]> git.jsancho.org Git - lugaru.git/blobdiff - Source/Objects/Person.cpp
Moved models paths to PersonType
[lugaru.git] / Source / Objects / Person.cpp
index 27bd61d804dfaaddb93b5aaa2d43f225058c4cb2..0d4fa9a2cf9b1868427f4cd0484128fe15ed9839 100644 (file)
@@ -75,6 +75,79 @@ extern float envsoundlife[30];
 extern XYZ windvector;
 
 std::vector<std::shared_ptr<Person>> Person::players(1, std::shared_ptr<Person>(new Person()));
+std::vector<PersonType> PersonType::types;
+
+void PersonType::Load()
+{
+    types.resize(2);
+
+    /* Wolf */
+    types[wolftype].proportions[0] = 1.1;
+    types[wolftype].proportions[1] = 1.1;
+    types[wolftype].proportions[2] = 1.1;
+    types[wolftype].proportions[3] = 1.1;
+
+    types[wolftype].animRun = wolfrunanim;
+    types[wolftype].animRunning = wolfrunninganim;
+    types[wolftype].animCrouch = wolfcrouchanim;
+    types[wolftype].animStop = wolfstopanim;
+    types[wolftype].animLanding = wolflandanim;
+    types[wolftype].animLandingHard = wolflandhardanim;
+
+    types[wolftype].soundsAttack[0] = barksound;
+    types[wolftype].soundsAttack[1] = bark2sound;
+    types[wolftype].soundsAttack[2] = bark3sound;
+    types[wolftype].soundsAttack[3] = barkgrowlsound;
+    types[wolftype].soundsTalk[0] = growlsound;
+    types[wolftype].soundsTalk[1] = growl2sound;
+
+    types[wolftype].figureFileName = "Skeleton/BasicFigureWolf";
+    types[wolftype].lowFigureFileName = "Skeleton/BasicFigureWolfLow";
+    types[wolftype].clothesFileName = "Skeleton/RabbitBelt";
+    types[wolftype].modelFileNames[0] = "Models/Wolf.solid";
+    types[wolftype].modelFileNames[1] = "Models/Wolf2.solid";
+    types[wolftype].modelFileNames[2] = "Models/Wolf3.solid";
+    types[wolftype].modelFileNames[3] = "Models/Wolf4.solid";
+    types[wolftype].modelFileNames[4] = "Models/Wolf5.solid";
+    types[wolftype].modelFileNames[5] = "Models/Wolf6.solid";
+    types[wolftype].modelFileNames[6] = "Models/Wolf7.solid";
+    types[wolftype].lowModelFileName = "Models/WolfLow.solid";
+    types[wolftype].modelClothesFileName = "Models/Belt.solid";
+
+    /* Rabbit */
+    types[rabbittype].proportions[0] = 1.2;
+    types[rabbittype].proportions[1] = 1.05;
+    types[rabbittype].proportions[2] = 1;
+    types[rabbittype].proportions[3] = 1.1;
+    types[rabbittype].proportions[3].y = 1.05;
+
+    types[rabbittype].animRun = runanim;
+    types[rabbittype].animRunning = rabbitrunninganim;
+    types[rabbittype].animCrouch = crouchanim;
+    types[rabbittype].animStop = stopanim;
+    types[rabbittype].animLanding = landanim;
+    types[rabbittype].animLandingHard = landhardanim;
+
+    types[rabbittype].soundsAttack[0] = rabbitattacksound;
+    types[rabbittype].soundsAttack[1] = rabbitattack2sound;
+    types[rabbittype].soundsAttack[2] = rabbitattack3sound;
+    types[rabbittype].soundsAttack[3] = rabbitattack4sound;
+    types[rabbittype].soundsTalk[0] = rabbitchitter;
+    types[rabbittype].soundsTalk[1] = rabbitchitter2;
+
+    types[rabbittype].figureFileName = "Skeleton/BasicFigure";
+    types[rabbittype].lowFigureFileName = "Skeleton/BasicFigureLow";
+    types[rabbittype].clothesFileName = "Skeleton/RabbitBelt";
+    types[rabbittype].modelFileNames[0] = "Models/Body.solid";
+    types[rabbittype].modelFileNames[1] = "Models/Body2.solid";
+    types[rabbittype].modelFileNames[2] = "Models/Body3.solid";
+    types[rabbittype].modelFileNames[3] = "Models/Body4.solid";
+    types[rabbittype].modelFileNames[4] = "Models/Body5.solid";
+    types[rabbittype].modelFileNames[5] = "Models/Body6.solid";
+    types[rabbittype].modelFileNames[6] = "Models/Body7.solid";
+    types[rabbittype].lowModelFileName = "Models/BodyLow.solid";
+    types[rabbittype].modelClothesFileName = "Models/Belt.solid";
+}
 
 Person::Person()
     : whichpatchx(0)
@@ -104,21 +177,12 @@ Person::Person()
     , oldcoords()
     , coords()
     , velocity()
-    ,
 
-    proportionhead()
-    , proportionlegs()
-    , proportionarms()
-    , proportionbody()
-    ,
-
-    unconscioustime(0)
-    ,
+    , unconscioustime(0)
 
-    immobile(false)
-    ,
+    , immobile(false)
 
-    velspeed(0)
+    velspeed(0)
     , targetyaw(0)
     , targetrot(0)
     , rot(0)
@@ -364,6 +428,7 @@ Person::Person()
 
     jumpclimb(false)
 {
+    setProportions(1, 1, 1, 1);
 }
 
 /* Read a person in tfile. Throws an error if it’s not valid */
@@ -426,28 +491,10 @@ Person::Person(FILE* tfile, int mapvers, unsigned i)
     funpackf(tfile, "Bf Bf Bf", &metalhead, &metalhigh, &metallow);
     funpackf(tfile, "Bf Bf", &power, &speedmult);
 
-    float headprop, legprop, armprop, bodyprop;
-
     if (mapvers >= 4) {
-        funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
+        funpackf(tfile, "Bf Bf Bf Bf", &proportions[0], &proportions[1], &proportions[2], &proportions[3]);
     } else {
-        headprop = 1;
-        bodyprop = 1;
-        armprop = 1;
-        legprop = 1;
-    }
-
-    if (creature == wolftype) {
-        proportionhead = 1.1 * headprop;
-        proportionbody = 1.1 * bodyprop;
-        proportionarms = 1.1 * armprop;
-        proportionlegs = 1.1 * legprop;
-    } else if (creature == rabbittype) {
-        proportionhead = 1.2 * headprop;
-        proportionbody = 1.05 * bodyprop;
-        proportionarms = 1.00 * armprop;
-        proportionlegs = 1.1 * legprop;
-        proportionlegs.y = 1.05 * legprop;
+        setProportions(1, 1, 1, 1);
     }
 
     funpackf(tfile, "Bi", &numclothes);
@@ -479,41 +526,41 @@ Person::Person(FILE* tfile, int mapvers, unsigned i)
 void Person::skeletonLoad(bool clothes)
 {
     skeleton.id = id;
-    if (creature != wolftype) {
-        skeleton.Load(
-            "Skeleton/BasicFigure",
-            "Skeleton/BasicFigureLow",
-            "Skeleton/RabbitBelt",
-            "Models/Body.solid",
-            "Models/Body2.solid",
-            "Models/Body3.solid",
-            "Models/Body4.solid",
-            "Models/Body5.solid",
-            "Models/Body6.solid",
-            "Models/Body7.solid",
-            "Models/BodyLow.solid",
-            "Models/Belt.solid",
-            clothes);
-    } else {
-        skeleton.Load(
-            "Skeleton/BasicFigureWolf",
-            "Skeleton/BasicFigureWolfLow",
-            "Skeleton/RabbitBelt",
-            "Models/Wolf.solid",
-            "Models/Wolf2.solid",
-            "Models/Wolf3.solid",
-            "Models/Wolf4.solid",
-            "Models/Wolf5.solid",
-            "Models/Wolf6.solid",
-            "Models/Wolf7.solid",
-            "Models/WolfLow.solid",
-            "Models/Belt.solid",
-            clothes);
-    }
+    skeleton.Load(
+        PersonType::types[creature].figureFileName,
+        PersonType::types[creature].lowFigureFileName,
+        PersonType::types[creature].clothesFileName,
+        PersonType::types[creature].modelFileNames[0],
+        PersonType::types[creature].modelFileNames[1],
+        PersonType::types[creature].modelFileNames[2],
+        PersonType::types[creature].modelFileNames[3],
+        PersonType::types[creature].modelFileNames[4],
+        PersonType::types[creature].modelFileNames[5],
+        PersonType::types[creature].modelFileNames[6],
+        PersonType::types[creature].lowModelFileName,
+        PersonType::types[creature].modelClothesFileName,
+        clothes);
 
     skeleton.drawmodel.textureptr.load(creatureskin[creature][whichskin], 1, &skeleton.skinText[0], &skeleton.skinsize);
 }
 
+void Person::setProportions(float head, float body, float arms, float legs)
+{
+    proportions[0] = head;
+    proportions[1] = body;
+    proportions[2] = arms;
+    proportions[3] = legs;
+}
+
+XYZ Person::getProportion(int part) const
+{
+    XYZ prop = PersonType::types[creature].proportions[part] * proportions[part];
+    if (cellophane) {
+        prop.z = 0;
+    }
+    return prop;
+}
+
 /* EFFECT
  *
  * USES:
@@ -578,8 +625,8 @@ void Person::CheckKick()
 /* EFFECT
  *
  * USES:
- * GameTick/doPlayerCollisions - spread fire between players
- * GameTick/doDevKeys - press f to ignite
+ * GameTick::doPlayerCollisions - spread fire between players
+ * GameTick::ProcessDevKeys - press f to ignite
  * Person::DoStuff - spread fire from lit campfires and bushes
  */
 void Person::CatchFire()
@@ -686,13 +733,7 @@ int Person::getIdle()
  */
 int Person::getCrouch()
 {
-    if (creature == rabbittype) {
-        return crouchanim;
-    }
-    if (creature == wolftype) {
-        return wolfcrouchanim;
-    }
-    return 0;
+    return PersonType::types[creature].animCrouch;
 }
 
 /* FUNCTION
@@ -700,59 +741,32 @@ int Person::getCrouch()
  */
 int Person::getRun()
 {
-    if (creature == rabbittype && (!superruntoggle || weaponactive != -1)) {
-        return runanim;
-    }
-    if (creature == wolftype && (!superruntoggle)) {
-        return wolfrunanim;
-    }
-
-    if (creature == rabbittype && (superruntoggle && weaponactive == -1)) {
-        return rabbitrunninganim;
-    }
-    if (creature == wolftype && (superruntoggle)) {
-        return wolfrunninganim;
+    if (superruntoggle && (weaponactive == -1)) {
+        return PersonType::types[creature].animRunning;
+    } else {
+        return PersonType::types[creature].animRun;
     }
-    return 0;
 }
 
 /* FUNCTION
  */
 int Person::getStop()
 {
-    if (creature == rabbittype) {
-        return stopanim;
-    }
-    if (creature == wolftype) {
-        return wolfstopanim;
-    }
-    return 0;
+    return PersonType::types[creature].animStop;
 }
 
 /* FUNCTION
  */
 int Person::getLanding()
 {
-    if (creature == rabbittype) {
-        return landanim;
-    }
-    if (creature == wolftype) {
-        return wolflandanim;
-    }
-    return 0;
+    return PersonType::types[creature].animLanding;
 }
 
 /* FUNCTION
  */
 int Person::getLandhard()
 {
-    if (creature == rabbittype) {
-        return landhardanim;
-    }
-    if (creature == wolftype) {
-        return wolflandhardanim;
-    }
-    return 0;
+    return PersonType::types[creature].animLandingHard;
 }
 
 /* EFFECT
@@ -2380,34 +2394,7 @@ void Person::DoAnimations()
                             if (targetFrame().label == 4 && aitype != playercontrolled) {
                                 if (Animation::animations[animTarget].attack != neutral) {
                                     unsigned r = abs(Random() % 4);
-                                    if (creature == rabbittype) {
-                                        if (r == 0) {
-                                            whichsound = rabbitattacksound;
-                                        }
-                                        if (r == 1) {
-                                            whichsound = rabbitattack2sound;
-                                        }
-                                        if (r == 2) {
-                                            whichsound = rabbitattack3sound;
-                                        }
-                                        if (r == 3) {
-                                            whichsound = rabbitattack4sound;
-                                        }
-                                    }
-                                    if (creature == wolftype) {
-                                        if (r == 0) {
-                                            whichsound = barksound;
-                                        }
-                                        if (r == 1) {
-                                            whichsound = bark2sound;
-                                        }
-                                        if (r == 2) {
-                                            whichsound = bark3sound;
-                                        }
-                                        if (r == 3) {
-                                            whichsound = barkgrowlsound;
-                                        }
-                                    }
+                                    whichsound = PersonType::types[creature].soundsAttack[r];
                                     speechdelay = .3;
                                 }
                             }
@@ -5918,21 +5905,8 @@ void Person::DoStuff()
             int whichsound = -1;
             if (speechdelay <= 0) {
                 unsigned int i = abs(Random() % 4);
-                if (creature == rabbittype) {
-                    if (i == 0) {
-                        whichsound = rabbitchitter;
-                    }
-                    if (i == 1) {
-                        whichsound = rabbitchitter2;
-                    }
-                }
-                if (creature == wolftype) {
-                    if (i == 0) {
-                        whichsound = growlsound;
-                    }
-                    if (i == 1) {
-                        whichsound = growl2sound;
-                    }
+                if (i < 2) {
+                    whichsound = PersonType::types[creature].soundsTalk[i];
                 }
             }
             speechdelay = .3;
@@ -6721,24 +6695,24 @@ int Person::DrawSkeleton()
                             glMatrixMode(GL_MODELVIEW);
                             glPushMatrix();
                             if (p1 == abdomen || p2 == abdomen) {
-                                glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionbody.x,
-                                             (v0.y * (1 - morphness) + v1.y * morphness) * proportionbody.y,
-                                             (v0.z * (1 - morphness) + v1.z * morphness) * proportionbody.z);
+                                glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * getProportion(1).x,
+                                             (v0.y * (1 - morphness) + v1.y * morphness) * getProportion(1).y,
+                                             (v0.z * (1 - morphness) + v1.z * morphness) * getProportion(1).z);
                             }
                             if (p1 == lefthand || p1 == righthand || p1 == leftwrist || p1 == rightwrist || p1 == leftelbow || p1 == rightelbow || p2 == leftelbow || p2 == rightelbow) {
-                                glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionarms.x,
-                                             (v0.y * (1 - morphness) + v1.y * morphness) * proportionarms.y,
-                                             (v0.z * (1 - morphness) + v1.z * morphness) * proportionarms.z);
+                                glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * getProportion(2).x,
+                                             (v0.y * (1 - morphness) + v1.y * morphness) * getProportion(2).y,
+                                             (v0.z * (1 - morphness) + v1.z * morphness) * getProportion(2).z);
                             }
                             if (p1 == leftfoot || p1 == rightfoot || p1 == leftankle || p1 == rightankle || p1 == leftknee || p1 == rightknee || p2 == leftknee || p2 == rightknee) {
-                                glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionlegs.x,
-                                             (v0.y * (1 - morphness) + v1.y * morphness) * proportionlegs.y,
-                                             (v0.z * (1 - morphness) + v1.z * morphness) * proportionlegs.z);
+                                glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * getProportion(3).x,
+                                             (v0.y * (1 - morphness) + v1.y * morphness) * getProportion(3).y,
+                                             (v0.z * (1 - morphness) + v1.z * morphness) * getProportion(3).z);
                             }
                             if (p1 == head || p2 == head) {
-                                glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionhead.x,
-                                             (v0.y * (1 - morphness) + v1.y * morphness) * proportionhead.y,
-                                             (v0.z * (1 - morphness) + v1.z * morphness) * proportionhead.z);
+                                glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * getProportion(0).x,
+                                             (v0.y * (1 - morphness) + v1.y * morphness) * getProportion(0).y,
+                                             (v0.z * (1 - morphness) + v1.z * morphness) * getProportion(0).z);
                             }
                             glGetFloatv(GL_MODELVIEW_MATRIX, M);
                             skeleton.drawmodel.vertex[skeleton.muscles[i].vertices[j]].x = M[12] * scale;
@@ -6753,24 +6727,24 @@ int Person::DrawSkeleton()
                             glMatrixMode(GL_MODELVIEW);
                             glPushMatrix();
                             if (p1 == abdomen || p2 == abdomen) {
-                                glTranslatef(v0.x * proportionbody.x,
-                                             v0.y * proportionbody.y,
-                                             v0.z * proportionbody.z);
+                                glTranslatef(v0.x * getProportion(1).x,
+                                             v0.y * getProportion(1).y,
+                                             v0.z * getProportion(1).z);
                             }
                             if (p1 == lefthand || p1 == righthand || p1 == leftwrist || p1 == rightwrist || p1 == leftelbow || p1 == rightelbow || p2 == leftelbow || p2 == rightelbow) {
-                                glTranslatef(v0.x * proportionarms.x,
-                                             v0.y * proportionarms.y,
-                                             v0.z * proportionarms.z);
+                                glTranslatef(v0.x * getProportion(2).x,
+                                             v0.y * getProportion(2).y,
+                                             v0.z * getProportion(2).z);
                             }
                             if (p1 == leftfoot || p1 == rightfoot || p1 == leftankle || p1 == rightankle || p1 == leftknee || p1 == rightknee || p2 == leftknee || p2 == rightknee) {
-                                glTranslatef(v0.x * proportionlegs.x,
-                                             v0.y * proportionlegs.y,
-                                             v0.z * proportionlegs.z);
+                                glTranslatef(v0.x * getProportion(3).x,
+                                             v0.y * getProportion(3).y,
+                                             v0.z * getProportion(3).z);
                             }
                             if (p1 == head || p2 == head) {
-                                glTranslatef(v0.x * proportionhead.x,
-                                             v0.y * proportionhead.y,
-                                             v0.z * proportionhead.z);
+                                glTranslatef(v0.x * getProportion(0).x,
+                                             v0.y * getProportion(0).y,
+                                             v0.z * getProportion(0).z);
                             }
 
                             glGetFloatv(GL_MODELVIEW_MATRIX, M);
@@ -6809,24 +6783,24 @@ int Person::DrawSkeleton()
                         glMatrixMode(GL_MODELVIEW);
                         glPushMatrix();
                         if (p1 == abdomen || p2 == abdomen) {
-                            glTranslatef(v0.x * proportionbody.x,
-                                         v0.y * proportionbody.y,
-                                         v0.z * proportionbody.z);
+                            glTranslatef(v0.x * getProportion(1).x,
+                                         v0.y * getProportion(1).y,
+                                         v0.z * getProportion(1).z);
                         }
                         if (p1 == lefthand || p1 == righthand || p1 == leftwrist || p1 == rightwrist || p1 == leftelbow || p1 == rightelbow || p2 == leftelbow || p2 == rightelbow) {
-                            glTranslatef(v0.x * proportionarms.x,
-                                         v0.y * proportionarms.y,
-                                         v0.z * proportionarms.z);
+                            glTranslatef(v0.x * getProportion(2).x,
+                                         v0.y * getProportion(2).y,
+                                         v0.z * getProportion(2).z);
                         }
                         if (p1 == leftfoot || p1 == rightfoot || p1 == leftankle || p1 == rightankle || p1 == leftknee || p1 == rightknee || p2 == leftknee || p2 == rightknee) {
-                            glTranslatef(v0.x * proportionlegs.x,
-                                         v0.y * proportionlegs.y,
-                                         v0.z * proportionlegs.z);
+                            glTranslatef(v0.x * getProportion(3).x,
+                                         v0.y * getProportion(3).y,
+                                         v0.z * getProportion(3).z);
                         }
                         if (p1 == head || p2 == head) {
-                            glTranslatef(v0.x * proportionhead.x,
-                                         v0.y * proportionhead.y,
-                                         v0.z * proportionhead.z);
+                            glTranslatef(v0.x * getProportion(0).x,
+                                         v0.y * getProportion(0).y,
+                                         v0.z * getProportion(0).z);
                         }
                         glGetFloatv(GL_MODELVIEW_MATRIX, M);
                         skeleton.drawmodelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].x = M[12] * scale;
@@ -8443,10 +8417,11 @@ void Person::doAI()
                 //chase player
                 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
                 XYZ targetpoint = Person::players[0]->coords;
-                if (findLength(&velocity) != 0 &&
+                float vellength = findLength(&velocity);
+                if (vellength != 0 &&
                     distsq(&Person::players[0]->coords, &coords) < distsq(&rotatetarget, &coords)) {
                     targetpoint += Person::players[0]->velocity *
-                                   findDistance(&Person::players[0]->coords, &coords) / findLength(&velocity);
+                                   findDistance(&Person::players[0]->coords, &coords) / vellength;
                 }
                 targetyaw = roughDirectionTo(coords, targetpoint);
                 lookyaw = targetyaw;