void AIEnemyJunkbotTrack::Attack()
{
	int pyt = aio->player_input->GetYTilePos();
	int th = abs((pyt+aio->player_input->GetTileHeight()) - (ytile + aiinput->GetTileHeight()));


	if( ((pyt > ytile) && (th < 1)) || ((pyt <= ytile) && (th <= 2)) )
	{
		
		FacePlayer();

		if(fabs(aio->player_input->GetXLoc()-xpos) > attack_range)
		{
			ChangeState(AIS_CHASE);
		}
		else
		{	
			if(!aiinput->GetStateFlags()->S_DAMAGED)
			{
				aioutput->SetAttack(0);
				aioutput->moveButton4();
			}
		}
	}
	else ChangeState(AIS_PATROL);

}
void AIEnemyJunkbotTrack::Chase()
{
	int pyt = aio->player_input->GetYTilePos();
	int th = abs((pyt+aio->player_input->GetTileHeight()) - (ytile + aiinput->GetTileHeight()));
	
    FacePlayer();



	if( (((pyt > ytile) && (th < 1)) || ((pyt <= ytile) && (th <= 2)))  && (abs(aio->player_input->GetXTilePos()-xtile) <= chase_range))
	{
		if(xpos < (aio->player_input->GetXLoc()-attack_range)) 
		{
			if(!IsStopBlock()) aioutput->moveRight();
			else aioutput->moveStop();
		}
		else if(xpos > (aio->player_input->GetXLoc()+attack_range)) 
		{
			if(!IsStopBlock()) aioutput->moveLeft();
			else aioutput->moveStop();
		}
		else
		{
			aioutput->moveStop();
			ChangeState(AIS_ATTACK);
		}
	}
	else ChangeState(AIS_PATROL);
}
void AIEnemyElitePistolGaurd::Attack()
{
/*#ifdef _DEBUG
	char temp[512];
	sprintf(temp, "{AI}[ElitePistol] (fire:%f) (fire_time:%f) (time:%f)", fire, fire_time, time);
	OutputDebugString(temp);
#endif*/
	
	int pyt = aio->player_input->GetYTilePos();
	int th = abs(ytile - pyt);

	if(aiinput->GetStateFlags()->S_DAMAGED || aiinput->GetStateFlags()->S_INVULNERABLE) fire = fire_time;

	FacePlayer();

	if( (fabs(aio->player_input->GetXLoc() - xpos) <= attack_range ) && (th <= tileheight))
	{
		if(fire <= 0)
		{
			if(!aiinput->GetStateFlags()->S_DAMAGED)
			{
				fire = fire_time;
				aioutput->moveButton4();
			}
		}
		else fire -= time;
	
	}
	else ChangeState(AIS_PATROL);
}
Пример #4
0
void AIEnemyDocRope::Wait()
{
	FacePlayer();
	aioutput->moveStop();
	if(fabs(aio->player_input->GetXLoc()-xpos) < (attack_range)) 
	{
		ChangeState(AIS_ATTACK);
	}
}
Пример #5
0
void AIEnemyGMonster::Attack()
{
/*#ifdef _DEBUG
	char temp[512];
	sprintf(temp, "{AI}[GM] (state:%d)", current_state);
	OutputDebugString(temp);
#endif*/
	
	/*if(aiinput->GetDirection())
	{
		if(GetAIMapCord(xtile, ytile) == BLK_STOPRIGHT ) 
		{
			aioutput->moveStop();
			ChangeAttackState((attackstate++)%2);
		}
	}
	else
	{
		if(GetAIMapCord(xtile, ytile) == BLK_STOPLEFT)
		{
			aioutput->moveStop();
			ChangeAttackState((attackstate++)%2);
		}
	}*/
	
	int	pxt = aio->player_input->GetXTilePos();
	int pyt = aio->player_input->GetYTilePos();
	float pxl = aio->player_input->GetXLoc();
	
	if( (abs(pyt - ytile) <=1) && (fabs(pxl - xpos) >= attack_range) ) 
	{
		aioutput->moveStop();
		ChangeState(AIS_CHASE);
		return;
	}
	if(!aiinput->GetStateFlags()->S_ATTACK && !aiinput->GetStateFlags()->S_DAMAGED)
	{
		switch(attackstate)
		{
		case 0:
			FacePlayer();
			aioutput->SetAttack(0);
			aioutput->moveButton4();
			ChangeAttackState(1);
			break;
		case 1:
			aioutput->SetDirection(!aiinput->GetDirection());
			aioutput->SetAttack(0);
			aioutput->moveButton4();
			ChangeAttackState(0);
			break;
		}
	}

}
void AIEnemyEliteBatonGaurd::Wait()
{
	FacePlayer();

	if(abs(aio->player_input->GetXTilePos()-xtile) < chase_range) 
	{
		aioutput->moveStop();
		ChangeState(AIS_CHASE);
//		throw_star=0;
		swing_sword=0;
	}
}
void AIEnemyGreenNinja::Wait()
{
	FacePlayer();

	if( (abs(aio->player_input->GetXTilePos()-xtile) < chase_range)  || ( wait_timer <= 0) )
	{
		wait_timer = wait_time;
		ChangeState(AIS_CHASE);
//		throw_star=0;
		swing_sword=0;
	}
	else wait_timer -= time;
}
void AIEnemyEliteBatonGaurd::Chase()
{
	int pyt = aio->player_input->GetYTilePos();
	int th = abs(ytile - pyt);
/*#ifdef _DEBUG
	char temp[256];
	sprintf(temp, "[EBG](xt:%d)(yt:%d)(stop:%d)(state:chase)", xtile, ytile, IsStopBlock()); 
	OutputDebugString(temp);
#endif*/
	
	if(FacePlayer())
	{
		swing_sword=0;
	}
	if(IsStopBlock())
	{
		ignore_player = true;
		aioutput->moveStop();
		ChangeState(AIS_PATROL);
	}
	if((th <= tileheight) && (abs(aio->player_input->GetXTilePos()-xtile) <= chase_range))
	{
		if(xpos < (aio->player_input->GetXLoc()-attack_range)) 
		{
			if(!IsStopBlock()) aioutput->moveRight();
			else aioutput->moveStop();
		}
		else if(xpos > (aio->player_input->GetXLoc()+attack_range)) 
		{
			if(!IsStopBlock()) aioutput->moveLeft();
			else aioutput->moveStop();
		}
		else
		{
			aioutput->moveStop();
			ChangeState(AIS_ATTACK);
		}
	}
	else
	{
		aioutput->moveStop();
		ChangeState(AIS_PATROL);
	}

}
Пример #9
0
void AIEnemyPunk::Attack()
{
	int pyt = aio->player_input->GetYTilePos();
	int th = abs(ytile - pyt);

	if(th <= tileheight )
	{
		
		if(FacePlayer())
		{
			punch = 0;
//				throw_star=0;
		}

		if(fabs(aio->player_input->GetXLoc()-xpos) > attack_range)
		{
			ChangeState(AIS_CHASE);
		}
		else
		{	
			if(punch <=0)
			{
				if(!aiinput->GetStateFlags()->S_DAMAGED)
				{
					punch = punch_time;
					aioutput->SetAttack(0);
					aioutput->moveButton4();
				}

			}
			else punch-=time;
		}
	}
	else ChangeState(AIS_PATROL);
	
	

}
Пример #10
0
void AIEnemyDocRope::Attack()
{
	int pyt = aio->player_input->GetYTilePos();
	int th = ytile - pyt;
//	int temp;

	FacePlayer();

	if((th >= 0 ) && (th <= tileheight) && (fabs(aio->player_input->GetXLoc()-xpos) < (attack_range)))
	{

		if(throw_star <= 0)
		{
			if(!aiinput->GetStateFlags()->S_DAMAGED)
			{
				aioutput->SetAttack(2);
				aioutput->moveButton4();
			}
		}
		else throw_star -= time;
	}
	else ChangeState(AIS_WAIT);
}
Пример #11
0
void AIEnemyGMonster::Chase()
{
	int	pxt = aio->player_input->GetXTilePos();
	int pyt = aio->player_input->GetYTilePos();
	float pxl = aio->player_input->GetXLoc();
/*#ifdef _DEBUG
	char temp[512];
	sprintf(temp, "{AI}[GM] (state:%d)(tileheight:%d)", current_state, aiinput->GetTileHeight());
	OutputDebugString(temp);
#endif*/
	if(abs(pxt - xtile) > chase_range ) 
	{
		aioutput->moveStop();
		ChangeState(AIS_PATROL);
	}
	if(IsStopBlock()) 
	{
//		was_stop_block = true;
//		xstoploc = xtile;
		ignore_player = true;
		aioutput->moveStop();
		ChangeState(AIS_PATROL);
	}
	else if( (abs(pyt - ytile) <=1) && (fabs(pxl - xpos) <= attack_range) )
	{
		aioutput->moveStop();
		ChangeAttackState(0);
		aioutput->moveStop();
		ChangeState(AIS_ATTACK);
	}
	else
	{
		FacePlayer();
		if(aiinput->GetDirection()) aioutput->moveRight();
		else aioutput->moveLeft();
	}
}
Пример #12
0
void AIEnemyPunk::Chase()
{
	int pyt = aio->player_input->GetYTilePos();
	int th = abs(ytile - pyt);

	
	if(FacePlayer())
	{
		punch=0;
	}
	if(IsStopBlock())
	{
		ignore_player = true;
		aioutput->moveStop();
		ChangeState(AIS_PATROL);
	}
	if((th <= tileheight) && (abs(aio->player_input->GetXTilePos()-xtile) <= chase_range))
	{
		if(xpos < (aio->player_input->GetXLoc()-attack_range)) 
		{
			if(!IsStopBlock()) aioutput->moveRight();
			else aioutput->moveStop();
		}
		else if(xpos > (aio->player_input->GetXLoc()+attack_range)) 
		{
			if(!IsStopBlock()) aioutput->moveLeft();
			else aioutput->moveStop();
		}
		else
		{
			aioutput->moveStop();
			ChangeState(AIS_ATTACK);
		}
	}
	else ChangeState(AIS_PATROL);
}
Пример #13
0
void AIEnemyGreenNinja::Chase()
{
	int pyt = aio->player_input->GetYTilePos();
	int th = abs((pyt+aio->player_input->GetTileHeight()) - (ytile + aiinput->GetTileHeight()));
	
	if(FacePlayer())
	{
		swing_sword=0;
	}
	if(IsStopBlock())
	{
		ignore_player = true;
		aioutput->moveStop();
		ChangeState(AIS_PATROL);
	}
	
	if( (((pyt > ytile) && (th < 1)) || ((pyt <= ytile) && (th <= 4)))  && (abs(aio->player_input->GetXTilePos()-xtile) <= chase_range))
	{
		if(xpos < (aio->player_input->GetXLoc()-attack_range)) 
		{
			if(!IsStopBlock()) aioutput->moveRight();
			else aioutput->moveStop();
		}
		else if(xpos > (aio->player_input->GetXLoc()+attack_range)) 
		{
			if(!IsStopBlock()) aioutput->moveLeft();
			else aioutput->moveStop();
		}
		else
		{
			aioutput->moveStop();
			ChangeState(AIS_ATTACK);
		}
	}
	else ChangeState(AIS_PATROL);
}
Пример #14
0
void BaseEnemy::Wait()
{
	aioutput->moveStop();
	FacePlayer();
}
void AIEnemyEliteBatonGaurd::Attack()
{
	int pyt = aio->player_input->GetYTilePos();
	int th = abs(ytile - pyt);

/*#ifdef _DEBUG
	char temp[256];
	sprintf(temp, "[EBG](xt:%d)(yt:%d)(stop:%d)(state:attack)", xtile, ytile, IsStopBlock()); 
	OutputDebugString(temp);
#endif*/

	switch(attackstate)
	{
	case AIS_ATTACK_ATTACK:
	

		if(th <= tileheight )
		{
			
			if(FacePlayer())
			{
				swing_sword = 0;
//				throw_star=0;
			}

			if(fabs(aio->player_input->GetXLoc()-xpos) > attack_range)
			{
				aioutput->moveStop();
				ChangeState(AIS_CHASE);
			}
			else
			{	
				if(swing_sword <=0)
				{
					if(!aiinput->GetStateFlags()->S_DAMAGED)
					{
						swing_sword = time_sword;
						aioutput->SetAttack(0);
						aioutput->moveButton4();
					}

				}
				else swing_sword-=time;
			}
		}
		else
		{
			aioutput->moveStop();
			ChangeState(AIS_PATROL);
		}
		
		break;
	case AIS_ATTACK_WAIT:
		//attackstate = AIS_ATTACK_ATTACK;
		if(th <= tileheight )
		{
			if(fabs(aio->player_input->GetXLoc()-xpos) > attack_range)
			{
				aioutput->moveStop();
				ChangeState(AIS_CHASE);
			}
			else
			{	
				if(!aiinput->GetStateFlags()->S_DAMAGED)
				{
					aioutput->SetAttack(0);
					aioutput->moveButton4();
					movetoxtile = aio->player_input->GetXTilePos() + (int)pow(-1, (rand()%2)+1)*5;
					aioutput->moveStop();
					ChangeState(AIS_MOVE);
				}

			}
		}
		else 
		{
			aioutput->moveStop();
			ChangeState(AIS_PATROL);
		}
		break;
	}
}
Пример #16
0
void AIEnemyGreenNinja::Attack()
{
	int pyt = aio->player_input->GetYTilePos();
	int th = abs((pyt+aio->player_input->GetTileHeight()) - (ytile + aiinput->GetTileHeight()));

/*#ifdef _DEBUG
	char temp[256];
	sprintf(temp, "{AI}[GreenNinja] (th:%d)", th);
	OutputDebugString(temp);
#endif*/

	
	switch(attackstate)
	{
	case AIS_ATTACK_ATTACK:
	

		if( ((pyt > ytile) && (th < 1)) || ((pyt <= ytile) && (th <= 4)) )
		{
			
			if(FacePlayer())
			{
				swing_sword = 0;
//				throw_star=0;
			}

			if(fabs(aio->player_input->GetXLoc()-xpos) > attack_range)
			{
				ChangeState(AIS_CHASE);
			}
			else
			{	
				if(swing_sword <=0)
				{
					if(!aiinput->GetStateFlags()->S_DAMAGED)
					{
						swing_sword = time_sword;
						aioutput->SetAttack(0);
						aioutput->moveButton4();
					}

				}
				else swing_sword-=time;
			}
		}
		else ChangeState(AIS_PATROL);
		
		break;
	case AIS_ATTACK_WAIT:
		//attackstate = AIS_ATTACK_ATTACK;
		if( ((pyt > ytile) && (th < 1)) || ((pyt <= ytile) && (th <= 4)) )
		{
			if(fabs(aio->player_input->GetXLoc()-xpos) > attack_range)
			{
				ChangeState(AIS_CHASE);
			}
			else
			{	
				if(!aiinput->GetStateFlags()->S_DAMAGED)
				{
					aioutput->SetAttack(0);
					aioutput->moveButton4();
					movetoxtile = aio->player_input->GetXTilePos() + (int)pow(-1, (rand()%2)+1)*5;
					ChangeState(AIS_MOVE);
				}

			}
		}
		else ChangeState(AIS_PATROL);
		break;
	}

}
void AIEnemyAdvancedGeneticMonster2::Attack()
{
/*#ifdef _DEBUG
	char temp[256];
	sprintf(temp, "[AGM] attackstate (xtile:%d)(ytile:%d)(stop:%d)(direction:%d)", xtile, ytile, IsStopBlock(), aiinput->GetDirection());
	OutputDebugString(temp);
#endif*/
	
	int pyt = aio->player_input->GetYTilePos();
	int th = abs(ytile - pyt);

	//if(th > attack_height) ChangeState(AIS_PATROL);

	if(IsStopBlock())
	{
		ignore_player = true;
		ChangeState(AIS_PATROL);
		return;
	}
	
	switch(attackstate)
	{
/*	case AIS_AGM_INTRO:
		if(!aiinput->GetStateFlags()->S_ATTACK && !aiinput->GetStateFlags()->S_DAMAGED)
		{
			FacePlayer();
			aioutput->SetAttack(1);
			aioutput->moveButton4();
			ChangeAttackState(AIS_AGM_SLASH);
		}
		break;*/
	case AIS_AGM_SLASH:	
		if(aiinput->GetStateFlags()->S_ON_GROUND && !aiinput->GetStateFlags()->S_ATTACK && !aiinput->GetStateFlags()->S_DAMAGED)
		{
			if(fabs(aio->player_input->GetXLoc()-xpos) <= attack_range) 
			{
				
				FacePlayer();
				aioutput->SetAttack(0);
				aioutput->moveButton4();
				ChangeAttackState(AIS_AGM_JUMP);

			}
			else ChangeState(AIS_CHASE);
		}
		break;	
	case AIS_AGM_JUMP:
		if(!aiinput->GetStateFlags()->S_ATTACK && !aiinput->GetStateFlags()->S_DAMAGED)
		{
			FacePlayer();
			aioutput->moveButton3();
			ChangeAttackState(AIS_AGM_SLASH2);
		}
		break;
	case AIS_AGM_SLASH2:
		if(aiinput->GetStateFlags()->S_ON_GROUND && !aiinput->GetStateFlags()->S_ATTACK && !aiinput->GetStateFlags()->S_DAMAGED)
		{
			if(fabs(aio->player_input->GetXLoc()-xpos) <= attack_range) 
			{
				
				FacePlayer();
				aioutput->SetAttack(0);
				aioutput->moveButton4();
				ChangeAttackState(AIS_AGM_RUN);

			}
			else ChangeState(AIS_CHASE);
		}
		break;

	/*case AIS_AGM_SPIKE:
		if(aiinput->GetStateFlags()->S_ON_GROUND && !aiinput->GetStateFlags()->S_ATTACK && !aiinput->GetStateFlags()->S_DAMAGED)
		{
			FacePlayer();
			aioutput->SetAttack(2);
			aioutput->moveButton4();
			ChangeAttackState(AIS_AGM_RUN);
			run_direction = aiinput->GetDirection();
		}
		break;*/
	case AIS_AGM_RUN:
		if(!aiinput->GetStateFlags()->S_ATTACK)
		{
			if(!IsStopBlock())
			{
				if(run_direction) aioutput->moveRight();
				else aioutput->moveLeft();
				
			}
			else 
			{
				aioutput->moveStop();
				ChangeAttackState(AIS_AGM_SLASH);
			}
		}
		
	default:
		break;
	}



	
/*	switch(attackstate)
	{
	case AIS_AGM_INTRO:
		if(!aiinput->GetStateFlags()->S_ATTACK && !aiinput->GetStateFlags()->S_DAMAGED)
		{
			FacePlayer();
			aioutput->SetAttack(1);
			aioutput->moveButton4();
			ChangeAttackState(AIS_AGM_SLASH);
		}
		break;
	case AIS_AGM_SLASH:
		if((th < attack_height) && (fabs(aio->player_input->GetXLoc()-xpos) <= attack_range)) 
		{
			if(!aiinput->GetStateFlags()->S_ATTACK && !aiinput->GetStateFlags()->S_JUMP && !aiinput->GetStateFlags()->S_DAMAGED)
			{
				FacePlayer();
				aioutput->SetAttack(0);
				aioutput->moveButton4();
				
			}
			if(damaged)
			{
				damaged = false;
				if(damage_count == 2) 
				{
					ChangeAttackState(AIS_AGM_SPIKE);
				}
				else
				{
					damage_count++;
					ChangeAttackState(AIS_AGM_JUMP);
				}
			}
		}
		else if(th > attack_height) ChangeState(AIS_PATROL);
		else ChangeState(AIS_CHASE);
		
		break;
	case AIS_AGM_JUMP:
		if(!aiinput->GetStateFlags()->S_ATTACK && !aiinput->GetStateFlags()->S_DAMAGED)
		{
			aioutput->moveButton3();
			ChangeAttackState(AIS_AGM_SLASH);
		}
		break;
	case AIS_AGM_SPIKE:
		if(!aiinput->GetStateFlags()->S_ATTACK && !aiinput->GetStateFlags()->S_DAMAGED)
		{
			aioutput->SetAttack(2);
			aioutput->moveButton4();
			ChangeAttackState(AIS_AGM_SLASH);
			damage_count = 0;
		}
		break;
	default:
		break;
	}*/
}