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C++ NPC_CheckEnemyExt函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中NPC_CheckEnemyExt函数的典型用法代码示例。如果您正苦于以下问题:C++ NPC_CheckEnemyExt函数的具体用法?C++ NPC_CheckEnemyExt怎么用?C++ NPC_CheckEnemyExt使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了NPC_CheckEnemyExt函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: Howler_Patrol

/*
-------------------------
Howler_Patrol
-------------------------
*/
void Howler_Patrol( void )
{
	NPCInfo->localState = LSTATE_CLEAR;

	//If we have somewhere to go, then do that
	if ( UpdateGoal() )
	{
		ucmd.buttons &= ~BUTTON_WALKING;
		NPC_MoveToGoal( qtrue );
	}
	else
	{
		if ( TIMER_Done( NPC, "patrolTime" ))
		{
			TIMER_Set( NPC, "patrolTime", crandom() * 5000 + 5000 );
		}
	}

	vec3_t dif;

	VectorSubtract( g_entities[0].currentOrigin, NPC->currentOrigin, dif );

	if ( VectorLengthSquared( dif ) < 256 * 256 )
	{
		G_SetEnemy( NPC, &g_entities[0] );
	}

	if ( NPC_CheckEnemyExt( qtrue ) == qfalse )
	{
		Howler_Idle();
		return;
	}
}
开发者ID:slaytan1c,项目名称:jedioutcast,代码行数:38,代码来源:AI_Howler.cpp


示例2: Rancor_Patrol

/*
-------------------------
Rancor_Patrol
-------------------------
*/
void Rancor_Patrol( void )
{
	NPCS.NPCInfo->localState = LSTATE_CLEAR;

	//If we have somewhere to go, then do that
	if ( UpdateGoal() )
	{
		NPCS.ucmd.buttons &= ~BUTTON_WALKING;
		NPC_MoveToGoal( qtrue );
	}
	else
	{
		if ( TIMER_Done( NPCS.NPC, "patrolTime" ))
		{
			TIMER_Set( NPCS.NPC, "patrolTime", crandom() * 5000 + 5000 );
		}
	}

	if ( NPC_CheckEnemyExt( qtrue ) == qfalse )
	{
		Rancor_Idle();
		return;
	}
	Rancor_CheckRoar( NPCS.NPC );
	TIMER_Set( NPCS.NPC, "lookForNewEnemy", Q_irand( 5000, 15000 ) );
}
开发者ID:Almightygir,项目名称:OpenJK,代码行数:31,代码来源:NPC_AI_Rancor.c


示例3: Howler_Patrol

/*
-------------------------
Howler_Patrol
-------------------------
*/
void Howler_Patrol( void )
{
	vector3 dif;

	NPCInfo->localState = LSTATE_CLEAR;

	//If we have somewhere to go, then do that
	if ( UpdateGoal() )
	{
		ucmd.buttons &= ~BUTTON_WALKING;
		NPC_MoveToGoal( qtrue );
	}
	else
	{
		if ( TIMER_Done( NPC, "patrolTime" ))
		{
			TIMER_Set( NPC, "patrolTime", crandom() * 5000 + 5000 );
		}
	}

	//rwwFIXMEFIXME: Care about all clients, not just client 0
	VectorSubtract( &g_entities[0].r.currentOrigin, &NPC->r.currentOrigin, &dif );

	if ( VectorLengthSquared( &dif ) < 256 * 256 )
	{
		G_SetEnemy( NPC, &g_entities[0] );
	}

	if ( NPC_CheckEnemyExt( qtrue ) == qfalse )
	{
		Howler_Idle();
		return;
	}
}
开发者ID:Geptun,项目名称:japp,代码行数:39,代码来源:NPC_AI_Howler.c


示例4: MineMonster_Patrol

/*
-------------------------
MineMonster_Patrol
-------------------------
*/
void MineMonster_Patrol( void )
{
	vec3_t dif;

	NPCS.NPCInfo->localState = LSTATE_CLEAR;

	//If we have somewhere to go, then do that
	if ( UpdateGoal() )
	{
		NPCS.ucmd.buttons &= ~BUTTON_WALKING;
		NPC_MoveToGoal( qtrue );
	}
	else
	{
		if ( TIMER_Done( NPCS.NPC, "patrolTime" ))
		{
			TIMER_Set( NPCS.NPC, "patrolTime", Q_flrand(-1.0f, 1.0f) * 5000 + 5000 );
		}
	}

	//rwwFIXMEFIXME: Care about all clients, not just client 0
	//OJKFIXME: clietnum 0
	VectorSubtract( g_entities[0].r.currentOrigin, NPCS.NPC->r.currentOrigin, dif );

	if ( VectorLengthSquared( dif ) < 256 * 256 )
	{
		G_SetEnemy( NPCS.NPC, &g_entities[0] );
	}

	if ( NPC_CheckEnemyExt( qtrue ) == qfalse )
	{
		MineMonster_Idle();
		return;
	}
}
开发者ID:Avygeil,项目名称:NewJK,代码行数:40,代码来源:NPC_AI_MineMonster.c


示例5: MineMonster_Patrol

/*
-------------------------
MineMonster_Patrol
-------------------------
*/
void MineMonster_Patrol( void )
{
	NPCInfo->localState = LSTATE_CLEAR;

	//If we have somewhere to go, then do that
	if ( UpdateGoal() )
	{
		ucmd.buttons &= ~BUTTON_WALKING;
		NPC_MoveToGoal( qtrue );
	}

	vec3_t dif;
	VectorSubtract( g_entities[0].currentOrigin, NPC->currentOrigin, dif );

	if ( VectorLengthSquared( dif ) < 256 * 256 )
	{
		G_SetEnemy( NPC, &g_entities[0] );
	}

	if ( NPC_CheckEnemyExt( qtrue ) == qfalse )
	{
		MineMonster_Idle();
		return;
	}
}
开发者ID:Arbixal,项目名称:OpenJK,代码行数:30,代码来源:AI_MineMonster.cpp


示例6: Howler_Patrol

/*
-------------------------
Howler_Patrol
-------------------------
*/
static void Howler_Patrol( void )
{
	NPCInfo->localState = LSTATE_CLEAR;

	//If we have somewhere to go, then do that
	if ( UpdateGoal() )
	{
		NPC_Howler_Move( 100 );
	}

	vec3_t dif;
	VectorSubtract( g_entities[0].currentOrigin, NPC->currentOrigin, dif );

	if ( VectorLengthSquared( dif ) < 256 * 256 )
	{
		G_SetEnemy( NPC, &g_entities[0] );
	}

	if ( NPC_CheckEnemyExt( qtrue ) == qfalse )
	{
		Howler_Idle();
		return;
	}

	Howler_Attack( 0.0f, qtrue );
}
开发者ID:Arbixal,项目名称:OpenJK,代码行数:31,代码来源:AI_Howler.cpp


示例7: Howler_Patrol

//[CoOp]
//Replaced with SP version
static void Howler_Patrol( void )
{
	gentity_t *ClosestPlayer = FindClosestPlayer(NPC->r.currentOrigin, NPC->client->enemyTeam);

	NPCInfo->localState = LSTATE_CLEAR;

	//If we have somewhere to go, then do that
	if ( UpdateGoal() )
	{
		NPC_Howler_Move( 100 );
	}

	if(ClosestPlayer)
	{//attack enemy players that are close.
		if(Distance(ClosestPlayer->r.currentOrigin, NPC->r.currentOrigin) < 256 * 256)
		{
			G_SetEnemy( NPC, ClosestPlayer );
		}
	}

	if ( NPC_CheckEnemyExt( qtrue ) == qfalse )
	{
		Howler_Idle();
		return;
	}

	Howler_Attack( 0.0f, qtrue );
}
开发者ID:mehmehsomeone,项目名称:OpenRP,代码行数:30,代码来源:NPC_AI_Howler.cpp


示例8: Sentry_AttackDecision

/*
-------------------------
Sentry_AttackDecision
-------------------------
*/
void Sentry_AttackDecision( void )
{
	float		distance;	
	qboolean	visible;
	qboolean	advance;

	// Always keep a good height off the ground
	Sentry_MaintainHeight();

	NPC->s.loopSound = G_SoundIndex( "sound/chars/sentry/misc/sentry_hover_2_lp" );

	//randomly talk
	if ( TIMER_Done(NPC,"patrolNoise") )
	{
		if (TIMER_Done(NPC,"angerNoise"))
		{
			G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/sentry/misc/talk%d", Q_irand(1, 3)) );

			TIMER_Set( NPC, "patrolNoise", Q_irand( 4000, 10000 ) );
		}
	}

	// He's dead.
	if (NPC->enemy->health<1)
	{
		NPC->enemy = NULL;
		Sentry_Idle();
		return;
	}

	// If we don't have an enemy, just idle
	if ( NPC_CheckEnemyExt(qfalse) == qfalse )
	{
		Sentry_Idle();
		return;
	}

	// Rate our distance to the target and visibilty
	distance	= (int) DistanceHorizontalSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin );	
	visible		= NPC_ClearLOS4( NPC->enemy );
	advance		= (qboolean)(distance > MIN_DISTANCE_SQR);

	// If we cannot see our target, move to see it
	if ( visible == qfalse )
	{
		if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
		{
			Sentry_Hunt( visible, advance );
			return;
		}
	}

	NPC_FaceEnemy( qtrue );

	Sentry_RangedAttack( visible, advance );
}
开发者ID:DarthFutuza,项目名称:JediKnightGalaxies,代码行数:61,代码来源:NPC_AI_Sentry.cpp


示例9: ATST_Attack

void ATST_Attack( void ) {
	qboolean altAttack = qfalse, visible = qfalse, advance = qfalse;
	int blasterTest, chargerTest;
	float distance;

	if ( !NPC_CheckEnemyExt( qfalse ) ) {
		NPC->enemy = NULL;
		return;
	}

	NPC_FaceEnemy( qtrue );

	// Rate our distance to the target, and our visibilty
	distance = (int)DistanceHorizontalSquared( &NPC->r.currentOrigin, &NPC->enemy->r.currentOrigin );
	visible = NPC_ClearLOS4( NPC->enemy ) ? qtrue : qfalse;
	advance = (distance > MIN_DISTANCE_SQR) ? qtrue : qfalse;

	// If we cannot see our target, move to see it
	if ( !visible ) {
		if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES ) {
			ATST_Hunt( visible, advance );
			return;
		}
	}

	// Decide what type of attack to do
	if ( distance > MIN_MELEE_RANGE_SQR ) {
		// DIST_LONG
		//		NPC_ChangeWeapon( WP_ATST_SIDE );
		//rwwFIXMEFIXME: make atst weaps work.

		// See if the side weapons are there
		blasterTest = trap->G2API_GetSurfaceRenderStatus( NPC->ghoul2, 0, "head_light_blaster_cann" );
		chargerTest = trap->G2API_GetSurfaceRenderStatus( NPC->ghoul2, 0, "head_concussion_charger" );

		// It has both side weapons
		if ( blasterTest != -1 && !(blasterTest & TURN_OFF) && chargerTest != -1 && !(chargerTest & TURN_OFF) )
			altAttack = Q_irand( 0, 1 ) ? qtrue : qfalse;
		else if ( blasterTest != -1 && !(blasterTest & TURN_OFF) )
			altAttack = qfalse;
		else if ( chargerTest != -1 && !(chargerTest & TURN_OFF) )
			altAttack = qtrue;
		else
			NPC_ChangeWeapon( WP_NONE );
	}
	else {
		// DIST_MELEE
		//	NPC_ChangeWeapon( WP_ATST_MAIN );
	}

	NPC_FaceEnemy( qtrue );
	ATST_Ranged( visible, advance, altAttack );
}
开发者ID:Arcadiaprime,项目名称:japp,代码行数:53,代码来源:NPC_AI_Atst.cpp


示例10: ImperialProbe_AttackDecision

void ImperialProbe_AttackDecision( void )
{
	float		distance;	
	qboolean	visible;
	qboolean	advance;

	// Always keep a good height off the ground
	ImperialProbe_MaintainHeight();

	//randomly talk
	if ( TIMER_Done(NPC,"patrolNoise") )
	{
		if (TIMER_Done(NPC,"angerNoise"))
		{
			G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/probe/misc/probetalk%d", Q_irand(1, 3)) );

			TIMER_Set( NPC, "patrolNoise", Q_irand( 4000, 10000 ) );
		}
	}

	// If we don't have an enemy, just idle
	if ( NPC_CheckEnemyExt(qfalse) == qfalse )
	{
		ImperialProbe_Idle();
		return;
	}

	NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1, SETANIM_FLAG_NORMAL);

	// Rate our distance to the target, and our visibilty
	distance	= (int) DistanceHorizontalSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin );	
	visible		= NPC_ClearLOS4( NPC->enemy );
	advance		= (qboolean)(distance > MIN_DISTANCE_SQR);

	// If we cannot see our target, move to see it
	if ( visible == qfalse )
	{
		if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
		{
			ImperialProbe_Hunt( visible, advance );
			return;
		}
	}

	// Sometimes I have problems with facing the enemy I'm attacking, so force the issue so I don't look dumb
	NPC_FaceEnemy( qtrue );

	// Decide what type of attack to do
	ImperialProbe_Ranged( visible, advance );
}
开发者ID:ForcePush,项目名称:OJPRPFZ,代码行数:50,代码来源:NPC_AI_ImperialProbe.c


示例11: Interrogator_Attack

/*
-------------------------
Interrogator_Attack
-------------------------
*/
void Interrogator_Attack( void )
{
	float		distance;	
	qboolean	visible;
	qboolean	advance;

	// Always keep a good height off the ground
	Interrogator_MaintainHeight();

	//randomly talk
	if ( TIMER_Done(NPC,"patrolNoise") )
	{
		if (TIMER_Done(NPC,"angerNoise"))
		{
			G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/probe/misc/talk.wav",	Q_irand(1, 3)) );

			TIMER_Set( NPC, "patrolNoise", Q_irand( 4000, 10000 ) );
		}
	}

	// If we don't have an enemy, just idle
	if ( NPC_CheckEnemyExt(qfalse) == qfalse )
	{
		Interrogator_Idle();
		return;
	}

	// Rate our distance to the target, and our visibilty
	distance	= (int) DistanceHorizontalSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin );	
	visible		= NPC_ClearLOS4( NPC->enemy );
	advance		= (qboolean)(distance > MIN_DISTANCE*MIN_DISTANCE );

	if ( !visible )
	{
		advance = qtrue;
	}
	if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
	{
		Interrogator_Hunt( visible, advance );
	}

	NPC_FaceEnemy( qtrue );

	if (!advance)
	{
		Interrogator_Melee( visible, advance );
	}
}
开发者ID:AlexCSilva,项目名称:jediacademy,代码行数:53,代码来源:NPC_AI_Interrogator.c


示例12: Remote_Attack

/*
-------------------------
Remote_Attack
-------------------------
*/
void Remote_Attack( void )
{
	float		distance;
	qboolean	visible;
	float		idealDist;
	qboolean	advance;
	qboolean	retreat;

	if ( TIMER_Done(NPC,"spin") )
	{
		TIMER_Set( NPC, "spin", Q_irand( 250, 1500 ) );
		NPCInfo->desiredYaw += Q_irand( -200, 200 ); 
	}
	// Always keep a good height off the ground
	Remote_MaintainHeight();

	// If we don't have an enemy, just idle
	if ( NPC_CheckEnemyExt(qfalse) == qfalse )
	{
		Remote_Idle();
		return;
	}

	// Rate our distance to the target, and our visibilty
	distance	= (int) DistanceHorizontalSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin );	
	visible		= NPC_ClearLOS4( NPC->enemy );
	//[CoOp]
	idealDist	= MIN_DISTANCE_SQR+(MIN_DISTANCE_SQR*Q_flrand( 0, 1 ));
	//idealDist	= MIN_DISTANCE_SQR+(MIN_DISTANCE_SQR*flrand( 0, 1 ));
	//[/CoOp]
	advance		= (qboolean)(distance > idealDist*1.25);
	retreat		= (qboolean)(distance < idealDist*0.75);

	// If we cannot see our target, move to see it
	if ( visible == qfalse )
	{
		if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
		{
			Remote_Hunt( visible, advance, retreat );
			return;
		}
	}

	Remote_Ranged( visible, advance, retreat );

}
开发者ID:jwginge,项目名称:ojpa,代码行数:51,代码来源:NPC_AI_Remote.c


示例13: NPC_BSReaver_Attack

void NPC_BSReaver_Attack( void )
{
	// We may have a pounce animation started and are waiting to actually start the jump movement...
	Reaver_Jump();

	//If we don't have an enemy, just idle
	if ( NPC_CheckEnemyExt() == qfalse )
	{
		NPC_BSReaver_Idle();
		return;
	}

	//Rate our distance to the target, and our visibilty
	float		distance	= (int) DistanceHorizontalSquared( NPC->currentOrigin, NPC->enemy->currentOrigin );	
	distance_e	distRate	= ( distance > MIN_MELEE_RANGE_SQR ) ? DIST_LONG : DIST_MELEE;
	int			visRate		= NPC_ClearLOS( NPC->enemy );

	//If we cannot see our target, move to see it
	if ( visRate == qfalse )
	{
		Reaver_Hunt();
		return;
	}

	if ( distance < MIN_CRITICAL_DIST_SQR )
	{
		// We're not happy when the player gets too close
		Reaver_Backup();
	}

	//Decide what to do next
	switch ( distRate )
	{
	case DIST_MELEE:
		Reaver_Melee();
		break;

	case DIST_LONG:
		Reaver_Ranged( distance );
		break;
	}
}
开发者ID:UberGames,项目名称:SP-Mod-Source-Code,代码行数:42,代码来源:AI_Reaver.cpp


示例14: NPC_BSHirogenAlpha_Attack

void NPC_BSHirogenAlpha_Attack( void )
{
	//FIXME: Move to spawn location
	NPC->flags |= FL_NO_KNOCKBACK;

	if ( TIMER_Done( NPC, "speech" ) == qfalse )
	{
		NPC_FaceEnemy( qtrue );
		return;
	}

	//Do any taunts if need-be
	if ( Hirogen_Speak() )
		return;

	//Check for the enemy (formality)
	if ( NPC_CheckEnemyExt() == qfalse )
	{
		Hirogen_ActivateShield( qtrue );
		NPC_BSHirogenAlpha_Idle();
		return;
	}

	//See if we're currently attacking the player
	if ( NPCInfo->standTime > level.time )
	{
		Hirogen_PauseState();
		return;
	}

	//Turn our shielding on
	Hirogen_ActivateShield( qtrue );

	//See if the target is visible
	if ( NPC_ClearLOS( NPC->enemy ) == qfalse )
	{
		Hirogen_Hunt();

		//This is done to keep the enemy from stopping too soon
		if ( DistanceSquared( NPC->currentOrigin, NPCInfo->tempGoal->currentOrigin ) > 96 )
		{
			NPC_UpdateAngles( qtrue, qtrue );
			return;
		}
	}

	//Must be at our goal
	if ( DistanceSquared( NPC->currentOrigin, NPCInfo->tempGoal->currentOrigin ) > 96 )
	{
		Hirogen_Hunt();
		return;
	}

	//Setup our timing information
	NPCInfo->pauseTime	= level.time + HIROGEN_PREFIRE_DELAY;
	NPCInfo->weaponTime = NPCInfo->pauseTime + HIROGEN_FIRE_DURATION;
	NPCInfo->standTime	= NPCInfo->weaponTime + HIROGEN_RELOAD_PAUSE;
	
	G_SoundOnEnt( NPC, CHAN_WEAPON, alphaSpeech[5] );

	NPC_UpdateAngles( qtrue, qtrue );
}
开发者ID:UberGames,项目名称:SP-Mod-Source-Code,代码行数:62,代码来源:AI_HirogenAlpha.cpp


示例15: NPC_BSEmplaced

void NPC_BSEmplaced( void )
{
	//Don't do anything if we're hurt
	if ( NPC->painDebounceTime > level.time )
	{
		NPC_UpdateAngles( qtrue, qtrue );
		return;
	}

	if( NPCInfo->scriptFlags & SCF_FIRE_WEAPON )
	{
		WeaponThink( qtrue );
	}

	//If we don't have an enemy, just idle
	if ( NPC_CheckEnemyExt() == qfalse )
	{
		if ( !Q_irand( 0, 30 ) )
		{
			NPCInfo->desiredYaw = NPC->s.angles[1] + Q_irand( -90, 90 );
		}
		if ( !Q_irand( 0, 30 ) )
		{
			NPCInfo->desiredPitch = Q_irand( -20, 20 );
		}
		NPC_UpdateAngles( qtrue, qtrue );
		return;
	}

	qboolean enemyLOS = qfalse;
	qboolean enemyCS = qfalse;
	qboolean faceEnemy = qfalse;
	qboolean shoot = qfalse;
	vec3_t	impactPos;

	if ( NPC_ClearLOS( NPC->enemy ) )
	{
		enemyLOS = qtrue;

		int hit = NPC_ShotEntity( NPC->enemy, impactPos );
		gentity_t *hitEnt = &g_entities[hit];

		if ( hit == NPC->enemy->s.number || ( hitEnt && hitEnt->takedamage ) )
		{//can hit enemy or will hit glass or other minor breakable (or in emplaced gun), so shoot anyway
			enemyCS = qtrue;
			NPC_AimAdjust( 2 );//adjust aim better longer we have clear shot at enemy
			VectorCopy( NPC->enemy->currentOrigin, NPCInfo->enemyLastSeenLocation );
		}
	}
/*
	else if ( gi.inPVS( NPC->enemy->currentOrigin, NPC->currentOrigin ) )
	{
		NPCInfo->enemyLastSeenTime = level.time;
		faceEnemy = qtrue;
		NPC_AimAdjust( -1 );//adjust aim worse longer we cannot see enemy
	}
*/

	if ( enemyLOS )
	{//FIXME: no need to face enemy if we're moving to some other goal and he's too far away to shoot?
		faceEnemy = qtrue;
	}
	if ( enemyCS )
	{
		shoot = qtrue;
	}

	if ( faceEnemy )
	{//face the enemy
		NPC_FaceEnemy( qtrue );
	}
	else
	{//we want to face in the dir we're running
		NPC_UpdateAngles( qtrue, qtrue );
	}

	if ( NPCInfo->scriptFlags & SCF_DONT_FIRE )
	{
		shoot = qfalse;
	}

	if ( NPC->enemy && NPC->enemy->enemy )
	{
		if ( NPC->enemy->s.weapon == WP_SABER && NPC->enemy->enemy->s.weapon == WP_SABER )
		{//don't shoot at an enemy jedi who is fighting another jedi, for fear of injuring one or causing rogue blaster deflections (a la Obi Wan/Vader duel at end of ANH)
			shoot = qfalse;
		}
	}
	if ( shoot )
	{//try to shoot if it's time
		if( !(NPCInfo->scriptFlags & SCF_FIRE_WEAPON) ) // we've already fired, no need to do it again here
		{
			WeaponThink( qtrue );
		}
	}
}
开发者ID:Chedo,项目名称:OpenJK,代码行数:96,代码来源:NPC_behavior.cpp


示例16: NPC_BSRancor_Default

/*
-------------------------
NPC_BSRancor_Default
-------------------------
*/
void NPC_BSRancor_Default( void )
{
	AddSightEvent( NPCS.NPC, NPCS.NPC->r.currentOrigin, 1024, AEL_DANGER_GREAT, 50 );

	Rancor_Crush();

	NPCS.NPC->client->ps.eFlags2 &= ~(EF2_USE_ALT_ANIM|EF2_GENERIC_NPC_FLAG);
	if ( NPCS.NPC->count )
	{//holding someone
		NPCS.NPC->client->ps.eFlags2 |= EF2_USE_ALT_ANIM;
		if ( NPCS.NPC->count == 2 )
		{//in my mouth
			NPCS.NPC->client->ps.eFlags2 |= EF2_GENERIC_NPC_FLAG;
		}
	}
	else
	{
		NPCS.NPC->client->ps.eFlags2 &= ~(EF2_USE_ALT_ANIM|EF2_GENERIC_NPC_FLAG);
	}

	if ( TIMER_Done2( NPCS.NPC, "clearGrabbed", qtrue ) )
	{
		Rancor_DropVictim( NPCS.NPC );
	}
	else if ( NPCS.NPC->client->ps.legsAnim == BOTH_PAIN2 
		&& NPCS.NPC->count == 1 
		&& NPCS.NPC->activator )
	{
		if ( !Q_irand( 0, 3 ) )
		{
			Rancor_CheckDropVictim();
		}
	}
	if ( !TIMER_Done( NPCS.NPC, "rageTime" ) )
	{//do nothing but roar first time we see an enemy
		AddSoundEvent( NPCS.NPC, NPCS.NPC->r.currentOrigin, 1024, AEL_DANGER_GREAT, qfalse );//, qfalse );
		NPC_FaceEnemy( qtrue );
		return;
	}
	if ( NPCS.NPC->enemy )
	{
		/*
		if ( NPC->enemy->client //enemy is a client
			&& (NPC->enemy->client->NPC_class == CLASS_UGNAUGHT || NPC->enemy->client->NPC_class == CLASS_JAWA )//enemy is a lowly jawa or ugnaught
			&& NPC->enemy->enemy != NPC//enemy's enemy is not me
			&& (!NPC->enemy->enemy || !NPC->enemy->enemy->client || NPC->enemy->enemy->client->NPC_class!=CLASS_RANCOR) )//enemy's enemy is not a client or is not a rancor (which is as scary as me anyway)
		{//they should be scared of ME and no-one else
			G_SetEnemy( NPC->enemy, NPC );
		}
		*/
		if ( TIMER_Done(NPCS.NPC,"angrynoise") )
		{
			G_Sound( NPCS.NPC, CHAN_AUTO, G_SoundIndex( va("sound/chars/rancor/misc/anger%d.wav", Q_irand(1, 3))) );

			TIMER_Set( NPCS.NPC, "angrynoise", Q_irand( 5000, 10000 ) );
		}
		else
		{
			AddSoundEvent( NPCS.NPC, NPCS.NPC->r.currentOrigin, 512, AEL_DANGER_GREAT, qfalse );//, qfalse );
		}
		if ( NPCS.NPC->count == 2 && NPCS.NPC->client->ps.legsAnim == BOTH_ATTACK3 )
		{//we're still chewing our enemy up
			NPC_UpdateAngles( qtrue, qtrue );
			return;
		}
		//else, if he's in our hand, we eat, else if he's on the ground, we keep attacking his dead body for a while
		if( NPCS.NPC->enemy->client && NPCS.NPC->enemy->client->NPC_class == CLASS_RANCOR )
		{//got mad at another Rancor, look for a valid enemy
			if ( TIMER_Done( NPCS.NPC, "rancorInfight" ) )
			{
				NPC_CheckEnemyExt( qtrue );
			}
		}
		else if ( !NPCS.NPC->count )
		{
			if ( ValidEnemy( NPCS.NPC->enemy ) == qfalse )
			{
				TIMER_Remove( NPCS.NPC, "lookForNewEnemy" );//make them look again right now
				if ( !NPCS.NPC->enemy->inuse || level.time - NPCS.NPC->enemy->s.time > Q_irand( 10000, 15000 ) )
				{//it's been a while since the enemy died, or enemy is completely gone, get bored with him
					NPCS.NPC->enemy = NULL;
					Rancor_Patrol();
					NPC_UpdateAngles( qtrue, qtrue );
					return;
				}
			}
			if ( TIMER_Done( NPCS.NPC, "lookForNewEnemy" ) )
			{
				gentity_t *newEnemy, *sav_enemy = NPCS.NPC->enemy;//FIXME: what about NPC->lastEnemy?
				NPCS.NPC->enemy = NULL;
				newEnemy = NPC_CheckEnemy( NPCS.NPCInfo->confusionTime < level.time, qfalse, qfalse );
				NPCS.NPC->enemy = sav_enemy;
				if ( newEnemy && newEnemy != sav_enemy )
				{//picked up a new enemy!
					NPCS.NPC->lastEnemy = NPCS.NPC->enemy;
//.........这里部分代码省略.........
开发者ID:Almightygir,项目名称:OpenJK,代码行数:101,代码来源:NPC_AI_Rancor.c


示例17: NPC_BSSaberDroid_Attack

void NPC_BSSaberDroid_Attack( void )
{//attack behavior
	//Don't do anything if we're hurt
	if ( NPC->painDebounceTime > level.time )
	{
		NPC_UpdateAngles( qtrue, qtrue );
		return;
	}

	//NPC_CheckEnemy( qtrue, qfalse );
	//If we don't have an enemy, just idle
	if ( NPC_CheckEnemyExt(qfalse) == qfalse )//!NPC->enemy )//
	{
		NPC->enemy = NULL;
		NPC_BSSaberDroid_Patrol();//FIXME: or patrol?
		return;
	}

	if ( !NPC->enemy )
	{//WTF?  somehow we lost our enemy?
		NPC_BSSaberDroid_Patrol();//FIXME: or patrol?
		return;
	}

	enemyLOS = enemyCS = qfalse;
	move = qtrue;
	faceEnemy = qfalse;
	shoot = qfalse;
	enemyDist = DistanceSquared( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin );

	//can we see our target?
	if ( NPC_ClearLOS4( NPC->enemy ) )
	{
		NPCInfo->enemyLastSeenTime = level.time;
		enemyLOS = qtrue;

		if ( enemyDist <= 4096 && InFOV3( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin, NPC->client->ps.viewangles, 90, 45 ) )//within 64 & infront
		{
			VectorCopy( NPC->enemy->r.currentOrigin, NPCInfo->enemyLastSeenLocation );
			enemyCS = qtrue;
		}
	}
	/*
	else if ( gi.inPVS( NPC->enemy->currentOrigin, NPC->currentOrigin ) )
	{
		NPCInfo->enemyLastSeenTime = level.time;
		faceEnemy = qtrue;
	}
	*/

	if ( enemyLOS )
	{//FIXME: no need to face enemy if we're moving to some other goal and he's too far away to shoot?
		faceEnemy = qtrue;
	}

	if ( !TIMER_Done( NPC, "taunting" ) )
	{
		move = qfalse;
	}
	else if ( enemyCS )
	{
		shoot = qtrue;
		if ( enemyDist < (NPC->r.maxs[0]+NPC->enemy->r.maxs[0]+32)*(NPC->r.maxs[0]+NPC->enemy->r.maxs[0]+32) )
		{//close enough
			move = qfalse;
		}
	}//this should make him chase enemy when out of range...?

	if ( NPC->client->ps.legsTimer 
		&& NPC->client->ps.legsAnim != BOTH_A3__L__R )//this one is a running attack
	{//in the middle of a held, stationary anim, can't move
		move = qfalse;
	}

	if ( move )
	{//move toward goal
		move = SaberDroid_Move();
		if ( move )
		{//if we had to chase him, be sure to attack as soon as possible
			TIMER_Set( NPC, "attackDelay", NPC->client->ps.weaponTime );
		}
	}

	if ( !faceEnemy )
	{//we want to face in the dir we're running
		if ( move )
		{//don't run away and shoot
			NPCInfo->desiredYaw = NPCInfo->lastPathAngles[YAW];
			NPCInfo->desiredPitch = 0;
			shoot = qfalse;
		}
		NPC_UpdateAngles( qtrue, qtrue );
	}
	else// if ( faceEnemy )
	{//face the enemy
		NPC_FaceEnemy(qtrue);
	}

	if ( NPCInfo->scriptFlags&SCF_DONT_FIRE )
	{
//.........这里部分代码省略.........
开发者ID:ForcePush,项目名称:OJPRPFZ,代码行数:101,代码来源:NPC_AI_SaberDroid.c


示例18: Mark1_AttackDecision

/*
-------------------------
Mark1_AttackDecision
-------------------------
*/
void Mark1_AttackDecision( void )
{
	int blasterTest,rocketTest;
	float		distance;
	distance_e	distRate;
	qboolean	visible;
	qboolean	advance;

	//randomly talk
	if ( TIMER_Done(NPC,"patrolNoise") )
	{
		if (TIMER_Done(NPC,"angerNoise"))
		{
			TIMER_Set( NPC, "patrolNoise", Q_irand( 4000, 10000 ) );
		}
	}

	// Enemy is dead or he has no enemy.
	if ((NPC->enemy->health<1) || ( NPC_CheckEnemyExt(qfalse) == qfalse ))
	{
		NPC->enemy = NULL;
		return;
	}

	// Rate our distance to the target and visibility
	distance	= (int) DistanceHorizontalSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin );	
	distRate	= ( distance > MIN_MELEE_RANGE_SQR ) ? DIST_LONG : DIST_MELEE;
	visible		= NPC_ClearLOS4( NPC->enemy );
	advance		= (qboolean)(distance > MIN_DISTANCE_SQR);

	// If we cannot see our target, move to see it
	if ((!visible) || (!NPC_FaceEnemy(qtrue)))
	{
		Mark1_Hunt();
		return;
	}

	// See if the side weapons are there
	blasterTest = trap_G2API_GetSurfaceRenderStatus( NPC->ghoul2, 0, "l_arm" );
	rocketTest = trap_G2API_GetSurfaceRenderStatus( NPC->ghoul2, 0, "r_arm" );

	// It has both side weapons
	if (!blasterTest  && !rocketTest)
	{
		;	// So do nothing.
	}
	else if (blasterTest!=-1
		&&blasterTest)
	{
		distRate = DIST_LONG;
	}
	else if (rocketTest!=-1
		&&rocketTest)
	{
		distRate = DIST_MELEE;
	}
	else	// It should never get here, but just in case
	{ 
		NPC->health = 0;
		NPC->client->ps.stats[STAT_HEALTH] = 0;
		if (NPC->die)
		{
			NPC->die(NPC, NPC, NPC, 100, MOD_UNKNOWN);
		}
	}

	// We can see enemy so shoot him if timers let you.
	NPC_FaceEnemy( qtrue );

	if (distRate == DIST_MELEE)
	{
		Mark1_BlasterAttack(advance);
	}
	else if (distRate == DIST_LONG)
	{
		Mark1_RocketAttack(advance);
	}
}
开发者ID:NoahBennet,项目名称:base_enhanced,代码行数:83,代码来源:NPC_AI_Mark1.c


示例19: ATST_Attack

/*
-------------------------
ATST_Attack
-------------------------
*/
void ATST_Attack( void )
{
    qboolean	altAttack=qfalse;
    int			blasterTest,chargerTest,weapon;

    if ( NPC_CheckEnemyExt() == qfalse )//!NPC->enemy )//
    {
        NPC->enemy = NULL;
        return;
    }

    NPC_FaceEnemy( qtrue );

    // Rate our distance to the target, and our visibilty
    float		distance	= (int) DistanceHorizontalSquared( NPC->currentOrigin, NPC->enemy->currentOrigin );
    distance_e	distRate	= ( distance > MIN_MELEE_RANGE_SQR ) ? DIST_LONG : DIST_MELEE;
    qboolean	visible		= NPC_ClearLOS( NPC->enemy );
    qboolean	advance		= (qboolean)(distance > MIN_DISTANCE_SQR);

    // If we cannot see our target, move to see it
    if ( visible == qfalse )
    {
        if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
        {
            ATST_Hunt( visible, advance );
            return;
        }
    }

    // Decide what type of attack to do
    switch ( distRate )
    {
    case DIST_MELEE:
        NPC_ChangeWeapon( WP_ATST_MAIN );
        break;

    case DIST_LONG:

        NPC_ChangeWeapon( WP_ATST_SIDE );

        // See if the side weapons are there
        blasterTest = gi.G2API_GetSurfaceRenderStatus( &NPC->ghoul2[NPC->playerModel], "head_light_blaster_cann" );
        chargerTest = gi.G2API_GetSurfaceRenderStatus( &NPC->ghoul2[NPC->playerModel], "head_concussion_charger" );

        // It has both side weapons
        if (!(blasterTest & TURN_OFF)  && !(chargerTest & TURN_OFF))
        {
            weapon = Q_irand( 0, 1);	// 0 is blaster, 1 is charger (ALT SIDE)

            if (weapon)				// Fire charger
            {
                altAttack = qtrue;
            }
            else
            {
                altAttack = qfalse;
            }

        }
        else if (!(blasterTest & TURN_OFF))	// Blaster is on
        {
            altAttack = qfalse;
        }
        else if (!(chargerTest & TURN_OFF))	// Blaster is on
        {
            altAttack = qtrue;
        }
        else
        {
            NPC_ChangeWeapon( WP_NONE );
        }
        break;
    }

    NPC_FaceEnemy( qtrue );

    ATST_Ranged( visible, advance,altAttack );
}
开发者ID:MrSquirrely,项目名称:Jedi-Academy,代码行数:83,代码来源:AI_Atst.cpp


示例20: NPC_BSSniper_Attack

void NPC_BSSniper_Attack( void )
{
	//Don't do anything if we're hurt
	if ( NPC->painDebounceTime > level.time )
	{
		NPC_UpdateAngles( qtrue, qtrue );
		return;
	}

	//NPC_CheckEnemy( qtrue, qfalse );
	//If we don't have an enemy, just idle
	if ( NPC_CheckEnemyExt() == qfalse )//!NPC->enemy )//
	{
		NPC->enemy = NULL;
		NPC_BSSniper_Patrol();//FIXME: or patrol?
		return;
	}

	if ( TIMER_Done( NPC, "flee" ) && NPC_CheckForDanger( NPC_CheckAlertEvents( qtrue, qtrue, -1, qfalse, AEL_DANGER ) ) )
	{//going to run
		NPC_UpdateAngles( qtrue, qtrue );
		return;
	}

	if ( !NPC->enemy )
	{//WTF?  somehow we lost our enemy?
		NPC_BSSniper_Patrol();//FIXME: or patrol?
		return;
	}

	enemyLOS = enemyCS = qfalse;
	AImove = qtrue;
	faceEnemy = qfalse;
	shoot = qfalse;
	enemyDist = DistanceSquared( NPC->currentOrigin, NPC->enemy->currentOrigin );
	if ( enemyDist < 16384 )//128 squared
	{//too close, so switch to primary fire
		if ( NPC->client->ps.weapon == WP_DISRUPTOR )
		{//sniping... should be assumed
			if ( NPCInfo->scriptFlags & SCF_ALT_FIRE )
			{//use primary fire
				trace_t	trace;
				gi.trace ( &trace, NPC->enemy->currentOrigin, NPC->enemy->mins, NPC->enemy->maxs, NPC->currentOrigin, NPC->enemy->s.number, NPC->enemy->clipmask, G2_NOCOLLIDE, 0 );
				if ( !trace.allsolid && !trace.startsolid && (trace.fraction == 1.0 || trace.entityNum == NPC->s.number ) )
				{//he can get right to me
					NPCInfo->scriptFlags &= ~SCF_ALT_FIRE;
					//reset fire-timing variables
					NPC_ChangeWeapon( WP_DISRUPTOR );
					NPC_UpdateAngles( qtrue, qtrue );
					return;
				}
			}
			//FIXME: switch back if he gets far away again?
		}
	}
	else if ( enemyDist > 65536 )//256 squared
	{
		if ( NPC->client->ps.weapon == WP_DISRUPTOR )
		{//sniping... should be assumed
			if ( !(NPCInfo->scriptFlags&SCF_ALT_FIRE) )
			{//use primary fire
				NPCInfo->scriptFlags |= SCF_ALT_FIRE;
				//reset fire-timing variables
				NPC_ChangeWeapon( WP_DISRUPTOR );
				NPC_UpdateAngles( qtrue, qtrue );
				return;
			}
		}
	}

	Sniper_UpdateEnemyPos();
	//can we see our target?
	if ( NPC_ClearLOS( NPC->enemy ) )//|| (NPCInfo->stats.aim >= 5 && gi.inPVS( NPC->client->renderInfo.eyePoint, NPC->enemy->currentOrigin )) )
	{
		NPCInfo->enemyLastSeenTime = level.time;
		VectorCopy( NPC->enemy->currentOrigin, NPCInfo->enemyLastSeenLocation );
		enemyLOS = qtrue;
		float maxShootDist = NPC_MaxDistSquaredForWeapon();
		if ( enemyDist < maxShootDist )
		{
			vec3_t fwd, right, up, muzzle, end;
			trace_t	tr;
			AngleVectors( NPC->client->ps.viewangles, fwd, right, up );
			CalcMuzzlePoint( NPC, fwd, right, up, muzzle, 0 );
			VectorMA( muzzle, 8192, fwd, end );
			gi.trace ( &tr, muzzle, NULL, NULL, end, NPC->s.number, MASK_SHOT, G2_RETURNONHIT, 0 );

			int hit = tr.entityNum;
			//can we shoot our target?
			if ( Sniper_EvaluateShot( hit ) )
			{
				enemyCS = qtrue;
			}
		}
	}
	/*
	else if ( gi.inPVS( NPC->enemy->currentOrigin, NPC->currentOrigin ) )
	{
		NPCInfo->enemyLastSeenTime = level.time;
		faceEnemy = qtrue;
//.........这里部分代码省略.........
开发者ID:kikili,项目名称:OpenJK,代码行数:101,代码来源:AI_Sniper.cpp



注:本文中的NPC_CheckEnemyExt函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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