dxx-rebirth/main/ai.c
Bradley Bell 9bd1ba7c47 This commit was generated by cvs2svn to compensate for changes in r2,
which included commits to RCS files with non-trunk default branches.
2001-01-19 03:30:16 +00:00

1675 lines
63 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.
*/
char ai_rcsid[] = "$Id: ai.c,v 1.1.1.1 2001-01-19 03:30:02 bradleyb Exp $";
#include <conf.h>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include "inferno.h"
#include "game.h"
#include "mono.h"
#include "3d.h"
#include "object.h"
#include "render.h"
#include "error.h"
#include "ai.h"
#include "laser.h"
#include "fvi.h"
#include "polyobj.h"
#include "bm.h"
#include "weapon.h"
#include "physics.h"
#include "collide.h"
#include "player.h"
#include "wall.h"
#include "vclip.h"
#include "fireball.h"
#include "morph.h"
#include "effects.h"
#include "timer.h"
#include "sounds.h"
#include "cntrlcen.h"
#include "multibot.h"
#include "multi.h"
#include "network.h"
#include "gameseq.h"
#include "key.h"
#include "powerup.h"
#include "gauges.h"
#include "text.h"
#include "fuelcen.h"
#include "controls.h"
#include "kconfig.h"
#ifdef EDITOR
#include "editor\editor.h"
#endif
#include "string.h"
#ifndef NDEBUG
#include <time.h>
#endif
// ---------- John: These variables must be saved as part of gamesave. ----------
int Ai_initialized = 0;
int Overall_agitation;
ai_local Ai_local_info[MAX_OBJECTS];
point_seg Point_segs[MAX_POINT_SEGS];
point_seg *Point_segs_free_ptr = Point_segs;
ai_cloak_info Ai_cloak_info[MAX_AI_CLOAK_INFO];
fix Boss_cloak_start_time = 0;
fix Boss_cloak_end_time = 0;
fix Last_teleport_time = 0;
fix Boss_teleport_interval = F1_0*8;
fix Boss_cloak_interval = F1_0*10; // Time between cloaks
fix Boss_cloak_duration = BOSS_CLOAK_DURATION;
fix Last_gate_time = 0;
fix Gate_interval = F1_0*6;
fix Boss_dying_start_time;
fix Boss_hit_time;
byte Boss_dying, Boss_dying_sound_playing, unused123, unused234;
// -- MK, 10/21/95, unused! -- int Boss_been_hit=0;
// ---------- John: End of variables which must be saved as part of gamesave. ----------
// -- ubyte Boss_cloaks[NUM_D2_BOSSES] = {1,1,1,1,1,1}; // Set byte if this boss can cloak
ubyte Boss_teleports[NUM_D2_BOSSES] = {1,1,1,1,1,1, 1,1}; // Set byte if this boss can teleport
ubyte Boss_spew_more[NUM_D2_BOSSES] = {0,1,0,0,0,0, 0,0}; // If set, 50% of time, spew two bots.
ubyte Boss_spews_bots_energy[NUM_D2_BOSSES] = {1,1,0,1,0,1, 1,1}; // Set byte if boss spews bots when hit by energy weapon.
ubyte Boss_spews_bots_matter[NUM_D2_BOSSES] = {0,0,1,1,1,1, 0,1}; // Set byte if boss spews bots when hit by matter weapon.
ubyte Boss_invulnerable_energy[NUM_D2_BOSSES] = {0,0,1,1,0,0, 0,0}; // Set byte if boss is invulnerable to energy weapons.
ubyte Boss_invulnerable_matter[NUM_D2_BOSSES] = {0,0,0,0,1,1, 1,0}; // Set byte if boss is invulnerable to matter weapons.
ubyte Boss_invulnerable_spot[NUM_D2_BOSSES] = {0,0,0,0,0,1, 0,1}; // Set byte if boss is invulnerable in all but a certain spot. (Dot product fvec|vec_to_collision < BOSS_INVULNERABLE_DOT)
int ai_evaded=0;
// -- byte Super_boss_gate_list[MAX_GATE_INDEX] = {0, 1, 8, 9, 10, 11, 12, 15, 16, 18, 19, 20, 22, 0, 8, 11, 19, 20, 8, 20, 8};
int Robot_firing_enabled = 1;
int Animation_enabled = 1;
#ifndef NDEBUG
int Ai_info_enabled=0;
#endif
// 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.
vms_vector Hit_pos;
int Hit_type, Hit_seg;
fvi_info Hit_data;
int Num_awareness_events = 0;
awareness_event Awareness_events[MAX_AWARENESS_EVENTS];
vms_vector Believed_player_pos;
int Believed_player_seg;
#ifndef NDEBUG
// Index into this array with ailp->mode
char *mode_text[18] = {
"STILL",
"WANDER",
"FOL_PATH",
"CHASE_OBJ",
"RUN_FROM",
"BEHIND",
"FOL_PATH2",
"OPEN_DOOR",
"GOTO_PLR",
"GOTO_OBJ",
"SN_ATT",
"SN_FIRE",
"SN_RETR",
"SN_RTBK",
"SN_WAIT",
"TH_ATTACK",
"TH_RETREAT",
"TH_WAIT",
};
// Index into this array with aip->behavior
char behavior_text[6][9] = {
"STILL ",
"NORMAL ",
"HIDE ",
"RUN_FROM",
"FOLPATH ",
"STATION "
};
// Index into this array with aip->GOAL_STATE or aip->CURRENT_STATE
char state_text[8][5] = {
"NONE",
"REST",
"SRCH",
"LOCK",
"FLIN",
"FIRE",
"RECO",
"ERR_",
};
#endif
// Current state indicates where the robot current is, or has just done.
// Transition table between states for an AI object.
// First dimension is trigger event.
// Second dimension is current state.
// Third dimension is goal state.
// Result is new goal state.
// ERR_ means something impossible has happened.
byte Ai_transition_table[AI_MAX_EVENT][AI_MAX_STATE][AI_MAX_STATE] = {
{
// Event = AIE_FIRE, a nearby object fired
// none rest srch lock flin fire reco // CURRENT is rows, GOAL is columns
{ AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO}, // none
{ AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO}, // rest
{ AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO}, // search
{ AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO}, // lock
{ AIS_ERR_, AIS_REST, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FIRE, AIS_RECO}, // flinch
{ AIS_ERR_, AIS_FIRE, AIS_FIRE, AIS_FIRE, AIS_FLIN, AIS_FIRE, AIS_RECO}, // fire
{ AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_FIRE} // recoil
},
// Event = AIE_HITT, a nearby object was hit (or a wall was hit)
{
{ AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
{ AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
{ AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
{ AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
{ AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FLIN},
{ AIS_ERR_, AIS_REST, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FIRE, AIS_RECO},
{ AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_FIRE}
},
// Event = AIE_COLL, player collided with robot
{
{ AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
{ AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
{ AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
{ AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
{ AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_LOCK, AIS_FLIN, AIS_FLIN},
{ AIS_ERR_, AIS_REST, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FIRE, AIS_RECO},
{ AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_FIRE}
},
// Event = AIE_HURT, player hurt robot (by firing at and hitting it)
// Note, this doesn't necessarily mean the robot JUST got hit, only that that is the most recent thing that happened.
{
{ AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
{ AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
{ AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
{ AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
{ AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
{ AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
{ AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN}
}
};
fix Dist_to_last_fired_upon_player_pos = 0;
// --------------------------------------------------------------------------------------------------------------------
void init_ai_frame(void)
{
int ab_state;
Dist_to_last_fired_upon_player_pos = vm_vec_dist_quick(&Last_fired_upon_player_pos, &Believed_player_pos);
ab_state = Afterburner_charge && Controls.afterburner_state && (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER);
if (!(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) || (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON) || ab_state) {
ai_do_cloak_stuff();
}
}
// --------------------------------------------------------------------------------------------------------------------
// Return firing status.
// If ready to fire a weapon, return true, else return false.
// Ready to fire a weapon if next_fire <= 0 or next_fire2 <= 0.
int ready_to_fire(robot_info *robptr, ai_local *ailp)
{
if (robptr->weapon_type2 != -1)
return (ailp->next_fire <= 0) || (ailp->next_fire2 <= 0);
else
return (ailp->next_fire <= 0);
}
// --------------------------------------------------------------------------------------------------------------------
// Make a robot near the player snipe.
#define MNRS_SEG_MAX 70
void make_nearby_robot_snipe(void)
{
int bfs_length, i;
short bfs_list[MNRS_SEG_MAX];
create_bfs_list(ConsoleObject->segnum, bfs_list, &bfs_length, MNRS_SEG_MAX);
for (i=0; i<bfs_length; i++) {
int objnum = Segments[bfs_list[i]].objects;
while (objnum != -1) {
object *objp = &Objects[objnum];
robot_info *robptr = &Robot_info[objp->id];
if ((objp->type == OBJ_ROBOT) && (objp->id != ROBOT_BRAIN)) {
if ((objp->ctype.ai_info.behavior != AIB_SNIPE) && (objp->ctype.ai_info.behavior != AIB_RUN_FROM) && !Robot_info[objp->id].boss_flag && !robptr->companion) {
objp->ctype.ai_info.behavior = AIB_SNIPE;
Ai_local_info[objnum].mode = AIM_SNIPE_ATTACK;
mprintf((0, "Making robot #%i go into snipe mode!\n", objnum));
return;
}
}
objnum = objp->next;
}
}
mprintf((0, "Couldn't find a robot to make snipe!\n"));
}
int Ai_last_missile_camera;
int Robots_kill_robots_cheat = 0;
// --------------------------------------------------------------------------------------------------------------------
void do_ai_frame(object *obj)
{
int objnum = obj-Objects;
ai_static *aip = &obj->ctype.ai_info;
ai_local *ailp = &Ai_local_info[objnum];
fix dist_to_player;
vms_vector vec_to_player;
fix dot;
robot_info *robptr;
int player_visibility=-1;
int obj_ref;
int object_animates;
int new_goal_state;
int visibility_and_vec_computed = 0;
int previous_visibility;
vms_vector gun_point;
vms_vector vis_vec_pos;
ailp->next_action_time -= FrameTime;
if (aip->SKIP_AI_COUNT) {
aip->SKIP_AI_COUNT--;
if (obj->mtype.phys_info.flags & PF_USES_THRUST) {
obj->mtype.phys_info.rotthrust.x = (obj->mtype.phys_info.rotthrust.x * 15)/16;
obj->mtype.phys_info.rotthrust.y = (obj->mtype.phys_info.rotthrust.y * 15)/16;
obj->mtype.phys_info.rotthrust.z = (obj->mtype.phys_info.rotthrust.z * 15)/16;
if (!aip->SKIP_AI_COUNT)
obj->mtype.phys_info.flags &= ~PF_USES_THRUST;
}
return;
}
robptr = &Robot_info[obj->id];
Assert(robptr->always_0xabcd == 0xabcd);
if (do_any_robot_dying_frame(obj))
return;
// Kind of a hack. If a robot is flinching, but it is time for it to fire, unflinch it.
// Else, you can turn a big nasty robot into a wimp by firing flares at it.
// This also allows the player to see the cool flinch effect for mechs without unbalancing the game.
if ((aip->GOAL_STATE == AIS_FLIN) && ready_to_fire(robptr, ailp)) {
aip->GOAL_STATE = AIS_FIRE;
}
#ifndef NDEBUG
if ((aip->behavior == AIB_RUN_FROM) && (ailp->mode != AIM_RUN_FROM_OBJECT))
Int3(); // This is peculiar. Behavior is run from, but mode is not. Contact Mike.
mprintf_animation_info((obj));
if (!Do_ai_flag)
return;
if (Break_on_object != -1)
if ((obj-Objects) == Break_on_object)
Int3(); // Contact Mike: This is a debug break
#endif
// mprintf((0, "Object %i: behavior = %02x, mode = %i, awareness = %i, time = %7.3f\n", obj-Objects, aip->behavior, ailp->mode, ailp->player_awareness_type, f2fl(ailp->player_awareness_time)));
// mprintf((0, "Object %i: behavior = %02x, mode = %i, awareness = %i, cur=%i, goal=%i\n", obj-Objects, aip->behavior, ailp->mode, ailp->player_awareness_type, aip->CURRENT_STATE, aip->GOAL_STATE));
// Assert((aip->behavior >= MIN_BEHAVIOR) && (aip->behavior <= MAX_BEHAVIOR));
if (!((aip->behavior >= MIN_BEHAVIOR) && (aip->behavior <= MAX_BEHAVIOR))) {
// mprintf((0, "Object %i behavior is %i, setting to AIB_NORMAL, fix in editor!\n", objnum, aip->behavior));
aip->behavior = AIB_NORMAL;
}
Assert(obj->segnum != -1);
Assert(obj->id < N_robot_types);
obj_ref = objnum ^ FrameCount;
if (ailp->next_fire > -F1_0*8)
ailp->next_fire -= FrameTime;
if (robptr->weapon_type2 != -1) {
if (ailp->next_fire2 > -F1_0*8)
ailp->next_fire2 -= FrameTime;
} else
ailp->next_fire2 = F1_0*8;
if (ailp->time_since_processed < F1_0*256)
ailp->time_since_processed += FrameTime;
previous_visibility = ailp->previous_visibility; // Must get this before we toast the master copy!
// -- (No robots have this behavior...)
// -- // Deal with cloaking for robots which are cloaked except just before firing.
// -- if (robptr->cloak_type == RI_CLOAKED_EXCEPT_FIRING)
// -- if (ailp->next_fire < F1_0/2)
// -- aip->CLOAKED = 1;
// -- else
// -- aip->CLOAKED = 0;
// If only awake because of a camera, make that the believed player position.
if ((aip->SUB_FLAGS & SUB_FLAGS_CAMERA_AWAKE) && (Ai_last_missile_camera != -1))
Believed_player_pos = Objects[Ai_last_missile_camera].pos;
else {
if (Robots_kill_robots_cheat) {
vis_vec_pos = obj->pos;
compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
if (player_visibility) {
int ii, min_obj = -1;
fix min_dist = F1_0*200, cur_dist;
for (ii=0; ii<=Highest_object_index; ii++)
if ((Objects[ii].type == OBJ_ROBOT) && (ii != objnum)) {
cur_dist = vm_vec_dist_quick(&obj->pos, &Objects[ii].pos);
if (cur_dist < F1_0*100)
if (object_to_object_visibility(obj, &Objects[ii], FQ_TRANSWALL))
if (cur_dist < min_dist) {
min_obj = ii;
min_dist = cur_dist;
}
}
if (min_obj != -1) {
Believed_player_pos = Objects[min_obj].pos;
Believed_player_seg = Objects[min_obj].segnum;
vm_vec_normalized_dir_quick(&vec_to_player, &Believed_player_pos, &obj->pos);
} else
goto _exit_cheat;
} else
goto _exit_cheat;
} else {
_exit_cheat:
visibility_and_vec_computed = 0;
if (!(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED))
Believed_player_pos = ConsoleObject->pos;
else
Believed_player_pos = Ai_cloak_info[objnum & (MAX_AI_CLOAK_INFO-1)].last_position;
}
}
dist_to_player = vm_vec_dist_quick(&Believed_player_pos, &obj->pos);
// if (robptr->companion)
// mprintf((0, "%3i: %3i %8.3f %8s %8s [%3i %4i]\n", objnum, obj->segnum, f2fl(dist_to_player), mode_text[ailp->mode], behavior_text[aip->behavior-0x80], aip->hide_index, aip->path_length));
// If this robot can fire, compute visibility from gun position.
// Don't want to compute visibility twice, as it is expensive. (So is call to calc_gun_point).
if ((previous_visibility || !(obj_ref & 3)) && ready_to_fire(robptr, ailp) && (dist_to_player < F1_0*200) && (robptr->n_guns) && !(robptr->attack_type)) {
// Since we passed ready_to_fire(), either next_fire or next_fire2 <= 0. calc_gun_point from relevant one.
// If both are <= 0, we will deal with the mess in ai_do_actual_firing_stuff
if (ailp->next_fire <= 0)
calc_gun_point(&gun_point, obj, aip->CURRENT_GUN);
else
calc_gun_point(&gun_point, obj, 0);
vis_vec_pos = gun_point;
} else {
vis_vec_pos = obj->pos;
vm_vec_zero(&gun_point);
// mprintf((0, "Visibility = %i, computed from center.\n", player_visibility));
}
// MK: Debugging, July 26, 1995!
// if (objnum == 1)
// {
// compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
// mprintf((0, "Frame %i: dist=%7.3f, vecdot = %7.3f, mode=%i\n", FrameCount, f2fl(dist_to_player), f2fl(vm_vec_dot(&vec_to_player, &obj->orient.fvec)), ailp->mode));
// }
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// Occasionally make non-still robots make a path to the player. Based on agitation and distance from player.
if ((aip->behavior != AIB_SNIPE) && (aip->behavior != AIB_RUN_FROM) && (aip->behavior != AIB_STILL) && !(Game_mode & GM_MULTI) && (robptr->companion != 1) && (robptr->thief != 1))
if (Overall_agitation > 70) {
if ((dist_to_player < F1_0*200) && (d_rand() < FrameTime/4)) {
if (d_rand() * (Overall_agitation - 40) > F1_0*5) {
// -- mprintf((0, "(1) Object #%i going from still to path in frame %i.\n", objnum, FrameCount));
create_path_to_player(obj, 4 + Overall_agitation/8 + Difficulty_level, 1);
return;
}
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// If retry count not 0, then add it into consecutive_retries.
// If it is 0, cut down consecutive_retries.
// This is largely a hack to speed up physics and deal with stupid AI. This is low level
// communication between systems of a sort that should not be done.
if ((ailp->retry_count) && !(Game_mode & GM_MULTI)) {
ailp->consecutive_retries += ailp->retry_count;
ailp->retry_count = 0;
if (ailp->consecutive_retries > 3) {
switch (ailp->mode) {
case AIM_GOTO_PLAYER:
// -- mprintf((0, "Buddy stuck going to player...\n"));
// -- Buddy_got_stuck = 1;
move_towards_segment_center(obj);
create_path_to_player(obj, 100, 1);
// -- Buddy_got_stuck = 0;
break;
case AIM_GOTO_OBJECT:
// -- mprintf((0, "Buddy stuck going to object...\n"));
Escort_goal_object = ESCORT_GOAL_UNSPECIFIED;
// if (obj->segnum == ConsoleObject->segnum) {
// if (Point_segs[aip->hide_index + aip->cur_path_index].segnum == obj->segnum)
// if ((aip->cur_path_index + aip->PATH_DIR >= 0) && (aip->cur_path_index + aip->PATH_DIR < aip->path_length-1))
// aip->cur_path_index += aip->PATH_DIR;
// }
break;
case AIM_CHASE_OBJECT:
// -- mprintf((0, "(2) Object #%i, retries while chasing, creating path to player in frame %i\n", objnum, FrameCount));
create_path_to_player(obj, 4 + Overall_agitation/8 + Difficulty_level, 1);
break;
case AIM_STILL:
if (robptr->attack_type)
move_towards_segment_center(obj);
else if (!((aip->behavior == AIB_STILL) || (aip->behavior == AIB_STATION) || (aip->behavior == AIB_FOLLOW))) // Behavior is still, so don't follow path.
attempt_to_resume_path(obj);
break;
case AIM_FOLLOW_PATH:
// mprintf((0, "Object %i following path got %i retries in frame %i\n", obj-Objects, ailp->consecutive_retries, FrameCount));
if (Game_mode & GM_MULTI) {
ailp->mode = AIM_STILL;
} else
attempt_to_resume_path(obj);
break;
case AIM_RUN_FROM_OBJECT:
move_towards_segment_center(obj);
obj->mtype.phys_info.velocity.x = 0;
obj->mtype.phys_info.velocity.y = 0;
obj->mtype.phys_info.velocity.z = 0;
create_n_segment_path(obj, 5, -1);
ailp->mode = AIM_RUN_FROM_OBJECT;
break;
case AIM_BEHIND:
mprintf((0, "Hiding robot (%i) collided much.\n", obj-Objects));
move_towards_segment_center(obj);
obj->mtype.phys_info.velocity.x = 0;
obj->mtype.phys_info.velocity.y = 0;
obj->mtype.phys_info.velocity.z = 0;
break;
case AIM_OPEN_DOOR:
create_n_segment_path_to_door(obj, 5, -1);
break;
#ifndef NDEBUG
case AIM_FOLLOW_PATH_2:
Int3(); // Should never happen!
break;
#endif
}
ailp->consecutive_retries = 0;
}
} else
ailp->consecutive_retries /= 2;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// If in materialization center, exit
if (!(Game_mode & GM_MULTI) && (Segment2s[obj->segnum].special == SEGMENT_IS_ROBOTMAKER)) {
if (Station[Segment2s[obj->segnum].value].Enabled) {
ai_follow_path(obj, 1, 1, NULL); // 1 = player is visible, which might be a lie, but it works.
return;
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// Decrease player awareness due to the passage of time.
if (ailp->player_awareness_type) {
if (ailp->player_awareness_time > 0) {
ailp->player_awareness_time -= FrameTime;
if (ailp->player_awareness_time <= 0) {
ailp->player_awareness_time = F1_0*2; //new: 11/05/94
ailp->player_awareness_type--; //new: 11/05/94
}
} else {
ailp->player_awareness_type--;
ailp->player_awareness_time = F1_0*2;
// aip->GOAL_STATE = AIS_REST;
}
} else
aip->GOAL_STATE = AIS_REST; //new: 12/13/94
if (Player_is_dead && (ailp->player_awareness_type == 0))
if ((dist_to_player < F1_0*200) && (d_rand() < FrameTime/8)) {
if ((aip->behavior != AIB_STILL) && (aip->behavior != AIB_RUN_FROM)) {
if (!ai_multiplayer_awareness(obj, 30))
return;
#ifndef SHAREWARE
ai_multi_send_robot_position(objnum, -1);
#endif
if (!((ailp->mode == AIM_FOLLOW_PATH) && (aip->cur_path_index < aip->path_length-1)))
if ((aip->behavior != AIB_SNIPE) && (aip->behavior != AIB_RUN_FROM)) {
if (dist_to_player < F1_0*30)
create_n_segment_path(obj, 5, 1);
else
create_path_to_player(obj, 20, 1);
}
}
}
// -- // Make sure that if this guy got hit or bumped, then he's chasing player.
// -- if ((ailp->player_awareness_type == PA_WEAPON_ROBOT_COLLISION) || (ailp->player_awareness_type >= PA_PLAYER_COLLISION)) {
// -- if ((ailp->mode != AIM_BEHIND) && (aip->behavior != AIB_STILL) && (aip->behavior != AIB_SNIPE) && (aip->behavior != AIB_RUN_FROM) && (!robptr->companion) && (!robptr->thief) && (obj->id != ROBOT_BRAIN)) {
// -- ailp->mode = AIM_CHASE_OBJECT;
// -- ailp->player_awareness_type = 0;
// -- ailp->player_awareness_time = 0;
// -- }
// -- }
// Make sure that if this guy got hit or bumped, then he's chasing player.
if ((ailp->player_awareness_type == PA_WEAPON_ROBOT_COLLISION) || (ailp->player_awareness_type >= PA_PLAYER_COLLISION)) {
compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
if (player_visibility == 1) // Only increase visibility if unobstructed, else claw guys attack through doors.
player_visibility = 2;
} else if (((obj_ref&3) == 0) && !previous_visibility && (dist_to_player < F1_0*100)) {
fix sval, rval;
rval = d_rand();
sval = (dist_to_player * (Difficulty_level+1))/64;
// -- mprintf((0, "Object #%3i: dist = %7.3f, rval = %8x, sval = %8x", obj-Objects, f2fl(dist_to_player), rval, sval));
if ((fixmul(rval, sval) < FrameTime) || (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON)) {
ailp->player_awareness_type = PA_PLAYER_COLLISION;
ailp->player_awareness_time = F1_0*3;
compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
if (player_visibility == 1) {
player_visibility = 2;
// -- mprintf((0, "...SWITCH!"));
}
}
// -- mprintf((0, "\n"));
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
if ((aip->GOAL_STATE == AIS_FLIN) && (aip->CURRENT_STATE == AIS_FLIN))
aip->GOAL_STATE = AIS_LOCK;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// Note: Should only do these two function calls for objects which animate
if (Animation_enabled && (dist_to_player < F1_0*100)) { // && !(Game_mode & GM_MULTI)) {
object_animates = do_silly_animation(obj);
if (object_animates)
ai_frame_animation(obj);
//mprintf((0, "Object %i: goal=%i, current=%i\n", obj-Objects, obj->ctype.ai_info.GOAL_STATE, obj->ctype.ai_info.CURRENT_STATE));
} else {
// If Object is supposed to animate, but we don't let it animate due to distance, then
// we must change its state, else it will never update.
aip->CURRENT_STATE = aip->GOAL_STATE;
object_animates = 0; // If we're not doing the animation, then should pretend it doesn't animate.
}
switch (Robot_info[obj->id].boss_flag) {
case 0:
break;
case 1:
case 2:
mprintf((1, "Warning: D1 boss detected. Not supported!\n"));
break;
default: {
int pv;
fix dtp = dist_to_player/4;
if (aip->GOAL_STATE == AIS_FLIN)
aip->GOAL_STATE = AIS_FIRE;
if (aip->CURRENT_STATE == AIS_FLIN)
aip->CURRENT_STATE = AIS_FIRE;
compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
pv = player_visibility;
// If player cloaked, visibility is screwed up and superboss will gate in robots when not supposed to.
if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
pv = 0;
dtp = vm_vec_dist_quick(&ConsoleObject->pos, &obj->pos)/4;
}
do_boss_stuff(obj, pv);
}
break;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// Time-slice, don't process all the time, purely an efficiency hack.
// Guys whose behavior is station and are not at their hide segment get processed anyway.
if (!((aip->behavior == AIB_SNIPE) && (ailp->mode != AIM_SNIPE_WAIT)) && !robptr->companion && !robptr->thief && (ailp->player_awareness_type < PA_WEAPON_ROBOT_COLLISION-1)) { // If robot got hit, he gets to attack player always!
#ifndef NDEBUG
if (Break_on_object != objnum) { // don't time slice if we're interested in this object.
#endif
if ((aip->behavior == AIB_STATION) && (ailp->mode == AIM_FOLLOW_PATH) && (aip->hide_segment != obj->segnum)) {
if (dist_to_player > F1_0*250) // station guys not at home always processed until 250 units away.
return;
} else if ((!ailp->previous_visibility) && ((dist_to_player >> 7) > ailp->time_since_processed)) { // 128 units away (6.4 segments) processed after 1 second.
if (robptr->thief)
mprintf((0, "T"));
return;
}
#ifndef NDEBUG
}
#endif
}
// Reset time since processed, but skew objects so not everything processed synchronously, else
// we get fast frames with the occasional very slow frame.
// AI_proc_time = ailp->time_since_processed;
ailp->time_since_processed = - ((objnum & 0x03) * FrameTime ) / 2;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// Perform special ability
switch (obj->id) {
case ROBOT_BRAIN:
// Robots function nicely if behavior is Station. This means they won't move until they
// can see the player, at which time they will start wandering about opening doors.
if (ConsoleObject->segnum == obj->segnum) {
if (!ai_multiplayer_awareness(obj, 97))
return;
compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
move_away_from_player(obj, &vec_to_player, 0);
ai_multi_send_robot_position(objnum, -1);
} else if (ailp->mode != AIM_STILL) {
int r;
r = openable_doors_in_segment(obj->segnum);
if (r != -1) {
ailp->mode = AIM_OPEN_DOOR;
aip->GOALSIDE = r;
} else if (ailp->mode != AIM_FOLLOW_PATH) {
if (!ai_multiplayer_awareness(obj, 50))
return;
create_n_segment_path_to_door(obj, 8+Difficulty_level, -1); // third parameter is avoid_seg, -1 means avoid nothing.
ai_multi_send_robot_position(objnum, -1);
}
if (ailp->next_action_time < 0) {
compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
if (player_visibility) {
make_nearby_robot_snipe();
ailp->next_action_time = (NDL - Difficulty_level) * 2*F1_0;
}
}
} else {
compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
if (player_visibility) {
if (!ai_multiplayer_awareness(obj, 50))
return;
create_n_segment_path_to_door(obj, 8+Difficulty_level, -1); // third parameter is avoid_seg, -1 means avoid nothing.
ai_multi_send_robot_position(objnum, -1);
}
}
break;
default:
break;
}
if (aip->behavior == AIB_SNIPE) {
if ((Game_mode & GM_MULTI) && !robptr->thief) {
aip->behavior = AIB_NORMAL;
ailp->mode = AIM_CHASE_OBJECT;
return;
}
if (!(obj_ref & 3) || previous_visibility) {
compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
// If this sniper is in still mode, if he was hit or can see player, switch to snipe mode.
if (ailp->mode == AIM_STILL)
if (player_visibility || (ailp->player_awareness_type == PA_WEAPON_ROBOT_COLLISION))
ailp->mode = AIM_SNIPE_ATTACK;
if (!robptr->thief && (ailp->mode != AIM_STILL))
do_snipe_frame(obj, dist_to_player, player_visibility, &vec_to_player);
} else if (!robptr->thief && !robptr->companion)
return;
}
// More special ability stuff, but based on a property of a robot, not its ID.
if (robptr->companion) {
compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
do_escort_frame(obj, dist_to_player, player_visibility);
if (obj->ctype.ai_info.danger_laser_num != -1) {
object *dobjp = &Objects[obj->ctype.ai_info.danger_laser_num];
if ((dobjp->type == OBJ_WEAPON) && (dobjp->signature == obj->ctype.ai_info.danger_laser_signature)) {
fix circle_distance;
// -- mprintf((0, "Evading! "));
circle_distance = robptr->circle_distance[Difficulty_level] + ConsoleObject->size;
ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, circle_distance, 1, player_visibility);
}
}
if (ready_to_fire(robptr, ailp)) {
int do_stuff = 0;
if (openable_doors_in_segment(obj->segnum) != -1)
do_stuff = 1;
else if (openable_doors_in_segment(Point_segs[aip->hide_index + aip->cur_path_index + aip->PATH_DIR].segnum) != -1)
do_stuff = 1;
else if (openable_doors_in_segment(Point_segs[aip->hide_index + aip->cur_path_index + 2*aip->PATH_DIR].segnum) != -1)
do_stuff = 1;
else if ((ailp->mode == AIM_GOTO_PLAYER) && (dist_to_player < 3*MIN_ESCORT_DISTANCE/2) && (vm_vec_dot(&ConsoleObject->orient.fvec, &vec_to_player) > -F1_0/4)) {
// mprintf((0, "Firing at player because dot = %7.3f\n", f2fl(vm_vec_dot(&ConsoleObject->orient.fvec, &vec_to_player))));
do_stuff = 1;
} else
; // mprintf((0, "Not Firing at player because dot = %7.3f, dist = %7.3f\n", f2fl(vm_vec_dot(&ConsoleObject->orient.fvec, &vec_to_player)), f2fl(dist_to_player)));
if (do_stuff) {
Laser_create_new_easy( &obj->orient.fvec, &obj->pos, obj-Objects, FLARE_ID, 1);
ailp->next_fire = F1_0/2;
if (!Buddy_allowed_to_talk) // If buddy not talking, make him fire flares less often.
ailp->next_fire += d_rand()*4;
}
}
}
if (robptr->thief) {
compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
do_thief_frame(obj, dist_to_player, player_visibility, &vec_to_player);
if (ready_to_fire(robptr, ailp)) {
int do_stuff = 0;
if (openable_doors_in_segment(obj->segnum) != -1)
do_stuff = 1;
else if (openable_doors_in_segment(Point_segs[aip->hide_index + aip->cur_path_index + aip->PATH_DIR].segnum) != -1)
do_stuff = 1;
else if (openable_doors_in_segment(Point_segs[aip->hide_index + aip->cur_path_index + 2*aip->PATH_DIR].segnum) != -1)
do_stuff = 1;
if (do_stuff) {
// @mk, 05/08/95: Firing flare from center of object, this is dumb...
Laser_create_new_easy( &obj->orient.fvec, &obj->pos, obj-Objects, FLARE_ID, 1);
ailp->next_fire = F1_0/2;
if (Stolen_item_index == 0) // If never stolen an item, fire flares less often (bad: Stolen_item_index wraps, but big deal)
ailp->next_fire += d_rand()*4;
}
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
switch (ailp->mode) {
case AIM_CHASE_OBJECT: { // chasing player, sort of, chase if far, back off if close, circle in between
fix circle_distance;
circle_distance = robptr->circle_distance[Difficulty_level] + ConsoleObject->size;
// Green guy doesn't get his circle distance boosted, else he might never attack.
if (robptr->attack_type != 1)
circle_distance += (objnum&0xf) * F1_0/2;
compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
// @mk, 12/27/94, structure here was strange. Would do both clauses of what are now this if/then/else. Used to be if/then, if/then.
if ((player_visibility < 2) && (previous_visibility == 2)) { // this is redundant: mk, 01/15/95: && (ailp->mode == AIM_CHASE_OBJECT)) {
// -- mprintf((0, "I used to be able to see the player!\n"));
if (!ai_multiplayer_awareness(obj, 53)) {
if (maybe_ai_do_actual_firing_stuff(obj, aip))
ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
return;
}
// -- mprintf((0, "(3) Object #%i going from chase to player path in frame %i.\n", objnum, FrameCount));
create_path_to_player(obj, 8, 1);
ai_multi_send_robot_position(objnum, -1);
} else if ((player_visibility == 0) && (dist_to_player > F1_0*80) && (!(Game_mode & GM_MULTI))) {
// If pretty far from the player, player cannot be seen (obstructed) and in chase mode, switch to follow path mode.
// This has one desirable benefit of avoiding physics retries.
if (aip->behavior == AIB_STATION) {
ailp->goal_segment = aip->hide_segment;
// -- mprintf((0, "(1) Object #%i going from chase to STATION in frame %i.\n", objnum, FrameCount));
create_path_to_station(obj, 15);
} // -- this looks like a dumb thing to do...robots following paths far away from you! else create_n_segment_path(obj, 5, -1);
break;
}
if ((aip->CURRENT_STATE == AIS_REST) && (aip->GOAL_STATE == AIS_REST)) {
if (player_visibility) {
if (d_rand() < FrameTime*player_visibility) {
if (dist_to_player/256 < d_rand()*player_visibility) {
// mprintf((0, "Object %i searching for player.\n", obj-Objects));
aip->GOAL_STATE = AIS_SRCH;
aip->CURRENT_STATE = AIS_SRCH;
}
}
}
}
if (GameTime - ailp->time_player_seen > CHASE_TIME_LENGTH) {
if (Game_mode & GM_MULTI)
if (!player_visibility && (dist_to_player > F1_0*70)) {
ailp->mode = AIM_STILL;
return;
}
if (!ai_multiplayer_awareness(obj, 64)) {
if (maybe_ai_do_actual_firing_stuff(obj, aip))
ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
return;
}
// -- bad idea, robots charge player they've never seen! -- mprintf((0, "(4) Object #%i going from chase to player path in frame %i.\n", objnum, FrameCount));
// -- bad idea, robots charge player they've never seen! -- create_path_to_player(obj, 10, 1);
// -- bad idea, robots charge player they've never seen! -- ai_multi_send_robot_position(objnum, -1);
} else if ((aip->CURRENT_STATE != AIS_REST) && (aip->GOAL_STATE != AIS_REST)) {
if (!ai_multiplayer_awareness(obj, 70)) {
if (maybe_ai_do_actual_firing_stuff(obj, aip))
ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
return;
}
ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, circle_distance, 0, player_visibility);
if ((obj_ref & 1) && ((aip->GOAL_STATE == AIS_SRCH) || (aip->GOAL_STATE == AIS_LOCK))) {
if (player_visibility) // == 2)
ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
}
if (ai_evaded) {
ai_multi_send_robot_position(objnum, 1);
ai_evaded = 0;
} else
ai_multi_send_robot_position(objnum, -1);
do_firing_stuff(obj, player_visibility, &vec_to_player);
}
break;
}
case AIM_RUN_FROM_OBJECT:
compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
if (player_visibility) {
if (ailp->player_awareness_type == 0)
ailp->player_awareness_type = PA_WEAPON_ROBOT_COLLISION;
}
// If in multiplayer, only do if player visible. If not multiplayer, do always.
if (!(Game_mode & GM_MULTI) || player_visibility)
if (ai_multiplayer_awareness(obj, 75)) {
ai_follow_path(obj, player_visibility, previous_visibility, &vec_to_player);
ai_multi_send_robot_position(objnum, -1);
}
if (aip->GOAL_STATE != AIS_FLIN)
aip->GOAL_STATE = AIS_LOCK;
else if (aip->CURRENT_STATE == AIS_FLIN)
aip->GOAL_STATE = AIS_LOCK;
// Bad to let run_from robot fire at player because it will cause a war in which it turns towards the
// player to fire and then towards its goal to move.
// do_firing_stuff(obj, player_visibility, &vec_to_player);
// Instead, do this:
// (Note, only drop if player is visible. This prevents the bombs from being a giveaway, and
// also ensures that the robot is moving while it is dropping. Also means fewer will be dropped.)
if ((ailp->next_fire <= 0) && (player_visibility)) {
vms_vector fire_vec, fire_pos;
if (!ai_multiplayer_awareness(obj, 75))
return;
fire_vec = obj->orient.fvec;
vm_vec_negate(&fire_vec);
vm_vec_add(&fire_pos, &obj->pos, &fire_vec);
if (aip->SUB_FLAGS & SUB_FLAGS_SPROX)
Laser_create_new_easy( &fire_vec, &fire_pos, obj-Objects, ROBOT_SUPERPROX_ID, 1);
else
Laser_create_new_easy( &fire_vec, &fire_pos, obj-Objects, PROXIMITY_ID, 1);
ailp->next_fire = (F1_0/2)*(NDL+5 - Difficulty_level); // Drop a proximity bomb every 5 seconds.
#ifdef NETWORK
#ifndef SHAREWARE
if (Game_mode & GM_MULTI)
{
ai_multi_send_robot_position(obj-Objects, -1);
if (aip->SUB_FLAGS & SUB_FLAGS_SPROX)
multi_send_robot_fire(obj-Objects, -2, &fire_vec);
else
multi_send_robot_fire(obj-Objects, -1, &fire_vec);
}
#endif
#endif
}
break;
case AIM_GOTO_PLAYER:
case AIM_GOTO_OBJECT:
ai_follow_path(obj, 2, previous_visibility, &vec_to_player); // Follows path as if player can see robot.
ai_multi_send_robot_position(objnum, -1);
break;
case AIM_FOLLOW_PATH: {
int anger_level = 65;
if (aip->behavior == AIB_STATION)
if (Point_segs[aip->hide_index + aip->path_length - 1].segnum == aip->hide_segment) {
anger_level = 64;
// mprintf((0, "Object %i, station, lowering anger to 64.\n"));
}
compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
if (Game_mode & (GM_MODEM | GM_SERIAL))
if (!player_visibility && (dist_to_player > F1_0*70)) {
ailp->mode = AIM_STILL;
return;
}
if (!ai_multiplayer_awareness(obj, anger_level)) {
if (maybe_ai_do_actual_firing_stuff(obj, aip)) {
compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
}
return;
}
ai_follow_path(obj, player_visibility, previous_visibility, &vec_to_player);
if (aip->GOAL_STATE != AIS_FLIN)
aip->GOAL_STATE = AIS_LOCK;
else if (aip->CURRENT_STATE == AIS_FLIN)
aip->GOAL_STATE = AIS_LOCK;
if (aip->behavior != AIB_RUN_FROM)
do_firing_stuff(obj, player_visibility, &vec_to_player);
if ((player_visibility == 2) && (aip->behavior != AIB_SNIPE) && (aip->behavior != AIB_FOLLOW) && (aip->behavior != AIB_RUN_FROM) && (obj->id != ROBOT_BRAIN) && (robptr->companion != 1) && (robptr->thief != 1)) {
if (robptr->attack_type == 0)
ailp->mode = AIM_CHASE_OBJECT;
// This should not just be distance based, but also time-since-player-seen based.
} else if ((dist_to_player > F1_0*(20*(2*Difficulty_level + robptr->pursuit)))
&& (GameTime - ailp->time_player_seen > (F1_0/2*(Difficulty_level+robptr->pursuit)))
&& (player_visibility == 0)
&& (aip->behavior == AIB_NORMAL)
&& (ailp->mode == AIM_FOLLOW_PATH)) {
ailp->mode = AIM_STILL;
aip->hide_index = -1;
aip->path_length = 0;
}
ai_multi_send_robot_position(objnum, -1);
break;
}
case AIM_BEHIND:
if (!ai_multiplayer_awareness(obj, 71)) {
if (maybe_ai_do_actual_firing_stuff(obj, aip)) {
compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
}
return;
}
compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
if (player_visibility == 2) {
// Get behind the player.
// Method:
// If vec_to_player dot player_rear_vector > 0, behind is goal.
// Else choose goal with larger dot from left, right.
vms_vector goal_point, goal_vector, vec_to_goal, rand_vec;
fix dot;
dot = vm_vec_dot(&ConsoleObject->orient.fvec, &vec_to_player);
if (dot > 0) { // Remember, we're interested in the rear vector dot being < 0.
goal_vector = ConsoleObject->orient.fvec;
vm_vec_negate(&goal_vector);
// -- mprintf((0, "Goal is BEHIND\n"));
} else {
fix dot;
dot = vm_vec_dot(&ConsoleObject->orient.rvec, &vec_to_player);
goal_vector = ConsoleObject->orient.rvec;
if (dot > 0) {
vm_vec_negate(&goal_vector);
// -- mprintf((0, "Goal is LEFT\n"));
} else
; // -- mprintf((0, "Goal is RIGHT\n"));
}
vm_vec_scale(&goal_vector, 2*(ConsoleObject->size + obj->size + (((objnum*4 + FrameCount) & 63) << 12)));
vm_vec_add(&goal_point, &ConsoleObject->pos, &goal_vector);
make_random_vector(&rand_vec);
vm_vec_scale_add2(&goal_point, &rand_vec, F1_0*8);
vm_vec_sub(&vec_to_goal, &goal_point, &obj->pos);
vm_vec_normalize_quick(&vec_to_goal);
move_towards_vector(obj, &vec_to_goal, 0);
ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
}
if (aip->GOAL_STATE != AIS_FLIN)
aip->GOAL_STATE = AIS_LOCK;
else if (aip->CURRENT_STATE == AIS_FLIN)
aip->GOAL_STATE = AIS_LOCK;
ai_multi_send_robot_position(objnum, -1);
break;
case AIM_STILL:
if ((dist_to_player < F1_0*120+Difficulty_level*F1_0*20) || (ailp->player_awareness_type >= PA_WEAPON_ROBOT_COLLISION-1)) {
compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
// turn towards vector if visible this time or last time, or rand
// new!
if ((player_visibility == 2) || (previous_visibility == 2)) { // -- MK, 06/09/95: || ((d_rand() > 0x4000) && !(Game_mode & GM_MULTI))) {
if (!ai_multiplayer_awareness(obj, 71)) {
if (maybe_ai_do_actual_firing_stuff(obj, aip))
ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
return;
}
ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
ai_multi_send_robot_position(objnum, -1);
}
do_firing_stuff(obj, player_visibility, &vec_to_player);
if (player_visibility == 2) { // Changed @mk, 09/21/95: Require that they be looking to evade. Change, MK, 01/03/95 for Multiplayer reasons. If robots can't see you (even with eyes on back of head), then don't do evasion.
if (robptr->attack_type == 1) {
aip->behavior = AIB_NORMAL;
if (!ai_multiplayer_awareness(obj, 80)) {
if (maybe_ai_do_actual_firing_stuff(obj, aip))
ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
return;
}
ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, 0, 0, player_visibility);
if (ai_evaded) {
ai_multi_send_robot_position(objnum, 1);
ai_evaded = 0;
}
else
ai_multi_send_robot_position(objnum, -1);
} else {
// Robots in hover mode are allowed to evade at half normal speed.
if (!ai_multiplayer_awareness(obj, 81)) {
if (maybe_ai_do_actual_firing_stuff(obj, aip))
ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
return;
}
ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, 0, 1, player_visibility);
if (ai_evaded) {
ai_multi_send_robot_position(objnum, -1);
ai_evaded = 0;
}
else
ai_multi_send_robot_position(objnum, -1);
}
} else if ((obj->segnum != aip->hide_segment) && (dist_to_player > F1_0*80) && (!(Game_mode & GM_MULTI))) {
// If pretty far from the player, player cannot be seen (obstructed) and in chase mode, switch to follow path mode.
// This has one desirable benefit of avoiding physics retries.
if (aip->behavior == AIB_STATION) {
ailp->goal_segment = aip->hide_segment;
// -- mprintf((0, "(2) Object #%i going from STILL to STATION in frame %i.\n", objnum, FrameCount));
create_path_to_station(obj, 15);
}
break;
}
}
break;
case AIM_OPEN_DOOR: { // trying to open a door.
vms_vector center_point, goal_vector;
Assert(obj->id == ROBOT_BRAIN); // Make sure this guy is allowed to be in this mode.
if (!ai_multiplayer_awareness(obj, 62))
return;
compute_center_point_on_side(&center_point, &Segments[obj->segnum], aip->GOALSIDE);
vm_vec_sub(&goal_vector, &center_point, &obj->pos);
vm_vec_normalize_quick(&goal_vector);
ai_turn_towards_vector(&goal_vector, obj, robptr->turn_time[Difficulty_level]);
move_towards_vector(obj, &goal_vector, 0);
ai_multi_send_robot_position(objnum, -1);
break;
}
case AIM_SNIPE_WAIT:
break;
case AIM_SNIPE_RETREAT:
// -- if (ai_multiplayer_awareness(obj, 53))
// -- if (ailp->next_fire < -F1_0)
// -- ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
break;
case AIM_SNIPE_RETREAT_BACKWARDS:
case AIM_SNIPE_ATTACK:
case AIM_SNIPE_FIRE:
if (ai_multiplayer_awareness(obj, 53)) {
ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
if (robptr->thief)
ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, 0, 0, player_visibility);
break;
}
break;
case AIM_THIEF_WAIT:
case AIM_THIEF_ATTACK:
case AIM_THIEF_RETREAT:
case AIM_WANDER: // Used for Buddy Bot
break;
default:
mprintf((0, "Unknown mode = %i in robot %i, behavior = %i\n", ailp->mode, obj-Objects, aip->behavior));
ailp->mode = AIM_CHASE_OBJECT;
break;
} // end: switch (ailp->mode) {
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// If the robot can see you, increase his awareness of you.
// This prevents the problem of a robot looking right at you but doing nothing.
// Assert(player_visibility != -1); // Means it didn't get initialized!
compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
if ((player_visibility == 2) && (aip->behavior != AIB_FOLLOW) && (!robptr->thief)) {
if ((ailp->player_awareness_type == 0) && (aip->SUB_FLAGS & SUB_FLAGS_CAMERA_AWAKE))
aip->SUB_FLAGS &= ~SUB_FLAGS_CAMERA_AWAKE;
else if (ailp->player_awareness_type == 0)
ailp->player_awareness_type = PA_PLAYER_COLLISION;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
if (!object_animates) {
aip->CURRENT_STATE = aip->GOAL_STATE;
// mprintf((0, "Setting current to goal (%i) because object doesn't animate.\n", aip->GOAL_STATE));
}
Assert(ailp->player_awareness_type <= AIE_MAX);
Assert(aip->CURRENT_STATE < AIS_MAX);
Assert(aip->GOAL_STATE < AIS_MAX);
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
if (ailp->player_awareness_type) {
new_goal_state = Ai_transition_table[ailp->player_awareness_type-1][aip->CURRENT_STATE][aip->GOAL_STATE];
if (ailp->player_awareness_type == PA_WEAPON_ROBOT_COLLISION) {
// Decrease awareness, else this robot will flinch every frame.
ailp->player_awareness_type--;
ailp->player_awareness_time = F1_0*3;
}
if (new_goal_state == AIS_ERR_)
new_goal_state = AIS_REST;
if (aip->CURRENT_STATE == AIS_NONE)
aip->CURRENT_STATE = AIS_REST;
aip->GOAL_STATE = new_goal_state;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// If new state = fire, then set all gun states to fire.
if ((aip->GOAL_STATE == AIS_FIRE) ) {
int i,num_guns;
num_guns = Robot_info[obj->id].n_guns;
for (i=0; i<num_guns; i++)
ailp->goal_state[i] = AIS_FIRE;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// Hack by mk on 01/04/94, if a guy hasn't animated to the firing state, but his next_fire says ok to fire, bash him there
if (ready_to_fire(robptr, ailp) && (aip->GOAL_STATE == AIS_FIRE))
aip->CURRENT_STATE = AIS_FIRE;
if ((aip->GOAL_STATE != AIS_FLIN) && (obj->id != ROBOT_BRAIN)) {
switch (aip->CURRENT_STATE) {
case AIS_NONE:
compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
dot = vm_vec_dot(&obj->orient.fvec, &vec_to_player);
if (dot >= F1_0/2)
if (aip->GOAL_STATE == AIS_REST)
aip->GOAL_STATE = AIS_SRCH;
break;
case AIS_REST:
if (aip->GOAL_STATE == AIS_REST) {
compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
if (ready_to_fire(robptr, ailp) && (player_visibility)) {
// mprintf((0, "Setting goal state to fire from rest.\n"));
aip->GOAL_STATE = AIS_FIRE;
}
}
break;
case AIS_SRCH:
if (!ai_multiplayer_awareness(obj, 60))
return;
compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
if (player_visibility == 2) {
ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
ai_multi_send_robot_position(objnum, -1);
}
break;
case AIS_LOCK:
compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
if (!(Game_mode & GM_MULTI) || (player_visibility)) {
if (!ai_multiplayer_awareness(obj, 68))
return;
if (player_visibility == 2) { // @mk, 09/21/95, require that they be looking towards you to turn towards you.
ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
ai_multi_send_robot_position(objnum, -1);
}
}
break;
case AIS_FIRE:
compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
if (player_visibility == 2) {
if (!ai_multiplayer_awareness(obj, (ROBOT_FIRE_AGITATION-1))) {
if (Game_mode & GM_MULTI) {
ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
return;
}
}
ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
ai_multi_send_robot_position(objnum, -1);
}
// Fire at player, if appropriate.
ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
break;
case AIS_RECO:
if (!(obj_ref & 3)) {
compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
if (player_visibility == 2) {
if (!ai_multiplayer_awareness(obj, 69))
return;
ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
ai_multi_send_robot_position(objnum, -1);
} // -- MK, 06/09/95: else if (!(Game_mode & GM_MULTI)) {
}
break;
case AIS_FLIN:
// mprintf((0, "State = flinch, goal = %i.\n", aip->GOAL_STATE));
break;
default:
mprintf((1, "Unknown mode for AI object #%i\n", objnum));
aip->GOAL_STATE = AIS_REST;
aip->CURRENT_STATE = AIS_REST;
break;
}
} // end of: if (aip->GOAL_STATE != AIS_FLIN) {
// Switch to next gun for next fire.
if (player_visibility == 0) {
aip->CURRENT_GUN++;
if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
{
if ((robptr->n_guns == 1) || (robptr->weapon_type2 == -1)) // Two weapon types hack.
aip->CURRENT_GUN = 0;
else
aip->CURRENT_GUN = 1;
}
}
}
// -----------------------------------------------------------------------------------
void ai_do_cloak_stuff(void)
{
int i;
for (i=0; i<MAX_AI_CLOAK_INFO; i++) {
Ai_cloak_info[i].last_position = ConsoleObject->pos;
Ai_cloak_info[i].last_segment = ConsoleObject->segnum;
Ai_cloak_info[i].last_time = GameTime;
}
// Make work for control centers.
Believed_player_pos = Ai_cloak_info[0].last_position;
Believed_player_seg = Ai_cloak_info[0].last_segment;
}
// -----------------------------------------------------------------------------------
// Returns false if awareness is considered too puny to add, else returns true.
int add_awareness_event(object *objp, int type)
{
// If player cloaked and hit a robot, then increase awareness
if ((type == PA_WEAPON_ROBOT_COLLISION) || (type == PA_WEAPON_WALL_COLLISION) || (type == PA_PLAYER_COLLISION))
ai_do_cloak_stuff();
if (Num_awareness_events < MAX_AWARENESS_EVENTS) {
if ((type == PA_WEAPON_WALL_COLLISION) || (type == PA_WEAPON_ROBOT_COLLISION))
if (objp->id == VULCAN_ID)
if (d_rand() > 3276)
return 0; // For vulcan cannon, only about 1/10 actually cause awareness
Awareness_events[Num_awareness_events].segnum = objp->segnum;
Awareness_events[Num_awareness_events].pos = objp->pos;
Awareness_events[Num_awareness_events].type = type;
Num_awareness_events++;
} else {
// Int3(); // Hey -- Overflowed Awareness_events, make more or something
// This just gets ignored, so you can just continue.
}
return 1;
}
// ----------------------------------------------------------------------------------
// Robots will become aware of the player based on something that occurred.
// The object (probably player or weapon) which created the awareness is objp.
void create_awareness_event(object *objp, int type)
{
// If not in multiplayer, or in multiplayer with robots, do this, else unnecessary!
if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_ROBOTS)) {
if (add_awareness_event(objp, type)) {
if (((d_rand() * (type+4)) >> 15) > 4)
Overall_agitation++;
if (Overall_agitation > OVERALL_AGITATION_MAX)
Overall_agitation = OVERALL_AGITATION_MAX;
}
}
}
byte New_awareness[MAX_SEGMENTS];
// ----------------------------------------------------------------------------------
void pae_aux(int segnum, int type, int level)
{
int j;
if (New_awareness[segnum] < type)
New_awareness[segnum] = type;
// Process children.
for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
if (IS_CHILD(Segments[segnum].children[j]))
{
if (level <= 3)
{
if (type == 4)
pae_aux(Segments[segnum].children[j], type-1, level+1);
else
pae_aux(Segments[segnum].children[j], type, level+1);
}
}
}
// ----------------------------------------------------------------------------------
void process_awareness_events(void)
{
int i;
if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_ROBOTS)) {
memset(New_awareness, 0, sizeof(New_awareness[0]) * (Highest_segment_index+1));
for (i=0; i<Num_awareness_events; i++)
pae_aux(Awareness_events[i].segnum, Awareness_events[i].type, 1);
}
Num_awareness_events = 0;
}
// ----------------------------------------------------------------------------------
void set_player_awareness_all(void)
{
int i;
process_awareness_events();
for (i=0; i<=Highest_object_index; i++)
if (Objects[i].control_type == CT_AI) {
if (New_awareness[Objects[i].segnum] > Ai_local_info[i].player_awareness_type) {
Ai_local_info[i].player_awareness_type = New_awareness[Objects[i].segnum];
Ai_local_info[i].player_awareness_time = PLAYER_AWARENESS_INITIAL_TIME;
}
// Clear the bit that says this robot is only awake because a camera woke it up.
if (New_awareness[Objects[i].segnum] > Ai_local_info[i].player_awareness_type)
Objects[i].ctype.ai_info.SUB_FLAGS &= ~SUB_FLAGS_CAMERA_AWAKE;
}
}
#ifndef NDEBUG
int Ai_dump_enable = 0;
FILE *Ai_dump_file = NULL;
char Ai_error_message[128] = "";
// ----------------------------------------------------------------------------------
void force_dump_ai_objects_all(char *msg)
{
int tsave;
tsave = Ai_dump_enable;
Ai_dump_enable = 1;
sprintf(Ai_error_message, "%s\n", msg);
//dump_ai_objects_all();
Ai_error_message[0] = 0;
Ai_dump_enable = tsave;
}
// ----------------------------------------------------------------------------------
void turn_off_ai_dump(void)
{
if (Ai_dump_file != NULL)
fclose(Ai_dump_file);
Ai_dump_file = NULL;
}
#endif
extern void do_boss_dying_frame(object *objp);
// ----------------------------------------------------------------------------------
// Do things which need to get done for all AI objects each frame.
// This includes:
// Setting player_awareness (a fix, time in seconds which object is aware of player)
void do_ai_frame_all(void)
{
#ifndef NDEBUG
//dump_ai_objects_all();
#endif
set_player_awareness_all();
if (Ai_last_missile_camera != -1) {
// Clear if supposed misisle camera is not a weapon, or just every so often, just in case.
if (((FrameCount & 0x0f) == 0) || (Objects[Ai_last_missile_camera].type != OBJ_WEAPON)) {
int i;
Ai_last_missile_camera = -1;
for (i=0; i<=Highest_object_index; i++)
if (Objects[i].type == OBJ_ROBOT)
Objects[i].ctype.ai_info.SUB_FLAGS &= ~SUB_FLAGS_CAMERA_AWAKE;
}
}
// (Moved here from do_boss_stuff() because that only gets called if robot aware of player.)
if (Boss_dying) {
int i;
for (i=0; i<=Highest_object_index; i++)
if (Objects[i].type == OBJ_ROBOT)
if (Robot_info[Objects[i].id].boss_flag)
do_boss_dying_frame(&Objects[i]);
}
}
extern int Final_boss_is_dead;
extern fix Boss_invulnerable_dot;
// Initializations to be performed for all robots for a new level.
void init_robots_for_level(void)
{
Overall_agitation = 0;
Final_boss_is_dead=0;
Buddy_objnum = 0;
Buddy_allowed_to_talk = 0;
Boss_invulnerable_dot = F1_0/4 - i2f(Difficulty_level)/8;
Boss_dying_start_time = 0;
}
int ai_save_state( FILE * fp )
{
fwrite( &Ai_initialized, sizeof(int), 1, fp );
fwrite( &Overall_agitation, sizeof(int), 1, fp );
fwrite( Ai_local_info, sizeof(ai_local)*MAX_OBJECTS, 1, fp );
fwrite( Point_segs, sizeof(point_seg)*MAX_POINT_SEGS, 1, fp );
fwrite( Ai_cloak_info, sizeof(ai_cloak_info)*MAX_AI_CLOAK_INFO, 1, fp );
fwrite( &Boss_cloak_start_time, sizeof(fix), 1, fp );
fwrite( &Boss_cloak_end_time , sizeof(fix), 1, fp );
fwrite( &Last_teleport_time , sizeof(fix), 1, fp );
fwrite( &Boss_teleport_interval, sizeof(fix), 1, fp );
fwrite( &Boss_cloak_interval, sizeof(fix), 1, fp );
fwrite( &Boss_cloak_duration, sizeof(fix), 1, fp );
fwrite( &Last_gate_time, sizeof(fix), 1, fp );
fwrite( &Gate_interval, sizeof(fix), 1, fp );
fwrite( &Boss_dying_start_time, sizeof(fix), 1, fp );
fwrite( &Boss_dying, sizeof(int), 1, fp );
fwrite( &Boss_dying_sound_playing, sizeof(int), 1, fp );
fwrite( &Boss_hit_time, sizeof(fix), 1, fp );
// -- MK, 10/21/95, unused! -- fwrite( &Boss_been_hit, sizeof(int), 1, fp );
fwrite( &Escort_kill_object, sizeof(Escort_kill_object), 1, fp);
fwrite( &Escort_last_path_created, sizeof(Escort_last_path_created), 1, fp);
fwrite( &Escort_goal_object, sizeof(Escort_goal_object), 1, fp);
fwrite( &Escort_special_goal, sizeof(Escort_special_goal), 1, fp);
fwrite( &Escort_goal_index, sizeof(Escort_goal_index), 1, fp);
fwrite( &Stolen_items, sizeof(Stolen_items[0])*MAX_STOLEN_ITEMS, 1, fp);
{ int temp;
temp = Point_segs_free_ptr - Point_segs;
fwrite( &temp, sizeof(int), 1, fp );
}
fwrite(&Num_boss_teleport_segs, sizeof(Num_boss_teleport_segs), 1, fp);
fwrite(&Num_boss_gate_segs, sizeof(Num_boss_gate_segs), 1, fp);
if (Num_boss_gate_segs)
fwrite(Boss_gate_segs, sizeof(Boss_gate_segs[0]), Num_boss_gate_segs, fp);
if (Num_boss_teleport_segs)
fwrite(Boss_teleport_segs, sizeof(Boss_teleport_segs[0]), Num_boss_teleport_segs, fp);
return 1;
}
int ai_restore_state( FILE * fp, int version )
{
fread( &Ai_initialized, sizeof(int), 1, fp );
fread( &Overall_agitation, sizeof(int), 1, fp );
fread( Ai_local_info, sizeof(ai_local)*MAX_OBJECTS, 1, fp );
fread( Point_segs, sizeof(point_seg)*MAX_POINT_SEGS, 1, fp );
fread( Ai_cloak_info, sizeof(ai_cloak_info)*MAX_AI_CLOAK_INFO, 1, fp );
fread( &Boss_cloak_start_time, sizeof(fix), 1, fp );
fread( &Boss_cloak_end_time , sizeof(fix), 1, fp );
fread( &Last_teleport_time , sizeof(fix), 1, fp );
fread( &Boss_teleport_interval, sizeof(fix), 1, fp );
fread( &Boss_cloak_interval, sizeof(fix), 1, fp );
fread( &Boss_cloak_duration, sizeof(fix), 1, fp );
fread( &Last_gate_time, sizeof(fix), 1, fp );
fread( &Gate_interval, sizeof(fix), 1, fp );
fread( &Boss_dying_start_time, sizeof(fix), 1, fp );
fread( &Boss_dying, sizeof(int), 1, fp );
fread( &Boss_dying_sound_playing, sizeof(int), 1, fp );
fread( &Boss_hit_time, sizeof(fix), 1, fp );
// -- MK, 10/21/95, unused! -- fread( &Boss_been_hit, sizeof(int), 1, fp );
if (version >= 8) {
fread( &Escort_kill_object, sizeof(Escort_kill_object), 1, fp);
fread( &Escort_last_path_created, sizeof(Escort_last_path_created), 1, fp);
fread( &Escort_goal_object, sizeof(Escort_goal_object), 1, fp);
fread( &Escort_special_goal, sizeof(Escort_special_goal), 1, fp);
fread( &Escort_goal_index, sizeof(Escort_goal_index), 1, fp);
fread( &Stolen_items, sizeof(Stolen_items[0])*MAX_STOLEN_ITEMS, 1, fp);
} else {
int i;
Escort_kill_object = -1;
Escort_last_path_created = 0;
Escort_goal_object = ESCORT_GOAL_UNSPECIFIED;
Escort_special_goal = -1;
Escort_goal_index = -1;
for (i=0; i<MAX_STOLEN_ITEMS; i++) {
Stolen_items[i] = 255;
}
}
if (version >= 15) {
int temp;
fread( &temp, sizeof(int), 1, fp );
Point_segs_free_ptr = &Point_segs[temp];
} else
ai_reset_all_paths();
if (version >= 21) {
fread(&Num_boss_teleport_segs, sizeof(Num_boss_teleport_segs), 1, fp);
fread(&Num_boss_gate_segs, sizeof(Num_boss_gate_segs), 1, fp);
if (Num_boss_gate_segs)
fread(Boss_gate_segs, sizeof(Boss_gate_segs[0]), Num_boss_gate_segs, fp);
if (Num_boss_teleport_segs)
fread(Boss_teleport_segs, sizeof(Boss_teleport_segs[0]), Num_boss_teleport_segs, fp);
} else {
// -- Num_boss_teleport_segs = 1;
// -- Num_boss_gate_segs = 1;
// -- Boss_teleport_segs[0] = 0;
// -- Boss_gate_segs[0] = 0;
// Note: Maybe better to leave alone...will probably be ok.
mprintf((1, "Warning: If you fight the boss, he might teleport to segment #0!\n"));
}
return 1;
}