]> git.jsancho.org Git - lugaru.git/blobdiff - Source/Objects/Person.cpp
Moved PersonType class to its own file
[lugaru.git] / Source / Objects / Person.cpp
index 891646ab830aef23d6852817c6e843ec3cb970ab..f020f5e67a9990f8423dbb6b05b71faea3d41944 100644 (file)
@@ -1,6 +1,6 @@
 /*
 Copyright (C) 2003, 2010 - Wolfire Games
-Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
+Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
 
 This file is part of Lugaru.
 
@@ -42,8 +42,6 @@ extern float slomodelay;
 extern bool cellophane;
 extern float texdetail;
 extern float realtexdetail;
-extern GLubyte bloodText[512 * 512 * 3];
-extern GLubyte wolfbloodText[512 * 512 * 3];
 extern int bloodtoggle;
 extern bool autoslomo;
 extern float camerashake;
@@ -104,21 +102,12 @@ Person::Person()
     , oldcoords()
     , coords()
     , velocity()
-    ,
-
-    proportionhead()
-    , proportionlegs()
-    , proportionarms()
-    , proportionbody()
-    ,
 
-    unconscioustime(0)
-    ,
+    , unconscioustime(0)
 
-    immobile(false)
-    ,
+    , immobile(false)
 
-    velspeed(0)
+    velspeed(0)
     , targetyaw(0)
     , targetrot(0)
     , rot(0)
@@ -364,6 +353,7 @@ Person::Person()
 
     jumpclimb(false)
 {
+    setProportions(1, 1, 1, 1);
 }
 
 /* Read a person in tfile. Throws an error if it’s not valid */
@@ -426,28 +416,10 @@ Person::Person(FILE* tfile, int mapvers, unsigned i)
     funpackf(tfile, "Bf Bf Bf", &metalhead, &metalhigh, &metallow);
     funpackf(tfile, "Bf Bf", &power, &speedmult);
 
-    float headprop, legprop, armprop, bodyprop;
-
     if (mapvers >= 4) {
-        funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
+        funpackf(tfile, "Bf Bf Bf Bf", &proportions[0], &proportions[1], &proportions[2], &proportions[3]);
     } else {
-        headprop = 1;
-        bodyprop = 1;
-        armprop = 1;
-        legprop = 1;
-    }
-
-    if (creature == wolftype) {
-        proportionhead = 1.1 * headprop;
-        proportionbody = 1.1 * bodyprop;
-        proportionarms = 1.1 * armprop;
-        proportionlegs = 1.1 * legprop;
-    } else if (creature == rabbittype) {
-        proportionhead = 1.2 * headprop;
-        proportionbody = 1.05 * bodyprop;
-        proportionarms = 1.00 * armprop;
-        proportionlegs = 1.1 * legprop;
-        proportionlegs.y = 1.05 * legprop;
+        setProportions(1, 1, 1, 1);
     }
 
     funpackf(tfile, "Bi", &numclothes);
@@ -479,39 +451,39 @@ Person::Person(FILE* tfile, int mapvers, unsigned i)
 void Person::skeletonLoad(bool clothes)
 {
     skeleton.id = id;
-    if (creature != wolftype) {
-        skeleton.Load(
-            "Skeleton/BasicFigure",
-            "Skeleton/BasicFigureLow",
-            "Skeleton/RabbitBelt",
-            "Models/Body.solid",
-            "Models/Body2.solid",
-            "Models/Body3.solid",
-            "Models/Body4.solid",
-            "Models/Body5.solid",
-            "Models/Body6.solid",
-            "Models/Body7.solid",
-            "Models/BodyLow.solid",
-            "Models/Belt.solid",
-            clothes);
-    } else {
-        skeleton.Load(
-            "Skeleton/BasicFigureWolf",
-            "Skeleton/BasicFigureWolfLow",
-            "Skeleton/RabbitBelt",
-            "Models/Wolf.solid",
-            "Models/Wolf2.solid",
-            "Models/Wolf3.solid",
-            "Models/Wolf4.solid",
-            "Models/Wolf5.solid",
-            "Models/Wolf6.solid",
-            "Models/Wolf7.solid",
-            "Models/WolfLow.solid",
-            "Models/Belt.solid",
-            clothes);
-    }
-
-    skeleton.drawmodel.textureptr.load(creatureskin[creature][whichskin], 1, &skeleton.skinText[0], &skeleton.skinsize);
+    skeleton.Load(
+        PersonType::types[creature].figureFileName,
+        PersonType::types[creature].lowFigureFileName,
+        PersonType::types[creature].clothesFileName,
+        PersonType::types[creature].modelFileNames[0],
+        PersonType::types[creature].modelFileNames[1],
+        PersonType::types[creature].modelFileNames[2],
+        PersonType::types[creature].modelFileNames[3],
+        PersonType::types[creature].modelFileNames[4],
+        PersonType::types[creature].modelFileNames[5],
+        PersonType::types[creature].modelFileNames[6],
+        PersonType::types[creature].lowModelFileName,
+        PersonType::types[creature].modelClothesFileName,
+        clothes);
+
+    skeleton.drawmodel.textureptr.load(PersonType::types[creature].skins[whichskin], 1, &skeleton.skinText[0], &skeleton.skinsize);
+}
+
+void Person::setProportions(float head, float body, float arms, float legs)
+{
+    proportions[0] = head;
+    proportions[1] = body;
+    proportions[2] = arms;
+    proportions[3] = legs;
+}
+
+XYZ Person::getProportion(int part) const
+{
+    XYZ prop = PersonType::types[creature].proportions[part] * proportions[part];
+    if (cellophane) {
+        prop.z = 0;
+    }
+    return prop;
 }
 
 /* EFFECT
@@ -578,8 +550,8 @@ void Person::CheckKick()
 /* EFFECT
  *
  * USES:
- * GameTick/doPlayerCollisions - spread fire between players
- * GameTick/doDevKeys - press f to ignite
+ * GameTick::doPlayerCollisions - spread fire between players
+ * GameTick::ProcessDevKeys - press f to ignite
  * Person::DoStuff - spread fire from lit campfires and bushes
  */
 void Person::CatchFire()
@@ -614,20 +586,15 @@ void Person::CatchFire()
  */
 int Person::getIdle()
 {
-    if (Dialog::inDialog() && (howactive == typeactive) && (creature == rabbittype)) {
-        return talkidleanim;
+    if (Dialog::inDialog() && (howactive == typeactive) && PersonType::types[creature].hasAnimTalkIdle()) {
+        return PersonType::types[creature].animTalkIdle;
     }
     if (hasvictim && (victim != this->shared_from_this())) {
         if ((!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;
-                }
-                if (creature == wolftype) {
-                    return wolfidle;
-                }
+                return PersonType::types[creature].animFightIdle;
             }
             if (aitype == playercontrolled && stunned <= 0 && weaponactive != -1) {
                 if (weapons[weaponids[weaponactive]].getType() == knife) {
@@ -672,13 +639,7 @@ int Person::getIdle()
     if (howactive == typedead4) {
         return dead4anim;
     }
-    if (creature == rabbittype) {
-        return bounceidleanim;
-    }
-    if (creature == wolftype) {
-        return wolfidle;
-    }
-    return 0;
+    return PersonType::types[creature].animBounceIdle;
 }
 
 /* FUNCTION
@@ -686,13 +647,7 @@ int Person::getIdle()
  */
 int Person::getCrouch()
 {
-    if (creature == rabbittype) {
-        return crouchanim;
-    }
-    if (creature == wolftype) {
-        return wolfcrouchanim;
-    }
-    return 0;
+    return PersonType::types[creature].animCrouch;
 }
 
 /* FUNCTION
@@ -700,59 +655,32 @@ int Person::getCrouch()
  */
 int Person::getRun()
 {
-    if (creature == rabbittype && (!superruntoggle || weaponactive != -1)) {
-        return runanim;
-    }
-    if (creature == wolftype && (!superruntoggle)) {
-        return wolfrunanim;
-    }
-
-    if (creature == rabbittype && (superruntoggle && weaponactive == -1)) {
-        return rabbitrunninganim;
-    }
-    if (creature == wolftype && (superruntoggle)) {
-        return wolfrunninganim;
+    if (superruntoggle && (weaponactive == -1)) {
+        return PersonType::types[creature].animRunning;
+    } else {
+        return PersonType::types[creature].animRun;
     }
-    return 0;
 }
 
 /* FUNCTION
  */
 int Person::getStop()
 {
-    if (creature == rabbittype) {
-        return stopanim;
-    }
-    if (creature == wolftype) {
-        return wolfstopanim;
-    }
-    return 0;
+    return PersonType::types[creature].animStop;
 }
 
 /* FUNCTION
  */
 int Person::getLanding()
 {
-    if (creature == rabbittype) {
-        return landanim;
-    }
-    if (creature == wolftype) {
-        return wolflandanim;
-    }
-    return 0;
+    return PersonType::types[creature].animLanding;
 }
 
 /* FUNCTION
  */
 int Person::getLandhard()
 {
-    if (creature == rabbittype) {
-        return landhardanim;
-    }
-    if (creature == wolftype) {
-        return wolflandhardanim;
-    }
-    return 0;
+    return PersonType::types[creature].animLandingHard;
 }
 
 /* EFFECT
@@ -826,17 +754,9 @@ void Person::DoBlood(float howmuch, int which)
             bleeding = howmuch + (float)abs(Random() % 100) / 200 - .25;
             bleedxint = 0;
             bleedyint = 0;
-            if (creature == rabbittype) {
-                while (bloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] > which + 4 || bloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] < which - 4 || bleedxint < 10 || bleedyint < 10 || bleedxint > 500 || bleedyint > 500) {
-                    bleedxint = abs(Random() % 512);
-                    bleedyint = abs(Random() % 512);
-                }
-            }
-            if (creature == wolftype) {
-                while (wolfbloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] > which + 4 || wolfbloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] < which - 4 || bleedxint < 10 || bleedyint < 10 || bleedxint > 500 || bleedyint > 500) {
-                    bleedxint = abs(Random() % 512);
-                    bleedyint = abs(Random() % 512);
-                }
+            while (PersonType::types[creature].bloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] > which + 4 || PersonType::types[creature].bloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] < which - 4 || bleedxint < 10 || bleedyint < 10 || bleedxint > 500 || bleedyint > 500) {
+                bleedxint = abs(Random() % 512);
+                bleedyint = abs(Random() % 512);
             }
             bleedy = bleedxint;
             bleedx = bleedyint;
@@ -949,42 +869,20 @@ void Person::DoBloodBig(float howmuch, int which)
         int endx = 0;
         int endy = 0;
         GLubyte color;
-        if (creature == rabbittype) {
-            for (i = 0; i < 512; i++) {
-                for (j = 0; j < 512; j++) {
-                    if (bloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && bloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) {
-                        if (i < startx) {
-                            startx = i;
-                        }
-                        if (j < starty) {
-                            starty = j;
-                        }
-                        if (i > endx) {
-                            endx = i;
-                        }
-                        if (j > endy) {
-                            endy = j;
-                        }
+        for (i = 0; i < 512; i++) {
+            for (j = 0; j < 512; j++) {
+                if (PersonType::types[creature].bloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && PersonType::types[creature].bloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) {
+                    if (i < startx) {
+                        startx = i;
                     }
-                }
-            }
-        }
-        if (creature == wolftype) {
-            for (i = 0; i < 512; i++) {
-                for (j = 0; j < 512; j++) {
-                    if (wolfbloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && wolfbloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) {
-                        if (i < startx) {
-                            startx = i;
-                        }
-                        if (j < starty) {
-                            starty = j;
-                        }
-                        if (i > endx) {
-                            endx = i;
-                        }
-                        if (j > endy) {
-                            endy = j;
-                        }
+                    if (j < starty) {
+                        starty = j;
+                    }
+                    if (i > endx) {
+                        endx = i;
+                    }
+                    if (j > endy) {
+                        endy = j;
                     }
                 }
             }
@@ -1021,33 +919,16 @@ void Person::DoBloodBig(float howmuch, int which)
 
         int texdetailint = realtexdetail;
         int where;
-        if (creature == rabbittype) {
-            for (i = startx; i < endx; i++) {
-                for (j = starty; j < endy; j++) {
-                    if (bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= which + 4 && bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= which - 4) {
-                        color = Random() % 85 + 170;
-                        where = i * skeleton.skinsize * 3 + j * 3;
-                        if (skeleton.skinText[where + 0] > color / 2) {
-                            skeleton.skinText[where + 0] = color / 2;
-                        }
-                        skeleton.skinText[where + 1] = 0;
-                        skeleton.skinText[where + 2] = 0;
-                    }
-                }
-            }
-        }
-        if (creature == wolftype) {
-            for (i = startx; i < endx; i++) {
-                for (j = starty; j < endy; j++) {
-                    if (wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= which + 4 && wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= which - 4) {
-                        color = Random() % 85 + 170;
-                        where = i * skeleton.skinsize * 3 + j * 3;
-                        if (skeleton.skinText[where + 0] > color / 2) {
-                            skeleton.skinText[where + 0] = color / 2;
-                        }
-                        skeleton.skinText[where + 1] = 0;
-                        skeleton.skinText[where + 2] = 0;
+        for (i = startx; i < endx; i++) {
+            for (j = starty; j < endy; j++) {
+                if (PersonType::types[creature].bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= which + 4 && PersonType::types[creature].bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= which - 4) {
+                    color = Random() % 85 + 170;
+                    where = i * skeleton.skinsize * 3 + j * 3;
+                    if (skeleton.skinText[where + 0] > color / 2) {
+                        skeleton.skinText[where + 0] = color / 2;
                     }
+                    skeleton.skinText[where + 1] = 0;
+                    skeleton.skinText[where + 2] = 0;
                 }
             }
         }
@@ -1056,17 +937,9 @@ void Person::DoBloodBig(float howmuch, int which)
 
         bleedxint = 0;
         bleedyint = 0;
-        if (creature == rabbittype) {
-            while (bloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] > which + 4 || bloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] < which - 4 || bleedxint < 10 || bleedyint < 10 || bleedxint > 500 || bleedyint > 500) {
-                bleedxint = abs(Random() % 512);
-                bleedyint = abs(Random() % 512);
-            }
-        }
-        if (creature == wolftype) {
-            while (wolfbloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] > which + 4 || wolfbloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] < which - 4 || bleedxint < 10 || bleedyint < 10 || bleedxint > 500 || bleedyint > 500) {
-                bleedxint = abs(Random() % 512);
-                bleedyint = abs(Random() % 512);
-            }
+        while (PersonType::types[creature].bloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] > which + 4 || PersonType::types[creature].bloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] < which - 4 || bleedxint < 10 || bleedyint < 10 || bleedxint > 500 || bleedyint > 500) {
+            bleedxint = abs(Random() % 512);
+            bleedyint = abs(Random() % 512);
         }
         bleedy = bleedxint + offsetx;
         bleedx = bleedyint + offsety;
@@ -1200,42 +1073,20 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where)
             int endx = 0;
             int endy = 0;
             GLubyte color;
-            if (creature == rabbittype) {
-                for (i = 0; i < 512; i++) {
-                    for (j = 0; j < 512; j++) {
-                        if (bloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && bloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) {
-                            if (i < startx) {
-                                startx = i;
-                            }
-                            if (j < starty) {
-                                starty = j;
-                            }
-                            if (i > endx) {
-                                endx = i;
-                            }
-                            if (j > endy) {
-                                endy = j;
-                            }
+            for (i = 0; i < 512; i++) {
+                for (j = 0; j < 512; j++) {
+                    if (PersonType::types[creature].bloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && PersonType::types[creature].bloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) {
+                        if (i < startx) {
+                            startx = i;
                         }
-                    }
-                }
-            }
-            if (creature == wolftype) {
-                for (i = 0; i < 512; i++) {
-                    for (j = 0; j < 512; j++) {
-                        if (wolfbloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && wolfbloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) {
-                            if (i < startx) {
-                                startx = i;
-                            }
-                            if (j < starty) {
-                                starty = j;
-                            }
-                            if (i > endx) {
-                                endx = i;
-                            }
-                            if (j > endy) {
-                                endy = j;
-                            }
+                        if (j < starty) {
+                            starty = j;
+                        }
+                        if (i > endx) {
+                            endx = i;
+                        }
+                        if (j > endy) {
+                            endy = j;
                         }
                     }
                 }
@@ -1271,49 +1122,24 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where)
 
             int texdetailint = realtexdetail;
             int where;
-            if (creature == rabbittype) {
-                for (i = startx; i < endx; i++) {
-                    for (j = starty; j < endy; j++) {
-                        if (bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= which + 4 && bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= which - 4) {
-                            color = Random() % 85 + 170;
-                            where = i * skeleton.skinsize * 3 + j * 3;
-                            if (skeleton.skinText[where + 0] > color / 2) {
-                                skeleton.skinText[where + 0] = color / 2;
-                            }
-                            skeleton.skinText[where + 1] = 0;
-                            skeleton.skinText[where + 2] = 0;
-                        } else if (bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= 160 + 4 && bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= 160 - 4) {
-                            color = Random() % 85 + 170;
-                            where = i * skeleton.skinsize * 3 + j * 3;
-                            if (skeleton.skinText[where + 0] > color / 2) {
-                                skeleton.skinText[where + 0] = color / 2;
-                            }
-                            skeleton.skinText[where + 1] = 0;
-                            skeleton.skinText[where + 2] = 0;
+            for (i = startx; i < endx; i++) {
+                for (j = starty; j < endy; j++) {
+                    if (PersonType::types[creature].bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= which + 4 && PersonType::types[creature].bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= which - 4) {
+                        color = Random() % 85 + 170;
+                        where = i * skeleton.skinsize * 3 + j * 3;
+                        if (skeleton.skinText[where + 0] > color / 2) {
+                            skeleton.skinText[where + 0] = color / 2;
                         }
-                    }
-                }
-            }
-            if (creature == wolftype) {
-                for (i = startx; i < endx; i++) {
-                    for (j = starty; j < endy; j++) {
-                        if (wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= which + 4 && wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= which - 4) {
-                            color = Random() % 85 + 170;
-                            where = i * skeleton.skinsize * 3 + j * 3;
-                            if (skeleton.skinText[where + 0] > color / 2) {
-                                skeleton.skinText[where + 0] = color / 2;
-                            }
-                            skeleton.skinText[where + 1] = 0;
-                            skeleton.skinText[where + 2] = 0;
-                        } else if (wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= 160 + 4 && wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= 160 - 4) {
-                            color = Random() % 85 + 170;
-                            where = i * skeleton.skinsize * 3 + j * 3;
-                            if (skeleton.skinText[where + 0] > color / 2) {
-                                skeleton.skinText[where + 0] = color / 2;
-                            }
-                            skeleton.skinText[where + 1] = 0;
-                            skeleton.skinText[where + 2] = 0;
+                        skeleton.skinText[where + 1] = 0;
+                        skeleton.skinText[where + 2] = 0;
+                    } else if (PersonType::types[creature].bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= 160 + 4 && PersonType::types[creature].bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= 160 - 4) {
+                        color = Random() % 85 + 170;
+                        where = i * skeleton.skinsize * 3 + j * 3;
+                        if (skeleton.skinText[where + 0] > color / 2) {
+                            skeleton.skinText[where + 0] = color / 2;
                         }
+                        skeleton.skinText[where + 1] = 0;
+                        skeleton.skinText[where + 2] = 0;
                     }
                 }
             }
@@ -2380,34 +2206,7 @@ void Person::DoAnimations()
                             if (targetFrame().label == 4 && aitype != playercontrolled) {
                                 if (Animation::animations[animTarget].attack != neutral) {
                                     unsigned r = abs(Random() % 4);
-                                    if (creature == rabbittype) {
-                                        if (r == 0) {
-                                            whichsound = rabbitattacksound;
-                                        }
-                                        if (r == 1) {
-                                            whichsound = rabbitattack2sound;
-                                        }
-                                        if (r == 2) {
-                                            whichsound = rabbitattack3sound;
-                                        }
-                                        if (r == 3) {
-                                            whichsound = rabbitattack4sound;
-                                        }
-                                    }
-                                    if (creature == wolftype) {
-                                        if (r == 0) {
-                                            whichsound = barksound;
-                                        }
-                                        if (r == 1) {
-                                            whichsound = bark2sound;
-                                        }
-                                        if (r == 2) {
-                                            whichsound = bark3sound;
-                                        }
-                                        if (r == 3) {
-                                            whichsound = barkgrowlsound;
-                                        }
-                                    }
+                                    whichsound = PersonType::types[creature].soundsAttack[r];
                                     speechdelay = .3;
                                 }
                             }
@@ -5918,21 +5717,8 @@ void Person::DoStuff()
             int whichsound = -1;
             if (speechdelay <= 0) {
                 unsigned int i = abs(Random() % 4);
-                if (creature == rabbittype) {
-                    if (i == 0) {
-                        whichsound = rabbitchitter;
-                    }
-                    if (i == 1) {
-                        whichsound = rabbitchitter2;
-                    }
-                }
-                if (creature == wolftype) {
-                    if (i == 0) {
-                        whichsound = growlsound;
-                    }
-                    if (i == 1) {
-                        whichsound = growl2sound;
-                    }
+                if (i < 2) {
+                    whichsound = PersonType::types[creature].soundsTalk[i];
                 }
             }
             speechdelay = .3;
@@ -6721,24 +6507,24 @@ int Person::DrawSkeleton()
                             glMatrixMode(GL_MODELVIEW);
                             glPushMatrix();
                             if (p1 == abdomen || p2 == abdomen) {
-                                glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionbody.x,
-                                             (v0.y * (1 - morphness) + v1.y * morphness) * proportionbody.y,
-                                             (v0.z * (1 - morphness) + v1.z * morphness) * proportionbody.z);
+                                glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * getProportion(1).x,
+                                             (v0.y * (1 - morphness) + v1.y * morphness) * getProportion(1).y,
+                                             (v0.z * (1 - morphness) + v1.z * morphness) * getProportion(1).z);
                             }
                             if (p1 == lefthand || p1 == righthand || p1 == leftwrist || p1 == rightwrist || p1 == leftelbow || p1 == rightelbow || p2 == leftelbow || p2 == rightelbow) {
-                                glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionarms.x,
-                                             (v0.y * (1 - morphness) + v1.y * morphness) * proportionarms.y,
-                                             (v0.z * (1 - morphness) + v1.z * morphness) * proportionarms.z);
+                                glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * getProportion(2).x,
+                                             (v0.y * (1 - morphness) + v1.y * morphness) * getProportion(2).y,
+                                             (v0.z * (1 - morphness) + v1.z * morphness) * getProportion(2).z);
                             }
                             if (p1 == leftfoot || p1 == rightfoot || p1 == leftankle || p1 == rightankle || p1 == leftknee || p1 == rightknee || p2 == leftknee || p2 == rightknee) {
-                                glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionlegs.x,
-                                             (v0.y * (1 - morphness) + v1.y * morphness) * proportionlegs.y,
-                                             (v0.z * (1 - morphness) + v1.z * morphness) * proportionlegs.z);
+                                glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * getProportion(3).x,
+                                             (v0.y * (1 - morphness) + v1.y * morphness) * getProportion(3).y,
+                                             (v0.z * (1 - morphness) + v1.z * morphness) * getProportion(3).z);
                             }
                             if (p1 == head || p2 == head) {
-                                glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionhead.x,
-                                             (v0.y * (1 - morphness) + v1.y * morphness) * proportionhead.y,
-                                             (v0.z * (1 - morphness) + v1.z * morphness) * proportionhead.z);
+                                glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * getProportion(0).x,
+                                             (v0.y * (1 - morphness) + v1.y * morphness) * getProportion(0).y,
+                                             (v0.z * (1 - morphness) + v1.z * morphness) * getProportion(0).z);
                             }
                             glGetFloatv(GL_MODELVIEW_MATRIX, M);
                             skeleton.drawmodel.vertex[skeleton.muscles[i].vertices[j]].x = M[12] * scale;
@@ -6753,24 +6539,24 @@ int Person::DrawSkeleton()
                             glMatrixMode(GL_MODELVIEW);
                             glPushMatrix();
                             if (p1 == abdomen || p2 == abdomen) {
-                                glTranslatef(v0.x * proportionbody.x,
-                                             v0.y * proportionbody.y,
-                                             v0.z * proportionbody.z);
+                                glTranslatef(v0.x * getProportion(1).x,
+                                             v0.y * getProportion(1).y,
+                                             v0.z * getProportion(1).z);
                             }
                             if (p1 == lefthand || p1 == righthand || p1 == leftwrist || p1 == rightwrist || p1 == leftelbow || p1 == rightelbow || p2 == leftelbow || p2 == rightelbow) {
-                                glTranslatef(v0.x * proportionarms.x,
-                                             v0.y * proportionarms.y,
-                                             v0.z * proportionarms.z);
+                                glTranslatef(v0.x * getProportion(2).x,
+                                             v0.y * getProportion(2).y,
+                                             v0.z * getProportion(2).z);
                             }
                             if (p1 == leftfoot || p1 == rightfoot || p1 == leftankle || p1 == rightankle || p1 == leftknee || p1 == rightknee || p2 == leftknee || p2 == rightknee) {
-                                glTranslatef(v0.x * proportionlegs.x,
-                                             v0.y * proportionlegs.y,
-                                             v0.z * proportionlegs.z);
+                                glTranslatef(v0.x * getProportion(3).x,
+                                             v0.y * getProportion(3).y,
+                                             v0.z * getProportion(3).z);
                             }
                             if (p1 == head || p2 == head) {
-                                glTranslatef(v0.x * proportionhead.x,
-                                             v0.y * proportionhead.y,
-                                             v0.z * proportionhead.z);
+                                glTranslatef(v0.x * getProportion(0).x,
+                                             v0.y * getProportion(0).y,
+                                             v0.z * getProportion(0).z);
                             }
 
                             glGetFloatv(GL_MODELVIEW_MATRIX, M);
@@ -6809,24 +6595,24 @@ int Person::DrawSkeleton()
                         glMatrixMode(GL_MODELVIEW);
                         glPushMatrix();
                         if (p1 == abdomen || p2 == abdomen) {
-                            glTranslatef(v0.x * proportionbody.x,
-                                         v0.y * proportionbody.y,
-                                         v0.z * proportionbody.z);
+                            glTranslatef(v0.x * getProportion(1).x,
+                                         v0.y * getProportion(1).y,
+                                         v0.z * getProportion(1).z);
                         }
                         if (p1 == lefthand || p1 == righthand || p1 == leftwrist || p1 == rightwrist || p1 == leftelbow || p1 == rightelbow || p2 == leftelbow || p2 == rightelbow) {
-                            glTranslatef(v0.x * proportionarms.x,
-                                         v0.y * proportionarms.y,
-                                         v0.z * proportionarms.z);
+                            glTranslatef(v0.x * getProportion(2).x,
+                                         v0.y * getProportion(2).y,
+                                         v0.z * getProportion(2).z);
                         }
                         if (p1 == leftfoot || p1 == rightfoot || p1 == leftankle || p1 == rightankle || p1 == leftknee || p1 == rightknee || p2 == leftknee || p2 == rightknee) {
-                            glTranslatef(v0.x * proportionlegs.x,
-                                         v0.y * proportionlegs.y,
-                                         v0.z * proportionlegs.z);
+                            glTranslatef(v0.x * getProportion(3).x,
+                                         v0.y * getProportion(3).y,
+                                         v0.z * getProportion(3).z);
                         }
                         if (p1 == head || p2 == head) {
-                            glTranslatef(v0.x * proportionhead.x,
-                                         v0.y * proportionhead.y,
-                                         v0.z * proportionhead.z);
+                            glTranslatef(v0.x * getProportion(0).x,
+                                         v0.y * getProportion(0).y,
+                                         v0.z * getProportion(0).z);
                         }
                         glGetFloatv(GL_MODELVIEW_MATRIX, M);
                         skeleton.drawmodelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].x = M[12] * scale;
@@ -8443,10 +8229,11 @@ void Person::doAI()
                 //chase player
                 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
                 XYZ targetpoint = Person::players[0]->coords;
-                if (findLength(&velocity) != 0 &&
+                float vellength = findLength(&velocity);
+                if (vellength != 0 &&
                     distsq(&Person::players[0]->coords, &coords) < distsq(&rotatetarget, &coords)) {
                     targetpoint += Person::players[0]->velocity *
-                                   findDistance(&Person::players[0]->coords, &coords) / findLength(&velocity);
+                                   findDistance(&Person::players[0]->coords, &coords) / vellength;
                 }
                 targetyaw = roughDirectionTo(coords, targetpoint);
                 lookyaw = targetyaw;