28bd4c1650
So we get correct boss behavior when emulating D1, and 3rd party mn2s can include D1 bosses.
316 lines
12 KiB
C++
316 lines
12 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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* Header file for AI system.
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*
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*/
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#pragma once
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#include <cstddef>
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#include "dxxsconf.h"
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#include "fmtcheck.h"
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#if defined(DXX_BUILD_DESCENT_II)
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#include "fvi.h"
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#include "compiler-array.h"
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#endif
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#define PARALLAX 0 // If !0, then special debugging info for Parallax eyes only enabled.
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#ifdef __cplusplus
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#include "pstypes.h"
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#include "countarray.h"
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#include "vecmat.h"
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#include "aistruct.h"
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struct point_seg;
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struct vobjptr_t;
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struct objptridx_t;
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struct vobjptridx_t;
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struct PHYSFS_File;
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#define PLAYER_AWARENESS_INITIAL_TIME (3*F1_0)
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#define MAX_PATH_LENGTH 30 // Maximum length of path in ai path following.
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#define MAX_DEPTH_TO_SEARCH_FOR_PLAYER 10
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#define BOSS_GATE_MATCEN_NUM -1
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#define MAX_BOSS_TELEPORT_SEGS 100
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#define ROBOT_BRAIN 7
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#define ROBOT_BOSS1 17
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#define ROBOT_FIRE_AGITATION 94
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#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
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extern sbyte Boss_hit_this_frame;
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#define BOSS_D1 1
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#define BOSS_SUPER 2
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#if defined(DXX_BUILD_DESCENT_II)
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#define BOSS_D2 21 // Minimum D2 boss value.
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#define BOSS_COOL 21
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#define BOSS_WATER 22
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#define BOSS_FIRE 23
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#define BOSS_ICE 24
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#define BOSS_ALIEN1 25
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#define BOSS_ALIEN2 26
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#define NUM_D2_BOSSES 8
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extern const ubyte Boss_teleports[NUM_D2_BOSSES]; // Set byte if this boss can teleport
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extern const ubyte Boss_spew_more[NUM_D2_BOSSES]; // Set byte if this boss can teleport
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//extern ubyte Boss_cloaks[NUM_D2_BOSSES]; // Set byte if this boss can cloak
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extern const ubyte Boss_spews_bots_energy[NUM_D2_BOSSES]; // Set byte if boss spews bots when hit by energy weapon.
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extern const ubyte Boss_spews_bots_matter[NUM_D2_BOSSES]; // Set byte if boss spews bots when hit by matter weapon.
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extern const ubyte Boss_invulnerable_energy[NUM_D2_BOSSES]; // Set byte if boss is invulnerable to energy weapons.
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extern const ubyte Boss_invulnerable_matter[NUM_D2_BOSSES]; // Set byte if boss is invulnerable to matter weapons.
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extern const ubyte Boss_invulnerable_spot[NUM_D2_BOSSES]; // Set byte if boss is invulnerable in all but a certain spot. (Dot product fvec|vec_to_collision < BOSS_INVULNERABLE_DOT)
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extern segnum_t Believed_player_seg;
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extern objnum_t Ai_last_missile_camera;
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#endif
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void create_awareness_event(vobjptr_t objp, player_awareness_type_t type); // object *objp can create awareness of player, amount based on "type"
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#endif
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struct boss_special_segment_array_t : public count_array_t<segnum_t, MAX_BOSS_TELEPORT_SEGS> {};
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struct boss_teleport_segment_array_t : public boss_special_segment_array_t {};
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struct boss_gate_segment_array_t : public boss_special_segment_array_t {};
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extern fix64 Boss_cloak_start_time, Boss_cloak_end_time;
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extern boss_teleport_segment_array_t Boss_teleport_segs;
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extern fix64 Last_teleport_time;
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extern fix Boss_cloak_duration;
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extern sbyte Boss_dying;
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extern vms_vector Believed_player_pos;
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void move_towards_segment_center(vobjptr_t objp);
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extern objptridx_t gate_in_robot(int type, segnum_t segnum);
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void do_ai_frame(vobjptridx_t objp);
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void init_ai_object(vobjptr_t objp, int initial_mode, segnum_t hide_segment);
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extern void do_ai_frame_all(void);
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extern void create_all_paths(void);
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void create_path_to_station(vobjptridx_t objp, int max_length);
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void ai_follow_path(vobjptridx_t objp, int player_visibility, const vms_vector *vec_to_player);
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void ai_turn_towards_vector(const vms_vector &vec_to_player, vobjptr_t obj, fix rate);
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extern void init_ai_objects(void);
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void do_ai_robot_hit(vobjptridx_t robot, int type);
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void create_n_segment_path(vobjptridx_t objp, int path_length, segnum_t avoid_seg);
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void create_n_segment_path_to_door(vobjptridx_t objp, int path_length, segnum_t avoid_seg);
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void make_random_vector(vms_vector &vec);
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static inline vms_vector make_random_vector() __attribute_warn_unused_result;
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static inline vms_vector make_random_vector()
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{
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vms_vector v;
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return make_random_vector(v), v;
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}
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extern void init_robots_for_level(void);
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extern int ai_behavior_to_mode(int behavior);
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#if defined(DXX_BUILD_DESCENT_II)
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void create_path_to_segment(vobjptridx_t objp, segnum_t goalseg, int max_length, int safety_flag);
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int polish_path(vobjptridx_t objp, point_seg *psegs, int num_points);
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void move_towards_player(vobjptr_t objp, const vms_vector &vec_to_player);
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#endif
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// max_length is maximum depth of path to create.
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// If -1, use default: MAX_DEPTH_TO_SEARCH_FOR_PLAYER
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void create_path_to_player(vobjptridx_t objp, int max_length, int safety_flag);
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void attempt_to_resume_path(vobjptridx_t objp);
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// When a robot and a player collide, some robots attack!
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void do_ai_robot_hit_attack(vobjptridx_t robot, vobjptridx_t player, const vms_vector &collision_point);
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#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
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#if defined(DXX_BUILD_DESCENT_I)
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typedef vobjptr_t _ai_door_is_openable_objptr;
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#elif defined(DXX_BUILD_DESCENT_II)
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typedef objptr_t _ai_door_is_openable_objptr;
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#endif
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int ai_door_is_openable(_ai_door_is_openable_objptr objp, vcsegptr_t segp, int sidenum);
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#endif
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int player_is_visible_from_object(vobjptridx_t objp, vms_vector &pos, fix field_of_view, const vms_vector &vec_to_player);
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extern void ai_reset_all_paths(void); // Reset all paths. Call at the start of a level.
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int ai_multiplayer_awareness(vobjptridx_t objp, int awareness_level);
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#if defined(DXX_BUILD_DESCENT_II)
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// In escort.c
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void do_escort_frame(vobjptridx_t objp, fix dist_to_player, int player_visibility);
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void do_snipe_frame(vobjptridx_t objp, fix dist_to_player, int player_visibility, const vms_vector &vec_to_player);
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void do_thief_frame(vobjptridx_t objp, fix dist_to_player, int player_visibility, const vms_vector &vec_to_player);
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#endif
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#if PARALLAX
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extern void force_dump_ai_objects_all(const char *msg);
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#else
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static inline void force_dump_ai_objects_all(const char *msg)
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{
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(void)msg;
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}
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#endif
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void start_boss_death_sequence(vobjptr_t objp);
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extern void ai_init_boss_for_ship(void);
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extern int Boss_been_hit;
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extern fix AI_proc_time;
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#if defined(DXX_BUILD_DESCENT_II)
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extern fix Dist_to_last_fired_upon_player_pos;
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extern vms_vector Last_fired_upon_player_pos;
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#define ESCORT_GOAL_UNSPECIFIED -1
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#define ESCORT_GOAL_UNSPECIFIED -1
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#define ESCORT_GOAL_BLUE_KEY 1
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#define ESCORT_GOAL_GOLD_KEY 2
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#define ESCORT_GOAL_RED_KEY 3
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#define ESCORT_GOAL_CONTROLCEN 4
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#define ESCORT_GOAL_EXIT 5
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// Custom escort goals.
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#define ESCORT_GOAL_ENERGY 6
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#define ESCORT_GOAL_ENERGYCEN 7
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#define ESCORT_GOAL_SHIELD 8
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#define ESCORT_GOAL_POWERUP 9
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#define ESCORT_GOAL_ROBOT 10
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#define ESCORT_GOAL_HOSTAGE 11
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#define ESCORT_GOAL_PLAYER_SPEW 12
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#define ESCORT_GOAL_SCRAM 13
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#define ESCORT_GOAL_BOSS 15
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#define ESCORT_GOAL_MARKER1 16
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#define ESCORT_GOAL_MARKER2 17
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#define ESCORT_GOAL_MARKER3 18
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#define ESCORT_GOAL_MARKER4 19
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#define ESCORT_GOAL_MARKER5 20
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#define ESCORT_GOAL_MARKER6 21
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#define ESCORT_GOAL_MARKER7 22
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#define ESCORT_GOAL_MARKER8 23
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#define ESCORT_GOAL_MARKER9 24
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#define MAX_ESCORT_GOALS 25
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#define MAX_ESCORT_DISTANCE (F1_0*80)
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#define MIN_ESCORT_DISTANCE (F1_0*40)
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#define FUELCEN_CHECK 1000
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extern fix64 Escort_last_path_created;
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extern int Escort_goal_object, Escort_special_goal;
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extern objnum_t Escort_goal_index;
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#define GOAL_WIDTH 11
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#define SNIPE_RETREAT_TIME (F1_0*5)
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#define SNIPE_ABORT_RETREAT_TIME (SNIPE_RETREAT_TIME/2) // Can abort a retreat with this amount of time left in retreat
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#define SNIPE_ATTACK_TIME (F1_0*10)
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#define SNIPE_WAIT_TIME (F1_0*5)
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#define SNIPE_FIRE_TIME (F1_0*2)
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#define THIEF_PROBABILITY 16384 // 50% chance of stealing an item at each attempt
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#define MAX_STOLEN_ITEMS 10 // Maximum number kept track of, will keep stealing, causes stolen weapons to be lost!
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extern int Escort_kill_object;
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struct stolen_items_t : public array<ubyte, MAX_STOLEN_ITEMS> {};
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extern stolen_items_t Stolen_items;
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extern void create_buddy_bot(void);
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objnum_t boss_spew_robot(vobjptr_t objp, const vms_vector &pos);
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void init_ai_for_ship(void);
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// Amount of time since the current robot was last processed for things such as movement.
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// It is not valid to use FrameTime because robots do not get moved every frame.
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// --------- John: These variables must be saved as part of gamesave. ---------
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extern int Ai_initialized;
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extern int Overall_agitation;
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extern fix Boss_teleport_interval;
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extern fix Boss_cloak_interval; // Time between cloaks
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extern fix64 Last_gate_time;
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extern fix Gate_interval;
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extern fix64 Boss_dying_start_time;
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extern sbyte Boss_dying_sound_playing;
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extern fix64 Boss_hit_time;
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// ------ John: End of variables which must be saved as part of gamesave. -----
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// These globals are set by a call to find_vector_intersection, which is a slow routine,
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// so we don't want to call it again (for this object) unless we have to.
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#ifndef NDEBUG
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// Index into this array with ailp->mode
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// Index into this array with aip->behavior
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// Index into this array with aip->GOAL_STATE or aip->CURRENT_STATE
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extern int Do_ai_flag;
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extern objnum_t Break_on_object;
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#endif //ifndef NDEBUG
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extern int Stolen_item_index; // Used in ai.c for controlling rate of Thief flare firing.
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// -- unused, 08/07/95 -- extern void ai_turn_randomly(vms_vector *vec_to_player, object *obj, fix rate, int previous_visibility);
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extern void init_ai_frame(void);
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__attribute_warn_unused_result
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std::size_t create_bfs_list(segnum_t start_seg, segnum_t *bfs_list, std::size_t max_segs);
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template <std::size_t N>
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__attribute_warn_unused_result
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std::size_t create_bfs_list(segnum_t start_seg, array<segnum_t, N> &bfs_list)
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{
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return create_bfs_list(start_seg, bfs_list.data(), N);
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}
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extern void init_thief_for_level();
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extern objnum_t Buddy_objnum;
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extern int Buddy_allowed_to_talk;
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void start_robot_death_sequence(vobjptr_t objp);
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void buddy_message_str(const char * str) __attribute_nonnull();
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void buddy_message(const char * format, ... ) __attribute_format_printf(1, 2);
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#define buddy_message(F,...) dxx_call_printf_checked(buddy_message,buddy_message_str,(),(F),##__VA_ARGS__)
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#define SPECIAL_REACTOR_ROBOT 65
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extern void special_reactor_stuff(void);
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#endif
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#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
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struct point_seg_array_t : public array<point_seg, MAX_POINT_SEGS> {};
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extern point_seg_array_t Point_segs;
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extern point_seg_array_t::iterator Point_segs_free_ptr;
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static inline std::size_t operator-(point_seg_array_t::iterator i, point_seg_array_t &p)
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{
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return std::distance(p.begin(), i);
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}
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#endif
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int ai_save_state(PHYSFS_File * fp);
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int ai_restore_state(PHYSFS_File *fp, int version, int swap);
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int create_path_points(vobjptridx_t objp, segnum_t start_seg, segnum_t end_seg, point_seg_array_t::iterator point_segs, short *num_points, int max_depth, int random_flag, int safety_flag, segnum_t avoid_seg);
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#ifdef EDITOR
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void player_follow_path(vobjptr_t objp);
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void check_create_player_path(void);
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#endif
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#endif
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