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aiscan.c
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aiscan.c
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#include <stdio.h>
#include <math.h>
#include "main.h"
#include "new3d.h"
#include "quat.h"
#include "mload.h"
#include "compobjects.h"
#include "bgobjects.h"
#include "object.h"
#include "node.h"
#include "networking.h"
#include "ships.h"
#include "text.h"
#include "triggers.h"
#include "sphere.h"
#include "pickups.h"
#include "enemies.h"
#include "ai.h"
#ifdef OPT_ON
#pragma optimize( "gty", on )
#endif
// Externals
extern float framelag;
/*===================================================================
Procedure : AIR Scan for a Target
Input : ENEMY * Enemy
Output : Nothing
===================================================================*/
void AI_AIR_SCAN( register ENEMY * Enemy )
{
OBJECT * TObject;
float dist;
// Scan for target
Tinfo->Flags = 0;
SET_TARGET_PLAYERS;
AI_GetDistToNearestTarget( Enemy );
if( Tinfo->TFlags == _TARGET_PLAYERS )
{
TObject = Tinfo->TObject;
dist = DistanceVector2Vector( &Enemy->Object.Pos , &Tinfo->Pos ) + SoundInfo[Enemy->Object.Group][TObject->Group];
if( AI_InViewCone( &Enemy->Object.Pos , &Enemy->Object.Mat , &TObject->Pos, Enemy->Viewcone ) || ( (dist <= EnemyTypes[Enemy->Type].Behave.HearRange) && TObject->Noise ) )
{
if( AI_ClearLOS( &Enemy->Object.Pos , Enemy->Object.Group , &TObject->Pos ) )
{
Enemy->TShip = Tinfo->TObject;
AI_SetMOVETOTARGET( Enemy );
return;
}else{
if( Enemy->TShip && TObject->NearestNode )
{
Enemy->TShip = Tinfo->TObject;
Enemy->TNode = (void*) WhichNode( Enemy->Object.NodeNetwork , Enemy->Object.NearestNode , TObject->NearestNode );
AI_SetMOVETOTARGET( Enemy );
return;
}
}
}
}
// Switch to AIMODE_IDLE
AI_SetIDLE( Enemy );
}
/*===================================================================
Procedure : AI for a turret while its SCANNING..
Output : ENEMY * Enemy
Output : Nothing
===================================================================*/
void AI_TURRET_SCAN( register ENEMY * Enemy )
{
OBJECT * TObject;
Enemy->Timer -= framelag;
if( Enemy->Object.Animating )
{
return;
}
// Scan for target
if ( Enemy->Timer <= 0.0F )
{
AI_THINK( Enemy , true , true );
if( Enemy->AIFlags & AI_ANYPLAYERINRANGE )
{
SET_TARGET_PLAYERS;
AI_GetDistToNearestTarget( Enemy );
switch( Tinfo->TFlags )
{
case _TARGET_PLAYERS:
TObject = Tinfo->TObject;
if( AI_InViewCone( &Enemy->Object.Pos ,&Enemy->Object.Mat , &TObject->Pos, Enemy->Viewcone ) )
{
if( AI_ClearLOS( &Enemy->Object.Pos, Enemy->Object.Group , &TObject->Pos ) )
{
Enemy->AIFlags |= AI_ICANSEEPLAYER;
SetCurAnimSeq( TURRETSEQ_Opening, &Enemy->Object );
Enemy->TShip = TObject;
AI_SetFIREATTARGET( Enemy );
}
}
break;
default:
// Switch to AIMODE_IDLE
Enemy->Object.AI_Mode = AIMODE_IDLE;
Enemy->Timer = RESET_IDLE_TIME;
break;
}
}else{
Enemy->Object.AI_Mode = AIMODE_IDLE;
Enemy->Timer = RESET_IDLE_TIME;
}
}
}
/*===================================================================
Procedure : AI for a Crawling Enemy while its SCANNING..
Output : ENEMY * Enemy
Output : Nothing
===================================================================*/
void AI_CRAWL_SCAN( register ENEMY * Enemy )
{
if( Enemy->Object.Animating )
{
return;
}
if ( Enemy->Timer )
{
Enemy->Timer -= framelag;
if ( Enemy->Timer < 0.0F )
{
//------------------------------------------------------------------------------
// Switch to AIMODE_IDLE
//------------------------------------------------------------------------------
Enemy->Object.AI_Mode = AIMODE_IDLE;
Enemy->Timer = RESET_SCAN_TIME + (float) Random_Range( (u_int16_t) RESET_SCAN_TIME );
return;
}
}
}
/*===================================================================
Procedure : AI Do a Sacn and find a target...
Input : ENEMY * Enemy
Output : Nothing
===================================================================*/
void AI_DO_SCAN( register ENEMY * Enemy )
{
OBJECT * TObject;
// Scan for target
Tinfo->Pos.x = Enemy->Object.Pos.x;
Tinfo->Pos.y = Enemy->Object.Pos.y;
Tinfo->Pos.z = Enemy->Object.Pos.z;
Tinfo->Group = Enemy->Object.Group;
Tinfo->Nearest = BIGDISTANCE;
Tinfo->TFlags = 0;
Tinfo->SObject = &Enemy->Object;
Tinfo->TObject = NULL;
SET_TARGET_PLAYERS;
AI_GetDistToNearestTarget( Enemy );
if( Tinfo->TFlags & _TARGET_PLAYERS )
{
TObject = Tinfo->TObject;
if( AI_InViewCone( &Enemy->Object.Pos , &Enemy->Object.Mat , &TObject->Pos, Enemy->Viewcone ) || ( ( Enemy->LastDistance <= EnemyTypes[Enemy->Type].Behave.HearRange) && TObject->Noise ) )
{
if( AI_ClearLOS( &Enemy->Object.Pos , Enemy->Object.Group , &TObject->Pos ) )
{
Enemy->TShip = Tinfo->TObject;
}
}
}
}
#ifdef OPT_ON
#pragma optimize( "", off )
#endif