dxx-rebirth/common/main/aistruct.h

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/*
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* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
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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.
*/
/*
*
* Structs and constants for AI system.
* object.h depends on this.
* ai.h depends on object.h.
* Get it?
*
*/
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#pragma once
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#include <physfs.h>
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#ifdef __cplusplus
#include "polyobj.h"
#include "pack.h"
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#include "objnum.h"
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#include "fwd-segment.h"
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#define GREEN_GUY 1
#define MAX_SEGMENTS_PER_PATH 20
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namespace dcx {
enum class player_awareness_type_t : uint8_t
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{
PA_NONE,
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PA_NEARBY_ROBOT_FIRED = 1, // Level of robot awareness after nearby robot fires a weapon
PA_WEAPON_WALL_COLLISION = 2, // Level of robot awareness after player weapon hits nearby wall
// PA_PLAYER_VISIBLE = 2, // Level of robot awareness if robot is looking towards player, and player not hidden
PA_PLAYER_COLLISION = 3, // Level of robot awareness after player bumps into robot
PA_WEAPON_ROBOT_COLLISION = 4, // Level of robot awareness after player weapon hits nearby robot
};
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enum class player_visibility_state : int8_t
{
no_line_of_sight,
visible_not_in_field_of_view,
visible_and_in_field_of_view,
};
static inline unsigned player_is_visible(const player_visibility_state s)
{
return static_cast<unsigned>(s) > 0;
}
}
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// Constants indicating currently moving forward or backward through
// path. Note that you can add aip->direction to aip_path_index to
// get next segment on path.
#define AI_DIR_FORWARD 1
#define AI_DIR_BACKWARD (-AI_DIR_FORWARD)
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#ifdef dsx
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namespace dsx {
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enum class ai_behavior : uint8_t
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{
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// Behaviors
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AIB_STILL = 0x80,
AIB_NORMAL = 0x81,
AIB_RUN_FROM = 0x83,
AIB_STATION = 0x85,
#if defined(DXX_BUILD_DESCENT_I)
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AIB_HIDE = 0x82,
AIB_FOLLOW_PATH = 0x84,
#elif defined(DXX_BUILD_DESCENT_II)
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AIB_BEHIND = 0x82,
AIB_SNIPE = 0x84,
AIB_FOLLOW = 0x86,
#endif
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};
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#define MIN_BEHAVIOR 0x80
#if defined(DXX_BUILD_DESCENT_I)
#define MAX_BEHAVIOR 0x85
#elif defined(DXX_BUILD_DESCENT_II)
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#define MAX_BEHAVIOR 0x86
#endif
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enum class ai_mode : uint8_t
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{
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// Modes
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AIM_STILL = 0,
AIM_WANDER = 1,
AIM_FOLLOW_PATH = 2,
AIM_CHASE_OBJECT = 3,
AIM_RUN_FROM_OBJECT = 4,
AIM_FOLLOW_PATH_2 = 6,
AIM_OPEN_DOOR = 7,
#if defined(DXX_BUILD_DESCENT_I)
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AIM_HIDE = 5,
#elif defined(DXX_BUILD_DESCENT_II)
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AIM_BEHIND = 5,
AIM_GOTO_PLAYER = 8, // Only for escort behavior
AIM_GOTO_OBJECT = 9, // Only for escort behavior
AIM_SNIPE_ATTACK = 10,
AIM_SNIPE_FIRE = 11,
AIM_SNIPE_RETREAT = 12,
AIM_SNIPE_RETREAT_BACKWARDS = 13,
AIM_SNIPE_WAIT = 14,
AIM_THIEF_ATTACK = 15,
AIM_THIEF_RETREAT = 16,
AIM_THIEF_WAIT = 17,
#endif
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};
}
#endif
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#define AISM_GOHIDE 0
#define AISM_HIDING 1
#define AI_MAX_STATE 7
#define AI_MAX_EVENT 4
#define AIS_NONE 0
#define AIS_REST 1
#define AIS_SRCH 2
#define AIS_LOCK 3
#define AIS_FLIN 4
#define AIS_FIRE 5
#define AIS_RECO 6
#define AIS_ERR_ 7
#define AIE_FIRE 0
#define AIE_HITT 1
#define AIE_COLL 2
#define AIE_HURT 3
//typedef struct opath {
// sbyte path_index; // current index of path
// sbyte path_direction; // current path direction
// sbyte path_length; // length of current path
// sbyte nothing;
// short path[MAX_SEGMENTS_PER_PATH];
// short always_0xabc; // If this is ever not 0xabc, then someone overwrote
//} opath;
//
//typedef struct oai_state {
// short mode; //
// short counter; // kind of a hack, frame countdown until switch modes
// opath paths[2];
// vms_vector movement_vector; // movement vector for one second
//} oai_state;
#if defined(DXX_BUILD_DESCENT_II)
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#define SUB_FLAGS_GUNSEG 0x01
#define SUB_FLAGS_SPROX 0x02 // If set, then this bot drops a super prox, not a prox, when it's time to drop something
#define SUB_FLAGS_CAMERA_AWAKE 0x04 // If set, a camera (on a missile) woke this robot up, so don't fire at player. Can look real stupid!
#endif
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// Constants defining meaning of flags in ai_state
#define MAX_AI_FLAGS 11 // This MUST cause word (4 bytes) alignment in ai_static, allowing for one byte mode
#define CURRENT_GUN flags[0] // This is the last gun the object fired from
#define CURRENT_STATE flags[1] // current behavioral state
#define GOAL_STATE flags[2] // goal state
#define PATH_DIR flags[3] // direction traveling path, 1 = forward, -1 = backward, other = error!
#if defined(DXX_BUILD_DESCENT_I)
#define SUBMODE flags[4] // submode, eg AISM_HIDING if mode == AIM_HIDE
#elif defined(DXX_BUILD_DESCENT_II)
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#define SUB_FLAGS flags[4] // bit 0: Set -> Robot's current gun in different segment than robot's center.
#endif
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#define GOALSIDE flags[5] // for guys who open doors, this is the side they are going after.
#define CLOAKED flags[6] // Cloaked now.
#define SKIP_AI_COUNT flags[7] // Skip AI this frame, but decrement in do_ai_frame.
#define REMOTE_OWNER flags[8] // Who is controlling this remote AI object (multiplayer use only)
#define REMOTE_SLOT_NUM flags[9] // What slot # is this robot in for remote control purposes (multiplayer use only)
// This is the stuff that is permanent for an AI object.
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#ifdef dsx
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namespace dsx {
// Rather temporal AI stuff.
struct ai_local : public prohibit_void_ptr<ai_local>
{
// These used to be bytes, changed to ints so I could set watchpoints on them.
player_awareness_type_t player_awareness_type; // type of awareness of player
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uint8_t retry_count; // number of retries in physics last time this object got moved.
uint8_t consecutive_retries; // number of retries in consecutive frames (ie, without a retry_count of 0)
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player_visibility_state previous_visibility; // Visibility of player last time we checked.
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uint8_t rapidfire_count; // number of shots fired rapidly
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ai_mode mode; // current mode within behavior
segnum_t goal_segment; // goal segment for current path
fix next_action_time; // time in seconds until something happens, mode dependent
fix next_fire; // time in seconds until can fire again
#if defined(DXX_BUILD_DESCENT_II)
fix next_fire2; // time in seconds until can fire again from second weapon
#endif
fix player_awareness_time; // time in seconds robot will be aware of player, 0 means not aware of player
fix time_since_processed; // time since this robot last processed in do_ai_frame
fix64 time_player_seen; // absolute time in seconds at which player was last seen, might cause to go into follow_path mode
fix64 time_player_sound_attacked; // absolute time in seconds at which player was last seen with visibility of 2.
fix64 next_misc_sound_time; // absolute time in seconds at which this robot last made an angry or lurking sound.
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array<vms_angvec, MAX_SUBMODELS> goal_angles; // angles for each subobject
array<vms_angvec, MAX_SUBMODELS> delta_angles; // angles for each subobject
array<sbyte, MAX_SUBMODELS> goal_state; // Goal state for this sub-object
array<sbyte, MAX_SUBMODELS> achieved_state; // Last achieved state
};
struct ai_static : public prohibit_void_ptr<ai_static>
{
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ai_behavior behavior; //
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array<sbyte, MAX_AI_FLAGS> flags; // various flags, meaning defined by constants
segnum_t hide_segment; // Segment to go to for hiding.
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short hide_index; // Index in Path_seg_points
short path_length; // Length of hide path.
#if defined(DXX_BUILD_DESCENT_I)
short cur_path_index; // Current index in path.
#elif defined(DXX_BUILD_DESCENT_II)
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sbyte cur_path_index; // Current index in path.
sbyte dying_sound_playing; // !0 if this robot is playing its dying sound.
#endif
objnum_t danger_laser_num;
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object_signature_t danger_laser_signature;
#if defined(DXX_BUILD_DESCENT_II)
fix64 dying_start_time; // Time at which this robot started dying.
#endif
ai_local ail;
};
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// Same as above but structure Savegames/Multiplayer objects expect
struct ai_static_rw
{
ubyte behavior; //
sbyte flags[MAX_AI_FLAGS]; // various flags, meaning defined by constants
short hide_segment; // Segment to go to for hiding.
short hide_index; // Index in Path_seg_points
short path_length; // Length of hide path.
#if defined(DXX_BUILD_DESCENT_I)
short cur_path_index; // Current index in path.
short follow_path_start_seg; // Start segment for robot which follows path.
short follow_path_end_seg; // End segment for robot which follows path.
int danger_laser_signature;
short danger_laser_num;
#elif defined(DXX_BUILD_DESCENT_II)
sbyte cur_path_index; // Current index in path.
sbyte dying_sound_playing; // !0 if this robot is playing its dying sound.
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short danger_laser_num;
int danger_laser_signature;
fix dying_start_time; // Time at which this robot started dying.
#endif
} __pack__;
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// Same as above but structure Savegames expect
struct ai_local_rw
{
// These used to be bytes, changed to ints so I could set watchpoints on them.
#if defined(DXX_BUILD_DESCENT_I)
sbyte player_awareness_type; // type of awareness of player
sbyte retry_count; // number of retries in physics last time this object got moved.
sbyte consecutive_retries; // number of retries in consecutive frames (ie, without a retry_count of 0)
sbyte mode; // current mode within behavior
sbyte previous_visibility; // Visibility of player last time we checked.
sbyte rapidfire_count; // number of shots fired rapidly
short goal_segment; // goal segment for current path
fix last_see_time, last_attack_time; // For sound effects, time at which player last seen, attacked
#elif defined(DXX_BUILD_DESCENT_II)
int player_awareness_type; // type of awareness of player
int retry_count; // number of retries in physics last time this object got moved.
int consecutive_retries; // number of retries in consecutive frames (ie, without a retry_count of 0)
int mode; // current mode within behavior
int previous_visibility; // Visibility of player last time we checked.
int rapidfire_count; // number of shots fired rapidly
int goal_segment; // goal segment for current path
#endif
fix next_action_time; // time in seconds until something happens, mode dependent
fix next_fire; // time in seconds until can fire again
#if defined(DXX_BUILD_DESCENT_II)
fix next_fire2; // time in seconds until can fire again from second weapon
#endif
fix player_awareness_time; // time in seconds robot will be aware of player, 0 means not aware of player
fix time_player_seen; // absolute time in seconds at which player was last seen, might cause to go into follow_path mode
fix time_player_sound_attacked; // absolute time in seconds at which player was last seen with visibility of 2.
fix next_misc_sound_time; // absolute time in seconds at which this robot last made an angry or lurking sound.
fix time_since_processed; // time since this robot last processed in do_ai_frame
vms_angvec goal_angles[MAX_SUBMODELS]; // angles for each subobject
vms_angvec delta_angles[MAX_SUBMODELS]; // angles for each subobject
sbyte goal_state[MAX_SUBMODELS]; // Goal state for this sub-object
sbyte achieved_state[MAX_SUBMODELS]; // Last achieved state
};
struct ai_cloak_info : public prohibit_void_ptr<ai_cloak_info>
{
fix64 last_time;
#if defined(DXX_BUILD_DESCENT_II)
segnum_t last_segment;
#endif
vms_vector last_position;
};
// Same as above but structure Savegames expect
struct ai_cloak_info_rw
{
fix last_time;
#if defined(DXX_BUILD_DESCENT_II)
int last_segment;
#endif
vms_vector last_position;
};
#if defined(DXX_BUILD_DESCENT_II)
// Maximum number kept track of, will keep stealing, causes stolen weapons to be lost!
struct d_thief_unique_state
{
unsigned Stolen_item_index; // Used in ai.c for controlling rate of Thief flare firing.
array<uint8_t, 10> Stolen_items;
};
#endif
}
#endif
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namespace dcx {
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struct point_seg : prohibit_void_ptr<point_seg> {
segnum_t segnum;
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vms_vector point;
};
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struct seg_seg
{
segnum_t start, end;
};
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constexpr std::integral_constant<unsigned, 2500> MAX_POINT_SEGS{};
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}
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// These are the information for a robot describing the location of
// the player last time he wasn't cloaked, and the time at which he
// was uncloaked. We should store this for each robot, but that's
// memory expensive.
//extern fix Last_uncloaked_time;
//extern vms_vector Last_uncloaked_position;
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#ifdef dsx
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namespace dsx {
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extern void ai_do_cloak_stuff(void);
}
#endif
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#endif