369 lines
14 KiB
C++
369 lines
14 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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* Structs and constants for AI system.
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* object.h depends on this.
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* ai.h depends on object.h.
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* Get it?
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*
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*/
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#pragma once
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#include <physfs.h>
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#ifdef __cplusplus
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#include "polyobj.h"
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#include "pack.h"
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#include "objnum.h"
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#include "fwd-segment.h"
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#define GREEN_GUY 1
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#define MAX_SEGMENTS_PER_PATH 20
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namespace dcx {
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enum class player_awareness_type_t : uint8_t
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{
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PA_NONE,
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PA_NEARBY_ROBOT_FIRED = 1, // Level of robot awareness after nearby robot fires a weapon
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PA_WEAPON_WALL_COLLISION = 2, // Level of robot awareness after player weapon hits nearby wall
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// PA_PLAYER_VISIBLE = 2, // Level of robot awareness if robot is looking towards player, and player not hidden
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PA_PLAYER_COLLISION = 3, // Level of robot awareness after player bumps into robot
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PA_WEAPON_ROBOT_COLLISION = 4, // Level of robot awareness after player weapon hits nearby robot
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};
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enum class player_visibility_state : int8_t
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{
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no_line_of_sight,
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visible_not_in_field_of_view,
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visible_and_in_field_of_view,
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};
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static inline unsigned player_is_visible(const player_visibility_state s)
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{
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return static_cast<unsigned>(s) > 0;
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}
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}
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// Constants indicating currently moving forward or backward through
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// path. Note that you can add aip->direction to aip_path_index to
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// get next segment on path.
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#define AI_DIR_FORWARD 1
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#define AI_DIR_BACKWARD (-AI_DIR_FORWARD)
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#ifdef dsx
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namespace dsx {
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enum class ai_behavior : uint8_t
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{
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// Behaviors
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AIB_STILL = 0x80,
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AIB_NORMAL = 0x81,
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AIB_RUN_FROM = 0x83,
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AIB_STATION = 0x85,
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#if defined(DXX_BUILD_DESCENT_I)
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AIB_HIDE = 0x82,
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AIB_FOLLOW_PATH = 0x84,
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#elif defined(DXX_BUILD_DESCENT_II)
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AIB_BEHIND = 0x82,
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AIB_SNIPE = 0x84,
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AIB_FOLLOW = 0x86,
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#endif
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};
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#define MIN_BEHAVIOR 0x80
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#if defined(DXX_BUILD_DESCENT_I)
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#define MAX_BEHAVIOR 0x85
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#elif defined(DXX_BUILD_DESCENT_II)
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#define MAX_BEHAVIOR 0x86
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#endif
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enum class ai_mode : uint8_t
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{
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// Modes
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AIM_STILL = 0,
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AIM_WANDER = 1,
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AIM_FOLLOW_PATH = 2,
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AIM_CHASE_OBJECT = 3,
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AIM_RUN_FROM_OBJECT = 4,
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AIM_FOLLOW_PATH_2 = 6,
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AIM_OPEN_DOOR = 7,
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#if defined(DXX_BUILD_DESCENT_I)
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AIM_HIDE = 5,
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#elif defined(DXX_BUILD_DESCENT_II)
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AIM_BEHIND = 5,
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AIM_GOTO_PLAYER = 8, // Only for escort behavior
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AIM_GOTO_OBJECT = 9, // Only for escort behavior
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AIM_SNIPE_ATTACK = 10,
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AIM_SNIPE_FIRE = 11,
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AIM_SNIPE_RETREAT = 12,
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AIM_SNIPE_RETREAT_BACKWARDS = 13,
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AIM_SNIPE_WAIT = 14,
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AIM_THIEF_ATTACK = 15,
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AIM_THIEF_RETREAT = 16,
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AIM_THIEF_WAIT = 17,
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#endif
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};
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}
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#endif
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#define AISM_GOHIDE 0
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#define AISM_HIDING 1
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#define AI_MAX_STATE 7
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#define AI_MAX_EVENT 4
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#define AIS_NONE 0
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#define AIS_REST 1
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#define AIS_SRCH 2
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#define AIS_LOCK 3
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#define AIS_FLIN 4
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#define AIS_FIRE 5
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#define AIS_RECO 6
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#define AIS_ERR_ 7
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#define AIE_FIRE 0
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#define AIE_HITT 1
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#define AIE_COLL 2
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#define AIE_HURT 3
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//typedef struct opath {
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// sbyte path_index; // current index of path
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// sbyte path_direction; // current path direction
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// sbyte path_length; // length of current path
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// sbyte nothing;
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// short path[MAX_SEGMENTS_PER_PATH];
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// short always_0xabc; // If this is ever not 0xabc, then someone overwrote
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//} opath;
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//
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//typedef struct oai_state {
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// short mode; //
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// short counter; // kind of a hack, frame countdown until switch modes
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// opath paths[2];
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// vms_vector movement_vector; // movement vector for one second
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//} oai_state;
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#if defined(DXX_BUILD_DESCENT_II)
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#define SUB_FLAGS_GUNSEG 0x01
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#define SUB_FLAGS_SPROX 0x02 // If set, then this bot drops a super prox, not a prox, when it's time to drop something
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#define SUB_FLAGS_CAMERA_AWAKE 0x04 // If set, a camera (on a missile) woke this robot up, so don't fire at player. Can look real stupid!
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#endif
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// Constants defining meaning of flags in ai_state
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#define MAX_AI_FLAGS 11 // This MUST cause word (4 bytes) alignment in ai_static, allowing for one byte mode
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#define CURRENT_GUN flags[0] // This is the last gun the object fired from
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#define CURRENT_STATE flags[1] // current behavioral state
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#define GOAL_STATE flags[2] // goal state
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#define PATH_DIR flags[3] // direction traveling path, 1 = forward, -1 = backward, other = error!
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#if defined(DXX_BUILD_DESCENT_I)
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#define SUBMODE flags[4] // submode, eg AISM_HIDING if mode == AIM_HIDE
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#elif defined(DXX_BUILD_DESCENT_II)
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#define SUB_FLAGS flags[4] // bit 0: Set -> Robot's current gun in different segment than robot's center.
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#endif
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#define GOALSIDE flags[5] // for guys who open doors, this is the side they are going after.
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#define CLOAKED flags[6] // Cloaked now.
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#define SKIP_AI_COUNT flags[7] // Skip AI this frame, but decrement in do_ai_frame.
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#define REMOTE_OWNER flags[8] // Who is controlling this remote AI object (multiplayer use only)
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#define REMOTE_SLOT_NUM flags[9] // What slot # is this robot in for remote control purposes (multiplayer use only)
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// This is the stuff that is permanent for an AI object.
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#ifdef dsx
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namespace dsx {
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// Rather temporal AI stuff.
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struct ai_local : public prohibit_void_ptr<ai_local>
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{
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// These used to be bytes, changed to ints so I could set watchpoints on them.
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player_awareness_type_t player_awareness_type = player_awareness_type_t::PA_NONE; // type of awareness of player
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uint8_t retry_count = 0; // number of retries in physics last time this object got moved.
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uint8_t consecutive_retries = 0; // number of retries in consecutive frames (ie, without a retry_count of 0)
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player_visibility_state previous_visibility{}; // Visibility of player last time we checked.
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uint8_t rapidfire_count = 0; // number of shots fired rapidly
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ai_mode mode{}; // current mode within behavior
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segnum_t goal_segment{}; // goal segment for current path
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fix next_action_time = 0; // time in seconds until something happens, mode dependent
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fix next_fire = 0; // time in seconds until can fire again
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#if defined(DXX_BUILD_DESCENT_II)
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fix next_fire2 = 0; // time in seconds until can fire again from second weapon
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#endif
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fix player_awareness_time = 0; // time in seconds robot will be aware of player, 0 means not aware of player
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fix time_since_processed = 0; // time since this robot last processed in do_ai_frame
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fix64 time_player_seen = 0; // absolute time in seconds at which player was last seen, might cause to go into follow_path mode
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fix64 time_player_sound_attacked = 0; // absolute time in seconds at which player was last seen with visibility of 2.
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fix64 next_misc_sound_time = 0; // absolute time in seconds at which this robot last made an angry or lurking sound.
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std::array<vms_angvec, MAX_SUBMODELS> goal_angles{}; // angles for each subobject
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std::array<vms_angvec, MAX_SUBMODELS> delta_angles{}; // angles for each subobject
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std::array<sbyte, MAX_SUBMODELS> goal_state{}; // Goal state for this sub-object
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std::array<sbyte, MAX_SUBMODELS> achieved_state{}; // Last achieved state
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};
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struct ai_static : public prohibit_void_ptr<ai_static>
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{
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ai_behavior behavior = static_cast<ai_behavior>(0); //
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std::array<sbyte, MAX_AI_FLAGS> flags{}; // various flags, meaning defined by constants
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segnum_t hide_segment{}; // Segment to go to for hiding.
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short hide_index{}; // Index in Path_seg_points
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short path_length{}; // Length of hide path.
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#if defined(DXX_BUILD_DESCENT_I)
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short cur_path_index{}; // Current index in path.
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#elif defined(DXX_BUILD_DESCENT_II)
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sbyte cur_path_index{}; // Current index in path.
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sbyte dying_sound_playing{}; // !0 if this robot is playing its dying sound.
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#endif
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objnum_t danger_laser_num{};
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object_signature_t danger_laser_signature;
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#if defined(DXX_BUILD_DESCENT_II)
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fix64 dying_start_time{}; // Time at which this robot started dying.
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#endif
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ai_local ail;
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};
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// Same as above but structure Savegames/Multiplayer objects expect
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struct ai_static_rw
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{
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ubyte behavior; //
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sbyte flags[MAX_AI_FLAGS]; // various flags, meaning defined by constants
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short hide_segment; // Segment to go to for hiding.
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short hide_index; // Index in Path_seg_points
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short path_length; // Length of hide path.
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#if defined(DXX_BUILD_DESCENT_I)
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short cur_path_index; // Current index in path.
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short follow_path_start_seg; // Start segment for robot which follows path.
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short follow_path_end_seg; // End segment for robot which follows path.
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int danger_laser_signature;
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short danger_laser_num;
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#elif defined(DXX_BUILD_DESCENT_II)
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sbyte cur_path_index; // Current index in path.
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sbyte dying_sound_playing; // !0 if this robot is playing its dying sound.
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short danger_laser_num;
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int danger_laser_signature;
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fix dying_start_time; // Time at which this robot started dying.
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#endif
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} __pack__;
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// Same as above but structure Savegames expect
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struct ai_local_rw
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{
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// These used to be bytes, changed to ints so I could set watchpoints on them.
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#if defined(DXX_BUILD_DESCENT_I)
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sbyte player_awareness_type; // type of awareness of player
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sbyte retry_count; // number of retries in physics last time this object got moved.
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sbyte consecutive_retries; // number of retries in consecutive frames (ie, without a retry_count of 0)
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sbyte mode; // current mode within behavior
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sbyte previous_visibility; // Visibility of player last time we checked.
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sbyte rapidfire_count; // number of shots fired rapidly
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short goal_segment; // goal segment for current path
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fix last_see_time, last_attack_time; // For sound effects, time at which player last seen, attacked
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#elif defined(DXX_BUILD_DESCENT_II)
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int player_awareness_type; // type of awareness of player
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int retry_count; // number of retries in physics last time this object got moved.
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int consecutive_retries; // number of retries in consecutive frames (ie, without a retry_count of 0)
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int mode; // current mode within behavior
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int previous_visibility; // Visibility of player last time we checked.
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int rapidfire_count; // number of shots fired rapidly
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int goal_segment; // goal segment for current path
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#endif
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fix next_action_time; // time in seconds until something happens, mode dependent
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fix next_fire; // time in seconds until can fire again
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#if defined(DXX_BUILD_DESCENT_II)
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fix next_fire2; // time in seconds until can fire again from second weapon
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#endif
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fix player_awareness_time; // time in seconds robot will be aware of player, 0 means not aware of player
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fix time_player_seen; // absolute time in seconds at which player was last seen, might cause to go into follow_path mode
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fix time_player_sound_attacked; // absolute time in seconds at which player was last seen with visibility of 2.
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fix next_misc_sound_time; // absolute time in seconds at which this robot last made an angry or lurking sound.
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fix time_since_processed; // time since this robot last processed in do_ai_frame
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vms_angvec goal_angles[MAX_SUBMODELS]; // angles for each subobject
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vms_angvec delta_angles[MAX_SUBMODELS]; // angles for each subobject
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sbyte goal_state[MAX_SUBMODELS]; // Goal state for this sub-object
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sbyte achieved_state[MAX_SUBMODELS]; // Last achieved state
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};
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struct ai_cloak_info : public prohibit_void_ptr<ai_cloak_info>
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{
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fix64 last_time;
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#if defined(DXX_BUILD_DESCENT_II)
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segnum_t last_segment;
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#endif
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vms_vector last_position;
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};
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// Same as above but structure Savegames expect
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struct ai_cloak_info_rw
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{
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fix last_time;
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#if defined(DXX_BUILD_DESCENT_II)
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int last_segment;
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#endif
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vms_vector last_position;
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};
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#if defined(DXX_BUILD_DESCENT_II)
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// Maximum number kept track of, will keep stealing, causes stolen weapons to be lost!
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struct d_thief_unique_state
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{
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unsigned Stolen_item_index; // Used in ai.c for controlling rate of Thief flare firing.
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std::array<uint8_t, 10> Stolen_items;
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};
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#endif
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}
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#endif
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namespace dcx {
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struct point_seg : prohibit_void_ptr<point_seg> {
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segnum_t segnum;
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vms_vector point;
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};
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struct seg_seg
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{
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segnum_t start, end;
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};
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constexpr std::integral_constant<unsigned, 2500> MAX_POINT_SEGS{};
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}
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// These are the information for a robot describing the location of
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// the player last time he wasn't cloaked, and the time at which he
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// was uncloaked. We should store this for each robot, but that's
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// memory expensive.
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//extern fix Last_uncloaked_time;
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//extern vms_vector Last_uncloaked_position;
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#ifdef dsx
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namespace dsx {
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extern void ai_do_cloak_stuff(void);
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}
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#endif
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#endif
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