jkxr/Projects/Android/jni/OpenJK/code/game/AI_Civilian.cpp

65 lines
2.3 KiB
C++
Raw Normal View History

/*
===========================================================================
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
#include "../cgame/cg_local.h"
#include "b_local.h"
#include "Q3_Interface.h"
extern qboolean NPC_CheckSurrender( void );
extern void NPC_BehaviorSet_Default( int bState );
void NPC_BSCivilian_Default( int bState )
{
if ( NPC->enemy
&& NPC->s.weapon == WP_NONE
&& NPC_CheckSurrender() )
{//surrendering, do nothing
}
else if ( NPC->enemy
&& NPC->s.weapon == WP_NONE
&& bState != BS_HUNT_AND_KILL
&& !Q3_TaskIDPending( NPC, TID_MOVE_NAV ) )
{//if in battle and have no weapon, run away, fixme: when in BS_HUNT_AND_KILL, they just stand there
if ( !NPCInfo->goalEntity
|| bState != BS_FLEE //not fleeing
|| ( NPC_BSFlee()//have reached our flee goal
&& NPC->enemy//still have enemy (NPC_BSFlee checks enemy and can clear it)
&& DistanceSquared( NPC->currentOrigin, NPC->enemy->currentOrigin ) < 16384 )//enemy within 128
)
{//run away!
NPC_StartFlee( NPC->enemy, NPC->enemy->currentOrigin, AEL_DANGER_GREAT, 5000, 10000 );
}
}
else
{//not surrendering
//FIXME: if unarmed and a jawa/ugnuaght, constantly look for enemies/players to run away from?
//FIXME: if we have a weapon and an enemy, set out playerTeam to the opposite of our enemy..???
NPC_BehaviorSet_Default(bState);
}
if ( !VectorCompare( NPC->client->ps.moveDir, vec3_origin ) )
{//moving
if ( NPC->client->ps.legsAnim == BOTH_COWER1 )
{//stop cowering anim on legs
NPC->client->ps.legsAnimTimer = 0;
}
}
}