本文整理汇总了C++中NPC_FaceEnemy函数的典型用法代码示例。如果您正苦于以下问题:C++ NPC_FaceEnemy函数的具体用法?C++ NPC_FaceEnemy怎么用?C++ NPC_FaceEnemy使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了NPC_FaceEnemy函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: Mark1_Hunt
/*
-------------------------
Mark1_Hunt
- look for enemy.
-------------------------`
*/
void Mark1_Hunt(void)
{
if ( NPCInfo->goalEntity == NULL )
{
NPCInfo->goalEntity = NPC->enemy;
}
NPC_FaceEnemy( qtrue );
NPCInfo->combatMove = qtrue;
NPC_MoveToGoal( qtrue );
}
开发者ID:Camron,项目名称:OpenJK,代码行数:19,代码来源:NPC_AI_Mark1.c
示例2: Mark2_Hunt
/*
-------------------------
Mark2_Hunt
-------------------------
*/
void Mark2_Hunt(void)
{
if ( NPCInfo->goalEntity == NULL )
{
NPCInfo->goalEntity = NPC->enemy;
}
// Turn toward him before moving towards him.
NPC_FaceEnemy( qtrue );
NPCInfo->combatMove = qtrue;
NPC_MoveToGoal( qtrue );
}
开发者ID:Agustinlv,项目名称:BlueHarvest,代码行数:18,代码来源:AI_Mark2.cpp
示例3: ImperialProbe_AttackDecision
void ImperialProbe_AttackDecision( void )
{
float distance;
qboolean visible;
qboolean advance;
// Always keep a good height off the ground
ImperialProbe_MaintainHeight();
//randomly talk
if ( TIMER_Done(NPC,"patrolNoise") )
{
if (TIMER_Done(NPC,"angerNoise"))
{
G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/probe/misc/probetalk%d", Q_irand(1, 3)) );
TIMER_Set( NPC, "patrolNoise", Q_irand( 4000, 10000 ) );
}
}
// If we don't have an enemy, just idle
if ( NPC_CheckEnemyExt(qfalse) == qfalse )
{
ImperialProbe_Idle();
return;
}
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1, SETANIM_FLAG_NORMAL);
// Rate our distance to the target, and our visibilty
distance = (int) DistanceHorizontalSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin );
visible = NPC_ClearLOS4( NPC->enemy );
advance = (qboolean)(distance > MIN_DISTANCE_SQR);
// If we cannot see our target, move to see it
if ( visible == qfalse )
{
if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
{
ImperialProbe_Hunt( visible, advance );
return;
}
}
// Sometimes I have problems with facing the enemy I'm attacking, so force the issue so I don't look dumb
NPC_FaceEnemy( qtrue );
// Decide what type of attack to do
ImperialProbe_Ranged( visible, advance );
}
开发者ID:ForcePush,项目名称:OJPRPFZ,代码行数:50,代码来源:NPC_AI_ImperialProbe.c
示例4: Sentry_AttackDecision
/*
-------------------------
Sentry_AttackDecision
-------------------------
*/
void Sentry_AttackDecision( void ) {
float distance;
qboolean visible;
qboolean advance;
// Always keep a good height off the ground
Sentry_MaintainHeight();
NPC->s.loopSound = G_SoundIndex( "sound/chars/sentry/misc/sentry_hover_2_lp" );
//randomly talk
if ( TIMER_Done( NPC, "patrolNoise" ) ) {
if ( TIMER_Done( NPC, "angerNoise" ) ) {
G_SoundOnEnt( NPC, CHAN_AUTO, va( "sound/chars/sentry/misc/talk%d", Q_irand( 1, 3 ) ) );
TIMER_Set( NPC, "patrolNoise", Q_irand( 4000, 10000 ) );
}
}
// He's dead.
if ( NPC->enemy->health < 1 ) {
NPC->enemy = NULL;
Sentry_Idle();
return;
}
// If we don't have an enemy, just idle
if ( NPC_CheckEnemyExt( qfalse ) == qfalse ) {
Sentry_Idle();
return;
}
// Rate our distance to the target and visibilty
distance = (int)DistanceHorizontalSquared( &NPC->r.currentOrigin, &NPC->enemy->r.currentOrigin );
visible = NPC_ClearLOS4( NPC->enemy );
advance = (qboolean)(distance > MIN_DISTANCE_SQR);
// If we cannot see our target, move to see it
if ( visible == qfalse ) {
if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES ) {
Sentry_Hunt( visible, advance );
return;
}
}
NPC_FaceEnemy( qtrue );
Sentry_RangedAttack( visible, advance );
}
开发者ID:redsaurus,项目名称:japp,代码行数:54,代码来源:NPC_AI_Sentry.c
示例5: Interrogator_Attack
/*
-------------------------
Interrogator_Attack
-------------------------
*/
void Interrogator_Attack( void )
{
float distance;
qboolean visible;
qboolean advance;
// Always keep a good height off the ground
Interrogator_MaintainHeight();
//randomly talk
if ( TIMER_Done(NPC,"patrolNoise") )
{
if (TIMER_Done(NPC,"angerNoise"))
{
G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/probe/misc/talk.wav", Q_irand(1, 3)) );
TIMER_Set( NPC, "patrolNoise", Q_irand( 4000, 10000 ) );
}
}
// If we don't have an enemy, just idle
if ( NPC_CheckEnemyExt(qfalse) == qfalse )
{
Interrogator_Idle();
return;
}
// Rate our distance to the target, and our visibilty
distance = (int) DistanceHorizontalSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin );
visible = NPC_ClearLOS4( NPC->enemy );
advance = (qboolean)(distance > MIN_DISTANCE*MIN_DISTANCE );
if ( !visible )
{
advance = qtrue;
}
if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
{
Interrogator_Hunt( visible, advance );
}
NPC_FaceEnemy( qtrue );
if (!advance)
{
Interrogator_Melee( visible, advance );
}
}
开发者ID:AlexCSilva,项目名称:jediacademy,代码行数:53,代码来源:NPC_AI_Interrogator.c
示例6: NPC_CheckCanAttackExt
qboolean NPC_CheckCanAttackExt( void )
{
//We don't want them to shoot
if( NPCInfo->scriptFlags & SCF_DONT_FIRE )
return qfalse;
//Turn to face
if ( NPC_FaceEnemy( qtrue ) == qfalse )
return qfalse;
//Must have a clear line of sight to the target
if ( NPC_ClearShot( NPC->enemy ) == qfalse )
return qfalse;
return qtrue;
}
开发者ID:Agustinlv,项目名称:BlueHarvest,代码行数:16,代码来源:NPC_utils.cpp
示例7: Interrogator_Hunt
void Interrogator_Hunt( qboolean visible, qboolean advance )
{
float distance, speed;
vec3_t forward;
Interrogator_PartsMove();
NPC_FaceEnemy(qfalse);
//If we're not supposed to stand still, pursue the player
if ( NPCInfo->standTime < level.time )
{
// Only strafe when we can see the player
if ( visible )
{
Interrogator_Strafe();
if ( NPCInfo->standTime > level.time )
{//successfully strafed
return;
}
}
}
//If we don't want to advance, stop here
if ( advance == qfalse )
return;
//Only try and navigate if the player is visible
if ( visible == qfalse )
{
// Move towards our goal
NPCInfo->goalEntity = NPC->enemy;
NPCInfo->goalRadius = 12;
//Get our direction from the navigator if we can't see our target
if ( NPC_GetMoveDirection( forward, &distance ) == qfalse )
return;
}
else
{
VectorSubtract( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin, forward );
distance = VectorNormalize( forward );
}
speed = HUNTER_FORWARD_BASE_SPEED + HUNTER_FORWARD_MULTIPLIER * g_spskill.integer;
VectorMA( NPC->client->ps.velocity, speed, forward, NPC->client->ps.velocity );
}
开发者ID:AlexCSilva,项目名称:jediacademy,代码行数:47,代码来源:NPC_AI_Interrogator.c
示例8: Seeker_Hunt
//------------------------------------
void Seeker_Hunt( qboolean visible, qboolean advance )
{
float distance, speed;
vector3 forward;
NPC_FaceEnemy( qtrue );
// If we're not supposed to stand still, pursue the player
if ( NPCInfo->standTime < level.time )
{
// Only strafe when we can see the player
if ( visible )
{
Seeker_Strafe();
return;
}
}
// If we don't want to advance, stop here
if ( advance == qfalse )
{
return;
}
// Only try and navigate if the player is visible
if ( visible == qfalse )
{
// Move towards our goal
NPCInfo->goalEntity = NPC->enemy;
NPCInfo->goalRadius = 24;
// Get our direction from the navigator if we can't see our target
if ( NPC_GetMoveDirection( &forward, &distance ) == qfalse )
{
return;
}
}
else
{
VectorSubtract( &NPC->enemy->r.currentOrigin, &NPC->r.currentOrigin, &forward );
distance = VectorNormalize( &forward );
}
speed = SEEKER_FORWARD_BASE_SPEED + SEEKER_FORWARD_MULTIPLIER * g_spSkill.integer;
VectorMA( &NPC->client->ps.velocity, speed, &forward, &NPC->client->ps.velocity );
}
开发者ID:Geptun,项目名称:japp,代码行数:47,代码来源:NPC_AI_Seeker.c
示例9: Reaver_Jump
/*
-------------------------
Reaver_Jump
-------------------------
*/
void Reaver_Jump( void )
{
if ( NPC->enemy )
NPC_FaceEnemy();
// This seems a bit risky, but here I'm trying to actually delay the jump process so it's timed up better with its anims
if ( NPCInfo->jumpTime - 2500 > level.time && level.time + 2700 > NPCInfo->jumpTime )
{
vec3_t dir;
AngleVectors( NPC->currentAngles, dir, NULL, NULL );
VectorScale( dir, REAVER_JUMP_VELOCITY, dir );
dir[2] += REAVER_JUMP_HEIGHT;
VectorCopy( dir, NPC->client->ps.velocity );
}
}
开发者ID:UberGames,项目名称:SP-Mod-Source-Code,代码行数:22,代码来源:AI_Reaver.cpp
示例10: Seeker_Hunt
//------------------------------------
void Seeker_Hunt( qboolean visible, qboolean advance )
{
float speed;
vec3_t forward;
NPC_FaceEnemy( qtrue );
// If we're not supposed to stand still, pursue the player
if ( NPCInfo->standTime < level.time )
{
// Only strafe when we can see the player
if ( visible )
{
Seeker_Strafe();
return;
}
}
// If we don't want to advance, stop here
if ( advance == qfalse )
{
return;
}
// Only try and navigate if the player is visible
if ( visible == qfalse )
{
// Move towards our goal
NPCInfo->goalEntity = NPC->enemy;
NPCInfo->goalRadius = 24;
NPC_MoveToGoal(qtrue);
return;
}
else
{
VectorSubtract( NPC->enemy->currentOrigin, NPC->currentOrigin, forward );
/*distance = */VectorNormalize( forward );
}
speed = SEEKER_FORWARD_BASE_SPEED + SEEKER_FORWARD_MULTIPLIER * g_spskill->integer;
VectorMA( NPC->client->ps.velocity, speed, forward, NPC->client->ps.velocity );
}
开发者ID:sgerbino,项目名称:OpenJK,代码行数:45,代码来源:AI_Seeker.cpp
示例11: Boba_DoSniper
void Boba_DoSniper( gentity_t *self)
{
if (TIMER_Done(NPC, "PickNewSniperPoint"))
{
TIMER_Set(NPC, "PickNewSniperPoint", Q_irand(15000, 25000));
int SniperPoint = NPC_FindCombatPoint(NPC->currentOrigin, 0, NPC->currentOrigin, CP_SNIPE|CP_CLEAR|CP_HAS_ROUTE|CP_TRYFAR|CP_HORZ_DIST_COLL, 0, -1);
if (SniperPoint!=-1)
{
NPC_SetCombatPoint(SniperPoint);
NPC_SetMoveGoal( NPC, level.combatPoints[SniperPoint].origin, 20, qtrue, SniperPoint );
}
}
if (Distance(NPC->currentOrigin, level.combatPoints[NPCInfo->combatPoint].origin)<50.0f)
{
Boba_FireDecide();
}
bool IsOnAPath = !!NPC_MoveToGoal(qtrue);
// Resolve Blocked Problems
//--------------------------
if (NPCInfo->aiFlags&NPCAI_BLOCKED &&
NPC->client->moveType!=MT_FLYSWIM &&
((level.time - NPCInfo->blockedDebounceTime)>3000)
)
{
Boba_Printf("BLOCKED: Attempting Jump");
if (IsOnAPath)
{
if (!NPC_TryJump(NPCInfo->blockedTargetPosition))
{
Boba_Printf(" Failed");
}
}
}
NPC_FaceEnemy(qtrue);
NPC_UpdateAngles( qtrue, qtrue );
}
开发者ID:Christian-Barrett,项目名称:OpenJK,代码行数:41,代码来源:AI_BobaFett.cpp
示例12: MineMonster_Combat
//----------------------------------
void MineMonster_Combat( void )
{
float distance;
qboolean advance;
// If we cannot see our target or we have somewhere to go, then do that
if ( !NPC_ClearLOS4( NPC->enemy ) || UpdateGoal( ))
{
NPCInfo->combatMove = qtrue;
NPCInfo->goalEntity = NPC->enemy;
NPCInfo->goalRadius = MAX_DISTANCE; // just get us within combat range
NPC_MoveToGoal( qtrue );
return;
}
// Sometimes I have problems with facing the enemy I'm attacking, so force the issue so I don't look dumb
NPC_FaceEnemy( qtrue );
distance = DistanceHorizontalSquared( &NPC->r.currentOrigin, &NPC->enemy->r.currentOrigin );
advance = (qboolean)( distance > MIN_DISTANCE_SQR ? qtrue : qfalse );
if (( advance || NPCInfo->localState == LSTATE_WAITING ) && TIMER_Done( NPC, "attacking" )) // waiting monsters can't attack
{
if ( TIMER_Done2( NPC, "takingPain", qtrue ))
{
NPCInfo->localState = LSTATE_CLEAR;
}
else
{
MineMonster_Move( qtrue );
}
}
else
{
MineMonster_Attack();
}
}
开发者ID:Geptun,项目名称:japp,代码行数:40,代码来源:NPC_AI_MineMonster.c
示例13: RT_Flying_Think
void RT_Flying_Think( void )
{
if ( Q3_TaskIDPending( NPC, TID_MOVE_NAV )
&& UpdateGoal() )
{//being scripted to go to a certain spot, don't maintain height
if ( NPC_MoveToGoal( qtrue ) )
{//we could macro-nav to our goal
if ( NPC->enemy && NPC->enemy->health && NPC->enemy->inuse )
{
NPC_FaceEnemy( qtrue );
RT_FireDecide();
}
}
else
{//frick, no where to nav to, keep us in the air!
RT_Flying_MaintainHeight();
}
return;
}
if ( NPC->random == 0.0f )
{
// used to offset seekers around a circle so they don't occupy the same spot. This is not a fool-proof method.
NPC->random = random() * 6.3f; // roughly 2pi
}
if ( NPC->enemy && NPC->enemy->health && NPC->enemy->inuse )
{
RT_Flying_Attack();
RT_FireDecide();
return;
}
else
{
RT_Flying_MaintainHeight();
RT_RunStormtrooperAI();
return;
}
}
开发者ID:3ddy,项目名称:Jedi-Academy,代码行数:39,代码来源:AI_RocketTrooper.cpp
示例14: Rancor_Combat
//----------------------------------
void Rancor_Combat( void )
{
if ( NPCS.NPC->count )
{//holding my enemy
if ( TIMER_Done2( NPCS.NPC, "takingPain", qtrue ))
{
NPCS.NPCInfo->localState = LSTATE_CLEAR;
}
else
{
Rancor_Attack( 0, qfalse );
}
NPC_UpdateAngles( qtrue, qtrue );
return;
}
// If we cannot see our target or we have somewhere to go, then do that
if ( !NPC_ClearLOS4( NPCS.NPC->enemy ) )//|| UpdateGoal( ))
{
NPCS.NPCInfo->combatMove = qtrue;
NPCS.NPCInfo->goalEntity = NPCS.NPC->enemy;
NPCS.NPCInfo->goalRadius = MIN_DISTANCE;//MAX_DISTANCE; // just get us within combat range
if ( !NPC_MoveToGoal( qtrue ) )
{//couldn't go after him? Look for a new one
TIMER_Set( NPCS.NPC, "lookForNewEnemy", 0 );
NPCS.NPCInfo->consecutiveBlockedMoves++;
}
else
{
NPCS.NPCInfo->consecutiveBlockedMoves = 0;
}
return;
}
// Sometimes I have problems with facing the enemy I'm attacking, so force the issue so I don't look dumb
NPC_FaceEnemy( qtrue );
{
float distance;
qboolean advance;
qboolean doCharge;
distance = Distance( NPCS.NPC->r.currentOrigin, NPCS.NPC->enemy->r.currentOrigin );
advance = (qboolean)( distance > (NPCS.NPC->r.maxs[0]+MIN_DISTANCE) ? qtrue : qfalse );
doCharge = qfalse;
if ( advance )
{//have to get closer
vec3_t yawOnlyAngles;
VectorSet( yawOnlyAngles, 0, NPCS.NPC->r.currentAngles[YAW], 0 );
if ( NPCS.NPC->enemy->health > 0
&& fabs(distance-250) <= 80
&& InFOV3( NPCS.NPC->enemy->r.currentOrigin, NPCS.NPC->r.currentOrigin, yawOnlyAngles, 30, 30 ) )
{
if ( !Q_irand( 0, 9 ) )
{//go for the charge
doCharge = qtrue;
advance = qfalse;
}
}
}
if (( advance /*|| NPCInfo->localState == LSTATE_WAITING*/ ) && TIMER_Done( NPCS.NPC, "attacking" )) // waiting monsters can't attack
{
if ( TIMER_Done2( NPCS.NPC, "takingPain", qtrue ))
{
NPCS.NPCInfo->localState = LSTATE_CLEAR;
}
else
{
Rancor_Move( qtrue );
}
}
else
{
Rancor_Attack( distance, doCharge );
}
}
}
开发者ID:Almightygir,项目名称:OpenJK,代码行数:80,代码来源:NPC_AI_Rancor.c
示例15: Mark1_AttackDecision
/*
-------------------------
Mark1_AttackDecision
-------------------------
*/
void Mark1_AttackDecision( void )
{
int blasterTest,rocketTest;
float distance;
distance_e distRate;
qboolean visible;
qboolean advance;
//randomly talk
if ( TIMER_Done(NPC,"patrolNoise") )
{
if (TIMER_Done(NPC,"angerNoise"))
{
TIMER_Set( NPC, "patrolNoise", Q_irand( 4000, 10000 ) );
}
}
// Enemy is dead or he has no enemy.
if ((NPC->enemy->health<1) || ( NPC_CheckEnemyExt(qfalse) == qfalse ))
{
NPC->enemy = NULL;
return;
}
// Rate our distance to the target and visibility
distance = (int) DistanceHorizontalSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin );
distRate = ( distance > MIN_MELEE_RANGE_SQR ) ? DIST_LONG : DIST_MELEE;
visible = NPC_ClearLOS4( NPC->enemy );
advance = (qboolean)(distance > MIN_DISTANCE_SQR);
// If we cannot see our target, move to see it
if ((!visible) || (!NPC_FaceEnemy(qtrue)))
{
Mark1_Hunt();
return;
}
// See if the side weapons are there
blasterTest = trap_G2API_GetSurfaceRenderStatus( NPC->ghoul2, 0, "l_arm" );
rocketTest = trap_G2API_GetSurfaceRenderStatus( NPC->ghoul2, 0, "r_arm" );
// It has both side weapons
if (!blasterTest && !rocketTest)
{
; // So do nothing.
}
else if (blasterTest!=-1
&&blasterTest)
{
distRate = DIST_LONG;
}
else if (rocketTest!=-1
&&rocketTest)
{
distRate = DIST_MELEE;
}
else // It should never get here, but just in case
{
NPC->health = 0;
NPC->client->ps.stats[STAT_HEALTH] = 0;
if (NPC->die)
{
NPC->die(NPC, NPC, NPC, 100, MOD_UNKNOWN);
}
}
// We can see enemy so shoot him if timers let you.
NPC_FaceEnemy( qtrue );
if (distRate == DIST_MELEE)
{
Mark1_BlasterAttack(advance);
}
else if (distRate == DIST_LONG)
{
Mark1_RocketAttack(advance);
}
}
开发者ID:NoahBennet,项目名称:base_enhanced,代码行数:83,代码来源:NPC_AI_Mark1.c
示例16: RT_Flying_Hunt
void RT_Flying_Hunt( qboolean visible, qboolean advance )
{
float distance, speed;
vec3_t forward;
if ( NPC->forcePushTime >= level.time )
//|| (NPC->client->ps.eFlags&EF_FORCE_GRIPPED) )
{//if being pushed, we don't have control over our movement
NPC->delay = 0;
return;
}
NPC_FaceEnemy( qtrue );
// If we're not supposed to stand still, pursue the player
if ( NPCInfo->standTime < level.time )
{
// Only strafe when we can see the player
if ( visible )
{
NPC->delay = 0;
RT_Flying_Strafe();
return;
}
}
// If we don't want to advance, stop here
if ( advance )
{
// Only try and navigate if the player is visible
if ( visible == qfalse )
{
// Move towards our goal
NPCInfo->goalEntity = NPC->enemy;
NPCInfo->goalRadius = 24;
NPC->delay = 0;
NPC_MoveToGoal(qtrue);
return;
}
}
//else move straight at/away from him
VectorSubtract( NPC->enemy->currentOrigin, NPC->currentOrigin, forward );
forward[2] *= 0.1f;
distance = VectorNormalize( forward );
speed = RT_FLYING_FORWARD_BASE_SPEED + RT_FLYING_FORWARD_MULTIPLIER * g_spskill->integer;
if ( advance && distance < Q_flrand( 256, 3096 ) )
{
NPC->delay = 0;
VectorMA( NPC->client->ps.velocity, speed, forward, NPC->client->ps.velocity );
}
else if ( distance < Q_flrand( 0, 128 ) )
{
if ( NPC->health <= 50 )
{//always back off
NPC->delay = 0;
}
else if ( !TIMER_Done( NPC, "backoffTime" ) )
{//still backing off from end of last delay
NPC->delay = 0;
}
else if ( !NPC->delay )
{//start a new delay
NPC->delay = Q_irand( 0, 10+(20*(2-g_spskill->integer)) );
}
else
{//continue the current delay
NPC->delay--;
}
if ( !NPC->delay )
{//delay done, now back off for a few seconds!
TIMER_Set( NPC, "backoffTime", Q_irand( 2000, 5000 ) );
VectorMA( NPC->client->ps.velocity, speed*-2, forward, NPC->client->ps.velocity );
}
}
else
{
NPC->delay = 0;
}
}
开发者ID:3ddy,项目名称:Jedi-Academy,代码行数:81,代码来源:AI_RocketTrooper.cpp
示例17: NPC_BSSaberDroid_Attack
void NPC_BSSaberDroid_Attack( void )
{//attack behavior
//Don't do anything if we're hurt
if ( NPC->painDebounceTime > level.time )
{
NPC_UpdateAngles( qtrue, qtrue );
return;
}
//NPC_CheckEnemy( qtrue, qfalse );
//If we don't have an enemy, just idle
if ( NPC_CheckEnemyExt(qfalse) == qfalse )//!NPC->enemy )//
{
NPC->enemy = NULL;
NPC_BSSaberDroid_Patrol();//FIXME: or patrol?
return;
}
if ( !NPC->enemy )
{//WTF? somehow we lost our enemy?
NPC_BSSaberDroid_Patrol();//FIXME: or patrol?
return;
}
enemyLOS = enemyCS = qfalse;
move = qtrue;
faceEnemy = qfalse;
shoot = qfalse;
enemyDist = DistanceSquared( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin );
//can we see our target?
if ( NPC_ClearLOS4( NPC->enemy ) )
{
NPCInfo->enemyLastSeenTime = level.time;
enemyLOS = qtrue;
if ( enemyDist <= 4096 && InFOV3( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin, NPC->client->ps.viewangles, 90, 45 ) )//within 64 & infront
{
VectorCopy( NPC->enemy->r.currentOrigin, NPCInfo->enemyLastSeenLocation );
enemyCS = qtrue;
}
}
/*
else if ( gi.inPVS( NPC->enemy->currentOrigin, NPC->currentOrigin ) )
{
NPCInfo->enemyLastSeenTime = level.time;
faceEnemy = qtrue;
}
*/
if ( enemyLOS )
{//FIXME: no need to face enemy if we're moving to some other goal and he's too far away to shoot?
faceEnemy = qtrue;
}
if ( !TIMER_Done( NPC, "taunting" ) )
{
move = qfalse;
}
else if ( enemyCS )
{
shoot = qtrue;
if ( enemyDist < (NPC->r.maxs[0]+NPC->enemy->r.maxs[0]+32)*(NPC->r.maxs[0]+NPC->enemy->r.maxs[0]+32) )
{//close enough
move = qfalse;
}
}//this should make him chase enemy when out of range...?
if ( NPC->client->ps.legsTimer
&& NPC->client->ps.legsAnim != BOTH_A3__L__R )//this one is a running attack
{//in the middle of a held, stationary anim, can't move
move = qfalse;
}
if ( move )
{//move toward goal
move = SaberDroid_Move();
if ( move )
{//if we had to chase him, be sure to attack as soon as possible
TIMER_Set( NPC, "attackDelay", NPC->client->ps.weaponTime );
}
}
if ( !faceEnemy )
{//we want to face in the dir we're running
if ( move )
{//don't run away and shoot
NPCInfo->desiredYaw = NPCInfo->lastPathAngles[YAW];
NPCInfo->desiredPitch = 0;
shoot = qfalse;
}
NPC_UpdateAngles( qtrue, qtrue );
}
else// if ( faceEnemy )
{//face the enemy
NPC_FaceEnemy(qtrue);
}
if ( NPCInfo->scriptFlags&SCF_DONT_FIRE )
{
//.........这里部分代码省略.........
开发者ID:ForcePush,项目名称:OJPRPFZ,代码行数:101,代码来源:NPC_AI_SaberDroid.c
示例18: Wampa_Combat
//----------------------------------
void Wampa_Combat( void )
{
// If we cannot see our target or we have somewhere to go, then do that
if ( !NPC_ClearLOS( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin ) )
{
if ( !Q_irand( 0, 10 ) )
{
if ( Wampa_CheckRoar( NPC ) )
{
return;
}
}
NPCInfo->combatMove = qtrue;
NPCInfo->goalEntity = NPC->enemy;
NPCInfo->goalRadius = MAX_DISTANCE; // just get us within combat range
Wampa_Move( 0 );
return;
}
else if ( UpdateGoal() )
{
NPCInfo->combatMove = qtrue;
NPCInfo->goalEntity = NPC->enemy;
NPCInfo->goalRadius = MAX_DISTANCE; // just get us within combat range
Wampa_Move( 1 );
return;
}
else
{
float distance = enemyDist = Distance( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin );
qboolean advance = (qboolean)( distance > (NPC->r.maxs[0]+MIN_DISTANCE) ? qtrue : qfalse );
qboolean doCharge = qfalse;
// Sometimes I have problems with facing the enemy I'm attacking, so force the issue so I don't look dumb
//FIXME: always seems to face off to the left or right?!!!!
NPC_FaceEnemy( qtrue );
if ( advance )
{//have to get closer
vec3_t yawOnlyAngles;
VectorSet( yawOnlyAngles, 0, NPC->r.currentAngles[YAW], 0 );
if ( NPC->enemy->health > 0//enemy still alive
&& fabs(distance-350) <= 80 //enemy anywhere from 270 to 430 away
&& InFOV3( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin, yawOnlyAngles, 20, 20 ) )//enemy generally in front
{//10% chance of doing charge anim
if ( !Q_irand( 0, 9 ) )
{//go for the charge
doCharge = qtrue;
advance = qfalse;
}
}
}
if (( advance || NPCInfo->localState == LSTATE_WAITING ) && TIMER_Done( NPC, "attacking" )) // waiting monsters can't attack
{
if ( TIMER_Done2( NPC, "takingPain", qtrue ))
{
NPCInfo->localState = LSTATE_CLEAR;
}
else
{
Wampa_Move( 1 );
}
}
else
{
if ( !Q_irand( 0, 20 ) )
{//FIXME: only do this if we just damaged them or vice-versa?
if ( Wampa_CheckRoar( NPC ) )
{
return;
}
}
if ( !Q_irand( 0, 1 ) )
{//FIXME: base on skill
Wampa_Attack( distance, doCharge );
}
}
}
}
开发者ID:DarthFutuza,项目名称:JediKnightGalaxies,代码行数:83,代码来源:NPC_AI_Wampa.cpp
示例19: Howler_Combat
//----------------------------------
//replaced with SP version.
static void Howler_Combat( void )
{
qboolean faced = qfalse;
float distance;
qboolean advance = qfalse;
if ( NPC->client->ps.groundEntityNum == ENTITYNUM_NONE )
{//not on the ground
if ( NPC->client->ps.legsAnim == BOTH_JUMP1
|| NPC->client->ps.legsAnim == BOTH_INAIR1 )
{//flying through the air with the greatest of ease, etc
Howler_TryDamage( 10, qfalse, qfalse );
}
}
else
{//not in air, see if we should attack or advance
// If we cannot see our target or we have somewhere to go, then do that
if ( !NPC_ClearLOS4( NPC->enemy ) )//|| UpdateGoal( ))
{
NPCInfo->goalEntity = NPC->enemy;
NPCInfo->goalRadius = MAX_DISTANCE; // just get us within combat range
if ( NPCInfo->localState == LSTATE_BERZERK )
{
NPC_Howler_Move( 3 );
}
else
{
NPC_Howler_Move( 10 );
}
NPC_UpdateAngles( qfalse, qtrue );
return;
}
distance = DistanceHorizontal( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin );
if ( NPC->enemy && NPC->enemy->client && PM_InKnockDown( &NPC->enemy->client->ps ) )
{//get really close to knocked down enemies
advance = (qboolean)( distance > MIN_DISTANCE ? qtrue : qfalse );
}
else
{
advance = (qboolean)( distance > MAX_DISTANCE ? qtrue : qfalse );//MIN_DISTANCE
}
if (( advance || NPCInfo->localState == LSTATE_WAITING ) && TIMER_Done( NPC, "attacking" )) // waiting monsters can't attack
{
if ( TIMER_Done2( NPC, "takingPain", qtrue ))
{
NPCInfo->localState = LSTATE_CLEAR;
}
else if ( TIMER_Done( NPC, "standing" ) )
{
faced = Howler_Move( qtrue );
}
}
else
{
Howler_Attack( distance, qfalse );
}
}
if ( !faced )
{
if ( //TIMER_Done( NPC, "standing" ) //not just standing there
//!advance //not moving
TIMER_Done( NPC, "attacking" ) )// not attacking
{//not standing around
// Sometimes I have problems with facing the enemy I'm attacking, so force the issue so I don't look dumb
NPC_FaceEnemy( qtrue );
}
else
{
NPC_UpdateAngles( qfalse, qtrue );
}
}
}
开发者ID:mehmehsomeone,项目名称:OpenRP,代码行数:78,代码来源:NPC_AI_Howler.cpp
示例20: NPC_BSEmplaced
void NPC_BSEmplaced( void )
{
//Don't do anything if we're hurt
if ( NPC->painDebounceTime > level.time )
{
NPC_UpdateAngles( qtrue, qtrue );
return;
}
if( NPCInfo->scriptFlags & SCF_FIRE_WEAPON )
{
WeaponThink( qtrue );
}
//If we don't have an enemy, just idle
if ( NPC_CheckEnemyExt() == qfalse )
{
if ( !Q_irand( 0, 30 ) )
{
NPCInfo->desiredYaw = NPC->s.angles[1] + Q_irand( -90, 90 );
}
if ( !Q_irand( 0, 30 ) )
{
NPCInfo->desiredPitch = Q_irand( -20, 20 );
}
NPC_UpdateAngles( qtrue, qtrue );
return;
}
qboolean enemyLOS = qfalse;
qboolean enemyCS = qfalse;
qboolean faceEnemy = qfalse;
qboolean shoot = qfalse;
vec3_t impactPos;
if ( NPC_ClearLOS( NPC->enemy ) )
{
enemyLOS = qtrue;
int hit = NPC_ShotEntity( NPC->enemy, impactPos );
gentity_t *hitEnt = &g_entities[hit];
if ( hit == NPC->enemy->s.number || ( hitEnt && hitEnt->takedamage ) )
{//can hit enemy or will hit glass or other minor breakable (or in emplaced gun), so shoot anyway
enemyCS = qtrue;
NPC_AimAdjust( 2 );//adjust aim better longer we have clear shot at enemy
VectorCopy( NPC->enemy->currentOrigin, NPCInfo->enemyLastSeenLocation );
}
}
/*
else if ( gi.inPVS( NPC->enemy->currentOrigin, NPC->currentOrigin ) )
{
NPCInfo->enemyLastSeenTime = level.time;
faceEnemy = qtrue;
NPC_AimAdjust( -1 );//adjust aim worse longer we cannot see enemy
}
*/
if ( enemyLOS )
{//FIXME: no need to face enemy if we're moving to some other goal and he's too far away to shoot?
faceEnemy = qtrue;
}
if ( enemyCS )
{
shoot = qtrue;
}
if ( faceEnemy )
{//face the enemy
NPC_FaceEnemy( qtrue );
}
else
{//we want to face in the dir we're running
NPC_UpdateAngles( qtrue, qtrue );
}
if ( NPCInfo->scriptFlags & SCF_DONT_FIRE )
{
shoot = qfalse;
}
if ( NPC->enemy && NPC->enemy->enemy )
{
if ( NPC->enemy->s.weapon == WP_SABER && NPC->enemy->enemy->s.weapon == WP_SABER )
{//don't shoot at an enemy jedi who is fighting another jedi, for fear of injuring one or causing rogue blaster deflections (a la Obi Wan/Vader duel at end of ANH)
shoot = qfalse;
}
}
if ( shoot )
{//try to shoot if it's time
if( !(NPCInfo->scriptFlags & SCF_FIRE_WEAPON) ) // we've already fired, no need to do it again here
{
WeaponThink( qtrue );
}
}
}
开发者ID:Chedo,项目名称:OpenJK,代码行数:96,代码来源:NPC_behavior.cpp
注:本文中的NPC_FaceEnemy函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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