X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FPerson.h;h=f37a0ee310ba561e0b6a7bc4aeb4c5a617b75742;hb=26debbd380c6922e5a0b60d99567c6374a4fef9a;hp=517ca0d5057a544358f8ac9b69ad70cd50b1d8f4;hpb=de7834267e2ff8f28a2cb49647fc91e060686e93;p=lugaru.git diff --git a/Source/Person.h b/Source/Person.h index 517ca0d..f37a0ee 100644 --- a/Source/Person.h +++ b/Source/Person.h @@ -28,11 +28,11 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "Quaternions.h" #include "Skeleton.h" #include "Models.h" -#include "Constants.h" #include "Terrain.h" #include "Sprite.h" #include #include "Weapons.h" +#include "Animation.h" #define passivetype 0 #define guardtype 1 @@ -47,21 +47,9 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #define rabbittype 0 #define wolftype 1 -class HitStruct -{ - public: - Joint *joint1; - Joint *joint2; - XYZ hitlocation; - bool collision; -}; - class Person { - public: - Person(); - ~Person(); - + public: int whichpatchx; int whichpatchz; @@ -105,15 +93,15 @@ class Person bool immobile; float velspeed; - float targetrotation; + float targetyaw; float targetrot; float rot; float oldrot; - float lookrotation; - float lookrotation2; - float rotation; - float rotation2; - float lowrotation; + float lookyaw; + float lookpitch; + float yaw; + float pitch; + float lowyaw; float tilt; float targettilt; float tilt2; @@ -150,8 +138,8 @@ class Person int direction; float texupdatedelay; - float headrotation,headrotation2; - float targetheadrotation,targetheadrotation2; + float headyaw,headpitch; + float targetheadyaw,targetheadpitch; bool onterrain; bool pause; @@ -192,7 +180,6 @@ class Person float turnspeed; int aitype; - int aitarget; float aiupdatedelay; float losupdatedelay; int ally; @@ -331,56 +318,116 @@ class Person void DoBloodBig(float howmuch, int which); bool DoBloodBigWhere(float howmuch, int which, XYZ where); - bool wasIdle(); - bool isIdle(); + bool wasIdle() + { + return animation_bits[currentanimation] & ab_idle; + } + bool isIdle() + { + return animation_bits[targetanimation] & ab_idle; + } int getIdle(); - bool isSitting(); - bool isSleeping(); - - - bool wasCrouch(); - bool isCrouch(); + bool isSitting() + { + return animation_bits[targetanimation] & ab_sit; + } + + bool isSleeping() + { + return animation_bits[targetanimation] & ab_sleep; + } + + bool wasCrouch() + { + return animation_bits[currentanimation] & ab_crouch; + } + bool isCrouch() + { + return animation_bits[targetanimation] & ab_crouch; + } int getCrouch(); - bool wasStop(); - bool isStop(); + bool wasStop() + { + return animation_bits[currentanimation] & ab_stop; + } + bool isStop() + { + return animation_bits[targetanimation] & ab_stop; + } int getStop(); bool wasSneak(); bool isSneak(); int getSneak(); - bool wasRun(); - bool isRun(); + bool wasRun() + { + return animation_bits[currentanimation] & ab_run; + } + bool isRun() + { + return animation_bits[targetanimation] & ab_run; + } int getRun(); - - bool wasLanding(); - bool isLanding(); + + bool wasLanding() + { + return animation_bits[currentanimation] & ab_land; + } + bool isLanding() + { + return animation_bits[targetanimation] & ab_land; + } int getLanding(); - - bool wasLandhard(); - bool isLandhard(); + + bool wasLandhard() + { + return animation_bits[currentanimation] & ab_landhard; + } + bool isLandhard() + { + return animation_bits[targetanimation] & ab_landhard; + } int getLandhard(); - - bool isFlip(); - bool wasFlip(); - + + bool wasFlip() + { + return animation_bits[currentanimation] & ab_flip; + } + bool isFlip() + { + return animation_bits[targetanimation] & ab_flip; + } + bool jumpclimb; - - bool isWallJump(); + + bool isWallJump() + { + return animation_bits[targetanimation] & ab_walljump; + } void Reverse(); void DoDamage(float howmuch); void DoHead(); - void DoMipmaps(int howmanylevels, float startx, float endx, float starty, float endy); + void DoMipmaps() + { + skeleton.drawmodel.textureptr.bind(); + glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, skeleton.skinsize, skeleton.skinsize, 0, GL_RGB, GL_UNSIGNED_BYTE, &skeleton.skinText[0]); + } + int SphereCheck(XYZ *p1,float radius, XYZ *p, XYZ *move, float *rotate, Model *model); int DrawSkeleton(); void Puff(int whichlabel); void FootLand(int which, float opacity); void DoStuff(); + Joint& getJointFor(int); + void setAnimation(int); void DoAnimations(); void RagDoll(bool checkcollision); - HitStruct BulletCollideWithPlayer(XYZ start, XYZ end); }; +const int maxplayers = 10; +extern Person player[maxplayers]; #endif