From 94eac5da9db16b969a48f562554cde11fb5745f2 Mon Sep 17 00:00:00 2001 From: =?utf8?q?C=C3=B4me=20Chilliet?= Date: Fri, 25 Nov 2016 20:19:04 +0800 Subject: [PATCH] Cleaned up some code in Person.cpp --- Source/Person.cpp | 153 +++++++++++++++++----------------------------- 1 file changed, 57 insertions(+), 96 deletions(-) diff --git a/Source/Person.cpp b/Source/Person.cpp index 3e0f528..8bcf81e 100644 --- a/Source/Person.cpp +++ b/Source/Person.cpp @@ -160,14 +160,13 @@ void Person::CatchFire() int howmany; for (int i = 0; i < 10; i++) { howmany = abs(Random() % (skeleton.num_joints)); - if (!skeleton.free) - flatvelocity = velocity; - if (skeleton.free) + if (skeleton.free) { flatvelocity = skeleton.joints[howmany].velocity; - if (!skeleton.free) - flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; - if (skeleton.free) flatfacing = skeleton.joints[howmany].position * scale + coords; + } else { + flatvelocity = velocity; + flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; + } Sprite::MakeSprite(flamesprite, flatfacing, flatvelocity, 1, 1, 1, 2, 1); } @@ -316,22 +315,15 @@ void Person::DoBlood(float howmuch, int which) for (int i = 0; i < 3; i++) { // emit blood particles bloodvel = 0; - if (!skeleton.free) { - bloodvel.z = 10; - bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; - } if (skeleton.free) { bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0); - } - if (skeleton.free) bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; - if (!skeleton.free) - bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; - if (skeleton.free) { Sprite::MakeSprite(bloodsprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .05, 1); Sprite::MakeSprite(bloodflamesprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .3, 1); - } - if (!skeleton.free) { + } else { + bloodvel.z = 10; + bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; + bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1); Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1); } @@ -446,22 +438,15 @@ void Person::DoBloodBig(float howmuch, int which) // emit blood particles // FIXME: copypaste from above bloodvel = 0; - if (!skeleton.free) { - bloodvel.z = 10; - bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; - } if (skeleton.free) { bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0); - } - if (skeleton.free) bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; - if (!skeleton.free) - bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; - if (skeleton.free) { Sprite::MakeSprite(bloodsprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .05, 1); Sprite::MakeSprite(bloodflamesprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .3, 1); - } - if (!skeleton.free) { + } else { + bloodvel.z = 10; + bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; + bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1); Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1); } @@ -694,22 +679,15 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) // emit blood particles // FIXME: more copypaste code bloodvel = 0; - if (!skeleton.free) { - bloodvel.z = 10; - bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; - } if (skeleton.free) { bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0); - } - if (skeleton.free) bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; - if (!skeleton.free) - bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; - if (skeleton.free) { Sprite::MakeSprite(bloodsprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .05, 1); Sprite::MakeSprite(bloodflamesprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .3, 1); - } - if (!skeleton.free) { + } else { + bloodvel.z = 10; + bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; + bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1); Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1); } @@ -1205,14 +1183,13 @@ void Person::DoDamage(float howmuch) XYZ flatvelocity2; XYZ flatfacing2; for (int i = 0; i < skeleton.num_joints; i++) { - if (!skeleton.free) - flatvelocity2 = velocity; - if (skeleton.free) + if (skeleton.free) { flatvelocity2 = skeleton.joints[i].velocity; - if (!skeleton.free) - flatfacing2 = DoRotation(DoRotation(DoRotation(skeleton.joints[i].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; - if (skeleton.free) flatfacing2 = skeleton.joints[i].position * scale + coords; + } else { + flatvelocity2 = velocity; + flatfacing2 = DoRotation(DoRotation(DoRotation(skeleton.joints[i].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; + } flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10; flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10; flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10; @@ -2658,8 +2635,7 @@ void Person::DoAnimations() footvel = 0; if (skeleton.free) { footpoint = (victim->jointPos(abdomen) + victim->jointPos(neck)) / 2 * victim->scale + victim->coords; - } - if (!skeleton.free) { + } else { footpoint = DoRotation((victim->jointPos(abdomen) + victim->jointPos(neck)) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords; } if (tutoriallevel != 1) { @@ -2714,8 +2690,7 @@ void Person::DoAnimations() footvel = 0; if (skeleton.free) { footpoint = (victim->jointPos(abdomen) + victim->jointPos(neck)) / 2 * victim->scale + victim->coords; - } - if (!skeleton.free) { + } else { footpoint = DoRotation((victim->jointPos(abdomen) + victim->jointPos(neck)) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords; } if (bloodtoggle) @@ -4105,28 +4080,26 @@ void Person::DoStuff() while (flamedelay < 0 && onfire) { flamedelay += .006; howmany = abs(Random() % (skeleton.num_joints)); - if (!skeleton.free) - flatvelocity = (coords - oldcoords) / multiplier / 2; //velocity/2; - if (skeleton.free) + if (skeleton.free) { flatvelocity = skeleton.joints[howmany].velocity * scale / 2; - if (!skeleton.free) - flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; - if (skeleton.free) flatfacing = skeleton.joints[howmany].position * scale + coords; + } else { + flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; + flatvelocity = (coords - oldcoords) / multiplier / 2; + } Sprite::MakeSprite(flamesprite, flatfacing, flatvelocity, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1); } while (flamedelay < 0 && !onfire && tutoriallevel == 1 && id != 0) { flamedelay += .05; howmany = abs(Random() % (skeleton.num_joints)); - if (!skeleton.free) - flatvelocity = (coords - oldcoords) / multiplier / 2; //velocity/2; - if (skeleton.free) + if (skeleton.free) { flatvelocity = skeleton.joints[howmany].velocity * scale / 2; - if (!skeleton.free) - flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; - if (skeleton.free) flatfacing = skeleton.joints[howmany].position * scale + coords; + } else { + flatvelocity = (coords - oldcoords) / multiplier / 2; + flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; + } Sprite::MakeSprite(breathsprite, flatfacing, flatvelocity, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, .3); } @@ -4146,21 +4119,16 @@ void Person::DoStuff() if (neckspurtparticledelay < 0 && neckspurtdelay > 2) { spurt = 0; bloodvel = 0; - if (!skeleton.free) { - bloodvel.z = 5 * neckspurtamount; - bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 40, yaw + ((float)(Random() % 100)) / 40, 0) * scale; - } if (skeleton.free) { bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 40, ((float)(Random() % 100)) / 40, 0); - } - if (skeleton.free) bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 40, yaw + ((float)(Random() % 100)) / 40, 0) * scale; - if (!skeleton.free) - bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 40, ((float)(Random() % 100)) / 40, 0) * scale; - if (skeleton.free) Sprite::MakeSprite(bloodsprite, (jointPos(neck) + (jointPos(neck) - jointPos(head)) / 5)*scale + coords, bloodvel, 1, 1, 1, .05, .9); - if (!skeleton.free) + } else { + bloodvel.z = 5 * neckspurtamount; + bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 40, yaw + ((float)(Random() % 100)) / 40, 0) * scale; + bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 40, ((float)(Random() % 100)) / 40, 0) * scale; Sprite::MakeSprite(bloodsprite, DoRotation(jointPos(neck) + (jointPos(neck) - jointPos(head)) / 5, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, .9); + } neckspurtparticledelay = .05; } if (neckspurtdelay < 0) { @@ -4178,14 +4146,13 @@ void Person::DoStuff() XYZ bloodvel; if (bloodtoggle) { bloodvel = 0; - if (skeleton.free) + if (skeleton.free) { bloodvel += DoRotation(jointVel(abdomen), ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; - if (!skeleton.free) - bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; - if (skeleton.free) Sprite::MakeSprite(bloodsprite, jointPos(abdomen) * scale + coords, bloodvel, 1, 1, 1, .05, 1); - if (!skeleton.free) + } else { + bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(abdomen) + jointPos(abdomen)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1); + } } } bloodloss += deathbleeding * multiplier * 80; @@ -4283,19 +4250,18 @@ void Person::DoStuff() DoMipmaps(); } - if (!skeleton.free) { - bleedy -= 4 / realtexdetail; - if (detail == 2) - bleedx += (abs(Random() % 3) - 1) * 2 / realtexdetail; - else - bleedx += (abs(Random() % 3) - 1) * 4 / realtexdetail; - } if (skeleton.free) { bleedx += 4 * direction / realtexdetail; if (detail == 2) bleedy += (abs(Random() % 3) - 1) * 2 / realtexdetail; else bleedy += (abs(Random() % 3) - 1) * 4 / realtexdetail; + } else { + bleedy -= 4 / realtexdetail; + if (detail == 2) + bleedx += (abs(Random() % 3) - 1) * 2 / realtexdetail; + else + bleedx += (abs(Random() % 3) - 1) * 4 / realtexdetail; } } @@ -4390,14 +4356,13 @@ void Person::DoStuff() if (environment == snowyenvironment) { XYZ footpoint; XYZ footvel; - if (!skeleton.free) - footvel = DoRotation(skeleton.specialforward[0], 0, yaw, 0) * -1; - if (skeleton.free) + if (skeleton.free) { footvel = skeleton.specialforward[0] * -1; - if (!skeleton.free) - footpoint = DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0) * scale + coords; - if (skeleton.free) footpoint = ((jointPos(head) + jointPos(neck)) / 2) * scale + coords; + } else { + footvel = DoRotation(skeleton.specialforward[0], 0, yaw, 0) * -1; + footpoint = DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0) * scale + coords; + } if (animTarget == sleepanim) footvel = DoRotation(footvel, 0, 90, 0); Sprite::MakeSprite(breathsprite, footpoint + footvel * .2, footvel * .4, 1, 1, 1, .4, .3); @@ -4746,7 +4711,6 @@ void Person::DoStuff() } average /= multiplier; - //velocity=jointVel(groin)*scale; velocity = 0; for (int i = 0; i < skeleton.num_joints; i++) { velocity += skeleton.joints[i].velocity * scale; @@ -6049,14 +6013,11 @@ int Person::DrawSkeleton() glMatrixMode(GL_MODELVIEW); glPushMatrix(); - if (!skeleton.free) - glTranslatef(coords.x, coords.y - .02, coords.z); - if (skeleton.free) - glTranslatef(coords.x, coords.y - .02, coords.z); - if (!skeleton.free) + glTranslatef(coords.x, coords.y - .02, coords.z); + if (!skeleton.free) { glTranslatef(offset.x * scale, offset.y * scale, offset.z * scale); - if (!skeleton.free) glRotatef(yaw, 0, 1, 0); + } if (showpoints) { glPointSize(5); glColor4f(.4, 1, .4, 1); -- 2.39.2