/* * 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. */ /* * * Header file for AI system. * */ #ifndef _AI_H #define _AI_H #include #include "dxxsconf.h" #include "fmtcheck.h" #if defined(DXX_BUILD_DESCENT_II) #include "fvi.h" #include "compiler-array.h" #endif #define PARALLAX 0 // If !0, then special debugging info for Parallax eyes only enabled. #ifdef __cplusplus #include "countarray.h" struct object; struct point_seg; #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 #if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II) #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 #define BOSS_FIRE 23 #define BOSS_ICE 24 #define BOSS_ALIEN1 25 #define BOSS_ALIEN2 26 #define NUM_D2_BOSSES 8 extern const ubyte Boss_teleports[NUM_D2_BOSSES]; // Set byte if this boss can teleport extern const ubyte Boss_spew_more[NUM_D2_BOSSES]; // Set byte if this boss can teleport //extern ubyte Boss_cloaks[NUM_D2_BOSSES]; // Set byte if this boss can cloak extern const ubyte Boss_spews_bots_energy[NUM_D2_BOSSES]; // Set byte if boss spews bots when hit by energy weapon. extern const ubyte Boss_spews_bots_matter[NUM_D2_BOSSES]; // Set byte if boss spews bots when hit by matter weapon. 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 segnum_t Believed_player_seg; extern objnum_t Ai_last_missile_camera; #endif extern void create_awareness_event(object *objp, enum player_awareness_type_t type); // object *objp can create awareness of player, amount based on "type" #endif struct boss_special_segment_array_t : public count_array_t {}; struct boss_teleport_segment_array_t : public boss_special_segment_array_t {}; struct boss_gate_segment_array_t : public boss_special_segment_array_t {}; extern fix64 Boss_cloak_start_time, Boss_cloak_end_time; extern boss_teleport_segment_array_t Boss_teleport_segs; extern fix64 Last_teleport_time; extern fix Boss_cloak_duration; extern int Boss_dying; extern vms_vector Believed_player_pos; extern void move_towards_segment_center(object *objp); extern objptridx_t gate_in_robot(int type, segnum_t segnum); extern void do_ai_movement(object *objp); extern void ai_move_to_new_segment( object * obj, segnum_t newseg, int first_time ); extern void ai_move_one(object *objp); void do_ai_frame(objptridx_t objp); void init_ai_object(object *objp, int initial_mode, segnum_t hide_segment); extern void update_player_awareness(object *objp, fix new_awareness); extern void do_ai_frame_all(void); extern void reset_ai_states(object *objp); extern void create_all_paths(void); extern void create_path_to_station(object *objp, int max_length); void ai_follow_path(objptridx_t objp, int player_visibility, vms_vector *vec_to_player); 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); void create_n_segment_path(object *objp, int path_length, segnum_t avoid_seg); void create_n_segment_path_to_door(object *objp, int path_length, segnum_t 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); #if defined(DXX_BUILD_DESCENT_II) void create_path_to_segment(object *objp, segnum_t goalseg, int max_length, int safety_flag); int polish_path(objptridx_t 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 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); int player_is_visible_from_object(objptridx_t 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. int ai_multiplayer_awareness(objptridx_t objp, int awareness_level); #if defined(DXX_BUILD_DESCENT_II) // In escort.c void do_escort_frame(objptridx_t 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 #if PARALLAX extern void force_dump_ai_objects_all(const char *msg); #else static inline void force_dump_ai_objects_all(const char *msg) { (void)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; #if defined(DXX_BUILD_DESCENT_II) extern fix Dist_to_last_fired_upon_player_pos; extern vms_vector Last_fired_upon_player_pos; #define ESCORT_GOAL_UNSPECIFIED -1 #define ESCORT_GOAL_UNSPECIFIED -1 #define ESCORT_GOAL_BLUE_KEY 1 #define ESCORT_GOAL_GOLD_KEY 2 #define ESCORT_GOAL_RED_KEY 3 #define ESCORT_GOAL_CONTROLCEN 4 #define ESCORT_GOAL_EXIT 5 // Custom escort goals. #define ESCORT_GOAL_ENERGY 6 #define ESCORT_GOAL_ENERGYCEN 7 #define ESCORT_GOAL_SHIELD 8 #define ESCORT_GOAL_POWERUP 9 #define ESCORT_GOAL_ROBOT 10 #define ESCORT_GOAL_HOSTAGE 11 #define ESCORT_GOAL_PLAYER_SPEW 12 #define ESCORT_GOAL_SCRAM 13 #define ESCORT_GOAL_BOSS 15 #define ESCORT_GOAL_MARKER1 16 #define ESCORT_GOAL_MARKER2 17 #define ESCORT_GOAL_MARKER3 18 #define ESCORT_GOAL_MARKER4 19 #define ESCORT_GOAL_MARKER5 20 #define ESCORT_GOAL_MARKER6 21 #define ESCORT_GOAL_MARKER7 22 #define ESCORT_GOAL_MARKER8 23 #define ESCORT_GOAL_MARKER9 24 #define MAX_ESCORT_GOALS 25 #define MAX_ESCORT_DISTANCE (F1_0*80) #define MIN_ESCORT_DISTANCE (F1_0*40) #define FUELCEN_CHECK 1000 extern fix64 Escort_last_path_created; extern int Escort_goal_object, Escort_special_goal; extern objnum_t Escort_goal_index; #define GOAL_WIDTH 11 #define SNIPE_RETREAT_TIME (F1_0*5) #define SNIPE_ABORT_RETREAT_TIME (SNIPE_RETREAT_TIME/2) // Can abort a retreat with this amount of time left in retreat #define SNIPE_ATTACK_TIME (F1_0*10) #define SNIPE_WAIT_TIME (F1_0*5) #define SNIPE_FIRE_TIME (F1_0*2) #define THIEF_PROBABILITY 16384 // 50% chance of stealing an item at each attempt #define MAX_STOLEN_ITEMS 10 // Maximum number kept track of, will keep stealing, causes stolen weapons to be lost! extern int Max_escort_length; extern int Escort_kill_object; struct stolen_items_t : public array {}; extern stolen_items_t Stolen_items; extern void create_buddy_bot(void); objnum_t boss_spew_robot(object *objp, vms_vector *pos); void init_ai_for_ship(void); // Amount of time since the current robot was last processed for things such as movement. // It is not valid to use FrameTime because robots do not get moved every frame. // --------- John: These variables must be saved as part of gamesave. --------- extern int Ai_initialized; extern int Overall_agitation; extern fix Boss_teleport_interval; extern fix Boss_cloak_interval; // Time between cloaks extern fix64 Last_gate_time; extern fix Gate_interval; extern fix64 Boss_dying_start_time; extern sbyte Boss_dying_sound_playing; extern fix64 Boss_hit_time; // -- extern int Boss_been_hit; // ------ John: End of variables which must be saved as part of gamesave. ----- // 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. extern vms_vector Hit_pos; extern int Hit_type; extern fvi_info Hit_data; #ifndef NDEBUG // Index into this array with ailp->mode // Index into this array with aip->behavior // Index into this array with aip->GOAL_STATE or aip->CURRENT_STATE extern int Do_ai_flag; extern objnum_t Break_on_object; #endif //ifndef NDEBUG extern int Stolen_item_index; // Used in ai.c for controlling rate of Thief flare firing. // -- unused, 08/07/95 -- extern void ai_turn_randomly(vms_vector *vec_to_player, object *obj, fix rate, int previous_visibility); extern void init_ai_frame(void); void create_bfs_list(segnum_t start_seg, segnum_t bfs_list[], int *length, unsigned max_segs); template void create_bfs_list(segnum_t start_seg, segnum_t (&bfs_list)[N], int *length) { create_bfs_list(start_seg, bfs_list, length, N); } extern void init_thief_for_level(); extern objnum_t Buddy_objnum; extern int Buddy_allowed_to_talk; extern void start_robot_death_sequence(object *objp); void buddy_message_str(const char * str) __attribute_nonnull(); void buddy_message(const char * format, ... ) __attribute_format_printf(1, 2); #define buddy_message(F,...) dxx_call_printf_checked(buddy_message,buddy_message_str,(),(F),##__VA_ARGS__) #define SPECIAL_REACTOR_ROBOT 65 extern void special_reactor_stuff(void); #endif #if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II) struct point_seg_array_t : public array {}; extern point_seg_array_t Point_segs; extern point_seg_array_t::iterator Point_segs_free_ptr; static inline std::size_t operator-(point_seg_array_t::iterator i, point_seg_array_t &p) { return std::distance(p.begin(), i); } #endif extern int ai_save_state(PHYSFS_file * fp); extern int ai_restore_state(PHYSFS_file *fp, int version, int swap); int create_path_points(objptridx_t objp, segnum_t start_seg, segnum_t end_seg, point_seg_array_t::iterator point_segs, short *num_points, int max_depth, int random_flag, int safety_flag, segnum_t avoid_seg); #ifdef EDITOR void player_follow_path(struct object *objp); void check_create_player_path(void); #endif #endif #endif /* _AI_H */