X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FPerson.cpp;h=c258e2352d5e89723a5b5805b4cdf2d9d71a00ea;hb=2ce8e2f8ac6921286ebd6b30362c35b38e935977;hp=5b46706ccfceefd81ade2d9f60ebd44ab0f14c4e;hpb=15636b33cb62d23b686f6620067a597cb11934ea;p=lugaru.git diff --git a/Source/Person.cpp b/Source/Person.cpp index 5b46706..c258e23 100644 --- a/Source/Person.cpp +++ b/Source/Person.cpp @@ -83,13 +83,8 @@ extern int indialogue; extern bool gamestarted; -Person player[maxplayers]; - -/* convenience functions - */ -Joint& Person::joint(int bodypart) { return skeleton.joints[skeleton.jointlabels[bodypart]]; } -XYZ& Person::jointPos(int bodypart) { return joint(bodypart).position; } -XYZ& Person::jointVel(int bodypart) { return joint(bodypart).velocity; } +//~ Person player[maxplayers]; +std::vector> Person::players(1, std::shared_ptr(new Person())); /* EFFECT * @@ -101,7 +96,7 @@ void Person::CheckKick() if (!(hasvictim && (animTarget == rabbitkickanim && victim - && victim != this + && victim != this->shared_from_this() && frameCurrent >= 2 && animCurrent == rabbitkickanim) && distsq(&coords, &victim->coords) < 1.2 @@ -151,7 +146,7 @@ void Person::CheckKick() victim->oldcoords = victim->coords; coords = victim->coords; victim->targetyaw = targetyaw; - victim->victim = this; + victim->victim = this->shared_from_this(); } } @@ -197,7 +192,7 @@ int Person::getIdle() { if (indialogue != -1 && howactive == typeactive && creature == rabbittype) return talkidleanim; - if (hasvictim && victim != this/*||(id==0&&attackkeydown)*/) + 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 < numplayers)) { if ((aitype == playercontrolled && stunned <= 0 && weaponactive == -1) || pause) { if (creature == rabbittype) @@ -510,7 +505,7 @@ void Person::DoBloodBig(float howmuch, int which) if (creature == rabbittype) for (i = 0; i < 512; i++) { for (j = 0; j < 512; j++) { - if (bloodText[i*512*3 + j*3 + 0] <= which + 4 && bloodText[i*512*3 + j*3 + 0] >= which - 4) { + if (bloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && bloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) { if (i < startx) startx = i; if (j < starty) starty = j; if (i > endx) endx = i; @@ -521,7 +516,7 @@ void Person::DoBloodBig(float howmuch, int which) if (creature == wolftype) for (i = 0; i < 512; i++) { for (j = 0; j < 512; j++) { - if (wolfbloodText[i*512*3 + j*3 + 0] <= which + 4 && wolfbloodText[i*512*3 + j*3 + 0] >= which - 4) { + if (wolfbloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && wolfbloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) { if (i < startx) startx = i; if (j < starty) starty = j; if (i > endx) endx = i; @@ -928,7 +923,7 @@ void Person::Reverse() victim->weaponactive = -1; for (int j = 0; j < numplayers; j++) { - player[j].wentforweapon = 0; + Person::players[j]->wentforweapon = 0; } } @@ -958,7 +953,7 @@ void Person::Reverse() victim->weaponactive = -1; for (int j = 0; j < numplayers; j++) { - player[j].wentforweapon = 0; + Person::players[j]->wentforweapon = 0; } } animTarget = staffspinhitreversedanim; @@ -987,7 +982,7 @@ void Person::Reverse() victim->weaponactive = -1; for (int j = 0; j < numplayers; j++) { - player[j].wentforweapon = 0; + Person::players[j]->wentforweapon = 0; } } animTarget = swordslashreversedanim; @@ -1016,7 +1011,7 @@ void Person::Reverse() victim->weaponactive = -1; for (int j = 0; j < numplayers; j++) { - player[j].wentforweapon = 0; + Person::players[j]->wentforweapon = 0; } } animTarget = knifeslashreversedanim; @@ -1034,14 +1029,14 @@ void Person::Reverse() victim->coords = coords; victim->targetyaw = targetyaw; victim->yaw = targetyaw; - victim->victim = this; + victim->victim = this->shared_from_this(); } if (animTarget == winduppunchanim) { animTarget = winduppunchblockedanim; victim->animTarget = blockhighleftanim; victim->frameTarget = 1; victim->target = .5; - victim->victim = this; + victim->victim = this->shared_from_this(); victim->targetyaw = targetyaw + 180; } if (animTarget == wolfslapanim) { @@ -1049,7 +1044,7 @@ void Person::Reverse() victim->animTarget = blockhighleftanim; victim->frameTarget = 1; victim->target = .5; - victim->victim = this; + victim->victim = this->shared_from_this(); victim->targetyaw = targetyaw + 180; } if ((animTarget == swordslashanim || animTarget == staffhitanim || animTarget == staffspinhitanim) && victim->weaponactive != -1) { @@ -1059,7 +1054,7 @@ 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) { @@ -1099,7 +1094,7 @@ void Person::Reverse() } victim->weaponactive = -1; for (int i = 0; i < numplayers; i++) { - player[i].wentforweapon = 0; + Person::players[i]->wentforweapon = 0; } } @@ -1142,7 +1137,7 @@ void Person::Reverse() } weaponactive = -1; for (int i = 0; i < numplayers; i++) { - player[i].wentforweapon = 0; + Person::players[i]->wentforweapon = 0; } @@ -1572,7 +1567,7 @@ void Person::RagDoll(bool checkcollision) } weaponactive = -1; for (i = 0; i < numplayers; i++) { - player[i].wentforweapon = 0; + Person::players[i]->wentforweapon = 0; } } } @@ -1946,9 +1941,9 @@ void Person::DoAnimations() for (i = 0; i < weapons.size(); i++) { bool willwork = true; if (weapons[i].owner != -1) - if (player[weapons[i].owner].weaponstuck != -1) - if (player[weapons[i].owner].weaponids[player[weapons[i].owner].weaponstuck] == i) - if (player[weapons[i].owner].num_weapons > 1) + if (Person::players[weapons[i].owner]->weaponstuck != -1) + if (Person::players[weapons[i].owner]->weaponids[Person::players[weapons[i].owner]->weaponstuck] == i) + if (Person::players[weapons[i].owner]->num_weapons > 1) willwork = 0; if ((weapons[i].owner == -1) || (hasvictim && weapons[i].owner == victim->id && victim->skeleton.free)) if (willwork && distsqflat(&coords, &weapons[i].position) < 3 && weaponactive == -1) { @@ -1970,7 +1965,7 @@ void Person::DoAnimations() weaponactive = 0; if (weapons[i].owner != -1) { - victim = &player[weapons[i].owner]; + victim = Person::players[weapons[i].owner]; if (victim->num_weapons == 1) victim->num_weapons = 0; else @@ -2009,10 +2004,10 @@ void Person::DoAnimations() 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) { @@ -2065,7 +2060,7 @@ void Person::DoAnimations() if ((animTarget == rabbitrunninganim || animTarget == wolfrunninganim) && frameTarget == 3 && (jumpkeydown || attackkeydown || id != 0)) dojumpattack = 1; if (hasvictim) - if (distsq(&victim->coords, &/*player[i].*/coords) < 5 && victim->aitype == gethelptype && (attackkeydown) && !victim->skeleton.free && victim->isRun() && victim->runninghowlong >= 1) + if (distsq(&victim->coords, &/*Person::players[i]->*/coords) < 5 && victim->aitype == gethelptype && (attackkeydown) && !victim->skeleton.free && victim->isRun() && victim->runninghowlong >= 1) dojumpattack = 1; if (!hostile) dojumpattack = 0; @@ -2086,15 +2081,15 @@ void Person::DoAnimations() targetloc += coords; for (i = 0; i < numplayers; 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; @@ -2152,7 +2147,7 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 200; + victim->jointVel(head) += relative * damagemult * 200; //FootLand(1,2); victim->Puff(head); victim->DoDamage(damagemult * 100 / victim->protectionhead); @@ -2188,7 +2183,7 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 20; } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 100; + victim->jointVel(head) += relative * damagemult * 100; //FootLand(1,2); victim->Puff(head); victim->DoDamage(damagemult * 50 / victim->protectionhead); @@ -2219,7 +2214,7 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 200; + victim->jointVel(head) += relative * damagemult * 200; //FootLand(1,2); victim->Puff(head); victim->DoDamage(damagemult * 150 / victim->protectionhead); @@ -2255,7 +2250,7 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 200; + victim->jointVel(head) += relative * damagemult * 200; //FootLand(1,2); victim->Puff(head); victim->DoDamage(damagemult * 150 / victim->protectionhead); @@ -2285,7 +2280,7 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 30; } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 100; + victim->jointVel(head) += relative * damagemult * 100; //FootLand(1,2); victim->Puff(head); victim->DoDamage(damagemult * 50 / victim->protectionhead); @@ -2322,7 +2317,7 @@ void Person::DoAnimations() 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; } } @@ -2347,7 +2342,7 @@ void Person::DoAnimations() slomodelay = .2; } victim->DoDamage(damagemult * 500 / victim->protectionhigh); - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 300; + victim->jointVel(abdomen) += relative * damagemult * 300; } } @@ -2383,7 +2378,7 @@ void Person::DoAnimations() victim->Puff(abdomen); victim->DoDamage(damagemult * 20 / victim->protectionhigh); - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 200; + victim->jointVel(abdomen) += relative * damagemult * 200; staggerdelay = .5; if (!victim->dead) staggerdelay = 1.2; @@ -2571,7 +2566,7 @@ void Person::DoAnimations() victim->bled = 0; } - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 20; + victim->jointVel(abdomen) += relative * damagemult * 20; } } } @@ -2602,7 +2597,7 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity = relative * 30; } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 150; + victim->jointVel(head) += relative * damagemult * 150; victim->frameTarget = 0; victim->animTarget = staggerbackhardanim; @@ -2649,7 +2644,7 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity = relative * 5; } - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 400; + victim->jointVel(abdomen) += relative * damagemult * 400; victim->frameTarget = 0; victim->animTarget = staggerbackhardanim; @@ -2701,7 +2696,7 @@ 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(jointPos(righthand), 0, yaw, 0) * scale); + aim = victim->coords + DoRotation(victim->jointPos(abdomen), 0, victim->yaw, 0) * victim->scale + victim->velocity * findDistance(&victim->coords, &coords) / 50 - (coords + DoRotation(jointPos(righthand), 0, yaw, 0) * scale); Normalise(&aim); /*if(victim->animTarget==jumpupanim||victim->animTarget==jumpdownanim){ aim=DoRotation(aim,(float)abs(Random()%15)-7,(float)abs(Random()%15)-7,0); @@ -2732,7 +2727,7 @@ void Person::DoAnimations() if (tutoriallevel != 1) { emit_sound_at(knifeslicesound, victim->coords); } - //victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity+=relative*damagemult*200; + //victim->jointVel(abdomen)+=relative*damagemult*200; if (animation[victim->animTarget].attack && (victim->aitype != playercontrolled || victim->animTarget == knifeslashstartanim) && (victim->creature == rabbittype || victim->deathbleeding <= 0)) { if (victim->id != 0 || difficulty == 2) { victim->frameTarget = 0; @@ -2755,10 +2750,10 @@ void Person::DoAnimations() XYZ footvel, footpoint; footvel = 0; if (skeleton.free) { - footpoint = (victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position + victim->skeleton.joints[victim->skeleton.jointlabels[neck]].position) / 2 * victim->scale + victim->coords; + footpoint = (victim->jointPos(abdomen) + victim->jointPos(neck)) / 2 * victim->scale + victim->coords; } if (!skeleton.free) { - footpoint = DoRotation((victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position + victim->skeleton.joints[victim->skeleton.jointlabels[neck]].position) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords; + footpoint = DoRotation((victim->jointPos(abdomen) + victim->jointPos(neck)) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords; } if (tutoriallevel != 1) { if (bloodtoggle) @@ -2789,7 +2784,7 @@ void Person::DoAnimations() victim->deathbleeding = 1; emit_sound_at(swordslicesound, victim->coords); } - //victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity+=relative*damagemult*200; + //victim->jointVel(abdomen)+=relative*damagemult*200; if (tutoriallevel != 1) { victim->frameTarget = 0; victim->animTarget = staggerbackhardanim; @@ -2811,10 +2806,10 @@ void Person::DoAnimations() XYZ footvel, footpoint; footvel = 0; if (skeleton.free) { - footpoint = (victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position + victim->skeleton.joints[victim->skeleton.jointlabels[neck]].position) / 2 * victim->scale + victim->coords; + footpoint = (victim->jointPos(abdomen) + victim->jointPos(neck)) / 2 * victim->scale + victim->coords; } if (!skeleton.free) { - footpoint = DoRotation((victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position + victim->skeleton.joints[victim->skeleton.jointlabels[neck]].position) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords; + footpoint = DoRotation((victim->jointPos(abdomen) + victim->jointPos(neck)) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords; } if (bloodtoggle) Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3); @@ -2865,7 +2860,7 @@ void Person::DoAnimations() } victim->weaponactive = -1; for (i = 0; i < numplayers; i++) { - player[i].wentforweapon = 0; + Person::players[i]->wentforweapon = 0; } } @@ -2895,8 +2890,8 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 60; } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 230; - victim->skeleton.joints[victim->skeleton.jointlabels[neck]].velocity += relative * damagemult * 230; + victim->jointVel(head) += relative * damagemult * 230; + victim->jointVel(neck) += relative * damagemult * 230; //FootLand(1,2); victim->Puff(head); if (tutoriallevel != 1) { @@ -2928,8 +2923,8 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 220; - victim->skeleton.joints[victim->skeleton.jointlabels[neck]].velocity += relative * damagemult * 220; + victim->jointVel(head) += relative * damagemult * 220; + victim->jointVel(neck) += relative * damagemult * 220; //FootLand(1,2); victim->Puff(head); if (tutoriallevel != 1) { @@ -2977,14 +2972,14 @@ void Person::DoAnimations() victim->skeleton.joints[i].velocity = relative * damagemult * 40; } //FootLand(1,2); - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 40; + victim->jointVel(abdomen) += relative * damagemult * 40; } if (victim->dead) { for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity = relative * damagemult * abs(Random() % 20); } //FootLand(1,2); - //victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity+=relative*damagemult*20; + //victim->jointVel(abdomen)+=relative*damagemult*20; } victim->Puff(abdomen); if (tutoriallevel != 1) { @@ -3018,7 +3013,7 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 200; + victim->jointVel(head) += relative * damagemult * 200; if (tutoriallevel != 1) { emit_sound_at(heavyimpactsound, victim->coords, 128.); } @@ -3037,7 +3032,7 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 10; } - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 200; + victim->jointVel(abdomen) += relative * damagemult * 200; victim->frameTarget = 0; victim->animTarget = staggerbackhighanim; victim->targetyaw = targetyaw + 180; @@ -3058,7 +3053,9 @@ void Person::DoAnimations() } if (animTarget == sweepanim && animation[animTarget].label[frameCurrent] == 5) { - if (victim->animTarget != jumpupanim && distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && victim != this) { + if ((victim->animTarget != jumpupanim) && + (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3) && + (victim != this->shared_from_this())) { escapednum = 0; if (id == 0) camerashake += .2; @@ -3096,7 +3093,7 @@ void Person::DoAnimations() 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; @@ -3139,7 +3136,7 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 200; + victim->jointVel(abdomen) += relative * damagemult * 200; //FootLand(1,2); victim->Puff(abdomen); victim->DoDamage(damagemult * 150 / victim->protectionhigh); @@ -3185,7 +3182,7 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 30; } - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 200; + victim->jointVel(abdomen) += relative * damagemult * 200; //FootLand(1,2); victim->Puff(head); victim->DoDamage(damagemult * 70 / victim->protectionhigh); @@ -3216,7 +3213,7 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 30; } - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 200; + victim->jointVel(abdomen) += relative * damagemult * 200; //FootLand(1,2); victim->Puff(head); victim->DoDamage(damagemult * 70 / victim->protectionhigh); @@ -3234,14 +3231,14 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 70; } - victim->skeleton.joints[victim->skeleton.jointlabels[lefthand]].velocity *= .1; - victim->skeleton.joints[victim->skeleton.jointlabels[leftwrist]].velocity *= .2; - victim->skeleton.joints[victim->skeleton.jointlabels[leftelbow]].velocity *= .5; - victim->skeleton.joints[victim->skeleton.jointlabels[leftshoulder]].velocity *= .7; - victim->skeleton.joints[victim->skeleton.jointlabels[righthand]].velocity *= .1; - victim->skeleton.joints[victim->skeleton.jointlabels[rightwrist]].velocity *= .2; - victim->skeleton.joints[victim->skeleton.jointlabels[rightelbow]].velocity *= .5; - victim->skeleton.joints[victim->skeleton.jointlabels[rightshoulder]].velocity *= .7; + victim->jointVel(lefthand) *= .1; + victim->jointVel(leftwrist) *= .2; + victim->jointVel(leftelbow) *= .5; + victim->jointVel(leftshoulder) *= .7; + victim->jointVel(righthand) *= .1; + victim->jointVel(rightwrist) *= .2; + victim->jointVel(rightelbow) *= .5; + victim->jointVel(rightshoulder) *= .7; victim->Puff(abdomen); victim->DoDamage(damagemult * 90 / victim->protectionhigh); @@ -3286,14 +3283,14 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 70; } - victim->skeleton.joints[victim->skeleton.jointlabels[lefthand]].velocity *= .1 - 1; - victim->skeleton.joints[victim->skeleton.jointlabels[leftwrist]].velocity *= .2 - 1; - victim->skeleton.joints[victim->skeleton.jointlabels[leftelbow]].velocity *= .5 - 1; - victim->skeleton.joints[victim->skeleton.jointlabels[leftshoulder]].velocity *= .7 - 1; - victim->skeleton.joints[victim->skeleton.jointlabels[righthand]].velocity *= .1 - 1; - victim->skeleton.joints[victim->skeleton.jointlabels[rightwrist]].velocity *= .2 - 1; - victim->skeleton.joints[victim->skeleton.jointlabels[rightelbow]].velocity *= .5 - 1; - victim->skeleton.joints[victim->skeleton.jointlabels[rightshoulder]].velocity *= .7 - 1; + victim->jointVel(lefthand) *= .1 - 1; + victim->jointVel(leftwrist) *= .2 - 1; + victim->jointVel(leftelbow) *= .5 - 1; + victim->jointVel(leftshoulder) *= .7 - 1; + victim->jointVel(righthand) *= .1 - 1; + victim->jointVel(rightwrist) *= .2 - 1; + victim->jointVel(rightelbow) *= .5 - 1; + victim->jointVel(rightshoulder) *= .7 - 1; award_bonus(id, swordreversebonus); } @@ -3318,7 +3315,7 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 200; + victim->jointVel(abdomen) += relative * damagemult * 200; //FootLand(1,2); victim->Puff(abdomen); victim->DoDamage(damagemult * 30 / victim->protectionhigh); @@ -3550,7 +3547,7 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 20; } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 200; + victim->jointVel(head) += relative * damagemult * 200; if (victim->damage < victim->damagetolerance - 100) victim->velocity = relative * 200; victim->DoDamage(damagemult * 100 / victim->protectionhead); @@ -3571,7 +3568,7 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 20; } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 200; + victim->jointVel(head) += relative * damagemult * 200; } if (hasvictim && (animTarget == spinkickreversalanim || animTarget == sweepreversalanim || animTarget == rabbitkickreversalanim || animTarget == upunchreversalanim || animTarget == jumpreversalanim || animTarget == swordslashreversalanim || animTarget == knifeslashreversalanim || animTarget == rabbittacklereversal || animTarget == wolftacklereversal || animTarget == staffhitreversalanim || animTarget == staffspinhitreversalanim)) @@ -3683,8 +3680,8 @@ void Person::DoAnimations() 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 (id != i && Person::players[i]->coords.y < coords.y && !Person::players[i]->skeleton.free) { + distance = distsq(&Person::players[i]->coords, &coords); if (closestdist == -1 || distance < closestdist) { closestdist = distance; closest = i; @@ -3692,7 +3689,7 @@ void Person::DoAnimations() } } if (closestdist > 0 && closest >= 0 && closestdist < 16) { - victim = &player[closest]; + victim = Person::players[closest]; animTarget = walljumprightkickanim; frameTarget = 0; XYZ rotatetarget = victim->coords - coords; @@ -3741,8 +3738,8 @@ void Person::DoAnimations() 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 (id != i && Person::players[i]->coords.y < coords.y && !Person::players[i]->skeleton.free) { + distance = distsq(&Person::players[i]->coords, &coords); if (closestdist == -1 || distance < closestdist) { closestdist = distance; closest = i; @@ -3750,7 +3747,7 @@ void Person::DoAnimations() } } if (closestdist > 0 && closest >= 0 && closestdist < 16) { - victim = &player[closest]; + victim = Person::players[closest]; animTarget = walljumpleftkickanim; frameTarget = 0; XYZ rotatetarget = victim->coords - coords; @@ -4172,7 +4169,7 @@ void Person::DoStuff() flamedelay -= multiplier; parriedrecently -= multiplier; if (!victim) { - victim = this; + victim = this->shared_from_this(); hasvictim = 0; } @@ -4191,7 +4188,7 @@ void Person::DoStuff() superruntoggle = 0; if (aitype != passivetype) { superruntoggle = 1; - if (aitype == attacktypecutoff && (player[0].isIdle() || player[0].isCrouch() || player[0].skeleton.free || player[0].animTarget == getupfrombackanim || player[0].animTarget == getupfromfrontanim || player[0].animTarget == sneakanim) && distsq(&coords, &player[0].coords) < 16) { + if (aitype == attacktypecutoff && (Person::players[0]->isIdle() || Person::players[0]->isCrouch() || Person::players[0]->skeleton.free || Person::players[0]->animTarget == getupfrombackanim || Person::players[0]->animTarget == getupfromfrontanim || Person::players[0]->animTarget == sneakanim) && distsq(&coords, &Person::players[0]->coords) < 16) { superruntoggle = 0; } } @@ -4343,7 +4340,7 @@ void Person::DoStuff() } weaponactive = -1; for (i = 0; i < numplayers; i++) { - player[i].wentforweapon = 0; + Person::players[i]->wentforweapon = 0; } if (id == 0) { @@ -4769,7 +4766,7 @@ void Person::DoStuff() } weaponactive = -1; for (i = 0; i < numplayers; i++) { - player[i].wentforweapon = 0; + Person::players[i]->wentforweapon = 0; } } @@ -4835,7 +4832,7 @@ void Person::DoStuff() } weaponactive = -1; for (i = 0; i < numplayers; i++) { - player[i].wentforweapon = 0; + Person::players[i]->wentforweapon = 0; } } @@ -5008,7 +5005,7 @@ void Person::DoStuff() yaw = targetyaw; frameTarget = 0; - // frameTarget=2; + // frameTarget=2; animTarget = flipanim; crouchtogglekeydown = 1; target = 0; @@ -5469,7 +5466,9 @@ 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 < numplayers) && (aitype != passivetype)) { behind = (normaldotproduct(facing, coords - victim->coords) > 0); } } @@ -5872,6 +5871,48 @@ void Person::DoStuff() } } + +/* EFFECT + * inverse kinematics helper function + */ +void IKHelper(Person *p, float interp) +{ + XYZ point, newpoint, change, change2; + float heightleft, heightright; + + // TODO: implement localToWorld and worldToLocal + // but keep in mind it won't be the same math if player is ragdolled or something + // - localToWorldStanding / worldToLocalStanding (or crouching or...?) + // then comb through code for places where to use it + + // point = localToWorld(jointPos(leftfoot)) + point = DoRotation(p->jointPos(leftfoot), 0, p->yaw, 0) * p->scale + p->coords; + // adjust height of foot + heightleft = terrain.getHeight(point.x, point.z) + .04; + point.y = heightleft; + change = p->jointPos(leftankle) - p->jointPos(leftfoot); + change2 = p->jointPos(leftknee) - p->jointPos(leftfoot); + // jointPos(leftfoot) = interpolate(worldToLocal(point), jointPos(leftfoot), interp) + p->jointPos(leftfoot) = DoRotation((point - p->coords) / p->scale, 0, -p->yaw, 0) * interp + p->jointPos(leftfoot) * (1 - interp); + // move ankle along with foot + p->jointPos(leftankle) = p->jointPos(leftfoot) + change; + // average knee pos between old and new pos + p->jointPos(leftknee) = (p->jointPos(leftfoot) + change2) / 2 + (p->jointPos(leftknee)) / 2; + + // do same as above for right leg + point = DoRotation(p->jointPos(rightfoot), 0, p->yaw, 0) * p->scale + p->coords; + heightright = terrain.getHeight(point.x, point.z) + .04; + point.y = heightright; + change = p->jointPos(rightankle) - p->jointPos(rightfoot); + change2 = p->jointPos(rightknee) - p->jointPos(rightfoot); + p->jointPos(rightfoot) = DoRotation((point - p->coords) / p->scale, 0, -p->yaw, 0) * interp + p->jointPos(rightfoot) * (1 - interp); + p->jointPos(rightankle) = p->jointPos(rightfoot) + change; + p->jointPos(rightknee) = (p->jointPos(rightfoot) + change2) / 2 + (p->jointPos(rightknee)) / 2; + + // fix up skeleton now that we've moved body parts? + p->skeleton.DoConstraints(&p->coords, &p->scale); +} + /* EFFECT * MONSTER * TODO: ??? @@ -5936,167 +5977,28 @@ int Person::DrawSkeleton() static int start, endthing; if ((dead != 2 || skeleton.free != 2) && updatedelay <= 0) { if (!isSleeping() && !isSitting()) { - if (onterrain && ((isIdle() || isCrouch() || isLanding() || isLandhard() || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim) && (wasIdle() || wasCrouch() || wasLanding() || wasLandhard() || animCurrent == drawrightanim || animCurrent == drawleftanim || animCurrent == crouchdrawrightanim)) && !skeleton.free) { - XYZ point, newpoint, change, change2; - - // TODO: all of these code blocks look really similar - what's their purpose? - // looks like inverse kinematics code - // TODO: implement localToWorld and worldToLocal - // but keep in mind it won't be the same math if player is ragdolled or something - // - localToWorldStanding / worldToLocalStanding (or crouching or...?) - // then comb through code for places where to use it - - // point = localToWorld(jointPos(leftfoot)) - point = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords; - // adjust height of foot - heightleft = terrain.getHeight(point.x, point.z) + .04; - point.y = heightleft; - change = jointPos(leftankle) - jointPos(leftfoot); - change2 = jointPos(leftknee) - jointPos(leftfoot); - // jointPos(leftfoot) = worldToLocal(point) - jointPos(leftfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0); - // move ankle along with foot - jointPos(leftankle) = jointPos(leftfoot) + change; - // average knee pos between old and new pos - jointPos(leftknee) = (jointPos(leftfoot) + change2) / 2 + (jointPos(leftknee)) / 2; - - // do same as above for right leg - point = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords; - heightright = terrain.getHeight(point.x, point.z) + .04; - point.y = heightright; - change = jointPos(rightankle) - jointPos(rightfoot); - change2 = jointPos(rightknee) - jointPos(rightfoot); - jointPos(rightfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0); - jointPos(rightankle) = jointPos(rightfoot) + change; - jointPos(rightknee) = (jointPos(rightfoot) + change2) / 2 + (jointPos(rightknee)) / 2; - - // fix up skeleton now that we've moved body parts? - skeleton.DoConstraints(&coords, &scale); + // 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) { - // FIXME: EXACT same code as above - point = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords; - heightleft = terrain.getHeight(point.x, point.z) + .04; - point.y = heightleft; - change = jointPos(leftankle) - jointPos(leftfoot); - change2 = jointPos(leftknee) - jointPos(leftfoot); - jointPos(leftfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0); - jointPos(leftankle) = jointPos(leftfoot) + change; - jointPos(leftknee) = (jointPos(leftfoot) + change2) / 2 + (jointPos(leftknee)) / 2; - - point = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords; - heightright = terrain.getHeight(point.x, point.z) + .04; - point.y = heightright; - change = jointPos(rightankle) - jointPos(rightfoot); - change2 = jointPos(rightknee) - jointPos(rightfoot); - jointPos(rightfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0); - jointPos(rightankle) = jointPos(rightfoot) + change; - jointPos(rightknee) = (jointPos(rightfoot) + change2) / 2 + (jointPos(rightknee)) / 2; - - skeleton.DoConstraints(&coords, &scale); - } - } - // subtle difference in this conditional: an extra '!' in the middle - if (onterrain && ((isIdle() || isCrouch() || isLanding() || isLandhard() || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim) && !(wasIdle() || wasCrouch() || wasLanding() || wasLandhard() || animCurrent == drawrightanim || animCurrent == drawleftanim || animCurrent == crouchdrawrightanim)) && !skeleton.free) { - XYZ point, newpoint, change, change2; - - point = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords; - heightleft = terrain.getHeight(point.x, point.z) + .04; - point.y = heightleft; - change = jointPos(leftankle) - jointPos(leftfoot); - change2 = jointPos(leftknee) - jointPos(leftfoot); - // only change is the addition of: - // * target + jointPos(leftfoot) * (1 - target); - // looks like interpolation - jointPos(leftfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * target + jointPos(leftfoot) * (1 - target); - jointPos(leftankle) = jointPos(leftfoot) + change; - jointPos(leftknee) = (jointPos(leftfoot) + change2) / 2 + (jointPos(leftknee)) / 2; - - point = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords; - heightright = terrain.getHeight(point.x, point.z) + .04; - point.y = heightright; - change = jointPos(rightankle) - jointPos(rightfoot); - change2 = jointPos(rightknee) - jointPos(rightfoot); - // likewise: - // * target + jointPos(rightfoot) * (1 - target); - jointPos(rightfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * target + jointPos(rightfoot) * (1 - target); - jointPos(rightankle) = jointPos(rightfoot) + change; - jointPos(rightknee) = (jointPos(rightfoot) + change2) / 2 + (jointPos(rightknee)) / 2; - - skeleton.DoConstraints(&coords, &scale); - - if (creature == wolftype) { - // once again, copied verbatim from above - point = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords; - heightleft = terrain.getHeight(point.x, point.z) + .04; - point.y = heightleft; - change = jointPos(leftankle) - jointPos(leftfoot); - change2 = jointPos(leftknee) - jointPos(leftfoot); - jointPos(leftfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * target + jointPos(leftfoot) * (1 - target); - jointPos(leftankle) = jointPos(leftfoot) + change; - jointPos(leftknee) = (jointPos(leftfoot) + change2) / 2 + (jointPos(leftknee)) / 2; - - point = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords; - heightright = terrain.getHeight(point.x, point.z) + .04; - point.y = heightright; - change = jointPos(rightankle) - jointPos(rightfoot); - change2 = jointPos(rightknee) - jointPos(rightfoot); - jointPos(rightfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * target + jointPos(rightfoot) * (1 - target); - jointPos(rightankle) = jointPos(rightfoot) + change; - jointPos(rightknee) = (jointPos(rightfoot) + change2) / 2 + (jointPos(rightknee)) / 2; - - skeleton.DoConstraints(&coords, &scale); - } - } - - // this time, an extra '!' toward the beginning - if (onterrain && (!(isIdle() || isCrouch() || isLanding() || isLandhard() || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim) && (wasIdle() || wasCrouch() || wasLanding() || wasLandhard() || animCurrent == drawrightanim || animCurrent == drawleftanim || animCurrent == crouchdrawrightanim)) && !skeleton.free) { - XYZ point, newpoint, change, change2; - - point = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords; - heightleft = terrain.getHeight(point.x, point.z) + .04; - point.y = heightleft; - change = jointPos(leftankle) - jointPos(leftfoot); - change2 = jointPos(leftknee) - jointPos(leftfoot); - // interpolation again, but reversed - jointPos(leftfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * (1 - target) + jointPos(leftfoot) * target; - jointPos(leftankle) = jointPos(leftfoot) + change; - jointPos(leftknee) = (jointPos(leftfoot) + change2) / 2 + (jointPos(leftknee)) / 2; - - point = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords; - heightright = terrain.getHeight(point.x, point.z) + .04; - point.y = heightright; - change = jointPos(rightankle) - jointPos(rightfoot); - change2 = jointPos(rightknee) - jointPos(rightfoot); - // interpolation again, but reversed - jointPos(rightfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * (1 - target) + jointPos(rightfoot) * target; - jointPos(rightankle) = jointPos(rightfoot) + change; - jointPos(rightknee) = (jointPos(rightfoot) + change2) / 2 + (jointPos(rightknee)) / 2; - - skeleton.DoConstraints(&coords, &scale); - - if (creature == wolftype) { - // still copied verbatim - point = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords; - heightleft = terrain.getHeight(point.x, point.z) + .04; - point.y = heightleft; - change = jointPos(leftankle) - jointPos(leftfoot); - change2 = jointPos(leftknee) - jointPos(leftfoot); - jointPos(leftfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * (1 - target) + jointPos(leftfoot) * target; - jointPos(leftankle) = jointPos(leftfoot) + change; - jointPos(leftknee) = (jointPos(leftfoot) + change2) / 2 + (jointPos(leftknee)) / 2; + if (onterrain && (cond1 && cond2) && !skeleton.free) { + IKHelper(this, 1); + if (creature == wolftype) + IKHelper(this, 1); + } - point = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords; - heightright = terrain.getHeight(point.x, point.z) + .04; - point.y = heightright; - change = jointPos(rightankle) - jointPos(rightfoot); - change2 = jointPos(rightknee) - jointPos(rightfoot); - jointPos(rightfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * (1 - target) + jointPos(rightfoot) * target; - jointPos(rightankle) = jointPos(rightfoot) + change; - jointPos(rightknee) = (jointPos(rightfoot) + change2) / 2 + (jointPos(rightknee)) / 2; + if (onterrain && (cond1 && !cond2) && !skeleton.free) { + IKHelper(this, target); + if (creature == wolftype) + IKHelper(this, target); + } - skeleton.DoConstraints(&coords, &scale); - } + if (onterrain && (!cond1 && cond2) && !skeleton.free) { + IKHelper(this, 1 - target); + if (creature == wolftype) + IKHelper(this, 1 - target); } } @@ -6185,21 +6087,21 @@ int Person::DrawSkeleton() glMatrixMode(GL_MODELVIEW); glPushMatrix(); if (p1 == abdomen || p2 == abdomen) - glTranslatef((v0.x * (1-morphness) + v1.x * morphness) * proportionbody.x, - (v0.y * (1-morphness) + v1.y * morphness) * proportionbody.y, - (v0.z * (1-morphness) + v1.z * morphness) * proportionbody.z); + glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionbody.x, + (v0.y * (1 - morphness) + v1.y * morphness) * proportionbody.y, + (v0.z * (1 - morphness) + v1.z * morphness) * proportionbody.z); if (p1 == lefthand || p1 == righthand || p1 == leftwrist || p1 == rightwrist || p1 == leftelbow || p1 == rightelbow || p2 == leftelbow || p2 == rightelbow) - glTranslatef((v0.x * (1-morphness) + v1.x * morphness) * proportionarms.x, - (v0.y * (1-morphness) + v1.y * morphness) * proportionarms.y, - (v0.z * (1-morphness) + v1.z * morphness) * proportionarms.z); + glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionarms.x, + (v0.y * (1 - morphness) + v1.y * morphness) * proportionarms.y, + (v0.z * (1 - morphness) + v1.z * morphness) * proportionarms.z); if (p1 == leftfoot || p1 == rightfoot || p1 == leftankle || p1 == rightankle || p1 == leftknee || p1 == rightknee || p2 == leftknee || p2 == rightknee) - glTranslatef((v0.x * (1-morphness) + v1.x * morphness) * proportionlegs.x, - (v0.y * (1-morphness) + v1.y * morphness) * proportionlegs.y, - (v0.z * (1-morphness) + v1.z * morphness) * proportionlegs.z); + glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionlegs.x, + (v0.y * (1 - morphness) + v1.y * morphness) * proportionlegs.y, + (v0.z * (1 - morphness) + v1.z * morphness) * proportionlegs.z); if (p1 == head || p2 == head) - glTranslatef((v0.x * (1-morphness) + v1.x * morphness) * proportionhead.x, - (v0.y * (1-morphness) + v1.y * morphness) * proportionhead.y, - (v0.z * (1-morphness) + v1.z * morphness) * proportionhead.z); + glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionhead.x, + (v0.y * (1 - morphness) + v1.y * morphness) * proportionhead.y, + (v0.z * (1 - morphness) + v1.z * morphness) * proportionhead.z); glGetFloatv(GL_MODELVIEW_MATRIX, M); //if(!isnormal(M[12])||!isnormal(M[13])||!isnormal(M[14]))test=0; //if(!isnormal(scale))test=1; @@ -6738,16 +6640,16 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, intersecting = 1; if (!intersecting) intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[0]], - &model->vertex[model->Triangles[j].vertex[1]], - p1, &radius); + &model->vertex[model->Triangles[j].vertex[1]], + p1, &radius); if (!intersecting) intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[1]], - &model->vertex[model->Triangles[j].vertex[2]], - p1, &radius); + &model->vertex[model->Triangles[j].vertex[2]], + p1, &radius); if (!intersecting) intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[0]], - &model->vertex[model->Triangles[j].vertex[2]], - p1, &radius); + &model->vertex[model->Triangles[j].vertex[2]], + p1, &radius); end = *p1 - point; if (dotproduct(&model->facenormals[j], &end) > 0 && intersecting) { start = *p1; @@ -6805,21 +6707,21 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, XYZ &v1 = model->vertex[model->Triangles[j].vertex[1]]; XYZ &v2 = model->vertex[model->Triangles[j].vertex[2]]; distance = abs((model->facenormals[j].x * start.x) - + (model->facenormals[j].y * start.y) - + (model->facenormals[j].z * start.z) - - ((model->facenormals[j].x * v0.x) - + (model->facenormals[j].y * v0.y) - + (model->facenormals[j].z * v0.z))); + + (model->facenormals[j].y * start.y) + + (model->facenormals[j].z * start.z) + - ((model->facenormals[j].x * v0.x) + + (model->facenormals[j].y * v0.y) + + (model->facenormals[j].z * v0.z))); if (distance < radius * .5) { point = start - model->facenormals[j] * distance; if (PointInTriangle( &point, model->facenormals[j], &v0, &v1, &v2)) intersecting = 1; if (!intersecting) - intersecting = sphere_line_intersection(v0.x,v0.y,v0.z, v1.x,v1.y,v1.z, p1->x, p1->y, p1->z, radius / 2); + intersecting = sphere_line_intersection(v0.x, v0.y, v0.z, v1.x, v1.y, v1.z, p1->x, p1->y, p1->z, radius / 2); if (!intersecting) - intersecting = sphere_line_intersection(v1.x,v1.y,v1.z, v2.x,v2.y,v2.z, p1->x, p1->y, p1->z, radius / 2); + intersecting = sphere_line_intersection(v1.x, v1.y, v1.z, v2.x, v2.y, v2.z, p1->x, p1->y, p1->z, radius / 2); if (!intersecting) - intersecting = sphere_line_intersection(v0.x,v0.y,v0.z, v2.x,v2.y,v2.z, p1->x, p1->y, p1->z, radius / 2); + intersecting = sphere_line_intersection(v0.x, v0.y, v0.z, v2.x, v2.y, v2.z, p1->x, p1->y, p1->z, radius / 2); end = *p1 - point; if (dotproduct(&model->facenormals[j], &end) > 0 && intersecting) { if ((animTarget == jumpdownanim || animTarget == jumpupanim || isFlip())) {