/* * 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. * */ #pragma once #include #include "dxxsconf.h" #include "dsx-ns.h" #include "fmtcheck.h" #include "vecmat.h" #define PARALLAX 0 // If !0, then special debugging info for Parallax eyes only enabled. #ifdef __cplusplus #include "pstypes.h" #include "fwd-object.h" #include "fwd-segment.h" #if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II) #include "countarray.h" #include "aistruct.h" #endif namespace dcx { struct point_seg; extern sbyte Boss_hit_this_frame; } struct PHYSFS_File; #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 ROBOT_BRAIN 7 #define ROBOT_BOSS1 17 #define ROBOT_FIRE_AGITATION 94 #ifdef dsx #define BOSS_D1 1 #define BOSS_SUPER 2 #if defined(DXX_BUILD_DESCENT_II) #include "player-flags.h" namespace dsx { #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 typedef array boss_flags_t; extern const boss_flags_t Boss_teleports; // Set byte if this boss can teleport extern const boss_flags_t Boss_spew_more; // Set byte if this boss can teleport //extern ubyte Boss_cloaks[NUM_D2_BOSSES]; // Set byte if this boss can cloak extern const boss_flags_t Boss_spews_bots_energy; // Set byte if boss spews bots when hit by energy weapon. extern const boss_flags_t Boss_spews_bots_matter; // Set byte if boss spews bots when hit by matter weapon. extern const boss_flags_t Boss_invulnerable_energy; // Set byte if boss is invulnerable to energy weapons. extern const boss_flags_t Boss_invulnerable_matter; // Set byte if boss is invulnerable to matter weapons. extern const boss_flags_t Boss_invulnerable_spot; // 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 object *Ai_last_missile_camera; } #endif namespace dcx { 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 boss_teleport_segment_array_t Boss_teleport_segs; } namespace dsx { void create_awareness_event(vobjptr_t objp, player_awareness_type_t type); // object *objp can create awareness of player, amount based on "type" ai_mode ai_behavior_to_mode(ai_behavior behavior); void do_ai_robot_hit(vobjptridx_t robot, player_awareness_type_t type); void init_ai_object(object &objp, ai_behavior initial_mode, segidx_t hide_segment); } namespace dcx { extern fix64 Boss_cloak_start_time; extern fix64 Last_teleport_time; constexpr fix Boss_cloak_duration = F1_0*7; extern sbyte Boss_dying; extern vms_vector Believed_player_pos; } namespace dsx { void move_towards_segment_center(vobjptr_t objp); objptridx_t gate_in_robot(int type, vsegptridx_t segnum); void do_ai_frame(vobjptridx_t objp); void do_ai_frame_all(); } extern void create_all_paths(void); namespace dsx { void create_path_to_station(vobjptridx_t objp, int max_length); void ai_follow_path(vobjptridx_t objp, int player_visibility, const vms_vector *vec_to_player); void ai_turn_towards_vector(const vms_vector &vec_to_player, object_base &obj, fix rate); extern void init_ai_objects(void); void create_n_segment_path(vobjptridx_t objp, int path_length, segidx_t avoid_seg); void create_n_segment_path_to_door(vobjptridx_t objp, int path_length); } #endif namespace dcx { void make_random_vector(vms_vector &vec); __attribute_warn_unused_result static inline vms_vector make_random_vector() { vms_vector v; return make_random_vector(v), v; } } #ifdef dsx namespace dsx { void init_robots_for_level(); #if defined(DXX_BUILD_DESCENT_II) void create_path_to_segment(vobjptridx_t objp, segnum_t goalseg, int max_length, int safety_flag); int polish_path(vobjptridx_t objp, point_seg *psegs, int num_points); void move_towards_player(vobjptr_t objp, const 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 void create_path_to_player(vobjptridx_t objp, int max_length, int safety_flag); void attempt_to_resume_path(vobjptridx_t objp); // When a robot and a player collide, some robots attack! void do_ai_robot_hit_attack(vobjptridx_t robot, vobjptridx_t player, const vms_vector &collision_point); int ai_door_is_openable( #if defined(DXX_BUILD_DESCENT_I) vobjptr_t, #elif defined(DXX_BUILD_DESCENT_II) objptr_t, player_flags, #endif vcsegptr_t segp, int sidenum); int player_is_visible_from_object(vobjptridx_t objp, vms_vector &pos, fix field_of_view, const 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(vobjptridx_t objp, int awareness_level); #if defined(DXX_BUILD_DESCENT_II) // In escort.c void do_escort_frame(vobjptridx_t objp, const object &plrobj, fix dist_to_player, int player_visibility); void do_snipe_frame(vobjptridx_t objp, fix dist_to_player, int player_visibility, const vms_vector &vec_to_player); void do_thief_frame(vobjptridx_t objp, fix dist_to_player, int player_visibility, const 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 namespace dsx { void start_boss_death_sequence(vobjptr_t objp); extern void ai_init_boss_for_ship(void); #if defined(DXX_BUILD_DESCENT_II) extern vms_vector Last_fired_upon_player_pos; enum escort_goal_t { ESCORT_GOAL_UNSPECIFIED = -1, ESCORT_GOAL_BLUE_KEY = 1, ESCORT_GOAL_GOLD_KEY = 2, ESCORT_GOAL_RED_KEY = 3, ESCORT_GOAL_CONTROLCEN = 4, ESCORT_GOAL_EXIT = 5, // Custom escort goals. ESCORT_GOAL_ENERGY = 6, ESCORT_GOAL_ENERGYCEN = 7, ESCORT_GOAL_SHIELD = 8, ESCORT_GOAL_POWERUP = 9, ESCORT_GOAL_ROBOT = 10, ESCORT_GOAL_HOSTAGE = 11, ESCORT_GOAL_PLAYER_SPEW = 12, ESCORT_GOAL_SCRAM = 13, ESCORT_GOAL_BOSS = 15, ESCORT_GOAL_MARKER1 = 16, ESCORT_GOAL_MARKER2 = 17, ESCORT_GOAL_MARKER3 = 18, ESCORT_GOAL_MARKER4 = 19, ESCORT_GOAL_MARKER5 = 20, ESCORT_GOAL_MARKER6 = 21, ESCORT_GOAL_MARKER7 = 22, ESCORT_GOAL_MARKER8 = 23, ESCORT_GOAL_MARKER9 = 24, }; #define MIN_ESCORT_DISTANCE (F1_0*40) extern fix64 Escort_last_path_created; extern escort_goal_t Escort_goal_object, Escort_special_goal; extern objnum_t Escort_goal_index; #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 extern int Escort_kill_object; // Maximum number kept track of, will keep stealing, causes stolen weapons to be lost! struct stolen_items_t : public array {}; extern stolen_items_t Stolen_items; extern void create_buddy_bot(void); objptridx_t boss_spew_robot(const object_base &objp, const 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. --------- // ------ 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 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); void init_ai_frame(player_flags); __attribute_warn_unused_result std::size_t create_bfs_list(vcsegidx_t start_seg, player_flags, segnum_t *bfs_list, std::size_t max_segs); template __attribute_warn_unused_result std::size_t create_bfs_list(const vcsegidx_t &start_seg, const player_flags powerup_flags, array &bfs_list) { return create_bfs_list(start_seg, powerup_flags, bfs_list.data(), N); } extern void init_thief_for_level(); extern objnum_t Buddy_objnum; extern int Buddy_allowed_to_talk; 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 } namespace dcx { extern fix64 Last_gate_time; extern sbyte Boss_dying_sound_playing; extern fix Gate_interval; 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); } } namespace dsx { #if defined(DXX_BUILD_DESCENT_II) extern fix64 Boss_hit_time; #endif int create_path_points(vobjptridx_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, segidx_t avoid_seg); int ai_save_state(PHYSFS_File * fp); int ai_restore_state(PHYSFS_File *fp, int version, int swap); #if DXX_USE_EDITOR void player_follow_path(vobjptr_t objp); void check_create_player_path(); #endif } #endif #endif