]> git.jsancho.org Git - lugaru.git/blobdiff - Source/Animation/Skeleton.cpp
Replaced patchobjects arrays by vectors, cleaned code a bit
[lugaru.git] / Source / Animation / Skeleton.cpp
index 065b28ef14cc6c983a2f8ae4761ecff5cb8326b5..19150fb4762da55d652afd5e9322da15bbfc4833 100644 (file)
@@ -18,77 +18,44 @@ You should have received a copy of the GNU General Public License
 along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 */
 
-/**> HEADER FILES <**/
-#include "Game.h"
-#include "Animation/Skeleton.h"
-#include "openal_wrapper.h"
-#include "Animation/Animation.h"
-#include "Utils/Folders.h"
+#include "Animation/Skeleton.hpp"
+
+#include "Animation/Animation.hpp"
+#include "Audio/openal_wrapper.hpp"
+#include "Game.hpp"
+#include "Utils/Folders.hpp"
+#include "Tutorial.hpp"
 
 extern float multiplier;
 extern float gravity;
 extern Terrain terrain;
-extern Objects objects;
 extern int environment;
 extern float camerashake;
 extern bool freeze;
 extern int detail;
-extern int tutoriallevel;
 
 extern int whichjointstartarray[26];
 extern int whichjointendarray[26];
 
-extern bool visibleloading;
-
-Skeleton::Skeleton()
+Skeleton::Skeleton() :
+    selected(0),
+    id(0),
+    num_models(0),
+    clothes(false),
+    spinny(false),
+    skinsize(0),
+    checkdelay(0),
+    longdead(0),
+    broken(false),
+    free(0),
+    oldfree(0),
+    freetime(0),
+    freefall(false)
 {
-    num_joints = 0;
-
-    num_muscles = 0;
-
-    selected = 0;
-
     memset(forwardjoints, 0, sizeof(forwardjoints));
-
-    id = 0;
-
     memset(lowforwardjoints, 0, sizeof(lowforwardjoints));
-
     memset(jointlabels, 0, sizeof(jointlabels));
-
-    num_models = 0;
-
-    clothes = 0;
-    spinny = 0;
-
     memset(skinText, 0, sizeof(skinText));
-    skinsize = 0;
-
-    checkdelay = 0;
-
-    longdead = 0;
-    broken = 0;
-
-    free = 0;
-    oldfree = 0;
-    freetime = 0;
-    freefall = 0;
-
-    joints = 0;
-    muscles = 0;
-}
-
-Skeleton::~Skeleton()
-{
-    if (muscles) {
-        delete [] muscles;
-    }
-    muscles = 0;
-
-    if (joints) {
-        delete [] joints;
-    }
-    joints = 0;
 }
 
 /* EFFECT
@@ -140,12 +107,11 @@ void Skeleton::FindForwards()
  */
 float Skeleton::DoConstraints(XYZ *coords, float *scale)
 {
-    float friction = 1.5;
     const float elasticity = .3;
     XYZ bounceness;
     const int numrepeats = 3;
     float groundlevel = .15;
-    int i, j, k, m;
+    unsigned i;
     XYZ temp;
     XYZ terrainnormal;
     int whichhit;
@@ -163,10 +129,10 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale)
         whichpatchz = coords->z / (terrain.size / subdivision * terrain.scale);
 
         terrainlight = *coords;
-        objects.SphereCheckPossible(&terrainlight, 1);
+        Object::SphereCheckPossible(&terrainlight, 1);
 
         //Add velocity
-        for (i = 0; i < num_joints; i++) {
+        for (i = 0; i < joints.size(); i++) {
             joints[i].position = joints[i].position + joints[i].velocity * multiplier;
 
             switch (joints[i].label) {
@@ -193,7 +159,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale)
         float tempmult = multiplier;
         //multiplier/=numrepeats;
 
-        for (j = 0; j < numrepeats; j++) {
+        for (int j = 0; j < numrepeats; j++) {
             float r = .05;
             // right leg constraints?
             if (!joint(rightknee).locked && !joint(righthip).locked) {
@@ -241,14 +207,14 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale)
                 }
             }
 
-            for (i = 0; i < num_joints; i++) {
+            for (i = 0; i < joints.size(); i++) {
                 if (joints[i].locked && !spinny && findLengthfast(&joints[i].velocity) > 320)
                     joints[i].locked = 0;
                 if (spinny && findLengthfast(&joints[i].velocity) > 600)
                     joints[i].locked = 0;
                 if (joints[i].delay > 0) {
                     bool freely = true;
-                    for (j = 0; j < num_joints; j++) {
+                    for (unsigned j = 0; j < joints.size(); j++) {
                         if (joints[j].locked)
                             freely = false;
                     }
@@ -257,13 +223,13 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale)
                 }
             }
 
-            if (num_muscles)
-                for (i = 0; i < num_muscles; i++) {
-                    //Length constraints
-                    muscles[i].DoConstraint(spinny);
-                }
+            for (i = 0; i < muscles.size(); i++) {
+                //Length constraints
+                muscles[i].DoConstraint(spinny);
+            }
 
-            for (i = 0; i < num_joints; i++) {
+            float friction;
+            for (i = 0; i < joints.size(); i++) {
                 //Length constraints
                 //Ground constraint
                 groundlevel = 0;
@@ -273,7 +239,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale)
                     if (joints[i].label == groin && !joints[i].locked && joints[i].delay <= 0) {
                         joints[i].locked = 1;
                         joints[i].delay = 1;
-                        if (tutoriallevel != 1 || id == 0) {
+                        if (!Tutorial::active || id == 0) {
                             emit_sound_at(landsound1, joints[i].position * (*scale) + *coords, 128.);
                         }
                         breaking = true;
@@ -282,7 +248,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale)
                     if (joints[i].label == head && !joints[i].locked && joints[i].delay <= 0) {
                         joints[i].locked = 1;
                         joints[i].delay = 1;
-                        if (tutoriallevel != 1 || id == 0) {
+                        if (!Tutorial::active || id == 0) {
                             emit_sound_at(landsound2, joints[i].position * (*scale) + *coords, 128.);
                         }
                     }
@@ -301,12 +267,12 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale)
                     else
                         joints[i].velocity = 0;
 
-                    if (tutoriallevel != 1 || id == 0)
+                    if (!Tutorial::active || id == 0)
                         if (findLengthfast(&bounceness) > 8000 && breaking) {
                             // FIXME: this crashes because k is not initialized!
                             // to reproduce, type 'wolfie' in console and play a while
                             // I'll just comment it out for now
-                            //objects.model[k].MakeDecal(breakdecal, DoRotation(temp - objects.position[k], 0, -objects.yaw[k], 0), .4, .5, Random() % 360);
+                            //Object::objects[k]->model.MakeDecal(breakdecal, DoRotation(temp - Object::objects[k]->position, 0, -Object::objects[k]->yaw, 0), .4, .5, Random() % 360);
                             Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, 1, 1, 1, 4, .2);
                             breaking = false;
                             camerashake += .6;
@@ -354,113 +320,112 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale)
                     if (longdead > 100)
                         broken = 1;
                 }
-                if (terrain.patchobjectnum[whichpatchx][whichpatchz])
-                    for (m = 0; m < terrain.patchobjectnum[whichpatchx][whichpatchz]; m++) {
-                        k = terrain.patchobjects[whichpatchx][whichpatchz][m];
-                        if (k < objects.numobjects && k >= 0)
-                            if (objects.possible[k]) {
-                                friction = objects.friction[k];
-                                XYZ start = joints[i].realoldposition;
-                                XYZ end = joints[i].position * (*scale) + *coords;
-                                whichhit = objects.model[k].LineCheckPossible(&start, &end, &temp, &objects.position[k], &objects.yaw[k]);
-                                if (whichhit != -1) {
-                                    if (joints[i].label == groin && !joints[i].locked && joints[i].delay <= 0) {
-                                        joints[i].locked = 1;
-                                        joints[i].delay = 1;
-                                        if (tutoriallevel != 1 || id == 0) {
-                                            emit_sound_at(landsound1, joints[i].position * (*scale) + *coords, 128.);
-                                        }
-                                        breaking = true;
+                for (unsigned int m = 0; m < terrain.patchobjects[whichpatchx][whichpatchz].size(); m++) {
+                    unsigned int k = terrain.patchobjects[whichpatchx][whichpatchz][m];
+                    if (k < Object::objects.size()) {
+                        if (Object::objects[k]->possible) {
+                            friction = Object::objects[k]->friction;
+                            XYZ start = joints[i].realoldposition;
+                            XYZ end = joints[i].position * (*scale) + *coords;
+                            whichhit = Object::objects[k]->model.LineCheckPossible(&start, &end, &temp, &Object::objects[k]->position, &Object::objects[k]->yaw);
+                            if (whichhit != -1) {
+                                if (joints[i].label == groin && !joints[i].locked && joints[i].delay <= 0) {
+                                    joints[i].locked = 1;
+                                    joints[i].delay = 1;
+                                    if (!Tutorial::active || id == 0) {
+                                        emit_sound_at(landsound1, joints[i].position * (*scale) + *coords, 128.);
                                     }
+                                    breaking = true;
+                                }
 
-                                    if (joints[i].label == head && !joints[i].locked && joints[i].delay <= 0) {
-                                        joints[i].locked = 1;
-                                        joints[i].delay = 1;
-                                        if (tutoriallevel != 1 || id == 0) {
-                                            emit_sound_at(landsound2, joints[i].position * (*scale) + *coords, 128.);
-                                        }
+                                if (joints[i].label == head && !joints[i].locked && joints[i].delay <= 0) {
+                                    joints[i].locked = 1;
+                                    joints[i].delay = 1;
+                                    if (!Tutorial::active || id == 0) {
+                                        emit_sound_at(landsound2, joints[i].position * (*scale) + *coords, 128.);
                                     }
+                                }
 
-                                    terrainnormal = DoRotation(objects.model[k].facenormals[whichhit], 0, objects.yaw[k], 0) * -1;
-                                    if (terrainnormal.y > .8)
-                                        freefall = 0;
-                                    bounceness = terrainnormal * findLength(&joints[i].velocity) * (abs(normaldotproduct(joints[i].velocity, terrainnormal)));
-                                    if (findLengthfast(&joints[i].velocity) > findLengthfast(&joints[i].oldvelocity)) {
-                                        bounceness = 0;
-                                        joints[i].velocity = joints[i].oldvelocity;
-                                    }
-                                    if (tutoriallevel != 1 || id == 0)
-                                        if (findLengthfast(&bounceness) > 4000 && breaking) {
-                                            objects.model[k].MakeDecal(breakdecal, DoRotation(temp - objects.position[k], 0, -objects.yaw[k], 0), .4, .5, Random() % 360);
-                                            Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, 1, 1, 1, 4, .2);
-                                            breaking = false;
-                                            camerashake += .6;
-
-                                            emit_sound_at(breaksound2, joints[i].position * (*scale) + *coords);
-
-                                            addEnvSound(*coords, 64);
-                                        }
-                                    if (objects.type[k] == treetrunktype) {
-                                        objects.rotx[k] += joints[i].velocity.x * multiplier * .4;
-                                        objects.roty[k] += joints[i].velocity.z * multiplier * .4;
-                                        objects.rotx[k + 1] += joints[i].velocity.x * multiplier * .4;
-                                        objects.roty[k + 1] += joints[i].velocity.z * multiplier * .4;
-                                    }
-                                    if (!joints[i].locked)
-                                        damage += findLengthfast(&bounceness) / 2500;
-                                    ReflectVector(&joints[i].velocity, &terrainnormal);
-                                    frictionness = abs(normaldotproduct(joints[i].velocity, terrainnormal));
-                                    joints[i].velocity -= bounceness;
-                                    if (1 - friction * frictionness > 0)
-                                        joints[i].velocity *= 1 - friction * frictionness;
-                                    else
-                                        joints[i].velocity = 0;
-                                    if (findLengthfast(&bounceness) > 2500) {
-                                        Normalise(&bounceness);
-                                        bounceness = bounceness * 50;
+                                terrainnormal = DoRotation(Object::objects[k]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * -1;
+                                if (terrainnormal.y > .8)
+                                    freefall = 0;
+                                bounceness = terrainnormal * findLength(&joints[i].velocity) * (abs(normaldotproduct(joints[i].velocity, terrainnormal)));
+                                if (findLengthfast(&joints[i].velocity) > findLengthfast(&joints[i].oldvelocity)) {
+                                    bounceness = 0;
+                                    joints[i].velocity = joints[i].oldvelocity;
+                                }
+                                if (!Tutorial::active || id == 0)
+                                    if (findLengthfast(&bounceness) > 4000 && breaking) {
+                                        Object::objects[k]->model.MakeDecal(breakdecal, DoRotation(temp - Object::objects[k]->position, 0, -Object::objects[k]->yaw, 0), .4, .5, Random() % 360);
+                                        Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, 1, 1, 1, 4, .2);
+                                        breaking = false;
+                                        camerashake += .6;
+
+                                        emit_sound_at(breaksound2, joints[i].position * (*scale) + *coords);
+
+                                        addEnvSound(*coords, 64);
                                     }
-                                    joints[i].velocity += bounceness * elasticity;
-
-
-                                    if (!joints[i].locked)
-                                        if (findLengthfast(&joints[i].velocity) < 1) {
-                                            joints[i].locked = 1;
-                                        }
-                                    if (findLengthfast(&bounceness) > 500)
-                                        Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, 1, 1, 1, .5, .2);
-                                    joints[i].position = (temp - *coords) / (*scale) + terrainnormal * .005;
-                                    if (longdead > 100)
-                                        broken = 1;
+                                if (Object::objects[k]->type == treetrunktype) {
+                                    Object::objects[k]->rotx += joints[i].velocity.x * multiplier * .4;
+                                    Object::objects[k]->roty += joints[i].velocity.z * multiplier * .4;
+                                    Object::objects[k + 1]->rotx += joints[i].velocity.x * multiplier * .4;
+                                    Object::objects[k + 1]->roty += joints[i].velocity.z * multiplier * .4;
+                                }
+                                if (!joints[i].locked)
+                                    damage += findLengthfast(&bounceness) / 2500;
+                                ReflectVector(&joints[i].velocity, &terrainnormal);
+                                frictionness = abs(normaldotproduct(joints[i].velocity, terrainnormal));
+                                joints[i].velocity -= bounceness;
+                                if (1 - friction * frictionness > 0)
+                                    joints[i].velocity *= 1 - friction * frictionness;
+                                else
+                                    joints[i].velocity = 0;
+                                if (findLengthfast(&bounceness) > 2500) {
+                                    Normalise(&bounceness);
+                                    bounceness = bounceness * 50;
                                 }
+                                joints[i].velocity += bounceness * elasticity;
+
+
+                                if (!joints[i].locked)
+                                    if (findLengthfast(&joints[i].velocity) < 1) {
+                                        joints[i].locked = 1;
+                                    }
+                                if (findLengthfast(&bounceness) > 500)
+                                    Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, 1, 1, 1, .5, .2);
+                                joints[i].position = (temp - *coords) / (*scale) + terrainnormal * .005;
+                                if (longdead > 100)
+                                    broken = 1;
                             }
+                        }
                     }
+                }
                 joints[i].realoldposition = joints[i].position * (*scale) + *coords;
             }
         }
         multiplier = tempmult;
 
 
-        if (terrain.patchobjectnum[whichpatchx][whichpatchz])
-            for (m = 0; m < terrain.patchobjectnum[whichpatchx][whichpatchz]; m++) {
-                k = terrain.patchobjects[whichpatchx][whichpatchz][m];
-                if (objects.possible[k]) {
-                    for (i = 0; i < 26; i++) {
-                        //Make this less stupid
-                        XYZ start = joints[jointlabels[whichjointstartarray[i]]].position * (*scale) + *coords;
-                        XYZ end = joints[jointlabels[whichjointendarray[i]]].position * (*scale) + *coords;
-                        whichhit = objects.model[k].LineCheckSlidePossible(&start, &end, &temp, &objects.position[k], &objects.yaw[k]);
-                        if (whichhit != -1) {
-                            joints[jointlabels[whichjointendarray[i]]].position = (end - *coords) / (*scale);
-                            for (j = 0; j < num_muscles; j++) {
-                                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]))
-                                    muscles[j].DoConstraint(spinny);
-                            }
+        for (unsigned int m = 0; m < terrain.patchobjects[whichpatchx][whichpatchz].size(); m++) {
+            unsigned int k = terrain.patchobjects[whichpatchx][whichpatchz][m];
+            if (Object::objects[k]->possible) {
+                for (i = 0; i < 26; i++) {
+                    //Make this less stupid
+                    XYZ start = joints[jointlabels[whichjointstartarray[i]]].position * (*scale) + *coords;
+                    XYZ end = joints[jointlabels[whichjointendarray[i]]].position * (*scale) + *coords;
+                    whichhit = Object::objects[k]->model.LineCheckSlidePossible(&start, &end, &Object::objects[k]->position, &Object::objects[k]->yaw);
+                    if (whichhit != -1) {
+                        joints[jointlabels[whichjointendarray[i]]].position = (end - *coords) / (*scale);
+                        for (unsigned j = 0; j < muscles.size(); j++) {
+                            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]))
+                                muscles[j].DoConstraint(spinny);
                         }
                     }
                 }
             }
+        }
 
-        for (i = 0; i < num_joints; i++) {
+        for (i = 0; i < joints.size(); i++) {
             switch (joints[i].label) {
             case head:
                 groundlevel = .8;
@@ -490,7 +455,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale)
     }
 
     if (!free) {
-        for (i = 0; i < num_muscles; i++) {
+        for (i = 0; i < muscles.size(); i++) {
             if (muscles[i].type == boneconnect)
                 muscles[i].DoConstraint(0);
         }
@@ -507,8 +472,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale)
  */
 void Skeleton::DoGravity(float *scale)
 {
-    static int i;
-    for (i = 0; i < num_joints; i++) {
+    for (unsigned i = 0; i < joints.size(); i++) {
         if (
                 (
                     ((joints[i].label != leftknee) && (joints[i].label != rightknee)) ||
@@ -518,8 +482,9 @@ void Skeleton::DoGravity(float *scale)
                     ((joints[i].label != leftelbow) && (joints[i].label != rightelbow)) ||
                     (forward.y < .3)
                 )
-            )
+            ) {
             joints[i].velocity.y += gravity * multiplier / (*scale);
+        }
     }
 }
 
@@ -644,11 +609,9 @@ void Skeleton::Load(const std::string& filename,       const std::string& lowfil
                     const std::string& modelclothesfilename, bool clothes)
 {
     GLfloat M[16];
-    int parentID;
     FILE *tfile;
     float lSize;
-    int i, j;
-    int edit;
+    int j, num_joints, num_muscles;
 
     LOGFUNC;
 
@@ -665,17 +628,17 @@ void Skeleton::Load(const std::string& filename,       const std::string& lowfil
     model[5].loadnotex(model6filename);
     model[6].loadnotex(model7filename);
 
-    for (i = 0; i < num_models; i++) {
+    for (int i = 0; i < num_models; i++) {
         model[i].Rotate(180, 0, 0);
         model[i].Scale(.04, .04, .04);
         model[i].CalculateNormals(0);
     }
 
-    drawmodel.load(modelfilename, 0);
+    drawmodel.load(modelfilename);
     drawmodel.Rotate(180, 0, 0);
     drawmodel.Scale(.04, .04, .04);
     drawmodel.FlipTexCoords();
-    if ((tutoriallevel == 1) && (id != 0)) {
+    if ((Tutorial::active) && (id != 0)) {
         drawmodel.UniformTexCoords();
         drawmodel.ScaleTexCoords(0.1);
     }
@@ -686,13 +649,13 @@ void Skeleton::Load(const std::string& filename,       const std::string& lowfil
     modellow.Scale(.04, .04, .04);
     modellow.CalculateNormals(0);
 
-    drawmodellow.load(modellowfilename, 0);
+    drawmodellow.load(modellowfilename);
     drawmodellow.Rotate(180, 0, 0);
     drawmodellow.Scale(.04, .04, .04);
     drawmodellow.FlipTexCoords();
-    if (tutoriallevel == 1 && id != 0)
+    if (Tutorial::active && id != 0)
         drawmodellow.UniformTexCoords();
-    if (tutoriallevel == 1 && id != 0)
+    if (Tutorial::active && id != 0)
         drawmodellow.ScaleTexCoords(0.1);
     drawmodellow.CalculateNormals(0);
 
@@ -702,7 +665,7 @@ void Skeleton::Load(const std::string& filename,       const std::string& lowfil
         modelclothes.Scale(.041, .04, .041);
         modelclothes.CalculateNormals(0);
 
-        drawmodelclothes.load(modelclothesfilename, 0);
+        drawmodelclothes.load(modelclothesfilename);
         drawmodelclothes.Rotate(180, 0, 0);
         drawmodelclothes.Scale(.04, .04, .04);
         drawmodelclothes.FlipTexCoords();
@@ -719,37 +682,21 @@ void Skeleton::Load(const std::string& filename,       const std::string& lowfil
     // read num_joints
     funpackf(tfile, "Bi", &num_joints);
 
-    // allocate memory
-    if (joints)
-        delete [] joints; //dealloc2(joints);
-    joints = (Joint*)new Joint[num_joints];
+    joints.resize(num_joints);
 
     // read info for each joint
-    for (i = 0; i < num_joints; i++) {
-        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);
-        funpackf(tfile, "Bb Bb", &joints[i].hasparent, &joints[i].locked);
-        funpackf(tfile, "Bi", &joints[i].modelnum);
-        funpackf(tfile, "Bb Bb", &joints[i].visible, &joints[i].sametwist);
-        funpackf(tfile, "Bi Bi", &joints[i].label, &joints[i].hasgun);
-        funpackf(tfile, "Bb", &joints[i].lower);
-        funpackf(tfile, "Bi", &parentID);
-        if (joints[i].hasparent)
-            joints[i].parent = &joints[parentID];
-        joints[i].velocity = 0;
-        joints[i].oldposition = joints[i].position;
-        joints[i].startpos = joints[i].position;
+    for (int i = 0; i < num_joints; i++) {
+        joints[i].load(tfile, joints);
     }
 
     // read num_muscles
     funpackf(tfile, "Bi", &num_muscles);
 
     // allocate memory
-    if (muscles)
-        delete [] muscles; //dealloc2(muscles);
-    muscles = (Muscle*)new Muscle[num_muscles]; //malloc(sizeof(Muscle)*num_muscles);
+    muscles.resize(num_muscles);
 
     // for each muscle...
-    for (i = 0; i < num_muscles; i++) {
+    for (int i = 0; i < num_muscles; i++) {
         muscles[i].load(tfile, model[0].vertexNum, joints);
     }
 
@@ -764,22 +711,23 @@ void Skeleton::Load(const std::string& filename,       const std::string& lowfil
 
     // ???
     for (j = 0; j < num_muscles; j++) {
-        for (i = 0; i < muscles[j].vertices.size(); i++) {
+        for (unsigned i = 0; i < muscles[j].vertices.size(); i++) {
             for (int k = 0; k < num_models; k++) {
-                if (muscles[j].vertices[i] < model[k].vertexNum)
+                if (muscles[j].vertices[i] < model[k].vertexNum) {
                     model[k].owner[muscles[j].vertices[i]] = j;
+                }
             }
         }
     }
 
     // calculate some stuff
     FindForwards();
-    for (i = 0; i < num_muscles; i++) {
+    for (int i = 0; i < num_muscles; i++) {
         FindRotationMuscle(i, -1);
     }
     // this seems to use opengl purely for matrix calculations
     for (int k = 0; k < num_models; k++) {
-        for (i = 0; i < model[k].vertexNum; i++) {
+        for (int i = 0; i < model[k].vertexNum; i++) {
             model[k].vertex[i] = model[k].vertex[i] - (muscles[model[k].owner[i]].parent1->position + muscles[model[k].owner[i]].parent2->position) / 2;
             glMatrixMode(GL_MODELVIEW);
             glPushMatrix();
@@ -804,9 +752,8 @@ void Skeleton::Load(const std::string& filename,       const std::string& lowfil
 
     // skip joints section
 
-    lSize = sizeof(num_joints);
-    fseek(tfile, lSize, SEEK_CUR);
-    for (i = 0; i < num_joints; i++) {
+    fseek(tfile, sizeof(num_joints), SEEK_CUR);
+    for (int i = 0; i < num_joints; i++) {
         // skip joint info
         lSize = sizeof(XYZ)
                 + sizeof(float)
@@ -823,10 +770,10 @@ void Skeleton::Load(const std::string& filename,       const std::string& lowfil
         fseek(tfile, lSize, SEEK_CUR);
     }
 
-    // read num_muscles
-    funpackf(tfile, "Bi", &num_muscles);
+    // skip num_muscles
+    fseek(tfile, sizeof(num_muscles), SEEK_CUR);
 
-    for (i = 0; i < num_muscles; i++) {
+    for (int i = 0; i < num_muscles; i++) {
         // skip muscle info
         lSize = sizeof(float)
                 + sizeof(float)
@@ -847,14 +794,15 @@ void Skeleton::Load(const std::string& filename,       const std::string& lowfil
     }
 
     for (j = 0; j < num_muscles; j++) {
-        for (i = 0; i < muscles[j].verticeslow.size(); i++) {
-            if (muscles[j].verticeslow[i] < modellow.vertexNum)
+        for (unsigned i = 0; i < muscles[j].verticeslow.size(); i++) {
+            if (muscles[j].verticeslow[i] < modellow.vertexNum) {
                 modellow.owner[muscles[j].verticeslow[i]] = j;
+            }
         }
     }
 
     // use opengl for its matrix math
-    for (i = 0; i < modellow.vertexNum; i++) {
+    for (int i = 0; i < modellow.vertexNum; i++) {
         modellow.vertex[i] = modellow.vertex[i] - (muscles[modellow.owner[i]].parent1->position + muscles[modellow.owner[i]].parent2->position) / 2;
         glMatrixMode(GL_MODELVIEW);
         glPushMatrix();
@@ -878,10 +826,9 @@ void Skeleton::Load(const std::string& filename,       const std::string& lowfil
         tfile = Folders::openMandatoryFile( Folders::getResourcePath(clothesfilename), "rb" );
 
         // skip num_joints
-        lSize = sizeof(num_joints);
-        fseek ( tfile, lSize, SEEK_CUR);
+        fseek(tfile, sizeof(num_joints), SEEK_CUR);
 
-        for (i = 0; i < num_joints; i++) {
+        for (int i = 0; i < num_joints; i++) {
             // skip joint info
             lSize = sizeof(XYZ)
                     + sizeof(float)
@@ -898,10 +845,10 @@ void Skeleton::Load(const std::string& filename,       const std::string& lowfil
             fseek(tfile, lSize, SEEK_CUR);
         }
 
-        // read num_muscles
-        funpackf(tfile, "Bi", &num_muscles);
+        // skip num_muscles
+        fseek(tfile, sizeof(num_muscles), SEEK_CUR);
 
-        for (i = 0; i < num_muscles; i++) {
+        for (int i = 0; i < num_muscles; i++) {
             // skip muscle info
             lSize = sizeof(float)
                     + sizeof(float)
@@ -924,14 +871,15 @@ void Skeleton::Load(const std::string& filename,       const std::string& lowfil
         // ???
         lSize = sizeof(int);
         for (j = 0; j < num_muscles; j++) {
-            for (i = 0; i < muscles[j].verticesclothes.size(); i++) {
-                if (muscles[j].verticesclothes.size() && muscles[j].verticesclothes[i] < modelclothes.vertexNum)
+            for (unsigned i = 0; i < muscles[j].verticesclothes.size(); i++) {
+                if (muscles[j].verticesclothes.size() && muscles[j].verticesclothes[i] < modelclothes.vertexNum) {
                     modelclothes.owner[muscles[j].verticesclothes[i]] = j;
+                }
             }
         }
 
         // use opengl for its matrix math
-        for (i = 0; i < modelclothes.vertexNum; i++) {
+        for (int i = 0; i < modelclothes.vertexNum; i++) {
             modelclothes.vertex[i] = modelclothes.vertex[i] - (muscles[modelclothes.owner[i]].parent1->position + muscles[modelclothes.owner[i]].parent2->position) / 2;
             glMatrixMode(GL_MODELVIEW);
             glPushMatrix();
@@ -951,7 +899,7 @@ void Skeleton::Load(const std::string& filename,       const std::string& lowfil
     }
     fclose(tfile);
 
-    for (i = 0; i < num_joints; i++) {
+    for (int i = 0; i < num_joints; i++) {
         for (j = 0; j < num_joints; j++) {
             if (joints[i].label == j)
                 jointlabels[j] = i;
@@ -960,302 +908,3 @@ void Skeleton::Load(const std::string& filename,       const std::string& lowfil
 
     free = 0;
 }
-
-#if 0
-
-// the following functions are not used anywhere
-
-/* EFFECT
- * sets forward, lowforward, specialforward[]
- *
- * USES:
- * NONE
- */
-void Skeleton::FindForwardsfirst()
-{
-    //Find forward vectors
-    CrossProduct(joints[forwardjoints[1]].position - joints[forwardjoints[0]].position, joints[forwardjoints[2]].position - joints[forwardjoints[0]].position, &forward);
-    Normalise(&forward);
-
-    CrossProduct(joints[lowforwardjoints[1]].position - joints[lowforwardjoints[0]].position, joints[lowforwardjoints[2]].position - joints[lowforwardjoints[0]].position, &lowforward);
-    Normalise(&lowforward);
-
-    //Special forwards
-    specialforward[0] = forward;
-    specialforward[1] = forward;
-    specialforward[2] = forward;
-    specialforward[3] = forward;
-    specialforward[4] = forward;
-
-}
-
-/* EFFECT
- *
- * USES:
- * NONE
- */
-void Skeleton::Draw(int muscleview)
-{
-    static float jointcolor[4];
-
-    if (muscleview == 2) {
-        jointcolor[0] = 0;
-        jointcolor[1] = 0;
-        jointcolor[2] = 0;
-        jointcolor[3] = .5;
-    } else {
-        jointcolor[0] = 0;
-        jointcolor[1] = 0;
-        jointcolor[2] = .5;
-        jointcolor[3] = 1;
-    }
-
-    //Calc motionblur-ness
-    for (int i = 0; i < num_joints; i++) {
-        joints[i].oldposition = joints[i].position;
-        joints[i].blurred = findDistance(&joints[i].position, &joints[i].oldposition) * 100;
-        if (joints[i].blurred < 1)
-            joints[i].blurred = 1;
-    }
-
-    //Do Motionblur
-    glDepthMask(0);
-    glEnable(GL_BLEND);
-    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-    glBegin(GL_QUADS);
-    for (int i = 0; i < num_joints; i++) {
-        if (joints[i].hasparent) {
-            glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / joints[i].blurred);
-            glVertex3f(joints[i].position.x, joints[i].position.y, joints[i].position.z);
-            glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / joints[i].parent->blurred);
-            glVertex3f(joints[i].parent->position.x, joints[i].parent->position.y, joints[i].parent->position.z);
-            glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / joints[i].parent->blurred);
-            glVertex3f(joints[i].parent->oldposition.x, joints[i].parent->oldposition.y, joints[i].parent->oldposition.z);
-            glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / joints[i].blurred);
-            glVertex3f(joints[i].oldposition.x, joints[i].oldposition.y, joints[i].oldposition.z);
-        }
-    }
-    for (int i = 0; i < num_muscles; i++) {
-        if (muscles[i].type == boneconnect) {
-            glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / muscles[i].parent2->blurred);
-            glVertex3f(muscles[i].parent1->position.x, muscles[i].parent1->position.y, muscles[i].parent1->position.z);
-            glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / muscles[i].parent2->blurred);
-            glVertex3f(muscles[i].parent2->position.x, muscles[i].parent2->position.y, muscles[i].parent2->position.z);
-            glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / muscles[i].parent2->blurred);
-            glVertex3f(muscles[i].parent2->oldposition.x, muscles[i].parent2->oldposition.y, muscles[i].parent2->oldposition.z);
-            glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / muscles[i].parent1->blurred);
-            glVertex3f(muscles[i].parent1->oldposition.x, muscles[i].parent1->oldposition.y, muscles[i].parent1->oldposition.z);
-        }
-    }
-    glEnd();
-
-    glBegin(GL_LINES);
-    for (int i = 0; i < num_joints; i++) {
-        if (joints[i].hasparent) {
-            glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / joints[i].blurred);
-            glVertex3f(joints[i].position.x, joints[i].position.y, joints[i].position.z);
-            glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / joints[i].parent->blurred);
-            glVertex3f(joints[i].parent->position.x, joints[i].parent->position.y, joints[i].parent->position.z);
-        }
-    }
-    for (int i = 0; i < num_muscles; i++) {
-        if (muscles[i].type == boneconnect) {
-            glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / muscles[i].parent1->blurred);
-            glVertex3f(muscles[i].parent1->position.x, muscles[i].parent1->position.y, muscles[i].parent1->position.z);
-            glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / muscles[i].parent2->blurred);
-            glVertex3f(muscles[i].parent2->position.x, muscles[i].parent2->position.y, muscles[i].parent2->position.z);
-        }
-    }
-    glColor3f(.6, .6, 0);
-    if (muscleview == 1)
-        for (int i = 0; i < num_muscles; i++) {
-            if (muscles[i].type != boneconnect) {
-                glVertex3f(muscles[i].parent1->position.x, muscles[i].parent1->position.y, muscles[i].parent1->position.z);
-                glVertex3f(muscles[i].parent2->position.x, muscles[i].parent2->position.y, muscles[i].parent2->position.z);
-            }
-        }
-    glEnd();
-
-    if (muscleview != 2) {
-        glPointSize(3);
-        glBegin(GL_POINTS);
-        for (int i = 0; i < num_joints; i++) {
-            if (i != selected)
-                glColor4f(0, 0, .5, 1);
-            if (i == selected)
-                glColor4f(1, 1, 0, 1);
-            if (joints[i].locked && i != selected)
-                glColor4f(1, 0, 0, 1);
-            glVertex3f(joints[i].position.x, joints[i].position.y, joints[i].position.z);
-        }
-        glEnd();
-    }
-
-    //Set old position to current position
-    if (muscleview == 2)
-        for (int i = 0; i < num_joints; i++) {
-            joints[i].oldposition = joints[i].position;
-        }
-    glDepthMask(1);
-}
-
-/* EFFECT
- *
- * USES:
- * NONE
- */
-void Skeleton::AddJoint(float x, float y, float z, int which)
-{
-    if (num_joints < max_joints - 1) {
-        joints[num_joints].velocity = 0;
-        joints[num_joints].position.x = x;
-        joints[num_joints].position.y = y;
-        joints[num_joints].position.z = z;
-        joints[num_joints].mass = 1;
-        joints[num_joints].locked = 0;
-
-        joints[num_joints].hasparent = 0;
-        num_joints++;
-        if (which < num_joints && which >= 0)
-            AddMuscle(num_joints - 1, which, 0, 10, boneconnect);
-    }
-}
-
-/* EFFECT
- *
- * USES:
- * NONE
- */
-void Skeleton::DeleteJoint(int whichjoint)
-{
-    if (whichjoint < num_joints && whichjoint >= 0) {
-        joints[whichjoint].velocity = joints[num_joints - 1].velocity;
-        joints[whichjoint].position = joints[num_joints - 1].position;
-        joints[whichjoint].oldposition = joints[num_joints - 1].oldposition;
-        joints[whichjoint].hasparent = joints[num_joints - 1].hasparent;
-        joints[whichjoint].parent = joints[num_joints - 1].parent;
-        joints[whichjoint].length = joints[num_joints - 1].length;
-        joints[whichjoint].locked = joints[num_joints - 1].locked;
-        joints[whichjoint].modelnum = joints[num_joints - 1].modelnum;
-        joints[whichjoint].visible = joints[num_joints - 1].visible;
-
-        for (int i = 0; i < num_muscles; i++) {
-            while (muscles[i].parent1 == &joints[whichjoint] && i < num_muscles)DeleteMuscle(i);
-            while (muscles[i].parent2 == &joints[whichjoint] && i < num_muscles)DeleteMuscle(i);
-        }
-        for (int i = 0; i < num_muscles; i++) {
-            while (muscles[i].parent1 == &joints[num_joints - 1] && i < num_muscles)muscles[i].parent1 = &joints[whichjoint];
-            while (muscles[i].parent2 == &joints[num_joints - 1] && i < num_muscles)muscles[i].parent2 = &joints[whichjoint];
-        }
-        for (int i = 0; i < num_joints; i++) {
-            if (joints[i].parent == &joints[whichjoint])
-                joints[i].hasparent = 0;
-        }
-        for (int i = 0; i < num_joints; i++) {
-            if (joints[i].parent == &joints[num_joints - 1])
-                joints[i].parent = &joints[whichjoint];
-        }
-
-        num_joints--;
-    }
-}
-
-/* EFFECT
- *
- * USES:
- * Skeleton::DeleteJoint - UNUSED
- */
-void Skeleton::DeleteMuscle(int whichmuscle)
-{
-    if (whichmuscle < num_muscles) {
-        muscles[whichmuscle].minlength = muscles[num_muscles - 1].minlength;
-        muscles[whichmuscle].maxlength = muscles[num_muscles - 1].maxlength;
-        muscles[whichmuscle].strength = muscles[num_muscles - 1].strength;
-        muscles[whichmuscle].parent1 = muscles[num_muscles - 1].parent1;
-        muscles[whichmuscle].parent2 = muscles[num_muscles - 1].parent2;
-        muscles[whichmuscle].length = muscles[num_muscles - 1].length;
-        muscles[whichmuscle].visible = muscles[num_muscles - 1].visible;
-        muscles[whichmuscle].type = muscles[num_muscles - 1].type;
-        muscles[whichmuscle].targetlength = muscles[num_muscles - 1].targetlength;
-
-        num_muscles--;
-    }
-}
-
-/* EFFECT
- *
- * USES:
- * NONE
- */
-void Skeleton::SetJoint(float x, float y, float z, int which, int whichjoint)
-{
-    if (whichjoint < num_joints) {
-        joints[whichjoint].velocity = 0;
-        joints[whichjoint].position.x = x;
-        joints[whichjoint].position.y = y;
-        joints[whichjoint].position.z = z;
-
-        if (which >= num_joints || which < 0)
-            joints[whichjoint].hasparent = 0;
-        if (which < num_joints && which >= 0) {
-            joints[whichjoint].parent = &joints[which];
-            joints[whichjoint].hasparent = 1;
-            joints[whichjoint].length = findDistance(&joints[whichjoint].position, &joints[whichjoint].parent->position);
-        }
-    }
-}
-
-/* EFFECT
- *
- * USES:
- * Skeleton::AddJoint - UNUSED
- */
-void Skeleton::AddMuscle(int attach1, int attach2, float minlength, float maxlength, int type)
-{
-    const int max_muscles = 100; // FIXME: Probably can be dropped
-    if (num_muscles < max_muscles - 1 && attach1 < num_joints && attach1 >= 0 && attach2 < num_joints && attach2 >= 0 && attach1 != attach2) {
-        muscles[num_muscles].parent1 = &joints[attach1];
-        muscles[num_muscles].parent2 = &joints[attach2];
-        muscles[num_muscles].length = findDistance(&muscles[num_muscles].parent1->position, &muscles[num_muscles].parent2->position);
-        muscles[num_muscles].targetlength = findDistance(&muscles[num_muscles].parent1->position, &muscles[num_muscles].parent2->position);
-        muscles[num_muscles].strength = .7;
-        muscles[num_muscles].type = type;
-        muscles[num_muscles].minlength = minlength;
-        muscles[num_muscles].maxlength = maxlength;
-
-        num_muscles++;
-    }
-}
-
-/* EFFECT
- *
- * USES:
- * NONE
- */
-void Skeleton::MusclesSet()
-{
-    for (int i = 0; i < num_muscles; i++) {
-        muscles[i].length = findDistance(&muscles[i].parent1->position, &muscles[i].parent2->position);
-    }
-}
-
-/* EFFECT
- *
- * USES:
- * NONE
- */
-void Skeleton::DoBalance()
-{
-    /*XYZ newpoint;
-    newpoint=joints[0].position;
-    newpoint.x=(joints[2].position.x+joints[4].position.x)/2;
-    newpoint.z=(joints[2].position.z+joints[4].position.z)/2;
-    joints[0].velocity=joints[0].velocity+(newpoint-joints[0].position);
-    //Move child point to within certain distance of parent point
-    joints[0].position=newpoint;
-
-    MusclesSet();*/
-}
-
-#endif
-