2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2017 - 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/>.
24 #include "Animation/Animation.hpp"
25 #include "Animation/Skeleton.hpp"
26 #include "Environment/Terrain.hpp"
27 #include "Graphic/Models.hpp"
28 #include "Graphic/Sprite.hpp"
29 #include "Graphic/gamegl.hpp"
30 #include "Math/XYZ.hpp"
31 #include "Objects/PersonType.hpp"
32 #include "Objects/Weapons.hpp"
41 #define attacktypecutoff 4
42 #define playercontrolled 5
44 #define getweapontype 7
45 #define pathfindtype 8
47 struct InvalidPersonException : public exception
49 const char* what() const throw()
51 return "Invalid weapon number";
55 class Person : public enable_shared_from_this<Person>
61 static std::vector<std::shared_ptr<Person>> players;
66 // animCurrent and animTarget are used to interpolate between different animations
67 // (and for a bunch of other things).
68 // animations interpolate with one another at various speeds.
69 // animTarget seems to determine the combat state?
73 // frameCurrent and frameTarget are used to interpolate between the frames of an animation
74 // (e.g. the crouched animation has only two frames, lerped back and forth slowly).
75 // animations advance at various speeds.
86 float parriedrecently;
90 int lastattack, lastattack2, lastattack3;
92 XYZ currentoffset, targetoffset, offset;
101 float unconscioustime;
119 bool rabbitkickenabled;
128 float damagetolerance;
130 float permanentdamage;
131 float superpermanentdamage;
133 /* Seems to be 0 = alive, 1 = unconscious, 2 = dead */
146 float bleedx, bleedy;
148 float texupdatedelay;
150 float headyaw, headpitch;
151 float targetheadyaw, targetheadpitch;
158 std::shared_ptr<Person> victim;
162 float normalsupdatedelay;
167 bool forwardstogglekeydown;
172 bool jumptogglekeydown;
174 bool crouchtogglekeydown;
176 bool drawtogglekeydown;
178 bool throwtogglekeydown;
184 float crouchkeydowntime;
185 float jumpkeydowntime;
192 float losupdatedelay;
199 float whichdirectiondelay;
202 float blooddimamount;
209 float lefthandmorphness;
210 float righthandmorphness;
212 float chestmorphness;
214 float targetlefthandmorphness;
215 float targetrighthandmorphness;
216 float targetheadmorphness;
217 float targetchestmorphness;
218 float targettailmorphness;
219 int lefthandmorphstart, lefthandmorphend;
220 int righthandmorphstart, righthandmorphend;
221 int headmorphstart, headmorphend;
222 int chestmorphstart, chestmorphend;
223 int tailmorphstart, tailmorphend;
225 float weaponmissdelay;
226 float highreversaldelay;
227 float lowreversaldelay;
240 float protectionhead;
241 float protectionhigh;
251 char clothes[10][256];
252 float clothestintr[10];
253 float clothestintg[10];
254 float clothestintb[10];
269 /* Key of weaponids which is the weapon in hand, if any. -1 otherwise.
270 * Always 0 or -1 as activeweapon is moved to position 0 when taken */
273 /* 0 or 1 to say if weapon is stuck in the front or the back */
274 int weaponstuckwhere;
278 int waypointtype[90];
284 XYZ finalfinaltarget;
286 int finalpathfindpoint;
287 int targetpathfindpoint;
288 int lastpathfindpoint;
289 int lastpathfindpoint2;
290 int lastpathfindpoint3;
291 int lastpathfindpoint4;
300 float runninghowlong;
307 float neckspurtdelay;
308 float neckspurtparticledelay;
309 float neckspurtamount;
312 bool rabbitkickragdoll;
314 Animation tempanimation;
319 Person(FILE*, int, unsigned);
321 void skeletonLoad(bool clothes = false);
323 // convenience functions
324 inline Joint& joint(int bodypart) { return skeleton.joints[skeleton.jointlabels[bodypart]]; }
325 inline XYZ& jointPos(int bodypart) { return joint(bodypart).position; }
326 inline XYZ& jointVel(int bodypart) { return joint(bodypart).velocity; }
327 inline AnimationFrame& currentFrame() { return Animation::animations.at(animCurrent).frames.at(frameCurrent); }
328 inline AnimationFrame& targetFrame() { return Animation::animations.at(animTarget).frames.at(frameTarget); }
330 void setProportions(float head, float body, float arms, float legs);
331 float getProportion(int part) const;
332 XYZ getProportionXYZ(int part) const;
334 void changeCreatureType(person_type type);
338 void DoBlood(float howmuch, int which);
339 void DoBloodBig(float howmuch, int which);
340 bool DoBloodBigWhere(float howmuch, int which, XYZ where);
342 bool wasIdle() { return animation_bits[animCurrent] & ab_idle; }
343 bool isIdle() { return animation_bits[animTarget] & ab_idle; }
346 bool isSitting() { return animation_bits[animTarget] & ab_sit; }
348 bool isSleeping() { return animation_bits[animTarget] & ab_sleep; }
350 bool wasCrouch() { return animation_bits[animCurrent] & ab_crouch; }
351 bool isCrouch() { return animation_bits[animTarget] & ab_crouch; }
354 bool wasStop() { return animation_bits[animCurrent] & ab_stop; }
355 bool isStop() { return animation_bits[animTarget] & ab_stop; }
362 bool wasRun() { return animation_bits[animCurrent] & ab_run; }
363 bool isRun() { return animation_bits[animTarget] & ab_run; }
366 bool wasLanding() { return animation_bits[animCurrent] & ab_land; }
367 bool isLanding() { return animation_bits[animTarget] & ab_land; }
370 bool wasLandhard() { return animation_bits[animCurrent] & ab_landhard; }
371 bool isLandhard() { return animation_bits[animTarget] & ab_landhard; }
374 bool wasFlip() { return animation_bits[animCurrent] & ab_flip; }
375 bool isFlip() { return animation_bits[animTarget] & ab_flip; }
377 bool isWallJump() { return animation_bits[animTarget] & ab_walljump; }
379 void DoDamage(float howmuch);
383 skeleton.drawmodel.textureptr.bind();
384 glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
385 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, skeleton.skinsize, skeleton.skinsize, 0, GL_RGB, GL_UNSIGNED_BYTE, &skeleton.skinText[0]);
388 int SphereCheck(XYZ* p1, float radius, XYZ* p, XYZ* move, float* rotate, Model* model);
390 void Puff(int whichlabel);
391 void FootLand(bodypart whichfoot, float opacity);
393 void setTargetAnimation(int);
395 void RagDoll(bool checkcollision);
397 void takeWeapon(int weaponId);
399 bool addClothes(const int& clothesId);
405 const int maxplayers = 10;