extern bool gamestarted;
-Person player[maxplayers];
+std::vector<std::shared_ptr<Person>> Person::players(1, std::shared_ptr<Person>(new Person()));
/* EFFECT
*
if (!(hasvictim
&& (animTarget == rabbitkickanim
&& victim
- && victim != this
+ && victim != this->shared_from_this()
&& frameCurrent >= 2
&& animCurrent == rabbitkickanim)
&& distsq(&coords, &victim->coords) < 1.2
victim->oldcoords = victim->coords;
coords = victim->coords;
victim->targetyaw = targetyaw;
- victim->victim = this;
+ victim->victim = this->shared_from_this();
}
}
{
if (indialogue != -1 && howactive == typeactive && creature == rabbittype)
return talkidleanim;
- if (hasvictim && victim != this/*||(id==0&&attackkeydown)*/)
- if (/*(id==0&&attackkeydown)||*/(!victim->dead && victim->aitype != passivetype && victim->aitype != searchtype && aitype != passivetype && aitype != searchtype && victim->id < numplayers)) {
+ if (hasvictim && (victim != this->shared_from_this())/*||(id==0&&attackkeydown)*/)
+ if (/*(id==0&&attackkeydown)||*/(!victim->dead && victim->aitype != passivetype &&
+ victim->aitype != searchtype && aitype != passivetype && aitype != searchtype &&
+ victim->id < Person::players.size())) {
if ((aitype == playercontrolled && stunned <= 0 && weaponactive == -1) || pause) {
if (creature == rabbittype)
return fightidleanim;
bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0);
}
if (skeleton.free)
- bloodvel += DoRotation(skeleton.joints[skeleton.jointlabels[head]].velocity, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
+ bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
if (!skeleton.free)
bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale;
if (skeleton.free) {
- Sprite::MakeSprite(bloodsprite, skeleton.joints[skeleton.jointlabels[head]].position * scale + coords, bloodvel, 1, 1, 1, .05, 1);
- Sprite::MakeSprite(bloodflamesprite, skeleton.joints[skeleton.jointlabels[head]].position * scale + coords, bloodvel, 1, 1, 1, .3, 1);
+ Sprite::MakeSprite(bloodsprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .05, 1);
+ Sprite::MakeSprite(bloodflamesprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .3, 1);
}
if (!skeleton.free) {
- Sprite::MakeSprite(bloodsprite, DoRotation((skeleton.joints[skeleton.jointlabels[head]].position + skeleton.joints[skeleton.jointlabels[neck]].position) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
- Sprite::MakeSprite(bloodflamesprite, DoRotation((skeleton.joints[skeleton.jointlabels[head]].position + skeleton.joints[skeleton.jointlabels[neck]].position) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1);
+ Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
+ Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1);
}
}
if (Random() % 2 == 0) // 50% chance
bloodvel = 0;
if (skeleton.free) {
bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0);
- bloodvel += DoRotation(skeleton.joints[skeleton.jointlabels[head]].velocity, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
+ bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
} else {
bloodvel.z = 10;
bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
}
bloodvel *= .2;
if (skeleton.free) {
- Sprite::MakeSprite(splintersprite, skeleton.joints[skeleton.jointlabels[head]].position * scale + coords, bloodvel, 1, 1, 1, .05, 1);
+ Sprite::MakeSprite(splintersprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .05, 1);
} else {
- Sprite::MakeSprite(splintersprite, DoRotation((skeleton.joints[skeleton.jointlabels[head]].position + skeleton.joints[skeleton.jointlabels[neck]].position) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
+ Sprite::MakeSprite(splintersprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
}
Sprite::setLastSpriteSpecial(3); // sets it to teeth
}
bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0);
}
if (skeleton.free)
- bloodvel += DoRotation(skeleton.joints[skeleton.jointlabels[head]].velocity, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
+ bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
if (!skeleton.free)
bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale;
if (skeleton.free) {
- Sprite::MakeSprite(bloodsprite, skeleton.joints[skeleton.jointlabels[head]].position * scale + coords, bloodvel, 1, 1, 1, .05, 1);
- Sprite::MakeSprite(bloodflamesprite, skeleton.joints[skeleton.jointlabels[head]].position * scale + coords, bloodvel, 1, 1, 1, .3, 1);
+ Sprite::MakeSprite(bloodsprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .05, 1);
+ Sprite::MakeSprite(bloodflamesprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .3, 1);
}
if (!skeleton.free) {
- Sprite::MakeSprite(bloodsprite, DoRotation((skeleton.joints[skeleton.jointlabels[head]].position + skeleton.joints[skeleton.jointlabels[neck]].position) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
- Sprite::MakeSprite(bloodflamesprite, DoRotation((skeleton.joints[skeleton.jointlabels[head]].position + skeleton.joints[skeleton.jointlabels[neck]].position) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1);
+ Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
+ Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1);
}
}
}
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;
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;
bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0);
}
if (skeleton.free)
- bloodvel += DoRotation(skeleton.joints[skeleton.jointlabels[head]].velocity, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
+ bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
if (!skeleton.free)
bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale;
if (skeleton.free) {
- Sprite::MakeSprite(bloodsprite, skeleton.joints[skeleton.jointlabels[head]].position * scale + coords, bloodvel, 1, 1, 1, .05, 1);
- Sprite::MakeSprite(bloodflamesprite, skeleton.joints[skeleton.jointlabels[head]].position * scale + coords, bloodvel, 1, 1, 1, .3, 1);
+ Sprite::MakeSprite(bloodsprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .05, 1);
+ Sprite::MakeSprite(bloodflamesprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .3, 1);
}
if (!skeleton.free) {
- Sprite::MakeSprite(bloodsprite, DoRotation((skeleton.joints[skeleton.jointlabels[head]].position + skeleton.joints[skeleton.jointlabels[neck]].position) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
- Sprite::MakeSprite(bloodflamesprite, DoRotation((skeleton.joints[skeleton.jointlabels[head]].position + skeleton.joints[skeleton.jointlabels[neck]].position) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1);
+ Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
+ Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1);
}
}
}
}
victim->weaponactive = -1;
- for (int j = 0; j < numplayers; j++) {
- player[j].wentforweapon = 0;
+ for (int j = 0; j < Person::players.size(); j++) {
+ Person::players[j]->wentforweapon = 0;
}
}
}
victim->weaponactive = -1;
- for (int j = 0; j < numplayers; j++) {
- player[j].wentforweapon = 0;
+ for (int j = 0; j < Person::players.size(); j++) {
+ Person::players[j]->wentforweapon = 0;
}
}
animTarget = staffspinhitreversedanim;
}
victim->weaponactive = -1;
- for (int j = 0; j < numplayers; j++) {
- player[j].wentforweapon = 0;
+ for (int j = 0; j < Person::players.size(); j++) {
+ Person::players[j]->wentforweapon = 0;
}
}
animTarget = swordslashreversedanim;
}
victim->weaponactive = -1;
- for (int j = 0; j < numplayers; j++) {
- player[j].wentforweapon = 0;
+ for (int j = 0; j < Person::players.size(); j++) {
+ Person::players[j]->wentforweapon = 0;
}
}
animTarget = knifeslashreversedanim;
victim->coords = coords;
victim->targetyaw = targetyaw;
victim->yaw = targetyaw;
- victim->victim = this;
+ victim->victim = this->shared_from_this();
}
if (animTarget == winduppunchanim) {
animTarget = winduppunchblockedanim;
victim->animTarget = blockhighleftanim;
victim->frameTarget = 1;
victim->target = .5;
- victim->victim = this;
+ victim->victim = this->shared_from_this();
victim->targetyaw = targetyaw + 180;
}
if (animTarget == wolfslapanim) {
victim->animTarget = blockhighleftanim;
victim->frameTarget = 1;
victim->target = .5;
- victim->victim = this;
+ victim->victim = this->shared_from_this();
victim->targetyaw = targetyaw + 180;
}
if ((animTarget == swordslashanim || animTarget == staffhitanim || animTarget == staffspinhitanim) && victim->weaponactive != -1) {
victim->animTarget = swordslashparryanim;
victim->frameTarget = 1;
victim->target = .5;
- victim->victim = this;
+ victim->victim = this->shared_from_this();
victim->targetyaw = targetyaw + 180;
if (abs(Random() % 20) == 0 || weapons[victim->weaponids[victim->weaponactive]].getType() == knife) {
victim->weaponstuck = 0;
}
victim->weaponactive = -1;
- for (int i = 0; i < numplayers; i++) {
- player[i].wentforweapon = 0;
+ for (int i = 0; i < Person::players.size(); i++) {
+ Person::players[i]->wentforweapon = 0;
}
}
weaponstuck = 0;
}
weaponactive = -1;
- for (int i = 0; i < numplayers; i++) {
- player[i].wentforweapon = 0;
+ for (int i = 0; i < Person::players.size(); i++) {
+ Person::players[i]->wentforweapon = 0;
}
headpitch += multiplier * lookspeed / 2;
}
- rotatearound = skeleton.joints[skeleton.jointlabels[neck]].position;
- skeleton.joints[skeleton.jointlabels[head]].position = rotatearound + DoRotation(skeleton.joints[skeleton.jointlabels[head]].position - rotatearound, headpitch, 0, 0);
+ rotatearound = jointPos(neck);
+ jointPos(head) = rotatearound + DoRotation(jointPos(head) - rotatearound, headpitch, 0, 0);
facing = 0;
facing.z = -1;
if (weaponactive != -1 && animTarget != rabbitkickanim && num_weapons > 0) {
weapons[weaponids[0]].owner = -1;
weapons[weaponids[0]].hitsomething = 0;
- weapons[weaponids[0]].velocity = skeleton.joints[skeleton.jointlabels[righthand]].velocity * scale * -.3;
+ weapons[weaponids[0]].velocity = jointVel(righthand) * scale * -.3;
weapons[weaponids[0]].velocity.x += .01;
- weapons[weaponids[0]].tipvelocity = skeleton.joints[skeleton.jointlabels[righthand]].velocity * scale;
+ weapons[weaponids[0]].tipvelocity = jointVel(righthand) * scale;
weapons[weaponids[0]].missed = 1;
weapons[weaponids[0]].freetime = 0;
weapons[weaponids[0]].firstfree = 1;
weaponstuck = 0;
}
weaponactive = -1;
- for (i = 0; i < numplayers; i++) {
- player[i].wentforweapon = 0;
+ for (i = 0; i < Person::players.size(); i++) {
+ Person::players[i]->wentforweapon = 0;
}
}
}
if (opacity > 1) {
footvel = 0;
if (which == 0)
- footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) * scale + coords;
+ footpoint = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords;
if (which == 1)
- footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0) * scale + coords;
+ footpoint = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords;
//footpoint.y=coords.y;
if (distsq(&footpoint, &viewer))
Sprite::MakeSprite(cloudsprite, footpoint, footvel, 1, 1, 1, .5, .2 * opacity);
if (footvel.y < .8)
footvel.y = .8;
if (which == 0)
- footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) * scale + coords;
+ footpoint = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords;
if (which == 1)
- footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0) * scale + coords;
+ footpoint = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords;
footpoint.y = terrain.getHeight(footpoint.x, footpoint.z);
terrainlight = terrain.getLighting(footpoint.x, footpoint.z);
if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4)
if (footvel.y < .8)
footvel.y = .8;
if (which == 0)
- footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) * scale + coords;
+ footpoint = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords;
if (which == 1)
- footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0) * scale + coords;
+ footpoint = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords;
footpoint.y = terrain.getHeight(footpoint.x, footpoint.z);
terrainlight = terrain.getLighting(footpoint.x, footpoint.z);
if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4)
if (footvel.y < .8)
footvel.y = .8;
if (which == 0)
- footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) * scale + coords;
+ footpoint = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords;
if (which == 1)
- footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0) * scale + coords;
+ footpoint = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords;
footpoint.y = terrain.getHeight(footpoint.x, footpoint.z);
terrainlight = terrain.getLighting(footpoint.x, footpoint.z);
if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4)
if (footvel.y < .8)
footvel.y = .8;
if (which == 0)
- footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) * scale + coords;
+ footpoint = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords;
if (which == 1)
- footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0) * scale + coords;
+ footpoint = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords;
//footpoint.y=coords.y;
if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4)
Sprite::MakeSprite(cloudsprite, footpoint, footvel * .6, 1, 1, 1, .5, .2 * opacity);
static XYZ footvel, footpoint;
footvel = 0;
- footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[whichlabel]].position, 0, yaw, 0) * scale + coords;
+ footpoint = DoRotation(jointPos(whichlabel), 0, yaw, 0) * scale + coords;
Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 1, 1, .9, .3);
}
-/* FUNCTION
- * convenience function
- */
-Joint& Person::getJointFor(int bodypart)
-{
- return skeleton.joints[skeleton.jointlabels[bodypart]];
-}
-
/* EFFECT
* I think I added this in an attempt to clean up code
*/
for (i = 0; i < weapons.size(); i++) {
bool willwork = true;
if (weapons[i].owner != -1)
- if (player[weapons[i].owner].weaponstuck != -1)
- if (player[weapons[i].owner].weaponids[player[weapons[i].owner].weaponstuck] == i)
- if (player[weapons[i].owner].num_weapons > 1)
+ if (Person::players[weapons[i].owner]->weaponstuck != -1)
+ if (Person::players[weapons[i].owner]->weaponids[Person::players[weapons[i].owner]->weaponstuck] == i)
+ if (Person::players[weapons[i].owner]->num_weapons > 1)
willwork = 0;
if ((weapons[i].owner == -1) || (hasvictim && weapons[i].owner == victim->id && victim->skeleton.free))
if (willwork && distsqflat(&coords, &weapons[i].position) < 3 && weaponactive == -1) {
weaponactive = 0;
if (weapons[i].owner != -1) {
- victim = &player[weapons[i].owner];
+ victim = Person::players[weapons[i].owner];
if (victim->num_weapons == 1)
victim->num_weapons = 0;
else
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) {
if ((animTarget == rabbitrunninganim || animTarget == wolfrunninganim) && frameTarget == 3 && (jumpkeydown || attackkeydown || id != 0))
dojumpattack = 1;
if (hasvictim)
- if (distsq(&victim->coords, &/*player[i].*/coords) < 5 && victim->aitype == gethelptype && (attackkeydown) && !victim->skeleton.free && victim->isRun() && victim->runninghowlong >= 1)
+ if (distsq(&victim->coords, &/*Person::players[i]->*/coords) < 5 && victim->aitype == gethelptype && (attackkeydown) && !victim->skeleton.free && victim->isRun() && victim->runninghowlong >= 1)
dojumpattack = 1;
if (!hostile)
dojumpattack = 0;
targetloc = velocity;
Normalise(&targetloc);
targetloc += coords;
- for (i = 0; i < numplayers; i++) {
+ for (i = 0; i < Person::players.size(); i++) {
if (i != id)
- if (distsq(&targetloc, &player[i].coords) < closestdist || closestdist == 0) {
- closestdist = distsq(&targetloc, &player[i].coords);
+ if (distsq(&targetloc, &Person::players[i]->coords) < closestdist || closestdist == 0) {
+ closestdist = distsq(&targetloc, &Person::players[i]->coords);
closestid = i;
}
}
if (closestid != -1)
- if (closestdist < 5 && !player[closestid].dead && animation[player[closestid].animTarget].height != lowheight && player[closestid].animTarget != backhandspringanim) {
+ if (closestdist < 5 && !Person::players[closestid]->dead && animation[Person::players[closestid]->animTarget].height != lowheight && Person::players[closestid]->animTarget != backhandspringanim) {
hasvictim = 1;
- victim = &player[closestid];
+ victim = Person::players[closestid];
coords = victim->coords;
animCurrent = rabbittacklinganim;
animTarget = rabbittacklinganim;
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);
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);
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);
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);
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);
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;
}
}
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;
}
}
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;
victim->bled = 0;
}
- victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 20;
+ victim->jointVel(abdomen) += relative * damagemult * 20;
}
}
}
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;
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;
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(skeleton.joints[skeleton.jointlabels[righthand]].position, 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);
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;
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)
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;
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);
victim->weaponstuck = 0;
}
victim->weaponactive = -1;
- for (i = 0; i < numplayers; i++) {
- player[i].wentforweapon = 0;
+ for (i = 0; i < Person::players.size(); i++) {
+ Person::players[i]->wentforweapon = 0;
}
}
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) {
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) {
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) {
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.);
}
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;
}
if (animTarget == sweepanim && animation[animTarget].label[frameCurrent] == 5) {
- if (victim->animTarget != jumpupanim && distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && victim != this) {
+ if ((victim->animTarget != jumpupanim) &&
+ (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3) &&
+ (victim != this->shared_from_this())) {
escapednum = 0;
if (id == 0)
camerashake += .2;
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;
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);
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);
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);
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);
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);
}
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);
bloodvel.z=20;
bloodvel.y=5;
bloodvel=DoRotation(bloodvel,((float)(Random()%100))/4,yaw+((float)(Random()%100))/4,0)*scale;
- Sprite::MakeSprite(bloodsprite, DoRotation(skeleton.joints[skeleton.jointlabels[neck]].position,0,yaw,0)*scale+coords,bloodvel, 1,1,1, .05, 1);
+ Sprite::MakeSprite(bloodsprite, DoRotation(jointPos(neck),0,yaw,0)*scale+coords,bloodvel, 1,1,1, .05, 1);
*/
XYZ footvel, footpoint;
footvel = 0;
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);
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))
int closest = -1;
float closestdist = -1;
float distance;
- if (numplayers > 1)
- for (i = 0; i < numplayers; i++) {
- if (id != i && player[i].coords.y < coords.y && !player[i].skeleton.free) {
- distance = distsq(&player[i].coords, &coords);
+ if (Person::players.size() > 1)
+ for (i = 0; i < Person::players.size(); i++) {
+ if (id != i && Person::players[i]->coords.y < coords.y && !Person::players[i]->skeleton.free) {
+ distance = distsq(&Person::players[i]->coords, &coords);
if (closestdist == -1 || distance < closestdist) {
closestdist = distance;
closest = i;
}
}
if (closestdist > 0 && closest >= 0 && closestdist < 16) {
- victim = &player[closest];
+ victim = Person::players[closest];
animTarget = walljumprightkickanim;
frameTarget = 0;
XYZ rotatetarget = victim->coords - coords;
int closest = -1;
float closestdist = -1;
float distance;
- if (numplayers > 1)
- for (i = 0; i < numplayers; i++) {
- if (id != i && player[i].coords.y < coords.y && !player[i].skeleton.free) {
- distance = distsq(&player[i].coords, &coords);
+ if (Person::players.size() > 1)
+ for (i = 0; i < Person::players.size(); i++) {
+ if (id != i && Person::players[i]->coords.y < coords.y && !Person::players[i]->skeleton.free) {
+ distance = distsq(&Person::players[i]->coords, &coords);
if (closestdist == -1 || distance < closestdist) {
closestdist = distance;
closest = i;
}
}
if (closestdist > 0 && closest >= 0 && closestdist < 16) {
- victim = &player[closest];
+ victim = Person::players[closest];
animTarget = walljumpleftkickanim;
frameTarget = 0;
XYZ rotatetarget = victim->coords - coords;
animTarget = rollanim;
frameTarget = 5;
oldcoords = coords;
- coords += (DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) + DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0)) / 2 * scale;
+ coords += (DoRotation(jointPos(leftfoot), 0, yaw, 0) + DoRotation(jointPos(rightfoot), 0, yaw, 0)) / 2 * scale;
coords.y = oldcoords.y;
}
if (animCurrent == knifeslashreversedanim) {
targetyaw += 90;
yaw += 90;
oldcoords = coords;
- coords += (DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) + DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0)) / 2 * scale;
+ coords += (DoRotation(jointPos(leftfoot), 0, yaw, 0) + DoRotation(jointPos(rightfoot), 0, yaw, 0)) / 2 * scale;
coords.y = oldcoords.y;
}
}
if (animCurrent == spinkickanim || animCurrent == getupfrombackanim || animCurrent == getupfromfrontanim || animCurrent == lowkickanim) {
animTarget = getIdle();
oldcoords = coords;
- coords += (DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) + DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0)) / 2 * scale;
+ 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;
targetoffset.y = coords.y;
flamedelay -= multiplier;
parriedrecently -= multiplier;
if (!victim) {
- victim = this;
+ victim = this->shared_from_this();
hasvictim = 0;
}
superruntoggle = 0;
if (aitype != passivetype) {
superruntoggle = 1;
- if (aitype == attacktypecutoff && (player[0].isIdle() || player[0].isCrouch() || player[0].skeleton.free || player[0].animTarget == getupfrombackanim || player[0].animTarget == getupfromfrontanim || player[0].animTarget == sneakanim) && distsq(&coords, &player[0].coords) < 16) {
+ if (aitype == attacktypecutoff && (Person::players[0]->isIdle() || Person::players[0]->isCrouch() || Person::players[0]->skeleton.free || Person::players[0]->animTarget == getupfrombackanim || Person::players[0]->animTarget == getupfromfrontanim || Person::players[0]->animTarget == sneakanim) && distsq(&coords, &Person::players[0]->coords) < 16) {
superruntoggle = 0;
}
}
bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 40, ((float)(Random() % 100)) / 40, 0);
}
if (skeleton.free)
- bloodvel += DoRotation(skeleton.joints[skeleton.jointlabels[head]].velocity, ((float)(Random() % 100)) / 40, yaw + ((float)(Random() % 100)) / 40, 0) * scale;
+ bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 40, yaw + ((float)(Random() % 100)) / 40, 0) * scale;
if (!skeleton.free)
bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 40, ((float)(Random() % 100)) / 40, 0) * scale;
if (skeleton.free)
- Sprite::MakeSprite(bloodsprite, (skeleton.joints[skeleton.jointlabels[neck]].position + (skeleton.joints[skeleton.jointlabels[neck]].position - skeleton.joints[skeleton.jointlabels[head]].position) / 5)*scale + coords, bloodvel, 1, 1, 1, .05, .9);
+ Sprite::MakeSprite(bloodsprite, (jointPos(neck) + (jointPos(neck) - jointPos(head)) / 5)*scale + coords, bloodvel, 1, 1, 1, .05, .9);
if (!skeleton.free)
- Sprite::MakeSprite(bloodsprite, DoRotation(skeleton.joints[skeleton.jointlabels[neck]].position + (skeleton.joints[skeleton.jointlabels[neck]].position - skeleton.joints[skeleton.jointlabels[head]].position) / 5, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, .9);
+ Sprite::MakeSprite(bloodsprite, DoRotation(jointPos(neck) + (jointPos(neck) - jointPos(head)) / 5, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, .9);
neckspurtparticledelay = .05;
}
if (neckspurtdelay < 0) {
if (bloodtoggle) {
bloodvel = 0;
if (skeleton.free)
- bloodvel += DoRotation(skeleton.joints[skeleton.jointlabels[abdomen]].velocity, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
+ bloodvel += DoRotation(jointVel(abdomen), ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
if (!skeleton.free)
bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale;
if (skeleton.free)
- Sprite::MakeSprite(bloodsprite, skeleton.joints[skeleton.jointlabels[abdomen]].position * scale + coords, bloodvel, 1, 1, 1, .05, 1);
+ Sprite::MakeSprite(bloodsprite, jointPos(abdomen) * scale + coords, bloodvel, 1, 1, 1, .05, 1);
if (!skeleton.free)
- Sprite::MakeSprite(bloodsprite, DoRotation((skeleton.joints[skeleton.jointlabels[abdomen]].position + skeleton.joints[skeleton.jointlabels[abdomen]].position) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
+ Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(abdomen) + jointPos(abdomen)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
}
}
bloodloss += deathbleeding * multiplier * 80;
weaponstuck = 0;
}
weaponactive = -1;
- for (i = 0; i < numplayers; i++) {
- player[i].wentforweapon = 0;
+ for (i = 0; i < Person::players.size(); i++) {
+ Person::players[i]->wentforweapon = 0;
}
if (id == 0) {
if (skeleton.free)
footvel = skeleton.specialforward[0] * -1;
if (!skeleton.free)
- footpoint = DoRotation((skeleton.joints[skeleton.jointlabels[head]].position + skeleton.joints[skeleton.jointlabels[neck]].position) / 2, 0, yaw, 0) * scale + coords;
+ footpoint = DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0) * scale + coords;
if (skeleton.free)
- footpoint = ((skeleton.joints[skeleton.jointlabels[head]].position + skeleton.joints[skeleton.jointlabels[neck]].position) / 2) * scale + coords;
+ footpoint = ((jointPos(head) + jointPos(neck)) / 2) * scale + coords;
if (animTarget == sleepanim)
footvel = DoRotation(footvel, 0, 90, 0);
Sprite::MakeSprite(breathsprite, footpoint + footvel * .2, footvel * .4, 1, 1, 1, .4, .3);
weaponstuck = 0;
}
weaponactive = -1;
- for (i = 0; i < numplayers; i++) {
- player[i].wentforweapon = 0;
+ for (i = 0; i < Person::players.size(); i++) {
+ Person::players[i]->wentforweapon = 0;
}
}
weaponstuck = 0;
}
weaponactive = -1;
- for (i = 0; i < numplayers; i++) {
- player[i].wentforweapon = 0;
+ for (i = 0; i < Person::players.size(); i++) {
+ Person::players[i]->wentforweapon = 0;
}
}
}
average /= multiplier;
- //velocity=skeleton.joints[skeleton.jointlabels[groin]].velocity*scale;
+ //velocity=jointVel(groin)*scale;
velocity = 0;
for (i = 0; i < skeleton.num_joints; i++) {
velocity += skeleton.joints[i].velocity * scale;
}
if (dead == 2 && bloodloss < damagetolerance) {
XYZ headpoint;
- headpoint = (skeleton.joints[skeleton.jointlabels[head]].position + skeleton.joints[skeleton.jointlabels[neck]].position) / 2 * scale + coords;
+ headpoint = (jointPos(head) + jointPos(neck)) / 2 * scale + coords;
DoBlood(1, 255);
if (bloodtoggle && !bled) {
terrain.MakeDecal(blooddecal, headpoint, .2 * 1.2, .5, 0);
}
if (dead == 2 && bloodloss >= damagetolerance) {
XYZ headpoint;
- headpoint = (skeleton.joints[skeleton.jointlabels[abdomen]].position + skeleton.joints[skeleton.jointlabels[neck]].position) / 2 * scale + coords;
+ headpoint = (jointPos(abdomen) + jointPos(neck)) / 2 * scale + coords;
if (bleeding <= 0)
DoBlood(1, 255);
if (bloodtoggle && !bled) {
XYZ middle;
middle = 0;
- terrainnormal = skeleton.joints[skeleton.jointlabels[groin]].position - skeleton.joints[skeleton.jointlabels[abdomen]].position;
- if (skeleton.joints[skeleton.jointlabels[groin]].locked && skeleton.joints[skeleton.jointlabels[abdomen]].locked) {
- terrainnormal = skeleton.joints[skeleton.jointlabels[groin]].position - skeleton.joints[skeleton.jointlabels[abdomen]].position;
- middle = (skeleton.joints[skeleton.jointlabels[groin]].position + skeleton.joints[skeleton.jointlabels[abdomen]].position) / 2;
+ terrainnormal = jointPos(groin) - jointPos(abdomen);
+ if (joint(groin).locked && joint(abdomen).locked) {
+ terrainnormal = jointPos(groin) - jointPos(abdomen);
+ middle = (jointPos(groin) + jointPos(abdomen)) / 2;
}
- if (skeleton.joints[skeleton.jointlabels[abdomen]].locked && skeleton.joints[skeleton.jointlabels[neck]].locked) {
- terrainnormal = skeleton.joints[skeleton.jointlabels[abdomen]].position - skeleton.joints[skeleton.jointlabels[neck]].position;
- middle = (skeleton.joints[skeleton.jointlabels[neck]].position + skeleton.joints[skeleton.jointlabels[abdomen]].position) / 2;
+ if (joint(abdomen).locked && joint(neck).locked) {
+ terrainnormal = jointPos(abdomen) - jointPos(neck);
+ middle = (jointPos(neck) + jointPos(abdomen)) / 2;
}
- if (skeleton.joints[skeleton.jointlabels[groin]].locked && skeleton.joints[skeleton.jointlabels[neck]].locked) {
- terrainnormal = skeleton.joints[skeleton.jointlabels[groin]].position - skeleton.joints[skeleton.jointlabels[neck]].position;
- middle = (skeleton.joints[skeleton.jointlabels[groin]].position + skeleton.joints[skeleton.jointlabels[neck]].position) / 2;
+ if (joint(groin).locked && joint(neck).locked) {
+ terrainnormal = jointPos(groin) - jointPos(neck);
+ middle = (jointPos(groin) + jointPos(neck)) / 2;
}
Normalise(&terrainnormal);
yaw = targetyaw;
frameTarget = 0;
- // frameTarget=2;
+ // frameTarget=2;
animTarget = flipanim;
crouchtogglekeydown = 1;
target = 0;
XYZ middle;
middle = 0;
- terrainnormal = skeleton.joints[skeleton.jointlabels[groin]].position - skeleton.joints[skeleton.jointlabels[abdomen]].position;
- if (skeleton.joints[skeleton.jointlabels[groin]].locked && skeleton.joints[skeleton.jointlabels[abdomen]].locked) {
- terrainnormal = skeleton.joints[skeleton.jointlabels[groin]].position - skeleton.joints[skeleton.jointlabels[abdomen]].position;
- middle = (skeleton.joints[skeleton.jointlabels[groin]].position + skeleton.joints[skeleton.jointlabels[abdomen]].position) / 2;
+ terrainnormal = jointPos(groin) - jointPos(abdomen);
+ if (joint(groin).locked && joint(abdomen).locked) {
+ terrainnormal = jointPos(groin) - jointPos(abdomen);
+ middle = (jointPos(groin) + jointPos(abdomen)) / 2;
}
- if (skeleton.joints[skeleton.jointlabels[abdomen]].locked && skeleton.joints[skeleton.jointlabels[neck]].locked) {
- terrainnormal = skeleton.joints[skeleton.jointlabels[abdomen]].position - skeleton.joints[skeleton.jointlabels[neck]].position;
- middle = (skeleton.joints[skeleton.jointlabels[neck]].position + skeleton.joints[skeleton.jointlabels[abdomen]].position) / 2;
+ if (joint(abdomen).locked && joint(neck).locked) {
+ terrainnormal = jointPos(abdomen) - jointPos(neck);
+ middle = (jointPos(neck) + jointPos(abdomen)) / 2;
}
- if (skeleton.joints[skeleton.jointlabels[groin]].locked && skeleton.joints[skeleton.jointlabels[neck]].locked) {
- terrainnormal = skeleton.joints[skeleton.jointlabels[groin]].position - skeleton.joints[skeleton.jointlabels[neck]].position;
- middle = (skeleton.joints[skeleton.jointlabels[groin]].position + skeleton.joints[skeleton.jointlabels[neck]].position) / 2;
+ if (joint(groin).locked && joint(neck).locked) {
+ terrainnormal = jointPos(groin) - jointPos(neck);
+ middle = (jointPos(groin) + jointPos(neck)) / 2;
}
Normalise(&terrainnormal);
if (!skeleton.free) {
bool play;
play = 0;
- if ((stunned > 0 || surprised > 0) && numplayers > 2 && aitype != passivetype)
+ if ((stunned > 0 || surprised > 0) && Person::players.size() > 2 && aitype != passivetype)
play = 1;
if (hasvictim)
if (aitype != passivetype && victim->skeleton.free && !victim->dead)
bool behind;
behind = 0;
if (hasvictim) {
- if (victim != this && !victim->dead && victim->aitype != passivetype && victim->aitype != searchtype && aitype != passivetype && aitype != searchtype && victim->id < numplayers && aitype != passivetype) {
+ if ((victim != this->shared_from_this()) && !victim->dead && (victim->aitype != passivetype) &&
+ (victim->aitype != searchtype) && (aitype != passivetype) &&
+ (aitype != searchtype) && (victim->id < Person::players.size()) && (aitype != passivetype)) {
behind = (normaldotproduct(facing, coords - victim->coords) > 0);
}
}
}
}
+
+/* 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: ???
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;
- point = DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) * scale + coords;
- heightleft = terrain.getHeight(point.x, point.z) + .04;
- point.y = heightleft;
- change = skeleton.joints[skeleton.jointlabels[leftankle]].position - skeleton.joints[skeleton.jointlabels[leftfoot]].position;
- change2 = skeleton.joints[skeleton.jointlabels[leftknee]].position - skeleton.joints[skeleton.jointlabels[leftfoot]].position;
- skeleton.joints[skeleton.jointlabels[leftfoot]].position = DoRotation((point - coords) / scale, 0, -yaw, 0);
- skeleton.joints[skeleton.jointlabels[leftankle]].position = skeleton.joints[skeleton.jointlabels[leftfoot]].position + change;
- skeleton.joints[skeleton.jointlabels[leftknee]].position = (skeleton.joints[skeleton.jointlabels[leftfoot]].position + change2) / 2 + (skeleton.joints[skeleton.jointlabels[leftknee]].position) / 2;
-
- point = DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0) * scale + coords;
- heightright = terrain.getHeight(point.x, point.z) + .04;
- point.y = heightright;
- change = skeleton.joints[skeleton.jointlabels[rightankle]].position - skeleton.joints[skeleton.jointlabels[rightfoot]].position;
- change2 = skeleton.joints[skeleton.jointlabels[rightknee]].position - skeleton.joints[skeleton.jointlabels[rightfoot]].position;
- skeleton.joints[skeleton.jointlabels[rightfoot]].position = DoRotation((point - coords) / scale, 0, -yaw, 0);
- skeleton.joints[skeleton.jointlabels[rightankle]].position = skeleton.joints[skeleton.jointlabels[rightfoot]].position + change;
- skeleton.joints[skeleton.jointlabels[rightknee]].position = (skeleton.joints[skeleton.jointlabels[rightfoot]].position + change2) / 2 + (skeleton.joints[skeleton.jointlabels[rightknee]].position) / 2;
- 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) {
- point = DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) * scale + coords;
- heightleft = terrain.getHeight(point.x, point.z) + .04;
- point.y = heightleft;
- change = skeleton.joints[skeleton.jointlabels[leftankle]].position - skeleton.joints[skeleton.jointlabels[leftfoot]].position;
- change2 = skeleton.joints[skeleton.jointlabels[leftknee]].position - skeleton.joints[skeleton.jointlabels[leftfoot]].position;
- skeleton.joints[skeleton.jointlabels[leftfoot]].position = DoRotation((point - coords) / scale, 0, -yaw, 0);
- skeleton.joints[skeleton.jointlabels[leftankle]].position = skeleton.joints[skeleton.jointlabels[leftfoot]].position + change;
- skeleton.joints[skeleton.jointlabels[leftknee]].position = (skeleton.joints[skeleton.jointlabels[leftfoot]].position + change2) / 2 + (skeleton.joints[skeleton.jointlabels[leftknee]].position) / 2;
-
- point = DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0) * scale + coords;
- heightright = terrain.getHeight(point.x, point.z) + .04;
- point.y = heightright;
- change = skeleton.joints[skeleton.jointlabels[rightankle]].position - skeleton.joints[skeleton.jointlabels[rightfoot]].position;
- change2 = skeleton.joints[skeleton.jointlabels[rightknee]].position - skeleton.joints[skeleton.jointlabels[rightfoot]].position;
- skeleton.joints[skeleton.jointlabels[rightfoot]].position = DoRotation((point - coords) / scale, 0, -yaw, 0);
- skeleton.joints[skeleton.jointlabels[rightankle]].position = skeleton.joints[skeleton.jointlabels[rightfoot]].position + change;
- skeleton.joints[skeleton.jointlabels[rightknee]].position = (skeleton.joints[skeleton.jointlabels[rightfoot]].position + change2) / 2 + (skeleton.joints[skeleton.jointlabels[rightknee]].position) / 2;
- skeleton.DoConstraints(&coords, &scale);
- }
- }
- 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(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) * scale + coords;
- heightleft = terrain.getHeight(point.x, point.z) + .04;
- point.y = heightleft;
- change = skeleton.joints[skeleton.jointlabels[leftankle]].position - skeleton.joints[skeleton.jointlabels[leftfoot]].position;
- change2 = skeleton.joints[skeleton.jointlabels[leftknee]].position - skeleton.joints[skeleton.jointlabels[leftfoot]].position;
- skeleton.joints[skeleton.jointlabels[leftfoot]].position = DoRotation((point - coords) / scale, 0, -yaw, 0) * target + skeleton.joints[skeleton.jointlabels[leftfoot]].position * (1 - target);
- skeleton.joints[skeleton.jointlabels[leftankle]].position = skeleton.joints[skeleton.jointlabels[leftfoot]].position + change;
- skeleton.joints[skeleton.jointlabels[leftknee]].position = (skeleton.joints[skeleton.jointlabels[leftfoot]].position + change2) / 2 + (skeleton.joints[skeleton.jointlabels[leftknee]].position) / 2;
-
- point = DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0) * scale + coords;
- heightright = terrain.getHeight(point.x, point.z) + .04;
- point.y = heightright;
- change = skeleton.joints[skeleton.jointlabels[rightankle]].position - skeleton.joints[skeleton.jointlabels[rightfoot]].position;
- change2 = skeleton.joints[skeleton.jointlabels[rightknee]].position - skeleton.joints[skeleton.jointlabels[rightfoot]].position;
- skeleton.joints[skeleton.jointlabels[rightfoot]].position = DoRotation((point - coords) / scale, 0, -yaw, 0) * target + skeleton.joints[skeleton.jointlabels[rightfoot]].position * (1 - target);
- skeleton.joints[skeleton.jointlabels[rightankle]].position = skeleton.joints[skeleton.jointlabels[rightfoot]].position + change;
- skeleton.joints[skeleton.jointlabels[rightknee]].position = (skeleton.joints[skeleton.jointlabels[rightfoot]].position + change2) / 2 + (skeleton.joints[skeleton.jointlabels[rightknee]].position) / 2;
- skeleton.DoConstraints(&coords, &scale);
+ if (onterrain && (cond1 && cond2) && !skeleton.free) {
+ IKHelper(this, 1);
+ if (creature == wolftype)
+ IKHelper(this, 1);
+ }
- if (creature == wolftype) {
- point = DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) * scale + coords;
- heightleft = terrain.getHeight(point.x, point.z) + .04;
- point.y = heightleft;
- change = skeleton.joints[skeleton.jointlabels[leftankle]].position - skeleton.joints[skeleton.jointlabels[leftfoot]].position;
- change2 = skeleton.joints[skeleton.jointlabels[leftknee]].position - skeleton.joints[skeleton.jointlabels[leftfoot]].position;
- skeleton.joints[skeleton.jointlabels[leftfoot]].position = DoRotation((point - coords) / scale, 0, -yaw, 0) * target + skeleton.joints[skeleton.jointlabels[leftfoot]].position * (1 - target);
- skeleton.joints[skeleton.jointlabels[leftankle]].position = skeleton.joints[skeleton.jointlabels[leftfoot]].position + change;
- skeleton.joints[skeleton.jointlabels[leftknee]].position = (skeleton.joints[skeleton.jointlabels[leftfoot]].position + change2) / 2 + (skeleton.joints[skeleton.jointlabels[leftknee]].position) / 2;
-
- point = DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0) * scale + coords;
- heightright = terrain.getHeight(point.x, point.z) + .04;
- point.y = heightright;
- change = skeleton.joints[skeleton.jointlabels[rightankle]].position - skeleton.joints[skeleton.jointlabels[rightfoot]].position;
- change2 = skeleton.joints[skeleton.jointlabels[rightknee]].position - skeleton.joints[skeleton.jointlabels[rightfoot]].position;
- skeleton.joints[skeleton.jointlabels[rightfoot]].position = DoRotation((point - coords) / scale, 0, -yaw, 0) * target + skeleton.joints[skeleton.jointlabels[rightfoot]].position * (1 - target);
- skeleton.joints[skeleton.jointlabels[rightankle]].position = skeleton.joints[skeleton.jointlabels[rightfoot]].position + change;
- skeleton.joints[skeleton.jointlabels[rightknee]].position = (skeleton.joints[skeleton.jointlabels[rightfoot]].position + change2) / 2 + (skeleton.joints[skeleton.jointlabels[rightknee]].position) / 2;
- skeleton.DoConstraints(&coords, &scale);
- }
- }
-
- 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(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) * scale + coords;
- heightleft = terrain.getHeight(point.x, point.z) + .04;
- point.y = heightleft;
- change = skeleton.joints[skeleton.jointlabels[leftankle]].position - skeleton.joints[skeleton.jointlabels[leftfoot]].position;
- change2 = skeleton.joints[skeleton.jointlabels[leftknee]].position - skeleton.joints[skeleton.jointlabels[leftfoot]].position;
- skeleton.joints[skeleton.jointlabels[leftfoot]].position = DoRotation((point - coords) / scale, 0, -yaw, 0) * (1 - target) + skeleton.joints[skeleton.jointlabels[leftfoot]].position * target;
- skeleton.joints[skeleton.jointlabels[leftankle]].position = skeleton.joints[skeleton.jointlabels[leftfoot]].position + change;
- skeleton.joints[skeleton.jointlabels[leftknee]].position = (skeleton.joints[skeleton.jointlabels[leftfoot]].position + change2) / 2 + (skeleton.joints[skeleton.jointlabels[leftknee]].position) / 2;
-
- point = DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0) * scale + coords;
- heightright = terrain.getHeight(point.x, point.z) + .04;
- point.y = heightright;
- change = skeleton.joints[skeleton.jointlabels[rightankle]].position - skeleton.joints[skeleton.jointlabels[rightfoot]].position;
- change2 = skeleton.joints[skeleton.jointlabels[rightknee]].position - skeleton.joints[skeleton.jointlabels[rightfoot]].position;
- skeleton.joints[skeleton.jointlabels[rightfoot]].position = DoRotation((point - coords) / scale, 0, -yaw, 0) * (1 - target) + skeleton.joints[skeleton.jointlabels[rightfoot]].position * target;
- skeleton.joints[skeleton.jointlabels[rightankle]].position = skeleton.joints[skeleton.jointlabels[rightfoot]].position + change;
- skeleton.joints[skeleton.jointlabels[rightknee]].position = (skeleton.joints[skeleton.jointlabels[rightfoot]].position + change2) / 2 + (skeleton.joints[skeleton.jointlabels[rightknee]].position) / 2;
- skeleton.DoConstraints(&coords, &scale);
+ if (onterrain && (cond1 && !cond2) && !skeleton.free) {
+ IKHelper(this, target);
+ if (creature == wolftype)
+ IKHelper(this, target);
+ }
- if (creature == wolftype) {
- point = DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) * scale + coords;
- heightleft = terrain.getHeight(point.x, point.z) + .04;
- point.y = heightleft;
- change = skeleton.joints[skeleton.jointlabels[leftankle]].position - skeleton.joints[skeleton.jointlabels[leftfoot]].position;
- change2 = skeleton.joints[skeleton.jointlabels[leftknee]].position - skeleton.joints[skeleton.jointlabels[leftfoot]].position;
- skeleton.joints[skeleton.jointlabels[leftfoot]].position = DoRotation((point - coords) / scale, 0, -yaw, 0) * (1 - target) + skeleton.joints[skeleton.jointlabels[leftfoot]].position * target;
- skeleton.joints[skeleton.jointlabels[leftankle]].position = skeleton.joints[skeleton.jointlabels[leftfoot]].position + change;
- skeleton.joints[skeleton.jointlabels[leftknee]].position = (skeleton.joints[skeleton.jointlabels[leftfoot]].position + change2) / 2 + (skeleton.joints[skeleton.jointlabels[leftknee]].position) / 2;
-
- point = DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0) * scale + coords;
- heightright = terrain.getHeight(point.x, point.z) + .04;
- point.y = heightright;
- change = skeleton.joints[skeleton.jointlabels[rightankle]].position - skeleton.joints[skeleton.jointlabels[rightfoot]].position;
- change2 = skeleton.joints[skeleton.jointlabels[rightknee]].position - skeleton.joints[skeleton.jointlabels[rightfoot]].position;
- skeleton.joints[skeleton.jointlabels[rightfoot]].position = DoRotation((point - coords) / scale, 0, -yaw, 0) * (1 - target) + skeleton.joints[skeleton.jointlabels[rightfoot]].position * target;
- skeleton.joints[skeleton.jointlabels[rightankle]].position = skeleton.joints[skeleton.jointlabels[rightfoot]].position + change;
- skeleton.joints[skeleton.jointlabels[rightknee]].position = (skeleton.joints[skeleton.jointlabels[rightfoot]].position + change2) / 2 + (skeleton.joints[skeleton.jointlabels[rightknee]].position) / 2;
- skeleton.DoConstraints(&coords, &scale);
- }
+ if (onterrain && (!cond1 && cond2) && !skeleton.free) {
+ IKHelper(this, 1 - target);
+ if (creature == wolftype)
+ IKHelper(this, 1 - target);
}
}
+
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()))
DoHead();
else {
skeleton.drawmodelclothes.vertex[i].y = 999;
}
for (i = 0; i < skeleton.num_muscles; 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)) {
morphness = 0;
start = 0;
endthing = 0;
- if (skeleton.muscles[i].parent1->label == righthand || skeleton.muscles[i].parent2->label == righthand) {
+
+ if (p1 == righthand || p2 == righthand) {
morphness = righthandmorphness;
start = righthandmorphstart;
endthing = righthandmorphend;
}
- if (skeleton.muscles[i].parent1->label == lefthand || skeleton.muscles[i].parent2->label == lefthand) {
+ if (p1 == lefthand || p2 == lefthand) {
morphness = lefthandmorphness;
start = lefthandmorphstart;
endthing = lefthandmorphend;
}
- if (skeleton.muscles[i].parent1->label == head || skeleton.muscles[i].parent2->label == head) {
+ if (p1 == head || p2 == head) {
morphness = headmorphness;
start = headmorphstart;
endthing = headmorphend;
}
- if ((skeleton.muscles[i].parent1->label == neck && skeleton.muscles[i].parent2->label == abdomen) || (skeleton.muscles[i].parent2->label == neck && skeleton.muscles[i].parent1->label == abdomen)) {
+ if ((p1 == neck && p2 == abdomen) || (p2 == neck && p1 == abdomen)) {
morphness = chestmorphness;
start = chestmorphstart;
endthing = chestmorphend;
}
- if ((skeleton.muscles[i].parent1->label == groin && skeleton.muscles[i].parent2->label == abdomen) || (skeleton.muscles[i].parent2->label == groin && skeleton.muscles[i].parent1->label == abdomen)) {
+ if ((p1 == groin && p2 == abdomen) || (p2 == groin && p1 == abdomen)) {
morphness = tailmorphness;
start = tailmorphstart;
endthing = tailmorphend;
if (calcrot)
skeleton.FindRotationMuscle(i, animTarget);
mid = (skeleton.muscles[i].parent1->position + skeleton.muscles[i].parent2->position) / 2;
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
if (!skeleton.free)
if (playerdetail || skeleton.free == 3) {
for (j = 0; j < skeleton.muscles[i].numvertices; j++) {
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ 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);
glPushMatrix();
- if (skeleton.muscles[i].parent1->label == abdomen || skeleton.muscles[i].parent2->label == abdomen)
- glTranslatef((skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].x * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].x * morphness)*proportionbody.x,
- (skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].y * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].y * morphness)*proportionbody.y,
- (skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].z * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].z * morphness)*proportionbody.z);
- if (skeleton.muscles[i].parent1->label == lefthand || skeleton.muscles[i].parent1->label == righthand || skeleton.muscles[i].parent1->label == leftwrist || skeleton.muscles[i].parent1->label == rightwrist || skeleton.muscles[i].parent1->label == leftelbow || skeleton.muscles[i].parent1->label == rightelbow || skeleton.muscles[i].parent2->label == leftelbow || skeleton.muscles[i].parent2->label == rightelbow)
- glTranslatef((skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].x * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].x * morphness)*proportionarms.x,
- (skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].y * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].y * morphness)*proportionarms.y,
- (skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].z * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].z * morphness)*proportionarms.z);
- if (skeleton.muscles[i].parent1->label == leftfoot || skeleton.muscles[i].parent1->label == rightfoot || skeleton.muscles[i].parent1->label == leftankle || skeleton.muscles[i].parent1->label == rightankle || skeleton.muscles[i].parent1->label == leftknee || skeleton.muscles[i].parent1->label == rightknee || skeleton.muscles[i].parent2->label == leftknee || skeleton.muscles[i].parent2->label == rightknee)
- glTranslatef((skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].x * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].x * morphness)*proportionlegs.x,
- (skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].y * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].y * morphness)*proportionlegs.y,
- (skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].z * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].z * morphness)*proportionlegs.z);
- if (skeleton.muscles[i].parent1->label == head || skeleton.muscles[i].parent2->label == head)
- glTranslatef((skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].x * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].x * morphness)*proportionhead.x,
- (skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].y * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].y * morphness)*proportionhead.y,
- (skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].z * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].z * morphness)*proportionhead.z);
+ 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);
+ 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);
+ 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);
+ 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);
glGetFloatv(GL_MODELVIEW_MATRIX, M);
//if(!isnormal(M[12])||!isnormal(M[13])||!isnormal(M[14]))test=0;
//if(!isnormal(scale))test=1;
}
if (!playerdetail || skeleton.free == 3) {
for (j = 0; j < skeleton.muscles[i].numverticeslow; j++) {
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ XYZ &v0 = skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]];
+ glMatrixMode(GL_MODELVIEW);
glPushMatrix();
- if (skeleton.muscles[i].parent1->label == abdomen || skeleton.muscles[i].parent2->label == abdomen)
- glTranslatef((skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].x)*proportionbody.x,
- (skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].y)*proportionbody.y,
- (skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].z)*proportionbody.z);
- if (skeleton.muscles[i].parent1->label == lefthand || skeleton.muscles[i].parent1->label == righthand || skeleton.muscles[i].parent1->label == leftwrist || skeleton.muscles[i].parent1->label == rightwrist || skeleton.muscles[i].parent1->label == leftelbow || skeleton.muscles[i].parent1->label == rightelbow || skeleton.muscles[i].parent2->label == leftelbow || skeleton.muscles[i].parent2->label == rightelbow)
- glTranslatef((skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].x)*proportionarms.x,
- (skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].y)*proportionarms.y,
- (skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].z)*proportionarms.z);
- if (skeleton.muscles[i].parent1->label == leftfoot || skeleton.muscles[i].parent1->label == rightfoot || skeleton.muscles[i].parent1->label == leftankle || skeleton.muscles[i].parent1->label == rightankle || skeleton.muscles[i].parent1->label == leftknee || skeleton.muscles[i].parent1->label == rightknee || skeleton.muscles[i].parent2->label == leftknee || skeleton.muscles[i].parent2->label == rightknee)
- glTranslatef((skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].x)*proportionlegs.x,
- (skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].y)*proportionlegs.y,
- (skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].z)*proportionlegs.z);
- if (skeleton.muscles[i].parent1->label == head || skeleton.muscles[i].parent2->label == head)
- glTranslatef((skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].x)*proportionhead.x,
- (skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].y)*proportionhead.y,
- (skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].z)*proportionhead.z);
+ if (p1 == abdomen || p2 == abdomen)
+ glTranslatef(v0.x * proportionbody.x,
+ v0.y * proportionbody.y,
+ v0.z * proportionbody.z);
+ if (p1 == lefthand || p1 == righthand || p1 == leftwrist || p1 == rightwrist || p1 == leftelbow || p1 == rightelbow || p2 == leftelbow || p2 == rightelbow)
+ glTranslatef(v0.x * proportionarms.x,
+ v0.y * proportionarms.y,
+ v0.z * proportionarms.z);
+ if (p1 == leftfoot || p1 == rightfoot || p1 == leftankle || p1 == rightankle || p1 == leftknee || p1 == rightknee || p2 == leftknee || p2 == rightknee)
+ glTranslatef(v0.x * proportionlegs.x,
+ v0.y * proportionlegs.y,
+ v0.z * proportionlegs.z);
+ if (p1 == head || p2 == head)
+ glTranslatef(v0.x * proportionhead.x,
+ v0.y * proportionhead.y,
+ v0.z * proportionhead.z);
glGetFloatv(GL_MODELVIEW_MATRIX, M);
skeleton.drawmodellow.vertex[skeleton.muscles[i].verticeslow[j]].x = M[12] * scale;
if (skeleton.clothes && skeleton.muscles[i].numverticesclothes > 0) {
mid = (skeleton.muscles[i].parent1->position + skeleton.muscles[i].parent2->position) / 2;
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
if (!skeleton.free)
glRotatef(-skeleton.muscles[i].lastrotate3, 0, 1, 0);
for (j = 0; j < skeleton.muscles[i].numverticesclothes; j++) {
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ XYZ &v0 = skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]];
+ glMatrixMode(GL_MODELVIEW);
glPushMatrix();
- if (skeleton.muscles[i].parent1->label == abdomen || skeleton.muscles[i].parent2->label == abdomen)
- glTranslatef((skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].x)*proportionbody.x,
- (skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].y)*proportionbody.y,
- (skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].z)*proportionbody.z);
- if (skeleton.muscles[i].parent1->label == lefthand || skeleton.muscles[i].parent1->label == righthand || skeleton.muscles[i].parent1->label == leftwrist || skeleton.muscles[i].parent1->label == rightwrist || skeleton.muscles[i].parent1->label == leftelbow || skeleton.muscles[i].parent1->label == rightelbow || skeleton.muscles[i].parent2->label == leftelbow || skeleton.muscles[i].parent2->label == rightelbow)
- glTranslatef((skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].x)*proportionarms.x,
- (skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].y)*proportionarms.y,
- (skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].z)*proportionarms.z);
- if (skeleton.muscles[i].parent1->label == leftfoot || skeleton.muscles[i].parent1->label == rightfoot || skeleton.muscles[i].parent1->label == leftankle || skeleton.muscles[i].parent1->label == rightankle || skeleton.muscles[i].parent1->label == leftknee || skeleton.muscles[i].parent1->label == rightknee || skeleton.muscles[i].parent2->label == leftknee || skeleton.muscles[i].parent2->label == rightknee)
- glTranslatef((skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].x)*proportionlegs.x,
- (skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].y)*proportionlegs.y,
- (skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].z)*proportionlegs.z);
- if (skeleton.muscles[i].parent1->label == head || skeleton.muscles[i].parent2->label == head)
- glTranslatef((skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].x)*proportionhead.x,
- (skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].y)*proportionhead.y,
- (skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].z)*proportionhead.z);
+ if (p1 == abdomen || p2 == abdomen)
+ glTranslatef(v0.x * proportionbody.x,
+ v0.y * proportionbody.y,
+ v0.z * proportionbody.z);
+ if (p1 == lefthand || p1 == righthand || p1 == leftwrist || p1 == rightwrist || p1 == leftelbow || p1 == rightelbow || p2 == leftelbow || p2 == rightelbow)
+ glTranslatef(v0.x * proportionarms.x,
+ v0.y * proportionarms.y,
+ v0.z * proportionarms.z);
+ if (p1 == leftfoot || p1 == rightfoot || p1 == leftankle || p1 == rightankle || p1 == leftknee || p1 == rightknee || p2 == leftknee || p2 == rightknee)
+ glTranslatef(v0.x * proportionlegs.x,
+ v0.y * proportionlegs.y,
+ v0.z * proportionlegs.z);
+ if (p1 == head || p2 == head)
+ glTranslatef(v0.x * proportionhead.x,
+ v0.y * proportionhead.y,
+ v0.z * proportionhead.z);
glGetFloatv(GL_MODELVIEW_MATRIX, M);
skeleton.drawmodelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].x = M[12] * scale;
skeleton.drawmodelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].y = M[13] * scale;
updatedelaychange *= 8;
updatedelay += updatedelaychange;
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ glMatrixMode(GL_MODELVIEW);
glPushMatrix();
if (!skeleton.free)
glTranslatef(coords.x, coords.y - .02, coords.z);
glBegin(GL_POINTS);
if (playerdetail)
for (i = 0; i < skeleton.drawmodel.vertexNum; i++) {
- glVertex3f(skeleton.drawmodel.vertex[i].x, skeleton.drawmodel.vertex[i].y, skeleton.drawmodel.vertex[i].z);
+ XYZ &v0 = skeleton.drawmodel.vertex[i];
+ glVertex3f(v0.x, v0.y, v0.z);
}
glEnd();
glBegin(GL_LINES);
if (playerdetail)
for (i = 0; i < skeleton.drawmodel.TriangleNum; i++) {
- glVertex3f(skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[0]].x, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[0]].y, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[0]].z);
- glVertex3f(skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[1]].x, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[1]].y, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[1]].z);
- glVertex3f(skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[1]].x, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[1]].y, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[1]].z);
- glVertex3f(skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[2]].x, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[2]].y, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[2]].z);
- glVertex3f(skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[2]].x, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[2]].y, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[2]].z);
- glVertex3f(skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[0]].x, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[0]].y, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[0]].z);
+ XYZ &v0 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[0]];
+ XYZ &v1 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[1]];
+ XYZ &v2 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[2]];
+ glVertex3f(v0.x, v0.y, v0.z);
+ glVertex3f(v1.x, v1.y, v1.z);
+ glVertex3f(v1.x, v1.y, v1.z);
+ glVertex3f(v2.x, v2.y, v2.z);
+ glVertex3f(v2.x, v2.y, v2.z);
+ glVertex3f(v0.x, v0.y, v0.z);
}
glEnd();
}
weaponpoint = (skeleton.muscles[weaponattachmuscle].parent1->position + skeleton.muscles[weaponattachmuscle].parent2->position) / 2;
if (creature == wolftype)
- weaponpoint = (skeleton.joints[skeleton.jointlabels[rightwrist]].position * .7 + skeleton.joints[skeleton.jointlabels[righthand]].position * .3);
+ weaponpoint = (jointPos(rightwrist) * .7 + jointPos(righthand) * .3);
}
if (weapons[i].getType() == staff) {
for (j = 0; j < skeleton.num_muscles; j++) {
weaponrotatemuscle = j;
}
}
- //weaponpoint=skeleton.joints[skeleton.jointlabels[rightwrist]].position;
+ //weaponpoint=jointPos(rightwrist);
weaponpoint = (skeleton.muscles[weaponattachmuscle].parent1->position + skeleton.muscles[weaponattachmuscle].parent2->position) / 2;
- //weaponpoint+=skeleton.specialforward[1]*.1+(skeleton.joints[skeleton.jointlabels[rightwrist]].position-skeleton.joints[skeleton.jointlabels[rightelbow]].position);
+ //weaponpoint+=skeleton.specialforward[1]*.1+(jointPos(rightwrist)-jointPos(rightelbow));
XYZ tempnormthing, vec1, vec2;
- vec1 = (skeleton.joints[skeleton.jointlabels[rightwrist]].position - skeleton.joints[skeleton.jointlabels[rightelbow]].position);
- vec2 = (skeleton.joints[skeleton.jointlabels[rightwrist]].position - skeleton.joints[skeleton.jointlabels[rightshoulder]].position);
+ vec1 = (jointPos(rightwrist) - jointPos(rightelbow));
+ vec2 = (jointPos(rightwrist) - jointPos(rightshoulder));
CrossProduct(&vec1, &vec2, &tempnormthing);
Normalise(&tempnormthing);
if (animTarget != staffhitanim && animCurrent != staffhitanim && animTarget != staffgroundsmashanim && animCurrent != staffgroundsmashanim && animTarget != staffspinhitanim && animCurrent != staffspinhitanim)
- weaponpoint += tempnormthing * .1 - skeleton.specialforward[1] * .3 + (skeleton.joints[skeleton.jointlabels[rightwrist]].position - skeleton.joints[skeleton.jointlabels[rightelbow]].position);
+ weaponpoint += tempnormthing * .1 - skeleton.specialforward[1] * .3 + (jointPos(rightwrist) - jointPos(rightelbow));
}
}
if (weaponactive != k && weaponstuck != k) {
if (weapons[i].getType() == knife)
- weaponpoint = skeleton.joints[skeleton.jointlabels[abdomen]].position + (skeleton.joints[skeleton.jointlabels[righthip]].position - skeleton.joints[skeleton.jointlabels[lefthip]].position) * .1 + (skeleton.joints[skeleton.jointlabels[rightshoulder]].position - skeleton.joints[skeleton.jointlabels[leftshoulder]].position) * .35;
+ weaponpoint = jointPos(abdomen) + (jointPos(righthip) - jointPos(lefthip)) * .1 + (jointPos(rightshoulder) - jointPos(leftshoulder)) * .35;
if (weapons[i].getType() == sword)
- weaponpoint = skeleton.joints[skeleton.jointlabels[abdomen]].position + (skeleton.joints[skeleton.jointlabels[lefthip]].position - skeleton.joints[skeleton.jointlabels[righthip]].position) * .09 + (skeleton.joints[skeleton.jointlabels[leftshoulder]].position - skeleton.joints[skeleton.jointlabels[rightshoulder]].position) * .33;
+ weaponpoint = jointPos(abdomen) + (jointPos(lefthip) - jointPos(righthip)) * .09 + (jointPos(leftshoulder) - jointPos(rightshoulder)) * .33;
if (weapons[i].getType() == staff)
- weaponpoint = skeleton.joints[skeleton.jointlabels[abdomen]].position + (skeleton.joints[skeleton.jointlabels[lefthip]].position - skeleton.joints[skeleton.jointlabels[righthip]].position) * .09 + (skeleton.joints[skeleton.jointlabels[leftshoulder]].position - skeleton.joints[skeleton.jointlabels[rightshoulder]].position) * .33;
+ 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) {
weaponrotatemuscle = j;
}
if (weaponstuck == k) {
if (weaponstuckwhere == 0)
- weaponpoint = skeleton.joints[skeleton.jointlabels[abdomen]].position * .5 + skeleton.joints[skeleton.jointlabels[neck]].position * .5 - skeleton.forward * .8;
+ weaponpoint = jointPos(abdomen) * .5 + jointPos(neck) * .5 - skeleton.forward * .8;
else
- weaponpoint = skeleton.joints[skeleton.jointlabels[abdomen]].position * .5 + skeleton.joints[skeleton.jointlabels[neck]].position * .5 + skeleton.forward * .8;
+ 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) {
weaponrotatemuscle = j;
XYZ temppoint1, temppoint2, tempforward;
float distance;
- temppoint1 = skeleton.joints[skeleton.jointlabels[righthand]].position;
+ temppoint1 = jointPos(righthand);
temppoint2 = animation[animCurrent].weapontarget[frameCurrent] * (1 - target) + animation[animTarget].weapontarget[frameTarget] * (target);
distance = findDistance(&temppoint1, &temppoint2);
weapons[i].rotation2 = asin((temppoint1.y - temppoint2.y) / distance);
XYZ temppoint1, temppoint2, tempforward;
float distance;
- temppoint1 = skeleton.joints[skeleton.jointlabels[righthand]].position;
+ temppoint1 = jointPos(righthand);
temppoint2 = animation[animCurrent].weapontarget[frameCurrent] * (1 - target) + animation[animTarget].weapontarget[frameTarget] * (target);
distance = findDistance(&temppoint1, &temppoint2);
weapons[i].rotation2 = asin((temppoint1.y - temppoint2.y) / distance);
XYZ temppoint1, temppoint2, tempforward;
float distance;
- temppoint1 = animation[animCurrent].position[skeleton.jointlabels[righthand]][frameCurrent] * (1 - target) + animation[animTarget].position[skeleton.jointlabels[righthand]][frameTarget] * (target); //skeleton.joints[skeleton.jointlabels[righthand]].position;
+ 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);
distance = findDistance(&temppoint1, &temppoint2);
weapons[i].rotation2 = asin((temppoint1.y - temppoint2.y) / distance);
XYZ temppoint1, temppoint2, tempforward;
float distance;
- temppoint1 = animation[animCurrent].position[skeleton.jointlabels[righthand]][frameCurrent] * (1 - target) + animation[animTarget].position[skeleton.jointlabels[righthand]][frameTarget] * (target); //skeleton.joints[skeleton.jointlabels[righthand]].position;
+ 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);
distance = findDistance(&temppoint1, &temppoint2);
weapons[i].rotation2 = asin((temppoint1.y - temppoint2.y) / distance);
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;
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())) {