/*
Copyright (C) 2003, 2010 - Wolfire Games
+Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
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 free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
-This program is distributed in the hope that it will be useful,
+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.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
You should have received a copy of the GNU General Public License
-along with this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
/**> HEADER FILES <**/
extern float multiplier;
extern float gravity;
-extern Skeleton testskeleton;
extern Terrain terrain;
extern Objects objects;
extern int environment;
extern float camerashake;
extern bool freeze;
extern int detail;
-extern XYZ envsound[30];
-extern float envsoundvol[30];
-extern int numenvsounds;
-extern float envsoundlife[30];
extern int tutoriallevel;
extern int whichjointstartarray[26];
void dealloc2(void* param)
{
free(param);
- param = 0; // FIXME: does this *do* anything???
}
enum {boneconnect, constraint, muscle};
emit_sound_at(breaksound2, joints[i].position * (*scale) + *coords);
- envsound[numenvsounds] = *coords;
- envsoundvol[numenvsounds] = 64;
- envsoundlife[numenvsounds] = .4;
- numenvsounds++;
+ addEnvSound(*coords, 64);
}
if (findLengthfast(&bounceness) > 2500) {
emit_sound_at(breaksound2, joints[i].position * (*scale) + *coords);
- envsound[numenvsounds] = *coords;
- envsoundvol[numenvsounds] = 64;
- envsoundlife[numenvsounds] = .4;
- numenvsounds++;
+ addEnvSound(*coords, 64);
}
if (objects.type[k] == treetrunktype) {
objects.rotx[k] += joints[i].velocity.x * multiplier * .4;
{
static int i;
for (i = 0; i < num_joints; i++) {
- if (((joints[i].label != leftknee && joints[i].label != rightknee) || lowforward.y > -.1 || joints[i].mass < 5) && ((joints[i].label != rightelbow && joints[i].label != rightelbow) || forward.y < .3))
+ if (
+ (
+ ((joints[i].label != leftknee) && (joints[i].label != rightknee)) ||
+ (lowforward.y > -.1) ||
+ (joints[i].mass < 5)
+ ) && (
+ ((joints[i].label != leftelbow) && (joints[i].label != rightelbow)) ||
+ (forward.y < .3)
+ )
+ )
joints[i].velocity.y += gravity * multiplier / (*scale);
}
}
{
FILE *tfile;
int i, j;
- XYZ startoffset, endoffset;
+ XYZ endoffset;
// path to dir
const char *anim_prefix = ":Data:Animations:";
if (tfile) {
// read numframes, joints to know how much memory to allocate
funpackf(tfile, "Bi Bi", &numframes, &joints);
- /*
- for(i = 0; i < joints; i++){
- if(position[i])dealloc2(position[i]);
- if(twist[i])dealloc2(twist[i]);
- if(twist2[i])dealloc2(twist2[i]);
- if(onground[i])dealloc2(onground[i]);
- }*/
- /*
- if(position)dealloc2(position);
- if(twist)dealloc2(twist);
- if(twist2)dealloc2(twist2);
- if(speed)dealloc2(speed);
- if(onground)dealloc2(onground);
- if(forward)dealloc2(forward);
- if(weapontarget)dealloc2(weapontarget);
- if(label)dealloc2(label);*/
-
// allocate memory for everything
weapontarget = (XYZ*)malloc(sizeof(XYZ) * numframes);
label = (int*)malloc(sizeof(int) * numframes);
- /*position = new XYZ[joints][numframes];
- twist = new float[joints][numframes];
- twist2 = new float[joints][numframes];
- speed = new float[numframes];
- onground = new bool[joints][numframes];
- forward = new XYZ[numframes];
- label = new int[numframes];*/
-
-
// read binary data as animation
// for each frame...
fclose(tfile);
}
- startoffset = 0;
endoffset = 0;
- // find average position of certain joints on first and last frames
- // and save in startoffset, endoffset
+ // find average position of certain joints on last frames
+ // and save in endoffset
// (not sure what exactly this accomplishes. the y < 1 test confuses me.)
for (j = 0; j < joints; j++) {
- if (position[j][0].y < 1)
- startoffset += position[j][0];
if (position[j][numframes - 1].y < 1)
endoffset += position[j][numframes - 1];
}
- startoffset /= joints;
endoffset /= joints;
offset = endoffset;
offset.y = 0;
funpackf(tfile, "Bi", &num_joints);
// allocate memory
- //joints.resize(num_joints);
if (joints)
delete [] joints; //dealloc2(joints);
- joints = (Joint*)new Joint[num_joints]; //malloc(sizeof(Joint)*num_joints);
+ joints = (Joint*)new Joint[num_joints];
// read info for each joint
for (i = 0; i < num_joints; i++) {
funpackf(tfile, "Bi", &num_muscles);
// allocate memory
- //muscles.clear();
if (muscles)
delete [] muscles; //dealloc2(muscles);
muscles = (Muscle*)new Muscle[num_muscles]; //malloc(sizeof(Muscle)*num_muscles);
funpackf(tfile, "Bf Bf Bf Bf Bf Bi Bi", &muscles[i].length, &muscles[i].targetlength, &muscles[i].minlength, &muscles[i].maxlength, &muscles[i].strength, &muscles[i].type, &muscles[i].numvertices);
// allocate memory for vertices
- //muscles[i].vertices.clear();
- //muscles[i].vertices.resize(muscles[i].numvertices);
- //if(muscles[i].vertices)dealloc2(muscles[i].vertices);
muscles[i].vertices = (int*)malloc(sizeof(int) * muscles[i].numvertices);
// read vertices
lSize = sizeof(num_joints);
fseek(tfile, lSize, SEEK_CUR);
- //joints = new Joint[num_joints];
- //jointlabels = new int[num_joints];
for (i = 0; i < num_joints; i++) {
// skip joint info
lSize = sizeof(XYZ)
// read num_muscles
funpackf(tfile, "Bi", &num_muscles);
- //muscles = new Muscle[num_muscles];
for (i = 0; i < num_muscles; i++) {
// skip muscle info
if (muscles[i].numverticeslow) {
// allocate memory
- //muscles[i].verticeslow.clear();
- //muscles[i].verticeslow.resize(muscles[i].numverticeslow);
- //if(muscles[i].verticeslow)dealloc2(muscles[i].verticeslow);
muscles[i].verticeslow = (int*)malloc(sizeof(int) * muscles[i].numverticeslow);
// read verticeslow
fseek ( tfile, lSize, SEEK_CUR);
}
- // ???
- lSize = sizeof(int);
for (j = 0; j < num_muscles; j++) {
for (i = 0; i < muscles[j].numverticeslow; i++) {
- if (muscles[j].numverticeslow && muscles[j].verticeslow[i] < modellow.vertexNum)
+ if (muscles[j].verticeslow[i] < modellow.vertexNum)
modellow.owner[muscles[j].verticeslow[i]] = j;
}
}
- /*FindForwards();
- for(i=0;i<num_joints;i++){
- joints[i].startpos=joints[i].position;
- }
- for(i=0;i<num_muscles;i++){
- FindRotationMuscle(i,-1);
- }*/
-
// use opengl for its matrix math
for (i = 0; i < modellow.vertexNum; i++) {
modellow.vertex[i] = modellow.vertex[i] - (muscles[modellow.owner[i]].parent1->position + muscles[modellow.owner[i]].parent2->position) / 2;
// skip num_joints
lSize = sizeof(num_joints);
fseek ( tfile, lSize, SEEK_CUR);
- //joints = new Joint[num_joints];
- //jointlabels = new int[num_joints];
for (i = 0; i < num_joints; i++) {
// skip joint info
// read num_muscles
funpackf(tfile, "Bi", &num_muscles);
- //muscles = new Muscle[num_muscles];
for (i = 0; i < num_muscles; i++) {
// skip muscle info
// read verticesclothes
if (muscles[i].numverticesclothes) {
- //muscles[i].verticesclothes.clear();
- //muscles[i].verticesclothes.resize(muscles[i].numverticesclothes);
- //if(muscles[i].verticesclothes)dealloc2(muscles[i].verticesclothes);
muscles[i].verticesclothes = (int*)malloc(sizeof(int) * muscles[i].numverticesclothes);
edit = 0;
for (j = 0; j < muscles[i].numverticesclothes - edit; j++) {
}
}
- /*FindForwards();
- for(i=0;i<num_joints;i++){
- joints[i].startpos=joints[i].position;
- }
- for(i=0;i<num_muscles;i++){
- FindRotationMuscle(i,-1);
- }*/
-
// use opengl for its matrix math
for (i = 0; i < modelclothes.vertexNum; i++) {
modelclothes.vertex[i] = modelclothes.vertex[i] - (muscles[modelclothes.owner[i]].parent1->position + muscles[modelclothes.owner[i]].parent2->position) / 2;
{
int i = 0;
- bool allocate = true;
-
- allocate = ((ani.numframes != numframes) || (ani.joints != joints));
+ bool allocate = ((ani.numframes != numframes) || (ani.joints != joints));
if (allocate)
deallocate();
attack = ani.attack;
joints = ani.joints;
weapontargetnum = ani.weapontargetnum;
+ offset = ani.offset;
if (allocate)
position = (XYZ**)malloc(sizeof(XYZ*)*ani.joints);
glVertex3f(joints[i].parent->position.x, joints[i].parent->position.y, joints[i].parent->position.z);
}
}
- /*for(int i=0; i<num_joints; i++){
- if(joints[i].hasparent){
- glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],1);
- glVertex3f(joints[i].position.x,joints[i].position.y,joints[i].position.z);
- glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],1);
- glVertex3f(joints[i].position.x+forward.x,joints[i].position.y+forward.y,joints[i].position.z+forward.z);
- }
- }*/
for (int i = 0; i < num_muscles; i++) {
if (muscles[i].type == boneconnect) {
glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / muscles[i].parent1->blurred);
joints[num_joints].mass = 1;
joints[num_joints].locked = 0;
- /*if(which>=num_joints||which<0)*/
joints[num_joints].hasparent = 0;
- /*if(which<num_joints&&which>=0){
- joints[num_joints].parent=&joints[which];
- joints[num_joints].hasparent=1;
- joints[num_joints].length=findDistance(joints[num_joints].position,joints[num_joints].parent->position);
- }*/
num_joints++;
if (which < num_joints && which >= 0)
AddMuscle(num_joints - 1, which, 0, 10, boneconnect);