From 72eacd118b6cbcb95f56d128d843f84bbda7f29e Mon Sep 17 00:00:00 2001 From: Kp Date: Sun, 3 Mar 2013 01:03:33 +0000 Subject: [PATCH] Move */main/ai.h -> common/main/ai.h --- {d2x-rebirth => common}/main/ai.h | 26 ++++++-- d1x-rebirth/main/ai.h | 102 ------------------------------ 2 files changed, 20 insertions(+), 108 deletions(-) rename {d2x-rebirth => common}/main/ai.h (96%) delete mode 100644 d1x-rebirth/main/ai.h diff --git a/d2x-rebirth/main/ai.h b/common/main/ai.h similarity index 96% rename from d2x-rebirth/main/ai.h rename to common/main/ai.h index 290a2abd3..ed7df1853 100644 --- a/d2x-rebirth/main/ai.h +++ b/common/main/ai.h @@ -20,11 +20,11 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. #ifndef _AI_H #define _AI_H -#include - #include "object.h" +#if defined(DXX_BUILD_DESCENT_II) #include "fvi.h" #include "robot.h" +#endif #define PLAYER_AWARENESS_INITIAL_TIME (3*F1_0) #define MAX_PATH_LENGTH 30 // Maximum length of path in ai path following. @@ -37,6 +37,9 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. #define ROBOT_FIRE_AGITATION 94 +#if defined(DXX_BUILD_DESCENT_I) +extern int Boss_hit_this_frame; +#elif defined(DXX_BUILD_DESCENT_II) #define BOSS_D2 21 // Minimum D2 boss value. #define BOSS_COOL 21 #define BOSS_WATER 22 @@ -55,6 +58,8 @@ extern const ubyte Boss_spews_bots_matter[NUM_D2_BOSSES]; // Set byte if bos extern const ubyte Boss_invulnerable_energy[NUM_D2_BOSSES]; // Set byte if boss is invulnerable to energy weapons. extern const ubyte Boss_invulnerable_matter[NUM_D2_BOSSES]; // Set byte if boss is invulnerable to matter weapons. extern const ubyte Boss_invulnerable_spot[NUM_D2_BOSSES]; // Set byte if boss is invulnerable in all but a certain spot. (Dot product fvec|vec_to_collision < BOSS_INVULNERABLE_DOT) +extern int Believed_player_seg; +#endif extern fix64 Boss_cloak_start_time, Boss_cloak_end_time; extern int Num_boss_teleport_segs; @@ -65,7 +70,6 @@ extern int Boss_dying; extern ai_local Ai_local_info[MAX_OBJECTS]; extern vms_vector Believed_player_pos; -extern int Believed_player_seg; extern void move_towards_segment_center(object *objp); extern int gate_in_robot(int type, int segnum); @@ -83,7 +87,11 @@ extern void reset_ai_states(object *objp); extern int create_path_points(object *objp, int start_seg, int end_seg, point_seg *point_segs, short *num_points, int max_depth, int random_flag, int safety_flag, int avoid_seg); extern void create_all_paths(void); extern void create_path_to_station(object *objp, int max_length); +#if defined(DXX_BUILD_DESCENT_I) +extern void ai_follow_path(object *objp, int player_visibility); +#elif defined(DXX_BUILD_DESCENT_II) extern void ai_follow_path(object *objp, int player_visibility, int previous_visibility, vms_vector *vec_to_player); +#endif extern void ai_turn_towards_vector(vms_vector *vec_to_player, object *obj, fix rate); extern void ai_turn_towards_vel_vec(object *objp, fix rate); extern void init_ai_objects(void); @@ -93,10 +101,12 @@ extern void create_n_segment_path_to_door(object *objp, int path_length, int avo extern void make_random_vector(vms_vector *vec); extern void init_robots_for_level(void); extern int ai_behavior_to_mode(int behavior); +#if defined(DXX_BUILD_DESCENT_II) extern void create_path_to_segment(object *objp, int goalseg, int max_length, int safety_flag); extern int ready_to_fire(robot_info *robptr, ai_local *ailp); extern int polish_path(object *objp, point_seg *psegs, int num_points); extern void move_towards_player(object *objp, vms_vector *vec_to_player); +#endif // max_length is maximum depth of path to create. // If -1, use default: MAX_DEPTH_TO_SEARCH_FOR_PLAYER @@ -111,10 +121,12 @@ extern int player_is_visible_from_object(object *objp, vms_vector *pos, fix fiel extern void ai_reset_all_paths(void); // Reset all paths. Call at the start of a level. extern int ai_multiplayer_awareness(object *objp, int awareness_level); +#if defined(DXX_BUILD_DESCENT_II) // In escort.c extern void do_escort_frame(object *objp, fix dist_to_player, int player_visibility); extern void do_snipe_frame(object *objp, fix dist_to_player, int player_visibility, vms_vector *vec_to_player); extern void do_thief_frame(object *objp, fix dist_to_player, int player_visibility, vms_vector *vec_to_player); +#endif #ifndef NDEBUG extern void force_dump_ai_objects_all(char *msg); @@ -127,6 +139,7 @@ extern void ai_init_boss_for_ship(void); extern int Boss_been_hit; extern fix AI_proc_time; +#if defined(DXX_BUILD_DESCENT_II) // Stuff moved from ai.c by MK on 05/25/95. #define ANIM_RATE (F1_0/16) #define DELTA_ANG_SCALE 16 @@ -299,9 +312,6 @@ extern void init_thief_for_level(); extern int Escort_goal_object; -extern int ai_save_state(PHYSFS_file * fp); -extern int ai_restore_state(PHYSFS_file *fp, int version, int swap); - extern int Buddy_objnum, Buddy_allowed_to_talk; extern void start_robot_death_sequence(object *objp); @@ -310,5 +320,9 @@ extern void buddy_message(char * format, ... ); #define SPECIAL_REACTOR_ROBOT 65 extern void special_reactor_stuff(void); +#endif + +extern int ai_save_state(PHYSFS_file * fp); +extern int ai_restore_state(PHYSFS_file *fp, int version, int swap); #endif /* _AI_H */ diff --git a/d1x-rebirth/main/ai.h b/d1x-rebirth/main/ai.h deleted file mode 100644 index 499524bf0..000000000 --- a/d1x-rebirth/main/ai.h +++ /dev/null @@ -1,102 +0,0 @@ -/* -THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX -SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO -END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A -ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS -IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS -SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE -FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE -CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS -AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. -COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. -*/ - -/* - * - * Header file for AI system. - * - */ - - -#ifndef _AI_H -#define _AI_H - -#include "object.h" - -#define PLAYER_AWARENESS_INITIAL_TIME (3*F1_0) -#define MAX_PATH_LENGTH 30 // Maximum length of path in ai path following. -#define MAX_DEPTH_TO_SEARCH_FOR_PLAYER 10 -#define BOSS_GATE_MATCEN_NUM -1 -#define MAX_BOSS_TELEPORT_SEGS 100 - -#define ROBOT_BRAIN 7 -#define ROBOT_BOSS1 17 - -#define ROBOT_FIRE_AGITATION 94 - -extern fix64 Boss_cloak_start_time, Boss_cloak_end_time; -extern int Boss_hit_this_frame; -extern int Num_boss_teleport_segs; -extern short Boss_teleport_segs[MAX_BOSS_TELEPORT_SEGS]; -extern fix64 Last_teleport_time; -extern fix Boss_cloak_duration; -extern int Boss_dying; - -extern ai_local Ai_local_info[MAX_OBJECTS]; -extern vms_vector Believed_player_pos; - -extern void move_towards_segment_center(object *objp); -extern int gate_in_robot(int type, int segnum); -extern void do_ai_movement(object *objp); -extern void ai_move_to_new_segment( object * obj, short newseg, int first_time ); -// extern void ai_follow_path( object * obj, short newseg, int first_time ); -extern void ai_recover_from_wall_hit(object *obj, int segnum); -extern void ai_move_one(object *objp); -extern void do_ai_frame(object *objp); -extern void init_ai_object(int objnum, int initial_mode, int hide_segment); -extern void update_player_awareness(object *objp, fix new_awareness); -extern void create_awareness_event(object *objp, int type); // object *objp can create awareness of player, amount based on "type" -extern void do_ai_frame_all(void); -extern void reset_ai_states(object *objp); -extern int create_path_points(object *objp, int start_seg, int end_seg, point_seg *point_segs, short *num_points, int max_depth, int random_flag, int safety_flag, int avoid_seg); -extern void create_all_paths(void); -extern void create_path_to_station(object *objp, int max_length); -extern void ai_follow_path(object *objp, int player_visibility); -extern void ai_turn_towards_vector(vms_vector *vec_to_player, object *obj, fix rate); -extern void ai_turn_towards_vel_vec(object *objp, fix rate); -extern void init_ai_objects(void); -extern void do_ai_robot_hit(object *robot, int type); -extern void create_n_segment_path(object *objp, int path_length, int avoid_seg); -extern void create_n_segment_path_to_door(object *objp, int path_length, int avoid_seg); -extern void make_random_vector(vms_vector *vec); -extern void init_robots_for_level(void); -extern int ai_behavior_to_mode(int behavior); - -// max_length is maximum depth of path to create. -// If -1, use default: MAX_DEPTH_TO_SEARCH_FOR_PLAYER -extern void create_path_to_player(object *objp, int max_length, int safety_flag); -extern void attempt_to_resume_path(object *objp); - -// When a robot and a player collide, some robots attack! -extern void do_ai_robot_hit_attack(object *robot, object *player, vms_vector *collision_point); -extern void ai_open_doors_in_segment(object *robot); -extern int ai_door_is_openable(object *objp, segment *segp, int sidenum); -extern int player_is_visible_from_object(object *objp, vms_vector *pos, fix field_of_view, vms_vector *vec_to_player); -extern void ai_reset_all_paths(void); // Reset all paths. Call at the start of a level. -extern int ai_multiplayer_awareness(object *objp, int awareness_level); - -#ifndef NDEBUG -extern void force_dump_ai_objects_all(char *msg); -#else -#define force_dump_ai_objects_all(msg) -#endif - -extern void start_boss_death_sequence(object *objp); -extern void ai_init_boss_for_ship(void); -extern int Boss_been_hit; -extern fix AI_proc_time; - -extern int ai_save_state(PHYSFS_file * fp); -extern int ai_restore_state(PHYSFS_file *fp, int version, int swap); - -#endif