dxx-rebirth/main/ai.h

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/* $Id: ai.h,v 1.7 2003-10-04 02:58:23 btb 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
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
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/*
*
* Header file for AI system.
*
* Old Log:
* Revision 1.3 1995/10/15 16:28:07 allender
* added flag to player_is_visible function
*
* Revision 1.2 1995/10/10 11:48:32 allender
* PC ai header
*
* Revision 1.1 1995/05/16 15:54:00 allender
* Initial revision
*
* Revision 2.0 1995/02/27 11:33:07 john
* New version 2.0, which has no anonymous unions, builds with
* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
*
* Revision 1.57 1995/02/04 17:28:31 mike
* make station guys return better.
*
* Revision 1.56 1995/02/04 10:03:23 mike
* Fly to exit cheat.
*
* Revision 1.55 1995/02/01 19:23:52 rob
* Externed a boss var.
*
* Revision 1.54 1995/01/30 13:00:58 mike
* Make robots fire at player other than one they are controlled by sometimes.
*
* Revision 1.53 1995/01/26 15:09:16 rob
* Changed robot gating to accomodate multiplayer.
*
* Revision 1.52 1995/01/26 12:23:12 rob
* Added new externs needed for multiplayer.
*
* Revision 1.51 1995/01/21 21:22:14 mike
* Kill prototype of init_boss_segments, which didn't need to be public
* and had changed.
*
* Revision 1.50 1995/01/16 19:24:29 mike
* Publicize BOSS_GATE_MATCEN_NUM and Boss_been_hit.
*
* Revision 1.49 1995/01/02 16:17:35 mike
* prototype some super boss function for gameseq.
*
* Revision 1.48 1994/12/19 17:08:06 mike
* deal with new ai_multiplayer_awareness which returns a value saying whether this object can be moved by this player.
*
* Revision 1.47 1994/12/12 17:18:04 mike
* make boss cloak/teleport when get hit, make quad laser 3/4 as powerful.
*
* Revision 1.46 1994/12/08 15:46:16 mike
* better robot behavior.
*
* Revision 1.45 1994/11/27 23:16:08 matt
* Made debug code go away when debugging turned off
*
* Revision 1.44 1994/11/16 23:38:41 mike
* new improved boss teleportation behavior.
*
* Revision 1.43 1994/11/10 17:45:11 mike
* debugging.
*
* Revision 1.42 1994/11/07 10:37:42 mike
* hooks for rob's network code.
*
* Revision 1.41 1994/11/06 15:10:50 mike
* prototype a debug function for dumping ai info.
*
* Revision 1.40 1994/11/02 17:57:30 rob
* Added extern of Believe_player_pos needed to get control centers
* locating people.
*
* Revision 1.39 1994/10/28 19:43:39 mike
* Prototype Boss_cloak_start_time, Boss_cloak_end_time.
*
* Revision 1.38 1994/10/22 14:14:42 mike
* Prototype ai_reset_all_paths.
*
* Revision 1.37 1994/10/21 20:42:01 mike
* Define MAX_PATH_LENGTH: maximum allowed length of a path.
*
* Revision 1.36 1994/10/20 09:49:18 mike
* Prototype something.
*
*
* Revision 1.35 1994/10/18 15:37:52 mike
* Define ROBOT_BOSS1.
*
* Revision 1.34 1994/10/13 11:12:25 mike
* Prototype some door functions.
*
* Revision 1.33 1994/10/12 21:28:51 mike
* Prototype create_n_segment_path_to_door
* Prototype ai_open_doors_in_segment
* Prototype ai_door_is_openable.
*
* Revision 1.32 1994/10/11 15:59:41 mike
* Prototype Robot_firing_enabled.
*
* Revision 1.31 1994/10/09 22:02:48 mike
* Adapt create_path_points and create_n_segment_path prototypes to use avoid_seg for player evasion.
*
* Revision 1.30 1994/09/18 18:07:44 mike
* Update prototypes for create_path_points and create_path_to_player.
*
* Revision 1.29 1994/09/15 16:34:08 mike
* Prototype do_ai_robot_hit_attack.
*
* Revision 1.28 1994/09/12 19:12:35 mike
* Prototype attempt_to_resume_path.
*
* Revision 1.27 1994/08/25 21:55:32 mike
* Add some prototypes.
*
* Revision 1.26 1994/08/10 19:53:24 mike
* Prototype create_path_to_player and init_robots_for_level.
*
* Revision 1.25 1994/08/04 16:32:58 mike
* prototype create_path_to_player.
*
* Revision 1.24 1994/08/03 15:17:20 mike
* Prototype make_random_vector.
*
* Revision 1.23 1994/07/31 18:10:34 mike
* Update prototype for create_path_points.
*
* Revision 1.22 1994/07/28 12:36:14 matt
* Cleaned up object bumping code
*
*/
#ifndef _AI_H
#define _AI_H
#include <stdio.h>
#include "object.h"
#include "fvi.h"
#include "robot.h"
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#define PLAYER_AWARENESS_INITIAL_TIME (3*F1_0)
#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
#define MAX_BOSS_TELEPORT_SEGS 100
#define BOSS_ECLIP_NUM 53
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#define ROBOT_BRAIN 7
#define ROBOT_BOSS1 17
#define ROBOT_FIRE_AGITATION 94
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#define BOSS_D2 21 // Minimum D2 boss value.
#define BOSS_COOL 21
#define BOSS_WATER 22
#define BOSS_FIRE 23
#define BOSS_ICE 24
#define BOSS_ALIEN1 25
#define BOSS_ALIEN2 26
#define NUM_D2_BOSSES 8
extern ubyte Boss_teleports[NUM_D2_BOSSES]; // Set byte if this boss can teleport
extern ubyte Boss_spew_more[NUM_D2_BOSSES]; // Set byte if this boss can teleport
//extern ubyte Boss_cloaks[NUM_D2_BOSSES]; // Set byte if this boss can cloak
extern ubyte Boss_spews_bots_energy[NUM_D2_BOSSES]; // Set byte if boss spews bots when hit by energy weapon.
extern ubyte Boss_spews_bots_matter[NUM_D2_BOSSES]; // Set byte if boss spews bots when hit by matter weapon.
extern ubyte Boss_invulnerable_energy[NUM_D2_BOSSES]; // Set byte if boss is invulnerable to energy weapons.
extern ubyte Boss_invulnerable_matter[NUM_D2_BOSSES]; // Set byte if boss is invulnerable to matter weapons.
extern ubyte Boss_invulnerable_spot[NUM_D2_BOSSES]; // Set byte if boss is invulnerable in all but a certain spot. (Dot product fvec|vec_to_collision < BOSS_INVULNERABLE_DOT)
extern fix Boss_cloak_start_time, Boss_cloak_end_time;
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extern int Num_boss_teleport_segs;
extern short Boss_teleport_segs[MAX_BOSS_TELEPORT_SEGS];
extern fix Last_teleport_time;
extern fix Boss_cloak_duration;
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extern ai_local Ai_local_info[MAX_OBJECTS];
extern vms_vector Believed_player_pos;
extern int Believed_player_seg;
extern void move_towards_segment_center(object *objp);
extern int gate_in_robot(int type, int segnum);
extern void do_ai_movement(object *objp);
extern void ai_move_to_new_segment( object * obj, short newseg, int first_time );
// extern void ai_follow_path( object * obj, short newseg, int first_time );
extern void ai_recover_from_wall_hit(object *obj, int segnum);
extern void ai_move_one(object *objp);
extern void do_ai_frame(object *objp);
extern void init_ai_object(int objnum, int initial_mode, int hide_segment);
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"
extern void do_ai_frame_all(void);
extern void init_ai_system(void);
extern void reset_ai_states(object *objp);
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);
extern void create_all_paths(void);
extern void create_path_to_station(object *objp, int max_length);
extern void ai_follow_path(object *objp, int player_visibility, int previous_visibility, vms_vector *vec_to_player);
extern void ai_turn_towards_vector(vms_vector *vec_to_player, object *obj, fix rate);
extern void ai_turn_towards_vel_vec(object *objp, fix rate);
extern void init_ai_objects(void);
extern void do_ai_robot_hit(object *robot, int type);
extern void create_n_segment_path(object *objp, int path_length, int avoid_seg);
extern void create_n_segment_path_to_door(object *objp, int path_length, int avoid_seg);
extern void make_random_vector(vms_vector *vec);
extern void init_robots_for_level(void);
extern int ai_behavior_to_mode(int behavior);
extern int Robot_firing_enabled;
extern void create_path_to_segment(object *objp, int goalseg, int max_length, int safety_flag);
extern int ready_to_fire(robot_info *robptr, ai_local *ailp);
extern int polish_path(object *objp, point_seg *psegs, int num_points);
extern void move_towards_player(object *objp, vms_vector *vec_to_player);
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// max_length is maximum depth of path to create.
// If -1, use default: MAX_DEPTH_TO_SEARCH_FOR_PLAYER
extern void create_path_to_player(object *objp, int max_length, int safety_flag);
extern void attempt_to_resume_path(object *objp);
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// When a robot and a player collide, some robots attack!
extern void do_ai_robot_hit_attack(object *robot, object *player, vms_vector *collision_point);
extern void ai_open_doors_in_segment(object *robot);
extern int ai_door_is_openable(object *objp, segment *segp, int sidenum);
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.
extern int ai_multiplayer_awareness(object *objp, int awareness_level);
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// In escort.c
extern void do_escort_frame(object *objp, fix dist_to_player, int player_visibility);
extern void do_snipe_frame(object *objp, fix dist_to_player, int player_visibility, vms_vector *vec_to_player);
extern void do_thief_frame(object *objp, fix dist_to_player, int player_visibility, vms_vector *vec_to_player);
#ifndef NDEBUG
extern void force_dump_ai_objects_all(char *msg);
#else
#define force_dump_ai_objects_all(msg)
#endif
extern void start_boss_death_sequence(object *objp);
extern void ai_init_boss_for_ship(void);
extern int Boss_been_hit;
extern fix AI_proc_time;
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// Stuff moved from ai.c by MK on 05/25/95.
#define ANIM_RATE (F1_0/16)
#define DELTA_ANG_SCALE 16
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#define OVERALL_AGITATION_MAX 100
#define MAX_AI_CLOAK_INFO 8 // Must be a power of 2!
typedef struct {
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fix last_time;
int last_segment;
vms_vector last_position;
} ai_cloak_info;
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#define BOSS_CLOAK_DURATION (F1_0*7)
#define BOSS_DEATH_DURATION (F1_0*6)
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#define CHASE_TIME_LENGTH (F1_0*8)
#define DEFAULT_ROBOT_SOUND_VOLUME F1_0
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extern fix Dist_to_last_fired_upon_player_pos;
extern vms_vector Last_fired_upon_player_pos;
extern int Laser_rapid_fire;
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#define MAX_AWARENESS_EVENTS 64
typedef struct awareness_event {
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short segnum; // segment the event occurred in
short type; // type of event, defines behavior
vms_vector pos; // absolute 3 space location of event
} awareness_event;
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#define AIS_MAX 8
#define AIE_MAX 4
#define ESCORT_GOAL_UNSPECIFIED -1
#define ESCORT_GOAL_UNSPECIFIED -1
#define ESCORT_GOAL_BLUE_KEY 1
#define ESCORT_GOAL_GOLD_KEY 2
#define ESCORT_GOAL_RED_KEY 3
#define ESCORT_GOAL_CONTROLCEN 4
#define ESCORT_GOAL_EXIT 5
// Custom escort goals.
#define ESCORT_GOAL_ENERGY 6
#define ESCORT_GOAL_ENERGYCEN 7
#define ESCORT_GOAL_SHIELD 8
#define ESCORT_GOAL_POWERUP 9
#define ESCORT_GOAL_ROBOT 10
#define ESCORT_GOAL_HOSTAGE 11
#define ESCORT_GOAL_PLAYER_SPEW 12
#define ESCORT_GOAL_SCRAM 13
#define ESCORT_GOAL_EXIT2 14
#define ESCORT_GOAL_BOSS 15
#define ESCORT_GOAL_MARKER1 16
#define ESCORT_GOAL_MARKER2 17
#define ESCORT_GOAL_MARKER3 18
#define ESCORT_GOAL_MARKER4 19
#define ESCORT_GOAL_MARKER5 20
#define ESCORT_GOAL_MARKER6 21
#define ESCORT_GOAL_MARKER7 22
#define ESCORT_GOAL_MARKER8 23
#define ESCORT_GOAL_MARKER9 24
#define MAX_ESCORT_GOALS 25
#define MAX_ESCORT_DISTANCE (F1_0*80)
#define MIN_ESCORT_DISTANCE (F1_0*40)
#define FUELCEN_CHECK 1000
extern fix Escort_last_path_created;
extern int Escort_goal_object, Escort_special_goal, Escort_goal_index;
#define GOAL_WIDTH 11
#define SNIPE_RETREAT_TIME (F1_0*5)
#define SNIPE_ABORT_RETREAT_TIME (SNIPE_RETREAT_TIME/2) // Can abort a retreat with this amount of time left in retreat
#define SNIPE_ATTACK_TIME (F1_0*10)
#define SNIPE_WAIT_TIME (F1_0*5)
#define SNIPE_FIRE_TIME (F1_0*2)
#define THIEF_PROBABILITY 16384 // 50% chance of stealing an item at each attempt
#define MAX_STOLEN_ITEMS 10 // Maximum number kept track of, will keep stealing, causes stolen weapons to be lost!
extern int Max_escort_length;
extern int Escort_kill_object;
extern ubyte Stolen_items[MAX_STOLEN_ITEMS];
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extern fix Escort_last_path_created;
extern int Escort_goal_object, Escort_special_goal, Escort_goal_index;
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extern void create_buddy_bot(void);
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extern int Max_escort_length;
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extern char *Escort_goal_text[MAX_ESCORT_GOALS];
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extern void ai_multi_send_robot_position(int objnum, int force);
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extern int Flinch_scale;
extern int Attack_scale;
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extern sbyte Mike_to_matt_xlate[];
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// Amount of time since the current robot was last processed for things such as movement.
// It is not valid to use FrameTime because robots do not get moved every frame.
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extern int Num_boss_teleport_segs;
extern short Boss_teleport_segs[];
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extern int Num_boss_gate_segs;
extern short Boss_gate_segs[];
// --------- John: These variables must be saved as part of gamesave. ---------
extern int Ai_initialized;
extern int Overall_agitation;
extern ai_local Ai_local_info[MAX_OBJECTS];
extern point_seg Point_segs[MAX_POINT_SEGS];
extern point_seg *Point_segs_free_ptr;
extern ai_cloak_info Ai_cloak_info[MAX_AI_CLOAK_INFO];
extern fix Boss_cloak_start_time;
extern fix Boss_cloak_end_time;
extern fix Last_teleport_time;
extern fix Boss_teleport_interval;
extern fix Boss_cloak_interval; // Time between cloaks
extern fix Boss_cloak_duration;
extern fix Last_gate_time;
extern fix Gate_interval;
extern fix Boss_dying_start_time;
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extern sbyte Boss_dying, Boss_dying_sound_playing;
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extern fix Boss_hit_time;
// -- extern int Boss_been_hit;
// ------ John: End of variables which must be saved as part of gamesave. -----
extern int ai_evaded;
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extern sbyte Super_boss_gate_list[];
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#define MAX_GATE_INDEX 25
extern int Ai_info_enabled;
extern int Robot_firing_enabled;
// 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.
extern vms_vector Hit_pos;
extern int Hit_type, Hit_seg;
extern fvi_info Hit_data;
extern int Num_awareness_events;
extern awareness_event Awareness_events[MAX_AWARENESS_EVENTS];
extern vms_vector Believed_player_pos;
#ifndef NDEBUG
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// Index into this array with ailp->mode
extern char *mode_text[18];
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// Index into this array with aip->behavior
extern char behavior_text[6][9];
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// Index into this array with aip->GOAL_STATE or aip->CURRENT_STATE
extern char state_text[8][5];
extern int Do_ai_flag, Break_on_object;
extern void mprintf_animation_info(object *objp);
#endif //ifndef NDEBUG
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extern int Stolen_item_index; // Used in ai.c for controlling rate of Thief flare firing.
extern void ai_frame_animation(object *objp);
extern int do_silly_animation(object *objp);
extern int openable_doors_in_segment(int segnum);
extern void compute_vis_and_vec(object *objp, vms_vector *pos, ai_local *ailp, vms_vector *vec_to_player, int *player_visibility, robot_info *robptr, int *flag);
extern void do_firing_stuff(object *obj, int player_visibility, vms_vector *vec_to_player);
extern int maybe_ai_do_actual_firing_stuff(object *obj, ai_static *aip);
extern void ai_do_actual_firing_stuff(object *obj, ai_static *aip, ai_local *ailp, robot_info *robptr, vms_vector *vec_to_player, fix dist_to_player, vms_vector *gun_point, int player_visibility, int object_animates, int gun_num);
extern void do_super_boss_stuff(object *objp, fix dist_to_player, int player_visibility);
extern void do_boss_stuff(object *objp, int player_visibility);
// -- unused, 08/07/95 -- extern void ai_turn_randomly(vms_vector *vec_to_player, object *obj, fix rate, int previous_visibility);
extern void ai_move_relative_to_player(object *objp, ai_local *ailp, fix dist_to_player, vms_vector *vec_to_player, fix circle_distance, int evade_only, int player_visibility);
extern void move_away_from_player(object *objp, vms_vector *vec_to_player, int attack_type);
extern void move_towards_vector(object *objp, vms_vector *vec_goal, int dot_based);
extern void init_ai_frame(void);
extern void create_bfs_list(int start_seg, short bfs_list[], int *length, int max_segs);
extern void init_thief_for_level();
extern int Escort_goal_object;
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extern int ai_save_state(CFILE *fp);
extern int ai_restore_state(CFILE *fp, int version);
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extern int Buddy_objnum, Buddy_allowed_to_talk;
extern void start_robot_death_sequence(object *objp);
extern int do_any_robot_dying_frame(object *objp);
extern void buddy_message(char * format, ... );
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#define SPECIAL_REACTOR_ROBOT 65
extern void special_reactor_stuff(void);
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#endif /* _AI_H */