229 lines
8.2 KiB
C
Executable file
229 lines
8.2 KiB
C
Executable file
/*
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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 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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* $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/ai.h,v $
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* $Revision: 1.1.1.1 $
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* $Author: zicodxx $
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* $Date: 2006/03/17 19:41:41 $
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*
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* Header file for AI system.
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*
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* $Log: ai.h,v $
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* Revision 1.1.1.1 2006/03/17 19:41:41 zicodxx
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* initial import
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*
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* Revision 1.1.1.1 1999/06/14 22:12:05 donut
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* Import of d1x 1.37 source.
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*
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* Revision 2.0 1995/02/27 11:33:07 john
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* New version 2.0, which has no anonymous unions, builds with
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* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
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*
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* Revision 1.57 1995/02/04 17:28:31 mike
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* make station guys return better.
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*
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* Revision 1.56 1995/02/04 10:03:23 mike
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* Fly to exit cheat.
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*
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* Revision 1.55 1995/02/01 19:23:52 rob
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* Externed a boss var.
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*
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* Revision 1.54 1995/01/30 13:00:58 mike
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* Make robots fire at player other than one they are controlled by sometimes.
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*
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* Revision 1.53 1995/01/26 15:09:16 rob
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* Changed robot gating to accomodate multiplayer.
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*
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* Revision 1.52 1995/01/26 12:23:12 rob
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* Added new externs needed for multiplayer.
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*
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* Revision 1.51 1995/01/21 21:22:14 mike
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* Kill prototype of init_boss_segments, which didn't need to be public
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* and had changed.
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*
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* Revision 1.50 1995/01/16 19:24:29 mike
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* Publicize BOSS_GATE_MATCEN_NUM and Boss_been_hit.
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*
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* Revision 1.49 1995/01/02 16:17:35 mike
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* prototype some super boss function for gameseq.
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*
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* Revision 1.48 1994/12/19 17:08:06 mike
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* deal with new ai_multiplayer_awareness which returns a value saying whether this object can be moved by this player.
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*
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* Revision 1.47 1994/12/12 17:18:04 mike
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* make boss cloak/teleport when get hit, make quad laser 3/4 as powerful.
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*
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* Revision 1.46 1994/12/08 15:46:16 mike
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* better robot behavior.
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*
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* Revision 1.45 1994/11/27 23:16:08 matt
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* Made debug code go away when debugging turned off
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*
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* Revision 1.44 1994/11/16 23:38:41 mike
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* new improved boss teleportation behavior.
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*
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* Revision 1.43 1994/11/10 17:45:11 mike
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* debugging.
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*
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* Revision 1.42 1994/11/07 10:37:42 mike
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* hooks for rob's network code.
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*
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* Revision 1.41 1994/11/06 15:10:50 mike
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* prototype a debug function for dumping ai info.
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*
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* Revision 1.40 1994/11/02 17:57:30 rob
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* Added extern of Believe_player_pos needed to get control centers
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* locating people.
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*
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* Revision 1.39 1994/10/28 19:43:39 mike
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* Prototype Boss_cloak_start_time, Boss_cloak_end_time.
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*
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* Revision 1.38 1994/10/22 14:14:42 mike
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* Prototype ai_reset_all_paths.
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*
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* Revision 1.37 1994/10/21 20:42:01 mike
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* Define MAX_PATH_LENGTH: maximum allowed length of a path.
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*
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* Revision 1.36 1994/10/20 09:49:18 mike
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* Prototype something.
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*
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*
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* Revision 1.35 1994/10/18 15:37:52 mike
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* Define ROBOT_BOSS1.
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*
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* Revision 1.34 1994/10/13 11:12:25 mike
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* Prototype some door functions.
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*
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* Revision 1.33 1994/10/12 21:28:51 mike
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* Prototype create_n_segment_path_to_door
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* Prototype ai_open_doors_in_segment
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* Prototype ai_door_is_openable.
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*
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* Revision 1.32 1994/10/11 15:59:41 mike
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* Prototype Robot_firing_enabled.
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*
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* Revision 1.31 1994/10/09 22:02:48 mike
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* Adapt create_path_points and create_n_segment_path prototypes to use avoid_seg for player evasion.
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*
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* Revision 1.30 1994/09/18 18:07:44 mike
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* Update prototypes for create_path_points and create_path_to_player.
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*
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* Revision 1.29 1994/09/15 16:34:08 mike
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* Prototype do_ai_robot_hit_attack.
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*
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* Revision 1.28 1994/09/12 19:12:35 mike
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* Prototype attempt_to_resume_path.
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*
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* Revision 1.27 1994/08/25 21:55:32 mike
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* Add some prototypes.
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*
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* Revision 1.26 1994/08/10 19:53:24 mike
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* Prototype create_path_to_player and init_robots_for_level.
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*
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* Revision 1.25 1994/08/04 16:32:58 mike
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* prototype create_path_to_player.
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*
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* Revision 1.24 1994/08/03 15:17:20 mike
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* Prototype make_random_vector.
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*
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* Revision 1.23 1994/07/31 18:10:34 mike
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* Update prototype for create_path_points.
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*
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* Revision 1.22 1994/07/28 12:36:14 matt
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* Cleaned up object bumping code
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*
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*/
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#ifndef _AI_H
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#define _AI_H
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#include "object.h"
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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 BOSS_ECLIP_NUM 53
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#define ROBOT_BRAIN 7
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#define ROBOT_BOSS1 17
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extern fix Boss_cloak_start_time, Boss_cloak_end_time;
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extern int Boss_hit_this_frame;
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extern int Num_boss_teleport_segs;
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extern short Boss_teleport_segs[MAX_BOSS_TELEPORT_SEGS];
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extern fix Last_teleport_time;
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extern fix Boss_cloak_duration;
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extern int Boss_dying;
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extern ai_local Ai_local_info[MAX_OBJECTS];
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extern vms_vector Believed_player_pos;
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extern void move_towards_segment_center(object *objp);
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extern int gate_in_robot(int type, int segnum);
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extern void do_ai_movement(object *objp);
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extern void ai_move_to_new_segment( object * obj, short newseg, int first_time );
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// extern void ai_follow_path( object * obj, short newseg, int first_time );
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extern void ai_recover_from_wall_hit(object *obj, int segnum);
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extern void ai_move_one(object *objp);
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extern void do_ai_frame(object *objp);
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extern void init_ai_object(int objnum, int initial_mode, int hide_segment);
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extern void update_player_awareness(object *objp, fix new_awareness);
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extern void create_awareness_event(object *objp, int type); // object *objp can create awareness of player, amount based on "type"
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extern void do_ai_frame_all(void);
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extern void init_ai_system(void);
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extern void reset_ai_states(object *objp);
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extern int create_path_points(object *objp, int start_seg, int end_seg, point_seg *point_segs, short *num_points, int max_depth, int random_flag, int safety_flag, int avoid_seg);
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extern void create_all_paths(void);
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extern void create_path_to_station(object *objp, int max_length);
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extern void ai_follow_path(object *objp, int player_visibility);
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extern void ai_turn_towards_vector(vms_vector *vec_to_player, object *obj, fix rate);
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extern void ai_turn_towards_vel_vec(object *objp, fix rate);
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extern void init_ai_objects(void);
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extern void do_ai_robot_hit(object *robot, int type);
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extern void create_n_segment_path(object *objp, int path_length, int avoid_seg);
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extern void create_n_segment_path_to_door(object *objp, int path_length, int avoid_seg);
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extern void make_random_vector(vms_vector *vec);
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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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extern int Robot_firing_enabled;
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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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extern void create_path_to_player(object *objp, int max_length, int safety_flag);
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extern void attempt_to_resume_path(object *objp);
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// When a robot and a player collide, some robots attack!
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extern void do_ai_robot_hit_attack(object *robot, object *player, vms_vector *collision_point);
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extern void ai_open_doors_in_segment(object *robot);
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extern int ai_door_is_openable(object *objp, segment *segp, int sidenum);
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extern int player_is_visible_from_object(object *objp, vms_vector *pos, fix field_of_view, 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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extern int ai_multiplayer_awareness(object *objp, int awareness_level);
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#ifndef NDEBUG
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extern void force_dump_ai_objects_all(char *msg);
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#else
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#define force_dump_ai_objects_all(msg)
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#endif
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extern void start_boss_death_sequence(object *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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extern void HUD_init_message(char * format, ... );
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#endif
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