dxx-rebirth/common/main/ai.h
Kp 6a3ded191f Move EDITOR to dxxsconf.h; rename to DXX_USE_EDITOR
Rename symbol EDITOR to DXX_USE_EDITOR to show that it is a DXX
symbol, not one inherited from a library.  Move it to dxxsconf.h to
shorten the command line.

This is a mostly automated transform, but the changes to SConstruct were
manual.

git grep -wl EDITOR -- '*.h' '*.cpp' | xargs sed -i -e 's/^\s*#ifdef \(EDITOR\)\>/#if DXX_USE_\1/' -e 's/\s*#\(el\)\?if \(.*\)defined(\(EDITOR\))/#\1if \2DXX_USE_\3/' -e 's/^\s*#ifndef \(EDITOR\)\>/#if !DXX_USE_\1/'
2016-09-11 18:49:16 +00:00

311 lines
11 KiB
C++

/*
* 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 <cstddef>
#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)
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<ubyte, NUM_D2_BOSSES> 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<segnum_t, 100> {};
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, segnum_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, segnum_t avoid_seg);
void create_n_segment_path_to_door(vobjptridx_t objp, int path_length, segnum_t avoid_seg);
}
#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);
#if defined(DXX_BUILD_DESCENT_I)
typedef vobjptr_t _ai_door_is_openable_objptr;
#elif defined(DXX_BUILD_DESCENT_II)
typedef objptr_t _ai_door_is_openable_objptr;
#endif
int ai_door_is_openable(_ai_door_is_openable_objptr objp, 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, 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<uint8_t, 10> {};
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);
extern void init_ai_frame(void);
__attribute_warn_unused_result
std::size_t create_bfs_list(segnum_t start_seg, segnum_t *bfs_list, std::size_t max_segs);
template <std::size_t N>
__attribute_warn_unused_result
std::size_t create_bfs_list(segnum_t start_seg, array<segnum_t, N> &bfs_list)
{
return create_bfs_list(start_seg, 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<point_seg, MAX_POINT_SEGS> {};
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, segnum_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