113 victim->targetyaw = 180 - victim->targetyaw;
1115 victim->targettilt2 = -asin(rotatetarget.y) * 360 / 6.28; //*-70;
1117 victim->lastattack3 = victim->lastattack2;
1118 victim->lastattack2 = victim->lastattack;
1119 victim->lastattack = victim->animTarget;
1121 victim->animTarget = sweepanim;
1122 victim->frameTarget = 0;
1126 rotatetarget = coords - victim->coords;
1127 Normalise(&rotatetarget);
1128 victim->targetyaw = -asin(0 - rotatetarget.x);
1129 victim->targetyaw *= 360 / 6.28;
1130 if (rotatetarget.z < 0)
1131 victim->targetyaw = 180 - victim->targetyaw;
1133 victim->targettilt2 = -asin(rotatetarget.y) * 360 / 6.28; //*-70;
1135 victim->lastattack3 = victim->lastattack2;
1136 victim->lastattack2 = victim->lastattack;
1137 victim->lastattack = victim->animTarget;
1142 victim->velocity = 0;
1144 if (aitype != playercontrolled)
1146 if (aitype != playercontrolled && Random() % 3 == 0 && escapednum < 2 && difficulty == 2)
1148 if (aitype != playercontrolled && Random() % 5 == 0 && escapednum < 2 && difficulty == 1)
1150 if (aitype != playercontrolled && Random() % 10 == 0 && escapednum < 2 && difficulty == 0)
1153 if (victim->id == 0 && animation[victim->animTarget].attack == reversal)
1160 void Person::DoDamage(float howmuch)
1162 // subtract health (temporary?)
1163 if (tutoriallevel != 1)
1164 damage += howmuch / power;
1167 damagedealt += howmuch / power;
1169 damagetaken += howmuch / power;
1172 if (id == 0 && (bonus == solidhit || bonus == twoxcombo || bonus == threexcombo || bonus == fourxcombo || bonus == megacombo))
1175 if (tutoriallevel != 1)
1176 permanentdamage += howmuch / 2 / power;
1177 if (tutoriallevel != 1)
1178 superpermanentdamage += howmuch / 4 / power;
1180 if (permanentdamage > damagetolerance / 2 && permanentdamage - howmuch < damagetolerance / 2 && Random() % 2)
1182 if ((permanentdamage > damagetolerance * .8 && Random() % 2 && !deathbleeding) || spurt)
1186 camerashake += howmuch / 100;
1187 if (id == 0 && ((howmuch > 50 && damage > damagetolerance / 2)))
1188 blackout = damage / damagetolerance;
1193 if (aitype == passivetype && damage < damagetolerance && ((tutoriallevel != 1 || cananger) && hostile))
1194 aitype = attacktypecutoff;
1195 if (tutoriallevel != 1 && aitype != playercontrolled && damage < damagetolerance && damage > damagetolerance * 2 / 3 && creature == rabbittype) {
1196 if (abs(Random() % 2) == 0) {
1197 aitype = gethelptype;
1200 aitype = attacktypecutoff;
1204 if (howmuch > damagetolerance * 50 && skeleton.free != 2) {
1207 for (int i = 0; i < skeleton.num_joints; i++) {
1209 flatvelocity2 = velocity;
1211 flatvelocity2 = skeleton.joints[i].velocity;
1213 flatfacing2 = DoRotation(DoRotation(DoRotation(skeleton.joints[i].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords;
1215 flatfacing2 = skeleton.joints[i].position * scale + coords;
1216 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1217 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1218 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1219 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1220 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
1221 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1224 emit_sound_at(splattersound, coords);
1229 if (!dead && creature == wolftype) {
1230 award_bonus(0, Wolfbonus);
1237 if (tutoriallevel != 1 || id == 0)
1238 if (speechdelay <= 0 && !dead && aitype != playercontrolled) {
1239 int whichsound = -1;
1241 if (creature == wolftype) {
1242 int i = abs(Random() % 2);
1244 whichsound = snarlsound;
1246 whichsound = snarl2sound;
1247 envsound[numenvsounds] = coords;
1248 envsoundvol[numenvsounds] = 16;
1249 envsoundlife[numenvsounds] = .4;
1252 if (creature == rabbittype) {
1253 int i = abs(Random() % 2);
1255 whichsound = rabbitpainsound;
1256 if (i == 1 && damage > damagetolerance)
1257 whichsound = rabbitpain1sound;
1258 envsound[numenvsounds] = coords;
1259 envsoundvol[numenvsounds] = 16;
1260 envsoundlife[numenvsounds] = .4;
1264 if (whichsound != -1) {
1265 emit_sound_at(whichsound, coords);
1272 * calculate/animate head facing direction?
1274 void Person::DoHead()
1276 static XYZ rotatearound;
1278 static float lookspeed = 500;
1280 if (!freeze && !winfreeze) {
1283 targetheadyaw = (float)((int)((0 - yaw - targetheadyaw + 180) * 100) % 36000) / 100;
1284 targetheadpitch = (float)((int)(targetheadpitch * 100) % 36000) / 100;
1286 while (targetheadyaw > 180)targetheadyaw -= 360;
1287 while (targetheadyaw < -180)targetheadyaw += 360;
1289 if (targetheadyaw > 160)
1290 targetheadpitch = targetheadpitch * -1;
1291 if (targetheadyaw < -160)
1292 targetheadpitch = targetheadpitch * -1;
1293 if (targetheadyaw > 160)
1294 targetheadyaw = targetheadyaw - 180;
1295 if (targetheadyaw < -160)
1296 targetheadyaw = targetheadyaw + 180;
1298 if (targetheadpitch > 120)
1299 targetheadpitch = 120;
1300 if (targetheadpitch < -120)
1301 targetheadpitch = -120;
1302 if (targetheadyaw > 120)
1303 targetheadyaw = 120;
1304 if (targetheadyaw < -120)
1305 targetheadyaw = -120;
1308 targetheadpitch = 0;
1310 if (targetheadyaw > 80)
1312 if (targetheadyaw < -80)
1313 targetheadyaw = -80;
1314 if (targetheadpitch > 50)
1315 targetheadpitch = 50;
1316 if (targetheadpitch < -50)
1317 targetheadpitch = -50;
1320 if (abs(headyaw - targetheadyaw) < multiplier * lookspeed)
1321 headyaw = targetheadyaw;
1322 else if (headyaw > targetheadyaw) {
1323 headyaw -= multiplier * lookspeed;
1324 } else if (headyaw < targetheadyaw) {
1325 headyaw += multiplier * lookspeed;
1328 if (abs(headpitch - targetheadpitch) < multiplier * lookspeed / 2)
1329 headpitch = targetheadpitch;
1330 else if (headpitch > targetheadpitch) {
1331 headpitch -= multiplier * lookspeed / 2;
1332 } else if (headpitch < targetheadpitch) {
1333 headpitch += multiplier * lookspeed / 2;
1336 rotatearound = jointPos(neck);
1337 jointPos(head) = rotatearound + DoRotation(jointPos(head) - rotatearound, headpitch, 0, 0);
1341 if (animTarget != bounceidleanim && animTarget != fightidleanim && animTarget != wolfidle && animTarget != knifefightidleanim && animTarget != drawrightanim && animTarget != drawleftanim && animTarget != walkanim) {
1342 facing = DoRotation(facing, headpitch * .4, 0, 0);
1343 facing = DoRotation(facing, 0, headyaw * .4, 0);
1346 if (animTarget == bounceidleanim || animTarget == fightidleanim || animTarget == wolfidle || animTarget == knifefightidleanim || animTarget == drawrightanim || animTarget == drawleftanim) {
1347 facing = DoRotation(facing, headpitch * .8, 0, 0);
1348 facing = DoRotation(facing, 0, headyaw * .8, 0);
1351 if (animTarget == walkanim) {
1352 facing = DoRotation(facing, headpitch * .6, 0, 0);
1353 facing = DoRotation(facing, 0, headyaw * .6, 0);
1356 skeleton.specialforward[0] = facing;
1357 //skeleton.specialforward[0]=DoRotation(facing,0,yaw,0);
1358 for (int i = 0; i < skeleton.num_muscles; i++) {
1359 if (skeleton.muscles[i].visible && (skeleton.muscles[i].parent1->label == head || skeleton.muscles[i].parent2->label == head)) {
1360 skeleton.FindRotationMuscle(i, animTarget);
1367 * ragdolls character?
1369 void Person::RagDoll(bool checkcollision)
1374 if (!skeleton.free) {
1377 if (id == 0 && isFlip())
1384 facing = DoRotation(facing, 0, yaw, 0);
1386 skeleton.freetime = 0;
1388 skeleton.longdead = 0;
1391 skeleton.broken = 0;
1392 skeleton.spinny = 1;
1394 skeleton.freefall = 1;
1396 if (!isnormal(velocity.x)) velocity.x = 0;
1397 if (!isnormal(velocity.y)) velocity.y = 0;
1398 if (!isnormal(velocity.z)) velocity.z = 0;
1399 if (!isnormal(yaw)) yaw = 0;
1400 if (!isnormal(coords.x)) coords = 0;
1401 if (!isnormal(tilt)) tilt = 0;
1402 if (!isnormal(tilt2)) tilt2 = 0;
1404 for (int i = 0; i < skeleton.num_joints; i++) {
1405 skeleton.joints[i].delay = 0;
1406 skeleton.joints[i].locked = 0;
1407 skeleton.joints[i].position = DoRotation(DoRotation(DoRotation(skeleton.joints[i].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0);
1408 if (!isnormal(skeleton.joints[i].position.x)) skeleton.joints[i].position = DoRotation(skeleton.joints[i].position, 0, yaw, 0);
1409 if (!isnormal(skeleton.joints[i].position.x)) skeleton.joints[i].position = coords;
1410 skeleton.joints[i].position.y += .1;
1411 skeleton.joints[i].oldposition = skeleton.joints[i].position;
1412 skeleton.joints[i].realoldposition = skeleton.joints[i].position * scale + coords;
1415 for (int i = 0; i < skeleton.num_joints; i++) {
1416 skeleton.joints[i].velocity = 0;
1417 skeleton.joints[i].velchange = 0;
1419 skeleton.DoConstraints(&coords, &scale);
1420 if (animation[animCurrent].height == lowheight || animation[animTarget].height == lowheight) {
1421 skeleton.DoConstraints(&coords, &scale);
1422 skeleton.DoConstraints(&coords, &scale);
1423 skeleton.DoConstraints(&coords, &scale);
1424 skeleton.DoConstraints(&coords, &scale);
1427 speed = animation[animTarget].speed[frameTarget] * 2;
1428 if (animation[animCurrent].speed[frameCurrent] > animation[animTarget].speed[frameTarget]) {
1429 speed = animation[animCurrent].speed[frameCurrent] * 2;
1432 speed = transspeed * 2;
1436 for (int i = 0; i < skeleton.num_joints; i++) {
1437 if ((animation[animCurrent].attack != reversed || animCurrent == swordslashreversedanim) && animCurrent != rabbitkickanim && !isLanding() && !wasLanding() && animation[animCurrent].height == animation[animTarget].height)
1438 skeleton.joints[i].velocity = velocity / scale + facing * 5 + DoRotation(DoRotation(DoRotation((animation[animTarget].position[i][frameTarget] - animation[animCurrent].position[i][frameCurrent]) * speed, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0);
1440 skeleton.joints[i].velocity = velocity / scale + facing * 5;
1441 change.x = (float)(Random() % 100) / 100;
1442 change.y = (float)(Random() % 100) / 100;
1443 change.z = (float)(Random() % 100) / 100;
1444 skeleton.joints[i].velocity += change;
1445 skeleton.joints[abs(Random() % skeleton.num_joints)].velocity -= change;
1447 change.x = (float)(Random() % 100) / 100;
1448 change.y = (float)(Random() % 100) / 100;
1449 change.z = (float)(Random() % 100) / 100;
1450 skeleton.joints[i].velchange += change;
1451 skeleton.joints[abs(Random() % skeleton.num_joints)].velchange -= change;
1454 if (checkcollision) {
1461 for (j = 0; j < skeleton.num_joints; j++) {
1462 average += skeleton.joints[j].position;
1466 coords += average * scale;
1467 for (j = 0; j < skeleton.num_joints; j++) {
1468 skeleton.joints[j].position -= average;
1471 whichpatchx = coords.x / (terrain.size / subdivision * terrain.scale);
1472 whichpatchz = coords.z / (terrain.size / subdivision * terrain.scale);
1473 if (terrain.patchobjectnum[whichpatchx][whichpatchz])
1474 for (l = 0; l < terrain.patchobjectnum[whichpatchx][whichpatchz]; l++) {
1475 i = terrain.patchobjects[whichpatchx][whichpatchz][l];
1478 if (SphereCheck(&lowpoint, 3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
1479 coords.x = lowpoint.x;
1480 coords.z = lowpoint.z;
1489 for (int i = 0; i < skeleton.num_joints; i++) {
1490 velocity += skeleton.joints[i].velocity * scale;
1492 velocity /= skeleton.num_joints;
1495 if (Random() % 2 == 0) {
1496 if (weaponactive != -1 && animTarget != rabbitkickanim && num_weapons > 0) {
1497 weapons[weaponids[0]].drop(jointVel(righthand) * scale * -.3, jointVel(righthand) * scale);
1498 weapons[weaponids[0]].velocity.x += .01;
1501 weaponids[0] = weaponids[num_weapons];
1502 if (weaponstuck == num_weapons)
1506 for (unsigned i = 0; i < Person::players.size(); i++) {
1507 Person::players[i]->wentforweapon = 0;
1512 animTarget = bounceidleanim;
1513 animCurrent = bounceidleanim;
1523 void Person::FootLand(int which, float opacity)
1525 static XYZ terrainlight;
1526 static XYZ footvel, footpoint;
1527 if (opacity >= 1 || skiddelay <= 0)
1531 footpoint = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords;
1533 footpoint = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords;
1534 //footpoint.y=coords.y;
1535 if (distsq(&footpoint, &viewer))
1536 Sprite::MakeSprite(cloudsprite, footpoint, footvel, 1, 1, 1, .5, .2 * opacity);
1537 } else if (environment == snowyenvironment && onterrain && terrain.getOpacity(coords.x, coords.z) < .2) {
1538 footvel = velocity / 5;
1542 footpoint = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords;
1544 footpoint = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords;
1545 footpoint.y = terrain.getHeight(footpoint.x, footpoint.z);
1546 terrainlight = terrain.getLighting(footpoint.x, footpoint.z);
1547 if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4)
1548 Sprite::MakeSprite(cloudsprite, footpoint, footvel * .6, terrainlight.x, terrainlight.y, terrainlight.z, .5, .7 * opacity);
1549 if (opacity >= 1 || detail == 2)
1551 if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4)
1552 terrain.MakeDecal(footprintdecal, footpoint, .2, 1 * opacity, yaw);
1553 } else if (environment == grassyenvironment && onterrain && terrain.getOpacity(coords.x, coords.z) < .2) {
1554 footvel = velocity / 5;
1558 footpoint = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords;
1560 footpoint = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords;
1561 footpoint.y = terrain.getHeight(footpoint.x, footpoint.z);
1562 terrainlight = terrain.getLighting(footpoint.x, footpoint.z);
1563 if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4)
1564 Sprite::MakeSprite(cloudsprite, footpoint, footvel * .6, terrainlight.x * 90 / 255, terrainlight.y * 70 / 255, terrainlight.z * 8 / 255, .5, .5 * opacity);
1565 } else if (environment == desertenvironment && onterrain && terrain.getOpacity(coords.x, coords.z) < .2) {
1566 footvel = velocity / 5;
1570 footpoint = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords;
1572 footpoint = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords;
1573 footpoint.y = terrain.getHeight(footpoint.x, footpoint.z);
1574 terrainlight = terrain.getLighting(footpoint.x, footpoint.z);
1575 if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4)
1576 Sprite::MakeSprite(cloudsprite, footpoint, footvel * .6, terrainlight.x * 190 / 255, terrainlight.y * 170 / 255, terrainlight.z * 108 / 255, .5, .7 * opacity);
1577 if (opacity >= 1 || detail == 2)
1579 if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4)
1580 terrain.MakeDecal(footprintdecal, footpoint, .2, .25 * opacity, yaw);
1581 } else if (isLanding() || animTarget == jumpupanim || isLandhard()) {
1582 footvel = velocity / 5;
1586 footpoint = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords;
1588 footpoint = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords;
1589 //footpoint.y=coords.y;
1590 if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4)
1591 Sprite::MakeSprite(cloudsprite, footpoint, footvel * .6, 1, 1, 1, .5, .2 * opacity);
1596 * make a puff effect at a body part (dust effect?)
1598 void Person::Puff(int whichlabel)
1600 static XYZ footvel, footpoint;
1603 footpoint = DoRotation(jointPos(whichlabel), 0, yaw, 0) * scale + coords;
1604 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 1, 1, .9, .3);
1608 * I think I added this in an attempt to clean up code
1610 void Person::setAnimation(int animation)
1612 animTarget = animation;
1621 void Person::DoAnimations()
1623 if (!skeleton.free) {
1624 static float oldtarget;
1626 if (isIdle() && animCurrent != getIdle())
1627 normalsupdatedelay = 0;
1629 if (animTarget == tempanim || animCurrent == tempanim) {
1630 animation[tempanim] = tempanimation;
1632 if (animTarget == jumpupanim || animTarget == jumpdownanim || isFlip()) {
1638 vel[0] = velocity.x;
1639 vel[1] = velocity.y;
1640 vel[2] = velocity.z;
1643 OPENAL_3D_SetAttributes(channels[whooshsound], gLoc, vel);
1644 OPENAL_SetVolume(channels[whooshsound], 64 * findLength(&velocity) / 5);
1646 if (((velocity.y < -15) || (crouchkeydown && velocity.y < -8)) && abs(velocity.y) * 4 > fast_sqrt(velocity.x * velocity.x * velocity.z * velocity.z))
1648 if (!crouchkeydown && velocity.y >= -15)
1651 if ((animCurrent == jumpupanim || animTarget == jumpdownanim)/*&&velocity.y<40*/ && !isFlip() && (!isLanding() && !isLandhard()) && ((crouchkeydown && !crouchtogglekeydown))) {
1656 targfacing = DoRotation(targfacing, 0, targetyaw, 0);
1658 if (normaldotproduct(targfacing, velocity) >= -.3)
1659 animTarget = flipanim;
1661 animTarget = backflipanim;
1662 crouchtogglekeydown = 1;
1670 if (animation[animTarget].attack != reversed)
1672 if (!crouchkeydown || (isLanding() || isLandhard()) || (wasLanding() || wasLandhard())) {
1673 crouchtogglekeydown = 0;
1674 if (aitype == playercontrolled)
1677 if (!crouchtogglekeydown && animation[animTarget].attack == reversed && aitype == playercontrolled && (escapednum < 2 || reversaltrain))
1680 crouchtogglekeydown = 1;
1684 if (animation[animTarget].attack || animCurrent == getupfrombackanim || animCurrent == getupfromfrontanim) {
1686 normalsupdatedelay = 0;
1690 if (animTarget == rollanim && frameTarget == 3 && onfire) {
1692 emit_sound_at(fireendsound, coords);
1693 pause_sound(stream_firesound);
1697 if (animTarget == rabbittacklinganim && frameTarget == 1) {
1698 if (victim->aitype == attacktypecutoff && victim->stunned <= 0 && victim->surprised <= 0 && victim->id != 0)
1700 if (animTarget == rabbittacklinganim && frameTarget == 1 && !victim->isCrouch() && victim->animTarget != backhandspringanim) {
1701 if (normaldotproduct(victim->facing, facing) > 0)
1702 victim->animTarget = rabbittackledbackanim;
1704 victim->animTarget = rabbittackledfrontanim;
1705 victim->frameTarget = 2;
1708 victim->targetyaw = yaw;
1709 if (victim->aitype == gethelptype)
1710 victim->DoDamage(victim->damagetolerance - victim->damage);
1711 //victim->DoDamage(30);
1712 if (creature == wolftype) {
1714 emit_sound_at(clawslicesound, victim->coords);
1716 victim->DoBloodBig(1 / victim->armorhead, 210);
1718 award_bonus(id, TackleBonus,
1719 victim->aitype == gethelptype ? 50 : 0);
1723 if (!drawtogglekeydown && drawkeydown && (weaponactive == -1 || num_weapons == 1) && (animation[animTarget].label[frameTarget] || (animTarget != animCurrent && animCurrent == rollanim)) && num_weapons > 0 && creature != wolftype) {
1724 if (weapons[weaponids[0]].getType() == knife) {
1725 if (weaponactive == -1)
1727 else if (weaponactive == 0)
1730 if (weaponactive == -1) {
1731 emit_sound_at(knifesheathesound, coords);
1733 if (weaponactive != -1) {
1734 emit_sound_at(knifedrawsound, coords, 128);
1737 drawtogglekeydown = 1;
1740 if (tutoriallevel != 1 || id == 0)
1741 if ((animation[animTarget].label[frameTarget] && (animation[animTarget].label[frameTarget] < 5 || animation[animTarget].label[frameTarget] == 8))/*||(animTarget==rollanim&&frameTarget==animation[rollanim].numframes-1)*/) {
1744 if (terrain.getOpacity(coords.x, coords.z) < .2) {
1745 if (animation[animTarget].label[frameTarget] == 1)
1746 whichsound = footstepsound;
1748 whichsound = footstepsound2;
1749 if (animation[animTarget].label[frameTarget] == 1)
1751 if (animation[animTarget].label[frameTarget] == 2)
1753 if (animation[animTarget].label[frameTarget] == 3 && isRun()) {
1759 if (terrain.getOpacity(coords.x, coords.z) >= .2) {
1760 if (animation[animTarget].label[frameTarget] == 1)
1761 whichsound = footstepsound3;
1763 whichsound = footstepsound4;
1767 if (animation[animTarget].label[frameTarget] == 1)
1768 whichsound = footstepsound3;
1770 whichsound = footstepsound4;
1772 if (animation[animTarget].label[frameTarget] == 4 && (weaponactive == -1 || (animTarget != knifeslashstartanim && animTarget != knifethrowanim && animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != knifefollowanim))) {
1773 if (animation[animTarget].attack != neutral) {
1774 unsigned r = abs(Random() % 3);
1776 whichsound = lowwhooshsound;
1778 whichsound = midwhooshsound;
1780 whichsound = highwhooshsound;
1782 if (animation[animTarget].attack == neutral)
1783 whichsound = movewhooshsound;
1784 } else if (animation[animTarget].label[frameTarget] == 4)
1785 whichsound = knifeswishsound;
1786 if (animation[animTarget].label[frameTarget] == 8 && tutoriallevel != 1)
1787 whichsound = landsound2;
1789 emit_sound_at(whichsound, coords, 256.);
1792 if (whichsound == footstepsound || whichsound == footstepsound2 || whichsound == footstepsound3 || whichsound == footstepsound4) {
1793 envsound[numenvsounds] = coords;
1794 if (animTarget == wolfrunninganim || animTarget == rabbitrunninganim)
1795 envsoundvol[numenvsounds] = 15;
1797 envsoundvol[numenvsounds] = 6;
1798 envsoundlife[numenvsounds] = .4;
1802 if (animation[animTarget].label[frameTarget] == 3) {
1804 emit_sound_at(whichsound, coords, 128.);
1809 if (tutoriallevel != 1 || id == 0)
1810 if (speechdelay <= 0)
1811 if (animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != staffgroundsmashanim)
1812 if ((animation[animTarget].label[frameTarget] && (animation[animTarget].label[frameTarget] < 5 || animation[animTarget].label[frameTarget] == 8))/*||(animTarget==rollanim&&frameTarget==animation[rollanim].numframes-1)*/) {
1813 int whichsound = -1;
1814 if (animation[animTarget].label[frameTarget] == 4 && aitype != playercontrolled) {
1815 if (animation[animTarget].attack != neutral) {
1816 unsigned r = abs(Random() % 4);
1817 if (creature == rabbittype) {
1818 if (r == 0) whichsound = rabbitattacksound;
1819 if (r == 1) whichsound = rabbitattack2sound;
1820 if (r == 2) whichsound = rabbitattack3sound;
1821 if (r == 3) whichsound = rabbitattack4sound;
1823 if (creature == wolftype) {
1824 if (r == 0) whichsound = barksound;
1825 if (r == 1) whichsound = bark2sound;
1826 if (r == 2) whichsound = bark3sound;
1827 if (r == 3) whichsound = barkgrowlsound;
1833 if (whichsound != -1) {
1834 emit_sound_at(whichsound, coords);
1840 if ((!wasLanding() && !wasLandhard()) && animCurrent != getIdle() && (isLanding() || isLandhard())) {
1846 currentoffset = targetoffset;
1847 frameTarget = frameCurrent;
1848 animCurrent = animTarget;
1851 if (animTarget == removeknifeanim && animation[animTarget].label[frameCurrent] == 5) {
1852 for (unsigned i = 0; i < weapons.size(); i++) {
1853 if (weapons[i].owner == -1)
1854 if (distsqflat(&coords, &weapons[i].position) < 4 && weaponactive == -1) {
1855 if (distsq(&coords, &weapons[i].position) >= 1) {
1856 if (weapons[i].getType() != staff) {
1857 emit_sound_at(knifedrawsound, coords, 128.);
1866 if (animTarget == crouchremoveknifeanim && animation[animTarget].label[frameCurrent] == 5) {
1867 for (unsigned i = 0; i < weapons.size(); i++) {
1868 bool willwork = true;
1869 if (weapons[i].owner != -1)
1870 if (Person::players[weapons[i].owner]->weaponstuck != -1)
1871 if (Person::players[weapons[i].owner]->weaponids[Person::players[weapons[i].owner]->weaponstuck] == int(i))
1872 if (Person::players[weapons[i].owner]->num_weapons > 1)
1874 if ((weapons[i].owner == -1) || (hasvictim && (weapons[i].owner == int(victim->id)) && victim->skeleton.free))
1875 if (willwork && distsqflat(&coords, &weapons[i].position) < 3 && weaponactive == -1) {
1876 if (distsq(&coords, &weapons[i].position) < 1 || hasvictim) {
1877 bool fleshstuck = false;
1878 if (weapons[i].owner != -1)
1879 if (victim->weaponstuck != -1) {
1880 if (victim->weaponids[victim->weaponstuck] == int(i)) {
1885 emit_sound_at(fleshstabremovesound, coords, 128.);
1887 if (weapons[i].getType() != staff) {
1888 emit_sound_at(knifedrawsound, coords, 128.);
1891 if (weapons[i].owner != -1) {
1892 victim = Person::players[weapons[i].owner];
1893 if (victim->num_weapons == 1)
1894 victim->num_weapons = 0;
1896 victim->num_weapons = 1;
1898 //victim->weaponactive=-1;
1899 victim->skeleton.longdead = 0;
1900 victim->skeleton.free = 1;
1901 victim->skeleton.broken = 0;
1903 for (int j = 0; j < victim->skeleton.num_joints; j++) {
1904 victim->skeleton.joints[j].velchange = 0;
1905 victim->skeleton.joints[j].locked = 0;
1911 Normalise(&relative);
1912 XYZ footvel, footpoint;
1914 footpoint = weapons[i].position;
1915 if (victim->weaponstuck != -1) {
1916 if (victim->weaponids[victim->weaponstuck] == int(i)) {
1918 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
1919 weapons[i].bloody = 2;
1920 weapons[i].blooddrip = 5;
1921 victim->weaponstuck = -1;
1924 if (victim->num_weapons > 0) {
1925 if (victim->weaponstuck != 0 && victim->weaponstuck != -1)
1926 victim->weaponstuck = 0;
1927 if (victim->weaponids[0] == int(i))
1928 victim->weaponids[0] = victim->weaponids[victim->num_weapons];
1931 victim->jointVel(abdomen) += relative * 6;
1932 victim->jointVel(neck) += relative * 6;
1933 victim->jointVel(rightshoulder) += relative * 6;
1934 victim->jointVel(leftshoulder) += relative * 6;
1942 if (animCurrent == drawleftanim && animation[animTarget].label[frameCurrent] == 5) {
1943 if (weaponactive == -1)
1945 else if (weaponactive == 0) {
1947 if (num_weapons == 2) {
1949 buffer = weaponids[0];
1950 weaponids[0] = weaponids[1];
1951 weaponids[1] = buffer;
1954 if (weaponactive == -1) {
1955 emit_sound_at(knifesheathesound, coords, 128.);
1957 if (weaponactive != -1) {
1958 emit_sound_at(knifedrawsound, coords, 128.);
1963 if ((animCurrent == walljumprightkickanim && animTarget == walljumprightkickanim) || (animCurrent == walljumpleftkickanim && animTarget == walljumpleftkickanim)) {
1964 XYZ rotatetarget = DoRotation(skeleton.forward, 0, yaw, 0);
1965 Normalise(&rotatetarget);
1966 targetyaw = -asin(0 - rotatetarget.x);
1967 targetyaw *= 360 / 6.28;
1968 if (rotatetarget.z < 0)
1969 targetyaw = 180 - targetyaw;
1971 if (animTarget == walljumprightkickanim)
1973 if (animTarget == walljumpleftkickanim)
1979 if ((animTarget == rabbitrunninganim || animTarget == wolfrunninganim) && frameTarget == 3 && (jumpkeydown || attackkeydown || id != 0))
1982 if (distsq(&victim->coords, &/*Person::players[i]->*/coords) < 5 && victim->aitype == gethelptype && (attackkeydown) && !victim->skeleton.free && victim->isRun() && victim->runninghowlong >= 1)
1987 if ((animTarget == rabbitrunninganim || animTarget == wolfrunninganim) && id == 0) {
1988 animTarget = rabbittackleanim;
1990 emit_sound_at(jumpsound, coords);
1998 targetloc = velocity;
1999 Normalise(&targetloc);
2000 targetloc += coords;
2001 for (unsigned i = 0; i < Person::players.size(); i++) {
2003 if (distsq(&targetloc, &Person::players[i]->coords) < closestdist || closestdist == 0) {
2004 closestdist = distsq(&targetloc, &Person::players[i]->coords);
2008 if (closestid != -1)
2009 if (closestdist < 5 && !Person::players[closestid]->dead && animation[Person::players[closestid]->animTarget].height != lowheight && Person::players[closestid]->animTarget != backhandspringanim) {
2011 victim = Person::players[closestid];
2012 coords = victim->coords;
2013 animCurrent = rabbittacklinganim;
2014 animTarget = rabbittacklinganim;
2018 if (coords.z != victim->coords.z || coords.x != victim->coords.x) {
2019 rotatetarget = coords - victim->coords;
2020 Normalise(&rotatetarget);
2021 targetyaw = -asin(0 - rotatetarget.x);
2022 targetyaw *= 360 / 6.28;
2023 if (rotatetarget.z < 0)
2024 targetyaw = 180 - targetyaw;
2026 if (animTarget != rabbitrunninganim) {
2027 emit_sound_at(jumpsound, coords, 128.);
2033 float damagemult = 1 * power;
2034 if (creature == wolftype)
2035 damagemult = 2.5 * power;
2037 damagemult /= victim->damagetolerance / 200;
2039 if ((animation[animTarget].attack == normalattack || animTarget == walljumprightkickanim || animTarget == walljumpleftkickanim) && (!feint) && (victim->skeleton.free != 2 || animTarget == killanim || animTarget == dropkickanim || animTarget == crouchstabanim || animTarget == swordgroundstabanim || animTarget == staffgroundsmashanim)) {
2040 if (animTarget == spinkickanim && animation[animTarget].label[frameCurrent] == 5) {
2041 if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && 3 && animation[victim->animTarget].height != lowheight) {
2045 if (Random() % 2 || creature == wolftype) {
2048 if (creature == wolftype)
2051 if (tutoriallevel != 1) {
2052 emit_sound_at(heavyimpactsound, victim->coords, 128.);
2054 if (creature == wolftype) {
2055 emit_sound_at(clawslicesound, victim->coords, 128.);
2057 victim->DoBloodBig(2 / victim->armorhead, 175);
2061 relative = victim->coords - coords;
2063 Normalise(&relative);
2064 relative = DoRotation(relative, 0, -90, 0);
2065 for (int i = 0; i < victim->skeleton.num_joints; i++) {
2066 victim->skeleton.joints[i].velocity += relative * damagemult * 40;
2068 victim->jointVel(head) += relative * damagemult * 200;
2071 victim->DoDamage(damagemult * 100 / victim->protectionhead);
2077 if (animTarget == wolfslapanim && animation[animTarget].label[frameCurrent] == 5) {
2078 if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && 3 && animation[victim->animTarget].height != lowheight) {
2082 if (Random() % 2 || creature == wolftype) {
2084 if (creature == wolftype)
2087 emit_sound_at(whooshhitsound, victim->coords);
2088 if (creature == wolftype) {
2089 emit_sound_at(clawslicesound, victim->coords, 128.);
2091 victim->DoBloodBig(2, 175);
2095 relative = victim->coords - coords;
2097 Normalise(&relative);
2099 Normalise(&relative);
2100 relative = DoRotation(relative, 0, 90, 0);
2101 for (int i = 0; i < victim->skeleton.num_joints; i++) {
2102 victim->skeleton.joints[i].velocity += relative * damagemult * 20;
2104 victim->jointVel(head) += relative * damagemult * 100;
2107 victim->DoDamage(damagemult * 50 / victim->protectionhead);
2111 if (animTarget == walljumprightkickanim && animation[animTarget].label[frameCurrent] == 5) {
2112 if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && animation[victim->animTarget].height != lowheight) {
2118 if (tutoriallevel != 1) {
2119 emit_sound_at(heavyimpactsound, victim->coords, 160.);
2121 if (creature == wolftype) {
2122 emit_sound_at(clawslicesound, victim->coords, 128.);
2124 victim->DoBloodBig(2 / victim->armorhead, 175);
2130 Normalise(&relative);
2131 relative = DoRotation(relative, 0, -90, 0);
2132 for (int i = 0; i < victim->skeleton.num_joints; i++) {
2133 victim->skeleton.joints[i].velocity += relative * damagemult * 40;
2135 victim->jointVel(head) += relative * damagemult * 200;
2138 victim->DoDamage(damagemult * 150 / victim->protectionhead);
2140 if (victim->damage > victim->damagetolerance)
2141 award_bonus(id, style);
2147 if (animTarget == walljumpleftkickanim && animation[animTarget].label[frameCurrent] == 5) {
2148 if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && animation[victim->animTarget].height != lowheight) {
2154 if (tutoriallevel != 1) {
2155 emit_sound_at(heavyimpactsound, victim->coords, 160.);
2157 if (creature == wolftype) {
2158 emit_sound_at(clawslicesound, victim->coords, 128.);
2160 victim->DoBloodBig(2 / victim->armorhead, 175);
2166 Normalise(&relative);
2167 relative = DoRotation(relative, 0, 90, 0);
2168 for (int i = 0; i < victim->skeleton.num_joints; i++) {
2169 victim->skeleton.joints[i].velocity += relative * damagemult * 40;
2171 victim->jointVel(head) += relative * damagemult * 200;
2174 victim->DoDamage(damagemult * 150 / victim->protectionhead);
2176 if (victim->damage > victim->damagetolerance)
2177 award_bonus(id, style);
2183 if (animTarget == blockhighleftstrikeanim && animation[animTarget].label[frameCurrent] == 5) {
2184 if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && animation[victim->animTarget].height != lowheight) {
2192 emit_sound_at(whooshhitsound, victim->coords);
2195 relative = victim->coords - coords;
2197 Normalise(&relative);
2198 for (int i = 0; i < victim->skeleton.num_joints; i++) {
2199 victim->skeleton.joints[i].velocity += relative * damagemult * 30;
2201 victim->jointVel(head) += relative * damagemult * 100;
2204 victim->DoDamage(damagemult * 50 / victim->protectionhead);
2208 if (animTarget == killanim && animation[animTarget].label[frameCurrent] == 8) {
2209 if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && victim->dead) {
2213 emit_sound_at(whooshhitsound, victim->coords, 128.);
2215 victim->skeleton.longdead = 0;
2216 victim->skeleton.free = 1;
2217 victim->skeleton.broken = 0;
2218 victim->skeleton.spinny = 1;
2220 for (int i = 0; i < victim->skeleton.num_joints; i++) {
2221 victim->skeleton.joints[i].velchange = 0;
2222 victim->skeleton.joints[i].delay = 0;
2223 victim->skeleton.joints[i].locked = 0;
2224 //victim->skeleton.joints[i].velocity=0;
2230 Normalise(&relative);
2231 for (int i = 0; i < victim->skeleton.num_joints; i++) {
2232 victim->skeleton.joints[i].velocity.y = relative.y * 10;
2233 victim->skeleton.joints[i].position.y += relative.y * .3;
2234 victim->skeleton.joints[i].oldposition.y += relative.y * .3;
2235 victim->skeleton.joints[i].realoldposition.y += relative.y * .3;
2237 victim->Puff(abdomen);
2238 victim->jointVel(abdomen).y = relative.y * 400;
2242 if (animTarget == killanim && animation[animTarget].label[frameCurrent] == 5) {
2243 if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 9 && victim->dead) {
2247 if (tutoriallevel != 1) {
2248 emit_sound_at(heavyimpactsound, coords, 128.);
2251 relative = victim->coords - coords;
2253 Normalise(&relative);
2254 for (int i = 0; i < victim->skeleton.num_joints; i++) {
2255 victim->skeleton.joints[i].velocity += relative * damagemult * 90;
2257 victim->Puff(abdomen);
2258 if (victim->dead != 2 && victim->permanentdamage > victim->damagetolerance - 250 && autoslomo) {
2262 victim->DoDamage(damagemult * 500 / victim->protectionhigh);
2263 victim->jointVel(abdomen) += relative * damagemult * 300;
2267 if (animTarget == dropkickanim && animation[animTarget].label[frameCurrent] == 7) {
2268 if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 9 && victim->skeleton.free) {
2272 if (tutoriallevel != 1) {
2273 emit_sound_at(thudsound, coords);
2276 victim->skeleton.longdead = 0;
2277 victim->skeleton.free = 1;
2278 victim->skeleton.broken = 0;
2279 victim->skeleton.spinny = 1;
2281 for (int i = 0; i < victim->skeleton.num_joints; i++) {
2282 victim->skeleton.joints[i].velchange = 0;
2283 //victim->skeleton.joints[i].delay=0;
2284 victim->skeleton.joints[i].locked = 0;
2287 relative = victim->coords - coords;
2288 Normalise(&relative);
2290 Normalise(&relative);
2291 for (int i = 0; i < victim->skeleton.num_joints; i++) {
2292 victim->skeleton.joints[i].velocity += relative * damagemult * 20;
2297 victim->Puff(abdomen);
2298 victim->DoDamage(damagemult * 20 / victim->protectionhigh);
2299 victim->jointVel(abdomen) += relative * damagemult * 200;
2308 if ((animTarget == crouchstabanim || animTarget == swordgroundstabanim) && animation[animTarget].label[frameCurrent] == 5) {
2311 if (!victim->skeleton.free)
2315 terrain.MakeDecal(blooddecalfast, (weapons[weaponids[weaponactive]].tippoint * .8 + weapons[weaponids[weaponactive]].position * .2), .08, .6, Random() % 360);
2316 emit_sound_at(knifesheathesound, coords, 128.);
2319 if (victim && hasvictim) {
2320 if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3) {
2322 XYZ where, startpoint, endpoint, movepoint, colpoint;
2323 float rotationpoint;
2325 if (weapons[weaponids[weaponactive]].getType() == knife) {
2326 where = (weapons[weaponids[weaponactive]].tippoint * .6 + weapons[weaponids[weaponactive]].position * .4);
2327 where -= victim->coords;
2328 if (!victim->skeleton.free)
2329 where = DoRotation(where, 0, -victim->yaw, 0);
2332 startpoint.y += 100;
2336 if (weapons[weaponids[weaponactive]].getType() == sword) {
2337 where = weapons[weaponids[weaponactive]].position;
2338 where -= victim->coords;
2339 if (!victim->skeleton.free)
2340 where = DoRotation(where, 0, -victim->yaw, 0);
2342 where = weapons[weaponids[weaponactive]].tippoint;
2343 where -= victim->coords;
2344 if (!victim->skeleton.free)
2345 where = DoRotation(where, 0, -victim->yaw, 0);
2348 if (weapons[weaponids[weaponactive]].getType() == staff) {
2349 where = weapons[weaponids[weaponactive]].position;
2350 where -= victim->coords;
2351 if (!victim->skeleton.free)
2352 where = DoRotation(where, 0, -victim->yaw, 0);
2354 where = weapons[weaponids[weaponactive]].tippoint;
2355 where -= victim->coords;
2356 if (!victim->skeleton.free)
2357 where = DoRotation(where, 0, -victim->yaw, 0);
2362 whichtri = victim->skeleton.drawmodel.LineCheck(&startpoint, &endpoint, &colpoint, &movepoint, &rotationpoint);
2364 if (whichtri != -1) {
2365 if (victim->dead != 2) {
2366 victim->DoDamage(abs((victim->damagetolerance - victim->permanentdamage) * 2));
2368 award_bonus(id, FinishedBonus);
2371 weapons[weaponids[weaponactive]].bloody = 2;
2373 victim->skeleton.longdead = 0;
2374 victim->skeleton.free = 1;
2375 victim->skeleton.broken = 0;
2377 for (int i = 0; i < victim->skeleton.num_joints; i++) {
2378 victim->skeleton.joints[i].velchange = 0;
2379 victim->skeleton.joints[i].locked = 0;
2380 //victim->skeleton.joints[i].velocity=0;
2382 emit_sound_at(fleshstabsound, coords, 128);
2385 if (whichtri != -1 || weapons[weaponids[weaponactive]].bloody) {
2386 weapons[weaponids[weaponactive]].blooddrip += 5;
2387 weapons[weaponids[weaponactive]].blooddripdelay = 0;
2389 if (whichtri == -1) {
2391 emit_sound_at(knifesheathesound, coords, 128.);
2397 if ((animTarget == crouchstabanim || animTarget == swordgroundstabanim) && animation[animTarget].label[frameCurrent] == 6) {
2399 emit_sound_at(knifedrawsound, coords, 128);
2402 if (victim && hasvictim) {
2403 XYZ footvel, footpoint;
2405 emit_sound_at(fleshstabremovesound, coords, 128.);
2408 footpoint = (weapons[weaponids[weaponactive]].tippoint * .8 + weapons[weaponids[weaponactive]].position * .2);
2410 if (weapons[weaponids[weaponactive]].getType() == sword) {
2411 XYZ where, startpoint, endpoint, movepoint;
2412 float rotationpoint;
2415 where = weapons[weaponids[weaponactive]].position;
2416 where -= victim->coords;
2417 if (!victim->skeleton.free)
2418 where = DoRotation(where, 0, -victim->yaw, 0);
2420 where = weapons[weaponids[weaponactive]].tippoint;
2421 where -= victim->coords;
2422 if (!victim->skeleton.free)
2423 where = DoRotation(where, 0, -victim->yaw, 0);
2428 whichtri = victim->skeleton.drawmodel.LineCheck(&startpoint, &endpoint, &footpoint, &movepoint, &rotationpoint);
2429 footpoint += victim->coords;
2431 if (whichtri == -1) {
2432 footpoint = (weapons[weaponids[weaponactive]].tippoint * .8 + weapons[weaponids[weaponactive]].position * .2);
2435 if (weapons[weaponids[weaponactive]].getType() == staff) {
2436 XYZ where, startpoint, endpoint, movepoint;
2437 float rotationpoint;
2440 where = weapons[weaponids[weaponactive]].position;
2441 where -= victim->coords;
2442 if (!victim->skeleton.free)
2443 where = DoRotation(where, 0, -victim->yaw, 0);
2445 where = weapons[weaponids[weaponactive]].tippoint;
2446 where -= victim->coords;
2447 if (!victim->skeleton.free)
2448 where = DoRotation(where, 0, -victim->yaw, 0);
2453 whichtri = victim->skeleton.drawmodel.LineCheck(&startpoint, &endpoint, &footpoint, &movepoint, &rotationpoint);
2454 footpoint += victim->coords;
2456 if (whichtri == -1) {
2457 footpoint = (weapons[weaponids[weaponactive]].tippoint * .8 + weapons[weaponids[weaponactive]].position * .2);
2460 hasvictim = victim->DoBloodBigWhere(2, 220, footpoint);
2462 if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3) {
2463 victim->skeleton.longdead = 0;
2464 victim->skeleton.free = 1;
2465 victim->skeleton.broken = 0;
2467 for (int i = 0; i < victim->skeleton.num_joints; i++) {
2468 victim->skeleton.joints[i].velchange = 0;
2469 victim->skeleton.joints[i].locked = 0;
2470 //victim->skeleton.joints[i].velocity=0;
2476 Normalise(&relative);
2477 //victim->Puff(abdomen);
2479 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
2481 if (victim->bloodloss < victim->damagetolerance) {
2482 victim->bloodloss += 1000;
2486 victim->jointVel(abdomen) += relative * damagemult * 20;
2490 if (!hasvictim && onterrain) {
2491 weapons[weaponids[weaponactive]].bloody = 0;
2492 weapons[weaponids[weaponactive]].blooddrip = 0;
2496 if (animTarget == upunchanim && animation[animTarget].label[frameCurrent] == 5) {
2497 if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3) {
2505 if (tutoriallevel != 1) {
2506 emit_sound_at(heavyimpactsound, victim->coords, 128);
2511 relative = victim->coords - coords;
2513 Normalise(&relative);
2514 for (int i = 0; i < victim->skeleton.num_joints; i++) {
2515 victim->skeleton.joints[i].velocity = relative * 30;
2517 victim->jointVel(head) += relative * damagemult * 150;
2519 victim->frameTarget = 0;
2520 victim->animTarget = staggerbackhardanim;
2521 victim->targetyaw = targetyaw + 180;
2523 victim->stunned = 1;
2526 victim->Puff(abdomen);
2527 victim->DoDamage(damagemult * 60 / victim->protectionhigh);
2534 if (animTarget == winduppunchanim && animation[animTarget].label[frameCurrent] == 5) {
2535 if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 2) {
2539 if (victim->damage <= victim->damagetolerance - 60 && normaldotproduct(victim->facing, victim->coords - coords) < (scale * 5) * (scale * 5) * 0 && animation[victim->animTarget].height != lowheight) {
2540 if (tutoriallevel != 1) {
2541 emit_sound_at(thudsound, victim->coords);
2543 } else if (victim->damage <= victim->damagetolerance - 60 && normaldotproduct(victim->facing, victim->coords - coords) < (scale * 5) * (scale * 5) * 0 && animation[victim->animTarget].height == lowheight) {
2544 if (tutoriallevel != 1) {
2545 emit_sound_at(whooshhitsound, victim->coords);
2548 if (tutoriallevel != 1) {
2549 emit_sound_at(heavyimpactsound, victim->coords);
2553 if (victim->damage > victim->damagetolerance - 60 || normaldotproduct(victim->facing, victim->coords - coords) > 0 || animation[victim->animTarget].height == lowheight)
2556 relative = victim->coords - coords;
2558 Normalise(&relative);
2560 Normalise(&relative);
2561 for (int i = 0; i < victim->skeleton.num_joints; i++) {
2562 victim->skeleton.joints[i].velocity = relative * 5;
2564 victim->jointVel(abdomen) += relative * damagemult * 400;
2566 victim->frameTarget = 0;
2567 victim->animTarget = staggerbackhardanim;
2568 victim->targetyaw = targetyaw + 180;
2570 victim->stunned = 1;
2572 victim->Puff(abdomen);
2573 victim->DoDamage(damagemult * 60 / victim->protectionhigh);
2579 if (animTarget == blockhighleftanim && animation[animTarget].label[frameCurrent] == 5) {
2580 if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 4) {
2581 if (victim->id == 0)
2583 emit_sound_at(landsound2, victim->coords);
2589 if (animTarget == swordslashparryanim && animation[animTarget].label[frameCurrent] == 5) {
2590 if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 4) {
2591 if (victim->id == 0)
2594 if (weaponactive != -1) {
2595 if (weapons[victim->weaponids[0]].getType() == staff || weapons[weaponids[0]].getType() == staff) {
2596 if (weapons[victim->weaponids[0]].getType() == staff)
2597 weapons[victim->weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250;
2598 if (weapons[weaponids[0]].getType() == staff)
2599 weapons[weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250;
2601 emit_sound_at(swordstaffsound, victim->coords);
2603 emit_sound_at(metalhitsound, victim->coords);
2611 if (animTarget == knifethrowanim && animation[animTarget].label[frameCurrent] == 5) {
2612 if (weaponactive != -1) {
2615 aim = victim->coords + DoRotation(victim->jointPos(abdomen), 0, victim->yaw, 0) * victim->scale + victim->velocity * findDistance(&victim->coords, &coords) / 50 - (coords + DoRotation(jointPos(righthand), 0, yaw, 0) * scale);
2617 weapons[weaponids[0]].thrown(aim * 50);
2620 weaponids[0] = weaponids[num_weapons];
2626 if (animTarget == knifeslashstartanim && animation[animTarget].label[frameCurrent] == 5) {
2628 if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 4.5 &&/*animation[victim->animTarget].height!=lowheight&&*/victim->animTarget != dodgebackanim && victim->animTarget != rollanim) {
2630 if (tutoriallevel != 1)
2631 victim->DoBloodBig(1.5 / victim->armorhigh, 225);
2633 award_bonus(id, Slicebonus);
2634 if (tutoriallevel != 1) {
2635 emit_sound_at(knifeslicesound, victim->coords);
2637 //victim->jointVel(abdomen)+=relative*damagemult*200;
2638 if (animation[victim->animTarget].attack && (victim->aitype != playercontrolled || victim->animTarget == knifeslashstartanim) && (victim->creature == rabbittype || victim->deathbleeding <= 0)) {
2639 if (victim->id != 0 || difficulty == 2) {
2640 victim->frameTarget = 0;
2641 victim->animTarget = staggerbackhardanim;
2642 victim->targetyaw = targetyaw + 180;
2646 victim->lowreversaldelay = 0;
2647 victim->highreversaldelay = 0;
2648 if (aitype != playercontrolled)
2649 weaponmissdelay = .6;
2651 if (tutoriallevel != 1)
2652 if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody)
2653 weapons[weaponids[weaponactive]].bloody = 1;
2654 if (tutoriallevel != 1)
2655 weapons[weaponids[weaponactive]].blooddrip += 3;
2657 XYZ footvel, footpoint;
2659 if (skeleton.free) {
2660 footpoint = (victim->jointPos(abdomen) + victim->jointPos(neck)) / 2 * victim->scale + victim->coords;
2662 if (!skeleton.free) {
2663 footpoint = DoRotation((victim->jointPos(abdomen) + victim->jointPos(neck)) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords;
2665 if (tutoriallevel != 1) {
2667 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .6, .3);
2668 footvel = DoRotation(facing, 0, 90, 0) * .8;
2670 Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
2671 Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
2672 Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 5, 1, 1, 1, .2, 1);
2673 Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 2, 1, 1, 1, .2, 1);
2675 if (tutoriallevel == 1) {
2676 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 1, 1, .6, .3);
2678 victim->DoDamage(damagemult * 0);
2681 if (animTarget == swordslashanim && animation[animTarget].label[frameCurrent] == 5 && victim->animTarget != rollanim) {
2682 if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 6.5 && victim->animTarget != dodgebackanim) {
2683 if (victim->weaponactive == -1 || normaldotproduct(victim->facing, victim->coords - coords) > 0 || (Random() % 2 == 0)) {
2684 award_bonus(id, Slashbonus);
2686 if (tutoriallevel != 1) {
2687 if (normaldotproduct(victim->facing, victim->coords - coords) < 0)
2688 victim->DoBloodBig(2 / victim->armorhigh, 190);
2690 victim->DoBloodBig(2 / victim->armorhigh, 185);
2691 victim->deathbleeding = 1;
2692 emit_sound_at(swordslicesound, victim->coords);
2694 //victim->jointVel(abdomen)+=relative*damagemult*200;
2695 if (tutoriallevel != 1) {
2696 victim->frameTarget = 0;
2697 victim->animTarget = staggerbackhardanim;
2698 victim->targetyaw = targetyaw + 180;
2702 if (tutoriallevel != 1) {
2703 if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody)
2704 weapons[weaponids[weaponactive]].bloody = 1;
2705 weapons[weaponids[weaponactive]].blooddrip += 3;
2707 float bloodlossamount;
2708 bloodlossamount = 200 + abs((float)(Random() % 40)) - 20;
2709 victim->bloodloss += bloodlossamount / victim->armorhigh;
2710 //victim->bloodloss+=100*(6.5-distsq(&coords,&victim->coords));
2711 victim->DoDamage(damagemult * 0);
2713 XYZ footvel, footpoint;
2715 if (skeleton.free) {
2716 footpoint = (victim->jointPos(abdomen) + victim->jointPos(neck)) / 2 * victim->scale + victim->coords;
2718 if (!skeleton.free) {
2719 footpoint = DoRotation((victim->jointPos(abdomen) + victim->jointPos(neck)) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords;
2722 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3);
2723 footvel = DoRotation(facing, 0, 90, 0) * .8;
2725 Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
2726 Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
2727 Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 5, 1, 1, 1, .3, 1);
2728 Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 2, 1, 1, 1, .3, 1);
2731 if (victim->weaponactive != -1) {
2732 if (weapons[victim->weaponids[0]].getType() == staff || weapons[weaponids[0]].getType() == staff) {
2733 if (weapons[victim->weaponids[0]].getType() == staff)
2734 weapons[victim->weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250;
2735 if (weapons[weaponids[0]].getType() == staff)
2736 weapons[weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250;
2738 emit_sound_at(swordstaffsound, victim->coords);
2740 emit_sound_at(metalhitsound, victim->coords);
2746 victim->Puff(righthand);
2748 victim->frameTarget = 0;
2749 victim->animTarget = staggerbackhighanim;
2750 victim->targetyaw = targetyaw + 180;
2752 aim = DoRotation(facing, 0, 90, 0) * 21;
2754 weapons[victim->weaponids[0]].drop(aim * -.2, aim);
2755 victim->num_weapons--;
2756 if (victim->num_weapons) {
2757 victim->weaponids[0] = victim->weaponids[num_weapons];
2758 if (victim->weaponstuck == victim->num_weapons)
2759 victim->weaponstuck = 0;
2761 victim->weaponactive = -1;
2762 for (unsigned i = 0; i < Person::players.size(); i++) {
2763 Person::players[i]->wentforweapon = 0;
2770 if (animTarget == staffhitanim && animation[animTarget].label[frameCurrent] == 5 && victim->animTarget != rollanim) {
2771 if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 6.5 && victim->animTarget != dodgebackanim && victim->animTarget != sweepanim) {
2772 if (tutoriallevel != 1) {
2773 weapons[weaponids[0]].damage += .4 + float(abs(Random() % 100) - 50) / 250;
2777 if (Random() % 2 || creature == wolftype) {
2780 emit_sound_at(staffheadsound, victim->coords);
2784 relative = victim->coords - coords;
2786 Normalise(&relative);
2787 relative = DoRotation(relative, 0, 90, 0);
2789 Normalise(&relative);
2790 for (int i = 0; i < victim->skeleton.num_joints; i++) {
2791 victim->skeleton.joints[i].velocity += relative * damagemult * 60;
2793 victim->jointVel(head) += relative * damagemult * 230;
2794 victim->jointVel(neck) += relative * damagemult * 230;
2797 if (tutoriallevel != 1) {
2798 victim->DoDamage(damagemult * 120 / victim->protectionhigh);
2800 award_bonus(id, solidhit, 30);
2805 if (animTarget == staffspinhitanim && animation[animTarget].label[frameCurrent] == 5 && victim->animTarget != rollanim) {
2806 if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 6.5 && victim->animTarget != dodgebackanim && victim->animTarget != sweepanim) {
2807 if (tutoriallevel != 1) {
2808 weapons[weaponids[0]].damage += .6 + float(abs(Random() % 100) - 50) / 250;
2812 if (Random() % 2 || creature == wolftype) {
2815 emit_sound_at(staffheadsound, victim->coords);
2819 relative = victim->coords - coords;
2821 Normalise(&relative);
2822 relative = DoRotation(relative, 0, -90, 0);
2823 for (int i = 0; i < victim->skeleton.num_joints; i++) {
2824 victim->skeleton.joints[i].velocity += relative * damagemult * 40;
2826 victim->jointVel(head) += relative * damagemult * 220;
2827 victim->jointVel(neck) += relative * damagemult * 220;
2830 if (tutoriallevel != 1) {
2831 victim->DoDamage(damagemult * 350 / victim->protectionhead);
2833 award_bonus(id, solidhit, 60);
2838 if (animTarget == staffgroundsmashanim && animation[animTarget].label[frameCurrent] == 5) {
2839 if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 6.5) {
2841 if (tutoriallevel != 1) {
2843 weapons[weaponids[0]].damage += .4 + float(abs(Random() % 100) - 50) / 500;
2846 if (Random() % 2 || creature == wolftype) {
2849 emit_sound_at(staffbodysound, victim->coords);
2851 victim->skeleton.longdead = 0;
2852 victim->skeleton.free = 1;
2853 victim->skeleton.broken = 0;
2855 for (int i = 0; i < victim->skeleton.num_joints; i++) {
2856 victim->skeleton.joints[i].velchange = 0;
2857 victim->skeleton.joints[i].locked = 0;
2858 //victim->skeleton.joints[i].velocity=0;
2864 /*relative=victim->coords-coords;
2866 Normalise(&relative);
2867 relative=DoRotation(relative,0,90,0);*/
2869 Normalise(&relative);
2870 if (!victim->dead) {
2871 for (int i = 0; i < victim->skeleton.num_joints; i++) {
2872 victim->skeleton.joints[i].velocity = relative * damagemult * 40;
2875 victim->jointVel(abdomen) += relative * damagemult * 40;
2878 for (int i = 0; i < victim->skeleton.num_joints; i++) {
2879 victim->skeleton.joints[i].velocity = relative * damagemult * abs(Random() % 20);
2882 //victim->jointVel(abdomen)+=relative*damagemult*20;
2884 victim->Puff(abdomen);
2885 if (tutoriallevel != 1) {
2886 victim->DoDamage(damagemult * 100 / victim->protectionhigh);
2888 if (!victim->dead) {
2889 award_bonus(id, solidhit, 40);
2895 if (animTarget == lowkickanim && animation[animTarget].label[frameCurrent] == 5) {
2896 if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && animation[victim->animTarget].height != highheight) {
2901 relative = victim->coords - coords;
2903 Normalise(&relative);
2907 if (animation[victim->animTarget].height == lowheight) {
2913 for (int i = 0; i < victim->skeleton.num_joints; i++) {
2914 victim->skeleton.joints[i].velocity += relative * damagemult * 40;
2916 victim->jointVel(head) += relative * damagemult * 200;
2917 if (tutoriallevel != 1) {
2918 emit_sound_at(heavyimpactsound, victim->coords, 128.);
2921 victim->DoDamage(damagemult * 100 / victim->protectionhead);
2922 if (victim->howactive == typesleeping)
2923 victim->DoDamage(damagemult * 150 / victim->protectionhead);
2924 if (creature == wolftype) {
2925 emit_sound_at(clawslicesound, victim->coords, 128.);
2927 victim->DoBloodBig(2 / victim->armorhead, 175);
2930 if (victim->damage >= victim->damagetolerance)
2932 for (int i = 0; i < victim->skeleton.num_joints; i++) {
2933 victim->skeleton.joints[i].velocity += relative * damagemult * 10;
2935 victim->jointVel(abdomen) += relative * damagemult * 200;
2936 victim->frameTarget = 0;
2937 victim->animTarget = staggerbackhighanim;
2938 victim->targetyaw = targetyaw + 180;
2940 if (tutoriallevel != 1) {
2941 emit_sound_at(landsound2, victim->coords, 128.);
2943 victim->Puff(abdomen);
2944 victim->DoDamage(damagemult * 30 / victim->protectionhigh);
2945 if (creature == wolftype) {
2946 emit_sound_at(clawslicesound, victim->coords, 128.);
2948 victim->DoBloodBig(2 / victim->armorhigh, 170);
2955 if (animTarget == sweepanim && animation[animTarget].label[frameCurrent] == 5) {
2956 if ((victim->animTarget != jumpupanim) &&
2957 (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3) &&
2958 (victim != this->shared_from_this())) {
2962 if (tutoriallevel != 1) {
2963 emit_sound_at(landsound2, victim->coords, 128.);
2966 relative = victim->coords - coords;
2968 Normalise(&relative);
2970 if (animation[victim->animTarget].height == middleheight || animation[victim->animCurrent].height == middleheight || victim->damage >= victim->damagetolerance - 40) {
2973 for (int i = 0; i < victim->skeleton.num_joints; i++) {
2974 victim->skeleton.joints[i].velocity += relative * damagemult * 15;
2976 relative = DoRotation(relative, 0, -90, 0);
2978 for (int i = 0; i < victim->skeleton.num_joints; i++) {
2979 if (victim->skeleton.joints[i].label == leftfoot || victim->skeleton.joints[i].label == rightfoot || victim->skeleton.joints[i].label == leftankle || victim->skeleton.joints[i].label == rightankle)
2980 victim->skeleton.joints[i].velocity = relative * 80;
2982 victim->Puff(rightankle);
2983 victim->Puff(leftankle);
2984 victim->DoDamage(damagemult * 40 / victim->protectionlow);
2986 if (victim->damage >= victim->damagetolerance)
2988 for (int i = 0; i < victim->skeleton.num_joints; i++) {
2989 victim->skeleton.joints[i].velocity += relative * damagemult * 10;
2991 relative = DoRotation(relative, 0, -90, 0);
2992 for (int i = 0; i < victim->skeleton.num_joints; i++) {
2993 if (victim->skeleton.joints[i].label == leftfoot || victim->skeleton.joints[i].label == rightfoot || victim->skeleton.joints[i].label == leftankle || victim->skeleton.joints[i].label == rightankle)
2994 victim->skeleton.joints[i].velocity += relative * damagemult * 80;
2996 victim->jointVel(abdomen) += relative * damagemult * 200;
2997 victim->frameTarget = 0;
2998 victim->animTarget = staggerbackhighanim;
2999 victim->targetyaw = targetyaw + 180;
3001 if (tutoriallevel != 1) {
3002 emit_sound_at(landsound2, victim->coords, 128.);
3004 victim->Puff(abdomen);
3005 victim->DoDamage(damagemult * 30 / victim->protectionlow);
3013 if (animation[animTarget].attack == reversal && (!victim->feint || (victim->lastattack == victim->lastattack2 && victim->lastattack2 == victim->lastattack3 && Random() % 2) || animTarget == knifefollowanim)) {
3014 if (animTarget == spinkickreversalanim && animation[animTarget].label[frameCurrent] == 7) {
3022 if (tutoriallevel != 1) {
3023 emit_sound_at(heavyimpactsound, victim->coords, 128.);
3025 if (creature == wolftype) {
3026 emit_sound_at(clawslicesound, victim->coords, 128);
3028 victim->DoBloodBig(2 / victim->armorhigh, 170);
3032 relative = victim->coords - oldcoords;
3034 Normalise(&relative);
3035 //relative=DoRotation(relative,0,-90,0);
3036 for (int i = 0; i < victim->skeleton.num_joints; i++) {
3037 victim->skeleton.joints[i].velocity += relative * damagemult * 40;
3039 victim->jointVel(abdomen) += relative * damagemult * 200;
3041 victim->Puff(abdomen);
3042 victim->DoDamage(damagemult * 150 / victim->protectionhigh);
3044 award_bonus(id, Reversal);
3047 if ((animTarget == swordslashreversalanim || animTarget == knifeslashreversalanim || animTarget == staffhitreversalanim || animTarget == staffspinhitreversalanim) && animation[animTarget].label[frameCurrent] == 5) {
3048 if (victim->weaponactive != -1 && victim->num_weapons > 0) {
3049 if (weapons[victim->weaponids[victim->weaponactive]].owner == int(victim->id)) {
3050 takeWeapon(victim->weaponids[victim->weaponactive]);
3051 victim->num_weapons--;
3052 if (victim->num_weapons > 0) {
3053 victim->weaponids[victim->weaponactive] = victim->weaponids[victim->num_weapons];
3055 victim->weaponactive = -1;
3060 if (animTarget == staffhitreversalanim && animation[animTarget].label[frameCurrent] == 5) {
3068 emit_sound_at(whooshhitsound, victim->coords, 128.);
3071 relative = victim->coords - oldcoords;
3073 Normalise(&relative);
3074 for (int i = 0; i < victim->skeleton.num_joints; i++) {
3075 victim->skeleton.joints[i].velocity += relative * damagemult * 30;
3077 victim->jointVel(abdomen) += relative * damagemult * 200;
3079 victim->DoDamage(damagemult * 70 / victim->protectionhigh);
3082 if (animTarget == staffspinhitreversalanim && animation[animTarget].label[frameCurrent] == 7) {
3091 award_bonus(id, staffreversebonus);
3093 if (tutoriallevel != 1) {
3094 emit_sound_at(heavyimpactsound, victim->coords, 128.);
3097 award_bonus(id, staffreversebonus); // Huh, again?
3100 relative = victim->coords - oldcoords;
3102 Normalise(&relative);
3103 for (int i = 0; i < victim->skeleton.num_joints; i++) {
3104 victim->skeleton.joints[i].velocity += relative * damagemult * 30;
3106 victim->jointVel(abdomen) += relative * damagemult * 200;
3108 victim->DoDamage(damagemult * 70 / victim->protectionhigh);
3111 if (animTarget == upunchreversalanim && animation[animTarget].label[frameCurrent] == 7) {
3117 Normalise(&relative);
3119 for (int i = 0; i < victim->skeleton.num_joints; i++) {
3120 victim->skeleton.joints[i].velocity += relative * damagemult * 70;
3122 victim->jointVel(lefthand) *= .1;
3123 victim->jointVel(leftwrist) *= .2;
3124 victim->jointVel(leftelbow) *= .5;
3125 victim->jointVel(leftshoulder) *= .7;
3126 victim->jointVel(righthand) *= .1;
3127 victim->jointVel(rightwrist) *= .2;
3128 victim->jointVel(rightelbow) *= .5;
3129 victim->jointVel(rightshoulder) *= .7;
3131 victim->Puff(abdomen);
3132 victim->DoDamage(damagemult * 90 / victim->protectionhigh);
3134 award_bonus(id, Reversal);
3138 if (weaponactive != -1 || creature == wolftype)
3140 if (creature == rabbittype && weaponactive != -1)
3141 if (weapons[weaponids[0]].getType() == staff)
3144 if (weaponactive != -1) {
3145 victim->DoBloodBig(2 / victim->armorhigh, 225);
3146 emit_sound_at(knifeslicesound, victim->coords);
3147 if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody)
3148 weapons[weaponids[weaponactive]].bloody = 1;
3149 weapons[weaponids[weaponactive]].blooddrip += 3;
3151 if (weaponactive == -1 && creature == wolftype) {
3153 emit_sound_at(clawslicesound, victim->coords, 128.);
3155 victim->DoBloodBig(2 / victim->armorhigh, 175);
3162 if (animTarget == swordslashreversalanim && animation[animTarget].label[frameCurrent] == 7) {
3168 Normalise(&relative);
3170 for (int i = 0; i < victim->skeleton.num_joints; i++) {
3171 victim->skeleton.joints[i].velocity += relative * damagemult * 70;
3173 victim->jointVel(lefthand) *= .1 - 1;
3174 victim->jointVel(leftwrist) *= .2 - 1;
3175 victim->jointVel(leftelbow) *= .5 - 1;
3176 victim->jointVel(leftshoulder) *= .7 - 1;
3177 victim->jointVel(righthand) *= .1 - 1;
3178 victim->jointVel(rightwrist) *= .2 - 1;
3179 victim->jointVel(rightelbow) *= .5 - 1;
3180 victim->jointVel(rightshoulder) *= .7 - 1;
3182 award_bonus(id, swordreversebonus);
3185 if (hasvictim && animTarget == knifeslashreversalanim && animation[animTarget].label[frameCurrent] == 7) {
3193 if (tutoriallevel != 1) {
3194 emit_sound_at(heavyimpactsound, victim->coords, 128.);
3198 relative = victim->coords - oldcoords;
3200 Normalise(&relative);
3201 relative = DoRotation(relative, 0, -90, 0);
3202 for (int i = 0; i < victim->skeleton.num_joints; i++) {
3203 victim->skeleton.joints[i].velocity += relative * damagemult * 40;
3205 victim->jointVel(abdomen) += relative * damagemult * 200;
3206 victim->Puff(abdomen);
3207 victim->DoDamage(damagemult * 30 / victim->protectionhigh);
3209 award_bonus(id, Reversal);
3212 if (hasvictim && animTarget == sneakattackanim && animation[animTarget].label[frameCurrent] == 7) {
3215 victim->skeleton.spinny = 0;
3217 relative = facing * -1;
3219 Normalise(&relative);
3220 if (victim->id == 0)
3222 for (int i = 0; i < victim->skeleton.num_joints; i++) {
3223 victim->skeleton.joints[i].velocity += relative * damagemult * 40;
3225 victim->damage = victim->damagetolerance;
3226 victim->permanentdamage = victim->damagetolerance - 1;
3229 if (weaponactive != -1 || creature == wolftype)
3231 if (creature == rabbittype && weaponactive != -1)
3232 if (weapons[weaponids[0]].getType() == staff)
3235 if (weaponactive != -1) {
3236 victim->DoBloodBig(200, 225);
3237 emit_sound_at(knifeslicesound, victim->coords);
3239 weapons[weaponids[weaponactive]].bloody = 2;
3240 weapons[weaponids[weaponactive]].blooddrip += 5;
3243 if (creature == wolftype && weaponactive == -1) {
3244 emit_sound_at(clawslicesound, victim->coords, 128.);
3246 victim->DoBloodBig(2, 175);
3249 award_bonus(id, spinecrusher);
3252 if (hasvictim && (animTarget == knifefollowanim || animTarget == knifesneakattackanim) && animation[animTarget].label[frameCurrent] == 5) {
3253 if (weaponactive != -1 && victim->bloodloss < victim->damagetolerance) {
3255 if (animTarget == knifefollowanim)
3256 victim->DoBloodBig(200, 210);
3257 if (animTarget == knifesneakattackanim) {
3258 XYZ footvel, footpoint;
3260 footpoint = weapons[weaponids[0]].tippoint;
3262 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3);
3263 footvel = (weapons[weaponids[0]].tippoint - weapons[weaponids[0]].position);
3264 Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
3265 Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
3266 Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 5, 1, 1, 1, .3, 1);
3267 Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 2, 1, 1, 1, .3, 1);
3268 victim->DoBloodBig(200, 195);
3269 award_bonus(id, tracheotomy);
3271 if (animTarget == knifefollowanim) {
3272 award_bonus(id, Stabbonus);
3273 XYZ footvel, footpoint;
3275 footpoint = weapons[weaponids[0]].tippoint;
3277 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3);
3278 footvel = (weapons[weaponids[0]].tippoint - weapons[weaponids[0]].position) * -1;
3279 Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
3280 Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
3281 Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 5, 1, 1, 1, .2, 1);
3282 Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 2, 1, 1, 1, .2, 1);
3285 victim->bloodloss += 10000;
3286 victim->velocity = 0;
3287 emit_sound_at(fleshstabsound, victim->coords);
3289 weapons[weaponids[weaponactive]].bloody = 2;
3290 weapons[weaponids[weaponactive]].blooddrip += 5;
3294 if (hasvictim && (animTarget == knifefollowanim || animTarget == knifesneakattackanim) && animation[animTarget].label[frameCurrent] == 6) {
3296 victim->velocity = 0;
3297 for (int i = 0; i < victim->skeleton.num_joints; i++) {
3298 victim->skeleton.joints[i].velocity = 0;
3300 if (animTarget == knifefollowanim) {
3302 for (int i = 0; i < victim->skeleton.num_joints; i++) {
3303 victim->skeleton.joints[i].velocity = 0;
3306 if (weaponactive != -1 && animation[victim->animTarget].attack != reversal) {
3307 emit_sound_at(fleshstabremovesound, victim->coords);
3309 weapons[weaponids[weaponactive]].bloody = 2;
3310 weapons[weaponids[weaponactive]].blooddrip += 5;
3312 XYZ footvel, footpoint;
3314 footpoint = weapons[weaponids[0]].tippoint;
3316 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3);
3317 footvel = (weapons[weaponids[0]].tippoint - weapons[weaponids[0]].position) * -1;
3318 Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
3319 Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
3320 Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 5, 1, 1, 1, .3, 1);
3321 Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 2, 1, 1, 1, .3, 1);
3325 if (hasvictim && (animTarget == swordsneakattackanim) && animation[animTarget].label[frameCurrent] == 5) {
3326 if (weaponactive != -1 && victim->bloodloss < victim->damagetolerance) {
3327 award_bonus(id, backstab);
3331 XYZ footvel, footpoint;
3333 footpoint = (weapons[weaponids[0]].tippoint + weapons[weaponids[0]].position) / 2;
3335 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3);
3336 footvel = (weapons[weaponids[0]].tippoint - weapons[weaponids[0]].position);
3337 Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
3338 Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
3339 Sprite::MakeSprite(bloodflamesprite, footpoint, DoRotation(footvel * 5, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .3, 1);
3340 Sprite::MakeSprite(bloodflamesprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .3, 1);
3341 victim->DoBloodBig(200, 180);
3342 victim->DoBloodBig(200, 215);
3343 victim->bloodloss += 10000;
3344 victim->velocity = 0;
3345 emit_sound_at(fleshstabsound, victim->coords);
3347 weapons[weaponids[weaponactive]].bloody = 2;
3348 weapons[weaponids[weaponactive]].blooddrip += 5;
3352 if (hasvictim && animTarget == swordsneakattackanim && animation[animTarget].label[frameCurrent] == 6) {
3354 victim->velocity = 0;
3355 for (int i = 0; i < victim->skeleton.num_joints; i++) {
3356 victim->skeleton.joints[i].velocity = 0;
3358 if (weaponactive != -1) {
3359 emit_sound_at(fleshstabremovesound, victim->coords);
3361 weapons[weaponids[weaponactive]].bloody = 2;
3362 weapons[weaponids[weaponactive]].blooddrip += 5;
3364 XYZ footvel, footpoint;
3366 footpoint = weapons[weaponids[0]].tippoint;
3368 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3);
3369 footvel = (weapons[weaponids[0]].tippoint - weapons[weaponids[0]].position) * -1;
3370 Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
3371 Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
3372 Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 5, 1, 1, 1, .3, 1);
3373 Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 2, 1, 1, 1, .3, 1);
3377 if (animTarget == sweepreversalanim && animation[animTarget].label[frameCurrent] == 7) {
3385 if (weaponactive == -1) {
3386 if (tutoriallevel != 1) {
3387 emit_sound_at(heavyimpactsound, victim->coords, 128.);
3392 if (weaponactive != -1 || creature == wolftype)
3394 if (creature == rabbittype && weaponactive != -1)
3395 if (weapons[weaponids[0]].getType() == staff)
3398 if (weaponactive != -1) {
3399 victim->DoBloodBig(2 / victim->armorhead, 225);
3400 emit_sound_at(knifeslicesound, victim->coords);
3401 if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody)
3402 weapons[weaponids[weaponactive]].bloody = 1;
3403 weapons[weaponids[weaponactive]].blooddrip += 3;
3405 if (weaponactive == -1 && creature == wolftype) {
3406 emit_sound_at(clawslicesound, victim->coords, 128.);
3408 victim->DoBloodBig(2 / victim->armorhead, 175);
3412 award_bonus(id, Reversal);
3417 relative = facing * -1;
3419 Normalise(&relative);
3420 relative = DoRotation(relative, 0, 90, 0);
3422 Normalise(&relative);
3423 for (int i = 0; i < victim->skeleton.num_joints; i++) {
3424 victim->skeleton.joints[i].velocity += relative * damagemult * 20;
3426 victim->jointVel(head) += relative * damagemult * 200;
3427 if (victim->damage < victim->damagetolerance - 100)
3428 victim->velocity = relative * 200;
3429 victim->DoDamage(damagemult * 100 / victim->protectionhead);
3430 victim->velocity = 0;
3433 if (animTarget == sweepreversalanim && ((animation[animTarget].label[frameCurrent] == 9 && victim->damage < victim->damagetolerance) || (animation[animTarget].label[frameCurrent] == 7 && victim->damage > victim->damagetolerance))) {
3437 relative = facing * -1;
3439 Normalise(&relative);
3440 relative = DoRotation(relative, 0, 90, 0);
3442 Normalise(&relative);
3443 for (int i = 0; i < victim->skeleton.num_joints; i++) {
3444 victim->skeleton.joints[i].velocity += relative * damagemult * 20;
3446 victim->jointVel(head) += relative * damagemult * 200;
3449 if (hasvictim && (animTarget == spinkickreversalanim || animTarget == sweepreversalanim || animTarget == rabbitkickreversalanim || animTarget == upunchreversalanim || animTarget == jumpreversalanim || animTarget == swordslashreversalanim || animTarget == knifeslashreversalanim || animTarget == rabbittacklereversal || animTarget == wolftacklereversal || animTarget == staffhitreversalanim || animTarget == staffspinhitreversalanim))
3450 if (victim->damage > victim->damagetolerance && bonus != reverseko) {
3451 award_bonus(id, reverseko);
3457 if (frameTarget > animation[animCurrent].numframes - 1) {
3460 animTarget = getIdle();
3464 if (animCurrent == rabbittackleanim || animCurrent == rabbittacklinganim) {
3465 animTarget = rollanim;
3467 emit_sound_at(movewhooshsound, coords, 128.);
3469 if (animCurrent == staggerbackhighanim) {
3470 animTarget = getIdle();
3472 if (animCurrent == staggerbackhardanim) {
3473 animTarget = getIdle();
3475 if (animCurrent == removeknifeanim) {
3476 animTarget = getIdle();
3478 if (animCurrent == crouchremoveknifeanim) {
3479 animTarget = getCrouch();
3481 if (animCurrent == backhandspringanim) {
3482 animTarget = getIdle();
3484 if (animCurrent == dodgebackanim) {
3485 animTarget = getIdle();
3487 if (animCurrent == drawleftanim) {
3488 animTarget = getIdle();
3490 if (animCurrent == drawrightanim || animCurrent == crouchdrawrightanim) {
3491 animTarget = getIdle();
3492 if (animCurrent == crouchdrawrightanim) {
3493 animTarget = getCrouch();
3495 if (weaponactive == -1)
3497 else if (weaponactive == 0) {
3499 if (num_weapons == 2) {
3501 buffer = weaponids[0];
3502 weaponids[0] = weaponids[1];
3503 weaponids[1] = buffer;
3507 if (weaponactive == -1) {
3508 emit_sound_at(knifesheathesound, coords, 128.);
3510 if (weaponactive != -1) {
3511 emit_sound_at(knifedrawsound, coords, 128.);
3514 if (animCurrent == rollanim) {
3515 animTarget = getCrouch();
3520 if (animTarget == walljumprightkickanim) {
3523 if (animTarget == walljumpleftkickanim) {
3526 animTarget = jumpdownanim;
3528 if (animCurrent == climbanim) {
3529 animTarget = getCrouch();
3531 coords += facing * .1;
3532 if (!isnormal(coords.x))
3543 if (animTarget == rabbitkickreversalanim) {
3544 animTarget = getCrouch();
3547 if (animTarget == jumpreversalanim) {
3548 animTarget = getCrouch();
3551 if (animTarget == walljumprightanim || animTarget == walljumpbackanim || animTarget == walljumpfrontanim) {
3552 if (attackkeydown && animTarget != walljumpfrontanim) {
3554 float closestdist = -1;
3556 if (Person::players.size() > 1)
3557 for (unsigned i = 0; i < Person::players.size(); i++) {
3558 if (id != i && Person::players[i]->coords.y < coords.y && !Person::players[i]->skeleton.free) {
3559 distance = distsq(&Person::players[i]->coords, &coords);
3560 if (closestdist == -1 || distance < closestdist) {
3561 closestdist = distance;
3566 if (closestdist > 0 && closest >= 0 && closestdist < 16) {
3567 victim = Person::players[closest];
3568 animTarget = walljumprightkickanim;
3570 XYZ rotatetarget = victim->coords - coords;
3571 Normalise(&rotatetarget);
3572 yaw = -asin(0 - rotatetarget.x);
3574 if (rotatetarget.z < 0)
3576 targettilt2 = -asin(rotatetarget.y) * 360 / 6.28;
3577 velocity = (victim->coords - coords) * 4;
3582 if (animTarget == walljumpbackanim) {
3583 animTarget = backflipanim;
3585 velocity = facing * -8;
3588 resume_stream(whooshsound);
3590 if (animTarget == walljumprightanim) {
3591 animTarget = rightflipanim;
3595 velocity = DoRotation(facing, 0, 30, 0) * -8;
3598 if (animTarget == walljumpfrontanim) {
3599 animTarget = frontflipanim;
3603 velocity = facing * 8;
3607 resume_stream(whooshsound);
3609 if (animTarget == walljumpleftanim) {
3610 if (attackkeydown) {
3612 float closestdist = -1;
3614 if (Person::players.size() > 1)
3615 for (unsigned i = 0; i < Person::players.size(); i++) {
3616 if (id != i && Person::players[i]->coords.y < coords.y && !Person::players[i]->skeleton.free) {
3617 distance = distsq(&Person::players[i]->coords, &coords);
3618 if (closestdist == -1 || distance < closestdist) {
3619 closestdist = distance;
3624 if (closestdist > 0 && closest >= 0 && closestdist < 16) {
3625 victim = Person::players[closest];
3626 animTarget = walljumpleftkickanim;
3628 XYZ rotatetarget = victim->coords - coords;
3629 Normalise(&rotatetarget);
3630 yaw = -asin(0 - rotatetarget.x);
3632 if (rotatetarget.z < 0)
3634 targettilt2 = -asin(rotatetarget.y) * 360 / 6.28;
3635 velocity = (victim->coords - coords) * 4;
3640 if (animTarget != walljumpleftkickanim) {
3641 animTarget = leftflipanim;
3645 velocity = DoRotation(facing, 0, -30, 0) * -8;
3649 resume_stream(whooshsound);
3651 if (animTarget == sneakattackanim) {
3652 animCurrent = getCrouch();
3653 animTarget = getCrouch();
3660 transspeed = 1000000;
3661 targetheadyaw += 180;
3662 coords -= facing * .7;
3664 coords.y = terrain.getHeight(coords.x, coords.z);
3668 if (animTarget == knifesneakattackanim || animTarget == swordsneakattackanim) {
3669 animTarget = getIdle();
3672 coords.y = terrain.getHeight(coords.x, coords.z);
3676 if (animCurrent == knifefollowanim) {
3677 animTarget = getIdle();
3680 if (animation[animTarget].attack == reversal && animCurrent != sneakattackanim && animCurrent != knifesneakattackanim && animCurrent != swordsneakattackanim && animCurrent != knifefollowanim) {
3681 float ycoords = oldcoords.y;
3682 animTarget = getStop();
3687 transspeed = 1000000;
3688 targetheadyaw += 180;
3689 if (!isnormal(coords.x))
3691 if (animCurrent == spinkickreversalanim || animCurrent == swordslashreversalanim)
3692 oldcoords = coords + facing * .5;
3693 else if (animCurrent == sweepreversalanim)
3694 oldcoords = coords + facing * 1.1;
3695 else if (animCurrent == upunchreversalanim) {
3696 oldcoords = coords + facing * 1.5;
3699 targetheadyaw += 180;
3702 } else if (animCurrent == knifeslashreversalanim) {
3703 oldcoords = coords + facing * .5;
3706 targetheadyaw += 90;
3709 } else if (animCurrent == staffspinhitreversalanim) {
3712 targetheadyaw += 180;
3717 oldcoords.y = terrain.getHeight(oldcoords.x, oldcoords.z);
3719 oldcoords.y = ycoords;
3720 currentoffset = coords - oldcoords;
3726 if (animCurrent == knifesneakattackedanim || animCurrent == swordsneakattackedanim) {
3731 if (animation[animTarget].attack == reversed) {
3733 if (animTarget == sweepreversedanim)
3735 animTarget = backhandspringanim;
3737 emit_sound_at(landsound, coords, 128);
3739 if (animCurrent == upunchreversedanim || animCurrent == swordslashreversedanim) {
3740 animTarget = rollanim;
3743 coords += (DoRotation(jointPos(leftfoot), 0, yaw, 0) + DoRotation(jointPos(rightfoot), 0, yaw, 0)) / 2 * scale;
3744 coords.y = oldcoords.y;
3746 if (animCurrent == knifeslashreversedanim) {
3747 animTarget = rollanim;
3752 coords += (DoRotation(jointPos(leftfoot), 0, yaw, 0) + DoRotation(jointPos(rightfoot), 0, yaw, 0)) / 2 * scale;
3753 coords.y = oldcoords.y;
3757 animTarget = jumpdownanim;
3760 animTarget = getIdle();
3762 animTarget = getIdle();
3763 if (animCurrent == spinkickanim || animCurrent == getupfrombackanim || animCurrent == getupfromfrontanim || animCurrent == lowkickanim) {
3764 animTarget = getIdle();
3766 coords += (DoRotation(jointPos(leftfoot), 0, yaw, 0) + DoRotation(jointPos(rightfoot), 0, yaw, 0)) / 2 * scale;
3767 coords.y = oldcoords.y;
3768 //coords+=DoRotation(animation[animCurrent].offset,0,yaw,0)*scale;
3769 targetoffset.y = coords.y;
3771 targetoffset.y = terrain.getHeight(coords.x, coords.z);
3772 currentoffset = DoRotation(animation[animCurrent].offset * -1, 0, yaw, 0) * scale;
3773 currentoffset.y -= (coords.y - targetoffset.y);
3774 coords.y = targetoffset.y;
3776 normalsupdatedelay = 0;
3778 if (animCurrent == upunchanim) {
3779 animTarget = getStop();
3780 normalsupdatedelay = 0;
3783 if (animCurrent == rabbitkickanim && animTarget != backflipanim) {
3787 if (num_weapons > 0)
3788 if (weapons[0].getType() == staff)
3794 rabbitkickragdoll = 1;
3796 if (animCurrent == rabbitkickreversedanim) {
3802 skeleton.spinny = 0;
3803 SolidHitBonus(!id); // FIXME: tricky id
3807 animTarget = rollanim;
3810 pause_sound(whooshsound);
3814 if (animCurrent == rabbittackledbackanim || animCurrent == rabbittackledfrontanim) {
3818 skeleton.spinny = 0;
3820 if (animCurrent == jumpreversedanim) {
3826 skeleton.spinny = 0;
3827 SolidHitBonus(!id); // FIXME: tricky id
3831 animTarget = rollanim;
3832 coords += facing * 2;
3834 pause_sound(whooshsound);
3839 if (animation[animCurrent].attack == normalattack && !victim->skeleton.free && victim->animTarget != staggerbackhighanim && victim->animTarget != staggerbackhardanim && animTarget != winduppunchblockedanim && animTarget != blockhighleftanim && animTarget != swordslashparryanim && animTarget != swordslashparriedanim && animTarget != crouchstabanim && animTarget != swordgroundstabanim) {
3840 animTarget = getupfromfrontanim;
3842 } else if (animation[animCurrent].attack == normalattack) {
3843 animTarget = getIdle();
3846 if (animCurrent == blockhighleftanim && aitype != playercontrolled) {
3847 animTarget = blockhighleftstrikeanim;
3849 if (animCurrent == knifeslashstartanim || animCurrent == knifethrowanim || animCurrent == swordslashanim || animCurrent == staffhitanim || animCurrent == staffgroundsmashanim || animCurrent == staffspinhitanim) {
3850 animTarget = getIdle();
3853 if (animCurrent == spinkickanim && victim->skeleton.free) {
3854 if (creature == rabbittype)
3855 animTarget = fightidleanim;
3860 if (isIdle() && !wasIdle())
3861 normalsupdatedelay = 0;
3863 if (animCurrent == jumpupanim && velocity.y < 0 && !isFlip()) {
3864 animTarget = jumpdownanim;
3867 if (!skeleton.free) {
3869 if (!transspeed && animation[animTarget].attack != 2 && animation[animTarget].attack != 3) {
3870 if (!isRun() || !wasRun()) {
3871 if (animation[animTarget].speed[frameTarget] > animation[animCurrent].speed[frameCurrent])
3872 target += multiplier * animation[animTarget].speed[frameTarget] * speed * 2;
3873 if (animation[animTarget].speed[frameTarget] <= animation[animCurrent].speed[frameCurrent])
3874 target += multiplier * animation[animCurrent].speed[frameCurrent] * speed * 2;
3876 if (isRun() && wasRun()) {
3878 tempspeed = velspeed;
3879 if (tempspeed < 10 * speedmult)
3880 tempspeed = 10 * speedmult;
3881 target += multiplier * animation[animTarget].speed[frameCurrent] * speed * 1.7 * tempspeed / (speed * 45 * scale);
3883 } else if (transspeed)
3884 target += multiplier * transspeed * speed * 2;
3886 if (!isRun() || !wasRun()) {
3887 if (animation[animTarget].speed[frameTarget] > animation[animCurrent].speed[frameCurrent])
3888 target += multiplier * animation[animTarget].speed[frameTarget] * 2;
3889 if (animation[animTarget].speed[frameTarget] <= animation[animCurrent].speed[frameCurrent])
3890 target += multiplier * animation[animCurrent].speed[frameCurrent] * 2;
3894 if (animCurrent != animTarget)
3895 target = (target + oldtarget) / 2;
3898 frameCurrent = frameTarget;
3902 rot = targetrot * target;
3903 yaw += rot - oldrot;
3909 if (animCurrent != oldanimCurrent || animTarget != oldanimTarget || ((frameCurrent != oldframeCurrent || frameTarget != oldframeTarget) && !calcrot)) {
3911 for (int i = 0; i < skeleton.num_joints; i++) {
3912 skeleton.joints[i].position = animation[animCurrent].position[i][frameCurrent];
3915 skeleton.FindForwards();
3917 for (int i = 0; i < skeleton.num_muscles; i++) {
3918 if (skeleton.muscles[i].visible) {
3919 skeleton.FindRotationMuscle(i, animTarget);
3922 for (int i = 0; i < skeleton.num_muscles; i++) {
3923 if (skeleton.muscles[i].visible) {
3924 if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100))
3925 skeleton.muscles[i].oldrotate1 = (float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100;
3926 if (isnormal((float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100))
3927 skeleton.muscles[i].oldrotate2 = (float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100;
3928 if (isnormal((float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100))
3929 skeleton.muscles[i].oldrotate3 = (float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100;
3934 for (int i = 0; i < skeleton.num_joints; i++) {
3935 skeleton.joints[i].position = animation[animTarget].position[i][frameTarget];
3938 skeleton.FindForwards();
3940 for (int i = 0; i < skeleton.num_muscles; i++) {
3941 if (skeleton.muscles[i].visible) {
3942 skeleton.FindRotationMuscle(i, animTarget);
3945 for (int i = 0; i < skeleton.num_muscles; i++) {
3946 if (skeleton.muscles[i].visible) {
3947 if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100))
3948 skeleton.muscles[i].newrotate1 = (float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100;
3949 if (isnormal((float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100))
3950 skeleton.muscles[i].newrotate2 = (float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100;
3951 if (isnormal((float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100))
3952 skeleton.muscles[i].newrotate3 = (float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100;
3953 if (skeleton.muscles[i].newrotate3 > skeleton.muscles[i].oldrotate3 + 180) skeleton.muscles[i].newrotate3 -= 360;
3954 if (skeleton.muscles[i].newrotate3 < skeleton.muscles[i].oldrotate3 - 180) skeleton.muscles[i].newrotate3 += 360;
3955 if (skeleton.muscles[i].newrotate2 > skeleton.muscles[i].oldrotate2 + 180) skeleton.muscles[i].newrotate2 -= 360;
3956 if (skeleton.muscles[i].newrotate2 < skeleton.muscles[i].oldrotate2 - 180) skeleton.muscles[i].newrotate2 += 360;
3957 if (skeleton.muscles[i].newrotate1 > skeleton.muscles[i].oldrotate1 + 180) skeleton.muscles[i].newrotate1 -= 360;
3958 if (skeleton.muscles[i].newrotate1 < skeleton.muscles[i].oldrotate1 - 180) skeleton.muscles[i].newrotate1 += 360;
3962 if (frameCurrent >= animation[animCurrent].numframes)
3963 frameCurrent = animation[animCurrent].numframes - 1;
3965 oldanimCurrent = animCurrent;
3966 oldanimTarget = animTarget;
3967 oldframeTarget = frameTarget;
3968 oldframeCurrent = frameCurrent;
3970 for (int i = 0; i < skeleton.num_joints; i++) {
3971 skeleton.joints[i].velocity = (animation[animCurrent].position[i][frameCurrent] * (1 - target) + animation[animTarget].position[i][frameTarget] * (target) - skeleton.joints[i].position) / multiplier;
3972 skeleton.joints[i].position = animation[animCurrent].position[i][frameCurrent] * (1 - target) + animation[animTarget].position[i][frameTarget] * (target);
3974 offset = currentoffset * (1 - target) + targetoffset * target;
3975 for (int i = 0; i < skeleton.num_muscles; i++) {
3976 if (skeleton.muscles[i].visible) {
3977 skeleton.muscles[i].rotate1 = skeleton.muscles[i].oldrotate1 * (1 - target) + skeleton.muscles[i].newrotate1 * (target);
3978 skeleton.muscles[i].rotate2 = skeleton.muscles[i].oldrotate2 * (1 - target) + skeleton.muscles[i].newrotate2 * (target);
3979 skeleton.muscles[i].rotate3 = skeleton.muscles[i].oldrotate3 * (1 - target) + skeleton.muscles[i].newrotate3 * (target);
3984 if (isLanding() && landhard) {
3987 animTarget = getLandhard();
4000 void Person::DoStuff()
4002 static XYZ terrainnormal;
4003 static XYZ flatfacing;
4004 static XYZ flatvelocity;
4005 static float flatvelspeed;
4009 static int bloodsize;
4010 static int startx, starty, endx, endy;
4011 static GLubyte color;
4012 static XYZ bloodvel;
4014 onfiredelay -= multiplier;
4015 if (onfiredelay < 0 && onfire) {
4016 if (Random() % 2 == 0) {
4022 crouchkeydowntime += multiplier;
4024 crouchkeydowntime = 0;
4025 jumpkeydowntime += multiplier;
4026 if (!jumpkeydown && skeleton.free)
4027 jumpkeydowntime = 0;
4029 if (hostile || damage > 0 || bloodloss > 0)
4032 if (isIdle() || isRun())
4035 if (num_weapons == 1 && weaponactive != -1)
4039 blooddimamount -= multiplier * .3;
4040 speechdelay -= multiplier;
4041 texupdatedelay -= multiplier;
4042 interestdelay -= multiplier;
4043 flamedelay -= multiplier;
4044 parriedrecently -= multiplier;
4046 victim = this->shared_from_this();
4051 speed = 1.1 * speedmult;
4053 speed = 1.0 * speedmult;
4055 rabbitkickragdoll = 0;
4059 if (id != 0 && (creature == rabbittype || difficulty != 2))
4061 if (id != 0 && creature == wolftype && difficulty == 2) {
4063 if (aitype != passivetype) {
4065 if (aitype == attacktypecutoff && (Person::players[0]->isIdle() || Person::players[0]->isCrouch() || Person::players[0]->skeleton.free || Person::players[0]->animTarget == getupfrombackanim || Person::players[0]->animTarget == getupfromfrontanim || Person::players[0]->animTarget == sneakanim) && distsq(&coords, &Person::players[0]->coords) < 16) {
4071 if (animTarget == wolfrunninganim && !superruntoggle) {
4072 animTarget = getRun();
4076 if (weaponactive == -1 && num_weapons > 0) {
4077 if (weapons[weaponids[0]].getType() == staff) {
4083 burnt += multiplier;
4087 OPENAL_SetVolume(channels[stream_firesound], 256 + 256 * findLength(&velocity) / 3);
4089 if (animTarget == jumpupanim || animTarget == jumpdownanim || isFlip()) {
4095 vel[0] = velocity.x;
4096 vel[1] = velocity.y;
4097 vel[2] = velocity.z;
4100 OPENAL_3D_SetAttributes(channels[whooshsound], gLoc, vel);
4101 OPENAL_SetVolume(channels[whooshsound], 64 * findLength(&velocity) / 5);
4105 while (flamedelay < 0 && onfire) {
4107 howmany = abs(Random() % (skeleton.num_joints));
4109 flatvelocity = (coords - oldcoords) / multiplier / 2; //velocity/2;
4111 flatvelocity = skeleton.joints[howmany].velocity * scale / 2;
4113 flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords;
4115 flatfacing = skeleton.joints[howmany].position * scale + coords;
4116 Sprite::MakeSprite(flamesprite, flatfacing, flatvelocity, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
4119 while (flamedelay < 0 && !onfire && tutoriallevel == 1 && id != 0) {
4121 howmany = abs(Random() % (skeleton.num_joints));
4123 flatvelocity = (coords - oldcoords) / multiplier / 2; //velocity/2;
4125 flatvelocity = skeleton.joints[howmany].velocity * scale / 2;
4127 flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords;
4129 flatfacing = skeleton.joints[howmany].position * scale + coords;
4130 Sprite::MakeSprite(breathsprite, flatfacing, flatvelocity, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, .3);
4134 bleeding -= multiplier * .3;
4135 if (bloodtoggle == 2) {
4136 skeleton.drawmodel.textureptr.bind();
4137 if ((bleeding <= 0) && (detail != 2))
4142 if (neckspurtamount > 0) {
4143 neckspurtamount -= multiplier;
4144 neckspurtdelay -= multiplier * 3;
4145 neckspurtparticledelay -= multiplier * 3;
4146 if (neckspurtparticledelay < 0 && neckspurtdelay > 2) {
4149 if (!skeleton.free) {
4150 bloodvel.z = 5 * neckspurtamount;
4151 bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 40, yaw + ((float)(Random() % 100)) / 40, 0) * scale;
4153 if (skeleton.free) {
4154 bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 40, ((float)(Random() % 100)) / 40, 0);
4157 bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 40, yaw + ((float)(Random() % 100)) / 40, 0) * scale;
4159 bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 40, ((float)(Random() % 100)) / 40, 0) * scale;
4161 Sprite::MakeSprite(bloodsprite, (jointPos(neck) + (jointPos(neck) - jointPos(head)) / 5)*scale + coords, bloodvel, 1, 1, 1, .05, .9);
4163 Sprite::MakeSprite(bloodsprite, DoRotation(jointPos(neck) + (jointPos(neck) - jointPos(head)) / 5, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, .9);
4164 neckspurtparticledelay = .05;
4166 if (neckspurtdelay < 0) {
4171 if (deathbleeding > 0 && dead != 2) {
4172 if (deathbleeding < 5)
4173 bleeddelay -= deathbleeding * multiplier / 4;
4175 bleeddelay -= 5 * multiplier / 4;
4176 if (bleeddelay < 0 && bloodtoggle) {
4182 bloodvel += DoRotation(jointVel(abdomen), ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
4184 bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale;
4186 Sprite::MakeSprite(bloodsprite, jointPos(abdomen) * scale + coords, bloodvel, 1, 1, 1, .05, 1);
4188 Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(abdomen) + jointPos(abdomen)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
4191 bloodloss += deathbleeding * multiplier * 80;
4192 deathbleeding -= multiplier * 1.6;
4193 if (deathbleeding < 0)
4195 if (bloodloss > damagetolerance && animation[animTarget].attack == neutral) {
4196 if (weaponactive != -1) {
4197 weapons[weaponids[0]].drop(velocity * scale * -.3, velocity * scale);
4198 weapons[weaponids[0]].velocity.x += .01;
4201 weaponids[0] = weaponids[num_weapons];
4202 if (weaponstuck == num_weapons)
4206 for (unsigned i = 0; i < Person::players.size(); i++) {
4207 Person::players[i]->wentforweapon = 0;
4219 if (!dead && creature == wolftype) {
4220 award_bonus(0, Wolfbonus);
4223 if (animTarget == knifefollowedanim && !skeleton.free) {
4224 for (int i = 0; i < skeleton.num_joints; i++) {
4225 skeleton.joints[i].velocity = 0;
4226 skeleton.joints[i].velocity.y = -2;
4229 if (id != 0 && unconscioustime > .1) {
4237 if (texupdatedelay < 0 && bleeding > 0 && bloodtoggle == 2 && distsq(&viewer, &coords) < 9) {
4238 texupdatedelay = .12;
4240 bloodsize = 5 - realtexdetail;
4244 startx = bleedy; //abs(Random()%(skeleton.skinsize-bloodsize-1));
4245 starty = bleedx; //abs(Random()%(skeleton.skinsize-bloodsize-1));
4246 endx = startx + bloodsize;
4247 endy = starty + bloodsize;
4257 if (endx > skeleton.skinsize - 1) {
4258 endx = skeleton.skinsize - 1;
4261 if (endy > skeleton.skinsize - 1) {
4262 endy = skeleton.skinsize - 1;
4270 for (i = startx; i < endx; i++) {
4271 for (j = starty; j < endy; j++) {
4272 if (Random() % 2 == 0) {
4273 color = Random() % 85 + 170;
4274 if (skeleton.skinText[i * skeleton.skinsize * 3 + j * 3 + 0] > color / 2)
4275 skeleton.skinText[i * skeleton.skinsize * 3 + j * 3 + 0] = color / 2;
4276 skeleton.skinText[i * skeleton.skinsize * 3 + j * 3 + 1] = 0;
4277 skeleton.skinText[i * skeleton.skinsize * 3 + j * 3 + 2] = 0;
4282 skeleton.drawmodel.textureptr.bind();
4286 if (!skeleton.free) {
4287 bleedy -= 4 / realtexdetail;
4289 bleedx += (abs(Random() % 3) - 1) * 2 / realtexdetail;
4291 bleedx += (abs(Random() % 3) - 1) * 4 / realtexdetail;
4293 if (skeleton.free) {
4294 bleedx += 4 * direction / realtexdetail;
4296 bleedy += (abs(Random() % 3) - 1) * 2 / realtexdetail;
4298 bleedy += (abs(Random() % 3) - 1) * 4 / realtexdetail;
4302 if (abs(righthandmorphness - targetrighthandmorphness) < multiplier * 4) {
4303 righthandmorphness = targetrighthandmorphness;
4304 righthandmorphstart = righthandmorphend;
4305 } else if (righthandmorphness > targetrighthandmorphness) {
4306 righthandmorphness -= multiplier * 4;
4307 } else if (righthandmorphness < targetrighthandmorphness) {
4308 righthandmorphness += multiplier * 4;
4311 if (abs(lefthandmorphness - targetlefthandmorphness) < multiplier * 4) {
4312 lefthandmorphness = targetlefthandmorphness;
4313 lefthandmorphstart = lefthandmorphend;
4314 } else if (lefthandmorphness > targetlefthandmorphness) {
4315 lefthandmorphness -= multiplier * 4;
4316 } else if (lefthandmorphness < targetlefthandmorphness) {
4317 lefthandmorphness += multiplier * 4;
4320 if (creature == rabbittype || targettailmorphness == 5 || targettailmorphness == 0) {
4321 if (abs(tailmorphness - targettailmorphness) < multiplier * 10) {
4322 tailmorphness = targettailmorphness;
4323 tailmorphstart = tailmorphend;
4324 } else if (tailmorphness > targettailmorphness) {
4325 tailmorphness -= multiplier * 10;
4326 } else if (tailmorphness < targettailmorphness) {
4327 tailmorphness += multiplier * 10;
4331 if (creature == wolftype) {
4332 if (abs(tailmorphness - targettailmorphness) < multiplier * 4) {
4333 tailmorphness = targettailmorphness;
4334 tailmorphstart = tailmorphend;
4335 } else if (tailmorphness > targettailmorphness) {
4336 tailmorphness -= multiplier * 2;
4337 } else if (tailmorphness < targettailmorphness) {
4338 tailmorphness += multiplier * 2;
4342 if (headmorphend == 3 || headmorphstart == 3) {
4343 if (abs(headmorphness - targetheadmorphness) < multiplier * 7) {
4344 headmorphness = targetheadmorphness;
4345 headmorphstart = headmorphend;
4346 } else if (headmorphness > targetheadmorphness) {
4347 headmorphness -= multiplier * 7;
4348 } else if (headmorphness < targetheadmorphness) {
4349 headmorphness += multiplier * 7;
4351 } else if (headmorphend == 5 || headmorphstart == 5) {
4352 if (abs(headmorphness - targetheadmorphness) < multiplier * 10) {
4353 headmorphness = targetheadmorphness;
4354 headmorphstart = headmorphend;
4355 } else if (headmorphness > targetheadmorphness) {
4356 headmorphness -= multiplier * 10;
4357 } else if (headmorphness < targetheadmorphness) {
4358 headmorphness += multiplier * 10;
4361 if (abs(headmorphness - targetheadmorphness) < multiplier * 4) {
4362 headmorphness = targetheadmorphness;
4363 headmorphstart = headmorphend;
4364 } else if (headmorphness > targetheadmorphness) {
4365 headmorphness -= multiplier * 4;
4366 } else if (headmorphness < targetheadmorphness) {
4367 headmorphness += multiplier * 4;
4371 if (abs(chestmorphness - targetchestmorphness) < multiplier) {
4372 chestmorphness = targetchestmorphness;
4373 chestmorphstart = chestmorphend;
4374 } else if (chestmorphness > targetchestmorphness) {
4375 chestmorphness -= multiplier;
4376 } else if (chestmorphness < targetchestmorphness) {
4377 chestmorphness += multiplier;
4380 if (dead != 2 && howactive <= typesleeping) {
4381 if (chestmorphstart == 0 && chestmorphend == 0) {
4383 targetchestmorphness = 1;
4386 if (chestmorphstart != 0 && chestmorphend != 0) {
4388 targetchestmorphness = 1;
4390 if (environment == snowyenvironment) {
4394 footvel = DoRotation(skeleton.specialforward[0], 0, yaw, 0) * -1;
4396 footvel = skeleton.specialforward[0] * -1;
4398 footpoint = DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0) * scale + coords;
4400 footpoint = ((jointPos(head) + jointPos(neck)) / 2) * scale + coords;
4401 if (animTarget == sleepanim)
4402 footvel = DoRotation(footvel, 0, 90, 0);
4403 Sprite::MakeSprite(breathsprite, footpoint + footvel * .2, footvel * .4, 1, 1, 1, .4, .3);
4407 if (!dead && howactive < typesleeping) {
4408 blinkdelay -= multiplier * 2;
4409 if (headmorphstart == 0 && headmorphend == 0 && blinkdelay <= 0) {
4411 targetheadmorphness = 1;
4413 blinkdelay = (float)(abs(Random() % 40)) / 5;
4415 if (headmorphstart == 3 && headmorphend == 3) {
4417 targetheadmorphness = 1;
4422 twitchdelay -= multiplier * 1.5;
4423 if (animTarget != hurtidleanim) {
4424 if (headmorphstart == 0 && headmorphend == 0 && twitchdelay <= 0) {
4426 targetheadmorphness = 1;
4428 twitchdelay = (float)(abs(Random() % 40)) / 5;
4430 if (headmorphstart == 5 && headmorphend == 5) {
4432 targetheadmorphness = 1;
4436 if ((isIdle() || isCrouch()) && animTarget != hurtidleanim) {
4437 twitchdelay3 -= multiplier * 1;
4438 if (Random() % 2 == 0) {
4439 if (righthandmorphstart == 0 && righthandmorphend == 0 && twitchdelay3 <= 0) {
4440 righthandmorphness = 0;
4441 targetrighthandmorphness = 1;
4442 righthandmorphend = 1;
4443 if (Random() % 2 == 0)twitchdelay3 = (float)(abs(Random() % 40)) / 5;
4445 if (righthandmorphstart == 1 && righthandmorphend == 1) {
4446 righthandmorphness = 0;
4447 targetrighthandmorphness = 1;
4448 righthandmorphend = 0;
4451 if (Random() % 2 == 0) {
4452 if (lefthandmorphstart == 0 && lefthandmorphend == 0 && twitchdelay3 <= 0) {
4453 lefthandmorphness = 0;
4454 targetlefthandmorphness = 1;
4455 lefthandmorphend = 1;
4456 twitchdelay3 = (float)(abs(Random() % 40)) / 5;
4458 if (lefthandmorphstart == 1 && lefthandmorphend == 1) {
4459 lefthandmorphness = 0;
4460 targetlefthandmorphness = 1;
4461 lefthandmorphend = 0;
4467 if (creature == rabbittype) {
4468 if (howactive < typesleeping)
4469 twitchdelay2 -= multiplier * 1.5;
4471 twitchdelay2 -= multiplier * 0.5;
4472 if (howactive <= typesleeping) {
4473 if (tailmorphstart == 0 && tailmorphend == 0 && twitchdelay2 <= 0) {
4475 targettailmorphness = 1;
4477 twitchdelay2 = (float)(abs(Random() % 40)) / 5;
4479 if (tailmorphstart == 1 && tailmorphend == 1) {
4481 targettailmorphness = 1;
4484 if (tailmorphstart == 2 && tailmorphend == 2) {
4486 targettailmorphness = 1;
4493 if (creature == wolftype) {
4494 twitchdelay2 -= multiplier * 1.5;
4495 if (tailmorphend != 0)
4496 if ((isRun() || animTarget == jumpupanim || animTarget == jumpdownanim || animTarget == backflipanim) && !skeleton.free) {
4498 targettailmorphness = 1;
4502 if (tailmorphend != 5)
4503 if (animTarget == flipanim || animTarget == frontflipanim || animTarget == rollanim || skeleton.free) {
4505 targettailmorphness = 1;
4509 if (twitchdelay2 <= 0) {
4510 if (((tailmorphstart == 0 && tailmorphend == 0) || (tailmorphstart == 5 && tailmorphend == 5))) {
4512 targettailmorphness = 1;
4515 if (tailmorphstart == 1 && tailmorphend == 1) {
4517 targettailmorphness = 1;
4520 if (tailmorphstart == 2 && tailmorphend == 2) {
4522 targettailmorphness = 1;
4525 if (tailmorphstart == 3 && tailmorphend == 3) {
4527 targettailmorphness = 1;
4530 if (tailmorphstart == 4 && tailmorphend == 4) {
4532 targettailmorphness = 1;
4539 unconscioustime = 0;
4541 if (dead == 1 || howactive == typesleeping) {
4542 unconscioustime += multiplier;
4543 //If unconscious, close eyes and mouth
4544 if (righthandmorphend != 0)
4545 righthandmorphness = 0;
4546 righthandmorphend = 0;
4547 targetrighthandmorphness = 1;
4549 if (lefthandmorphend != 0)
4550 lefthandmorphness = 0;
4551 lefthandmorphend = 0;
4552 targetlefthandmorphness = 1;
4554 if (headmorphend != 3 && headmorphend != 5)
4557 targetheadmorphness = 1;
4561 if (howactive > typesleeping) {
4564 if (bloodtoggle && !bled) {
4565 terrain.MakeDecal(blooddecalslow, headpoint, .8, .5, 0);
4567 if (bloodtoggle && !bled)
4568 for (l = 0; l < terrain.patchobjectnum[whichpatchx][whichpatchz]; l++) {
4569 j = terrain.patchobjects[whichpatchx][whichpatchz][l];
4570 XYZ point = DoRotation(headpoint - objects.position[j], 0, -objects.yaw[j], 0);
4574 objects.model[j].MakeDecal(blooddecalslow, &point, &size, &opacity, &yaw);
4579 if (dead == 2 || howactive > typesleeping) {
4580 //If dead, open mouth and hands
4581 if (righthandmorphend != 0)
4582 righthandmorphness = 0;
4583 righthandmorphend = 0;
4584 targetrighthandmorphness = 1;
4586 if (lefthandmorphend != 0)
4587 lefthandmorphness = 0;
4588 lefthandmorphend = 0;
4589 targetlefthandmorphness = 1;
4591 if (headmorphend != 2)
4594 targetheadmorphness = 1;
4597 if (stunned > 0 && !dead && headmorphend != 2) {
4598 if (headmorphend != 4)
4601 targetheadmorphness = 1;
4604 if (damage > damagetolerance && !dead) {
4607 unconscioustime = 0;
4609 if (creature == wolftype) {
4610 award_bonus(0, Wolfbonus);
4615 if (weaponactive != -1) {
4616 weapons[weaponids[0]].drop(velocity * scale * -.3, velocity * scale);
4617 weapons[weaponids[0]].velocity.x += .01;
4620 weaponids[0] = weaponids[num_weapons];
4621 if (weaponstuck == num_weapons)
4625 for (unsigned i = 0; i < Person::players.size(); i++) {
4626 Person::players[i]->wentforweapon = 0;
4632 if ((id == 0 || distsq(&coords, &viewer) < 50) && autoslomo) {
4641 damage -= multiplier * 13;
4643 permanentdamage -= multiplier * 4;
4644 if (isIdle() || isCrouch()) {
4646 permanentdamage -= multiplier * 4;
4650 if (permanentdamage < 0)
4651 permanentdamage = 0;
4652 if (superpermanentdamage < 0)
4653 superpermanentdamage = 0;
4654 if (permanentdamage < superpermanentdamage) {
4655 permanentdamage = superpermanentdamage;
4657 if (damage < permanentdamage) {
4658 damage = permanentdamage;
4660 if (dead == 1 && damage < damagetolerance) {
4664 for (int i = 0; i < skeleton.num_joints; i++) {
4665 skeleton.joints[i].velocity = 0;
4668 if (permanentdamage > damagetolerance && dead != 2) {
4671 if (weaponactive != -1) {
4672 weapons[weaponids[0]].drop(velocity * scale * -.3, velocity * scale);
4673 weapons[weaponids[0]].velocity.x += .01;
4676 weaponids[0] = weaponids[num_weapons];
4677 if (weaponstuck == num_weapons)
4681 for (unsigned i = 0; i < Person::players.size(); i++) {
4682 Person::players[i]->wentforweapon = 0;
4688 if (!dead && creature == wolftype) {
4689 award_bonus(0, Wolfbonus);
4692 if (unconscioustime < .1 && (bonus != spinecrusher || bonustime > 1) && (bonus != FinishedBonus || bonustime > 1) && bloodloss < damagetolerance)
4693 award_bonus(id, touchofdeath);
4694 if (id != 0 && unconscioustime > .1) {
4702 emit_sound_at(breaksound, coords);
4705 if (skeleton.free == 1) {
4707 pause_sound(whooshsound);
4710 //If knocked over, open hands and close mouth
4711 if (righthandmorphend != 0)
4712 righthandmorphness = 0;
4713 righthandmorphend = 0;
4714 targetrighthandmorphness = 1;
4716 if (lefthandmorphend != 0)
4717 lefthandmorphness = 0;
4718 lefthandmorphend = 0;
4719 targetlefthandmorphness = 1;
4721 if (headmorphend != 3 && headmorphend != 5 && headmorphstart != 3 && headmorphstart != 5) {
4722 if (headmorphend != 0)
4725 targetheadmorphness = 1;
4729 skeleton.DoGravity(&scale);
4731 damageamount = skeleton.DoConstraints(&coords, &scale) * 5;
4732 if (damage > damagetolerance - damageamount && !dead && (bonus != spinecrusher || bonustime > 1) && (bonus != style || bonustime > 1) && (bonus != cannon || bonustime > 1))
4733 award_bonus(id, deepimpact);
4734 DoDamage(damageamount / ((protectionhigh + protectionhead + protectionlow) / 3));
4738 for (j = 0; j < skeleton.num_joints; j++) {
4739 average += skeleton.joints[j].position;
4743 coords += average * scale;
4744 for (j = 0; j < skeleton.num_joints; j++) {
4745 skeleton.joints[j].position -= average;
4747 average /= multiplier;
4749 //velocity=jointVel(groin)*scale;
4751 for (int i = 0; i < skeleton.num_joints; i++) {
4752 velocity += skeleton.joints[i].velocity * scale;
4754 velocity /= skeleton.num_joints;
4756 if (!isnormal(velocity.x) && velocity.x) {
4760 if (findLength(&average) < 10 && dead && skeleton.free) {
4761 skeleton.longdead += (2000 - findLength(&average)) * multiplier + multiplier;
4762 if (skeleton.longdead > 2000) {
4763 if (skeleton.longdead > 6000) {
4765 pause_sound(whooshsound);
4770 if (dead == 2 && bloodloss < damagetolerance) {
4772 headpoint = (jointPos(head) + jointPos(neck)) / 2 * scale + coords;
4774 if (bloodtoggle && !bled) {
4775 terrain.MakeDecal(blooddecal, headpoint, .2 * 1.2, .5, 0);
4777 if (bloodtoggle && !bled)
4778 for (l = 0; l < terrain.patchobjectnum[whichpatchx][whichpatchz]; l++) {
4779 j = terrain.patchobjects[whichpatchx][whichpatchz][l];
4780 XYZ point = DoRotation(headpoint - objects.position[j], 0, -objects.yaw[j], 0);
4781 float size = .2 * 1.2;
4784 objects.model[j].MakeDecal(blooddecal, &point, &size, &opacity, &yaw);
4788 if (dead == 2 && bloodloss >= damagetolerance) {
4790 headpoint = (jointPos(abdomen) + jointPos(neck)) / 2 * scale + coords;
4793 if (bloodtoggle && !bled) {
4794 terrain.MakeDecal(blooddecalslow, headpoint, .8, .5, 0);
4796 if (bloodtoggle && !bled)
4797 for (l = 0; l < terrain.patchobjectnum[whichpatchx][whichpatchz]; l++) {
4798 j = terrain.patchobjects[whichpatchx][whichpatchz][l];
4799 XYZ point = DoRotation(headpoint - objects.position[j], 0, -objects.yaw[j], 0);
4803 objects.model[j].MakeDecal(blooddecalslow, &point, &size, &opacity, &yaw);
4810 if (!dead && crouchkeydown && skeleton.freetime > .5 && id == 0 && skeleton.free) {
4811 bool canrecover = 1;
4812 XYZ startpoint, endpoint, colpoint, colviewer, coltarget;
4813 startpoint = coords;
4816 if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
4818 if (velocity.y < -30)
4820 for (i = 0; i < objects.numobjects; i++) {
4821 if (objects.type[i] != treeleavestype && objects.type[i] != bushtype && objects.type[i] != firetype) {
4822 colviewer = startpoint;
4823 coltarget = endpoint;
4824 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
4833 terrainnormal = jointPos(groin) - jointPos(abdomen);
4834 if (joint(groin).locked && joint(abdomen).locked) {
4835 terrainnormal = jointPos(groin) - jointPos(abdomen);
4836 middle = (jointPos(groin) + jointPos(abdomen)) / 2;
4838 if (joint(abdomen).locked && joint(neck).locked) {
4839 terrainnormal = jointPos(abdomen) - jointPos(neck);
4840 middle = (jointPos(neck) + jointPos(abdomen)) / 2;
4842 if (joint(groin).locked && joint(neck).locked) {
4843 terrainnormal = jointPos(groin) - jointPos(neck);
4844 middle = (jointPos(groin) + jointPos(neck)) / 2;
4846 Normalise(&terrainnormal);
4848 targetyaw = -asin(0 - terrainnormal.x);
4849 targetyaw *= 360 / 6.28;
4850 if (terrainnormal.z < 0)
4851 targetyaw = 180 - targetyaw;
4855 animTarget = flipanim;
4856 crouchtogglekeydown = 1;
4861 animCurrent = tempanim;
4865 for (int i = 0; i < skeleton.num_joints; i++) {
4866 tempanimation.position[i][0] = skeleton.joints[i].position;
4867 tempanimation.position[i][0] = DoRotation(tempanimation.position[i][0], 0, -yaw, 0);
4872 if (findLength(&average) < 10 && !dead && skeleton.free) {
4873 skeleton.longdead += (2000 - findLength(&average)) * multiplier + multiplier;
4874 if (skeleton.longdead > (damage + 500) * 1.5) {
4876 pause_sound(whooshsound);
4882 terrainnormal = jointPos(groin) - jointPos(abdomen);
4883 if (joint(groin).locked && joint(abdomen).locked) {
4884 terrainnormal = jointPos(groin) - jointPos(abdomen);
4885 middle = (jointPos(groin) + jointPos(abdomen)) / 2;
4887 if (joint(abdomen).locked && joint(neck).locked) {
4888 terrainnormal = jointPos(abdomen) - jointPos(neck);
4889 middle = (jointPos(neck) + jointPos(abdomen)) / 2;
4891 if (joint(groin).locked && joint(neck).locked) {
4892 terrainnormal = jointPos(groin) - jointPos(neck);
4893 middle = (jointPos(groin) + jointPos(neck)) / 2;
4895 Normalise(&terrainnormal);
4897 targetyaw = -asin(0 - terrainnormal.x);
4898 targetyaw *= 360 / 6.28;
4899 if (terrainnormal.z < 0)
4900 targetyaw = 180 - targetyaw;
4903 targettilt2 = asin(terrainnormal.y) * 180 / 3.14 * -1;
4906 if (skeleton.forward.y < 0) {
4907 animTarget = getupfrombackanim;
4911 if (skeleton.forward.y > -.3) {
4912 animTarget = getupfromfrontanim;
4920 if ((Random() % 8 == 0 && id != 0 && creature == rabbittype) || (Random() % 2 == 0 && id != 0 && creature == wolftype) || (id == 0 && crouchkeydown && (forwardkeydown || backkeydown || leftkeydown || rightkeydown))) {
4921 animTarget = rollanim;
4922 targetyaw = lookyaw;
4939 if ( !leftkeydown && !rightkeydown)
4946 if (abs(targettilt2) > 50)
4948 animCurrent = tempanim;
4951 tilt2 = targettilt2;
4953 if (middle.y > 0 && animTarget != rollanim)
4954 targetoffset.y = middle.y + 1;
4956 for (int i = 0; i < skeleton.num_joints; i++) {
4957 tempanimation.position[i][0] = skeleton.joints[i].position;
4958 tempanimation.position[i][0] = DoRotation(tempanimation.position[i][0], 0, -yaw, 0);
4965 if (num_weapons > 0)
4966 if (weapons[0].getType() == staff)
4968 if (!skeleton.freefall && freefall && ((jumpkeydown && jumpkeydowntime < .2) || (hasstaff && rabbitkickragdoll)) && !dead) {
4969 if (velocity.y > -30) {
4971 tempvelocity = velocity;
4972 Normalise(&tempvelocity);
4973 targetyaw = -asin(0 - tempvelocity.x);
4974 targetyaw *= 360 / 6.28;
4976 targetyaw = 180 - targetyaw;
4980 if (dotproduct(&skeleton.forward, &tempvelocity) < 0) {
4981 animTarget = rollanim;
4984 animTarget = backhandspringanim;
4990 emit_sound_at(movewhooshsound, coords, 128.);
4992 animCurrent = animTarget;
4993 frameCurrent = frameTarget - 1;
5005 if (skeleton.freefall == 0)
5010 if (aitype != passivetype || skeleton.free == 1)
5011 if (findLengthfast(&velocity) > .1)
5012 for (i = 0; i < objects.numobjects; i++) {
5013 if (objects.type[i] == firetype)
5014 if (distsqflat(&coords, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 12 && distsq(&coords, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 49) {
5016 if (!objects.onfire[i]) {
5017 emit_sound_at(firestartsound, objects.position[i]);
5019 objects.onfire[i] = 1;
5022 if (objects.onfire[i]) {
5027 if (objects.type[i] == bushtype)
5028 if (distsqflat(&coords, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 12 && distsq(&coords, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 49) {
5030 if (!objects.onfire[i]) {
5031 emit_sound_at(firestartsound, objects.position[i]);
5033 objects.onfire[i] = 1;
5037 if (objects.onfire[i]) {
5041 if (objects.messedwith[i] <= 0) {
5045 emit_sound_at(bushrustle, coords, 40 * findLength(&velocity));
5048 envsound[numenvsounds] = coords;
5049 envsoundvol[numenvsounds] = 4 * findLength(&velocity);
5050 envsoundlife[numenvsounds] = .4;
5055 if (environment == grassyenvironment)
5056 howmany = findLength(&velocity) * 4;
5057 if (environment == snowyenvironment)
5058 howmany = findLength(&velocity) * 2;
5060 if (environment != desertenvironment)
5061 for (j = 0; j < howmany; j++) {
5062 tempvel.x = float(abs(Random() % 100) - 50) / 20;
5063 tempvel.y = float(abs(Random() % 100) - 50) / 20;
5064 tempvel.z = float(abs(Random() % 100) - 50) / 20;
5067 pos.x += float(abs(Random() % 100) - 50) / 200;
5068 pos.y += float(abs(Random() % 100) - 50) / 200;
5069 pos.z += float(abs(Random() % 100) - 50) / 200;
5070 Sprite::MakeSprite(splintersprite, pos, tempvel * .5 + velocity * float(abs(Random() % 100)) / 100, 165 / 255 + float(abs(Random() % 100) - 50) / 400, 0, 0, .2 + float(abs(Random() % 100) - 50) / 1300, 1);
5071 Sprite::setLastSpriteSpecial(1);
5073 howmany = findLength(&velocity) * 4;
5075 if (environment == snowyenvironment)
5076 for (j = 0; j < howmany; j++) {
5077 tempvel.x = float(abs(Random() % 100) - 50) / 20;
5078 tempvel.y = float(abs(Random() % 100) - 50) / 20;
5079 tempvel.z = float(abs(Random() % 100) - 50) / 20;
5082 pos.x += float(abs(Random() % 100) - 50) / 200;
5083 pos.y += float(abs(Random() % 100) - 50) / 200;
5084 pos.z += float(abs(Random() % 100) - 50) / 200;
5085 Sprite::MakeSprite(splintersprite, pos, tempvel * .3 + velocity * float(abs(Random() % 100)) / 100 / 2, 1, 1, 1, .1, 1);
5086 Sprite::setLastSpriteSpecial(2);
5089 objects.rotx[i] += velocity.x * multiplier * 6;
5090 objects.roty[i] += velocity.z * multiplier * 6;
5091 objects.messedwith[i] = .5;
5094 if (objects.type[i] == treeleavestype && environment != desertenvironment) {
5095 if (objects.pitch[i] == 0)
5098 tempcoord = coords - objects.position[i];
5099 tempcoord = DoRotation(tempcoord, 0, -objects.yaw[i], 0);
5100 tempcoord = DoRotation(tempcoord, -objects.pitch[i], 0, 0);
5101 tempcoord += objects.position[i];
5103 if (distsqflat(&tempcoord, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 8 && distsq(&tempcoord, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 300 && tempcoord.y > objects.position[i].y + 3 * objects.scale[i]) {
5104 if (objects.messedwith[i] <= 0) {
5108 emit_sound_at(bushrustle, coords, 40 * findLength(&velocity));
5111 envsound[numenvsounds] = coords;
5112 envsoundvol[numenvsounds] = 4 * findLength(&velocity);
5113 envsoundlife[numenvsounds] = .4;
5118 if (environment == grassyenvironment)
5119 howmany = findLength(&velocity) * 4;
5120 if (environment == snowyenvironment)
5121 howmany = findLength(&velocity) * 2;
5123 if (environment != desertenvironment)
5124 for (j = 0; j < howmany; j++) {
5125 tempvel.x = float(abs(Random() % 100) - 50) / 20;
5126 tempvel.y = float(abs(Random() % 100) - 50) / 20;
5127 tempvel.z = float(abs(Random() % 100) - 50) / 20;
5129 pos += velocity * .1;
5131 pos.x += float(abs(Random() % 100) - 50) / 150;
5132 pos.y += float(abs(Random() % 100) - 50) / 150;
5133 pos.z += float(abs(Random() % 100) - 50) / 150;
5134 Sprite::MakeSprite(splintersprite, pos, tempvel * .5 + velocity * float(abs(Random() % 100)) / 100, 165 / 255 + float(abs(Random() % 100) - 50) / 400, 0, 0, .2 + float(abs(Random() % 100) - 50) / 1300, 1);
5135 Sprite::setLastSpriteSpecial(1);
5137 howmany = findLength(&velocity) * 4;
5139 if (environment == snowyenvironment)
5140 for (j = 0; j < howmany; j++) {
5141 tempvel.x = float(abs(Random() % 100) - 50) / 20;
5142 tempvel.y = float(abs(Random() % 100) - 50) / 20;
5143 tempvel.z = float(abs(Random() % 100) - 50) / 20;
5145 pos += velocity * .1;
5147 pos.x += float(abs(Random() % 100) - 50) / 150;
5148 pos.y += float(abs(Random() % 100) - 50) / 150;
5149 pos.z += float(abs(Random() % 100) - 50) / 150;
5150 Sprite::MakeSprite(splintersprite, pos, tempvel * .3 + velocity * float(abs(Random() % 100)) / 100 / 2, 1, 1, 1, .1, 1);
5151 Sprite::setLastSpriteSpecial(2);
5154 objects.messedwith[i] = .5;
5159 if (!skeleton.free) {
5162 if ((stunned > 0 || surprised > 0) && Person::players.size() > 2 && aitype != passivetype)
5165 if (aitype != passivetype && victim->skeleton.free && !victim->dead)
5167 if (tutoriallevel == 1 && id != 0)
5169 if (play && aitype != playercontrolled) {
5170 int whichsound = -1;
5171 i = abs(Random() % 4);
5172 if (speechdelay <= 0) {
5173 if (creature == rabbittype) {
5175 whichsound = rabbitchitter;
5177 whichsound = rabbitchitter2;
5179 if (creature == wolftype) {
5181 whichsound = growlsound;
5183 whichsound = growl2sound;
5188 if (whichsound != -1) {
5189 emit_sound_at(whichsound, coords);
5193 if (animTarget == staggerbackhighanim)
5195 if (animTarget == staggerbackhardanim)
5197 staggerdelay -= multiplier;
5198 if (animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != staffgroundsmashanim)
5200 if (velocity.y < -30 && animTarget == jumpdownanim)
5202 if (animCurrent != getIdle() && wasIdle() && animTarget != getIdle() && isIdle()) {
5203 animTarget = getIdle();
5207 weaponmissdelay -= multiplier;
5208 highreversaldelay -= multiplier;
5209 lowreversaldelay -= multiplier;
5210 lastcollide -= multiplier;
5211 skiddelay -= multiplier;
5212 if (!isnormal(velocity.x) && velocity.x) {
5215 if (!isnormal(targettilt) && targettilt) {
5218 if (!isnormal(targettilt2) && targettilt2) {
5221 if (!isnormal(targetyaw) && targetyaw) {
5225 if (animTarget == bounceidleanim || animTarget == wolfidle || animTarget == walkanim || animTarget == drawrightanim || animTarget == crouchdrawrightanim || animTarget == drawleftanim || animTarget == fightidleanim || animTarget == fightsidestep || animTarget == hanganim || isCrouch() || animTarget == backhandspringanim) {
5226 //open hands and close mouth
5227 if (righthandmorphend != 0 && righthandmorphness == targetrighthandmorphness) {
5228 righthandmorphness = 0;
5229 righthandmorphend = 0;
5230 targetrighthandmorphness = 1;
5233 if (lefthandmorphend != 0 && lefthandmorphness == targetlefthandmorphness) {
5234 lefthandmorphness = 0;
5235 lefthandmorphend = 0;
5236 targetlefthandmorphness = 1;
5239 if (headmorphend != 3 && headmorphend != 5 && headmorphstart != 3 && headmorphstart != 5 && headmorphend != 0 && headmorphness == targetheadmorphness) {
5242 targetheadmorphness = 1;
5246 if (animTarget == rollanim || animTarget == dodgebackanim || animTarget == removeknifeanim || animTarget == knifefightidleanim || animTarget == swordfightidleanim || animTarget == blockhighleftstrikeanim || animTarget == crouchremoveknifeanim || animTarget == sneakanim || animTarget == sweepanim || animTarget == spinkickreversedanim || animTarget == jumpdownanim || isWallJump() || isFlip() || animTarget == climbanim || isRun() || animTarget == getupfrombackanim || animTarget == getupfromfrontanim) {
5247 //open hands and mouth
5248 if (righthandmorphend != 0 && righthandmorphness == targetrighthandmorphness) {
5249 righthandmorphness = 0;
5250 righthandmorphend = 0;
5251 targetrighthandmorphness = 1;
5254 if (lefthandmorphend != 0 && lefthandmorphness == targetlefthandmorphness) {
5255 lefthandmorphness = 0;
5256 lefthandmorphend = 0;
5257 targetlefthandmorphness = 1;
5260 if (headmorphend != 1 && headmorphness == targetheadmorphness) {
5263 targetheadmorphness = 1;
5267 if (animTarget == jumpupanim || animTarget == crouchstabanim || animTarget == swordgroundstabanim || animTarget == swordfightidlebothanim || animTarget == blockhighleftanim) {
5268 //close hands and mouth
5269 if (righthandmorphend != 1 && righthandmorphness == targetrighthandmorphness) {
5270 righthandmorphness = 0;
5271 righthandmorphend = 1;
5272 targetrighthandmorphness = 1;
5275 if (lefthandmorphend != 1 && lefthandmorphness == targetlefthandmorphness) {
5276 lefthandmorphness = 0;
5277 lefthandmorphend = 1;
5278 targetlefthandmorphness = 1;
5281 if (headmorphend != 0 && headmorphness == targetheadmorphness) {
5284 targetheadmorphness = 1;
5288 if (animTarget == spinkickanim || animTarget == staffspinhitreversalanim || animTarget == staffspinhitreversedanim || animTarget == staffhitreversalanim || animTarget == staffhitreversedanim || animTarget == hurtidleanim || animTarget == winduppunchanim || animTarget == swordslashreversalanim || animTarget == swordslashreversedanim || animTarget == knifeslashreversalanim || animTarget == knifeslashreversedanim || animTarget == knifethrowanim || animTarget == knifefollowanim || animTarget == knifefollowedanim || animTarget == killanim || animTarget == dropkickanim || animTarget == upunchanim || animTarget == knifeslashstartanim || animTarget == swordslashanim || animTarget == staffhitanim || animTarget == staffspinhitanim || animTarget == staffgroundsmashanim || animTarget == spinkickreversalanim || animTarget == sweepreversalanim || animTarget == lowkickanim || animTarget == sweepreversedanim || animTarget == rabbitkickreversalanim || animTarget == rabbitkickreversedanim || animTarget == jumpreversalanim || animTarget == jumpreversedanim) {
5289 //close hands and yell
5290 if (righthandmorphend != 1 && righthandmorphness == targetrighthandmorphness) {
5291 righthandmorphness = 0;
5292 righthandmorphend = 1;
5293 targetrighthandmorphness = 1;
5296 if (lefthandmorphend != 1 && lefthandmorphness == targetlefthandmorphness) {
5297 lefthandmorphness = 0;
5298 lefthandmorphend = 1;
5299 targetlefthandmorphness = 1;
5302 if (headmorphend != 2 && headmorphness == targetheadmorphness) {
5305 targetheadmorphness = 1;
5312 if ((victim != this->shared_from_this()) && !victim->dead && (victim->aitype != passivetype) &&
5313 (victim->aitype != searchtype) && (aitype != passivetype) &&
5314 (aitype != searchtype) && (victim->id < Person::players.size()) && (aitype != passivetype)) {
5315 behind = (normaldotproduct(facing, coords - victim->coords) > 0);
5319 if (!dead && animTarget != hurtidleanim)
5320 if (behind || animTarget == killanim || animTarget == knifethrowanim || animTarget == knifefollowanim || animTarget == spinkickreversalanim || animTarget == rabbitkickreversedanim || animTarget == jumpreversedanim) {
5321 if (headmorphend != 4 || headmorphness == targetheadmorphness) {
5324 targetheadmorphness = 1;
5328 if (weaponactive != -1) {
5329 if (weapons[weaponids[weaponactive]].getType() != staff) {
5330 righthandmorphstart = 1;
5331 righthandmorphend = 1;
5333 if (weapons[weaponids[weaponactive]].getType() == staff) {
5334 righthandmorphstart = 2;
5335 righthandmorphend = 2;
5337 targetrighthandmorphness = 1;
5340 terrainnormal = terrain.getNormal(coords.x, coords.z);
5342 if (animation[animTarget].attack != reversal) {
5343 if (!isnormal(coords.x))
5351 flatfacing = DoRotation(flatfacing, 0, yaw, 0);
5352 facing = flatfacing;
5353 ReflectVector(&facing, terrainnormal);
5356 if (isRun() || animTarget == sneakanim || animTarget == rollanim || animTarget == walkanim) {
5358 targettilt2 = -facing.y * 20;
5363 if (!isRun() && !animation[animTarget].attack && animTarget != getupfromfrontanim && animTarget != getupfrombackanim && animTarget != sneakanim)
5365 if (animTarget == jumpupanim || animTarget == jumpdownanim || isFlip()) {
5366 flatvelocity = velocity;
5368 flatvelspeed = findLength(&flatvelocity);
5369 targettilt = flatvelspeed * fast_sqrt(abs(velocity.y) * .7) * normaldotproduct(DoRotation(flatfacing, 0, -90, 0), flatvelocity);
5370 targettilt2 = flatvelspeed * fast_sqrt(abs(velocity.y) * .7) * normaldotproduct(flatfacing, flatvelocity);
5375 if (targettilt > 25)
5377 if (targettilt < -25)
5381 if (targettilt2 > 45)
5383 if (targettilt2 < -45)
5385 if (abs(tilt2 - targettilt2) < multiplier * 400)
5386 tilt2 = targettilt2;
5387 else if (tilt2 > targettilt2) {
5388 tilt2 -= multiplier * 400;
5389 } else if (tilt2 < targettilt2) {
5390 tilt2 += multiplier * 400;
5392 if (!animation[animTarget].attack && animTarget != getupfrombackanim && animTarget != getupfromfrontanim) {
5399 if (!isnormal(targettilt) && targettilt) {
5402 if (!isnormal(targettilt2) && targettilt2) {
5407 if (animTarget == rabbittackleanim) {
5408 velocity += facing * multiplier * speed * 700 * scale;
5409 velspeed = findLength(&velocity);
5410 if (velspeed > speed * 65 * scale) {
5411 velocity /= velspeed;
5412 velspeed = speed * 65 * scale;
5413 velocity *= velspeed;
5415 velocity.y += gravity * multiplier * 20;
5416 ReflectVector(&velocity, terrain.getNormal(coords.x, coords.z));
5417 velspeed = findLength(&velocity);
5418 velocity = flatfacing * velspeed;
5420 if (animTarget != rabbitrunninganim && animTarget != wolfrunninganim) {
5421 if (isRun() || animTarget == rabbitkickanim) {
5422 velocity += facing * multiplier * speed * 700 * scale;
5423 velspeed = findLength(&velocity);
5424 if (velspeed > speed * 45 * scale) {
5425 velocity /= velspeed;
5426 velspeed = speed * 45 * scale;
5427 velocity *= velspeed;
5429 velocity.y += gravity * multiplier * 20;
5430 ReflectVector(&velocity, terrain.getNormal(coords.x, coords.z));
5431 velspeed = findLength(&velocity);
5432 if (velspeed < speed * 30 * scale)
5433 velspeed = speed * 30 * scale;
5434 velocity = flatfacing * velspeed;
5436 } else if (isRun()) {
5437 velocity += facing * multiplier * speed * 700 * scale;
5438 velspeed = findLength(&velocity);
5439 if (creature == rabbittype) {
5440 if (velspeed > speed * 55 * scale) {
5441 velocity /= velspeed;
5442 velspeed = speed * 55 * scale;
5443 velocity *= velspeed;
5446 if (creature == wolftype) {
5447 if (velspeed > speed * 75 * scale) {
5448 velocity /= velspeed;
5449 velspeed = speed * 75 * scale;
5450 velocity *= velspeed;
5453 velocity.y += gravity * multiplier * 20;
5454 ReflectVector(&velocity, terrain.getNormal(coords.x, coords.z));
5455 velspeed = findLength(&velocity);
5456 velocity = flatfacing * velspeed;
5459 if (animTarget == rollanim && animation[animTarget].label[frameTarget] != 6) {
5460 velocity += facing * multiplier * speed * 700 * scale;
5461 velspeed = findLength(&velocity);
5462 if (velspeed > speed * 45 * scale) {
5463 velocity /= velspeed;
5464 velspeed = speed * 45 * scale;
5465 velocity *= velspeed;
5467 velocity.y += gravity * multiplier * 20;
5468 ReflectVector(&velocity, terrain.getNormal(coords.x, coords.z));
5469 velspeed = findLength(&velocity);
5470 velocity = flatfacing * velspeed;
5473 if (animTarget == sneakanim || animTarget == walkanim) {
5474 velocity += facing * multiplier * speed * 700 * scale;
5475 velspeed = findLength(&velocity);
5476 if (velspeed > speed * 12 * scale) {
5477 velocity /= velspeed;
5478 velspeed = speed * 12 * scale;
5479 velocity *= velspeed;
5481 velocity.y += gravity * multiplier * 20;
5482 ReflectVector(&velocity, terrain.getNormal(coords.x, coords.z));
5483 velspeed = findLength(&velocity);
5484 velocity = flatfacing * velspeed;
5487 if ((animTarget == fightidleanim || animTarget == knifefightidleanim) && (animCurrent == bounceidleanim || animCurrent == hurtidleanim)) {
5488 velocity += facing * multiplier * speed * 700 * scale;
5489 velspeed = findLength(&velocity);
5490 if (velspeed > speed * 2 * scale) {
5491 velocity /= velspeed;
5492 velspeed = speed * 2 * scale;
5493 velocity *= velspeed;
5495 velocity.y += gravity * multiplier * 20;
5496 ReflectVector(&velocity, terrain.getNormal(coords.x, coords.z));
5497 velspeed = findLength(&velocity);
5498 velocity = flatfacing * velspeed;
5502 if ((animTarget == bounceidleanim || animCurrent == hurtidleanim) && (animCurrent == fightidleanim || animCurrent == knifefightidleanim)) {
5503 velocity -= facing * multiplier * speed * 700 * scale;
5504 velspeed = findLength(&velocity);
5505 if (velspeed > speed * 2 * scale) {
5506 velocity /= velspeed;
5507 velspeed = speed * 2 * scale;
5508 velocity *= velspeed;
5510 velocity.y += gravity * multiplier * 20;
5511 ReflectVector(&velocity, terrain.getNormal(coords.x, coords.z));
5512 velspeed = findLength(&velocity);
5513 velocity = flatfacing * velspeed * -1;
5516 if (animTarget == fightsidestep) {
5517 velocity += DoRotation(facing * multiplier * speed * 700 * scale, 0, -90, 0);
5518 velspeed = findLength(&velocity);
5519 if (velspeed > speed * 12 * scale) {
5520 velocity /= velspeed;
5521 velspeed = speed * 12 * scale;
5522 velocity *= velspeed;
5524 velocity.y += gravity * multiplier * 20;
5525 ReflectVector(&velocity, terrain.getNormal(coords.x, coords.z));
5526 velspeed = findLength(&velocity);
5527 velocity = DoRotation(flatfacing * velspeed, 0, -90, 0);
5530 if (animTarget == staggerbackhighanim) {
5531 coords -= facing * multiplier * speed * 16 * scale;
5534 if (animTarget == staggerbackhardanim && animation[staggerbackhardanim].label[frameTarget] != 6) {
5535 coords -= facing * multiplier * speed * 20 * scale;
5539 if (animTarget == backhandspringanim) {
5540 //coords-=facing*multiplier*50*scale;
5541 velocity += facing * multiplier * speed * 700 * scale * -1;
5542 velspeed = findLength(&velocity);
5543 if (velspeed > speed * 50 * scale) {
5544 velocity /= velspeed;
5545 velspeed = speed * 50 * scale;
5546 velocity *= velspeed;
5548 velocity.y += gravity * multiplier * 20;
5549 ReflectVector(&velocity, terrain.getNormal(coords.x, coords.z));
5550 velspeed = findLength(&velocity);
5551 velocity = flatfacing * velspeed * -1;
5553 if (animTarget == dodgebackanim) {
5554 //coords-=facing*multiplier*50*scale;
5555 velocity += facing * multiplier * speed * 700 * scale * -1;
5556 velspeed = findLength(&velocity);
5557 if (velspeed > speed * 60 * scale) {
5558 velocity /= velspeed;
5559 velspeed = speed * 60 * scale;
5560 velocity *= velspeed;
5562 velocity.y += gravity * multiplier * 20;
5563 ReflectVector(&velocity, terrain.getNormal(coords.x, coords.z));
5564 velspeed = findLength(&velocity);
5565 velocity = flatfacing * velspeed * -1;
5568 if (animTarget == jumpupanim || animTarget == jumpdownanim || isFlip()) {
5569 velspeed = findLength(&velocity);
5573 if (animTarget == jumpupanim || animTarget == jumpdownanim || isFlip()) {
5574 velocity.y += gravity * multiplier;
5577 if (animTarget != climbanim && animTarget != hanganim && !isWallJump())
5578 coords += velocity * multiplier;
5580 if (coords.y < terrain.getHeight(coords.x, coords.z) && (animTarget == jumpdownanim || animTarget == jumpupanim || isFlip())) {
5581 if (isFlip() && animation[animTarget].label[frameTarget] == 7)
5584 if (animTarget == jumpupanim) {
5586 animTarget = getIdle();
5593 pause_sound(whooshsound);
5594 OPENAL_SetVolume(channels[whooshsound], 0);
5597 if (animTarget == jumpdownanim || isFlip()) {
5598 if (isFlip())jumppower = -4;
5599 animTarget = getLanding();
5600 emit_sound_at(landsound, coords, 128.);
5603 envsound[numenvsounds] = coords;
5604 envsoundvol[numenvsounds] = 16;
5605 envsoundlife[numenvsounds] = .4;
5611 if (animTarget != jumpupanim && animTarget != jumpdownanim && !isFlip() && animTarget != climbanim && animTarget != hanganim && !isWallJump())
5612 coords.y += gravity * multiplier * 2;
5613 if (animTarget != jumpupanim && animTarget != jumpdownanim && !isFlip() && coords.y < terrain.getHeight(coords.x, coords.z)) {
5614 coords.y = terrain.getHeight(coords.x, coords.z);
5619 if (isIdle() || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim || animTarget == crouchstabanim || animTarget == swordgroundstabanim || isStop() || animTarget == removeknifeanim || animTarget == crouchremoveknifeanim || isLanding() || isCrouch() || animation[animTarget].attack || (animTarget == rollanim && animation[animTarget].label[frameTarget] == 6)) {
5620 velspeed = findLength(&velocity);
5622 if (velspeed < multiplier * 300 * scale) {
5625 velocity -= velocity / velspeed * multiplier * 300 * scale;
5626 if (velspeed > 5 && (isLanding() || isLandhard())) {
5627 skiddingdelay += multiplier;
5628 if (skiddelay <= 0) {
5638 velspeed = findLength(&velocity);
5640 if (velspeed < multiplier * 600 * scale) {
5643 velocity -= velocity / velspeed * multiplier * 600 * scale;
5645 if (velspeed > 5 && (isLanding() || isLandhard())) {
5646 skiddingdelay += multiplier;
5647 if (skiddelay <= 0) {
5656 if (skiddingdelay < 0)
5657 skiddingdelay += multiplier;
5658 if (skiddingdelay > .02 && !forwardkeydown && !backkeydown && !leftkeydown && !rightkeydown && !jumpkeydown && isLanding() && !landhard) {
5660 if (!onterrain || environment == grassyenvironment) {
5661 emit_sound_at(skidsound, coords, 128 * velspeed / 10);
5663 emit_sound_at(snowskidsound, coords, 128 * velspeed / 10);
5667 if (animation[animTarget].attack == normalattack && animTarget != rabbitkickanim && !victim->skeleton.free) {
5668 terrainnormal = victim->coords - coords;
5669 Normalise(&terrainnormal);
5670 targetyaw = -asin(0 - terrainnormal.x);
5671 targetyaw *= 360 / 6.28;
5672 if (terrainnormal.z < 0)
5673 targetyaw = 180 - targetyaw;
5674 targettilt2 = -asin(terrainnormal.y) * 360 / 6.28; //*-70;
5677 if (animation[animTarget].attack == reversal && animTarget != rabbittacklinganim) {
5678 targetyaw = victim->targetyaw;
5680 if (animTarget == rabbittacklinganim) {
5681 coords = victim->coords;
5684 skeleton.oldfree = skeleton.free;
5688 midterrain.x = terrain.size * terrain.scale / 2;
5689 midterrain.z = terrain.size * terrain.scale / 2;
5690 if (distsqflat(&coords, &midterrain) > (terrain.size * terrain.scale / 2 - viewdistance) * (terrain.size * terrain.scale / 2 - viewdistance)) {
5692 tempposit = coords - midterrain;
5694 Normalise(&tempposit);
5695 tempposit *= (terrain.size * terrain.scale / 2 - viewdistance);
5696 coords.x = tempposit.x + midterrain.x;
5697 coords.z = tempposit.z + midterrain.z;
5703 * inverse kinematics helper function
5705 void IKHelper(Person *p, float interp)
5707 XYZ point, newpoint, change, change2;
5708 float heightleft, heightright;
5710 // TODO: implement localToWorld and worldToLocal
5711 // but keep in mind it won't be the same math if player is ragdolled or something
5712 // - localToWorldStanding / worldToLocalStanding (or crouching or...?)
5713 // then comb through code for places where to use it
5715 // point = localToWorld(jointPos(leftfoot))
5716 point = DoRotation(p->jointPos(leftfoot), 0, p->yaw, 0) * p->scale + p->coords;
5717 // adjust height of foot
5718 heightleft = terrain.getHeight(point.x, point.z) + .04;
5719 point.y = heightleft;
5720 change = p->jointPos(leftankle) - p->jointPos(leftfoot);
5721 change2 = p->jointPos(leftknee) - p->jointPos(leftfoot);
5722 // jointPos(leftfoot) = interpolate(worldToLocal(point), jointPos(leftfoot), interp)
5723 p->jointPos(leftfoot) = DoRotation((point - p->coords) / p->scale, 0, -p->yaw, 0) * interp + p->jointPos(leftfoot) * (1 - interp);
5724 // move ankle along with foot
5725 p->jointPos(leftankle) = p->jointPos(leftfoot) + change;
5726 // average knee pos between old and new pos
5727 p->jointPos(leftknee) = (p->jointPos(leftfoot) + change2) / 2 + (p->jointPos(leftknee)) / 2;
5729 // do same as above for right leg
5730 point = DoRotation(p->jointPos(rightfoot), 0, p->yaw, 0) * p->scale + p->coords;
5731 heightright = terrain.getHeight(point.x, point.z) + .04;
5732 point.y = heightright;
5733 change = p->jointPos(rightankle) - p->jointPos(rightfoot);
5734 change2 = p->jointPos(rightknee) - p->jointPos(rightfoot);
5735 p->jointPos(rightfoot) = DoRotation((point - p->coords) / p->scale, 0, -p->yaw, 0) * interp + p->jointPos(rightfoot) * (1 - interp);
5736 p->jointPos(rightankle) = p->jointPos(rightfoot) + change;
5737 p->jointPos(rightknee) = (p->jointPos(rightfoot) + change2) / 2 + (p->jointPos(rightknee)) / 2;
5739 // fix up skeleton now that we've moved body parts?
5740 p->skeleton.DoConstraints(&p->coords, &p->scale);
5747 int Person::DrawSkeleton()
5749 int oldplayerdetail;
5750 if ((frustum.SphereInFrustum(coords.x, coords.y + scale * 3, coords.z, scale * 8) && distsq(&viewer, &coords) < viewdistance * viewdistance) || skeleton.free == 3) {
5751 if (onterrain && (isIdle() || isCrouch() || wasIdle() || wasCrouch()) && !skeleton.free) {
5761 glAlphaFunc(GL_GREATER, 0.0001);
5763 float terrainheight;
5767 if (!isnormal(tilt))
5769 if (!isnormal(tilt2))
5771 oldplayerdetail = playerdetail;
5773 if (distsq(&viewer, &coords) < viewdistance * viewdistance / 32 && detail == 2) {
5776 if (distsq(&viewer, &coords) < viewdistance * viewdistance / 128 && detail == 1) {
5779 if (distsq(&viewer, &coords) < viewdistance * viewdistance / 256 && (detail != 1 && detail != 2)) {
5784 if (playerdetail != oldplayerdetail) {
5786 normalsupdatedelay = 0;
5788 static float updatedelaychange;
5789 static float morphness;
5790 static float framemult;
5792 skeleton.FindForwards();
5793 if (howactive == typesittingwall) {
5794 skeleton.specialforward[1] = 0;
5795 skeleton.specialforward[1].z = 1;
5801 static int weaponattachmuscle;
5802 static int weaponrotatemuscle;
5803 static XYZ weaponpoint;
5804 static int start, endthing;
5805 if ((dead != 2 || skeleton.free != 2) && updatedelay <= 0) {
5806 if (!isSleeping() && !isSitting()) {
5807 // TODO: give these meaningful names
5808 const bool cond1 = (isIdle() || isCrouch() || isLanding() || isLandhard()
5809 || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim);
5810 const bool cond2 = (wasIdle() || wasCrouch() || wasLanding() || wasLandhard()
5811 || animCurrent == drawrightanim || animCurrent == drawleftanim || animCurrent == crouchdrawrightanim);
5813 if (onterrain && (cond1 && cond2) && !skeleton.free) {
5815 if (creature == wolftype)
5819 if (onterrain && (cond1 && !cond2) && !skeleton.free) {
5820 IKHelper(this, target);
5821 if (creature == wolftype)
5822 IKHelper(this, target);
5825 if (onterrain && (!cond1 && cond2) && !skeleton.free) {
5826 IKHelper(this, 1 - target);
5827 if (creature == wolftype)
5828 IKHelper(this, 1 - target);
5832 if (!skeleton.free && (!animation[animTarget].attack && animTarget != getupfrombackanim && ((animTarget != rollanim && !isFlip()) || animation[animTarget].label[frameTarget] == 6) && animTarget != getupfromfrontanim && animTarget != wolfrunninganim && animTarget != rabbitrunninganim && animTarget != backhandspringanim && animTarget != walljumpfrontanim && animTarget != hurtidleanim && !isLandhard() && !isSleeping()))
5835 targetheadyaw = -targetyaw;
5836 targetheadpitch = 0;
5837 if (animation[animTarget].attack == 3)
5838 targetheadyaw += 180;
5840 for (i = 0; i < skeleton.drawmodel.vertexNum; i++) {
5841 skeleton.drawmodel.vertex[i] = 0;
5842 skeleton.drawmodel.vertex[i].y = 999;
5844 for (i = 0; i < skeleton.drawmodellow.vertexNum; i++) {
5845 skeleton.drawmodellow.vertex[i] = 0;
5846 skeleton.drawmodellow.vertex[i].y = 999;
5848 for (i = 0; i < skeleton.drawmodelclothes.vertexNum; i++) {
5849 skeleton.drawmodelclothes.vertex[i] = 0;
5850 skeleton.drawmodelclothes.vertex[i].y = 999;
5852 for (int i = 0; i < skeleton.num_muscles; i++) {
5853 // convenience renames
5854 const int p1 = skeleton.muscles[i].parent1->label;
5855 const int p2 = skeleton.muscles[i].parent2->label;
5857 if ((skeleton.muscles[i].numvertices > 0 && playerdetail) || (skeleton.muscles[i].numverticeslow > 0 && !playerdetail)) {
5862 if (p1 == righthand || p2 == righthand) {
5863 morphness = righthandmorphness;
5864 start = righthandmorphstart;
5865 endthing = righthandmorphend;
5867 if (p1 == lefthand || p2 == lefthand) {
5868 morphness = lefthandmorphness;
5869 start = lefthandmorphstart;
5870 endthing = lefthandmorphend;
5872 if (p1 == head || p2 == head) {
5873 morphness = headmorphness;
5874 start = headmorphstart;
5875 endthing = headmorphend;
5877 if ((p1 == neck && p2 == abdomen) || (p2 == neck && p1 == abdomen)) {
5878 morphness = chestmorphness;
5879 start = chestmorphstart;
5880 endthing = chestmorphend;
5882 if ((p1 == groin && p2 == abdomen) || (p2 == groin && p1 == abdomen)) {
5883 morphness = tailmorphness;
5884 start = tailmorphstart;
5885 endthing = tailmorphend;
5888 skeleton.FindRotationMuscle(i, animTarget);
5889 mid = (skeleton.muscles[i].parent1->position + skeleton.muscles[i].parent2->position) / 2;
5890 glMatrixMode(GL_MODELVIEW);
5894 glRotatef(tilt2, 1, 0, 0);
5896 glRotatef(tilt, 0, 0, 1);
5899 glTranslatef(mid.x, mid.y, mid.z);
5901 skeleton.muscles[i].lastrotate1 = skeleton.muscles[i].rotate1;
5902 glRotatef(-skeleton.muscles[i].lastrotate1 + 90, 0, 1, 0);
5904 skeleton.muscles[i].lastrotate2 = skeleton.muscles[i].rotate2;
5905 glRotatef(-skeleton.muscles[i].lastrotate2 + 90, 0, 0, 1);
5907 skeleton.muscles[i].lastrotate3 = skeleton.muscles[i].rotate3;
5908 glRotatef(-skeleton.muscles[i].lastrotate3, 0, 1, 0);
5910 if (playerdetail || skeleton.free == 3) {
5911 for (j = 0; j < skeleton.muscles[i].numvertices; j++) {
5912 XYZ &v0 = skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]];
5913 XYZ &v1 = skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]];
5914 glMatrixMode(GL_MODELVIEW);
5916 if (p1 == abdomen || p2 == abdomen)
5917 glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionbody.x,
5918 (v0.y * (1 - morphness) + v1.y * morphness) * proportionbody.y,
5919 (v0.z * (1 - morphness) + v1.z * morphness) * proportionbody.z);
5920 if (p1 == lefthand || p1 == righthand || p1 == leftwrist || p1 == rightwrist || p1 == leftelbow || p1 == rightelbow || p2 == leftelbow || p2 == rightelbow)
5921 glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionarms.x,
5922 (v0.y * (1 - morphness) + v1.y * morphness) * proportionarms.y,
5923 (v0.z * (1 - morphness) + v1.z * morphness) * proportionarms.z);
5924 if (p1 == leftfoot || p1 == rightfoot || p1 == leftankle || p1 == rightankle || p1 == leftknee || p1 == rightknee || p2 == leftknee || p2 == rightknee)
5925 glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionlegs.x,
5926 (v0.y * (1 - morphness) + v1.y * morphness) * proportionlegs.y,
5927 (v0.z * (1 - morphness) + v1.z * morphness) * proportionlegs.z);
5928 if (p1 == head || p2 == head)
5929 glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionhead.x,
5930 (v0.y * (1 - morphness) + v1.y * morphness) * proportionhead.y,
5931 (v0.z * (1 - morphness) + v1.z * morphness) * proportionhead.z);
5932 glGetFloatv(GL_MODELVIEW_MATRIX, M);
5933 skeleton.drawmodel.vertex[skeleton.muscles[i].vertices[j]].x = M[12] * scale;
5934 skeleton.drawmodel.vertex[skeleton.muscles[i].vertices[j]].y = M[13] * scale;
5935 skeleton.drawmodel.vertex[skeleton.muscles[i].vertices[j]].z = M[14] * scale;
5939 if (!playerdetail || skeleton.free == 3) {
5940 for (j = 0; j < skeleton.muscles[i].numverticeslow; j++) {
5941 XYZ &v0 = skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]];
5942 glMatrixMode(GL_MODELVIEW);
5944 if (p1 == abdomen || p2 == abdomen)
5945 glTranslatef(v0.x * proportionbody.x,
5946 v0.y * proportionbody.y,
5947 v0.z * proportionbody.z);
5948 if (p1 == lefthand || p1 == righthand || p1 == leftwrist || p1 == rightwrist || p1 == leftelbow || p1 == rightelbow || p2 == leftelbow || p2 == rightelbow)
5949 glTranslatef(v0.x * proportionarms.x,
5950 v0.y * proportionarms.y,
5951 v0.z * proportionarms.z);
5952 if (p1 == leftfoot || p1 == rightfoot || p1 == leftankle || p1 == rightankle || p1 == leftknee || p1 == rightknee || p2 == leftknee || p2 == rightknee)
5953 glTranslatef(v0.x * proportionlegs.x,
5954 v0.y * proportionlegs.y,
5955 v0.z * proportionlegs.z);
5956 if (p1 == head || p2 == head)
5957 glTranslatef(v0.x * proportionhead.x,
5958 v0.y * proportionhead.y,
5959 v0.z * proportionhead.z);
5961 glGetFloatv(GL_MODELVIEW_MATRIX, M);
5962 skeleton.drawmodellow.vertex[skeleton.muscles[i].verticeslow[j]].x = M[12] * scale;
5963 skeleton.drawmodellow.vertex[skeleton.muscles[i].verticeslow[j]].y = M[13] * scale;
5964 skeleton.drawmodellow.vertex[skeleton.muscles[i].verticeslow[j]].z = M[14] * scale;
5970 if (skeleton.clothes && skeleton.muscles[i].numverticesclothes > 0) {
5971 mid = (skeleton.muscles[i].parent1->position + skeleton.muscles[i].parent2->position) / 2;
5973 glMatrixMode(GL_MODELVIEW);
5977 glRotatef(tilt2, 1, 0, 0);
5979 glRotatef(tilt, 0, 0, 1);
5980 glTranslatef(mid.x, mid.y, mid.z);
5981 skeleton.muscles[i].lastrotate1 = skeleton.muscles[i].rotate1;
5982 glRotatef(-skeleton.muscles[i].lastrotate1 + 90, 0, 1, 0);
5984 skeleton.muscles[i].lastrotate2 = skeleton.muscles[i].rotate2;
5985 glRotatef(-skeleton.muscles[i].lastrotate2 + 90, 0, 0, 1);
5987 skeleton.muscles[i].lastrotate3 = skeleton.muscles[i].rotate3;
5988 glRotatef(-skeleton.muscles[i].lastrotate3, 0, 1, 0);
5990 for (j = 0; j < skeleton.muscles[i].numverticesclothes; j++) {
5991 XYZ &v0 = skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]];
5992 glMatrixMode(GL_MODELVIEW);
5994 if (p1 == abdomen || p2 == abdomen)
5995 glTranslatef(v0.x * proportionbody.x,
5996 v0.y * proportionbody.y,
5997 v0.z * proportionbody.z);
5998 if (p1 == lefthand || p1 == righthand || p1 == leftwrist || p1 == rightwrist || p1 == leftelbow || p1 == rightelbow || p2 == leftelbow || p2 == rightelbow)
5999 glTranslatef(v0.x * proportionarms.x,
6000 v0.y * proportionarms.y,
6001 v0.z * proportionarms.z);
6002 if (p1 == leftfoot || p1 == rightfoot || p1 == leftankle || p1 == rightankle || p1 == leftknee || p1 == rightknee || p2 == leftknee || p2 == rightknee)
6003 glTranslatef(v0.x * proportionlegs.x,
6004 v0.y * proportionlegs.y,
6005 v0.z * proportionlegs.z);
6006 if (p1 == head || p2 == head)
6007 glTranslatef(v0.x * proportionhead.x,
6008 v0.y * proportionhead.y,
6009 v0.z * proportionhead.z);
6010 glGetFloatv(GL_MODELVIEW_MATRIX, M);
6011 skeleton.drawmodelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].x = M[12] * scale;
6012 skeleton.drawmodelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].y = M[13] * scale;
6013 skeleton.drawmodelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].z = M[14] * scale;
6018 updatedelay = 1 + (float)(Random() % 100) / 1000;
6020 if (skeleton.free != 2 && (skeleton.free == 1 || skeleton.free == 3 || id == 0 || (normalsupdatedelay <= 0) || animTarget == getupfromfrontanim || animTarget == getupfrombackanim || animCurrent == getupfromfrontanim || animCurrent == getupfrombackanim)) {
6021 normalsupdatedelay = 1;
6022 if (playerdetail || skeleton.free == 3)
6023 skeleton.drawmodel.CalculateNormals(0);
6024 if (!playerdetail || skeleton.free == 3)
6025 skeleton.drawmodellow.CalculateNormals(0);
6026 if (skeleton.clothes)
6027 skeleton.drawmodelclothes.CalculateNormals(0);
6029 if (playerdetail || skeleton.free == 3)
6030 skeleton.drawmodel.UpdateVertexArrayNoTexNoNorm();
6031 if (!playerdetail || skeleton.free == 3)
6032 skeleton.drawmodellow.UpdateVertexArrayNoTexNoNorm();
6033 if (skeleton.clothes) {
6034 skeleton.drawmodelclothes.UpdateVertexArrayNoTexNoNorm();
6039 updatedelaychange = -framemult * 4 * (45 - findDistance(&viewer, &coords) * 1);
6040 if (updatedelaychange > -realmultiplier * 30)
6041 updatedelaychange = -realmultiplier * 30;
6042 if (updatedelaychange > -framemult * 4)
6043 updatedelaychange = -framemult * 4;
6044 if (skeleton.free == 1)
6045 updatedelaychange *= 6;
6047 updatedelaychange *= 8;
6048 updatedelay += updatedelaychange;
6050 glMatrixMode(GL_MODELVIEW);
6053 glTranslatef(coords.x, coords.y - .02, coords.z);
6055 glTranslatef(coords.x, coords.y - .02, coords.z);
6057 glTranslatef(offset.x * scale, offset.y * scale, offset.z * scale);
6059 glRotatef(yaw, 0, 1, 0);
6062 glColor4f(.4, 1, .4, 1);
6063 glDisable(GL_LIGHTING);
6064 glDisable(GL_TEXTURE_2D);
6067 for (i = 0; i < skeleton.drawmodel.vertexNum; i++) {
6068 XYZ &v0 = skeleton.drawmodel.vertex[i];
6069 glVertex3f(v0.x, v0.y, v0.z);
6075 for (i = 0; i < skeleton.drawmodel.TriangleNum; i++) {
6076 XYZ &v0 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[0]];
6077 XYZ &v1 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[1]];
6078 XYZ &v2 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[2]];
6079 glVertex3f(v0.x, v0.y, v0.z);
6080 glVertex3f(v1.x, v1.y, v1.z);
6081 glVertex3f(v1.x, v1.y, v1.z);
6082 glVertex3f(v2.x, v2.y, v2.z);
6083 glVertex3f(v2.x, v2.y, v2.z);
6084 glVertex3f(v0.x, v0.y, v0.z);
6090 terrainlight = terrain.getLighting(coords.x, coords.z);
6091 distance = distsq(&viewer, &coords);
6092 distance = (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance;
6096 terrainheight = (coords.y - terrain.getHeight(coords.x, coords.z)) / 3 + 1;
6097 if (terrainheight < 1)
6099 if (terrainheight > 1.7)
6100 terrainheight = 1.7;
6103 glColor4f((1 - (1 - terrainlight.x) / terrainheight) - burnt, (1 - (1 - terrainlight.y) / terrainheight) - burnt, (1 - (1 - terrainlight.z) / terrainheight) - burnt, distance);
6104 glDisable(GL_BLEND);
6105 glAlphaFunc(GL_GREATER, 0.0001);
6106 glEnable(GL_TEXTURE_2D);
6108 glDisable(GL_TEXTURE_2D);
6109 glColor4f(.7, .35, 0, .5);
6111 glEnable(GL_LIGHTING);
6114 if (tutoriallevel && id != 0) {
6115 glColor4f(.7, .7, .7, 0.6);
6117 glEnable(GL_LIGHTING);
6119 if (canattack && cananger)
6120 if (animation[animTarget].attack == normalattack || animation[animTarget].attack == reversed) {
6121 glDisable(GL_TEXTURE_2D);
6122 glColor4f(1, 0, 0, 0.8);
6124 glMatrixMode(GL_TEXTURE);
6126 glTranslatef(0, -smoketex, 0);
6127 glTranslatef(-smoketex, 0, 0);
6131 if ((tutoriallevel && id != 0))
6132 skeleton.drawmodel.drawdifftex(Sprite::cloudimpacttexture);
6134 skeleton.drawmodel.draw();
6137 if (!playerdetail) {
6138 if ((tutoriallevel && id != 0))
6139 skeleton.drawmodellow.drawdifftex(Sprite::cloudimpacttexture);
6141 skeleton.drawmodellow.drawdifftex(skeleton.drawmodel.textureptr);
6144 if (!(animation[animTarget].attack == normalattack || animation[animTarget].attack == reversed))
6145 if (tutoriallevel && id != 0) {
6147 glMatrixMode(GL_MODELVIEW);
6148 glEnable(GL_TEXTURE_2D);
6149 glColor4f(.7, .7, .7, 0.6);
6151 glEnable(GL_LIGHTING);
6153 if (canattack && cananger)
6154 if (animation[animTarget].attack == normalattack || animation[animTarget].attack == reversed) {
6155 glDisable(GL_TEXTURE_2D);
6156 glColor4f(1, 0, 0, 0.8);
6158 glMatrixMode(GL_TEXTURE);
6160 glTranslatef(0, -smoketex * .6, 0);
6161 glTranslatef(smoketex * .6, 0, 0);
6164 if ((tutoriallevel && id != 0))
6165 skeleton.drawmodel.drawdifftex(Sprite::cloudimpacttexture);
6167 skeleton.drawmodel.draw();
6170 if (!playerdetail) {
6171 if ((tutoriallevel && id != 0))
6172 skeleton.drawmodellow.drawdifftex(Sprite::cloudimpacttexture);
6174 skeleton.drawmodellow.drawdifftex(skeleton.drawmodel.textureptr);
6179 if (tutoriallevel && id != 0) {
6181 glMatrixMode(GL_MODELVIEW);
6182 glEnable(GL_TEXTURE_2D);
6184 if (skeleton.clothes) {
6188 skeleton.drawmodelclothes.draw();
6190 skeleton.drawmodelclothes.drawimmediate();
6196 if (num_weapons > 0) {
6197 for (k = 0; k < num_weapons; k++) {
6199 if (weaponactive == k) {
6200 if (weapons[i].getType() != staff) {
6201 for (j = 0; j < skeleton.num_muscles; j++) {
6202 if ((skeleton.muscles[j].parent1->label == righthand || skeleton.muscles[j].parent2->label == righthand) && skeleton.muscles[j].numvertices > 0) {
6203 weaponattachmuscle = j;
6206 for (j = 0; j < skeleton.num_muscles; j++) {
6207 if ((skeleton.muscles[j].parent1->label == rightwrist || skeleton.muscles[j].parent2->label == rightwrist) && (skeleton.muscles[j].parent1->label != righthand && skeleton.muscles[j].parent2->label != righthand) && skeleton.muscles[j].numvertices > 0) {
6208 weaponrotatemuscle = j;
6211 weaponpoint = (skeleton.muscles[weaponattachmuscle].parent1->position + skeleton.muscles[weaponattachmuscle].parent2->position) / 2;
6212 if (creature == wolftype)
6213 weaponpoint = (jointPos(rightwrist) * .7 + jointPos(righthand) * .3);
6215 if (weapons[i].getType() == staff) {
6216 for (j = 0; j < skeleton.num_muscles; j++) {
6217 if ((skeleton.muscles[j].parent1->label == righthand || skeleton.muscles[j].parent2->label == righthand) && skeleton.muscles[j].numvertices > 0) {
6218 weaponattachmuscle = j;
6221 for (j = 0; j < skeleton.num_muscles; j++) {
6222 if ((skeleton.muscles[j].parent1->label == rightelbow || skeleton.muscles[j].parent2->label == rightelbow) && (skeleton.muscles[j].parent1->label != rightshoulder && skeleton.muscles[j].parent2->label != rightshoulder) && skeleton.muscles[j].numvertices > 0) {
6223 weaponrotatemuscle = j;
6226 //weaponpoint=jointPos(rightwrist);
6227 weaponpoint = (skeleton.muscles[weaponattachmuscle].parent1->position + skeleton.muscles[weaponattachmuscle].parent2->position) / 2;
6228 //weaponpoint+=skeleton.specialforward[1]*.1+(jointPos(rightwrist)-jointPos(rightelbow));
6229 XYZ tempnormthing, vec1, vec2;
6230 vec1 = (jointPos(rightwrist) - jointPos(rightelbow));
6231 vec2 = (jointPos(rightwrist) - jointPos(rightshoulder));
6232 CrossProduct(&vec1, &vec2, &tempnormthing);
6233 Normalise(&tempnormthing);
6234 if (animTarget != staffhitanim && animCurrent != staffhitanim && animTarget != staffgroundsmashanim && animCurrent != staffgroundsmashanim && animTarget != staffspinhitanim && animCurrent != staffspinhitanim)
6235 weaponpoint += tempnormthing * .1 - skeleton.specialforward[1] * .3 + (jointPos(rightwrist) - jointPos(rightelbow));
6238 if (weaponactive != k && weaponstuck != k) {
6239 if (weapons[i].getType() == knife)
6240 weaponpoint = jointPos(abdomen) + (jointPos(righthip) - jointPos(lefthip)) * .1 + (jointPos(rightshoulder) - jointPos(leftshoulder)) * .35;
6241 if (weapons[i].getType() == sword)
6242 weaponpoint = jointPos(abdomen) + (jointPos(lefthip) - jointPos(righthip)) * .09 + (jointPos(leftshoulder) - jointPos(rightshoulder)) * .33;
6243 if (weapons[i].getType() == staff)
6244 weaponpoint = jointPos(abdomen) + (jointPos(lefthip) - jointPos(righthip)) * .09 + (jointPos(leftshoulder) - jointPos(rightshoulder)) * .33;
6245 for (j = 0; j < skeleton.num_muscles; j++) {
6246 if ((skeleton.muscles[j].parent1->label == abdomen || skeleton.muscles[j].parent2->label == abdomen) && (skeleton.muscles[j].parent1->label == neck || skeleton.muscles[j].parent2->label == neck) && skeleton.muscles[j].numvertices > 0) {
6247 weaponrotatemuscle = j;
6251 if (weaponstuck == k) {
6252 if (weaponstuckwhere == 0)
6253 weaponpoint = jointPos(abdomen) * .5 + jointPos(neck) * .5 - skeleton.forward * .8;
6255 weaponpoint = jointPos(abdomen) * .5 + jointPos(neck) * .5 + skeleton.forward * .8;
6256 for (j = 0; j < skeleton.num_muscles; j++) {
6257 if ((skeleton.muscles[j].parent1->label == abdomen || skeleton.muscles[j].parent2->label == abdomen) && (skeleton.muscles[j].parent1->label == neck || skeleton.muscles[j].parent2->label == neck) && skeleton.muscles[j].numvertices > 0) {
6258 weaponrotatemuscle = j;
6262 if (skeleton.free) {
6263 weapons[i].position = weaponpoint * scale + coords;
6264 weapons[i].bigrotation = 0;
6265 weapons[i].bigtilt = 0;
6266 weapons[i].bigtilt2 = 0;
6268 weapons[i].position = DoRotation(DoRotation(DoRotation(weaponpoint, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords + currentoffset * (1 - target) * scale + targetoffset * target * scale;
6269 weapons[i].bigrotation = yaw;
6270 weapons[i].bigtilt = tilt;
6271 weapons[i].bigtilt2 = tilt2;
6273 weapons[i].rotation1 = skeleton.muscles[weaponrotatemuscle].lastrotate1;
6274 weapons[i].rotation2 = skeleton.muscles[weaponrotatemuscle].lastrotate2;
6275 weapons[i].rotation3 = skeleton.muscles[weaponrotatemuscle].lastrotate3;
6276 if (weaponactive == k) {
6277 if (weapons[i].getType() == knife) {
6278 weapons[i].smallrotation = 180;
6279 weapons[i].smallrotation2 = 0;
6280 if (isCrouch() || wasCrouch()) {
6281 weapons[i].smallrotation2 = 20;
6283 if (animTarget == hurtidleanim) {
6284 weapons[i].smallrotation2 = 50;
6286 if ((animCurrent == crouchstabanim && animTarget == crouchstabanim) || (animCurrent == backhandspringanim && animTarget == backhandspringanim)) {
6287 XYZ temppoint1, temppoint2, tempforward;
6290 temppoint1 = jointPos(righthand);
6291 temppoint2 = animation[animCurrent].weapontarget[frameCurrent] * (1 - target) + animation[animTarget].weapontarget[frameTarget] * (target);
6292 distance = findDistance(&temppoint1, &temppoint2);
6293 weapons[i].rotation2 = asin((temppoint1.y - temppoint2.y) / distance);
6294 weapons[i].rotation2 *= 360 / 6.28;
6297 weapons[i].rotation1 = acos((temppoint1.z - temppoint2.z) / findDistance(&temppoint1, &temppoint2));
6298 weapons[i].rotation1 *= 360 / 6.28;
6299 weapons[i].rotation3 = 0;
6300 weapons[i].smallrotation = -90;
6301 weapons[i].smallrotation2 = 0;
6302 if (temppoint1.x > temppoint2.x)
6303 weapons[i].rotation1 = 360 - weapons[i].rotation1;
6305 if ((animCurrent == knifeslashreversalanim && animTarget == knifeslashreversalanim) || (animCurrent == knifeslashreversedanim && animTarget == knifeslashreversedanim)) {
6306 XYZ temppoint1, temppoint2, tempforward;
6309 temppoint1 = jointPos(righthand);
6310 temppoint2 = animation[animCurrent].weapontarget[frameCurrent] * (1 - target) + animation[animTarget].weapontarget[frameTarget] * (target);
6311 distance = findDistance(&temppoint1, &temppoint2);
6312 weapons[i].rotation2 = asin((temppoint1.y - temppoint2.y) / distance);
6313 weapons[i].rotation2 *= 360 / 6.28;
6316 weapons[i].rotation1 = acos((temppoint1.z - temppoint2.z) / findDistance(&temppoint1, &temppoint2));
6317 weapons[i].rotation1 *= 360 / 6.28;
6318 weapons[i].rotation3 = 0;
6319 weapons[i].smallrotation = 90;
6320 weapons[i].smallrotation2 = 0;
6321 if (temppoint1.x > temppoint2.x)
6322 weapons[i].rotation1 = 360 - weapons[i].rotation1;
6324 if (animTarget == knifethrowanim) {
6325 weapons[i].smallrotation = 90;
6326 //weapons[i].smallrotation2=-90;
6327 weapons[i].smallrotation2 = 0;
6328 weapons[i].rotation1 = 0;
6329 weapons[i].rotation2 = 0;
6330 weapons[i].rotation3 = 0;
6332 if (animTarget == knifesneakattackanim && frameTarget < 5) {
6333 weapons[i].smallrotation = -90;
6334 weapons[i].rotation1 = 0;
6335 weapons[i].rotation2 = 0;
6336 weapons[i].rotation3 = 0;
6339 if (weapons[i].getType() == sword) {
6340 weapons[i].smallrotation = 0;
6341 weapons[i].smallrotation2 = 0;
6342 if (animTarget == knifethrowanim) {
6343 weapons[i].smallrotation = -90;
6344 weapons[i].smallrotation2 = 0;
6345 weapons[i].rotation1 = 0;
6346 weapons[i].rotation2 = 0;
6347 weapons[i].rotation3 = 0;
6349 if ((animTarget == swordgroundstabanim && animCurrent == swordgroundstabanim) || (animTarget == swordsneakattackanim && animCurrent == swordsneakattackanim) || (animTarget == swordslashparryanim && animCurrent == swordslashparryanim) || (animTarget == swordslashparriedanim && animCurrent == swordslashparriedanim) || (animTarget == swordslashreversalanim && animCurrent == swordslashreversalanim) || (animTarget == swordslashreversedanim && animCurrent == swordslashreversedanim) || (animTarget == knifeslashreversalanim && animCurrent == knifeslashreversalanim) || (animTarget == knifeslashreversedanim && animCurrent == knifeslashreversedanim) || (animTarget == swordslashanim && animCurrent == swordslashanim) || (animTarget == drawleftanim && animCurrent == drawleftanim) || (animCurrent == backhandspringanim && animTarget == backhandspringanim)) {
6350 XYZ temppoint1, temppoint2, tempforward;
6353 temppoint1 = animation[animCurrent].position[skeleton.jointlabels[righthand]][frameCurrent] * (1 - target) + animation[animTarget].position[skeleton.jointlabels[righthand]][frameTarget] * (target); //jointPos(righthand);
6354 temppoint2 = animation[animCurrent].weapontarget[frameCurrent] * (1 - target) + animation[animTarget].weapontarget[frameTarget] * (target);
6355 distance = findDistance(&temppoint1, &temppoint2);
6356 weapons[i].rotation2 = asin((temppoint1.y - temppoint2.y) / distance);
6357 weapons[i].rotation2 *= 360 / 6.28;
6360 weapons[i].rotation1 = acos((temppoint1.z - temppoint2.z) / findDistance(&temppoint1, &temppoint2));
6361 weapons[i].rotation1 *= 360 / 6.28;
6362 weapons[i].rotation3 = 0;
6363 weapons[i].smallrotation = 90;
6364 weapons[i].smallrotation2 = 0;
6365 if (temppoint1.x > temppoint2.x)
6366 weapons[i].rotation1 = 360 - weapons[i].rotation1;
6369 if (weapons[i].getType() == staff) {
6370 weapons[i].smallrotation = 100;
6371 weapons[i].smallrotation2 = 0;
6372 if ((animTarget == staffhitanim && animCurrent == staffhitanim) || (animTarget == staffhitreversedanim && animCurrent == staffhitreversedanim) || (animTarget == staffspinhitreversedanim && animCurrent == staffspinhitreversedanim) || (animTarget == staffgroundsmashanim && animCurrent == staffgroundsmashanim) || (animTarget == staffspinhitanim && animCurrent == staffspinhitanim)) {
6373 XYZ temppoint1, temppoint2, tempforward;
6376 temppoint1 = animation[animCurrent].position[skeleton.jointlabels[righthand]][frameCurrent] * (1 - target) + animation[animTarget].position[skeleton.jointlabels[righthand]][frameTarget] * (target); //jointPos(righthand);
6377 temppoint2 = animation[animCurrent].weapontarget[frameCurrent] * (1 - target) + animation[animTarget].weapontarget[frameTarget] * (target);
6378 distance = findDistance(&temppoint1, &temppoint2);
6379 weapons[i].rotation2 = asin((temppoint1.y - temppoint2.y) / distance);
6380 weapons[i].rotation2 *= 360 / 6.28;
6383 weapons[i].rotation1 = acos((temppoint1.z - temppoint2.z) / findDistance(&temppoint1, &temppoint2));
6384 weapons[i].rotation1 *= 360 / 6.28;
6385 weapons[i].rotation3 = 0;
6386 weapons[i].smallrotation = 90;
6387 weapons[i].smallrotation2 = 0;
6388 if (temppoint1.x > temppoint2.x)
6389 weapons[i].rotation1 = 360 - weapons[i].rotation1;
6393 if (weaponactive != k && weaponstuck != k) {
6394 if (weapons[i].getType() == knife) {
6395 weapons[i].smallrotation = -70;
6396 weapons[i].smallrotation2 = 10;
6398 if (weapons[i].getType() == sword) {
6399 weapons[i].smallrotation = -100;
6400 weapons[i].smallrotation2 = -8;
6402 if (weapons[i].getType() == staff) {
6403 weapons[i].smallrotation = -100;
6404 weapons[i].smallrotation2 = -8;
6407 if (weaponstuck == k) {
6408 if (weaponstuckwhere == 0)
6409 weapons[i].smallrotation = 180;
6411 weapons[i].smallrotation = 0;
6412 weapons[i].smallrotation2 = 10;
6421 if (animation[animTarget].attack || isRun() || animTarget == staggerbackhardanim || isFlip() || animTarget == climbanim || animTarget == sneakanim || animTarget == rollanim || animTarget == walkanim || animTarget == backhandspringanim || isFlip() || isWallJump())
6423 if (animCurrent != animTarget)
6425 if (skeleton.free == 2)
6434 int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, Model *model)
6437 static float distance;
6438 static float olddistance;
6439 static int intersecting;
6440 static int firstintersecting;
6443 static XYZ start, end;
6444 static float slopethreshold = -.4;
6446 firstintersecting = -1;
6450 if (distsq(p1, &model->boundingspherecenter) > radius * radius + model->boundingsphereradius * model->boundingsphereradius)
6453 *p1 = DoRotation(*p1, 0, -*rotate, 0);
6454 for (i = 0; i < 4; i++) {
6455 for (j = 0; j < model->TriangleNum; j++) {
6456 if (model->facenormals[j].y <= slopethreshold) {
6458 distance = abs((model->facenormals[j].x * p1->x) + (model->facenormals[j].y * p1->y) + (model->facenormals[j].z * p1->z) - ((model->facenormals[j].x * model->vertex[model->Triangles[j].vertex[0]].x) + (model->facenormals[j].y * model->vertex[model->Triangles[j].vertex[0]].y) + (model->facenormals[j].z * model->vertex[model->Triangles[j].vertex[0]].z)));
6459 if (distance < radius) {
6460 point = *p1 - model->facenormals[j] * distance;
6461 if (PointInTriangle( &point, model->facenormals[j], &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]]))
6464 intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[0]],
6465 &model->vertex[model->Triangles[j].vertex[1]],
6468 intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[1]],
6469 &model->vertex[model->Triangles[j].vertex[2]],
6472 intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[0]],
6473 &model->vertex[model->Triangles[j].vertex[2]],
6476 if (dotproduct(&model->facenormals[j], &end) > 0 && intersecting) {
6480 if (LineFacetd(&start, &end, &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]], &model->facenormals[j], &point)) {
6481 p1->y = point.y + radius;
6482 if ((animTarget == jumpdownanim || isFlip())) {
6483 if (isFlip() && (frameTarget < 5 || animation[animTarget].label[frameTarget] == 7 || animation[animTarget].label[frameTarget] == 4))
6486 if (animTarget == jumpupanim) {
6488 animTarget = getIdle();
6495 pause_sound(whooshsound);
6496 OPENAL_SetVolume(channels[whooshsound], 0);
6499 if ((animTarget == jumpdownanim || isFlip()) && !wasLanding() && !wasLandhard()) {
6502 animTarget = getLanding();
6503 emit_sound_at(landsound, coords, 128.);
6506 envsound[numenvsounds] = coords;
6507 envsoundvol[numenvsounds] = 16;
6508 envsoundlife[numenvsounds] = .4;
6516 if ((distance < olddistance || firstintersecting == -1) && intersecting) {
6517 olddistance = distance;
6518 firstintersecting = j;
6523 for (j = 0; j < model->TriangleNum; j++) {
6524 if (model->facenormals[j].y > slopethreshold) {
6527 start.y -= radius / 4;
6528 XYZ &v0 = model->vertex[model->Triangles[j].vertex[0]];
6529 XYZ &v1 = model->vertex[model->Triangles[j].vertex[1]];
6530 XYZ &v2 = model->vertex[model->Triangles[j].vertex[2]];
6531 distance = abs((model->facenormals[j].x * start.x)
6532 + (model->facenormals[j].y * start.y)
6533 + (model->facenormals[j].z * start.z)
6534 - ((model->facenormals[j].x * v0.x)
6535 + (model->facenormals[j].y * v0.y)
6536 + (model->facenormals[j].z * v0.z)));
6537 if (distance < radius * .5) {
6538 point = start - model->facenormals[j] * distance;
6539 if (PointInTriangle( &point, model->facenormals[j], &v0, &v1, &v2))
6542 intersecting = sphere_line_intersection(v0.x, v0.y, v0.z, v1.x, v1.y, v1.z, p1->x, p1->y, p1->z, radius / 2);
6544 intersecting = sphere_line_intersection(v1.x, v1.y, v1.z, v2.x, v2.y, v2.z, p1->x, p1->y, p1->z, radius / 2);
6546 intersecting = sphere_line_intersection(v0.x, v0.y, v0.z, v2.x, v2.y, v2.z, p1->x, p1->y, p1->z, radius / 2);
6548 if (dotproduct(&model->facenormals[j], &end) > 0 && intersecting) {
6549 if ((animTarget == jumpdownanim || animTarget == jumpupanim || isFlip())) {
6551 velocity -= DoRotation(model->facenormals[j], 0, *rotate, 0) * findLength(&velocity) * abs(normaldotproduct(velocity, DoRotation(model->facenormals[j], 0, *rotate, 0))); //(distance-radius*.5)/multiplier;
6552 if (findLengthfast(&start) < findLengthfast(&velocity))
6555 *p1 += model->facenormals[j] * (distance - radius * .5);
6558 if ((distance < olddistance || firstintersecting == -1) && intersecting) {
6559 olddistance = distance;
6560 firstintersecting = j;
6567 *p = DoRotation(*p, 0, *rotate, 0);
6570 *p1 = DoRotation(*p1, 0, *rotate, 0);
6572 return firstintersecting;
6575 void Person::takeWeapon(int weaponId)
6578 weapons[weaponId].owner = id;
6579 if (num_weapons > 0) {
6580 weaponids[num_weapons] = weaponids[0];
6583 weaponids[0] = weaponId;