along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
-/**> HEADER FILES <**/
-#include "Game.h"
-#include "Animation/Skeleton.h"
-#include "openal_wrapper.h"
-#include "Animation/Animation.h"
-#include "Utils/Folders.h"
+#include "Animation/Skeleton.hpp"
+
+#include "Animation/Animation.hpp"
+#include "Audio/openal_wrapper.hpp"
+#include "Game.hpp"
+#include "Utils/Folders.hpp"
+#include "Tutorial.hpp"
extern float multiplier;
extern float gravity;
extern Terrain terrain;
-extern Objects objects;
extern int environment;
extern float camerashake;
extern bool freeze;
extern int detail;
-extern int tutoriallevel;
extern int whichjointstartarray[26];
extern int whichjointendarray[26];
-extern bool visibleloading;
-
Skeleton::Skeleton() :
selected(0),
id(0),
*/
float Skeleton::DoConstraints(XYZ *coords, float *scale)
{
- float friction = 1.5;
const float elasticity = .3;
XYZ bounceness;
const int numrepeats = 3;
float groundlevel = .15;
- int i, j, k, m;
+ int m;
+ unsigned i;
XYZ temp;
XYZ terrainnormal;
int whichhit;
whichpatchz = coords->z / (terrain.size / subdivision * terrain.scale);
terrainlight = *coords;
- objects.SphereCheckPossible(&terrainlight, 1);
+ Object::SphereCheckPossible(&terrainlight, 1);
//Add velocity
for (i = 0; i < joints.size(); i++) {
float tempmult = multiplier;
//multiplier/=numrepeats;
- for (j = 0; j < numrepeats; j++) {
+ for (int j = 0; j < numrepeats; j++) {
float r = .05;
// right leg constraints?
if (!joint(rightknee).locked && !joint(righthip).locked) {
joints[i].locked = 0;
if (joints[i].delay > 0) {
bool freely = true;
- for (j = 0; j < joints.size(); j++) {
+ for (unsigned j = 0; j < joints.size(); j++) {
if (joints[j].locked)
freely = false;
}
muscles[i].DoConstraint(spinny);
}
+ float friction;
for (i = 0; i < joints.size(); i++) {
//Length constraints
//Ground constraint
if (joints[i].label == groin && !joints[i].locked && joints[i].delay <= 0) {
joints[i].locked = 1;
joints[i].delay = 1;
- if (tutoriallevel != 1 || id == 0) {
+ if (!Tutorial::active || id == 0) {
emit_sound_at(landsound1, joints[i].position * (*scale) + *coords, 128.);
}
breaking = true;
if (joints[i].label == head && !joints[i].locked && joints[i].delay <= 0) {
joints[i].locked = 1;
joints[i].delay = 1;
- if (tutoriallevel != 1 || id == 0) {
+ if (!Tutorial::active || id == 0) {
emit_sound_at(landsound2, joints[i].position * (*scale) + *coords, 128.);
}
}
else
joints[i].velocity = 0;
- if (tutoriallevel != 1 || id == 0)
+ if (!Tutorial::active || id == 0)
if (findLengthfast(&bounceness) > 8000 && breaking) {
// FIXME: this crashes because k is not initialized!
// to reproduce, type 'wolfie' in console and play a while
// I'll just comment it out for now
- //objects.model[k].MakeDecal(breakdecal, DoRotation(temp - objects.position[k], 0, -objects.yaw[k], 0), .4, .5, Random() % 360);
+ //Object::objects[k]->model.MakeDecal(breakdecal, DoRotation(temp - Object::objects[k]->position, 0, -Object::objects[k]->yaw, 0), .4, .5, Random() % 360);
Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, 1, 1, 1, 4, .2);
breaking = false;
camerashake += .6;
}
if (terrain.patchobjectnum[whichpatchx][whichpatchz])
for (m = 0; m < terrain.patchobjectnum[whichpatchx][whichpatchz]; m++) {
- k = terrain.patchobjects[whichpatchx][whichpatchz][m];
- if (k < objects.numobjects && k >= 0)
- if (objects.possible[k]) {
- friction = objects.friction[k];
+ unsigned int k = terrain.patchobjects[whichpatchx][whichpatchz][m];
+ if (k < Object::objects.size()) {
+ if (Object::objects[k]->possible) {
+ friction = Object::objects[k]->friction;
XYZ start = joints[i].realoldposition;
XYZ end = joints[i].position * (*scale) + *coords;
- whichhit = objects.model[k].LineCheckPossible(&start, &end, &temp, &objects.position[k], &objects.yaw[k]);
+ whichhit = Object::objects[k]->model.LineCheckPossible(&start, &end, &temp, &Object::objects[k]->position, &Object::objects[k]->yaw);
if (whichhit != -1) {
if (joints[i].label == groin && !joints[i].locked && joints[i].delay <= 0) {
joints[i].locked = 1;
joints[i].delay = 1;
- if (tutoriallevel != 1 || id == 0) {
+ if (!Tutorial::active || id == 0) {
emit_sound_at(landsound1, joints[i].position * (*scale) + *coords, 128.);
}
breaking = true;
if (joints[i].label == head && !joints[i].locked && joints[i].delay <= 0) {
joints[i].locked = 1;
joints[i].delay = 1;
- if (tutoriallevel != 1 || id == 0) {
+ if (!Tutorial::active || id == 0) {
emit_sound_at(landsound2, joints[i].position * (*scale) + *coords, 128.);
}
}
- terrainnormal = DoRotation(objects.model[k].facenormals[whichhit], 0, objects.yaw[k], 0) * -1;
+ terrainnormal = DoRotation(Object::objects[k]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * -1;
if (terrainnormal.y > .8)
freefall = 0;
bounceness = terrainnormal * findLength(&joints[i].velocity) * (abs(normaldotproduct(joints[i].velocity, terrainnormal)));
bounceness = 0;
joints[i].velocity = joints[i].oldvelocity;
}
- if (tutoriallevel != 1 || id == 0)
+ if (!Tutorial::active || id == 0)
if (findLengthfast(&bounceness) > 4000 && breaking) {
- objects.model[k].MakeDecal(breakdecal, DoRotation(temp - objects.position[k], 0, -objects.yaw[k], 0), .4, .5, Random() % 360);
+ Object::objects[k]->model.MakeDecal(breakdecal, DoRotation(temp - Object::objects[k]->position, 0, -Object::objects[k]->yaw, 0), .4, .5, Random() % 360);
Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, 1, 1, 1, 4, .2);
breaking = false;
camerashake += .6;
addEnvSound(*coords, 64);
}
- if (objects.type[k] == treetrunktype) {
- objects.rotx[k] += joints[i].velocity.x * multiplier * .4;
- objects.roty[k] += joints[i].velocity.z * multiplier * .4;
- objects.rotx[k + 1] += joints[i].velocity.x * multiplier * .4;
- objects.roty[k + 1] += joints[i].velocity.z * multiplier * .4;
+ if (Object::objects[k]->type == treetrunktype) {
+ Object::objects[k]->rotx += joints[i].velocity.x * multiplier * .4;
+ Object::objects[k]->roty += joints[i].velocity.z * multiplier * .4;
+ Object::objects[k + 1]->rotx += joints[i].velocity.x * multiplier * .4;
+ Object::objects[k + 1]->roty += joints[i].velocity.z * multiplier * .4;
}
if (!joints[i].locked)
damage += findLengthfast(&bounceness) / 2500;
broken = 1;
}
}
+ }
}
joints[i].realoldposition = joints[i].position * (*scale) + *coords;
}
if (terrain.patchobjectnum[whichpatchx][whichpatchz])
for (m = 0; m < terrain.patchobjectnum[whichpatchx][whichpatchz]; m++) {
- k = terrain.patchobjects[whichpatchx][whichpatchz][m];
- if (objects.possible[k]) {
+ unsigned int k = terrain.patchobjects[whichpatchx][whichpatchz][m];
+ if (Object::objects[k]->possible) {
for (i = 0; i < 26; i++) {
//Make this less stupid
XYZ start = joints[jointlabels[whichjointstartarray[i]]].position * (*scale) + *coords;
XYZ end = joints[jointlabels[whichjointendarray[i]]].position * (*scale) + *coords;
- whichhit = objects.model[k].LineCheckSlidePossible(&start, &end, &temp, &objects.position[k], &objects.yaw[k]);
+ whichhit = Object::objects[k]->model.LineCheckSlidePossible(&start, &end, &Object::objects[k]->position, &Object::objects[k]->yaw);
if (whichhit != -1) {
joints[jointlabels[whichjointendarray[i]]].position = (end - *coords) / (*scale);
- for (j = 0; j < muscles.size(); j++) {
+ for (unsigned j = 0; j < muscles.size(); j++) {
if ((muscles[j].parent1->label == whichjointstartarray[i] && muscles[j].parent2->label == whichjointendarray[i]) || (muscles[j].parent2->label == whichjointstartarray[i] && muscles[j].parent1->label == whichjointendarray[i]))
muscles[j].DoConstraint(spinny);
}
*/
void Skeleton::DoGravity(float *scale)
{
- static int i;
- for (i = 0; i < joints.size(); i++) {
+ for (unsigned i = 0; i < joints.size(); i++) {
if (
(
((joints[i].label != leftknee) && (joints[i].label != rightknee)) ||
((joints[i].label != leftelbow) && (joints[i].label != rightelbow)) ||
(forward.y < .3)
)
- )
+ ) {
joints[i].velocity.y += gravity * multiplier / (*scale);
+ }
}
}
GLfloat M[16];
FILE *tfile;
float lSize;
- int i, j, num_joints, num_muscles;
+ int j, num_joints, num_muscles;
LOGFUNC;
model[5].loadnotex(model6filename);
model[6].loadnotex(model7filename);
- for (i = 0; i < num_models; i++) {
+ for (int i = 0; i < num_models; i++) {
model[i].Rotate(180, 0, 0);
model[i].Scale(.04, .04, .04);
model[i].CalculateNormals(0);
}
- drawmodel.load(modelfilename, 0);
+ drawmodel.load(modelfilename);
drawmodel.Rotate(180, 0, 0);
drawmodel.Scale(.04, .04, .04);
drawmodel.FlipTexCoords();
- if ((tutoriallevel == 1) && (id != 0)) {
+ if ((Tutorial::active) && (id != 0)) {
drawmodel.UniformTexCoords();
drawmodel.ScaleTexCoords(0.1);
}
modellow.Scale(.04, .04, .04);
modellow.CalculateNormals(0);
- drawmodellow.load(modellowfilename, 0);
+ drawmodellow.load(modellowfilename);
drawmodellow.Rotate(180, 0, 0);
drawmodellow.Scale(.04, .04, .04);
drawmodellow.FlipTexCoords();
- if (tutoriallevel == 1 && id != 0)
+ if (Tutorial::active && id != 0)
drawmodellow.UniformTexCoords();
- if (tutoriallevel == 1 && id != 0)
+ if (Tutorial::active && id != 0)
drawmodellow.ScaleTexCoords(0.1);
drawmodellow.CalculateNormals(0);
modelclothes.Scale(.041, .04, .041);
modelclothes.CalculateNormals(0);
- drawmodelclothes.load(modelclothesfilename, 0);
+ drawmodelclothes.load(modelclothesfilename);
drawmodelclothes.Rotate(180, 0, 0);
drawmodelclothes.Scale(.04, .04, .04);
drawmodelclothes.FlipTexCoords();
joints.resize(num_joints);
// read info for each joint
- for (i = 0; i < num_joints; i++) {
+ for (int i = 0; i < num_joints; i++) {
joints[i].load(tfile, joints);
}
muscles.resize(num_muscles);
// for each muscle...
- for (i = 0; i < num_muscles; i++) {
+ for (int i = 0; i < num_muscles; i++) {
muscles[i].load(tfile, model[0].vertexNum, joints);
}
// ???
for (j = 0; j < num_muscles; j++) {
- for (i = 0; i < muscles[j].vertices.size(); i++) {
+ for (unsigned i = 0; i < muscles[j].vertices.size(); i++) {
for (int k = 0; k < num_models; k++) {
- if (muscles[j].vertices[i] < model[k].vertexNum)
+ if (muscles[j].vertices[i] < model[k].vertexNum) {
model[k].owner[muscles[j].vertices[i]] = j;
+ }
}
}
}
// calculate some stuff
FindForwards();
- for (i = 0; i < num_muscles; i++) {
+ for (int i = 0; i < num_muscles; i++) {
FindRotationMuscle(i, -1);
}
// this seems to use opengl purely for matrix calculations
for (int k = 0; k < num_models; k++) {
- for (i = 0; i < model[k].vertexNum; i++) {
+ for (int i = 0; i < model[k].vertexNum; i++) {
model[k].vertex[i] = model[k].vertex[i] - (muscles[model[k].owner[i]].parent1->position + muscles[model[k].owner[i]].parent2->position) / 2;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
// skip joints section
fseek(tfile, sizeof(num_joints), SEEK_CUR);
- for (i = 0; i < num_joints; i++) {
+ for (int i = 0; i < num_joints; i++) {
// skip joint info
lSize = sizeof(XYZ)
+ sizeof(float)
// skip num_muscles
fseek(tfile, sizeof(num_muscles), SEEK_CUR);
- for (i = 0; i < num_muscles; i++) {
+ for (int i = 0; i < num_muscles; i++) {
// skip muscle info
lSize = sizeof(float)
+ sizeof(float)
}
for (j = 0; j < num_muscles; j++) {
- for (i = 0; i < muscles[j].verticeslow.size(); i++) {
- if (muscles[j].verticeslow[i] < modellow.vertexNum)
+ for (unsigned i = 0; i < muscles[j].verticeslow.size(); i++) {
+ if (muscles[j].verticeslow[i] < modellow.vertexNum) {
modellow.owner[muscles[j].verticeslow[i]] = j;
+ }
}
}
// use opengl for its matrix math
- for (i = 0; i < modellow.vertexNum; i++) {
+ for (int 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;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
// skip num_joints
fseek(tfile, sizeof(num_joints), SEEK_CUR);
- for (i = 0; i < num_joints; i++) {
+ for (int i = 0; i < num_joints; i++) {
// skip joint info
lSize = sizeof(XYZ)
+ sizeof(float)
// skip num_muscles
fseek(tfile, sizeof(num_muscles), SEEK_CUR);
- for (i = 0; i < num_muscles; i++) {
+ for (int i = 0; i < num_muscles; i++) {
// skip muscle info
lSize = sizeof(float)
+ sizeof(float)
// ???
lSize = sizeof(int);
for (j = 0; j < num_muscles; j++) {
- for (i = 0; i < muscles[j].verticesclothes.size(); i++) {
- if (muscles[j].verticesclothes.size() && muscles[j].verticesclothes[i] < modelclothes.vertexNum)
+ for (unsigned i = 0; i < muscles[j].verticesclothes.size(); i++) {
+ if (muscles[j].verticesclothes.size() && muscles[j].verticesclothes[i] < modelclothes.vertexNum) {
modelclothes.owner[muscles[j].verticesclothes[i]] = j;
+ }
}
}
// use opengl for its matrix math
- for (i = 0; i < modelclothes.vertexNum; i++) {
+ for (int 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;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
}
fclose(tfile);
- for (i = 0; i < num_joints; i++) {
+ for (int i = 0; i < num_joints; i++) {
for (j = 0; j < num_joints; j++) {
if (joints[i].label == j)
jointlabels[j] = i;