From 1991e81a5c3bcc9cd0d6d49f56ebd8bcbd76e7b4 Mon Sep 17 00:00:00 2001 From: =?utf8?q?C=C3=B4me=20Chilliet?= Date: Sat, 10 Dec 2016 00:15:46 +0700 Subject: [PATCH] Replaced muscles and joints in Skeleton by vectors --- Source/Animation/Joint.cpp | 20 ++ Source/Animation/Joint.h | 2 + Source/Animation/Muscle.cpp | 2 +- Source/Animation/Muscle.h | 2 +- Source/Animation/Skeleton.cpp | 380 ++-------------------------------- Source/Animation/Skeleton.h | 12 +- Source/GameDraw.cpp | 8 +- Source/GameInitDispose.cpp | 14 +- Source/GameTick.cpp | 28 +-- Source/Person.cpp | 152 +++++++------- 10 files changed, 150 insertions(+), 470 deletions(-) diff --git a/Source/Animation/Joint.cpp b/Source/Animation/Joint.cpp index 760e49b..96f94c9 100644 --- a/Source/Animation/Joint.cpp +++ b/Source/Animation/Joint.cpp @@ -19,6 +19,7 @@ along with Lugaru. If not, see . */ #include "Animation/Joint.h" +#include "binio.h" Joint::Joint() : blurred(0), @@ -36,3 +37,22 @@ Joint::Joint() : delay(0) { } + +void Joint::load(FILE* tfile, std::vector& joints) +{ + int parentID; + + funpackf(tfile, "Bf Bf Bf Bf Bf", &position.x, &position.y, &position.z, &length, &mass); + funpackf(tfile, "Bb Bb", &hasparent, &locked); + funpackf(tfile, "Bi", &modelnum); + funpackf(tfile, "Bb Bb", &visible, &sametwist); + funpackf(tfile, "Bi Bi", &label, &hasgun); + funpackf(tfile, "Bb", &lower); + funpackf(tfile, "Bi", &parentID); + if (hasparent) { + parent = &joints[parentID]; + } + velocity = 0; + oldposition = position; + startpos = position; +} diff --git a/Source/Animation/Joint.h b/Source/Animation/Joint.h index 9073e7a..764b095 100644 --- a/Source/Animation/Joint.h +++ b/Source/Animation/Joint.h @@ -22,6 +22,7 @@ along with Lugaru. If not, see . #define _JOINT_H_ #include "Quaternions.h" +#include class Joint { @@ -48,6 +49,7 @@ public: XYZ velchange; Joint(); + void load(FILE* tfile, std::vector& joints); }; #endif diff --git a/Source/Animation/Muscle.cpp b/Source/Animation/Muscle.cpp index 1e7f0d5..627b8e0 100644 --- a/Source/Animation/Muscle.cpp +++ b/Source/Animation/Muscle.cpp @@ -46,7 +46,7 @@ Muscle::~Muscle() { } -void Muscle::load(FILE* tfile, int vertexNum, Joint* joints) +void Muscle::load(FILE* tfile, int vertexNum, std::vector& joints) { int numvertices, vertice, parentID; diff --git a/Source/Animation/Muscle.h b/Source/Animation/Muscle.h index 5f51161..3a080ba 100644 --- a/Source/Animation/Muscle.h +++ b/Source/Animation/Muscle.h @@ -49,7 +49,7 @@ public: Muscle(); ~Muscle(); - void load(FILE* tfile, int vertexNum, Joint* joints); + void load(FILE* tfile, int vertexNum, std::vector& joints); void loadVerticesLow(FILE* tfile, int vertexNum); void loadVerticesClothes(FILE* tfile, int vertexNum); void DoConstraint(bool spinny); diff --git a/Source/Animation/Skeleton.cpp b/Source/Animation/Skeleton.cpp index 065b28e..607be81 100644 --- a/Source/Animation/Skeleton.cpp +++ b/Source/Animation/Skeleton.cpp @@ -42,10 +42,6 @@ extern bool visibleloading; Skeleton::Skeleton() { - num_joints = 0; - - num_muscles = 0; - selected = 0; memset(forwardjoints, 0, sizeof(forwardjoints)); @@ -73,22 +69,10 @@ Skeleton::Skeleton() 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 @@ -166,7 +150,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) objects.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) { @@ -241,14 +225,14 @@ 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 (j = 0; j < joints.size(); j++) { if (joints[j].locked) freely = false; } @@ -257,13 +241,12 @@ 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++) { + for (i = 0; i < joints.size(); i++) { //Length constraints //Ground constraint groundlevel = 0; @@ -451,7 +434,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) 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++) { + for (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); } @@ -460,7 +443,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) } } - for (i = 0; i < num_joints; i++) { + for (i = 0; i < joints.size(); i++) { switch (joints[i].label) { case head: groundlevel = .8; @@ -490,7 +473,7 @@ 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); } @@ -508,7 +491,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) void Skeleton::DoGravity(float *scale) { static int i; - for (i = 0; i < num_joints; i++) { + for (i = 0; i < joints.size(); i++) { if ( ( ((joints[i].label != leftknee) && (joints[i].label != rightknee)) || @@ -644,11 +627,9 @@ 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 i, j, num_joints, num_muscles; LOGFUNC; @@ -719,34 +700,18 @@ 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; + 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++) { @@ -804,8 +769,7 @@ void Skeleton::Load(const std::string& filename, const std::string& lowfil // skip joints section - lSize = sizeof(num_joints); - fseek(tfile, lSize, SEEK_CUR); + fseek(tfile, sizeof(num_joints), SEEK_CUR); for (i = 0; i < num_joints; i++) { // skip joint info lSize = sizeof(XYZ) @@ -823,8 +787,8 @@ 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++) { // skip muscle info @@ -878,8 +842,7 @@ 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++) { // skip joint info @@ -898,8 +861,8 @@ 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++) { // skip muscle info @@ -960,302 +923,3 @@ 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 - diff --git a/Source/Animation/Skeleton.h b/Source/Animation/Skeleton.h index fe1ceb1..f94b241 100644 --- a/Source/Animation/Skeleton.h +++ b/Source/Animation/Skeleton.h @@ -47,15 +47,9 @@ const int max_joints = 50; class Skeleton { public: - int num_joints; - //Joint joints[max_joints]; - //Joint *joints; - Joint* joints; - - int num_muscles; - //Muscle muscles[max_muscles]; - //Muscle *muscles; - Muscle* muscles; + std::vector joints; + + std::vector muscles; int selected; diff --git a/Source/GameDraw.cpp b/Source/GameDraw.cpp index d8cf5bc..45d2873 100644 --- a/Source/GameDraw.cpp +++ b/Source/GameDraw.cpp @@ -311,7 +311,7 @@ int Game::DrawGLScene(StereoSide side) for (unsigned k = 0; k < Person::players.size(); k++) { if (!Person::players[k]->skeleton.free && Person::players[k]->playerdetail && Person::players[k]->howactive < typesleeping) if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y + Person::players[k]->scale * 3, Person::players[k]->coords.z, Person::players[k]->scale * 7) && Person::players[k]->occluded < 25) - for (int i = 0; i < Person::players[k]->skeleton.num_joints; i++) { + for (int i = 0; i < Person::players[k]->skeleton.joints.size(); i++) { if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin) { point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords; size = .4f; @@ -336,7 +336,7 @@ int Game::DrawGLScene(StereoSide side) } if ((Person::players[k]->skeleton.free || Person::players[k]->howactive >= typesleeping) && Person::players[k]->playerdetail) if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5) && Person::players[k]->occluded < 25) - for (int i = 0; i < Person::players[k]->skeleton.num_joints; i++) { + for (int i = 0; i < Person::players[k]->skeleton.joints.size(); i++) { if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin || Person::players[k]->skeleton.joints[i].label == leftelbow || Person::players[k]->skeleton.joints[i].label == rightelbow || Person::players[k]->skeleton.joints[i].label == neck) { if (Person::players[k]->skeleton.free) point = Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords; @@ -422,7 +422,7 @@ int Game::DrawGLScene(StereoSide side) if (distance >= 1) glDisable(GL_BLEND); if (distance >= .5) { - checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.num_joints)].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords; + checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.joints.size())].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords; checkpoint.y += 1; int i = -1; if (Person::players[k]->occluded != 0) @@ -487,7 +487,7 @@ int Game::DrawGLScene(StereoSide side) if (distance >= 1) glDisable(GL_BLEND); if (distance >= .5) { - checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.num_joints)].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords; + checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.joints.size())].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords; checkpoint.y += 1; int i = -1; if (Person::players[k]->occluded != 0) diff --git a/Source/GameInitDispose.cpp b/Source/GameInitDispose.cpp index 705ae23..b20c196 100644 --- a/Source/GameInitDispose.cpp +++ b/Source/GameInitDispose.cpp @@ -825,9 +825,9 @@ void Game::LoadStuff() XYZ moveamount; moveamount = 0; moveamount.z = 2; - // FIXME - Why this uses skeleton.num_joints and not Animation::numjoints? (are they equal?) - // It seems skeleton.num_joints is 0 at this point, so this is useless. - for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) { + // FIXME - Why this uses skeleton.joints.size() and not Animation::numjoints? (are they equal?) + // It seems skeleton.joints.size() is 0 at this point, so this is useless. + for (i = 0; i < Person::players[0]->skeleton.joints.size(); i++) { for (j = 0; j < Animation::animations[knifesneakattackanim].frames.size(); j++) { Animation::animations[knifesneakattackanim].frames[j].joints[i].position += moveamount; } @@ -835,7 +835,7 @@ void Game::LoadStuff() LoadingScreen(); - for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) { + for (i = 0; i < Person::players[0]->skeleton.joints.size(); i++) { for (j = 0; j < Animation::animations[knifesneakattackedanim].frames.size(); j++) { Animation::animations[knifesneakattackedanim].frames[j].joints[i].position += moveamount; } @@ -843,7 +843,7 @@ void Game::LoadStuff() LoadingScreen(); - for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) { + for (i = 0; i < Person::players[0]->skeleton.joints.size(); i++) { Animation::animations[dead1anim].frames[1].joints[i].position = Animation::animations[dead1anim].frames[0].joints[i].position; Animation::animations[dead2anim].frames[1].joints[i].position = Animation::animations[dead2anim].frames[0].joints[i].position; Animation::animations[dead3anim].frames[1].joints[i].position = Animation::animations[dead3anim].frames[0].joints[i].position; @@ -859,7 +859,7 @@ void Game::LoadStuff() Animation::animations[dead3anim].frames[1].speed = 0.001; Animation::animations[dead4anim].frames[1].speed = 0.001; - for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) { + for (i = 0; i < Person::players[0]->skeleton.joints.size(); i++) { for (j = 0; j < Animation::animations[swordsneakattackanim].frames.size(); j++) { Animation::animations[swordsneakattackanim].frames[j].joints[i].position += moveamount; } @@ -871,7 +871,7 @@ void Game::LoadStuff() LoadingScreen(); - for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) { + for (i = 0; i < Person::players[0]->skeleton.joints.size(); i++) { for (j = 0; j < Animation::animations[swordsneakattackedanim].frames.size(); j++) { Animation::animations[swordsneakattackedanim].frames[j].joints[i].position += moveamount; } diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp index 8ec6225..7ec218f 100644 --- a/Source/GameTick.cpp +++ b/Source/GameTick.cpp @@ -1309,7 +1309,7 @@ void doTutorial() emit_sound_at(fireendsound, Person::players[1]->coords); - for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) { + for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) { if (Random() % 2 == 0) { if (!Person::players[1]->skeleton.free) temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2; @@ -1579,7 +1579,7 @@ void doTutorial() XYZ temp, temp2; emit_sound_at(fireendsound, Person::players[1]->coords); - for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) { + for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) { if (Random() % 2 == 0) { if (!Person::players[1]->skeleton.free) temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2; @@ -1945,7 +1945,7 @@ void doDebugKeys() XYZ headspurtdirection; //int i = Person::players[closest]->skeleton.jointlabels[head]; Joint& headjoint = Person::players[closest]->joint(head); - for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) { + for (int k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) { if (!Person::players[closest]->skeleton.free) flatvelocity2 = Person::players[closest]->velocity; if (Person::players[closest]->skeleton.free) @@ -1988,7 +1988,7 @@ void doDebugKeys() emit_sound_at(splattersound, blah); emit_sound_at(breaksound2, blah); - for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) { + for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { if (!Person::players[closest]->skeleton.free) flatvelocity2 = Person::players[closest]->velocity; if (Person::players[closest]->skeleton.free) @@ -2005,7 +2005,7 @@ void doDebugKeys() Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5); } - for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) { + for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { if (!Person::players[closest]->skeleton.free) flatvelocity2 = Person::players[closest]->velocity; if (Person::players[closest]->skeleton.free) @@ -2021,7 +2021,7 @@ void doDebugKeys() Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1); } - for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) { + for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { if (!Person::players[closest]->skeleton.free) flatvelocity2 = Person::players[closest]->velocity; if (Person::players[closest]->skeleton.free) @@ -2037,7 +2037,7 @@ void doDebugKeys() Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1); } - for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) { + for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { if (!Person::players[closest]->skeleton.free) flatvelocity2 = Person::players[closest]->velocity; if (Person::players[closest]->skeleton.free) @@ -2062,7 +2062,7 @@ void doDebugKeys() Person::players[j]->skeleton.free = 1; Person::players[j]->skeleton.longdead = 0; Person::players[j]->RagDoll(0); - for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) { + for (int i = 0; i < Person::players[j]->skeleton.joints.size(); i++) { temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords; if (distsq(&temppos, &Person::players[closest]->coords) < 25) { flatvelocity2 = temppos - Person::players[closest]->coords; @@ -3543,10 +3543,10 @@ void doPlayerCollisions() } Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4); - for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) { + for (int j = 0; j < Person::players[i]->skeleton.joints.size(); j++) { Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity; } - for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) { + for (int j = 0; j < Person::players[k]->skeleton.joints.size(); j++) { Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity; } @@ -6067,7 +6067,7 @@ void Game::Tick() Person::players[i]->victim->skeleton.free = 1; Person::players[i]->victim->skeleton.broken = 0; - for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) { + for (int l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) { Person::players[i]->victim->skeleton.joints[l].velchange = 0; Person::players[i]->victim->skeleton.joints[l].locked = 0; } @@ -6694,7 +6694,7 @@ void Game::Tick() if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) { emit_sound_at(fireendsound, Person::players[1]->coords); - for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) { + for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) { if (Random() % 2 == 0) { if (!Person::players[1]->skeleton.free) temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2; @@ -6709,7 +6709,7 @@ void Game::Tick() } Person::players[1]->coords = (oldtemp + oldtemp2) / 2; - for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) { + for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) { Person::players[1]->skeleton.joints[i].velocity = 0; if (Random() % 2 == 0) { if (!Person::players[1]->skeleton.free) @@ -7112,7 +7112,7 @@ void Game::TickOnceAfter() target = Person::players[0]->oldcoords + Person::players[0]->currentoffset * (1 - Person::players[0]->target) * Person::players[0]->scale + Person::players[0]->targetoffset * Person::players[0]->target * Person::players[0]->scale - Person::players[0]->facing * .05; target.y += .1; if (Person::players[0]->skeleton.free) { - for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) { + for (int i = 0; i < Person::players[0]->skeleton.joints.size(); i++) { if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y) target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y; } diff --git a/Source/Person.cpp b/Source/Person.cpp index ca54e70..f0b0019 100644 --- a/Source/Person.cpp +++ b/Source/Person.cpp @@ -483,7 +483,7 @@ void Person::CheckKick() if (tutoriallevel != 1) emit_sound_at(heavyimpactsound, victim->coords); victim->RagDoll(0); - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * 120 * damagemult; } victim->Puff(neck); @@ -531,7 +531,7 @@ void Person::CatchFire() XYZ flatfacing, flatvelocity; int howmany; for (int i = 0; i < 10; i++) { - howmany = abs(Random() % (skeleton.num_joints)); + howmany = abs(Random() % (skeleton.joints.size())); if (skeleton.free) { flatvelocity = skeleton.joints[howmany].velocity; flatfacing = skeleton.joints[howmany].position * scale + coords; @@ -1531,7 +1531,7 @@ void Person::DoDamage(float howmuch) if (howmuch > damagetolerance * 50 && skeleton.free != 2) { XYZ flatvelocity2; XYZ flatfacing2; - for (int i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.joints.size(); i++) { if (skeleton.free) { flatvelocity2 = skeleton.joints[i].velocity; flatfacing2 = skeleton.joints[i].position * scale + coords; @@ -1674,7 +1674,7 @@ void Person::DoHead() skeleton.specialforward[0] = facing; //skeleton.specialforward[0]=DoRotation(facing,0,yaw,0); - for (int i = 0; i < skeleton.num_muscles; i++) { + for (int i = 0; i < skeleton.muscles.size(); i++) { if (skeleton.muscles[i].visible && (skeleton.muscles[i].parent1->label == head || skeleton.muscles[i].parent2->label == head)) { skeleton.FindRotationMuscle(i, animTarget); } @@ -1720,7 +1720,7 @@ void Person::RagDoll(bool checkcollision) if (!isnormal(tilt)) tilt = 0; if (!isnormal(tilt2)) tilt2 = 0; - for (int i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.joints.size(); i++) { skeleton.joints[i].delay = 0; skeleton.joints[i].locked = 0; skeleton.joints[i].position = DoRotation(DoRotation(DoRotation(skeleton.joints[i].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0); @@ -1731,7 +1731,7 @@ void Person::RagDoll(bool checkcollision) skeleton.joints[i].realoldposition = skeleton.joints[i].position * scale + coords; } - for (int i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.joints.size(); i++) { skeleton.joints[i].velocity = 0; skeleton.joints[i].velchange = 0; } @@ -1752,7 +1752,7 @@ void Person::RagDoll(bool checkcollision) speed *= speedmult; - for (int i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.joints.size(); i++) { if ((Animation::animations[animCurrent].attack != reversed || animCurrent == swordslashreversedanim) && animCurrent != rabbitkickanim && !isLanding() && !wasLanding() && Animation::animations[animCurrent].height == Animation::animations[animTarget].height) skeleton.joints[i].velocity = velocity / scale + facing * 5 + DoRotation(DoRotation(DoRotation((targetFrame().joints[i].position - currentFrame().joints[i].position) * speed, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0); else @@ -1761,13 +1761,13 @@ void Person::RagDoll(bool checkcollision) change.y = (float)(Random() % 100) / 100; change.z = (float)(Random() % 100) / 100; skeleton.joints[i].velocity += change; - skeleton.joints[abs(Random() % skeleton.num_joints)].velocity -= change; + skeleton.joints[abs(Random() % skeleton.joints.size())].velocity -= change; change.x = (float)(Random() % 100) / 100; change.y = (float)(Random() % 100) / 100; change.z = (float)(Random() % 100) / 100; skeleton.joints[i].velchange += change; - skeleton.joints[abs(Random() % skeleton.num_joints)].velchange -= change; + skeleton.joints[abs(Random() % skeleton.joints.size())].velchange -= change; } if (checkcollision) { @@ -1777,13 +1777,13 @@ void Person::RagDoll(bool checkcollision) int howmany; average = 0; howmany = 0; - for (j = 0; j < skeleton.num_joints; j++) { + for (j = 0; j < skeleton.joints.size(); j++) { average += skeleton.joints[j].position; howmany++; } average /= howmany; coords += average * scale; - for (j = 0; j < skeleton.num_joints; j++) { + for (j = 0; j < skeleton.joints.size(); j++) { skeleton.joints[j].position -= average; } @@ -1805,10 +1805,10 @@ void Person::RagDoll(bool checkcollision) updatedelay = 0; velocity = 0; - for (int i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.joints.size(); i++) { velocity += skeleton.joints[i].velocity * scale; } - velocity /= skeleton.num_joints; + velocity /= skeleton.joints.size(); // drop weapon if (Random() % 2 == 0) { @@ -2193,7 +2193,7 @@ void Person::DoAnimations() victim->skeleton.free = 1; victim->skeleton.broken = 0; - for (int j = 0; j < victim->skeleton.num_joints; j++) { + for (int j = 0; j < victim->skeleton.joints.size(); j++) { victim->skeleton.joints[j].velchange = 0; victim->skeleton.joints[j].locked = 0; } @@ -2355,7 +2355,7 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); relative = DoRotation(relative, 0, -90, 0); - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } victim->jointVel(head) += relative * damagemult * 200; @@ -2390,7 +2390,7 @@ void Person::DoAnimations() relative.y -= 1; Normalise(&relative); relative = DoRotation(relative, 0, 90, 0); - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 20; } victim->jointVel(head) += relative * damagemult * 100; @@ -2420,7 +2420,7 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); relative = DoRotation(relative, 0, -90, 0); - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } victim->jointVel(head) += relative * damagemult * 200; @@ -2455,7 +2455,7 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); relative = DoRotation(relative, 0, 90, 0); - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } victim->jointVel(head) += relative * damagemult * 200; @@ -2484,7 +2484,7 @@ void Person::DoAnimations() relative = victim->coords - coords; relative.y = 0; Normalise(&relative); - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 30; } victim->jointVel(head) += relative * damagemult * 100; @@ -2505,7 +2505,7 @@ void Person::DoAnimations() victim->skeleton.broken = 0; victim->skeleton.spinny = 1; - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velchange = 0; victim->skeleton.joints[i].delay = 0; victim->skeleton.joints[i].locked = 0; @@ -2516,7 +2516,7 @@ void Person::DoAnimations() relative = 0; relative.y = 1; Normalise(&relative); - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity.y = relative.y * 10; victim->skeleton.joints[i].position.y += relative.y * .3; victim->skeleton.joints[i].oldposition.y += relative.y * .3; @@ -2539,7 +2539,7 @@ void Person::DoAnimations() relative = victim->coords - coords; relative.y = 0; Normalise(&relative); - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 90; } victim->Puff(abdomen); @@ -2566,7 +2566,7 @@ void Person::DoAnimations() victim->skeleton.broken = 0; victim->skeleton.spinny = 1; - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velchange = 0; //victim->skeleton.joints[i].delay=0; victim->skeleton.joints[i].locked = 0; @@ -2576,7 +2576,7 @@ void Person::DoAnimations() Normalise(&relative); relative.y += .3; Normalise(&relative); - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 20; } if (!victim->dead) @@ -2662,7 +2662,7 @@ void Person::DoAnimations() victim->skeleton.free = 1; victim->skeleton.broken = 0; - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velchange = 0; victim->skeleton.joints[i].locked = 0; //victim->skeleton.joints[i].velocity=0; @@ -2752,7 +2752,7 @@ void Person::DoAnimations() victim->skeleton.free = 1; victim->skeleton.broken = 0; - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velchange = 0; victim->skeleton.joints[i].locked = 0; //victim->skeleton.joints[i].velocity=0; @@ -2799,7 +2799,7 @@ void Person::DoAnimations() relative = victim->coords - coords; relative.y = 0; Normalise(&relative); - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity = relative * 30; } victim->jointVel(head) += relative * damagemult * 150; @@ -2846,7 +2846,7 @@ void Person::DoAnimations() Normalise(&relative); relative.y = .3; Normalise(&relative); - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity = relative * 5; } victim->jointVel(abdomen) += relative * damagemult * 400; @@ -3073,7 +3073,7 @@ void Person::DoAnimations() relative = DoRotation(relative, 0, 90, 0); relative.y -= 1; Normalise(&relative); - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 60; } victim->jointVel(head) += relative * damagemult * 230; @@ -3105,7 +3105,7 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); relative = DoRotation(relative, 0, -90, 0); - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } victim->jointVel(head) += relative * damagemult * 220; @@ -3136,7 +3136,7 @@ void Person::DoAnimations() victim->skeleton.free = 1; victim->skeleton.broken = 0; - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velchange = 0; victim->skeleton.joints[i].locked = 0; //victim->skeleton.joints[i].velocity=0; @@ -3148,13 +3148,13 @@ void Person::DoAnimations() relative.y = -1; Normalise(&relative); if (!victim->dead) { - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity = relative * damagemult * 40; } victim->jointVel(abdomen) += relative * damagemult * 40; } if (victim->dead) { - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity = relative * damagemult * abs(Random() % 20); } } @@ -3187,7 +3187,7 @@ void Person::DoAnimations() DoBlood(.2, 250); } victim->RagDoll(0); - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } victim->jointVel(head) += relative * damagemult * 200; @@ -3206,7 +3206,7 @@ void Person::DoAnimations() } else { if (victim->damage >= victim->damagetolerance) victim->RagDoll(0); - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 10; } victim->jointVel(abdomen) += relative * damagemult * 200; @@ -3247,12 +3247,12 @@ void Person::DoAnimations() if (Animation::animations[victim->animTarget].height == middleheight || Animation::animations[victim->animCurrent].height == middleheight || victim->damage >= victim->damagetolerance - 40) { victim->RagDoll(0); - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 15; } relative = DoRotation(relative, 0, -90, 0); relative.y += .1; - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { if (victim->skeleton.joints[i].label == leftfoot || victim->skeleton.joints[i].label == rightfoot || victim->skeleton.joints[i].label == leftankle || victim->skeleton.joints[i].label == rightankle) victim->skeleton.joints[i].velocity = relative * 80; } @@ -3262,11 +3262,11 @@ void Person::DoAnimations() } else { if (victim->damage >= victim->damagetolerance) victim->RagDoll(0); - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 10; } relative = DoRotation(relative, 0, -90, 0); - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { if (victim->skeleton.joints[i].label == leftfoot || victim->skeleton.joints[i].label == rightfoot || victim->skeleton.joints[i].label == leftankle || victim->skeleton.joints[i].label == rightankle) victim->skeleton.joints[i].velocity += relative * damagemult * 80; } @@ -3309,7 +3309,7 @@ void Person::DoAnimations() relative = victim->coords - oldcoords; relative.y = 0; Normalise(&relative); - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } victim->jointVel(abdomen) += relative * damagemult * 200; @@ -3346,7 +3346,7 @@ void Person::DoAnimations() relative = victim->coords - oldcoords; relative.y = 0; Normalise(&relative); - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 30; } victim->jointVel(abdomen) += relative * damagemult * 200; @@ -3375,7 +3375,7 @@ void Person::DoAnimations() relative = victim->coords - oldcoords; relative.y = 0; Normalise(&relative); - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 30; } victim->jointVel(abdomen) += relative * damagemult * 200; @@ -3391,7 +3391,7 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); relative.y -= .1; - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 70; } victim->jointVel(lefthand) *= .1; @@ -3441,7 +3441,7 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); relative.y -= .1; - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 70; } victim->jointVel(lefthand) *= .1 - 1; @@ -3473,7 +3473,7 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); relative = DoRotation(relative, 0, -90, 0); - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } victim->jointVel(abdomen) += relative * damagemult * 200; @@ -3493,7 +3493,7 @@ void Person::DoAnimations() Normalise(&relative); if (victim->id == 0) relative /= 30; - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } victim->damage = victim->damagetolerance; @@ -3568,12 +3568,12 @@ void Person::DoAnimations() if (hasvictim && (animTarget == knifefollowanim || animTarget == knifesneakattackanim) && Animation::animations[animTarget].frames[frameCurrent].label == 6) { escapednum = 0; victim->velocity = 0; - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity = 0; } if (animTarget == knifefollowanim) { victim->RagDoll(0); - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity = 0; } } @@ -3626,7 +3626,7 @@ void Person::DoAnimations() if (hasvictim && animTarget == swordsneakattackanim && Animation::animations[animTarget].frames[frameCurrent].label == 6) { escapednum = 0; victim->velocity = 0; - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity = 0; } if (weaponactive != -1) { @@ -3694,7 +3694,7 @@ void Person::DoAnimations() relative = DoRotation(relative, 0, 90, 0); relative.y = .5; Normalise(&relative); - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 20; } victim->jointVel(head) += relative * damagemult * 200; @@ -3714,7 +3714,7 @@ void Person::DoAnimations() relative = DoRotation(relative, 0, 90, 0); relative.y = .5; Normalise(&relative); - for (int i = 0; i < victim->skeleton.num_joints; i++) { + for (int i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 20; } victim->jointVel(head) += relative * damagemult * 200; @@ -4183,18 +4183,18 @@ void Person::DoAnimations() } if (animCurrent != oldanimCurrent || animTarget != oldanimTarget || ((frameCurrent != oldframeCurrent || frameTarget != oldframeTarget) && !calcrot)) { //Old rotates - for (int i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.joints.size(); i++) { skeleton.joints[i].position = currentFrame().joints[i].position; } skeleton.FindForwards(); - for (int i = 0; i < skeleton.num_muscles; i++) { + for (int i = 0; i < skeleton.muscles.size(); i++) { if (skeleton.muscles[i].visible) { skeleton.FindRotationMuscle(i, animTarget); } } - for (int i = 0; i < skeleton.num_muscles; i++) { + for (int i = 0; i < skeleton.muscles.size(); i++) { if (skeleton.muscles[i].visible) { if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100)) skeleton.muscles[i].oldrotate1 = (float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100; @@ -4206,18 +4206,18 @@ void Person::DoAnimations() } //New rotates - for (int i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.joints.size(); i++) { skeleton.joints[i].position = targetFrame().joints[i].position; } skeleton.FindForwards(); - for (int i = 0; i < skeleton.num_muscles; i++) { + for (int i = 0; i < skeleton.muscles.size(); i++) { if (skeleton.muscles[i].visible) { skeleton.FindRotationMuscle(i, animTarget); } } - for (int i = 0; i < skeleton.num_muscles; i++) { + for (int i = 0; i < skeleton.muscles.size(); i++) { if (skeleton.muscles[i].visible) { if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100)) skeleton.muscles[i].newrotate1 = (float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100; @@ -4243,12 +4243,12 @@ void Person::DoAnimations() oldframeTarget = frameTarget; oldframeCurrent = frameCurrent; - for (int i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.joints.size(); i++) { skeleton.joints[i].velocity = (currentFrame().joints[i].position * (1 - target) + targetFrame().joints[i].position * (target) - skeleton.joints[i].position) / multiplier; skeleton.joints[i].position = currentFrame().joints[i].position * (1 - target) + targetFrame().joints[i].position * (target); } offset = currentoffset * (1 - target) + targetoffset * target; - for (int i = 0; i < skeleton.num_muscles; i++) { + for (int i = 0; i < skeleton.muscles.size(); i++) { if (skeleton.muscles[i].visible) { skeleton.muscles[i].rotate1 = skeleton.muscles[i].oldrotate1 * (1 - target) + skeleton.muscles[i].newrotate1 * (target); skeleton.muscles[i].rotate2 = skeleton.muscles[i].oldrotate2 * (1 - target) + skeleton.muscles[i].newrotate2 * (target); @@ -4380,7 +4380,7 @@ void Person::DoStuff() } while (flamedelay < 0 && onfire) { flamedelay += .006; - howmany = abs(Random() % (skeleton.num_joints)); + howmany = abs(Random() % (skeleton.joints.size())); if (skeleton.free) { flatvelocity = skeleton.joints[howmany].velocity * scale / 2; flatfacing = skeleton.joints[howmany].position * scale + coords; @@ -4393,7 +4393,7 @@ void Person::DoStuff() while (flamedelay < 0 && !onfire && tutoriallevel == 1 && id != 0) { flamedelay += .05; - howmany = abs(Random() % (skeleton.num_joints)); + howmany = abs(Random() % (skeleton.joints.size())); if (skeleton.free) { flatvelocity = skeleton.joints[howmany].velocity * scale / 2; flatfacing = skeleton.joints[howmany].position * scale + coords; @@ -4485,7 +4485,7 @@ void Person::DoStuff() } dead = 2; if (animTarget == knifefollowedanim && !skeleton.free) { - for (int i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.joints.size(); i++) { skeleton.joints[i].velocity = 0; skeleton.joints[i].velocity.y = -2; } @@ -4923,7 +4923,7 @@ void Person::DoStuff() dead = 0; skeleton.free = 1; damage -= 20; - for (int i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.joints.size(); i++) { skeleton.joints[i].velocity = 0; } } @@ -4997,22 +4997,22 @@ void Person::DoStuff() average = 0; howmany = 0; - for (j = 0; j < skeleton.num_joints; j++) { + for (j = 0; j < skeleton.joints.size(); j++) { average += skeleton.joints[j].position; howmany++; } average /= howmany; coords += average * scale; - for (j = 0; j < skeleton.num_joints; j++) { + for (j = 0; j < skeleton.joints.size(); j++) { skeleton.joints[j].position -= average; } average /= multiplier; velocity = 0; - for (int i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.joints.size(); i++) { velocity += skeleton.joints[i].velocity * scale; } - velocity /= skeleton.num_joints; + velocity /= skeleton.joints.size(); if (!isnormal(velocity.x) && velocity.x) { velocity = 0; @@ -5123,7 +5123,7 @@ void Person::DoStuff() frameCurrent = 0; target = 0; - for (int i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.joints.size(); i++) { tempanimation.frames[0].joints[i].position = skeleton.joints[i].position; tempanimation.frames[0].joints[i].position = DoRotation(tempanimation.frames[0].joints[i].position, 0, -yaw, 0); } @@ -5214,7 +5214,7 @@ void Person::DoStuff() if (middle.y > 0 && animTarget != rollanim) targetoffset.y = middle.y + 1; - for (int i = 0; i < skeleton.num_joints; i++) { + for (int i = 0; i < skeleton.joints.size(); i++) { tempanimation.frames[0].joints[i].position = skeleton.joints[i].position; tempanimation.frames[0].joints[i].position = DoRotation(tempanimation.frames[0].joints[i].position, 0, -yaw, 0); } @@ -6101,7 +6101,7 @@ int Person::DrawSkeleton() skeleton.drawmodelclothes.vertex[i] = 0; skeleton.drawmodelclothes.vertex[i].y = 999; } - for (int i = 0; i < skeleton.num_muscles; i++) { + for (int i = 0; i < skeleton.muscles.size(); i++) { // convenience renames const int p1 = skeleton.muscles[i].parent1->label; const int p2 = skeleton.muscles[i].parent2->label; @@ -6446,12 +6446,12 @@ int Person::DrawSkeleton() i = weaponids[k]; if (weaponactive == k) { if (weapons[i].getType() != staff) { - for (j = 0; j < skeleton.num_muscles; j++) { + for (j = 0; j < skeleton.muscles.size(); j++) { if ((skeleton.muscles[j].parent1->label == righthand || skeleton.muscles[j].parent2->label == righthand) && skeleton.muscles[j].vertices.size() > 0) { weaponattachmuscle = j; } } - for (j = 0; j < skeleton.num_muscles; j++) { + for (j = 0; j < skeleton.muscles.size(); j++) { if ((skeleton.muscles[j].parent1->label == rightwrist || skeleton.muscles[j].parent2->label == rightwrist) && (skeleton.muscles[j].parent1->label != righthand && skeleton.muscles[j].parent2->label != righthand) && skeleton.muscles[j].vertices.size() > 0) { weaponrotatemuscle = j; } @@ -6461,12 +6461,12 @@ int Person::DrawSkeleton() weaponpoint = (jointPos(rightwrist) * .7 + jointPos(righthand) * .3); } if (weapons[i].getType() == staff) { - for (j = 0; j < skeleton.num_muscles; j++) { + for (j = 0; j < skeleton.muscles.size(); j++) { if ((skeleton.muscles[j].parent1->label == righthand || skeleton.muscles[j].parent2->label == righthand) && skeleton.muscles[j].vertices.size() > 0) { weaponattachmuscle = j; } } - for (j = 0; j < skeleton.num_muscles; j++) { + for (j = 0; j < skeleton.muscles.size(); j++) { if ((skeleton.muscles[j].parent1->label == rightelbow || skeleton.muscles[j].parent2->label == rightelbow) && (skeleton.muscles[j].parent1->label != rightshoulder && skeleton.muscles[j].parent2->label != rightshoulder) && skeleton.muscles[j].vertices.size() > 0) { weaponrotatemuscle = j; } @@ -6490,7 +6490,7 @@ int Person::DrawSkeleton() weaponpoint = jointPos(abdomen) + (jointPos(lefthip) - jointPos(righthip)) * .09 + (jointPos(leftshoulder) - jointPos(rightshoulder)) * .33; if (weapons[i].getType() == staff) weaponpoint = jointPos(abdomen) + (jointPos(lefthip) - jointPos(righthip)) * .09 + (jointPos(leftshoulder) - jointPos(rightshoulder)) * .33; - for (j = 0; j < skeleton.num_muscles; j++) { + for (j = 0; j < skeleton.muscles.size(); j++) { if ((skeleton.muscles[j].parent1->label == abdomen || skeleton.muscles[j].parent2->label == abdomen) && (skeleton.muscles[j].parent1->label == neck || skeleton.muscles[j].parent2->label == neck) && skeleton.muscles[j].vertices.size() > 0) { weaponrotatemuscle = j; } @@ -6501,7 +6501,7 @@ int Person::DrawSkeleton() weaponpoint = jointPos(abdomen) * .5 + jointPos(neck) * .5 - skeleton.forward * .8; else weaponpoint = jointPos(abdomen) * .5 + jointPos(neck) * .5 + skeleton.forward * .8; - for (j = 0; j < skeleton.num_muscles; j++) { + for (j = 0; j < skeleton.muscles.size(); j++) { if ((skeleton.muscles[j].parent1->label == abdomen || skeleton.muscles[j].parent2->label == abdomen) && (skeleton.muscles[j].parent1->label == neck || skeleton.muscles[j].parent2->label == neck) && skeleton.muscles[j].vertices.size() > 0) { weaponrotatemuscle = j; } -- 2.39.2