#include "User/Settings.hpp"
#include "Utils/Folders.hpp"
#include "Utils/Input.hpp"
+#include "Tutorial.hpp"
#if PLATFORM_UNIX
#include <sys/stat.h>
extern float fadestart;
extern float slomospeed;
extern float slomofreq;
-extern int tutoriallevel;
extern float smoketex;
-extern float tutorialstagetime;
-extern int tutorialstage;
-extern float tutorialmaxtime;
-extern float tutorialsuccess;
extern bool againbonus;
extern bool reversaltrain;
extern bool canattack;
// utility functions
// TODO: this is slightly incorrect
-inline float roughDirection(XYZ vec)
+float roughDirection(XYZ vec)
{
Normalise(&vec);
float angle = -asin(-vec.x) * 180 / M_PI;
angle = 180 - angle;
return angle;
}
-inline float roughDirectionTo(XYZ start, XYZ end)
+float roughDirectionTo(XYZ start, XYZ end)
{
return roughDirection(end - start);
}
Normalise(&vec);
return -asin(vec.y) * 180 / M_PI;
}
-inline float pitchTo(XYZ start, XYZ end)
+float pitchTo(XYZ start, XYZ end)
{
return pitchOf(end - start);
}
-inline float sq(float n)
+float sq(float n)
{
return n * n;
}
int closest = -1;
float closestdist = std::numeric_limits<float>::max();
- for (int i = 0; i < Object::objects.size(); i++) {
- float distance = distsq(&Object::objects[i]->position, &Person::players[0]->coords);
+ for (unsigned int i = 0; i < Object::objects.size(); i++) {
+ float distance = distsq(&Object::objects[i]->position,
+ &Person::players[0]->coords);
if (distance < closestdist) {
closestdist = distance;
- closest = i;
+ closest = (int) i;
}
}
return closest;
light.ambient[2] *= (skyboxlightb + average) / 2;
}
-int findPathDist(int start, int end)
-{
- int smallestcount, count, connected;
- int last, last2, last3, last4;
- int closest;
-
- smallestcount = 1000;
- for (int i = 0; i < 50; i++) {
- count = 0;
- last = start;
- last2 = -1;
- last3 = -1;
- last4 = -1;
- while (last != end && count < 30) {
- closest = -1;
- for (int j = 0; j < numpathpoints; j++) {
- if (j != last && j != last2 && j != last3 && j != last4) {
- connected = 0;
- if (numpathpointconnect[j])
- for (int k = 0; k < numpathpointconnect[j]; k++) {
- if (pathpointconnect[j][k] == last)connected = 1;
- }
- if (!connected)
- if (numpathpointconnect[last])
- for (int k = 0; k < numpathpointconnect[last]; k++) {
- if (pathpointconnect[last][k] == j)connected = 1;
- }
- if (connected)
- if (closest == -1 || Random() % 2 == 0) {
- closest = j;
- }
- }
- }
- last4 = last3;
- last3 = last2;
- last2 = last;
- last = closest;
- count++;
- }
- if (count < smallestcount)
- smallestcount = count;
- }
- return smallestcount;
-}
-
-int Game::checkcollide(XYZ startpoint, XYZ endpoint)
-{
- static XYZ colpoint, colviewer, coltarget;
- static float minx, minz, maxx, maxz, miny, maxy;
-
- minx = min(startpoint.x, endpoint.x) - 1;
- miny = min(startpoint.y, endpoint.y) - 1;
- minz = min(startpoint.z, endpoint.z) - 1;
- maxx = max(startpoint.x, endpoint.x) + 1;
- maxy = max(startpoint.y, endpoint.y) + 1;
- maxz = max(startpoint.z, endpoint.z) + 1;
-
- for (int i = 0; i < Object::objects.size(); i++) {
- if ( Object::objects[i]->position.x > minx - Object::objects[i]->model.boundingsphereradius &&
- Object::objects[i]->position.x < maxx + Object::objects[i]->model.boundingsphereradius &&
- Object::objects[i]->position.y > miny - Object::objects[i]->model.boundingsphereradius &&
- Object::objects[i]->position.y < maxy + Object::objects[i]->model.boundingsphereradius &&
- Object::objects[i]->position.z > minz - Object::objects[i]->model.boundingsphereradius &&
- Object::objects[i]->position.z < maxz + Object::objects[i]->model.boundingsphereradius) {
- if ( Object::objects[i]->type != treeleavestype &&
- Object::objects[i]->type != bushtype &&
- Object::objects[i]->type != firetype) {
- colviewer = startpoint;
- coltarget = endpoint;
- if (Object::objects[i]->model.LineCheck(&colviewer, &coltarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
- return i;
- }
- }
- }
-
- return -1;
-}
-
-int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
-{
- static XYZ colpoint, colviewer, coltarget;
- static float minx, minz, maxx, maxz, miny, maxy;
- static int i; //FIXME: see below
-
- minx = min(startpoint.x, endpoint.x) - 1;
- miny = min(startpoint.y, endpoint.y) - 1;
- minz = min(startpoint.z, endpoint.z) - 1;
- maxx = max(startpoint.x, endpoint.x) + 1;
- maxy = max(startpoint.y, endpoint.y) + 1;
- maxz = max(startpoint.z, endpoint.z) + 1;
-
- if (what != 1000) {
- if ( Object::objects[what]->position.x > minx - Object::objects[what]->model.boundingsphereradius &&
- Object::objects[what]->position.x < maxx + Object::objects[what]->model.boundingsphereradius &&
- Object::objects[what]->position.y > miny - Object::objects[what]->model.boundingsphereradius &&
- Object::objects[what]->position.y < maxy + Object::objects[what]->model.boundingsphereradius &&
- Object::objects[what]->position.z > minz - Object::objects[what]->model.boundingsphereradius &&
- Object::objects[what]->position.z < maxz + Object::objects[what]->model.boundingsphereradius) {
- if ( Object::objects[what]->type != treeleavestype &&
- Object::objects[what]->type != bushtype &&
- Object::objects[what]->type != firetype) {
- colviewer = startpoint;
- coltarget = endpoint;
- //FIXME: i/what
- if (Object::objects[what]->model.LineCheck(&colviewer, &coltarget, &colpoint, &Object::objects[what]->position, &Object::objects[what]->yaw) != -1)
- return i;
- }
- }
- }
-
- if (what == 1000)
- if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
- return 1000;
-
- return -1;
-}
-
void Setenvironment(int which)
{
LOGFUNC;
"Textures/Skybox(snow)/Down.jpg");
-
-
texdetail = temptexdetail;
} else if (environment == desertenvironment) {
windvector = 0;
"Textures/Skybox(sand)/Down.jpg");
-
-
texdetail = temptexdetail;
} else if (environment == grassyenvironment) {
windvector = 0;
"Textures/Skybox(grass)/Down.jpg");
-
texdetail = temptexdetail;
}
temptexdetail = texdetail;
whichlevel = which;
if (which == -1) {
- tutoriallevel = -1;
- Loadlevel("tutorial");
+ Loadlevel("tutorial", true);
} else if (which >= 0 && which <= 15) {
char buf[32];
snprintf(buf, 32, "map%d", which + 1); // challenges
Loadlevel("mapsave");
}
-void Game::Loadlevel(const std::string& name)
+void Game::Loadlevel(const std::string& name, bool tutorial)
{
int indemo; // FIXME this should be removed
int templength;
LOG(std::string("Loading level...") + name);
if (!gameon)
- visibleloading = 1;
+ visibleloading = true;
if (stealthloading)
- visibleloading = 0;
+ visibleloading = false;
if (!stillloading)
loadtime = 0;
gamestarted = 1;
numenvsounds = 0;
- if (tutoriallevel != -1)
- tutoriallevel = 0;
- else
- tutoriallevel = 1;
+ Tutorial::active = tutorial;
- if (tutoriallevel == 1)
- tutorialstage = 0;
- if (tutorialstage == 0) {
- tutorialstagetime = 0;
- tutorialmaxtime = 1;
+ if (Tutorial::active) {
+ Tutorial::stage = 0;
+ }
+ if (Tutorial::stage == 0) {
+ Tutorial::stagetime = 0;
+ Tutorial::maxtime = 1;
}
pause_sound(whooshsound);
pause_sound(stream_firesound);
freeze = 0;
winfreeze = 0;
- for (int i = 0; i < 100; i++)
+ for (unsigned char i = 0; i < 100; i++)
bonusnum[i] = 0;
numfalls = 0;
terrain.patchobjectnum[i][j] = 0;
}
}
- if (visibleloading)
- LoadingScreen();
+ Game::LoadingScreen();
}
weapons.clear();
weapons.push_back(Weapon(type, 0));
}
- if (visibleloading)
- LoadingScreen();
+ Game::LoadingScreen();
funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
Hotspot::hotspots.clear();
}
- if (visibleloading)
- LoadingScreen();
+ Game::LoadingScreen();
if (!stealthloading) {
Object::ComputeCenter();
-
- if (visibleloading)
- LoadingScreen();
-
Object::ComputeRadius();
}
- if (visibleloading)
- LoadingScreen();
+ Game::LoadingScreen();
int numplayers;
funpackf(tfile, "Bi", &numplayers);
cerr << "Invalid Person found in " << name << endl;
}
}
- if (visibleloading)
- LoadingScreen();
+ Game::LoadingScreen();
funpackf(tfile, "Bi", &numpathpoints);
if (numpathpoints > 30 || numpathpoints < 0)
funpackf(tfile, "Bi", &pathpointconnect[j][k]);
}
}
- if (visibleloading)
- LoadingScreen();
+ Game::LoadingScreen();
funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
if (!stealthloading) {
Object::AddObjectsToTerrain();
terrain.DoShadows();
- if (visibleloading)
- LoadingScreen();
+ Game::LoadingScreen();
Object::DoShadows();
- if (visibleloading)
- LoadingScreen();
+ Game::LoadingScreen();
}
fclose(tfile);
for (unsigned i = 0; i < Person::players.size(); i++) {
- if (visibleloading)
- LoadingScreen();
+ Game::LoadingScreen();
if (i == 0) {
Person::players[i]->burnt = 0;
Person::players[i]->bled = 0;
}
- if (visibleloading)
- LoadingScreen();
+ Game::LoadingScreen();
if (cellophane) {
Person::players[i]->proportionhead.z = 0;
hawkcoords = Person::players[0]->coords;
hawkcoords.y += 30;
- if (visibleloading)
- LoadingScreen();
+ Game::LoadingScreen();
LOG("Starting background music...");
leveltime = 0;
wonleveltime = 0;
- visibleloading = 0;
-}
-
-void doTutorial()
-{
- if (tutorialstagetime > tutorialmaxtime) {
- tutorialstage++;
- tutorialsuccess = 0;
- if (tutorialstage <= 1) {
- canattack = 0;
- cananger = 0;
- reversaltrain = 0;
- }
- switch (tutorialstage) {
- case 1:
- tutorialmaxtime = 5;
- break;
- case 2:
- tutorialmaxtime = 2;
- break;
- case 3:
- tutorialmaxtime = 600;
- break;
- case 4:
- tutorialmaxtime = 1000;
- break;
- case 5:
- tutorialmaxtime = 600;
- break;
- case 6:
- tutorialmaxtime = 600;
- break;
- case 7:
- tutorialmaxtime = 600;
- break;
- case 8:
- tutorialmaxtime = 600;
- break;
- case 9:
- tutorialmaxtime = 600;
- break;
- case 10:
- tutorialmaxtime = 2;
- break;
- case 11:
- tutorialmaxtime = 1000;
- break;
- case 12:
- tutorialmaxtime = 1000;
- break;
- case 13:
- tutorialmaxtime = 2;
- break;
- case 14: {
- tutorialmaxtime = 3;
-
- XYZ temp, temp2;
-
- temp.x = 1011;
- temp.y = 84;
- temp.z = 491;
- temp2.x = 1025;
- temp2.y = 75;
- temp2.z = 447;
-
- Person::players[1]->coords = (temp + temp2) / 2;
-
- emit_sound_at(fireendsound, Person::players[1]->coords);
-
- for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
- if (Random() % 2 == 0) {
- if (!Person::players[1]->skeleton.free)
- temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
- if (Person::players[1]->skeleton.free)
- temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
- if (!Person::players[1]->skeleton.free)
- temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
- if (Person::players[1]->skeleton.free)
- temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
- Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
- }
- }
- }
- break;
- case 15:
- tutorialmaxtime = 500;
- break;
- case 16:
- tutorialmaxtime = 500;
- break;
- case 17:
- tutorialmaxtime = 500;
- break;
- case 18:
- tutorialmaxtime = 500;
- break;
- case 19:
- tutorialstage = 20;
- break;
- case 20:
- tutorialmaxtime = 500;
- break;
- case 21:
- tutorialmaxtime = 500;
- if (bonus == cannon) {
- bonus = Slicebonus;
- againbonus = 1;
- } else
- againbonus = 0;
- break;
- case 22:
- tutorialmaxtime = 500;
- break;
- case 23:
- tutorialmaxtime = 500;
- break;
- case 24:
- tutorialmaxtime = 500;
- break;
- case 25:
- tutorialmaxtime = 500;
- break;
- case 26:
- tutorialmaxtime = 2;
- break;
- case 27:
- tutorialmaxtime = 4;
- reversaltrain = 1;
- cananger = 1;
- Person::players[1]->aitype = attacktypecutoff;
- break;
- case 28:
- tutorialmaxtime = 400;
- break;
- case 29:
- tutorialmaxtime = 400;
- Person::players[0]->escapednum = 0;
- break;
- case 30:
- tutorialmaxtime = 4;
- reversaltrain = 0;
- cananger = 0;
- Person::players[1]->aitype = passivetype;
- break;
- case 31:
- tutorialmaxtime = 13;
- break;
- case 32:
- tutorialmaxtime = 8;
- break;
- case 33:
- tutorialmaxtime = 400;
- cananger = 1;
- canattack = 1;
- Person::players[1]->aitype = attacktypecutoff;
- break;
- case 34:
- tutorialmaxtime = 400;
- break;
- case 35:
- tutorialmaxtime = 400;
- break;
- case 36:
- tutorialmaxtime = 2;
- reversaltrain = 0;
- cananger = 0;
- Person::players[1]->aitype = passivetype;
- break;
- case 37:
- damagedealt = 0;
- damagetaken = 0;
- tutorialmaxtime = 50;
- cananger = 1;
- canattack = 1;
- Person::players[1]->aitype = attacktypecutoff;
- break;
- case 38:
- tutorialmaxtime = 4;
- canattack = 0;
- cananger = 0;
- Person::players[1]->aitype = passivetype;
- break;
- case 39: {
- XYZ temp, temp2;
-
- temp.x = 1011;
- temp.y = 84;
- temp.z = 491;
- temp2.x = 1025;
- temp2.y = 75;
- temp2.z = 447;
-
- Weapon w(knife, -1);
- w.position = (temp + temp2) / 2;
- w.tippoint = (temp + temp2) / 2;
-
- w.velocity = 0.1;
- w.tipvelocity = 0.1;
- w.missed = 1;
- w.hitsomething = 0;
- w.freetime = 0;
- w.firstfree = 1;
- w.physics = 1;
-
- weapons.push_back(w);
- }
- break;
- case 40:
- tutorialmaxtime = 300;
- break;
- case 41:
- tutorialmaxtime = 300;
- break;
- case 42:
- tutorialmaxtime = 8;
- break;
- case 43:
- tutorialmaxtime = 300;
- break;
- case 44:
- weapons[0].owner = 1;
- Person::players[0]->weaponactive = -1;
- Person::players[0]->num_weapons = 0;
- Person::players[1]->weaponactive = 0;
- Person::players[1]->num_weapons = 1;
- Person::players[1]->weaponids[0] = 0;
-
- cananger = 1;
- canattack = 1;
- Person::players[1]->aitype = attacktypecutoff;
-
- tutorialmaxtime = 300;
- break;
- case 45:
- weapons[0].owner = 1;
- Person::players[0]->weaponactive = -1;
- Person::players[0]->num_weapons = 0;
- Person::players[1]->weaponactive = 0;
- Person::players[1]->num_weapons = 1;
- Person::players[1]->weaponids[0] = 0;
-
- tutorialmaxtime = 300;
- break;
- case 46:
- weapons[0].owner = 1;
- Person::players[0]->weaponactive = -1;
- Person::players[0]->num_weapons = 0;
- Person::players[1]->weaponactive = 0;
- Person::players[1]->num_weapons = 1;
- Person::players[1]->weaponids[0] = 0;
-
- weapons[0].setType(sword);
-
- tutorialmaxtime = 300;
- break;
- case 47: {
- tutorialmaxtime = 10;
-
- XYZ temp, temp2;
-
- temp.x = 1011;
- temp.y = 84;
- temp.z = 491;
- temp2.x = 1025;
- temp2.y = 75;
- temp2.z = 447;
-
- Weapon w(sword, -1);
- w.position = (temp + temp2) / 2;
- w.tippoint = (temp + temp2) / 2;
-
- w.velocity = 0.1;
- w.tipvelocity = 0.1;
- w.missed = 1;
- w.hitsomething = 0;
- w.freetime = 0;
- w.firstfree = 1;
- w.physics = 1;
-
- weapons.push_back(w);
-
- weapons[0].owner = 1;
- weapons[1].owner = 0;
- Person::players[0]->weaponactive = 0;
- Person::players[0]->num_weapons = 1;
- Person::players[0]->weaponids[0] = 1;
- Person::players[1]->weaponactive = 0;
- Person::players[1]->num_weapons = 1;
- Person::players[1]->weaponids[0] = 0;
-
- }
- break;
- case 48:
- canattack = 0;
- cananger = 0;
- Person::players[1]->aitype = passivetype;
-
- tutorialmaxtime = 15;
-
- weapons[0].owner = 1;
- weapons[1].owner = 0;
- Person::players[0]->weaponactive = 0;
- Person::players[0]->num_weapons = 1;
- Person::players[0]->weaponids[0] = 1;
- Person::players[1]->weaponactive = 0;
- Person::players[1]->num_weapons = 1;
- Person::players[1]->weaponids[0] = 0;
-
- if (Person::players[0]->weaponactive != -1)
- weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
- else
- weapons[0].setType(staff);
- break;
- case 49:
- canattack = 0;
- cananger = 0;
- Person::players[1]->aitype = passivetype;
-
- tutorialmaxtime = 200;
-
- weapons[1].position = 1000;
- weapons[1].tippoint = 1000;
-
- weapons[0].setType(knife);
-
- weapons[0].owner = 0;
- Person::players[1]->weaponactive = -1;
- Person::players[1]->num_weapons = 0;
- Person::players[0]->weaponactive = 0;
- Person::players[0]->num_weapons = 1;
- Person::players[0]->weaponids[0] = 0;
-
- break;
- case 50: {
- tutorialmaxtime = 8;
-
- XYZ temp, temp2;
- emit_sound_at(fireendsound, Person::players[1]->coords);
-
- for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
- if (Random() % 2 == 0) {
- if (!Person::players[1]->skeleton.free)
- temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
- if (Person::players[1]->skeleton.free)
- temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
- if (!Person::players[1]->skeleton.free)
- temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
- if (Person::players[1]->skeleton.free)
- temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
- Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
- }
- }
-
- Person::players[1]->num_weapons = 0;
- Person::players[1]->weaponstuck = -1;
- Person::players[1]->weaponactive = -1;
-
- weapons.clear();
- }
- break;
- case 51:
- tutorialmaxtime = 80000;
- break;
- default:
- break;
- }
- if (tutorialstage <= 51)
- tutorialstagetime = 0;
- }
-
- //Tutorial success
- if (tutorialstagetime < tutorialmaxtime - 3) {
- switch (tutorialstage) {
- case 3:
- if (deltah || deltav)
- tutorialsuccess += multiplier;
- break;
- case 4:
- if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
- tutorialsuccess += multiplier;
- break;
- case 5:
- if (Person::players[0]->jumpkeydown)
- tutorialsuccess = 1;
- break;
- case 6:
- if (Person::players[0]->isCrouch())
- tutorialsuccess = 1;
- break;
- case 7:
- if (Person::players[0]->animTarget == rollanim)
- tutorialsuccess = 1;
- break;
- case 8:
- if (Person::players[0]->animTarget == sneakanim)
- tutorialsuccess += multiplier;
- break;
- case 9:
- if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
- tutorialsuccess += multiplier;
- break;
- case 11:
- if (Person::players[0]->isWallJump())
- tutorialsuccess = 1;
- break;
- case 12:
- if (Person::players[0]->animTarget == flipanim)
- tutorialsuccess = 1;
- break;
- case 15:
- if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
- tutorialsuccess = 1;
- break;
- case 16:
- if (Person::players[0]->animTarget == winduppunchanim)
- tutorialsuccess = 1;
- break;
- case 17:
- if (Person::players[0]->animTarget == spinkickanim)
- tutorialsuccess = 1;
- break;
- case 18:
- if (Person::players[0]->animTarget == sweepanim)
- tutorialsuccess = 1;
- break;
- case 19:
- if (Person::players[0]->animTarget == dropkickanim)
- tutorialsuccess = 1;
- break;
- case 20:
- if (Person::players[0]->animTarget == rabbitkickanim)
- tutorialsuccess = 1;
- break;
- case 21:
- if (bonus == cannon)
- tutorialsuccess = 1;
- break;
- case 22:
- if (bonus == spinecrusher)
- tutorialsuccess = 1;
- break;
- case 23:
- if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
- tutorialsuccess = 1;
- break;
- case 24:
- if (Person::players[0]->animTarget == rabbittacklinganim)
- tutorialsuccess = 1;
- break;
- case 25:
- if (Person::players[0]->animTarget == backhandspringanim)
- tutorialsuccess = 1;
- break;
- case 28:
- if (Animation::animations[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
- tutorialsuccess = 1;
- break;
- case 29:
- if (Person::players[0]->escapednum == 2) {
- tutorialsuccess = 1;
- reversaltrain = 0;
- cananger = 0;
- Person::players[1]->aitype = passivetype;
- }
- break;
- case 33:
- if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
- tutorialsuccess = 1;
- break;
- case 34:
- if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
- tutorialsuccess = 1;
- break;
- case 35:
- if (Animation::animations[Person::players[0]->animTarget].attack == reversal) {
- tutorialsuccess = 1;
- reversaltrain = 0;
- cananger = 0;
- Person::players[1]->aitype = passivetype;
- }
- break;
- case 40:
- if (Person::players[0]->num_weapons > 0)
- tutorialsuccess = 1;
- break;
- case 41:
- if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
- tutorialsuccess = 1;
- break;
- case 43:
- if (Person::players[0]->animTarget == knifeslashstartanim)
- tutorialsuccess = 1;
- break;
- case 44:
- if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
- tutorialsuccess = 1;
- break;
- case 45:
- if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
- tutorialsuccess = 1;
- break;
- case 46:
- if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
- tutorialsuccess = 1;
- break;
- case 49:
- if (Person::players[1]->weaponstuck != -1)
- tutorialsuccess = 1;
- break;
- default:
- break;
- }
- if (tutorialsuccess >= 1)
- tutorialstagetime = tutorialmaxtime - 3;
-
-
- if (tutorialstagetime == tutorialmaxtime - 3) {
- emit_sound_np(consolesuccesssound);
- }
-
- if (tutorialsuccess >= 1) {
- if (tutorialstage == 34 || tutorialstage == 35)
- tutorialstagetime = tutorialmaxtime - 1;
- }
- }
-
- if (tutorialstage < 14 || tutorialstage >= 50) {
- Person::players[1]->coords.y = 300;
- Person::players[1]->velocity = 0;
- }
+ visibleloading = false;
}
void doDevKeys()
/* Grow tree leaves?? */
if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
- for (int i = 0; i < Object::objects.size(); i++) {
- if (Object::objects[i]->type == treeleavestype) {
- Object::objects[i]->scale *= .9;
+ for (auto& an_object : Object::objects) {
+ if (an_object->type == treeleavestype) {
+ an_object->scale *= .9;
}
}
}
whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
if (Object::objects[i]->friction > .5)
if (whichhit != -1) {
- if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
+ if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
Person::players[k]->collided = 1;
- if (checkcollide(lowpoint7, lowpointtarget7) == -1)
- if (checkcollide(lowpoint6, lowpointtarget6) == -1)
+ if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1)
+ if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1)
if ( Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
&colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
}
if (attackweapon) {
//sweep
- if ((tutoriallevel != 1 || !attackweapon) &&
+ if ((!Tutorial::active || !attackweapon) &&
distance < 2.5 * sq(Person::players[k]->scale * 5) &&
randattack == 0 &&
Animation::animations[Person::players[i]->animTarget].height != lowheight)
randattack >= 3)
Person::players[k]->animTarget = staffspinhitanim;
//spinkick
- else if ((tutoriallevel != 1 || !attackweapon) &&
+ else if ((!Tutorial::active || !attackweapon) &&
distance < 2.5 * sq(Person::players[k]->scale * 5) &&
randattack == 1 &&
Animation::animations[Person::players[i]->animTarget].height != lowheight)
Person::players[k]->animTarget = wolfslapanim;
}
//sneak attacks
- if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
+ if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
Person::players[i]->howactive < typedead1 &&
distance < 1.5 * sq(Person::players[k]->scale * 5) &&
!Person::players[i]->skeleton.free &&
distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
Person::players[k]->victim = Person::players[i];
Person::players[k]->hasvictim = 1;
- if (attackweapon && tutoriallevel != 1) {
+ if (attackweapon && !Tutorial::active) {
//crouchstab
if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
Person::players[k]->animTarget = crouchstabanim;
terrain.decalalivetime[j] < 2)
terrain.DeleteDecal(j);
}
- for (int l = 0; l < Object::objects.size(); l++) {
+ for (unsigned int l = 0; l < Object::objects.size(); l++) {
if (Object::objects[l]->model.type == decalstype)
for (int j = 0; j < Object::objects[l]->model.numdecals; j++) {
if ((Object::objects[l]->model.decaltype[j] == blooddecal ||
terrain.DeleteDecal(j);
}
}
- for (int l = 0; l < Object::objects.size(); l++) {
+ for (unsigned int l = 0; l < Object::objects.size(); l++) {
if (Object::objects[l]->model.type == decalstype)
for (int j = 0; j < Object::objects[l]->model.numdecals; j++) {
if ((Object::objects[l]->model.decaltype[j] == blooddecal ||
(k != 0 || Person::players[k]->skeleton.free) ||
(Animation::animations[Person::players[i]->animTarget].height == highheight &&
Animation::animations[Person::players[k]->animTarget].height == highheight)) {
- if (tutoriallevel != 1) {
+ if (!Tutorial::active) {
emit_sound_at(heavyimpactsound, Person::players[i]->coords);
}
}
}
-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::animations[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::animations[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::animations[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::animations[Person::players[0]->animTarget].height != lowheight && !editorenabled)
- Person::players[i]->aitype = attacktypecutoff;
- if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
- Animation::animations[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::animations[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::animations[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::animations[Person::players[i]->animTarget].height != lowheight) {
- Person::players[i]->aitype = attacktypecutoff;
- Person::players[i]->lastseentime = 1;
- }
- if (abs(Random() % 2) || Animation::animations[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::animations[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::animations[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::animations[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::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 Game::Tick()
{
static XYZ facing, flatfacing;
}
- if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
- if (tutorialstage != 51)
- tutorialstagetime = tutorialmaxtime;
+ if (Input::isKeyPressed(SDL_SCANCODE_TAB) && Tutorial::active) {
+ if (Tutorial::stage != 51) {
+ Tutorial::stagetime = Tutorial::maxtime;
+ }
emit_sound_np(consolefailsound, 128.);
}
windvar += multiplier;
smoketex += multiplier;
- tutorialstagetime += multiplier;
+ Tutorial::stagetime += multiplier;
//hotspots
static float hotspotvisual[40];
}
//Tutorial
- if (tutoriallevel) {
- doTutorial();
+ if (Tutorial::active) {
+ Tutorial::Do(multiplier);
}
//bonuses
- if (tutoriallevel != 1) {
+ if (!Tutorial::active) {
if (bonustime == 0 &&
bonus != solidhit &&
bonus != spinecrusher &&
bonusnum[bonus]++;
else
bonusnum[bonus] += 0.15;
- if (tutoriallevel)
+ if (Tutorial::active)
bonusvalue = 0;
bonusvalue /= bonusnum[bonus];
bonustotal += bonusvalue;
Person::players[i]->avoidsomething = 0;
//avoid flaming things
- for (int j = 0; j < Object::objects.size(); j++)
+ for (unsigned int j = 0; j < Object::objects.size(); j++)
if (Object::objects[j]->onfire)
if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200)
if ( distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
if (Person::players[i]->collided > .8)
Person::players[i]->avoidcollided = 0;
- doAI(i);
+ Person::players[i]->doAI();
if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
//Person::players[i]->targetyaw=Person::players[i]->yaw;
if (Person::players.size() > 1)
for (unsigned j = 0; j < Person::players.size(); j++) {
if (i != j)
- if (tutoriallevel != 1 || tutorialstage == 49)
+ if (!Tutorial::active || Tutorial::stage == 49)
if (hostile)
if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
!Person::players[j]->skeleton.free &&
- -1 == checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*Person::players[i]->scale + Person::players[i]->coords)) {
+ -1 == Object::checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*Person::players[i]->scale + Person::players[i]->coords)) {
if (!Person::players[i]->isFlip()) {
Person::players[i]->throwtogglekeydown = 1;
Person::players[i]->victim = Person::players[j];
}
OPENAL_SetFrequency(OPENAL_ALL, slomo);
- if (tutoriallevel == 1) {
- XYZ temp;
- XYZ temp2;
- XYZ temp3;
- XYZ oldtemp;
- XYZ oldtemp2;
- temp.x = 1011;
- temp.y = 84;
- temp.z = 491;
- temp2.x = 1025;
- temp2.y = 75;
- temp2.z = 447;
- temp3.x = 1038;
- temp3.y = 76;
- temp3.z = 453;
- oldtemp = temp;
- oldtemp2 = temp2;
- if (tutorialstage >= 51)
- if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
- OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
- OPENAL_SetFrequency(OPENAL_ALL);
-
- emit_stream_np(stream_menutheme);
-
- gameon = 0;
- mainmenu = 5;
-
- fireSound();
-
- flash();
- }
- if (tutorialstage < 51)
- if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
- emit_sound_at(fireendsound, Person::players[0]->coords);
-
- Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
-
- flash();
- }
- if (tutorialstage >= 14 && tutorialstage < 50)
- if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
- emit_sound_at(fireendsound, Person::players[1]->coords);
-
- for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
- if (Random() % 2 == 0) {
- if (!Person::players[1]->skeleton.free)
- temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
- if (Person::players[1]->skeleton.free)
- temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
- if (!Person::players[1]->skeleton.free)
- temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
- if (Person::players[1]->skeleton.free)
- temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
- Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
- }
- }
-
- Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
- for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
- Person::players[1]->skeleton.joints[i].velocity = 0;
- if (Random() % 2 == 0) {
- if (!Person::players[1]->skeleton.free)
- temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
- if (Person::players[1]->skeleton.free)
- temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
- if (!Person::players[1]->skeleton.free)
- temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
- if (Person::players[1]->skeleton.free)
- temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
- Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
- }
- }
- }
+ if (Tutorial::active) {
+ Tutorial::DoStuff(multiplier);
}
maxalarmed = numalarmed;
}
- if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
- if (Person::players[0]->dead && changedelay <= 0) {
+ if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
+ if (Person::players[0]->dead) {
changedelay = 1;
targetlevel = whichlevel;
}
LoadStuff();
whichchoice = 0;
actuallevel = campaignlevels[actuallevel].nextlevel.front();
- visibleloading = 1;
+ visibleloading = true;
stillloading = 1;
Loadlevel(campaignlevels[actuallevel].mapname.c_str());
campaign = 1;