The suggestion point is the below.
1: stable distance
2: each gravity
3: for ( i = 1; i < max -1; i+=2 )
4: step speed
int Display_Controller :: Approach_Bones () { double stable_distance = 10.0; double distance[2]: vPoint each_gravity[2]; vPoint step_gravity[2]; int a = 0; for ( i = 1; i < max - 1; i+=2 ) { distance = (double*)distance_vpoint ( Bones[i -1], Bones[i], Bones[ i + 1] ); each_gravity = (vPoint*)gravity_vpoint ( (double*)distance ); step_speed = (vPoint*)speed_vpoint ( each_gravity ); a = next_move (&Bones[i -1], &Bones [i] ); a = next_move (&Bones[i], &Bones [i + 1] ); } return 0; }
*
Bones is like a chain here.