Remove force_dump_ai_objects_all
It rotted because it is only ever used when PARALLAX is defined. No one has reported it broken, so remove it.
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0faa33d3df
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@ -207,15 +207,6 @@ void do_thief_frame(vmobjptridx_t objp, const robot_info &robptr, fix dist_to_pl
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#endif
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}
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#if PARALLAX
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extern void force_dump_ai_objects_all(const char *msg);
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#else
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static inline void force_dump_ai_objects_all(const char *msg)
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{
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(void)msg;
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}
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#endif
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namespace dsx {
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void start_boss_death_sequence(d_level_unique_boss_state &BossUniqueState, const d_level_shared_robot_info_state::d_robot_info_array &Robot_info, object &objp);
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extern void ai_init_boss_for_ship(void);
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@ -329,34 +329,6 @@ static void move_toward_vector_component_add(fix vms_vector::*const p, const vms
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#define AIS_MAX 8
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#define AIE_MAX 4
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#ifndef NDEBUG
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#if PARALLAX
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#if defined(DXX_BUILD_DESCENT_I)
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// Index into this array with ailp->mode
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constexpr char mode_text[][16] = {
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"STILL",
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"WANDER",
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"FOL_PATH",
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"CHASE_OBJ",
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"RUN_FROM",
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"HIDE",
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"FOL_PATH2",
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"OPEN_DOOR",
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};
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// Index into this array with aip->behavior
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constexpr std::array<char[9], 6> behavior_text{
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"STILL ",
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"NORMAL ",
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"HIDE ",
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"RUN_FROM",
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"FOLPATH ",
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"STATION "
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};
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#endif
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#endif
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#endif
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// Current state indicates where the robot current is, or has just done.
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// Transition table between states for an AI object.
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// First dimension is trigger event.
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@ -4588,87 +4560,6 @@ static void set_player_awareness_all(fvmobjptr &vmobjptr, fvcsegptridx &vcsegptr
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}
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}
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#ifndef NDEBUG
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#if PARALLAX
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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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// ----------------------------------------------------------------------------------
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namespace dsx {
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namespace {
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static void dump_ai_objects_all()
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{
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#if defined(DXX_BUILD_DESCENT_I)
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int total=0;
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time_t time_of_day;
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time_of_day = time(NULL);
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if (!Ai_dump_enable)
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return;
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if (Ai_dump_file == NULL)
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Ai_dump_file = fopen("ai.out","a+t");
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fprintf(Ai_dump_file, "\nnum: seg distance __mode__ behav. [velx vely velz] (Tick = %i)\n", d_tick_count);
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fprintf(Ai_dump_file, "Date & Time = %s\n", ctime(&time_of_day));
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if (Ai_error_message[0])
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fprintf(Ai_dump_file, "Error message: %s\n", Ai_error_message);
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range_for (const auto &&objp, vcobjptridx)
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{
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ai_static *aip = &objp->ctype.ai_info;
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ai_local *ailp = &objp->ctype.ai_info.ail;
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fix dist_to_player;
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dist_to_player = vm_vec_dist(objp->pos, ConsoleObject->pos);
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if (objp->control_source == object::control_type::ai)
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{
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fprintf(Ai_dump_file, "%3i: %3i %8.3f %8s %8s [%3i %4i]\n",
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static_cast<uint16_t>(objp), objp->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 (aip->path_length)
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total += aip->path_length;
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}
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}
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fprintf(Ai_dump_file, "Total path length = %4i\n", total);
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#endif
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}
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}
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}
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void force_dump_ai_objects_all(const char *msg)
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{
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int tsave;
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tsave = Ai_dump_enable;
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Ai_dump_enable = 1;
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sprintf(Ai_error_message, "%s\n", msg);
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dump_ai_objects_all();
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Ai_error_message[0] = 0;
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Ai_dump_enable = tsave;
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}
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// ----------------------------------------------------------------------------------
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#else
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static inline void dump_ai_objects_all()
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{
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}
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#endif
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#endif
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namespace dsx {
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// ----------------------------------------------------------------------------------
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// Do things which need to get done for all AI objects each frame.
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// This includes:
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@ -4677,9 +4568,6 @@ void do_ai_frame_all(void)
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{
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auto &Objects = LevelUniqueObjectState.Objects;
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auto &vmobjptr = Objects.vmptr;
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#ifndef NDEBUG
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dump_ai_objects_all();
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#endif
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set_player_awareness_all(vmobjptr, vcsegptridx, LevelUniqueRobotAwarenessState);
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@ -634,7 +634,6 @@ void validate_all_paths(void)
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{
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Int3(); // This path is bogus! Who corrupted it! Danger! Danger!
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// Contact Mike, he caused this mess.
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//force_dump_ai_objects_all("Error in validate_all_paths");
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aip.path_length=0; // This allows people to resume without harm...
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}
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}
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@ -682,7 +681,6 @@ void create_path_to_segment(const vmobjptridx_t objp, const robot_info &robptr,
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Point_segs_free_ptr += aip->path_length;
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if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) {
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//Int3(); // Contact Mike: This is stupid. Should call maybe_ai_garbage_collect before the add.
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//force_dump_ai_objects_all("Error in create_path_to_player");
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ai_reset_all_paths();
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return;
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}
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@ -794,7 +792,6 @@ void create_path_to_station(const vmobjptridx_t objp, const robot_info &robptr,
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Point_segs_free_ptr += aip->path_length;
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if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) {
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//Int3(); // Contact Mike: Stupid.
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//force_dump_ai_objects_all("Error in create_path_to_station");
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ai_reset_all_paths();
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return;
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}
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@ -842,7 +839,6 @@ void create_n_segment_path(const vmobjptridx_t objp, const robot_info &robptr, u
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Point_segs_free_ptr += aip->path_length;
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if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) {
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//Int3(); // Contact Mike: This is curious, though not deadly. /eip++;g
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//force_dump_ai_objects_all("Error in crete_n_segment_path 2");
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ai_reset_all_paths();
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}
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@ -939,7 +935,6 @@ static void create_path(const vmobjptridx_t objp, const robot_info &robptr)
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Point_segs_free_ptr += aip->path_length;
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if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) {
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//Int3(); // Contact Mike: This is curious, though not deadly. /eip++;g
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//force_dump_ai_objects_all("Error in create_path");
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ai_reset_all_paths();
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}
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aip->PATH_DIR = 1; // Initialize to moving forward.
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@ -1374,9 +1369,6 @@ void ai_path_garbage_collect()
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auto &Objects = LevelUniqueObjectState.Objects;
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auto &vcobjptridx = Objects.vcptridx;
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auto &vmobjptridx = Objects.vmptridx;
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#ifndef NDEBUG
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force_dump_ai_objects_all("***** Start ai_path_garbage_collect *****");
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#endif
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Last_tick_garbage_collected = d_tick_count;
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@ -1421,8 +1413,6 @@ void ai_path_garbage_collect()
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#ifndef NDEBUG
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{
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force_dump_ai_objects_all("***** Finish ai_path_garbage_collect *****");
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auto &vcobjptr = Objects.vcptr;
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range_for (const auto &&objp, vcobjptr)
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{
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