#include "Animation/Animation.hpp"
#include "Animation/Skeleton.hpp"
-#include "Audio/Sounds.hpp"
#include "Environment/Terrain.hpp"
-#include "Graphic/gamegl.hpp"
#include "Graphic/Models.hpp"
#include "Graphic/Sprite.hpp"
+#include "Graphic/gamegl.hpp"
#include "Math/XYZ.hpp"
+#include "Objects/PersonType.hpp"
#include "Objects/Weapons.hpp"
#include <cmath>
#define getweapontype 7
#define pathfindtype 8
-enum person_type
-{
- rabbittype = 0,
- wolftype = 1
-};
-
-struct InvalidPersonException : public exception {
- const char * what () const throw () {
- return "Invalid weapon number";
- }
-};
-
-class PersonType
+struct InvalidPersonException : public exception
{
-public:
- // head, body, arms, legs
- XYZ proportions[4];
- animation_type animRun;
- animation_type animRunning;
- animation_type animCrouch;
- animation_type animStop;
- animation_type animLanding;
- animation_type animLandingHard;
- sound_type soundsAttack[4];
- sound_type soundsTalk[2];
-
- std::string figureFileName;
- std::string lowFigureFileName;
- std::string clothesFileName;
- std::string modelFileNames[7];
- std::string lowModelFileName;
- std::string modelClothesFileName;
-
- static std::vector<PersonType> types;
- static void Load();
+ const char* what() const throw()
+ {
+ return "Invalid weapon number";
+ }
};
class Person : public enable_shared_from_this<Person>
XYZ coords;
XYZ velocity;
- //~ XYZ proportionhead;
- //~ XYZ proportionlegs;
- //~ XYZ proportionarms;
- //~ XYZ proportionbody;
-
float unconscioustime;
bool immobile;
std::shared_ptr<Person> victim;
bool hasvictim;
+ bool isplayerfriend;
float updatedelay;
float normalsupdatedelay;
float jumpkeydowntime;
bool freefall;
-
float turnspeed;
int aitype;
Person();
Person(FILE*, int, unsigned);
- void skeletonLoad(bool clothes = false);
+ void skeletonLoad();
// convenience functions
inline Joint& joint(int bodypart) { return skeleton.joints[skeleton.jointlabels[bodypart]]; }
inline AnimationFrame& currentFrame() { return Animation::animations.at(animCurrent).frames.at(frameCurrent); }
inline AnimationFrame& targetFrame() { return Animation::animations.at(animTarget).frames.at(frameTarget); }
- void setProportions(float, float, float, float);
- XYZ getProportion(int part) const;
+ void setProportions(float head, float body, float arms, float legs);
+ float getProportion(int part) const;
+ XYZ getProportionXYZ(int part) const;
+
+ void changeCreatureType(person_type type);
void CheckKick();
void CatchFire();
void Reverse();
void DoDamage(float howmuch);
void DoHead();
- void DoMipmaps() {
+ void DoMipmaps()
+ {
skeleton.drawmodel.textureptr.bind();
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, skeleton.skinsize, skeleton.skinsize, 0, GL_RGB, GL_UNSIGNED_BYTE, &skeleton.skinText[0]);
}
- int SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, Model *model);
+ int SphereCheck(XYZ* p1, float radius, XYZ* p, XYZ* move, float* rotate, Model* model);
int DrawSkeleton();
void Puff(int whichlabel);
void FootLand(bodypart whichfoot, float opacity);
void DoAnimations();
void RagDoll(bool checkcollision);
- void takeWeapon (int weaponId);
+ void takeWeapon(int weaponId);
bool addClothes(const int& clothesId);
void addClothes();
void doAI();
+
+ bool catchKnife();
+
+ bool hasWeapon() { return (weaponactive != -1); }
+ bool isPlayerControlled() { return (aitype == playercontrolled); }
+ bool isPlayerFriend() { return isplayerfriend; }
+ bool isPlayerTeam() { return isPlayerControlled() || isPlayerFriend(); }
};
const int maxplayers = 10;