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X operations(XOPS)に非常に近いFPSゲームを制作・リメイクし、成果物をオープンソースとして公開することを目的としたプロジェクトです。


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Revision148 (tree)
Time2016-09-04 20:40:49
Authorxops-mikan

Log Message

3Dにおけるデバック用中心線の色を変更、ソースコード内の誤字を修正。

Change Summary

Incremental Difference

--- trunk/ai.cpp (revision 147)
+++ trunk/ai.cpp (revision 148)
@@ -304,7 +304,7 @@
304304 vx = cos(rx*-1 + (float)M_PI/2);
305305 vz = sin(rx*-1 + (float)M_PI/2);
306306 if(
307- (CollD->CheckALLBlockIntersectDummyRay(posx, posy + HUMAN_MAPCOLLISION_HEIGTH, posz, vx, 0, vz, NULL, NULL, &Dist, HUMAN_MAPCOLLISION_R) == true)|| //腰の高さにブロックがある(ぶつかる)
307+ (CollD->CheckALLBlockIntersectDummyRay(posx, posy + HUMAN_MAPCOLLISION_HEIGHT, posz, vx, 0, vz, NULL, NULL, &Dist, HUMAN_MAPCOLLISION_R) == true)|| //腰の高さにブロックがある(ぶつかる)
308308 (CollD->CheckALLBlockIntersectDummyRay(posx, posy - 1.0f, posz, vx, 0, vz, NULL, NULL, &Dist, HUMAN_MAPCOLLISION_R) == false) //足元にブロックがない(落ちる)
309309 ){
310310 //前進フラグを削除し、後退フラグを設定
@@ -316,7 +316,7 @@
316316 vx = cos(rx*-1 + (float)M_PI/2 + (float)M_PI);
317317 vz = sin(rx*-1 + (float)M_PI/2 + (float)M_PI);
318318 if(
319- (CollD->CheckALLBlockIntersectDummyRay(posx, posy + HUMAN_MAPCOLLISION_HEIGTH, posz, vx, 0, vz, NULL, NULL, &Dist, HUMAN_MAPCOLLISION_R) == true)|| //腰の高さにブロックがある(ぶつかる)
319+ (CollD->CheckALLBlockIntersectDummyRay(posx, posy + HUMAN_MAPCOLLISION_HEIGHT, posz, vx, 0, vz, NULL, NULL, &Dist, HUMAN_MAPCOLLISION_R) == true)|| //腰の高さにブロックがある(ぶつかる)
320320 (CollD->CheckALLBlockIntersectDummyRay(posx, posy - 1.0f, posz, vx, 0, vz, NULL, NULL, &Dist, HUMAN_MAPCOLLISION_R) == false) //足元にブロックがない(落ちる)
321321 ){
322322 //後退フラグを削除し、前進フラグを設定
@@ -329,7 +329,7 @@
329329 vx = cos(rx*-1);
330330 vz = sin(rx*-1);
331331 if(
332- (CollD->CheckALLBlockIntersectDummyRay(posx, posy + HUMAN_MAPCOLLISION_HEIGTH, posz, vx, 0, vz, NULL, NULL, &Dist, HUMAN_MAPCOLLISION_R) == true)|| //腰の高さにブロックがある(ぶつかる)
332+ (CollD->CheckALLBlockIntersectDummyRay(posx, posy + HUMAN_MAPCOLLISION_HEIGHT, posz, vx, 0, vz, NULL, NULL, &Dist, HUMAN_MAPCOLLISION_R) == true)|| //腰の高さにブロックがある(ぶつかる)
333333 (CollD->CheckALLBlockIntersectDummyRay(posx, posy - 1.0f, posz, vx, 0, vz, NULL, NULL, &Dist, HUMAN_MAPCOLLISION_R) == false) //足元にブロックがない(落ちる)
334334 ){
335335 //右移動フラグを削除し、左移動フラグを設定
@@ -340,7 +340,7 @@
340340 vx = cos(rx*-1 + (float)M_PI);
341341 vz = sin(rx*-1 + (float)M_PI);
342342 if(
343- (CollD->CheckALLBlockIntersectDummyRay(posx, posy + HUMAN_MAPCOLLISION_HEIGTH, posz, vx, 0, vz, NULL, NULL, &Dist, HUMAN_MAPCOLLISION_R) == true)|| //腰の高さにブロックがある(ぶつかる)
343+ (CollD->CheckALLBlockIntersectDummyRay(posx, posy + HUMAN_MAPCOLLISION_HEIGHT, posz, vx, 0, vz, NULL, NULL, &Dist, HUMAN_MAPCOLLISION_R) == true)|| //腰の高さにブロックがある(ぶつかる)
344344 (CollD->CheckALLBlockIntersectDummyRay(posx, posy - 1.0f, posz, vx, 0, vz, NULL, NULL, &Dist, HUMAN_MAPCOLLISION_R) == false) //足元にブロックがない(落ちる)
345345 ){
346346 //左移動フラグを削除し、右移動フラグを設定
@@ -475,7 +475,7 @@
475475
476476 //腰付近のあたり判定
477477 new_posx = posx + cos(rx*-1 + (float)M_PI/2) * (AI_CHECKJUMP_DIST + HUMAN_MAPCOLLISION_R);
478- new_posy = posy + HUMAN_MAPCOLLISION_HEIGTH;
478+ new_posy = posy + HUMAN_MAPCOLLISION_HEIGHT;
479479 new_posz = posz + sin(rx*-1 + (float)M_PI/2) * (AI_CHECKJUMP_DIST + HUMAN_MAPCOLLISION_R);
480480 if( CollD->CheckALLBlockInside(new_posx, new_posy, new_posz) == true ){
481481 ObjMgr->MoveJump(ctrlid);
@@ -490,7 +490,7 @@
490490 ObjMgr->MoveJump(ctrlid);
491491 return true;
492492 }
493- else if( CollD->CheckALLBlockIntersectRay(new_posx, new_posy, new_posz, 0.0f, 1.0f, 0.0f, NULL, NULL, &dist_dummy, HUMAN_HEIGTH - AI_CHECKJUMP_HEIGHT) == true ){
493+ else if( CollD->CheckALLBlockIntersectRay(new_posx, new_posy, new_posz, 0.0f, 1.0f, 0.0f, NULL, NULL, &dist_dummy, HUMAN_HEIGHT - AI_CHECKJUMP_HEIGHT) == true ){
494494 ObjMgr->MoveJump(ctrlid);
495495 return true;
496496 }
--- trunk/d3dgraphics-directx.cpp (revision 147)
+++ trunk/d3dgraphics-directx.cpp (revision 148)
@@ -1245,9 +1245,9 @@
12451245 void D3DGraphics::Centerline()
12461246 {
12471247 ResetWorldTransform();
1248- Drawline(100.0f, 0.0f, 0.0f, -100.0f, 0.0f, 0.0f, GetColorCode(0.0f,1.0f,0.0f,1.0f));
1248+ Drawline(100.0f, 0.0f, 0.0f, -100.0f, 0.0f, 0.0f, GetColorCode(1.0f,0.0f,0.0f,1.0f));
12491249 Drawline(0.0f, 100.0f, 0.0f, 0.0f, -100.0f, 0.0f, GetColorCode(0.0f,1.0f,0.0f,1.0f));
1250- Drawline(0.0f, 0.0f, 100.0f, 0.0f, 0.0f, -100.0f, GetColorCode(0.0f,1.0f,0.0f,1.0f));
1250+ Drawline(0.0f, 0.0f, 100.0f, 0.0f, 0.0f, -100.0f, GetColorCode(0.0f,0.0f,1.0f,1.0f));
12511251 }
12521252
12531253 //! @brief 【デバック用】線描画
--- trunk/d3dgraphics-opengl.cpp (revision 147)
+++ trunk/d3dgraphics-opengl.cpp (revision 148)
@@ -1855,9 +1855,9 @@
18551855 void D3DGraphics::Centerline()
18561856 {
18571857 ResetWorldTransform();
1858- Drawline(100.0f, 0.0f, 0.0f, -100.0f, 0.0f, 0.0f, GetColorCode(0.0f,1.0f,0.0f,1.0f));
1858+ Drawline(100.0f, 0.0f, 0.0f, -100.0f, 0.0f, 0.0f, GetColorCode(1.0f,0.0f,0.0f,1.0f));
18591859 Drawline(0.0f, 100.0f, 0.0f, 0.0f, -100.0f, 0.0f, GetColorCode(0.0f,1.0f,0.0f,1.0f));
1860- Drawline(0.0f, 0.0f, 100.0f, 0.0f, 0.0f, -100.0f, GetColorCode(0.0f,1.0f,0.0f,1.0f));
1860+ Drawline(0.0f, 0.0f, 100.0f, 0.0f, 0.0f, -100.0f, GetColorCode(0.0f,0.0f,1.0f,1.0f));
18611861 }
18621862
18631863 //! @brief 【デバック用】線描画
--- trunk/gamemain.cpp (revision 147)
+++ trunk/gamemain.cpp (revision 148)
@@ -1824,7 +1824,7 @@
18241824 float crx = camera_rx*0.6f + (view_rx + mouse_rx*-1 + (float)M_PI/2)*0.4f; // 3/5 + 2/5
18251825 float cry = camera_ry*0.6f + (view_ry + mouse_ry)*0.4f; // 3/5 + 2/5
18261826 float dist;
1827- if( CollD.CheckALLBlockIntersectRay(x, y + HUMAN_HEIGTH, z, cos(crx)*cos(cry)*-1, sin(cry*-1), sin(crx)*cos(cry)*-1, NULL, NULL, &dist, 13.0f) == true ){
1827+ if( CollD.CheckALLBlockIntersectRay(x, y + HUMAN_HEIGHT, z, cos(crx)*cos(cry)*-1, sin(cry*-1), sin(crx)*cos(cry)*-1, NULL, NULL, &dist, 13.0f) == true ){
18281828 dist -= 1.0f;
18291829 }
18301830 else{
@@ -1831,7 +1831,7 @@
18311831 dist = 13.0f;
18321832 }
18331833 camera_x = x - cos(crx)*cos(cry)*dist;
1834- camera_y = y + HUMAN_HEIGTH + sin(cry*-1)*dist;
1834+ camera_y = y + HUMAN_HEIGHT + sin(cry*-1)*dist;
18351835 camera_z = z - sin(crx)*cos(cry)*dist;
18361836 camera_rx = crx;
18371837 camera_ry = cry;
@@ -1985,14 +1985,14 @@
19851985 d3dg->Drawline(posx+3.0f, posy, posz-3.0f, posx-3.0f, posy, posz-3.0f, d3dg->GetColorCode(1.0f,0.0f,0.0f,1.0f));
19861986 d3dg->Drawline(posx-3.0f, posy, posz-3.0f, posx-3.0f, posy, posz+3.0f, d3dg->GetColorCode(1.0f,0.0f,0.0f,1.0f));
19871987 d3dg->Drawline(posx-3.0f, posy, posz+3.0f, posx+3.0f, posy, posz+3.0f, d3dg->GetColorCode(1.0f,0.0f,0.0f,1.0f));
1988- d3dg->Drawline(posx+3.0f, posy+HUMAN_HEIGTH, posz+3.0f, posx+3.0f, posy+HUMAN_HEIGTH, posz-3.0f, d3dg->GetColorCode(1.0f,0.0f,0.0f,1.0f));
1989- d3dg->Drawline(posx+3.0f, posy+HUMAN_HEIGTH, posz-3.0f, posx-3.0f, posy+HUMAN_HEIGTH, posz-3.0f, d3dg->GetColorCode(1.0f,0.0f,0.0f,1.0f));
1990- d3dg->Drawline(posx-3.0f, posy+HUMAN_HEIGTH, posz-3.0f, posx-3.0f, posy+HUMAN_HEIGTH, posz+3.0f, d3dg->GetColorCode(1.0f,0.0f,0.0f,1.0f));
1991- d3dg->Drawline(posx-3.0f, posy+HUMAN_HEIGTH, posz+3.0f, posx+3.0f, posy+HUMAN_HEIGTH, posz+3.0f, d3dg->GetColorCode(1.0f,0.0f,0.0f,1.0f));
1992- d3dg->Drawline(posx+3.0f, posy, posz+3.0f, posx+3.0f, posy+HUMAN_HEIGTH, posz+3.0f, d3dg->GetColorCode(1.0f,0.0f,0.0f,1.0f));
1993- d3dg->Drawline(posx+3.0f, posy, posz-3.0f, posx+3.0f, posy+HUMAN_HEIGTH, posz-3.0f, d3dg->GetColorCode(1.0f,0.0f,0.0f,1.0f));
1994- d3dg->Drawline(posx-3.0f, posy, posz-3.0f, posx-3.0f, posy+HUMAN_HEIGTH, posz-3.0f, d3dg->GetColorCode(1.0f,0.0f,0.0f,1.0f));
1995- d3dg->Drawline(posx-3.0f, posy, posz+3.0f, posx-3.0f, posy+HUMAN_HEIGTH, posz+3.0f, d3dg->GetColorCode(1.0f,0.0f,0.0f,1.0f));
1988+ d3dg->Drawline(posx+3.0f, posy+HUMAN_HEIGHT, posz+3.0f, posx+3.0f, posy+HUMAN_HEIGHT, posz-3.0f, d3dg->GetColorCode(1.0f,0.0f,0.0f,1.0f));
1989+ d3dg->Drawline(posx+3.0f, posy+HUMAN_HEIGHT, posz-3.0f, posx-3.0f, posy+HUMAN_HEIGHT, posz-3.0f, d3dg->GetColorCode(1.0f,0.0f,0.0f,1.0f));
1990+ d3dg->Drawline(posx-3.0f, posy+HUMAN_HEIGHT, posz-3.0f, posx-3.0f, posy+HUMAN_HEIGHT, posz+3.0f, d3dg->GetColorCode(1.0f,0.0f,0.0f,1.0f));
1991+ d3dg->Drawline(posx-3.0f, posy+HUMAN_HEIGHT, posz+3.0f, posx+3.0f, posy+HUMAN_HEIGHT, posz+3.0f, d3dg->GetColorCode(1.0f,0.0f,0.0f,1.0f));
1992+ d3dg->Drawline(posx+3.0f, posy, posz+3.0f, posx+3.0f, posy+HUMAN_HEIGHT, posz+3.0f, d3dg->GetColorCode(1.0f,0.0f,0.0f,1.0f));
1993+ d3dg->Drawline(posx+3.0f, posy, posz-3.0f, posx+3.0f, posy+HUMAN_HEIGHT, posz-3.0f, d3dg->GetColorCode(1.0f,0.0f,0.0f,1.0f));
1994+ d3dg->Drawline(posx-3.0f, posy, posz-3.0f, posx-3.0f, posy+HUMAN_HEIGHT, posz-3.0f, d3dg->GetColorCode(1.0f,0.0f,0.0f,1.0f));
1995+ d3dg->Drawline(posx-3.0f, posy, posz+3.0f, posx-3.0f, posy+HUMAN_HEIGHT, posz+3.0f, d3dg->GetColorCode(1.0f,0.0f,0.0f,1.0f));
19961996 }
19971997 }
19981998 }
--- trunk/object.cpp (revision 147)
+++ trunk/object.cpp (revision 148)
@@ -992,9 +992,9 @@
992992 SetDisableScope();
993993
994994 //次のフレームの頭の座標を取得
995- check_posx = pos_x + cos(rotation_x*-1 - (float)M_PI/2) * sin(add_ry) * HUMAN_HEIGTH;
996- check_posy = pos_y + cos(add_ry) * HUMAN_HEIGTH;
997- check_posz = pos_z + sin(rotation_x*-1 - (float)M_PI/2) * sin(add_ry) * HUMAN_HEIGTH;
995+ check_posx = pos_x + cos(rotation_x*-1 - (float)M_PI/2) * sin(add_ry) * HUMAN_HEIGHT;
996+ check_posy = pos_y + cos(add_ry) * HUMAN_HEIGHT;
997+ check_posz = pos_z + sin(rotation_x*-1 - (float)M_PI/2) * sin(add_ry) * HUMAN_HEIGHT;
998998
999999 if( CollD->CheckALLBlockInside(check_posx, check_posy, check_posz) == true ){
10001000 deadstate = 2;
@@ -1036,9 +1036,9 @@
10361036 }
10371037 else{
10381038 //次のフレームの頭の座標を取得
1039- check_posx = pos_x + cos(rotation_x*-1 - (float)M_PI/2) * sin(rotation_y + add_ry) * HUMAN_HEIGTH;
1040- check_posy = pos_y + cos(rotation_y + add_ry) * HUMAN_HEIGTH;
1041- check_posz = pos_z + sin(rotation_x*-1 - (float)M_PI/2) * sin(rotation_y + add_ry) * HUMAN_HEIGTH;
1039+ check_posx = pos_x + cos(rotation_x*-1 - (float)M_PI/2) * sin(rotation_y + add_ry) * HUMAN_HEIGHT;
1040+ check_posy = pos_y + cos(rotation_y + add_ry) * HUMAN_HEIGHT;
1041+ check_posz = pos_z + sin(rotation_x*-1 - (float)M_PI/2) * sin(rotation_y + add_ry) * HUMAN_HEIGHT;
10421042
10431043 if( CollD->CheckALLBlockInside(check_posx, check_posy, check_posz) == true ){
10441044 deadstate = 3;
@@ -1090,9 +1090,9 @@
10901090 }
10911091
10921092 //次のフレームの足の座標を取得
1093- check_posx = pos_x - cos(rotation_x*-1 - (float)M_PI/2) * sin(rotation_y + add_ry) * HUMAN_HEIGTH;
1093+ check_posx = pos_x - cos(rotation_x*-1 - (float)M_PI/2) * sin(rotation_y + add_ry) * HUMAN_HEIGHT;
10941094 check_posy = pos_y + 0.1f;
1095- check_posz = pos_z - sin(rotation_x*-1 - (float)M_PI/2) * sin(rotation_y + add_ry) * HUMAN_HEIGTH;
1095+ check_posz = pos_z - sin(rotation_x*-1 - (float)M_PI/2) * sin(rotation_y + add_ry) * HUMAN_HEIGHT;
10961096
10971097 if( CollD->CheckALLBlockInside(check_posx, check_posy, check_posz) == true ){
10981098 deadstate = 4;
@@ -1100,9 +1100,9 @@
11001100 }
11011101
11021102 //次のフレームの頭の座標を取得
1103- check_posx = pos_x - cos(rotation_x*-1 - (float)M_PI/2) * sin(rotation_y + add_ry) * HUMAN_HEIGTH;
1104- check_posy = pos_y + cos(rotation_y + add_ry) * HUMAN_HEIGTH;
1105- check_posz = pos_z - sin(rotation_x*-1 - (float)M_PI/2) * sin(rotation_y + add_ry) * HUMAN_HEIGTH;
1103+ check_posx = pos_x - cos(rotation_x*-1 - (float)M_PI/2) * sin(rotation_y + add_ry) * HUMAN_HEIGHT;
1104+ check_posy = pos_y + cos(rotation_y + add_ry) * HUMAN_HEIGHT;
1105+ check_posz = pos_z - sin(rotation_x*-1 - (float)M_PI/2) * sin(rotation_y + add_ry) * HUMAN_HEIGHT;
11061106
11071107 if( CollD->CheckALLBlockInside(check_posx, check_posy, check_posz) == true ){
11081108 deadstate = 4;
@@ -1110,8 +1110,8 @@
11101110 }
11111111
11121112 //足の座標を移動
1113- pos_x -= cos(rotation_x*-1 - (float)M_PI/2) * sin(add_ry) * HUMAN_HEIGTH;
1114- pos_z -= sin(rotation_x*-1 - (float)M_PI/2) * sin(add_ry) * HUMAN_HEIGTH;
1113+ pos_x -= cos(rotation_x*-1 - (float)M_PI/2) * sin(add_ry) * HUMAN_HEIGHT;
1114+ pos_z -= sin(rotation_x*-1 - (float)M_PI/2) * sin(add_ry) * HUMAN_HEIGHT;
11151115
11161116 rotation_y += add_ry;
11171117 return 2;
@@ -1303,8 +1303,8 @@
13031303
13041304 if( move_y > 0.0f ){
13051305 //上方向へ当たり判定
1306- if( CollD->CheckALLBlockIntersectDummyRay(pos_x, pos_y + HUMAN_HEIGTH, pos_z, 0, 1, 0, NULL, NULL, &Dist, move_y) == true ){
1307- CollD->CheckALLBlockIntersectRay(pos_x, pos_y + HUMAN_HEIGTH, pos_z, 0, 1, 0, NULL, NULL, &Dist, move_y);
1306+ if( CollD->CheckALLBlockIntersectDummyRay(pos_x, pos_y + HUMAN_HEIGHT, pos_z, 0, 1, 0, NULL, NULL, &Dist, move_y) == true ){
1307+ CollD->CheckALLBlockIntersectRay(pos_x, pos_y + HUMAN_HEIGHT, pos_z, 0, 1, 0, NULL, NULL, &Dist, move_y);
13081308
13091309 FallDistance = Dist;
13101310 move_y = 0.0f;
@@ -1391,24 +1391,24 @@
13911391
13921392 //腰付近をAABBで荒削り
13931393 if( CollideBoxAABB(min_x, min_y, min_z, max_x, max_y, max_z,
1394- pos_x - HUMAN_MAPCOLLISION_R - 1.0f, pos_y + HUMAN_MAPCOLLISION_HEIGTH - 1.0f, pos_z - HUMAN_MAPCOLLISION_R - 1.0f, pos_x + HUMAN_MAPCOLLISION_R + 1.0f, pos_y + HUMAN_MAPCOLLISION_HEIGTH + 1.0f, pos_z + HUMAN_MAPCOLLISION_R + 1.0f) == true
1394+ pos_x - HUMAN_MAPCOLLISION_R - 1.0f, pos_y + HUMAN_MAPCOLLISION_HEIGHT - 1.0f, pos_z - HUMAN_MAPCOLLISION_R - 1.0f, pos_x + HUMAN_MAPCOLLISION_R + 1.0f, pos_y + HUMAN_MAPCOLLISION_HEIGHT + 1.0f, pos_z + HUMAN_MAPCOLLISION_R + 1.0f) == true
13951395 ){
13961396 surface = -1;
1397- CollD->CheckBlockInside(i, pos_x, pos_y + HUMAN_MAPCOLLISION_HEIGTH, pos_z, false, &surface);
1397+ CollD->CheckBlockInside(i, pos_x, pos_y + HUMAN_MAPCOLLISION_HEIGHT, pos_z, false, &surface);
13981398
13991399 if( surface != -1 ){
14001400 //HUMAN_MAPCOLLISION_R 分の先を調べる
1401- if( CollD->CheckBlockInside(i, pos_x + cos(ang)*HUMAN_MAPCOLLISION_R, pos_y + HUMAN_MAPCOLLISION_HEIGTH, pos_z + sin(ang)*HUMAN_MAPCOLLISION_R, true, NULL) == true ){
1401+ if( CollD->CheckBlockInside(i, pos_x + cos(ang)*HUMAN_MAPCOLLISION_R, pos_y + HUMAN_MAPCOLLISION_HEIGHT, pos_z + sin(ang)*HUMAN_MAPCOLLISION_R, true, NULL) == true ){
14021402 CollD->ScratchVector(i, surface, move_x2, vy, move_z2, &move_x2, &vy, &move_z2);
14031403 }
14041404
14051405 //左右90度づつを調べる
1406- if( CollD->CheckBlockInside(i, pos_x + cos(ang + (float)M_PI/2)*HUMAN_MAPCOLLISION_R, pos_y + HUMAN_MAPCOLLISION_HEIGTH, pos_z + sin(ang + (float)M_PI/2)*HUMAN_MAPCOLLISION_R, true, NULL) == true ){
1406+ if( CollD->CheckBlockInside(i, pos_x + cos(ang + (float)M_PI/2)*HUMAN_MAPCOLLISION_R, pos_y + HUMAN_MAPCOLLISION_HEIGHT, pos_z + sin(ang + (float)M_PI/2)*HUMAN_MAPCOLLISION_R, true, NULL) == true ){
14071407 if( CollD->CheckPolygonFrontRx(i, surface, ang) == true ){ //進行方向に対して表向きなら〜
14081408 CollD->ScratchVector(i, surface, move_x2, vy, move_z2, &move_x2, &vy, &move_z2);
14091409 }
14101410 }
1411- if( CollD->CheckBlockInside(i, pos_x + cos(ang - (float)M_PI/2)*HUMAN_MAPCOLLISION_R, pos_y + HUMAN_MAPCOLLISION_HEIGTH, pos_z + sin(ang - (float)M_PI/2)*HUMAN_MAPCOLLISION_R, true, NULL) == true ){
1411+ if( CollD->CheckBlockInside(i, pos_x + cos(ang - (float)M_PI/2)*HUMAN_MAPCOLLISION_R, pos_y + HUMAN_MAPCOLLISION_HEIGHT, pos_z + sin(ang - (float)M_PI/2)*HUMAN_MAPCOLLISION_R, true, NULL) == true ){
14121412 if( CollD->CheckPolygonFrontRx(i, surface, ang) == true ){ //進行方向に対して表向きなら〜
14131413 CollD->ScratchVector(i, surface, move_x2, vy, move_z2, &move_x2, &vy, &move_z2);
14141414 }
@@ -1427,21 +1427,21 @@
14271427 }
14281428
14291429 //頭を当たり判定
1430- if( CollD->CheckALLBlockIntersectDummyRay(pos_x, pos_y + HUMAN_HEIGTH, pos_z, vx, 0, vz, NULL, NULL, &Dist, speed) == true ){
1431- CollD->CheckALLBlockIntersectRay(pos_x, pos_y + FallDistance + HUMAN_HEIGTH, pos_z, vx, 0, vz, &id, &face, &Dist, speed);
1430+ if( CollD->CheckALLBlockIntersectDummyRay(pos_x, pos_y + HUMAN_HEIGHT, pos_z, vx, 0, vz, NULL, NULL, &Dist, speed) == true ){
1431+ CollD->CheckALLBlockIntersectRay(pos_x, pos_y + FallDistance + HUMAN_HEIGHT, pos_z, vx, 0, vz, &id, &face, &Dist, speed);
14321432 CollD->ScratchVector(id, face, move_x2, vy, move_z2, &move_x2, &vy, &move_z2);
14331433 }
14341434
14351435 if( AddCollisionFlag == true ){
14361436 //腰付近の追加当たり判定
1437- if( CollD->CheckALLBlockIntersectDummyRay(pos_x, pos_y + HUMAN_MAPCOLLISION_ADD_HEIGTH_A, pos_z, vx, 0, vz, NULL, NULL, &Dist, speed) == true ){
1438- CollD->CheckALLBlockIntersectRay(pos_x, pos_y + FallDistance + HUMAN_MAPCOLLISION_ADD_HEIGTH_A, pos_z, vx, 0, vz, &id, &face, &Dist, speed);
1437+ if( CollD->CheckALLBlockIntersectDummyRay(pos_x, pos_y + HUMAN_MAPCOLLISION_ADD_HEIGHT_A, pos_z, vx, 0, vz, NULL, NULL, &Dist, speed) == true ){
1438+ CollD->CheckALLBlockIntersectRay(pos_x, pos_y + FallDistance + HUMAN_MAPCOLLISION_ADD_HEIGHT_A, pos_z, vx, 0, vz, &id, &face, &Dist, speed);
14391439 CollD->ScratchVector(id, face, move_x2, vy, move_z2, &move_x2, &vy, &move_z2);
14401440 }
14411441
14421442 //腰付近の追加当たり判定
1443- if( CollD->CheckALLBlockIntersectDummyRay(pos_x, pos_y + HUMAN_MAPCOLLISION_ADD_HEIGTH_B, pos_z, vx, 0, vz, NULL, NULL, &Dist, speed) == true ){
1444- CollD->CheckALLBlockIntersectRay(pos_x, pos_y + FallDistance + HUMAN_MAPCOLLISION_ADD_HEIGTH_B, pos_z, vx, 0, vz, &id, &face, &Dist, speed);
1443+ if( CollD->CheckALLBlockIntersectDummyRay(pos_x, pos_y + HUMAN_MAPCOLLISION_ADD_HEIGHT_B, pos_z, vx, 0, vz, NULL, NULL, &Dist, speed) == true ){
1444+ CollD->CheckALLBlockIntersectRay(pos_x, pos_y + FallDistance + HUMAN_MAPCOLLISION_ADD_HEIGHT_B, pos_z, vx, 0, vz, &id, &face, &Dist, speed);
14451445 CollD->ScratchVector(id, face, move_x2, vy, move_z2, &move_x2, &vy, &move_z2);
14461446 }
14471447 }
@@ -1486,9 +1486,9 @@
14861486 newpos_z = pos_z + move_z2;
14871487
14881488 //移動先の高さを調べる
1489- if( CollD->CheckALLBlockInside(newpos_x, newpos_y + HUMAN_HEIGTH, newpos_z) == false ){
1490- if( CollD->CheckALLBlockIntersectRay(newpos_x, newpos_y + HUMAN_HEIGTH, newpos_z, 0, -1, 0, NULL, NULL, &Dist, HUMAN_HEIGTH) == true ){
1491- float height = HUMAN_HEIGTH - Dist;
1489+ if( CollD->CheckALLBlockInside(newpos_x, newpos_y + HUMAN_HEIGHT, newpos_z) == false ){
1490+ if( CollD->CheckALLBlockIntersectRay(newpos_x, newpos_y + HUMAN_HEIGHT, newpos_z, 0, -1, 0, NULL, NULL, &Dist, HUMAN_HEIGHT) == true ){
1491+ float height = HUMAN_HEIGHT - Dist;
14921492
14931493 //人を上に持ち上げる
14941494 if( height > 0.9f ){
@@ -1515,7 +1515,7 @@
15151515 //全身を改めて確認
15161516 if(
15171517 (CollD->CheckALLBlockInside(newpos_x, newpos_y + offset, newpos_z) == true)||
1518- (CollD->CheckALLBlockIntersectRay(newpos_x, newpos_y + offset, newpos_z, 0, 1, 0, NULL, NULL, &Dist, HUMAN_HEIGTH - offset - 1.0f) == true)
1518+ (CollD->CheckALLBlockIntersectRay(newpos_x, newpos_y + offset, newpos_z, 0, 1, 0, NULL, NULL, &Dist, HUMAN_HEIGHT - offset - 1.0f) == true)
15191519 ){
15201520 //めり込むなら移動しない
15211521 move_x2 = 0.0f;
--- trunk/object.h (revision 147)
+++ trunk/object.h (revision 148)
@@ -45,7 +45,7 @@
4545
4646 #define HUMAN_JUMP_SPEED (2.2f + (HUMAN_DAMAGE_SPEED)) //!< ジャンプする速度
4747
48-#define HUMAN_HEIGTH 20.0f //!< 人の高さ
48+#define HUMAN_HEIGHT 20.0f //!< 人の高さ
4949 #define HUMAN_DAMAGE_HEAD 2.0f //!< 弾が 頭 に当たった場合のダメージ倍率
5050 #define HUMAN_DAMAGE_UP 1.0f //!< 弾が 上半身 に当たった場合のダメージ倍率
5151 #define HUMAN_DAMAGE_LEG 0.7f //!< 弾が 下半身 に当たった場合のダメージ倍率
@@ -66,9 +66,9 @@
6666 #define ARMRAD_RELOADWEAPON DegreeToRadian(-20) //!< リロード時の腕の表示角度
6767
6868 #define HUMAN_MAPCOLLISION_R 5.0f //!< 人とマップの当たり判定 半径
69-#define HUMAN_MAPCOLLISION_HEIGTH 10.2f //!< 人とマップの当たり判定 高さ(注:腰程度)
70-#define HUMAN_MAPCOLLISION_ADD_HEIGTH_A 9.2f //!< 人とマップの当たり判定 追加分 高さ(注:標準マップ SCHOOL に合わせる)
71-#define HUMAN_MAPCOLLISION_ADD_HEIGTH_B 13.2f //!< 人とマップの当たり判定 追加分 高さ(注:標準マップ SCHOOL に合わせる)
69+#define HUMAN_MAPCOLLISION_HEIGHT 10.2f //!< 人とマップの当たり判定 高さ(注:腰程度)
70+#define HUMAN_MAPCOLLISION_ADD_HEIGHT_A 9.2f //!< 人とマップの当たり判定 追加分 高さ(注:標準マップ SCHOOL に合わせる)
71+#define HUMAN_MAPCOLLISION_ADD_HEIGHT_B 13.2f //!< 人とマップの当たり判定 追加分 高さ(注:標準マップ SCHOOL に合わせる)
7272 #define HUMAN_MAPCOLLISION_SLOPEANGLE DegreeToRadian(50) //!< 人とマップの当たり判定 登れない斜面の角度
7373 #define HUMAN_MAPCOLLISION_SLOPEFORCEANGLE DegreeToRadian(22.62f) //!< 人とマップの当たり判定 登れない斜面が人を押し出す角度
7474 #define HUMAN_DEADLINE -100.0f //!< 人が死亡するY座標(デッドライン)
--- trunk/objectmanager.cpp (revision 147)
+++ trunk/objectmanager.cpp (revision 148)
@@ -592,7 +592,7 @@
592592 in_humanB->GetPosData(&h2_x, &h2_y, &h2_z, NULL);
593593
594594 //円柱の当たり判定
595- if( CollideCylinder(h1_x, h1_y, h1_z, 3.0f, HUMAN_HEIGTH-0.5f, h2_x, h2_y, h2_z, 3.0f, HUMAN_HEIGTH-0.5f, &angle, &length) == true ){
595+ if( CollideCylinder(h1_x, h1_y, h1_z, 3.0f, HUMAN_HEIGHT-0.5f, h2_x, h2_y, h2_z, 3.0f, HUMAN_HEIGHT-0.5f, &angle, &length) == true ){
596596 //めり込んだ分だけ押し出す
597597 in_humanA->AddPosOrder(angle, 0.0f, length/2);
598598 in_humanB->AddPosOrder(angle + (float)M_PI, 0.0f, length/2);
@@ -1017,7 +1017,7 @@
10171017 r = sqrt(x*x + y*y + z*z);
10181018
10191019 //100.0より遠ければ計算しない
1020- if( r > MAX_DAMAGE_GRENADE_DISTANCE + HUMAN_HEIGTH ){ continue; }
1020+ if( r > MAX_DAMAGE_GRENADE_DISTANCE + HUMAN_HEIGHT ){ continue; }
10211021
10221022 float dummy = 0.0f;
10231023 int total_damage = 0;
@@ -1090,7 +1090,7 @@
10901090 arx = atan2(z, x);
10911091
10921092 if( sin(atan2(y, sqrt(x*x + z*z))) < 0.0f ){ //上方向に飛ぶなら、角度を計算
1093- y2 = gy - (hy + HUMAN_HEIGTH);
1093+ y2 = gy - (hy + HUMAN_HEIGHT);
10941094 ary = atan2(y2, sqrt(x*x + z*z)) + (float)M_PI;
10951095 }
10961096 else{ //下方向に飛ぶなら、垂直角度は無効。(爆風で地面にめり込むのを防止)
@@ -1178,8 +1178,8 @@
11781178 if( data.type == 1 ){
11791179
11801180 //腰辺りの座標を算出
1181- hx += cos(hrx*-1 - (float)M_PI/2) * sin(hry) * HUMAN_HEIGTH/2;
1182- hz += sin(hrx*-1 - (float)M_PI/2) * sin(hry) * HUMAN_HEIGTH/2;
1181+ hx += cos(hrx*-1 - (float)M_PI/2) * sin(hry) * HUMAN_HEIGHT/2;
1182+ hz += sin(hrx*-1 - (float)M_PI/2) * sin(hry) * HUMAN_HEIGHT/2;
11831183
11841184 //エフェクト(煙)の表示
11851185 float rnd = DegreeToRadian(10)*GetRand(18);
@@ -2164,7 +2164,7 @@
21642164
21652165 //敵(攻撃対象)が攻撃ポイントに触れていれば、当たっている
21662166 if( (ax*ax + az*az) < 3.3f*3.3f ){
2167- if( (AttackPoint_y >= ty)&&(AttackPoint_y <= (ty + HUMAN_HEIGTH)) ){
2167+ if( (AttackPoint_y >= ty)&&(AttackPoint_y <= (ty + HUMAN_HEIGHT)) ){
21682168 return true;
21692169 }
21702170 }