]> git.jsancho.org Git - lugaru.git/blobdiff - Source/Person.cpp
made convenience functions inlineable to avoid performance hit
[lugaru.git] / Source / Person.cpp
index 5b46706ccfceefd81ade2d9f60ebd44ab0f14c4e..6cee8020e15bedc95eae9ecf7dd9bae33ec2371e 100644 (file)
@@ -85,12 +85,6 @@ extern bool gamestarted;
 
 Person player[maxplayers];
 
-/* convenience functions
- */
-Joint& Person::joint(int bodypart) { return skeleton.joints[skeleton.jointlabels[bodypart]]; }
-XYZ& Person::jointPos(int bodypart) { return joint(bodypart).position; }
-XYZ& Person::jointVel(int bodypart) { return joint(bodypart).velocity; }
-
 /* EFFECT
  *
  * USES:
@@ -510,7 +504,7 @@ void Person::DoBloodBig(float howmuch, int which)
         if (creature == rabbittype)
             for (i = 0; i < 512; i++) {
                 for (j = 0; j < 512; j++) {
-                    if (bloodText[i*512*3 + j*3 + 0] <= which + 4 && bloodText[i*512*3 + j*3 + 0] >= which - 4) {
+                    if (bloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && bloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) {
                         if (i < startx) startx = i;
                         if (j < starty) starty = j;
                         if (i > endx) endx = i;
@@ -521,7 +515,7 @@ void Person::DoBloodBig(float howmuch, int which)
         if (creature == wolftype)
             for (i = 0; i < 512; i++) {
                 for (j = 0; j < 512; j++) {
-                    if (wolfbloodText[i*512*3 + j*3 + 0] <= which + 4 && wolfbloodText[i*512*3 + j*3 + 0] >= which - 4) {
+                    if (wolfbloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && wolfbloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) {
                         if (i < startx) startx = i;
                         if (j < starty) starty = j;
                         if (i > endx) endx = i;
@@ -2009,10 +2003,10 @@ void Person::DoAnimations()
                                             victim->weaponids[0] = victim->weaponids[victim->num_weapons];
                                     }
 
-                                    victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * 6;
-                                    victim->skeleton.joints[victim->skeleton.jointlabels[neck]].velocity += relative * 6;
-                                    victim->skeleton.joints[victim->skeleton.jointlabels[rightshoulder]].velocity += relative * 6;
-                                    victim->skeleton.joints[victim->skeleton.jointlabels[leftshoulder]].velocity += relative * 6;
+                                    victim->jointVel(abdomen) += relative * 6;
+                                    victim->jointVel(neck) += relative * 6;
+                                    victim->jointVel(rightshoulder) += relative * 6;
+                                    victim->jointVel(leftshoulder) += relative * 6;
                                 }
                                 weapons[i].owner = id;
                                 if (num_weapons > 0) {
@@ -2152,7 +2146,7 @@ void Person::DoAnimations()
                         for (i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 40;
                         }
-                        victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 200;
+                        victim->jointVel(head) += relative * damagemult * 200;
                         //FootLand(1,2);
                         victim->Puff(head);
                         victim->DoDamage(damagemult * 100 / victim->protectionhead);
@@ -2188,7 +2182,7 @@ void Person::DoAnimations()
                         for (i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 20;
                         }
-                        victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 100;
+                        victim->jointVel(head) += relative * damagemult * 100;
                         //FootLand(1,2);
                         victim->Puff(head);
                         victim->DoDamage(damagemult * 50 / victim->protectionhead);
@@ -2219,7 +2213,7 @@ void Person::DoAnimations()
                         for (i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 40;
                         }
-                        victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 200;
+                        victim->jointVel(head) += relative * damagemult * 200;
                         //FootLand(1,2);
                         victim->Puff(head);
                         victim->DoDamage(damagemult * 150 / victim->protectionhead);
@@ -2255,7 +2249,7 @@ void Person::DoAnimations()
                         for (i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 40;
                         }
-                        victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 200;
+                        victim->jointVel(head) += relative * damagemult * 200;
                         //FootLand(1,2);
                         victim->Puff(head);
                         victim->DoDamage(damagemult * 150 / victim->protectionhead);
@@ -2285,7 +2279,7 @@ void Person::DoAnimations()
                         for (i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 30;
                         }
-                        victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 100;
+                        victim->jointVel(head) += relative * damagemult * 100;
                         //FootLand(1,2);
                         victim->Puff(head);
                         victim->DoDamage(damagemult * 50 / victim->protectionhead);
@@ -2322,7 +2316,7 @@ void Person::DoAnimations()
                             victim->skeleton.joints[i].realoldposition.y += relative.y * .3;
                         }
                         victim->Puff(abdomen);
-                        victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity.y = relative.y * 400;
+                        victim->jointVel(abdomen).y = relative.y * 400;
                     }
                 }
 
@@ -2347,7 +2341,7 @@ void Person::DoAnimations()
                             slomodelay = .2;
                         }
                         victim->DoDamage(damagemult * 500 / victim->protectionhigh);
-                        victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 300;
+                        victim->jointVel(abdomen) += relative * damagemult * 300;
                     }
                 }
 
@@ -2383,7 +2377,7 @@ void Person::DoAnimations()
 
                         victim->Puff(abdomen);
                         victim->DoDamage(damagemult * 20 / victim->protectionhigh);
-                        victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 200;
+                        victim->jointVel(abdomen) += relative * damagemult * 200;
                         staggerdelay = .5;
                         if (!victim->dead)
                             staggerdelay = 1.2;
@@ -2571,7 +2565,7 @@ void Person::DoAnimations()
                                     victim->bled = 0;
                                 }
 
-                                victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 20;
+                                victim->jointVel(abdomen) += relative * damagemult * 20;
                             }
                         }
                     }
@@ -2602,7 +2596,7 @@ void Person::DoAnimations()
                         for (i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity = relative * 30;
                         }
-                        victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 150;
+                        victim->jointVel(head) += relative * damagemult * 150;
 
                         victim->frameTarget = 0;
                         victim->animTarget = staggerbackhardanim;
@@ -2649,7 +2643,7 @@ void Person::DoAnimations()
                         for (i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity = relative * 5;
                         }
-                        victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 400;
+                        victim->jointVel(abdomen) += relative * damagemult * 400;
 
                         victim->frameTarget = 0;
                         victim->animTarget = staggerbackhardanim;
@@ -2701,7 +2695,7 @@ void Person::DoAnimations()
                         escapednum = 0;
                         XYZ aim;
                         weapons[weaponids[0]].owner = -1;
-                        aim = victim->coords + DoRotation(victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position, 0, victim->yaw, 0) * victim->scale + victim->velocity * findDistance(&victim->coords, &coords) / 50 - (coords + DoRotation(jointPos(righthand), 0, yaw, 0) * scale);
+                        aim = victim->coords + DoRotation(victim->jointPos(abdomen), 0, victim->yaw, 0) * victim->scale + victim->velocity * findDistance(&victim->coords, &coords) / 50 - (coords + DoRotation(jointPos(righthand), 0, yaw, 0) * scale);
                         Normalise(&aim);
                         /*if(victim->animTarget==jumpupanim||victim->animTarget==jumpdownanim){
                         aim=DoRotation(aim,(float)abs(Random()%15)-7,(float)abs(Random()%15)-7,0);
@@ -2732,7 +2726,7 @@ void Person::DoAnimations()
                             if (tutoriallevel != 1) {
                                 emit_sound_at(knifeslicesound, victim->coords);
                             }
-                            //victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity+=relative*damagemult*200;
+                            //victim->jointVel(abdomen)+=relative*damagemult*200;
                             if (animation[victim->animTarget].attack && (victim->aitype != playercontrolled || victim->animTarget == knifeslashstartanim) && (victim->creature == rabbittype || victim->deathbleeding <= 0)) {
                                 if (victim->id != 0 || difficulty == 2) {
                                     victim->frameTarget = 0;
@@ -2755,10 +2749,10 @@ void Person::DoAnimations()
                             XYZ footvel, footpoint;
                             footvel = 0;
                             if (skeleton.free) {
-                                footpoint = (victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position + victim->skeleton.joints[victim->skeleton.jointlabels[neck]].position) / 2 * victim->scale + victim->coords;
+                                footpoint = (victim->jointPos(abdomen) + victim->jointPos(neck)) / 2 * victim->scale + victim->coords;
                             }
                             if (!skeleton.free) {
-                                footpoint = DoRotation((victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position + victim->skeleton.joints[victim->skeleton.jointlabels[neck]].position) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords;
+                                footpoint = DoRotation((victim->jointPos(abdomen) + victim->jointPos(neck)) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords;
                             }
                             if (tutoriallevel != 1) {
                                 if (bloodtoggle)
@@ -2789,7 +2783,7 @@ void Person::DoAnimations()
                                 victim->deathbleeding = 1;
                                 emit_sound_at(swordslicesound, victim->coords);
                             }
-                            //victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity+=relative*damagemult*200;
+                            //victim->jointVel(abdomen)+=relative*damagemult*200;
                             if (tutoriallevel != 1) {
                                 victim->frameTarget = 0;
                                 victim->animTarget = staggerbackhardanim;
@@ -2811,10 +2805,10 @@ void Person::DoAnimations()
                                 XYZ footvel, footpoint;
                                 footvel = 0;
                                 if (skeleton.free) {
-                                    footpoint = (victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position + victim->skeleton.joints[victim->skeleton.jointlabels[neck]].position) / 2 * victim->scale + victim->coords;
+                                    footpoint = (victim->jointPos(abdomen) + victim->jointPos(neck)) / 2 * victim->scale + victim->coords;
                                 }
                                 if (!skeleton.free) {
-                                    footpoint = DoRotation((victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position + victim->skeleton.joints[victim->skeleton.jointlabels[neck]].position) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords;
+                                    footpoint = DoRotation((victim->jointPos(abdomen) + victim->jointPos(neck)) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords;
                                 }
                                 if (bloodtoggle)
                                     Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3);
@@ -2895,8 +2889,8 @@ void Person::DoAnimations()
                         for (i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 60;
                         }
-                        victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 230;
-                        victim->skeleton.joints[victim->skeleton.jointlabels[neck]].velocity += relative * damagemult * 230;
+                        victim->jointVel(head) += relative * damagemult * 230;
+                        victim->jointVel(neck) += relative * damagemult * 230;
                         //FootLand(1,2);
                         victim->Puff(head);
                         if (tutoriallevel != 1) {
@@ -2928,8 +2922,8 @@ void Person::DoAnimations()
                         for (i = 0; i < victim->skeleton.num_joints; i++) {
                             victim->skeleton.joints[i].velocity += relative * damagemult * 40;
                         }
-                        victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 220;
-                        victim->skeleton.joints[victim->skeleton.jointlabels[neck]].velocity += relative * damagemult * 220;
+                        victim->jointVel(head) += relative * damagemult * 220;
+                        victim->jointVel(neck) += relative * damagemult * 220;
                         //FootLand(1,2);
                         victim->Puff(head);
                         if (tutoriallevel != 1) {
@@ -2977,14 +2971,14 @@ void Person::DoAnimations()
                                 victim->skeleton.joints[i].velocity = relative * damagemult * 40;
                             }
                             //FootLand(1,2);
-                            victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 40;
+                            victim->jointVel(abdomen) += relative * damagemult * 40;
                         }
                         if (victim->dead) {
                             for (i = 0; i < victim->skeleton.num_joints; i++) {
                                 victim->skeleton.joints[i].velocity = relative * damagemult * abs(Random() % 20);
                             }
                             //FootLand(1,2);
-                            //victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity+=relative*damagemult*20;
+                            //victim->jointVel(abdomen)+=relative*damagemult*20;
                         }
                         victim->Puff(abdomen);
                         if (tutoriallevel != 1) {
@@ -3018,7 +3012,7 @@ void Person::DoAnimations()
                             for (i = 0; i < victim->skeleton.num_joints; i++) {
                                 victim->skeleton.joints[i].velocity += relative * damagemult * 40;
                             }
-                            victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 200;
+                            victim->jointVel(head) += relative * damagemult * 200;
                             if (tutoriallevel != 1) {
                                 emit_sound_at(heavyimpactsound, victim->coords, 128.);
                             }
@@ -3037,7 +3031,7 @@ void Person::DoAnimations()
                             for (i = 0; i < victim->skeleton.num_joints; i++) {
                                 victim->skeleton.joints[i].velocity += relative * damagemult * 10;
                             }
-                            victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 200;
+                            victim->jointVel(abdomen) += relative * damagemult * 200;
                             victim->frameTarget = 0;
                             victim->animTarget = staggerbackhighanim;
                             victim->targetyaw = targetyaw + 180;
@@ -3096,7 +3090,7 @@ void Person::DoAnimations()
                                 if (victim->skeleton.joints[i].label == leftfoot || victim->skeleton.joints[i].label == rightfoot || victim->skeleton.joints[i].label == leftankle || victim->skeleton.joints[i].label == rightankle)
                                     victim->skeleton.joints[i].velocity += relative * damagemult * 80;
                             }
-                            victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 200;
+                            victim->jointVel(abdomen) += relative * damagemult * 200;
                             victim->frameTarget = 0;
                             victim->animTarget = staggerbackhighanim;
                             victim->targetyaw = targetyaw + 180;
@@ -3139,7 +3133,7 @@ void Person::DoAnimations()
                     for (i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 40;
                     }
-                    victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 200;
+                    victim->jointVel(abdomen) += relative * damagemult * 200;
                     //FootLand(1,2);
                     victim->Puff(abdomen);
                     victim->DoDamage(damagemult * 150 / victim->protectionhigh);
@@ -3185,7 +3179,7 @@ void Person::DoAnimations()
                     for (i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 30;
                     }
-                    victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 200;
+                    victim->jointVel(abdomen) += relative * damagemult * 200;
                     //FootLand(1,2);
                     victim->Puff(head);
                     victim->DoDamage(damagemult * 70 / victim->protectionhigh);
@@ -3216,7 +3210,7 @@ void Person::DoAnimations()
                     for (i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 30;
                     }
-                    victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 200;
+                    victim->jointVel(abdomen) += relative * damagemult * 200;
                     //FootLand(1,2);
                     victim->Puff(head);
                     victim->DoDamage(damagemult * 70 / victim->protectionhigh);
@@ -3234,14 +3228,14 @@ void Person::DoAnimations()
                     for (i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 70;
                     }
-                    victim->skeleton.joints[victim->skeleton.jointlabels[lefthand]].velocity *= .1;
-                    victim->skeleton.joints[victim->skeleton.jointlabels[leftwrist]].velocity *= .2;
-                    victim->skeleton.joints[victim->skeleton.jointlabels[leftelbow]].velocity *= .5;
-                    victim->skeleton.joints[victim->skeleton.jointlabels[leftshoulder]].velocity *= .7;
-                    victim->skeleton.joints[victim->skeleton.jointlabels[righthand]].velocity *= .1;
-                    victim->skeleton.joints[victim->skeleton.jointlabels[rightwrist]].velocity *= .2;
-                    victim->skeleton.joints[victim->skeleton.jointlabels[rightelbow]].velocity *= .5;
-                    victim->skeleton.joints[victim->skeleton.jointlabels[rightshoulder]].velocity *= .7;
+                    victim->jointVel(lefthand) *= .1;
+                    victim->jointVel(leftwrist) *= .2;
+                    victim->jointVel(leftelbow) *= .5;
+                    victim->jointVel(leftshoulder) *= .7;
+                    victim->jointVel(righthand) *= .1;
+                    victim->jointVel(rightwrist) *= .2;
+                    victim->jointVel(rightelbow) *= .5;
+                    victim->jointVel(rightshoulder) *= .7;
 
                     victim->Puff(abdomen);
                     victim->DoDamage(damagemult * 90 / victim->protectionhigh);
@@ -3286,14 +3280,14 @@ void Person::DoAnimations()
                     for (i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 70;
                     }
-                    victim->skeleton.joints[victim->skeleton.jointlabels[lefthand]].velocity *= .1 - 1;
-                    victim->skeleton.joints[victim->skeleton.jointlabels[leftwrist]].velocity *= .2 - 1;
-                    victim->skeleton.joints[victim->skeleton.jointlabels[leftelbow]].velocity *= .5 - 1;
-                    victim->skeleton.joints[victim->skeleton.jointlabels[leftshoulder]].velocity *= .7 - 1;
-                    victim->skeleton.joints[victim->skeleton.jointlabels[righthand]].velocity *= .1 - 1;
-                    victim->skeleton.joints[victim->skeleton.jointlabels[rightwrist]].velocity *= .2 - 1;
-                    victim->skeleton.joints[victim->skeleton.jointlabels[rightelbow]].velocity *= .5 - 1;
-                    victim->skeleton.joints[victim->skeleton.jointlabels[rightshoulder]].velocity *= .7 - 1;
+                    victim->jointVel(lefthand) *= .1 - 1;
+                    victim->jointVel(leftwrist) *= .2 - 1;
+                    victim->jointVel(leftelbow) *= .5 - 1;
+                    victim->jointVel(leftshoulder) *= .7 - 1;
+                    victim->jointVel(righthand) *= .1 - 1;
+                    victim->jointVel(rightwrist) *= .2 - 1;
+                    victim->jointVel(rightelbow) *= .5 - 1;
+                    victim->jointVel(rightshoulder) *= .7 - 1;
 
                     award_bonus(id, swordreversebonus);
                 }
@@ -3318,7 +3312,7 @@ void Person::DoAnimations()
                     for (i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 40;
                     }
-                    victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 200;
+                    victim->jointVel(abdomen) += relative * damagemult * 200;
                     //FootLand(1,2);
                     victim->Puff(abdomen);
                     victim->DoDamage(damagemult * 30 / victim->protectionhigh);
@@ -3550,7 +3544,7 @@ void Person::DoAnimations()
                     for (i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 20;
                     }
-                    victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 200;
+                    victim->jointVel(head) += relative * damagemult * 200;
                     if (victim->damage < victim->damagetolerance - 100)
                         victim->velocity = relative * 200;
                     victim->DoDamage(damagemult * 100 / victim->protectionhead);
@@ -3571,7 +3565,7 @@ void Person::DoAnimations()
                     for (i = 0; i < victim->skeleton.num_joints; i++) {
                         victim->skeleton.joints[i].velocity += relative * damagemult * 20;
                     }
-                    victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 200;
+                    victim->jointVel(head) += relative * damagemult * 200;
                 }
 
                 if (hasvictim && (animTarget == spinkickreversalanim || animTarget == sweepreversalanim || animTarget == rabbitkickreversalanim || animTarget == upunchreversalanim || animTarget == jumpreversalanim || animTarget == swordslashreversalanim || animTarget == knifeslashreversalanim || animTarget == rabbittacklereversal || animTarget == wolftacklereversal || animTarget == staffhitreversalanim || animTarget == staffspinhitreversalanim))
@@ -5008,7 +5002,7 @@ void Person::DoStuff()
                 yaw = targetyaw;
 
                 frameTarget = 0;
-                //     frameTarget=2;
+                // frameTarget=2;
                 animTarget = flipanim;
                 crouchtogglekeydown = 1;
                 target = 0;
@@ -5872,6 +5866,48 @@ void Person::DoStuff()
     }
 }
 
+
+/* EFFECT
+ * inverse kinematics helper function
+ */
+void IKHelper(Person *p, float interp)
+{
+    XYZ point, newpoint, change, change2;
+    float heightleft, heightright;
+
+    // TODO: implement localToWorld and worldToLocal
+    //       but keep in mind it won't be the same math if player is ragdolled or something
+    //       - localToWorldStanding / worldToLocalStanding (or crouching or...?)
+    //       then comb through code for places where to use it
+
+    // point = localToWorld(jointPos(leftfoot))
+    point = DoRotation(p->jointPos(leftfoot), 0, p->yaw, 0) * p->scale + p->coords;
+    // adjust height of foot
+    heightleft = terrain.getHeight(point.x, point.z) + .04;
+    point.y = heightleft;
+    change = p->jointPos(leftankle) - p->jointPos(leftfoot);
+    change2 = p->jointPos(leftknee) - p->jointPos(leftfoot);
+    // jointPos(leftfoot) = interpolate(worldToLocal(point), jointPos(leftfoot), interp)
+    p->jointPos(leftfoot) = DoRotation((point - p->coords) / p->scale, 0, -p->yaw, 0) * interp + p->jointPos(leftfoot) * (1 - interp);
+    // move ankle along with foot
+    p->jointPos(leftankle) = p->jointPos(leftfoot) + change;
+    // average knee pos between old and new pos
+    p->jointPos(leftknee) = (p->jointPos(leftfoot) + change2) / 2 + (p->jointPos(leftknee)) / 2;
+
+    // do same as above for right leg
+    point = DoRotation(p->jointPos(rightfoot), 0, p->yaw, 0) * p->scale + p->coords;
+    heightright = terrain.getHeight(point.x, point.z) + .04;
+    point.y = heightright;
+    change = p->jointPos(rightankle) - p->jointPos(rightfoot);
+    change2 = p->jointPos(rightknee) - p->jointPos(rightfoot);
+    p->jointPos(rightfoot) = DoRotation((point - p->coords) / p->scale, 0, -p->yaw, 0) * interp + p->jointPos(rightfoot) * (1 - interp);
+    p->jointPos(rightankle) = p->jointPos(rightfoot) + change;
+    p->jointPos(rightknee) = (p->jointPos(rightfoot) + change2) / 2 + (p->jointPos(rightknee)) / 2;
+
+    // fix up skeleton now that we've moved body parts?
+    p->skeleton.DoConstraints(&p->coords, &p->scale);
+}
+
 /* EFFECT
  * MONSTER
  * TODO: ???
@@ -5936,167 +5972,28 @@ int Person::DrawSkeleton()
         static int start, endthing;
         if ((dead != 2 || skeleton.free != 2) && updatedelay <= 0) {
             if (!isSleeping() && !isSitting()) {
-                if (onterrain && ((isIdle() || isCrouch() || isLanding() || isLandhard() || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim) && (wasIdle() || wasCrouch() || wasLanding() || wasLandhard() || animCurrent == drawrightanim || animCurrent == drawleftanim || animCurrent == crouchdrawrightanim)) && !skeleton.free) {
-                    XYZ point, newpoint, change, change2;
-
-                    // TODO: all of these code blocks look really similar - what's their purpose?
-                    // looks like inverse kinematics code
-                    // TODO: implement localToWorld and worldToLocal
-                    //       but keep in mind it won't be the same math if player is ragdolled or something
-                    //       - localToWorldStanding / worldToLocalStanding (or crouching or...?)
-                    //       then comb through code for places where to use it
-
-                    // point = localToWorld(jointPos(leftfoot))
-                    point = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords;
-                    // adjust height of foot
-                    heightleft = terrain.getHeight(point.x, point.z) + .04;
-                    point.y = heightleft;
-                    change = jointPos(leftankle) - jointPos(leftfoot);
-                    change2 = jointPos(leftknee) - jointPos(leftfoot);
-                    // jointPos(leftfoot) = worldToLocal(point)
-                    jointPos(leftfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0);
-                    // move ankle along with foot
-                    jointPos(leftankle) = jointPos(leftfoot) + change;
-                    // average knee pos between old and new pos
-                    jointPos(leftknee) = (jointPos(leftfoot) + change2) / 2 + (jointPos(leftknee)) / 2;
-
-                    // do same as above for right leg
-                    point = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords;
-                    heightright = terrain.getHeight(point.x, point.z) + .04;
-                    point.y = heightright;
-                    change = jointPos(rightankle) - jointPos(rightfoot);
-                    change2 = jointPos(rightknee) - jointPos(rightfoot);
-                    jointPos(rightfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0);
-                    jointPos(rightankle) = jointPos(rightfoot) + change;
-                    jointPos(rightknee) = (jointPos(rightfoot) + change2) / 2 + (jointPos(rightknee)) / 2;
-
-                    // fix up skeleton now that we've moved body parts?
-                    skeleton.DoConstraints(&coords, &scale);
+                // TODO: give these meaningful names
+                const bool cond1 = (isIdle() || isCrouch() || isLanding() || isLandhard()
+                                    || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim);
+                const bool cond2 = (wasIdle() || wasCrouch() || wasLanding() || wasLandhard()
+                                    || animCurrent == drawrightanim || animCurrent == drawleftanim || animCurrent == crouchdrawrightanim);
 
-                    if (creature == wolftype) {
-                        // FIXME: EXACT same code as above
-                        point = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords;
-                        heightleft = terrain.getHeight(point.x, point.z) + .04;
-                        point.y = heightleft;
-                        change = jointPos(leftankle) - jointPos(leftfoot);
-                        change2 = jointPos(leftknee) - jointPos(leftfoot);
-                        jointPos(leftfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0);
-                        jointPos(leftankle) = jointPos(leftfoot) + change;
-                        jointPos(leftknee) = (jointPos(leftfoot) + change2) / 2 + (jointPos(leftknee)) / 2;
-
-                        point = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords;
-                        heightright = terrain.getHeight(point.x, point.z) + .04;
-                        point.y = heightright;
-                        change = jointPos(rightankle) - jointPos(rightfoot);
-                        change2 = jointPos(rightknee) - jointPos(rightfoot);
-                        jointPos(rightfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0);
-                        jointPos(rightankle) = jointPos(rightfoot) + change;
-                        jointPos(rightknee) = (jointPos(rightfoot) + change2) / 2 + (jointPos(rightknee)) / 2;
-
-                        skeleton.DoConstraints(&coords, &scale);
-                    }
-                }
-                // subtle difference in this conditional: an extra '!' in the middle
-                if (onterrain && ((isIdle() || isCrouch() || isLanding() || isLandhard() || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim) && !(wasIdle() || wasCrouch() || wasLanding() || wasLandhard() || animCurrent == drawrightanim || animCurrent == drawleftanim || animCurrent == crouchdrawrightanim)) && !skeleton.free) {
-                    XYZ point, newpoint, change, change2;
-
-                    point = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords;
-                    heightleft = terrain.getHeight(point.x, point.z) + .04;
-                    point.y = heightleft;
-                    change = jointPos(leftankle) - jointPos(leftfoot);
-                    change2 = jointPos(leftknee) - jointPos(leftfoot);
-                    // only change is the addition of:
-                    // * target + jointPos(leftfoot) * (1 - target);
-                    // looks like interpolation
-                    jointPos(leftfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * target + jointPos(leftfoot) * (1 - target);
-                    jointPos(leftankle) = jointPos(leftfoot) + change;
-                    jointPos(leftknee) = (jointPos(leftfoot) + change2) / 2 + (jointPos(leftknee)) / 2;
-
-                    point = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords;
-                    heightright = terrain.getHeight(point.x, point.z) + .04;
-                    point.y = heightright;
-                    change = jointPos(rightankle) - jointPos(rightfoot);
-                    change2 = jointPos(rightknee) - jointPos(rightfoot);
-                    // likewise:
-                    // * target + jointPos(rightfoot) * (1 - target);
-                    jointPos(rightfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * target + jointPos(rightfoot) * (1 - target);
-                    jointPos(rightankle) = jointPos(rightfoot) + change;
-                    jointPos(rightknee) = (jointPos(rightfoot) + change2) / 2 + (jointPos(rightknee)) / 2;
-
-                    skeleton.DoConstraints(&coords, &scale);
-
-                    if (creature == wolftype) {
-                        // once again, copied verbatim from above
-                        point = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords;
-                        heightleft = terrain.getHeight(point.x, point.z) + .04;
-                        point.y = heightleft;
-                        change = jointPos(leftankle) - jointPos(leftfoot);
-                        change2 = jointPos(leftknee) - jointPos(leftfoot);
-                        jointPos(leftfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * target + jointPos(leftfoot) * (1 - target);
-                        jointPos(leftankle) = jointPos(leftfoot) + change;
-                        jointPos(leftknee) = (jointPos(leftfoot) + change2) / 2 + (jointPos(leftknee)) / 2;
-
-                        point = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords;
-                        heightright = terrain.getHeight(point.x, point.z) + .04;
-                        point.y = heightright;
-                        change = jointPos(rightankle) - jointPos(rightfoot);
-                        change2 = jointPos(rightknee) - jointPos(rightfoot);
-                        jointPos(rightfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * target + jointPos(rightfoot) * (1 - target);
-                        jointPos(rightankle) = jointPos(rightfoot) + change;
-                        jointPos(rightknee) = (jointPos(rightfoot) + change2) / 2 + (jointPos(rightknee)) / 2;
-
-                        skeleton.DoConstraints(&coords, &scale);
-                    }
-                }
-
-                // this time, an extra '!' toward the beginning
-                if (onterrain && (!(isIdle() || isCrouch() || isLanding() || isLandhard() || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim) && (wasIdle() || wasCrouch() || wasLanding() || wasLandhard() || animCurrent == drawrightanim || animCurrent == drawleftanim || animCurrent == crouchdrawrightanim)) && !skeleton.free) {
-                    XYZ point, newpoint, change, change2;
-
-                    point = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords;
-                    heightleft = terrain.getHeight(point.x, point.z) + .04;
-                    point.y = heightleft;
-                    change = jointPos(leftankle) - jointPos(leftfoot);
-                    change2 = jointPos(leftknee) - jointPos(leftfoot);
-                    // interpolation again, but reversed
-                    jointPos(leftfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * (1 - target) + jointPos(leftfoot) * target;
-                    jointPos(leftankle) = jointPos(leftfoot) + change;
-                    jointPos(leftknee) = (jointPos(leftfoot) + change2) / 2 + (jointPos(leftknee)) / 2;
-
-                    point = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords;
-                    heightright = terrain.getHeight(point.x, point.z) + .04;
-                    point.y = heightright;
-                    change = jointPos(rightankle) - jointPos(rightfoot);
-                    change2 = jointPos(rightknee) - jointPos(rightfoot);
-                    // interpolation again, but reversed
-                    jointPos(rightfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * (1 - target) + jointPos(rightfoot) * target;
-                    jointPos(rightankle) = jointPos(rightfoot) + change;
-                    jointPos(rightknee) = (jointPos(rightfoot) + change2) / 2 + (jointPos(rightknee)) / 2;
-
-                    skeleton.DoConstraints(&coords, &scale);
-
-                    if (creature == wolftype) {
-                        // still copied verbatim
-                        point = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords;
-                        heightleft = terrain.getHeight(point.x, point.z) + .04;
-                        point.y = heightleft;
-                        change = jointPos(leftankle) - jointPos(leftfoot);
-                        change2 = jointPos(leftknee) - jointPos(leftfoot);
-                        jointPos(leftfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * (1 - target) + jointPos(leftfoot) * target;
-                        jointPos(leftankle) = jointPos(leftfoot) + change;
-                        jointPos(leftknee) = (jointPos(leftfoot) + change2) / 2 + (jointPos(leftknee)) / 2;
+                if (onterrain && (cond1 && cond2) && !skeleton.free) {
+                    IKHelper(this, 1);
+                    if (creature == wolftype)
+                        IKHelper(this, 1);
+                }
 
-                        point = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords;
-                        heightright = terrain.getHeight(point.x, point.z) + .04;
-                        point.y = heightright;
-                        change = jointPos(rightankle) - jointPos(rightfoot);
-                        change2 = jointPos(rightknee) - jointPos(rightfoot);
-                        jointPos(rightfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * (1 - target) + jointPos(rightfoot) * target;
-                        jointPos(rightankle) = jointPos(rightfoot) + change;
-                        jointPos(rightknee) = (jointPos(rightfoot) + change2) / 2 + (jointPos(rightknee)) / 2;
+                if (onterrain && (cond1 && !cond2) && !skeleton.free) {
+                    IKHelper(this, target);
+                    if (creature == wolftype)
+                        IKHelper(this, target);
+                }
 
-                        skeleton.DoConstraints(&coords, &scale);
-                    }
+                if (onterrain && (!cond1 && cond2) && !skeleton.free) {
+                    IKHelper(this, 1 - target);
+                    if (creature == wolftype)
+                        IKHelper(this, 1 - target);
                 }
             }
 
@@ -6185,21 +6082,21 @@ int Person::DrawSkeleton()
                             glMatrixMode(GL_MODELVIEW);
                             glPushMatrix();
                             if (p1 == abdomen || p2 == abdomen)
-                                glTranslatef((v0.x * (1-morphness) + v1.x * morphness) * proportionbody.x,
-                                             (v0.y * (1-morphness) + v1.y * morphness) * proportionbody.y,
-                                             (v0.z * (1-morphness) + v1.z * morphness) * proportionbody.z);
+                                glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionbody.x,
+                                             (v0.y * (1 - morphness) + v1.y * morphness) * proportionbody.y,
+                                             (v0.z * (1 - morphness) + v1.z * morphness) * proportionbody.z);
                             if (p1 == lefthand || p1 == righthand || p1 == leftwrist || p1 == rightwrist || p1 == leftelbow || p1 == rightelbow || p2 == leftelbow || p2 == rightelbow)
-                                glTranslatef((v0.x * (1-morphness) + v1.x * morphness) * proportionarms.x,
-                                             (v0.y * (1-morphness) + v1.y * morphness) * proportionarms.y,
-                                             (v0.z * (1-morphness) + v1.z * morphness) * proportionarms.z);
+                                glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionarms.x,
+                                             (v0.y * (1 - morphness) + v1.y * morphness) * proportionarms.y,
+                                             (v0.z * (1 - morphness) + v1.z * morphness) * proportionarms.z);
                             if (p1 == leftfoot || p1 == rightfoot || p1 == leftankle || p1 == rightankle || p1 == leftknee || p1 == rightknee || p2 == leftknee || p2 == rightknee)
-                                glTranslatef((v0.x * (1-morphness) + v1.x * morphness) * proportionlegs.x,
-                                             (v0.y * (1-morphness) + v1.y * morphness) * proportionlegs.y,
-                                             (v0.z * (1-morphness) + v1.z * morphness) * proportionlegs.z);
+                                glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionlegs.x,
+                                             (v0.y * (1 - morphness) + v1.y * morphness) * proportionlegs.y,
+                                             (v0.z * (1 - morphness) + v1.z * morphness) * proportionlegs.z);
                             if (p1 == head || p2 == head)
-                                glTranslatef((v0.x * (1-morphness) + v1.x * morphness) * proportionhead.x,
-                                             (v0.y * (1-morphness) + v1.y * morphness) * proportionhead.y,
-                                             (v0.z * (1-morphness) + v1.z * morphness) * proportionhead.z);
+                                glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionhead.x,
+                                             (v0.y * (1 - morphness) + v1.y * morphness) * proportionhead.y,
+                                             (v0.z * (1 - morphness) + v1.z * morphness) * proportionhead.z);
                             glGetFloatv(GL_MODELVIEW_MATRIX, M);
                             //if(!isnormal(M[12])||!isnormal(M[13])||!isnormal(M[14]))test=0;
                             //if(!isnormal(scale))test=1;
@@ -6738,16 +6635,16 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate,
                         intersecting = 1;
                     if (!intersecting)
                         intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[0]],
-                                                         &model->vertex[model->Triangles[j].vertex[1]],
-                                                         p1, &radius);
+                                                                &model->vertex[model->Triangles[j].vertex[1]],
+                                                                p1, &radius);
                     if (!intersecting)
                         intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[1]],
-                                                         &model->vertex[model->Triangles[j].vertex[2]],
-                                                         p1, &radius);
+                                                                &model->vertex[model->Triangles[j].vertex[2]],
+                                                                p1, &radius);
                     if (!intersecting)
                         intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[0]],
-                                                         &model->vertex[model->Triangles[j].vertex[2]],
-                                                         p1, &radius);
+                                                                &model->vertex[model->Triangles[j].vertex[2]],
+                                                                p1, &radius);
                     end = *p1 - point;
                     if (dotproduct(&model->facenormals[j], &end) > 0 && intersecting) {
                         start = *p1;
@@ -6805,21 +6702,21 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate,
                 XYZ &v1 = model->vertex[model->Triangles[j].vertex[1]];
                 XYZ &v2 = model->vertex[model->Triangles[j].vertex[2]];
                 distance = abs((model->facenormals[j].x * start.x)
-                        + (model->facenormals[j].y * start.y)
-                        + (model->facenormals[j].z * start.z)
-                        - ((model->facenormals[j].x * v0.x)
-                            + (model->facenormals[j].y * v0.y)
-                            + (model->facenormals[j].z * v0.z)));
+                               + (model->facenormals[j].y * start.y)
+                               + (model->facenormals[j].z * start.z)
+                               - ((model->facenormals[j].x * v0.x)
+                                  + (model->facenormals[j].y * v0.y)
+                                  + (model->facenormals[j].z * v0.z)));
                 if (distance < radius * .5) {
                     point = start - model->facenormals[j] * distance;
                     if (PointInTriangle( &point, model->facenormals[j], &v0, &v1, &v2))
                         intersecting = 1;
                     if (!intersecting)
-                        intersecting = sphere_line_intersection(v0.x,v0.y,v0.z, v1.x,v1.y,v1.z, p1->x, p1->y, p1->z, radius / 2);
+                        intersecting = sphere_line_intersection(v0.x, v0.y, v0.z, v1.x, v1.y, v1.z, p1->x, p1->y, p1->z, radius / 2);
                     if (!intersecting)
-                        intersecting = sphere_line_intersection(v1.x,v1.y,v1.z, v2.x,v2.y,v2.z, p1->x, p1->y, p1->z, radius / 2);
+                        intersecting = sphere_line_intersection(v1.x, v1.y, v1.z, v2.x, v2.y, v2.z, p1->x, p1->y, p1->z, radius / 2);
                     if (!intersecting)
-                        intersecting = sphere_line_intersection(v0.x,v0.y,v0.z, v2.x,v2.y,v2.z, p1->x, p1->y, p1->z, radius / 2);
+                        intersecting = sphere_line_intersection(v0.x, v0.y, v0.z, v2.x, v2.y, v2.z, p1->x, p1->y, p1->z, radius / 2);
                     end = *p1 - point;
                     if (dotproduct(&model->facenormals[j], &end) > 0 && intersecting) {
                         if ((animTarget == jumpdownanim || animTarget == jumpupanim || isFlip())) {