- 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 && indialogue == -1) {
- 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;
- }