1838 lines
56 KiB
C++
1838 lines
56 KiB
C++
/*
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* Portions of this file are copyright Rebirth contributors and licensed as
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* described in COPYING.txt.
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* Portions of this file are copyright Parallax Software and licensed
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* according to the Parallax license below.
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* See COPYING.txt for license details.
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Escort robot behavior.
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*
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*/
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#include <stdio.h> // for printf()
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#include <stdlib.h> // for rand() and qsort()
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#include <string.h> // for memset()
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#include "window.h"
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#include "console.h"
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#include "vecmat.h"
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#include "gr.h"
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#include "gameseg.h"
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#include "3d.h"
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#include "palette.h"
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#include "timer.h"
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#include "u_mem.h"
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#include "object.h"
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#include "dxxerror.h"
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#include "ai.h"
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#include "robot.h"
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#include "fvi.h"
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#include "physics.h"
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#include "wall.h"
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#include "player.h"
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#include "fireball.h"
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#include "game.h"
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#include "powerup.h"
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#include "hudmsg.h"
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#include "cntrlcen.h"
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#include "gauges.h"
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#include "event.h"
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#include "key.h"
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#include "fuelcen.h"
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#include "sounds.h"
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#include "screens.h"
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#include "text.h"
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#include "gamefont.h"
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#include "newmenu.h"
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#include "playsave.h"
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#include "gameseq.h"
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#include "automap.h"
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#include "laser.h"
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#include "escort.h"
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#include "segiter.h"
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#include "compiler-exchange.h"
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#include "compiler-range_for.h"
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#include "partial_range.h"
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#if DXX_USE_EDITOR
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#include "editor/editor.h"
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#endif
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namespace dsx {
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static void show_escort_menu(const array<char, 300> &);
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static void say_escort_goal(escort_goal_t goal_num);
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static fix64 Last_come_back_message_time;
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static fix64 Buddy_last_missile_time;
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constexpr array<char[12], ESCORT_GOAL_MARKER9> Escort_goal_text = {{
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"BLUE KEY",
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"YELLOW KEY",
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"RED KEY",
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"REACTOR",
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"EXIT",
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"ENERGY",
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"ENERGYCEN",
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"SHIELD",
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"POWERUP",
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"ROBOT",
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"HOSTAGES",
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"SPEW",
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"SCRAM",
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"EXIT",
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"BOSS",
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"MARKER 1",
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"MARKER 2",
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"MARKER 3",
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"MARKER 4",
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"MARKER 5",
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"MARKER 6",
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"MARKER 7",
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"MARKER 8",
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"MARKER 9",
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// -- too much work -- "KAMIKAZE "
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}};
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static int Max_escort_length = 200;
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int Escort_kill_object = -1;
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stolen_items_t Stolen_items;
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int Stolen_item_index;
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fix64 Escort_last_path_created = 0;
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static int Buddy_messages_suppressed;
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escort_goal_t Escort_goal_object = ESCORT_GOAL_UNSPECIFIED;
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escort_goal_t Escort_special_goal = ESCORT_GOAL_UNSPECIFIED;
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fix64 Buddy_sorry_time;
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objnum_t Escort_goal_index,Buddy_objnum;
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int Buddy_allowed_to_talk;
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static int Looking_for_marker;
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static int Last_buddy_key;
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static fix64 Last_buddy_message_time;
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void init_buddy_for_level(void)
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{
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Buddy_allowed_to_talk = 0;
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Escort_goal_object = ESCORT_GOAL_UNSPECIFIED;
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Escort_special_goal = ESCORT_GOAL_UNSPECIFIED;
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Escort_goal_index = object_none;
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Buddy_messages_suppressed = 0;
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Buddy_objnum = find_escort();
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Buddy_sorry_time = -F1_0;
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Looking_for_marker = -1;
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Last_buddy_key = -1;
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}
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// -----------------------------------------------------------------------------
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// See if segment from curseg through sidenum is reachable.
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// Return true if it is reachable, else return false.
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static int segment_is_reachable(const vcsegptr_t segp, int sidenum)
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{
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int rval;
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if (!IS_CHILD(segp->children[sidenum]))
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return 0;
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auto wall_num = segp->sides[sidenum].wall_num;
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// If no wall, then it is reachable
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if (wall_num == wall_none)
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return 1;
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rval = ai_door_is_openable(nullptr, segp, sidenum);
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return rval;
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// -- MK, 10/17/95 --
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// -- MK, 10/17/95 -- // Hmm, a closed wall. I think this mean not reachable.
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// -- MK, 10/17/95 -- if (Walls[wall_num].type == WALL_CLOSED)
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// -- MK, 10/17/95 -- return 0;
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// -- MK, 10/17/95 --
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// -- MK, 10/17/95 -- if (Walls[wall_num].type == WALL_DOOR) {
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// -- MK, 10/17/95 -- if (Walls[wall_num].keys == KEY_NONE) {
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// -- MK, 10/17/95 -- return 1; // @MK, 10/17/95: Be consistent with ai_door_is_openable
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// -- MK, 10/17/95 -- // -- if (Walls[wall_num].flags & WALL_DOOR_LOCKED)
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// -- MK, 10/17/95 -- // -- return 0;
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// -- MK, 10/17/95 -- // -- else
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// -- MK, 10/17/95 -- // -- return 1;
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// -- MK, 10/17/95 -- } else if (Walls[wall_num].keys == KEY_BLUE)
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// -- MK, 10/17/95 -- return (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY);
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// -- MK, 10/17/95 -- else if (Walls[wall_num].keys == KEY_GOLD)
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// -- MK, 10/17/95 -- return (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY);
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// -- MK, 10/17/95 -- else if (Walls[wall_num].keys == KEY_RED)
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// -- MK, 10/17/95 -- return (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY);
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// -- MK, 10/17/95 -- else
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// -- MK, 10/17/95 -- Int3(); // Impossible! Doesn't have no key, but doesn't have any key!
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// -- MK, 10/17/95 -- } else
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// -- MK, 10/17/95 -- return 1;
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// -- MK, 10/17/95 --
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// -- MK, 10/17/95 -- Int3(); // Hmm, thought 'if' above had to return!
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// -- MK, 10/17/95 -- return 0;
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}
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// -----------------------------------------------------------------------------
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// Create a breadth-first list of segments reachable from current segment.
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// max_segs is maximum number of segments to search. Use MAX_SEGMENTS to search all.
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// On exit, *length <= max_segs.
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// Input:
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// start_seg
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// Output:
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// bfs_list: array of shorts, each reachable segment. Includes start segment.
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// length: number of elements in bfs_list
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std::size_t create_bfs_list(segnum_t start_seg, segnum_t *const bfs_list, std::size_t max_segs)
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{
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std::size_t head = 0, tail = 0;
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visited_segment_bitarray_t visited;
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bfs_list[head++] = start_seg;
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visited[start_seg] = true;
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while ((head != tail) && (head < max_segs)) {
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auto curseg = bfs_list[tail++];
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const auto &&cursegp = vcsegptr(curseg);
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for (int i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
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auto connected_seg = cursegp->children[i];
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if (IS_CHILD(connected_seg) && (!visited[connected_seg])) {
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if (segment_is_reachable(cursegp, i)) {
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bfs_list[head++] = connected_seg;
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if (head >= max_segs)
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break;
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visited[connected_seg] = true;
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Assert(head < MAX_SEGMENTS);
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}
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}
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}
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}
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return head;
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}
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// -----------------------------------------------------------------------------
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// Return true if ok for buddy to talk, else return false.
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// Buddy is allowed to talk if the segment he is in does not contain a blastable wall that has not been blasted
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// AND he has never yet, since being initialized for level, been allowed to talk.
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static int ok_for_buddy_to_talk(void)
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{
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if (Buddy_objnum == object_none)
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return 0;
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const vobjptridx_t buddy = vobjptridx(Buddy_objnum);
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if (buddy->type != OBJ_ROBOT) {
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Buddy_allowed_to_talk = 0;
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return 0;
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}
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if (Buddy_allowed_to_talk)
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return 1;
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const segment *const segp = vcsegptr(buddy->segnum);
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for (int i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
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auto wall_num = segp->sides[i].wall_num;
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if (wall_num != wall_none) {
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auto &w = *vcwallptr(wall_num);
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if (w.type == WALL_BLASTABLE && !(w.flags & WALL_BLASTED))
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return 0;
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}
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// Check one level deeper.
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if (IS_CHILD(segp->children[i])) {
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range_for (const auto &j, vcsegptr(segp->children[i])->sides)
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{
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auto wall2 = j.wall_num;
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if (wall2 != wall_none) {
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auto &w = *vcwallptr(wall2);
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if (w.type == WALL_BLASTABLE && !(w.flags & WALL_BLASTED))
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return 0;
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}
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}
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}
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}
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Buddy_allowed_to_talk = 1;
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return 1;
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}
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static void record_escort_goal_accomplished()
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{
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if (ok_for_buddy_to_talk()) {
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digi_play_sample_once(SOUND_BUDDY_MET_GOAL, F1_0);
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Escort_goal_index = object_none;
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Escort_goal_object = ESCORT_GOAL_UNSPECIFIED;
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Escort_special_goal = ESCORT_GOAL_UNSPECIFIED;
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Looking_for_marker = -1;
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}
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}
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// --------------------------------------------------------------------------------------------
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void detect_escort_goal_fuelcen_accomplished()
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{
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if (!Buddy_allowed_to_talk)
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return;
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if (Escort_special_goal == ESCORT_GOAL_ENERGYCEN)
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record_escort_goal_accomplished();
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}
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void detect_escort_goal_accomplished(const vobjptridx_t index)
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{
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if (!Buddy_allowed_to_talk)
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return;
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// If goal is to go away, how can it be achieved?
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if (Escort_special_goal == ESCORT_GOAL_SCRAM)
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return;
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// See if goal found was a key. Need to handle default goals differently.
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// Note, no buddy_met_goal sound when blow up reactor or exit. Not great, but ok
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// since for reactor, noisy, for exit, buddy is disappearing.
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if (Escort_special_goal == ESCORT_GOAL_UNSPECIFIED && Escort_goal_index == index)
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{
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record_escort_goal_accomplished();
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return;
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}
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if (index->type == OBJ_POWERUP) {
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const auto index_id = get_powerup_id(index);
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escort_goal_t goal_key;
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if ((index_id == POW_KEY_BLUE && (goal_key = ESCORT_GOAL_BLUE_KEY, true)) ||
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(index_id == POW_KEY_GOLD && (goal_key = ESCORT_GOAL_GOLD_KEY, true)) ||
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(index_id == POW_KEY_RED && (goal_key = ESCORT_GOAL_RED_KEY, true))
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)
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{
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if (Escort_goal_object == goal_key)
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{
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record_escort_goal_accomplished();
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return;
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}
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}
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}
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if (Escort_special_goal != ESCORT_GOAL_UNSPECIFIED)
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{
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if (Escort_special_goal == ESCORT_GOAL_ENERGYCEN) {
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} else if ((index->type == OBJ_POWERUP) && (Escort_special_goal == ESCORT_GOAL_POWERUP))
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record_escort_goal_accomplished(); // Any type of powerup picked up will do.
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else
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{
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const auto &&egi_objp = vcobjptr(Escort_goal_index);
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if (index->type == egi_objp->type && index->id == egi_objp->id)
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// Note: This will help a little bit in making the buddy believe a goal is satisfied. Won't work for a general goal like "find any powerup"
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// because of the insistence of both type and id matching.
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record_escort_goal_accomplished();
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}
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}
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}
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void change_guidebot_name()
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{
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int item;
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auto text = PlayerCfg.GuidebotName;
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array<newmenu_item, 1> m{{
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nm_item_input(text),
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}};
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item = newmenu_do(NULL, "Enter Guide-bot name:", m, unused_newmenu_subfunction, unused_newmenu_userdata );
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if (item != -1) {
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PlayerCfg.GuidebotName = PlayerCfg.GuidebotNameReal = text;
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write_player_file();
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}
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}
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// -----------------------------------------------------------------------------
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static int show_buddy_message()
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{
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if (Buddy_messages_suppressed)
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return 0;
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if (Game_mode & GM_MULTI)
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return 0;
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if (Last_buddy_message_time + F1_0 < GameTime64) {
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if (ok_for_buddy_to_talk())
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return 1;
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}
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return 0;
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}
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static void _buddy_message(const char *str)
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{
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Last_buddy_message_time = GameTime64;
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HUD_init_message(HM_DEFAULT, "%c%c%s:%c%c %s", CC_COLOR, BM_XRGB(28, 0, 0), static_cast<const char *>(PlayerCfg.GuidebotName), CC_COLOR, BM_XRGB(0, 31, 0), str);
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}
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void (buddy_message)(const char * format, ... )
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{
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if (!show_buddy_message())
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return;
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char new_format[128];
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va_list args;
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va_start(args, format );
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vsnprintf(new_format, sizeof(new_format), format, args);
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va_end(args);
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_buddy_message(new_format);
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}
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void buddy_message_str(const char *str)
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{
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if (!show_buddy_message())
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return;
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_buddy_message(str);
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}
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// -----------------------------------------------------------------------------
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static void thief_message_str(const char * str) __attribute_nonnull();
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static void thief_message_str(const char * str)
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{
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HUD_init_message(HM_DEFAULT, "%c%cTHIEF:%c%c %s", 1, BM_XRGB(28, 0, 0), 1, BM_XRGB(0, 31, 0), str);
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}
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static void thief_message(const char * format, ... ) __attribute_format_printf(1, 2);
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static void thief_message(const char * format, ... )
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#define thief_message(F,...) dxx_call_printf_checked(thief_message,thief_message_str,(),(F),##__VA_ARGS__)
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{
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char new_format[128];
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va_list args;
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va_start(args, format );
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vsnprintf(new_format, sizeof(new_format), format, args);
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va_end(args);
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thief_message_str(new_format);
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}
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// -----------------------------------------------------------------------------
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// Return true if marker #id has been placed.
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static int marker_exists_in_mine(int id)
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{
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range_for (const auto &&objp, vcobjptr)
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{
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if (objp->type == OBJ_MARKER)
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if (get_marker_id(objp) == id)
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return 1;
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}
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return 0;
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}
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// -----------------------------------------------------------------------------
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void set_escort_special_goal(int special_key)
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{
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int marker_key;
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Buddy_messages_suppressed = 0;
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if (!Buddy_allowed_to_talk) {
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ok_for_buddy_to_talk();
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if (!Buddy_allowed_to_talk) {
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auto o = find_escort();
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if (o == object_none)
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HUD_init_message_literal(HM_DEFAULT, "No Guide-Bot in mine.");
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else
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HUD_init_message(HM_DEFAULT, "%s has not been released.", static_cast<const char *>(PlayerCfg.GuidebotName));
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return;
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}
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}
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special_key = special_key & (~KEY_SHIFTED);
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marker_key = special_key;
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if (Last_buddy_key == special_key)
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{
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if ((Looking_for_marker == -1) && (special_key != KEY_0)) {
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if (marker_exists_in_mine(marker_key - KEY_1))
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Looking_for_marker = marker_key - KEY_1;
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else {
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Last_buddy_message_time = 0; // Force this message to get through.
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buddy_message("Marker %i not placed.", marker_key - KEY_1 + 1);
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Looking_for_marker = -1;
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}
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} else {
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Looking_for_marker = -1;
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}
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}
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Last_buddy_key = special_key;
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if (special_key == KEY_0)
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Looking_for_marker = -1;
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if ( Looking_for_marker != -1 ) {
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Escort_special_goal = static_cast<escort_goal_t>(ESCORT_GOAL_MARKER1 + marker_key - KEY_1);
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} else {
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switch (special_key) {
|
|
case KEY_1: Escort_special_goal = ESCORT_GOAL_ENERGY; break;
|
|
case KEY_2: Escort_special_goal = ESCORT_GOAL_ENERGYCEN; break;
|
|
case KEY_3: Escort_special_goal = ESCORT_GOAL_SHIELD; break;
|
|
case KEY_4: Escort_special_goal = ESCORT_GOAL_POWERUP; break;
|
|
case KEY_5: Escort_special_goal = ESCORT_GOAL_ROBOT; break;
|
|
case KEY_6: Escort_special_goal = ESCORT_GOAL_HOSTAGE; break;
|
|
case KEY_7: Escort_special_goal = ESCORT_GOAL_SCRAM; break;
|
|
case KEY_8: Escort_special_goal = ESCORT_GOAL_PLAYER_SPEW; break;
|
|
case KEY_9: Escort_special_goal = ESCORT_GOAL_EXIT; break;
|
|
case KEY_0: Escort_special_goal = ESCORT_GOAL_UNSPECIFIED; break;
|
|
default:
|
|
Int3(); // Oops, called with illegal key value.
|
|
}
|
|
}
|
|
|
|
Last_buddy_message_time = GameTime64 - 2*F1_0; // Allow next message to come through.
|
|
|
|
say_escort_goal(Escort_special_goal);
|
|
// -- Escort_goal_object = escort_set_goal_object();
|
|
|
|
Escort_goal_object = ESCORT_GOAL_UNSPECIFIED;
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// Return id of boss.
|
|
static int get_boss_id(void)
|
|
{
|
|
range_for (const auto &&objp, vcobjptr)
|
|
{
|
|
if (objp->type == OBJ_ROBOT)
|
|
{
|
|
const auto objp_id = get_robot_id(objp);
|
|
if (Robot_info[objp_id].boss_flag)
|
|
return objp_id;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// Return object index if object of objtype, objid exists in mine, else return -1
|
|
// "special" is used to find objects spewed by player which is hacked into flags field of powerup.
|
|
static objnum_t exists_in_mine_2(const vcsegptridx_t segp, int objtype, int objid, int special)
|
|
{
|
|
range_for (const auto curobjp, objects_in(segp))
|
|
{
|
|
const auto &objnum = curobjp;
|
|
if (special == ESCORT_GOAL_PLAYER_SPEW && curobjp->type == OBJ_POWERUP)
|
|
{
|
|
if (curobjp->flags & OF_PLAYER_DROPPED)
|
|
return objnum;
|
|
}
|
|
|
|
if (curobjp->type == objtype) {
|
|
// Don't find escort robots if looking for robot!
|
|
if ((curobjp->type == OBJ_ROBOT) && (Robot_info[get_robot_id(curobjp)].companion))
|
|
;
|
|
else if (objid == -1) {
|
|
return objnum;
|
|
} else if (curobjp->id == objid)
|
|
return objnum;
|
|
}
|
|
|
|
if (objtype == OBJ_POWERUP && curobjp->type == OBJ_ROBOT)
|
|
if (curobjp->contains_count)
|
|
if (curobjp->contains_type == OBJ_POWERUP)
|
|
if (curobjp->contains_id == objid)
|
|
return objnum;
|
|
}
|
|
return object_none;
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------
|
|
static segnum_t exists_fuelcen_in_mine(segnum_t start_seg)
|
|
{
|
|
array<segnum_t, MAX_SEGMENTS> bfs_list;
|
|
const auto length = create_bfs_list(start_seg, bfs_list);
|
|
auto predicate = [](const segnum_t &s) { return vcsegptr(s)->special == SEGMENT_IS_FUELCEN; };
|
|
{
|
|
const auto &&rb = partial_const_range(bfs_list, length);
|
|
auto i = std::find_if(rb.begin(), rb.end(), predicate);
|
|
if (i != rb.end())
|
|
return *i;
|
|
}
|
|
{
|
|
const auto &rh = vcsegptr;
|
|
const auto a = [](const vcsegptr_t &s) {
|
|
return s->special == SEGMENT_IS_FUELCEN;
|
|
};
|
|
if (std::find_if(rh.begin(), rh.end(), a) != rh.end())
|
|
return segment_exit;
|
|
}
|
|
return segment_none;
|
|
}
|
|
|
|
// Return nearest object of interest.
|
|
// If special == ESCORT_GOAL_PLAYER_SPEW, then looking for any object spewed by player.
|
|
// -1 means object does not exist in mine.
|
|
// -2 means object does exist in mine, but buddy-bot can't reach it (eg, behind triggered wall)
|
|
static objnum_t exists_in_mine(segnum_t start_seg, int objtype, int objid, int special)
|
|
{
|
|
array<segnum_t, MAX_SEGMENTS> bfs_list;
|
|
const auto length = create_bfs_list(start_seg, bfs_list);
|
|
|
|
range_for (const auto segnum, partial_const_range(bfs_list, length))
|
|
{
|
|
auto objnum = exists_in_mine_2(vcsegptridx(segnum), objtype, objid, special);
|
|
if (objnum != object_none)
|
|
return objnum;
|
|
|
|
}
|
|
|
|
// Couldn't find what we're looking for by looking at connectivity.
|
|
// See if it's in the mine. It could be hidden behind a trigger or switch
|
|
// which the buddybot doesn't understand.
|
|
range_for (const auto &&segnum, vcsegptridx)
|
|
{
|
|
auto objnum = exists_in_mine_2(segnum, objtype, objid, special);
|
|
if (objnum != object_none)
|
|
return object_guidebot_cannot_reach;
|
|
}
|
|
|
|
return object_none;
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// Return true if it happened, else return false.
|
|
static segnum_t find_exit_segment(void)
|
|
{
|
|
// ---------- Find exit doors ----------
|
|
range_for (const auto &&segp, vcsegptridx)
|
|
{
|
|
range_for (const auto j, segp->children)
|
|
if (j == segment_exit)
|
|
return segp;
|
|
}
|
|
return segment_none;
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------
|
|
static void say_escort_goal(escort_goal_t goal_num)
|
|
{
|
|
if (Player_dead_state != player_dead_state::no)
|
|
return;
|
|
|
|
const char *str;
|
|
switch (goal_num) {
|
|
default:
|
|
case ESCORT_GOAL_UNSPECIFIED:
|
|
return;
|
|
case ESCORT_GOAL_BLUE_KEY:
|
|
str = "Finding BLUE KEY";
|
|
break;
|
|
case ESCORT_GOAL_GOLD_KEY:
|
|
str = "Finding YELLOW KEY";
|
|
break;
|
|
case ESCORT_GOAL_RED_KEY:
|
|
str = "Finding RED KEY";
|
|
break;
|
|
case ESCORT_GOAL_CONTROLCEN:
|
|
str = "Finding REACTOR";
|
|
break;
|
|
case ESCORT_GOAL_EXIT:
|
|
str = "Finding EXIT";
|
|
break;
|
|
case ESCORT_GOAL_ENERGY:
|
|
str = "Finding ENERGY";
|
|
break;
|
|
case ESCORT_GOAL_ENERGYCEN:
|
|
str = "Finding ENERGY CENTER";
|
|
break;
|
|
case ESCORT_GOAL_SHIELD:
|
|
str = "Finding a SHIELD";
|
|
break;
|
|
case ESCORT_GOAL_POWERUP:
|
|
str = "Finding a POWERUP";
|
|
break;
|
|
case ESCORT_GOAL_ROBOT:
|
|
str = "Finding a ROBOT";
|
|
break;
|
|
case ESCORT_GOAL_HOSTAGE:
|
|
str = "Finding a HOSTAGE";
|
|
break;
|
|
case ESCORT_GOAL_SCRAM:
|
|
str = "Staying away...";
|
|
break;
|
|
case ESCORT_GOAL_BOSS:
|
|
str = "Finding BOSS robot";
|
|
break;
|
|
case ESCORT_GOAL_PLAYER_SPEW:
|
|
str = "Finding your powerups";
|
|
break;
|
|
case ESCORT_GOAL_MARKER1:
|
|
case ESCORT_GOAL_MARKER2:
|
|
case ESCORT_GOAL_MARKER3:
|
|
case ESCORT_GOAL_MARKER4:
|
|
case ESCORT_GOAL_MARKER5:
|
|
case ESCORT_GOAL_MARKER6:
|
|
case ESCORT_GOAL_MARKER7:
|
|
case ESCORT_GOAL_MARKER8:
|
|
case ESCORT_GOAL_MARKER9:
|
|
buddy_message("Finding marker %i: '%.24s'", goal_num-ESCORT_GOAL_MARKER1+1, &MarkerMessage[goal_num-ESCORT_GOAL_MARKER1][0]);
|
|
return;
|
|
}
|
|
buddy_message_str(str);
|
|
}
|
|
|
|
static void clear_escort_goals()
|
|
{
|
|
Looking_for_marker = -1;
|
|
Escort_goal_object = ESCORT_GOAL_UNSPECIFIED;
|
|
Escort_special_goal = ESCORT_GOAL_UNSPECIFIED;
|
|
}
|
|
|
|
static void escort_goal_does_not_exist(escort_goal_t goal)
|
|
{
|
|
Last_buddy_message_time = 0; // Force this message to get through.
|
|
buddy_message("No %s in mine.", Escort_goal_text[goal-1]);
|
|
clear_escort_goals();
|
|
}
|
|
|
|
static void escort_goal_unreachable(escort_goal_t goal)
|
|
{
|
|
Last_buddy_message_time = 0; // Force this message to get through.
|
|
buddy_message("Can't reach %s.", Escort_goal_text[goal-1]);
|
|
clear_escort_goals();
|
|
}
|
|
|
|
static void escort_go_to_goal(const vobjptridx_t objp, ai_static *aip, segnum_t goal_seg)
|
|
{
|
|
create_path_to_segment(objp, goal_seg, Max_escort_length, 1); // MK!: Last parm (safety_flag) used to be 1!!
|
|
if (aip->path_length > 3)
|
|
aip->path_length = polish_path(objp, &Point_segs[aip->hide_index], aip->path_length);
|
|
if ((aip->path_length > 0) && (Point_segs[aip->hide_index + aip->path_length - 1].segnum != goal_seg)) {
|
|
fix dist_to_player;
|
|
Last_buddy_message_time = 0; // Force this message to get through.
|
|
buddy_message("Can't reach %s.", Escort_goal_text[Escort_goal_object-1]);
|
|
Looking_for_marker = -1;
|
|
Escort_goal_object = ESCORT_GOAL_SCRAM;
|
|
dist_to_player = find_connected_distance(objp->pos, vsegptridx(objp->segnum), Believed_player_pos, vsegptridx(Believed_player_seg), 100, WID_FLY_FLAG);
|
|
if (dist_to_player > MIN_ESCORT_DISTANCE)
|
|
create_path_to_player(objp, Max_escort_length, 1); // MK!: Last parm used to be 1!
|
|
else {
|
|
create_n_segment_path(objp, 8 + d_rand() * 8, segment_none);
|
|
aip->path_length = polish_path(objp, &Point_segs[aip->hide_index], aip->path_length);
|
|
}
|
|
}
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------
|
|
static segnum_t escort_get_goal_segment(const vcobjptr_t objp, int objtype, int objid)
|
|
{
|
|
const auto egi = exists_in_mine(objp->segnum, objtype, objid, -1);
|
|
Escort_goal_index = egi;
|
|
if (egi != object_none)
|
|
return vcobjptr(egi)->segnum;
|
|
return segment_none;
|
|
}
|
|
|
|
static void escort_create_path_to_goal(const vobjptridx_t objp)
|
|
{
|
|
segnum_t goal_seg = segment_none;
|
|
ai_static *aip = &objp->ctype.ai_info;
|
|
ai_local *ailp = &objp->ctype.ai_info.ail;
|
|
|
|
if (Escort_special_goal != ESCORT_GOAL_UNSPECIFIED)
|
|
Escort_goal_object = Escort_special_goal;
|
|
|
|
Escort_kill_object = -1;
|
|
|
|
if (Looking_for_marker != -1) {
|
|
goal_seg = escort_get_goal_segment(objp, OBJ_MARKER, Escort_goal_object - ESCORT_GOAL_MARKER1);
|
|
} else {
|
|
switch (Escort_goal_object) {
|
|
case ESCORT_GOAL_BLUE_KEY:
|
|
goal_seg = escort_get_goal_segment(objp, OBJ_POWERUP, POW_KEY_BLUE);
|
|
break;
|
|
case ESCORT_GOAL_GOLD_KEY:
|
|
goal_seg = escort_get_goal_segment(objp, OBJ_POWERUP, POW_KEY_GOLD);
|
|
break;
|
|
case ESCORT_GOAL_RED_KEY:
|
|
goal_seg = escort_get_goal_segment(objp, OBJ_POWERUP, POW_KEY_RED);
|
|
break;
|
|
case ESCORT_GOAL_CONTROLCEN:
|
|
goal_seg = escort_get_goal_segment(objp, OBJ_CNTRLCEN, -1);
|
|
break;
|
|
case ESCORT_GOAL_EXIT:
|
|
goal_seg = find_exit_segment();
|
|
Escort_goal_index = goal_seg;
|
|
break;
|
|
case ESCORT_GOAL_ENERGY:
|
|
goal_seg = escort_get_goal_segment(objp, OBJ_POWERUP, POW_ENERGY);
|
|
break;
|
|
case ESCORT_GOAL_ENERGYCEN:
|
|
goal_seg = exists_fuelcen_in_mine(objp->segnum);
|
|
if (goal_seg == segment_none)
|
|
escort_goal_does_not_exist(ESCORT_GOAL_ENERGYCEN);
|
|
else if (goal_seg == segment_exit)
|
|
escort_goal_unreachable(ESCORT_GOAL_ENERGYCEN);
|
|
else
|
|
escort_go_to_goal(objp, aip, goal_seg);
|
|
return;
|
|
case ESCORT_GOAL_SHIELD:
|
|
goal_seg = escort_get_goal_segment(objp, OBJ_POWERUP, POW_SHIELD_BOOST);
|
|
break;
|
|
case ESCORT_GOAL_POWERUP:
|
|
goal_seg = escort_get_goal_segment(objp, OBJ_POWERUP, -1);
|
|
break;
|
|
case ESCORT_GOAL_ROBOT:
|
|
goal_seg = escort_get_goal_segment(objp, OBJ_ROBOT, -1);
|
|
break;
|
|
case ESCORT_GOAL_HOSTAGE:
|
|
goal_seg = escort_get_goal_segment(objp, OBJ_HOSTAGE, -1);
|
|
break;
|
|
case ESCORT_GOAL_PLAYER_SPEW:
|
|
Escort_goal_index = exists_in_mine(objp->segnum, -1, -1, ESCORT_GOAL_PLAYER_SPEW);
|
|
if (Escort_goal_index != object_none) goal_seg = Objects[Escort_goal_index].segnum;
|
|
break;
|
|
case ESCORT_GOAL_SCRAM:
|
|
Escort_goal_index = -3; // Kinda a hack.
|
|
break;
|
|
case ESCORT_GOAL_BOSS: {
|
|
int boss_id;
|
|
|
|
boss_id = get_boss_id();
|
|
Assert(boss_id != -1);
|
|
goal_seg = escort_get_goal_segment(objp, OBJ_ROBOT, boss_id);
|
|
break;
|
|
}
|
|
default:
|
|
Int3(); // Oops, Illegal value in Escort_goal_object.
|
|
goal_seg = 0;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (Escort_goal_index == object_none) {
|
|
escort_goal_does_not_exist(Escort_goal_object);
|
|
} else if (Escort_goal_index == object_guidebot_cannot_reach) {
|
|
escort_goal_unreachable(Escort_goal_object);
|
|
|
|
} else {
|
|
if (Escort_goal_object == ESCORT_GOAL_SCRAM) {
|
|
create_n_segment_path(objp, 16 + d_rand() * 16, segment_none);
|
|
aip->path_length = polish_path(objp, &Point_segs[aip->hide_index], aip->path_length);
|
|
} else {
|
|
escort_go_to_goal(objp, aip, goal_seg);
|
|
}
|
|
|
|
ailp->mode = ai_mode::AIM_GOTO_OBJECT;
|
|
|
|
say_escort_goal(Escort_goal_object);
|
|
}
|
|
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// Escort robot chooses goal object based on player's keys, location.
|
|
// Returns goal object.
|
|
static escort_goal_t escort_set_goal_object(const player_flags pl_flags)
|
|
{
|
|
if (Escort_special_goal != ESCORT_GOAL_UNSPECIFIED)
|
|
return ESCORT_GOAL_UNSPECIFIED;
|
|
if (!(pl_flags & PLAYER_FLAGS_BLUE_KEY) && (exists_in_mine(ConsoleObject->segnum, OBJ_POWERUP, POW_KEY_BLUE, -1) != object_none))
|
|
return ESCORT_GOAL_BLUE_KEY;
|
|
else if (!(pl_flags & PLAYER_FLAGS_GOLD_KEY) && (exists_in_mine(ConsoleObject->segnum, OBJ_POWERUP, POW_KEY_GOLD, -1) != object_none))
|
|
return ESCORT_GOAL_GOLD_KEY;
|
|
else if (!(pl_flags & PLAYER_FLAGS_RED_KEY) && (exists_in_mine(ConsoleObject->segnum, OBJ_POWERUP, POW_KEY_RED, -1) != object_none))
|
|
return ESCORT_GOAL_RED_KEY;
|
|
else if (Control_center_destroyed == 0) {
|
|
if (Boss_teleport_segs.count())
|
|
return ESCORT_GOAL_BOSS;
|
|
else
|
|
return ESCORT_GOAL_CONTROLCEN;
|
|
} else
|
|
return ESCORT_GOAL_EXIT;
|
|
|
|
}
|
|
|
|
#define MAX_ESCORT_TIME_AWAY (F1_0*4)
|
|
|
|
fix64 Buddy_last_seen_player = 0, Buddy_last_player_path_created;
|
|
|
|
// -----------------------------------------------------------------------------
|
|
static int time_to_visit_player(const vobjptr_t objp, ai_local *ailp, ai_static *aip)
|
|
{
|
|
// Note: This one has highest priority because, even if already going towards player,
|
|
// might be necessary to create a new path, as player can move.
|
|
if (GameTime64 - Buddy_last_seen_player > MAX_ESCORT_TIME_AWAY)
|
|
if (GameTime64 - Buddy_last_player_path_created > F1_0)
|
|
return 1;
|
|
|
|
if (ailp->mode == ai_mode::AIM_GOTO_PLAYER)
|
|
return 0;
|
|
|
|
if (objp->segnum == ConsoleObject->segnum)
|
|
return 0;
|
|
|
|
if (aip->cur_path_index < aip->path_length/2)
|
|
return 0;
|
|
|
|
return 1;
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------
|
|
static void bash_buddy_weapon_info(const vobjptridx_t objp)
|
|
{
|
|
auto &laser_info = objp->ctype.laser_info;
|
|
const auto console = ConsoleObject;
|
|
laser_info.parent_num = vobjptridx(console);
|
|
laser_info.parent_type = OBJ_PLAYER;
|
|
laser_info.parent_signature = console->signature;
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------
|
|
static int maybe_buddy_fire_mega(const vobjptridx_t objp)
|
|
{
|
|
const auto &&buddy_objp = objp.absolute_sibling(Buddy_objnum);
|
|
fix dist, dot;
|
|
auto vec_to_robot = vm_vec_sub(buddy_objp->pos, objp->pos);
|
|
dist = vm_vec_normalize_quick(vec_to_robot);
|
|
|
|
if (dist > F1_0*100)
|
|
return 0;
|
|
|
|
dot = vm_vec_dot(vec_to_robot, buddy_objp->orient.fvec);
|
|
|
|
if (dot < F1_0/2)
|
|
return 0;
|
|
|
|
if (!object_to_object_visibility(buddy_objp, objp, FQ_TRANSWALL))
|
|
return 0;
|
|
|
|
if (Weapon_info[weapon_id_type::MEGA_ID].render_type == 0) {
|
|
con_printf(CON_VERBOSE, "Buddy can't fire mega (shareware)");
|
|
buddy_message("CLICK!");
|
|
return 0;
|
|
}
|
|
|
|
buddy_message("GAHOOGA!");
|
|
|
|
const objptridx_t weapon_objnum = Laser_create_new_easy( buddy_objp->orient.fvec, buddy_objp->pos, objp, weapon_id_type::MEGA_ID, 1);
|
|
|
|
if (weapon_objnum != object_none)
|
|
bash_buddy_weapon_info(weapon_objnum);
|
|
|
|
return 1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
static int maybe_buddy_fire_smart(const vobjptridx_t objp)
|
|
{
|
|
const auto &&buddy_objp = objp.absolute_sibling(Buddy_objnum);
|
|
fix dist;
|
|
|
|
dist = vm_vec_dist_quick(buddy_objp->pos, objp->pos);
|
|
|
|
if (dist > F1_0*80)
|
|
return 0;
|
|
|
|
if (!object_to_object_visibility(buddy_objp, objp, FQ_TRANSWALL))
|
|
return 0;
|
|
|
|
buddy_message("WHAMMO!");
|
|
|
|
const objptridx_t weapon_objnum = Laser_create_new_easy( buddy_objp->orient.fvec, buddy_objp->pos, objp, weapon_id_type::SMART_ID, 1);
|
|
|
|
if (weapon_objnum != object_none)
|
|
bash_buddy_weapon_info(weapon_objnum);
|
|
|
|
return 1;
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------
|
|
static void do_buddy_dude_stuff(void)
|
|
{
|
|
if (!ok_for_buddy_to_talk())
|
|
return;
|
|
|
|
if (Buddy_last_missile_time > GameTime64)
|
|
Buddy_last_missile_time = 0;
|
|
|
|
if (Buddy_last_missile_time + F1_0*2 < GameTime64) {
|
|
// See if a robot potentially in view cone
|
|
const auto &rh = vobjptridx;
|
|
range_for (const auto &&objp, rh)
|
|
{
|
|
if ((objp->type == OBJ_ROBOT) && !Robot_info[get_robot_id(objp)].companion)
|
|
if (maybe_buddy_fire_mega(objp)) {
|
|
Buddy_last_missile_time = GameTime64;
|
|
return;
|
|
}
|
|
}
|
|
|
|
// See if a robot near enough that buddy should fire smart missile
|
|
range_for (const auto &&objp, rh)
|
|
{
|
|
if ((objp->type == OBJ_ROBOT) && !Robot_info[get_robot_id(objp)].companion)
|
|
if (maybe_buddy_fire_smart(objp)) {
|
|
Buddy_last_missile_time = GameTime64;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// Called every frame (or something).
|
|
void do_escort_frame(const vobjptridx_t objp, const object &plrobj, fix dist_to_player, int player_visibility)
|
|
{
|
|
ai_static *aip = &objp->ctype.ai_info;
|
|
ai_local *ailp = &objp->ctype.ai_info.ail;
|
|
|
|
Buddy_objnum = objp;
|
|
|
|
if (player_visibility) {
|
|
Buddy_last_seen_player = GameTime64;
|
|
if (plrobj.ctype.player_info.powerup_flags & PLAYER_FLAGS_HEADLIGHT_ON) // DAMN! MK, stupid bug, fixed 12/08/95, changed PLAYER_FLAGS_HEADLIGHT to PLAYER_FLAGS_HEADLIGHT_ON
|
|
{
|
|
const auto energy = plrobj.ctype.player_info.energy;
|
|
const auto ienergy = f2i(energy);
|
|
if (ienergy < 40)
|
|
if (ienergy & 4)
|
|
buddy_message("Hey, your headlight's on!");
|
|
}
|
|
}
|
|
|
|
if (cheats.buddyangry)
|
|
do_buddy_dude_stuff();
|
|
|
|
{
|
|
const auto buddy_sorry_time = Buddy_sorry_time;
|
|
if (buddy_sorry_time + F1_0 > GameTime64)
|
|
{
|
|
Buddy_sorry_time = -F1_0*2;
|
|
if (buddy_sorry_time < GameTime64 + F1_0*2)
|
|
{
|
|
Last_buddy_message_time = 0; // Force this message to get through.
|
|
buddy_message("Oops, sorry 'bout that...");
|
|
}
|
|
}
|
|
}
|
|
|
|
// If buddy not allowed to talk, then he is locked in his room. Make him mostly do nothing unless you're nearby.
|
|
if (!Buddy_allowed_to_talk)
|
|
if (dist_to_player > F1_0*100)
|
|
aip->SKIP_AI_COUNT = (F1_0/4)/FrameTime;
|
|
|
|
// ai_mode::AIM_WANDER has been co-opted for buddy behavior (didn't want to modify aistruct.h)
|
|
// It means the object has been told to get lost and has come to the end of its path.
|
|
// If the player is now visible, then create a path.
|
|
if (ailp->mode == ai_mode::AIM_WANDER)
|
|
if (player_visibility) {
|
|
create_n_segment_path(objp, 16 + d_rand() * 16, segment_none);
|
|
aip->path_length = polish_path(objp, &Point_segs[aip->hide_index], aip->path_length);
|
|
}
|
|
|
|
if (Escort_special_goal == ESCORT_GOAL_SCRAM) {
|
|
if (player_visibility)
|
|
if (Escort_last_path_created + F1_0*3 < GameTime64) {
|
|
create_n_segment_path(objp, 10 + d_rand() * 16, ConsoleObject->segnum);
|
|
Escort_last_path_created = GameTime64;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// Force checking for new goal every 5 seconds, and create new path, if necessary.
|
|
if (((Escort_special_goal != ESCORT_GOAL_SCRAM) && ((Escort_last_path_created + F1_0*5) < GameTime64)) ||
|
|
((Escort_special_goal == ESCORT_GOAL_SCRAM) && ((Escort_last_path_created + F1_0*15) < GameTime64))) {
|
|
Escort_goal_object = ESCORT_GOAL_UNSPECIFIED;
|
|
Escort_last_path_created = GameTime64;
|
|
}
|
|
|
|
if ((Escort_special_goal != ESCORT_GOAL_SCRAM) && time_to_visit_player(objp, ailp, aip)) {
|
|
int max_len;
|
|
|
|
Buddy_last_player_path_created = GameTime64;
|
|
ailp->mode = ai_mode::AIM_GOTO_PLAYER;
|
|
if (!player_visibility) {
|
|
if ((Last_come_back_message_time + F1_0 < GameTime64) || (Last_come_back_message_time > GameTime64)) {
|
|
buddy_message("Coming back to get you.");
|
|
Last_come_back_message_time = GameTime64;
|
|
}
|
|
}
|
|
// No point in Buddy creating very long path if he's not allowed to talk. Really kills framerate.
|
|
max_len = Max_escort_length;
|
|
if (!Buddy_allowed_to_talk)
|
|
max_len = 3;
|
|
create_path_to_player(objp, max_len, 1); // MK!: Last parm used to be 1!
|
|
aip->path_length = polish_path(objp, &Point_segs[aip->hide_index], aip->path_length);
|
|
ailp->mode = ai_mode::AIM_GOTO_PLAYER;
|
|
} else if (GameTime64 - Buddy_last_seen_player > MAX_ESCORT_TIME_AWAY) {
|
|
// This is to prevent buddy from looking for a goal, which he will do because we only allow path creation once/second.
|
|
return;
|
|
} else if ((ailp->mode == ai_mode::AIM_GOTO_PLAYER) && (dist_to_player < MIN_ESCORT_DISTANCE)) {
|
|
Escort_goal_object = escort_set_goal_object(plrobj.ctype.player_info.powerup_flags);
|
|
ailp->mode = ai_mode::AIM_GOTO_OBJECT; // May look stupid to be before path creation, but ai_door_is_openable uses mode to determine what doors can be got through
|
|
escort_create_path_to_goal(objp);
|
|
aip->path_length = polish_path(objp, &Point_segs[aip->hide_index], aip->path_length);
|
|
if (aip->path_length < 3) {
|
|
create_n_segment_path(objp, 5, Believed_player_seg);
|
|
}
|
|
ailp->mode = ai_mode::AIM_GOTO_OBJECT;
|
|
} else if (Escort_goal_object == ESCORT_GOAL_UNSPECIFIED) {
|
|
if ((ailp->mode != ai_mode::AIM_GOTO_PLAYER) || (dist_to_player < MIN_ESCORT_DISTANCE)) {
|
|
Escort_goal_object = escort_set_goal_object(plrobj.ctype.player_info.powerup_flags);
|
|
ailp->mode = ai_mode::AIM_GOTO_OBJECT; // May look stupid to be before path creation, but ai_door_is_openable uses mode to determine what doors can be got through
|
|
escort_create_path_to_goal(objp);
|
|
aip->path_length = polish_path(objp, &Point_segs[aip->hide_index], aip->path_length);
|
|
if (aip->path_length < 3) {
|
|
create_n_segment_path(objp, 5, Believed_player_seg);
|
|
}
|
|
ailp->mode = ai_mode::AIM_GOTO_OBJECT;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void invalidate_escort_goal(void)
|
|
{
|
|
Escort_goal_object = ESCORT_GOAL_UNSPECIFIED;
|
|
}
|
|
|
|
// -------------------------------------------------------------------------------------------------
|
|
void do_snipe_frame(const vobjptridx_t objp, fix dist_to_player, int player_visibility, const vms_vector &vec_to_player)
|
|
{
|
|
ai_local *ailp = &objp->ctype.ai_info.ail;
|
|
fix connected_distance;
|
|
|
|
if (dist_to_player > F1_0*500)
|
|
return;
|
|
|
|
switch (ailp->mode) {
|
|
case ai_mode::AIM_SNIPE_WAIT:
|
|
if ((dist_to_player > F1_0*50) && (ailp->next_action_time > 0))
|
|
return;
|
|
|
|
ailp->next_action_time = SNIPE_WAIT_TIME;
|
|
|
|
connected_distance = find_connected_distance(objp->pos, vsegptridx(objp->segnum), Believed_player_pos, vsegptridx(Believed_player_seg), 30, WID_FLY_FLAG);
|
|
if (connected_distance < F1_0*500) {
|
|
create_path_to_player(objp, 30, 1);
|
|
ailp->mode = ai_mode::AIM_SNIPE_ATTACK;
|
|
ailp->next_action_time = SNIPE_ATTACK_TIME; // have up to 10 seconds to find player.
|
|
}
|
|
break;
|
|
|
|
case ai_mode::AIM_SNIPE_RETREAT:
|
|
case ai_mode::AIM_SNIPE_RETREAT_BACKWARDS:
|
|
if (ailp->next_action_time < 0) {
|
|
ailp->mode = ai_mode::AIM_SNIPE_WAIT;
|
|
ailp->next_action_time = SNIPE_WAIT_TIME;
|
|
} else if ((player_visibility == 0) || (ailp->next_action_time > SNIPE_ABORT_RETREAT_TIME)) {
|
|
ai_follow_path(objp, player_visibility, &vec_to_player);
|
|
ailp->mode = ai_mode::AIM_SNIPE_RETREAT_BACKWARDS;
|
|
} else {
|
|
ailp->mode = ai_mode::AIM_SNIPE_FIRE;
|
|
ailp->next_action_time = SNIPE_FIRE_TIME/2;
|
|
}
|
|
break;
|
|
|
|
case ai_mode::AIM_SNIPE_ATTACK:
|
|
if (ailp->next_action_time < 0) {
|
|
ailp->mode = ai_mode::AIM_SNIPE_RETREAT;
|
|
ailp->next_action_time = SNIPE_WAIT_TIME;
|
|
} else {
|
|
ai_follow_path(objp, player_visibility, &vec_to_player);
|
|
if (player_visibility) {
|
|
ailp->mode = ai_mode::AIM_SNIPE_FIRE;
|
|
ailp->next_action_time = SNIPE_FIRE_TIME;
|
|
} else
|
|
ailp->mode = ai_mode::AIM_SNIPE_ATTACK;
|
|
}
|
|
break;
|
|
|
|
case ai_mode::AIM_SNIPE_FIRE:
|
|
if (ailp->next_action_time < 0) {
|
|
ai_static *aip = &objp->ctype.ai_info;
|
|
create_n_segment_path(objp, 10 + d_rand()/2048, ConsoleObject->segnum);
|
|
aip->path_length = polish_path(objp, &Point_segs[aip->hide_index], aip->path_length);
|
|
if (d_rand() < 8192)
|
|
ailp->mode = ai_mode::AIM_SNIPE_RETREAT_BACKWARDS;
|
|
else
|
|
ailp->mode = ai_mode::AIM_SNIPE_RETREAT;
|
|
ailp->next_action_time = SNIPE_RETREAT_TIME;
|
|
} else {
|
|
}
|
|
break;
|
|
|
|
default:
|
|
Int3(); // Oops, illegal mode for snipe behavior.
|
|
ailp->mode = ai_mode::AIM_SNIPE_ATTACK;
|
|
ailp->next_action_time = F1_0;
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
#define THIEF_DEPTH 20
|
|
|
|
// ------------------------------------------------------------------------------------------------------
|
|
// Choose segment to recreate thief in.
|
|
static segnum_t choose_thief_recreation_segment(const vcsegidx_t plrseg)
|
|
{
|
|
segnum_t segnum = segment_none;
|
|
int cur_drop_depth;
|
|
|
|
cur_drop_depth = THIEF_DEPTH;
|
|
|
|
while ((segnum == segment_none) && (cur_drop_depth > THIEF_DEPTH/2)) {
|
|
segnum = pick_connected_segment(plrseg, cur_drop_depth);
|
|
if (segnum != segment_none && vcsegptr(segnum)->special == SEGMENT_IS_CONTROLCEN)
|
|
segnum = segment_none;
|
|
cur_drop_depth--;
|
|
}
|
|
|
|
if (segnum == segment_none) {
|
|
return (d_rand() * Highest_segment_index) >> 15;
|
|
} else
|
|
return segnum;
|
|
|
|
}
|
|
|
|
static fix64 Re_init_thief_time = 0x3f000000;
|
|
|
|
// ----------------------------------------------------------------------
|
|
void recreate_thief(const uint8_t thief_id)
|
|
{
|
|
const auto segnum = choose_thief_recreation_segment(ConsoleObject->segnum);
|
|
const auto &&segp = vsegptridx(segnum);
|
|
const auto &¢er_point = compute_segment_center(segp);
|
|
|
|
const auto &&new_obj = create_morph_robot(segp, center_point, thief_id);
|
|
if (new_obj == object_none)
|
|
return;
|
|
init_ai_object(new_obj, ai_behavior::AIB_SNIPE, segment_none);
|
|
Re_init_thief_time = GameTime64 + F1_0*10; // In 10 seconds, re-initialize thief.
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------
|
|
#define THIEF_ATTACK_TIME (F1_0*10)
|
|
|
|
constexpr array<fix, NDL> Thief_wait_times = {{
|
|
F1_0*30, F1_0*25, F1_0*20, F1_0*15, F1_0*10
|
|
}};
|
|
|
|
// -------------------------------------------------------------------------------------------------
|
|
void do_thief_frame(const vobjptridx_t objp, fix dist_to_player, int player_visibility, const vms_vector &vec_to_player)
|
|
{
|
|
ai_local *ailp = &objp->ctype.ai_info.ail;
|
|
fix connected_distance;
|
|
|
|
if ((Current_level_num < 0) && (Re_init_thief_time < GameTime64)) {
|
|
if (Re_init_thief_time > GameTime64 - F1_0*2)
|
|
init_thief_for_level();
|
|
Re_init_thief_time = 0x3f000000;
|
|
}
|
|
|
|
if ((dist_to_player > F1_0*500) && (ailp->next_action_time > 0))
|
|
return;
|
|
|
|
if (Player_dead_state != player_dead_state::no)
|
|
ailp->mode = ai_mode::AIM_THIEF_RETREAT;
|
|
|
|
switch (ailp->mode) {
|
|
case ai_mode::AIM_THIEF_WAIT:
|
|
if (ailp->player_awareness_type >= player_awareness_type_t::PA_PLAYER_COLLISION) {
|
|
ailp->player_awareness_type = player_awareness_type_t::PA_NONE;
|
|
create_path_to_player(objp, 30, 1);
|
|
ailp->mode = ai_mode::AIM_THIEF_ATTACK;
|
|
ailp->next_action_time = THIEF_ATTACK_TIME/2;
|
|
return;
|
|
} else if (player_visibility) {
|
|
create_n_segment_path(objp, 15, ConsoleObject->segnum);
|
|
ailp->mode = ai_mode::AIM_THIEF_RETREAT;
|
|
return;
|
|
}
|
|
|
|
if ((dist_to_player > F1_0*50) && (ailp->next_action_time > 0))
|
|
return;
|
|
|
|
ailp->next_action_time = Thief_wait_times[Difficulty_level]/2;
|
|
|
|
connected_distance = find_connected_distance(objp->pos, vsegptridx(objp->segnum), Believed_player_pos, vsegptridx(Believed_player_seg), 30, WID_FLY_FLAG);
|
|
if (connected_distance < F1_0*500) {
|
|
create_path_to_player(objp, 30, 1);
|
|
ailp->mode = ai_mode::AIM_THIEF_ATTACK;
|
|
ailp->next_action_time = THIEF_ATTACK_TIME; // have up to 10 seconds to find player.
|
|
}
|
|
|
|
break;
|
|
|
|
case ai_mode::AIM_THIEF_RETREAT:
|
|
if (ailp->next_action_time < 0) {
|
|
ailp->mode = ai_mode::AIM_THIEF_WAIT;
|
|
ailp->next_action_time = Thief_wait_times[Difficulty_level];
|
|
} else if ((dist_to_player < F1_0*100) || player_visibility || (ailp->player_awareness_type >= player_awareness_type_t::PA_PLAYER_COLLISION)) {
|
|
ai_follow_path(objp, player_visibility, &vec_to_player);
|
|
if ((dist_to_player < F1_0*100) || (ailp->player_awareness_type >= player_awareness_type_t::PA_PLAYER_COLLISION)) {
|
|
ai_static *aip = &objp->ctype.ai_info;
|
|
if (((aip->cur_path_index <=1) && (aip->PATH_DIR == -1)) || ((aip->cur_path_index >= aip->path_length-1) && (aip->PATH_DIR == 1))) {
|
|
ailp->player_awareness_type = player_awareness_type_t::PA_NONE;
|
|
create_n_segment_path(objp, 10, ConsoleObject->segnum);
|
|
|
|
// If path is real short, try again, allowing to go through player's segment
|
|
if (aip->path_length < 4) {
|
|
create_n_segment_path(objp, 10, segment_none);
|
|
} else if (objp->shields* 4 < Robot_info[get_robot_id(objp)].strength) {
|
|
// If robot really low on hits, will run through player with even longer path
|
|
if (aip->path_length < 8) {
|
|
create_n_segment_path(objp, 10, segment_none);
|
|
}
|
|
}
|
|
|
|
ailp->mode = ai_mode::AIM_THIEF_RETREAT;
|
|
}
|
|
} else
|
|
ailp->mode = ai_mode::AIM_THIEF_RETREAT;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
// This means the thief goes from wherever he is to the player.
|
|
// Note: When thief successfully steals something, his action time is forced negative and his mode is changed
|
|
// to retreat to get him out of attack mode.
|
|
case ai_mode::AIM_THIEF_ATTACK:
|
|
if (ailp->player_awareness_type >= player_awareness_type_t::PA_PLAYER_COLLISION) {
|
|
ailp->player_awareness_type = player_awareness_type_t::PA_NONE;
|
|
if (d_rand() > 8192) {
|
|
create_n_segment_path(objp, 10, ConsoleObject->segnum);
|
|
ailp->next_action_time = Thief_wait_times[Difficulty_level]/2;
|
|
ailp->mode = ai_mode::AIM_THIEF_RETREAT;
|
|
}
|
|
} else if (ailp->next_action_time < 0) {
|
|
// This forces him to create a new path every second.
|
|
ailp->next_action_time = F1_0;
|
|
create_path_to_player(objp, 100, 0);
|
|
ailp->mode = ai_mode::AIM_THIEF_ATTACK;
|
|
} else {
|
|
if (player_visibility && (dist_to_player < F1_0*100)) {
|
|
// If the player is close to looking at the thief, thief shall run away.
|
|
// No more stupid thief trying to sneak up on you when you're looking right at him!
|
|
if (dist_to_player > F1_0*60) {
|
|
fix dot = vm_vec_dot(vec_to_player, ConsoleObject->orient.fvec);
|
|
if (dot < -F1_0/2) { // Looking at least towards thief, so thief will run!
|
|
create_n_segment_path(objp, 10, ConsoleObject->segnum);
|
|
ailp->next_action_time = Thief_wait_times[Difficulty_level]/2;
|
|
ailp->mode = ai_mode::AIM_THIEF_RETREAT;
|
|
}
|
|
}
|
|
ai_turn_towards_vector(vec_to_player, objp, F1_0/4);
|
|
move_towards_player(objp, vec_to_player);
|
|
} else {
|
|
ai_static *aip = &objp->ctype.ai_info;
|
|
// If path length == 0, then he will keep trying to create path, but he is probably stuck in his closet.
|
|
if ((aip->path_length > 1) || ((d_tick_count & 0x0f) == 0)) {
|
|
ai_follow_path(objp, player_visibility, &vec_to_player);
|
|
ailp->mode = ai_mode::AIM_THIEF_ATTACK;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
ailp->mode = ai_mode::AIM_THIEF_ATTACK;
|
|
ailp->next_action_time = F1_0;
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------
|
|
// Return true if this item (whose presence is indicated by Players[player_num].flags) gets stolen.
|
|
static int maybe_steal_flag_item(const vobjptr_t playerobjp, const PLAYER_FLAG flagval)
|
|
{
|
|
auto &plr_flags = playerobjp->ctype.player_info.powerup_flags;
|
|
if (plr_flags & flagval)
|
|
{
|
|
if (d_rand() < THIEF_PROBABILITY) {
|
|
int powerup_index;
|
|
const char *msg;
|
|
plr_flags &= (~flagval);
|
|
switch (flagval) {
|
|
case PLAYER_FLAGS_INVULNERABLE:
|
|
powerup_index = POW_INVULNERABILITY;
|
|
msg = "Invulnerability stolen!";
|
|
break;
|
|
case PLAYER_FLAGS_CLOAKED:
|
|
powerup_index = POW_CLOAK;
|
|
msg = "Cloak stolen!";
|
|
break;
|
|
case PLAYER_FLAGS_MAP_ALL:
|
|
powerup_index = POW_FULL_MAP;
|
|
msg = "Full map stolen!";
|
|
break;
|
|
case PLAYER_FLAGS_QUAD_LASERS:
|
|
powerup_index = POW_QUAD_FIRE;
|
|
msg = "Quad lasers stolen!";
|
|
break;
|
|
case PLAYER_FLAGS_AFTERBURNER:
|
|
powerup_index = POW_AFTERBURNER;
|
|
msg = "Afterburner stolen!";
|
|
break;
|
|
case PLAYER_FLAGS_CONVERTER:
|
|
powerup_index = POW_CONVERTER;
|
|
msg = "Converter stolen!";
|
|
break;
|
|
case PLAYER_FLAG::HEADLIGHT_PRESENT_AND_ON:
|
|
powerup_index = POW_HEADLIGHT;
|
|
msg = "Headlight stolen!";
|
|
break;
|
|
default:
|
|
assert(false);
|
|
return 0;
|
|
}
|
|
Stolen_items[Stolen_item_index] = powerup_index;
|
|
thief_message_str(msg);
|
|
|
|
digi_play_sample_once(SOUND_WEAPON_STOLEN, F1_0);
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------
|
|
static int maybe_steal_secondary_weapon(const vobjptr_t playerobjp, int weapon_num)
|
|
{
|
|
if (auto &secondary_ammo = playerobjp->ctype.player_info.secondary_ammo[weapon_num])
|
|
if (d_rand() < THIEF_PROBABILITY) {
|
|
if (weapon_index_is_player_bomb(weapon_num))
|
|
{
|
|
if (d_rand() > 8192) // Come in groups of 4, only add 1/4 of time.
|
|
return 0;
|
|
}
|
|
// Smart mines and proxbombs don't get dropped because they only come in 4 packs.
|
|
else
|
|
Stolen_items[Stolen_item_index] = Secondary_weapon_to_powerup[weapon_num];
|
|
thief_message("%s stolen!", SECONDARY_WEAPON_NAMES(weapon_num)); // Danger! Danger! Use of literal! Danger!
|
|
if (-- secondary_ammo == 0)
|
|
auto_select_secondary_weapon();
|
|
|
|
// -- compress_stolen_items();
|
|
digi_play_sample_once(SOUND_WEAPON_STOLEN, F1_0);
|
|
return 1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------
|
|
static int maybe_steal_primary_weapon(const vobjptr_t playerobjp, int weapon_num)
|
|
{
|
|
auto &player_info = playerobjp->ctype.player_info;
|
|
if (!(player_info.primary_weapon_flags & HAS_PRIMARY_FLAG(weapon_num)))
|
|
return 0;
|
|
if (!weapon_index_uses_vulcan_ammo(weapon_num) || player_info.vulcan_ammo)
|
|
{
|
|
if (d_rand() < THIEF_PROBABILITY) {
|
|
if (weapon_num == primary_weapon_index_t::LASER_INDEX)
|
|
{
|
|
if (auto &laser_level = player_info.laser_level)
|
|
{
|
|
if (laser_level > MAX_LASER_LEVEL)
|
|
{
|
|
Stolen_items[Stolen_item_index] = POW_SUPER_LASER;
|
|
} else {
|
|
Stolen_items[Stolen_item_index] = Primary_weapon_to_powerup[weapon_num];
|
|
}
|
|
-- laser_level;
|
|
thief_message("%s level decreased!", PRIMARY_WEAPON_NAMES(weapon_num)); // Danger! Danger! Use of literal! Danger!
|
|
digi_play_sample_once(SOUND_WEAPON_STOLEN, F1_0);
|
|
return 1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
player_info.primary_weapon_flags &= ~HAS_PRIMARY_FLAG(weapon_num);
|
|
Stolen_items[Stolen_item_index] = Primary_weapon_to_powerup[weapon_num];
|
|
|
|
thief_message("%s stolen!", PRIMARY_WEAPON_NAMES(weapon_num)); // Danger! Danger! Use of literal! Danger!
|
|
auto_select_primary_weapon();
|
|
digi_play_sample_once(SOUND_WEAPON_STOLEN, F1_0);
|
|
return 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
|
|
// ----------------------------------------------------------------------------
|
|
// Called for a thief-type robot.
|
|
// If a item successfully stolen, returns true, else returns false.
|
|
// If a wapon successfully stolen, do everything, removing it from player,
|
|
// updating Stolen_items information, deselecting, etc.
|
|
static int attempt_to_steal_item_3(const vobjptr_t objp, const vobjptr_t player_num)
|
|
{
|
|
ai_local *ailp = &objp->ctype.ai_info.ail;
|
|
if (ailp->mode != ai_mode::AIM_THIEF_ATTACK)
|
|
return 0;
|
|
|
|
// First, try to steal equipped items.
|
|
|
|
if (maybe_steal_flag_item(player_num, PLAYER_FLAGS_INVULNERABLE))
|
|
return 1;
|
|
|
|
// If primary weapon = laser, first try to rip away those nasty quad lasers!
|
|
const auto Primary_weapon = player_num->ctype.player_info.Primary_weapon;
|
|
if (Primary_weapon == primary_weapon_index_t::LASER_INDEX)
|
|
if (maybe_steal_flag_item(player_num, PLAYER_FLAGS_QUAD_LASERS))
|
|
return 1;
|
|
|
|
// Makes it more likely to steal primary than secondary.
|
|
for (int i=0; i<2; i++)
|
|
if (maybe_steal_primary_weapon(player_num, Primary_weapon))
|
|
return 1;
|
|
|
|
if (maybe_steal_secondary_weapon(player_num, player_num->ctype.player_info.Secondary_weapon))
|
|
return 1;
|
|
|
|
// See what the player has and try to snag something.
|
|
// Try best things first.
|
|
if (maybe_steal_flag_item(player_num, PLAYER_FLAGS_INVULNERABLE))
|
|
return 1;
|
|
if (maybe_steal_flag_item(player_num, PLAYER_FLAGS_CLOAKED))
|
|
return 1;
|
|
if (maybe_steal_flag_item(player_num, PLAYER_FLAGS_QUAD_LASERS))
|
|
return 1;
|
|
if (maybe_steal_flag_item(player_num, PLAYER_FLAGS_AFTERBURNER))
|
|
return 1;
|
|
if (maybe_steal_flag_item(player_num, PLAYER_FLAGS_CONVERTER))
|
|
return 1;
|
|
// -- if (maybe_steal_flag_item(player_num, PLAYER_FLAGS_AMMO_RACK)) // Can't steal because what if have too many items, say 15 homing missiles?
|
|
// -- return 1;
|
|
if (maybe_steal_flag_item(player_num, PLAYER_FLAG::HEADLIGHT_PRESENT_AND_ON))
|
|
return 1;
|
|
if (maybe_steal_flag_item(player_num, PLAYER_FLAGS_MAP_ALL))
|
|
return 1;
|
|
|
|
for (int i=MAX_SECONDARY_WEAPONS-1; i>=0; i--) {
|
|
if (maybe_steal_primary_weapon(player_num, i))
|
|
return 1;
|
|
if (maybe_steal_secondary_weapon(player_num, i))
|
|
return 1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------
|
|
static int attempt_to_steal_item_2(const vobjptr_t objp, const vobjptr_t player_num)
|
|
{
|
|
int rval;
|
|
|
|
rval = attempt_to_steal_item_3(objp, player_num);
|
|
|
|
if (rval) {
|
|
auto i = Stolen_item_index;
|
|
if (d_rand() > 20000) // Occasionally, boost the value again
|
|
++i;
|
|
constexpr auto size = Stolen_items.size();
|
|
if (++ i >= size)
|
|
i -= size;
|
|
Stolen_item_index = i;
|
|
}
|
|
|
|
return rval;
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------
|
|
// Called for a thief-type robot.
|
|
// If a item successfully stolen, returns true, else returns false.
|
|
// If a wapon successfully stolen, do everything, removing it from player,
|
|
// updating Stolen_items information, deselecting, etc.
|
|
int attempt_to_steal_item(const vobjptridx_t objp, const vobjptr_t player_num)
|
|
{
|
|
int rval = 0;
|
|
|
|
if (objp->ctype.ai_info.dying_start_time)
|
|
return 0;
|
|
|
|
rval += attempt_to_steal_item_2(objp, player_num);
|
|
|
|
for (int i=0; i<3; i++) {
|
|
if (!rval || (d_rand() < 11000)) { // about 1/3 of time, steal another item
|
|
rval += attempt_to_steal_item_2(objp, player_num);
|
|
} else
|
|
break;
|
|
}
|
|
create_n_segment_path(objp, 10, ConsoleObject->segnum);
|
|
ai_local *ailp = &objp->ctype.ai_info.ail;
|
|
ailp->next_action_time = Thief_wait_times[Difficulty_level]/2;
|
|
ailp->mode = ai_mode::AIM_THIEF_RETREAT;
|
|
if (rval) {
|
|
PALETTE_FLASH_ADD(30, 15, -20);
|
|
update_laser_weapon_info();
|
|
// digi_link_sound_to_pos( SOUND_NASTY_ROBOT_HIT_1, objp->segnum, 0, &objp->pos, 0 , DEFAULT_ROBOT_SOUND_VOLUME);
|
|
// I removed this to make the "steal sound" more obvious -AP
|
|
if (Game_mode & GM_NETWORK)
|
|
multi_send_stolen_items();
|
|
}
|
|
return rval;
|
|
}
|
|
|
|
// --------------------------------------------------------------------------------------------------------------
|
|
// Indicate no items have been stolen.
|
|
void init_thief_for_level(void)
|
|
{
|
|
Stolen_items.fill(255);
|
|
|
|
constexpr unsigned iterations = 3;
|
|
static_assert (Stolen_items.size() >= iterations * 2, "Stolen_items too small"); // Oops! Loop below will overwrite memory!
|
|
if (!(Game_mode & GM_MULTI))
|
|
for (unsigned i = 0; i < iterations; i++)
|
|
{
|
|
Stolen_items[2*i] = POW_SHIELD_BOOST;
|
|
Stolen_items[2*i+1] = POW_ENERGY;
|
|
}
|
|
|
|
Stolen_item_index = 0;
|
|
}
|
|
|
|
// --------------------------------------------------------------------------------------------------------------
|
|
void drop_stolen_items(const vcobjptr_t objp)
|
|
{
|
|
const auto &&segp = vsegptridx(objp->segnum);
|
|
range_for (auto &i, Stolen_items)
|
|
{
|
|
if (i != 255)
|
|
{
|
|
drop_powerup(OBJ_POWERUP, exchange(i, 255), 1, objp->mtype.phys_info.velocity, objp->pos, segp, true);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// --------------------------------------------------------------------------------------------------------------
|
|
namespace {
|
|
|
|
struct escort_menu : ignore_window_pointer_t
|
|
{
|
|
array<char, 300> msg;
|
|
};
|
|
|
|
}
|
|
|
|
static window_event_result escort_menu_keycommand(window *, const d_event &event, escort_menu *)
|
|
{
|
|
int key;
|
|
|
|
key = event_key_get(event);
|
|
|
|
switch (key) {
|
|
case KEY_0:
|
|
case KEY_1:
|
|
case KEY_2:
|
|
case KEY_3:
|
|
case KEY_4:
|
|
case KEY_5:
|
|
case KEY_6:
|
|
case KEY_7:
|
|
case KEY_8:
|
|
case KEY_9:
|
|
Looking_for_marker = -1;
|
|
Last_buddy_key = -1;
|
|
set_escort_special_goal(key);
|
|
Last_buddy_key = -1;
|
|
return window_event_result::close;
|
|
case KEY_ESC:
|
|
case KEY_ENTER:
|
|
return window_event_result::close;
|
|
case KEY_T: {
|
|
auto temp = exchange(Buddy_messages_suppressed, 0);
|
|
buddy_message("Messages %s.", temp ? "enabled" : "suppressed");
|
|
Buddy_messages_suppressed = ~temp;
|
|
return window_event_result::close;
|
|
}
|
|
|
|
default:
|
|
break;
|
|
}
|
|
return window_event_result::ignored;
|
|
}
|
|
|
|
static window_event_result escort_menu_handler(window *wind,const d_event &event, escort_menu *menu)
|
|
{
|
|
switch (event.type)
|
|
{
|
|
case EVENT_WINDOW_ACTIVATED:
|
|
game_flush_inputs();
|
|
break;
|
|
|
|
case EVENT_KEY_COMMAND:
|
|
return escort_menu_keycommand(wind, event, menu);
|
|
case EVENT_IDLE:
|
|
timer_delay2(50);
|
|
break;
|
|
|
|
case EVENT_WINDOW_DRAW:
|
|
show_escort_menu(menu->msg); //TXT_PAUSE);
|
|
break;
|
|
|
|
case EVENT_WINDOW_CLOSE:
|
|
d_free(menu);
|
|
return window_event_result::ignored; // continue closing
|
|
default:
|
|
return window_event_result::ignored;
|
|
}
|
|
return window_event_result::handled;
|
|
}
|
|
|
|
void do_escort_menu(void)
|
|
{
|
|
int next_goal;
|
|
char goal_str[32];
|
|
const char *goal_txt;
|
|
const char *tstr;
|
|
escort_menu *menu;
|
|
window *wind;
|
|
|
|
if (Game_mode & GM_MULTI) {
|
|
HUD_init_message_literal(HM_DEFAULT, "No Guide-Bot in Multiplayer!");
|
|
return;
|
|
}
|
|
|
|
auto buddy = find_escort();
|
|
if (buddy == object_none)
|
|
{
|
|
HUD_init_message_literal(HM_DEFAULT, "No Guide-Bot present in mine!");
|
|
return;
|
|
}
|
|
ok_for_buddy_to_talk(); // Needed here or we might not know buddy can talk when he can.
|
|
|
|
if (!Buddy_allowed_to_talk) {
|
|
HUD_init_message(HM_DEFAULT, "%s has not been released.", static_cast<const char *>(PlayerCfg.GuidebotName));
|
|
return;
|
|
}
|
|
|
|
MALLOC(menu, escort_menu, 1);
|
|
if (!menu)
|
|
return;
|
|
|
|
// Just make it the full screen size and let show_escort_menu figure it out
|
|
wind = window_create(&grd_curscreen->sc_canvas, 0, 0, SWIDTH, SHEIGHT, escort_menu_handler, menu);
|
|
if (!wind)
|
|
{
|
|
d_free(menu);
|
|
return;
|
|
}
|
|
|
|
auto &plrobj = get_local_plrobj();
|
|
// This prevents the buddy from coming back if you've told him to scram.
|
|
// If we don't set next_goal, we get garbage there.
|
|
if (Escort_special_goal == ESCORT_GOAL_SCRAM) {
|
|
Escort_special_goal = ESCORT_GOAL_UNSPECIFIED; // Else setting next goal might fail.
|
|
next_goal = escort_set_goal_object(plrobj.ctype.player_info.powerup_flags);
|
|
Escort_special_goal = ESCORT_GOAL_SCRAM;
|
|
} else {
|
|
Escort_special_goal = ESCORT_GOAL_UNSPECIFIED; // Else setting next goal might fail.
|
|
next_goal = escort_set_goal_object(plrobj.ctype.player_info.powerup_flags);
|
|
}
|
|
|
|
switch (next_goal) {
|
|
default:
|
|
case ESCORT_GOAL_UNSPECIFIED:
|
|
Int3();
|
|
goal_txt = "ERROR";
|
|
break;
|
|
case ESCORT_GOAL_BLUE_KEY:
|
|
goal_txt = "blue key";
|
|
break;
|
|
case ESCORT_GOAL_GOLD_KEY:
|
|
goal_txt = "yellow key";
|
|
break;
|
|
case ESCORT_GOAL_RED_KEY:
|
|
goal_txt = "red key";
|
|
break;
|
|
case ESCORT_GOAL_CONTROLCEN:
|
|
goal_txt = "reactor";
|
|
break;
|
|
case ESCORT_GOAL_BOSS:
|
|
goal_txt = "boss";
|
|
break;
|
|
case ESCORT_GOAL_EXIT:
|
|
goal_txt = "exit";
|
|
break;
|
|
case ESCORT_GOAL_MARKER1:
|
|
case ESCORT_GOAL_MARKER2:
|
|
case ESCORT_GOAL_MARKER3:
|
|
case ESCORT_GOAL_MARKER4:
|
|
case ESCORT_GOAL_MARKER5:
|
|
case ESCORT_GOAL_MARKER6:
|
|
case ESCORT_GOAL_MARKER7:
|
|
case ESCORT_GOAL_MARKER8:
|
|
case ESCORT_GOAL_MARKER9:
|
|
goal_txt = goal_str;
|
|
snprintf(goal_str, sizeof(goal_str), "marker %i", next_goal-ESCORT_GOAL_MARKER1+1);
|
|
break;
|
|
|
|
}
|
|
|
|
if (!Buddy_messages_suppressed)
|
|
tstr = "Suppress";
|
|
else
|
|
tstr = "Enable";
|
|
|
|
snprintf(menu->msg.data(), menu->msg.size(), "Select Guide-Bot Command:\n\n\n"
|
|
"0. Next Goal: %s" CC_LSPACING_S "3\n\n"
|
|
"\x84. Find Energy Powerup" CC_LSPACING_S "3\n\n"
|
|
"2. Find Energy Center" CC_LSPACING_S "3\n\n"
|
|
"3. Find Shield Powerup" CC_LSPACING_S "3\n\n"
|
|
"4. Find Any Powerup" CC_LSPACING_S "3\n\n"
|
|
"5. Find a Robot" CC_LSPACING_S "3\n\n"
|
|
"6. Find a Hostage" CC_LSPACING_S "3\n\n"
|
|
"7. Stay Away From Me" CC_LSPACING_S "3\n\n"
|
|
"8. Find My Powerups" CC_LSPACING_S "3\n\n"
|
|
"9. Find the exit\n\n"
|
|
"T. %s Messages"
|
|
// -- "9. Find the exit" CC_LSPACING_S "3\n"
|
|
, goal_txt, tstr);
|
|
}
|
|
|
|
// -------------------------------------------------------------------------------
|
|
// Show the Buddy menu!
|
|
void show_escort_menu(const array<char, 300> &amsg)
|
|
{
|
|
const auto msg = amsg.data();
|
|
int w,h;
|
|
int x,y;
|
|
|
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gr_set_current_canvas(NULL);
|
|
|
|
gr_set_curfont( GAME_FONT );
|
|
|
|
gr_get_string_size(msg, &w, &h, nullptr);
|
|
|
|
x = (SWIDTH-w)/2;
|
|
y = (SHEIGHT-h)/2;
|
|
|
|
gr_set_fontcolor( BM_XRGB(0, 28, 0), -1 );
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|
|
|
nm_draw_background(x-BORDERX,y-BORDERY,x+w+BORDERX,y+h+BORDERY);
|
|
|
|
gr_ustring( x, y, msg );
|
|
|
|
reset_cockpit();
|
|
}
|
|
|
|
}
|