2006-03-20 16:43:15 +00:00
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/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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2008-04-06 20:23:28 +00:00
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2006-03-20 16:43:15 +00:00
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/*
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*
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2008-04-06 20:23:28 +00:00
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* Header file for AI system.
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2006-03-20 16:43:15 +00:00
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*
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*/
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#ifndef _AI_H
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#define _AI_H
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#include "object.h"
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#define PLAYER_AWARENESS_INITIAL_TIME (3*F1_0)
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#define MAX_PATH_LENGTH 30 // Maximum length of path in ai path following.
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#define MAX_DEPTH_TO_SEARCH_FOR_PLAYER 10
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#define BOSS_GATE_MATCEN_NUM -1
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#define MAX_BOSS_TELEPORT_SEGS 100
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#define ROBOT_BRAIN 7
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#define ROBOT_BOSS1 17
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2010-12-22 00:17:49 +00:00
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extern fix64 Boss_cloak_start_time, Boss_cloak_end_time;
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2006-03-20 16:43:15 +00:00
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extern int Boss_hit_this_frame;
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extern int Num_boss_teleport_segs;
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extern short Boss_teleport_segs[MAX_BOSS_TELEPORT_SEGS];
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2010-12-22 00:17:49 +00:00
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extern fix64 Last_teleport_time;
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2006-03-20 16:43:15 +00:00
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extern fix Boss_cloak_duration;
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extern int Boss_dying;
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extern ai_local Ai_local_info[MAX_OBJECTS];
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extern vms_vector Believed_player_pos;
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extern void move_towards_segment_center(object *objp);
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extern int gate_in_robot(int type, int segnum);
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extern void do_ai_movement(object *objp);
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extern void ai_move_to_new_segment( object * obj, short newseg, int first_time );
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// extern void ai_follow_path( object * obj, short newseg, int first_time );
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extern void ai_recover_from_wall_hit(object *obj, int segnum);
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extern void ai_move_one(object *objp);
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extern void do_ai_frame(object *objp);
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extern void init_ai_object(int objnum, int initial_mode, int hide_segment);
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extern void update_player_awareness(object *objp, fix new_awareness);
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extern void create_awareness_event(object *objp, int type); // object *objp can create awareness of player, amount based on "type"
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extern void do_ai_frame_all(void);
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extern void reset_ai_states(object *objp);
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extern int create_path_points(object *objp, int start_seg, int end_seg, point_seg *point_segs, short *num_points, int max_depth, int random_flag, int safety_flag, int avoid_seg);
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extern void create_all_paths(void);
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extern void create_path_to_station(object *objp, int max_length);
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extern void ai_follow_path(object *objp, int player_visibility);
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extern void ai_turn_towards_vector(vms_vector *vec_to_player, object *obj, fix rate);
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extern void ai_turn_towards_vel_vec(object *objp, fix rate);
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extern void init_ai_objects(void);
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extern void do_ai_robot_hit(object *robot, int type);
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extern void create_n_segment_path(object *objp, int path_length, int avoid_seg);
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extern void create_n_segment_path_to_door(object *objp, int path_length, int avoid_seg);
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extern void make_random_vector(vms_vector *vec);
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extern void init_robots_for_level(void);
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extern int ai_behavior_to_mode(int behavior);
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// max_length is maximum depth of path to create.
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// If -1, use default: MAX_DEPTH_TO_SEARCH_FOR_PLAYER
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extern void create_path_to_player(object *objp, int max_length, int safety_flag);
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extern void attempt_to_resume_path(object *objp);
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// When a robot and a player collide, some robots attack!
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extern void do_ai_robot_hit_attack(object *robot, object *player, vms_vector *collision_point);
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extern void ai_open_doors_in_segment(object *robot);
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extern int ai_door_is_openable(object *objp, segment *segp, int sidenum);
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extern int player_is_visible_from_object(object *objp, vms_vector *pos, fix field_of_view, vms_vector *vec_to_player);
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extern void ai_reset_all_paths(void); // Reset all paths. Call at the start of a level.
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extern int ai_multiplayer_awareness(object *objp, int awareness_level);
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#ifndef NDEBUG
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extern void force_dump_ai_objects_all(char *msg);
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#else
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#define force_dump_ai_objects_all(msg)
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#endif
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extern void start_boss_death_sequence(object *objp);
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extern void ai_init_boss_for_ship(void);
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extern int Boss_been_hit;
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extern fix AI_proc_time;
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2009-08-22 07:21:19 +00:00
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extern int ai_save_state(PHYSFS_file * fp);
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2009-10-05 02:51:37 +00:00
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extern int ai_restore_state(PHYSFS_file *fp, int swap);
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2009-08-22 07:21:19 +00:00
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2006-03-20 16:43:15 +00:00
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#endif
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