/* 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. */ #ifndef _AISTRUCT_H #define _AISTRUCT_H #include "inferno.h" //#include "polyobj.h" #define GREEN_GUY 1 #define MAX_SEGMENTS_PER_PATH 20 #define PA_WEAPON_WALL_COLLISION 2 // Level of robot awareness after player weapon hits nearby wall //#define PA_PLAYER_VISIBLE 2 // Level of robot awareness if robot is looking towards player, and player not hidden #define PA_NEARBY_ROBOT_FIRED 1 // Level of robot awareness after nearby robot fires a weapon #define PA_PLAYER_COLLISION 3 // Level of robot awareness after player bumps into robot #define 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) // Behaviors #define AIB_STILL 0x80 #define AIB_NORMAL 0x81 #define AIB_BEHIND 0x82 #define AIB_RUN_FROM 0x83 #define AIB_SNIPE 0x84 #define AIB_STATION 0x85 #define AIB_FOLLOW 0x86 #define MIN_BEHAVIOR 0x80 #define MAX_BEHAVIOR 0x86 // Modes #define AIM_STILL 0 #define AIM_WANDER 1 #define AIM_FOLLOW_PATH 2 #define AIM_CHASE_OBJECT 3 #define AIM_RUN_FROM_OBJECT 4 #define AIM_BEHIND 5 #define AIM_FOLLOW_PATH_2 6 #define AIM_OPEN_DOOR 7 #define AIM_GOTO_PLAYER 8 // Only for escort behavior #define AIM_GOTO_OBJECT 9 // Only for escort behavior #define AIM_SNIPE_ATTACK 10 #define AIM_SNIPE_FIRE 11 #define AIM_SNIPE_RETREAT 12 #define AIM_SNIPE_RETREAT_BACKWARDS 13 #define AIM_SNIPE_WAIT 14 #define AIM_THIEF_ATTACK 15 #define AIM_THIEF_RETREAT 16 #define AIM_THIEF_WAIT 17 #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 { // byte path_index; // current index of path // byte path_direction; // current path direction // byte path_length; // length of current path // byte 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; #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! // 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! #define SUB_FLAGS flags[4] // bit 0: Set -> Robot's current gun in different segment than robot's center. #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) #define MULTI_ANGER flags[10] // How angry is a robot in multiplayer mode // This is the stuff that is permanent for an AI object and is therefore saved to disk. typedef struct ai_static { ubyte behavior; // byte 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. byte cur_path_index; // Current index in path. byte dying_sound_playing; // !0 if this robot is playing its dying sound. // -- not needed! -- short follow_path_start_seg; // Start segment for robot which follows path. // -- not needed! -- short follow_path_end_seg; // End segment for robot which follows path. short danger_laser_num; int danger_laser_signature; fix dying_start_time; // Time at which this robot started dying. // byte extras[28]; // 32 extra bytes for storing stuff so we don't have to change versions on disk } __pack__ ai_static; // This is the stuff which doesn't need to be saved to disk. typedef struct ai_local { // These used to be bytes, changed to ints so I could set watchpoints on them. // player_awareness_type..rapidfire_count used to be bytes // goal_segment used to be short. 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 // -- MK, 10/21/95, unused -- fix last_see_time, last_attack_time; // For sound effects, time at which player last seen, attacked fix next_action_time; // time in seconds until something happens, mode dependent fix next_fire; // time in seconds until can fire again fix next_fire2; // time in seconds until can fire again from second weapon 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 byte goal_state[MAX_SUBMODELS]; // Goal state for this sub-object byte achieved_state[MAX_SUBMODELS]; // Last achieved state } ai_local; typedef struct { int segnum; vms_vector point; } point_seg; typedef struct { short start, end; } seg_seg; #define MAX_POINT_SEGS 2500 extern point_seg Point_segs[MAX_POINT_SEGS]; extern point_seg *Point_segs_free_ptr; extern int Overall_agitation; // 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