void AIEnemyZombie::UseBrain() { xtile = aiinput->GetXTilePos(); ytile = aiinput->GetYTilePos(); xpos = aiinput->GetXLoc(); ypos = aiinput->GetYLoc(); if(new_enemy){ new_enemy=false; //if( (aiinput->lower_patrol_x > 0) && (aiinput->upper_patrol_x > 0)) use_patrol_bounds = true; } switch(GetState()) { case AIS_CHASE: Chase(); break; case AIS_ATTACK: Attack(); break; case AIS_PATROL: Patrol(); break; case AIS_MOVE: MoveToXTile(movetoxtile); break; case AIS_WAIT: Wait(); break; } }
void AIEnemyAdvancedGeneticMonster2::UseBrain() { xtile = aiinput->GetXTilePos(); ytile = aiinput->GetYTilePos()-1; xpos = aiinput->GetXLoc(); ypos = aiinput->GetYLoc(); int pyt = aio->player_input->GetYTilePos(); int th = abs(ytile - pyt); if(aiinput->GetStateFlags()->S_DEAD) return; if(new_enemy) { new_enemy = false; cur_health = aiinput->GetCurLife(); } prev_health = cur_health; cur_health = aiinput->GetCurLife(); if( (prev_health - cur_health) >0 ) damaged = true; else damaged = false; /*#ifdef _DEBUG char temp[256]; sprintf(temp, "{AI}[AGM] (th:%d)", th); OutputDebugString(temp); #endif*/ switch(GetState()) { case AIS_CHASE: Chase(); break; case AIS_ATTACK: Attack(); break; case AIS_PATROL: Patrol(); break; case AIS_MOVE: MoveToXTile(movetoxtile); break; case AIS_WAIT: Wait(); break; /* case AIS_NAVIGATE_DOWN: break; case AIS_NAVIGATE_UP: break;*/ } }
void BaseEnemy::UseBrain() { xtile = aiinput->GetXTilePos(); ytile = aiinput->GetYTilePos(); xpos = aiinput->GetXLoc(); ypos = aiinput->GetYLoc(); // _ftprintf(debug, _T("%i %i\n"), xtile, ytile); // _ftprintf(debug, _T("%i\n"), GetAIMapCord(xtile, ytile)); // aioutput->moveButton4(); /* FILE *temp = _tfopen(_T("greenninja.txt"), _T("a")); _ftprintf(temp, _T("th%d xt%d yt%d xp%f yp%f\n"), aiinput->GetTileHeight(), xtile, ytile, xpos, ypos); fclose(temp);*/ // StateManager(); /* FILE *fp; fp = fopen("ailog.txt", "w"); fprintf(fp, "%i %i %i %i", aiinput->lower_patrol_x, aiinput->lower_patrol_y, aiinput->upper_patrol_x, aiinput->upper_patrol_y); fclose(fp);*/ switch(GetState()) { case AIS_CHASE: Chase(); break; case AIS_ATTACK: Attack(); break; case AIS_PATROL: Patrol(); break; case AIS_MOVE: MoveToXTile(movetoxtile); break; case AIS_WAIT: Wait(); break; /* case AIS_NAVIGATE_DOWN: break; case AIS_NAVIGATE_UP: break;*/ } }
void AIEnemyJunkbotTrack::UseBrain() { xtile = aiinput->GetXTilePos(); ytile = aiinput->GetYTilePos(); xpos = aiinput->GetXLoc(); ypos = aiinput->GetYLoc(); /*#ifdef _DEBUG char temp[256]; sprintf(temp, "{AI}[JunkbotTrack] (xt:%d) (yt%d) (stopblock:%d)", xtile, ytile, IsStopBlock()); OutputDebugString(temp); #endif*/ if(new_enemy){ new_enemy=false; if( (aiinput->lower_patrol_x > 0) && (aiinput->upper_patrol_x > 0)) use_patrol_bounds = true; } switch(GetState()) { case AIS_CHASE: Chase(); break; case AIS_ATTACK: Attack(); break; case AIS_PATROL: Patrol(); break; case AIS_MOVE: MoveToXTile(movetoxtile); break; case AIS_WAIT: Wait(); break; } }
void AIEnemyFlyingSentryB::UseBrain() { xtile = aiinput->GetXTilePos(); ytile = aiinput->GetYTilePos(); xpos = aiinput->GetXLoc(); ypos = aiinput->GetYLoc(); if(new_enemy){ new_enemy=false; //if( (aiinput->lower_patrol_x > 0) && (aiinput->upper_patrol_x > 0)) use_patrol_bounds=true; } /*#ifdef _DEBUG char temp[256]; sprintf(temp, "{AI}[SentryB] (cstate:%d)(use_patrol_bounds:%d)(lxb:%d)(uxb:%d)", current_state, use_patrol_bounds, aiinput->lower_patrol_x, aiinput->upper_patrol_x); OutputDebugString(temp); #endif*/ switch(GetState()) { case AIS_CHASE: Chase(); break; case AIS_ATTACK: Attack(); break; case AIS_PATROL: Patrol(); break; case AIS_MOVE: MoveToXTile(movetoxtile); break; case AIS_WAIT: Wait(); break; } }
void AIEnemyFlyingSentryA::UseBrain() { xtile = aiinput->GetXTilePos(); ytile = aiinput->GetYTilePos(); xpos = aiinput->GetXLoc(); ypos = aiinput->GetYLoc(); if(new_enemy){ new_enemy=false; //use_patrol_bounds=true; //if( (aiinput->lower_patrol_y == 0) && (aiinput->upper_patrol_y == 0)) //{/*no bounds were set -- make some*/ // aiinput->lower_patrol_y = aiinput->GetYTilePos()+6; // aiinput->upper_patrol_y = aiinput->GetYTilePos()-6; //} } switch(GetState()) { case AIS_CHASE: Chase(); break; case AIS_ATTACK: Attack(); break; case AIS_PATROL: Patrol(); break; case AIS_MOVE: MoveToXTile(movetoxtile); break; case AIS_WAIT: Wait(); break; } }