/* * Portions of this file are copyright Rebirth contributors and licensed as * described in COPYING.txt. * Portions of this file are copyright Parallax Software and licensed * according to the Parallax license below. * See COPYING.txt for license details. THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Structs and constants for AI system. * object.h depends on this. * ai.h depends on object.h. * Get it? * */ #pragma once #include #ifdef __cplusplus #include "polyobj.h" #include "pack.h" #include "objnum.h" #include "segnum.h" #define GREEN_GUY 1 #define MAX_SEGMENTS_PER_PATH 20 enum class player_awareness_type_t : uint8_t { PA_NONE, PA_NEARBY_ROBOT_FIRED = 1, // Level of robot awareness after nearby robot fires a weapon PA_WEAPON_WALL_COLLISION = 2, // Level of robot awareness after player weapon hits nearby wall // PA_PLAYER_VISIBLE = 2, // Level of robot awareness if robot is looking towards player, and player not hidden PA_PLAYER_COLLISION = 3, // Level of robot awareness after player bumps into robot PA_WEAPON_ROBOT_COLLISION = 4, // Level of robot awareness after player weapon hits nearby robot }; //#define PAE_WEAPON_HIT_WALL 1 // weapon hit wall, create player awareness //#define PAE_WEAPON_HIT_ROBOT 2 // weapon hit wall, create player awareness // Constants indicating currently moving forward or backward through // path. Note that you can add aip->direction to aip_path_index to // get next segment on path. #define AI_DIR_FORWARD 1 #define AI_DIR_BACKWARD (-AI_DIR_FORWARD) #if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II) enum class ai_behavior : uint8_t { // Behaviors AIB_STILL = 0x80, AIB_NORMAL = 0x81, AIB_RUN_FROM = 0x83, AIB_STATION = 0x85, #if defined(DXX_BUILD_DESCENT_I) AIB_HIDE = 0x82, AIB_FOLLOW_PATH = 0x84, #elif defined(DXX_BUILD_DESCENT_II) AIB_BEHIND = 0x82, AIB_SNIPE = 0x84, AIB_FOLLOW = 0x86, #endif }; #define MIN_BEHAVIOR 0x80 #if defined(DXX_BUILD_DESCENT_I) #define MAX_BEHAVIOR 0x85 #elif defined(DXX_BUILD_DESCENT_II) #define MAX_BEHAVIOR 0x86 #endif enum class ai_mode : uint8_t { // Modes AIM_STILL = 0, AIM_WANDER = 1, AIM_FOLLOW_PATH = 2, AIM_CHASE_OBJECT = 3, AIM_RUN_FROM_OBJECT = 4, AIM_FOLLOW_PATH_2 = 6, AIM_OPEN_DOOR = 7, #if defined(DXX_BUILD_DESCENT_I) AIM_HIDE = 5, #elif defined(DXX_BUILD_DESCENT_II) AIM_BEHIND = 5, AIM_GOTO_PLAYER = 8, // Only for escort behavior AIM_GOTO_OBJECT = 9, // Only for escort behavior AIM_SNIPE_ATTACK = 10, AIM_SNIPE_FIRE = 11, AIM_SNIPE_RETREAT = 12, AIM_SNIPE_RETREAT_BACKWARDS = 13, AIM_SNIPE_WAIT = 14, AIM_THIEF_ATTACK = 15, AIM_THIEF_RETREAT = 16, AIM_THIEF_WAIT = 17, #endif }; #endif #define AISM_GOHIDE 0 #define AISM_HIDING 1 #define AI_MAX_STATE 7 #define AI_MAX_EVENT 4 #define AIS_NONE 0 #define AIS_REST 1 #define AIS_SRCH 2 #define AIS_LOCK 3 #define AIS_FLIN 4 #define AIS_FIRE 5 #define AIS_RECO 6 #define AIS_ERR_ 7 #define AIE_FIRE 0 #define AIE_HITT 1 #define AIE_COLL 2 #define AIE_HURT 3 //typedef struct opath { // sbyte path_index; // current index of path // sbyte path_direction; // current path direction // sbyte path_length; // length of current path // sbyte nothing; // short path[MAX_SEGMENTS_PER_PATH]; // short always_0xabc; // If this is ever not 0xabc, then someone overwrote //} opath; // //typedef struct oai_state { // short mode; // // short counter; // kind of a hack, frame countdown until switch modes // opath paths[2]; // vms_vector movement_vector; // movement vector for one second //} oai_state; #if defined(DXX_BUILD_DESCENT_II) #define SUB_FLAGS_GUNSEG 0x01 #define SUB_FLAGS_SPROX 0x02 // If set, then this bot drops a super prox, not a prox, when it's time to drop something #define SUB_FLAGS_CAMERA_AWAKE 0x04 // If set, a camera (on a missile) woke this robot up, so don't fire at player. Can look real stupid! #endif // Constants defining meaning of flags in ai_state #define MAX_AI_FLAGS 11 // This MUST cause word (4 bytes) alignment in ai_static, allowing for one byte mode #define CURRENT_GUN flags[0] // This is the last gun the object fired from #define CURRENT_STATE flags[1] // current behavioral state #define GOAL_STATE flags[2] // goal state #define PATH_DIR flags[3] // direction traveling path, 1 = forward, -1 = backward, other = error! #if defined(DXX_BUILD_DESCENT_I) #define SUBMODE flags[4] // submode, eg AISM_HIDING if mode == AIM_HIDE #elif defined(DXX_BUILD_DESCENT_II) #define SUB_FLAGS flags[4] // bit 0: Set -> Robot's current gun in different segment than robot's center. #endif #define GOALSIDE flags[5] // for guys who open doors, this is the side they are going after. #define CLOAKED flags[6] // Cloaked now. #define SKIP_AI_COUNT flags[7] // Skip AI this frame, but decrement in do_ai_frame. #define REMOTE_OWNER flags[8] // Who is controlling this remote AI object (multiplayer use only) #define REMOTE_SLOT_NUM flags[9] // What slot # is this robot in for remote control purposes (multiplayer use only) // This is the stuff that is permanent for an AI object. #if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II) // Rather temporal AI stuff. struct ai_local : public prohibit_void_ptr { // These used to be bytes, changed to ints so I could set watchpoints on them. player_awareness_type_t player_awareness_type; // type of awareness of player uint8_t retry_count; // number of retries in physics last time this object got moved. uint8_t consecutive_retries; // number of retries in consecutive frames (ie, without a retry_count of 0) uint8_t previous_visibility; // Visibility of player last time we checked. uint8_t rapidfire_count; // number of shots fired rapidly ai_mode mode; // current mode within behavior segnum_t goal_segment; // goal segment for current path fix next_action_time; // time in seconds until something happens, mode dependent fix next_fire; // time in seconds until can fire again #if defined(DXX_BUILD_DESCENT_II) fix next_fire2; // time in seconds until can fire again from second weapon #endif fix player_awareness_time; // time in seconds robot will be aware of player, 0 means not aware of player fix time_since_processed; // time since this robot last processed in do_ai_frame fix64 time_player_seen; // absolute time in seconds at which player was last seen, might cause to go into follow_path mode fix64 time_player_sound_attacked; // absolute time in seconds at which player was last seen with visibility of 2. fix64 next_misc_sound_time; // absolute time in seconds at which this robot last made an angry or lurking sound. array goal_angles; // angles for each subobject array delta_angles; // angles for each subobject array goal_state; // Goal state for this sub-object array achieved_state; // Last achieved state }; struct ai_static : public prohibit_void_ptr { ai_behavior behavior; // array flags; // various flags, meaning defined by constants segnum_t hide_segment; // Segment to go to for hiding. short hide_index; // Index in Path_seg_points short path_length; // Length of hide path. #if defined(DXX_BUILD_DESCENT_I) short cur_path_index; // Current index in path. #elif defined(DXX_BUILD_DESCENT_II) sbyte cur_path_index; // Current index in path. sbyte dying_sound_playing; // !0 if this robot is playing its dying sound. #endif objnum_t danger_laser_num; object_signature_t danger_laser_signature; #if defined(DXX_BUILD_DESCENT_II) fix64 dying_start_time; // Time at which this robot started dying. #endif ai_local ail; }; // Same as above but structure Savegames/Multiplayer objects expect struct ai_static_rw { ubyte behavior; // sbyte flags[MAX_AI_FLAGS]; // various flags, meaning defined by constants short hide_segment; // Segment to go to for hiding. short hide_index; // Index in Path_seg_points short path_length; // Length of hide path. #if defined(DXX_BUILD_DESCENT_I) short cur_path_index; // Current index in path. short follow_path_start_seg; // Start segment for robot which follows path. short follow_path_end_seg; // End segment for robot which follows path. int danger_laser_signature; short danger_laser_num; #elif defined(DXX_BUILD_DESCENT_II) sbyte cur_path_index; // Current index in path. sbyte dying_sound_playing; // !0 if this robot is playing its dying sound. short danger_laser_num; int danger_laser_signature; fix dying_start_time; // Time at which this robot started dying. #endif } __pack__; // Same as above but structure Savegames expect struct ai_local_rw { // These used to be bytes, changed to ints so I could set watchpoints on them. #if defined(DXX_BUILD_DESCENT_I) sbyte player_awareness_type; // type of awareness of player sbyte retry_count; // number of retries in physics last time this object got moved. sbyte consecutive_retries; // number of retries in consecutive frames (ie, without a retry_count of 0) sbyte mode; // current mode within behavior sbyte previous_visibility; // Visibility of player last time we checked. sbyte rapidfire_count; // number of shots fired rapidly short goal_segment; // goal segment for current path fix last_see_time, last_attack_time; // For sound effects, time at which player last seen, attacked #elif defined(DXX_BUILD_DESCENT_II) int player_awareness_type; // type of awareness of player int retry_count; // number of retries in physics last time this object got moved. int consecutive_retries; // number of retries in consecutive frames (ie, without a retry_count of 0) int mode; // current mode within behavior int previous_visibility; // Visibility of player last time we checked. int rapidfire_count; // number of shots fired rapidly int goal_segment; // goal segment for current path #endif fix next_action_time; // time in seconds until something happens, mode dependent fix next_fire; // time in seconds until can fire again #if defined(DXX_BUILD_DESCENT_II) fix next_fire2; // time in seconds until can fire again from second weapon #endif fix player_awareness_time; // time in seconds robot will be aware of player, 0 means not aware of player fix time_player_seen; // absolute time in seconds at which player was last seen, might cause to go into follow_path mode fix time_player_sound_attacked; // absolute time in seconds at which player was last seen with visibility of 2. fix next_misc_sound_time; // absolute time in seconds at which this robot last made an angry or lurking sound. fix time_since_processed; // time since this robot last processed in do_ai_frame vms_angvec goal_angles[MAX_SUBMODELS]; // angles for each subobject vms_angvec delta_angles[MAX_SUBMODELS]; // angles for each subobject sbyte goal_state[MAX_SUBMODELS]; // Goal state for this sub-object sbyte achieved_state[MAX_SUBMODELS]; // Last achieved state }; struct ai_cloak_info : public prohibit_void_ptr { fix64 last_time; #if defined(DXX_BUILD_DESCENT_II) segnum_t last_segment; #endif vms_vector last_position; }; // Same as above but structure Savegames expect struct ai_cloak_info_rw { fix last_time; #if defined(DXX_BUILD_DESCENT_II) int last_segment; #endif vms_vector last_position; }; #endif struct point_seg : prohibit_void_ptr { segnum_t segnum; vms_vector point; }; struct seg_seg { segnum_t start, end; }; static const unsigned MAX_POINT_SEGS = 2500; // These are the information for a robot describing the location of // the player last time he wasn't cloaked, and the time at which he // was uncloaked. We should store this for each robot, but that's // memory expensive. //extern fix Last_uncloaked_time; //extern vms_vector Last_uncloaked_position; extern void ai_do_cloak_stuff(void); #endif