コード例 #1
0
ファイル: UndeadGideon.cpp プロジェクト: Arc0re/lithtech
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;
}
コード例 #2
0
ファイル: Gremlin.cpp プロジェクト: bsmr-games/Blood2
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;
}