2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
19 char ai_rcsid[] = "$Id: ai.c,v 1.3 2001-10-25 02:15:55 bradleyb Exp $";
65 #include "editor/editor.h"
74 // ---------- John: These variables must be saved as part of gamesave. ----------
75 int Ai_initialized = 0;
76 int Overall_agitation;
77 ai_local Ai_local_info[MAX_OBJECTS];
78 point_seg Point_segs[MAX_POINT_SEGS];
79 point_seg *Point_segs_free_ptr = Point_segs;
80 ai_cloak_info Ai_cloak_info[MAX_AI_CLOAK_INFO];
81 fix Boss_cloak_start_time = 0;
82 fix Boss_cloak_end_time = 0;
83 fix Last_teleport_time = 0;
84 fix Boss_teleport_interval = F1_0*8;
85 fix Boss_cloak_interval = F1_0*10; // Time between cloaks
86 fix Boss_cloak_duration = BOSS_CLOAK_DURATION;
87 fix Last_gate_time = 0;
88 fix Gate_interval = F1_0*6;
89 fix Boss_dying_start_time;
91 byte Boss_dying, Boss_dying_sound_playing, unused123, unused234;
93 // -- MK, 10/21/95, unused! -- int Boss_been_hit=0;
96 // ---------- John: End of variables which must be saved as part of gamesave. ----------
99 // -- ubyte Boss_cloaks[NUM_D2_BOSSES] = {1,1,1,1,1,1}; // Set byte if this boss can cloak
101 ubyte Boss_teleports[NUM_D2_BOSSES] = {1,1,1,1,1,1, 1,1}; // Set byte if this boss can teleport
102 ubyte Boss_spew_more[NUM_D2_BOSSES] = {0,1,0,0,0,0, 0,0}; // If set, 50% of time, spew two bots.
103 ubyte Boss_spews_bots_energy[NUM_D2_BOSSES] = {1,1,0,1,0,1, 1,1}; // Set byte if boss spews bots when hit by energy weapon.
104 ubyte Boss_spews_bots_matter[NUM_D2_BOSSES] = {0,0,1,1,1,1, 0,1}; // Set byte if boss spews bots when hit by matter weapon.
105 ubyte Boss_invulnerable_energy[NUM_D2_BOSSES] = {0,0,1,1,0,0, 0,0}; // Set byte if boss is invulnerable to energy weapons.
106 ubyte Boss_invulnerable_matter[NUM_D2_BOSSES] = {0,0,0,0,1,1, 1,0}; // Set byte if boss is invulnerable to matter weapons.
107 ubyte Boss_invulnerable_spot[NUM_D2_BOSSES] = {0,0,0,0,0,1, 0,1}; // Set byte if boss is invulnerable in all but a certain spot. (Dot product fvec|vec_to_collision < BOSS_INVULNERABLE_DOT)
111 // -- byte Super_boss_gate_list[MAX_GATE_INDEX] = {0, 1, 8, 9, 10, 11, 12, 15, 16, 18, 19, 20, 22, 0, 8, 11, 19, 20, 8, 20, 8};
113 int Robot_firing_enabled = 1;
114 int Animation_enabled = 1;
117 int Ai_info_enabled=0;
121 // These globals are set by a call to find_vector_intersection, which is a slow routine,
122 // so we don't want to call it again (for this object) unless we have to.
124 int Hit_type, Hit_seg;
127 int Num_awareness_events = 0;
128 awareness_event Awareness_events[MAX_AWARENESS_EVENTS];
130 vms_vector Believed_player_pos;
131 int Believed_player_seg;
134 // Index into this array with ailp->mode
135 char *mode_text[18] = {
157 // Index into this array with aip->behavior
158 char behavior_text[6][9] = {
167 // Index into this array with aip->GOAL_STATE or aip->CURRENT_STATE
168 char state_text[8][5] = {
182 // Current state indicates where the robot current is, or has just done.
183 // Transition table between states for an AI object.
184 // First dimension is trigger event.
185 // Second dimension is current state.
186 // Third dimension is goal state.
187 // Result is new goal state.
188 // ERR_ means something impossible has happened.
189 byte Ai_transition_table[AI_MAX_EVENT][AI_MAX_STATE][AI_MAX_STATE] = {
191 // Event = AIE_FIRE, a nearby object fired
192 // none rest srch lock flin fire reco // CURRENT is rows, GOAL is columns
193 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO}, // none
194 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO}, // rest
195 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO}, // search
196 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO}, // lock
197 { AIS_ERR_, AIS_REST, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FIRE, AIS_RECO}, // flinch
198 { AIS_ERR_, AIS_FIRE, AIS_FIRE, AIS_FIRE, AIS_FLIN, AIS_FIRE, AIS_RECO}, // fire
199 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_FIRE} // recoil
202 // Event = AIE_HITT, a nearby object was hit (or a wall was hit)
204 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
205 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
206 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
207 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
208 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FLIN},
209 { AIS_ERR_, AIS_REST, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FIRE, AIS_RECO},
210 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_FIRE}
213 // Event = AIE_COLL, player collided with robot
215 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
216 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
217 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
218 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
219 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_LOCK, AIS_FLIN, AIS_FLIN},
220 { AIS_ERR_, AIS_REST, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FIRE, AIS_RECO},
221 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_FIRE}
224 // Event = AIE_HURT, player hurt robot (by firing at and hitting it)
225 // Note, this doesn't necessarily mean the robot JUST got hit, only that that is the most recent thing that happened.
227 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
228 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
229 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
230 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
231 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
232 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
233 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN}
239 fix Dist_to_last_fired_upon_player_pos = 0;
241 // --------------------------------------------------------------------------------------------------------------------
242 void init_ai_frame(void)
246 Dist_to_last_fired_upon_player_pos = vm_vec_dist_quick(&Last_fired_upon_player_pos, &Believed_player_pos);
248 ab_state = Afterburner_charge && Controls.afterburner_state && (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER);
250 if (!(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) || (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON) || ab_state) {
255 // --------------------------------------------------------------------------------------------------------------------
256 // Return firing status.
257 // If ready to fire a weapon, return true, else return false.
258 // Ready to fire a weapon if next_fire <= 0 or next_fire2 <= 0.
259 int ready_to_fire(robot_info *robptr, ai_local *ailp)
261 if (robptr->weapon_type2 != -1)
262 return (ailp->next_fire <= 0) || (ailp->next_fire2 <= 0);
264 return (ailp->next_fire <= 0);
267 // --------------------------------------------------------------------------------------------------------------------
268 // Make a robot near the player snipe.
269 #define MNRS_SEG_MAX 70
270 void make_nearby_robot_snipe(void)
273 short bfs_list[MNRS_SEG_MAX];
275 create_bfs_list(ConsoleObject->segnum, bfs_list, &bfs_length, MNRS_SEG_MAX);
277 for (i=0; i<bfs_length; i++) {
278 int objnum = Segments[bfs_list[i]].objects;
279 while (objnum != -1) {
280 object *objp = &Objects[objnum];
281 robot_info *robptr = &Robot_info[objp->id];
283 if ((objp->type == OBJ_ROBOT) && (objp->id != ROBOT_BRAIN)) {
284 if ((objp->ctype.ai_info.behavior != AIB_SNIPE) && (objp->ctype.ai_info.behavior != AIB_RUN_FROM) && !Robot_info[objp->id].boss_flag && !robptr->companion) {
285 objp->ctype.ai_info.behavior = AIB_SNIPE;
286 Ai_local_info[objnum].mode = AIM_SNIPE_ATTACK;
287 mprintf((0, "Making robot #%i go into snipe mode!\n", objnum));
295 mprintf((0, "Couldn't find a robot to make snipe!\n"));
299 int Ai_last_missile_camera;
301 int Robots_kill_robots_cheat = 0;
303 // --------------------------------------------------------------------------------------------------------------------
304 void do_ai_frame(object *obj)
306 int objnum = obj-Objects;
307 ai_static *aip = &obj->ctype.ai_info;
308 ai_local *ailp = &Ai_local_info[objnum];
310 vms_vector vec_to_player;
313 int player_visibility=-1;
317 int visibility_and_vec_computed = 0;
318 int previous_visibility;
319 vms_vector gun_point;
320 vms_vector vis_vec_pos;
322 ailp->next_action_time -= FrameTime;
324 if (aip->SKIP_AI_COUNT) {
325 aip->SKIP_AI_COUNT--;
326 if (obj->mtype.phys_info.flags & PF_USES_THRUST) {
327 obj->mtype.phys_info.rotthrust.x = (obj->mtype.phys_info.rotthrust.x * 15)/16;
328 obj->mtype.phys_info.rotthrust.y = (obj->mtype.phys_info.rotthrust.y * 15)/16;
329 obj->mtype.phys_info.rotthrust.z = (obj->mtype.phys_info.rotthrust.z * 15)/16;
330 if (!aip->SKIP_AI_COUNT)
331 obj->mtype.phys_info.flags &= ~PF_USES_THRUST;
336 robptr = &Robot_info[obj->id];
337 Assert(robptr->always_0xabcd == 0xabcd);
339 if (do_any_robot_dying_frame(obj))
342 // Kind of a hack. If a robot is flinching, but it is time for it to fire, unflinch it.
343 // Else, you can turn a big nasty robot into a wimp by firing flares at it.
344 // This also allows the player to see the cool flinch effect for mechs without unbalancing the game.
345 if ((aip->GOAL_STATE == AIS_FLIN) && ready_to_fire(robptr, ailp)) {
346 aip->GOAL_STATE = AIS_FIRE;
350 if ((aip->behavior == AIB_RUN_FROM) && (ailp->mode != AIM_RUN_FROM_OBJECT))
351 Int3(); // This is peculiar. Behavior is run from, but mode is not. Contact Mike.
353 mprintf_animation_info((obj));
358 if (Break_on_object != -1)
359 if ((obj-Objects) == Break_on_object)
360 Int3(); // Contact Mike: This is a debug break
363 // mprintf((0, "Object %i: behavior = %02x, mode = %i, awareness = %i, time = %7.3f\n", obj-Objects, aip->behavior, ailp->mode, ailp->player_awareness_type, f2fl(ailp->player_awareness_time)));
364 // mprintf((0, "Object %i: behavior = %02x, mode = %i, awareness = %i, cur=%i, goal=%i\n", obj-Objects, aip->behavior, ailp->mode, ailp->player_awareness_type, aip->CURRENT_STATE, aip->GOAL_STATE));
366 // Assert((aip->behavior >= MIN_BEHAVIOR) && (aip->behavior <= MAX_BEHAVIOR));
367 if (!((aip->behavior >= MIN_BEHAVIOR) && (aip->behavior <= MAX_BEHAVIOR))) {
368 // mprintf((0, "Object %i behavior is %i, setting to AIB_NORMAL, fix in editor!\n", objnum, aip->behavior));
369 aip->behavior = AIB_NORMAL;
372 Assert(obj->segnum != -1);
373 Assert(obj->id < N_robot_types);
375 obj_ref = objnum ^ FrameCount;
377 if (ailp->next_fire > -F1_0*8)
378 ailp->next_fire -= FrameTime;
380 if (robptr->weapon_type2 != -1) {
381 if (ailp->next_fire2 > -F1_0*8)
382 ailp->next_fire2 -= FrameTime;
384 ailp->next_fire2 = F1_0*8;
386 if (ailp->time_since_processed < F1_0*256)
387 ailp->time_since_processed += FrameTime;
389 previous_visibility = ailp->previous_visibility; // Must get this before we toast the master copy!
391 // -- (No robots have this behavior...)
392 // -- // Deal with cloaking for robots which are cloaked except just before firing.
393 // -- if (robptr->cloak_type == RI_CLOAKED_EXCEPT_FIRING)
394 // -- if (ailp->next_fire < F1_0/2)
395 // -- aip->CLOAKED = 1;
397 // -- aip->CLOAKED = 0;
399 // If only awake because of a camera, make that the believed player position.
400 if ((aip->SUB_FLAGS & SUB_FLAGS_CAMERA_AWAKE) && (Ai_last_missile_camera != -1))
401 Believed_player_pos = Objects[Ai_last_missile_camera].pos;
403 if (Robots_kill_robots_cheat) {
404 vis_vec_pos = obj->pos;
405 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
406 if (player_visibility) {
407 int ii, min_obj = -1;
408 fix min_dist = F1_0*200, cur_dist;
410 for (ii=0; ii<=Highest_object_index; ii++)
411 if ((Objects[ii].type == OBJ_ROBOT) && (ii != objnum)) {
412 cur_dist = vm_vec_dist_quick(&obj->pos, &Objects[ii].pos);
414 if (cur_dist < F1_0*100)
415 if (object_to_object_visibility(obj, &Objects[ii], FQ_TRANSWALL))
416 if (cur_dist < min_dist) {
422 Believed_player_pos = Objects[min_obj].pos;
423 Believed_player_seg = Objects[min_obj].segnum;
424 vm_vec_normalized_dir_quick(&vec_to_player, &Believed_player_pos, &obj->pos);
431 visibility_and_vec_computed = 0;
432 if (!(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED))
433 Believed_player_pos = ConsoleObject->pos;
435 Believed_player_pos = Ai_cloak_info[objnum & (MAX_AI_CLOAK_INFO-1)].last_position;
438 dist_to_player = vm_vec_dist_quick(&Believed_player_pos, &obj->pos);
439 // if (robptr->companion)
440 // mprintf((0, "%3i: %3i %8.3f %8s %8s [%3i %4i]\n", objnum, obj->segnum, f2fl(dist_to_player), mode_text[ailp->mode], behavior_text[aip->behavior-0x80], aip->hide_index, aip->path_length));
442 // If this robot can fire, compute visibility from gun position.
443 // Don't want to compute visibility twice, as it is expensive. (So is call to calc_gun_point).
444 if ((previous_visibility || !(obj_ref & 3)) && ready_to_fire(robptr, ailp) && (dist_to_player < F1_0*200) && (robptr->n_guns) && !(robptr->attack_type)) {
445 // Since we passed ready_to_fire(), either next_fire or next_fire2 <= 0. calc_gun_point from relevant one.
446 // If both are <= 0, we will deal with the mess in ai_do_actual_firing_stuff
447 if (ailp->next_fire <= 0)
448 calc_gun_point(&gun_point, obj, aip->CURRENT_GUN);
450 calc_gun_point(&gun_point, obj, 0);
451 vis_vec_pos = gun_point;
453 vis_vec_pos = obj->pos;
454 vm_vec_zero(&gun_point);
455 // mprintf((0, "Visibility = %i, computed from center.\n", player_visibility));
458 // MK: Debugging, July 26, 1995!
461 // compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
462 // mprintf((0, "Frame %i: dist=%7.3f, vecdot = %7.3f, mode=%i\n", FrameCount, f2fl(dist_to_player), f2fl(vm_vec_dot(&vec_to_player, &obj->orient.fvec)), ailp->mode));
464 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
465 // Occasionally make non-still robots make a path to the player. Based on agitation and distance from player.
466 if ((aip->behavior != AIB_SNIPE) && (aip->behavior != AIB_RUN_FROM) && (aip->behavior != AIB_STILL) && !(Game_mode & GM_MULTI) && (robptr->companion != 1) && (robptr->thief != 1))
467 if (Overall_agitation > 70) {
468 if ((dist_to_player < F1_0*200) && (d_rand() < FrameTime/4)) {
469 if (d_rand() * (Overall_agitation - 40) > F1_0*5) {
470 // -- mprintf((0, "(1) Object #%i going from still to path in frame %i.\n", objnum, FrameCount));
471 create_path_to_player(obj, 4 + Overall_agitation/8 + Difficulty_level, 1);
477 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
478 // If retry count not 0, then add it into consecutive_retries.
479 // If it is 0, cut down consecutive_retries.
480 // This is largely a hack to speed up physics and deal with stupid AI. This is low level
481 // communication between systems of a sort that should not be done.
482 if ((ailp->retry_count) && !(Game_mode & GM_MULTI)) {
483 ailp->consecutive_retries += ailp->retry_count;
484 ailp->retry_count = 0;
485 if (ailp->consecutive_retries > 3) {
486 switch (ailp->mode) {
487 case AIM_GOTO_PLAYER:
488 // -- mprintf((0, "Buddy stuck going to player...\n"));
489 // -- Buddy_got_stuck = 1;
490 move_towards_segment_center(obj);
491 create_path_to_player(obj, 100, 1);
492 // -- Buddy_got_stuck = 0;
494 case AIM_GOTO_OBJECT:
495 // -- mprintf((0, "Buddy stuck going to object...\n"));
496 Escort_goal_object = ESCORT_GOAL_UNSPECIFIED;
497 // if (obj->segnum == ConsoleObject->segnum) {
498 // if (Point_segs[aip->hide_index + aip->cur_path_index].segnum == obj->segnum)
499 // if ((aip->cur_path_index + aip->PATH_DIR >= 0) && (aip->cur_path_index + aip->PATH_DIR < aip->path_length-1))
500 // aip->cur_path_index += aip->PATH_DIR;
503 case AIM_CHASE_OBJECT:
504 // -- mprintf((0, "(2) Object #%i, retries while chasing, creating path to player in frame %i\n", objnum, FrameCount));
505 create_path_to_player(obj, 4 + Overall_agitation/8 + Difficulty_level, 1);
508 if (robptr->attack_type)
509 move_towards_segment_center(obj);
510 else if (!((aip->behavior == AIB_STILL) || (aip->behavior == AIB_STATION) || (aip->behavior == AIB_FOLLOW))) // Behavior is still, so don't follow path.
511 attempt_to_resume_path(obj);
513 case AIM_FOLLOW_PATH:
514 // mprintf((0, "Object %i following path got %i retries in frame %i\n", obj-Objects, ailp->consecutive_retries, FrameCount));
515 if (Game_mode & GM_MULTI) {
516 ailp->mode = AIM_STILL;
518 attempt_to_resume_path(obj);
520 case AIM_RUN_FROM_OBJECT:
521 move_towards_segment_center(obj);
522 obj->mtype.phys_info.velocity.x = 0;
523 obj->mtype.phys_info.velocity.y = 0;
524 obj->mtype.phys_info.velocity.z = 0;
525 create_n_segment_path(obj, 5, -1);
526 ailp->mode = AIM_RUN_FROM_OBJECT;
529 mprintf((0, "Hiding robot (%i) collided much.\n", obj-Objects));
530 move_towards_segment_center(obj);
531 obj->mtype.phys_info.velocity.x = 0;
532 obj->mtype.phys_info.velocity.y = 0;
533 obj->mtype.phys_info.velocity.z = 0;
536 create_n_segment_path_to_door(obj, 5, -1);
539 case AIM_FOLLOW_PATH_2:
540 Int3(); // Should never happen!
544 ailp->consecutive_retries = 0;
547 ailp->consecutive_retries /= 2;
549 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
550 // If in materialization center, exit
551 if (!(Game_mode & GM_MULTI) && (Segment2s[obj->segnum].special == SEGMENT_IS_ROBOTMAKER)) {
552 if (Station[Segment2s[obj->segnum].value].Enabled) {
553 ai_follow_path(obj, 1, 1, NULL); // 1 = player is visible, which might be a lie, but it works.
558 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
559 // Decrease player awareness due to the passage of time.
560 if (ailp->player_awareness_type) {
561 if (ailp->player_awareness_time > 0) {
562 ailp->player_awareness_time -= FrameTime;
563 if (ailp->player_awareness_time <= 0) {
564 ailp->player_awareness_time = F1_0*2; //new: 11/05/94
565 ailp->player_awareness_type--; //new: 11/05/94
568 ailp->player_awareness_type--;
569 ailp->player_awareness_time = F1_0*2;
570 // aip->GOAL_STATE = AIS_REST;
573 aip->GOAL_STATE = AIS_REST; //new: 12/13/94
576 if (Player_is_dead && (ailp->player_awareness_type == 0))
577 if ((dist_to_player < F1_0*200) && (d_rand() < FrameTime/8)) {
578 if ((aip->behavior != AIB_STILL) && (aip->behavior != AIB_RUN_FROM)) {
579 if (!ai_multiplayer_awareness(obj, 30))
582 ai_multi_send_robot_position(objnum, -1);
585 if (!((ailp->mode == AIM_FOLLOW_PATH) && (aip->cur_path_index < aip->path_length-1)))
586 if ((aip->behavior != AIB_SNIPE) && (aip->behavior != AIB_RUN_FROM)) {
587 if (dist_to_player < F1_0*30)
588 create_n_segment_path(obj, 5, 1);
590 create_path_to_player(obj, 20, 1);
595 // -- // Make sure that if this guy got hit or bumped, then he's chasing player.
596 // -- if ((ailp->player_awareness_type == PA_WEAPON_ROBOT_COLLISION) || (ailp->player_awareness_type >= PA_PLAYER_COLLISION)) {
597 // -- if ((ailp->mode != AIM_BEHIND) && (aip->behavior != AIB_STILL) && (aip->behavior != AIB_SNIPE) && (aip->behavior != AIB_RUN_FROM) && (!robptr->companion) && (!robptr->thief) && (obj->id != ROBOT_BRAIN)) {
598 // -- ailp->mode = AIM_CHASE_OBJECT;
599 // -- ailp->player_awareness_type = 0;
600 // -- ailp->player_awareness_time = 0;
604 // Make sure that if this guy got hit or bumped, then he's chasing player.
605 if ((ailp->player_awareness_type == PA_WEAPON_ROBOT_COLLISION) || (ailp->player_awareness_type >= PA_PLAYER_COLLISION)) {
606 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
607 if (player_visibility == 1) // Only increase visibility if unobstructed, else claw guys attack through doors.
608 player_visibility = 2;
609 } else if (((obj_ref&3) == 0) && !previous_visibility && (dist_to_player < F1_0*100)) {
613 sval = (dist_to_player * (Difficulty_level+1))/64;
615 // -- mprintf((0, "Object #%3i: dist = %7.3f, rval = %8x, sval = %8x", obj-Objects, f2fl(dist_to_player), rval, sval));
616 if ((fixmul(rval, sval) < FrameTime) || (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON)) {
617 ailp->player_awareness_type = PA_PLAYER_COLLISION;
618 ailp->player_awareness_time = F1_0*3;
619 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
620 if (player_visibility == 1) {
621 player_visibility = 2;
622 // -- mprintf((0, "...SWITCH!"));
626 // -- mprintf((0, "\n"));
630 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
631 if ((aip->GOAL_STATE == AIS_FLIN) && (aip->CURRENT_STATE == AIS_FLIN))
632 aip->GOAL_STATE = AIS_LOCK;
634 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
635 // Note: Should only do these two function calls for objects which animate
636 if (Animation_enabled && (dist_to_player < F1_0*100)) { // && !(Game_mode & GM_MULTI)) {
637 object_animates = do_silly_animation(obj);
639 ai_frame_animation(obj);
640 //mprintf((0, "Object %i: goal=%i, current=%i\n", obj-Objects, obj->ctype.ai_info.GOAL_STATE, obj->ctype.ai_info.CURRENT_STATE));
642 // If Object is supposed to animate, but we don't let it animate due to distance, then
643 // we must change its state, else it will never update.
644 aip->CURRENT_STATE = aip->GOAL_STATE;
645 object_animates = 0; // If we're not doing the animation, then should pretend it doesn't animate.
648 switch (Robot_info[obj->id].boss_flag) {
654 mprintf((1, "Warning: D1 boss detected. Not supported!\n"));
659 fix dtp = dist_to_player/4;
661 if (aip->GOAL_STATE == AIS_FLIN)
662 aip->GOAL_STATE = AIS_FIRE;
663 if (aip->CURRENT_STATE == AIS_FLIN)
664 aip->CURRENT_STATE = AIS_FIRE;
666 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
668 pv = player_visibility;
670 // If player cloaked, visibility is screwed up and superboss will gate in robots when not supposed to.
671 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
673 dtp = vm_vec_dist_quick(&ConsoleObject->pos, &obj->pos)/4;
676 do_boss_stuff(obj, pv);
681 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
682 // Time-slice, don't process all the time, purely an efficiency hack.
683 // Guys whose behavior is station and are not at their hide segment get processed anyway.
684 if (!((aip->behavior == AIB_SNIPE) && (ailp->mode != AIM_SNIPE_WAIT)) && !robptr->companion && !robptr->thief && (ailp->player_awareness_type < PA_WEAPON_ROBOT_COLLISION-1)) { // If robot got hit, he gets to attack player always!
686 if (Break_on_object != objnum) { // don't time slice if we're interested in this object.
688 if ((aip->behavior == AIB_STATION) && (ailp->mode == AIM_FOLLOW_PATH) && (aip->hide_segment != obj->segnum)) {
689 if (dist_to_player > F1_0*250) // station guys not at home always processed until 250 units away.
691 } else if ((!ailp->previous_visibility) && ((dist_to_player >> 7) > ailp->time_since_processed)) { // 128 units away (6.4 segments) processed after 1 second.
701 // Reset time since processed, but skew objects so not everything processed synchronously, else
702 // we get fast frames with the occasional very slow frame.
703 // AI_proc_time = ailp->time_since_processed;
704 ailp->time_since_processed = - ((objnum & 0x03) * FrameTime ) / 2;
706 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
707 // Perform special ability
710 // Robots function nicely if behavior is Station. This means they won't move until they
711 // can see the player, at which time they will start wandering about opening doors.
712 if (ConsoleObject->segnum == obj->segnum) {
713 if (!ai_multiplayer_awareness(obj, 97))
715 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
716 move_away_from_player(obj, &vec_to_player, 0);
717 ai_multi_send_robot_position(objnum, -1);
718 } else if (ailp->mode != AIM_STILL) {
721 r = openable_doors_in_segment(obj->segnum);
723 ailp->mode = AIM_OPEN_DOOR;
725 } else if (ailp->mode != AIM_FOLLOW_PATH) {
726 if (!ai_multiplayer_awareness(obj, 50))
728 create_n_segment_path_to_door(obj, 8+Difficulty_level, -1); // third parameter is avoid_seg, -1 means avoid nothing.
729 ai_multi_send_robot_position(objnum, -1);
732 if (ailp->next_action_time < 0) {
733 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
734 if (player_visibility) {
735 make_nearby_robot_snipe();
736 ailp->next_action_time = (NDL - Difficulty_level) * 2*F1_0;
740 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
741 if (player_visibility) {
742 if (!ai_multiplayer_awareness(obj, 50))
744 create_n_segment_path_to_door(obj, 8+Difficulty_level, -1); // third parameter is avoid_seg, -1 means avoid nothing.
745 ai_multi_send_robot_position(objnum, -1);
753 if (aip->behavior == AIB_SNIPE) {
754 if ((Game_mode & GM_MULTI) && !robptr->thief) {
755 aip->behavior = AIB_NORMAL;
756 ailp->mode = AIM_CHASE_OBJECT;
760 if (!(obj_ref & 3) || previous_visibility) {
761 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
763 // If this sniper is in still mode, if he was hit or can see player, switch to snipe mode.
764 if (ailp->mode == AIM_STILL)
765 if (player_visibility || (ailp->player_awareness_type == PA_WEAPON_ROBOT_COLLISION))
766 ailp->mode = AIM_SNIPE_ATTACK;
768 if (!robptr->thief && (ailp->mode != AIM_STILL))
769 do_snipe_frame(obj, dist_to_player, player_visibility, &vec_to_player);
770 } else if (!robptr->thief && !robptr->companion)
774 // More special ability stuff, but based on a property of a robot, not its ID.
775 if (robptr->companion) {
777 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
778 do_escort_frame(obj, dist_to_player, player_visibility);
780 if (obj->ctype.ai_info.danger_laser_num != -1) {
781 object *dobjp = &Objects[obj->ctype.ai_info.danger_laser_num];
783 if ((dobjp->type == OBJ_WEAPON) && (dobjp->signature == obj->ctype.ai_info.danger_laser_signature)) {
785 // -- mprintf((0, "Evading! "));
786 circle_distance = robptr->circle_distance[Difficulty_level] + ConsoleObject->size;
787 ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, circle_distance, 1, player_visibility);
791 if (ready_to_fire(robptr, ailp)) {
793 if (openable_doors_in_segment(obj->segnum) != -1)
795 else if (openable_doors_in_segment(Point_segs[aip->hide_index + aip->cur_path_index + aip->PATH_DIR].segnum) != -1)
797 else if (openable_doors_in_segment(Point_segs[aip->hide_index + aip->cur_path_index + 2*aip->PATH_DIR].segnum) != -1)
799 else if ((ailp->mode == AIM_GOTO_PLAYER) && (dist_to_player < 3*MIN_ESCORT_DISTANCE/2) && (vm_vec_dot(&ConsoleObject->orient.fvec, &vec_to_player) > -F1_0/4)) {
800 // mprintf((0, "Firing at player because dot = %7.3f\n", f2fl(vm_vec_dot(&ConsoleObject->orient.fvec, &vec_to_player))));
803 ; // mprintf((0, "Not Firing at player because dot = %7.3f, dist = %7.3f\n", f2fl(vm_vec_dot(&ConsoleObject->orient.fvec, &vec_to_player)), f2fl(dist_to_player)));
806 Laser_create_new_easy( &obj->orient.fvec, &obj->pos, obj-Objects, FLARE_ID, 1);
807 ailp->next_fire = F1_0/2;
808 if (!Buddy_allowed_to_talk) // If buddy not talking, make him fire flares less often.
809 ailp->next_fire += d_rand()*4;
817 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
818 do_thief_frame(obj, dist_to_player, player_visibility, &vec_to_player);
820 if (ready_to_fire(robptr, ailp)) {
822 if (openable_doors_in_segment(obj->segnum) != -1)
824 else if (openable_doors_in_segment(Point_segs[aip->hide_index + aip->cur_path_index + aip->PATH_DIR].segnum) != -1)
826 else if (openable_doors_in_segment(Point_segs[aip->hide_index + aip->cur_path_index + 2*aip->PATH_DIR].segnum) != -1)
830 // @mk, 05/08/95: Firing flare from center of object, this is dumb...
831 Laser_create_new_easy( &obj->orient.fvec, &obj->pos, obj-Objects, FLARE_ID, 1);
832 ailp->next_fire = F1_0/2;
833 if (Stolen_item_index == 0) // If never stolen an item, fire flares less often (bad: Stolen_item_index wraps, but big deal)
834 ailp->next_fire += d_rand()*4;
839 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
840 switch (ailp->mode) {
841 case AIM_CHASE_OBJECT: { // chasing player, sort of, chase if far, back off if close, circle in between
844 circle_distance = robptr->circle_distance[Difficulty_level] + ConsoleObject->size;
845 // Green guy doesn't get his circle distance boosted, else he might never attack.
846 if (robptr->attack_type != 1)
847 circle_distance += (objnum&0xf) * F1_0/2;
849 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
851 // @mk, 12/27/94, structure here was strange. Would do both clauses of what are now this if/then/else. Used to be if/then, if/then.
852 if ((player_visibility < 2) && (previous_visibility == 2)) { // this is redundant: mk, 01/15/95: && (ailp->mode == AIM_CHASE_OBJECT)) {
853 // -- mprintf((0, "I used to be able to see the player!\n"));
854 if (!ai_multiplayer_awareness(obj, 53)) {
855 if (maybe_ai_do_actual_firing_stuff(obj, aip))
856 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
859 // -- mprintf((0, "(3) Object #%i going from chase to player path in frame %i.\n", objnum, FrameCount));
860 create_path_to_player(obj, 8, 1);
861 ai_multi_send_robot_position(objnum, -1);
862 } else if ((player_visibility == 0) && (dist_to_player > F1_0*80) && (!(Game_mode & GM_MULTI))) {
863 // If pretty far from the player, player cannot be seen (obstructed) and in chase mode, switch to follow path mode.
864 // This has one desirable benefit of avoiding physics retries.
865 if (aip->behavior == AIB_STATION) {
866 ailp->goal_segment = aip->hide_segment;
867 // -- mprintf((0, "(1) Object #%i going from chase to STATION in frame %i.\n", objnum, FrameCount));
868 create_path_to_station(obj, 15);
869 } // -- this looks like a dumb thing to do...robots following paths far away from you! else create_n_segment_path(obj, 5, -1);
873 if ((aip->CURRENT_STATE == AIS_REST) && (aip->GOAL_STATE == AIS_REST)) {
874 if (player_visibility) {
875 if (d_rand() < FrameTime*player_visibility) {
876 if (dist_to_player/256 < d_rand()*player_visibility) {
877 // mprintf((0, "Object %i searching for player.\n", obj-Objects));
878 aip->GOAL_STATE = AIS_SRCH;
879 aip->CURRENT_STATE = AIS_SRCH;
885 if (GameTime - ailp->time_player_seen > CHASE_TIME_LENGTH) {
887 if (Game_mode & GM_MULTI)
888 if (!player_visibility && (dist_to_player > F1_0*70)) {
889 ailp->mode = AIM_STILL;
893 if (!ai_multiplayer_awareness(obj, 64)) {
894 if (maybe_ai_do_actual_firing_stuff(obj, aip))
895 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
898 // -- bad idea, robots charge player they've never seen! -- mprintf((0, "(4) Object #%i going from chase to player path in frame %i.\n", objnum, FrameCount));
899 // -- bad idea, robots charge player they've never seen! -- create_path_to_player(obj, 10, 1);
900 // -- bad idea, robots charge player they've never seen! -- ai_multi_send_robot_position(objnum, -1);
901 } else if ((aip->CURRENT_STATE != AIS_REST) && (aip->GOAL_STATE != AIS_REST)) {
902 if (!ai_multiplayer_awareness(obj, 70)) {
903 if (maybe_ai_do_actual_firing_stuff(obj, aip))
904 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
907 ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, circle_distance, 0, player_visibility);
909 if ((obj_ref & 1) && ((aip->GOAL_STATE == AIS_SRCH) || (aip->GOAL_STATE == AIS_LOCK))) {
910 if (player_visibility) // == 2)
911 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
915 ai_multi_send_robot_position(objnum, 1);
918 ai_multi_send_robot_position(objnum, -1);
920 do_firing_stuff(obj, player_visibility, &vec_to_player);
925 case AIM_RUN_FROM_OBJECT:
926 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
928 if (player_visibility) {
929 if (ailp->player_awareness_type == 0)
930 ailp->player_awareness_type = PA_WEAPON_ROBOT_COLLISION;
934 // If in multiplayer, only do if player visible. If not multiplayer, do always.
935 if (!(Game_mode & GM_MULTI) || player_visibility)
936 if (ai_multiplayer_awareness(obj, 75)) {
937 ai_follow_path(obj, player_visibility, previous_visibility, &vec_to_player);
938 ai_multi_send_robot_position(objnum, -1);
941 if (aip->GOAL_STATE != AIS_FLIN)
942 aip->GOAL_STATE = AIS_LOCK;
943 else if (aip->CURRENT_STATE == AIS_FLIN)
944 aip->GOAL_STATE = AIS_LOCK;
946 // Bad to let run_from robot fire at player because it will cause a war in which it turns towards the
947 // player to fire and then towards its goal to move.
948 // do_firing_stuff(obj, player_visibility, &vec_to_player);
950 // (Note, only drop if player is visible. This prevents the bombs from being a giveaway, and
951 // also ensures that the robot is moving while it is dropping. Also means fewer will be dropped.)
952 if ((ailp->next_fire <= 0) && (player_visibility)) {
953 vms_vector fire_vec, fire_pos;
955 if (!ai_multiplayer_awareness(obj, 75))
958 fire_vec = obj->orient.fvec;
959 vm_vec_negate(&fire_vec);
960 vm_vec_add(&fire_pos, &obj->pos, &fire_vec);
962 if (aip->SUB_FLAGS & SUB_FLAGS_SPROX)
963 Laser_create_new_easy( &fire_vec, &fire_pos, obj-Objects, ROBOT_SUPERPROX_ID, 1);
965 Laser_create_new_easy( &fire_vec, &fire_pos, obj-Objects, PROXIMITY_ID, 1);
967 ailp->next_fire = (F1_0/2)*(NDL+5 - Difficulty_level); // Drop a proximity bomb every 5 seconds.
971 if (Game_mode & GM_MULTI)
973 ai_multi_send_robot_position(obj-Objects, -1);
974 if (aip->SUB_FLAGS & SUB_FLAGS_SPROX)
975 multi_send_robot_fire(obj-Objects, -2, &fire_vec);
977 multi_send_robot_fire(obj-Objects, -1, &fire_vec);
984 case AIM_GOTO_PLAYER:
985 case AIM_GOTO_OBJECT:
986 ai_follow_path(obj, 2, previous_visibility, &vec_to_player); // Follows path as if player can see robot.
987 ai_multi_send_robot_position(objnum, -1);
990 case AIM_FOLLOW_PATH: {
991 int anger_level = 65;
993 if (aip->behavior == AIB_STATION)
994 if (Point_segs[aip->hide_index + aip->path_length - 1].segnum == aip->hide_segment) {
996 // mprintf((0, "Object %i, station, lowering anger to 64.\n"));
999 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1001 if (Game_mode & (GM_MODEM | GM_SERIAL))
1002 if (!player_visibility && (dist_to_player > F1_0*70)) {
1003 ailp->mode = AIM_STILL;
1007 if (!ai_multiplayer_awareness(obj, anger_level)) {
1008 if (maybe_ai_do_actual_firing_stuff(obj, aip)) {
1009 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1010 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1015 ai_follow_path(obj, player_visibility, previous_visibility, &vec_to_player);
1017 if (aip->GOAL_STATE != AIS_FLIN)
1018 aip->GOAL_STATE = AIS_LOCK;
1019 else if (aip->CURRENT_STATE == AIS_FLIN)
1020 aip->GOAL_STATE = AIS_LOCK;
1022 if (aip->behavior != AIB_RUN_FROM)
1023 do_firing_stuff(obj, player_visibility, &vec_to_player);
1025 if ((player_visibility == 2) && (aip->behavior != AIB_SNIPE) && (aip->behavior != AIB_FOLLOW) && (aip->behavior != AIB_RUN_FROM) && (obj->id != ROBOT_BRAIN) && (robptr->companion != 1) && (robptr->thief != 1)) {
1026 if (robptr->attack_type == 0)
1027 ailp->mode = AIM_CHASE_OBJECT;
1028 // This should not just be distance based, but also time-since-player-seen based.
1029 } else if ((dist_to_player > F1_0*(20*(2*Difficulty_level + robptr->pursuit)))
1030 && (GameTime - ailp->time_player_seen > (F1_0/2*(Difficulty_level+robptr->pursuit)))
1031 && (player_visibility == 0)
1032 && (aip->behavior == AIB_NORMAL)
1033 && (ailp->mode == AIM_FOLLOW_PATH)) {
1034 ailp->mode = AIM_STILL;
1035 aip->hide_index = -1;
1036 aip->path_length = 0;
1039 ai_multi_send_robot_position(objnum, -1);
1045 if (!ai_multiplayer_awareness(obj, 71)) {
1046 if (maybe_ai_do_actual_firing_stuff(obj, aip)) {
1047 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1048 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1053 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1055 if (player_visibility == 2) {
1056 // Get behind the player.
1058 // If vec_to_player dot player_rear_vector > 0, behind is goal.
1059 // Else choose goal with larger dot from left, right.
1060 vms_vector goal_point, goal_vector, vec_to_goal, rand_vec;
1063 dot = vm_vec_dot(&ConsoleObject->orient.fvec, &vec_to_player);
1064 if (dot > 0) { // Remember, we're interested in the rear vector dot being < 0.
1065 goal_vector = ConsoleObject->orient.fvec;
1066 vm_vec_negate(&goal_vector);
1067 // -- mprintf((0, "Goal is BEHIND\n"));
1070 dot = vm_vec_dot(&ConsoleObject->orient.rvec, &vec_to_player);
1071 goal_vector = ConsoleObject->orient.rvec;
1073 vm_vec_negate(&goal_vector);
1074 // -- mprintf((0, "Goal is LEFT\n"));
1076 ; // -- mprintf((0, "Goal is RIGHT\n"));
1079 vm_vec_scale(&goal_vector, 2*(ConsoleObject->size + obj->size + (((objnum*4 + FrameCount) & 63) << 12)));
1080 vm_vec_add(&goal_point, &ConsoleObject->pos, &goal_vector);
1081 make_random_vector(&rand_vec);
1082 vm_vec_scale_add2(&goal_point, &rand_vec, F1_0*8);
1083 vm_vec_sub(&vec_to_goal, &goal_point, &obj->pos);
1084 vm_vec_normalize_quick(&vec_to_goal);
1085 move_towards_vector(obj, &vec_to_goal, 0);
1086 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1087 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1090 if (aip->GOAL_STATE != AIS_FLIN)
1091 aip->GOAL_STATE = AIS_LOCK;
1092 else if (aip->CURRENT_STATE == AIS_FLIN)
1093 aip->GOAL_STATE = AIS_LOCK;
1095 ai_multi_send_robot_position(objnum, -1);
1099 if ((dist_to_player < F1_0*120+Difficulty_level*F1_0*20) || (ailp->player_awareness_type >= PA_WEAPON_ROBOT_COLLISION-1)) {
1100 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1102 // turn towards vector if visible this time or last time, or rand
1104 if ((player_visibility == 2) || (previous_visibility == 2)) { // -- MK, 06/09/95: || ((d_rand() > 0x4000) && !(Game_mode & GM_MULTI))) {
1105 if (!ai_multiplayer_awareness(obj, 71)) {
1106 if (maybe_ai_do_actual_firing_stuff(obj, aip))
1107 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1110 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1111 ai_multi_send_robot_position(objnum, -1);
1114 do_firing_stuff(obj, player_visibility, &vec_to_player);
1115 if (player_visibility == 2) { // Changed @mk, 09/21/95: Require that they be looking to evade. Change, MK, 01/03/95 for Multiplayer reasons. If robots can't see you (even with eyes on back of head), then don't do evasion.
1116 if (robptr->attack_type == 1) {
1117 aip->behavior = AIB_NORMAL;
1118 if (!ai_multiplayer_awareness(obj, 80)) {
1119 if (maybe_ai_do_actual_firing_stuff(obj, aip))
1120 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1123 ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, 0, 0, player_visibility);
1125 ai_multi_send_robot_position(objnum, 1);
1129 ai_multi_send_robot_position(objnum, -1);
1131 // Robots in hover mode are allowed to evade at half normal speed.
1132 if (!ai_multiplayer_awareness(obj, 81)) {
1133 if (maybe_ai_do_actual_firing_stuff(obj, aip))
1134 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1137 ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, 0, 1, player_visibility);
1139 ai_multi_send_robot_position(objnum, -1);
1143 ai_multi_send_robot_position(objnum, -1);
1145 } else if ((obj->segnum != aip->hide_segment) && (dist_to_player > F1_0*80) && (!(Game_mode & GM_MULTI))) {
1146 // If pretty far from the player, player cannot be seen (obstructed) and in chase mode, switch to follow path mode.
1147 // This has one desirable benefit of avoiding physics retries.
1148 if (aip->behavior == AIB_STATION) {
1149 ailp->goal_segment = aip->hide_segment;
1150 // -- mprintf((0, "(2) Object #%i going from STILL to STATION in frame %i.\n", objnum, FrameCount));
1151 create_path_to_station(obj, 15);
1158 case AIM_OPEN_DOOR: { // trying to open a door.
1159 vms_vector center_point, goal_vector;
1160 Assert(obj->id == ROBOT_BRAIN); // Make sure this guy is allowed to be in this mode.
1162 if (!ai_multiplayer_awareness(obj, 62))
1164 compute_center_point_on_side(¢er_point, &Segments[obj->segnum], aip->GOALSIDE);
1165 vm_vec_sub(&goal_vector, ¢er_point, &obj->pos);
1166 vm_vec_normalize_quick(&goal_vector);
1167 ai_turn_towards_vector(&goal_vector, obj, robptr->turn_time[Difficulty_level]);
1168 move_towards_vector(obj, &goal_vector, 0);
1169 ai_multi_send_robot_position(objnum, -1);
1174 case AIM_SNIPE_WAIT:
1176 case AIM_SNIPE_RETREAT:
1177 // -- if (ai_multiplayer_awareness(obj, 53))
1178 // -- if (ailp->next_fire < -F1_0)
1179 // -- ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1181 case AIM_SNIPE_RETREAT_BACKWARDS:
1182 case AIM_SNIPE_ATTACK:
1183 case AIM_SNIPE_FIRE:
1184 if (ai_multiplayer_awareness(obj, 53)) {
1185 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1187 ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, 0, 0, player_visibility);
1192 case AIM_THIEF_WAIT:
1193 case AIM_THIEF_ATTACK:
1194 case AIM_THIEF_RETREAT:
1195 case AIM_WANDER: // Used for Buddy Bot
1199 mprintf((0, "Unknown mode = %i in robot %i, behavior = %i\n", ailp->mode, obj-Objects, aip->behavior));
1200 ailp->mode = AIM_CHASE_OBJECT;
1202 } // end: switch (ailp->mode) {
1204 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1205 // If the robot can see you, increase his awareness of you.
1206 // This prevents the problem of a robot looking right at you but doing nothing.
1207 // Assert(player_visibility != -1); // Means it didn't get initialized!
1208 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1209 if ((player_visibility == 2) && (aip->behavior != AIB_FOLLOW) && (!robptr->thief)) {
1210 if ((ailp->player_awareness_type == 0) && (aip->SUB_FLAGS & SUB_FLAGS_CAMERA_AWAKE))
1211 aip->SUB_FLAGS &= ~SUB_FLAGS_CAMERA_AWAKE;
1212 else if (ailp->player_awareness_type == 0)
1213 ailp->player_awareness_type = PA_PLAYER_COLLISION;
1216 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1217 if (!object_animates) {
1218 aip->CURRENT_STATE = aip->GOAL_STATE;
1219 // mprintf((0, "Setting current to goal (%i) because object doesn't animate.\n", aip->GOAL_STATE));
1222 Assert(ailp->player_awareness_type <= AIE_MAX);
1223 Assert(aip->CURRENT_STATE < AIS_MAX);
1224 Assert(aip->GOAL_STATE < AIS_MAX);
1226 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1227 if (ailp->player_awareness_type) {
1228 new_goal_state = Ai_transition_table[ailp->player_awareness_type-1][aip->CURRENT_STATE][aip->GOAL_STATE];
1229 if (ailp->player_awareness_type == PA_WEAPON_ROBOT_COLLISION) {
1230 // Decrease awareness, else this robot will flinch every frame.
1231 ailp->player_awareness_type--;
1232 ailp->player_awareness_time = F1_0*3;
1235 if (new_goal_state == AIS_ERR_)
1236 new_goal_state = AIS_REST;
1238 if (aip->CURRENT_STATE == AIS_NONE)
1239 aip->CURRENT_STATE = AIS_REST;
1241 aip->GOAL_STATE = new_goal_state;
1245 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1246 // If new state = fire, then set all gun states to fire.
1247 if ((aip->GOAL_STATE == AIS_FIRE) ) {
1249 num_guns = Robot_info[obj->id].n_guns;
1250 for (i=0; i<num_guns; i++)
1251 ailp->goal_state[i] = AIS_FIRE;
1254 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1255 // Hack by mk on 01/04/94, if a guy hasn't animated to the firing state, but his next_fire says ok to fire, bash him there
1256 if (ready_to_fire(robptr, ailp) && (aip->GOAL_STATE == AIS_FIRE))
1257 aip->CURRENT_STATE = AIS_FIRE;
1259 if ((aip->GOAL_STATE != AIS_FLIN) && (obj->id != ROBOT_BRAIN)) {
1260 switch (aip->CURRENT_STATE) {
1262 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1264 dot = vm_vec_dot(&obj->orient.fvec, &vec_to_player);
1266 if (aip->GOAL_STATE == AIS_REST)
1267 aip->GOAL_STATE = AIS_SRCH;
1270 if (aip->GOAL_STATE == AIS_REST) {
1271 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1272 if (ready_to_fire(robptr, ailp) && (player_visibility)) {
1273 // mprintf((0, "Setting goal state to fire from rest.\n"));
1274 aip->GOAL_STATE = AIS_FIRE;
1279 if (!ai_multiplayer_awareness(obj, 60))
1282 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1284 if (player_visibility == 2) {
1285 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1286 ai_multi_send_robot_position(objnum, -1);
1290 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1292 if (!(Game_mode & GM_MULTI) || (player_visibility)) {
1293 if (!ai_multiplayer_awareness(obj, 68))
1296 if (player_visibility == 2) { // @mk, 09/21/95, require that they be looking towards you to turn towards you.
1297 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1298 ai_multi_send_robot_position(objnum, -1);
1303 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1305 if (player_visibility == 2) {
1306 if (!ai_multiplayer_awareness(obj, (ROBOT_FIRE_AGITATION-1))) {
1307 if (Game_mode & GM_MULTI) {
1308 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1312 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1313 ai_multi_send_robot_position(objnum, -1);
1316 // Fire at player, if appropriate.
1317 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1321 if (!(obj_ref & 3)) {
1322 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1323 if (player_visibility == 2) {
1324 if (!ai_multiplayer_awareness(obj, 69))
1326 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1327 ai_multi_send_robot_position(objnum, -1);
1328 } // -- MK, 06/09/95: else if (!(Game_mode & GM_MULTI)) {
1332 // mprintf((0, "State = flinch, goal = %i.\n", aip->GOAL_STATE));
1335 mprintf((1, "Unknown mode for AI object #%i\n", objnum));
1336 aip->GOAL_STATE = AIS_REST;
1337 aip->CURRENT_STATE = AIS_REST;
1340 } // end of: if (aip->GOAL_STATE != AIS_FLIN) {
1342 // Switch to next gun for next fire.
1343 if (player_visibility == 0) {
1345 if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
1347 if ((robptr->n_guns == 1) || (robptr->weapon_type2 == -1)) // Two weapon types hack.
1348 aip->CURRENT_GUN = 0;
1350 aip->CURRENT_GUN = 1;
1356 // -----------------------------------------------------------------------------------
1357 void ai_do_cloak_stuff(void)
1361 for (i=0; i<MAX_AI_CLOAK_INFO; i++) {
1362 Ai_cloak_info[i].last_position = ConsoleObject->pos;
1363 Ai_cloak_info[i].last_segment = ConsoleObject->segnum;
1364 Ai_cloak_info[i].last_time = GameTime;
1367 // Make work for control centers.
1368 Believed_player_pos = Ai_cloak_info[0].last_position;
1369 Believed_player_seg = Ai_cloak_info[0].last_segment;
1373 // -----------------------------------------------------------------------------------
1374 // Returns false if awareness is considered too puny to add, else returns true.
1375 int add_awareness_event(object *objp, int type)
1377 // If player cloaked and hit a robot, then increase awareness
1378 if ((type == PA_WEAPON_ROBOT_COLLISION) || (type == PA_WEAPON_WALL_COLLISION) || (type == PA_PLAYER_COLLISION))
1379 ai_do_cloak_stuff();
1381 if (Num_awareness_events < MAX_AWARENESS_EVENTS) {
1382 if ((type == PA_WEAPON_WALL_COLLISION) || (type == PA_WEAPON_ROBOT_COLLISION))
1383 if (objp->id == VULCAN_ID)
1384 if (d_rand() > 3276)
1385 return 0; // For vulcan cannon, only about 1/10 actually cause awareness
1387 Awareness_events[Num_awareness_events].segnum = objp->segnum;
1388 Awareness_events[Num_awareness_events].pos = objp->pos;
1389 Awareness_events[Num_awareness_events].type = type;
1390 Num_awareness_events++;
1392 // Int3(); // Hey -- Overflowed Awareness_events, make more or something
1393 // This just gets ignored, so you can just continue.
1399 // ----------------------------------------------------------------------------------
1400 // Robots will become aware of the player based on something that occurred.
1401 // The object (probably player or weapon) which created the awareness is objp.
1402 void create_awareness_event(object *objp, int type)
1404 // If not in multiplayer, or in multiplayer with robots, do this, else unnecessary!
1405 if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_ROBOTS)) {
1406 if (add_awareness_event(objp, type)) {
1407 if (((d_rand() * (type+4)) >> 15) > 4)
1408 Overall_agitation++;
1409 if (Overall_agitation > OVERALL_AGITATION_MAX)
1410 Overall_agitation = OVERALL_AGITATION_MAX;
1415 byte New_awareness[MAX_SEGMENTS];
1417 // ----------------------------------------------------------------------------------
1418 void pae_aux(int segnum, int type, int level)
1422 if (New_awareness[segnum] < type)
1423 New_awareness[segnum] = type;
1425 // Process children.
1426 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
1427 if (IS_CHILD(Segments[segnum].children[j]))
1432 pae_aux(Segments[segnum].children[j], type-1, level+1);
1434 pae_aux(Segments[segnum].children[j], type, level+1);
1440 // ----------------------------------------------------------------------------------
1441 void process_awareness_events(void)
1445 if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_ROBOTS)) {
1446 memset(New_awareness, 0, sizeof(New_awareness[0]) * (Highest_segment_index+1));
1448 for (i=0; i<Num_awareness_events; i++)
1449 pae_aux(Awareness_events[i].segnum, Awareness_events[i].type, 1);
1453 Num_awareness_events = 0;
1456 // ----------------------------------------------------------------------------------
1457 void set_player_awareness_all(void)
1461 process_awareness_events();
1463 for (i=0; i<=Highest_object_index; i++)
1464 if (Objects[i].control_type == CT_AI) {
1465 if (New_awareness[Objects[i].segnum] > Ai_local_info[i].player_awareness_type) {
1466 Ai_local_info[i].player_awareness_type = New_awareness[Objects[i].segnum];
1467 Ai_local_info[i].player_awareness_time = PLAYER_AWARENESS_INITIAL_TIME;
1470 // Clear the bit that says this robot is only awake because a camera woke it up.
1471 if (New_awareness[Objects[i].segnum] > Ai_local_info[i].player_awareness_type)
1472 Objects[i].ctype.ai_info.SUB_FLAGS &= ~SUB_FLAGS_CAMERA_AWAKE;
1477 int Ai_dump_enable = 0;
1479 FILE *Ai_dump_file = NULL;
1481 char Ai_error_message[128] = "";
1483 // ----------------------------------------------------------------------------------
1484 void force_dump_ai_objects_all(char *msg)
1488 tsave = Ai_dump_enable;
1492 sprintf(Ai_error_message, "%s\n", msg);
1493 //dump_ai_objects_all();
1494 Ai_error_message[0] = 0;
1496 Ai_dump_enable = tsave;
1499 // ----------------------------------------------------------------------------------
1500 void turn_off_ai_dump(void)
1502 if (Ai_dump_file != NULL)
1503 fclose(Ai_dump_file);
1505 Ai_dump_file = NULL;
1510 extern void do_boss_dying_frame(object *objp);
1512 // ----------------------------------------------------------------------------------
1513 // Do things which need to get done for all AI objects each frame.
1515 // Setting player_awareness (a fix, time in seconds which object is aware of player)
1516 void do_ai_frame_all(void)
1519 //dump_ai_objects_all();
1522 set_player_awareness_all();
1524 if (Ai_last_missile_camera != -1) {
1525 // Clear if supposed misisle camera is not a weapon, or just every so often, just in case.
1526 if (((FrameCount & 0x0f) == 0) || (Objects[Ai_last_missile_camera].type != OBJ_WEAPON)) {
1529 Ai_last_missile_camera = -1;
1530 for (i=0; i<=Highest_object_index; i++)
1531 if (Objects[i].type == OBJ_ROBOT)
1532 Objects[i].ctype.ai_info.SUB_FLAGS &= ~SUB_FLAGS_CAMERA_AWAKE;
1536 // (Moved here from do_boss_stuff() because that only gets called if robot aware of player.)
1540 for (i=0; i<=Highest_object_index; i++)
1541 if (Objects[i].type == OBJ_ROBOT)
1542 if (Robot_info[Objects[i].id].boss_flag)
1543 do_boss_dying_frame(&Objects[i]);
1548 extern int Final_boss_is_dead;
1549 extern fix Boss_invulnerable_dot;
1551 // Initializations to be performed for all robots for a new level.
1552 void init_robots_for_level(void)
1554 Overall_agitation = 0;
1555 Final_boss_is_dead=0;
1558 Buddy_allowed_to_talk = 0;
1560 Boss_invulnerable_dot = F1_0/4 - i2f(Difficulty_level)/8;
1561 Boss_dying_start_time = 0;
1564 int ai_save_state( FILE * fp )
1566 fwrite( &Ai_initialized, sizeof(int), 1, fp );
1567 fwrite( &Overall_agitation, sizeof(int), 1, fp );
1568 fwrite( Ai_local_info, sizeof(ai_local)*MAX_OBJECTS, 1, fp );
1569 fwrite( Point_segs, sizeof(point_seg)*MAX_POINT_SEGS, 1, fp );
1570 fwrite( Ai_cloak_info, sizeof(ai_cloak_info)*MAX_AI_CLOAK_INFO, 1, fp );
1571 fwrite( &Boss_cloak_start_time, sizeof(fix), 1, fp );
1572 fwrite( &Boss_cloak_end_time , sizeof(fix), 1, fp );
1573 fwrite( &Last_teleport_time , sizeof(fix), 1, fp );
1574 fwrite( &Boss_teleport_interval, sizeof(fix), 1, fp );
1575 fwrite( &Boss_cloak_interval, sizeof(fix), 1, fp );
1576 fwrite( &Boss_cloak_duration, sizeof(fix), 1, fp );
1577 fwrite( &Last_gate_time, sizeof(fix), 1, fp );
1578 fwrite( &Gate_interval, sizeof(fix), 1, fp );
1579 fwrite( &Boss_dying_start_time, sizeof(fix), 1, fp );
1580 fwrite( &Boss_dying, sizeof(int), 1, fp );
1581 fwrite( &Boss_dying_sound_playing, sizeof(int), 1, fp );
1582 fwrite( &Boss_hit_time, sizeof(fix), 1, fp );
1583 // -- MK, 10/21/95, unused! -- fwrite( &Boss_been_hit, sizeof(int), 1, fp );
1585 fwrite( &Escort_kill_object, sizeof(Escort_kill_object), 1, fp);
1586 fwrite( &Escort_last_path_created, sizeof(Escort_last_path_created), 1, fp);
1587 fwrite( &Escort_goal_object, sizeof(Escort_goal_object), 1, fp);
1588 fwrite( &Escort_special_goal, sizeof(Escort_special_goal), 1, fp);
1589 fwrite( &Escort_goal_index, sizeof(Escort_goal_index), 1, fp);
1590 fwrite( &Stolen_items, sizeof(Stolen_items[0])*MAX_STOLEN_ITEMS, 1, fp);
1593 temp = Point_segs_free_ptr - Point_segs;
1594 fwrite( &temp, sizeof(int), 1, fp );
1597 fwrite(&Num_boss_teleport_segs, sizeof(Num_boss_teleport_segs), 1, fp);
1598 fwrite(&Num_boss_gate_segs, sizeof(Num_boss_gate_segs), 1, fp);
1600 if (Num_boss_gate_segs)
1601 fwrite(Boss_gate_segs, sizeof(Boss_gate_segs[0]), Num_boss_gate_segs, fp);
1603 if (Num_boss_teleport_segs)
1604 fwrite(Boss_teleport_segs, sizeof(Boss_teleport_segs[0]), Num_boss_teleport_segs, fp);
1609 int ai_restore_state( FILE * fp, int version )
1611 fread( &Ai_initialized, sizeof(int), 1, fp );
1612 fread( &Overall_agitation, sizeof(int), 1, fp );
1613 fread( Ai_local_info, sizeof(ai_local)*MAX_OBJECTS, 1, fp );
1614 fread( Point_segs, sizeof(point_seg)*MAX_POINT_SEGS, 1, fp );
1615 fread( Ai_cloak_info, sizeof(ai_cloak_info)*MAX_AI_CLOAK_INFO, 1, fp );
1616 fread( &Boss_cloak_start_time, sizeof(fix), 1, fp );
1617 fread( &Boss_cloak_end_time , sizeof(fix), 1, fp );
1618 fread( &Last_teleport_time , sizeof(fix), 1, fp );
1619 fread( &Boss_teleport_interval, sizeof(fix), 1, fp );
1620 fread( &Boss_cloak_interval, sizeof(fix), 1, fp );
1621 fread( &Boss_cloak_duration, sizeof(fix), 1, fp );
1622 fread( &Last_gate_time, sizeof(fix), 1, fp );
1623 fread( &Gate_interval, sizeof(fix), 1, fp );
1624 fread( &Boss_dying_start_time, sizeof(fix), 1, fp );
1625 fread( &Boss_dying, sizeof(int), 1, fp );
1626 fread( &Boss_dying_sound_playing, sizeof(int), 1, fp );
1627 fread( &Boss_hit_time, sizeof(fix), 1, fp );
1628 // -- MK, 10/21/95, unused! -- fread( &Boss_been_hit, sizeof(int), 1, fp );
1631 fread( &Escort_kill_object, sizeof(Escort_kill_object), 1, fp);
1632 fread( &Escort_last_path_created, sizeof(Escort_last_path_created), 1, fp);
1633 fread( &Escort_goal_object, sizeof(Escort_goal_object), 1, fp);
1634 fread( &Escort_special_goal, sizeof(Escort_special_goal), 1, fp);
1635 fread( &Escort_goal_index, sizeof(Escort_goal_index), 1, fp);
1636 fread( &Stolen_items, sizeof(Stolen_items[0])*MAX_STOLEN_ITEMS, 1, fp);
1640 Escort_kill_object = -1;
1641 Escort_last_path_created = 0;
1642 Escort_goal_object = ESCORT_GOAL_UNSPECIFIED;
1643 Escort_special_goal = -1;
1644 Escort_goal_index = -1;
1646 for (i=0; i<MAX_STOLEN_ITEMS; i++) {
1647 Stolen_items[i] = 255;
1652 if (version >= 15) {
1654 fread( &temp, sizeof(int), 1, fp );
1655 Point_segs_free_ptr = &Point_segs[temp];
1657 ai_reset_all_paths();
1659 if (version >= 21) {
1660 fread(&Num_boss_teleport_segs, sizeof(Num_boss_teleport_segs), 1, fp);
1661 fread(&Num_boss_gate_segs, sizeof(Num_boss_gate_segs), 1, fp);
1663 if (Num_boss_gate_segs)
1664 fread(Boss_gate_segs, sizeof(Boss_gate_segs[0]), Num_boss_gate_segs, fp);
1666 if (Num_boss_teleport_segs)
1667 fread(Boss_teleport_segs, sizeof(Boss_teleport_segs[0]), Num_boss_teleport_segs, fp);
1669 // -- Num_boss_teleport_segs = 1;
1670 // -- Num_boss_gate_segs = 1;
1671 // -- Boss_teleport_segs[0] = 0;
1672 // -- Boss_gate_segs[0] = 0;
1673 // Note: Maybe better to leave alone...will probably be ok.
1674 mprintf((1, "Warning: If you fight the boss, he might teleport to segment #0!\n"));