/**> HEADER FILES <**/
#include "Person.h"
#include "openal_wrapper.h"
-#include "Animation.h"
+#include "Animation/Animation.h"
#include "Sounds.h"
#include "Awards.h"
#include "Game.h"
&& !victim->skeleton.free))
return;
- if (animation[victim->animTarget].height != lowheight) {
+ if (Animation::animations[victim->animTarget].height != lowheight) {
float damagemult = (creature == wolftype ? 2.5 : 1.) * power * power;
XYZ relative = velocity;
relative.y = 0;
if (tutoriallevel != 1)
emit_sound_at(heavyimpactsound, victim->coords);
victim->RagDoll(0);
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * 120 * damagemult;
}
victim->Puff(neck);
*
* USES:
* GameTick/doPlayerCollisions - spread fire between players
- * GameTick/doDebugKeys - press f to ignite
+ * GameTick/doDevKeys - press f to ignite
* Person::DoStuff - spread fire from lit campfires and bushes
*/
void Person::CatchFire()
XYZ flatfacing, flatvelocity;
int howmany;
for (int i = 0; i < 10; i++) {
- howmany = abs(Random() % (skeleton.num_joints));
+ howmany = abs(Random() % (skeleton.joints.size()));
if (skeleton.free) {
flatvelocity = skeleton.joints[howmany].velocity;
flatfacing = skeleton.joints[howmany].position * scale + coords;
if (aitype != playercontrolled && Random() % 10 == 0 && escapednum < 2 && difficulty == 0)
feint = 1;
- if (victim->id == 0 && animation[victim->animTarget].attack == reversal)
+ if (victim->id == 0 && Animation::animations[victim->animTarget].attack == reversal)
numreversals++;
}
if (howmuch > damagetolerance * 50 && skeleton.free != 2) {
XYZ flatvelocity2;
XYZ flatfacing2;
- for (int i = 0; i < skeleton.num_joints; i++) {
+ for (int i = 0; i < skeleton.joints.size(); i++) {
if (skeleton.free) {
flatvelocity2 = skeleton.joints[i].velocity;
flatfacing2 = skeleton.joints[i].position * scale + coords;
skeleton.specialforward[0] = facing;
//skeleton.specialforward[0]=DoRotation(facing,0,yaw,0);
- for (int i = 0; i < skeleton.num_muscles; i++) {
+ for (int i = 0; i < skeleton.muscles.size(); i++) {
if (skeleton.muscles[i].visible && (skeleton.muscles[i].parent1->label == head || skeleton.muscles[i].parent2->label == head)) {
skeleton.FindRotationMuscle(i, animTarget);
}
if (!isnormal(tilt)) tilt = 0;
if (!isnormal(tilt2)) tilt2 = 0;
- for (int i = 0; i < skeleton.num_joints; i++) {
+ for (int i = 0; i < skeleton.joints.size(); i++) {
skeleton.joints[i].delay = 0;
skeleton.joints[i].locked = 0;
skeleton.joints[i].position = DoRotation(DoRotation(DoRotation(skeleton.joints[i].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0);
skeleton.joints[i].realoldposition = skeleton.joints[i].position * scale + coords;
}
- for (int i = 0; i < skeleton.num_joints; i++) {
+ for (int i = 0; i < skeleton.joints.size(); i++) {
skeleton.joints[i].velocity = 0;
skeleton.joints[i].velchange = 0;
}
skeleton.DoConstraints(&coords, &scale);
- if (animation[animCurrent].height == lowheight || animation[animTarget].height == lowheight) {
+ if (Animation::animations[animCurrent].height == lowheight || Animation::animations[animTarget].height == lowheight) {
skeleton.DoConstraints(&coords, &scale);
skeleton.DoConstraints(&coords, &scale);
skeleton.DoConstraints(&coords, &scale);
skeleton.DoConstraints(&coords, &scale);
}
- speed = animation[animTarget].speed[frameTarget] * 2;
- if (animation[animCurrent].speed[frameCurrent] > animation[animTarget].speed[frameTarget]) {
- speed = animation[animCurrent].speed[frameCurrent] * 2;
+ speed = targetFrame().speed * 2;
+ if (currentFrame().speed > targetFrame().speed) {
+ speed = currentFrame().speed * 2;
}
if (transspeed)
speed = transspeed * 2;
speed *= speedmult;
- for (int i = 0; i < skeleton.num_joints; i++) {
- if ((animation[animCurrent].attack != reversed || animCurrent == swordslashreversedanim) && animCurrent != rabbitkickanim && !isLanding() && !wasLanding() && animation[animCurrent].height == animation[animTarget].height)
- skeleton.joints[i].velocity = velocity / scale + facing * 5 + DoRotation(DoRotation(DoRotation((animation[animTarget].position[i][frameTarget] - animation[animCurrent].position[i][frameCurrent]) * speed, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0);
+ for (int i = 0; i < skeleton.joints.size(); i++) {
+ if ((Animation::animations[animCurrent].attack != reversed || animCurrent == swordslashreversedanim) && animCurrent != rabbitkickanim && !isLanding() && !wasLanding() && Animation::animations[animCurrent].height == Animation::animations[animTarget].height)
+ skeleton.joints[i].velocity = velocity / scale + facing * 5 + DoRotation(DoRotation(DoRotation((targetFrame().joints[i].position - currentFrame().joints[i].position) * speed, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0);
else
skeleton.joints[i].velocity = velocity / scale + facing * 5;
change.x = (float)(Random() % 100) / 100;
change.y = (float)(Random() % 100) / 100;
change.z = (float)(Random() % 100) / 100;
skeleton.joints[i].velocity += change;
- skeleton.joints[abs(Random() % skeleton.num_joints)].velocity -= change;
+ skeleton.joints[abs(Random() % skeleton.joints.size())].velocity -= change;
change.x = (float)(Random() % 100) / 100;
change.y = (float)(Random() % 100) / 100;
change.z = (float)(Random() % 100) / 100;
skeleton.joints[i].velchange += change;
- skeleton.joints[abs(Random() % skeleton.num_joints)].velchange -= change;
+ skeleton.joints[abs(Random() % skeleton.joints.size())].velchange -= change;
}
if (checkcollision) {
int howmany;
average = 0;
howmany = 0;
- for (j = 0; j < skeleton.num_joints; j++) {
+ for (j = 0; j < skeleton.joints.size(); j++) {
average += skeleton.joints[j].position;
howmany++;
}
average /= howmany;
coords += average * scale;
- for (j = 0; j < skeleton.num_joints; j++) {
+ for (j = 0; j < skeleton.joints.size(); j++) {
skeleton.joints[j].position -= average;
}
updatedelay = 0;
velocity = 0;
- for (int i = 0; i < skeleton.num_joints; i++) {
+ for (int i = 0; i < skeleton.joints.size(); i++) {
velocity += skeleton.joints[i].velocity * scale;
}
- velocity /= skeleton.num_joints;
+ velocity /= skeleton.joints.size();
// drop weapon
if (Random() % 2 == 0) {
/* EFFECT
*/
-void Person::FootLand(bodyparts whichfoot, float opacity)
+void Person::FootLand(bodypart whichfoot, float opacity)
{
if ((whichfoot != leftfoot) && (whichfoot != rightfoot)) {
cerr << "FootLand called on wrong bodypart" << endl;
normalsupdatedelay = 0;
if (animTarget == tempanim || animCurrent == tempanim) {
- animation[tempanim] = tempanimation;
+ Animation::animations[tempanim] = tempanimation;
}
if (animTarget == jumpupanim || animTarget == jumpdownanim || isFlip()) {
float gLoc[3];
numflipped++;
}
- if (animation[animTarget].attack != reversed)
+ if (Animation::animations[animTarget].attack != reversed)
feint = 0;
if (!crouchkeydown || (isLanding() || isLandhard()) || (wasLanding() || wasLandhard())) {
crouchtogglekeydown = 0;
if (aitype == playercontrolled)
feint = 0;
} else {
- if (!crouchtogglekeydown && animation[animTarget].attack == reversed && aitype == playercontrolled && (escapednum < 2 || reversaltrain))
+ if (!crouchtogglekeydown && Animation::animations[animTarget].attack == reversed && aitype == playercontrolled && (escapednum < 2 || reversaltrain))
feint = 1;
if (!isFlip())
crouchtogglekeydown = 1;
}
- if (animation[animTarget].attack || animCurrent == getupfrombackanim || animCurrent == getupfromfrontanim) {
+ if (Animation::animations[animTarget].attack || animCurrent == getupfrombackanim || animCurrent == getupfromfrontanim) {
if (detail)
normalsupdatedelay = 0;
}
}
}
- if (!drawtogglekeydown && drawkeydown && (weaponactive == -1 || num_weapons == 1) && (animation[animTarget].label[frameTarget] || (animTarget != animCurrent && animCurrent == rollanim)) && num_weapons > 0 && creature != wolftype) {
+ if (!drawtogglekeydown && drawkeydown && (weaponactive == -1 || num_weapons == 1) && (targetFrame().label || (animTarget != animCurrent && animCurrent == rollanim)) && num_weapons > 0 && creature != wolftype) {
if (weapons[weaponids[0]].getType() == knife) {
if (weaponactive == -1)
weaponactive = 0;
}
//Footstep sounds
if (tutoriallevel != 1 || id == 0)
- if ((animation[animTarget].label[frameTarget] && (animation[animTarget].label[frameTarget] < 5 || animation[animTarget].label[frameTarget] == 8))/*||(animTarget==rollanim&&frameTarget==animation[rollanim].numframes-1)*/) {
+ if ((targetFrame().label && (targetFrame().label < 5 || targetFrame().label == 8))) {
int whichsound;
if (onterrain) {
if (terrain.getOpacity(coords.x, coords.z) < .2) {
- if (animation[animTarget].label[frameTarget] == 1)
+ if (targetFrame().label == 1)
whichsound = footstepsound;
else
whichsound = footstepsound2;
- if (animation[animTarget].label[frameTarget] == 1)
+ if (targetFrame().label == 1)
FootLand(leftfoot, 1);
- if (animation[animTarget].label[frameTarget] == 2)
+ if (targetFrame().label == 2)
FootLand(rightfoot, 1);
- if (animation[animTarget].label[frameTarget] == 3 && isRun()) {
+ if (targetFrame().label == 3 && isRun()) {
FootLand(rightfoot, 1);
FootLand(leftfoot, 1);
}
}
if (terrain.getOpacity(coords.x, coords.z) >= .2) {
- if (animation[animTarget].label[frameTarget] == 1)
+ if (targetFrame().label == 1)
whichsound = footstepsound3;
else
whichsound = footstepsound4;
}
}
if (!onterrain) {
- if (animation[animTarget].label[frameTarget] == 1)
+ if (targetFrame().label == 1)
whichsound = footstepsound3;
else
whichsound = footstepsound4;
}
- if (animation[animTarget].label[frameTarget] == 4 && (weaponactive == -1 || (animTarget != knifeslashstartanim && animTarget != knifethrowanim && animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != knifefollowanim))) {
- if (animation[animTarget].attack != neutral) {
+ if (targetFrame().label == 4 && (weaponactive == -1 || (animTarget != knifeslashstartanim && animTarget != knifethrowanim && animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != knifefollowanim))) {
+ if (Animation::animations[animTarget].attack != neutral) {
unsigned r = abs(Random() % 3);
if (r == 0)
whichsound = lowwhooshsound;
if (r == 2)
whichsound = highwhooshsound;
}
- if (animation[animTarget].attack == neutral)
+ if (Animation::animations[animTarget].attack == neutral)
whichsound = movewhooshsound;
- } else if (animation[animTarget].label[frameTarget] == 4)
+ } else if (targetFrame().label == 4)
whichsound = knifeswishsound;
- if (animation[animTarget].label[frameTarget] == 8 && tutoriallevel != 1)
+ if (targetFrame().label == 8 && tutoriallevel != 1)
whichsound = landsound2;
emit_sound_at(whichsound, coords, 256.);
}
}
- if (animation[animTarget].label[frameTarget] == 3) {
+ if (targetFrame().label == 3) {
whichsound--;
emit_sound_at(whichsound, coords, 128.);
}
if (tutoriallevel != 1 || id == 0)
if (speechdelay <= 0)
if (animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != staffgroundsmashanim)
- if ((animation[animTarget].label[frameTarget] && (animation[animTarget].label[frameTarget] < 5 || animation[animTarget].label[frameTarget] == 8))/*||(animTarget==rollanim&&frameTarget==animation[rollanim].numframes-1)*/) {
+ if ((targetFrame().label && (targetFrame().label < 5 || targetFrame().label == 8))) {
int whichsound = -1;
- if (animation[animTarget].label[frameTarget] == 4 && aitype != playercontrolled) {
- if (animation[animTarget].attack != neutral) {
+ if (targetFrame().label == 4 && aitype != playercontrolled) {
+ if (Animation::animations[animTarget].attack != neutral) {
unsigned r = abs(Random() % 4);
if (creature == rabbittype) {
if (r == 0) whichsound = rabbitattacksound;
animCurrent = animTarget;
frameTarget++;
- if (animTarget == removeknifeanim && animation[animTarget].label[frameCurrent] == 5) {
+ if (animTarget == removeknifeanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
for (unsigned i = 0; i < weapons.size(); i++) {
if (weapons[i].owner == -1)
if (distsqflat(&coords, &weapons[i].position) < 4 && weaponactive == -1) {
}
}
- if (animTarget == crouchremoveknifeanim && animation[animTarget].label[frameCurrent] == 5) {
+ if (animTarget == crouchremoveknifeanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
for (unsigned i = 0; i < weapons.size(); i++) {
bool willwork = true;
if (weapons[i].owner != -1)
victim->skeleton.free = 1;
victim->skeleton.broken = 0;
- for (int j = 0; j < victim->skeleton.num_joints; j++) {
+ for (int j = 0; j < victim->skeleton.joints.size(); j++) {
victim->skeleton.joints[j].velchange = 0;
victim->skeleton.joints[j].locked = 0;
}
}
}
- if (animCurrent == drawleftanim && animation[animTarget].label[frameCurrent] == 5) {
+ if (animCurrent == drawleftanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
if (weaponactive == -1)
weaponactive = 0;
else if (weaponactive == 0) {
}
}
if (closestid != -1)
- if (closestdist < 5 && !Person::players[closestid]->dead && animation[Person::players[closestid]->animTarget].height != lowheight && Person::players[closestid]->animTarget != backhandspringanim) {
+ if (closestdist < 5 && !Person::players[closestid]->dead && Animation::animations[Person::players[closestid]->animTarget].height != lowheight && Person::players[closestid]->animTarget != backhandspringanim) {
hasvictim = 1;
victim = Person::players[closestid];
coords = victim->coords;
if (hasvictim) {
damagemult /= victim->damagetolerance / 200;
}
- if ((animation[animTarget].attack == normalattack || animTarget == walljumprightkickanim || animTarget == walljumpleftkickanim) && (!feint) && (victim->skeleton.free != 2 || animTarget == killanim || animTarget == dropkickanim || animTarget == crouchstabanim || animTarget == swordgroundstabanim || animTarget == staffgroundsmashanim)) {
- if (animTarget == spinkickanim && animation[animTarget].label[frameCurrent] == 5) {
- if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && 3 && animation[victim->animTarget].height != lowheight) {
+ if ((Animation::animations[animTarget].attack == normalattack || animTarget == walljumprightkickanim || animTarget == walljumpleftkickanim) && (!feint) && (victim->skeleton.free != 2 || animTarget == killanim || animTarget == dropkickanim || animTarget == crouchstabanim || animTarget == swordgroundstabanim || animTarget == staffgroundsmashanim)) {
+ if (animTarget == spinkickanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
+ if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && 3 && Animation::animations[victim->animTarget].height != lowheight) {
escapednum = 0;
if (id == 0)
camerashake += .4;
relative.y = 0;
Normalise(&relative);
relative = DoRotation(relative, 0, -90, 0);
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
victim->jointVel(head) += relative * damagemult * 200;
}
}
- if (animTarget == wolfslapanim && animation[animTarget].label[frameCurrent] == 5) {
- if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && 3 && animation[victim->animTarget].height != lowheight) {
+ if (animTarget == wolfslapanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
+ if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && 3 && Animation::animations[victim->animTarget].height != lowheight) {
escapednum = 0;
if (id == 0)
camerashake += .4;
relative.y -= 1;
Normalise(&relative);
relative = DoRotation(relative, 0, 90, 0);
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 20;
}
victim->jointVel(head) += relative * damagemult * 100;
}
}
- if (animTarget == walljumprightkickanim && animation[animTarget].label[frameCurrent] == 5) {
- if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && animation[victim->animTarget].height != lowheight) {
+ if (animTarget == walljumprightkickanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
+ if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && Animation::animations[victim->animTarget].height != lowheight) {
escapednum = 0;
if (id == 0)
camerashake += .4;
relative.y = 0;
Normalise(&relative);
relative = DoRotation(relative, 0, -90, 0);
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
victim->jointVel(head) += relative * damagemult * 200;
}
}
- if (animTarget == walljumpleftkickanim && animation[animTarget].label[frameCurrent] == 5) {
- if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && animation[victim->animTarget].height != lowheight) {
+ if (animTarget == walljumpleftkickanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
+ if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && Animation::animations[victim->animTarget].height != lowheight) {
escapednum = 0;
if (id == 0)
camerashake += .4;
relative.y = 0;
Normalise(&relative);
relative = DoRotation(relative, 0, 90, 0);
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
victim->jointVel(head) += relative * damagemult * 200;
}
}
- if (animTarget == blockhighleftstrikeanim && animation[animTarget].label[frameCurrent] == 5) {
- if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && animation[victim->animTarget].height != lowheight) {
+ if (animTarget == blockhighleftstrikeanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
+ if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && Animation::animations[victim->animTarget].height != lowheight) {
escapednum = 0;
if (id == 0)
camerashake += .4;
relative = victim->coords - coords;
relative.y = 0;
Normalise(&relative);
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 30;
}
victim->jointVel(head) += relative * damagemult * 100;
}
}
- if (animTarget == killanim && animation[animTarget].label[frameCurrent] == 8) {
+ if (animTarget == killanim && Animation::animations[animTarget].frames[frameCurrent].label == 8) {
if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && victim->dead) {
escapednum = 0;
if (id == 0)
victim->skeleton.broken = 0;
victim->skeleton.spinny = 1;
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velchange = 0;
victim->skeleton.joints[i].delay = 0;
victim->skeleton.joints[i].locked = 0;
relative = 0;
relative.y = 1;
Normalise(&relative);
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity.y = relative.y * 10;
victim->skeleton.joints[i].position.y += relative.y * .3;
victim->skeleton.joints[i].oldposition.y += relative.y * .3;
}
}
- if (animTarget == killanim && animation[animTarget].label[frameCurrent] == 5) {
+ if (animTarget == killanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 9 && victim->dead) {
escapednum = 0;
if (id == 0)
relative = victim->coords - coords;
relative.y = 0;
Normalise(&relative);
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 90;
}
victim->Puff(abdomen);
}
}
- if (animTarget == dropkickanim && animation[animTarget].label[frameCurrent] == 7) {
+ if (animTarget == dropkickanim && Animation::animations[animTarget].frames[frameCurrent].label == 7) {
if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 9 && victim->skeleton.free) {
escapednum = 0;
if (id == 0)
victim->skeleton.broken = 0;
victim->skeleton.spinny = 1;
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velchange = 0;
//victim->skeleton.joints[i].delay=0;
victim->skeleton.joints[i].locked = 0;
Normalise(&relative);
relative.y += .3;
Normalise(&relative);
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 20;
}
if (!victim->dead)
}
}
- if ((animTarget == crouchstabanim || animTarget == swordgroundstabanim) && animation[animTarget].label[frameCurrent] == 5) {
+ if ((animTarget == crouchstabanim || animTarget == swordgroundstabanim) && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
if (hasvictim)
if (!victim->skeleton.free)
victim->skeleton.free = 1;
victim->skeleton.broken = 0;
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velchange = 0;
victim->skeleton.joints[i].locked = 0;
//victim->skeleton.joints[i].velocity=0;
}
}
- if ((animTarget == crouchstabanim || animTarget == swordgroundstabanim) && animation[animTarget].label[frameCurrent] == 6) {
+ if ((animTarget == crouchstabanim || animTarget == swordgroundstabanim) && Animation::animations[animTarget].frames[frameCurrent].label == 6) {
if (!hasvictim) {
emit_sound_at(knifedrawsound, coords, 128);
}
victim->skeleton.free = 1;
victim->skeleton.broken = 0;
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velchange = 0;
victim->skeleton.joints[i].locked = 0;
//victim->skeleton.joints[i].velocity=0;
}
}
- if (animTarget == upunchanim && animation[animTarget].label[frameCurrent] == 5) {
+ if (animTarget == upunchanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3) {
escapednum = 0;
if (id == 0)
relative = victim->coords - coords;
relative.y = 0;
Normalise(&relative);
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity = relative * 30;
}
victim->jointVel(head) += relative * damagemult * 150;
}
- if (animTarget == winduppunchanim && animation[animTarget].label[frameCurrent] == 5) {
+ if (animTarget == winduppunchanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 2) {
escapednum = 0;
if (id == 0)
camerashake += .4;
- if (victim->damage <= victim->damagetolerance - 60 && normaldotproduct(victim->facing, victim->coords - coords) < (scale * 5) * (scale * 5) * 0 && animation[victim->animTarget].height != lowheight) {
+ if (victim->damage <= victim->damagetolerance - 60 && normaldotproduct(victim->facing, victim->coords - coords) < (scale * 5) * (scale * 5) * 0 && Animation::animations[victim->animTarget].height != lowheight) {
if (tutoriallevel != 1) {
emit_sound_at(thudsound, victim->coords);
}
- } else if (victim->damage <= victim->damagetolerance - 60 && normaldotproduct(victim->facing, victim->coords - coords) < (scale * 5) * (scale * 5) * 0 && animation[victim->animTarget].height == lowheight) {
+ } else if (victim->damage <= victim->damagetolerance - 60 && normaldotproduct(victim->facing, victim->coords - coords) < (scale * 5) * (scale * 5) * 0 && Animation::animations[victim->animTarget].height == lowheight) {
if (tutoriallevel != 1) {
emit_sound_at(whooshhitsound, victim->coords);
}
}
}
- if (victim->damage > victim->damagetolerance - 60 || normaldotproduct(victim->facing, victim->coords - coords) > 0 || animation[victim->animTarget].height == lowheight)
+ if (victim->damage > victim->damagetolerance - 60 || normaldotproduct(victim->facing, victim->coords - coords) > 0 || Animation::animations[victim->animTarget].height == lowheight)
victim->RagDoll(0);
XYZ relative;
relative = victim->coords - coords;
Normalise(&relative);
relative.y = .3;
Normalise(&relative);
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity = relative * 5;
}
victim->jointVel(abdomen) += relative * damagemult * 400;
}
}
- if (animTarget == blockhighleftanim && animation[animTarget].label[frameCurrent] == 5) {
+ if (animTarget == blockhighleftanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 4) {
if (victim->id == 0)
camerashake += .4;
}
}
- if (animTarget == swordslashparryanim && animation[animTarget].label[frameCurrent] == 5) {
+ if (animTarget == swordslashparryanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 4) {
if (victim->id == 0)
camerashake += .4;
}
}
- if (animTarget == knifethrowanim && animation[animTarget].label[frameCurrent] == 5) {
+ if (animTarget == knifethrowanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
if (weaponactive != -1) {
escapednum = 0;
XYZ aim;
}
}
- if (animTarget == knifeslashstartanim && animation[animTarget].label[frameCurrent] == 5) {
+ if (animTarget == knifeslashstartanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
if (hasvictim)
- if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 4.5 &&/*animation[victim->animTarget].height!=lowheight&&*/victim->animTarget != dodgebackanim && victim->animTarget != rollanim) {
+ if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 4.5 &&/*Animation::animations[victim->animTarget].height!=lowheight&&*/victim->animTarget != dodgebackanim && victim->animTarget != rollanim) {
escapednum = 0;
if (tutoriallevel != 1)
victim->DoBloodBig(1.5 / victim->armorhigh, 225);
emit_sound_at(knifeslicesound, victim->coords);
}
//victim->jointVel(abdomen)+=relative*damagemult*200;
- if (animation[victim->animTarget].attack && (victim->aitype != playercontrolled || victim->animTarget == knifeslashstartanim) && (victim->creature == rabbittype || victim->deathbleeding <= 0)) {
+ if (Animation::animations[victim->animTarget].attack && (victim->aitype != playercontrolled || victim->animTarget == knifeslashstartanim) && (victim->creature == rabbittype || victim->deathbleeding <= 0)) {
if (victim->id != 0 || difficulty == 2) {
victim->frameTarget = 0;
victim->animTarget = staggerbackhardanim;
victim->DoDamage(damagemult * 0);
}
}
- if (animTarget == swordslashanim && animation[animTarget].label[frameCurrent] == 5 && victim->animTarget != rollanim) {
+ if (animTarget == swordslashanim && Animation::animations[animTarget].frames[frameCurrent].label == 5 && victim->animTarget != rollanim) {
if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 6.5 && victim->animTarget != dodgebackanim) {
if (victim->weaponactive == -1 || normaldotproduct(victim->facing, victim->coords - coords) > 0 || (Random() % 2 == 0)) {
award_bonus(id, Slashbonus);
}
}
- if (animTarget == staffhitanim && animation[animTarget].label[frameCurrent] == 5 && victim->animTarget != rollanim) {
+ if (animTarget == staffhitanim && Animation::animations[animTarget].frames[frameCurrent].label == 5 && victim->animTarget != rollanim) {
if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 6.5 && victim->animTarget != dodgebackanim && victim->animTarget != sweepanim) {
if (tutoriallevel != 1) {
weapons[weaponids[0]].damage += .4 + float(abs(Random() % 100) - 50) / 250;
relative = DoRotation(relative, 0, 90, 0);
relative.y -= 1;
Normalise(&relative);
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 60;
}
victim->jointVel(head) += relative * damagemult * 230;
}
}
- if (animTarget == staffspinhitanim && animation[animTarget].label[frameCurrent] == 5 && victim->animTarget != rollanim) {
+ if (animTarget == staffspinhitanim && Animation::animations[animTarget].frames[frameCurrent].label == 5 && victim->animTarget != rollanim) {
if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 6.5 && victim->animTarget != dodgebackanim && victim->animTarget != sweepanim) {
if (tutoriallevel != 1) {
weapons[weaponids[0]].damage += .6 + float(abs(Random() % 100) - 50) / 250;
relative.y = 0;
Normalise(&relative);
relative = DoRotation(relative, 0, -90, 0);
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
victim->jointVel(head) += relative * damagemult * 220;
}
}
- if (animTarget == staffgroundsmashanim && animation[animTarget].label[frameCurrent] == 5) {
+ if (animTarget == staffgroundsmashanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 6.5) {
escapednum = 0;
if (tutoriallevel != 1) {
victim->skeleton.free = 1;
victim->skeleton.broken = 0;
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velchange = 0;
victim->skeleton.joints[i].locked = 0;
//victim->skeleton.joints[i].velocity=0;
relative.y = -1;
Normalise(&relative);
if (!victim->dead) {
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity = relative * damagemult * 40;
}
victim->jointVel(abdomen) += relative * damagemult * 40;
}
if (victim->dead) {
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity = relative * damagemult * abs(Random() % 20);
}
}
}
}
- if (animTarget == lowkickanim && animation[animTarget].label[frameCurrent] == 5) {
- if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && animation[victim->animTarget].height != highheight) {
+ if (animTarget == lowkickanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
+ if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && Animation::animations[victim->animTarget].height != highheight) {
escapednum = 0;
if (id == 0)
camerashake += .4;
SolidHitBonus(id);
- if (animation[victim->animTarget].height == lowheight) {
+ if (Animation::animations[victim->animTarget].height == lowheight) {
if (Random() % 2) {
victim->spurt = 1;
DoBlood(.2, 250);
}
victim->RagDoll(0);
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
victim->jointVel(head) += relative * damagemult * 200;
} else {
if (victim->damage >= victim->damagetolerance)
victim->RagDoll(0);
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 10;
}
victim->jointVel(abdomen) += relative * damagemult * 200;
}
}
- if (animTarget == sweepanim && animation[animTarget].label[frameCurrent] == 5) {
+ if (animTarget == sweepanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
if ((victim->animTarget != jumpupanim) &&
(distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3) &&
(victim != this->shared_from_this())) {
relative.y = 0;
Normalise(&relative);
- if (animation[victim->animTarget].height == middleheight || animation[victim->animCurrent].height == middleheight || victim->damage >= victim->damagetolerance - 40) {
+ if (Animation::animations[victim->animTarget].height == middleheight || Animation::animations[victim->animCurrent].height == middleheight || victim->damage >= victim->damagetolerance - 40) {
victim->RagDoll(0);
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 15;
}
relative = DoRotation(relative, 0, -90, 0);
relative.y += .1;
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
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 * 80;
}
} else {
if (victim->damage >= victim->damagetolerance)
victim->RagDoll(0);
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 10;
}
relative = DoRotation(relative, 0, -90, 0);
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
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;
}
}
}
}
- if (animation[animTarget].attack == reversal && (!victim->feint || (victim->lastattack == victim->lastattack2 && victim->lastattack2 == victim->lastattack3 && Random() % 2) || animTarget == knifefollowanim)) {
- if (animTarget == spinkickreversalanim && animation[animTarget].label[frameCurrent] == 7) {
+ if (Animation::animations[animTarget].attack == reversal && (!victim->feint || (victim->lastattack == victim->lastattack2 && victim->lastattack2 == victim->lastattack3 && Random() % 2) || animTarget == knifefollowanim)) {
+ if (animTarget == spinkickreversalanim && Animation::animations[animTarget].frames[frameCurrent].label == 7) {
escapednum = 0;
if (id == 0)
camerashake += .4;
relative = victim->coords - oldcoords;
relative.y = 0;
Normalise(&relative);
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
victim->jointVel(abdomen) += relative * damagemult * 200;
award_bonus(id, Reversal);
}
- if ((animTarget == swordslashreversalanim || animTarget == knifeslashreversalanim || animTarget == staffhitreversalanim || animTarget == staffspinhitreversalanim) && animation[animTarget].label[frameCurrent] == 5) {
+ if ((animTarget == swordslashreversalanim || animTarget == knifeslashreversalanim || animTarget == staffhitreversalanim || animTarget == staffspinhitreversalanim) && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
if (victim->weaponactive != -1 && victim->num_weapons > 0) {
if (weapons[victim->weaponids[victim->weaponactive]].owner == int(victim->id)) {
takeWeapon(victim->weaponids[victim->weaponactive]);
}
}
- if (animTarget == staffhitreversalanim && animation[animTarget].label[frameCurrent] == 5) {
+ if (animTarget == staffhitreversalanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
escapednum = 0;
if (id == 0)
camerashake += .4;
relative = victim->coords - oldcoords;
relative.y = 0;
Normalise(&relative);
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 30;
}
victim->jointVel(abdomen) += relative * damagemult * 200;
victim->DoDamage(damagemult * 70 / victim->protectionhigh);
}
- if (animTarget == staffspinhitreversalanim && animation[animTarget].label[frameCurrent] == 7) {
+ if (animTarget == staffspinhitreversalanim && Animation::animations[animTarget].frames[frameCurrent].label == 7) {
escapednum = 0;
if (id == 0)
camerashake += .4;
relative = victim->coords - oldcoords;
relative.y = 0;
Normalise(&relative);
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 30;
}
victim->jointVel(abdomen) += relative * damagemult * 200;
victim->DoDamage(damagemult * 70 / victim->protectionhigh);
}
- if (animTarget == upunchreversalanim && animation[animTarget].label[frameCurrent] == 7) {
+ if (animTarget == upunchreversalanim && Animation::animations[animTarget].frames[frameCurrent].label == 7) {
escapednum = 0;
victim->RagDoll(1);
XYZ relative;
relative.y = 0;
Normalise(&relative);
relative.y -= .1;
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 70;
}
victim->jointVel(lefthand) *= .1;
- if (animTarget == swordslashreversalanim && animation[animTarget].label[frameCurrent] == 7) {
+ if (animTarget == swordslashreversalanim && Animation::animations[animTarget].frames[frameCurrent].label == 7) {
escapednum = 0;
victim->RagDoll(1);
XYZ relative;
relative.y = 0;
Normalise(&relative);
relative.y -= .1;
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 70;
}
victim->jointVel(lefthand) *= .1 - 1;
award_bonus(id, swordreversebonus);
}
- if (hasvictim && animTarget == knifeslashreversalanim && animation[animTarget].label[frameCurrent] == 7) {
+ if (hasvictim && animTarget == knifeslashreversalanim && Animation::animations[animTarget].frames[frameCurrent].label == 7) {
escapednum = 0;
if (id == 0)
camerashake += .4;
relative.y = 0;
Normalise(&relative);
relative = DoRotation(relative, 0, -90, 0);
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
victim->jointVel(abdomen) += relative * damagemult * 200;
award_bonus(id, Reversal);
}
- if (hasvictim && animTarget == sneakattackanim && animation[animTarget].label[frameCurrent] == 7) {
+ if (hasvictim && animTarget == sneakattackanim && Animation::animations[animTarget].frames[frameCurrent].label == 7) {
escapednum = 0;
victim->RagDoll(0);
victim->skeleton.spinny = 0;
Normalise(&relative);
if (victim->id == 0)
relative /= 30;
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
victim->damage = victim->damagetolerance;
award_bonus(id, spinecrusher);
}
- if (hasvictim && (animTarget == knifefollowanim || animTarget == knifesneakattackanim) && animation[animTarget].label[frameCurrent] == 5) {
+ if (hasvictim && (animTarget == knifefollowanim || animTarget == knifesneakattackanim) && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
if (weaponactive != -1 && victim->bloodloss < victim->damagetolerance) {
escapednum = 0;
if (animTarget == knifefollowanim)
}
}
- if (hasvictim && (animTarget == knifefollowanim || animTarget == knifesneakattackanim) && animation[animTarget].label[frameCurrent] == 6) {
+ if (hasvictim && (animTarget == knifefollowanim || animTarget == knifesneakattackanim) && Animation::animations[animTarget].frames[frameCurrent].label == 6) {
escapednum = 0;
victim->velocity = 0;
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity = 0;
}
if (animTarget == knifefollowanim) {
victim->RagDoll(0);
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity = 0;
}
}
- if (weaponactive != -1 && animation[victim->animTarget].attack != reversal) {
+ if (weaponactive != -1 && Animation::animations[victim->animTarget].attack != reversal) {
emit_sound_at(fleshstabremovesound, victim->coords);
if (bloodtoggle)
weapons[weaponids[weaponactive]].bloody = 2;
}
}
- if (hasvictim && (animTarget == swordsneakattackanim) && animation[animTarget].label[frameCurrent] == 5) {
+ if (hasvictim && (animTarget == swordsneakattackanim) && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
if (weaponactive != -1 && victim->bloodloss < victim->damagetolerance) {
award_bonus(id, backstab);
}
}
- if (hasvictim && animTarget == swordsneakattackanim && animation[animTarget].label[frameCurrent] == 6) {
+ if (hasvictim && animTarget == swordsneakattackanim && Animation::animations[animTarget].frames[frameCurrent].label == 6) {
escapednum = 0;
victim->velocity = 0;
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity = 0;
}
if (weaponactive != -1) {
}
}
- if (animTarget == sweepreversalanim && animation[animTarget].label[frameCurrent] == 7) {
+ if (animTarget == sweepreversalanim && Animation::animations[animTarget].frames[frameCurrent].label == 7) {
escapednum = 0;
if (id == 0)
camerashake += .4;
relative = DoRotation(relative, 0, 90, 0);
relative.y = .5;
Normalise(&relative);
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 20;
}
victim->jointVel(head) += relative * damagemult * 200;
victim->velocity = 0;
}
- if (animTarget == sweepreversalanim && ((animation[animTarget].label[frameCurrent] == 9 && victim->damage < victim->damagetolerance) || (animation[animTarget].label[frameCurrent] == 7 && victim->damage > victim->damagetolerance))) {
+ if (animTarget == sweepreversalanim && ((Animation::animations[animTarget].frames[frameCurrent].label == 9 && victim->damage < victim->damagetolerance) || (Animation::animations[animTarget].frames[frameCurrent].label == 7 && victim->damage > victim->damagetolerance))) {
escapednum = 0;
victim->RagDoll(0);
XYZ relative;
relative = DoRotation(relative, 0, 90, 0);
relative.y = .5;
Normalise(&relative);
- for (int i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.joints.size(); i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 20;
}
victim->jointVel(head) += relative * damagemult * 200;
//Animation end
- if (frameTarget > animation[animCurrent].numframes - 1) {
+ if (frameTarget > Animation::animations[animCurrent].frames.size() - 1) {
frameTarget = 0;
if (wasStop()) {
animTarget = getIdle();
animTarget = getIdle();
lastfeint = 0;
}
- if (animation[animTarget].attack == reversal && animCurrent != sneakattackanim && animCurrent != knifesneakattackanim && animCurrent != swordsneakattackanim && animCurrent != knifefollowanim) {
+ if (Animation::animations[animTarget].attack == reversal && animCurrent != sneakattackanim && animCurrent != knifesneakattackanim && animCurrent != swordsneakattackanim && animCurrent != knifefollowanim) {
float ycoords = oldcoords.y;
animTarget = getStop();
targetyaw += 180;
velocity.y = -5;
RagDoll(0);
}
- if (animation[animTarget].attack == reversed) {
+ if (Animation::animations[animTarget].attack == reversed) {
escapednum++;
if (animTarget == sweepreversedanim)
targetyaw += 90;
oldcoords = coords;
coords += (DoRotation(jointPos(leftfoot), 0, yaw, 0) + DoRotation(jointPos(rightfoot), 0, yaw, 0)) / 2 * scale;
coords.y = oldcoords.y;
- //coords+=DoRotation(animation[animCurrent].offset,0,yaw,0)*scale;
+ //coords+=DoRotation(Animation::animations[animCurrent].offset,0,yaw,0)*scale;
targetoffset.y = coords.y;
if (onterrain)
targetoffset.y = terrain.getHeight(coords.x, coords.z);
- currentoffset = DoRotation(animation[animCurrent].offset * -1, 0, yaw, 0) * scale;
+ currentoffset = DoRotation(Animation::animations[animCurrent].offset * -1, 0, yaw, 0) * scale;
currentoffset.y -= (coords.y - targetoffset.y);
coords.y = targetoffset.y;
targetoffset = 0;
lastfeint = 0;
}
- if (animation[animCurrent].attack == normalattack && !victim->skeleton.free && victim->animTarget != staggerbackhighanim && victim->animTarget != staggerbackhardanim && animTarget != winduppunchblockedanim && animTarget != blockhighleftanim && animTarget != swordslashparryanim && animTarget != swordslashparriedanim && animTarget != crouchstabanim && animTarget != swordgroundstabanim) {
+ if (Animation::animations[animCurrent].attack == normalattack && !victim->skeleton.free && victim->animTarget != staggerbackhighanim && victim->animTarget != staggerbackhardanim && animTarget != winduppunchblockedanim && animTarget != blockhighleftanim && animTarget != swordslashparryanim && animTarget != swordslashparriedanim && animTarget != crouchstabanim && animTarget != swordgroundstabanim) {
animTarget = getupfromfrontanim;
lastfeint = 0;
- } else if (animation[animCurrent].attack == normalattack) {
+ } else if (Animation::animations[animCurrent].attack == normalattack) {
animTarget = getIdle();
lastfeint = 0;
}
}
if (!skeleton.free) {
oldtarget = target;
- if (!transspeed && animation[animTarget].attack != 2 && animation[animTarget].attack != 3) {
+ if (!transspeed && Animation::animations[animTarget].attack != 2 && Animation::animations[animTarget].attack != 3) {
if (!isRun() || !wasRun()) {
- if (animation[animTarget].speed[frameTarget] > animation[animCurrent].speed[frameCurrent])
- target += multiplier * animation[animTarget].speed[frameTarget] * speed * 2;
- if (animation[animTarget].speed[frameTarget] <= animation[animCurrent].speed[frameCurrent])
- target += multiplier * animation[animCurrent].speed[frameCurrent] * speed * 2;
+ if (targetFrame().speed > currentFrame().speed)
+ target += multiplier * targetFrame().speed * speed * 2;
+ if (targetFrame().speed <= currentFrame().speed)
+ target += multiplier * currentFrame().speed * speed * 2;
}
if (isRun() && wasRun()) {
float tempspeed;
tempspeed = velspeed;
if (tempspeed < 10 * speedmult)
tempspeed = 10 * speedmult;
- target += multiplier * animation[animTarget].speed[frameCurrent] * speed * 1.7 * tempspeed / (speed * 45 * scale);
+ /* FIXME - mixed of target and current here, is that intended? */
+ target += multiplier * Animation::animations[animTarget].frames[frameCurrent].speed * speed * 1.7 * tempspeed / (speed * 45 * scale);
}
} else if (transspeed)
target += multiplier * transspeed * speed * 2;
else {
if (!isRun() || !wasRun()) {
- if (animation[animTarget].speed[frameTarget] > animation[animCurrent].speed[frameCurrent])
- target += multiplier * animation[animTarget].speed[frameTarget] * 2;
- if (animation[animTarget].speed[frameTarget] <= animation[animCurrent].speed[frameCurrent])
- target += multiplier * animation[animCurrent].speed[frameCurrent] * 2;
+ if (targetFrame().speed > currentFrame().speed)
+ target += multiplier * targetFrame().speed * 2;
+ if (targetFrame().speed <= currentFrame().speed)
+ target += multiplier * currentFrame().speed * 2;
}
}
oldrot = 0;
targetrot = 0;
}
+ if (frameCurrent >= Animation::animations[animCurrent].frames.size()) {
+ frameCurrent = Animation::animations[animCurrent].frames.size() - 1;
+ }
if (animCurrent != oldanimCurrent || animTarget != oldanimTarget || ((frameCurrent != oldframeCurrent || frameTarget != oldframeTarget) && !calcrot)) {
//Old rotates
- for (int i = 0; i < skeleton.num_joints; i++) {
- skeleton.joints[i].position = animation[animCurrent].position[i][frameCurrent];
+ for (int i = 0; i < skeleton.joints.size(); i++) {
+ skeleton.joints[i].position = currentFrame().joints[i].position;
}
skeleton.FindForwards();
- for (int i = 0; i < skeleton.num_muscles; i++) {
+ for (int i = 0; i < skeleton.muscles.size(); i++) {
if (skeleton.muscles[i].visible) {
skeleton.FindRotationMuscle(i, animTarget);
}
}
- for (int i = 0; i < skeleton.num_muscles; i++) {
+ for (int i = 0; i < skeleton.muscles.size(); i++) {
if (skeleton.muscles[i].visible) {
if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100))
skeleton.muscles[i].oldrotate1 = (float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100;
}
//New rotates
- for (int i = 0; i < skeleton.num_joints; i++) {
- skeleton.joints[i].position = animation[animTarget].position[i][frameTarget];
+ for (int i = 0; i < skeleton.joints.size(); i++) {
+ skeleton.joints[i].position = targetFrame().joints[i].position;
}
skeleton.FindForwards();
- for (int i = 0; i < skeleton.num_muscles; i++) {
+ for (int i = 0; i < skeleton.muscles.size(); i++) {
if (skeleton.muscles[i].visible) {
skeleton.FindRotationMuscle(i, animTarget);
}
}
- for (int i = 0; i < skeleton.num_muscles; i++) {
+ for (int i = 0; i < skeleton.muscles.size(); i++) {
if (skeleton.muscles[i].visible) {
if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100))
skeleton.muscles[i].newrotate1 = (float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100;
}
}
}
- if (frameCurrent >= animation[animCurrent].numframes)
- frameCurrent = animation[animCurrent].numframes - 1;
oldanimCurrent = animCurrent;
oldanimTarget = animTarget;
oldframeTarget = frameTarget;
oldframeCurrent = frameCurrent;
- for (int i = 0; i < skeleton.num_joints; i++) {
- skeleton.joints[i].velocity = (animation[animCurrent].position[i][frameCurrent] * (1 - target) + animation[animTarget].position[i][frameTarget] * (target) - skeleton.joints[i].position) / multiplier;
- skeleton.joints[i].position = animation[animCurrent].position[i][frameCurrent] * (1 - target) + animation[animTarget].position[i][frameTarget] * (target);
+ for (int i = 0; i < skeleton.joints.size(); i++) {
+ skeleton.joints[i].velocity = (currentFrame().joints[i].position * (1 - target) + targetFrame().joints[i].position * (target) - skeleton.joints[i].position) / multiplier;
+ skeleton.joints[i].position = currentFrame().joints[i].position * (1 - target) + targetFrame().joints[i].position * (target);
}
offset = currentoffset * (1 - target) + targetoffset * target;
- for (int i = 0; i < skeleton.num_muscles; i++) {
+ for (int i = 0; i < skeleton.muscles.size(); i++) {
if (skeleton.muscles[i].visible) {
skeleton.muscles[i].rotate1 = skeleton.muscles[i].oldrotate1 * (1 - target) + skeleton.muscles[i].newrotate1 * (target);
skeleton.muscles[i].rotate2 = skeleton.muscles[i].oldrotate2 * (1 - target) + skeleton.muscles[i].newrotate2 * (target);
}
while (flamedelay < 0 && onfire) {
flamedelay += .006;
- howmany = abs(Random() % (skeleton.num_joints));
+ howmany = abs(Random() % (skeleton.joints.size()));
if (skeleton.free) {
flatvelocity = skeleton.joints[howmany].velocity * scale / 2;
flatfacing = skeleton.joints[howmany].position * scale + coords;
while (flamedelay < 0 && !onfire && tutoriallevel == 1 && id != 0) {
flamedelay += .05;
- howmany = abs(Random() % (skeleton.num_joints));
+ howmany = abs(Random() % (skeleton.joints.size()));
if (skeleton.free) {
flatvelocity = skeleton.joints[howmany].velocity * scale / 2;
flatfacing = skeleton.joints[howmany].position * scale + coords;
deathbleeding -= multiplier * 1.6;
if (deathbleeding < 0)
deathbleeding = 0;
- if (bloodloss > damagetolerance && animation[animTarget].attack == neutral) {
+ if (bloodloss > damagetolerance && Animation::animations[animTarget].attack == neutral) {
if (weaponactive != -1) {
weapons[weaponids[0]].drop(velocity * scale * -.3, velocity * scale);
weapons[weaponids[0]].velocity.x += .01;
}
dead = 2;
if (animTarget == knifefollowedanim && !skeleton.free) {
- for (int i = 0; i < skeleton.num_joints; i++) {
+ for (int i = 0; i < skeleton.joints.size(); i++) {
skeleton.joints[i].velocity = 0;
skeleton.joints[i].velocity.y = -2;
}
dead = 0;
skeleton.free = 1;
damage -= 20;
- for (int i = 0; i < skeleton.num_joints; i++) {
+ for (int i = 0; i < skeleton.joints.size(); i++) {
skeleton.joints[i].velocity = 0;
}
}
average = 0;
howmany = 0;
- for (j = 0; j < skeleton.num_joints; j++) {
+ for (j = 0; j < skeleton.joints.size(); j++) {
average += skeleton.joints[j].position;
howmany++;
}
average /= howmany;
coords += average * scale;
- for (j = 0; j < skeleton.num_joints; j++) {
+ for (j = 0; j < skeleton.joints.size(); j++) {
skeleton.joints[j].position -= average;
}
average /= multiplier;
velocity = 0;
- for (int i = 0; i < skeleton.num_joints; i++) {
+ for (int i = 0; i < skeleton.joints.size(); i++) {
velocity += skeleton.joints[i].velocity * scale;
}
- velocity /= skeleton.num_joints;
+ velocity /= skeleton.joints.size();
if (!isnormal(velocity.x) && velocity.x) {
velocity = 0;
frameCurrent = 0;
target = 0;
- for (int i = 0; i < skeleton.num_joints; i++) {
- tempanimation.position[i][0] = skeleton.joints[i].position;
- tempanimation.position[i][0] = DoRotation(tempanimation.position[i][0], 0, -yaw, 0);
+ for (int i = 0; i < skeleton.joints.size(); i++) {
+ tempanimation.frames[0].joints[i].position = skeleton.joints[i].position;
+ tempanimation.frames[0].joints[i].position = DoRotation(tempanimation.frames[0].joints[i].position, 0, -yaw, 0);
}
}
}
if (middle.y > 0 && animTarget != rollanim)
targetoffset.y = middle.y + 1;
- for (int i = 0; i < skeleton.num_joints; i++) {
- tempanimation.position[i][0] = skeleton.joints[i].position;
- tempanimation.position[i][0] = DoRotation(tempanimation.position[i][0], 0, -yaw, 0);
+ for (int i = 0; i < skeleton.joints.size(); i++) {
+ tempanimation.frames[0].joints[i].position = skeleton.joints[i].position;
+ tempanimation.frames[0].joints[i].position = DoRotation(tempanimation.frames[0].joints[i].position, 0, -yaw, 0);
}
}
}
terrainnormal = terrain.getNormal(coords.x, coords.z);
- if (animation[animTarget].attack != reversal) {
+ if (Animation::animations[animTarget].attack != reversal) {
if (!isnormal(coords.x))
coords = oldcoords;
oldcoords = coords;
targettilt2 = 0;
}
onterrain = 0;
- if (!isRun() && !animation[animTarget].attack && animTarget != getupfromfrontanim && animTarget != getupfrombackanim && animTarget != sneakanim)
+ if (!isRun() && !Animation::animations[animTarget].attack && animTarget != getupfromfrontanim && animTarget != getupfrombackanim && animTarget != sneakanim)
targettilt2 = 0;
if (animTarget == jumpupanim || animTarget == jumpdownanim || isFlip()) {
flatvelocity = velocity;
} else if (tilt2 < targettilt2) {
tilt2 += multiplier * 400;
}
- if (!animation[animTarget].attack && animTarget != getupfrombackanim && animTarget != getupfromfrontanim) {
+ if (!Animation::animations[animTarget].attack && animTarget != getupfrombackanim && animTarget != getupfromfrontanim) {
if (tilt2 > 25)
tilt2 = 25;
if (tilt2 < -25)
velocity = flatfacing * velspeed;
}
- if (animTarget == rollanim && animation[animTarget].label[frameTarget] != 6) {
+ if (animTarget == rollanim && targetFrame().label != 6) {
velocity += facing * multiplier * speed * 700 * scale;
velspeed = findLength(&velocity);
if (velspeed > speed * 45 * scale) {
coords -= facing * multiplier * speed * 16 * scale;
velocity = 0;
}
- if (animTarget == staggerbackhardanim && animation[staggerbackhardanim].label[frameTarget] != 6) {
+ if (animTarget == staggerbackhardanim && Animation::animations[staggerbackhardanim].frames[frameTarget].label != 6) {
coords -= facing * multiplier * speed * 20 * scale;
velocity = 0;
}
coords += velocity * multiplier;
if (coords.y < terrain.getHeight(coords.x, coords.z) && (animTarget == jumpdownanim || animTarget == jumpupanim || isFlip())) {
- if (isFlip() && animation[animTarget].label[frameTarget] == 7)
+ if (isFlip() && targetFrame().label == 7)
RagDoll(0);
if (animTarget == jumpupanim) {
}
- if (isIdle() || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim || animTarget == crouchstabanim || animTarget == swordgroundstabanim || isStop() || animTarget == removeknifeanim || animTarget == crouchremoveknifeanim || isLanding() || isCrouch() || animation[animTarget].attack || (animTarget == rollanim && animation[animTarget].label[frameTarget] == 6)) {
+ if (isIdle() || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim || animTarget == crouchstabanim || animTarget == swordgroundstabanim || isStop() || animTarget == removeknifeanim || animTarget == crouchremoveknifeanim || isLanding() || isCrouch() || Animation::animations[animTarget].attack || (animTarget == rollanim && targetFrame().label == 6)) {
velspeed = findLength(&velocity);
velocity.y = 0;
if (velspeed < multiplier * 300 * scale) {
}
}
- if (animation[animTarget].attack == normalattack && animTarget != rabbitkickanim && !victim->skeleton.free) {
+ if (Animation::animations[animTarget].attack == normalattack && animTarget != rabbitkickanim && !victim->skeleton.free) {
terrainnormal = victim->coords - coords;
Normalise(&terrainnormal);
targetyaw = -asin(0 - terrainnormal.x);
targettilt2 = -asin(terrainnormal.y) * 360 / 6.28; //*-70;
}
- if (animation[animTarget].attack == reversal && animTarget != rabbittacklinganim) {
+ if (Animation::animations[animTarget].attack == reversal && animTarget != rabbittacklinganim) {
targetyaw = victim->targetyaw;
}
if (animTarget == rabbittacklinganim) {
}
}
- if (!skeleton.free && (!animation[animTarget].attack && animTarget != getupfrombackanim && ((animTarget != rollanim && !isFlip()) || animation[animTarget].label[frameTarget] == 6) && animTarget != getupfromfrontanim && animTarget != wolfrunninganim && animTarget != rabbitrunninganim && animTarget != backhandspringanim && animTarget != walljumpfrontanim && animTarget != hurtidleanim && !isLandhard() && !isSleeping()))
+ if (!skeleton.free && (!Animation::animations[animTarget].attack && animTarget != getupfrombackanim && ((animTarget != rollanim && !isFlip()) || targetFrame().label == 6) && animTarget != getupfromfrontanim && animTarget != wolfrunninganim && animTarget != rabbitrunninganim && animTarget != backhandspringanim && animTarget != walljumpfrontanim && animTarget != hurtidleanim && !isLandhard() && !isSleeping()))
DoHead();
else {
targetheadyaw = -targetyaw;
targetheadpitch = 0;
- if (animation[animTarget].attack == 3)
+ if (Animation::animations[animTarget].attack == 3)
targetheadyaw += 180;
}
for (i = 0; i < skeleton.drawmodel.vertexNum; i++) {
skeleton.drawmodelclothes.vertex[i] = 0;
skeleton.drawmodelclothes.vertex[i].y = 999;
}
- for (int i = 0; i < skeleton.num_muscles; i++) {
+ for (int i = 0; i < skeleton.muscles.size(); i++) {
// convenience renames
const int p1 = skeleton.muscles[i].parent1->label;
const int p2 = skeleton.muscles[i].parent2->label;
- if ((skeleton.muscles[i].numvertices > 0 && playerdetail) || (skeleton.muscles[i].numverticeslow > 0 && !playerdetail)) {
+ if ((skeleton.muscles[i].vertices.size() > 0 && playerdetail) || (skeleton.muscles[i].verticeslow.size() > 0 && !playerdetail)) {
morphness = 0;
start = 0;
endthing = 0;
glRotatef(-skeleton.muscles[i].lastrotate3, 0, 1, 0);
if (playerdetail || skeleton.free == 3) {
- for (j = 0; j < skeleton.muscles[i].numvertices; j++) {
+ for (j = 0; j < skeleton.muscles[i].vertices.size(); j++) {
XYZ &v0 = skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]];
XYZ &v1 = skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]];
glMatrixMode(GL_MODELVIEW);
}
}
if (!playerdetail || skeleton.free == 3) {
- for (j = 0; j < skeleton.muscles[i].numverticeslow; j++) {
+ for (j = 0; j < skeleton.muscles[i].verticeslow.size(); j++) {
XYZ &v0 = skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]];
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
}
glPopMatrix();
}
- if (skeleton.clothes && skeleton.muscles[i].numverticesclothes > 0) {
+ if (skeleton.clothes && skeleton.muscles[i].verticesclothes.size() > 0) {
mid = (skeleton.muscles[i].parent1->position + skeleton.muscles[i].parent2->position) / 2;
glMatrixMode(GL_MODELVIEW);
skeleton.muscles[i].lastrotate3 = skeleton.muscles[i].rotate3;
glRotatef(-skeleton.muscles[i].lastrotate3, 0, 1, 0);
- for (j = 0; j < skeleton.muscles[i].numverticesclothes; j++) {
+ for (j = 0; j < skeleton.muscles[i].verticesclothes.size(); j++) {
XYZ &v0 = skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]];
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glEnable(GL_LIGHTING);
glEnable(GL_BLEND);
if (canattack && cananger)
- if (animation[animTarget].attack == normalattack || animation[animTarget].attack == reversed) {
+ if (Animation::animations[animTarget].attack == normalattack || Animation::animations[animTarget].attack == reversed) {
glDisable(GL_TEXTURE_2D);
glColor4f(1, 0, 0, 0.8);
}
skeleton.drawmodellow.drawdifftex(skeleton.drawmodel.textureptr);
}
- if (!(animation[animTarget].attack == normalattack || animation[animTarget].attack == reversed))
+ if (!(Animation::animations[animTarget].attack == normalattack || Animation::animations[animTarget].attack == reversed))
if (tutoriallevel && id != 0) {
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glEnable(GL_LIGHTING);
glEnable(GL_BLEND);
if (canattack && cananger)
- if (animation[animTarget].attack == normalattack || animation[animTarget].attack == reversed) {
+ if (Animation::animations[animTarget].attack == normalattack || Animation::animations[animTarget].attack == reversed) {
glDisable(GL_TEXTURE_2D);
glColor4f(1, 0, 0, 0.8);
}
i = weaponids[k];
if (weaponactive == k) {
if (weapons[i].getType() != staff) {
- for (j = 0; j < skeleton.num_muscles; j++) {
- if ((skeleton.muscles[j].parent1->label == righthand || skeleton.muscles[j].parent2->label == righthand) && skeleton.muscles[j].numvertices > 0) {
+ for (j = 0; j < skeleton.muscles.size(); j++) {
+ if ((skeleton.muscles[j].parent1->label == righthand || skeleton.muscles[j].parent2->label == righthand) && skeleton.muscles[j].vertices.size() > 0) {
weaponattachmuscle = j;
}
}
- for (j = 0; j < skeleton.num_muscles; j++) {
- if ((skeleton.muscles[j].parent1->label == rightwrist || skeleton.muscles[j].parent2->label == rightwrist) && (skeleton.muscles[j].parent1->label != righthand && skeleton.muscles[j].parent2->label != righthand) && skeleton.muscles[j].numvertices > 0) {
+ for (j = 0; j < skeleton.muscles.size(); j++) {
+ if ((skeleton.muscles[j].parent1->label == rightwrist || skeleton.muscles[j].parent2->label == rightwrist) && (skeleton.muscles[j].parent1->label != righthand && skeleton.muscles[j].parent2->label != righthand) && skeleton.muscles[j].vertices.size() > 0) {
weaponrotatemuscle = j;
}
}
weaponpoint = (jointPos(rightwrist) * .7 + jointPos(righthand) * .3);
}
if (weapons[i].getType() == staff) {
- for (j = 0; j < skeleton.num_muscles; j++) {
- if ((skeleton.muscles[j].parent1->label == righthand || skeleton.muscles[j].parent2->label == righthand) && skeleton.muscles[j].numvertices > 0) {
+ for (j = 0; j < skeleton.muscles.size(); j++) {
+ if ((skeleton.muscles[j].parent1->label == righthand || skeleton.muscles[j].parent2->label == righthand) && skeleton.muscles[j].vertices.size() > 0) {
weaponattachmuscle = j;
}
}
- for (j = 0; j < skeleton.num_muscles; j++) {
- if ((skeleton.muscles[j].parent1->label == rightelbow || skeleton.muscles[j].parent2->label == rightelbow) && (skeleton.muscles[j].parent1->label != rightshoulder && skeleton.muscles[j].parent2->label != rightshoulder) && skeleton.muscles[j].numvertices > 0) {
+ for (j = 0; j < skeleton.muscles.size(); j++) {
+ if ((skeleton.muscles[j].parent1->label == rightelbow || skeleton.muscles[j].parent2->label == rightelbow) && (skeleton.muscles[j].parent1->label != rightshoulder && skeleton.muscles[j].parent2->label != rightshoulder) && skeleton.muscles[j].vertices.size() > 0) {
weaponrotatemuscle = j;
}
}
weaponpoint = jointPos(abdomen) + (jointPos(lefthip) - jointPos(righthip)) * .09 + (jointPos(leftshoulder) - jointPos(rightshoulder)) * .33;
if (weapons[i].getType() == staff)
weaponpoint = jointPos(abdomen) + (jointPos(lefthip) - jointPos(righthip)) * .09 + (jointPos(leftshoulder) - jointPos(rightshoulder)) * .33;
- for (j = 0; j < skeleton.num_muscles; j++) {
- if ((skeleton.muscles[j].parent1->label == abdomen || skeleton.muscles[j].parent2->label == abdomen) && (skeleton.muscles[j].parent1->label == neck || skeleton.muscles[j].parent2->label == neck) && skeleton.muscles[j].numvertices > 0) {
+ for (j = 0; j < skeleton.muscles.size(); j++) {
+ if ((skeleton.muscles[j].parent1->label == abdomen || skeleton.muscles[j].parent2->label == abdomen) && (skeleton.muscles[j].parent1->label == neck || skeleton.muscles[j].parent2->label == neck) && skeleton.muscles[j].vertices.size() > 0) {
weaponrotatemuscle = j;
}
}
weaponpoint = jointPos(abdomen) * .5 + jointPos(neck) * .5 - skeleton.forward * .8;
else
weaponpoint = jointPos(abdomen) * .5 + jointPos(neck) * .5 + skeleton.forward * .8;
- for (j = 0; j < skeleton.num_muscles; j++) {
- if ((skeleton.muscles[j].parent1->label == abdomen || skeleton.muscles[j].parent2->label == abdomen) && (skeleton.muscles[j].parent1->label == neck || skeleton.muscles[j].parent2->label == neck) && skeleton.muscles[j].numvertices > 0) {
+ for (j = 0; j < skeleton.muscles.size(); j++) {
+ if ((skeleton.muscles[j].parent1->label == abdomen || skeleton.muscles[j].parent2->label == abdomen) && (skeleton.muscles[j].parent1->label == neck || skeleton.muscles[j].parent2->label == neck) && skeleton.muscles[j].vertices.size() > 0) {
weaponrotatemuscle = j;
}
}
float distance;
temppoint1 = jointPos(righthand);
- temppoint2 = animation[animCurrent].weapontarget[frameCurrent] * (1 - target) + animation[animTarget].weapontarget[frameTarget] * (target);
+ temppoint2 = currentFrame().weapontarget * (1 - target) + targetFrame().weapontarget * (target);
distance = findDistance(&temppoint1, &temppoint2);
weapons[i].rotation2 = asin((temppoint1.y - temppoint2.y) / distance);
weapons[i].rotation2 *= 360 / 6.28;
float distance;
temppoint1 = jointPos(righthand);
- temppoint2 = animation[animCurrent].weapontarget[frameCurrent] * (1 - target) + animation[animTarget].weapontarget[frameTarget] * (target);
+ temppoint2 = currentFrame().weapontarget * (1 - target) + targetFrame().weapontarget * (target);
distance = findDistance(&temppoint1, &temppoint2);
weapons[i].rotation2 = asin((temppoint1.y - temppoint2.y) / distance);
weapons[i].rotation2 *= 360 / 6.28;
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);
- temppoint2 = animation[animCurrent].weapontarget[frameCurrent] * (1 - target) + animation[animTarget].weapontarget[frameTarget] * (target);
+ temppoint1 = currentFrame().joints[skeleton.jointlabels[righthand]].position * (1 - target) + targetFrame().joints[skeleton.jointlabels[righthand]].position * (target); //jointPos(righthand);
+ temppoint2 = currentFrame().weapontarget * (1 - target) + targetFrame().weapontarget * (target);
distance = findDistance(&temppoint1, &temppoint2);
weapons[i].rotation2 = asin((temppoint1.y - temppoint2.y) / distance);
weapons[i].rotation2 *= 360 / 6.28;
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);
- temppoint2 = animation[animCurrent].weapontarget[frameCurrent] * (1 - target) + animation[animTarget].weapontarget[frameTarget] * (target);
+ temppoint1 = currentFrame().joints[skeleton.jointlabels[righthand]].position * (1 - target) + targetFrame().joints[skeleton.jointlabels[righthand]].position * (target); //jointPos(righthand);
+ temppoint2 = currentFrame().weapontarget * (1 - target) + targetFrame().weapontarget * (target);
distance = findDistance(&temppoint1, &temppoint2);
weapons[i].rotation2 = asin((temppoint1.y - temppoint2.y) / distance);
weapons[i].rotation2 *= 360 / 6.28;
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 || isWallJump())
+ if (Animation::animations[animTarget].attack || isRun() || animTarget == staggerbackhardanim || isFlip() || animTarget == climbanim || animTarget == sneakanim || animTarget == rollanim || animTarget == walkanim || animTarget == backhandspringanim || isWallJump())
calcrot = 1;
if (animCurrent != animTarget)
calcrot = 1;
if (LineFacetd(&start, &end, &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]], &model->facenormals[j], &point)) {
p1->y = point.y + radius;
if ((animTarget == jumpdownanim || isFlip())) {
- if (isFlip() && (frameTarget < 5 || animation[animTarget].label[frameTarget] == 7 || animation[animTarget].label[frameTarget] == 4))
+ if (isFlip() && (frameTarget < 5 || targetFrame().label == 7 || targetFrame().label == 4))
RagDoll(0);
if (animTarget == jumpupanim) {
bool Person::addClothes(const int& clothesId)
{
LOGFUNC;
- const char* fileName = clothes[clothesId];
+ const std::string fileName = clothes[clothesId];
GLubyte* array = &skeleton.skinText[0];