- 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::animations[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).c_str());
- 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);