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/* $Id: ai.c,v 1.5 2003-03-14 21:24:03 btb Exp $ */
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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
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE .
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COPYRIGHT 1993 - 1999 PARALLAX SOFTWARE CORPORATION . ALL RIGHTS RESERVED .
*/
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/*
*
* Autonomous Individual movement .
*
* Old Log :
* Revision 1.1 1995 / 12 / 05 14 : 15 : 37 allender
* Initial revision
*
* Revision 1.10 1995 / 11 / 09 09 : 36 : 12 allender
* cheats not active during demo playback
*
* Revision 1.9 1995 / 11 / 03 12 : 51 : 55 allender
* shareware changes
*
* Revision 1.8 1995 / 10 / 31 10 : 25 : 07 allender
* shareware stuff
*
* Revision 1.7 1995 / 10 / 26 14 : 01 : 38 allender
* optimization for doing robot stuff only if anim angles done last frame
*
* Revision 1.6 1995 / 10 / 25 09 : 35 : 43 allender
* prototype some functions causing mcc problems
*
* Revision 1.5 1995 / 10 / 17 13 : 11 : 40 allender
* fix in ai code that makes bots only look for you every so often
*
* Revision 1.4 1995 / 10 / 10 11 : 48 : 10 allender
* PC ai code
*
* Revision 2.11 1995 / 07 / 09 11 : 15 : 48 john
* Put in Mike ' s code to fix bug where bosses don ' t gate in bots after
* 32767 seconds of playing .
*
* Revision 2.10 1995 / 06 / 15 12 : 31 : 08 john
* Fixed bug with cheats getting enabled when you type
* the whole alphabet .
*
* Revision 2.9 1995 / 05 / 26 16 : 16 : 18 john
* Split SATURN into define ' s for requiring cd , using cd , etc .
* Also started adding all the Rockwell stuff .
*
* Revision 2.8 1995 / 04 / 06 15 : 12 : 27 john
* Fixed bug with insane not working .
*
* Revision 2.7 1995 / 03 / 30 16 : 36 : 44 mike
* text localization .
*
* Revision 2.6 1995 / 03 / 28 11 : 22 : 24 john
* Added cheats to save file . Changed lunacy text .
*
* Revision 2.5 1995 / 03 / 27 16 : 45 : 07 john
* Fixed some cheat bugs . Added astral cheat .
*
* Revision 2.4 1995 / 03 / 24 15 : 29 : 17 mike
* add new cheats .
*
* Revision 2.3 1995 / 03 / 21 14 : 39 : 45 john
* Ifdef ' d out the NETWORK code .
*
* Revision 2.2 1995 / 03 / 14 18 : 24 : 39 john
* Force Destination Saturn to use CD - ROM drive .
*
* Revision 2.1 1995 / 03 / 06 16 : 47 : 14 mike
* destination saturn
*
* Revision 2.0 1995 / 02 / 27 11 : 30 : 01 john
* New version 2.0 , which has no anonymous unions , builds with
* Watcom 10.0 , and doesn ' t require parsing BITMAPS . TBL .
*
* Revision 1.295 1995 / 02 / 22 13 : 23 : 04 allender
* remove anonymous unions from object structure
*
* Revision 1.294 1995 / 02 / 13 11 : 00 : 43 rob
* Make brain guys high enough to get an open slot .
*
* Revision 1.293 1995 / 02 / 13 10 : 31 : 55 mike
* Make brains understand they can ' t open locked doors .
*
* Revision 1.292 1995 / 02 / 13 10 : 18 : 01 rob
* Reduced brain guy ' s level of awareness to keep him from hogging slots .
*
* Revision 1.291 1995 / 02 / 11 12 : 27 : 12 mike
* fix path - to - exit cheat .
*
* Revision 1.290 1995 / 02 / 11 01 : 56 : 30 mike
* robots don ' t fire cheat .
*
* Revision 1.289 1995 / 02 / 10 17 : 15 : 09 rob
* Fixed some stuff with 64 awareness stuff .
*
* Revision 1.288 1995 / 02 / 10 16 : 31 : 32 mike
* oops .
*
* Revision 1.287 1995 / 02 / 10 16 : 24 : 45 mike
* fix the network follow path fix .
*
* Revision 1.286 1995 / 02 / 10 16 : 11 : 40 mike
* in serial or modem games , follow path guys don ' t move if far away and
* can ' t see player .
*
* Revision 1.285 1995 / 02 / 09 13 : 11 : 35 mike
* comment out a bunch of mprintfs .
* add toaster ( drops prox bombs , runs away ) to boss gate list .
*
* Revision 1.284 1995 / 02 / 08 22 : 44 : 53 rob
* Lowerd anger level for follow path of any sort .
*
* Revision 1.283 1995 / 02 / 08 22 : 30 : 43 mike
* lower awareness on station guys if they are returning home ( multiplayer ) .
*
* Revision 1.282 1995 / 02 / 08 17 : 01 : 06 rob
* Fixed problem with toasters dropping of proximity bombs .
*
* Revision 1.281 1995 / 02 / 08 11 : 49 : 35 rob
* Reduce Green - guy attack awareness level so we don ' t let him attack us too .
*
* Revision 1.280 1995 / 02 / 08 11 : 37 : 52 mike
* Check for failures in call to obj_create .
*
* Revision 1.279 1995 / 02 / 07 20 : 38 : 46 mike
* fix toasters in multiplayer
*
*
* Revision 1.278 1995 / 02 / 07 16 : 51 : 07 mike
* fix sound time play bug .
*
* Revision 1.277 1995 / 02 / 06 22 : 33 : 04 mike
* make robots follow path better in cooperative / roboarchy .
*
* Revision 1.276 1995 / 02 / 06 18 : 15 : 42 rob
* Added forced sends for evasion movemnet .
*
* Revision 1.275 1995 / 02 / 06 16 : 41 : 22 rob
* Change some positioning calls .
*
* Revision 1.274 1995 / 02 / 06 11 : 40 : 33 mike
* replace some lint - related hacks with clean , proper code .
*
* Revision 1.273 1995 / 02 / 04 17 : 28 : 19 mike
* make station guys return better .
*
* Revision 1.272 1995 / 02 / 03 17 : 40 : 55 mike
* fix problem with robots falling asleep if you sit in game overnight , not in pause . . . bah .
*
* Revision 1.271 1995 / 02 / 02 21 : 11 : 25 rob
* Tweaking stuff for multiplayer ai .
*
* Revision 1.270 1995 / 02 / 02 17 : 32 : 06 john
* Added Hack for Assert that Mike put in after using Lint to find
* uninitialized variables .
*
* Revision 1.269 1995 / 02 / 02 16 : 46 : 31 mike
* fix boss gating .
*
* Revision 1.268 1995 / 02 / 02 16 : 27 : 29 mike
* make boss not put out infinite robots .
*
* Revision 1.267 1995 / 02 / 01 21 : 10 : 02 mike
* lint found bug ! player_visibility not initialized !
*
* Revision 1.266 1995 / 02 / 01 20 : 51 : 27 john
* Lintized
*
* Revision 1.265 1995 / 02 / 01 17 : 14 : 05 mike
* fix robot sounds .
*
* Revision 1.264 1995 / 01 / 31 16 : 16 : 40 mike
* Comment out " Darn you, John " Int3 ( ) .
*
* Revision 1.263 1995 / 01 / 30 20 : 55 : 04 mike
* fix nonsense in robot firing when a player is cloaked .
*
* Revision 1.262 1995 / 01 / 30 17 : 15 : 10 rob
* Fixed problems with bigboss eclip messages .
* Tweaked robot position sending for modem purposes .
*
* Revision 1.261 1995 / 01 / 30 15 : 30 : 31 rob
* Prevent non - master players from gating in robots .
*
* Revision 1.260 1995 / 01 / 30 13 : 30 : 55 mike
* new cases for firing at other players were bogus , could send position
* without permission .
*
* Revision 1.259 1995 / 01 / 30 13 : 01 : 17 mike
* Make robots fire at player other than one they are controlled by sometimes .
*
* Revision 1.258 1995 / 01 / 29 16 : 09 : 17 rob
* Trying to get robots to shoot at non - controlling players .
*
* Revision 1.257 1995 / 01 / 29 13 : 47 : 05 mike
* Make boss have more fireballs on death , have until end ( though silent at end ) .
* Fix bug which was preventing him from teleporting until hit , so he ' d always
* be in the same place when the player enters the room .
*
* Revision 1.256 1995 / 01 / 28 17 : 40 : 18 mike
* make boss teleport & gate before you see him .
*
* Revision 1.255 1995 / 01 / 27 17 : 02 : 08 mike
* move code around , was sending one frame ( or worse ! ) old robot information .
*
* Revision 1.254 1995 / 01 / 26 17 : 02 : 43 mike
* make fusion cannon have more chrome , make fusion , mega rock you !
*
* Revision 1.253 1995 / 01 / 26 15 : 11 : 17 rob
* Shutup ! I fixed it !
*
* Revision 1.252 1995 / 01 / 26 15 : 08 : 55 rob
* Changed robot gating to accomodate multiplayer .
*
* Revision 1.251 1995 / 01 / 26 14 : 49 : 04 rob
* Increase awareness level for firing to 94.
*
* Revision 1.250 1995 / 01 / 26 12 : 41 : 20 mike
* fix bogus multiplayer code , would send permission without getting permission .
*
* Revision 1.249 1995 / 01 / 26 12 : 23 : 23 rob
* Removed defines that were moved to ai . h
*
* Revision 1.248 1995 / 01 / 25 23 : 38 : 48 mike
* modify list of robots gated in by super boss .
*
* Revision 1.247 1995 / 01 / 25 21 : 21 : 13 rob
* Trying to let robots fire at a player even if they ' re not in control .
*
* Revision 1.246 1995 / 01 / 25 13 : 50 : 37 mike
* Robots make angry sounds .
*
* Revision 1.245 1995 / 01 / 25 10 : 53 : 47 mike
* better handling of robots which poke out of mine and try to recover .
*
* Revision 1.244 1995 / 01 / 24 22 : 03 : 02 mike
* Tricky code to move a robot to a legal position if he is poking out of
* the mine , even if it means moving him to another segment .
*
* Revision 1.243 1995 / 01 / 24 20 : 12 : 06 rob
* Changed robot fire awareness level from 74 to 94.
*
* Revision 1.242 1995 / 01 / 24 13 : 22 : 32 mike
* make robots accelerate faster , and Difficulty_level dependent .
*
* Revision 1.241 1995 / 01 / 24 12 : 09 : 39 mike
* make robots animate in multiplayer .
*
* Revision 1.240 1995 / 01 / 21 21 : 21 : 10 mike
* Make boss only gate robots into specified segments .
*
* Revision 1.239 1995 / 01 / 20 20 : 21 : 26 mike
* prevent unnecessary boss cloaking .
*
*/
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# ifdef HAVE_CONFIG_H
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# include <conf.h>
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# endif
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char ai_rcsid [ ] = " $Id: ai.c,v 1.5 2003-03-14 21:24:03 btb Exp $ " ;
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# include <stdio.h>
# include <stdlib.h>
# include <time.h>
# include "inferno.h"
# include "game.h"
# include "mono.h"
# 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"
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# ifdef NETWORK
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# include "multi.h"
# include "network.h"
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# endif
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# 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
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# include "editor/editor.h"
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# endif
# include "string.h"
# ifndef NDEBUG
# include <time.h>
# endif
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// ---------- 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 ;
byte Boss_dying , Boss_dying_sound_playing , unused123 , unused234 ;
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// -- MK, 10/21/95, unused! -- int Boss_been_hit=0;
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// ------ John: End of variables which must be saved as part of gamesave. -----
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// -- ubyte Boss_cloaks[NUM_D2_BOSSES] = {1,1,1,1,1,1}; // Set byte if this boss can cloak
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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)
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int ai_evaded = 0 ;
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// -- byte 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};
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int Robot_firing_enabled = 1 ;
int Animation_enabled = 1 ;
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# ifndef NDEBUG
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int Ai_info_enabled = 0 ;
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# endif
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// 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 ;
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int Num_awareness_events = 0 ;
awareness_event Awareness_events [ MAX_AWARENESS_EVENTS ] ;
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vms_vector Believed_player_pos ;
int Believed_player_seg ;
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# ifndef NDEBUG
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// Index into this array with ailp->mode
char * mode_text [ 18 ] = {
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" 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
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char behavior_text [ 6 ] [ 9 ] = {
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" STILL " ,
" NORMAL " ,
" HIDE " ,
" RUN_FROM " ,
" FOLPATH " ,
" STATION "
} ;
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// Index into this array with aip->GOAL_STATE or aip->CURRENT_STATE
char state_text [ 8 ] [ 5 ] = {
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" NONE " ,
" REST " ,
" SRCH " ,
" LOCK " ,
" FLIN " ,
" FIRE " ,
" RECO " ,
" ERR_ " ,
} ;
# endif
// Current state indicates where the robot current is, or has just done.
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// 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.
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byte Ai_transition_table [ AI_MAX_EVENT ] [ AI_MAX_STATE ] [ AI_MAX_STATE ] = {
{
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// 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
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} ,
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// Event = AIE_HITT, a nearby object was hit (or a wall was hit)
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{
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{ 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 }
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} ,
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// Event = AIE_COLL, player collided with robot
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{
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{ 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 }
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} ,
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// 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.
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{
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{ 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 }
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}
} ;
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fix Dist_to_last_fired_upon_player_pos = 0 ;
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// ----------------------------------------------------------------------------
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void init_ai_frame ( void )
{
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int ab_state ;
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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 ( ) ;
}
}
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// ----------------------------------------------------------------------------
// 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.
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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 ) ;
}
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// ----------------------------------------------------------------------------
// Make a robot near the player snipe.
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# define MNRS_SEG_MAX 70
void make_nearby_robot_snipe ( void )
{
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int bfs_length , i ;
short bfs_list [ MNRS_SEG_MAX ] ;
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create_bfs_list ( ConsoleObject - > segnum , bfs_list , & bfs_length , MNRS_SEG_MAX ) ;
for ( i = 0 ; i < bfs_length ; i + + ) {
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int objnum = Segments [ bfs_list [ i ] ] . objects ;
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while ( objnum ! = - 1 ) {
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object * objp = & Objects [ objnum ] ;
robot_info * robptr = & Robot_info [ objp - > id ] ;
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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 ;
mprintf ( ( 0 , " Making robot #%i go into snipe mode! \n " , objnum ) ) ;
return ;
}
}
objnum = objp - > next ;
}
}
mprintf ( ( 0 , " Couldn't find a robot to make snipe! \n " ) ) ;
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}
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int Ai_last_missile_camera ;
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int Robots_kill_robots_cheat = 0 ;
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// --------------------------------------------------------------------------------------------------------------------
void do_ai_frame ( object * obj )
{
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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 ;
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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 ;
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// 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.
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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 ) )
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Int3 ( ) ; // This is peculiar. Behavior is run from, but mode is not. Contact Mike.
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mprintf_animation_info ( ( obj ) ) ;
if ( ! Do_ai_flag )
return ;
if ( Break_on_object ! = - 1 )
if ( ( obj - Objects ) = = Break_on_object )
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Int3 ( ) ; // Contact Mike: This is a debug break
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# endif
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//mprintf((0, "Object %i: behavior = %02x, mode = %i, awareness = %i, time = %7.3f\n", obj-Objects, aip->behavior, ailp->mode, ailp->player_awareness_type, f2fl(ailp->player_awareness_time)));
//mprintf((0, "Object %i: behavior = %02x, mode = %i, awareness = %i, cur=%i, goal=%i\n", obj-Objects, aip->behavior, ailp->mode, ailp->player_awareness_type, aip->CURRENT_STATE, aip->GOAL_STATE));
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//Assert((aip->behavior >= MIN_BEHAVIOR) && (aip->behavior <= MAX_BEHAVIOR));
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if ( ! ( ( aip - > behavior > = MIN_BEHAVIOR ) & & ( aip - > behavior < = MAX_BEHAVIOR ) ) ) {
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//mprintf((0, "Object %i behavior is %i, setting to AIB_NORMAL, fix in editor!\n", objnum, aip->behavior));
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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 ;
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previous_visibility = ailp - > previous_visibility ; // Must get this before we toast the master copy!
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// -- (No robots have this behavior...)
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// -- // Deal with cloaking for robots which are cloaked except just before firing.
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// -- if (robptr->cloak_type == RI_CLOAKED_EXCEPT_FIRING)
// -- if (ailp->next_fire < F1_0/2)
// -- aip->CLOAKED = 1;
// -- else
// -- aip->CLOAKED = 0;
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// If only awake because of a camera, make that the believed player position.
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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 ) {
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int ii , min_obj = - 1 ;
fix min_dist = F1_0 * 200 , cur_dist ;
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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 ) ;
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//if (robptr->companion)
// mprintf((0, "%3i: %3i %8.3f %8s %8s [%3i %4i]\n", objnum, obj->segnum, f2fl(dist_to_player), mode_text[ailp->mode], behavior_text[aip->behavior-0x80], aip->hide_index, aip->path_length));
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// 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).
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if ( ( previous_visibility | | ! ( obj_ref & 3 ) ) & & ready_to_fire ( robptr , ailp ) & & ( dist_to_player < F1_0 * 200 ) & & ( robptr - > n_guns ) & & ! ( robptr - > attack_type ) ) {
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// 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
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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 ) ;
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//mprintf((0, "Visibility = %i, computed from center.\n", player_visibility));
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}
// MK: Debugging, July 26, 1995!
// if (objnum == 1)
// {
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// compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
// mprintf((0, "Frame %i: dist=%7.3f, vecdot = %7.3f, mode=%i\n", FrameCount, f2fl(dist_to_player), f2fl(vm_vec_dot(&vec_to_player, &obj->orient.fvec)), ailp->mode));
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// }
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// Occasionally make non-still robots make a path to the player. Based on agitation and distance from player.
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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 ) {
// -- mprintf((0, "(1) Object #%i going from still to path in frame %i.\n", objnum, FrameCount));
create_path_to_player ( obj , 4 + Overall_agitation / 8 + Difficulty_level , 1 ) ;
return ;
}
}
}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// 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.
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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 :
// -- mprintf((0, "Buddy stuck going to player...\n"));
// -- 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 :
// -- mprintf((0, "Buddy stuck going to object...\n"));
Escort_goal_object = ESCORT_GOAL_UNSPECIFIED ;
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//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;
//}
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break ;
case AIM_CHASE_OBJECT :
// -- mprintf((0, "(2) Object #%i, retries while chasing, creating path to player in frame %i\n", objnum, FrameCount));
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 ) ;
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else if ( ! ( ( aip - > behavior = = AIB_STILL ) | | ( aip - > behavior = = AIB_STATION ) | | ( aip - > behavior = = AIB_FOLLOW ) ) ) // Behavior is still, so don't follow path.
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attempt_to_resume_path ( obj ) ;
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break ;
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case AIM_FOLLOW_PATH :
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// mprintf((0, "Object %i following path got %i retries in frame %i\n", obj-Objects, ailp->consecutive_retries, FrameCount));
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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 :
mprintf ( ( 0 , " Hiding robot (%i) collided much. \n " , obj - Objects ) ) ;
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 :
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Int3 ( ) ; // Should never happen!
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break ;
# endif
}
ailp - > consecutive_retries = 0 ;
}
} else
ailp - > consecutive_retries / = 2 ;
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// If in materialization center, exit
if ( ! ( Game_mode & GM_MULTI ) & & ( Segment2s [ obj - > segnum ] . special = = SEGMENT_IS_ROBOTMAKER ) ) {
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if ( Station [ Segment2s [ obj - > segnum ] . value ] . Enabled ) {
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ai_follow_path ( obj , 1 , 1 , NULL ) ; // 1 = player is visible, which might be a lie, but it works.
return ;
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}
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// Decrease player awareness due to the passage of time.
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if ( ailp - > player_awareness_type ) {
if ( ailp - > player_awareness_time > 0 ) {
ailp - > player_awareness_time - = FrameTime ;
if ( ailp - > player_awareness_time < = 0 ) {
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ailp - > player_awareness_time = F1_0 * 2 ; //new: 11/05/94
ailp - > player_awareness_type - - ; //new: 11/05/94
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}
} else {
ailp - > player_awareness_type - - ;
ailp - > player_awareness_time = F1_0 * 2 ;
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//aip->GOAL_STATE = AIS_REST;
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}
} else
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aip - > GOAL_STATE = AIS_REST ; //new: 12/13/94
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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 ) ;
}
}
}
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// -- // 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;
// -- }
// -- }
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// Make sure that if this guy got hit or bumped, then he's chasing player.
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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 ) ;
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if ( player_visibility = = 1 ) // Only increase visibility if unobstructed, else claw guys attack through doors.
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player_visibility = 2 ;
} else if ( ( ( obj_ref & 3 ) = = 0 ) & & ! previous_visibility & & ( dist_to_player < F1_0 * 100 ) ) {
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fix sval , rval ;
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rval = d_rand ( ) ;
sval = ( dist_to_player * ( Difficulty_level + 1 ) ) / 64 ;
// -- mprintf((0, "Object #%3i: dist = %7.3f, rval = %8x, sval = %8x", obj-Objects, f2fl(dist_to_player), rval, sval));
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 ;
// -- mprintf((0, "...SWITCH!"));
}
}
// -- mprintf((0, "\n"));
}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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if ( ( aip - > GOAL_STATE = = AIS_FLIN ) & & ( aip - > CURRENT_STATE = = AIS_FLIN ) )
aip - > GOAL_STATE = AIS_LOCK ;
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// Note: Should only do these two function calls for objects which animate
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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 ) ;
//mprintf((0, "Object %i: goal=%i, current=%i\n", obj-Objects, obj->ctype.ai_info.GOAL_STATE, obj->ctype.ai_info.CURRENT_STATE));
} else {
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// 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.
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aip - > CURRENT_STATE = aip - > GOAL_STATE ;
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object_animates = 0 ; // If we're not doing the animation, then should pretend it doesn't animate.
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}
switch ( Robot_info [ obj - > id ] . boss_flag ) {
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case 0 :
break ;
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case 1 :
case 2 :
mprintf ( ( 1 , " Warning: D1 boss detected. Not supported! \n " ) ) ;
break ;
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default :
{
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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 ;
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// If player cloaked, visibility is screwed up and superboss will gate in robots when not supposed to.
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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 ;
}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// 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.
2001-01-19 03:30:16 +00:00
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!
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# ifndef NDEBUG
if ( Break_on_object ! = objnum ) { // don't time slice if we're interested in this object.
# endif
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if ( ( aip - > behavior = = AIB_STATION ) & & ( ailp - > mode = = AIM_FOLLOW_PATH ) & & ( aip - > hide_segment ! = obj - > segnum ) ) {
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if ( dist_to_player > F1_0 * 250 ) // station guys not at home always processed until 250 units away.
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return ;
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} else if ( ( ! ailp - > previous_visibility ) & & ( ( dist_to_player > > 7 ) > ailp - > time_since_processed ) ) { // 128 units away (6.4 segments) processed after 1 second.
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if ( robptr - > thief )
mprintf ( ( 0 , " T " ) ) ;
return ;
}
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# ifndef NDEBUG
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}
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# endif
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}
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// Reset time since processed, but skew objects so not everything
// processed synchronously, else we get fast frames with the
// occasional very slow frame.
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// AI_proc_time = ailp->time_since_processed;
ailp - > time_since_processed = - ( ( objnum & 0x03 ) * FrameTime ) / 2 ;
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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// Perform special ability
switch ( obj - > id ) {
case ROBOT_BRAIN :
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// 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.
2001-01-19 03:30:16 +00:00
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 ) {
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int r ;
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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 ;
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create_n_segment_path_to_door ( obj , 8 + Difficulty_level , - 1 ) ; // third parameter is avoid_seg, -1 means avoid nothing.
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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 ;
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create_n_segment_path_to_door ( obj , 8 + Difficulty_level , - 1 ) ; // third parameter is avoid_seg, -1 means avoid nothing.
2001-01-19 03:30:16 +00:00
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 ) ;
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// If this sniper is in still mode, if he was hit or can see player, switch to snipe mode.
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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 ;
}
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// More special ability stuff, but based on a property of a robot, not its ID.
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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 ) ) {
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fix circle_distance ;
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// -- mprintf((0, "Evading! "));
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 ) ) {
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int do_stuff = 0 ;
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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 ) ) {
// mprintf((0, "Firing at player because dot = %7.3f\n", f2fl(vm_vec_dot(&ConsoleObject->orient.fvec, &vec_to_player))));
do_stuff = 1 ;
} else
; // mprintf((0, "Not Firing at player because dot = %7.3f, dist = %7.3f\n", f2fl(vm_vec_dot(&ConsoleObject->orient.fvec, &vec_to_player)), f2fl(dist_to_player)));
if ( do_stuff ) {
Laser_create_new_easy ( & obj - > orient . fvec , & obj - > pos , obj - Objects , FLARE_ID , 1 ) ;
ailp - > next_fire = F1_0 / 2 ;
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if ( ! Buddy_allowed_to_talk ) // If buddy not talking, make him fire flares less often.
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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 ) ) {
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int do_stuff = 0 ;
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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 ) {
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// @mk, 05/08/95: Firing flare from center of object, this is dumb...
2001-01-19 03:30:16 +00:00
Laser_create_new_easy ( & obj - > orient . fvec , & obj - > pos , obj - Objects , FLARE_ID , 1 ) ;
ailp - > next_fire = F1_0 / 2 ;
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if ( Stolen_item_index = = 0 ) // If never stolen an item, fire flares less often (bad: Stolen_item_index wraps, but big deal)
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ailp - > next_fire + = d_rand ( ) * 4 ;
}
}
}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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switch ( ailp - > mode ) {
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case AIM_CHASE_OBJECT : { // chasing player, sort of, chase if far, back off if close, circle in between
fix circle_distance ;
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circle_distance = robptr - > circle_distance [ Difficulty_level ] + ConsoleObject - > size ;
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// Green guy doesn't get his circle distance boosted, else he might never attack.
2001-01-19 03:30:16 +00:00
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 ) ;
2003-03-14 21:24:03 +00:00
// @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.
2001-01-19 03:30:16 +00:00
if ( ( player_visibility < 2 ) & & ( previous_visibility = = 2 ) ) { // this is redundant: mk, 01/15/95: && (ailp->mode == AIM_CHASE_OBJECT)) {
// -- mprintf((0, "I used to be able to see the player!\n"));
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 ;
}
// -- mprintf((0, "(3) Object #%i going from chase to player path in frame %i.\n", objnum, FrameCount));
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 ) ) ) {
2003-03-14 21:24:03 +00:00
// 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.
2001-01-19 03:30:16 +00:00
if ( aip - > behavior = = AIB_STATION ) {
ailp - > goal_segment = aip - > hide_segment ;
// -- mprintf((0, "(1) Object #%i going from chase to STATION in frame %i.\n", objnum, FrameCount));
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 ) {
// mprintf((0, "Object %i searching for player.\n", obj-Objects));
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 ;
}
// -- bad idea, robots charge player they've never seen! -- mprintf((0, "(4) Object #%i going from chase to player path in frame %i.\n", objnum, FrameCount));
// -- bad idea, robots charge player they've never seen! -- create_path_to_player(obj, 10, 1);
// -- bad idea, robots charge player they've never seen! -- ai_multi_send_robot_position(objnum, -1);
} 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 ;
2003-03-14 21:24:03 +00:00
} else
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ai_multi_send_robot_position ( objnum , - 1 ) ;
2003-03-14 21:24:03 +00:00
2001-01-19 03:30:16 +00:00
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 ;
}
2003-03-14 21:24:03 +00:00
// If in multiplayer, only do if player visible. If not multiplayer, do always.
2001-01-19 03:30:16 +00:00
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 ;
2003-03-14 21:24:03 +00:00
// 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.
2001-01-19 03:30:16 +00:00
// do_firing_stuff(obj, player_visibility, &vec_to_player);
2003-03-14 21:24:03 +00:00
// 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.)
2001-01-19 03:30:16 +00:00
if ( ( ailp - > next_fire < = 0 ) & & ( player_visibility ) ) {
2003-03-14 21:24:03 +00:00
vms_vector fire_vec , fire_pos ;
2001-01-19 03:30:16 +00:00
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 ) ;
2003-03-14 21:24:03 +00:00
ailp - > next_fire = ( F1_0 / 2 ) * ( NDL + 5 - Difficulty_level ) ; // Drop a proximity bomb every 5 seconds.
2002-08-06 05:21:33 +00:00
2001-01-19 03:30:16 +00:00
# ifdef NETWORK
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# ifndef SHAREWARE
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if ( Game_mode & GM_MULTI )
{
ai_multi_send_robot_position ( obj - Objects , - 1 ) ;
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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 ) ;
2002-08-06 05:21:33 +00:00
}
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# endif
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# endif
}
break ;
case AIM_GOTO_PLAYER :
case AIM_GOTO_OBJECT :
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ai_follow_path ( obj , 2 , previous_visibility , & vec_to_player ) ; // Follows path as if player can see robot.
2001-01-19 03:30:16 +00:00
ai_multi_send_robot_position ( objnum , - 1 ) ;
break ;
case AIM_FOLLOW_PATH : {
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int anger_level = 65 ;
2001-01-19 03:30:16 +00:00
if ( aip - > behavior = = AIB_STATION )
if ( Point_segs [ aip - > hide_index + aip - > path_length - 1 ] . segnum = = aip - > hide_segment ) {
anger_level = 64 ;
// mprintf((0, "Object %i, station, lowering anger to 64.\n"));
}
compute_vis_and_vec ( obj , & vis_vec_pos , ailp , & vec_to_player , & player_visibility , robptr , & visibility_and_vec_computed ) ;
if ( Game_mode & ( GM_MODEM | GM_SERIAL ) )
if ( ! player_visibility & & ( dist_to_player > F1_0 * 70 ) ) {
ailp - > mode = AIM_STILL ;
return ;
}
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 ;
2003-03-14 21:24:03 +00:00
// This should not just be distance based, but also time-since-player-seen based.
2001-01-19 03:30:16 +00:00
} 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 ) {
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// 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 ;
2001-01-19 03:30:16 +00:00
dot = vm_vec_dot ( & ConsoleObject - > orient . fvec , & vec_to_player ) ;
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if ( dot > 0 ) { // Remember, we're interested in the rear vector dot being < 0.
2001-01-19 03:30:16 +00:00
goal_vector = ConsoleObject - > orient . fvec ;
vm_vec_negate ( & goal_vector ) ;
// -- mprintf((0, "Goal is BEHIND\n"));
} else {
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fix dot ;
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dot = vm_vec_dot ( & ConsoleObject - > orient . rvec , & vec_to_player ) ;
goal_vector = ConsoleObject - > orient . rvec ;
if ( dot > 0 ) {
vm_vec_negate ( & goal_vector ) ;
// -- mprintf((0, "Goal is LEFT\n"));
} else
; // -- mprintf((0, "Goal is RIGHT\n"));
}
2003-03-14 21:24:03 +00:00
2001-01-19 03:30:16 +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 ) ;
2003-03-14 21:24:03 +00:00
// turn towards vector if visible this time or last time, or rand
2001-01-19 03:30:16 +00:00
// 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 ) ;
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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.
2001-01-19 03:30:16 +00:00
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 {
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// Robots in hover mode are allowed to evade at half normal speed.
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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 ;
}
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else
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ai_multi_send_robot_position ( objnum , - 1 ) ;
}
} else if ( ( obj - > segnum ! = aip - > hide_segment ) & & ( dist_to_player > F1_0 * 80 ) & & ( ! ( Game_mode & GM_MULTI ) ) ) {
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// 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.
2001-01-19 03:30:16 +00:00
if ( aip - > behavior = = AIB_STATION ) {
ailp - > goal_segment = aip - > hide_segment ;
// -- mprintf((0, "(2) Object #%i going from STILL to STATION in frame %i.\n", objnum, FrameCount));
create_path_to_station ( obj , 15 ) ;
}
break ;
}
}
break ;
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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.
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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 :
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case AIM_WANDER : // Used for Buddy Bot
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break ;
default :
mprintf ( ( 0 , " Unknown mode = %i in robot %i, behavior = %i \n " , ailp - > mode , obj - Objects , aip - > behavior ) ) ;
ailp - > mode = AIM_CHASE_OBJECT ;
break ;
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} // end: switch (ailp->mode) {
2001-01-19 03:30:16 +00:00
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// 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!
2001-01-19 03:30:16 +00:00
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 ;
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else if ( ailp - > player_awareness_type = = 0 )
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ailp - > player_awareness_type = PA_PLAYER_COLLISION ;
}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
2001-01-19 03:30:16 +00:00
if ( ! object_animates ) {
aip - > CURRENT_STATE = aip - > GOAL_STATE ;
// mprintf((0, "Setting current to goal (%i) because object doesn't animate.\n", aip->GOAL_STATE));
}
Assert ( ailp - > player_awareness_type < = AIE_MAX ) ;
Assert ( aip - > CURRENT_STATE < AIS_MAX ) ;
Assert ( aip - > GOAL_STATE < AIS_MAX ) ;
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
2001-01-19 03:30:16 +00:00
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 ) {
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// Decrease awareness, else this robot will flinch every frame.
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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 ;
}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// If new state = fire, then set all gun states to fire.
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if ( ( aip - > GOAL_STATE = = AIS_FIRE ) ) {
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int i , num_guns ;
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num_guns = Robot_info [ obj - > id ] . n_guns ;
for ( i = 0 ; i < num_guns ; i + + )
ailp - > goal_state [ i ] = AIS_FIRE ;
}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// 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
2001-01-19 03:30:16 +00:00
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 ) {
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case AIS_NONE :
compute_vis_and_vec ( obj , & vis_vec_pos , ailp , & vec_to_player , & player_visibility , robptr , & visibility_and_vec_computed ) ;
2001-01-19 03:30:16 +00:00
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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 ) ) {
// mprintf((0, "Setting goal state to fire from rest.\n"));
aip - > GOAL_STATE = AIS_FIRE ;
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}
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}
break ;
case AIS_SRCH :
if ( ! ai_multiplayer_awareness ( obj , 60 ) )
return ;
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compute_vis_and_vec ( obj , & vis_vec_pos , ailp , & vec_to_player , & player_visibility , robptr , & visibility_and_vec_computed ) ;
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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.
2001-01-19 03:30:16 +00:00
ai_turn_towards_vector ( & vec_to_player , obj , robptr - > turn_time [ Difficulty_level ] ) ;
ai_multi_send_robot_position ( objnum , - 1 ) ;
}
2003-03-14 21:24:03 +00:00
}
break ;
case AIS_FIRE :
compute_vis_and_vec ( obj , & vis_vec_pos , ailp , & vec_to_player , & player_visibility , robptr , & visibility_and_vec_computed ) ;
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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 ) ;
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return ;
}
}
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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 ) ;
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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 ) ;
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if ( player_visibility = = 2 ) {
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if ( ! ai_multiplayer_awareness ( obj , 69 ) )
return ;
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ai_turn_towards_vector ( & vec_to_player , obj , robptr - > turn_time [ Difficulty_level ] ) ;
ai_multi_send_robot_position ( objnum , - 1 ) ;
2003-03-14 21:24:03 +00:00
} // -- MK, 06/09/95: else if (!(Game_mode & GM_MULTI)) {
}
break ;
case AIS_FLIN :
// mprintf((0, "State = flinch, goal = %i.\n", aip->GOAL_STATE));
break ;
default :
mprintf ( ( 1 , " Unknown mode for AI object #%i \n " , objnum ) ) ;
aip - > GOAL_STATE = AIS_REST ;
aip - > CURRENT_STATE = AIS_REST ;
break ;
2001-01-19 03:30:16 +00:00
}
} // 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 )
{
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if ( ( robptr - > n_guns = = 1 ) | | ( robptr - > weapon_type2 = = - 1 ) ) // Two weapon types hack.
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aip - > CURRENT_GUN = 0 ;
else
aip - > CURRENT_GUN = 1 ;
}
}
}
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// ----------------------------------------------------------------------------
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void ai_do_cloak_stuff ( void )
{
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int i ;
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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 ;
}
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// Make work for control centers.
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Believed_player_pos = Ai_cloak_info [ 0 ] . last_position ;
Believed_player_seg = Ai_cloak_info [ 0 ] . last_segment ;
}
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// ----------------------------------------------------------------------------
// Returns false if awareness is considered too puny to add, else returns true.
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int add_awareness_event ( object * objp , int type )
{
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// If player cloaked and hit a robot, then increase awareness
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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 )
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return 0 ; // For vulcan cannon, only about 1/10 actually cause awareness
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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 {
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//Int3(); // Hey -- Overflowed Awareness_events, make more or something
// This just gets ignored, so you can just
// continue.
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}
return 1 ;
}
// ----------------------------------------------------------------------------------
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// Robots will become aware of the player based on something that occurred.
// The object (probably player or weapon) which created the awareness is objp.
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void create_awareness_event ( object * objp , int type )
{
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// If not in multiplayer, or in multiplayer with robots, do this, else unnecessary!
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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 ;
}
}
}
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byte New_awareness [ MAX_SEGMENTS ] ;
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// ----------------------------------------------------------------------------------
void pae_aux ( int segnum , int type , int level )
{
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int j ;
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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 )
{
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int i ;
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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 )
{
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int i ;
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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 ;
}
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// Clear the bit that says this robot is only awake because a camera woke it up.
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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
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int Ai_dump_enable = 0 ;
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FILE * Ai_dump_file = NULL ;
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char Ai_error_message [ 128 ] = " " ;
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// ----------------------------------------------------------------------------------
void force_dump_ai_objects_all ( char * msg )
{
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int tsave ;
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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 ) ;
// ----------------------------------------------------------------------------------
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// 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)
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void do_ai_frame_all ( void )
{
# ifndef NDEBUG
//dump_ai_objects_all();
# endif
set_player_awareness_all ( ) ;
if ( Ai_last_missile_camera ! = - 1 ) {
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// Clear if supposed misisle camera is not a weapon, or just every so often, just in case.
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if ( ( ( FrameCount & 0x0f ) = = 0 ) | | ( Objects [ Ai_last_missile_camera ] . type ! = OBJ_WEAPON ) ) {
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int i ;
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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 ;
}
}
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// (Moved here from do_boss_stuff() because that only gets called if robot aware of player.)
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if ( Boss_dying ) {
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int i ;
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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 ;
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// Initializations to be performed for all robots for a new level.
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void init_robots_for_level ( void )
{
Overall_agitation = 0 ;
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Final_boss_is_dead = 0 ;
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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 ( FILE * fp )
{
fwrite ( & Ai_initialized , sizeof ( int ) , 1 , fp ) ;
fwrite ( & Overall_agitation , sizeof ( int ) , 1 , fp ) ;
fwrite ( Ai_local_info , sizeof ( ai_local ) * MAX_OBJECTS , 1 , fp ) ;
fwrite ( Point_segs , sizeof ( point_seg ) * MAX_POINT_SEGS , 1 , fp ) ;
fwrite ( Ai_cloak_info , sizeof ( ai_cloak_info ) * MAX_AI_CLOAK_INFO , 1 , fp ) ;
fwrite ( & Boss_cloak_start_time , sizeof ( fix ) , 1 , fp ) ;
fwrite ( & Boss_cloak_end_time , sizeof ( fix ) , 1 , fp ) ;
fwrite ( & Last_teleport_time , sizeof ( fix ) , 1 , fp ) ;
fwrite ( & Boss_teleport_interval , sizeof ( fix ) , 1 , fp ) ;
fwrite ( & Boss_cloak_interval , sizeof ( fix ) , 1 , fp ) ;
fwrite ( & Boss_cloak_duration , sizeof ( fix ) , 1 , fp ) ;
fwrite ( & Last_gate_time , sizeof ( fix ) , 1 , fp ) ;
fwrite ( & Gate_interval , sizeof ( fix ) , 1 , fp ) ;
fwrite ( & Boss_dying_start_time , sizeof ( fix ) , 1 , fp ) ;
fwrite ( & Boss_dying , sizeof ( int ) , 1 , fp ) ;
fwrite ( & Boss_dying_sound_playing , sizeof ( int ) , 1 , fp ) ;
fwrite ( & Boss_hit_time , sizeof ( fix ) , 1 , fp ) ;
// -- MK, 10/21/95, unused! -- fwrite( &Boss_been_hit, sizeof(int), 1, fp );
fwrite ( & Escort_kill_object , sizeof ( Escort_kill_object ) , 1 , fp ) ;
fwrite ( & Escort_last_path_created , sizeof ( Escort_last_path_created ) , 1 , fp ) ;
fwrite ( & Escort_goal_object , sizeof ( Escort_goal_object ) , 1 , fp ) ;
fwrite ( & Escort_special_goal , sizeof ( Escort_special_goal ) , 1 , fp ) ;
fwrite ( & Escort_goal_index , sizeof ( Escort_goal_index ) , 1 , fp ) ;
fwrite ( & Stolen_items , sizeof ( Stolen_items [ 0 ] ) * MAX_STOLEN_ITEMS , 1 , fp ) ;
{ int temp ;
temp = Point_segs_free_ptr - Point_segs ;
fwrite ( & temp , sizeof ( int ) , 1 , fp ) ;
}
fwrite ( & Num_boss_teleport_segs , sizeof ( Num_boss_teleport_segs ) , 1 , fp ) ;
fwrite ( & Num_boss_gate_segs , sizeof ( Num_boss_gate_segs ) , 1 , fp ) ;
if ( Num_boss_gate_segs )
fwrite ( Boss_gate_segs , sizeof ( Boss_gate_segs [ 0 ] ) , Num_boss_gate_segs , fp ) ;
if ( Num_boss_teleport_segs )
fwrite ( Boss_teleport_segs , sizeof ( Boss_teleport_segs [ 0 ] ) , Num_boss_teleport_segs , fp ) ;
return 1 ;
}
int ai_restore_state ( FILE * fp , int version )
{
fread ( & Ai_initialized , sizeof ( int ) , 1 , fp ) ;
fread ( & Overall_agitation , sizeof ( int ) , 1 , fp ) ;
fread ( Ai_local_info , sizeof ( ai_local ) * MAX_OBJECTS , 1 , fp ) ;
fread ( Point_segs , sizeof ( point_seg ) * MAX_POINT_SEGS , 1 , fp ) ;
fread ( Ai_cloak_info , sizeof ( ai_cloak_info ) * MAX_AI_CLOAK_INFO , 1 , fp ) ;
fread ( & Boss_cloak_start_time , sizeof ( fix ) , 1 , fp ) ;
fread ( & Boss_cloak_end_time , sizeof ( fix ) , 1 , fp ) ;
fread ( & Last_teleport_time , sizeof ( fix ) , 1 , fp ) ;
fread ( & Boss_teleport_interval , sizeof ( fix ) , 1 , fp ) ;
fread ( & Boss_cloak_interval , sizeof ( fix ) , 1 , fp ) ;
fread ( & Boss_cloak_duration , sizeof ( fix ) , 1 , fp ) ;
fread ( & Last_gate_time , sizeof ( fix ) , 1 , fp ) ;
fread ( & Gate_interval , sizeof ( fix ) , 1 , fp ) ;
fread ( & Boss_dying_start_time , sizeof ( fix ) , 1 , fp ) ;
fread ( & Boss_dying , sizeof ( int ) , 1 , fp ) ;
fread ( & Boss_dying_sound_playing , sizeof ( int ) , 1 , fp ) ;
fread ( & Boss_hit_time , sizeof ( fix ) , 1 , fp ) ;
// -- MK, 10/21/95, unused! -- fread( &Boss_been_hit, sizeof(int), 1, fp );
if ( version > = 8 ) {
fread ( & Escort_kill_object , sizeof ( Escort_kill_object ) , 1 , fp ) ;
fread ( & Escort_last_path_created , sizeof ( Escort_last_path_created ) , 1 , fp ) ;
fread ( & Escort_goal_object , sizeof ( Escort_goal_object ) , 1 , fp ) ;
fread ( & Escort_special_goal , sizeof ( Escort_special_goal ) , 1 , fp ) ;
fread ( & Escort_goal_index , sizeof ( Escort_goal_index ) , 1 , fp ) ;
fread ( & Stolen_items , sizeof ( Stolen_items [ 0 ] ) * MAX_STOLEN_ITEMS , 1 , fp ) ;
} else {
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int i ;
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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 ) {
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int temp ;
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fread ( & temp , sizeof ( int ) , 1 , fp ) ;
Point_segs_free_ptr = & Point_segs [ temp ] ;
} else
ai_reset_all_paths ( ) ;
if ( version > = 21 ) {
fread ( & Num_boss_teleport_segs , sizeof ( Num_boss_teleport_segs ) , 1 , fp ) ;
fread ( & Num_boss_gate_segs , sizeof ( Num_boss_gate_segs ) , 1 , fp ) ;
if ( Num_boss_gate_segs )
fread ( Boss_gate_segs , sizeof ( Boss_gate_segs [ 0 ] ) , Num_boss_gate_segs , fp ) ;
if ( Num_boss_teleport_segs )
fread ( Boss_teleport_segs , sizeof ( Boss_teleport_segs [ 0 ] ) , Num_boss_teleport_segs , fp ) ;
} else {
// -- Num_boss_teleport_segs = 1;
// -- Num_boss_gate_segs = 1;
// -- Boss_teleport_segs[0] = 0;
// -- Boss_gate_segs[0] = 0;
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// Note: Maybe better to leave alone...will probably be ok.
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mprintf ( ( 1 , " Warning: If you fight the boss, he might teleport to segment #0! \n " ) ) ;
}
return 1 ;
}