X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FPerson.cpp;h=3327f5abc3c139901d5b0f1cd9093c4981b8b67e;hb=cd043e3f9e26c2b3406b40a354c2840941e9db7f;hp=de7ace0f242f2a6244aa13d50a184f7dbdfd436a;hpb=4e3b68a29afbbd5d0b02dc29810cc89dd2b0d092;p=lugaru.git diff --git a/Source/Person.cpp b/Source/Person.cpp index de7ace0..3327f5a 100644 --- a/Source/Person.cpp +++ b/Source/Person.cpp @@ -3,20 +3,18 @@ Copyright (C) 2003, 2010 - Wolfire Games 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 <**/ @@ -83,18 +81,23 @@ extern int indialogue; extern bool gamestarted; -Person player[maxplayers]; +std::vector> Person::players(1, std::shared_ptr(new Person())); +/* EFFECT + * + * USES: + * GameTick/doPlayerCollisions + */ 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) - && (!victim->skeleton.free))) + && distsq(&coords, &victim->coords) < 1.2 + && !victim->skeleton.free)) return; if (animation[victim->animTarget].height != lowheight) { @@ -113,7 +116,8 @@ void Person::CheckKick() } victim->Puff(neck); victim->DoDamage(100 * damagemult / victim->protectionhigh); - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; target = 0; frameCurrent = 3; @@ -139,20 +143,31 @@ void Person::CheckKick() victim->oldcoords = victim->coords; coords = victim->coords; victim->targetyaw = targetyaw; - victim->victim = this; + victim->victim = this->shared_from_this(); } } +/* EFFECT + * + * USES: + * GameTick/doPlayerCollisions - spread fire between players + * GameTick/doDebugKeys - press f to ignite + * Person::DoStuff - spread fire from lit campfires and bushes + */ void Person::CatchFire() { XYZ flatfacing, flatvelocity; int howmany; for (int i = 0; i < 10; i++) { howmany = abs(Random() % (skeleton.num_joints)); - if (!skeleton.free)flatvelocity = velocity; - 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; + if (!skeleton.free) + flatvelocity = velocity; + 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; Sprite::MakeSprite(flamesprite, flatfacing, flatvelocity, 1, 1, 1, 2, 1); } @@ -167,13 +182,22 @@ void Person::CatchFire() onfire = 1; } +/* FUNCTION + * idle animation for this creature (depending on status) + */ 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 (indialogue != -1 && howactive == typeactive && creature == rabbittype) + return talkidleanim; + 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; - if (creature == wolftype)return wolfidle; + if (creature == rabbittype) + return fightidleanim; + if (creature == wolftype) + return wolfidle; } if (aitype == playercontrolled && stunned <= 0 && weaponactive != -1) { if (weapons[weaponids[weaponactive]].getType() == knife) @@ -185,59 +209,90 @@ int Person::getIdle() if (weapons[weaponids[weaponactive]].getType() == staff) return swordfightidleanim; } - if (aitype != playercontrolled && stunned <= 0 && creature != wolftype && !pause)return fightsidestep; - } - if ((damage > permanentdamage || damage > damagetolerance * .8 || deathbleeding > 0) && creature != wolftype)return hurtidleanim; - if (howactive == typesitting)return sitanim; - if (howactive == typesittingwall)return sitwallanim; - if (howactive == typesleeping)return sleepanim; - if (howactive == typedead1)return dead1anim; - if (howactive == typedead2)return dead2anim; - if (howactive == typedead3)return dead3anim; - if (howactive == typedead4)return dead4anim; - if (creature == rabbittype)return bounceidleanim; - if (creature == wolftype)return wolfidle; + if (aitype != playercontrolled && stunned <= 0 && creature != wolftype && !pause) + return fightsidestep; + } + if ((damage > permanentdamage || damage > damagetolerance * .8 || deathbleeding > 0) && creature != wolftype) + return hurtidleanim; + if (howactive == typesitting) return sitanim; + if (howactive == typesittingwall) return sitwallanim; + if (howactive == typesleeping) return sleepanim; + if (howactive == typedead1) return dead1anim; + if (howactive == typedead2) return dead2anim; + if (howactive == typedead3) return dead3anim; + if (howactive == typedead4) return dead4anim; + if (creature == rabbittype) return bounceidleanim; + if (creature == wolftype) return wolfidle; return 0; } +/* FUNCTION + * crouch animation for this creature + */ int Person::getCrouch() { - if (creature == rabbittype)return crouchanim; - if (creature == wolftype)return wolfcrouchanim; + if (creature == rabbittype) + return crouchanim; + if (creature == wolftype) + return wolfcrouchanim; return 0; } +/* FUNCTION + * running animation for this creature (can be upright or all fours) + */ int Person::getRun() { - if (creature == rabbittype && (!superruntoggle || weaponactive != -1))return runanim; - if (creature == wolftype && (!superruntoggle))return wolfrunanim; - - if (creature == rabbittype && (superruntoggle && weaponactive == -1))return rabbitrunninganim; - if (creature == wolftype && (superruntoggle))return wolfrunninganim; + if (creature == rabbittype && (!superruntoggle || weaponactive != -1)) + return runanim; + if (creature == wolftype && (!superruntoggle)) + return wolfrunanim; + + if (creature == rabbittype && (superruntoggle && weaponactive == -1)) + return rabbitrunninganim; + if (creature == wolftype && (superruntoggle)) + return wolfrunninganim; return 0; } +/* FUNCTION + */ int Person::getStop() { - if (creature == rabbittype)return stopanim; - if (creature == wolftype)return wolfstopanim; + if (creature == rabbittype) + return stopanim; + if (creature == wolftype) + return wolfstopanim; return 0; } +/* FUNCTION + */ int Person::getLanding() { - if (creature == rabbittype)return landanim; - if (creature == wolftype)return wolflandanim; + if (creature == rabbittype) + return landanim; + if (creature == wolftype) + return wolflandanim; return 0; } +/* FUNCTION + */ int Person::getLandhard() { - if (creature == rabbittype)return landhardanim; - if (creature == wolftype)return wolflandhardanim; + if (creature == rabbittype) + return landhardanim; + if (creature == wolftype) + return wolflandhardanim; return 0; } +/* EFFECT + * + * USES: + * Person::DoAnimations + */ static void SolidHitBonus(int playerid) { @@ -247,8 +302,12 @@ SolidHitBonus(int playerid) award_bonus(playerid, solidhit); } +/* EFFECT + * spawns blood effects + */ 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; @@ -256,6 +315,7 @@ void Person::DoBlood(float howmuch, int which) if (bleeding <= 0 && spurt) { spurt = 0; for (int i = 0; i < 3; i++) { + // emit blood particles bloodvel = 0; if (!skeleton.free) { bloodvel.z = 10; @@ -264,24 +324,27 @@ void Person::DoBlood(float howmuch, int which) if (skeleton.free) { bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0); } - if (skeleton.free)bloodvel += DoRotation(skeleton.joints[skeleton.jointlabels[head]].velocity, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; - if (!skeleton.free)bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; + 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, skeleton.joints[skeleton.jointlabels[head]].position * scale + coords, bloodvel, 1, 1, 1, .05, 1); - Sprite::MakeSprite(bloodflamesprite, skeleton.joints[skeleton.jointlabels[head]].position * scale + coords, bloodvel, 1, 1, 1, .3, 1); + Sprite::MakeSprite(bloodsprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .05, 1); + Sprite::MakeSprite(bloodflamesprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .3, 1); } if (!skeleton.free) { - Sprite::MakeSprite(bloodsprite, DoRotation((skeleton.joints[skeleton.jointlabels[head]].position + skeleton.joints[skeleton.jointlabels[neck]].position) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1); - Sprite::MakeSprite(bloodflamesprite, DoRotation((skeleton.joints[skeleton.jointlabels[head]].position + skeleton.joints[skeleton.jointlabels[neck]].position) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1); + Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1); + Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1); } } - if (Random() % 2 == 0) + if (Random() % 2 == 0) // 50% chance for (int i = 0; i < 3; i++) { if (Random() % 2 != 0) { + // emit teeth particles bloodvel = 0; if (skeleton.free) { bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0); - bloodvel += DoRotation(skeleton.joints[skeleton.jointlabels[head]].velocity, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; + bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; } else { bloodvel.z = 10; bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; @@ -289,15 +352,16 @@ void Person::DoBlood(float howmuch, int which) } bloodvel *= .2; if (skeleton.free) { - Sprite::MakeSprite(splintersprite, skeleton.joints[skeleton.jointlabels[head]].position * scale + coords, bloodvel, 1, 1, 1, .05, 1); + Sprite::MakeSprite(splintersprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .05, 1); } else { - Sprite::MakeSprite(splintersprite, DoRotation((skeleton.joints[skeleton.jointlabels[head]].position + skeleton.joints[skeleton.jointlabels[neck]].position) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1); + Sprite::MakeSprite(splintersprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1); } - Sprite::setLastSpriteSpecial(3); + Sprite::setLastSpriteSpecial(3); // sets it to teeth } } } if (decals) { + // FIXME: manipulating attributes bleeding = howmuch + (float)abs(Random() % 100) / 200 - .25; bleedxint = 0; bleedyint = 0; @@ -319,23 +383,33 @@ void Person::DoBlood(float howmuch, int which) } } - if (bleeding > 2)bleeding = 2; + if (bleeding > 2) + bleeding = 2; } +/* EFFECT + * spawns big blood effects and ??? + * modifies character's skin texture + */ void Person::DoBloodBig(float howmuch, int which) { static int bleedxint, bleedyint, i, j; static XYZ bloodvel; - if (howmuch && id == 0)blooddimamount = 1; + if (howmuch && id == 0) + blooddimamount = 1; if (tutoriallevel != 1 || id == 0) if (aitype != playercontrolled && howmuch > 0) { + // play pain sounds int whichsound = -1; + // FIXME: seems to be spawning sounds by manipulating attributes... MESSY! if (creature == wolftype) { int i = abs(Random() % 2); - if (i == 0)whichsound = snarlsound; - if (i == 1)whichsound = snarl2sound; + if (i == 0) + whichsound = snarlsound; + if (i == 1) + whichsound = snarl2sound; envsound[numenvsounds] = coords; envsoundvol[numenvsounds] = 16; envsoundlife[numenvsounds] = .4; @@ -343,8 +417,10 @@ void Person::DoBloodBig(float howmuch, int which) } if (creature == rabbittype) { int i = abs(Random() % 2); - if (i == 0)whichsound = rabbitpainsound; - if (i == 1 && howmuch >= 2)whichsound = rabbitpain1sound; + if (i == 0) + whichsound = rabbitpainsound; + if (i == 1 && howmuch >= 2) + whichsound = rabbitpain1sound; envsound[numenvsounds] = coords; envsoundvol[numenvsounds] = 16; envsoundlife[numenvsounds] = .4; @@ -357,6 +433,7 @@ void Person::DoBloodBig(float howmuch, int which) } if (id == 0 && howmuch > 0) { + // FIXME: manipulating attributes flashamount = .5; flashr = 1; flashg = 0; @@ -368,6 +445,8 @@ void Person::DoBloodBig(float howmuch, int which) if (bleeding <= 0 && spurt) { spurt = 0; for (int i = 0; i < 3; i++) { + // emit blood particles + // FIXME: copypaste from above bloodvel = 0; if (!skeleton.free) { bloodvel.z = 10; @@ -376,18 +455,25 @@ void Person::DoBloodBig(float howmuch, int which) if (skeleton.free) { bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0); } - if (skeleton.free)bloodvel += DoRotation(skeleton.joints[skeleton.jointlabels[head]].velocity, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; - if (!skeleton.free)bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; + 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, skeleton.joints[skeleton.jointlabels[head]].position * scale + coords, bloodvel, 1, 1, 1, .05, 1); - Sprite::MakeSprite(bloodflamesprite, skeleton.joints[skeleton.jointlabels[head]].position * scale + coords, bloodvel, 1, 1, 1, .3, 1); + Sprite::MakeSprite(bloodsprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .05, 1); + Sprite::MakeSprite(bloodflamesprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .3, 1); } if (!skeleton.free) { - Sprite::MakeSprite(bloodsprite, DoRotation((skeleton.joints[skeleton.jointlabels[head]].position + skeleton.joints[skeleton.jointlabels[neck]].position) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1); - Sprite::MakeSprite(bloodflamesprite, DoRotation((skeleton.joints[skeleton.jointlabels[head]].position + skeleton.joints[skeleton.jointlabels[neck]].position) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1); + Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1); + Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1); } } } + + // weird texture manipulation code follows. + // looks like this is painting blood onto the character's skin texture + // FIXME: surely there's a better way + int offsetx = 0, offsety = 0; if (which == 225) { offsety = Random() % 40; @@ -419,10 +505,10 @@ void Person::DoBloodBig(float howmuch, int which) 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 (i < startx)startx = i; - if (j < starty)starty = j; - if (i > endx)endx = i; - if (j > endy)endy = j; + if (i < startx) startx = i; + if (j < starty) starty = j; + if (i > endx) endx = i; + if (j > endy) endy = j; } } } @@ -430,10 +516,10 @@ void Person::DoBloodBig(float howmuch, int which) 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 (i < startx)startx = i; - if (j < starty)starty = j; - if (i > endx)endx = i; - if (j > endy)endy = j; + if (i < startx) startx = i; + if (j < starty) starty = j; + if (i > endx) endx = i; + if (j > endy) endy = j; } } } @@ -443,12 +529,12 @@ void Person::DoBloodBig(float howmuch, int which) starty += offsety; endy += offsety; - if (startx < 0)startx = 0; - if (starty < 0)starty = 0; - if (endx > 512 - 1)endx = 512 - 1; - if (endy > 512 - 1)endy = 512 - 1; - if (endx < startx)endx = startx; - if (endy < starty)endy = starty; + if (startx < 0) startx = 0; + if (starty < 0) starty = 0; + if (endx > 512 - 1) endx = 512 - 1; + if (endy > 512 - 1) endy = 512 - 1; + if (endx < startx) endx = startx; + if (endy < starty) endy = starty; startx /= realtexdetail; starty /= realtexdetail; @@ -463,7 +549,8 @@ void Person::DoBloodBig(float howmuch, int which) if (bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= which + 4 && bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= which - 4) { color = Random() % 85 + 170; where = i * skeleton.skinsize * 3 + j * 3; - if (skeleton.skinText[where + 0] > color / 2)skeleton.skinText[where + 0] = color / 2; + if (skeleton.skinText[where + 0] > color / 2) + skeleton.skinText[where + 0] = color / 2; skeleton.skinText[where + 1] = 0; skeleton.skinText[where + 2] = 0; } @@ -475,7 +562,8 @@ void Person::DoBloodBig(float howmuch, int which) if (wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= which + 4 && wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= which - 4) { color = Random() % 85 + 170; where = i * skeleton.skinsize * 3 + j * 3; - if (skeleton.skinText[where + 0] > color / 2)skeleton.skinText[where + 0] = color / 2; + if (skeleton.skinText[where + 0] > color / 2) + skeleton.skinText[where + 0] = color / 2; skeleton.skinText[where + 1] = 0; skeleton.skinText[where + 2] = 0; } @@ -500,10 +588,14 @@ void Person::DoBloodBig(float howmuch, int which) bleedx = bleedyint + offsety; bleedy /= realtexdetail; bleedx /= realtexdetail; - if (bleedx < 0)bleedx = 0; - if (bleedy < 0)bleedy = 0; - if (bleedx > skeleton.skinsize - 1)bleedx = skeleton.skinsize - 1; - if (bleedy > skeleton.skinsize - 1)bleedy = skeleton.skinsize - 1; + if (bleedx < 0) + bleedx = 0; + if (bleedy < 0) + bleedy = 0; + if (bleedx > skeleton.skinsize - 1) + bleedx = skeleton.skinsize - 1; + if (bleedy > skeleton.skinsize - 1) + bleedy = skeleton.skinsize - 1; direction = abs(Random() % 2) * 2 - 1; } @@ -515,12 +607,17 @@ void Person::DoBloodBig(float howmuch, int which) if (abs(Random() % 2) == 0) { aitype = gethelptype; lastseentime = 12; - } else aitype = attacktypecutoff; + } else + aitype = attacktypecutoff; ally = 0; } - if (bleeding > 2)bleeding = 2; + if (bleeding > 2) + bleeding = 2; } +/* EFFECT + * similar to DoBloodBig + */ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) { static int i, j; @@ -537,7 +634,8 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) if (bloodtoggle && decals && tutoriallevel != 1) { where -= coords; - if (!skeleton.free)where = DoRotation(where, 0, -yaw, 0); + if (!skeleton.free) + where = DoRotation(where, 0, -yaw, 0); //where=scale; startpoint = where; startpoint.y += 100; @@ -545,8 +643,10 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) endpoint.y -= 100; movepoint = 0; rotationpoint = 0; + // ray testing for a tri in the character model whichtri = skeleton.drawmodel.LineCheck(&startpoint, &endpoint, &colpoint, &movepoint, &rotationpoint); if (whichtri != -1) { + // low level geometry math p0 = colpoint; p1 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[whichtri].vertex[0]]; p2 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[whichtri].vertex[1]]; @@ -593,6 +693,8 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) 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; @@ -601,18 +703,23 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) if (skeleton.free) { bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0); } - if (skeleton.free)bloodvel += DoRotation(skeleton.joints[skeleton.jointlabels[head]].velocity, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; - if (!skeleton.free)bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; + 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, skeleton.joints[skeleton.jointlabels[head]].position * scale + coords, bloodvel, 1, 1, 1, .05, 1); - Sprite::MakeSprite(bloodflamesprite, skeleton.joints[skeleton.jointlabels[head]].position * scale + coords, bloodvel, 1, 1, 1, .3, 1); + Sprite::MakeSprite(bloodsprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .05, 1); + Sprite::MakeSprite(bloodflamesprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .3, 1); } if (!skeleton.free) { - Sprite::MakeSprite(bloodsprite, DoRotation((skeleton.joints[skeleton.jointlabels[head]].position + skeleton.joints[skeleton.jointlabels[neck]].position) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1); - Sprite::MakeSprite(bloodflamesprite, DoRotation((skeleton.joints[skeleton.jointlabels[head]].position + skeleton.joints[skeleton.jointlabels[neck]].position) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1); + Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1); + Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1); } } } + + // texture manipulation follows + int offsetx = 0, offsety = 0; /*if(which==225){ offsety=Random()%40; @@ -635,10 +742,10 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) 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 (i < startx)startx = i; - if (j < starty)starty = j; - if (i > endx)endx = i; - if (j > endy)endy = j; + if (i < startx) startx = i; + if (j < starty) starty = j; + if (i > endx) endx = i; + if (j > endy) endy = j; } } } @@ -646,10 +753,10 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) 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 (i < startx)startx = i; - if (j < starty)starty = j; - if (i > endx)endx = i; - if (j > endy)endy = j; + if (i < startx) startx = i; + if (j < starty) starty = j; + if (i > endx) endx = i; + if (j > endy) endy = j; } } } @@ -658,12 +765,12 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) starty += offsety; endy += offsety; - if (startx < 0)startx = 0; - if (starty < 0)starty = 0; - if (endx > 512 - 1)endx = 512 - 1; - if (endy > 512 - 1)endy = 512 - 1; - if (endx < startx)endx = startx; - if (endy < starty)endy = starty; + if (startx < 0) startx = 0; + if (starty < 0) starty = 0; + if (endx > 512 - 1) endx = 512 - 1; + if (endy > 512 - 1) endy = 512 - 1; + if (endx < startx) endx = startx; + if (endy < starty) endy = starty; startx /= realtexdetail; starty /= realtexdetail; @@ -678,13 +785,15 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) if (bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= which + 4 && bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= which - 4) { color = Random() % 85 + 170; where = i * skeleton.skinsize * 3 + j * 3; - if (skeleton.skinText[where + 0] > color / 2)skeleton.skinText[where + 0] = color / 2; + if (skeleton.skinText[where + 0] > color / 2) + skeleton.skinText[where + 0] = color / 2; skeleton.skinText[where + 1] = 0; skeleton.skinText[where + 2] = 0; } else if (bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= 160 + 4 && bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= 160 - 4) { color = Random() % 85 + 170; where = i * skeleton.skinsize * 3 + j * 3; - if (skeleton.skinText[where + 0] > color / 2)skeleton.skinText[where + 0] = color / 2; + if (skeleton.skinText[where + 0] > color / 2) + skeleton.skinText[where + 0] = color / 2; skeleton.skinText[where + 1] = 0; skeleton.skinText[where + 2] = 0; } @@ -696,13 +805,15 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) if (wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= which + 4 && wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= which - 4) { color = Random() % 85 + 170; where = i * skeleton.skinsize * 3 + j * 3; - if (skeleton.skinText[where + 0] > color / 2)skeleton.skinText[where + 0] = color / 2; + if (skeleton.skinText[where + 0] > color / 2) + skeleton.skinText[where + 0] = color / 2; skeleton.skinText[where + 1] = 0; skeleton.skinText[where + 2] = 0; } else if (wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= 160 + 4 && wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= 160 - 4) { color = Random() % 85 + 170; where = i * skeleton.skinsize * 3 + j * 3; - if (skeleton.skinText[where + 0] > color / 2)skeleton.skinText[where + 0] = color / 2; + if (skeleton.skinText[where + 0] > color / 2) + skeleton.skinText[where + 0] = color / 2; skeleton.skinText[where + 1] = 0; skeleton.skinText[where + 2] = 0; } @@ -715,13 +826,18 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) bleedx = coordsx * 512; bleedy /= realtexdetail; bleedx /= realtexdetail; - if (bleedx < 0)bleedx = 0; - if (bleedy < 0)bleedy = 0; - if (bleedx > skeleton.skinsize - 1)bleedx = skeleton.skinsize - 1; - if (bleedy > skeleton.skinsize - 1)bleedy = skeleton.skinsize - 1; + if (bleedx < 0) + bleedx = 0; + if (bleedy < 0) + bleedy = 0; + if (bleedx > skeleton.skinsize - 1) + bleedx = skeleton.skinsize - 1; + if (bleedy > skeleton.skinsize - 1) + bleedy = skeleton.skinsize - 1; direction = abs(Random() % 2) * 2 - 1; } - if (whichtri == -1)return 0; + if (whichtri == -1) + return 0; } bleeding = howmuch + (float)abs(Random() % 100) / 200 - .25; deathbleeding += bleeding; @@ -731,15 +847,20 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) if (abs(Random() % 2) == 0) { aitype = gethelptype; lastseentime = 12; - } else aitype = attacktypecutoff; + } else + aitype = attacktypecutoff; ally = 0; } - if (bleeding > 2)bleeding = 2; + if (bleeding > 2) + bleeding = 2; return 1; } +/* EFFECT + * guessing this performs a reversal + */ void Person::Reverse() { if (!((victim->aitype == playercontrolled @@ -785,7 +906,8 @@ void Person::Reverse() 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; + 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; @@ -794,12 +916,13 @@ void Person::Reverse() victim->num_weapons--; if (victim->num_weapons) { victim->weaponids[0] = victim->weaponids[victim->num_weapons]; - if (victim->weaponstuck == victim->num_weapons)victim->weaponstuck = 0; + if (victim->weaponstuck == victim->num_weapons) + victim->weaponstuck = 0; } 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; } } @@ -813,7 +936,8 @@ void Person::Reverse() 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; + 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; @@ -822,12 +946,13 @@ void Person::Reverse() victim->num_weapons--; if (victim->num_weapons) { victim->weaponids[0] = victim->weaponids[victim->num_weapons]; - if (victim->weaponstuck == victim->num_weapons)victim->weaponstuck = 0; + if (victim->weaponstuck == victim->num_weapons) + victim->weaponstuck = 0; } 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; @@ -840,7 +965,8 @@ void Person::Reverse() 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; + 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; @@ -849,12 +975,13 @@ void Person::Reverse() victim->num_weapons--; if (victim->num_weapons) { victim->weaponids[0] = victim->weaponids[victim->num_weapons]; - if (victim->weaponstuck == victim->num_weapons)victim->weaponstuck = 0; + if (victim->weaponstuck == victim->num_weapons) + victim->weaponstuck = 0; } 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; @@ -867,7 +994,8 @@ void Person::Reverse() 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; + 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; @@ -876,12 +1004,13 @@ void Person::Reverse() victim->num_weapons--; if (victim->num_weapons) { victim->weaponids[0] = victim->weaponids[victim->num_weapons]; - if (victim->weaponstuck == victim->num_weapons)victim->weaponstuck = 0; + if (victim->weaponstuck == victim->num_weapons) + victim->weaponstuck = 0; } 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; @@ -899,14 +1028,14 @@ 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) { @@ -914,7 +1043,7 @@ 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) { @@ -924,7 +1053,7 @@ 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) { @@ -959,19 +1088,22 @@ void Person::Reverse() victim->num_weapons--; if (victim->num_weapons) { victim->weaponids[0] = victim->weaponids[num_weapons]; - if (victim->weaponstuck == victim->num_weapons)victim->weaponstuck = 0; + if (victim->weaponstuck == victim->num_weapons) + 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; } } if (abs(Random() % 20) == 0) { if (weaponactive != -1) { if (weapons[victim->weaponids[0]].getType() == staff || weapons[weaponids[0]].getType() == staff) { - if (weapons[victim->weaponids[0]].getType() == staff)weapons[victim->weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; - if (weapons[weaponids[0]].getType() == staff)weapons[weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; + if (weapons[victim->weaponids[0]].getType() == staff) + weapons[victim->weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; + if (weapons[weaponids[0]].getType() == staff) + weapons[weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; emit_sound_at(swordstaffsound, coords); } else { @@ -999,11 +1131,12 @@ void Person::Reverse() num_weapons--; if (num_weapons) { weaponids[0] = weaponids[num_weapons]; - if (weaponstuck == num_weapons)weaponstuck = 0; + if (weaponstuck == num_weapons) + 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; } @@ -1021,7 +1154,8 @@ void Person::Reverse() Normalise(&rotatetarget); victim->targetyaw = -asin(0 - rotatetarget.x); victim->targetyaw *= 360 / 6.28; - if (rotatetarget.z < 0)victim->targetyaw = 180 - victim->targetyaw; + if (rotatetarget.z < 0) + victim->targetyaw = 180 - victim->targetyaw; victim->targettilt2 = -asin(rotatetarget.y) * 360 / 6.28; //*-70; @@ -1038,7 +1172,8 @@ void Person::Reverse() Normalise(&rotatetarget); victim->targetyaw = -asin(0 - rotatetarget.x); victim->targetyaw *= 360 / 6.28; - if (rotatetarget.z < 0)victim->targetyaw = 180 - victim->targetyaw; + if (rotatetarget.z < 0) + victim->targetyaw = 180 - victim->targetyaw; victim->targettilt2 = -asin(rotatetarget.y) * 360 / 6.28; //*-70; @@ -1051,36 +1186,63 @@ void Person::Reverse() velocity = 0; victim->velocity = 0; - if (aitype != playercontrolled)feint = 0; - if (aitype != playercontrolled && Random() % 3 == 0 && escapednum < 2 && difficulty == 2)feint = 1; - if (aitype != playercontrolled && Random() % 5 == 0 && escapednum < 2 && difficulty == 1)feint = 1; - if (aitype != playercontrolled && Random() % 10 == 0 && escapednum < 2 && difficulty == 0)feint = 1; - - if (victim->id == 0 && animation[victim->animTarget].attack == reversal)numreversals++; + if (aitype != playercontrolled) + feint = 0; + if (aitype != playercontrolled && Random() % 3 == 0 && escapednum < 2 && difficulty == 2) + feint = 1; + if (aitype != playercontrolled && Random() % 5 == 0 && escapednum < 2 && difficulty == 1) + feint = 1; + if (aitype != playercontrolled && Random() % 10 == 0 && escapednum < 2 && difficulty == 0) + feint = 1; + + if (victim->id == 0 && animation[victim->animTarget].attack == reversal) + numreversals++; } +/* EFFECT + * get hurt + */ void Person::DoDamage(float howmuch) { - if (tutoriallevel != 1)damage += howmuch / power; - if (id != 0)damagedealt += howmuch / power; - if (id == 0)damagetaken += howmuch / power; - - if (id == 0 && (bonus == solidhit || bonus == twoxcombo || bonus == threexcombo || bonus == fourxcombo || bonus == megacombo))bonus = 0; - if (tutoriallevel != 1)permanentdamage += howmuch / 2 / power; - if (tutoriallevel != 1)superpermanentdamage += howmuch / 4 / power; - if (permanentdamage > damagetolerance / 2 && permanentdamage - howmuch < damagetolerance / 2 && Random() % 2)DoBlood(1, 255); - if ((permanentdamage > damagetolerance * .8 && Random() % 2 && !deathbleeding) || spurt)DoBlood(1, 255); + // subtract health (temporary?) + if (tutoriallevel != 1) + damage += howmuch / power; + // stats? + if (id != 0) + damagedealt += howmuch / power; + if (id == 0) + damagetaken += howmuch / power; + + // reset bonuses + if (id == 0 && (bonus == solidhit || bonus == twoxcombo || bonus == threexcombo || bonus == fourxcombo || bonus == megacombo)) + bonus = 0; + // subtract health + if (tutoriallevel != 1) + permanentdamage += howmuch / 2 / power; + if (tutoriallevel != 1) + superpermanentdamage += howmuch / 4 / power; + // visual effects + if (permanentdamage > damagetolerance / 2 && permanentdamage - howmuch < damagetolerance / 2 && Random() % 2) + DoBlood(1, 255); + if ((permanentdamage > damagetolerance * .8 && Random() % 2 && !deathbleeding) || spurt) + DoBlood(1, 255); spurt = 0; - if (id == 0)camerashake += howmuch / 100; - if (id == 0 && ((howmuch > 50 && damage > damagetolerance / 2)))blackout = damage / damagetolerance; - if (blackout > 1)blackout = 1; - - if (aitype == passivetype && damage < damagetolerance && ((tutoriallevel != 1 || cananger) && hostile))aitype = attacktypecutoff; + if (id == 0) + camerashake += howmuch / 100; + if (id == 0 && ((howmuch > 50 && damage > damagetolerance / 2))) + blackout = damage / damagetolerance; + if (blackout > 1) + blackout = 1; + + // cancel attack? + if (aitype == passivetype && damage < damagetolerance && ((tutoriallevel != 1 || cananger) && hostile)) + aitype = attacktypecutoff; if (tutoriallevel != 1 && aitype != playercontrolled && damage < damagetolerance && damage > damagetolerance * 2 / 3 && creature == rabbittype) { if (abs(Random() % 2) == 0) { aitype = gethelptype; lastseentime = 12; - } else aitype = attacktypecutoff; + } else + aitype = attacktypecutoff; ally = 0; } @@ -1088,10 +1250,14 @@ 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)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; + if (!skeleton.free) + flatvelocity2 = velocity; + 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; flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10; flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10; flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10; @@ -1116,14 +1282,17 @@ void Person::DoDamage(float howmuch) coords = 20; } + // play sounds if (tutoriallevel != 1 || id == 0) if (speechdelay <= 0 && !dead && aitype != playercontrolled) { int whichsound = -1; if (creature == wolftype) { int i = abs(Random() % 2); - if (i == 0)whichsound = snarlsound; - if (i == 1)whichsound = snarl2sound; + if (i == 0) + whichsound = snarlsound; + if (i == 1) + whichsound = snarl2sound; envsound[numenvsounds] = coords; envsoundvol[numenvsounds] = 16; envsoundlife[numenvsounds] = .4; @@ -1131,8 +1300,10 @@ void Person::DoDamage(float howmuch) } if (creature == rabbittype) { int i = abs(Random() % 2); - if (i == 0)whichsound = rabbitpainsound; - if (i == 1 && damage > damagetolerance)whichsound = rabbitpain1sound; + if (i == 0) + whichsound = rabbitpainsound; + if (i == 1 && damage > damagetolerance) + whichsound = rabbitpain1sound; envsound[numenvsounds] = coords; envsoundvol[numenvsounds] = 16; envsoundlife[numenvsounds] = .4; @@ -1150,6 +1321,9 @@ void Person::DoDamage(float howmuch) //if(damage>=damagetolerance&&howmuch<30&&!dead)damage=damagetolerance-1; } +/* EFFECT + * calculate/animate head facing direction? + */ void Person::DoHead() { static XYZ rotatearound; @@ -1165,40 +1339,55 @@ void Person::DoHead() while (targetheadyaw > 180)targetheadyaw -= 360; while (targetheadyaw < -180)targetheadyaw += 360; - if (targetheadyaw > 160)targetheadpitch = targetheadpitch * -1; - if (targetheadyaw < -160)targetheadpitch = targetheadpitch * -1; - if (targetheadyaw > 160)targetheadyaw = targetheadyaw - 180; - if (targetheadyaw < -160)targetheadyaw = targetheadyaw + 180; - - if (targetheadpitch > 120)targetheadpitch = 120; - if (targetheadpitch < -120)targetheadpitch = -120; - if (targetheadyaw > 120)targetheadyaw = 120; - if (targetheadyaw < -120)targetheadyaw = -120; - - if (!isIdle())targetheadpitch = 0; + if (targetheadyaw > 160) + targetheadpitch = targetheadpitch * -1; + if (targetheadyaw < -160) + targetheadpitch = targetheadpitch * -1; + if (targetheadyaw > 160) + targetheadyaw = targetheadyaw - 180; + if (targetheadyaw < -160) + targetheadyaw = targetheadyaw + 180; + + if (targetheadpitch > 120) + targetheadpitch = 120; + if (targetheadpitch < -120) + targetheadpitch = -120; + if (targetheadyaw > 120) + targetheadyaw = 120; + if (targetheadyaw < -120) + targetheadyaw = -120; + + if (!isIdle()) + targetheadpitch = 0; if (isIdle()) { - if (targetheadyaw > 80)targetheadyaw = 80; - if (targetheadyaw < -80)targetheadyaw = -80; - if (targetheadpitch > 50)targetheadpitch = 50; - if (targetheadpitch < -50)targetheadpitch = -50; - } - - if (abs(headyaw - targetheadyaw) < multiplier * lookspeed)headyaw = targetheadyaw; + if (targetheadyaw > 80) + targetheadyaw = 80; + if (targetheadyaw < -80) + targetheadyaw = -80; + if (targetheadpitch > 50) + targetheadpitch = 50; + if (targetheadpitch < -50) + targetheadpitch = -50; + } + + if (abs(headyaw - targetheadyaw) < multiplier * lookspeed) + headyaw = targetheadyaw; else if (headyaw > targetheadyaw) { headyaw -= multiplier * lookspeed; } else if (headyaw < targetheadyaw) { headyaw += multiplier * lookspeed; } - if (abs(headpitch - targetheadpitch) < multiplier * lookspeed / 2)headpitch = targetheadpitch; + if (abs(headpitch - targetheadpitch) < multiplier * lookspeed / 2) + headpitch = targetheadpitch; else if (headpitch > targetheadpitch) { headpitch -= multiplier * lookspeed / 2; } else if (headpitch < targetheadpitch) { headpitch += multiplier * lookspeed / 2; } - rotatearound = skeleton.joints[skeleton.jointlabels[neck]].position; - skeleton.joints[skeleton.jointlabels[head]].position = rotatearound + DoRotation(skeleton.joints[skeleton.jointlabels[head]].position - rotatearound, headpitch, 0, 0); + rotatearound = jointPos(neck); + jointPos(head) = rotatearound + DoRotation(jointPos(head) - rotatearound, headpitch, 0, 0); facing = 0; facing.z = -1; @@ -1219,8 +1408,7 @@ 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); } @@ -1228,14 +1416,19 @@ void Person::DoHead() } } +/* EFFECT + * ragdolls character? + */ void Person::RagDoll(bool checkcollision) { static XYZ change; static int l, i, j; static float speed; if (!skeleton.free) { - if (id == 0)numfalls++; - if (id == 0 && isFlip())numflipfail++; + if (id == 0) + numfalls++; + if (id == 0 && isFlip()) + numflipfail++; escapednum = 0; @@ -1253,27 +1446,27 @@ void Person::RagDoll(bool checkcollision) freefall = 1; skeleton.freefall = 1; - if (!isnormal(velocity.x))velocity.x = 0; - if (!isnormal(velocity.y))velocity.y = 0; - if (!isnormal(velocity.z))velocity.z = 0; - if (!isnormal(yaw))yaw = 0; - if (!isnormal(coords.x))coords = 0; - if (!isnormal(tilt))tilt = 0; - if (!isnormal(tilt2))tilt2 = 0; + if (!isnormal(velocity.x)) velocity.x = 0; + if (!isnormal(velocity.y)) velocity.y = 0; + if (!isnormal(velocity.z)) velocity.z = 0; + if (!isnormal(yaw)) yaw = 0; + if (!isnormal(coords.x)) coords = 0; + 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; + 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; } @@ -1289,13 +1482,16 @@ void Person::RagDoll(bool checkcollision) if (animation[animCurrent].speed[frameCurrent] > animation[animTarget].speed[frameTarget]) { speed = animation[animCurrent].speed[frameCurrent] * 2; } - if (transspeed)speed = transspeed * 2; + if (transspeed) + speed = transspeed * 2; speed *= speedmult; - for (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 skeleton.joints[i].velocity = velocity / scale + facing * 5; + 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 + skeleton.joints[i].velocity = velocity / scale + facing * 5; change.x = (float)(Random() % 100) / 100; change.y = (float)(Random() % 100) / 100; change.z = (float)(Random() % 100) / 100; @@ -1344,18 +1540,19 @@ 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; + // 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 = skeleton.joints[skeleton.jointlabels[righthand]].velocity * scale * -.3; + weapons[weaponids[0]].velocity = jointVel(righthand) * scale * -.3; weapons[weaponids[0]].velocity.x += .01; - weapons[weaponids[0]].tipvelocity = skeleton.joints[skeleton.jointlabels[righthand]].velocity * scale; + weapons[weaponids[0]].tipvelocity = jointVel(righthand) * scale; weapons[weaponids[0]].missed = 1; weapons[weaponids[0]].freetime = 0; weapons[weaponids[0]].firstfree = 1; @@ -1363,11 +1560,12 @@ void Person::RagDoll(bool checkcollision) num_weapons--; if (num_weapons) { weaponids[0] = weaponids[num_weapons]; - if (weaponstuck == num_weapons)weaponstuck = 0; + if (weaponstuck == num_weapons) + 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; } } } @@ -1381,6 +1579,8 @@ void Person::RagDoll(bool checkcollision) +/* EFFECT + */ void Person::FootLand(int which, float opacity) { static XYZ terrainlight; @@ -1388,60 +1588,86 @@ void Person::FootLand(int which, float opacity) if (opacity >= 1 || skiddelay <= 0) if (opacity > 1) { footvel = 0; - if (which == 0)footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) * scale + coords; - if (which == 1)footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0) * scale + coords; + if (which == 0) + footpoint = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords; + if (which == 1) + footpoint = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords; //footpoint.y=coords.y; - if (distsq(&footpoint, &viewer))Sprite::MakeSprite(cloudsprite, footpoint, footvel, 1, 1, 1, .5, .2 * opacity); + if (distsq(&footpoint, &viewer)) + Sprite::MakeSprite(cloudsprite, footpoint, footvel, 1, 1, 1, .5, .2 * opacity); } else if (environment == snowyenvironment && onterrain && terrain.getOpacity(coords.x, coords.z) < .2) { footvel = velocity / 5; - if (footvel.y < .8)footvel.y = .8; - if (which == 0)footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) * scale + coords; - if (which == 1)footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0) * scale + coords; + if (footvel.y < .8) + footvel.y = .8; + if (which == 0) + footpoint = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords; + if (which == 1) + footpoint = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords; footpoint.y = terrain.getHeight(footpoint.x, footpoint.z); terrainlight = terrain.getLighting(footpoint.x, footpoint.z); - if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4)Sprite::MakeSprite(cloudsprite, footpoint, footvel * .6, terrainlight.x, terrainlight.y, terrainlight.z, .5, .7 * opacity); - if (opacity >= 1 || detail == 2)if (detail == 2)if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4)terrain.MakeDecal(footprintdecal, footpoint, .2, 1 * opacity, yaw); + if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4) + Sprite::MakeSprite(cloudsprite, footpoint, footvel * .6, terrainlight.x, terrainlight.y, terrainlight.z, .5, .7 * opacity); + if (opacity >= 1 || detail == 2) + if (detail == 2) + if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4) + terrain.MakeDecal(footprintdecal, footpoint, .2, 1 * opacity, yaw); } else if (environment == grassyenvironment && onterrain && terrain.getOpacity(coords.x, coords.z) < .2) { footvel = velocity / 5; - if (footvel.y < .8)footvel.y = .8; - if (which == 0)footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) * scale + coords; - if (which == 1)footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0) * scale + coords; + if (footvel.y < .8) + footvel.y = .8; + if (which == 0) + footpoint = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords; + if (which == 1) + footpoint = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords; footpoint.y = terrain.getHeight(footpoint.x, footpoint.z); terrainlight = terrain.getLighting(footpoint.x, footpoint.z); - if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4)Sprite::MakeSprite(cloudsprite, footpoint, footvel * .6, terrainlight.x * 90 / 255, terrainlight.y * 70 / 255, terrainlight.z * 8 / 255, .5, .5 * opacity); + if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4) + Sprite::MakeSprite(cloudsprite, footpoint, footvel * .6, terrainlight.x * 90 / 255, terrainlight.y * 70 / 255, terrainlight.z * 8 / 255, .5, .5 * opacity); } else if (environment == desertenvironment && onterrain && terrain.getOpacity(coords.x, coords.z) < .2) { footvel = velocity / 5; - if (footvel.y < .8)footvel.y = .8; - if (which == 0)footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) * scale + coords; - if (which == 1)footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0) * scale + coords; + if (footvel.y < .8) + footvel.y = .8; + if (which == 0) + footpoint = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords; + if (which == 1) + footpoint = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords; footpoint.y = terrain.getHeight(footpoint.x, footpoint.z); terrainlight = terrain.getLighting(footpoint.x, footpoint.z); - if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4)Sprite::MakeSprite(cloudsprite, footpoint, footvel * .6, terrainlight.x * 190 / 255, terrainlight.y * 170 / 255, terrainlight.z * 108 / 255, .5, .7 * opacity); - if (opacity >= 1 || detail == 2)if (detail == 2)if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4)terrain.MakeDecal(footprintdecal, footpoint, .2, .25 * opacity, yaw); + if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4) + Sprite::MakeSprite(cloudsprite, footpoint, footvel * .6, terrainlight.x * 190 / 255, terrainlight.y * 170 / 255, terrainlight.z * 108 / 255, .5, .7 * opacity); + if (opacity >= 1 || detail == 2) + if (detail == 2) + if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4) + terrain.MakeDecal(footprintdecal, footpoint, .2, .25 * opacity, yaw); } else if (isLanding() || animTarget == jumpupanim || isLandhard()) { footvel = velocity / 5; - if (footvel.y < .8)footvel.y = .8; - if (which == 0)footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) * scale + coords; - if (which == 1)footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0) * scale + coords; + if (footvel.y < .8) + footvel.y = .8; + if (which == 0) + footpoint = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords; + if (which == 1) + footpoint = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords; //footpoint.y=coords.y; - if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4)Sprite::MakeSprite(cloudsprite, footpoint, footvel * .6, 1, 1, 1, .5, .2 * opacity); + if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4) + Sprite::MakeSprite(cloudsprite, footpoint, footvel * .6, 1, 1, 1, .5, .2 * opacity); } } +/* EFFECT + * make a puff effect at a body part (dust effect?) + */ void Person::Puff(int whichlabel) { static XYZ footvel, footpoint; footvel = 0; - footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[whichlabel]].position, 0, yaw, 0) * scale + coords; + footpoint = DoRotation(jointPos(whichlabel), 0, yaw, 0) * scale + coords; Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 1, 1, .9, .3); } -Joint& Person::getJointFor(int bodypart) -{ - return skeleton.joints[skeleton.jointlabels[bodypart]]; -} - +/* EFFECT + * I think I added this in an attempt to clean up code + */ void Person::setAnimation(int animation) { animTarget = animation; @@ -1449,13 +1675,17 @@ void Person::setAnimation(int animation) target = 0; } -void Person::DoAnimations() +/* EFFECT + * MONSTER + * TODO: ??? + */ +void Person::DoAnimations() { if (!skeleton.free) { - int i = 0; static float oldtarget; - if (isIdle() && animCurrent != getIdle())normalsupdatedelay = 0; + if (isIdle() && animCurrent != getIdle()) + normalsupdatedelay = 0; if (animTarget == tempanim || animCurrent == tempanim) { animation[tempanim] = tempanimation; @@ -1474,8 +1704,10 @@ void Person::DoAnimations() OPENAL_3D_SetAttributes(channels[whooshsound], gLoc, vel); OPENAL_SetVolume(channels[whooshsound], 64 * findLength(&velocity) / 5); } - if (((velocity.y < -15) || (crouchkeydown && velocity.y < -8)) && abs(velocity.y) * 4 > fast_sqrt(velocity.x * velocity.x * velocity.z * velocity.z))landhard = 1; - if (!crouchkeydown && velocity.y >= -15)landhard = 0; + if (((velocity.y < -15) || (crouchkeydown && velocity.y < -8)) && abs(velocity.y) * 4 > fast_sqrt(velocity.x * velocity.x * velocity.z * velocity.z)) + landhard = 1; + if (!crouchkeydown && velocity.y >= -15) + landhard = 0; } if ((animCurrent == jumpupanim || animTarget == jumpdownanim)/*&&velocity.y<40*/ && !isFlip() && (!isLanding() && !isLandhard()) && ((crouchkeydown && !crouchtogglekeydown))) { XYZ targfacing; @@ -1484,27 +1716,35 @@ void Person::DoAnimations() targfacing = DoRotation(targfacing, 0, targetyaw, 0); - if (normaldotproduct(targfacing, velocity) >= -.3)animTarget = flipanim; - else animTarget = backflipanim; + if (normaldotproduct(targfacing, velocity) >= -.3) + animTarget = flipanim; + else + animTarget = backflipanim; crouchtogglekeydown = 1; frameTarget = 0; target = 0; - if (id == 0)numflipped++; + if (id == 0) + numflipped++; } - if (animation[animTarget].attack != reversed)feint = 0; + if (animation[animTarget].attack != reversed) + feint = 0; if (!crouchkeydown || (isLanding() || isLandhard()) || (wasLanding() || wasLandhard())) { crouchtogglekeydown = 0; - if (aitype == playercontrolled)feint = 0; + if (aitype == playercontrolled) + feint = 0; } else { - if (!crouchtogglekeydown && animation[animTarget].attack == reversed && aitype == playercontrolled && (escapednum < 2 || reversaltrain))feint = 1; - if (!isFlip())crouchtogglekeydown = 1; + if (!crouchtogglekeydown && animation[animTarget].attack == reversed && aitype == playercontrolled && (escapednum < 2 || reversaltrain)) + feint = 1; + if (!isFlip()) + crouchtogglekeydown = 1; } if (animation[animTarget].attack || animCurrent == getupfrombackanim || animCurrent == getupfromfrontanim) { - if (detail)normalsupdatedelay = 0; + if (detail) + normalsupdatedelay = 0; } if (target >= 1) { @@ -1517,15 +1757,19 @@ 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 (victim->aitype == attacktypecutoff && victim->stunned <= 0 && victim->surprised <= 0 && victim->id != 0) + Reverse(); if (animTarget == rabbittacklinganim && frameTarget == 1 && !victim->isCrouch() && victim->animTarget != backhandspringanim) { - if (normaldotproduct(victim->facing, facing) > 0)victim->animTarget = rabbittackledbackanim; - else victim->animTarget = rabbittackledfrontanim; + if (normaldotproduct(victim->facing, facing) > 0) + victim->animTarget = rabbittackledbackanim; + else + victim->animTarget = rabbittackledfrontanim; victim->frameTarget = 2; victim->target = 0; victim->yaw = yaw; victim->targetyaw = yaw; - if (victim->aitype == gethelptype)victim->DoDamage(victim->damagetolerance - victim->damage); + if (victim->aitype == gethelptype) + victim->DoDamage(victim->damagetolerance - victim->damage); //victim->DoDamage(30); if (creature == wolftype) { DoBloodBig(0, 255); @@ -1540,8 +1784,10 @@ void Person::DoAnimations() if (!drawtogglekeydown && drawkeydown && (weaponactive == -1 || num_weapons == 1) && (animation[animTarget].label[frameTarget] || (animTarget != animCurrent && animCurrent == rollanim)) && num_weapons > 0 && creature != wolftype) { if (weapons[weaponids[0]].getType() == knife) { - if (weaponactive == -1)weaponactive = 0; - else if (weaponactive == 0)weaponactive = -1; + if (weaponactive == -1) + weaponactive = 0; + else if (weaponactive == 0) + weaponactive = -1; if (weaponactive == -1) { emit_sound_at(knifesheathesound, coords); @@ -1558,10 +1804,14 @@ void Person::DoAnimations() int whichsound; if (onterrain) { if (terrain.getOpacity(coords.x, coords.z) < .2) { - if (animation[animTarget].label[frameTarget] == 1)whichsound = footstepsound; - else whichsound = footstepsound2; - if (animation[animTarget].label[frameTarget] == 1)FootLand(0, 1); - if (animation[animTarget].label[frameTarget] == 2)FootLand(1, 1); + if (animation[animTarget].label[frameTarget] == 1) + whichsound = footstepsound; + else + whichsound = footstepsound2; + if (animation[animTarget].label[frameTarget] == 1) + FootLand(0, 1); + if (animation[animTarget].label[frameTarget] == 2) + FootLand(1, 1); if (animation[animTarget].label[frameTarget] == 3 && isRun()) { FootLand(1, 1); FootLand(0, 1); @@ -1569,32 +1819,44 @@ void Person::DoAnimations() } if (terrain.getOpacity(coords.x, coords.z) >= .2) { - if (animation[animTarget].label[frameTarget] == 1)whichsound = footstepsound3; - else whichsound = footstepsound4; + if (animation[animTarget].label[frameTarget] == 1) + whichsound = footstepsound3; + else + whichsound = footstepsound4; } } if (!onterrain) { - if (animation[animTarget].label[frameTarget] == 1)whichsound = footstepsound3; - else whichsound = footstepsound4; + if (animation[animTarget].label[frameTarget] == 1) + whichsound = footstepsound3; + else + whichsound = footstepsound4; } if (animation[animTarget].label[frameTarget] == 4 && (weaponactive == -1 || (animTarget != knifeslashstartanim && animTarget != knifethrowanim && animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != knifefollowanim))) { if (animation[animTarget].attack != neutral) { - i = abs(Random() % 3); - if (i == 0)whichsound = lowwhooshsound; - if (i == 1)whichsound = midwhooshsound; - if (i == 2)whichsound = highwhooshsound; + unsigned r = abs(Random() % 3); + if (r == 0) + whichsound = lowwhooshsound; + if (r == 1) + whichsound = midwhooshsound; + if (r == 2) + whichsound = highwhooshsound; } - if (animation[animTarget].attack == neutral)whichsound = movewhooshsound; - } else if (animation[animTarget].label[frameTarget] == 4)whichsound = knifeswishsound; - if (animation[animTarget].label[frameTarget] == 8 && tutoriallevel != 1)whichsound = landsound2; + if (animation[animTarget].attack == neutral) + whichsound = movewhooshsound; + } else if (animation[animTarget].label[frameTarget] == 4) + whichsound = knifeswishsound; + if (animation[animTarget].label[frameTarget] == 8 && tutoriallevel != 1) + whichsound = landsound2; emit_sound_at(whichsound, coords, 256.); if (id == 0) if (whichsound == footstepsound || whichsound == footstepsound2 || whichsound == footstepsound3 || whichsound == footstepsound4) { envsound[numenvsounds] = coords; - if (animTarget == wolfrunninganim || animTarget == rabbitrunninganim)envsoundvol[numenvsounds] = 15; - else envsoundvol[numenvsounds] = 6; + if (animTarget == wolfrunninganim || animTarget == rabbitrunninganim) + envsoundvol[numenvsounds] = 15; + else + envsoundvol[numenvsounds] = 6; envsoundlife[numenvsounds] = .4; numenvsounds++; } @@ -1613,18 +1875,18 @@ void Person::DoAnimations() int whichsound = -1; if (animation[animTarget].label[frameTarget] == 4 && aitype != playercontrolled) { if (animation[animTarget].attack != neutral) { - i = abs(Random() % 4); + unsigned r = abs(Random() % 4); if (creature == rabbittype) { - if (i == 0)whichsound = rabbitattacksound; - if (i == 1)whichsound = rabbitattack2sound; - if (i == 2)whichsound = rabbitattack3sound; - if (i == 3)whichsound = rabbitattack4sound; + if (r == 0) whichsound = rabbitattacksound; + if (r == 1) whichsound = rabbitattack2sound; + if (r == 2) whichsound = rabbitattack3sound; + if (r == 3) whichsound = rabbitattack4sound; } if (creature == wolftype) { - if (i == 0)whichsound = barksound; - if (i == 1)whichsound = bark2sound; - if (i == 2)whichsound = bark3sound; - if (i == 3)whichsound = barkgrowlsound; + if (r == 0) whichsound = barksound; + if (r == 1) whichsound = bark2sound; + if (r == 2) whichsound = bark3sound; + if (r == 3) whichsound = barkgrowlsound; } speechdelay = .3; } @@ -1652,7 +1914,7 @@ 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) { @@ -1673,19 +1935,20 @@ void Person::DoAnimations() } if (animTarget == crouchremoveknifeanim && animation[animTarget].label[frameCurrent] == 5) { - for (i = 0; i < weapons.size(); i++) { + for (unsigned i = 0; i < weapons.size(); i++) { bool willwork = true; if (weapons[i].owner != -1) - if (player[weapons[i].owner].weaponstuck != -1) - if (player[weapons[i].owner].weaponids[player[weapons[i].owner].weaponstuck] == i) - if (player[weapons[i].owner].num_weapons > 1)willwork = 0; - if ((weapons[i].owner == -1) || (hasvictim && weapons[i].owner == victim->id && victim->skeleton.free)) + 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 == 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; } } @@ -1699,9 +1962,11 @@ void Person::DoAnimations() weaponactive = 0; if (weapons[i].owner != -1) { - victim = &player[weapons[i].owner]; - if (victim->num_weapons == 1)victim->num_weapons = 0; - else victim->num_weapons = 1; + victim = Person::players[weapons[i].owner]; + if (victim->num_weapons == 1) + victim->num_weapons = 0; + else + victim->num_weapons = 1; //victim->weaponactive=-1; victim->skeleton.longdead = 0; @@ -1721,23 +1986,25 @@ void Person::DoAnimations() footvel = 0; footpoint = weapons[i].position; if (victim->weaponstuck != -1) { - if (victim->weaponids[victim->weaponstuck] == i) { - if (bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3); + if (victim->weaponids[victim->weaponstuck] == int(i)) { + if (bloodtoggle) + Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3); weapons[i].bloody = 2; weapons[i].blooddrip = 5; victim->weaponstuck = -1; } } if (victim->num_weapons > 0) { - if (victim->weaponstuck != 0 && victim->weaponstuck != -1)victim->weaponstuck = 0; - if (victim->weaponids[0] == i) + if (victim->weaponstuck != 0 && victim->weaponstuck != -1) + victim->weaponstuck = 0; + 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) { @@ -1751,7 +2018,8 @@ void Person::DoAnimations() } if (animCurrent == drawleftanim && animation[animTarget].label[frameCurrent] == 5) { - if (weaponactive == -1)weaponactive = 0; + if (weaponactive == -1) + weaponactive = 0; else if (weaponactive == 0) { weaponactive = -1; if (num_weapons == 2) { @@ -1775,18 +2043,24 @@ void Person::DoAnimations() Normalise(&rotatetarget); targetyaw = -asin(0 - rotatetarget.x); targetyaw *= 360 / 6.28; - if (rotatetarget.z < 0)targetyaw = 180 - targetyaw; + if (rotatetarget.z < 0) + targetyaw = 180 - targetyaw; - if (animTarget == walljumprightkickanim)targetyaw += 40; - if (animTarget == walljumpleftkickanim)targetyaw -= 40; + if (animTarget == walljumprightkickanim) + targetyaw += 40; + if (animTarget == walljumpleftkickanim) + targetyaw -= 40; } bool dojumpattack; dojumpattack = 0; - if ((animTarget == rabbitrunninganim || animTarget == wolfrunninganim) && frameTarget == 3 && (jumpkeydown || attackkeydown || id != 0))dojumpattack = 1; + 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)dojumpattack = 1; - if (!hostile)dojumpattack = 0; + 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; if (dojumpattack) { if ((animTarget == rabbitrunninganim || animTarget == wolfrunninganim) && id == 0) { animTarget = rabbittackleanim; @@ -1802,17 +2076,17 @@ 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; @@ -1824,7 +2098,8 @@ void Person::DoAnimations() Normalise(&rotatetarget); targetyaw = -asin(0 - rotatetarget.x); targetyaw *= 360 / 6.28; - if (rotatetarget.z < 0)targetyaw = 180 - targetyaw; + if (rotatetarget.z < 0) + targetyaw = 180 - targetyaw; } if (animTarget != rabbitrunninganim) { emit_sound_at(jumpsound, coords, 128.); @@ -1834,7 +2109,8 @@ void Person::DoAnimations() //Move impacts float damagemult = 1 * power; - if (creature == wolftype)damagemult = 2.5 * power; + if (creature == wolftype) + damagemult = 2.5 * power; if (hasvictim) { damagemult /= victim->damagetolerance / 200; } @@ -1843,11 +2119,13 @@ void Person::DoAnimations() if (animTarget == spinkickanim && animation[animTarget].label[frameCurrent] == 5) { if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && 3 && animation[victim->animTarget].height != lowheight) { escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; if (Random() % 2 || creature == wolftype) { victim->spurt = 1; DoBlood(.2, 250); - if (creature == wolftype)DoBloodBig(0, 250); + if (creature == wolftype) + DoBloodBig(0, 250); } if (tutoriallevel != 1) { emit_sound_at(heavyimpactsound, victim->coords, 128.); @@ -1863,10 +2141,10 @@ 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); @@ -1878,10 +2156,12 @@ void Person::DoAnimations() if (animTarget == wolfslapanim && animation[animTarget].label[frameCurrent] == 5) { if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && 3 && animation[victim->animTarget].height != lowheight) { escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; if (Random() % 2 || creature == wolftype) { victim->spurt = 1; - if (creature == wolftype)DoBloodBig(0, 235); + if (creature == wolftype) + DoBloodBig(0, 235); } emit_sound_at(whooshhitsound, victim->coords); if (creature == wolftype) { @@ -1897,10 +2177,10 @@ 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); @@ -1910,7 +2190,8 @@ void Person::DoAnimations() if (animTarget == walljumprightkickanim && animation[animTarget].label[frameCurrent] == 5) { if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && animation[victim->animTarget].height != lowheight) { escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; victim->spurt = 1; DoBlood(.2, 250); if (tutoriallevel != 1) { @@ -1927,10 +2208,10 @@ 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); @@ -1945,7 +2226,8 @@ void Person::DoAnimations() if (animTarget == walljumpleftkickanim && animation[animTarget].label[frameCurrent] == 5) { if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && animation[victim->animTarget].height != lowheight) { escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; victim->spurt = 1; DoBlood(.2, 250); if (tutoriallevel != 1) { @@ -1962,10 +2244,10 @@ 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); @@ -1980,7 +2262,8 @@ void Person::DoAnimations() if (animTarget == blockhighleftstrikeanim && animation[animTarget].label[frameCurrent] == 5) { if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && animation[victim->animTarget].height != lowheight) { escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; if (Random() % 2) { victim->spurt = 1; DoBlood(.2, 235); @@ -1991,10 +2274,10 @@ 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); @@ -2004,7 +2287,8 @@ void Person::DoAnimations() if (animTarget == killanim && animation[animTarget].label[frameCurrent] == 8) { if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && victim->dead) { escapednum = 0; - if (id == 0)camerashake += .2; + if (id == 0) + camerashake += .2; emit_sound_at(whooshhitsound, victim->coords, 128.); victim->skeleton.longdead = 0; @@ -2012,7 +2296,7 @@ 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; @@ -2023,21 +2307,22 @@ 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; } } if (animTarget == killanim && animation[animTarget].label[frameCurrent] == 5) { if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 9 && victim->dead) { escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; if (tutoriallevel != 1) { emit_sound_at(heavyimpactsound, coords, 128.); } @@ -2045,7 +2330,7 @@ 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); @@ -2054,14 +2339,15 @@ 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; } } if (animTarget == dropkickanim && animation[animTarget].label[frameCurrent] == 7) { if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 9 && victim->skeleton.free) { escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; if (tutoriallevel != 1) { emit_sound_at(thudsound, coords); } @@ -2071,7 +2357,7 @@ 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; @@ -2081,7 +2367,7 @@ 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) @@ -2089,9 +2375,10 @@ 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; + if (!victim->dead) + staggerdelay = 1.2; } @@ -2101,7 +2388,8 @@ void Person::DoAnimations() //if(id==0)camerashake+=.4; if (hasvictim) - if (!victim->skeleton.free)hasvictim = 0; + if (!victim->skeleton.free) + hasvictim = 0; if (!hasvictim) { terrain.MakeDecal(blooddecalfast, (weapons[weaponids[weaponactive]].tippoint * .8 + weapons[weaponids[weaponactive]].position * .2), .08, .6, Random() % 360); @@ -2117,7 +2405,8 @@ void Person::DoAnimations() if (weapons[weaponids[weaponactive]].getType() == knife) { where = (weapons[weaponids[weaponactive]].tippoint * .6 + weapons[weaponids[weaponactive]].position * .4); where -= victim->coords; - if (!victim->skeleton.free)where = DoRotation(where, 0, -victim->yaw, 0); + if (!victim->skeleton.free) + where = DoRotation(where, 0, -victim->yaw, 0); //where=scale; startpoint = where; startpoint.y += 100; @@ -2127,21 +2416,25 @@ void Person::DoAnimations() if (weapons[weaponids[weaponactive]].getType() == sword) { where = weapons[weaponids[weaponactive]].position; where -= victim->coords; - if (!victim->skeleton.free)where = DoRotation(where, 0, -victim->yaw, 0); + if (!victim->skeleton.free) + where = DoRotation(where, 0, -victim->yaw, 0); startpoint = where; where = weapons[weaponids[weaponactive]].tippoint; where -= victim->coords; - if (!victim->skeleton.free)where = DoRotation(where, 0, -victim->yaw, 0); + if (!victim->skeleton.free) + where = DoRotation(where, 0, -victim->yaw, 0); endpoint = where; } if (weapons[weaponids[weaponactive]].getType() == staff) { where = weapons[weaponids[weaponactive]].position; where -= victim->coords; - if (!victim->skeleton.free)where = DoRotation(where, 0, -victim->yaw, 0); + if (!victim->skeleton.free) + where = DoRotation(where, 0, -victim->yaw, 0); startpoint = where; where = weapons[weaponids[weaponactive]].tippoint; where -= victim->coords; - if (!victim->skeleton.free)where = DoRotation(where, 0, -victim->yaw, 0); + if (!victim->skeleton.free) + where = DoRotation(where, 0, -victim->yaw, 0); endpoint = where; } movepoint = 0; @@ -2154,13 +2447,14 @@ void Person::DoAnimations() if (!victim->dead) award_bonus(id, FinishedBonus); } - if (bloodtoggle)weapons[weaponids[weaponactive]].bloody = 2; + if (bloodtoggle) + weapons[weaponids[weaponactive]].bloody = 2; victim->skeleton.longdead = 0; 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; @@ -2200,11 +2494,13 @@ void Person::DoAnimations() where = weapons[weaponids[weaponactive]].position; where -= victim->coords; - if (!victim->skeleton.free)where = DoRotation(where, 0, -victim->yaw, 0); + if (!victim->skeleton.free) + where = DoRotation(where, 0, -victim->yaw, 0); startpoint = where; where = weapons[weaponids[weaponactive]].tippoint; where -= victim->coords; - if (!victim->skeleton.free)where = DoRotation(where, 0, -victim->yaw, 0); + if (!victim->skeleton.free) + where = DoRotation(where, 0, -victim->yaw, 0); endpoint = where; movepoint = 0; @@ -2223,11 +2519,13 @@ void Person::DoAnimations() where = weapons[weaponids[weaponactive]].position; where -= victim->coords; - if (!victim->skeleton.free)where = DoRotation(where, 0, -victim->yaw, 0); + if (!victim->skeleton.free) + where = DoRotation(where, 0, -victim->yaw, 0); startpoint = where; where = weapons[weaponids[weaponactive]].tippoint; where -= victim->coords; - if (!victim->skeleton.free)where = DoRotation(where, 0, -victim->yaw, 0); + if (!victim->skeleton.free) + where = DoRotation(where, 0, -victim->yaw, 0); endpoint = where; movepoint = 0; @@ -2246,7 +2544,7 @@ 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; @@ -2257,14 +2555,15 @@ void Person::DoAnimations() relative.y = 10; Normalise(&relative); //victim->Puff(abdomen); - if (bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3); + if (bloodtoggle) + Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3); if (victim->bloodloss < victim->damagetolerance) { victim->bloodloss += 1000; victim->bled = 0; } - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 20; + victim->jointVel(abdomen) += relative * damagemult * 20; } } } @@ -2277,7 +2576,8 @@ void Person::DoAnimations() if (animTarget == upunchanim && animation[animTarget].label[frameCurrent] == 5) { if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3) { escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; if (Random() % 2) { victim->spurt = 1; DoBlood(.2, 235); @@ -2291,10 +2591,10 @@ 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; @@ -2314,7 +2614,8 @@ void Person::DoAnimations() if (animTarget == winduppunchanim && animation[animTarget].label[frameCurrent] == 5) { if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 2) { escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; if (victim->damage <= victim->damagetolerance - 60 && normaldotproduct(victim->facing, victim->coords - coords) < (scale * 5) * (scale * 5) * 0 && animation[victim->animTarget].height != lowheight) { if (tutoriallevel != 1) { emit_sound_at(thudsound, victim->coords); @@ -2337,10 +2638,10 @@ 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; @@ -2357,7 +2658,8 @@ void Person::DoAnimations() if (animTarget == blockhighleftanim && animation[animTarget].label[frameCurrent] == 5) { if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 4) { - if (victim->id == 0)camerashake += .4; + if (victim->id == 0) + camerashake += .4; emit_sound_at(landsound2, victim->coords); Puff(righthand); @@ -2366,12 +2668,15 @@ void Person::DoAnimations() if (animTarget == swordslashparryanim && animation[animTarget].label[frameCurrent] == 5) { if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 4) { - if (victim->id == 0)camerashake += .4; + if (victim->id == 0) + camerashake += .4; if (weaponactive != -1) { if (weapons[victim->weaponids[0]].getType() == staff || weapons[weaponids[0]].getType() == staff) { - if (weapons[victim->weaponids[0]].getType() == staff)weapons[victim->weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; - if (weapons[weaponids[0]].getType() == staff)weapons[weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; + if (weapons[victim->weaponids[0]].getType() == staff) + weapons[victim->weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; + if (weapons[weaponids[0]].getType() == staff) + weapons[weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; emit_sound_at(swordstaffsound, victim->coords); } else { @@ -2388,7 +2693,7 @@ void Person::DoAnimations() escapednum = 0; XYZ aim; weapons[weaponids[0]].owner = -1; - aim = victim->coords + DoRotation(victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position, 0, victim->yaw, 0) * victim->scale + victim->velocity * findDistance(&victim->coords, &coords) / 50 - (coords + DoRotation(skeleton.joints[skeleton.jointlabels[righthand]].position, 0, yaw, 0) * scale); + aim = victim->coords + DoRotation(victim->jointPos(abdomen), 0, victim->yaw, 0) * victim->scale + victim->velocity * findDistance(&victim->coords, &coords) / 50 - (coords + DoRotation(jointPos(righthand), 0, yaw, 0) * scale); Normalise(&aim); /*if(victim->animTarget==jumpupanim||victim->animTarget==jumpdownanim){ aim=DoRotation(aim,(float)abs(Random()%15)-7,(float)abs(Random()%15)-7,0); @@ -2412,13 +2717,14 @@ void Person::DoAnimations() if (hasvictim) if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 4.5 &&/*animation[victim->animTarget].height!=lowheight&&*/victim->animTarget != dodgebackanim && victim->animTarget != rollanim) { escapednum = 0; - if (tutoriallevel != 1)victim->DoBloodBig(1.5 / victim->armorhigh, 225); + if (tutoriallevel != 1) + victim->DoBloodBig(1.5 / victim->armorhigh, 225); award_bonus(id, Slicebonus); 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; @@ -2429,21 +2735,26 @@ void Person::DoAnimations() } victim->lowreversaldelay = 0; victim->highreversaldelay = 0; - if (aitype != playercontrolled)weaponmissdelay = .6; + if (aitype != playercontrolled) + weaponmissdelay = .6; - if (tutoriallevel != 1)if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody)weapons[weaponids[weaponactive]].bloody = 1; - if (tutoriallevel != 1)weapons[weaponids[weaponactive]].blooddrip += 3; + if (tutoriallevel != 1) + if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody) + weapons[weaponids[weaponactive]].bloody = 1; + if (tutoriallevel != 1) + weapons[weaponids[weaponactive]].blooddrip += 3; XYZ footvel, footpoint; footvel = 0; if (skeleton.free) { - footpoint = (victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position + victim->skeleton.joints[victim->skeleton.jointlabels[neck]].position) / 2 * victim->scale + victim->coords; + footpoint = (victim->jointPos(abdomen) + victim->jointPos(neck)) / 2 * victim->scale + victim->coords; } if (!skeleton.free) { - footpoint = DoRotation((victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position + victim->skeleton.joints[victim->skeleton.jointlabels[neck]].position) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords; + footpoint = DoRotation((victim->jointPos(abdomen) + victim->jointPos(neck)) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords; } if (tutoriallevel != 1) { - if (bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .6, .3); + if (bloodtoggle) + Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .6, .3); footvel = DoRotation(facing, 0, 90, 0) * .8; //footvel.y-=.3; Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9); @@ -2463,12 +2774,14 @@ void Person::DoAnimations() award_bonus(id, Slashbonus); escapednum = 0; if (tutoriallevel != 1) { - if (normaldotproduct(victim->facing, victim->coords - coords) < 0)victim->DoBloodBig(2 / victim->armorhigh, 190); - else victim->DoBloodBig(2 / victim->armorhigh, 185); + if (normaldotproduct(victim->facing, victim->coords - coords) < 0) + victim->DoBloodBig(2 / victim->armorhigh, 190); + else + victim->DoBloodBig(2 / victim->armorhigh, 185); 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; @@ -2477,7 +2790,8 @@ void Person::DoAnimations() } if (tutoriallevel != 1) { - if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody)weapons[weaponids[weaponactive]].bloody = 1; + if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody) + weapons[weaponids[weaponactive]].bloody = 1; weapons[weaponids[weaponactive]].blooddrip += 3; float bloodlossamount; @@ -2489,12 +2803,13 @@ void Person::DoAnimations() XYZ footvel, footpoint; footvel = 0; if (skeleton.free) { - footpoint = (victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position + victim->skeleton.joints[victim->skeleton.jointlabels[neck]].position) / 2 * victim->scale + victim->coords; + footpoint = (victim->jointPos(abdomen) + victim->jointPos(neck)) / 2 * victim->scale + victim->coords; } if (!skeleton.free) { - footpoint = DoRotation((victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position + victim->skeleton.joints[victim->skeleton.jointlabels[neck]].position) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords; + footpoint = DoRotation((victim->jointPos(abdomen) + victim->jointPos(neck)) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords; } - if (bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3); + if (bloodtoggle) + Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3); footvel = DoRotation(facing, 0, 90, 0) * .8; footvel.y -= .3; Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9); @@ -2505,8 +2820,10 @@ void Person::DoAnimations() } else { if (victim->weaponactive != -1) { if (weapons[victim->weaponids[0]].getType() == staff || weapons[weaponids[0]].getType() == staff) { - if (weapons[victim->weaponids[0]].getType() == staff)weapons[victim->weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; - if (weapons[weaponids[0]].getType() == staff)weapons[weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; + if (weapons[victim->weaponids[0]].getType() == staff) + weapons[victim->weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; + if (weapons[weaponids[0]].getType() == staff) + weapons[weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; emit_sound_at(swordstaffsound, victim->coords); } else { @@ -2535,11 +2852,12 @@ void Person::DoAnimations() victim->num_weapons--; if (victim->num_weapons) { victim->weaponids[0] = victim->weaponids[num_weapons]; - if (victim->weaponstuck == victim->num_weapons)victim->weaponstuck = 0; + if (victim->weaponstuck == victim->num_weapons) + 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; } } @@ -2551,7 +2869,8 @@ void Person::DoAnimations() if (tutoriallevel != 1) { weapons[weaponids[0]].damage += .4 + float(abs(Random() % 100) - 50) / 250; escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; if (Random() % 2 || creature == wolftype) { victim->spurt = 1; } @@ -2565,11 +2884,11 @@ 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) { @@ -2585,7 +2904,8 @@ void Person::DoAnimations() if (tutoriallevel != 1) { weapons[weaponids[0]].damage += .6 + float(abs(Random() % 100) - 50) / 250; escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; if (Random() % 2 || creature == wolftype) { victim->spurt = 1; } @@ -2597,11 +2917,11 @@ 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) { @@ -2616,8 +2936,10 @@ void Person::DoAnimations() if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 6.5) { escapednum = 0; if (tutoriallevel != 1) { - if (!victim->dead)weapons[weaponids[0]].damage += .4 + float(abs(Random() % 100) - 50) / 500; - if (id == 0)camerashake += .4; + if (!victim->dead) + weapons[weaponids[0]].damage += .4 + float(abs(Random() % 100) - 50) / 500; + if (id == 0) + camerashake += .4; if (Random() % 2 || creature == wolftype) { victim->spurt = 1; } @@ -2627,7 +2949,7 @@ 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; @@ -2643,18 +2965,18 @@ 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) { @@ -2670,7 +2992,8 @@ void Person::DoAnimations() if (animTarget == lowkickanim && animation[animTarget].label[frameCurrent] == 5) { if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && animation[victim->animTarget].height != highheight) { escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; XYZ relative; relative = victim->coords - coords; relative.y = 0; @@ -2684,27 +3007,29 @@ 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.); } victim->Puff(head); victim->DoDamage(damagemult * 100 / victim->protectionhead); - if (victim->howactive == typesleeping)victim->DoDamage(damagemult * 150 / victim->protectionhead); + if (victim->howactive == typesleeping) + victim->DoDamage(damagemult * 150 / victim->protectionhead); if (creature == wolftype) { emit_sound_at(clawslicesound, victim->coords, 128.); victim->spurt = 1; victim->DoBloodBig(2 / victim->armorhead, 175); } } else { - if (victim->damage >= victim->damagetolerance)victim->RagDoll(0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + if (victim->damage >= victim->damagetolerance) + victim->RagDoll(0); + 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; @@ -2725,9 +3050,12 @@ 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; + if (id == 0) + camerashake += .2; if (tutoriallevel != 1) { emit_sound_at(landsound2, victim->coords, 128.); } @@ -2739,12 +3067,12 @@ 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; } @@ -2752,16 +3080,17 @@ void Person::DoAnimations() victim->Puff(leftankle); victim->DoDamage(damagemult * 40 / victim->protectionlow); } else { - if (victim->damage >= victim->damagetolerance)victim->RagDoll(0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + if (victim->damage >= victim->damagetolerance) + victim->RagDoll(0); + 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; @@ -2781,7 +3110,8 @@ void Person::DoAnimations() if (animation[animTarget].attack == reversal && (!victim->feint || (victim->lastattack == victim->lastattack2 && victim->lastattack2 == victim->lastattack3 && Random() % 2) || animTarget == knifefollowanim)) { if (animTarget == spinkickreversalanim && animation[animTarget].label[frameCurrent] == 7) { escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; if (Random() % 2) { victim->spurt = 1; DoBlood(.2, 230); @@ -2800,10 +3130,10 @@ 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); @@ -2813,7 +3143,7 @@ void Person::DoAnimations() if ((animTarget == swordslashreversalanim || animTarget == knifeslashreversalanim || animTarget == staffhitreversalanim || animTarget == staffspinhitreversalanim) && animation[animTarget].label[frameCurrent] == 5) { if (victim->weaponactive != -1 && victim->num_weapons > 0) { - if (weapons[victim->weaponids[victim->weaponactive]].owner == victim->id) { + if (weapons[victim->weaponids[victim->weaponactive]].owner == int(victim->id)) { weapons[victim->weaponids[victim->weaponactive]].owner = id; weaponactive = 0; if (num_weapons > 0) { @@ -2833,7 +3163,8 @@ void Person::DoAnimations() if (animTarget == staffhitreversalanim && animation[animTarget].label[frameCurrent] == 5) { escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; if (Random() % 2) { victim->spurt = 1; DoBlood(.2, 230); @@ -2845,10 +3176,10 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); //relative=DoRotation(relative,0,-90,0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 30; } - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 200; + victim->jointVel(abdomen) += relative * damagemult * 200; //FootLand(1,2); victim->Puff(head); victim->DoDamage(damagemult * 70 / victim->protectionhigh); @@ -2856,7 +3187,8 @@ void Person::DoAnimations() if (animTarget == staffspinhitreversalanim && animation[animTarget].label[frameCurrent] == 7) { escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; if (Random() % 2) { victim->spurt = 1; DoBlood(.2, 230); @@ -2875,10 +3207,10 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); //relative=DoRotation(relative,0,-90,0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 30; } - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 200; + victim->jointVel(abdomen) += relative * damagemult * 200; //FootLand(1,2); victim->Puff(head); victim->DoDamage(damagemult * 70 / victim->protectionhigh); @@ -2893,17 +3225,17 @@ void Person::DoAnimations() Normalise(&relative); //relative*=-1; relative.y -= .1; - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 70; } - victim->skeleton.joints[victim->skeleton.jointlabels[lefthand]].velocity *= .1; - victim->skeleton.joints[victim->skeleton.jointlabels[leftwrist]].velocity *= .2; - victim->skeleton.joints[victim->skeleton.jointlabels[leftelbow]].velocity *= .5; - victim->skeleton.joints[victim->skeleton.jointlabels[leftshoulder]].velocity *= .7; - victim->skeleton.joints[victim->skeleton.jointlabels[righthand]].velocity *= .1; - victim->skeleton.joints[victim->skeleton.jointlabels[rightwrist]].velocity *= .2; - victim->skeleton.joints[victim->skeleton.jointlabels[rightelbow]].velocity *= .5; - victim->skeleton.joints[victim->skeleton.jointlabels[rightshoulder]].velocity *= .7; + victim->jointVel(lefthand) *= .1; + victim->jointVel(leftwrist) *= .2; + victim->jointVel(leftelbow) *= .5; + victim->jointVel(leftshoulder) *= .7; + victim->jointVel(righthand) *= .1; + victim->jointVel(rightwrist) *= .2; + victim->jointVel(rightelbow) *= .5; + victim->jointVel(rightshoulder) *= .7; victim->Puff(abdomen); victim->DoDamage(damagemult * 90 / victim->protectionhigh); @@ -2912,13 +3244,17 @@ void Person::DoAnimations() bool doslice; doslice = 0; - if (weaponactive != -1 || creature == wolftype)doslice = 1; - if (creature == rabbittype && weaponactive != -1)if (weapons[weaponids[0]].getType() == staff)doslice = 0; + if (weaponactive != -1 || creature == wolftype) + doslice = 1; + if (creature == rabbittype && weaponactive != -1) + if (weapons[weaponids[0]].getType() == staff) + doslice = 0; if (doslice) { if (weaponactive != -1) { victim->DoBloodBig(2 / victim->armorhigh, 225); emit_sound_at(knifeslicesound, victim->coords); - if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody)weapons[weaponids[weaponactive]].bloody = 1; + if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody) + weapons[weaponids[weaponactive]].bloody = 1; weapons[weaponids[weaponactive]].blooddrip += 3; } if (weaponactive == -1 && creature == wolftype) { @@ -2941,24 +3277,25 @@ void Person::DoAnimations() Normalise(&relative); //relative*=-1; relative.y -= .1; - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 70; } - victim->skeleton.joints[victim->skeleton.jointlabels[lefthand]].velocity *= .1 - 1; - victim->skeleton.joints[victim->skeleton.jointlabels[leftwrist]].velocity *= .2 - 1; - victim->skeleton.joints[victim->skeleton.jointlabels[leftelbow]].velocity *= .5 - 1; - victim->skeleton.joints[victim->skeleton.jointlabels[leftshoulder]].velocity *= .7 - 1; - victim->skeleton.joints[victim->skeleton.jointlabels[righthand]].velocity *= .1 - 1; - victim->skeleton.joints[victim->skeleton.jointlabels[rightwrist]].velocity *= .2 - 1; - victim->skeleton.joints[victim->skeleton.jointlabels[rightelbow]].velocity *= .5 - 1; - victim->skeleton.joints[victim->skeleton.jointlabels[rightshoulder]].velocity *= .7 - 1; + victim->jointVel(lefthand) *= .1 - 1; + victim->jointVel(leftwrist) *= .2 - 1; + victim->jointVel(leftelbow) *= .5 - 1; + victim->jointVel(leftshoulder) *= .7 - 1; + victim->jointVel(righthand) *= .1 - 1; + victim->jointVel(rightwrist) *= .2 - 1; + victim->jointVel(rightelbow) *= .5 - 1; + victim->jointVel(rightshoulder) *= .7 - 1; award_bonus(id, swordreversebonus); } if (hasvictim && animTarget == knifeslashreversalanim && animation[animTarget].label[frameCurrent] == 7) { escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; if (Random() % 2) { victim->spurt = 1; DoBlood(.2, 230); @@ -2972,10 +3309,10 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); relative = DoRotation(relative, 0, -90, 0); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 200; + victim->jointVel(abdomen) += relative * damagemult * 200; //FootLand(1,2); victim->Puff(abdomen); victim->DoDamage(damagemult * 30 / victim->protectionhigh); @@ -2991,8 +3328,9 @@ void Person::DoAnimations() relative = facing * -1; relative.y = -3; Normalise(&relative); - if (victim->id == 0)relative /= 30; - for (i = 0; i < victim->skeleton.num_joints; i++) { + if (victim->id == 0) + relative /= 30; + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } //victim->DoDamage(1000); @@ -3000,13 +3338,17 @@ void Person::DoAnimations() victim->permanentdamage = victim->damagetolerance - 1; bool doslice; doslice = 0; - if (weaponactive != -1 || creature == wolftype)doslice = 1; - if (creature == rabbittype && weaponactive != -1)if (weapons[weaponids[0]].getType() == staff)doslice = 0; + if (weaponactive != -1 || creature == wolftype) + doslice = 1; + if (creature == rabbittype && weaponactive != -1) + if (weapons[weaponids[0]].getType() == staff) + doslice = 0; if (doslice) { if (weaponactive != -1) { victim->DoBloodBig(200, 225); emit_sound_at(knifeslicesound, victim->coords); - if (bloodtoggle)weapons[weaponids[weaponactive]].bloody = 2; + if (bloodtoggle) + weapons[weaponids[weaponactive]].bloody = 2; weapons[weaponids[weaponactive]].blooddrip += 5; } @@ -3022,7 +3364,8 @@ void Person::DoAnimations() if (hasvictim && (animTarget == knifefollowanim || animTarget == knifesneakattackanim) && animation[animTarget].label[frameCurrent] == 5) { if (weaponactive != -1 && victim->bloodloss < victim->damagetolerance) { escapednum = 0; - if (animTarget == knifefollowanim)victim->DoBloodBig(200, 210); + if (animTarget == knifefollowanim) + victim->DoBloodBig(200, 210); if (animTarget == knifesneakattackanim) { /*victim->DoBloodBig(200,195); XYZ bloodvel; @@ -3030,12 +3373,13 @@ void Person::DoAnimations() bloodvel.z=20; bloodvel.y=5; bloodvel=DoRotation(bloodvel,((float)(Random()%100))/4,yaw+((float)(Random()%100))/4,0)*scale; - Sprite::MakeSprite(bloodsprite, DoRotation(skeleton.joints[skeleton.jointlabels[neck]].position,0,yaw,0)*scale+coords,bloodvel, 1,1,1, .05, 1); + Sprite::MakeSprite(bloodsprite, DoRotation(jointPos(neck),0,yaw,0)*scale+coords,bloodvel, 1,1,1, .05, 1); */ XYZ footvel, footpoint; footvel = 0; footpoint = weapons[weaponids[0]].tippoint; - if (bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3); + if (bloodtoggle) + Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3); footvel = (weapons[weaponids[0]].tippoint - weapons[weaponids[0]].position); Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9); Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9); @@ -3049,7 +3393,8 @@ void Person::DoAnimations() XYZ footvel, footpoint; footvel = 0; footpoint = weapons[weaponids[0]].tippoint; - if (bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3); + if (bloodtoggle) + Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3); footvel = (weapons[weaponids[0]].tippoint - weapons[weaponids[0]].position) * -1; Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9); Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9); @@ -3060,7 +3405,8 @@ void Person::DoAnimations() victim->bloodloss += 10000; victim->velocity = 0; emit_sound_at(fleshstabsound, victim->coords); - if (bloodtoggle)weapons[weaponids[weaponactive]].bloody = 2; + if (bloodtoggle) + weapons[weaponids[weaponactive]].bloody = 2; weapons[weaponids[weaponactive]].blooddrip += 5; } } @@ -3068,24 +3414,26 @@ 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; } } if (weaponactive != -1 && animation[victim->animTarget].attack != reversal) { emit_sound_at(fleshstabremovesound, victim->coords); - if (bloodtoggle)weapons[weaponids[weaponactive]].bloody = 2; + if (bloodtoggle) + weapons[weaponids[weaponactive]].bloody = 2; weapons[weaponids[weaponactive]].blooddrip += 5; XYZ footvel, footpoint; footvel = 0; footpoint = weapons[weaponids[0]].tippoint; - if (bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3); + if (bloodtoggle) + Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3); footvel = (weapons[weaponids[0]].tippoint - weapons[weaponids[0]].position) * -1; Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9); Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9); @@ -3103,7 +3451,8 @@ void Person::DoAnimations() XYZ footvel, footpoint; footvel = 0; footpoint = (weapons[weaponids[0]].tippoint + weapons[weaponids[0]].position) / 2; - if (bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3); + if (bloodtoggle) + Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3); footvel = (weapons[weaponids[0]].tippoint - weapons[weaponids[0]].position); Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9); Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9); @@ -3114,7 +3463,8 @@ void Person::DoAnimations() victim->bloodloss += 10000; victim->velocity = 0; emit_sound_at(fleshstabsound, victim->coords); - if (bloodtoggle)weapons[weaponids[weaponactive]].bloody = 2; + if (bloodtoggle) + weapons[weaponids[weaponactive]].bloody = 2; weapons[weaponids[weaponactive]].blooddrip += 5; } } @@ -3122,18 +3472,20 @@ 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) { emit_sound_at(fleshstabremovesound, victim->coords); - if (bloodtoggle)weapons[weaponids[weaponactive]].bloody = 2; + if (bloodtoggle) + weapons[weaponids[weaponactive]].bloody = 2; weapons[weaponids[weaponactive]].blooddrip += 5; XYZ footvel, footpoint; footvel = 0; footpoint = weapons[weaponids[0]].tippoint; - if (bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3); + if (bloodtoggle) + Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3); footvel = (weapons[weaponids[0]].tippoint - weapons[weaponids[0]].position) * -1; Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9); Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9); @@ -3144,7 +3496,8 @@ void Person::DoAnimations() if (animTarget == sweepreversalanim && animation[animTarget].label[frameCurrent] == 7) { escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; if (Random() % 2) { victim->spurt = 1; DoBlood(.2, 240); @@ -3156,13 +3509,17 @@ void Person::DoAnimations() } bool doslice; doslice = 0; - if (weaponactive != -1 || creature == wolftype)doslice = 1; - if (creature == rabbittype && weaponactive != -1)if (weapons[weaponids[0]].getType() == staff)doslice = 0; + if (weaponactive != -1 || creature == wolftype) + doslice = 1; + if (creature == rabbittype && weaponactive != -1) + if (weapons[weaponids[0]].getType() == staff) + doslice = 0; if (doslice) { if (weaponactive != -1) { victim->DoBloodBig(2 / victim->armorhead, 225); emit_sound_at(knifeslicesound, victim->coords); - if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody)weapons[weaponids[weaponactive]].bloody = 1; + if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody) + weapons[weaponids[weaponactive]].bloody = 1; weapons[weaponids[weaponactive]].blooddrip += 3; } if (weaponactive == -1 && creature == wolftype) { @@ -3184,11 +3541,12 @@ void Person::DoAnimations() relative = DoRotation(relative, 0, 90, 0); relative.y = .5; Normalise(&relative); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 20; } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 200; - if (victim->damage < victim->damagetolerance - 100)victim->velocity = relative * 200; + victim->jointVel(head) += relative * damagemult * 200; + if (victim->damage < victim->damagetolerance - 100) + victim->velocity = relative * 200; victim->DoDamage(damagemult * 100 / victim->protectionhead); victim->velocity = 0; } @@ -3204,10 +3562,10 @@ void Person::DoAnimations() relative = DoRotation(relative, 0, 90, 0); relative.y = .5; Normalise(&relative); - for (i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 20; } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 200; + victim->jointVel(head) += relative * damagemult * 200; } if (hasvictim && (animTarget == spinkickreversalanim || animTarget == sweepreversalanim || animTarget == rabbitkickreversalanim || animTarget == upunchreversalanim || animTarget == jumpreversalanim || animTarget == swordslashreversalanim || animTarget == knifeslashreversalanim || animTarget == rabbittacklereversal || animTarget == wolftacklereversal || animTarget == staffhitreversalanim || animTarget == staffspinhitreversalanim)) @@ -3256,7 +3614,8 @@ void Person::DoAnimations() if (animCurrent == crouchdrawrightanim) { animTarget = getCrouch(); } - if (weaponactive == -1)weaponactive = 0; + if (weaponactive == -1) + weaponactive = 0; else if (weaponactive == 0) { weaponactive = -1; if (num_weapons == 2) { @@ -3316,10 +3675,10 @@ 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; @@ -3327,14 +3686,15 @@ 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; Normalise(&rotatetarget); yaw = -asin(0 - rotatetarget.x); yaw *= 360 / 6.28; - if (rotatetarget.z < 0)yaw = 180 - yaw; + if (rotatetarget.z < 0) + yaw = 180 - yaw; targettilt2 = -asin(rotatetarget.y) * 360 / 6.28; velocity = (victim->coords - coords) * 4; velocity.y += 2; @@ -3373,10 +3733,10 @@ 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; @@ -3384,14 +3744,15 @@ 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; Normalise(&rotatetarget); yaw = -asin(0 - rotatetarget.x); yaw *= 360 / 6.28; - if (rotatetarget.z < 0)yaw = 180 - yaw; + if (rotatetarget.z < 0) + yaw = 180 - yaw; targettilt2 = -asin(rotatetarget.y) * 360 / 6.28; velocity = (victim->coords - coords) * 4; velocity.y += 2; @@ -3421,14 +3782,16 @@ void Person::DoAnimations() transspeed = 1000000; targetheadyaw += 180; coords -= facing * .7; - if (onterrain)coords.y = terrain.getHeight(coords.x, coords.z); + if (onterrain) + coords.y = terrain.getHeight(coords.x, coords.z); lastfeint = 0; } if (animTarget == knifesneakattackanim || animTarget == swordsneakattackanim) { animTarget = getIdle(); frameTarget = 0; - if (onterrain)coords.y = terrain.getHeight(coords.x, coords.z); + if (onterrain) + coords.y = terrain.getHeight(coords.x, coords.z); lastfeint = 0; } @@ -3472,8 +3835,10 @@ void Person::DoAnimations() targettilt2 = 0; tilt2 = 0; } - if (onterrain)oldcoords.y = terrain.getHeight(oldcoords.x, oldcoords.z); - else oldcoords.y = ycoords; + if (onterrain) + oldcoords.y = terrain.getHeight(oldcoords.x, oldcoords.z); + else + oldcoords.y = ycoords; currentoffset = coords - oldcoords; targetoffset = 0; coords = oldcoords; @@ -3487,7 +3852,8 @@ void Person::DoAnimations() } if (animation[animTarget].attack == reversed) { escapednum++; - if (animTarget == sweepreversedanim)targetyaw += 90; + if (animTarget == sweepreversedanim) + targetyaw += 90; animTarget = backhandspringanim; frameTarget = 2; emit_sound_at(landsound, coords, 128); @@ -3496,7 +3862,7 @@ void Person::DoAnimations() animTarget = rollanim; frameTarget = 5; oldcoords = coords; - coords += (DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) + DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0)) / 2 * scale; + coords += (DoRotation(jointPos(leftfoot), 0, yaw, 0) + DoRotation(jointPos(rightfoot), 0, yaw, 0)) / 2 * scale; coords.y = oldcoords.y; } if (animCurrent == knifeslashreversedanim) { @@ -3505,23 +3871,26 @@ void Person::DoAnimations() targetyaw += 90; yaw += 90; oldcoords = coords; - coords += (DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) + DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0)) / 2 * scale; + coords += (DoRotation(jointPos(leftfoot), 0, yaw, 0) + DoRotation(jointPos(rightfoot), 0, yaw, 0)) / 2 * scale; coords.y = oldcoords.y; } } if (wasFlip()) { animTarget = jumpdownanim; } - if (wasLanding())animTarget = getIdle(); - if (wasLandhard())animTarget = getIdle(); + if (wasLanding()) + animTarget = getIdle(); + if (wasLandhard()) + animTarget = getIdle(); if (animCurrent == spinkickanim || animCurrent == getupfrombackanim || animCurrent == getupfromfrontanim || animCurrent == lowkickanim) { animTarget = getIdle(); oldcoords = coords; - coords += (DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) + DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0)) / 2 * scale; + coords += (DoRotation(jointPos(leftfoot), 0, yaw, 0) + DoRotation(jointPos(rightfoot), 0, yaw, 0)) / 2 * scale; coords.y = oldcoords.y; //coords+=DoRotation(animation[animCurrent].offset,0,yaw,0)*scale; targetoffset.y = coords.y; - if (onterrain)targetoffset.y = terrain.getHeight(coords.x, coords.z); + if (onterrain) + targetoffset.y = terrain.getHeight(coords.x, coords.z); currentoffset = DoRotation(animation[animCurrent].offset * -1, 0, yaw, 0) * scale; currentoffset.y -= (coords.y - targetoffset.y); coords.y = targetoffset.y; @@ -3537,8 +3906,11 @@ void Person::DoAnimations() targetyaw = yaw; bool hasstaff; hasstaff = 0; - if (num_weapons > 0)if (weapons[0].getType() == staff)hasstaff = 1; - if (!hasstaff)DoDamage(35); + if (num_weapons > 0) + if (weapons[0].getType() == staff) + hasstaff = 1; + if (!hasstaff) + DoDamage(35); RagDoll(0); lastfeint = 0; rabbitkickragdoll = 1; @@ -3556,7 +3928,8 @@ void Person::DoAnimations() escapednum++; animTarget = rollanim; coords += facing; - if (id == 0)pause_sound(whooshsound); + if (id == 0) + pause_sound(whooshsound); } lastfeint = 0; } @@ -3579,7 +3952,8 @@ void Person::DoAnimations() escapednum++; animTarget = rollanim; coords += facing * 2; - if (id == 0)pause_sound(whooshsound); + if (id == 0) + pause_sound(whooshsound); } lastfeint = 0; } @@ -3599,12 +3973,14 @@ void Person::DoAnimations() lastfeint = 0; } if (animCurrent == spinkickanim && victim->skeleton.free) { - if (creature == rabbittype)animTarget = fightidleanim; + if (creature == rabbittype) + animTarget = fightidleanim; } } target = 0; - if (isIdle() && !wasIdle())normalsupdatedelay = 0; + if (isIdle() && !wasIdle()) + normalsupdatedelay = 0; if (animCurrent == jumpupanim && velocity.y < 0 && !isFlip()) { animTarget = jumpdownanim; @@ -3622,10 +3998,12 @@ void Person::DoAnimations() if (isRun() && wasRun()) { float tempspeed; tempspeed = velspeed; - if (tempspeed < 10 * speedmult)tempspeed = 10 * speedmult; + if (tempspeed < 10 * speedmult) + tempspeed = 10 * speedmult; target += multiplier * animation[animTarget].speed[frameCurrent] * speed * 1.7 * tempspeed / (speed * 45 * scale); } - } else if (transspeed)target += multiplier * transspeed * speed * 2; + } else if (transspeed) + target += multiplier * transspeed * speed * 2; else { if (!isRun() || !wasRun()) { if (animation[animTarget].speed[frameTarget] > animation[animCurrent].speed[frameCurrent]) @@ -3635,7 +4013,8 @@ void Person::DoAnimations() } } - if (animCurrent != animTarget)target = (target + oldtarget) / 2; + if (animCurrent != animTarget) + target = (target + oldtarget) / 2; if (target > 1) { frameCurrent = frameTarget; @@ -3651,64 +4030,71 @@ 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; - if (isnormal((float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100))skeleton.muscles[i].oldrotate2 = (float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100; - if (isnormal((float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100))skeleton.muscles[i].oldrotate3 = (float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100; + if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100)) + skeleton.muscles[i].oldrotate1 = (float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100; + if (isnormal((float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100)) + skeleton.muscles[i].oldrotate2 = (float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100; + if (isnormal((float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100)) + skeleton.muscles[i].oldrotate3 = (float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100; } } //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; - if (isnormal((float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100))skeleton.muscles[i].newrotate2 = (float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100; - if (isnormal((float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100))skeleton.muscles[i].newrotate3 = (float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100; - if (skeleton.muscles[i].newrotate3 > skeleton.muscles[i].oldrotate3 + 180)skeleton.muscles[i].newrotate3 -= 360; - if (skeleton.muscles[i].newrotate3 < skeleton.muscles[i].oldrotate3 - 180)skeleton.muscles[i].newrotate3 += 360; - if (skeleton.muscles[i].newrotate2 > skeleton.muscles[i].oldrotate2 + 180)skeleton.muscles[i].newrotate2 -= 360; - if (skeleton.muscles[i].newrotate2 < skeleton.muscles[i].oldrotate2 - 180)skeleton.muscles[i].newrotate2 += 360; - if (skeleton.muscles[i].newrotate1 > skeleton.muscles[i].oldrotate1 + 180)skeleton.muscles[i].newrotate1 -= 360; - if (skeleton.muscles[i].newrotate1 < skeleton.muscles[i].oldrotate1 - 180)skeleton.muscles[i].newrotate1 += 360; + if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100)) + skeleton.muscles[i].newrotate1 = (float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100; + if (isnormal((float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100)) + skeleton.muscles[i].newrotate2 = (float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100; + if (isnormal((float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100)) + skeleton.muscles[i].newrotate3 = (float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100; + if (skeleton.muscles[i].newrotate3 > skeleton.muscles[i].oldrotate3 + 180) skeleton.muscles[i].newrotate3 -= 360; + if (skeleton.muscles[i].newrotate3 < skeleton.muscles[i].oldrotate3 - 180) skeleton.muscles[i].newrotate3 += 360; + if (skeleton.muscles[i].newrotate2 > skeleton.muscles[i].oldrotate2 + 180) skeleton.muscles[i].newrotate2 -= 360; + if (skeleton.muscles[i].newrotate2 < skeleton.muscles[i].oldrotate2 - 180) skeleton.muscles[i].newrotate2 += 360; + if (skeleton.muscles[i].newrotate1 > skeleton.muscles[i].oldrotate1 + 180) skeleton.muscles[i].newrotate1 -= 360; + if (skeleton.muscles[i].newrotate1 < skeleton.muscles[i].oldrotate1 - 180) skeleton.muscles[i].newrotate1 += 360; } } } - if (frameCurrent >= animation[animCurrent].numframes)frameCurrent = animation[animCurrent].numframes - 1; + if (frameCurrent >= animation[animCurrent].numframes) + frameCurrent = animation[animCurrent].numframes - 1; oldanimCurrent = animCurrent; oldanimTarget = animTarget; 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); @@ -3718,7 +4104,8 @@ void Person::DoAnimations() } if (isLanding() && landhard) { - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; animTarget = getLandhard(); frameTarget = 0; target = 0; @@ -3729,7 +4116,11 @@ void Person::DoAnimations() //skeleton.DoConstraints(); } -void Person::DoStuff() +/* EFFECT + * MONSTER + * TODO + */ +void Person::DoStuff() { static XYZ terrainnormal; static XYZ flatfacing; @@ -3752,43 +4143,54 @@ void Person::DoStuff() } crouchkeydowntime += multiplier; - if (!crouchkeydown)crouchkeydowntime = 0; + if (!crouchkeydown) + crouchkeydowntime = 0; jumpkeydowntime += multiplier; - if (!jumpkeydown && skeleton.free)jumpkeydowntime = 0; + if (!jumpkeydown && skeleton.free) + jumpkeydowntime = 0; - if (hostile || damage > 0 || bloodloss > 0)immobile = 0; + if (hostile || damage > 0 || bloodloss > 0) + immobile = 0; - if (isIdle() || isRun())targetoffset = 0; + if (isIdle() || isRun()) + targetoffset = 0; - if (num_weapons == 1 && weaponactive != -1)weaponstuck = -1; + if (num_weapons == 1 && weaponactive != -1) + weaponstuck = -1; - if (id == 0)blooddimamount -= multiplier * .3; + if (id == 0) + blooddimamount -= multiplier * .3; speechdelay -= multiplier; texupdatedelay -= multiplier; interestdelay -= multiplier; flamedelay -= multiplier; parriedrecently -= multiplier; if (!victim) { - victim = this; + victim = this->shared_from_this(); hasvictim = 0; } - if (id == 0)speed = 1.1 * speedmult; - else speed = 1.0 * speedmult; - if (!skeleton.free)rabbitkickragdoll = 0; + if (id == 0) + speed = 1.1 * speedmult; + else + speed = 1.0 * speedmult; + if (!skeleton.free) + rabbitkickragdoll = 0; speed *= speedmult; - if (id != 0 && (creature == rabbittype || difficulty != 2))superruntoggle = 0; + if (id != 0 && (creature == rabbittype || difficulty != 2)) + superruntoggle = 0; if (id != 0 && creature == wolftype && difficulty == 2) { 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; } } - if (scale < 0.2)superruntoggle = 0; + if (scale < 0.2) + superruntoggle = 0; if (animTarget == wolfrunninganim && !superruntoggle) { animTarget = getRun(); frameTarget = 0; @@ -3805,7 +4207,8 @@ void Person::DoStuff() /*if(aitype!=playercontrolled)*///deathbleeding=5; /*if(aitype!=playercontrolled)*/ deathbleeding = 1; - if (burnt > .6)burnt = .6; + if (burnt > .6) + burnt = .6; OPENAL_SetVolume(channels[stream_firesound], 256 + 256 * findLength(&velocity) / 3); if (animTarget == jumpupanim || animTarget == jumpdownanim || isFlip()) { @@ -3827,20 +4230,28 @@ 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)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; + if (!skeleton.free) + flatvelocity = (coords - oldcoords) / multiplier / 2; //velocity/2; + 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; 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)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; + if (!skeleton.free) + flatvelocity = (coords - oldcoords) / multiplier / 2; //velocity/2; + 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; Sprite::MakeSprite(breathsprite, flatfacing, flatvelocity, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, .3); } @@ -3848,7 +4259,8 @@ void Person::DoStuff() bleeding -= multiplier * .3; if (bloodtoggle == 2) { skeleton.drawmodel.textureptr.bind(); - if (bleeding <= 0 && (detail != 2 || osx))DoMipmaps(); + if (bleeding <= 0 && (detail != 2 || osx)) + DoMipmaps(); } } @@ -3866,10 +4278,14 @@ void Person::DoStuff() if (skeleton.free) { bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 40, ((float)(Random() % 100)) / 40, 0); } - if (skeleton.free)bloodvel += DoRotation(skeleton.joints[skeleton.jointlabels[head]].velocity, ((float)(Random() % 100)) / 40, yaw + ((float)(Random() % 100)) / 40, 0) * scale; - if (!skeleton.free)bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 40, ((float)(Random() % 100)) / 40, 0) * scale; - if (skeleton.free)Sprite::MakeSprite(bloodsprite, (skeleton.joints[skeleton.jointlabels[neck]].position + (skeleton.joints[skeleton.jointlabels[neck]].position - skeleton.joints[skeleton.jointlabels[head]].position) / 5)*scale + coords, bloodvel, 1, 1, 1, .05, .9); - if (!skeleton.free)Sprite::MakeSprite(bloodsprite, DoRotation(skeleton.joints[skeleton.jointlabels[neck]].position + (skeleton.joints[skeleton.jointlabels[neck]].position - skeleton.joints[skeleton.jointlabels[head]].position) / 5, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, .9); + 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) + 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) { @@ -3878,23 +4294,30 @@ void Person::DoStuff() } if (deathbleeding > 0 && dead != 2) { - if (deathbleeding < 5)bleeddelay -= deathbleeding * multiplier / 4; - else bleeddelay -= 5 * multiplier / 4; + if (deathbleeding < 5) + bleeddelay -= deathbleeding * multiplier / 4; + else + bleeddelay -= 5 * multiplier / 4; if (bleeddelay < 0 && bloodtoggle) { bleeddelay = 1; XYZ bloodvel; if (bloodtoggle) { bloodvel = 0; - if (skeleton.free)bloodvel += DoRotation(skeleton.joints[skeleton.jointlabels[abdomen]].velocity, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; - if (!skeleton.free)bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; - if (skeleton.free)Sprite::MakeSprite(bloodsprite, skeleton.joints[skeleton.jointlabels[abdomen]].position * scale + coords, bloodvel, 1, 1, 1, .05, 1); - if (!skeleton.free)Sprite::MakeSprite(bloodsprite, DoRotation((skeleton.joints[skeleton.jointlabels[abdomen]].position + skeleton.joints[skeleton.jointlabels[abdomen]].position) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1); + 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) + 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 (deathbleeding < 0) + deathbleeding = 0; if (bloodloss > damagetolerance && animation[animTarget].attack == neutral) { if (weaponactive != -1) { weapons[weaponids[0]].owner = -1; @@ -3909,11 +4332,12 @@ void Person::DoStuff() num_weapons--; if (num_weapons) { weaponids[0] = weaponids[num_weapons]; - if (weaponstuck == num_weapons)weaponstuck = 0; + if (weaponstuck == num_weapons) + 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) { @@ -3930,7 +4354,7 @@ 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; } @@ -3971,14 +4395,17 @@ void Person::DoStuff() endy = skeleton.skinsize - 1; bleeding = 0; } - if (endx < startx)endx = startx; - if (endy < starty)endy = starty; + if (endx < startx) + endx = startx; + if (endy < starty) + endy = starty; for (i = startx; i < endx; i++) { for (j = starty; j < endy; j++) { if (Random() % 2 == 0) { color = Random() % 85 + 170; - if (skeleton.skinText[i * skeleton.skinsize * 3 + j * 3 + 0] > color / 2)skeleton.skinText[i * skeleton.skinsize * 3 + j * 3 + 0] = color / 2; + if (skeleton.skinText[i * skeleton.skinsize * 3 + j * 3 + 0] > color / 2) + skeleton.skinText[i * skeleton.skinsize * 3 + j * 3 + 0] = color / 2; skeleton.skinText[i * skeleton.skinsize * 3 + j * 3 + 1] = 0; skeleton.skinText[i * skeleton.skinsize * 3 + j * 3 + 2] = 0; } @@ -3991,13 +4418,17 @@ void Person::DoStuff() 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 (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; + if (detail == 2) + bleedy += (abs(Random() % 3) - 1) * 2 / realtexdetail; + else + bleedy += (abs(Random() % 3) - 1) * 4 / realtexdetail; } } @@ -4092,11 +4523,16 @@ 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)footvel = skeleton.specialforward[0] * -1; - if (!skeleton.free)footpoint = DoRotation((skeleton.joints[skeleton.jointlabels[head]].position + skeleton.joints[skeleton.jointlabels[neck]].position) / 2, 0, yaw, 0) * scale + coords; - if (skeleton.free)footpoint = ((skeleton.joints[skeleton.jointlabels[head]].position + skeleton.joints[skeleton.jointlabels[neck]].position) / 2) * scale + coords; - if (animTarget == sleepanim)footvel = DoRotation(footvel, 0, 90, 0); + if (!skeleton.free) + footvel = DoRotation(skeleton.specialforward[0], 0, yaw, 0) * -1; + 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; + if (animTarget == sleepanim) + footvel = DoRotation(footvel, 0, 90, 0); Sprite::MakeSprite(breathsprite, footpoint + footvel * .2, footvel * .4, 1, 1, 1, .4, .3); } } @@ -4162,8 +4598,10 @@ void Person::DoStuff() } if (!dead) { if (creature == rabbittype) { - if (howactive < typesleeping)twitchdelay2 -= multiplier * 1.5; - else twitchdelay2 -= multiplier * 0.5; + if (howactive < typesleeping) + twitchdelay2 -= multiplier * 1.5; + else + twitchdelay2 -= multiplier * 0.5; if (howactive <= typesleeping) { if (tailmorphstart == 0 && tailmorphend == 0 && twitchdelay2 <= 0) { tailmorphness = 0; @@ -4230,20 +4668,24 @@ void Person::DoStuff() } } - if (dead != 1)unconscioustime = 0; + if (dead != 1) + unconscioustime = 0; if (dead == 1 || howactive == typesleeping) { unconscioustime += multiplier; //If unconscious, close eyes and mouth - if (righthandmorphend != 0)righthandmorphness = 0; + if (righthandmorphend != 0) + righthandmorphness = 0; righthandmorphend = 0; targetrighthandmorphness = 1; - if (lefthandmorphend != 0)lefthandmorphness = 0; + if (lefthandmorphend != 0) + lefthandmorphness = 0; lefthandmorphend = 0; targetlefthandmorphness = 1; - if (headmorphend != 3 && headmorphend != 5)headmorphness = 0; + if (headmorphend != 3 && headmorphend != 5) + headmorphness = 0; headmorphend = 3; targetheadmorphness = 1; } @@ -4269,21 +4711,25 @@ void Person::DoStuff() if (dead == 2 || howactive > typesleeping) { //If dead, open mouth and hands - if (righthandmorphend != 0)righthandmorphness = 0; + if (righthandmorphend != 0) + righthandmorphness = 0; righthandmorphend = 0; targetrighthandmorphness = 1; - if (lefthandmorphend != 0)lefthandmorphness = 0; + if (lefthandmorphend != 0) + lefthandmorphness = 0; lefthandmorphend = 0; targetlefthandmorphness = 1; - if (headmorphend != 2)headmorphness = 0; + if (headmorphend != 2) + headmorphness = 0; headmorphend = 2; targetheadmorphness = 1; } if (stunned > 0 && !dead && headmorphend != 2) { - if (headmorphend != 4)headmorphness = 0; + if (headmorphend != 4) + headmorphness = 0; headmorphend = 4; targetheadmorphness = 1; } @@ -4312,11 +4758,12 @@ void Person::DoStuff() num_weapons--; if (num_weapons) { weaponids[0] = weaponids[num_weapons]; - if (weaponstuck == num_weapons)weaponstuck = 0; + if (weaponstuck == num_weapons) + 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; } } @@ -4331,16 +4778,22 @@ void Person::DoStuff() } //if(dead)damage-=multiplier/4; - if (!dead)damage -= multiplier * 13; + if (!dead) + damage -= multiplier * 13; //if(!dead&&deathbleeding<=0&&id==0)bloodloss-=multiplier*4; - if (!dead)permanentdamage -= multiplier * 4; + if (!dead) + permanentdamage -= multiplier * 4; if (isIdle() || isCrouch()) { - if (!dead)permanentdamage -= multiplier * 4; + if (!dead) + permanentdamage -= multiplier * 4; //if(!dead&&deathbleeding<=0&&id==0)bloodloss-=multiplier*4; } - if (damage < 0)damage = 0; - if (permanentdamage < 0)permanentdamage = 0; - if (superpermanentdamage < 0)superpermanentdamage = 0; + if (damage < 0) + damage = 0; + if (permanentdamage < 0) + permanentdamage = 0; + if (superpermanentdamage < 0) + superpermanentdamage = 0; if (permanentdamage < superpermanentdamage) { permanentdamage = superpermanentdamage; } @@ -4351,7 +4804,7 @@ 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; } } @@ -4371,11 +4824,12 @@ void Person::DoStuff() num_weapons--; if (num_weapons) { weaponids[0] = weaponids[num_weapons]; - if (weaponstuck == num_weapons)weaponstuck = 0; + if (weaponstuck == num_weapons) + 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; } } @@ -4399,20 +4853,24 @@ void Person::DoStuff() } if (skeleton.free == 1) { - if (id == 0)pause_sound(whooshsound); + if (id == 0) + pause_sound(whooshsound); if (!dead) { //If knocked over, open hands and close mouth - if (righthandmorphend != 0)righthandmorphness = 0; + if (righthandmorphend != 0) + righthandmorphness = 0; righthandmorphend = 0; targetrighthandmorphness = 1; - if (lefthandmorphend != 0)lefthandmorphness = 0; + if (lefthandmorphend != 0) + lefthandmorphness = 0; lefthandmorphend = 0; targetlefthandmorphness = 1; if (headmorphend != 3 && headmorphend != 5 && headmorphstart != 3 && headmorphstart != 5) { - if (headmorphend != 0)headmorphness = 0; + if (headmorphend != 0) + headmorphness = 0; headmorphend = 0; targetheadmorphness = 1; } @@ -4438,9 +4896,9 @@ void Person::DoStuff() } average /= multiplier; - //velocity=skeleton.joints[skeleton.jointlabels[groin]].velocity*scale; + //velocity=jointVel(groin)*scale; velocity = 0; - for (i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.num_joints; i++) { velocity += skeleton.joints[i].velocity * scale; } velocity /= skeleton.num_joints; @@ -4453,14 +4911,15 @@ void Person::DoStuff() skeleton.longdead += (2000 - findLength(&average)) * multiplier + multiplier; if (skeleton.longdead > 2000) { if (skeleton.longdead > 6000) { - if (id == 0)pause_sound(whooshsound); + if (id == 0) + pause_sound(whooshsound); skeleton.free = 3; DrawSkeleton(); skeleton.free = 2; } if (dead == 2 && bloodloss < damagetolerance) { XYZ headpoint; - headpoint = (skeleton.joints[skeleton.jointlabels[head]].position + skeleton.joints[skeleton.jointlabels[neck]].position) / 2 * scale + coords; + headpoint = (jointPos(head) + jointPos(neck)) / 2 * scale + coords; DoBlood(1, 255); if (bloodtoggle && !bled) { terrain.MakeDecal(blooddecal, headpoint, .2 * 1.2, .5, 0); @@ -4478,8 +4937,9 @@ void Person::DoStuff() } if (dead == 2 && bloodloss >= damagetolerance) { XYZ headpoint; - headpoint = (skeleton.joints[skeleton.jointlabels[abdomen]].position + skeleton.joints[skeleton.jointlabels[neck]].position) / 2 * scale + coords; - if (bleeding <= 0)DoBlood(1, 255); + headpoint = (jointPos(abdomen) + jointPos(neck)) / 2 * scale + coords; + if (bleeding <= 0) + DoBlood(1, 255); if (bloodtoggle && !bled) { terrain.MakeDecal(blooddecalslow, headpoint, .8, .5, 0); } @@ -4503,13 +4963,16 @@ void Person::DoStuff() startpoint = coords; endpoint = coords; endpoint.y -= .7; - if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)canrecover = 0; - if (velocity.y < -30)canrecover = 0; + if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1) + canrecover = 0; + if (velocity.y < -30) + canrecover = 0; for (i = 0; i < objects.numobjects; i++) { if (objects.type[i] != treeleavestype && objects.type[i] != bushtype && objects.type[i] != firetype) { colviewer = startpoint; coltarget = endpoint; - if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)canrecover = 0; + if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) + canrecover = 0; } } if (canrecover) { @@ -4517,28 +4980,29 @@ void Person::DoStuff() XYZ middle; middle = 0; - terrainnormal = skeleton.joints[skeleton.jointlabels[groin]].position - skeleton.joints[skeleton.jointlabels[abdomen]].position; - if (skeleton.joints[skeleton.jointlabels[groin]].locked && skeleton.joints[skeleton.jointlabels[abdomen]].locked) { - terrainnormal = skeleton.joints[skeleton.jointlabels[groin]].position - skeleton.joints[skeleton.jointlabels[abdomen]].position; - middle = (skeleton.joints[skeleton.jointlabels[groin]].position + skeleton.joints[skeleton.jointlabels[abdomen]].position) / 2; + terrainnormal = jointPos(groin) - jointPos(abdomen); + if (joint(groin).locked && joint(abdomen).locked) { + terrainnormal = jointPos(groin) - jointPos(abdomen); + middle = (jointPos(groin) + jointPos(abdomen)) / 2; } - if (skeleton.joints[skeleton.jointlabels[abdomen]].locked && skeleton.joints[skeleton.jointlabels[neck]].locked) { - terrainnormal = skeleton.joints[skeleton.jointlabels[abdomen]].position - skeleton.joints[skeleton.jointlabels[neck]].position; - middle = (skeleton.joints[skeleton.jointlabels[neck]].position + skeleton.joints[skeleton.jointlabels[abdomen]].position) / 2; + if (joint(abdomen).locked && joint(neck).locked) { + terrainnormal = jointPos(abdomen) - jointPos(neck); + middle = (jointPos(neck) + jointPos(abdomen)) / 2; } - if (skeleton.joints[skeleton.jointlabels[groin]].locked && skeleton.joints[skeleton.jointlabels[neck]].locked) { - terrainnormal = skeleton.joints[skeleton.jointlabels[groin]].position - skeleton.joints[skeleton.jointlabels[neck]].position; - middle = (skeleton.joints[skeleton.jointlabels[groin]].position + skeleton.joints[skeleton.jointlabels[neck]].position) / 2; + if (joint(groin).locked && joint(neck).locked) { + terrainnormal = jointPos(groin) - jointPos(neck); + middle = (jointPos(groin) + jointPos(neck)) / 2; } Normalise(&terrainnormal); targetyaw = -asin(0 - terrainnormal.x); targetyaw *= 360 / 6.28; - if (terrainnormal.z < 0)targetyaw = 180 - targetyaw; + if (terrainnormal.z < 0) + targetyaw = 180 - targetyaw; yaw = targetyaw; frameTarget = 0; - // frameTarget=2; + // frameTarget=2; animTarget = flipanim; crouchtogglekeydown = 1; target = 0; @@ -4552,7 +5016,7 @@ void Person::DoStuff() //if(middle.y>0)targetoffset.y=middle.y+1; - for (i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.num_joints; i++) { tempanimation.position[i][0] = skeleton.joints[i].position; tempanimation.position[i][0] = DoRotation(tempanimation.position[i][0], 0, -yaw, 0); } @@ -4562,30 +5026,32 @@ void Person::DoStuff() if (findLength(&average) < 10 && !dead && skeleton.free) { skeleton.longdead += (2000 - findLength(&average)) * multiplier + multiplier; if (skeleton.longdead > (damage + 500) * 1.5) { - if (id == 0)pause_sound(whooshsound); + if (id == 0) + pause_sound(whooshsound); skeleton.free = 0; velocity = 0; XYZ middle; middle = 0; - terrainnormal = skeleton.joints[skeleton.jointlabels[groin]].position - skeleton.joints[skeleton.jointlabels[abdomen]].position; - if (skeleton.joints[skeleton.jointlabels[groin]].locked && skeleton.joints[skeleton.jointlabels[abdomen]].locked) { - terrainnormal = skeleton.joints[skeleton.jointlabels[groin]].position - skeleton.joints[skeleton.jointlabels[abdomen]].position; - middle = (skeleton.joints[skeleton.jointlabels[groin]].position + skeleton.joints[skeleton.jointlabels[abdomen]].position) / 2; + terrainnormal = jointPos(groin) - jointPos(abdomen); + if (joint(groin).locked && joint(abdomen).locked) { + terrainnormal = jointPos(groin) - jointPos(abdomen); + middle = (jointPos(groin) + jointPos(abdomen)) / 2; } - if (skeleton.joints[skeleton.jointlabels[abdomen]].locked && skeleton.joints[skeleton.jointlabels[neck]].locked) { - terrainnormal = skeleton.joints[skeleton.jointlabels[abdomen]].position - skeleton.joints[skeleton.jointlabels[neck]].position; - middle = (skeleton.joints[skeleton.jointlabels[neck]].position + skeleton.joints[skeleton.jointlabels[abdomen]].position) / 2; + if (joint(abdomen).locked && joint(neck).locked) { + terrainnormal = jointPos(abdomen) - jointPos(neck); + middle = (jointPos(neck) + jointPos(abdomen)) / 2; } - if (skeleton.joints[skeleton.jointlabels[groin]].locked && skeleton.joints[skeleton.jointlabels[neck]].locked) { - terrainnormal = skeleton.joints[skeleton.jointlabels[groin]].position - skeleton.joints[skeleton.jointlabels[neck]].position; - middle = (skeleton.joints[skeleton.jointlabels[groin]].position + skeleton.joints[skeleton.jointlabels[neck]].position) / 2; + if (joint(groin).locked && joint(neck).locked) { + terrainnormal = jointPos(groin) - jointPos(neck); + middle = (jointPos(groin) + jointPos(neck)) / 2; } Normalise(&terrainnormal); targetyaw = -asin(0 - terrainnormal.x); targetyaw *= 360 / 6.28; - if (terrainnormal.z < 0)targetyaw = 180 - targetyaw; + if (terrainnormal.z < 0) + targetyaw = 180 - targetyaw; yaw = targetyaw; targettilt2 = asin(terrainnormal.y) * 180 / 3.14 * -1; @@ -4611,13 +5077,17 @@ void Person::DoStuff() if (id == 0) { if (rightkeydown) { targetyaw -= 90; - if (forwardkeydown)targetyaw += 45; - if (backkeydown)targetyaw -= 45; + if (forwardkeydown) + targetyaw += 45; + if (backkeydown) + targetyaw -= 45; } if (leftkeydown) { targetyaw += 90; - if (forwardkeydown)targetyaw -= 45; - if (backkeydown)targetyaw += 45; + if (forwardkeydown) + targetyaw -= 45; + if (backkeydown) + targetyaw += 45; } if (backkeydown) { if ( !leftkeydown && !rightkeydown) @@ -4627,15 +5097,17 @@ void Person::DoStuff() } } - if (abs(targettilt2) > 50)targettilt2 = 0; + if (abs(targettilt2) > 50) + targettilt2 = 0; animCurrent = tempanim; frameCurrent = 0; target = 0; tilt2 = targettilt2; - if (middle.y > 0 && animTarget != rollanim)targetoffset.y = middle.y + 1; + 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); } @@ -4644,7 +5116,9 @@ void Person::DoStuff() bool hasstaff; hasstaff = 0; - if (num_weapons > 0)if (weapons[0].getType() == staff)hasstaff = 1; + if (num_weapons > 0) + if (weapons[0].getType() == staff) + hasstaff = 1; if (!skeleton.freefall && freefall && ((jumpkeydown && jumpkeydowntime < .2) || (hasstaff && rabbitkickragdoll)) && !dead) { if (velocity.y > -30) { XYZ tempvelocity; @@ -4652,7 +5126,8 @@ void Person::DoStuff() Normalise(&tempvelocity); targetyaw = -asin(0 - tempvelocity.x); targetyaw *= 360 / 6.28; - if (velocity.z < 0)targetyaw = 180 - targetyaw; + if (velocity.z < 0) + targetyaw = 180 - targetyaw; //targetyaw+=180; skeleton.free = 0; @@ -4681,7 +5156,8 @@ void Person::DoStuff() targettilt2 = 0; } } - if (skeleton.freefall == 0)freefall = 0; + if (skeleton.freefall == 0) + freefall = 0; } @@ -4730,8 +5206,10 @@ void Person::DoStuff() } int howmany; - if (environment == grassyenvironment)howmany = findLength(&velocity) * 4; - if (environment == snowyenvironment)howmany = findLength(&velocity) * 2; + if (environment == grassyenvironment) + howmany = findLength(&velocity) * 4; + if (environment == snowyenvironment) + howmany = findLength(&velocity) * 2; if (detail == 2) if (environment != desertenvironment) for (j = 0; j < howmany; j++) { @@ -4768,7 +5246,8 @@ void Person::DoStuff() } XYZ tempcoord; if (objects.type[i] == treeleavestype && environment != desertenvironment) { - if (objects.pitch[i] == 0)tempcoord = coords; + if (objects.pitch[i] == 0) + tempcoord = coords; else { tempcoord = coords - objects.position[i]; tempcoord = DoRotation(tempcoord, 0, -objects.yaw[i], 0); @@ -4790,8 +5269,10 @@ void Person::DoStuff() } int howmany; - if (environment == grassyenvironment)howmany = findLength(&velocity) * 4; - if (environment == snowyenvironment)howmany = findLength(&velocity) * 2; + if (environment == grassyenvironment) + howmany = findLength(&velocity) * 4; + if (environment == snowyenvironment) + howmany = findLength(&velocity) * 2; if (detail == 2) if (environment != desertenvironment) for (j = 0; j < howmany; j++) { @@ -4832,21 +5313,28 @@ void Person::DoStuff() if (!skeleton.free) { bool play; play = 0; - if ((stunned > 0 || surprised > 0) && numplayers > 2 && aitype != passivetype)play = 1; + if ((stunned > 0 || surprised > 0) && Person::players.size() > 2 && aitype != passivetype) + play = 1; if (hasvictim) - if (aitype != passivetype && victim->skeleton.free && !victim->dead)play = 1; - if (tutoriallevel == 1 && id != 0)play = 0; + if (aitype != passivetype && victim->skeleton.free && !victim->dead) + play = 1; + if (tutoriallevel == 1 && id != 0) + play = 0; if (play && aitype != playercontrolled) { int whichsound = -1; i = abs(Random() % 4); if (speechdelay <= 0) { if (creature == rabbittype) { - if (i == 0)whichsound = rabbitchitter; - if (i == 1)whichsound = rabbitchitter2; + if (i == 0) + whichsound = rabbitchitter; + if (i == 1) + whichsound = rabbitchitter2; } if (creature == wolftype) { - if (i == 0)whichsound = growlsound; - if (i == 1)whichsound = growl2sound; + if (i == 0) + whichsound = growlsound; + if (i == 1) + whichsound = growl2sound; } } speechdelay = .3; @@ -4856,11 +5344,15 @@ void Person::DoStuff() } } - if (animTarget == staggerbackhighanim)staggerdelay = 1; - if (animTarget == staggerbackhardanim)staggerdelay = 1; + if (animTarget == staggerbackhighanim) + staggerdelay = 1; + if (animTarget == staggerbackhardanim) + staggerdelay = 1; staggerdelay -= multiplier; - if (animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != staffgroundsmashanim)hasvictim = 1; - if (velocity.y < -30 && animTarget == jumpdownanim)RagDoll(0); + if (animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != staffgroundsmashanim) + hasvictim = 1; + if (velocity.y < -30 && animTarget == jumpdownanim) + RagDoll(0); if (animCurrent != getIdle() && wasIdle() && animTarget != getIdle() && isIdle()) { animTarget = getIdle(); frameTarget = 0; @@ -4971,7 +5463,9 @@ void Person::DoStuff() bool behind; behind = 0; if (hasvictim) { - if (victim != this && !victim->dead && victim->aitype != passivetype && victim->aitype != searchtype && aitype != passivetype && aitype != searchtype && victim->id < numplayers && aitype != passivetype) { + if ((victim != this->shared_from_this()) && !victim->dead && (victim->aitype != passivetype) && + (victim->aitype != searchtype) && (aitype != passivetype) && + (aitype != searchtype) && (victim->id < Person::players.size()) && (aitype != passivetype)) { behind = (normaldotproduct(facing, coords - victim->coords) > 0); } } @@ -5014,34 +5508,46 @@ void Person::DoStuff() Normalise(&facing); if (isRun() || animTarget == sneakanim || animTarget == rollanim || animTarget == walkanim) { - if (onterrain)targettilt2 = -facing.y * 20; - else targettilt2 = 0; + if (onterrain) + targettilt2 = -facing.y * 20; + else + targettilt2 = 0; } onterrain = 0; - if (!isRun() && !animation[animTarget].attack && animTarget != getupfromfrontanim && animTarget != getupfrombackanim && animTarget != sneakanim)targettilt2 = 0; + if (!isRun() && !animation[animTarget].attack && animTarget != getupfromfrontanim && animTarget != getupfrombackanim && animTarget != sneakanim) + targettilt2 = 0; if (animTarget == jumpupanim || animTarget == jumpdownanim || isFlip()) { flatvelocity = velocity; flatvelocity.y = 0; flatvelspeed = findLength(&flatvelocity); targettilt = flatvelspeed * fast_sqrt(abs(velocity.y) * .7) * normaldotproduct(DoRotation(flatfacing, 0, -90, 0), flatvelocity); targettilt2 = flatvelspeed * fast_sqrt(abs(velocity.y) * .7) * normaldotproduct(flatfacing, flatvelocity); - if (velocity.y < 0)targettilt2 *= -1; - if (velocity.y < 0)targettilt *= -1; - if (targettilt > 25)targettilt = 25; - if (targettilt < -25)targettilt = -25; - } - - if (targettilt2 > 45)targettilt2 = 45; - if (targettilt2 < -45)targettilt2 = -45; - if (abs(tilt2 - targettilt2) < multiplier * 400)tilt2 = targettilt2; + if (velocity.y < 0) + targettilt2 *= -1; + if (velocity.y < 0) + targettilt *= -1; + if (targettilt > 25) + targettilt = 25; + if (targettilt < -25) + targettilt = -25; + } + + if (targettilt2 > 45) + targettilt2 = 45; + if (targettilt2 < -45) + targettilt2 = -45; + if (abs(tilt2 - targettilt2) < multiplier * 400) + tilt2 = targettilt2; else if (tilt2 > targettilt2) { tilt2 -= multiplier * 400; } else if (tilt2 < targettilt2) { tilt2 += multiplier * 400; } if (!animation[animTarget].attack && animTarget != getupfrombackanim && animTarget != getupfromfrontanim) { - if (tilt2 > 25)tilt2 = 25; - if (tilt2 < -25)tilt2 = -25; + if (tilt2 > 25) + tilt2 = 25; + if (tilt2 < -25) + tilt2 = -25; } if (!isnormal(targettilt) && targettilt) { @@ -5078,7 +5584,8 @@ void Person::DoStuff() velocity.y += gravity * multiplier * 20; ReflectVector(&velocity, terrain.getNormal(coords.x, coords.z)); velspeed = findLength(&velocity); - if (velspeed < speed * 30 * scale)velspeed = speed * 30 * scale; + if (velspeed < speed * 30 * scale) + velspeed = speed * 30 * scale; velocity = flatfacing * velspeed; } } else if (isRun()) { @@ -5237,10 +5744,12 @@ void Person::DoStuff() velocity.y += gravity * multiplier; } - if (animTarget != climbanim && animTarget != hanganim && !isWallJump())coords += velocity * multiplier; + if (animTarget != climbanim && animTarget != hanganim && !isWallJump()) + coords += velocity * multiplier; if (coords.y < terrain.getHeight(coords.x, coords.z) && (animTarget == jumpdownanim || animTarget == jumpupanim || isFlip())) { - if (isFlip() && animation[animTarget].label[frameTarget] == 7)RagDoll(0); + if (isFlip() && animation[animTarget].label[frameTarget] == 7) + RagDoll(0); if (animTarget == jumpupanim) { jumppower = -4; @@ -5269,7 +5778,8 @@ void Person::DoStuff() } } - if (animTarget != jumpupanim && animTarget != jumpdownanim && !isFlip() && animTarget != climbanim && animTarget != hanganim && !isWallJump())coords.y += gravity * multiplier * 2; + if (animTarget != jumpupanim && animTarget != jumpdownanim && !isFlip() && animTarget != climbanim && animTarget != hanganim && !isWallJump()) + coords.y += gravity * multiplier * 2; if (animTarget != jumpupanim && animTarget != jumpdownanim && !isFlip() && coords.y < terrain.getHeight(coords.x, coords.z)) { coords.y = terrain.getHeight(coords.x, coords.z); onterrain = 1; @@ -5281,7 +5791,8 @@ void Person::DoStuff() velocity.y = 0; if (velspeed < multiplier * 300 * scale) { velocity = 0; - } else velocity -= velocity / velspeed * multiplier * 300 * scale; + } else + velocity -= velocity / velspeed * multiplier * 300 * scale; if (velspeed > 5 && (isLanding() || isLandhard())) { skiddingdelay += multiplier; if (skiddelay <= 0) { @@ -5289,7 +5800,8 @@ void Person::DoStuff() FootLand(1, .5); skiddelay = .02; } - } else skiddingdelay = 0; + } else + skiddingdelay = 0; } if (isLandhard()) { @@ -5297,7 +5809,8 @@ void Person::DoStuff() velocity.y = 0; if (velspeed < multiplier * 600 * scale) { velocity = 0; - } else velocity -= velocity / velspeed * multiplier * 600 * scale; + } else + velocity -= velocity / velspeed * multiplier * 600 * scale; velocity = 0; if (velspeed > 5 && (isLanding() || isLandhard())) { skiddingdelay += multiplier; @@ -5306,10 +5819,12 @@ void Person::DoStuff() FootLand(1, .5); skiddelay = .02; } - } else skiddingdelay = 0; + } else + skiddingdelay = 0; } - if (skiddingdelay < 0)skiddingdelay += multiplier; + if (skiddingdelay < 0) + skiddingdelay += multiplier; if (skiddingdelay > .02 && !forwardkeydown && !backkeydown && !leftkeydown && !rightkeydown && !jumpkeydown && isLanding() && !landhard) { skiddingdelay = -1; if (!onterrain || environment == grassyenvironment) { @@ -5324,7 +5839,8 @@ void Person::DoStuff() Normalise(&terrainnormal); targetyaw = -asin(0 - terrainnormal.x); targetyaw *= 360 / 6.28; - if (terrainnormal.z < 0)targetyaw = 180 - targetyaw; + if (terrainnormal.z < 0) + targetyaw = 180 - targetyaw; targettilt2 = -asin(terrainnormal.y) * 360 / 6.28; //*-70; } @@ -5352,6 +5868,52 @@ void Person::DoStuff() } } + +/* EFFECT + * inverse kinematics helper function + */ +void IKHelper(Person *p, float interp) +{ + XYZ point, newpoint, change, change2; + float heightleft, heightright; + + // TODO: implement localToWorld and worldToLocal + // but keep in mind it won't be the same math if player is ragdolled or something + // - localToWorldStanding / worldToLocalStanding (or crouching or...?) + // then comb through code for places where to use it + + // point = localToWorld(jointPos(leftfoot)) + point = DoRotation(p->jointPos(leftfoot), 0, p->yaw, 0) * p->scale + p->coords; + // adjust height of foot + heightleft = terrain.getHeight(point.x, point.z) + .04; + point.y = heightleft; + change = p->jointPos(leftankle) - p->jointPos(leftfoot); + change2 = p->jointPos(leftknee) - p->jointPos(leftfoot); + // jointPos(leftfoot) = interpolate(worldToLocal(point), jointPos(leftfoot), interp) + p->jointPos(leftfoot) = DoRotation((point - p->coords) / p->scale, 0, -p->yaw, 0) * interp + p->jointPos(leftfoot) * (1 - interp); + // move ankle along with foot + p->jointPos(leftankle) = p->jointPos(leftfoot) + change; + // average knee pos between old and new pos + p->jointPos(leftknee) = (p->jointPos(leftfoot) + change2) / 2 + (p->jointPos(leftknee)) / 2; + + // do same as above for right leg + point = DoRotation(p->jointPos(rightfoot), 0, p->yaw, 0) * p->scale + p->coords; + heightright = terrain.getHeight(point.x, point.z) + .04; + point.y = heightright; + change = p->jointPos(rightankle) - p->jointPos(rightfoot); + change2 = p->jointPos(rightknee) - p->jointPos(rightfoot); + p->jointPos(rightfoot) = DoRotation((point - p->coords) / p->scale, 0, -p->yaw, 0) * interp + p->jointPos(rightfoot) * (1 - interp); + p->jointPos(rightankle) = p->jointPos(rightfoot) + change; + p->jointPos(rightknee) = (p->jointPos(rightfoot) + change2) / 2 + (p->jointPos(rightknee)) / 2; + + // fix up skeleton now that we've moved body parts? + p->skeleton.DoConstraints(&p->coords, &p->scale); +} + +/* EFFECT + * MONSTER + * TODO: ??? + */ int Person::DrawSkeleton() { int oldplayerdetail; @@ -5370,9 +5932,12 @@ int Person::DrawSkeleton() XYZ terrainlight; float terrainheight; float distance; - if (!isnormal(yaw))yaw = 0; - if (!isnormal(tilt))tilt = 0; - if (!isnormal(tilt2))tilt2 = 0; + if (!isnormal(yaw)) + yaw = 0; + if (!isnormal(tilt)) + tilt = 0; + if (!isnormal(tilt2)) + tilt2 = 0; oldplayerdetail = playerdetail; playerdetail = 0; if (distsq(&viewer, &coords) < viewdistance * viewdistance / 32 && detail == 2) { @@ -5409,140 +5974,38 @@ int Person::DrawSkeleton() static int start, endthing; if ((dead != 2 || skeleton.free != 2) && updatedelay <= 0) { if (!isSleeping() && !isSitting()) { - if (onterrain && ((isIdle() || isCrouch() || isLanding() || isLandhard() || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim) && (wasIdle() || wasCrouch() || wasLanding() || wasLandhard() || animCurrent == drawrightanim || animCurrent == drawleftanim || animCurrent == crouchdrawrightanim)) && !skeleton.free) { - XYZ point, newpoint, change, change2; - point = DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) * scale + coords; - heightleft = terrain.getHeight(point.x, point.z) + .04; - point.y = heightleft; - change = skeleton.joints[skeleton.jointlabels[leftankle]].position - skeleton.joints[skeleton.jointlabels[leftfoot]].position; - change2 = skeleton.joints[skeleton.jointlabels[leftknee]].position - skeleton.joints[skeleton.jointlabels[leftfoot]].position; - skeleton.joints[skeleton.jointlabels[leftfoot]].position = DoRotation((point - coords) / scale, 0, -yaw, 0); - skeleton.joints[skeleton.jointlabels[leftankle]].position = skeleton.joints[skeleton.jointlabels[leftfoot]].position + change; - skeleton.joints[skeleton.jointlabels[leftknee]].position = (skeleton.joints[skeleton.jointlabels[leftfoot]].position + change2) / 2 + (skeleton.joints[skeleton.jointlabels[leftknee]].position) / 2; - - point = DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0) * scale + coords; - heightright = terrain.getHeight(point.x, point.z) + .04; - point.y = heightright; - change = skeleton.joints[skeleton.jointlabels[rightankle]].position - skeleton.joints[skeleton.jointlabels[rightfoot]].position; - change2 = skeleton.joints[skeleton.jointlabels[rightknee]].position - skeleton.joints[skeleton.jointlabels[rightfoot]].position; - skeleton.joints[skeleton.jointlabels[rightfoot]].position = DoRotation((point - coords) / scale, 0, -yaw, 0); - skeleton.joints[skeleton.jointlabels[rightankle]].position = skeleton.joints[skeleton.jointlabels[rightfoot]].position + change; - skeleton.joints[skeleton.jointlabels[rightknee]].position = (skeleton.joints[skeleton.jointlabels[rightfoot]].position + change2) / 2 + (skeleton.joints[skeleton.jointlabels[rightknee]].position) / 2; - skeleton.DoConstraints(&coords, &scale); + // TODO: give these meaningful names + const bool cond1 = (isIdle() || isCrouch() || isLanding() || isLandhard() + || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim); + const bool cond2 = (wasIdle() || wasCrouch() || wasLanding() || wasLandhard() + || animCurrent == drawrightanim || animCurrent == drawleftanim || animCurrent == crouchdrawrightanim); - if (creature == wolftype) { - point = DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) * scale + coords; - heightleft = terrain.getHeight(point.x, point.z) + .04; - point.y = heightleft; - change = skeleton.joints[skeleton.jointlabels[leftankle]].position - skeleton.joints[skeleton.jointlabels[leftfoot]].position; - change2 = skeleton.joints[skeleton.jointlabels[leftknee]].position - skeleton.joints[skeleton.jointlabels[leftfoot]].position; - skeleton.joints[skeleton.jointlabels[leftfoot]].position = DoRotation((point - coords) / scale, 0, -yaw, 0); - skeleton.joints[skeleton.jointlabels[leftankle]].position = skeleton.joints[skeleton.jointlabels[leftfoot]].position + change; - skeleton.joints[skeleton.jointlabels[leftknee]].position = (skeleton.joints[skeleton.jointlabels[leftfoot]].position + change2) / 2 + (skeleton.joints[skeleton.jointlabels[leftknee]].position) / 2; - - point = DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0) * scale + coords; - heightright = terrain.getHeight(point.x, point.z) + .04; - point.y = heightright; - change = skeleton.joints[skeleton.jointlabels[rightankle]].position - skeleton.joints[skeleton.jointlabels[rightfoot]].position; - change2 = skeleton.joints[skeleton.jointlabels[rightknee]].position - skeleton.joints[skeleton.jointlabels[rightfoot]].position; - skeleton.joints[skeleton.jointlabels[rightfoot]].position = DoRotation((point - coords) / scale, 0, -yaw, 0); - skeleton.joints[skeleton.jointlabels[rightankle]].position = skeleton.joints[skeleton.jointlabels[rightfoot]].position + change; - skeleton.joints[skeleton.jointlabels[rightknee]].position = (skeleton.joints[skeleton.jointlabels[rightfoot]].position + change2) / 2 + (skeleton.joints[skeleton.jointlabels[rightknee]].position) / 2; - skeleton.DoConstraints(&coords, &scale); - } - } - if (onterrain && ((isIdle() || isCrouch() || isLanding() || isLandhard() || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim) && !(wasIdle() || wasCrouch() || wasLanding() || wasLandhard() || animCurrent == drawrightanim || animCurrent == drawleftanim || animCurrent == crouchdrawrightanim)) && !skeleton.free) { - XYZ point, newpoint, change, change2; - point = DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) * scale + coords; - heightleft = terrain.getHeight(point.x, point.z) + .04; - point.y = heightleft; - change = skeleton.joints[skeleton.jointlabels[leftankle]].position - skeleton.joints[skeleton.jointlabels[leftfoot]].position; - change2 = skeleton.joints[skeleton.jointlabels[leftknee]].position - skeleton.joints[skeleton.jointlabels[leftfoot]].position; - skeleton.joints[skeleton.jointlabels[leftfoot]].position = DoRotation((point - coords) / scale, 0, -yaw, 0) * target + skeleton.joints[skeleton.jointlabels[leftfoot]].position * (1 - target); - skeleton.joints[skeleton.jointlabels[leftankle]].position = skeleton.joints[skeleton.jointlabels[leftfoot]].position + change; - skeleton.joints[skeleton.jointlabels[leftknee]].position = (skeleton.joints[skeleton.jointlabels[leftfoot]].position + change2) / 2 + (skeleton.joints[skeleton.jointlabels[leftknee]].position) / 2; - - point = DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0) * scale + coords; - heightright = terrain.getHeight(point.x, point.z) + .04; - point.y = heightright; - change = skeleton.joints[skeleton.jointlabels[rightankle]].position - skeleton.joints[skeleton.jointlabels[rightfoot]].position; - change2 = skeleton.joints[skeleton.jointlabels[rightknee]].position - skeleton.joints[skeleton.jointlabels[rightfoot]].position; - skeleton.joints[skeleton.jointlabels[rightfoot]].position = DoRotation((point - coords) / scale, 0, -yaw, 0) * target + skeleton.joints[skeleton.jointlabels[rightfoot]].position * (1 - target); - skeleton.joints[skeleton.jointlabels[rightankle]].position = skeleton.joints[skeleton.jointlabels[rightfoot]].position + change; - skeleton.joints[skeleton.jointlabels[rightknee]].position = (skeleton.joints[skeleton.jointlabels[rightfoot]].position + change2) / 2 + (skeleton.joints[skeleton.jointlabels[rightknee]].position) / 2; - skeleton.DoConstraints(&coords, &scale); + if (onterrain && (cond1 && cond2) && !skeleton.free) { + IKHelper(this, 1); + if (creature == wolftype) + IKHelper(this, 1); + } - if (creature == wolftype) { - point = DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) * scale + coords; - heightleft = terrain.getHeight(point.x, point.z) + .04; - point.y = heightleft; - change = skeleton.joints[skeleton.jointlabels[leftankle]].position - skeleton.joints[skeleton.jointlabels[leftfoot]].position; - change2 = skeleton.joints[skeleton.jointlabels[leftknee]].position - skeleton.joints[skeleton.jointlabels[leftfoot]].position; - skeleton.joints[skeleton.jointlabels[leftfoot]].position = DoRotation((point - coords) / scale, 0, -yaw, 0) * target + skeleton.joints[skeleton.jointlabels[leftfoot]].position * (1 - target); - skeleton.joints[skeleton.jointlabels[leftankle]].position = skeleton.joints[skeleton.jointlabels[leftfoot]].position + change; - skeleton.joints[skeleton.jointlabels[leftknee]].position = (skeleton.joints[skeleton.jointlabels[leftfoot]].position + change2) / 2 + (skeleton.joints[skeleton.jointlabels[leftknee]].position) / 2; - - point = DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0) * scale + coords; - heightright = terrain.getHeight(point.x, point.z) + .04; - point.y = heightright; - change = skeleton.joints[skeleton.jointlabels[rightankle]].position - skeleton.joints[skeleton.jointlabels[rightfoot]].position; - change2 = skeleton.joints[skeleton.jointlabels[rightknee]].position - skeleton.joints[skeleton.jointlabels[rightfoot]].position; - skeleton.joints[skeleton.jointlabels[rightfoot]].position = DoRotation((point - coords) / scale, 0, -yaw, 0) * target + skeleton.joints[skeleton.jointlabels[rightfoot]].position * (1 - target); - skeleton.joints[skeleton.jointlabels[rightankle]].position = skeleton.joints[skeleton.jointlabels[rightfoot]].position + change; - skeleton.joints[skeleton.jointlabels[rightknee]].position = (skeleton.joints[skeleton.jointlabels[rightfoot]].position + change2) / 2 + (skeleton.joints[skeleton.jointlabels[rightknee]].position) / 2; - skeleton.DoConstraints(&coords, &scale); - } - } - - if (onterrain && (!(isIdle() || isCrouch() || isLanding() || isLandhard() || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim) && (wasIdle() || wasCrouch() || wasLanding() || wasLandhard() || animCurrent == drawrightanim || animCurrent == drawleftanim || animCurrent == crouchdrawrightanim)) && !skeleton.free) { - XYZ point, newpoint, change, change2; - point = DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) * scale + coords; - heightleft = terrain.getHeight(point.x, point.z) + .04; - point.y = heightleft; - change = skeleton.joints[skeleton.jointlabels[leftankle]].position - skeleton.joints[skeleton.jointlabels[leftfoot]].position; - change2 = skeleton.joints[skeleton.jointlabels[leftknee]].position - skeleton.joints[skeleton.jointlabels[leftfoot]].position; - skeleton.joints[skeleton.jointlabels[leftfoot]].position = DoRotation((point - coords) / scale, 0, -yaw, 0) * (1 - target) + skeleton.joints[skeleton.jointlabels[leftfoot]].position * target; - skeleton.joints[skeleton.jointlabels[leftankle]].position = skeleton.joints[skeleton.jointlabels[leftfoot]].position + change; - skeleton.joints[skeleton.jointlabels[leftknee]].position = (skeleton.joints[skeleton.jointlabels[leftfoot]].position + change2) / 2 + (skeleton.joints[skeleton.jointlabels[leftknee]].position) / 2; - - point = DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0) * scale + coords; - heightright = terrain.getHeight(point.x, point.z) + .04; - point.y = heightright; - change = skeleton.joints[skeleton.jointlabels[rightankle]].position - skeleton.joints[skeleton.jointlabels[rightfoot]].position; - change2 = skeleton.joints[skeleton.jointlabels[rightknee]].position - skeleton.joints[skeleton.jointlabels[rightfoot]].position; - skeleton.joints[skeleton.jointlabels[rightfoot]].position = DoRotation((point - coords) / scale, 0, -yaw, 0) * (1 - target) + skeleton.joints[skeleton.jointlabels[rightfoot]].position * target; - skeleton.joints[skeleton.jointlabels[rightankle]].position = skeleton.joints[skeleton.jointlabels[rightfoot]].position + change; - skeleton.joints[skeleton.jointlabels[rightknee]].position = (skeleton.joints[skeleton.jointlabels[rightfoot]].position + change2) / 2 + (skeleton.joints[skeleton.jointlabels[rightknee]].position) / 2; - skeleton.DoConstraints(&coords, &scale); + if (onterrain && (cond1 && !cond2) && !skeleton.free) { + IKHelper(this, target); + if (creature == wolftype) + IKHelper(this, target); + } - if (creature == wolftype) { - point = DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) * scale + coords; - heightleft = terrain.getHeight(point.x, point.z) + .04; - point.y = heightleft; - change = skeleton.joints[skeleton.jointlabels[leftankle]].position - skeleton.joints[skeleton.jointlabels[leftfoot]].position; - change2 = skeleton.joints[skeleton.jointlabels[leftknee]].position - skeleton.joints[skeleton.jointlabels[leftfoot]].position; - skeleton.joints[skeleton.jointlabels[leftfoot]].position = DoRotation((point - coords) / scale, 0, -yaw, 0) * (1 - target) + skeleton.joints[skeleton.jointlabels[leftfoot]].position * target; - skeleton.joints[skeleton.jointlabels[leftankle]].position = skeleton.joints[skeleton.jointlabels[leftfoot]].position + change; - skeleton.joints[skeleton.jointlabels[leftknee]].position = (skeleton.joints[skeleton.jointlabels[leftfoot]].position + change2) / 2 + (skeleton.joints[skeleton.jointlabels[leftknee]].position) / 2; - - point = DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0) * scale + coords; - heightright = terrain.getHeight(point.x, point.z) + .04; - point.y = heightright; - change = skeleton.joints[skeleton.jointlabels[rightankle]].position - skeleton.joints[skeleton.jointlabels[rightfoot]].position; - change2 = skeleton.joints[skeleton.jointlabels[rightknee]].position - skeleton.joints[skeleton.jointlabels[rightfoot]].position; - skeleton.joints[skeleton.jointlabels[rightfoot]].position = DoRotation((point - coords) / scale, 0, -yaw, 0) * (1 - target) + skeleton.joints[skeleton.jointlabels[rightfoot]].position * target; - skeleton.joints[skeleton.jointlabels[rightankle]].position = skeleton.joints[skeleton.jointlabels[rightfoot]].position + change; - skeleton.joints[skeleton.jointlabels[rightknee]].position = (skeleton.joints[skeleton.jointlabels[rightfoot]].position + change2) / 2 + (skeleton.joints[skeleton.jointlabels[rightknee]].position) / 2; - skeleton.DoConstraints(&coords, &scale); - } + if (onterrain && (!cond1 && cond2) && !skeleton.free) { + IKHelper(this, 1 - target); + if (creature == wolftype) + IKHelper(this, 1 - target); } } + if (!skeleton.free && (!animation[animTarget].attack && animTarget != getupfrombackanim && ((animTarget != rollanim && !isFlip()) || animation[animTarget].label[frameTarget] == 6) && animTarget != getupfromfrontanim && animTarget != wolfrunninganim && animTarget != rabbitrunninganim && animTarget != backhandspringanim && animTarget != walljumpfrontanim && animTarget != hurtidleanim && !isLandhard() && !isSleeping())) DoHead(); else { targetheadyaw = -targetyaw; targetheadpitch = 0; - if (animation[animTarget].attack == 3)targetheadyaw += 180; + if (animation[animTarget].attack == 3) + targetheadyaw += 180; } for (i = 0; i < skeleton.drawmodel.vertexNum; i++) { skeleton.drawmodel.vertex[i] = 0; @@ -5556,43 +6019,51 @@ int Person::DrawSkeleton() skeleton.drawmodelclothes.vertex[i] = 0; skeleton.drawmodelclothes.vertex[i].y = 999; } - for (i = 0; i < skeleton.num_muscles; i++) { + for (int i = 0; i < skeleton.num_muscles; i++) { + // convenience renames + const int p1 = skeleton.muscles[i].parent1->label; + const int p2 = skeleton.muscles[i].parent2->label; + if ((skeleton.muscles[i].numvertices > 0 && playerdetail) || (skeleton.muscles[i].numverticeslow > 0 && !playerdetail)) { morphness = 0; start = 0; endthing = 0; - if (skeleton.muscles[i].parent1->label == righthand || skeleton.muscles[i].parent2->label == righthand) { + + if (p1 == righthand || p2 == righthand) { morphness = righthandmorphness; start = righthandmorphstart; endthing = righthandmorphend; } - if (skeleton.muscles[i].parent1->label == lefthand || skeleton.muscles[i].parent2->label == lefthand) { + if (p1 == lefthand || p2 == lefthand) { morphness = lefthandmorphness; start = lefthandmorphstart; endthing = lefthandmorphend; } - if (skeleton.muscles[i].parent1->label == head || skeleton.muscles[i].parent2->label == head) { + if (p1 == head || p2 == head) { morphness = headmorphness; start = headmorphstart; endthing = headmorphend; } - if ((skeleton.muscles[i].parent1->label == neck && skeleton.muscles[i].parent2->label == abdomen) || (skeleton.muscles[i].parent2->label == neck && skeleton.muscles[i].parent1->label == abdomen)) { + if ((p1 == neck && p2 == abdomen) || (p2 == neck && p1 == abdomen)) { morphness = chestmorphness; start = chestmorphstart; endthing = chestmorphend; } - if ((skeleton.muscles[i].parent1->label == groin && skeleton.muscles[i].parent2->label == abdomen) || (skeleton.muscles[i].parent2->label == groin && skeleton.muscles[i].parent1->label == abdomen)) { + if ((p1 == groin && p2 == abdomen) || (p2 == groin && p1 == abdomen)) { morphness = tailmorphness; start = tailmorphstart; endthing = tailmorphend; } - if (calcrot)skeleton.FindRotationMuscle(i, animTarget); + if (calcrot) + skeleton.FindRotationMuscle(i, animTarget); mid = (skeleton.muscles[i].parent1->position + skeleton.muscles[i].parent2->position) / 2; - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); - if (!skeleton.free)glRotatef(tilt2, 1, 0, 0); - if (!skeleton.free)glRotatef(tilt, 0, 0, 1); + if (!skeleton.free) + glRotatef(tilt2, 1, 0, 0); + if (!skeleton.free) + glRotatef(tilt, 0, 0, 1); glTranslatef(mid.x, mid.y, mid.z); @@ -5608,24 +6079,26 @@ int Person::DrawSkeleton() if (playerdetail || skeleton.free == 3) { for (j = 0; j < skeleton.muscles[i].numvertices; j++) { - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + XYZ &v0 = skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]]; + XYZ &v1 = skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]]; + glMatrixMode(GL_MODELVIEW); glPushMatrix(); - if (skeleton.muscles[i].parent1->label == abdomen || skeleton.muscles[i].parent2->label == abdomen) - glTranslatef((skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].x * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].x * morphness)*proportionbody.x, - (skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].y * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].y * morphness)*proportionbody.y, - (skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].z * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].z * morphness)*proportionbody.z); - if (skeleton.muscles[i].parent1->label == lefthand || skeleton.muscles[i].parent1->label == righthand || skeleton.muscles[i].parent1->label == leftwrist || skeleton.muscles[i].parent1->label == rightwrist || skeleton.muscles[i].parent1->label == leftelbow || skeleton.muscles[i].parent1->label == rightelbow || skeleton.muscles[i].parent2->label == leftelbow || skeleton.muscles[i].parent2->label == rightelbow) - glTranslatef((skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].x * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].x * morphness)*proportionarms.x, - (skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].y * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].y * morphness)*proportionarms.y, - (skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].z * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].z * morphness)*proportionarms.z); - if (skeleton.muscles[i].parent1->label == leftfoot || skeleton.muscles[i].parent1->label == rightfoot || skeleton.muscles[i].parent1->label == leftankle || skeleton.muscles[i].parent1->label == rightankle || skeleton.muscles[i].parent1->label == leftknee || skeleton.muscles[i].parent1->label == rightknee || skeleton.muscles[i].parent2->label == leftknee || skeleton.muscles[i].parent2->label == rightknee) - glTranslatef((skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].x * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].x * morphness)*proportionlegs.x, - (skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].y * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].y * morphness)*proportionlegs.y, - (skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].z * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].z * morphness)*proportionlegs.z); - if (skeleton.muscles[i].parent1->label == head || skeleton.muscles[i].parent2->label == head) - glTranslatef((skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].x * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].x * morphness)*proportionhead.x, - (skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].y * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].y * morphness)*proportionhead.y, - (skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].z * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].z * morphness)*proportionhead.z); + if (p1 == abdomen || p2 == abdomen) + glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionbody.x, + (v0.y * (1 - morphness) + v1.y * morphness) * proportionbody.y, + (v0.z * (1 - morphness) + v1.z * morphness) * proportionbody.z); + if (p1 == lefthand || p1 == righthand || p1 == leftwrist || p1 == rightwrist || p1 == leftelbow || p1 == rightelbow || p2 == leftelbow || p2 == rightelbow) + glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionarms.x, + (v0.y * (1 - morphness) + v1.y * morphness) * proportionarms.y, + (v0.z * (1 - morphness) + v1.z * morphness) * proportionarms.z); + if (p1 == leftfoot || p1 == rightfoot || p1 == leftankle || p1 == rightankle || p1 == leftknee || p1 == rightknee || p2 == leftknee || p2 == rightknee) + glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionlegs.x, + (v0.y * (1 - morphness) + v1.y * morphness) * proportionlegs.y, + (v0.z * (1 - morphness) + v1.z * morphness) * proportionlegs.z); + if (p1 == head || p2 == head) + glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionhead.x, + (v0.y * (1 - morphness) + v1.y * morphness) * proportionhead.y, + (v0.z * (1 - morphness) + v1.z * morphness) * proportionhead.z); glGetFloatv(GL_MODELVIEW_MATRIX, M); //if(!isnormal(M[12])||!isnormal(M[13])||!isnormal(M[14]))test=0; //if(!isnormal(scale))test=1; @@ -5638,24 +6111,25 @@ int Person::DrawSkeleton() } if (!playerdetail || skeleton.free == 3) { for (j = 0; j < skeleton.muscles[i].numverticeslow; j++) { - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + XYZ &v0 = skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]]; + glMatrixMode(GL_MODELVIEW); glPushMatrix(); - if (skeleton.muscles[i].parent1->label == abdomen || skeleton.muscles[i].parent2->label == abdomen) - glTranslatef((skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].x)*proportionbody.x, - (skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].y)*proportionbody.y, - (skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].z)*proportionbody.z); - if (skeleton.muscles[i].parent1->label == lefthand || skeleton.muscles[i].parent1->label == righthand || skeleton.muscles[i].parent1->label == leftwrist || skeleton.muscles[i].parent1->label == rightwrist || skeleton.muscles[i].parent1->label == leftelbow || skeleton.muscles[i].parent1->label == rightelbow || skeleton.muscles[i].parent2->label == leftelbow || skeleton.muscles[i].parent2->label == rightelbow) - glTranslatef((skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].x)*proportionarms.x, - (skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].y)*proportionarms.y, - (skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].z)*proportionarms.z); - if (skeleton.muscles[i].parent1->label == leftfoot || skeleton.muscles[i].parent1->label == rightfoot || skeleton.muscles[i].parent1->label == leftankle || skeleton.muscles[i].parent1->label == rightankle || skeleton.muscles[i].parent1->label == leftknee || skeleton.muscles[i].parent1->label == rightknee || skeleton.muscles[i].parent2->label == leftknee || skeleton.muscles[i].parent2->label == rightknee) - glTranslatef((skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].x)*proportionlegs.x, - (skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].y)*proportionlegs.y, - (skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].z)*proportionlegs.z); - if (skeleton.muscles[i].parent1->label == head || skeleton.muscles[i].parent2->label == head) - glTranslatef((skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].x)*proportionhead.x, - (skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].y)*proportionhead.y, - (skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].z)*proportionhead.z); + if (p1 == abdomen || p2 == abdomen) + glTranslatef(v0.x * proportionbody.x, + v0.y * proportionbody.y, + v0.z * proportionbody.z); + if (p1 == lefthand || p1 == righthand || p1 == leftwrist || p1 == rightwrist || p1 == leftelbow || p1 == rightelbow || p2 == leftelbow || p2 == rightelbow) + glTranslatef(v0.x * proportionarms.x, + v0.y * proportionarms.y, + v0.z * proportionarms.z); + if (p1 == leftfoot || p1 == rightfoot || p1 == leftankle || p1 == rightankle || p1 == leftknee || p1 == rightknee || p2 == leftknee || p2 == rightknee) + glTranslatef(v0.x * proportionlegs.x, + v0.y * proportionlegs.y, + v0.z * proportionlegs.z); + if (p1 == head || p2 == head) + glTranslatef(v0.x * proportionhead.x, + v0.y * proportionhead.y, + v0.z * proportionhead.z); glGetFloatv(GL_MODELVIEW_MATRIX, M); skeleton.drawmodellow.vertex[skeleton.muscles[i].verticeslow[j]].x = M[12] * scale; @@ -5669,11 +6143,13 @@ int Person::DrawSkeleton() if (skeleton.clothes && skeleton.muscles[i].numverticesclothes > 0) { mid = (skeleton.muscles[i].parent1->position + skeleton.muscles[i].parent2->position) / 2; - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); - if (!skeleton.free)glRotatef(tilt2, 1, 0, 0); - if (!skeleton.free)glRotatef(tilt, 0, 0, 1); + if (!skeleton.free) + glRotatef(tilt2, 1, 0, 0); + if (!skeleton.free) + glRotatef(tilt, 0, 0, 1); glTranslatef(mid.x, mid.y, mid.z); skeleton.muscles[i].lastrotate1 = skeleton.muscles[i].rotate1; glRotatef(-skeleton.muscles[i].lastrotate1 + 90, 0, 1, 0); @@ -5685,24 +6161,25 @@ int Person::DrawSkeleton() glRotatef(-skeleton.muscles[i].lastrotate3, 0, 1, 0); for (j = 0; j < skeleton.muscles[i].numverticesclothes; j++) { - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + XYZ &v0 = skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]]; + glMatrixMode(GL_MODELVIEW); glPushMatrix(); - if (skeleton.muscles[i].parent1->label == abdomen || skeleton.muscles[i].parent2->label == abdomen) - glTranslatef((skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].x)*proportionbody.x, - (skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].y)*proportionbody.y, - (skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].z)*proportionbody.z); - if (skeleton.muscles[i].parent1->label == lefthand || skeleton.muscles[i].parent1->label == righthand || skeleton.muscles[i].parent1->label == leftwrist || skeleton.muscles[i].parent1->label == rightwrist || skeleton.muscles[i].parent1->label == leftelbow || skeleton.muscles[i].parent1->label == rightelbow || skeleton.muscles[i].parent2->label == leftelbow || skeleton.muscles[i].parent2->label == rightelbow) - glTranslatef((skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].x)*proportionarms.x, - (skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].y)*proportionarms.y, - (skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].z)*proportionarms.z); - if (skeleton.muscles[i].parent1->label == leftfoot || skeleton.muscles[i].parent1->label == rightfoot || skeleton.muscles[i].parent1->label == leftankle || skeleton.muscles[i].parent1->label == rightankle || skeleton.muscles[i].parent1->label == leftknee || skeleton.muscles[i].parent1->label == rightknee || skeleton.muscles[i].parent2->label == leftknee || skeleton.muscles[i].parent2->label == rightknee) - glTranslatef((skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].x)*proportionlegs.x, - (skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].y)*proportionlegs.y, - (skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].z)*proportionlegs.z); - if (skeleton.muscles[i].parent1->label == head || skeleton.muscles[i].parent2->label == head) - glTranslatef((skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].x)*proportionhead.x, - (skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].y)*proportionhead.y, - (skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].z)*proportionhead.z); + if (p1 == abdomen || p2 == abdomen) + glTranslatef(v0.x * proportionbody.x, + v0.y * proportionbody.y, + v0.z * proportionbody.z); + if (p1 == lefthand || p1 == righthand || p1 == leftwrist || p1 == rightwrist || p1 == leftelbow || p1 == rightelbow || p2 == leftelbow || p2 == rightelbow) + glTranslatef(v0.x * proportionarms.x, + v0.y * proportionarms.y, + v0.z * proportionarms.z); + if (p1 == leftfoot || p1 == rightfoot || p1 == leftankle || p1 == rightankle || p1 == leftknee || p1 == rightknee || p2 == leftknee || p2 == rightknee) + glTranslatef(v0.x * proportionlegs.x, + v0.y * proportionlegs.y, + v0.z * proportionlegs.z); + if (p1 == head || p2 == head) + glTranslatef(v0.x * proportionhead.x, + v0.y * proportionhead.y, + v0.z * proportionhead.z); glGetFloatv(GL_MODELVIEW_MATRIX, M); skeleton.drawmodelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].x = M[12] * scale; skeleton.drawmodelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].y = M[13] * scale; @@ -5715,12 +6192,17 @@ int Person::DrawSkeleton() } if (skeleton.free != 2 && (skeleton.free == 1 || skeleton.free == 3 || id == 0 || (normalsupdatedelay <= 0) || animTarget == getupfromfrontanim || animTarget == getupfrombackanim || animCurrent == getupfromfrontanim || animCurrent == getupfrombackanim)) { normalsupdatedelay = 1; - if (playerdetail || skeleton.free == 3)skeleton.drawmodel.CalculateNormals(0); - if (!playerdetail || skeleton.free == 3)skeleton.drawmodellow.CalculateNormals(0); - if (skeleton.clothes)skeleton.drawmodelclothes.CalculateNormals(0); + if (playerdetail || skeleton.free == 3) + skeleton.drawmodel.CalculateNormals(0); + if (!playerdetail || skeleton.free == 3) + skeleton.drawmodellow.CalculateNormals(0); + if (skeleton.clothes) + skeleton.drawmodelclothes.CalculateNormals(0); } else { - if (playerdetail || skeleton.free == 3)skeleton.drawmodel.UpdateVertexArrayNoTexNoNorm(); - if (!playerdetail || skeleton.free == 3)skeleton.drawmodellow.UpdateVertexArrayNoTexNoNorm(); + if (playerdetail || skeleton.free == 3) + skeleton.drawmodel.UpdateVertexArrayNoTexNoNorm(); + if (!playerdetail || skeleton.free == 3) + skeleton.drawmodellow.UpdateVertexArrayNoTexNoNorm(); if (skeleton.clothes) { skeleton.drawmodelclothes.UpdateVertexArrayNoTexNoNorm(); } @@ -5728,18 +6210,26 @@ int Person::DrawSkeleton() } framemult = .01; updatedelaychange = -framemult * 4 * (45 - findDistance(&viewer, &coords) * 1); - if (updatedelaychange > -realmultiplier * 30)updatedelaychange = -realmultiplier * 30; - if (updatedelaychange > -framemult * 4)updatedelaychange = -framemult * 4; - if (skeleton.free == 1)updatedelaychange *= 6; - if (id == 0)updatedelaychange *= 8; + if (updatedelaychange > -realmultiplier * 30) + updatedelaychange = -realmultiplier * 30; + if (updatedelaychange > -framemult * 4) + updatedelaychange = -framemult * 4; + if (skeleton.free == 1) + updatedelaychange *= 6; + if (id == 0) + updatedelaychange *= 8; updatedelay += updatedelaychange; - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glMatrixMode(GL_MODELVIEW); glPushMatrix(); - if (!skeleton.free)glTranslatef(coords.x, coords.y - .02, coords.z); - 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 (!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); @@ -5748,19 +6238,23 @@ int Person::DrawSkeleton() glBegin(GL_POINTS); if (playerdetail) for (i = 0; i < skeleton.drawmodel.vertexNum; i++) { - glVertex3f(skeleton.drawmodel.vertex[i].x, skeleton.drawmodel.vertex[i].y, skeleton.drawmodel.vertex[i].z); + XYZ &v0 = skeleton.drawmodel.vertex[i]; + glVertex3f(v0.x, v0.y, v0.z); } glEnd(); glBegin(GL_LINES); if (playerdetail) for (i = 0; i < skeleton.drawmodel.TriangleNum; i++) { - glVertex3f(skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[0]].x, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[0]].y, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[0]].z); - glVertex3f(skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[1]].x, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[1]].y, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[1]].z); - glVertex3f(skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[1]].x, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[1]].y, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[1]].z); - glVertex3f(skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[2]].x, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[2]].y, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[2]].z); - glVertex3f(skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[2]].x, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[2]].y, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[2]].z); - glVertex3f(skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[0]].x, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[0]].y, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[0]].z); + XYZ &v0 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[0]]; + XYZ &v1 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[1]]; + XYZ &v2 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[2]]; + glVertex3f(v0.x, v0.y, v0.z); + glVertex3f(v1.x, v1.y, v1.z); + glVertex3f(v1.x, v1.y, v1.z); + glVertex3f(v2.x, v2.y, v2.z); + glVertex3f(v2.x, v2.y, v2.z); + glVertex3f(v0.x, v0.y, v0.z); } glEnd(); @@ -5769,11 +6263,14 @@ int Person::DrawSkeleton() terrainlight = terrain.getLighting(coords.x, coords.z); distance = distsq(&viewer, &coords); distance = (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance; - if (distance > 1)distance = 1; + if (distance > 1) + distance = 1; if (distance > 0) { terrainheight = (coords.y - terrain.getHeight(coords.x, coords.z)) / 3 + 1; - if (terrainheight < 1)terrainheight = 1; - if (terrainheight > 1.7)terrainheight = 1.7; + if (terrainheight < 1) + terrainheight = 1; + if (terrainheight > 1.7) + terrainheight = 1.7; //burnt=0; glColor4f((1 - (1 - terrainlight.x) / terrainheight) - burnt, (1 - (1 - terrainlight.y) / terrainheight) - burnt, (1 - (1 - terrainlight.z) / terrainheight) - burnt, distance); @@ -5805,13 +6302,17 @@ int Person::DrawSkeleton() } if (playerdetail) { if (!showpoints) { - if ((tutoriallevel && id != 0))skeleton.drawmodel.drawdifftex(Sprite::cloudimpacttexture); - else skeleton.drawmodel.draw(); + if ((tutoriallevel && id != 0)) + skeleton.drawmodel.drawdifftex(Sprite::cloudimpacttexture); + else + skeleton.drawmodel.draw(); } } if (!playerdetail) { - if ((tutoriallevel && id != 0))skeleton.drawmodellow.drawdifftex(Sprite::cloudimpacttexture); - else skeleton.drawmodellow.drawdifftex(skeleton.drawmodel.textureptr); + if ((tutoriallevel && id != 0)) + skeleton.drawmodellow.drawdifftex(Sprite::cloudimpacttexture); + else + skeleton.drawmodellow.drawdifftex(skeleton.drawmodel.textureptr); } if (!(animation[animTarget].attack == normalattack || animation[animTarget].attack == reversed)) @@ -5834,13 +6335,17 @@ int Person::DrawSkeleton() glTranslatef(smoketex * .6, 0, 0); if (playerdetail) { if (!showpoints) { - if ((tutoriallevel && id != 0))skeleton.drawmodel.drawdifftex(Sprite::cloudimpacttexture); - else skeleton.drawmodel.draw(); + if ((tutoriallevel && id != 0)) + skeleton.drawmodel.drawdifftex(Sprite::cloudimpacttexture); + else + skeleton.drawmodel.draw(); } } if (!playerdetail) { - if ((tutoriallevel && id != 0))skeleton.drawmodellow.drawdifftex(Sprite::cloudimpacttexture); - else skeleton.drawmodellow.drawdifftex(skeleton.drawmodel.textureptr); + if ((tutoriallevel && id != 0)) + skeleton.drawmodellow.drawdifftex(Sprite::cloudimpacttexture); + else + skeleton.drawmodellow.drawdifftex(skeleton.drawmodel.textureptr); } } @@ -5853,8 +6358,10 @@ int Person::DrawSkeleton() if (skeleton.clothes) { glDepthMask(0); glEnable(GL_BLEND); - if (!immediate)skeleton.drawmodelclothes.draw(); - if (immediate)skeleton.drawmodelclothes.drawimmediate(); + if (!immediate) + skeleton.drawmodelclothes.draw(); + if (immediate) + skeleton.drawmodelclothes.drawimmediate(); glDepthMask(1); } } @@ -5876,7 +6383,8 @@ int Person::DrawSkeleton() } } weaponpoint = (skeleton.muscles[weaponattachmuscle].parent1->position + skeleton.muscles[weaponattachmuscle].parent2->position) / 2; - if (creature == wolftype)weaponpoint = (skeleton.joints[skeleton.jointlabels[rightwrist]].position * .7 + skeleton.joints[skeleton.jointlabels[righthand]].position * .3); + if (creature == wolftype) + weaponpoint = (jointPos(rightwrist) * .7 + jointPos(righthand) * .3); } if (weapons[i].getType() == staff) { for (j = 0; j < skeleton.num_muscles; j++) { @@ -5889,21 +6397,25 @@ int Person::DrawSkeleton() weaponrotatemuscle = j; } } - //weaponpoint=skeleton.joints[skeleton.jointlabels[rightwrist]].position; + //weaponpoint=jointPos(rightwrist); weaponpoint = (skeleton.muscles[weaponattachmuscle].parent1->position + skeleton.muscles[weaponattachmuscle].parent2->position) / 2; - //weaponpoint+=skeleton.specialforward[1]*.1+(skeleton.joints[skeleton.jointlabels[rightwrist]].position-skeleton.joints[skeleton.jointlabels[rightelbow]].position); + //weaponpoint+=skeleton.specialforward[1]*.1+(jointPos(rightwrist)-jointPos(rightelbow)); XYZ tempnormthing, vec1, vec2; - vec1 = (skeleton.joints[skeleton.jointlabels[rightwrist]].position - skeleton.joints[skeleton.jointlabels[rightelbow]].position); - vec2 = (skeleton.joints[skeleton.jointlabels[rightwrist]].position - skeleton.joints[skeleton.jointlabels[rightshoulder]].position); + vec1 = (jointPos(rightwrist) - jointPos(rightelbow)); + vec2 = (jointPos(rightwrist) - jointPos(rightshoulder)); CrossProduct(&vec1, &vec2, &tempnormthing); Normalise(&tempnormthing); - if (animTarget != staffhitanim && animCurrent != staffhitanim && animTarget != staffgroundsmashanim && animCurrent != staffgroundsmashanim && animTarget != staffspinhitanim && animCurrent != staffspinhitanim)weaponpoint += tempnormthing * .1 - skeleton.specialforward[1] * .3 + (skeleton.joints[skeleton.jointlabels[rightwrist]].position - skeleton.joints[skeleton.jointlabels[rightelbow]].position); + if (animTarget != staffhitanim && animCurrent != staffhitanim && animTarget != staffgroundsmashanim && animCurrent != staffgroundsmashanim && animTarget != staffspinhitanim && animCurrent != staffspinhitanim) + weaponpoint += tempnormthing * .1 - skeleton.specialforward[1] * .3 + (jointPos(rightwrist) - jointPos(rightelbow)); } } if (weaponactive != k && weaponstuck != k) { - if (weapons[i].getType() == knife)weaponpoint = skeleton.joints[skeleton.jointlabels[abdomen]].position + (skeleton.joints[skeleton.jointlabels[righthip]].position - skeleton.joints[skeleton.jointlabels[lefthip]].position) * .1 + (skeleton.joints[skeleton.jointlabels[rightshoulder]].position - skeleton.joints[skeleton.jointlabels[leftshoulder]].position) * .35; - if (weapons[i].getType() == sword)weaponpoint = skeleton.joints[skeleton.jointlabels[abdomen]].position + (skeleton.joints[skeleton.jointlabels[lefthip]].position - skeleton.joints[skeleton.jointlabels[righthip]].position) * .09 + (skeleton.joints[skeleton.jointlabels[leftshoulder]].position - skeleton.joints[skeleton.jointlabels[rightshoulder]].position) * .33; - if (weapons[i].getType() == staff)weaponpoint = skeleton.joints[skeleton.jointlabels[abdomen]].position + (skeleton.joints[skeleton.jointlabels[lefthip]].position - skeleton.joints[skeleton.jointlabels[righthip]].position) * .09 + (skeleton.joints[skeleton.jointlabels[leftshoulder]].position - skeleton.joints[skeleton.jointlabels[rightshoulder]].position) * .33; + if (weapons[i].getType() == knife) + weaponpoint = jointPos(abdomen) + (jointPos(righthip) - jointPos(lefthip)) * .1 + (jointPos(rightshoulder) - jointPos(leftshoulder)) * .35; + if (weapons[i].getType() == sword) + weaponpoint = jointPos(abdomen) + (jointPos(lefthip) - jointPos(righthip)) * .09 + (jointPos(leftshoulder) - jointPos(rightshoulder)) * .33; + if (weapons[i].getType() == staff) + weaponpoint = jointPos(abdomen) + (jointPos(lefthip) - jointPos(righthip)) * .09 + (jointPos(leftshoulder) - jointPos(rightshoulder)) * .33; for (j = 0; j < skeleton.num_muscles; j++) { if ((skeleton.muscles[j].parent1->label == abdomen || skeleton.muscles[j].parent2->label == abdomen) && (skeleton.muscles[j].parent1->label == neck || skeleton.muscles[j].parent2->label == neck) && skeleton.muscles[j].numvertices > 0) { weaponrotatemuscle = j; @@ -5911,8 +6423,10 @@ int Person::DrawSkeleton() } } if (weaponstuck == k) { - if (weaponstuckwhere == 0)weaponpoint = skeleton.joints[skeleton.jointlabels[abdomen]].position * .5 + skeleton.joints[skeleton.jointlabels[neck]].position * .5 - skeleton.forward * .8; - else weaponpoint = skeleton.joints[skeleton.jointlabels[abdomen]].position * .5 + skeleton.joints[skeleton.jointlabels[neck]].position * .5 + skeleton.forward * .8; + if (weaponstuckwhere == 0) + weaponpoint = jointPos(abdomen) * .5 + jointPos(neck) * .5 - skeleton.forward * .8; + else + weaponpoint = jointPos(abdomen) * .5 + jointPos(neck) * .5 + skeleton.forward * .8; for (j = 0; j < skeleton.num_muscles; j++) { if ((skeleton.muscles[j].parent1->label == abdomen || skeleton.muscles[j].parent2->label == abdomen) && (skeleton.muscles[j].parent1->label == neck || skeleton.muscles[j].parent2->label == neck) && skeleton.muscles[j].numvertices > 0) { weaponrotatemuscle = j; @@ -5947,7 +6461,7 @@ int Person::DrawSkeleton() XYZ temppoint1, temppoint2, tempforward; float distance; - temppoint1 = skeleton.joints[skeleton.jointlabels[righthand]].position; + temppoint1 = jointPos(righthand); temppoint2 = animation[animCurrent].weapontarget[frameCurrent] * (1 - target) + animation[animTarget].weapontarget[frameTarget] * (target); distance = findDistance(&temppoint1, &temppoint2); weapons[i].rotation2 = asin((temppoint1.y - temppoint2.y) / distance); @@ -5959,13 +6473,14 @@ int Person::DrawSkeleton() weapons[i].rotation3 = 0; weapons[i].smallrotation = -90; weapons[i].smallrotation2 = 0; - if (temppoint1.x > temppoint2.x)weapons[i].rotation1 = 360 - weapons[i].rotation1; + if (temppoint1.x > temppoint2.x) + weapons[i].rotation1 = 360 - weapons[i].rotation1; } if ((animCurrent == knifeslashreversalanim && animTarget == knifeslashreversalanim) || (animCurrent == knifeslashreversedanim && animTarget == knifeslashreversedanim)) { XYZ temppoint1, temppoint2, tempforward; float distance; - temppoint1 = skeleton.joints[skeleton.jointlabels[righthand]].position; + temppoint1 = jointPos(righthand); temppoint2 = animation[animCurrent].weapontarget[frameCurrent] * (1 - target) + animation[animTarget].weapontarget[frameTarget] * (target); distance = findDistance(&temppoint1, &temppoint2); weapons[i].rotation2 = asin((temppoint1.y - temppoint2.y) / distance); @@ -5977,7 +6492,8 @@ int Person::DrawSkeleton() weapons[i].rotation3 = 0; weapons[i].smallrotation = 90; weapons[i].smallrotation2 = 0; - if (temppoint1.x > temppoint2.x)weapons[i].rotation1 = 360 - weapons[i].rotation1; + if (temppoint1.x > temppoint2.x) + weapons[i].rotation1 = 360 - weapons[i].rotation1; } if (animTarget == knifethrowanim) { weapons[i].smallrotation = 90; @@ -6008,7 +6524,7 @@ int Person::DrawSkeleton() XYZ temppoint1, temppoint2, tempforward; float distance; - temppoint1 = animation[animCurrent].position[skeleton.jointlabels[righthand]][frameCurrent] * (1 - target) + animation[animTarget].position[skeleton.jointlabels[righthand]][frameTarget] * (target); //skeleton.joints[skeleton.jointlabels[righthand]].position; + temppoint1 = animation[animCurrent].position[skeleton.jointlabels[righthand]][frameCurrent] * (1 - target) + animation[animTarget].position[skeleton.jointlabels[righthand]][frameTarget] * (target); //jointPos(righthand); temppoint2 = animation[animCurrent].weapontarget[frameCurrent] * (1 - target) + animation[animTarget].weapontarget[frameTarget] * (target); distance = findDistance(&temppoint1, &temppoint2); weapons[i].rotation2 = asin((temppoint1.y - temppoint2.y) / distance); @@ -6020,7 +6536,8 @@ int Person::DrawSkeleton() weapons[i].rotation3 = 0; weapons[i].smallrotation = 90; weapons[i].smallrotation2 = 0; - if (temppoint1.x > temppoint2.x)weapons[i].rotation1 = 360 - weapons[i].rotation1; + if (temppoint1.x > temppoint2.x) + weapons[i].rotation1 = 360 - weapons[i].rotation1; } } if (weapons[i].getType() == staff) { @@ -6030,7 +6547,7 @@ int Person::DrawSkeleton() XYZ temppoint1, temppoint2, tempforward; float distance; - temppoint1 = animation[animCurrent].position[skeleton.jointlabels[righthand]][frameCurrent] * (1 - target) + animation[animTarget].position[skeleton.jointlabels[righthand]][frameTarget] * (target); //skeleton.joints[skeleton.jointlabels[righthand]].position; + temppoint1 = animation[animCurrent].position[skeleton.jointlabels[righthand]][frameCurrent] * (1 - target) + animation[animTarget].position[skeleton.jointlabels[righthand]][frameTarget] * (target); //jointPos(righthand); temppoint2 = animation[animCurrent].weapontarget[frameCurrent] * (1 - target) + animation[animTarget].weapontarget[frameTarget] * (target); distance = findDistance(&temppoint1, &temppoint2); weapons[i].rotation2 = asin((temppoint1.y - temppoint2.y) / distance); @@ -6042,7 +6559,8 @@ int Person::DrawSkeleton() weapons[i].rotation3 = 0; weapons[i].smallrotation = 90; weapons[i].smallrotation2 = 0; - if (temppoint1.x > temppoint2.x)weapons[i].rotation1 = 360 - weapons[i].rotation1; + if (temppoint1.x > temppoint2.x) + weapons[i].rotation1 = 360 - weapons[i].rotation1; } } } @@ -6072,16 +6590,22 @@ 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())calcrot = 1; - if (animCurrent != animTarget)calcrot = 1; + 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()) + calcrot = 1; + if (animCurrent != animTarget) + calcrot = 1; //if(id==0)calcrot=1; - if (skeleton.free == 2)calcrot = 0; + if (skeleton.free == 2) + calcrot = 0; return 0; } +/* FUNCTION? + */ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, Model *model) { static int i, j; @@ -6098,8 +6622,10 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, oldp1 = *p1; *p1 = *p1 - *move; - if (distsq(p1, &model->boundingspherecenter) > radius * radius + model->boundingsphereradius * model->boundingsphereradius)return -1; - if (*rotate)*p1 = DoRotation(*p1, 0, -*rotate, 0); + if (distsq(p1, &model->boundingspherecenter) > radius * radius + model->boundingsphereradius * model->boundingsphereradius) + return -1; + if (*rotate) + *p1 = DoRotation(*p1, 0, -*rotate, 0); for (i = 0; i < 4; i++) { for (j = 0; j < model->TriangleNum; j++) { if (model->facenormals[j].y <= slopethreshold) { @@ -6107,16 +6633,20 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, distance = abs((model->facenormals[j].x * p1->x) + (model->facenormals[j].y * p1->y) + (model->facenormals[j].z * p1->z) - ((model->facenormals[j].x * model->vertex[model->Triangles[j].vertex[0]].x) + (model->facenormals[j].y * model->vertex[model->Triangles[j].vertex[0]].y) + (model->facenormals[j].z * model->vertex[model->Triangles[j].vertex[0]].z))); if (distance < radius) { point = *p1 - model->facenormals[j] * distance; - if (PointInTriangle( &point, model->facenormals[j], &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]]))intersecting = 1; - if (!intersecting)intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[0]], - &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); - if (!intersecting)intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[0]], - &model->vertex[model->Triangles[j].vertex[2]], - p1, &radius); + if (PointInTriangle( &point, model->facenormals[j], &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]])) + intersecting = 1; + if (!intersecting) + intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[0]], + &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); + if (!intersecting) + intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[0]], + &model->vertex[model->Triangles[j].vertex[2]], + p1, &radius); end = *p1 - point; if (dotproduct(&model->facenormals[j], &end) > 0 && intersecting) { start = *p1; @@ -6125,7 +6655,8 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, if (LineFacetd(&start, &end, &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]], &model->facenormals[j], &point)) { p1->y = point.y + radius; if ((animTarget == jumpdownanim || isFlip())) { - if (isFlip() && (frameTarget < 5 || animation[animTarget].label[frameTarget] == 7 || animation[animTarget].label[frameTarget] == 4))RagDoll(0); + if (isFlip() && (frameTarget < 5 || animation[animTarget].label[frameTarget] == 7 || animation[animTarget].label[frameTarget] == 4)) + RagDoll(0); if (animTarget == jumpupanim) { jumppower = -4; @@ -6141,7 +6672,8 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, } if ((animTarget == jumpdownanim || isFlip()) && !wasLanding() && !wasLandhard()) { - if (isFlip())jumppower = -4; + if (isFlip()) + jumppower = -4; animTarget = getLanding(); emit_sound_at(landsound, coords, 128.); @@ -6168,25 +6700,32 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, intersecting = 0; start = *p1; start.y -= radius / 4; - distance = abs((model->facenormals[j].x * start.x) + (model->facenormals[j].y * start.y) + (model->facenormals[j].z * start.z) - ((model->facenormals[j].x * model->vertex[model->Triangles[j].vertex[0]].x) + (model->facenormals[j].y * model->vertex[model->Triangles[j].vertex[0]].y) + (model->facenormals[j].z * model->vertex[model->Triangles[j].vertex[0]].z))); + XYZ &v0 = model->vertex[model->Triangles[j].vertex[0]]; + 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))); if (distance < radius * .5) { point = start - model->facenormals[j] * distance; - if (PointInTriangle( &point, model->facenormals[j], &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]]))intersecting = 1; - if (!intersecting)intersecting = sphere_line_intersection(model->vertex[model->Triangles[j].vertex[0]].x, model->vertex[model->Triangles[j].vertex[0]].y, model->vertex[model->Triangles[j].vertex[0]].z, - model->vertex[model->Triangles[j].vertex[1]].x, model->vertex[model->Triangles[j].vertex[1]].y, model->vertex[model->Triangles[j].vertex[1]].z, - p1->x, p1->y, p1->z, radius / 2); - if (!intersecting)intersecting = sphere_line_intersection(model->vertex[model->Triangles[j].vertex[1]].x, model->vertex[model->Triangles[j].vertex[1]].y, model->vertex[model->Triangles[j].vertex[1]].z, - model->vertex[model->Triangles[j].vertex[2]].x, model->vertex[model->Triangles[j].vertex[2]].y, model->vertex[model->Triangles[j].vertex[2]].z, - p1->x, p1->y, p1->z, radius / 2); - if (!intersecting)intersecting = sphere_line_intersection(model->vertex[model->Triangles[j].vertex[0]].x, model->vertex[model->Triangles[j].vertex[0]].y, model->vertex[model->Triangles[j].vertex[0]].z, - model->vertex[model->Triangles[j].vertex[2]].x, model->vertex[model->Triangles[j].vertex[2]].y, model->vertex[model->Triangles[j].vertex[2]].z, - p1->x, p1->y, p1->z, radius / 2); + 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); + 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); + 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); end = *p1 - point; if (dotproduct(&model->facenormals[j], &end) > 0 && intersecting) { if ((animTarget == jumpdownanim || animTarget == jumpupanim || isFlip())) { start = velocity; velocity -= DoRotation(model->facenormals[j], 0, *rotate, 0) * findLength(&velocity) * abs(normaldotproduct(velocity, DoRotation(model->facenormals[j], 0, *rotate, 0))); //(distance-radius*.5)/multiplier; - if (findLengthfast(&start) < findLengthfast(&velocity))velocity = start; + if (findLengthfast(&start) < findLengthfast(&velocity)) + velocity = start; } *p1 += model->facenormals[j] * (distance - radius * .5); } @@ -6199,9 +6738,12 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, } } } - if (*rotate)*p = DoRotation(*p, 0, *rotate, 0); + if (*rotate) + *p = DoRotation(*p, 0, *rotate, 0); *p = *p + *move; - if (*rotate)*p1 = DoRotation(*p1, 0, *rotate, 0); + if (*rotate) + *p1 = DoRotation(*p1, 0, *rotate, 0); *p1 += *move; return firstintersecting; } +