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aievents.c
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/*
* Hostile Takeover:
* CS248 Final Project, Fall 2004
*
* Written by Jonathan Reeves
*
* A simple 3D video game demonstrating the use of OpenGL for graphics
* rendering with a number of advanced techniques and optimizations to make
* it interesting. See the README file which came with this package for more
* details. It also includes a list of sources which were consulted while
* building this software package.
*
*/
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include "ai.h"
/* if we want to throw an event from the outside world */
void AIProcessEvent(ai_t *brain, int event){
int state = brain->curState;
brain->prevState = state;
switch(event){
case AI_GOT_SHOT:
brain->body->health--;
if(state == AI_IDLE){
AIShotEnter(brain);
}
else if(state == AI_CRUISING){
AIShotEnter(brain);
}
else if(state == AI_REPOSITION){
AIShotEnter(brain);
}
else if(state == AI_SCAN){
AIShotEnter(brain);
}
else if(state == AI_SHOT){
AIShotEnter(brain); /* each time you get shot you start over */
}
else if(state == AI_ATTACK){
AIShotEnter(brain);
}
break;
case AI_IN_FOV:
if(state == AI_IDLE){
AIAttackEnter(brain);
}
else if(state == AI_CRUISING){
AIAttackEnter(brain);
}
else if(state == AI_REPOSITION){
AIAttackEnter(brain);
}
else if(state == AI_SCAN){
AIAttackEnter(brain);
}
else if(state == AI_ATTACK){
AIAttackUpdate(brain);
}
else if(state == AI_SHOT){
AIShotUpdate(brain);
}
else if(state == AI_DYING){
AIDyingUpdate(brain);
}
else if(state == AI_DEAD){
AIDeadUpdate(brain);
}
break;
case AI_OUT_FOV:
if(state == AI_IDLE){
AIIdleUpdate(brain);
}
else if(state == AI_CRUISING){
AICruisingUpdate(brain);
}
else if(state == AI_REPOSITION){
AIRepositionUpdate(brain);
}
else if(state == AI_SCAN){
AIScanUpdate(brain);
}
else if(state == AI_ATTACK){
AIScanEnter(brain);
}
else if(state == AI_SHOT){
AIShotUpdate(brain);
}
else if(state == AI_DYING){
AIDyingUpdate(brain);
}
else if(state == AI_DEAD){
AIDeadUpdate(brain);
}
break;
case AI_ARRIVED:
if(state == AI_IDLE){
AIIdleUpdate(brain);
}
else if(state == AI_CRUISING){
AIIdleEnter(brain);
}
else if(state == AI_REPOSITION){
AIScanEnter(brain);
}
else if(state == AI_SCAN){
AIScanUpdate(brain);
}
else if(state == AI_ATTACK){
AIAttackUpdate(brain);
}
else if(state == AI_SHOT){
AIShotUpdate(brain);
}
else if(state == AI_DYING){
AIDyingUpdate(brain);
}
else if(state == AI_DEAD){
AIDeadUpdate(brain);
}
break;
case AI_COLLIDE:
if(state == AI_IDLE){
AIIdleUpdate(brain);
}
else if(state == AI_CRUISING){
AICruisingUpdate(brain);
}
else if(state == AI_REPOSITION){
AIRepositionUpdate(brain);
}
else if(state == AI_SCAN){
AIScanUpdate(brain);
}
else if(state == AI_ATTACK){
AIAttackUpdate(brain);
}
else if(state == AI_SHOT){
AIShotUpdate(brain);
}
else if(state == AI_DYING){
AIDyingUpdate(brain);
}
else if(state == AI_DEAD){
AIDeadUpdate(brain);
}
break;
case AI_KILLED:
brain->body->radius = 0.0; /* so we can't still be shot */
brain->body->health = -1; /* so you're really dead */
AIDyingEnter(brain);
break;
case AI_TIMEOUT:
if(state == AI_IDLE){
AICruisingEnter(brain);
}
else if(state == AI_CRUISING){
AIIdleEnter(brain);
}
else if(state == AI_REPOSITION){
AIScanEnter(brain);
}
else if(state == AI_SCAN){
AICruisingEnter(brain);
}
else if(state == AI_ATTACK){
AIRepositionEnter(brain);
}
else if(state == AI_SHOT){
AIScanEnter(brain);
}
else if(state == AI_DYING){
AIDeadEnter(brain);
}
else if(state == AI_DEAD){
AIDeadUpdate(brain);
}
break;
default:
break;
}
return;
}