X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FPerson.cpp;h=2f92f88e93a61f389e1c5fee71bccd412fc94c72;hb=dcfcaa86f46665886448d5aa6766b39c9e1c01b8;hp=5b46706ccfceefd81ade2d9f60ebd44ab0f14c4e;hpb=15636b33cb62d23b686f6620067a597cb11934ea;p=lugaru.git diff --git a/Source/Person.cpp b/Source/Person.cpp index 5b46706..2f92f88 100644 --- a/Source/Person.cpp +++ b/Source/Person.cpp @@ -1,22 +1,21 @@ /* Copyright (C) 2003, 2010 - Wolfire Games +Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file) This file is part of Lugaru. -Lugaru is free software; you can redistribute it and/or -modify it under the terms of the GNU General Public License -as published by the Free Software Foundation; either version 2 -of the License, or (at your option) any later version. +Lugaru is free software; you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation; either version 2 of the License, or +(at your option) any later version. -This program is distributed in the hope that it will be useful, +Lugaru is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. - -See the GNU General Public License for more details. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. You should have received a copy of the GNU General Public License -along with this program; if not, write to the Free Software -Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +along with Lugaru. If not, see . */ /**> HEADER FILES <**/ @@ -44,7 +43,6 @@ extern GLubyte bloodText[512 * 512 * 3]; extern GLubyte wolfbloodText[512 * 512 * 3]; extern int bloodtoggle; extern Objects objects; -extern bool osx; extern bool autoslomo; extern float camerashake; extern float woozy; @@ -83,13 +81,7 @@ extern int indialogue; extern bool gamestarted; -Person player[maxplayers]; - -/* convenience functions - */ -Joint& Person::joint(int bodypart) { return skeleton.joints[skeleton.jointlabels[bodypart]]; } -XYZ& Person::jointPos(int bodypart) { return joint(bodypart).position; } -XYZ& Person::jointVel(int bodypart) { return joint(bodypart).velocity; } +std::vector> Person::players(1, std::shared_ptr(new Person())); /* EFFECT * @@ -101,7 +93,7 @@ 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 @@ -151,7 +143,7 @@ void Person::CheckKick() victim->oldcoords = victim->coords; coords = victim->coords; victim->targetyaw = targetyaw; - victim->victim = this; + victim->victim = this->shared_from_this(); } } @@ -168,14 +160,13 @@ void Person::CatchFire() int howmany; for (int i = 0; i < 10; i++) { howmany = abs(Random() % (skeleton.num_joints)); - if (!skeleton.free) - flatvelocity = velocity; - if (skeleton.free) + if (skeleton.free) { flatvelocity = skeleton.joints[howmany].velocity; - if (!skeleton.free) - flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; - if (skeleton.free) flatfacing = skeleton.joints[howmany].position * scale + coords; + } else { + flatvelocity = velocity; + flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; + } Sprite::MakeSprite(flamesprite, flatfacing, flatvelocity, 1, 1, 1, 2, 1); } @@ -197,8 +188,10 @@ 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; @@ -316,29 +309,21 @@ void Person::DoBlood(float howmuch, int which) // FIXME: should abstract out inputs static int bleedxint, bleedyint; static XYZ bloodvel; - //if(howmuch&&id==0)blooddimamount=1; if (bloodtoggle && tutoriallevel != 1) { if (bleeding <= 0 && spurt) { spurt = 0; for (int i = 0; i < 3; i++) { // emit blood particles bloodvel = 0; - if (!skeleton.free) { - bloodvel.z = 10; - bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; - } if (skeleton.free) { bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0); - } - if (skeleton.free) 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, 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) { + } else { + bloodvel.z = 10; + bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; + bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; 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); } @@ -431,7 +416,6 @@ void Person::DoBloodBig(float howmuch, int which) envsoundvol[numenvsounds] = 16; envsoundlife[numenvsounds] = .4; numenvsounds++; - //if(i==2)whichsound=rabbitpain2sound; } if (whichsound != -1) @@ -454,22 +438,15 @@ void Person::DoBloodBig(float howmuch, int which) // emit blood particles // FIXME: copypaste from above bloodvel = 0; - if (!skeleton.free) { - bloodvel.z = 10; - bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; - } if (skeleton.free) { bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0); - } - if (skeleton.free) 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, 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) { + } else { + bloodvel.z = 10; + bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; + bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; 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); } @@ -510,7 +487,7 @@ void Person::DoBloodBig(float howmuch, int which) if (creature == rabbittype) for (i = 0; i < 512; i++) { for (j = 0; j < 512; j++) { - if (bloodText[i*512*3 + j*3 + 0] <= which + 4 && bloodText[i*512*3 + j*3 + 0] >= which - 4) { + if (bloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && bloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) { if (i < startx) startx = i; if (j < starty) starty = j; if (i > endx) endx = i; @@ -521,7 +498,7 @@ 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; @@ -632,7 +609,6 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) static float rotationpoint; static int whichtri; static XYZ p1, p2, p3, p0; - static XYZ N, temp; XYZ bary; XYZ gxx, gyy; float coordsx, coordsy; @@ -657,13 +633,6 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) p1 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[whichtri].vertex[0]]; p2 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[whichtri].vertex[1]]; p3 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[whichtri].vertex[2]]; - /* - CrossProduct(p2-p1,p3-p1,&N); - CrossProduct(p0-p1,p3-p1,&temp); - s = dotproduct(&temp,&N)/findLength(&N); - CrossProduct(p2-p1,p1-p0,&temp); - t = dotproduct(&temp,&N)/findLength(&N); - r = 1 - (s + t);*/ bary.x = distsq(&p0, &p1); bary.y = distsq(&p0, &p2); @@ -693,31 +662,21 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) coordsx = skeleton.drawmodel.Triangles[whichtri].gx[0] * bary.x + skeleton.drawmodel.Triangles[whichtri].gx[1] * bary.y + skeleton.drawmodel.Triangles[whichtri].gx[2] * bary.z; coordsy = skeleton.drawmodel.Triangles[whichtri].gy[0] * bary.x + skeleton.drawmodel.Triangles[whichtri].gy[1] * bary.y + skeleton.drawmodel.Triangles[whichtri].gy[2] * bary.z; - //coordsx=skeleton.drawmodel.Triangles[whichtri].gx[1]; - //coordsy=skeleton.drawmodel.Triangles[whichtri].gy[1]; - if (bleeding <= 0 && spurt) { spurt = 0; for (int i = 0; i < 3; i++) { // emit blood particles // FIXME: more copypaste code bloodvel = 0; - if (!skeleton.free) { - bloodvel.z = 10; - bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; - } if (skeleton.free) { bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0); - } - if (skeleton.free) 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, 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) { + } else { + bloodvel.z = 10; + bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; + bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; 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); } @@ -727,15 +686,6 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) // texture manipulation follows int offsetx = 0, offsety = 0; - /*if(which==225){ - offsety=Random()%40; - offsetx=abs(Random()%120); - } - if(which==220||which==215){ - offsety=Random()%20; - offsetx=abs(Random()%80); - }*/ - //which=220; offsetx = (1 + coordsy) * 512 - 291; offsety = coordsx * 512 - 437; @@ -910,15 +860,10 @@ void Person::Reverse() if (animTarget == staffhitanim && distsq(&victim->coords, &coords) < 2 && ((victim->id == 0 && victim->crouchkeydown) || Random() % 4 == 0)) { if (victim->weaponactive != -1) { victim->throwtogglekeydown = 1; - weapons[victim->weaponids[0]].owner = -1; - weapons[victim->weaponids[0]].velocity = victim->velocity * .2; - if (weapons[victim->weaponids[0]].velocity.x == 0) - weapons[victim->weaponids[0]].velocity.x = .1; - weapons[victim->weaponids[0]].tipvelocity = weapons[victim->weaponids[0]].velocity; - weapons[victim->weaponids[0]].missed = 1; - weapons[victim->weaponids[0]].freetime = 0; - weapons[victim->weaponids[0]].firstfree = 1; - weapons[victim->weaponids[0]].physics = 1; + XYZ tempVelocity = victim->velocity * .2; + if (tempVelocity.x == 0) + tempVelocity.x = .1; + weapons[victim->weaponids[0]].drop(tempVelocity, tempVelocity, false); victim->num_weapons--; if (victim->num_weapons) { victim->weaponids[0] = victim->weaponids[victim->num_weapons]; @@ -927,8 +872,8 @@ 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; } } @@ -940,15 +885,10 @@ void Person::Reverse() if (animTarget == staffspinhitanim && distsq(&victim->coords, &coords) < 2 && ((victim->id == 0 && victim->crouchkeydown) || Random() % 2 == 0)) { if (victim->weaponactive != -1) { victim->throwtogglekeydown = 1; - weapons[victim->weaponids[0]].owner = -1; - weapons[victim->weaponids[0]].velocity = victim->velocity * .2; - if (weapons[victim->weaponids[0]].velocity.x == 0) - weapons[victim->weaponids[0]].velocity.x = .1; - weapons[victim->weaponids[0]].tipvelocity = weapons[victim->weaponids[0]].velocity; - weapons[victim->weaponids[0]].missed = 1; - weapons[victim->weaponids[0]].freetime = 0; - weapons[victim->weaponids[0]].firstfree = 1; - weapons[victim->weaponids[0]].physics = 1; + XYZ tempVelocity = victim->velocity * .2; + if (tempVelocity.x == 0) + tempVelocity.x = .1; + weapons[victim->weaponids[0]].drop(tempVelocity, tempVelocity, false); victim->num_weapons--; if (victim->num_weapons) { victim->weaponids[0] = victim->weaponids[victim->num_weapons]; @@ -957,8 +897,8 @@ 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; @@ -969,15 +909,10 @@ void Person::Reverse() if (animTarget == swordslashanim && distsq(&victim->coords, &coords) < 2 && ((victim->id == 0 && victim->crouchkeydown) || Random() % 4 == 0)) { if (victim->weaponactive != -1) { victim->throwtogglekeydown = 1; - weapons[victim->weaponids[0]].owner = -1; - weapons[victim->weaponids[0]].velocity = victim->velocity * .2; - if (weapons[victim->weaponids[0]].velocity.x == 0) - weapons[victim->weaponids[0]].velocity.x = .1; - weapons[victim->weaponids[0]].tipvelocity = weapons[victim->weaponids[0]].velocity; - weapons[victim->weaponids[0]].missed = 1; - weapons[victim->weaponids[0]].freetime = 0; - weapons[victim->weaponids[0]].firstfree = 1; - weapons[victim->weaponids[0]].physics = 1; + XYZ tempVelocity = victim->velocity * .2; + if (tempVelocity.x == 0) + tempVelocity.x = .1; + weapons[victim->weaponids[0]].drop(tempVelocity, tempVelocity, false); victim->num_weapons--; if (victim->num_weapons) { victim->weaponids[0] = victim->weaponids[victim->num_weapons]; @@ -986,8 +921,8 @@ 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; @@ -998,15 +933,10 @@ void Person::Reverse() if (animTarget == knifeslashstartanim && distsq(&victim->coords, &coords) < 2 && (victim->id == 0 || Random() % 4 == 0)) { if (victim->weaponactive != -1) { victim->throwtogglekeydown = 1; - weapons[victim->weaponids[0]].owner = -1; - weapons[victim->weaponids[0]].velocity = victim->velocity * .2; - if (weapons[victim->weaponids[0]].velocity.x == 0) - weapons[victim->weaponids[0]].velocity.x = .1; - weapons[victim->weaponids[0]].tipvelocity = weapons[victim->weaponids[0]].velocity; - weapons[victim->weaponids[0]].missed = 1; - weapons[victim->weaponids[0]].freetime = 0; - weapons[victim->weaponids[0]].firstfree = 1; - weapons[victim->weaponids[0]].physics = 1; + XYZ tempVelocity = victim->velocity * .2; + if (tempVelocity.x == 0) + tempVelocity.x = .1; + weapons[victim->weaponids[0]].drop(tempVelocity, tempVelocity, false); victim->num_weapons--; if (victim->num_weapons) { victim->weaponids[0] = victim->weaponids[victim->num_weapons]; @@ -1015,8 +945,8 @@ 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; @@ -1024,7 +954,7 @@ void Person::Reverse() victim->animCurrent = knifeslashreversalanim; victim->animTarget = knifeslashreversalanim; } - if (animTarget != knifeslashstartanim && animTarget != staffhitanim && animTarget != staffspinhitanim && animTarget != winduppunchanim && animTarget != wolfslapanim && animTarget != swordslashanim && animTarget != swordslashanim) { + if (animTarget != knifeslashstartanim && animTarget != staffhitanim && animTarget != staffspinhitanim && animTarget != winduppunchanim && animTarget != wolfslapanim && animTarget != swordslashanim) { victim->targettilt2 = targettilt2; victim->frameCurrent = frameCurrent; victim->frameTarget = frameTarget; @@ -1034,14 +964,14 @@ 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) { @@ -1049,7 +979,7 @@ 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) { @@ -1059,7 +989,7 @@ 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) { @@ -1081,16 +1011,9 @@ void Person::Reverse() victim->animTarget = staggerbackhighanim; victim->targetyaw = targetyaw + 180; victim->target = 0; - weapons[victim->weaponids[0]].owner = -1; aim = DoRotation(facing, 0, 90, 0) * 21; aim.y += 7; - weapons[victim->weaponids[0]].velocity = aim * -.2; - weapons[victim->weaponids[0]].tipvelocity = aim; - weapons[victim->weaponids[0]].missed = 1; - weapons[victim->weaponids[0]].hitsomething = 0; - weapons[victim->weaponids[0]].freetime = 0; - weapons[victim->weaponids[0]].firstfree = 1; - weapons[victim->weaponids[0]].physics = 1; + weapons[victim->weaponids[0]].drop(aim * -.2, aim); victim->num_weapons--; if (victim->num_weapons) { victim->weaponids[0] = victim->weaponids[num_weapons]; @@ -1098,8 +1021,8 @@ 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; } } @@ -1124,16 +1047,9 @@ void Person::Reverse() animTarget = staggerbackhighanim; targetyaw = targetyaw + 180; target = 0; - weapons[weaponids[0]].owner = -1; aim = DoRotation(facing, 0, 90, 0) * 21; aim.y += 7; - weapons[weaponids[0]].velocity = aim * -.2; - weapons[weaponids[0]].tipvelocity = aim; - weapons[weaponids[0]].hitsomething = 0; - weapons[weaponids[0]].missed = 1; - weapons[weaponids[0]].freetime = 0; - weapons[weaponids[0]].firstfree = 1; - weapons[weaponids[0]].physics = 1; + weapons[victim->weaponids[0]].drop(aim * -.2, aim); num_weapons--; if (num_weapons) { weaponids[0] = weaponids[num_weapons]; @@ -1141,8 +1057,8 @@ 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; } @@ -1256,14 +1172,13 @@ void Person::DoDamage(float howmuch) XYZ flatvelocity2; XYZ flatfacing2; for (int i = 0; i < skeleton.num_joints; i++) { - if (!skeleton.free) - flatvelocity2 = velocity; - if (skeleton.free) + if (skeleton.free) { flatvelocity2 = skeleton.joints[i].velocity; - if (!skeleton.free) - flatfacing2 = DoRotation(DoRotation(DoRotation(skeleton.joints[i].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; - if (skeleton.free) flatfacing2 = skeleton.joints[i].position * scale + coords; + } else { + flatvelocity2 = velocity; + flatfacing2 = DoRotation(DoRotation(DoRotation(skeleton.joints[i].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; + } flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10; flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10; flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10; @@ -1277,10 +1192,6 @@ void Person::DoDamage(float howmuch) skeleton.free = 2; DoDamage(10000); RagDoll(0); - /*if(autoslomo){ - slomo=1; - slomodelay=.2; - }*/ if (!dead && creature == wolftype) { award_bonus(0, Wolfbonus); } @@ -1314,7 +1225,6 @@ void Person::DoDamage(float howmuch) envsoundvol[numenvsounds] = 16; envsoundlife[numenvsounds] = .4; numenvsounds++; - //if(i==2)whichsound=rabbitpain2sound; } if (whichsound != -1) { @@ -1322,9 +1232,6 @@ void Person::DoDamage(float howmuch) } } speechdelay = .3; - - //if(permanentdamage>=damagetolerance&&howmuch<50)permanentdamage=damagetolerance-1; - //if(damage>=damagetolerance&&howmuch<30&&!dead)damage=damagetolerance-1; } /* EFFECT @@ -1414,8 +1321,7 @@ 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); } @@ -1461,19 +1367,18 @@ 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); if (!isnormal(skeleton.joints[i].position.x)) skeleton.joints[i].position = DoRotation(skeleton.joints[i].position, 0, yaw, 0); - if (!isnormal(skeleton.joints[i].position.x)) skeleton.joints[i].position = skeleton.joints[i].position; if (!isnormal(skeleton.joints[i].position.x)) skeleton.joints[i].position = coords; skeleton.joints[i].position.y += .1; skeleton.joints[i].oldposition = skeleton.joints[i].position; 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; } @@ -1494,7 +1399,7 @@ 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 @@ -1547,7 +1452,7 @@ 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; @@ -1555,15 +1460,8 @@ void Person::RagDoll(bool checkcollision) // drop weapon if (Random() % 2 == 0) { if (weaponactive != -1 && animTarget != rabbitkickanim && num_weapons > 0) { - weapons[weaponids[0]].owner = -1; - weapons[weaponids[0]].hitsomething = 0; - weapons[weaponids[0]].velocity = jointVel(righthand) * scale * -.3; + weapons[weaponids[0]].drop(jointVel(righthand) * scale * -.3, jointVel(righthand) * scale); weapons[weaponids[0]].velocity.x += .01; - weapons[weaponids[0]].tipvelocity = jointVel(righthand) * scale; - weapons[weaponids[0]].missed = 1; - weapons[weaponids[0]].freetime = 0; - weapons[weaponids[0]].firstfree = 1; - weapons[weaponids[0]].physics = 1; num_weapons--; if (num_weapons) { weaponids[0] = weaponids[num_weapons]; @@ -1571,8 +1469,8 @@ 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; } } } @@ -1689,7 +1587,6 @@ void Person::setAnimation(int animation) void Person::DoAnimations() { if (!skeleton.free) { - int i = 0; static float oldtarget; if (isIdle() && animCurrent != getIdle()) @@ -1764,7 +1661,6 @@ void Person::DoAnimations() } if (animTarget == rabbittacklinganim && frameTarget == 1) { - //if(victim->aitype==attacktypecutoff&&Random()%2==0&&victim->stunned<=0&&animation[victim->animTarget].attack==neutral&&victim->id!=0)Reverse(); if (victim->aitype == attacktypecutoff && victim->stunned <= 0 && victim->surprised <= 0 && victim->id != 0) Reverse(); if (animTarget == rabbittacklinganim && frameTarget == 1 && !victim->isCrouch() && victim->animTarget != backhandspringanim) { @@ -1841,12 +1737,12 @@ 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) @@ -1883,25 +1779,22 @@ 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; } - //if(animation[animTarget].attack==neutral)whichsound=movewhooshsound; } - //else if(animation[animTarget].label[frameTarget]==4)whichsound=knifeswishsound; - //if(animation[animTarget].label[frameTarget]==8)whichsound=landsound2; if (whichsound != -1) { emit_sound_at(whichsound, coords); @@ -1922,7 +1815,7 @@ 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) { @@ -1930,33 +1823,27 @@ void Person::DoAnimations() emit_sound_at(knifedrawsound, coords, 128.); } - weaponactive = 0; - weapons[i].owner = id; - if (num_weapons > 0) { - weaponids[num_weapons] = weaponids[0]; - } - num_weapons++; - weaponids[0] = i; + takeWeapon(i); } } } } 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; } } @@ -1967,10 +1854,8 @@ void Person::DoAnimations() emit_sound_at(knifedrawsound, coords, 128.); } } - 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 @@ -1994,7 +1879,7 @@ 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; @@ -2005,21 +1890,16 @@ 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) { - weaponids[num_weapons] = weaponids[0]; - } - num_weapons++; - weaponids[0] = i; + takeWeapon(i); } } } @@ -2065,7 +1945,7 @@ 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; @@ -2084,17 +1964,17 @@ 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; @@ -2122,7 +2002,6 @@ void Person::DoAnimations() if (hasvictim) { damagemult /= victim->damagetolerance / 200; } - //if(onfire)damagemult=3; if ((animation[animTarget].attack == normalattack || animTarget == walljumprightkickanim || animTarget == walljumpleftkickanim) && (!feint) && (victim->skeleton.free != 2 || animTarget == killanim || animTarget == dropkickanim || animTarget == crouchstabanim || animTarget == swordgroundstabanim || animTarget == staffgroundsmashanim)) { if (animTarget == spinkickanim && animation[animTarget].label[frameCurrent] == 5) { if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && 3 && animation[victim->animTarget].height != lowheight) { @@ -2149,10 +2028,10 @@ 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); @@ -2185,10 +2064,10 @@ 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); @@ -2216,10 +2095,10 @@ 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); @@ -2252,10 +2131,10 @@ 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); @@ -2282,10 +2161,10 @@ 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); @@ -2304,7 +2183,7 @@ 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; @@ -2315,14 +2194,14 @@ 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; } } @@ -2338,7 +2217,7 @@ 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); @@ -2347,7 +2226,7 @@ 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; } } @@ -2365,7 +2244,7 @@ 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; @@ -2375,7 +2254,7 @@ 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) @@ -2383,7 +2262,7 @@ 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; @@ -2393,7 +2272,6 @@ void Person::DoAnimations() } if ((animTarget == crouchstabanim || animTarget == swordgroundstabanim) && animation[animTarget].label[frameCurrent] == 5) { - //if(id==0)camerashake+=.4; if (hasvictim) if (!victim->skeleton.free) @@ -2462,7 +2340,7 @@ 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; @@ -2552,7 +2430,7 @@ 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; @@ -2571,7 +2449,7 @@ void Person::DoAnimations() victim->bled = 0; } - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 20; + victim->jointVel(abdomen) += relative * damagemult * 20; } } } @@ -2599,10 +2477,10 @@ 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; @@ -2646,10 +2524,10 @@ 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; @@ -2700,19 +2578,9 @@ void Person::DoAnimations() if (weaponactive != -1) { escapednum = 0; XYZ aim; - weapons[weaponids[0]].owner = -1; - aim = victim->coords + DoRotation(victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position, 0, victim->yaw, 0) * victim->scale + victim->velocity * findDistance(&victim->coords, &coords) / 50 - (coords + DoRotation(jointPos(righthand), 0, yaw, 0) * scale); + aim = victim->coords + DoRotation(victim->jointPos(abdomen), 0, victim->yaw, 0) * victim->scale + victim->velocity * findDistance(&victim->coords, &coords) / 50 - (coords + DoRotation(jointPos(righthand), 0, yaw, 0) * scale); Normalise(&aim); - /*if(victim->animTarget==jumpupanim||victim->animTarget==jumpdownanim){ - aim=DoRotation(aim,(float)abs(Random()%15)-7,(float)abs(Random()%15)-7,0); - }*/ - weapons[weaponids[0]].velocity = aim * 50; - weapons[weaponids[0]].tipvelocity = aim * 50; - weapons[weaponids[0]].missed = 0; - weapons[weaponids[0]].hitsomething = 0; - weapons[weaponids[0]].freetime = 0; - weapons[weaponids[0]].firstfree = 1; - weapons[weaponids[0]].physics = 0; + weapons[weaponids[0]].thrown(aim * 50); num_weapons--; if (num_weapons) { weaponids[0] = weaponids[num_weapons]; @@ -2732,7 +2600,7 @@ void Person::DoAnimations() if (tutoriallevel != 1) { emit_sound_at(knifeslicesound, victim->coords); } - //victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity+=relative*damagemult*200; + //victim->jointVel(abdomen)+=relative*damagemult*200; if (animation[victim->animTarget].attack && (victim->aitype != playercontrolled || victim->animTarget == knifeslashstartanim) && (victim->creature == rabbittype || victim->deathbleeding <= 0)) { if (victim->id != 0 || difficulty == 2) { victim->frameTarget = 0; @@ -2755,10 +2623,9 @@ 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; - } - 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 = (victim->jointPos(abdomen) + victim->jointPos(neck)) / 2 * victim->scale + victim->coords; + } else { + footpoint = DoRotation((victim->jointPos(abdomen) + victim->jointPos(neck)) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords; } if (tutoriallevel != 1) { if (bloodtoggle) @@ -2789,7 +2656,7 @@ void Person::DoAnimations() victim->deathbleeding = 1; emit_sound_at(swordslicesound, victim->coords); } - //victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity+=relative*damagemult*200; + //victim->jointVel(abdomen)+=relative*damagemult*200; if (tutoriallevel != 1) { victim->frameTarget = 0; victim->animTarget = staggerbackhardanim; @@ -2811,10 +2678,9 @@ 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; - } - 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 = (victim->jointPos(abdomen) + victim->jointPos(neck)) / 2 * victim->scale + victim->coords; + } else { + 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); @@ -2847,16 +2713,9 @@ void Person::DoAnimations() victim->animTarget = staggerbackhighanim; victim->targetyaw = targetyaw + 180; victim->target = 0; - weapons[victim->weaponids[0]].owner = -1; aim = DoRotation(facing, 0, 90, 0) * 21; aim.y += 7; - weapons[victim->weaponids[0]].velocity = aim * -.2; - weapons[victim->weaponids[0]].tipvelocity = aim; - weapons[victim->weaponids[0]].missed = 1; - weapons[weaponids[0]].hitsomething = 0; - weapons[victim->weaponids[0]].freetime = 0; - weapons[victim->weaponids[0]].firstfree = 1; - weapons[victim->weaponids[0]].physics = 1; + weapons[victim->weaponids[0]].drop(aim * -.2, aim); victim->num_weapons--; if (victim->num_weapons) { victim->weaponids[0] = victim->weaponids[num_weapons]; @@ -2864,8 +2723,8 @@ 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; } } @@ -2892,11 +2751,11 @@ 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) { @@ -2925,11 +2784,11 @@ 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) { @@ -2957,7 +2816,7 @@ 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; @@ -2973,18 +2832,18 @@ 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) { @@ -3015,10 +2874,10 @@ 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.); } @@ -3034,10 +2893,10 @@ 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; @@ -3058,7 +2917,9 @@ 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; @@ -3073,12 +2934,12 @@ 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; } @@ -3088,15 +2949,15 @@ 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; @@ -3136,10 +2997,10 @@ 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); @@ -3149,18 +3010,11 @@ 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) { - weapons[victim->weaponids[victim->weaponactive]].owner = id; - weaponactive = 0; - if (num_weapons > 0) { - weaponids[num_weapons] = weaponids[victim->weaponactive]; - } - num_weapons++; - weaponids[0] = victim->weaponids[victim->weaponactive]; + if (weapons[victim->weaponids[victim->weaponactive]].owner == int(victim->id)) { + takeWeapon(victim->weaponids[victim->weaponactive]); victim->num_weapons--; if (victim->num_weapons > 0) { victim->weaponids[victim->weaponactive] = victim->weaponids[victim->num_weapons]; - //if(victim->weaponstuck==victim->num_weapons)victim->weaponstuck=0; } victim->weaponactive = -1; } @@ -3181,12 +3035,10 @@ void Person::DoAnimations() relative = victim->coords - oldcoords; 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; - //FootLand(1,2); + victim->jointVel(abdomen) += relative * damagemult * 200; victim->Puff(head); victim->DoDamage(damagemult * 70 / victim->protectionhigh); } @@ -3212,12 +3064,10 @@ void Person::DoAnimations() relative = victim->coords - oldcoords; 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; - //FootLand(1,2); + victim->jointVel(abdomen) += relative * damagemult * 200; victim->Puff(head); victim->DoDamage(damagemult * 70 / victim->protectionhigh); } @@ -3229,19 +3079,18 @@ void Person::DoAnimations() relative = facing; relative.y = 0; 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); @@ -3281,19 +3130,18 @@ void Person::DoAnimations() relative = facing; relative.y = 0; 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); } @@ -3315,11 +3163,10 @@ 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; - //FootLand(1,2); + victim->jointVel(abdomen) += relative * damagemult * 200; victim->Puff(abdomen); victim->DoDamage(damagemult * 30 / victim->protectionhigh); @@ -3336,10 +3183,9 @@ 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); victim->damage = victim->damagetolerance; victim->permanentdamage = victim->damagetolerance - 1; bool doslice; @@ -3373,14 +3219,6 @@ void Person::DoAnimations() if (animTarget == knifefollowanim) victim->DoBloodBig(200, 210); if (animTarget == knifesneakattackanim) { - /*victim->DoBloodBig(200,195); - XYZ bloodvel; - bloodvel=0; - bloodvel.z=20; - bloodvel.y=5; - bloodvel=DoRotation(bloodvel,((float)(Random()%100))/4,yaw+((float)(Random()%100))/4,0)*scale; - Sprite::MakeSprite(bloodsprite, DoRotation(jointPos(neck),0,yaw,0)*scale+coords,bloodvel, 1,1,1, .05, 1); - */ XYZ footvel, footpoint; footvel = 0; footpoint = weapons[weaponids[0]].tippoint; @@ -3420,12 +3258,12 @@ 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; } } @@ -3478,7 +3316,7 @@ 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) { @@ -3540,17 +3378,16 @@ void Person::DoAnimations() victim->Puff(neck); XYZ relative; - //relative=victim->coords-oldcoords; relative = facing * -1; relative.y = 0; Normalise(&relative); 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); @@ -3561,17 +3398,16 @@ void Person::DoAnimations() escapednum = 0; victim->RagDoll(0); XYZ relative; - //relative=victim->coords-oldcoords; relative = facing * -1; relative.y = 0; Normalise(&relative); 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)) @@ -3681,10 +3517,10 @@ 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; @@ -3692,7 +3528,7 @@ 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; @@ -3739,10 +3575,10 @@ 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; @@ -3750,7 +3586,7 @@ 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; @@ -4036,18 +3872,18 @@ 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; @@ -4059,18 +3895,18 @@ 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; @@ -4095,12 +3931,12 @@ 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); @@ -4119,7 +3955,6 @@ void Person::DoAnimations() transspeed = 15; } } - //skeleton.DoConstraints(); } /* EFFECT @@ -4172,7 +4007,7 @@ void Person::DoStuff() flamedelay -= multiplier; parriedrecently -= multiplier; if (!victim) { - victim = this; + victim = this->shared_from_this(); hasvictim = 0; } @@ -4191,7 +4026,7 @@ 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; } } @@ -4210,8 +4045,6 @@ void Person::DoStuff() if (onfire) { burnt += multiplier; - /*if(aitype!=playercontrolled)*///deathbleeding=5; - /*if(aitype!=playercontrolled)*/ deathbleeding = 1; if (burnt > .6) burnt = .6; @@ -4236,28 +4069,26 @@ void Person::DoStuff() while (flamedelay < 0 && onfire) { flamedelay += .006; howmany = abs(Random() % (skeleton.num_joints)); - if (!skeleton.free) - flatvelocity = (coords - oldcoords) / multiplier / 2; //velocity/2; - if (skeleton.free) + if (skeleton.free) { flatvelocity = skeleton.joints[howmany].velocity * scale / 2; - if (!skeleton.free) - flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; - if (skeleton.free) flatfacing = skeleton.joints[howmany].position * scale + coords; + } else { + flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; + flatvelocity = (coords - oldcoords) / multiplier / 2; + } Sprite::MakeSprite(flamesprite, flatfacing, flatvelocity, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1); } while (flamedelay < 0 && !onfire && tutoriallevel == 1 && id != 0) { flamedelay += .05; howmany = abs(Random() % (skeleton.num_joints)); - if (!skeleton.free) - flatvelocity = (coords - oldcoords) / multiplier / 2; //velocity/2; - if (skeleton.free) + if (skeleton.free) { flatvelocity = skeleton.joints[howmany].velocity * scale / 2; - if (!skeleton.free) - flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; - if (skeleton.free) flatfacing = skeleton.joints[howmany].position * scale + coords; + } else { + flatvelocity = (coords - oldcoords) / multiplier / 2; + flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; + } Sprite::MakeSprite(breathsprite, flatfacing, flatvelocity, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, .3); } @@ -4265,7 +4096,7 @@ void Person::DoStuff() bleeding -= multiplier * .3; if (bloodtoggle == 2) { skeleton.drawmodel.textureptr.bind(); - if (bleeding <= 0 && (detail != 2 || osx)) + if ((bleeding <= 0) && (detail != 2)) DoMipmaps(); } } @@ -4277,21 +4108,16 @@ void Person::DoStuff() if (neckspurtparticledelay < 0 && neckspurtdelay > 2) { spurt = 0; bloodvel = 0; - if (!skeleton.free) { - bloodvel.z = 5 * neckspurtamount; - bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 40, yaw + ((float)(Random() % 100)) / 40, 0) * scale; - } if (skeleton.free) { bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 40, ((float)(Random() % 100)) / 40, 0); - } - if (skeleton.free) 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, (jointPos(neck) + (jointPos(neck) - jointPos(head)) / 5)*scale + coords, bloodvel, 1, 1, 1, .05, .9); - if (!skeleton.free) + } else { + bloodvel.z = 5 * neckspurtamount; + bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 40, yaw + ((float)(Random() % 100)) / 40, 0) * scale; + bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 40, ((float)(Random() % 100)) / 40, 0) * scale; 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) { @@ -4309,32 +4135,23 @@ void Person::DoStuff() XYZ bloodvel; if (bloodtoggle) { bloodvel = 0; - if (skeleton.free) + if (skeleton.free) { 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, jointPos(abdomen) * scale + coords, bloodvel, 1, 1, 1, .05, 1); - if (!skeleton.free) + } else { + bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(abdomen) + jointPos(abdomen)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1); + } } } bloodloss += deathbleeding * multiplier * 80; deathbleeding -= multiplier * 1.6; - //if(id==0)deathbleeding-=multiplier*.2; if (deathbleeding < 0) deathbleeding = 0; if (bloodloss > damagetolerance && animation[animTarget].attack == neutral) { if (weaponactive != -1) { - weapons[weaponids[0]].owner = -1; - weapons[weaponids[0]].velocity = velocity * scale * -.3; + weapons[weaponids[0]].drop(velocity * scale * -.3, velocity * scale); weapons[weaponids[0]].velocity.x += .01; - weapons[weaponids[0]].tipvelocity = velocity * scale; - weapons[weaponids[0]].missed = 1; - weapons[weaponids[0]].hitsomething = 0; - weapons[weaponids[0]].freetime = 0; - weapons[weaponids[0]].firstfree = 1; - weapons[weaponids[0]].physics = 1; num_weapons--; if (num_weapons) { weaponids[0] = weaponids[num_weapons]; @@ -4342,8 +4159,8 @@ 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) { @@ -4360,7 +4177,7 @@ 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; } @@ -4417,24 +4234,23 @@ void Person::DoStuff() } } } - if (!osx && detail > 1) { + if (detail > 1) { skeleton.drawmodel.textureptr.bind(); DoMipmaps(); } - if (!skeleton.free) { - bleedy -= 4 / realtexdetail; - if (detail == 2) - bleedx += (abs(Random() % 3) - 1) * 2 / realtexdetail; - else - bleedx += (abs(Random() % 3) - 1) * 4 / realtexdetail; - } if (skeleton.free) { bleedx += 4 * direction / realtexdetail; if (detail == 2) bleedy += (abs(Random() % 3) - 1) * 2 / realtexdetail; else bleedy += (abs(Random() % 3) - 1) * 4 / realtexdetail; + } else { + bleedy -= 4 / realtexdetail; + if (detail == 2) + bleedx += (abs(Random() % 3) - 1) * 2 / realtexdetail; + else + bleedx += (abs(Random() % 3) - 1) * 4 / realtexdetail; } } @@ -4529,14 +4345,13 @@ void Person::DoStuff() if (environment == snowyenvironment) { XYZ footpoint; XYZ footvel; - if (!skeleton.free) - footvel = DoRotation(skeleton.specialforward[0], 0, yaw, 0) * -1; - if (skeleton.free) + if (skeleton.free) { footvel = skeleton.specialforward[0] * -1; - if (!skeleton.free) - footpoint = DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0) * scale + coords; - if (skeleton.free) footpoint = ((jointPos(head) + jointPos(neck)) / 2) * scale + coords; + } else { + footvel = DoRotation(skeleton.specialforward[0], 0, yaw, 0) * -1; + footpoint = DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0) * scale + coords; + } if (animTarget == sleepanim) footvel = DoRotation(footvel, 0, 90, 0); Sprite::MakeSprite(breathsprite, footpoint + footvel * .2, footvel * .4, 1, 1, 1, .4, .3); @@ -4752,15 +4567,8 @@ void Person::DoStuff() RagDoll(0); if (weaponactive != -1) { - weapons[weaponids[0]].owner = -1; - weapons[weaponids[0]].velocity = velocity * scale * -.3; + weapons[weaponids[0]].drop(velocity * scale * -.3, velocity * scale); weapons[weaponids[0]].velocity.x += .01; - weapons[weaponids[0]].tipvelocity = velocity * scale; - weapons[weaponids[0]].missed = 1; - weapons[weaponids[0]].hitsomething = 0; - weapons[weaponids[0]].freetime = 0; - weapons[weaponids[0]].firstfree = 1; - weapons[weaponids[0]].physics = 1; num_weapons--; if (num_weapons) { weaponids[0] = weaponids[num_weapons]; @@ -4768,8 +4576,8 @@ 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; } } @@ -4783,16 +4591,13 @@ void Person::DoStuff() damage += 20; } - //if(dead)damage-=multiplier/4; if (!dead) damage -= multiplier * 13; - //if(!dead&&deathbleeding<=0&&id==0)bloodloss-=multiplier*4; if (!dead) permanentdamage -= multiplier * 4; if (isIdle() || isCrouch()) { if (!dead) permanentdamage -= multiplier * 4; - //if(!dead&&deathbleeding<=0&&id==0)bloodloss-=multiplier*4; } if (damage < 0) damage = 0; @@ -4810,7 +4615,7 @@ 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; } } @@ -4818,15 +4623,8 @@ void Person::DoStuff() DoBlood(1, 255); if (weaponactive != -1) { - weapons[weaponids[0]].owner = -1; - weapons[weaponids[0]].velocity = velocity * scale * -.3; + weapons[weaponids[0]].drop(velocity * scale * -.3, velocity * scale); weapons[weaponids[0]].velocity.x += .01; - weapons[weaponids[0]].tipvelocity = velocity * scale; - weapons[weaponids[0]].missed = 1; - weapons[weaponids[0]].hitsomething = 0; - weapons[weaponids[0]].freetime = 0; - weapons[weaponids[0]].firstfree = 1; - weapons[weaponids[0]].physics = 1; num_weapons--; if (num_weapons) { weaponids[0] = weaponids[num_weapons]; @@ -4834,8 +4632,8 @@ 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; } } @@ -4902,9 +4700,8 @@ void Person::DoStuff() } average /= multiplier; - //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; @@ -5008,7 +4805,6 @@ void Person::DoStuff() yaw = targetyaw; frameTarget = 0; - // frameTarget=2; animTarget = flipanim; crouchtogglekeydown = 1; target = 0; @@ -5018,11 +4814,8 @@ void Person::DoStuff() animCurrent = tempanim; frameCurrent = 0; target = 0; - //tilt2=targettilt2; - //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); } @@ -5113,7 +4906,7 @@ 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); } @@ -5319,7 +5112,7 @@ 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) @@ -5424,7 +5217,7 @@ void Person::DoStuff() } } - if (animTarget == jumpupanim || animTarget == crouchstabanim || animTarget == swordgroundstabanim || animTarget == swordfightidlebothanim || animTarget == blockhighleftanim || animTarget == blockhighleftanim) { + if (animTarget == jumpupanim || animTarget == crouchstabanim || animTarget == swordgroundstabanim || animTarget == swordfightidlebothanim || animTarget == blockhighleftanim) { //close hands and mouth if (righthandmorphend != 1 && righthandmorphness == targetrighthandmorphness) { righthandmorphness = 0; @@ -5469,7 +5262,9 @@ 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())) { behind = (normaldotproduct(facing, coords - victim->coords) > 0); } } @@ -5562,7 +5357,6 @@ void Person::DoStuff() } //Running velocity - //if(!creature==wolftype||animTarget==rabbitkickanim) if (animTarget == rabbittackleanim) { velocity += facing * multiplier * speed * 700 * scale; velspeed = findLength(&velocity); @@ -5629,21 +5423,6 @@ void Person::DoStuff() velocity = flatfacing * velspeed; } - - /*if(animCurrent==rollanim&&(isCrouch()||isIdle())){ - velocity+=facing*multiplier*speed*700*scale; - velspeed=findLength(&velocity); - if(velspeed>speed*25*scale){ - velocity/=velspeed; - velspeed=speed*25*scale; - velocity*=velspeed; - } - velocity.y+=gravity*multiplier*20; - ReflectVector(&velocity,terrain.getNormal(coords.x,coords.z)); - velspeed=findLength(&velocity); - velocity=flatfacing*velspeed; - }*/ - if (animTarget == sneakanim || animTarget == walkanim) { velocity += facing * multiplier * speed * 700 * scale; velspeed = findLength(&velocity); @@ -5872,6 +5651,48 @@ void Person::DoStuff() } } + +/* EFFECT + * inverse kinematics helper function + */ +void IKHelper(Person *p, float interp) +{ + XYZ point, change, change2; + float heightleft, heightright; + + // TODO: implement localToWorld and worldToLocal + // but keep in mind it won't be the same math if player is ragdolled or something + // - localToWorldStanding / worldToLocalStanding (or crouching or...?) + // then comb through code for places where to use it + + // point = localToWorld(jointPos(leftfoot)) + point = DoRotation(p->jointPos(leftfoot), 0, p->yaw, 0) * p->scale + p->coords; + // adjust height of foot + heightleft = terrain.getHeight(point.x, point.z) + .04; + point.y = heightleft; + change = p->jointPos(leftankle) - p->jointPos(leftfoot); + change2 = p->jointPos(leftknee) - p->jointPos(leftfoot); + // jointPos(leftfoot) = interpolate(worldToLocal(point), jointPos(leftfoot), interp) + p->jointPos(leftfoot) = DoRotation((point - p->coords) / p->scale, 0, -p->yaw, 0) * interp + p->jointPos(leftfoot) * (1 - interp); + // move ankle along with foot + p->jointPos(leftankle) = p->jointPos(leftfoot) + change; + // average knee pos between old and new pos + p->jointPos(leftknee) = (p->jointPos(leftfoot) + change2) / 2 + (p->jointPos(leftknee)) / 2; + + // do same as above for right leg + point = DoRotation(p->jointPos(rightfoot), 0, p->yaw, 0) * p->scale + p->coords; + heightright = terrain.getHeight(point.x, point.z) + .04; + point.y = heightright; + change = p->jointPos(rightankle) - p->jointPos(rightfoot); + change2 = p->jointPos(rightknee) - p->jointPos(rightfoot); + p->jointPos(rightfoot) = DoRotation((point - p->coords) / p->scale, 0, -p->yaw, 0) * interp + p->jointPos(rightfoot) * (1 - interp); + p->jointPos(rightankle) = p->jointPos(rightfoot) + change; + p->jointPos(rightknee) = (p->jointPos(rightfoot) + change2) / 2 + (p->jointPos(rightknee)) / 2; + + // fix up skeleton now that we've moved body parts? + p->skeleton.DoConstraints(&p->coords, &p->scale); +} + /* EFFECT * MONSTER * TODO: ??? @@ -5936,167 +5757,28 @@ int Person::DrawSkeleton() static int start, endthing; if ((dead != 2 || skeleton.free != 2) && updatedelay <= 0) { if (!isSleeping() && !isSitting()) { - if (onterrain && ((isIdle() || isCrouch() || isLanding() || isLandhard() || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim) && (wasIdle() || wasCrouch() || wasLanding() || wasLandhard() || animCurrent == drawrightanim || animCurrent == drawleftanim || animCurrent == crouchdrawrightanim)) && !skeleton.free) { - XYZ point, newpoint, change, change2; - - // TODO: all of these code blocks look really similar - what's their purpose? - // looks like inverse kinematics code - // TODO: implement localToWorld and worldToLocal - // but keep in mind it won't be the same math if player is ragdolled or something - // - localToWorldStanding / worldToLocalStanding (or crouching or...?) - // then comb through code for places where to use it - - // point = localToWorld(jointPos(leftfoot)) - point = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords; - // adjust height of foot - heightleft = terrain.getHeight(point.x, point.z) + .04; - point.y = heightleft; - change = jointPos(leftankle) - jointPos(leftfoot); - change2 = jointPos(leftknee) - jointPos(leftfoot); - // jointPos(leftfoot) = worldToLocal(point) - jointPos(leftfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0); - // move ankle along with foot - jointPos(leftankle) = jointPos(leftfoot) + change; - // average knee pos between old and new pos - jointPos(leftknee) = (jointPos(leftfoot) + change2) / 2 + (jointPos(leftknee)) / 2; - - // do same as above for right leg - point = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords; - heightright = terrain.getHeight(point.x, point.z) + .04; - point.y = heightright; - change = jointPos(rightankle) - jointPos(rightfoot); - change2 = jointPos(rightknee) - jointPos(rightfoot); - jointPos(rightfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0); - jointPos(rightankle) = jointPos(rightfoot) + change; - jointPos(rightknee) = (jointPos(rightfoot) + change2) / 2 + (jointPos(rightknee)) / 2; - - // fix up skeleton now that we've moved body parts? - skeleton.DoConstraints(&coords, &scale); - - if (creature == wolftype) { - // FIXME: EXACT same code as above - point = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords; - heightleft = terrain.getHeight(point.x, point.z) + .04; - point.y = heightleft; - change = jointPos(leftankle) - jointPos(leftfoot); - change2 = jointPos(leftknee) - jointPos(leftfoot); - jointPos(leftfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0); - jointPos(leftankle) = jointPos(leftfoot) + change; - jointPos(leftknee) = (jointPos(leftfoot) + change2) / 2 + (jointPos(leftknee)) / 2; - - point = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords; - heightright = terrain.getHeight(point.x, point.z) + .04; - point.y = heightright; - change = jointPos(rightankle) - jointPos(rightfoot); - change2 = jointPos(rightknee) - jointPos(rightfoot); - jointPos(rightfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0); - jointPos(rightankle) = jointPos(rightfoot) + change; - jointPos(rightknee) = (jointPos(rightfoot) + change2) / 2 + (jointPos(rightknee)) / 2; - - skeleton.DoConstraints(&coords, &scale); - } - } - // subtle difference in this conditional: an extra '!' in the middle - if (onterrain && ((isIdle() || isCrouch() || isLanding() || isLandhard() || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim) && !(wasIdle() || wasCrouch() || wasLanding() || wasLandhard() || animCurrent == drawrightanim || animCurrent == drawleftanim || animCurrent == crouchdrawrightanim)) && !skeleton.free) { - XYZ point, newpoint, change, change2; - - point = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords; - heightleft = terrain.getHeight(point.x, point.z) + .04; - point.y = heightleft; - change = jointPos(leftankle) - jointPos(leftfoot); - change2 = jointPos(leftknee) - jointPos(leftfoot); - // only change is the addition of: - // * target + jointPos(leftfoot) * (1 - target); - // looks like interpolation - jointPos(leftfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * target + jointPos(leftfoot) * (1 - target); - jointPos(leftankle) = jointPos(leftfoot) + change; - jointPos(leftknee) = (jointPos(leftfoot) + change2) / 2 + (jointPos(leftknee)) / 2; - - point = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords; - heightright = terrain.getHeight(point.x, point.z) + .04; - point.y = heightright; - change = jointPos(rightankle) - jointPos(rightfoot); - change2 = jointPos(rightknee) - jointPos(rightfoot); - // likewise: - // * target + jointPos(rightfoot) * (1 - target); - jointPos(rightfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * target + jointPos(rightfoot) * (1 - target); - jointPos(rightankle) = jointPos(rightfoot) + change; - jointPos(rightknee) = (jointPos(rightfoot) + change2) / 2 + (jointPos(rightknee)) / 2; - - skeleton.DoConstraints(&coords, &scale); - - if (creature == wolftype) { - // once again, copied verbatim from above - point = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords; - heightleft = terrain.getHeight(point.x, point.z) + .04; - point.y = heightleft; - change = jointPos(leftankle) - jointPos(leftfoot); - change2 = jointPos(leftknee) - jointPos(leftfoot); - jointPos(leftfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * target + jointPos(leftfoot) * (1 - target); - jointPos(leftankle) = jointPos(leftfoot) + change; - jointPos(leftknee) = (jointPos(leftfoot) + change2) / 2 + (jointPos(leftknee)) / 2; - - point = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords; - heightright = terrain.getHeight(point.x, point.z) + .04; - point.y = heightright; - change = jointPos(rightankle) - jointPos(rightfoot); - change2 = jointPos(rightknee) - jointPos(rightfoot); - jointPos(rightfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * target + jointPos(rightfoot) * (1 - target); - jointPos(rightankle) = jointPos(rightfoot) + change; - jointPos(rightknee) = (jointPos(rightfoot) + change2) / 2 + (jointPos(rightknee)) / 2; - - skeleton.DoConstraints(&coords, &scale); - } - } - - // this time, an extra '!' toward the beginning - if (onterrain && (!(isIdle() || isCrouch() || isLanding() || isLandhard() || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim) && (wasIdle() || wasCrouch() || wasLanding() || wasLandhard() || animCurrent == drawrightanim || animCurrent == drawleftanim || animCurrent == crouchdrawrightanim)) && !skeleton.free) { - XYZ point, newpoint, change, change2; - - point = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords; - heightleft = terrain.getHeight(point.x, point.z) + .04; - point.y = heightleft; - change = jointPos(leftankle) - jointPos(leftfoot); - change2 = jointPos(leftknee) - jointPos(leftfoot); - // interpolation again, but reversed - jointPos(leftfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * (1 - target) + jointPos(leftfoot) * target; - jointPos(leftankle) = jointPos(leftfoot) + change; - jointPos(leftknee) = (jointPos(leftfoot) + change2) / 2 + (jointPos(leftknee)) / 2; - - point = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords; - heightright = terrain.getHeight(point.x, point.z) + .04; - point.y = heightright; - change = jointPos(rightankle) - jointPos(rightfoot); - change2 = jointPos(rightknee) - jointPos(rightfoot); - // interpolation again, but reversed - jointPos(rightfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * (1 - target) + jointPos(rightfoot) * target; - jointPos(rightankle) = jointPos(rightfoot) + change; - jointPos(rightknee) = (jointPos(rightfoot) + change2) / 2 + (jointPos(rightknee)) / 2; - - skeleton.DoConstraints(&coords, &scale); + // 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) { - // still copied verbatim - point = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords; - heightleft = terrain.getHeight(point.x, point.z) + .04; - point.y = heightleft; - change = jointPos(leftankle) - jointPos(leftfoot); - change2 = jointPos(leftknee) - jointPos(leftfoot); - jointPos(leftfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * (1 - target) + jointPos(leftfoot) * target; - jointPos(leftankle) = jointPos(leftfoot) + change; - jointPos(leftknee) = (jointPos(leftfoot) + change2) / 2 + (jointPos(leftknee)) / 2; + if (onterrain && (cond1 && cond2) && !skeleton.free) { + IKHelper(this, 1); + if (creature == wolftype) + IKHelper(this, 1); + } - point = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords; - heightright = terrain.getHeight(point.x, point.z) + .04; - point.y = heightright; - change = jointPos(rightankle) - jointPos(rightfoot); - change2 = jointPos(rightknee) - jointPos(rightfoot); - jointPos(rightfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * (1 - target) + jointPos(rightfoot) * target; - jointPos(rightankle) = jointPos(rightfoot) + change; - jointPos(rightknee) = (jointPos(rightfoot) + change2) / 2 + (jointPos(rightknee)) / 2; + if (onterrain && (cond1 && !cond2) && !skeleton.free) { + IKHelper(this, target); + if (creature == wolftype) + IKHelper(this, target); + } - skeleton.DoConstraints(&coords, &scale); - } + if (onterrain && (!cond1 && cond2) && !skeleton.free) { + IKHelper(this, 1 - target); + if (creature == wolftype) + IKHelper(this, 1 - target); } } @@ -6120,7 +5802,7 @@ 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; @@ -6185,28 +5867,25 @@ int Person::DrawSkeleton() glMatrixMode(GL_MODELVIEW); glPushMatrix(); if (p1 == abdomen || p2 == abdomen) - glTranslatef((v0.x * (1-morphness) + v1.x * morphness) * proportionbody.x, - (v0.y * (1-morphness) + v1.y * morphness) * proportionbody.y, - (v0.z * (1-morphness) + v1.z * morphness) * proportionbody.z); + glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionbody.x, + (v0.y * (1 - morphness) + v1.y * morphness) * proportionbody.y, + (v0.z * (1 - morphness) + v1.z * morphness) * proportionbody.z); if (p1 == lefthand || p1 == righthand || p1 == leftwrist || p1 == rightwrist || p1 == leftelbow || p1 == rightelbow || p2 == leftelbow || p2 == rightelbow) - glTranslatef((v0.x * (1-morphness) + v1.x * morphness) * proportionarms.x, - (v0.y * (1-morphness) + v1.y * morphness) * proportionarms.y, - (v0.z * (1-morphness) + v1.z * morphness) * proportionarms.z); + glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionarms.x, + (v0.y * (1 - morphness) + v1.y * morphness) * proportionarms.y, + (v0.z * (1 - morphness) + v1.z * morphness) * proportionarms.z); if (p1 == leftfoot || p1 == rightfoot || p1 == leftankle || p1 == rightankle || p1 == leftknee || p1 == rightknee || p2 == leftknee || p2 == rightknee) - glTranslatef((v0.x * (1-morphness) + v1.x * morphness) * proportionlegs.x, - (v0.y * (1-morphness) + v1.y * morphness) * proportionlegs.y, - (v0.z * (1-morphness) + v1.z * morphness) * proportionlegs.z); + glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionlegs.x, + (v0.y * (1 - morphness) + v1.y * morphness) * proportionlegs.y, + (v0.z * (1 - morphness) + v1.z * morphness) * proportionlegs.z); if (p1 == head || p2 == head) - glTranslatef((v0.x * (1-morphness) + v1.x * morphness) * proportionhead.x, - (v0.y * (1-morphness) + v1.y * morphness) * proportionhead.y, - (v0.z * (1-morphness) + v1.z * morphness) * proportionhead.z); + glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionhead.x, + (v0.y * (1 - morphness) + v1.y * morphness) * proportionhead.y, + (v0.z * (1 - morphness) + v1.z * morphness) * proportionhead.z); glGetFloatv(GL_MODELVIEW_MATRIX, M); - //if(!isnormal(M[12])||!isnormal(M[13])||!isnormal(M[14]))test=0; - //if(!isnormal(scale))test=1; skeleton.drawmodel.vertex[skeleton.muscles[i].vertices[j]].x = M[12] * scale; skeleton.drawmodel.vertex[skeleton.muscles[i].vertices[j]].y = M[13] * scale; skeleton.drawmodel.vertex[skeleton.muscles[i].vertices[j]].z = M[14] * scale; - //test=2; glPopMatrix(); } } @@ -6323,14 +6002,11 @@ int Person::DrawSkeleton() glMatrixMode(GL_MODELVIEW); glPushMatrix(); - if (!skeleton.free) - glTranslatef(coords.x, coords.y - .02, coords.z); - if (skeleton.free) - glTranslatef(coords.x, coords.y - .02, coords.z); - if (!skeleton.free) + glTranslatef(coords.x, coords.y - .02, coords.z); + if (!skeleton.free) { glTranslatef(offset.x * scale, offset.y * scale, offset.z * scale); - if (!skeleton.free) glRotatef(yaw, 0, 1, 0); + } if (showpoints) { glPointSize(5); glColor4f(.4, 1, .4, 1); @@ -6386,7 +6062,6 @@ int Person::DrawSkeleton() glEnable(GL_BLEND); } if (tutoriallevel && id != 0) { - //glDisable(GL_TEXTURE_2D); glColor4f(.7, .7, .7, 0.6); glDepthMask(0); glEnable(GL_LIGHTING); @@ -6559,7 +6234,7 @@ int Person::DrawSkeleton() weapons[i].smallrotation2 = 50; } if ((animCurrent == crouchstabanim && animTarget == crouchstabanim) || (animCurrent == backhandspringanim && animTarget == backhandspringanim)) { - XYZ temppoint1, temppoint2, tempforward; + XYZ temppoint1, temppoint2; float distance; temppoint1 = jointPos(righthand); @@ -6578,7 +6253,7 @@ int Person::DrawSkeleton() weapons[i].rotation1 = 360 - weapons[i].rotation1; } if ((animCurrent == knifeslashreversalanim && animTarget == knifeslashreversalanim) || (animCurrent == knifeslashreversedanim && animTarget == knifeslashreversedanim)) { - XYZ temppoint1, temppoint2, tempforward; + XYZ temppoint1, temppoint2; float distance; temppoint1 = jointPos(righthand); @@ -6622,7 +6297,7 @@ int Person::DrawSkeleton() weapons[i].rotation3 = 0; } if ((animTarget == swordgroundstabanim && animCurrent == swordgroundstabanim) || (animTarget == swordsneakattackanim && animCurrent == swordsneakattackanim) || (animTarget == swordslashparryanim && animCurrent == swordslashparryanim) || (animTarget == swordslashparriedanim && animCurrent == swordslashparriedanim) || (animTarget == swordslashreversalanim && animCurrent == swordslashreversalanim) || (animTarget == swordslashreversedanim && animCurrent == swordslashreversedanim) || (animTarget == knifeslashreversalanim && animCurrent == knifeslashreversalanim) || (animTarget == knifeslashreversedanim && animCurrent == knifeslashreversedanim) || (animTarget == swordslashanim && animCurrent == swordslashanim) || (animTarget == drawleftanim && animCurrent == drawleftanim) || (animCurrent == backhandspringanim && animTarget == backhandspringanim)) { - XYZ temppoint1, temppoint2, tempforward; + XYZ temppoint1, temppoint2; float distance; temppoint1 = animation[animCurrent].position[skeleton.jointlabels[righthand]][frameCurrent] * (1 - target) + animation[animTarget].position[skeleton.jointlabels[righthand]][frameTarget] * (target); //jointPos(righthand); @@ -6645,7 +6320,7 @@ int Person::DrawSkeleton() weapons[i].smallrotation = 100; weapons[i].smallrotation2 = 0; if ((animTarget == staffhitanim && animCurrent == staffhitanim) || (animTarget == staffhitreversedanim && animCurrent == staffhitreversedanim) || (animTarget == staffspinhitreversedanim && animCurrent == staffspinhitreversedanim) || (animTarget == staffgroundsmashanim && animCurrent == staffgroundsmashanim) || (animTarget == staffspinhitanim && animCurrent == staffspinhitanim)) { - XYZ temppoint1, temppoint2, tempforward; + XYZ temppoint1, temppoint2; float distance; temppoint1 = animation[animCurrent].position[skeleton.jointlabels[righthand]][frameCurrent] * (1 - target) + animation[animTarget].position[skeleton.jointlabels[righthand]][frameTarget] * (target); //jointPos(righthand); @@ -6693,11 +6368,10 @@ int Person::DrawSkeleton() calcrot = 0; if (skeleton.free) calcrot = 1; - if (animation[animTarget].attack || isRun() || animTarget == staggerbackhardanim || isFlip() || animTarget == climbanim || animTarget == sneakanim || animTarget == rollanim || animTarget == walkanim || animTarget == backhandspringanim || isFlip() || isWallJump()) + if (animation[animTarget].attack || isRun() || animTarget == staggerbackhardanim || isFlip() || animTarget == climbanim || animTarget == sneakanim || animTarget == rollanim || animTarget == walkanim || animTarget == backhandspringanim || isWallJump()) calcrot = 1; if (animCurrent != animTarget) calcrot = 1; - //if(id==0)calcrot=1; if (skeleton.free == 2) calcrot = 0; @@ -6738,16 +6412,16 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, intersecting = 1; if (!intersecting) intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[0]], - &model->vertex[model->Triangles[j].vertex[1]], - p1, &radius); + &model->vertex[model->Triangles[j].vertex[1]], + p1, &radius); if (!intersecting) intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[1]], - &model->vertex[model->Triangles[j].vertex[2]], - p1, &radius); + &model->vertex[model->Triangles[j].vertex[2]], + p1, &radius); if (!intersecting) intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[0]], - &model->vertex[model->Triangles[j].vertex[2]], - p1, &radius); + &model->vertex[model->Triangles[j].vertex[2]], + p1, &radius); end = *p1 - point; if (dotproduct(&model->facenormals[j], &end) > 0 && intersecting) { start = *p1; @@ -6805,21 +6479,21 @@ 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())) { @@ -6848,3 +6522,14 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, return firstintersecting; } +void Person::takeWeapon(int weaponId) +{ + weaponactive = 0; + weapons[weaponId].owner = id; + if (num_weapons > 0) { + weaponids[num_weapons] = weaponids[0]; + } + num_weapons++; + weaponids[0] = weaponId; +} +