]> git.jsancho.org Git - lugaru.git/blobdiff - Source/Person.h
renames for readability
[lugaru.git] / Source / Person.h
index f37a0ee310ba561e0b6a7bc4aeb4c5a617b75742..146a96dd6343f0ef5dfc93129316dc86953f6242 100644 (file)
@@ -49,18 +49,27 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 class Person
 {
-       public: 
+       public:
                int whichpatchx;
                int whichpatchz;
                
-               int currentframe;
-               int targetframe;
-               int currentanimation;
-               int targetanimation;
-               int oldcurrentframe;
-               int oldtargetframe;
-               int oldcurrentanimation;
-               int oldtargetanimation;
+        // animCurrent and animTarget are used to interpolate between different animations
+        // (and for a bunch of other things).
+        // animations interpolate with one another at various speeds.
+        // animTarget seems to determine the combat state?
+               int animCurrent;
+               int animTarget;
+
+        // frameCurrent and frameTarget are used to interpolate between the frames of an animation
+        // (e.g. the crouched animation has only two frames, lerped back and forth).
+        // animations advance at various speeds.
+               int frameCurrent;
+               int frameTarget;
+
+               int oldanimCurrent;
+               int oldanimTarget;
+               int oldframeCurrent;
+               int oldframeTarget;
                
                int howactive;
                
@@ -118,7 +127,8 @@ class Person
                float damagetolerance;
                float damage;
                float permanentdamage;
-               float superpermanentdamage;             float lastcollide;
+               float superpermanentdamage;
+        float lastcollide;
                int dead;
                
                float jumppower;
@@ -190,7 +200,8 @@ class Person
                bool loaded;
                bool whichdirection;
                float whichdirectiondelay;
-               bool avoidsomething;            XYZ avoidwhere;         
+               bool avoidsomething;
+        XYZ avoidwhere;                
                float blooddimamount;
                
                float staggerdelay;
@@ -250,7 +261,8 @@ class Person
                bool bled;
                bool spurt;
                bool onfire;
-               float onfiredelay;              float burnt;
+               float onfiredelay;
+        float burnt;
                float fireduration;
                
                float flamedelay;
@@ -293,7 +305,8 @@ class Person
                float lastchecktime;
                float stunned;
                float surprised;
-               float runninghowlong;           int lastoccluded;
+               float runninghowlong;
+        int lastoccluded;
                int laststanding;
                int escapednum;
                
@@ -312,101 +325,52 @@ class Person
                
                float occluded;
                
+               bool jumpclimb;
+
+
+
                void CheckKick();
                void CatchFire();
                void DoBlood(float howmuch, int which);
                void DoBloodBig(float howmuch, int which);
                bool DoBloodBigWhere(float howmuch, int which, XYZ where);
                
-               bool wasIdle()
-               {
-                 return animation_bits[currentanimation] & ab_idle;
-               }
-               bool isIdle()
-               {
-                 return animation_bits[targetanimation] & ab_idle;
-               }
+               bool wasIdle() { return animation_bits[animCurrent] & ab_idle; }
+               bool isIdle() { return animation_bits[animTarget] & ab_idle; }
                int getIdle();
                
-               bool isSitting()
-               {
-                 return animation_bits[targetanimation] & ab_sit;
-               }
+               bool isSitting() { return animation_bits[animTarget] & ab_sit; }
 
-               bool isSleeping()
-               {
-                 return animation_bits[targetanimation] & ab_sleep;
-               }
+               bool isSleeping() { return animation_bits[animTarget] & ab_sleep; }
 
-               bool wasCrouch()
-               {
-                 return animation_bits[currentanimation] & ab_crouch;
-               }
-               bool isCrouch()
-               {
-                 return animation_bits[targetanimation] & ab_crouch;
-               }
+               bool wasCrouch() { return animation_bits[animCurrent] & ab_crouch; }
+               bool isCrouch() { return animation_bits[animTarget] & ab_crouch; }
                int getCrouch();
                
-               bool wasStop()
-               {
-                 return animation_bits[currentanimation] & ab_stop;
-               }
-               bool isStop()
-               {
-                 return animation_bits[targetanimation] & ab_stop;
-               }
+               bool wasStop() { return animation_bits[animCurrent] & ab_stop; }
+               bool isStop() { return animation_bits[animTarget] & ab_stop; }
                int getStop();
                
                bool wasSneak();
                bool isSneak();
                int getSneak();
                
-               bool wasRun()
-               {
-                 return animation_bits[currentanimation] & ab_run;
-               }
-               bool isRun()
-               {
-                 return animation_bits[targetanimation] & ab_run;
-               }
+               bool wasRun() { return animation_bits[animCurrent] & ab_run; }
+               bool isRun() { return animation_bits[animTarget] & ab_run; }
                int getRun();
 
-               bool wasLanding()
-               {
-                 return animation_bits[currentanimation] & ab_land;
-               }
-               bool isLanding()
-               {
-                 return animation_bits[targetanimation] & ab_land;
-               }
+               bool wasLanding() { return animation_bits[animCurrent] & ab_land; }
+               bool isLanding() { return animation_bits[animTarget] & ab_land; }
                int getLanding();
 
-               bool wasLandhard()
-               {
-                 return animation_bits[currentanimation] & ab_landhard;
-               }
-               bool isLandhard()
-               {
-                 return animation_bits[targetanimation] & ab_landhard;
-               }
+               bool wasLandhard() { return animation_bits[animCurrent] & ab_landhard; }
+               bool isLandhard() { return animation_bits[animTarget] & ab_landhard; }
                int getLandhard();
 
-               bool wasFlip()
-               {
-                 return animation_bits[currentanimation] & ab_flip;
-               }
-               bool isFlip()
-               {
-                 return animation_bits[targetanimation] & ab_flip;
-               }
-
-               bool jumpclimb;
+               bool wasFlip() { return animation_bits[animCurrent] & ab_flip; }
+               bool isFlip() { return animation_bits[animTarget] & ab_flip; }
 
-               bool isWallJump()
-               {
-                 return animation_bits[targetanimation] & ab_walljump;
-               }
+               bool isWallJump() { return animation_bits[animTarget] & ab_walljump; }
                void Reverse();
                void DoDamage(float howmuch);
                void DoHead();