From: sf17k Date: Fri, 5 Apr 2013 19:52:30 +0000 (-0400) Subject: added some comments X-Git-Url: https://git.jsancho.org/?a=commitdiff_plain;h=2609df0eb8239f33810537d12b9986aa5af00438;p=lugaru.git added some comments --- diff --git a/Source/Person.cpp b/Source/Person.cpp index b1e9f0a..9b91325 100644 --- a/Source/Person.cpp +++ b/Source/Person.cpp @@ -85,6 +85,11 @@ extern bool gamestarted; Person player[maxplayers]; +/* EFFECT + * + * USES: + * GameTick/doPlayerCollisions + */ void Person::CheckKick() { if (!(hasvictim @@ -93,8 +98,8 @@ void Person::CheckKick() && victim != 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) { @@ -144,6 +149,13 @@ void Person::CheckKick() } } +/* 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; @@ -172,6 +184,9 @@ void Person::CatchFire() onfire = 1; } +/* FUNCTION + * idle animation for this creature (depending on status) + */ int Person::getIdle() { if (indialogue != -1 && howactive == typeactive && creature == rabbittype) @@ -211,6 +226,9 @@ int Person::getIdle() return 0; } +/* FUNCTION + * crouch animation for this creature + */ int Person::getCrouch() { if (creature == rabbittype) @@ -220,6 +238,9 @@ int Person::getCrouch() return 0; } +/* FUNCTION + * running animation for this creature (can be upright or all fours) + */ int Person::getRun() { if (creature == rabbittype && (!superruntoggle || weaponactive != -1)) @@ -234,6 +255,8 @@ int Person::getRun() return 0; } +/* FUNCTION + */ int Person::getStop() { if (creature == rabbittype) @@ -243,6 +266,8 @@ int Person::getStop() return 0; } +/* FUNCTION + */ int Person::getLanding() { if (creature == rabbittype) @@ -252,6 +277,8 @@ int Person::getLanding() return 0; } +/* FUNCTION + */ int Person::getLandhard() { if (creature == rabbittype) @@ -261,6 +288,11 @@ int Person::getLandhard() return 0; } +/* EFFECT + * + * USES: + * Person::DoAnimations + */ static void SolidHitBonus(int playerid) { @@ -270,8 +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; @@ -279,6 +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; @@ -300,9 +337,10 @@ void Person::DoBlood(float howmuch, int which) 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); } } - 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); @@ -318,11 +356,12 @@ void Person::DoBlood(float howmuch, int which) } 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::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; @@ -348,6 +387,10 @@ void Person::DoBlood(float howmuch, int which) 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; @@ -357,8 +400,10 @@ void Person::DoBloodBig(float howmuch, int which) 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) @@ -388,6 +433,7 @@ void Person::DoBloodBig(float howmuch, int which) } if (id == 0 && howmuch > 0) { + // FIXME: manipulating attributes flashamount = .5; flashr = 1; flashg = 0; @@ -399,6 +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; @@ -421,6 +469,11 @@ void Person::DoBloodBig(float howmuch, int which) } } } + + // 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; @@ -451,7 +504,7 @@ 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; @@ -462,7 +515,7 @@ 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; @@ -562,6 +615,9 @@ void Person::DoBloodBig(float howmuch, int which) bleeding = 2; } +/* EFFECT + * similar to DoBloodBig + */ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) { static int i, j; @@ -587,8 +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]]; @@ -635,6 +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; @@ -657,6 +717,9 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) } } } + + // texture manipulation follows + int offsetx = 0, offsety = 0; /*if(which==225){ offsety=Random()%40; @@ -795,6 +858,9 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) +/* EFFECT + * guessing this performs a reversal + */ void Person::Reverse() { if (!((victim->aitype == playercontrolled @@ -1133,21 +1199,29 @@ void Person::Reverse() numreversals++; } +/* EFFECT + * get hurt + */ void Person::DoDamage(float howmuch) { + // 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) @@ -1160,6 +1234,7 @@ void Person::DoDamage(float howmuch) 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) { @@ -1207,6 +1282,7 @@ void Person::DoDamage(float howmuch) coords = 20; } + // play sounds if (tutoriallevel != 1 || id == 0) if (speechdelay <= 0 && !dead && aitype != playercontrolled) { int whichsound = -1; @@ -1245,6 +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; @@ -1338,6 +1417,9 @@ void Person::DoHead() } } +/* EFFECT + * ragdolls character? + */ void Person::RagDoll(bool checkcollision) { static XYZ change; @@ -1464,6 +1546,7 @@ void Person::RagDoll(bool checkcollision) } velocity /= skeleton.num_joints; + // drop weapon if (Random() % 2 == 0) { if (weaponactive != -1 && animTarget != rabbitkickanim && num_weapons > 0) { weapons[weaponids[0]].owner = -1; @@ -1497,6 +1580,8 @@ void Person::RagDoll(bool checkcollision) +/* EFFECT + */ void Person::FootLand(int which, float opacity) { static XYZ terrainlight; @@ -1569,6 +1654,9 @@ void Person::FootLand(int which, float opacity) } } +/* EFFECT + * make a puff effect at a body part (dust effect?) + */ void Person::Puff(int whichlabel) { static XYZ footvel, footpoint; @@ -1578,11 +1666,17 @@ void Person::Puff(int whichlabel) Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 1, 1, .9, .3); } +/* FUNCTION + * convenience function + */ Joint& Person::getJointFor(int bodypart) { return skeleton.joints[skeleton.jointlabels[bodypart]]; } +/* EFFECT + * I think I added this in an attempt to clean up code + */ void Person::setAnimation(int animation) { animTarget = animation; @@ -1590,7 +1684,11 @@ void Person::setAnimation(int animation) target = 0; } -void Person::DoAnimations() +/* EFFECT + * MONSTER + * TODO: ??? + */ +void Person::DoAnimations() { if (!skeleton.free) { int i = 0; @@ -4026,7 +4124,11 @@ void Person::DoAnimations() //skeleton.DoConstraints(); } -void Person::DoStuff() +/* EFFECT + * MONSTER + * TODO + */ +void Person::DoStuff() { static XYZ terrainnormal; static XYZ flatfacing; @@ -5772,6 +5874,10 @@ void Person::DoStuff() } } +/* EFFECT + * MONSTER + * TODO: ??? + */ int Person::DrawSkeleton() { int oldplayerdetail; @@ -6552,6 +6658,8 @@ int Person::DrawSkeleton() } +/* FUNCTION? + */ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, Model *model) { static int i, j; @@ -6646,23 +6754,25 @@ 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]])) + if (PointInTriangle( &point, model->facenormals[j], &v0, &v1, &v2)) 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); + 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(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); + 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(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); + 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())) { @@ -6690,3 +6800,4 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, *p1 += *move; return firstintersecting; } + diff --git a/Source/Person.h b/Source/Person.h index 345259a..b061e3b 100644 --- a/Source/Person.h +++ b/Source/Person.h @@ -61,7 +61,7 @@ class Person int animTarget; // frameCurrent and frameTarget are used to interpolate between the frames of an animation - // (e.g. the crouched animation has only two frames, lerped back and forth). + // (e.g. the crouched animation has only two frames, lerped back and forth slowly). // animations advance at various speeds. int frameCurrent; int frameTarget;