2023-08-01 19:50:29 +02:00

1207 lines
56 KiB
C++

/*
Copyright (C) 2003, 2010 - Wolfire Games
Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
This file is part of Lugaru.
This file is part of Lugaru.
Lugaru is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Lugaru is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Objects/Weapons.hpp"
#include "Animation/Animation.hpp"
#include "Audio/Sounds.hpp"
#include "Audio/openal_wrapper.hpp"
#include "Game.hpp"
#include "Level/Awards.hpp"
#include "Tutorial.hpp"
extern float multiplier;
extern Terrain terrain;
extern float gravity;
extern int environment;
extern int detail;
extern FRUSTUM frustum;
extern XYZ viewer;
extern float realmultiplier;
extern int slomo;
extern float slomodelay;
extern bool cellophane;
extern float texdetail;
extern int bloodtoggle;
extern bool autoslomo;
extern float camerashake;
extern float woozy;
extern float viewdistance;
extern float blackout;
extern bool freeze;
extern int numthrowkill;
Model Weapon::throwingknifemodel;
Texture Weapon::knifetextureptr;
Texture Weapon::lightbloodknifetextureptr;
Texture Weapon::bloodknifetextureptr;
Model Weapon::swordmodel;
Texture Weapon::swordtextureptr;
Texture Weapon::lightbloodswordtextureptr;
Texture Weapon::bloodswordtextureptr;
Model Weapon::staffmodel;
Texture Weapon::stafftextureptr;
Weapon::Weapon(int t, int o)
: owner(o)
{
setType(t);
bloody = 0;
blooddrip = 0;
blooddripdelay = 0;
onfire = 0;
flamedelay = 0;
damage = 0;
position = -1000;
tippoint = -1000;
}
void Weapon::setType(int t)
{
type = t;
if (type == sword) {
mass = 1.5;
tipmass = 1;
length = .8;
}
if (type == staff) {
mass = 2;
tipmass = 1;
length = 1.5;
}
if (type == knife) {
mass = 1;
tipmass = 1.2;
length = .25;
}
}
/* Load weapons models and textures */
void Weapon::Load()
{
LOG("Loading weapon data...");
knifetextureptr.load("Textures/Knife.png", 0);
bloodknifetextureptr.load("Textures/BloodKnife.png", 0);
lightbloodknifetextureptr.load("Textures/BloodKnifeLight.png", 0);
swordtextureptr.load("Textures/Sword.jpg", 1);
bloodswordtextureptr.load("Textures/SwordBlood.jpg", 1);
lightbloodswordtextureptr.load("Textures/SwordBloodLight.jpg", 1);
stafftextureptr.load("Textures/Staff.jpg", 1);
throwingknifemodel.load("Models/ThrowingKnife.solid");
throwingknifemodel.Scale(.001, .001, .001);
throwingknifemodel.Rotate(90, 0, 0);
throwingknifemodel.Rotate(0, 90, 0);
throwingknifemodel.flat = 0;
throwingknifemodel.CalculateNormals(1);
swordmodel.load("Models/Sword.solid");
swordmodel.Scale(.001, .001, .001);
swordmodel.Rotate(90, 0, 0);
swordmodel.Rotate(0, 90, 0);
swordmodel.Rotate(0, 0, 90);
swordmodel.flat = 1;
swordmodel.CalculateNormals(1);
staffmodel.load("Models/Staff.solid");
staffmodel.Scale(.005, .005, .005);
staffmodel.Rotate(90, 0, 0);
staffmodel.Rotate(0, 90, 0);
staffmodel.Rotate(0, 0, 90);
staffmodel.flat = 1;
staffmodel.CalculateNormals(1);
}
void Weapon::doStuff(int i)
{
static int whichpatchx, whichpatchz, whichhit;
static XYZ start, end, colpoint, normalrot, footvel, footpoint;
static XYZ terrainnormal;
static XYZ vel;
static XYZ midp;
static XYZ newpoint1, newpoint2;
static float friction = 3.5;
static float elasticity = .4;
static XYZ bounceness;
static float frictionness;
static float closestdistance;
static float distance;
static XYZ point[3];
static XYZ closestpoint;
static XYZ closestswordpoint;
static float tempmult;
if (multiplier <= 0) {
return;
}
if (owner != -1) {
oldowner = owner;
}
if (damage >= 2 && type == staff && owner != -1) { // the staff breaks
emit_sound_at(staffbreaksound, tippoint);
XYZ tempvel;
for (int j = 0; j < 40; j++) {
tempvel.x = float(abs(Random() % 100) - 50) / 20;
tempvel.y = float(abs(Random() % 100) - 50) / 20;
tempvel.z = float(abs(Random() % 100) - 50) / 20;
Sprite::MakeSprite(splintersprite, position + (tippoint - position) * ((float)j - 8) / 32, tempvel * .5, 115 / 255, 73 / 255, 12 / 255, .1, 1);
}
if (owner != -1) {
Person::players[owner]->weaponactive = -1;
Person::players[owner]->num_weapons--;
if (Person::players[owner]->num_weapons) {
Person::players[owner]->weaponids[0] = Person::players[owner]->weaponids[Person::players[owner]->num_weapons];
if (Person::players[owner]->weaponstuck == Person::players[owner]->num_weapons) {
Person::players[owner]->weaponstuck = 0;
}
}
}
owner = -1;
hitsomething = 0;
missed = 1;
freetime = 0;
firstfree = 1;
position = 0;
physics = 0;
}
oldposition = position;
oldtippoint = tippoint;
if (owner == -1 && (velocity.x || velocity.y || velocity.z) && !physics) { // if the weapon is flying
position += velocity * multiplier;
tippoint += velocity * multiplier;
whichpatchx = position.x / (terrain.size / subdivision * terrain.scale);
whichpatchz = position.z / (terrain.size / subdivision * terrain.scale);
if (whichpatchx > 0 && whichpatchz > 0 && whichpatchx < subdivision && whichpatchz < subdivision) {
for (unsigned int j = 0; j < terrain.patchobjects[whichpatchx][whichpatchz].size(); j++) { // check for collision
unsigned int k = terrain.patchobjects[whichpatchx][whichpatchz][j];
start = oldtippoint;
end = tippoint;
whichhit = Object::objects[k]->model.LineCheck(&start, &end, &colpoint, &Object::objects[k]->position, &Object::objects[k]->yaw);
if (whichhit != -1) {
if (Object::objects[k]->type == treetrunktype) {
Object::objects[k]->model.MakeDecal(breakdecal, DoRotation(colpoint - Object::objects[k]->position, 0, -Object::objects[k]->yaw, 0), .1, 1, Random() % 360);
normalrot = DoRotation(Object::objects[k]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0);
velocity = 0;
if (type == knife) {
position = colpoint - normalrot * .1;
} else if (type == sword) {
position = colpoint - normalrot * .2;
} else if (type == staff) {
position = colpoint - normalrot * .2;
}
XYZ temppoint1, temppoint2;
float distance;
temppoint1 = 0;
temppoint2 = normalrot;
distance = findDistance(&temppoint1, &temppoint2);
rotation2 = asin((temppoint1.y - temppoint2.y) / distance);
rotation2 *= 360 / 6.28;
temppoint1.y = 0;
temppoint2.y = 0;
rotation1 = acos((temppoint1.z - temppoint2.z) / findDistance(&temppoint1, &temppoint2));
rotation1 *= 360 / 6.28;
if (temppoint1.x > temppoint2.x) {
rotation1 = 360 - rotation1;
}
rotation3 = 0;
smallrotation = 90;
smallrotation2 = 0;
bigtilt = 0;
bigtilt2 = 0;
bigrotation = 0;
emit_sound_at(knifesheathesound, position, 128.);
bloody = 0;
Sprite::MakeSprite(cloudimpactsprite, position, velocity, 1, 1, 1, .8, .3);
} else {
physics = 1;
firstfree = 1;
position -= velocity * multiplier;
tippoint -= velocity * multiplier;
tipvelocity = velocity;
}
}
}
}
if (velocity.x || velocity.y || velocity.z) {
for (unsigned j = 0; j < Person::players.size(); j++) {
footvel = 0;
footpoint = DoRotation((Person::players[j]->jointPos(abdomen) + Person::players[j]->jointPos(neck)) / 2, 0, Person::players[j]->yaw, 0) * Person::players[j]->scale + Person::players[j]->coords;
if (owner == -1 && distsqflat(&position, &Person::players[j]->coords) < 1.5 &&
distsq(&position, &Person::players[j]->coords) < 4 && Person::players[j]->weaponstuck == -1 &&
!Person::players[j]->skeleton.free && (int(j) != oldowner)) {
if ((Person::players[j]->aitype != attacktypecutoff || abs(Random() % 6) == 0 || (Person::players[j]->animTarget != backhandspringanim && Person::players[j]->animTarget != rollanim && Person::players[j]->animTarget != flipanim && Random() % 2 == 0)) && !missed) {
if (Person::players[j]->catchKnife()) {
emit_sound_at(knifedrawsound, Person::players[j]->coords, 128.);
Person::players[j]->animTarget = removeknifeanim;
Person::players[j]->frameTarget = 1;
Person::players[j]->target = 1;
Person::players[j]->takeWeapon(i);
Person::players[j]->aitype = attacktypecutoff;
} else {
if (j != 0) {
numthrowkill++;
}
Person::players[j]->num_weapons++;
Person::players[j]->weaponstuck = Person::players[j]->num_weapons - 1;
if (normaldotproduct(Person::players[j]->facing, velocity) > 0) {
Person::players[j]->weaponstuckwhere = 1;
} else {
Person::players[j]->weaponstuckwhere = 0;
}
Person::players[j]->weaponids[Person::players[j]->num_weapons - 1] = i;
Person::players[j]->RagDoll(0);
Person::players[j]->jointVel(abdomen) += velocity * 2;
Person::players[j]->jointVel(neck) += velocity * 2;
Person::players[j]->jointVel(rightshoulder) += velocity * 2;
Person::players[j]->jointVel(leftshoulder) += velocity * 2;
if (bloodtoggle && !Tutorial::active) {
Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
}
if (Tutorial::active) {
Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 1, 1, .8, .3);
}
footvel = tippoint - position;
Normalise(&footvel);
if (bloodtoggle && !Tutorial::active) {
Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * -1, 1, 0, 0, .6, 1);
}
if (!Tutorial::active) {
if (Person::players[j]->weaponstuckwhere == 0) {
Person::players[j]->DoBloodBig(2, 205);
}
if (Person::players[j]->weaponstuckwhere == 1) {
Person::players[j]->DoBloodBig(2, 200);
}
Person::players[j]->damage += 200 / Person::players[j]->armorhigh;
Person::players[j]->deathbleeding = 1;
Person::players[j]->bloodloss += (200 + abs((float)(Random() % 40)) - 20) / Person::players[j]->armorhigh;
owner = j;
bloody = 2;
blooddrip = 5;
}
emit_sound_at(fleshstabsound, position, 128.);
if (Animation::animations[Person::players[0]->animTarget].height == highheight) {
award_bonus(0, ninja);
} else {
award_bonus(0, Bullseyebonus);
}
}
} else {
missed = 1;
}
}
}
}
if (position.y < terrain.getHeight(position.x, position.z)) {
if (terrain.getOpacity(position.x, position.z) < .2) {
velocity = 0;
if (terrain.lineTerrain(oldposition, position, &colpoint) != -1) {
position = colpoint * terrain.scale;
} else {
position.y = terrain.getHeight(position.x, position.z);
}
terrain.MakeDecal(shadowdecalpermanent, position, .06, .5, 0);
normalrot = terrain.getNormal(position.x, position.z) * -1;
velocity = 0;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
GLfloat M[16];
glLoadIdentity();
glRotatef(bigrotation, 0, 1, 0);
glRotatef(bigtilt2, 1, 0, 0);
glRotatef(bigtilt, 0, 0, 1);
glRotatef(-rotation1 + 90, 0, 1, 0);
glRotatef(-rotation2 + 90, 0, 0, 1);
glRotatef(-rotation3, 0, 1, 0);
glRotatef(smallrotation, 1, 0, 0);
glRotatef(smallrotation2, 0, 1, 0);
glTranslatef(0, 0, 1);
glGetFloatv(GL_MODELVIEW_MATRIX, M);
tippoint.x = M[12];
tippoint.y = M[13];
tippoint.z = M[14];
glPopMatrix();
position -= tippoint * .15;
XYZ temppoint1, temppoint2;
rotation3 = 0;
smallrotation = 90;
smallrotation2 = 0;
bigtilt = 0;
bigtilt2 = 0;
bigrotation = 0;
emit_sound_at(knifesheathesound, position, 128.);
XYZ terrainlight;
terrainlight = terrain.getLighting(position.x, position.z);
if (environment == snowyenvironment) {
if (distsq(&position, &viewer) < viewdistance * viewdistance / 4) {
Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x, terrainlight.y, terrainlight.z, .5, .7);
}
} else if (environment == grassyenvironment) {
if (distsq(&position, &viewer) < viewdistance * viewdistance / 4) {
Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x * 90 / 255, terrainlight.y * 70 / 255, terrainlight.z * 8 / 255, .5, .5);
}
} else if (environment == desertenvironment) {
if (distsq(&position, &viewer) < viewdistance * viewdistance / 4) {
Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x * 190 / 255, terrainlight.y * 170 / 255, terrainlight.z * 108 / 255, .5, .7);
}
}
bloody = 0;
} else {
physics = 1;
firstfree = 1;
position -= velocity * multiplier;
tippoint -= velocity * multiplier;
tipvelocity = velocity;
}
}
if (velocity.x != 0 || velocity.z != 0 || velocity.y != 0) {
velocity.y += gravity * multiplier;
XYZ temppoint1, temppoint2;
float distance;
temppoint1 = 0;
temppoint2 = velocity;
distance = findDistance(&temppoint1, &temppoint2);
rotation2 = asin((temppoint1.y - temppoint2.y) / distance);
rotation2 *= 360 / 6.28;
temppoint1.y = 0;
temppoint2.y = 0;
rotation1 = acos((temppoint1.z - temppoint2.z) / findDistance(&temppoint1, &temppoint2));
rotation1 *= 360 / 6.28;
rotation3 = 0;
smallrotation = 90;
smallrotation2 = 0;
bigtilt = 0;
bigtilt2 = 0;
bigrotation = 0;
if (temppoint1.x > temppoint2.x) {
rotation1 = 360 - rotation1;
}
}
}
//Sword physics
XYZ mid;
XYZ oldmid;
XYZ oldmid2;
tempmult = multiplier;
multiplier /= 10;
for (int l = 0; l < 10; l++) {
if (owner == -1 && (velocity.x || velocity.y || velocity.z) && physics) {
//move
position += velocity * multiplier;
tippoint += tipvelocity * multiplier;
//Length constrain
midp = (position * mass + tippoint * tipmass) / (mass + tipmass);
vel = tippoint - midp;
Normalise(&vel);
newpoint1 = midp - vel * length * (tipmass / (mass + tipmass));
newpoint2 = midp + vel * length * (mass / (mass + tipmass));
if (!freeze) {
if (freetime > .04) {
velocity = velocity + (newpoint1 - position) / multiplier;
tipvelocity = tipvelocity + (newpoint2 - tippoint) / multiplier;
}
}
position = newpoint1;
tippoint = newpoint2;
//Object collisions
whichpatchx = (position.x) / (terrain.size / subdivision * terrain.scale);
whichpatchz = (position.z) / (terrain.size / subdivision * terrain.scale);
if (whichpatchx > 0 && whichpatchz > 0 && whichpatchx < subdivision && whichpatchz < subdivision) {
for (unsigned int j = 0; j < terrain.patchobjects[whichpatchx][whichpatchz].size(); j++) {
unsigned int k = terrain.patchobjects[whichpatchx][whichpatchz][j];
if (firstfree) {
if (type == staff) {
start = tippoint - (position - tippoint) / 5;
end = position + (position - tippoint) / 30;
whichhit = Object::objects[k]->model.LineCheck(&start, &end, &colpoint, &Object::objects[k]->position, &Object::objects[k]->yaw);
if (whichhit != -1) {
XYZ diff;
diff = (colpoint - position);
Normalise(&diff);
hitsomething = 1;
tippoint += (colpoint - position) + diff * .05;
position = colpoint + diff * .05;
oldtippoint = tippoint;
oldposition = tippoint;
}
} else {
start = position - (tippoint - position) / 5;
end = tippoint + (tippoint - position) / 30;
whichhit = Object::objects[k]->model.LineCheck(&start, &end, &colpoint, &Object::objects[k]->position, &Object::objects[k]->yaw);
if (whichhit != -1) {
XYZ diff;
diff = (colpoint - tippoint);
Normalise(&diff);
hitsomething = 1;
position += (colpoint - tippoint) + diff * .05;
tippoint = colpoint + diff * .05;
oldposition = position;
oldtippoint = tippoint;
}
}
}
start = oldposition;
end = position;
whichhit = Object::objects[k]->model.LineCheck(&start, &end, &colpoint, &Object::objects[k]->position, &Object::objects[k]->yaw);
if (whichhit != -1) {
hitsomething = 1;
position = colpoint;
terrainnormal = DoRotation(Object::objects[k]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * -1;
ReflectVector(&velocity, &terrainnormal);
position += terrainnormal * .002;
bounceness = terrainnormal * findLength(&velocity) * (abs(normaldotproduct(velocity, terrainnormal)));
if (findLengthfast(&velocity) < findLengthfast(&bounceness)) {
bounceness = 0;
}
frictionness = abs(normaldotproduct(velocity, terrainnormal));
velocity -= bounceness;
if (1 - friction * frictionness > 0) {
velocity *= 1 - friction * frictionness;
} else {
velocity = 0;
}
velocity += bounceness * elasticity;
if (findLengthfast(&bounceness) > 1) {
int whichsound;
if (type == staff) {
whichsound = footstepsound3 + abs(Random() % 2);
} else {
whichsound = clank1sound + abs(Random() % 4);
}
emit_sound_at(whichsound, position, 128 * findLengthfast(&bounceness));
}
}
start = oldtippoint;
end = tippoint;
whichhit = Object::objects[k]->model.LineCheck(&start, &end, &colpoint, &Object::objects[k]->position, &Object::objects[k]->yaw);
if (whichhit != -1) {
hitsomething = 1;
tippoint = colpoint;
terrainnormal = DoRotation(Object::objects[k]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * -1;
ReflectVector(&tipvelocity, &terrainnormal);
tippoint += terrainnormal * .002;
bounceness = terrainnormal * findLength(&tipvelocity) * (abs(normaldotproduct(tipvelocity, terrainnormal)));
if (findLengthfast(&tipvelocity) < findLengthfast(&bounceness)) {
bounceness = 0;
}
frictionness = abs(normaldotproduct(tipvelocity, terrainnormal));
tipvelocity -= bounceness;
if (1 - friction * frictionness > 0) {
tipvelocity *= 1 - friction * frictionness;
} else {
tipvelocity = 0;
}
tipvelocity += bounceness * elasticity;
if (findLengthfast(&bounceness) > 1) {
int whichsound;
if (type == staff) {
whichsound = footstepsound3 + abs(Random() % 2);
} else {
whichsound = clank1sound + abs(Random() % 4);
}
emit_sound_at(whichsound, position, 128 * findLengthfast(&bounceness));
}
}
if ((Object::objects[k]->type != boxtype && Object::objects[k]->type != platformtype && Object::objects[k]->type != walltype && Object::objects[k]->type != weirdtype) || Object::objects[k]->pitch != 0) {
for (int m = 0; m < 2; m++) {
mid = (position * (21 + (float)m * 10) + tippoint * (19 - (float)m * 10)) / 40;
oldmid2 = mid;
oldmid = (oldposition * (21 + (float)m * 10) + oldtippoint * (19 - (float)m * 10)) / 40;
start = oldmid;
end = mid;
whichhit = Object::objects[k]->model.LineCheck(&start, &end, &colpoint, &Object::objects[k]->position, &Object::objects[k]->yaw);
if (whichhit != -1) {
hitsomething = 1;
mid = colpoint;
terrainnormal = DoRotation(Object::objects[k]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * -1;
ReflectVector(&velocity, &terrainnormal);
bounceness = terrainnormal * findLength(&velocity) * (abs(normaldotproduct(velocity, terrainnormal)));
if (findLengthfast(&velocity) < findLengthfast(&bounceness)) {
bounceness = 0;
}
frictionness = abs(normaldotproduct(velocity, terrainnormal));
velocity -= bounceness;
if (1 - friction * frictionness > 0) {
velocity *= 1 - friction * frictionness;
} else {
velocity = 0;
}
velocity += bounceness * elasticity;
if (findLengthfast(&bounceness) > 1) {
int whichsound;
if (type == staff) {
whichsound = footstepsound3 + abs(Random() % 2);
} else {
whichsound = clank1sound + abs(Random() % 4);
}
emit_sound_at(whichsound, mid, 128 * findLengthfast(&bounceness));
}
position += (mid - oldmid2) * (20 / (1 + (float)m * 10));
}
mid = (position * (19 - (float)m * 10) + tippoint * (21 + (float)m * 10)) / 40;
oldmid2 = mid;
oldmid = (oldposition * (19 - (float)m * 10) + oldtippoint * (21 + (float)m * 10)) / 40;
start = oldmid;
end = mid;
whichhit = Object::objects[k]->model.LineCheck(&start, &end, &colpoint, &Object::objects[k]->position, &Object::objects[k]->yaw);
if (whichhit != -1) {
hitsomething = 1;
mid = colpoint;
terrainnormal = DoRotation(Object::objects[k]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * -1;
ReflectVector(&tipvelocity, &terrainnormal);
bounceness = terrainnormal * findLength(&tipvelocity) * (abs(normaldotproduct(tipvelocity, terrainnormal)));
if (findLengthfast(&tipvelocity) < findLengthfast(&bounceness)) {
bounceness = 0;
}
frictionness = abs(normaldotproduct(tipvelocity, terrainnormal));
tipvelocity -= bounceness;
if (1 - friction * frictionness > 0) {
tipvelocity *= 1 - friction * frictionness;
} else {
tipvelocity = 0;
}
tipvelocity += bounceness * elasticity;
if (findLengthfast(&bounceness) > 1) {
int whichsound;
if (type == staff) {
whichsound = footstepsound3 + abs(Random() % 2);
} else {
whichsound = clank1sound + abs(Random() % 4);
}
emit_sound_at(whichsound, mid, 128 * findLengthfast(&bounceness));
}
tippoint += (mid - oldmid2) * (20 / (1 + (float)m * 10));
}
}
} else {
start = position;
end = tippoint;
whichhit = Object::objects[k]->model.LineCheck(&start, &end, &colpoint, &Object::objects[k]->position, &Object::objects[k]->yaw);
if (whichhit != -1) {
hitsomething = 1;
closestdistance = -1;
closestswordpoint = colpoint;
point[0] = DoRotation(Object::objects[k]->model.getTriangleVertex(whichhit, 0), 0, Object::objects[k]->yaw, 0) + Object::objects[k]->position;
point[1] = DoRotation(Object::objects[k]->model.getTriangleVertex(whichhit, 1), 0, Object::objects[k]->yaw, 0) + Object::objects[k]->position;
point[2] = DoRotation(Object::objects[k]->model.getTriangleVertex(whichhit, 2), 0, Object::objects[k]->yaw, 0) + Object::objects[k]->position;
if (DistancePointLine(&closestswordpoint, &point[0], &point[1], &distance, &colpoint)) {
if (distance < closestdistance || closestdistance == -1) {
closestpoint = colpoint;
closestdistance = distance;
}
}
if (DistancePointLine(&closestswordpoint, &point[1], &point[2], &distance, &colpoint)) {
if (distance < closestdistance || closestdistance == -1) {
closestpoint = colpoint;
closestdistance = distance;
}
}
if (DistancePointLine(&closestswordpoint, &point[2], &point[0], &distance, &colpoint)) {
if (distance < closestdistance || closestdistance == -1) {
closestpoint = colpoint;
closestdistance = distance;
}
}
if (closestdistance != -1 && isnormal(closestdistance)) {
if (DistancePointLine(&closestpoint, &position, &tippoint, &distance, &colpoint)) {
closestswordpoint = colpoint;
velocity += (closestpoint - closestswordpoint);
tipvelocity += (closestpoint - closestswordpoint);
position += (closestpoint - closestswordpoint);
tippoint += (closestpoint - closestswordpoint);
}
}
}
}
}
}
//Terrain collisions
whichhit = terrain.lineTerrain(oldposition, position, &colpoint);
if (whichhit != -1 || position.y < terrain.getHeight(position.x, position.z)) {
hitsomething = 1;
if (whichhit != -1) {
position = colpoint * terrain.scale;
} else {
position.y = terrain.getHeight(position.x, position.z);
}
terrainnormal = terrain.getNormal(position.x, position.z);
ReflectVector(&velocity, &terrainnormal);
position += terrainnormal * .002;
bounceness = terrainnormal * findLength(&velocity) * (abs(normaldotproduct(velocity, terrainnormal)));
if (findLengthfast(&velocity) < findLengthfast(&bounceness)) {
bounceness = 0;
}
frictionness = abs(normaldotproduct(velocity, terrainnormal));
velocity -= bounceness;
if (1 - friction * frictionness > 0) {
velocity *= 1 - friction * frictionness;
} else {
velocity = 0;
}
if (terrain.getOpacity(position.x, position.z) < .2) {
velocity += bounceness * elasticity * .3;
} else {
velocity += bounceness * elasticity;
}
if (findLengthfast(&bounceness) > 1) {
int whichsound;
if (terrain.getOpacity(position.x, position.z) > .2) {
if (type == staff) {
whichsound = footstepsound3 + abs(Random() % 2);
} else {
whichsound = clank1sound + abs(Random() % 4);
}
} else {
whichsound = footstepsound + abs(Random() % 2);
}
emit_sound_at(whichsound, position,
findLengthfast(&bounceness) * (terrain.getOpacity(position.x, position.z) > .2 ? 128. : 32.));
if (terrain.getOpacity(position.x, position.z) < .2) {
XYZ terrainlight;
terrainlight = terrain.getLighting(position.x, position.z);
if (environment == snowyenvironment) {
if (distsq(&position, &viewer) < viewdistance * viewdistance / 4) {
Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x, terrainlight.y, terrainlight.z, .5, .7);
}
} else if (environment == grassyenvironment) {
if (distsq(&position, &viewer) < viewdistance * viewdistance / 4) {
Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x * 90 / 255, terrainlight.y * 70 / 255, terrainlight.z * 8 / 255, .5, .5);
}
} else if (environment == desertenvironment) {
if (distsq(&position, &viewer) < viewdistance * viewdistance / 4) {
Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x * 190 / 255, terrainlight.y * 170 / 255, terrainlight.z * 108 / 255, .5, .7);
}
}
}
}
}
whichhit = terrain.lineTerrain(oldtippoint, tippoint, &colpoint);
if (whichhit != -1 || tippoint.y < terrain.getHeight(tippoint.x, tippoint.z)) {
if (whichhit != -1) {
tippoint = colpoint * terrain.scale;
} else {
tippoint.y = terrain.getHeight(tippoint.x, tippoint.z);
}
terrainnormal = terrain.getNormal(tippoint.x, tippoint.z);
ReflectVector(&tipvelocity, &terrainnormal);
tippoint += terrainnormal * .002;
bounceness = terrainnormal * findLength(&tipvelocity) * (abs(normaldotproduct(tipvelocity, terrainnormal)));
if (findLengthfast(&tipvelocity) < findLengthfast(&bounceness)) {
bounceness = 0;
}
frictionness = abs(normaldotproduct(tipvelocity, terrainnormal));
tipvelocity -= bounceness;
if (1 - friction * frictionness > 0) {
tipvelocity *= 1 - friction * frictionness;
} else {
tipvelocity = 0;
}
if (terrain.getOpacity(tippoint.x, tippoint.z) < .2) {
tipvelocity += bounceness * elasticity * .3;
} else {
tipvelocity += bounceness * elasticity;
}
if (findLengthfast(&bounceness) > 1) {
int whichsound;
if (terrain.getOpacity(tippoint.x, tippoint.z) > .2) {
if (type == staff) {
whichsound = footstepsound3 + abs(Random() % 2);
} else {
whichsound = clank1sound + abs(Random() % 4);
}
} else {
whichsound = footstepsound + abs(Random() % 2);
}
emit_sound_at(whichsound, tippoint,
findLengthfast(&bounceness) * (terrain.getOpacity(tippoint.x, tippoint.z) > .2 ? 128. : 32.));
if (terrain.getOpacity(tippoint.x, tippoint.z) < .2) {
XYZ terrainlight;
terrainlight = terrain.getLighting(tippoint.x, tippoint.z);
if (environment == snowyenvironment) {
if (distsq(&tippoint, &viewer) < viewdistance * viewdistance / 4) {
Sprite::MakeSprite(cloudsprite, tippoint, tipvelocity, terrainlight.x, terrainlight.y, terrainlight.z, .5, .7);
}
} else if (environment == grassyenvironment) {
if (distsq(&tippoint, &viewer) < viewdistance * viewdistance / 4) {
Sprite::MakeSprite(cloudsprite, tippoint, tipvelocity, terrainlight.x * 90 / 255, terrainlight.y * 70 / 255, terrainlight.z * 8 / 255, .5, .5);
}
} else if (environment == desertenvironment) {
if (distsq(&tippoint, &viewer) < viewdistance * viewdistance / 4) {
Sprite::MakeSprite(cloudsprite, tippoint, tipvelocity, terrainlight.x * 190 / 255, terrainlight.y * 170 / 255, terrainlight.z * 108 / 255, .5, .7);
}
}
}
}
}
//Edges
mid = position + tippoint;
mid /= 2;
mid += (position - mid) / 20;
oldmid = mid;
if (mid.y < terrain.getHeight(mid.x, mid.z)) {
hitsomething = 1;
mid.y = terrain.getHeight(mid.x, mid.z);
terrainnormal = terrain.getNormal(mid.x, mid.z);
ReflectVector(&velocity, &terrainnormal);
//mid+=terrainnormal*.002;
bounceness = terrainnormal * findLength(&velocity) * (abs(normaldotproduct(velocity, terrainnormal)));
if (findLengthfast(&velocity) < findLengthfast(&bounceness)) {
bounceness = 0;
}
frictionness = abs(normaldotproduct(velocity, terrainnormal));
velocity -= bounceness;
if (1 - friction * frictionness > 0) {
velocity *= 1 - friction * frictionness;
} else {
velocity = 0;
}
if (terrain.getOpacity(mid.x, mid.z) < .2) {
velocity += bounceness * elasticity * .3;
} else {
velocity += bounceness * elasticity;
}
if (findLengthfast(&bounceness) > 1) {
int whichsound;
if (terrain.getOpacity(mid.x, mid.z) > .2) {
if (type == staff) {
whichsound = footstepsound3 + abs(Random() % 2);
}
if (type != staff) {
whichsound = clank1sound + abs(Random() % 4);
}
} else {
whichsound = footstepsound + abs(Random() % 2);
}
emit_sound_at(whichsound, mid,
findLengthfast(&bounceness) * (terrain.getOpacity(position.x, position.z) > .2
? 128.
: 32.));
}
position += (mid - oldmid) * 20;
}
mid = position + tippoint;
mid /= 2;
mid += (tippoint - mid) / 20;
oldmid = mid;
if (mid.y < terrain.getHeight(mid.x, mid.z)) {
hitsomething = 1;
mid.y = terrain.getHeight(mid.x, mid.z);
terrainnormal = terrain.getNormal(mid.x, mid.z);
ReflectVector(&tipvelocity, &terrainnormal);
//mid+=terrainnormal*.002;
bounceness = terrainnormal * findLength(&tipvelocity) * (abs(normaldotproduct(tipvelocity, terrainnormal)));
if (findLengthfast(&tipvelocity) < findLengthfast(&bounceness)) {
bounceness = 0;
}
frictionness = abs(normaldotproduct(tipvelocity, terrainnormal));
tipvelocity -= bounceness;
if (1 - friction * frictionness > 0) {
tipvelocity *= 1 - friction * frictionness;
} else {
tipvelocity = 0;
}
if (terrain.getOpacity(mid.x, mid.z) < .2) {
tipvelocity += bounceness * elasticity * .3;
} else {
tipvelocity += bounceness * elasticity;
}
if (findLengthfast(&bounceness) > 1) {
int whichsound;
if (terrain.getOpacity(mid.x, mid.z) > .2) {
if (type == staff) {
whichsound = footstepsound3 + abs(Random() % 2);
}
if (type != staff) {
whichsound = clank1sound + abs(Random() % 4);
}
} else {
whichsound = footstepsound + abs(Random() % 2);
}
emit_sound_at(whichsound, mid,
findLengthfast(&bounceness) * (terrain.getOpacity(position.x, position.z) > .2
? 128.
: 32.));
}
tippoint += (mid - oldmid) * 20;
}
//Gravity
velocity.y += gravity * multiplier;
tipvelocity.y += gravity * multiplier;
//Rotation
XYZ temppoint1, temppoint2;
float distance;
temppoint1 = position;
temppoint2 = tippoint;
distance = findDistance(&temppoint1, &temppoint2);
rotation2 = asin((temppoint1.y - temppoint2.y) / distance);
rotation2 *= 360 / 6.28;
temppoint1.y = 0;
temppoint2.y = 0;
rotation1 = acos((temppoint1.z - temppoint2.z) / findDistance(&temppoint1, &temppoint2));
rotation1 *= 360 / 6.28;
rotation3 = 0;
smallrotation = 90;
smallrotation2 = 0;
bigtilt = 0;
bigtilt2 = 0;
bigrotation = 0;
if (temppoint1.x > temppoint2.x) {
rotation1 = 360 - rotation1;
}
//Stop moving
if (findLengthfast(&velocity) < .3 && findLengthfast(&tipvelocity) < .3 && hitsomething) {
freetime += multiplier;
}
if (freetime > .4) {
velocity = 0;
tipvelocity = 0;
}
firstfree = 0;
}
}
multiplier = tempmult;
if (blooddrip && bloody) {
blooddripdelay -= blooddrip * multiplier / 2;
blooddrip -= multiplier;
if (blooddrip < 0) {
blooddrip = 0;
}
if (blooddrip > 5) {
blooddrip = 5;
}
if (blooddripdelay < 0 && bloodtoggle) {
blooddripdelay = 1;
XYZ bloodvel;
XYZ bloodloc;
bloodloc = position + (tippoint - position) * .7;
bloodloc.y -= .05;
if (bloodtoggle) {
bloodvel = 0;
Sprite::MakeSprite(bloodsprite, bloodloc, bloodvel, 1, 1, 1, .03, 1);
}
}
}
if (onfire) {
flamedelay -= multiplier;
if (onfire && flamedelay <= 0) {
flamedelay = .020;
flamedelay -= multiplier;
normalrot = 0;
if (owner != -1) {
normalrot = Person::players[owner]->velocity;
}
normalrot.y += 1;
if (owner != -1) {
if (Person::players[owner]->onterrain) {
normalrot.y = 1;
}
}
Sprite::MakeSprite(weaponflamesprite, position + tippoint * (((float)abs(Random() % 100)) / 600 + .05), normalrot, 1, 1, 1, (.6 + (float)abs(Random() % 100) / 200 - .25) * 1 / 3, 1);
Sprite::setLastSpriteSpeed(4);
Sprite::setLastSpriteAlivetime(.3);
}
}
if (!onfire && owner == -1 && type != staff) {
flamedelay -= multiplier;
if (flamedelay <= 0) {
flamedelay = .020;
flamedelay -= multiplier;
normalrot = 0;
if (Random() % 50 == 0 && distsq(&position, &viewer) > 80) {
XYZ shinepoint;
shinepoint = position + (tippoint - position) * (((float)abs(Random() % 100)) / 100);
Sprite::MakeSprite(weaponshinesprite, shinepoint, normalrot, 1, 1, 1, (.1 + (float)abs(Random() % 100) / 200 - .25) * 1 / 3 * fast_sqrt(findDistance(&shinepoint, &viewer)), 1);
Sprite::setLastSpriteSpeed(4);
Sprite::setLastSpriteAlivetime(.3);
}
}
}
}
void Weapons::DoStuff()
{
//Move
int i = 0;
for (std::vector<Weapon>::iterator weapon = begin(); weapon != end(); ++weapon) {
weapon->doStuff(i++);
}
}
void Weapon::draw()
{
static XYZ terrainlight;
static GLfloat M[16];
if ((frustum.SphereInFrustum(position.x, position.y, position.z, 1) &&
distsq(&viewer, &position) < viewdistance * viewdistance)) {
bool draw = false;
if (owner == -1) {
draw = true;
if (velocity.x && !physics) {
drawhowmany = 10;
} else {
drawhowmany = 1;
}
} else {
if (Person::players[owner]->occluded < 25) {
if ((frustum.SphereInFrustum(Person::players[owner]->coords.x, Person::players[owner]->coords.y + Person::players[owner]->scale * 3, Person::players[owner]->coords.z, Person::players[owner]->scale * 8) && distsq(&viewer, &Person::players[owner]->coords) < viewdistance * viewdistance) || Person::players[owner]->skeleton.free == 3) {
draw = true;
}
}
if (
(Person::players[owner]->animTarget == knifeslashstartanim ||
Person::players[owner]->animTarget == swordsneakattackanim ||
(Person::players[owner]->animCurrent == staffhitanim && Person::players[owner]->frameCurrent > 1) ||
(Person::players[owner]->animCurrent == staffhitreversedanim && Person::players[owner]->frameCurrent > 1) ||
(Person::players[owner]->animCurrent == staffspinhitanim && Person::players[owner]->frameCurrent > 1) ||
(Person::players[owner]->animCurrent == staffspinhitreversedanim && Person::players[owner]->frameCurrent > 1) ||
(Person::players[owner]->animCurrent == staffgroundsmashanim && Person::players[owner]->frameCurrent > 1) ||
(Person::players[owner]->animTarget == swordslashanim && Person::players[owner]->frameTarget < 7) ||
Person::players[owner]->animTarget == crouchstabanim ||
Person::players[owner]->animTarget == swordslashreversalanim ||
Person::players[owner]->animTarget == swordslashreversedanim ||
Person::players[owner]->animTarget == knifefollowanim ||
Person::players[owner]->animTarget == swordgroundstabanim ||
Person::players[owner]->animTarget == knifethrowanim) &&
Person::players[owner]->animTarget == lastdrawnanim &&
!Person::players[owner]->skeleton.free) {
drawhowmany = 10;
} else {
drawhowmany = 1;
}
if (Person::players[owner]->animTarget == swordgroundstabanim) {
lastdrawnrotation1 = rotation1;
lastdrawnrotation2 = rotation2;
lastdrawnrotation3 = rotation3;
lastdrawnbigrotation = bigrotation;
lastdrawnbigtilt = bigtilt;
lastdrawnbigtilt2 = bigtilt2;
lastdrawnsmallrotation = smallrotation;
lastdrawnsmallrotation2 = smallrotation2;
}
}
if (draw) {
terrainlight = terrain.getLighting(position.x, position.z);
if (drawhowmany > 0) {
glAlphaFunc(GL_GREATER, 0.01);
}
for (int j = drawhowmany; j > 0; j--) {
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, j / drawhowmany);
if (owner == -1) {
glTranslatef(position.x * (((float)(j)) / drawhowmany) + lastdrawnposition.x * (1 - ((float)(j)) / drawhowmany), position.y * (((float)(j)) / drawhowmany) + lastdrawnposition.y * (1 - ((float)(j)) / drawhowmany), position.z * (((float)(j)) / drawhowmany) + lastdrawnposition.z * (1 - ((float)(j)) / drawhowmany));
} else {
glTranslatef(position.x * (((float)(j)) / drawhowmany) + lastdrawnposition.x * (1 - ((float)(j)) / drawhowmany), position.y * (((float)(j)) / drawhowmany) - .02 + lastdrawnposition.y * (1 - ((float)(j)) / drawhowmany), position.z * (((float)(j)) / drawhowmany) + lastdrawnposition.z * (1 - ((float)(j)) / drawhowmany));
}
glRotatef(bigrotation * (((float)(j)) / drawhowmany) + lastdrawnbigrotation * (1 - ((float)(j)) / drawhowmany), 0, 1, 0);
glRotatef(bigtilt2 * (((float)(j)) / drawhowmany) + lastdrawnbigtilt2 * (1 - ((float)(j)) / drawhowmany), 1, 0, 0);
glRotatef(bigtilt * (((float)(j)) / drawhowmany) + lastdrawnbigtilt * (1 - ((float)(j)) / drawhowmany), 0, 0, 1);
glRotatef(-rotation1 * (((float)(j)) / drawhowmany) - lastdrawnrotation1 * (1 - ((float)(j)) / drawhowmany) + 90, 0, 1, 0);
glRotatef(-rotation2 * (((float)(j)) / drawhowmany) - lastdrawnrotation2 * (1 - ((float)(j)) / drawhowmany) + 90, 0, 0, 1);
glRotatef(-rotation3 * (((float)(j)) / drawhowmany) - lastdrawnrotation3 * (1 - ((float)(j)) / drawhowmany), 0, 1, 0);
glRotatef(smallrotation * (((float)(j)) / drawhowmany) + lastdrawnsmallrotation * (1 - ((float)(j)) / drawhowmany), 1, 0, 0);
glRotatef(smallrotation2 * (((float)(j)) / drawhowmany) + lastdrawnsmallrotation2 * (1 - ((float)(j)) / drawhowmany), 0, 1, 0);
if (owner != -1) {
if (Person::players[owner]->animTarget == staffhitanim || Person::players[owner]->animCurrent == staffhitanim || Person::players[owner]->animTarget == staffhitreversedanim || Person::players[owner]->animCurrent == staffhitreversedanim) {
glTranslatef(0, 0, -.3);
}
if (Person::players[owner]->animTarget == staffgroundsmashanim || Person::players[owner]->animCurrent == staffgroundsmashanim || Person::players[owner]->animTarget == staffspinhitreversedanim || Person::players[owner]->animCurrent == staffspinhitreversedanim || Person::players[owner]->animTarget == staffspinhitanim || Person::players[owner]->animCurrent == staffspinhitanim) {
glTranslatef(0, 0, -.1);
}
}
glEnable(GL_LIGHTING);
switch (type) {
case knife:
if (!bloody || !bloodtoggle) {
throwingknifemodel.drawdifftex(knifetextureptr);
}
if (bloodtoggle) {
if (bloody == 1) {
throwingknifemodel.drawdifftex(lightbloodknifetextureptr);
}
if (bloody == 2) {
throwingknifemodel.drawdifftex(bloodknifetextureptr);
}
}
break;
case sword:
if (!bloody || !bloodtoggle) {
swordmodel.drawdifftex(swordtextureptr);
}
if (bloodtoggle) {
if (bloody == 1) {
swordmodel.drawdifftex(lightbloodswordtextureptr);
}
if (bloody == 2) {
swordmodel.drawdifftex(bloodswordtextureptr);
}
}
break;
case staff:
staffmodel.drawdifftex(stafftextureptr);
break;
}
glPopMatrix();
}
lastdrawnposition = position;
lastdrawntippoint = tippoint;
lastdrawnrotation1 = rotation1;
lastdrawnrotation2 = rotation2;
lastdrawnrotation3 = rotation3;
lastdrawnbigrotation = bigrotation;
lastdrawnbigtilt = bigtilt;
lastdrawnbigtilt2 = bigtilt2;
lastdrawnsmallrotation = smallrotation;
lastdrawnsmallrotation2 = smallrotation2;
if (owner != -1) {
lastdrawnanim = Person::players[owner]->animCurrent;
}
}
if (owner != -1) {
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTranslatef(position.x, position.y - .02, position.z);
glRotatef(bigrotation, 0, 1, 0);
glRotatef(bigtilt2, 1, 0, 0);
glRotatef(bigtilt, 0, 0, 1);
glRotatef(-rotation1 + 90, 0, 1, 0);
glRotatef(-rotation2 + 90, 0, 0, 1);
glRotatef(-rotation3, 0, 1, 0);
glRotatef(smallrotation, 1, 0, 0);
glRotatef(smallrotation2, 0, 1, 0);
glTranslatef(0, 0, length);
glGetFloatv(GL_MODELVIEW_MATRIX, M);
tippoint.x = M[12];
tippoint.y = M[13];
tippoint.z = M[14];
glPopMatrix();
}
}
}
void Weapon::drop(XYZ v, XYZ tv, bool sethitsomething)
{
owner = -1;
velocity = v;
tipvelocity = tv;
missed = 1;
if (sethitsomething) {
hitsomething = 0;
}
freetime = 0;
firstfree = 1;
physics = 1;
}
void Weapon::thrown(XYZ v, bool sethitsomething)
{
drop(v, v, sethitsomething);
missed = 0;
physics = 0;
}
int Weapons::Draw()
{
glAlphaFunc(GL_GREATER, 0.9);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
glDepthMask(1);
for (std::vector<Weapon>::iterator weapon = begin(); weapon != end(); ++weapon) {
weapon->draw();
}
return 0;
}
Weapons::Weapons()
{
}