]> git.jsancho.org Git - lugaru.git/blobdiff - Source/Person.cpp
Cleaned up a bit clothes adding
[lugaru.git] / Source / Person.cpp
index 8bcf81e43f458aa76a694a8bab93c18e1efa2fc2..64876000e106b9879a446549b3a038b7490dc8b4 100644 (file)
@@ -609,7 +609,6 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where)
     static float rotationpoint;
     static int whichtri;
     static XYZ p1, p2, p3, p0;
-    static XYZ N, temp;
     XYZ bary;
     XYZ gxx, gyy;
     float coordsx, coordsy;
@@ -634,13 +633,6 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where)
             p1 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[whichtri].vertex[0]];
             p2 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[whichtri].vertex[1]];
             p3 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[whichtri].vertex[2]];
-            /*
-            CrossProduct(p2-p1,p3-p1,&N);
-            CrossProduct(p0-p1,p3-p1,&temp);
-            s =  dotproduct(&temp,&N)/findLength(&N);
-            CrossProduct(p2-p1,p1-p0,&temp);
-            t = dotproduct(&temp,&N)/findLength(&N);
-            r = 1 - (s + t);*/
 
             bary.x = distsq(&p0, &p1);
             bary.y = distsq(&p0, &p2);
@@ -670,9 +662,6 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where)
             coordsx = skeleton.drawmodel.Triangles[whichtri].gx[0] * bary.x + skeleton.drawmodel.Triangles[whichtri].gx[1] * bary.y + skeleton.drawmodel.Triangles[whichtri].gx[2] * bary.z;
             coordsy = skeleton.drawmodel.Triangles[whichtri].gy[0] * bary.x + skeleton.drawmodel.Triangles[whichtri].gy[1] * bary.y + skeleton.drawmodel.Triangles[whichtri].gy[2] * bary.z;
 
-            //coordsx=skeleton.drawmodel.Triangles[whichtri].gx[1];
-            //coordsy=skeleton.drawmodel.Triangles[whichtri].gy[1];
-
             if (bleeding <= 0 && spurt) {
                 spurt = 0;
                 for (int i = 0; i < 3; i++) {
@@ -5275,7 +5264,7 @@ void Person::DoStuff()
         if (hasvictim) {
             if ((victim != this->shared_from_this()) && !victim->dead && (victim->aitype != passivetype) &&
                 (victim->aitype != searchtype) && (aitype != passivetype) &&
-                (aitype != searchtype) && (victim->id < Person::players.size()) && (aitype != passivetype)) {
+                (aitype != searchtype) && (victim->id < Person::players.size())) {
                 behind = (normaldotproduct(facing, coords - victim->coords) > 0);
             }
         }
@@ -5668,7 +5657,7 @@ void Person::DoStuff()
  */
 void IKHelper(Person *p, float interp)
 {
-    XYZ point, newpoint, change, change2;
+    XYZ point, change, change2;
     float heightleft, heightright;
 
     // TODO: implement localToWorld and worldToLocal
@@ -6245,7 +6234,7 @@ int Person::DrawSkeleton()
                             weapons[i].smallrotation2 = 50;
                         }
                         if ((animCurrent == crouchstabanim && animTarget == crouchstabanim) || (animCurrent == backhandspringanim && animTarget == backhandspringanim)) {
-                            XYZ temppoint1, temppoint2, tempforward;
+                            XYZ temppoint1, temppoint2;
                             float distance;
 
                             temppoint1 = jointPos(righthand);
@@ -6264,7 +6253,7 @@ int Person::DrawSkeleton()
                                 weapons[i].rotation1 = 360 - weapons[i].rotation1;
                         }
                         if ((animCurrent == knifeslashreversalanim && animTarget == knifeslashreversalanim) || (animCurrent == knifeslashreversedanim && animTarget == knifeslashreversedanim)) {
-                            XYZ temppoint1, temppoint2, tempforward;
+                            XYZ temppoint1, temppoint2;
                             float distance;
 
                             temppoint1 = jointPos(righthand);
@@ -6308,7 +6297,7 @@ int Person::DrawSkeleton()
                             weapons[i].rotation3 = 0;
                         }
                         if ((animTarget == swordgroundstabanim && animCurrent == swordgroundstabanim) || (animTarget == swordsneakattackanim && animCurrent == swordsneakattackanim) || (animTarget == swordslashparryanim && animCurrent == swordslashparryanim) || (animTarget == swordslashparriedanim && animCurrent == swordslashparriedanim) || (animTarget == swordslashreversalanim && animCurrent == swordslashreversalanim) || (animTarget == swordslashreversedanim && animCurrent == swordslashreversedanim) || (animTarget == knifeslashreversalanim && animCurrent == knifeslashreversalanim) || (animTarget == knifeslashreversedanim && animCurrent == knifeslashreversedanim) || (animTarget == swordslashanim && animCurrent == swordslashanim) || (animTarget == drawleftanim && animCurrent == drawleftanim) || (animCurrent == backhandspringanim && animTarget == backhandspringanim)) {
-                            XYZ temppoint1, temppoint2, tempforward;
+                            XYZ temppoint1, temppoint2;
                             float distance;
 
                             temppoint1 = animation[animCurrent].position[skeleton.jointlabels[righthand]][frameCurrent] * (1 - target) + animation[animTarget].position[skeleton.jointlabels[righthand]][frameTarget] * (target); //jointPos(righthand);
@@ -6331,7 +6320,7 @@ int Person::DrawSkeleton()
                         weapons[i].smallrotation = 100;
                         weapons[i].smallrotation2 = 0;
                         if ((animTarget == staffhitanim && animCurrent == staffhitanim) || (animTarget == staffhitreversedanim && animCurrent == staffhitreversedanim) || (animTarget == staffspinhitreversedanim && animCurrent == staffspinhitreversedanim) || (animTarget == staffgroundsmashanim && animCurrent == staffgroundsmashanim) || (animTarget == staffspinhitanim && animCurrent == staffspinhitanim)) {
-                            XYZ temppoint1, temppoint2, tempforward;
+                            XYZ temppoint1, temppoint2;
                             float distance;
 
                             temppoint1 = animation[animCurrent].position[skeleton.jointlabels[righthand]][frameCurrent] * (1 - target) + animation[animTarget].position[skeleton.jointlabels[righthand]][frameTarget] * (target); //jointPos(righthand);
@@ -6379,7 +6368,7 @@ int Person::DrawSkeleton()
     calcrot = 0;
     if (skeleton.free)
         calcrot = 1;
-    if (animation[animTarget].attack || isRun() || animTarget == staggerbackhardanim || isFlip() || animTarget == climbanim || animTarget == sneakanim || animTarget == rollanim || animTarget == walkanim || animTarget == backhandspringanim || isFlip() || isWallJump())
+    if (animation[animTarget].attack || isRun() || animTarget == staggerbackhardanim || isFlip() || animTarget == climbanim || animTarget == sneakanim || animTarget == rollanim || animTarget == walkanim || animTarget == backhandspringanim || isWallJump())
         calcrot = 1;
     if (animCurrent != animTarget)
         calcrot = 1;
@@ -6544,3 +6533,54 @@ void Person::takeWeapon(int weaponId)
     weaponids[0] = weaponId;
 }
 
+bool Person::addClothes(const int& clothesId)
+{
+    return addClothes(clothes[clothesId]);
+}
+
+bool Person::addClothes(const char* fileName)
+{
+    LOGFUNC;
+
+    GLubyte* array = &skeleton.skinText[0];
+
+    //Load Image
+    ImageRec texture;
+    bool opened = load_image(fileName, texture);
+
+    float alphanum;
+    //Is it valid?
+    if (opened) {
+        if (tintr > 1) tintr = 1;
+        if (tintg > 1) tintg = 1;
+        if (tintb > 1) tintb = 1;
+
+        if (tintr < 0) tintr = 0;
+        if (tintg < 0) tintg = 0;
+        if (tintb < 0) tintb = 0;
+
+        int bytesPerPixel = texture.bpp / 8;
+
+        int tempnum = 0;
+        alphanum = 255;
+        for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
+            if (bytesPerPixel == 3)
+                alphanum = 255;
+            else if ((i + 1) % 4 == 0)
+                alphanum = texture.data[i];
+            if ((i + 1) % 4 || bytesPerPixel == 3) {
+                if ((i % 4) == 0)
+                    texture.data[i] *= tintr;
+                if ((i % 4) == 1)
+                    texture.data[i] *= tintg;
+                if ((i % 4) == 2)
+                    texture.data[i] *= tintb;
+                array[tempnum] = (float)array[tempnum] * (1 - alphanum / 255) + (float)texture.data[i] * (alphanum / 255);
+                tempnum++;
+            }
+        }
+        return 1;
+    } else {
+        return 0;
+    }
+}