X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameTick.cpp;h=f4b9a7ccbb68c5bd5e8c4d696481b4c95e3816fb;hb=635516adc7915de50d38cd01345871a07a24c390;hp=a400c22321826144d3cb1db681c1c42408d54e67;hpb=b32cd80b243d77cd80e026c7ae73e33ec39b1de9;p=lugaru.git diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp index a400c22..f4b9a7c 100644 --- a/Source/GameTick.cpp +++ b/Source/GameTick.cpp @@ -369,51 +369,6 @@ void Game::SetUpLighting() 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; -} - void Setenvironment(int which) { LOGFUNC; @@ -2856,985 +2811,6 @@ void doPlayerCollisions() } } -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 ((!Tutorial::active || 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 == Object::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 && (!Tutorial::active || 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 && - ((!Tutorial::active || 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 == Object::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 = Object::checkcollide(test2, test, Person::players[i]->laststanding); - if (j == -1) - j = Object::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 && ((!Tutorial::active || 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 && - ((!Tutorial::active || 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 ((Object::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 != Object::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 && ((!Tutorial::active || 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 = Object::checkcollide(test2, test, Person::players[i]->laststanding); - if (j == -1) - j = Object::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 && - (Tutorial::active && 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 (Tutorial::active) - 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 != Object::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 == Object::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; @@ -4469,7 +3445,7 @@ void Game::Tick() 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;