X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FPerson.cpp;h=eff58676f4b7f312c3115522526edf926f97a5f5;hb=fa2ead2f5252e9061cc7a7ac5d5d25f4445f6ad5;hp=c258e2352d5e89723a5b5805b4cdf2d9d71a00ea;hpb=2ce8e2f8ac6921286ebd6b30362c35b38e935977;p=lugaru.git diff --git a/Source/Person.cpp b/Source/Person.cpp index c258e23..eff5867 100644 --- a/Source/Person.cpp +++ b/Source/Person.cpp @@ -83,7 +83,6 @@ extern int indialogue; extern bool gamestarted; -//~ Person player[maxplayers]; std::vector> Person::players(1, std::shared_ptr(new Person())); /* EFFECT @@ -193,7 +192,9 @@ int Person::getIdle() if (indialogue != -1 && howactive == typeactive && creature == rabbittype) return talkidleanim; 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 < numplayers)) { + 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; @@ -922,7 +923,7 @@ void Person::Reverse() } victim->weaponactive = -1; - for (int j = 0; j < numplayers; j++) { + for (int j = 0; j < Person::players.size(); j++) { Person::players[j]->wentforweapon = 0; } } @@ -952,7 +953,7 @@ void Person::Reverse() } victim->weaponactive = -1; - for (int j = 0; j < numplayers; j++) { + for (int j = 0; j < Person::players.size(); j++) { Person::players[j]->wentforweapon = 0; } } @@ -981,7 +982,7 @@ void Person::Reverse() } victim->weaponactive = -1; - for (int j = 0; j < numplayers; j++) { + for (int j = 0; j < Person::players.size(); j++) { Person::players[j]->wentforweapon = 0; } } @@ -1010,7 +1011,7 @@ void Person::Reverse() } victim->weaponactive = -1; - for (int j = 0; j < numplayers; j++) { + for (int j = 0; j < Person::players.size(); j++) { Person::players[j]->wentforweapon = 0; } } @@ -1093,7 +1094,7 @@ void Person::Reverse() victim->weaponstuck = 0; } victim->weaponactive = -1; - for (int i = 0; i < numplayers; i++) { + for (int i = 0; i < Person::players.size(); i++) { Person::players[i]->wentforweapon = 0; } } @@ -1136,7 +1137,7 @@ void Person::Reverse() weaponstuck = 0; } weaponactive = -1; - for (int i = 0; i < numplayers; i++) { + for (int i = 0; i < Person::players.size(); i++) { Person::players[i]->wentforweapon = 0; } @@ -1566,7 +1567,7 @@ void Person::RagDoll(bool checkcollision) weaponstuck = 0; } weaponactive = -1; - for (i = 0; i < numplayers; i++) { + for (i = 0; i < Person::players.size(); i++) { Person::players[i]->wentforweapon = 0; } } @@ -2079,7 +2080,7 @@ void Person::DoAnimations() 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, &Person::players[i]->coords) < closestdist || closestdist == 0) { closestdist = distsq(&targetloc, &Person::players[i]->coords); @@ -2859,7 +2860,7 @@ void Person::DoAnimations() victim->weaponstuck = 0; } victim->weaponactive = -1; - for (i = 0; i < numplayers; i++) { + for (i = 0; i < Person::players.size(); i++) { Person::players[i]->wentforweapon = 0; } @@ -3678,8 +3679,8 @@ void Person::DoAnimations() int closest = -1; float closestdist = -1; float distance; - if (numplayers > 1) - for (i = 0; i < numplayers; i++) { + 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) { @@ -3736,8 +3737,8 @@ void Person::DoAnimations() int closest = -1; float closestdist = -1; float distance; - if (numplayers > 1) - for (i = 0; i < numplayers; i++) { + 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) { @@ -4339,7 +4340,7 @@ void Person::DoStuff() weaponstuck = 0; } weaponactive = -1; - for (i = 0; i < numplayers; i++) { + for (i = 0; i < Person::players.size(); i++) { Person::players[i]->wentforweapon = 0; } @@ -4765,7 +4766,7 @@ void Person::DoStuff() weaponstuck = 0; } weaponactive = -1; - for (i = 0; i < numplayers; i++) { + for (i = 0; i < Person::players.size(); i++) { Person::players[i]->wentforweapon = 0; } } @@ -4831,7 +4832,7 @@ void Person::DoStuff() weaponstuck = 0; } weaponactive = -1; - for (i = 0; i < numplayers; i++) { + for (i = 0; i < Person::players.size(); i++) { Person::players[i]->wentforweapon = 0; } } @@ -5316,7 +5317,7 @@ void Person::DoStuff() 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) @@ -5468,7 +5469,7 @@ void Person::DoStuff() if (hasvictim) { if ((victim != this->shared_from_this()) && !victim->dead && (victim->aitype != passivetype) && (victim->aitype != searchtype) && (aitype != passivetype) && - (aitype != searchtype) && (victim->id < numplayers) && (aitype != passivetype)) { + (aitype != searchtype) && (victim->id < Person::players.size()) && (aitype != passivetype)) { behind = (normaldotproduct(facing, coords - victim->coords) > 0); } }