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1 /*
2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
4
5 This file is part of Lugaru.
6
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
19 */
20
21 /**> HEADER FILES <**/
22 #include "Game.h"
23 #include "Skeleton.h"
24 #include "openal_wrapper.h"
25 #include "Animation.h"
26
27 extern float multiplier;
28 extern float gravity;
29 extern Skeleton testskeleton;
30 extern Terrain terrain;
31 extern Objects objects;
32 extern int environment;
33 extern float camerashake;
34 extern bool freeze;
35 extern int detail;
36 extern XYZ envsound[30];
37 extern float envsoundvol[30];
38 extern int numenvsounds;
39 extern float envsoundlife[30];
40 extern int tutoriallevel;
41
42 extern int whichjointstartarray[26];
43 extern int whichjointendarray[26];
44
45 extern bool visibleloading;
46
47 /* EFFECT
48  */
49 void dealloc2(void* param)
50 {
51     free(param);
52 }
53
54 enum {boneconnect, constraint, muscle};
55
56
57 /* EFFECT
58  * sets strength, length,
59  *      parent1->position, parent2->position,
60  *      parent1->velocity, parent2->velocity
61  * used for ragdolls?
62  *
63  * USES:
64  * Skeleton::DoConstraints
65  */
66 void Muscle::DoConstraint(bool spinny)
67 {
68     // FIXME: relaxlength shouldn't be static, but may not always be set
69     // so I don't want to change the existing behavior even though it's probably a bug
70     static float relaxlength;
71
72     float oldlength = length;
73
74     if (type != boneconnect)
75         relaxlength = findDistance(&parent1->position, &parent2->position);
76
77     if (type == boneconnect)
78         strength = 1;
79     if (type == constraint)
80         strength = 0;
81
82     // clamp strength
83     if (strength < 0)
84         strength = 0;
85     if (strength > 1)
86         strength = 1;
87
88     length -= (length - relaxlength) * (1 - strength) * multiplier * 10000;
89     length -= (length - targetlength) * (strength) * multiplier * 10000;
90     if (strength == 0)
91         length = relaxlength;
92
93     if ((relaxlength - length > 0 && relaxlength - oldlength < 0) || (relaxlength - length < 0 && relaxlength - oldlength > 0))
94         length = relaxlength;
95
96     // clamp length
97     if (length < minlength)
98         length = minlength;
99     if (length > maxlength)
100         length = maxlength;
101
102     if (length == relaxlength)
103         return;
104
105     // relax muscle?
106
107     //Find midpoint
108     XYZ midp = (parent1->position * parent1->mass + parent2->position * parent2->mass) / (parent1->mass + parent2->mass);
109
110     //Find vector from midpoint to second vector
111     XYZ vel = parent2->position - midp;
112
113     //Change to unit vector
114     Normalise(&vel);
115
116     //Apply velocity change
117     XYZ newpoint1 = midp - vel * length * (parent2->mass / (parent1->mass + parent2->mass));
118     XYZ newpoint2 = midp + vel * length * (parent1->mass / (parent1->mass + parent2->mass));
119     if (!freeze && spinny) {
120         parent1->velocity = parent1->velocity + (newpoint1 - parent1->position) / multiplier / 4;
121         parent2->velocity = parent2->velocity + (newpoint2 - parent2->position) / multiplier / 4;
122     } else {
123         parent1->velocity = parent1->velocity + (newpoint1 - parent1->position);
124         parent2->velocity = parent2->velocity + (newpoint2 - parent2->position);
125     }
126
127     //Move child point to within certain distance of parent point
128     parent1->position = newpoint1;
129     parent2->position = newpoint2;
130 }
131
132 /* EFFECT
133  * sets forward, lowforward, specialforward[]
134  *
135  * USES:
136  * Skeleton::Load
137  * Person/Person::DoAnimations
138  * Person/Person::DrawSkeleton
139  */
140 void Skeleton::FindForwards()
141 {
142     //Find forward vectors
143     CrossProduct(joints[forwardjoints[1]].position - joints[forwardjoints[0]].position, joints[forwardjoints[2]].position - joints[forwardjoints[0]].position, &forward);
144     Normalise(&forward);
145
146     CrossProduct(joints[lowforwardjoints[1]].position - joints[lowforwardjoints[0]].position, joints[lowforwardjoints[2]].position - joints[lowforwardjoints[0]].position, &lowforward);
147     Normalise(&lowforward);
148
149     //Special forwards
150     specialforward[0] = forward;
151
152     specialforward[1] = jointPos(rightshoulder) + jointPos(rightwrist);
153     specialforward[1] = jointPos(rightelbow) - specialforward[1] / 2;
154     specialforward[1] += forward * .4;
155     Normalise(&specialforward[1]);
156     specialforward[2] = jointPos(leftshoulder) + jointPos(leftwrist);
157     specialforward[2] = jointPos(leftelbow) - specialforward[2] / 2;
158     specialforward[2] += forward * .4;
159     Normalise(&specialforward[2]);
160
161     specialforward[3] = jointPos(righthip) + jointPos(rightankle);
162     specialforward[3] = specialforward[3] / 2 - jointPos(rightknee);
163     specialforward[3] += lowforward * .4;
164     Normalise(&specialforward[3]);
165     specialforward[4] = jointPos(lefthip) + jointPos(leftankle);
166     specialforward[4] = specialforward[4] / 2 - jointPos(leftknee);
167     specialforward[4] += lowforward * .4;
168     Normalise(&specialforward[4]);
169 }
170
171 /* EFFECT
172  * TODO
173  *
174  * USES:
175  * Person/Person::RagDoll
176  * Person/Person::DoStuff
177  * Person/IKHelper
178  */
179 float Skeleton::DoConstraints(XYZ *coords, float *scale)
180 {
181     float friction = 1.5;
182     const float elasticity = .3;
183     XYZ bounceness;
184     const int numrepeats = 3;
185     float groundlevel = .15;
186     int i, j, k, m;
187     XYZ temp;
188     XYZ terrainnormal;
189     int whichhit;
190     float frictionness;
191     XYZ terrainlight;
192     int whichpatchx;
193     int whichpatchz;
194     float damage = 0; // eventually returned from function
195     bool breaking = false;
196
197     if (free) {
198         freetime += multiplier;
199
200         whichpatchx = coords->x / (terrain.size / subdivision * terrain.scale);
201         whichpatchz = coords->z / (terrain.size / subdivision * terrain.scale);
202
203         terrainlight = *coords;
204         objects.SphereCheckPossible(&terrainlight, 1);
205
206         //Add velocity
207         for (i = 0; i < num_joints; i++) {
208             joints[i].position = joints[i].position + joints[i].velocity * multiplier;
209
210             switch (joints[i].label) {
211             case head:
212                 groundlevel = .8;
213                 break;
214             case righthand:
215             case rightwrist:
216             case rightelbow:
217             case lefthand:
218             case leftwrist:
219             case leftelbow:
220                 groundlevel = .2;
221                 break;
222             default:
223                 groundlevel = .15;
224                 break;
225             }
226
227             joints[i].position.y -= groundlevel;
228             joints[i].oldvelocity = joints[i].velocity;
229         }
230
231         float tempmult = multiplier;
232         //multiplier/=numrepeats;
233
234         for (j = 0; j < numrepeats; j++) {
235             float r = .05;
236             // right leg constraints?
237             if (!joint(rightknee).locked && !joint(righthip).locked) {
238                 temp = jointPos(rightknee) - (jointPos(righthip) + jointPos(rightankle)) / 2;
239                 while (normaldotproduct(temp, lowforward) > -.1 && !sphere_line_intersection(&jointPos(righthip), &jointPos(rightankle), &jointPos(rightknee), &r)) {
240                     jointPos(rightknee) -= lowforward * .05;
241                     if (spinny)
242                         jointVel(rightknee) -= lowforward * .05 / multiplier / 4;
243                     else
244                         jointVel(rightknee) -= lowforward * .05;
245                     jointPos(rightankle) += lowforward * .025;
246                     if (spinny)
247                         jointVel(rightankle) += lowforward * .025 / multiplier / 4;
248                     else
249                         jointVel(rightankle) += lowforward * .25;
250                     jointPos(righthip) += lowforward * .025;
251                     if (spinny)
252                         jointVel(righthip) += lowforward * .025 / multiplier / 4;
253                     else
254                         jointVel(righthip) += lowforward * .025;
255                     temp = jointPos(rightknee) - (jointPos(righthip) + jointPos(rightankle)) / 2;
256                 }
257             }
258
259             // left leg constraints?
260             if (!joint(leftknee).locked && !joint(lefthip).locked) {
261                 temp = jointPos(leftknee) - (jointPos(lefthip) + jointPos(leftankle)) / 2;
262                 while (normaldotproduct(temp, lowforward) > -.1 && !sphere_line_intersection(&jointPos(lefthip), &jointPos(leftankle), &jointPos(leftknee), &r)) {
263                     jointPos(leftknee) -= lowforward * .05;
264                     if (spinny)
265                         jointVel(leftknee) -= lowforward * .05 / multiplier / 4;
266                     else
267                         jointVel(leftknee) -= lowforward * .05;
268                     jointPos(leftankle) += lowforward * .025;
269                     if (spinny)
270                         jointVel(leftankle) += lowforward * .025 / multiplier / 4;
271                     else
272                         jointVel(leftankle) += lowforward * .25;
273                     jointPos(lefthip) += lowforward * .025;
274                     if (spinny)
275                         jointVel(lefthip) += lowforward * .025 / multiplier / 4;
276                     else
277                         jointVel(lefthip) += lowforward * .025;
278                     temp = jointPos(leftknee) - (jointPos(lefthip) + jointPos(leftankle)) / 2;
279                 }
280             }
281
282             for (i = 0; i < num_joints; i++) {
283                 if (joints[i].locked && !spinny && findLengthfast(&joints[i].velocity) > 320)
284                     joints[i].locked = 0;
285                 if (spinny && findLengthfast(&joints[i].velocity) > 600)
286                     joints[i].locked = 0;
287                 if (joints[i].delay > 0) {
288                     bool freely = true;
289                     for (j = 0; j < num_joints; j++) {
290                         if (joints[j].locked)
291                             freely = false;
292                     }
293                     if (freely)
294                         joints[i].delay -= multiplier * 3;
295                 }
296             }
297
298             if (num_muscles)
299                 for (i = 0; i < num_muscles; i++) {
300                     //Length constraints
301                     muscles[i].DoConstraint(spinny);
302                 }
303
304             for (i = 0; i < num_joints; i++) {
305                 //Length constraints
306                 //Ground constraint
307                 groundlevel = 0;
308                 if (joints[i].position.y * (*scale) + coords->y < terrain.getHeight(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z) + groundlevel) {
309                     freefall = 0;
310                     friction = 1.5;
311                     if (joints[i].label == groin && !joints[i].locked && joints[i].delay <= 0) {
312                         joints[i].locked = 1;
313                         joints[i].delay = 1;
314                         if (tutoriallevel != 1 || id == 0) {
315                             emit_sound_at(landsound1, joints[i].position * (*scale) + *coords, 128.);
316                         }
317                         breaking = true;
318                     }
319
320                     if (joints[i].label == head && !joints[i].locked && joints[i].delay <= 0) {
321                         joints[i].locked = 1;
322                         joints[i].delay = 1;
323                         if (tutoriallevel != 1 || id == 0) {
324                             emit_sound_at(landsound2, joints[i].position * (*scale) + *coords, 128.);
325                         }
326                     }
327
328                     terrainnormal = terrain.getNormal(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z);
329                     ReflectVector(&joints[i].velocity, &terrainnormal);
330                     bounceness = terrainnormal * findLength(&joints[i].velocity) * (abs(normaldotproduct(joints[i].velocity, terrainnormal)));
331                     if (!joints[i].locked)
332                         damage += findLengthfast(&bounceness) / 4000;
333                     if (findLengthfast(&joints[i].velocity) < findLengthfast(&bounceness))
334                         bounceness = 0;
335                     frictionness = abs(normaldotproduct(joints[i].velocity, terrainnormal));
336                     joints[i].velocity -= bounceness;
337                     if (1 - friction * frictionness > 0)
338                         joints[i].velocity *= 1 - friction * frictionness;
339                     else
340                         joints[i].velocity = 0;
341
342                     if (tutoriallevel != 1 || id == 0)
343                         if (findLengthfast(&bounceness) > 8000 && breaking) {
344                             // FIXME: this crashes because k is not initialized!
345                             // to reproduce, type 'wolfie' in console and play a while
346                             // I'll just comment it out for now
347                             //objects.model[k].MakeDecal(breakdecal, DoRotation(temp - objects.position[k], 0, -objects.yaw[k], 0), .4, .5, Random() % 360);
348                             Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, 1, 1, 1, 4, .2);
349                             breaking = false;
350                             camerashake += .6;
351
352                             emit_sound_at(breaksound2, joints[i].position * (*scale) + *coords);
353
354                             envsound[numenvsounds] = *coords;
355                             envsoundvol[numenvsounds] = 64;
356                             envsoundlife[numenvsounds] = .4;
357                             numenvsounds++;
358                         }
359
360                     if (findLengthfast(&bounceness) > 2500) {
361                         Normalise(&bounceness);
362                         bounceness = bounceness * 50;
363                     }
364
365                     joints[i].velocity += bounceness * elasticity;
366
367                     if (findLengthfast(&joints[i].velocity) > findLengthfast(&joints[i].oldvelocity)) {
368                         bounceness = 0;
369                         joints[i].velocity = joints[i].oldvelocity;
370                     }
371
372
373                     if (joints[i].locked == 0)
374                         if (findLengthfast(&joints[i].velocity) < 1)
375                             joints[i].locked = 1;
376
377                     if (environment == snowyenvironment && findLengthfast(&bounceness) > 500 && terrain.getOpacity(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z) < .2) {
378                         terrainlight = terrain.getLighting(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z);
379                         Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, terrainlight.x, terrainlight.y, terrainlight.z, .5, .7);
380                         if (detail == 2)
381                             terrain.MakeDecal(bodyprintdecal, joints[i].position * (*scale) + *coords, .4, .4, 0);
382                     } else if (environment == desertenvironment && findLengthfast(&bounceness) > 500 && terrain.getOpacity(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z) < .2) {
383                         terrainlight = terrain.getLighting(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z);
384                         Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, terrainlight.x * 190 / 255, terrainlight.y * 170 / 255, terrainlight.z * 108 / 255, .5, .7);
385                     }
386
387                     else if (environment == grassyenvironment && findLengthfast(&bounceness) > 500 && terrain.getOpacity(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z) < .2) {
388                         terrainlight = terrain.getLighting(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z);
389                         Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, terrainlight.x * 90 / 255, terrainlight.y * 70 / 255, terrainlight.z * 8 / 255, .5, .5);
390                     } else if (findLengthfast(&bounceness) > 500)
391                         Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, terrainlight.x, terrainlight.y, terrainlight.z, .5, .2);
392
393
394                     joints[i].position.y = (terrain.getHeight(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z) + groundlevel - coords->y) / (*scale);
395                     if (longdead > 100)
396                         broken = 1;
397                 }
398                 if (terrain.patchobjectnum[whichpatchx][whichpatchz])
399                     for (m = 0; m < terrain.patchobjectnum[whichpatchx][whichpatchz]; m++) {
400                         k = terrain.patchobjects[whichpatchx][whichpatchz][m];
401                         if (k < objects.numobjects && k >= 0)
402                             if (objects.possible[k]) {
403                                 friction = objects.friction[k];
404                                 XYZ start = joints[i].realoldposition;
405                                 XYZ end = joints[i].position * (*scale) + *coords;
406                                 whichhit = objects.model[k].LineCheckPossible(&start, &end, &temp, &objects.position[k], &objects.yaw[k]);
407                                 if (whichhit != -1) {
408                                     if (joints[i].label == groin && !joints[i].locked && joints[i].delay <= 0) {
409                                         joints[i].locked = 1;
410                                         joints[i].delay = 1;
411                                         if (tutoriallevel != 1 || id == 0) {
412                                             emit_sound_at(landsound1, joints[i].position * (*scale) + *coords, 128.);
413                                         }
414                                         breaking = true;
415                                     }
416
417                                     if (joints[i].label == head && !joints[i].locked && joints[i].delay <= 0) {
418                                         joints[i].locked = 1;
419                                         joints[i].delay = 1;
420                                         if (tutoriallevel != 1 || id == 0) {
421                                             emit_sound_at(landsound2, joints[i].position * (*scale) + *coords, 128.);
422                                         }
423                                     }
424
425                                     terrainnormal = DoRotation(objects.model[k].facenormals[whichhit], 0, objects.yaw[k], 0) * -1;
426                                     if (terrainnormal.y > .8)
427                                         freefall = 0;
428                                     bounceness = terrainnormal * findLength(&joints[i].velocity) * (abs(normaldotproduct(joints[i].velocity, terrainnormal)));
429                                     if (findLengthfast(&joints[i].velocity) > findLengthfast(&joints[i].oldvelocity)) {
430                                         bounceness = 0;
431                                         joints[i].velocity = joints[i].oldvelocity;
432                                     }
433                                     if (tutoriallevel != 1 || id == 0)
434                                         if (findLengthfast(&bounceness) > 4000 && breaking) {
435                                             objects.model[k].MakeDecal(breakdecal, DoRotation(temp - objects.position[k], 0, -objects.yaw[k], 0), .4, .5, Random() % 360);
436                                             Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, 1, 1, 1, 4, .2);
437                                             breaking = false;
438                                             camerashake += .6;
439
440                                             emit_sound_at(breaksound2, joints[i].position * (*scale) + *coords);
441
442                                             envsound[numenvsounds] = *coords;
443                                             envsoundvol[numenvsounds] = 64;
444                                             envsoundlife[numenvsounds] = .4;
445                                             numenvsounds++;
446                                         }
447                                     if (objects.type[k] == treetrunktype) {
448                                         objects.rotx[k] += joints[i].velocity.x * multiplier * .4;
449                                         objects.roty[k] += joints[i].velocity.z * multiplier * .4;
450                                         objects.rotx[k + 1] += joints[i].velocity.x * multiplier * .4;
451                                         objects.roty[k + 1] += joints[i].velocity.z * multiplier * .4;
452                                     }
453                                     if (!joints[i].locked)
454                                         damage += findLengthfast(&bounceness) / 2500;
455                                     ReflectVector(&joints[i].velocity, &terrainnormal);
456                                     frictionness = abs(normaldotproduct(joints[i].velocity, terrainnormal));
457                                     joints[i].velocity -= bounceness;
458                                     if (1 - friction * frictionness > 0)
459                                         joints[i].velocity *= 1 - friction * frictionness;
460                                     else
461                                         joints[i].velocity = 0;
462                                     if (findLengthfast(&bounceness) > 2500) {
463                                         Normalise(&bounceness);
464                                         bounceness = bounceness * 50;
465                                     }
466                                     joints[i].velocity += bounceness * elasticity;
467
468
469                                     if (!joints[i].locked)
470                                         if (findLengthfast(&joints[i].velocity) < 1) {
471                                             joints[i].locked = 1;
472                                         }
473                                     if (findLengthfast(&bounceness) > 500)
474                                         Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, 1, 1, 1, .5, .2);
475                                     joints[i].position = (temp - *coords) / (*scale) + terrainnormal * .005;
476                                     if (longdead > 100)
477                                         broken = 1;
478                                 }
479                             }
480                     }
481                 joints[i].realoldposition = joints[i].position * (*scale) + *coords;
482             }
483         }
484         multiplier = tempmult;
485
486
487         if (terrain.patchobjectnum[whichpatchx][whichpatchz])
488             for (m = 0; m < terrain.patchobjectnum[whichpatchx][whichpatchz]; m++) {
489                 k = terrain.patchobjects[whichpatchx][whichpatchz][m];
490                 if (objects.possible[k]) {
491                     for (i = 0; i < 26; i++) {
492                         //Make this less stupid
493                         XYZ start = joints[jointlabels[whichjointstartarray[i]]].position * (*scale) + *coords;
494                         XYZ end = joints[jointlabels[whichjointendarray[i]]].position * (*scale) + *coords;
495                         whichhit = objects.model[k].LineCheckSlidePossible(&start, &end, &temp, &objects.position[k], &objects.yaw[k]);
496                         if (whichhit != -1) {
497                             joints[jointlabels[whichjointendarray[i]]].position = (end - *coords) / (*scale);
498                             for (j = 0; j < num_muscles; j++) {
499                                 if ((muscles[j].parent1->label == whichjointstartarray[i] && muscles[j].parent2->label == whichjointendarray[i]) || (muscles[j].parent2->label == whichjointstartarray[i] && muscles[j].parent1->label == whichjointendarray[i]))
500                                     muscles[j].DoConstraint(spinny);
501                             }
502                         }
503                     }
504                 }
505             }
506
507         for (i = 0; i < num_joints; i++) {
508             switch (joints[i].label) {
509             case head:
510                 groundlevel = .8;
511                 break;
512             case righthand:
513             case rightwrist:
514             case rightelbow:
515             case lefthand:
516             case leftwrist:
517             case leftelbow:
518                 groundlevel = .2;
519                 break;
520             default:
521                 groundlevel = .15;
522                 break;
523             }
524             joints[i].position.y += groundlevel;
525             joints[i].mass = 1;
526             if (joints[i].label == lefthip || joints[i].label == leftknee || joints[i].label == leftankle || joints[i].label == righthip || joints[i].label == rightknee || joints[i].label == rightankle)
527                 joints[i].mass = 2;
528             if (joints[i].locked) {
529                 joints[i].mass = 4;
530             }
531         }
532
533         return damage;
534     }
535
536     if (!free) {
537         for (i = 0; i < num_muscles; i++) {
538             if (muscles[i].type == boneconnect)
539                 muscles[i].DoConstraint(0);
540         }
541     }
542
543     return 0;
544 }
545
546 /* EFFECT
547  * applies gravity to the skeleton
548  *
549  * USES:
550  * Person/Person::DoStuff
551  */
552 void Skeleton::DoGravity(float *scale)
553 {
554     static int i;
555     for (i = 0; i < num_joints; i++) {
556         if (
557                 (
558                     ((joints[i].label != leftknee) && (joints[i].label != rightknee)) ||
559                     (lowforward.y > -.1) ||
560                     (joints[i].mass < 5)
561                 ) && (
562                     ((joints[i].label != leftelbow) && (joints[i].label != rightelbow)) ||
563                     (forward.y < .3)
564                 )
565             )
566             joints[i].velocity.y += gravity * multiplier / (*scale);
567     }
568 }
569
570 /* EFFECT
571  * set muscles[which].rotate1
572  *     .rotate2
573  *     .rotate3
574  *
575  * special case if animation == hanganim
576  */
577 void Skeleton::FindRotationMuscle(int which, int animation)
578 {
579     XYZ p1, p2, fwd;
580     float dist;
581
582     p1 = muscles[which].parent1->position;
583     p2 = muscles[which].parent2->position;
584     dist = findDistance(&p1, &p2);
585     if (p1.y - p2.y <= dist)
586         muscles[which].rotate2 = asin((p1.y - p2.y) / dist);
587     if (p1.y - p2.y > dist)
588         muscles[which].rotate2 = asin(1.f);
589     muscles[which].rotate2 *= 360.0 / 6.2831853;
590
591     p1.y = 0;
592     p2.y = 0;
593     dist = findDistance(&p1, &p2);
594     if (p1.z - p2.z <= dist)
595         muscles[which].rotate1 = acos((p1.z - p2.z) / dist);
596     if (p1.z - p2.z > dist)
597         muscles[which].rotate1 = acos(1.f);
598     muscles[which].rotate1 *= 360.0 / 6.2831853;
599     if (p1.x > p2.x)
600         muscles[which].rotate1 = 360 - muscles[which].rotate1;
601     if (!isnormal(muscles[which].rotate1))
602         muscles[which].rotate1 = 0;
603     if (!isnormal(muscles[which].rotate2))
604         muscles[which].rotate2 = 0;
605
606     const int label1 = muscles[which].parent1->label;
607     const int label2 = muscles[which].parent2->label;
608     switch (label1) {
609     case head:
610         fwd = specialforward[0];
611         break;
612     case rightshoulder:
613     case rightelbow:
614     case rightwrist:
615     case righthand:
616         fwd = specialforward[1];
617         break;
618     case leftshoulder:
619     case leftelbow:
620     case leftwrist:
621     case lefthand:
622         fwd = specialforward[2];
623         break;
624     case righthip:
625     case rightknee:
626     case rightankle:
627     case rightfoot:
628         fwd = specialforward[3];
629         break;
630     case lefthip:
631     case leftknee:
632     case leftankle:
633     case leftfoot:
634         fwd = specialforward[4];
635         break;
636     default:
637         if (muscles[which].parent1->lower)
638             fwd = lowforward;
639         else
640             fwd = forward;
641         break;
642     }
643
644     if (animation == hanganim) {
645         if (label1 == righthand || label2 == righthand) {
646             fwd = 0;
647             fwd.x = -1;
648         }
649         if (label1 == lefthand || label2 == lefthand) {
650             fwd = 0;
651             fwd.x = 1;
652         }
653     }
654
655     if (free == 0) {
656         if (label1 == rightfoot || label2 == rightfoot) {
657             fwd.y -= .3;
658         }
659         if (label1 == leftfoot || label2 == leftfoot) {
660             fwd.y -= .3;
661         }
662     }
663
664     fwd = DoRotation(fwd, 0, muscles[which].rotate1 - 90, 0);
665     fwd = DoRotation(fwd, 0, 0, muscles[which].rotate2 - 90);
666     fwd.y = 0;
667     fwd /= findLength(&fwd);
668     if (fwd.z <= 1 && fwd.z >= -1)
669         muscles[which].rotate3 = acos(0 - fwd.z);
670     else
671         muscles[which].rotate3 = acos(-1.f);
672     muscles[which].rotate3 *= 360.0 / 6.2831853;
673     if (0 > fwd.x)
674         muscles[which].rotate3 = 360 - muscles[which].rotate3;
675     if (!isnormal(muscles[which].rotate3))
676         muscles[which].rotate3 = 0;
677 }
678
679 /* EFFECT
680  * load an animation from file
681  */
682 void Animation::Load(const char *filename, int aheight, int aattack)
683 {
684     FILE *tfile;
685     int i, j;
686     XYZ endoffset;
687
688     // path to dir
689     const char *anim_prefix = ":Data:Animations:";
690
691
692     LOGFUNC;
693
694     // concatenate anim_prefix + filename
695     int len = strlen(anim_prefix) + strlen(filename);
696     char *buf = new char[len + 1];
697     snprintf(buf, len + 1, "%s%s", anim_prefix, filename);
698     // Changing the filename into something the OS can understand
699     char *fixedFN = ConvertFileName(buf);
700     delete[] buf;
701
702     LOG(std::string("Loading animation...") + fixedFN);
703
704     // clear existing data
705     deallocate();
706
707     height = aheight;
708     attack = aattack;
709
710     if (visibleloading)
711         Game::LoadingScreen();
712
713     // read file in binary mode
714     tfile = fopen( fixedFN, "rb" );
715     if (tfile) {
716         // read numframes, joints to know how much memory to allocate
717         funpackf(tfile, "Bi Bi", &numframes, &joints);
718
719         // allocate memory for everything
720
721         position = (XYZ**)malloc(sizeof(XYZ*) * joints);
722         for (i = 0; i < joints; i++)
723             position[i] = (XYZ*)malloc(sizeof(XYZ) * numframes);
724
725         twist = (float**)malloc(sizeof(float*) * joints);
726         for (i = 0; i < joints; i++)
727             twist[i] = (float*)malloc(sizeof(float) * numframes);
728
729         twist2 = (float**)malloc(sizeof(float*) * joints);
730         for (i = 0; i < joints; i++)
731             twist2[i] = (float*)malloc(sizeof(float) * numframes);
732
733         speed = (float*)malloc(sizeof(float) * numframes);
734
735         onground = (bool**)malloc(sizeof(bool*) * joints);
736         for (i = 0; i < joints; i++)
737             onground[i] = (bool*)malloc(sizeof(bool) * numframes);
738
739         forward = (XYZ*)malloc(sizeof(XYZ) * numframes);
740         weapontarget = (XYZ*)malloc(sizeof(XYZ) * numframes);
741         label = (int*)malloc(sizeof(int) * numframes);
742
743         // read binary data as animation
744
745         // for each frame...
746         for (i = 0; i < numframes; i++) {
747             // for each joint in the skeleton...
748             for (j = 0; j < joints; j++) {
749                 // read joint position
750                 funpackf(tfile, "Bf Bf Bf", &position[j][i].x, &position[j][i].y, &position[j][i].z);
751             }
752             for (j = 0; j < joints; j++) {
753                 // read twist
754                 funpackf(tfile, "Bf", &twist[j][i]);
755             }
756             for (j = 0; j < joints; j++) {
757                 // read onground (boolean)
758                 unsigned char uch;
759                 funpackf(tfile, "Bb", &uch);
760                 onground[j][i] = (uch != 0);
761             }
762             // read frame speed (?)
763             funpackf(tfile, "Bf", &speed[i]);
764         }
765         // read twist2 for whole animation
766         for (i = 0; i < numframes; i++) {
767             for (j = 0; j < joints; j++) {
768                 funpackf(tfile, "Bf", &twist2[j][i]);
769             }
770         }
771         // read label for each frame
772         for (i = 0; i < numframes; i++) {
773             funpackf(tfile, "Bf", &label[i]);
774         }
775         // read weapontargetnum
776         funpackf(tfile, "Bi", &weapontargetnum);
777         // read weapontarget positions for each frame
778         for (i = 0; i < numframes; i++) {
779             funpackf(tfile, "Bf Bf Bf", &weapontarget[i].x, &weapontarget[i].y, &weapontarget[i].z);
780         }
781
782         fclose(tfile);
783     }
784
785     endoffset = 0;
786     // find average position of certain joints on last frames
787     // and save in endoffset
788     // (not sure what exactly this accomplishes. the y < 1 test confuses me.)
789     for (j = 0; j < joints; j++) {
790         if (position[j][numframes - 1].y < 1)
791             endoffset += position[j][numframes - 1];
792     }
793     endoffset /= joints;
794     offset = endoffset;
795     offset.y = 0;
796 }
797
798
799 /* EFFECT
800  * load skeleton
801  * takes filenames for three skeleton files and various models
802  */
803 void Skeleton::Load(const char *filename,       const char *lowfilename, const char *clothesfilename,
804                     const char *modelfilename,  const char *model2filename,
805                     const char *model3filename, const char *model4filename,
806                     const char *model5filename, const char *model6filename,
807                     const char *model7filename, const char *modellowfilename,
808                     const char *modelclothesfilename, bool clothes)
809 {
810     GLfloat M[16];
811     int parentID;
812     FILE *tfile;
813     float lSize;
814     int i, j;
815     int edit;
816
817     LOGFUNC;
818
819     num_models = 7;
820
821     // load various models
822     // rotate, scale, do normals, do texcoords for each as needed
823
824     model[0].loadnotex(modelfilename);
825     model[1].loadnotex(model2filename);
826     model[2].loadnotex(model3filename);
827     model[3].loadnotex(model4filename);
828     model[4].loadnotex(model5filename);
829     model[5].loadnotex(model6filename);
830     model[6].loadnotex(model7filename);
831
832     for (i = 0; i < num_models; i++) {
833         model[i].Rotate(180, 0, 0);
834         model[i].Scale(.04, .04, .04);
835         model[i].CalculateNormals(0);
836     }
837
838     drawmodel.load(modelfilename, 0);
839     drawmodel.Rotate(180, 0, 0);
840     drawmodel.Scale(.04, .04, .04);
841     drawmodel.FlipTexCoords();
842     if (tutoriallevel == 1 && id != 0)
843         drawmodel.UniformTexCoords();
844     if (tutoriallevel == 1 && id != 0)
845         drawmodel.ScaleTexCoords(0.1);
846     drawmodel.CalculateNormals(0);
847
848     modellow.loadnotex(modellowfilename);
849     modellow.Rotate(180, 0, 0);
850     modellow.Scale(.04, .04, .04);
851     modellow.CalculateNormals(0);
852
853     drawmodellow.load(modellowfilename, 0);
854     drawmodellow.Rotate(180, 0, 0);
855     drawmodellow.Scale(.04, .04, .04);
856     drawmodellow.FlipTexCoords();
857     if (tutoriallevel == 1 && id != 0)
858         drawmodellow.UniformTexCoords();
859     if (tutoriallevel == 1 && id != 0)
860         drawmodellow.ScaleTexCoords(0.1);
861     drawmodellow.CalculateNormals(0);
862
863     if (clothes) {
864         modelclothes.loadnotex(modelclothesfilename);
865         modelclothes.Rotate(180, 0, 0);
866         modelclothes.Scale(.041, .04, .041);
867         modelclothes.CalculateNormals(0);
868
869         drawmodelclothes.load(modelclothesfilename, 0);
870         drawmodelclothes.Rotate(180, 0, 0);
871         drawmodelclothes.Scale(.04, .04, .04);
872         drawmodelclothes.FlipTexCoords();
873         drawmodelclothes.CalculateNormals(0);
874     }
875
876     // FIXME: three similar blocks follow, one for each of:
877     // filename, lowfilename, clothesfilename
878
879     // load skeleton
880
881     tfile = fopen( ConvertFileName(filename), "rb" );
882
883     if (1) { // FIXME: should this be if(tfile) ?
884         // read num_joints
885         funpackf(tfile, "Bi", &num_joints);
886
887         // allocate memory
888         if (joints)
889             delete [] joints; //dealloc2(joints);
890         joints = (Joint*)new Joint[num_joints];
891
892         // read info for each joint
893         for (i = 0; i < num_joints; i++) {
894             funpackf(tfile, "Bf Bf Bf Bf Bf", &joints[i].position.x, &joints[i].position.y, &joints[i].position.z, &joints[i].length, &joints[i].mass);
895             funpackf(tfile, "Bb Bb", &joints[i].hasparent, &joints[i].locked);
896             funpackf(tfile, "Bi", &joints[i].modelnum);
897             funpackf(tfile, "Bb Bb", &joints[i].visible, &joints[i].sametwist);
898             funpackf(tfile, "Bi Bi", &joints[i].label, &joints[i].hasgun);
899             funpackf(tfile, "Bb", &joints[i].lower);
900             funpackf(tfile, "Bi", &parentID);
901             if (joints[i].hasparent)
902                 joints[i].parent = &joints[parentID];
903             joints[i].velocity = 0;
904             joints[i].oldposition = joints[i].position;
905         }
906
907         // read num_muscles
908         funpackf(tfile, "Bi", &num_muscles);
909
910         // allocate memory
911         if (muscles)
912             delete [] muscles; //dealloc2(muscles);
913         muscles = (Muscle*)new Muscle[num_muscles]; //malloc(sizeof(Muscle)*num_muscles);
914
915         // for each muscle...
916         for (i = 0; i < num_muscles; i++) {
917             // read info
918             funpackf(tfile, "Bf Bf Bf Bf Bf Bi Bi", &muscles[i].length, &muscles[i].targetlength, &muscles[i].minlength, &muscles[i].maxlength, &muscles[i].strength, &muscles[i].type, &muscles[i].numvertices);
919
920             // allocate memory for vertices
921             muscles[i].vertices = (int*)malloc(sizeof(int) * muscles[i].numvertices);
922
923             // read vertices
924             edit = 0;
925             for (j = 0; j < muscles[i].numvertices - edit; j++) {
926                 funpackf(tfile, "Bi", &muscles[i].vertices[j + edit]);
927                 if (muscles[i].vertices[j + edit] >= model[0].vertexNum) {
928                     muscles[i].numvertices--;
929                     edit--;
930                 }
931             }
932
933             // read more info
934             funpackf(tfile, "Bb Bi", &muscles[i].visible, &parentID);
935             muscles[i].parent1 = &joints[parentID];
936             funpackf(tfile, "Bi", &parentID);
937             muscles[i].parent2 = &joints[parentID];
938         }
939
940         // read forwardjoints (?)
941         for (j = 0; j < 3; j++) {
942             funpackf(tfile, "Bi", &forwardjoints[j]);
943         }
944         // read lowforwardjoints (?)
945         for (j = 0; j < 3; j++) {
946             funpackf(tfile, "Bi", &lowforwardjoints[j]);
947         }
948
949         // ???
950         for (j = 0; j < num_muscles; j++) {
951             for (i = 0; i < muscles[j].numvertices; i++) {
952                 for (int k = 0; k < num_models; k++) {
953                     if (muscles[j].numvertices && muscles[j].vertices[i] < model[k].vertexNum)
954                         model[k].owner[muscles[j].vertices[i]] = j;
955                 }
956             }
957         }
958
959         // calculate some stuff
960         FindForwards();
961         for (i = 0; i < num_joints; i++) {
962             joints[i].startpos = joints[i].position;
963         }
964         for (i = 0; i < num_muscles; i++) {
965             FindRotationMuscle(i, -1);
966         }
967         // this seems to use opengl purely for matrix calculations
968         for (int k = 0; k < num_models; k++) {
969             for (i = 0; i < model[k].vertexNum; i++) {
970                 model[k].vertex[i] = model[k].vertex[i] - (muscles[model[k].owner[i]].parent1->position + muscles[model[k].owner[i]].parent2->position) / 2;
971                 glMatrixMode(GL_MODELVIEW);
972                 glPushMatrix();
973                 glLoadIdentity();
974                 glRotatef(muscles[model[k].owner[i]].rotate3, 0, 1, 0);
975                 glRotatef(muscles[model[k].owner[i]].rotate2 - 90, 0, 0, 1);
976                 glRotatef(muscles[model[k].owner[i]].rotate1 - 90, 0, 1, 0);
977                 glTranslatef(model[k].vertex[i].x, model[k].vertex[i].y, model[k].vertex[i].z);
978                 glGetFloatv(GL_MODELVIEW_MATRIX, M);
979                 model[k].vertex[i].x = M[12] * 1;
980                 model[k].vertex[i].y = M[13] * 1;
981                 model[k].vertex[i].z = M[14] * 1;
982                 glPopMatrix();
983             }
984             model[k].CalculateNormals(0);
985         }
986     }
987     fclose(tfile);
988
989     // load ???
990
991     tfile = fopen( ConvertFileName(lowfilename), "rb" );
992
993     if (1) { // FIXME: should this be if(tfile) ?
994         // skip joints section
995
996         lSize = sizeof(num_joints);
997         fseek(tfile, lSize, SEEK_CUR);
998         for (i = 0; i < num_joints; i++) {
999             // skip joint info
1000             lSize = sizeof(XYZ)
1001                     + sizeof(float)
1002                     + sizeof(float)
1003                     + 1 //sizeof(bool)
1004                     + 1 //sizeof(bool)
1005                     + sizeof(int)
1006                     + 1 //sizeof(bool)
1007                     + 1 //sizeof(bool)
1008                     + sizeof(int)
1009                     + sizeof(int)
1010                     + 1 //sizeof(bool)
1011                     + sizeof(int);
1012             fseek(tfile, lSize, SEEK_CUR);
1013
1014             if (joints[i].hasparent)
1015                 joints[i].parent = &joints[parentID];
1016             joints[i].velocity = 0;
1017             joints[i].oldposition = joints[i].position;
1018         }
1019
1020         // read num_muscles
1021         funpackf(tfile, "Bi", &num_muscles);
1022
1023         for (i = 0; i < num_muscles; i++) {
1024             // skip muscle info
1025             lSize = sizeof(float)
1026                     + sizeof(float)
1027                     + sizeof(float)
1028                     + sizeof(float)
1029                     + sizeof(float)
1030                     + sizeof(int);
1031             fseek(tfile, lSize, SEEK_CUR);
1032
1033             // read numverticeslow
1034             funpackf(tfile, "Bi", &muscles[i].numverticeslow);
1035
1036             if (muscles[i].numverticeslow) {
1037                 // allocate memory
1038                 muscles[i].verticeslow = (int*)malloc(sizeof(int) * muscles[i].numverticeslow);
1039
1040                 // read verticeslow
1041                 edit = 0;
1042                 for (j = 0; j < muscles[i].numverticeslow - edit; j++) {
1043                     funpackf(tfile, "Bi", &muscles[i].verticeslow[j + edit]);
1044                     if (muscles[i].verticeslow[j + edit] >= modellow.vertexNum) {
1045                         muscles[i].numverticeslow--;
1046                         edit--;
1047                     }
1048                 }
1049             }
1050
1051             // skip more stuff
1052             lSize = 1; //sizeof(bool);
1053             fseek ( tfile, lSize, SEEK_CUR);
1054             lSize = sizeof(int);
1055             fseek ( tfile, lSize, SEEK_CUR);
1056             fseek ( tfile, lSize, SEEK_CUR);
1057         }
1058
1059         for (j = 0; j < num_muscles; j++) {
1060             for (i = 0; i < muscles[j].numverticeslow; i++) {
1061                 if (muscles[j].verticeslow[i] < modellow.vertexNum)
1062                     modellow.owner[muscles[j].verticeslow[i]] = j;
1063             }
1064         }
1065
1066         // use opengl for its matrix math
1067         for (i = 0; i < modellow.vertexNum; i++) {
1068             modellow.vertex[i] = modellow.vertex[i] - (muscles[modellow.owner[i]].parent1->position + muscles[modellow.owner[i]].parent2->position) / 2;
1069             glMatrixMode(GL_MODELVIEW);
1070             glPushMatrix();
1071             glLoadIdentity();
1072             glRotatef(muscles[modellow.owner[i]].rotate3, 0, 1, 0);
1073             glRotatef(muscles[modellow.owner[i]].rotate2 - 90, 0, 0, 1);
1074             glRotatef(muscles[modellow.owner[i]].rotate1 - 90, 0, 1, 0);
1075             glTranslatef(modellow.vertex[i].x, modellow.vertex[i].y, modellow.vertex[i].z);
1076             glGetFloatv(GL_MODELVIEW_MATRIX, M);
1077             modellow.vertex[i].x = M[12];
1078             modellow.vertex[i].y = M[13];
1079             modellow.vertex[i].z = M[14];
1080             glPopMatrix();
1081         }
1082
1083         modellow.CalculateNormals(0);
1084     }
1085
1086     // load clothes
1087
1088     if (clothes) {
1089         tfile = fopen( ConvertFileName(clothesfilename), "rb" ); // FIXME: where's the check for valid load
1090
1091         // skip num_joints
1092         lSize = sizeof(num_joints);
1093         fseek ( tfile, lSize, SEEK_CUR);
1094
1095         for (i = 0; i < num_joints; i++) {
1096             // skip joint info
1097             lSize = sizeof(XYZ)
1098                     + sizeof(float)
1099                     + sizeof(float)
1100                     + 1 //sizeof(bool)
1101                     + 1 //sizeof(bool)
1102                     + sizeof(int)
1103                     + 1 //sizeof(bool)
1104                     + 1 //sizeof(bool)
1105                     + sizeof(int)
1106                     + sizeof(int)
1107                     + 1 //sizeof(bool)
1108                     + sizeof(int);
1109             fseek(tfile, lSize, SEEK_CUR);
1110
1111             if (joints[i].hasparent)
1112                 joints[i].parent = &joints[parentID];
1113             joints[i].velocity = 0;
1114             joints[i].oldposition = joints[i].position;
1115         }
1116
1117         // read num_muscles
1118         funpackf(tfile, "Bi", &num_muscles);
1119
1120         for (i = 0; i < num_muscles; i++) {
1121             // skip muscle info
1122             lSize = sizeof(float)
1123                     + sizeof(float)
1124                     + sizeof(float)
1125                     + sizeof(float)
1126                     + sizeof(float)
1127                     + sizeof(int);
1128             fseek(tfile, lSize, SEEK_CUR);
1129
1130             // read numverticesclothes
1131             funpackf(tfile, "Bi", &muscles[i].numverticesclothes);
1132
1133             // read verticesclothes
1134             if (muscles[i].numverticesclothes) {
1135                 muscles[i].verticesclothes = (int*)malloc(sizeof(int) * muscles[i].numverticesclothes);
1136                 edit = 0;
1137                 for (j = 0; j < muscles[i].numverticesclothes - edit; j++) {
1138                     funpackf(tfile, "Bi", &muscles[i].verticesclothes[j + edit]);
1139                     if (muscles[i].verticesclothes[j + edit] >= modelclothes.vertexNum) {
1140                         muscles[i].numverticesclothes--;
1141                         edit--;
1142                     }
1143                 }
1144             }
1145
1146             // skip more stuff
1147             lSize = 1; //sizeof(bool);
1148             fseek ( tfile, lSize, SEEK_CUR);
1149             lSize = sizeof(int);
1150             fseek ( tfile, lSize, SEEK_CUR);
1151             fseek ( tfile, lSize, SEEK_CUR);
1152         }
1153
1154         // ???
1155         lSize = sizeof(int);
1156         for (j = 0; j < num_muscles; j++) {
1157             for (i = 0; i < muscles[j].numverticesclothes; i++) {
1158                 if (muscles[j].numverticesclothes && muscles[j].verticesclothes[i] < modelclothes.vertexNum)
1159                     modelclothes.owner[muscles[j].verticesclothes[i]] = j;
1160             }
1161         }
1162
1163         // use opengl for its matrix math
1164         for (i = 0; i < modelclothes.vertexNum; i++) {
1165             modelclothes.vertex[i] = modelclothes.vertex[i] - (muscles[modelclothes.owner[i]].parent1->position + muscles[modelclothes.owner[i]].parent2->position) / 2;
1166             glMatrixMode(GL_MODELVIEW);
1167             glPushMatrix();
1168             glLoadIdentity();
1169             glRotatef(muscles[modelclothes.owner[i]].rotate3, 0, 1, 0);
1170             glRotatef(muscles[modelclothes.owner[i]].rotate2 - 90, 0, 0, 1);
1171             glRotatef(muscles[modelclothes.owner[i]].rotate1 - 90, 0, 1, 0);
1172             glTranslatef(modelclothes.vertex[i].x, modelclothes.vertex[i].y, modelclothes.vertex[i].z);
1173             glGetFloatv(GL_MODELVIEW_MATRIX, M);
1174             modelclothes.vertex[i].x = M[12];
1175             modelclothes.vertex[i].y = M[13];
1176             modelclothes.vertex[i].z = M[14];
1177             glPopMatrix();
1178         }
1179
1180         modelclothes.CalculateNormals(0);
1181     }
1182     fclose(tfile);
1183
1184     for (i = 0; i < num_joints; i++) {
1185         for (j = 0; j < num_joints; j++) {
1186             if (joints[i].label == j)
1187                 jointlabels[j] = i;
1188         }
1189     }
1190
1191     free = 0;
1192 }
1193
1194 Animation::Animation()
1195 {
1196     numframes = 0;
1197     height = 0;
1198     attack = 0;
1199     joints = 0;
1200     weapontargetnum = 0;
1201
1202     position = 0;
1203     twist = 0;
1204     twist2 = 0;
1205     speed = 0;
1206     onground = 0;
1207     forward = 0;
1208     label = 0;
1209     weapontarget = 0;
1210 }
1211
1212 Animation::~Animation()
1213 {
1214     deallocate();
1215 }
1216
1217 void Animation::deallocate()
1218 {
1219     int i = 0;
1220
1221     if (position) {
1222         for (i = 0; i < joints; i++)
1223             dealloc2(position[i]);
1224
1225         dealloc2(position);
1226     }
1227     position = 0;
1228
1229     if (twist) {
1230         for (i = 0; i < joints; i++)
1231             dealloc2(twist[i]);
1232
1233         dealloc2(twist);
1234     }
1235     twist = 0;
1236
1237     if (twist2) {
1238         for (i = 0; i < joints; i++)
1239             dealloc2(twist2[i]);
1240
1241         dealloc2(twist2);
1242     }
1243     twist2 = 0;
1244
1245     if (onground) {
1246         for (i = 0; i < joints; i++)
1247             dealloc2(onground[i]);
1248
1249         dealloc2(onground);
1250     }
1251     onground = 0;
1252
1253     if (speed)
1254         dealloc2(speed);
1255     speed = 0;
1256
1257     if (forward)
1258         dealloc2(forward);
1259     forward = 0;
1260
1261     if (weapontarget)
1262         dealloc2(weapontarget);
1263     weapontarget = 0;
1264
1265     if (label)
1266         dealloc2(label);
1267     label = 0;
1268
1269     joints = 0;
1270 }
1271
1272 Skeleton::Skeleton()
1273 {
1274     num_joints = 0;
1275
1276     num_muscles = 0;
1277
1278     selected = 0;
1279
1280     memset(forwardjoints, 0, sizeof(forwardjoints));
1281     // XYZ forward;
1282
1283     id = 0;
1284
1285     memset(lowforwardjoints, 0, sizeof(lowforwardjoints));
1286     // XYZ lowforward;
1287
1288     // XYZ specialforward[5];
1289     memset(jointlabels, 0, sizeof(jointlabels));
1290
1291     // Model model[7];
1292     // Model modellow;
1293     // Model modelclothes;
1294     num_models = 0;
1295
1296     // Model drawmodel;
1297     // Model drawmodellow;
1298     // Model drawmodelclothes;
1299
1300     clothes = 0;
1301     spinny = 0;
1302
1303     memset(skinText, 0, sizeof(skinText));
1304     skinsize = 0;
1305
1306     checkdelay = 0;
1307
1308     longdead = 0;
1309     broken = 0;
1310
1311     free = 0;
1312     oldfree = 0;
1313     freetime = 0;
1314     freefall = 0;
1315
1316     joints = 0;
1317     muscles = 0;
1318 }
1319
1320 Skeleton::~Skeleton()
1321 {
1322     if (muscles) {
1323         delete [] muscles;
1324     }
1325     muscles = 0;
1326
1327     if (joints) {
1328         delete [] joints;
1329     }
1330     joints = 0;
1331 }
1332
1333 Muscle::Muscle()
1334 {
1335     vertices = 0;
1336     verticeslow = 0;
1337     verticesclothes = 0;
1338
1339     numvertices = 0;
1340     numverticeslow = 0;
1341     numverticesclothes = 0;
1342     length = 0;
1343     targetlength = 0;
1344     parent1 = 0;
1345     parent2 = 0;
1346     maxlength = 0;
1347     minlength = 0;
1348     type = 0;
1349     visible = 0;
1350     rotate1 = 0, rotate2 = 0, rotate3 = 0;
1351     lastrotate1 = 0, lastrotate2 = 0, lastrotate3 = 0;
1352     oldrotate1 = 0, oldrotate2 = 0, oldrotate3 = 0;
1353     newrotate1 = 0, newrotate2 = 0, newrotate3 = 0;
1354
1355     strength = 0;
1356 }
1357
1358 Muscle::~Muscle()
1359 {
1360     dealloc2(vertices);
1361     dealloc2(verticeslow);
1362     dealloc2(verticesclothes);
1363 }
1364
1365 Animation & Animation::operator = (const Animation & ani)
1366 {
1367     int i = 0;
1368
1369     bool allocate = ((ani.numframes != numframes) || (ani.joints != joints));
1370
1371     if (allocate)
1372         deallocate();
1373
1374     numframes = ani.numframes;
1375     height = ani.height;
1376     attack = ani.attack;
1377     joints = ani.joints;
1378     weapontargetnum = ani.weapontargetnum;
1379     offset = ani.offset;
1380
1381     if (allocate)
1382         position = (XYZ**)malloc(sizeof(XYZ*)*ani.joints);
1383     for (i = 0; i < ani.joints; i++) {
1384         if (allocate)
1385             position[i] = (XYZ*)malloc(sizeof(XYZ) * ani.numframes);
1386         memcpy(position[i], ani.position[i], sizeof(XYZ)*ani.numframes);
1387     }
1388
1389     if (allocate)
1390         twist = (float**)malloc(sizeof(float*)*ani.joints);
1391     for (i = 0; i < ani.joints; i++) {
1392         if (allocate)
1393             twist[i] = (float*)malloc(sizeof(float) * ani.numframes);
1394         memcpy(twist[i], ani.twist[i], sizeof(float)*ani.numframes);
1395     }
1396
1397     if (allocate)
1398         twist2 = (float**)malloc(sizeof(float*)*ani.joints);
1399     for (i = 0; i < ani.joints; i++) {
1400         if (allocate)
1401             twist2[i] = (float*)malloc(sizeof(float) * ani.numframes);
1402         memcpy(twist2[i], ani.twist2[i], sizeof(float)*ani.numframes);
1403     }
1404
1405     if (allocate)
1406         speed = (float*)malloc(sizeof(float) * ani.numframes);
1407     memcpy(speed, ani.speed, sizeof(float)*ani.numframes);
1408
1409     if (allocate)
1410         onground = (bool**)malloc(sizeof(bool*)*ani.joints);
1411     for (i = 0; i < ani.joints; i++) {
1412         if (allocate)
1413             onground[i] = (bool*)malloc(sizeof(bool) * ani.numframes);
1414         memcpy(onground[i], ani.onground[i], sizeof(bool)*ani.numframes);
1415     }
1416
1417     if (allocate)
1418         forward = (XYZ*)malloc(sizeof(XYZ) * ani.numframes);
1419     memcpy(forward, ani.forward, sizeof(XYZ)*ani.numframes);
1420
1421     if (allocate)
1422         weapontarget = (XYZ*)malloc(sizeof(XYZ) * ani.numframes);
1423     memcpy(weapontarget, ani.weapontarget, sizeof(XYZ)*ani.numframes);
1424
1425     if (allocate)
1426         label = (int*)malloc(sizeof(int) * ani.numframes);
1427     memcpy(label, ani.label, sizeof(int)*ani.numframes);
1428
1429     return (*this);
1430 }
1431
1432
1433
1434
1435 #if 0
1436
1437 // the following functions are not used anywhere
1438
1439 /* EFFECT
1440  * sets forward, lowforward, specialforward[]
1441  *
1442  * USES:
1443  * NONE
1444  */
1445 void Skeleton::FindForwardsfirst()
1446 {
1447     //Find forward vectors
1448     CrossProduct(joints[forwardjoints[1]].position - joints[forwardjoints[0]].position, joints[forwardjoints[2]].position - joints[forwardjoints[0]].position, &forward);
1449     Normalise(&forward);
1450
1451     CrossProduct(joints[lowforwardjoints[1]].position - joints[lowforwardjoints[0]].position, joints[lowforwardjoints[2]].position - joints[lowforwardjoints[0]].position, &lowforward);
1452     Normalise(&lowforward);
1453
1454     //Special forwards
1455     specialforward[0] = forward;
1456     specialforward[1] = forward;
1457     specialforward[2] = forward;
1458     specialforward[3] = forward;
1459     specialforward[4] = forward;
1460
1461 }
1462
1463 /* EFFECT
1464  *
1465  * USES:
1466  * NONE
1467  */
1468 void Skeleton::Draw(int muscleview)
1469 {
1470     static float jointcolor[4];
1471
1472     if (muscleview != 2) {
1473         jointcolor[0] = 0;
1474         jointcolor[1] = 0;
1475         jointcolor[2] = .5;
1476         jointcolor[3] = 1;
1477     }
1478
1479     if (muscleview == 2) {
1480         jointcolor[0] = 0;
1481         jointcolor[1] = 0;
1482         jointcolor[2] = 0;
1483         jointcolor[3] = .5;
1484     }
1485     //Calc motionblur-ness
1486     for (int i = 0; i < num_joints; i++) {
1487         joints[i].oldposition = joints[i].position;
1488         joints[i].blurred = findDistance(&joints[i].position, &joints[i].oldposition) * 100;
1489         if (joints[i].blurred < 1)
1490             joints[i].blurred = 1;
1491     }
1492
1493     //Do Motionblur
1494     glDepthMask(0);
1495     glEnable(GL_BLEND);
1496     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1497     glBegin(GL_QUADS);
1498     for (int i = 0; i < num_joints; i++) {
1499         if (joints[i].hasparent) {
1500             glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / joints[i].blurred);
1501             glVertex3f(joints[i].position.x, joints[i].position.y, joints[i].position.z);
1502             glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / joints[i].parent->blurred);
1503             glVertex3f(joints[i].parent->position.x, joints[i].parent->position.y, joints[i].parent->position.z);
1504             glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / joints[i].parent->blurred);
1505             glVertex3f(joints[i].parent->oldposition.x, joints[i].parent->oldposition.y, joints[i].parent->oldposition.z);
1506             glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / joints[i].blurred);
1507             glVertex3f(joints[i].oldposition.x, joints[i].oldposition.y, joints[i].oldposition.z);
1508         }
1509     }
1510     for (int i = 0; i < num_muscles; i++) {
1511         if (muscles[i].type == boneconnect) {
1512             glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / muscles[i].parent2->blurred);
1513             glVertex3f(muscles[i].parent1->position.x, muscles[i].parent1->position.y, muscles[i].parent1->position.z);
1514             glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / muscles[i].parent2->blurred);
1515             glVertex3f(muscles[i].parent2->position.x, muscles[i].parent2->position.y, muscles[i].parent2->position.z);
1516             glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / muscles[i].parent2->blurred);
1517             glVertex3f(muscles[i].parent2->oldposition.x, muscles[i].parent2->oldposition.y, muscles[i].parent2->oldposition.z);
1518             glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / muscles[i].parent1->blurred);
1519             glVertex3f(muscles[i].parent1->oldposition.x, muscles[i].parent1->oldposition.y, muscles[i].parent1->oldposition.z);
1520         }
1521     }
1522     glEnd();
1523
1524     glBegin(GL_LINES);
1525     for (int i = 0; i < num_joints; i++) {
1526         if (joints[i].hasparent) {
1527             glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / joints[i].blurred);
1528             glVertex3f(joints[i].position.x, joints[i].position.y, joints[i].position.z);
1529             glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / joints[i].parent->blurred);
1530             glVertex3f(joints[i].parent->position.x, joints[i].parent->position.y, joints[i].parent->position.z);
1531         }
1532     }
1533     for (int i = 0; i < num_muscles; i++) {
1534         if (muscles[i].type == boneconnect) {
1535             glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / muscles[i].parent1->blurred);
1536             glVertex3f(muscles[i].parent1->position.x, muscles[i].parent1->position.y, muscles[i].parent1->position.z);
1537             glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / muscles[i].parent2->blurred);
1538             glVertex3f(muscles[i].parent2->position.x, muscles[i].parent2->position.y, muscles[i].parent2->position.z);
1539         }
1540     }
1541     glColor3f(.6, .6, 0);
1542     if (muscleview == 1)
1543         for (int i = 0; i < num_muscles; i++) {
1544             if (muscles[i].type != boneconnect) {
1545                 glVertex3f(muscles[i].parent1->position.x, muscles[i].parent1->position.y, muscles[i].parent1->position.z);
1546                 glVertex3f(muscles[i].parent2->position.x, muscles[i].parent2->position.y, muscles[i].parent2->position.z);
1547             }
1548         }
1549     glEnd();
1550
1551     if (muscleview != 2) {
1552         glPointSize(3);
1553         glBegin(GL_POINTS);
1554         for (int i = 0; i < num_joints; i++) {
1555             if (i != selected)
1556                 glColor4f(0, 0, .5, 1);
1557             if (i == selected)
1558                 glColor4f(1, 1, 0, 1);
1559             if (joints[i].locked && i != selected)
1560                 glColor4f(1, 0, 0, 1);
1561             glVertex3f(joints[i].position.x, joints[i].position.y, joints[i].position.z);
1562         }
1563         glEnd();
1564     }
1565
1566     //Set old position to current position
1567     if (muscleview == 2)
1568         for (int i = 0; i < num_joints; i++) {
1569             joints[i].oldposition = joints[i].position;
1570         }
1571     glDepthMask(1);
1572 }
1573
1574 /* EFFECT
1575  *
1576  * USES:
1577  * NONE
1578  */
1579 void Skeleton::AddJoint(float x, float y, float z, int which)
1580 {
1581     if (num_joints < max_joints - 1) {
1582         joints[num_joints].velocity = 0;
1583         joints[num_joints].position.x = x;
1584         joints[num_joints].position.y = y;
1585         joints[num_joints].position.z = z;
1586         joints[num_joints].mass = 1;
1587         joints[num_joints].locked = 0;
1588
1589         joints[num_joints].hasparent = 0;
1590         num_joints++;
1591         if (which < num_joints && which >= 0)
1592             AddMuscle(num_joints - 1, which, 0, 10, boneconnect);
1593     }
1594 }
1595
1596 /* EFFECT
1597  *
1598  * USES:
1599  * NONE
1600  */
1601 void Skeleton::DeleteJoint(int whichjoint)
1602 {
1603     if (whichjoint < num_joints && whichjoint >= 0) {
1604         joints[whichjoint].velocity = joints[num_joints - 1].velocity;
1605         joints[whichjoint].position = joints[num_joints - 1].position;
1606         joints[whichjoint].oldposition = joints[num_joints - 1].oldposition;
1607         joints[whichjoint].hasparent = joints[num_joints - 1].hasparent;
1608         joints[whichjoint].parent = joints[num_joints - 1].parent;
1609         joints[whichjoint].length = joints[num_joints - 1].length;
1610         joints[whichjoint].locked = joints[num_joints - 1].locked;
1611         joints[whichjoint].modelnum = joints[num_joints - 1].modelnum;
1612         joints[whichjoint].visible = joints[num_joints - 1].visible;
1613
1614         for (int i = 0; i < num_muscles; i++) {
1615             while (muscles[i].parent1 == &joints[whichjoint] && i < num_muscles)DeleteMuscle(i);
1616             while (muscles[i].parent2 == &joints[whichjoint] && i < num_muscles)DeleteMuscle(i);
1617         }
1618         for (int i = 0; i < num_muscles; i++) {
1619             while (muscles[i].parent1 == &joints[num_joints - 1] && i < num_muscles)muscles[i].parent1 = &joints[whichjoint];
1620             while (muscles[i].parent2 == &joints[num_joints - 1] && i < num_muscles)muscles[i].parent2 = &joints[whichjoint];
1621         }
1622         for (int i = 0; i < num_joints; i++) {
1623             if (joints[i].parent == &joints[whichjoint])
1624                 joints[i].hasparent = 0;
1625         }
1626         for (int i = 0; i < num_joints; i++) {
1627             if (joints[i].parent == &joints[num_joints - 1])
1628                 joints[i].parent = &joints[whichjoint];
1629         }
1630
1631         num_joints--;
1632     }
1633 }
1634
1635 /* EFFECT
1636  *
1637  * USES:
1638  * Skeleton::DeleteJoint - UNUSED
1639  */
1640 void Skeleton::DeleteMuscle(int whichmuscle)
1641 {
1642     if (whichmuscle < num_muscles) {
1643         muscles[whichmuscle].minlength = muscles[num_muscles - 1].minlength;
1644         muscles[whichmuscle].maxlength = muscles[num_muscles - 1].maxlength;
1645         muscles[whichmuscle].strength = muscles[num_muscles - 1].strength;
1646         muscles[whichmuscle].parent1 = muscles[num_muscles - 1].parent1;
1647         muscles[whichmuscle].parent2 = muscles[num_muscles - 1].parent2;
1648         muscles[whichmuscle].length = muscles[num_muscles - 1].length;
1649         muscles[whichmuscle].visible = muscles[num_muscles - 1].visible;
1650         muscles[whichmuscle].type = muscles[num_muscles - 1].type;
1651         muscles[whichmuscle].targetlength = muscles[num_muscles - 1].targetlength;
1652
1653         num_muscles--;
1654     }
1655 }
1656
1657 /* EFFECT
1658  *
1659  * USES:
1660  * NONE
1661  */
1662 void Skeleton::SetJoint(float x, float y, float z, int which, int whichjoint)
1663 {
1664     if (whichjoint < num_joints) {
1665         joints[whichjoint].velocity = 0;
1666         joints[whichjoint].position.x = x;
1667         joints[whichjoint].position.y = y;
1668         joints[whichjoint].position.z = z;
1669
1670         if (which >= num_joints || which < 0)
1671             joints[whichjoint].hasparent = 0;
1672         if (which < num_joints && which >= 0) {
1673             joints[whichjoint].parent = &joints[which];
1674             joints[whichjoint].hasparent = 1;
1675             joints[whichjoint].length = findDistance(&joints[whichjoint].position, &joints[whichjoint].parent->position);
1676         }
1677     }
1678 }
1679
1680 /* EFFECT
1681  *
1682  * USES:
1683  * Skeleton::AddJoint - UNUSED
1684  */
1685 void Skeleton::AddMuscle(int attach1, int attach2, float minlength, float maxlength, int type)
1686 {
1687     const int max_muscles = 100; // FIXME: Probably can be dropped
1688     if (num_muscles < max_muscles - 1 && attach1 < num_joints && attach1 >= 0 && attach2 < num_joints && attach2 >= 0 && attach1 != attach2) {
1689         muscles[num_muscles].parent1 = &joints[attach1];
1690         muscles[num_muscles].parent2 = &joints[attach2];
1691         muscles[num_muscles].length = findDistance(&muscles[num_muscles].parent1->position, &muscles[num_muscles].parent2->position);
1692         muscles[num_muscles].targetlength = findDistance(&muscles[num_muscles].parent1->position, &muscles[num_muscles].parent2->position);
1693         muscles[num_muscles].strength = .7;
1694         muscles[num_muscles].type = type;
1695         muscles[num_muscles].minlength = minlength;
1696         muscles[num_muscles].maxlength = maxlength;
1697
1698         num_muscles++;
1699     }
1700 }
1701
1702 /* EFFECT
1703  *
1704  * USES:
1705  * NONE
1706  */
1707 void Skeleton::MusclesSet()
1708 {
1709     for (int i = 0; i < num_muscles; i++) {
1710         muscles[i].length = findDistance(&muscles[i].parent1->position, &muscles[i].parent2->position);
1711     }
1712 }
1713
1714 /* EFFECT
1715  *
1716  * USES:
1717  * NONE
1718  */
1719 void Skeleton::DoBalance()
1720 {
1721     /*XYZ newpoint;
1722     newpoint=joints[0].position;
1723     newpoint.x=(joints[2].position.x+joints[4].position.x)/2;
1724     newpoint.z=(joints[2].position.z+joints[4].position.z)/2;
1725     joints[0].velocity=joints[0].velocity+(newpoint-joints[0].position);
1726     //Move child point to within certain distance of parent point
1727     joints[0].position=newpoint;
1728
1729     MusclesSet();*/
1730 }
1731
1732 #endif
1733