extern bool gamestarted;
-Person player[maxplayers];
+std::vector<std::shared_ptr<Person>> Person::players(1, std::shared_ptr<Person>(new Person()));
/* EFFECT
*
if (!(hasvictim
&& (animTarget == rabbitkickanim
&& victim
- && victim != this
+ && victim != this->shared_from_this()
&& frameCurrent >= 2
&& animCurrent == rabbitkickanim)
&& distsq(&coords, &victim->coords) < 1.2
victim->oldcoords = victim->coords;
coords = victim->coords;
victim->targetyaw = targetyaw;
- victim->victim = this;
+ victim->victim = this->shared_from_this();
}
}
{
if (indialogue != -1 && howactive == typeactive && creature == rabbittype)
return talkidleanim;
- if (hasvictim && victim != this/*||(id==0&&attackkeydown)*/)
- if (/*(id==0&&attackkeydown)||*/(!victim->dead && victim->aitype != passivetype && victim->aitype != searchtype && aitype != passivetype && aitype != searchtype && victim->id < numplayers)) {
+ if (hasvictim && (victim != this->shared_from_this())/*||(id==0&&attackkeydown)*/)
+ if (/*(id==0&&attackkeydown)||*/(!victim->dead && victim->aitype != passivetype &&
+ victim->aitype != searchtype && aitype != passivetype && aitype != searchtype &&
+ victim->id < Person::players.size())) {
if ((aitype == playercontrolled && stunned <= 0 && weaponactive == -1) || pause) {
if (creature == rabbittype)
return fightidleanim;
}
victim->weaponactive = -1;
- for (int j = 0; j < numplayers; j++) {
- player[j].wentforweapon = 0;
+ for (int j = 0; j < Person::players.size(); j++) {
+ Person::players[j]->wentforweapon = 0;
}
}
}
victim->weaponactive = -1;
- for (int j = 0; j < numplayers; j++) {
- player[j].wentforweapon = 0;
+ for (int j = 0; j < Person::players.size(); j++) {
+ Person::players[j]->wentforweapon = 0;
}
}
animTarget = staffspinhitreversedanim;
}
victim->weaponactive = -1;
- for (int j = 0; j < numplayers; j++) {
- player[j].wentforweapon = 0;
+ for (int j = 0; j < Person::players.size(); j++) {
+ Person::players[j]->wentforweapon = 0;
}
}
animTarget = swordslashreversedanim;
}
victim->weaponactive = -1;
- for (int j = 0; j < numplayers; j++) {
- player[j].wentforweapon = 0;
+ for (int j = 0; j < Person::players.size(); j++) {
+ Person::players[j]->wentforweapon = 0;
}
}
animTarget = knifeslashreversedanim;
victim->coords = coords;
victim->targetyaw = targetyaw;
victim->yaw = targetyaw;
- victim->victim = this;
+ victim->victim = this->shared_from_this();
}
if (animTarget == winduppunchanim) {
animTarget = winduppunchblockedanim;
victim->animTarget = blockhighleftanim;
victim->frameTarget = 1;
victim->target = .5;
- victim->victim = this;
+ victim->victim = this->shared_from_this();
victim->targetyaw = targetyaw + 180;
}
if (animTarget == wolfslapanim) {
victim->animTarget = blockhighleftanim;
victim->frameTarget = 1;
victim->target = .5;
- victim->victim = this;
+ victim->victim = this->shared_from_this();
victim->targetyaw = targetyaw + 180;
}
if ((animTarget == swordslashanim || animTarget == staffhitanim || animTarget == staffspinhitanim) && victim->weaponactive != -1) {
victim->animTarget = swordslashparryanim;
victim->frameTarget = 1;
victim->target = .5;
- victim->victim = this;
+ victim->victim = this->shared_from_this();
victim->targetyaw = targetyaw + 180;
if (abs(Random() % 20) == 0 || weapons[victim->weaponids[victim->weaponactive]].getType() == knife) {
victim->weaponstuck = 0;
}
victim->weaponactive = -1;
- for (int i = 0; i < numplayers; i++) {
- player[i].wentforweapon = 0;
+ for (int i = 0; i < Person::players.size(); i++) {
+ Person::players[i]->wentforweapon = 0;
}
}
weaponstuck = 0;
}
weaponactive = -1;
- for (int i = 0; i < numplayers; i++) {
- player[i].wentforweapon = 0;
+ for (int i = 0; i < Person::players.size(); i++) {
+ Person::players[i]->wentforweapon = 0;
}
weaponstuck = 0;
}
weaponactive = -1;
- for (i = 0; i < numplayers; i++) {
- player[i].wentforweapon = 0;
+ for (i = 0; i < Person::players.size(); i++) {
+ Person::players[i]->wentforweapon = 0;
}
}
}
for (i = 0; i < weapons.size(); i++) {
bool willwork = true;
if (weapons[i].owner != -1)
- if (player[weapons[i].owner].weaponstuck != -1)
- if (player[weapons[i].owner].weaponids[player[weapons[i].owner].weaponstuck] == i)
- if (player[weapons[i].owner].num_weapons > 1)
+ if (Person::players[weapons[i].owner]->weaponstuck != -1)
+ if (Person::players[weapons[i].owner]->weaponids[Person::players[weapons[i].owner]->weaponstuck] == i)
+ if (Person::players[weapons[i].owner]->num_weapons > 1)
willwork = 0;
if ((weapons[i].owner == -1) || (hasvictim && weapons[i].owner == victim->id && victim->skeleton.free))
if (willwork && distsqflat(&coords, &weapons[i].position) < 3 && weaponactive == -1) {
weaponactive = 0;
if (weapons[i].owner != -1) {
- victim = &player[weapons[i].owner];
+ victim = Person::players[weapons[i].owner];
if (victim->num_weapons == 1)
victim->num_weapons = 0;
else
if ((animTarget == rabbitrunninganim || animTarget == wolfrunninganim) && frameTarget == 3 && (jumpkeydown || attackkeydown || id != 0))
dojumpattack = 1;
if (hasvictim)
- if (distsq(&victim->coords, &/*player[i].*/coords) < 5 && victim->aitype == gethelptype && (attackkeydown) && !victim->skeleton.free && victim->isRun() && victim->runninghowlong >= 1)
+ if (distsq(&victim->coords, &/*Person::players[i]->*/coords) < 5 && victim->aitype == gethelptype && (attackkeydown) && !victim->skeleton.free && victim->isRun() && victim->runninghowlong >= 1)
dojumpattack = 1;
if (!hostile)
dojumpattack = 0;
targetloc = velocity;
Normalise(&targetloc);
targetloc += coords;
- for (i = 0; i < numplayers; i++) {
+ for (i = 0; i < Person::players.size(); i++) {
if (i != id)
- if (distsq(&targetloc, &player[i].coords) < closestdist || closestdist == 0) {
- closestdist = distsq(&targetloc, &player[i].coords);
+ if (distsq(&targetloc, &Person::players[i]->coords) < closestdist || closestdist == 0) {
+ closestdist = distsq(&targetloc, &Person::players[i]->coords);
closestid = i;
}
}
if (closestid != -1)
- if (closestdist < 5 && !player[closestid].dead && animation[player[closestid].animTarget].height != lowheight && player[closestid].animTarget != backhandspringanim) {
+ if (closestdist < 5 && !Person::players[closestid]->dead && animation[Person::players[closestid]->animTarget].height != lowheight && Person::players[closestid]->animTarget != backhandspringanim) {
hasvictim = 1;
- victim = &player[closestid];
+ victim = Person::players[closestid];
coords = victim->coords;
animCurrent = rabbittacklinganim;
animTarget = rabbittacklinganim;
victim->weaponstuck = 0;
}
victim->weaponactive = -1;
- for (i = 0; i < numplayers; i++) {
- player[i].wentforweapon = 0;
+ for (i = 0; i < Person::players.size(); i++) {
+ Person::players[i]->wentforweapon = 0;
}
}
}
if (animTarget == sweepanim && animation[animTarget].label[frameCurrent] == 5) {
- if (victim->animTarget != jumpupanim && distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && victim != this) {
+ if ((victim->animTarget != jumpupanim) &&
+ (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3) &&
+ (victim != this->shared_from_this())) {
escapednum = 0;
if (id == 0)
camerashake += .2;
int closest = -1;
float closestdist = -1;
float distance;
- if (numplayers > 1)
- for (i = 0; i < numplayers; i++) {
- if (id != i && player[i].coords.y < coords.y && !player[i].skeleton.free) {
- distance = distsq(&player[i].coords, &coords);
+ if (Person::players.size() > 1)
+ for (i = 0; i < Person::players.size(); i++) {
+ if (id != i && Person::players[i]->coords.y < coords.y && !Person::players[i]->skeleton.free) {
+ distance = distsq(&Person::players[i]->coords, &coords);
if (closestdist == -1 || distance < closestdist) {
closestdist = distance;
closest = i;
}
}
if (closestdist > 0 && closest >= 0 && closestdist < 16) {
- victim = &player[closest];
+ victim = Person::players[closest];
animTarget = walljumprightkickanim;
frameTarget = 0;
XYZ rotatetarget = victim->coords - coords;
int closest = -1;
float closestdist = -1;
float distance;
- if (numplayers > 1)
- for (i = 0; i < numplayers; i++) {
- if (id != i && player[i].coords.y < coords.y && !player[i].skeleton.free) {
- distance = distsq(&player[i].coords, &coords);
+ if (Person::players.size() > 1)
+ for (i = 0; i < Person::players.size(); i++) {
+ if (id != i && Person::players[i]->coords.y < coords.y && !Person::players[i]->skeleton.free) {
+ distance = distsq(&Person::players[i]->coords, &coords);
if (closestdist == -1 || distance < closestdist) {
closestdist = distance;
closest = i;
}
}
if (closestdist > 0 && closest >= 0 && closestdist < 16) {
- victim = &player[closest];
+ victim = Person::players[closest];
animTarget = walljumpleftkickanim;
frameTarget = 0;
XYZ rotatetarget = victim->coords - coords;
flamedelay -= multiplier;
parriedrecently -= multiplier;
if (!victim) {
- victim = this;
+ victim = this->shared_from_this();
hasvictim = 0;
}
superruntoggle = 0;
if (aitype != passivetype) {
superruntoggle = 1;
- if (aitype == attacktypecutoff && (player[0].isIdle() || player[0].isCrouch() || player[0].skeleton.free || player[0].animTarget == getupfrombackanim || player[0].animTarget == getupfromfrontanim || player[0].animTarget == sneakanim) && distsq(&coords, &player[0].coords) < 16) {
+ if (aitype == attacktypecutoff && (Person::players[0]->isIdle() || Person::players[0]->isCrouch() || Person::players[0]->skeleton.free || Person::players[0]->animTarget == getupfrombackanim || Person::players[0]->animTarget == getupfromfrontanim || Person::players[0]->animTarget == sneakanim) && distsq(&coords, &Person::players[0]->coords) < 16) {
superruntoggle = 0;
}
}
weaponstuck = 0;
}
weaponactive = -1;
- for (i = 0; i < numplayers; i++) {
- player[i].wentforweapon = 0;
+ for (i = 0; i < Person::players.size(); i++) {
+ Person::players[i]->wentforweapon = 0;
}
if (id == 0) {
weaponstuck = 0;
}
weaponactive = -1;
- for (i = 0; i < numplayers; i++) {
- player[i].wentforweapon = 0;
+ for (i = 0; i < Person::players.size(); i++) {
+ Person::players[i]->wentforweapon = 0;
}
}
weaponstuck = 0;
}
weaponactive = -1;
- for (i = 0; i < numplayers; i++) {
- player[i].wentforweapon = 0;
+ for (i = 0; i < Person::players.size(); i++) {
+ Person::players[i]->wentforweapon = 0;
}
}
if (!skeleton.free) {
bool play;
play = 0;
- if ((stunned > 0 || surprised > 0) && numplayers > 2 && aitype != passivetype)
+ if ((stunned > 0 || surprised > 0) && Person::players.size() > 2 && aitype != passivetype)
play = 1;
if (hasvictim)
if (aitype != passivetype && victim->skeleton.free && !victim->dead)
bool behind;
behind = 0;
if (hasvictim) {
- if (victim != this && !victim->dead && victim->aitype != passivetype && victim->aitype != searchtype && aitype != passivetype && aitype != searchtype && victim->id < numplayers && aitype != passivetype) {
+ if ((victim != this->shared_from_this()) && !victim->dead && (victim->aitype != passivetype) &&
+ (victim->aitype != searchtype) && (aitype != passivetype) &&
+ (aitype != searchtype) && (victim->id < Person::players.size()) && (aitype != passivetype)) {
behind = (normaldotproduct(facing, coords - victim->coords) > 0);
}
}