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cleanup, renamed rotations to yaw/pitch
[lugaru.git] / Source / Skeleton.cpp
1 /*
2 Copyright (C) 2003, 2010 - Wolfire Games
3
4 This file is part of Lugaru.
5
6 Lugaru is free software; you can redistribute it and/or
7 modify it under the terms of the GNU General Public License
8 as published by the Free Software Foundation; either version 2
9 of the License, or (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
14
15 See the GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
20 */
21
22 /**> HEADER FILES <**/
23 #include "Game.h"
24 #include "Skeleton.h"
25 #include "openal_wrapper.h"
26 #include "Animation.h"
27
28 extern float multiplier;
29 extern float gravity;
30 extern Skeleton testskeleton;
31 extern Terrain terrain;
32 extern Objects objects;
33 extern int environment;
34 extern float camerashake;
35 extern bool freeze;
36 extern int detail;
37 extern XYZ envsound[30];
38 extern float envsoundvol[30];
39 extern int numenvsounds;
40 extern float envsoundlife[30];
41 extern int tutoriallevel;
42
43 extern int whichjointstartarray[26];
44 extern int whichjointendarray[26];
45
46 extern bool visibleloading;
47
48 void dealloc2(void* param){
49         free(param);
50         param=0;
51 }
52
53 enum {boneconnect, constraint, muscle};
54
55 void Muscle::DoConstraint(bool spinny)
56 {
57         static XYZ vel;
58         static XYZ midp;
59         static XYZ newpoint1,newpoint2;
60
61         static float oldlength;
62         static float relaxlength;
63
64         oldlength=length;
65
66         if(type!=boneconnect)relaxlength=findDistance(&parent1->position,&parent2->position);
67
68         if(type==boneconnect)strength=1;
69         if(type==constraint)strength=0;
70
71         if(strength<0)strength=0;
72         if(strength>1)strength=1;
73
74         length-=(length-relaxlength)*(1-strength)*multiplier*10000;
75         length-=(length-targetlength)*(strength)*multiplier*10000;
76         if(strength==0)length=relaxlength;
77
78         if((relaxlength-length>0&&relaxlength-oldlength<0)||(relaxlength-length<0&&relaxlength-oldlength>0))length=relaxlength;
79
80         //if(!broken){
81         if(length<minlength)length=minlength;
82         if(length>maxlength)length=maxlength;
83         //}
84         /*
85         if(broken){
86         if(length<minlength*.6)length=minlength*.6;
87         if(length>maxlength*1.4)length=maxlength*1.4;
88         }
89         */
90         if(length==relaxlength)return;
91
92         //Find midpoint
93         midp=(parent1->position*parent1->mass+parent2->position*parent2->mass)/(parent1->mass+parent2->mass);
94         //Find vector from midpoint to second vector
95         vel=parent2->position-midp;
96         //Change to unit vector
97         Normalise(&vel);
98         //Apply velocity change
99         newpoint1=midp-vel*length*(parent2->mass/(parent1->mass+parent2->mass));
100         newpoint2=midp+vel*length*(parent1->mass/(parent1->mass+parent2->mass));
101         if(!freeze&&spinny){
102                 parent1->velocity=parent1->velocity+(newpoint1-parent1->position)/multiplier/4;
103                 parent2->velocity=parent2->velocity+(newpoint2-parent2->position)/multiplier/4;
104         }
105         else
106         {
107                 parent1->velocity=parent1->velocity+(newpoint1-parent1->position);
108                 parent2->velocity=parent2->velocity+(newpoint2-parent2->position);
109         }
110         //Move child point to within certain distance of parent point
111         parent1->position=newpoint1;
112         parent2->position=newpoint2;
113 }
114
115 void Skeleton::FindForwardsfirst()
116 {
117         //Find forward vectors
118         CrossProduct(joints[forwardjoints[1]].position-joints[forwardjoints[0]].position,joints[forwardjoints[2]].position-joints[forwardjoints[0]].position,&forward);
119         Normalise(&forward);
120
121         CrossProduct(joints[lowforwardjoints[1]].position-joints[lowforwardjoints[0]].position,joints[lowforwardjoints[2]].position-joints[lowforwardjoints[0]].position,&lowforward);
122         Normalise(&lowforward);
123
124         //Special forwards
125         specialforward[0]=forward;
126         specialforward[1]=forward;
127         specialforward[2]=forward;
128         specialforward[3]=forward;
129         specialforward[4]=forward;
130
131 }
132 void Skeleton::FindForwards()
133 {
134         //Find forward vectors
135         CrossProduct(joints[forwardjoints[1]].position-joints[forwardjoints[0]].position,joints[forwardjoints[2]].position-joints[forwardjoints[0]].position,&forward);
136         Normalise(&forward);
137
138         CrossProduct(joints[lowforwardjoints[1]].position-joints[lowforwardjoints[0]].position,joints[lowforwardjoints[2]].position-joints[lowforwardjoints[0]].position,&lowforward);
139         Normalise(&lowforward);
140
141         //Special forwards
142         specialforward[0]=forward;
143
144         specialforward[1]=joints[jointlabels[rightshoulder]].position+joints[jointlabels[rightwrist]].position;
145         specialforward[1]=joints[jointlabels[rightelbow]].position-specialforward[1]/2;
146         specialforward[1]+=forward*.4;
147         Normalise(&specialforward[1]);
148         specialforward[2]=joints[jointlabels[leftshoulder]].position+joints[jointlabels[leftwrist]].position;
149         specialforward[2]=joints[jointlabels[leftelbow]].position-specialforward[2]/2;
150         specialforward[2]+=forward*.4;
151         Normalise(&specialforward[2]);
152
153         specialforward[3]=joints[jointlabels[righthip]].position+joints[jointlabels[rightankle]].position;
154         specialforward[3]=specialforward[3]/2-joints[jointlabels[rightknee]].position;
155         specialforward[3]+=lowforward*.4;
156         Normalise(&specialforward[3]);
157         specialforward[4]=joints[jointlabels[lefthip]].position+joints[jointlabels[leftankle]].position;
158         specialforward[4]=specialforward[4]/2-joints[jointlabels[leftknee]].position;
159         specialforward[4]+=lowforward*.4;
160         Normalise(&specialforward[4]);
161 }
162
163 float Skeleton::DoConstraints(XYZ *coords,float *scale)
164 {
165         static float friction=1.5;
166         static float elasticity=.3;
167         static XYZ bounceness;
168         static XYZ oldpos[100];
169         static int numrepeats=3;
170         static float groundlevel=.15;
171         static float soundvolume;
172         static int i,j,k,l,m;
173         static XYZ temp,start,end;
174         static XYZ terrainnormal;
175         static float r=.05;
176         static float r2=.08;
177         static int whichhit;
178         //static int whichjointstart,whichjointend;
179         static float distance;
180         static float frictionness;
181         static XYZ terrainlight;
182         static int whichpatchx;
183         static int whichpatchz;
184         static float damage;
185         static bool freely;
186         static float tempmult;
187         static bool breaking;
188         breaking=0;
189
190         damage=0;
191
192         if(free){
193                 freetime+=multiplier;
194
195                 whichpatchx=coords->x/(terrain.size/subdivision*terrain.scale);
196                 whichpatchz=coords->z/(terrain.size/subdivision*terrain.scale);
197
198                 terrainlight=*coords;
199                 objects.SphereCheckPossible(&terrainlight, 1);
200                 /*
201                 for(i=0; i<num_joints; i++){
202                 oldpos[i]=joints[i].position;
203                 }*/
204
205                 //Add velocity
206                 for(i=0; i<num_joints; i++){
207                         //if(!isnormal(joints[i].velocity.x)||!isnormal(joints[i].velocity.y)||!isnormal(joints[i].velocity.z))joints[i].velocity=0;
208                         joints[i].position=joints[i].position+joints[i].velocity*multiplier;
209                         groundlevel=.15;
210                         if(joints[i].label==head)groundlevel=.8;
211                         if(joints[i].label==righthand||joints[i].label==rightwrist||joints[i].label==rightelbow)groundlevel=.2;
212                         if(joints[i].label==lefthand||joints[i].label==leftwrist||joints[i].label==leftelbow)groundlevel=.2;
213                         joints[i].position.y-=groundlevel;
214                         //if(!joints[i].locked&&!broken)joints[i].velocity+=joints[i].velchange*multiplier*10*(500-longdead)/500;
215                         joints[i].oldvelocity=joints[i].velocity;
216                 }
217                 tempmult=multiplier;
218                 //multiplier/=numrepeats;
219                 for(j=0; j<numrepeats; j++){
220                         if(!joints[jointlabels[rightknee]].locked&&!joints[jointlabels[righthip]].locked){
221                                 temp=joints[jointlabels[rightknee]].position-(joints[jointlabels[righthip]].position+joints[jointlabels[rightankle]].position)/2;
222                                 while(normaldotproduct(temp,lowforward)>-.1&&!sphere_line_intersection(&joints[jointlabels[righthip]].position,&joints[jointlabels[rightankle]].position,&joints[jointlabels[rightknee]].position,&r)){
223                                         joints[jointlabels[rightknee]].position-=lowforward*.05;
224                                         if(spinny)joints[jointlabels[rightknee]].velocity-=lowforward*.05/multiplier/4;
225                                         else joints[jointlabels[rightknee]].velocity-=lowforward*.05;
226                                         joints[jointlabels[rightankle]].position+=lowforward*.025;
227                                         if(spinny)joints[jointlabels[rightankle]].velocity+=lowforward*.025/multiplier/4;
228                                         else joints[jointlabels[rightankle]].velocity+=lowforward*.25;
229                                         joints[jointlabels[righthip]].position+=lowforward*.025;
230                                         if(spinny)joints[jointlabels[righthip]].velocity+=lowforward*.025/multiplier/4;
231                                         else joints[jointlabels[righthip]].velocity+=lowforward*.025;
232                                         temp=joints[jointlabels[rightknee]].position-(joints[jointlabels[righthip]].position+joints[jointlabels[rightankle]].position)/2;
233                                 }
234                         }
235                         if(!joints[jointlabels[leftknee]].locked&&!joints[jointlabels[righthip]].locked){
236                                 temp=joints[jointlabels[leftknee]].position-(joints[jointlabels[lefthip]].position+joints[jointlabels[leftankle]].position)/2;
237                                 while(normaldotproduct(temp,lowforward)>-.1&&!sphere_line_intersection(&joints[jointlabels[lefthip]].position,&joints[jointlabels[leftankle]].position,&joints[jointlabels[leftknee]].position,&r)){
238                                         joints[jointlabels[leftknee]].position-=lowforward*.05;
239                                         if(spinny)joints[jointlabels[leftknee]].velocity-=lowforward*.05/multiplier/4;
240                                         else joints[jointlabels[leftknee]].velocity-=lowforward*.05;
241                                         joints[jointlabels[leftankle]].position+=lowforward*.025;
242                                         if(spinny)joints[jointlabels[leftankle]].velocity+=lowforward*.025/multiplier/4;
243                                         else joints[jointlabels[leftankle]].velocity+=lowforward*.25;
244                                         joints[jointlabels[lefthip]].position+=lowforward*.025;
245                                         if(spinny)joints[jointlabels[lefthip]].velocity+=lowforward*.025/multiplier/4;
246                                         else joints[jointlabels[lefthip]].velocity+=lowforward*.025;
247                                         temp=joints[jointlabels[leftknee]].position-(joints[jointlabels[lefthip]].position+joints[jointlabels[leftankle]].position)/2;
248                                 }
249                         }
250
251                         for(i=0; i<num_joints; i++){
252                                 //joints[i].delay-=multiplier/1.5;
253                                 if(joints[i].locked)
254                                         if(!spinny)if(findLengthfast(&joints[i].velocity)>320)joints[i].locked=0;
255                                 if(spinny)if(findLengthfast(&joints[i].velocity)>600)joints[i].locked=0;
256                                 if(joints[i].delay>0){
257                                         freely=1;
258                                         for(j=0;j<num_joints;j++){
259                                                 if(joints[j].locked)freely=0;
260                                         }
261                                         if(freely)joints[i].delay-=multiplier*3;
262                                 }
263                                 //if(joints[i].delay>0)
264                                 //if(findLengthfast(&joints[i].velocity)>700&&joints[i].label!=head)joints[i].delay-=multiplier;
265                         }
266
267                         if(num_muscles)
268                                 for(i=0; i<num_muscles; i++){
269                                         //Length constraints
270                                         //muscles[i].DoConstraint(broken);
271                                         muscles[i].DoConstraint(spinny);
272                                 }
273
274                                 for(i=0; i<num_joints; i++){
275                                         //joints[i].delay-=multiplier/1.5;
276                                         //Length constraints
277                                         //Ground constraint
278                                         groundlevel=0;
279                                         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){
280                                                 freefall=0;
281                                                 friction=1.5;
282                                                 if(joints[i].label==groin&&!joints[i].locked&&joints[i].delay<=0){
283                                                         joints[i].locked=1;
284                                                         joints[i].delay=1;
285                                                         if(tutoriallevel!=1||id==0){
286                                                                 emit_sound_at(landsound1, joints[i].position*(*scale)+*coords, 128.);
287                                                         }
288                                                         breaking=1;
289                                                 }
290
291                                                 if(joints[i].label==head&&!joints[i].locked&&joints[i].delay<=0){
292                                                         joints[i].locked=1;
293                                                         joints[i].delay=1;
294                                                         if(tutoriallevel!=1||id==0){
295                                                                 emit_sound_at(landsound2, joints[i].position*(*scale)+*coords, 128.);
296                                                         }
297                                                 }
298
299                                                 terrainnormal=terrain.getNormal(joints[i].position.x*(*scale)+coords->x,joints[i].position.z*(*scale)+coords->z);
300                                                 ReflectVector(&joints[i].velocity,&terrainnormal);
301                                                 bounceness=terrainnormal*findLength(&joints[i].velocity)*(abs(normaldotproduct(joints[i].velocity,terrainnormal)));
302                                                 if(!joints[i].locked)damage+=findLengthfast(&bounceness)/4000;
303                                                 if(findLengthfast(&joints[i].velocity)<findLengthfast(&bounceness))bounceness=0;
304                                                 frictionness=abs(normaldotproduct(joints[i].velocity,terrainnormal));//findLength(&bounceness)/findLength(&joints[i].velocity);
305                                                 joints[i].velocity-=bounceness;
306                                                 if(1-friction*frictionness>0)joints[i].velocity*=1-friction*frictionness;
307                                                 else joints[i].velocity=0;
308
309                                                 if(tutoriallevel!=1||id==0)
310                                                         if(findLengthfast(&bounceness)>8000&&breaking){
311                                                                 objects.model[k].MakeDecal(breakdecal,DoRotation(temp-objects.position[k],0,-objects.yaw[k],0),.4,.5,Random()%360);
312                                                                 Sprite::MakeSprite(cloudsprite, joints[i].position*(*scale)+*coords,joints[i].velocity*.06, 1,1,1, 4, .2);
313                                                                 //Sprite::MakeSprite(cloudsprite, joints[i].position*(*scale)+*coords,joints[i].velocity*.06, 1,1,1, 1, .2);
314                                                                 breaking=0;
315                                                                 camerashake+=.6;
316
317                                                                 emit_sound_at(breaksound2, joints[i].position*(*scale)+*coords);
318
319                                                                 envsound[numenvsounds]=*coords;
320                                                                 envsoundvol[numenvsounds]=64;
321                                                                 envsoundlife[numenvsounds]=.4;
322                                                                 numenvsounds++;
323                                                         }
324
325                                                         if(findLengthfast(&bounceness)>2500){
326                                                                 Normalise(&bounceness);
327                                                                 bounceness=bounceness*50;
328                                                         }
329
330                                                         joints[i].velocity+=bounceness*elasticity;
331
332                                                         if(findLengthfast(&joints[i].velocity)>findLengthfast(&joints[i].oldvelocity)){
333                                                                 bounceness=0;
334                                                                 joints[i].velocity=joints[i].oldvelocity;
335                                                         }
336
337
338                                                         if(joints[i].locked==0)
339                                                                 if(findLengthfast(&joints[i].velocity)<1)joints[i].locked=1;
340
341                                                         if(environment==snowyenvironment&&findLengthfast(&bounceness)>500&&terrain.getOpacity(joints[i].position.x*(*scale)+coords->x,joints[i].position.z*(*scale)+coords->z)<.2){
342                                                                 terrainlight=terrain.getLighting(joints[i].position.x*(*scale)+coords->x,joints[i].position.z*(*scale)+coords->z);
343                                                                 Sprite::MakeSprite(cloudsprite, joints[i].position*(*scale)+*coords,joints[i].velocity*.06, terrainlight.x,terrainlight.y,terrainlight.z, .5, .7);
344                                                                 if(detail==2)terrain.MakeDecal(bodyprintdecal, joints[i].position*(*scale)+*coords,.4,.4,0);
345                                                         }
346                                                         else if(environment==desertenvironment&&findLengthfast(&bounceness)>500&&terrain.getOpacity(joints[i].position.x*(*scale)+coords->x,joints[i].position.z*(*scale)+coords->z)<.2){
347                                                                 terrainlight=terrain.getLighting(joints[i].position.x*(*scale)+coords->x,joints[i].position.z*(*scale)+coords->z);
348                                                                 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);
349                                                         }
350
351                                                         else if(environment==grassyenvironment&&findLengthfast(&bounceness)>500&&terrain.getOpacity(joints[i].position.x*(*scale)+coords->x,joints[i].position.z*(*scale)+coords->z)<.2){
352                                                                 terrainlight=terrain.getLighting(joints[i].position.x*(*scale)+coords->x,joints[i].position.z*(*scale)+coords->z);
353                                                                 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);
354                                                         }
355                                                         else if(findLengthfast(&bounceness)>500)Sprite::MakeSprite(cloudsprite, joints[i].position*(*scale)+*coords,joints[i].velocity*.06, terrainlight.x,terrainlight.y,terrainlight.z, .5, .2);
356
357
358                                                         joints[i].position.y=(terrain.getHeight(joints[i].position.x*(*scale)+coords->x,joints[i].position.z*(*scale)+coords->z)+groundlevel-coords->y)/(*scale);
359                                                         if(longdead>100)broken=1;
360                                         }
361                                         if(terrain.patchobjectnum[whichpatchx][whichpatchz])
362                                                 for(m=0;m<terrain.patchobjectnum[whichpatchx][whichpatchz];m++){
363                                                         k=terrain.patchobjects[whichpatchx][whichpatchz][m];
364                                                         if(k<objects.numobjects&&k>=0)
365                                                                 if(objects.possible[k]){
366                                                                         friction=objects.friction[k];
367                                                                         start=joints[i].realoldposition;
368                                                                         end=joints[i].position*(*scale)+*coords;
369                                                                         whichhit=objects.model[k].LineCheckPossible(&start,&end,&temp,&objects.position[k],&objects.yaw[k]);
370                                                                         if(whichhit!=-1){
371                                                                                 if(joints[i].label==groin&&!joints[i].locked&&joints[i].delay<=0){
372                                                                                         joints[i].locked=1;
373                                                                                         joints[i].delay=1;
374                                                                                         if(tutoriallevel!=1||id==0){
375                                                                                                 emit_sound_at(landsound1, joints[i].position*(*scale)+*coords, 128.);
376                                                                                         }
377                                                                                         breaking=1;
378                                                                                 }
379
380                                                                                 if(joints[i].label==head&&!joints[i].locked&&joints[i].delay<=0){
381                                                                                         joints[i].locked=1;
382                                                                                         joints[i].delay=1;
383                                                                                         if(tutoriallevel!=1||id==0){
384                                                                                                 emit_sound_at(landsound2, joints[i].position*(*scale)+*coords, 128.);
385                                                                                         }
386                                                                                 }
387
388                                                                                 terrainnormal=DoRotation(objects.model[k].facenormals[whichhit],0,objects.yaw[k],0)*-1;
389                                                                                 if(terrainnormal.y>.8)freefall=0;
390                                                                                 bounceness=terrainnormal*findLength(&joints[i].velocity)*(abs(normaldotproduct(joints[i].velocity,terrainnormal)));
391                                                                                 if(findLengthfast(&joints[i].velocity)>findLengthfast(&joints[i].oldvelocity)){
392                                                                                         bounceness=0;
393                                                                                         joints[i].velocity=joints[i].oldvelocity;
394                                                                                 }
395                                                                                 if(tutoriallevel!=1||id==0)
396                                                                                         if(findLengthfast(&bounceness)>4000&&breaking){
397                                                                                                 objects.model[k].MakeDecal(breakdecal,DoRotation(temp-objects.position[k],0,-objects.yaw[k],0),.4,.5,Random()%360);
398                                                                                                 Sprite::MakeSprite(cloudsprite, joints[i].position*(*scale)+*coords,joints[i].velocity*.06, 1,1,1, 4, .2);
399                                                                                                 breaking=0;
400                                                                                                 camerashake+=.6;
401
402                                                                                                 emit_sound_at(breaksound2, joints[i].position*(*scale)+*coords);
403
404                                                                                                 envsound[numenvsounds]=*coords;
405                                                                                                 envsoundvol[numenvsounds]=64;
406                                                                                                 envsoundlife[numenvsounds]=.4;
407                                                                                                 numenvsounds++;
408                                                                                         }
409                                                                                         if(objects.type[k]==treetrunktype){
410                                                                                                 //if(objects.rotx[k]==0||objects.roty[k]==0){
411                                                                                                 /*int howmany;
412                                                                                                 XYZ tempvel;
413                                                                                                 XYZ pos;
414                                                                                                 if(environment==grassyenvironment)howmany=findLength(&joints[i].velocity)*4/10;
415                                                                                                 if(environment==snowyenvironment)howmany=findLength(&joints[i].velocity)*1/10;
416                                                                                                 if(environment!=desertenvironment)
417                                                                                                 for(j=0;j<howmany;j++){
418                                                                                                 tempvel.x=float(abs(Random()%100)-50)/20;
419                                                                                                 tempvel.y=float(abs(Random()%100)-50)/20;
420                                                                                                 tempvel.z=float(abs(Random()%100)-50)/20;
421                                                                                                 pos=objects.position[k];
422                                                                                                 pos.y+=objects.scale[k]*15;
423                                                                                                 pos.x+=float(abs(Random()%100)-50)/100*objects.scale[k]*5;
424                                                                                                 pos.y+=float(abs(Random()%100)-50)/100*objects.scale[k]*15;
425                                                                                                 pos.z+=float(abs(Random()%100)-50)/100*objects.scale[k]*5;
426                                                                                                 Sprite::MakeSprite(splintersprite, pos,tempvel*.5, 165/255+float(abs(Random()%100)-50)/400,0,0, .2+float(abs(Random()%100)-50)/1300, 1);
427                                                                                                 Sprite::special[Sprite::numsprites-1]=1;
428                                                                                                 }*/
429                                                                                                 objects.rotx[k]+=joints[i].velocity.x*multiplier*.4;
430                                                                                                 objects.roty[k]+=joints[i].velocity.z*multiplier*.4;
431                                                                                                 objects.rotx[k+1]+=joints[i].velocity.x*multiplier*.4;
432                                                                                                 objects.roty[k+1]+=joints[i].velocity.z*multiplier*.4;
433                                                                                         }
434                                                                                         if(!joints[i].locked)damage+=findLengthfast(&bounceness)/2500;
435                                                                                         ReflectVector(&joints[i].velocity,&terrainnormal);
436                                                                                         frictionness=abs(normaldotproduct(joints[i].velocity,terrainnormal));//findLength(&bounceness)/findLength(&joints[i].velocity);
437                                                                                         joints[i].velocity-=bounceness;
438                                                                                         if(1-friction*frictionness>0)joints[i].velocity*=1-friction*frictionness;
439                                                                                         else joints[i].velocity=0;
440                                                                                         if(findLengthfast(&bounceness)>2500){
441                                                                                                 Normalise(&bounceness);
442                                                                                                 bounceness=bounceness*50;
443                                                                                         }
444                                                                                         joints[i].velocity+=bounceness*elasticity;
445
446
447                                                                                         if(!joints[i].locked)
448                                                                                                 if(findLengthfast(&joints[i].velocity)<1){
449                                                                                                         joints[i].locked=1;
450                                                                                                         //joints[i].velocity*=3;
451                                                                                                 }
452                                                                                                 if(findLengthfast(&bounceness)>500)Sprite::MakeSprite(cloudsprite, joints[i].position*(*scale)+*coords,joints[i].velocity*.06, 1,1,1, .5, .2);
453                                                                                                 joints[i].position=(temp-*coords)/(*scale)+terrainnormal*.005;
454                                                                                                 if(longdead>100)broken=1;
455                                                                         }
456                                                                 }
457                                                 }
458                                                 joints[i].realoldposition=joints[i].position*(*scale)+*coords;
459                                 }
460                 }
461                 multiplier=tempmult;
462
463
464                 if(terrain.patchobjectnum[whichpatchx][whichpatchz])
465                         for(m=0;m<terrain.patchobjectnum[whichpatchx][whichpatchz];m++){
466                                 k=terrain.patchobjects[whichpatchx][whichpatchz][m];
467                                 if(objects.possible[k]){
468                                         for(i=0;i<26;i++){
469                                                 //Make this less stupid
470                                                 start=joints[jointlabels[whichjointstartarray[i]]].position*(*scale)+*coords;
471                                                 end=joints[jointlabels[whichjointendarray[i]]].position*(*scale)+*coords;
472                                                 whichhit=objects.model[k].LineCheckSlidePossible(&start,&end,&temp,&objects.position[k],&objects.yaw[k]);
473                                                 if(whichhit!=-1){
474                                                         joints[jointlabels[whichjointendarray[i]]].position=(end-*coords)/(*scale);
475                                                         for(j=0; j<num_muscles; j++){
476                                                                 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]))
477                                                                         muscles[j].DoConstraint(spinny);
478                                                         }
479                                                 }
480                                         }
481                                 }
482                         }
483
484                         for(i=0; i<num_joints; i++){
485                                 groundlevel=.15;
486                                 if(joints[i].label==head)groundlevel=.8;
487                                 if(joints[i].label==righthand||joints[i].label==rightwrist||joints[i].label==rightelbow)groundlevel=.2;
488                                 if(joints[i].label==lefthand||joints[i].label==leftwrist||joints[i].label==leftelbow)groundlevel=.2;
489                                 joints[i].position.y+=groundlevel;
490                                 joints[i].mass=1;
491                                 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)joints[i].mass=2;
492                                 if(joints[i].locked){
493                                         joints[i].mass=4;
494                                 }
495                         }
496
497                         return damage;
498         }
499         if(!free){
500                 for(i=0; i<num_muscles; i++){
501                         if(muscles[i].type==boneconnect)
502                                 muscles[i].DoConstraint(0);
503                 }
504         }
505         return 0;
506 }
507
508 void Skeleton::DoGravity(float *scale)
509 {
510         static int i;
511         for(i=0; i<num_joints; i++){
512                 if(((joints[i].label!=leftknee&&joints[i].label!=rightknee)||lowforward.y>-.1||joints[i].mass<5)&&((joints[i].label!=rightelbow&&joints[i].label!=rightelbow)||forward.y<.3))joints[i].velocity.y+=gravity*multiplier/(*scale);
513         }
514 }
515
516 void Skeleton::Draw(int  muscleview)
517 {
518         static float jointcolor[4];
519
520         if(muscleview!=2){
521                 jointcolor[0]=0;
522                 jointcolor[1]=0;
523                 jointcolor[2]=.5;
524                 jointcolor[3]=1;
525         }
526
527         if(muscleview==2){
528                 jointcolor[0]=0;
529                 jointcolor[1]=0;
530                 jointcolor[2]=0;
531                 jointcolor[3]=.5;
532         }
533         //Calc motionblur-ness
534         for(int i=0; i<num_joints; i++){
535                 joints[i].oldposition=joints[i].position;
536                 joints[i].blurred=findDistance(&joints[i].position,&joints[i].oldposition)*100;
537                 if(joints[i].blurred<1)joints[i].blurred=1;
538         }
539
540         //Do Motionblur
541         glDepthMask(0);
542         glEnable(GL_BLEND);
543         glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
544         glBegin(GL_QUADS);
545         for(int i=0; i<num_joints; i++){
546                 if(joints[i].hasparent){
547                         glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/joints[i].blurred);
548                         glVertex3f(joints[i].position.x,joints[i].position.y,joints[i].position.z);
549                         glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/joints[i].parent->blurred);
550                         glVertex3f(joints[i].parent->position.x,joints[i].parent->position.y,joints[i].parent->position.z);
551                         glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/joints[i].parent->blurred);
552                         glVertex3f(joints[i].parent->oldposition.x,joints[i].parent->oldposition.y,joints[i].parent->oldposition.z);
553                         glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/joints[i].blurred);
554                         glVertex3f(joints[i].oldposition.x,joints[i].oldposition.y,joints[i].oldposition.z);
555                 }
556         }
557         for(int i=0; i<num_muscles; i++){
558                 if(muscles[i].type==boneconnect){
559                         glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/muscles[i].parent2->blurred);
560                         glVertex3f(muscles[i].parent1->position.x,muscles[i].parent1->position.y,muscles[i].parent1->position.z);
561                         glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/muscles[i].parent2->blurred);
562                         glVertex3f(muscles[i].parent2->position.x,muscles[i].parent2->position.y,muscles[i].parent2->position.z);
563                         glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/muscles[i].parent2->blurred);
564                         glVertex3f(muscles[i].parent2->oldposition.x,muscles[i].parent2->oldposition.y,muscles[i].parent2->oldposition.z);
565                         glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/muscles[i].parent1->blurred);
566                         glVertex3f(muscles[i].parent1->oldposition.x,muscles[i].parent1->oldposition.y,muscles[i].parent1->oldposition.z);
567                 }
568         }
569         glEnd();
570
571         glBegin(GL_LINES);
572         for(int i=0; i<num_joints; i++){
573                 if(joints[i].hasparent){
574                         glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/joints[i].blurred);
575                         glVertex3f(joints[i].position.x,joints[i].position.y,joints[i].position.z);
576                         glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/joints[i].parent->blurred);
577                         glVertex3f(joints[i].parent->position.x,joints[i].parent->position.y,joints[i].parent->position.z);
578                 }
579         }
580         /*for(int i=0; i<num_joints; i++){
581         if(joints[i].hasparent){
582         glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],1);
583         glVertex3f(joints[i].position.x,joints[i].position.y,joints[i].position.z);
584         glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],1);
585         glVertex3f(joints[i].position.x+forward.x,joints[i].position.y+forward.y,joints[i].position.z+forward.z);
586         }
587         }*/
588         for(int i=0; i<num_muscles; i++){
589                 if(muscles[i].type==boneconnect){
590                         glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/muscles[i].parent1->blurred);
591                         glVertex3f(muscles[i].parent1->position.x,muscles[i].parent1->position.y,muscles[i].parent1->position.z);
592                         glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/muscles[i].parent2->blurred);
593                         glVertex3f(muscles[i].parent2->position.x,muscles[i].parent2->position.y,muscles[i].parent2->position.z);
594                 }
595         }
596         glColor3f(.6,.6,0);
597         if(muscleview==1)
598                 for(int i=0; i<num_muscles; i++){
599                         if(muscles[i].type!=boneconnect){
600                                 glVertex3f(muscles[i].parent1->position.x,muscles[i].parent1->position.y,muscles[i].parent1->position.z);
601                                 glVertex3f(muscles[i].parent2->position.x,muscles[i].parent2->position.y,muscles[i].parent2->position.z);
602                         }
603                 }
604                 glEnd();
605
606                 if(muscleview!=2){
607                         glPointSize(3);
608                         glBegin(GL_POINTS);
609                         for(int i=0; i<num_joints; i++){
610                                 if(i!=selected)glColor4f(0,0,.5,1);
611                                 if(i==selected)glColor4f(1,1,0,1);
612                                 if(joints[i].locked&&i!=selected)glColor4f(1,0,0,1);
613                                 glVertex3f(joints[i].position.x,joints[i].position.y,joints[i].position.z);
614                         }
615                         glEnd();
616                 }
617
618                 //Set old position to current position
619                 if(muscleview==2)
620                         for(int i=0; i<num_joints; i++){
621                                 joints[i].oldposition=joints[i].position;
622                         }
623                         glDepthMask(1);
624 }
625
626 void Skeleton::AddJoint(float x, float y, float z, int which)
627 {
628         if(num_joints<max_joints-1){
629                 joints[num_joints].velocity=0;
630                 joints[num_joints].position.x=x;
631                 joints[num_joints].position.y=y;
632                 joints[num_joints].position.z=z;
633                 joints[num_joints].mass=1;
634                 joints[num_joints].locked=0;
635
636                 /*if(which>=num_joints||which<0)*/joints[num_joints].hasparent=0;
637                 /*if(which<num_joints&&which>=0){
638                 joints[num_joints].parent=&joints[which];
639                 joints[num_joints].hasparent=1;
640                 joints[num_joints].length=findDistance(joints[num_joints].position,joints[num_joints].parent->position);
641                 }*/
642                 num_joints++;
643                 if(which<num_joints&&which>=0)AddMuscle(num_joints-1,which,0,10,boneconnect);
644         }
645 }
646
647 void Skeleton::DeleteJoint(int whichjoint)
648 {
649         if(whichjoint<num_joints&&whichjoint>=0){
650                 joints[whichjoint].velocity=joints[num_joints-1].velocity;
651                 joints[whichjoint].position=joints[num_joints-1].position;
652                 joints[whichjoint].oldposition=joints[num_joints-1].oldposition;
653                 joints[whichjoint].hasparent=joints[num_joints-1].hasparent;
654                 joints[whichjoint].parent=joints[num_joints-1].parent;
655                 joints[whichjoint].length=joints[num_joints-1].length;
656                 joints[whichjoint].locked=joints[num_joints-1].locked;
657                 joints[whichjoint].modelnum=joints[num_joints-1].modelnum;
658                 joints[whichjoint].visible=joints[num_joints-1].visible;
659
660                 for(int i=0;i<num_muscles;i++){
661                         while(muscles[i].parent1==&joints[whichjoint]&&i<num_muscles)DeleteMuscle(i);
662                         while(muscles[i].parent2==&joints[whichjoint]&&i<num_muscles)DeleteMuscle(i);
663                 }
664                 for(int i=0;i<num_muscles;i++){
665                         while(muscles[i].parent1==&joints[num_joints-1]&&i<num_muscles)muscles[i].parent1=&joints[whichjoint];
666                         while(muscles[i].parent2==&joints[num_joints-1]&&i<num_muscles)muscles[i].parent2=&joints[whichjoint];
667                 }
668                 for(int i=0;i<num_joints;i++){
669                         if(joints[i].parent==&joints[whichjoint])joints[i].hasparent=0;
670                 }
671                 for(int i=0;i<num_joints;i++){
672                         if(joints[i].parent==&joints[num_joints-1])joints[i].parent=&joints[whichjoint];
673                 }
674
675                 num_joints--;
676         }
677 }
678
679 void Skeleton::DeleteMuscle(int whichmuscle)
680 {
681         if(whichmuscle<num_muscles){
682                 muscles[whichmuscle].minlength=muscles[num_muscles-1].minlength;
683                 muscles[whichmuscle].maxlength=muscles[num_muscles-1].maxlength;
684                 muscles[whichmuscle].strength=muscles[num_muscles-1].strength;
685                 muscles[whichmuscle].parent1=muscles[num_muscles-1].parent1;
686                 muscles[whichmuscle].parent2=muscles[num_muscles-1].parent2;
687                 muscles[whichmuscle].length=muscles[num_muscles-1].length;
688                 muscles[whichmuscle].visible=muscles[num_muscles-1].visible;
689                 muscles[whichmuscle].type=muscles[num_muscles-1].type;
690                 muscles[whichmuscle].targetlength=muscles[num_muscles-1].targetlength;
691
692                 num_muscles--;
693         }
694 }
695
696 void Skeleton::SetJoint(float x, float y, float z, int which, int whichjoint)
697 {
698         if(whichjoint<num_joints){
699                 joints[whichjoint].velocity=0;
700                 joints[whichjoint].position.x=x;
701                 joints[whichjoint].position.y=y;
702                 joints[whichjoint].position.z=z;
703
704                 if(which>=num_joints||which<0)joints[whichjoint].hasparent=0;
705                 if(which<num_joints&&which>=0){
706                         joints[whichjoint].parent=&joints[which];
707                         joints[whichjoint].hasparent=1;
708                         joints[whichjoint].length=findDistance(&joints[whichjoint].position,&joints[whichjoint].parent->position);
709                 }
710         }
711 }
712
713 void Skeleton::AddMuscle(int attach1,int attach2,float minlength,float maxlength,int type)
714 {
715         const int max_muscles = 100; // FIXME: Probably can be dropped
716         if(num_muscles<max_muscles-1&&attach1<num_joints&&attach1>=0&&attach2<num_joints&&attach2>=0&&attach1!=attach2){
717                 muscles[num_muscles].parent1=&joints[attach1];
718                 muscles[num_muscles].parent2=&joints[attach2];
719                 muscles[num_muscles].length=findDistance(&muscles[num_muscles].parent1->position,&muscles[num_muscles].parent2->position);
720                 muscles[num_muscles].targetlength=findDistance(&muscles[num_muscles].parent1->position,&muscles[num_muscles].parent2->position);
721                 muscles[num_muscles].strength=.7;
722                 muscles[num_muscles].type=type;
723                 muscles[num_muscles].minlength=minlength;
724                 muscles[num_muscles].maxlength=maxlength;
725
726                 num_muscles++;
727         }
728 }
729
730 void Skeleton::MusclesSet()
731 {
732         for(int i=0;i<num_muscles;i++){
733                 muscles[i].length=findDistance(&muscles[i].parent1->position,&muscles[i].parent2->position);
734         }
735 }
736
737 void Skeleton::DoBalance()
738 {
739         /*XYZ newpoint;
740         newpoint=joints[0].position;
741         newpoint.x=(joints[2].position.x+joints[4].position.x)/2;
742         newpoint.z=(joints[2].position.z+joints[4].position.z)/2;
743         joints[0].velocity=joints[0].velocity+(newpoint-joints[0].position);
744         //Move child point to within certain distance of parent point
745         joints[0].position=newpoint;
746
747         MusclesSet();*/
748 }
749
750 void Skeleton::FindRotationMuscle(int which, int animation)
751 {
752         static XYZ temppoint1,temppoint2,tempforward;
753         static float distance;
754
755         temppoint1=muscles[which].parent1->position;
756         temppoint2=muscles[which].parent2->position;
757         distance=sqrt((temppoint1.x-temppoint2.x)*(temppoint1.x-temppoint2.x)+(temppoint1.y-temppoint2.y)*(temppoint1.y-temppoint2.y)+(temppoint1.z-temppoint2.z)*(temppoint1.z-temppoint2.z));
758         if((temppoint1.y-temppoint2.y)<=distance)muscles[which].rotate2=asin((temppoint1.y-temppoint2.y)/distance);
759         if((temppoint1.y-temppoint2.y)>distance)muscles[which].rotate2=asin(1.f);
760         muscles[which].rotate2*=360/6.28;
761         temppoint1.y=0;
762         temppoint2.y=0;
763         distance=sqrt((temppoint1.x-temppoint2.x)*(temppoint1.x-temppoint2.x)+(temppoint1.y-temppoint2.y)*(temppoint1.y-temppoint2.y)+(temppoint1.z-temppoint2.z)*(temppoint1.z-temppoint2.z));
764         if((temppoint1.z-temppoint2.z)<=distance)muscles[which].rotate1=acos((temppoint1.z-temppoint2.z)/distance);
765         if((temppoint1.z-temppoint2.z)>distance)muscles[which].rotate1=acos(1.f);
766         muscles[which].rotate1*=360/6.28;
767         if(temppoint1.x>temppoint2.x)muscles[which].rotate1=360-muscles[which].rotate1;
768         if(!isnormal(muscles[which].rotate1))muscles[which].rotate1=0;
769         if(!isnormal(muscles[which].rotate2))muscles[which].rotate2=0;
770
771         if(muscles[which].parent1->label==head)tempforward=specialforward[0];
772         else if(muscles[which].parent1->label==rightshoulder||muscles[which].parent1->label==rightelbow||muscles[which].parent1->label==rightwrist||muscles[which].parent1->label==righthand)tempforward=specialforward[1];
773         else if(muscles[which].parent1->label==leftshoulder||muscles[which].parent1->label==leftelbow||muscles[which].parent1->label==leftwrist||muscles[which].parent1->label==lefthand)tempforward=specialforward[2];
774         else if(muscles[which].parent1->label==righthip||muscles[which].parent1->label==rightknee||muscles[which].parent1->label==rightankle||muscles[which].parent1->label==rightfoot)tempforward=specialforward[3];
775         else if(muscles[which].parent1->label==lefthip||muscles[which].parent1->label==leftknee||muscles[which].parent1->label==leftankle||muscles[which].parent1->label==leftfoot)tempforward=specialforward[4];
776         else if(!muscles[which].parent1->lower)tempforward=forward;
777         else if(muscles[which].parent1->lower)tempforward=lowforward;
778
779         if(animation==hanganim){
780                 if(muscles[which].parent1->label==righthand||muscles[which].parent2->label==righthand){
781                         tempforward=0;
782                         tempforward.x=-1;
783                 }
784                 if(muscles[which].parent1->label==lefthand||muscles[which].parent2->label==lefthand){
785                         tempforward=0;
786                         tempforward.x=1;
787                 }
788         }
789
790         if(free==0){
791                 if(muscles[which].parent1->label==rightfoot||muscles[which].parent2->label==rightfoot){
792                         tempforward.y-=.3;
793                 }
794                 if(muscles[which].parent1->label==leftfoot||muscles[which].parent2->label==leftfoot){
795                         tempforward.y-=.3;
796                 }
797         }
798
799
800         tempforward=DoRotation(tempforward,0,muscles[which].rotate1-90,0);
801         tempforward=DoRotation(tempforward,0,0,muscles[which].rotate2-90);
802         tempforward.y=0;
803         tempforward/=sqrt(tempforward.x*tempforward.x+tempforward.y*tempforward.y+tempforward.z*tempforward.z);
804         if(tempforward.z<=1&&tempforward.z>=-1)muscles[which].rotate3=acos(0-tempforward.z);
805         else muscles[which].rotate3=acos(-1.f);
806         muscles[which].rotate3*=360/6.28;
807         if(0>tempforward.x)muscles[which].rotate3=360-muscles[which].rotate3;
808         if(!isnormal(muscles[which].rotate3))muscles[which].rotate3=0;
809 }
810
811 void Animation::Load(const char *filename, int aheight, int aattack)
812 {
813         static FILE *tfile;
814         static int i,j;
815         static XYZ startoffset,endoffset;
816         static int howmany;
817
818         static const char *anim_prefix = ":Data:Animations:";
819
820
821         LOGFUNC;
822
823         int len = strlen(anim_prefix) + strlen(filename);
824         char *buf = new char[len + 1];
825         snprintf(buf, len + 1, "%s%s", anim_prefix, filename);
826         // Changing the filename into something the OS can understand
827         char *fixedFN = ConvertFileName(buf);
828         delete[] buf;
829
830         LOG(std::string("Loading animation...") + fixedFN);
831
832         deallocate();
833
834         height=aheight;
835         attack=aattack;
836
837         if(visibleloading) Game::LoadingScreen();
838
839         tfile=fopen( fixedFN, "rb" );
840         if(tfile){
841                 funpackf(tfile, "Bi Bi", &numframes, &joints);
842                 /*
843                 for(i = 0; i < joints; i++){
844                 if(position[i])dealloc2(position[i]);
845                 if(twist[i])dealloc2(twist[i]);
846                 if(twist2[i])dealloc2(twist2[i]);
847                 if(onground[i])dealloc2(onground[i]);
848                 }*/
849                 /*
850                 if(position)dealloc2(position);
851                 if(twist)dealloc2(twist);
852                 if(twist2)dealloc2(twist2);
853                 if(speed)dealloc2(speed);
854                 if(onground)dealloc2(onground);
855                 if(forward)dealloc2(forward);
856                 if(weapontarget)dealloc2(weapontarget);
857                 if(label)dealloc2(label);*/
858
859                 position=(XYZ**)malloc(sizeof(XYZ*)*joints);
860                 for(i = 0; i < joints; i++)
861                         position[i] = (XYZ*)malloc(sizeof(XYZ)*numframes);
862
863                 twist=(float**)malloc(sizeof(float*)*joints);
864                 for(i = 0; i < joints; i++)
865                         twist[i] = (float*)malloc(sizeof(float)*numframes);
866
867                 twist2=(float**)malloc(sizeof(float*)*joints);
868                 for(i = 0; i < joints; i++)
869                         twist2[i] = (float*)malloc(sizeof(float)*numframes);
870
871                 speed = (float*)malloc(sizeof(float)*numframes);
872
873                 onground=(bool**)malloc(sizeof(bool*)*joints);
874                 for(i = 0; i < joints; i++)
875                         onground[i] =(bool*)malloc(sizeof(bool)*numframes);
876
877                 forward = (XYZ*)malloc(sizeof(XYZ)*numframes);
878                 weapontarget = (XYZ*)malloc(sizeof(XYZ)*numframes);
879                 label = (int*)malloc(sizeof(int)*numframes);
880
881                 /*position = new XYZ[joints][numframes];
882                 twist = new float[joints][numframes];
883                 twist2 = new float[joints][numframes];
884                 speed = new float[numframes];
885                 onground = new bool[joints][numframes];
886                 forward = new XYZ[numframes];
887                 label = new int[numframes];*/
888
889                 for(i=0;i<numframes;i++){
890                         for(j=0;j<joints;j++){
891                                 funpackf(tfile, "Bf Bf Bf", &position[j][i].x,&position[j][i].y,&position[j][i].z);
892                         }
893                         for(j=0;j<joints;j++){
894                                 funpackf(tfile, "Bf", &twist[j][i]);
895                         }
896                         for(j=0;j<joints;j++){
897                                 unsigned char uch;
898                                 funpackf(tfile, "Bb", &uch);
899                                 onground[j][i] = (uch != 0);
900                         }
901                         funpackf(tfile, "Bf", &speed[i]);
902                 }
903                 for(i=0;i<numframes;i++){
904                         for(j=0;j<joints;j++){
905                                 funpackf(tfile, "Bf", &twist2[j][i]);
906                         }
907                 }
908                 for(i=0;i<numframes;i++){
909                         funpackf(tfile, "Bf", &label[i]);
910                 }
911                 funpackf(tfile, "Bi", &weapontargetnum);
912                 for(i=0;i<numframes;i++){
913                         funpackf(tfile, "Bf Bf Bf", &weapontarget[i].x,&weapontarget[i].y,&weapontarget[i].z);
914                 }
915
916                 fclose(tfile);
917         }
918
919         startoffset=0;
920         endoffset=0;
921         howmany=0;
922         for(j=0;j<joints;j++){
923                 if(position[j][0].y<1)
924                         startoffset+=position[j][0];
925                 if(position[j][numframes-1].y<1)
926                         endoffset+=position[j][numframes-1];
927                 howmany++;
928         }
929         startoffset/=howmany;
930         endoffset/=howmany;
931         offset=endoffset;
932         offset.y=0;
933 }
934
935
936 void Animation::Move(XYZ how)
937 {
938         static int i,j,joints;
939         for(i=0;i<numframes;i++){
940                 for(j=0;j<joints;j++){
941                         position[j][i]=0;
942                 }
943         }
944 }
945
946 void Skeleton::Load(const char *filename,       const char *lowfilename, const char *clothesfilename, 
947                     const char *modelfilename,  const char *model2filename, 
948                     const char *model3filename, const char *model4filename, 
949                     const char *model5filename, const char *model6filename, 
950                     const char *model7filename, const char *modellowfilename, 
951                     const char *modelclothesfilename, bool aclothes)
952 {
953         static GLfloat M[16];
954         static int parentID;
955         static FILE *tfile;
956         static float lSize;
957         static int i,j,tempmuscle;
958         int newload;
959         int edit;
960
961         LOGFUNC;
962
963
964         newload=0;
965
966         num_models=7;
967
968         clothes=aclothes;
969
970         for(i=0;i<num_models;i++){
971                 if(i==0)model[i].loadnotex(modelfilename);
972                 if(i==1)model[i].loadnotex(model2filename);
973                 if(i==2)model[i].loadnotex(model3filename);
974                 if(i==3)model[i].loadnotex(model4filename);
975                 if(i==4)model[i].loadnotex(model5filename);
976                 if(i==5)model[i].loadnotex(model6filename);
977                 if(i==6)model[i].loadnotex(model7filename);
978                 model[i].Rotate(180,0,0);
979                 model[i].Scale(.04,.04,.04);
980                 model[i].CalculateNormals(0);
981         }
982
983         drawmodel.load(modelfilename,0);
984         drawmodel.Rotate(180,0,0);
985         drawmodel.Scale(.04,.04,.04);
986         drawmodel.FlipTexCoords();
987         if(tutoriallevel==1&&id!=0)drawmodel.UniformTexCoords();
988         if(tutoriallevel==1&&id!=0)drawmodel.ScaleTexCoords(0.1);
989         drawmodel.CalculateNormals(0);
990
991         modellow.loadnotex(modellowfilename);
992         modellow.Rotate(180,0,0);
993         modellow.Scale(.04,.04,.04);
994         modellow.CalculateNormals(0);
995
996         drawmodellow.load(modellowfilename,0);
997         drawmodellow.Rotate(180,0,0);
998         drawmodellow.Scale(.04,.04,.04);
999         drawmodellow.FlipTexCoords();
1000         if(tutoriallevel==1&&id!=0)drawmodellow.UniformTexCoords();
1001         if(tutoriallevel==1&&id!=0)drawmodellow.ScaleTexCoords(0.1);
1002         drawmodellow.CalculateNormals(0);
1003
1004         if(clothes){
1005                 modelclothes.loadnotex(modelclothesfilename);
1006                 modelclothes.Rotate(180,0,0);
1007                 modelclothes.Scale(.041,.04,.041);
1008                 modelclothes.CalculateNormals(0);
1009
1010                 drawmodelclothes.load(modelclothesfilename,0);
1011                 drawmodelclothes.Rotate(180,0,0);
1012                 drawmodelclothes.Scale(.04,.04,.04);
1013                 drawmodelclothes.FlipTexCoords();
1014                 drawmodelclothes.CalculateNormals(0);
1015         }
1016
1017         tfile=fopen( ConvertFileName(filename), "rb" );
1018         if(1){
1019                 funpackf(tfile, "Bi", &num_joints);
1020                 //joints.resize(num_joints);
1021                 if(joints) delete [] joints; //dealloc2(joints);
1022                 joints=(Joint*)new Joint[num_joints]; //malloc(sizeof(Joint)*num_joints);
1023
1024                 for(i=0;i<num_joints;i++){
1025                         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);
1026                         funpackf(tfile, "Bb Bb", &joints[i].hasparent,&joints[i].locked);
1027                         funpackf(tfile, "Bi", &joints[i].modelnum);
1028                         funpackf(tfile, "Bb Bb", &joints[i].visible,&joints[i].sametwist);
1029                         funpackf(tfile, "Bi Bi", &joints[i].label,&joints[i].hasgun);
1030                         funpackf(tfile, "Bb", &joints[i].lower);
1031                         funpackf(tfile, "Bi", &parentID);
1032                         if(joints[i].hasparent)joints[i].parent=&joints[parentID];
1033                         joints[i].velocity=0;
1034                         joints[i].oldposition=joints[i].position;
1035                 }
1036                 tempmuscle=num_muscles;
1037                 funpackf(tfile, "Bi", &num_muscles);
1038                 //muscles.clear();
1039                 if(muscles) delete [] muscles; //dealloc2(muscles);
1040                 muscles=(Muscle*)new Muscle[num_muscles]; //malloc(sizeof(Muscle)*num_muscles);
1041                 newload=1;
1042                 for(i=0;i<num_muscles;i++){
1043                         tempmuscle=muscles[i].numvertices;
1044                         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);
1045                         //muscles[i].vertices.clear();
1046                         //muscles[i].vertices.resize(muscles[i].numvertices);
1047                         //if(muscles[i].vertices)dealloc2(muscles[i].vertices);
1048                         muscles[i].vertices=(int*)malloc(sizeof(int)*muscles[i].numvertices);
1049
1050                         edit=0;
1051                         for(j=0;j<muscles[i].numvertices-edit;j++){
1052                                 funpackf(tfile, "Bi", &muscles[i].vertices[j+edit]);
1053                                 if(muscles[i].vertices[j+edit]>=model[0].vertexNum){
1054                                         muscles[i].numvertices--;
1055                                         edit--;
1056                                 }
1057                         }
1058                         funpackf(tfile, "Bb Bi", &muscles[i].visible, &parentID);
1059                         muscles[i].parent1=&joints[parentID];
1060                         funpackf(tfile, "Bi", &parentID);
1061                         muscles[i].parent2=&joints[parentID];
1062                 }
1063                 for(j=0;j<3;j++){
1064                         funpackf(tfile, "Bi", &forwardjoints[j]);
1065                 }
1066                 for(j=0;j<3;j++){
1067                         funpackf(tfile, "Bi", &lowforwardjoints[j]);
1068                 }
1069                 for(j=0;j<num_muscles;j++){
1070                         for(i=0;i<muscles[j].numvertices;i++){
1071                                 for(int k=0;k<num_models;k++){
1072                                         if(muscles[j].numvertices&&muscles[j].vertices[i]<model[k].vertexNum)model[k].owner[muscles[j].vertices[i]]=j;
1073                                 }
1074                         }
1075                 }
1076                 FindForwards();
1077                 for(i=0;i<num_joints;i++){
1078                         joints[i].startpos=joints[i].position;
1079                 }
1080                 for(i=0;i<num_muscles;i++){
1081                         FindRotationMuscle(i,-1);
1082                 }
1083                 for(int k=0;k<num_models;k++){
1084                         for(i=0;i<model[k].vertexNum;i++){
1085                                 model[k].vertex[i]=model[k].vertex[i]-(muscles[model[k].owner[i]].parent1->position+muscles[model[k].owner[i]].parent2->position)/2;
1086                                 glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
1087                                 glPushMatrix();
1088                                         glLoadIdentity();
1089                                         glRotatef(muscles[model[k].owner[i]].rotate3,0,1,0);
1090                                         glRotatef(muscles[model[k].owner[i]].rotate2-90,0,0,1);
1091                                         glRotatef(muscles[model[k].owner[i]].rotate1-90,0,1,0);
1092                                         glTranslatef(model[k].vertex[i].x,model[k].vertex[i].y,model[k].vertex[i].z);
1093                                         glGetFloatv(GL_MODELVIEW_MATRIX,M);
1094                                         model[k].vertex[i].x=M[12]*1;
1095                                         model[k].vertex[i].y=M[13]*1;
1096                                         model[k].vertex[i].z=M[14]*1;
1097                                 glPopMatrix();
1098                         }
1099                         model[k].CalculateNormals(0);
1100                 }
1101         }
1102         fclose(tfile);
1103
1104         tfile=fopen( ConvertFileName(lowfilename), "rb" );
1105         if(1){
1106                 lSize=sizeof(num_joints);
1107                 fseek ( tfile, lSize, SEEK_CUR);
1108                 //joints = new Joint[num_joints];
1109                 //jointlabels = new int[num_joints];
1110                 for(i=0;i<num_joints;i++){
1111                         lSize=sizeof(XYZ);
1112                         fseek ( tfile, lSize, SEEK_CUR);
1113                         lSize=sizeof(float);
1114                         fseek ( tfile, lSize, SEEK_CUR);
1115                         lSize=sizeof(float);
1116                         fseek ( tfile, lSize, SEEK_CUR);
1117                         lSize=1;//sizeof(bool);
1118                         fseek ( tfile, lSize, SEEK_CUR);
1119                         lSize=1;//sizeof(bool);
1120                         fseek ( tfile, lSize, SEEK_CUR);
1121                         lSize=sizeof(int);
1122                         fseek ( tfile, lSize, SEEK_CUR);
1123                         lSize=1;//sizeof(bool);
1124                         fseek ( tfile, lSize, SEEK_CUR);
1125                         lSize=1;//sizeof(bool);
1126                         fseek ( tfile, lSize, SEEK_CUR);
1127                         lSize=sizeof(int);
1128                         fseek ( tfile, lSize, SEEK_CUR);
1129                         lSize=sizeof(int);
1130                         fseek ( tfile, lSize, SEEK_CUR);
1131                         lSize=1;//sizeof(bool);
1132                         fseek ( tfile, lSize, SEEK_CUR);
1133                         lSize=sizeof(int);
1134                         fseek ( tfile, lSize, SEEK_CUR);
1135                         if(joints[i].hasparent)joints[i].parent=&joints[parentID];
1136                         joints[i].velocity=0;
1137                         joints[i].oldposition=joints[i].position;
1138                 }
1139                 funpackf(tfile, "Bi", &num_muscles);
1140                 //muscles = new Muscle[num_muscles];
1141                 for(i=0;i<num_muscles;i++){
1142                         lSize=sizeof(float);
1143                         fseek ( tfile, lSize, SEEK_CUR);
1144                         lSize=sizeof(float);
1145                         fseek ( tfile, lSize, SEEK_CUR);
1146                         lSize=sizeof(float);
1147                         fseek ( tfile, lSize, SEEK_CUR);
1148                         lSize=sizeof(float);
1149                         fseek ( tfile, lSize, SEEK_CUR);
1150                         lSize=sizeof(float);
1151                         fseek ( tfile, lSize, SEEK_CUR);
1152                         lSize=sizeof(int);
1153                         fseek ( tfile, lSize, SEEK_CUR);
1154                         tempmuscle=muscles[i].numverticeslow;
1155                         funpackf(tfile, "Bi", &muscles[i].numverticeslow);
1156                         if(muscles[i].numverticeslow){
1157                                 //muscles[i].verticeslow.clear();
1158                                 //muscles[i].verticeslow.resize(muscles[i].numverticeslow);
1159                                 //if(muscles[i].verticeslow)dealloc2(muscles[i].verticeslow);
1160                                 muscles[i].verticeslow=(int*)malloc(sizeof(int)*muscles[i].numverticeslow);
1161                                 edit=0;
1162                                 for(j=0;j<muscles[i].numverticeslow-edit;j++){
1163                                         funpackf(tfile, "Bi", &muscles[i].verticeslow[j+edit]);
1164                                         if(muscles[i].verticeslow[j+edit]>=modellow.vertexNum){
1165                                                 muscles[i].numverticeslow--;
1166                                                 edit--;
1167                                         }
1168                                 }
1169
1170
1171                         }
1172                         lSize=1;//sizeof(bool);
1173                         fseek ( tfile, lSize, SEEK_CUR);
1174                         lSize=sizeof(int);
1175                         fseek ( tfile, lSize, SEEK_CUR);
1176                         fseek ( tfile, lSize, SEEK_CUR);
1177                 }
1178                 lSize=sizeof(int);
1179                 for(j=0;j<num_muscles;j++){
1180                         for(i=0;i<muscles[j].numverticeslow;i++){
1181                                 if(muscles[j].numverticeslow&&muscles[j].verticeslow[i]<modellow.vertexNum)modellow.owner[muscles[j].verticeslow[i]]=j;
1182                         }
1183                 }
1184                 /*FindForwards();
1185                 for(i=0;i<num_joints;i++){
1186                 joints[i].startpos=joints[i].position;
1187                 }
1188                 for(i=0;i<num_muscles;i++){
1189                 FindRotationMuscle(i,-1);
1190                 }*/
1191                 for(i=0;i<modellow.vertexNum;i++){
1192                         modellow.vertex[i]=modellow.vertex[i]-(muscles[modellow.owner[i]].parent1->position+muscles[modellow.owner[i]].parent2->position)/2;
1193                         glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
1194                         glPushMatrix();
1195                                 glLoadIdentity();
1196                                 glRotatef(muscles[modellow.owner[i]].rotate3,0,1,0);
1197                                 glRotatef(muscles[modellow.owner[i]].rotate2-90,0,0,1);
1198                                 glRotatef(muscles[modellow.owner[i]].rotate1-90,0,1,0);
1199                                 glTranslatef(modellow.vertex[i].x,modellow.vertex[i].y,modellow.vertex[i].z);
1200                                 glGetFloatv(GL_MODELVIEW_MATRIX,M);
1201                                 modellow.vertex[i].x=M[12];
1202                                 modellow.vertex[i].y=M[13];
1203                                 modellow.vertex[i].z=M[14];
1204                         glPopMatrix();
1205                 }
1206                 modellow.CalculateNormals(0);
1207         }
1208
1209         if(clothes){
1210                 tfile=fopen( ConvertFileName(clothesfilename), "rb" );
1211                 lSize=sizeof(num_joints);
1212                 fseek ( tfile, lSize, SEEK_CUR);
1213                 //joints = new Joint[num_joints];
1214                 //jointlabels = new int[num_joints];
1215                 for(i=0;i<num_joints;i++){
1216                         lSize=sizeof(XYZ);
1217                         fseek ( tfile, lSize, SEEK_CUR);
1218                         lSize=sizeof(float);
1219                         fseek ( tfile, lSize, SEEK_CUR);
1220                         lSize=sizeof(float);
1221                         fseek ( tfile, lSize, SEEK_CUR);
1222                         lSize=1;//sizeof(bool);
1223                         fseek ( tfile, lSize, SEEK_CUR);
1224                         lSize=1;//sizeof(bool);
1225                         fseek ( tfile, lSize, SEEK_CUR);
1226                         lSize=sizeof(int);
1227                         fseek ( tfile, lSize, SEEK_CUR);
1228                         lSize=1;//sizeof(bool);
1229                         fseek ( tfile, lSize, SEEK_CUR);
1230                         lSize=1;//sizeof(bool);
1231                         fseek ( tfile, lSize, SEEK_CUR);
1232                         lSize=sizeof(int);
1233                         fseek ( tfile, lSize, SEEK_CUR);
1234                         lSize=sizeof(int);
1235                         fseek ( tfile, lSize, SEEK_CUR);
1236                         lSize=1;//sizeof(bool);
1237                         fseek ( tfile, lSize, SEEK_CUR);
1238                         lSize=sizeof(int);
1239                         fseek ( tfile, lSize, SEEK_CUR);
1240                         if(joints[i].hasparent)joints[i].parent=&joints[parentID];
1241                         joints[i].velocity=0;
1242                         joints[i].oldposition=joints[i].position;
1243                 }
1244                 funpackf(tfile, "Bi", &num_muscles);
1245                 //muscles = new Muscle[num_muscles];
1246                 for(i=0;i<num_muscles;i++){
1247                         lSize=sizeof(float);
1248                         fseek ( tfile, lSize, SEEK_CUR);
1249                         lSize=sizeof(float);
1250                         fseek ( tfile, lSize, SEEK_CUR);
1251                         lSize=sizeof(float);
1252                         fseek ( tfile, lSize, SEEK_CUR);
1253                         lSize=sizeof(float);
1254                         fseek ( tfile, lSize, SEEK_CUR);
1255                         lSize=sizeof(float);
1256                         fseek ( tfile, lSize, SEEK_CUR);
1257                         lSize=sizeof(int);
1258                         fseek ( tfile, lSize, SEEK_CUR);
1259                         tempmuscle=muscles[i].numverticesclothes;
1260                         funpackf(tfile, "Bi", &muscles[i].numverticesclothes);
1261                         if(muscles[i].numverticesclothes){
1262                                 //muscles[i].verticesclothes.clear();
1263                                 //muscles[i].verticesclothes.resize(muscles[i].numverticesclothes);
1264                                 //if(muscles[i].verticesclothes)dealloc2(muscles[i].verticesclothes);
1265                                 muscles[i].verticesclothes=(int*)malloc(sizeof(int)*muscles[i].numverticesclothes);
1266                                 edit=0;
1267                                 for(j=0;j<muscles[i].numverticesclothes-edit;j++){
1268                                         funpackf(tfile, "Bi", &muscles[i].verticesclothes[j+edit]);
1269                                         if(muscles[i].verticesclothes[j+edit]>=modelclothes.vertexNum){
1270                                                 muscles[i].numverticesclothes--;
1271                                                 edit--;
1272                                         }
1273                                 }
1274                         }
1275                         lSize=1;//sizeof(bool);
1276                         fseek ( tfile, lSize, SEEK_CUR);
1277                         lSize=sizeof(int);
1278                         fseek ( tfile, lSize, SEEK_CUR);
1279                         fseek ( tfile, lSize, SEEK_CUR);
1280                 }
1281                 lSize=sizeof(int);
1282                 for(j=0;j<num_muscles;j++){
1283                         for(i=0;i<muscles[j].numverticesclothes;i++){
1284                                 if(muscles[j].numverticesclothes&&muscles[j].verticesclothes[i]<modelclothes.vertexNum)modelclothes.owner[muscles[j].verticesclothes[i]]=j;
1285                         }
1286                 }
1287                 /*FindForwards();
1288                 for(i=0;i<num_joints;i++){
1289                 joints[i].startpos=joints[i].position;
1290                 }
1291                 for(i=0;i<num_muscles;i++){
1292                 FindRotationMuscle(i,-1);
1293                 }*/
1294                 for(i=0;i<modelclothes.vertexNum;i++){
1295                         modelclothes.vertex[i]=modelclothes.vertex[i]-(muscles[modelclothes.owner[i]].parent1->position+muscles[modelclothes.owner[i]].parent2->position)/2;
1296                         glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
1297                         glPushMatrix();
1298                                 glLoadIdentity();
1299                                 glRotatef(muscles[modelclothes.owner[i]].rotate3,0,1,0);
1300                                 glRotatef(muscles[modelclothes.owner[i]].rotate2-90,0,0,1);
1301                                 glRotatef(muscles[modelclothes.owner[i]].rotate1-90,0,1,0);
1302                                 glTranslatef(modelclothes.vertex[i].x,modelclothes.vertex[i].y,modelclothes.vertex[i].z);
1303                                 glGetFloatv(GL_MODELVIEW_MATRIX,M);
1304                                 modelclothes.vertex[i].x=M[12];
1305                                 modelclothes.vertex[i].y=M[13];
1306                                 modelclothes.vertex[i].z=M[14];
1307                         glPopMatrix();
1308                 }
1309                 modelclothes.CalculateNormals(0);
1310         }
1311         fclose(tfile);
1312
1313         for(i=0;i<num_joints;i++){
1314                 for(j=0;j<num_joints;j++){
1315                         if(joints[i].label==j)jointlabels[j]=i;
1316                 }
1317         }
1318
1319         free=0;
1320 }
1321
1322 Animation::Animation()
1323 {
1324         numframes = 0;
1325         height = 0;
1326         attack = 0;
1327         joints = 0;
1328         weapontargetnum = 0;
1329
1330         position=0;
1331         twist=0;
1332         twist2=0;
1333         speed=0;
1334         onground=0;
1335         forward=0;
1336         label=0;
1337         weapontarget=0;
1338 }
1339
1340 Animation::~Animation()
1341 {
1342         deallocate();
1343 }
1344
1345 void Animation::deallocate()
1346 {
1347         int i = 0;
1348
1349         if(position)
1350         {
1351                 for(i = 0; i < joints; i++)
1352                         dealloc2(position[i]);
1353
1354                 dealloc2(position);
1355         }
1356         position = 0;
1357
1358         if(twist)
1359         {
1360                 for(i = 0; i < joints; i++)
1361                         dealloc2(twist[i]);
1362
1363                 dealloc2(twist);
1364         }
1365         twist = 0;
1366
1367         if(twist2)
1368         {
1369                 for(i = 0; i < joints; i++)
1370                         dealloc2(twist2[i]);
1371
1372                 dealloc2(twist2);
1373         }
1374         twist2 = 0;
1375
1376         if(onground)
1377         {
1378                 for(i = 0; i < joints; i++)
1379                         dealloc2(onground[i]);
1380
1381                 dealloc2(onground);
1382         }
1383         onground = 0;
1384
1385         if(speed)dealloc2(speed);
1386         speed = 0;
1387
1388         if(forward)dealloc2(forward);
1389         forward = 0;
1390
1391         if(weapontarget)dealloc2(weapontarget);
1392         weapontarget = 0;
1393
1394         if(label)dealloc2(label);
1395         label = 0;
1396
1397         joints = 0;
1398 }
1399
1400 Skeleton::Skeleton()
1401 {
1402         num_joints = 0;
1403
1404         num_muscles = 0;
1405
1406         selected = 0;
1407
1408         memset(forwardjoints, 0, sizeof(forwardjoints));
1409         //              XYZ forward;
1410
1411         id = 0;
1412
1413         memset(lowforwardjoints, 0, sizeof(lowforwardjoints));
1414         //              XYZ lowforward;
1415
1416         //              XYZ specialforward[5];
1417         memset(jointlabels, 0, sizeof(jointlabels));
1418
1419         //              Model model[7];
1420         //              Model modellow;
1421         //              Model modelclothes;
1422         num_models = 0;
1423
1424         //              Model drawmodel;
1425         //              Model drawmodellow;
1426         //              Model drawmodelclothes;
1427
1428         clothes = 0;
1429         spinny = 0;
1430
1431         memset(skinText, 0, sizeof(skinText));
1432         skinsize = 0;
1433
1434         checkdelay = 0;
1435
1436         longdead = 0;
1437         broken = 0;
1438
1439         free = 0;
1440         oldfree = 0;
1441         freetime = 0;
1442         freefall = 0;
1443
1444         joints=0;
1445         muscles=0;
1446 }
1447
1448 Skeleton::~Skeleton()
1449 {
1450         if (muscles)
1451         {
1452                 delete [] muscles;
1453         }
1454         muscles = 0;
1455
1456         if (joints)
1457         {
1458                 delete [] joints;
1459         }
1460         joints = 0;
1461 }
1462
1463 Muscle::Muscle()
1464 {
1465         vertices=0;
1466         verticeslow=0;
1467         verticesclothes=0;
1468
1469         numvertices = 0;
1470         numverticeslow = 0;
1471         numverticesclothes = 0;
1472         length = 0;
1473         targetlength = 0;
1474         parent1 = 0;
1475         parent2 = 0;
1476         maxlength = 0;
1477         minlength = 0;
1478         type = 0;
1479         visible = 0;
1480         rotate1 = 0,rotate2 = 0,rotate3 = 0;
1481         lastrotate1 = 0,lastrotate2 = 0,lastrotate3 = 0;
1482         oldrotate1 = 0,oldrotate2 = 0,oldrotate3 = 0;
1483         newrotate1 = 0,newrotate2 = 0,newrotate3 = 0;
1484
1485         strength = 0;
1486 }
1487
1488 Muscle::~Muscle()
1489 {
1490         dealloc2(vertices);
1491         dealloc2(verticeslow);
1492         dealloc2(verticesclothes);
1493 }
1494
1495 Animation & Animation::operator = (const Animation & ani)
1496 {
1497         int i = 0;
1498
1499         bool allocate = true;
1500
1501         allocate = ((ani.numframes != numframes) || (ani.joints != joints));
1502
1503         if (allocate) deallocate();
1504
1505         numframes = ani.numframes;
1506         height = ani.height;
1507         attack = ani.attack;
1508         joints = ani.joints;
1509         weapontargetnum = ani.weapontargetnum;
1510
1511         if (allocate) position=(XYZ**)malloc(sizeof(XYZ*)*ani.joints);
1512         for(i = 0; i < ani.joints; i++)
1513         {
1514                 if (allocate) position[i] = (XYZ*)malloc(sizeof(XYZ)*ani.numframes);
1515                 memcpy(position[i], ani.position[i], sizeof(XYZ)*ani.numframes);
1516         }
1517
1518         if (allocate) twist=(float**)malloc(sizeof(float*)*ani.joints);
1519         for(i = 0; i < ani.joints; i++)
1520         {
1521                 if (allocate) twist[i] = (float*)malloc(sizeof(float)*ani.numframes);
1522                 memcpy(twist[i], ani.twist[i], sizeof(float)*ani.numframes);
1523         }
1524
1525         if (allocate) twist2=(float**)malloc(sizeof(float*)*ani.joints);
1526         for(i = 0; i < ani.joints; i++)
1527         {
1528                 if (allocate) twist2[i] = (float*)malloc(sizeof(float)*ani.numframes);
1529                 memcpy(twist2[i], ani.twist2[i], sizeof(float)*ani.numframes);
1530         }
1531
1532         if (allocate) speed = (float*)malloc(sizeof(float)*ani.numframes);
1533         memcpy(speed, ani.speed, sizeof(float)*ani.numframes);
1534
1535         if (allocate) onground=(bool**)malloc(sizeof(bool*)*ani.joints);
1536         for(i = 0; i < ani.joints; i++)
1537         {
1538                 if (allocate) onground[i] =(bool*)malloc(sizeof(bool)*ani.numframes);
1539                 memcpy(onground[i], ani.onground[i], sizeof(bool)*ani.numframes);
1540         }
1541
1542         if (allocate) forward = (XYZ*)malloc(sizeof(XYZ)*ani.numframes);
1543         memcpy(forward, ani.forward, sizeof(XYZ)*ani.numframes);
1544
1545         if (allocate) weapontarget = (XYZ*)malloc(sizeof(XYZ)*ani.numframes);
1546         memcpy(weapontarget, ani.weapontarget, sizeof(XYZ)*ani.numframes);
1547
1548         if (allocate) label = (int*)malloc(sizeof(int)*ani.numframes);
1549         memcpy(label, ani.label, sizeof(int)*ani.numframes);
1550
1551         return (*this);
1552 }
1553