X operations(XOPS)に非常に近いFPSゲームを制作・リメイクし、成果物をオープンソースとして公開することを目的としたプロジェクトです。
リビジョン | 351 (tree) |
---|---|
日時 | 2023-02-07 23:16:27 |
作者 | ![]() |
ゾンビの攻撃処理を修正、AIの一部設定値を定数化、人設定パラメーター追加
@@ -568,36 +568,62 @@ | ||
568 | 568 | |
569 | 569 | float atanx, atany, r; |
570 | 570 | |
571 | - //自分が手榴弾を持っていれば〜 | |
572 | - if( weaponid == ID_WEAPON_GRENADE ){ | |
573 | - if( zombie == false ){ | |
574 | - float x = posx - tx; | |
575 | - float z = posz - tz; | |
576 | - float r = x * x + z * z; | |
577 | - float scale; | |
578 | - if( longattack == false ){ scale = 0.12f; } | |
579 | - else{ scale = 0.4f; } | |
571 | + //ターゲットの位置を補正 | |
572 | + if( zombie == true ){ //ゾンビの場合 | |
573 | + float x = posx - tx; | |
574 | + float z = posz - tz; | |
575 | + float r = sqrtf(x * x + z * z); | |
576 | + float scale; | |
577 | + float mx, mz; | |
580 | 578 | |
581 | - //距離に応じて高さを変える | |
582 | - ty += (sqrtf(r) - 200.0f) * scale; | |
579 | + if( r > 180.0f ){ r = 180.0f; } //もしかしたら 1800.0f 上限かも | |
580 | + | |
581 | + //追従性のパラメーターを取得 | |
582 | + switch( Paraminfo.AItrackability ){ | |
583 | + case 0: scale = (0.05f * 2); break; | |
584 | + case 1: scale = (0.10f * 2); break; | |
585 | + case 2: scale = (0.13f * 2); break; | |
586 | + case 3: scale = (0.17f * 2); break; | |
587 | + default: scale = 0.0f; | |
583 | 588 | } |
589 | + | |
590 | + //敵の移動を見超す | |
591 | + EnemyHuman->GetMovePos(&mx, NULL, &mz); | |
592 | + tx += mx * r * scale; | |
593 | + tz += mz * r * scale; | |
584 | 594 | } |
585 | - else{ | |
586 | - float mx, mz; | |
587 | - float scale; | |
588 | - EnemyHuman->GetMovePos(&mx, NULL, &mz); | |
589 | - if( longattack == false ){ scale = 1.5f; } | |
595 | + else{ //ゾンビでない場合 | |
596 | + //自分が手榴弾を持っていれば〜 | |
597 | + if( weaponid == ID_WEAPON_GRENADE ){ | |
598 | + if( zombie == false ){ | |
599 | + float x = posx - tx; | |
600 | + float z = posz - tz; | |
601 | + float r = sqrtf(x * x + z * z); | |
602 | + float scale; | |
603 | + if( longattack == false ){ scale = 0.12f; } | |
604 | + else{ scale = 0.4f; } | |
605 | + | |
606 | + //距離に応じて高さを変える | |
607 | + ty += (r - AI_CHECKSHORTATTACK_DIST) * scale; | |
608 | + } | |
609 | + } | |
590 | 610 | else{ |
591 | - float x = posx - tx; | |
592 | - float z = posz - tz; | |
593 | - float r = x * x + z * z; | |
611 | + float mx, mz; | |
612 | + float scale; | |
613 | + EnemyHuman->GetMovePos(&mx, NULL, &mz); | |
614 | + if( longattack == false ){ scale = 1.5f; } | |
615 | + else{ | |
616 | + float x = posx - tx; | |
617 | + float z = posz - tz; | |
618 | + float r = sqrtf(x * x + z * z); | |
594 | 619 | |
595 | - scale = sqrtf(r) * 0.12f; | |
620 | + scale = r * 0.12f; | |
621 | + } | |
622 | + | |
623 | + //敵の移動を見超す | |
624 | + tx += mx * scale; | |
625 | + tz += mz * scale; | |
596 | 626 | } |
597 | - | |
598 | - //敵の移動を見超す | |
599 | - tx += mx * scale; | |
600 | - tz += mz * scale; | |
601 | 627 | } |
602 | 628 | |
603 | 629 | //目標地点への角度を求める |
@@ -784,11 +810,11 @@ | ||
784 | 810 | } |
785 | 811 | |
786 | 812 | //距離に応じて近距離・遠距離を切り替える |
787 | - // 200.0fピッタリで設定値維持 | |
788 | - if( r < 200.0f * 200.0f ){ | |
813 | + // ※ AI_CHECKSHORTATTACK_DIST ピッタリで設定値維持 | |
814 | + if( r < AI_CHECKSHORTATTACK_DIST * AI_CHECKSHORTATTACK_DIST ){ | |
789 | 815 | longattack = false; |
790 | 816 | } |
791 | - if( (r > 200.0f * 200.0f)&&(MoveNavi->GetRun2() == false) ){ | |
817 | + if( (r > AI_CHECKSHORTATTACK_DIST * AI_CHECKSHORTATTACK_DIST)&&(MoveNavi->GetRun2() == false) ){ | |
792 | 818 | longattack = true; |
793 | 819 | } |
794 | 820 |
@@ -1310,7 +1336,7 @@ | ||
1310 | 1336 | for(int i=0; i<searchloops; i++){ |
1311 | 1337 | int targetid = GetRand(MAX_HUMAN); |
1312 | 1338 | |
1313 | - if( CheckLookEnemy(targetid, A_rx, A_ry, 200.0f, NULL) == true ){ | |
1339 | + if( CheckLookEnemy(targetid, A_rx, A_ry, AI_CHECKSHORTATTACK_DIST, NULL) == true ){ | |
1314 | 1340 | longattack = false; |
1315 | 1341 | return 1; |
1316 | 1342 | } |
@@ -1336,7 +1362,7 @@ | ||
1336 | 1362 | for(int i=0; i<3; i++){ |
1337 | 1363 | int targetid = GetRand(MAX_HUMAN); |
1338 | 1364 | |
1339 | - if( CheckLookEnemy(targetid, A_rx, A_ry, 200.0f, NULL) == true ){ | |
1365 | + if( CheckLookEnemy(targetid, A_rx, A_ry, AI_CHECKSHORTATTACK_DIST, NULL) == true ){ | |
1340 | 1366 | longattack = false; |
1341 | 1367 | return 1; |
1342 | 1368 | } |
@@ -39,13 +39,14 @@ | ||
39 | 39 | #define AI_SEARCH_RY DegreeToRadian(60) //!< 敵を発見する縦軸角度 |
40 | 40 | #define AI_ZOMBIEATTACK_ARMRY DegreeToRadian(-15) //!< ゾンビ攻撃時の腕の角度 |
41 | 41 | |
42 | -#define AI_ARRIVALDIST_PATH 5.0f //!< パスに到達したと判定する距離 | |
43 | -#define AI_ARRIVALDIST_TRACKING 18.0f //!< 追尾対象に到達したと判定する距離 | |
42 | +#define AI_ARRIVALDIST_PATH 5.0f //!< パスに到達したと判定する距離 | |
43 | +#define AI_ARRIVALDIST_TRACKING 18.0f //!< 追尾対象に到達したと判定する距離 | |
44 | 44 | #define AI_ARRIVALDIST_WALKTRACKING 24.0f //!< 追尾対象へ(走らずに)歩いて近づく距離 |
45 | -#define AI_CHECKJUMP_HEIGHT 0.3f //!< 前にブロックが無いか判定する高さ | |
46 | -#define AI_CHECKJUMP_DIST 2.0f //!< 前にブロックが無いか判定する距離 | |
45 | +#define AI_CHECKJUMP_HEIGHT 0.3f //!< 前にブロックが無いか判定する高さ | |
46 | +#define AI_CHECKJUMP_DIST 2.0f //!< 前にブロックが無いか判定する距離 | |
47 | 47 | #define AI_CHECKJUMP2_DIST 10.0f //!< 前にブロックが無いか判定する距離(優先的な走り) |
48 | -#define AI_CHECKBULLET 20.0f //!< 弾が近くを通ったと判定する距離 | |
48 | +#define AI_CHECKBULLET 20.0f //!< 弾が近くを通ったと判定する距離 | |
49 | +#define AI_CHECKSHORTATTACK_DIST 200.0f //!< 近距離攻撃と判定する距離 | |
49 | 50 | |
50 | 51 | #ifndef H_LAYERLEVEL |
51 | 52 | #define H_LAYERLEVEL 3 //!< Select include file. |
@@ -81,6 +81,7 @@ | ||
81 | 81 | Human[0].model = 5; |
82 | 82 | Human[0].hp = 120; |
83 | 83 | Human[0].AIlevel = 3; |
84 | + Human[0].AItrackability = -1; | |
84 | 85 | Human[0].Weapon[0] = 21; |
85 | 86 | Human[0].Weapon[1] = 8; |
86 | 87 | Human[0].type = 0; |
@@ -89,6 +90,7 @@ | ||
89 | 90 | Human[1].model = 5; |
90 | 91 | Human[1].hp = 120; |
91 | 92 | Human[1].AIlevel = 3; |
93 | + Human[1].AItrackability = -1; | |
92 | 94 | Human[1].Weapon[0] = 21; |
93 | 95 | Human[1].Weapon[1] = 2; |
94 | 96 | Human[1].type = 0; |
@@ -97,6 +99,7 @@ | ||
97 | 99 | Human[2].model = 0; |
98 | 100 | Human[2].hp = 110; |
99 | 101 | Human[2].AIlevel = 2; |
102 | + Human[2].AItrackability = -1; | |
100 | 103 | Human[2].Weapon[0] = 3; |
101 | 104 | Human[2].Weapon[1] = 6; |
102 | 105 | Human[2].type = 0; |
@@ -105,6 +108,7 @@ | ||
105 | 108 | Human[3].model = 0; |
106 | 109 | Human[3].hp = 110; |
107 | 110 | Human[3].AIlevel = 2; |
111 | + Human[3].AItrackability = -1; | |
108 | 112 | Human[3].Weapon[0] = 3; |
109 | 113 | Human[3].Weapon[1] = 10; |
110 | 114 | Human[3].type = 0; |
@@ -113,6 +117,7 @@ | ||
113 | 117 | Human[4].model = 0; |
114 | 118 | Human[4].hp = 110; |
115 | 119 | Human[4].AIlevel = 2; |
120 | + Human[4].AItrackability = -1; | |
116 | 121 | Human[4].Weapon[0] = 3; |
117 | 122 | Human[4].Weapon[1] = 2; |
118 | 123 | Human[4].type = 0; |
@@ -121,6 +126,7 @@ | ||
121 | 126 | Human[5].model = 0; |
122 | 127 | Human[5].hp = 110; |
123 | 128 | Human[5].AIlevel = 2; |
129 | + Human[5].AItrackability = -1; | |
124 | 130 | Human[5].Weapon[0] = 4; |
125 | 131 | Human[5].Weapon[1] = 7; |
126 | 132 | Human[5].type = 0; |
@@ -129,6 +135,7 @@ | ||
129 | 135 | Human[6].model = 0; |
130 | 136 | Human[6].hp = 110; |
131 | 137 | Human[6].AIlevel = 2; |
138 | + Human[6].AItrackability = -1; | |
132 | 139 | Human[6].Weapon[0] = 4; |
133 | 140 | Human[6].Weapon[1] = 2; |
134 | 141 | Human[6].type = 0; |
@@ -137,6 +144,7 @@ | ||
137 | 144 | Human[7].model = 0; |
138 | 145 | Human[7].hp = 100; |
139 | 146 | Human[7].AIlevel = 3; |
147 | + Human[7].AItrackability = -1; | |
140 | 148 | Human[7].Weapon[0] = 4; |
141 | 149 | Human[7].Weapon[1] = 0; |
142 | 150 | Human[7].type = 0; |
@@ -145,6 +153,7 @@ | ||
145 | 153 | Human[8].model = 0; |
146 | 154 | Human[8].hp = 110; |
147 | 155 | Human[8].AIlevel = 3; |
156 | + Human[8].AItrackability = -1; | |
148 | 157 | Human[8].Weapon[0] = 22; |
149 | 158 | Human[8].Weapon[1] = 14; |
150 | 159 | Human[8].type = 0; |
@@ -153,6 +162,7 @@ | ||
153 | 162 | Human[9].model = 5; |
154 | 163 | Human[9].hp = 120; |
155 | 164 | Human[9].AIlevel = 2; |
165 | + Human[9].AItrackability = -1; | |
156 | 166 | Human[9].Weapon[0] = 3; |
157 | 167 | Human[9].Weapon[1] = 1; |
158 | 168 | Human[9].type = 0; |
@@ -161,6 +171,7 @@ | ||
161 | 171 | Human[10].model = 0; |
162 | 172 | Human[10].hp = 2500; |
163 | 173 | Human[10].AIlevel = 4; |
174 | + Human[10].AItrackability = -1; | |
164 | 175 | Human[10].Weapon[0] = 6; |
165 | 176 | Human[10].Weapon[1] = 12; |
166 | 177 | Human[10].type = 1; |
@@ -169,6 +180,7 @@ | ||
169 | 180 | Human[11].model = 1; |
170 | 181 | Human[11].hp = 100; |
171 | 182 | Human[11].AIlevel = 1; |
183 | + Human[11].AItrackability = -1; | |
172 | 184 | Human[11].Weapon[0] = 18; |
173 | 185 | Human[11].Weapon[1] = 0; |
174 | 186 | Human[11].type = 0; |
@@ -177,6 +189,7 @@ | ||
177 | 189 | Human[12].model = 0; |
178 | 190 | Human[12].hp = 100; |
179 | 191 | Human[12].AIlevel = 1; |
192 | + Human[12].AItrackability = -1; | |
180 | 193 | Human[12].Weapon[0] = 5; |
181 | 194 | Human[12].Weapon[1] = 0; |
182 | 195 | Human[12].type = 0; |
@@ -185,6 +198,7 @@ | ||
185 | 198 | Human[13].model = 0; |
186 | 199 | Human[13].hp = 100; |
187 | 200 | Human[13].AIlevel = 0; |
201 | + Human[13].AItrackability = -1; | |
188 | 202 | Human[13].Weapon[0] = 0; |
189 | 203 | Human[13].Weapon[1] = 0; |
190 | 204 | Human[13].type = 0; |
@@ -193,6 +207,7 @@ | ||
193 | 207 | Human[14].model = 2; |
194 | 208 | Human[14].hp = 100; |
195 | 209 | Human[14].AIlevel = 1; |
210 | + Human[14].AItrackability = -1; | |
196 | 211 | Human[14].Weapon[0] = 3; |
197 | 212 | Human[14].Weapon[1] = 0; |
198 | 213 | Human[14].type = 0; |
@@ -201,6 +216,7 @@ | ||
201 | 216 | Human[15].model = 0; |
202 | 217 | Human[15].hp = 100; |
203 | 218 | Human[15].AIlevel = 0; |
219 | + Human[15].AItrackability = -1; | |
204 | 220 | Human[15].Weapon[0] = 0; |
205 | 221 | Human[15].Weapon[1] = 0; |
206 | 222 | Human[15].type = 0; |
@@ -209,6 +225,7 @@ | ||
209 | 225 | Human[16].model = 0; |
210 | 226 | Human[16].hp = 100; |
211 | 227 | Human[16].AIlevel = 0; |
228 | + Human[16].AItrackability = -1; | |
212 | 229 | Human[16].Weapon[0] = 17; |
213 | 230 | Human[16].Weapon[1] = 0; |
214 | 231 | Human[16].type = 0; |
@@ -217,6 +234,7 @@ | ||
217 | 234 | Human[17].model = 0; |
218 | 235 | Human[17].hp = 100; |
219 | 236 | Human[17].AIlevel = 1; |
237 | + Human[17].AItrackability = -1; | |
220 | 238 | Human[17].Weapon[0] = 17; |
221 | 239 | Human[17].Weapon[1] = 10; |
222 | 240 | Human[17].type = 0; |
@@ -225,6 +243,7 @@ | ||
225 | 243 | Human[18].model = 3; |
226 | 244 | Human[18].hp = 90; |
227 | 245 | Human[18].AIlevel = 0; |
246 | + Human[18].AItrackability = -1; | |
228 | 247 | Human[18].Weapon[0] = 0; |
229 | 248 | Human[18].Weapon[1] = 0; |
230 | 249 | Human[18].type = 0; |
@@ -233,6 +252,7 @@ | ||
233 | 252 | Human[19].model = 0; |
234 | 253 | Human[19].hp = 100; |
235 | 254 | Human[19].AIlevel = 0; |
255 | + Human[19].AItrackability = -1; | |
236 | 256 | Human[19].Weapon[0] = 0; |
237 | 257 | Human[19].Weapon[1] = 0; |
238 | 258 | Human[19].type = 0; |
@@ -241,6 +261,7 @@ | ||
241 | 261 | Human[20].model = 0; |
242 | 262 | Human[20].hp = 100; |
243 | 263 | Human[20].AIlevel = 0; |
264 | + Human[20].AItrackability = -1; | |
244 | 265 | Human[20].Weapon[0] = 0; |
245 | 266 | Human[20].Weapon[1] = 0; |
246 | 267 | Human[20].type = 0; |
@@ -249,6 +270,7 @@ | ||
249 | 270 | Human[21].model = 0; |
250 | 271 | Human[21].hp = 100; |
251 | 272 | Human[21].AIlevel = 0; |
273 | + Human[21].AItrackability = -1; | |
252 | 274 | Human[21].Weapon[0] = 0; |
253 | 275 | Human[21].Weapon[1] = 0; |
254 | 276 | Human[21].type = 0; |
@@ -257,6 +279,7 @@ | ||
257 | 279 | Human[22].model = 1; |
258 | 280 | Human[22].hp = 100; |
259 | 281 | Human[22].AIlevel = 0; |
282 | + Human[22].AItrackability = -1; | |
260 | 283 | Human[22].Weapon[0] = 0; |
261 | 284 | Human[22].Weapon[1] = 0; |
262 | 285 | Human[22].type = 0; |
@@ -265,6 +288,7 @@ | ||
265 | 288 | Human[23].model = 1; |
266 | 289 | Human[23].hp = 100; |
267 | 290 | Human[23].AIlevel = 0; |
291 | + Human[23].AItrackability = -1; | |
268 | 292 | Human[23].Weapon[0] = 0; |
269 | 293 | Human[23].Weapon[1] = 0; |
270 | 294 | Human[23].type = 0; |
@@ -273,6 +297,7 @@ | ||
273 | 297 | Human[24].model = 1; |
274 | 298 | Human[24].hp = 100; |
275 | 299 | Human[24].AIlevel = 0; |
300 | + Human[24].AItrackability = -1; | |
276 | 301 | Human[24].Weapon[0] = 0; |
277 | 302 | Human[24].Weapon[1] = 0; |
278 | 303 | Human[24].type = 0; |
@@ -281,6 +306,7 @@ | ||
281 | 306 | Human[25].model = 1; |
282 | 307 | Human[25].hp = 100; |
283 | 308 | Human[25].AIlevel = 0; |
309 | + Human[25].AItrackability = -1; | |
284 | 310 | Human[25].Weapon[0] = 0; |
285 | 311 | Human[25].Weapon[1] = 0; |
286 | 312 | Human[25].type = 0; |
@@ -289,6 +315,7 @@ | ||
289 | 315 | Human[26].model = 4; |
290 | 316 | Human[26].hp = 115; |
291 | 317 | Human[26].AIlevel = 2; |
318 | + Human[26].AItrackability = -1; | |
292 | 319 | Human[26].Weapon[0] = 5; |
293 | 320 | Human[26].Weapon[1] = 9; |
294 | 321 | Human[26].type = 0; |
@@ -297,6 +324,7 @@ | ||
297 | 324 | Human[27].model = 4; |
298 | 325 | Human[27].hp = 115; |
299 | 326 | Human[27].AIlevel = 2; |
327 | + Human[27].AItrackability = -1; | |
300 | 328 | Human[27].Weapon[0] = 5; |
301 | 329 | Human[27].Weapon[1] = 12; |
302 | 330 | Human[27].type = 0; |
@@ -305,6 +333,7 @@ | ||
305 | 333 | Human[28].model = 4; |
306 | 334 | Human[28].hp = 115; |
307 | 335 | Human[28].AIlevel = 2; |
336 | + Human[28].AItrackability = -1; | |
308 | 337 | Human[28].Weapon[0] = 13; |
309 | 338 | Human[28].Weapon[1] = 10; |
310 | 339 | Human[28].type = 0; |
@@ -313,6 +342,7 @@ | ||
313 | 342 | Human[29].model = 0; |
314 | 343 | Human[29].hp = 1000; |
315 | 344 | Human[29].AIlevel = 0; |
345 | + Human[29].AItrackability = 1; | |
316 | 346 | Human[29].Weapon[0] = 0; |
317 | 347 | Human[29].Weapon[1] = 0; |
318 | 348 | Human[29].type = 2; |
@@ -321,6 +351,7 @@ | ||
321 | 351 | Human[30].model = 0; |
322 | 352 | Human[30].hp = 1000; |
323 | 353 | Human[30].AIlevel = 0; |
354 | + Human[30].AItrackability = 3; | |
324 | 355 | Human[30].Weapon[0] = 0; |
325 | 356 | Human[30].Weapon[1] = 0; |
326 | 357 | Human[30].type = 2; |
@@ -329,6 +360,7 @@ | ||
329 | 360 | Human[31].model = 0; |
330 | 361 | Human[31].hp = 1000; |
331 | 362 | Human[31].AIlevel = 0; |
363 | + Human[31].AItrackability = 0; | |
332 | 364 | Human[31].Weapon[0] = 0; |
333 | 365 | Human[31].Weapon[1] = 0; |
334 | 366 | Human[31].type = 2; |
@@ -337,6 +369,7 @@ | ||
337 | 369 | Human[32].model = 3; |
338 | 370 | Human[32].hp = 950; |
339 | 371 | Human[32].AIlevel = 0; |
372 | + Human[32].AItrackability = 2; | |
340 | 373 | Human[32].Weapon[0] = 0; |
341 | 374 | Human[32].Weapon[1] = 0; |
342 | 375 | Human[32].type = 2; |
@@ -345,6 +378,7 @@ | ||
345 | 378 | Human[33].model = 0; |
346 | 379 | Human[33].hp = 100; |
347 | 380 | Human[33].AIlevel = 0; |
381 | + Human[33].AItrackability = -1; | |
348 | 382 | Human[33].Weapon[0] = 0; |
349 | 383 | Human[33].Weapon[1] = 0; |
350 | 384 | Human[33].type = 0; |
@@ -353,6 +387,7 @@ | ||
353 | 387 | Human[34].model = 1; |
354 | 388 | Human[34].hp = 100; |
355 | 389 | Human[34].AIlevel = 1; |
390 | + Human[34].AItrackability = -1; | |
356 | 391 | Human[34].Weapon[0] = 17; |
357 | 392 | Human[34].Weapon[1] = 0; |
358 | 393 | Human[34].type = 0; |
@@ -361,6 +396,7 @@ | ||
361 | 396 | Human[35].model = 0; |
362 | 397 | Human[35].hp = 95; |
363 | 398 | Human[35].AIlevel = 1; |
399 | + Human[35].AItrackability = -1; | |
364 | 400 | Human[35].Weapon[0] = 17; |
365 | 401 | Human[35].Weapon[1] = 0; |
366 | 402 | Human[35].type = 0; |
@@ -369,6 +405,7 @@ | ||
369 | 405 | Human[36].model = 0; |
370 | 406 | Human[36].hp = 100; |
371 | 407 | Human[36].AIlevel = 0; |
408 | + Human[36].AItrackability = -1; | |
372 | 409 | Human[36].Weapon[0] = 0; |
373 | 410 | Human[36].Weapon[1] = 0; |
374 | 411 | Human[36].type = 0; |
@@ -377,6 +414,7 @@ | ||
377 | 414 | Human[37].model = 1; |
378 | 415 | Human[37].hp = 100; |
379 | 416 | Human[37].AIlevel = 1; |
417 | + Human[37].AItrackability = -1; | |
380 | 418 | Human[37].Weapon[0] = 18; |
381 | 419 | Human[37].Weapon[1] = 0; |
382 | 420 | Human[37].type = 0; |
@@ -385,6 +423,7 @@ | ||
385 | 423 | Human[38].model = 1; |
386 | 424 | Human[38].hp = 100; |
387 | 425 | Human[38].AIlevel = 1; |
426 | + Human[38].AItrackability = -1; | |
388 | 427 | Human[38].Weapon[0] = 6; |
389 | 428 | Human[38].Weapon[1] = 0; |
390 | 429 | Human[38].type = 0; |
@@ -393,6 +432,7 @@ | ||
393 | 432 | Human[39].model = 0; |
394 | 433 | Human[39].hp = 105; |
395 | 434 | Human[39].AIlevel = 3; |
435 | + Human[39].AItrackability = -1; | |
396 | 436 | Human[39].Weapon[0] = 5; |
397 | 437 | Human[39].Weapon[1] = 20; |
398 | 438 | Human[39].type = 0; |
@@ -401,6 +441,7 @@ | ||
401 | 441 | Human[40].model = 1; |
402 | 442 | Human[40].hp = 105; |
403 | 443 | Human[40].AIlevel = 3; |
444 | + Human[40].AItrackability = -1; | |
404 | 445 | Human[40].Weapon[0] = 21; |
405 | 446 | Human[40].Weapon[1] = 0; |
406 | 447 | Human[40].type = 0; |
@@ -409,6 +450,7 @@ | ||
409 | 450 | Human[41].model = 0; |
410 | 451 | Human[41].hp = 100; |
411 | 452 | Human[41].AIlevel = 0; |
453 | + Human[41].AItrackability = -1; | |
412 | 454 | Human[41].Weapon[0] = 0; |
413 | 455 | Human[41].Weapon[1] = 0; |
414 | 456 | Human[41].type = 0; |
@@ -417,6 +459,7 @@ | ||
417 | 459 | Human[42].model = 1; |
418 | 460 | Human[42].hp = 100; |
419 | 461 | Human[42].AIlevel = 4; |
462 | + Human[42].AItrackability = -1; | |
420 | 463 | Human[42].Weapon[0] = 22; |
421 | 464 | Human[42].Weapon[1] = 0; |
422 | 465 | Human[42].type = 0; |
@@ -59,12 +59,13 @@ | ||
59 | 59 | //! 人設定用の構造体 |
60 | 60 | typedef struct |
61 | 61 | { |
62 | - int texture; //!< テクスチャ番号 | |
63 | - int model; //!< モデル番号 | |
64 | - int hp; //!< 体力 | |
65 | - int AIlevel; //!< AIレベル | |
62 | + int texture; //!< テクスチャ番号 | |
63 | + int model; //!< モデル番号 | |
64 | + int hp; //!< 体力 | |
65 | + int AIlevel; //!< AIレベル | |
66 | + int AItrackability; //!< AI攻撃時の追従性(ゾンビのみ) | |
66 | 67 | int Weapon[TOTAL_HAVEWEAPON]; //!< 武器 |
67 | - int type; //!< 種類 | |
68 | + int type; //!< 種類 | |
68 | 69 | } HumanParameter; |
69 | 70 | |
70 | 71 | //! 武器設定用の構造体 |