/* 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. */ /* * $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/ai.h,v $ * $Revision: 1.1.1.1 $ * $Author: zicodxx $ * $Date: 2006/03/17 19:41:41 $ * * Header file for AI system. * * $Log: ai.h,v $ * Revision 1.1.1.1 2006/03/17 19:41:41 zicodxx * initial import * * Revision 1.1.1.1 1999/06/14 22:12:05 donut * Import of d1x 1.37 source. * * Revision 2.0 1995/02/27 11:33:07 john * New version 2.0, which has no anonymous unions, builds with * Watcom 10.0, and doesn't require parsing BITMAPS.TBL. * * Revision 1.57 1995/02/04 17:28:31 mike * make station guys return better. * * Revision 1.56 1995/02/04 10:03:23 mike * Fly to exit cheat. * * Revision 1.55 1995/02/01 19:23:52 rob * Externed a boss var. * * Revision 1.54 1995/01/30 13:00:58 mike * Make robots fire at player other than one they are controlled by sometimes. * * Revision 1.53 1995/01/26 15:09:16 rob * Changed robot gating to accomodate multiplayer. * * Revision 1.52 1995/01/26 12:23:12 rob * Added new externs needed for multiplayer. * * Revision 1.51 1995/01/21 21:22:14 mike * Kill prototype of init_boss_segments, which didn't need to be public * and had changed. * * Revision 1.50 1995/01/16 19:24:29 mike * Publicize BOSS_GATE_MATCEN_NUM and Boss_been_hit. * * Revision 1.49 1995/01/02 16:17:35 mike * prototype some super boss function for gameseq. * * Revision 1.48 1994/12/19 17:08:06 mike * deal with new ai_multiplayer_awareness which returns a value saying whether this object can be moved by this player. * * Revision 1.47 1994/12/12 17:18:04 mike * make boss cloak/teleport when get hit, make quad laser 3/4 as powerful. * * Revision 1.46 1994/12/08 15:46:16 mike * better robot behavior. * * Revision 1.45 1994/11/27 23:16:08 matt * Made debug code go away when debugging turned off * * Revision 1.44 1994/11/16 23:38:41 mike * new improved boss teleportation behavior. * * Revision 1.43 1994/11/10 17:45:11 mike * debugging. * * Revision 1.42 1994/11/07 10:37:42 mike * hooks for rob's network code. * * Revision 1.41 1994/11/06 15:10:50 mike * prototype a debug function for dumping ai info. * * Revision 1.40 1994/11/02 17:57:30 rob * Added extern of Believe_player_pos needed to get control centers * locating people. * * Revision 1.39 1994/10/28 19:43:39 mike * Prototype Boss_cloak_start_time, Boss_cloak_end_time. * * Revision 1.38 1994/10/22 14:14:42 mike * Prototype ai_reset_all_paths. * * Revision 1.37 1994/10/21 20:42:01 mike * Define MAX_PATH_LENGTH: maximum allowed length of a path. * * Revision 1.36 1994/10/20 09:49:18 mike * Prototype something. * * * Revision 1.35 1994/10/18 15:37:52 mike * Define ROBOT_BOSS1. * * Revision 1.34 1994/10/13 11:12:25 mike * Prototype some door functions. * * Revision 1.33 1994/10/12 21:28:51 mike * Prototype create_n_segment_path_to_door * Prototype ai_open_doors_in_segment * Prototype ai_door_is_openable. * * Revision 1.32 1994/10/11 15:59:41 mike * Prototype Robot_firing_enabled. * * Revision 1.31 1994/10/09 22:02:48 mike * Adapt create_path_points and create_n_segment_path prototypes to use avoid_seg for player evasion. * * Revision 1.30 1994/09/18 18:07:44 mike * Update prototypes for create_path_points and create_path_to_player. * * Revision 1.29 1994/09/15 16:34:08 mike * Prototype do_ai_robot_hit_attack. * * Revision 1.28 1994/09/12 19:12:35 mike * Prototype attempt_to_resume_path. * * Revision 1.27 1994/08/25 21:55:32 mike * Add some prototypes. * * Revision 1.26 1994/08/10 19:53:24 mike * Prototype create_path_to_player and init_robots_for_level. * * Revision 1.25 1994/08/04 16:32:58 mike * prototype create_path_to_player. * * Revision 1.24 1994/08/03 15:17:20 mike * Prototype make_random_vector. * * Revision 1.23 1994/07/31 18:10:34 mike * Update prototype for create_path_points. * * Revision 1.22 1994/07/28 12:36:14 matt * Cleaned up object bumping code * */ #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 BOSS_ECLIP_NUM 53 #define ROBOT_BRAIN 7 #define ROBOT_BOSS1 17 extern fix 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 fix 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 init_ai_system(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); extern int Robot_firing_enabled; // 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 void HUD_init_message(char * format, ... ); #endif