X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FPerson.cpp;h=23238a581c043ecacd2babc55116c2af8f6ef7aa;hb=e9b773733850c91db5ab24c52dc2cfc57caf51e0;hp=9b91325609d083c2b7b777a88815d8a7b50563ec;hpb=2609df0eb8239f33810537d12b9986aa5af00438;p=lugaru.git diff --git a/Source/Person.cpp b/Source/Person.cpp index 9b91325..23238a5 100644 --- a/Source/Person.cpp +++ b/Source/Person.cpp @@ -83,7 +83,7 @@ extern int indialogue; extern bool gamestarted; -Person player[maxplayers]; +std::vector> Person::players(1, std::shared_ptr(new Person())); /* EFFECT * @@ -95,7 +95,7 @@ void Person::CheckKick() if (!(hasvictim && (animTarget == rabbitkickanim && victim - && victim != this + && victim != this->shared_from_this() && frameCurrent >= 2 && animCurrent == rabbitkickanim) && distsq(&coords, &victim->coords) < 1.2 @@ -145,7 +145,7 @@ void Person::CheckKick() victim->oldcoords = victim->coords; coords = victim->coords; victim->targetyaw = targetyaw; - victim->victim = this; + victim->victim = this->shared_from_this(); } } @@ -191,8 +191,10 @@ int Person::getIdle() { 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; @@ -325,16 +327,16 @@ void Person::DoBlood(float howmuch, int which) 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 @@ -344,7 +346,7 @@ void Person::DoBlood(float howmuch, int which) 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; @@ -352,9 +354,9 @@ void Person::DoBlood(float howmuch, int which) } 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 } @@ -456,16 +458,16 @@ void Person::DoBloodBig(float howmuch, int which) 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); } } } @@ -504,7 +506,7 @@ void Person::DoBloodBig(float howmuch, int which) if (creature == rabbittype) for (i = 0; i < 512; i++) { for (j = 0; j < 512; j++) { - if (bloodText[i*512*3 + j*3 + 0] <= which + 4 && bloodText[i*512*3 + j*3 + 0] >= which - 4) { + if (bloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && bloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) { if (i < startx) startx = i; if (j < starty) starty = j; if (i > endx) endx = i; @@ -515,7 +517,7 @@ void Person::DoBloodBig(float howmuch, int which) if (creature == wolftype) for (i = 0; i < 512; i++) { for (j = 0; j < 512; j++) { - if (wolfbloodText[i*512*3 + j*3 + 0] <= which + 4 && wolfbloodText[i*512*3 + j*3 + 0] >= which - 4) { + if (wolfbloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && wolfbloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) { if (i < startx) startx = i; if (j < starty) starty = j; if (i > endx) endx = i; @@ -704,16 +706,16 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) 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); } } } @@ -921,8 +923,8 @@ void Person::Reverse() } victim->weaponactive = -1; - for (int j = 0; j < numplayers; j++) { - player[j].wentforweapon = 0; + for (unsigned j = 0; j < Person::players.size(); j++) { + Person::players[j]->wentforweapon = 0; } } @@ -951,8 +953,8 @@ void Person::Reverse() } victim->weaponactive = -1; - for (int j = 0; j < numplayers; j++) { - player[j].wentforweapon = 0; + for (unsigned j = 0; j < Person::players.size(); j++) { + Person::players[j]->wentforweapon = 0; } } animTarget = staffspinhitreversedanim; @@ -980,8 +982,8 @@ void Person::Reverse() } victim->weaponactive = -1; - for (int j = 0; j < numplayers; j++) { - player[j].wentforweapon = 0; + for (unsigned j = 0; j < Person::players.size(); j++) { + Person::players[j]->wentforweapon = 0; } } animTarget = swordslashreversedanim; @@ -1009,8 +1011,8 @@ void Person::Reverse() } victim->weaponactive = -1; - for (int j = 0; j < numplayers; j++) { - player[j].wentforweapon = 0; + for (unsigned j = 0; j < Person::players.size(); j++) { + Person::players[j]->wentforweapon = 0; } } animTarget = knifeslashreversedanim; @@ -1028,14 +1030,14 @@ void Person::Reverse() 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) { @@ -1043,7 +1045,7 @@ void Person::Reverse() 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) { @@ -1053,7 +1055,7 @@ void Person::Reverse() 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) { @@ -1092,8 +1094,8 @@ void Person::Reverse() victim->weaponstuck = 0; } victim->weaponactive = -1; - for (int i = 0; i < numplayers; i++) { - player[i].wentforweapon = 0; + for (unsigned i = 0; i < Person::players.size(); i++) { + Person::players[i]->wentforweapon = 0; } } @@ -1135,8 +1137,8 @@ void Person::Reverse() weaponstuck = 0; } weaponactive = -1; - for (int i = 0; i < numplayers; i++) { - player[i].wentforweapon = 0; + for (unsigned i = 0; i < Person::players.size(); i++) { + Person::players[i]->wentforweapon = 0; } @@ -1386,8 +1388,8 @@ void Person::DoHead() 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; @@ -1408,8 +1410,7 @@ void Person::DoHead() skeleton.specialforward[0] = facing; //skeleton.specialforward[0]=DoRotation(facing,0,yaw,0); - static int i; - for (i = 0; i < skeleton.num_muscles; i++) { + for (int i = 0; i < skeleton.num_muscles; i++) { if (skeleton.muscles[i].visible && (skeleton.muscles[i].parent1->label == head || skeleton.muscles[i].parent2->label == head)) { skeleton.FindRotationMuscle(i, animTarget); } @@ -1455,7 +1456,7 @@ void Person::RagDoll(bool checkcollision) if (!isnormal(tilt)) tilt = 0; if (!isnormal(tilt2)) tilt2 = 0; - for (i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.num_joints; 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); @@ -1467,7 +1468,7 @@ void Person::RagDoll(bool checkcollision) skeleton.joints[i].realoldposition = skeleton.joints[i].position * scale + coords; } - for (i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.num_joints; i++) { skeleton.joints[i].velocity = 0; skeleton.joints[i].velchange = 0; } @@ -1488,7 +1489,7 @@ void Person::RagDoll(bool checkcollision) speed *= speedmult; - for (i = 0; i < skeleton.num_joints; i++) { + 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); else @@ -1541,7 +1542,7 @@ void Person::RagDoll(bool checkcollision) updatedelay = 0; velocity = 0; - for (i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.num_joints; i++) { velocity += skeleton.joints[i].velocity * scale; } velocity /= skeleton.num_joints; @@ -1551,9 +1552,9 @@ void Person::RagDoll(bool checkcollision) 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; @@ -1565,8 +1566,8 @@ void Person::RagDoll(bool checkcollision) weaponstuck = 0; } weaponactive = -1; - for (i = 0; i < numplayers; i++) { - player[i].wentforweapon = 0; + for (unsigned i = 0; i < Person::players.size(); i++) { + Person::players[i]->wentforweapon = 0; } } } @@ -1590,9 +1591,9 @@ void Person::FootLand(int which, float opacity) 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); @@ -1601,9 +1602,9 @@ void Person::FootLand(int which, float 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) @@ -1617,9 +1618,9 @@ void Person::FootLand(int which, float 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) @@ -1629,9 +1630,9 @@ void Person::FootLand(int which, float 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) @@ -1645,9 +1646,9 @@ void Person::FootLand(int which, float 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=coords.y; if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4) Sprite::MakeSprite(cloudsprite, footpoint, footvel * .6, 1, 1, 1, .5, .2 * opacity); @@ -1662,18 +1663,10 @@ void Person::Puff(int whichlabel) 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 */ @@ -1691,7 +1684,6 @@ void Person::setAnimation(int animation) void Person::DoAnimations() { if (!skeleton.free) { - int i = 0; static float oldtarget; if (isIdle() && animCurrent != getIdle()) @@ -1843,12 +1835,12 @@ void Person::DoAnimations() } if (animation[animTarget].label[frameTarget] == 4 && (weaponactive == -1 || (animTarget != knifeslashstartanim && animTarget != knifethrowanim && animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != knifefollowanim))) { if (animation[animTarget].attack != neutral) { - i = abs(Random() % 3); - if (i == 0) + unsigned r = abs(Random() % 3); + if (r == 0) whichsound = lowwhooshsound; - if (i == 1) + if (r == 1) whichsound = midwhooshsound; - if (i == 2) + if (r == 2) whichsound = highwhooshsound; } if (animation[animTarget].attack == neutral) @@ -1885,18 +1877,18 @@ void Person::DoAnimations() int whichsound = -1; if (animation[animTarget].label[frameTarget] == 4 && aitype != playercontrolled) { if (animation[animTarget].attack != neutral) { - i = abs(Random() % 4); + unsigned r = abs(Random() % 4); if (creature == rabbittype) { - if (i == 0) whichsound = rabbitattacksound; - if (i == 1) whichsound = rabbitattack2sound; - if (i == 2) whichsound = rabbitattack3sound; - if (i == 3) whichsound = rabbitattack4sound; + if (r == 0) whichsound = rabbitattacksound; + if (r == 1) whichsound = rabbitattack2sound; + if (r == 2) whichsound = rabbitattack3sound; + if (r == 3) whichsound = rabbitattack4sound; } if (creature == wolftype) { - if (i == 0) whichsound = barksound; - if (i == 1) whichsound = bark2sound; - if (i == 2) whichsound = bark3sound; - if (i == 3) whichsound = barkgrowlsound; + if (r == 0) whichsound = barksound; + if (r == 1) whichsound = bark2sound; + if (r == 2) whichsound = bark3sound; + if (r == 3) whichsound = barkgrowlsound; } speechdelay = .3; } @@ -1924,7 +1916,7 @@ void Person::DoAnimations() frameTarget++; if (animTarget == removeknifeanim && animation[animTarget].label[frameCurrent] == 5) { - for (i = 0; i < weapons.size(); i++) { + for (unsigned i = 0; i < weapons.size(); i++) { if (weapons[i].owner == -1) if (distsqflat(&coords, &weapons[i].position) < 4 && weaponactive == -1) { if (distsq(&coords, &weapons[i].position) >= 1) { @@ -1945,20 +1937,20 @@ void Person::DoAnimations() } if (animTarget == crouchremoveknifeanim && animation[animTarget].label[frameCurrent] == 5) { - for (i = 0; i < weapons.size(); i++) { + for (unsigned 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] == int(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 ((weapons[i].owner == -1) || (hasvictim && (weapons[i].owner == int(victim->id)) && victim->skeleton.free)) if (willwork && distsqflat(&coords, &weapons[i].position) < 3 && weaponactive == -1) { if (distsq(&coords, &weapons[i].position) < 1 || hasvictim) { bool fleshstuck = false; if (weapons[i].owner != -1) if (victim->weaponstuck != -1) { - if (victim->weaponids[victim->weaponstuck] == i) { + if (victim->weaponids[victim->weaponstuck] == int(i)) { fleshstuck = true; } } @@ -1972,7 +1964,7 @@ void Person::DoAnimations() 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 @@ -1996,7 +1988,7 @@ void Person::DoAnimations() footvel = 0; footpoint = weapons[i].position; if (victim->weaponstuck != -1) { - if (victim->weaponids[victim->weaponstuck] == i) { + if (victim->weaponids[victim->weaponstuck] == int(i)) { if (bloodtoggle) Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3); weapons[i].bloody = 2; @@ -2007,14 +1999,14 @@ void Person::DoAnimations() if (victim->num_weapons > 0) { if (victim->weaponstuck != 0 && victim->weaponstuck != -1) victim->weaponstuck = 0; - if (victim->weaponids[0] == i) + if (victim->weaponids[0] == int(i)) 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) { @@ -2067,7 +2059,7 @@ void Person::DoAnimations() 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; @@ -2086,17 +2078,17 @@ void Person::DoAnimations() targetloc = velocity; Normalise(&targetloc); targetloc += coords; - for (i = 0; i < numplayers; i++) { + for (unsigned 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; @@ -2151,10 +2143,10 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); relative = DoRotation(relative, 0, -90, 0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int 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); @@ -2187,10 +2179,10 @@ void Person::DoAnimations() relative.y -= 1; Normalise(&relative); relative = DoRotation(relative, 0, 90, 0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int 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); @@ -2218,10 +2210,10 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); relative = DoRotation(relative, 0, -90, 0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int 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); @@ -2254,10 +2246,10 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); relative = DoRotation(relative, 0, 90, 0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int 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); @@ -2284,10 +2276,10 @@ void Person::DoAnimations() relative = victim->coords - coords; relative.y = 0; Normalise(&relative); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int 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); @@ -2306,7 +2298,7 @@ void Person::DoAnimations() victim->skeleton.broken = 0; victim->skeleton.spinny = 1; - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velchange = 0; victim->skeleton.joints[i].delay = 0; victim->skeleton.joints[i].locked = 0; @@ -2317,14 +2309,14 @@ void Person::DoAnimations() relative = 0; relative.y = 1; Normalise(&relative); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; 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; 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; } } @@ -2340,7 +2332,7 @@ void Person::DoAnimations() relative = victim->coords - coords; relative.y = 0; Normalise(&relative); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 90; } victim->Puff(abdomen); @@ -2349,7 +2341,7 @@ void Person::DoAnimations() slomodelay = .2; } victim->DoDamage(damagemult * 500 / victim->protectionhigh); - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 300; + victim->jointVel(abdomen) += relative * damagemult * 300; } } @@ -2367,7 +2359,7 @@ void Person::DoAnimations() victim->skeleton.broken = 0; victim->skeleton.spinny = 1; - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velchange = 0; //victim->skeleton.joints[i].delay=0; victim->skeleton.joints[i].locked = 0; @@ -2377,7 +2369,7 @@ void Person::DoAnimations() Normalise(&relative); relative.y += .3; Normalise(&relative); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 20; } if (!victim->dead) @@ -2385,7 +2377,7 @@ void Person::DoAnimations() victim->Puff(abdomen); victim->DoDamage(damagemult * 20 / victim->protectionhigh); - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 200; + victim->jointVel(abdomen) += relative * damagemult * 200; staggerdelay = .5; if (!victim->dead) staggerdelay = 1.2; @@ -2464,7 +2456,7 @@ void Person::DoAnimations() victim->skeleton.free = 1; victim->skeleton.broken = 0; - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velchange = 0; victim->skeleton.joints[i].locked = 0; //victim->skeleton.joints[i].velocity=0; @@ -2554,7 +2546,7 @@ void Person::DoAnimations() victim->skeleton.free = 1; victim->skeleton.broken = 0; - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velchange = 0; victim->skeleton.joints[i].locked = 0; //victim->skeleton.joints[i].velocity=0; @@ -2573,7 +2565,7 @@ void Person::DoAnimations() victim->bled = 0; } - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 20; + victim->jointVel(abdomen) += relative * damagemult * 20; } } } @@ -2601,10 +2593,10 @@ void Person::DoAnimations() relative = victim->coords - coords; relative.y = 0; Normalise(&relative); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int 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; @@ -2648,10 +2640,10 @@ void Person::DoAnimations() Normalise(&relative); relative.y = .3; Normalise(&relative); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int 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; @@ -2703,7 +2695,7 @@ void Person::DoAnimations() escapednum = 0; XYZ aim; weapons[weaponids[0]].owner = -1; - aim = victim->coords + DoRotation(victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position, 0, victim->yaw, 0) * victim->scale + victim->velocity * findDistance(&victim->coords, &coords) / 50 - (coords + DoRotation(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); @@ -2734,7 +2726,7 @@ void Person::DoAnimations() if (tutoriallevel != 1) { emit_sound_at(knifeslicesound, victim->coords); } - //victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity+=relative*damagemult*200; + //victim->jointVel(abdomen)+=relative*damagemult*200; if (animation[victim->animTarget].attack && (victim->aitype != playercontrolled || victim->animTarget == knifeslashstartanim) && (victim->creature == rabbittype || victim->deathbleeding <= 0)) { if (victim->id != 0 || difficulty == 2) { victim->frameTarget = 0; @@ -2757,10 +2749,10 @@ void Person::DoAnimations() XYZ footvel, footpoint; footvel = 0; if (skeleton.free) { - footpoint = (victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position + victim->skeleton.joints[victim->skeleton.jointlabels[neck]].position) / 2 * victim->scale + victim->coords; + footpoint = (victim->jointPos(abdomen) + victim->jointPos(neck)) / 2 * victim->scale + victim->coords; } if (!skeleton.free) { - footpoint = DoRotation((victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position + victim->skeleton.joints[victim->skeleton.jointlabels[neck]].position) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords; + footpoint = DoRotation((victim->jointPos(abdomen) + victim->jointPos(neck)) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords; } if (tutoriallevel != 1) { if (bloodtoggle) @@ -2791,7 +2783,7 @@ void Person::DoAnimations() victim->deathbleeding = 1; emit_sound_at(swordslicesound, victim->coords); } - //victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity+=relative*damagemult*200; + //victim->jointVel(abdomen)+=relative*damagemult*200; if (tutoriallevel != 1) { victim->frameTarget = 0; victim->animTarget = staggerbackhardanim; @@ -2813,10 +2805,10 @@ void Person::DoAnimations() XYZ footvel, footpoint; footvel = 0; if (skeleton.free) { - footpoint = (victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position + victim->skeleton.joints[victim->skeleton.jointlabels[neck]].position) / 2 * victim->scale + victim->coords; + footpoint = (victim->jointPos(abdomen) + victim->jointPos(neck)) / 2 * victim->scale + victim->coords; } if (!skeleton.free) { - footpoint = DoRotation((victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position + victim->skeleton.joints[victim->skeleton.jointlabels[neck]].position) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords; + footpoint = DoRotation((victim->jointPos(abdomen) + victim->jointPos(neck)) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords; } if (bloodtoggle) Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3); @@ -2866,8 +2858,8 @@ void Person::DoAnimations() victim->weaponstuck = 0; } victim->weaponactive = -1; - for (i = 0; i < numplayers; i++) { - player[i].wentforweapon = 0; + for (unsigned i = 0; i < Person::players.size(); i++) { + Person::players[i]->wentforweapon = 0; } } @@ -2894,11 +2886,11 @@ void Person::DoAnimations() relative = DoRotation(relative, 0, 90, 0); relative.y -= 1; Normalise(&relative); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int 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) { @@ -2927,11 +2919,11 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); relative = DoRotation(relative, 0, -90, 0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int 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) { @@ -2959,7 +2951,7 @@ void Person::DoAnimations() victim->skeleton.free = 1; victim->skeleton.broken = 0; - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velchange = 0; victim->skeleton.joints[i].locked = 0; //victim->skeleton.joints[i].velocity=0; @@ -2975,18 +2967,18 @@ void Person::DoAnimations() relative.y = -1; Normalise(&relative); if (!victim->dead) { - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { 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++) { + for (int 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) { @@ -3017,10 +3009,10 @@ void Person::DoAnimations() DoBlood(.2, 250); } victim->RagDoll(0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int 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.); } @@ -3036,10 +3028,10 @@ void Person::DoAnimations() } else { if (victim->damage >= victim->damagetolerance) victim->RagDoll(0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int 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; @@ -3060,7 +3052,9 @@ void Person::DoAnimations() } 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; @@ -3075,12 +3069,12 @@ void Person::DoAnimations() if (animation[victim->animTarget].height == middleheight || animation[victim->animCurrent].height == middleheight || victim->damage >= victim->damagetolerance - 40) { victim->RagDoll(0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 15; } relative = DoRotation(relative, 0, -90, 0); relative.y += .1; - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; 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; } @@ -3090,15 +3084,15 @@ void Person::DoAnimations() } else { if (victim->damage >= victim->damagetolerance) victim->RagDoll(0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 10; } relative = DoRotation(relative, 0, -90, 0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; 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; } - 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; @@ -3138,10 +3132,10 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); //relative=DoRotation(relative,0,-90,0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int 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); @@ -3151,7 +3145,7 @@ void Person::DoAnimations() if ((animTarget == swordslashreversalanim || animTarget == knifeslashreversalanim || animTarget == staffhitreversalanim || animTarget == staffspinhitreversalanim) && animation[animTarget].label[frameCurrent] == 5) { if (victim->weaponactive != -1 && victim->num_weapons > 0) { - if (weapons[victim->weaponids[victim->weaponactive]].owner == victim->id) { + if (weapons[victim->weaponids[victim->weaponactive]].owner == int(victim->id)) { weapons[victim->weaponids[victim->weaponactive]].owner = id; weaponactive = 0; if (num_weapons > 0) { @@ -3184,10 +3178,10 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); //relative=DoRotation(relative,0,-90,0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int 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); @@ -3215,10 +3209,10 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); //relative=DoRotation(relative,0,-90,0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int 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); @@ -3233,17 +3227,17 @@ void Person::DoAnimations() Normalise(&relative); //relative*=-1; relative.y -= .1; - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int 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); @@ -3285,17 +3279,17 @@ void Person::DoAnimations() Normalise(&relative); //relative*=-1; relative.y -= .1; - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int 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); } @@ -3317,10 +3311,10 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); relative = DoRotation(relative, 0, -90, 0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int 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); @@ -3338,7 +3332,7 @@ void Person::DoAnimations() Normalise(&relative); if (victim->id == 0) relative /= 30; - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } //victim->DoDamage(1000); @@ -3381,7 +3375,7 @@ void Person::DoAnimations() 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; @@ -3422,12 +3416,12 @@ void Person::DoAnimations() if (hasvictim && (animTarget == knifefollowanim || animTarget == knifesneakattackanim) && animation[animTarget].label[frameCurrent] == 6) { escapednum = 0; victim->velocity = 0; - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity = 0; } if (animTarget == knifefollowanim) { victim->RagDoll(0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity = 0; } } @@ -3480,7 +3474,7 @@ void Person::DoAnimations() if (hasvictim && animTarget == swordsneakattackanim && animation[animTarget].label[frameCurrent] == 6) { escapednum = 0; victim->velocity = 0; - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity = 0; } if (weaponactive != -1) { @@ -3549,10 +3543,10 @@ void Person::DoAnimations() relative = DoRotation(relative, 0, 90, 0); relative.y = .5; Normalise(&relative); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int 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); @@ -3570,10 +3564,10 @@ void Person::DoAnimations() relative = DoRotation(relative, 0, 90, 0); relative.y = .5; Normalise(&relative); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int 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)) @@ -3683,10 +3677,10 @@ void Person::DoAnimations() 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 (unsigned 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; @@ -3694,7 +3688,7 @@ void Person::DoAnimations() } } if (closestdist > 0 && closest >= 0 && closestdist < 16) { - victim = &player[closest]; + victim = Person::players[closest]; animTarget = walljumprightkickanim; frameTarget = 0; XYZ rotatetarget = victim->coords - coords; @@ -3741,10 +3735,10 @@ void Person::DoAnimations() 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 (unsigned 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; @@ -3752,7 +3746,7 @@ void Person::DoAnimations() } } if (closestdist > 0 && closest >= 0 && closestdist < 16) { - victim = &player[closest]; + victim = Person::players[closest]; animTarget = walljumpleftkickanim; frameTarget = 0; XYZ rotatetarget = victim->coords - coords; @@ -3870,7 +3864,7 @@ void Person::DoAnimations() 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) { @@ -3879,7 +3873,7 @@ void Person::DoAnimations() 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; } } @@ -3893,7 +3887,7 @@ void Person::DoAnimations() 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; @@ -4038,18 +4032,18 @@ void Person::DoAnimations() } if (animCurrent != oldanimCurrent || animTarget != oldanimTarget || ((frameCurrent != oldframeCurrent || frameTarget != oldframeTarget) && !calcrot)) { //Old rotates - for (i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.num_joints; i++) { skeleton.joints[i].position = animation[animCurrent].position[i][frameCurrent]; } skeleton.FindForwards(); - for (i = 0; i < skeleton.num_muscles; i++) { + for (int i = 0; i < skeleton.num_muscles; i++) { if (skeleton.muscles[i].visible) { skeleton.FindRotationMuscle(i, animTarget); } } - for (i = 0; i < skeleton.num_muscles; i++) { + for (int i = 0; i < skeleton.num_muscles; 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; @@ -4061,18 +4055,18 @@ void Person::DoAnimations() } //New rotates - for (i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.num_joints; i++) { skeleton.joints[i].position = animation[animTarget].position[i][frameTarget]; } skeleton.FindForwards(); - for (i = 0; i < skeleton.num_muscles; i++) { + for (int i = 0; i < skeleton.num_muscles; i++) { if (skeleton.muscles[i].visible) { skeleton.FindRotationMuscle(i, animTarget); } } - for (i = 0; i < skeleton.num_muscles; i++) { + for (int i = 0; i < skeleton.num_muscles; 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; @@ -4097,12 +4091,12 @@ void Person::DoAnimations() oldframeTarget = frameTarget; oldframeCurrent = frameCurrent; - for (i = 0; i < skeleton.num_joints; i++) { + 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); } offset = currentoffset * (1 - target) + targetoffset * target; - for (i = 0; i < skeleton.num_muscles; i++) { + for (int i = 0; i < skeleton.num_muscles; 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); @@ -4174,7 +4168,7 @@ void Person::DoStuff() flamedelay -= multiplier; parriedrecently -= multiplier; if (!victim) { - victim = this; + victim = this->shared_from_this(); hasvictim = 0; } @@ -4193,7 +4187,7 @@ void Person::DoStuff() 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; } } @@ -4287,13 +4281,13 @@ void Person::DoStuff() 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) { @@ -4312,13 +4306,13 @@ void Person::DoStuff() 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; @@ -4344,8 +4338,8 @@ void Person::DoStuff() weaponstuck = 0; } weaponactive = -1; - for (i = 0; i < numplayers; i++) { - player[i].wentforweapon = 0; + for (unsigned i = 0; i < Person::players.size(); i++) { + Person::players[i]->wentforweapon = 0; } if (id == 0) { @@ -4362,7 +4356,7 @@ void Person::DoStuff() } dead = 2; if (animTarget == knifefollowedanim && !skeleton.free) { - for (i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.num_joints; i++) { skeleton.joints[i].velocity = 0; skeleton.joints[i].velocity.y = -2; } @@ -4536,9 +4530,9 @@ void Person::DoStuff() 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); @@ -4770,8 +4764,8 @@ void Person::DoStuff() weaponstuck = 0; } weaponactive = -1; - for (i = 0; i < numplayers; i++) { - player[i].wentforweapon = 0; + for (unsigned i = 0; i < Person::players.size(); i++) { + Person::players[i]->wentforweapon = 0; } } @@ -4812,7 +4806,7 @@ void Person::DoStuff() dead = 0; skeleton.free = 1; damage -= 20; - for (i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.num_joints; i++) { skeleton.joints[i].velocity = 0; } } @@ -4836,8 +4830,8 @@ void Person::DoStuff() weaponstuck = 0; } weaponactive = -1; - for (i = 0; i < numplayers; i++) { - player[i].wentforweapon = 0; + for (unsigned i = 0; i < Person::players.size(); i++) { + Person::players[i]->wentforweapon = 0; } } @@ -4904,9 +4898,9 @@ void Person::DoStuff() } average /= multiplier; - //velocity=skeleton.joints[skeleton.jointlabels[groin]].velocity*scale; + //velocity=jointVel(groin)*scale; velocity = 0; - for (i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.num_joints; i++) { velocity += skeleton.joints[i].velocity * scale; } velocity /= skeleton.num_joints; @@ -4927,7 +4921,7 @@ void Person::DoStuff() } 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); @@ -4945,7 +4939,7 @@ void Person::DoStuff() } 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) { @@ -4988,18 +4982,18 @@ void Person::DoStuff() 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); @@ -5010,7 +5004,7 @@ void Person::DoStuff() yaw = targetyaw; frameTarget = 0; - // frameTarget=2; + // frameTarget=2; animTarget = flipanim; crouchtogglekeydown = 1; target = 0; @@ -5024,7 +5018,7 @@ void Person::DoStuff() //if(middle.y>0)targetoffset.y=middle.y+1; - for (i = 0; i < skeleton.num_joints; i++) { + 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); } @@ -5041,18 +5035,18 @@ void Person::DoStuff() 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); @@ -5115,7 +5109,7 @@ void Person::DoStuff() if (middle.y > 0 && animTarget != rollanim) targetoffset.y = middle.y + 1; - for (i = 0; i < skeleton.num_joints; i++) { + 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); } @@ -5321,7 +5315,7 @@ void Person::DoStuff() 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) @@ -5471,7 +5465,9 @@ void Person::DoStuff() 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); } } @@ -5874,6 +5870,48 @@ void Person::DoStuff() } } + +/* EFFECT + * inverse kinematics helper function + */ +void IKHelper(Person *p, float interp) +{ + XYZ point, newpoint, change, change2; + float heightleft, heightright; + + // TODO: implement localToWorld and worldToLocal + // but keep in mind it won't be the same math if player is ragdolled or something + // - localToWorldStanding / worldToLocalStanding (or crouching or...?) + // then comb through code for places where to use it + + // point = localToWorld(jointPos(leftfoot)) + point = DoRotation(p->jointPos(leftfoot), 0, p->yaw, 0) * p->scale + p->coords; + // adjust height of foot + heightleft = terrain.getHeight(point.x, point.z) + .04; + point.y = heightleft; + change = p->jointPos(leftankle) - p->jointPos(leftfoot); + change2 = p->jointPos(leftknee) - p->jointPos(leftfoot); + // jointPos(leftfoot) = interpolate(worldToLocal(point), jointPos(leftfoot), interp) + p->jointPos(leftfoot) = DoRotation((point - p->coords) / p->scale, 0, -p->yaw, 0) * interp + p->jointPos(leftfoot) * (1 - interp); + // move ankle along with foot + p->jointPos(leftankle) = p->jointPos(leftfoot) + change; + // average knee pos between old and new pos + p->jointPos(leftknee) = (p->jointPos(leftfoot) + change2) / 2 + (p->jointPos(leftknee)) / 2; + + // do same as above for right leg + point = DoRotation(p->jointPos(rightfoot), 0, p->yaw, 0) * p->scale + p->coords; + heightright = terrain.getHeight(point.x, point.z) + .04; + point.y = heightright; + change = p->jointPos(rightankle) - p->jointPos(rightfoot); + change2 = p->jointPos(rightknee) - p->jointPos(rightfoot); + p->jointPos(rightfoot) = DoRotation((point - p->coords) / p->scale, 0, -p->yaw, 0) * interp + p->jointPos(rightfoot) * (1 - interp); + p->jointPos(rightankle) = p->jointPos(rightfoot) + change; + p->jointPos(rightknee) = (p->jointPos(rightfoot) + change2) / 2 + (p->jointPos(rightknee)) / 2; + + // fix up skeleton now that we've moved body parts? + p->skeleton.DoConstraints(&p->coords, &p->scale); +} + /* EFFECT * MONSTER * TODO: ??? @@ -5938,134 +5976,31 @@ int Person::DrawSkeleton() static int start, endthing; if ((dead != 2 || skeleton.free != 2) && updatedelay <= 0) { if (!isSleeping() && !isSitting()) { - if (onterrain && ((isIdle() || isCrouch() || isLanding() || isLandhard() || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim) && (wasIdle() || wasCrouch() || wasLanding() || wasLandhard() || animCurrent == drawrightanim || animCurrent == drawleftanim || animCurrent == crouchdrawrightanim)) && !skeleton.free) { - XYZ point, newpoint, change, change2; - 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 { @@ -6086,32 +6021,37 @@ int Person::DrawSkeleton() skeleton.drawmodelclothes.vertex[i] = 0; skeleton.drawmodelclothes.vertex[i].y = 999; } - for (i = 0; i < skeleton.num_muscles; i++) { + for (int 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; @@ -6119,7 +6059,7 @@ int Person::DrawSkeleton() 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) @@ -6141,24 +6081,26 @@ int Person::DrawSkeleton() 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; @@ -6171,24 +6113,25 @@ int Person::DrawSkeleton() } 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; @@ -6202,7 +6145,7 @@ int Person::DrawSkeleton() 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) @@ -6220,24 +6163,25 @@ int Person::DrawSkeleton() 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; @@ -6278,7 +6222,7 @@ int Person::DrawSkeleton() 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); @@ -6296,19 +6240,23 @@ int Person::DrawSkeleton() 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(); @@ -6438,7 +6386,7 @@ int Person::DrawSkeleton() } 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++) { @@ -6451,25 +6399,25 @@ int Person::DrawSkeleton() 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; @@ -6478,9 +6426,9 @@ int Person::DrawSkeleton() } 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; @@ -6515,7 +6463,7 @@ int Person::DrawSkeleton() 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); @@ -6534,7 +6482,7 @@ int Person::DrawSkeleton() 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); @@ -6578,7 +6526,7 @@ int Person::DrawSkeleton() 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); @@ -6601,7 +6549,7 @@ int Person::DrawSkeleton() 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); @@ -6691,16 +6639,16 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, intersecting = 1; if (!intersecting) intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[0]], - &model->vertex[model->Triangles[j].vertex[1]], - p1, &radius); + &model->vertex[model->Triangles[j].vertex[1]], + p1, &radius); if (!intersecting) intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[1]], - &model->vertex[model->Triangles[j].vertex[2]], - p1, &radius); + &model->vertex[model->Triangles[j].vertex[2]], + p1, &radius); if (!intersecting) intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[0]], - &model->vertex[model->Triangles[j].vertex[2]], - p1, &radius); + &model->vertex[model->Triangles[j].vertex[2]], + p1, &radius); end = *p1 - point; if (dotproduct(&model->facenormals[j], &end) > 0 && intersecting) { start = *p1; @@ -6758,21 +6706,21 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, XYZ &v1 = model->vertex[model->Triangles[j].vertex[1]]; XYZ &v2 = model->vertex[model->Triangles[j].vertex[2]]; distance = abs((model->facenormals[j].x * start.x) - + (model->facenormals[j].y * start.y) - + (model->facenormals[j].z * start.z) - - ((model->facenormals[j].x * v0.x) - + (model->facenormals[j].y * v0.y) - + (model->facenormals[j].z * v0.z))); + + (model->facenormals[j].y * start.y) + + (model->facenormals[j].z * start.z) + - ((model->facenormals[j].x * v0.x) + + (model->facenormals[j].y * v0.y) + + (model->facenormals[j].z * v0.z))); if (distance < radius * .5) { point = start - model->facenormals[j] * distance; if (PointInTriangle( &point, model->facenormals[j], &v0, &v1, &v2)) intersecting = 1; if (!intersecting) - intersecting = sphere_line_intersection(v0.x,v0.y,v0.z, v1.x,v1.y,v1.z, p1->x, p1->y, p1->z, radius / 2); + intersecting = sphere_line_intersection(v0.x, v0.y, v0.z, v1.x, v1.y, v1.z, p1->x, p1->y, p1->z, radius / 2); if (!intersecting) - intersecting = sphere_line_intersection(v1.x,v1.y,v1.z, v2.x,v2.y,v2.z, p1->x, p1->y, p1->z, radius / 2); + intersecting = sphere_line_intersection(v1.x, v1.y, v1.z, v2.x, v2.y, v2.z, p1->x, p1->y, p1->z, radius / 2); if (!intersecting) - intersecting = sphere_line_intersection(v0.x,v0.y,v0.z, v2.x,v2.y,v2.z, p1->x, p1->y, p1->z, radius / 2); + intersecting = sphere_line_intersection(v0.x, v0.y, v0.z, v2.x, v2.y, v2.z, p1->x, p1->y, p1->z, radius / 2); end = *p1 - point; if (dotproduct(&model->facenormals[j], &end) > 0 && intersecting) { if ((animTarget == jumpdownanim || animTarget == jumpupanim || isFlip())) {