dxx-rebirth/main/aistruct.h
2006-10-06 14:41:31 +00:00

279 lines
10 KiB
C
Executable file

/*
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/aistruct.h,v $
* $Revision: 1.1.1.1 $
* $Author: zicodxx $
* $Date: 2006/03/17 19:44:11 $
*
* Structs and constants for AI system.
* object.h depends on this.
* ai.h depends on object.h.
* Get it?
*
* $Log: aistruct.h,v $
* Revision 1.1.1.1 2006/03/17 19:44:11 zicodxx
* initial import
*
* Revision 1.1.1.1 1999/06/14 22:12:07 donut
* Import of d1x 1.37 source.
*
* Revision 2.0 1995/02/27 11:30:19 john
* New version 2.0, which has no anonymous unions, builds with
* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
*
* Revision 1.34 1995/01/25 13:50:46 mike
* Robots make angry sounds.
*
* Revision 1.33 1994/12/29 12:44:56 rob
* Added new coop robot flag.
*
* Revision 1.32 1994/12/20 20:41:54 rob
* Added new ai flag for multiplayer robots.
*
* Revision 1.31 1994/12/19 16:37:39 rob
* Added a new flag for remote controlled objects.
*
* Revision 1.30 1994/12/07 00:36:07 mike
* fix phys_apply_rot for robots -- ai was bashing effect in next frame.
*
* Revision 1.29 1994/12/02 22:06:28 mike
* add fields to allow robots to make awareness sounds every so often, not every damn blasted frame
*
* Revision 1.28 1994/11/04 17:18:35 yuan
* Increased MAX_SEG_POINTS to 2500.
*
* Revision 1.27 1994/10/17 21:19:22 mike
* robot cloaking.
*
* Revision 1.26 1994/10/12 21:28:38 mike
* Add new ai mode: AIM_OPEN_DOOR.
* Add GOALSIDE to aip.
*
* Revision 1.25 1994/09/25 23:41:08 matt
* Changed the object load & save code to read/write the structure fields one
* at a time (rather than the whole structure at once). This mean that the
* object structure can be changed without breaking the load/save functions.
* As a result of this change, the local_object data can be and has been
* incorporated into the object array. Also, timeleft is now a property
* of all objects, and the object structure has been otherwise cleaned up.
*
* Revision 1.24 1994/09/21 12:28:11 mike
* Change AI behavior for when player cloaked
*
* Revision 1.23 1994/09/19 21:43:00 mike
* Add follow_path_start_seg and follow_path_end_seg to aistruct.h.
*
* Revision 1.22 1994/09/18 18:06:14 mike
* Add Last_uncloaked_time and Last_uncloaked_position variables.
*
* Revision 1.21 1994/09/15 16:31:38 mike
* Define GREEN_GUY
* Add previous_visibility to ai_local struct.
*
* Revision 1.20 1994/09/12 19:12:45 mike
* Change some bytes to ints in ai_local so I could set watchpoints.
*
* Revision 1.19 1994/08/25 21:53:31 mike
* Add behavior, taking place of what used to be mode.
*
* Revision 1.18 1994/08/23 16:38:09 mike
* rapidfire_count in ai_local.
*
* Revision 1.17 1994/08/19 17:38:23 mike
* *** empty log message ***
*
* Revision 1.16 1994/08/17 22:18:58 mike
* add time_since_processed to ai_local.
*
* Revision 1.15 1994/08/10 19:52:25 mike
* Add Overall_agitation.
*
* Revision 1.14 1994/08/04 16:32:32 mike
* Add time_player_seen.
*
* Revision 1.13 1994/07/28 16:58:11 mike
* Move constants from ai.c
*
* Revision 1.12 1994/07/19 15:26:24 mike
* New ai_static and ai_local structures.
*
* Revision 1.11 1994/07/15 15:17:19 matt
* Changes MAX_AI_FLAGS for better alignment
*
*/
#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_HIDE 0x82
#define AIB_RUN_FROM 0x83
#define AIB_FOLLOW_PATH 0x84
#define AIB_STATION 0x85
#define MIN_BEHAVIOR 0x80
#define MAX_BEHAVIOR 0x85
// 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_HIDE 5
#define AIM_FOLLOW_PATH_2 6
#define AIM_OPEN_DOOR 7
#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;
// 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 SUBMODE flags[4] // submode, eg AISM_HIDING if mode == AIM_HIDE
#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; //
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.
short cur_path_index; // Current index in path.
short follow_path_start_seg; // Start segment for robot which follows path.
short follow_path_end_seg; // End segment for robot which follows path.
int danger_laser_signature;
short danger_laser_num;
// 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.
sbyte player_awareness_type; // type of awareness of player
sbyte retry_count; // number of retries in physics last time this object got moved.
sbyte consecutive_retries; // number of retries in consecutive frames (ie, without a retry_count of 0)
sbyte mode; // current mode within behavior
sbyte previous_visibility; // Visibility of player last time we checked.
sbyte rapidfire_count; // number of shots fired rapidly
short goal_segment; // goal segment for current path
fix last_see_time, last_attack_time; // For sound effects, time at which player last seen, attacked
fix wait_time; // time in seconds until something happens, mode dependent
fix next_fire; // time in seconds until can fire again
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;
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