本文整理汇总了C++中NPC_CheckEnemyExt函数的典型用法代码示例。如果您正苦于以下问题:C++ NPC_CheckEnemyExt函数的具体用法?C++ NPC_CheckEnemyExt怎么用?C++ NPC_CheckEnemyExt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_CheckEnemyExt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: Howler_Patrol
/*
-------------------------
Howler_Patrol
-------------------------
*/
void Howler_Patrol( void )
{
NPCInfo->localState = LSTATE_CLEAR;
//If we have somewhere to go, then do that
if ( UpdateGoal() )
{
ucmd.buttons &= ~BUTTON_WALKING;
NPC_MoveToGoal( qtrue );
}
else
{
if ( TIMER_Done( NPC, "patrolTime" ))
{
TIMER_Set( NPC, "patrolTime", crandom() * 5000 + 5000 );
}
}
vec3_t dif;
VectorSubtract( g_entities[0].currentOrigin, NPC->currentOrigin, dif );
if ( VectorLengthSquared( dif ) < 256 * 256 )
{
G_SetEnemy( NPC, &g_entities[0] );
}
if ( NPC_CheckEnemyExt( qtrue ) == qfalse )
{
Howler_Idle();
return;
}
}
开发者ID:slaytan1c,项目名称:jedioutcast,代码行数:38,代码来源:AI_Howler.cpp
示例2: Rancor_Patrol
/*
-------------------------
Rancor_Patrol
-------------------------
*/
void Rancor_Patrol( void )
{
NPCS.NPCInfo->localState = LSTATE_CLEAR;
//If we have somewhere to go, then do that
if ( UpdateGoal() )
{
NPCS.ucmd.buttons &= ~BUTTON_WALKING;
NPC_MoveToGoal( qtrue );
}
else
{
if ( TIMER_Done( NPCS.NPC, "patrolTime" ))
{
TIMER_Set( NPCS.NPC, "patrolTime", crandom() * 5000 + 5000 );
}
}
if ( NPC_CheckEnemyExt( qtrue ) == qfalse )
{
Rancor_Idle();
return;
}
Rancor_CheckRoar( NPCS.NPC );
TIMER_Set( NPCS.NPC, "lookForNewEnemy", Q_irand( 5000, 15000 ) );
}
开发者ID:Almightygir,项目名称:OpenJK,代码行数:31,代码来源:NPC_AI_Rancor.c
示例3: Howler_Patrol
/*
-------------------------
Howler_Patrol
-------------------------
*/
void Howler_Patrol( void )
{
vector3 dif;
NPCInfo->localState = LSTATE_CLEAR;
//If we have somewhere to go, then do that
if ( UpdateGoal() )
{
ucmd.buttons &= ~BUTTON_WALKING;
NPC_MoveToGoal( qtrue );
}
else
{
if ( TIMER_Done( NPC, "patrolTime" ))
{
TIMER_Set( NPC, "patrolTime", crandom() * 5000 + 5000 );
}
}
//rwwFIXMEFIXME: Care about all clients, not just client 0
VectorSubtract( &g_entities[0].r.currentOrigin, &NPC->r.currentOrigin, &dif );
if ( VectorLengthSquared( &dif ) < 256 * 256 )
{
G_SetEnemy( NPC, &g_entities[0] );
}
if ( NPC_CheckEnemyExt( qtrue ) == qfalse )
{
Howler_Idle();
return;
}
}
开发者ID:Geptun,项目名称:japp,代码行数:39,代码来源:NPC_AI_Howler.c
示例4: MineMonster_Patrol
/*
-------------------------
MineMonster_Patrol
-------------------------
*/
void MineMonster_Patrol( void )
{
vec3_t dif;
NPCS.NPCInfo->localState = LSTATE_CLEAR;
//If we have somewhere to go, then do that
if ( UpdateGoal() )
{
NPCS.ucmd.buttons &= ~BUTTON_WALKING;
NPC_MoveToGoal( qtrue );
}
else
{
if ( TIMER_Done( NPCS.NPC, "patrolTime" ))
{
TIMER_Set( NPCS.NPC, "patrolTime", Q_flrand(-1.0f, 1.0f) * 5000 + 5000 );
}
}
//rwwFIXMEFIXME: Care about all clients, not just client 0
//OJKFIXME: clietnum 0
VectorSubtract( g_entities[0].r.currentOrigin, NPCS.NPC->r.currentOrigin, dif );
if ( VectorLengthSquared( dif ) < 256 * 256 )
{
G_SetEnemy( NPCS.NPC, &g_entities[0] );
}
if ( NPC_CheckEnemyExt( qtrue ) == qfalse )
{
MineMonster_Idle();
return;
}
}
开发者ID:Avygeil,项目名称:NewJK,代码行数:40,代码来源:NPC_AI_MineMonster.c
示例5: MineMonster_Patrol
/*
-------------------------
MineMonster_Patrol
-------------------------
*/
void MineMonster_Patrol( void )
{
NPCInfo->localState = LSTATE_CLEAR;
//If we have somewhere to go, then do that
if ( UpdateGoal() )
{
ucmd.buttons &= ~BUTTON_WALKING;
NPC_MoveToGoal( qtrue );
}
vec3_t dif;
VectorSubtract( g_entities[0].currentOrigin, NPC->currentOrigin, dif );
if ( VectorLengthSquared( dif ) < 256 * 256 )
{
G_SetEnemy( NPC, &g_entities[0] );
}
if ( NPC_CheckEnemyExt( qtrue ) == qfalse )
{
MineMonster_Idle();
return;
}
}
开发者ID:Arbixal,项目名称:OpenJK,代码行数:30,代码来源:AI_MineMonster.cpp
示例6: Howler_Patrol
/*
-------------------------
Howler_Patrol
-------------------------
*/
static void Howler_Patrol( void )
{
NPCInfo->localState = LSTATE_CLEAR;
//If we have somewhere to go, then do that
if ( UpdateGoal() )
{
NPC_Howler_Move( 100 );
}
vec3_t dif;
VectorSubtract( g_entities[0].currentOrigin, NPC->currentOrigin, dif );
if ( VectorLengthSquared( dif ) < 256 * 256 )
{
G_SetEnemy( NPC, &g_entities[0] );
}
if ( NPC_CheckEnemyExt( qtrue ) == qfalse )
{
Howler_Idle();
return;
}
Howler_Attack( 0.0f, qtrue );
}
开发者ID:Arbixal,项目名称:OpenJK,代码行数:31,代码来源:AI_Howler.cpp
示例7: Howler_Patrol
//[CoOp]
//Replaced with SP version
static void Howler_Patrol( void )
{
gentity_t *ClosestPlayer = FindClosestPlayer(NPC->r.currentOrigin, NPC->client->enemyTeam);
NPCInfo->localState = LSTATE_CLEAR;
//If we have somewhere to go, then do that
if ( UpdateGoal() )
{
NPC_Howler_Move( 100 );
}
if(ClosestPlayer)
{//attack enemy players that are close.
if(Distance(ClosestPlayer->r.currentOrigin, NPC->r.currentOrigin) < 256 * 256)
{
G_SetEnemy( NPC, ClosestPlayer );
}
}
if ( NPC_CheckEnemyExt( qtrue ) == qfalse )
{
Howler_Idle();
return;
}
Howler_Attack( 0.0f, qtrue );
}
开发者ID:mehmehsomeone,项目名称:OpenRP,代码行数:30,代码来源:NPC_AI_Howler.cpp
示例8: 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:DarthFutuza,项目名称:JediKnightGalaxies,代码行数:61,代码来源:NPC_AI_Sentry.cpp
示例9: ATST_Attack
void ATST_Attack( void ) {
qboolean altAttack = qfalse, visible = qfalse, advance = qfalse;
int blasterTest, chargerTest;
float distance;
if ( !NPC_CheckEnemyExt( qfalse ) ) {
NPC->enemy = NULL;
return;
}
NPC_FaceEnemy( qtrue );
// Rate our distance to the target, and our visibilty
distance = (int)DistanceHorizontalSquared( &NPC->r.currentOrigin, &NPC->enemy->r.currentOrigin );
visible = NPC_ClearLOS4( NPC->enemy ) ? qtrue : qfalse;
advance = (distance > MIN_DISTANCE_SQR) ? qtrue : qfalse;
// If we cannot see our target, move to see it
if ( !visible ) {
if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES ) {
ATST_Hunt( visible, advance );
return;
}
}
// Decide what type of attack to do
if ( distance > MIN_MELEE_RANGE_SQR ) {
// DIST_LONG
// NPC_ChangeWeapon( WP_ATST_SIDE );
//rwwFIXMEFIXME: make atst weaps work.
// See if the side weapons are there
blasterTest = trap->G2API_GetSurfaceRenderStatus( NPC->ghoul2, 0, "head_light_blaster_cann" );
chargerTest = trap->G2API_GetSurfaceRenderStatus( NPC->ghoul2, 0, "head_concussion_charger" );
// It has both side weapons
if ( blasterTest != -1 && !(blasterTest & TURN_OFF) && chargerTest != -1 && !(chargerTest & TURN_OFF) )
altAttack = Q_irand( 0, 1 ) ? qtrue : qfalse;
else if ( blasterTest != -1 && !(blasterTest & TURN_OFF) )
altAttack = qfalse;
else if ( chargerTest != -1 && !(chargerTest & TURN_OFF) )
altAttack = qtrue;
else
NPC_ChangeWeapon( WP_NONE );
}
else {
// DIST_MELEE
// NPC_ChangeWeapon( WP_ATST_MAIN );
}
NPC_FaceEnemy( qtrue );
ATST_Ranged( visible, advance, altAttack );
}
开发者ID:Arcadiaprime,项目名称:japp,代码行数:53,代码来源:NPC_AI_Atst.cpp
示例10: 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11: 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12: Remote_Attack
/*
-------------------------
Remote_Attack
-------------------------
*/
void Remote_Attack( void )
{
float distance;
qboolean visible;
float idealDist;
qboolean advance;
qboolean retreat;
if ( TIMER_Done(NPC,"spin") )
{
TIMER_Set( NPC, "spin", Q_irand( 250, 1500 ) );
NPCInfo->desiredYaw += Q_irand( -200, 200 );
}
// Always keep a good height off the ground
Remote_MaintainHeight();
// If we don't have an enemy, just idle
if ( NPC_CheckEnemyExt(qfalse) == qfalse )
{
Remote_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 );
//[CoOp]
idealDist = MIN_DISTANCE_SQR+(MIN_DISTANCE_SQR*Q_flrand( 0, 1 ));
//idealDist = MIN_DISTANCE_SQR+(MIN_DISTANCE_SQR*flrand( 0, 1 ));
//[/CoOp]
advance = (qboolean)(distance > idealDist*1.25);
retreat = (qboolean)(distance < idealDist*0.75);
// If we cannot see our target, move to see it
if ( visible == qfalse )
{
if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
{
Remote_Hunt( visible, advance, retreat );
return;
}
}
Remote_Ranged( visible, advance, retreat );
}
开发者ID:jwginge,项目名称:ojpa,代码行数:51,代码来源:NPC_AI_Remote.c
示例13: NPC_BSReaver_Attack
void NPC_BSReaver_Attack( void )
{
// We may have a pounce animation started and are waiting to actually start the jump movement...
Reaver_Jump();
//If we don't have an enemy, just idle
if ( NPC_CheckEnemyExt() == qfalse )
{
NPC_BSReaver_Idle();
return;
}
//Rate our distance to the target, and our visibilty
float distance = (int) DistanceHorizontalSquared( NPC->currentOrigin, NPC->enemy->currentOrigin );
distance_e distRate = ( distance > MIN_MELEE_RANGE_SQR ) ? DIST_LONG : DIST_MELEE;
int visRate = NPC_ClearLOS( NPC->enemy );
//If we cannot see our target, move to see it
if ( visRate == qfalse )
{
Reaver_Hunt();
return;
}
if ( distance < MIN_CRITICAL_DIST_SQR )
{
// We're not happy when the player gets too close
Reaver_Backup();
}
//Decide what to do next
switch ( distRate )
{
case DIST_MELEE:
Reaver_Melee();
break;
case DIST_LONG:
Reaver_Ranged( distance );
break;
}
}
开发者ID:UberGames,项目名称:SP-Mod-Source-Code,代码行数:42,代码来源:AI_Reaver.cpp
示例14: NPC_BSHirogenAlpha_Attack
void NPC_BSHirogenAlpha_Attack( void )
{
//FIXME: Move to spawn location
NPC->flags |= FL_NO_KNOCKBACK;
if ( TIMER_Done( NPC, "speech" ) == qfalse )
{
NPC_FaceEnemy( qtrue );
return;
}
//Do any taunts if need-be
if ( Hirogen_Speak() )
return;
//Check for the enemy (formality)
if ( NPC_CheckEnemyExt() == qfalse )
{
Hirogen_ActivateShield( qtrue );
NPC_BSHirogenAlpha_Idle();
return;
}
//See if we're currently attacking the player
if ( NPCInfo->standTime > level.time )
{
Hirogen_PauseState();
return;
}
//Turn our shielding on
Hirogen_ActivateShield( qtrue );
//See if the target is visible
if ( NPC_ClearLOS( NPC->enemy ) == qfalse )
{
Hirogen_Hunt();
//This is done to keep the enemy from stopping too soon
if ( DistanceSquared( NPC->currentOrigin, NPCInfo->tempGoal->currentOrigin ) > 96 )
{
NPC_UpdateAngles( qtrue, qtrue );
return;
}
}
//Must be at our goal
if ( DistanceSquared( NPC->currentOrigin, NPCInfo->tempGoal->currentOrigin ) > 96 )
{
Hirogen_Hunt();
return;
}
//Setup our timing information
NPCInfo->pauseTime = level.time + HIROGEN_PREFIRE_DELAY;
NPCInfo->weaponTime = NPCInfo->pauseTime + HIROGEN_FIRE_DURATION;
NPCInfo->standTime = NPCInfo->weaponTime + HIROGEN_RELOAD_PAUSE;
G_SoundOnEnt( NPC, CHAN_WEAPON, alphaSpeech[5] );
NPC_UpdateAngles( qtrue, qtrue );
}
开发者ID:UberGames,项目名称:SP-Mod-Source-Code,代码行数:62,代码来源:AI_HirogenAlpha.cpp
示例15: 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
示例16: NPC_BSRancor_Default
/*
-------------------------
NPC_BSRancor_Default
-------------------------
*/
void NPC_BSRancor_Default( void )
{
AddSightEvent( NPCS.NPC, NPCS.NPC->r.currentOrigin, 1024, AEL_DANGER_GREAT, 50 );
Rancor_Crush();
NPCS.NPC->client->ps.eFlags2 &= ~(EF2_USE_ALT_ANIM|EF2_GENERIC_NPC_FLAG);
if ( NPCS.NPC->count )
{//holding someone
NPCS.NPC->client->ps.eFlags2 |= EF2_USE_ALT_ANIM;
if ( NPCS.NPC->count == 2 )
{//in my mouth
NPCS.NPC->client->ps.eFlags2 |= EF2_GENERIC_NPC_FLAG;
}
}
else
{
NPCS.NPC->client->ps.eFlags2 &= ~(EF2_USE_ALT_ANIM|EF2_GENERIC_NPC_FLAG);
}
if ( TIMER_Done2( NPCS.NPC, "clearGrabbed", qtrue ) )
{
Rancor_DropVictim( NPCS.NPC );
}
else if ( NPCS.NPC->client->ps.legsAnim == BOTH_PAIN2
&& NPCS.NPC->count == 1
&& NPCS.NPC->activator )
{
if ( !Q_irand( 0, 3 ) )
{
Rancor_CheckDropVictim();
}
}
if ( !TIMER_Done( NPCS.NPC, "rageTime" ) )
{//do nothing but roar first time we see an enemy
AddSoundEvent( NPCS.NPC, NPCS.NPC->r.currentOrigin, 1024, AEL_DANGER_GREAT, qfalse );//, qfalse );
NPC_FaceEnemy( qtrue );
return;
}
if ( NPCS.NPC->enemy )
{
/*
if ( NPC->enemy->client //enemy is a client
&& (NPC->enemy->client->NPC_class == CLASS_UGNAUGHT || NPC->enemy->client->NPC_class == CLASS_JAWA )//enemy is a lowly jawa or ugnaught
&& NPC->enemy->enemy != NPC//enemy's enemy is not me
&& (!NPC->enemy->enemy || !NPC->enemy->enemy->client || NPC->enemy->enemy->client->NPC_class!=CLASS_RANCOR) )//enemy's enemy is not a client or is not a rancor (which is as scary as me anyway)
{//they should be scared of ME and no-one else
G_SetEnemy( NPC->enemy, NPC );
}
*/
if ( TIMER_Done(NPCS.NPC,"angrynoise") )
{
G_Sound( NPCS.NPC, CHAN_AUTO, G_SoundIndex( va("sound/chars/rancor/misc/anger%d.wav", Q_irand(1, 3))) );
TIMER_Set( NPCS.NPC, "angrynoise", Q_irand( 5000, 10000 ) );
}
else
{
AddSoundEvent( NPCS.NPC, NPCS.NPC->r.currentOrigin, 512, AEL_DANGER_GREAT, qfalse );//, qfalse );
}
if ( NPCS.NPC->count == 2 && NPCS.NPC->client->ps.legsAnim == BOTH_ATTACK3 )
{//we're still chewing our enemy up
NPC_UpdateAngles( qtrue, qtrue );
return;
}
//else, if he's in our hand, we eat, else if he's on the ground, we keep attacking his dead body for a while
if( NPCS.NPC->enemy->client && NPCS.NPC->enemy->client->NPC_class == CLASS_RANCOR )
{//got mad at another Rancor, look for a valid enemy
if ( TIMER_Done( NPCS.NPC, "rancorInfight" ) )
{
NPC_CheckEnemyExt( qtrue );
}
}
else if ( !NPCS.NPC->count )
{
if ( ValidEnemy( NPCS.NPC->enemy ) == qfalse )
{
TIMER_Remove( NPCS.NPC, "lookForNewEnemy" );//make them look again right now
if ( !NPCS.NPC->enemy->inuse || level.time - NPCS.NPC->enemy->s.time > Q_irand( 10000, 15000 ) )
{//it's been a while since the enemy died, or enemy is completely gone, get bored with him
NPCS.NPC->enemy = NULL;
Rancor_Patrol();
NPC_UpdateAngles( qtrue, qtrue );
return;
}
}
if ( TIMER_Done( NPCS.NPC, "lookForNewEnemy" ) )
{
gentity_t *newEnemy, *sav_enemy = NPCS.NPC->enemy;//FIXME: what about NPC->lastEnemy?
NPCS.NPC->enemy = NULL;
newEnemy = NPC_CheckEnemy( NPCS.NPCInfo->confusionTime < level.time, qfalse, qfalse );
NPCS.NPC->enemy = sav_enemy;
if ( newEnemy && newEnemy != sav_enemy )
{//picked up a new enemy!
NPCS.NPC->lastEnemy = NPCS.NPC->enemy;
//.........这里部分代码省略.........
开发者ID:Almightygir,项目名称:OpenJK,代码行数:101,代码来源:NPC_AI_Rancor.c
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: 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19: ATST_Attack
/*
-------------------------
ATST_Attack
-------------------------
*/
void ATST_Attack( void )
{
qboolean altAttack=qfalse;
int blasterTest,chargerTest,weapon;
if ( NPC_CheckEnemyExt() == qfalse )//!NPC->enemy )//
{
NPC->enemy = NULL;
return;
}
NPC_FaceEnemy( qtrue );
// Rate our distance to the target, and our visibilty
float distance = (int) DistanceHorizontalSquared( NPC->currentOrigin, NPC->enemy->currentOrigin );
distance_e distRate = ( distance > MIN_MELEE_RANGE_SQR ) ? DIST_LONG : DIST_MELEE;
qboolean visible = NPC_ClearLOS( NPC->enemy );
qboolean 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 )
{
ATST_Hunt( visible, advance );
return;
}
}
// Decide what type of attack to do
switch ( distRate )
{
case DIST_MELEE:
NPC_ChangeWeapon( WP_ATST_MAIN );
break;
case DIST_LONG:
NPC_ChangeWeapon( WP_ATST_SIDE );
// See if the side weapons are there
blasterTest = gi.G2API_GetSurfaceRenderStatus( &NPC->ghoul2[NPC->playerModel], "head_light_blaster_cann" );
chargerTest = gi.G2API_GetSurfaceRenderStatus( &NPC->ghoul2[NPC->playerModel], "head_concussion_charger" );
// It has both side weapons
if (!(blasterTest & TURN_OFF) && !(chargerTest & TURN_OFF))
{
weapon = Q_irand( 0, 1); // 0 is blaster, 1 is charger (ALT SIDE)
if (weapon) // Fire charger
{
altAttack = qtrue;
}
else
{
altAttack = qfalse;
}
}
else if (!(blasterTest & TURN_OFF)) // Blaster is on
{
altAttack = qfalse;
}
else if (!(chargerTest & TURN_OFF)) // Blaster is on
{
altAttack = qtrue;
}
else
{
NPC_ChangeWeapon( WP_NONE );
}
break;
}
NPC_FaceEnemy( qtrue );
ATST_Ranged( visible, advance,altAttack );
}
开发者ID:MrSquirrely,项目名称:Jedi-Academy,代码行数:83,代码来源:AI_Atst.cpp
示例20: NPC_BSSniper_Attack
void NPC_BSSniper_Attack( void )
{
//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 )//!NPC->enemy )//
{
NPC->enemy = NULL;
NPC_BSSniper_Patrol();//FIXME: or patrol?
return;
}
if ( TIMER_Done( NPC, "flee" ) && NPC_CheckForDanger( NPC_CheckAlertEvents( qtrue, qtrue, -1, qfalse, AEL_DANGER ) ) )
{//going to run
NPC_UpdateAngles( qtrue, qtrue );
return;
}
if ( !NPC->enemy )
{//WTF? somehow we lost our enemy?
NPC_BSSniper_Patrol();//FIXME: or patrol?
return;
}
enemyLOS = enemyCS = qfalse;
AImove = qtrue;
faceEnemy = qfalse;
shoot = qfalse;
enemyDist = DistanceSquared( NPC->currentOrigin, NPC->enemy->currentOrigin );
if ( enemyDist < 16384 )//128 squared
{//too close, so switch to primary fire
if ( NPC->client->ps.weapon == WP_DISRUPTOR )
{//sniping... should be assumed
if ( NPCInfo->scriptFlags & SCF_ALT_FIRE )
{//use primary fire
trace_t trace;
gi.trace ( &trace, NPC->enemy->currentOrigin, NPC->enemy->mins, NPC->enemy->maxs, NPC->currentOrigin, NPC->enemy->s.number, NPC->enemy->clipmask, G2_NOCOLLIDE, 0 );
if ( !trace.allsolid && !trace.startsolid && (trace.fraction == 1.0 || trace.entityNum == NPC->s.number ) )
{//he can get right to me
NPCInfo->scriptFlags &= ~SCF_ALT_FIRE;
//reset fire-timing variables
NPC_ChangeWeapon( WP_DISRUPTOR );
NPC_UpdateAngles( qtrue, qtrue );
return;
}
}
//FIXME: switch back if he gets far away again?
}
}
else if ( enemyDist > 65536 )//256 squared
{
if ( NPC->client->ps.weapon == WP_DISRUPTOR )
{//sniping... should be assumed
if ( !(NPCInfo->scriptFlags&SCF_ALT_FIRE) )
{//use primary fire
NPCInfo->scriptFlags |= SCF_ALT_FIRE;
//reset fire-timing variables
NPC_ChangeWeapon( WP_DISRUPTOR );
NPC_UpdateAngles( qtrue, qtrue );
return;
}
}
}
Sniper_UpdateEnemyPos();
//can we see our target?
if ( NPC_ClearLOS( NPC->enemy ) )//|| (NPCInfo->stats.aim >= 5 && gi.inPVS( NPC->client->renderInfo.eyePoint, NPC->enemy->currentOrigin )) )
{
NPCInfo->enemyLastSeenTime = level.time;
VectorCopy( NPC->enemy->currentOrigin, NPCInfo->enemyLastSeenLocation );
enemyLOS = qtrue;
float maxShootDist = NPC_MaxDistSquaredForWeapon();
if ( enemyDist < maxShootDist )
{
vec3_t fwd, right, up, muzzle, end;
trace_t tr;
AngleVectors( NPC->client->ps.viewangles, fwd, right, up );
CalcMuzzlePoint( NPC, fwd, right, up, muzzle, 0 );
VectorMA( muzzle, 8192, fwd, end );
gi.trace ( &tr, muzzle, NULL, NULL, end, NPC->s.number, MASK_SHOT, G2_RETURNONHIT, 0 );
int hit = tr.entityNum;
//can we shoot our target?
if ( Sniper_EvaluateShot( hit ) )
{
enemyCS = qtrue;
}
}
}
/*
else if ( gi.inPVS( NPC->enemy->currentOrigin, NPC->currentOrigin ) )
{
NPCInfo->enemyLastSeenTime = level.time;
faceEnemy = qtrue;
//.........这里部分代码省略.........
开发者ID:kikili,项目名称:OpenJK,代码行数:101,代码来源:AI_Sniper.cpp
注:本文中的NPC_CheckEnemyExt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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