- }
- }
- if (Person::players[k]->aitype == playercontrolled)
- //rabbit kick
- if (Person::players[k]->attackkeydown &&
- Person::players[k]->isRun() &&
- Person::players[k]->wasRun() &&
- ((Person::players[k]->hasvictim &&
- distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
- distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
- !Person::players[k]->victim->skeleton.free &&
- Person::players[k]->victim->animTarget != getupfrombackanim &&
- Person::players[k]->victim->animTarget != getupfromfrontanim &&
- animation[Person::players[k]->victim->animTarget].height != lowheight &&
- Person::players[k]->aitype != playercontrolled && //wat???
- normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
- Person::players[k]->rabbitkickenabled) ||
- Person::players[k]->jumpkeydown)) {
- oldattackkey = 1;
- Person::players[k]->setAnimation(rabbitkickanim);
- }
- //update counts
- if (animation[Person::players[k]->animTarget].attack && k == 0) {
- numattacks++;
- switch (attackweapon) {
- case 0:
- numunarmedattack++;
- break;
- case knife:
- numknifeattack++;
- break;
- case sword:
- numswordattack++;
- break;
- case staff:
- numstaffattack++;
- break;
- }
- }
- }
- }
- }
- }
-}
-
-void doPlayerCollisions()
-{
- static XYZ rotatetarget;
- static float collisionradius;
- if (Person::players.size() > 1)
- for (unsigned k = 0; k < Person::players.size(); k++)
- for (unsigned i = k + 1; i < Person::players.size(); i++) {
- //neither player is part of a reversal
- if ((animation[Person::players[i]->animTarget].attack != reversed &&
- animation[Person::players[i]->animTarget].attack != reversal &&
- animation[Person::players[k]->animTarget].attack != reversed &&
- animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
- if ((animation[Person::players[i]->animCurrent].attack != reversed &&
- animation[Person::players[i]->animCurrent].attack != reversal &&
- animation[Person::players[k]->animCurrent].attack != reversed &&
- animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
- //neither is sleeping
- if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
- if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
- //in same patch, neither is climbing
- if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
- Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
- Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
- Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
- Person::players[i]->animTarget != climbanim &&
- Person::players[i]->animTarget != hanganim &&
- Person::players[k]->animTarget != climbanim &&
- Person::players[k]->animTarget != hanganim)
- //players are close (bounding box test)
- if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
- if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
- if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
- if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
- if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
- if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
- //spread fire from player to player
- if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
- < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
- if (Person::players[i]->onfire || Person::players[k]->onfire) {
- if (!Person::players[i]->onfire)
- Person::players[i]->CatchFire();
- if (!Person::players[k]->onfire)
- Person::players[k]->CatchFire();
- }
- }
-
- XYZ tempcoords1 = Person::players[i]->coords;
- XYZ tempcoords2 = Person::players[k]->coords;
- if (!Person::players[i]->skeleton.oldfree)
- tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
- if (!Person::players[k]->skeleton.oldfree)
- tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
- collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
- if (Person::players[0]->hasvictim)
- if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
- collisionradius = 3;
- if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
- (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
- distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
- //jump down on a dead body
- if (k == 0 || i == 0) {
- int l = i ? i : k;
- if (Person::players[0]->animTarget == jumpdownanim &&
- !Person::players[0]->skeleton.oldfree &&
- !Person::players[0]->skeleton.free &&
- Person::players[l]->skeleton.oldfree &&
- Person::players[l]->skeleton.free &&
- Person::players[l]->dead &&
- Person::players[0]->lastcollide <= 0 &&
- fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
- distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
- Person::players[0]->coords.y = Person::players[l]->coords.y;
- Person::players[l]->velocity = Person::players[0]->velocity;
- Person::players[l]->skeleton.free = 0;
- Person::players[l]->yaw = 0;
- Person::players[l]->RagDoll(0);
- Person::players[l]->DoDamage(20);
- camerashake += .3;
- Person::players[l]->skeleton.longdead = 0;
- Person::players[0]->lastcollide = 1;
- }
- }
-
- if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
- (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
- (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
- rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
- if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
- Person::players[i]->skeleton.free) &&
- (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
- Person::players[k]->skeleton.free))
- if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
- k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
- normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
- (k == 0 ||
- k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
- /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
- (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
- (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
- k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
- //If hit by body
- if ( (i != 0 || Person::players[i]->skeleton.free) &&
- (k != 0 || Person::players[k]->skeleton.free) ||
- (animation[Person::players[i]->animTarget].height == highheight &&
- animation[Person::players[k]->animTarget].height == highheight)) {
- if (tutoriallevel != 1) {
- emit_sound_at(heavyimpactsound, Person::players[i]->coords);
- }
-
- Person::players[i]->RagDoll(0);
- if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
- award_bonus(0, aimbonus);
- }
- Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
- Person::players[k]->RagDoll(0);
- if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
- award_bonus(0, aimbonus); // Huh, again?
- }
- Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
-
- for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
- Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
- }
- for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
- Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
- }
-
- }
- }
- if ( (animation[Person::players[i]->animTarget].attack == neutral ||
- animation[Person::players[i]->animTarget].attack == normalattack) &&
- (animation[Person::players[k]->animTarget].attack == neutral ||
- animation[Person::players[k]->animTarget].attack == normalattack)) {
- //If bumped
- if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
- if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
- rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
- Normalise(&rotatetarget);
- Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
- Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
- * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
- Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
- if (Person::players[k]->howactive == typeactive || hostile)
- if (Person::players[k]->isIdle()) {
- if (Person::players[k]->howactive < typesleeping)
- Person::players[k]->setAnimation(Person::players[k]->getStop());
- else if (Person::players[k]->howactive == typesleeping)
- Person::players[k]->setAnimation(getupfromfrontanim);
- if (!editorenabled)
- Person::players[k]->howactive = typeactive;
- }
- if (Person::players[i]->howactive == typeactive || hostile)
- if (Person::players[i]->isIdle()) {
- if (Person::players[i]->howactive < typesleeping)
- Person::players[i]->setAnimation(Person::players[k]->getStop());
- else
- Person::players[i]->setAnimation(getupfromfrontanim);
- if (!editorenabled)
- Person::players[i]->howactive = typeactive;
- }
- }
- //jump down on player
- if (hostile) {
- if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
- !Person::players[i]->isCrouch() &&
- Person::players[i]->animTarget != rollanim &&
- !Person::players[k]->skeleton.oldfree && !
- Person::players[k]->skeleton.free &&
- Person::players[k]->lastcollide <= 0 &&
- Person::players[k]->velocity.y < -10) {
- Person::players[i]->velocity = Person::players[k]->velocity;
- Person::players[k]->velocity = Person::players[k]->velocity * -.5;
- Person::players[k]->velocity.y = Person::players[i]->velocity.y;
- Person::players[i]->DoDamage(20);
- Person::players[i]->RagDoll(0);
- Person::players[k]->lastcollide = 1;
- award_bonus(k, AboveBonus);
- }
- if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
- !Person::players[k]->isCrouch() &&
- Person::players[k]->animTarget != rollanim &&
- !Person::players[i]->skeleton.oldfree &&
- !Person::players[i]->skeleton.free &&
- Person::players[i]->lastcollide <= 0 &&
- Person::players[i]->velocity.y < -10) {
- Person::players[k]->velocity = Person::players[i]->velocity;
- Person::players[i]->velocity = Person::players[i]->velocity * -.3;
- Person::players[i]->velocity.y = Person::players[k]->velocity.y;
- Person::players[k]->DoDamage(20);
- Person::players[k]->RagDoll(0);
- Person::players[i]->lastcollide = 1;
- award_bonus(i, AboveBonus);
- }
- }
- }
- }
- }
- Person::players[i]->CheckKick();
- Person::players[k]->CheckKick();
- }
- }
- }
-}
-
-void doAI(unsigned i)
-{
- static bool connected;
- if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) {
- Person::players[i]->jumpclimb = 0;
- //disable movement in editor
- if (editorenabled)
- Person::players[i]->stunned = 1;
-
- Person::players[i]->pause = 0;
- if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
- Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
- !Person::players[0]->onterrain)
- Person::players[i]->pause = 1;
-
- //pathfinding
- if (Person::players[i]->aitype == pathfindtype) {
- if (Person::players[i]->finalpathfindpoint == -1) {
- float closestdistance;
- float tempdist;
- int closest;
- XYZ colpoint;
- closest = -1;
- closestdistance = -1;
- for (int j = 0; j < numpathpoints; j++)
- if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
- closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
- closest = j;
- Person::players[i]->finaltarget = pathpoint[j];
- }
- Person::players[i]->finalpathfindpoint = closest;
- for (int j = 0; j < numpathpoints; j++)
- for (int k = 0; k < numpathpointconnect[j]; k++) {
- DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
- if (sq(tempdist) < closestdistance)
- if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
- findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
- closestdistance = sq(tempdist);
- closest = j;
- Person::players[i]->finaltarget = colpoint;
- }
- }
- Person::players[i]->finalpathfindpoint = closest;
-
- }
- if (Person::players[i]->targetpathfindpoint == -1) {
- float closestdistance;
- float tempdist;
- int closest;
- XYZ colpoint;
- closest = -1;
- closestdistance = -1;
- if (Person::players[i]->lastpathfindpoint == -1) {
- for (int j = 0; j < numpathpoints; j++) {
- if (j != Person::players[i]->lastpathfindpoint)
- if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
- closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
- closest = j;
- }
- }
- Person::players[i]->targetpathfindpoint = closest;
- for (int j = 0; j < numpathpoints; j++)
- if (j != Person::players[i]->lastpathfindpoint)
- for (int k = 0; k < numpathpointconnect[j]; k++) {
- DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
- if (sq(tempdist) < closestdistance) {
- if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
- findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
- closestdistance = sq(tempdist);
- closest = j;
- }
- }
- }
- Person::players[i]->targetpathfindpoint = closest;
- } else {
- for (int j = 0; j < numpathpoints; j++)
- if (j != Person::players[i]->lastpathfindpoint &&
- j != Person::players[i]->lastpathfindpoint2 &&
- j != Person::players[i]->lastpathfindpoint3 &&
- j != Person::players[i]->lastpathfindpoint4) {
- connected = 0;
- if (numpathpointconnect[j])
- for (int k = 0; k < numpathpointconnect[j]; k++)
- if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
- connected = 1;
- if (!connected)
- if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
- for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
- if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
- connected = 1;
- if (connected) {
- tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
- if (closest == -1 || tempdist < closestdistance) {
- closestdistance = tempdist;
- closest = j;
- }
- }
- }
- Person::players[i]->targetpathfindpoint = closest;
- }
- }
- Person::players[i]->losupdatedelay -= multiplier;
-
- Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
- Person::players[i]->lookyaw = Person::players[i]->targetyaw;
-
- //reached target point
- if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
- Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
- Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
- Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
- Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
- if (Person::players[i]->lastpathfindpoint2 == -1)
- Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
- if (Person::players[i]->lastpathfindpoint3 == -1)
- Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
- if (Person::players[i]->lastpathfindpoint4 == -1)
- Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
- Person::players[i]->targetpathfindpoint = -1;
- }
- if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
- distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
- distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
- Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
- Person::players[i]->aitype = passivetype;
- }
-
- Person::players[i]->forwardkeydown = 1;
- Person::players[i]->leftkeydown = 0;
- Person::players[i]->backkeydown = 0;
- Person::players[i]->rightkeydown = 0;
- Person::players[i]->crouchkeydown = 0;
- Person::players[i]->attackkeydown = 0;
- Person::players[i]->throwkeydown = 0;
-
- if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
- Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
-
- if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
- Person::players[i]->jumpkeydown = 0;
- if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
- Person::players[i]->jumpkeydown = 1;
-
- if ((tutoriallevel != 1 || cananger) &&
- hostile &&
- !Person::players[0]->dead &&
- distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
- Person::players[i]->occluded < 25) {
- if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
- animation[Person::players[0]->animTarget].height != lowheight &&
- !editorenabled &&
- (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
- Person::players[i]->aitype = attacktypecutoff;
- if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
- animation[Person::players[0]->animTarget].height == highheight &&
- !editorenabled)
- Person::players[i]->aitype = attacktypecutoff;
-
- if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
- Person::players[i]->losupdatedelay = .2;
- for (unsigned j = 0; j < Person::players.size(); j++)
- if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
- if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
- if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
- if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
- if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
- if (!Person::players[j]->isWallJump() && -1 == checkcollide(
- DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
- *Person::players[i]->scale + Person::players[i]->coords,
- DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
- *Person::players[j]->scale + Person::players[j]->coords) ||
- (Person::players[j]->animTarget == hanganim &&
- normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
- Person::players[i]->aitype = searchtype;
- Person::players[i]->lastchecktime = 12;
- Person::players[i]->lastseen = Person::players[j]->coords;
- Person::players[i]->lastseentime = 12;
- }
- }
- }
- if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
- if (Person::players[i]->creature != wolftype) {
- Person::players[i]->stunned = .6;
- Person::players[i]->surprised = .6;
- }
- }
-
- if (Person::players[i]->aitype != passivetype && leveltime > .5)
- Person::players[i]->howactive = typeactive;
-
- if (Person::players[i]->aitype == passivetype) {
- Person::players[i]->aiupdatedelay -= multiplier;
- Person::players[i]->losupdatedelay -= multiplier;
- Person::players[i]->lastseentime += multiplier;
- Person::players[i]->pausetime -= multiplier;
- if (Person::players[i]->lastseentime > 1)
- Person::players[i]->lastseentime = 1;
-
- if (Person::players[i]->aiupdatedelay < 0) {
- if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
- Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
- Person::players[i]->lookyaw = Person::players[i]->targetyaw;
- Person::players[i]->aiupdatedelay = .05;
-
- if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
- if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
- Person::players[i]->pausetime = 4;
- Person::players[i]->waypoint++;
- if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
- Person::players[i]->waypoint = 0;
-
- }
- }
-
- if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
- Person::players[i]->forwardkeydown = 1;
- else
- Person::players[i]->forwardkeydown = 0;
- Person::players[i]->leftkeydown = 0;
- Person::players[i]->backkeydown = 0;
- Person::players[i]->rightkeydown = 0;
- Person::players[i]->crouchkeydown = 0;
- Person::players[i]->attackkeydown = 0;
- Person::players[i]->throwkeydown = 0;
-
- if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
- if (!Person::players[i]->avoidsomething)
- Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
- else {
- XYZ leftpos, rightpos;
- float leftdist, rightdist;
- leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
- rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
- leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
- rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
- if (leftdist < rightdist)
- Person::players[i]->targetyaw += 90;
- else
- Person::players[i]->targetyaw -= 90;
- }
- }
- }
- if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
- Person::players[i]->jumpkeydown = 0;
- if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
- Person::players[i]->jumpkeydown = 1;
-
-
- //hearing sounds
- if (!editorenabled) {
- if (Person::players[i]->howactive <= typesleeping)
- if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
- for (int j = 0; j < numenvsounds; j++) {
- float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
- if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
- 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
- Person::players[i]->aitype = attacktypecutoff;
- }
-
- if (Person::players[i]->aitype != passivetype) {
- if (Person::players[i]->howactive == typesleeping)
- Person::players[i]->setAnimation(getupfromfrontanim);
- Person::players[i]->howactive = typeactive;
- }
- }
-
- if (Person::players[i]->howactive < typesleeping &&
- ((tutoriallevel != 1 || cananger) && hostile) &&
- !Person::players[0]->dead &&
- distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
- Person::players[i]->occluded < 25) {
- if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
- animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
- Person::players[i]->aitype = attacktypecutoff;
- if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
- animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
- Person::players[i]->aitype = attacktypecutoff;
-
- //wolf smell
- if (Person::players[i]->creature == wolftype) {
- XYZ windsmell;
- for (unsigned j = 0; j < Person::players.size(); j++) {
- if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
- float smelldistance = 50;
- if (j == 0 && Person::players[j]->num_weapons > 0) {
- if (weapons[Person::players[j]->weaponids[0]].bloody)
- smelldistance = 100;
- if (Person::players[j]->num_weapons == 2)
- if (weapons[Person::players[j]->weaponids[1]].bloody)
- smelldistance = 100;
- }
- if (j != 0)
- smelldistance = 100;
- windsmell = windvector;
- Normalise(&windsmell);
- windsmell = windsmell * 2 + Person::players[j]->coords;
- if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
- Person::players[i]->aitype = attacktypecutoff;
- }
- }
- }
-
- if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
- Person::players[i]->losupdatedelay = .2;
- for (unsigned j = 0; j < Person::players.size(); j++) {
- if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
- if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
- if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
- if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
- if ((-1 == checkcollide(
- DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
- Person::players[i]->scale + Person::players[i]->coords,
- DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
- Person::players[j]->scale + Person::players[j]->coords) &&
- !Person::players[j]->isWallJump()) ||
- (Person::players[j]->animTarget == hanganim &&
- normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
- Person::players[i]->lastseentime -= .2;
- if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
- Person::players[i]->lastseentime -= .4;
- else
- Person::players[i]->lastseentime -= .6;
- }
- if (Person::players[i]->lastseentime <= 0) {
- Person::players[i]->aitype = searchtype;
- Person::players[i]->lastchecktime = 12;
- Person::players[i]->lastseen = Person::players[j]->coords;
- Person::players[i]->lastseentime = 12;
- }
- }
- }
- }
- }
- //alerted surprise
- if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
- if (Person::players[i]->creature != wolftype) {
- Person::players[i]->stunned = .6;
- Person::players[i]->surprised = .6;
- }
- if (Person::players[i]->creature == wolftype) {
- Person::players[i]->stunned = .47;
- Person::players[i]->surprised = .47;
- }
- numseen++;
- }
- }
-
- //search for player
- int j;
- if (Person::players[i]->aitype == searchtype) {
- Person::players[i]->aiupdatedelay -= multiplier;
- Person::players[i]->losupdatedelay -= multiplier;
- if (!Person::players[i]->pause)
- Person::players[i]->lastseentime -= multiplier;
- Person::players[i]->lastchecktime -= multiplier;
-
- if (Person::players[i]->isRun() && !Person::players[i]->onground) {
- if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
- XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
- test2.y += 5;
- XYZ test = Person::players[i]->coords + Person::players[i]->facing;
- test.y -= 10;
- j = checkcollide(test2, test, Person::players[i]->laststanding);
- if (j == -1)
- j = checkcollide(test2, test);
- if (j == -1) {
- Person::players[i]->velocity = 0;
- Person::players[i]->setAnimation(Person::players[i]->getStop());
- Person::players[i]->targetyaw += 180;
- Person::players[i]->stunned = .5;
- //Person::players[i]->aitype=passivetype;
- Person::players[i]->aitype = pathfindtype;
- Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
- Person::players[i]->finalpathfindpoint = -1;
- Person::players[i]->targetpathfindpoint = -1;
- Person::players[i]->lastpathfindpoint = -1;
- Person::players[i]->lastpathfindpoint2 = -1;
- Person::players[i]->lastpathfindpoint3 = -1;
- Person::players[i]->lastpathfindpoint4 = -1;
- } else
- Person::players[i]->laststanding = j;
- }
- }
- //check out last seen location
- if (Person::players[i]->aiupdatedelay < 0) {
- Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
- Person::players[i]->lookyaw = Person::players[i]->targetyaw;
- Person::players[i]->aiupdatedelay = .05;
- Person::players[i]->forwardkeydown = 1;
-
- if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
- Person::players[i]->forwardkeydown = 0;
- Person::players[i]->aiupdatedelay = 1;
- Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
- Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
- Person::players[i]->lastchecktime = 3;
- }
-
- Person::players[i]->leftkeydown = 0;
- Person::players[i]->backkeydown = 0;
- Person::players[i]->rightkeydown = 0;
- Person::players[i]->crouchkeydown = 0;
- Person::players[i]->attackkeydown = 0;
- Person::players[i]->throwkeydown = 0;
-
- if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
- if (!Person::players[i]->avoidsomething)
- Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
- else {
- XYZ leftpos, rightpos;
- float leftdist, rightdist;
- leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
- rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
- leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
- rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
- if (leftdist < rightdist)
- Person::players[i]->targetyaw += 90;
- else
- Person::players[i]->targetyaw -= 90;
- }
- }
- }
- if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
- Person::players[i]->jumpkeydown = 0;
- if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
- Person::players[i]->jumpkeydown = 1;
-
- if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
- for (int k = 0; k < numenvsounds; k++) {
- if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
- Person::players[i]->aitype = attacktypecutoff;
- }
- }
-
- if (!Person::players[0]->dead &&
- Person::players[i]->losupdatedelay < 0 &&
- !editorenabled &&
- Person::players[i]->occluded < 2 &&
- ((tutoriallevel != 1 || cananger) && hostile)) {
- Person::players[i]->losupdatedelay = .2;
- if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
- Person::players[i]->aitype = attacktypecutoff;
- Person::players[i]->lastseentime = 1;
- }
- if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
- //TODO: factor out canSeePlayer()
- if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
- if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
- if ((checkcollide(
- DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
- Person::players[i]->scale + Person::players[i]->coords,
- DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
- Person::players[0]->scale + Person::players[0]->coords) == -1) ||
- (Person::players[0]->animTarget == hanganim && normaldotproduct(
- Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
- /* //TODO: changed j to 0 on a whim, make sure this is correct
- (Person::players[j]->animTarget==hanganim&&normaldotproduct(
- Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
- */
- Person::players[i]->aitype = attacktypecutoff;
- Person::players[i]->lastseentime = 1;
- }
- }
- //player escaped
- if (Person::players[i]->lastseentime < 0) {
- //Person::players[i]->aitype=passivetype;
- numescaped++;
- Person::players[i]->aitype = pathfindtype;
- Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
- Person::players[i]->finalpathfindpoint = -1;
- Person::players[i]->targetpathfindpoint = -1;
- Person::players[i]->lastpathfindpoint = -1;
- Person::players[i]->lastpathfindpoint2 = -1;
- Person::players[i]->lastpathfindpoint3 = -1;
- Person::players[i]->lastpathfindpoint4 = -1;
- }
- }
-
- if (Person::players[i]->aitype != gethelptype)
- Person::players[i]->runninghowlong = 0;
-
- //get help from buddies
- if (Person::players[i]->aitype == gethelptype) {
- Person::players[i]->runninghowlong += multiplier;
- Person::players[i]->aiupdatedelay -= multiplier;
-
- if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
- Person::players[i]->aiupdatedelay = .2;
-
- //find closest ally
- //TODO: factor out closest search somehow
- if (!Person::players[i]->ally) {
- int closest = -1;
- float closestdist = -1;
- for (unsigned k = 0; k < Person::players.size(); k++) {
- if (k != i && k != 0 && !Person::players[k]->dead &&
- Person::players[k]->howactive < typedead1 &&
- !Person::players[k]->skeleton.free &&
- Person::players[k]->aitype == passivetype) {
- float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
- if (closestdist == -1 || distance < closestdist) {
- closestdist = distance;
- closest = k;
- }
- closest = k;
- }
- }
- if (closest != -1)
- Person::players[i]->ally = closest;
- else
- Person::players[i]->ally = 0;
- Person::players[i]->lastseen = Person::players[0]->coords;
- Person::players[i]->lastseentime = 12;
- }
-
-
- Person::players[i]->lastchecktime = 12;
-
- XYZ facing = Person::players[i]->coords;
- XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
- facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
- flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
- if (-1 != checkcollide(facing, flatfacing))
- Person::players[i]->lastseentime -= .1;
-
- //no available ally, run back to player
- if (Person::players[i]->ally <= 0 ||
- Person::players[Person::players[i]->ally]->skeleton.free ||
- Person::players[Person::players[i]->ally]->aitype != passivetype ||
- Person::players[i]->lastseentime <= 0) {
- Person::players[i]->aitype = searchtype;
- Person::players[i]->lastseentime = 12;
- }
-
- //seek out ally
- if (Person::players[i]->ally > 0) {
- Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
- Person::players[i]->lookyaw = Person::players[i]->targetyaw;
- Person::players[i]->aiupdatedelay = .05;
- Person::players[i]->forwardkeydown = 1;
-
- if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
- Person::players[i]->aitype = searchtype;
- Person::players[i]->lastseentime = 12;
- Person::players[Person::players[i]->ally]->aitype = searchtype;
- if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
- Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
- Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
- Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
- }
- }
-
- if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
- if (!Person::players[i]->avoidsomething)
- Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
- else {
- XYZ leftpos, rightpos;
- float leftdist, rightdist;
- leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
- rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
- leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
- rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
- if (leftdist < rightdist)
- Person::players[i]->targetyaw += 90;
- else
- Person::players[i]->targetyaw -= 90;
- }
- }
- }
-
- Person::players[i]->leftkeydown = 0;
- Person::players[i]->backkeydown = 0;
- Person::players[i]->rightkeydown = 0;
- Person::players[i]->crouchkeydown = 0;
- Person::players[i]->attackkeydown = 0;
- }
- if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
- Person::players[i]->jumpkeydown = 0;
- if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
- Person::players[i]->jumpkeydown = 1;
- }
-
- //retreiving a weapon on the ground
- if (Person::players[i]->aitype == getweapontype) {
- Person::players[i]->aiupdatedelay -= multiplier;
- Person::players[i]->lastchecktime -= multiplier;
-
- if (Person::players[i]->aiupdatedelay < 0) {
- Person::players[i]->aiupdatedelay = .2;
-
- //ALLY IS WEPON
- if (Person::players[i]->ally < 0) {
- int closest = -1;
- float closestdist = -1;
- for (unsigned k = 0; k < weapons.size(); k++)
- if (weapons[k].owner == -1) {
- float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
- if (closestdist == -1 || distance < closestdist) {
- closestdist = distance;
- closest = k;
- }
- closest = k;
- }
- if (closest != -1)
- Person::players[i]->ally = closest;
- else
- Person::players[i]->ally = -1;
- }
-
- Person::players[i]->lastseentime = 12;
-
- if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
- if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
- Person::players[i]->aitype = attacktypecutoff;
- Person::players[i]->lastseentime = 1;
- }
- if (!Person::players[0]->dead)
- if (Person::players[i]->ally >= 0) {
- if (weapons[Person::players[i]->ally].owner != -1 ||
- distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
- Person::players[i]->aitype = attacktypecutoff;
- Person::players[i]->lastseentime = 1;
- }
- //TODO: factor these out as moveToward()
- Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
- Person::players[i]->lookyaw = Person::players[i]->targetyaw;
- Person::players[i]->aiupdatedelay = .05;
- Person::players[i]->forwardkeydown = 1;
-
-
- if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
- if (!Person::players[i]->avoidsomething)
- Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
- else {
- XYZ leftpos, rightpos;
- float leftdist, rightdist;
- leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
- rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
- leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
- rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
- if (leftdist < rightdist)
- Person::players[i]->targetyaw += 90;
- else
- Person::players[i]->targetyaw -= 90;
- }
- }
- }
-
- Person::players[i]->leftkeydown = 0;
- Person::players[i]->backkeydown = 0;
- Person::players[i]->rightkeydown = 0;
- Person::players[i]->attackkeydown = 0;
- Person::players[i]->throwkeydown = 1;
- Person::players[i]->crouchkeydown = 0;
- if (Person::players[i]->animTarget != crouchremoveknifeanim &&
- Person::players[i]->animTarget != removeknifeanim)
- Person::players[i]->throwtogglekeydown = 0;
- Person::players[i]->drawkeydown = 0;
- }
- if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
- Person::players[i]->jumpkeydown = 0;
- if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
- Person::players[i]->jumpkeydown = 1;
- }
-
- if (Person::players[i]->aitype == attacktypecutoff) {
- Person::players[i]->aiupdatedelay -= multiplier;
- //dodge or reverse rabbit kicks, knife throws, flips
- if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
- if ((Person::players[0]->animTarget == rabbitkickanim ||
- Person::players[0]->animTarget == knifethrowanim ||
- (Person::players[0]->isFlip() &&
- normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
- !Person::players[0]->skeleton.free &&
- (Person::players[i]->aiupdatedelay < .1)) {
- Person::players[i]->attackkeydown = 0;
- if (Person::players[i]->isIdle())
- Person::players[i]->crouchkeydown = 1;
- if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
- if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
- if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
- if (abs(Random() % 2) == 0)
- Person::players[i]->setAnimation(backhandspringanim);
- else
- Person::players[i]->setAnimation(rollanim);
- Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
- Person::players[i]->wentforweapon = 0;
- }
- if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
- Person::players[i]->setAnimation(flipanim);
- }
- }
- Person::players[i]->forwardkeydown = 0;
- Person::players[i]->aiupdatedelay = .02;
- }
- //get confused by flips
- if (Person::players[0]->isFlip() &&
- !Person::players[0]->skeleton.free &&
- Person::players[0]->animTarget != walljumprightkickanim &&
- Person::players[0]->animTarget != walljumpleftkickanim) {
- if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
- if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
- Person::players[i]->stunned = 1;
- }
- //go for weapon on the ground
- if (Person::players[i]->wentforweapon < 3)
- for (unsigned k = 0; k < weapons.size(); k++)
- if (Person::players[i]->creature != wolftype)
- if (Person::players[i]->num_weapons == 0 &&
- weapons[k].owner == -1 &&
- weapons[i].velocity.x == 0 &&
- weapons[i].velocity.z == 0 &&
- weapons[i].velocity.y == 0) {
- if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
- Person::players[i]->wentforweapon++;
- Person::players[i]->lastchecktime = 6;
- Person::players[i]->aitype = getweapontype;
- Person::players[i]->ally = -1;
- }
- }
- //dodge/reverse walljump kicks
- if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
- if (animation[Person::players[i]->animTarget].height != highheight)
- if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
- ((Person::players[0]->animTarget == walljumprightkickanim ||
- Person::players[0]->animTarget == walljumpleftkickanim) &&
- ((Person::players[i]->aiupdatedelay < .15 &&
- difficulty == 2) ||
- (Person::players[i]->aiupdatedelay < .08 &&
- difficulty != 2)))) {
- Person::players[i]->crouchkeydown = 1;
- }
- //walked off a ledge (?)
- if (Person::players[i]->isRun() && !Person::players[i]->onground)
- if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
- XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
- test2.y += 5;
- XYZ test = Person::players[i]->coords + Person::players[i]->facing;
- test.y -= 10;
- j = checkcollide(test2, test, Person::players[i]->laststanding);
- if (j == -1)
- j = checkcollide(test2, test);
- if (j == -1) {
- Person::players[i]->velocity = 0;
- Person::players[i]->setAnimation(Person::players[i]->getStop());
- Person::players[i]->targetyaw += 180;
- Person::players[i]->stunned = .5;
- Person::players[i]->aitype = pathfindtype;
- Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
- Person::players[i]->finalpathfindpoint = -1;
- Person::players[i]->targetpathfindpoint = -1;
- Person::players[i]->lastpathfindpoint = -1;
- Person::players[i]->lastpathfindpoint2 = -1;
- Person::players[i]->lastpathfindpoint3 = -1;
- Person::players[i]->lastpathfindpoint4 = -1;
- } else
- Person::players[i]->laststanding = j;
- }
- //lose sight of player in the air (?)
- if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
- animation[Person::players[0]->animTarget].height != highheight &&
- !Person::players[0]->onterrain) {
- Person::players[i]->aitype = pathfindtype;
- Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
- Person::players[i]->finalpathfindpoint = -1;
- Person::players[i]->targetpathfindpoint = -1;
- Person::players[i]->lastpathfindpoint = -1;
- Person::players[i]->lastpathfindpoint2 = -1;
- Person::players[i]->lastpathfindpoint3 = -1;
- Person::players[i]->lastpathfindpoint4 = -1;
- }
- //it's time to think (?)
- if (Person::players[i]->aiupdatedelay < 0 &&
- !animation[Person::players[i]->animTarget].attack &&
- Person::players[i]->animTarget != staggerbackhighanim &&
- Person::players[i]->animTarget != staggerbackhardanim &&
- Person::players[i]->animTarget != backhandspringanim &&
- Person::players[i]->animTarget != dodgebackanim) {
- //draw weapon
- if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
- Person::players[i]->drawkeydown = Random() % 2;
- else
- Person::players[i]->drawkeydown = 0;
- Person::players[i]->rabbitkickenabled = Random() % 2;
- //chase player
- XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
- XYZ targetpoint = Person::players[0]->coords;
- if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
- distsq(&rotatetarget, &Person::players[i]->coords))
- targetpoint += Person::players[0]->velocity *
- findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
- Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
- Person::players[i]->lookyaw = Person::players[i]->targetyaw;
- Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
-
- if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
- Person::players[i]->forwardkeydown = 1;
- else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
- distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
- Person::players[0]->weaponactive != -1)
- Person::players[i]->forwardkeydown = 1;
- else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
- Person::players[i]->forwardkeydown = 1;
- else
- Person::players[i]->forwardkeydown = 0;
- //chill out around the corpse
- if (Person::players[0]->dead) {
- Person::players[i]->forwardkeydown = 0;
- if (Random() % 10 == 0)
- Person::players[i]->forwardkeydown = 1;
- if (Random() % 100 == 0) {
- Person::players[i]->aitype = pathfindtype;
- Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
- Person::players[i]->finalpathfindpoint = -1;
- Person::players[i]->targetpathfindpoint = -1;
- Person::players[i]->lastpathfindpoint = -1;
- Person::players[i]->lastpathfindpoint2 = -1;
- Person::players[i]->lastpathfindpoint3 = -1;
- Person::players[i]->lastpathfindpoint4 = -1;
- }
- }
- Person::players[i]->leftkeydown = 0;
- Person::players[i]->backkeydown = 0;
- Person::players[i]->rightkeydown = 0;
- Person::players[i]->crouchkeydown = 0;
- Person::players[i]->throwkeydown = 0;
-
- if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
- Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
- //attack!!!
- if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
- Person::players[i]->attackkeydown = 1;
- else
- Person::players[i]->attackkeydown = 0;
- if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
- Person::players[i]->attackkeydown = 0;
-
- //TODO: wat
- if (Person::players[i]->aitype != playercontrolled &&
- (Person::players[i]->isIdle() ||
- Person::players[i]->isCrouch() ||
- Person::players[i]->isRun())) {
- int target = -2;
- for (unsigned j = 0; j < Person::players.size(); j++)
- if (j != i && !Person::players[j]->skeleton.free &&
- Person::players[j]->hasvictim &&
- (tutoriallevel == 1 && reversaltrain ||
- Random() % 2 == 0 && difficulty == 2 ||
- Random() % 4 == 0 && difficulty == 1 ||
- Random() % 8 == 0 && difficulty == 0 ||
- Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
- Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
- (Random() % 2 == 0 || difficulty == 2) ||
- (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
- Person::players[j]->weaponactive != -1 ||
- Person::players[j]->animTarget == swordslashanim &&
- Person::players[i]->weaponactive != -1 ||
- Person::players[j]->animTarget == staffhitanim ||
- Person::players[j]->animTarget == staffspinhitanim))
- if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
- Person::players[j]->victim == Person::players[i] &&
- (Person::players[j]->animTarget == sweepanim ||
- Person::players[j]->animTarget == spinkickanim ||
- Person::players[j]->animTarget == staffhitanim ||
- Person::players[j]->animTarget == staffspinhitanim ||
- Person::players[j]->animTarget == winduppunchanim ||
- Person::players[j]->animTarget == upunchanim ||
- Person::players[j]->animTarget == wolfslapanim ||
- Person::players[j]->animTarget == knifeslashstartanim ||
- Person::players[j]->animTarget == swordslashanim &&
- (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
- Person::players[i]->weaponactive != -1))) {
- if (target >= 0)
- target = -1;
- else
- target = j;
- }
- if (target >= 0)
- Person::players[target]->Reverse();
- }
-
- if (Person::players[i]->collided < 1)
- Person::players[i]->jumpkeydown = 0;
- if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
- distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
- Person::players[i]->onterrain &&
- Person::players[i]->creature == rabbittype)
- Person::players[i]->jumpkeydown = 1;
- //TODO: why are we controlling the human?
- if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
- Person::players[0]->jumpkeydown = 0;
- if (Person::players[0]->animTarget == jumpdownanim &&
- distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
- Person::players[i]->crouchkeydown = 1;
- if (Person::players[i]->jumpkeydown)
- Person::players[i]->attackkeydown = 0;
-
- if (tutoriallevel == 1)
- if (!canattack)
- Person::players[i]->attackkeydown = 0;
-
-
- XYZ facing = Person::players[i]->coords;
- XYZ flatfacing = Person::players[0]->coords;
- facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
- flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
- if (Person::players[i]->occluded >= 2)
- if (-1 != checkcollide(facing, flatfacing)) {
- if (!Person::players[i]->pause)
- Person::players[i]->lastseentime -= .2;
- if (Person::players[i]->lastseentime <= 0 &&
- (Person::players[i]->creature != wolftype ||
- Person::players[i]->weaponstuck == -1)) {
- Person::players[i]->aitype = searchtype;
- Person::players[i]->lastchecktime = 12;
- Person::players[i]->lastseen = Person::players[0]->coords;
- Person::players[i]->lastseentime = 12;
- }
- } else
- Person::players[i]->lastseentime = 1;
- }
- }
- if (animation[Person::players[0]->animTarget].height == highheight &&
- (Person::players[i]->aitype == attacktypecutoff ||
- Person::players[i]->aitype == searchtype))
- if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
- XYZ test = Person::players[0]->coords;
- test.y -= 40;
- if (-1 == checkcollide(Person::players[0]->coords, test))
- Person::players[i]->stunned = 1;
- }
- //stunned
- if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
- Person::players[i]->stunned > 0 ||
- Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
- if (Person::players[i]->pause)
- Person::players[i]->lastseentime = 1;
- Person::players[i]->targetyaw = Person::players[i]->yaw;
- Person::players[i]->forwardkeydown = 0;
- Person::players[i]->leftkeydown = 0;
- Person::players[i]->backkeydown = 0;
- Person::players[i]->rightkeydown = 0;
- Person::players[i]->jumpkeydown = 0;
- Person::players[i]->attackkeydown = 0;
- Person::players[i]->crouchkeydown = 0;
- Person::players[i]->throwkeydown = 0;
- }
-
-
- XYZ facing;
- facing = 0;
- facing.z = -1;
-
- XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
- facing = flatfacing;
-
- if (Person::players[i]->aitype == attacktypecutoff) {
- Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
- Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
- } else if (Person::players[i]->howactive >= typesleeping) {
- Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
- Person::players[i]->targetheadpitch = 0;
- } else {
- if (Person::players[i]->interestdelay <= 0) {
- Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
- Person::players[i]->headtarget = Person::players[i]->coords;
- Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
- Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
- Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
- Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
- }
- Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
- Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
- }
- }
-}
-
-
-
-void updateSettingsMenu()
-{
- char sbuf[256];
- if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
- sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
- else
- sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
- Menu::setText(0, sbuf);
- Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
- if (newdetail == 0) Menu::setText(1, "Detail: Low");
- if (newdetail == 1) Menu::setText(1, "Detail: Medium");
- if (newdetail == 2) Menu::setText(1, "Detail: High");
- if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
- if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
- if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
- if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
- if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
- if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
- Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
- Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
- Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
- Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
- sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
- Menu::setText(10, sbuf);
- sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
- Menu::setText(11, sbuf);
- Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
- if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
- sprintf (sbuf, "Back");
- else
- sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
- Menu::setText(8, sbuf);
-}
-
-void updateStereoConfigMenu()
-{
- char sbuf[256];
- sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
- Menu::setText(0, sbuf);
- sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
- Menu::setText(1, sbuf);
- sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
- Menu::setText(2, sbuf);
-}
-
-void updateControlsMenu()
-{
- Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
- Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
- Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
- Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
- Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
- Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
- Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
- Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
- Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
- if (debugmode)
- Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
-}
-
-/*
-Values of mainmenu :
-1 Main menu
-2 Menu pause (resume/end game)
-3 Option menu
-4 Controls configuration menu
-5 Main game menu (choose level or challenge)
-6 Deleting user menu
-7 User managment menu (select/add)
-8 Choose difficulty menu
-9 Challenge level selection menu
-10 End of the campaign congratulation (is that really a menu?)
-11 Same that 9 ??? => unused
-18 stereo configuration
-*/
-
-void Game::LoadMenu()
-{
- Menu::clearMenu();
- switch (mainmenu) {
- case 1:
- case 2:
- Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
- Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
- Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
- Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
- break;
- case 3:
- Menu::addButton( 0, "", 10 + 20, 440);
- Menu::addButton(14, "", 10 + 400, 440);
- Menu::addButton( 1, "", 10 + 60, 405);
- Menu::addButton( 2, "", 10 + 70, 370);
- Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
- Menu::addButton( 4, "", 10 , 335);
- Menu::addButton( 5, "", 10 + 60, 300);
- Menu::addButton( 6, "", 10 + 70, 265);
- Menu::addButton( 9, "", 10 , 230);
- Menu::addButton(10, "", 20 , 195);
- Menu::addButton(11, "", 10 + 60, 160);
- Menu::addButton(13, "", 30 , 125);
- Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
- Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
- Menu::addButton(8, "Back", 10, 10);
- updateSettingsMenu();
- break;
- case 4:
- Menu::addButton(0, "", 10 , 400);
- Menu::addButton(1, "", 10 + 40, 360);
- Menu::addButton(2, "", 10 + 40, 320);
- Menu::addButton(3, "", 10 + 30, 280);
- Menu::addButton(4, "", 10 + 20, 240);
- Menu::addButton(5, "", 10 + 40, 200);
- Menu::addButton(6, "", 10 + 40, 160);
- Menu::addButton(7, "", 10 + 30, 120);
- Menu::addButton(8, "", 10 + 20, 80);
- if (debugmode)
- Menu::addButton(9, "", 10 + 10, 40);
- Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
- updateControlsMenu();
- break;
- case 5: {
- LoadCampaign();
- Menu::addLabel(-1, accountactive->getName(), 5, 400);
- Menu::addButton(1, "Tutorial", 5, 300);
- Menu::addButton(2, "Challenge", 5, 240);
- Menu::addButton(3, "Delete User", 400, 10);
- Menu::addButton(4, "Main Menu", 5, 10);
- Menu::addButton(5, "Change User", 5, 180);
- Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
-
- //show campaign map
- //with (2,-5) offset from old code
- Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
- //show levels
- int numlevels = accountactive->getCampaignChoicesMade();
- numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
- for (int i = 0; i < numlevels; i++) {
- XYZ midpoint = campaignlevels[i].getCenter();
- float itemsize = campaignlevels[i].getWidth();
- const bool active = i >= accountactive->getCampaignChoicesMade();
- if (!active)
- itemsize /= 2;
-
- if (i >= 1) {
- XYZ start = campaignlevels[i - 1].getCenter();
- Menu::addMapLine(start.x, start.y, midpoint.x - start.x, midpoint.y - start.y, 0.5, active ? 1 : 0.5, active ? 1 : 0.5, 0, 0);
- }
- Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
- midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
-
- if (active) {
- Menu::addMapLabel(-2, campaignlevels[i].description,
- campaignlevels[i].getStartX() + 10,
- campaignlevels[i].getStartY() - 4);
- }
- }
- }
- break;
- case 6:
- Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
- Menu::addButton(1, "Yes", 10, 360);
- Menu::addButton(2, "No", 10, 320);
- break;
- case 7:
- if (Account::getNbAccounts() < 8)
- Menu::addButton(0, "New User", 10, 400);
- else
- Menu::addLabel(0, "No More Users", 10, 400);
- Menu::addLabel(-2, "", 20, 400);
- Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
- for (int i = 0; i < Account::getNbAccounts(); i++)
- Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
- break;
- case 8:
- Menu::addButton(0, "Easier", 10, 400);
- Menu::addButton(1, "Difficult", 10, 360);
- Menu::addButton(2, "Insane", 10, 320);
- break;
- case 9:
- for (int i = 0; i < numchallengelevels; i++) {
- char temp[255];
- string name = "";
- sprintf (temp, "Level %d", i + 1);
- for (int j = strlen(temp); j < 17; j++)
- strcat(temp, " ");
- name += temp;
- sprintf (temp, "%d", (int)accountactive->getHighScore(i));
- for (int j = strlen(temp); j < (32 - 17); j++)
- strcat(temp, " ");
- name += temp;
- sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
- if ((int)(accountactive->getFastTime(i)) % 60 < 10)
- strcat(temp, "0");
- name += temp;
- sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
- name += temp;
-
- Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
- }
-
- Menu::addButton(-1, " High Score Best Time", 10, 440);
- Menu::addButton(numchallengelevels, "Back", 10, 10);
- break;
- case 10: {
- Menu::addLabel(0, "Congratulations!", 220, 330);
- Menu::addLabel(1, "You have avenged your family and", 140, 300);
- Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
- Menu::addButton(3, "Back", 10, 10);
- char sbuf[256];
- sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore());
- Menu::addLabel(4, sbuf, 190, 200);
- sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore());
- Menu::addLabel(5, sbuf, 190, 180);
- }
- break;
- case 18:
- Menu::addButton(0, "", 70, 400);
- Menu::addButton(1, "", 10, 360);
- Menu::addButton(2, "", 40, 320);
- Menu::addButton(3, "Back", 10, 10);
- updateStereoConfigMenu();
- break;
- }
-}
-
-extern set<pair<int,int>> resolutions;
-
-void MenuTick()
-{
- //menu buttons
- selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
-
- // some specific case where we do something even if the left mouse button is not pressed.
- if ((mainmenu == 5) && (endgame == 2)) {
- accountactive->endGame();
- endgame = 0;
- }
- if (mainmenu == 10)
- endgame = 2;
- if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
- stereoseparation -= 0.001;
- updateStereoConfigMenu();
- }
-
- static int oldmainmenu = mainmenu;
-
- if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
- set<pair<int,int>>::iterator newscreenresolution;
- switch (mainmenu) {
- case 1:
- case 2:
- switch (selected) {
- case 1:
- if (gameon) { //resume
- mainmenu = 0;
- pause_sound(stream_menutheme);
- resume_stream(leveltheme);
- } else { //new game
- fireSound(firestartsound);
- flash();
- mainmenu = (accountactive ? 5 : 7);
- selected = -1;
- }
- break;
- case 2: //options
- fireSound();
- flash();
- mainmenu = 3;
- if (newdetail > 2)
- newdetail = detail;
- if (newdetail < 0)
- newdetail = detail;
- if (newscreenwidth > 3000)
- newscreenwidth = screenwidth;
- if (newscreenwidth < 0)
- newscreenwidth = screenwidth;
- if (newscreenheight > 3000)
- newscreenheight = screenheight;
- if (newscreenheight < 0)
- newscreenheight = screenheight;
- break;
- case 3:
- fireSound();
- flash();
- if (gameon) { //end game
- gameon = 0;
- mainmenu = 1;
- } else { //quit
- tryquit = 1;
- pause_sound(stream_menutheme);
- }
- break;
- }
- break;
- case 3:
- fireSound();
- switch (selected) {
- case 0:
- newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
- /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
- newscreenresolution++;
- if (newscreenresolution == resolutions.end()) {
- /* It was the last one (or not found), go back to the beginning */
- newscreenresolution = resolutions.begin();
- }
- newscreenwidth = newscreenresolution->first;
- newscreenheight = newscreenresolution->second;
- break;
- case 1:
- newdetail++;
- if (newdetail > 2)
- newdetail = 0;
- break;
- case 2:
- bloodtoggle++;
- if (bloodtoggle > 2)
- bloodtoggle = 0;
- break;
- case 3:
- difficulty++;
- if (difficulty > 2)
- difficulty = 0;
- break;
- case 4:
- ismotionblur = !ismotionblur;
- break;
- case 5:
- decals = !decals;
- break;
- case 6:
- musictoggle = !musictoggle;
- if (musictoggle) {
- emit_stream_np(stream_menutheme);
- } else {
- pause_sound(leveltheme);
- pause_sound(stream_fighttheme);
- pause_sound(stream_menutheme);
-
- for (int i = 0; i < 4; i++) {
- oldmusicvolume[i] = 0;
- musicvolume[i] = 0;
- }
- }
- break;
- case 7: // controls
- flash();
- mainmenu = 4;
- selected = -1;
- keyselect = -1;
- break;
- case 8:
- flash();
- SaveSettings();
- mainmenu = gameon ? 2 : 1;
- break;
- case 9:
- invertmouse = !invertmouse;
- break;
- case 10:
- usermousesensitivity += .2;
- if (usermousesensitivity > 2)
- usermousesensitivity = .2;
- break;
- case 11:
- volume += .1f;
- if (volume > 1.0001f)
- volume = 0;
- OPENAL_SetSFXMasterVolume((int)(volume * 255));
- break;
- case 12:
- flash();
- newstereomode = stereomode;
- mainmenu = 18;
- keyselect = -1;
- break;
- case 13:
- showdamagebar = !showdamagebar;
- break;
- case 14:
- toggleFullscreen();
- break;
- }
- updateSettingsMenu();
- break;
- case 4:
- if (!waiting) {
- fireSound();
- if (selected < (debugmode ? 10 : 9) && keyselect == -1)
- keyselect = selected;
- if (keyselect != -1)
- setKeySelected();
- if (selected == (debugmode ? 10 : 9)) {
- flash();
- mainmenu = 3;
- }
- }
- updateControlsMenu();
- break;
- case 5:
- fireSound();
- flash();
- if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
- startbonustotal = 0;
-
- loading = 2;
- loadtime = 0;
- targetlevel = 7;
- if (firstload)
- TickOnceAfter();
- else
- LoadStuff();
- whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
- actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
- visibleloading = 1;
- stillloading = 1;
- Loadlevel(campaignlevels[actuallevel].mapname.c_str());
- campaign = 1;
- mainmenu = 0;
- gameon = 1;
- pause_sound(stream_menutheme);
- }
- switch (selected) {
- case 1:
- startbonustotal = 0;
-
- loading = 2;
- loadtime = 0;
- targetlevel = -1;
- if (firstload) {
- TickOnceAfter();
- } else
- LoadStuff();
- Loadlevel(-1);
-
- mainmenu = 0;
- gameon = 1;
- pause_sound(stream_menutheme);
- break;
- case 2:
- mainmenu = 9;
- break;
- case 3:
- mainmenu = 6;
- break;
- case 4:
- mainmenu = (gameon ? 2 : 1);
- break;
- case 5:
- mainmenu = 7;
- break;
- case 6:
- vector<string> campaigns = ListCampaigns();
- vector<string>::iterator c;
- if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
- if (!campaigns.empty())
- accountactive->setCurrentCampaign(campaigns.front());
- } else {
- c++;
- if (c == campaigns.end())
- c = campaigns.begin();
- accountactive->setCurrentCampaign(*c);
- }
- LoadMenu();
- break;
- }
- break;
- case 6:
- fireSound();
- if (selected == 1) {
- flash();
- accountactive = Account::destroy(accountactive);
- mainmenu = 7;
- } else if (selected == 2) {
- flash();
- mainmenu = 5;
- }
- break;
- case 7:
- fireSound();
- if (selected == 0 && Account::getNbAccounts() < 8) {
- entername = 1;
- } else if (selected < Account::getNbAccounts() + 1) {
- flash();
- mainmenu = 5;
- accountactive = Account::get(selected - 1);
- } else if (selected == Account::getNbAccounts() + 1) {
- flash();
- if (accountactive)
- mainmenu = 5;
- else
- mainmenu = 1;
- displaytext[0].clear();
- displayselected = 0;
- entername = 0;
- }
- break;
- case 8:
- fireSound();
- flash();
- if (selected <= 2)
- accountactive->setDifficulty(selected);
- mainmenu = 5;
- break;
- case 9:
- if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
- fireSound();
- flash();
-
- startbonustotal = 0;
-
- loading = 2;
- loadtime = 0;
- targetlevel = selected;
- if (firstload)
- TickOnceAfter();
- else
- LoadStuff();
- Loadlevel(selected);
- campaign = 0;
-
- mainmenu = 0;
- gameon = 1;
- pause_sound(stream_menutheme);
- }
- if (selected == numchallengelevels) {
- fireSound();
- flash();
- mainmenu = 5;
- }
- break;
- case 10:
- if (selected == 3) {
- fireSound();
- flash();
- mainmenu = 5;
- }
- break;
- case 18:
- if (selected == 1)
- stereoseparation += 0.001;
- else {
- fireSound();
- if (selected == 0) {
- newstereomode = (StereoMode)(newstereomode + 1);
- while (!CanInitStereo(newstereomode)) {
- printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
- newstereomode = (StereoMode)(newstereomode + 1);
- if (newstereomode >= stereoCount)
- newstereomode = stereoNone;