void UndeadGideon::AI_STATE_AttackFar() { DFLOAT fHeight = (DFLOAT)fabs(m_vTargetPos.y - m_MoveObj.GetPos().y); //SCHLEGZ 4/22/98 4:51:21 PM: sanity check if(m_hTarget == DNULL && m_nCurMetacmd != MC_FIRE_STAND && m_nCurMetacmd != MC_JUMP) { if(fHeight <= m_vDims.y) SetNewState(STATE_SearchVisualTarget); else ComputeState(); return; } m_fStimuli[SIGHT] = VEC_DIST(m_MoveObj.GetPos(),m_vTargetPos); DBOOL bAbove = (m_vTargetPos.y - m_MoveObj.GetPos().y) > 0; MC_FaceTarget(); Metacmd--; switch(Metacmd) { case 1: if(m_fStimuli[SIGHT] <= (m_fSeeingDist * 0.75) || m_nCurMetacmd == MC_FIRE_STAND || (bAbove && fHeight > m_vDims.y)) { MC_Fire_Stand(); } else { if(m_fStimuli[SIGHT] < (m_fSeeingDist * 0.20)) ComputeState(); else MC_Walk(); } break; case 2: if((m_fStimuli[SIGHT] < (m_fSeeingDist * 0.20)) && m_nCurMetacmd != MC_JUMP || (bAbove && fHeight > m_vDims.y)) { ComputeState(); } else if(m_fStimuli[SIGHT] < (m_fSeeingDist * 0.30) || m_nCurMetacmd == MC_JUMP || IsLedge(m_MoveObj.GetForwardVector())) { MC_Jump(); } else MC_Walk(); break; case 3: ComputeState(); break; } return; }
void GremlinAI::AI_STATE_AttackFar() { //SCHLEGZ 4/22/98 4:51:21 PM: sanity check if(m_hTarget == DNULL) { ComputeState(); return; } DFLOAT fHeight = (DFLOAT)fabs(m_vTargetPos.y - m_MoveObj.GetPos().y); m_fStimuli[SIGHT] = VEC_DIST(m_MoveObj.GetPos(),m_vTargetPos); DBOOL bAbove = (m_vTargetPos.y - m_MoveObj.GetPos().y) > 0; MC_FaceTarget(); Metacmd--; switch(Metacmd) { case 1: { if (m_nCurMetacmd != MC_TAUNT_BOLD) { if (IsRandomChance(40)) { MC_Taunt_Bold(); Metacmd--; } else Metacmd++; } else { if(m_pServerDE->GetModelPlaybackState(m_hObject) & MS_PLAYDONE) Metacmd++; } break; } case 2: if(m_fStimuli[SIGHT] <= (m_fSeeingDist * 0.75) || m_nCurMetacmd == MC_FIRE_STAND || (bAbove && fHeight > m_vDims.y)) { MC_Fire_Stand(); } else { if(m_fStimuli[SIGHT] < (m_fSeeingDist * 0.33)) ComputeState(); else MC_Walk(); } break; case 3: if((m_fStimuli[SIGHT] < (m_fSeeingDist * 0.33)) && m_nCurMetacmd != MC_JUMP) { ComputeState(); } else if(m_fStimuli[SIGHT] < (m_fSeeingDist * 0.4) || m_nCurMetacmd == MC_JUMP || IsLedge(m_MoveObj.GetForwardVector())) { MC_Jump(); } else Metacmd++; break; default: ComputeState(); break; } return; }