dxx-rebirth/d2x-rebirth/main/aistruct.h

251 lines
12 KiB
C

/*
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?
*
*/
#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 {
// 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;
#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.
typedef struct ai_static {
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.
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;
fix64 dying_start_time; // Time at which this robot started dying.
} __pack__ ai_static;
// Same as above but structure Savegames/Multiplayer objects expect
typedef 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.
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.
} __pack__ ai_static_rw;
// Rather temporal AI stuff.
typedef struct ai_local {
// These used to be bytes, changed to ints so I could set watchpoints on them.
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
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
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.
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
} ai_local;
// Same as above but structure Savegames expect
typedef struct ai_local_rw {
// These used to be bytes, changed to ints so I could set watchpoints on them.
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
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
sbyte goal_state[MAX_SUBMODELS]; // Goal state for this sub-object
sbyte achieved_state[MAX_SUBMODELS]; // Last achieved state
} ai_local_rw;
typedef struct {
fix64 last_time;
int last_segment;
vms_vector last_position;
} ai_cloak_info;
// Same as above but structure Savegames expect
typedef struct {
fix last_time;
int last_segment;
vms_vector last_position;
} ai_cloak_info_rw;
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 /* _AISTRUCT_H */