/*=================================================================== Procedure : AIR Crash and burn... Input : ENEMY * Enemy Output : Nothing ===================================================================*/ void AI_AIR_DEATH_CRASHANDBURN( register ENEMY * Enemy ) { OBJECT * SObject; VECTOR NewDir = { 0.0F, 1.0F, 0.0F }; VECTOR NewPos; SObject = &Enemy->Object; Enemy->AIFlags |= AI_ANYPLAYERINRANGE; Enemy->Timer -= framelag; if( (Enemy->Timer < 0.0F) || (Enemy->AIMoveFlags & AI_CONTROL_COLLISION) ) { Enemy->Timer = 0.0F; // Time to Die properly CreateNewExplosion( &Enemy->Object.Pos, &NewDir, Enemy->Object.Group ); KillUsedEnemy( Enemy ); return; } Enemy->Object.ExternalForce.x -= Mloadheader.Group[ Enemy->Object.Group ].up.x * 0.55F * framelag; Enemy->Object.ExternalForce.y -= Mloadheader.Group[ Enemy->Object.Group ].up.y * 0.55F * framelag; Enemy->Object.ExternalForce.z -= Mloadheader.Group[ Enemy->Object.Group ].up.z * 0.55F * framelag; NewPos = Enemy->Object.Pos; NewPos.x -= Mloadheader.Group[ Enemy->Object.Group ].up.x * (EnemyTypes[Enemy->Type].Radius * 0.75F); NewPos.y -= Mloadheader.Group[ Enemy->Object.Group ].up.y * (EnemyTypes[Enemy->Type].Radius * 0.75F); NewPos.z -= Mloadheader.Group[ Enemy->Object.Group ].up.z * (EnemyTypes[Enemy->Type].Radius * 0.75F); AI_AimAtTarget( &Enemy->Object.InvMat , &Enemy->Object.Pos, &NewPos ); Enemy->AI_Angle = AimData.Angle; Enemy->AIMoveFlags |= AimData.Flags; CreateSpotFXBurning( &NewPos, &Mloadheader.Group[ Enemy->Object.Group ].up, Enemy->Object.Group ); }
/*=================================================================== Procedure : Update an Enemies Guns... Input : ENEMY * Enemy Output : Nothing ===================================================================*/ void AI_UPDATEGUNS( register ENEMY * Enemy ) { OBJECT * TObject; GUNOBJECT * GObject; VECTOR TempVector; VECTOR TempUpVector; VECTOR TempOffset = { 0.0F, 0.0F, 0.0F }; VECTOR NewPos; VECTOR FireOffset; FIREPOS * FirePosPnt; VECTOR AimOffset; u_int16_t i; BYTE Weapon; TObject = (OBJECT*) Enemy->TShip; if( !TObject || TObject->Mode != NORMAL_MODE ) return; GObject = Enemy->Object.FirstGun; while( GObject ) { // if( TObject && ( (Enemy->AIFlags & AI_ICANSEEPLAYER) || (Enemy->Object.ControlType == ENEMY_CONTROLTYPE_TURRET_AI) || (Enemy->Object.ControlType == ENEMY_CONTROLTYPE_SPLINE) ) ) if( TObject && ( (Enemy->AIFlags & AI_ICANSEEPLAYER) || (Enemy->Object.ControlType == ENEMY_CONTROLTYPE_SPLINE) ) ) { FirePosPnt = EnemyTypes[Enemy->Type].GunFirePoints[GObject->GunNum>>1]; ApplyMatrix( &GObject->Mat , &FirePosPnt->Points[GObject->FirePosCount] , &FireOffset ); FireOffset.x += GObject->FirePos.x; FireOffset.y += GObject->FirePos.y; FireOffset.z += GObject->FirePos.z; FireOffset.x -= Enemy->Object.Pos.x; FireOffset.y -= Enemy->Object.Pos.y; FireOffset.z -= Enemy->Object.Pos.z; ApplyMatrix( &GObject->Mat, EnemyTypes[ Enemy->Type ].GunAimPos[GObject->GunNum>>1], &AimOffset ); AimOffset.x += Enemy->Object.Pos.x; AimOffset.y += Enemy->Object.Pos.y; AimOffset.z += Enemy->Object.Pos.z; if( !GunTypes[GObject->Type].BurstMasterCount ) { // Normal gun that just fires when it can.. if( GunTypes[GObject->Type].PrimarySecondary ) { AI_LookAhead( EnemyTypes[Enemy->Type].Behave.Anticipate_Move ,&AimOffset, TObject , &NewPos , SecondaryWeaponAttribs[GunTypes[GObject->Type].WeaponType].Speed); }else{ AI_LookAhead( EnemyTypes[Enemy->Type].Behave.Anticipate_Move ,&AimOffset, TObject , &NewPos , PrimaryWeaponAttribs[GunTypes[GObject->Type].WeaponType].Speed[GunTypes[GObject->Type].PowerLevel]); } AI_AimAtTarget( &GObject->InvMat , &AimOffset, &NewPos ); GObject->AIMoveFlags |= AimData.Flags; GObject->AI_Angle = AimData.Angle; if( GObject->Type == GUN_MetaTankMain ) { if( (GObject->ReloadTime <= (0.5F*60.0F) ) && !Enemy->Object.Animating ) { SetCurAnimSeq( 0, &Enemy->Object ); } } if( GObject->ReloadTime <= 0.0F && ( (( ( GObject->AI_Angle.x < GunTypes[GObject->Type].BurstAngle && GObject->AI_Angle.x > -GunTypes[GObject->Type].BurstAngle ) && ( GObject->AI_Angle.y < GunTypes[GObject->Type].BurstAngle && GObject->AI_Angle.y > -GunTypes[GObject->Type].BurstAngle ) ) ) || GObject->Type == GUN_MetaTankMain ) ) { ApplyMatrix( &GObject->Mat, &Forward, &TempVector ); ApplyMatrix( &GObject->Mat, &SlideUp, &TempUpVector ); if( !(Enemy->Object.Flags & SHIP_Scattered ) && (!GunTypes[GObject->Type].Range || ( DistanceVector2Vector( &TObject->Pos , &Enemy->Object.Pos) < GunTypes[GObject->Type].Range ) )) { if(Enemy->Object.ControlType == ENEMY_CONTROLTYPE_TURRET_AI) { if( !Enemy->Object.Animating && (Enemy->Type != ENEMY_MissileTurret) ) { SetCurAnimSeq( TURRETSEQ_Fire, &Enemy->Object ); } } if( GunTypes[GObject->Type].PrimarySecondary ) { InitOneSecBull( OWNER_ENEMY, Enemy->Index, ++Enemy->BulletID, Enemy->Object.Group, &Enemy->Object.Pos, &FireOffset, &TempVector, &TempUpVector, &TempOffset, GunTypes[GObject->Type].WeaponType, false ); }else{ Weapon = BodgePrimaryWeapon( GunTypes[GObject->Type].WeaponType, Enemy->PickupHeld ); i = EnemyFirePrimary( OWNER_ENEMY, Enemy->Index, ++Enemy->BulletID, Weapon, Enemy->Object.Group, &Enemy->Object.Pos, &FireOffset, &TempVector, &TempUpVector, GunTypes[GObject->Type].PowerLevel, (GunTypes[GObject->Type].PowerLevel +1) * 33.0F, false, GObject ); if( i != (u_int16_t) -1 ) { PrimBulls[i].FirePoint = GObject->FirePosCount; } } GObject->FirePosCount++; if( GObject->FirePosCount >= FirePosPnt->NumPoints ) GObject->FirePosCount = 0; GObject->ReloadTime =GunTypes[GObject->Type].ReloadTime; } } }else{ // A Gun That Does a Burst... if( GObject->BurstCount ) { if( GunTypes[GObject->Type].PrimarySecondary ) { AI_LookAhead( EnemyTypes[Enemy->Type].Behave.Anticipate_Move ,&AimOffset, TObject , &NewPos , SecondaryWeaponAttribs[GunTypes[GObject->Type].WeaponType].Speed); }else{ AI_LookAhead( EnemyTypes[Enemy->Type].Behave.Anticipate_Move ,&AimOffset, TObject , &NewPos , PrimaryWeaponAttribs[GunTypes[GObject->Type].WeaponType].Speed[GunTypes[GObject->Type].PowerLevel]); } AI_AimAtTarget( &GObject->InvMat , &AimOffset, &NewPos ); GObject->AIMoveFlags |= AimData.Flags; GObject->AIMoveFlags &= ~(AI_CONTROL_TURNLEFT + AI_CONTROL_TURNRIGHT ); GObject->AI_Angle = AimData.Angle; if( GObject->BurstStartSign < 0.0F ) { GObject->AIMoveFlags |= AI_CONTROL_TURNLEFT; }else{ GObject->AIMoveFlags |= AI_CONTROL_TURNRIGHT; } if( !(Enemy->Object.Flags & SHIP_Scattered ) &&GObject->ReloadTime <= 0.0F ) { ApplyMatrix( &GObject->Mat, &Forward, &TempVector ); ApplyMatrix( &GObject->Mat, &SlideUp, &TempUpVector ); if(Enemy->Object.ControlType == ENEMY_CONTROLTYPE_TURRET_AI) { if( !Enemy->Object.Animating && (Enemy->Type != ENEMY_MissileTurret) ) { SetCurAnimSeq( TURRETSEQ_Fire, &Enemy->Object ); } } if( GunTypes[GObject->Type].PrimarySecondary ) { InitOneSecBull( OWNER_ENEMY, Enemy->Index, ++Enemy->BulletID, Enemy->Object.Group, &Enemy->Object.Pos, &FireOffset, &TempVector, &TempUpVector, &TempOffset, GunTypes[GObject->Type].WeaponType, false ); }else{ Weapon = BodgePrimaryWeapon( GunTypes[GObject->Type].WeaponType, Enemy->PickupHeld ); i = EnemyFirePrimary( OWNER_ENEMY, Enemy->Index, ++Enemy->BulletID, Weapon, Enemy->Object.Group, &Enemy->Object.Pos, &FireOffset, &TempVector, &TempUpVector, GunTypes[GObject->Type].PowerLevel, (GunTypes[GObject->Type].PowerLevel +1) * 33.0F, false, GObject ); if( i != (u_int16_t) -1 ) { PrimBulls[i].FirePoint = GObject->FirePosCount; } } GObject->FirePosCount++; if( GObject->FirePosCount >= FirePosPnt->NumPoints ) GObject->FirePosCount = 0; GObject->ReloadTime = GunTypes[GObject->Type].ReloadTime; GObject->BurstCount--; } } if( !GObject->BurstCount && GunTypes[GObject->Type].BurstMasterCount ) { if( GunTypes[GObject->Type].PrimarySecondary ) { AI_LookAhead( EnemyTypes[Enemy->Type].Behave.Anticipate_Move ,&AimOffset, TObject , &NewPos , SecondaryWeaponAttribs[GunTypes[GObject->Type].WeaponType].Speed); }else{ AI_LookAhead( EnemyTypes[Enemy->Type].Behave.Anticipate_Move ,&AimOffset, TObject , &NewPos , PrimaryWeaponAttribs[GunTypes[GObject->Type].WeaponType].Speed[GunTypes[GObject->Type].PowerLevel]); } AI_AimAtTarget( &GObject->InvMat , &AimOffset, &NewPos ); GObject->AIMoveFlags |= AimData.Flags; GObject->AI_Angle = AimData.Angle; if( GObject->BurstTime == 0.0F ) { if( (GObject->AI_Angle.y <= GunTypes[GObject->Type].BurstAngle) && (GObject->AI_Angle.y >= -GunTypes[GObject->Type].BurstAngle) ) { GObject->BurstCount = GunTypes[GObject->Type].BurstMasterCount; GObject->BurstTime = GunTypes[GObject->Type].BurstMasterTime; GObject->BurstStartSign = GObject->AI_Angle.y; } } } } } GObject = GObject->Next; }
/*=================================================================== Procedure : AIR Formation Flying Input : ENEMY * Enemy Output : Nothing ===================================================================*/ void AI_AIR_FORMATION( register ENEMY * Enemy ) { float Dist; OBJECT * TObject; OBJECT * SObject; VECTOR NewPos; VECTOR TempVector; VECTOR TempUpVector; VECTOR TempOffset = { 0.0F, 0.0F, 0.0F }; VECTOR Offset; VECTOR TargetPos; VECTOR TempDir; ENEMY * LinkEnemy; SObject = &Enemy->Object; // Is it time to think??? AI_THINK( Enemy , false ,false); LinkEnemy = Enemy->FormationLink; if( !LinkEnemy || ( LinkEnemy->Object.AI_Mode == AIMODE_RETREAT ) ) { if( Enemy->AIFlags & ( AI_ICANSEEPLAYER + AI_ICANHEARPLAYER ) ) { AI_SetDOGFIGHT( Enemy ); return; }else{ AI_SetFOLLOWPATH( Enemy ); return; } } TObject = (OBJECT*) Enemy->TShip; Enemy->Timer -= framelag; if( Enemy->Timer < 0.0F ) Enemy->Timer = 0.0F; Enemy->PrimaryFireTimer -= framelag; if( Enemy->PrimaryFireTimer < 0.0F ) Enemy->PrimaryFireTimer = 0.0F; Enemy->SecondaryFireTimer -= framelag; if( Enemy->SecondaryFireTimer < 0.0F ) Enemy->SecondaryFireTimer = 0.0F; if( Enemy->AIFlags & ( AI_ICANSEEPLAYER + AI_ICANHEARPLAYER ) ) { Enemy->TNode = NULL; if( !(Enemy->Object.Flags & SHIP_Scattered ) && (Enemy->AIFlags & AI_ICANSEEPLAYER) && !(Enemy->AIFlags & AI_FRIENDLYFIRE) ) { ApplyMatrix( &SObject->Mat, &Forward, &TempVector ); ApplyMatrix( &SObject->Mat, &SlideUp, &TempUpVector ); if( (Enemy->PrimaryFireTimer == 0.0F) && ( EnemyTypes[Enemy->Type].PrimaryWeaponType != NO_PRIMARY ) ) { Enemy->PrimaryFireTimer = EnemyTypes[Enemy->Type].PrimaryFireRate + (float) Random_Range( (u_int16_t) EnemyTypes[Enemy->Type].PrimaryFireRate ); EnemyFirePrimary( OWNER_ENEMY, Enemy->Index, ++Enemy->BulletID, EnemyTypes[Enemy->Type].PrimaryWeaponType, Enemy->Object.Group, &Enemy->Object.Pos, &TempOffset, &TempVector, &TempUpVector, EnemyTypes[Enemy->Type].PowerLevel, 0.0F, false, NULL ); } } } if( (Enemy->Object.Flags & SHIP_Scattered ) || ( (EnemyTypes[Enemy->Type].Behave.Flags & AI_BEHAVIOUR_RETREAT) && ( Enemy->Object.Shield <= (EnemyTypes[Enemy->Type].Shield * 0.15 ) ) ) ) { // we should get out of hear.. Enemy->FormationLink = NULL; AI_SetRETREAT( Enemy ); return; } AI_UPDATEGUNS( Enemy ); // Aim at target if( TObject && ( Enemy->AIFlags & AI_ICANSEEPLAYER ) ) { if( EnemyTypes[Enemy->Type].PrimaryWeaponType != NO_PRIMARY ) { AI_LookAhead( EnemyTypes[Enemy->Type].Behave.Anticipate_Move , &Enemy->Object.Pos , TObject , &NewPos , PrimaryWeaponAttribs[EnemyTypes[Enemy->Type].PrimaryWeaponType].Speed[0] ); }else{ NewPos = TObject->Pos; } AI_AimAtTarget( &Enemy->Object.InvMat , &Enemy->Object.Pos, &NewPos ); if( !( EnemyTypes[Enemy->Type].Behave.Flags & AI_BEHAVIOUR_ICANTPITCH ) ) { Enemy->AIMoveFlags |= AimData.Flags; }else{ //This enemy cant look up or down so it has to move up and down to compensate.... Enemy->AIMoveFlags |= ( AimData.Flags & ( AI_CONTROL_TURNLEFT + AI_CONTROL_TURNRIGHT ) ); if( AimData.Flags & AI_CONTROL_TURNUP ) { Enemy->AIMoveFlags |= AI_CONTROL_UP; }else if( AimData.Flags & AI_CONTROL_TURNDOWN ) { Enemy->AIMoveFlags |= AI_CONTROL_DOWN; } } Enemy->AI_Angle = AimData.Angle; }else{ ApplyMatrix( &LinkEnemy->Object.Mat, &Forward, &TempDir ); TempDir.x *= 1024.0F * GLOBAL_SCALE * 5.0F; TempDir.y *= 1024.0F * GLOBAL_SCALE * 5.0F; TempDir.z *= 1024.0F * GLOBAL_SCALE * 5.0F; NewPos.x = LinkEnemy->Object.Pos.x + TempDir.x; NewPos.y = LinkEnemy->Object.Pos.y + TempDir.y; NewPos.z = LinkEnemy->Object.Pos.z + TempDir.z; AI_AimAtTarget( &Enemy->Object.InvMat , &Enemy->Object.Pos, &NewPos ); if( !( EnemyTypes[Enemy->Type].Behave.Flags & AI_BEHAVIOUR_ICANTPITCH ) ) { Enemy->AIMoveFlags |= AimData.Flags; }else{ //This enemy cant look up or down so it has to move up and down to compensate.... Enemy->AIMoveFlags |= ( AimData.Flags & ( AI_CONTROL_TURNLEFT + AI_CONTROL_TURNRIGHT ) ); if( AimData.Flags & AI_CONTROL_TURNUP ) { Enemy->AIMoveFlags |= AI_CONTROL_UP; }else if( AimData.Flags & AI_CONTROL_TURNDOWN ) { Enemy->AIMoveFlags |= AI_CONTROL_DOWN; } } Enemy->AI_Angle = AimData.Angle; } if( Enemy->AvoidTimer ) { Enemy->AIMoveFlags = Enemy->AvoidType; }else{ Offset = Enemy->FormationOffset; ApplyMatrix( &LinkEnemy->Object.Mat, &Offset, &TargetPos ); TargetPos.x += LinkEnemy->Object.Pos.x; TargetPos.y += LinkEnemy->Object.Pos.y; TargetPos.z += LinkEnemy->Object.Pos.z; Dist = DistanceVector2Vector( &TargetPos , &Enemy->Object.Pos); if( Dist > (EnemyTypes[Enemy->Type].Radius * 0.75F) ) { Offset.x = TargetPos.x - Enemy->Object.Pos.x; Offset.y = TargetPos.y - Enemy->Object.Pos.y; Offset.z = TargetPos.z - Enemy->Object.Pos.z; ApplyMatrix( &Enemy->Object.InvMat, &Offset, &TargetPos ); if( TargetPos.x < -(EnemyTypes[Enemy->Type].Radius * 0.25F) ) { Enemy->AIMoveFlags |= AI_CONTROL_LEFT; } if( TargetPos.x > (EnemyTypes[Enemy->Type].Radius * 0.25F) ) { Enemy->AIMoveFlags |= AI_CONTROL_RIGHT; } if( TargetPos.y < -(EnemyTypes[Enemy->Type].Radius * 0.25F) ) { Enemy->AIMoveFlags |= AI_CONTROL_DOWN; } if( TargetPos.y > (EnemyTypes[Enemy->Type].Radius * 0.25F) ) { Enemy->AIMoveFlags |= AI_CONTROL_UP; } if( TargetPos.z < -(EnemyTypes[Enemy->Type].Radius * 0.25F) ) { Enemy->AIMoveFlags |= AI_CONTROL_BACK; } if( TargetPos.z > (EnemyTypes[Enemy->Type].Radius * 0.25F) ) { Enemy->AIMoveFlags |= AI_CONTROL_FORWARD; } } } }
/*------------------------------------------------------------------- Procedure : Exogenon Aim Input : ENEMY * Enemy Output : Nothing -------------------------------------------------------------------*/ void ExogenonAim( ENEMY * Enemy ) { AI_AimAtTarget( &Enemy->Object.InvMat , &Enemy->Object.Pos, &Ships[WhoIAm].Object.Pos ); Enemy->AIMoveFlags |= AimData.Flags; Enemy->AI_Angle = AimData.Angle; }
/*=================================================================== Procedure : AIR Retreat And run away Input : ENEMY * Enemy Output : Nothing ===================================================================*/ void AI_AIR_RETREAT( register ENEMY * Enemy ) { OBJECT * TObject; OBJECT * SObject; NODE * TNode; NODE * NewNode; SObject = &Enemy->Object; // Is it time to think??? AI_THINK( Enemy , false , false); TObject = (OBJECT*) Enemy->TShip; if( !TObject ) { AI_SetFOLLOWPATH( Enemy ); return; } Enemy->Timer -= framelag; if( Enemy->Timer < 0.0F ) Enemy->Timer = 0.0F; if( !Enemy->TNode ) { Enemy->TNode = Enemy->Object.NearestNode; Enemy->Timer = EnemyTypes[Enemy->Type].Behave.RetreatTime; // How long I Run away for... } AI_UPDATEGUNS( Enemy ); // Aim at target if( Enemy->TNode ) { if ( Enemy->Timer == 0.0F ) { // I Only have a certian amount of time to Run Away.. AI_SetFOLLOWPATH( Enemy ); return; } TNode = (NODE*) Enemy->TNode; AI_AimAtTarget( &Enemy->Object.InvMat , &Enemy->Object.Pos, &TNode->Pos ); if( !( EnemyTypes[Enemy->Type].Behave.Flags & AI_BEHAVIOUR_ICANTPITCH ) ) { Enemy->AIMoveFlags |= AimData.Flags; if( ( EnemyTypes[Enemy->Type].Behave.Flags & AI_BEHAVIOUR_DONTSTOPANDTURN ) || ( (AimData.Angle.x < 15.0F) && (AimData.Angle.x > -15.0F) && (AimData.Angle.y < 15.0F) && (AimData.Angle.y > -15.0F) ) ) Enemy->AIMoveFlags |= AI_CONTROL_FORWARD; }else{ //This enemy cant look up or down so it has to move up and down to compensate.... if( ( EnemyTypes[Enemy->Type].Behave.Flags & AI_BEHAVIOUR_DONTSTOPANDTURN ) || ( (AimData.Angle.x < 15.0F) && (AimData.Angle.x > -15.0F) && (AimData.Angle.y < 15.0F) && (AimData.Angle.y > -15.0F) && (AimData.Angle.y < 3.0F) && (AimData.Angle.y > -3.0F)) ) Enemy->AIMoveFlags |= AI_CONTROL_FORWARD; Enemy->AIMoveFlags |= ( AimData.Flags & ( AI_CONTROL_TURNLEFT + AI_CONTROL_TURNRIGHT ) ); if( AimData.Flags & AI_CONTROL_TURNUP ) { Enemy->AIMoveFlags |= AI_CONTROL_UP; }else if( AimData.Flags & AI_CONTROL_TURNDOWN ) { Enemy->AIMoveFlags |= AI_CONTROL_DOWN; } } if( DistanceVector2Vector( &Enemy->Object.Pos , &TNode->Pos ) < 64.0F ) { Enemy->Object.NearestNode = TNode; if( !(Enemy->Object.NodeNetwork&TNode->NetMask) && Enemy->Object.LastNearestNode && !(EnemyTypes[Enemy->Type].Behave.Flags & AI_BEHAVIOUR_LEAVENETWORK) ) { // The node Im Targetting is not on my network...Better try and find one... TNode = WhichNode( 1 , Enemy->Object.NearestNode , Enemy->Object.LastNearestNode ); if( !TNode ) { Enemy->Object.LastNearestNode = NULL; return; } if( !AI_ClearLOSNonZero( &Enemy->Object, &TNode->Pos , EnemyTypes[Enemy->Type].Radius ) ) { // cant see the ideal node so just keep going to my previous target... }else{ Enemy->TNode = TNode; } }else{ // If I can leave my network to follow a target then do so if I have to... if( EnemyTypes[Enemy->Type].Behave.Flags & AI_BEHAVIOUR_LEAVENETWORK ) NewNode = (void*) WhichRetreatNode( 1 , Enemy->Object.NearestNode , TObject->NearestNode ); else NewNode = (void*) WhichRetreatNode( Enemy->Object.NodeNetwork , Enemy->Object.NearestNode , TObject->NearestNode ); if( !NewNode || !AI_ClearLOSNonZero( &Enemy->Object, &NewNode->Pos , EnemyTypes[Enemy->Type].Radius ) ) { // cant see the ideal node so just keep going to my previous target... }else{ Enemy->TNode = NewNode; } } } }else{ Enemy->TNode = Enemy->Object.NearestNode; } Enemy->AI_Angle = AimData.Angle; }
/*=================================================================== Procedure : AIR Follow Path Input : ENEMY * Enemy Output : Nothing ===================================================================*/ void AI_AIR_FOLLOWPATH( register ENEMY * Enemy ) { OBJECT * SObject; NODE * TNode; VECTOR TempVector = { 0.0F , 0.0F , 0.0F }; VECTOR TempUpVector; VECTOR TempForwardVector; u_int16_t MineIndex; SObject = &Enemy->Object; AI_THINK( Enemy , false , false ); if( !(Enemy->AIFlags & AI_ANYPLAYERINRANGE) ) return; if( EnemyTypes[Enemy->Type].Behave.Flags & AI_BEHAVIOUR_ATTACK_ONSITE ) { Tinfo->Flags = 0; SET_TARGET_PLAYERS; AI_GetDistToNearestTarget( Enemy ); Enemy->TShip = Tinfo->TObject; } if( Enemy->TShip && ( EnemyTypes[Enemy->Type].Behave.Flags & AI_BEHAVIOUR_ATTACK_ONSITE ) ) { if( Enemy->AIFlags&AI_ICANSEEPLAYER ) { AI_SetDOGFIGHT( Enemy ); return; }else if( Enemy->AIFlags&AI_ICANHEARPLAYER ) { AI_SetMOVETOTARGET( Enemy ); return; } } if( (Enemy->AIFlags&AI_MINEAVOID) && (EnemyTypes[Enemy->Type].Behave.Flags&AI_BEHAVIOUR_ATTACKMINES) ) { Enemy->AvoidTimer = 0.0F; Enemy->AvoidType = 0; AI_SetKILLMINE( Enemy ); return; } if( TNode = (NODE*) Enemy->TNode ) { if( !(Enemy->Object.NodeNetwork&TNode->NetMask) ) { // The node Im Targetting is not on my network...Better try and find one... if( Enemy->Object.LastNearestNode ) { TNode = (NODE*) ( Enemy->TNode = WhichNode( 1 , Enemy->Object.NearestNode , Enemy->Object.LastNearestNode ) ); if( !TNode ) { AI_SetSCAN( Enemy ); return; } if( !AI_ClearLOSNonZero( &Enemy->Object, &TNode->Pos , EnemyTypes[Enemy->Type].Radius ) ) { // couldnt find a node that will take me to my target so go back to my nearest... TNode = (NODE*) ( Enemy->TNode = Enemy->Object.NearestNode ); } } } AI_AimAtTarget( &Enemy->Object.InvMat , &Enemy->Object.Pos, &TNode->Pos ); Enemy->AI_Angle = AimData.Angle; if( !( EnemyTypes[Enemy->Type].Behave.Flags & AI_BEHAVIOUR_ICANTPITCH ) ) { Enemy->AIMoveFlags |= AimData.Flags; if( ( EnemyTypes[Enemy->Type].Behave.Flags & AI_BEHAVIOUR_DONTSTOPANDTURN ) || ( (AimData.Angle.x < 15.0F) && (AimData.Angle.x > -15.0F) && (AimData.Angle.y < 15.0F) && (AimData.Angle.y > -15.0F) ) ) Enemy->AIMoveFlags |= AI_CONTROL_FORWARD; }else{ //This enemy cant look up or down so it has to move up and down to compensate.... if( ( EnemyTypes[Enemy->Type].Behave.Flags & AI_BEHAVIOUR_DONTSTOPANDTURN ) || ( (AimData.Angle.x < 15.0F) && (AimData.Angle.x > -15.0F) && (AimData.Angle.y < 15.0F) && (AimData.Angle.y > -15.0F) && (AimData.Angle.y < 3.0F) && (AimData.Angle.y > -3.0F)) ) Enemy->AIMoveFlags |= AI_CONTROL_FORWARD; Enemy->AIMoveFlags |= ( AimData.Flags & ( AI_CONTROL_TURNLEFT + AI_CONTROL_TURNRIGHT ) ); if( AimData.Flags & AI_CONTROL_TURNUP ) { Enemy->AIMoveFlags |= AI_CONTROL_UP; }else if( AimData.Flags & AI_CONTROL_TURNDOWN ) { Enemy->AIMoveFlags |= AI_CONTROL_DOWN; } } if( DistanceVector2Vector( &Enemy->Object.Pos , &TNode->Pos ) < 64.0F ) { Tinfo->Flags = 0; SET_TARGET_NODES; AI_GetDistToNearestTarget( Enemy ); Enemy->TNode = Tinfo->TObject; } // MINES........ if( (Enemy->AIFlags&AI_MINEAVOID) && (EnemyTypes[Enemy->Type].Behave.Flags&AI_BEHAVIOUR_AVOIDMINES) ) { // A Mine is close....And I can See it... TNode = ChooseAlternateNode( Enemy->Object.NodeNetwork , Enemy->Object.NearestNode , Enemy->TNode ); Enemy->TNode = TNode; Enemy->AIFlags &= ~AI_MINEAVOID; Enemy->AIMoveFlags &= ~AI_CONTROL_FORWARD; } if( !Enemy->AvoidTimer) { TNode = Enemy->Object.NearestNode; if( (TNode->Flags&NODE_DROPMINES) && (EnemyTypes[Enemy->Type].Behave.Flags&AI_BEHAVIOUR_DROPMINES) ) { Enemy->SecondaryFireTimer -= framelag; if( Enemy->SecondaryFireTimer < 0.0F ) Enemy->SecondaryFireTimer = 0.0F; if( (Enemy->SecondaryFireTimer == 0.0F) ) { Enemy->SecondaryFireTimer = EnemyTypes[Enemy->Type].SecondaryFireRate + (float) Random_Range( (u_int16_t) EnemyTypes[Enemy->Type].SecondaryFireRate ); //This is where we Lay Mines.... ApplyMatrix( &Enemy->Object.Mat, &Forward, &TempForwardVector ); ApplyMatrix( &Enemy->Object.Mat, &SlideUp, &TempUpVector ); MineIndex = InitOneSecBull( OWNER_ENEMY, Enemy->Index, ++Enemy->BulletID, Enemy->Object.Group, &Enemy->Object.Pos, &TempVector, &TempForwardVector, &TempUpVector, &TempVector, EnemyTypes[Enemy->Type].SecondaryWeaponType, false ); if( MineIndex != (u_int16_t) -1 ) { SecBulls[MineIndex].LifeSpan = 10.0F * 60.0F; } } } } }else{ // If no target node has been found yet go to the nearest one... Enemy->TNode = Enemy->Object.NearestNode; } }
/*=================================================================== Procedure : CRAWL Follow Path Input : ENEMY * Enemy Output : Nothing ===================================================================*/ void AI_CRAWL_FOLLOWPATH( register ENEMY * Enemy ) { OBJECT * SObject; NODE * TNode; SObject = &Enemy->Object; AI_THINK( Enemy , false , false); if( !(Enemy->AIFlags & AI_ANYPLAYERINRANGE) ) return; Enemy->Timer -= framelag; if( Enemy->Timer < 0.0F ) Enemy->Timer = 0.0F; if(Enemy->Timer == 0.0F) { if( !(Enemy->AIFlags & AI_ICANSEEPLAYER )) { if( !Enemy->TShip ) { AI_DO_SCAN( Enemy ); } } Enemy->Timer = RESET_VALIDATE_TIME + (float) Random_Range( (u_int16_t) RESET_VALIDATE_TIME ); } AI_UPDATEGUNS( Enemy ); if( (Enemy->Type == ENEMY_Legz) || (Enemy->Type == ENEMY_LEADER_Legz) ) { if( !Enemy->Object.Animating ) { SetCurAnimSeq( 0, &Enemy->Object ); } Enemy->Object.AnimSpeed = 0.5F + ( ( Enemy->Object.Speed.z / EnemyTypes[Enemy->Type].MaxMoveRate ) * 2.0F ); } if( TNode = (NODE*) Enemy->TNode ) { if( !(EnemyTypes[Enemy->Type].Behave.Flags & AI_BEHAVIOUR_NOTURN) ) { AI_AimAtTarget( &Enemy->Object.InvMat , &Enemy->Object.Pos, &TNode->SolidPos ); Enemy->AIMoveFlags |= AimData.Flags; Enemy->AI_Angle = AimData.Angle; if( ( EnemyTypes[Enemy->Type].Behave.Flags & AI_BEHAVIOUR_DONTSTOPANDTURN ) || ( (AimData.Angle.y < 10.0F) && (AimData.Angle.y > -10.0F) ) ) { Enemy->AIMoveFlags |= AI_CONTROL_FORWARD; } }else{ Enemy->AIMoveFlags |= AI_CONTROL_FORWARD; } if(Enemy->PickNewNodeNow) { Enemy->PickNewNodeNow = false; Enemy->LastTNode = TNode; if( !Enemy->NextTNode ) { Enemy->Object.NearestNode = TNode; Enemy->NextTNode = FindSuitableSplineNode( Enemy->Object.NodeNetwork, Enemy->Object.NearestNode , Enemy->Object.NearestNode , Enemy->LastTNode , Enemy->NextTNode , Enemy->TNode ); } TNode = Enemy->NextTNode; Enemy->TNode = TNode; if( TNode ) { Enemy->Object.NearestNode = TNode; Enemy->NextTNode = FindSuitableSplineNode( Enemy->Object.NodeNetwork, Enemy->Object.NearestNode , Enemy->Object.NearestNode , Enemy->LastTNode , Enemy->NextTNode , Enemy->TNode ); } return; } }else{ // If no target node has been found yet go to the nearest one... Enemy->TNode = Enemy->Object.NearestNode; Enemy->NextTNode = NULL; } }