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/* $Id: ai.c,v 1.1.1.1 2006/03/17 19:54:45 zicodxx Exp $ */
/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ( " PARALLAX " ) . PARALLAX , IN DISTRIBUTING THE CODE TO
END - USERS , AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN , GRANTS A
ROYALTY - FREE , PERPETUAL LICENSE TO SUCH END - USERS FOR USE BY SUCH END - USERS
IN USING , DISPLAYING , AND CREATING DERIVATIVE WORKS THEREOF , SO LONG AS
SUCH USE , DISPLAY OR CREATION IS FOR NON - COMMERCIAL , ROYALTY OR REVENUE
FREE PURPOSES . IN NO EVENT SHALL THE END - USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE - BEARING PURPOSES . THE END - USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE .
COPYRIGHT 1993 - 1999 PARALLAX SOFTWARE CORPORATION . ALL RIGHTS RESERVED .
*/
/*
*
* Autonomous Individual movement .
*
*/
# ifdef HAVE_CONFIG_H
# include <conf.h>
# endif
# include <stdio.h>
# include <stdlib.h>
# include <time.h>
# include "inferno.h"
# include "game.h"
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# include "console.h"
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# include "3d.h"
# include "object.h"
# include "render.h"
# include "error.h"
# include "ai.h"
# include "laser.h"
# include "fvi.h"
# include "polyobj.h"
# include "bm.h"
# include "weapon.h"
# include "physics.h"
# include "collide.h"
# include "player.h"
# include "wall.h"
# include "vclip.h"
# include "fireball.h"
# include "morph.h"
# include "effects.h"
# include "timer.h"
# include "sounds.h"
# include "cntrlcen.h"
# include "multibot.h"
# ifdef NETWORK
# include "multi.h"
# include "network.h"
# endif
# include "gameseq.h"
# include "key.h"
# include "powerup.h"
# include "gauges.h"
# include "text.h"
# include "fuelcen.h"
# include "controls.h"
# include "kconfig.h"
# ifdef EDITOR
# include "editor/editor.h"
# endif
# include "string.h"
# ifndef NDEBUG
# include <time.h>
# endif
// ---------- John: These variables must be saved as part of gamesave. --------
int Ai_initialized = 0 ;
int Overall_agitation ;
ai_local Ai_local_info [ MAX_OBJECTS ] ;
point_seg Point_segs [ MAX_POINT_SEGS ] ;
point_seg * Point_segs_free_ptr = Point_segs ;
ai_cloak_info Ai_cloak_info [ MAX_AI_CLOAK_INFO ] ;
fix Boss_cloak_start_time = 0 ;
fix Boss_cloak_end_time = 0 ;
fix Last_teleport_time = 0 ;
fix Boss_teleport_interval = F1_0 * 8 ;
fix Boss_cloak_interval = F1_0 * 10 ; // Time between cloaks
fix Boss_cloak_duration = BOSS_CLOAK_DURATION ;
fix Last_gate_time = 0 ;
fix Gate_interval = F1_0 * 6 ;
fix Boss_dying_start_time ;
fix Boss_hit_time ;
sbyte Boss_dying , Boss_dying_sound_playing , unused123 , unused234 ;
// -- MK, 10/21/95, unused! -- int Boss_been_hit=0;
// ------ John: End of variables which must be saved as part of gamesave. -----
// -- ubyte Boss_cloaks[NUM_D2_BOSSES] = {1,1,1,1,1,1}; // Set byte if this boss can cloak
ubyte Boss_teleports [ NUM_D2_BOSSES ] = { 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 } ; // Set byte if this boss can teleport
ubyte Boss_spew_more [ NUM_D2_BOSSES ] = { 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 } ; // If set, 50% of time, spew two bots.
ubyte Boss_spews_bots_energy [ NUM_D2_BOSSES ] = { 1 , 1 , 0 , 1 , 0 , 1 , 1 , 1 } ; // Set byte if boss spews bots when hit by energy weapon.
ubyte Boss_spews_bots_matter [ NUM_D2_BOSSES ] = { 0 , 0 , 1 , 1 , 1 , 1 , 0 , 1 } ; // Set byte if boss spews bots when hit by matter weapon.
ubyte Boss_invulnerable_energy [ NUM_D2_BOSSES ] = { 0 , 0 , 1 , 1 , 0 , 0 , 0 , 0 } ; // Set byte if boss is invulnerable to energy weapons.
ubyte Boss_invulnerable_matter [ NUM_D2_BOSSES ] = { 0 , 0 , 0 , 0 , 1 , 1 , 1 , 0 } ; // Set byte if boss is invulnerable to matter weapons.
ubyte Boss_invulnerable_spot [ NUM_D2_BOSSES ] = { 0 , 0 , 0 , 0 , 0 , 1 , 0 , 1 } ; // Set byte if boss is invulnerable in all but a certain spot. (Dot product fvec|vec_to_collision < BOSS_INVULNERABLE_DOT)
int ai_evaded = 0 ;
// -- sbyte Super_boss_gate_list[MAX_GATE_INDEX] = {0, 1, 8, 9, 10, 11, 12, 15, 16, 18, 19, 20, 22, 0, 8, 11, 19, 20, 8, 20, 8};
int Robot_firing_enabled = 1 ;
int Animation_enabled = 1 ;
# ifndef NDEBUG
int Ai_info_enabled = 0 ;
# endif
// These globals are set by a call to find_vector_intersection, which is a slow routine,
// so we don't want to call it again (for this object) unless we have to.
vms_vector Hit_pos ;
int Hit_type , Hit_seg ;
fvi_info Hit_data ;
int Num_awareness_events = 0 ;
awareness_event Awareness_events [ MAX_AWARENESS_EVENTS ] ;
vms_vector Believed_player_pos ;
int Believed_player_seg ;
# ifndef NDEBUG
// Index into this array with ailp->mode
char * mode_text [ 18 ] = {
" STILL " ,
" WANDER " ,
" FOL_PATH " ,
" CHASE_OBJ " ,
" RUN_FROM " ,
" BEHIND " ,
" FOL_PATH2 " ,
" OPEN_DOOR " ,
" GOTO_PLR " ,
" GOTO_OBJ " ,
" SN_ATT " ,
" SN_FIRE " ,
" SN_RETR " ,
" SN_RTBK " ,
" SN_WAIT " ,
" TH_ATTACK " ,
" TH_RETREAT " ,
" TH_WAIT " ,
} ;
// Index into this array with aip->behavior
char behavior_text [ 6 ] [ 9 ] = {
" STILL " ,
" NORMAL " ,
" HIDE " ,
" RUN_FROM " ,
" FOLPATH " ,
" STATION "
} ;
// Index into this array with aip->GOAL_STATE or aip->CURRENT_STATE
char state_text [ 8 ] [ 5 ] = {
" NONE " ,
" REST " ,
" SRCH " ,
" LOCK " ,
" FLIN " ,
" FIRE " ,
" RECO " ,
" ERR_ " ,
} ;
# endif
// Current state indicates where the robot current is, or has just done.
// Transition table between states for an AI object.
// First dimension is trigger event.
// Second dimension is current state.
// Third dimension is goal state.
// Result is new goal state.
// ERR_ means something impossible has happened.
sbyte Ai_transition_table [ AI_MAX_EVENT ] [ AI_MAX_STATE ] [ AI_MAX_STATE ] = {
{
// Event = AIE_FIRE, a nearby object fired
// none rest srch lock flin fire reco // CURRENT is rows, GOAL is columns
{ AIS_ERR_ , AIS_LOCK , AIS_LOCK , AIS_LOCK , AIS_FLIN , AIS_FIRE , AIS_RECO } , // none
{ AIS_ERR_ , AIS_LOCK , AIS_LOCK , AIS_LOCK , AIS_FLIN , AIS_FIRE , AIS_RECO } , // rest
{ AIS_ERR_ , AIS_LOCK , AIS_LOCK , AIS_LOCK , AIS_FLIN , AIS_FIRE , AIS_RECO } , // search
{ AIS_ERR_ , AIS_LOCK , AIS_LOCK , AIS_LOCK , AIS_FLIN , AIS_FIRE , AIS_RECO } , // lock
{ AIS_ERR_ , AIS_REST , AIS_LOCK , AIS_LOCK , AIS_LOCK , AIS_FIRE , AIS_RECO } , // flinch
{ AIS_ERR_ , AIS_FIRE , AIS_FIRE , AIS_FIRE , AIS_FLIN , AIS_FIRE , AIS_RECO } , // fire
{ AIS_ERR_ , AIS_LOCK , AIS_LOCK , AIS_LOCK , AIS_FLIN , AIS_FIRE , AIS_FIRE } // recoil
} ,
// Event = AIE_HITT, a nearby object was hit (or a wall was hit)
{
{ AIS_ERR_ , AIS_LOCK , AIS_LOCK , AIS_LOCK , AIS_FLIN , AIS_FIRE , AIS_RECO } ,
{ AIS_ERR_ , AIS_LOCK , AIS_LOCK , AIS_LOCK , AIS_FLIN , AIS_FIRE , AIS_RECO } ,
{ AIS_ERR_ , AIS_LOCK , AIS_LOCK , AIS_LOCK , AIS_FLIN , AIS_FIRE , AIS_RECO } ,
{ AIS_ERR_ , AIS_LOCK , AIS_LOCK , AIS_LOCK , AIS_FLIN , AIS_FIRE , AIS_RECO } ,
{ AIS_ERR_ , AIS_LOCK , AIS_LOCK , AIS_LOCK , AIS_LOCK , AIS_FLIN , AIS_FLIN } ,
{ AIS_ERR_ , AIS_REST , AIS_LOCK , AIS_LOCK , AIS_LOCK , AIS_FIRE , AIS_RECO } ,
{ AIS_ERR_ , AIS_LOCK , AIS_LOCK , AIS_LOCK , AIS_FLIN , AIS_FIRE , AIS_FIRE }
} ,
// Event = AIE_COLL, player collided with robot
{
{ AIS_ERR_ , AIS_LOCK , AIS_LOCK , AIS_LOCK , AIS_FLIN , AIS_FIRE , AIS_RECO } ,
{ AIS_ERR_ , AIS_LOCK , AIS_LOCK , AIS_LOCK , AIS_FLIN , AIS_FIRE , AIS_RECO } ,
{ AIS_ERR_ , AIS_LOCK , AIS_LOCK , AIS_LOCK , AIS_FLIN , AIS_FIRE , AIS_RECO } ,
{ AIS_ERR_ , AIS_LOCK , AIS_LOCK , AIS_LOCK , AIS_FLIN , AIS_FIRE , AIS_RECO } ,
{ AIS_ERR_ , AIS_FLIN , AIS_FLIN , AIS_FLIN , AIS_LOCK , AIS_FLIN , AIS_FLIN } ,
{ AIS_ERR_ , AIS_REST , AIS_LOCK , AIS_LOCK , AIS_LOCK , AIS_FIRE , AIS_RECO } ,
{ AIS_ERR_ , AIS_LOCK , AIS_LOCK , AIS_LOCK , AIS_FLIN , AIS_FIRE , AIS_FIRE }
} ,
// Event = AIE_HURT, player hurt robot (by firing at and hitting it)
// Note, this doesn't necessarily mean the robot JUST got hit, only that that is the most recent thing that happened.
{
{ AIS_ERR_ , AIS_FLIN , AIS_FLIN , AIS_FLIN , AIS_FLIN , AIS_FLIN , AIS_FLIN } ,
{ AIS_ERR_ , AIS_FLIN , AIS_FLIN , AIS_FLIN , AIS_FLIN , AIS_FLIN , AIS_FLIN } ,
{ AIS_ERR_ , AIS_FLIN , AIS_FLIN , AIS_FLIN , AIS_FLIN , AIS_FLIN , AIS_FLIN } ,
{ AIS_ERR_ , AIS_FLIN , AIS_FLIN , AIS_FLIN , AIS_FLIN , AIS_FLIN , AIS_FLIN } ,
{ AIS_ERR_ , AIS_FLIN , AIS_FLIN , AIS_FLIN , AIS_FLIN , AIS_FLIN , AIS_FLIN } ,
{ AIS_ERR_ , AIS_FLIN , AIS_FLIN , AIS_FLIN , AIS_FLIN , AIS_FLIN , AIS_FLIN } ,
{ AIS_ERR_ , AIS_FLIN , AIS_FLIN , AIS_FLIN , AIS_FLIN , AIS_FLIN , AIS_FLIN }
}
} ;
fix Dist_to_last_fired_upon_player_pos = 0 ;
// ----------------------------------------------------------------------------
void init_ai_frame ( void )
{
int ab_state ;
Dist_to_last_fired_upon_player_pos = vm_vec_dist_quick ( & Last_fired_upon_player_pos , & Believed_player_pos ) ;
ab_state = Afterburner_charge & & Controls . afterburner_state & & ( Players [ Player_num ] . flags & PLAYER_FLAGS_AFTERBURNER ) ;
if ( ! ( Players [ Player_num ] . flags & PLAYER_FLAGS_CLOAKED ) | | ( Players [ Player_num ] . flags & PLAYER_FLAGS_HEADLIGHT_ON ) | | ab_state ) {
ai_do_cloak_stuff ( ) ;
}
}
// ----------------------------------------------------------------------------
// Return firing status.
// If ready to fire a weapon, return true, else return false.
// Ready to fire a weapon if next_fire <= 0 or next_fire2 <= 0.
int ready_to_fire ( robot_info * robptr , ai_local * ailp )
{
if ( robptr - > weapon_type2 ! = - 1 )
return ( ailp - > next_fire < = 0 ) | | ( ailp - > next_fire2 < = 0 ) ;
else
return ( ailp - > next_fire < = 0 ) ;
}
// ----------------------------------------------------------------------------
// Make a robot near the player snipe.
# define MNRS_SEG_MAX 70
void make_nearby_robot_snipe ( void )
{
int bfs_length , i ;
short bfs_list [ MNRS_SEG_MAX ] ;
create_bfs_list ( ConsoleObject - > segnum , bfs_list , & bfs_length , MNRS_SEG_MAX ) ;
for ( i = 0 ; i < bfs_length ; i + + ) {
int objnum = Segments [ bfs_list [ i ] ] . objects ;
while ( objnum ! = - 1 ) {
object * objp = & Objects [ objnum ] ;
robot_info * robptr = & Robot_info [ objp - > id ] ;
if ( ( objp - > type = = OBJ_ROBOT ) & & ( objp - > id ! = ROBOT_BRAIN ) ) {
if ( ( objp - > ctype . ai_info . behavior ! = AIB_SNIPE ) & & ( objp - > ctype . ai_info . behavior ! = AIB_RUN_FROM ) & & ! Robot_info [ objp - > id ] . boss_flag & & ! robptr - > companion ) {
objp - > ctype . ai_info . behavior = AIB_SNIPE ;
Ai_local_info [ objnum ] . mode = AIM_SNIPE_ATTACK ;
return ;
}
}
objnum = objp - > next ;
}
}
}
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int Ai_last_missile_camera ;
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int Robots_kill_robots_cheat = 0 ;
// --------------------------------------------------------------------------------------------------------------------
void do_ai_frame ( object * obj )
{
int objnum = obj - Objects ;
ai_static * aip = & obj - > ctype . ai_info ;
ai_local * ailp = & Ai_local_info [ objnum ] ;
fix dist_to_player ;
vms_vector vec_to_player ;
fix dot ;
robot_info * robptr ;
int player_visibility = - 1 ;
int obj_ref ;
int object_animates ;
int new_goal_state ;
int visibility_and_vec_computed = 0 ;
int previous_visibility ;
vms_vector gun_point ;
vms_vector vis_vec_pos ;
ailp - > next_action_time - = FrameTime ;
if ( aip - > SKIP_AI_COUNT ) {
aip - > SKIP_AI_COUNT - - ;
if ( obj - > mtype . phys_info . flags & PF_USES_THRUST ) {
obj - > mtype . phys_info . rotthrust . x = ( obj - > mtype . phys_info . rotthrust . x * 15 ) / 16 ;
obj - > mtype . phys_info . rotthrust . y = ( obj - > mtype . phys_info . rotthrust . y * 15 ) / 16 ;
obj - > mtype . phys_info . rotthrust . z = ( obj - > mtype . phys_info . rotthrust . z * 15 ) / 16 ;
if ( ! aip - > SKIP_AI_COUNT )
obj - > mtype . phys_info . flags & = ~ PF_USES_THRUST ;
}
return ;
}
robptr = & Robot_info [ obj - > id ] ;
Assert ( robptr - > always_0xabcd = = 0xabcd ) ;
if ( do_any_robot_dying_frame ( obj ) )
return ;
// Kind of a hack. If a robot is flinching, but it is time for it to fire, unflinch it.
// Else, you can turn a big nasty robot into a wimp by firing flares at it.
// This also allows the player to see the cool flinch effect for mechs without unbalancing the game.
if ( ( aip - > GOAL_STATE = = AIS_FLIN ) & & ready_to_fire ( robptr , ailp ) ) {
aip - > GOAL_STATE = AIS_FIRE ;
}
# ifndef NDEBUG
if ( ( aip - > behavior = = AIB_RUN_FROM ) & & ( ailp - > mode ! = AIM_RUN_FROM_OBJECT ) )
Int3 ( ) ; // This is peculiar. Behavior is run from, but mode is not. Contact Mike.
if ( ! Do_ai_flag )
return ;
if ( Break_on_object ! = - 1 )
if ( ( obj - Objects ) = = Break_on_object )
Int3 ( ) ; // Contact Mike: This is a debug break
# endif
//Assert((aip->behavior >= MIN_BEHAVIOR) && (aip->behavior <= MAX_BEHAVIOR));
if ( ! ( ( aip - > behavior > = MIN_BEHAVIOR ) & & ( aip - > behavior < = MAX_BEHAVIOR ) ) ) {
aip - > behavior = AIB_NORMAL ;
}
Assert ( obj - > segnum ! = - 1 ) ;
Assert ( obj - > id < N_robot_types ) ;
obj_ref = objnum ^ FrameCount ;
if ( ailp - > next_fire > - F1_0 * 8 )
ailp - > next_fire - = FrameTime ;
if ( robptr - > weapon_type2 ! = - 1 ) {
if ( ailp - > next_fire2 > - F1_0 * 8 )
ailp - > next_fire2 - = FrameTime ;
} else
ailp - > next_fire2 = F1_0 * 8 ;
if ( ailp - > time_since_processed < F1_0 * 256 )
ailp - > time_since_processed + = FrameTime ;
previous_visibility = ailp - > previous_visibility ; // Must get this before we toast the master copy!
// -- (No robots have this behavior...)
// -- // Deal with cloaking for robots which are cloaked except just before firing.
// -- if (robptr->cloak_type == RI_CLOAKED_EXCEPT_FIRING)
// -- if (ailp->next_fire < F1_0/2)
// -- aip->CLOAKED = 1;
// -- else
// -- aip->CLOAKED = 0;
// If only awake because of a camera, make that the believed player position.
if ( ( aip - > SUB_FLAGS & SUB_FLAGS_CAMERA_AWAKE ) & & ( Ai_last_missile_camera ! = - 1 ) )
Believed_player_pos = Objects [ Ai_last_missile_camera ] . pos ;
else {
if ( Robots_kill_robots_cheat ) {
vis_vec_pos = obj - > pos ;
compute_vis_and_vec ( obj , & vis_vec_pos , ailp , & vec_to_player , & player_visibility , robptr , & visibility_and_vec_computed ) ;
if ( player_visibility ) {
int ii , min_obj = - 1 ;
fix min_dist = F1_0 * 200 , cur_dist ;
for ( ii = 0 ; ii < = Highest_object_index ; ii + + )
if ( ( Objects [ ii ] . type = = OBJ_ROBOT ) & & ( ii ! = objnum ) ) {
cur_dist = vm_vec_dist_quick ( & obj - > pos , & Objects [ ii ] . pos ) ;
if ( cur_dist < F1_0 * 100 )
if ( object_to_object_visibility ( obj , & Objects [ ii ] , FQ_TRANSWALL ) )
if ( cur_dist < min_dist ) {
min_obj = ii ;
min_dist = cur_dist ;
}
}
if ( min_obj ! = - 1 ) {
Believed_player_pos = Objects [ min_obj ] . pos ;
Believed_player_seg = Objects [ min_obj ] . segnum ;
vm_vec_normalized_dir_quick ( & vec_to_player , & Believed_player_pos , & obj - > pos ) ;
} else
goto _exit_cheat ;
} else
goto _exit_cheat ;
} else {
_exit_cheat :
visibility_and_vec_computed = 0 ;
if ( ! ( Players [ Player_num ] . flags & PLAYER_FLAGS_CLOAKED ) )
Believed_player_pos = ConsoleObject - > pos ;
else
Believed_player_pos = Ai_cloak_info [ objnum & ( MAX_AI_CLOAK_INFO - 1 ) ] . last_position ;
}
}
dist_to_player = vm_vec_dist_quick ( & Believed_player_pos , & obj - > pos ) ;
// If this robot can fire, compute visibility from gun position.
// Don't want to compute visibility twice, as it is expensive. (So is call to calc_gun_point).
if ( ( previous_visibility | | ! ( obj_ref & 3 ) ) & & ready_to_fire ( robptr , ailp ) & & ( dist_to_player < F1_0 * 200 ) & & ( robptr - > n_guns ) & & ! ( robptr - > attack_type ) ) {
// Since we passed ready_to_fire(), either next_fire or next_fire2 <= 0. calc_gun_point from relevant one.
// If both are <= 0, we will deal with the mess in ai_do_actual_firing_stuff
if ( ailp - > next_fire < = 0 )
calc_gun_point ( & gun_point , obj , aip - > CURRENT_GUN ) ;
else
calc_gun_point ( & gun_point , obj , 0 ) ;
vis_vec_pos = gun_point ;
} else {
vis_vec_pos = obj - > pos ;
vm_vec_zero ( & gun_point ) ;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// Occasionally make non-still robots make a path to the player. Based on agitation and distance from player.
if ( ( aip - > behavior ! = AIB_SNIPE ) & & ( aip - > behavior ! = AIB_RUN_FROM ) & & ( aip - > behavior ! = AIB_STILL ) & & ! ( Game_mode & GM_MULTI ) & & ( robptr - > companion ! = 1 ) & & ( robptr - > thief ! = 1 ) )
if ( Overall_agitation > 70 ) {
if ( ( dist_to_player < F1_0 * 200 ) & & ( d_rand ( ) < FrameTime / 4 ) ) {
if ( d_rand ( ) * ( Overall_agitation - 40 ) > F1_0 * 5 ) {
create_path_to_player ( obj , 4 + Overall_agitation / 8 + Difficulty_level , 1 ) ;
return ;
}
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// If retry count not 0, then add it into consecutive_retries.
// If it is 0, cut down consecutive_retries.
// This is largely a hack to speed up physics and deal with stupid
// AI. This is low level communication between systems of a sort
// that should not be done.
if ( ( ailp - > retry_count ) & & ! ( Game_mode & GM_MULTI ) ) {
ailp - > consecutive_retries + = ailp - > retry_count ;
ailp - > retry_count = 0 ;
if ( ailp - > consecutive_retries > 3 ) {
switch ( ailp - > mode ) {
case AIM_GOTO_PLAYER :
// -- Buddy_got_stuck = 1;
move_towards_segment_center ( obj ) ;
create_path_to_player ( obj , 100 , 1 ) ;
// -- Buddy_got_stuck = 0;
break ;
case AIM_GOTO_OBJECT :
Escort_goal_object = ESCORT_GOAL_UNSPECIFIED ;
//if (obj->segnum == ConsoleObject->segnum) {
// if (Point_segs[aip->hide_index + aip->cur_path_index].segnum == obj->segnum)
// if ((aip->cur_path_index + aip->PATH_DIR >= 0) && (aip->cur_path_index + aip->PATH_DIR < aip->path_length-1))
// aip->cur_path_index += aip->PATH_DIR;
//}
break ;
case AIM_CHASE_OBJECT :
create_path_to_player ( obj , 4 + Overall_agitation / 8 + Difficulty_level , 1 ) ;
break ;
case AIM_STILL :
if ( robptr - > attack_type )
move_towards_segment_center ( obj ) ;
else if ( ! ( ( aip - > behavior = = AIB_STILL ) | | ( aip - > behavior = = AIB_STATION ) | | ( aip - > behavior = = AIB_FOLLOW ) ) ) // Behavior is still, so don't follow path.
attempt_to_resume_path ( obj ) ;
break ;
case AIM_FOLLOW_PATH :
if ( Game_mode & GM_MULTI ) {
ailp - > mode = AIM_STILL ;
} else
attempt_to_resume_path ( obj ) ;
break ;
case AIM_RUN_FROM_OBJECT :
move_towards_segment_center ( obj ) ;
obj - > mtype . phys_info . velocity . x = 0 ;
obj - > mtype . phys_info . velocity . y = 0 ;
obj - > mtype . phys_info . velocity . z = 0 ;
create_n_segment_path ( obj , 5 , - 1 ) ;
ailp - > mode = AIM_RUN_FROM_OBJECT ;
break ;
case AIM_BEHIND :
move_towards_segment_center ( obj ) ;
obj - > mtype . phys_info . velocity . x = 0 ;
obj - > mtype . phys_info . velocity . y = 0 ;
obj - > mtype . phys_info . velocity . z = 0 ;
break ;
case AIM_OPEN_DOOR :
create_n_segment_path_to_door ( obj , 5 , - 1 ) ;
break ;
# ifndef NDEBUG
case AIM_FOLLOW_PATH_2 :
Int3 ( ) ; // Should never happen!
break ;
# endif
}
ailp - > consecutive_retries = 0 ;
}
} else
ailp - > consecutive_retries / = 2 ;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// If in materialization center, exit
if ( ! ( Game_mode & GM_MULTI ) & & ( Segment2s [ obj - > segnum ] . special = = SEGMENT_IS_ROBOTMAKER ) ) {
if ( Station [ Segment2s [ obj - > segnum ] . value ] . Enabled ) {
ai_follow_path ( obj , 1 , 1 , NULL ) ; // 1 = player is visible, which might be a lie, but it works.
return ;
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// Decrease player awareness due to the passage of time.
if ( ailp - > player_awareness_type ) {
if ( ailp - > player_awareness_time > 0 ) {
ailp - > player_awareness_time - = FrameTime ;
if ( ailp - > player_awareness_time < = 0 ) {
ailp - > player_awareness_time = F1_0 * 2 ; //new: 11/05/94
ailp - > player_awareness_type - - ; //new: 11/05/94
}
} else {
ailp - > player_awareness_type - - ;
ailp - > player_awareness_time = F1_0 * 2 ;
//aip->GOAL_STATE = AIS_REST;
}
} else
aip - > GOAL_STATE = AIS_REST ; //new: 12/13/94
if ( Player_is_dead & & ( ailp - > player_awareness_type = = 0 ) )
if ( ( dist_to_player < F1_0 * 200 ) & & ( d_rand ( ) < FrameTime / 8 ) ) {
if ( ( aip - > behavior ! = AIB_STILL ) & & ( aip - > behavior ! = AIB_RUN_FROM ) ) {
if ( ! ai_multiplayer_awareness ( obj , 30 ) )
return ;
# ifndef SHAREWARE
ai_multi_send_robot_position ( objnum , - 1 ) ;
# endif
if ( ! ( ( ailp - > mode = = AIM_FOLLOW_PATH ) & & ( aip - > cur_path_index < aip - > path_length - 1 ) ) )
if ( ( aip - > behavior ! = AIB_SNIPE ) & & ( aip - > behavior ! = AIB_RUN_FROM ) ) {
if ( dist_to_player < F1_0 * 30 )
create_n_segment_path ( obj , 5 , 1 ) ;
else
create_path_to_player ( obj , 20 , 1 ) ;
}
}
}
// -- // Make sure that if this guy got hit or bumped, then he's chasing player.
// -- if ((ailp->player_awareness_type == PA_WEAPON_ROBOT_COLLISION) || (ailp->player_awareness_type >= PA_PLAYER_COLLISION)) {
// -- if ((ailp->mode != AIM_BEHIND) && (aip->behavior != AIB_STILL) && (aip->behavior != AIB_SNIPE) && (aip->behavior != AIB_RUN_FROM) && (!robptr->companion) && (!robptr->thief) && (obj->id != ROBOT_BRAIN)) {
// -- ailp->mode = AIM_CHASE_OBJECT;
// -- ailp->player_awareness_type = 0;
// -- ailp->player_awareness_time = 0;
// -- }
// -- }
// Make sure that if this guy got hit or bumped, then he's chasing player.
if ( ( ailp - > player_awareness_type = = PA_WEAPON_ROBOT_COLLISION ) | | ( ailp - > player_awareness_type > = PA_PLAYER_COLLISION ) ) {
compute_vis_and_vec ( obj , & vis_vec_pos , ailp , & vec_to_player , & player_visibility , robptr , & visibility_and_vec_computed ) ;
if ( player_visibility = = 1 ) // Only increase visibility if unobstructed, else claw guys attack through doors.
player_visibility = 2 ;
} else if ( ( ( obj_ref & 3 ) = = 0 ) & & ! previous_visibility & & ( dist_to_player < F1_0 * 100 ) ) {
fix sval , rval ;
rval = d_rand ( ) ;
sval = ( dist_to_player * ( Difficulty_level + 1 ) ) / 64 ;
if ( ( fixmul ( rval , sval ) < FrameTime ) | | ( Players [ Player_num ] . flags & PLAYER_FLAGS_HEADLIGHT_ON ) ) {
ailp - > player_awareness_type = PA_PLAYER_COLLISION ;
ailp - > player_awareness_time = F1_0 * 3 ;
compute_vis_and_vec ( obj , & vis_vec_pos , ailp , & vec_to_player , & player_visibility , robptr , & visibility_and_vec_computed ) ;
if ( player_visibility = = 1 ) {
player_visibility = 2 ;
}
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
if ( ( aip - > GOAL_STATE = = AIS_FLIN ) & & ( aip - > CURRENT_STATE = = AIS_FLIN ) )
aip - > GOAL_STATE = AIS_LOCK ;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// Note: Should only do these two function calls for objects which animate
if ( Animation_enabled & & ( dist_to_player < F1_0 * 100 ) ) { // && !(Game_mode & GM_MULTI)) {
object_animates = do_silly_animation ( obj ) ;
if ( object_animates )
ai_frame_animation ( obj ) ;
} else {
// If Object is supposed to animate, but we don't let it animate due to distance, then
// we must change its state, else it will never update.
aip - > CURRENT_STATE = aip - > GOAL_STATE ;
object_animates = 0 ; // If we're not doing the animation, then should pretend it doesn't animate.
}
switch ( Robot_info [ obj - > id ] . boss_flag ) {
case 0 :
break ;
case 1 :
case 2 :
2008-04-06 20:23:28 +00:00
// FIXME!!!!
2006-03-20 17:12:09 +00:00
break ;
default :
{
int pv ;
fix dtp = dist_to_player / 4 ;
if ( aip - > GOAL_STATE = = AIS_FLIN )
aip - > GOAL_STATE = AIS_FIRE ;
if ( aip - > CURRENT_STATE = = AIS_FLIN )
aip - > CURRENT_STATE = AIS_FIRE ;
compute_vis_and_vec ( obj , & vis_vec_pos , ailp , & vec_to_player , & player_visibility , robptr , & visibility_and_vec_computed ) ;
pv = player_visibility ;
// If player cloaked, visibility is screwed up and superboss will gate in robots when not supposed to.
if ( Players [ Player_num ] . flags & PLAYER_FLAGS_CLOAKED ) {
pv = 0 ;
dtp = vm_vec_dist_quick ( & ConsoleObject - > pos , & obj - > pos ) / 4 ;
}
do_boss_stuff ( obj , pv ) ;
}
break ;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// Time-slice, don't process all the time, purely an efficiency hack.
// Guys whose behavior is station and are not at their hide segment get processed anyway.
if ( ! ( ( aip - > behavior = = AIB_SNIPE ) & & ( ailp - > mode ! = AIM_SNIPE_WAIT ) ) & & ! robptr - > companion & & ! robptr - > thief & & ( ailp - > player_awareness_type < PA_WEAPON_ROBOT_COLLISION - 1 ) ) { // If robot got hit, he gets to attack player always!
# ifndef NDEBUG
if ( Break_on_object ! = objnum ) { // don't time slice if we're interested in this object.
# endif
if ( ( aip - > behavior = = AIB_STATION ) & & ( ailp - > mode = = AIM_FOLLOW_PATH ) & & ( aip - > hide_segment ! = obj - > segnum ) ) {
if ( dist_to_player > F1_0 * 250 ) // station guys not at home always processed until 250 units away.
return ;
} else if ( ( ! ailp - > previous_visibility ) & & ( ( dist_to_player > > 7 ) > ailp - > time_since_processed ) ) { // 128 units away (6.4 segments) processed after 1 second.
return ;
}
# ifndef NDEBUG
}
# endif
}
// Reset time since processed, but skew objects so not everything
// processed synchronously, else we get fast frames with the
// occasional very slow frame.
// AI_proc_time = ailp->time_since_processed;
ailp - > time_since_processed = - ( ( objnum & 0x03 ) * FrameTime ) / 2 ;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// Perform special ability
switch ( obj - > id ) {
case ROBOT_BRAIN :
// Robots function nicely if behavior is Station. This
// means they won't move until they can see the player, at
// which time they will start wandering about opening doors.
if ( ConsoleObject - > segnum = = obj - > segnum ) {
if ( ! ai_multiplayer_awareness ( obj , 97 ) )
return ;
compute_vis_and_vec ( obj , & vis_vec_pos , ailp , & vec_to_player , & player_visibility , robptr , & visibility_and_vec_computed ) ;
move_away_from_player ( obj , & vec_to_player , 0 ) ;
ai_multi_send_robot_position ( objnum , - 1 ) ;
} else if ( ailp - > mode ! = AIM_STILL ) {
int r ;
r = openable_doors_in_segment ( obj - > segnum ) ;
if ( r ! = - 1 ) {
ailp - > mode = AIM_OPEN_DOOR ;
aip - > GOALSIDE = r ;
} else if ( ailp - > mode ! = AIM_FOLLOW_PATH ) {
if ( ! ai_multiplayer_awareness ( obj , 50 ) )
return ;
create_n_segment_path_to_door ( obj , 8 + Difficulty_level , - 1 ) ; // third parameter is avoid_seg, -1 means avoid nothing.
ai_multi_send_robot_position ( objnum , - 1 ) ;
}
if ( ailp - > next_action_time < 0 ) {
compute_vis_and_vec ( obj , & vis_vec_pos , ailp , & vec_to_player , & player_visibility , robptr , & visibility_and_vec_computed ) ;
if ( player_visibility ) {
make_nearby_robot_snipe ( ) ;
ailp - > next_action_time = ( NDL - Difficulty_level ) * 2 * F1_0 ;
}
}
} else {
compute_vis_and_vec ( obj , & vis_vec_pos , ailp , & vec_to_player , & player_visibility , robptr , & visibility_and_vec_computed ) ;
if ( player_visibility ) {
if ( ! ai_multiplayer_awareness ( obj , 50 ) )
return ;
create_n_segment_path_to_door ( obj , 8 + Difficulty_level , - 1 ) ; // third parameter is avoid_seg, -1 means avoid nothing.
ai_multi_send_robot_position ( objnum , - 1 ) ;
}
}
break ;
default :
break ;
}
if ( aip - > behavior = = AIB_SNIPE ) {
if ( ( Game_mode & GM_MULTI ) & & ! robptr - > thief ) {
aip - > behavior = AIB_NORMAL ;
ailp - > mode = AIM_CHASE_OBJECT ;
return ;
}
if ( ! ( obj_ref & 3 ) | | previous_visibility ) {
compute_vis_and_vec ( obj , & vis_vec_pos , ailp , & vec_to_player , & player_visibility , robptr , & visibility_and_vec_computed ) ;
// If this sniper is in still mode, if he was hit or can see player, switch to snipe mode.
if ( ailp - > mode = = AIM_STILL )
if ( player_visibility | | ( ailp - > player_awareness_type = = PA_WEAPON_ROBOT_COLLISION ) )
ailp - > mode = AIM_SNIPE_ATTACK ;
if ( ! robptr - > thief & & ( ailp - > mode ! = AIM_STILL ) )
do_snipe_frame ( obj , dist_to_player , player_visibility , & vec_to_player ) ;
} else if ( ! robptr - > thief & & ! robptr - > companion )
return ;
}
// More special ability stuff, but based on a property of a robot, not its ID.
if ( robptr - > companion ) {
compute_vis_and_vec ( obj , & vis_vec_pos , ailp , & vec_to_player , & player_visibility , robptr , & visibility_and_vec_computed ) ;
do_escort_frame ( obj , dist_to_player , player_visibility ) ;
if ( obj - > ctype . ai_info . danger_laser_num ! = - 1 ) {
object * dobjp = & Objects [ obj - > ctype . ai_info . danger_laser_num ] ;
if ( ( dobjp - > type = = OBJ_WEAPON ) & & ( dobjp - > signature = = obj - > ctype . ai_info . danger_laser_signature ) ) {
fix circle_distance ;
circle_distance = robptr - > circle_distance [ Difficulty_level ] + ConsoleObject - > size ;
ai_move_relative_to_player ( obj , ailp , dist_to_player , & vec_to_player , circle_distance , 1 , player_visibility ) ;
}
}
if ( ready_to_fire ( robptr , ailp ) ) {
int do_stuff = 0 ;
if ( openable_doors_in_segment ( obj - > segnum ) ! = - 1 )
do_stuff = 1 ;
else if ( openable_doors_in_segment ( Point_segs [ aip - > hide_index + aip - > cur_path_index + aip - > PATH_DIR ] . segnum ) ! = - 1 )
do_stuff = 1 ;
else if ( openable_doors_in_segment ( Point_segs [ aip - > hide_index + aip - > cur_path_index + 2 * aip - > PATH_DIR ] . segnum ) ! = - 1 )
do_stuff = 1 ;
else if ( ( ailp - > mode = = AIM_GOTO_PLAYER ) & & ( dist_to_player < 3 * MIN_ESCORT_DISTANCE / 2 ) & & ( vm_vec_dot ( & ConsoleObject - > orient . fvec , & vec_to_player ) > - F1_0 / 4 ) ) {
do_stuff = 1 ;
2008-04-06 20:23:28 +00:00
}
2006-03-20 17:12:09 +00:00
if ( do_stuff ) {
Laser_create_new_easy ( & obj - > orient . fvec , & obj - > pos , obj - Objects , FLARE_ID , 1 ) ;
ailp - > next_fire = F1_0 / 2 ;
if ( ! Buddy_allowed_to_talk ) // If buddy not talking, make him fire flares less often.
ailp - > next_fire + = d_rand ( ) * 4 ;
}
}
}
if ( robptr - > thief ) {
compute_vis_and_vec ( obj , & vis_vec_pos , ailp , & vec_to_player , & player_visibility , robptr , & visibility_and_vec_computed ) ;
do_thief_frame ( obj , dist_to_player , player_visibility , & vec_to_player ) ;
if ( ready_to_fire ( robptr , ailp ) ) {
int do_stuff = 0 ;
if ( openable_doors_in_segment ( obj - > segnum ) ! = - 1 )
do_stuff = 1 ;
else if ( openable_doors_in_segment ( Point_segs [ aip - > hide_index + aip - > cur_path_index + aip - > PATH_DIR ] . segnum ) ! = - 1 )
do_stuff = 1 ;
else if ( openable_doors_in_segment ( Point_segs [ aip - > hide_index + aip - > cur_path_index + 2 * aip - > PATH_DIR ] . segnum ) ! = - 1 )
do_stuff = 1 ;
if ( do_stuff ) {
// @mk, 05/08/95: Firing flare from center of object, this is dumb...
Laser_create_new_easy ( & obj - > orient . fvec , & obj - > pos , obj - Objects , FLARE_ID , 1 ) ;
ailp - > next_fire = F1_0 / 2 ;
if ( Stolen_item_index = = 0 ) // If never stolen an item, fire flares less often (bad: Stolen_item_index wraps, but big deal)
ailp - > next_fire + = d_rand ( ) * 4 ;
}
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
switch ( ailp - > mode ) {
case AIM_CHASE_OBJECT : { // chasing player, sort of, chase if far, back off if close, circle in between
fix circle_distance ;
circle_distance = robptr - > circle_distance [ Difficulty_level ] + ConsoleObject - > size ;
// Green guy doesn't get his circle distance boosted, else he might never attack.
if ( robptr - > attack_type ! = 1 )
circle_distance + = ( objnum & 0xf ) * F1_0 / 2 ;
compute_vis_and_vec ( obj , & vis_vec_pos , ailp , & vec_to_player , & player_visibility , robptr , & visibility_and_vec_computed ) ;
// @mk, 12/27/94, structure here was strange. Would do both clauses of what are now this if/then/else. Used to be if/then, if/then.
if ( ( player_visibility < 2 ) & & ( previous_visibility = = 2 ) ) { // this is redundant: mk, 01/15/95: && (ailp->mode == AIM_CHASE_OBJECT)) {
if ( ! ai_multiplayer_awareness ( obj , 53 ) ) {
if ( maybe_ai_do_actual_firing_stuff ( obj , aip ) )
ai_do_actual_firing_stuff ( obj , aip , ailp , robptr , & vec_to_player , dist_to_player , & gun_point , player_visibility , object_animates , aip - > CURRENT_GUN ) ;
return ;
}
create_path_to_player ( obj , 8 , 1 ) ;
ai_multi_send_robot_position ( objnum , - 1 ) ;
} else if ( ( player_visibility = = 0 ) & & ( dist_to_player > F1_0 * 80 ) & & ( ! ( Game_mode & GM_MULTI ) ) ) {
// If pretty far from the player, player cannot be seen
// (obstructed) and in chase mode, switch to follow path mode.
// This has one desirable benefit of avoiding physics retries.
if ( aip - > behavior = = AIB_STATION ) {
ailp - > goal_segment = aip - > hide_segment ;
create_path_to_station ( obj , 15 ) ;
} // -- this looks like a dumb thing to do...robots following paths far away from you! else create_n_segment_path(obj, 5, -1);
break ;
}
if ( ( aip - > CURRENT_STATE = = AIS_REST ) & & ( aip - > GOAL_STATE = = AIS_REST ) ) {
if ( player_visibility ) {
if ( d_rand ( ) < FrameTime * player_visibility ) {
if ( dist_to_player / 256 < d_rand ( ) * player_visibility ) {
aip - > GOAL_STATE = AIS_SRCH ;
aip - > CURRENT_STATE = AIS_SRCH ;
}
}
}
}
if ( GameTime - ailp - > time_player_seen > CHASE_TIME_LENGTH ) {
if ( Game_mode & GM_MULTI )
if ( ! player_visibility & & ( dist_to_player > F1_0 * 70 ) ) {
ailp - > mode = AIM_STILL ;
return ;
}
if ( ! ai_multiplayer_awareness ( obj , 64 ) ) {
if ( maybe_ai_do_actual_firing_stuff ( obj , aip ) )
ai_do_actual_firing_stuff ( obj , aip , ailp , robptr , & vec_to_player , dist_to_player , & gun_point , player_visibility , object_animates , aip - > CURRENT_GUN ) ;
return ;
}
} else if ( ( aip - > CURRENT_STATE ! = AIS_REST ) & & ( aip - > GOAL_STATE ! = AIS_REST ) ) {
if ( ! ai_multiplayer_awareness ( obj , 70 ) ) {
if ( maybe_ai_do_actual_firing_stuff ( obj , aip ) )
ai_do_actual_firing_stuff ( obj , aip , ailp , robptr , & vec_to_player , dist_to_player , & gun_point , player_visibility , object_animates , aip - > CURRENT_GUN ) ;
return ;
}
ai_move_relative_to_player ( obj , ailp , dist_to_player , & vec_to_player , circle_distance , 0 , player_visibility ) ;
if ( ( obj_ref & 1 ) & & ( ( aip - > GOAL_STATE = = AIS_SRCH ) | | ( aip - > GOAL_STATE = = AIS_LOCK ) ) ) {
if ( player_visibility ) // == 2)
ai_turn_towards_vector ( & vec_to_player , obj , robptr - > turn_time [ Difficulty_level ] ) ;
}
if ( ai_evaded ) {
ai_multi_send_robot_position ( objnum , 1 ) ;
ai_evaded = 0 ;
} else
ai_multi_send_robot_position ( objnum , - 1 ) ;
do_firing_stuff ( obj , player_visibility , & vec_to_player ) ;
}
break ;
}
case AIM_RUN_FROM_OBJECT :
compute_vis_and_vec ( obj , & vis_vec_pos , ailp , & vec_to_player , & player_visibility , robptr , & visibility_and_vec_computed ) ;
if ( player_visibility ) {
if ( ailp - > player_awareness_type = = 0 )
ailp - > player_awareness_type = PA_WEAPON_ROBOT_COLLISION ;
}
// If in multiplayer, only do if player visible. If not multiplayer, do always.
if ( ! ( Game_mode & GM_MULTI ) | | player_visibility )
if ( ai_multiplayer_awareness ( obj , 75 ) ) {
ai_follow_path ( obj , player_visibility , previous_visibility , & vec_to_player ) ;
ai_multi_send_robot_position ( objnum , - 1 ) ;
}
if ( aip - > GOAL_STATE ! = AIS_FLIN )
aip - > GOAL_STATE = AIS_LOCK ;
else if ( aip - > CURRENT_STATE = = AIS_FLIN )
aip - > GOAL_STATE = AIS_LOCK ;
// Bad to let run_from robot fire at player because it
// will cause a war in which it turns towards the player
// to fire and then towards its goal to move.
// do_firing_stuff(obj, player_visibility, &vec_to_player);
// Instead, do this:
// (Note, only drop if player is visible. This prevents
// the bombs from being a giveaway, and also ensures that
// the robot is moving while it is dropping. Also means
// fewer will be dropped.)
if ( ( ailp - > next_fire < = 0 ) & & ( player_visibility ) ) {
vms_vector fire_vec , fire_pos ;
if ( ! ai_multiplayer_awareness ( obj , 75 ) )
return ;
fire_vec = obj - > orient . fvec ;
vm_vec_negate ( & fire_vec ) ;
vm_vec_add ( & fire_pos , & obj - > pos , & fire_vec ) ;
if ( aip - > SUB_FLAGS & SUB_FLAGS_SPROX )
Laser_create_new_easy ( & fire_vec , & fire_pos , obj - Objects , ROBOT_SUPERPROX_ID , 1 ) ;
else
Laser_create_new_easy ( & fire_vec , & fire_pos , obj - Objects , PROXIMITY_ID , 1 ) ;
ailp - > next_fire = ( F1_0 / 2 ) * ( NDL + 5 - Difficulty_level ) ; // Drop a proximity bomb every 5 seconds.
# ifdef NETWORK
# ifndef SHAREWARE
if ( Game_mode & GM_MULTI )
{
ai_multi_send_robot_position ( obj - Objects , - 1 ) ;
if ( aip - > SUB_FLAGS & SUB_FLAGS_SPROX )
multi_send_robot_fire ( obj - Objects , - 2 , & fire_vec ) ;
else
multi_send_robot_fire ( obj - Objects , - 1 , & fire_vec ) ;
}
# endif
# endif
}
break ;
case AIM_GOTO_PLAYER :
case AIM_GOTO_OBJECT :
ai_follow_path ( obj , 2 , previous_visibility , & vec_to_player ) ; // Follows path as if player can see robot.
ai_multi_send_robot_position ( objnum , - 1 ) ;
break ;
case AIM_FOLLOW_PATH : {
int anger_level = 65 ;
if ( aip - > behavior = = AIB_STATION )
if ( Point_segs [ aip - > hide_index + aip - > path_length - 1 ] . segnum = = aip - > hide_segment ) {
anger_level = 64 ;
}
compute_vis_and_vec ( obj , & vis_vec_pos , ailp , & vec_to_player , & player_visibility , robptr , & visibility_and_vec_computed ) ;
if ( ! ai_multiplayer_awareness ( obj , anger_level ) ) {
if ( maybe_ai_do_actual_firing_stuff ( obj , aip ) ) {
compute_vis_and_vec ( obj , & vis_vec_pos , ailp , & vec_to_player , & player_visibility , robptr , & visibility_and_vec_computed ) ;
ai_do_actual_firing_stuff ( obj , aip , ailp , robptr , & vec_to_player , dist_to_player , & gun_point , player_visibility , object_animates , aip - > CURRENT_GUN ) ;
}
return ;
}
ai_follow_path ( obj , player_visibility , previous_visibility , & vec_to_player ) ;
if ( aip - > GOAL_STATE ! = AIS_FLIN )
aip - > GOAL_STATE = AIS_LOCK ;
else if ( aip - > CURRENT_STATE = = AIS_FLIN )
aip - > GOAL_STATE = AIS_LOCK ;
if ( aip - > behavior ! = AIB_RUN_FROM )
do_firing_stuff ( obj , player_visibility , & vec_to_player ) ;
if ( ( player_visibility = = 2 ) & & ( aip - > behavior ! = AIB_SNIPE ) & & ( aip - > behavior ! = AIB_FOLLOW ) & & ( aip - > behavior ! = AIB_RUN_FROM ) & & ( obj - > id ! = ROBOT_BRAIN ) & & ( robptr - > companion ! = 1 ) & & ( robptr - > thief ! = 1 ) ) {
if ( robptr - > attack_type = = 0 )
ailp - > mode = AIM_CHASE_OBJECT ;
// This should not just be distance based, but also time-since-player-seen based.
} else if ( ( dist_to_player > F1_0 * ( 20 * ( 2 * Difficulty_level + robptr - > pursuit ) ) )
& & ( GameTime - ailp - > time_player_seen > ( F1_0 / 2 * ( Difficulty_level + robptr - > pursuit ) ) )
& & ( player_visibility = = 0 )
& & ( aip - > behavior = = AIB_NORMAL )
& & ( ailp - > mode = = AIM_FOLLOW_PATH ) ) {
ailp - > mode = AIM_STILL ;
aip - > hide_index = - 1 ;
aip - > path_length = 0 ;
}
ai_multi_send_robot_position ( objnum , - 1 ) ;
break ;
}
case AIM_BEHIND :
if ( ! ai_multiplayer_awareness ( obj , 71 ) ) {
if ( maybe_ai_do_actual_firing_stuff ( obj , aip ) ) {
compute_vis_and_vec ( obj , & vis_vec_pos , ailp , & vec_to_player , & player_visibility , robptr , & visibility_and_vec_computed ) ;
ai_do_actual_firing_stuff ( obj , aip , ailp , robptr , & vec_to_player , dist_to_player , & gun_point , player_visibility , object_animates , aip - > CURRENT_GUN ) ;
}
return ;
}
compute_vis_and_vec ( obj , & vis_vec_pos , ailp , & vec_to_player , & player_visibility , robptr , & visibility_and_vec_computed ) ;
if ( player_visibility = = 2 ) {
// Get behind the player.
// Method:
// If vec_to_player dot player_rear_vector > 0, behind is goal.
// Else choose goal with larger dot from left, right.
vms_vector goal_point , goal_vector , vec_to_goal , rand_vec ;
fix dot ;
dot = vm_vec_dot ( & ConsoleObject - > orient . fvec , & vec_to_player ) ;
if ( dot > 0 ) { // Remember, we're interested in the rear vector dot being < 0.
goal_vector = ConsoleObject - > orient . fvec ;
vm_vec_negate ( & goal_vector ) ;
} else {
fix dot ;
dot = vm_vec_dot ( & ConsoleObject - > orient . rvec , & vec_to_player ) ;
goal_vector = ConsoleObject - > orient . rvec ;
if ( dot > 0 ) {
vm_vec_negate ( & goal_vector ) ;
2008-04-06 20:23:28 +00:00
}
2006-03-20 17:12:09 +00:00
}
vm_vec_scale ( & goal_vector , 2 * ( ConsoleObject - > size + obj - > size + ( ( ( objnum * 4 + FrameCount ) & 63 ) < < 12 ) ) ) ;
vm_vec_add ( & goal_point , & ConsoleObject - > pos , & goal_vector ) ;
make_random_vector ( & rand_vec ) ;
vm_vec_scale_add2 ( & goal_point , & rand_vec , F1_0 * 8 ) ;
vm_vec_sub ( & vec_to_goal , & goal_point , & obj - > pos ) ;
vm_vec_normalize_quick ( & vec_to_goal ) ;
move_towards_vector ( obj , & vec_to_goal , 0 ) ;
ai_turn_towards_vector ( & vec_to_player , obj , robptr - > turn_time [ Difficulty_level ] ) ;
ai_do_actual_firing_stuff ( obj , aip , ailp , robptr , & vec_to_player , dist_to_player , & gun_point , player_visibility , object_animates , aip - > CURRENT_GUN ) ;
}
if ( aip - > GOAL_STATE ! = AIS_FLIN )
aip - > GOAL_STATE = AIS_LOCK ;
else if ( aip - > CURRENT_STATE = = AIS_FLIN )
aip - > GOAL_STATE = AIS_LOCK ;
ai_multi_send_robot_position ( objnum , - 1 ) ;
break ;
case AIM_STILL :
if ( ( dist_to_player < F1_0 * 120 + Difficulty_level * F1_0 * 20 ) | | ( ailp - > player_awareness_type > = PA_WEAPON_ROBOT_COLLISION - 1 ) ) {
compute_vis_and_vec ( obj , & vis_vec_pos , ailp , & vec_to_player , & player_visibility , robptr , & visibility_and_vec_computed ) ;
// turn towards vector if visible this time or last time, or rand
// new!
if ( ( player_visibility = = 2 ) | | ( previous_visibility = = 2 ) ) { // -- MK, 06/09/95: || ((d_rand() > 0x4000) && !(Game_mode & GM_MULTI))) {
if ( ! ai_multiplayer_awareness ( obj , 71 ) ) {
if ( maybe_ai_do_actual_firing_stuff ( obj , aip ) )
ai_do_actual_firing_stuff ( obj , aip , ailp , robptr , & vec_to_player , dist_to_player , & gun_point , player_visibility , object_animates , aip - > CURRENT_GUN ) ;
return ;
}
ai_turn_towards_vector ( & vec_to_player , obj , robptr - > turn_time [ Difficulty_level ] ) ;
ai_multi_send_robot_position ( objnum , - 1 ) ;
}
do_firing_stuff ( obj , player_visibility , & vec_to_player ) ;
if ( player_visibility = = 2 ) { // Changed @mk, 09/21/95: Require that they be looking to evade. Change, MK, 01/03/95 for Multiplayer reasons. If robots can't see you (even with eyes on back of head), then don't do evasion.
if ( robptr - > attack_type = = 1 ) {
aip - > behavior = AIB_NORMAL ;
if ( ! ai_multiplayer_awareness ( obj , 80 ) ) {
if ( maybe_ai_do_actual_firing_stuff ( obj , aip ) )
ai_do_actual_firing_stuff ( obj , aip , ailp , robptr , & vec_to_player , dist_to_player , & gun_point , player_visibility , object_animates , aip - > CURRENT_GUN ) ;
return ;
}
ai_move_relative_to_player ( obj , ailp , dist_to_player , & vec_to_player , 0 , 0 , player_visibility ) ;
if ( ai_evaded ) {
ai_multi_send_robot_position ( objnum , 1 ) ;
ai_evaded = 0 ;
}
else
ai_multi_send_robot_position ( objnum , - 1 ) ;
} else {
// Robots in hover mode are allowed to evade at half normal speed.
if ( ! ai_multiplayer_awareness ( obj , 81 ) ) {
if ( maybe_ai_do_actual_firing_stuff ( obj , aip ) )
ai_do_actual_firing_stuff ( obj , aip , ailp , robptr , & vec_to_player , dist_to_player , & gun_point , player_visibility , object_animates , aip - > CURRENT_GUN ) ;
return ;
}
ai_move_relative_to_player ( obj , ailp , dist_to_player , & vec_to_player , 0 , 1 , player_visibility ) ;
if ( ai_evaded ) {
ai_multi_send_robot_position ( objnum , - 1 ) ;
ai_evaded = 0 ;
}
else
ai_multi_send_robot_position ( objnum , - 1 ) ;
}
} else if ( ( obj - > segnum ! = aip - > hide_segment ) & & ( dist_to_player > F1_0 * 80 ) & & ( ! ( Game_mode & GM_MULTI ) ) ) {
// If pretty far from the player, player cannot be
// seen (obstructed) and in chase mode, switch to
// follow path mode.
// This has one desirable benefit of avoiding physics retries.
if ( aip - > behavior = = AIB_STATION ) {
ailp - > goal_segment = aip - > hide_segment ;
create_path_to_station ( obj , 15 ) ;
}
break ;
}
}
break ;
case AIM_OPEN_DOOR : { // trying to open a door.
vms_vector center_point , goal_vector ;
Assert ( obj - > id = = ROBOT_BRAIN ) ; // Make sure this guy is allowed to be in this mode.
if ( ! ai_multiplayer_awareness ( obj , 62 ) )
return ;
compute_center_point_on_side ( & center_point , & Segments [ obj - > segnum ] , aip - > GOALSIDE ) ;
vm_vec_sub ( & goal_vector , & center_point , & obj - > pos ) ;
vm_vec_normalize_quick ( & goal_vector ) ;
ai_turn_towards_vector ( & goal_vector , obj , robptr - > turn_time [ Difficulty_level ] ) ;
move_towards_vector ( obj , & goal_vector , 0 ) ;
ai_multi_send_robot_position ( objnum , - 1 ) ;
break ;
}
case AIM_SNIPE_WAIT :
break ;
case AIM_SNIPE_RETREAT :
// -- if (ai_multiplayer_awareness(obj, 53))
// -- if (ailp->next_fire < -F1_0)
// -- ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
break ;
case AIM_SNIPE_RETREAT_BACKWARDS :
case AIM_SNIPE_ATTACK :
case AIM_SNIPE_FIRE :
if ( ai_multiplayer_awareness ( obj , 53 ) ) {
ai_do_actual_firing_stuff ( obj , aip , ailp , robptr , & vec_to_player , dist_to_player , & gun_point , player_visibility , object_animates , aip - > CURRENT_GUN ) ;
if ( robptr - > thief )
ai_move_relative_to_player ( obj , ailp , dist_to_player , & vec_to_player , 0 , 0 , player_visibility ) ;
break ;
}
break ;
case AIM_THIEF_WAIT :
case AIM_THIEF_ATTACK :
case AIM_THIEF_RETREAT :
case AIM_WANDER : // Used for Buddy Bot
break ;
default :
ailp - > mode = AIM_CHASE_OBJECT ;
break ;
} // end: switch (ailp->mode) {
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// If the robot can see you, increase his awareness of you.
// This prevents the problem of a robot looking right at you but doing nothing.
// Assert(player_visibility != -1); // Means it didn't get initialized!
compute_vis_and_vec ( obj , & vis_vec_pos , ailp , & vec_to_player , & player_visibility , robptr , & visibility_and_vec_computed ) ;
if ( ( player_visibility = = 2 ) & & ( aip - > behavior ! = AIB_FOLLOW ) & & ( ! robptr - > thief ) ) {
if ( ( ailp - > player_awareness_type = = 0 ) & & ( aip - > SUB_FLAGS & SUB_FLAGS_CAMERA_AWAKE ) )
aip - > SUB_FLAGS & = ~ SUB_FLAGS_CAMERA_AWAKE ;
else if ( ailp - > player_awareness_type = = 0 )
ailp - > player_awareness_type = PA_PLAYER_COLLISION ;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
if ( ! object_animates ) {
aip - > CURRENT_STATE = aip - > GOAL_STATE ;
}
Assert ( ailp - > player_awareness_type < = AIE_MAX ) ;
Assert ( aip - > CURRENT_STATE < AIS_MAX ) ;
Assert ( aip - > GOAL_STATE < AIS_MAX ) ;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
if ( ailp - > player_awareness_type ) {
new_goal_state = Ai_transition_table [ ailp - > player_awareness_type - 1 ] [ aip - > CURRENT_STATE ] [ aip - > GOAL_STATE ] ;
if ( ailp - > player_awareness_type = = PA_WEAPON_ROBOT_COLLISION ) {
// Decrease awareness, else this robot will flinch every frame.
ailp - > player_awareness_type - - ;
ailp - > player_awareness_time = F1_0 * 3 ;
}
if ( new_goal_state = = AIS_ERR_ )
new_goal_state = AIS_REST ;
if ( aip - > CURRENT_STATE = = AIS_NONE )
aip - > CURRENT_STATE = AIS_REST ;
aip - > GOAL_STATE = new_goal_state ;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// If new state = fire, then set all gun states to fire.
if ( ( aip - > GOAL_STATE = = AIS_FIRE ) ) {
int i , num_guns ;
num_guns = Robot_info [ obj - > id ] . n_guns ;
for ( i = 0 ; i < num_guns ; i + + )
ailp - > goal_state [ i ] = AIS_FIRE ;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// Hack by mk on 01/04/94, if a guy hasn't animated to the firing state, but his next_fire says ok to fire, bash him there
if ( ready_to_fire ( robptr , ailp ) & & ( aip - > GOAL_STATE = = AIS_FIRE ) )
aip - > CURRENT_STATE = AIS_FIRE ;
if ( ( aip - > GOAL_STATE ! = AIS_FLIN ) & & ( obj - > id ! = ROBOT_BRAIN ) ) {
switch ( aip - > CURRENT_STATE ) {
case AIS_NONE :
compute_vis_and_vec ( obj , & vis_vec_pos , ailp , & vec_to_player , & player_visibility , robptr , & visibility_and_vec_computed ) ;
dot = vm_vec_dot ( & obj - > orient . fvec , & vec_to_player ) ;
if ( dot > = F1_0 / 2 )
if ( aip - > GOAL_STATE = = AIS_REST )
aip - > GOAL_STATE = AIS_SRCH ;
break ;
case AIS_REST :
if ( aip - > GOAL_STATE = = AIS_REST ) {
compute_vis_and_vec ( obj , & vis_vec_pos , ailp , & vec_to_player , & player_visibility , robptr , & visibility_and_vec_computed ) ;
if ( ready_to_fire ( robptr , ailp ) & & ( player_visibility ) ) {
aip - > GOAL_STATE = AIS_FIRE ;
}
}
break ;
case AIS_SRCH :
if ( ! ai_multiplayer_awareness ( obj , 60 ) )
return ;
compute_vis_and_vec ( obj , & vis_vec_pos , ailp , & vec_to_player , & player_visibility , robptr , & visibility_and_vec_computed ) ;
if ( player_visibility = = 2 ) {
ai_turn_towards_vector ( & vec_to_player , obj , robptr - > turn_time [ Difficulty_level ] ) ;
ai_multi_send_robot_position ( objnum , - 1 ) ;
}
break ;
case AIS_LOCK :
compute_vis_and_vec ( obj , & vis_vec_pos , ailp , & vec_to_player , & player_visibility , robptr , & visibility_and_vec_computed ) ;
if ( ! ( Game_mode & GM_MULTI ) | | ( player_visibility ) ) {
if ( ! ai_multiplayer_awareness ( obj , 68 ) )
return ;
if ( player_visibility = = 2 ) { // @mk, 09/21/95, require that they be looking towards you to turn towards you.
ai_turn_towards_vector ( & vec_to_player , obj , robptr - > turn_time [ Difficulty_level ] ) ;
ai_multi_send_robot_position ( objnum , - 1 ) ;
}
}
break ;
case AIS_FIRE :
compute_vis_and_vec ( obj , & vis_vec_pos , ailp , & vec_to_player , & player_visibility , robptr , & visibility_and_vec_computed ) ;
if ( player_visibility = = 2 ) {
if ( ! ai_multiplayer_awareness ( obj , ( ROBOT_FIRE_AGITATION - 1 ) ) ) {
if ( Game_mode & GM_MULTI ) {
ai_do_actual_firing_stuff ( obj , aip , ailp , robptr , & vec_to_player , dist_to_player , & gun_point , player_visibility , object_animates , aip - > CURRENT_GUN ) ;
return ;
}
}
ai_turn_towards_vector ( & vec_to_player , obj , robptr - > turn_time [ Difficulty_level ] ) ;
ai_multi_send_robot_position ( objnum , - 1 ) ;
}
// Fire at player, if appropriate.
ai_do_actual_firing_stuff ( obj , aip , ailp , robptr , & vec_to_player , dist_to_player , & gun_point , player_visibility , object_animates , aip - > CURRENT_GUN ) ;
break ;
case AIS_RECO :
if ( ! ( obj_ref & 3 ) ) {
compute_vis_and_vec ( obj , & vis_vec_pos , ailp , & vec_to_player , & player_visibility , robptr , & visibility_and_vec_computed ) ;
if ( player_visibility = = 2 ) {
if ( ! ai_multiplayer_awareness ( obj , 69 ) )
return ;
ai_turn_towards_vector ( & vec_to_player , obj , robptr - > turn_time [ Difficulty_level ] ) ;
ai_multi_send_robot_position ( objnum , - 1 ) ;
} // -- MK, 06/09/95: else if (!(Game_mode & GM_MULTI)) {
}
break ;
case AIS_FLIN :
break ;
default :
aip - > GOAL_STATE = AIS_REST ;
aip - > CURRENT_STATE = AIS_REST ;
break ;
}
} // end of: if (aip->GOAL_STATE != AIS_FLIN) {
// Switch to next gun for next fire.
if ( player_visibility = = 0 ) {
aip - > CURRENT_GUN + + ;
if ( aip - > CURRENT_GUN > = Robot_info [ obj - > id ] . n_guns )
{
if ( ( robptr - > n_guns = = 1 ) | | ( robptr - > weapon_type2 = = - 1 ) ) // Two weapon types hack.
aip - > CURRENT_GUN = 0 ;
else
aip - > CURRENT_GUN = 1 ;
}
}
}
// ----------------------------------------------------------------------------
void ai_do_cloak_stuff ( void )
{
int i ;
for ( i = 0 ; i < MAX_AI_CLOAK_INFO ; i + + ) {
Ai_cloak_info [ i ] . last_position = ConsoleObject - > pos ;
Ai_cloak_info [ i ] . last_segment = ConsoleObject - > segnum ;
Ai_cloak_info [ i ] . last_time = GameTime ;
}
// Make work for control centers.
Believed_player_pos = Ai_cloak_info [ 0 ] . last_position ;
Believed_player_seg = Ai_cloak_info [ 0 ] . last_segment ;
}
// ----------------------------------------------------------------------------
// Returns false if awareness is considered too puny to add, else returns true.
int add_awareness_event ( object * objp , int type )
{
// If player cloaked and hit a robot, then increase awareness
if ( ( type = = PA_WEAPON_ROBOT_COLLISION ) | | ( type = = PA_WEAPON_WALL_COLLISION ) | | ( type = = PA_PLAYER_COLLISION ) )
ai_do_cloak_stuff ( ) ;
if ( Num_awareness_events < MAX_AWARENESS_EVENTS ) {
if ( ( type = = PA_WEAPON_WALL_COLLISION ) | | ( type = = PA_WEAPON_ROBOT_COLLISION ) )
if ( objp - > id = = VULCAN_ID )
if ( d_rand ( ) > 3276 )
return 0 ; // For vulcan cannon, only about 1/10 actually cause awareness
Awareness_events [ Num_awareness_events ] . segnum = objp - > segnum ;
Awareness_events [ Num_awareness_events ] . pos = objp - > pos ;
Awareness_events [ Num_awareness_events ] . type = type ;
Num_awareness_events + + ;
} else {
//Int3(); // Hey -- Overflowed Awareness_events, make more or something
// This just gets ignored, so you can just
// continue.
}
return 1 ;
}
// ----------------------------------------------------------------------------------
// Robots will become aware of the player based on something that occurred.
// The object (probably player or weapon) which created the awareness is objp.
void create_awareness_event ( object * objp , int type )
{
// If not in multiplayer, or in multiplayer with robots, do this, else unnecessary!
if ( ! ( Game_mode & GM_MULTI ) | | ( Game_mode & GM_MULTI_ROBOTS ) ) {
if ( add_awareness_event ( objp , type ) ) {
if ( ( ( d_rand ( ) * ( type + 4 ) ) > > 15 ) > 4 )
Overall_agitation + + ;
if ( Overall_agitation > OVERALL_AGITATION_MAX )
Overall_agitation = OVERALL_AGITATION_MAX ;
}
}
}
sbyte New_awareness [ MAX_SEGMENTS ] ;
// ----------------------------------------------------------------------------------
void pae_aux ( int segnum , int type , int level )
{
int j ;
if ( New_awareness [ segnum ] < type )
New_awareness [ segnum ] = type ;
// Process children.
for ( j = 0 ; j < MAX_SIDES_PER_SEGMENT ; j + + )
if ( IS_CHILD ( Segments [ segnum ] . children [ j ] ) )
{
if ( level < = 3 )
{
if ( type = = 4 )
pae_aux ( Segments [ segnum ] . children [ j ] , type - 1 , level + 1 ) ;
else
pae_aux ( Segments [ segnum ] . children [ j ] , type , level + 1 ) ;
}
}
}
// ----------------------------------------------------------------------------------
void process_awareness_events ( void )
{
int i ;
if ( ! ( Game_mode & GM_MULTI ) | | ( Game_mode & GM_MULTI_ROBOTS ) ) {
memset ( New_awareness , 0 , sizeof ( New_awareness [ 0 ] ) * ( Highest_segment_index + 1 ) ) ;
for ( i = 0 ; i < Num_awareness_events ; i + + )
pae_aux ( Awareness_events [ i ] . segnum , Awareness_events [ i ] . type , 1 ) ;
}
Num_awareness_events = 0 ;
}
// ----------------------------------------------------------------------------------
void set_player_awareness_all ( void )
{
int i ;
process_awareness_events ( ) ;
for ( i = 0 ; i < = Highest_object_index ; i + + )
if ( Objects [ i ] . control_type = = CT_AI ) {
if ( New_awareness [ Objects [ i ] . segnum ] > Ai_local_info [ i ] . player_awareness_type ) {
Ai_local_info [ i ] . player_awareness_type = New_awareness [ Objects [ i ] . segnum ] ;
Ai_local_info [ i ] . player_awareness_time = PLAYER_AWARENESS_INITIAL_TIME ;
}
// Clear the bit that says this robot is only awake because a camera woke it up.
if ( New_awareness [ Objects [ i ] . segnum ] > Ai_local_info [ i ] . player_awareness_type )
Objects [ i ] . ctype . ai_info . SUB_FLAGS & = ~ SUB_FLAGS_CAMERA_AWAKE ;
}
}
# ifndef NDEBUG
int Ai_dump_enable = 0 ;
FILE * Ai_dump_file = NULL ;
char Ai_error_message [ 128 ] = " " ;
// ----------------------------------------------------------------------------------
void force_dump_ai_objects_all ( char * msg )
{
int tsave ;
tsave = Ai_dump_enable ;
Ai_dump_enable = 1 ;
sprintf ( Ai_error_message , " %s \n " , msg ) ;
//dump_ai_objects_all();
Ai_error_message [ 0 ] = 0 ;
Ai_dump_enable = tsave ;
}
// ----------------------------------------------------------------------------------
void turn_off_ai_dump ( void )
{
if ( Ai_dump_file ! = NULL )
fclose ( Ai_dump_file ) ;
Ai_dump_file = NULL ;
}
# endif
extern void do_boss_dying_frame ( object * objp ) ;
// ----------------------------------------------------------------------------------
// Do things which need to get done for all AI objects each frame.
// This includes:
// Setting player_awareness (a fix, time in seconds which object is aware of player)
void do_ai_frame_all ( void )
{
# ifndef NDEBUG
//dump_ai_objects_all();
# endif
set_player_awareness_all ( ) ;
if ( Ai_last_missile_camera ! = - 1 ) {
2007-02-19 23:15:55 +00:00
if ( Ai_last_missile_camera < - 1 ) // this value can sometimes go wild
Ai_last_missile_camera = 0 ;
2006-03-20 17:12:09 +00:00
// Clear if supposed misisle camera is not a weapon, or just every so often, just in case.
if ( ( ( FrameCount & 0x0f ) = = 0 ) | | ( Objects [ Ai_last_missile_camera ] . type ! = OBJ_WEAPON ) ) {
int i ;
Ai_last_missile_camera = - 1 ;
for ( i = 0 ; i < = Highest_object_index ; i + + )
if ( Objects [ i ] . type = = OBJ_ROBOT )
Objects [ i ] . ctype . ai_info . SUB_FLAGS & = ~ SUB_FLAGS_CAMERA_AWAKE ;
}
}
// (Moved here from do_boss_stuff() because that only gets called if robot aware of player.)
if ( Boss_dying ) {
int i ;
for ( i = 0 ; i < = Highest_object_index ; i + + )
if ( Objects [ i ] . type = = OBJ_ROBOT )
if ( Robot_info [ Objects [ i ] . id ] . boss_flag )
do_boss_dying_frame ( & Objects [ i ] ) ;
}
}
extern int Final_boss_is_dead ;
extern fix Boss_invulnerable_dot ;
// Initializations to be performed for all robots for a new level.
void init_robots_for_level ( void )
{
Overall_agitation = 0 ;
Final_boss_is_dead = 0 ;
Buddy_objnum = 0 ;
Buddy_allowed_to_talk = 0 ;
Boss_invulnerable_dot = F1_0 / 4 - i2f ( Difficulty_level ) / 8 ;
Boss_dying_start_time = 0 ;
}
int ai_save_state ( PHYSFS_file * fp )
{
PHYSFS_write ( fp , & Ai_initialized , sizeof ( int ) , 1 ) ;
PHYSFS_write ( fp , & Overall_agitation , sizeof ( int ) , 1 ) ;
PHYSFS_write ( fp , Ai_local_info , sizeof ( ai_local ) * MAX_OBJECTS , 1 ) ;
PHYSFS_write ( fp , Point_segs , sizeof ( point_seg ) * MAX_POINT_SEGS , 1 ) ;
PHYSFS_write ( fp , Ai_cloak_info , sizeof ( ai_cloak_info ) * MAX_AI_CLOAK_INFO , 1 ) ;
PHYSFS_write ( fp , & Boss_cloak_start_time , sizeof ( fix ) , 1 ) ;
PHYSFS_write ( fp , & Boss_cloak_end_time , sizeof ( fix ) , 1 ) ;
PHYSFS_write ( fp , & Last_teleport_time , sizeof ( fix ) , 1 ) ;
PHYSFS_write ( fp , & Boss_teleport_interval , sizeof ( fix ) , 1 ) ;
PHYSFS_write ( fp , & Boss_cloak_interval , sizeof ( fix ) , 1 ) ;
PHYSFS_write ( fp , & Boss_cloak_duration , sizeof ( fix ) , 1 ) ;
PHYSFS_write ( fp , & Last_gate_time , sizeof ( fix ) , 1 ) ;
PHYSFS_write ( fp , & Gate_interval , sizeof ( fix ) , 1 ) ;
PHYSFS_write ( fp , & Boss_dying_start_time , sizeof ( fix ) , 1 ) ;
PHYSFS_write ( fp , & Boss_dying , sizeof ( int ) , 1 ) ;
PHYSFS_write ( fp , & Boss_dying_sound_playing , sizeof ( int ) , 1 ) ;
PHYSFS_write ( fp , & Boss_hit_time , sizeof ( fix ) , 1 ) ;
// -- MK, 10/21/95, unused! -- PHYSFS_write(fp, &Boss_been_hit, sizeof(int), 1);
PHYSFS_write ( fp , & Escort_kill_object , sizeof ( Escort_kill_object ) , 1 ) ;
PHYSFS_write ( fp , & Escort_last_path_created , sizeof ( Escort_last_path_created ) , 1 ) ;
PHYSFS_write ( fp , & Escort_goal_object , sizeof ( Escort_goal_object ) , 1 ) ;
PHYSFS_write ( fp , & Escort_special_goal , sizeof ( Escort_special_goal ) , 1 ) ;
PHYSFS_write ( fp , & Escort_goal_index , sizeof ( Escort_goal_index ) , 1 ) ;
PHYSFS_write ( fp , & Stolen_items , sizeof ( Stolen_items [ 0 ] ) * MAX_STOLEN_ITEMS , 1 ) ;
{
int temp ;
temp = Point_segs_free_ptr - Point_segs ;
PHYSFS_write ( fp , & temp , sizeof ( int ) , 1 ) ;
}
PHYSFS_write ( fp , & Num_boss_teleport_segs , sizeof ( Num_boss_teleport_segs ) , 1 ) ;
PHYSFS_write ( fp , & Num_boss_gate_segs , sizeof ( Num_boss_gate_segs ) , 1 ) ;
if ( Num_boss_gate_segs )
PHYSFS_write ( fp , Boss_gate_segs , sizeof ( Boss_gate_segs [ 0 ] ) , Num_boss_gate_segs ) ;
if ( Num_boss_teleport_segs )
PHYSFS_write ( fp , Boss_teleport_segs , sizeof ( Boss_teleport_segs [ 0 ] ) , Num_boss_teleport_segs ) ;
return 1 ;
}
int ai_restore_state ( PHYSFS_file * fp , int version )
{
PHYSFS_read ( fp , & Ai_initialized , sizeof ( int ) , 1 ) ;
PHYSFS_read ( fp , & Overall_agitation , sizeof ( int ) , 1 ) ;
PHYSFS_read ( fp , Ai_local_info , sizeof ( ai_local ) * MAX_OBJECTS , 1 ) ;
PHYSFS_read ( fp , Point_segs , sizeof ( point_seg ) * MAX_POINT_SEGS , 1 ) ;
PHYSFS_read ( fp , Ai_cloak_info , sizeof ( ai_cloak_info ) * MAX_AI_CLOAK_INFO , 1 ) ;
PHYSFS_read ( fp , & Boss_cloak_start_time , sizeof ( fix ) , 1 ) ;
PHYSFS_read ( fp , & Boss_cloak_end_time , sizeof ( fix ) , 1 ) ;
PHYSFS_read ( fp , & Last_teleport_time , sizeof ( fix ) , 1 ) ;
PHYSFS_read ( fp , & Boss_teleport_interval , sizeof ( fix ) , 1 ) ;
PHYSFS_read ( fp , & Boss_cloak_interval , sizeof ( fix ) , 1 ) ;
PHYSFS_read ( fp , & Boss_cloak_duration , sizeof ( fix ) , 1 ) ;
PHYSFS_read ( fp , & Last_gate_time , sizeof ( fix ) , 1 ) ;
PHYSFS_read ( fp , & Gate_interval , sizeof ( fix ) , 1 ) ;
PHYSFS_read ( fp , & Boss_dying_start_time , sizeof ( fix ) , 1 ) ;
PHYSFS_read ( fp , & Boss_dying , sizeof ( int ) , 1 ) ;
PHYSFS_read ( fp , & Boss_dying_sound_playing , sizeof ( int ) , 1 ) ;
PHYSFS_read ( fp , & Boss_hit_time , sizeof ( fix ) , 1 ) ;
// -- MK, 10/21/95, unused! -- PHYSFS_read(fp, &Boss_been_hit, sizeof(int), 1);
if ( version > = 8 ) {
PHYSFS_read ( fp , & Escort_kill_object , sizeof ( Escort_kill_object ) , 1 ) ;
PHYSFS_read ( fp , & Escort_last_path_created , sizeof ( Escort_last_path_created ) , 1 ) ;
PHYSFS_read ( fp , & Escort_goal_object , sizeof ( Escort_goal_object ) , 1 ) ;
PHYSFS_read ( fp , & Escort_special_goal , sizeof ( Escort_special_goal ) , 1 ) ;
PHYSFS_read ( fp , & Escort_goal_index , sizeof ( Escort_goal_index ) , 1 ) ;
PHYSFS_read ( fp , & Stolen_items , sizeof ( Stolen_items [ 0 ] ) * MAX_STOLEN_ITEMS , 1 ) ;
} else {
int i ;
Escort_kill_object = - 1 ;
Escort_last_path_created = 0 ;
Escort_goal_object = ESCORT_GOAL_UNSPECIFIED ;
Escort_special_goal = - 1 ;
Escort_goal_index = - 1 ;
for ( i = 0 ; i < MAX_STOLEN_ITEMS ; i + + ) {
Stolen_items [ i ] = 255 ;
}
}
if ( version > = 15 ) {
int temp ;
PHYSFS_read ( fp , & temp , sizeof ( int ) , 1 ) ;
Point_segs_free_ptr = & Point_segs [ temp ] ;
} else
ai_reset_all_paths ( ) ;
if ( version > = 21 ) {
PHYSFS_read ( fp , & Num_boss_teleport_segs , sizeof ( Num_boss_teleport_segs ) , 1 ) ;
PHYSFS_read ( fp , & Num_boss_gate_segs , sizeof ( Num_boss_gate_segs ) , 1 ) ;
if ( Num_boss_gate_segs )
PHYSFS_read ( fp , Boss_gate_segs , sizeof ( Boss_gate_segs [ 0 ] ) , Num_boss_gate_segs ) ;
if ( Num_boss_teleport_segs )
PHYSFS_read ( fp , Boss_teleport_segs , sizeof ( Boss_teleport_segs [ 0 ] ) , Num_boss_teleport_segs ) ;
}
return 1 ;
}